{"text": "#textdomain wesnoth-After_the_Storm\n#\n# Full version of the Project Ethea Phase 1 credits used at the end of AtS\n# Episode 3.\n#\n\n# wmlindent: start ignoring\n\n#define CREDITS_BODY _TEXT\n body={_TEXT}\n#enddef\n\n#define CREDITS_LINE _TEXT\n [item]\n text={_TEXT}\n [/item]\n#enddef\n\n#define CREDITS_ARTWORK _AUTHOR _NAMES\n [item]\n author={_AUTHOR}\n names={_NAMES}\n [/item]\n#enddef\n\n#define CREDITS_BREAK\n [break][/break]\n#enddef\n\nmusic=everlasting_night.ogg\npre_wait=2750\n\n[section]\n title= _ \"Story\"\n\n {CREDITS_BODY \"Iris Morelle (Irydacea/shadowm)\"}\n[/section]\n\n[section]\n title= _ \"Programming\"\n\n {CREDITS_BODY \"Iris Morelle (Irydacea/shadowm)\"}\n[/section]\n\n[section]\n title= _ \"Map Design\"\n\n {CREDITS_BODY \"Iris Morelle (Irydacea/shadowm)\"}\n[/section]\n\n[section]\n title= _ \"Main Playtesting\"\n\n {CREDITS_LINE \"Iris Morelle (Irydacea/shadowm)\"}\n {CREDITS_LINE \"Charles Dang (vultraz)\"}\n {CREDITS_LINE \"Steven Panek (Espreon)\"}\n[/section]\n\n[section]\n title= _ \"Proofreading\"\n\n {CREDITS_LINE \"8680 (8680)\"}\n {CREDITS_LINE \"Charles Dang (vultraz)\"}\n {CREDITS_LINE \"nemaara\"}\n {CREDITS_LINE \"Steven Panek (Espreon)\"}\n[/section]\n\n[section]\n title= _ \"Main Unit Art\"\n\n {CREDITS_BODY \"Iris Morelle (Irydacea/shadowm)\"}\n[/section]\n\n[section]\n title= _ \"Main Portrait Art\"\n\n {CREDITS_LINE \"Kathrin Polikeit (Kitty)\"}\n {CREDITS_LINE \"Marcus Ros\u00e9n (sleepwalker)\"}\n[/section]\n\n[section]\n title= _ \"Additional Artwork\"\n\n {CREDITS_LINE \"Ben Wenzel (artisticdude)\"}\n {CREDITS_LINE \"Blarumyrran\"}\n {CREDITS_LINE \"Charles Dang (vultraz)\"}\n {CREDITS_LINE \"doofus-01\"}\n {CREDITS_LINE \"Emilien Rotival (LordBob)\"}\n\n {CREDITS_BREAK}\n\n {CREDITS_LINE \"Erkki Lonkainen (Eternal)\"}\n {CREDITS_LINE \"EVILEST\"}\n {CREDITS_LINE \"Francisco Mu\u00f1oz (fmunoz)\"}\n {CREDITS_LINE \"GK3\"}\n {CREDITS_LINE \"Hogne H\u00e5skjold (Frame/Freim)\"}\n\n {CREDITS_BREAK}\n\n {CREDITS_LINE \"Irrevenant\"}\n {CREDITS_LINE \"J.W. Bjerk (Eleazar)\"}\n {CREDITS_LINE \"Lari Nieminen (zookeeper)\"}\n {CREDITS_LINE \"Musketaquid\"}\n {CREDITS_LINE \"Neoriceisgood\"}\n\n {CREDITS_BREAK}\n\n {CREDITS_LINE \"Peter Geinitz (Shadow/Wayfarer)\"}\n {CREDITS_LINE \"Reiner \u2018Tiles\u2019 Prokein\"}\n {CREDITS_LINE \"Richard Kettering (Jetrel)\"}\n {CREDITS_LINE \"Samuel Wilson (megane)\"}\n {CREDITS_LINE \"Santiago Iborra (Quellion)\"}\n\n {CREDITS_BREAK}\n\n {CREDITS_LINE \"Shield\"}\n {CREDITS_LINE \"Stephen Metcalf (Neoskel)\"}\n {CREDITS_LINE \"VYNLT\"}\n {CREDITS_LINE \"Zerovirus\"}\n[/section]\n\n[section]\n title= _ \"Aragwaith Faction\"\n\n {CREDITS_LINE \"Astrid Halberkamp\"}\n {CREDITS_LINE \"Peter Geinitz (Shadow/Wayfarer)\"}\n[/section]\n\n[section]\n title= _ \"Music\"\n\n {CREDITS_ARTWORK \"Aleksi Aubry-Carlson\"\n \"gameplay06.ogg,Orc Theme\"}\n {CREDITS_ARTWORK \"Blake Ewing (Ewing)\"\n \"The Gathering Storm\"}\n {CREDITS_ARTWORK \"Jeremy Nicoll (jeremy2)\"\n \"Lonely Snowfall\"}\n\n {CREDITS_BREAK}\n\n {CREDITS_ARTWORK \"Mattias Westlund (West)\"\n \"Ambuscade, The High King\u2019s March\"}\n {CREDITS_ARTWORK \"Murilo Carvalho\"\n \"Everlasting Night\"}\n\n {CREDITS_BREAK}\n\n {CREDITS_ARTWORK \"Telaron\"\n \"A Land of Adventure, Climactic Contemplation, End, Harp\"}\n\n {CREDITS_BREAK}\n\n {CREDITS_ARTWORK \"Telaron\"\n \"Moleman, Overlive, Returning in Time, Western Theme 2\"}\n\n {CREDITS_BREAK}\n\n {CREDITS_ARTWORK \"Tyler Johnson\"\n \"Enchanted Forest, In the Land of Madness, One Thousand Suns\"}\n[/section]\n\n[section]\n title= _ \"Translations\"\n\n {CREDITS_LINE \"kabachuha\"}\n {CREDITS_LINE \"newfrenchy83\"}\n {CREDITS_LINE \"RatArmy\"}\n[/section]\n\n[section]\n title= _ \"Additional Thanks\"\n[/section]\n\n[section]\n {CREDITS_LINE \"8680 (8680)\"}\n {CREDITS_LINE \"Alexander van Gessel (AI/AI0867)\"}\n {CREDITS_LINE \"Astrid Halberkamp\"}\n {CREDITS_LINE \"Beno\u00eet Timbert (Noyga)\"}\n {CREDITS_LINE \"Charles Dang (vultraz)\"}\n {CREDITS_LINE \"Derek Hoagland (Gambit/Grickit)\"}\n\n {CREDITS_BREAK}\n\n {CREDITS_LINE \"Dimitar Ilccov (Mythological)\"}\n {CREDITS_LINE \"Docrock\"}\n {CREDITS_LINE \"Elvish_Hunter\"}\n {CREDITS_LINE \"Elvish_Pillager\"}\n {CREDITS_LINE \"Mr. Fuzzy\"}\n {CREDITS_LINE \"Inky\"}\n\n {CREDITS_BREAK}\n\n {CREDITS_LINE \"Kathrin Polikeit (Kitty)\"}\n {CREDITS_LINE \"Konrad2\"}\n {CREDITS_LINE \"Layla\"}\n {CREDITS_LINE \"Lily\"}\n {CREDITS_LINE \"Matthias Schoeck (mattsc)\"}\n {CREDITS_LINE \"Michael (Mica)\"}\n\n {CREDITS_BREAK}\n\n {CREDITS_LINE \"nemaara\"}\n {CREDITS_LINE \"Piotr Cychowski (Cycholka/Mistbinder/Mist)\"}\n {CREDITS_LINE \"Richard Kettering (Jetrel)\"}\n {CREDITS_LINE \"S. E. Brune (SouthernOracle)\"}\n {CREDITS_LINE \"Sergey Popov (loonycyborg)\"}\n {CREDITS_LINE \"solsword/pmworther\"}\n\n {CREDITS_BREAK}\n\n {CREDITS_LINE \"Steven Panek (Espreon)\"}\n {CREDITS_LINE \"Turuk\"}\n {CREDITS_LINE \"Zoltic\"}\n[/section]\n\n[section]\n title= _ \"Thanks for playing\"\n duration=10000\n[/section]\n\npost_wait=2000\nmusic_fade_out=2000\n\n#undef CREDITS_BODY\n#undef CREDITS_LINE\n#undef CREDITS_ARTWORK\n#undef CREDITS_BREAK\n\n# wmlindent: stop ignoring\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[about]\n title= _ \"Creator and Lead Designer\"\n [entry]\n name=\"Iris Morelle (Irydacea/shadowm)\"\n email=\"shadowm2006@gmail.com\"\n wikiuser=\"shadowm\"\n [/entry]\n[/about]\n[about]\n title= _ \"Campaign Maintenance\"\n #\n # Current main maintainer\n #\n [entry]\n name=\"Iris Morelle (Irydacea/shadowm)\"\n [/entry]\n[/about]\n[about]\n title= _ \"Graphics\"\n [entry]\n name=\"Iris Morelle (Irydacea/shadowm)\"\n [/entry]\n [entry]\n name=\"Kathrin Polikeit (Kitty)\"\n [/entry]\n [entry]\n name=\"Marcus Ros\u00e9n (sleepwalker)\"\n comment=\"Demon portraits\"\n [/entry]\n\n {CREDITS_SEPARATOR}\n\n [entry]\n name=\"Ben Wenzel (artisticdude)\"\n comment=\"Improved Demon, Demon Grunt, Demon Zephyr, and Demon Warrior baseframes\"\n [/entry]\n [entry]\n name=\"Blarumyrran\"\n [/entry]\n [entry]\n name=\"Charles Dang (vultraz)\"\n [/entry]\n [entry]\n name=\"doofus-01\"\n [/entry]\n [entry]\n name=\"Emilien Rotival (LordBob)\"\n comment=\"Faerie race icon\"\n [/entry]\n [entry]\n name=\"Erkki Lonkainen (Eternal)\"\n [/entry]\n [entry]\n name=\"EVILEST\"\n [/entry]\n [entry]\n name=\"Francisco Mu\u00f1oz (fmunoz)\"\n [/entry]\n [entry]\n name=\"GK3\"\n [/entry]\n [entry]\n name=\"J.W. Bjerk (Eleazar)\"\n [/entry]\n [entry]\n name=\"Musketaquid\"\n [/entry]\n [entry]\n name=\"Neoriceisgood\"\n [/entry]\n [entry]\n name=\"Peter Geinitz (Shadow/Wayfarer)\"\n [/entry]\n [entry]\n name=\"Richard Kettering (Jetrel)\"\n [/entry]\n [entry]\n name=\"Samuel Wilson (megane)\"\n [/entry]\n [entry]\n name=\"Santiago Iborra (Quellion)\"\n comment=\"Wight for WTactics.org/Arcmage.org, used as a placeholder for Mal Hekuba\"\n [/entry]\n [entry]\n name=\"Stephen Metcalf (Neoskel)\"\n [/entry]\n [entry]\n name=\"VYNLT\"\n comment=\"Chaos Cardinal\"\n [/entry]\n [entry]\n name=\"Zerovirus\"\n [/entry]\n[/about]\n[about]\n title= _ \"Aragwaith Faction\"\n [entry]\n name=\"Astrid Halberkamp\"\n comment=\"Rebalancing and animation WML updates for the MP 'The Aragwaithi' and 'Era of Chaos' add-ons, applied on AtS 0.8.1 and later\"\n [/entry]\n [entry]\n name=\"Peter Geinitz (Shadow/Wayfarer)\"\n comment=\"Art, concept\"\n [/entry]\n[/about]\n[about]\n title= _ \"Music\"\n [entry]\n name=\"Aleksi Aubry-Carlson (Aleksi)\"\n comment=\"gameplay06.ogg, Orc Theme\"\n [/entry]\n [entry]\n name=\"Blake Ewing (Ewing)\"\n comment=\"The Gathering Storm\"\n [/entry]\n [entry]\n name=\"Jeremy Nicoll (jeremy2)\"\n comment=\"Lonely Snowfall\"\n [/entry]\n [entry]\n name=\"Mattias Westlund (West)\"\n comment=\"Ambuscade, The High King's March\"\n [/entry]\n [entry]\n name=\"Murilo Carvalho\"\n comment=\"Everlasting Night\"\n [/entry]\n [entry]\n name=\"Telaron\"\n comment=\"a_land_of_adventure.ogg, climactic_contemplation.ogg, end.ogg, harp.ogg, moleman.ogg, overlive.ogg, returning_in_time.ogg, western_theme2.ogg\"\n [/entry]\n [entry]\n name=\"Tyler Johnson\"\n comment=\"Enchanted Forest, In the Land of Madness, One Thousand Suns\"\n [/entry]\n[/about]\n[about]\n title= _ \"Translations\"\n [entry]\n name=\"kabachuha\"\n comment=\"Russian\"\n [/entry]\n [entry]\n name=\"newfrenchy83\"\n comment=\"French\"\n [/entry]\n [entry]\n name=\"RatArmy\"\n comment=\"Japanese\"\n [/entry]\n[/about]\n[about]\n title= _ \"Additional Thanks to\"\n [entry]\n name=\"8680 (8680)\"\n [/entry]\n [entry]\n name=\"Alexander van Gessel (AI/AI0867)\"\n [/entry]\n [entry]\n name=\"Charles Dang (vultraz)\"\n comment=\"Wesnoth 1.14.x support assistance\"\n [/entry]\n [entry]\n name=\"Elvish_Hunter\"\n [/entry]\n [entry]\n name=\"Inky\"\n comment=\"Highly educational playthrough and bug reports\"\n [/entry]\n [entry]\n name=\"Kathrin Polikeit (Kitty)\"\n [/entry]\n [entry]\n name=\"Konrad2\"\n comment=\"Playtesting and bug triaging for Wesnoth 1.14.x\"\n [/entry]\n [entry]\n name=\"Matthias Schoeck (mattsc)\"\n [/entry]\n [entry]\n name=\"Michael (Mica)\"\n [/entry]\n [entry]\n name=\"nemaara\"\n comment=\"Playtesting\"\n [/entry]\n [entry]\n name=\"Steven Panek (Espreon)\"\n [/entry]\n [entry]\n name=\"Turuk\"\n [/entry]\n\n {CREDITS_SEPARATOR}\n\n [entry]\n name= _ \"You, for playing this campaign\"\n [/entry]\n[/about]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#define LOG_ATS_ERR _MSG\n {ERROR (\"[AtS] \"+{_MSG})}\n#enddef\n\n#define LOG_ATS_WRN _MSG\n {WARNING (\"[AtS] \"+{_MSG})}\n#enddef\n\n#define LOG_ATS _MSG\n {LOG (\"[AtS] \"+{_MSG})}\n#enddef\n\n#define LOG_ATS_DBG _MSG\n {DEBUG (\"[AtS] \"+{_MSG})}\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#\n# Naia library\n#\n\n#ifhave ~add-ons/Naia/loader.cfg\n\n{~add-ons/Naia/loader.cfg}\n\n#else\n#ifhave ./Naia/loader.cfg\n\n#define NAIA_EMBEDDED\nAfter_the_Storm#enddef\n\n{./Naia/loader.cfg}\n\n#endif\n#endif\n\n#ifndef NAIA_VERSION\n#error Naia or a Naia base library component is missing. Cannot continue loading this add-on.\n#endif\n\n#\n# Local library\n#\n\n# LD provides a simpler, shorter way of including WML files by using only\n# relative paths (to the add-on's directory).\n#define LD __PATH__\n{~add-ons/After_the_Storm/{__PATH__}}#enddef\n\n{LD /mainline-strings.cfg}\n\n#ifndef __WMLUNITS__\n\n{LD /terrain-graphics}\n{LD /terrain.cfg}\n{LD /terrain-virtual.cfg}\n\n#endif\n\n#ifndef EDITOR\n\n# LE includes WML files using paths relative to the currently selected\n# episode's directory.\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_I\n#define LE __PATH__\n{~add-ons/After_the_Storm/episode1/{__PATH__}}#enddef\n#define ME\n~add-ons/After_the_Storm/episode1/maps#enddef\n#endif\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_II\n#define LE __PATH__\n{~add-ons/After_the_Storm/episode2/{__PATH__}}#enddef\n#define ME\n~add-ons/After_the_Storm/episode2/maps#enddef\n#endif\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n#define LE __PATH__\n{~add-ons/After_the_Storm/episode3/{__PATH__}}#enddef\n#define ME\n~add-ons/After_the_Storm/episode3/maps#enddef\n#endif\n\n#ifndef __WMLUNITS__\n\n# DIFF includes WML conditionally depending on the selected difficulty. I\n# prefer this to mainline's ON_DIFFICULTY macro, which has an exceedingly\n# long name for such an ubiquitous purpose. There is no whitespace (e.g.\n# tabs, newlines, blanks) around the inclusions in order to avoid issues\n# when the substitution is performed in middle of a string literal.\n#ifdef EASY\n#define DIFF _ON_EASY _ON_NORMAL _ON_HARD\n{_ON_EASY}#enddef\n#endif\n#ifdef NORMAL\n#define DIFF _ON_EASY _ON_NORMAL _ON_HARD\n{_ON_NORMAL}#enddef\n#endif\n#ifdef HARD\n#define DIFF _ON_EASY _ON_NORMAL _ON_HARD\n{_ON_HARD}#enddef\n#endif\n\n#define PERSISTENT_NS_ATS\n\"Project_Ethea.After_the_Storm\" #enddef\n\n#define PERSISTENT_NS_IFTU\n\"Project_Ethea.Invasion_from_the_Unknown\" #enddef\n\n# NOTE: do not change the order in which these files are preprocessing unless\n# you are very sure of what you are doing.\n\n[lua]\n code = <<\n PROJECT_ETHEA_AFTER_THE_STORM_VERSION = '>>+\"{LD dist/VERSION}\"+<<'\n\n naia_register_package {\n global_id = 'project_ethea.After_the_Storm',\n name = 'After the Storm',\n i18n_name = wesnoth.textdomain('wesnoth-After_the_Storm')('After the Storm'),\n version = PROJECT_ETHEA_AFTER_THE_STORM_VERSION,\n abbreviation = 'AtS',\n tracker_url = 'https://github.com/project-ethea/After_the_Storm/issues',\n forum_thread = 'https://forums.wesnoth.org/viewtopic.php?t=32091',\n maintainer_mode = filesystem.have_file('~add-ons/After_the_Storm/base-maint.cfg'),\n }\n\n check_host_compatibility('1.15.14', '1.16.x', {}, false)\n check_addon_compatibility()\n\n -- Load local code files.\n for i, file in ipairs {\n 'overrides.lua',\n 'segmented.lua',\n 'theme.lua',\n\n 'gui/character_action_dialog.lua',\n 'gui/combo_info_dialog.lua',\n 'gui/item_choice_dialog.lua',\n 'gui/show_image.lua',\n 'gui/top_message.lua',\n\n 'After_the_Storm.lua',\n }\n do\n wesnoth.dofile('~add-ons/After_the_Storm/lua/' .. file)\n end\n >>\n[/lua]\n\n#endif\n\n{LD /base-debug.cfg}\n\n{LD /base-rc.cfg}\n{LD /macros}\n\n[+units]\n {LD /units}\n[/units]\n\n#ifndef __WMLUNITS__\n\n{GLOBAL_EVENTS ({LD /global-events.cfg})}\n\n#define MAP __FILE__\n map_file=\"{ME}/{__FILE__}\"\n#enddef\n\n#define MASK __FILE__\n mask=\"{LE /masks/{__FILE__}}\"\n#enddef\n\n#define SHROUD_DATA __FILE__\n shroud_data=\"{LE /masks/{__FILE__}}\"\n#enddef\n\n#\n# Episode-specific data files\n#\n\n{LE characters.cfg}\n{LE deaths.cfg}\n{LE storytxt.cfg}\n{LE scenarios}\n\n#endif\n\n#else\n\n[editor_group]\n id = \"wesnoth-UMC-After_the_Storm\"\n name = _ \"After the Storm (custom terrains)\"\n icon = \"group_custom\"\n[/editor_group]\n\n# Get rid of this macro since it may be redefined by other add-ons\n# loaded by the editor.\n#undef LD\n\n#endif\n\n# EOF\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[color_palette]\n necro_skin_base=C5956A,A9794F,B17632,D4944F,F8C090,F8C393,F6D39B,FAF3C9,784838,7B4231,73432B,3A211C,4F2D29,FFFFFF\n necro_skin_devoid=AF6293,AF6293,AF6293,AF6293,E0919C,E0919C,E0919C,E0919C,6E1043,6E1043,6E1043,6E1043,6E1043,6E1043\n\n faerie_spirit_hair_base=104820,458967,8DCD53,E8F898\n faerie_spirit_hair_gold=4E3430,9A7458,CFA87A,FFFFFF\n\n faerie_sylvan_wings=BEE0F6,77CBA7,61A280\n faerie_sylvan_bright_wings=E8F898,8BEA75,4EBB81\n faerie_neutral_wings=D0F4F1,87D5CF,47B8AF\n faerie_guard_wings=C5F7E3,60CBBB,45AB9E\n\n # The magenta TC recolored using the red color range.\n magenta_to_red_tc=FF0000,240000,360000,450000,520000,5E0000,6B0000,790000,850000,920000,A10000,C00000,D20000,E20000,F00000,FF3030,FF6060,FF9191,FFC5C5\n # The magenta TC recolored using the yellow color range.\n magenta_to_yellow_tc=EEE000,2F2C00,3F3B00,4C4800,585200,625C00,6D6700,797200,847C00,8F8600,9C9300,B7AD00,C7BB00,D5C800,E1D400,F1E530,F4EB60,F7F191,FBF8C5\n # The magenta TC recolored using the gold color range.\n magenta_to_gold_tc=FFF35A,A7661D,AE7122,B47B26,BA842A,BE8B2D,C39430,C99D34,CEA438,D3AD3B,D9B740,E6CB48,EDD64D,F3E052,F9E956,FFF370,FFF487,FFF59E,FFF6B7\n[/color_palette]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#\n# Global events loaded for all scenarios\n#\n\n# Handler for UI logic related to character AMLAs\n{AMLA_UI_HANDLER}\n\n# Dependency for Elynia's AMLA tree as well as other units with the stun weapon\n# special\n{WEAPON_SPECIAL_STUN_EVENTS}\n\n# Dependency for Anya's AMLA tree as well as other units with the daze weapon\n# special\n{WEAPON_SPECIAL_DAZE_EVENTS}\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_II\n\n# Undead recruitment in Episode 2\n{UNDEAD_RECRUITMENT:ZYNARA}\n\n#endif\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n\n# Dependency for Anya's AMLA tree in Episode 3\n{ABILITY_ABSCOND_EVENTS}\n\n# Undead recruitment in Episode 3\n{UNDEAD_RECRUITMENT:IRYLEAN}\n\n#endif\n"} {"text": "\n# wmllint: validate-off\n# wmlindent: start ignoring\n\n#textdomain wesnoth\n\n#define TSTR_YES\n_\"Yes\" #enddef\n#define TSTR_NO\n_\"No\" #enddef\n\n#define TSTR_PETRIFIED\n_\"petrified\" #enddef\n#define TSTR_FEMALE_PETRIFIED\n_\"female^petrified\" #enddef\n\n#define TSTR_NO_OBJECTIVES_AVAILABLE\n_ \"No objectives available.\" #enddef\n\n#textdomain wesnoth-lib\n\n#define TSTR_TERRAIN_NAME_SHROUD\n _\"Shroud\" #enddef\n#define TSTR_TERRAIN_NAME_FOG\n _\"Fog\" #enddef\n#define TSTR_TERRAIN_NAME_VOID\n _ \"Void\" #enddef\n#define TSTR_TERRAIN_NAME_CHASM\n _ \"Chasm\" #enddef\n#define TSTR_TERRAIN_NAME_ROAD\n _ \"Road\" #enddef\n#define TSTR_TERRAIN_NAME_FLAT\n _ \"Flat\" #enddef\n#define TSTR_TERRAIN_NAME_CAVE\n _ \"Cave\" #enddef\n#define TSTR_TERRAIN_NAME_CASTLE\n _ \"Castle\" #enddef\n#define TSTR_TERRAIN_NAME_KEEP\n _ \"Keep\" #enddef\n#define TSTR_TERRAIN_NAME_IMPASSABLE\n _ \"Impassable\" #enddef\n#define TSTR_TERRAIN_NAME_UNWALKABLE\n _ \"Unwalkable\" #enddef\n#define TSTR_TERRAIN_NAME_ROCKBOUND_CAVE\n _ \"Rockbound Cave\" #enddef\n#define TSTR_TERRAIN_NAME_STONE_WALL\n _ \"Stone Wall\" #enddef\n\n#textdomain wesnoth-units\n\n#define TSTR_UNIT_TYPE_DARK_ADEPT\n _ \"Dark Adept\" #enddef\n#define TSTR_UNIT_TYPE_SAURIAN_AUGUR\n _ \"Saurian Augur\" #enddef\n#define TSTR_UNIT_TYPE_SAURIAN_SKIRMISHER\n _ \"Saurian Skirmisher\" #enddef\n#define TSTR_UNIT_TYPE_TROLL_WHELP\n _ \"Troll Whelp\" #enddef\n\n#define TSTR_ATTACK_NAME_STAFF\n _ \"staff\" #enddef\n#define TSTR_ATTACK_NAME_SWORD\n _ \"sword\" #enddef\n#define TSTR_ATTACK_NAME_ENTANGLE\n _ \"entangle\" #enddef\n#define TSTR_ATTACK_NAME_ENSNARE\n _ \"ensnare\" #enddef\n#define TSTR_ATTACK_NAME_THORNS\n _ \"thorns\" #enddef\n#define TSTR_ATTACK_NAME_FANGS\n _ \"fangs\" #enddef\n#define TSTR_ATTACK_NAME_CLAWS\n _ \"claws\" #enddef\n#define TSTR_ATTACK_NAME_BEAK\n _ \"beak\" #enddef\n#define TSTR_ATTACK_NAME_TAIL\n _ \"tail\" #enddef\n#define TSTR_ATTACK_NAME_RAM\n _ \"ram\" #enddef\n#define TSTR_ATTACK_NAME_BATTLE_CLAWS\n _ \"battle claws\" #enddef\n#define TSTR_ATTACK_NAME_MORNING_STAR\n _ \"morning star\" #enddef\n#define TSTR_ATTACK_NAME_TENTACLE\n _ \"tentacle\" #enddef\n#define TSTR_ATTACK_NAME_DAGGER\n _ \"dagger\" #enddef\n#define TSTR_ATTACK_NAME_CLUB\n _ \"club\" #enddef\n#define TSTR_ATTACK_NAME_AXE\n _ \"axe\" #enddef\n#define TSTR_ATTACK_NAME_BATTLE_AXE\n _ \"battle axe\" #enddef\n#define TSTR_ATTACK_NAME_SPEAR\n _ \"spear\" #enddef\n#define TSTR_ATTACK_NAME_PIKE\n _\"pike\" #enddef\n#define TSTR_ATTACK_NAME_BOW\n _ \"bow\" #enddef\n#define TSTR_ATTACK_NAME_CROSSBOW\n _ \"crossbow\" #enddef\n#define TSTR_ATTACK_NAME_SHORT_SWORD\n _ \"short sword\" #enddef\n#define TSTR_ATTACK_NAME_LONGSWORD\n _ \"longsword\" #enddef\n#define TSTR_ATTACK_NAME_FIST\n _ \"fist\" #enddef\n#define TSTR_ATTACK_NAME_JAVELIN\n _ \"javelin\" #enddef\n#define TSTR_ATTACK_NAME_WEB\n _ \"web\" #enddef\n#define TSTR_ATTACK_NAME_WAIL\n _ \"wail\" #enddef\n#define TSTR_ATTACK_NAME_CRUSH\n _ \"crush\" #enddef\n#define TSTR_ATTACK_NAME_FIREBALL\n _ \"fireball\" #enddef\n#define TSTR_ATTACK_NAME_GOSSAMER\n _ \"gossamer\" #enddef\n#define TSTR_ATTACK_NAME_FAERIE_FIRE\n _ \"faerie fire\" #enddef\n#define TSTR_ATTACK_NAME_FAERIE_TOUCH\n _ \"faerie touch\" #enddef\n#define TSTR_ATTACK_NAME_SHADOW_WAVE\n _ \"shadow wave\" #enddef\n#define TSTR_ATTACK_NAME_TOUCH\n _ \"touch\" #enddef\n#define TSTR_ATTACK_NAME_FIRE_BREATH\n _ \"fire breath\" #enddef\n#define TSTR_ATTACK_NAME_NAIA_TOUCH\n _ \"naia touch\" #enddef\n\n# wmlindent: stop ignoring\n# wmllint: validate-on\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[terrain_type]\n id=overlay-fakefog\n editor_name= _ \"Fake Fog\"\n symbol_image=fog/fog1\n #editor_image=tile-icons/fake-fog\n editor_image=fog/fog-editor\n string=^Zow\n aliasof=_bas\n editor_group=wesnoth-UMC-After_the_Storm\n hide_help=yes\n[/terrain_type]\n\n[terrain_type]\n id=overlay-ground-cracked\n editor_name= _ \"Crack\"\n symbol_image=../scenery/ground-crack-1\n string=^Egk\n aliasof=_bas\n editor_group=wesnoth-UMC-After_the_Storm\n hide_help=yes\n[/terrain_type]\n\n[terrain_type]\n id=overlay-statue-xiael\n editor_name= _ \"Statue (Xia\u2019el)\"\n symbol_image=tile-icons/statue-xiael\n string=^Ezx\n aliasof=_bas\n editor_group=wesnoth-UMC-After_the_Storm\n hide_help=yes\n[/terrain_type]\n\n#\n# These terrain overlays are intended for use in WML events in combination\n# with scenario-local terrain graphics rules.\n#\n\n#define EVENT_FLAG_TERRAIN_OVERLAY _FLAG\n [terrain_type]\n symbol_image=\n editor_image=tile-icons/overlay-flag-{_FLAG}\n id=overlay-event-flag-{_FLAG}\n editor_name=_\"Event Flag\"+\" ({_FLAG})\" # wmllint: no spellcheck\n string=^&{_FLAG}\n aliasof=_bas\n editor_group=wesnoth-UMC-After_the_Storm\n hide_help=yes\n [/terrain_type]\n\n {EDITOR_OVERLAY *^&{_FLAG} tile-icons/overlay-flag-{_FLAG}}\n#enddef\n\n{EVENT_FLAG_TERRAIN_OVERLAY A}\n\n{EVENT_FLAG_TERRAIN_OVERLAY B}\n\n{EVENT_FLAG_TERRAIN_OVERLAY C}\n\n{EVENT_FLAG_TERRAIN_OVERLAY D}\n\n{EVENT_FLAG_TERRAIN_OVERLAY E}\n\n{EVENT_FLAG_TERRAIN_OVERLAY F}\n\n#undef EVENT_FLAG_TERRAIN_OVERLAY\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n######### BLOOD POOL #########\n\n[terrain_type]\n symbol_image=blood\n id=blood_lake\n name= _ \"Blood\"\n string=Wwb\n aliasof=Wst\n submerge=0.5\n editor_group=wesnoth-UMC-After_the_Storm\n hide_help=yes\n[/terrain_type]\n\n[terrain_type]\n symbol_image=blood\n id=blood_ford\n name= _ \"Blood\"\n editor_name= _ \"Blood Ford\"\n string=Wwbf\n aliasof=Gt, Wst\n submerge=0.3\n editor_group=wesnoth-UMC-After_the_Storm\n hide_help=yes\n[/terrain_type]\n\n######### DRY GRASSLAND ELVISH CASTLE #########\n\n[terrain_type]\n symbol_image=elvish-castle-ground-dry\n id=dry_grassland_elven_castle\n name={TSTR_TERRAIN_NAME_CASTLE}\n editor_name= _ \"Dry Elven Castle\"\n string=Cvz\n aliasof=Ct\n unit_height_adjust=3\n recruit_onto=true\n editor_group=wesnoth-UMC-After_the_Storm\n hide_help=yes\n[/terrain_type]\n\n[terrain_type]\n symbol_image=elvish-castle-ground-dry\n id=dry_grassland_elven_castle_ruin\n name={TSTR_TERRAIN_NAME_CASTLE}\n editor_name= _ \"Dry Elven Castle Ruin\"\n string=Cvrz\n aliasof=Ct\n unit_height_adjust=3\n recruit_onto=true\n editor_group=wesnoth-UMC-After_the_Storm\n hide_help=yes\n[/terrain_type]\n\n######### CRAP ##########\n\n[terrain_type]\n symbol_image=chasm/abyss\n id=starfield\n name={TSTR_TERRAIN_NAME_VOID}\n editor_name= _ \"Starfield\"\n string=Xzsf\n aliasof=Xt\n editor_group=wesnoth-UMC-After_the_Storm\n hide_help=yes\n[/terrain_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n#\n# Defines a special campaign menu entry for use with wmlunits, to generate a\n# single units tree for the entire three-campaign set.\n#\n\n#ifndef __WMLUNITS__\n#error Invalid configuration set\n#endif\n\n[campaign]\n id=After_the_Storm_unit_tree\n {ATS_SHARED_ATTRIBUTES 0}\n extra_defines=CAMPAIGN_AFTER_THE_STORM_EPISODE_I,CAMPAIGN_AFTER_THE_STORM_EPISODE_II,CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n name=_\"After the Storm\"\n icon=\"data/add-ons/After_the_Storm/images/addon-icon.png\"\n first_scenario=null\n description= _ \"This is the unit tree for the \u201cAfter the Storm\u201d campaign.\"\n[/campaign]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n#\n# After the Storm\n# Copyright (C) 2006 - 2023 by Iris Morelle \n#\n# This program is free software: you can redistribute it and/or modify\n# it under the terms of the GNU General Public License as published by\n# the Free Software Foundation, either version 2 of the License, or\n# (at your option) any later version.\n#\n# This program is distributed in the hope that it will be useful,\n# but WITHOUT ANY WARRANTY; without even the implied warranty of\n# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n# GNU General Public License for more details.\n#\n# You should have received a copy of the GNU General Public License\n# along with this program. If not, see .\n#\n\n# wmlscope: set export=no\n# wmlindent: start ignoring\n\n[textdomain]\n name=\"wesnoth-After_the_Storm\"\n path=\"data/add-ons/After_the_Storm/translations\"\n[/textdomain]\n\n[textdomain]\n name=\"wesnoth-Naia\"\n#ifhave ~add-ons/After_the_Storm/Naia\n path=\"data/add-ons/After_the_Storm/Naia/translations\"\n#endif\n#ifhave ~add-ons/Naia\n path=\"data/add-ons/Naia/translations\"\n#endif\n[/textdomain]\n\n#undef ATS_SHARED_DESCRIPTION_FOOTER\n#undef ATS_SHARED_ATTRIBUTES\n#undef ATS_HAVE_MUSIC\n#undef IFTU_HAVE_MUSIC\n\n#ifhave ~add-ons/AtS_Music/_main.cfg\n #define ATS_HAVE_MUSIC\n #enddef\n#endif\n\n#ifhave ~add-ons/IftU_Music/_main.cfg\n #define IFTU_HAVE_MUSIC\n #enddef\n#endif\n\n#\n# Macros used by the campaign menu entries\n#\n\n#define ATS_SHARED_DESCRIPTION_FOOTER\n\"\n\n\"+\n_\"Version\"+\" {~add-ons/After_the_Storm/dist/VERSION} \"+{ATS_WESNOTH_VERSION_SUPPORT_STATUS}+\"\n\"+_\"Feedback and bug reports:\"+\" https://r.wesnoth.org/t32091\"+{IFTU_HAVE_MUSIC_STATUS}+{ATS_HAVE_MUSIC_STATUS}+\"\" #enddef\n\n#define ATS_WESNOTH_VERSION_SUPPORT_STATUS\n _ \"for Wesnoth 1.16.0 and later\" #enddef\n\n#define ATS_MUSIC_ADDON_MISSING_LINE _TEXT\n \"\n\"+\"! \"+{_TEXT}+\"\" #enddef\n\n#ifdef ATS_HAVE_MUSIC\n #define ATS_HAVE_MUSIC_STATUS\n #enddef\n#else\n #define ATS_HAVE_MUSIC_STATUS\n {ATS_MUSIC_ADDON_MISSING_LINE ( _ \"Music add-on \u201cAtS Music\u201d is not currently installed\")} #enddef\n#endif\n\n#ifdef IFTU_HAVE_MUSIC\n #define IFTU_HAVE_MUSIC_STATUS\n #enddef\n#else\n #define IFTU_HAVE_MUSIC_STATUS\n {ATS_MUSIC_ADDON_MISSING_LINE ( _ \"Music add-on \u201cIftU Music\u201d is not currently installed\")} #enddef\n#endif\n\n#define ATS_SHARED_ATTRIBUTES EPISODE_ID_SUFFIX\n define=CAMPAIGN_AFTER_THE_STORM\n extra_defines=CAMPAIGN_AFTER_THE_STORM_EPISODE_{EPISODE_ID_SUFFIX},ENABLE_VERLISSH_MACHINE_NAMES\n {ENABLE_NIGHTBLADE}\n {ENABLE_TROLL_SHAMAN}\n rank=257\n # NOTE: not the real chronology of these campaigns.\n year=\"9999 AF\"\n {~add-ons/After_the_Storm/about.cfg}\n#enddef\n\n#define ATS_DIFFICULTY_MENU_ENTRY _SYMBOL _ICON _LABEL _DESC _DEFAULT\n [difficulty]\n define={_SYMBOL}\n image={_ICON}+\"~RC(magenta>red)\"\n label={_LABEL}\n description={_DESC}\n default={_DEFAULT}\n [/difficulty]\n#enddef\n\n#define ATS_DIFFICULTY_MENU _EASY_LABEL _EASY_ICON _NORMAL_LABEL _NORMAL_ICON _HARD_LABEL _HARD_ICON\n {ATS_DIFFICULTY_MENU_ENTRY EASY ({_EASY_ICON}) ({_EASY_LABEL}) ( _ \"Easy\") no }\n {ATS_DIFFICULTY_MENU_ENTRY NORMAL ({_NORMAL_ICON}) ({_NORMAL_LABEL}) ( _ \"Normal\") yes}\n {ATS_DIFFICULTY_MENU_ENTRY HARD ({_HARD_ICON}) ({_HARD_LABEL}) ( _ \"Hard\") no }\n#enddef\n\n#define ATS_CREDITS_BACKGROUND _IMAGE_SET\n [about]\n images={_IMAGE_SET}\n [/about]\n#enddef\n\n#\n# Campaign menu entries\n#\n\n#ifndef __WMLUNITS__\n\n#ifhave ~add-ons/After_the_Storm/episode1/menu.cfg\n {~add-ons/After_the_Storm/episode1/menu.cfg}\n#endif\n\n#ifhave ~add-ons/After_the_Storm/episode2/menu.cfg\n {~add-ons/After_the_Storm/episode2/menu.cfg}\n#endif\n\n#ifhave ~add-ons/After_the_Storm/episode3/menu.cfg\n {~add-ons/After_the_Storm/episode3/menu.cfg}\n#endif\n\n#else\n {~add-ons/After_the_Storm/unit-tree-info.cfg}\n#endif\n\n#undef ATS_SHARED_DESCRIPTION_FOOTER\n#undef ATS_HAVE_MUSIC_STATUS\n#undef IFTU_HAVE_MUSIC_STATUS\n#undef ATS_MUSIC_ADDON_MISSING_LINE\n#undef ATS_WESNOTH_VERSION_SUPPORT_STATUS\n#undef ATS_SHARED_ATTRIBUTES\n#undef ATS_DIFFICULTY_MENU\n#undef ATS_DIFFICULTY_MENU_ENTRY\n#undef ATS_CREDITS_BACKGROUND\n\n#ifdef EDITOR\n #define CAMPAIGN_AFTER_THE_STORM\n #enddef\n#endif\n\n#\n# Campaign selection conditional\n#\n\n#ifdef CAMPAIGN_AFTER_THE_STORM\n\n[binary_path]\n path=\"data/add-ons/After_the_Storm\"\n[/binary_path]\n\n#ifdef ATS_HAVE_MUSIC\n[binary_path]\n path=\"data/add-ons/AtS_Music\"\n[/binary_path]\n#endif\n\n#ifdef IFTU_HAVE_MUSIC\n[binary_path]\n path=\"data/add-ons/IftU_Music\"\n[/binary_path]\n#endif\n\n{~add-ons/After_the_Storm/base-loader.cfg}\n\n#endif\n\n#undef ATS_HAVE_MUSIC\n#undef IFTU_HAVE_MUSIC\n\n# wmllint: directory spellings Elynia Galas Mal Malin Keshar Argan Anya\n# wmllint: directory spellings Hekuba Kendria Nar-hamoth Ivyel Uria Zhangor\n# wmllint: directory spellings Inferno Wesmere demoness demonesses razerman\n# wmllint: directory spellings Aragwaith Aragwaithi verlissh verlisshi wyrm\n# wmllint: directory spellings rayblade shaxthal shaxthals faerie faeries\n# wmllint: directory spellings touchplate Kalehssar biomechanical stormtide\n# wmllint: directory spellings argazar Irdya Sela Naia Niryone Zocthanol\n# wmllint: directory spellings Yechnagoth Eloh Quenoth Ravanal Jevyan Arnesius\n# wmllint: directory spellings Tirigaz Kalari Zynavu Malal Elyssa Zynara\n# wmllint: directory spellings Asthorgar Xia'el Merthiaal Kalari Horo Kyara\n# wmllint: directory spellings lorekeeper lorekeepers Anlind\u00eb Quetor'el Inodien\n# wmllint: directory spellings L\u00e9dinor Iluvia Valthir Deni\u00e9th-Isal Raelthyn\n# wmllint: directory spellings Suthwood Valen Talwyn Dalbloom Allyna Durvan\n# wmllint: directory spellings Zynara Unarye Telchior Elorran Tara Gralseth\n# wmllint: directory spellings Arphalad Lorin Wylven Adavyan Danaerad Astar\n# wmllint: directory spellings Irylean Ergea Aran-Balgur Falrore greatbow\n# wmllint: directory spellings longswordsmen faeriedom demonkind Huldnyir\n# wmllint: directory spellings Bardyl Ixthala Torancyn lumeril Ethea nyx\n# wmllint: directory spellings Urvatha Norsula Irdyan Cron Valdir Kaarul\n# wmllint: directory spellings Shardia Luceith'el Kazith Yukiria Delethia\n# wmllint: directory spellings Yarae Yrathid Silida Ethealim Aradellys\n# wmllint: directory spellings Hem\u00e9rilyel Kendyare faeriekind stormkind\n# wmllint: directory spellings Lyphanea Elynia-Thanadria marchlands\n# wmllint: directory spellings Mintha elvenkind spellcaster Daeira\n\n# wmlindent: stop ignoring\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#define CHARACTER_STATS_ELYNIA\n id=Elynia\n name= _ \"Elynia\"\n type=Sylvan Warden\n profile=\"portraits/elynia.png\"\n {IS_HERO}\n unrenamable=yes\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n {MOD_LOYAL_HERO}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_ELYNIA_AS_LEADER\n id=Elynia\n name= _ \"Elynia\"\n type=Sylvan Warden\n profile=\"portraits/elynia.png\"\n canrecruit=yes\n unrenamable=yes\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_KYARA\n id=Kyara\n name= _ \"Kyara\"\n type=Quenoth Archer\n gender=female\n id=Kyara\n name= _ \"Kyara\"\n #profile=\"portraits/kyara.png\"\n {IS_HERO}\n unrenamable=yes\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_DEXTROUS}\n {MOD_LOYAL_HERO}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_HORO\n id=Horo\n name= _ \"Horo\"\n type=Orcish Warrior\n #profile=\"portraits/horo.png\"\n profile=\"portraits/orcs/grunt-5.png\"\n {IS_HERO}\n unrenamable=yes\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_RESILIENT}\n {MOD_LOYAL_HERO}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_UNARYE\n id=Unarye\n name= _ \"Unarye\"\n type=Elvish Enchantress\n #profile=\"portraits/unarye.png\"\n profile=\"portraits/elves/sylph.png~RIGHT()\"\n unrenamable=yes\n [modifications]\n {TRAIT_DEXTROUS}\n {TRAIT_INTELLIGENT}\n [/modifications]\n#enddef\n\n#define RECALL_ELYNIA\n {RECALL_CHARACTER ({CHARACTER_STATS_ELYNIA})}\n#enddef\n#define RECALL_ELYNIA_AT_LOCATION _X _Y\n {RECALL_CHARACTER_AT ({CHARACTER_STATS_ELYNIA}) ({_X}) ({_Y})}\n#enddef\n\n#define RECALL_MAL_KESHAR\n {RECALL_CHARACTER ({CHARACTER_STATS_MAL_KESHAR})}\n#enddef\n#define RECALL_MAL_KESHAR_AT_LOCATION _X _Y\n {RECALL_CHARACTER_AT ({CHARACTER_STATS_MAL_KESHAR}) ({_X}) ({_Y})}\n#enddef\n\n#define RECALL_KYARA\n {RECALL_CHARACTER ({CHARACTER_STATS_KYARA})}\n#enddef\n#define RECALL_KYARA_AT_LOCATION _X _Y\n {RECALL_CHARACTER_AT ({CHARACTER_STATS_KYARA}) ({_X}) ({_Y})}\n#enddef\n\n#define RECALL_HORO\n {RECALL_CHARACTER ({CHARACTER_STATS_HORO})}\n#enddef\n#define RECALL_HORO_AT_LOCATION _X _Y\n {RECALL_CHARACTER_AT ({CHARACTER_STATS_HORO}) ({_X}) ({_Y})}\n#enddef\n\n#define AMLA_MENU_HINT\n {AMLA_MENU_HINT:BASE ( _ \"Certain high-level units in this campaign under your control \u2014 such as Galas and Elynia \u2014 have special After Maximum Level Advancements (AMLAs). You can learn more about those by right-clicking applicable units and choosing the Unit Advancements option.\")}\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#define Z_DEATHS\n {A_DEATH_GALAS}\n {A_DEATH_ELYNIA}\n {A_DEATH_MAL_KESHAR}\n {A_DEATH_IGOR}\n#enddef\n\n#define A_DEATHS\n {A_DEATH_GALAS}\n {A_DEATH_ELYNIA}\n {A_DEATH_MAL_KESHAR}\n {A_DEATH_HORO}\n {A_DEATH_KYARA}\n#enddef\n\n#define B_DEATHS\n {B_DEATH_ELYNIA}\n {B_DEATH_MAL_KESHAR}\n {B_DEATH_HORO}\n {B_DEATH_KYARA}\n#enddef\n\n#define A_DEATH_ELYNIA\n {HERO_DEATH_BASE\n (Elynia)\n (\n [message]\n speaker=unit\n message= _ \"I... fall to the darkness...\"\n [/message]\n [message]\n speaker=Galas\n message= _ \"Elynia... NO!\"\n [/message]\n )\n (\n [message]\n speaker=Mal Keshar\n message= _ \"Our mission has failed.\"\n [/message]\n )}\n#enddef\n\n#define A_DEATH_GALAS\n {HERO_DEATH_BASE\n (Galas)\n (\n [message]\n speaker=unit\n message= _ \"I... am finished... I\u2019ll finally join Anlind\u00eb...\"\n [/message]\n [message]\n speaker=Mal Keshar\n message= _ \"No! You must resist!\"\n [/message]\n )\n (\n [message]\n speaker=Elynia\n message= _ \"This... this is a curse!\"\n [/message]\n )}\n#enddef\n\n#define A_DEATH_MAL_KESHAR\n {HERO_DEATH_BASE\n (Mal Keshar)\n (\n [message]\n speaker=unit\n message= _ \"Alas, I can finally depart in peace...\"\n [/message]\n [message]\n speaker=Elynia\n message= _ \"NO! Malin, we need you for this!\"\n [/message]\n [message]\n speaker=unit\n message= _ \"It\u2019s too late already...\"\n [/message]\n )\n (\n [message]\n speaker=Galas\n message= _ \"Now we cannot continue without him. Our mission has failed!\"\n [/message]\n )}\n#enddef\n\n#define A_DEATH_IGOR\n {MINOR_DEATH_EVENT\n (Igor)\n (\n [message]\n speaker=unit\n message= _ \"I think it\u2019s the end... for me...\"\n [/message]\n )\n (\n {VARIABLE_RANDOM igor_death_reaction 1..100}\n {VARIABLE_MOD igor_death_reaction 13}\n\n [if]\n {VARIABLE_NUMERICAL_NOT_EQUALS igor_death_reaction 0}\n [then]\n [message]\n speaker=Mal Keshar\n message= _ \"Hm. Oh well, waste not, want not.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"(glares)\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"All right, all right! But you probably want to dispose of the body quickly before his stench alone kills you. The little pest hasn\u2019t bathed in weeks.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"That would be your fault for stalking him whenever he wasn\u2019t with us two.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Mal Keshar\n # po: Yes, he starts quoting Shakespeare before being interrupted.\n message= _ \"Alas, poor Igor! (conjures dark magic) I knew him, Elynia\u2014\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Leave his body alone!!!\"\n [/message]\n [/else]\n [/if]\n\n {CLEAR_VARIABLE igor_death_reaction}\n )}\n#enddef\n\n#define A_DEATH_HORO\n {HERO_DEATH_BASE\n (Horo)\n (\n [message]\n speaker=unit\n message= _ \"Ouch. I fall before accomplishing my mission!\"\n [/message]\n )\n (\n [message]\n speaker=Elynia\n message= _ \"The orcs are now leaderless, and won\u2019t want to help us. We cannot continue without their help!\"\n [/message]\n )}\n#enddef\n\n#define A_DEATH_KYARA\n {HERO_DEATH_BASE\n (Kyara)\n (\n [message]\n speaker=unit\n message= _ \"Alas, it\u2019s the end of the story for me...\"\n [/message]\n )\n (\n [message]\n speaker=Galas\n message= _ \"We shouldn\u2019t have allowed this to happen.\" # you don't say...\n [/message]\n [message]\n speaker=Mal Keshar\n message= _ \"Ah, too bad for the girl. But she was indeed one of the best archers I have seen.\"\n [/message]\n )}\n#enddef\n\n#define B_DEATH_ELYNIA\n {HERO_DEATH_BASE\n (Elynia)\n (\n [message]\n speaker=unit\n message= _ \"I wish... I could be with you... now... Galas...\"\n [/message]\n [if]\n [have_unit]\n side=1\n id=Mal Keshar\n [/have_unit]\n [then]\n [message]\n speaker=Mal Keshar\n message= _ \"No, Elynia! Not you now!\"\n [/message]\n [/then]\n [/if]\n )\n (\n [if]\n [have_unit]\n side=1\n id=Mal Keshar\n [/have_unit]\n [then]\n [message]\n speaker=Mal Keshar\n message= _ \"Now it\u2019s up to me to put an end to this madness... I hope I can manage to do it alone...\"\n [/message]\n [/then]\n [/if]\n )}\n#enddef\n\n#define B_DEATH_MAL_KESHAR\n {HERO_DEATH_BASE\n (Mal Keshar)\n (\n [message]\n speaker=unit\n message= _ \"I go to join my only true friend... now...\"\n [/message]\n )\n (\n [message]\n speaker=Elynia\n message= _ \"How could I let this happen? NO!\"\n [/message]\n )}\n#enddef\n\n#define B_DEATH_HORO\n {HERO_DEATH_BASE\n (Horo)\n (\n [message]\n speaker=unit\n message= _ \"Ouch. I am done for!\"\n [/message]\n )\n (\n [message]\n speaker=Elynia\n message= _ \"The orcs are now leaderless, and won\u2019t want to help us. We cannot continue without their help!\"\n [/message]\n )}\n#enddef\n\n#define B_DEATH_KYARA\n {HERO_DEATH_BASE\n (Kyara)\n (\n [message]\n speaker=unit\n message= _ \"Alas, it\u2019s the end of the story for me...\"\n [/message]\n )\n (\n [message]\n speaker=Mal Keshar\n message= _ \"Ah, too bad for the girl. She was indeed one of the best archers I have seen.\"\n [/message]\n )}\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[campaign]\n id=After_the_Storm_I\n {ATS_SHARED_ATTRIBUTES I}\n\n abbrev= _ \"AtS-1\"\n name=_\"After the Storm\"+\"\n\"+_\"Episode I: Fear\"\n icon=\"data/add-ons/After_the_Storm/images/campaign-icon-episode1.png\"\n image=\"data/add-ons/After_the_Storm/images/campaign-logo-episode1.png\"\n background=\"story/landscape-hills-01.jpg\"\n first_scenario=01_The_Skirmish\n\n description= _ \"After the Emperor of Chaos was defeated, the free civilizations of the Great Continent hoped that his followers would abandon the ongoing war. Meanwhile, Galas and his unlikely band of heroes head back to the northern lands to request aid for their next journey.\"+\"\n\n\"+_\"(Intermediate level, 13 scenarios.)\"+{ATS_SHARED_DESCRIPTION_FOOTER}\n\n {ATS_DIFFICULTY_MENU\n (_\"difficulty_menu^Skeleton\") (\"units/undead-skeletal/skeleton/skeleton-se-defend2.png\")\n (_\"difficulty_menu^Wraith\") (\"units/undead/wraith-s-defend-2.png\")\n (_\"difficulty_menu^Banebow\") (\"units/undead-skeletal/banebow-melee-attack-3.png\")\n }\n\n end_text= _ \"To be continued...\"\n\n {ATS_CREDITS_BACKGROUND \"maps/background.jpg~O(0.2)~BG()\"}\n[/campaign]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#define STORYTXT_INIT_WARNING\n [story]\n [part]\n music=\"data/core/sounds/ambient/wardrums.ogg\"\n\n {CAMPAIGN_INTRO_HEADER}\n\n story={CAMPAIGN_INTRO_WARNING_TITLE}+{CAMPAIGN_INTRO_GAMEPLAY_WARNING}+{CAMPAIGN_INTRO_PADDING}+{CAMPAIGN_INTRO_CONTENT_WARNING}+{CAMPAIGN_INTRO_PADDING}+{CAMPAIGN_INTRO_OPTIONS_WARNING}\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_THE_SKIRMISH\n [story]\n [part]\n music=silence.ogg\n story= _ \"\u201cThe defeat of Zhangor.\n\nThe destruction of Yechnagoth.\n\nThe end of the Chaos Emperor\u2019s rule.\"\n [/part]\n [part]\n story= _ \"I had hoped all such evil influence on Irdya would be over after all our sacrifices. For a while, I had the conviction that we could somehow restore our world\u2019s past glory.\n\nBut I was wrong.\"\n [/part]\n [part]\n music=knolls.ogg\n story= _ \"I am Elynia, former disciple of the late Enchantress Niryone of the Ka\u2019lian of Wesmere Forest. But many remember me instead as the Lady of Light, the blessed elf who fought along Argan, the Master of Darkness, and prevailed against the nigh invincible Demon Lord Zhangor.\n\nMy love, Argan. Together, we wielded the legendary Union of Light and Darkness against the false god who nearly exterminated the elvish civilization, the people whom I vowed to protect. Our bond was unbreakable. Until fate forced us apart, and Uria came along.\"\n [/part]\n [part]\n story= _ \"So strong was our bond that only the power of the Union itself could end Argan\u2019s corruption and suffering.\n\nAfter so long, I was forced to kill him with my own hands.\"\n [/part]\n [part]\n story= _ \"There was a time when I was said to be pure of heart, that I was fit to wield this staff that was once Niryone\u2019s. But now, I fear that the evil I have committed could overtake my very soul. Ever since the Union left us, I feel as though I am not myself. I can no longer enjoy a gentle breeze, the taste of food, or fresh water. I do not think I could love again either.\"\n [/part]\n [part]\n story= _ \"This staff has suddenly become a burden, somehow. Is it because I am allowing myself to be overcome by regret and hesitation? The oath I broke... What if by killing Argan I have taken the next step in allowing myself to be corrupted by this unfathomable force? Is it my destiny to become another pawn in Uria\u2019s schemes?\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD_SIMPLE E1S1 _\"The Skirmish\"}\n story= _ \"The Vast Sea seems to be in perpetual unrest now. It was not like this back when I was a young girl. Perhaps Irdya herself is trying to communicate something to us through the changing tides.\n\nThe war between the free peoples of Irdya and the forces of Chaos established by Uria and Yechnagoth continues. Unseen enemies of the ancient world, foes from a forgotten era, they threaten to end all life on Irdya through different means. And both bands are relentless in their desire for bloodshed. This is surely pleasing for the so-called mother of demons. But who is she in truth?\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_HIGH_PASS\n [story]\n [part]\n music=nunc_dimittis.ogg\n story= _ \"I had not seen the high, snowy peaks of the Heart Mountains in a long time. When last we traveled through them, it was with one of Uria\u2019s foul henchmen in hot pursuit: Mal Hekuba, powerful undead sorcerer of the Iron Triad, one of those that counted themselves the leaders of Uria\u2019s cult on Irdya, and the Chaos Empire in Argan\u2019s absence.\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD_SIMPLE E1S2 _\"High Pass\"}\n story= _ \"Even then, somehow his power seemed greater than Malin Keshar\u2019s own. It would be highly unfortunate for us to come across him now, of all times, as our own necromancer seems to have been debilitated by the ordeal at the Empire\u2019s capital.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_CIVIL_WAR\n [story]\n [part]\n music=revelation.ogg\n story= _ \"We rested for one night, and swiftly resumed our travel back to the Far North. With their most powerful overlord gone for good, the undead creatures and their masters roaming about the mountains proved to be little more than an occasional nuisance.\n\nA few cultists dared to challenge Mal Keshar on repeated occasions, but none of them were an appropriate match for his power, however weakened he might be after all these years.\"\n [/part]\n [part]\n story= _ \"Naturally, their lives were cut short by their futile boldness.\n\nSome of those who witnessed our combined force hastened to offer us shelter and provisions to make it across the long pass. A handful of young acolytes even went as far as to inquire about joining Mal Keshar\u2019s own sizable cult of followers. None of us particularly objected to the motion, but we all agreed to keep them under careful observation.\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD_SIMPLE E1S3 _\"Civil War in the North\"}\n story= _ \"After many days, our trip finally came to an end: we were back in the northern country, safe and away from strife\u2019s grasp. Or so it seemed at first.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_TERROR_AT_DUSK\n [story]\n [part]\n music=underground.ogg\n story= _ \"We abandoned Aragwaith territory as agreed, never to return. It was a just deal.\"\n [/part]\n [part]\n story= _ \"The members of the Grand Council stated that no-one witnessed any elf entering or leaving Inodien\u2019s tent. And yet, some people claimed to have heard strange sounds in the forest around the time he was found dead.\n\nBut none of this was enough to extinguish the flames surrounding the elvish leaders\u2019 exalted egos. Their brash and unrelenting demeanor disappointed me deeply. It used to be that only the eldest and wisest of us could rise to the highest ranks as members of the Ka\u2019lian in Wesmere; decisions were made after meticulous deliberation and careful planning, always taking into account our needs, desires, and hopes as a civilization. Selfish interests, personal quarrels, and such were swept aside for the purpose of our councils.\"\n [/part]\n [part]\n story= _ \"I cannot say that the current state of affairs has taken me by surprise. I had already seen our culture decay towards the end of the previous age. After peace on the continent was secured by the men of Wesnoth, our Ka\u2019lian was gradually plagued by inexperienced leaders with ambitious plans, leading up to the greatest mistake of all: Wesmere\u2019s alliance with Zhangor, in anticipation of the Fall of Irdya.\n\nStill, what happened in the northern country was my fault to some extent. Keeping our kin united under a single banner was supposed to be my mission as well. How could I be so foolish as to allow Galas to delegate leadership to such an unprepared handful?\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD_SIMPLE E1S4 _\"Terror at Dusk\"}\n story= _ \"Perhaps they would have fared better with the elf who led them to new prosperous lands in the first place.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_BAY_OF_TIRIGAZ\n [story]\n [part]\n music=loyalists.ogg\n {STORYTXT_TITLE_CARD_SIMPLE E1S5 _\"Bay of Tirigaz\"}\n story= _ \"As it turned out, our arrival to Tirigaz could not be more timely.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_QUENOTH_ISLE\n [story]\n [part]\n music=underground.ogg\n story= _ \"True to his word, the orcish lord gave us the fastest transport ship in his possession; he also provided us with an experienced crew and many select warriors, and enough provisions for months of travel across the sea. However, he adamantly refused to allow us to hear the news brought by the messenger we saved, and evaded our inquiries about what prompted the conflict between Tirigaz and the saurians. To be fair, there is usually no reason why that sort of trivial quarrel should concern us, but the circumstances were strikingly suspicious.\n\nWith Mal Keshar\u2019s help, I managed to pinpoint the approximate location of Zocthanol based on a faint, dark presence towards the southwest \u2014 surely a lingering remainder of Yechnagoth\u2019s power.\"\n [/part]\n [part]\n story= _ \"By the time Naia appeared the next morning, we had already set sail.\n\nNever before in my entire life had I been so far from the forests of the Great Continent, surrounded by an endless body of water brimming with all sorts of majestic and dangerous creatures. Aside from our loud crew, the occasional sight of marine beasts and small deserted isles was all there was to distract us from the overwhelming immensity and solitude of the open ocean. In spite of its alluring beauty, the large body felt hostile and menacing to me. Does that make sense? Admittedly, words to describe the incongruous feeling elude me, even now.\"\n [/part]\n [part]\n story= _ \"My fear of the ocean\u2019s mysterious nature did not let me sleep well for any single night since we left land. For much of the voyage I stayed awake late during the long darkness, guarding the deck with Mal Keshar, contemplating the ever changing mood of the waves, wondering what events continued to transpire on the continent in our absence... reminiscing of the past... pondering my mistakes.\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD E1S6 _\"Quenoth Isle\" _\"Elves of a Different Land\"}\n story= _ \"After countless days, we finally reached our destination as it was lit up by the setting suns.\n\nWe carefully planned our landing, and decided that it would be best to keep the orcs and the undead waiting aboard the ship while Galas and I contacted the elves and explained the situation to them. If they once had to survive in the wild, perilous desert, they surely wouldn\u2019t have fond memories of such creatures.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_ELVES_OF_A_DIFFERENT_LAND\n [story]\n [part]\n music=snowfall.ogg\n story= _ \"The elves guided us through the forest toward the mountains at the island\u2019s heart, without saying a word to us. We knew it was best to not ask them any questions or do anything that could seem suspicious until we met their authorities.\n\nTheir clothes, armor, and weapons seemed much more primitive compared to those used by Galas\u2019 kinsmen. Apparently, much of our craft was forgotten by Quetor\u2019el\u2019s group and their descendants. As we approached the more populated areas, I noticed that even their building designs were much unlike those of their ancestors.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_THE_SEARCH_FOR_THE_PAST\n [story]\n [part]\n music=underground.ogg\n story= _ \"Beyond Galas\u2019 and Anlind\u00eb\u2019s second-hand account of the desert elves\u2019 struggle against Yechnagoth, I had not heard the name \u2018Eloh\u2019 in a very long time. It is just one of many names used in old myths to refer to the Guardian of the Arcane Flame, a deity-like figure said to have given life to all faerie beings, including us, elves. Nobody knows exactly when or how those tales first appeared, but it is evident that the Quenoth elves have forgotten, misinterpreted, and exaggerated them over time.\n\nThese people thrive and live in peace despite having lost much of our civilization\u2019s knowledge and skills, but it was their faith that led them to challenge fate and build a new future \u2014 not just for their race, but for all living creatures under the suns. Our gratitude and respect will never suffice to repay that debt...\"\n [/part]\n [part]\n story= _ \"... which makes it all the more shameful that I couldn\u2019t think of a better justification for our presence than \u201cEloh\u2019s guidance\u201d. I never really gave much credit to those ancient creation myths in the first place. And was it really necessary to boast of my past deeds to earn our descendants\u2019 trust? Then again, somehow their head priestess did not seem to find a problem with attributing Zhangor\u2019s downfall to a messenger of the goddess instead of the goddess herself...\n\nAgain, I find myself reflecting upon the simple and idyllic lifestyle of our kin on this island. Perhaps it\u2019s for the best that they do not feel the need to aim higher \u2014 those of us who lived to see Zhangor\u2019s rule know well how dire the consequences of ambition and revenge can be.\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD E1S7 _\"The Search for the Past\" _\"Resolutions\"}\n story= _ \"We were told Yechnagoth originally controlled a citadel in the heart of Zocthanol, where her body resided. Although both the body and the citadel were destroyed by Kalehssar\u2019s people, we suspected that there was much more to find deep under the earth.\n\nOn the next day, we descended into the caves nearby to search for more remains of the place. As I expected, we found some unusually clean walls concealing an entrance to a larger underground complex forgotten by time. As we proceeded further into the forbidden realm lying beneath what once was Yechnagoth\u2019s throne, it became evident that Argan, or whoever first settled Zocthanol, had received some help to build it all.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_RESOLUTIONS\n [story]\n [part]\n music=underground.ogg\n story= _ \"Argan\u2019s mention of \u2018Norsulan\u2019 technology in his records worried me. What if we are fighting for a doomed cause? Perhaps Uria\u2019s influence has already caused permanent, irreversible damage on other worlds besides Irdya, and there\u2019s nothing we can do to stop the enemy now?\n\nThe information previously gathered by Galas, Anlind\u00eb and Mal Keshar seems consistent with what we have just learned from Argan... which he most certainly learned from Uria and her highest-ranking demon lords.\n\nWe are not alone.\"\n [/part]\n [part]\n story= _ \"The sole thought that there is a world out there more technologically advanced than our own is... overwhelming, to say the least. I wonder what kind of people live there? Assuming they weren\u2019t exterminated by the legions of Inferno in the time that has passed since Argan encoded those records, that is. Are these \u2018Norsulans\u2019 a noble people unveiling the mysteries of the universe for the good of all, or wretched demons bent on destroying the creations of nature with their machines like the ruler of Inferno herself? Might they be aware that their knowledge has been subverted by this cruel demoness?\n\nEven though Uria\u2019s forces no longer have a direct passageway between our world and theirs, as long as there are summoners on this side and Uria\u2019s demon lords on the other, she will continue to hold our home in her grasp. But perhaps there is a way to weaken the Chaos Empire further. If killing the Chaos Emperor did not suffice, it might be because his direct subordinates still exist: the Iron Triad.\"\n [/part]\n [part]\n story= _ \"But before we can even attempt to deal with them, we\u2019ll need to deal with another problem. According to Mal Keshar\u2014by means of that accursed journal\u2014Argan abandoned Zocthanol Isle after Yechnagoth was vanquished, but not before recovering the creature\u2019s heart. Although her soul was effectively destroyed along with her provisional body, her source of power\u2014her heart\u2014wasn\u2019t directly connected to it, and Argan apparently ordered his minions to preserve it beneath the ruined plains of Wesmere. I presume that the biomechanical creatures we found in the caves there might be guarding it.\n\nWith that great source of power still intact and on Irdya, our time is running out. We decided to return to the Great Continent as soon as we could to contact our allies and warn them about the imminent danger lying in the Shaxthal hive beneath Wesmere. We must not allow that power to be unleashed on the world again. I can only hope it isn\u2019t too late already.\"\n [/part]\n [part]\n # wmllint: local spelling teleporting\n story= _ \"I wish I had mastered the power of teleportation that I obtained from the crystal so we wouldn\u2019t have to waste so many days on the Great Ocean. Unfortunately, my mind has been in perpetual unrest as of late, unable to focus on any advanced spell-casting. Attempting to travel such a great distance without having managed first to do as much as teleporting across a room would be reckless.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_FEAR\n [story]\n [part]\n music=underground.ogg\n story= _ \"We finally bid farewell to the peaceful island.\n\nOnce again, I was tempted by my heart to elude the call of duty and forget completely about the happenings on the Great Continent. It was the first time since I rejoined reality that I truly wanted to flee from it. Then again, that emotion is exactly what led Argan and me to abandon our guidance of the elves after the War of Wesmere came to an end.\n\nWe ended an armed conflict only to get involved in another one, with each of us on opposite sides.\"\n [/part]\n [part]\n story= _ \"I wish I could go back to the old times and prevent that disaster that ruined our beautiful world forever. Life was much simpler when the only forces threatening the order of nature were common necromancers who could be easily dispatched by anyone capable of wielding a weapon.\n\nAt some point we thought we knew everything about our place in the universe. Argan\u2019s appearance was the first event to challenge that vain pretension. Then Zhangor came. Now this. What other revelations does the future hold for us? When will my mission to protect Irdya and the habitants of its forests be over?\u201d\"\n [/part]\n [part]\n # po: The lines consisting of a single em dash represent a long pause.\n story= _ \"\u2014\n\n\u201cNot everything went according to our plans.\n\nA storm caught us by surprise and drove us off course. The ship barely withstood long enough to take us ashore, just in time to be greeted by the setting suns and a thick fog enveloping all. Stranded on an unknown land, we found ourselves before a foreboding forest at dusk.\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD_SIMPLE E1S8 _\"Fear\"}\n # This screen deliberately left empty.\n story=\"\" # wmllint: ignore\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_THE_TRIAD\n [story]\n [part]\n music=underground.ogg\n story= _ \"In midst of the battle, a dark mist enshrouded everything around me. I tried casting a fire to help me see my surroundings, but somehow the flames did not appear. It was then that a tremendous force pierced my head, a force too strong to resist...\n\nSomething was draining my life force, and there was nothing I could do to stop it.\n\nBlinded by the pain, I attempted to strike out at whoever was standing behind me, but my body did not move.\"\n [/part]\n [part]\n story= _ \"... A voice... I heard a crystalline and enchanting voice uttering words in a language I did not know. Had I heard that voice before? For a moment I felt as if I was falling into a bottomless abyss, plunging into the shadows below...\n\nThe darkness...\n\nThe fear...\"\n [/part]\n [part]\n story= _ \"\u2014\n\nThe strong pulling of Uria\u2019s power had knocked me unconscious. I had been defeated, caught off guard. I had... failed...\n\nWhen I finally opened my eyes, it was already too late.\"\n [/part]\n [part]\n story= _ \"My hands and feet were burning. I was chained to the floor of a pitch-black cell, unable to escape, screaming and writhing in pain. They had finally captured me, and subjected me to the customary torture employed on those of my kind; because they knew I could pose no threat to them for as long as I was bound by the cold iron.\n\nSuch was the curse imposed at the beginning of time on faerie and elvenkind.\"\n [/part]\n [part]\n story= _ \"My staff was nowhere to be seen, and the pain would not let me pronounce a single spell. Since I lacked the means to break free, all I could do was to wait.\n\nThe pain.\n\nI know not how much time passed in reality, for the excruciating pain kept me only barely conscious until they arrived to drag me out of the dungeon. Was it hours? Days, perhaps? Does it even matter?\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD_SIMPLE E1S9 _\"The Triad\"}\n story= _ \"Finally, I was taken to meet my captors, face to face.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_TEARS\n [story]\n [part]\n music=returning_in_time.ogg\n story= _ \"It is really hard to acknowledge your own mistakes, at times. It\u2019s especially hard to face reality once it turns against you by taking away those whom you love the most.\n\nGalas was more than just a friend.\"\n [/part]\n [part]\n story= _ \"I could never tell him how I really felt. I could never tell him why I cared so much.\n\nAfter Argan\u2019s death, I swore I would not get emotionally involved with anyone again. There is no point in trying if this is the inevitable end met by all those around me. It has happened before, and yet... this feeling of emptiness... it is as overwhelming as ever.\"\n [/part]\n [part]\n story= _ \"It\u2019s evident that my heart had already gotten too close to him. Lord Galas of the Forest Elves of the Valley of Elynia, he who renounced to his rightful place amongst his people to die fighting for a hopeless cause! Would that his death had been as heroic as the short life he lived. Would that we could have at least retrieved his body, instead of it being left to rot in that horrid lake of blood.\n\nNow I am on my own again, much like I was for much of my life, even after Argan first found me, even after he secretly married me; for neither in Wesnoth nor the domains of the elves was it considered acceptable to get involved in any way with men like him. If I had given them a chance to discover our secrets, we both would have been punished... with death.\"\n [/part]\n [part]\n story= _ \"I don\u2019t want to risk approaching Mal Keshar. I know he had long since accepted Galas as his only friend. How am I supposed to face him when we both know this is all my fault? Because it was my reluctance that ultimately led to the young elf\u2019s demise at the hands of the demoness.\n\nI don\u2019t know what to do anymore...\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD_SIMPLE E1S10 _\"Tears\"}\n story= _ \"But I do know that Galas would not have given up, no matter how great the loss. Not even Anlind\u00eb\u2019s sacrifice was enough to break his conviction that our fate could be changed.\n\nI have to carry on and put a stop to the plans of Elyssa and the Iron Council, somehow. I have to \u2014 even if it might require a sacrifice of my own.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_RETURN_TO_WESMERE_PART_1\n [story]\n [part]\n music=nunc_dimittis.ogg\n story= _ \"As I was his second-in-command, I know that I am expected to replace Galas at the helm of our group, but doing so is a constant and painful reminder of the circumstances of his death. I have to try to put those thoughts aside for now \u2014 there will be plenty of time for grieving later.\n\nWe continued our march towards northeastern Wesmere. Along the way, I could spot a few familiar landmarks, ruined as they were, eroded by the elements; reminders of the past glory of the peoples of Irdya.\"\n [/part]\n [part]\n story= _ \"Even though I was actually born in Lintanir, I spent all but the first two years of my childhood in Wesmere. Later, even if my duty required me to travel large distances across the continent, I continued to feel at home in Wesmere... for some time.\n\nBy the onset of the end of the Golden Age, Wesmere\u2019s trust in the Empire of Wesnoth had been breached; the humans\u2019 unilateral decision to create a second sun was the trigger. Once the Ka\u2019lian learned of my resignation from my position as advisor to the Emperor of Wesnoth, they considered me no longer useful to their ends, and made sure to inconvenience me at every opportunity. After some point, I simply decided to leave Wesmere and wander the earth with Argan by my side.\"\n [/part]\n [part]\n story= _ \"Of course, that was before the dreams of numerous civilizations were shattered to pieces. After the Fall, we had no choice but to settle in Lintanir, where we would remain blissfully ignorant of the atrocities taking place in Wesmere. But in time, like many other forests did, Lintanir crumbled down, and we were forced to return to Wesmere and discover the dreadful truth.\n\nIt goes without saying that my most recent memories of the place are particularly unpleasant.\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD E1S11 _\"Return to Wesmere\" _\"Departure\"}\n story= _ \"Back to present times.\n\nThe melancholic desert landscape was dominated by an ominous stronghold in the north, guarding the entrance to the infested plains.\n\nAs our living troops were exhausted from the lengthy journey across the desert, we decided to stop and rest in the ruins of an ancient elvish outpost for a while, unsuspecting of our forthcoming final confrontation with the forces of Uria.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_RETURN_TO_WESMERE_PART_2\n [story]\n [part]\n music=weight_of_revenge.ogg\n story= _ \"No matter how many times I set foot in this ravaged land, the sight remains as appalling as ever.\n\nWesmere is cursed \u2014 no green life will ever thrive in it again, as long as the forces of Inferno thirst for revenge upon us.\"\n [/part]\n [part]\n story= _ \"Now that we head back into these caves, I can\u2019t help but ponder Mal Keshar\u2019s words... Am I in denial of my own thirst for revenge now? Perhaps my quest isn\u2019t as noble as I want to believe it is.\n\n\u201cWe aren\u2019t that different after all.\u201d\"\n [/part]\n [/story]\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=01_The_Skirmish\n name= _ \"The Skirmish\"\n {MAP 01_The_Skirmish.map}\n {TURNS 23 22 21}\n next_scenario=02_High_Pass\n\n {Z_DEATHS}\n\n {SCENARIO_MUSIC \"knolls.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n\n {STORYTXT_INIT_WARNING}\n {STORYTXT_THE_SKIRMISH}\n\n {DUSK2}\n {LONGDARK1}\n {LONGDARK2}\n {LONGDARK3}\n {LONGDARK4}\n {DAWN1}\n {MORNING1}\n {MIDDAY1}\n {AFTERNOON1}\n {DUSK1}\n {SHORTDARK}\n {DAWN2}\n {MORNING2}\n {MIDDAY2}\n {AFTERNOON2}\n\n {AMLA_MENU_HINT}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=player\n recruit=Skeleton, Skeleton Archer, Walking Corpse, Faerie Sprite\n {GOLD 140 130 120}\n team_name=good\n user_team_name= _ \"team_name^Galas\"\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n facing=ne\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n recruit=Peasant, Woodsman, Spearman, Bowman, Footpad, Ruffian\n {GOLD 80 70 60}\n team_name=good\n user_team_name= _ \"team_name^Townsmen\"\n {ARAGWAITH_FLAG}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n {AI_SIMPLE_ALWAYS_ASPECT passive_leader yes}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"archer,fighter,archer,scout\"}\n [/ai]\n\n type=Sergeant\n id=Morzey\n name= _ \"Morzey\"\n canrecruit=yes\n unrenamable=yes\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_STRONG}\n [/modifications]\n\n # South guardians\n [unit]\n type=Spearman\n x,y=12,26\n facing=se\n generate_name=yes\n random_traits=yes\n role=guard_1\n ai_special=guardian\n [/unit]\n [unit]\n type=Bowman\n x,y=15,28\n facing=sw\n generate_name=yes\n random_traits=yes\n role=guard_2\n ai_special=guardian\n [/unit]\n [unit]\n type=Peasant\n x,y=10,25\n facing=s\n generate_name=yes\n random_traits=yes\n role=guard_3\n ai_special=guardian\n [/unit]\n [unit]\n type=Peasant\n x,y=14,29\n facing=sw\n generate_name=yes\n random_traits=yes\n role=guard_4\n ai_special=guardian\n [/unit]\n\n # North guardians\n [unit]\n type=Woodsman\n x,y=10,20\n facing=n\n generate_name=yes\n random_traits=yes\n role=guard_5\n ai_special=guardian\n [/unit]\n [unit]\n type=Spearman\n x,y=12,19\n facing=ne\n generate_name=yes\n random_traits=yes\n role=guard_6\n ai_special=guardian\n [/unit]\n [unit]\n type=Spearman\n x,y=16,18\n facing=nw\n generate_name=yes\n random_traits=yes\n role=guard_7\n ai_special=guardian\n [/unit]\n [unit]\n type=Peasant\n x,y=20,19\n facing=n\n generate_name=yes\n random_traits=yes\n role=guard_8\n ai_special=guardian\n [/unit]\n [unit]\n type=Spearman\n x,y=23,25\n facing=se\n generate_name=yes\n random_traits=yes\n role=guard_9\n ai_special=guardian\n [/unit]\n [/side]\n\n [side]\n side=3\n recruit=Chaos Invoker, Chaos Invader, Chaos Headhunter\n {GOLD 260 290 320}\n {INCOME 4 5 5}\n team_name=evil\n user_team_name= _ \"team_name^Enemies\"\n {CHAOS_FLAG}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n #\n # These bastards know about Galas et al.\n #\n [goal]\n [criteria]\n id=Elynia\n [/criteria]\n value=15.0 # and want to get revenge on Elynia\n [/goal]\n [goal]\n [criteria]\n id=Galas\n [/criteria]\n value=10.0\n [/goal]\n [goal]\n [criteria]\n id=Mal Keshar\n [/criteria]\n value=12.5\n [/goal]\n\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.0}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"archer,archer,fighter,scout,fighter,scout\"}\n [/ai]\n\n type=Chaos Magus\n id=\"Ilce'than\"\n name= _ \"Ilce\u2019than\"\n canrecruit=yes\n unrenamable=yes\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_INTELLIGENT}\n [/modifications]\n [/side]\n\n {STARTING_VILLAGES 2 15}\n {STARTING_VILLAGES 3 6}\n\n [event]\n name=prestart\n [hide_unit]\n side=3\n canrecruit=yes\n [/hide_unit]\n\n [capture_village]\n x,y=20,1\n side=3\n [/capture_village]\n\n [capture_village]\n x,y=35,16\n side=2\n [/capture_village]\n\n [capture_village]\n x,y=37,17\n side=2\n [/capture_village]\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Defeat the enemy leader\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Morzey\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n\n # wmllint: recognize Elynia\n [unit]\n {CHARACTER_STATS_ELYNIA}\n facing=ne\n side,x,y=1,10,29\n [/unit]\n\n # wmllint: recognize Mal Keshar\n [unit]\n {CHARACTER_STATS_MAL_KESHAR}\n facing=ne\n side,x,y=1,8,28\n [/unit]\n\n # for start move_unit_fake\n [store_unit]\n [filter]\n id=Galas\n [/filter]\n kill=yes\n variable=galas_store\n [/store_unit]\n\n [store_unit]\n [filter]\n id=Elynia\n [/filter]\n kill=yes\n variable=elynia_store\n [/store_unit]\n\n [store_unit]\n [filter]\n id=Mal Keshar\n [/filter]\n kill=yes\n variable=malin_store\n [/store_unit]\n\n {READ_GLOBAL_INTO_VARIABLE ending_stats_igor igor_store NAMESPACE={PERSISTENT_NS_IFTU}}\n [/event]\n\n [event]\n name=start\n\n {LOCK_VIEW}\n\n [message]\n role=guard_1\n message= _ \"Night falls, and the scouts reported at midday that those cursed soldiers were heading towards our town.\"\n [/message]\n [message]\n role=guard_2\n # wmllint: local spelling Tyannes\n message= _ \"It wasn\u2019t enough for them to burn and ransack Tyannes... Damn it, why don\u2019t the elders send us reinforcements?\"\n [/message]\n [message]\n role=guard_1\n # wmllint: local spelling Meh\n message= _ \"Meh. Ever since this war started they have cared little about safety \u2014 not just ours. It\u2019s rumored that the country itself would fare very poorly against another foreign invasion.\"\n [/message]\n [message]\n role=guard_2\n message= _ \"Well, I\u2019ve heard that the elves have...\"\n [/message]\n [message]\n role=guard_3\n message= _ \"On guard! Three strangers approach from the southern road!\"\n [/message]\n\n [move_unit_fake]\n side=1\n type=$galas_store.type\n image_mods=\"RC(magenta>brown)\"\n x=6 ,9\n y=30,29\n [/move_unit_fake]\n [unstore_unit]\n variable=galas_store\n [/unstore_unit]\n\n [move_unit_fake]\n side=1\n type=$elynia_store.type\n x=6 ,10\n y=30,29\n [/move_unit_fake]\n [unstore_unit]\n variable=elynia_store\n [/unstore_unit]\n\n [message]\n role=guard_1\n message= _ \"Halt there! Identify yourselves, strangers!\"\n [/message]\n [message]\n speaker=Galas\n message= _ \"We are travelers. We don\u2019t plan to stay in your town for more than one night. You don\u2019t need to know who we are.\"\n [/message]\n [message]\n role=guard_2\n message= _ \"Sorry, but we were ordered not to let anybody... pass... She\u2019s... beautiful.\"\n [/message]\n [message]\n role=guard_3\n # wmllint: local spelling Wh\n message= _ \"A faerie? Wh\u2014 what\u2019s one of your kind doing so far from the northern lands?\"\n [/message]\n [message]\n speaker=Galas\n message= _ \"As I said, we don\u2019t plan to stay for more than one night. Just let us in.\"\n [/message]\n\n [move_unit_fake]\n side=1\n type=$malin_store.type\n x=6 ,8\n y=30,28\n [/move_unit_fake]\n [unstore_unit]\n variable=malin_store\n [/unstore_unit]\n\n [message]\n role=guard_1\n message= _ \"Who is that? Hey, the cloaked one!\"\n [/message]\n [message]\n speaker=Mal Keshar\n message= _ \"Eh?\"\n [/message]\n [message]\n role=guard_1\n message= _ \"Aaah!!\" # wmllint: no spellcheck\n [/message]\n [message]\n role=guard_3\n message= _ \"A necromancer! A...\"\n [/message]\n [message]\n speaker=Elynia\n message= _ \"You are not alerting the entire town of his presence, are you? Such a handsome man could spend the night doing... more worthwhile things than fighting us...\"\n [/message]\n [message]\n role=guard_3\n message= _ \"Eh, I...\"\n [/message]\n [message]\n role=guard_1\n message= _ \"I don\u2019t know what the hell your purpose here is, but we do have important things to do this night, such as defending the town from your cursed henchmen!\"\n [/message]\n [message]\n speaker=Galas\n message= _ \"Henchmen? Do you see anyone else accompanying us?\"\n [/message]\n [message]\n role=guard_1\n # wmllint: local spelling uhm\n message= _ \"Eh... uhm... well, no?\"\n [/message]\n [message]\n speaker=Galas\n message= _ \"Well, then.\"\n [/message]\n\n {MOVE_UNIT (id=Galas) 11 28}\n\n [message]\n role=guard_1\n message= _\"Eh! That you don\u2019t seem to bring anyone with you does not mean you cannot somehow summon them later! We heard rumors of the cursed warriors coming to our valley!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Cursed, you say?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Clad in black armor, bearing flags with impaled skulls at the top, and said to smell especially funny?\"\n [/message]\n\n [message]\n role=guard_2\n message= _\"Yes.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _\"They are our enemies as well. We have had some encounters with them before. Perhaps we could be of help, if you would let us inside your walls.\"\n [/message]\n\n [message]\n speaker=Morzey\n message= _\"Let them come in at once! We are in need of all the help we can get if we want to live another day.\"\n [/message]\n\n [message]\n role=guard_1\n message= _ \"Yes, sir! As you command, sir!\"\n [/message]\n\n [fade_out_music]\n duration=500\n [/fade_out_music]\n\n {MOVE_UNIT (id=Galas) (12,16,17,18) (27,25,26,25)}\n {MOVE_UNIT (id=Mal Keshar) (12,16,17) (27,25,26)}\n {MOVE_UNIT (id=Elynia) (12,16,17,18,19) (27,25,26,26,26)}\n\n {REPLACE_SCENARIO_MUSIC \"a_land_of_adventure.ogg\"}\n {APPEND_MUSIC \"knolls.ogg\"}\n {APPEND_MUSIC \"loyalists.ogg\"}\n\n [message]\n speaker=Morzey\n message= _\"Strangers, please help us. I am sure the gate guards already told you of the situation...\"\n [/message]\n\n [message]\n speaker=Galas\n message= _\"Yes, they did.\"\n [/message]\n\n [message]\n speaker=Morzey\n message= _\"Well, well. I have heard of necromancers helping the northern country\u2019s cause, so I... suppose you can be trusted. Although, if you turn out to be working for our enemies we would be doomed either way. I beg of you to aid us in this battle; all we have left nowadays is the town militia, for which we can barely afford proper weapons.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _\"We\u2019ll help you. Just don\u2019t ask names.\"\n [/message]\n\n [message]\n speaker=Morzey\n message= _\"That\u2019s... a very dubious request...\"\n [/message]\n\n [if]\n {VARIABLE_ARRAY_NOT_EMPTY igor_store}\n [then]\n [message]\n speaker=Galas\n message= _ \"There is someone else coming with us as well. I am sure you will tolerate his presence here.\"\n [/message]\n\n [message]\n speaker=Morzey\n message= _ \"Well, I...\"\n [/message]\n\n [move_unit_fake]\n type=$igor_store.type\n x= 6,10,14,16\n y=30,28,27,26\n [/move_unit_fake]\n\n {VARIABLE igor_store.facing ne}\n\n [unstore_unit]\n variable=igor_store\n x,y=16,26\n [/unstore_unit]\n\n # If coming from IftU, Igor is going to be full of items, some of which may not have been\n # intended to be carried over past IftU's finale segment (S21 through S24). We need to remove\n # those.\n\n [for]\n array=igor_store.modifications.object\n [do]\n [if]\n {VARIABLE_LEXICAL_IN\n igor_store.modifications.object[$i].id\n \"arcane_shot_amulet,s21_strength_potion,s21_deftness_potion,revenant_ring\"}\n [then]\n [remove_object]\n id=Igor\n object_id=$igor_store.modifications.object[$i].id\n [/remove_object]\n [/then]\n [/if]\n [/do]\n [/for]\n\n {CLEAR_VARIABLE igor_store}\n\n [message]\n speaker=Morzey\n message= _ \"Ugh, a goblin? Riding a wolf? You cannot be serious! Your kind is not welcome around these parts after the poultry farmers\u2019 guild incident.\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"No, no, no! I mean no harm! Just passing by with my friends, that\u2019s all! Willow is also a very well behaved lady, you aren\u2019t even gonna notice her presence.\"\n [/message]\n [/then]\n [/if]\n\n [unhide_unit]\n side=3\n canrecruit=yes\n [/unhide_unit]\n\n [message]\n role=guard_6\n # wmllint: local spelling wardrums\n message= _ \"My lord! Torches and wardrums approach from the northern hills!\"\n [/message]\n\n [message]\n speaker=Morzey\n message= _\"Blast it, they arrived sooner than I expected. To arms!\"\n [/message]\n\n {CLEAR_VARIABLE galas_store,elynia_store,malin_store}\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=die\n [filter]\n id=\"Morzey\"\n [/filter]\n\n [message]\n speaker=Galas\n message= _ \"We failed to protect the town...\"\n [/message]\n\n {ENDLEVEL_DEFEAT}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=\"Ilce'than\"\n [/filter]\n\n [message]\n speaker=unit\n message= _\"Curse you, heretics! The Iron Council shall punish you for your deeds!\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=\"Ilce'than\"\n [/filter]\n\n [message]\n speaker=Elynia\n message= _\"I do not think so.\"\n [/message]\n [/event]\n\n [event]\n name=victory\n\n [message]\n speaker=Morzey\n message= _\"We will be eternally thankful for your help, travelers! If there is anything we can do in return...\"\n [/message]\n\n [message]\n speaker=Galas\n message= _\"No problem; we just need provisions and directions for our journey to the northern country.\"\n [/message]\n\n [message]\n speaker=Morzey\n message= _\"Traveling north, eh? There is a mountain pass to the northeast \u2014 it used to be a very accessible trading route before the war began. Nowadays it is plagued by dark cultists and their undead minions, and the Grand Council has done nothing to clean it up.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _\"Thanks for the information, we may as well take that path then.\"\n [/message]\n\n [message]\n speaker=Morzey\n message= _\"Are you sure?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _\"We control the dead. We need not worry about them.\"\n [/message]\n [/event]\n\n [item]\n x,y=17,3\n image=\"scenery/signpost.png\"\n [/item]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=1\n x,y=17,3\n [/filter]\n\n [redraw][/redraw]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=\"scenery/signpost.png\"\n message= _\"Sometimes, your loved ones must be willing to sacrifice their lives for a greater cause.\"\n [/message]\n [/event]\n\n [event]\n name=enemies defeated\n\n {ENDLEVEL_VICTORY yes}\n [/event]\n\n [event]\n name=time over\n [message]\n speaker=Elynia\n message= _ \"Oh, no! We have run out of time, and their reinforcements have arrived!\"\n [/message]\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=\"02_High_Pass\"\n name= _ \"High Pass\"\n {MAP 02_High_Pass.map}\n {TURNS 37 35 33}\n next_scenario=\"03_Civil_War\"\n\n {Z_DEATHS}\n\n {SCENARIO_MUSIC \"wanderer.ogg\" }\n {EXTRA_SCENARIO_MUSIC \"nunc_dimittis.ogg\"}\n\n {STORYTXT_HIGH_PASS}\n\n {DUSK1}\n {SHORTDARK}\n {DAWN2}\n {MORNING2}\n {MIDDAY2}\n {AFTERNOON2}\n {DUSK2}\n {LONGDARK1}\n {LONGDARK2}\n {LONGDARK3}\n {LONGDARK4}\n {DAWN1}\n {MORNING1}\n {MIDDAY1}\n {AFTERNOON1}\n\n # wmllint: validate-off\n [side]\n save_id=player\n\n controller=human\n side=1\n team_name=player\n user_team_name= _ \"team_name^Galas\"\n\n shroud=yes\n fog=yes\n {GOLD 320 280 240}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n team_name=undead\n user_team_name= _ \"team_name^Undead\"\n {CHAOS_FLAG}\n\n recruit=\"Ghoul, Walking Corpse, Ghost, Skeleton, Skeleton Archer\"\n {GOLD 170 190 220}\n {INCOME 3 4 6}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n [goal]\n [criteria]\n id=Elynia\n [/criteria]\n value=10.00\n [/goal]\n [goal]\n [criteria]\n id=Galas\n [/criteria]\n value=3.00\n [/goal]\n [goal]\n [criteria]\n id=Mal Keshar\n [/criteria]\n value=6.00\n [/goal]\n\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.10}\n {AI_SIMPLE_ALWAYS_ASPECT leader_value 4.00}\n\n {AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY aggression day morning1,midday1,afternoon1,morning2,midday2,afternoon2 0.80}\n {AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY caution day morning1,midday1,afternoon1,morning2,midday2,afternoon2 0.30}\n\n {AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY aggression twilight dawn1,dusk1,dawn2,dusk2 0.90}\n {AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY caution twilight dawn1,dusk1,dawn2,dusk2 0.14}\n\n {AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY aggression night short_dark,long_dark1,long_dark2,long_dark3,long_dark4 1.00}\n {AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY caution night short_dark,long_dark1,long_dark2,long_dark3,long_dark4 0.00}\n [/ai]\n\n canrecruit=yes\n id=Mal Ciphan\n name= _ \"Mal Ciphan\"\n type=Lich\n unrenamable=yes\n [modifications]\n {TRAIT_UNDEAD}\n [/modifications]\n\n [unit]\n x,y=24,13\n type=Bone Shooter\n ai_special=guardian\n facing=sw\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_UNDEAD}\n [/modifications]\n [/unit]\n\n [unit]\n x,y=21,18\n type=Revenant\n ai_special=guardian\n facing=sw\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_UNDEAD}\n [/modifications]\n [/unit]\n\n [unit]\n x,y=28,9\n type=Deathblade\n ai_special=guardian\n facing=se\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_UNDEAD}\n [/modifications]\n [/unit]\n\n [unit]\n x,y=25,7\n type=Deathblade\n ai_special=guardian\n facing=sw\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_UNDEAD}\n [/modifications]\n [/unit]\n\n [unit]\n x,y=36,4\n type=Deathblade\n ai_special=guardian\n facing=sw\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_UNDEAD}\n [/modifications]\n [/unit]\n\n [unit]\n x,y=35,9\n type=Banebow\n ai_special=guardian\n facing=se\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_UNDEAD}\n [/modifications]\n [/unit]\n [/side]\n\n [side]\n side=3\n team_name=undead\n user_team_name= _ \"team_name^Undead\"\n {CHAOS_FLAG}\n\n recruit=\"Skeleton, Skeleton Archer, Walking Corpse\"\n {GOLD 160 190 220}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n [goal]\n [criteria]\n id=Elynia\n [/criteria]\n value=3.00\n [/goal]\n [goal]\n [criteria]\n id=Galas\n [/criteria]\n value=10.00 # he really wants to kill Galas\n [/goal]\n [goal]\n [criteria]\n id=Mal Keshar\n [/criteria]\n value=6.00\n [/goal]\n\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.0}\n {AI_SIMPLE_ALWAYS_ASPECT leader_value 10.00}\n\n {AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY aggression day morning1,midday1,afternoon1,morning2,midday2,afternoon2 0.80}\n {AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY caution day morning1,midday1,afternoon1,morning2,midday2,afternoon2 0.15}\n\n {AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY aggression twilight dawn1,dusk1,dawn2,dusk2 0.90}\n {AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY caution twilight dawn1,dusk1,dawn2,dusk2 0.10}\n\n {AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY aggression night short_dark,long_dark1,long_dark2,long_dark3,long_dark4 1.00}\n {AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY caution night short_dark,long_dark1,long_dark2,long_dark3,long_dark4 0.00}\n [/ai]\n\n canrecruit=yes\n facing=sw\n id=Nyadien\n name= _ \"Nyadien\"\n type=Draug\n unrenamable=yes\n [modifications]\n {TRAIT_UNDEAD}\n [/modifications]\n [/side]\n\n {STARTING_VILLAGES 1 5}\n {STARTING_VILLAGES 3 6}\n {STARTING_VILLAGES 2 7}\n\n {PLACE_IMAGE (\"items/bonestack.png\") 27 7}\n\n [event]\n name=prestart\n\n [allow_recruit]\n side=1\n type=\"Ghost,Dark Adept\"\n [/allow_recruit]\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA_AT_LOCATION 4 16}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR_AT_LOCATION 3 18}\n # wmllint: recognize Igor\n {RECALL_IGOR_AT_LOCATION 1 17}\n\n {FACE_DIRECTION (side=1) se}\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Defeat all enemy leaders\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=\"Galas\"\n message= _ \"This place gives me chills. Perhaps this path was not a good choice after all.\"\n [/message]\n\n [message]\n speaker=\"Mal Keshar\"\n # wmllint: local spelling Pah\n message= _ \"Pah. Leave your worries behind, there is nothing to...\"\n [/message]\n\n [sound]\n name=\"zombie-attack.wav\"\n [/sound]\n\n [unit]\n type=\"Necrophage\"\n side=\"2\"\n x,y=\"6\",\"15\"\n facing=\"sw\"\n animate=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_UNDEAD}\n [/modifications]\n [/unit]\n\n [unit]\n type=\"Necrophage\"\n side=\"2\"\n x,y=\"7\",\"17\"\n facing=\"sw\"\n animate=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_UNDEAD}\n [/modifications]\n [/unit]\n\n [message]\n type=\"Necrophage\"\n message= _ \"Groaaar!!!\" # wmllint: no spellcheck\n [/message]\n\n [message]\n speaker=\"Mal Keshar\"\n message= _ \"... and who called upon you?\"\n [/message]\n\n [message]\n speaker=\"Elynia\"\n message= _ \"So it is as the townsfolk warned us \u2014 this pass is infested with undead. We\u2019ll have to give them a final rest before we can proceed any further.\"\n [/message]\n\n [message]\n speaker=\"Mal Keshar\"\n message= _ \"Aww, this will be boring.\"\n [/message]\n [/event]\n\n [event]\n {SIGHTED_SUF_BY_PLAYER (id=Mal Ciphan)}\n\n [message]\n speaker=\"Mal Ciphan\"\n message= _ \"Ahhh, the traitors! Never again will you see the sunlight, for I shall feed your impious souls to Yechnagoth!\"\n [/message]\n\n [message]\n speaker=\"Mal Keshar\"\n message= _ \"The same old tune. These goons should seek a new job or something.\"\n [/message]\n [/event]\n\n [event]\n {SIGHTED_SUF_BY_PLAYER (id=Nyadien)}\n\n [message]\n speaker=\"Nyadien\"\n message= _ \"You, Galas! You abandoned us in the valley! You left us all to die!\"\n [/message]\n\n [message]\n speaker=\"Galas\"\n message= _ \"Nyadien? But...\"\n [/message]\n\n [message]\n speaker=\"Mal Keshar\"\n message= _ \"Do you know him?\"\n [/message]\n\n [message]\n speaker=\"Galas\"\n message= _ \"He was the leader of the patrol group that replaced mine just before the Chaos Empire invaded our valley.\"\n [/message]\n\n [message]\n speaker=\"Elynia\"\n message= _ \"Elf, know that Galas did not have the power to stop that invasion, but the Chaos Empire no longer has a leader. There is nothing that should force you to roam this world anymore!\"\n [/message]\n\n [message]\n speaker=\"Nyadien\"\n message= _ \"I will personally make sure you don\u2019t go unpunished, traitor!\"\n [/message]\n\n [message]\n speaker=\"Mal Keshar\"\n message= _ \"It is a waste of time to try to deal with this pile of bones. The necromancer who raised him probably used some malign spell to infect his soul with hatred towards every elf who outlived him.\"\n [/message]\n [/event]\n\n [event]\n name=enemies defeated\n\n {ENDLEVEL_VICTORY yes}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Mal Ciphan\n [/filter]\n\n [message]\n speaker=\"unit\"\n message= _ \"I am vanquished, but I curse your race to never see a day of peace or joy again for the rest of eternity!\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Mal Ciphan\n [/filter]\n\n [message]\n speaker=\"Mal Keshar\"\n message= _ \"So many times... I forget how many times they have said that.\"\n [/message]\n [/event]\n\n [event]\n name=turn 7\n [filter_condition]\n [have_unit]\n id=Igor\n [/have_unit]\n [/filter_condition]\n\n [message]\n speaker=Galas\n message= _ \"Honestly, with your fearsome steed you should be more than able to reach your destination without us, Igor.\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"You\u2019re kidding, right? There\u2019s no way we\u2019d be able to get past all the smelly skeletons alone! I don\u2019t wanna become one of them zombies while I\u2019m still young!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"(snicker) I could arrange for you to become a more dignified skeleton warrior if you prefer...\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"Eeek!!! No!!!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Will you please stop tormenting him, Malin.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Fiiiiine. Someone needs a sense of humor... mutter mutter...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"The ears aren\u2019t just for show, you know. We can hear you.\"\n [/message]\n [/event]\n\n [event]\n name=turn 30\n\n [message]\n speaker=Elynia\n message= _ \"There is a storm approaching.\"\n [/message]\n [/event]\n\n [event]\n name=time over\n\n [message]\n speaker=Galas\n message= _ \"This doesn\u2019t seem good at all \u2014 the storm has finally reached this pass and we\u2019ll be buried under the snow. We should not have tarried here for so long!\"\n [/message]\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=03_Civil_War\n name= _ \"Civil War in the North\"\n {MAP 03_Civil_War.map}\n turns=4\n next_scenario=\"04_Terror_at_Dusk\"\n victory_when_enemies_defeated=\"no\"\n\n {Z_DEATHS}\n\n {SCENARIO_MUSIC \"revelation.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n\n {STORYTXT_CIVIL_WAR}\n\n {TWO_SUNS_DEFAULT_SCHEDULE}\n\n # wmllint: validate-off\n [side]\n save_id=player\n\n controller=human\n side=1\n team_name=player\n user_team_name= _ \"team_name^Galas\"\n\n shroud=yes\n {GOLD 300 275 250}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n#define CW_WARRIOR _TYPE _X _Y\n [unit]\n type={_TYPE}\n x,y={_X},{_Y}\n generate_name=yes\n random_traits=yes\n random_gender=yes\n [modifications]\n {TRAIT_LOYAL}\n [/modifications]\n [/unit]\n#enddef\n\n#define CW_GUARDIAN _TYPE _X _Y\n [unit]\n type={_TYPE}\n x,y={_X},{_Y}\n generate_name=yes\n random_traits=yes\n random_gender=yes\n ai_special=guardian\n [modifications]\n {TRAIT_LOYAL}\n [/modifications]\n [/unit]\n#enddef\n\n #\n # Northern elves.\n #\n [side]\n controller=ai\n side=2\n team_name=elves_N\n user_team_name= _ \"team_name^Elves (North)\"\n hidden=yes\n {FLAG_VARIANT long}\n\n recruit=\"Elvish Shaman, Elvish Archer, Elvish Fighter, Elvish Scout\"\n\n canrecruit=yes\n id=Cel\u00e1n\n name= _ \"Cel\u00e1n\"\n type=Elvish Champion\n unrenamable=yes\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_STRONG}\n [/modifications]\n\n {CW_WARRIOR (Elvish Hero) 19 19}\n {CW_GUARDIAN (Elvish Fighter) 10 13}\n {CW_WARRIOR (Elvish Marksman) 19 16}\n {CW_GUARDIAN (Elvish Hero) 11 11}\n {CW_WARRIOR (Elvish Marshal) 18 10}\n {CW_GUARDIAN (Elvish Marksman) 16 9}\n {CW_GUARDIAN (Elvish Druid) 6 15}\n {CW_WARRIOR (Elvish Druid) 9 8}\n {CW_GUARDIAN (Elvish Sorceress) 19 6}\n {CW_WARRIOR (Elvish Enchantress) 12 18}\n {CW_WARRIOR (Elvish Marksman) 21 14}\n\n {CW_WARRIOR (Elvish Scout) 21 10}\n\n {CW_WARRIOR (Elvish Archer) 53 24}\n {CW_WARRIOR (Elvish Fighter) 50 24}\n {CW_WARRIOR (Elvish Rider) 52 27}\n {CW_WARRIOR (Elvish Fighter) 58 23}\n {CW_WARRIOR (Elvish Scout) 60 33}\n {CW_WARRIOR (Elvish Archer) 47 21}\n {CW_WARRIOR (Elvish Shaman) 45 22}\n [/side]\n\n #\n # South-eastern elves.\n #\n [side]\n controller=ai\n side=3\n team_name=elves_SE\n user_team_name= _ \"team_name^Elves (Southeast)\"\n hidden=yes\n {FLAG_VARIANT long}\n\n recruit=\"Elvish Shaman, Elvish Archer, Elvish Fighter, Elvish Scout\"\n\n canrecruit=yes\n gender=female\n id=Unid\u00eb\n name= _ \"Unid\u00eb\"\n type=Elvish Avenger\n unrenamable=yes\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_QUICK}\n [/modifications]\n\n {CW_GUARDIAN (Elvish Druid) 26 11}\n\n {CW_GUARDIAN (Elvish Ranger) 58 28}\n {CW_GUARDIAN (Elvish Avenger) 57 33}\n {CW_GUARDIAN (Elvish Ranger) 62 22}\n\n {CW_WARRIOR (Elvish Captain) 58 26}\n {CW_WARRIOR (Elvish Captain) 56 27}\n {CW_WARRIOR (Elvish Rider) 55 22}\n {CW_WARRIOR (Elvish Rider) 65 32}\n\n {CW_WARRIOR (Elvish Fighter) 31 40}\n {CW_WARRIOR (Elvish Fighter) 42 31}\n {CW_WARRIOR (Elvish Scout) 40 23}\n {CW_WARRIOR (Elvish Shaman) 47 25}\n {CW_WARRIOR (Elvish Fighter) 50 28}\n {CW_WARRIOR (Elvish Archer) 52 22}\n {CW_WARRIOR (Elvish Archer) 46 27}\n\n {CW_WARRIOR (Elvish Archer) 31 14}\n {CW_WARRIOR (Elvish Archer) 28 15}\n {CW_WARRIOR (Elvish Hero) 26 14}\n {CW_WARRIOR (Elvish Fighter) 31 12}\n {CW_WARRIOR (Elvish Archer) 4 13}\n {CW_WARRIOR (Elvish Shaman) 4 14}\n {CW_WARRIOR (Elvish Archer) 1 13}\n\n {CW_WARRIOR (Elvish Ranger) 17 20}\n {CW_WARRIOR (Elvish Hero) 21 17}\n {CW_WARRIOR (Elvish Captain) 29 16}\n [/side]\n\n #\n # Fort Eld\u00e1in\n #\n [side]\n side=4\n team_name=player\n # wmllint: local spelling Eld\u00e1in\n user_team_name=_ \"team_name^Fort Eld\u00e1in\"\n hidden=yes\n controller=null\n no_leader=yes\n gold=0\n village_gold=0\n {NO_INCOME}\n\n {LOYAL_UNIT () (Bowman) 30 34} {FACING sw}\n {LOYAL_UNIT () (Footpad) 26 32} {FACING sw}\n {LOYAL_UNIT () (Spearman) 16 26} {FACING sw}\n {LOYAL_UNIT () (Bowman) 20 21} {FACING se}\n {LOYAL_UNIT () (Spearman) 23 31} {FACING se}\n {LOYAL_UNIT () (Spearman) 26 26} {FACING nw}\n {LOYAL_UNIT () (Peasant) 36 31} {FACING se}\n {LOYAL_UNIT () (Peasant) 21 26} {FACING n}\n {LOYAL_UNIT () (Bowman) 18 24} {FACING se}\n {LOYAL_UNIT () (Bowman) 23 23} {FACING sw}\n {LOYAL_UNIT () (Bowman) 39 29} {FACING se}\n {LOYAL_UNIT () (Bowman) 29 28} {FACING sw}\n {LOYAL_UNIT () (Swordsman) 34 32} {FACING ne}\n {LOYAL_UNIT () (Spearman) 38 27} {FACING se}\n {LOYAL_UNIT () (Swordsman) 28 25} {FACING nw}\n {LOYAL_UNIT () (Footpad) 23 29} {FACING nw}\n {LOYAL_UNIT () (Peasant) 29 32} {FACING sw}\n {LOYAL_UNIT () (Woodsman) 33 25} {FACING ne}\n {LOYAL_UNIT () (Woodsman) 36 26} {FACING ne}\n {LOYAL_UNIT () (Swordsman) 34 25} {FACING ne}\n [/side]\n [event]\n name=transfer side 4\n {TRANSFER_UNITS_FROM_SIDE (4) () (1)}\n [/event]\n [event]\n name=restore side 4\n {TRANSFER_UNITS_FROM_SIDE (1) (\n [filter_wml]\n [variables]\n transferred_from_side=4\n [/variables]\n [/filter_wml]\n ) (4)}\n [/event]\n [event]\n name=victory\n [fire_event]\n name=restore side 4\n [/fire_event]\n [/event]\n\n #\n # Council of War's messengers.\n #\n [side]\n side=5\n team_name=player,elves_N,elves_SE\n user_team_name=_ \"team_name^Grand Council\"\n hidden=yes\n controller=null\n no_leader=yes\n gold=0\n village_gold=0\n {NO_INCOME}\n [/side]\n\n [side]\n side,color=6,5\n team_name=elves_N,elves_SE,player\n user_team_name=_ \"team_name^Grand Council\"\n hidden=yes\n controller=null\n no_leader=yes\n gold,village_gold=,0,0\n {NO_INCOME}\n defeat_condition=never\n [/side]\n\n {STARTING_VILLAGES 1 5}\n {STARTING_VILLAGES 2 15}\n {STARTING_VILLAGES 3 15}\n\n {PLACE_IMAGE (\"scenery/oak-leaning.png\") 17 36}\n {PLACE_IMAGE (\"scenery/oak-leaning.png\") 41 12}\n {PLACE_IMAGE (\"scenery/oak-leaning.png\") 61 8}\n\n {PLACE_IMAGE (\"items/grain-sheaf.png\") 54 11}\n\n {PLACE_IMAGE (\"items/scarecrow.png\") 57 12}\n {PLACE_IMAGE (\"items/scarecrow.png\") 53 8}\n\n {PLACE_IMAGE (\"items/straw-bale1.png\") 54 5}\n {PLACE_IMAGE (\"items/straw-bale2.png\") 53 6}\n {PLACE_IMAGE (\"items/straw-bale2.png~FL(horiz)\") 49 13}\n\n [event]\n name=prestart\n #\n # Initially disable AI players. We cannot use controller=null\n # on their declaration because then their leader units would not\n # be spawned.\n #\n [modify_side]\n side=2,3\n controller=null\n [/modify_side]\n\n [capture_village]\n side=6\n x=36-65\n y= 1-17\n [/capture_village]\n\n [allow_recruit]\n side=1\n type=\"Vampire Bat\"\n [/allow_recruit]\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR}\n # wmllint: recognize Igor\n {RECALL_IGOR}\n\n {FACE_DIRECTION (side=1) se}\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Move Galas, Elynia and Mal Keshar to Fort Eld\u00e1in\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER_NO_BONUS}\n )}\n [/event]\n\n [event]\n name=start\n [message]\n speaker=Elynia\n message= _ \"I don\u2019t like this... There are signs of a recent battle in this area.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Quickly, let us investigate what happened here. I hope it\u2019s not too late.\"\n [/message]\n [/event]\n\n#define CW_TELEPORT_AND_RESET_MOVES _ID _X _Y\n [store_unit]\n [filter]\n id={_ID}\n [/filter]\n kill=yes\n variable=temp_CW_TELEPORT_AND_RESET_MOVES\n [/store_unit]\n\n {VARIABLE temp_CW_TELEPORT_AND_RESET_MOVES.moves $temp_CW_TELEPORT_AND_RESET_MOVES.max_moves}\n\n [unstore_unit]\n variable=temp_CW_TELEPORT_AND_RESET_MOVES\n find_vacant=yes\n x={_X}\n y={_Y}\n [/unstore_unit]\n\n {CLEAR_VARIABLE \"temp_CW_TELEPORT_AND_RESET_MOVES\"}\n#enddef\n\n {FIRE_EVENT_ON_STUMBLE_UPON \"start survival\" (side=4)}\n\n [event]\n name=turn 4\n [fire_event]\n name=start survival\n [/fire_event]\n [/event]\n\n [event]\n name=start survival\n first_time_only=yes\n\n #\n # Remove the ^Xo (Impassable) overlay without changing the\n # base layer.\n #\n\n [remove_terrain_overlays]\n terrain=*^Xo\n [/remove_terrain_overlays]\n\n #\n # Initialize enemy sides\n #\n\n [modify_side]\n side=2\n controller=ai\n hidden=no\n {GOLD 230 270 320}\n {INCOME 2 4 7}\n [/modify_side]\n\n [modify_side]\n side=3\n controller=ai\n hidden=no\n {GOLD 250 280 330}\n {INCOME 2 4 7}\n [/modify_side]\n\n #\n # Remove shroud for side 1\n #\n\n [modify_side]\n side=1\n shroud=no\n [/modify_side]\n\n [redraw][/redraw]\n\n [message]\n type=Bowman\n side=4\n message= _ \"Who are you? Why, do you bring your unholy slaves to feast on our fallen remains?!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"We are sworn allies of the peoples of the Far North, and the undead support us against our enemies.\"\n [/message]\n\n [message]\n type=Footpad\n side=4\n message= _ \"It is... it is the Lady of Light! I had heard rumors but this is...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"This fortress barely stands. What vile creatures have come to plague the northern country?\"\n [/message]\n\n [message]\n type=Bowman\n side=4\n message= _ \"The elves, my lady. The elves have gone mad and are attacking each other, laying waste to every settlement in their path. Neither faction is willing to seek a peaceful end to this conflict, and we don\u2019t think we can withstand their siege for much longer. Most of our men have died defending the city walls, and resources are increasingly scarce.\"\n [/message]\n\n [scroll_to_unit]\n id=Cel\u00e1n\n [/scroll_to_unit]\n\n [redraw][/redraw]\n\n [delay]\n time=500\n [/delay]\n\n [scroll_to_unit]\n id=Unid\u00eb\n [/scroll_to_unit]\n\n [redraw][/redraw]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n type=Bowman\n side=4\n message= _ \"We cannot continue without help, and the messengers we sent to the Grand Council for reinforcements have not returned yet. I\u2019ll probably hate myself for the rest of my life for asking help from those who deal with dark magic, but...\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n # wmllint: local spelling Pfft\n message= _ \"Pfft, we cannot waste our time here.\"\n [/message]\n\n {REPLACE_SCENARIO_MUSIC \"battle.ogg\"}\n {APPEND_MUSIC \"the_city_falls.ogg\"}\n {APPEND_MUSIC \"loyalists.ogg\"}\n\n [message]\n speaker=Galas\n message= _ \"We must help these poor people and try to negotiate a deal with our kinsmen. We must not allow another civil war to tear our civilization apart! Otherwise...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Our sacrifices would have been in vain.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"We\u2019ll help you defend your fortress until those reinforcements arrive.\"\n [/message]\n\n [message]\n type=Bowman\n side=4\n message= _ \"Thank you.\"\n [/message]\n\n #\n # Since there are too few units in side 4, it's not feasible to let the AI control these -\n # they'd probably end up committing suicide or staying behind and being otherwise completely\n # useless.\n #\n # Transfer side 4 units to side 1. If they still survive by the end of the scenario, they\n # are returned to side 4 in the victory event.\n #\n\n [message]\n type=Footpad\n side=4\n message= _ \"Lead us, my lord.\"\n [/message]\n\n [fire_event]\n name=transfer side 4\n [/fire_event]\n\n [capture_village]\n x= 1-54\n y=22-40\n side=1\n [/capture_village]\n\n [modify_side]\n side=1\n {INCOME 8 6 4}\n [/modify_side]\n\n #\n # Set the survival turn limit\n #\n\n {VARIABLE survival_turn_limit ({DIFF 15 15 18})}\n\n [modify_turns]\n add=$survival_turn_limit\n [/modify_turns]\n\n {CW_TELEPORT_AND_RESET_MOVES Galas 31 29}\n {CW_TELEPORT_AND_RESET_MOVES Elynia 30 25}\n {CW_TELEPORT_AND_RESET_MOVES (Mal Keshar) 25 30}\n\n [if]\n [have_unit]\n id=Igor\n [/have_unit]\n [then]\n {CW_TELEPORT_AND_RESET_MOVES Igor 34 29}\n [/then]\n [/if]\n\n [scroll_to]\n x,y=31,29\n [/scroll_to]\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Resist until the Grand Council\u2019s reinforcements arrive at the end of turns\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n\n {OBJECTIVE_CARRYOVER_NO_BONUS}\n\n {OBJECTIVE_NOTE ( _ \"You will not be able to recall the human defense in later scenarios\")}\n )}\n\n [event]\n name=\"turn $( $turn_number + 1 )\"\n delayed_variable_substitution=no\n first_time_only=yes\n\n [fire_event]\n name=introduce unide\n [/fire_event]\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Resist until the Grand Council\u2019s reinforcements arrive at the end of turns\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of an enemy leader\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n\n {OBJECTIVE_CARRYOVER_NO_BONUS}\n\n {OBJECTIVE_NOTE ( _ \"You will not be able to recall the human defense in later scenarios\")}\n )}\n [/event]\n\n [event]\n name=introduce unide\n delayed_variable_substitution=yes\n first_time_only=yes\n\n {FACE_DIRECTION (id=\"Unid\u00eb\") sw}\n\n [redraw][/redraw]\n\n [message]\n speaker=Unid\u00eb\n message= _ \"Who is it that helps the human sub-people defend their town against the true rulers of the forest?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"I am Galas, an elf of the Valley of Elynia like you. What is the reason for this unnecessary bloodshed?\"\n [/message]\n\n [message]\n speaker=Unid\u00eb\n message= _ \"We are at war with those who have taken the life of Lord Inodien and his successor! Are you supporters of their foul cause too?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"You know me well, Unid\u00eb \u2014 I would not support anyone, elf or otherwise, who would threaten the life of our leaders and our civilization. However, you are not doing any good by murdering innocent humans and elves.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"There must be a way to solve this problem without resorting to fighting. In these grim times, with war already raging in the outer lands, the last thing we need is conflict between ourselves as well. It will be our definitive doom. The traitors must be judged by elvish law, not by chaos and death.\"\n [/message]\n\n [message]\n speaker=Unid\u00eb\n message= _ \"Who do you think you are to give me orders? I am in charge of our people now, and I do not listen to those who ally themselves with this worthless human scum and their foul dark sorcerers.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Diplomacy isn\u2019t going to work, of course \u2014 this petty elf has a death wish.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Avoid killing their leaders at all costs. If we want to solve this conflict, we\u2019ll need the Grand Council to negotiate with the faction leaders, and without them, I fear that their successors may incite an even worse bloodshed. I only wish we could stop our kinsmen without resorting to violence.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"As it seems now, there is no other option for us than to hold out against their troops until help arrives. To arms!\"\n [/message]\n [/event]\n\n {CLEAR_VARIABLE survival_turn_limit,survival_turn_limit}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Unid\u00eb\n [/filter]\n\n [message]\n speaker=Unid\u00eb\n message= _ \"Though our enemies will not die by my hand, my brethren will avenge me! May this be the last day the traitors live to see the light of Naia and Sela!\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Unid\u00eb\n [/filter]\n\n [message]\n speaker=Elynia\n message= _ \"We shouldn\u2019t have allowed her to die. Now it will be nigh impossible to put an end to this!\"\n [/message]\n\n {ENDLEVEL_DEFEAT}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Cel\u00e1n\n [/filter]\n\n [message]\n speaker=Cel\u00e1n\n message= _ \"Alas, I have fallen before putting an end to this conflict.\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Cel\u00e1n\n [/filter]\n\n [message]\n speaker=Elynia\n message= _ \"We shouldn\u2019t have allowed him to die. Now it will be nigh impossible to put an end to this!\"\n [/message]\n\n {ENDLEVEL_DEFEAT}\n [/event]\n\n [event]\n name=last breath\n [filter]\n canrecruit=no\n [and]\n side=2\n [or]\n side=3\n [/or]\n [/and]\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [message]\n speaker=unit\n message= _ \"I die... for our people!\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n canrecruit=no\n [and]\n side=2\n [or]\n side=3\n [/or]\n [/and]\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Ahh, great. Now we are killing other elves.\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n [event]\n name=turn 10\n [message]\n speaker=Galas\n message= _ \"The situation is not improving. If those reinforcements don\u2019t arrive soon we won\u2019t be able to hold this place for much longer!\"\n [/message]\n [/event]\n\n [event]\n name=time over\n\n {ENDLEVEL_VICTORY no}\n [/event]\n\n#define CW_CAVALRY _X _Y\n [unit]\n side=5\n type=Cavalryman\n generate_name=yes\n random_traits=yes\n facing=sw\n x={_X}\n y={_Y}\n [/unit]\n#enddef\n\n [event]\n name=victory\n\n [fade_out_music]\n duration=500\n [/fade_out_music]\n\n {REPLACE_SCENARIO_MUSIC \"revelation.ogg\"}\n\n {CW_CAVALRY 43 5}\n {CW_CAVALRY 44 8}\n {CW_CAVALRY 45 3}\n {CW_CAVALRY 51 5}\n {CW_CAVALRY 48 1}\n\n # wmllint: recognize Arnesius\n [unit]\n {CHARACTER_STATS_ARNESIUS}\n side=5\n facing=sw\n x,y=46,4\n [/unit]\n\n [unit]\n side=5\n type=Orcish Slurbow\n id=Kar-velgan\n name= _ \"Kar-velgan\"\n facing=sw\n x=45\n y=4\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n # wmllint: recognize Unarye\n [unit]\n {CHARACTER_STATS_UNARYE}\n side=5\n facing=sw\n x,y=47,5\n [/unit]\n\n {FACE_DIRECTION (id=\"Unid\u00eb\") nw}\n {FACE_DIRECTION (id=\"Cel\u00e1n\") ne}\n\n [redraw][/redraw]\n\n [message]\n speaker=Arnesius\n message= _ \"Elves, stop this brutal bloodshed! You have slaughtered many innocent northerners; humans, orcs, and elves alike. This dreadful display breaches the treaty we signed with Lord Galas!\"\n [/message]\n\n [message]\n speaker=Unid\u00eb\n message= _ \"We do not listen to human sub-people!\"\n [/message]\n\n [message]\n speaker=Unarye\n message= _ \"Then you shall listen to your own authorities. I came as soon as I could to bring order to this chaos. You have not only disobeyed the will of your former leader, Lord Galas; you also ignored the advice and command of Elynia, the Lady of Light herself.\"\n [/message]\n\n [message]\n speaker=Arnesius\n message= _ \"In light of these events and the terms of the treaty, the Grand Council has decided to banish the elvish kind from the northern country. You shall put an end to your civil war and prepare to leave our territory before five days have passed, or we shall order our own troops to deal with you. We do not want to do this, and you are well aware that you are at a numerical disadvantage.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Cel\u00e1n\n message= _ \"Did one of your kind kill the puny \u2018lord\u2019 of these rebels as part of a ruse to banish us from the forests, then?\"\n [/message]\n\n [message]\n speaker=Kar-velgan\n message= _ \"Listen, wose-born scum: Inodien was slain by no elf, human or orc!\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Unarye\n message= _ \"We have good reasons to think that the Chaos Empire sent forth their mercenaries for the purpose of causing this revolt and sending us all to our doom. But we are not letting that happen, at least not today.\"\n [/message]\n\n [message]\n speaker=Unid\u00eb\n message= _ \"This is not fair! Why should we pay for crimes committed by outsiders?\"\n [/message]\n\n [message]\n speaker=Kar-velgan\n message= _ \"Your hands are not clean, elf! How do you even dare to ignore that fact in front of the bearers of the law?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"It is true. We have spilled much elvish blood with this fight. Galas and I shall leave these lands as soon as we can.\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"But my lady, how? None of this is your fault...\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"What? And how are we going to travel to Zocthanol Isle then?\"\n [/message]\n\n [message]\n speaker=Unid\u00eb\n message= _ \"I swear that my people will never forget this, the most vile of treacheries. I shall withdraw my troops and my people from this accursed country today, but I do intend to return some day to demand proper justice!\"\n [/message]\n\n [message]\n speaker=Cel\u00e1n\n message= _ \"If the Lady of Light is willing to depart from these lands to never return because of our own misdeeds, then we shall abandon the country as well. Come with me, men!\"\n [/message]\n\n [scroll_to_unit]\n id=Mal Keshar\n [/scroll_to_unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Elynia? Can you tell us your plan?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"There is a port to the west in the Bay of Tirigaz. It\u2019s controlled by orcs, but perhaps we can find a way to bribe them so they lend us ships and provisions. It is the only port that doesn\u2019t belong to the Aragwaithi nowadays.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n # wmllint: local spelling Pah\n # po: Here Mal Keshar is supposed to be about to say something like \"this is ridiculous\" or such.\n message= _ \"This is\u2014 Pah. We shall go to Tirigaz, then. But how will we determine the location of Zocthanol Isle?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"That will be my job to do.\"\n [/message]\n\n [if]\n [have_unit]\n id=Igor\n [/have_unit]\n [then]\n [message]\n speaker=Igor\n message= _ \"Then... I suppose this is where it ends.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Are you really sure about this, Igor? I thought you would prefer to live among your people in the west instead.\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"I mean, yes, being with goblins is great! But I\u2019m scared after what happened \u2014 you know, the whole Chaos thing? And it seems like the orc chieftains are still bad at guarding the land from invaders from the south. No, I think I\u2019m done being village goblin. I\u2019m gonna become city goblin now!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Hmph. How would a filthy runt like you survive the perils of civilization, I wonder.\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"Hey, I can do artsy stuff! Haven\u2019t you heard me sing before? Ahem\u2014\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"If I have to listen to that again, I swear to the Dark Gods\u2014\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"It has been a long journey for you, and we certainly cannot force you to stick around considering all the dangers that await us next. I just hope we will get to see each other again some day. I think I speak for all three of us when I say we are deeply grateful for your help and support, even through the most nightmarish of circumstances.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"We will miss you greatly. Best of luck, my friend.\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"Awww, you guys, I\u2019m tearing up... I will miss you too!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Can we just... please. Let us move on already.\"\n [/message]\n\n # Force reset Igor's stats before copying him to persistent storage\n\n {RESET_UNIT_STATUSES id=Igor}\n\n {UNIT_TO_GLOBAL_STORE Igor episode1_stats_igor}\n\n [modify_unit]\n [filter]\n id=Igor\n [/filter]\n side=5\n [/modify_unit]\n [/then]\n [/if]\n [/event]\n\n#undef CW_GUARDIAN\n#undef CW_WARRIOR\n#undef CW_CAVALRY\n#undef CW_TELEPORT_AND_RESET_MOVES\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=04_Terror_at_Dusk\n name= _ \"Terror at Dusk\"\n {MAP 04_Terror_at_Dusk.map}\n {TURNS 28 25 23}\n next_scenario=\"05_Bay_of_Tirigaz\"\n\n {Z_DEATHS}\n\n {SCENARIO_MUSIC \"underground.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n\n {STORYTXT_TERROR_AT_DUSK}\n\n {DUSK2}\n {DUSK2}\n {LONGDARK1}\n {LONGDARK1}\n {LONGDARK2}\n {LONGDARK2}\n {LONGDARK3}\n {LONGDARK3}\n {LONGDARK4}\n {LONGDARK4}\n {DAWN1}\n {DAWN1}\n {MORNING1}\n {MORNING1}\n {MIDDAY1}\n {MIDDAY1}\n {AFTERNOON1}\n {AFTERNOON1}\n {DUSK1}\n {DUSK1}\n {SHORTDARK}\n {SHORTDARK}\n {DAWN2}\n {DAWN2}\n {MORNING2}\n {MORNING2}\n {MIDDAY2}\n {MIDDAY2}\n {AFTERNOON2}\n {AFTERNOON2}\n\n {SHAXTHAL_SET_SURFACE_VARIATIONS_FLAG}\n\n # wmllint: validate-off\n [side]\n save_id=player\n\n controller=human\n side=1\n team_name=player\n user_team_name= _ \"team_name^Galas\"\n fog=yes\n\n {GOLD 310 300 290}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n team_name=foe\n user_team_name= _ \"team_name^Enemies\"\n {CHAOS_FLAG}\n\n {GOLD 130 145 160}\n recruit=Shaxthal Drone, Shaxthal Runner Drone, Shaxthal Razorbird\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"mixed fighter,mixed fighter,mixed fighter,scout\"}\n [/ai]\n\n canrecruit=yes\n type=Shaxthal Assault Drone\n unrenamable=yes\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/side]\n\n [side]\n side=3\n team_name=foe\n user_team_name= _ \"team_name^Enemies\"\n {CHAOS_FLAG}\n\n {GOLD 120 130 140}\n recruit=Shaxthal Runner Drone, Shaxthal Razorbird, Shaxthal Drone\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"mixed fighter,mixed fighter,mixed fighter,scout\"}\n [/ai]\n\n canrecruit=yes\n type=Shaxthal Assault Drone\n unrenamable=yes\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_ARMORED}\n [/modifications]\n [/side]\n\n [side]\n side=4\n team_name=foe\n user_team_name= _ \"team_name^Enemies\"\n {CHAOS_FLAG}\n\n {GOLD 120 150 170}\n recruit=Shaxthal Runner Drone, Chaos Invader, Shaxthal Drone, Chaos Headhunter\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"mixed fighter,scout,fighter,fighter,scout\"}\n [/ai]\n\n canrecruit=yes\n id=Darglen\n name= _ \"Darglen\"\n type=Chaos Lorekeeper\n unrenamable=yes\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_STRONG}\n [/modifications]\n [/side]\n\n {STARTING_VILLAGES 1 5}\n {STARTING_VILLAGES 2 5}\n {STARTING_VILLAGES 3 5}\n {STARTING_VILLAGES 4 5}\n\n {OBSIDIAN_BATTLE_AXE 11 5}\n\n [event]\n name=prestart\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR}\n\n {FACE_DIRECTION (id=Elynia) se}\n {FACE_DIRECTION (id=Mal Keshar) ne}\n {FACE_DIRECTION (id=Galas) nw}\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Defeat all enemy leaders\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n [/event]\n\n [event]\n name=start\n\n [sound]\n name={SOUND_LIST:BIOMECHANICAL_ROAM}\n [/sound]\n\n [delay]\n time=500\n [/delay]\n\n {FACE_DIRECTION (id=Elynia,Mal Keshar) nw}\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"That is the sound of those blasted creatures!\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"Um... that\u2019s unusual. Could they be behind the death of Inodien? But then...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"... The Chaos Empire must not be in disarray as we thought.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"They shall pay for the senseless destruction and bloodshed they caused. Let us get rid of them before they bring more strife to this country!\"\n [/message]\n\n {REPLACE_SCENARIO_MUSIC \"suspense.ogg\"}\n {APPEND_MUSIC \"nunc_dimittis.ogg\"}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Darglen\n [/filter]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Don\u2019t die yet, vermin! We want some answers before crushing your useless skull against the rocks!\"\n [/message]\n\n [message]\n speaker=Darglen\n message= _ \"... And do you really believe I would speak? Heh... you can torture me as much as you want, but you won\u2019t get anything from me!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Stupid...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Let him.\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Darglen\n [/filter]\n\n [message]\n speaker=Mal Keshar\n message= _ \"That bastard... Hekuba... He and the Iron Triad must be behind this. But what are they trying to accomplish?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"They want to take revenge on us and our kind after Argan\u2019s death, of course. It seems that as long as their cult exists, so will the Chaos Empire.\"\n [/message]\n\n [scroll_to]\n x,y=$x2,$y2\n [/scroll_to]\n [/event]\n\n [event]\n name=enemies defeated\n\n {ENDLEVEL_VICTORY yes}\n [/event]\n\n [event]\n name=victory\n\n [message]\n speaker=Galas\n message= _ \"This was the last one, and it doesn\u2019t seem like there are any more groups coming here.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Let\u2019s not worry a lot about them. These pathetic weaklings are nothing compared to the hordes we fought before.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Let\u2019s proceed to Tirigaz now, quickly.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Why don\u2019t we go after their leaders and put an end to this stupid war now?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"No... That would be a highly reckless choice. We don\u2019t know what kind of enemies we might be facing other than Mal Hekuba \u2014 you have not forgotten our last encounter with him, have you? We are at a disadvantage without more information about them \u2014 their leaders, their weapons, their plans. This is why we must find Zocthanol first.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"(sighs) Very well, then.\"\n [/message]\n [/event]\n\n [event]\n name=time over\n\n [message]\n speaker=Mal Keshar\n message= _ \"We have wasted far too much time dealing with these pests. Look! A large swarm is approaching from the south!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Indeed. This... this was not a very prudent idea.\"\n [/message]\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=05_Bay_of_Tirigaz\n name= _ \"Bay of Tirigaz\"\n {MAP 05_Bay_of_Tirigaz.map}\n {TURNS 22 20 18}\n next_scenario=\"06_01_Quenoth_Isle\"\n\n {Z_DEATHS}\n\n {SCENARIO_MUSIC \"breaking_the_chains.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"loyalists.ogg\"}\n\n {STORYTXT_BAY_OF_TIRIGAZ}\n\n {TWO_SUNS_DEFAULT_SCHEDULE}\n\n # wmllint: validate-off\n [side]\n save_id=player\n\n controller=human\n side=1\n team_name=player\n user_team_name= _ \"team_name^Galas\"\n\n {GOLD 320 310 300}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n team_name=player\n user_team_name= _ \"team_name^Tirigaz\"\n\n # Deliberately weak.\n {GOLD 100 90 80}\n village_gold=1\n recruit=\"Orcish Grunt, Orcish Archer, Wolf Rider, Goblin Spearman\"\n\n id=\"Tan-Vatar\"\n name= _ \"Tan-Vatar\"\n canrecruit=yes\n type=Orcish Sovereign\n unrenamable=yes\n profile=\"portraits/orcs/grunt-6.png\"\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_STRONG}\n [/modifications]\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_NO_SCOUTS}\n {AI_SIMPLE_ALWAYS_ASPECT aggression 0.80}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.20}\n [/ai]\n\n [unit]\n generate_name,random_traits=yes,yes\n ai_special=guardian\n type=Orcish Slurbow\n x,y=2,8\n facing=sw\n upkeep=free\n [/unit]\n [unit]\n generate_name,random_traits=yes,yes\n ai_special=guardian\n type=Orcish Grunt\n x,y=25,8\n facing=sw\n upkeep=free\n [/unit]\n [unit]\n generate_name,random_traits=yes,yes\n ai_special=guardian\n type=Orcish Warlord\n x,y=12,7\n facing=se\n upkeep=free\n [/unit]\n [unit]\n generate_name,random_traits=yes,yes\n ai_special=guardian\n type=Orcish Slurbow\n x,y=34,5\n facing=sw\n upkeep=free\n [/unit]\n [unit]\n id=\"Chiis Kun\"\n name=\"Chiis Kun\"\n type=Orcish Warlord\n ai_special=guardian\n x,y=26,2\n unrenamable=yes\n facing=se\n upkeep=free\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n [unit]\n generate_name,random_traits=yes,yes\n type=Goblin Knight\n x,y=28,18\n facing=sw\n upkeep=free\n [/unit]\n [unit]\n generate_name,random_traits=yes,yes\n type=Goblin Knight\n x,y=24,17\n facing=sw\n upkeep=free\n [/unit]\n [unit]\n generate_name,random_traits=yes,yes\n type=Goblin Rouser\n x,y=27,16\n facing=se\n upkeep=free\n [/unit]\n [unit]\n generate_name,random_traits=yes,yes\n type=Goblin Impaler\n x,y=24,16\n facing=sw\n upkeep=free\n [/unit]\n [unit]\n generate_name,random_traits=yes,yes\n type=Goblin Spearman\n x,y=27,23\n upkeep=free\n [/unit]\n [unit]\n generate_name,random_traits=yes,yes\n type=Orcish Warrior\n x,y=22,16\n facing=s\n upkeep=free\n [/unit]\n [unit]\n generate_name,random_traits=yes,yes\n type=Orcish Warrior\n x,y=23,24\n facing=nw\n upkeep=free\n [/unit]\n [/side]\n\n [side]\n side=3\n team_name=lizards\n user_team_name= _ \"team_name^Invaders\"\n {FLAG_VARIANT6 ragged}\n\n {GOLD 150 180 210}\n recruit=\"Saurian Skirmisher, Saurian Augur, Mudcrawler, Vampire Bat\"\n\n id=Rishix\n name= _ \"Rishix\"\n canrecruit=yes\n type=Saurian Flanker\n unrenamable=yes\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT passive_leader yes}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"scout,scout,healer,scout,archer,scout,archer\"}\n [/ai]\n\n [unit]\n generate_name,random_traits=yes,yes\n type=Saurian Ambusher\n x,y=22,18\n facing=ne\n upkeep=free\n [/unit]\n [unit]\n generate_name,random_traits=yes,yes\n type=Saurian Soothsayer\n x,y=27,21\n facing=n\n upkeep=free\n [/unit]\n [unit]\n generate_name,random_traits=yes,yes\n type=Saurian Ambusher\n x,y=22,22\n facing=se\n upkeep=free\n [/unit]\n [unit]\n generate_name,random_traits=yes,yes\n type=Saurian Ambusher\n x,y=19,18\n facing=se\n upkeep=free\n [/unit]\n [unit]\n generate_name,random_traits=yes,yes\n type=Saurian Skirmisher\n x,y=24,22\n facing=ne\n upkeep=free\n [/unit]\n [unit]\n generate_name,random_traits=yes,yes\n type=Saurian Ambusher\n x,y=20,24\n facing=se\n upkeep=free\n [/unit]\n [unit]\n generate_name,random_traits=yes,yes\n type=Saurian Soothsayer\n x,y=24,19\n facing=sw\n upkeep=free\n [/unit]\n [/side]\n\n [side]\n side=4\n team_name=lizards\n user_team_name= _ \"team_name^Invaders\"\n {FLAG_VARIANT6 ragged}\n\n {GOLD 330 360 390}\n {INCOME 2 4 5}\n recruit=\"Saurian Skirmisher, Saurian Augur, Mudcrawler, Vampire Bat\"\n\n id=Ishkaal\n name= _ \"Ishkaal\"\n canrecruit=yes\n type=Saurian Oracle\n unrenamable=yes\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_INTELLIGENT}\n [/modifications]\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"scout,scout,healer,scout,archer,scout,archer,scout,healer\"}\n [/ai]\n\n [unit]\n generate_name,random_traits=yes,yes\n ai_special=guardian\n type=Saurian Flanker\n x,y=13,33\n upkeep=free\n [/unit]\n [unit]\n generate_name,random_traits=yes,yes\n ai_special=guardian\n type=Saurian Flanker\n x,y=12,30\n upkeep=free\n [/unit]\n [unit]\n generate_name,random_traits=yes,yes\n ai_special=guardian\n type=Saurian Flanker\n x,y=9,30\n upkeep=free\n [/unit]\n [unit]\n generate_name,random_traits=yes,yes\n ai_special=guardian\n type=Saurian Flanker\n x,y=3,33\n upkeep=free\n [/unit]\n [unit]\n generate_name,random_traits=yes,yes\n ai_special=guardian\n type=Saurian Flanker\n x,y=6,35\n upkeep=free\n [/unit]\n#ifndef EASY\n [unit]\n generate_name,random_traits=yes,yes\n ai_special=guardian\n type=Saurian Flanker\n x,y=12,35\n upkeep=free\n [/unit]\n#endif\n [/side]\n\n [side]\n side=5\n team_name=lizards\n user_team_name= _ \"team_name^Sea Creatures\"\n {FLAG_VARIANT6 ragged}\n hidden=yes\n no_leader=yes\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n [goal]\n [criteria]\n x=16-28\n y=13-40\n [/criteria]\n value=10.0\n [/goal]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 200.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n [/side]\n\n [side]\n side=6\n team_name=lizards\n user_team_name= _ \"team_name^Water Serpents\"\n {FLAG_VARIANT6 ragged}\n hidden=yes\n no_leader=yes\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n [goal]\n [criteria]\n side=1\n [/criteria]\n value=9.9\n [/goal]\n [goal]\n [criteria]\n side=2\n [/criteria]\n value=0.1\n [/goal]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 200.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n [/side]\n\n {STARTING_VILLAGES 2 40}\n {STARTING_VILLAGES 3 5 }\n {STARTING_VILLAGES 4 5 }\n\n #\n # Some location names\n #\n [label]\n x,y=29,5\n # wmllint: local spelling Arthol\n text= _ \"Arthol\"\n [/label]\n [label]\n x,y=9,9\n text= _ \"Tirigaz\"\n [/label]\n [label]\n x,y=22,24\n # wmllint: local spelling Krisval\n text= _ \"Krisval\"\n [/label]\n [label]\n x,y=33,13\n # wmllint: local spelling Burdyr\n text= _ \"Burdyr\"\n [/label]\n\n {ANIMATED_FOUNTAIN 29 5 }\n\n {PLACE_IMAGE (\"scenery/oak-leaning.png\") 9 9}\n\n {PLACE_IMAGE (\"units/transport/galleon.png~FL(horiz)~RC(magenta>blue)\") 6 10}\n {PLACE_IMAGE (\"units/transport/transport-galleon.png~FL(horiz)~RC(magenta>blue)\") 8 11}\n {PLACE_IMAGE (\"units/transport/galleon.png~FL(horiz)~RC(magenta>blue)\") 11 13}\n {PLACE_IMAGE (\"units/transport/galleon.png~RC(magenta>blue)\") 14 11}\n\n {PLACE_IMAGE (\"units/transport/boat.png\") 5 14}\n {PLACE_IMAGE (\"units/transport/boat.png~FL(horiz)\") 12 18}\n {PLACE_IMAGE (\"units/transport/boat.png~FL(horiz)\") 16 9 }\n\n {PLACE_IMAGE (\"items/straw-bale1.png\") 35 14}\n {PLACE_IMAGE (\"items/straw-bale2.png\") 32 14}\n {PLACE_IMAGE (\"items/grain-sheaf.png\") 37 16}\n {PLACE_IMAGE (\"items/straw-bale2.png\") 37 10}\n\n {PLACE_IMAGE (\"items/scarecrow.png\") 34 12}\n {PLACE_IMAGE (\"items/scarecrow.png\") 33 19}\n\n {PLACE_IMAGE (\"items/archery-target-right.png\") 3 7 }\n {PLACE_IMAGE (\"items/archery-target-right.png\") 7 5 }\n {PLACE_IMAGE (\"items/archery-target-right.png\") 11 6 }\n\n {PLACE_IMAGE (\"scenery/signpost.png\") 30 1 }\n\n # wmllint: local spellings NE NW SE SW\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side,x,y=1,30,1\n [/filter]\n [redraw][/redraw]\n [allow_undo][/allow_undo]\n [message]\n speaker=narrator\n image=\"scenery/signpost.png\"\n # wmllint: local spelling Bisbarl\n message= _\"N: Bisbarl\"\n [/message]\n [/event]\n\n {PLACE_IMAGE (\"scenery/signpost.png\") 24 10}\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side,x,y=1,24,10\n [/filter]\n [redraw][/redraw]\n [allow_undo][/allow_undo]\n [message]\n speaker=narrator\n image=\"scenery/signpost.png\"\n # wmllint: display on\n message= _\"N: Bisbarl\nNW: Port of Tirigaz\nNE: Arthol\"\n # wmllint: display off\n [/message]\n [/event]\n\n {PLACE_IMAGE (\"scenery/signpost.png\") 11 40}\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side,x,y=1,11,40\n [/filter]\n [redraw][/redraw]\n [allow_undo][/allow_undo]\n [message]\n speaker=narrator\n image=\"scenery/signpost.png\"\n # wmllint: local spelling Wyndill\n message= _\"SW: Province of Wyndill\"\n [/message]\n [/event]\n\n#define BOT_FOUNTAIN_LIT_SCHEDULE _BONUS _X _Y\n [+time]\n image=\"misc/schedule-twosuns.png~CROP({_X},{_Y},125,39)~BLIT(misc/tod-bright.png)\"\n lawful_bonus={_BONUS}\n [/time]\n#enddef\n\n [event]\n name=prestart\n\n [item]\n x,y=29,5\n halo=\"halo/illuminates-aura.png~O(0.50)\"\n [/item]\n\n [time_area]\n id=fountain_of_courage\n x,y=29,5\n radius=1\n {DAWN1} {BOT_FOUNTAIN_LIT_SCHEDULE 25 1 1}\n {MORNING1}\n {MIDDAY1}\n {AFTERNOON1}\n {DUSK1} {BOT_FOUNTAIN_LIT_SCHEDULE 25 127 41}\n {SHORTDARK} {BOT_FOUNTAIN_LIT_SCHEDULE 0 253 41}\n {DAWN2} {BOT_FOUNTAIN_LIT_SCHEDULE 25 1 81}\n {MORNING2}\n {MIDDAY2}\n {AFTERNOON2}\n {DUSK2} {BOT_FOUNTAIN_LIT_SCHEDULE 25 127 121}\n {LONGDARK1} {BOT_FOUNTAIN_LIT_SCHEDULE 0 253 121}\n {LONGDARK2} {BOT_FOUNTAIN_LIT_SCHEDULE 0 1 161}\n {LONGDARK3} {BOT_FOUNTAIN_LIT_SCHEDULE 0 127 161}\n {LONGDARK4} {BOT_FOUNTAIN_LIT_SCHEDULE 0 253 161}\n [/time_area]\n\n {VARIABLE swam_in_fountain_of_courage no} # Must persist after scenario\n\n {VARIABLE undead_attacks 0}\n {VARIABLE fountain_checked no}\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Defeat both enemy leaders\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Vuruk or the ally leader\")}\n {OBJECTIVE_DEFEAT ( _ \"The port of Tirigaz or the town of Arthol are captured by the enemy\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n\n {LOG_ATS_DBG \"enter Tirigaz 'moveto' event generator\"}\n\n #\n # Generate shipwreck treasure locations\n #\n\n [set_variables]\n name=shipwrecks\n mode=replace\n [value]\n gold=170\n message= _ \"170 gold! It seems it was a trading ship!\"\n alert= _ \"You retrieve 170 pieces of gold.\" # wmllint: ignore\n [/value]\n [value]\n gold=25\n message= _ \"Bah, only 25 pieces of gold. Better than nothing, I guess.\"\n alert= _ \"You retrieve 25 pieces of gold.\" # wmllint: ignore\n [/value]\n [value]\n gold=2\n message= _ \"Two pieces of gold? Damn, this must be a joke!\"\n alert= _ \"You retrieve two pieces of gold.\" # wmllint: ignore\n [/value]\n [value]\n gold=50\n message= _ \"Well, well, 50 pieces of gold can be put to good use!\"\n alert= _ \"You retrieve 50 pieces of gold.\" # wmllint: ignore\n [/value]\n [/set_variables]\n\n [set_variables]\n name=locations\n mode=replace\n [value]\n x,y=14,16\n [/value]\n [value]\n x,y=1,23\n [/value]\n [value]\n x,y=4,29\n [/value]\n [value]\n x,y=18,23\n [/value]\n [/set_variables]\n\n [foreach]\n array=locations\n variable=loc\n [do]\n {VARIABLE_RANDOM r \"0..$($shipwrecks.length - 1)\"}\n {VARIABLE_RANDOM image \"scenery/wreck.png,scenery/wreck-2.png,scenery/wreck-3.png\"}\n\n [item]\n x,y=$loc.x,$loc.y\n image=$image\n [/item]\n\n # Generate the event\n\n [event]\n delayed_variable_substitution=no\n name=moveto\n first_time_only=true\n [filter]\n side=1\n x,y=$loc.x,$loc.y\n [/filter]\n\n [redraw][/redraw]\n\n [message]\n speaker=unit\n {UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}\n scroll=no\n message=$shipwrecks[$r].message\n [/message]\n\n [message]\n speaker=narrator\n image=\"items/gold-coins-medium.png\"\n sound=gold.ogg\n message=$shipwrecks[$r].alert\n [/message]\n\n [gold]\n side=1\n amount=$shipwrecks[$r].gold\n [/gold]\n [/event]\n\n {CLEAR_VARIABLE \"r,image,shipwrecks[$r]\"}\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE shipwrecks,locations}\n\n [store_unit]\n [filter]\n id=Galas\n [/filter]\n variable=galas_store\n kill=yes\n [/store_unit]\n\n {LOCK_VIEW}\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=Ishkaal\n # po: The pointy-eared demons here are the elves.\n message= _ \"You filthy soft-skinned beasts, this is your last opportunity to return our swamps! We are not planning to retreat to the forests of the pointy-eared demons!\"\n [/message]\n\n [message]\n speaker=Tan-Vatar\n message= _ \"We care nothing for your stupid conflicts on the eastern borders. You trespassed our frontiers and broke our treaty, and now you ask from us the very lands you took by force; after raiding our southern garrison, no less! If you believe we will accede now\u2014\"\n [/message]\n\n [message]\n speaker=Ishkaal\n message= _ \"To the Dark Gods with you and your treaty! The words of an orc are no more meaningful than his fetid breath! Maybe you\u2019ll admit your defeat once we have razed every single one of your precious buildings to the ground. Go ahead, Rishix! Teach them a lesson!\"\n [/message]\n\n [message]\n speaker=Rishix\n message= _ \"We\u2019ll make these puny dirt-dwellers rue the day they were born!\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n [scroll_to]\n x,y=40,28\n [/scroll_to]\n\n [delay]\n time=250\n [/delay]\n\n [move_unit_fake]\n x=\"40,$galas_store.x\"\n y=\"28,$galas_store.y\"\n type=\"$galas_store.type\"\n side=\"$galas_store.side\"\n image_mods=\"RC(magenta>brown)\"\n [/move_unit_fake]\n\n [unstore_unit]\n variable=galas_store\n [/unstore_unit]\n\n {CAPTURE_VILLAGES 1 $galas_store.x $galas_store.y 5}\n\n {CLEAR_VARIABLE galas_store}\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR}\n\n [terrain]\n x=36,35,37,35-37\n y=24,25,25,26\n terrain=Ce\n [/terrain]\n\n [terrain]\n x,y=36,25\n terrain=Ke\n [/terrain]\n\n {FACE_DIRECTION side=1 nw}\n\n [redraw][/redraw]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"That city to the northwest... is it the port of Tirigaz?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Yes... it wasn\u2019t so well fortified during my time. So many things have changed since then.\"\n [/message]\n\n [message]\n speaker=Galas\n # po: \"Is that smoke I smell?\"\n message= _ \"Is that smoke I\u2014 Wait, I hear steps...\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n [move_unit_fake]\n side=1\n type=Orcish Crossbowman\n x=32,33,34,34,35\n y=31,31,30,29,29\n [/move_unit_fake]\n\n [unit]\n type=Orcish Crossbowman\n id=Vuruk\n name= _ \"Vuruk\"\n {IS_HERO}\n x,y=35,29\n side=1\n facing=ne\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Vuruk\n message= _ \"Hello, strangers! Are you loyal to the Grand Council?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Ehm...\" # wmllint: no spellcheck\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Yes, we are.\"\n [/message]\n\n [message]\n speaker=Vuruk\n message= _ \"Those vile saurians hold the port of Tirigaz under siege, leaving me unable to reach the city to deliver some important news to our lord. I think I speak for all of us when I say that your help would be very appreciated. I need to get to the city keep, but the journey across isn\u2019t safe while those vermin roam about our lands!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"The enemies of our friends are our enemies. We can help you.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"(whispering) I am curious about their motives... Don\u2019t you think your trust in the orcs could be misplaced?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"We must stop and repel those saurians before they take over Tirigaz or the northern town that provides resources to the port.\"\n [/message]\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=turn 2\n\n [message]\n speaker=Galas\n message= _ \"Vuruk, what is it that you need to report to the lord of Tirigaz?\"\n [/message]\n\n [message]\n speaker=Vuruk\n message= _ \"Hmm... I fear it is nothing I\u2019m allowed to share with anyone but Lord Tan-Vatar and his trusted commanders, at least not at this time.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Fair enough.\"\n [/message]\n [/event]\n\n [event]\n name=turn 3\n\n {LOCK_VIEW}\n\n #\n # Mandatory generic sea creatures' appearance.\n # No campaign is ever complete without this.\n #\n\n [message]\n speaker=Ishkaal\n message= _ \"Come in aid of your kin, friends from the deep sea!\"\n [/message]\n\n [scroll_to]\n x,y=2,16\n [/scroll_to]\n\n [unit]\n animate=yes\n side,x,y=5,2,16\n type=Sea Serpent\n facing=se\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [unit]\n animate=yes\n side,x,y=5,1,16\n type=Cuttle Fish\n facing=se\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n\n#ifndef EASY\n [unit]\n animate=yes\n side,x,y=5,1,17\n type=Cuttle Fish\n facing=se\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n#endif\n\n [redraw][/redraw]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Ah, ha, ha, hah! They have the support of some wild creatures from the ocean! Nothing we cannot handle.\"\n [/message]\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=attack end\n first_time_only=no\n [filter]\n race=undead\n side=1\n [/filter]\n\n {VARIABLE_INC undead_attacks}\n\n [fire_event]\n name=remark on undead\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=attack end\n first_time_only=no\n [filter_second]\n race=undead\n side=1\n [/filter_second]\n\n {VARIABLE_INC undead_attacks}\n\n [fire_event]\n name=remark on undead\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=remark on undead\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS undead_attacks 6}\n [/filter_condition]\n\n [message]\n [not]\n x,y=$x1,$y1\n [/not]\n [not]\n [filter_adjacent]\n x,y=$x1,$y1\n [/filter_adjacent]\n [/not]\n [and]\n side=3\n [or]\n side=4\n [/or]\n [/and]\n scroll=no\n message= _ \"Where did all these damned creatures come from?\"\n [/message]\n [/event]\n\n [event]\n name=turn 6\n\n [message]\n speaker=Ishkaal\n message= _ \"This is turning out to be much harder than we expected...\"\n [/message]\n\n [set_variables]\n mode=replace\n name=serpent_locs\n [literal]\n x,y,facing=23,36,nw\n [/literal]\n [literal]\n x,y,facing=13,30,ne\n [/literal]\n#ifndef EASY\n [literal]\n x,y,facing=18,34,n\n [/literal]\n [literal]\n x,y,facing=10,24,se\n [/literal]\n#endif\n [/set_variables]\n\n [foreach]\n array=serpent_locs\n variable=loc\n [do]\n [unit]\n generate_name,random_traits=yes,yes\n x=$loc.x\n y=$loc.y\n facing=$loc.facing\n type=Water Serpent\n side=6\n [/unit]\n [/do]\n [/foreach]\n\n [foreach]\n array=serpent_locs\n variable=loc\n [do]\n [scroll_to]\n x=$loc.x\n y=$loc.y\n [/scroll_to]\n\n [redraw][/redraw]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE serpent_locs}\n [/event]\n\n #\n # Defeat condition: village tiles in the Arthol/Tirigaz areas get captured by saurians\n #\n\n [event]\n name=capture\n [filter]\n x=25-34\n y= 3-8\n [and]\n side=3\n [or]\n side=4\n [/or]\n [/and]\n [/filter]\n\n [message]\n speaker=Vuruk\n message= _ \"Arthol is being ransacked by the saurians! Now there\u2019s no hope for Tirigaz!\"\n [/message]\n\n {ENDLEVEL_DEFEAT}\n [/event]\n\n [event]\n name=capture\n [filter]\n x=1-16\n y=1-12\n [and]\n side=3\n [or]\n side=4\n [/or]\n [/and]\n [/filter]\n\n [message]\n speaker=Galas\n message= _ \"Tirigaz has been captured! Our mission has failed, and we won\u2019t be able to reach Zocthanol now!\"\n [/message]\n\n {ENDLEVEL_DEFEAT}\n [/event]\n\n #\n # Victory condition: enemies defeated\n #\n\n [event]\n name=enemies defeated\n\n {ENDLEVEL_VICTORY yes}\n [/event]\n\n #\n # Defeat condition: Vuruk dies\n #\n\n [event]\n name=last breath\n [filter]\n id=Vuruk\n [/filter]\n\n [message]\n speaker=unit\n # wmllint: local spelling uuugh\n message= _ \"No! I\u2019ve got to... uuugh...\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Vuruk\n [/filter]\n\n [message]\n speaker=Galas\n message= _ \"We let the orcish messenger perish on the battlefield! The lord of Tirigaz is not going to like this...\"\n [/message]\n\n {ENDLEVEL_DEFEAT}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Ishkaal\n [/filter]\n\n [message]\n speaker=unit\n # wmllint: local spelling Eeaack\n message= _ \"The treacherous ones cannot win! Eeaack...\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Rishix\n [/filter]\n [filter_second]\n [not]\n race=undead\n [/not]\n [not]\n status=not_living\n [/not]\n [/filter_second]\n\n [message]\n speaker=unit\n message= _ \"Damn you, dirt-dwellers!\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Rishix\n [/filter]\n [filter_second]\n race=undead\n [or]\n status=not_living\n [/or]\n [not]\n id=Mal Keshar\n [/not]\n [/filter_second]\n\n [message]\n speaker=unit\n message= _ \"I have been struck down by the damned minions of a lich! This is not fair!\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Rishix\n [/filter]\n [filter_second]\n id=Mal Keshar\n [/filter_second]\n\n [message]\n speaker=unit\n message= _ \"Accursed lich! May the Dark Gods smite you down for this atrocity\u2014 Eaugh!!!\" # wmllint: no spellcheck\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n [event]\n name=die\n [filter]\n type=Cuttle Fish\n [or]\n type=Sea Serpent\n [/or]\n [/filter]\n\n [message]\n speaker=Ishkaal\n message= _ \"Noooooo! You\u2019ll suffer for this atrocity!\"\n [/message]\n\n [scroll_to]\n x,y=$x2,$y2\n [/scroll_to]\n [/event]\n\n #\n # Defeat condition: Tan-Vatar dies\n #\n\n [event]\n name=last breath\n [filter]\n id=Tan-Vatar\n [/filter]\n\n [message]\n speaker=second_unit\n message= _ \"Ha, ha, ha! Die, fool!\"\n [/message]\n\n [message]\n speaker=unit\n message= _ \"No! The city will fall... without my leadership... *ack*\"\n [/message]\n\n [message]\n speaker=Ishkaal\n message= _ \"Take that, orcish scum! Your leader is dead now, and your city is ours!\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Tan-Vatar\n [/filter]\n\n [message]\n speaker=Elynia\n message= _ \"The commander of the defense of Tirigaz has been slain! The city won\u2019t resist for much longer now...\"\n [/message]\n\n {ENDLEVEL_DEFEAT}\n [/event]\n\n [event]\n name=moveto\n [filter]\n x=1-40\n y=1-13\n [and]\n side=3\n [or]\n side=4\n [/or]\n [/and]\n [/filter]\n\n [message]\n side=2\n canrecruit=no\n message= _ \"Don\u2019t get any closer to our villages, you vermin!\"\n [/message]\n\n [message]\n speaker=Ishkaal\n message= _ \"Crush their villages into the ground!\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n [event]\n name=capture\n first_time_only=no\n [filter]\n side=1\n x=25-39,1-17\n y= 2-17,1-13\n [/filter]\n [capture_village]\n x=$x1\n y=$y1\n side=2\n [/capture_village]\n [/event]\n\n [event]\n name=capture\n first_time_only=yes\n [filter]\n side=1\n x=25-39,1-17\n y= 2-17,1-13\n [/filter]\n\n [message]\n speaker=Galas\n message= _ \"These villages belong to the lord of Tirigaz! We must protect them, not capture them!\"\n [/message]\n [/event]\n\n [event]\n id=fountain_of_courage:regular_eh\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=29,5\n [not]\n race=faerie\n [not]\n id=Elynia\n [/not]\n [/not]\n [/filter]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n [show_if]\n {VARIABLE_BOOLEAN_EQUALS fountain_checked no}\n [/show_if]\n message= _ \"The fountain\u2019s water is overflowing with an unusual energy.\n\nYou catch a glimpse of a strange-looking faerie observing you from behind a nearby tree, but by the time you approach it she has seemingly vanished. In the hurry to return to the fray you almost slip on a puddle.\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n [show_if]\n {VARIABLE_BOOLEAN_EQUALS fountain_checked yes}\n [/show_if]\n message= _ \"The fountain\u2019s water continues to overflow with an unusual energy.\"\n [/message]\n\n {VARIABLE fountain_checked yes}\n\n [allow_undo][/allow_undo]\n [/event]\n\n [event]\n id=fountain_of_courage:faerie_eh\n name=moveto\n [filter]\n side=1\n x,y=29,5\n race=faerie\n [not]\n id=Elynia\n [/not]\n [/filter]\n\n {VARIABLE swam_in_fountain_of_courage yes}\n\n [message]\n speaker=unit\n message= _ \"(jumps in) Wheeeeeeee!!!\"\n [/message]\n\n [heal_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n amount=\"full\"\n animate=yes\n restore_statuses=yes\n [/heal_unit]\n\n [modify_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n\n {TRAIT_FEARLESS}\n [/modify_unit]\n\n [object]\n # NOTE: id is used in Lua by ats_unit_used_fountain_of_courage()\n id=fountain_of_courage\n duration=forever\n silent=yes\n\n [filter]\n x,y=$x1,$y1\n [/filter]\n\n [effect]\n apply_to=hitpoints\n increase,increase_total=25%,25%\n [/effect]\n\n [effect]\n apply_to=resistance\n replace=no\n [resistance]\n blade=-10\n fire=-10\n cold=-10\n impact=-10\n pierce=-10\n [/resistance]\n [/effect]\n [/object]\n\n [transient_message]\n caption= _ \"Shimmering Fountain\"\n image=attacks/waterspray.png\n sound=water-blast.wav\n message= _ \"The Naiad\u2019s spell blesses anyone who takes a swim in the water of this fountain with newfound vim and courage.\"\n duration=forever\n [/transient_message]\n\n # This removes only the halo, not the fountain\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [remove_time_area]\n id=fountain_of_courage\n [/remove_time_area]\n\n [remove_event]\n id=fountain_of_courage:regular_eh,fountain_of_courage:faerie_eh\n [/remove_event]\n [/event]\n\n [event]\n name=victory\n\n {MODIFY_UNIT id=Vuruk side 2}\n\n [unit]\n type=Orcish Warrior\n side=2\n id=Vitork\n name= _ \"Vitork\"\n x,y=11,5\n facing=se\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n [message]\n speaker=Galas\n message= _ \"Yes! We did it!\"\n [/message]\n\n [message]\n speaker=Tan-Vatar\n message= _ \"This is an important battle you\u2019ve helped us win, travelers. The city of Tirigaz shall be eternally thankful for your assistance.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"It is our duty to assist our allies in these times. However, I believe this soldier has something to tell you...\"\n [/message]\n\n [message]\n speaker=Vitork\n message= _ \"Vuruk, brother, you made it! Did you discover anything new?\"\n [/message]\n\n [message]\n speaker=Vuruk\n message= _ \"Ha, indeed! I need to talk with you about it later, but now I must report to the chieftains.\"\n [/message]\n\n [message]\n speaker=Tan-Vatar\n message= _ \"I see you helped Vuruk return home safe and sound. Well done! So, what can we do for you to repay our debt?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Um, we are currently looking for transportation services. We must sail the open ocean to find a certain island...\"\n [/message]\n\n [message]\n speaker=Tan-Vatar\n message= _ \"I mean no offense, but only fools would dare sail the open ocean! Nobody has ventured into farther waters and returned in one piece, ever! Nobody knows exactly what kind of creatures inhabit the Vast Sea! Nobody knows for certain what lies beyond the horizon, but it surely can\u2019t be good, you see! Why would anyone want to travel so far into unknown waters, when there are plenty of safer unexplored lands awaiting back whence you came?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"We have a mission to complete, but much like Vuruk\u2019s, it is not something we should discuss with...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"We know the location of a certain isle where some people who once lived on the Great Continent went to. We need to gather some information from them \u2014 as part of a mission for the Grand Council.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Uh, huh.\"\n [/message]\n\n [message]\n speaker=Tan-Vatar\n message= _ \"The Grand Council? Why didn\u2019t you say so in the first place! We\u2019ll do anything we can to help you in your mission. It\u2019ll be difficult to gather an appropriate crew for you, but at least I can give you one of our fastest transport vessels.\"\n [/message]\n\n {CLEAR_VARIABLE undead_attacks,fountain_checked}\n [/event]\n[/scenario]\n\n#undef BOT_FOUNTAIN_LIT_SCHEDULE\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=06_01_Quenoth_Isle\n name= _ \"Quenoth Isle\"\n {MAP 06_01_Shore.map}\n turns=-1\n next_scenario=\"06_02_Elves_of_a_Different_Land\"\n victory_when_enemies_defeated=no\n\n {FULLSCREEN_CUTSCENE_UI}\n\n {SCENARIO_MUSIC \"knolls.ogg\"}\n\n {STORYTXT_QUENOTH_ISLE}\n\n {DUSK2}\n {LONGDARK1}\n\n # wmllint: validate-off\n\n [side]\n save_id=player\n\n controller=human\n side=1\n team_name=player\n user_team_name= _ \"team_name^Galas\"\n\n gold=0\n village_gold=0\n income=-2\n\n # This is solely to prevent a map snapshot from being used in the\n # Load Game menu when all terrain grahics are loaded. The shroud\n # is disabled later during prestart.\n shroud=yes\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n\n [side]\n side=2\n no_leader,hidden=yes,yes\n team_name=enemy\n user_team_name= _ \"team_name^Quenoth\"\n controller=null\n [/side]\n\n # wmllint: validate-on\n\n {PLACE_IMAGE (\"units/transport/boat.png~FL(horiz)\") 21 21}\n\n [event]\n name=prestart\n [modify_side]\n side=1\n shroud=no\n [/modify_side]\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA_AT_LOCATION 19 19}\n\n [teleport]\n [filter]\n id=Galas\n [/filter]\n x,y=19,18\n [/teleport]\n\n [allow_recruit]\n side=1\n type=Orcish Grunt,Orcish Archer,Goblin Spearman\n [/allow_recruit]\n\n {LOCK_VIEW}\n [/event]\n\n #\n # Cutscene 1.\n #\n\n [event]\n name=start\n {MOVE_UNIT id=Galas 18 14}\n {MOVE_UNIT id=Galas 17 14}\n {MOVE_UNIT id=Elynia 18 14}\n {MOVE_UNIT id=Galas 17 13}\n\n [message]\n speaker=Galas\n message= _ \"This place appears to be abandoned... Are you sure this is the correct island?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Not completely... but it\u2019s possible that the Quenoth elves just avoid these shores for some reason.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Let\u2019s explore and try to find them, then.\"\n [/message]\n\n {MOVE_UNIT id=Galas 17 11}\n\n [store_unit]\n [filter]\n id=Galas\n [/filter]\n variable=galas_store\n kill=no\n [/store_unit]\n\n [store_unit]\n [filter]\n id=Elynia\n [/filter]\n variable=elynia_store\n kill=yes\n [/store_unit]\n\n [hide_unit]\n x,y=$galas_store.x,$galas_store.y\n [/hide_unit]\n\n [set_variables]\n mode=merge\n name=galas_store\n [literal]\n facing=nw\n x,y=21,5\n moves=0\n attacks_left=0\n [/literal]\n [/set_variables]\n\n [set_variables]\n mode=merge\n name=elynia_store\n [literal]\n facing=se\n x,y=22,6\n moves=0\n attacks_left=0\n [/literal]\n [/set_variables]\n\n [redraw][/redraw]\n\n {FADE_TO_BLACK}\n\n #\n # HACK: this code is necessary to prevent the Objectives\n # pop-up from appearing at the start of side 1 turn 2 with\n # the \"No objectives available\" message on 1.10.x!\n #\n [lua]\n code = << wesnoth.sides[1].objectives_changed = false >>\n [/lua]\n\n [end_turn][/end_turn]\n [/event]\n\n #\n # Cutscene 2.\n #\n\n#define __UNIT_FROM_THE_TREES _SOURCE_X _SOURCE_Y _X _Y _UNIT_CODE\n [unit]\n to_variable=temp___UNIT_FROM_THE_TREES\n {_UNIT_CODE}\n x={_X}\n y={_Y}\n [/unit]\n [move_unit_fake]\n type=$temp___UNIT_FROM_THE_TREES.type\n x={_SOURCE_X},{_X}\n y={_SOURCE_Y},{_Y}\n side=$temp___UNIT_FROM_THE_TREES.side\n variation=$temp___UNIT_FROM_THE_TREES.variation\n gender=$temp___UNIT_FROM_THE_TREES.gender\n [/move_unit_fake]\n [unstore_unit]\n variable=temp___UNIT_FROM_THE_TREES\n find_vacant=yes\n [/unstore_unit]\n {CLEAR_VARIABLE temp___UNIT_FROM_THE_TREES}\n#enddef\n\n#define __MOVE_UNIT_KEEP_FACING _FILTER _X _Y\n [store_unit]\n [filter]\n {_FILTER}\n [/filter]\n kill=yes\n variable=temp___MOVE_UNIT_KEEP_FACING\n [/store_unit]\n [move_unit_fake]\n x=$temp___MOVE_UNIT_KEEP_FACING.x,{_X}\n y=$temp___MOVE_UNIT_KEEP_FACING.y,{_Y}\n variation=$temp___MOVE_UNIT_KEEP_FACING.variation\n type=$temp___MOVE_UNIT_KEEP_FACING.type\n side=$temp___MOVE_UNIT_KEEP_FACING.side\n gender=$temp___MOVE_UNIT_KEEP_FACING.gender\n # NOTE: this assumes that these will never get north-facing\n # frames.\n image_mods=\"FL(horiz)\"\n [/move_unit_fake]\n [unstore_unit]\n find_vacant=yes\n variable=temp___MOVE_UNIT_KEEP_FACING\n x={_X}\n y={_Y}\n [/unstore_unit]\n {CLEAR_VARIABLE temp___MOVE_UNIT_KEEP_FACING}\n#enddef\n\n [event]\n name=turn 2\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Time passes...\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n [scroll_to]\n x,y=$galas_store.x,$galas_store.y\n {WARP}\n [/scroll_to]\n\n {FADE_IN}\n\n [kill]\n id=Galas\n [/kill]\n\n [unstore_unit]\n variable=galas_store\n [/unstore_unit]\n\n [unstore_unit]\n variable=elynia_store\n [/unstore_unit]\n\n [redraw][/redraw]\n\n {CLEAR_VARIABLE galas_store,elynia_store}\n\n [message]\n speaker=Elynia\n message= _ \"Maybe we should return to the ship. I\u2019m not really sure about going into the forest at night, it could be dangerous.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Why are you hesitating now?\"\n [/message]\n\n {FACE_DIRECTION (id=Elynia) nw}\n\n [message]\n speaker=Elynia\n message= _ \"Do you remember when we almost lost you in the caves beneath Wesmere? I don\u2019t want to risk that occurring again. We don\u2019t know why we haven\u2019t found any elves here and...\"\n [/message]\n\n {FACE_DIRECTION (id=Galas) se}\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"Is there something you haven\u2019t told me?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Galas, I\u2014\"\n [/message]\n\n [redraw][/redraw]\n\n [delay]\n time=1000\n [/delay]\n\n {FACE_DIRECTION (id=Elynia) se}\n\n [message]\n speaker=Elynia\n message= _ \"I hear something moving among the trees.\"\n [/message]\n\n [redraw][/redraw]\n\n [delay]\n time=500\n [/delay]\n\n # wmllint: recognize Nion\n {__UNIT_FROM_THE_TREES 24 3 24 4 (\n type=Quenoth Fighter\n id=Nion\n name= _ \"Nion\"\n side=2\n random_traits=yes\n facing=sw\n )}\n\n {FACE_DIRECTION (id=Galas) nw}\n\n # wmllint: recognize Valad\n {__UNIT_FROM_THE_TREES 17 5 19 5 (\n type=Quenoth Flanker\n id=Valad\n name= _ \"Valad\"\n side=2\n random_traits=yes\n facing=ne\n )}\n\n # wmllint: recognize Hara\n {__UNIT_FROM_THE_TREES 20 2 20 3 (\n type=Quenoth Flanker\n id=Hara\n name= _ \"Hara\"\n side=2\n random_traits=yes\n facing=se\n )}\n\n # wmllint: recognize Kyara\n {__UNIT_FROM_THE_TREES 27 3 24 5 (\n {CHARACTER_STATS_KYARA}\n overlays=\"\"\n side=2\n facing=sw\n )}\n\n # wmllint: recognize Yon\n {__UNIT_FROM_THE_TREES 22 8 24 7 (\n type=Quenoth Fighter\n id=Yon\n name= _ \"Yon\"\n side=2\n random_traits=yes\n facing=nw\n )}\n\n # wmllint: recognize Ladien\n {__UNIT_FROM_THE_TREES 20 8 20 7 (\n type=Quenoth Scout\n id=Ladien\n name= _ \"Ladien\"\n side=2\n random_traits=yes\n facing=ne\n )}\n\n [message]\n speaker=Kyara\n message= _ \"Who are you and where do you come from? You don\u2019t seem to be of our kin.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"We are elves! There\u2019s no need to point at us with those arrows and swords, either; we\u2019re clearly at a disadvantage here.\"\n [/message]\n\n [message]\n speaker=Kyara\n message= _ \"You do not look or dress like our people. Is this some kind of joke? We are pretty sure we\u2019ve never seen your faces on this island.\"\n [/message]\n\n [message]\n speaker=Hara\n message= _ \"They are probably impostors sent by Uria to destroy our home!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Let us explain...\"\n [/message]\n\n [message]\n speaker=Kyara\n message= _ \"Seize them!\"\n [/message]\n\n {MOVE_UNIT (id=Hara) (20) (4)}\n\n [message]\n speaker=Galas\n message= _ \"Stop!\"\n [/message]\n\n {MOVE_UNIT (id=Nion) (23) (5)}\n {MOVE_UNIT (id=Yon) (23) (7)}\n {MOVE_UNIT (id=Valad) (20) (5)}\n\n [redraw][/redraw]\n\n [fade_out_music]\n duration=750\n [/fade_out_music]\n\n [message]\n speaker=Elynia\n message= _ \"(spreading her wings) How can you not recognize your sylvan ancestors, young girl? Have the Quenoth elves completely forgotten their history after all this time?!\"\n [/message]\n\n [redraw][/redraw]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"(in a calm, sad tone) When did you last see the essence of the forest blazing in the dark?\"\n [/message]\n\n # Back up Elynia while we transform her into a different variation\n\n [store_unit]\n [filter]\n id=Elynia\n [/filter]\n variable=elynia_store\n kill=no\n [/store_unit]\n\n [object]\n silent=yes\n [filter]\n id=Elynia\n [/filter]\n [effect]\n apply_to=variation\n name=faerie_fire_cutscene\n [/effect]\n [/object]\n\n [animate_unit]\n [filter]\n id=Elynia\n [/filter]\n flag=cutscene_begin\n with_bars=yes\n [/animate_unit]\n\n [delay]\n time=750\n [/delay]\n\n #\n # I'm obviously taking advantage of the desert elves' lack of faerie fire-casters,\n # which is a consequence of their loss of affinity with the world of Faerie.\n #\n\n {__MOVE_UNIT_KEEP_FACING (id=Yon) 24 7}\n {__MOVE_UNIT_KEEP_FACING (id=Nion) 23 4}\n {__MOVE_UNIT_KEEP_FACING (id=Hara) 19 4}\n\n {INCIDENTAL_MUSIC \"snowfall.ogg\"}\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Elynia held a small fire in her hands, illuminating the surroundings with a strong, azure light. The elves stared in awe at her subtle but effective display of the power of Faerie; some of them stepped back, alarmed, uncertain of what to make of the unusual situation.\"\n [/message]\n\n [delay]\n time=3000\n [/delay]\n\n [animate_unit]\n [filter]\n id=Elynia\n [/filter]\n flag=cutscene_end\n with_bars=yes\n [/animate_unit]\n\n # Restore Elynia's gameplay self\n\n [unstore_unit]\n variable=elynia_store\n find_vacant=no\n [/unstore_unit]\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Kyara\n message= _ \"Come with me.\"\n [/message]\n\n [store_locations]\n [filter]\n id=Galas\n [/filter]\n variable=galas_loc_store\n [/store_locations]\n\n {PUT_TO_RECALL_LIST (id=Elynia)}\n\n [hide_unit]\n x=$galas_loc_store.x\n y=$galas_loc_store.y\n [/hide_unit]\n\n [kill]\n side=2\n [/kill]\n\n [redraw][/redraw]\n\n {FADE_TO_BLACK}\n\n [store_map_dimensions][/store_map_dimensions]\n\n [terrain]\n terrain=Xv\n x=1-$map_size.width\n y=1-$map_size.height\n [/terrain]\n\n {CLEAR_VARIABLE map_size,galas_loc_store,elynia_store}\n\n {ENDLEVEL_QUIET} {NO_START_OF_SCENARIO_SAVE} {NO_REPLAY_SAVE}\n [/event]\n\n#undef __UNIT_FROM_THE_TREES\n#undef __MOVE_UNIT_KEEP_FACING\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=06_02_Elves_of_a_Different_Land\n name= _ \"Elves of a Different Land\"\n {MAP 06_02_Court.map}\n turns=-1\n next_scenario=\"07_The_Search_for_the_Past\"\n victory_when_enemies_defeated=no\n\n {CUTSCENE_UI}\n\n {SCENARIO_MUSIC \"nunc_dimittis.ogg\"}\n\n {STORYTXT_ELVES_OF_A_DIFFERENT_LAND}\n\n {LONGDARK3}\n\n # wmllint: validate-off\n [side]\n save_id=player\n\n controller=human\n side=1\n team_name=player\n user_team_name= _ \"team_name^Galas\"\n\n gold=0\n village_gold=0\n income=-2\n\n # This is solely to prevent a map snapshot from being used in the\n # Load Game menu when all terrain grahics are loaded. The shroud\n # is disabled later during prestart.\n shroud=yes\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n # It may seem silly to put so much effort into cutscenes that will be\n # skipped by most players, but I'm certain that some of those who care\n # about the history of Irdya will feel rewarded, even if I am unable\n # to guide them on their way by then. -- 2009-12-31\n\n [side]\n side=2\n team_name=player\n user_team_name= _ \"team_name^Quenoth\"\n controller=ai\n hidden=yes\n\n canrecruit=yes\n id=Gaellis\n name= _ \"Gaellis\"\n type=Quenoth Champion\n unrenamable=yes\n facing=se\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n [/modifications]\n\n [unit]\n # wmllint: recognize Kyara\n {CHARACTER_STATS_KYARA}\n overlays=\"\"\n facing=nw\n x,y=23,17\n [/unit]\n\n [unit]\n random_traits,generate_name=yes,yes\n type=Quenoth Fighter\n facing=nw\n x,y=23,18\n [/unit]\n\n [unit]\n random_traits,generate_name=yes,yes\n type=Quenoth Fighter\n facing=nw\n x,y=21,18\n [/unit]\n [/side]\n\n [side]\n side=3\n team_name=player\n user_team_name= _ \"team_name^Quenoth\"\n controller=ai\n hidden=yes\n\n canrecruit=yes\n id=Maina\n name= _ \"Maina\"\n type=Quenoth Sun Sylph\n unrenamable=yes\n facing=ne\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n [/modifications]\n\n [unit]\n id=Ira\n name= _ \"Ira\"\n type=Quenoth Druid\n unrenamable=yes\n x,y=10,24\n facing=sw\n [modifications]\n {TRAIT_DEXTROUS}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n [unit]\n id=Ur\u00e9diel\n name= _ \"Ur\u00e9diel\"\n type=Quenoth Shaman\n unrenamable=yes\n x,y=11,25\n facing=sw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_INTELLIGENT}\n [/modifications]\n [/unit]\n\n [unit]\n id=Arandith\n name= _ \"Arandith\"\n type=Quenoth Marksman\n gender=female\n unrenamable=yes\n x,y=6,7\n facing=se\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n [/side]\n\n [side]\n side=4\n team_name=player\n user_team_name= _ \"team_name^Quenoth\"\n controller=ai\n hidden=yes\n\n canrecruit=yes\n id=Inara\n name= _ \"Inara\"\n type=Quenoth Ranger\n gender=female\n unrenamable=yes\n facing=sw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n [/modifications]\n\n [unit]\n id=Ainael\n name= _ \"Ainael\"\n type=Quenoth Warrior\n unrenamable=yes\n x,y=32,25\n facing=nw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_DEXTROUS}\n [/modifications]\n [/unit]\n\n [unit]\n id=Remir-Taen\n name= _ \"Remir-Taen\"\n type=Tauroch Protector\n unrenamable=yes\n x,y=33,21\n facing=sw\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n [/side]\n\n [side]\n side=5\n team_name=player\n user_team_name= _ \"team_name^Quenoth\"\n controller=ai\n hidden=yes\n\n canrecruit=yes\n id=Lintaen\n name= _ \"Lintaen\"\n type=Quenoth Hero\n unrenamable=yes\n facing=s\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n [/modifications]\n\n [unit]\n id=Del\n name= _ \"Del\"\n type=Tauroch Vanguard\n unrenamable=yes\n x,y=23,15\n facing=sw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_DEXTROUS}\n [/modifications]\n [/unit]\n\n [unit]\n id=Vard\u00e9\n name= _ \"Vard\u00e9\"\n type=Quenoth Mystic\n unrenamable=yes\n x,y=17,7\n facing=ne\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_DEXTROUS}\n [/modifications]\n [/unit]\n\n [unit]\n id=Shin\n name= _ \"Shin\"\n type=Quenoth Fighter\n unrenamable=yes\n x,y=20,4\n facing=sw\n [modifications]\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n [unit]\n id=Ji\n name= _ \"Ji\"\n type=Quenoth Archer\n gender=female\n unrenamable=yes\n x,y=28,4\n facing=se\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n [/side]\n\n [side]\n side=6\n team_name=player\n user_team_name= _ \"team_name^Quenoth\"\n controller=ai\n hidden=yes\n\n canrecruit=yes\n id=Listra\n name= _ \"Listra\"\n type=Quenoth Sun Singer\n unrenamable=yes\n facing=nw\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n [/modifications]\n\n [unit]\n id=Nadia\n name= _ \"Nadia\"\n type=Quenoth Shaman\n unrenamable=yes\n x,y=26,8\n facing=sw\n [modifications]\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [unit]\n id=Belan\n name= _ \"Belan\"\n type=Quenoth Outrider\n unrenamable=yes\n x,y=24,11\n facing=s\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_DEXTROUS}\n [/modifications]\n [/unit]\n\n [unit]\n id=Zarel\n name= _ \"Zarel\"\n type=Quenoth Fighter\n unrenamable=yes\n x,y=25,18\n facing=sw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n [unit]\n id=Noran\n name= _ \"Noran\"\n type=Quenoth Fighter\n unrenamable=yes\n x,y=23,19\n facing=ne\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n [unit]\n id=Ivalen\n name= _ \"Ivalen\"\n type=Quenoth Fighter\n unrenamable=yes\n x,y=27,19\n facing=sw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n [unit]\n id=Kal\n name= _ \"Kal\"\n type=Quenoth Fighter\n unrenamable=yes\n x,y=25,20\n facing=ne\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n [unit]\n id=Niemin\n name= _ \"Niemin\"\n type=Tauroch Rider\n unrenamable=yes\n x,y=29,20\n facing=sw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n [unit]\n id=Leria\n name= _ \"Leria\"\n type=Tauroch Stalwart\n unrenamable=yes\n x,y=27,21\n facing=ne\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n [/side]\n\n {STARTING_VILLAGES_ALL 2}\n\n {PLACE_IMAGE (scenery/monolith3.png) 17 8 }\n {PLACE_IMAGE (scenery/monolith4.png) 16 2 }\n {PLACE_IMAGE (scenery/monolith1.png) 29 7 }\n\n {PLACE_IMAGE (scenery/oak-leaning.png) 24 15}\n\n {PLACE_IMAGE (scenery/slab1.png) 25 7 }\n\n {PLACE_IMAGE (scenery/temple1.png) 29 13}\n\n {PLACE_IMAGE (scenery/mine-abandoned.png) 13 12}\n {PLACE_IMAGE (scenery/mine-abandoned.png) 15 1 }\n {PLACE_IMAGE (scenery/mine-abandoned.png) 13 20}\n\n [event]\n name=prestart\n\n [modify_side]\n side=1\n shroud=no\n [/modify_side]\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA_AT_LOCATION 19 18}\n\n {FACE_DIRECTION side=1 nw}\n\n {LOCK_VIEW}\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=Kyara\n message= _ \"Lord Gaellis, son of Kalehssar, we found these two strangers on the southeastern shores. They came from the northern seas, and seem to bring the light of Eloh with them.\"\n [/message]\n\n [redraw][/redraw]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Elynia\n message={ASIDE ( _ \"Eloh? That name...\")}\n [/message]\n\n [message]\n speaker=Gaellis\n message= _ \"No land dwellers have set foot on this island for a long time. The last recorded landing was centuries ago, when our own kin came here seeking a new home; they made sure no-one was left behind on the continent. Tell us, who are you?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Sir, I am Galas, son of Valthir, and this is...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Elynia, daughter of Deni\u00e9th-Isal.\"\n [/message]\n\n [message]\n speaker=Maina\n message= _ \"You bear a strong resemblance to us. Spread your wings, Elynia. Albeit unusually pale, your face is that of an elf; but your clothes, and your wings... they are very unlike our own. Where do you come from?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"From the Great Continent \u2014 from the region we call the Far North, beyond the tall Heart Mountains that grasp the sky and guard the green lands. There, the suns\u2019 light has not been enough to burn those beautiful forests forever. We are different to you, indeed; we are forest elves, and we have come to seek your help against the great evil that has befallen Irdya.\"\n [/message]\n\n [message]\n speaker=Gaellis\n message= _ \"Forest elves? How is that possible? The last our people saw of the Great Continent were vast deserts plagued with foul orcs, necromancers, and human barbarians. There\u2019s no green life left on it anymore!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Maybe your people didn\u2019t travel far enough! Most of the central region fits your description, but there are a few secluded valleys where life has continued to thrive, and the Far North is vast enough to allow both humans and orcs to live relatively at peace with each other.\"\n [/message]\n\n [message]\n speaker=Gaellis\n message= _ \"That is\u2014\"\n [/message]\n\n [message]\n speaker=Inara\n message= _ \"Kalehssar, the Blade of Eloh, destroyed the dark force that once reigned over Irdya and attempted to erase the last remnants of our kind. What new foe threatens to put an end to our peace now, daughter of the forests?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"The creature slain by his hand was but a servant of a far greater power. The fight is not over yet, and although we have recently vanquished another... minion of hers, the influence she exerts on this world remains as strong as ever.\"\n [/message]\n\n [fade_out_music]\n duration=250\n [/fade_out_music]\n\n {REPLACE_SCENARIO_MUSIC \"harp.ogg\"}\n\n [message]\n speaker=Elynia\n message= _ \"I realize that this may sound overly dramatic, but I speak the truth, for I am the slayer of Zhangor, and Eloh guided me back to you in this era because you have the missing page of our civilization\u2019s history: Kalehssar fought Yechnagoth, the Eater of Souls, and defeated her on this island nearly four centuries ago. The enemy we face now is none other than Uria, who has amassed an empire of human followers on the Great Continent. Even now as we speak, they work with the forces of Inferno and their unspeakable creations to destroy all that is left in the world!\"\n [/message]\n\n [redraw][/redraw]\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"The elves were left aghast by the mention of the three accursed names. They eyed each other nervously, as though they feared that rocks would fall from the sky in response to the bold revelation.\"\n [/message]\n\n [redraw][/redraw]\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"I cannot do miracles. If you need more proof of our claims\u2014\"\n [/message]\n\n [message]\n speaker=Maina\n message= _ \"At the end of the previous era, you were sent by Eloh to protect elvenkind from the Demon Lord. Now, you have returned to us to protect all Irdya from the Fallen Goddess... Elynia, the power you wield has not been seen by our kin for eons, as much of our forefathers\u2019 knowledge perished with them when the spawn of Uria destroyed their forests. You are a rare gem among the entire elvish civilization, and we have no reason to distrust you. We listen to the call of our forest ancestors, and we agree to help you.\"\n [/message]\n\n [message]\n speaker=Maina\n message= _ \"Don\u2019t we all?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Gaellis\n message= _ \"What kind of help do you need?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Necromancy is the least of evils now that Uria\u2019s minions plague the Great Continent. In our long journey to this island, we have not only been assisted by the orcs of the Far North, but also by a lich who helped us defeat the Chaos Emperor. We will need his help here, so I request that we are allowed to bring our orcish and undead allies to this island.\"\n [/message]\n\n [fade_out_music]\n duration=250\n [/fade_out_music]\n\n {INCIDENTAL_MUSIC \"everlasting_night.ogg\"}\n\n [redraw][/redraw]\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Gaellis\n # po: \"Why we can\u2019t accede.\"\n message= _ \"(nervously) That request... is very... improper for an elf, to say the least... You surely understand why we can\u2019t\u2014\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"It is true that many necromancers have worked together with Uria\u2019s minions to bring doom to the natural inhabitants of the continent, including your own ancestors. But it\u2019s also true that knowing whether a creature walks the path of Light or the path of Darkness does not suffice to distinguish evil from good. As for the orcs, they have been our allies even in the past, back when there was only one sun and all elves lived in the forests of Irdya.\"\n [/message]\n\n [message]\n speaker=Maina\n message= _ \"We shall allow the orcs and the undead to come to assist you once you tell us exactly what you are going to do, but beware that our warriors and priests are ready to take care of them should they do anything suspicious.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"We require access to the place where Yechnagoth was destroyed.\"\n [/message]\n\n [fade_out_music][/fade_out_music]\n\n {ENDLEVEL_CONTINUE} {NO_REPLAY_SAVE}\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=07x_Resolutions\n name= _ \"Resolutions\"\n {MAP 07x_Resolutions.map}\n turns=-1\n next_scenario=\"08_Fear\"\n victory_when_enemies_defeated=no\n\n {CUTSCENE_UI}\n\n {SCENARIO_MUSIC \"wanderer.ogg\"}\n\n {STORYTXT_RESOLUTIONS}\n\n {AFTERNOON1}\n\n # wmllint: validate-off\n [side]\n save_id=player\n\n controller=human\n side=1\n team_name=player\n user_team_name= _ \"team_name^Galas\"\n\n gold=0\n village_gold=0\n income=-2\n\n # This is solely to prevent a map snapshot from being used in the\n # Load Game menu when all terrain grahics are loaded. The shroud\n # is disabled later during prestart.\n shroud=yes\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n team_name=player\n user_team_name= _ \"team_name^Quenoth\"\n controller=ai\n\n canrecruit=yes\n id=Gaellis\n name= _ \"Gaellis\"\n type=Quenoth Champion\n unrenamable=yes\n facing=s\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n [/modifications]\n [/side]\n\n [side]\n side=3\n team_name=player\n user_team_name= _ \"team_name^Quenoth\"\n controller=ai\n\n canrecruit=yes\n id=Maina\n name= _ \"Maina\"\n type=Quenoth Sun Sylph\n unrenamable=yes\n facing=sw\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n [/modifications]\n [/side]\n\n {PLACE_IMAGE (scenery/oak-leaning.png) 15 11}\n {PLACE_IMAGE (scenery/oak-leaning.png) 1 7 }\n\n [event]\n name=prestart\n [modify_side]\n side=1\n shroud=no\n [/modify_side]\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA_AT_LOCATION 17 7}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR_AT_LOCATION 21 8}\n # wmllint: recognize Horo\n {RECALL_HORO_AT_LOCATION 20 11}\n # wmllint: recognize Kyara\n {RECALL_KYARA_AT_LOCATION 21 6}\n\n {MODIFY_UNIT (\n id=Galas\n [or]\n id=Horo\n [/or]\n ) facing ne}\n {MODIFY_UNIT (\n id=Elynia\n [or]\n id=Mal Keshar\n [/or]\n ) facing se}\n {FACE_DIRECTION (id=Kyara) sw}\n\n {NAMED_LOYAL_UNIT 1 (Quenoth Scout) 21 4 (Vordel) ( _ \"Vordel\")}\n [+unit]\n facing=sw\n [/unit]\n {NAMED_LOYAL_UNIT 1 (Quenoth Fighter) 25 6 (Naron) ( _ \"Naron\")}\n [+unit]\n facing=sw\n [/unit]\n {NAMED_LOYAL_UNIT 1 (Quenoth Mystic) 23 6 (Dela) ( _ \"Dela\")}\n [+unit]\n facing=sw\n [/unit]\n\n {LOCK_VIEW}\n [/event]\n\n [event]\n name=start\n [message]\n speaker=Maina\n message= _ \"It is certainly unfortunate that you couldn\u2019t find a solution to this problem. Everything seems peaceful and good from our current location, but if Uria\u2019s minions win the war and take over the continent, it will only be a matter of time until they come to claim this island. And what if Yechnagoth is able to control the surface creatures of the continent again?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"At least we know that her soul is no longer in this world. There\u2019s a faint possibility that they might be unable to use her heart for anything yet. We must make haste and instruct our allies to purge the remains of Wesmere.\"\n [/message]\n\n [message]\n speaker=Gaellis\n message= _ \"A few of our people expressed interest on joining your group to help you in this quest, and learn more about the state of the lands whence we came a couple of centuries ago.\"\n [/message]\n\n [message]\n speaker=Dela\n message= _ \"Eloh would want us to help our kin in these dark times.\"\n [/message]\n\n [message]\n speaker=Vordel\n message= _ \"Our numbers are very small, and we don\u2019t have the resources to support an army, but we have the knowledge, and the faith to try to make a difference on the battlefield.\"\n [/message]\n\n [message]\n speaker=Naron\n message= _ \"It would be an honor to fight alongside you, sir.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Fight, indeed. We have spent too much time far from \u2018home\u2019 \u2014 who knows what\u2019s become of it since we left.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"The honor is ours. We appreciate and accept your help on this day, but we are even more grateful for the day on which you released Irdya from the eternal nightmare of Yechnagoth\u2019s control.\"\n [/message]\n\n [message]\n speaker=Maina\n message= _ \"Young Galas, what you three have done for us is no small deed either. Although your journey is not quite complete yet, by defeating Uria\u2019s designated sovereign of Chaos, you proved that her forces are not invincible, and rekindled that flame of hope everyone needed. You truly are the heroes of the forest elves of this era.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Thank you.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Gaellis\n message= _ \"Kyara is one of our most skilled archers, and she has expressed her desire to join you in your quest. Seeing as how you will need all the help you can get, we thought you might welcome her support.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n # po: \"I\u2019m not sure that\u2019s a good idea.\"\n message= _ \"I\u2019m not\u2014\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"You can come with us if you wish, but you need to be aware of the dangers that lie in our way.\"\n [/message]\n\n [message]\n speaker=Kyara\n message= _ \"I am aware. I\u2019ve already talked with Lord Galas about it \u2014 I just want to be of help to our forest cousins in this struggle for our future.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"Well, we must now prepare for departing tomorrow in the morning. A long voyage back home awaits us...\"\n [/message]\n\n [fade_out_music][/fade_out_music]\n\n {ENDLEVEL_CONTINUE} {NO_REPLAY_SAVE}\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=07_The_Search_for_the_Past\n name= _ \"The Search for the Past\"\n {MAP 07_The_Search_for_the_Past.map}\n {TURNS 70 68 65}\n next_scenario=\"07x_Resolutions\"\n victory_when_enemies_defeated=no\n\n {A_DEATHS}\n\n {SCENARIO_MUSIC \"underground.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n {EXTRA_SCENARIO_MUSIC \"the_deep_path.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"into_the_shadows.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"gameplay06.ogg\"}\n\n {STORYTXT_THE_SEARCH_FOR_THE_PAST}\n\n {UNDERGROUND}\n\n # wmllint: validate-off\n [side]\n save_id=player\n\n controller=human\n side=1\n team_name=player\n user_team_name= _ \"team_name^Galas\"\n\n {GOLD 300 280 260}\n {INCOME 3 2 2}\n shroud=yes\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n team_name=critters\n user_team_name= _ \"team_name^Cave Creatures\"\n hidden=yes\n no_leader=yes\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_NO_SCOUTS}\n {AI_SIMPLE_ALWAYS_ASPECT aggression 10.0}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.0}\n [/ai]\n [/side]\n\n [side]\n side=3\n team_name=critters\n user_team_name= _ \"team_name^Cave Creatures\"\n\n type=Lesser Giant Spider\n canrecruit=yes\n hidden=yes\n gold=0\n income=-2\n village_gold=0\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_NO_SCOUTS}\n {AI_SIMPLE_ALWAYS_ASPECT aggression 10.0}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.0}\n [/ai]\n [/side]\n\n [side]\n side=4\n team_name=critters\n user_team_name= _ \"team_name^Undead\"\n {FLAG_VARIANT undead}\n no_leader=yes\n hidden=yes\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_NO_SCOUTS}\n {AI_SIMPLE_ALWAYS_ASPECT aggression 10.0}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.0}\n [/ai]\n [/side]\n\n [side]\n side=5\n team_name=critters\n user_team_name= _ \"team_name^Yechnagoth\u2019s Guards\"\n {CHAOS_FLAG}\n no_leader=yes\n hidden=yes\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_NO_SCOUTS}\n {AI_SIMPLE_ALWAYS_ASPECT aggression 10.0}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.0}\n [/ai]\n [/side]\n\n [side]\n side=6\n team_name=critters\n user_team_name= _ \"team_name^Chaos Guards\"\n {CHAOS_FLAG}\n no_leader=yes\n hidden=yes\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_NO_SCOUTS}\n {AI_SIMPLE_ALWAYS_ASPECT aggression 10.0}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.0}\n [/ai]\n [/side]\n\n {STARTING_VILLAGES 1 5}\n\n {PLACE_IMAGE (scenery/trash.png) 29 45}\n {PLACE_IMAGE (scenery/trash.png) 10 44}\n {PLACE_IMAGE (scenery/trash.png) 12 48}\n {PLACE_IMAGE (scenery/rubble.png) 25 45}\n {PLACE_IMAGE (scenery/rubble.png) 25 47}\n {PLACE_IMAGE (items/brazier.png) 19 39}\n {PLACE_IMAGE (items/brazier.png) 17 40}\n {PLACE_IMAGE (items/brazier.png) 19 42}\n {PLACE_IMAGE (items/brazier.png) 21 41}\n {PLACE_IMAGE (items/brazier.png) 28 35}\n {PLACE_IMAGE (items/burial.png) 17 24}\n {PLACE_IMAGE (items/burial.png) 25 24}\n {PLACE_IMAGE (items/bonestack.png) 30 17}\n\n {PLACE_IMAGE (\"items/bones.png\") 27 45}\n {PLACE_IMAGE (\"items/bones.png~FL(horiz)\") 23 41}\n\n {PLACE_IMAGE (scenery/monolith1.png) 18 29}\n {PLACE_IMAGE (scenery/monolith3.png) 32 10}\n\n {CAVE_WATER_SOUND_SOURCE 26 22}\n\n {CAVE_WATER_SOUND_SOURCE 18 50}\n\n {CAVE_NOISE_SOUND_SOURCE}\n\n [event]\n name=prestart\n {DOOR_TILES_TO_UNITS 2}\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR}\n # wmllint: recognize Horo\n {RECALL_HORO}\n # wmllint: recognize Kyara\n {RECALL_KYARA}\n\n {FACE_DIRECTION (side=1) ne}\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Follow the path and explore underground\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Horo\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Kyara\")}\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER_NO_BONUS}\n )}\n\n {GENERIC_UNIT 2 (Vampire Bat) 37 12} {GUARDIAN}\n {GENERIC_UNIT 2 (Vampire Bat) 30 10} {GUARDIAN}\n {GENERIC_UNIT 2 (Vampire Bat) 27 9 } {GUARDIAN}\n {GENERIC_UNIT 2 (Vampire Bat) 28 8 } {GUARDIAN}\n {GENERIC_UNIT 2 (Vampire Bat) 27 7 } {GUARDIAN}\n\n {GENERIC_UNIT 2 {DIFF (Vampire Bat) (Blood Bat) (Dread Bat)} 20 8 } {GUARDIAN}\n\n {GENERIC_UNIT 2 (Vampire Bat) 5 11} {GUARDIAN}\n {GENERIC_UNIT 2 (Vampire Bat) 16 10} {GUARDIAN}\n {GENERIC_UNIT 2 (Vampire Bat) 16 10} {GUARDIAN}\n\n {GENERIC_UNIT 2 (Giant Ant) 10 5} {FACING sw} {GUARDIAN}\n {GENERIC_UNIT 2 (Giant Ant) 7 8} {FACING se} {GUARDIAN}\n {GENERIC_UNIT 2 (Giant Ant) 8 3} {FACING s } {GUARDIAN}\n\n {GENERIC_UNIT 2 (Giant Ant) 34 14} {FACING n } {GUARDIAN}\n {GENERIC_UNIT 2 (Giant Ant) 38 14} {FACING nw} {GUARDIAN}\n {GENERIC_UNIT 2 (Giant Ant) 34 14} {FACING n } {GUARDIAN}\n\n {GENERIC_UNIT 2 (Leech) 13 7 }\n {GENERIC_UNIT 2 (Leech) 23 4 }\n {GENERIC_UNIT 2 (Leech) 33 5 }\n\n {GENERIC_UNIT 2 (Leech) 11 12}\n {GENERIC_UNIT 2 (Leech) 13 12}\n {GENERIC_UNIT 2 (Leech) 9 13}\n\n {GENERIC_UNIT 2 (Giant Mushroom) 39 18}\n\n {GENERIC_UNIT 2 (Leech) 30 15}\n\n {GENERIC_UNIT 2 (Fungoid) 36 22} {GUARDIAN}\n {GENERIC_UNIT 2 (Fungoid) 40 23} {GUARDIAN}\n {GENERIC_UNIT 2 (Fungoid) 38 25} {GUARDIAN}\n\n {GENERIC_UNIT 4 (Walking Corpse) 18 50} {VARIATION bat} {FACING ne} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n\n {GENERIC_UNIT 2 (Dread Bat) 13 1} {VARIATION bat} {FACING ne} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n\n {GENERIC_UNIT 4 (Necrophage) 9 46} {FACING ne} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n\n {GENERIC_UNIT 4 (Ghoul) 7 36} {FACING se} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT 4 (Ghoul) 22 40} {FACING sw} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT 4 (Ghoul) 33 48} {FACING sw} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT 4 (Ghoul) 29 49} {FACING nw} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT 4 (Ghoul) 16 39} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT 4 (Ghoul) 16 42} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT 4 (Ghoul) 21 42} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n#ifndef EASY\n {GENERIC_UNIT 4 (Necrophage) 19 41} {FACING ne} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT 4 (Soulless) 22 32} {VARIATION swimmer} {FACING n} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n#endif\n {GENERIC_UNIT 4 (Walking Corpse) 20 31} {VARIATION swimmer} {FACING ne} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT 4 (Walking Corpse) 24 29} {VARIATION swimmer} {FACING sw} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n\n {GENERIC_UNIT 4 (Soulless) 17 28} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT 4 (Walking Corpse) 17 28} {VARIATION saurian} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n\n {GENERIC_UNIT 4 (Soulless) 24 23} {VARIATION saurian} {FACING ne} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n\n {GENERIC_UNIT 5 (Psy Crawler) 27 33} {FACING nw} {GUARDIAN}\n {GENERIC_UNIT 5 (Psy Crawler) 26 34} {FACING se} {GUARDIAN}\n {GENERIC_UNIT 5 (Psy Crawler) 22 20} {FACING s } {GUARDIAN}\n\n {GENERIC_UNIT 6 (Demonic Hound) 26 32} {FACING nw} {GUARDIAN}\n\n {GENERIC_UNIT 5 (Tentacle of the Deep) 3 33} {GUARDIAN}\n {GENERIC_UNIT 5 (Tentacle of the Deep) 11 31} {GUARDIAN}\n {GENERIC_UNIT 5 (Tentacle of the Deep) 20 32} {GUARDIAN}\n {GENERIC_UNIT 5 (Tentacle of the Deep) 26 29} {GUARDIAN}\n {GENERIC_UNIT 5 (Tentacle of the Deep) 34 22} {GUARDIAN}\n\n {GENERIC_UNIT 5 (Water Serpent) 25 20} {FACING se} {GUARDIAN}\n {GENERIC_UNIT 5 (Water Serpent) 30 23} {FACING nw} {GUARDIAN}\n\n {VARIABLE sighted_bats 0}\n {VARIABLE touchplate_38_18_used no}\n\n {VARIABLE glyph_7_37_used no}\n {VARIABLE glyph_9_36_used no}\n {VARIABLE glyph_4_45_used no}\n #{VARIABLE glyph_6_46_used no}\n #{VARIABLE glyph_8_47_used no}\n {VARIABLE glyph_10_48_used no}\n {VARIABLE glyph_31_48_used no}\n [/event]\n\n [event]\n name=victory\n {CLEAR_VARIABLE sighted_bats,touchplate_38_18_used}\n\n {CLEAR_VARIABLE glyph_7_37_used}\n {CLEAR_VARIABLE glyph_9_36_used}\n {CLEAR_VARIABLE glyph_4_45_used}\n #{CLEAR_VARIABLE glyph_6_46_used}\n #{CLEAR_VARIABLE glyph_8_47_used}\n {CLEAR_VARIABLE glyph_10_48_used}\n {CLEAR_VARIABLE glyph_31_48_used}\n [/event]\n\n [event]\n name=start\n [message]\n speaker=Horo\n message= _ \"I don\u2019t like this place. It feels as if something is waiting to ambush us in the darkness.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Heh, darkness. These elves aren\u2019t very smart after all. Why would they think that sending one of their sun-loving youths would be of any help to us?\"\n [/message]\n\n [message]\n speaker=Kyara\n message= _ \"Keep your mouth shut, decrepit lich! We are being far more lenient than anyone would be with those who deal with your unnatural minions and these filthy apes.\"\n [/message]\n\n [message]\n speaker=Horo\n message= _ \"Who are you calling \u201cfilthy apes\u201d, you...\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Calm down, everyone! If we are to explore these caverns, we\u2019ll need to stay together.\"\n [/message]\n\n [message]\n speaker=Kyara\n message= _ \"What are you looking for? Some kind of artifact? Rocks? Spiders?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"We believe these caves beneath the dark citadel may have once been used by our enemies. If that is the case, they may have left behind scrolls, artifacts, or anything else that could provide us with hints.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"This is no time to fight amongst ourselves. Just stay alert and let us see what we can find.\"\n [/message]\n\n [message]\n speaker=Horo\n message= _ \"We will help you as best we can, elf.\"\n [/message]\n [/event]\n\n {FIRE_EVENT_ON_STUMBLE_UPON giant_spider (\n canrecruit=yes\n side=3\n )}\n\n [event]\n name=giant_spider\n [store_starting_location]\n side=4\n [/store_starting_location]\n\n [unit]\n x,y=$location.x,$location.y\n side=4\n canrecruit=yes\n type=Death Knight\n id=Firden\n name= _ \"Firden\"\n [modifications]\n {TRAIT_UNDEAD}\n [/modifications]\n [/unit]\n\n [modify_side]\n side=4\n recruit=Skeleton,Walking Corpse,Ghost\n {GOLD 100 125 150}\n {INCOME 2 3 4}\n [/modify_side]\n\n {CAPTURE_VILLAGES 4 $location.x $location.y 8}\n\n [capture_village]\n side=4\n x,y=31,17\n [/capture_village]\n\n [message]\n side,canrecruit=3,yes\n message= _ \"Hissssssss\" # wmllint: no spellcheck\n [/message]\n\n [message]\n speaker=Horo\n message= _ \"A giant spider. Just a bothersome giant spider.\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n\n {CLEAR_VARIABLE location}\n [/event]\n\n {FIRE_EVENT_ON_STUMBLE_UPON undead_enemies (\n side=4\n )}\n\n [event]\n name=undead_enemies\n\n [message]\n speaker=Galas\n message= _ \"Look out, there are undead sentinels standing in our way!\"\n [/message]\n\n [message]\n speaker=Kyara\n message= _ \"This is impossible! Our druids purged any evil creatures left on this island after Kalehssar\u2019s victory!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Above the surface, they might have been unable to detect these slumbering minions. Yes, it appears our presence is what has awakened them after so long.\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Firden\n [/filter]\n\n [message]\n speaker=Mal Keshar\n message= _ \"There was very little strength left in this guardian. I wonder who was the master of these minions before the place was abandoned?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Argan, of course. There\u2019s no doubt about it.\"\n [/message]\n\n [scroll_to]\n x,y=$x2,$y2\n [/scroll_to]\n [/event]\n\n [event]\n name=die\n [filter]\n level=2\n [or]\n level=3\n [/or]\n [/filter]\n [filter_second]\n id=Kyara\n [/filter_second]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Not bad for a sun-loving little girl.\"\n [/message]\n\n [message]\n speaker=Kyara\n message= _ \"Shut up, necromancer.\"\n [/message]\n\n [scroll_to]\n x,y=$x2,$y2\n [/scroll_to]\n [/event]\n\n {FIRE_ESSENCE_E1S7 29 7}\n\n [event]\n name=moveto\n [filter]\n side=1\n x=29-35\n y=15-19\n [/filter]\n [filter_condition]\n {VARIABLE_BOOLEAN_NOT_EQUALS touchplate_38_18_used yes}\n [/filter_condition]\n\n {CLEAR_CAVE_SHROUD (\n x,y=31,17\n radius=3\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=31,18\n [/scroll_to]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Kyara\n message= _ \"Now what?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"If our past experiences with this sort of fortress are anything to go by, this is most likely not the dead end it appears to be. Let us check the cave to the east.\"\n [/message]\n [/event]\n\n {ITEM_TOUCHPLATE 38 18}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=38,18\n [/filter]\n\n {VARIABLE touchplate_38_18_used yes}\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [terrain]\n x,y=38,19\n terrain=Uu\n [/terrain]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Touchplate triggered. A wall moves.\"\n [/message]\n\n [redraw]\n side=1\n [/redraw]\n [/event]\n\n {ITEM_CRYSTAL_GLYPH_GATE 38 23}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=38,23\n [/filter]\n\n [terrain]\n x,y=30,19\n terrain=Uu\n [/terrain]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Crystal glyph activated. A wall moves.\"\n [/message]\n\n [remove_shroud]\n x,y=30,19\n radius=1\n [or]\n x,y=28,21\n radius=1\n [/or]\n side=1\n [/remove_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=29,21\n [/scroll_to]\n\n {HIGHLIGHT_GOAL (x,y=29,21)}\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Elynia\n x,y=38-40,28\n [/filter]\n\n [message]\n speaker=Elynia\n message= _ \"Hm... I don\u2019t know what I was thinking; there is no point in following this stream.\"\n [/message]\n [/event]\n\n {FIRE_EVENT_ON_STUMBLE_UPON sighted_bats (\n race=bats\n )}\n {FIRE_EVENT_ON_STUMBLE_UPON sighted_water_serpent (\n type=Water Serpent\n )}\n {FIRE_EVENT_ON_STUMBLE_UPON sighted_verlissh (\n race=verlissh\n )}\n\n [event]\n name=sighted_bats\n first_time_only=no\n\n {VARIABLE_INC sighted_bats}\n\n [if]\n {VARIABLE_NUMERICAL_GREATER_THAN sighted_bats 2}\n [then]\n [message]\n speaker=Kyara\n message= _ \"These accursed bats are everywhere!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"It\u2019s a cave, what did you expect? Rabbits?\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/then]\n [/if]\n [/event]\n\n [event]\n name=sighted_water_serpent\n\n [message]\n speaker=Galas\n scroll=no\n message= _ \"Those water creatures don\u2019t look friendly at all.\"\n [/message]\n [/event]\n\n [event]\n name=sighted_verlissh\n\n [message]\n speaker=Kyara\n scroll=no\n # wmllint: local spelling Yec\n message= _ \"These abominations look much like Yechnagoth\u2019s true form did according to our druids...\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x=10-18\n y=25-30\n [/filter]\n\n {CLEAR_CAVE_SHROUD (\n x,y=12,25\n radius=2\n [or]\n x,y=16,25\n radius=2\n [/or]\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=15,27\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n scroll=no\n message= _ \"It seems there was a cave-in here long ago. This blocked passage might have led to the citadel \u2014 let\u2019s see what lies down the path.\"\n [/message]\n [/event]\n\n [event]\n name=DEBUG1\n\n [teleport]\n [filter]\n id=Galas\n [/filter]\n x,y=23,37\n [/teleport]\n\n [teleport]\n [filter]\n id=Elynia\n [/filter]\n x,y=24,37\n [/teleport]\n\n [teleport]\n [filter]\n id=Mal Keshar\n [/filter]\n x,y=24,36\n [/teleport]\n [/event]\n\n [event]\n name=die\n [filter]\n type=Door\n [and]\n x,y=22,37\n [or]\n x,y=23,38\n [/or]\n [/and]\n [/filter]\n\n [remove_shroud]\n side=1\n x=16-23,15\n y=38-43,39-43\n [/remove_shroud]\n\n [redraw][/redraw]\n\n [scroll_to]\n x,y=19,40\n [/scroll_to]\n\n [fade_out_music]\n duration=500\n [/fade_out_music]\n\n {REPLACE_SCENARIO_MUSIC \"snowfall.ogg\"}\n\n [message]\n speaker=Galas\n message= _ \"I suppose this is Argan\u2019s old base of operations.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Yes, it seems to be... Let\u2019s get rid of its current residents and inspect those chambers.\"\n [/message]\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Gather all information you can from Argan\u2019s lair\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Horo\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Kyara\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER_NO_BONUS}\n )}\n\n [event]\n name=check_glyphs\n first_time_only=no\n [if]\n {VARIABLE_BOOLEAN_EQUALS glyph_7_37_used yes}\n {VARIABLE_BOOLEAN_EQUALS glyph_9_36_used yes}\n {VARIABLE_BOOLEAN_EQUALS glyph_4_45_used yes}\n #{VARIABLE_BOOLEAN_EQUALS glyph_6_46_used yes}\n #{VARIABLE_BOOLEAN_EQUALS glyph_8_47_used yes}\n {VARIABLE_BOOLEAN_EQUALS glyph_10_48_used yes}\n {VARIABLE_BOOLEAN_EQUALS glyph_31_48_used yes}\n [then]\n {ENDLEVEL_VICTORY no}\n [/then]\n [/if]\n [/event]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=27,45\n [/filter]\n\n [message]\n speaker=Horo\n scroll=no\n message= _ \"The skeleton of a human, it seems. Who knows how this poor bastard ended up thrown into this chamber.\"\n [/message]\n [/event]\n\n#define __MSG_POWER_UP_GLYPH _MSG\n [message]\n speaker=narrator\n image=items/crystal-glyph-powerup.png\n caption= _ \"Crystal Glyph\"\n message={_MSG} # wmllint: ignore\n [/message]\n#enddef\n\n#define __LIBRARY_GLYPH_BASE _X _Y _WML\n {ITEM_CRYSTAL_GLYPH_MESSAGE {_X} {_Y} }\n {ITEM_GOAL {_X} {_Y} }\n\n # Step 1: remove goal marker\n\n [event]\n name=moveto\n [filter]\n x={_X}\n y={_Y}\n side=1\n [/filter]\n\n {ITEM_REMOVE_GOAL {_X} {_Y} }\n [/event]\n\n # Step 2: show associated messages (may be triggered again if the player wishes so)\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x={_X}\n y={_Y}\n side=1\n [/filter]\n\n [allow_undo][/allow_undo]\n\n {_WML}\n [/event]\n\n # Step 3: commit status\n\n [event]\n name=moveto\n [filter]\n x={_X}\n y={_Y}\n side=1\n [/filter]\n\n {VARIABLE \"glyph_$x1|_$y1|_used\" yes}\n\n [fire_event]\n name=check_glyphs\n [/fire_event]\n [/event]\n#enddef\n\n#define __LIBRARY_GLYPH _X _Y _MSG\n {__LIBRARY_GLYPH_BASE ({_X}) ({_Y}) ({MSG_GLYPH ({_MSG})})}\n#enddef\n\n {__LIBRARY_GLYPH 7 37 ( _ \"The Verlissh are a primitive Rythenian lifeform brought to Irdya by the Argazar. Under given conditions, these creatures can combine to form larger and more complex units, and even integrate themselves into foreign organisms, adapting to their bodies and augmenting them. The symbiotic relationship they develop with their host comes at a price for both, however \u2014 the host and the Verlissh become reliant on each other\u2019s functions to survive.\")}\n\n {__LIBRARY_GLYPH 9 36 ( _ \"Uria has learned that the Argazar civilization used the Verlissh to enhance the abilities and strength of their \u2018biomechanical\u2019 warriors. There are ruins scattered across Irdya from which we could obtain samples to, in time, raise a whole army to put an end to the current Dark Age.\")}\n\n {__LIBRARY_GLYPH 4 45 ( _ \"The advanced Norsulan technology stolen by Uria\u2019s agents from those working for the one who is rumored to be the reincarnation of Valdir has been very helpful for our ends; understanding the most interesting creations of the Argazar people would have proved nearly impossible without a better-documented modern reference.\")}\n\n # wmlindent: start ignoring\n {__LIBRARY_GLYPH_BASE 10 48 (\n # po: Note: Urvatha = Inferno. Uria is considered the mother of Inferno\n # po: in a strictly figurative sense.\n {MSG_GLYPH ( _ \"According to some ancient legends of disputable origin, the First sculpted a beautiful maiden out of fine dust, and bestowed her control over the awesome power that flows through the veins of every one of her faerie descendants, including the elves of Irdya.\n\nThose legends also tell of one of her siblings: Merthiaal the Ashen One, who owing to her bold actions would come to be known as the Eater of Souls. Even after a cycle has passed, the oldest races of Irdya and other worlds continue to remember her, and avoid mentioning her true name in conversation. If they must, they will speak of her as \u2018Yechnagoth\u2019.\n\nNow, Merthiaal fervently desired the First\u2019s favor. Alas, no matter how hard she tried, someone with such an aching heart could not possibly manage to tame the Aspect of Darkness. She could never accept that the First only had eyes for the wielder of the Arcane Flame, and Uria, the Guardian who would come to be regarded as the mother of Urvatha.\")}\n\n {MSG_GLYPH ( _ \"Envy rooted deep within Merthiaal\u2019s mind. In an attempt to prove her worth, she committed an unspeakable sin against the order of the Universe. Her control over Darkness was lost as a result. Her own world was destroyed, along with every soul on it. Any further damage was only narrowly averted thanks to Uria\u2019s timely intervention.\n\nMerthiaal\u2019s heart, soul, and memories were preserved through eons, but her body was not.\n\nNow we have the means to build a new body that may allow her power to flow unimpeded once again. If she can be convinced to accept Uria\u2019s offer, then she shall have a new opportunity to destroy the descendants of her rival and allow us to reign over this decadent world.\")}\n )}\n # wmlindent: stop ignoring\n\n {OBJ_HEALING_GLYPH 6 46}\n\n {OBJ_HEALING_GLYPH 8 47}\n\n {OBJ_HEALING_GLYPH 20 47}\n\n {ITEM_CRYSTAL_GLYPH_POWERUP 31 48}\n {ITEM_GOAL 31 48}\n\n {CONTINUOUS_SOUND_SOURCE power_up_glyph_sound_source 31 48 (\"glyph-powerup.ogg\")}\n\n [event]\n name=moveto\n [filter]\n x=31\n y=48\n side=1\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [redraw][/redraw]\n\n {__MSG_POWER_UP_GLYPH ( _ \"This glyph may only be used by the true descendants of She who wields the Arcane Flame that protects Irdya.\")}\n\n [if]\n [have_unit]\n id=Elynia\n x=$x1\n y=$y1\n [/have_unit]\n [else]\n [message]\n speaker=Galas\n message= _ \"Elynia, you should check this crystal; it may have information we need.\"\n [/message]\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Move Elynia to the sealed crystal glyph\")}\n {OBJECTIVE_VICTORY ( _ \"Gather all information you can from Argan\u2019s lair\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Horo\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Kyara\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER_NO_BONUS}\n )}\n [/else]\n [/if]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x=31\n y=48\n id=Elynia\n [/filter]\n\n {VARIABLE \"glyph_$x1|_$y1|_used\" yes}\n\n {__MSG_POWER_UP_GLYPH ( _ \"Within this glyph is encoded a Teleport spell which will allow you to cross great distances if you let your soul travel unimpeded by your body. Gaze beyond with your eyes closed, and touch the existence outside your reach. Given sufficient focus, you shall be able to transport your being to any place from your memories and find any soul within your heart\u2019s sight.\n\nYet cautiously you must tread, for not all the possibilities are written, and those who stray from their reality might not find anything on the other side of the mirror.\")}\n\n [message]\n speaker=Mal Keshar\n message= _ \"That\u2019s strange. Why would Argan keep something he obviously couldn\u2019t use in his lair?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"It could be... that he foresaw me coming to this place and wanted to help me, even if he couldn\u2019t break free from Uria\u2019s control.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"It\u2019s more likely that he wanted to set a trap for us or anyone else who would manage to find this place.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I don\u2019t believe he truly intended to cause me any harm with his actions... I\u2019ll take the spell, it could be of use later.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Elynia, don\u2019t\u2014\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"As Elynia approached the crystal\u2019s surface with her hand, the glyph disintegrated into fine golden dust, covering her for a few moments...\"\n [/message]\n\n [animate_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n flag=shine_golden\n with_bars=no\n [/animate_unit]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [terrain]\n terrain=Uu\n x,y=$x1,$y1\n [/terrain]\n\n {REMOVE_SOUND_SOURCE (power_up_glyph_sound_source)}\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"... And then it vanished into thin air.\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"I don\u2019t feel any different, but... I guess I need to figure out exactly how this power works, now.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Hmph. In my times, you didn\u2019t acquire magic abilities from a rock. Well, be careful if you ever attempt to use that spell; knowing who might have put it there, I don\u2019t think it\u2019s safe. And more generally, while it is known that powerful mages can learn to travel great distances like that, many of them also disappear on occasion and are never heard of again.\"\n [/message]\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Gather all information you can from Argan\u2019s lair\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Horo\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Kyara\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER_NO_BONUS}\n )}\n\n [fire_event]\n name=check_glyphs\n [/fire_event]\n [/event]\n\n [event]\n name=victory\n\n #\n # Just to keep the cutscene zone clear.\n #\n {RESET_AND_SEND_TO_RECALL_LIST (\n side=1\n [not]\n id=Galas\n [or]\n id=Elynia\n [/or]\n [or]\n id=Mal Keshar\n [/or]\n [or]\n id=Horo\n [/or]\n [or]\n id=Kyara\n [/or]\n [/not]\n [not]\n x,y=recall,recall\n [/not]\n )}\n\n [kill]\n [not]\n side=1\n [/not]\n animate=no\n fire_event=no\n [/kill]\n\n {RESET_UNIT_STATUSES (\n side=1\n [not]\n x,y=recall,recall\n [/not]\n )}\n\n [hide_unit][/hide_unit]\n\n {FADE_TO_BLACK}\n\n [fade_out_music][/fade_out_music]\n\n [scroll_to]\n x,y=19,41\n {WARP}\n [/scroll_to]\n\n [redraw][/redraw]\n\n {FADE_IN}\n\n # FIXME: This sequence actually unhides the units before we reach the\n # [unhide_unit] action.\n [teleport]\n [filter]\n id=Galas\n [/filter]\n x,y=16,39\n [/teleport]\n {FACE_DIRECTION (id=Galas) se}\n [teleport]\n [filter]\n id=Elynia\n [/filter]\n x,y=21,39\n [/teleport]\n {FACE_DIRECTION (id=Elynia) sw}\n [teleport]\n [filter]\n id=Mal Keshar\n [/filter]\n x,y=17,42\n [/teleport]\n {FACE_DIRECTION (id=Mal Keshar) ne}\n [teleport]\n [filter]\n id=Horo\n [/filter]\n x,y=22,41\n [/teleport]\n {FACE_DIRECTION (id=Horo) nw}\n [teleport]\n [filter]\n id=Kyara\n [/filter]\n x,y=20,42\n [/teleport]\n {FACE_DIRECTION (id=Kyara) nw}\n\n [unhide_unit][/unhide_unit]\n\n {REPLACE_SCENARIO_MUSIC \"nunc_dimittis.ogg\"}\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"There doesn\u2019t seem to be much more to see here. That\u2019s unfortunate.\"\n [/message]\n\n [message]\n speaker=Kyara\n # po: \"Our priestesses won\u2019t accept this truth.\" or something similarly terrifying.\n message= _ \"What we have found here is... frightening. We always thought that there was only one world, the one in which we live. Our priestesses won\u2019t... What do we do with this?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"This reminds me that the \u2018First\u2019 is also described in the ruins of a hidden city beneath the Heart Mountains. It is said that he created ten powerful demons, the Original Ten. All this would imply that all elves and other faerie creatures are descended, or at least created in the image of this mysterious wielder of the Arcane Flame, sister of Uria and Yechnagoth, and one of the Original Ten.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Eloh. That\u2019s her name \u2014 a name that was seldom heard in my times, for nearly nothing was known for certain about her and the myths neglected explaining the origin of every other race on Irdya. I suppose that Zhangor\u2019s influence upon Wesmere may have resulted in the reintroduction of that name to our kin\u2019s lore. Regardless, even though linguistics are not my specialty, I suspect that\u2019s still not her true name, much like the case of Yechnagoth.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"What you have learned here about all this... it would probably be best to keep it a secret for now, especially the allusions to other worlds. In these times when demons roam and spoil Irdya at will, realizing that they might be more closely related to us than we suspected, and that there might be more awaiting out there... it could be devastating to our cultures, to say the least. Perhaps after all this is over...\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"(snicker) And you say that Argan never intended to cause you any harm? All that we have found proves that he really wanted to destroy your kind after all! Using the powers of an ancient demon, no less!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I don\u2019t believe that any of this was done out of his own volition. He was... under Uria\u2019s control.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"So, have you forgotten what he said? \u201cI guess I had this coming ever since then.\u201d I know, his last words were very vague, but it certainly sounded like he was well aware of what he was doing the whole time. Perhaps it was not his intention to cause harm to you in particular, but the damage he caused throughout the continent, in the name of Uria, to the things you protect... did it not affect you? Furthermore, it seemed like Uria felt his loss. If he was a mere puppet of hers, would she have resented his death so much?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n {MOVE_UNIT id=Elynia 20 40}\n\n [delay]\n time=250\n [/delay]\n\n {MOVE_UNIT id=Elynia 19 41}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Elynia slowly approached Mal Keshar with a grim expression in her eyes \u2014 neither the lich nor Galas had seen that much rage reflected in her before.\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n {MOVE_UNIT id=Elynia 18 41}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"You know nothing.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I saw enough. I heard enough.\"\n [/message]\n\n [message]\n speaker=Horo\n message= _ \"(nervously) We should return to the surface before we run out of provisions.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Elynia... if I\u2019m not mistaken, we found a journal in the Heart, and you have kept it all this time with you, correct?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"I... the elf who suggested that we take the journal, he was under Uria\u2019s control, wasn\u2019t he? It might not truly be Argan\u2019s.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"I am sure it is. I knew L\u00e9dinor well enough, and I\u2019m sure that was him speaking, not Uria. It was later that his face and demeanor changed completely. No matter what Uria said, I\u2019m certain that L\u00e9dinor was struggling to overcome her control all that time, resisting it long enough to help us, even though he knew she would succeed in the end. If he had told us about it, he would have collapsed much earlier.\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"We are descendants of Eloh, and as the Quenoth elves know, not even Yechnagoth\u2019s mind control can work on us that easily.\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"I know you are probably hesitant about reading Argan\u2019s journal because you fear to learn more about how much of a monster he became...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"I...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"If you prefer, I could read it for you, and keep any details besides what is relevant to our quest from reaching anyone.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"(with a calmer expression) Very well.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"In the meantime, perhaps you could socialize with the locals or something. Perhaps try to have fun and smile? It really helps when you\u2019ve lived for so long \u2014 I should be one to know. While you do that, I\u2019ll be killing myself reading a damn book; I haven\u2019t found any good reading material since the Fall, you know? It seems like everyone suddenly forgot how to read and write after the Wesnothians singlehandedly ended the world!\"\n [/message]\n\n [message]\n speaker=Kyara\n message= _ \"... You are already dead.\"\n [/message]\n [/event]\n\n [event]\n name=time over\n\n #\n # I could not think of any good reason for the defeat on end-of-turns; the\n # baddies aren't going to invade Quenoth any time soon, but I can't let the\n # player milk income forever.\n #\n\n [message]\n speaker=Horo\n message= _ \"We have spent too much time in these caverns, and many of my men are starving.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"(sighs, staring at the ceiling) Why do we always have a time limit of some sort for everything we do?\"\n [/message]\n [/event]\n\n#undef __MSG_POWER_UP_GLYPH\n#undef __LIBRARY_GLYPH\n#undef __LIBRARY_GLYPH_BASE\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=08_Fear\n name= _ \"Fear\"\n {MAP 08_Fear.map}\n {TURNS 34 32 30}\n next_scenario=\"09_The_Triad_part_1\"\n victory_when_enemies_defeated=no\n\n {A_DEATHS}\n\n {SCENARIO_MUSIC \"heroes_rite.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"nunc_dimittis.ogg\"}\n\n {STORYTXT_FEAR}\n\n {DUSK2} {GLOBAL_LIGHTING_BAD_DUSK}\n {LONGDARK1} {GLOBAL_LIGHTING_BAD_NIGHT}\n {LONGDARK2} {GLOBAL_LIGHTING_BAD_NIGHT}\n {LONGDARK3} {GLOBAL_LIGHTING_BAD_NIGHT}\n {LONGDARK4} {GLOBAL_LIGHTING_BAD_NIGHT}\n {DAWN1} {GLOBAL_LIGHTING_BAD_DAWN}\n {MORNING1} {GLOBAL_LIGHTING_BAD_MORNING}\n {MIDDAY1} {GLOBAL_LIGHTING_BAD_DAY}\n {AFTERNOON1} {GLOBAL_LIGHTING_BAD_DAY}\n {DUSK1} {GLOBAL_LIGHTING_BAD_DUSK}\n {SHORTDARK} {GLOBAL_LIGHTING_BAD_NIGHT_SHORT}\n {DAWN2} {GLOBAL_LIGHTING_BAD_DAWN}\n {MORNING2} {GLOBAL_LIGHTING_BAD_MORNING}\n {MIDDAY2} {GLOBAL_LIGHTING_BAD_DAY}\n {AFTERNOON2} {GLOBAL_LIGHTING_BAD_DAY}\n\n {SHAXTHAL_SET_SURFACE_VARIATIONS_FLAG}\n\n # wmllint: validate-off\n\n [side]\n save_id=player\n\n controller=human\n side=1\n team_name=player\n user_team_name= _ \"team_name^Galas\"\n\n {GOLD 340 320 300}\n\n shroud,fog=yes,yes\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n\n [side]\n side=2\n no_leader,hidden=yes,yes\n {CHAOS_FLAG}\n team_name=foe\n user_team_name= _ \"team_name^Enemies\"\n controller=null\n [/side]\n\n [side]\n side=3\n no_leader,hidden=yes,yes\n {CHAOS_FLAG}\n team_name=foe\n user_team_name= _ \"team_name^Enemies\"\n controller=null\n\n [unit]\n type=Shaxthal Drone\n x,y=36,26\n id=event drone\n variation=surface\n [/unit]\n [/side]\n\n # wmllint: validate-on\n\n [event]\n name=prestart\n # wmllint: recognize Elynia\n {RECALL_ELYNIA}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR}\n # wmllint: recognize Horo\n {RECALL_HORO}\n # wmllint: recognize Kyara\n {RECALL_KYARA}\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Explore the peninsula\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Horo\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Kyara\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n [/event]\n\n [event]\n name=start\n [message]\n speaker=Galas\n message= _ \"The fog is so thick I can barely see anything in the distance. It\u2019s rather unsettling...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Indeed. We should explore this peninsula carefully and stay together. Maybe we can find an abandoned castle or village where we can rest while we plan our next course of action.\"\n [/message]\n\n [message]\n speaker=Horo\n message= _ \"The air is unusually dense. There\u2019s something more about this place I don\u2019t like.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"We may soon find out...\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x=1-40\n y=1-30\n side=1\n [/filter]\n\n [fire_event]\n name=start battle\n [/fire_event]\n [/event]\n\n {FIRE_EVENT_ON_STUMBLE_UPON (start battle) (\n id=event drone\n )}\n\n [event]\n name=start battle\n first_time_only=yes\n\n [store_starting_location]\n side=2\n variable=sl\n [/store_starting_location]\n\n [modify_side]\n side=2\n controller=ai\n {GOLD 150 170 185}\n {INCOME 0 1 2}\n hidden=no\n recruit=Chaos Invader,Chaos Raider,Chaos Bowman\n [/modify_side]\n\n [unit]\n canrecruit=yes\n x,y=$sl.x,$sl.y\n side=2\n type=Chaos Magus\n id=Essornius\n name= _ \"Essornius\"\n facing=se\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_INTELLIGENT}\n [/modifications]\n [/unit]\n\n {GENERIC_UNIT 2 (Chaos Crossbowman) 11 14} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n#ifndef EASY\n {GENERIC_UNIT 2 (Chaos Crossbowman) 14 11} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n#endif\n {GENERIC_UNIT 2 (Doom Guard) 13 13} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n\n # not guardians\n {GENERIC_UNIT 2 (Chaos Cavalier) 10 12} {NO_UPKEEP_NO_OVERLAY} {FACING se}\n#ifndef EASY\n {GENERIC_UNIT 2 (Chaos Cavalier) 11 11} {NO_UPKEEP_NO_OVERLAY} {FACING se}\n#endif\n\n {CAPTURE_VILLAGES 2 $sl.x $sl.y 8}\n\n [store_starting_location]\n side=3\n variable=sl\n [/store_starting_location]\n\n [modify_side]\n side=3\n controller=ai\n {GOLD 190 210 220}\n {INCOME 0 2 4}\n hidden=no\n recruit=Shaxthal Runner Drone,Shaxthal Drone,Shaxthal Razorbird\n [/modify_side]\n\n [unit]\n canrecruit=yes\n x,y=$sl.x,$sl.y\n side=3\n type=Shaxthal War Drone\n facing=se\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n\n # This is needed so the AI doesn't send the drone to\n # capture the village this turn.\n [capture_village]\n side=3\n x,y=34,24\n [/capture_village]\n\n {GENERIC_UNIT 3 (Shaxthal Sentry Drone) 27 9} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION surface} {FACING se}\n {GENERIC_UNIT 3 (Shaxthal Sentry Drone) 38 8} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION surface} {FACING sw}\n {GENERIC_UNIT 3 (Shaxthal Sentry Drone) 30 2} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION surface} {FACING se}\n#ifndef EASY\n {GENERIC_UNIT 3 (Shaxthal Sentry Drone) 33 5} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION surface} {FACING se}\n#endif\n\n # not guardians\n {GENERIC_UNIT 3 (Shaxthal Protector Drone) 29 7} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n#ifndef EASY\n {GENERIC_UNIT 3 (Shaxthal Protector Drone) 31 6} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n#endif\n\n {CAPTURE_VILLAGES 3 $sl.x $sl.y 11}\n\n {APPEND_MUSIC \"western_theme2.ogg\"}\n {APPEND_MUSIC \"climactic_contemplation.ogg\"}\n {APPEND_MUSIC \"northerners.ogg\"}\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Defeat all enemy leaders\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Horo\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Kyara\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n\n {CLEAR_VARIABLE sl}\n\n [remove_shroud]\n x,y=36,26\n radius=2\n side=1\n [/remove_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=36,26\n [/scroll_to]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Kyara\n message= _ \"What kind of infernal spawn is that thing?!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Shaxthals. We are definitely not alone here.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"We\u2019ll have to fight our way through this place then.\"\n [/message]\n\n [event]\n name=enemies defeated\n\n {ENDLEVEL_VICTORY yes} {NO_ENDLEVEL_MUSIC}\n [/event]\n [/event]\n\n [event]\n name=victory\n\n [store_unit]\n [filter]\n id=Mal Keshar\n [/filter]\n variable=malin_store\n kill=no\n [/store_unit]\n\n [store_unit]\n [filter]\n id=Elynia\n [/filter]\n variable=elynia_store\n kill=yes\n [/store_unit]\n\n [hide_unit]\n id=Galas\n [/hide_unit]\n\n [message]\n speaker=Horo\n message= _ \"Yes, we did it!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Let\u2019s leave this land as quickly as possible.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [invert_direction]\n variable=malin_store.facing\n [/invert_direction]\n\n [unstore_unit]\n variable=malin_store\n find_vacant=no\n [/unstore_unit]\n\n [redraw][/redraw]\n\n [fade_out_music]\n duration=750\n [/fade_out_music]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Galas?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [invert_direction]\n variable=malin_store.facing\n [/invert_direction]\n\n [unstore_unit]\n variable=malin_store\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE malin_store}\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"... Elynia?\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=09_The_Triad_part_1\n name= _ \"The Triad \u2014 Part 1\"\n {MAP 09_The_Triad_part_1.map}\n turns=-1\n next_scenario=\"09_The_Triad_part_2\"\n victory_when_enemies_defeated=no\n\n disallow_recall=yes\n\n {FULLSCREEN_CUTSCENE_UI}\n\n {A_DEATHS}\n\n {SCENARIO_MUSIC \"the_dangerous_symphony.ogg\"}\n\n {STORYTXT_THE_TRIAD}\n\n {INDOORS} {SCHEDULE_LIGHTING -30 -40 -20}\n\n # wmllint: validate-off\n\n [side]\n save_id=player\n\n controller=human\n side=1\n team_name=player\n user_team_name= _ \"team_name^Galas\"\n\n {NO_ECONOMY}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n\n [side]\n side=2\n team_name=foe\n user_team_name= _ \"team_name^Enemies\"\n {CHAOS_FLAG}\n color=gold\n\n {NO_ECONOMY}\n\n canrecruit=yes\n # wmllint: recognize Elyssa\n {CHARACTER_STATS_ELYSSA}\n facing=sw\n [/side]\n\n [side]\n side=3\n team_name=foe\n user_team_name= _ \"team_name^Enemies\"\n {CHAOS_FLAG}\n\n {NO_ECONOMY}\n\n canrecruit=yes\n # wmllint: recognize Mal Kendria\n {CHARACTER_STATS_MAL_KENDRIA}\n facing=se\n [/side]\n\n [side]\n side=4\n team_name=foe\n user_team_name= _ \"team_name^Enemies\"\n {CHAOS_FLAG}\n\n {NO_ECONOMY}\n\n canrecruit=yes\n # wmllint: recognize Nar-hamoth\n {CHARACTER_STATS_NAR_HAMOTH}\n facing=sw\n [/side]\n\n [side]\n side=5\n team_name=foe\n user_team_name= _ \"team_name^Enemies\"\n {CHAOS_FLAG}\n\n {NO_ECONOMY}\n\n canrecruit=yes\n # wmllint: recognize Mal Hekuba\n {CHARACTER_STATS_MAL_HEKUBA}\n facing=sw\n [/side]\n\n [side]\n side=6\n team_name=foe\n user_team_name= _ \"team_name^Enemies\"\n {CHAOS_FLAG}\n hidden=yes\n\n no_leader=yes\n {NO_ECONOMY}\n [/side]\n\n [side]\n side=7\n team_name=foe\n user_team_name= _ \"team_name^Enemies\"\n {CHAOS_FLAG}\n hidden=yes\n\n no_leader=yes\n {NO_ECONOMY}\n [/side]\n\n [side]\n side=8\n team_name=foe\n user_team_name= _ \"team_name^Enemies\"\n {CHAOS_FLAG}\n hidden=yes\n\n no_leader=yes\n {NO_ECONOMY}\n [/side]\n\n # wmllint: validate-on\n\n {ANIMATED_BRAZIER 4 4 }\n\n {ANIMATED_BRAZIER 20 9 }\n\n {ANIMATED_BRAZIER 14 12}\n\n {ANIMATED_BRAZIER 4 10}\n\n {PLACE_IMAGE scenery/banner-uria-standing.png 10 3}\n {PLACE_IMAGE scenery/banner-yechnagoth-standing.png 9 4}\n {PLACE_IMAGE scenery/banner-uria-standing.png 8 4}\n {PLACE_IMAGE scenery/banner-yechnagoth-standing.png 7 5}\n\n {PLACE_IMAGE scenery/banner-uria-standing.png 20 8}\n {PLACE_IMAGE scenery/banner-yechnagoth-standing.png 19 9}\n {PLACE_IMAGE scenery/banner-uria-standing.png 18 9}\n {PLACE_IMAGE scenery/banner-yechnagoth-standing.png 17 10}\n\n {PLACE_IMAGE scenery/banner-uria-standing-sw.png 8 7}\n {PLACE_IMAGE scenery/banner-yechnagoth-standing-sw.png 13 10}\n\n {FORCE_CHANCE_TO_HIT (side=1) () 100 ({VARIABLE_NUMERICAL_EQUALS turn_number 1})}\n\n {CAVE_NOISE_SOUND_SOURCE}\n\n [event]\n name=prestart\n\n [item]\n x,y=15,6\n image=\"items/staff-elynia-niryone.png\"\n [/item]\n\n [store_side]\n side=1\n variable=main_side1_stats\n [/store_side]\n\n [modify_side]\n side=1\n gold=0\n [/modify_side]\n\n [disallow_recruit]\n side=1\n type=$main_side1_stats.recruit\n [/disallow_recruit]\n\n {FACE_DIRECTION (id=Galas) ne}\n\n # wmllint: recognize Elynia\n\n [if]\n {VARIABLE_NUMERICAL_EQUALS elynia_store.length 0}\n [then]\n {RECALL_ELYNIA}\n\n [store_unit]\n [filter]\n id=Elynia\n [/filter]\n variable=elynia_store\n kill=yes\n [/store_unit]\n [/then]\n [/if]\n\n [set_variables]\n name=elynia_store\n mode=merge\n [value]\n x,y=14,6\n hitpoints=\"$($elynia_store.max_hitpoints * 0.75)\"\n facing=ne\n [/value]\n [/set_variables]\n\n [unstore_unit]\n variable=elynia_store\n [/unstore_unit]\n\n [object]\n [filter]\n id=Elynia\n [/filter]\n [effect]\n apply_to=variation\n name=chained\n [/effect]\n silent=yes\n [/object]\n\n #\n # Apparently the variation switch resets current HP.\n #\n {MODIFY_UNIT id=Elynia hitpoints $elynia_store.hitpoints}\n\n [unit]\n side=6\n type=Chaos Invader\n x,y=10,6\n facing=se\n [/unit]\n [unit]\n side=6\n type=Chaos Invader\n x,y=11,6\n facing=se\n [/unit]\n [unit]\n side=6\n type=Chaos Invader\n x,y=12,5\n facing=se\n [/unit]\n [unit]\n side=6\n type=Chaos Invader\n x,y=13,5\n facing=se\n [/unit]\n\n [unit]\n side=6\n type=Chaos Invader\n x,y=17,7\n facing=nw\n [/unit]\n [unit]\n side=6\n type=Chaos Invader\n x,y=16,7\n facing=nw\n [/unit]\n [unit]\n side=6\n type=Chaos Invader\n x,y=15,8\n facing=nw\n [/unit]\n [unit]\n side=6\n type=Chaos Invader\n x,y=14,8\n facing=nw\n [/unit]\n\n [unit]\n side=6\n type=Chaos Razerman\n x,y=12,7\n facing=ne\n id=Aethercyn\n name= _ \"Aethercyn\"\n [/unit]\n\n [unit]\n side=6\n type=Hell Guardian\n x,y=20,12\n facing=nw\n [/unit]\n\n [unit]\n side=6\n type=Doom Guard\n x,y=7,5\n facing=ne\n [/unit]\n\n [unit]\n side=6\n type=Chaos Invader\n x,y=4,6\n facing=se\n [/unit]\n [unit]\n side=6\n type=Chaos Invader\n x,y=14,10\n facing=nw\n [/unit]\n [unit]\n side=6\n type=Chaos Invader\n x,y=6,10\n facing=ne\n [/unit]\n [unit]\n side=6\n type=Chaos Invoker\n x,y=6,11\n facing=ne\n [/unit]\n [unit]\n side=6\n type=Chaos Magus\n x,y=19,9\n facing=nw\n [/unit]\n [unit]\n side=6\n type=Chaos Lorekeeper\n x,y=16,6\n facing=sw\n [/unit]\n\n [unit]\n side=6\n type=Chaos Invoker\n x,y=6,6\n facing=se\n [/unit]\n\n [unit]\n side=6\n type=Chaos Bowman\n x,y=17,11\n facing=nw\n [/unit]\n\n [store_unit]\n [filter]\n id=Elyssa\n [/filter]\n kill,variable=yes,elyssa_store\n [/store_unit]\n\n [store_locations]\n x=2,10,24,10\n y=7,13, 6, 1\n variable=shaxthal_spawns\n [/store_locations]\n\n [store_locations]\n x= 24, 1\n y=13-15,13-15\n variable=chaos_spawns\n [/store_locations]\n\n {LOCK_VIEW}\n [/event]\n\n [event]\n name=start\n [message]\n speaker=Elynia\n message= _ \"Galas... you too...\"\n [/message]\n\n [message]\n speaker=Mal Hekuba\n message= _ \"Well done, Kendria. Well done.\"\n [/message]\n\n [message]\n speaker=Nar-hamoth\n # po: \u201cmaster\u201d here is feminine\n message= _ \"I see that the little vermin fell into the master\u2019s trap as expected. And they brought the Ruby of Fire with them! Ha, ha!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"What are you talking about...\"\n [/message]\n\n [animate_attack]\n [filter]\n id=Galas\n [/filter]\n [filter_second]\n x,y=12,7\n [/filter_second]\n [filter_attack]\n range=melee\n [/filter_attack]\n kill=no\n animate=yes\n fire_event=no\n amount=13\n #experience=no\n [/animate_attack]\n\n [message]\n x,y=12,7\n message= _ \"Keep it shut, you fool!\"\n [/message]\n\n [message]\n speaker=Mal Hekuba\n message= _ \"Let him be. After all, it would be bad form to not tell them our plans before disposing of their souls, wouldn\u2019t it?\"\n [/message]\n\n [message]\n speaker=Nar-hamoth\n message= _ \"We would have killed you on sight, rats, but our master greatly wanted to see your faces one last time.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"You... don\u2019t have... a master... We killed... him...\"\n [/message]\n\n [move_unit_fake]\n side=$elyssa_store.side\n type=$elyssa_store.type\n x=23,22,21,20\n y= 1, 1, 2, 2\n [/move_unit_fake]\n\n [unstore_unit]\n variable=elyssa_store\n [/unstore_unit]\n\n {CLEAR_VARIABLE elyssa_store}\n\n [message]\n speaker=Elyssa\n message= _ \"We have reserves, my dear.\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"You...?!\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"As you can see, I am in charge of this place and the Chaos Empire now. It is my intention to show you my gratitude for giving me this perfect opportunity to cleanse the path for Uria to do her will.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Irdya, like many other worlds, has certain anomalies which result in spatial connections forming between it and Inferno, where Uria and her subjects live. These anomalies are very well protected and guarded by ancient demons who do not allow anyone to traverse the breach in either direction.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Long ago, a group of sorcerers on this earth created a number of artifacts that could be used to open or close portals from one location of Irdya to another. Theoretically, those artifacts could also be used to create new, unguarded connections between Irdya and Inferno.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"The artifacts were replicas of an original that was thought lost long ago. We learned that, after changing owners many times throughout its winding history, it came to be used as a symbol of the nation that would become responsible for creating Naia. At some point, somebody ordered its destruction so it would never again be misused by anyone in the land.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"I literally wasted my life trying to find it. In the end, it found me instead, long after I gave up on my search! But of course, its bearer unwittingly brought it before my eyes while wielding a power I could not withstand, the power of the Union. Does this sound familiar to you?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Had Argan known that the artifact existed, and that his companion had always carried it with her, we would have settled this matter long ago. There would have been no need to trace the rifts created by Naia and her fallen sister. Instead of searching for the Ruby of Fire, we should have searched for the staff that once belonged to the Enchantress Niryone of Wesmere!\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Well done... then... It\u2019s... yours... now... What are you waiting for?\"\n [/message]\n\n [message]\n speaker=Nar-hamoth\n message= _ \"Now that we have the artifact, we can use it to merge this pitiful world with Inferno...\"\n [/message]\n\n [message]\n speaker=Mal Hekuba\n message= _ \"... dispel the curse of Iluvia...\"\n [/message]\n\n [message]\n speaker=Mal Kendria\n message= _ \"... and reunite Uria and the other Guardians...\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"... to restore the Initial Order.\"\n [/message]\n\n [move_unit]\n id=Elyssa\n to_x=15\n to_y=6\n [/move_unit]\n\n [message]\n speaker=Elyssa\n message= _ \"Give me this.\"\n [/message]\n\n [remove_item]\n x,y=15,6\n [/remove_item]\n\n [object]\n [filter]\n id=Elyssa\n [/filter]\n [effect]\n apply_to=variation\n name=e2s12_cutscene\n [/effect]\n silent=yes\n [/object]\n\n [redraw][/redraw]\n\n [move_unit]\n id=Elyssa\n to_x=16\n to_y=5\n [/move_unit]\n\n [message]\n speaker=Elyssa\n message= _ \"Now this belongs to us.\"\n [/message]\n\n {FACE_DIRECTION (x,y=16,6) n}\n\n [message]\n speaker=Mal Kendria\n message= _ \"Yes! It belongs to us! May I borrow it for a second, my lady?\"\n [/message]\n\n [sound]\n name=magic-dark-big.ogg\n [/sound]\n\n {PLAY_LEVELOUT_ANIM (x,y=16,6)}\n\n [kill]\n x,y=16,6\n [/kill]\n\n # wmllint: recognize Mal Keshar\n\n {RECALL_MAL_KESHAR_AT_LOCATION 16 6}\n\n {FACE_DIRECTION (id=Mal Keshar) n}\n\n {PLAY_LEVELIN_ANIM (id=Mal Keshar)}\n\n [redraw][/redraw]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"This is not over yet!\"\n [/message]\n\n [sound]\n name=magic-dark-big.ogg\n [/sound]\n\n [color_adjust]\n red,green,blue=67,67,67\n [/color_adjust]\n\n [color_adjust]\n red,green,blue=100,100,100\n [/color_adjust]\n\n [hide_unit][/hide_unit]\n\n [color_adjust]\n red,green,blue=500,500,500\n [/color_adjust]\n\n#define TT_INFILTRATE X Y UNIT_ATTRS\n\n [kill]\n x,y={X},{Y}\n [/kill]\n\n [hidden_unit]\n {UNIT_ATTRS}\n x,y={X},{Y}\n side=1\n random_traits=yes\n generate_name=yes\n [modifications]\n {TRAIT_LOYAL}\n [/modifications]\n [/hidden_unit]\n#enddef\n\n {TT_INFILTRATE 11 6 (\n facing=se\n type=Orcish Archer\n )}\n\n {TT_INFILTRATE 13 5 (\n facing=se\n type=Orcish Archer\n )}\n\n {TT_INFILTRATE 14 8 (\n facing=nw\n type=Skeleton\n )}\n\n {TT_INFILTRATE 16 7 (\n facing=nw\n type=Orcish Grunt\n )}\n\n {TT_INFILTRATE 17 7 (\n facing=nw\n type=Revenant\n )}\n\n {TT_INFILTRATE 6 10 (\n facing=ne\n type=Revenant\n )}\n\n {TT_INFILTRATE 14 10 (\n facing=nw\n type=Deathblade\n )}\n\n {TT_INFILTRATE 6 6 (\n facing=se\n type=Dark Adept\n )}\n\n {TT_INFILTRATE 17 11 (\n facing=nw\n type=Skeleton Archer\n )}\n\n {TT_INFILTRATE 4 6 (\n facing=se\n type=Orcish Grunt\n )}\n\n {TT_INFILTRATE 12 12 (\n facing=se\n type=Revenant\n )}\n\n#undef TT_INFILTRATE\n\n#define TT_WC X Y\n [hidden_unit]\n side=1\n type=Walking Corpse\n x,y={X},{Y}\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_UNDEAD}\n [/modifications]\n [/hidden_unit]\n#enddef\n\n {TT_WC 17 9}\n {TT_WC 9 8}\n {TT_WC 10 5}\n {TT_WC 8 5}\n\n#undef TT_WC\n\n#define TT_FAERIE X Y\n [hidden_unit]\n side=1\n type=Faerie Sprite\n x,y={X},{Y}\n [modifications]\n {TRAIT_LOYAL}\n [/modifications]\n [/hidden_unit]\n#enddef\n\n {TT_FAERIE 5 12}\n {TT_FAERIE 5 3}\n {TT_FAERIE 6 7}\n\n#undef TT_FAERIE\n\n [color_adjust]\n red,green,blue=67,67,67\n [/color_adjust]\n\n [unhide_unit][/unhide_unit]\n\n [color_adjust]\n red,green,blue=33,33,33\n [/color_adjust]\n\n [color_adjust]\n red,green,blue=0,0,0\n [/color_adjust]\n\n [animate_unit]\n [filter]\n id=Mal Keshar\n [/filter]\n\n hits=hit\n with_bars=yes\n flag=attack\n [primary_attack]\n range=ranged\n [/primary_attack]\n\n [animate]\n [filter]\n id=Elyssa\n [/filter]\n\n text=\"26\" # wmllint: ignore\n red=255\n with_bars=yes\n hits=hit\n flag=defend\n [/animate]\n [/animate_unit]\n\n [store_unit]\n [filter]\n id=Elyssa\n [/filter]\n variable=elyssa_store\n [/store_unit]\n\n {VARIABLE elyssa_store.hitpoints \"$($elyssa_store.hitpoints - 26)\"}\n\n [unstore_unit]\n variable=elyssa_store\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE elyssa_store}\n\n {REPLACE_SCENARIO_MUSIC (\"the_city_falls.ogg\")}\n\n [object]\n [filter]\n id=Elyssa\n [/filter]\n [effect]\n apply_to=variation\n name=none\n [/effect]\n silent=yes\n [/object]\n\n [item]\n x,y=15,6\n image=\"items/staff-elynia-niryone.png~FL(horiz)\"\n [/item]\n\n [message]\n speaker=Elyssa\n message= _ \"AAAAAAAAAAH!\" # wmllint: no spellcheck\n [/message]\n\n#define TT_ELYSSA_STEP_BACK _TO_X _TO_Y\n [store_unit]\n [filter]\n id=Elyssa\n [/filter]\n variable=elyssa_store\n kill=yes\n [/store_unit]\n\n [move_unit_fake]\n type=$elyssa_store.type\n side=$elyssa_store.side\n # NOTE: this assumes that she will never get north-facing\n # frames.\n image_mods=\"FL(horiz)\"\n x=$elyssa_store.x,{_TO_X}\n y=$elyssa_store.y,{_TO_Y}\n [/move_unit_fake]\n\n [set_variables]\n name=elyssa_store\n mode=merge\n [literal]\n facing=sw\n x={_TO_X}\n y={_TO_Y}\n [/literal]\n [/set_variables]\n\n [unstore_unit]\n variable=elyssa_store\n [/unstore_unit]\n\n {CLEAR_VARIABLE elyssa_store}\n#enddef\n\n {TT_ELYSSA_STEP_BACK 17 5}\n\n [message]\n speaker=Elyssa\n message= _ \"How did you\u2014\"\n [/message]\n\n [remove_item]\n x,y=15,6\n [/remove_item]\n\n [unstore_unit]\n variable=elynia_store\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE elynia_store}\n\n {TT_ELYSSA_STEP_BACK 19 4}\n\n {FACE_DIRECTION (id=Mal Kendria) sw}\n\n [message]\n speaker=Mal Kendria\n message= _ \"Kill the intruders! Kill them all! NOW!\"\n [/message]\n\n {TT_ELYSSA_STEP_BACK 20 2}\n\n#undef TT_ELYSSA_STEP_BACK\n\n #\n # Protect the Triad leaders from the player.\n #\n\n [terrain]\n x=14, 15, 15, 15, 16, 17, 18, 19, 20, 21, 22\n y=3 , 2 , 3 , 4 , 4 , 5 , 5 , 6 , 5 , 5 , 5\n terrain=^Xo\n layer=overlay\n [/terrain]\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Defeat all enemy leaders\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n )}\n\n {RESET_THEME}\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=turn 2\n\n [message]\n speaker=Elyssa\n message= _ \"By the power you have bestowed upon me, Uria, may the spells conferring life to the dead be canceled now!\"\n [/message]\n\n {UNIT_SPELL_POPUP id=Elyssa _\"dispel undead\"}\n\n {FLASH_RED (\n [sound]\n name=\"lightning.ogg\"\n [/sound]\n [sound]\n name=\"dragonstick.ogg\"\n [/sound]\n )}\n\n [kill]\n race=undead\n side=1\n {NOT_ON_RECALL_LIST}\n [not]\n id=Mal Keshar\n [/not]\n animate=yes\n fire_event=yes\n [/kill]\n\n [harm_unit]\n [filter]\n id=Mal Keshar\n [/filter]\n kill=no\n animate=yes\n # 75% current HP damage\n amount=\"$($this_unit.hitpoints * 0.75)\"\n [primary_attack]\n range=ranged\n [/primary_attack]\n [/harm_unit]\n\n [message]\n speaker=Mal Keshar\n message= _ \"AGGGGGGGGGHHHHH!!!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"What is this...?!\"\n [/message]\n\n {MODIFY_UNIT id=Elyssa level 6}\n\n [message]\n speaker=Elyssa\n message= _ \"Unbind the dust from this world and smite the unworthy descendants of Xia\u2019el!\"\n [/message]\n\n {UNIT_SPELL_POPUP id=Elyssa _\"dispel faerie\"}\n\n {FLASH_RED (\n [sound]\n name=\"lightning.ogg\"\n [/sound]\n [sound]\n name=\"magic-dark-big.ogg\"\n [/sound]\n )}\n\n [kill]\n race=faerie\n side=1\n {NOT_ON_RECALL_LIST}\n [not]\n id=Elynia\n [/not]\n animate=yes\n fire_event=yes\n [/kill]\n\n [harm_multiple_units]\n [filter]\n id=Galas,Elynia\n [/filter]\n kill=no\n animate=yes\n # Deal 40% max HP damage to Elynia, 30% max HP to Galas\n amount=\"$($this_unit.max_hitpoints * if('$this_unit.id' = 'Elynia', 0.40, 0.30))\"\n [primary_attack]\n range=ranged\n [/primary_attack]\n [/harm_multiple_units]\n\n [message]\n speaker=Galas\n message= _ \"This... is this the kind of powers possessed by Uria?!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"We need to get out of this place, quickly!\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Kendria, call upon our new weapon.\"\n [/message]\n\n [message]\n speaker=Mal Kendria\n message= _ \"But we... we haven\u2019t finished\u2014\"\n [/message]\n\n [store_unit]\n [filter]\n id=Elyssa\n [/filter]\n kill,variable=yes,elyssa_store\n [/store_unit]\n\n [move_unit_fake]\n side=$elyssa_store.side\n type=$elyssa_store.type\n x=20-21,22-23\n y= 2, 1\n [/move_unit_fake]\n\n {CLEAR_VARIABLE elyssa_store}\n\n [message]\n speaker=Mal Hekuba\n message= _ \"Reinforcements! Don\u2019t allow them to escape!\"\n [/message]\n\n [move_unit_fake]\n type=Doom Guard\n x= 1, 2, 3\n y=14,13,13\n side=8\n [/move_unit_fake]\n\n [unit]\n side=8\n type=Doom Guard\n x,y=3,13\n facing=ne\n [/unit]\n\n [move_unit_fake]\n type=Chaos Magus\n x= 1, 2, 2\n y=14,13,12\n side=8\n [/move_unit_fake]\n\n [unit]\n side=8\n type=Chaos Magus\n x,y=2,12\n facing=ne\n [/unit]\n\n [move_unit_fake]\n type=Chaos Razerman\n x=24,19\n y=14,13\n side=8\n [/move_unit_fake]\n\n [unit]\n side=8\n type=Chaos Razerman\n x,y=19,13\n facing=nw\n [/unit]\n\n [move_unit_fake]\n type=Doom Guard\n x=24,19\n y=14,12\n side=8\n [/move_unit_fake]\n\n [unit]\n side=8\n type=Doom Guard\n x,y=19,12\n facing=nw\n [/unit]\n\n [store_unit]\n [filter]\n id=Mal Kendria\n [/filter]\n kill,variable=yes,kendyare_store\n [/store_unit]\n\n [move_unit_fake]\n side=$kendyare_store.side\n type=$kendyare_store.type\n gender=female\n x=18,19,20,23\n y= 2, 3, 2, 1\n [/move_unit_fake]\n\n {CLEAR_VARIABLE kendyare_store}\n\n {DOOR_TILES_TO_UNITS 8}\n\n {HIGHLIGHT_IMAGE 1 1 \"items/gohere.png\" ()}\n\n [message]\n speaker=Galas\n message= _ \"That corridor is clear! It\u2019s our only hope!\"\n [/message]\n\n [modify_turns]\n value=6\n [/modify_turns]\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Move Galas, Elynia or Mal Keshar to the exit location\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n\n {TURNS_RUN_OUT}\n\n {NO_UNIT_CARRYOVER_NOTE}\n )}\n [/event]\n\n [event]\n name=side 2 turn end\n first_time_only=no\n [filter_condition]\n {VARIABLE_NUMERICAL_GREATER_THAN turn_number 1}\n [/filter_condition]\n\n [if]\n {VARIABLE_IS_EVEN turn_number}\n [then]\n {VARIABLE spawn_side 8}\n {VARIABLE spawn_types \"Chaos Invoker,Chaos Invader,Chaos Invader,Chaos Soulhunter,Chaos Headhunter,Dark Knight,Doom Guard,Chaos Magus\"}\n {VARIABLE_ARRAY_COPY locs chaos_spawns}\n [/then]\n [else]\n {VARIABLE spawn_side 2}\n {VARIABLE spawn_types \"Shaxthal Drone,Shaxthal Drone,Shaxthal Runner Drone,Shaxthal Protector Drone,Shaxthal Assault Drone,Shaxthal Assault Drone\"}\n {VARIABLE_ARRAY_COPY locs shaxthal_spawns}\n [/else]\n [/if]\n\n {VARIABLE_RANDOM spawn_count {DIFF 2..3 2..4 3..5}}\n\n [repeat]\n times=$spawn_count\n [do]\n # Somehow we tried to spawn too many units\n [if]\n {VARIABLE_NUMERICAL_EQUALS locs.length 0}\n [then]\n [break][/break]\n [/then]\n [/if]\n\n {VARIABLE_RANDOM spawn_type $spawn_types}\n {VARIABLE_RANDOM r \"0..$($locs.length - 1)\"}\n\n [store_direction]\n from_x,from_y=$locs[$r].x,$locs[$r].y\n # map center, unlikely to change so we don't need store_map_dimensions\n to_x,to_y=12,8\n [/store_direction]\n\n [unit]\n animate=yes\n side=$spawn_side\n type=$spawn_type\n random_traits=yes\n generate_name=yes\n random_gender=yes\n x=$locs[$r].x\n y=$locs[$r].y\n facing=$direction\n passable=yes\n [/unit]\n\n # Don't reuse the same location in this spawn cycle\n {CLEAR_VARIABLE locs[$r]}\n [/do]\n [/repeat]\n\n {CLEAR_VARIABLE spawn_side,spawn_types,spawn_type,spawn_count,locs,r,direction}\n [/event]\n\n [event]\n name=moveto\n [filter]\n x,y=1,1\n id=Galas,Elynia,Mal Keshar\n [/filter]\n\n {ENDLEVEL_QUIET}\n [/event]\n\n [event]\n name=victory\n [kill]\n side=1\n {NOT_ON_RECALL_LIST}\n [not]\n id=Elynia,Galas,Mal Keshar\n [/not]\n fire_event=no\n animate=no\n [/kill]\n\n {CLEAR_VARIABLE shaxthal_spawns,chaos_spawns}\n [/event]\n\n [event]\n name=time over\n\n [message]\n speaker=Mal Hekuba\n message= _ \"More reinforcements! Strike down those heathens, now!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"We weren\u2019t fast enough \u2014 now they are coming from that corridor as well!\"\n [/message]\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=09_The_Triad_part_2\n name= _ \"The Triad \u2014 Part 2\"\n {MAP 09_The_Triad_part_2.map}\n {TURNS 22 21 20}\n next_scenario=\"09_The_Triad_part_3\"\n victory_when_enemies_defeated=no\n\n disallow_recall=yes\n\n {A_DEATHS}\n\n #\n # NOTE: the story screen does not have an initial music track\n # on purpose. This is intended to allow music to continue playing\n # as it was at the end of E1S9.1.\n #\n [event]\n name=prestart\n [music]\n name=\"the_city_falls.ogg\"\n immediate=no\n [/music]\n [/event]\n\n {INDOORS} {SCHEDULE_LIGHTING -40 -40 -10}\n\n {SPAWN_CONTROLLER}\n\n # wmllint: validate-off\n\n [side]\n save_id=player\n\n controller=human\n side=1\n team_name=player\n user_team_name= _ \"team_name^Galas\"\n shroud=yes\n\n {NO_ECONOMY}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n\n [side]\n side=2\n team_name=foe\n user_team_name= _ \"team_name^Enemies\"\n color=gold\n {CHAOS_FLAG}\n hidden=yes\n\n {NO_ECONOMY}\n\n controller=null\n [/side]\n\n # wmllint: validate-on\n\n [side]\n side=3\n team_name=foe\n user_team_name= _ \"team_name^Enemies\"\n color=blue\n {CHAOS_FLAG}\n hidden=yes\n\n {NO_ECONOMY}\n\n {GOLD 120 100 90}\n\n canrecruit=no\n type=Shaxthal Stormblade Ivyel\n unrenamable=yes\n facing=sw\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_RESILIENT}\n [/modifications]\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 200.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n {AI_SIMPLE_ALWAYS_ASPECT passive_leader no}\n [/ai]\n [/side]\n\n [side]\n side=4\n team_name=foe\n user_team_name= _ \"team_name^Enemies\"\n {CHAOS_FLAG}\n hidden=yes\n\n no_leader=yes\n {NO_ECONOMY}\n [/side]\n\n #\n # Glyphs\n #\n\n {OBJ_HEALING_GLYPH 35 23}\n\n #\n # Enemy spawners\n #\n\n#define TT_EASY_SPAWNS\n type=\"Shaxthal Drone\"\n#enddef\n\n#define TT_MEDIUM_SPAWNS\n {QUANTITY type\n (\"Shaxthal Drone\")\n (\"Shaxthal Drone,Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Drone,Shaxthal Drone\")\n (\"Shaxthal Drone,Shaxthal Drone,Shaxthal Sentry Drone\")\n }\n#enddef\n\n {TIMED_DRONE_SPAWNER 5 ({TT_MEDIUM_SPAWNS}) 3 34 28}\n {TIMED_DRONE_SPAWNER 3 ({TT_EASY_SPAWNS}) 3 36 33}\n {TIMED_DRONE_SPAWNER 4 ({TT_EASY_SPAWNS}) 3 31 29}\n {TIMED_DRONE_SPAWNER 8 ({TT_MEDIUM_SPAWNS}) 3 31 35}\n {TIMED_DRONE_SPAWNER 7 ({TT_EASY_SPAWNS}) 3 33 34}\n {TIMED_DRONE_SPAWNER 6 ({TT_EASY_SPAWNS}) 3 25 27}\n {TIMED_DRONE_SPAWNER 10 ({TT_MEDIUM_SPAWNS}) 3 25 29}\n {TIMED_DRONE_SPAWNER 9 ({TT_EASY_SPAWNS}) 3 25 31}\n\n#undef TT_EASY_SPAWNS\n#undef TT_MEDIUM_SPAWNS\n\n {PLACE_IMAGE (\"items/box.png\") 32 20}\n\n#define TT_FOG_DEFINITION _FLAG _OPACITY\n {COMPOSITE_OVERLAY_PL *^&{_FLAG} 30 1 fog/fog1 (\"O({_OPACITY})\")}\n {COMPOSITE_OVERLAY_PL *^&{_FLAG} 43 1 fog/fog2 (\"O({_OPACITY})\")}\n {COMPOSITE_OVERLAY_PL *^&{_FLAG} 100 1 fog/fog3 (\"O({_OPACITY})\")}\n {COMPOSITE_TRANSITION_RESTRICTED_LF *^&{_FLAG} (!,*^&{_FLAG}) 1 overlay fog/fog (\"O({_OPACITY})\")}\n#enddef\n\n {TT_FOG_DEFINITION B 0.8}\n {TT_FOG_DEFINITION C 0.6}\n {TT_FOG_DEFINITION D 0.4}\n {TT_FOG_DEFINITION E 0.2}\n\n#undef TT_FOG_DEFINITION\n\n {CAVE_NOISE_SOUND_SOURCE}\n\n [event]\n name=prestart\n\n [modify_side]\n side=1\n gold=0\n [/modify_side]\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR}\n\n {FACE_DIRECTION side=1 nw}\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Locate an exit\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n\n {TURNS_RUN_OUT}\n\n {NO_UNIT_CARRYOVER_NOTE}\n )}\n\n [unit]\n side=3\n type=Shaxthal Rayblade\n x,y=29,22\n facing=sw\n [/unit]\n\n#define TT_PALETTE_OVERRIDE\n [modifications]\n [object]\n [effect]\n apply_to=\"image_mod\"\n add=\"PAL(shaxthal_drone_base>shaxthal_drone_brown)\"\n [/effect]\n [/object]\n [/modifications]\n#enddef\n\n [unit]\n side=3\n type=Shaxthal Drone\n x,y=29,21\n facing=sw\n {TT_PALETTE_OVERRIDE}\n [/unit]\n\n [unit]\n side=3\n type=Shaxthal Drone\n x,y=31,22\n facing=sw\n {TT_PALETTE_OVERRIDE}\n [/unit]\n\n [unit]\n side=3\n type=Shaxthal Sentry Drone\n x,y=28,22\n facing=sw\n {TT_PALETTE_OVERRIDE}\n [+modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_ARMORED}\n [/modifications]\n [/unit]\n\n#undef TT_PALETTE_OVERRIDE\n\n # Some extra anim\n # FIXME: dispose of the extra animation at some point later\n\n [object]\n silent=yes\n [filter]\n id=Mal Keshar\n [/filter]\n [effect]\n apply_to=new_animation\n [extra_anim]\n flag=void_recruiting\n start_time=-300\n [frame]\n duration=100\n image=\"units/undead-necromancers/ancient-lich-magic-1.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/undead-necromancers/ancient-lich-magic-2.png\"\n sound=magic-dark-big.ogg\n [/frame]\n [frame]\n duration=100\n image=\"units/undead-necromancers/ancient-lich-magic-3.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/undead-necromancers/ancient-lich-magic-1.png\"\n [/frame]\n [frame]\n duration=1\n image=\"units/undead-necromancers/ancient-lich.png\"\n [/frame]\n [/extra_anim]\n [/effect]\n [/object]\n [/event]\n\n [event]\n name=DEBUG1\n\n [teleport]\n [filter]\n id=Galas\n [/filter]\n x,y=26,24\n [/teleport]\n [teleport]\n [filter]\n id=Elynia\n [/filter]\n x,y=26,25\n [/teleport]\n [teleport]\n [filter]\n id=Mal Keshar\n [/filter]\n x,y=27,25\n [/teleport]\n [/event]\n\n [event]\n name=DEBUG2\n\n [teleport]\n [filter]\n id=Galas\n [/filter]\n x,y=19,17\n [/teleport]\n [teleport]\n [filter]\n id=Elynia\n [/filter]\n x,y=20,16\n [/teleport]\n [teleport]\n [filter]\n id=Mal Keshar\n [/filter]\n x,y=20,17\n [/teleport]\n [/event]\n\n [event]\n name=start\n [message]\n speaker=Galas\n message= _ \"We must make haste before their reinforcements catch up with us. Which direction should we go?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"A slight breeze comes from the passage to our left; we should follow it.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"These passages are eerily vacant. I feel we are being led into a trap of some sort...\"\n [/message]\n [/event]\n\n#define TT_REMOVE_SHROUD X Y RADIUS\n [remove_shroud]\n x={X}\n y={Y}\n radius={RADIUS}\n [filter_radius]\n [not]\n terrain=X*,*^X*\n [/not]\n [/filter_radius]\n side=1\n [/remove_shroud]\n#enddef\n\n [event]\n name=moveto\n [filter]\n side=1\n x=1-52\n y=22-31\n [/filter]\n\n [fire_event]\n name=gauntlet1\n [/fire_event]\n [/event]\n\n [event]\n {SIGHTED_SUF_BY_PLAYER (side=3)}\n\n [fire_event]\n name=gauntlet1\n [/fire_event]\n [/event]\n\n [event]\n name=gauntlet1\n\n {CLEAR_CAVE_SHROUD (\n x,y=34,31\n radius=4\n [or]\n x,y=40,29\n radius=2\n [/or]\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=36,30\n [/scroll_to]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"Mal Keshar, we\u2019ll need some reinforcements to get through!\"\n [/message]\n\n [animate_unit]\n [filter]\n id=Mal Keshar\n [/filter]\n flag=void_recruiting\n [/animate_unit]\n\n [s9_area_spawns]\n x=34-41\n y=29-31\n [not]\n [filter]\n [/filter]\n [/not]\n [not]\n terrain=Q*,X*,*^X*\n [/not]\n {QUANTITY skeletons 3 2 2}\n {QUANTITY ghosts 1 1 1}\n [/s9_area_spawns]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Things are looking rather grim... We have not fully recovered from that demon\u2019s attack, and her guards are in hot pursuit. Our backup has most certainly been scattered or slaughtered by now. What do you plan to do now that this has turned into a suicide mission?\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x=21,22,23,21,22,23,21,22,23\n y=21,20,20,22,21,21,23,22,22\n [/filter]\n\n [message]\n speaker=Galas\n message= _ \"A gate! Let\u2019s strike it down\u2014\"\n [/message]\n\n [sound]\n name=\"shaxthal-energy-prelude.ogg\"\n [/sound]\n\n [delay]\n time=100\n [/delay]\n\n [scroll_to]\n x,y=30,21\n {WARP}\n [/scroll_to]\n\n [sound]\n name=\"shaxthal-energy-fire.ogg\"\n [/sound]\n\n [delay]\n time=250\n [/delay]\n\n {QUAKE \"explosion-big.ogg\"}\n\n [terrain]\n x=26,26,27,27,28,29\n y=22,23,23,25,23,24\n terrain=Urb^Es\n [/terrain]\n\n {TT_REMOVE_SHROUD 30 21 4}\n\n [redraw]\n side=1\n [/redraw]\n\n {QUAKE \"cave-in.ogg\"}\n\n [delay]\n time=500\n [/delay]\n\n [sound]\n name=\"ambient/shaxthal-roam-1.ogg,ambient/shaxthal-roam-2.ogg\"\n [/sound]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"It\u2019s an ambush!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Damn them all! I don\u2019t know if I\u2019ll be able to keep on with this for much longer.\"\n [/message]\n\n [animate_unit]\n [filter]\n id=Mal Keshar\n [/filter]\n flag=void_recruiting\n [/animate_unit]\n\n [scroll_to]\n x,y=26,24\n [/scroll_to]\n\n [s9_area_spawns]\n x=22,23,23,24,24,24,25,25,25,26,26,26,27,27,27,27,28,28,28,29,29\n y=23,23,24,22,23,24,23,24,25,23,24,25,24,25,26,27,24,25,26,25,26\n [not]\n [filter]\n [/filter]\n [/not]\n [not]\n terrain=Q*,X*,*^X*\n [/not]\n {QUANTITY skeletons 4 3 2}\n {QUANTITY ghosts 2 1 1}\n [/s9_area_spawns]\n [/event]\n\n [event]\n name=last breath\n [filter]\n type=Shaxthal Stormblade Ivyel\n [/filter]\n\n [message]\n speaker=Galas\n message= _ \"It\u2019s running away!\"\n [/message]\n\n [store_unit]\n [filter]\n type=Shaxthal Stormblade Ivyel\n [/filter]\n kill=yes\n variable=ivyel_store\n [/store_unit]\n\n [move_unit_fake]\n type=$ivyel_store.type\n side=$ivyel_store.side\n x=$ivyel_store.x,31\n y=$ivyel_store.y,20\n [/move_unit_fake]\n\n # Ignore movement costs now\n\n [move_unit_fake]\n type=$ivyel_store.type\n side=$ivyel_store.side\n x=31,32,33,35\n y=20,17,15,14\n [/move_unit_fake]\n\n {CLEAR_VARIABLE ivyel_store}\n\n [message]\n speaker=Elynia\n message= _ \"I just hope it\u2019s sufficiently damaged so that it won\u2019t attack us from behind again. We need to advance, quickly.\"\n [/message]\n\n {DOOR_TILES_TO_UNITS 4}\n\n [kill]\n type=Door\n x=30,31-32\n y=18,19\n [/kill]\n\n {CLEAR_CAVE_SHROUD (x,y,radius=22,20,1)}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=22,19\n [/scroll_to]\n\n {HIGHLIGHT_GOAL x,y=\"21,22-23\",\"20,19\"}\n\n [scroll_to]\n x,y=$x2,$y2\n [/scroll_to]\n [/event]\n\n [event]\n name=die\n [filter]\n type=Door\n x=21,22,23\n y=20,19,19\n [/filter]\n\n [kill]\n x,y=$x1,$y1\n [/kill]\n\n {TT_REMOVE_SHROUD 20 18 3}\n\n {SCROLL_TO_LOCATION_AND_RETURN_TO_PRIMARY_UNIT 20 18}\n [/event]\n\n#define TT_FOG_STEP _FLAG\n [terrain]\n [and]\n terrain=*^&*\n [or]\n terrain=*^Zow\n [/or]\n [/and]\n terrain=^&{_FLAG}\n layer=overlay\n [/terrain]\n\n [redraw][/redraw]\n\n [delay]\n time=50\n [/delay]\n#enddef\n\n#define TT_AURA _X _Y _OPACITY\n [item_fast]\n x={_X}\n y={_Y}\n image=\"misc/blank-hex.png\"\n halo=\"halo/heart-aura.png~O(\"+{_OPACITY}+\")\"\n [/item_fast]\n#enddef\n\n#define TT_AURA_STEP _X _Y _OPACITY\n [remove_item]\n x={_X}\n y={_Y}\n [/remove_item]\n\n [item]\n x={_X}\n y={_Y}\n image=\"misc/blank-hex.png\"\n halo=\"halo/heart-aura.png~O(\"+{_OPACITY}+\")\"\n [/item]\n#enddef\n\n#define TT_ELYSSA_STEP _OPACITY\n [object]\n silent=yes\n [filter]\n id=Elyssa\n [/filter]\n [effect]\n apply_to=image_mod\n replace=\"O(\"+{_OPACITY}+\")\"\n [/effect]\n [/object]\n#enddef\n\n#define TT_ELYSSA_RESET\n [object]\n silent=yes\n [filter]\n id=Elyssa\n [/filter]\n [effect]\n apply_to=image_mod\n replace=\"NOP()\"\n [/effect]\n [/object]\n#enddef\n\n [event]\n name=moveto\n [filter]\n side=1\n x=1-22\n y=1-15\n [and]\n id=Galas\n [or]\n id=Mal Keshar\n [/or]\n [or]\n id=Elynia\n [/or]\n [/and]\n [/filter]\n\n {LOCK_VIEW}\n\n [modify_side]\n side=2\n controller=ai\n [/modify_side]\n\n [store_unit]\n [filter]\n side=1\n {NOT_ON_RECALL_LIST}\n [/filter]\n variable=side1_store\n [/store_unit]\n\n [foreach]\n array=side1_store\n [do]\n [set_variables]\n name=this_item\n mode=merge\n [value]\n moves=0\n attacks_left=0\n [status]\n uncovered=yes\n poisoned=no\n slowed=no\n [/status]\n [/value]\n [/set_variables]\n\n [unstore_unit]\n find_vacant=no\n variable=this_item\n [/unstore_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE side1_store}\n\n [hide_unit][/hide_unit]\n\n {RED_SCREEN}\n\n [terrain_mask]\n x,y=1,1\n border=yes\n {MASK 09_The_Triad_part_2_1.mask}\n [/terrain_mask]\n\n [random_placement]\n [filter_location]\n x=16-23\n y= 5-10\n [not]\n x,y=$location.x,$location.y\n [/not]\n [not]\n terrain=X*,X*^*,*^X* # neither hive cells nor impassable overlay yeah\n [/not]\n [/filter_location]\n num_items=6\n variable=debris_loc\n min_distance=1\n allow_less=yes # just in case\n [command]\n {VARIABLE_RANDOM debris_image \"castle-ruins,castle-ruins2,castle-ruins3\"}\n\n [item]\n x,y=$debris_loc.x,$debris_loc.y\n image=\"scenery/$debris_image|.png\"\n [/item]\n [/command]\n [/random_placement]\n\n {CLEAR_VARIABLE debris_loc,debris_image}\n\n [redraw][/redraw]\n\n {REPLACE_SCENARIO_MUSIC \"silence.ogg\"}\n\n [delay]\n time=100\n [/delay]\n\n [sound]\n name=\"explosion-big.ogg\"\n [/sound]\n\n {CLEAR_CAVE_SHROUD (\n x,y=17,11\n radius=7\n )}\n\n [store_starting_location]\n side=2\n [/store_starting_location]\n\n {TT_AURA $location.x $location.y 0.8} # No redraw, see definition.\n\n {RESET_SCREEN}\n\n [unhide_unit][/unhide_unit]\n\n [redraw]\n side=1\n [/redraw]\n\n {QUAKE \"cave-in.ogg\"}\n\n [delay]\n time=500\n [/delay]\n\n #\n # Perform a regular non-warping scroll and display a character message\n # without scrolling. This is intentional.\n #\n\n [scroll_to]\n x,y=$location.x,$location.y\n [/scroll_to]\n\n [message]\n speaker=Mal Keshar\n scroll=no\n message= _ \"What the\u2014\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Amidst the smoke from the explosion, a pair of red glowing eyes could be seen...\"\n [/message]\n\n [hidden_unit]\n [status]\n invulnerable=yes\n [/status]\n # wmllint: recognize Elyssa\n {CHARACTER_STATS_ELYSSA}\n canrecruit=yes\n side=2\n facing=s\n x,y=$location.x,$location.y\n [/hidden_unit]\n\n {TT_AURA_STEP $location.x $location.y 0.7}\n\n {TT_ELYSSA_STEP 0.2}\n\n [unhide_unit]\n id=Elyssa\n [/unhide_unit]\n\n {TT_FOG_STEP B}\n\n {TT_AURA_STEP $location.x $location.y 0.6}\n\n {TT_ELYSSA_STEP 0.4}\n\n {TT_AURA_STEP $location.x $location.y 0.5}\n\n {TT_ELYSSA_STEP 0.6}\n\n {TT_FOG_STEP C}\n\n {TT_AURA_STEP $location.x $location.y 0.4}\n\n {TT_ELYSSA_STEP 0.8}\n\n {REPLACE_SCENARIO_MUSIC (\"vengeful.ogg\")}\n\n {TT_AURA_STEP $location.x $location.y 0.3}\n\n {TT_ELYSSA_RESET}\n\n {TT_FOG_STEP D}\n\n {TT_AURA_STEP $location.x $location.y 0.2}\n\n {TT_FOG_STEP E}\n\n {TT_AURA_STEP $location.x $location.y 0.1}\n\n {TT_FOG_STEP F}\n\n [remove_item]\n x,y=$location.x,$location.y\n [/remove_item]\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n {MOVE_UNIT (id=Elyssa) 18 11}\n\n [message]\n speaker=Elyssa\n message= _ \"You fools thought you could escape so easily from us, didn\u2019t you? I have not forgotten what you did to me. How does it feel to be at a disadvantage now?\"\n [/message]\n\n [if]\n [not]\n [have_unit]\n id=Elynia\n x,y=18,12\n [/have_unit]\n [/not]\n [then]\n {MOVE_UNIT (id=Elynia) 18 12}\n [/then]\n [/if]\n\n [animate_attack]\n [filter]\n id=Elyssa\n [/filter]\n [filter_second]\n id=Elynia\n [/filter_second]\n [filter_attack]\n range=ranged\n name=ensnare\n [/filter_attack]\n kill=no\n animate=yes\n amount=4\n slowed=yes\n [/animate_attack]\n\n [redraw][/redraw]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"It doesn\u2019t have to be like this. Just give me the staff back and I will spare your life like you did with mine.\"\n [/message]\n\n [remove_shroud]\n x=1-11\n y=4-14\n [not]\n terrain=X*,*^X*\n [/not]\n side=1\n [/remove_shroud]\n\n [redraw][/redraw]\n\n {MOVE_UNIT (id=Mal Keshar) 12 12}\n\n {MOVE_UNIT (id=Galas) 16 13}\n\n [animate_attack]\n [filter]\n id=Elynia\n [/filter]\n [filter_second]\n id=Elyssa\n [/filter_second]\n [filter_attack]\n range=ranged\n [/filter_attack]\n kill=no\n animate=yes\n amount=5\n [/animate_attack]\n\n {FACE_DIRECTION (id=Mal Keshar) ne}\n\n [message]\n speaker=Galas\n message= _ \"Elynia!\"\n [/message]\n\n [animate_unit]\n [filter]\n id=Mal Keshar\n [/filter]\n flag=void_recruiting\n [/animate_unit]\n\n [store_locations]\n x=17 ,18,19\n y=11-12,10,11-12\n variable=spawn_locs\n [/store_locations]\n\n [foreach]\n array=spawn_locs\n variable=loc\n [do]\n [store_direction]\n from_x,from_y=$loc.x,$loc.y\n [to]\n [filter]\n id=Elyssa\n [/filter]\n [/to]\n [/store_direction]\n\n {RANDOM \"Draug,Banebow,Bone Shooter,Bone Shooter,Revenant,Skeleton,Skeleton Archer\"}\n\n [unit]\n x,y=$loc.x,$loc.y\n type=$random\n facing=$direction\n side=1\n animate=yes\n [modifications]\n {TRAIT_LOYAL}\n [/modifications]\n [/unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE spawn_locs,random,direction}\n\n {MOVE_UNIT (id=Elynia) 12 11}\n\n {MOVE_UNIT (id=Galas) 11 12}\n\n [message]\n speaker=Mal Keshar\n message= _ \"Follow this rail, quickly!\"\n [/message]\n\n {FACE_DIRECTION (id=Mal Keshar) nw}\n\n {CLEAR_CAVE_SHROUD (\n x=0-2\n y=6-7\n )}\n\n [redraw][/redraw]\n\n {HIGHLIGHT_IMAGE 1 7 \"items/gohere.png\" ()}\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Follow the underground rail and locate an exit\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n\n {TURNS_RUN_OUT}\n\n {NO_UNIT_CARRYOVER_NOTE}\n )}\n\n {UNLOCK_VIEW}\n\n [end_turn][/end_turn]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x=1\n y=6-8\n [and]\n id=Elynia\n [or]\n id=Galas\n [/or]\n [or]\n id=Mal Keshar\n [/or]\n [/and]\n [/filter]\n\n {ENDLEVEL_QUIET}\n [/event]\n\n [event]\n name=victory\n [kill]\n side=1\n {NOT_ON_RECALL_LIST}\n [not]\n id=Elynia\n [or]\n id=Galas\n [/or]\n [or]\n id=Mal Keshar\n [/or]\n [/not]\n fire_event=no\n animate=no\n [/kill]\n [/event]\n\n [event]\n name=time over\n\n [message]\n speaker=Mal Keshar\n message= _ \"There are more of those biomechanical creatures pursuing us now. Oh, well, this entire plan was doomed to failure from the very beginning \u2014 I don\u2019t know what I was thinking!\"\n [/message]\n [/event]\n\n#undef TT_REMOVE_SHROUD\n#undef TT_FOG_STEP\n#undef TT_AURA\n#undef TT_AURA_STEP\n#undef TT_ELYSSA_STEP\n#undef TT_ELYSSA_RESET\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=09_The_Triad_part_3\n name= _ \"The Triad \u2014 Part 3\"\n {MAP 09_The_Triad_part_3.map}\n {TURNS 30 28 26}\n next_scenario=\"10_Tears\"\n victory_when_enemies_defeated=no\n {DO_NOT_REMOVE_FROM_CARRYOVER_ON_DEFEAT}\n\n disallow_recall=yes\n\n {A_DEATHS}\n\n {SCENARIO_MUSIC \"siege_of_laurelmor.ogg\"}\n\n {INDOORS} {SCHEDULE_LIGHTING -40 -40 -10}\n\n {SPAWN_CONTROLLER}\n\n # wmllint: validate-off\n [side]\n save_id=player\n\n controller=human\n side=1\n team_name=player\n user_team_name= _ \"team_name^Galas\"\n shroud=yes\n\n {NO_ECONOMY}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n team_name=foe\n user_team_name= _ \"team_name^Enemies\"\n color=gold\n {CHAOS_FLAG}\n hidden=yes\n\n controller=null\n\n no_leader=yes\n {NO_ECONOMY}\n [/side]\n\n [side]\n side=3\n team_name=foe\n user_team_name= _ \"team_name^Enemies\"\n color=white\n {CHAOS_FLAG}\n hidden=yes\n\n no_leader=yes\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 200.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n {AI_SIMPLE_ALWAYS_ASPECT passive_leader no}\n [/ai]\n [/side]\n\n [side]\n side=4\n team_name=foe\n user_team_name= _ \"team_name^Enemies\"\n {CHAOS_FLAG}\n hidden=yes\n\n no_leader=yes\n {NO_ECONOMY}\n [/side]\n\n {FORCE_CHANCE_TO_HIT (side=1) (id=Elyssa) 0 ()}\n\n #\n # Glyphs\n #\n\n # NOTE: These are the same glyphs from E1S13, with events added.\n {OBJ_HEALING_GLYPH 25 12}\n {OBJ_HEALING_GLYPH 18 19}\n\n #\n # Enemy spawners\n #\n\n#define TT_EASY_SPAWNS\n type=\"Shaxthal Drone\"\n#enddef\n\n#define TT_MEDIUM_SPAWNS\n {QUANTITY type\n (\"Shaxthal Drone\")\n (\"Shaxthal Drone,Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Drone,Shaxthal Drone\")\n (\"Shaxthal Drone,Shaxthal Drone,Shaxthal Sentry Drone\")\n }\n#enddef\n\n#define TT_HARD_SPAWNS\n {QUANTITY type\n (\"Shaxthal Drone,Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Drone,Shaxthal Drone\")\n (\"Shaxthal Drone,Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Enforcer Drone,Shaxthal Drone\")\n (\"Shaxthal Drone,Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone,Shaxthal Enforcer Drone,Shaxthal Drone\")\n }\n#enddef\n\n # Initial area near Elyssa's chamber\n\n {TIMED_DRONE_SPAWNER 10 ({TT_HARD_SPAWNS}) 3 31 25}\n {TIMED_DRONE_SPAWNER 4 ({TT_EASY_SPAWNS}) 3 39 20}\n {TIMED_DRONE_SPAWNER 4 ({TT_EASY_SPAWNS}) 3 42 21}\n {TIMED_DRONE_SPAWNER 4 ({TT_MEDIUM_SPAWNS}) 3 38 17}\n\n # Central respawn chamber\n\n {TIMED_DRONE_SPAWNER 6 ({TT_MEDIUM_SPAWNS}) 3 19 15}\n {TIMED_DRONE_SPAWNER 6 ({TT_MEDIUM_SPAWNS}) 3 31 15}\n {TIMED_DRONE_SPAWNER 6 ({TT_MEDIUM_SPAWNS}) 3 31 10}\n {TIMED_DRONE_SPAWNER 6 ({TT_MEDIUM_SPAWNS}) 3 25 7}\n\n # NW corridor adjacent to hive\n\n {TIMED_DRONE_SPAWNER 4 ({TT_EASY_SPAWNS}) 3 19 5}\n {TIMED_DRONE_SPAWNER 6 ({TT_MEDIUM_SPAWNS}) 3 10 5}\n {TIMED_DRONE_SPAWNER 3 ({TT_EASY_SPAWNS}) 3 5 5}\n {TIMED_DRONE_SPAWNER 5 ({TT_EASY_SPAWNS}) 3 4 6}\n {TIMED_DRONE_SPAWNER 5 ({TT_MEDIUM_SPAWNS}) 3 3 8}\n\n # Artifical evolution laboratory - main pool (Kalari facility I)\n\n {ONETIME_DRONE_SPAWNER ({TT_HARD_SPAWNS}) 3 10 14}\n {ONETIME_DRONE_SPAWNER ({TT_MEDIUM_SPAWNS}) 3 13 16}\n {ONETIME_DRONE_SPAWNER ({TT_EASY_SPAWNS}) 3 14 16}\n {ONETIME_DRONE_SPAWNER ({TT_EASY_SPAWNS}) 3 21 20}\n {ONETIME_DRONE_SPAWNER ({TT_EASY_SPAWNS}) 3 18 20}\n\n#undef TT_EASY_SPAWNS\n#undef TT_MEDIUM_SPAWNS\n#undef TT_HARD_SPAWNS\n\n {PLACE_IMAGE (\"items/gohere.png\") 13 20}\n {PLACE_IMAGE (\"items/gohere.png\") 14 20}\n\n#define TT_ENABLE_SOUND_SOURCES\n {HIVE_NOISE_2_SOUND_SOURCE}\n\n {HIVE_NOISE_1_SOUND_SOURCE}\n [+sound_source]\n x,y=1,27\n full_range=1\n fade_range=30\n [/sound_source]\n\n {CAVE_WATER_SOUND_SOURCE 5 10}\n\n {CAVE_WATER_SOUND_SOURCE 25 12}\n\n {CAVE_WATER_SOUND_SOURCE 8 24}\n#enddef\n\n #\n # FIXME: Yes, the names are hardcoded because sound sources haven't\n # received enough love from the developers and there isn't a lot\n # that can be done with them in Lua/WML.\n #\n#define TT_DISABLE_SOUND_SOURCES\n {REMOVE_SOUND_SOURCE __ss_hive_noise_2_all}\n\n {REMOVE_SOUND_SOURCE __ss_hive_noise_1_all}\n\n {REMOVE_SOUND_SOURCE __ss_cave_water_5_10}\n\n {REMOVE_SOUND_SOURCE __ss_cave_water_25_12}\n\n {REMOVE_SOUND_SOURCE __ss_cave_water_8_24}\n#enddef\n\n {TT_ENABLE_SOUND_SOURCES}\n\n [event]\n name=prestart\n\n [modify_side]\n side=1\n gold=0\n [/modify_side]\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR}\n\n {FACE_DIRECTION side=1 nw}\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Locate an exit\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n\n {TURNS_RUN_OUT}\n\n {NO_UNIT_CARRYOVER_NOTE}\n )}\n\n #[remove_shroud]\n # side=1\n # x=13-14\n # y=20\n # radius=1\n #[/remove_shroud]\n [/event]\n\n#define ELYSSA_VOICE MSG\n [message]\n caption= _ \"Elyssa\"\n speaker=narrator\n #image=\"portraits/elyssa.png\"\n image=wesnoth-icon.png\n message=\"\"+{MSG}+\"\" # wmllint: ignore\n [/message]\n#enddef\n\n [event]\n name=start\n [message]\n speaker=Mal Keshar\n message= _ \"What now?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Let\u2019s keep moving. Hopefully there is an exit somewhere ahead. Elynia\u2014\"\n [/message]\n\n [message]\n speaker=Elynia\n # po: The otherwise intended end of the sentence is \"don't worry about me\".\n message= _ \"I\u2019m fine. Don\u2019t worry\u2014\"\n [/message]\n\n {ELYSSA_VOICE ( _ \"You haven\u2019t escaped, you know.\")}\n\n [message]\n speaker=Galas\n message= _ \"MOVE!\"\n [/message]\n [/event]\n\n [event]\n name=turn 2\n\n {ELYSSA_VOICE ( _ \"It would have been so much better for all of you to give up...\")}\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x=20-30\n y= 8-14\n [/filter]\n\n {MOVE_UNIT (id=Galas) 25 14}\n [redraw][/redraw]\n {MOVE_UNIT (id=Elynia) 24 13}\n [redraw][/redraw]\n {MOVE_UNIT (id=Mal Keshar) 26 13}\n [redraw][/redraw]\n\n [store_unit]\n [filter]\n side=1\n {NOT_ON_RECALL_LIST}\n [/filter]\n variable=side1_store\n [/store_unit]\n\n [foreach]\n array=side1_store\n [do]\n [set_variables]\n mode=merge\n name=this_item\n [value]\n attacks_left=\"$this_item.max_attacks\"\n moves=\"$this_item.max_moves\"\n [/value]\n [/set_variables]\n\n [unstore_unit]\n variable=this_item\n find_vacant=no\n [/unstore_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE side1_store}\n\n [message]\n speaker=Galas\n message= _ \"Uria be damned! It\u2019s a dead end.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"It\u2019s more like a trap\u2014\"\n [/message]\n\n {ELYSSA_VOICE ( _ \"You cannot blame me. I gave you one opportunity to reconsider your actions \u2014 I\u2019m not giving you another.\")}\n\n {FACE_DIRECTION (x,y=19,15) ne}\n {FACE_DIRECTION (x,y=31,15) nw}\n {FACE_DIRECTION (x,y=31,10) sw}\n {FACE_DIRECTION (x,y=25, 7) se}\n\n {QUAKE \"cave-in.ogg\"}\n\n [terrain]\n x=30,25,20,20,30\n y=10, 8,10,14,14\n terrain=Ur\n [/terrain]\n\n [sound]\n name=\"ambient/shaxthal-roam-1.ogg,ambient/shaxthal-roam-2.ogg\"\n [/sound]\n\n [redraw]\n side=1\n [/redraw]\n\n {ELYSSA_VOICE ( _ \"You made a big mistake in leaving the safety of the Northlands...\")}\n\n [sound]\n name=\"cave-in.ogg\"\n [/sound]\n\n [terrain]\n x,y=25,16\n terrain=Xuc\n [/terrain]\n\n [redraw]\n side=1\n [/redraw]\n\n {QUAKE \"thunderstick.ogg\"}\n\n [message]\n speaker=Mal Keshar\n message= _ \"\u2014I knew it. We are trapped.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Not quite \u2014 there seems to be a passage behind that crack on the wall!\"\n [/message]\n\n [remove_shroud]\n x=17-18,19-20,21\n y= 8-10, 9-11,10-12\n side=1\n [/remove_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n {SCROLL_TO_LOCATION_AND_RETURN_TO_PRIMARY_UNIT 17 9}\n\n [redraw][/redraw]\n\n [event]\n name=\"turn $($turn_number + 1)\"\n delayed_variable_substitution=no\n\n [message]\n speaker=Galas\n message= _ \"Elynia, the teleportation spell you learned back in Zocthanol! Can you use it?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I\u2014 I don\u2019t know, it wasn\u2019t really made to transport more than one person, and I haven\u2019t had a chance to try it myself.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"This is probably not the best moment to fiddle with unpredictable kinds of magic like this. As I said before, many mages have disappeared attempting to master the power of teleportation.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"It\u2019s an option to consider, nonetheless...\"\n [/message]\n [/event]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x= 7-14\n y=20-23\n [/filter]\n\n {ENDLEVEL_QUIET}\n [/event]\n\n [event]\n name=victory\n\n {LOCK_VIEW}\n\n {CLEAR_LABELS}\n\n #\n # This is it.\n #\n\n [fade_out_music]\n duration=250\n [/fade_out_music]\n\n [kill]\n side=3\n fire_event=no\n animate=no\n [/kill]\n\n {RESET_UNIT_STATUSES (\n side=1\n {NOT_ON_RECALL_LIST}\n )}\n\n [hide_unit]\n side=1\n [/hide_unit]\n\n [capture_village][/capture_village]\n\n [remove_item][/remove_item]\n\n {FADE_TO_BLACK}\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=6,23\n {WARP}\n [/scroll_to]\n\n [delay]\n time=1000\n [/delay]\n\n [modify_side]\n side=1\n shroud=no\n [/modify_side]\n\n {FADE_IN}\n\n [teleport]\n [filter]\n id=Elynia\n [/filter]\n x=8\n y=22\n [/teleport]\n\n [teleport]\n [filter]\n id=Mal Keshar\n [/filter]\n x=9\n y=23\n [/teleport]\n\n [teleport]\n [filter]\n id=Galas\n [/filter]\n x=10\n y=22\n [/teleport]\n\n {FACE_DIRECTION (id=Galas,Elynia,Mal Keshar) sw}\n\n [unhide_unit]\n side=1\n [/unhide_unit]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"This place stinks of blood. What\u2019s with that water?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"I fear that it is blood, in fact. Something is really wrong. No single creature could contain so much of it. Who knows what kinds of twisted experiments these fiends do in here?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"There truly appears to be no way out of this chamber. What do we do?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I\u2019ll tell you what: we shall create our own exit from this accursed place by tearing it all down from the inside!\"\n [/message]\n\n [message]\n speaker=Galas\n # po: The otherwise intended end of the sentence is: \"try that teleportation spell now!\".\n message= _ \"Or we could take the risk and\u2014\"\n [/message]\n\n # wmllint: recognize Elyssa\n [unit]\n animate=yes\n side=2\n facing=sw\n x,y=11,22\n canrecruit=yes\n {CHARACTER_STATS_ELYSSA}\n [/unit]\n\n [animate_attack]\n [filter]\n id=Galas\n [/filter]\n [filter_second]\n id=Elyssa\n [/filter_second]\n [filter_attack]\n range=melee\n name=sword\n [/filter_attack]\n kill=no\n animate=yes\n fire_event=no\n amount=\"$this_unit.hitpoints\"\n [/animate_attack]\n\n [object]\n silent=yes\n [filter]\n id=Galas\n [/filter]\n [effect]\n apply_to=image_mod\n add=\"R(127)\"\n [/effect]\n [/object]\n\n {MODIFY_UNIT (\n id=Elynia\n [or]\n id=Mal Keshar\n [/or]\n ) facing ne}\n\n [fade_out_sound_effects]\n duration=250\n [/fade_out_sound_effects]\n\n {TT_DISABLE_SOUND_SOURCES}\n\n #\n # Give sound source changes a chance to kick in.\n #\n\n [delay]\n time=10\n [/delay]\n\n [reset_sound_effects][/reset_sound_effects]\n\n [message]\n speaker=Elynia\n message= _ \"G\u2014\"\n [/message]\n\n [animate_attack]\n [filter]\n id=Galas\n [/filter]\n [filter_second]\n id=Elyssa\n [/filter_second]\n [filter_attack]\n range=melee\n name=sword\n [/filter_attack]\n kill=yes\n animate=yes\n fire_event=no\n amount=\"$this_unit.hitpoints\"\n [/animate_attack]\n\n [if]\n [have_unit]\n id=Galas\n [/have_unit]\n [then]\n {BUG ()}\n\n [kill]\n id=Galas\n animate=yes\n fire_event=no\n [/kill]\n [/then]\n [/if]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"NO!\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n {REPLACE_SCENARIO_MUSIC returning_in_time.ogg}\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"You opted for doing this the hard way after all, didn\u2019t you? The staff \u2014 hand it over now.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"\u2014I...\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Elynia... we must...\"\n [/message]\n\n {TT_ENABLE_SOUND_SOURCES}\n\n [fade_in_sound_effects]\n duration=1000\n [/fade_in_sound_effects]\n\n [message]\n speaker=Elynia\n message= _ \"\u2014I... I damn you, Elyssa... I damn you and your kind... for this...\"\n [/message]\n\n #\n # Give sound source changes a chance to kick in.\n #\n\n [delay]\n time=10\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"My dear, we were damned long ago by the First Gods. Your petty words are irrelevant in the grand scheme of things. Hand it over now.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message=_ \"Elynia, the spell!\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"Don\u2019t you see? We aren\u2019t that different after all. You just lost your new beloved just like you lost Argan. I lost much more than that long ago. You think he was important because you never had to endure the cruelty and ruthlessness of the beasts that dare call themselves \u2018humans\u2019.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Stop listening to her, Elynia!\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n {THUNDER (\n {PUT_TO_RECALL_LIST (\n id=Elynia\n [or]\n id=Mal Keshar\n [/or]\n )}\n )}\n\n [delay]\n time=2000\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"What a waste. Don\u2019t think you\u2019ll find anything of value in Wesmere.\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n {MOVE_UNIT (id=Elyssa) 14 20}\n\n [kill]\n id=Elyssa\n animate,fire_event=no,no\n [/kill]\n\n {FADE_TO_BLACK}\n\n [modify_side]\n side=1\n shroud=yes\n [/modify_side]\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [delay]\n time=1000\n [/delay]\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=time over\n\n [message]\n speaker=Mal Keshar\n message= _ \"That\u2019s it. We are now utterly lost in these infested passages... and the worst part is that I was the one who devised this disastrous rescue plan.\"\n [/message]\n [/event]\n\n#undef ELYSSA_VOICE\n#undef TT_ENABLE_SOUND_SOURCES\n#undef TT_DISABLE_SOUND_SOURCES\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=10_Tears\n name= _ \"Tears\"\n {MAP 10_Tears.map}\n {TURNS 34 32 30}\n next_scenario=\"11_Return_to_Wesmere_part_1\"\n victory_when_enemies_defeated=no\n\n {B_DEATHS}\n\n #{SCENARIO_MUSIC \"returning_in_time.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n\n #\n # NOTE: the story screen does not have an initial music track\n # on purpose. This is intended to allow music to continue playing\n # as it was at the end of E1S9.3.\n #\n [event]\n name=prestart\n [music]\n name=\"returning_in_time.ogg\"\n immediate=no\n [/music]\n [/event]\n\n {STORYTXT_TEARS}\n\n {TWO_SUNS_DEFAULT_SCHEDULE}\n\n # wmllint: validate-off\n [side]\n save_id=player\n\n controller=human\n side=1\n team_name=player\n user_team_name= _ \"team_name^Elynia\"\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA_AS_LEADER}\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n recruit=Chaos Invoker,Chaos Invader,Chaos Headhunter,Chaos Hound\n {GOLD 230 250 270}\n team_name=evil\n user_team_name= _ \"team_name^Enemies\"\n {CHAOS_FLAG}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n [goal]\n [criteria]\n id=Elynia\n [/criteria]\n value=9.00\n [/goal]\n [goal]\n [criteria]\n id=Mal Keshar\n [/criteria]\n value=9.00\n [/goal]\n\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.05}\n [/ai]\n\n type=Chaos Lorekeeper\n id=Grulock\n name= _ \"Grulock\"\n canrecruit=yes\n unrenamable=yes\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_STRONG}\n [/modifications]\n\n {GENERIC_UNIT () (Shaxthal Assault Drone) 29 10} {GUARDIAN}\n {GENERIC_UNIT () (Shaxthal Assault Drone) 21 2} {GUARDIAN}\n {GENERIC_UNIT () (Shaxthal Assault Drone) 14 4} {GUARDIAN}\n {GENERIC_UNIT () (Shaxthal Assault Drone) 14 10} {GUARDIAN}\n\n {GENERIC_UNIT () (Shaxthal Assault Drone) 17 21} {GUARDIAN}\n {GENERIC_UNIT () (Shaxthal Assault Drone) 26 24} {GUARDIAN}\n [/side]\n\n [side]\n side=3\n recruit=Chaos Raider,Chaos Bowman,Chaos Invader\n {GOLD 220 230 240}\n team_name=evil\n user_team_name= _ \"team_name^Enemies\"\n {CHAOS_FLAG}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n [goal]\n [criteria]\n id=Elynia\n [/criteria]\n value=9.00\n [/goal]\n [goal]\n [criteria]\n id=Mal Keshar\n [/criteria]\n value=9.00\n [/goal]\n\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.05}\n [/ai]\n\n type=Chaos Razerman\n id=Zygred\n name= _ \"Zygred\"\n canrecruit=yes\n unrenamable=yes\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_SLOW} # NOTE: deliberate choice for now; not a mistake!\n [/modifications]\n [/side]\n\n [side]\n side=4\n team_name=evil\n user_team_name= _ \"team_name^Enemies\"\n\n no_leader=yes\n hidden=yes\n gold=0\n {NO_INCOME}\n\n {IS_HOSTILE_NPC}\n\n {GENERIC_UNIT () (Shaxthal Razorbird) 11 22} {GUARDIAN}\n {GENERIC_UNIT () (Shaxthal Razorbird) 29 26} {GUARDIAN}\n {GENERIC_UNIT () (Shaxthal Razorbird) 11 8} {GUARDIAN}\n {GENERIC_UNIT () (Shaxthal Razorbird) 30 3} {GUARDIAN}\n [/side]\n\n {NPC_BIRD_BEHAVIOR 4 1 35 1 38}\n\n {STARTING_VILLAGES_ALL 2}\n\n {STARTING_VILLAGES 3 6}\n\n [event]\n name=prestart\n\n {UNMAKE_HERO (Elynia)}\n {MODIFY_UNIT (id=Elynia) canrecruit yes}\n {FACE_DIRECTION (id=Elynia) sw}\n\n {VARIABLE_OP original_recruit_list_strlen string_length $main_side1_stats.recruit}\n\n [if]\n {VARIABLE_NUMERICAL_GREATER_THAN original_recruit_list_strlen 0}\n [then]\n [allow_recruit]\n side=1\n type=$main_side1_stats.recruit\n [/allow_recruit]\n [/then]\n [else]\n {LOG_ATS \"Resetting recruit list to fallback values (did you use debug-mode to get here?)\"}\n\n [allow_recruit]\n side=1\n type=Dark Adept,Faerie Sprite,Ghost,Goblin Spearman,Orcish Archer,Orcish Grunt,Skeleton,Skeleton Archer,Vampire Bat,Walking Corpse\n [/allow_recruit]\n [/else]\n [/if]\n\n # Make sure main_side1_stats.gold is numeric even when it originally\n # didn't exist.\n {VARIABLE_MUL main_side1_stats.gold 1}\n\n [modify_side]\n side=1\n gold=\"$(\"+{DIFF 240 220 200}+\" + $main_side1_stats.gold)\"\n [/modify_side]\n\n {CLEAR_VARIABLE main_side1_stats,original_recruit_list_strlen}\n\n {VARIABLE enemies_defeated no}\n\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR_AT_LOCATION 10 35}\n {FACE_DIRECTION (id=Mal Keshar) ne}\n\n # wmllint: recognize Horo\n {RECALL_HORO_AT_LOCATION 11 36}\n {FACE_DIRECTION (id=Horo) sw}\n\n # wmllint: recognize Kyara\n {RECALL_KYARA_AT_LOCATION 12 34}\n {FACE_DIRECTION (id=Kyara) nw}\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Move Elynia to the top edge of the map\")}\n {OBJECTIVE_VICTORY ( _ \"Defeat all enemy leaders\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Horo\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Kyara\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n\n [hide_unit]\n id=Elynia\n [/hide_unit]\n [/event]\n\n #\n # Since Elynia isn\u2019t originally canrecruit=yes, we have to do this *later*\n # so village ownership has an effect at all.\n #\n\n {STARTING_VILLAGES 1 5}\n\n [event]\n name=start\n\n [message]\n speaker=Kyara\n message= _ \"She hasn\u2019t wanted to talk to us for days. Is our destination...?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Yes, I gather that her plan is still to strike at Wesmere before the Northlanders have an opportunity to launch a proper offensive or even hear of our situation. Damn, for all I know our messengers and their ship could have been destroyed by the enemy already.\"\n [/message]\n\n [message]\n speaker=Horo\n message= _ \"I heard that the Grand Council has been hesitant about pressing on this war ever since your victory in the Empire\u2019s so-called capital. They think they\u2019ve won already.\"\n [/message]\n\n [fade_out_music]\n time=500\n [/fade_out_music]\n\n {REPLACE_SCENARIO_MUSIC \"weight_of_revenge.ogg\"}\n {APPEND_MUSIC \"heroes_rite.ogg\"}\n {APPEND_MUSIC \"nunc_dimittis.ogg\"}\n\n [unhide_unit]\n id=Elynia\n [/unhide_unit]\n\n [redraw][/redraw]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Is everyone ready for battle?\"\n [/message]\n\n [message]\n speaker=Kyara\n # wmllint: local spelling Er\n message= _ \"Er, battle?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Our scouts didn\u2019t go unnoticed, and they found a couple of well-armed enemy outposts ahead. This will most certainly not be a safe journey across the dry remains of Wesmere.\"\n [/message]\n\n [scroll_to_unit]\n side=3\n canrecruit=yes\n [/scroll_to_unit]\n\n [delay]\n time=500\n [/delay]\n\n [scroll_to_unit]\n side=2\n canrecruit=yes\n [/scroll_to_unit]\n\n [delay]\n time=500\n [/delay]\n\n [scroll_to_unit]\n side=1\n canrecruit=yes\n [/scroll_to_unit]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Has it even occurred to you that our little struggle in their headquarters on that accursed peninsula has put their forces in motion again to protect what little remains of Yechnagoth?\"\n [/message]\n\n {FACE_DIRECTION (id=Elynia) ne}\n\n [message]\n speaker=Elynia\n message= _ \"Of course it has. But there\u2019s no time to discuss this now. Let\u2019s move out.\"\n [/message]\n [/event]\n\n [event]\n name=enemies defeated\n\n {VARIABLE enemies_defeated yes}\n\n [message]\n speaker=Kyara\n message= _ \"These disgusting demons are vanquished at last!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Yes, but we must proceed quickly and cautiously to the northeast nevertheless. More troops will come if we give them the opportunity to regroup.\"\n [/message]\n\n [if]\n [have_unit]\n id=Elynia\n x=1-100\n y=1\n [/have_unit]\n [then]\n [fire_event]\n name=objectives completed\n [/fire_event]\n [/then]\n [else]\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Move Elynia to the top edge of the map\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Horo\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Kyara\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n [/else]\n [/if]\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Elynia\n x=1-100\n y=1\n [/filter]\n [filter_condition]\n {VARIABLE_BOOLEAN_EQUALS enemies_defeated yes}\n [/filter_condition]\n\n [message]\n speaker=Elynia\n message= _ \"Onwards we go, now!\"\n [/message]\n\n [fire_event]\n name=objectives completed\n [/fire_event]\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Elynia\n x=1-100\n y=1\n [/filter]\n [filter_condition]\n {VARIABLE_BOOLEAN_EQUALS enemies_defeated no}\n [/filter_condition]\n\n [message]\n speaker=Mal Keshar\n message= _ \"We cannot advance without securing our path first!\"\n [/message]\n\n [scroll_to]\n x=$x1\n y=$y1\n [/scroll_to]\n [/event]\n\n [event]\n name=objectives completed\n\n {ENDLEVEL_VICTORY yes} {NO_ENDLEVEL_MUSIC}\n [/event]\n\n [event]\n name=victory\n [message]\n speaker=Mal Keshar\n message= _ \"It\u2019s still my opinion that we are running a large risk with your current plan.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Was it any better to not take risks at all in that fortress, though?\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I don\u2019t know what you are trying to imply, but I may as well remind you that I wasn\u2019t the only one to hesitate and that he would not have survived the attempt without his lower half like I did. It was your assigned task to practice that spell beforehand and you failed to do so \u2014 don\u2019t involve me in your mistakes.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"(glaring at Mal Keshar) ...\"\n [/message]\n\n [message]\n speaker=Horo\n # wmllint: local spelling Pagh\n message= _ \"Pagh, let\u2019s get on with this, everybody! We haven\u2019t got much time!\"\n [/message]\n\n [fade_out_music]\n duration=250\n [/fade_out_music]\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=11_Return_to_Wesmere_part_1\n name= _ \"Return to Wesmere \u2014 Part 1\"\n {MAP 11_Return_to_Wesmere_part_1.map}\n {TURNS 34 32 30}\n next_scenario=\"11_Return_to_Wesmere_part_1_cutscene\"\n\n {B_DEATHS}\n\n {SCENARIO_MUSIC \"casualties_of_war.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"battle.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"siege_of_laurelmor.ogg\"}\n\n {STORYTXT_RETURN_TO_WESMERE_PART_1}\n\n {SHAXTHAL_SET_SURFACE_VARIATIONS_FLAG}\n\n {SHORTDARK}\n {SHORTDARK}\n {SHORTDARK}\n {SHORTDARK}\n {LONGDARK1}\n {LONGDARK1}\n {LONGDARK2}\n {LONGDARK2}\n {LONGDARK3}\n {LONGDARK3}\n {LONGDARK4}\n {LONGDARK4}\n {SHORTDARK}\n {SHORTDARK}\n {SHORTDARK}\n {SHORTDARK}\n {SHORTDARK}\n {SHORTDARK}\n {SHORTDARK}\n {SHORTDARK}\n {SHORTDARK}\n {SHORTDARK}\n {SHORTDARK}\n {SHORTDARK}\n {SHORTDARK}\n {SHORTDARK}\n {SHORTDARK}\n {SHORTDARK}\n {SHORTDARK}\n {SHORTDARK}\n\n # wmllint: validate-off\n [side]\n save_id=player\n\n controller=human\n side=1\n team_name=player\n user_team_name= _ \"team_name^Elynia\"\n\n {GOLD 360 350 340}\n {INCOME 5 4 3}\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA_AS_LEADER}\n [/side]\n # wmllint: validate-on\n\n#define RTW1_ENEMY_TARGETS\n [goal]\n [criteria]\n id=Elynia\n [/criteria]\n value=10.0\n [/goal]\n [goal]\n [criteria]\n id=Mal Keshar\n [/criteria]\n value=10.0\n [/goal]\n#enddef\n\n [side]\n side=2\n recruit=Chaos Invoker,Chaos Invader,Chaos Raider,Chaos Cavalier\n {GOLD 170 195 210}\n {INCOME 0 2 4}\n team_name=evil\n user_team_name= _ \"team_name^Enemies\"\n {CHAOS_FLAG}\n\n #\n # Targeting appears to screw up the pathfinding for this side due\n # to the terrain features found around their starting area so we\n # are not using that here.\n #\n\n type=Chaos Cataphract\n id=Mendryr\n name= _ \"Mendryr\"\n canrecruit=yes\n unrenamable=yes\n facing=nw\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_INTELLIGENT}\n [/modifications]\n\n {LOYAL_UNIT () (Chaos Crossbowman) 34 43} {FACING nw}\n [/side]\n\n [side]\n side=3\n recruit=Chaos Bowman,Chaos Crossbowman,Chaos Invader,Chaos Hound\n {GOLD 200 210 220}\n {INCOME 0 2 4}\n team_name=evil\n user_team_name= _ \"team_name^Enemies\"\n {CHAOS_FLAG}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {RTW1_ENEMY_TARGETS}\n [/ai]\n\n type=Chaos Soulhunter\n id=Haldaran\n name= _ \"Haldaran\"\n canrecruit=yes\n unrenamable=yes\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n [/modifications]\n\n {LOYAL_UNIT () (Hellhound) 7 43} {FACING ne}\n [/side]\n\n [side]\n side=4\n recruit=Demon,Demon Zephyr,Chaos Invoker,Chaos Invader,Shaxthal Rayblade\n {GOLD 240 240 260}\n team_name=evil\n user_team_name= _ \"team_name^Wesmere Defense\"\n {CHAOS_FLAG}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {RTW1_ENEMY_TARGETS}\n [/ai]\n\n type=Hell Guardian\n id=Elgamal\n name= _ \"Elgamal\"\n canrecruit=yes\n unrenamable=yes\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_STRONG}\n [/modifications]\n\n {GENERIC_UNIT () (Doom Guard) 18 8} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING se}\n {GENERIC_UNIT () (Doom Guard) 26 8} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n {GENERIC_UNIT () (Doom Guard) 14 2} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING se}\n {GENERIC_UNIT () (Doom Guard) 28 4} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n\n {GENERIC_UNIT () (Chaos Crossbowman) 14 19} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING ne}\n {GENERIC_UNIT () (Chaos Crossbowman) 27 19} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING nw}\n {GENERIC_UNIT () (Chaos Crossbowman) 12 6} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING se}\n {GENERIC_UNIT () (Chaos Crossbowman) 24 7} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n {GENERIC_UNIT () (Chaos Crossbowman) 32 9} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n {GENERIC_UNIT () (Chaos Crossbowman) 6 4} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING se}\n [/side]\n\n [side]\n side=5\n recruit=Shaxthal Runner Drone,Shaxthal Razorbird\n gold=0\n {NO_INCOME}\n no_leader=yes\n team_name=evil\n user_team_name= _ \"team_name^Enemies\"\n {CHAOS_FLAG}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.01}\n\n {RTW1_ENEMY_TARGETS}\n\n [goal]\n name=protect_location\n [criteria]\n x=21\n y=3\n [/criteria]\n value=5.0\n protect_radius=10\n [/goal]\n [/ai]\n\n {GENERIC_UNIT () (Verlissh Matrix Flow System) 3 12} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT () (Verlissh Matrix Flow System) 5 9} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT () (Verlissh Matrix Flow System) 33 4} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT () (Verlissh Matrix Flow System) 36 4} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT () (Verlissh Matrix Flow System) 10 1} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n\n {GENERIC_UNIT () (Shaxthal Protector Drone) 12 13} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING se}\n {GENERIC_UNIT () (Shaxthal Protector Drone) 24 10} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n\n #\n # The following are deliberately not spawned as guardians\n #\n\n {GENERIC_UNIT () (Shaxthal Sentry Drone) 5 11} {NO_UPKEEP_NO_OVERLAY} {VARIATION surface}\n\n {GENERIC_UNIT () (Psy Crawler) 4 13} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT () (Psy Crawler) 35 5} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT () (Psy Crawler) 7 8} {NO_UPKEEP_NO_OVERLAY}\n [/side]\n\n [side]\n side=6\n team_name=evil\n user_team_name= _ \"team_name^Enemies\"\n\n no_leader=yes\n hidden=yes\n gold=0\n {NO_INCOME}\n\n {IS_HOSTILE_NPC}\n\n {GENERIC_UNIT () (Shaxthal Razorbird) 5 3} {GUARDIAN}\n {GENERIC_UNIT () (Shaxthal Razorbird) 23 13} {GUARDIAN}\n {GENERIC_UNIT () (Shaxthal Razorbird) 3 11} {GUARDIAN}\n {GENERIC_UNIT () (Shaxthal Razorbird) 27 11} {GUARDIAN}\n {GENERIC_UNIT () (Shaxthal Razorbird) 10 35} {GUARDIAN}\n {GENERIC_UNIT () (Shaxthal Razorbird) 27 23} {GUARDIAN}\n [/side]\n\n#undef RTW1_ENEMY_TARGETS\n\n {NPC_BIRD_BEHAVIOR 6 1 36 1 46}\n\n {STARTING_VILLAGES_ALL 4}\n\n {STARTING_VILLAGES 1 4}\n {STARTING_VILLAGES 2 4}\n {STARTING_VILLAGES 3 4}\n\n {LIMIT_CONTEMPORANEOUS_RECRUITS 2 \"Chaos Cavalier\" ({DIFF 2 3 4})}\n {LIMIT_CONTEMPORANEOUS_RECRUITS 3 \"Chaos Crossbowman\" ({DIFF 2 3 4})}\n {LIMIT_CONTEMPORANEOUS_RECRUITS 4 \"Demon Zephyr,Shaxthal Rayblade\" ({DIFF 3 4 4})}\n\n [event]\n name=prestart\n\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR}\n # wmllint: recognize Horo\n {RECALL_HORO}\n # wmllint: recognize Kyara\n {RECALL_KYARA}\n\n {FACE_DIRECTION (side=1) s}\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Defeat all enemy leaders\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Horo\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Kyara\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n\n {OBJECTIVE_NOTE ( _ \"Due to the Wesmere curse, the time of day is always chaotic during this scenario\")}\n )}\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=Horo\n message= _ \"There\u2019s an alarming amount of movement in the southern hills. It would seem an entire battalion has been following our steps since we left Kalari Peninsula.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [scroll_to_unit]\n id=Mendryr\n [/scroll_to_unit]\n\n [message]\n speaker=Mendryr\n # wmllint: local spelling \u00c6nthal\n message= _ \"The Council was right in their assessment of the situation. The elf witch and the lich have amassed an army of orcs and undead mercenaries to raid Fort \u00c6nthal. It seems we arrived in the nick of time. To arms!\"\n [/message]\n\n [message]\n speaker=Haldaran\n message= _\"To arms! For the Dark Lady!\"\n [/message]\n\n [scroll_to_unit]\n id=Elynia\n [/scroll_to_unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I sort of expected that. It might prove tricky to advance with those buffoons on our heels. On the other hand, the fortress ahead doesn\u2019t seem to be very well guarded.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Very well, then. Let\u2019s take them down.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I do feel something is amiss, though. We should be cautious... especially since our leader appears to be giving us commands without thinking things through.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"If you think you could do a better job at leading the orcs...\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"It\u2019s not my intention to have anything to do with them at all. I just want to make sure you keep your feet on the ground \u2014 well, whenever that is an appropriate thing to do, anyway.\"\n [/message]\n [/event]\n\n [event]\n name=turn 2\n [message]\n speaker=Kyara\n message= _ \"What did you say about the fortress not being well guarded, lich?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I stand corrected. We may need a better strategy.\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Mendryr\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"We have failed... H\u2014 how? *Ugh*\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Haldaran\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Forgive us, Lady...\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Haldaran\n [/filter]\n\n [message]\n speaker=Mal Keshar\n message= _ \"You are about to find out that Yechnagoth is no more, fool.\"\n [/message]\n\n [scroll_to]\n x,y=$x2,$y2\n [/scroll_to]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Elgamal\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"I depart from this world to embrace the power of Uria...\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Not likely, but you will certainly embrace the cold touch of death on the other side, heh, heh.\"\n [/message]\n\n [message]\n speaker=Elgamal\n message= _ \"You... You haven\u2019t seen the full extent of her power... You haven\u2019t seen the great things she\u2019s done for us... You understand nothing... Nothing... at all...\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Elgamal\n [/filter]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Now that you\u2019re dead, all that has suddenly become irrelevant, hasn\u2019t it?\"\n [/message]\n [/event]\n\n [event]\n name=enemies defeated\n\n {ENDLEVEL_VICTORY yes} {NO_ENDLEVEL_MUSIC}\n [/event]\n\n [event]\n name=victory\n [if]\n [have_unit]\n side=2\n race=human\n [/have_unit]\n [or]\n [have_unit]\n side=3\n race=human\n [/have_unit]\n [/or]\n [or]\n [have_unit]\n side=4\n race=human\n [/have_unit]\n [/or]\n [then]\n [message]\n speaker=Elynia\n message= _ \"It\u2019s over now, fiends. Flee while you can, and make sure the Triad hears of your shameful defeat at our hands.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Elynia\n message= _ \"It\u2019s over now. There\u2019s nobody left to obstruct our path but those artificial abominations.\"\n [/message]\n [/else]\n [/if]\n\n [message]\n speaker=Horo\n message= _ \"(snicker)\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"So, Wesmere is just ahead. What are you going to do now, lass?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I want to discuss some plans with the three of you right now, in fact. Come with me.\"\n [/message]\n\n [fade_out_music]\n duration=250\n [/fade_out_music]\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=11_Return_to_Wesmere_part_1_cutscene\n name= _ \"Departure\"\n {MAP 11_Return_to_Wesmere_part_1_cutscene.map}\n turns=-1\n next_scenario=\"11_Return_to_Wesmere_part_2\"\n victory_when_enemies_defeated=no\n\n {CUTSCENE_UI}\n\n {SCENARIO_MUSIC \"harp.ogg\"}\n\n # No storytext, this is a victory cutscene\n\n {LONGDARK2}\n\n # wmllint: validate-off\n [side]\n save_id=player\n\n controller=human\n side=1\n team_name=player\n user_team_name= _ \"team_name^Elynia\"\n gold=0\n {NO_INCOME}\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA_AS_LEADER}\n [/side]\n # wmllint: validate-on\n\n [event]\n name=prestart\n\n {FACE_DIRECTION (id=Elynia) sw}\n\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR_AT_LOCATION 15 5}\n {FACE_DIRECTION (id=Mal Keshar) sw}\n\n # wmllint: recognize Horo\n {RECALL_HORO_AT_LOCATION 12 3}\n {FACE_DIRECTION (id=Horo) se}\n\n # wmllint: recognize Kyara\n {RECALL_KYARA_AT_LOCATION 14 3}\n {FACE_DIRECTION (id=Kyara) sw}\n\n {LOCK_VIEW}\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=Mal Keshar\n message= _ \"You seem even more upset than usual, Elynia. What would the matter be this time?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"I don\u2019t think I could bear more losses after what happened to Galas. My plan was not to fight in enemy lands, but rather to infiltrate. This battle was not part of the plan \u2014 we were to part ways right before reaching this fort.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Wait... You planned to enter the hive on your own, without us? That\u2019s just... stupid! You don\u2019t know for sure what lurks beneath besides the Shaxthal creatures we have encountered so far! What if that woman or Mal Hekuba are awaiting there?!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I was hoping you could provide me with a few of your best undead warriors, in fact.\"\n [/message]\n\n [message]\n speaker=Horo\n message= _ \"Lady, that\u2019s suicidal! From what we\u2019ve heard, nobody could survive a confrontation with those horrors without support! Allow us to protect you until you reach the entrance to the caves at the very least!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I refuse to send any undead down there unless you allow me to go with you.\"\n [/message]\n\n [redraw][/redraw]\n\n [delay]\n time=1000\n [/delay]\n\n {FACE_DIRECTION (id=Elynia) ne}\n\n [redraw][/redraw]\n\n [fade_out_music]\n duration=1000\n [/fade_out_music]\n\n {REPLACE_SCENARIO_MUSIC \"snowfall.ogg\"}\n\n [message]\n speaker=Elynia\n message= _ \"What\u2019s your motivation, Malin? What makes you want to accompany me now that neither Galas nor Anlind\u00eb exist in this world?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I have been tempted to ask you the same question for a while, actually. I know you cared about the boy much like you cared about Argan, and I have sensed your grief following his death. And yet, somehow you have been in denial about it \u2014 perhaps afraid to admit that losing him had a greater effect on your self than losing Argan. I suppose it could just be a matter of time, seeing as how Argan disappeared from your life much longer ago.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"But even though you want to pretend none of this is the truth, your demeanor makes it all evident to us. Now you seem to seek vengeance against Uria\u2019s followers, especially Elyssa. What\u2019s the point of wasting the gift of eternal life to pursue such an ephemeral goal, I ask?\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"You have not answered... my question...\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Probably because I don\u2019t need to. I don\u2019t have a motive to do anything anymore. My foolish mission to erase the orcish species from Irdya failed too long ago!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Is it redemption that you seek?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I don\u2019t know! That\u2019s what you asked when I first met you, remember?\"\n [/message]\n\n [redraw][/redraw]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Kyara\n message= _ \"We aren\u2019t accomplishing anything. My lady, please reconsider\u2014\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"We\u2019ll secure the hive entrance together, but from that point onwards it will be only Mal Keshar and I, and whoever wants to go with us except for you two.\"\n [/message]\n\n [message]\n speaker=Kyara\n # wmllint: local spelling Wh\n message= _ \"Wh\u2014 Why would that be, my lady?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"We are going to need some capable soldiers alive to alert the Grand Council if neither we nor our messengers make it back. I want you to immediately head back to the Far North should we not return to the surface within one day.\"\n [/message]\n\n [message]\n speaker=Horo\n message= _ \"Very well, then. I am... unsure about what strategy \u2014 if any at all \u2014 you have in mind to defeat or destroy whatever you are going to face in that place, but... Your quest is noble. I wish you the best of luck to complete it.\"\n [/message]\n\n [message]\n speaker=Kyara\n message= _ \"If I ever return to our island, I\u2019ll make sure our people hear of your bravery and your many sacrifices. I am sure you\u2019ll succeed in this last mission, my lady.\"\n [/message]\n\n [redraw][/redraw]\n\n [fade_out_music]\n time=1000\n [/fade_out_music]\n\n [message]\n speaker=Elynia\n message= _ \"Thank you... It really means a lot to me.\"\n [/message]\n\n {ENDLEVEL_CONTINUE} {NO_REPLAY_SAVE}\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=11_Return_to_Wesmere_part_2\n name= _ \"Return to Wesmere \u2014 Part 2\"\n {MAP 11_Return_to_Wesmere_part_2.map}\n turns=-1\n next_scenario=\"12_The_Queen\"\n victory_when_enemies_defeated=no\n {DO_NOT_REMOVE_FROM_CARRYOVER_ON_DEFEAT}\n\n {B_DEATHS}\n\n {SCENARIO_MUSIC \"weight_of_revenge.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n {EXTRA_SCENARIO_MUSIC \"northerners.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"suspense.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"heroes_rite.ogg\"}\n\n {STORYTXT_RETURN_TO_WESMERE_PART_2}\n\n {INDOORS_HIVE} {SCHEDULE_LIGHTING -10 -50 10}\n\n#define RTW_SHARED_AI_ASPECTS\n {AI_SIMPLE_ALWAYS_ASPECT aggression 200.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n#enddef\n\n [time_area]\n id=surface\n x=0-24,0-23,0-21,0-19,0-17,0-15\n y=0-10, 11, 12, 13, 14, 15\n {SHORTDARK} {SCHEDULE_LIGHTING -10 -50 10}\n [/time_area]\n\n {SPAWN_CONTROLLER}\n\n # wmllint: validate-off\n [side]\n save_id=player\n\n gold=200\n\n {NO_INCOME}\n village_gold=0\n recall_cost=0\n\n fog,shroud=yes,yes\n\n controller=human\n side=1\n team_name=player\n user_team_name= _ \"team_name^Elynia\"\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA_AS_LEADER}\n [/side]\n # wmllint: validate-on\n\n#define RTW_MATRIX_PART_1 X Y\n {GENERIC_UNIT () (Verlissh Matrix Flow System) ({X}) ({Y})} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n#enddef\n\n [side]\n side=2\n team_name=hive\n user_team_name= _ \"team_name^Wesmere Hive\"\n {CHAOS_FLAG}\n hidden=yes\n color=orange\n\n no_leader=yes\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {RTW_SHARED_AI_ASPECTS}\n\n {AI_SIMPLE_ALWAYS_ASPECT passive_leader no}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"archer,archer,mixed fighter,archer\"}\n [/ai]\n\n {RTW_MATRIX_PART_1 29 32}\n {RTW_MATRIX_PART_1 47 29}\n {RTW_MATRIX_PART_1 50 29}\n {RTW_MATRIX_PART_1 53 31}\n {RTW_MATRIX_PART_1 55 33}\n\n {RTW_MATRIX_PART_1 26 24}\n {RTW_MATRIX_PART_1 28 25}\n {RTW_MATRIX_PART_1 24 25}\n {RTW_MATRIX_PART_1 35 26}\n\n {RTW_MATRIX_PART_1 27 21}\n [/side]\n\n#undef RTW_MATRIX_PART_1\n\n [side]\n side=3\n team_name=hive\n user_team_name= _ \"team_name^Wesmere Hive\"\n {CHAOS_FLAG}\n hidden=no\n color=brown\n\n no_leader=yes\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {RTW_SHARED_AI_ASPECTS}\n [/ai]\n [/side]\n\n [side]\n side=4\n team_name=hive\n user_team_name= _ \"team_name^Wesmere Hive\"\n {CHAOS_FLAG}\n hidden=yes\n color=black\n\n no_leader=yes\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {RTW_SHARED_AI_ASPECTS}\n [/ai]\n\n {GENERIC_UNIT () (Shaxthal Rayblade) 27 16} {NO_UPKEEP_NO_OVERLAY} {FACING nw} {GUARDIAN}\n {GENERIC_UNIT () (Shaxthal Rayblade) 38 28} {NO_UPKEEP_NO_OVERLAY} {FACING n } {GUARDIAN}\n {GENERIC_UNIT () (Shaxthal Rayblade) 15 33} {NO_UPKEEP_NO_OVERLAY} {FACING ne} {GUARDIAN}\n\n {GENERIC_UNIT () (Walking Corpse) 24 18} {NO_UPKEEP_NO_OVERLAY} {FACING ne} {GUARDIAN} {VARIATION swimmer}\n {GENERIC_UNIT () (Walking Corpse) 29 17} {NO_UPKEEP_NO_OVERLAY} {FACING nw} {GUARDIAN} {VARIATION swimmer}\n\n {GENERIC_UNIT () (Soulless) 25 26} {NO_UPKEEP_NO_OVERLAY} {FACING se} {GUARDIAN} {VARIATION swimmer}\n {GENERIC_UNIT () (Soulless) 13 37} {NO_UPKEEP_NO_OVERLAY} {FACING nw} {GUARDIAN} {VARIATION saurian}\n {GENERIC_UNIT () (Soulless) 23 36} {NO_UPKEEP_NO_OVERLAY} {FACING nw} {GUARDIAN} {VARIATION swimmer}\n [/side]\n\n#undef RTW_SHARED_AI_ASPECTS\n\n #\n # Glyphs\n #\n\n {OBJ_HEALING_GLYPH 38 27}\n {OBJ_HEALING_GLYPH 14 29}\n {OBJ_HEALING_GLYPH 28 32}\n {OBJ_HEALING_GLYPH 46 30}\n {OBJ_HEALING_GLYPH 57 31}\n\n #\n # Enemy spawners\n #\n\n#define RTW_SURFACE_SPAWNS\n type=\"Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone\"\n variation=surface\n max_moves=4\n#enddef\n\n#define RTW_EASY_SPAWNS\n type=\"Shaxthal Drone\"\n#enddef\n\n#define RTW_MEDIUM_SPAWNS\n {QUANTITY type\n (\"Shaxthal Drone\")\n (\"Shaxthal Drone,Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Assault Drone\")\n (\"Shaxthal Drone,Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Assault Drone,Shaxthal Sentry Drone\")\n }\n#enddef\n\n#define RTW_HARD_SPAWNS\n {QUANTITY type\n (\"Shaxthal Drone,Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Drone,Shaxthal Drone\")\n (\"Shaxthal Drone,Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Assault Drone\")\n (\"Shaxthal Drone,Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Assault Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone\")\n }\n#enddef\n\n # Initial area (surface)\n\n {TIMED_DRONE_SPAWNER 4 ({RTW_SURFACE_SPAWNS}) 4 3 9}\n {TIMED_DRONE_SPAWNER 4 ({RTW_SURFACE_SPAWNS}) 4 21 2}\n {TIMED_DRONE_SPAWNER 2 ({RTW_SURFACE_SPAWNS}) 4 11 13}\n\n # A\n\n {TIMED_DRONE_SPAWNER 6 ({RTW_EASY_SPAWNS}) 3 27 13}\n {TIMED_DRONE_SPAWNER 4 ({RTW_EASY_SPAWNS}) 3 27 14}\n {TIMED_DRONE_SPAWNER 8 ({RTW_MEDIUM_SPAWNS}) 3 30 18}\n {TIMED_DRONE_SPAWNER 5 ({RTW_EASY_SPAWNS}) 3 25 21}\n {TIMED_DRONE_SPAWNER 7 ({RTW_EASY_SPAWNS}) 3 25 22}\n {TIMED_DRONE_SPAWNER 3 ({RTW_EASY_SPAWNS}) 3 38 18}\n {TIMED_DRONE_SPAWNER 6 ({RTW_MEDIUM_SPAWNS}) 3 39 24}\n {TIMED_DRONE_SPAWNER 5 ({RTW_EASY_SPAWNS}) 3 36 25}\n {TIMED_DRONE_SPAWNER 8 ({RTW_EASY_SPAWNS}) 3 24 27}\n {TIMED_DRONE_SPAWNER 8 ({RTW_EASY_SPAWNS}) 3 26 26}\n {TIMED_DRONE_SPAWNER 9 ({RTW_EASY_SPAWNS}) 3 27 27}\n\n # B\n\n {TIMED_DRONE_SPAWNER 10 ({RTW_MEDIUM_SPAWNS}) 3 18 33}\n {TIMED_DRONE_SPAWNER 4 ({RTW_EASY_SPAWNS}) 3 20 33}\n {TIMED_DRONE_SPAWNER 6 ({RTW_EASY_SPAWNS}) 3 21 35}\n {TIMED_DRONE_SPAWNER 10 ({RTW_EASY_SPAWNS}) 3 26 34}\n {TIMED_DRONE_SPAWNER 4 ({RTW_EASY_SPAWNS}) 3 26 35}\n {TIMED_DRONE_SPAWNER 10 ({RTW_HARD_SPAWNS}) 3 29 39}\n {TIMED_DRONE_SPAWNER 10 ({RTW_HARD_SPAWNS}) 3 34 31}\n {TIMED_DRONE_SPAWNER 8 ({RTW_EASY_SPAWNS}) 3 31 36}\n {TIMED_DRONE_SPAWNER 5 ({RTW_EASY_SPAWNS}) 3 36 32}\n\n # C\n\n {TIMED_DRONE_SPAWNER 20 ({RTW_HARD_SPAWNS}) 2 43 35}\n {TIMED_DRONE_SPAWNER 20 ({RTW_EASY_SPAWNS}) 2 42 32}\n\n {TIMED_DRONE_SPAWNER 20 ({RTW_EASY_SPAWNS}) 2 52 29}\n {TIMED_DRONE_SPAWNER 20 ({RTW_EASY_SPAWNS}) 2 52 32}\n {TIMED_DRONE_SPAWNER 20 ({RTW_EASY_SPAWNS}) 2 49 31}\n {TIMED_DRONE_SPAWNER 20 ({RTW_EASY_SPAWNS}) 2 49 26}\n\n#undef RTW_SURFACE_SPAWNS\n#undef RTW_EASY_SPAWNS\n#undef RTW_MEDIUM_SPAWNS\n#undef RTW_HARD_SPAWNS\n\n {CAVE_WATER_SOUND_SOURCE 28 17}\n\n {CAVE_WATER_SOUND_SOURCE 26 25}\n\n {CAVE_WATER_SOUND_SOURCE 10 33}\n\n {CAVE_WATER_SOUND_SOURCE 25 36}\n\n [event]\n name=prestart\n\n [item]\n [not]\n [filter][/filter]\n [/not]\n [and]\n [filter]\n id=Elynia\n [/filter]\n radius=1\n [/and]\n image=\"items/gohere.png\"\n [/item]\n\n #\n # Remove Kyara and Horo from the recall list\n #\n\n # wmllint: recognize Kyara\n # wmllint: recognize Horo\n\n [kill]\n id=Kyara\n [or]\n id=Horo\n [/or]\n [/kill]\n\n {DISALLOW_END_TURN}\n\n {FACE_DIRECTION (id=Elynia) se}\n\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR_AT_LOCATION 10 4}\n {FACE_DIRECTION (id=Mal Keshar) se}\n\n [store_side]\n side=1\n variable=side1_info\n [/store_side]\n\n [if]\n {VARIABLE_NUMERICAL_LESS_THAN side1_info.gold 200}\n [then]\n [modify_side]\n side=1\n gold=200\n [/modify_side]\n [/then]\n [/if]\n\n [store_unit]\n [filter]\n id=Elynia\n [/filter]\n variable=elynia_store\n [/store_unit]\n\n [store_unit]\n [filter]\n id=Mal Keshar\n [/filter]\n variable=malin_store\n [/store_unit]\n\n {VARIABLE elynia_store.moves 0 }\n {VARIABLE elynia_store.attacks_left 0 }\n\n {VARIABLE malin_store.moves 0 }\n {VARIABLE malin_store.attacks_left 0 }\n\n [unstore_unit]\n variable=elynia_store\n find_vacant=no\n [/unstore_unit]\n\n [unstore_unit]\n variable=malin_store\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE side1_info}\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Recruit and/or recall six units\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n\n {OBJECTIVE_NOTE ( _ \"You cannot end your first turn until you have recruited or recalled six units\")}\n {OBJECTIVE_NOTE ( _ \"You can recruit or recall from your starting location (you do not need a castle or a keep)\")}\n {OBJECTIVE_NOTE ( _ \"You will not be able to recall or recruit any units later until the end of the mission\")}\n )}\n\n #\n # Configure an initial faded hive ambience sound source.\n #\n\n [lua]\n code= <<\n local w, h, b = wesnoth.get_map_size()\n wml.variables[\"w\"] = w\n wml.variables[\"h\"] = h\n -- The map diagonal used to calculate the sound source fade radius.\n -- We don't need an accurate value, so it's not a problem that we are\n -- ignoring hex ordinate shift.\n wml.variables[\"r\"] = (w^2 + h^2)^0.5\n >>\n [/lua]\n\n {HIVE_NOISE_2_SOUND_SOURCE}\n [+sound_source]\n id=hive_sound_source # wmllint: ignore\n x,y=$w,$h\n fade_range=$($r * 0.75)\n full_range=1\n [/sound_source]\n\n {CLEAR_VARIABLE w,h,r}\n [/event]\n\n [event]\n name=prerecruit\n first_time_only=no\n [filter]\n side=1\n [/filter]\n\n [gold]\n side=1\n amount=$unit.cost\n [/gold]\n [/event]\n\n [event]\n name=prerecruit,prerecall\n first_time_only=no\n [filter]\n side=1\n [/filter]\n\n [object]\n silent=yes\n # Necessary due to the transition to scenario 12. These units are\n # disposable anyway and are never coming back.\n duration=forever\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=loyal\n [/effect]\n [/object]\n [/event]\n\n [event]\n name=prerecruit,prerecall\n first_time_only=no\n [filter]\n side=1\n [/filter]\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS turn_number 1}\n [/filter_condition]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n [/event]\n\n [event]\n name=recruit,recall\n first_time_only=no\n [filter]\n side=1\n [/filter]\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS turn_number 1}\n [and]\n [have_unit]\n side=1\n [not]\n id=Elynia\n [/not]\n [not]\n id=Mal Keshar\n [/not]\n count=6\n [/have_unit]\n [/and]\n [/filter_condition]\n\n [fire_event]\n name=begin mission\n [/fire_event]\n [/event]\n\n [event]\n name=begin mission\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Find the Shaxthal hive entrance and proceed underground\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n\n {OBJECTIVE_NOTE ( _ \"You will not be able to recall or recruit any units until the end of the mission\")}\n )}\n\n {ALLOW_END_TURN}\n\n {VARIABLE elynia_store.moves $elynia_store.max_moves }\n {VARIABLE elynia_store.attacks_left $elynia_store.max_attacks }\n\n {VARIABLE malin_store.moves $malin_store.max_moves }\n {VARIABLE malin_store.attacks_left $malin_store.max_attacks }\n\n [unstore_unit]\n variable=elynia_store\n find_vacant=no\n [/unstore_unit]\n\n [unstore_unit]\n variable=malin_store\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE elynia_store,malin_store}\n\n [store_unit]\n [filter]\n side=1\n race=faerie\n # If the unit is recalled it doesn't count, it just dies\n # underground instead.\n x,y=recall,recall\n [not]\n id=Elynia\n [/not]\n [/filter]\n kill=no\n variable=faerie_store\n [/store_unit]\n\n {VARIABLE faerie_found no}\n\n [foreach]\n array=faerie_store\n variable=faerie\n [do]\n [foreach]\n array=faerie.modifications.object\n [do]\n [if]\n {VARIABLE_LEXICAL_EQUALS this_item.id fountain_of_courage}\n [then]\n {UNIT_TO_GLOBAL_STORE \"$faerie.id\" episode1_stats_fountain_faerie}\n\n {VARIABLE faerie_found yes}\n\n [break][/break]\n [/then]\n [/if]\n [/do]\n [/foreach]\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS faerie_found yes}\n [then]\n [break][/break]\n [/then]\n [/if]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE faerie_found,faerie_store}\n\n [kill]\n side=1\n x,y=recall,recall\n animate=no\n fire_event=no\n [/kill]\n\n [modify_side]\n side=1\n gold=0\n [/modify_side]\n\n {REMOVE_RECRUIT_LIST 1}\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n [filter_location]\n time_of_day_id=indoors_hive\n [/filter_location]\n [/filter]\n\n #\n # Reconfigure the hive ambience sound source so it is heard everywhere\n # regardless of distance.\n #\n\n # FIXME: Maybe? It doesn't sound that good in practice. Better leave\n # the transition to the E1S11.2 -> E1S12 progression.\n\n #{REMOVE_SOUND_SOURCE hive_sound_source}\n\n #{HIVE_NOISE_2_SOUND_SOURCE}\n\n [redraw][/redraw]\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Locate Yechnagoth\u2019s heart\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n\n {OBJECTIVE_NOTE ( _ \"You will not be able to recall or recruit any units until the end of the mission\")}\n )}\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x=1-76\n y=17-39\n [/filter]\n\n [message]\n speaker=Elynia\n message= _ \"This putrid place seems much larger than it was the last time we set foot on it.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Clearly, our \u2018friends\u2019 have been busy at work here \u2014 it\u2019s quite a maze. It will be no easy task to find Yechnagoth\u2019s heart, whatever it looks like. Of course, I imagine it must give off an evil presence of some kind.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I\u2019m certain we\u2019ll be able to tell once we find it.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x=24-76\n y=31-39\n [/filter]\n\n [store_starting_location]\n side=2\n [/store_starting_location]\n\n [unit]\n canrecruit=yes\n #id=Central Chamber Sentinel\n type=Shaxthal Enforcer Drone\n side=2\n x,y=$location.x,$location.y\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n\n [modify_side]\n side=2\n {GOLD 140 160 175}\n {INCOME 2 4 8}\n recruit=Psy Crawler,Shaxthal Drone\n [/modify_side]\n\n {CLEAR_VARIABLE location}\n [/event]\n\n [event]\n name=die\n [filter]\n side=2\n canrecruit=yes\n [/filter]\n\n {ENDLEVEL_QUIET}\n [/event]\n\n [event]\n name=victory\n\n # HACK: workaround a warning about \"retrieving member of non-exist WML container\"\n # caused by the next [store_side] action on 1.10.x and 1.11.x.\n {VARIABLE rtw_end_gamestate.non_existent_wml_container_warning_workaround yes}\n\n [store_side]\n side=1\n variable=rtw_end_gamestate.player_stats\n [/store_side]\n\n [store_shroud]\n side=1\n variable=rtw_end_gamestate.shroudmap\n [/store_shroud]\n\n [store_unit]\n [filter]\n side=1\n {NOT_ON_RECALL_LIST}\n [/filter]\n variable=rtw_end_gamestate.player_onmap_units\n kill=yes\n [/store_unit]\n\n [store_unit]\n [filter]\n side=2,3,4\n [/filter]\n variable=rtw_end_gamestate.ai_onmap_units\n kill=yes\n [/store_unit]\n\n {VARIABLE rtw_end_gamestate.turn_number $turn_number}\n\n {VARIABLE rtw_gameplay_path yes}\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=12_The_Queen\n name= _ \"The Queen\"\n {MAP 11_Return_to_Wesmere_part_2.map}\n turns=-1\n next_scenario=\"13_Death_and_Rebirth\"\n victory_when_enemies_defeated=no\n\n {B_DEATHS}\n\n {SCENARIO_MUSIC \"weight_of_revenge.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"northerners.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"siege_of_laurelmor.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"heroes_rite.ogg\"}\n\n {INDOORS_HIVE} {SCHEDULE_LIGHTING -10 -50 10}\n\n#define RTW_SHARED_AI_ASPECTS\n {AI_SIMPLE_ALWAYS_ASPECT aggression 200.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n#enddef\n\n [time_area]\n id=surface\n x=0-24,0-23,0-21,0-19,0-17,0-15\n y=0-10, 11, 12, 13, 14, 15\n {SHORTDARK} {SCHEDULE_LIGHTING -10 -50 10}\n [/time_area]\n\n {SPAWN_CONTROLLER}\n\n # wmllint: validate-off\n [side]\n save_id=player\n\n gold,village_gold=0,0\n {NO_INCOME}\n\n fog,shroud=yes,yes\n\n controller=human\n side=1\n team_name=player\n user_team_name= _ \"team_name^Elynia\"\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA_AS_LEADER}\n [/side]\n # wmllint: validate-on\n\n#define RTW_MATRIX_PART_1 X Y\n {GENERIC_UNIT () (Verlissh Matrix Flow System) ({X}) ({Y})} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n#enddef\n\n [side]\n side=2\n team_name=hive\n user_team_name= _ \"team_name^Wesmere Hive\"\n {CHAOS_FLAG}\n hidden=yes\n color=orange\n\n no_leader=yes\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {RTW_SHARED_AI_ASPECTS}\n [/ai]\n\n {RTW_MATRIX_PART_1 57 19}\n {RTW_MATRIX_PART_1 44 18}\n\n {RTW_MATRIX_PART_1 62 24}\n {RTW_MATRIX_PART_1 63 24}\n\n {RTW_MATRIX_PART_1 68 22}\n {RTW_MATRIX_PART_1 69 24}\n\n {RTW_MATRIX_PART_1 72 13}\n {RTW_MATRIX_PART_1 69 14}\n {RTW_MATRIX_PART_1 74 12}\n {RTW_MATRIX_PART_1 66 15}\n {RTW_MATRIX_PART_1 71 2}\n\n {GENERIC_UNIT () (Psy Crawler) 67 24} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT () (Psy Crawler) 71 22} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT () (Psy Crawler) 71 15} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n\n {GENERIC_UNIT () (Psy Crawler) 54 3} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT () (Psy Crawler) 49 7} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT () (Psy Crawler) 55 11} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT () (Psy Crawler) 60 10} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n [/side]\n\n#undef RTW_MATRIX_PART_1\n\n [side]\n side=3\n team_name=hive\n user_team_name= _ \"team_name^Wesmere Hive\"\n {CHAOS_FLAG}\n hidden=no\n color=brown\n\n no_leader=yes\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {RTW_SHARED_AI_ASPECTS}\n [/ai]\n [/side]\n\n [side]\n side=4\n team_name=hive\n user_team_name= _ \"team_name^Wesmere Hive\"\n {CHAOS_FLAG}\n hidden=yes\n color=black\n\n no_leader=yes\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {RTW_SHARED_AI_ASPECTS}\n [/ai]\n\n {GENERIC_UNIT () (Soulless) 66 19} {NO_UPKEEP_NO_OVERLAY} {FACING se} {GUARDIAN} {VARIATION swimmer}\n {GENERIC_UNIT () (Soulless) 70 18} {NO_UPKEEP_NO_OVERLAY} {FACING s } {GUARDIAN} {VARIATION swimmer}\n {GENERIC_UNIT () (Soulless) 74 20} {NO_UPKEEP_NO_OVERLAY} {FACING sw} {GUARDIAN} {VARIATION swimmer}\n {GENERIC_UNIT () (Soulless) 68 12} {NO_UPKEEP_NO_OVERLAY} {FACING sw} {GUARDIAN} {VARIATION swimmer}\n {GENERIC_UNIT () (Soulless) 72 10} {NO_UPKEEP_NO_OVERLAY} {FACING nw} {GUARDIAN} {VARIATION swimmer}\n [/side]\n\n [side]\n # Gates controller side\n side=5\n team_name=hive\n user_team_name= _ \"team_name^Wesmere Hive\"\n {CHAOS_FLAG}\n hidden=yes\n color=black\n controller=null\n\n no_leader=yes\n {NO_ECONOMY}\n [/side]\n\n [side]\n side=6\n team_name=hive\n user_team_name= _ \"team_name^Wesmere Hive\"\n color=white\n {CHAOS_FLAG}\n hidden=yes\n\n no_leader=yes\n {NO_ECONOMY}\n [/side]\n\n [side]\n side=7\n team_name=hive\n user_team_name= _ \"team_name^Wesmere Hive\"\n color=gold\n {CHAOS_FLAG}\n hidden=yes\n\n recruit=Shaxthal Worm\n\n no_leader=yes\n {NO_ECONOMY}\n [/side]\n\n [side]\n side=8\n team_name=player\n user_team_name= _ \"team_name^Elynia\"\n hidden=yes\n color=red\n controller=null\n share_vision=none\n\n no_leader=yes\n {NO_ECONOMY}\n [/side]\n\n#undef RTW_SHARED_AI_ASPECTS\n\n [event]\n name=prerecruit\n first_time_only=no\n [filter]\n type=Shaxthal Worm\n [/filter]\n\n [object]\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=variation\n name=b\n [/effect]\n [/object]\n [/event]\n\n#define TQ_LIVING_NONHERO_UNIT\n side=1\n race=orc\n [or]\n race=goblin\n [/or]\n [or]\n race=faerie\n [/or]\n [or]\n race=human\n [/or]\n [or]\n race=elf\n [/or]\n [not]\n id=Elynia\n [/not]\n#enddef\n\n #\n # Glyphs\n #\n\n {OBJ_HEALING_GLYPH 72 17}\n {OBJ_HEALING_GLYPH 74 1}\n\n #\n # Enemy spawners\n #\n\n#define RTW_EASY_SPAWNS\n type=\"Shaxthal Drone\"\n#enddef\n\n#define RTW_MEDIUM_SPAWNS\n {QUANTITY type\n (\"Shaxthal Drone\")\n (\"Shaxthal Drone,Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Assault Drone\")\n (\"Shaxthal Drone,Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Assault Drone,Shaxthal Sentry Drone\")\n }\n#enddef\n\n#define RTW_HARD_SPAWNS\n {QUANTITY type\n (\"Shaxthal Drone,Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Drone,Shaxthal Drone\")\n (\"Shaxthal Drone,Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Assault Drone\")\n (\"Shaxthal Drone,Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Assault Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone\")\n }\n#enddef\n\n # D\n\n {TIMED_DRONE_SPAWNER 20 ({RTW_HARD_SPAWNS}) 2 43 20}\n {TIMED_DRONE_SPAWNER 7 ({RTW_EASY_SPAWNS}) 2 47 22}\n {TIMED_DRONE_SPAWNER 9 ({RTW_EASY_SPAWNS}) 2 46 20}\n\n {TIMED_DRONE_SPAWNER 20 ({RTW_HARD_SPAWNS}) 2 57 20}\n {TIMED_DRONE_SPAWNER 8 ({RTW_MEDIUM_SPAWNS}) 2 62 26}\n {TIMED_DRONE_SPAWNER 4 ({RTW_EASY_SPAWNS}) 2 60 24}\n {TIMED_DRONE_SPAWNER 4 ({RTW_EASY_SPAWNS}) 2 63 22}\n\n {TIMED_DRONE_SPAWNER 8 ({RTW_EASY_SPAWNS}) 2 70 17}\n {TIMED_DRONE_SPAWNER 20 ({RTW_MEDIUM_SPAWNS}) 2 73 17}\n {TIMED_DRONE_SPAWNER 5 ({RTW_EASY_SPAWNS}) 2 74 14}\n {TIMED_DRONE_SPAWNER 6 ({RTW_EASY_SPAWNS}) 2 66 13}\n\n {TIMED_DRONE_SPAWNER 20 ({RTW_HARD_SPAWNS}) 2 68 9}\n {TIMED_DRONE_SPAWNER 4 ({RTW_EASY_SPAWNS}) 2 69 9}\n\n # E\n\n {ONETIME_DRONE_SPAWNER ({RTW_HARD_SPAWNS}) 6 74 3}\n {ONETIME_DRONE_SPAWNER ({RTW_MEDIUM_SPAWNS}) 6 75 8}\n\n#undef RTW_EASY_SPAWNS\n#undef RTW_MEDIUM_SPAWNS\n#undef RTW_HARD_SPAWNS\n\n#define TQ_ENABLE_CAVE_WATER_SOUND_SOURCES\n {CAVE_WATER_SOUND_SOURCE 72 19}\n\n {CAVE_WATER_SOUND_SOURCE 74 4}\n\n {CAVE_WATER_SOUND_SOURCE 59 3}\n\n {CAVE_WATER_SOUND_SOURCE 40 5}\n#enddef\n\n #\n # FIXME: Yes, the names are hardcoded because sound sources haven't\n # received enough love from the developers and there isn't a lot\n # that can be done with them in Lua/WML.\n #\n#define TQ_DISABLE_CAVE_WATER_SOUND_SOURCES\n {REMOVE_SOUND_SOURCE __ss_cave_water_72_19}\n\n {REMOVE_SOUND_SOURCE __ss_cave_water_74_4}\n\n {REMOVE_SOUND_SOURCE __ss_cave_water_59_3}\n\n {REMOVE_SOUND_SOURCE __ss_cave_water_40_5}\n#enddef\n\n {TQ_ENABLE_CAVE_WATER_SOUND_SOURCES}\n\n #\n # This sound source is not part of the macros because it is handled\n # specially.\n #\n\n {HIVE_NOISE_2_SOUND_SOURCE}\n [+sound_source]\n id=cave_sound_source # wmllint: ignore\n [/sound_source]\n\n [event]\n name=prestart\n\n {VARIABLE energy_supply_hidden no}\n\n # wmllint: recognize Mal Keshar\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS rtw_gameplay_path yes}\n\n #\n # Came here from Return to Wesmere pt. 2\n #\n [then]\n [kill]\n id=Elynia\n [/kill]\n\n [foreach]\n array=rtw_end_gamestate.player_onmap_units\n [do]\n [unstore_unit]\n variable=this_item\n find_vacant=no\n [/unstore_unit]\n [/do]\n [/foreach]\n\n [foreach]\n array=rtw_end_gamestate.ai_onmap_units\n [do]\n [unstore_unit]\n variable=this_item\n find_vacant=no\n [/unstore_unit]\n [/do]\n [/foreach]\n\n [modify_turns]\n current=$rtw_end_gamestate.turn_number\n [/modify_turns]\n\n [modify_side]\n side=1\n gold=$rtw_end_gamestate.player_stats.gold\n [/modify_side]\n\n [set_shroud]\n side=1\n shroud_data=$rtw_end_gamestate.shroudmap\n [/set_shroud]\n [/then]\n\n #\n # Came here via :cl debug command\n #\n [else]\n [store_starting_location]\n side=2\n [/store_starting_location]\n\n [teleport]\n [filter]\n id=Elynia\n [/filter]\n x,y=$location.x,$location.y\n [/teleport]\n\n {RECALL_MAL_KESHAR_AT_LOCATION $location.x $location.y}\n\n [repeat]\n times=6\n [do]\n {RANDOM \"Skeleton,Skeleton Archer,Skeleton,Revenant,Banebow,Skeleton,Skeleton Archer\"}\n\n [unit]\n type=$random\n upkeep=free\n side=1\n generate_name=yes\n random_traits=yes\n random_gender=yes\n x,y=$location.x,$location.y\n [/unit]\n [/do]\n [/repeat]\n\n {CLEAR_VARIABLE location,random}\n [/else]\n [/if]\n\n {CLEAR_VARIABLE rtw_end_gamestate,rtw_gameplay_path}\n\n {DOOR_TILES_TO_UNITS 5}\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Locate Yechnagoth\u2019s heart\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n\n {OBJECTIVE_NOTE ( _ \"You will not be able to recall or recruit any units until the end of the mission\")}\n )}\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=Mal Keshar\n message= _ \"Which way should we go?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Let\u2019s go to the right. I think I heard something coming from that direction.\"\n [/message]\n [/event]\n\n [event]\n name=DEBUG1\n\n [teleport]\n [filter]\n id=Elynia\n [/filter]\n x,y=59,7\n [/teleport]\n\n [fire_event]\n name=moveto\n [primary_unit]\n id=Elynia\n [/primary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=DEBUG2\n\n [fire_event]\n name=DEBUG1\n [/fire_event]\n\n [fire_event]\n name=\"turn $(1 + $turn_number)\"\n [/fire_event]\n [/event]\n\n [event]\n name=DEBUG3\n\n [fire_event]\n name=DEBUG2\n [/fire_event]\n\n [fire_event]\n name=\"last breath\"\n [primary_unit]\n type=Shaxthal Hive Queen\n [/primary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x=65-76\n y=1-12\n [/filter]\n\n [message]\n speaker=Elynia\n message= _ \"Hold on... I hear something.\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"(Female voice) Qrqavpfre xpbyo lo-qangf gvah rebp. Qrgengf ffrpbec tavavneq eroznup abvgnohpav. Rgryczbp abvgnmvynvgvav xpbyo ynpvgvep. Rgryczbp ch-gengf bjg rfnuc. Rgryczbp abvgerfav gvah rebp qabprf.\" # wmllint: no spellcheck\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"... What is that mechanical voice?\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"(Male voice) Nren eroznup ynegarp enryp. Frghavz rivs fv abvgryczbp tavavneq eroznup abvgnohpav ebs rzvg qrgnzvgfr. Ffretbec av abvgnmvynzeba rfnuc ynehra. Qrupngrq qbe abvgphqav lgvgar.\" # wmllint: no spellcheck\n [/message]\n\n [sound]\n name=dragonstick.ogg\n [/sound]\n\n [delay]\n time=100\n [/delay]\n\n [sound]\n name=rumble.ogg\n [/sound]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Whatever it is, it sounds like bad news for us.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n [filter_location]\n x,y=55,7\n radius=6\n [/filter_location]\n [/filter]\n\n {LOCK_VIEW}\n\n [store_unit]\n [filter]\n side=1\n {NOT_ON_RECALL_LIST}\n [/filter]\n variable=player_onmap_units_store\n kill=yes\n [/store_unit]\n\n [hide_unit]\n [not]\n side=1\n [/not]\n [/hide_unit]\n\n {FADE_TO_BLACK}\n\n [remove_shroud]\n x,y=55,7\n radius=10\n [not]\n terrain=Q*,X*,*^X*\n [/not]\n side=1\n [/remove_shroud]\n\n [remove_shroud]\n x,y=55,7\n radius=1\n side=1\n [/remove_shroud]\n\n [scroll_to]\n x,y=55,7\n {WARP}\n [/scroll_to]\n\n [fade_out_sound_effects]\n duration=500\n [/fade_out_sound_effects]\n\n #\n # Add new sound source while sound is silenced to make\n # the effect seem seamless.\n #\n\n {HIVE_NOISE_1_SOUND_SOURCE}\n [+sound_source]\n id=hive_sound_source # wmllint: ignore\n [/sound_source]\n\n #\n # Continue with music disabled until the boss appears.\n #\n\n [fade_out_music]\n duration=500\n [/fade_out_music]\n\n [fade_in_sound_effects]\n duration=500\n [/fade_in_sound_effects]\n\n {FADE_IN}\n\n [foreach]\n array=player_onmap_units_store\n [do]\n [set_variables]\n mode=merge\n name=this_item\n [value]\n x,y=60,6\n hitpoints=$this_item.max_hitpoints\n moves=$this_item.max_moves\n attacks_left=$this_item.max_attacks\n [status]\n poisoned=no\n slowed=no\n [/status]\n [/value]\n [/set_variables]\n\n [unstore_unit]\n variable=this_item\n find_vacant=yes\n [/unstore_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE player_onmap_units_store}\n\n [unhide_unit]\n [not]\n side=1\n [/not]\n [/unhide_unit]\n\n [redraw][/redraw]\n\n [message]\n speaker=Mal Keshar\n message= _ \"It\u2019s a very large, suspiciously vacant chamber. He he, what do you think, Elynia?\"\n [/message]\n\n {QUAKE (cave-in.ogg)}\n\n [scroll_to]\n x,y=71,2\n [/scroll_to]\n\n #\n # Remove all items everywhere, especially glyphs.\n # Their haloes glitch through shroud.\n #\n [remove_item][/remove_item]\n\n [redraw][/redraw]\n\n [kill]\n x=71,67,68\n y= 2, 5, 6\n [not]\n side=1\n [/not]\n animate,fire_event=no,no\n [/kill]\n\n [terrain]\n terrain=Xos\n x=71,67,68\n y= 2, 5, 6\n [/terrain]\n\n [place_shroud]\n side=1\n x=72-77,68-71,66-67,64-65\n y=0-40 , 5-40, 9-40,15-40\n [/place_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n {QUAKE (thunderstick.ogg)}\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"... And, now we\u2019re trapped. How predictable.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I know. Let us be on guard for whatever those voices were talking about.\"\n [/message]\n\n {UNLOCK_VIEW}\n\n [event]\n delayed_variable_substitution=no\n name=\"turn $($turn_number + 1)\"\n [fire_event]\n name=activate boss\n [/fire_event]\n [/event]\n\n [event]\n delayed_variable_substitution=no\n name=\"turn $($turn_number + 2)\"\n [fire_event]\n name=reveal energy supply\n [/fire_event]\n [/event]\n [/event]\n\n [event]\n name=activate boss\n\n {LOCK_VIEW}\n\n [set_variables]\n name=location\n mode=replace\n [literal]\n x,y=55,7\n [/literal]\n [/set_variables]\n\n [scroll_to]\n x,y=$location.x,$location.y\n {WARP}\n [/scroll_to]\n\n [fade_out_music]\n duration=500\n [/fade_out_music]\n\n [terrain]\n x,y=$location.x,$location.y\n radius=1\n terrain=Yhl^Kov\n [/terrain]\n\n [modify_side]\n side=7\n gold=0\n {INCOME 6 8 10}\n [/modify_side]\n\n [modify_side]\n side=1\n fog=no\n [/modify_side]\n\n [place_shroud]\n side=1\n x=0-40,41-76\n y=0-40,18-40\n [/place_shroud]\n\n #\n # Refresh shroud.\n #\n\n [redraw]\n side=1\n [/redraw]\n\n [item]\n x,y=$location.x,$location.y\n image=misc/blank-hex.png\n halo=halo/lighthouse-aura.png\n [/item]\n\n [delay]\n time=500\n [/delay]\n\n #\n # Make a first living unit under the player's control face towards the\n # Queen's spawn location.\n #\n\n [store_unit]\n [filter]\n {TQ_LIVING_NONHERO_UNIT}\n {NOT_ON_RECALL_LIST}\n [/filter]\n kill=no\n variable=living_nonhero_units\n [/store_unit]\n\n [if]\n {VARIABLE_NUMERICAL_GREATER_THAN living_nonhero_units.length 0}\n [then]\n {VARIABLE_RANDOM n \"0..$($living_nonhero_units.length - 1)\"}\n\n [store_direction]\n from_x,from_y=$living_nonhero_units[$n].x,$living_nonhero_units[$n].y\n to_x,to_y=$location.x,$location.y\n variable=\"living_nonhero_units[$n].facing\"\n [/store_direction]\n\n [unstore_unit]\n find_vacant=no\n variable=\"living_nonhero_units[$n]\"\n [/unstore_unit]\n\n [redraw][/redraw]\n\n #\n # Yes, the unit will not be shown changing facing unless the\n # screen is wide enough.\n #\n\n [message]\n scroll=no\n x,y=$living_nonhero_units[$n].x,$living_nonhero_units[$n].y\n message= _ \"What is that?\"\n [/message]\n\n {CLEAR_VARIABLE n}\n [/then]\n [/if]\n\n {CLEAR_VARIABLE living_nonhero_units}\n\n #\n # Make all other side 1 units face towards the spawn location.\n #\n\n [store_unit]\n [filter]\n side=1\n {NOT_ON_RECALL_LIST}\n [/filter]\n variable=player_units\n [/store_unit]\n\n [foreach]\n array=player_units\n [do]\n [store_direction]\n from_x,from_y=$this_item.x,$this_item.y\n to_x,to_y=$location.x,$location.y\n variable=this_item.facing\n [/store_direction]\n\n [unstore_unit]\n find_vacant=no\n variable=this_item\n [/unstore_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE player_units}\n\n [redraw][/redraw]\n\n [delay]\n time=250\n [/delay]\n\n #\n # Enter the Queen.\n #\n\n [hide_unit][/hide_unit]\n\n {WHITE_SCREEN}\n\n [redraw][/redraw]\n\n [sound]\n name=ambient/shaxthal-roam-1.ogg\n [/sound]\n\n [sound]\n name=melee-fire.ogg\n [/sound]\n\n [delay]\n time=500\n [/delay]\n\n [store_direction]\n from_x,from_y=$location.x,$location.y\n [to]\n [filter]\n id=Elynia\n [/filter]\n [/to]\n [/store_direction]\n\n #\n # Spawn the Queen's assistants.\n #\n\n [hidden_unit]\n side=7\n x,y=56,6\n type=Shaxthal Drone\n upkeep=free\n random_traits=yes\n facing=$direction\n [/hidden_unit]\n\n [hidden_unit]\n side=7\n x,y=54,7\n type=Shaxthal Drone\n upkeep=free\n random_traits=yes\n facing=$direction\n [/hidden_unit]\n\n [hidden_unit]\n side=7\n x,y=56,7\n type=Shaxthal Drone\n upkeep=free\n random_traits=yes\n facing=$direction\n [/hidden_unit]\n\n [hidden_unit]\n side=7\n x,y=54,6\n type=Shaxthal Drone\n upkeep=free\n random_traits=yes\n facing=$direction\n [/hidden_unit]\n\n #\n # The Queen.\n #\n\n [hidden_unit]\n # wmllint: recognize Shaxthal Hive Queen\n id=Shaxthal Hive Queen\n generate_name=no\n type=Shaxthal Hive Queen\n canrecruit=yes\n {IS_BOSS}\n side=7\n x,y=$location.x,$location.y\n facing=$direction\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/hidden_unit]\n\n {CLEAR_VARIABLE direction}\n\n [remove_item]\n x,y=$location.x,$location.y\n [/remove_item]\n\n #\n # Restore screen.\n #\n\n {RESET_SCREEN}\n\n [unhide_unit][/unhide_unit]\n\n {BOSS_AMBIENTANCE}\n\n [message]\n speaker=Elynia\n message= _ \"\u2014Uria be damned!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Hey, that conspicuous glowing orb embedded in its torso seems important!\"\n [/message]\n\n [scroll_to]\n x,y=$location.x,$location.y\n [/scroll_to]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Yes. It must be the very thing we have been searching for. Our timing couldn\u2019t be any worse... Destroy it! Destroy it at all costs!\"\n [/message]\n\n {CLEAR_VARIABLE location}\n\n {VARIABLE energy_supply_hidden yes}\n\n {UNLOCK_VIEW}\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Destroy the Queen\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n\n {OBJECTIVE_NOTE ( _ \"You will not be able to recall or recruit any units until the end of the mission\")}\n )}\n [/event]\n\n [event]\n name=reveal energy supply\n\n {VARIABLE energy_supply_hidden no}\n\n [store_locations]\n terrain=X*^&A\n variable=supply_locs\n [/store_locations]\n\n {QUAKE \"cave-in.ogg\"}\n\n [foreach]\n array=supply_locs\n variable=loc\n [do]\n [terrain]\n x,y=$loc.x,$loc.y\n terrain=Yhl\n [/terrain]\n\n [unit]\n side=7\n canrecruit=no\n upkeep=free\n {IS_BOSS}\n type=Verlissh Matrix Core\n x,y=$loc.x,$loc.y\n [modifications]\n {BOSS_BOOST 10% 1 0 0 1}\n\n [object]\n [effect]\n apply_to=attack\n name=hot goo\n set_range=melee\n [/effect]\n\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_EXTRA_HEAL}\n [/abilities]\n [/effect]\n\n [effect]\n apply_to=halo\n halo=\"halo/heart-aura.png~CS(-80,100,120)~O(0.15)\"\n [/effect]\n [/object]\n [/modifications]\n [/unit]\n\n [scroll_to]\n x,y=$loc.x,$loc.y\n {WARP}\n [/scroll_to]\n\n [delay]\n time=500\n [/delay]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE supply_locs}\n\n [delay]\n time=500\n [/delay]\n\n [message]\n scroll=no\n speaker=Elynia\n message= _ \"We have found those things before, in the old capital! They must have something to do with the hive, and possibly this creature as well \u2014 perhaps some kind of power source? Try destroying them!\"\n [/message]\n [/event]\n\n [event]\n name=attacker hits\n first_time_only=no\n [filter]\n side=1\n [/filter]\n [filter_second]\n id=Shaxthal Hive Queen\n [/filter_second]\n\n [fire_event]\n name=boss damaged\n [/fire_event]\n [/event]\n\n [event]\n name=defender hits\n first_time_only=no\n [filter_second]\n side=1\n [/filter_second]\n [filter]\n id=Shaxthal Hive Queen\n [/filter]\n\n [fire_event]\n name=boss damaged\n [/fire_event]\n [/event]\n\n [event]\n name=boss damaged\n first_time_only=no\n [filter_condition]\n [have_unit]\n type=Verlissh Matrix Core\n side=7\n [/have_unit]\n [or]\n {VARIABLE_BOOLEAN_EQUALS energy_supply_hidden yes}\n [/or]\n [/filter_condition]\n\n {BOSS_ABSORB_FULL_DAMAGE (id=Shaxthal Hive Queen)}\n [/event]\n\n [event]\n name=die\n first_time_only=no\n [filter]\n type=Verlissh Matrix Core\n side=7\n [/filter]\n\n # Increase the Queen's health pool by 16 for each energy unit up to a\n # total of 208 HP, and slow her down every time except the last.\n\n [object]\n [filter]\n id=Shaxthal Hive Queen\n [/filter]\n [effect]\n apply_to=hitpoints\n increase=16\n increase_total=16\n [/effect]\n [/object]\n\n [if]\n [have_unit]\n type=Verlissh Matrix Core\n side=7\n [not]\n x,y=$x1,$y1\n [/not]\n [/have_unit]\n [then]\n [modify_unit]\n [filter]\n id=Shaxthal Hive Queen\n [/filter]\n [status]\n slowed=yes\n [/status]\n [/modify_unit]\n\n # FIXME: see BOSS_ABSORB_FULL_DAMAGE\n#ifdef 0\n # Block BOSS_ABSORB_FULL_DAMAGE from unslowing her if the player\n # attacks her during the same turn\n [object]\n duration=turn\n [filter]\n id=Shaxthal Hive Queen\n [/filter]\n\n [effect]\n apply_to=status\n add=slowed_by_api\n [/effect]\n [/object]\n#endif\n\n [floating_text]\n [filter]\n id=Shaxthal Hive Queen\n [/filter]\n #textdomain wesnoth\n text=\"\"+_\"female^slowed\"+\"\"\n #textdomain wesnoth-After_the_Storm\n [/floating_text]\n [/then]\n [/if]\n\n [harm_unit]\n [filter]\n id=Shaxthal Hive Queen\n [/filter]\n amount=16\n kill=no\n fire_event=no\n animate=yes\n [/harm_unit]\n [/event]\n\n [event]\n name=die\n [filter]\n type=Verlissh Matrix Core\n side=7\n [/filter]\n\n [message]\n speaker=Elynia\n message= _ \"This appears to be causing some damage to the beast!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Very well \u2014 let\u2019s do some more!\"\n [/message]\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Destroy the energy supply units in the Queen\u2019s chamber\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n\n {OBJECTIVE_NOTE ( _ \"You will not be able to recall or recruit any units until the end of the mission\")}\n )}\n [/event]\n\n [event]\n name=die\n first_time_only=no\n [filter]\n type=Verlissh Matrix Core\n side=7\n [/filter]\n\n [kill]\n x,y=$x1,$y1\n fire_event,animate=no,no\n [/kill]\n\n [if]\n [not]\n [have_unit]\n type=Verlissh Matrix Core\n side=7\n [/have_unit]\n [/not]\n [then]\n [object]\n silent=yes\n [filter]\n id=Shaxthal Hive Queen\n [/filter]\n\n [effect]\n apply_to=remove_ability\n [abilities]\n {ABILITY_ABSORB_DAMAGE}\n [/abilities]\n [/effect]\n\n [effect]\n apply_to=attack\n range=melee\n increase_damage=5\n [/effect]\n\n [effect]\n apply_to=attack\n name=energy burst\n set_type=arcane\n increase_damage=2\n [/effect]\n [/object]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"It\u2019s working! Strike it down now!\"\n [/message]\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Destroy the Queen\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n\n {OBJECTIVE_NOTE ( _ \"You will not be able to recall or recruit any units until the end of the mission\")}\n )}\n [/then]\n [/if]\n [/event]\n\n #\n # Verlissh Crawlers respawn logic\n #\n\n [event]\n name=side 7 turn refresh\n first_time_only=no\n [filter_condition]\n [have_unit]\n type=Verlissh Matrix Core\n side=7\n [/have_unit]\n\n [not]\n [have_unit]\n type=Psy Crawler\n side=7\n count={DIFF 2 3 4}+\"-99999\"\n [/have_unit]\n [/not]\n [/filter_condition]\n\n [store_locations]\n [filter]\n type=Verlissh Matrix Core\n side=7\n [/filter]\n variable=respawn_locs\n [/store_locations]\n\n {VARIABLE_RANDOM respawn_count {DIFF 1..2 1..3 2..4} }\n\n [repeat]\n times=$respawn_count\n [do]\n {VARIABLE_RANDOM respawn_loc_index \"0..$($respawn_locs.length - 1)\"}\n\n {GENERIC_UNIT (7) (Psy Crawler) $respawn_locs[$respawn_loc_index].x $respawn_locs[$respawn_loc_index].y}\n {NO_UPKEEP_NO_OVERLAY}\n [+unit]\n animate=yes\n [/unit]\n\n {CLEAR_VARIABLE respawn_loc_index}\n [/do]\n [/repeat]\n\n {CLEAR_VARIABLE respawn_locs,respawn_count}\n [/event]\n\n #\n # Mal Keshar deterioration logic\n #\n\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [have_unit]\n id=Shaxthal Hive Queen\n [/have_unit]\n [/filter_condition]\n\n {RANDOM {DIFF 1..3 2..6 3..8}}\n\n [harm_unit]\n [filter]\n id=Mal Keshar\n [/filter]\n amount=$random\n kill=no\n animate=yes\n [/harm_unit]\n\n {CLEAR_VARIABLE random}\n [/event]\n\n [event]\n name=new turn\n [filter_condition]\n [have_unit]\n id=Shaxthal Hive Queen\n [/have_unit]\n [/filter_condition]\n\n [message]\n speaker=Mal Keshar\n sound={SOUND_LIST:LICH_HIT}\n message= _ \"*Uurgh*\" # wmllint: ignore no spellcheck\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"\u2014Malin? Are you all right?\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"This... this place is not doing me any good... There is a greater force at work in here, pulling our souls into it...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I should be able to heal you, just\u2014\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I don\u2019t think that will help for long. I\u2019m going to lend you a hand while I can...\"\n [/message]\n\n {VARIABLE_RANDOM random_spawn_count {DIFF 4..6 3..5 2..5} }\n\n [store_locations]\n x,y=55,7\n radius=4\n [not]\n terrain=Q*,X*,*^X*\n [/not]\n [not]\n [filter]\n [/filter]\n [/not]\n variable=spawn_locs\n [/store_locations]\n\n [if]\n {VARIABLE_NUMERICAL_EQUALS spawn_locs.length 0}\n [then]\n [set_variables]\n mode=replace\n name=spawn_locs\n [literal]\n x,y=55,7\n [/literal]\n [/set_variables]\n [/then]\n [/if]\n\n [repeat]\n times=$random_spawn_count\n [do]\n {VARIABLE_RANDOM random_type (Skeleton,Skeleton,Skeleton,Skeleton,Skeleton Archer,Revenant,Deathblade,Banebow,Soulless,Walking Corpse,Walking Corpse)}\n {VARIABLE_RANDOM random_loc \"0..$($spawn_locs.length - 1)\"}\n\n #\n # This animation only works after scenario 9.2\n #\n [animate_unit]\n [filter]\n id=Mal Keshar\n [/filter]\n flag=void_recruiting\n [/animate_unit]\n\n {GENERIC_UNIT 1 $random_type $spawn_locs[$random_loc].x $spawn_locs[$random_loc].y} {NO_UPKEEP_NO_OVERLAY}\n [+unit]\n animate=yes\n [/unit]\n [/do]\n [/repeat]\n\n {CLEAR_VARIABLE random_spawn_count,random_type,random_loc,spawn_locs}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Shaxthal Hive Queen\n [/filter]\n\n {LOCK_VIEW}\n\n {CLEAR_LABELS}\n\n [message]\n speaker=narrator\n message= _ \"The unsightly behemoth let out a terrifying loud screech with its dying breath. As the creature collapsed, the alien core in its chest shattered, and burst, releasing a great amount of energy that enveloped all in ghostly red tendrils...\"\n image=wesnoth-icon.png\n [/message]\n\n {FLASH_RED (\n [kill]\n fire_event=no\n x,y=$x1,$y1\n animate=yes\n [/kill]\n )}\n\n [kill]\n fire_event=no\n type=Psy Crawler\n [or]\n type=Shaxthal Drone\n [/or]\n animate=yes\n [/kill]\n\n [fire_event]\n name=begin final cutscene\n [/fire_event]\n\n {UNLOCK_VIEW}\n [/event]\n\n#define TQ_PETRIFY_STORED_UNIT _UNIT_STORE_NAME\n [set_variables]\n mode=merge\n name={_UNIT_STORE_NAME}\n [value]\n side=8\n experience=0\n hitpoints=1\n max_hitpoints=1\n moves=1\n max_moves=1\n ellipse=none # wmllint: no ellipsecheck\n [status]\n petrified=yes\n slowed=no\n poisoned=no\n uncovered=yes\n [/status]\n [/value]\n [/set_variables]\n#enddef\n\n#define TQ_PETRIFY_ONE_RANDOM_UNDEAD\n [if]\n [have_unit]\n side=1\n race=undead\n [not]\n id=Mal Keshar\n [/not]\n [/have_unit]\n [then]\n [store_unit]\n [filter]\n side=1\n race=undead\n [not]\n id=Mal Keshar\n [/not]\n [/filter]\n variable=undead_fossil_store\n [/store_unit]\n\n {VARIABLE_RANDOM fossil_index \"0..$($undead_fossil_store.length - 1)\"}\n\n {TQ_PETRIFY_STORED_UNIT undead_fossil_store[$fossil_index]}\n\n [sound]\n name=petrified.ogg\n [/sound]\n\n [unstore_unit]\n find_vacant=no\n variable=\"undead_fossil_store[$fossil_index]\"\n [/unstore_unit]\n\n [scroll_to]\n x,y=$undead_fossil_store[$fossil_index].x,$undead_fossil_store[$fossil_index].y\n [/scroll_to]\n\n {CLEAR_VARIABLE undead_fossil_store,fossil_index} #,petrified_label}\n [/then]\n [/if]\n#enddef\n\n#define TQ_PETRIFY_ALL_REMAINING_UNDEAD\n [store_unit]\n [filter]\n side=1\n race=undead\n {NOT_ON_RECALL_LIST}\n [/filter]\n variable=undead_fossil_store\n [/store_unit]\n\n [foreach]\n array=undead_fossil_store\n [do]\n {TQ_PETRIFY_STORED_UNIT this_item}\n\n [sound]\n name=petrified.ogg\n [/sound]\n\n [unstore_unit]\n find_vacant=no\n variable=this_item\n [/unstore_unit]\n\n [scroll_to]\n x,y=$this_item.x,$this_item.y\n [/scroll_to]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE undead_fossil_store}\n#enddef\n\n [event]\n name=begin final cutscene\n\n {LOCK_VIEW}\n\n {CLEAR_LABELS}\n\n {TQ_DISABLE_CAVE_WATER_SOUND_SOURCES}\n\n {REPLACE_SCENARIO_MUSIC \"silence.ogg\"}\n\n {QUAKE \"rumble.ogg,cave-in.ogg\"}\n\n [if]\n [have_unit]\n {TQ_LIVING_NONHERO_UNIT}\n [/have_unit]\n [then]\n [message]\n {TQ_LIVING_NONHERO_UNIT}\n message= _ \"The energy is filling the place!\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Elynia\n message= _ \"The energy is filling the place!\"\n [/message]\n [/else]\n [/if]\n\n {QUAKE \"rumble.ogg,cave-in.ogg\"}\n\n [message]\n speaker=narrator\n message= _ \"... an energy of a kind unknown to either Elynia or the lich.\"\n image=wesnoth-icon.png\n [/message]\n\n {FLASH_RED (\n {QUAKE \"rumble.ogg,cave-in.ogg\"}\n )}\n\n [harm_unit]\n [filter]\n race=undead\n [/filter]\n amount=8\n kill=no\n animate=yes\n [/harm_unit]\n\n [fade_out_sound_effects]\n duration=500\n [/fade_out_sound_effects]\n\n #\n # Disable background sound sources permanently, just for artsy effect.\n # The water sound sources are disabled only temporarily.\n #\n\n {REMOVE_SOUND_SOURCE cave_sound_source,hive_sound_source}\n\n {TQ_DISABLE_CAVE_WATER_SOUND_SOURCES}\n\n #\n # Give UI a chance to run to update sound sources and stuff.\n #\n\n [delay]\n time=1000\n [/delay]\n\n # wmllint: local spellings plural_you singular_you\n\n [if]\n [have_unit]\n {TQ_LIVING_NONHERO_UNIT}\n [/have_unit]\n [then]\n [message]\n speaker=Mal Keshar\n # po: Condenser/capacitor.\n message= _ \"plural_you^... It\u2019s clear now that those power condensers were essential for running something else here. All of you, make haste and return to the surface before the hive collapses.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"We? What about you?!\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Mal Keshar\n # po: Condenser/capacitor.\n message= _ \"singular_you^... It\u2019s clear now that those power condensers were essential for running something else here. You must make haste and return to the surface before the hive collapses.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I? What about you?!\"\n [/message]\n [/else]\n [/if]\n\n #\n # Reset SFX volume.\n #\n\n [reset_sound_effects][/reset_sound_effects]\n\n {QUAKE \"rumble.ogg,cave-in.ogg\"}\n\n [message]\n speaker=Mal Keshar\n message= _ \"Surely you realize that I am well past my time to roam this earth \u2014 I am as old as a fossil, and our little fight with Elyssa and Argan in the frontier between Inferno and Irdya has truly had a long-lasting effect on my powers... The power that\u2019s consuming this place now is tearing into my very soul... It hurts.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"But\u2014\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"You and I... we have many followers from diverse backgrounds. I am sure that, should you need a new necromancer to help you, many will be willing to take up my position. Just make sure to not get yourself killed and don\u2019t forget that you are here fighting for a greater cause, one that transcends the fate of Irdya.\"\n [/message]\n\n {TQ_PETRIFY_ONE_RANDOM_UNDEAD}\n\n [message]\n speaker=Elynia\n message= _ \"(in tears) Argan\u2019s journal... Where is it?\"\n [/message]\n\n {TQ_PETRIFY_ONE_RANDOM_UNDEAD}\n {TQ_PETRIFY_ONE_RANDOM_UNDEAD}\n\n [message]\n speaker=Mal Keshar\n message= _ \"Kyara\u2014\"\n [/message]\n\n {TQ_PETRIFY_ALL_REMAINING_UNDEAD}\n\n {REPLACE_SCENARIO_MUSIC \"the_king_is_dead.ogg\"}\n {APPEND_MUSIC \"transience.ogg\"}\n\n {INCIDENTAL_MUSIC \"sad.ogg\"}\n\n [message]\n speaker=Elynia\n message= _ \"Malin...\"\n [/message]\n\n [redraw][/redraw]\n\n [delay]\n time=2000\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"(Tears.)\"\n [/message]\n\n [delay]\n time=2000\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"How could I let this happen? NO!\"\n [/message]\n\n {QUAKE \"rumble.ogg,cave-in.ogg\"}\n\n [if]\n [have_unit]\n {TQ_LIVING_NONHERO_UNIT}\n [/have_unit]\n [then]\n [message]\n {TQ_LIVING_NONHERO_UNIT}\n message= _ \"My lady, we cannot spend any more time here!\"\n [/message]\n\n [sound]\n name={SOUND_LIST:COLLAPSING_FACILITY}\n [/sound]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"...\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n {TQ_LIVING_NONHERO_UNIT}\n message= _ \"Lady!\"\n [/message]\n [/then]\n [/if]\n\n [delay]\n time=1000\n [/delay]\n\n [sound]\n name={SOUND_LIST:COLLAPSING_FACILITY}\n [/sound]\n\n [message]\n speaker=narrator\n image= # wmllint: ignore\n message= _ \"... Don\u2019t forget that you are here fighting for a greater cause, one that transcends the fate of Irdya.\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [if]\n [have_unit]\n {TQ_LIVING_NONHERO_UNIT}\n [/have_unit]\n [then]\n [message]\n speaker=Elynia\n message= _ \"We must get out of here.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Elynia\n message= _ \"I must get out of here.\"\n [/message]\n [/else]\n [/if]\n\n [store_locations]\n [filter]\n id=Elynia\n [/filter]\n variable=elynia_loc\n [/store_locations]\n\n [if]\n {VARIABLE_NUMERICAL_GREATER_THAN elynia_loc.x 50}\n [then]\n {MOVE_UNIT (id=Elynia) 50 6}\n [/then]\n [/if]\n\n [time_area]\n id=surface\n remove=yes\n [/time_area]\n\n [terrain_mask]\n x,y=1,1\n border=yes\n {MASK 12_The_Queen_1.mask}\n [/terrain_mask]\n\n [kill]\n x=1-34,35-76\n y=1-39,17-39\n animate=no\n fire_event=no\n [/kill]\n\n [remove_shroud]\n side=1\n x=37-52,41-58\n y= 0-9,10-14\n #[not]\n # terrain=Q*,X*,*^X*\n #[/not]\n [/remove_shroud]\n\n [redraw][/redraw]\n\n {HIGHLIGHT_IMAGE 39 6 \"items/gohere.png\" ()}\n\n [remove_item]\n x,y=39,6\n [/remove_item]\n\n [message]\n speaker=Elynia\n message= _ \"That way...\"\n [/message]\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Find an alternate exit to the surface\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n\n {OBJECTIVE_NOTE ( _ \"You will not be able to recall or recruit any units until the end of the mission\")}\n )}\n\n #\n # Re-enable regular sound sources (not background ambience).\n #\n\n {TQ_ENABLE_CAVE_WATER_SOUND_SOURCES}\n\n {VARIABLE end_of_scenario_turn_number \"$($turn_number + 3)\"}\n\n {CLEAR_VARIABLE elynia_loc}\n\n {UNLOCK_VIEW}\n\n #\n # Make sure Elynia can't be hit, we don't want her dying at this point.\n #\n\n {FORCE_CHANCE_TO_HIT () (id=Elynia) 0 ()}\n\n #\n # Elynia deterioration logic\n #\n\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n {VARIABLE_NUMERICAL_LESS_THAN turn_number $end_of_scenario_turn_number}\n [/filter_condition]\n\n {RANDOM 8..18}\n\n [harm_unit]\n [filter]\n id=Elynia\n [/filter]\n amount=$random\n kill=no\n animate=yes\n [/harm_unit]\n\n {CLEAR_VARIABLE random}\n [/event]\n\n #\n # Critters deterioration logic\n #\n\n [event]\n name=new turn\n first_time_only=no\n\n {RANDOM 8..16}\n\n # Visible units are animated and may get less damage,\n # but they may also die.\n\n [harm_unit]\n [filter]\n [filter_vision]\n visible=yes\n side=1\n [/filter_vision]\n [not]\n side=1\n [/not]\n [not]\n side=8\n [/not]\n [/filter]\n amount=$random\n kill=yes\n animate=yes\n [/harm_unit]\n\n {RANDOM 12..60}\n\n # Units out of the player's reach are not animated but\n # may get more damage. However, they may *not* die.\n\n [harm_unit]\n [filter]\n [filter_vision]\n visible=no\n side=1\n [/filter_vision]\n [not]\n side=1\n [/not]\n [not]\n side=8\n [/not]\n [/filter]\n amount=$random\n kill=no\n animate=no\n [/harm_unit]\n\n {CLEAR_VARIABLE random}\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n\n {RANDOM 0..16}\n\n [if]\n {VARIABLE_NUMERICAL_GREATER_THAN random 6}\n [then]\n {QUAKE {SOUND_LIST:COLLAPSING_FACILITY} }\n [/then]\n [/if]\n\n {CLEAR_VARIABLE random}\n [/event]\n\n [event]\n delayed_variable_substitution=no\n name=\"turn $($turn_number + 1)\"\n\n [message]\n speaker=narrator\n image= # wmllint: ignore\n message= _ \"... I have always been alone...\"\n [/message]\n\n {QUAKE {SOUND_LIST:COLLAPSING_FACILITY} }\n\n [kill]\n animate=yes\n fire_event=no\n side=7\n [filter_vision]\n visible=yes\n side=1\n [/filter_vision]\n [/kill]\n\n [kill]\n animate=no\n fire_event=no\n side=7\n [/kill]\n\n [terrain]\n x=61,58,52,58,62\n y= 7,10, 8, 4, 6\n terrain=Xu\n [/terrain]\n\n [redraw][/redraw]\n\n {QUAKE {SOUND_LIST:COLLAPSING_FACILITY} }\n [/event]\n\n [event]\n delayed_variable_substitution=no\n name=\"turn $($turn_number + 2)\"\n\n [message]\n speaker=narrator\n image= # wmllint: ignore\n message= _ \"... I\u2019ll be alone again...\"\n [/message]\n\n {QUAKE {SOUND_LIST:COLLAPSING_FACILITY} }\n\n [kill]\n animate=yes\n fire_event=no\n side=1\n {NOT_ON_RECALL_LIST}\n [not]\n id=Elynia\n [/not]\n [/kill]\n\n {QUAKE {SOUND_LIST:COLLAPSING_FACILITY} }\n [/event]\n\n [event]\n delayed_variable_substitution=no\n name=\"turn $end_of_scenario_turn_number\"\n\n [fire_event]\n name=the end\n [/fire_event]\n [/event]\n [/event]\n\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [have_unit]\n side=8\n [not]\n id=Mal Keshar\n [/not]\n [/have_unit]\n [/filter_condition]\n\n [store_unit]\n [filter]\n side=8\n [not]\n id=Mal Keshar\n [/not]\n [/filter]\n kill=no\n variable=side8_store\n [/store_unit]\n\n [kill]\n animate,fire_event=yes,no\n x,y=$side8_store[0].x,$side8_store[0].y\n [/kill]\n\n {CLEAR_VARIABLE side8_store}\n [/event]\n\n#define TQ_ELYNIA_FADE_STEP _RGB_SHIFT _ALPHA _MAX_HP_CHANGE\n [object]\n silent=yes\n [filter]\n id=Elynia\n [/filter]\n [effect]\n apply_to=image_mod\n replace=\"CS(\"+{_RGB_SHIFT}+\",\"+{_RGB_SHIFT}+\",\"+{_RGB_SHIFT}+\")~O(\"+{_ALPHA}+\")\"\n [/effect]\n [effect]\n apply_to=zoc\n value=no\n [/effect]\n [effect]\n apply_to=hitpoints\n increase_total={_MAX_HP_CHANGE}\n [/effect]\n [effect]\n apply_to=max_experience\n increase={_MAX_HP_CHANGE}\n [/effect]\n [/object]\n\n [redraw][/redraw]\n#enddef\n\n [event]\n name=the end\n\n {LOCK_VIEW}\n\n {CLEAR_LABELS}\n\n {VARIABLE_DEFAULT swam_in_fountain_of_courage no}\n\n {GLOBAL_TABLE:OPEN NAMESPACE={PERSISTENT_NS_ATS}}\n {GLOBAL_TABLE:WRITE swam_in_fountain_of_courage}\n {GLOBAL_TABLE:CLOSE}\n\n #\n # Store Elynia for use in E2.\n #\n\n {UNIT_TO_GLOBAL_STORE Elynia episode1_stats_elynia}\n\n # These sound sources are only running when this event is thrown out\n # of sequence (debug mode)...\n\n {REMOVE_SOUND_SOURCE cave_sound_source,hive_sound_source}\n\n {TQ_DISABLE_CAVE_WATER_SOUND_SOURCES}\n\n [message]\n speaker=Elynia\n message= _ \"The spell... I must use the spell...\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n {QUAKE {SOUND_LIST:COLLAPSING_FACILITY} }\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=narrator\n image= # wmllint: ignore\n message= _ \"... I lost much more than that long ago...\"\n [/message]\n\n {QUAKE {SOUND_LIST:COLLAPSING_FACILITY} }\n\n {QUAKE {SOUND_LIST:COLLAPSING_FACILITY} }\n\n [message]\n speaker=narrator\n image= # wmllint: ignore\n message= _ \"... We aren\u2019t that different after all...\"\n [/message]\n\n {QUAKE {SOUND_LIST:COLLAPSING_FACILITY} }\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=narrator\n image= # wmllint: ignore\n message= _ \"... a greater cause, one that transcends the fate of Irdya...\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n {QUAKE {SOUND_LIST:COLLAPSING_FACILITY} }\n\n [message]\n speaker=Elynia\n message= _ \"I...\"\n [/message]\n\n [harm_unit]\n [filter]\n id=Elynia\n [/filter]\n amount=\"$($this_unit.hitpoints - 1)\"\n kill=no\n animate=yes\n [/harm_unit]\n\n [fade_out_music]\n duration=500\n [/fade_out_music]\n\n [message]\n speaker=narrator\n caption= _ \"Uria\"\n message= _ \"Do you truly think you can fight me?\"\n image=wesnoth-icon.png\n [/message]\n\n {FADE_STEP 8 250}\n\n {TQ_ELYNIA_FADE_STEP -8 0.98 -5%}\n\n {FADE_STEP 16 250}\n\n {TQ_ELYNIA_FADE_STEP -16 0.94 -5%}\n\n {FADE_STEP 24 250}\n\n {TQ_ELYNIA_FADE_STEP -24 0.90 -10%}\n\n {QUAKE {SOUND_LIST:COLLAPSING_FACILITY} }\n\n [message]\n speaker=narrator\n caption= _ \"Uria\"\n message= _ \"You don\u2019t have the power of the Union to help you anymore. Your friends are gone. Our power is unlimited. You cannot win.\"\n image=wesnoth-icon.png\n [/message]\n\n {TQ_ELYNIA_FADE_STEP -32 0.86 -10%}\n\n {FADE_STEP 32 250}\n\n {TQ_ELYNIA_FADE_STEP -64 0.82 -20%}\n\n {FADE_STEP 64 250}\n\n [sound]\n name={SOUND_LIST:COLLAPSING_FACILITY}\n [/sound]\n\n {TQ_ELYNIA_FADE_STEP -96 0.76 -20%}\n\n {FADE_STEP 96 250}\n\n {TQ_ELYNIA_FADE_STEP -128 0.72 -40%}\n\n {FADE_STEP 128 250}\n\n [message]\n speaker=Elynia\n message= _ \"... must...\"\n [/message]\n\n {TQ_ELYNIA_FADE_STEP -196 0.65 -60%}\n\n [sound]\n name=rumble.ogg\n [/sound]\n\n [remove_item][/remove_item]\n\n {FADE_STEP 160 250}\n\n {TQ_ELYNIA_FADE_STEP -196 0.50 -80%}\n\n [sound]\n name={SOUND_LIST:COLLAPSING_FACILITY}\n [/sound]\n\n {FADE_STEP 192 250}\n\n #\n # NOTE: This kills Elynia too. We don't need her anymore past this\n # point.\n #\n\n [kill]\n animate=no\n fire_event=no\n [/kill]\n\n [sound]\n name={SOUND_LIST:COLLAPSING_FACILITY}\n [/sound]\n\n {FADE_STEP 224 250}\n\n [replace_schedule]\n {NEUTRAL_TOD} {SCHEDULE_LIGHTING 0 -20 -20}\n [/replace_schedule]\n\n {SET_THEME {FULLSCREEN_CUTSCENE_UI}}\n\n {FADE_STEP 500 250}\n\n [terrain]\n # Everywhere.\n terrain=Xv\n [/terrain]\n\n [redraw][/redraw]\n\n [modify_side]\n side=1\n fog,shroud=no,no\n [/modify_side]\n\n [delay]\n time=6000\n [/delay]\n\n [terrain]\n # Everywhere.\n terrain=Gll^Fp\n [/terrain]\n\n {FADE_STEP 224 250}\n {FADE_STEP 208 250}\n {FADE_STEP 192 250}\n {FADE_STEP 176 250}\n {FADE_STEP 160 250}\n {FADE_STEP 144 250}\n {FADE_STEP 128 250}\n {FADE_STEP 112 250}\n {FADE_STEP 96 250}\n {FADE_STEP 80 250}\n {FADE_STEP 64 250}\n {FADE_STEP 48 250}\n {FADE_STEP 32 250}\n {FADE_STEP 16 250}\n {FADE_STEP 0 250}\n\n [delay]\n time=6000\n [/delay]\n\n [message]\n speaker=narrator\n image= # wmllint: ignore\n message= _ \"... Where am I?\"\n [/message]\n\n [delay]\n time=2000\n [/delay]\n\n {FADE_TO_BLACK}\n\n {ENDLEVEL_QUIET}\n [/event]\n\n [event]\n name=victory\n\n {CLEAR_VARIABLE energy_supply_hidden,end_of_scenario_turn_number}\n [/event]\n\n#undef TQ_ELYNIA_FADE_STEP\n\n#undef TQ_LIVING_NONHERO_UNIT\n\n#undef TQ_PETRIFY_STORED_UNIT\n#undef TQ_PETRIFY_ONE_RANDOM_UNDEAD\n#undef TQ_PETRIFY_ALL_REMAINING_UNDEAD\n\n#undef TQ_ENABLE_CAVE_WATER_SOUND_SOURCES\n#undef TQ_DISABLE_CAVE_WATER_SOUND_SOURCES\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=13_Death_and_Rebirth\n name= _ \"Death and Rebirth\"\n {MAP 13_Death_and_Rebirth.map}\n turns=-1\n next_scenario=\"null\"\n victory_when_enemies_defeated=no\n\n {FULLSCREEN_CUTSCENE_UI}\n\n {SCENARIO_MUSIC \"silence.ogg\"}\n\n {INDOORS} {SCHEDULE_LIGHTING -40 -40 -10}\n\n # wmllint: validate-off\n\n [side]\n save_id=player\n\n {NO_ECONOMY}\n\n controller=human\n side=1\n team_name=player\n user_team_name= _ \"team_name^Elynia\"\n hidden=yes\n # This is solely to prevent a map snapshot from being used in the\n # Load Game menu when all terrain grahics are loaded. The shroud\n # is disabled later during prestart.\n shroud=yes\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA_AS_LEADER}\n [/side]\n\n [side]\n side=2\n team_name=foe\n user_team_name= _ \"team_name^Enemies\"\n {CHAOS_FLAG}\n color=gold\n\n {NO_ECONOMY}\n\n canrecruit=yes\n # wmllint: recognize Elyssa\n {CHARACTER_STATS_ELYSSA}\n facing=ne\n [/side]\n\n [side]\n side=3\n team_name=foe\n user_team_name= _ \"team_name^Enemies\"\n {CHAOS_FLAG}\n hidden=yes\n\n {NO_ECONOMY}\n\n canrecruit=yes\n # wmllint: recognize Mal Kendria\n {CHARACTER_STATS_MAL_KENDRIA}\n facing=ne\n [/side]\n\n # wmllint: validate-on\n\n [side]\n side=4\n team_name=foe\n user_team_name= _ \"team_name^Enemies\"\n {CHAOS_FLAG}\n hidden=yes\n\n {NO_ECONOMY}\n no_leader=yes\n [/side]\n\n [side]\n side=5\n team_name=foe\n user_team_name= _ \"team_name^Enemies\"\n {CHAOS_FLAG}\n hidden=yes\n\n {NO_ECONOMY}\n no_leader=yes\n [/side]\n\n # NOTE: These are the same glyphs from E1S9.3, sans events.\n {ITEM_CRYSTAL_GLYPH 55 12}\n {ITEM_CRYSTAL_GLYPH 48 19}\n\n {HIVE_NOISE_1_SOUND_SOURCE}\n [+sound_source]\n id=ss1 # wmllint: ignore\n [/sound_source]\n\n {HIVE_NOISE_2_SOUND_SOURCE}\n [+sound_source]\n id=ss2 # wmllint: ignore\n [/sound_source]\n\n [event]\n name=prestart\n\n [modify_side]\n side=1\n shroud=no\n [/modify_side]\n\n [hide_unit]\n id=Elynia\n [/hide_unit]\n\n {BLACK_SCREEN}\n\n {LOCK_VIEW}\n [/event]\n\n [event]\n name=start\n\n [delay]\n time=1000\n [/delay]\n\n {FADE_IN}\n\n [message]\n speaker=narrator\n caption= _ \"Mal Kendria\"\n image=wesnoth-icon.png\n message= _ \"My lady?\"\n [/message]\n\n [scroll_to]\n x,y=55,17\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n\n [scroll_to]\n x,y=55,13\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n caption= _ \"Mal Kendria\"\n image=wesnoth-icon.png\n message= _ \"Where are you?\"\n [/message]\n\n [scroll_to]\n x,y=38,4\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n\n [scroll_to]\n x,y=38,15\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n\n [scroll_to]\n x,y=37,23\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n\n [scroll_to]\n x,y=13,31\n [/scroll_to]\n\n [delay]\n time=1000\n [/delay]\n\n {MOVE_UNIT (id=Mal Kendria) 10 32}\n\n [message]\n speaker=Mal Kendria\n message= _ \"My lady, we have been looking for you! We have just received excellent news\u2014\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"She\u2019s not dead.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Mal Kendria\n message= _ \"B\u2014 but, the Wesmere facility was vaporized after the destruction of the core!\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"That\u2019s right, but she is not dead. I can feel her. I don\u2019t know where she is, but she\u2019s certainly not dead.\"\n [/message]\n\n [unit]\n side=5\n # wmllint: recognize Mal Hekuba\n {CHARACTER_STATS_MAL_HEKUBA}\n canrecruit=yes\n facing=ne\n x,y=1,37\n [/unit]\n\n [message]\n speaker=Mal Hekuba\n scroll=no\n message= _ \"But not in Irdya either, or is she?\"\n [/message]\n\n {FACE_DIRECTION (id=Elyssa) sw}\n\n {MOVE_UNIT (id=Mal Hekuba) 9 33}\n\n [message]\n speaker=Elyssa\n message= _ \"She\u2019s not.\"\n [/message]\n\n [message]\n speaker=Mal Hekuba\n # po: The lackey in question is Mal Keshar\n message= _ \"Good. Wherever she is, she can\u2019t bother us anymore, and her lackey was destroyed in the explosion. It\u2019s a pity that we lost the experimental core units along with such a very strategic location, but we can do without them anyway. I feel the need to ask, however, why install the third unit on our new weapon when any of us could make a better use of it?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"I believe the Norsulans haven\u2019t resolved the contamination issue yet. It\u2019s not the best moment to make risky choices like that with our limited resources; we need to reclaim some land and complete the construction of the other hives.\"\n [/message]\n\n [message]\n speaker=Mal Hekuba\n message= _ \"As for the original...\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"She said we should not do anything with it yet.\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Mal Hekuba\n message= _ \"I see. Well, that\u2019s all I wanted to know.\"\n [/message]\n\n {MOVE_UNIT (id=Mal Hekuba) 6 34}\n\n [message]\n speaker=Elyssa\n message= _ \"Don\u2019t forget that you have a mission to carry out, too.\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n {FACE_DIRECTION (id=Mal Hekuba) ne}\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Mal Hekuba\n message= _ \"I am aware, my lady. I am well aware.\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n {MOVE_UNIT (id=Mal Hekuba) 1 37}\n\n [kill]\n [not]\n side=1\n [/not]\n fire_event,animate=no,no\n [/kill]\n\n #\n # Remove glyphs, otherwise their halos may glitch through shroud due\n # to a bug in the game.\n #\n\n [remove_item][/remove_item]\n\n [redraw][/redraw]\n\n {FADE_TO_BLACK}\n\n [modify_side]\n side=1\n shroud=yes\n [/modify_side]\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n # Well, no music fade-out because we don't even use music in this\n # scenario.\n\n #[fade_out_music][/fade_out_music]\n\n [fade_out_sound_effects][/fade_out_sound_effects]\n\n {REMOVE_SOUND_SOURCE ss1,ss2}\n\n [delay]\n time=10\n [/delay]\n\n [reset_sound_effects][/reset_sound_effects]\n\n [delay]\n time=1000\n [/delay]\n\n {REPLACE_SCENARIO_MUSIC \"snowfall.ogg\"}\n {APPEND_MUSIC \"nunc_dimittis.ogg\"}\n {APPEND_MUSIC \"heroes_rite.ogg\"}\n {APPEND_MUSIC \"weight_of_revenge.ogg\"}\n\n {ENDLEVEL_QUIET} {NO_START_OF_SCENARIO_SAVE} {NO_REPLAY_SAVE}\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#define CHARACTER_STATS_ELYNIA\n id=Elynia\n name= _ \"Elynia\"\n type=Sylvan Warden\n profile=\"portraits/elynia.png\"\n canrecruit=yes\n unrenamable=yes\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_ELYNIA_AS_NON_LEADER\n id=Elynia\n name= _ \"Elynia\"\n type=Sylvan Warden\n profile=\"portraits/elynia.png\"\n {IS_HERO}\n unrenamable=yes\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n {MOD_LOYAL_HERO}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_DURVAN\n id=Durvan\n name= _ \"Durvan\"\n type=Poacher\n #profile=\"portraits/durvan.png\"\n {IS_HERO}\n unrenamable=yes\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_STRONG}\n {MOD_LOYAL_HERO}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_ANYA\n id=Anya\n name= _ \"Anya\"\n type=Dusk Faerie\n gender=female\n #profile=\"portraits/anya.png\"\n {IS_HERO}\n unrenamable=yes\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_RESILIENT}\n {MOD_LOYAL_HERO}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_ALLYNA\n id=Allyna\n name= _ \"Allyna\"\n type=Civilian\n #gender=female\n #profile=\"portraits/allyna.png\"\n {IS_HERO}\n unrenamable=yes\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_RESILIENT}\n {MOD_LOYAL_HERO}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_ZYNARA\n id=Zynara\n name= _ \"Zynara\"\n type=Dark Sorcerer\n advances_to=Necromancer\n gender=female\n profile=\"portraits/humans/dark-adept+female.png\"\n #profile=\"portraits/zynara.png\"\n {IS_HERO}\n unrenamable=yes\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n {MOD_LOYAL_HERO}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_TARA\n id=Tara\n name= _ \"Tara\"\n type=Faerie Dryad\n variation=tara\n #gender=female\n #profile=\"portraits/tara.png\"\n unrenamable=yes\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_RESILIENT}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_ELORRAN\n id=Elorran\n name= _ \"Elorran\"\n type=Errant Executor\n #gender=male\n #profile=\"portraits/elorran.png\"\n unrenamable=yes\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_STRONG}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_UNARYE\n id=Unarye\n name= _ \"Unarye\"\n type=Elvish Avatar\n #profile=\"portraits/unarye.png\"\n profile=\"portraits/elves/sylph.png~RIGHT()\"\n unrenamable=yes\n [modifications]\n {TRAIT_DEXTROUS}\n {TRAIT_INTELLIGENT}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_IVYEL\n type=Faerie Avatar\n id=Lady of Light\n name= _ \"Lady of Light\"\n #profile=\"portraits/ivyel.png\"\n unrenamable=yes\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n [/modifications]\n#enddef\n\n#define RECALL_DURVAN\n {RECALL_CHARACTER ({CHARACTER_STATS_DURVAN})}\n#enddef\n#define RECALL_DURVAN_AT_LOCATION _X _Y\n {RECALL_CHARACTER_AT ({CHARACTER_STATS_DURVAN}) ({_X}) ({_Y})}\n#enddef\n\n#define RECALL_ALLYNA\n {RECALL_CHARACTER ({CHARACTER_STATS_ALLYNA})}\n#enddef\n#define RECALL_ALLYNA_AT_LOCATION _X _Y\n {RECALL_CHARACTER_AT ({CHARACTER_STATS_ALLYNA}) ({_X}) ({_Y})}\n#enddef\n\n#define RECALL_ANYA\n {RECALL_CHARACTER ({CHARACTER_STATS_ANYA})}\n#enddef\n#define RECALL_ANYA_AT_LOCATION _X _Y\n {RECALL_CHARACTER_AT ({CHARACTER_STATS_ANYA}) ({_X}) ({_Y})}\n#enddef\n\n#define RECALL_ZYNARA\n {RECALL_CHARACTER ({CHARACTER_STATS_ZYNARA})}\n#enddef\n#define RECALL_ZYNARA_AT_LOCATION _X _Y\n {RECALL_CHARACTER_AT ({CHARACTER_STATS_ZYNARA}) ({_X}) ({_Y})}\n#enddef\n\n#define AMLA_MENU_HINT\n {AMLA_MENU_HINT:BASE ( _ \"As a high-level unit under your control, Elynia has special After Maximum Level Advancements (AMLAs). You can learn more about those by right-clicking her and choosing the Unit Advancements option.\")}\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#define C_DEATHS\n {C_DEATH_ELYNIA}\n#enddef\n\n#define D_DEATHS\n {C_DEATH_ELYNIA}\n {D_DEATH_DURVAN}\n {D_DEATH_ANYA}\n {D_DEATH_ZYNARA}\n#enddef\n\n#define E_DEATHS\n {C_DEATH_ELYNIA}\n {D_DEATH_DURVAN}\n {D_DEATH_ANYA}\n#enddef\n\n#define C_DEATH_ELYNIA\n {HERO_DEATH_BASE\n (Elynia)\n (\n [message]\n speaker=unit\n message= _ \"I... fall to the darkness.\"\n [/message]\n ) ()}\n#enddef\n\n#define D_DEATH_DURVAN\n {HERO_DEATH_BASE\n (Durvan)\n (\n [message]\n speaker=unit\n message= _ \"No! My mission isn\u2019t over yet!\"\n [/message]\n ) ()}\n#enddef\n\n#define D_DEATH_ANYA\n {HERO_DEATH_BASE\n (Anya)\n (\n [message]\n speaker=unit\n message= _ \"Augh! Elynia, save me\u2014\"\n [/message]\n ) ()}\n#enddef\n\n#define D_DEATH_ZYNARA\n {HERO_DEATH_BASE\n (Zynara)\n (\n [message]\n speaker=unit\n message= _ \"I\u2019ve fallen before completing my mission. Forgive me...\"\n [/message]\n ) ()}\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[campaign]\n id=After_the_Storm_II\n {ATS_SHARED_ATTRIBUTES II}\n\n abbrev= _ \"AtS-2\"\n name=_\"After the Storm\"+\"\n\"+_\"Episode II: Fate\"\n icon=\"data/add-ons/After_the_Storm/images/campaign-icon-episode2.png\"\n image=\"data/add-ons/After_the_Storm/images/campaign-logo-episode2.jpg\"\n background=\"story/landscape-hills-01.jpg\"\n first_scenario=00_Transience\n\n description= _ \"Time passes, and the Chaos Empire still manages to make a stand against its enemies. While the Grand Council is preoccupied with more pressing matters, the fragile alliance of the peoples of the Far North is threatened by a new, mysterious leader who seeks to invade their defenseless lands.\"+\"\n\n\"+_\"(Intermediate level, 13 scenarios.)\"+{ATS_SHARED_DESCRIPTION_FOOTER}\n\n {ATS_DIFFICULTY_MENU\n (_\"difficulty_menu^Footpad\") (\"units/human-outlaws/footpad-melee-3.png\")\n (_\"difficulty_menu^Trapper\") (\"units/human-outlaws/trapper-bow-attack4.png\")\n (_\"difficulty_menu^Highwayman\") (\"units/human-outlaws/highwayman-melee-5.png\")\n }\n\n end_text= _ \"To be continued...\"\n\n {ATS_CREDITS_BACKGROUND \"maps/background.jpg~GS()~O(0.2)~BG()\"}\n[/campaign]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#define STORYTXT_INIT_WARNING\n [story]\n [part]\n music=\"data/core/sounds/ambient/wardrums.ogg\"\n\n {CAMPAIGN_INTRO_HEADER}\n\n story={CAMPAIGN_INTRO_WARNING_TITLE}+{CAMPAIGN_INTRO_GAMEPLAY_WARNING}+{CAMPAIGN_INTRO_PADDING}+{CAMPAIGN_INTRO_CONTENT_WARNING}+{CAMPAIGN_INTRO_PADDING}+_\"If you have not completed Episode I of After the Storm, you definitely should not play this episode yet.\"+{CAMPAIGN_INTRO_PADDING}+{CAMPAIGN_INTRO_OPTIONS_WARNING}\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_BY_THE_MOONLIGHT\n [story]\n [part]\n music=silence.ogg\n # po: The lines consisting of a single em dash represent a long pause.\n story= _ \"\u2014\n\n\u2014\n\n\u2014\"\n [/part]\n [part]\n story= _ \"\u2014\n\n\u2014\n\n\u201cThe light...\"\n [/part]\n [part]\n music=enchanted_forest.ogg\n # po: Warm as in warm colors.\n story= _ \"A familiar light...\n\nIt was the warm light of the second sunset.\"\n [/part]\n [part]\n story= _ \"Where was I?\n\nI found myself in the middle of a glade, lying on the ground. My entire body was in pain and my clothes were considerably scorched, but somehow... I had survived.\"\n [/part]\n [part]\n story= _ \"It took me some time to recover from the initial stupor and remember what had happened moments before. The terrifying feeling of my soul fading away, the crumbling underground hive, my despair as I struggled to find a way back to the surface... and my only remaining friend...\"\n [/part]\n [part]\n story= _ \"Malin Keshar.\n\nHis dark existence full of resentment and spite, an eternity spent as a harbinger of death and destruction... an eternity at long last come to an end, but not without first proving his worth against the Chaos Emperor and the creature in possession of Yechnagoth\u2019s heart.\n\nOh, who would have ever thought that I would grieve for he whom I was once destined to eliminate, or that his final death would be one befitting a hero?\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD_SIMPLE E2S1 _\"By the Moonlight\"}\n story= _ \"As my memory became clearer, I realized I had cast the teleport spell at the last moment, as if by instinct, in a desperate attempt to escape to the surface. However, a quick glance at my surroundings revealed that it didn\u2019t work quite as I had intended; instead, it had taken me far away from the cursed plains of Wesmere.\n\nBut how far, exactly?\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_THE_HEART_FOREST\n [story]\n [part]\n music=a_land_of_adventure.ogg\n {STORYTXT_TITLE_CARD_SIMPLE E2S2 _\"The Heart Forest\"}\n story= _ \"There were very few friendly faces amongst the villagers. From what I heard during my stay, they feel forsaken by the Grand Council, which has been kept too preoccupied by the war against the Chaos Empire to heed the demands of the civilians. The unforgiving weather and the growing scarcity of resources to sustain their settlement has made these men and women increasingly bitter about the state of affairs.\n\nI can\u2019t help but wonder how the Alliance has fared in battle ever since we left their lands.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_UNREST_IN_RAELTHYN\n [story]\n [part]\n music=loyalists.ogg\n story= _ \"This Allyna girl seems oddly over-enthusiastic about everything in spite of the difficulties she encountered before we found her. To say that it has been a long time since I last had the opportunity to talk to someone like that would be a great understatement.\n\nSadly, her cheerful demeanor is not enough to dispel the shadows that have followed me wherever I go since Galas\u2019 death; nor does it do anything to keep me from remembering Malin and his habit of trying to make the most fun of any situation.\"\n [/part]\n [part]\n story= _ \"For somebody who has lived for so long, it\u2019s hard to see the world in the same light as young people do. Nowadays I can barely remember those times of blithe disregard for responsibility, my romantic escapades, and the misguided notion that we had all the time of the world for ourselves.\n\nSometimes, I wish I could get rid of this burden.\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD E2S3 _\"Unrest in Raelthyn\" _\"Revelations\"}\n story= _ \"Before dying, my master told me that the true power of the Ruby of Fire would become crucial for the fate of our world, and that I must make sure it\u2019s never misused by anyone again. It never occurred to me that her words could turn out to be more than a pain-induced delusion.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_SHIFTING_ALLEGIANCES\n [story]\n [part]\n music=underground.ogg\n story= _ \"And so we left for the eastern marches, with a renewed and clear purpose.\n\nSurprisingly enough, Durvan and some of the other hunters from the Heart Forest agreed to participate in our expedition. Allyna offered her help as well, providing us with a safe route to follow, incidentally crossing through her village.\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD_SIMPLE E2S4 _\"Shifting Allegiances\"}\n story= _ \"We proceeded as swiftly as we could, hoping for an uneventful journey \u2014 given the nature of our mission, expending our energy before reaching the elves could prove disastrous later on.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_THE_EASTERN_FRONT\n [story]\n [part]\n music=knolls.ogg\n story= _ \"Had the circumstances been only slightly different, I would have been much more reluctant to converse with the outcast demon lord; in fact, I would have been more likely to attack without even giving him a chance to speak.\n\nThat girl, Anya. It was her curious personality, and her sincerity and admiration for me that led me to try my late friend\u2019s approach to dealing with a similarly unusual enemy. I thought that such a person could not possibly side with the cruel creatures working for Uria \u2014 not that faeries of the deep forest like her are known to side with anyone at all.\"\n [/part]\n [part]\n story= _ \"But, did I make that choice for her or for me? Perhaps I merely wanted someone by my side to whom I could relate, someone who personified the bright and hopeful part of me that died with Argan.\n\nPerhaps... I didn\u2019t want to face the possibility of having to kill that part of me a second time.\"\n [/part]\n [part]\n story= _ \"All this seems so absurd as I write it. Sometimes I wonder why I let Galas convince me to write another journal.\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD E2S5 _\"The Eastern Front\" _\"The Plan\"}\n story= _ \"After a couple of days, we finally arrived at the frontier. Unfortunately, we\u2019d soon learn that the Council\u2019s fears had become more than mere speculations.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_THE_PLAN\n [story]\n [part]\n music=heroes_rite.ogg\n story= _ \"Unarye told us to follow her guards into a nearby forest where some of the allied elves had just set up camp. I could tell by her grave expression that she bore bad news. It took her almost the entire afternoon to make time for speaking to us.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_THE_VOYAGE_HOME\n [story]\n [part]\n music=knolls.ogg\n story= _ \"I continued to feel uneasy about the decision for some time. Leaving both the Grand Council and Elorran awaiting our return for so long...\n\nAccording to Valen, the Council understood the urgency of the situation and the importance of our mission for the elves. Unfortunately, the same couldn\u2019t be said for the demon lord; it took Anya her best effort to persuade him to let us take the Ruby of Fire to enemy territory.\"\n [/part]\n [part]\n story= _ \"It is decidedly not easy to deal with both the Council and my people without telling them of our pact with Elorran. What concerns me the most is the possibility that one of our men might accidentally or deliberately divulge information pertaining to the subject. This is not like every other time I have had to keep a secret for a greater good \u2014 alone.\n\nIt does raise the question of whether I have chosen my allies prudently or am making a big mistake.\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD_SIMPLE E2S6 _\"The Voyage Home\"}\n story= _ \"Then again, Malin would insist that the existence of that accursed artifact is a big mistake by itself.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_PROXIMUS\n [story]\n [part]\n music=weight_of_revenge.ogg\n story= _ \"After the events in Gralseth, the journey across the desert turned into a nightmare. We had to be wary of every single thing we saw, no matter how small or innocuous it seemed. Our enemies could be anywhere, everywhere. We were walking into a trap by our own choice... No, it was my choice.\n\nEven without taking our enemies into account, traversing the vast dry plains was a highly dangerous thing to do. While it wasn\u2019t possible for us to lose track of our destination for long with our maps and Valen\u2019s indications, the stifling heat during the day, frequent sandstorms, and lack of water sources could have resulted in catastrophic losses.\"\n [/part]\n [part]\n story= _ \"Eventually, it became evident that our enemies didn\u2019t want to take risks in the hostile sands either. Aside from a few armed encounters with the natives, we found very little opposition on our way.\n\nAt the end, we reached a small oasis near some ruins.\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD_SIMPLE E2S7 _\"Proximus\"}\n story= _ \"We had reached the northern defense line of the valley Telchior named after me.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_AND_THEN_THERE_WAS_CHAOS\n [story]\n [part]\n music=underground.ogg\n # po: Condenser/capacitor.\n story= _ \"The Ruby of Fire. A great energy condenser of uncertain origin, used by humans throughout Irdya\u2019s history as both a symbol of power and a catalyst to exert control over all within their reach, and beyond. Through abuse of this artifact, our world was made susceptible to corrupting influences from other realms.\n\nNow that we are without a necromancer, using its dangerous power to command the undead minions left behind by Zynara is the only option we have left if we want to have a chance to vanquish the impostor despite our small numbers. But, who is she in truth?\"\n [/part]\n [part]\n story= _ \"Up to this point I have broken more rules than is acceptable for any elf, or human.\n\nFirst, the Ruby. Then I chose Argan, of all people, to be my ally and lover, and asked him to help me learn to use the artifact\u2019s power more effectively. I asked him to teach me the basics of this forbidden magic, and only my fear deterred me from delving deeper \u2014 had it not, I probably wouldn\u2019t be here writing these words.\"\n [/part]\n [part]\n story= _ \"Then, I joined the Empire of Wesnoth as an advisor, against the wishes of the Ka\u2019lian, who only realized the benefits much later. But eventually, I was betrayed by the humans; I turned my back on the world and unknowingly left my kinsmen in Wesmere to be caught in Zhangor\u2019s trap at the onset of the end.\n\nPerhaps if I hadn\u2019t broken so many rules before, none of that would have ever come to pass.\"\n [/part]\n [part]\n story= _ \"Our alliance with Mal Keshar in this era was not my choice, however. Galas and Anlind\u00eb knew well what it entailed, and opted for a desperate solution to a desperate situation. But now... I appear to be following the same logic, commanding the dead with a power that was meant to be purged from this world long ago. It seems selfish, and others could misinterpret my actions.\"\n [/part]\n [part]\n story= _ \"I no longer command the Union, and now I am about to confront our enemy while leading my own army of darkness.\n\nIt would be no exaggeration to say that the true Lady of Light is, in fact, another impostor.\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD_SIMPLE E2S8 _\"And then there was Chaos\"}\n story= _ \"Some day all this will be over, and I will be able to distance myself from civilization again.\n\nBut for now, I must fight. And afterwards, I must recover that journal.\"\n [/part]\n [/story]\n#enddef\n\n#\n# The lack of storyscreen text for the following sections is by design.\n#\n\n#define STORYTXT_NEW_HIVE\n [story]\n [part]\n music=underground.ogg\n {STORYTXT_TITLE_CARD_SIMPLE E2S9 _\"New Hive\"}\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_THE_BETRAYAL\n [story]\n [part]\n music=underground.ogg\n {STORYTXT_TITLE_CARD_SIMPLE E2S10 _\"The Betrayal\"}\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_A_FINAL_CONFRONTATION\n [story]\n [part]\n music=suspense.ogg\n {STORYTXT_TITLE_CARD_SIMPLE E2S11 _\"A Final Confrontation\"}\n [/part]\n [/story]\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=00_Transience\n name= _ \"Transience\"\n {MAP 00_Transience.map}\n turns=-1\n next_scenario=01_By_the_Moonlight\n victory_when_enemies_defeated=no\n {DO_NOT_REMOVE_FROM_CARRYOVER_ON_DEFEAT}\n\n {FULLSCREEN_CUTSCENE_UI}\n\n {SCENARIO_MUSIC \"silence.ogg\"}\n\n {STORYTXT_INIT_WARNING}\n\n {INDOORS} {SCHEDULE_LIGHTING -40 -40 -10}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=player\n {NO_ECONOMY}\n team_name=good\n user_team_name= _ \"team_name^Elynia\"\n\n hidden=yes\n\n shroud=yes\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA}\n [/side]\n # wmllint: validate-on\n\n [event]\n name=prestart\n\n [store_unit]\n [filter]\n id=Elynia\n [/filter]\n kill=yes\n variable=elynia_store\n [/store_unit]\n\n {BLACK_SCREEN}\n\n {LOCK_VIEW}\n [/event]\n\n [event]\n name=start\n\n [store_starting_location]\n side=1\n [/store_starting_location]\n\n [remove_shroud]\n side=1\n x,y=$location.x,$location.y\n radius=10\n [not]\n terrain=Q*,X*,*^X*\n [/not]\n [/remove_shroud]\n\n [redraw][/redraw]\n\n [mute_sound_effects][/mute_sound_effects]\n\n {CAVE_NOISE_SOUND_SOURCE}\n [+sound_source]\n id=cave_sound_source # wmllint: ignore\n [/sound_source]\n\n [fade_in_sound_effects]\n duration=500\n [/fade_in_sound_effects]\n\n {FADE_IN}\n\n # wmllint: recognize Galas\n [unit]\n side,x,y=1,$location.x,$location.y\n {CHARACTER_STATS_GALAS}\n experience=64\n hitpoints=38\n facing=nw\n [/unit]\n\n # wmllint: recognize Mal Keshar\n [unit]\n side,x,y=1,$location.x,$location.y\n {CHARACTER_STATS_MAL_KESHAR}\n experience=88\n hitpoints=71\n facing=nw\n [/unit]\n\n [unit]\n side,x,y=1,$location.x,$location.y\n {CHARACTER_STATS_ELYNIA_AS_NON_LEADER}\n experience=112\n hitpoints=59\n facing=nw\n [/unit]\n\n [redraw][/redraw]\n\n {CLEAR_VARIABLE location}\n\n [message]\n speaker=Mal Keshar\n message= _ \"I remember hearing of the mandate issued to destroy the Sceptre of Fire back in the day...\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I\u2019m curious about why you decided to betray your people by keeping the Sceptre\u2019s core to yourself, Elynia.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"That\u2019s nothing of your concern.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"It is not, really? Because to me, it seems that you carry with you a dangerous artifact that these people need for some vaguely-defined purpose that will most certainly bring no good to this world! Destroying it would be the most logical choice right now.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"... I beg to differ, but with the Union gone it may well be the only great power remaining on Irdya that we could use to fight Uria and the Iron Triad, unless you know something I am not aware of \u2014 which I find unlikely.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"This isn\u2019t the best moment to argue over this.\"\n [/message]\n\n [delay]\n time=1500\n [/delay]\n\n [message]\n speaker=narrator\n caption= _ \"Elyssa\"\n image=wesnoth-icon.png\n message= _ \"Where are you?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [kill]\n [/kill]\n\n {FADE_TO_BLACK}\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [fade_out_sound_effects][/fade_out_sound_effects]\n\n {REMOVE_SOUND_SOURCE cave_sound_source}\n\n [reset_sound_effects][/reset_sound_effects]\n\n {VARIABLE elynia_store.x recall}\n {VARIABLE elynia_store.y recall}\n\n [unstore_unit]\n variable=elynia_store\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE elynia_store}\n\n {ENDLEVEL_QUIET} {NO_REPLAY_SAVE}\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=01_By_the_Moonlight\n name= _ \"By the Moonlight\"\n {MAP 01_By_the_Moonlight.map}\n {TURNS 42 40 38}\n next_scenario=02_The_Heart_Forest\n victory_when_enemies_defeated=no\n\n disallow_recall=yes\n\n {C_DEATHS}\n\n {SCENARIO_MUSIC \"enchanted_forest.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n {EXTRA_SCENARIO_MUSIC \"knolls.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"breaking_the_chains.ogg\"}\n\n {STORYTXT_BY_THE_MOONLIGHT}\n\n {LONGDARK1}\n {LONGDARK2}\n {LONGDARK3}\n {LONGDARK4}\n {DAWN1}\n {MORNING1}\n {MIDDAY1}\n {AFTERNOON1}\n {DUSK1}\n {SHORTDARK}\n {DAWN2}\n {MORNING2}\n {MIDDAY2}\n {AFTERNOON2}\n {DUSK2}\n\n {AMLA_MENU_HINT}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=player\n team_name=good\n user_team_name= _ \"team_name^Elynia\"\n\n {NO_ECONOMY}\n\n shroud=yes\n fog=yes\n share_vision=none\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA}\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n controller=null\n team_name=good\n user_team_name= _ \"team_name^Humans\"\n\n hidden=yes\n scroll_to_leader=no\n {NO_ECONOMY}\n\n shroud=yes\n fog=yes\n share_vision=none\n\n no_leader=yes\n recruit=Footpad,Poacher,Thug,Ruffian,Woodsman\n\n # wmllint: recognize Aethyr\n {NAMED_GENERIC_UNIT () (Woodsman) 42 19 Aethyr ( _ \"Aethyr\")} {GUARDIAN} {FACING se}\n # wmllint: recognize Devon\n {NAMED_GENERIC_UNIT () (Poacher) 46 21 Devon ( _ \"Devon\") } {GUARDIAN} {FACING sw}\n [/side]\n\n [side]\n side=3\n controller=null\n team_name=bad\n user_team_name= _ \"team_name^Invaders\"\n\n hidden=yes\n {NO_ECONOMY}\n\n no_leader=yes\n recruit=Footpad,Walking Corpse,Skeleton,Skeleton Archer\n [/side]\n\n # These wolves have less MP so the player can't be unwittingly attacked.\n # (Elynia's max MP is always 6.)\n\n#define PR_WOLF X Y\n {NOTRAIT_UNIT () (Wolf) ({X}) ({Y})} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n [+unit]\n max_moves=6\n [/unit]\n#enddef\n#define PR_GREAT_WOLF X Y\n {NOTRAIT_UNIT () (Great Wolf) ({X}) ({Y})} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n [+unit]\n max_moves=6\n [/unit]\n#enddef\n\n [side]\n side=4\n team_name=bad\n user_team_name= _ \"team_name^Animals\"\n\n hidden=yes\n {NO_ECONOMY}\n\n no_leader=yes\n {IS_HOSTILE_NPC}\n\n {PR_WOLF 22 37} {FACING nw}\n {PR_WOLF 23 38} {FACING nw}\n {PR_WOLF 22 38} {FACING nw}\n\n {PR_WOLF 16 26} {FACING se}\n\n {PR_WOLF 23 25} {FACING sw}\n {PR_GREAT_WOLF 24 25} {FACING sw}\n [/side]\n\n#undef PR_WOLF\n#undef PR_GREAT_WOLF\n\n {NPC_BIRD_BEHAVIOR 4 1 60 1 40}\n\n {PLACE_IMAGE (scenery/village-human-burned1.png) 35 12}\n {PLACE_IMAGE (scenery/village-human-burned3.png) 32 27}\n {PLACE_IMAGE (scenery/monolith3.png) 12 15}\n\n [event]\n name=prestart\n\n #\n # Retrieve stored stats for Elynia from Episode 1 if applicable.\n #\n\n {UPDATE_UNIT_FROM_GLOBAL_STORE Elynia episode1_stats_elynia}\n {AMLA_XP_CAP_TIER_2 Elynia}\n\n [modify_unit]\n [filter]\n id=Elynia\n [/filter]\n hitpoints=\"$(0.10 * $this_unit.max_hitpoints)\"\n facing=ne\n [/modify_unit]\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Find a friendly unit\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n\n {TURNS_RUN_OUT}\n )}\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=Elynia\n message= _ \"There seem to be some hostile animals ahead. I\u2019d better move carefully...\"\n [/message]\n [/event]\n\n [event]\n name=turn 3\n [message]\n speaker=Elynia\n message= _ \"I think I can see a village to the northeast...\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter_condition]\n [have_unit]\n side=2\n [filter_vision]\n visible=yes\n side=1\n [/filter_vision]\n [/have_unit]\n [/filter_condition]\n [filter]\n id=Elynia\n [/filter]\n\n [fire_event]\n name=begin regular gameplay\n [/fire_event]\n [/event]\n\n#define PR_FALCON _X _Y\n {NOTRAIT_UNIT 4 (Falcon) ({_X}) ({_Y})} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n#enddef\n\n [event]\n name=begin regular gameplay\n\n #\n # Uncover Elynia before dialogue in case she's on a forest hex.\n #\n [modify_unit]\n [filter]\n id=Elynia\n [/filter]\n [status]\n uncovered=yes\n [/status]\n [/modify_unit]\n\n {PR_FALCON 49 33}\n {PR_FALCON 8 17}\n {PR_FALCON 10 18}\n {PR_FALCON 11 16}\n {PR_FALCON 13 17}\n {PR_FALCON 15 19}\n {PR_FALCON 15 17}\n {PR_FALCON 29 6}\n {PR_FALCON 27 16}\n {PR_FALCON 24 21}\n {PR_FALCON 59 1}\n {PR_FALCON 50 3}\n\n [remove_terrain_overlays]\n terrain=*^Xo\n [/remove_terrain_overlays]\n\n [modify_side]\n side=1\n {DEFAULT_ECONOMY}\n share_vision=all\n [/modify_side]\n\n [modify_side]\n side=2\n controller=ai\n hidden=no\n {DEFAULT_ECONOMY}\n {GOLD 70 60 50}\n share_vision=all\n [ai]\n {AI_NEW_SYNTAX}\n {AI_SIMPLE_ALWAYS_ASPECT passive_leader yes}\n {AI_SIMPLE_ALWAYS_ASPECT grouping defensive}\n # Try not to move units to the keeps reserved for the player.\n {AI_SIMPLE_ALWAYS_ASPECT_VALUE avoid\n (\n x=54,55\n y=18,11\n )}\n [/ai]\n [/modify_side]\n\n [modify_side]\n side=3\n controller=ai\n hidden=no\n {DEFAULT_ECONOMY}\n {GOLD 210 220 230}\n [/modify_side]\n\n [store_starting_location]\n side=2\n [/store_starting_location]\n\n [unit]\n side=2\n canrecruit=yes\n type=Huntsman\n id=Luddry\n name= _ \"Luddry\"\n x=$location.x\n y=$location.y\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n {GENERIC_UNIT 2 (Poacher) 50 11} {GUARDIAN}\n {GENERIC_UNIT 2 (Woodsman) 46 14} {GUARDIAN}\n {GENERIC_UNIT 2 (Woodsman) 47 17} {GUARDIAN}\n {GENERIC_UNIT 2 (Footpad) 44 10} {GUARDIAN}\n\n {GENERIC_UNIT 2 (Footpad) 35 12}\n {GENERIC_UNIT 2 (Footpad) 41 7}\n\n {CAPTURE_VILLAGES 2 $location.x $location.y 8}\n\n [store_starting_location]\n side=3\n [/store_starting_location]\n\n [unit]\n side=3\n canrecruit=yes\n type=Lich\n id=Daent\n name= _ \"Daent\"\n x=$location.x\n y=$location.y\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n\n {GENERIC_UNIT 3 (Revenant) 17 8} {NO_UPKEEP_NO_OVERLAY} {FACING nw} {PETRIFIED}\n {GENERIC_UNIT 3 (Revenant) 23 3} {NO_UPKEEP_NO_OVERLAY} {FACING sw} {PETRIFIED}\n {GENERIC_UNIT 3 (Revenant) 9 1} {NO_UPKEEP_NO_OVERLAY} {FACING se} {PETRIFIED}\n {GENERIC_UNIT 3 (Revenant) 3 9} {NO_UPKEEP_NO_OVERLAY} {FACING ne} {PETRIFIED}\n\n {GENERIC_UNIT 3 (Skeleton) 35 9} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT 3 (Skeleton Archer) 38 12} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT 3 (Skeleton) 27 10} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT 3 (Dark Adept) 34 10} {NO_UPKEEP_NO_OVERLAY}\n\n {GENERIC_UNIT 3 (Ghoul) 19 5} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT 3 (Ghoul) 21 6} {NO_UPKEEP_NO_OVERLAY}\n\n {CAPTURE_VILLAGES 3 $location.x $location.y 6}\n\n [redraw][/redraw]\n\n [message]\n speaker=Aethyr\n message= _ \"Halt! Who goes there?\"\n [/message]\n\n [message]\n speaker=Devon\n message= _ \"Don\u2019t pay any attention to that \u2014 it\u2019s just another of those disgusting forest creatures.\"\n [/message]\n\n [message]\n speaker=Aethyr\n message= _ \"But she\u2019s injured\u2014\"\n [/message]\n\n [message]\n speaker=Devon\n message= _ \"It\u2019s a trick! They lure you into the dark to do whatever they please with your dead body\u2014\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"... I need help. Could any of you please\u2014\"\n [/message]\n\n [message]\n speaker=Devon\n message= _ \"Begone, unless you want us to slice your throat open!\"\n [/message]\n\n {MOVE_UNIT (id=Luddry) 46 19}\n\n [message]\n speaker=Luddry\n message= _ \"What\u2019s going on here?\"\n [/message]\n\n [message]\n speaker=Aethyr\n message= _ \"Chief, this lass here, she\u2014\"\n [/message]\n\n [message]\n speaker=Luddry\n message= _ \"You look oddly familiar. What\u2019s your name?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I am Elynia, the\u2014\"\n [/message]\n\n [message]\n speaker=Luddry\n message= _ \"The Lady of Light, as I recall. You weren\u2019t of much help to us in the country.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"... Excuse me? I don\u2019t know you.\"\n [/message]\n\n # wmllint: local spelling Ardgam\n\n [message]\n speaker=Luddry\n message= _ \"Of course you don\u2019t know me, because you and your friends were too busy battling the dark soldiers to help us civilians in Ardgam. That was my hometown, and my family was trapped, helpless, amidst the fire. What\u2019s your purpose here, and why should we help you??\"\n [/message]\n\n {FACE_DIRECTION (id=Luddry) ne}\n\n [message]\n speaker=Elynia\n message= _ \"I would like to know where I am, and if it would be possible, I\u2019d also like some help to get to the Grand Council. This is a matter of the utmost importance...\"\n [/message]\n\n [delay]\n time=1500\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"\u2014Are you even listening to me?!\"\n [/message]\n\n [message]\n speaker=Luddry\n message= _ \"I don\u2019t feel particularly inclined to help you \u2014 at least not right now. If you really need to get to those useless elders, you are on your own. We don\u2019t have any time for this nonsense, as we need to defend our town by our own means right now.\"\n [/message]\n\n [store_starting_location]\n side=2\n [/store_starting_location]\n\n {MOVE_UNIT (id=Luddry) $location.x $location.y}\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"It feels like I\u2019ve been in a similar situation before...\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Aethyr\n message= _ \"Can you help us? I know our leader appears to be very resentful of you, but it\u2019s said that the evil mage Daent has returned from the land of the dead to get his revenge upon us, for banishing him from the village. The rumors of the power he has amassed since then are terrifying.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Hm... Well, I may be able to provide you with my assistance if you would help me in exchange. Really, I\u2019m not asking for much. \"\n [/message]\n\n [message]\n speaker=Devon\n message= _ \"We can\u2019t make any promises, faerie. Our leader isn\u2019t that kind of person \u2014 you\u2019ll have to figure out how to solve your problems on your own.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"So be it, then.\"\n [/message]\n\n [if]\n [not]\n [have_unit]\n id=Elynia\n x=49-60\n y=1-18\n [/have_unit]\n [/not]\n [then]\n {MOVE_UNIT (id=Elynia) 49 18}\n [/then]\n [/if]\n\n [modify_unit]\n [filter]\n id=Elynia\n [/filter]\n moves=$this_unit.max_moves\n [/modify_unit]\n\n [modify_side]\n side=1\n shroud=no\n {GOLD 80 70 50}\n recruit=Faerie Sprite,Footpad,Ruffian\n [/modify_side]\n\n [modify_side]\n side=2\n shroud=no\n [/modify_side]\n\n {CLEAR_VARIABLE location}\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Defeat the enemy leader\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Luddry\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n [redraw]\n side=2\n [/redraw]\n [/event]\n\n#undef PR_FALCON\n\n [event]\n name=last breath\n [filter]\n id=Luddry\n [/filter]\n\n [message]\n speaker=Luddry\n message= _ \"Argh! I\u2019m done for.\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Luddry\n [/filter]\n\n [message]\n speaker=Elynia\n message= _ \"I don\u2019t suppose these people would want to help me now that they are leaderless...\"\n [/message]\n\n [message]\n speaker=Devon\n message= _ \"Thanks for your absolutely useless help, faerie.\"\n [/message]\n\n {ENDLEVEL_DEFEAT}\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x=1-21,22-23,24 ,25 ,26 ,22\n y=1-16,1-10 ,1-8,2-8,2-6,14-15\n [/filter]\n\n [message]\n speaker=Daent\n message= _ \"Arise! Arise once again, fallen warriors of times long past! Arise!\"\n [/message]\n\n [message]\n side=1\n canrecruit=no\n message= _ \"I don\u2019t like the sound of that... not at all...\"\n [/message]\n\n [unpetrify]\n side=3\n [/unpetrify]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n [filter_location]\n [filter]\n canrecruit=yes\n side=3\n [/filter]\n radius=6\n [/filter_location]\n [/filter]\n\n [redraw][/redraw]\n\n [message]\n speaker=Daent\n message= _ \"Ah, you have been sent by my brother to destroy me, isn\u2019t that right?\"\n [/message]\n\n [message]\n side=1,2\n canrecruit=no\n message= _ \"Your brother?\"\n [/message]\n\n [message]\n speaker=Daent\n message= _ \"Well, less chatter and more action, I say! You all shall embrace undeath soon, no matter whether you want or not!\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Daent\n [/filter]\n [filter_second]\n id=Elynia\n [/filter_second]\n\n [message]\n speaker=Daent\n message= _ \"Ahhh, you think you can destroy me, don\u2019t you? Well\u2014\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Enough of this.\"\n [/message]\n\n {THUNDER (\n [kill]\n id=Daent\n fire_event=no\n animate=yes\n [/kill]\n )}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Daent\n [/filter]\n [filter_second]\n [not]\n id=Elynia\n [/not]\n [/filter_second]\n\n [message]\n speaker=Daent\n # wmllint: local spelling MWAHAHAHAHA\n message= _ \"Ahhh, you think you can destroy me, don\u2019t you? Well, a few have already tried to vanquish me before to no avail... What makes you think it will be different this time? MWAHAHAHAHA!\"\n [/message]\n\n {COLOR_ADJUST 67 0 67}\n {COLOR_ADJUST 100 0 100}\n\n [kill]\n id=Daent\n fire_event=no\n animate=no\n [/kill]\n\n {COLOR_ADJUST 33 0 33}\n {COLOR_ADJUST 0 0 0}\n\n [message]\n side=1\n canrecruit=no\n message= _ \"He\u2019s gone!\"\n [/message]\n [/event]\n\n [event]\n name=enemies defeated\n [filter_condition]\n [have_unit]\n canrecruit=yes\n side=2\n [/have_unit]\n [/filter_condition]\n\n {ENDLEVEL_VICTORY yes}\n [/event]\n\n [event]\n name=victory\n\n [message]\n speaker=Elynia\n message= _ \"That wasn\u2019t too hard.\"\n [/message]\n\n [message]\n side=2\n canrecruit=no\n [not]\n id=Aethyr\n [or]\n id=Devon\n [/or]\n [/not]\n message= _ \"Our village is saved!\"\n [/message]\n\n [message]\n speaker=Devon\n message= _ \"Heh. I admit I didn\u2019t expect this to work out with a faerie leading those impressionable fools.\"\n [/message]\n\n [message]\n speaker=Luddry\n message= _ \"Well done, everybody. As for you, faerie... What is it that you needed from us again?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I also have a name, as I told you before.\"\n [/message]\n\n [message]\n speaker=Luddry\n message= _ \"I suggest that you get to the point before I change my mind.\"\n [/message]\n\n [message]\n speaker=Aethyr\n message= _ \"But sir, her help in defeating the undead was...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I need to know exactly where I am, and I must also meet with the Grand Council of the Northern Peoples as soon as I may, for which I could need some help depending on our location.\"\n [/message]\n\n [message]\n speaker=Luddry\n message= _ \"I see. Well, we also need to arrange a meeting with the Council for our own purposes. Sending some of our most capable hunters with you along with our messengers might not be a bad idea after all, as you seem to excel in the arts of healing and the northern forests are not particularly safe nowadays.\"\n [/message]\n\n [message]\n speaker=Elynia\n # po: \"But where am I?\"\n message= _ \"I\u2019d be very grateful if you provided me with such help, then. But\u2014\"\n [/message]\n\n [message]\n speaker=Luddry\n message= _ \"And welcome to the Heart Forest.\"\n [/message]\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=02_The_Heart_Forest\n name= _ \"The Heart Forest\"\n {MAP 02_The_Heart_Forest.map}\n {TURNS 40 39 38}\n next_scenario=03_01_Unrest_in_Raelthyn\n victory_when_enemies_defeated=no\n\n {C_DEATHS}\n\n {SCENARIO_MUSIC \"a_land_of_adventure.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n {EXTRA_SCENARIO_MUSIC \"wanderer.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"nunc_dimittis.ogg\"}\n\n {STORYTXT_THE_HEART_FOREST}\n\n {TWO_SUNS_DEFAULT_SCHEDULE}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=player\n team_name=good\n user_team_name= _ \"team_name^Elynia\"\n\n shroud=yes\n fog=yes\n {GOLD 175 175 160}\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA}\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n team_name=bandits\n user_team_name= _ \"team_name^Thieves\"\n\n hidden=yes\n no_leader=yes\n\n recruit=Thief,Footpad,Poacher\n gold=0\n {NO_INCOME}\n [/side]\n\n [side]\n side=3\n team_name=forest\n user_team_name= _ \"team_name^Trolls\"\n\n recruit=Troll Whelp\n {GOLD 150 175 190}\n\n type=Troll Rocklobber\n id=Reck\n name= _ \"Reck\"\n canrecruit=yes\n unrenamable=yes\n [modifications]\n {TRAIT_FEARLESS}\n {TRAIT_RESILIENT}\n [/modifications]\n [/side]\n\n [side]\n side=4\n team_name=forest,bandits\n user_team_name= _ \"team_name^Forest Creatures\"\n\n hidden=yes\n no_leader=yes\n\n gold=0\n {NO_INCOME}\n village_gold=0\n\n {GENERIC_UNIT () (Wolf) 39 11} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n#ifndef EASY\n {GENERIC_UNIT () (Wolf) 40 11} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n#endif\n#ifdef HARD\n {GENERIC_UNIT () (Wolf) 39 12} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n#endif\n\n {GENERIC_UNIT () (Wolf) 2 23} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n#ifndef EASY\n {GENERIC_UNIT () (Wolf) 1 24} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n#endif\n#ifdef HARD\n {GENERIC_UNIT () (Wolf) 1 23} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n#endif\n\n {GENERIC_UNIT () (Wolf) 11 50} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n#ifndef EASY\n {GENERIC_UNIT () (Wolf) 12 50} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n#endif\n#ifdef HARD\n {GENERIC_UNIT () (Wolf) 12 49} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n#endif\n [/side]\n\n [side]\n side=5\n team_name=forest,bandits\n user_team_name= _ \"team_name^Birds\"\n color=pink\n\n hidden=yes\n no_leader=yes\n\n gold=0\n {NO_INCOME}\n village_gold=0\n\n {IS_HOSTILE_NPC}\n\n {GENERIC_UNIT () (Falcon) 17 41} {GUARDIAN}\n {GENERIC_UNIT () (Falcon) 4 30} {GUARDIAN}\n {GENERIC_UNIT () (Falcon) 32 14} {GUARDIAN}\n {GENERIC_UNIT () (Falcon) 26 2} {GUARDIAN}\n {GENERIC_UNIT () (Falcon) 5 10} {GUARDIAN}\n {GENERIC_UNIT () (Falcon) 17 22} {GUARDIAN}\n {GENERIC_UNIT () (Falcon) 35 26} {GUARDIAN}\n [/side]\n\n {NPC_BIRD_BEHAVIOR 5 1 40 1 50}\n\n {STARTING_VILLAGES 1 4}\n\n {STARTING_VILLAGES 3 6}\n\n {SET_LABEL 17 3 ( _ \"Talwyn\")}\n {SET_LABEL 20 8 ( _ \"Talwyn Bridge\")}\n\n {PLACE_IMAGE \"items/burial.png\" 27 33}\n {PLACE_IMAGE \"items/burial.png~FL(horiz)\" 23 34}\n {PLACE_IMAGE \"items/burial.png\" 8 34}\n {PLACE_IMAGE \"items/burial.png\" 11 33}\n {PLACE_IMAGE \"items/straw-bale2.png\" 8 6}\n {PLACE_IMAGE \"scenery/trash.png\" 20 1}\n\n [event]\n name=prestart\n\n {VARIABLE seen_bridge_town no}\n\n # wmllint: recognize Durvan\n {RECALL_DURVAN}\n\n [allow_recruit]\n side=1\n type=Poacher,Thug\n [/allow_recruit]\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Reach the top edge of the map\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Durvan\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n [/event]\n\n [event]\n name=start\n [message]\n speaker=Elynia\n message= _ \"Frankly, when the village chief said \u2018capable\u2019 I was expecting something better.\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"It\u2019d be a grave mistake to underestimate us, lass. Life \u2019round here ain\u2019t easy these days, and we have to be prepared to deal with anything.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I\u2019m well aware of that, having lived in the wilderness myself before, but these are mostly novices and untrained youths!\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"The chief wouldn\u2019t want to send off veterans on the chance that our home is attacked again. Anyway, we\u2019d better get going. Look out for the trolls that control this road \u2014 they hunt unwary travelers and eat them alive.\"\n [/message]\n [/event]\n\n {HERO_DEATH_BASE\n (Durvan)\n (\n [message]\n speaker=unit\n message= _ \"Blast! I wasn\u2019t counting on this happening!\"\n [/message]\n ) ()}\n\n [event]\n name=moveto\n [filter]\n side=1\n [filter_adjacent]\n id=Reck\n [/filter_adjacent]\n [or]\n id=Reck\n [filter_adjacent]\n side=1\n [/filter_adjacent]\n [/or]\n [/filter]\n\n [message]\n speaker=Reck\n message= _ \"Reck don\u2019t like humans on his base. We smash them!\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Reck\n [/filter]\n\n [message]\n speaker=Reck\n message= _ \"Reck dying... and don\u2019t know why.\"\n [/message]\n [/event]\n\n {PLACE_IMAGE \"items/gold-coins-small.png\" 13 36}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=13,36\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"That big troll was hoarding a considerable amount of gold in these ruins.\"\n [/message]\n\n {RETRIEVE_GOLD ({DIFF 120 100 80})}\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x=1-40\n y=1-28\n [/filter]\n\n [fire_event]\n name=allyna_appearance\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=allyna_appearance\n\n [unit]\n id=Dremorran\n name= _ \"Dremorran\"\n type=Fugitive\n side=2\n placement=leader\n canrecruit=yes\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n [modify_side]\n side=2\n hidden=no\n {GOLD 160 190 210}\n {INCOME 2 3 4}\n [/modify_side]\n\n [store_starting_location]\n side=2\n [/store_starting_location]\n\n {CAPTURE_VILLAGES 2 $location.x $location.y 6}\n\n {CLEAR_VARIABLE location}\n\n#define THF_GUARD _TYPE _X _Y\n {GENERIC_UNIT 2 ({_TYPE}) ({_X}) ({_Y})} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n#enddef\n\n#define THF_NAMED _TYPE _ID _NAME _X _Y\n {NAMED_UNIT 2 ({_TYPE}) ({_X}) ({_Y}) ({_ID}) ({_NAME}) (\n upkeep=free\n random_traits=yes\n random_gender=no\n [variables]\n bandit=yes\n [/variables]\n )}\n#enddef\n\n # wmllint: whofield THF_NAMED 2\n\n {THF_GUARD (Bandit) 14 3}\n {THF_GUARD (Rogue) 14 5}\n {THF_GUARD (Bandit) 21 9} {FACING se}\n\n # wmllint: recognize Allyna\n [unit]\n {CHARACTER_STATS_ALLYNA}\n side=1\n facing=n\n x,y=20,25\n [/unit]\n\n # Used later in an event\n#define THF_BANDITS_LIST\n \"Cic,Glynvan,Quorren,Caror,Danon\"\n#enddef\n\n {THF_NAMED (Thief) (Cic) ( _ \"Cic\") 21 21} {FACING s}\n {THF_NAMED (Footpad) (Glynvan) ( _ \"Glynvan\") 18 22} {FACING se}\n {THF_NAMED (Footpad) (Quorren) ( _ \"Quorren\") 20 23} {FACING s}\n {THF_NAMED (Footpad) (Caror) ( _ \"Caror\") 24 21} {FACING sw}\n {THF_NAMED (Thug) (Danon) ( _ \"Danon\") 23 24} {FACING sw}\n\n # wmllint: whofield clear THF_NAMED\n\n#undef THF_GUARD\n#undef THF_NAMED\n\n [remove_shroud]\n side=1\n x,y=19,25\n radius=6\n [and]\n x,y=23,22\n radius=6\n [/and]\n [/remove_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [message]\n speaker=unit\n message= _ \"I hear some commotion ahead...\"\n [/message]\n\n [scroll_to_unit]\n id=Allyna\n [/scroll_to_unit]\n\n [redraw][/redraw]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Quorren\n message= _ \"Drop everything you\u2019re carrying with you gal, and we may spare your pretty neck!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"We don\u2019t have time for this\u2014\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"We can\u2019t just leave that poor girl at their mercy! We must help her!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"(sigh) Of course, that\u2019s what I was planning to do anyway.\"\n [/message]\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Save Allyna from the bandits\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Durvan\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Allyna\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n [/event]\n\n {HERO_DEATH_BASE\n (Allyna)\n (\n [message]\n speaker=unit\n message= _ \"Alas! I never got a chance to see the great towers of the capital!\"\n [/message]\n ) (\n [message]\n speaker=Durvan\n message= _ \"We shouldn\u2019t have let this happen!\"\n [/message]\n )}\n\n [event]\n name=die\n first_time_only=no\n [filter]\n id={THF_BANDITS_LIST}\n [/filter]\n\n #\n # TODO: We need a more elaborate mechanism to detect when Allyna is\n # out of danger.\n #\n\n [if]\n [not]\n [have_unit]\n count=3-4\n id={THF_BANDITS_LIST}\n [not]\n x,y=$x1,$y1\n [/not]\n [/have_unit]\n [/not]\n [then]\n [fire_event]\n name=allyna_introduction\n [/fire_event]\n [/then]\n [/if]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x=1-40\n y=1-9\n [/filter]\n\n [allow_undo][/allow_undo]\n\n {VARIABLE seen_bridge_town yes}\n\n [fire_event]\n name=save_bridge_town_objectives\n [/fire_event]\n [/event]\n\n [event]\n name=allyna_introduction\n first_time_only=yes\n\n [message]\n speaker=Allyna\n message= _ \"Oh, thank you for saving my life, sir, I\u2019ll be forever grateful! Is there anything I could do to repay you?\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Hm, actually, it is this lass here who is leading us...\"\n [/message]\n\n [message]\n side=1\n [not]\n id=Durvan\n [/not]\n [not]\n id=Elynia\n [/not]\n [not]\n id=Allyna\n [/not]\n message= _ \"She\u2019s the legendary Lady of Light!\"\n [/message]\n\n [message]\n speaker=Allyna\n message= _ \"Oh, I see! I beg your pardon, my lady.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"May I ask what business brings a young girl like you to such a dangerous location alone? What\u2019s your name, anyway?\"\n [/message]\n\n [message]\n speaker=Allyna\n message= _ \"I\u2019m Allyna of Dalbloom, from the eastern border. It\u2019s a very tiny village, so you may not have heard of it before. I was sent on a mission to deliver an important message to the Grand Council of the\u2014\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Sure, we also need to deliver our own messages to them. I would strongly suggest that you join us \u2014 it\u2019s a miracle that you have made it this far through these uncivilized lands in one piece. What do you think?\"\n [/message]\n\n [message]\n speaker=Allyna\n message= _ \"Yes! \u2014I mean, if it doesn\u2019t bother you, of course. Sure it is uncivilized around here \u2014 I don\u2019t think I have ever seen a town get ransacked like that before...\"\n [/message]\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS seen_bridge_town no}\n [then]\n [message]\n speaker=Durvan\n message= _ \"What are you talking about?\"\n [/message]\n\n [message]\n speaker=Allyna\n message= _ \"The bridge town ahead was captured by a large armed band. I turned back as soon as I could, but some of their brutes chased me, and then I found you!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Sounds like we may have to cleanse the town a bit before proceeding, then.\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Good plan. Gods, I never thought Talwyn would fall like that...\"\n [/message]\n\n [fire_event]\n name=save_bridge_town_objectives\n [/fire_event]\n [/then]\n [/if]\n [/event]\n\n [event]\n name=save_bridge_town_objectives\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Defeat the bandit leader in Talwyn\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Durvan\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Allyna\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Dremorran\n [/filter]\n\n [message]\n speaker=Dremorran\n message= _ \"No! All our efforts have been in vain!\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Dremorran\n [/filter]\n\n [fire_event]\n name=allyna_introduction\n [/fire_event]\n\n {ENDLEVEL_VICTORY yes}\n [/event]\n\n [event]\n name=victory\n\n [message]\n speaker=Durvan\n message= _ \"Onwards we go, to the capital!\"\n [/message]\n\n [message]\n speaker=Allyna\n message= _ \"So are you truly the Lady of Light? I\u2019ve heard many amazing stories about you! Do you mind if I ask you some questions?\"\n [/message]\n\n {CLEAR_VARIABLE seen_bridge_town}\n [/event]\n\n#undef THF_BANDITS_LIST\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=03_01_Unrest_in_Raelthyn\n name= _ \"Unrest in Raelthyn\"\n {MAP 03_01_Unrest_in_Raelthyn.map}\n turns=-1\n next_scenario=03_02_Revelations\n victory_when_enemies_defeated=no\n\n {FULLSCREEN_CUTSCENE_UI}\n\n {SCENARIO_MUSIC \"loyalists.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n\n {STORYTXT_UNREST_IN_RAELTHYN}\n\n {LONGDARK2}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=player\n team_name=good\n user_team_name= _ \"team_name^Elynia\"\n\n {NO_ECONOMY}\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA}\n [/side]\n # wmllint: validate-on\n\n # Castle\n [side]\n side=2\n team_name=good\n user_team_name= _ \"team_name^Raelthyn\"\n {ARAGWAITH_FLAG}\n color=blue\n\n {NO_ECONOMY}\n\n canrecruit=yes\n type=Aragwaith Greatbow\n id=Dethanel\n name= _ \"Dethanel\"\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_INTELLIGENT}\n [/modifications]\n [/side]\n\n # City\n [side]\n side=3\n team_name=good\n user_team_name= _ \"team_name^Raelthyn\"\n {ARAGWAITH_FLAG}\n color=purple\n hidden=yes\n\n {NO_ECONOMY}\n\n canrecruit=yes\n type=Aragwaith Slayer\n id=Lord Durstrang\n name= _ \"Lord Durstrang\"\n #profile=\"portraits/humans/marshal-2.png\"\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n [/side]\n\n # Arnesius\n [side]\n side=4\n team_name=good\n user_team_name= _ \"team_name^Raelthyn\"\n {ARAGWAITH_FLAG}\n no_leader=yes\n color=black\n hidden=yes\n\n {NO_ECONOMY}\n [/side]\n\n # Torancyn\n [side]\n side=5\n team_name=good\n user_team_name= _ \"team_name^Raelthyn\"\n {ARAGWAITH_FLAG}\n no_leader=yes\n color=orange\n hidden=yes\n\n {NO_ECONOMY}\n [/side]\n\n # Valen\n [side]\n side=6\n team_name=good\n user_team_name= _ \"team_name^Raelthyn\"\n {ARAGWAITH_FLAG}\n no_leader=yes\n color=teal\n hidden=yes\n\n {NO_ECONOMY}\n [/side]\n\n {STARTING_VILLAGES_ALL 3}\n {STARTING_VILLAGES 2 4}\n\n [label]\n x,y=33,4\n text= _ \"Arphalad\"\n [/label]\n\n [label]\n x,y=29,9\n text= _ \"River Lorin\"\n [/label]\n\n [label]\n x,y=17,26\n text= _ \"Lake Wylven\"\n [/label]\n\n [label]\n x,y=13,16\n text= _ \"Adavyan\u2019s Keep\"\n [/label]\n\n [label]\n x,y=5,11\n text= _ \"Danaerad\"\n [/label]\n\n [label]\n x,y=23,6\n text= _ \"Tower of Silence\"\n [/label]\n\n {PLACE_IMAGE scenery/leanto.png 5 5}\n {PLACE_IMAGE scenery/temple1.png 10 7}\n {PLACE_IMAGE scenery/oak-leaning.png 18 17}\n {PLACE_IMAGE scenery/oak-leaning.png 18 8}\n {PLACE_IMAGE scenery/oak-leaning.png 10 8}\n {PLACE_IMAGE items/archery-target-right.png 3 10}\n {PLACE_IMAGE items/archery-target-right.png 13 14}\n\n {PLACE_IMAGE \"scenery/temple1.png\" 30 1}\n {PLACE_IMAGE \"items/straw-bale1.png\" 37 4}\n {PLACE_IMAGE \"items/straw-bale2.png\" 35 22}\n {PLACE_IMAGE \"items/grain-sheaf.png\" 38 30}\n {PLACE_IMAGE \"items/straw-bale1.png\" 31 34}\n {PLACE_IMAGE \"items/straw-bale1.png\" 39 22}\n\n#define UIR_HIGH _TYPE _X _Y\n {GENERIC_UNIT 2 ({_TYPE}) ({_X}) ({_Y})} {NO_UPKEEP_NO_OVERLAY}\n#enddef\n#define UIR_LOW _TYPE _X _Y\n {GENERIC_UNIT 3 ({_TYPE}) ({_X}) ({_Y})} {NO_UPKEEP_NO_OVERLAY}\n#enddef\n\n [event]\n name=prestart\n # wmllint: recognize Durvan\n {RECALL_DURVAN}\n # wmllint: recognize Allyna\n {RECALL_ALLYNA}\n\n {FACE_DIRECTION side=1 nw}\n\n {UIR_LOW (Aragwaith Pikeman) 26 22} {FACING se}\n {UIR_LOW (Aragwaith Pikeman) 22 24} {FACING se}\n {UIR_LOW (Aragwaith Pikeman) 29 16} {FACING se}\n {UIR_LOW (Aragwaith Pikeman) 29 12} {FACING se}\n\n {UIR_LOW (Aragwaith Pikeman) 19 28} {FACING se}\n {UIR_LOW (Aragwaith Pikeman) 14 29} {FACING sw}\n {UIR_LOW (Aragwaith Pikeman) 4 29} {FACING sw}\n {UIR_LOW (Aragwaith Pikeman) 4 26} {FACING sw}\n {UIR_LOW (Aragwaith Guard) 2 23} {FACING sw}\n\n {UIR_HIGH (Aragwaith Guardian) 2 17} {FACING sw}\n\n {UIR_LOW (Aragwaith Guard) 1 10} {FACING sw}\n {UIR_LOW (Aragwaith Pikeman) 2 2} {FACING nw}\n {UIR_LOW (Aragwaith Guard) 9 3} {FACING nw}\n\n {UIR_HIGH (Aragwaith Shield Guard) 17 3} {FACING ne}\n {UIR_LOW (Aragwaith Pikeman) 19 4} {FACING ne}\n {UIR_LOW (Aragwaith Pikeman) 27 7} {FACING ne}\n\n {UIR_HIGH (Aragwaith Strongbow) 17 12} {FACING se}\n {UIR_HIGH (Aragwaith Guardian) 19 15} {FACING nw}\n {UIR_HIGH (Aragwaith Captain) 13 23} {FACING sw}\n\n {UIR_LOW (Aragwaith Guard) 27 1} {FACING ne}\n {UIR_LOW (Aragwaith Guard) 28 2} {FACING ne}\n\n {UIR_LOW (Ruffian) 20 6} {FACING se}\n\n {UIR_LOW (Peasant) 38 29} {FACING se}\n {UIR_LOW (Woodsman) 35 28} {FACING nw}\n\n # wmllint: recognize Valen\n [unit]\n {CHARACTER_STATS_VALEN}\n canrecruit=yes\n side=6\n x,y=22,11\n facing=sw\n [/unit]\n\n # wmllint: recognize Torancyn\n [unit]\n {CHARACTER_STATS_TORANCYN}\n canrecruit=yes\n side=5\n x,y=6,12\n facing=nw\n [/unit]\n\n # wmllint: recognize Arnesius\n [unit]\n {CHARACTER_STATS_ARNESIUS}\n canrecruit=yes\n side=4\n x,y=13,8\n facing=se\n [/unit]\n\n {NAMED_UNIT 3 (Aragwaith Pikeman) 32 31 Darren ( _ \"Darren\") (\n upkeep=free\n random_traits=yes\n facing=nw\n )}\n\n {NAMED_UNIT 3 (Aragwaith Pikeman) 24 25 Aethyncyn ( _ \"Aethyncyn\") (\n upkeep=free\n random_traits=yes\n facing=se\n )}\n\n {LOCK_VIEW}\n [/event]\n\n#undef UIR_LOW\n#undef UIR_HIGH\n\n [event]\n name=start\n\n [message]\n speaker=Durvan\n message= _ \"Finally, the walls of Raelthyn! It\u2019s a pity it\u2019s too dark to see the glory of the capital city!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I have been here before. Now, let\u2019s move.\"\n [/message]\n\n # wmlindent: start ignoring\n {MOVE_UNIT (id=Durvan)\n (33,33,31,28)\n (32,31,30,29)\n }\n # wmlindent: stop ignoring\n\n [message]\n speaker=Lord Durstrang\n message= _ \"Halt! Who goes there?\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"I\u2019m a humble messenger from the small village of Suthwood in the Heart Forest. We came here to meet with the Grand Council.\"\n [/message]\n\n [message]\n speaker=Lord Durstrang\n message= _ \"You and who else?\"\n [/message]\n\n # wmlindent: start ignoring\n {MOVE_UNIT (id=Allyna)\n (33,33,31,30)\n (32,31,30,28)\n }\n {MOVE_UNIT (id=Elynia)\n (33,33,31,29)\n (32,31,30,29)\n }\n # wmlindent: stop ignoring\n\n [message]\n speaker=Lord Durstrang\n message= _ \"Seize the traitor!\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Traitor? Who?\"\n [/message]\n\n {MOVE_UNIT (id=Aethyncyn) 28 28}\n {MOVE_UNIT (id=Darren) 30 29}\n\n [message]\n speaker=Elynia\n message= _ \"Exactly what in the world is going on here?\"\n [/message]\n\n [message]\n speaker=Lord Durstrang\n message= _ \"You, faerie, are accused of betraying the Alliance of the Peoples of the Far North, leading an elvish faction found to be collaborating with our enemies in times of war, and disclosing vital tactical information which jeopardizes the safety of the Aragwaith country and our allies.\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Certainly, this must be some kind of misunderstanding... I would never shift my allegiances against what\u2019s best for the free civilizations of Irdya!\"\n [/message]\n\n # wmlindent: start ignoring\n {MOVE_UNIT (id=Torancyn)\n (10,17,22,22,25)\n (14,18,20,22,24)\n }\n # wmlindent: stop ignoring\n\n [message]\n speaker=Torancyn\n message= _ \"Imprisoning her will not be necessary. Allow her to come to the Grand Council.\"\n [/message]\n\n [message]\n speaker=Lord Durstrang\n message= _ \"But, my lord...\"\n [/message]\n\n # wmlindent: start ignoring\n {MOVE_UNIT (id=Arnesius)\n (14,14,16,16,17,17,22,22,24,24)\n (10,13,14,15,16,18,20,22,23,25)\n }\n {MOVE_UNIT (id=Valen)\n (23,23,25,25,27,27,22,22,25,25)\n (12,13,14,16,17,18,20,22,24,25)\n }\n # wmlindent: stop ignoring\n\n [message]\n speaker=Valen\n message= _ \"A trial won\u2019t be required either. She\u2019s been framed by the enemy.\"\n [/message]\n\n [message]\n speaker=Arnesius\n message= _ \"Elynia, we have been eagerly awaiting your return. It\u2019s been a long time...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Lord Arnesius, it\u2019s good to see you again. Something terrible has happened...\"\n [/message]\n\n [message]\n speaker=Arnesius\n message= _ \"Yes, yes... Valen has told us everything, and there\u2019s more you need to know as well. Come with us.\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"My Lord, I\u2014 our messengers were promised an audience with the Council as well...\"\n [/message]\n\n [message]\n speaker=Arnesius\n message= _ \"That will have to wait while we discuss some war matters, but since you have come from so far protecting her, you may also come and listen.\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Very well, my lord.\"\n [/message]\n\n {ENDLEVEL_QUIET} {NO_START_OF_SCENARIO_SAVE} {NO_REPLAY_SAVE}\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=03_02_Revelations\n name= _ \"Revelations\"\n {MAP 03_02_Revelations.map}\n turns=-1\n next_scenario=04_Shifting_Allegiances\n victory_when_enemies_defeated=no\n\n {CUTSCENE_UI}\n\n {SCENARIO_MUSIC \"revelation.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"heroes_rite.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"nunc_dimittis.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"underground.ogg\"}\n\n #{STORYTXT_REVELATIONS}\n\n {INDOORS}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=player\n team_name=good\n user_team_name= _ \"team_name^Elynia\"\n\n {NO_ECONOMY}\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA}\n facing=se\n [/side]\n\n # Arnesius\n [side]\n side=2\n team_name=good\n user_team_name= _ \"team_name^Raelthyn\"\n {ARAGWAITH_FLAG}\n color=black\n\n {NO_ECONOMY}\n\n # wmllint: recognize Arnesius\n canrecruit=yes\n {CHARACTER_STATS_ARNESIUS}\n facing=sw\n [/side]\n\n # Torancyn\n [side]\n side=3\n team_name=good\n user_team_name= _ \"team_name^Raelthyn\"\n {ARAGWAITH_FLAG}\n color=orange\n\n {NO_ECONOMY}\n\n # wmllint: recognize Torancyn\n canrecruit=yes\n {CHARACTER_STATS_TORANCYN}\n facing=sw\n [/side]\n\n # Valen\n [side]\n side=4\n team_name=good\n user_team_name= _ \"team_name^Raelthyn\"\n {ARAGWAITH_FLAG}\n color=teal\n\n {NO_ECONOMY}\n\n # wmllint: recognize Valen\n canrecruit=yes\n {CHARACTER_STATS_VALEN}\n facing=nw\n [/side]\n # wmllint: validate-on\n\n [event]\n name=prestart\n # wmllint: recognize Durvan\n {RECALL_DURVAN}\n # wmllint: recognize Allyna\n {RECALL_ALLYNA}\n\n {FACE_DIRECTION (side=1) se}\n\n {LOCK_VIEW}\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=Arnesius\n message= _ \"We\u2019d like to start by apologizing for our actions, or more accurately, our lack thereof. Had we understood the importance of your mission to Zocthanol we\u2019d have sent a whole fleet with you, and Galas\u2019 demise could have surely been avoided.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I... I don\u2019t think that would have made a great difference. The storm that caught us was a trap set up by our enemies.\"\n [/message]\n\n [message]\n speaker=Torancyn\n message= _ \"As soon as we got word of your plan to assault the Wesmere hive on your own, we sent a platoon in your aid, but their path was obstructed by those Shaxthal creatures, who took over the Bay of Glamdrol to the south-west.\"\n [/message]\n\n [message]\n speaker=Torancyn\n message= _ \"By the time the soldiers arrived, it was already too late. Not only did we not find you or the lich Mal Keshar, but the plains had completely disappeared.\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"But... disappeared?\"\n [/message]\n\n [message]\n speaker=Arnesius\n message= _ \"Everything vanished at the center of the explosion from which you escaped. The hive, the rocks, the clouds \u2014 everything had completely disappeared, according to the reports we got. The area surrounding the massive crater turned into a vast ashy desert devoid of any traces of life, artificial or otherwise. They also said the air itself had turned thin as in the tallest peaks of the Heart Mountains. We could only assume you had also been caught in the explosion and were destroyed along with the necromancer.\"\n [/message]\n\n [message]\n speaker=Arnesius\n message= _ \"With the ongoing war, we couldn\u2019t spend much time or resources in searching for you, so we decided to seek assistance from a seer who could tell us what happened and why. That\u2019s when we found Valen, who has been of great help to us this past year.\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Hold on...\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"That isn\u2019t possible! A year? But\u2014 it has been\u2014 it has been less than a month!\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Valen\n message= _ \"For you, my lady, time only continued to flow after the point you reappeared in our country\u2019s borders, but for us, time has gone by as usual. It\u2019s been a little more than a year since the destruction of Wesmere.\"\n [/message]\n\n [message]\n speaker=Arnesius\n message= _ \"We suspect you were at the very center of the explosion, which may have caused an anomaly that brought you forward in time.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"... Actually, it may be my own fault. I used a teleportation spell I had just learned, without mastering it first, just as I felt as though my very existence had come to an end...\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"But the entire place vanishing doesn\u2019t make sense... How could that happen?\"\n [/message]\n\n [message]\n speaker=Torancyn\n message= _ \"There are many things we still haven\u2019t learned about our enemies that are, perhaps, essential for putting an end to this war.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Where\u2019s Kyara? And Horo? We sent them to you after securing the Chaos outpost in Wesmere!\"\n [/message]\n\n [message]\n speaker=Arnesius\n message= _ \"I fear we have never heard those names before.\"\n [/message]\n\n [message]\n speaker=Torancyn\n message= _ \"Assuming they stumbled upon the same class and number of enemies as our men did, it\u2019s very likely they didn\u2019t make it.\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Valen\n message= _ \"If you can provide me with more information, I may be able to find out what occurred to them, but it will take time.\"\n [/message]\n\n [message]\n speaker=Torancyn\n message= _ \"While Valen was trying to determine your whereabouts, new riots took place between the elves in the lands to the east. There are rumors of a certain rose-haired faerie allying herself with the leaders of the Chaos Empire, which is why you and your people have become rather unpopular amongst our peers.\"\n [/message]\n\n [message]\n speaker=Arnesius\n message= _ \"The elves are once again divided and fighting their own kinsmen on the eastern border of our country, but one of the factions is clearly at an advantage thanks to their alliance with the Empire. We suspect they may be planning to invade us next, taking advantage of the tight situation on the southern borders.\"\n [/message]\n\n [message]\n speaker=Torancyn\n message= _ \"Furthermore, it is said a great explosion took place in Glamdrol a few days ago. We haven\u2019t received any confirmation yet, but we fear it\u2019s of a similar nature to the one which destroyed Wesmere. If that\u2019s true, then we have just lost our largest western garrison.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I see...\"\n [/message]\n\n [message]\n speaker=Arnesius\n message= _ \"It\u2019s of utmost importance that the situation in the east is cleared up. The friendly elvish faction has asked us for aid, but as it is now we are unable to gather the complete Council to come to an agreement. We currently don\u2019t have many men to spare, so it has been suggested that you could lead a militia in order to assist them, and hopefully discover the identity of this mysterious impersonator.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I think I\u2019ve had enough experience with leading militiamen in the forests for my liking, and I highly doubt they could stand a chance against those demons and biomechanical creatures.\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Eh?\"\n [/message]\n\n [message]\n speaker=Torancyn\n message= _ \"It was never our intention to send you alone with barely-trained fighters. Amongst your messengers was one of Mal Keshar\u2019s very own disciples, a woman by the name of Zynara. She\u2019s willing to assist by leading a new undead horde against our enemies for you.\"\n [/message]\n\n [message]\n speaker=Arnesius\n message= _ \"If you agree to help us, we will also make sure to keep you informed of any important events from the main battle front, sending you messages through Valen. You\u2019ll also be able to communicate with us this way.\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"There\u2019s a very important journal we retrieved from the Chaos capital, and Mal Keshar told me before his destruction that he passed it to Kyara, the desert elf, in case neither of us would make it back from the hive. It is my hope that she and Horo are still alive somewhere, or that at the very least they passed the journal to another trustworthy person. I will agree to lead the expedition on the condition that you also do your best to locate it.\"\n [/message]\n\n [message]\n speaker=Arnesius\n message= _ \"That\u2019s a fair deal, although I would first like to know what this journal contains that makes it such a great priority for you, over your reputation and people.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Mal Keshar didn\u2019t get a chance to talk with me about the contents of the journal besides the location of the hive, where the heart of Yechnagoth was supposedly stored. Before his destruction, he referred to \u201ca greater cause, one that transcends the fate of Irdya\u201d \u2014 I have a feeling that it\u2019s about something he read in it. The journal was written by the Chaos Emperor himself, so the information within should be accurate and relevant for our purposes.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"That is, assuming the heart of the colossal creature we destroyed in Wesmere was truly Yechnagoth\u2019s.\"\n [/message]\n\n [message]\n speaker=Valen\n message= _ \"I\u2019ll do whatever it takes to find out about that journal, my lady.\"\n [/message]\n\n [message]\n speaker=Arnesius\n message= _ \"Very well, then. Tomorrow we\u2019ll provide you with further instructions for your mission. We\u2019ll talk with the messengers from Suthwood now.\"\n [/message]\n\n {ENDLEVEL_CONTINUE} {NO_REPLAY_SAVE}\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=04_Shifting_Allegiances\n name= _ \"Shifting Allegiances\"\n {MAP 04_Shifting_Allegiances.map}\n {TURNS 28 27 26}\n next_scenario=05_The_Eastern_Front\n\n {D_DEATHS}\n\n {SCENARIO_MUSIC \"nunc_dimittis.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"breaking_the_chains.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"battle.ogg\"}\n\n {STORYTXT_SHIFTING_ALLEGIANCES}\n\n {DAWN2}\n {MORNING2}\n {MIDDAY2}\n {AFTERNOON2}\n {DUSK2}\n {LONGDARK1}\n {LONGDARK2}\n {LONGDARK3}\n {LONGDARK4}\n {DAWN1}\n {MORNING1}\n {MIDDAY1}\n {AFTERNOON1}\n {DUSK1}\n {SHORTDARK}\n\n {SHAXTHAL_SET_SURFACE_VARIATIONS_FLAG}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=player\n team_name=good\n user_team_name= _ \"team_name^Elynia\"\n\n {GOLD 190 180 175}\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA}\n [/side]\n\n [side]\n side=2\n team_name=rebels\n user_team_name= _ \"team_name^Demons\"\n {RAGGED_FLAG}\n color=black\n\n # wmllint: recognize Elorran\n {CHARACTER_STATS_ELORRAN}\n canrecruit=yes\n facing=sw\n\n {GOLD 135 120 110}\n recruit=Demon,Faerie Sprite,Animated Rock\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"archer,mixed fighter,fighter,fighter,fighter,mixed fighter\"}\n\n #\n # Ignore Elorran for attacking\n #\n\n {AI_SIMPLE_ALWAYS_ASPECT passive_leader yes}\n\n #\n # Become defensive on turn 3\n #\n\n {AI_ASPECT \"grouping\" (\n [facet]\n value=\"no\"\n turns=\"1-2\"\n [/facet]\n [facet]\n value=\"defensive\"\n turns=\"3-100\"\n [/facet]\n )}\n [/ai]\n [/side]\n # wmllint: validate-on\n\n [side]\n side=3\n team_name=shaxthals\n user_team_name= _ \"team_name^Shaxthals\"\n {CHAOS_FLAG}\n hidden=yes\n no_leader=yes\n\n recruit=Shaxthal Drone,Shaxthal Rayblade,Shaxthal Razorbird\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT passive_leader yes}\n #\n # This one is farther away from Elorran, so it can be allowed\n # to be fully aggressive.\n #\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"mixed fighter,scout,mixed fighter,fighter,mixed fighter,mixed fighter\"}\n [/ai]\n [/side]\n\n [side]\n side=4\n team_name=shaxthals\n user_team_name= _ \"team_name^Shaxthals\"\n {CHAOS_FLAG}\n hidden=yes\n no_leader=yes\n\n recruit=Shaxthal Runner Drone,Shaxthal Rayblade\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT passive_leader yes}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"fighter,mixed fighter,mixed fighter,mixed fighter\"}\n [/ai]\n [/side]\n\n [side]\n side=5\n team_name=shaxthals\n user_team_name= _ \"team_name^Undead\"\n {RAGGED_FLAG}\n color=brightgreen\n hidden=yes\n no_leader=yes\n controller=null\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT grouping no }\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.0}\n [/ai]\n [/side]\n\n {UNDEAD_RECRUITMENT:ZYNARA:WILD_GHOSTS_SIDE 5}\n\n {STARTING_VILLAGES 1 8}\n {STARTING_VILLAGES 2 10}\n\n {FORCE_CHANCE_TO_HIT () (id=Elorran) 0 ()}\n\n [event]\n name=prestart\n # wmllint: recognize Durvan\n {RECALL_DURVAN_AT_LOCATION 7 22}\n # wmllint: recognize Allyna\n {RECALL_ALLYNA_AT_LOCATION 7 21}\n # wmllint: recognize Zynara\n {RECALL_ZYNARA_AT_LOCATION 5 21}\n\n {MODIFY_UNIT (id=Allyna) experience 0}\n {FACE_DIRECTION (side=1) ne}\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Defeat the enemy leader\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Durvan\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Zynara\")}\n\n {TURNS_RUN_OUT}\n\n {ZYNARA_UNDEAD_RECRUITMENT_NOTES}\n\n {OBJECTIVE_CARRYOVER}\n )}\n\n [hide_unit]\n id=Elorran\n [/hide_unit]\n\n [unit]\n side=2\n type=Elvish Marksman\n gender=female\n x,y=12,16\n hitpoints,max_hitpoints=1,1\n moves,max_moves=0,0\n experience,max_experience=0,0\n facing=se\n [status]\n petrified=yes\n [/status]\n [/unit]\n\n [unit]\n side=2\n type=Elvish Marksman\n gender=male\n x,y=16,17\n hitpoints,max_hitpoints=1,1\n moves,max_moves=0,0\n experience,max_experience=0,0\n facing=sw\n [status]\n petrified=yes\n [/status]\n [/unit]\n\n {LOCK_VIEW}\n [/event]\n\n # wmllint: recognize Anya\n # wmllint: recognize Tara\n#define SA_HIDE_ANYA_AND_TARA\n [store_unit]\n [filter]\n id=Anya\n [or]\n id=Tara\n [/or]\n [/filter]\n kill=yes\n variable=anya_tara_store\n [/store_unit]\n\n [redraw][/redraw]\n#enddef\n\n#define SA_RESTORE_ANYA_AND_TARA\n [store_locations]\n [filter]\n id=Elorran\n [/filter]\n variable=elorran_loc\n [/store_locations]\n\n [foreach]\n array=anya_tara_store\n [do]\n [unstore_unit]\n variable=this_item\n find_vacant=yes\n x,y=$elorran_loc.x,$elorran_loc.y\n [/unstore_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE anya_tara_store,elorran_loc}\n#enddef\n\n [event]\n name=start\n [message]\n speaker=Durvan\n message= _ \"It\u2019s really been a long trip. Are we there yet?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"No, but we should reach Dalbloom in the middle of the night if we keep our pace and don\u2019t stop to rest.\"\n [/message]\n\n [message]\n speaker=Allyna\n message= _ \"Ah, if you only knew how to use the Ruby\u2019s power to its full extent, we could have avoided all this.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Right. But\u2014\"\n [/message]\n\n [redraw][/redraw]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"(disconcerted) You can\u2019t possibly know about the Ruby of Fire! Who are you?\"\n [/message]\n\n {FACE_DIRECTION (id=Allyna) sw}\n\n [message]\n speaker=Allyna\n message= _ \"I\u2019m sorry for lying to you. I really like you, but... I needed you to come here.\"\n [/message]\n\n {INCIDENTAL_MUSIC \"the_dangerous_symphony.ogg\"}\n\n {PLAY_LEVELOUT_ANIM id=Allyna}\n\n [store_unit]\n [filter]\n id=Allyna\n [/filter]\n variable=allyna_store\n kill=yes\n [/store_unit]\n\n [unit]\n # NOTE: Her experience and HP are not preserved. This is intentional.\n {CHARACTER_STATS_ANYA}\n x,y=$allyna_store.x,$allyna_store.y\n facing=$allyna_store.facing\n side=2\n [/unit]\n {NO_UPKEEP}\n\n {PLAY_LEVELIN_ANIM id=Anya}\n\n {CLEAR_VARIABLE allyna_store}\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Zynara\n message= _ \"An impostor!\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"No, I simply needed to disguise myself as a helpless human girl so I\u2019d be allowed to travel with you and guide you to this place.\"\n [/message]\n\n [store_unit]\n [filter]\n id=Anya\n [/filter]\n variable=anya_store\n [/store_unit]\n\n [object]\n silent=yes\n [filter]\n id=Anya\n [/filter]\n [effect]\n apply_to=image_mod\n add=\"FL(horiz)\"\n [/effect]\n [/object]\n\n {MOVE_UNIT (id=Anya) 9 20}\n\n {VARIABLE anya_store.facing sw}\n\n [unstore_unit]\n # Undo image_mod effect.\n variable=anya_store\n find_vacant=no\n x,y=9,20\n [/unstore_unit]\n\n#define SA_STATUE_SHAPESHIFT _X _Y _WML\n [scroll_to]\n x={_X}\n y={_Y}\n [/scroll_to]\n\n {PLAY_LEVELOUT_ANIM (\n x={_X}\n y={_Y}\n )}\n\n [store_unit]\n [filter]\n x={_X}\n y={_Y}\n [/filter]\n kill=yes\n variable=statue_store\n mode=replace\n [/store_unit]\n\n [unit]\n x=$statue_store.x\n y=$statue_store.y\n facing=$statue_store.facing\n side=2\n random_traits,random_gender,generate_name=no,no,no\n {_WML}\n [/unit]\n\n {PLAY_LEVELIN_ANIM (\n x=$statue_store.x\n y=$statue_store.y\n )}\n\n {CLEAR_VARIABLE statue_store}\n#enddef\n\n {SA_STATUE_SHAPESHIFT 12 16 (type=Rock Golem)}\n {SA_STATUE_SHAPESHIFT 16 17 (type=Rock Golem)}\n\n#undef SA_STATUE_SHAPESHIFT\n\n [scroll_to_unit]\n id=Elynia\n [/scroll_to_unit]\n\n [delay]\n time=250\n [/delay]\n\n {FACE_DIRECTION (id=Elorran) sw}\n\n [unhide_unit]\n id=Elorran\n [/unhide_unit]\n\n [teleport]\n [filter]\n id=Elorran\n [/filter]\n x,y=10,20\n [/teleport]\n\n [animate_unit]\n [filter]\n id=Elorran\n [/filter]\n flag=post_teleport\n with_bars=yes\n [/animate_unit]\n\n [hidden_unit]\n {CHARACTER_STATS_TARA}\n side=2\n x,y=9,19\n facing=sw\n upkeep=loyal\n {IS_LOYAL}\n [/hidden_unit]\n\n [unhide_unit]\n id=Tara\n [/unhide_unit]\n\n [animate_unit]\n [filter]\n id=Tara\n [/filter]\n flag=post_teleport\n with_bars=yes\n [/animate_unit]\n\n [redraw][/redraw]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elorran\n message= _ \"The Lady of Light.\"\n [/message]\n\n [message]\n speaker=Tara\n message= _ \"It is an honor to meet you.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"What do you want from us?\"\n [/message]\n\n [message]\n speaker=Elorran\n message= _ \"We just want your staff, or to be more specific, the gem decorating its top: the Ruby of Fire.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"You already tried this once and didn\u2019t succeed; what makes you think this time will be any different?\"\n [/message]\n\n [message]\n speaker=Elorran\n message= _ \"Actually... I presume you speak of someone else?\"\n [/message]\n\n [message]\n speaker=Zynara\n message= _ \"My lady, we are wasting precious time here! Let us purge the Northlands of this blight!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"The power of the Ruby of Fire is too great and too evil for it to fall into the wrong hands. You fiends shall not obtain it as long as I live!\"\n [/message]\n\n [message]\n speaker=Elorran\n message= _ \"So be it, then. I was hoping to achieve something with a more civilized approach, but I guess diplomacy has become a thing of the past on this world as well.\"\n [/message]\n\n [store_starting_location]\n side=2\n [/store_starting_location]\n\n#define SA_TELEPORT_BACK _ID _X _Y\n [animate_unit]\n [filter]\n id={_ID}\n [/filter]\n flag=pre_teleport\n with_bars=yes\n [/animate_unit]\n\n [teleport]\n [filter]\n id={_ID}\n [/filter]\n x={_X}\n y={_Y}\n [/teleport]\n\n [redraw][/redraw]\n#enddef\n\n {SA_TELEPORT_BACK Elorran $location.x $location.y}\n\n [message]\n speaker=Anya\n message= _ \"I\u2019m truly sorry. It wasn\u2019t my intention for things to come to this.\"\n [/message]\n\n {SA_TELEPORT_BACK Tara $location.x $location.y}\n\n {SA_TELEPORT_BACK Anya $location.x $location.y}\n\n#undef SA_TELEPORT_BACK\n\n {SA_HIDE_ANYA_AND_TARA}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Durvan\n message= _ \"What... was that?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I\u2019m not sure. There\u2019s something very... unusual about these demons, aside from the fact that there are two faerie beings allied with them.\"\n [/message]\n\n {VARIABLE player_ghost_limit {UNDEAD_RECRUITMENT:ZYNARA:LIMIT}}\n\n {VARIABLE sep \"\u2022 \"}\n\n [allow_recruit]\n side=1\n type=Ghost,Skeleton,Skeleton Archer,Walking Corpse\n [/allow_recruit]\n\n [transient_message]\n image=\"units/undead/wraith-s-attack-3.png~RC(magenta>red)\"\n message= _ \"You can now recruit undead units.\n\nHowever, because Zynara is not as powerful as Mal Keshar, her abilities have certain restrictions:\"+\"\n\n$sep|\"+_\"You cannot recruit Vampire Bats.\"+\"\n$sep|\"+_\"Zynara can only control up to $player_ghost_limit units from the Ghost unit line at a time.\"+\"\n$sep|\"+_\"If you attempt to recruit an additional Ghost, you will permanently lose control of a random Ghost line unit and become unable to recruit\u2014but not recall\u2014more for the remainder of the scenario.\"+\"\n$sep|\"+_\"Ghost line units in your recall list also count towards the limit.\"\n [/transient_message]\n\n {CLEAR_VARIABLE player_ghost_limit,sep}\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=turn 2\n [sound]\n name={SOUND_LIST:BIOMECHANICAL_ROAM}\n [/sound]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Durvan\n message= _ \"Did you all hear that?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"That\u2019s the sound of bad news \u2014 Shaxthal creatures are approaching.\"\n [/message]\n [/event]\n\n [event]\n name=turn 3\n [sound]\n name={SOUND_LIST:BIOMECHANICAL_ROAM}\n [/sound]\n\n [store_starting_location]\n side=4\n [/store_starting_location]\n\n [move_unit_fake]\n type=Shaxthal War Drone\n side=4\n x=54,$location.x\n y=22,$location.y\n [/move_unit_fake]\n\n [unit]\n canrecruit=yes\n type=Shaxthal War Drone\n side=4\n x,y=$location.x,$location.y\n facing=nw\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n\n {CAPTURE_VILLAGES 4 $location.x $location.y 7}\n\n [redraw][/redraw]\n\n [modify_side]\n side=4\n hidden=no\n {GOLD 180 200 220}\n {INCOME 2 3 4}\n [/modify_side]\n\n [store_starting_location]\n side=3\n [/store_starting_location]\n\n [move_unit_fake]\n type=Shaxthal Enforcer Drone\n variation=surface\n side=3\n x=40,$location.x\n y=26,$location.y\n [/move_unit_fake]\n\n [unit]\n canrecruit=yes\n type=Shaxthal Enforcer Drone\n variation=surface\n side=3\n x,y=$location.x,$location.y\n facing=nw\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_ARMORED}\n [/modifications]\n [/unit]\n\n {CAPTURE_VILLAGES 3 $location.x $location.y 7}\n\n [redraw][/redraw]\n\n [modify_side]\n side=3\n hidden=no\n {GOLD 160 180 200}\n {INCOME 2 3 4}\n [/modify_side]\n\n [message]\n speaker=Zynara\n message= _ \"They have arrived!\"\n [/message]\n\n [message]\n speaker=Elorran\n message= _ \"Curse Uria! They have found us!\"\n [/message]\n [/event]\n\n [event]\n name=turn 5\n\n {SA_RESTORE_ANYA_AND_TARA}\n\n [message]\n speaker=Durvan\n message= _ \"Those metallic beasts don\u2019t seem interested in us as much as they are interested in our foes, but why?\"\n [/message]\n\n [message]\n speaker=Elorran\n message= _ \"Lady of Light, I\u2019d like to call a truce. These creatures are our enemies too, and we don\u2019t really want to get involved in a slaughter.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Why should my side accede? Don\u2019t you all work for Uria?\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"We don\u2019t! We are struggling against her!\"\n [/message]\n\n [message]\n speaker=Zynara\n message= _ \"My lady, those demons cannot be trusted! They must be staging a trap, posing as enemies of Uria!\"\n [/message]\n\n [role]\n role=doubtful faerie\n side=1\n race=faerie\n [not]\n id=Elynia\n [/not]\n [/role]\n\n [role]\n role=suspecting human\n side=1\n race=human\n [not]\n id=Zynara\n [/not]\n [not]\n id=Durvan\n [/not]\n [/role]\n\n [if]\n [have_unit]\n role=doubtful faerie\n [/have_unit]\n [have_unit]\n role=suspecting human\n [/have_unit]\n [then]\n [message]\n role=doubtful faerie\n message= _ \"I don\u2019t know, they do seem to have a few of us amongst them. I am fairly sure our kind wouldn\u2019t ally with demons without a very good reason.\"\n [/message]\n\n [message]\n role=suspecting human\n message= _ \"And what if that reason is destroying us? Your kind can\u2019t be trusted!\"\n [/message]\n [/then]\n [/if]\n\n [message]\n speaker=Durvan\n message= _ \"My lady?\"\n [/message]\n\n [message]\n speaker=narrator\n caption= _ \"Elynia\"\n image= # wmllint: ignore\n # po: This line corresponds to Elynia's thoughts.\n message=\"\"+_\"What would Galas and Anlind\u00eb have done in this situation?\"+\"\" # wmllint: ignore\n [/message]\n\n [message]\n speaker=Zynara\n message= _ \"My lady, you must decide now!\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Let us cooperate with these strange demons and repel the Shaxthal incursion before they infest the countryside. We\u2019ll decide what to do about them later.\"\n [/message]\n\n [message]\n speaker=Zynara\n message= _ \"This is ridiculous! My master must have overestimated your ability to command!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Your master would have been destroyed if Galas and Anlind\u00eb hadn\u2019t been at the command of the elvish troops. They gave him a chance to redeem himself. If it weren\u2019t for that, none of us would be here today discussing this.\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Very well, let\u2019s do this!\"\n [/message]\n\n [modify_side]\n side=2\n team_name=good\n [/modify_side]\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Repel the Shaxthal incursion\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Durvan\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Zynara\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elorran\")}\n\n {TURNS_RUN_OUT}\n\n {ZYNARA_UNDEAD_RECRUITMENT_NOTES}\n\n {OBJECTIVE_CARRYOVER}\n )}\n\n {SA_HIDE_ANYA_AND_TARA}\n [/event]\n\n {HERO_DEATH_BASE\n (Elorran)\n (\n [message]\n speaker=Elorran\n message= _ \"My people! Now that Uria knows we are plotting against her, they are doomed without my guidance!\"\n [/message]\n ) ()}\n\n {PLACE_IMAGE \"scenery/signpost.png\" 32 10}\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=1\n x,y=32,10\n [/filter]\n\n [redraw][/redraw]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=\"scenery/signpost.png\"\n message= _ \"Fort Dalbloom\"\n [/message]\n [/event]\n\n {AMBER_WARD 41 23}\n\n [event]\n name=enemies defeated\n\n {ENDLEVEL_VICTORY yes}\n [/event]\n\n [event]\n name=victory\n\n {SA_RESTORE_ANYA_AND_TARA}\n\n [message]\n speaker=Anya\n message= _ \"Yes! We did it! We did it together!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Am I right in assuming that the village of Dalbloom doesn\u2019t truly exist anymore, and it\u2019s just the name of an ancient stronghold from the times before the Fall?\"\n [/message]\n\n [message]\n speaker=Elorran\n message= _ \"That\u2019s right. We needed you to come here, away from the Alliance\u2019s troops, and away from the Chaos forces. Or at least, we thought they would not be roaming around these parts. It\u2019s alarming that their war beasts have come this far within the human country.\"\n [/message]\n\n [fade_out_music]\n duration=500\n [/fade_out_music]\n\n {REPLACE_SCENARIO_MUSIC weight_of_revenge.ogg}\n\n [message]\n speaker=Elynia\n message= _ \"May I know why you believe acquiring the Ruby of Fire will do good to your cause, whatever it is?\"\n [/message]\n\n [message]\n speaker=Tara\n message= _ \"My lady, Elorran is one of the few demon lords who refused to heed Uria\u2019s call to war against the good peoples of Irdya. He came to me seeking support for his mission. Our intention was to contact you and destroy that artifact you hold.\"\n [/message]\n\n [message]\n speaker=Elorran\n message= _ \"According to what Anya heard, you set foot in the Kalari stronghold once, and confronted the Iron Council. You know well by now that the Ruby isn\u2019t a mere piece of magic jewelry, but you may still be unaware of the full extent of its power. Long ago, a group of human sorcerers created it and killed Irdya\u2019s Gatekeeper, the creature that was charged with the task of guarding the entrance to Inferno. That disaster and the unexplained disappearance of Inferno\u2019s very own Gatekeeper on the other side eventually brought this world to Uria\u2019s attention.\"\n [/message]\n\n [message]\n speaker=Elorran\n message= _ \"The many Gatekeepers were created from the ancient Guardian of Secrets, Uria\u2019s sister. They were assigned to different locations to protect them from external interference, preventing anything from entering or leaving Inferno. Uria has figured this out, and she wants the Ruby of Fire to create a path to allow her to enter and invade a world much like yours, called Ethea. We do not know yet what her motives are \u2014 there may be something there which she could use against the few remaining gods who may oppose her.\"\n [/message]\n\n [message]\n speaker=Tara\n message= _ \"To that end she is using Irdya to test her forces and breed a massive army of biomechanical creatures for use against those who will defend Ethea.\"\n [/message]\n\n [message]\n speaker=Elorran\n message= _ \"Although some of us think the right being could use the power of the Ruby to destroy or incapacitate Uria, nobody wants to run the risk and unwittingly deliver the artifact to her by failing in such a suicidal mission. Hence we want to destroy it.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"We really need your help...\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"The Ruby of Fire\u2014 this staff, originally owned by my master, the Great Sorceress Niryone... it belongs to me. I have sacrificed much keeping it away from those who could threaten the future of the peoples of Irdya. Surely we can thwart Uria\u2019s plans in a different way.\"\n [/message]\n\n [message]\n speaker=Elorran\n message= _ \"We aren\u2019t the only group that has stood against her rule, but we are one of the few to survive to this day. We\u2019ve seen her real power, and only the wielder of the Union could possibly stand a chance against her \u2014 if only that power hadn\u2019t fallen into her hands following your short incursion into her territory.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"What do you mean\u2014 she cannot use that power, right?\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Not yet...\"\n [/message]\n\n [message]\n speaker=Tara\n message= _ \"What she expects to find on Ethea may be another artifact that could enable her to wield the Union.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I\u2019m not convinced destroying the Ruby is the solution. What if there\u2019s an equivalent somewhere else on Irdya, or on another world?\"\n [/message]\n\n [message]\n speaker=Elorran\n message= _ \"That\u2019s a risk we\u2019ll have to take. As things stand right now, Uria is more likely to obtain the Ruby than any other alternative in order to accelerate her plans.\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"The elves... the people whom I swore to protect ages ago need me at this very moment. Let me use the power of the Ruby once more, and then we\u2019ll make sure it will never be used again.\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Tara\n message= _ \"My lord, we won\u2019t be able to convince her to do otherwise.\"\n [/message]\n\n [message]\n speaker=Elorran\n message= _ \"(sighs) Your tenacity has not gone unnoticed, Lady of Light. Uria knows you are a formidable enemy, albeit notably foolish at times. Do what you feel is right, and then come back to us as soon as you may so we can put an end to her plans together. Anya will go with you; her necklace will allow you to find us, no matter the distance or the time.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"I will... go with her? Yes! I mean... if that\u2019s not a problem.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"We are heading towards a war zone and we welcome the support of every man or woman who can wield a weapon, cast a spell, or tend to the injured. However, I am... unsure about allowing a young girl like Anya to accompany us.\"\n [/message]\n\n [message]\n speaker=Tara\n message= _ \"You might underestimate her now because making use of her magic before would have blown her cover, but I assure you, she is an excellent spellcaster under the right circumstances.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Don\u2019t say that! It\u2019s rather embarrassing...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Very well, Lord Elorran. I swear I will do my best to keep the Ruby away from our enemies.\"\n [/message]\n\n [message]\n speaker=Zynara\n message= _ \"Dealing with demons... (sigh) This can\u2019t end well...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I would like to keep our pact a secret between us. Even if the Grand Council understood, there seems to be a fair chance they could fall and provide Uria\u2019s henchmen with information about our plans. No-one should speak of this.\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Understood, my lady.\"\n [/message]\n\n [message]\n speaker=Zynara\n message= _ \"Understood...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Well, let\u2019s continue onwards. Hopefully we won\u2019t come across any more interruptions.\"\n [/message]\n\n [store_unit]\n [filter]\n id=Anya\n [/filter]\n variable=anya_store\n [/store_unit]\n\n [set_variables]\n mode=merge\n name=anya_store\n [literal]\n side=1\n {IS_HERO}\n [/literal]\n [/set_variables]\n\n [unstore_unit]\n variable=anya_store\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE anya_store}\n [/event]\n\n [event]\n name=time over\n\n [message]\n speaker=Elorran\n message= _ \"There is an army of hostile elves approaching... Things would have worked out much better if this Lady of Light had not turned out to be such a dreadful disappointment as a leader and a tactician.\"\n [/message]\n [/event]\n\n#undef SA_HIDE_ANYA_AND_TARA\n#undef SA_RESTORE_ANYA_AND_TARA\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=05_The_Eastern_Front\n name= _ \"The Eastern Front\"\n {MAP 05_The_Eastern_Front.map}\n {TURNS 32 30 28}\n next_scenario=05_The_Eastern_Front_cutscene\n\n {D_DEATHS}\n\n {SCENARIO_MUSIC \"nunc_dimittis.ogg\"}\n\n {STORYTXT_THE_EASTERN_FRONT}\n\n {TWO_SUNS_DEFAULT_SCHEDULE}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=player\n team_name=good\n user_team_name= _ \"team_name^Elynia\"\n\n {GOLD 250 250 240}\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA}\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n team_name=evil\n user_team_name= _ \"team_name^Elves\"\n {CHAOS_FLAG}\n\n recruit=Elvish Archer,Shaxthal Rayblade,Elvish Scout,Elvish Acolyte,Elvish Shaman\n {GOLD 180 200 220}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"scout,archer,healer,fighter,mixed fighter,scout,archer\"}\n [/ai]\n\n canrecruit=yes\n type=Elvish Mystic\n id=Telan\n name= _ \"Telan\"\n facing=nw\n [modifications]\n {TRAIT_DEXTROUS}\n {TRAIT_RESILIENT}\n [/modifications]\n [/side]\n\n [side]\n side=3\n team_name=evil\n user_team_name= _ \"team_name^Elves\"\n {CHAOS_FLAG}\n\n recruit=Elvish Archer,Elvish Fighter,Elvish Scout,Elvish Shaman\n {GOLD 170 180 190}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n # Don't let the leader go scouting for villages.\n {AI_SIMPLE_ALWAYS_ASPECT passive_leader yes}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"healer,fighter,fighter,archer,scout\"}\n [/ai]\n\n canrecruit=yes\n type=Elvish Outrider\n id=Ethanin-Adrael\n name= _ \"Ethanin-Adrael\"\n facing=sw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_DEXTROUS}\n [/modifications]\n [/side]\n\n [side]\n side=4\n team_name=evil\n user_team_name= _ \"team_name^Elves\"\n {CHAOS_FLAG}\n\n recruit=Elvish Archer,Elvish Fighter,Elvish Shaman,Elvish Acolyte\n {GOLD 190 200 210}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"archer,fighter,fighter,healer,mixed fighter,fighter\"}\n [/ai]\n\n canrecruit=yes\n gender=female\n type=Elvish Avenger\n id=Unid\u00eb\n name= _ \"Unid\u00eb\"\n facing=se\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_QUICK}\n [/modifications]\n [/side]\n\n [side]\n side=5\n team_name=good\n user_team_name= _ \"team_name^Elves\"\n {ELVISH_FLAG}\n color=teal\n\n no_leader=yes\n hidden=yes\n\n {NO_INCOME}\n gold,village_gold=0,0\n [/side]\n\n [side]\n side=6\n team_name=shaxthals\n user_team_name= _ \"team_name^Undead\"\n {RAGGED_FLAG}\n color=brightgreen\n hidden=yes\n no_leader=yes\n controller=null\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT grouping no }\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.0}\n [/ai]\n [/side]\n\n {UNDEAD_RECRUITMENT:ZYNARA:WILD_GHOSTS_SIDE 6}\n\n {STARTING_VILLAGES 1 5}\n {STARTING_VILLAGES 2 7}\n {STARTING_VILLAGES 3 5}\n {STARTING_VILLAGES 4 8}\n\n [event]\n name=prestart\n # wmllint: recognize Anya\n {RECALL_ANYA_AT_LOCATION 19 19}\n # wmllint: recognize Zynara\n {RECALL_ZYNARA_AT_LOCATION 16 20}\n\n {FACE_DIRECTION (side=1) ne}\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Defeat all enemy leaders\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Durvan\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Zynara\")}\n\n {TURNS_RUN_OUT}\n\n {ZYNARA_UNDEAD_RECRUITMENT_NOTES}\n\n {OBJECTIVE_CARRYOVER}\n )}\n\n # wmllint: recognize Durvan\n {RECALL_DURVAN_AT_LOCATION 19 24}\n\n [store_unit]\n [filter]\n id=Durvan\n [/filter]\n variable=durvan_store\n kill=yes\n [/store_unit]\n\n {VARIABLE durvan_store.facing nw}\n\n {VARIABLE anya_has_regenerated no}\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=Anya\n message= _ \"There are so many different flowers in this field! It\u2019s beautiful!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Indeed it is.\"\n [/message]\n\n [move_unit_fake]\n side=1\n type=$durvan_store.type\n x=22,20,20,19\n y=26,25,24,24\n [/move_unit_fake]\n\n [unstore_unit]\n variable=durvan_store\n find_vacant=yes\n [/unstore_unit]\n\n {CLEAR_VARIABLE durvan_store}\n\n [message]\n speaker=Durvan\n message= _ \"My lady, there are encampments ahead, apparently occupied by elves! This doesn\u2019t look right!\"\n [/message]\n\n [scroll_to]\n x,y=42,35\n [/scroll_to]\n\n [redraw][/redraw]\n\n [delay]\n time=500\n [/delay]\n\n [scroll_to]\n x,y=44,12\n [/scroll_to]\n\n [redraw][/redraw]\n\n [delay]\n time=500\n [/delay]\n\n [scroll_to]\n x,y=8,4\n [/scroll_to]\n\n [redraw][/redraw]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Certainly not \u2014 they shouldn\u2019t be this close to Aragwaithi territory, so I presume they belong to the hostile faction. Everyone prepare for battle, and let\u2019s hope for the best.\"\n [/message]\n [/event]\n\n {BOW_OF_KRYSVELEN 34 24}\n\n [event]\n name=side 2 turn 1 refresh\n\n [fade_out_music]\n duration=500\n [/fade_out_music]\n\n {REPLACE_SCENARIO_MUSIC \"battle.ogg\"}\n {APPEND_MUSIC \"casualties_of_war.ogg\"}\n {APPEND_MUSIC \"northerners.ogg\"}\n [/event]\n\n [event]\n name=turn 2\n\n [message]\n speaker=Durvan\n message= _ \"May the Lords of Light protect us...\"\n [/message]\n\n [scroll_to]\n x,y=8,4\n [/scroll_to]\n\n [message]\n scroll=no\n speaker=Anya\n message= _ \"They have assembled an army!\"\n [/message]\n\n [scroll_to]\n x,y=42,35\n [/scroll_to]\n\n [message]\n scroll=no\n speaker=Zynara\n message= _ \"Not just that, but they also have support from the metallic creatures of Uria!\"\n [/message]\n\n [scroll_to]\n x,y=44,12\n [/scroll_to]\n\n [message]\n scroll=no\n speaker=Anya\n message= _ \"My lady, what do you suggest we do?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I wish we could just entirely avoid casualties, but that\u2019s not going to happen.\"\n [/message]\n [/event]\n\n [event]\n name=side 1 turn 2 end\n\n [message]\n speaker=Elynia\n message= _ \"I fear for the fate of the elves who sent that call for help to the Council...\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Telan\n [/filter]\n\n [message]\n speaker=Telan\n message= _ \"Who is it that dares defy the power of the Lady of Light?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"You, I presume. I am the only Lady of Light that there is on Irdya, and you have been deceived into fighting against me and the Grand Council of the Northern Peoples in favor of a dark cause, one that betrays the memory of our civilization and our leaders.\"\n [/message]\n\n [message]\n speaker=Telan\n message= _ \"You are nothing but a blatant impostor working for the human bastards \u2014 a dirty, treacherous impostor!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Take her back to the encampment! I need to ask a few questions...\"\n [/message]\n\n [message]\n speaker=Telan\n message= _ \"I refuse to answer to the likes of you!\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n\n [kill]\n x,y=$x1,$y1\n fire_event=yes\n animate=yes\n [/kill]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Unid\u00eb\n [/filter]\n\n [message]\n speaker=Unid\u00eb\n message= _ \"The traitors... they have slain me...\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Unid\u00eb\n [/filter]\n\n [message]\n speaker=Elynia\n message= _ \"Those elves who willingly choose to support the forces that seek to destroy our world don\u2019t deserve to live.\"\n [/message]\n\n [message]\n speaker=Zynara\n message= _ \"(mumbling) That seems rather hypocritical coming from you.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I can hear you, Zynara.\"\n [/message]\n\n [scroll_to]\n x,y=$x2,$y2\n [/scroll_to]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Ethanin-Adrael\n [/filter]\n\n [message]\n speaker=Ethanin-Adrael\n message= _ \"I shall not fall today!\"\n [/message]\n\n [message]\n x,y=$x2,$y2\n [and]\n race=human\n [or]\n race=faerie\n [/or]\n [/and]\n [or]\n id=Anya\n [/or]\n message= _ \"He\u2019s escaping!\"\n [/message]\n\n [sound]\n name=horse-elf-canter.wav\n [/sound]\n\n [hide_unit]\n x,y=$x1,$y1\n [/hide_unit]\n\n [move_unit_fake]\n type=$unit.type\n side=$unit.side\n x=$x1,45,46,47,48\n y=$y1,13,12,13,13\n [/move_unit_fake]\n\n [kill]\n x,y=$x1,$y1\n animate=no\n fire_event=yes\n [/kill]\n [/event]\n\n #\n # The following three events are involved in the logic for\n # triggering a dialog sequence in which Elynia discusses Anya's\n # regeneration ability.\n #\n\n [event]\n # Triggers before units heal\n name=side 1 turn\n first_time_only=no\n [filter_condition]\n {VARIABLE_BOOLEAN_EQUALS anya_has_regenerated no}\n [/filter_condition]\n\n [store_unit]\n [filter]\n id=Anya\n [/filter]\n variable=anya_state_old\n kill=no\n [/store_unit]\n [/event]\n\n [event]\n # Triggers after units heal\n name=side 1 turn refresh\n first_time_only=no\n [filter_condition]\n {VARIABLE_BOOLEAN_EQUALS anya_has_regenerated no}\n [/filter_condition]\n\n [store_unit]\n [filter]\n id=Anya\n [/filter]\n variable=anya_state_new\n kill=no\n [/store_unit]\n\n {VARIABLE anya_hp_diff \"$($anya_state_new.hitpoints - $anya_state_old.hitpoints)\"}\n\n #\n # We discuss her regeneration ability when she actually gets to use it in battle.\n # Determining exactly when that occurs is rather convoluted, to say the least,\n # since we must account for several gameplay factors.\n #\n # For this reason we use a simpler logic here. If she has healed more than 2 HP\n # or cured her own poision between turn start and turn refresh, and there are no\n # adjacent healers or she isn't stationed in a village, she can only have made\n # use of her regenerates ability.\n #\n\n [if]\n # Not in a healing terrain or adjacent to a healer (which can only be villages and\n # Elynia in this scenario, respectively)\n [not]\n [have_unit]\n id=Anya\n [and]\n [filter_adjacent]\n id=Elynia\n [/filter_adjacent]\n [or]\n [filter_location]\n terrain=*^V*\n [/filter_location]\n [/or]\n [/and]\n [/have_unit]\n [/not]\n [and]\n # Poisoned status changed\n {VARIABLE_BOOLEAN_NOT_EQUALS anya_state_new.status.poisoned $anya_state_old.status.poisoned}\n [or]\n # Effective HP increased by more than the rest healing amount\n # with no leveling up or advancements involved\n {VARIABLE_NUMERICAL_GREATER_THAN anya_hp_diff 2}\n {VARIABLE_NUMERICAL_EQUALS anya_state_new.max_hitpoints $anya_state_old.max_hitpoints}\n [/or]\n [/and]\n [then]\n [fire_event]\n name=anya regeneration speak\n [/fire_event]\n\n # Prevent this from running again\n {VARIABLE anya_has_regenerated yes}\n [/then]\n [/if]\n\n {CLEAR_VARIABLE anya_state_old,anya_state_new,anya_hp_diff}\n [/event]\n\n [event]\n # The actual dialog sequence, provided stand-alone for clarity.\n name=anya regeneration speak\n\n [message]\n speaker=Elynia\n message= _ \"How do you do that, girl?\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Do what?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"You seem able to heal your own wounds without any effort. I haven\u2019t heard of other faeries of the deep forest having that power.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Ah. Well, I have had this ability for as long as I can remember.\"\n [/message]\n [/event]\n\n [event]\n name=enemies defeated\n {ENDLEVEL_VICTORY yes}\n [/event]\n\n [event]\n name=victory\n [store_locations]\n [filter]\n id=Elynia\n [/filter]\n variable=elynia_loc\n [/store_locations]\n\n [message]\n speaker=Elynia\n message= _ \"This conflict didn\u2019t begin just now. When Galas and I last visited the northern country, a civil war was already raging due to Inodien\u2019s death. The rumors pointed at the Iron Council\u2019s intrusion in our lands and affairs, but we didn\u2019t have the opportunity to confirm anything.\"\n [/message]\n\n [message]\n speaker=Zynara\n message= _ \"Ah, the struggle that resulted in the banishment of the elves from the country. I remember that.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Much elvish blood has been shed today. I swear that whoever is behind this shall pay with their own life \u2014 no matter what it takes.\"\n [/message]\n\n [set_variables]\n name=unarye_path\n mode=replace\n [literal]\n muf_x=26,26\n muf_y= 1, 2\n x=25\n y= 3\n facing=sw\n [/literal]\n [/set_variables]\n\n [if]\n {VARIABLE_NUMERICAL_IN_RANGE elynia_loc.x 1 25}\n {VARIABLE_NUMERICAL_IN_RANGE elynia_loc.y 1 14}\n [then]\n # Use the default path\n [/then]\n [else]\n [if]\n {VARIABLE_NUMERICAL_IN_RANGE elynia_loc.x 26 48}\n {VARIABLE_NUMERICAL_IN_RANGE elynia_loc.y 1 22}\n [then]\n [set_variables]\n name=unarye_path\n mode=replace\n [literal]\n muf_x=48,47\n muf_y=19,19\n x=46\n y=19\n facing=nw\n [/literal]\n [/set_variables]\n [/then]\n [else]\n [set_variables]\n name=unarye_path\n mode=replace\n [literal]\n muf_x= 1, 2, 4, 5, 6\n muf_y=32,32,31,32,31\n x= 7\n y=31\n facing=ne\n [/literal]\n [/set_variables]\n [/else]\n [/if]\n [/else]\n [/if]\n\n [move_unit_fake]\n side=5\n type=Elvish Avatar\n x=$unarye_path.muf_x,$unarye_path.x\n y=$unarye_path.muf_y,$unarye_path.y\n [/move_unit_fake]\n\n # wmllint: recognize Unarye\n [unit]\n {CHARACTER_STATS_UNARYE}\n canrecruit=yes\n side=5\n x,y=$unarye_path.x,$unarye_path.y\n facing=$unarye_path.facing\n [/unit]\n\n {LOYAL_UNIT 5 (Elvish Hero) $unarye_path.x $unarye_path.y}\n [+unit]\n facing=$unarye_path.facing\n [/unit]\n {LOYAL_UNIT 5 (Elvish Marksman) $unarye_path.x $unarye_path.y}\n [+unit]\n facing=$unarye_path.facing\n [/unit]\n {LOYAL_UNIT 5 (Elvish Druid) $unarye_path.x $unarye_path.y}\n [+unit]\n facing=$unarye_path.facing\n [/unit]\n\n [message]\n speaker=Unarye\n message= _ \"Elynia! I\u2019m so glad to see you again after so long...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Unarye, what happened? We were heading towards the eastern forest to meet with you when we stumbled upon this incursion. How could our enemies advance this far?\"\n [/message]\n\n [message]\n speaker=Unarye\n message= _ \"Indeed we owe you a few explanations, and I apologize for being unable to arrive earlier, but our forces have been severely weakened. Come with me, and I\u2019ll explain all.\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"My lady, do you know this elf?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"She is one of Galas\u2019 friends, Unarye, and she\u2019s been collaborating with the Grand Council ever since we left to infiltrate the Empire. I know she can be trusted. Now, let\u2019s go.\"\n [/message]\n\n {CLEAR_VARIABLE unarye_path,elynia_loc,anya_state_old,anya_state_new,anya_hp_diff,anya_has_regenerated}\n [/event]\n\n [event]\n name=time over\n [message]\n speaker=Durvan\n message= _ \"My lady, I\u2019ve just heard rumors that the elves are already advancing towards Raelthyn.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"That explains why they haven\u2019t crushed us yet despite our poor performance. This was a foolish move. It\u2019s best that we fall back to aid in the defense of the central region, quickly.\"\n [/message]\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=05_The_Eastern_Front_cutscene\n name= _ \"The Plan\"\n {MAP 05_The_Eastern_Front_cutscene.map}\n turns=-1\n next_scenario=06_The_Voyage_Home\n victory_when_enemies_defeated=no\n\n {CUTSCENE_UI}\n\n {SCENARIO_MUSIC \"heroes_rite.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n\n {STORYTXT_THE_PLAN}\n\n {AFTERNOON1}\n\n # wmllint: validate-off\n\n [side]\n side=1\n controller=human\n save_id=player\n team_name=good\n user_team_name= _ \"team_name^Elynia\"\n\n {NO_INCOME}\n gold,village_gold=0,0\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA}\n [/side]\n\n [side]\n side=2\n team_name=good\n user_team_name= _ \"team_name^Elves\"\n {ELVISH_FLAG}\n color=teal\n\n hidden=yes\n\n {NO_INCOME}\n gold,village_gold=0,0\n\n # wmllint: recognize Unarye\n {CHARACTER_STATS_UNARYE}\n canrecruit=yes\n facing=sw\n\n {GENERIC_UNIT () (Elvish Fighter) 14 3} {NO_UPKEEP_NO_OVERLAY} {FACING se}\n {GENERIC_UNIT () (Elvish Fighter) 17 5} {NO_UPKEEP_NO_OVERLAY} {FACING nw}\n\n {GENERIC_UNIT () (Elvish Captain) 18 6} {NO_UPKEEP_NO_OVERLAY} {FACING s}\n {GENERIC_UNIT () (Elvish Fighter) 18 9} {NO_UPKEEP_NO_OVERLAY} {FACING n}\n\n {GENERIC_UNIT () (Elvish Fighter) 8 11} {NO_UPKEEP_NO_OVERLAY} {FACING se}\n {GENERIC_UNIT () (Elvish Fighter) 11 13} {NO_UPKEEP_NO_OVERLAY} {FACING nw}\n\n {GENERIC_UNIT () (Elvish Ascetic) 12 11} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n {GENERIC_UNIT () (Elvish Archer) 12 10} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n {GENERIC_UNIT () (Elvish Archer) 11 11} {NO_UPKEEP_NO_OVERLAY} {FACING se}\n\n {GENERIC_UNIT () (Elvish Rider) 7 15} {NO_UPKEEP_NO_OVERLAY} {FACING ne}\n\n {GENERIC_UNIT () (Elvish Fighter) 6 5} {NO_UPKEEP_NO_OVERLAY} {FACING se}\n {GENERIC_UNIT () (Elvish Hunter) 6 6} {NO_UPKEEP_NO_OVERLAY} {FACING nw}\n\n {GENERIC_UNIT () (Elvish Shaman) 16 2} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n\n {GENERIC_UNIT () (Elvish Druid) 8 12} {NO_UPKEEP_NO_OVERLAY} {FACING s}\n\n [unit]\n type=Elvish Lord\n id=Lord Ardami\u00e9n\n name= _ \"Lord Ardami\u00e9n\"\n x,y=13,8\n upkeep=free\n facing=nw\n [modifications]\n {TRAIT_DEXTROUS}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n [unit]\n type=Elvish Shyde\n id=Miryath\n name= _ \"Miryath\"\n profile=\"portraits/elves/shyde.png~FL(horiz)~RIGHT()\"\n x,y=13,6\n upkeep=free\n facing=sw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_DEXTROUS}\n [/modifications]\n [/unit]\n [/side]\n\n # wmllint: validate-on\n\n {STARTING_VILLAGES_ALL 2}\n\n [event]\n name=prestart\n # wmllint: recognize Anya\n {RECALL_ANYA_AT_LOCATION 11 8}\n # wmllint: recognize Zynara\n {RECALL_ZYNARA_AT_LOCATION 11 6}\n # wmllint: recognize Durvan\n {RECALL_DURVAN_AT_LOCATION 10 7}\n\n {FACE_DIRECTION (id=Anya,Durvan) ne}\n {FACE_DIRECTION (id=Elynia,Zynara) se}\n\n [store_unit]\n [filter]\n id=Unarye\n [/filter]\n variable=unarye_store\n kill=yes\n [/store_unit]\n\n {LOCK_VIEW}\n [/event]\n\n [event]\n name=start\n [message]\n speaker=Durvan\n message= _ \"Everyone here is restless, and the elvish leader is nowhere to be seen...\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Ah, here she comes!\"\n [/message]\n\n [move_unit_fake]\n x=15,15,14,$unarye_store.x\n y= 9, 8, 7,$unarye_store.y\n type=$unarye_store.type\n side=$unarye_store.side\n [/move_unit_fake]\n\n [unstore_unit]\n variable=unarye_store\n find_vacant=yes\n [/unstore_unit]\n\n [redraw][/redraw]\n\n [message]\n speaker=Unarye\n message= _ \"I apologize once again for keeping you all waiting.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"It\u2019s no problem, really.\"\n [/message]\n\n [message]\n speaker=Unarye\n message= _ \"The reason we moved out of the way to the Aragwaith country is that we originally thought our fallen kin would chase us and leave the humans alone. As we all just saw, of course, we were mistaken. Our own people have managed to retrieve some valuable information from the enemy settlements, though. Listen carefully...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"We are listening, my friend.\"\n [/message]\n\n [message]\n speaker=Unarye\n message= _ \"The impostor who calls herself the Lady of Light has amassed a varied army of elves, humans, barbarians and Shaxthal creatures, apparently as part of a plan to reorganize the Chaos forces and strike the human country from the east while keeping their troops busy in the west. Not only have they gotten support from Inodien\u2019s successors, but they have also made contact with elvish and human barbarians from lands farther to the east \u2014 peoples whose existence was unknown to us thus far.\"\n [/message]\n\n [message]\n speaker=Unarye\n message= _ \"Their base of operations is said to be located in Telchior\u2019s Hold in the Valley of Elynia \u2014 the very place whence we fled under Galas\u2019 command following the Chaos invasion. Something deeply wrong must have occurred there after our departure. As I recall, the last time we met you mentioned that Lord L\u00e9dinor was possessed by Uria.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"That\u2019s correct, indeed.\"\n [/message]\n\n [message]\n speaker=Lord Ardami\u00e9n\n message= _ \"The information we have could be a fabrication intended to mislead us into thinking the valley has some relevance in the greater scheme of things, but it\u2019s not possible to disregard the danger this foul new alliance poses. If the northern lands fall now, the Chaos Empire will have won the war even without their Emperor or capital.\"\n [/message]\n\n [message]\n speaker=Unarye\n message= _ \"We are in the middle of restructuring our forces to protect the eastern front for as long as we can, even if the Grand Council isn\u2019t available to coordinate efforts with us.\"\n [/message]\n\n [message]\n speaker=Unarye\n message= _ \"Elynia, you lead many capable warriors and you have the support of the undead. If you could infiltrate the valley in the meantime and vanquish the impostor, we could put an end to the war on this front.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"But... I know nothing of the valley other than that it lies in the middle of the desert \u2014 fighting in such an environment could be disastrous!\"\n [/message]\n\n [message]\n speaker=Miryath\n message= _ \"The impersonator is a coward and she isn\u2019t going to lead her minions on the front line. If anything can be done about her, it\u2019ll have to be at her base.\"\n [/message]\n\n [message]\n speaker=Unarye\n message= _ \"You are a powerful warrior and you have more experience in these matters than any of us present. You helped Galas and Mal Keshar infiltrate the Chaos Empire before. I\u2019m sure you will be successful in this task.\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Very well. We\u2019ll travel to your old home to purge this plague and strike down the false Lady of Light.\"\n [/message]\n\n [message]\n speaker=Unarye\n message= _ \"Thank you, Elynia \u2014 thank you all. I\u2019m sure that under your command the mission will be a success. Now, I must go to discuss our plans with our field commanders.\"\n [/message]\n\n [store_unit]\n [filter]\n id=Unarye\n [/filter]\n variable=unarye_store\n kill=yes\n [/store_unit]\n\n [move_unit_fake]\n x=$unarye_store.x,14,15,15\n y=$unarye_store.y, 7, 8, 9\n type=$unarye_store.type\n side=$unarye_store.side\n [/move_unit_fake]\n\n [redraw][/redraw]\n\n [message]\n speaker=Anya\n message={ASIDE ( _ \"But, my lady, the Ruby! What if it\u2019s a trap?\")}\n [/message]\n\n [message]\n speaker=Elynia\n message={ASIDE ( _ \"We\u2019ll have to deal with the trap if that\u2019s the case. This is more important!\")}\n [/message]\n\n [message]\n speaker=Anya\n message={ASIDE ( _ \"But Elorran is waiting for us!\")}\n [/message]\n\n [message]\n speaker=Elynia\n message={ASIDE ( _ \"Please inform him of our next mission and convince him to be patient.\")}\n [/message]\n\n [message]\n speaker=Anya\n message={ASIDE ( _ \"... Very well, then...\")}\n [/message]\n\n {CLEAR_VARIABLE unarye_store}\n\n [fade_out_music][/fade_out_music]\n\n {ENDLEVEL_CONTINUE} {NO_REPLAY_SAVE}\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=06_The_Voyage_Home\n name= _ \"The Voyage Home\"\n {MAP 06_The_Voyage_Home.map}\n {TURNS 40 38 36}\n next_scenario=07_Proximus\n\n {D_DEATHS}\n\n {SCENARIO_MUSIC \"knolls.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n {EXTRA_SCENARIO_MUSIC \"loyalists.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"wanderer.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"revelation.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"breaking_the_chains.ogg\"}\n\n {STORYTXT_THE_VOYAGE_HOME}\n\n {TWO_SUNS_DEFAULT_SCHEDULE}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=player\n team_name=good\n user_team_name= _ \"team_name^Elynia\"\n\n {GOLD 220 210 200}\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA}\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n team_name=desert\n user_team_name= _ \"team_name^Orcs\"\n {CHAOS_FLAG}\n\n recruit=Orcish Archer,Wolf Rider,Orcish Grunt\n {GOLD 150 160 170}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"fighter,fighter,archer,scout,archer,fighter\"}\n [/ai]\n\n canrecruit=yes\n type=Orcish Warlord\n id=Pigork\n name= _ \"Pigork\"\n profile=\"portraits/orcs/grunt-6.png\"\n facing=ne\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n [/side]\n\n [side]\n side=3\n team_name=desert\n user_team_name= _ \"team_name^Orcs\"\n {CHAOS_FLAG}\n\n recruit=Goblin Spearman,Wolf Rider,Orcish Archer,Orcish Assassin\n {GOLD 140 160 180}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"mixed fighter,scout,fighter,archer,scout,archer,fighter\"}\n [/ai]\n\n canrecruit=yes\n type=Orcish Slayer\n id=Bratar\n name= _ \"Bratar\"\n facing=nw\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_INTELLIGENT}\n [/modifications]\n\n [unit]\n type=Goblin Rouser\n id=Vultraz\n name= _ \"Vultraz\"\n x,y=47,31\n facing=se\n profile=\"portraits/goblins/rouser-2.png\"\n ai_special=guardian\n [modifications]\n {TRAIT_DIM}\n {TRAIT_SLOW}\n [/modifications]\n [/unit]\n\n [unit]\n type=Goblin Impaler\n id=Gargaz\n name= _ \"Gargaz\"\n x,y=57,31\n facing=ne\n ai_special=guardian\n [modifications]\n {TRAIT_WEAK}\n {TRAIT_DIM}\n [/modifications]\n [/unit]\n [/side]\n\n [side]\n side=4\n team_name=desert\n user_team_name= _ \"team_name^Desert Creatures\"\n hidden=yes\n no_leader=yes\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n [/side]\n\n [side]\n side=5\n team_name=desert\n user_team_name= _ \"team_name^Desert Spirits\"\n hidden=yes\n no_leader=yes\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT grouping no }\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.0}\n [/ai]\n [/side]\n\n {UNDEAD_RECRUITMENT:ZYNARA:WILD_GHOSTS_SIDE 5}\n\n [label]\n x,y=4,41\n # wmllint: local spelling Boombadil\n text= _ \"Mount Boombadil\"\n [/label]\n\n [label]\n x,y=52,30\n text= _ \"Fort Gralseth\"\n [/label]\n\n {PLACE_IMAGE \"items/bones.png~FL(horiz)\" 49 6}\n {PLACE_IMAGE \"items/bonestack.png\" 51 39}\n {PLACE_IMAGE \"items/bonestack.png\" 49 45}\n {PLACE_IMAGE \"items/bonestack.png\" 41 43}\n {PLACE_IMAGE \"items/bonestack.png\" 55 29}\n {PLACE_IMAGE \"items/bonestack.png\" 47 29}\n {PLACE_IMAGE \"items/burial.png\" 50 21}\n {PLACE_IMAGE \"items/burial.png\" 38 12}\n {PLACE_IMAGE \"items/burial.png~FL(horiz)\" 40 16}\n\n {PLACE_IMAGE \"scenery/banner-uria-standing.png\" 50 27}\n {PLACE_IMAGE \"scenery/banner-uria-standing.png\" 52 42}\n {PLACE_IMAGE \"scenery/banner-yechnagoth-standing.png\" 49 39}\n\n {SPAWN_CONTROLLER}\n\n#define TVH_SOUL _RESPAWN_TURNS _X _Y\n {TIMED_SPAWNER ({_RESPAWN_TURNS}) (\n type=Errant Soul\n ai_special=guardian\n ) 5 ({_X}) ({_Y})}\n#enddef\n\n {TVH_SOUL 9 22 15}\n {TVH_SOUL 6 21 16}\n {TVH_SOUL 10 21 15}\n\n {TVH_SOUL 6 40 4}\n\n {TVH_SOUL 10 35 2}\n\n {TVH_SOUL 8 22 15}\n {TVH_SOUL 8 48 18}\n\n {TVH_SOUL 15 48 25}\n\n # west side of the river\n\n {TVH_SOUL 6 6 30}\n {TVH_SOUL 6 7 35}\n {TVH_SOUL 6 17 32}\n {TVH_SOUL 6 19 38}\n {TVH_SOUL 6 16 40}\n {TVH_SOUL 6 29 42}\n {TVH_SOUL 6 27 43}\n {TVH_SOUL 6 2 21}\n {TVH_SOUL 6 1 22}\n {TVH_SOUL 6 19 18}\n {TVH_SOUL 6 22 24}\n\n#undef TVH_SOUL\n\n {STARTING_VILLAGES 1 6}\n {STARTING_VILLAGES 2 8}\n {STARTING_VILLAGES 3 10}\n\n [event]\n name=prestart\n # wmllint: recognize Anya\n {RECALL_ANYA_AT_LOCATION 3 7}\n # wmllint: recognize Zynara\n {RECALL_ZYNARA_AT_LOCATION 4 5}\n # wmllint: recognize Durvan\n {RECALL_DURVAN_AT_LOCATION 4 7}\n\n {FACE_DIRECTION (side=1) se}\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Secure the orcish settlement to the southeast by defeating all enemy leaders\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Durvan\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Zynara\")}\n\n {TURNS_RUN_OUT}\n\n {ZYNARA_UNDEAD_RECRUITMENT_NOTES}\n\n {OBJECTIVE_CARRYOVER}\n )}\n\n [hide_unit]\n type=Errant Soul\n [/hide_unit]\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=Zynara\n message= _ \"The desert... I never thought I\u2019d have to see it again.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Ugh. I feel unwell in these dry and bright lands.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"It can\u2019t be helped. Dark faeries are frail creatures that revel in the shadows of the greatest and densest forests. Really, the desert is no place for you. I am sorry for dragging you along.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Oh, my lady, don\u2019t worry about me. I just need some time to adapt to this environment, that is all.\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"My lady, if you\u2019ll allow me to complain... we can\u2019t just march across the desert without stopping to rest!\"\n [/message]\n\n [scroll_to]\n x,y=52,30\n [/scroll_to]\n\n [redraw][/redraw]\n\n [message]\n scroll=no\n speaker=Elynia\n message= _ \"The scouts reported the presence of orcs bearing the Chaos banner in a settlement ahead to the southeast, in the Gralseth region. Stopping to rest here would be very risky with those fools around, but perhaps we could secure their settlement and replenish our supplies.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Excellent!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"A word of caution, though. Ever since the Fall, the many victims of the disasters which devastated Irdya have been endlessly wandering across lands like this, preying on the souls of the living.\"\n [/message]\n\n [unhide_unit]\n x,y=48,18\n [/unhide_unit]\n\n [redraw][/redraw]\n\n [scroll_to]\n x,y=48,18\n [/scroll_to]\n\n # Oops, I forgot to implement a way to select nothing!\n #[select_unit]\n # x,y=48,18\n #[/select_unit]\n\n [redraw][/redraw]\n\n [message]\n scroll=no\n speaker=Elynia\n message= _ \"They are particularly weak by themselves and our arcane fire should be enough to banish them from our world. However, our less experienced fighters should not take their chances fighting them alone.\"\n [/message]\n\n # FIXME: not implemented yet, see above.\n #[unselect_unit]\n #[/unselect_unit]\n\n [redraw][/redraw]\n\n [message]\n speaker=Durvan\n message= _ \"Understood, my lady.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Time to get moving.\"\n [/message]\n\n [unhide_unit]\n type=Errant Soul\n [/unhide_unit]\n\n [redraw][/redraw]\n [/event]\n\n [event]\n name=last breath\n [filter]\n type=Errant Soul\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n [filter_second_attack]\n type=arcane\n [/filter_second_attack]\n\n [if]\n [have_unit]\n x,y=$x2,$y2\n [not]\n race=undead\n [/not]\n [not]\n id=Zynara\n [/not]\n [/have_unit]\n [then]\n [message]\n speaker=second_unit\n message= _ \"I banish you from this world! Go now to your deserved rest!\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Zynara\n message= _ \"Begone, wandering spirit!\"\n [/message]\n [/else]\n [/if]\n [/event]\n\n [event]\n name=last breath\n first_time_only=no\n [filter]\n type=Errant Soul\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n [filter_second_attack]\n type=arcane\n [/filter_second_attack]\n\n #\n # Bypass the die event defined by the SPAWN_CONTROLLER macro.\n #\n\n [floating_text]\n [filter]\n x,y=$x1,$y1\n [/filter]\n text=\"\"+_\"banished\"+\"\" # wmllint: ignore\n [/floating_text]\n\n [kill]\n x,y=$x1,$y1\n animate=yes\n fire_event=no\n [/kill]\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Anya\n [filter_location]\n terrain=W*\n [/filter_location]\n [/filter]\n\n [message]\n speaker=Anya\n message= _ \"Ahhhh... There\u2019s no feeling like putting my feet under refreshing, flowing water... I miss the northern forests...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Where do you come from, anyway? You couldn\u2019t have spent your whole life traveling with Elorran and Tara.\"\n [/message]\n\n [redraw][/redraw]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"Oh... Of course not. It\u2019s just... it\u2019s complicated.\"\n [/message]\n\n [redraw][/redraw]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"If you don\u2019t feel like telling me more about yourself right now, I can understand \u2014 I\u2019m just curious, that\u2019s all.\"\n [/message]\n [/event]\n\n [event]\n name=side 2 turn 1\n [message]\n speaker=Bratar\n message= _ \"Chief! The faerie! The faerie and her pets are approaching from the northwest!\"\n [/message]\n\n [message]\n speaker=Pigork\n # po: \"Necromancer\" should be translated in a gender neutral fashion\n # po: if possible to keep their identity ambiguous (there are two\n # po: necromancers in the Iron Council, one is female (Mal Kendria)\n # po: and the other is male (Mal Hekuba).\n message= _ \"Ah, just as the necromancer told us. Excellent news. More meat for our wolves!\"\n [/message]\n\n [message]\n speaker=Vultraz\n # wmllint: local spelling Er\n message= _ \"Yes, more meat for our pigs! Er\u2014 I mean wolves!\"\n [/message]\n\n [message]\n speaker=Pigork\n message= _ \"SHUT UP, you disgusting INSECT!\"\n [/message]\n [/event]\n\n#define TVH_SAND_STORM _START_TURN _END_TURN\n [event]\n name=turn {_START_TURN}\n [modify_side]\n side=1\n fog=yes\n [/modify_side]\n\n [color_adjust]\n red,green,blue=-10,-10,-40\n [/color_adjust]\n\n [redraw]\n side=1\n [/redraw]\n [/event]\n\n [event]\n name=turn {_END_TURN}\n [modify_side]\n side=1\n fog=no\n [/modify_side]\n\n [color_adjust]\n red,green,blue=0,0,0\n [/color_adjust]\n\n [redraw]\n side=1\n [/redraw]\n [/event]\n#enddef\n\n {TVH_SAND_STORM 4 8} # afternoon1 till morning2\n\n {TVH_SAND_STORM 20 22} # dusk1 till dawn2\n\n {TVH_SAND_STORM 31 35} # dawn1 till dusk1\n\n#undef TVH_SAND_STORM\n\n [event]\n name=turn 4\n [message]\n speaker=Zynara\n message= _ \"A sandstorm! We won\u2019t be able to continue marching like this!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"This small inconvenience shall not stop us! Onwards!\"\n [/message]\n [/event]\n\n [event]\n name=turn 5\n [message]\n speaker=Anya\n message= _ \"My lady, are you sure this is a good plan?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"It\u2019s better than tarrying here for too long, so it\u2019s good enough for me!\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Vultraz\n [/filter]\n\n [message]\n speaker=Vultraz\n # wmllint: local spelling Eaaaagh\n message= _ \"Eaaaagh...\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Gargaz\n [/filter]\n\n [message]\n speaker=Gargaz\n message= _ \"Argh! No!\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Bratar\n [/filter]\n\n [message]\n speaker=Bratar\n # po: \"Send our messenger back to the valley, immediately!\"\n message= _ \"They are more than we expected! Send our messenger back to\u2014\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Bratar\n [/filter]\n\n [move_unit_fake]\n side=3\n type=Direwolf Rider\n x=54,60\n y=34,37\n [/move_unit_fake]\n\n [redraw][/redraw]\n\n [message]\n speaker=Elynia\n message= _ \"Blast it! Their messenger escaped!\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Pigork\n [/filter]\n\n [message]\n speaker=Pigork\n message= _ \"... useless... insects...\"\n [/message]\n [/event]\n\n [event]\n name=enemies defeated\n {ENDLEVEL_VICTORY yes}\n [/event]\n\n [event]\n name=victory\n [message]\n speaker=Durvan\n message= _ \"Maybe this wasn\u2019t such a good idea after all.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I wasn\u2019t counting on that messenger and his swift mount. Regardless, our presence here was both predicted and awaited \u2014 this decidedly spells bad news.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"But I told you so!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I did expect a trap from the very beginning too, girl. We\u2014 I have been in situations like this before...\"\n [/message]\n\n [message]\n speaker=Elynia\n message={ASIDE ( _ \"But this time I won\u2019t let them succeed.\")}\n [/message]\n [/event]\n\n [event]\n name=time over\n [message]\n speaker=Elynia\n message= _ \"Valen just informed me that the impostor\u2019s forces are advancing towards Raelthyn. That can only mean Unarye and her troops fell in battle. This is hopeless.\"\n [/message]\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=07_Proximus\n name= _ \"Proximus\"\n {MAP 07_Proximus.map}\n {TURNS 28 26 24}\n next_scenario=08_And_then_there_was_Chaos\n\n {E_DEATHS}\n\n {SCENARIO_MUSIC \"weight_of_revenge.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n\n {STORYTXT_PROXIMUS}\n\n {LONGDARK1} {GLOBAL_LIGHTING_BAD_NIGHT}\n {LONGDARK2} {GLOBAL_LIGHTING_BAD_NIGHT}\n {LONGDARK3} {GLOBAL_LIGHTING_BAD_NIGHT}\n {LONGDARK4} {GLOBAL_LIGHTING_BAD_NIGHT}\n {DAWN1} {GLOBAL_LIGHTING_BAD_DAWN}\n {MORNING1} {GLOBAL_LIGHTING_BAD_MORNING}\n {MIDDAY1} {GLOBAL_LIGHTING_BAD_DAY}\n {AFTERNOON1} {GLOBAL_LIGHTING_BAD_DAY}\n {DUSK1} {GLOBAL_LIGHTING_BAD_DUSK}\n {SHORTDARK} {GLOBAL_LIGHTING_BAD_NIGHT_SHORT}\n {DAWN2} {GLOBAL_LIGHTING_BAD_DAWN}\n {MORNING2} {GLOBAL_LIGHTING_BAD_MORNING}\n {MIDDAY2} {GLOBAL_LIGHTING_BAD_DAY}\n {AFTERNOON2} {GLOBAL_LIGHTING_BAD_DAY}\n {DUSK2} {GLOBAL_LIGHTING_BAD_DUSK}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=player\n team_name=good\n user_team_name= _ \"team_name^Elynia\"\n\n fog=yes\n {GOLD 200 190 180}\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA}\n [/side]\n # wmllint: validate-on\n\n#define P_TARGETS\n [goal]\n [criteria]\n id=Elynia\n [/criteria]\n value=50.0\n [/goal]\n [goal]\n [criteria]\n id=Anya\n [/criteria]\n value=25.0\n [/goal]\n [goal]\n [criteria]\n id=Durvan\n [/criteria]\n value=25.0\n [/goal]\n#enddef\n\n [side]\n side=2\n team_name=chaos\n user_team_name= _ \"team_name^Northern Defense Line\"\n {CHAOS_FLAG}\n\n recruit=Walking Corpse,Skeleton,Skeleton Archer,Ghoul,Ghost\n {GOLD 175 190 220}\n\n no_leader=yes\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 5.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n\n {P_TARGETS}\n [/ai]\n [/side]\n\n [side]\n side=3\n team_name=chaos\n user_team_name= _ \"team_name^Northern Defense Line\"\n {CHAOS_FLAG}\n\n recruit=Walking Corpse,Skeleton,Skeleton Archer,Vampire Bat\n {GOLD 125 150 175}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n\n {P_TARGETS}\n [/ai]\n\n canrecruit=yes\n type=Chocobone\n id=General Lorelath\n name= _ \"General Lorelath\"\n max_hitpoints=52\n level=3\n max_experience=150\n [modifications]\n {TRAIT_UNDEAD}\n [/modifications]\n\n [village]\n x,y=29,30\n [/village]\n [village]\n x,y=30,34\n [/village]\n [village]\n x,y=34,34\n [/village]\n [/side]\n\n [side]\n side=4\n team_name=chaos\n user_team_name= _ \"team_name^Northern Defense Line\"\n {CHAOS_FLAG}\n\n recruit=Elvish Fighter,Elvish Hunter,Elvish Archer,Elvish Shaman\n {GOLD 150 160 170}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 0.90}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.01}\n\n {P_TARGETS}\n [/ai]\n\n canrecruit=yes\n type=Elvish Hero\n id=Cithraldin\n name= _ \"Cithraldin\"\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_DEXTROUS}\n [/modifications]\n\n [village]\n x,y=32,25\n [/village]\n [village]\n x,y=34,25\n [/village]\n [/side]\n\n [side]\n side=5\n team_name=chaos\n user_team_name= _ \"team_name^Northern Defense Line\"\n {CHAOS_FLAG}\n\n recruit=Chaos Invoker,Chaos Invader,Chaos Hound\n {GOLD 150 160 170}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 5.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n\n {P_TARGETS}\n [/ai]\n\n canrecruit=yes\n type=Chaos Soulhunter\n id=Gerumanen\n name= _ \"Gerumanen\"\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_DEXTROUS}\n [/modifications]\n\n [village]\n x,y=26,26\n [/village]\n [village]\n x,y=29,26\n [/village]\n [/side]\n\n [side]\n side=6\n team_name=chaos\n user_team_name= _ \"team_name^Shaxthals\"\n hidden=yes\n no_leader=yes\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 5.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n [/side]\n\n#undef P_TARGETS\n\n {RECRUIT_UNIT_VARIATIONS 2,3 \"Walking Corpse\" \"bat,mounted,mounted,goblin,goblin,goblin,none\"}\n\n {PLACE_IMAGE \"scenery/banner-yechnagoth-standing.png\" 28 26}\n {PLACE_IMAGE \"scenery/banner-yechnagoth-standing.png\" 33 26}\n {PLACE_IMAGE \"scenery/banner-uria-standing.png\" 27 23}\n {PLACE_IMAGE \"scenery/banner-uria-standing.png\" 33 22}\n {PLACE_IMAGE \"scenery/banner-uria-standing.png\" 29 18}\n {PLACE_IMAGE \"scenery/banner-uria-standing.png\" 37 35}\n\n [event]\n name=prestart\n # wmllint: recognize Zynara\n {RECALL_ZYNARA_AT_LOCATION 15 4}\n\n {FACE_DIRECTION (side=1) sw}\n\n [capture_village]\n side=1\n x=18-26\n y= 3-11\n [/capture_village]\n\n {LOCK_VIEW}\n [/event]\n\n [event]\n name=start\n [message]\n speaker=Elynia\n message= _ \"According to the map Unarye gave us, the valley entrance is just ahead.\"\n [/message]\n\n [message]\n speaker=Zynara\n message= _ \"Good.\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n {MOVE_UNIT (id=Zynara) 14 3}\n\n [message]\n speaker=Zynara\n message= _ \"Don\u2019t you think it is unsafe to be here all alone, though?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"There\u2019s nothing suspicious around here, so... No, I don\u2019t think so. We are both capable of defending ourselves against desert animals.\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Zynara\n message= _ \"I see...\"\n [/message]\n\n [disallow_recruit]\n side=1\n type=Ghost\n [/disallow_recruit]\n\n [allow_recruit]\n side=1\n type=Vampire Bat\n [/allow_recruit]\n\n {PLAY_LEVELOUT_ANIM (id=Zynara)}\n\n [kill]\n animate=no\n fire_event=no\n id=Zynara\n [/kill]\n\n [unit]\n canrecruit=yes\n side=2\n type=Lich\n id=Mal Zynavu\n name= _ \"Mal Zynavu\"\n gender=female\n profile=\"portraits/undead/brown-lich.png\"\n #profile=\"portraits/zynavu.png\"\n x,y=14,3\n facing=sw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n {PLAY_LEVELIN_ANIM (id=Mal Zynavu)}\n\n [redraw][/redraw]\n\n {REPLACE_SCENARIO_MUSIC \"the_city_falls.ogg\"}\n {APPEND_MUSIC \"casualties_of_war.ogg\"}\n\n [message]\n speaker=Mal Zynavu\n message= _ \"Well, let\u2019s see how you fare on your own against me!\"\n [/message]\n\n {FACE_DIRECTION (id=Elynia) ne}\n\n [message]\n speaker=Elynia\n # wmllint: local spelling Wh\n message= _ \"Wh\u2014\"\n [/message]\n\n [animate_attack]\n [filter]\n id=Elynia\n [/filter]\n [filter_second]\n id=Mal Zynavu\n [/filter_second]\n [filter_attack]\n range=ranged\n [/filter_attack]\n kill=no\n animate=yes\n fire_event=no\n amount=9\n damage_type=arcane\n alignment=chaotic\n #experience=no\n [/animate_attack]\n\n #\n # Give the floating damage label some time to fade out -- the exact\n # amount of time required varies according to the Accelerated Speed\n # setting, though.\n #\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"\u2014Who are you in truth? ANSWER!\"\n [/message]\n\n [message]\n speaker=Mal Zynavu\n message= _ \"It saddens me to admit that my master was a very misguided person \u2014 his destruction was only a matter of time. Uria\u2019s power is the greatest force that\u2019s ever graced us. We could avoid wasting so many lives all over the continent if everyone accepted her offer and joined her cause.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"So you were in the country working for the Triad all this time? YOU BETRAYED US!\"\n [/message]\n\n [message]\n speaker=Mal Zynavu\n message= _ \"I am not the only one! Even those pitiful northerners have grown weary of this pointless war and seek easier alternatives. Now, give me that staff. Oh, and don\u2019t forget you are not in possession of godlike powers anymore \u2014 I can and will kill you if you don\u2019t concede.\"\n [/message]\n\n [sound]\n name={SOUND_LIST:BIOMECHANICAL_ROAM}\n [/sound]\n\n [unit]\n animate=yes\n type=Shaxthal Sentry Drone\n variation=surface\n side=6\n x,y=11,4\n upkeep=free\n facing=ne\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_ARMORED}\n [/modifications]\n [/unit]\n\n [sound]\n name={SOUND_LIST:BIOMECHANICAL_ROAM}\n [/sound]\n\n [unit]\n animate=yes\n type=Shaxthal Sentry Drone\n variation=surface\n side=6\n x,y=12,5\n upkeep=free\n facing=ne\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_ARMORED}\n [/modifications]\n [/unit]\n\n [redraw][/redraw]\n\n [message]\n speaker=Mal Zynavu\n message= _ \"They are also willing to help...\"\n [/message]\n\n # wmllint: recognize Anya\n {RECALL_ANYA_AT_LOCATION 15 4}\n\n [store_unit]\n [filter]\n id=Anya\n [/filter]\n variable=anya_store\n [/store_unit]\n\n {VARIABLE anya_store.facing nw}\n\n [unstore_unit]\n variable=anya_store\n find_vacant=no\n [/unstore_unit]\n\n [animate_unit]\n [filter]\n id=Anya\n [/filter]\n flag=recruited\n with_bars=yes\n [/animate_unit]\n\n [if]\n {VARIABLE_NUMERICAL_EQUALS anya_store.level 3}\n [then]\n {VARIABLE anya_attack_name \"noctum\"}\n [/then]\n [else]\n {VARIABLE anya_attack_name \"shadow wave\"}\n [/else]\n [/if]\n\n [harm_unit]\n [filter]\n id=Mal Zynavu\n [/filter]\n [filter_second]\n id=Anya\n [/filter_second]\n [primary_attack]\n name=$anya_attack_name\n range=ranged\n [/primary_attack]\n kill=no\n animate=yes\n fire_event=no\n amount=11\n damage_type=arcane\n alignment=chaotic\n [/harm_unit]\n\n {CLEAR_VARIABLE anya_attack_name,anya_store}\n\n [redraw][/redraw]\n\n [message]\n speaker=Mal Zynavu\n # wmllint: local spelling GAH\n message= _ \"\u2014GAH!\"\n [/message]\n\n # wmllint: recognize Durvan\n {RECALL_DURVAN_AT_LOCATION 15 5}\n {FACE_DIRECTION (id=Durvan) nw}\n\n [animate_unit]\n [filter]\n id=Durvan\n [/filter]\n flag=recruited\n with_bars=yes\n [/animate_unit]\n\n [store_starting_location]\n side=2\n [/store_starting_location]\n\n [animate_unit]\n [filter]\n id=Mal Zynavu\n [/filter]\n flag=pre_teleport\n with_bars=yes\n [/animate_unit]\n\n [teleport]\n [filter]\n id=Mal Zynavu\n [/filter]\n x,y=$location.x,$location.y\n [/teleport]\n\n {CLEAR_VARIABLE location}\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Anya! Durvan! How did you know? I\u2014\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"My lady, we\u2019d never leave you alone in the darkness. After all, it is our element!\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"There\u2019s a lot of movement in the hills to the south, my lady. The northern defense line is preparing for battle, and so should we!\"\n [/message]\n\n {MOVE_UNIT (id=Elynia) 22 6}\n\n [redraw]\n side=1\n [/redraw]\n\n {MOVE_UNIT (id=Durvan) 18 6}\n\n [redraw]\n side=1\n [/redraw]\n\n {MOVE_UNIT (id=Anya) 19 9}\n\n [redraw]\n side=1\n [/redraw]\n\n {UNLOCK_VIEW}\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Elynia must destroy Mal Zynavu by herself\")}\n {OBJECTIVE_VICTORY ( _ \"Defeat all enemy leaders\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Durvan\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n\n {OBJECTIVE_NOTE ( _ \"You may attack Mal Zynavu only with Elynia\")}\n )}\n [/event]\n\n # wmlindent: start ignoring\n {FORCE_CHANCE_TO_HIT (\n [not]\n id=\"Elynia\"\n [/not]\n ) (id=\"Mal Zynavu\") 0 ()}\n {FORCE_CHANCE_TO_HIT (\n id=\"Elynia\"\n ) (id=\"Mal Zynavu\") 100 ()}\n # wmlindent: stop ignoring\n\n #\n # The following event handlers are wired into the victory event\n # as an alternative when using :cl or :n.\n #\n\n [event]\n name=prerecruit,prerecall,turn 2,victory\n [filter]\n race=undead\n side=1\n [/filter]\n\n [fire_event]\n name=elynia_faerie_fire_upgrade_pre_speech\n [/fire_event]\n [/event]\n\n [event]\n name=elynia_faerie_fire_upgrade_pre_speech\n [message]\n speaker=Elynia\n message= _ \"I didn\u2019t come from so far to the former home of my people to be defeated by a traitor and coward.\"\n [/message]\n [/event]\n\n [event]\n name=recruit,recall,turn 2,victory\n [filter]\n race=undead\n side=1\n [/filter]\n\n [fire_event]\n name=elynia_faerie_fire_upgrade\n [/fire_event]\n [/event]\n\n [event]\n name=elynia_faerie_fire_upgrade\n [message]\n speaker=Anya\n # po: The truncated word is \"Elynia\".\n message= _ \"El\u2014 my lady?!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I have done this before, thanks to Argan and Malin. Although I am not as good as them with spirits, unfortunately...\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Your staff... the Ruby\u2019s glowing!\"\n [/message]\n\n [if]\n [not]\n [have_unit]\n id=Elynia\n [has_attack]\n name=faerie fire\n [/has_attack]\n [/have_unit]\n [/not]\n [then]\n # Elynia somehow hasn't acquired Faerie Fire I (what are you\n # doing with your life, player??), so force-unlock it.\n [apply_amlas]\n id=Elynia\n {AMLA_ELYNIA_FAERIE_FIRE_L1}\n [/apply_amlas]\n [/then]\n [/if]\n\n [transient_message]\n image=\"units/undead/bloodbat-se-3.png~RC(magenta>red)\"\n message= _ \"Elynia can no longer recruit Ghosts.\n\nHowever, she still has access to Ghost line units left in her recall list, and she is now able to recruit Vampire Bats.\"\n [/transient_message]\n [/event]\n\n [event]\n name=turn 3\n [modify_side]\n side=1\n fog=no\n [/modify_side]\n\n [redraw][/redraw]\n\n [message]\n speaker=Gerumanen\n message= _ \"I can see her friends there... he, he...\"\n [/message]\n\n [message]\n speaker=Mal Zynavu\n message= _ \"Ignore them \u2014 strike down the faerie first!\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Mal Zynavu\n [/filter]\n\n [message]\n speaker=Elynia\n message= _ \"Who is your leader? Who is awaiting us in the valley and who is my impersonator?\"\n [/message]\n\n [message]\n speaker=Mal Zynavu\n message= _ \"I work for the Iron Council! I have no idea who\u2014\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"You... are... LYING!\"\n [/message]\n\n [object]\n silent=yes\n [filter]\n id=Mal Zynavu\n [/filter]\n [effect]\n apply_to=new_animation\n [extra_anim]\n flag=cutscene_burning\n start_time=-400\n\n {FLAME_BLAST_ANIMATION}\n\n # Override stock animation offsets\n offset=0.0~-0.1\n {FLAME_BLAST_AFFECTS_SELF}\n\n [frame]\n #sound=fire.wav\n duration=100\n [/frame]\n [frame]\n sound={SOUND_LIST:LICH_HIT}\n duration=100\n [/frame]\n [frame]\n duration=200\n [/frame]\n [frame]\n sound={SOUND_LIST:LICH_HIT}\n duration=100\n [/frame]\n [frame]\n sound=fire.wav\n duration=100\n [/frame]\n [/extra_anim]\n [/effect]\n [/object]\n\n {FLASH_RED (\n [animate_unit]\n [filter]\n id=Mal Zynavu\n [/filter]\n flag=cutscene_burning\n with_bars=yes\n [/animate_unit]\n )}\n\n [delay]\n time=250\n [/delay]\n\n [kill]\n animate=yes\n fire_event=yes\n id=Mal Zynavu\n [/kill]\n\n [fade_out_music]\n time=1000\n [/fade_out_music]\n\n {REPLACE_SCENARIO_MUSIC \"nunc_dimittis.ogg\"}\n\n [message]\n speaker=Elynia\n message= _ \"How could you...\"\n [/message]\n [/event]\n\n [event]\n name=enemies defeated\n {ENDLEVEL_VICTORY yes}\n [/event]\n\n [event]\n name=victory\n [message]\n speaker=Durvan\n message= _ \"It\u2019s over now.\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"My lady...\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Just \u2018Elynia\u2019 will do, friends.\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"What should we do now?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"There is no turning back, and the impostor must be preparing to confront us or flee from the valley. Whichever is the case, I am going to find her and burn her to ashes. You must contact Elorran immediately to notify him of Zynara\u2019s betrayal. It\u2019s very probable that he is in danger.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Very well!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Everyone else, prepare for what I hope will be our last battle.\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Yes, my lady!\"\n [/message]\n [/event]\n\n [event]\n name=time over\n [message]\n speaker=Durvan\n message= _ \"The main troops are coming...\"\n [/message]\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=08_And_then_there_was_Chaos\n name= _ \"And then there was Chaos\"\n {MAP 08_And_then_there_was_Chaos.map}\n {TURNS 42 40 38}\n next_scenario=09_New_Hive\n\n {E_DEATHS}\n\n {SCENARIO_MUSIC \"siege_of_laurelmor.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"casualties_of_war.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"northerners.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"battle.ogg\"}\n\n {STORYTXT_AND_THEN_THERE_WAS_CHAOS}\n\n {DAWN1} {GLOBAL_LIGHTING_BAD_DAWN}\n {MORNING1} {GLOBAL_LIGHTING_BAD_MORNING}\n {MIDDAY1} {GLOBAL_LIGHTING_BAD_DAY}\n {AFTERNOON1} {GLOBAL_LIGHTING_BAD_DAY}\n {DUSK1} {GLOBAL_LIGHTING_BAD_DUSK}\n {SHORTDARK} {GLOBAL_LIGHTING_BAD_NIGHT_SHORT}\n {DAWN2} {GLOBAL_LIGHTING_BAD_DAWN}\n {MORNING2} {GLOBAL_LIGHTING_BAD_MORNING}\n {MIDDAY2} {GLOBAL_LIGHTING_BAD_DAY}\n {AFTERNOON2} {GLOBAL_LIGHTING_BAD_DAY}\n {DUSK2} {GLOBAL_LIGHTING_BAD_DUSK}\n {LONGDARK1} {GLOBAL_LIGHTING_BAD_NIGHT}\n {LONGDARK2} {GLOBAL_LIGHTING_BAD_NIGHT}\n {LONGDARK3} {GLOBAL_LIGHTING_BAD_NIGHT}\n {LONGDARK4} {GLOBAL_LIGHTING_BAD_NIGHT}\n\n {SHAXTHAL_SET_SURFACE_VARIATIONS_FLAG}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=player\n team_name=good\n user_team_name= _ \"team_name^Elynia\"\n\n {GOLD 200 190 180}\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA}\n [/side]\n\n [side]\n side=2\n team_name=chaos\n user_team_name= _ \"team_name^Telchior\u2019s Hold\"\n {CHAOS_FLAG}\n\n recruit=Elvish Acolyte,Elvish Fighter,Elvish Archer,Elvish Scout\n {GOLD 140 150 160}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 0.80}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.15}\n {AI_SIMPLE_ALWAYS_ASPECT passive_leader yes}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"archer,scout,fighter,fighter,mixed fighter,archer,mixed fighter,scout,fighter\"}\n [/ai]\n\n # wmllint: recognize Lady of Light\n {CHARACTER_STATS_IVYEL}\n canrecruit=yes\n facing=nw\n\n {NAMED_LOYAL_UNIT 2 (Elvish Outrider) 18 27 Adel ( _ \"Adel\")} {FACING sw} {GUARDIAN}\n\n {NAMED_LOYAL_UNIT 2 (Elvish Marshal) 26 33 Kethael ( _ \"Kethael\")} {FACING ne} {GUARDIAN}\n {NAMED_LOYAL_UNIT 2 (Elvish Prowler) 30 28 Midnolan ( _ \"Midnolan\")} {FACING nw} {GUARDIAN}\n [/side]\n # wmllint: validate-on\n\n [side]\n side=3\n team_name=chaos\n user_team_name= _ \"team_name^Telchior\u2019s Hold\"\n {CHAOS_FLAG}\n\n recruit=Demon,Imp,Chaos Headhunter,Chaos Invoker\n {GOLD 150 175 190}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"mixed fighter,archer,fighter,fighter,mixed fighter,scout,archer\"}\n [/ai]\n\n canrecruit=yes\n type=Chaos Lorekeeper\n id=Kaerus-Aganan\n name= _ \"Kaerus-Aganan\"\n facing=nw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n {BOSS_BOOST 30% 1 0 0 1}\n [/modifications]\n [/side]\n\n [side]\n side=4\n team_name=chaos\n user_team_name= _ \"team_name^Base Defenses\"\n {CHAOS_FLAG}\n\n recruit=Shaxthal Runner Drone,Chaos Hound,Chaos Headhunter,Chaos Invoker\n {GOLD 150 160 170}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 0.90}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.10}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"fighter,scout,fighter,mixed fighter,archer,mixed fighter,mixed fighter\"}\n [/ai]\n\n canrecruit=yes\n type=Gutwrencher Imp\n id=Galael\n name= _ \"Galael\"\n facing=nw\n [modifications]\n {TRAIT_SLOW}\n {TRAIT_RESILIENT}\n {BOSS_BOOST 25% 0 0 1 1}\n [/modifications]\n\n [unit]\n type=Shaxthal Enforcer Drone\n ai_special=guardian\n upkeep=free\n x,y=29,24\n facing=nw\n variation=surface\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [unit]\n type=Shaxthal Sentry Drone\n ai_special=guardian\n upkeep=free\n x,y=33,30\n facing=se\n variation=surface\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n\n [unit]\n type=Shaxthal Enforcer Drone\n ai_special=guardian\n upkeep=free\n x,y=29,37\n facing=nw\n variation=surface\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_ARMORED}\n [/modifications]\n [/unit]\n\n [unit]\n type=Shaxthal War Drone\n ai_special=guardian\n upkeep=free\n x,y=10,23\n facing=ne\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [unit]\n type=Shaxthal Assault Drone\n ai_special=guardian\n upkeep=free\n x,y=19,23\n facing=sw\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n\n [unit]\n type=Shaxthal Sentry Drone\n ai_special=guardian\n upkeep=free\n x,y=10,30\n facing=ne\n variation=surface\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n [/side]\n\n [side]\n side=5\n team_name=chaos\n user_team_name= _ \"team_name^Base Defenses\"\n {CHAOS_FLAG}\n\n recruit=Demon,Chaos Invader,Chaos Bowman,Chaos Raider\n {GOLD 160 170 180}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"scout,scout,archer,mixed fighter,archer,fighter,scout,fighter,scout\"}\n [/ai]\n\n canrecruit=yes\n type=Ancient Lich\n id=Mal Ryagath\n name= _ \"Mal Ryagath\"\n facing=ne\n [modifications]\n {TRAIT_UNDEAD}\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n [/modifications]\n [/side]\n\n [side]\n side=6\n team_name=chaos\n user_team_name= _ \"team_name^Enemies\"\n\n no_leader=yes\n hidden=yes\n gold,village_gold=0,0\n {NO_INCOME}\n\n {IS_HOSTILE_NPC}\n\n {GENERIC_UNIT () (Shaxthal Razorbird) 4 32} {GUARDIAN}\n {GENERIC_UNIT () (Shaxthal Razorbird) 37 10} {GUARDIAN}\n {GENERIC_UNIT () (Shaxthal Razorbird) 4 17} {GUARDIAN}\n [/side]\n\n {NPC_BIRD_BEHAVIOR 6 1 40 1 40}\n\n {STARTING_VILLAGES_ALL 2}\n\n {STARTING_VILLAGES 1 7}\n {STARTING_VILLAGES 3 4}\n {STARTING_VILLAGES 4 4}\n {STARTING_VILLAGES 5 7}\n\n # wmlindent: start ignoring\n\n {FORCE_CHANCE_TO_HIT (\n [not]\n id=Elynia\n [/not]\n ) (id=Lady of Light) 20 ()}\n\n {FORCE_CHANCE_TO_HIT (id=Elynia) (id=Lady of Light) 100 ()}\n\n#ifdef EASY\n {FORCE_CHANCE_TO_HIT (id=Lady of Light) (id=Elynia) 0 ()}\n#endif\n\n # wmlindent: stop ignoring\n\n [label]\n x,y=27,33\n text= _ \"Telchior\u2019s Hold\"\n [/label]\n\n [label]\n x,y=36,16\n text= _ \"Belandras\u2019 Bridge\" # wmllint: no spellcheck\n [/label]\n\n [label]\n x,y=19,2\n text= _ \"Alenaril\u2019s Pass\" # wmllint: no spellcheck\n [/label]\n\n [label]\n x,y=24,26\n text= _ \"River Toldrin\" # wmllint: no spellcheck\n [/label]\n\n {PLACE_IMAGE (\"scenery/mine-abandoned.png\") 18 13}\n {PLACE_IMAGE (\"scenery/mine-abandoned.png\") 9 9}\n {PLACE_IMAGE (\"scenery/mine-abandoned.png\") 32 4}\n\n {PLACE_IMAGE (\"scenery/monolith1.png\") 22 17}\n\n {PLACE_IMAGE (\"scenery/rock2.png\") 22 21}\n {PLACE_IMAGE (\"scenery/rock3.png\") 9 20}\n\n {PLACE_IMAGE (\"scenery/trash.png\") 28 34}\n {PLACE_IMAGE (\"scenery/trash.png~FL(horiz)\") 29 24}\n\n {PLACE_IMAGE (\"scenery/trash.png\") 9 21}\n\n {PLACE_IMAGE (\"scenery/temple1.png~FL(horiz)\") 11 19}\n\n {PLACE_IMAGE (\"scenery/village-human-burned3.png\") 37 22}\n\n {PLACE_IMAGE \"scenery/banner-yechnagoth-standing.png\" 30 25}\n {PLACE_IMAGE \"scenery/banner-uria-standing.png\" 28 24}\n {PLACE_IMAGE \"scenery/banner-yechnagoth-standing.png\" 33 16}\n {PLACE_IMAGE \"scenery/banner-yechnagoth-standing.png\" 24 18}\n {PLACE_IMAGE \"scenery/banner-uria-standing.png\" 22 3}\n {PLACE_IMAGE \"scenery/banner-uria-standing.png\" 18 6}\n {PLACE_IMAGE \"scenery/banner-uria-standing.png\" 15 19}\n {PLACE_IMAGE \"scenery/banner-uria-standing.png\" 17 22}\n {PLACE_IMAGE \"scenery/banner-yechnagoth-standing.png\" 9 22}\n {PLACE_IMAGE \"scenery/banner-uria-standing.png\" 29 31}\n {PLACE_IMAGE \"scenery/banner-uria-standing.png\" 31 35}\n {PLACE_IMAGE \"scenery/banner-uria-standing.png\" 13 33}\n {PLACE_IMAGE \"scenery/banner-yechnagoth-standing.png\" 18 37}\n\n [event]\n name=prestart\n # wmllint: recognize Anya\n {RECALL_ANYA_AT_LOCATION 21 7}\n # wmllint: recognize Durvan\n {RECALL_DURVAN_AT_LOCATION 24 7}\n\n {FACE_DIRECTION (side=1) se}\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Elynia must defeat the false Lady of Light by herself\")}\n {OBJECTIVE_VICTORY ( _ \"Defeat all other enemy leaders\")}\n\n {OBJECTIVE_DEFEAT ( _ \"The false Lady of Light gets killed by a different unit\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Durvan\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n\n {LOCK_VIEW}\n [/event]\n\n [event]\n name=start\n # wmlindent: start ignoring\n {MOVE_UNIT (id=Adel)\n (17,16,15,14,14,15)\n (29,29,30,30,31,32)\n }\n # wmlindent: stop ignoring\n\n {FACE_DIRECTION (id=Adel) se}\n\n [message]\n speaker=Adel\n message= _ \"Sirs, the impostor has arrived with her army! The northern defense line is\u2014\"\n [/message]\n\n [message]\n speaker=Kaerus-Aganan\n message= _ \"Ha! Ha! That is no army. I thought the northern elves would be more kind to their so-called savior! Ha!\"\n [/message]\n\n [message]\n speaker=Lady of Light\n message= _ \"Behold, the usurper arrived to challenge us in our own headquarters. What a pitiful effort! To arms! Take her down and bring me her head and the staff she stole from me!\"\n [/message]\n\n [message]\n speaker=Kethael\n message= _ \"Yes, my lady.\"\n [/message]\n\n [message]\n speaker=Midnolan\n message= _ \"As you command, my lady!\"\n [/message]\n\n [scroll_to_unit]\n id=Elynia\n [/scroll_to_unit]\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Durvan\n message = _ \"They seem quite loyal to her despite the state of their home.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Indeed, something is seriously amiss about these elves. If only we could prove she is the impostor, perhaps they would then listen to reason.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"What do you suggest, my lady... Elynia?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Stay clear of her and allow me to confront her by myself.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Very well...\"\n [/message]\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=22,17\n [/filter]\n\n [redraw][/redraw]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=\"scenery/monolith1.png\"\n message= _ \"Dedicated to Elynia-Thanadria of Wesmere, Lady of Light and Protector of the Elves of Irdya.\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Kaerus-Aganan\n [/filter]\n\n [message]\n speaker=Kaerus-Aganan\n message= _ \"Protect the Lady of Light! Argh\u2014\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n race=elf\n [/filter]\n [filter_second]\n id=Elynia\n [/filter_second]\n\n [message]\n speaker=unit\n message= _ \"I\u2014 the Lady of Light... why...\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Lady of Light\n [/filter]\n [filter_second]\n [not]\n id=Elynia\n [/not]\n [/filter_second]\n\n [animate_unit]\n [filter]\n id=Lady of Light\n [/filter]\n flag=pre_teleport\n with_bars=yes\n [/animate_unit]\n\n [kill]\n id=Lady of Light\n animate=no\n fire_event=no\n [/kill]\n\n [message]\n speaker=Anya\n message= _ \"The impostor escaped!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"This isn\u2019t good. Since we couldn\u2019t unmask her in front of her subjects, they will summon reinforcements and fight us to the death. We must retreat immediately!\"\n [/message]\n\n {ENDLEVEL_DEFEAT}\n [/event]\n\n [event]\n name=attack end\n first_time_only=no\n [filter]\n id=Lady of Light\n [/filter]\n [filter_second]\n id=Elynia\n [/filter_second]\n\n [if]\n {VARIABLE_NUMERICAL_LESS_THAN_OR_EQUAL unit.hitpoints \"$($unit.max_hitpoints * 0.5)\"}\n [then]\n [fire_event]\n name=unmask impostor\n [/fire_event]\n [/then]\n [/if]\n [/event]\n\n [event]\n name=attack end\n first_time_only=no\n [filter_second]\n id=Lady of Light\n [/filter_second]\n [filter]\n id=Elynia\n [/filter]\n\n [if]\n {VARIABLE_NUMERICAL_LESS_THAN_OR_EQUAL second_unit.hitpoints \"$($second_unit.max_hitpoints * 0.5)\"}\n [then]\n [fire_event]\n name=unmask impostor\n [/fire_event]\n [/then]\n [/if]\n [/event]\n\n [event]\n name=unmask impostor\n [message]\n speaker=Lady of Light\n message= _ \"I shall never be defeated by vile impostors like you!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Do you truly believe your own lies? Why don\u2019t you show these elves what you are capable of? Your great powers as the Lady of Light? Who are you, and why are you posing as me?\"\n [/message]\n\n [message]\n speaker=Lady of Light\n message= _ \"Your end is at hand. I shall not answer. Guards! Kill her!\"\n [/message]\n\n#define ATTWC_GUARD _TYPE _X _Y _ID _NAME _GENDER _EXTRA_TRAIT\n [unit]\n side=2\n type={_TYPE}\n x={_X}\n y={_Y}\n id={_ID}\n name={_NAME}\n gender={_GENDER}\n random_traits=no\n generate_name=no\n random_gender=no\n unrenamable=yes\n animate=yes\n [modifications]\n {_EXTRA_TRAIT}\n [/modifications]\n [/unit]\n#enddef\n\n # wmllint: whofield ATTWC_GUARD 4\n {ATTWC_GUARD (Elvish Druid) 27 36 Anariel ( _ \"Anariel\") () ({TRAIT_RESILIENT})} {FACING n}\n {ATTWC_GUARD (Elvish Archer) 31 34 Eldulas ( _ \"Eldulas\") () ({TRAIT_INTELLIGENT})} {FACING nw}\n {ATTWC_GUARD (Elvish Fighter) 28 29 Vinon ( _ \"Vinon\") () ({TRAIT_DEXTROUS})} {FACING sw}\n # wmllint: whofield clear ATTWC_GUARD\n\n#undef ATTWC_GUARD\n\n [if]\n [have_unit]\n id=Elynia\n [filter_location]\n x,y=27,33\n radius=1\n [/filter_location]\n [/have_unit]\n [then]\n [if]\n [not]\n [have_unit]\n x,y=27,35\n [/have_unit]\n [/not]\n [then]\n {MOVE_UNIT (id=Anariel) 27 35}\n [/then]\n [/if]\n [if]\n [not]\n [have_unit]\n x,y=30,33\n [/have_unit]\n [/not]\n [then]\n {MOVE_UNIT (id=Eldulas) 30 33}\n [/then]\n [/if]\n [if]\n [not]\n [have_unit]\n x,y=27,30\n [/have_unit]\n [/not]\n [then]\n {MOVE_UNIT (id=Vinon) 27 30}\n [/then]\n [/if]\n [/then]\n [/if]\n\n [message]\n speaker=Elynia\n message= _ \"Back, you fools!\"\n [/message]\n\n # Back up Elynia while we transform her into a different variation\n\n [store_unit]\n [filter]\n id=Elynia\n [/filter]\n variable=elynia_store\n kill=yes\n [/store_unit]\n\n #\n # HACK:\n #\n # Because this event is thrown from attack end, it's possible that\n # Elynia is a dead woman walking after receiving damage from Ivyel.\n # We may signal victory afterwards, so her death events don't fire and\n # her unit is silently deleted from the map before the victory handler\n # is run, which results in unusual behavior. This is an issue on 1.12.4\n # at least.\n #\n # The sane thing to do here would be to check at the very start of this\n # event whether Elynia must die or not and kill her accordingly, but\n # since completing this scenario objective is hard enough as it is, I\n # thought I might as well be a bit charitable for once and give her a\n # chance to survive (which may not work anyway depending on how well\n # the player prepared for fighting Ivyel and whether there are any\n # enemy leaders left).\n #\n {VARIABLE elynia_store.hitpoints \"$(max($elynia_store.hitpoints, 1))\"}\n\n # Force Elynia to be alive again before transforming her, otherwise\n # she's considered a dead woman walking and stops having a primary\n # frame for her standing animation as if we were handling her 'die'\n # event here (on 1.14.x at least).\n\n [unstore_unit]\n variable=elynia_store\n find_vacant=no\n [/unstore_unit]\n\n [object]\n silent=yes\n [filter]\n id=Elynia\n [/filter]\n [effect]\n apply_to=variation\n name=faerie_fire_cutscene\n [/effect]\n [/object]\n\n # Reset her cutscene version's hitpoints back to what her gameplay self\n # has right now, otherwise she gets healed above to around 90% (on 1.14.x\n # at least) for some mysterious reason. Presumably she's healed to full\n # sans mod effects (traits, etc.).\n\n [modify_unit]\n [filter]\n id=Elynia\n [/filter]\n hitpoints=$elynia_store.hitpoints\n [/modify_unit]\n\n [animate_unit]\n [filter]\n id=Elynia\n [/filter]\n flag=cutscene_begin\n with_bars=yes\n [/animate_unit]\n\n [delay]\n time=1500\n [/delay]\n\n [message]\n speaker=Eldulas\n message= _ \"What is this? She emanates such a radiant light!\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Vinon\n # wmllint: local spelling Wha\n message= _ \"... Wha\u2014 What are we doing?\"\n [/message]\n\n [message]\n speaker=Lady of Light\n message= _ \"Do not hesitate! Kill her! Now!\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Vinon\n message= _ \"Who... Who should we trust?\"\n [/message]\n\n [message]\n speaker=Anariel\n message= _ \"My lady... Elynia! The Lady of Light! I remember you!\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Lady of Light\n message= _ \"No...\"\n [/message]\n\n [message]\n speaker=Eldulas\n message= _ \"... We have been deceived...\"\n [/message]\n\n [message]\n speaker=Lady of Light\n message= _ \"NO!\"\n [/message]\n\n [store_unit]\n [filter]\n race=elf\n [not]\n side=1\n [/not]\n [/filter]\n variable=enemy_elves_store\n [/store_unit]\n\n #\n # We need the TRAIT_LOYAL macro contents in a temporary.\n # They include the [trait] opening and closing tags, and\n # we don't want those below, hence this approach.\n #\n\n [set_variables]\n name=\"temp_trait_loyal_wml\"\n mode=replace\n [literal]\n {TRAIT_LOYAL}\n [/literal]\n [/set_variables]\n\n [foreach]\n array=enemy_elves_store\n [do]\n [set_variables]\n name=this_item\n mode=merge\n [literal]\n side=1\n upkeep=free\n {IS_LOYAL}\n [/literal]\n [/set_variables]\n\n [if]\n # Do not add the Loyal trait if the unit already has it\n # Note that we expect it to be in the first slot; that\n # is usually the case and allows for simpler code.\n {VARIABLE_LEXICAL_NOT_EQUALS this_item.modifications.trait[0].id \"loyal\"}\n [then]\n [set_variables]\n name=\"this_item.modifications.trait[0]\"\n mode=insert\n to_variable=\"temp_trait_loyal_wml.trait\"\n [/set_variables]\n [/then]\n [/if]\n\n [unstore_unit]\n variable=this_item\n find_vacant=no\n [/unstore_unit]\n [/do]\n [/foreach]\n\n [message]\n speaker=Vinon\n message= _ \"What have we done?\"\n [/message]\n\n [animate_unit]\n [filter]\n id=Elynia\n [/filter]\n flag=cutscene_end\n with_bars=yes\n [/animate_unit]\n\n # Restore Elynia's gameplay self\n\n [unstore_unit]\n variable=elynia_store\n find_vacant=no\n [/unstore_unit]\n\n [redraw][/redraw]\n\n {CLEAR_VARIABLE elynia_store,enemy_elves_store,temp_trait_loyal_wml}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Lady of Light\n message= _ \"This is not over yet!\"\n [/message]\n\n {MOVE_UNIT (id=Lady of Light) 34 31}\n\n [animate_unit]\n [filter]\n id=Lady of Light\n [/filter]\n flag=pre_teleport\n with_bars=yes\n [/animate_unit]\n\n [kill]\n id=Lady of Light\n animate=no\n fire_event=no\n [/kill]\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n side=1\n race=elf\n message= _ \"The false Lady of Light has escaped!\"\n [/message]\n\n [if]\n [not]\n [have_unit]\n side=3\n canrecruit=yes\n [/have_unit]\n [/not]\n [not]\n [have_unit]\n side=4\n canrecruit=yes\n [/have_unit]\n [/not]\n [not]\n [have_unit]\n side=5\n canrecruit=yes\n [/have_unit]\n [/not]\n [then]\n {ENDLEVEL_VICTORY yes}\n [/then]\n [else]\n [message]\n speaker=Anya\n message= _ \"We still need to defeat the other commanders!\"\n [/message]\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Defeat all remaining enemy leaders\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Durvan\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n [/else]\n [/if]\n [/event]\n\n [event]\n name=time over\n [message]\n speaker=Durvan\n message= _ \"Their reinforcements have arrived and they have surrounded the valley! This is hopeless!\"\n [/message]\n [/event]\n\n [event]\n name=enemies defeated\n {ENDLEVEL_VICTORY yes}\n [/event]\n\n [event]\n name=victory\n [message]\n speaker=Durvan\n message= _ \"That fiend retreated into the Shaxthal hive.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Her crimes against the unity of the elvish civilization must not go unpunished. I shall pursue her underground if need be.\"\n [/message]\n\n [message]\n speaker=Anariel\n message= _ \"My lady, we cannot let you go underground alone! It\u2019s become an exceedingly dangerous place since the new hive was completed.\"\n [/message]\n\n [message]\n speaker=Eldulas\n message= _ \"We haven\u2019t seen him or her ourselves yet, but the humans have been spreading rumors of the arrival of a powerful ally of the impostor! They might be awaiting you!\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"My lady, I\u2014 I mean Elynia, let us go with you, please!\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Vinon\n message= _ \"If there\u2019s anything else we can do to try to amend our grave mistake...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Let\u2019s go together.\"\n [/message]\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=09_New_Hive\n name= _ \"New Hive\"\n {MAP 09_New_Hive.map}\n {TURNS 43 42 41}\n next_scenario=10_The_Betrayal\n victory_when_enemies_defeated=no\n\n {E_DEATHS}\n\n {SCENARIO_MUSIC \"climactic_contemplation.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"breaking_the_chains.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"legends_of_the_north.ogg\"}\n\n {STORYTXT_NEW_HIVE}\n\n {INDOORS_HIVE}\n\n#define NH_SHARED_AI_ASPECTS\n {AI_SIMPLE_ALWAYS_ASPECT aggression 5.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n#enddef\n\n {SPAWN_CONTROLLER}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=player\n team_name=good\n user_team_name= _ \"team_name^Elynia\"\n\n {GOLD 120 110 100}\n {INCOME 8 6 5}\n\n shroud=yes\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA}\n [/side]\n # wmllint: validate-on\n\n #\n # Recruiting team\n #\n [side]\n side=2\n team_name=evil\n user_team_name= _ \"team_name^Dark Hive\"\n {CHAOS_FLAG}\n\n no_leader=yes # leader should be spawned in a event\n hidden=yes\n {NO_ECONOMY}\n\n recruit=Shaxthal Drone,Shaxthal Rayblade,Chaos Bowman\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 0.90}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.10}\n [/ai]\n [/side]\n\n #\n # Hive spawns\n #\n [side]\n side=3\n team_name=evil\n user_team_name= _ \"team_name^Dark Hive\"\n {CHAOS_FLAG}\n color=white\n\n no_leader=yes\n hidden=yes\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {NH_SHARED_AI_ASPECTS}\n [/ai]\n [/side]\n\n #\n # Hive worms\n #\n [side]\n side=4\n team_name=evil\n user_team_name= _ \"team_name^Dark Hive\"\n {CHAOS_FLAG}\n color=brown\n\n no_leader=yes\n hidden=yes\n {NO_ECONOMY}\n\n {IS_HOSTILE_NPC}\n [/side]\n\n #\n # Door controller\n #\n [side]\n side=5\n team_name=evil\n user_team_name= _ \"team_name^Dark Hive\"\n {CHAOS_FLAG}\n color=black\n\n no_leader=yes\n hidden=yes\n {NO_ECONOMY}\n [/side]\n\n {NPC_BIRD_BEHAVIOR_WHOLE_MAP 4}\n\n#undef NH_SHARED_AI_ASPECTS\n\n # wmlindent: start ignoring\n\n#ifdef EASY\n#define NH_DRONE _RESPAWN_TURNS _X _Y\n # 1/6 sentry, 5/6 drone\n {TIMED_DRONE_SPAWNER ({_RESPAWN_TURNS}) (\n type=Shaxthal Sentry Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Drone\n ) 3 ({_X}) ({_Y})}\n#enddef\n#endif\n\n#ifdef NORMAL\n#define NH_DRONE _RESPAWN_TURNS _X _Y\n # 1/2 sentry, 1/2 drone\n {TIMED_DRONE_SPAWNER ({_RESPAWN_TURNS}) (\n type=Shaxthal Sentry Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Drone\n ) 3 ({_X}) ({_Y})}\n#enddef\n#endif\n\n#ifdef HARD\n#define NH_DRONE _RESPAWN_TURNS _X _Y\n # 1/2 sentry, 1/6 assaulter, 1/3 drone\n {TIMED_DRONE_SPAWNER ({_RESPAWN_TURNS}) (\n type=Shaxthal Sentry Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone,Shaxthal Assault Drone,Shaxthal Drone,Shaxthal Drone\n ) 3 ({_X}) ({_Y})}\n#enddef\n#endif\n\n # wmlindent: stop ignoring\n\n#ifndef EASY\n {ONETIME_DRONE_SPAWNER (type=Shaxthal Drone) 3 20 3}\n#endif\n\n {NH_DRONE 6 13 14}\n\n {NH_DRONE 7 10 24}\n {NH_DRONE 7 12 27}\n {NH_DRONE 7 4 29}\n#ifndef EASY\n {NH_DRONE 9 8 25}\n#endif\n#ifdef HARD\n {NH_DRONE 10 2 28}\n#endif\n\n#ifndef EASY\n {ONETIME_DRONE_SPAWNER (type=Shaxthal Sentry Drone) 3 23 18}\n#endif\n\n {NH_DRONE 10 21 24}\n#ifndef EASY\n {NH_DRONE 8 18 28}\n#endif\n {NH_DRONE 12 30 27}\n {NH_DRONE 12 31 27}\n\n#ifndef EASY\n {NH_DRONE 8 33 21}\n {NH_DRONE 12 41 19}\n {NH_DRONE 12 28 16}\n {NH_DRONE 12 30 17}\n#endif\n\n {NH_DRONE 6 30 7}\n {NH_DRONE 8 29 6}\n#ifndef EASY\n {NH_DRONE 4 27 7}\n#endif\n\n#undef NH_DRONE\n\n {CAVE_WATER_SOUND_SOURCE 20 8}\n {CAVE_WATER_SOUND_SOURCE 28 13}\n {CAVE_WATER_SOUND_SOURCE 22 15}\n {CAVE_WATER_SOUND_SOURCE 6 12}\n\n {HIVE_NOISE_2_SOUND_SOURCE}\n\n [event]\n name=prestart\n\n [time_area]\n id=surface\n terrain=G*,G*^*\n [or]\n x=15-30\n y= 7-17\n terrain=W*,W*^*\n [/or]\n {DUSK2} {SCHEDULE_LIGHTING -40 -40 0}\n [/time_area]\n\n [item]\n image=\"items/gohere.png\"\n x=39,40-41\n y= 4, 3\n [/item]\n\n # wmllint: recognize Anya\n {RECALL_ANYA}\n # wmllint: recognize Durvan\n {RECALL_DURVAN}\n\n {FACE_DIRECTION (side=1) ne}\n\n#define NH_WORM _VARIATIONS _PALETTES _X _Y\n {VARIABLE_RANDOM temp_NH_WORM_palette ({_PALETTES})}\n {VARIABLE_RANDOM temp_NH_WORM_variation ({_VARIATIONS})}\n\n [unit]\n side=4\n type=Shaxthal Worm\n upkeep=loyal\n x={_X}\n y={_Y}\n variation=$temp_NH_WORM_variation\n random_traits=yes\n generate_name=yes\n random_gender=yes\n [modifications]\n {UNIT_PALETTE_SWITCH () (\"shaxthal_drone_base\") (\"shaxthal_drone_$temp_NH_WORM_palette\")}\n [/modifications]\n [/unit]\n\n {CLEAR_VARIABLE temp_NH_WORM_palette,temp_NH_WORM_variation}\n#enddef\n\n {NH_WORM a brown 11 6}\n {NH_WORM a brown 22 5}\n\n {NH_WORM a,b,c brown 3 11}\n\n {NH_WORM a,b,c brown,purple,cyan,base 2 20}\n {NH_WORM a,b,c brown,purple,cyan,base 27 20}\n {NH_WORM a,b,c brown,purple,cyan,base 29 26}\n {NH_WORM a,b,c brown,purple,cyan,base 29 25}\n {NH_WORM a,b,c brown,purple,cyan,base 32 13}\n\n {NH_WORM a,b,c brown 35 2}\n\n#undef NH_WORM\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Proceed further underground with Elynia\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Durvan\")}\n\n {TURNS_RUN_OUT}\n )}\n [/event]\n\n [event]\n name=start\n [message]\n speaker=Anya\n message= _ \"What is this place?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"According to Unarye, the valley was only slightly habitable at first; the elves had to seek refuge in the caverns during the day, while they worked to adapt the surface land to their needs at night. It appears that the Chaos Empire saw fit to turn the place into a Shaxthal hive.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Although Shaxthal creatures are particularly weak against our fire, it\u2019s essential that we remain together as we proceed further underground.\"\n [/message]\n [/event]\n\n {GATE_GLYPH 15 1 11 8}\n\n {GATE_GLYPH 4 21 15 18}\n\n {OBJ_HEALING_GLYPH 31 23}\n\n {GATE_GLYPH 36 14 35 9}\n\n {GATE_GLYPH 25 3 39 3}\n\n #\n # Activate guardian.\n #\n [event]\n name=moveto\n [filter]\n side=1\n x=32-42\n y=21-30\n [/filter]\n\n [store_starting_location]\n side=2\n [/store_starting_location]\n\n [unit]\n side=2\n canrecruit=yes\n type=Chaos Magus\n id=Kaceldyn\n name= _ \"Kaceldyn\"\n x,y=$location.x,$location.y\n facing=se\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n {BOSS_BOOST 50% 1 1 1 0}\n [/modifications]\n [/unit]\n\n [modify_side]\n side=2\n {GOLD 60 75 90}\n income=0\n village_gold=1\n hidden=no\n [/modify_side]\n\n {CAPTURE_VILLAGES 2 $location.x $location.y 7}\n\n {CLEAR_VARIABLE location}\n\n [allow_undo][/allow_undo]\n [/event]\n\n #\n # Clear the invisible barriers around the central water pool. This\n # is intentionally done silently.\n #\n [event]\n name=moveto\n [filter]\n side=1\n x=28-42\n y=11-18\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [remove_terrain_overlays]\n terrain=\"*^Xo\"\n [/remove_terrain_overlays]\n\n [redraw][/redraw]\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Elynia\n x=40-42, 39, 38,37,41-42,42\n y= 3-7,4-7,5-6, 6, 8, 2\n [/filter]\n\n {ENDLEVEL_QUIET}\n [/event]\n\n [event]\n name=time over\n\n {QUAKE (explosion-big.ogg)}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Durvan\n message= _ \"What was that?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I am not sure, but I fear we have wasted too much time in these caves. Whatever happens next is surely our fault.\"\n [/message]\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=10_The_Betrayal\n name= _ \"The Betrayal\"\n {MAP 10_The_Betrayal.map}\n {TURNS 8 7 6}\n next_scenario=11_A_Final_Confrontation\n victory_when_enemies_defeated=no\n\n {E_DEATHS}\n\n {SCENARIO_MUSIC \"underground.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n\n {STORYTXT_THE_BETRAYAL}\n\n {INDOORS_HIVE}\n\n#define TB_SHARED_AI_ASPECTS\n {AI_SIMPLE_ALWAYS_ASPECT aggression 5.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n#enddef\n\n {SPAWN_CONTROLLER}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=player\n team_name=good\n user_team_name= _ \"team_name^Elynia\"\n\n # We're working with AtS E2S9's carryover here\n gold=0\n {INCOME 4 3 2}\n\n shroud=yes\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA}\n [/side]\n\n [side]\n side=2\n team_name=evil\n user_team_name= _ \"team_name^Dark Hive\"\n {CHAOS_FLAG}\n\n recruit=Shaxthal Drone,Automaton,Chaos Headhunter\n {GOLD 75 80 95}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 5.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"fighter,mixed fighter,mixed fighter,fighter,scout\"}\n {AI_SIMPLE_ALWAYS_ASPECT passive_leader yes}\n [/ai]\n\n # wmllint: recognize Lady of Light\n {CHARACTER_STATS_IVYEL}\n canrecruit=yes\n facing=se\n\n [village]\n x,y=24,32\n [/village]\n [village]\n x,y=19,32\n [/village]\n [/side]\n # wmllint: validate-on\n\n [side]\n side=3\n team_name=evil\n user_team_name= _ \"team_name^Dark Hive\"\n {CHAOS_FLAG}\n\n recruit=Chaos Invader,Chaos Invoker,Chaos Headhunter,Shaxthal Runner Drone\n {GOLD 120 130 150}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"archer,scout,scout,fighter,mixed fighter,archer\"}\n [/ai]\n\n canrecruit=yes\n type=Hell Guardian\n id=Stalygvan\n name= _ \"Stalygvan\"\n facing=nw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n [/side]\n\n [side]\n side=4\n team_name=evil\n user_team_name= _ \"team_name^Dark Hive\"\n {CHAOS_FLAG}\n\n recruit=Shaxthal Drone,Automaton,Chaos Headhunter,Chaos Bowman\n {GOLD 140 150 160}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"archer,fighter,scout,mixed fighter,mixed fighter,fighter\"}\n [/ai]\n\n canrecruit=yes\n type=Gutwrencher Imp\n id=Dorghazaquiel\n name= _ \"Dorghazaquiel\"\n facing=se\n [modifications]\n {TRAIT_SLOW}\n {TRAIT_STRONG}\n [/modifications]\n\n {GENERIC_UNIT () (Blood Imp) 14 38} {NO_UPKEEP_NO_OVERLAY} {FACING se} {GUARDIAN}\n {GENERIC_UNIT () (Blood Imp) 6 39} {NO_UPKEEP_NO_OVERLAY} {FACING s } {GUARDIAN}\n {GENERIC_UNIT () (Blood Imp) 19 42} {NO_UPKEEP_NO_OVERLAY} {FACING ne} {GUARDIAN}\n [/side]\n\n [side]\n side=5\n team_name=evil\n user_team_name= _ \"team_name^Dark Hive\"\n {CHAOS_FLAG}\n\n recruit=Demon,Shaxthal Rayblade,Chaos Invoker,Chaos Headhunter\n {GOLD 170 190 210}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"scout,mixed fighter,mixed fighter,archer,fighter,mixed fighter\"}\n [/ai]\n\n canrecruit=yes\n type=Demon Warrior\n gender=female\n id=Elathea\n name= _ \"Elathea\"\n facing=sw\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n {BOSS_BOOST 10% 2 0 0 1}\n [/modifications]\n\n {GENERIC_UNIT () (Demon Zephyr) 60 50} {NO_UPKEEP_NO_OVERLAY} {FACING se} {GUARDIAN}\n {GENERIC_UNIT () (Demon Zephyr) 55 51} {NO_UPKEEP_NO_OVERLAY} {FACING sw} {GUARDIAN}\n {GENERIC_UNIT () (Demon Zephyr) 52 45} {NO_UPKEEP_NO_OVERLAY} {FACING nw} {GUARDIAN}\n [/side]\n\n [side]\n side=6\n team_name=evil\n user_team_name= _ \"team_name^Dark Hive\"\n {CHAOS_FLAG}\n\n recruit=Demon,Automaton,Chaos Headhunter,Chaos Invoker\n {GOLD 170 180 200}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"archer,fighter,mixed fighter,mixed fighter,scout,scout,fighter,archer,mixed fighter\"}\n [/ai]\n\n canrecruit=yes\n type=Chaos Razerman\n id=Alareanthalcan\n name= _ \"Alareanthalcan\"\n facing=sw\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_RESILIENT}\n {BOSS_BOOST 10% 1 0 0 0}\n [/modifications]\n\n#ifndef EASY\n {GENERIC_UNIT () (Shaxthal Rayblade) 58 28} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Shaxthal Rayblade) 56 26} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n#endif\n {GENERIC_UNIT () (Demon Zephyr) 53 33} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n [/side]\n\n #\n # Hive spawns\n #\n [side]\n side=7\n team_name=evil\n user_team_name= _ \"team_name^Dark Hive\"\n {CHAOS_FLAG}\n\n no_leader=yes\n hidden=yes\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {TB_SHARED_AI_ASPECTS}\n [/ai]\n\n {GENERIC_UNIT () (Shaxthal Rayblade) 49 45} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Shaxthal Rayblade) 46 48} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n\n {GENERIC_UNIT () (Shaxthal Rayblade) 45 31} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n\n {GENERIC_UNIT () (Psy Crawler) 57 33} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Psy Crawler) 51 31} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Psy Crawler) 61 24} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Psy Crawler) 63 27} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n\n {GENERIC_UNIT () (Psy Mindraider) 32 16} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n\n {GENERIC_UNIT () (Psy Crawler) 34 18} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n {GENERIC_UNIT () (Psy Crawler) 36 17} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n\n {GENERIC_UNIT () (Verlissh Matrix Flow System) 55 28} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Verlissh Matrix Flow System) 58 30} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n\n {GENERIC_UNIT () (Giant Spider) 61 16} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING ne}\n\n {GENERIC_UNIT () (Giant Scorpion) 66 12} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Giant Scorpling) 64 12} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Giant Scorpling) 65 11} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n\n {GENERIC_UNIT () (Leech) 62 8} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n\n {GENERIC_UNIT () (Fungoid) 63 10} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Fungoid) 65 9} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Fungoid) 64 7} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n [/side]\n\n #\n # Hive worms\n #\n [side]\n side=8\n team_name=evil\n user_team_name= _ \"team_name^Dark Hive\"\n {CHAOS_FLAG}\n\n no_leader=yes\n hidden=yes\n {NO_ECONOMY}\n\n {IS_HOSTILE_NPC}\n [/side]\n\n#define TB_DOOR _X _Y\n {GENERIC_UNIT () Door ({_X}) ({_Y})} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n#enddef\n\n #\n # Door controller\n #\n [side]\n side=9\n team_name=evil\n user_team_name= _ \"team_name^Dark Hive\"\n {CHAOS_FLAG}\n color=black\n\n no_leader=yes\n hidden=yes\n {NO_ECONOMY}\n\n {TB_DOOR 63 46}\n {TB_DOOR 34 47}\n {TB_DOOR 11 48}\n {TB_DOOR 12 47}\n\n {TB_DOOR 62 12}\n [/side]\n\n#undef TB_DOOR\n\n #\n # Boss controller\n #\n [side]\n side=10\n controller=null\n team_name=evil\n user_team_name= _ \"team_name^Dark Hive\"\n {CHAOS_FLAG}\n color=gold\n\n no_leader=yes\n hidden=yes\n {NO_ECONOMY}\n [/side]\n\n#undef TB_SHARED_AI_ASPECTS\n\n {NPC_BIRD_BEHAVIOR 8 1 67 1 55}\n\n#define TB_DRONE _TYPES _X _Y\n {ONETIME_DRONE_SPAWNER (type={_TYPES}) 7 ({_X}) ({_Y})}\n#enddef\n\n {TB_DRONE (Shaxthal Sentry Drone) 61 32}\n#ifndef EASY\n {TB_DRONE (Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Drone) 59 35}\n#else\n {TB_DRONE (Shaxthal Drone) 59 35}\n#endif\n#ifdef HARD\n {TB_DRONE (Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Drone) 62 28}\n#else\n {TB_DRONE (Shaxthal Drone) 62 28}\n#endif\n\n {TB_DRONE (Shaxthal Drone) 56 21}\n {TB_DRONE (Shaxthal Drone) 58 20}\n {TB_DRONE (Shaxthal Drone) 62 36}\n {TB_DRONE (Shaxthal Drone) 64 35}\n\n {TB_DRONE (Shaxthal Sentry Drone) 45 25}\n\n#ifdef NORMAL\n {TB_DRONE (Shaxthal Sentry Drone) 43 26}\n#endif\n#ifdef HARD\n {TB_DRONE (Shaxthal Enforcer Drone) 43 26}\n#endif\n\n#undef TB_DRONE\n\n {PLACE_IMAGE scenery/banner-uria-standing-sw.png 16 31}\n {PLACE_IMAGE scenery/banner-uria-standing-sw.png 19 33}\n {PLACE_IMAGE scenery/banner-uria-standing-sw.png 19 29}\n {PLACE_IMAGE scenery/banner-uria-standing-sw.png 22 30}\n {PLACE_IMAGE scenery/banner-uria-standing-sw.png 57 28}\n\n {PLACE_IMAGE scenery/whirlpool.png 63 33}\n {PLACE_IMAGE scenery/whirlpool.png 58 9}\n\n {PLACE_IMAGE items/altar.png 61 15}\n\n {HIVE_NOISE_2_SOUND_SOURCE}\n\n {CAVE_WATER_SOUND_SOURCE 57 9}\n {CAVE_WATER_SOUND_SOURCE 62 27}\n {CAVE_WATER_SOUND_SOURCE 59 36}\n {CAVE_WATER_SOUND_SOURCE 48 46}\n {CAVE_WATER_SOUND_SOURCE 62 52}\n {CAVE_WATER_SOUND_SOURCE 38 50}\n {CAVE_WATER_SOUND_SOURCE 27 53}\n\n [event]\n name=prestart\n\n {VARIABLE anya_has_mermaid_pendant no} # Must persist after scenario\n\n {VARIABLE control_glyphs_activated 0}\n\n [item]\n x=27,28,29\n y=12,11,11\n image=\"items/gohere.png\"\n [/item]\n\n [remove_shroud]\n side=1\n x= 0-11,12-15\n y=17-30,22-28\n terrain=Qxu,Ur,Rr,X*\n [or]\n x= 9, 7,11,13, 9,12-13,14-15\n y=24,27,25,26,28, 29, 28\n [/or]\n [/remove_shroud]\n\n [hide_unit]\n id=Lady of Light\n [/hide_unit]\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Defeat the false Lady of Light\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Durvan\")}\n\n {TURNS_RUN_OUT}\n )}\n\n [deactivate_and_serialize_sides]\n side=3,4,5\n variable=enemy_sides\n [/deactivate_and_serialize_sides]\n\n [deactivate_and_serialize_sides]\n side=6\n variable=late_enemy_side\n [/deactivate_and_serialize_sides]\n [/event]\n\n [event]\n name=start\n\n {LOCK_VIEW}\n\n {MOVE_UNIT (id=Elynia) 13 28}\n\n [redraw]\n # clear shroud\n side=1\n [/redraw]\n\n [scroll_to_unit]\n id=Elynia\n [/scroll_to_unit]\n\n # wmllint: recognize Anya\n {RECALL_ANYA_AT_LOCATION 13 27}\n # wmllint: recognize Durvan\n {RECALL_DURVAN_AT_LOCATION 11 28}\n\n {FACE_DIRECTION (side=1) se}\n\n [redraw][/redraw]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"Another gate...\"\n [/message]\n\n [unit]\n x,y=14,28\n side=9\n type=Door\n upkeep=free\n max_hitpoints=8\n [/unit]\n\n [animate_attack]\n [filter]\n x,y=14,28\n [/filter]\n [filter_second]\n id=Elynia\n [/filter_second]\n [filter_attack]\n name=staff\n [/filter_attack]\n kill=yes\n animate=yes\n fire_event=no\n amount=8\n #experience=no\n [/animate_attack]\n\n [remove_terrain_overlays]\n x=13,14,15\n y=29,28,28\n [/remove_terrain_overlays]\n\n [redraw]\n # clear shroud\n side=1\n [/redraw]\n\n {MOVE_UNIT (id=Elynia) 16 29}\n {MOVE_UNIT (id=Anya) 16 28}\n {MOVE_UNIT (id=Durvan) 14 29}\n\n {MODIFY_UNIT (id=Elynia,Anya,Durvan) moves 0}\n\n [capture_village]\n side=1\n x=14,19\n y=29,30\n [/capture_village]\n\n [remove_shroud]\n side=1\n x,y=19,31\n radius=15\n [filter_radius]\n [not]\n terrain=X*,X*^*,*^X*,Q*,*^Z*,*^P*\n [/not]\n [/filter_radius]\n [/remove_shroud]\n\n [redraw]\n # clear shroud\n side=1\n [/redraw]\n\n [delay]\n time=500\n [/delay]\n\n {REPLACE_SCENARIO_MUSIC \"the_city_falls.ogg\"}\n\n [message]\n speaker=Anya\n message= _ \"Look! It\u2019s the impostor again!\"\n [/message]\n\n [unhide_unit]\n id=Lady of Light\n [/unhide_unit]\n\n [scroll_to_unit]\n id=Lady of Light\n [/scroll_to_unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Lady of Light\n message= _ \"I have to destroy her... yes, I have to... I must not fail this time...\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"So here you are, traitor.\"\n [/message]\n\n [scroll_to_unit]\n id=Lady of Light\n [/scroll_to_unit]\n\n {FACE_DIRECTION (id=Lady of Light) nw}\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Lady of Light\n message= _ \"I AM NOT A TRAITOR! I\u2019LL DESTROY YOU THIS TIME!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I have had enough of this \u2014 surround her and strike her down! Do not let her get away!\"\n [/message]\n\n [terrain]\n x=13,14,15\n y=29,28,28\n terrain=Uu^Xo\n layer=overlay\n [/terrain]\n\n [redraw][/redraw]\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=turn 2\n {MODIFY_AI_DELETE_ASPECT 2 passive_leader always}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Lady of Light\n [/filter]\n\n {LOCK_VIEW}\n\n {CLEAR_LABELS}\n\n [message]\n speaker=Lady of Light\n message= _ \"No... Let me go!\"\n [/message]\n\n # Stop any playing attack/defense animations\n [animate_unit]\n [filter]\n x,y=$x2,$y2\n [/filter]\n flag=standing\n [/animate_unit]\n\n [animate_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n flag=standing\n [/animate_unit]\n\n {VARIABLE lolx $x1}\n {VARIABLE loly $y1}\n\n [message]\n speaker=Elynia\n message= _ \"You and your accursed allies have been conspiring against us and the Grand Council of the Northern Peoples, sowing strife and destruction. Whoever you are, your heinous deeds make you unworthy of my mercy. You no longer deserve a place amongst elvenkind.\"\n [/message]\n\n [message]\n speaker=Lady of Light\n message= _ \"... Elynia... please...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Leave this world now, and never return again!\"\n [/message]\n\n [scroll_to_unit]\n id=Lady of Light\n [/scroll_to_unit]\n\n {FLASH_RED (\n [animate_unit]\n [filter]\n id=Lady of Light\n [/filter]\n flag=cutscene_burning\n with_bars=yes\n [/animate_unit]\n\n [transform_unit]\n id=Lady of Light\n transform_to=Shaxthal Infiltrator\n [/transform_unit]\n\n # wmllint: recognize Ivyel\n [modify_unit]\n [filter]\n id=Lady of Light\n [/filter]\n hitpoints=1\n moves=0\n attacks_left=0\n id=Ivyel\n name= _ \"Ivyel\"\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n [/modifications]\n [/modify_unit]\n )}\n\n [scroll_to_unit]\n id=Ivyel\n [/scroll_to_unit]\n\n {REPLACE_SCENARIO_MUSIC \"into_the_shadows.ogg\"}\n {APPEND_MUSIC \"underground.ogg\"}\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"(confused) What is this?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Ivyel\n message= _ \"... Please... don\u2019t... attack me...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"But... how... how is this possible?\"\n [/message]\n\n [kill]\n id=Ivyel\n animate=no\n fire_event=no\n [/kill]\n\n [move_unit_fake]\n x=\"$lolx|,24,27\"\n y=\"$loly|,33,35\"\n side=2\n type=Shaxthal Infiltrator\n [/move_unit_fake]\n\n [message]\n speaker=Elynia\n message= _ \"This doesn\u2019t make sense!\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"(cackling)\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Who is that?!\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"(more cackling) What do you think of our first complete infiltrator? It took us great effort to design and build such perfection.\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"(angry) I know you... You are one of the members of the Iron Council, Mal Hekuba!\"\n [/message]\n\n [store_direction]\n from_x,from_y=22,32\n [to]\n [filter]\n id=Elynia\n [/filter]\n [/to]\n [/store_direction]\n\n # wmllint: recognize Mal Hekuba\n [unit]\n {CHARACTER_STATS_MAL_HEKUBA}\n canrecruit=yes\n {IS_BOSS}\n side=10\n x,y=22,32\n facing=$direction\n [+modifications]\n [object]\n [effect]\n apply_to=\"image_mod\"\n add=\"O(0.8)\"\n [/effect]\n [/object]\n [/modifications]\n [/unit]\n\n [message]\n speaker=Mal Hekuba\n message= _ \"Did you miss me, Elynia?\"\n [/message]\n\n#define TB_FIX_ELYNIA_FACING\n {FACE_UNIT (id=Elynia) (id=Mal Hekuba)}\n#enddef\n\n {TB_FIX_ELYNIA_FACING}\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"... I couldn\u2019t possibly wish harder for you and your friends\u2019 destruction.\"\n [/message]\n\n [message]\n speaker=Mal Hekuba\n message= _ \"Ha, ha, but that\u2019s not going to happen in your lifetime, or is it?\"\n [/message]\n\n#define TB_BOSS_TELEHIDE\n [scroll_to_unit]\n id=Mal Hekuba\n [/scroll_to_unit]\n\n [animate_unit]\n [filter]\n id=Mal Hekuba\n [/filter]\n flag=pre_teleport\n with_bars=yes\n [/animate_unit]\n\n [store_unit]\n [filter]\n id=Mal Hekuba\n [/filter]\n kill=yes\n variable=boss_store\n [/store_unit]\n#enddef\n\n#define TB_BOSS_TELESHOW _X _Y\n [scroll_to]\n x={_X}\n y={_Y}\n [/scroll_to]\n\n {VARIABLE boss_store.x ({_X})}\n {VARIABLE boss_store.y ({_Y})}\n\n [store_direction]\n from_x,from_y=$boss_store.x,$boss_store.y\n [to]\n [filter]\n id=Elynia\n [/filter]\n [/to]\n variable=boss_store.facing\n [/store_direction]\n\n [unstore_unit]\n variable=boss_store\n find_vacant=yes\n [/unstore_unit]\n\n [animate_unit]\n [filter]\n id=Mal Hekuba\n [/filter]\n flag=post_teleport\n with_bars=yes\n [/animate_unit]\n#enddef\n\n {TB_BOSS_TELEHIDE}\n\n # TODO: move Elynia around as if she were searching for Hekuba\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Where are you? Stop fooling around and show yourself, you\u2014\"\n [/message]\n\n {TB_BOSS_TELESHOW 14 32}\n\n [message]\n speaker=Mal Hekuba\n message= _ \"I understand that you must be confused and enraged after losing your friends to such a pointless cause, and traveling so far only to slaughter the same people whom you once vowed to protect!\"\n [/message]\n\n {TB_FIX_ELYNIA_FACING}\n\n # TODO: move Elynia around, trying to attack Hekuba\n\n {TB_BOSS_TELEHIDE}\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"It appears to be just an illusion...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Destroying you is NOT a pointless cause!\"\n [/message]\n\n#define TB_VOICE _MESSAGE\n [message]\n speaker=narrator\n caption= _ \"Mal Hekuba\"\n image=wesnoth-icon.png\n message=\"\"+{_MESSAGE}+\"\" # wmllint: ignore\n [/message]\n#enddef\n\n {TB_VOICE ( _ \"But of course it is! You cannot destroy us! Not without the power of the Union, anyway, which you left behind in Uria\u2019s sacred domain when you destroyed your beloved Argan.\")}\n\n [message]\n speaker=Elynia\n message= _ \"I still have the Ruby of Fire!\"\n [/message]\n\n # po: \"Argan\u2019s treacherous little girl\" refers to Elyssa.\n {TB_VOICE ( _ \"That understandably attractive relic is not important for me. Argan\u2019s treacherous little girl likes to think of it as if it were unique and irreplaceable, and convinced Uria of that \u2014 but in truth, it is not.\")}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"What are you babbling about?\"\n [/message]\n\n # po: \"Her finding out\" refers to Elyssa.\n {TB_VOICE ( _ \"The first set of replicas of Yechnagoth\u2019s heart were lost when you and your pathetic lackey destroyed our base in Wesmere, but I have had plenty of time to create more here without her finding out. I am sure that together, they are as good or better than the original, and they might even be a superior substitute for your precious gem.\")}\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Are you working against Uria\u2019s will, then?\"\n [/message]\n\n [store_locations]\n [filter]\n id=Elynia\n [/filter]\n variable=elynia_loc\n [/store_locations]\n\n {TB_BOSS_TELESHOW $elynia_loc.x $elynia_loc.y}\n\n {CLEAR_VARIABLE elynia_loc}\n\n {TB_FIX_ELYNIA_FACING}\n\n [message]\n speaker=Mal Hekuba\n message= _ \"(losing his temper) We cannot speak to her directly! We can only do so through that treacherous wench, who keeps the Dark Lady\u2019s heart within her for her own purposes!\"\n [/message]\n\n {TB_BOSS_TELEHIDE}\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"... We... We destroyed Wesmere... Yechnagoth\u2019s heart wasn\u2019t there?! What did we destroy when we...\"\n [/message]\n\n {TB_VOICE ( _ \"The energy that should have destroyed you was released from the second replica of her heart, and various experimental units stored in the same place. The third one still exists within our infiltrator, imbuing her with Yechnagoth\u2019s grace and might \u2014 which is why your power is no match for hers.\")}\n\n # po: \"Argan\u2019s pet\" is Elyssa.\n {TB_VOICE ( _ \"Nevertheless, I do not have time to continue talking to you. Right now, I need to go to tend to some... rituals. Ivyel was created to destroy both you and Argan\u2019s pet. Take a good glance at her perfection once she returns, for it will be your last opportunity.\")}\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"(more cackling)\"\n [/message]\n\n#undef TB_VOICE\n#undef TB_BOSS_TELEHIDE\n#undef TB_BOSS_TELESHOW\n#undef TB_FIX_ELYNIA_FACING\n\n [redraw][/redraw]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"What are we going to do now?\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Those bastards can\u2019t get away with this! My lady, we must do something!\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"I don\u2019t think we have the power necessary to destroy the artifacts that Mal Hekuba is going to use to...\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Of course we do! We didn\u2019t come all the way from the northern lands risking that blasted Ruby for nothing! Whatever that lich is going to do, it will destroy us all if we don\u2019t stop him now!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"The last time we fought against that power, I lost a friend, and the vast plains of Wesmere vanished with his remains...\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Any course of action at this point will inevitably lead to someone\u2019s destruction, but I\u2019m sure we can do it this time! If the lich is going to create a... path to Inferno, as Elorran said, perhaps we can cause it to collapse at the other side!\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"I don\u2019t truly understand most of this nonsense about hearts and Yechnagoth, but I reckon we need to destroy the lich and the impostor \u2014 and we can\u2019t do that without your help, Elynia.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"We don\u2019t have much time! That thing we just fought could be back at any moment!\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"I appreciate your support... I don\u2019t think I could have come this far alone. And I don\u2019t want to force you to follow me...\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Of course not! We are your friends!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Let\u2019s find that foul fiend and destroy him once and for all.\"\n [/message]\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Proceed further underground with Elynia to find Mal Hekuba\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Durvan\")}\n\n {TURNS_RUN_OUT}\n )}\n\n [fire_event]\n name=activate enemy sides\n [/fire_event]\n\n#define TB_GATE_LOCS\n x=23,24,25\n y=34,33,33\n#enddef\n\n [remove_terrain_overlays]\n {TB_GATE_LOCS}\n [/remove_terrain_overlays]\n\n [remove_shroud]\n side=1\n {TB_GATE_LOCS}\n [/remove_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=24,33\n [/scroll_to]\n\n {HIGHLIGHT_GOAL ({TB_GATE_LOCS})}\n\n#undef TB_GATE_LOCS\n\n [scroll_to_unit]\n id=Elynia\n [/scroll_to_unit]\n\n [redraw][/redraw]\n\n {REPLACE_SCENARIO_MUSIC \"knalgan_theme.ogg\"}\n {APPEND_MUSIC \"the_deep_path.ogg\"}\n {APPEND_MUSIC \"heroes_rite.ogg\" }\n {APPEND_MUSIC \"western_theme2.ogg\"}\n\n {CLEAR_VARIABLE direction,boss_store,lolx,loly}\n\n {UNLOCK_VIEW}\n [/event]\n\n#define TB_CAPTURE_STARTING_VILLAGES _SIDE _RADIUS\n [store_starting_location]\n side={_SIDE}\n variable=temp_TB_CAPTURE_STARTING_VILLAGES\n [/store_starting_location]\n\n {CAPTURE_VILLAGES_OF_TYPE (*^V*) {_SIDE} $temp_TB_CAPTURE_STARTING_VILLAGES.x $temp_TB_CAPTURE_STARTING_VILLAGES.y {_RADIUS}}\n\n {CLEAR_VARIABLE temp_TB_CAPTURE_STARTING_VILLAGES}\n#enddef\n\n [event]\n name=activate enemy sides\n\n [unserialize_and_activate_sides]\n variable=enemy_sides\n [/unserialize_and_activate_sides]\n\n {CLEAR_VARIABLE enemy_sides}\n\n {TB_CAPTURE_STARTING_VILLAGES 3 12}\n\n {TB_CAPTURE_STARTING_VILLAGES 4 6}\n\n {TB_CAPTURE_STARTING_VILLAGES 5 12}\n\n [modify_turns]\n {QUANTITY value 62 60 58}\n [/modify_turns]\n\n [redraw][/redraw]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x=40 ,41-58\n y=23-32,23-34\n [/filter]\n\n [fire_event]\n name=activate late enemy side\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=activate late enemy side\n\n [unserialize_and_activate_sides]\n variable=late_enemy_side\n [/unserialize_and_activate_sides]\n\n {CLEAR_VARIABLE late_enemy_side}\n\n {TB_CAPTURE_STARTING_VILLAGES 6 10}\n\n#define TB_WORM _X _Y\n {VARIABLE_RANDOM temp_TB_WORM_palette brown,purple,cyan,base}\n {VARIABLE_RANDOM temp_TB_WORM_variation a,b,c}\n\n [unit]\n side=8\n type=Shaxthal Worm\n upkeep=loyal\n x={_X}\n y={_Y}\n variation=$temp_TB_WORM_variation\n random_traits=yes\n generate_name=yes\n random_gender=yes\n [modifications]\n {UNIT_PALETTE_SWITCH () (\"shaxthal_drone_base\") (\"shaxthal_drone_$temp_TB_WORM_palette\")}\n [/modifications]\n [/unit]\n\n {CLEAR_VARIABLE temp_TB_WORM_palette,temp_TB_WORM_variation}\n#enddef\n\n {TB_WORM 57 40}\n {TB_WORM 69 34}\n {TB_WORM 68 26}\n {TB_WORM 49 17}\n {TB_WORM 60 11}\n {TB_WORM 39 5}\n {TB_WORM 21 19}\n\n#undef TB_WORM\n\n [redraw][/redraw]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=Alareanthalcan\n message= _ \"They are getting closer to the control chamber! Get them, quickly!\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"I don\u2019t like the sound of that...\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n#undef TB_CAPTURE_STARTING_VILLAGES\n\n#define TB_DETECT_GLYPH_STATE _X _Y\n [event]\n name=moveto\n [filter]\n side=1\n x={_X}\n y={_Y}\n [/filter]\n\n {VARIABLE_INC control_glyphs_activated}\n\n [fire_event]\n name=check objective change\n [/fire_event]\n [/event]\n#enddef\n\n {GATE_GLYPH 65 47 39 35}\n {TB_DETECT_GLYPH_STATE 65 47}\n\n {GATE_GLYPH 6 35 41 34}\n {TB_DETECT_GLYPH_STATE 6 35}\n\n {GATE_GLYPH 48 46 37 36}\n {TB_DETECT_GLYPH_STATE 48 46}\n\n#undef TB_DETECT_GLYPH_STATE\n\n {GATE_GLYPH 62 25 36 19}\n\n {OBJ_HEALING_GLYPH 58 22}\n\n {OBJ_HEALING_GLYPH 59 29}\n\n {OBJ_HEALING_GLYPH 52 32}\n\n [event]\n name=last breath\n [filter]\n id=Stalygvan\n [/filter]\n\n [message]\n speaker=Stalygvan\n message= _ \"You! You can\u2019t stop our master! You can\u2019t\u2014\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Stalygvan\n [/filter]\n\n [hide_unit]\n x,y=$x1,$y1\n [/hide_unit]\n\n # wmllint: recognize Kardas\n {UNIT 1 (Elvish Fighter) 35 39 (\n id=Kardas\n name= _ \"Kardas\"\n unrenamable=yes\n upkeep=free\n {IS_LOYAL}\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_INTELLIGENT}\n [/modifications]\n )}\n\n {MOVE_UNIT (id=Kardas) 36,36 39,40}\n\n [message]\n speaker=Kardas\n message= _ \"My lady! At last, I found you! I know where the lich is!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Speak.\"\n [/message]\n\n [remove_shroud]\n side=1\n x=35,35,36,36,36,37,37,37,37,38,38,38,38,38,39,39,39,39,39,39,40,40,40,40,41,41,41,42,42,43\n y=35,36,34,35,36,34,35,36,37,33,34,35,36,37,33,34,35,36,37,38,33,34,35,36,34,35,36,34,35,35\n [/remove_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=39,35\n [/scroll_to]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Kardas\n message= _ \"The catacombs below guard an artifact of some sort. Nobody knows exactly what it is, but we know the entrance is protected by a gate controlled by three crystals found near this guard post.\"\n [/message]\n\n [simplify_location_filter]\n x=33-44\n y=31-38\n terrain=\"*^Zz\\,*^Zz/,*^Zz|\"\n variable=glyph_gate_locs\n [/simplify_location_filter]\n\n [repeat]\n times=3\n [do]\n [remove_terrain_overlays]\n x=$glyph_gate_locs.x\n y=$glyph_gate_locs.y\n [/remove_terrain_overlays]\n\n [redraw][/redraw]\n\n [delay]\n time=300\n [/delay]\n\n [terrain]\n x=$glyph_gate_locs.x\n y=$glyph_gate_locs.y\n terrain=\"Uu^Zz\\\" # \\\"\" calm vscode down\n layer=overlay\n [/terrain]\n\n [redraw][/redraw]\n\n [delay]\n time=300\n [/delay]\n [/do]\n [/repeat]\n\n {CLEAR_VARIABLE glyph_gate_locs}\n\n [message]\n speaker=Elynia\n message= _ \"Let\u2019s find those crystals, then.\"\n [/message]\n\n [scroll_to]\n x,y=$x2,$y2\n [/scroll_to]\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Locate and activate the three control crystals to open the central gates\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Durvan\")}\n\n {TURNS_RUN_OUT}\n )}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Elathea\n [/filter]\n\n [message]\n speaker=Elathea\n message= _ \"May Uria punish you all for this\u2014\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Dorghazaquiel\n [/filter]\n\n [message]\n speaker=Dorghazaquiel\n message= _ \"Nooooaaagh... it hurts!!!\"\n [/message]\n\n [message]\n x,y=$x2,$y2\n [and]\n race=human\n [or]\n race=faerie\n [/or]\n [or]\n race=elf\n [/or]\n [/and]\n [or]\n id=Anya\n [/or]\n message= _ \"The beast\u2019s body is dissolving into slime!\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Dorghazaquiel\n [/filter]\n\n [repeat]\n times={DIFF 2 4 4}\n [do]\n [unit]\n side=4\n type=Mudcrawler\n random_gender=yes\n random_traits=yes\n generate_name=yes\n upkeep=loyal\n x,y=$x1,$y1\n animate=yes\n [/unit]\n [/do]\n [/repeat]\n [/event]\n\n [event]\n name=check objective change\n [filter_condition]\n {VARIABLE_NUMERICAL_GREATER_THAN_OR_EQUAL control_glyphs_activated 3}\n [/filter_condition]\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Proceed further underground with Elynia to find Mal Hekuba\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Durvan\")}\n\n {TURNS_RUN_OUT}\n )}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Alareanthalcan\n [/filter]\n\n [message]\n speaker=Alareanthalcan\n message= _ \"Even though I have fallen, you are no match for my master\u2019s power!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"We\u2019ll see about that very soon.\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n {FIRE_EVENT_ON_STUMBLE_UPON (found mindraider) (type=Psy Mindraider)}\n\n [event]\n name=found mindraider\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=$x2,$y2\n [/scroll_to]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Durvan\n message= _ \"What in blazes is that creature?!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Don\u2019t meet its gaze! It will drain your life force!\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n [event]\n id=whirlpool_hint\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=63,33\n [not]\n id=Anya\n [/not]\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"The whirlpool is overflowing with an unusual energy.\n\nA dark energy.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Anya\n x,y=63,33\n [/filter]\n\n [remove_event]\n id=whirlpool_hint\n [/remove_event]\n\n [message]\n speaker=Anya\n message= _ \"Hm, what is this? There seems to be something at the bottom...\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"I wouldn\u2019t get too close if I were you. It could be another one of those biomechanical abominations.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"I mean, it doesn\u2019t look like there are any creatures in the water anyway. (touches the water)\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Anya, what are you doing?\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Er, ummm... nothing! I just\u2014 AAAAAAAAAAAHHHH!!!\"\n [/message]\n\n [store_unit]\n [filter]\n id=Anya\n [/filter]\n variable=anya_store\n kill=no\n [/store_unit]\n\n # TODO: proper animation\n\n [kill]\n id=Anya\n fire_event=no\n animate=yes\n [/kill]\n\n [message]\n speaker=Elynia\n caption= _ \"Elynia and Durvan\"\n scroll=no\n message=\"\"+_\"ANYA!!!\"+\"\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n {VARIABLE anya_store.x 58}\n {VARIABLE anya_store.y 9}\n\n [unstore_unit]\n variable=anya_store\n [/unstore_unit]\n\n {CLEAR_VARIABLE anya_store}\n\n [message]\n speaker=Elynia\n scroll=no\n message= _ \"No... please don\u2019t do this to me\u2014\"\n [/message]\n\n [message]\n speaker=Anya\n scroll=no\n message= _ \"I am all right!\"\n [/message]\n\n [message]\n speaker=Elynia\n scroll=no\n message= _ \"... Anya? Where are you???\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to_unit]\n id=Anya\n {WARP}\n [/scroll_to_unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"I don\u2019t really know? The current dragged me into a small chamber that seems to be right below where you are. I think I may be able to get back to you? Good thing I can swim.\"\n [/message]\n\n [scroll_to_unit]\n id=Elynia\n {WARP}\n [/scroll_to_unit]\n\n [message]\n speaker=Elynia\n message= _ \"Yes, you can swim... but I cannot. You should return to us before anything happens to you down there.\"\n [/message]\n\n [scroll_to_unit]\n id=Anya\n {WARP}\n [/scroll_to_unit]\n\n [message]\n speaker=Anya\n message= _ \"Nah, it will be fine. Don\u2019t worry about me. I am just going to do a little exploring down here and come back.\"\n [/message]\n\n # I will be seriously disappointed if someone gets to this point with\n # Anya still under level 3.\n\n [transient_message]\n image=units/faeries/nightshade-fire.png\n message= _ \"Anya can return to the main area by going back through the whirlpool, in a similar fashion to how units can teleport between villages they already control.\"\n [/transient_message]\n\n [tunnel]\n [filter]\n id=Anya\n [/filter]\n\n [source]\n x,y=63,33\n [/source]\n [target]\n x,y=58,9\n [/target]\n bidirectional=yes\n [/tunnel]\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Anya\n x,y=61,15\n [/filter]\n\n {VARIABLE anya_has_mermaid_pendant yes}\n\n # You may have seen this name in a different game before. But where?\n\n [transient_message]\n caption= _ \"Mermaid\u2019s Pendant\"\n image=icons/jewelry_ring_prismatic.png\n # po: The sudden shift to second person narration is quite\n # po: intentional. You will see more of this throughout Episode 3.\n message= _ \"This beautiful pendant made from an iridescent conch shines all the colors of the rainbow under the light cast on the altar. The spectacle is absolutely mesmerizing, but you figure you need to find out what uses this marvelous item has.\n\nUnfortunately, there is absolutely nothing engraved on it or the altar that could possibly be of help to you. How disappointing, you think. Maybe this little adventure was an absolute waste of time. But something in your mind tells you that perhaps you are supposed to wait for the right person and the right opportunity to make use of the artifact. When is that going to be, you wonder? The answer eludes you.\n\nYou should probably go back to Elynia for the time being.\"\n [/transient_message]\n\n #\n # Have Anya and Elynia converse next time they are next to each other.\n #\n\n [event]\n name=moveto\n [filter]\n id=Anya\n [filter_adjacent]\n id=Elynia\n [/filter_adjacent]\n [or]\n id=Elynia\n [filter_adjacent]\n id=Anya\n [/filter_adjacent]\n [/or]\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=Elynia\n message= _ \"So, how was your little adventure?\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Well, I found this on an altar! It\u2019s so shiny!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"... A seashell pendant? How did it find its way here, so far from the ocean?\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"It could be some kind of keepsake the elves brought here when they first arrived?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"That is the most likely answer, yes.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Do you think it has magical properties? Maybe I can summon water creatures! Or water... projectiles of some kind? Perhaps I can shoot bubbles!\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"No... I am afraid there is no magic in this pendant at all.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Wh... what.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"Did I actually just risk my life fighting that... giant... spider... to obtain a completely mundane pendant?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"So it would seem.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"... Oh well... At least it\u2019s pretty! I\u2019m going to keep it if you don\u2019t mind.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Sure. Just... don\u2019t do that again, please? You had us really worried for a moment there.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"I know, I\u2019m sorry...\"\n [/message]\n [/event]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x=23-31,26-29,27\n y= 1-10, 11,12\n [/filter]\n\n {ENDLEVEL_QUIET}\n [/event]\n\n [event]\n name=time over\n\n {QUAKE \"rumble.ogg\"}\n\n {QUAKE \"explosion-big.ogg\"}\n\n [message]\n speaker=Anya\n message= _ \"It is probably too late to stop that lich by now...\"\n [/message]\n [/event]\n\n [event]\n name=victory\n\n {QUAKE \"rumble.ogg\"}\n\n [message]\n speaker=Elynia\n message= _ \"Make haste!\"\n [/message]\n\n {CLEAR_VARIABLE control_glyphs_activated}\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=11_A_Final_Confrontation\n name= _ \"A Final Confrontation\"\n {MAP 11_A_Final_Confrontation.map}\n {TURNS 36 34 32}\n next_scenario=12_Fate\n victory_when_enemies_defeated=no\n {DO_NOT_REMOVE_FROM_CARRYOVER_ON_DEFEAT}\n\n {E_DEATHS}\n\n {SCENARIO_MUSIC \"suspense.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n {EXTRA_SCENARIO_MUSIC \"the_deep_path.ogg\"}\n\n {STORYTXT_A_FINAL_CONFRONTATION}\n\n {INDOORS_HIVE}\n\n {SPAWN_CONTROLLER}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=player\n team_name=good\n user_team_name= _ \"team_name^Elynia\"\n\n {GOLD 250 225 200}\n {INCOME 4 3 2}\n\n shroud=yes\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA}\n [/side]\n # wmllint: validate-on\n\n #\n # Boss controller\n #\n [side]\n side=2\n team_name=evil\n user_team_name= _ \"team_name^Mal Hekuba\"\n color=gold\n {CHAOS_FLAG}\n\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 5.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"scout,mixed fighter,scout,scout\"}\n [/ai]\n\n [unit]\n#ifdef EASY\n type=Necrophage\n#else\n type=Ghast\n#endif\n ai_special=guardian\n upkeep=free\n x,y=43,38\n facing=se\n [modifications]\n {TRAIT_UNDEAD}\n [/modifications]\n [/unit]\n\n [unit]\n#ifdef EASY\n type=Necrophage\n#else\n type=Ghast\n#endif\n ai_special=guardian\n upkeep=free\n x,y=39,38\n facing=ne\n [modifications]\n {TRAIT_UNDEAD}\n [/modifications]\n [/unit]\n [/side]\n\n [side]\n side=3\n team_name=evil\n user_team_name= _ \"team_name^Mal Hekuba\"\n color=blue\n {CHAOS_FLAG}\n controller=null\n\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n [/side]\n\n #\n # Guards\n #\n [side]\n side=4\n team_name=evil\n user_team_name= _ \"team_name^Chamber Guards\"\n {CHAOS_FLAG}\n\n no_leader=yes\n hidden=yes\n\n {NO_ECONOMY}\n recruit=Demon,Imp,Chaos Headhunter\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"mixed fighter,fighter,mixed fighter,scout,fighter\"}\n [/ai]\n\n [unit]\n type=Demon Zephyr\n gender=female\n id=Azalia\n name= _ \"Azalia\"\n ai_special=guardian\n upkeep=free\n x,y=36,40\n facing=ne\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n [unit]\n type=Demon Zephyr\n gender=male\n id=Rhadiarch\n name= _ \"Rhadiarch\"\n ai_special=guardian\n upkeep=free\n x,y=44,33\n facing=s\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n#ifndef EASY\n [unit]\n type=Demon Zephyr\n gender=female\n id=Galaviel\n name= _ \"Galaviel\"\n ai_special=guardian\n upkeep=free\n x,y=47,37\n facing=sw\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_DEXTROUS}\n [/modifications]\n [/unit]\n#endif\n [/side]\n\n [side]\n side=5\n team_name=evil\n user_team_name= _ \"team_name^Chamber Guards\"\n {CHAOS_FLAG}\n\n no_leader=yes\n hidden=yes\n\n {NO_ECONOMY}\n recruit=Automaton,Shaxthal Drone,Chaos Invoker\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"fighter,mixed fighter,fighter,archer\"}\n [/ai]\n\n [unit]\n type=Shaxthal Enforcer Drone\n ai_special=guardian\n upkeep=free\n x,y=37,32\n facing=sw\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_RESILIENT}\n {UNIT_PALETTE_SWITCH () shaxthal_drone_base shaxthal_drone_purple}\n [/modifications]\n [/unit]\n\n [unit]\n type=Shaxthal Enforcer Drone\n ai_special=guardian\n upkeep=free\n x,y=33,34\n facing=se\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_ARMORED}\n {UNIT_PALETTE_SWITCH () shaxthal_drone_base shaxthal_drone_purple}\n [/modifications]\n [/unit]\n\n [unit]\n type=Shaxthal Enforcer Drone\n ai_special=guardian\n upkeep=free\n x,y=48,21\n facing=sw\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_QUICK}\n {UNIT_PALETTE_SWITCH () shaxthal_drone_base shaxthal_drone_purple}\n [/modifications]\n [/unit]\n [/side]\n\n #\n # Hive spawns\n #\n [side]\n side=6\n team_name=evil\n user_team_name= _ \"team_name^Dark Hive\"\n {CHAOS_FLAG}\n\n no_leader=yes\n hidden=yes\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 5.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n [/side]\n\n#define I_DOOR _X _Y\n {GENERIC_UNIT () Door ({_X}) ({_Y})} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n#enddef\n\n #\n # Door controller\n #\n [side]\n side=7\n team_name=evil\n user_team_name= _ \"team_name^Dark Hive\"\n {CHAOS_FLAG}\n color=black\n\n no_leader=yes\n hidden=yes\n {NO_ECONOMY}\n\n {I_DOOR 35 36}\n {I_DOOR 36 35}\n {I_DOOR 37 35}\n [/side]\n\n #\n # Dummy stand-in for side 1\n #\n [side]\n side=8\n team_name=good,evil\n user_team_name= _ \"team_name^Elynia\"\n color=red\n controller=null\n\n no_leader=yes\n hidden=yes\n {NO_ECONOMY}\n [/side]\n\n#undef I_DOOR\n\n#define I_DRONE _RESPAWN_TURNS _TYPES _X _Y\n {TIMED_DRONE_SPAWNER ({_RESPAWN_TURNS}) (type={_TYPES}) 6 ({_X}) ({_Y})}\n#enddef\n\n {I_DRONE 4 (Shaxthal Drone) 35 45}\n {I_DRONE 8 (Shaxthal Drone) 33 42}\n#ifndef EASY\n {I_DRONE 8 (Shaxthal Drone) 33 43}\n#endif\n\n {I_DRONE 1 (Shaxthal Drone) 51 37}\n {I_DRONE 1 (Shaxthal Drone) 53 35}\n\n {I_DRONE 3 (Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone) 12 19}\n {I_DRONE 4 (Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone) 22 10}\n {I_DRONE 5 (Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone) 20 10}\n {I_DRONE 4 (Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone) 34 13}\n {I_DRONE 3 (Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone) 36 10}\n {I_DRONE 5 (Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone) 38 9}\n {I_DRONE 4 (Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone) 26 10}\n\n {I_DRONE 1 (Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone) 8 32}\n {I_DRONE 1 (Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone) 7 35}\n {I_DRONE 1 (Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone) 6 37}\n\n {I_DRONE 1 (Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone) 3 23}\n {I_DRONE 1 (Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone) 2 21}\n {I_DRONE 1 (Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone) 4 20}\n {I_DRONE 1 (Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone) 6 15}\n {I_DRONE 1 (Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone) 11 10}\n {I_DRONE 1 (Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone) 11 12}\n {I_DRONE 1 (Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone) 19 8}\n {I_DRONE 1 (Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone) 24 6}\n {I_DRONE 1 (Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone) 27 8}\n {I_DRONE 1 (Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone) 28 4}\n {I_DRONE 1 (Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone) 32 7}\n {I_DRONE 1 (Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone) 32 5}\n {I_DRONE 1 (Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone) 34 6}\n\n#undef I_DRONE\n\n {STARTING_VILLAGES 1 6}\n\n {CAVE_NOISE_SOUND_SOURCE}\n [+sound_source]\n id=cave_sound_source # wmllint: ignore\n [/sound_source]\n\n {CAVE_WATER_SOUND_SOURCE 24 36}\n [+sound_source]\n id=water_sound_source # wmllint: ignore\n [/sound_source]\n\n [event]\n name=prestart\n\n {VARIABLE boss_stage 0}\n\n #\n # Set-up boss unit spawning\n #\n # The population cap for a given spawn set must never exceed the number\n # of flags on the map for it.\n #\n\n [set_variables]\n name=boss_spawn\n [literal]\n # Next turn for spawning units\n next_turn=0\n # How many turns to wait before spawning units again\n turn_delay={DIFF 4 3 3}\n # Population cap and types for mobile Shaxthal units (flag A)\n shaxthal_cap={DIFF 3 3 4}\n#ifndef EASY\n shaxthal_types=Shaxthal Drone,Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone,Shaxthal Enforcer Drone\n#else\n shaxthal_types=Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone\n#endif\n # Population cap and types for mobile demons (flag B)\n demon_cap={DIFF 2 3 4}\n#ifndef EASY\n demon_types=Demon Zephyr,Demon Zephyr,Demon Zephyr,Demon Zephyr,Demon Spelldancer,Spectre,Wraith\n#else\n demon_types=Demon Zephyr,Demon Zephyr,Demon Zephyr,Demon Zephyr,Demon Zephyr,Wraith,Wraith,Spectre\n#endif\n [/literal]\n [/set_variables]\n\n [store_locations]\n terrain=*^&A\n variable=boss_spawn.shaxthal_locs\n [/store_locations]\n\n [store_locations]\n terrain=*^&B\n variable=boss_spawn.demon_locs\n [/store_locations]\n\n {DIE_ON (\n [not]\n {VARIABLE_NUMERICAL_GREATER_THAN_OR_EQUAL boss_spawn.shaxthal_locs.length $boss_spawn.shaxthal_cap}\n {VARIABLE_NUMERICAL_GREATER_THAN_OR_EQUAL boss_spawn.demon_locs.length $boss_spawn.demon_cap}\n [/not]\n ) (\"E2S11 boss spawn setup failed (map/config mismatch)\")}\n\n [remove_terrain_overlays]\n find_in=boss_spawn.shaxthal_locs\n [or]\n find_in=boss_spawn.demon_locs\n [/or]\n [/remove_terrain_overlays]\n\n {LOG_ATS_DBG (\"E2 boss: shaxthal_locs = $boss_spawn.shaxthal_locs.length; demon_locs = $boss_spawn.demon_locs.length\")}\n\n # wmllint: recognize Anya\n {RECALL_ANYA_AT_LOCATION 47 49}\n # wmllint: recognize Durvan\n {RECALL_DURVAN_AT_LOCATION 49 48}\n\n {FACE_DIRECTION (side=1) nw}\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Proceed further underground with Elynia to find Mal Hekuba\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Durvan\")}\n\n {TURNS_RUN_OUT}\n )}\n [/event]\n\n [event]\n name=start\n [message]\n speaker=Durvan\n message= _ \"This goes deeper and deeper\u2014\"\n [/message]\n\n {QUAKE \"rumble.ogg\"}\n\n {QUAKE \"cave-in.ogg\"}\n\n [message]\n speaker=Elynia\n message= _ \"... I fear we don\u2019t have much more time. Just where in this accursed place are you, Hekuba?\"\n [/message]\n [/event]\n\n [event]\n name=DEBUG0\n\n [teleport]\n [filter]\n id=Elynia\n [/filter]\n x,y=28,24\n [/teleport]\n\n [teleport]\n [filter]\n id=Anya\n [/filter]\n x,y=28,23\n [/teleport]\n\n [teleport]\n [filter]\n id=Durvan\n [/filter]\n x,y=27,25\n [/teleport]\n\n #[fire_event]\n # name=lift central barriers\n #[/fire_event]\n\n [kill]\n type=Goliath\n [/kill]\n\n [fire_event]\n name=moveto\n [primary_unit]\n id=Elynia\n [/primary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=DEBUG1\n\n [fire_event]\n name=DEBUG0\n [/fire_event]\n\n [fire_event]\n name=boss stage 1\n [/fire_event]\n [/event]\n\n [event]\n name=DEBUG2\n\n [fire_event]\n name=DEBUG1\n [/fire_event]\n\n [fire_event]\n name=boss stage 2\n [/fire_event]\n\n [kill]\n x,y=25,20\n [/kill]\n\n [teleport]\n [filter]\n id=Elynia\n [/filter]\n x,y=25,20\n [/teleport]\n\n # Nothing important takes place here.\n #[fire_event]\n # name=moveto\n # [primary_unit]\n # id=Elynia\n # [/primary_unit]\n #[/fire_event]\n\n [fire_event]\n name=boss stage 3\n [/fire_event]\n\n [fire_event]\n name=boss stage 4\n [/fire_event]\n [/event]\n\n [event]\n name=DEBUG3\n\n [fire_event]\n name=DEBUG2\n [/fire_event]\n\n [kill]\n animate=yes\n fire_event=yes\n id=Ivyel\n [/kill]\n [/event]\n\n [event]\n name=die\n [filter]\n type=Door\n [/filter]\n\n#define I_CAPTURE_STARTING_VILLAGES _SIDE _RADIUS\n [store_starting_location]\n side={_SIDE}\n variable=temp_I_CAPTURE_STARTING_VILLAGES\n [/store_starting_location]\n\n {CAPTURE_VILLAGES_OF_TYPE (*^V*) {_SIDE} $temp_I_CAPTURE_STARTING_VILLAGES.x $temp_I_CAPTURE_STARTING_VILLAGES.y {_RADIUS}}\n\n {CLEAR_VARIABLE temp_I_CAPTURE_STARTING_VILLAGES}\n#enddef\n\n [modify_side]\n side=4\n hidden=no\n income=0\n {GOLD 100 120 140}\n village_gold=1\n [/modify_side]\n\n [unit]\n canrecruit=yes\n type=Chaos Lorekeeper\n id=Jarlean\n name= _ \"Jarlean\"\n side=4\n x,y=46,25\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_QUICK}\n {BOSS_BOOST 60% 1 0 0 0}\n [/modifications]\n [/unit]\n\n {I_CAPTURE_STARTING_VILLAGES 4 8}\n\n [modify_side]\n side=5\n hidden=no\n income=0\n {GOLD 100 120 140}\n village_gold=1\n [/modify_side]\n\n [unit]\n canrecruit=yes\n type=Chaos Arbalestier\n id=Terryl\n name= _ \"Terryl\"\n side=5\n x,y=49,18\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n {BOSS_BOOST 15% 0 0 1 0}\n [/modifications]\n [/unit]\n\n {I_CAPTURE_STARTING_VILLAGES 5 4}\n\n#undef I_CAPTURE_STARTING_VILLAGES\n [/event]\n\n [event]\n name=die\n [filter]\n side=4\n canrecruit=yes\n [/filter]\n [filter_condition]\n [have_unit]\n side=5\n canrecruit=yes\n [/have_unit]\n [/filter_condition]\n\n [gold]\n side=5\n {QUANTITY amount 110 120 140}\n [/gold]\n [/event]\n\n [event]\n name=die\n [filter]\n side=5\n canrecruit=yes\n [/filter]\n [filter_condition]\n [have_unit]\n side=4\n canrecruit=yes\n [/have_unit]\n [/filter_condition]\n\n [gold]\n side=4\n {QUANTITY amount 110 120 140}\n [/gold]\n [/event]\n\n [event]\n name=lift central barriers\n\n {LOCK_VIEW}\n\n [unit]\n side=2\n x,y=22,13\n facing=se\n type=Goliath\n upkeep=free\n ai_special=guardian\n [/unit]\n\n [unit]\n side=2\n x,y=36,20\n facing=se\n type=Goliath\n upkeep=free\n ai_special=guardian\n [/unit]\n\n [unit]\n side=2\n x,y=35,26\n facing=s\n type=Goliath\n upkeep=free\n ai_special=guardian\n [/unit]\n\n [unit]\n side=2\n x,y=17,26\n facing=ne\n type=Goliath\n upkeep=free\n ai_special=guardian\n [/unit]\n\n {QUAKE \"rumble.ogg\"}\n\n#define I_BARRIER_LOCS_NORTH\n x=40,40,40,40,40,40,41,41,41,41,41,41\n y=18,19,20,21,22,23,18,19,20,21,22,23\n#enddef\n#define I_BARRIER_LOCS_SOUTH\n x=28,29,29,30,30,31,31,32,32,33,33,34,34,35,35,36,36,37\n y=31,31,32,30,31,30,31,29,30,29,30,28,29,28,29,27,28,28\n#enddef\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"The earth shakes.\"\n [/message]\n\n [terrain]\n terrain=\"Ur^Es\"\n {I_BARRIER_LOCS_NORTH}\n [or]\n {I_BARRIER_LOCS_SOUTH}\n [/or]\n [/terrain]\n\n [remove_shroud]\n side=1\n {I_BARRIER_LOCS_NORTH}\n [or]\n {I_BARRIER_LOCS_SOUTH}\n [/or]\n [/remove_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=41,21\n [/scroll_to]\n\n {HIGHLIGHT_GOAL ({I_BARRIER_LOCS_NORTH})}\n\n [scroll_to]\n x,y=33,30\n [/scroll_to]\n\n {HIGHLIGHT_GOAL ({I_BARRIER_LOCS_SOUTH})}\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n\n#undef I_BARRIER_LOCS_NORTH\n#undef I_BARRIER_LOCS_SOUTH\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Move Elynia to the central chamber\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Durvan\")}\n\n {TURNS_RUN_OUT}\n )}\n\n {UNLOCK_VIEW}\n [/event]\n\n {ITEM_CRYSTAL_GLYPH_GATE 53 17}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=53,17\n [/filter]\n\n [redraw][/redraw]\n\n [message]\n speaker=narrator\n image=\"items/crystal-glyph.png\"\n sound=\"magic-3.ogg\"\n message= _ \"Access granted.\"\n [/message]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [fire_event]\n name=lift central barriers\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/event]\n\n#define I_BOSS_LOC\n x=24\n y=19\n#enddef\n\n#define I_CORE_LOCS\n x=24,28,20,20,28,24\n y=15,17,17,21,21,23\n#enddef\n\n [event]\n name=side 2 turn refresh\n first_time_only=no\n\n {LOCK_VIEW}\n\n [animate_control_spires]\n type=Verlissh Control Spire\n [/animate_control_spires]\n\n # wmllint: recognize Mal Hekuba\n [if]\n [have_unit]\n id=Mal Hekuba\n [/have_unit]\n [then]\n # We are in the boss sequence.\n {QUAKE ({SOUND_LIST:COLLAPSING_FACILITY})}\n [/then]\n [/if]\n\n {UNLOCK_VIEW}\n [/event]\n\n #\n # Boss sequence trigger.\n #\n\n [event]\n name=moveto\n [filter]\n id=Elynia\n x=13-32\n y=12-25\n [/filter]\n\n {LOCK_VIEW}\n\n [allow_undo][/allow_undo]\n\n [event]\n delayed_variable_substitution=no\n name=\"turn $($turn_number + 1)\"\n [fire_event]\n name=boss stage 1\n [/fire_event]\n [/event]\n\n [message]\n speaker=Elynia\n message= _ \"Be careful. I\u2019m sure he is in this chamber, somewhere...\"\n [/message]\n\n {FACE_LOCATION (id=Elynia) ({I_BOSS_LOC})}\n\n [remove_shroud]\n side=1\n {I_BOSS_LOC}\n radius=7\n # The central block is Xu, can't use this without an exception!\n #[filter_radius]\n # [not]\n # terrain=X*,X*^*,*^X*\n # [/not]\n #[/filter_radius]\n [/remove_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n {I_BOSS_LOC}\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Most likely on that tall platform at the center. We need to get up there somehow.\"\n [/message]\n\n {FACE_LOCATION (side=1) ({I_BOSS_LOC})}\n\n {QUAKE \"rumble.ogg\"}\n\n [message]\n speaker=Anya\n message= _ \"What\u2019s that noise?\"\n [/message]\n\n {QUAKE \"cave-in.ogg\"}\n {QUAKE \"rumble.ogg\"}\n\n [store_locations]\n {I_CORE_LOCS}\n variable=core_locs\n [/store_locations]\n\n [foreach]\n array=core_locs\n variable=core\n [do]\n [terrain]\n x,y=$core.x,$core.y\n terrain=Cud^Xo\n [/terrain]\n\n [redraw][/redraw]\n\n [unit]\n type=Verlissh Control Spire\n side=2\n x,y=$core.x,$core.y\n upkeep=free\n ai_special=guardian\n [/unit]\n [/do]\n [/foreach]\n\n [redraw][/redraw]\n\n {CLEAR_VARIABLE core_locs}\n\n [scroll_to]\n {I_BOSS_LOC}\n [/scroll_to]\n\n [delay]\n time=250\n [/delay]\n\n [animate_control_spires]\n type=Verlissh Control Spire\n [/animate_control_spires]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"... That energy... It\u2019s the same...\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Elynia? What\u2019s happening?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"... A dark energy emanates from those spires... It\u2019s the same energy that was released in Wesmere when we destroyed the creature within the hive. \"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"How should we destroy them?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Search the chamber \u2014 there must be some mechanism controlling them.\"\n [/message]\n\n # Increase turn limit.\n\n [modify_turns]\n {QUANTITY add 24 22 20}\n [/modify_turns]\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Explore the central chamber\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Durvan\")}\n\n {TURNS_RUN_OUT}\n )}\n\n {UNLOCK_VIEW}\n [/event]\n\n ############################################################################\n #\n # BOSS FIGHT STAGE 1\n #\n ############################################################################\n\n [event]\n name=boss stage 1\n first_time_only=yes\n\n {VARIABLE boss_stage 1}\n\n {LOCK_VIEW}\n\n {QUAKE \"rumble.ogg\"}\n\n {FACE_LOCATION (side=1) ({I_BOSS_LOC})}\n\n [terrain]\n {I_BOSS_LOC}\n radius=1\n terrain=Yhl^Cov\n [/terrain]\n\n [terrain]\n {I_BOSS_LOC}\n terrain=Yhl^Kov\n [/terrain]\n\n [item]\n {I_BOSS_LOC}\n image=\"items/ball-magenta.png\"\n halo=\"halo/heart-aura.png\"\n [/item]\n\n [modify_side]\n side=2\n hidden=no\n recruit=Demon Zephyr,Shaxthal Sentry Drone\n gold=50\n income=25\n [/modify_side]\n\n [store_direction]\n [from]\n {I_BOSS_LOC}\n [/from]\n [to]\n [filter]\n id=Elynia\n [/filter]\n [/to]\n [/store_direction]\n\n#define I_EFFECT_CANNOT_MOVE\n [effect]\n apply_to=\"movement\"\n set=1\n [/effect]\n [effect]\n apply_to=\"movement_costs\"\n replace=yes\n [movement_costs]\n shallow_water={UNREACHABLE}\n reef={UNREACHABLE}\n swamp_water={UNREACHABLE}\n flat={UNREACHABLE}\n sand={UNREACHABLE}\n forest={UNREACHABLE}\n hills={UNREACHABLE}\n mountains={UNREACHABLE}\n village={UNREACHABLE}\n castle={UNREACHABLE}\n cave={UNREACHABLE}\n frozen={UNREACHABLE}\n fungus={UNREACHABLE}\n [/movement_costs]\n [/effect]\n#enddef\n\n [unit]\n {CHARACTER_STATS_MAL_HEKUBA}\n type=Chaos Cardinal Fused\n canrecruit=yes\n {IS_BOSS}\n side=2\n {I_BOSS_LOC}\n facing=$direction\n [/unit]\n\n {CLEAR_VARIABLE direction}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to_unit]\n id=Mal Hekuba\n [/scroll_to_unit]\n\n {REPLACE_SCENARIO_MUSIC \"in_the_land_of_madness.ogg\"}\n {APPEND_MUSIC \"the_city_falls.ogg\"}\n {APPEND_MUSIC \"casualties_of_war.ogg\"}\n\n {BOSS_POPUP}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Mal Hekuba\n message= _ \"Welcome to your end, heathens!\"\n [/message]\n\n {QUAKE (cave-in.ogg)}\n\n {FLASH_RED (\n [store_unit]\n [filter]\n type=Verlissh Control Spire\n [/filter]\n variable=spires_store\n [/store_unit]\n\n [foreach]\n array=spires_store\n variable=spire\n [do]\n [object]\n silent=yes\n [filter]\n x,y=$spire.x,$spire.y\n [/filter]\n [effect]\n apply_to=\"image_mod\"\n add=\"R(128)\"\n [/effect]\n [/object]\n [/do]\n [/foreach]\n\n [redraw][/redraw]\n\n [sound]\n name=gun-activate-2.ogg\n [/sound]\n\n [delay]\n time=700\n [/delay]\n\n # Flash redder momentarily\n {COLOR_ADJUST 500 0 0}\n\n [sound]\n name=explosion-big.ogg\n [/sound]\n\n [delay]\n time=50\n [/delay]\n\n [sound]\n name=rumble.ogg\n [/sound]\n\n [terrain]\n x=19-30\n y=16-24\n [and]\n terrain=Q*\n [/and]\n terrain=Qxua\n [/terrain]\n\n [redraw][/redraw]\n\n [foreach]\n array=spires_store\n variable=spire\n [do]\n [unstore_unit]\n find_vacant=no\n variable=spire\n [/unstore_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE spires_store}\n )}\n\n [redraw][/redraw]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Durvan\n message= _ \"What kind of evil magic is this?\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Is he... fused with one of the spires?\"\n [/message]\n\n [message]\n speaker=Elynia\n # po: \"Your leader\" refers to Elyssa.\n message= _ \"What do you expect to achieve by creating a new portal to Inferno with your new-found powers? Your troops are falling one by one under the might of the northern peoples\u2019 alliance, while you decided to rebel against your leader in this dead land?\"\n [/message]\n\n [message]\n speaker=Mal Hekuba\n # po: \"her\" refers to Elyssa, again.\n message= _ \"Ha, ha, ha, ha! Don\u2019t forget that your shortsightedness is the chief cause of your friends\u2019 demise, foolish creature. The power I control now is too great, even for her.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"What if you don\u2019t truly control it? You said you cannot speak to Uria directly \u2014 what if her will is your destruction?\"\n [/message]\n\n [message]\n speaker=Mal Hekuba\n message= _ \"Insolent girl! You shall all die!\"\n [/message]\n\n {QUAKE (rumble.ogg)}\n {QUAKE (cave-in.ogg)}\n\n [message]\n speaker=Mal Hekuba\n message= _ \"YOU SHALL ALL DIE NOW!\"\n [/message]\n\n {QUAKE (explosion-big.ogg)}\n {QUAKE (rumble.ogg)}\n\n#define I_RECRUIT_DEMON _X _Y\n [animate_unit]\n [filter]\n id=Mal Hekuba\n [/filter]\n flag=recruiting\n with_bars=yes\n [facing]\n x={_X}\n y={_Y}\n [/facing]\n [/animate_unit]\n\n [unit]\n animate=yes\n type=Demon Zephyr\n side=2\n x={_X}\n y={_Y}\n random_traits=yes\n random_gender=yes\n generate_name=yes\n upkeep=loyal\n [/unit]\n#enddef\n [store_locations]\n [filter_adjacent_location]\n {I_BOSS_LOC}\n [/filter_adjacent_location]\n variable=recruit_locs\n [/store_locations]\n\n [foreach]\n array=recruit_locs\n [do]\n {I_RECRUIT_DEMON $this_item.x $this_item.y}\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE recruit_locs}\n\n#undef I_RECRUIT_DEMON\n\n [message]\n speaker=Durvan\n message= _ \"What are we going to do now?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Everyone, stay away from the spires and the portal! I must think of something...\"\n [/message]\n\n#define I_PORTAL_NOTES\n {OBJECTIVE_NOTE ( _ \"The portal grows in size every turn, taking adjacent ground hexes with it\")}\n {OBJECTIVE_NOTE ( _ \"Unless adjacent to a spire, road hexes cannot disappear\")}\n {OBJECTIVE_NOTE ( _ \"Units incapable of flight over chasms will die should the ground below them disappear\")}\n#enddef\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Survive until the end of turns\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Durvan\")}\n\n {I_PORTAL_NOTES}\n )}\n\n {UNLOCK_VIEW}\n\n #\n # On subsquent turns, increase the portal opening's size.\n # (FIXME: is it really necessary to check the turn number so it\n # doesn't fire immediately at the end of the current new turn event?)\n #\n\n [event]\n delayed_variable_substitution=no\n name=new turn\n first_time_only=no\n # Only fire on subsequent turns\n [filter_condition]\n {VARIABLE_NUMERICAL_GREATER_THAN turn_number \"$($turn_number + 1)\"}\n [/filter_condition]\n [fire_event]\n name=portal crack step\n [/fire_event]\n [/event]\n\n #\n # Two turns later, stage 2.\n #\n\n [event]\n delayed_variable_substitution=no\n name=\"turn $($turn_number + 2)\"\n [fire_event]\n name=boss stage 2\n [/fire_event]\n [/event]\n [/event]\n\n#define I_EXTEND_PORTAL_TO _X _Y\n [sound]\n name=\"rumble.ogg\"\n [/sound]\n\n [terrain]\n x={_X}\n y={_Y}\n terrain=Qxua\n [/terrain]\n\n [redraw][/redraw]\n\n #\n # Kill present unit if it cannot normally move/fly\n # on Unwalkable hexes.\n #\n\n [if]\n [not]\n [unit_location_is_passable]\n x={_X}\n y={_Y}\n [/unit_location_is_passable]\n [/not]\n [then]\n [kill]\n x={_X}\n y={_Y}\n animate=yes\n fire_event=yes\n [/kill]\n\n [redraw][/redraw]\n [/then]\n [/if]\n#enddef\n\n #\n # Portal logic!\n #\n [event]\n name=portal crack step\n first_time_only=no\n\n # Each destroyed hex will cause the death of the unit on it if it's\n # not capable of flight on unwalkable hexes.\n\n # First, destroy one adjacent non-portal hex for each core unit.\n\n [store_locations]\n {I_CORE_LOCS}\n variable=core_locs\n [/store_locations]\n\n [foreach]\n array=core_locs\n variable=core\n [do]\n [store_locations]\n [filter_adjacent_location]\n x,y=$core.x,$core.y\n [/filter_adjacent_location]\n terrain=!,Qxua\n variable=core_adjacent_locs\n [/store_locations]\n\n [if]\n {VARIABLE_NUMERICAL_GREATER_THAN core_adjacent_locs.length 0}\n [then]\n # Randomize choice if there are more than 1 remaining locations\n {VARIABLE_RANDOM r \"0..$($core_adjacent_locs.length - 1)\"}\n {I_EXTEND_PORTAL_TO $core_adjacent_locs[$r].x $core_adjacent_locs[$r].y}\n {CLEAR_VARIABLE r}\n [/then]\n [/if]\n\n {CLEAR_VARIABLE core_adjacent_locs}\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE core_locs}\n\n # Then, destroy one non-portal/castle/keep/road/wall hex that is adjacent\n # to a portal hex that is *not* adjacent to a core unit nor is a core\n # unit's location. Don't destroy Dark Hive tiles either.\n\n [store_locations]\n [filter_adjacent_location]\n terrain=Qxua\n [not]\n {I_CORE_LOCS}\n [/not]\n [/filter_adjacent_location]\n terrain=!,Qxua,C*,C*^*,*^C*,K*,K*^*,*^K*,Ur*,Ur*^*,X*,X*^*,Y*,Y*^*\n [not]\n {I_CORE_LOCS}\n [/not]\n variable=portal_adjacent_locs\n [/store_locations]\n\n [if]\n {VARIABLE_NUMERICAL_GREATER_THAN portal_adjacent_locs.length 0}\n [then]\n # Randomize choice if there are more than 1 remaining locations\n {VARIABLE_RANDOM r \"0..$($portal_adjacent_locs.length - 1)\"}\n {I_EXTEND_PORTAL_TO $portal_adjacent_locs[$r].x $portal_adjacent_locs[$r].y}\n {CLEAR_VARIABLE r}\n [/then]\n [/if]\n\n {CLEAR_VARIABLE portal_adjacent_locs}\n [/event]\n\n#undef I_EXTEND_PORTAL_TO\n\n #\n # Damage absorption logic for control spires.\n #\n\n [event]\n name=attacker hits\n first_time_only=no\n [filter]\n side=1\n [/filter]\n [filter_second]\n type=Verlissh Control Spire\n [/filter_second]\n\n {BOSS_ABSORB_FULL_DAMAGE (x,y=$x2,$y2)}\n\n [fire_event]\n name=spire warning\n [/fire_event]\n [/event]\n\n [event]\n name=defender hits\n first_time_only=no\n [filter_second]\n side=1\n [/filter_second]\n [filter]\n type=Verlissh Control Spire\n [/filter]\n\n {BOSS_ABSORB_FULL_DAMAGE (x,y=$x1,$y1)}\n\n [fire_event]\n name=spire warning\n [/fire_event]\n [/event]\n\n [event]\n name=spire warning\n first_time_only=yes\n [message]\n speaker=Elynia\n message= _ \"There\u2019s no use in attacking those structures \u2014 the energy they release in retaliation could kill us all!\"\n [/message]\n [/event]\n\n #\n # Side 2 recruits become loyal every time.\n #\n\n [event]\n name=prerecruit\n first_time_only=no\n [filter]\n side=2\n [/filter]\n\n {VARIABLE unit.upkeep free}\n\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n [/event]\n\n #\n # Hekuba's infinite army of evil minions from the abyss\n #\n\n [event]\n name=side 2 turn end\n first_time_only=no\n [filter_condition]\n {VARIABLE_NUMERICAL_GREATER_THAN boss_stage 0}\n [and]\n {VARIABLE_NUMERICAL_EQUALS boss_spawn.next_turn $turn_number}\n [or]\n {VARIABLE_NUMERICAL_EQUALS boss_spawn.next_turn 0}\n [/or]\n [/and]\n [/filter_condition]\n\n # Reset the event timer\n {VARIABLE boss_spawn.next_turn \"$($turn_number + $boss_spawn.turn_delay)\"}\n\n {VARIABLE boss_spawn_sequence demon}\n\n [fire_event]\n name=boss spawn controller\n [/fire_event]\n\n {VARIABLE boss_spawn_sequence shaxthal}\n\n [fire_event]\n name=boss spawn controller\n [/fire_event]\n\n {CLEAR_VARIABLE boss_spawn_sequence}\n [/event]\n\n [event]\n name=boss spawn controller\n first_time_only=no\n\n {VARIABLE_DEFAULT boss_spawn_sequence demon} # failsafe\n\n [count_units]\n side=2\n [filter_wml]\n [variables]\n boss_spawn_sequence=$boss_spawn_sequence\n [/variables]\n [/filter_wml]\n variable=spawns_current\n [/count_units]\n\n {VARIABLE spawns_needed \"$($boss_spawn.$boss_spawn_sequence|_cap - $spawns_current)\"}\n\n # Copy spawn location set into a new variable so we can remove any\n # locations used during one sequence in order to avoid spawning\n # more than one unit per location.\n\n [set_variables]\n name=spawn_locs\n mode=replace\n to_variable=boss_spawn.$boss_spawn_sequence|_locs\n [/set_variables]\n\n {BUG_ON ({VARIABLE_NUMERICAL_EQUALS spawn_locs.length 0}) ()}\n\n [repeat]\n times=$spawns_needed\n [do]\n {VARIABLE_RANDOM r \"0..$($spawn_locs.length - 1)\"}\n {VARIABLE_RANDOM t $boss_spawn.$boss_spawn_sequence|_types}\n\n {VARIABLE sx $spawn_locs[$r].x}\n {VARIABLE sy $spawn_locs[$r].y}\n\n [store_direction]\n from_x,from_y=$sx,$sy\n [to]\n {I_BOSS_LOC}\n [/to]\n variable=d\n [/store_direction]\n\n [unit]\n side=2\n animate=yes\n type=$t\n facing=$d\n x,y=$spawn_locs[$r].x,$spawn_locs[$r].y\n generate_name=yes\n random_traits=yes\n random_gender=yes\n [variables]\n boss_spawn_sequence=$boss_spawn_sequence\n [/variables]\n [/unit]\n {NO_UPKEEP_NO_OVERLAY}\n\n {CLEAR_VARIABLE spawn_locs[$r]}\n\n {CLEAR_VARIABLE d,r,sx,sy,t}\n [/do]\n [/repeat]\n\n {CLEAR_VARIABLE spawn_locs,spawns_needed,spawns_current}\n [/event]\n\n #\n # Damage absorption logic for Mal Hekuba.\n #\n\n [event]\n name=attacker hits\n first_time_only=no\n [filter]\n side=1\n [/filter]\n [filter_second]\n id=Mal Hekuba\n [/filter_second]\n\n {BOSS_ABSORB_FULL_DAMAGE (id=Mal Hekuba)}\n\n [fire_event]\n name=invincibility taunt\n [/fire_event]\n [/event]\n\n [event]\n name=defender hits\n first_time_only=no\n [filter_second]\n side=1\n [/filter_second]\n [filter]\n id=Mal Hekuba\n [/filter]\n\n {BOSS_ABSORB_FULL_DAMAGE (id=Mal Hekuba)}\n\n [fire_event]\n name=invincibility taunt\n [/fire_event]\n [/event]\n\n [event]\n name=invincibility taunt\n first_time_only=yes\n [message]\n speaker=Mal Hekuba\n message= _ \"Attacking me is futile!\"\n [/message]\n [/event]\n\n ############################################################################\n #\n # BOSS FIGHT STAGE 2\n #\n ############################################################################\n\n [event]\n name=boss stage 2\n first_time_only=yes\n\n {VARIABLE boss_stage 2}\n\n {LOCK_VIEW}\n\n {CLEAR_LABELS}\n\n [message]\n speaker=Elynia\n message= _ \"The more time passes, the more energy fills the place and binds our worlds together. I must go and try to destroy that lich by myself.\"\n [/message]\n\n {FACE_UNIT (id=Anya) (id=Elynia)}\n\n [message]\n speaker=Anya\n message= _ \"Elynia? No! If you go he will\u2014\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I am well aware, but I\u2019m also the only one who can wield this staff and not become corrupted by the power of the Ruby. Using it to vanquish this evil... if my own sacrifice is necessary, I will gladly accept my fate. There\u2019s nothing left in Irdya for me now, and there will certainly be nothing for you all if this fiend succeeds.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"I\u2014 I\u2014\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n {FACE_UNIT (id=Elynia) (id=Anya)}\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"You cannot go with me, for someone must survive the ordeal to pass the news on to our allies. You are a very smart girl, and I\u2019m sure you all will be able to escape together with your power.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n {FACE_LOCATION (id=Elynia) ({I_BOSS_LOC})}\n\n [message]\n speaker=Elynia\n message= _ \"I must go now.\"\n [/message]\n\n {FACE_UNIT (id=Durvan) (id=Elynia)}\n\n [message]\n speaker=Durvan\n message= _ \"Elynia, my lady... Good luck!\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"(tearful) Elynia! Don\u2019t die up there! Please!\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"(muttering to herself) I can only try.\"\n [/message]\n\n [object]\n name= _ \"Darkness Flight\"\n description= _ \"Elynia is now able to fly over chasms.\"\n image=\"icons/jewelry_butterfly_pin.png\"\n duration=scenario\n [filter]\n id=Elynia\n [/filter]\n [effect]\n apply_to=movement_costs\n replace=true\n [movement_costs]\n unwalkable=1\n [/movement_costs]\n [/effect]\n [/object]\n\n # Switch leaders\n\n [store_unit]\n [filter]\n id=Elynia\n [/filter]\n variable=elynia_store\n [/store_unit]\n [store_unit]\n [filter]\n id=Anya\n [/filter]\n variable=anya_store\n [/store_unit]\n\n [set_variables]\n name=elynia_store\n mode=merge\n [literal]\n canrecruit=no\n {IS_HERO}\n [/literal]\n [/set_variables]\n\n {VARIABLE anya_store.canrecruit yes}\n {CLEAR_VARIABLE anya_store.overlays}\n {CLEAR_VARIABLE anya_store.ellipse}\n\n [unstore_unit]\n variable=elynia_store\n find_vacant=no\n [/unstore_unit]\n [unstore_unit]\n variable=anya_store\n find_vacant=no\n [/unstore_unit]\n\n [object]\n silent=yes\n duration=scenario\n [filter]\n id=Elynia\n [/filter]\n [effect]\n apply_to=loyal\n [/effect]\n [/object]\n\n {CLEAR_VARIABLE anya_store,elynia_store}\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Attack Mal Hekuba with Elynia\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Durvan\")}\n\n {TURNS_RUN_OUT}\n\n {I_PORTAL_NOTES}\n )}\n\n {UNLOCK_VIEW}\n\n [event]\n name=moveto\n [filter]\n id=Elynia\n [filter_adjacent]\n id=Mal Hekuba\n [/filter_adjacent]\n [/filter]\n\n {LOCK_VIEW}\n\n {FACE_UNIT (id=Elynia) (id=Mal Hekuba)}\n\n {FACE_UNIT (id=Mal Hekuba) (id=Elynia)}\n\n [message]\n speaker=Mal Hekuba\n message= _ \"And just what are you doing now?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I\u2019m going to destroy you!\"\n [/message]\n\n {UNLOCK_VIEW}\n\n #\n # Needed so Elynia can't be hit and killed before the next sequence.\n #\n\n {FORCE_CHANCE_TO_HIT () (id=Elynia) 0 (\n {VARIABLE_NUMERICAL_EQUALS boss_stage 2}\n [or]\n {VARIABLE_NUMERICAL_EQUALS boss_stage 3}\n [/or]\n )}\n\n [event]\n name=attack end\n [filter]\n id=Elynia\n [/filter]\n [filter_second]\n id=Mal Hekuba\n [/filter_second]\n\n [fire_event]\n name=boss stage 3\n [/fire_event]\n [/event]\n\n [event]\n name=attack end\n [filter_second]\n id=Elynia\n [/filter_second]\n [filter]\n id=Mal Hekuba\n [/filter]\n\n [fire_event]\n name=boss stage 3\n [/fire_event]\n [/event]\n [/event]\n [/event]\n\n ############################################################################\n #\n # BOSS FIGHT STAGE 3\n #\n ############################################################################\n\n [event]\n name=boss stage 3\n first_time_only=yes\n\n {VARIABLE boss_stage 3}\n\n {LOCK_VIEW}\n\n {CLEAR_LABELS}\n\n {FACE_UNIT (id=Elynia) (id=Mal Hekuba)}\n\n {FACE_UNIT (id=Mal Hekuba) (id=Elynia)}\n\n [message]\n speaker=Mal Hekuba\n message= _ \"How pathetic.\"\n [/message]\n\n [animate_attack]\n [filter]\n id=Elynia\n [/filter]\n [filter_second]\n id=Mal Hekuba\n [/filter_second]\n [filter_attack]\n range=ranged\n [/filter_attack]\n kill=no\n amount=\"$($this_unit.hitpoints * 0.75)\"\n animate,fire_event=yes,no\n #experience=no\n [/animate_attack]\n\n [message]\n speaker=Mal Hekuba\n message= _ \"Have you not learned anything after your friends\u2019 vain sacrifices, Elynia? Have you not learned to GIVE UP?\"\n [/message]\n\n [store_unit]\n [filter]\n id=Elynia\n [/filter]\n kill=no\n variable=elynia_store\n [/store_unit]\n\n {COLOR_ADJUST 63 0 0}\n {COLOR_ADJUST 127 0 0}\n {COLOR_ADJUST 255 0 0}\n\n#define I_HEKUBA_MUST_FACE_ELYNIA\n {FACE_UNIT (id=Mal Hekuba) (id=Elynia)}\n#enddef\n\n#define I_ATTACK_ELYNIA\n {I_HEKUBA_MUST_FACE_ELYNIA}\n\n [animate_attack]\n [filter]\n id=Elynia\n [/filter]\n [filter_second]\n id=Mal Hekuba\n [/filter_second]\n [filter_attack]\n range=ranged\n [/filter_attack]\n kill=no\n amount=$this_unit.hitpoints\n animate,fire_event=yes,no\n #experience=no\n [/animate_attack]\n#enddef\n\n {I_ATTACK_ELYNIA}\n\n [store_unit]\n [filter]\n id=Elynia\n [/filter]\n kill=no\n variable=elynia_original_store\n [/store_unit]\n\n [object]\n silent=yes\n [filter]\n id=Elynia\n [/filter]\n {I_EFFECT_CANNOT_MOVE}\n [effect]\n apply_to=variation\n name=injured\n [/effect]\n [/object]\n\n {COLOR_ADJUST 127 0 0}\n {COLOR_ADJUST 63 0 0}\n {COLOR_ADJUST 0 0 0}\n\n {FACE_UNIT (id=Anya) (id=Elynia)}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"ELYNIA!\"\n [/message]\n\n [message]\n speaker=Mal Hekuba\n message= _ \"Why won\u2019t you just accept your fate and DIE?!\"\n [/message]\n\n [repeat]\n times=3\n [do]\n {I_ATTACK_ELYNIA}\n [/do]\n [/repeat]\n\n [message]\n speaker=Anya\n message= _ \"We must do something!\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"If Elynia herself doesn\u2019t have the power to destroy that lich, I don\u2019t think there\u2019s anything we can do about it...\"\n [/message]\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Survive until the opportunity to destroy Mal Hekuba presents itself\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Durvan\")}\n\n {I_PORTAL_NOTES}\n )}\n\n {VARIABLE boss_stage 3}\n\n {UNLOCK_VIEW}\n\n [event]\n delayed_variable_substitution=no\n name=\"side 2 turn $($turn_number + 1)\"\n {I_HEKUBA_MUST_FACE_ELYNIA}\n [message]\n speaker=Mal Hekuba\n message= _ \"It\u2019s too late to stop me!\"\n [/message]\n [/event]\n\n [event]\n delayed_variable_substitution=no\n name=\"side 2 turn $($turn_number + 2)\"\n {I_HEKUBA_MUST_FACE_ELYNIA}\n [message]\n speaker=Mal Hekuba\n message= _ \"There\u2019s absolutely nothing you can do!\"\n [/message]\n [/event]\n\n [event]\n delayed_variable_substitution=no\n name=\"turn $($turn_number + 3)\"\n {I_HEKUBA_MUST_FACE_ELYNIA}\n [fire_event]\n name=boss stage 4\n [/fire_event]\n [/event]\n\n # Continue torturing Elynia every turn.\n #\n # It's not currently possible to stop unit deaths in \"attacker/defender\n # hits\" event handlers by any obvious means (FIXME: bug?), so we change\n # her side for the duration of side 2 turns to a dual ally side (8) in\n # order for the AI to not attack her; then Mal Hekuba's attacks are\n # animated every time in WML. Her unit is switched back to side 1's\n # control in player turns.\n #\n # This mechanism is rather unelegant, but at least permits safely\n # forcing all AI sides to ignore her for target evaluation.\n #\n\n [event]\n name=side 2 turn\n first_time_only=no\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS boss_stage 3}\n [/filter_condition]\n\n {MODIFY_UNIT (id=Elynia) side 8}\n\n {I_ATTACK_ELYNIA}\n [/event]\n\n [event]\n name=side 1 turn refresh\n first_time_only=no\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS boss_stage 3}\n [/filter_condition]\n\n [store_unit]\n [filter]\n id=Elynia\n [/filter]\n variable=elynia_store\n [/store_unit]\n\n [set_variables]\n name=elynia_store\n mode=merge\n [literal]\n attacks_left=0\n moves=0\n resting=no\n side=1\n [/literal]\n [/set_variables]\n\n [unstore_unit]\n variable=elynia_store\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE elynia_store}\n [/event]\n [/event]\n\n ############################################################################\n #\n # BOSS FIGHT STAGE 4\n #\n ############################################################################\n\n [event]\n name=boss stage 4\n first_time_only=no\n\n {VARIABLE boss_stage 4}\n\n {LOCK_VIEW}\n\n {CLEAR_LABELS}\n\n {FACE_UNIT (id=Mal Hekuba) (id=Elynia)}\n\n [fade_out_music]\n duration=500\n [/fade_out_music]\n\n [fade_out_sound_effects]\n duration=500\n [/fade_out_sound_effects]\n\n [store_locations]\n [filter]\n id=Elynia\n [/filter]\n variable=elynia_current_loc\n [/store_locations]\n\n {FORCE_CHANCE_TO_HIT (\n [not]\n id=Mal Hekuba\n [/not]\n ) (id=Elynia) 20 ()}\n\n {FORCE_CHANCE_TO_HIT (id=Mal Hekuba) (id=Elynia) 0 ()}\n\n [message]\n speaker=Mal Hekuba\n message= _ \"Have you had enough already?\"\n [/message]\n\n [message]\n speaker=Mal Hekuba\n message= _ \"No?\"\n [/message]\n\n {REPLACE_SCENARIO_MUSIC \"the_high_kings_march.ogg\"}\n\n [message]\n speaker=narrator\n image=\"misc/blank-hex.png\"\n message= _ \"... Don\u2019t forget that you are here fighting for a greater cause...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"... I...\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Mal Hekuba\n message= _ \"Stupid little vermin...\"\n [/message]\n\n [remove_shroud]\n side=1\n x= 8-20, 9-11\n y=21-27,28\n terrain=!,X*,X*^*,*^X*\n [/remove_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [modify_side]\n side=3\n controller=ai\n hidden=no\n [/modify_side]\n\n [unit]\n side=3\n #canrecruit=yes\n type=Shaxthal Infiltrator\n id=Ivyel\n name= _ \"Ivyel\"\n facing=ne\n x,y=9,28\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n [/modifications]\n [/unit]\n\n [store_locations]\n [filter_adjacent_location]\n {I_BOSS_LOC}\n [/filter_adjacent_location]\n [not]\n [filter][/filter]\n [/not]\n variable=vacant_locs\n [/store_locations]\n\n [if]\n {VARIABLE_NUMERICAL_GREATER_THAN vacant_locs.length 0}\n [then]\n {VARIABLE_RANDOM r \"0..$($vacant_locs.length - 1)\"}\n {MOVE_UNIT (id=Ivyel) \"10,12,17,23,$vacant_locs[$r].x\" \"27,26,24,21,$vacant_locs[$r].y\"}\n {CLEAR_VARIABLE r}\n [/then]\n [else]\n {MOVE_UNIT (id=Ivyel) \"10,12,17,23\" \"27,26,24,21\"}\n [/else]\n [/if]\n\n {CLEAR_VARIABLE vacant_locs}\n\n # Force re-center\n [scroll_to_unit]\n id=Mal Hekuba\n [/scroll_to_unit]\n\n {FACE_UNIT (id=Mal Hekuba) (id=Ivyel)}\n\n [message]\n speaker=Mal Hekuba\n message= _ \"Ah, Ivyel, at long last! It\u2019s good to see you again... This pitiful creature is hindering me. Could you sweep her away for me?\"\n [/message]\n\n [fade_in_sound_effects]\n duration=250\n [/fade_in_sound_effects]\n\n {VARIABLE elynia_original_store.x $elynia_current_loc.x}\n {VARIABLE elynia_original_store.y $elynia_current_loc.y}\n\n [unstore_unit]\n # Not removed now, we still need to restore her stats\n # before the end of the scenario!\n variable=elynia_original_store\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE elynia_current_loc}\n\n [heal_unit]\n [filter]\n id=Elynia\n [/filter]\n amount=\"full\"\n animate=yes\n restore_statuses=yes\n [/heal_unit]\n\n [modify_unit]\n [filter]\n id=Elynia\n [/filter]\n attacks_left=$this_unit.max_attacks\n moves=$this_unit.max_moves\n level=\"$($this_unit.level + 1)\"\n [/modify_unit]\n\n {I_HEKUBA_MUST_FACE_ELYNIA}\n\n [message]\n speaker=Mal Hekuba\n message= _ \"... What\u2019s this?\"\n [/message]\n\n {FACE_UNIT (id=Anya) (id=Elynia)}\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"... I cannot be defeated by the likes of you...\"\n [/message]\n\n [object]\n silent=yes\n [filter]\n id=Elynia\n [/filter]\n [effect]\n apply_to=\"attack\"\n name=faerie fire\n increase_damage=1\n increase_attacks=1\n [/effect]\n [effect]\n apply_to=\"hitpoints\"\n heal_full=yes\n increase_total=20%\n [/effect]\n [effect]\n apply_to=\"image_mod\"\n add=\"CS(32,32,32)\"\n [/effect]\n [/object]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"... I am the Lady of Light...\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"... even without my former power, I shall destroy you...\"\n [/message]\n\n [message]\n speaker=Mal Hekuba\n message= _ \"Of course not. TAKE HER DOWN!\"\n [/message]\n\n {FACE_UNIT (id=Elynia) (id=Ivyel)}\n\n {FACE_UNIT (id=Ivyel) (id=Elynia)}\n\n [message]\n speaker=Durvan\n message= _ \"What\u2019s she going to do? Does she have a plan?\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"I am not sure. It appears she wants to attack the infiltrator creature...\"\n [/message]\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Destroy Ivyel\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Durvan\")}\n\n {TURNS_RUN_OUT}\n\n {I_PORTAL_NOTES}\n )}\n\n {UNLOCK_VIEW}\n\n [event]\n name=last breath\n [filter]\n id=Ivyel\n [/filter]\n\n {LOCK_VIEW}\n\n {CLEAR_LABELS}\n\n {FACE_UNIT (id=Elynia) (id=Ivyel)}\n\n [message]\n speaker=Elynia\n message= _ \"This is your end, Mal Hekuba...\"\n [/message]\n\n {REPLACE_SCENARIO_MUSIC \"silence.ogg\"}\n\n {REMOVE_SOUND_SOURCE cave_sound_source,water_sound_source}\n\n #\n # TODO: ensure Elynia and Ivyel are in adjacent hexes (?)\n #\n\n [if]\n [have_unit]\n id=Elynia\n [filter_adjacent]\n id=Ivyel\n [/filter_adjacent]\n [/have_unit]\n [then]\n [animate_attack]\n [filter]\n id=Ivyel\n [/filter]\n [filter_second]\n id=Elynia\n [/filter_second]\n [filter_attack]\n range=melee\n [/filter_attack]\n kill=yes\n animate=yes\n fire_event=no\n amount=1\n #experience=no\n [/animate_attack]\n [/then]\n [else]\n [kill]\n id=Ivyel\n animate=yes\n fire_event=no\n [/kill]\n [/else]\n [/if]\n\n [message]\n speaker=Elynia\n message= _ \"... Irdya is not yours to destroy!\"\n [/message]\n\n {QUAKE ({SOUND_LIST:COLLAPSING_FACILITY})}\n\n {FLASH_RED (\n [harm_unit]\n [filter]\n id=Mal Hekuba\n [/filter]\n kill=no\n amount=$this_unit.hitpoints\n animate,fire_event=yes,no\n [/harm_unit]\n )}\n\n [message]\n speaker=Mal Hekuba\n message= _ \"AAAAAAAARRGH!\"\n [/message]\n\n [store_unit]\n [filter]\n type=Verlissh Control Spire\n [/filter]\n kill=no\n variable=spires_store\n [/store_unit]\n\n {QUAKE ({SOUND_LIST:COLLAPSING_FACILITY})}\n\n {QUAKE ({SOUND_LIST:COLLAPSING_FACILITY})}\n\n [foreach]\n array=spires_store\n variable=spire\n [do]\n {FLASH_RED (\n {VARIABLE spire.hitpoints 1}\n\n [unstore_unit]\n variable=spire\n find_vacant=no\n text=\"$spire.max_hitpoints\" # wmllint: ignore\n {COLOR_HARM}\n [/unstore_unit]\n\n [object]\n [filter]\n x,y=$spire.x,$spire.y\n [/filter]\n [effect]\n apply_to=variation\n name=low\n [/effect]\n silent=yes\n [/object]\n )}\n [/do]\n [/foreach]\n\n {FLASH_RED ({QUAKE ({SOUND_LIST:COLLAPSING_FACILITY})})}\n\n [message]\n speaker=Mal Hekuba\n message= _ \"WHAT HAVE YOU DONE?\"\n [/message]\n\n {FLASH_RED ()}\n\n {QUAKE ({SOUND_LIST:COLLAPSING_FACILITY})}\n\n {QUAKE ({SOUND_LIST:COLLAPSING_FACILITY})}\n\n [store_unit]\n [filter]\n id=Anya\n [/filter]\n variable=anya_store\n kill=yes\n [/store_unit]\n\n [set_variables]\n name=anya_store\n mode=merge\n [literal]\n canrecruit=no\n {IS_HERO}\n x,y=recall,recall\n [/literal]\n [/set_variables]\n\n {CLEAR_VARIABLE elynia_original_store.overlays}\n {CLEAR_VARIABLE elynia_original_store.ellipse}\n\n [set_variables]\n name=elynia_original_store\n mode=merge\n [literal]\n canrecruit=yes\n x,y=recall,recall\n [/literal]\n [/set_variables]\n\n [unstore_unit]\n variable=anya_store\n find_vacant=no\n [/unstore_unit]\n\n [kill]\n id=Elynia\n [/kill]\n\n [unstore_unit]\n variable=elynia_original_store\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE elynia_original_store,anya_store}\n\n {PUT_TO_RECALL_LIST (side=1)}\n\n [scroll_to_unit]\n id=Mal Hekuba\n [/scroll_to_unit]\n\n {QUAKE ({SOUND_LIST:COLLAPSING_FACILITY})}\n\n [repeat]\n times=3\n [do]\n {FLASH_RED (\n [animate_unit]\n [filter]\n id=Mal Hekuba\n [/filter]\n flag=defend\n hits=hit\n with_bars=yes\n [primary_attack]\n range=ranged\n [/primary_attack]\n [secondary_attack]\n range=ranged\n [/secondary_attack]\n [/animate_unit]\n )}\n [/do]\n [/repeat]\n\n [kill]\n id=Mal Hekuba\n animate=yes\n fire_event=no\n [/kill]\n\n [remove_item]\n {I_BOSS_LOC}\n [/remove_item]\n\n [item]\n {I_BOSS_LOC}\n image=\"items/ball-magenta.png~CS(25,25,25)\"\n halo=\"halo/heart-aura.png\"\n [/item]\n\n {COLOR_ADJUST 96 0 0}\n\n [redraw][/redraw]\n\n [delay]\n time=250\n [/delay]\n\n [remove_item]\n {I_BOSS_LOC}\n [/remove_item]\n\n [item]\n {I_BOSS_LOC}\n image=\"items/ball-magenta.png~CS(50,50,50)\"\n halo=\"halo/heart-aura.png~SCALE(450,450)~BL(1)\"\n [/item]\n\n {COLOR_ADJUST 196 0 0}\n\n [redraw][/redraw]\n\n [delay]\n time=250\n [/delay]\n\n [remove_item]\n {I_BOSS_LOC}\n [/remove_item]\n\n [item]\n {I_BOSS_LOC}\n image=\"items/ball-magenta.png~CS(120,120,120)\"\n halo=\"halo/heart-aura.png~SCALE(675,675)~BL(2)\"\n [/item]\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n {COLOR_ADJUST 500 0 0}\n\n [sound]\n name=break.ogg\n [/sound]\n\n [delay]\n time=500\n [/delay]\n\n [sound]\n name={SOUND_LIST:EXPLOSION}\n [/sound]\n\n [remove_item]\n {I_BOSS_LOC}\n [/remove_item]\n\n [kill]\n {NOT_ON_RECALL_LIST}\n fire_event=no\n animate=no\n [/kill]\n\n [terrain]\n {I_BOSS_LOC}\n radius=1\n [or]\n terrain=Qxua\n [/or]\n terrain=Qxu\n [/terrain]\n\n [sound]\n name={SOUND_LIST:EXPLOSION}\n [/sound]\n\n {COLOR_ADJUST 0 0 0}\n\n [redraw][/redraw]\n\n [sound]\n name={SOUND_LIST:COLLAPSING_FACILITY}\n [/sound]\n\n [delay]\n time=250\n [/delay]\n\n #\n # Fade to black\n #\n\n#define I_NOISY_FADE_STEP _VALUE _DELAY\n {FADE_STEP ({_VALUE}) ({_DELAY})}\n\n [sound]\n name={SOUND_LIST:COLLAPSING_FACILITY}\n [/sound]\n#enddef\n\n {I_NOISY_FADE_STEP -32 250}\n\n {I_NOISY_FADE_STEP -64 250}\n {I_NOISY_FADE_STEP -96 250}\n {I_NOISY_FADE_STEP -128 250}\n {I_NOISY_FADE_STEP -160 250}\n {I_NOISY_FADE_STEP -192 250}\n {I_NOISY_FADE_STEP -224 250}\n\n [remove_item][/remove_item]\n\n [replace_schedule]\n {NEUTRAL_TOD} {SCHEDULE_LIGHTING 0 -20 -20}\n [/replace_schedule]\n\n [terrain]\n # Everywhere\n terrain=Xv\n [/terrain]\n\n [modify_side]\n side=1\n shroud=no\n [/modify_side]\n\n [redraw][/redraw]\n\n {I_NOISY_FADE_STEP -500 750}\n\n {UNLOCK_VIEW}\n\n {ENDLEVEL_QUIET}\n [/event]\n [/event]\n\n#undef I_BOSS_LOC\n\n [event]\n name=victory\n {CLEAR_VARIABLE boss_spawn,boss_stage,elynia_original_store}\n [/event]\n\n#undef I_ATTACK_ELYNIA\n#undef I_CORE_LOCS\n#undef I_PORTAL_NOTES\n#undef I_NOISY_FADE_STEP\n#undef I_HEKUBA_MUST_FACE_ELYNIA\n#undef I_EFFECT_CANNOT_MOVE\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=12_Fate\n name= _ \"Fate\"\n {MAP 12_Fate.map}\n turns=-1\n next_scenario=null\n victory_when_enemies_defeated=no\n\n {FULLSCREEN_CUTSCENE_UI}\n\n {SCENARIO_MUSIC \"underground.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n\n {LONGDARK4}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=player\n team_name=good\n user_team_name= _ \"team_name^Elynia\"\n\n village_gold,gold=0,0\n {NO_INCOME}\n\n fog=yes\n # This is solely to prevent a map snapshot from being used in the\n # Load Game menu when all terrain grahics are loaded. The shroud\n # is disabled later during prestart.\n shroud=yes\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA}\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n team_name=evil\n user_team_name= _ \"team_name^Elyssa\"\n color=gold\n controller=null\n {CHAOS_FLAG}\n\n village_gold,gold=0,0\n {NO_INCOME}\n\n hidden=yes\n no_leader=yes\n [/side]\n\n [side]\n side=3\n team_name=evil\n user_team_name= _ \"team_name^Elyssa\"\n color=orange\n controller=null\n {CHAOS_FLAG}\n\n village_gold,gold=0,0\n {NO_INCOME}\n\n hidden=yes\n no_leader=yes\n [/side]\n\n [event]\n name=prestart\n\n {VARIABLE_DEFAULT anya_has_mermaid_pendant no}\n\n {GLOBAL_TABLE:OPEN NAMESPACE={PERSISTENT_NS_ATS}}\n {GLOBAL_TABLE:WRITE anya_has_mermaid_pendant}\n {GLOBAL_TABLE:CLOSE}\n\n #\n # Store the heroes\u2019 stats for use in E3.\n # TODO: only store the crap we actually need, i.e. HP, XP, AMLA hints\n #\n\n {UNIT_TO_GLOBAL_STORE Elynia episode2_stats_elynia}\n\n # wmllint: recognize Anya\n {UNIT_TO_GLOBAL_STORE Anya episode2_stats_anya}\n\n # wmllint: recognize Durvan\n {UNIT_TO_GLOBAL_STORE Durvan episode2_stats_durvan}\n\n [modify_side]\n side=1\n gold=0\n [/modify_side]\n\n {BLACK_SCREEN}\n\n {APPLY_INJURED_VARIATION id=Elynia ne}\n\n [hide_unit]\n id=Elynia\n [/hide_unit]\n\n {LOCK_VIEW}\n\n [lua]\n code= <<\n function music_fade_in_fade_out(do_fadein)\n local function set_music_volume(percentage)\n wesnoth.fire(\"volume\", { music = percentage })\n end\n\n for k = 0, 100 do\n local v\n if do_fadein then v = k else v = 100 - k end\n set_music_volume(v)\n wesnoth.interface.delay(10)\n end\n end\n\n function music_fade_in() music_fade_in_fade_out(true) end\n\n function music_fade_out() music_fade_in_fade_out(false) end\n >>\n [/lua]\n\n#define F_CLEAR_SHROUD\n [remove_shroud]\n side=1\n # empty SLF matches all locations\n [/remove_shroud]\n#enddef\n\n#define F_FILL_SHROUD\n [place_shroud]\n side=1\n # empty SLF matches all locations\n [/place_shroud]\n#enddef\n [/event]\n\n#define F_SPIRIT _X _Y\n [delay]\n time=250\n [/delay]\n\n [scroll_to]\n x={_X}\n y={_Y}\n [/scroll_to]\n\n [store_direction]\n [from]\n x={_X}\n y={_Y}\n [/from]\n [to]\n [filter]\n id=Elynia\n [/filter]\n [/to]\n [/store_direction]\n\n [unit]\n side=3\n type=Fire Wraith\n x={_X}\n y={_Y}\n random_traits=yes\n generate_name=yes\n random_gender=yes\n upkeep=free\n facing=$direction\n animate=yes\n [/unit]\n\n [redraw][/redraw]\n\n {CLEAR_VARIABLE direction}\n#enddef\n\n [event]\n name=start\n\n {F_FILL_SHROUD}\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Severely injured, Elynia manages to escape from the underground base as the energy destroys Mal Hekuba and his minions.\"\n [/message]\n\n [sound]\n name={SOUND_LIST:COLLAPSING_FACILITY}\n [/sound]\n\n [delay]\n time=1000\n [/delay]\n\n [sound]\n name={SOUND_LIST:ELF_FEMALE_HIT}\n [/sound]\n\n [delay]\n time=2000\n [/delay]\n\n {F_CLEAR_SHROUD}\n\n {FADE_IN}\n\n [unhide_unit]\n id=Elynia\n [/unhide_unit]\n\n [item]\n # SE from Elynia\n x,y=18,9\n image=\"items/staff-elynia-niryone.png\"\n [/item]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Ungh...\" # wmllint: no spellcheck\n [/message]\n\n [delay]\n time=1500\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Just as she tries, to no avail, to stand up, Elynia senses the presence of creatures of some sort amidst the dense night fog.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n {F_SPIRIT 17 12}\n\n {F_SPIRIT 14 7}\n\n {F_SPIRIT 20 7}\n\n {F_SPIRIT 14 10}\n\n {F_SPIRIT 20 10}\n\n {F_SPIRIT 17 6}\n\n [delay]\n time=1500\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"And then...\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n #\n # Screen fade to black\n #\n\n [kill]\n # We won't need these again.\n type=Fire Wraith\n [/kill]\n\n [hide_unit][/hide_unit]\n\n {FADE_TO_BLACK}\n\n {F_FILL_SHROUD}\n\n #\n # End of fade to black.\n #\n\n [scroll_to_unit]\n id=Elynia\n {WARP}\n [/scroll_to_unit]\n\n [lua]\n code= << music_fade_out() >> # 1000 ms delay\n [/lua]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"... darkness.\"\n [/message]\n\n [delay]\n time=2000\n [/delay]\n\n [message]\n speaker=narrator\n image=misc/blank-hex.png\n message= _ \"I cannot bring myself to kill someone so much weaker than I.\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=narrator\n caption= _ \"Elynia\"\n image=misc/blank-hex.png\n # po: The implication is not only that Elynia is hearing words she\n # po: herself uttered once (near the end of IftU), but also that\n # po: she is hearing them in her voice, possibly as a result of a\n # po: head trauma-induced hallucination.\n message= _ \"Are those my words?\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=narrator\n image=misc/blank-hex.png\n message= _ \"(in a seductive tone) It would be unfair... and cruel...\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=narrator\n caption= _ \"Elynia\"\n image=misc/blank-hex.png\n # po: See the previous implication. This is why the line is \"who\n # po: are you?\" and not \"who is there?\".\n message= _ \"Who are you?\"\n [/message]\n\n [delay]\n time=2000\n [/delay]\n\n # wmllint: recognize Elyssa\n [hidden_unit]\n {CHARACTER_STATS_ELYSSA}\n side=2\n canrecruit=yes\n #x,y=1,1\n x,y=18,8\n facing=sw\n [/hidden_unit]\n\n [lua]\n code= << music_fade_in() >> # 1000 ms delay\n [/lua]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n # po: Take note of the description. She continues to do this for\n # po: the remainder of the scene.\n message= _ \"The demoness stared directly into her eyes, with a deeply unsettling, emotionless expression.\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Elynia was still unable to stand up and defend herself.\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"As Elyssa bent down to reach her head, Elynia prepared for the inevitable.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"But instead of dealing the killing blow, Elyssa stroked the elf\u2019s hair \u2014 the expression on her face unchanged \u2014 and continued to speak in a soft tone of voice.\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"I don\u2019t want to kill you.\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elyssa\n # po: \"He\" refers to Argan.\n message= _ \"You spared my life, just like he did.\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elyssa\n # po: No, she isn't sorry. Unfortunately there's pretty much no\n # po: way to convey this in direct written speech, so we only have\n # po: the previous description of an emotionless expression. You\n # po: could say she is being sardonic about it all; after all, she\n # po: also knows for a fact that Elynia won't actually step aside.\n # po: Finally, the person who \"didn't give [her] a choice\" is\n # po: Uria.\n message= _ \"I\u2019m truly sorry about your friends. She didn\u2019t give me a choice. Now, just let me take what I need, and die in peace if you need to \u2014 otherwise, don\u2019t inconvenience us anymore and I\u2019ll never cause you any harm again.\"\n [/message]\n\n [remove_item]\n x,y=18,9\n [/remove_item]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Elynia felt the exchange could have taken place at a better time, and not during such a terrible display of weakness.\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n #\n # NOTE: This line uses the internal monologue convention even though\n # she is addressing Elyssa. This is on purpose.\n #\n [message]\n speaker=narrator\n caption= _ \"Elynia\"\n image=misc/blank-hex.png\n message= _ \"... Why... why do you do this...\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"... Because it\u2019s all I have left, my dear.\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n #\n # (Sudden) screen restore, unhiding all units.\n #\n\n {F_CLEAR_SHROUD}\n\n {RESET_SCREEN}\n\n [unhide_unit][/unhide_unit]\n\n [object]\n [filter]\n id=Elyssa\n [/filter]\n [effect]\n apply_to=variation\n name=e2s12_cutscene\n [/effect]\n silent=yes\n [/object]\n\n #\n # End of screen restore.\n #\n\n [move_unit]\n id=Elyssa\n to_x,to_y=20,9\n fire_event=no\n [/move_unit]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elyssa\n # po: Still sardonic.\n message= _ \"... And thank you for getting rid of that bothersome upstart for me.\"\n [/message]\n\n [move_unit]\n id=Elyssa\n # NOTE: just a bit into the fog, out of the player vision range\n to_x,to_y=25,12\n fire_event=no\n [/move_unit]\n\n [kill]\n fire_event=no\n animate=no\n [/kill]\n\n {FADE_TO_BLACK}\n\n {F_FILL_SHROUD}\n\n [delay]\n time=2000\n [/delay]\n\n [message]\n speaker=narrator\n image=misc/blank-hex.png\n message= _ \"... Elynia?\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n {APPEND_MUSIC \"into_the_shadows.ogg\"}\n\n {ENDLEVEL_QUIET} {NO_START_OF_SCENARIO_SAVE} {NO_REPLAY_SAVE}\n [/event]\n\n#undef F_CLEAR_SHROUD\n#undef F_FILL_SHROUD\n#undef F_SPIRIT\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#define CHARACTER_STATS_ELYNIA\n id=Elynia\n name= _ \"Elynia\"\n type=Sylvan Warden\n profile=\"portraits/elynia.png\"\n canrecruit=yes\n unrenamable=yes\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_DURVAN\n id=Durvan\n name= _ \"Durvan\"\n type=Trapper\n #profile=\"portraits/durvan.png\"\n {IS_HERO}\n unrenamable=yes\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_STRONG}\n {MOD_LOYAL_HERO}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_ANYA\n id=Anya\n name= _ \"Anya\"\n type=Night Nymph\n gender=female\n #profile=\"portraits/anya.png\"\n {IS_HERO}\n unrenamable=yes\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_RESILIENT}\n {MOD_LOYAL_HERO}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_IRYLEAN\n id=Irylean\n name= _ \"Irylean\"\n type=Necromancer\n gender=female\n #profile=\"portraits/irylean.png\"\n {IS_HERO}\n unrenamable=yes\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_INTELLIGENT}\n {TEAM_COLOR_OVERRIDE () white}\n {MOD_LOYAL_HERO}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_UNARYE\n id=Unarye\n name= _ \"Unarye\"\n type=Elvish Avatar\n #profile=\"portraits/unarye.png\"\n profile=\"portraits/elves/sylph.png~RIGHT()\"\n unrenamable=yes\n [modifications]\n {TRAIT_DEXTROUS}\n {TRAIT_INTELLIGENT}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_GENERAL_BARDYL\n id=General Bardyl\n name= _ \"General Bardyl\"\n type=Aragwaith Ancient Banner\n #profile=\"portraits/bardyl.png\"\n canrecruit=yes\n unrenamable=yes\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_KYARA\n id=Kyara\n name= _ \"Kyara\"\n type=Quenoth Marksman\n gender=female\n #profile=\"portraits/kyara.png\"\n {IS_HERO}\n unrenamable=yes\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_DEXTROUS}\n {MOD_LOYAL_HERO}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_HORO\n id=Horo\n name= _ \"Horo\"\n type=Orcish Warlord\n #profile=\"portraits/horo.png\"\n profile=\"portraits/orcs/grunt-5.png\"\n {IS_HERO}\n unrenamable=yes\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_RESILIENT}\n {MOD_LOYAL_HERO}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_CRON\n id=Cron\n name= _ \"Cron\"\n type=Troll Warrior\n profile=\"portraits/trolls/troll-hero-alt.png\"\n #profile=\"portraits/cron.png\"\n {IS_HERO}\n unrenamable=yes\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n {MOD_LOYAL_HERO}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_ERGEA\n id=Ergea\n name= _ \"Ergea\"\n type=Demon Hellbent Tide\n #profile=\"portraits/ergea.png\"\n {IS_HERO}\n unrenamable=yes\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n {MOD_LOYAL_HERO}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_DAEIRA\n id=Daeira\n name= _ \"Naiad\"\n type=Naiad\n #profile=\"portraits/daeira.png\"\n {IS_HERO}\n unrenamable=yes\n [modifications]\n {TRAIT_DEXTROUS}\n {TRAIT_INTELLIGENT}\n {MOD_LOYAL_HERO}\n\n [object]\n [effect]\n apply_to=image_mod\n add=\"RC(magenta>lightblue)\"\n [/effect]\n [/object]\n [/modifications]\n#enddef\n\n#define RECALL_DURVAN\n {RECALL_CHARACTER ({CHARACTER_STATS_DURVAN})}\n#enddef\n#define RECALL_DURVAN_AT_LOCATION _X _Y\n {RECALL_CHARACTER_AT ({CHARACTER_STATS_DURVAN}) ({_X}) ({_Y})}\n#enddef\n\n#define RECALL_ANYA\n {RECALL_CHARACTER ({CHARACTER_STATS_ANYA})}\n#enddef\n#define RECALL_ANYA_AT_LOCATION _X _Y\n {RECALL_CHARACTER_AT ({CHARACTER_STATS_ANYA}) ({_X}) ({_Y})}\n#enddef\n\n#define RECALL_IRYLEAN\n {RECALL_CHARACTER ({CHARACTER_STATS_IRYLEAN})}\n#enddef\n#define RECALL_IRYLEAN_AT_LOCATION _X _Y\n {RECALL_CHARACTER_AT ({CHARACTER_STATS_IRYLEAN}) ({_X}) ({_Y})}\n#enddef\n\n#define RECALL_KYARA\n {RECALL_CHARACTER ({CHARACTER_STATS_KYARA})}\n [+unit]\n side=2\n [/unit]\n#enddef\n#define RECALL_KYARA_AT_LOCATION _X _Y\n {RECALL_CHARACTER_AT ({CHARACTER_STATS_KYARA}) ({_X}) ({_Y})}\n [+unit]\n side=2\n [/unit]\n#enddef\n\n#define RECALL_HORO\n {RECALL_CHARACTER ({CHARACTER_STATS_HORO})}\n [+unit]\n side=2\n [/unit]\n#enddef\n#define RECALL_HORO_AT_LOCATION _X _Y\n {RECALL_CHARACTER_AT ({CHARACTER_STATS_HORO}) ({_X}) ({_Y})}\n [+unit]\n side=2\n [/unit]\n#enddef\n\n#define RECALL_CRON\n {RECALL_CHARACTER ({CHARACTER_STATS_CRON})}\n#enddef\n#define RECALL_CRON_AT_LOCATION _X _Y\n {RECALL_CHARACTER_AT ({CHARACTER_STATS_CRON}) ({_X}) ({_Y})}\n#enddef\n\n#define RECALL_ERGEA\n {RECALL_CHARACTER ({CHARACTER_STATS_ERGEA})}\n#enddef\n#define RECALL_ERGEA_AT_LOCATION _X _Y\n {RECALL_CHARACTER_AT ({CHARACTER_STATS_ERGEA}) ({_X}) ({_Y})}\n#enddef\n\n#define RECALL_ELYSSA\n {RECALL_CHARACTER (\n {CHARACTER_STATS_ELYSSA}\n canrecruit=yes\n type=Guardian of Darkness Elyssa\n )}\n#enddef\n#define RECALL_ELYSSA_AT_LOCATION _X _Y\n {RECALL_CHARACTER_AT (\n {CHARACTER_STATS_ELYSSA}\n canrecruit=yes\n type=Guardian of Darkness Elyssa\n ) ({_X}) ({_Y})}\n#enddef\n\n#define RECALL_DAEIRA\n [recall]\n id=Daeira\n show=no\n [/recall]\n#enddef\n\n#define RECALL_DAEIRA_AT_LOCATION _X _Y\n [recall]\n id=Daeira\n x={_X}\n y={_Y}\n show=no\n [/recall]\n#enddef\n\n#define AMLA_MENU_HINT\n {AMLA_MENU_HINT:BASE ( _ \"Certain high-level units in this campaign under your control \u2014 such as Elynia and Anya \u2014 have special After Maximum Level Advancements (AMLAs). You can learn more about those by right-clicking applicable units and choosing the Unit Advancements option.\")}\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#define F_DEATHS\n {F_DEATH_ELYNIA}\n {F_DEATH_ANYA}\n {F_DEATH_DURVAN}\n {F_DEATH_IRYLEAN}\n {F_DEATH_IGOR}\n#enddef\n\n#define G_DEATHS\n {F_DEATH_ELYNIA}\n {F_DEATH_ANYA}\n {F_DEATH_DURVAN}\n {F_DEATH_IRYLEAN}\n {F_DEATH_IGOR}\n {G_DEATH_HORO}\n {G_DEATH_KYARA}\n {G_DEATH_BARDYL}\n#enddef\n\n#define H_DEATHS\n {H_DEATH_ANYA}\n {H_DEATH_DURVAN}\n {H_DEATH_IRYLEAN}\n {H_DEATH_IGOR}\n {H_DEATH_ERGEA}\n {H_DEATH_CRON}\n {H_DEATH_DAEIRA}\n#enddef\n\n#define I_DEATHS\n {I_DEATH_ELYNIA}\n {I_DEATH_ELYSSA}\n#enddef\n\n#define J_DEATHS\n {H_DEATH_DURVAN}\n {H_DEATH_IRYLEAN}\n {H_DEATH_IGOR}\n {H_DEATH_ERGEA}\n {H_DEATH_CRON}\n {H_DEATH_DAEIRA}\n#enddef\n\n#define K_DEATHS\n {K_DEATH_ELYNIA}\n {I_DEATH_ELYSSA}\n#enddef\n\n# Anya can fire last breath events prematurely when using her abscond ability\n# in this episode. Let's avoid that, shall we?\n#define ANYA_IS_NOT_ABSCONDING\n [+filter]\n [not]\n status=absconding\n [/not]\n [/filter]\n#enddef\n\n#define F_DEATH_ELYNIA\n {HERO_DEATH_BASE\n (Elynia)\n (\n [message]\n speaker=unit\n message= _ \"I... fall to the darkness.\"\n [/message]\n ) (\n [message]\n speaker=Anya\n message= _ \"No! Elynia, please!\"\n [/message]\n )}\n#enddef\n\n#define F_DEATH_ANYA\n {HERO_DEATH_BASE\n (Anya)\n (\n {ANYA_IS_NOT_ABSCONDING}\n [message]\n speaker=unit\n message= _ \"No... Elynia... save me...\"\n [/message]\n ) (\n [message]\n speaker=Elynia\n message= _ \"No... NO!\"\n [/message]\n )}\n#enddef\n\n#define F_DEATH_DURVAN\n {HERO_DEATH_BASE\n (Durvan)\n (\n [message]\n speaker=unit\n message= _ \"I guess... I will never see my home again...\"\n [/message]\n ) ()}\n#enddef\n\n#define F_DEATH_IRYLEAN\n {HERO_DEATH_BASE\n (Irylean)\n (\n [message]\n speaker=unit\n message= _ \"It is over for me...\"\n [/message]\n ) ()}\n#enddef\n\n#define F_DEATH_IGOR\n {MINOR_DEATH_EVENT\n (Igor)\n (\n [message]\n speaker=unit\n # po: He's referring to Galas and Mal Keshar.\n message= _ \"I couldn\u2019t... I couldn\u2019t avenge the elf friend and the scary lich...\"\n [/message]\n )\n (\n [message]\n speaker=Elynia\n message= _ \"I should have seen this coming... I\u2019m sorry we failed to protect you, friend. I\u2019m sorry...\"\n [/message]\n )}\n#enddef\n\n#define G_DEATH_KYARA\n {HERO_DEATH_BASE\n (Kyara)\n (\n [message]\n speaker=unit\n message= _ \"I don\u2019t think I\u2014 ARGH!\"\n [/message]\n ) ()}\n#enddef\n\n#define G_DEATH_HORO\n {HERO_DEATH_BASE\n (Horo)\n (\n [message]\n speaker=unit\n message= _ \"This couldn\u2019t be more untimely... ugh...\"\n [/message]\n ) ()}\n#enddef\n\n#define G_DEATH_BARDYL\n {HERO_DEATH_BASE\n (General Bardyl)\n (\n [message]\n speaker=unit\n message= _ \"Alas, I thought I\u2019d... recover Aran-Balgur... before... this...\"\n [/message]\n ) ()}\n#enddef\n\n#define H_DEATH_ANYA\n {HERO_DEATH_BASE\n (Anya)\n (\n {ANYA_IS_NOT_ABSCONDING}\n [message]\n speaker=unit\n message= _ \"Oh, Elynia... I wish... you could be... with me now...\"\n [/message]\n ) ()}\n#enddef\n\n#define H_DEATH_DURVAN\n {HERO_DEATH_BASE\n (Durvan)\n (\n [message]\n speaker=unit\n message= _ \"... I knew this was... a terrible idea... heh....\"\n [/message]\n ) (\n [message]\n speaker=Anya\n message= _ \"No! It didn\u2019t have to end like this!\"\n [/message]\n )}\n#enddef\n\n#define H_DEATH_IRYLEAN\n {HERO_DEATH_BASE\n (Irylean)\n (\n [message]\n speaker=unit\n message= _ \"Alas... nobody will mourn my passing...\"\n [/message]\n ) ()}\n#enddef\n\n#define H_DEATH_IGOR\n {MINOR_DEATH_EVENT\n (Igor)\n (\n [message]\n speaker=unit\n message= _ \"No... we were so close to the end...\"\n [/message]\n )\n (\n [message]\n speaker=Anya\n message= _ \"I cannot believe it... I\u2019m sorry, Elynia. I could\u2019ve done better, I could\u2019ve saved him...\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"It\u2019s not your fault, Anya. At least he died a hero \u2014 better than can be said for most goblins who just end up as cannon fodder for\u2014 Irylean what are you doing??\"\n [/message]\n\n [message]\n speaker=Irylean\n message= _ \"Master Mal Keshar once told me that the goblin\u2019s life-long wish was to rise again as a fearsome undead champion.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"No!!! I am not allowing you to do this! I never had the chance to meet the guy but I have a feeling he wasn\u2019t being serious when he said that.\"\n [/message]\n\n [message]\n speaker=Irylean\n message= _ \"Very well, if you say so... I\u2019ve got to admit I am not very good at raising the recently deceased anyway.\"\n [/message]\n )}\n#enddef\n\n#define H_DEATH_ERGEA\n {HERO_DEATH_BASE\n (Ergea)\n (\n [message]\n speaker=unit\n message= _ \"I failed you all...\"\n [/message]\n ) ()}\n#enddef\n\n#define H_DEATH_DAEIRA\n [event]\n name=last breath\n [filter]\n id=Daeira\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"This battle is not mine to fight. Farewell, Anya.\"\n [/message]\n [/event]\n#enddef\n\n#define H_DEATH_CRON\n {HERO_DEATH_BASE\n (Cron)\n (\n [message]\n speaker=unit\n message= _ \"Cron falls... and bids the storm lady... farewell...\"\n [/message]\n ) (\n [message]\n speaker=Ergea\n message= _ \"No! This... this was not supposed to happen! Cron!\"\n [/message]\n )}\n#enddef\n\n#define I_DEATH_ELYNIA\n {HERO_DEATH_SIMPLE Elynia (\n [message]\n speaker=Elyssa\n message= _ \"Such an incompetent fool. I should have known she would be useless in the end.\"\n [/message]\n )}\n#enddef\n\n#define I_DEATH_ELYSSA\n {HERO_DEATH_SIMPLE Elyssa (\n [message]\n speaker=Elynia\n message= _ \"Even with her greater experience... This is hopeless...\"\n [/message]\n )}\n#enddef\n\n#define K_DEATH_ELYNIA\n {HERO_DEATH_SIMPLE Elynia (\n [message]\n speaker=Elyssa\n message= _ \"I should have known this would fail so horribly in the end...\"\n [/message]\n )}\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifhave ~add-ons/After_the_Storm/Naia\n#define ATS_MENU_DRYAD_PATH\ndata/add-ons/After_the_Storm/Naia/images/units/faeries/dryad.png#enddef\n#else\n#define ATS_MENU_DRYAD_PATH\ndata/add-ons/Naia/images/units/faeries/dryad.png#enddef\n#endif\n\n[campaign]\n id=After_the_Storm_III\n {ATS_SHARED_ATTRIBUTES III}\n\n abbrev= _ \"AtS-3\"\n name=_\"After the Storm\"+\"\n\"+_\"Final\"\n icon=\"data/add-ons/After_the_Storm/images/campaign-icon-episode3.png\"\n image=\"data/add-ons/After_the_Storm/images/campaign-logo-episode3.png\"\n background=\"story/landscape-hills-01.jpg\"\n first_scenario=00_Opening\n\n description= _ \"Though at the end of the day darkness may claim our homes and lives and trap the world beneath its impenetrable veil, the night is not eternal, and even amidst chaos, hope shines forth as a beacon which can help us vanquish our worst fears and reunite us with our destiny.\"+\"\n\n\"+_\"(Intermediate level, 13 scenarios.)\"+{ATS_SHARED_DESCRIPTION_FOOTER}\n\n # PAL: faerie_sylvan_wings>faerie_neutral_wings\n {ATS_DIFFICULTY_MENU\n (_\"difficulty_menu^Dancer\") (\"data/add-ons/After_the_Storm/images/units/faeries/eventide-dancer.png\")\n (_\"difficulty_menu^Dryad\") (\"{ATS_MENU_DRYAD_PATH}~PAL(bee0f6,77cba7,61a280>d0f4f1,87d5cf,47b8af)\")\n (_\"difficulty_menu^Warden\") (\"data/add-ons/After_the_Storm/images/units/faeries/elynia-attack-melee-5.png~CROP(4,4,72,72)\")\n }\n\n end_text=\" \" # wmllint: ignore\n\n {ATS_CREDITS_BACKGROUND \"misc/blank-hex.png~BG()\"}\n[/campaign]\n\n#undef ATS_MENU_DRYAD_PATH\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#define STORYTXT_INIT_WARNING\n [story]\n [part]\n music=\"data/core/sounds/ambient/wardrums.ogg\"\n\n {CAMPAIGN_INTRO_HEADER}\n\n story={CAMPAIGN_INTRO_WARNING_TITLE}+{CAMPAIGN_INTRO_GAMEPLAY_WARNING}+{CAMPAIGN_INTRO_PADDING}+{CAMPAIGN_INTRO_CONTENT_WARNING}+{CAMPAIGN_INTRO_PADDING}+_\"If you have not completed Episodes I and II of After the Storm, you definitely should not play this episode yet.\"+{CAMPAIGN_INTRO_PADDING}+{CAMPAIGN_INTRO_OPTIONS_WARNING}\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_BEYOND_HER_SMILE\n [story]\n [part]\n music=\"nunc_dimittis.ogg\"\n # po: The lines consisting of a single em dash represent a long pause.\n story= _ \"\u2014\n\n\u2014\n\nDarkness... I begin to get used to it, again.\"\n [/part]\n [part]\n story= _ \"I spent eons in the darkness beneath the earth, not feeling, not seeing... not thinking. I long to return to that state and let myself fall into the void; unfeeling, uncaring, detached from it all.\n\nEven endless sleep would be preferable to what I am left here to face: a reality I cannot amend. Irdya is now in jeopardy due to the machinations of terrible forces I cannot possibly control or confront. Not anymore.\n\nI thought I could save Irdya from impending doom this time, but I failed. I failed utterly, just like I did before, and again. All I have accomplished with my recklessness so far has been accelerating the process of our destruction. Perhaps my curse was more than the pompous last words of a necromancer after all; I lost my friends, my people, my home... and my love.\"\n [/part]\n [part]\n story= _ \"\u201cOne of us shall fall; the other shall live forever\u201d, he said before our second and last battle.\n\nOf course... my memory has grown rusty after so long. But I think I never fully realized the implications of his words.\n\n\u201cYou shall witness the eventual decay and death of everything you have or shall come to love. You shall regret your actions. And you shall either be forced to end your own life, or live in perpetual suffering. That is the price for my defeat.\u201d\n\nSomehow the choice seems trivial now... And if the fate of Irdya states so, someone more competent will take my place and bring them to victory. And then... I\u2019ll be remembered as a coward. A coward who deserted her friends because she could not bear causing them more harm.\"\n [/part]\n [part]\n story= _ \"\u201cIt is not too late.\u201d\n\nNo. It\u2019s pointless.\"\n [/part]\n [part]\n story= _ \"\u201cYour journey has just begun. Your destiny is afoot; you cannot give up now.\u201d\n\nBut we have already lost... It\u2019s over...\"\n [/part]\n [part]\n story= _ \"\u201cAs long as you live, you can learn from your mistakes, help your friends, and most importantly, help Irdya.\u201d\n\nHow?\"\n [/part]\n [part]\n story= _ \"\u201cUria is the most powerful Guardian, but not the only one.\u201d\"\n [/part]\n [part]\n story= _ \"Who are you?\"\n [/part]\n [part]\n story= _ \"(silence)\"\n [/part]\n [part]\n story= _ \"... Who are you?\"\n [/part]\n [part]\n story= _ \"(silence)\"\n [/part]\n [part]\n story= _ \"WHO ARE YOU?!\"\n [/part]\n [part]\n story= _ \"(Anya\u2019s voice) \u201c... Elynia?\u201d\"\n [/part]\n [/story]\n [story]\n [part]\n music=\"underground.ogg\"\n story= _ \"Two days had passed since our bittersweet victory in the Valley. Mal Hekuba and his creations were gone, and the blast was mostly absorbed into the collapsing portal. For a moment I had hoped none of what happened was more than just a bad dream, a nightmare.\n\nIt could not have been more real.\"\n [/part]\n [part]\n story= _ \"Anya and Durvan found me after an entire day of searching the nearby hills. I had been badly injured by the fight with the lich, and my staff was gone. Elyssa\u2019s appearance after my narrow escape was most certainly not a dream.\n\nElorran was right in his assessment of the situation. We should have destroyed the Ruby before embarking upon this pointless quest. This has all been my fault. Even before Uria centered her attention on Irdya... I had the opportunity to avoid all this.\"\n [/part]\n [part]\n # wmllint: local spelling teleporting\n story= _ \"Many of our men simply did not survive our underground struggle. Anya exhausted herself teleporting as many of them back to a safe location as she could within that minuscule window of time; naturally, that wasn\u2019t enough to save them all.\n\nThe girl remains as optimistic as usual, in spite of the grim circumstances. I don\u2019t think I can understand how she manages to do this after all we\u2019ve been through together.\"\n [/part]\n [part]\n story= _ \"She suggested that we return north to rejoin Elorran and decide our next move.\n\nI know I need to recover Argan\u2019s journal more than anything; the information contained within it is most likely vital. Valen has not spoken a word about it yet, however, so at best we can hope that Elorran\u2019s many informants\u2014throughout Uria\u2019s domain, and even Irdya\u2014have gathered enough intelligence on Uria and Elyssa\u2019s plans by now.\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD E3S1 _\"Beyond her Smile\" _\"A Light in the Darkness\"}\n story= _ \"Anya can easily determine Elorran and Tara\u2019s current location with her necklace. When she last communicated with them, they were seeking a place to hide in the Falrore region, not too far northeast from Raelthyn. That\u2019s most likely where we are going now.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_RETURN_TO_RAELTHYN\n [story]\n [part]\n music=\"underground.ogg\"\n story= _ \"The perpetrators of these hideous crimes against life were evidently commanded to not take any prisoners or claim lands for their leaders.\n\nIt took us an entire day and then some more to arrive to Raelthyn, but the landscape along the road was hardly different to what we found in Falrore. Tortured corpses everywhere, ruined buildings, entire towns and forests burned down... It was clear that their victims never stood a chance. All capable warriors had been sent to the front lines in the southern regions and the borders of the Chaos Empire on purpose.\n\nOur enemies were aware of this. That\u2019s why they were awaiting the opportunity to invade the unprotected country, distracting the Grand Council with pointless skirmishes. But they couldn\u2019t smuggle their forces in and pass unnoticed... Clearly, they had found a way to teleport their massive armies anywhere, perhaps by using that damned artifact.\"\n [/part]\n [part]\n story= _ \"In effect, I caused this.\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD E3S2 _\"Return to Raelthyn\" _\"Reckoning\"}\n story= _ \"But once we made it to the capital region, we found out that not all was lost. Or perhaps more precisely, we arrived in the nick of time.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_AMIDST_THE_RUINS_OF_GLAMDROL\n [story]\n [part]\n music=\"underground.ogg\"\n story= _ \"I could barely sleep on our way to Fort Astar. Perhaps it was because of this that I couldn\u2019t hear that voice again \u2014 that otherworldly, intriguing voice.\n\nBut this voice was not the one that attacked me in Kalari before. That voice was just as beautiful, but terrifying rather than calming, and when she taunted me again in Wesmere I assumed it was Uria. Who spoke to me before Anya woke me up? Who could be interested in our success? Could it be the fabled Guardian of the Arcane Flame herself? Could it be I\u2019m losing my mind because of everything that has happened since Galas and Mal Keshar woke me up?\n\nI have always been rather skeptical about these matters, but the little information we have gathered so far suggests that the Guardian\u2014often referred to as Eloh\u2014is as real as Uria is, or at the very least, she used to be. But if she truly lives, why hasn\u2019t she helped us? It\u2019s evident we have not been graced by her divine powers for as long as we have existed. The elves of the Great Continent have had to deal with much misfortune throughout history, all on their own.\"\n [/part]\n [part]\n story= _ \"But I digress. What really matters now is not whether I\u2019m slowly turning into a deranged old hag\u2014hopefully not\u2014but rather what our current situation is.\n\nWe traveled westward as swiftly as we could with what little we had in terms of supplies and human support. On the other hand, it never seems too difficult for Durvan to convince his fellow men that the Grand Council has fallen along with all proper military order and that the fate of their country now lies in the hands of a few people led by a legendary elf, a mixed-blood faerie, and a necromancer. The lowliest of individuals of any given species tend to be gullible like that \u2014 and that is obviously something Uria and her minions knew.\n\nOh, Argan, how I wish your charisma wasn\u2019t put to use by an evil goddess from another world.\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD E3S3 _\"Amidst the Ruins of Glamdrol\" _\"A Path to Follow\"}\n story= _ \"Leaving Huldnyir Hills and all the destruction in the border towns behind, we promptly found a half-abandoned guard post beside the large flooded region carved out by the great explosion in Glamdrol a little more than half a year ago. They informed us of recent skirmishes, an advancing platoon, and two refugees on a mission.\n\nJust as Valen previously assured us, they were still alive and in one piece, at Fort Astar, and they had the journal.\n\nMal Keshar did an excellent job of instructing Kyara to not allow anyone else to access the contents of the journal, whatever his reasons were.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_OUTPOST_OF_HELL\n [story]\n [part]\n music=\"underground.ogg\"\n story= _ \"\u201cI still remember when Uria first woke me up; her smile, her kindness. She reminded me so much of Elynia...\n\nBut all that has faded away with time. So much time has passed since she brought me back to life...\n\nShe still assures me she will bring new life to Irdya when the time comes, as her role as the Guardian of Life demands \u2014 she is supposed to keep our worlds on track to facilitate our progress.\u201d\"\n [/part]\n [part]\n story= _ \"Many pages are missing or seriously damaged. Argan\u2019s writing often becomes incoherent and meaningless as well, and some passages are not written in the common script. Trying to make sense of this journal will be exceptionally difficult.\"\n [/part]\n [part]\n story= _ \"\u201cI sorely miss the light of my soul, the elf to whom I devoted my life in Irdya. I tried to find her and failed, and the Seer will not respond to my inquiries. In fact, the Seer does not respond to anyone but Uria herself. But Uria has different plans for me...\n\nShe says locating Elynia is not important right now, and that I must deal with the barbarians in the Great Desert first, to begin the process. What process, I ask? What is the point of building a civilization from the scum left after the Fall? Uria could enter Irdya with ease if she so desired. She could then find the Seed of Earth, initiate a new cycle, and wait countless eons.\n\nShe says she knows an alternative. But first, she requires my support.\u201d\"\n [/part]\n [part]\n story= _ \"It\u2019s hard to make sense of his ramblings. In some passages, he describes Uria as a beautiful creature; in others, as a hideous monster whose cause he laments serving.\n\nWas it the pain caused by his new body that numbed his reason, or the damage Uria inflicted on his soul by using him as her Voice?\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD E3S4 _\"Outpost of Hell\" _\"Gateway\"}\n story= _ \"\u201cThe Voice, the Seer, and the Shadow. And as soon as we find Elynia, there will be four, and four will spread our message of Life to the other worlds.\u201d\"\n [/part]\n [/story]\n#enddef\n\n# MASSIVE HACK to avoid scaling the \"real\" background image since the scaling\n# algorithm in Wesnoth 1.10 sucks ass and produces jagged edges. We use a fake\n# invisible background to dictate the storyscreen geometry for [image] layout\n# and then center a fixed-size image accordingly.\n#define STORYTXT_FRAME_OF_REFERENCE_IS_GAME_WINDOW\n background=\"misc/blank-hex.png\"\n#enddef\n\n# The coordinates here help avoid overlapping the bottom panel on 800x600 and\n# higher resolutions, but there's just no way to make it work on 800x480\n# without breaking the others. X is 50% of the FoR, Y is ~41.66%.\n#define STORYTXT_IMG_ALIGN_TOP_CENTER\n x,y,centered=36,30,yes\n#enddef\n\n#define STORYTXT_SIGILS\n [image]\n file=\"story/original-ten.png\"\n {STORYTXT_IMG_ALIGN_TOP_CENTER}\n [/image]\n#enddef\n\n#define STORYTXT_SIGILS_FADE_STEP _OPACITY\n [image]\n delay=125\n file=\"story/original-ten.png~O(\"+{_OPACITY}+\")~BG()\"\n {STORYTXT_IMG_ALIGN_TOP_CENTER}\n [/image]\n#enddef\n\n#define STORYTXT_CAPTION _TEXT\n \"\"+{_TEXT}+\"\n\n\" #enddef\n\n#define STORYTXT_GATEWAY\n [story]\n # No title-card since we're in the middle of a double\n # (battle-cutscene) scenario sequence here.\n [part]\n music=\"snowfall.ogg\"\n story={STORYTXT_CAPTION ( _ \"Argan\")} + _ \"Uria has gathered much knowledge through her most devout followers, sent to the outer worlds seeking any information she may require. Most of what we have learned comes from the ruins in Karash, which appear to have existed for longer than life as we know it. And of course, the Seer is always willing to help once provided with the right questions by her.\n\nIt is all so convoluted, I can barely begin to understand. I remember we once believed in the Gods of Light and Darkness and such, but now...\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Argan\")} + _ \"Their kind, that of the First Gods; they ruled over everything that existed and would exist for an eternity. Peaceful as they were, they lacked the means to deal with what would end that eternity. The First Struggle took place.\n\nIt is said that most of them perished. A war amongst their kind; a more powerful entity feeding upon them; none of our sources provide us with factual information about the First Struggle, only speculations.\n\nAmongst the few survivors there were beings of light, and beings of darkness, but only one master of the balance between both. He stepped forth at the end of the Struggle to unite the others and create their legacy; a construct none but him could access directly.\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Argan\")} + _ \"Yarae, the Protector of the Tree of Life that gave us birth; the Tree that represented the Ten aspects of his people, and from which Ten gods would come into existence to function as the protectors and ideals of all their descendants. Ten demons who would serve as the testament of the existence of the First Gods and their universe.\"\n [/part]\n [part]\n {STORYTXT_FRAME_OF_REFERENCE_IS_GAME_WINDOW}\n\n {STORYTXT_SIGILS_FADE_STEP 0.10}\n {STORYTXT_SIGILS_FADE_STEP 0.15}\n {STORYTXT_SIGILS_FADE_STEP 0.20}\n {STORYTXT_SIGILS_FADE_STEP 0.25}\n {STORYTXT_SIGILS_FADE_STEP 0.30}\n {STORYTXT_SIGILS_FADE_STEP 0.35}\n {STORYTXT_SIGILS_FADE_STEP 0.40}\n {STORYTXT_SIGILS_FADE_STEP 0.45}\n {STORYTXT_SIGILS_FADE_STEP 0.50}\n {STORYTXT_SIGILS_FADE_STEP 0.55}\n {STORYTXT_SIGILS_FADE_STEP 0.60}\n {STORYTXT_SIGILS_FADE_STEP 0.65}\n {STORYTXT_SIGILS_FADE_STEP 0.70}\n {STORYTXT_SIGILS_FADE_STEP 0.75}\n {STORYTXT_SIGILS_FADE_STEP 0.80}\n {STORYTXT_SIGILS_FADE_STEP 0.85}\n {STORYTXT_SIGILS_FADE_STEP 0.90}\n {STORYTXT_SIGILS_FADE_STEP 0.95}\n {STORYTXT_SIGILS}\n [+image]\n delay=1000\n [/image]\n\n story={STORYTXT_CAPTION ( _ \"Argan\")} + _ \"Ten demon gods to rule over our universe.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_PASS_OF_SORROWS\n [story]\n [part]\n {STORYTXT_FRAME_OF_REFERENCE_IS_GAME_WINDOW}\n {STORYTXT_SIGILS}\n story={STORYTXT_CAPTION ( _ \"Argan\")} + _ \"Life, Water, Thunder, Earth, Fire, Darkness, Light, Air, Ice, Existence; the forces governing our reality, all sprung from the Tree along with the seeds of their guardians, and their respective worlds. In time, life would spread farther beyond throughout our universe, while ten worlds would enjoy the rule of their assigned protectors.\n\nBut things did not go exactly as planned.\"\n [/part]\n [part]\n # po: Whenever we say \"of Earth\", we mean 'Earth' as in the element, not the planet.\n story={STORYTXT_CAPTION ( _ \"Argan\")} + _ \"Even in the beginning, the world of the Guardian of Fire fell apart, creating the blazing moon that would in time be known as Karash. The seed of Fire crashed into Norsula, paving the way for perpetual chaos on a dark world that was destined to belong to the bellicose beast that was the Guardian of Water, not the fair woman whose songs told of a peaceful existence on a bright land that would never be. The fate of their shared domain hung by the delicate thread of their strange mutual love-hate relationship; in time, that thread would be severed by the Guardian of Water himself by piercing through her heart with his maw.\n\nAround the same time, a remarkably immature Guardian of Darkness would grow inexplicably jealous over Yarae\u2019s favoritism towards her sisters of Earth and Life; for both the wielder of the Arcane Flame and the mistress of the Void had powers and physical attributes she did not. She would rebel against her creator and attempt to harness the full extent of her power, only to fail and cause the utter destruction of all life in her domain, including herself.\n\nMeanwhile, something happened to the Tree...\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Argan\")} + _ \"It is said a powerful force beyond imagination possessed it and its Protector. Yarae turned against the First Gods, and fled into our universe to summon the powers of his remaining demons against his own brethren. Only three of our guardians refused the call, aware that disobeying him constituted an unforgivable sin, and that they could not stand a chance against his ire.\n\nThe remaining First Gods saw no option but to sacrifice themselves to create a new entity that could rival the traitor and his corrupted creations: Iluvia, the Avatar of the Union of Light and Darkness. She would obtain the support of the three guardians who remained loyal to the First Gods and their purpose: Uria, of Life, her sister of Earth and the Arcane Flame, and her sister of Existence and Secrets.\n\nWith their combined forces, they defeated Yarae and incarcerated him within the Great Void. Alas, the cost was too great: all the other guardians were destroyed, and so were the mortals who joined his cause\u2014willingly or not\u2014as well as those unfortunate witnesses of the lengthy battle between gods.\"\n [/part]\n [part]\n # po: \"The fallen\" here is meant in plural form as an alternative to \"the deceased\".\n # po: \"Her last forces\" refers to a dying Iluvia.\n story={STORYTXT_CAPTION ( _ \"Argan\")} + _ \"Our three goddesses did not have the power to repair the great damage caused. And most importantly, it was never within their abilities to resurrect the fallen.\n\nWith her last forces, Iluvia instructed them to take the bulk of the survivors to the remote worlds of Urvatha and Silida so they could continue to progress on their own in a reality set apart from the rest, created by the Guardian of Existence, and guarded by the Gatekeepers born from her many hearts.\n\nUria and her sister of Earth sacrificed their lives to restart the process that brought them into existence, wiping out any remaining lives along with their own, thus putting an end to the First Cycle.\"\n [/part]\n [part]\n {STORYTXT_FRAME_OF_REFERENCE_IS_GAME_WINDOW}\n {STORYTXT_SIGILS}\n story={STORYTXT_CAPTION ( _ \"Argan\")} + _ \"Life flourished anew, with the hope of a new beginning.\n\nBut the goddesses knew that it would not be the same.\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Argan\")} + _ \"The Tree is tainted with imperfection, and so is our universe: strife and chaos, death and misery.\n\nNear the end, the goddesses saw what was coming for us; and although no-one had the chance to document it in detail before the process began, they did leave some clues.\n\nAnd to ensure we would have the necessary resources to forge our own destiny, Iluvia provided us with the legacy of the First Gods: two orbs, each one holding the essences of Light and Darkness; and her own sacred body. Their locations remained unknown until relatively recently: Irdya, wherein the seed of Earth was planted, no longer tied to its guardian; Norsula, wherein the new Guardians of Water and Fire would finally find peace; and Ethea, wherein the seed of Life would prosper in solitude until the new Guardian would return to claim it.\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD E3S5 _\"Pass of Sorrows\" _\"Gathering Storm\"}\n story={STORYTXT_CAPTION ( _ \"Argan\")} + _ \"And it is with Iluvia\u2019s legacy that our new Guardian of Life intends to put an end to the fruitless existence to which we were doomed.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_DIVERGENCE\n [story]\n [part]\n music=\"underground.ogg\"\n {STORYTXT_TITLE_CARD_SIMPLE E3S6 _\"Divergence\"}\n story={STORYTXT_CAPTION ( _ \"Argan\")} + _ \"My conviction falters. Everything since I returned to Irdya has been a nightmare, and I begin to suspect I am becoming part of it myself. The mere act of thought demands more effort than it used to, as if my very mind was falling apart. Recent events have only increased this feeling of detachment from reality.\n\nIt was only a few days ago, in the Heart. While I was inspecting Reghara\u2019s prisoners, he mockingly alluded to his men and their toy. \u201cWhat toy?\u201d, I asked. He somehow assumed I am concerned enough with their leisure \u2018activities\u2019 to have heard of this depravity beyond description; these Irdyans should be thankful that Uria will not let me give them what they all deserve at once.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_DARK_FIRE_1\n [story]\n [part]\n music=\"underground.ogg\"\n {STORYTXT_TITLE_CARD_SIMPLE E3S7A _\"Dark Fire\"}\n story={STORYTXT_CAPTION ( _ \"Argan\")} + _ \"They had tortured the poor creature for weeks, keeping her alive with the powers we taught them, and forcing her to feed upon the flesh of past prisoners. But nothing is enough to hold a person who has already lost the will to live.\n\nDespite the mud and wounds, her face and her hair were strangely familiar. Had I met anyone like her before my own fall, or was I somehow responsible for her fate? I put those questions and the pain they caused me aside, and resolved to give her another chance.\n\nI would take full responsibility of her life... hoping our recently acquired Norsulan technology would be enough to make the difference.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_DARK_FIRE_2\n [story]\n [part]\n story={STORYTXT_CAPTION ( _ \"Argan\")} + _ \"Her subsequent awakening reminded me of my own, except that I did not have the power to tap into her mind and comfort her, unlike Uria.\n\nI did not ask the girl what seemed to cause her more pain than before. Was it the many modifications we had to perform on her devastated body to enable her to live once again, or the separation of her body and her soul? Or perhaps... the presence of the Source within her.\n\nHer name...\"\n [/part]\n [/story]\n#enddef\n\n#\n# The lack of storyscreen text for the following sections is by design.\n#\n\n#define STORYTXT_DARK_SEA\n [story]\n [part]\n music=\"revelation.ogg\"\n {STORYTXT_TITLE_CARD_SIMPLE E3S7B _\"Dark Sea\"}\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_INTERIM\n [story]\n [part]\n music=\"data/core/sounds/ambient/wardrums.ogg\"\n {STORYTXT_TITLE_CARD_SIMPLE E3S8A _\"Interim\"}\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_DESTINY_PART_1\n [story]\n [part]\n music=\"siege_of_laurelmor.ogg\"\n {STORYTXT_TITLE_CARD_SIMPLE E3S8B _\"Destiny \u2014 Part 1\"}\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_BREAKDOWN\n [story]\n [part]\n music=\"silence.ogg\"\n {STORYTXT_TITLE_CARD_SIMPLE E3S8C _\"Breakdown\"}\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_DESTINY_PART_2\n [story]\n [part]\n music=\"underground.ogg\"\n {STORYTXT_TITLE_CARD_SIMPLE E3S8D _\"Destiny \u2014 Part 2\"}\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_DARK_DEPTHS\n [story]\n [part]\n music=\"underground.ogg\"\n {STORYTXT_TITLE_CARD_SIMPLE E3S9 _\"Dark Depths\"}\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_BLOOD\n [story]\n [part]\n music=\"underground.ogg\"\n {STORYTXT_TITLE_CARD_SIMPLE E3S10 _\"Blood\"}\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_AFTER_THE_STORM\n [story]\n [part]\n music=\"silence.ogg\"\n {STORYTXT_TITLE_CARD_SIMPLE E3S11 _\"After the Storm\"}\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_DESTINY_PART_3\n [story]\n [part]\n music=\"silence.ogg\"\n {STORYTXT_TITLE_CARD E3S12 _\"Destiny \u2014 Part 3\" _\"And then...\"}\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_EPILOGUE\n [story]\n [part]\n music=\"nunc_dimittis.ogg\"\n story={STORYTXT_CAPTION ( _ \"Argan\")} + _ \"This is not the same Uria I first met in the darkness. The kind and loving girl who kept my broken body alive does not exist anymore.\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Argan\")} + _ \"Her name was Lyphanea. Her people saw her as some kind of messiah meant to do great things for the denizens of Urvatha, who longed for the end of the Era of Great Strife and the beginning of the fabled Era of Unity. They all knew she had been chosen by destiny to become the new Guardian of Life, successor of one of the goddesses who sacrificed their very existence to give the universe a new opportunity to live.\n\nBut things changed after that fateful day.\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Argan\")} + _ \"That day, we were exploring ancient ruins in our endless quest for knowledge of our destinies. Lyphanea thought the ruins could guard the secret of the creation of life, but all we found there were more vague scriptures and grandiose descriptions of the feats performed by the previous Guardian of Life.\n\nUpon our return to the village, we saw the aftermath of the carnage.\n\nHer people were not conquered and enslaved as is the norm with other demon lords. No... the malefactor behind the bloodshed had a very specific goal in mind: ensuring that the foretold Era of Unity would never come to pass. Dorvoth of the Valdemons knew nothing specific about the girl who was to become the new Guardian of Life, only her species, so the logical step for him was methodical genocide.\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Argan\")} + _ \"Of course, what little he knew about Lyphanea\u2019s destiny was information he obtained from the Seer herself: a being who betrays no-one, and takes no side in any conflict.\n\nThis Demon Lord Dorvoth simply failed to ask her the correct question.\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Argan\")} + _ \"After that day, Lyphanea changed. She focused all her time and energy probing the mysteries of the Aspect of Life. But it was all in vain.\n\nDecades later, Dorvoth did not simply meet the girl always predestined to end him, but an enraged goddess bent on his destruction. A goddess who had just learned that creating or restoring life was not amongst the powers naturally conferred to her by the Tree.\n\nHe never stood a chance against she who went on to adopt the name of her predecessor as her own.\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Argan\")} + _ \"Uria kept telling herself it would only be a matter of time, that she would help both her world and the one I adopted as my own, but as time passed by, her efforts proved fruitless... until she met the Seer herself.\n\nThe Seer told her that Yarae consciously chose to prevent us from reaching his tier of power, placing various restrictions in the design of our universe. Restrictions that could be overcome or exploited given sufficient time and research. Restrictions that Delethia herself may have managed to break in order to create the Gatekeepers and her other rumored progeny. Restrictions that could be abolished with the various instruments left behind by the First Gods.\n\nUria began to see our universe not as a system which she was meant to heal and protect, but rather as an inherently flawed creation that needed to be replaced.\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Argan\")} + _ \"Unbeknownst to Dorvoth, he was indirectly responsible for fulfilling the prophecy of the Era of Unity; at least in its most literal form.\n\nOver time, Uria conquered every last Demon Lord who stood in her way and forced them to either join her cause or be annihilated... along with their subjects. She established a new power hierarchy with herself at the top and the belligerent Demon Lords forced to serve her for as long as they lived. It did not take her much time to crush all those who dared to defy the new order.\n\nFrom every conquered race, Uria would learn something new, for the peoples of Urvatha are all descended from survivors of the First Cycle, and a few of them managed to preserve some ancient knowledge to this day.\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Argan\")} + _ \"She would eventually gain access to Silida, a sibling world that existed under the same starless sky as Urvatha. And of course, she would find a way to subdue the Guardian of Earth born there to ensure she would not interfere.\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Argan\")} + _ \"In time, Uria would come up with a contrived series of theories and plans to ascend to the level of the First Gods without committing Merthiaal\u2019s mistakes. The goal: creating a new, perfect universe in which life would be completely controlled by her will; a universe without death; a universe without Yarae\u2019s creations; and most importantly, a universe where she would be the only ruling goddess.\n\nBut to achieve that goal, she would have to cope with the power growing inside her; the power of the guardians, drawn from the Source amidst the endless void beyond our universe; unlimited power.\n\nIt is clear now that she failed to escape from the nefarious tendrils of that corrupting force.\"\n [/part]\n [part]\n # po: The last line in this block is a callback to AtS E1S1 (\"The Skirmish\").\n story={STORYTXT_CAPTION ( _ \"Argan\")} + _ \"I am writing this now as I prepare for the inevitable. My arrangement with Uria requires me to forfeit free will in order to allow Elyssa to live. Sooner or later, this will lead to my own demise, but I am somehow not troubled by this notion. It is said that great things will come afterwards.\n\nIf anyone finds this journal, they will learn the truth. But I also want them to ensure that Elynia does as well. And then, when the time comes, she will know what must be done. And she will know that she need not mourn my death.\n\nBecause, sometimes, your loved ones must be willing to sacrifice their lives for a greater cause.\"\n {STORYTXT_TITLE_CARD_SIMPLE \"\" _\"Epilogue\"}\n [/part]\n [/story]\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=00_Opening\n name= _ \"Opening\"\n {MAP 00_01_Opening.map}\n turns=-1\n next_scenario=01_Beyond_her_Smile\n victory_when_enemies_defeated=no\n {DO_NOT_REMOVE_FROM_CARRYOVER_ON_DEFEAT}\n\n {FULLSCREEN_CUTSCENE_UI}\n\n # GENERAL TODO: graphical effects!\n\n {SCENARIO_MUSIC \"into_the_shadows.ogg\"}\n\n {STORYTXT_INIT_WARNING}\n\n {INDOORS} {SCHEDULE_LIGHTING -40 -40 -10}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=player\n {NO_ECONOMY}\n team_name=good\n user_team_name= _ \"team_name^Elynia\"\n hidden=yes\n\n # This is solely to prevent a map snapshot from being used in the\n # Load Game menu when all terrain grahics are loaded. The shroud\n # is disabled later during prestart.\n shroud=yes\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA}\n [/side]\n\n [side]\n side=2\n team_name=foe\n user_team_name= _ \"team_name^Enemies\"\n {CHAOS_FLAG}\n color=gold\n\n {NO_ECONOMY}\n\n # wmllint: recognize Elyssa\n canrecruit=yes\n {CHARACTER_STATS_ELYSSA}\n variation=e2s12_cutscene\n facing=sw\n [/side]\n\n [side]\n side=3\n team_name=foe\n user_team_name= _ \"team_name^Enemies\"\n {CHAOS_FLAG}\n hidden=yes\n\n {NO_ECONOMY}\n\n # wmllint: recognize Mal Kendria\n canrecruit=yes\n {CHARACTER_STATS_MAL_KENDRIA}\n facing=sw\n [/side]\n # wmllint: validate-on\n\n {CAVE_NOISE_SOUND_SOURCE}\n [+sound_source]\n id=cave_sound_source # wmllint: ignore\n [/sound_source]\n\n [event]\n name=prestart\n\n [store_unit]\n [filter]\n id=Elynia\n [/filter]\n kill=yes\n variable=elynia_store\n [/store_unit]\n\n [modify_side]\n side=1\n shroud=no\n [/modify_side]\n\n {BLACK_SCREEN}\n\n [hide_unit][/hide_unit]\n\n {LOCK_VIEW}\n [/event]\n\n [event]\n name=start\n\n {FADE_IN}\n\n [unhide_unit][/unhide_unit]\n\n [move_unit]\n id=Mal Kendria\n to_x=23,17\n to_y=13,16\n [/move_unit]\n\n [message]\n speaker=Mal Kendria\n message= _ \"My lady, you have finally returned! I was concerned for you, since you left without notice! What do you have there?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Mal Kendria\n message= _ \"The Ruby of Fire! You retrieved it, my lady! Was the faerie elf already dead, or did you kill her yourself?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n#define PR_ELYSSA_FACING_TRIAD\n [modify_unit]\n [filter]\n id=Elyssa\n [/filter]\n facing=ne\n [/modify_unit]\n#enddef\n\n#define PR_ELYSSA_FACING_AWAY\n [modify_unit]\n [filter]\n id=Elyssa\n [/filter]\n facing=sw\n [/modify_unit]\n#enddef\n\n {PR_ELYSSA_FACING_TRIAD}\n\n [message]\n speaker=Elyssa\n message= _ \"She destroyed Hekuba for us first in the elves\u2019 valley. Naturally, she paid the price.\"\n [/message]\n\n [message]\n speaker=Mal Kendria\n message= _ \"So they destroyed each other? Excellent news!\"\n [/message]\n\n {PR_ELYSSA_FACING_AWAY}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Mal Kendria\n message= _ \"So, what are we going to do now?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Where is Nar-hamoth?\"\n [/message]\n\n [message]\n speaker=Mal Kendria\n message= _ \"I believe he\u2019s busy battling the allied forces remaining near the Bay of Glamdrol. Should you require his immediate presence here with us, I can summon him\u2014\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"That shall not be necessary. Not anymore.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"As Elyssa whispers an incantation never heard by Mal Kendria before, the staff she holds changes its shape into a four-bladed weapon with the glowing, unshielded Ruby at its very end. The necromancer stares in awe...\"\n [/message]\n\n [animate_unit]\n [filter]\n id=Elyssa\n [/filter]\n flag=levelout\n with_bars=yes\n [/animate_unit]\n\n [object]\n [filter]\n id=Elyssa\n [/filter]\n [effect]\n apply_to=variation\n name=e3s0_cutscene_1\n [/effect]\n silent=yes\n [/object]\n\n [animate_unit]\n [filter]\n id=Elyssa\n [/filter]\n flag=levelin\n with_bars=yes\n [/animate_unit]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Mal Kendria\n message= _ \"That\u2019s amazing!\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n {PR_ELYSSA_FACING_TRIAD}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"But the feeling promptly vanishes as Elyssa\u2019s eyes turn blood red. An eerie aura engulfs both former allies as the demoness advances towards the necromancer, now petrified with dread.\"\n [/message]\n\n [move_unit]\n id=Elyssa\n to_x,to_y=17,17\n [/move_unit]\n\n [item]\n x,y=17,17\n halo=\"halo/heart-aura.png~O(0.2)\"\n [/item]\n\n [delay]\n time=500\n [/delay]\n\n [remove_item]\n x,y=17,17\n [/remove_item]\n [item]\n x,y=17,17\n halo=\"halo/heart-aura.png~O(0.4)\"\n [/item]\n\n [message]\n speaker=Elyssa\n message= _ \"(whispering) Bind the soul to stone, turn the memories to dust...\"\n [/message]\n\n [remove_item]\n x,y=17,17\n [/remove_item]\n [item]\n x,y=17,17\n halo=\"halo/heart-aura.png~O(0.8)\"\n [/item]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Mal Kendria\n message= _ \"M-m-my lady...\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"(whispering) ... erase the spirit and shed the hollow shell.\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Mal Kendria\n message= _ \"... Elyssa... I feel... unwell...\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Goodbye, Kendyare.\"\n [/message]\n\n [object]\n silent=yes\n [filter]\n id=Mal Kendria\n [/filter]\n [effect]\n apply_to=image_mod\n add=\"CS(255,-255,-255)\"\n [/effect]\n [/object]\n\n {UNIT_SPELL_POPUP id=Elyssa _\"bind soul\"}\n\n [delay]\n time=20 # Yes, less than 100 ms.\n [/delay]\n\n [remove_item]\n x,y=17,17\n [/remove_item]\n [item]\n x,y=17,17\n halo=\"halo/heart-aura.png\"\n [/item]\n\n {REPLACE_SCENARIO_MUSIC (\"silence.ogg\")}\n\n {REMOVE_SOUND_SOURCE cave_sound_source}\n\n {RED_SCREEN}\n\n [kill]\n id=Mal Kendria\n [/kill]\n\n [remove_item]\n x,y=17,17\n [/remove_item]\n\n [hide_unit]\n id=Elyssa\n [/hide_unit]\n\n [object]\n [filter]\n id=Elyssa\n [/filter]\n [effect]\n apply_to=variation\n name=e3s0_cutscene_2\n [/effect]\n silent=yes\n [/object]\n\n [delay]\n time=100\n [/delay]\n\n {BLACK_SCREEN}\n\n [modify_side]\n side=1\n shroud=yes\n [/modify_side]\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n [delay]\n time=2000\n [/delay]\n\n [mute_sound_effects][/mute_sound_effects]\n\n {HIVE_NOISE_1_SOUND_SOURCE}\n [+sound_source]\n id=hive_sound_source # wmllint: ignore\n [/sound_source]\n\n [fade_in_sound_effects]\n duration=2000\n [/fade_in_sound_effects]\n\n#define PR_ELYSSA_MONOLOGUE _MESSAGE\n [message]\n speaker=narrator\n image=\"misc/blank-hex.png\"\n message=\"\"+{_MESSAGE}+\"\" # wmllint: ignore\n [/message]\n#enddef\n\n {PR_ELYSSA_MONOLOGUE ( _ \"Why am I still here?\")}\n\n [delay]\n time=1000\n [/delay]\n\n {PR_ELYSSA_MONOLOGUE ( _ \"Who are you within my body?\")}\n\n [delay]\n time=2000\n [/delay]\n\n # replace map with part 2\n\n [replace_map]\n map=\"{LE /maps/00_02_Within.map}\"\n expand,shrink=yes,yes\n [/replace_map]\n\n [redraw][/redraw]\n\n [scroll_to]\n x,y=15,12\n {WARP}\n [/scroll_to]\n\n [modify_side]\n side=1\n shroud=no\n [/modify_side]\n\n {FADE_IN}\n\n [teleport]\n [filter]\n id=Elyssa\n [/filter]\n x,y=15,12\n [/teleport]\n\n [unhide_unit]\n id=Elyssa\n [/unhide_unit]\n\n {FACE_DIRECTION (id=Elyssa) ne}\n\n [delay]\n time=1000\n [/delay]\n\n#define PR_MEDIC _ID _NAME _X _Y\n [terrain]\n terrain=Urb\n x={_X}\n y={_Y}\n [/terrain]\n\n [store_direction]\n [from]\n x={_X}\n y={_Y}\n [/from]\n [to]\n [filter]\n id=Elyssa\n [/filter]\n [/to]\n [/store_direction]\n\n [hidden_unit]\n side=2\n type=Chaos Dreadcrafter\n x={_X}\n y={_Y}\n facing=$direction\n id={_ID}\n name={_NAME}\n generate_name=no\n random_traits=no\n random_gender=no\n [/hidden_unit]\n#enddef\n\n {PR_MEDIC (Mal Reth-Kanan) ( _ \"Mal Reth-Kanan\") 15 9}\n {PR_MEDIC (Mal Si'ah) ( _ \"Mal Si\u2019ah\") 18 10}\n {PR_MEDIC (Mal Vurapia) ( _ \"Mal Vurapia\") 18 13}\n {PR_MEDIC (Mal Arkelean) ( _ \"Mal Arkelean\") 15 15}\n {PR_MEDIC (Mal Zilchis) ( _ \"Mal Zilchis\") 12 13}\n {PR_MEDIC (Mal Vrel'leru) ( _ \"Mal Vrel\u2019leru\") 12 10}\n\n [unhide_unit]\n type=Chaos Dreadcrafter\n [/unhide_unit]\n\n [redraw][/redraw]\n\n [delay]\n time=1500\n [/delay]\n\n [message]\n x,y=18,10\n message= _ \"The promised time has come, heiress.\"\n [/message]\n\n [delay]\n time=2500\n [/delay]\n\n [kill][/kill]\n\n {FADE_TO_BLACK}\n\n [modify_side]\n side=1\n shroud=yes\n [/modify_side]\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=narrator\n caption= _ \"Elyssa\"\n image=misc/blank-hex.png # her portrait doesn't fit here\n message= _ \"So it has.\"\n [/message]\n\n [fade_out_sound_effects][/fade_out_sound_effects]\n\n {REMOVE_SOUND_SOURCE hive_sound_source}\n\n [reset_sound_effects][/reset_sound_effects]\n\n {CLEAR_VARIABLE direction}\n\n {ENDLEVEL_QUIET} {NO_REPLAY_SAVE}\n [/event]\n\n [event]\n name=victory\n [set_variables]\n name=elynia_store\n mode=merge\n [literal]\n x,y=recall,recall\n [/literal]\n [/set_variables]\n\n [unstore_unit]\n variable=elynia_store\n [/unstore_unit]\n\n {CLEAR_VARIABLE elynia_store}\n [/event]\n\n#undef PR_ELYSSA_MONOLOGUE\n#undef PR_ELYSSA_FACING_AWAY\n#undef PR_ELYSSA_FACING_TRIAD\n#undef PR_MEDIC\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=01_Beyond_her_Smile\n name= _ \"Beyond her Smile\"\n {MAP 01_01_Beyond_her_Smile.map}\n turns=-1\n next_scenario=02_01_Return_to_Raelthyn\n\n {FULLSCREEN_CUTSCENE_UI}\n\n {F_DEATHS}\n\n {SCENARIO_MUSIC \"underground.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n\n {STORYTXT_BEYOND_HER_SMILE}\n\n {DUSK1}\n {SHORTDARK}\n {DAWN2}\n {MORNING2}\n {MIDDAY2}\n {AFTERNOON2}\n {DUSK2}\n {LONGDARK1}\n {LONGDARK2}\n {LONGDARK3}\n {LONGDARK4}\n {DAWN1}\n {MORNING1}\n {MIDDAY1}\n {AFTERNOON1}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=player\n {NO_ECONOMY}\n team_name=good\n user_team_name= _ \"team_name^Elynia\"\n\n # Prevent map snapshot for start-of-scenario saved game.\n shroud=yes\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA}\n facing=ne\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n team_name=good\n user_team_name= _ \"team_name^Elorran\"\n\n no_leader=yes\n hidden=yes\n\n {NO_ECONOMY}\n [/side]\n\n [side]\n side=3\n team_name=evil\n user_team_name= _ \"team_name^Uria\"\n {CHAOS_FLAG}\n\n no_leader=yes\n hidden=yes\n\n recruit=Demon,Imp,Chaos Invoker,Chaos Raider\n {GOLD 120 130 140}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.20}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"scout,mixed fighter,mixed fighter,mixed fighter,scout,fighter,fighter,mixed fighter\"}\n [/ai]\n [/side]\n\n [side]\n side=4\n team_name=evil\n user_team_name= _ \"team_name^Uria\"\n {CHAOS_FLAG}\n\n no_leader=yes\n hidden=yes\n\n recruit=Shaxthal Runner Drone,Imp\n {GOLD 110 115 120}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"fighter,mixed fighter,fighter\"}\n [/ai]\n [/side]\n\n [side]\n side=5\n team_name=evil\n user_team_name= _ \"team_name^Uria\"\n {CHAOS_FLAG}\n\n no_leader=yes\n hidden=yes\n\n recruit=Chaos Headhunter,Chaos Bowman,Chaos Invader\n {GOLD 110 120 125}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"archer,fighter,scout,fighter,fighter,fighter\"}\n [/ai]\n [/side]\n\n [side]\n side=6\n controller=null\n team_name=door\n color=black\n {CHAOS_FLAG}\n\n no_leader=yes\n hidden=yes\n\n {NO_ECONOMY}\n [/side]\n\n {FORCE_CHANCE_TO_HIT () (side=2) 100 ()}\n\n {FORCE_CHANCE_TO_HIT (side=2) () 0 ()}\n\n [event]\n name=prestart\n\n {GLOBAL_TABLE:OPEN NAMESPACE={PERSISTENT_NS_ATS}}\n {GLOBAL_TABLE:READ swam_in_fountain_of_courage}\n {GLOBAL_TABLE:READ anya_has_mermaid_pendant}\n {GLOBAL_TABLE:CLOSE}\n\n [modify_side]\n side=1\n shroud=no\n [/modify_side]\n\n # wmllint: recognize Anya\n {RECALL_ANYA_AT_LOCATION 11 10}\n # wmllint: recognize Durvan\n {RECALL_DURVAN_AT_LOCATION 12 10}\n\n #\n # \"Fix\" Elynia, Anya and Durvan according to the\n # information stored at the end of E2.\n #\n\n {UPDATE_UNIT_FROM_GLOBAL_STORE Elynia episode2_stats_elynia}\n {AMLA_XP_CAP_TIER_3 Elynia}\n\n {UPDATE_UNIT_FROM_GLOBAL_STORE Anya episode2_stats_anya}\n {AMLA_XP_CAP_TIER_2 Anya}\n\n {UPDATE_UNIT_FROM_GLOBAL_STORE Durvan episode2_stats_durvan}\n {AMLA_XP_CAP_TIER_2 Durvan}\n\n {FACE_DIRECTION (id=Anya) sw}\n {FACE_DIRECTION (id=Durvan) nw}\n\n # The loyal player elves\n\n {NAMED_UNIT 1 (\"Elvish Druid\") 8 9 Eluclya ( _ \"Eluclya\") (\n unrenamable=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_STRONG}\n [/modifications]\n )} {NO_UPKEEP} {FACING se}\n\n {NAMED_UNIT 1 (\"Elvish Fighter\") 13 9 Nalan ( _ \"Nalan\") (\n unrenamable=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_DEXTROUS}\n [/modifications]\n )} {NO_UPKEEP} {FACING sw}\n\n {NAMED_UNIT 1 (\"Elvish Fighter\") 10 8 Crendil ( _ \"Crendil\") (\n unrenamable=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n )} {NO_UPKEEP} {FACING s}\n\n # Cutscene NPCs\n\n {NAMED_UNIT 2 (\"Huntsman\") 8 7 Zareth ( _ \"Zareth\") (\n canrecruit=yes\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_INTELLIGENT}\n [/modifications]\n facing=se\n )}\n\n {NAMED_UNIT 2 (\"Elvish Marshal\") 14 11 Gecelan ( _ \"Gecelan\") (\n canrecruit=yes\n [modifications]\n {TRAIT_DEXTROUS}\n {TRAIT_RESILIENT}\n [/modifications]\n facing=nw\n )}\n\n {NAMED_UNIT 2 (\"Faerie Dryad\") 7 12 Aragea ( _ \"Aragea\") (\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_QUICK}\n [/modifications]\n facing=ne\n )}\n\n {GENERIC_UNIT 2 (\"Elvish Scout\") 12 3} {FACING sw}\n {GENERIC_UNIT 2 (\"Elvish Scout\") 8 4} {FACING se}\n {GENERIC_UNIT 2 (\"Elvish Scout\") 18 10} {FACING nw}\n {GENERIC_UNIT 2 (\"Elvish Rider\") 5 13} {FACING ne}\n\n {NAMED_UNIT 2 (\"Elvish Archer\") 15 15 Elytha ( _ \"Elytha\") (\n gender=female\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n [/modifications]\n facing=se\n )}\n\n {NAMED_UNIT 2 (\"Elvish Archer\") 16 16 Unia ( _ \"Unia\") (\n gender=female\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n [/modifications]\n facing=nw\n )}\n\n {LOCK_VIEW}\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=Eluclya\n message= _ \"My lady, since you are returning to the Far North we thought we should let you know you can count on our help. Should you need fighters or a healer...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I appreciate your offer, and you can come with us if you wish.\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"These three loyal elves\u2014Eluclya, Nalan and Crendil\u2014will be available for you to recall from now on.\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Elynia, I\u2019m not sure leaving most of our men behind is actually a good idea.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I prefer that they stay here to investigate the ruins for us and assist the elves should the Empire send more troops back here. Anya can teleport them back to us later if necessary. We don\u2019t have much time and we have already tarried here for too long because of my incompetence.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Don\u2019t say such things \u2014 it\u2019s not your fault! Teleportation is a very complicated and dangerous skill to learn for those who weren\u2019t born with the ability!\"\n [/message]\n\n {FACE_DIRECTION (id=Elynia) ne}\n\n [message]\n speaker=Elynia\n message= _ \"If you say so, girl. (smiling) I suppose it\u2019s not my place to argue with a creature of the darkness.\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Let\u2019s return.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Very well!\"\n [/message]\n\n [delay]\n time=200\n [/delay]\n\n {PUT_TO_RECALL_LIST (\n side=1\n race=elf\n )}\n\n [store_unit]\n [filter]\n id=Elynia\n [/filter]\n variable=elynia_store\n kill=yes\n [/store_unit]\n\n [store_unit]\n [filter]\n id=Anya\n [/filter]\n variable=anya_store\n kill=yes\n [/store_unit]\n\n [store_unit]\n [filter]\n id=Durvan\n [/filter]\n variable=durvan_store\n kill=yes\n [/store_unit]\n\n [kill]\n side=2\n [/kill]\n\n [redraw][/redraw]\n\n {BLACK_SCREEN}\n\n [modify_side]\n side=1\n shroud=yes\n [/modify_side]\n\n [sound]\n name=\"magic-dark-big.ogg\"\n [/sound]\n\n [delay]\n time=100\n [/delay]\n\n [sound]\n name=\"lightning.ogg\"\n [/sound]\n\n [replace_map]\n map=\"{LE /maps/01_02_A_Light_in_the_Darkness.map}\"\n expand,shrink=yes,yes\n [/replace_map]\n\n [redraw][/redraw]\n\n [scroll_to]\n x,y=42,24\n {WARP}\n [/scroll_to]\n\n [delay]\n time=2000\n [/delay]\n\n # Items\n\n {PLACE_IMAGE \"items/bones.png\" 24 17}\n {PLACE_IMAGE \"items/bones.png~FL(horiz)\" 11 21}\n {PLACE_IMAGE \"items/bones.png\" 31 11}\n\n {PLACE_IMAGE \"scenery/trash.png\" 35 26}\n\n {PLACE_IMAGE \"scenery/village-human-burned1.png\" 12 16}\n {PLACE_IMAGE \"scenery/village-human-burned4.png\" 17 22}\n {PLACE_IMAGE \"scenery/village-human-burned3.png\" 22 13}\n {PLACE_IMAGE \"scenery/village-human-burned2.png\" 18 30}\n\n {PLACE_IMAGE \"scenery/mine-abandoned.png\" 40 8}\n\n {PLACE_IMAGE \"scenery/rubble.png\" 31 26}\n\n {PLACE_IMAGE \"scenery/oak-leaning.png\" 5 4}\n\n {PLACE_IMAGE \"scenery/rock3.png\" 31 6}\n {PLACE_IMAGE \"scenery/rock1.png\" 35 8}\n\n {PLACE_IMAGE \"scenery/blood-trail-1.png\" 41 26}\n {PLACE_IMAGE \"scenery/blood-trail-2.png\" 40 26}\n\n {PLACE_IMAGE \"scenery/gore-3.png\" 32 24}\n {PLACE_IMAGE \"scenery/gore-3.png\" 29 19}\n {PLACE_IMAGE \"scenery/gore-3.png~FL(horiz)\" 27 23}\n {PLACE_IMAGE \"scenery/gore-2.png\" 30 24}\n {PLACE_IMAGE \"scenery/gore-2.png\" 29 28}\n\n [set_variables]\n name=elynia_store\n mode=merge\n [literal]\n x,y,facing=41,24,se\n [/literal]\n [/set_variables]\n\n [set_variables]\n name=anya_store\n mode=merge\n [literal]\n x,y,facing=42,24,sw\n [/literal]\n [/set_variables]\n\n [set_variables]\n name=durvan_store\n mode=merge\n [literal]\n x,y,facing=41,25,ne\n [/literal]\n [/set_variables]\n\n [time_area]\n {UNDERGROUND}\n terrain=X*\n [or]\n x=34-48,33 ,30-32,37-38,43-44\n y=22-30,26-31,30-31,20 ,20\n [/or]\n [/time_area]\n\n [sound]\n name=\"magic-dark-big-miss.ogg\"\n [/sound]\n\n {RESET_SCREEN}\n\n [unstore_unit]\n variable=elynia_store\n [/unstore_unit]\n\n [unstore_unit]\n variable=anya_store\n [/unstore_unit]\n\n [unstore_unit]\n variable=durvan_store\n [/unstore_unit]\n\n {CLEAR_VARIABLE elynia_store,anya_store,durvan_store}\n\n [redraw]\n side=1 # refresh shroud\n [/redraw]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Durvan\n message= _ \"Where are we? Where is everyone?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n message= _ \"While Anya and Durvan contemplate their surroundings, Elynia picks up a necklace identical to Anya\u2019s, covered in blood.\"\n image=wesnoth-icon.png\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"This does not bode well.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"That trail... No...\"\n [/message]\n\n {MOVE_UNIT (id=Elynia) 38 27}\n {FACE_DIRECTION (id=Elynia) nw}\n\n {MOVE_UNIT (id=Durvan) 39 27}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"Please tell me they\u2019re not...\"\n [/message]\n\n [unit]\n x,y=37,27\n side=6\n type=Door\n upkeep=free\n max_hitpoints=8\n [/unit]\n\n [animate_attack]\n [filter]\n x,y=37,27\n [/filter]\n [filter_second]\n id=Elynia\n [/filter_second]\n [filter_attack]\n name=faerie touch\n [/filter_attack]\n kill=yes\n animate=yes\n fire_event=no\n amount=8\n #experience=no\n [/animate_attack]\n\n [remove_terrain_overlays]\n x,y=37,27\n [/remove_terrain_overlays]\n\n # Not updating shroud yet, this is by design and important. We do need\n # the terrain update right now, though.\n\n [redraw]\n clear_shroud=no\n [/redraw]\n\n {MOVE_UNIT (id=Elynia) 35 26}\n\n [hide_unit][/hide_unit]\n\n {FADE_TO_BLACK}\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n [fade_out_music]\n time=500\n [/fade_out_music]\n\n [message]\n speaker=Elynia\n scroll=no\n message= _ \"... May the Lords of Light have mercy...\"\n [/message]\n\n # Begin enemy sides set-up\n\n [modify_side]\n [filter_side]\n team_name=evil\n [/filter_side]\n hidden=no\n [/modify_side]\n\n [store_starting_location]\n side=3\n [/store_starting_location]\n\n # Inserting units on the battlefield like this\n # takes visibly long, and they are visibly drawn\n # first one by one. This is annoying, so it's\n # better to do the spawning with hidden units\n # that are cleanly and simultaneously unhidden\n # when done.\n\n # wmllint: recognize General Ramzal\n [hidden_unit]\n canrecruit=yes\n type=Chaos Sharpshooter\n id=General Ramzal\n name= _ \"General Ramzal\"\n side=3\n x,y=$location.x,$location.y\n facing=se\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n [/modifications]\n [/hidden_unit]\n\n [capture_village]\n side=3\n terrain=*^V*\n [/capture_village]\n\n [store_starting_location]\n side=4\n [/store_starting_location]\n\n # wmllint: recognize Sibul\n [hidden_unit]\n canrecruit=yes\n type=Demon Grunt\n id=Sibul\n name= _ \"Sibul\"\n side=4\n experience=3\n x,y=$location.x,$location.y\n facing=sw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_DEXTROUS}\n [/modifications]\n [/hidden_unit]\n\n {CAPTURE_VILLAGES 12 $location.x $location.y 8}\n\n [store_starting_location]\n side=5\n [/store_starting_location]\n\n # wmllint: recognize Vrenmark\n [hidden_unit]\n canrecruit=yes\n type=Chaos Marauder\n id=Vrenmark\n name= _ \"Vrenmark\"\n experience=12\n side=5\n x,y=$location.x,$location.y\n facing=ne\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_QUICK}\n [/modifications]\n [/hidden_unit]\n\n {CAPTURE_VILLAGES 5 $location.x $location.y 8}\n\n # End enemy sides set-up\n\n [delay]\n time=500\n [/delay]\n\n # Begin battlefield set-up\n\n [hidden_unit]\n side=2\n x,y=17,22\n hitpoints,experience=2,16\n facing=se\n type=Demon Grunt\n gender=male\n name= _ \"Amphael\"\n [modifications]\n {TRAIT_DEXTROUS}\n {TRAIT_QUICK}\n [/modifications]\n [/hidden_unit]\n\n [hidden_unit]\n side=3\n x,y=17,21\n experience=2\n facing=s\n type=Demon\n gender=female\n name= _ \"Vrena\"\n [modifications]\n {TRAIT_DEXTROUS}\n {TRAIT_RESILIENT}\n [/modifications]\n [/hidden_unit]\n\n [hidden_unit]\n side=4\n x,y=24,25\n experience=6\n facing=se\n type=Dark Knight\n name= _ \"Zulter\"\n hitpoints=22\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n [/modifications]\n [/hidden_unit]\n\n [hidden_unit]\n side=3\n x,y=26,26\n experience=2\n hitpoints=29\n facing=nw\n type=Blood Imp\n name= _ \"Sharghel\"\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n [/modifications]\n [/hidden_unit]\n\n [hidden_unit]\n side=2\n x,y=25,26\n hitpoints,experience=11,4\n facing=\n type=Demon Zephyr\n gender=female\n name= _ \"Riza\"\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n [/hidden_unit]\n\n [hidden_unit]\n side=2\n x,y=26,21\n hitpoints,experience=1,3\n facing=ne\n type=Fire Faerie\n name= _ \"Malryne\"\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_QUICK}\n [/modifications]\n [/hidden_unit]\n\n [hidden_unit]\n side=5\n x,y=26,22\n experience=2\n facing=n\n type=Chaos Invader\n name= _ \"Faras\"\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n [/modifications]\n [/hidden_unit]\n\n [hidden_unit]\n side=3\n x,y=14,9\n experience=13\n hitpoints=31\n facing=se\n type=Demon\n name= _ \"Vulmorse\"\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_STRONG}\n [/modifications]\n [/hidden_unit]\n\n [hidden_unit]\n side=2\n x,y=15,10\n hitpoints,experience=3,5\n facing=nw\n type=Demon\n gender=male\n name= _ \"El-Daghard\"\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n [/modifications]\n [/hidden_unit]\n\n [hidden_unit]\n side=3\n x,y=16,10\n experience=9\n facing=nw\n type=Imp\n name= _ \"Knox\"\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_DIM}\n [/modifications]\n [/hidden_unit]\n\n [hidden_unit]\n side=3\n x,y=13,16\n facing=sw\n type=Demon Zephyr\n gender=female\n name= _ \"Shege Ros\"\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_QUICK}\n [/modifications]\n [/hidden_unit]\n\n [hidden_unit]\n side=3\n x,y=17,13\n facing=se\n type=Chaos Invoker\n name= _ \"Azora\"\n hitpoints=11\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n [/hidden_unit]\n\n [hidden_unit]\n side=4\n x,y=32,9\n facing=sw\n type=Demon\n name= _ \"Kalehmar\"\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_STRONG}\n [/modifications]\n [/hidden_unit]\n\n [hidden_unit]\n side=5\n x,y=8,18\n facing=nw\n gender=female\n hitpoints=2\n type=Demon\n name= _ \"Zharma\"\n [modifications]\n {TRAIT_DEXTROUS}\n {TRAIT_QUICK}\n [/modifications]\n [/hidden_unit]\n\n [hidden_unit]\n side=5\n x,y=12,24\n facing=sw\n type=Imp\n name= _ \"Drogor\"\n [modifications]\n {TRAIT_SLOW}\n {TRAIT_DIM}\n [/modifications]\n [/hidden_unit]\n\n [hidden_unit]\n side=2\n x,y=19,16\n facing=se\n type=Rock Golem\n hitpoints=13\n experience=6\n [/hidden_unit]\n\n [hidden_unit]\n side=2\n x,y=26,23\n facing=nw\n type=Animated Rock\n hitpoints=2\n experience=5\n [/hidden_unit]\n\n [hidden_unit]\n side=2\n x,y=11,22\n facing=se\n type=Animated Rock\n hitpoints=7\n experience=2\n [/hidden_unit]\n\n # Guardians\n\n#ifndef EASY\n [hidden_unit]\n side=4\n ai_special=guardian\n upkeep=free\n x,y=33,5\n facing=se\n type=Demon\n gender=female\n name= _ \"Kyanala\"\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_INTELLIGENT}\n [/modifications]\n [/hidden_unit]\n\n [hidden_unit]\n side=4\n ai_special=guardian\n upkeep=free\n x,y=37,10\n facing=nw\n type=Demon\n gender=female\n name= _ \"Shergal\"\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_DEXTROUS}\n [/modifications]\n [/hidden_unit]\n#endif\n\n # End battlefield set-up\n\n {REPLACE_SCENARIO_MUSIC \"returning_in_time.ogg\"}\n\n {MOVE_UNIT (id=Durvan) 36 26}\n\n [message]\n speaker=Durvan\n scroll=no\n message= _ \"This... is quite the bloody mess...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n scroll=no\n message= _ \"Anya... I...\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elynia\n scroll=no\n message= _ \"... I\u2014 I advise you don\u2019t come outside\u2014\"\n [/message]\n\n {MOVE_UNIT (id=Anya) 34 26}\n\n [delay]\n time=1000\n [/delay]\n\n [scroll_to]\n x,y=26,21\n {WARP}\n [/scroll_to]\n\n #\n # Unveil the map\n #\n\n [modify_side]\n side=1\n shroud=no\n [/modify_side]\n\n {RESET_SCREEN}\n\n # Unhide everyone\n\n [unhide_unit][/unhide_unit]\n\n [redraw]\n side=1\n [/redraw]\n\n [delay]\n time=2000\n [/delay]\n\n [scroll_to]\n x,y=27,13\n [/scroll_to]\n\n [delay]\n time=1000\n [/delay]\n\n [scroll_to]\n x,y=17,22\n [/scroll_to]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Anya\n scroll=no\n message= _ \"(crying) No...\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [scroll_to]\n x,y=12,6\n [/scroll_to]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=General Ramzal\n # po: The full title is \"The Fist of Uria\", and is male, but this is supposed\n # po: to be unclear at this point in order to mess with Elynia's head.\n message= _ \"There they are! Just like the Fist told us, they would turn up soon looking for their fallen friends. Would that our pets had lingered around for long enough. But I\u2019m rambling \u2014 let\u2019s end this once and for all!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Search the settlement for survivors, gather any living humans from the nearby villages, and try to locate Elorran and Tara\u2019s remains.\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Elynia...? What\u2019s your plan?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"We will make the demons pay for this atrocity. That is all I know and care about for the moment.\"\n [/message]\n\n {MOVE_UNIT (id=Elynia) 33 25}\n {MOVE_UNIT (id=Anya) 33 26}\n {MOVE_UNIT (id=Durvan) 34 24}\n\n {CLEAR_VARIABLE location}\n\n [fire_event]\n name=begin gameplay\n [/fire_event]\n [/event]\n\n [event]\n name=begin gameplay\n [modify_turns]\n {QUANTITY value 28 27 26}\n [/modify_turns]\n\n [modify_side]\n side=1\n {GOLD 250 240 230}\n {INCOME 3 2 2}\n village_gold=1\n recruit=\"Faerie Sprite,Footpad,Poacher,Thug,Ruffian\"\n [/modify_side]\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Defeat all enemy leaders\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Durvan\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n\n {RESET_THEME}\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=side 1 turn 1 end\n [message]\n speaker=Elynia\n scroll=no\n message= _ \"Anya... I\u2019m truly sorry for all this. It all has been my fault...\"\n [/message]\n\n [delay]\n time=2000\n [/delay]\n\n [message]\n speaker=Anya\n scroll=no\n message= _ \"(still crying) Don\u2019t blame yourself. This... we knew it would happen. It would happen sooner or later.\"\n [/message]\n\n [message]\n speaker=Anya\n scroll=no\n message= _ \"I just... I just hoped I\u2019d have a chance to say goodbye to them. They... they took care of me for so long, ever since I was abandoned... as a child.\"\n [/message]\n [/event]\n\n [event]\n name=side 2 turn 1 end\n [message]\n speaker=Anya\n scroll=no\n message= _ \"I could never understand. I had heard stories about your kind... And then I met you, and I saw you and that elvish lady, and the other elves... You have such a different perception of those who ascend to faeriedom... You look upon them with awe and respect. Humans don\u2019t share the sentiment with those born from faerie and demonkind like me.\"\n [/message]\n\n [message]\n speaker=Anya\n scroll=no\n message= _ \"They hate us. Perhaps out of fear, or out of ignorance. Or simply because we are not like them.\"\n [/message]\n\n [message]\n speaker=Anya\n scroll=no\n message= _ \"Thirteen years ago, Tara found me in the forest. I was cold, starving, and frightened. She brought me to Elorran, and together they raised me since then, all despite the dangers of their mission. The rational option for them should have been to leave me behind so I wouldn\u2019t hinder them, and yet...\"\n [/message]\n [/event]\n\n [event]\n name=recruit\n [filter]\n side=3\n [/filter]\n\n [fire_event]\n name=anya_dlg_07\n [/fire_event]\n [/event]\n\n # Last resort if the side 3 AI screws up (shouldn't happen!)\n\n [event]\n name=side 3 turn 1 end\n [fire_event]\n name=anya_dlg_07\n [/fire_event]\n [/event]\n\n [event]\n name=anya_dlg_07\n [message]\n speaker=Anya\n scroll=no\n message= _ \"... They taught me many things. But most importantly...\"\n [/message]\n [/event]\n\n [event]\n name=moveto,attack\n [filter]\n side=3\n [/filter]\n\n [fire_event]\n name=anya_dlg_08\n [/fire_event]\n [/event]\n\n # Last resort if the side 3 AI screws up (shouldn't happen!)\n\n [event]\n name=side 3 turn 1 end\n [fire_event]\n name=anya_dlg_08\n [/fire_event]\n [/event]\n\n [event]\n name=anya_dlg_08\n [message]\n speaker=Anya\n scroll=no\n message= _ \"They taught me to smile.\"\n [/message]\n [/event]\n\n [event]\n name=side 4 turn 1 refresh\n [message]\n speaker=Anya\n scroll=no\n message= _ \"My mission failed. I brought you back, but we don\u2019t have the Ruby, and Elorran and Tara can\u2019t help us anymore. But... I\u2019m sure all this had to happen for a reason, even if it often feels like a cruel and pointless game of life and death.\"\n [/message]\n\n [message]\n speaker=Anya\n scroll=no\n message= _ \"If we are still alive, it must mean something...\"\n [/message]\n [/event]\n\n [event]\n name=side 5 turn 1 refresh\n [message]\n speaker=Anya\n scroll=no\n message= _ \"It must mean our purpose in this game hasn\u2019t been fulfilled yet.\"\n [/message]\n [/event]\n\n [event]\n name=side 5 turn 1 end\n [message]\n speaker=Anya\n scroll=no\n message= _ \"I will follow you until the end... what else is there for me to do.\"\n [/message]\n [/event]\n\n [event]\n name=side 1 turn 2\n\n [fade_out_music]\n delay=250\n [/fade_out_music]\n\n [message]\n speaker=Anya\n scroll=yes\n message= _ \"You are all I have now.\"\n [/message]\n\n {REPLACE_SCENARIO_MUSIC (\"northerners.ogg\")}\n {APPEND_MUSIC (\"heroes_rite.ogg\")}\n {APPEND_MUSIC (\"weight_of_revenge.ogg\")}\n [/event]\n\n #\n # General Ramzal leaves on turn 3, leaving a replacement\n # in command instead.\n #\n\n # Make sure he doesn't get killed before then\n\n {FORCE_CHANCE_TO_HIT () (id=\"General Ramzal\") 0 ()}\n\n [event]\n name=side 3 turn 3 refresh\n\n [message]\n speaker=General Ramzal\n message= _ \"I\u2019ve been eagerly awaiting the opportunity to behold the Lady of Light\u2019s impaled torso, but that won\u2019t happen now, for my presence is required in Kalari. But please, go on without me; just make sure to leave a trophy for me to claim.\"\n [/message]\n\n {MOVE_UNIT (id=General Ramzal) 7 4}\n\n [animate_unit]\n [filter]\n id=General Ramzal\n [/filter]\n flag=pre_teleport\n with_bars=yes\n [/animate_unit]\n\n [hide_unit]\n id=General Ramzal\n [/hide_unit]\n\n [store_starting_location]\n side=3\n [/store_starting_location]\n\n [unit]\n x,y=$location.x,$location.y\n facing=se\n side=3\n\n animate=yes\n\n canrecruit=yes\n type=Chaos Razerman\n id=Glorderon\n name= _ \"Glorderon\"\n [modifications]\n {TRAIT_SLOW}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [kill]\n id=General Ramzal\n animate,fire_event=no,no\n [/kill]\n\n {CLEAR_VARIABLE location}\n [/event]\n\n [event]\n # victory is only used as a last resort if the player\n # somehow beat this scenario before turn 10\n name=turn 8,victory\n\n [sound]\n name=\"explosion-big.ogg\"\n [/sound]\n\n {QUAKE (\"rumble.ogg\")}\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"What was that explosion? The volcano?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"No. It was much farther from this region...\"\n [/message]\n [/event]\n\n [event]\n # victory is only used as a last resort if the player\n # somehow beat this scenario before turn 10\n name=turn 9,victory\n [message]\n speaker=Elynia\n message= _ \"The explosion definitely came from Raelthyn. There\u2019s an enormous cloud of smoke coming from that direction. This... I suppose this explains why I couldn\u2019t contact Valen yesterday.\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Glorderon\n [/filter]\n\n [message]\n speaker=Glorderon\n message= _ \"This... isn\u2019t po\u2014\" # wmllint: no spellcheck\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Sibul\n [/filter]\n\n [message]\n speaker=Sibul\n message= _ \"Damn you, creatures\u2014 Grargh!!!\" # wmllint: no spellcheck\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Vrenmark\n [/filter]\n\n [message]\n speaker=Vrenmark\n message= _ \"Ah, yes, you can kill me now, but at the end of the day\u2014\"\n [/message]\n [/event]\n\n [event]\n name=enemies defeated\n {ENDLEVEL_VICTORY yes}\n [/event]\n\n [event]\n name=victory\n\n {FACE_UNIT (id=Durvan) (id=Elynia)}\n\n [message]\n speaker=Durvan\n message= _ \"Elynia, can I talk to you for a moment?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"You mean... Well, yes, of course.\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"(aside) We found a witness. He claims a demon and a faerie were amongst the many victims of a number of mechanical birds who descended from the sky, killing and devouring everybody in their path, making sure to leave no whole corpses behind. Elorran and Tara...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"(aside) I understand. Why... Why did it have to end like this...? Just when I thought we had a chance to rally demonkind against Uria...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n {FACE_UNIT (id=Anya) (id=Elynia)}\n\n [message]\n speaker=Anya\n message= _ \"Elynia?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Yes?\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"What are we going to do now?\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"I don\u2019t know anymore. If Raelthyn has fallen, then all hope is lost; the Chaos Empire has won the war, and Uria is now able to do whatever she wants with Irdya and her next target with that artifact in her possession. We might be able to survive the upcoming onslaught for a while if we go back with Unarye, assuming they haven\u2019t also been crushed by these relentless hordes coming out of damned nowhere...\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"What if we left the Great Continent instead?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"The elves in Zocthanol Isle told us their merfolk allies had evidence that only the Great Northern Ice Plains remain besides this continent. We would quickly perish there, so that\u2019s not an option. And what would the point be if Uria presumably has the power to destroy Irdya itself?\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"You aren\u2019t suggesting we just sit here and do nothing, are you?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"... guess I am.\"\n [/message]\n\n [delay]\n time=1500\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"Elynia, please! Just... let\u2019s go back to Raelthyn.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"To see more of this? Do you really want to see more senseless destruction? Do you really want me to lead you to another devastated battlefield littered with dismembered corpses?\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"I feel this is not over yet. Let\u2019s go back. Please...\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=02_01_Return_to_Raelthyn\n name= _ \"Return to Raelthyn\"\n {MAP 02_01_Return_to_Raelthyn.map}\n next_scenario=02_02_Reckoning\n\n {F_DEATHS}\n\n {SCENARIO_MUSIC \"heroes_rite.ogg\"}\n\n {STORYTXT_RETURN_TO_RAELTHYN}\n\n # this scenario lasts one day plus most of the second day\n # until the short darkness begins, regardless of difficulty\n # level for story reasons\n turns=20\n {TWO_SUNS_DEFAULT_SCHEDULE}\n\n # Adavyan's keep location (SLF); this is used both by AI\n # code and event handlers.\n#define R_ADAS_KEEP_SLF\n x=26,24-26,25,27\n y=18,19-20,21,21\n#enddef\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=player\n team_name=good\n user_team_name= _ \"team_name^Elynia\"\n\n {GOLD 200 190 180}\n {INCOME 4 3 2}\n\n fog=yes\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA}\n [/side]\n\n#define R_INITIAL_UNIT _TYPE _X _Y _ID _NAME _MORE_WML\n [unit]\n type={_TYPE}\n x={_X}\n y={_Y}\n\n id={_ID}\n name={_NAME}\n\n random_gender=no\n random_traits=no\n generate_name=no\n\n upkeep=loyal\n\n {_MORE_WML}\n [/unit]\n#enddef\n\n [side]\n side=2\n controller=human\n persistent=no\n team_name=good\n user_team_name= _ \"team_name^Raelthyn\"\n {ARAGWAITH_FLAG}\n\n {GOLD 270 260 240}\n {INCOME 6 5 4}\n recruit=Aragwaith Archer,Aragwaith Spearman,Aragwaith Witch,Aragwaith Scout,Aragwaith Swordsman,Aragwaith Eagle Rider\n\n # wmllint: recognize Torancyn\n {CHARACTER_STATS_TORANCYN}\n [+modifications]\n {TEAM_COLOR_OVERRIDE () orange}\n [/modifications]\n canrecruit=yes\n facing=sw\n\n [unit]\n # wmllint: recognize Valen\n {CHARACTER_STATS_VALEN}\n {IS_HERO}\n [+modifications]\n {TEAM_COLOR_OVERRIDE () teal}\n {MOD_LOYAL_HERO}\n [/modifications]\n facing=sw\n x,y=24,19\n [/unit]\n\n {R_INITIAL_UNIT (Aragwaith Longswordsman) 26 33 Boros ( _ \"Boros\") (\n facing=sw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n [/modifications]\n )}\n {R_INITIAL_UNIT (Aragwaith Longswordsman) 34 28 Dereon ( _ \"Dereon\") (\n facing=se\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_STRONG}\n [/modifications]\n )}\n {R_INITIAL_UNIT (Aragwaith Strongbow) 38 26 Valthyn ( _ \"Valthyn\") (\n facing=se\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_QUICK}\n [/modifications]\n )}\n {R_INITIAL_UNIT (Aragwaith Pikeman) 41 20 Pelarth ( _ \"Pelarth\") (\n facing=se\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_INTELLIGENT}\n [/modifications]\n )}\n {R_INITIAL_UNIT (Aragwaith Strongbow) 18 18 Fraldar ( _ \"Fraldar\") (\n facing=sw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_INTELLIGENT}\n [/modifications]\n )}\n {R_INITIAL_UNIT (Aragwaith Eagle Master) 35 10 Rilbur ( _ \"Rilbur\") (\n facing=ne\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_INTELLIGENT}\n [/modifications]\n )}\n\n # These two are from IftU scenario 14\n {R_INITIAL_UNIT (Aragwaith Strongbow) 16 23 Blynyr ( _ \"Blynyr\") (\n facing=sw\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_QUICK}\n [/modifications]\n )}\n {R_INITIAL_UNIT (Aragwaith Longswordsman) 16 30 Zednal ( _ \"Zednal\") (\n facing=nw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n [/modifications]\n )}\n [/side]\n # wmllint: validate-on\n\n#define R_DRILLER _X _Y\n [unit]\n type=Shaxthal Demolisher Drone\n x={_X}\n y={_Y}\n upkeep=loyal\n\n overlays=\"misc/payload-icon.png\"\n\n random_gender=no\n random_traits=no\n generate_name=no\n\n [modifications]\n {TRAIT_BIOMECHANICAL}\n [/modifications]\n [/unit]\n#enddef\n\n [side]\n side=3\n team_name=evil\n user_team_name= _ \"team_name^Enemies\"\n {CHAOS_FLAG}\n\n no_leader=yes\n\n gold=0\n village_gold=0\n {NO_INCOME}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n # Try to not attack enemy units unless there is no\n # other option.\n {AI_SIMPLE_ALWAYS_ASPECT aggression -1000.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n\n #\n # Try to reach Advyan\u2019s keep to deploy the payload.\n #\n\n [goal]\n name=target_location\n value=1000.0\n [criteria]\n {R_ADAS_KEEP_SLF}\n [/criteria]\n [/goal]\n [/ai]\n\n {R_DRILLER 5 31} {FACING ne}\n {R_DRILLER 41 42} {FACING nw}\n {R_DRILLER 15 5} {FACING se}\n#ifndef EASY\n {R_DRILLER 62 1} {FACING nw}\n#endif\n [/side]\n\n#undef R_DRILLER\n\n [side]\n side=4\n team_name=evil\n user_team_name= _ \"team_name^Enemies\"\n {CHAOS_FLAG}\n\n {GOLD 150 160 170}\n recruit=Chaos Gunner,Chaos Invoker,Chaos Invader,Chaos Raider\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"scout,mixed fighter,fighter,archer,fighter\"}\n [/ai]\n\n canrecruit=yes\n type=Chaos Cataphract\n id=Daraes Pelnoth\n name= _ \"Daraes Pelnoth\"\n facing=nw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n {BOSS_BOOST 20% 0 0 2 0}\n [/modifications]\n\n {R_INITIAL_UNIT (\"Chaos Magus\") 56 37 Golgathar ( _ \"Golgathar\") (\n facing=nw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n )}\n {R_INITIAL_UNIT (\"Dark Knight\") 58 32 Merkal ( _ \"Merkal\") (\n facing=nw\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_STRONG}\n [/modifications]\n )}\n [/side]\n\n [side]\n side=5\n team_name=evil\n user_team_name= _ \"team_name^Enemies\"\n {CHAOS_FLAG}\n\n {GOLD 155 160 165}\n recruit=Imp,Demon,Chaos Bowman,Chaos Headhunter\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"scout,mixed fighter,fighter,archer,fighter\"}\n [/ai]\n\n canrecruit=yes\n type=Armageddon Imp\n id=\"Demon Lord Rhalgar'agael\"\n name= _ \"Demon Lord Rhalgar\u2019agael\"\n facing=se\n [modifications]\n {TRAIT_SLOW}\n {TRAIT_INTELLIGENT}\n {BOSS_BOOST 12% 0 0 1 1}\n [/modifications]\n\n {R_INITIAL_UNIT (\"Demon Stormtide\") 8 4 Kretassal ( _ \"Kretassal\") (\n facing=se\n gender=female\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_INTELLIGENT}\n [/modifications]\n )}\n {R_INITIAL_UNIT (\"Demon Stormtide\") 13 7 Kilagor ( _ \"Kilagor\") (\n facing=se\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_STRONG}\n [/modifications]\n )}\n {R_INITIAL_UNIT (\"Demon Zephyr\") 18 3 Daenangor ( _ \"Daenangor\") (\n facing=se\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n [/modifications]\n )}\n [/side]\n\n [side]\n side=6\n team_name=evil\n user_team_name= _ \"team_name^Enemies\"\n {CHAOS_FLAG}\n\n {GOLD 160 170 180}\n recruit=Shaxthal Runner Drone,Chaos Invader,Chaos Bowman,Vampire Bat\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"fighter,mixed fighter,archer,scout,fighter\"}\n [/ai]\n\n canrecruit=yes\n type=Ancient Lich\n id=Mal Sultaria\n name= _ \"Mal Sultaria\"\n facing=ne\n [modifications]\n {TRAIT_UNDEAD}\n {TRAIT_RESILIENT}\n {BOSS_BOOST 10% 0 0 0 0}\n [/modifications]\n\n {R_INITIAL_UNIT (\"Blood Imp\") 5 29 Thorkar ( _ \"Thorkar\") (\n facing=ne\n [modifications]\n {TRAIT_DIM}\n {TRAIT_STRONG}\n [/modifications]\n )}\n {R_INITIAL_UNIT (\"Chaos Marauder\") 3 18 Cergil ( _ \"Cergil\") (\n facing=se\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_INTELLIGENT}\n [/modifications]\n )}\n [/side]\n\n [side]\n side=7\n team_name=evil\n user_team_name= _ \"team_name^Enemies\"\n {CHAOS_FLAG}\n\n {GOLD 150 160 170}\n recruit=Demon,Ghoul,Skeleton Archer,Ghost\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"mixed fighter,archer,fighter,mixed fighter,scout,mixed fighter\"}\n [/ai]\n\n canrecruit=yes\n type=Chaos Lorekeeper\n id=Morragor\n name= _ \"Morragor\"\n facing=nw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_INTELLIGENT}\n {BOSS_BOOST 40% 1 1 0 1}\n [/modifications]\n\n {R_INITIAL_UNIT (\"Demon Grunt\") 60 9 Iralir ( _ \"Iralir\") (\n facing=nw\n [modifications]\n {TRAIT_DEXTROUS}\n {TRAIT_QUICK}\n [/modifications]\n )}\n {R_INITIAL_UNIT (\"Blood Imp\") 55 15 Romoror ( _ \"Romoror\") (\n facing=nw\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_SLOW}\n [/modifications]\n )}\n [/side]\n\n [side]\n side=8\n team_name=good\n user_team_name= _ \"team_name^Arphalad\"\n {ARAGWAITH_FLAG}\n\n hidden=yes\n no_leader=yes\n\n controller=null\n\n {NO_INCOME}\n gold,village_gold=0,0\n [/side]\n\n [side]\n side=9\n team_name=good\n user_team_name= _ \"team_name^Elves\"\n {ELVISH_FLAG}\n\n hidden=yes\n no_leader=yes\n\n controller=null\n\n {NO_INCOME}\n gold,village_gold=0,0\n [/side]\n\n#undef R_INITIAL_UNIT\n\n {STARTING_VILLAGES 4 9}\n {STARTING_VILLAGES 5 9}\n {STARTING_VILLAGES 6 9}\n {STARTING_VILLAGES 7 9}\n\n # NOTE: objects are shifted by x+12 and y+4 relative\n # to their locations in the standard Raelthyn map\n\n [label]\n x,y=45,8\n text= _ \"Arphalad\"\n [/label]\n\n [label]\n x,y=41,13\n text= _ \"River Lorin\"\n [/label]\n\n [label]\n x,y=29,30\n text= _ \"Lake Wylven\"\n [/label]\n\n [label]\n x,y=25,20\n text= _ \"Adavyan\u2019s Keep\"\n [/label]\n\n [label]\n x,y=17,15\n text= _ \"Danaerad\"\n [/label]\n\n [label]\n x,y=35,10\n text= _ \"Tower of Silence\"\n [/label]\n\n # {PLACE_IMAGE scenery/leanto.png 17 9}\n {PLACE_IMAGE scenery/temple1.png 22 11}\n # {PLACE_IMAGE scenery/oak-leaning.png 30 21}\n # {PLACE_IMAGE scenery/oak-leaning.png 30 12}\n # {PLACE_IMAGE scenery/oak-leaning.png 22 12}\n # {PLACE_IMAGE items/archery-target-right.png 15 14}\n # {PLACE_IMAGE items/archery-target-right.png 25 18}\n\n # {PLACE_IMAGE \"scenery/temple1.png\" 42 5}\n # {PLACE_IMAGE \"items/straw-bale1.png\" 49 8}\n # {PLACE_IMAGE \"items/straw-bale2.png\" 47 26}\n # {PLACE_IMAGE \"items/grain-sheaf.png\" 50 34}\n # {PLACE_IMAGE \"items/straw-bale1.png\" 43 38}\n # {PLACE_IMAGE \"items/straw-bale1.png\" 51 26}\n\n # wmllint: whofield R_RAELTHYN_DEFENSE 4\n#define R_RAELTHYN_DEFENSE _TYPE _X _Y _ID _NAME _TRAITS _FACING\n [unit]\n animate=yes\n side=2\n type={_TYPE}\n x={_X}\n y={_Y}\n unrenamable=yes\n\n id={_ID}\n name={_NAME}\n\n random_gender=no\n random_traits=no\n generate_name=no\n\n overlays=\"misc/loyal-icon.png\"\n upkeep=loyal\n\n facing={_FACING}\n\n [modifications]\n {TRAIT_LOYAL}\n {_TRAITS}\n [/modifications]\n [/unit]\n#enddef\n\n # wmllint: whofield R_ARPHALAD_MILITIA 4\n#define R_ARPHALAD_MILITIA _TYPE _X _Y _ID _NAME _TRAITS _FACING\n [unit]\n animate=yes\n side=8\n type={_TYPE}\n x={_X}\n y={_Y}\n unrenamable=yes\n\n id={_ID}\n name={_NAME}\n\n random_gender=no\n random_traits=no\n generate_name=no\n\n overlays=\"misc/loyal-icon.png\"\n upkeep=loyal\n\n facing={_FACING}\n\n [modifications]\n {TRAIT_LOYAL}\n {_TRAITS}\n [/modifications]\n [/unit]\n#enddef\n\n [event]\n name=prestart\n\n # wmllint: recognize Anya\n {RECALL_ANYA}\n # wmllint: recognize Durvan\n {RECALL_DURVAN}\n\n {FACE_DIRECTION (side=1) sw}\n\n # This is the amount of load-bearing drones the player\n # has to take down. The exact count will vary according\n # to difficulty (see above), but to make it easier for\n # future balancing we'll determine it at runtime instead\n # of hardcoding numbers.\n\n [count_units]\n type=Shaxthal Demolisher Drone\n variable=payload_count\n [/count_units]\n\n [hide_unit]\n side=2\n [/hide_unit]\n\n [capture_village]\n side=2\n x=13-45,23\n y= 8-32,37\n terrain=*^V*\n [/capture_village]\n\n {UNIT_FROM_GLOBAL_STORE episode1_stats_igor}\n\n {UNIT_FROM_GLOBAL_STORE episode1_stats_fountain_faerie}\n\n [if]\n {VARIABLE_ARRAY_NOT_EMPTY episode1_stats_fountain_faerie}\n [then]\n # Make her loyal. Injecting the loyal trait is not precisely\n # trivial since we need to extract the contents of the [trait]\n # tag by force.\n\n [set_variables]\n name=episode1_stats_fountain_faerie[0]\n mode=merge\n [literal]\n side=8\n upkeep=loyal\n {IS_LOYAL}\n [/literal]\n [/set_variables]\n\n [set_variables]\n name=temp_trait_loyal_data\n mode=replace\n [literal]\n {TRAIT_LOYAL}\n [/literal]\n [/set_variables]\n\n [set_variables]\n name=episode1_stats_fountain_faerie[0].modifications.trait[0]\n mode=insert\n to_variable=temp_trait_loyal_data.trait\n [/set_variables]\n\n {CLEAR_VARIABLE temp_trait_loyal_data}\n\n # The fountain faerie should be in the same state she was as\n # part of the player's recall list at the start of E1S11.2.\n # This means we don't need to clear statuses or heal her back\n # to full. Put her in the recall list so we can use [recall]\n # on her later.\n\n [unstore_unit]\n variable=\"episode1_stats_fountain_faerie[0]\"\n x,y=recall,recall\n [/unstore_unit]\n [/then]\n [/if]\n [/event]\n\n #\n # The objectives in this scenario are rather unusually complicated, so\n # we update them in a single event that acts as a WML function of sorts\n # to make future code changes easier to accomplish.\n #\n\n#define R_UPDATE_OBJECTIVES\n [fire_event]\n name=update player objectives\n [/fire_event]\n#enddef\n\n#define R_COMMON_OBJECTIVES\n {OBJECTIVE_VICTORY_END_OF_TURNS}\n {OBJECTIVE_OPTIONAL ( _ \"Defeat all enemy leaders\"+{EARLY_FINISH_BONUS_FOOTNOTE})}\n\n {OBJECTIVE_DEFEAT ( _ \"A Demolisher Drone explodes within range of Adavyan\u2019s Keep\")}\n {OBJECTIVE_SHOW_IF ({VARIABLE_NUMERICAL_GREATER_THAN payload_count 0})}\n#enddef\n\n#define R_OBJECTIVES_SIDE_1_DEATHS\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Durvan\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Irylean\")}\n#enddef\n\n#define R_OBJECTIVES_SIDE_2_DEATHS\n {OBJECTIVE_DEFEAT ( _ \"Death of Torancyn\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Valen\")}\n#enddef\n\n#define R_OBJECTIVE_NOTES\n {OBJECTIVE_NOTE ( _ \"Adavyan\u2019s Keep comprises the initial keep and castle tiles where Torancyn stands\")}\n {OBJECTIVE_NOTE ( _ \"Keep in mind Demolisher Drones destroy and kill everything within a one-hex radius when slain; you will need to sacrifice units to achieve your goals\")}\n#enddef\n\n#define R_OBJECTIVE_NON_PERSISTENT_TEAM_WARNING\n {OBJECTIVE_NOTE ( _ \"Torancyn and his units (blue team) will not be carried over to the next scenario\")}\n#enddef\n\n#define R_OBJECTIVE_DRONES\n [objective]\n description= _ \"Destroy the Demolisher Drones before they reach Adavyan\u2019s Keep at the center of the city\"+\" \"+_\"($payload_count drones remaining)\"+\"\"\n condition=win\n [show_if]\n {VARIABLE_NUMERICAL_GREATER_THAN payload_count 1}\n [/show_if]\n [/objective]\n [objective]\n description= _\"Destroy the Demolisher Drones before they reach Adavyan\u2019s Keep at the center of the city\"+\" \"+_\"(One drone remaining)\"+\"\"\n condition=win\n [show_if]\n {VARIABLE_NUMERICAL_EQUALS payload_count 1}\n [/show_if]\n [/objective]\n#enddef\n\n [event]\n name=update player objectives\n first_time_only=no\n\n [if]\n {VARIABLE_NUMERICAL_GREATER_THAN payload_count 0}\n [then]\n {OBJECTIVES (\n side=1\n silent=yes\n {R_OBJECTIVE_DRONES}\n {R_COMMON_OBJECTIVES}\n {R_OBJECTIVES_SIDE_1_DEATHS}\n {R_OBJECTIVE_NOTES}\n {OBJECTIVE_CARRYOVER}\n )}\n\n {OBJECTIVES (\n side=2\n silent=yes\n {R_OBJECTIVE_DRONES}\n {R_COMMON_OBJECTIVES}\n {R_OBJECTIVES_SIDE_2_DEATHS}\n {R_OBJECTIVE_NON_PERSISTENT_TEAM_WARNING}\n {R_OBJECTIVE_NOTES}\n )}\n [/then]\n [else]\n {OBJECTIVES (\n side=1\n {R_COMMON_OBJECTIVES}\n {R_OBJECTIVES_SIDE_1_DEATHS}\n {OBJECTIVE_CARRYOVER}\n )}\n\n {OBJECTIVES (\n side=2\n {R_COMMON_OBJECTIVES}\n {R_OBJECTIVES_SIDE_2_DEATHS}\n {R_OBJECTIVE_NON_PERSISTENT_TEAM_WARNING}\n )}\n [/else]\n [/if]\n [/event]\n\n#undef R_COMMON_OBJECTIVES\n#undef R_OBJECTIVES_SIDE_1_DEATHS\n#undef R_OBJECTIVES_SIDE_2_DEATHS\n#undef R_OBJECTIVE_DRONES\n#undef R_OBJECTIVE_NOTES\n#undef R_OBJECTIVE_NON_PERSISTENT_TEAM_WARNING\n\n [event]\n name=start\n\n [message]\n speaker=Durvan\n message= _ \"I can barely see through this fog and smoke, but, those are the city walls.\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=narrator\n image=\"misc/blank-hex.png\"\n message= _ \"Dispel the fog.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Who said that?\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Uh, I haven\u2019t said anything...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [unit]\n animate=yes\n # wmllint: recognize Irylean\n {CHARACTER_STATS_IRYLEAN}\n side=8\n x,y=45,6\n [/unit]\n\n {LOYAL_UNIT 8 (Skeleton Archer) 44 5} {FACING ne}\n [+unit]\n [+modifications]\n {TEAM_COLOR_OVERRIDE () white}\n [/modifications]\n [/unit]\n {LOYAL_UNIT 8 (Skeleton Archer) 45 7} {FACING ne}\n [+unit]\n [+modifications]\n {TEAM_COLOR_OVERRIDE () white}\n [/modifications]\n [/unit]\n\n [message]\n speaker=Irylean\n message= _ \"This has only just begun. Who are you and why have you come to this capital of destruction\u2014\"\n [/message]\n\n {FACE_DIRECTION (id=Elynia) se}\n\n [message]\n speaker=Elynia\n message=_ \"I know you. Aren\u2019t you\u2014\"\n [/message]\n\n [message]\n speaker=Irylean\n message= _ \"The Lady of Light! We are saved! Hear, everyone, the gods have finally answered our prayers! She has returned!\"\n [/message]\n\n {R_ARPHALAD_MILITIA (Aragwaith Swordsman) 47 8 Roeghar ( _ \"Roeghar\") ({TRAIT_RESILIENT}) (nw)}\n {R_ARPHALAD_MILITIA (Aragwaith Archer) 49 7 Avethan ( _ \"Avethan\") ({TRAIT_INTELLIGENT}) (nw)}\n\n [if]\n {VARIABLE_ARRAY_NOT_EMPTY episode1_stats_fountain_faerie}\n [then]\n [recall]\n id=\"$episode1_stats_fountain_faerie[0].id\"\n x,y=47,6\n [/recall]\n\n [message]\n speaker=\"$episode1_stats_fountain_faerie[0].id\"\n message= _ \"My lady! I had long given up my search! But you are still alive, after all this time!\"\n [/message]\n\n {CLEAR_VARIABLE episode1_stats_fountain_faerie}\n [/then]\n [/if]\n\n [message]\n speaker=Avethan\n message= _ \"All hail the Lady of Light!\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"You appear to be quite popular here.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"This is rather unexpected given the circumstances of my previous return, but that was a long time ago, after all. If I\u2019m not mistaken you are Irylean, one of Galas\u2019 old advisors?\"\n [/message]\n\n [message]\n speaker=Irylean\n message= _ \"Indeed I was, my lady, but ever since Lord Galas stepped down I retired to this once prosperous land. The demons\u2019 assault was completely unexpected, but we are all doing our best to repel their forces. Sadly, there have been rumors that many members of the Grand Council were killed by the initial charges that destroyed the walls.\"\n [/message]\n\n [modify_side]\n side=1\n fog=no\n [/modify_side]\n\n [redraw]\n side=1 # refresh minimap\n [/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"The fog has lifted!\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Lords of Light, what has happened to the capital?\"\n [/message]\n\n [message]\n speaker=narrator\n image=\"misc/blank-hex.png\"\n message= _ \"Look around.\"\n [/message]\n\n#define R_BEHOLD_LOCATION _X _Y\n [scroll_to]\n x={_X}\n y={_Y}\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n#enddef\n\n {FACE_DIRECTION (id=Elynia) sw}\n\n [delay]\n time=750\n [/delay]\n\n {R_BEHOLD_LOCATION 35 10}\n\n {R_BEHOLD_LOCATION 16 7}\n\n {R_BEHOLD_LOCATION 16 26}\n\n {R_BEHOLD_LOCATION 30 39}\n\n {R_BEHOLD_LOCATION 58 34}\n\n {R_BEHOLD_LOCATION 25 20}\n\n#undef R_BEHOLD_LOCATION\n\n [move_unit_fake]\n type=Aragwaith Lancer\n side=2\n x=35,36,37,38,39,40,41\n y= 8, 7, 7, 6, 6, 5, 5\n [/move_unit_fake]\n\n {R_RAELTHYN_DEFENSE (Aragwaith Lancer) 41 5 Vaenceth ( _ \"Vaenceth\") ({TRAIT_INTELLIGENT}) ne}\n [+unit]\n animate=no\n [/unit]\n\n [message]\n speaker=Vaenceth\n message= _ \"Lady of Light, the Grand Council\u2014or what remains of it anyway\u2014sent me with a message for you, from our seer.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Valen? Is she\u2014\"\n [/message]\n\n [message]\n speaker=Vaenceth\n message= _ \"She\u2019s alive and well, but she needs your help\u2014 we all need your help. Our highest walls were struck down by strange exploding creatures of the enemy \u2014 and our scouts have spotted more of the things approaching the capital.\"\n [/message]\n\n [store_locations]\n [filter]\n type=Shaxthal Demolisher Drone\n [/filter]\n variable=payload_locs\n [/store_locations]\n\n [foreach]\n array=payload_locs\n variable=loc\n [do]\n [scroll_to_unit]\n x,y=$loc.x,$loc.y\n [/scroll_to_unit]\n\n {HIGHLIGHT_GOAL (x,y=$loc.x,$loc.y)}\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE payload_locs}\n\n [message]\n speaker=Vaenceth\n message= _ \"If we are to defend Raelthyn, we must ensure they don\u2019t reach and destroy the main keep where the remaining Grand Council members are. Should we lose the keep...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"That would be a huge blow against everyone\u2019s morale, I know.\"\n [/message]\n\n [message]\n speaker=Irylean\n message= _ \"I didn\u2019t expect more of them to be heading here! I saw them in action... Attempting to stop them might not have been my brightest plan.\"\n [/message]\n\n [message]\n speaker=Vaenceth\n message= _ \"Lord Torancyn said we should take them down no matter the cost.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"What a suicidal approach. Of course this is hardly a problem when all involved are undead, but we\u2019ll never reach the other drones before they get to the keep. I assume his plan is to sacrifice his own people; he should hope there are desperate souls willing to give up their lives for the city amongst his troops. Irylean?\"\n [/message]\n\n [message]\n speaker=Irylean\n message= _ \"I\u2019m at your service, my lady. And I presume the good people of Arphalad are as well.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I suggest you reconsider your retirement. If we succeed here, I may require your help for a personal quest of mine. But for now, we need to take down those creatures and force their leaders to retreat or else, and you will help us.\"\n [/message]\n\n {MODIFY_UNIT (side=8) side 1}\n\n [message]\n speaker=Irylean\n message= _ \"Of course, my lady.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"It\u2019s time to get moving.\"\n [/message]\n\n [if]\n {VARIABLE_ARRAY_NOT_EMPTY episode1_stats_igor}\n [then]\n [message]\n speaker=narrator\n caption= _ \"unit_name^???\"\n image=\"$episode1_stats_igor.profile|~CS(-512,-512,-512)\"\n message= _ \"Hold on!\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Huh?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"That voice... is that...\"\n [/message]\n\n [scroll_to]\n x,y=34,8\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n\n [move_unit_fake]\n type=$episode1_stats_igor.type\n side=1\n x=34-35,36-37,38-39,40,41-42\n y= 8, 7, 6, 5, 6\n [/move_unit_fake]\n\n {VARIABLE episode1_stats_igor.facing ne}\n\n [unstore_unit]\n variable=episode1_stats_igor\n find_vacant=yes\n x,y=42,6\n [/unstore_unit]\n\n {CLEAR_VARIABLE episode1_stats_igor}\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Igor\n message= _ \"Lady Elynia! It\u2019s been so long! The old lady has told me so many sad things and I... I...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Oh, Igor. I am so glad to see you are still alive after all the misfortune that\u2019s befallen us, you have no idea. But there will be time to go over everything later. I hope Willow and you are up to the task, because we need all the help we can muster.\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"Of course, my lady, that\u2019s why we waited here! We\u2019re ready to go!\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"(whispering) Psst, who is this little guy?\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"(whispering) I have no idea, but he really stinks...\"\n [/message]\n [/then]\n [/if]\n\n [allow_recruit]\n side=1\n type=Vampire Bat,Ghost,Skeleton,Skeleton Archer,Walking Corpse\n [/allow_recruit]\n\n [transient_message]\n image=\"units/undead/zombie-wolf-attack.png~RC(magenta>red)\"\n message= _ \"You can once again recruit undead units. Additionally, Irylean and the surviving militiamen of Arphalad will follow you on your quest.\n\nIrylean normally only raises the corpses of wild beasts unless she can get a direct kill on a unit vulnerable to plague with her melee weapon. This means that recruited Walking Corpses are always of the Gryphon, Wolf, or Bat variations.\"\n [/transient_message]\n\n [unhide_unit]\n side=2\n [/unhide_unit]\n\n [capture_village]\n side=1\n x=37-47\n y= 1-10\n terrain=*^V*\n [/capture_village]\n\n {MOVE_UNIT (id=Elynia) 41 3}\n\n {R_UPDATE_OBJECTIVES}\n\n # HACK: We need this here since we always set the initial objectives silent=yes\n # above to keep the code simple, causing them to not be shown at the start of\n # turn 1 like usual.\n [show_objectives][/show_objectives]\n [/event]\n\n [event]\n name=side 2 turn 1\n\n {REPLACE_SCENARIO_MUSIC (\"casualties_of_war.ogg\")}\n {APPEND_MUSIC (\"siege_of_laurelmor.ogg\")}\n {APPEND_MUSIC (\"battle.ogg\")}\n\n [message]\n speaker=Torancyn\n message= _ \"Here they come.\"\n [/message]\n\n [message]\n speaker=Valen\n message= _ \"Haven\u2019t we lost enough soldiers and citizens defending the city yet? You should have rallied any necromancers you could find in the nearby towns instead.\"\n [/message]\n\n [message]\n speaker=Torancyn\n message= _ \"The last one I trusted ended up betraying the Lady of Light, or that\u2019s what you told us. What makes you think that we can ever accept their help again?\"\n [/message]\n\n [message]\n speaker=Valen\n message= _ \"The notion that not all of them are like-minded.\"\n [/message]\n\n # wmllint: local spelling Illana\n\n [message]\n speaker=Torancyn\n message= _ \"I\u2019m not taking my chances. Especially not now that Arnesius and Illana\u2014\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Torancyn\n message= _ \"Let\u2019s just proceed with the plan and be done with it.\"\n [/message]\n [/event]\n\n#undef R_RAELTHYN_DEFENSE\n#undef R_ARPHALAD_MILITIA\n\n [event]\n name=moveto\n [filter]\n x,y=25,11\n [and]\n side=1\n [or]\n side=2\n [/or]\n [/and]\n [/filter]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"This is one of many statues found in the city, raised in honor of Adavyan of the Aragwaithi, a figure of legend and great importance to the peoples of the Far North.\n\nIt was only about two centuries ago that this sorceress incited a war which would, in time, lead to the unification of these lands. She founded Raelthyn and the Grand Council, and established this city as the definitive capital of the Far North. The central keep bearing her revered name became a sacred place much akin to the temples to the fabled Lords of Light.\n\nRaelthyn, the capital of peace, built atop the corpses of all those who dared to oppose Adavyan\u2019s cause. Not everyone is aware of the irony of all this, but if Adavyan\u2019s Keep were to fall in the hands of the enemy\u2014or worse, be completely obliterated\u2014the morale of the northern army would be utterly crushed.\"\n [/message]\n [/event]\n\n [event]\n # 'die' is used by the Demolition ability, and we're not guaranteed\n # our handler here will execute before that one, so we need to make\n # sure to block the ability's event handler first by triggering our\n # player defeat path!\n name=last breath\n [filter]\n type=Shaxthal Demolisher Drone\n [filter_location]\n [filter_adjacent_location]\n {R_ADAS_KEEP_SLF}\n [/filter_adjacent_location]\n [/filter_location]\n [/filter]\n\n [fire_event]\n name=destroy adas keep\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=moveto\n [filter]\n type=Shaxthal Demolisher Drone\n {R_ADAS_KEEP_SLF}\n [/filter]\n\n [fire_event]\n name=destroy adas keep\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=destroy adas keep\n\n [kill]\n fire_event=no\n animate=yes\n x,y=$x1,$y1\n [/kill]\n\n {WHITE_SCREEN}\n\n # unceremoniously kill everyone in the keep without\n # giving them a chance to say their usual last words\n\n [kill]\n {R_ADAS_KEEP_SLF}\n animate=no\n fire_event=no\n [/kill]\n\n # TODO: also kill everyone adjacent\n\n # boom!\n\n [terrain]\n {R_ADAS_KEEP_SLF}\n terrain=Qxe\n [/terrain]\n\n {QUAKE \"explosion-big.ogg\"}\n\n [redraw][/redraw] # update terrain display\n\n {RESET_SCREEN}\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n # try to locate a living hero unit\n id=Torancyn\n [or]\n id=Valen\n [/or]\n [or]\n id=Elynia\n [/or]\n [or]\n id=Anya\n [/or]\n [or]\n id=Durvan\n [/or]\n [or]\n id=Irylean\n [/or]\n # failing that, go for non-hero units\n [or]\n side=2\n [/or]\n [or]\n side=1\n [/or]\n message= _ \"We have failed; Adavyan\u2019s keep has been destroyed!\"\n [/message]\n\n # signal defeat and get us out of whatever sequence led here\n # (i.e. so we don't get the Demolition ability's 'die' event handler\n # to run when the payload was activated near the keep)\n\n {ENDLEVEL_DEFEAT}\n [/event]\n\n [event]\n name=die\n first_time_only=no\n [filter]\n type=Shaxthal Demolisher Drone\n [not]\n [filter_location]\n [filter_adjacent_location]\n {R_ADAS_KEEP_SLF}\n [/filter_adjacent_location]\n [/filter_location]\n [/not]\n [/filter]\n [filter_condition]\n {VARIABLE_NUMERICAL_GREATER_THAN payload_count 0}\n [/filter_condition]\n\n {VARIABLE_DEC payload_count}\n\n [fire_event]\n name=check payload status\n [/fire_event]\n [/event]\n\n [event]\n name=demolition complete\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS payload_count 0}\n [/filter_condition]\n\n [message]\n speaker=Torancyn\n message= _ \"Very well, the last one of those bastards is down!\"\n [/message]\n [/event]\n\n [event]\n name=check payload status\n first_time_only=no\n\n {R_UPDATE_OBJECTIVES}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Valen\n [/filter]\n\n [message]\n speaker=Valen\n message= _ \"Lord Torancyn, please tell the Lady of Light... the journal... I\u2019m sorry...\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Valen\n [/filter]\n\n {ENDLEVEL_DEFEAT}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Torancyn\n [/filter]\n\n [message]\n speaker=Torancyn\n message= _ \"I never expected the heart of our country to be my last battlefield... Alas, Raelthyn will fall... without me...\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Torancyn\n [/filter]\n\n [message]\n speaker=Irylean\n message= _ \"Lord Torancyn was slain in battle. This is hopeless.\"\n [/message]\n\n {ENDLEVEL_DEFEAT}\n [/event]\n\n [event]\n name=die\n [filter_second]\n id=Igor\n [/filter_second]\n\n [message]\n speaker=Igor\n message= _ \"I\u2019m city goblin no more! Now I\u2019m battle goblin! HAHA!!!\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"... City goblin?\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"... Battle... goblin?\"\n [/message]\n\n [scroll_to]\n x,y=$x2,$y2\n [/scroll_to]\n [/event]\n\n [event]\n name=enemies defeated\n {ENDLEVEL_VICTORY yes}\n\n [message]\n speaker=Torancyn\n message= _ \"Do the rest of you fiends want to come and taste our steel?\"\n [/message]\n\n [message]\n speaker=Valen\n message= _ \"They appear to be retreating.\"\n [/message]\n [/event]\n\n [event]\n name=time over\n {ENDLEVEL_VICTORY no}\n\n [message]\n speaker=Durvan\n message= _ \"The fiends retreat; that\u2019s rather odd.\"\n [/message]\n [/event]\n\n [event]\n name=victory\n\n [kill]\n canrecruit=yes\n [filter_side]\n [enemy_of]\n side=1\n [/enemy_of]\n [/filter_side]\n animate=no\n fire_event=no\n [/kill]\n\n # wmllint: recognize Unarye\n [unit]\n {CHARACTER_STATS_UNARYE}\n canrecruit=yes\n side=9\n x,y=56,2\n facing=sw\n [/unit]\n\n {GENERIC_UNIT 9 (Elvish Sharpshooter) 56 1} {FACING sw}\n {GENERIC_UNIT 9 (Elvish Champion) 57 2} {FACING sw}\n\n {GENERIC_UNIT 9 (Elvish Enchantress) 60 16} {FACING nw}\n {GENERIC_UNIT 9 (Elvish Marshal) 60 17} {FACING nw}\n {GENERIC_UNIT 9 (Elvish Fighter) 61 14} {FACING nw}\n {GENERIC_UNIT 9 (Elvish Outrider) 53 3} {FACING nw}\n {GENERIC_UNIT 9 (Elvish Fighter) 54 16} {FACING nw}\n {GENERIC_UNIT 9 (Elvish Archer) 59 9} {FACING sw}\n {GENERIC_UNIT 9 (Elvish Prowler) 57 5} {FACING sw}\n {GENERIC_UNIT 9 (Elvish Captain) 60 5} {FACING sw}\n {GENERIC_UNIT 9 (Elvish Marksman) 53 13} {FACING se}\n {GENERIC_UNIT 9 (Elvish Shyde) 61 10} {FACING nw}\n {GENERIC_UNIT 9 (Elvish Ascetic) 59 3} {FACING sw}\n\n [message]\n speaker=Anya\n message= _ \"Look to the northeast!\"\n [/message]\n\n [scroll_to_unit]\n id=Unarye\n [/scroll_to_unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Igor\n message= _ \"It\u2019s the other elf lady!\"\n [/message]\n\n [message]\n speaker=Irylean\n message= _ \"Ha! It was about time!\"\n [/message]\n\n {CLEAR_VARIABLE payload_count}\n [/event]\n\n#undef R_ADAS_KEEP_SLF\n#undef R_UPDATE_OBJECTIVES\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=02_02_Reckoning\n name= _ \"Reckoning\"\n {MAP 02_02_Reckoning.map}\n turns=-1\n next_scenario=03_Amidst_the_Ruins_of_Glamdrol\n victory_when_enemies_defeated=no\n\n {FULLSCREEN_CUTSCENE_UI}\n\n {SCENARIO_MUSIC \"knolls.ogg\"}\n\n {DUSK2}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=player\n team_name=good\n user_team_name= _ \"team_name^Elynia\"\n\n {NO_ECONOMY}\n\n shroud=yes # prevent map snapshot in Load Game dialog\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA}\n [/side]\n\n [side]\n side=2\n team_name=good\n user_team_name= _ \"team_name^Raelthyn\"\n {ARAGWAITH_FLAG}\n\n {NO_ECONOMY}\n\n # wmllint: recognize Torancyn\n {CHARACTER_STATS_TORANCYN}\n [+modifications]\n {TEAM_COLOR_OVERRIDE () orange}\n [/modifications]\n canrecruit=yes\n facing=sw\n\n [unit]\n # wmllint: recognize Valen\n {CHARACTER_STATS_VALEN}\n {IS_HERO}\n [+modifications]\n {TEAM_COLOR_OVERRIDE () teal}\n {MOD_LOYAL_HERO}\n [/modifications]\n facing=sw\n x,y=15,12\n [/unit]\n\n [unit]\n type=Aragwaith Guard\n id=Aranel\n name= _ \"Aranel\"\n upkeep=free\n {IS_HERO}\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n facing=sw\n x,y=13,11\n [/unit]\n [/side]\n\n [side]\n side=3\n team_name=good\n user_team_name= _ \"team_name^Elves\"\n {ELVISH_FLAG}\n color=teal\n\n {NO_ECONOMY}\n\n # wmllint: recognize Unarye\n {CHARACTER_STATS_UNARYE}\n facing=nw\n\n [unit]\n type=Elvish Marshal\n id=Lorenel\n name= _ \"Lorenel\"\n x,y=14,13\n upkeep=free\n {IS_HERO}\n [modifications]\n {TRAIT_DEXTROUS}\n {TRAIT_QUICK}\n [/modifications]\n facing=nw\n [/unit]\n [/side]\n\n # wmllint: validate-on\n\n [event]\n name=prestart\n\n [modify_side]\n side=1\n shroud=no\n [/modify_side]\n\n # wmllint: recognize Anya\n {RECALL_ANYA_AT_LOCATION 11 12}\n # wmllint: recognize Durvan\n {RECALL_DURVAN_AT_LOCATION 11 13}\n # wmllint: recognize Irylean\n {RECALL_IRYLEAN_AT_LOCATION 10 12}\n # wmllint: recognize Igor\n {RECALL_IGOR_AT_LOCATION 10 13}\n\n {FACE_DIRECTION (side=1) ne}\n\n [capture_village]\n side=2\n terrain=*^V*\n [/capture_village]\n\n {LOCK_VIEW}\n [/event]\n\n [event]\n name=start\n [message]\n speaker=Torancyn\n message= _ \"I don\u2019t think any number of words could suffice to express our gratitude for your intervention, Lady Unarye. I am glad the elves are soon to be united under a single banner again; perhaps the costs will be compensated before long.\"\n [/message]\n\n [message]\n speaker=Unarye\n message= _ \"I would also hope so, my lord, but we have to be realistic: we cannot win this war, and our chances of survival don\u2019t look good either now that our enemies are roaming and ravaging our lands unimpeded. According to Elynia we are running out of time \u2014 for all we know Uria could already be on Irdya.\"\n [/message]\n\n [message]\n speaker=Valen\n message= _ \"I am truly sorry my vision can\u2019t penetrate the veil beyond our frontiers with the old Chaos Empire.\"\n [/message]\n\n [message]\n speaker=Unarye\n message= _ \"There\u2019s no need to apologize, my lady. We are powerless against this creature and her minions.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"We might be powerless as you say, but there\u2019s still something I want to try. Valen, you told me you had found something; is it the journal I asked you to search?\"\n [/message]\n\n [message]\n speaker=Valen\n # po: The orc is Horo (male), the elf is Kyara (female).\n message= _ \"Indeed it is, my lady. There is an orc, and an elf from the Vast Sea; they have spent a long time traveling through the chaotic southwestern region trying to reach us. We sent men in their aid, but the recent events within our borders have delayed their return. They found shelter in Fort Astar, near the now nonexistent Glamdrol Range. It is the location of our main southwestern host, which has been under constant attack by enemy forces as of late.\"\n [/message]\n\n [message]\n speaker=Torancyn\n message= _ \"We were meant to send reinforcements to Astar. You can probably guess the rest.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Of course. Nevertheless, I shall go there with Irylean and whoever else is willing to join us along the way. That journal is far too important to lose.\"\n [/message]\n\n [message]\n speaker=Torancyn\n message= _ \"I guess there\u2019s no point in stopping you. But I would like to remind you that we need more men and women capable of defending this city, here. If Adavyan\u2019s Keep falls...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"... So does the Far North; I have heard the legend before. Consider this, though, what is the point of defending this place with a thousand swords if Uria can blast the entire fortress to smithereens in a blink?\"\n [/message]\n\n [message]\n speaker=Torancyn\n message= _ \"I\u2019ll ponder that when I deem it convenient to do so, Lady of Light. I declare this council meeting over now. May the Lords of Light protect you on your way.\"\n [/message]\n\n {MOVE_UNIT (id=Torancyn) 19 9}\n\n # don't kill him, so that village ownership doesn't change\n\n [hide_unit]\n id=Torancyn\n [/hide_unit]\n\n {MOVE_UNIT (id=Aranel) 18 8}\n\n [kill]\n id=Aranel\n [/kill]\n\n {MOVE_UNIT (id=Valen) 17 11}\n\n [message]\n speaker=Igor\n message= _ \"I really don\u2019t like the heavy swords guy. Willow thinks he\u2019s bad news too.\"\n [/message]\n\n [message]\n speaker=Unarye\n message= _ \"Elynia, I fear I cannot be of much help at this time. My people are still fighting the Chaos armies and doing their best to keep them away from Raelthyn. I\u2014\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Don\u2019t worry, Unarye. I understand. I am sure we\u2019ll be able to do this without Raelthyn\u2019s help.\"\n [/message]\n\n [message]\n speaker=Unarye\n message= _ \"I\u2019ll see you again soon then, friend.\"\n [/message]\n\n {MOVE_UNIT (id=Unarye) 18 14}\n\n [kill]\n id=Unarye\n [/kill]\n\n {MOVE_UNIT (id=Lorenel) 16 14}\n\n [kill]\n id=Lorenel\n [/kill]\n\n {FACE_DIRECTION (id=Elynia) sw}\n\n [message]\n speaker=Elynia\n message= _ \"It is time for us to go.\"\n [/message]\n\n [message]\n speaker=Valen\n message= _ \"Would that your demonic ally hadn\u2019t been forced to leave us so soon, don\u2019t you think?\"\n [/message]\n\n {FACE_DIRECTION (id=Elynia) ne}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"How did you\u2014\"\n [/message]\n\n {FACE_DIRECTION (id=Valen) sw}\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Valen\n message= _ \"Elynia, I am a seer. As I said, my vision is limited and I can\u2019t help you with what lies within enemy territory, but the Demon Lord who helped you through this young lady\u2019s hands worked within our frontiers. I saw him, and I saw you.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Why didn\u2019t you tell us this before? We thought\u2014\"\n [/message]\n\n {MOVE_UNIT (id=Valen) 16 11}\n\n [message]\n speaker=Valen\n message= _ \"That the Grand Council wouldn\u2019t understand? Yes, and that was a correct assessment, especially now that Torancyn is the Supreme Lord of the Aragwaith \u2014 he would certainly not permit this. But with Lord Arnesius dead, I no longer have any obligations to anybody, and most importantly, I no longer speak in the name of the law. There is something I must tell you before I depart from this doomed land.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I listen.\"\n [/message]\n\n {MOVE_UNIT (id=Valen) 15 12}\n\n [message]\n speaker=Valen\n message= _ \"The night before the demons attacked this region, someone communicated with me directly; someone by the name of Ergea, Demon Lord of the Storms. She warned me of what was about to take place in Raelthyn. She warned me of a portal to Kalari built in Aran-Balgur, a stronghold lost to the forces of Uria not long after the fall of the Emperor. And finally, she told me to instruct the Lady of Light to meet with her in the Pass of Sorrows, north from Kalari Peninsula.\"\n [/message]\n\n [message]\n speaker=Valen\n message= _ \"She left my room as swiftly as she appeared and I haven\u2019t heard of her since.\"\n [/message]\n\n {FACE_DIRECTION (id=Elynia) nw}\n\n [message]\n speaker=Elynia\n message= _ \"Anya, do you know anything about this Ergea?\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"No... I\u2019m not sure. I think I heard Elorran mention a Demon Lord of the Storms once, but I don\u2019t know anything about her faction or allegiances. There\u2019s also this thing about working in secrecy since Uria has turned rebellious factions in her favor before \u2014 Elorran chose to work on his own to minimize the risk of betrayal.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Girl, if you had mentioned this before I might have outright refused to support him. Of course, he remained loyal to his cause until the very end. I guess... I never expected such heroism from a member of the species Uria uses to facilitate our destruction.\"\n [/message]\n\n [message]\n speaker=Valen\n message= _ \"My lady, I fear it is not my place to tell you what you should do next, given that I lack further information and I haven\u2019t been able to contact or see this demoness again. I advise you do what you feel is right; the future is not my domain, and anything beyond Irdya is beyond my reach.\"\n [/message]\n\n {FACE_DIRECTION (id=Elynia) ne}\n\n [message]\n speaker=Elynia\n message= _ \"The last time I was told to do what I felt was right I ended up causing a catastrophe... Fair enough. Thank you for this information and your support, Valen. May the Lords of Light guide your path, wherever you plan to go next.\"\n [/message]\n\n [message]\n speaker=Valen\n message= _ \"Farewell, Lady of Light. May you all find your destiny.\"\n [/message]\n\n {MOVE_UNIT (id=Valen) 20 9}\n\n [kill]\n id=Valen\n [/kill]\n\n [hide_unit][/hide_unit]\n\n {FADE_TO_BLACK}\n\n {ENDLEVEL_QUIET} {NO_REPLAY_SAVE}\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=03_Amidst_the_Ruins_of_Glamdrol\n name= _ \"Amidst the Ruins of Glamdrol\"\n {MAP 03_Amidst_the_Ruins_of_Glamdrol.map}\n {TURNS 26 24 22}\n next_scenario=04_01_Outpost_of_Hell\n\n {G_DEATHS}\n\n {SCENARIO_MUSIC \"climactic_contemplation.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"western_theme2.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"loyalists.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"breaking_the_chains.ogg\"}\n\n {STORYTXT_AMIDST_THE_RUINS_OF_GLAMDROL}\n\n {TWO_SUNS_DEFAULT_SCHEDULE}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=player\n team_name=good\n user_team_name= _ \"team_name^Elynia\"\n\n {GOLD 155 145 140}\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA}\n [/side]\n\n [side]\n side=2\n controller=human\n persistent=yes\n save_id=second_player\n team_name=good\n user_team_name= _ \"team_name^General Bardyl\"\n {ALLIANCE_FLAG}\n\n {GOLD 210 200 190}\n recruit=Aragwaith Spearman,Aragwaith Archer,Aragwaith Scout,Orcish Grunt,Orcish Archer,Wolf Rider,Orcish Assassin\n\n # wmllint: recognize General Bardyl\n {CHARACTER_STATS_GENERAL_BARDYL}\n\n [unit]\n x,y=18,13\n experience=97\n # wmllint: recognize Kyara\n {CHARACTER_STATS_KYARA}\n [/unit]\n\n [unit]\n x,y=19,13\n experience=142\n # wmllint: recognize Horo\n {CHARACTER_STATS_HORO}\n [/unit]\n\n [unit]\n x,y=20,15\n id=Vernar\n name= _ \"Vernar\"\n type=Wolf Rider\n upkeep=loyal\n {IS_LOYAL}\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [unit]\n x,y=24,12\n id=Relmanyr\n name= _ \"Relmanyr\"\n type=Aragwaith Spearman\n upkeep=loyal\n {IS_LOYAL}\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_INTELLIGENT}\n [/modifications]\n [/unit]\n\n [village]\n x,y=33,16\n [/village]\n\n [village]\n x,y=17,30\n [/village]\n\n [village]\n x,y=27,5\n [/village]\n\n [village]\n x,y=12,3\n [/village]\n [/side]\n\n#define GLAM_BODYGUARD _TYPE _X _Y _FACING _TRAIT\n [unit]\n type={_TYPE}\n x={_X}\n y={_Y}\n upkeep=loyal\n ai_special=guardian\n facing={_FACING}\n # For sentry drones\n variation=surface\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {_TRAIT}\n {UNIT_PALETTE_SWITCH () shaxthal_drone_surface shaxthal_drone_brown}\n [/modifications]\n [variables]\n bodyguard=yes\n [/variables]\n [/unit]\n#enddef\n\n [side]\n side=3\n team_name=evil\n user_team_name= _ \"team_name^Nar-hamoth\"\n {CHAOS_FLAG}\n\n {GOLD 180 190 200}\n recruit=Demon,Demon Zephyr,Shaxthal Rayblade,Shaxthal Protector Drone,Chaos Invader,Chaos Headhunter,Chaos Invoker\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 0.90}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.10}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"fighter,fighter,mixed fighter,fighter,scout,archer\"}\n [/ai]\n\n canrecruit=yes\n facing=ne\n type=Chaos Soulhunter\n id=Karathas\n name= _ \"Karathas\"\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n\n {GENERIC_UNIT () (Chocobone) 15 31} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING ne}\n {GENERIC_UNIT () (Chocobone) 13 27} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}\n {GENERIC_UNIT () (Chocobone) 19 35} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n\n {GLAM_BODYGUARD (\"Shaxthal Protector Drone\") 12 33 ne ({TRAIT_QUICK})}\n {GLAM_BODYGUARD (\"Shaxthal Protector Drone\") 19 37 ne ({TRAIT_QUICK})}\n#ifndef EASY\n {GLAM_BODYGUARD (\"Shaxthal Enforcer Drone\") 4 37 ne ({TRAIT_INTELLIGENT})}\n {GLAM_BODYGUARD (\"Shaxthal Enforcer Drone\") 10 42 ne ({TRAIT_STRONG})}\n#endif\n\n [unit]\n type=Chaos Headhunter\n id=Meryrcor\n name= _ \"Meryrcor\"\n x,y=7,33\n upkeep=loyal\n ai_special=guardian\n facing=ne\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n [unit]\n type=Chaos Headhunter\n id=Delvryd\n name= _ \"Delvryd\"\n x,y=15,41\n upkeep=loyal\n ai_special=guardian\n facing=se\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n#ifndef EASY\n [unit]\n type=Chaos Marauder\n id=Cervan\n name= _ \"Cervan\"\n x,y=6,42\n upkeep=loyal\n #ai_special=guardian\n facing=ne\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n#endif\n\n [unit]\n type=Chaos Marksman\n x,y=16,35\n upkeep=loyal\n #ai_special=guardian\n facing=ne\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_INTELLIGENT}\n [/modifications]\n [/unit]\n\n [unit]\n type=Chaos Marksman\n x,y=14,34\n upkeep=loyal\n #ai_special=guardian\n facing=ne\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n#ifndef EASY\n [unit]\n type=Demon Warrior\n id=Borothas\n name= _ \"Borothas\"\n gender=male\n x,y=10,35\n upkeep=loyal\n ai_special=guardian\n facing=ne\n [modifications]\n {TRAIT_DEXTROUS}\n {TRAIT_FEARLESS}\n [/modifications]\n [/unit]\n#endif\n\n [unit]\n type=Demon Warrior\n id=Galthera-Irul\n name= _ \"Galthera-Irul\"\n gender=male\n x,y=17,38\n upkeep=loyal\n ai_special=guardian\n facing=nw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [unit]\n type=Demon Zephyr\n gender=female\n id=Zilrynea\n name= _ \"Zilrynea\"\n x,y=15,28\n upkeep=loyal\n ai_special=guardian\n facing=ne\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n\n [unit]\n type=Demon Zephyr\n gender=female\n id=Igryella\n name= _ \"Igryella\"\n x,y=8,26\n upkeep=loyal\n ai_special=guardian\n facing=ne\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n [/side]\n # wmllint: validate-on\n\n#undef GLAM_BODYGUARD\n\n [side]\n side=4\n team_name=evil\n user_team_name= _ \"team_name^Enemies\"\n {CHAOS_FLAG}\n\n {GOLD 175 180 185}\n recruit=Chaos Bowman,Chaos Raider,Chaos Invader,Shaxthal Runner Drone\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 0.95}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.05}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"archer,fighter,mixed fighter,fighter,scout,archer\"}\n [/ai]\n\n canrecruit=yes\n type=Chaos Heavy Longbowman\n id=Loras-Chalzerg\n name= _ \"Loras-Chalzerg\"\n facing=nw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_DEXTROUS}\n [/modifications]\n\n [unit]\n type=Shaxthal Assault Drone\n x,y=44,31\n upkeep=loyal\n ai_special=guardian\n facing=sw\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_ARMORED}\n [/modifications]\n [/unit]\n\n [unit]\n type=Doom Guard\n x,y=38,31\n id=Sargan\n name= _ \"Sargan\"\n upkeep=loyal\n ai_special=guardian\n facing=se\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [unit]\n type=Doom Guard\n x,y=40,36\n id=Rohalar\n name= _ \"Rohalar\"\n upkeep=loyal\n ai_special=guardian\n facing=nw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_INTELLIGENT}\n [/modifications]\n [/unit]\n\n#ifndef EASY\n [unit]\n type=Chaos Arbalestier\n x,y=47,36\n id=Vryncthan\n name= _ \"Vryncthan\"\n upkeep=loyal\n ai_special=guardian\n facing=nw\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n\n [unit]\n type=Dark Knight\n x,y=47,31\n id=Gellerdyl\n name= _ \"Gellerdyl\"\n upkeep=loyal\n ai_special=guardian\n facing=sw\n [modifications]\n {TRAIT_FEARLESS}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n#endif\n\n [unit]\n type=Chaos Magus\n id=\"Kri'tan\"\n name= _ \"Kri\u2019tan\"\n x,y=42,29\n upkeep=loyal\n ai_special=guardian\n facing=sw\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n\n [unit]\n type=Demon Zephyr\n gender=female\n id=Therelei\n name= _ \"Therelei\"\n x,y=34,22\n upkeep=loyal\n ai_special=guardian\n facing=nw\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n\n#ifndef EASY\n [unit]\n type=Demon Zephyr\n gender=male\n id=Avralereon\n name= _ \"Avralereon\"\n x,y=46,18\n upkeep=loyal\n ai_special=guardian\n facing=ne\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n [/modifications]\n [/unit]\n#endif\n [/side]\n\n {STARTING_VILLAGES 1 6}\n {STARTING_VILLAGES 2 6}\n {STARTING_VILLAGES 3 8}\n {STARTING_VILLAGES 4 6}\n\n {LIMIT_CONTEMPORANEOUS_RECRUITS 3 (\"Demon Zephyr\") 1 }\n {LIMIT_CONTEMPORANEOUS_RECRUITS 3 (\"Shaxthal Rayblade\") {DIFF 1 2 2} }\n {LIMIT_CONTEMPORANEOUS_RECRUITS 3 (\"Shaxthal Protector Drone\") 1 }\n\n [event]\n name=prestart\n\n {INCIDENTAL_MUSIC \"enchanted_forest.ogg\"}\n\n {VARIABLE boss_attack_count 0}\n\n [teleport]\n [filter]\n id=Elynia\n [/filter]\n x,y=43,9\n [/teleport]\n\n # wmllint: recognize Anya\n {RECALL_ANYA_AT_LOCATION 43 8}\n # wmllint: recognize Durvan\n {RECALL_DURVAN_AT_LOCATION 45 9}\n # wmllint: recognize Irylean\n {RECALL_IRYLEAN_AT_LOCATION 44 9}\n # wmllint: recognize Igor\n {RECALL_IGOR_AT_LOCATION 44 7}\n\n {FACE_DIRECTION (side=1) sw}\n {FACE_DIRECTION (id=Elynia) ne}\n {FACE_DIRECTION (side=2) se}\n\n [hide_unit]\n id=Elynia\n [/hide_unit]\n\n #\n # Grant Kyara and Horo default AMLAs according\n # to the time they have supposedly spent scurrying\n # around.\n #\n\n [set_variables]\n name=temp_amla_default\n mode=replace\n [value]\n {AMLA_DEFAULT}\n [/value]\n [/set_variables]\n\n [repeat]\n times={DIFF 3 3 2}\n [do]\n [apply_amlas]\n id=\"Kyara\"\n [insert_tag]\n name=\"advancement\"\n variable=\"temp_amla_default.advancement\"\n [/insert_tag]\n [/apply_amlas]\n [/do]\n [/repeat]\n\n [repeat]\n times={DIFF 2 2 1}\n [do]\n [apply_amlas]\n id=\"Horo\"\n [insert_tag]\n name=\"advancement\"\n variable=\"temp_amla_default.advancement\"\n [/insert_tag]\n [/apply_amlas]\n [/do]\n [/repeat]\n\n {CLEAR_VARIABLE temp_amla_default}\n\n {OBJECTIVES (\n side=1\n {OBJECTIVE_VICTORY ( _ \"Defeat all enemy leaders\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Durvan\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Irylean\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n\n {OBJECTIVES (\n side=2\n {OBJECTIVE_VICTORY ( _ \"Defeat all enemy leaders\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of General Bardyl\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Horo\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Kyara\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n\n {OBJECTIVE_NOTE ( _ \"You\u2019ll continue to control General Bardyl and his troops until the end of the next scenario\")}\n )}\n [/event]\n\n [event]\n name=start\n\n {LOCK_VIEW}\n\n [message]\n speaker=Anya\n message= _ \"This is taking too long \u2014 I begin to worry for Elynia...\"\n [/message]\n\n # wmllint: local spelling Nah\n\n [message]\n speaker=Durvan\n message= _ \"Nah, there she comes.\"\n [/message]\n\n [store_unit]\n [filter]\n id=Elynia\n [/filter]\n variable=elynia_store\n kill=no\n [/store_unit]\n\n [move_unit_fake]\n type=$elynia_store.type\n side=1\n x=35,35,38,38,39-41,$elynia_store.x\n y=15,12,10, 9, 9,$elynia_store.y\n [/move_unit_fake]\n\n {CLEAR_VARIABLE elynia_store}\n\n [unhide_unit]\n id=Elynia\n [/unhide_unit]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"Elynia, you are back! Is that... the journal?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"That\u2019s correct.\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"So, is that General Bardyl fellow going to help us assault Aran-Balgur then?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Indeed he is, but not specifically because of my advice; he was already giving consideration to the idea because of a rumor that\u2019s been running through his troops as of late. It appears someone successfully \u2018interrogated\u2019 a captured enemy soldier and got some information about the source of the local raids and the ongoing invasion. What they know suggests that there is indeed a portal in Aran-Balgur.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I shudder to wonder exactly how this information was obtained. I know from experience that the men in the service of the Empire are either completely ignorant of their superiors\u2019 plans, or instructed to commit suicide before being captured, and the sorcerers and demons are too powerful to contain.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"I guess now we should all advance towards Aran-Balgur?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Exactly. And we should be careful.\"\n [/message]\n\n [scroll_to]\n x,y=11,38\n check_fogged=no\n [/scroll_to]\n\n {HIGHLIGHT_GOAL (x,y=11,38)}\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Elynia\n scroll=no\n message= _ \"The road to the south leading to Aran-Balgur is said to be well protected by powerful demons, and there\u2019s also an enemy guard post obstructing our path. Furthermore, we may stumble upon their main invasion army at some point. The only reason Fort Astar still stands is that they don\u2019t perceive Bardyl\u2019s forces as a threat stationed here. However, the moment they see his little army marching towards their territory, they will not be as merciful.\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"So it rests on us and our followers, I take it.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Exactly.\"\n [/message]\n\n {MOVE_UNIT (id=Elynia) 44 8}\n {FACE_DIRECTION (id=Elynia) sw}\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=DEBUG1\n\n [fire_event]\n name=enemy speech 2\n [/fire_event]\n\n [fire_event]\n name=new turn\n [/fire_event]\n\n {VARIABLE boss_attack_count 2}\n [/event]\n\n [event]\n name=side 2 turn 1 refresh\n [message]\n speaker=General Bardyl\n message= _ \"And so, it begins.\"\n [/message]\n [/event]\n\n [event]\n name=side 2 turn 1 end\n [message]\n speaker=Kyara\n message= _ \"If you don\u2019t mind me asking, sir, are you sure about this?\"\n [/message]\n\n [message]\n speaker=General Bardyl\n message= _ \"Of course I am. The Grand Council has neglected us for long enough, and those damned bastards from hell are getting increasingly bored of playing with us. As much as I find her kind disgusting, if the faerie\u2019s troops and power are as impressive as she promised we\u2019ll recover Aran-Balgur before long. And if there\u2019s a portal in there and we can destroy it, we\u2019ll regain the Council\u2019s blessing as well.\"\n [/message]\n [/event]\n\n {OBSIDIAN_BATTLE_AXE 35 24}\n\n {POTION_OF_BLOODLUST 42 21}\n\n [event]\n name=turn 3\n [filter_condition]\n [have_unit]\n id=Igor\n [/have_unit]\n [/filter_condition]\n\n [message]\n speaker=Igor\n message= _ \"Time to tear those evil creatures to bits! We will make them pay, oh yes...\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"This goblin fellow seems really invested into this, doesn\u2019t he?\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Apparently he was close friends with Lord Galas and Mal Keshar, and also someone else... Elynia hasn\u2019t told me much about that woman in particular, which is saying something considering how difficult it is to get her to talk about the others in the first place.\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Are you sure you should be prying that much, though? It sounds like a very personal subject for her.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"I know, I know... I just wish she would open up and not shoulder so much grief alone when we are all in this together. But perhaps you are right, it\u2019s not my place to intrude.\"\n [/message]\n [/event]\n\n #\n # After turn 3, shit gets real.\n #\n\n [event]\n name=attack\n [filter]\n [filter_side]\n team_name=evil\n [/filter_side]\n race=human,demon,imp\n [/filter]\n [filter_second]\n [filter_side]\n team_name=good\n [/filter_side]\n [/filter_second]\n [filter_condition]\n {VARIABLE_NUMERICAL_GREATER_THAN_OR_EQUAL turn_number 3}\n [/filter_condition]\n\n [fire_event]\n name=enemy speech 1\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=attack\n [filter]\n [filter_side]\n team_name=good\n [/filter_side]\n [/filter]\n [filter_second]\n [filter_side]\n team_name=evil\n [/filter_side]\n race=human,demon,imp\n [/filter_second]\n [filter_condition]\n {VARIABLE_NUMERICAL_GREATER_THAN_OR_EQUAL turn_number 3}\n [/filter_condition]\n\n [fire_event]\n name=enemy speech 1\n [primary_unit]\n x,y=$x2,$y2\n [/primary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=enemy speech 1\n [message]\n speaker=unit\n message= _ \"Lord Nar-hamoth demands the blood of the northern scum! Charge!\"\n [/message]\n\n [event]\n name=attack end\n [fire_event]\n name=enemy speech 2\n [/fire_event]\n [/event]\n [/event]\n\n [event]\n name=enemy speech 2\n [message]\n speaker=Elynia\n message= _ \"I remember that name \u2014 I believe it\u2019s one of the fiends of the Iron Triad.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"So the rumors Elorran heard are true? That guy is said to be the least competent Demon Lord of all, and yet Uria trusts him over most for some reason.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"We\u2019ll soon see how competent he is on the battlefield, then.\"\n [/message]\n\n #\n # Make Nar-hamoth\u2019s Shaxthal bodyguards active on the battlefield\n # if they aren't already.\n #\n\n {MOBILIZE_GUARDIANS (\n side=3\n [filter_wml]\n [variables]\n bodyguard=yes\n [/variables]\n [/filter_wml]\n )}\n\n # Nar-hamoth enters the battlefield on the next turn.\n\n [event]\n name=new turn\n # wmllint: recognize Nar-hamoth\n [unit]\n side=3\n x,y=9,40\n {CHARACTER_STATS_NAR_HAMOTH}\n facing=nw\n {IS_BOSS}\n [+modifications]\n {MOD_LOYAL_HERO}\n [/modifications]\n [/unit]\n [/event]\n [/event]\n\n #\n # Nar-hamoth wants a challenge.\n #\n\n [event]\n name=attack\n [filter]\n [filter_side]\n team_name=good\n [/filter_side]\n [/filter]\n [filter_second]\n id=Nar-hamoth\n [/filter_second]\n\n [fire_event]\n name=narhamoth intro\n [/fire_event]\n [/event]\n\n [event]\n name=attack\n [filter]\n id=Nar-hamoth\n [/filter]\n [filter_second]\n [filter_side]\n team_name=good\n [/filter_side]\n [/filter_second]\n\n [fire_event]\n name=narhamoth intro\n [/fire_event]\n [/event]\n\n [event]\n name=narhamoth intro\n\n [message]\n speaker=Nar-hamoth\n message= _ \"So you finally decided to challenge me directly? Hopefully this will be an entertaining fight! For the glory of the mother of Urvatha!\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n [filter_side]\n team_name=good\n [/filter_side]\n [/filter]\n [filter_second]\n id=Nar-hamoth\n [/filter_second]\n\n [message]\n speaker=Nar-hamoth\n message= _ \"Die, pathetic Irdyan rats! DIE!\"\n [/message]\n [/event]\n\n [event]\n name=narhamoth heal\n first_time_only=no\n\n [sound]\n name=potion.ogg\n [/sound]\n\n [delay]\n time=500\n [/delay]\n\n [heal_unit]\n [filter]\n id=Nar-hamoth\n [/filter]\n amount=full\n animate=yes\n # We don't want him to unexpectedly deal full damage mid-turn after\n # being slowed, that would be extremely unfair\n restore_statuses=no\n restore_attacks=no\n moves=0\n [/heal_unit]\n [/event]\n\n#define GLAM_NARHAMOTH_HEALTH_THRESHOLD _FACTOR _DISPATCH_EVENT\n [event]\n name=attacker hits\n [filter_second]\n id=Nar-hamoth\n [/filter_second]\n\n [filter_condition]\n {VARIABLE_NUMERICAL_LESS_THAN_OR_EQUAL \"second_unit.hitpoints\" \"$({_FACTOR} * $second_unit.max_hitpoints)\"}\n [/filter_condition]\n\n [fire_event]\n name={_DISPATCH_EVENT}\n [primary_unit]\n id=Nar-hamoth\n [/primary_unit]\n [secondary_unit]\n x,y=$x1,$y1\n [/secondary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=defender hits\n [filter]\n id=Nar-hamoth\n [/filter]\n\n [filter_condition]\n {VARIABLE_NUMERICAL_LESS_THAN_OR_EQUAL \"unit.hitpoints\" \"$({_FACTOR} * $unit.max_hitpoints)\"}\n [/filter_condition]\n\n [fire_event]\n name={_DISPATCH_EVENT}\n [primary_unit]\n id=Nar-hamoth\n [/primary_unit]\n [secondary_unit]\n x,y=$x2,$y2\n [/secondary_unit]\n [/fire_event]\n [/event]\n#enddef\n\n#define GLAM_NARHAMOTH_REGEN\n [fire_event]\n name=narhamoth heal\n [/fire_event]\n#enddef\n\n {GLAM_NARHAMOTH_HEALTH_THRESHOLD 0.75 \"narhamoth round 2\"}\n\n {GLAM_NARHAMOTH_HEALTH_THRESHOLD 0.60 \"narhamoth round 3\"}\n\n {GLAM_NARHAMOTH_HEALTH_THRESHOLD 0.50 \"narhamoth round 4\"}\n\n {GLAM_NARHAMOTH_HEALTH_THRESHOLD 0.30 \"narhamoth flees\"}\n\n [event]\n name=narhamoth round 2\n\n [message]\n speaker=Nar-hamoth\n message= _ \"Ha! Not bad, but I was just warming up! Now, let us see if you can handle THIS!\"\n [/message]\n\n {GLAM_NARHAMOTH_REGEN}\n\n [object]\n [filter]\n id=Nar-hamoth\n [/filter]\n\n [effect]\n apply_to=attack\n name=sword\n increase_damage=1\n [/effect]\n\n [effect]\n apply_to=attack\n name=ethereal blast\n increase_damage=1\n [/effect]\n [/object]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Anya\n scroll=no\n message= _ \"Oh, come on! That\u2019s just cheating!\"\n [/message]\n [/event]\n\n [event]\n name=narhamoth round 3\n\n {GLAM_NARHAMOTH_REGEN}\n\n [message]\n speaker=Nar-hamoth\n message= _ \"You do not tire of combat easily, eh? I\u2019m impressed! Shall we have a third round then?\"\n [/message]\n\n [message]\n speaker=Durvan\n scroll=no\n message= _ \"Will you stop doing that, you fiend?!\"\n [/message]\n [/event]\n\n [event]\n name=narhamoth round 4\n\n [message]\n speaker=Nar-hamoth\n message= _ \"Ha! Your strength and resourcefulness have not gone unnoticed by the Guardian of Life! I too can respect an enemy that perseveres against impossible odds, Elynia-Thanadria.\"\n [/message]\n\n {GLAM_NARHAMOTH_REGEN}\n\n [object]\n [filter]\n id=Nar-hamoth\n [/filter]\n\n [effect]\n apply_to=attack\n name=sword\n increase_damage=1\n [/effect]\n\n [effect]\n apply_to=attack\n name=ethereal blast\n increase_damage=1\n increase_attacks=1\n [/effect]\n [/object]\n\n [message]\n speaker=Nar-hamoth\n message= _ \"Alas, that stubbornness of yours shall be your and your kind\u2019s undoing!\"\n [/message]\n [/event]\n\n [event]\n name=narhamoth flees\n\n {GLAM_NARHAMOTH_REGEN}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Nar-hamoth\n message= _ \"Hm. Very impressive, indeed. Despite being such lowly rats, you sure seem to be capable of grand feats when given the right motivation. Ahh, yes, as that hapless bastard Argan found out the hard way. Would that we had not met each other as enemies in a never-ending war, don\u2019t you agree? It is just as unfortunate that my presence is currently required elsewhere...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Stop him before he escapes!\"\n [/message]\n\n [message]\n speaker=Nar-hamoth\n message= _ \"I shall eagerly await the day we meet again!\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n [animate_unit]\n [filter]\n id=Nar-hamoth\n [/filter]\n flag=pre_teleport\n with_bars=yes\n [/animate_unit]\n\n [kill]\n id=Nar-hamoth\n fire_event=no\n animate=no\n [/kill]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Igor\n message= _ \"Come back here, you coward!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"... Fleeing the battlefield seems a conventional tactic for the highest-ranking servants of Uria. Mal Hekuba did so in both of our previous face-to-face encounters as well. I don\u2019t think we ever got a taste of his true might before he decided to fuse his own putrid body with those artifacts.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"That may have been for the best, though.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Perhaps. Still, I would be grateful if I never had to deal with their limitless arrogance again.\"\n [/message]\n\n [scroll_to]\n x,y=$x2,$y2\n [/scroll_to]\n [/event]\n\n [event]\n name=enemies defeated\n\n {ENDLEVEL_VICTORY yes}\n [/event]\n\n [event]\n name=time over\n [message]\n speaker=General Bardyl\n message= _ \"This operation was a disastrous mistake. Their shock troops are heading here now, and the faerie\u2019s reinforcements are all but useless. Perhaps if we surrender they\u2019ll at least spare our lives.\"\n [/message]\n [/event]\n\n [event]\n name=victory\n\n # The player may manage to avoid killing Nar-hamoth before the enemy leaders. In this case\n # we want to finish the scenario anyway so he can't get milked excessively, but we need to\n # trigger the flight sequence so his exit is actually acknowledged.\n\n [if]\n [have_unit]\n id=Nar-hamoth\n [/have_unit]\n [then]\n [fire_event]\n name=narhamoth flees\n [primary_unit]\n id=Nar-hamoth\n [/primary_unit]\n [secondary_unit]\n id=Elynia\n [/secondary_unit]\n [/fire_event]\n [/then]\n [/if]\n\n [message]\n speaker=General Bardyl\n message= _ \"Well played, faerie. Not only you deliberately misled us about your numbers, but you also omitted the fact that you consort with necromancers. This changes everything.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Not necessarily. Today\u2019s events would indicate that together we can build a formidable opposition force. Is this not what you wanted? An opportunity to retake Aran-Balgur, your former home? Is it not what your men desire as well? Or would you prefer to stay here and defend Astar against an enemy with a plan? Tell me, how many soldiers have deserted since the Glamdrol incident?\"\n [/message]\n\n [message]\n speaker=General Bardyl\n message= _ \"I specifically pointed out your deception; I did not say I would retract, and that\u2019s not an option at this point unless I were looking for a mutiny. I\u2019m done speaking to you for now.\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"Elynia, are you sure about this? You did admit before that your judgment might not be\u2014\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I\u2019m not really heeding my judgment anymore, girl. It\u2019s just a hunch I have... I have to return to Kalari and find this Demon Lord of the Storms, if it\u2019s the last thing I do.\"\n [/message]\n\n {CLEAR_VARIABLE boss_attack_count}\n [/event]\n[/scenario]\n\n#undef GLAM_NARHAMOTH_REGEN\n#undef GLAM_NARHAMOTH_HEALTH_THRESHOLD\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=04_01_Outpost_of_Hell\n name= _ \"Outpost of Hell\"\n {MAP 04_01_Outpost_of_Hell.map}\n {TURNS 32 29 26}\n next_scenario=04_02_Gateway\n\n {G_DEATHS}\n\n {SCENARIO_MUSIC \"underground.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n\n [event]\n name=reset playlist\n first_time_only=no\n\n # The actual playlist used in this scenario when\n # not running the start event or fighting the boss.\n\n {REPLACE_SCENARIO_MUSIC \"legends_of_the_north.ogg\"}\n {APPEND_MUSIC \"siege_of_laurelmor.ogg\"}\n {APPEND_MUSIC \"casualties_of_war.ogg\"}\n {APPEND_MUSIC \"the_city_falls.ogg\"}\n {APPEND_MUSIC \"battle.ogg\"}\n [/event]\n\n#define OOH_RESET_PLAYLIST\n [fire_event]\n name=reset playlist\n [/fire_event]\n#enddef\n\n {STORYTXT_OUTPOST_OF_HELL}\n\n {LONGDARK4}\n {DAWN1}\n {MORNING1}\n {MIDDAY1}\n {AFTERNOON1}\n {DUSK1}\n {SHORTDARK}\n {DAWN2}\n {MORNING2}\n {MIDDAY2}\n {AFTERNOON2}\n {DUSK2}\n {LONGDARK1}\n {LONGDARK2}\n {LONGDARK3}\n\n {SHAXTHAL_SET_SURFACE_VARIATIONS_FLAG}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=player\n team_name=good\n user_team_name= _ \"team_name^Elynia\"\n\n {GOLD 170 160 150}\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA}\n [/side]\n\n [side]\n side=2\n controller=human\n persistent=yes\n save_id=second_player\n team_name=good\n user_team_name= _ \"team_name^General Bardyl\"\n {ALLIANCE_FLAG}\n\n {GOLD 170 160 150}\n\n # wmllint: recognize General Bardyl\n {CHARACTER_STATS_GENERAL_BARDYL}\n facing=se\n [/side]\n # wmllint: validate-on\n\n [side]\n side=3\n team_name=evil\n user_team_name= _ \"team_name^Aran-Balgur\"\n {CHAOS_FLAG}\n\n {GOLD 160 170 180}\n recruit=Demon,Chaos Hound,Ghost,Chaos Bowman\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"scout,mixed fighter,fighter,mixed fighter,archer\"}\n [/ai]\n\n canrecruit=yes\n facing=nw\n type=Gutwrencher Imp\n id=Harakgros\n name= _ \"Harakgros\"\n [modifications]\n {TRAIT_SLOW}\n {TRAIT_INTELLIGENT}\n [/modifications]\n [/side]\n\n [side]\n side=4\n team_name=evil\n user_team_name= _ \"team_name^Aran-Balgur\"\n {CHAOS_FLAG}\n\n {GOLD 160 170 180}\n recruit=Young Ogre,Orcish Archer,Orcish Assassin,Saurian Augur\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"fighter,fighter,mixed fighter,archer,healer\"}\n [/ai]\n\n canrecruit=yes\n facing=nw\n type=Chaos Lorekeeper\n id=Mal Arazuul\n name= _ \"Mal Arazuul\"\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n [/modifications]\n [/side]\n\n [side]\n side=5\n team_name=evil\n user_team_name= _ \"team_name^Aran-Balgur\"\n {CHAOS_FLAG}\n\n {GOLD 160 170 180}\n recruit=Chaos Gunner,Chaos Invoker,Chaos Invader,Chaos Headhunter\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"fighter,mixed fighter,archer,scout,fighter,mixed fighter\"}\n [/ai]\n\n canrecruit=yes\n facing=ne\n type=Demon Warrior\n id=Shergrel\n name= _ \"Shergrel\"\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n [/modifications]\n [/side]\n\n [side]\n side=6\n team_name=evil\n user_team_name= _ \"team_name^Aran-Balgur\"\n {CHAOS_FLAG}\n\n {GOLD 190 200 210}\n recruit=Shaxthal Drone,Shaxthal Razorbird,Shaxthal Rayblade,Psy Crawler,Chaos Invader\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"mixed fighter,scout,fighter,archer,mixed fighter,fighter,mixed fighter\"}\n [/ai]\n\n canrecruit=yes\n facing=nw\n type=Demon Stormtide\n id=Arighaphon\n name= _ \"Arighaphon\"\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_RESILIENT}\n [/modifications]\n [/side]\n\n {LIMIT_RECRUITS 6 (Shaxthal Rayblade) ({DIFF 1 2 2})}\n\n [side]\n side=7\n team_name=evil\n user_team_name= _ \"team_name^Aran-Balgur\"\n {CHAOS_FLAG}\n\n {GOLD 190 200 210}\n recruit=Ixthala Fire Dancer,Demon,Chaos Headhunter,Orcish Grunt,Chaos Invoker\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"fighter,mixed fighter,scout,mixed fighter,archer,mixed fighter\"}\n [/ai]\n\n canrecruit=yes\n facing=ne\n type=Demon Spelldancer\n gender=female\n id=Kryselgea\n name= _ \"Kryselgea\"\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n [/side]\n\n {LIMIT_RECRUITS 7 (Ixthala Fire Dancer) ({DIFF 1 2 2})}\n\n [side]\n side=8\n team_name=evil\n user_team_name= _ \"team_name^Aran-Balgur\"\n {CHAOS_FLAG}\n\n {GOLD 180 190 200}\n recruit=Chaos Hound,Valdemon Basher,Blood Imp,Chaos Bowman,Shaxthal Runner Drone\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"archer,mixed fighter,fighter,fighter,mixed fighter,archer\"}\n [/ai]\n\n canrecruit=yes\n facing=nw\n type=Chaos Razerman\n id=Meryl Ben\n name= _ \"Meryl Ben\"\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_SLOW}\n [/modifications]\n [/side]\n\n {LIMIT_RECRUITS 8 (Valdemon Basher) ({DIFF 1 2 2})}\n\n [side]\n side=9\n team_name=evil\n user_team_name= _ \"team_name^Aran-Balgur\"\n {CHAOS_FLAG}\n\n {GOLD 150 160 170}\n {INCOME 6 8 10}\n recruit=Imp,Blood Imp,Valdemon Basher,Serpent Messenger,Demon Zephyr,Shaxthal Runner Drone,Shaxthal Protector Drone,Chaos Crossbowman,Chaos Bowman,Chaos Raider\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"fighter,mixed fighter,scout,archer,fighter,scout\"}\n [/ai]\n\n canrecruit=yes\n # Placeholder to enable this side to recruit normally\n # until the final boss is revealed along with the\n # associated help entry in an event.\n type=Verlissh Matrix Flow System\n\n [unit]\n type=Armageddon Imp\n id=Sherol\n name= _ \"Sherol\"\n x,y=15,27\n facing=nw\n ai_special=guardian\n upkeep=loyal\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_SLOW}\n [/modifications]\n [/unit]\n\n [unit]\n type=Gutwrencher Imp\n id=Kerberos\n name= _ \"Kerberos\"\n x,y=17,31\n facing=sw\n ai_special=guardian\n upkeep=loyal\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [unit]\n type=Armageddon Imp\n id=Amyat\n name= _ \"Amyat\"\n x,y=28,33\n facing=sw\n ai_special=guardian\n upkeep=loyal\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n\n [unit]\n type=Armageddon Imp\n id=Pejlahn\n name= _ \"Pejlahn\"\n x,y=35,26\n facing=ne\n ai_special=guardian\n upkeep=loyal\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [unit]\n type=Shaxthal War Drone\n x,y=25,20\n facing=n\n ai_special=guardian\n upkeep=loyal\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_ARMORED}\n [/modifications]\n [/unit]\n\n [unit]\n type=Shaxthal Enforcer Drone\n x,y=19,27\n facing=nw\n ai_special=guardian\n upkeep=loyal\n variation=surface\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n\n [unit]\n type=Shaxthal Enforcer Drone\n x,y=32,28\n facing=nw\n ai_special=guardian\n upkeep=loyal\n variation=surface\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n [/side]\n\n # NOTE: yes, this limits these recruits as a set, not individually.\n {LIMIT_RECRUITS 9 (Valdemon Basher,Serpent Messenger,Demon Zephyr,Shaxthal Protector Drone) ({DIFF 3 3 4})}\n\n # Let side 9 recruit only every even turn.\n\n [event]\n name=side 9 turn\n first_time_only=no\n [filter_condition]\n {VARIABLE_BOOLEAN_EQUALS portal_access_open no}\n [/filter_condition]\n\n {VARIABLE_OP side_9_turn_test to_variable turn_number}\n {VARIABLE_OP side_9_turn_test modulo 2 }\n\n [if]\n {VARIABLE_NUMERICAL_NOT_EQUALS side_9_turn_test 0}\n [then]\n [store_side]\n side=9\n variable=side_9_state\n [/store_side]\n\n [modify_side]\n side=9\n {NO_INCOME}\n gold,village_gold=0,0\n [/modify_side]\n [/then]\n [else]\n {BUG_ON ({VARIABLE_NUMERICAL_NOT_EQUALS side_9_state.side 9}) (\"Side 9 economy state lost!\")}\n\n [modify_side]\n side=9\n income=$side_9_state.income\n gold=$side_9_state.gold\n village_gold=$side_9_state.village_gold\n [/modify_side]\n\n {CLEAR_VARIABLE side_9_state}\n [/else]\n [/if]\n\n {CLEAR_VARIABLE side_9_turn_test}\n [/event]\n\n [side]\n side=10\n team_name=evil\n user_team_name= _ \"team_name^Aran-Balgur\"\n {CHAOS_FLAG}\n color=gold\n\n hidden=yes\n no_leader=yes\n {NO_INCOME}\n gold,village_gold=0,0\n\n [unit]\n type=Verlissh Matrix Flow System\n x,y=25,23\n max_hitpoints=500\n [/unit]\n\n [unit]\n type=Verlissh Matrix Flow System\n x,y=28,24\n max_hitpoints=500\n [/unit]\n\n [unit]\n type=Verlissh Matrix Flow System\n x,y=28,27\n max_hitpoints=500\n [/unit]\n\n [unit]\n type=Verlissh Matrix Flow System\n x,y=25,29\n max_hitpoints=500\n [/unit]\n\n [unit]\n type=Verlissh Matrix Flow System\n x,y=22,27\n max_hitpoints=500\n [/unit]\n\n [unit]\n type=Verlissh Matrix Flow System\n x,y=22,24\n max_hitpoints=500\n [/unit]\n [/side]\n\n {FORCE_CHANCE_TO_HIT () (type=Verlissh Matrix Flow System) 0 ()}\n\n {STARTING_VILLAGES_ALL 9}\n\n {STARTING_VILLAGES 3 5}\n {STARTING_VILLAGES 4 5}\n {STARTING_VILLAGES 5 5}\n {STARTING_VILLAGES 6 5}\n {STARTING_VILLAGES 7 5}\n {STARTING_VILLAGES 8 5}\n\n #\n # [tunnel] is horribly broken on Wesnoth 1.10 for AI usage, so\n # we need to emulate some of that functionality by teleporting\n # side 9's recruits away on side 9 turn end. This isn't done\n # on recruit events to avoid an infinite recruitment sequence\n # given enough gold.\n #\n\n#define OOH_RECRUITMENT_PORTAL _ID _SOURCE_X_Y _TARGET_X_Y\n [set_variables]\n name=recruitment_portals\n mode=append\n [value]\n id={_ID}\n [source]\n {_SOURCE_X_Y}\n [/source]\n [target]\n {_TARGET_X_Y}\n [/target]\n [/value]\n [/set_variables]\n#enddef\n\n [event]\n name=side 9 turn end\n first_time_only=no\n [filter_condition]\n {VARIABLE_BOOLEAN_EQUALS portal_access_open no}\n [/filter_condition]\n\n [foreach]\n array=recruitment_portals\n variable=portal\n [do]\n [if]\n [have_unit]\n side=9\n x=$portal.source.x\n y=$portal.source.y\n [/have_unit]\n [then]\n [teleport]\n [filter]\n x=$portal.source.x\n y=$portal.source.y\n [/filter]\n x=$portal.target.x\n y=$portal.target.y\n check_passability=yes\n animate=yes\n [/teleport]\n\n {LOG_ATS_DBG (\"recruit teleported: ($portal.source.x, $portal.source.y) -> ($portal.target.x, $portal.target.y)\")}\n [/then]\n [/if]\n [/do]\n [/foreach]\n [/event]\n\n [event]\n name=prestart\n\n # This variable will be used in later scenarios.\n {VARIABLE waited_for_bardyl no}\n\n {VARIABLE portal_access_open no}\n\n {VARIABLE beams_remaining 6}\n\n # wmllint: recognize Anya\n {RECALL_ANYA_AT_LOCATION 57 8}\n # wmllint: recognize Durvan\n {RECALL_DURVAN_AT_LOCATION 53 9}\n # wmllint: recognize Irylean\n {RECALL_IRYLEAN_AT_LOCATION 53 7}\n # wmllint: recognize Igor\n {RECALL_IGOR_AT_LOCATION 59 9}\n # wmllint: recognize Kyara\n {RECALL_KYARA_AT_LOCATION 13 9}\n # wmllint: recognize Horo\n {RECALL_HORO_AT_LOCATION 10 9}\n\n {RECALL_SIDE_LOYALS 2 ()}\n\n {FACE_DIRECTION (id=Anya,Durvan,Irylean,Igor) sw}\n {FACE_DIRECTION (side=2) se}\n\n # Conceal the portal building in shroud.\n\n [modify_side]\n side=1,2\n shroud=yes\n [/modify_side]\n\n [remove_shroud]\n side=1,2\n [not]\n x,y=25,26\n radius=2\n [/not]\n [/remove_shroud]\n\n # Starting player villages.\n\n [capture_village]\n side=1\n terrain=*^V*\n x=45-62\n y= 1-13\n [/capture_village]\n\n [capture_village]\n side=2\n terrain=*^V*\n x=1-14\n y=1-8\n [/capture_village]\n\n # Access portals.\n\n {OOH_RECRUITMENT_PORTAL n (x,y=25,25) (x,y=25,22)}\n\n {OOH_RECRUITMENT_PORTAL ne (x,y=26,25) (x,y=29,24)}\n\n {OOH_RECRUITMENT_PORTAL se (x,y=26,26) (x,y=29,28)}\n\n {OOH_RECRUITMENT_PORTAL s (x,y=25,27) (x,y=25,30)}\n\n {OOH_RECRUITMENT_PORTAL sw (x,y=24,26) (x,y=21,28)}\n\n {OOH_RECRUITMENT_PORTAL nw (x,y=24,25) (x,y=21,24)}\n\n [teleport]\n [filter]\n id=Elynia\n [/filter]\n x,y=58,5\n [/teleport]\n\n [hide_unit]\n id=Elynia\n [/hide_unit]\n [/event]\n\n#define OOH_PRIMARY_OBJECTIVE\n [objective]\n description= _ \"Deploy barrels of explosives to destroy the six structures supporting the central keep in Aran-Balgur\"+\" \"+_\"($beams_remaining structures remaining)\"+\"\"\n condition=win\n [show_if]\n {VARIABLE_NUMERICAL_GREATER_THAN beams_remaining 1}\n [/show_if]\n [/objective]\n [objective]\n description= _\"Deploy barrels of explosives to destroy the six structures supporting the central keep in Aran-Balgur\"+\" \"+_\"(One structure remaining)\"+\"\"\n condition=win\n [show_if]\n {VARIABLE_NUMERICAL_EQUALS beams_remaining 1}\n [/show_if]\n [/objective]\n#enddef\n\n#define OOH_BARREL_COUNT_DEFEAT\n [objective]\n description= _ \"Running out of barrels of explosives\"\n condition=lose\n [show_if]\n {VARIABLE_NUMERICAL_GREATER_THAN beams_remaining 0}\n [/show_if]\n [/objective]\n#enddef\n\n [event]\n name=update player objectives\n first_time_only=no\n\n {VARIABLE temp_silent_objectives yes}\n\n [if]\n {VARIABLE_NUMERICAL_GREATER_THAN beams_remaining 0} # after destroying beams\n [or]\n {VARIABLE_NUMERICAL_EQUALS beams_remaining 6} # at the start of the scenario\n [/or]\n [then]\n {VARIABLE temp_silent_objectives no}\n [/then]\n [/if]\n\n {OBJECTIVES (\n side=1\n silent=$temp_silent_objectives\n {OOH_PRIMARY_OBJECTIVE}\n {OBJECTIVE_VICTORY ( _ \"Secure the portal located within the central keep\")}\n {OBJECTIVE_BONUS ( _ \"Defeat all enemy leaders\"+{EARLY_FINISH_BONUS_FOOTNOTE})}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Durvan\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Irylean\")}\n {OOH_BARREL_COUNT_DEFEAT}\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n\n {OBJECTIVES (\n side=2\n silent=$temp_silent_objectives\n {OOH_PRIMARY_OBJECTIVE}\n {OBJECTIVE_VICTORY ( _ \"Secure the portal located within the central keep\")}\n {OBJECTIVE_BONUS ( _ \"Defeat all enemy leaders\"+{EARLY_FINISH_BONUS_FOOTNOTE})}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of General Bardyl\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Horo\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Kyara\")}\n {OOH_BARREL_COUNT_DEFEAT}\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n\n {CLEAR_VARIABLE temp_silent_objectives}\n [/event]\n\n#define OOH_UPDATE_OBJECTIVES\n [fire_event]\n name=update player objectives\n [/fire_event]\n#enddef\n\n #\n # Initial dialog sequence.\n #\n\n [event]\n name=start\n\n {LOCK_VIEW}\n\n {MOVE_UNIT (id=Anya) 55 10}\n\n [message]\n speaker=Anya\n message= _ \"Aran-Balgur is really impressive. How could it fall to Uria\u2019s forces?\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Some people say the lord of the stronghold was brutally killed by the Chaos thugs on the battlefield some time after their Emperor fell. The man left in charge in his place wasn\u2019t very bright, and couldn\u2019t stand a chance when the angry enemy troops arrived. Others say they found the descendant of the architect who helped build its walls a century ago, and forced him to reveal the plans with all the secret passages and weak points.\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Regardless of the rumors, the fact is that they killed everyone. See the stains on the exterior walls? Everyone says it\u2019s the blood of the former occupants. Some believe that the General\u2019s family was amongst them.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"I guess... that explains why he\u2019s such an unpleasant person.\"\n [/message]\n\n [unhide_unit]\n id=Elynia\n [/unhide_unit]\n\n [store_starting_location]\n side=1\n [/store_starting_location]\n\n {MOVE_UNIT (id=Elynia) ($location.x) ($location.y)}\n\n {FACE_DIRECTION (id=Elynia) sw}\n {FACE_DIRECTION (id=Anya,Durvan) ne}\n {FACE_DIRECTION (id=Irylean) se}\n\n [message]\n speaker=Elynia\n message= _ \"I hope everyone is ready for the battle ahead of us.\"\n [/message]\n\n [message]\n speaker=Irylean\n message= _ \"We are, my lady. What are your orders?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Just assist our allies with the siege and deal with whatever creatures guard the keep and the rumored portal. We ought to make this quick, for the demoness that awaits us at the other end might not be too patient, and this mission has delayed us too much already.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"You haven\u2019t changed your mind...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Indeed, I have not.\"\n [/message]\n\n [scroll_to]\n x,y=25,26\n check_fogged=no\n [/scroll_to]\n\n {QUAKE rumble.ogg}\n\n [delay]\n time=500\n [/delay]\n\n [sound]\n name=dwarf-laugh.wav\n [/sound]\n\n {HIGHLIGHT_GOAL (\n [filter]\n side=10\n [/filter]\n )}\n\n [message]\n speaker=Elynia\n message= _ \"I don\u2019t like that sound...\"\n [/message]\n\n {OOH_RESET_PLAYLIST}\n\n {INCIDENTAL_MUSIC battle-epic.ogg}\n\n {CLEAR_VARIABLE location}\n\n {OOH_UPDATE_OBJECTIVES}\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=side 2 turn 1\n\n [message]\n speaker=General Bardyl\n message= _ \"It is time. At last... I\u2019ll have my revenge...\"\n [/message]\n\n [message]\n speaker=Horo\n message= _ \"And what about us?\"\n [/message]\n\n [message]\n speaker=General Bardyl\n message= _ \"You two shall be allowed to leave once the battle is over \u2014 that is, assuming you survive.\"\n [/message]\n\n [message]\n speaker=Kyara\n message= _ \"What if we lose?\"\n [/message]\n\n [message]\n speaker=General Bardyl\n message= _ \"Should it come to that, you\u2019d best hope those fiends will be swift to end your pitiful lives.\"\n [/message]\n\n [message]\n speaker=Kyara\n message= _ \"That\u2019s truly motivating...\"\n [/message]\n [/event]\n\n [event]\n name=turn 2\n\n [message]\n speaker=Anya\n message= _ \"Durvan, what are you going to do after this is over? You said earlier you had some doubts about Elynia\u2019s plan, and you...\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Yes, I won\u2019t be going with you. Her plan just seems too risky... What the hell is she thinking? Didn\u2019t you say Elorran himself knew his kinsmen couldn\u2019t be trusted? Besides, I won\u2019t be very useful once you arrive there. From what I\u2019ve heard, the natives hate us, and motivating and talking to people is really all I have done ever since I joined Elynia.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"But...\"\n [/message]\n\n [message]\n speaker=Durvan\n # po: The other human is Erathan from IftU.\n message= _ \"You two and the necromancer woman have all those magic abilities and powers I will never have. I\u2019m tired of risking my life fighting alongside you against powerful demons and psychotic cultists. I just... I just want to live a longer life than the other human Elynia got killed in enemy territory, the poor bastard.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Heh, yes... But you were really brave in the valley...\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"I was really stupid! I hadn\u2019t heard of that guy and his fate yet!\"\n [/message]\n [/event]\n\n [event]\n name=side 1 turn 2 end\n\n [message]\n speaker=Anya\n scroll=no\n message= _ \"I still think I will miss you... even if you only rarely start a conversation! And I\u2019m sure Elynia will miss you as well.\"\n [/message]\n\n [message]\n speaker=Durvan\n scroll=no\n message= _ \"Sure...\"\n [/message]\n [/event]\n\n [event]\n name=side 2 turn 2 end\n [message]\n speaker=Durvan\n scroll=no\n message= _ \"I wish you two all the luck in the world. You\u2019ll surely need it.\"\n [/message]\n [/event]\n\n [event]\n name=side 1 turn 4 end\n [filter_condition]\n [have_unit]\n type=Wolf Rider,Goblin Knight,Goblin Pillager,Direwolf Rider\n side=1,2\n [/have_unit]\n [/filter_condition]\n\n [message]\n speaker=Durvan\n message= _ \"I want this to be over as soon as possible so I can bid farewell to the giant wolves.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Why? They are so cute!\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Nope, they\u2019re terrifying. And they smell.\"\n [/message]\n\n [if]\n [have_unit]\n id=Igor\n [/have_unit]\n [then]\n [message]\n speaker=Anya\n message= _ \"What about Willow? She\u2019s so fluffy and cuddly and...\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"I really don\u2019t like her. She follows me around as though she knows I am terrified of her.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Awwww, but she just wants to be your friend! You should give her a chance!\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"(sighs) I don\u2019t think this is the right time and place to practice shock therapy, Anya. Maybe when things have calmed down a little.\"\n [/message]\n [/then]\n [/if]\n [/event]\n\n {RING_OF_AGILITY 46 19}\n\n #\n # It's not currently possible to include auxiliary events for\n # dummy abilities in [effect]s, so we need to include the event\n # code once in the scenario first, and only provide the dummy\n # ability's text later.\n #\n\n {ABILITY_DEMOLITION_EVENTS}\n\n#define OOH_CHARGE_ITEM\n image=items/barrel.png\n#enddef\n\n#define OOH_CHARGE_ITEM_ACTIVE\n image=items/barrel.png~CS(64,64,64)\n#enddef\n\n #\n # Used when placing a charge, either at the start of the scenario or\n # when dropping/deploying charges during gameplay. Takes care of pushing\n # its state into the charges table.\n #\n # _X, _Y: Coordinates of the charge object so it can be picked\n # up by another unit if not activated.\n # _ACTIVE: Whether the charge is activated (boolean, \"yes\" or \"no\").\n # Inactive charges can be picked up again.\n #\n#define OOH_CHARGE_PLACE _X _Y _ACTIVE\n [set_variables]\n name=siege_charges\n mode=append\n [value]\n x={_X}\n y={_Y}\n active={_ACTIVE}\n [/value]\n [/set_variables]\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS \"siege_charges[$($siege_charges.length - 1)].active\" yes}\n [then]\n [item]\n x={_X}\n y={_Y}\n {OOH_CHARGE_ITEM_ACTIVE}\n [/item]\n [/then]\n [else]\n [item]\n x={_X}\n y={_Y}\n {OOH_CHARGE_ITEM}\n [/item]\n [/else]\n [/if]\n#enddef\n\n#define OOH_PAYLOAD_OVERLAY\n image=misc/payload-icon.png\n#enddef\n\n #\n # Used when a unit picks up a charge. The unit receives the Demolition\n # ability, so it can leave with a bang in the worst case. Picked up\n # charges are removed from the charges table.\n #\n # _X, _Y: Coordinates of the charge object.\n #\n#define OOH_CHARGE_PICK _X _Y\n [remove_item]\n x={_X}\n y={_Y}\n {OOH_CHARGE_ITEM}\n [/remove_item]\n\n [remove_item]\n x={_X}\n y={_Y}\n {OOH_CHARGE_ITEM_ACTIVE}\n [/remove_item]\n\n # Remove current charge from the table.\n\n {VARIABLE charge_pos 0}\n {VARIABLE continue_lookup yes}\n\n [while]\n {VARIABLE_NUMERICAL_LESS_THAN charge_pos $siege_charges.length}\n {VARIABLE_BOOLEAN_EQUALS continue_lookup yes}\n [do]\n [if]\n {VARIABLE_NUMERICAL_EQUALS siege_charges[$charge_pos].x ({_X})}\n {VARIABLE_NUMERICAL_EQUALS siege_charges[$charge_pos].y ({_Y})}\n [then]\n {VARIABLE continue_lookup no}\n [/then]\n [else]\n {VARIABLE_INC charge_pos}\n [/else]\n [/if]\n [/do]\n [/while]\n\n {CLEAR_VARIABLE continue_lookup}\n\n {BUG_ON ({VARIABLE_NUMERICAL_EQUALS charge_pos $siege_charges.length}) (\"Could not find charge at (\"+{_X}+\", \"+{_Y}+\") in the charges table.\")}\n\n {CLEAR_VARIABLE siege_charges[$charge_pos]}\n\n {CLEAR_VARIABLE charge_pos}\n\n [unit_overlay]\n x={_X}\n y={_Y}\n {OOH_PAYLOAD_OVERLAY}\n [/unit_overlay]\n\n {VARIABLE_INC payload_ability_id}\n\n [object]\n silent=yes\n # Ensure the id is always unique.\n id=payload_effect_set_$payload_ability_id\n duration=scenario\n [filter]\n x={_X}\n y={_Y}\n [/filter]\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_DEMOLITION_TEXT_ONLY}\n [/abilities]\n [/effect]\n [/object]\n\n [store_unit]\n [filter]\n x={_X}\n y={_Y}\n [/filter]\n variable=charge_unit_store\n [/store_unit]\n\n {VARIABLE charge_unit_store.variables.has_charge yes}\n\n [unstore_unit]\n find_vacant=no\n variable=charge_unit_store\n [/unstore_unit]\n\n {CLEAR_VARIABLE charge_unit_store}\n#enddef\n\n #\n # Removes a unit's Demolition ability and its siege charge flag.\n #\n#define OOH_REMOVE_UNITS_CHARGE _SUF\n [remove_unit_overlay]\n {_SUF}\n {OOH_PAYLOAD_OVERLAY}\n [/remove_unit_overlay]\n\n [store_unit]\n [filter]\n {_SUF}\n [/filter]\n variable=charge_units_store\n [/store_unit]\n\n [foreach]\n array=charge_units_store\n variable=charge_unit\n [do]\n [for]\n array=charge_units_store.abilities.dummy\n reverse=yes\n [do]\n [if]\n {VARIABLE_LEXICAL_EQUALS charge_unit.abilities.dummy[$i].id \"demolition\"}\n [then]\n {CLEAR_VARIABLE charge_unit.abilities.dummy[$i]}\n [/then]\n [/if]\n [/do]\n [/for]\n\n [for]\n array=charge_units_store.modifications.object\n reverse=yes\n [do]\n [if]\n {VARIABLE_LEXICAL_CONTAINS charge_unit.modifications.object[$i].id \"payload_effect_set_\"}\n [then]\n {CLEAR_VARIABLE charge_unit.modifications.object[$i]}\n [/then]\n [/if]\n [/do]\n [/for]\n\n {CLEAR_VARIABLE charge_unit.variables.has_charge}\n\n [unstore_unit]\n find_vacant=no\n variable=charge_unit\n [/unstore_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE charge_units_store}\n#enddef\n\n #\n # Used when a unit drops the charge it is carrying. The unit loses its\n # Demolition ability, and the charge is inserted in the charges\n # table again.\n #\n # _X, _Y: Coordinates of the unit and resultant charge object.\n #\n#define OOH_CHARGE_DEPLOY _X _Y _ACTIVE\n # Remove the unit's payload icon overlay and the Demolition ability.\n\n {OOH_REMOVE_UNITS_CHARGE (\n x={_X}\n y={_Y}\n )}\n\n # Place the item and update the charge table.\n\n {OOH_CHARGE_PLACE ({_X}) ({_Y}) ({_ACTIVE})}\n#enddef\n\n #\n # Auxiliary events for siege charges-related menu items.\n #\n\n [event]\n name=wme_siege_charge_help\n first_time_only=no\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n caption= _ \"Help: Using Charges\"\n message= _ \"In this scenario, most units under your control can carry barrels of explosives, which can be used to destroy structures and other units.\n\nTo get a barrel, move a unit over it. You will be given the choice to grab the barrel or leave it for another unit. Once a unit gets the barrel, it will gain the Demolition ability, allowing it to destroy everything within a one-hex radius upon death. The unit will also be able to drop the barrel for another unit to pick it up, or deploy an activated charge. Once a barrel is deployed, it will destroy everything within a one-hex radius at the start of the next first-player turn, so you want to make sure your unit has enough movement points left to get away before deploying.\n\nUnits lose the Demolition ability after dropping or deploying barrels.\n\nUse these barrels wisely! You start with a limited number, and you need at least six to complete the main objective!\"\n [/message]\n [/event]\n\n [event]\n name=wme_siege_charge_drop\n first_time_only=no\n\n {OOH_CHARGE_DEPLOY $x1 $y1 no}\n [/event]\n\n [event]\n name=wme_siege_charge_deploy\n first_time_only=no\n\n {VARIABLE temp_location_is_suitable no}\n\n [if]\n [have_unit]\n x,y=$x1,$y1\n [filter_location]\n find_in=charge_forbidden_locs\n [/filter_location]\n [/have_unit]\n [then]\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Deploying these explosives so close to your encampment would be an incredibly ill-advised idea!\"\n [/message]\n [/then]\n [else]\n [if]\n [have_unit]\n x,y=$x1,$y1\n [filter_location]\n find_in=charge_immune_locs\n [or]\n find_in=siege_charges\n [/or]\n [or]\n [filter_adjacent_location]\n find_in=siege_charges\n [/filter_adjacent_location]\n [/or]\n [/filter_location]\n [/have_unit]\n [then]\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"That is not an appropriate location for deploying these explosives. Try elsewhere.\"\n [/message]\n [/then]\n [else]\n {VARIABLE temp_location_is_suitable yes}\n [/else]\n [/if]\n [/else]\n [/if]\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS temp_location_is_suitable yes}\n [then]\n {OOH_CHARGE_DEPLOY $x1 $y1 yes}\n [/then]\n [else]\n [allow_undo][/allow_undo]\n [/else]\n [/if]\n\n {CLEAR_VARIABLE temp_location_is_suitable}\n [/event]\n\n #\n # Initial siege charges, and other charge-related configuration.\n #\n\n [event]\n name=prestart\n\n {VARIABLE payload_ability_id 0}\n\n {VARIABLE charge_usage_hint_shown no}\n\n # Forbid deploying charges if their effect\n # area overlaps the player's starting keeps.\n\n [store_locations]\n [filter]\n side=1\n canrecruit=yes\n [/filter]\n radius=1\n [or]\n [filter]\n side=2\n canrecruit=yes\n [/filter]\n radius=1\n [/or]\n variable=charge_forbidden_locs\n [/store_locations]\n\n # The goal building cannot be completely\n # destroyed by deployed charges.\n\n [store_locations]\n terrain=X*,X*^*,*^X*\n [not]\n [filter]\n side=10\n [/filter]\n [/not]\n variable=charge_immune_locs\n [/store_locations]\n\n [set_menu_item]\n id=wmi_siege_charge_help\n description= _ \"Help: Using Charges\"\n image=\"icons/menu-book.png\"\n [show_if]\n {VARIABLE_BOOLEAN_NOT_EQUALS portal_access_open yes}\n [/show_if]\n [command]\n [fire_event]\n name=wme_siege_charge_help\n [/fire_event]\n [/command]\n [/set_menu_item]\n\n [set_menu_item]\n id=wmi_siege_charge_deploy\n description= _ \"Deploy Charge\"\n image=\"icons/menu-bomb.png\"\n [show_if]\n [have_unit]\n x,y=$x1,$y1\n side=$side_number\n [filter_wml]\n [variables]\n has_charge=yes\n [/variables]\n [/filter_wml]\n [/have_unit]\n [/show_if]\n [command]\n [fire_event]\n name=wme_siege_charge_deploy\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/command]\n [/set_menu_item]\n\n [set_menu_item]\n id=wmi_siege_charge_drop\n description= _ \"Drop Charge\"\n image=\"icons/menu-barrel.png\"\n [show_if]\n [have_unit]\n x,y=$x1,$y1\n side=$side_number\n [filter_wml]\n [variables]\n has_charge=yes\n [/variables]\n [/filter_wml]\n [/have_unit]\n [/show_if]\n [command]\n [fire_event]\n name=wme_siege_charge_drop\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/command]\n [/set_menu_item]\n\n # Bardyl's encampment.\n\n {OOH_CHARGE_PLACE 5 3 no}\n {OOH_CHARGE_PLACE 8 2 no}\n {OOH_CHARGE_PLACE 5 6 no}\n {OOH_CHARGE_PLACE 14 4 no}\n {OOH_CHARGE_PLACE 13 1 no}\n\n # Elynia's encampment.\n\n {OOH_CHARGE_PLACE 53 4 no}\n {OOH_CHARGE_PLACE 51 7 no}\n {OOH_CHARGE_PLACE 57 10 no}\n {OOH_CHARGE_PLACE 60 6 no}\n\n # Aran-Balgur.\n\n#ifdef EASY\n {OOH_CHARGE_PLACE 36 33 no}\n {OOH_CHARGE_PLACE 13 28 no}\n#endif\n#ifndef HARD\n {OOH_CHARGE_PLACE 37 33 no}\n {OOH_CHARGE_PLACE 13 27 no}\n#endif\n [/event]\n\n #\n # Also show help once at the start of the scenario.\n #\n\n [event]\n name=start\n [scroll_to_unit]\n id=Elynia\n [/scroll_to_unit]\n\n [fire_event]\n name=wme_siege_charge_help\n [/fire_event]\n [/event]\n\n #\n # Charge pick-up handler.\n #\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [or]\n side=2\n [/or]\n [not]\n [filter_wml]\n [variables]\n has_charge=yes\n [/variables]\n [/filter_wml]\n [/not]\n [and]\n [filter_location]\n find_in=siege_charges\n [/filter_location]\n [/and]\n [/filter]\n\n {VARIABLE unit_can_carry_payload yes}\n\n [if]\n [have_unit]\n x,y=$x1,$y1\n id=Elynia,Anya,Durvan,Irylean,General Bardyl,Kyara,Horo,Igor\n [/have_unit]\n [then]\n {VARIABLE unit_can_carry_payload no}\n\n [store_unit_portrait]\n x,y=$x1,$y1\n [/store_unit_portrait]\n\n # The message shown is stored in a variable according to the following\n # logic so I don't have to keep increasing the indentation level towards\n # unreadability. -- shadowm\n\n [switch]\n variable=unit.id\n [case]\n value=Elynia\n # po: This message is used when the unit attempting to pick up the barrel\n # po: is Elynia.\n {VARIABLE unit_message (_\"elynia^You silently consider the possibility of rushing into the battlefield carrying this heavy barrel of explosives all by yourself. You wonder whether your comrades would regard your action as heroic or foolish.\n\nThe thought of leaving this world with yet another explosion is inviting at this point, but you have been through that in three different occasions already, and survived to get this far. What would the point be? Perhaps Anya is right, and there is still much more left to do before your time comes. You want to find that demoness in the Pass of Sorrows first, after all.\")}\n [/case]\n [case]\n value=Anya\n # po: This message is used when the unit attempting to pick up the barrel\n # po: is Anya.\n {VARIABLE unit_message (_\"anya^You silently consider the possibility of rushing into the battlefield carrying this heavy barrel of explosives all by yourself. You wonder whether your comrades would regard your action as heroic or foolish.\n\nThat sure was a silly thought to entertain! But your hope has not waned just yet, and Elynia needs your help. You are determined to stay at her side until it is all over. She is all you have left, and perhaps more than you will ever have.\")}\n [/case]\n [case]\n value=Kyara\n # po: This message is used when the unit attempting to pick up the barrel\n # po: is Kyara.\n {VARIABLE unit_message (_\"kyara^You silently consider the possibility of rushing into the battlefield carrying this heavy barrel of explosives all by yourself. You wonder whether your comrades would regard your action as heroic or foolish.\n\nThat pointless exercise of thought promptly leaves way for recalling the stories of your people\u2019s arrival to Quenoth Isle. Many say they were assisted in their journey by dwarves, underground dwellers with an inclination to devise this kind of evil artifact. You decide it may be for the best that a civilization with such destructive potential confined itself to the caverns beneath the surface.\")}\n [/case]\n [case]\n value=Durvan\n # po: This message is used when the unit attempting to pick up the barrel\n # po: is Durvan.\n {VARIABLE unit_message (_\"durvan^You silently consider the possibility of rushing into the battlefield carrying this heavy barrel of explosives all by yourself. You wonder whether your comrades would regard your action as heroic or foolish.\n\nBut you would not be caught dead carrying such dangerous materials. As everyone knows, your craft is hunting prey; you ain\u2019t anybody\u2019s transport man.\")}\n [/case]\n [case]\n value=Igor\n # po: This message is used when the unit attempting to pick up the barrel\n # po: is Igor.\n {VARIABLE unit_message (_\"igor^You silently consider the possibility of rushing into the battlefield carrying this heavy barrel of \u201cboom\u201d artifacts all by yourself. You wonder whether Elynia and her new friends would regard your action as heroic or foolish.\n\nUpon further thought, however, you realize that giving up on the peaceful street perform life to become fireworks goblin is probably not quite what people mean when they talk about \u201cgoing out with a bang\u201d. Not to mention you could not possibly bring yourself to leaving poor Willow alone in this nasty, cruel world. Perhaps you will look into procuring a safer source of \u201cboom\u201d at a later time, you think to yourself \u2014 something like one of those fire sticks that high-ranked Chaos officers carry around these days. Your mighty steed gives you an approving nod.\")}\n [/case]\n [case]\n value=General Bardyl\n # po: This message is used when the unit attempting to pick up the barrel\n # po: is the General Bardyl.\n {VARIABLE unit_message (_\"bardyl^You contemplate one of the barrels of explosives your superiors sent from Fort Rylgur before the Far North fell to those infernal bastards. You feel glad that you are not one of the poor nameless soldiers who were charged with the task of carrying these to Aran-Balgur\u2019s main keep!\")}\n [/case]\n [else]\n [if]\n {VARIABLE_LEXICAL_EQUALS unit.gender female}\n [then]\n # po: This message is used when the unit attempting to pick up a barrel\n # po: is one of the other female heroines.\n {VARIABLE unit_message (_\"female^You silently consider the possibility of rushing into the battlefield carrying this heavy barrel of explosives all by yourself. You wonder whether your comrades would regard your actions as heroic or foolish.\n\nIn any case, you are not so stupid as to attempt such a pointless move now.\")}\n [/then]\n [else]\n # po: This message is used when the unit attempting to pick up a barrel\n # po: is one of the other male heroes.\n {VARIABLE unit_message (_\"You silently consider the possibility of rushing into the battlefield carrying this heavy barrel of explosives all by yourself. You wonder whether your comrades would regard your actions as heroic or foolish.\n\nIn any case, you are not so stupid as to attempt such a pointless move now.\")}\n [/else]\n [/if]\n [/else]\n [/switch]\n\n [message]\n speaker=narrator\n image=$unit_portrait\n message=$unit_message\n [/message]\n\n {CLEAR_VARIABLE unit_message,unit_portrait}\n\n [allow_undo][/allow_undo]\n [/then]\n [else]\n [if]\n [have_unit]\n x,y=$x1,$y1\n [not]\n race=human\n [/not]\n [not]\n race=elf\n [/not]\n [not]\n race=orc\n [/not]\n [not]\n race=aragwaith\n [/not]\n [not]\n race=faerie\n [/not]\n [not]\n type=Skeleton,Skeleton Archer,Revenant,Draug,Deathblade,Bone Shooter,Banebow,Aragwaith Scout,Aragwaith Lancer,Aragwaith Silver Shield,Elvish Scout,Elvish Rider,Elvish Outrider,Aragwaith Eagle Rider,Aragwaith Eagle Master,Wolf Rider,Goblin Knight,Goblin Pillager,Direwolf Rider\n [/not]\n [/have_unit]\n [then]\n {VARIABLE unit_can_carry_payload no}\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png # keeps wmllint happy, the fucking POS\n {OOH_CHARGE_ITEM}\n message= _ \"The unit you have chosen for this task is not able to lift the weight! Try with another unit.\"\n [/message]\n\n [allow_undo][/allow_undo]\n [/then]\n [/if]\n [/else]\n [/if]\n\n [message]\n [show_if]\n {VARIABLE_BOOLEAN_EQUALS unit_can_carry_payload yes}\n [/show_if]\n speaker=narrator\n {OOH_CHARGE_ITEM}\n message= _ \"Should this unit carry the barrel of explosives?\"\n [option]\n label= _ \"Yes, pick up the barrel.\"\n [command]\n {OOH_CHARGE_PICK $x1 $y1}\n\n [message]\n [show_if]\n {VARIABLE_BOOLEAN_EQUALS charge_usage_hint_shown no}\n [/show_if]\n speaker=narrator\n image=\"wesnoth-icon.png\"\n message= _ \"To drop or deploy the charge, right-click on the unit and choose the desired option from the context menu.\"\n [/message]\n\n {VARIABLE charge_usage_hint_shown yes}\n [/command]\n [/option]\n [option]\n label= _ \"No, let someone else do it.\"\n [command]\n [allow_undo][/allow_undo]\n [/command]\n [/option]\n [/message]\n\n {CLEAR_VARIABLE unit_can_carry_payload}\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [or]\n side=2\n [/or]\n [and]\n [filter_wml]\n [variables]\n has_charge=yes\n [/variables]\n [/filter_wml]\n [filter_location]\n find_in=siege_charges\n [/filter_location]\n [/and]\n [/filter]\n\n [message]\n speaker=narrator\n image=\"wesnoth-icon.png\"\n message= _ \"You cannot carry more than one barrel at once!\"\n [/message]\n\n [allow_undo][/allow_undo]\n [/event]\n\n #\n # Activated charges handler.\n #\n\n#define OOH_KEEP_SLF\n find_in=charge_immune_locs\n#enddef\n\n [event]\n name=new turn\n first_time_only=no\n\n {VARIABLE activated_charge_message_used no}\n\n [for]\n array=siege_charges\n variable=k\n reverse=yes\n [do]\n [if]\n {VARIABLE_BOOLEAN_EQUALS siege_charges[$k].active no}\n [then]\n [continue][/continue]\n [/then]\n [/if]\n\n [scroll_to]\n x,y=$siege_charges[$k].x,$siege_charges[$k].y\n [/scroll_to]\n\n {RANDOM 1,2}\n\n [message]\n side=$random\n race=human,orc,wolf,goblin,faerie,elf\n message= _ \"Fire in the hole!\"\n scroll=no\n [show_if]\n {VARIABLE_BOOLEAN_EQUALS activated_charge_message_used no}\n [/show_if]\n [/message]\n\n {VARIABLE activated_charge_message_used yes}\n\n {CLEAR_VARIABLE random}\n\n # Blow some shit up.\n\n [remove_item]\n x,y=$siege_charges[$k].x,$siege_charges[$k].y\n {OOH_CHARGE_ITEM}\n [/remove_item]\n\n [remove_item]\n x,y=$siege_charges[$k].x,$siege_charges[$k].y\n {OOH_CHARGE_ITEM_ACTIVE}\n [/remove_item]\n\n # The demolition code event may trigger the boss event,\n # which clears the siege charges table. We need to pass\n # a copy of the siege charge location to that event to\n # avoid spamming the log with invalid variable access\n # warnings and potentially do something stupid; and then,\n # we must abort this loop.\n\n {VARIABLE demolition_target_x $siege_charges[$k].x}\n {VARIABLE demolition_target_y $siege_charges[$k].y}\n\n # Do not allow terraforming to extend into the location set\n # stored in charge_immune_locs.\n {ABILITY_DEMOLITION_AUXILIARY_EVENT_DESTRUCTION_IMPLEMENTATION $demolition_target_x $demolition_target_y EXCLUDE_SLF={OOH_KEEP_SLF} HANDLE_AS_UNIT_ATTACK=no}\n\n {CLEAR_VARIABLE demolition_target_x,demolition_target_y}\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS portal_access_open yes}\n [then]\n # Abort.\n [break][/break]\n [/then]\n [else]\n # Continue, removing this charge from the table forever.\n {CLEAR_VARIABLE siege_charges[$k]}\n [/else]\n [/if]\n [/do]\n [/for]\n\n {CLEAR_VARIABLE activated_charge_message_used}\n\n # Check whether there are still enough barrels around to win.\n\n [fire_event]\n name=check barrel count\n [/fire_event]\n [/event]\n\n #\n # Terraform the siege targets manually.\n #\n [event]\n name=last breath\n first_time_only=no\n [filter]\n side=10\n type=Verlissh Matrix Flow System\n [/filter]\n\n [terrain]\n x,y=$x1,$y1\n terrain=Re^Es\n [/terrain]\n\n [redraw][/redraw]\n [/event]\n\n #\n # Handling defeat by losing barrels.\n #\n [event]\n name=die\n first_time_only=no\n [filter]\n [filter_wml]\n [variables]\n has_charge=yes\n [/variables]\n [/filter_wml]\n [/filter]\n\n [fire_event]\n name=check barrel count\n [/fire_event]\n [/event]\n\n [event]\n name=check barrel count\n first_time_only=no\n [filter_condition]\n # Skip this rather expensive check when the boss is\n # active on the map.\n {VARIABLE_BOOLEAN_EQUALS portal_access_open no}\n [/filter_condition]\n\n #\n # Count charges currently acquired by units.\n #\n\n [count_units]\n [filter_wml]\n [variables]\n has_charge=yes\n [/variables]\n [/filter_wml]\n [not]\n x,y=$x1,$y1\n [/not]\n variable=available_charges_count\n [/count_units]\n\n #\n # Count inactive charges, plus charges that are active and adjacent\n # to the mission targets.\n #\n\n [foreach]\n array=siege_charges\n variable=siege_charge\n [do]\n [if]\n {VARIABLE_BOOLEAN_EQUALS siege_charge.active no}\n [then]\n {VARIABLE_INC available_charges_count}\n [/then]\n [elseif]\n [have_unit]\n side=10\n [filter_location]\n [filter_adjacent_location]\n x,y=$siege_charge.x,$siege_charge.y\n [/filter_adjacent_location]\n [/filter_location]\n [/have_unit]\n [then]\n {VARIABLE_INC available_charges_count}\n [/then]\n [/elseif]\n [/if]\n [/do]\n [/foreach]\n\n [if]\n {VARIABLE_NUMERICAL_LESS_THAN available_charges_count $beams_remaining}\n [then]\n [message]\n speaker=General Bardyl\n message= _ \"Blast it, we have wasted our explosives on the battlefield instead of saving them for the main keep! We can\u2019t continue like this \u2014 retreat!\"\n [/message]\n\n {ENDLEVEL_DEFEAT}\n [/then]\n [/if]\n\n {CLEAR_VARIABLE available_charges_count}\n [/event]\n\n #\n # Cleanup on exit.\n #\n\n [event]\n name=victory\n\n {REMOVE_MENU_ITEM wmi_siege_charge_deploy}\n {REMOVE_MENU_ITEM wmi_siege_charge_drop}\n {REMOVE_MENU_ITEM wmi_siege_charge_help}\n\n {CLEAR_VARIABLE siege_charges,charge_usage_hint_shown,charge_forbidden_locs,charge_immune_locs,payload_ability_id}\n [/event]\n\n #\n # Boss events.\n #\n\n [event]\n name=die\n first_time_only=no\n [filter]\n side=10\n [/filter]\n\n {VARIABLE_DEC beams_remaining}\n\n {OOH_UPDATE_OBJECTIVES}\n\n [fire_event]\n name=check remaining beams\n [/fire_event]\n [/event]\n\n [event]\n name=check remaining beams\n [filter_condition]\n {VARIABLE_NUMERICAL_LESS_THAN beams_remaining 1}\n [/filter_condition]\n\n {LOCK_VIEW}\n\n {VARIABLE portal_access_open yes}\n\n [store_starting_location]\n side=9\n variable=boss_location\n [/store_starting_location]\n\n [scroll_to]\n x,y=$boss_location.x,$boss_location.y\n {WARP}\n [/scroll_to]\n\n [modify_side]\n side=1,2\n shroud=no\n [/modify_side]\n\n #\n # Remove charges from remaining units and get rid\n # of the barrels.\n #\n # This is necessary to prevent the player using them\n # to insta-kill the boss unit.\n #\n\n {OOH_REMOVE_UNITS_CHARGE (\n side=1,2\n [filter_wml]\n [variables]\n has_charge=yes\n [/variables]\n [/filter_wml]\n )}\n\n [foreach]\n array=siege_charges\n variable=siege_charge\n [do]\n [remove_item]\n x=$siege_charge.x\n y=$siege_charge.y\n {OOH_CHARGE_ITEM}\n [/remove_item]\n\n [remove_item]\n x=$siege_charge.x\n y=$siege_charge.y\n {OOH_CHARGE_ITEM_ACTIVE}\n [/remove_item]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE siege_charges}\n\n {QUAKE ({SOUND_LIST:COLLAPSING_FACILITY})}\n\n [hide_unit][/hide_unit]\n\n {WHITE_SCREEN}\n\n #\n # Place the real boss unit.\n #\n\n [kill]\n side=9\n canrecruit=yes\n [/kill]\n\n [hidden_unit]\n canrecruit=yes\n side=9\n # wmllint: recognize Portal Custodian\n id=Portal Custodian\n type=Shaxthal Custodian Drone\n {IS_BOSS}\n x,y=$boss_location.x,$boss_location.y\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_INTELLIGENT}\n {BOSS_BOOST 25% 0 0 0 0}\n [/modifications]\n [/hidden_unit]\n\n #\n # Give it some gold.\n #\n\n [gold]\n side=9\n {QUANTITY amount 80 90 100}\n [/gold]\n\n #\n # Open the portal access.\n #\n\n [terrain_mask]\n x,y=1,1\n {MASK 04_01_Outpost_of_Hell_1.mask}\n border=yes\n [/terrain_mask]\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n {RESET_SCREEN}\n\n [unhide_unit][/unhide_unit]\n\n [redraw][/redraw]\n\n {BOSS_AMBIENTANCE_LOOPING}\n\n {QUAKE ({SOUND_LIST:EXPLOSION})}\n\n [scroll_to_unit]\n id=Portal Custodian\n [/scroll_to_unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=General Bardyl\n scroll=no\n message= _ \"Destroy that enormous monster before it gets a chance to rain its fire upon our troops!\"\n [/message]\n\n {HIGHLIGHT_GOAL (x,y=$boss_location.x,$boss_location.y)}\n\n [if]\n {VARIABLE_NUMERICAL_EQUALS side_9_state.side 9}\n [then]\n #\n # Restore side 9's state and let it recruit normally\n # until it's defeated. If the state is missing (the\n # test above fails), that means its state was already\n # restored by the cyclic turn event.\n #\n\n [modify_side]\n side=9\n income=$side_9_state.income\n gold=$side_9_state.gold\n village_gold=$side_9_state.village_gold\n [/modify_side]\n\n {CLEAR_VARIABLE side_9_state}\n [/then]\n [/if]\n\n {CLEAR_VARIABLE boss_location}\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=victory\n\n {CLEAR_VARIABLE portal_access_open,recruitment_portals,beams_remaining}\n [/event]\n\n #\n # Shapeshifters stuff.\n #\n\n [event]\n name=prestart\n\n {VARIABLE shapeshifter_count 0}\n [/event]\n\n [event]\n name=victory\n\n {CLEAR_VARIABLE shapeshifter_count}\n [/event]\n\n#define OOH_SHAPESHIFTER_ELIGIBLE_UNITS\n type=Chaos Invader,Chaos Raider\n [not]\n [filter_wml]\n [variables]\n is_shapeshifter=yes\n [/variables]\n [/filter_wml]\n [/not]\n#enddef\n\n [event]\n name=prerecruit\n first_time_only=no\n [filter]\n {OOH_SHAPESHIFTER_ELIGIBLE_UNITS}\n [/filter]\n [filter_condition]\n {VARIABLE_NUMERICAL_GREATER_THAN shapeshifter_count 0}\n [/filter_condition]\n\n {VARIABLE_RANDOM shapeshifter_flag 1..9001}\n # Easier difficulties have smaller chances of getting\n # shapeshifters, probably.\n {VARIABLE_MOD shapeshifter_flag ({DIFF 5 3 2})}\n\n # Don't allow more than a certain amount of shapeshifters\n # to exist on map at the same time.\n [count_units]\n type=Demon Shapeshifter\n [or]\n [filter_wml]\n [variables]\n is_shapeshifter=yes\n [/variables]\n [/filter_wml]\n [/or]\n variable=shapeshifter_onmap_count\n [/count_units]\n\n [if]\n {VARIABLE_NUMERICAL_EQUALS shapeshifter_flag 0}\n {VARIABLE_NUMERICAL_LESS_THAN shapeshifter_onmap_count ({DIFF 2 4 6})}\n [then]\n [fire_event]\n name=turn shapeshifter\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/then]\n [/if]\n\n {CLEAR_VARIABLE shapeshifter_flag,shapeshifter_onmap_count}\n [/event]\n\n [event]\n name=prerecruit\n [filter]\n {OOH_SHAPESHIFTER_ELIGIBLE_UNITS}\n [/filter]\n\n # Ensure there's always at least one\n # Shapeshifter spawned per scenario!\n\n [fire_event]\n name=turn shapeshifter\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/event]\n\n # Event for turning a recruited unit into a\n # disguised shapeshifter.\n\n [event]\n name=turn shapeshifter\n first_time_only=no\n\n {VARIABLE unit.variables.is_shapeshifter yes}\n\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n\n [object]\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=image_mod\n add=\"CS(16,0,16)\" # Add a little purpleish tint.\n [/effect]\n [/object]\n\n {VARIABLE_INC shapeshifter_count}\n [/event]\n\n # Handle death of disguised shapeshifters.\n [event]\n name=die\n first_time_only=no\n [filter]\n [filter_wml]\n [variables]\n is_shapeshifter=yes\n [/variables]\n [/filter_wml]\n [/filter]\n\n [fire_event]\n name=reveal shapeshifter\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/event]\n\n # Event for revealing a disguised shapeshifter.\n\n [event]\n name=reveal shapeshifter\n first_time_only=no\n\n [set_variable]\n name=shapeshifter_previous_side\n to_variable=unit.side\n [/set_variable]\n\n [set_variable]\n name=shapeshifter_previous_facing\n to_variable=unit.facing\n [/set_variable]\n\n [set_variables]\n name=shapeshifter_previous_traits\n mode=replace\n to_variable=unit.modifications.trait\n [/set_variables]\n\n [kill]\n x,y=$x1,$y1\n animate=no\n fire_event=no\n [/kill]\n\n [unit]\n animate=yes\n moves=0\n attacks_left=0\n side=$shapeshifter_previous_side\n facing=$shapeshifter_previous_facing\n x,y=$x1,$y1\n type=Demon Shapeshifter\n generate_name=yes\n random_gender=yes\n random_traits=no\n # Inherit its previous form's traits. By design,\n # these are always compatible with the Shapeshifter\n # unit.\n [modifications]\n [insert_tag]\n name=trait\n variable=shapeshifter_previous_traits\n [/insert_tag]\n [/modifications]\n [/unit]\n\n {CLEAR_VARIABLE shapeshifter_previous_side,shapeshifter_previous_traits,shapeshifter_previous_facing}\n\n [fire_event]\n name=explain shapeshifter\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/event]\n\n # Anya explaining shapeshifter stuff (only once).\n\n [event]\n name=explain shapeshifter\n first_time_only=yes\n\n [scroll_to]\n x,y=$x1,$y1 # ensure the view is focused on the demon\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Durvan\n message= _ \"But... how?\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Shapeshifters. They are somewhat different to other demons in that the more mature individuals are much harder to kill without arcane magic than the rest. (disgusted) It\u2019s said they are basically extinct, but some demon lords still keep them as slaves.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"How do you know that?\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Well, Elorran did tell me a lot of things about them...\"\n [/message]\n\n [event]\n name=side 1 turn,side 1 turn end,side 2 turn,side 2 turn end\n first_time_only=yes\n\n [message]\n speaker=Anya\n message= _ \"(muttering to herself, aside) ... mainly because I am one of them.\"\n [/message]\n [/event]\n [/event]\n\n [event]\n name=die\n [filter_second]\n id=Igor\n [/filter_second]\n\n [message]\n speaker=Igor\n message= _ \"Battle goblin strikes again, yes! Take that, wretched scum!!!\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"He\u2019s got an endearing quality to him most of the time, but I\u2019m still not quite sure whether I should be concerned about his more bloodthirsty side...?\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Nah, I think he\u2019s all right. You too have your moments despite being cute most of the time, after all.\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"(blushing) Well... thanks, I guess.\"\n [/message]\n\n [scroll_to]\n x,y=$x2,$y2\n [/scroll_to]\n [/event]\n\n #\n # Victory choice event.\n #\n\n [event]\n name=die\n [filter]\n id=Portal Custodian\n [/filter]\n\n {OOH_RESET_PLAYLIST}\n\n [message]\n speaker=Elynia\n message= _ \"Finally, that thing was a real nuisance.\"\n [/message]\n\n [if]\n [have_unit]\n canrecruit=yes\n [not]\n side=1,2,9\n [/not]\n [/have_unit]\n [then]\n [message]\n speaker=Durvan\n message= _ \"Are you leaving now, Elynia?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Well...\"\n [option]\n label= _ \"Yes, I think it is the right time.\"\n [command]\n [message]\n speaker=Durvan\n message= _ \"All right, then.\"\n [/message]\n\n {ENDLEVEL_VICTORY no}\n [/command]\n [/option]\n [option]\n label= _ \"No. Our allies still need our help.\"\n [command]\n [message]\n speaker=Elynia\n message= _ \"As much as I dislike General Bardyl and his people, we wouldn\u2019t have achieved this victory without them. I think it\u2019s best to assist them until the battle is over. But I\u2019ll keep the portal in mind if things don\u2019t go as planned later.\"\n [/message]\n\n [set_menu_item]\n id=wmi_leave_battle\n description= _ \"Leave Battle\"\n image=\"icons/menu-book.png\"\n [show_if][/show_if]\n [command]\n [fire_event]\n name=wme_leave_battle\n [/fire_event]\n [/command]\n [/set_menu_item]\n\n [event]\n name=victory\n\n {REMOVE_MENU_ITEM wmi_leave_battle}\n [/event]\n\n [fire_event]\n name=leave battle hint\n [/fire_event]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/command]\n [/option]\n [/message]\n [/then]\n # [else]\n # Do nothing. \"enemies defeated\" should trigger\n # victory for us!\n #[/else]\n [/if]\n [/event]\n\n [event]\n name=leave battle hint\n first_time_only=no\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"If you change your mind later, you can choose the Leave Battle option in the context menu by right-clicking on any unit or vacant hex.\"\n [/message]\n [/event]\n\n [event]\n name=wme_leave_battle\n first_time_only=no\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Do you really wish to leave the battle?\"\n\n [option]\n label= _ \"Yes.\"\n [command]\n {ENDLEVEL_VICTORY no}\n [/command]\n [/option]\n [option]\n label= _ \"No.\"\n [command]\n [fire_event]\n name=leave battle hint\n [/fire_event]\n [/command]\n [/option]\n [/message]\n [/event]\n\n #\n # Since there's always an unkillable side 9 canrecruit=yes unit\n # around when the boss isn't, this shouldn't happen unless the\n # boss has already been defeated.\n #\n [event]\n name=enemies defeated\n\n {VARIABLE waited_for_bardyl yes}\n\n {ENDLEVEL_VICTORY yes}\n [/event]\n\n#define OOH_EXTRA_GOLD _SIDE _GOLD\n [if]\n [have_unit]\n canrecruit=yes\n side={_SIDE}\n [/have_unit]\n [then]\n [store_gold]\n side={_SIDE}\n [/store_gold]\n\n [if]\n {VARIABLE_NUMERICAL_LESS_THAN gold ({_GOLD})}\n [then]\n [modify_side]\n side={_SIDE}\n gold={_GOLD}\n [/modify_side]\n [/then]\n [/if]\n\n {CLEAR_VARIABLE gold}\n [/then]\n [/if]\n#enddef\n\n #\n # Give a little more gold to enemy sides on turn 10.\n #\n\n [event]\n name=turn 10\n\n [message]\n canrecruit=yes\n [filter_side]\n [not]\n side=1,2,9\n [/not]\n [/filter_side]\n message= _ \"Call more reinforcements! We can\u2019t afford to lose control of this region to these wretches!\"\n [/message]\n\n {OOH_EXTRA_GOLD 3 {DIFF 50 60 80} }\n {OOH_EXTRA_GOLD 4 {DIFF 50 60 80} }\n {OOH_EXTRA_GOLD 5 {DIFF 50 60 80} }\n {OOH_EXTRA_GOLD 6 {DIFF 50 60 80} }\n {OOH_EXTRA_GOLD 7 {DIFF 50 60 80} }\n {OOH_EXTRA_GOLD 8 {DIFF 50 60 80} }\n {OOH_EXTRA_GOLD 9 {DIFF 50 60 80} }\n [/event]\n\n #\n # Victory dialog.\n #\n\n [event]\n name=victory\n\n [message]\n speaker=Elynia\n message= _ \"Let us find that portal.\"\n [/message]\n [/event]\n\n#undef OOH_CHARGE_ITEM\n#undef OOH_CHARGE_ITEM_ACTIVE\n#undef OOH_CHARGE_PLACE\n#undef OOH_CHARGE_DEPLOY\n#undef OOH_REMOVE_UNITS_CHARGE\n#undef OOH_RESET_PLAYLIST\n#undef OOH_PRIMARY_OBJECTIVE\n#undef OOH_CHARGE_PICK\n#undef OOH_PAYLOAD_OVERLAY\n#undef OOH_UPDATE_OBJECTIVES\n#undef OOH_EXTRA_GOLD\n#undef OOH_SHAPESHIFTER_ELIGIBLE_UNITS\n#undef OOH_BARREL_COUNT_DEFEAT\n#undef OOH_RECRUITMENT_PORTAL\n#undef OOH_KEEP_SLF\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=04_02_Gateway\n name= _ \"Gateway\"\n {MAP 04_02_Gateway.map}\n turns=-1\n next_scenario=05_Pass_of_Sorrows\n victory_when_enemies_defeated=no\n\n {FULLSCREEN_CUTSCENE_UI}\n\n {SCENARIO_MUSIC \"snowfall.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n\n {STORYTXT_GATEWAY}\n\n {INDOORS}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=player\n team_name=good\n user_team_name= _ \"team_name^Elynia\"\n\n {GOLD 170 160 150}\n\n shroud=yes\n share_vision=all\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA}\n [/side]\n\n [side]\n side=2\n controller=human\n persistent=no\n save_id=second_player\n team_name=good\n user_team_name= _ \"team_name^General Bardyl\"\n {ALLIANCE_FLAG}\n\n {GOLD 160 150 140}\n\n shroud=yes\n share_vision=all\n\n # wmllint: recognize General Bardyl\n {CHARACTER_STATS_GENERAL_BARDYL}\n [/side]\n # wmllint: validate-on\n\n [event]\n name=prestart\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS waited_for_bardyl yes}\n [then]\n [store_side]\n side=2\n variable=bardyl_side_state\n [/store_side]\n\n [store_unit]\n [filter]\n side=2\n [not]\n # wmllint: recognize Kyara\n # wmllint: recognize Horo\n id=General Bardyl,Kyara,Horo\n [/not]\n [/filter]\n variable=bardyl_side_units\n [/store_unit]\n [/then]\n [/if]\n\n [kill]\n side=2\n [not]\n id=Kyara,Horo\n [/not]\n [/kill]\n\n # wmllint: recognize Anya\n {RECALL_ANYA_AT_LOCATION 11 10}\n # wmllint: recognize Durvan\n {RECALL_DURVAN_AT_LOCATION 13 10}\n # wmllint: recognize Irylean\n {RECALL_IRYLEAN_AT_LOCATION 12 10}\n # wmllint: recognize Igor\n {RECALL_IGOR_AT_LOCATION 12 11}\n # wmllint: recognize Kyara\n {RECALL_KYARA_AT_LOCATION 15 8}\n # wmllint: recognize Horo\n {RECALL_HORO_AT_LOCATION 11 7}\n\n [store_unit]\n [filter]\n id=Durvan\n [/filter]\n variable=durvan_store\n kill=no\n [/store_unit]\n\n [store_unit]\n [filter]\n {NOT_ON_RECALL_LIST}\n [/filter]\n variable=on_map_units_store\n [/store_unit]\n\n #\n # Set everyone on-map to face Elynia.\n #\n\n [foreach]\n array=on_map_units_store\n [do]\n [store_direction]\n from_x,from_y=$this_item.x,$this_item.y\n [to]\n [filter]\n id=Elynia\n [/filter]\n [/to]\n [/store_direction]\n\n {VARIABLE this_item.facing $direction}\n\n [unstore_unit]\n variable=this_item\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE direction}\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE on_map_units_store}\n\n {MODIFY_UNIT (id=Durvan) side 2}\n\n {FACE_DIRECTION (id=Elynia) ne}\n\n [hide_unit][/hide_unit]\n\n {BLACK_SCREEN}\n\n {LOCK_VIEW}\n [/event]\n\n [event]\n name=start\n\n [place_shroud]\n side=1,2\n [/place_shroud]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"I guess I have to admit I am hesitant to continue...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"He said it was a greater cause, after all. I fear that once we step into this portal... We might never come back to these lands alive.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Why do you want to come, anyway? Haven\u2019t all my decisions led to awful disasters since we began? All our victories have been small in the grand scheme of things, and many have died because of my desire for answers... and revenge.\"\n [/message]\n\n [remove_shroud]\n side=1,2\n terrain=!,X*,X*^*,*^X*\n [or]\n [filter_adjacent_location]\n terrain=!,X*,X*^*,*^X*\n [/filter_adjacent_location]\n [/or]\n [/remove_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n {FADE_IN}\n\n [unhide_unit][/unhide_unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"Elynia... While all that is true, you can\u2019t deny you have helped us all do more good than any of us alone could otherwise. No-one is perfect...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"... not even gods, as it turns out.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"... But most importantly, we work as a team! I for one promise I won\u2019t give up in the face of danger.\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"Neither will I, my lady!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Yes, I know. Galas never gave up either...\"\n [/message]\n\n [message]\n speaker=Kyara\n message= _ \"Nor did Mal Keshar.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"... That is true... too true.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"I understand that you won\u2019t be joining us in this suicidal mission, Durvan, so... What will you do?\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Eh, I will just stay safe and sound here and help defend the castle until I find a way to return home. Maybe try to convince that general or Lord Torancyn\u2014\"\n [/message]\n\n [message]\n speaker=Irylean\n message= _ \"Supreme Lord Torancyn. (snickers)\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"... They might be willing to send someone to check the situation in Kalari if you can secure the portal from the other side.\"\n [/message]\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS waited_for_bardyl yes}\n [then]\n [message]\n speaker=Elynia\n message= _ \"I hope that is the case, yes. Bardyl seemed rather grateful for our assistance at the end of the day.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Elynia\n message= _ \"I doubt Bardyl will understand that I simply could not tarry here for longer than strictly necessary, especially since \u2018my\u2019 little band failed to live up to his expectations. And Torancyn... I wouldn\u2019t bet on his support at this point.\"\n [/message]\n [/else]\n [/if]\n\n [message]\n speaker=Durvan\n message= _ \"Many of our men seem willing to follow you. I just don\u2019t know what their motivation is \u2014 money, bloodshed, adventure? It\u2019s rather strange, really. But I\u2019m sure you could use their help.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"What will you do, Horo, Kyara?\"\n [/message]\n\n [message]\n speaker=Horo\n message= _ \"Well, returning home is out of the question for me with Tirigaz gone. Those vermin will surely head back here as soon as they hear of our victory, presumably led by that hideous demon midget... Right now, there\u2019d be nothing more satisfying for me than breaking his stumpy neck and wearing his hollow skull as a helmet.\"\n [/message]\n\n [message]\n speaker=Kyara\n message= _ \"As soon as I may, I\u2019m returning to Quenoth Isle to spread the word about all these events... Perhaps, if the war comes to an end first, we could even send some people back here, to trade with the humans and orcs... I know that\u2019s all very unlikely with the current state of things, but... (shrugs) dreaming never hurt anybody.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"I guess so...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [hide_unit][/hide_unit]\n\n [kill]\n side=2\n [/kill]\n\n {FADE_TO_BLACK}\n\n {BLACK_SCREEN}\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n [delay]\n time=750\n [/delay]\n\n [sound]\n name=\"magic-dark-big.ogg\"\n [/sound]\n\n [delay]\n time=250\n [/delay]\n\n [sound]\n name=\"magic-dark-big.ogg\"\n [/sound]\n\n {ENDLEVEL_QUIET} {NO_REPLAY_SAVE}\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=05_Pass_of_Sorrows\n name= _ \"Pass of Sorrows\"\n {MAP 05_Pass_of_Sorrows.map}\n {TURNS 48 46 44}\n next_scenario=06_Divergence\n victory_when_enemies_defeated=no\n\n {F_DEATHS}\n\n {SCENARIO_MUSIC \"snowfall.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n\n {STORYTXT_PASS_OF_SORROWS}\n\n {AFTERNOON2}\n {AFTERNOON2}\n {AFTERNOON2}\n {DUSK2}\n {DUSK2}\n {DUSK2}\n {LONGDARK1}\n {LONGDARK1}\n {LONGDARK1}\n {LONGDARK2}\n {LONGDARK2}\n {LONGDARK2}\n {LONGDARK3}\n {LONGDARK3}\n {LONGDARK3}\n {LONGDARK4}\n {LONGDARK4}\n {LONGDARK4}\n {DAWN1}\n {DAWN1}\n {DAWN1}\n {MORNING1}\n {MORNING1}\n {MORNING1}\n {MIDDAY1}\n {MIDDAY1}\n {MIDDAY1}\n {AFTERNOON1}\n {AFTERNOON1}\n {AFTERNOON1}\n {DUSK1}\n {DUSK1}\n {DUSK1}\n {SHORTDARK}\n {SHORTDARK}\n {SHORTDARK}\n {DAWN2}\n {DAWN2}\n {DAWN2}\n {MORNING2}\n {MORNING2}\n {MORNING2}\n {MIDDAY2}\n {MIDDAY2}\n {MIDDAY2}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=player\n team_name=good\n user_team_name= _ \"team_name^Elynia\"\n\n {GOLD 170 160 150}\n\n shroud=yes\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA}\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n team_name=evil\n user_team_name= _ \"team_name^Enemies\"\n {RAGGED_FLAG}\n\n {GOLD 190 210 225}\n {INCOME 1 2 3}\n#ifndef EASY\n recruit=Skeleton,Ghost,Skeleton Archer,Bone Shooter\n#else\n recruit=Skeleton,Ghost,Skeleton Archer\n#endif\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"fighter,fighter,archer,archer,scout,fighter\"}\n [/ai]\n\n [village]\n x,y=9,38\n [/village]\n\n [village]\n x,y=15,34\n [/village]\n\n canrecruit=yes\n type=Ancient Lich\n id=Vissalen\n name= _ \"Vissalen\"\n [modifications]\n {TRAIT_UNDEAD}\n {TRAIT_RESILIENT}\n {BOSS_BOOST 10% 0 0 0 0}\n [/modifications]\n\n {GENERIC_UNIT () (Death Knight) 11 29} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING se}\n {GENERIC_UNIT () (Death Knight) 5 31} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n\n {GENERIC_UNIT () (Wraith) 17 35} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING ne}\n {GENERIC_UNIT () (Wraith) 9 31} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING ne}\n#ifndef EASY\n {GENERIC_UNIT () (Wraith) 11 26} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING ne}\n#endif\n [/side]\n\n {LIMIT_RECRUITS 2 (Bone Shooter) 2}\n\n [side]\n side=3\n team_name=evil\n user_team_name= _ \"team_name^Enemies\"\n {RAGGED_FLAG}\n\n {GOLD 150 160 170}\n {INCOME 1 2 3}\n recruit=Ghoul,Walking Corpse,Vampire Bat,Skeleton Archer\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"fighter,fighter,archer,scout,scout\"}\n [/ai]\n\n canrecruit=yes\n type=Ancient Lich\n id=Algessel\n name= _ \"Algessel\"\n [modifications]\n {TRAIT_UNDEAD}\n {TRAIT_INTELLIGENT}\n {BOSS_BOOST 10% 0 0 0 0}\n [object]\n {EFFECTS_STAFF_OF_AKHYLS_COMMON}\n [/object]\n [/modifications]\n\n {GENERIC_UNIT () (Bone Shooter) 23 31} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING ne}\n {GENERIC_UNIT () (Deathblade) 27 33} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING se}\n {GENERIC_UNIT () (Bone Shooter) 29 34} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING nw}\n\n {GENERIC_UNIT () (Blood Bat) 29 32} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT () (Blood Bat) 30 38} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT () (Blood Bat) 21 34} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n [/side]\n\n [side]\n side=4\n team_name=evil\n user_team_name= _ \"team_name^Enemies\"\n {RAGGED_FLAG}\n\n {NO_ECONOMY}\n no_leader=yes\n hidden=yes\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n [/ai]\n\n {GENERIC_UNIT () (Giant Rat) 32 9} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING nw}\n {GENERIC_UNIT () (Giant Rat) 28 5} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING se}\n\n {GENERIC_UNIT () (Direwolf) 21 12} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n {GENERIC_UNIT () (Direwolf) 23 4} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n {GENERIC_UNIT () (Direwolf) 23 26} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING ne}\n {GENERIC_UNIT () (Direwolf) 34 24} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING nw}\n {GENERIC_UNIT () (Direwolf) 26 20} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING nw}\n\n {GENERIC_UNIT () (Great Wolf) 21 23} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING se}\n\n {GENERIC_UNIT () (Dread Bat) 35 9} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n {GENERIC_UNIT () (Dread Bat) 30 10} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING ne}\n {GENERIC_UNIT () (Dread Bat) 22 39} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING ne}\n\n {GENERIC_UNIT () (Leech) 32 8} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT () (Leech) 30 8} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n\n#ifndef EASY\n {GENERIC_UNIT () (Leech) 29 18} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT () (Leech) 32 22} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n#endif\n\n {GENERIC_UNIT () (Shaxthal Thunderbird) 26 24} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING n}\n {GENERIC_UNIT () (Shaxthal Thunderbird) 22 18} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING se}\n {GENERIC_UNIT () (Shaxthal Thunderbird) 35 20} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n\n {GENERIC_UNIT () (Fungoid) 26 39} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT () (Fungoid) 29 40} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n\n {GENERIC_UNIT () (Lesser Giant Spider) 13 38} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING nw}\n#ifndef EASY\n {GENERIC_UNIT () (Giant Spider) 13 40} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY} {FACING nw}\n#endif\n [/side]\n\n [side]\n side=5\n team_name=good\n user_team_name= _ \"team_name^Unknown\"\n {CHAOS_FLAG}\n\n {NO_ECONOMY}\n no_leader=yes\n hidden=yes\n [/side]\n\n {STARTING_VILLAGES 1 6}\n {STARTING_VILLAGES 2 6}\n {STARTING_VILLAGES 3 6}\n\n {PLACE_IMAGE scenery/castle-ruins3.png 30 17}\n {PLACE_IMAGE scenery/castle-ruins.png 23 18}\n {PLACE_IMAGE scenery/castle-ruins3.png 22 18}\n {PLACE_IMAGE scenery/castle-ruins.png 26 20}\n {PLACE_IMAGE scenery/castle-ruins2.png 21 24}\n\n [event]\n name=prestart\n\n {REPLACE_SCENARIO_MUSIC \"knolls.ogg\"}\n\n [time_area]\n terrain=X*,X*^*,U*,U*^*,Cud,Kud,Qxu\n [or]\n terrain=R*,R*^*\n x=3-15 ,21-34,14-16\n y=25-32,27-34,41-43\n [/or]\n [or]\n x=0-7 ,27-34\n y=26-34, 4-10\n [/or]\n {UNDERGROUND}\n [/time_area]\n\n # wmllint: recognize Anya\n {RECALL_ANYA_AT_LOCATION 7 10}\n # wmllint: recognize Irylean\n {RECALL_IRYLEAN_AT_LOCATION 7 9}\n # wmllint: recognize Igor\n {RECALL_IGOR_AT_LOCATION 5 9}\n\n {FACE_DIRECTION (id=Elynia,Anya) se}\n {FACE_DIRECTION (id=Irylean) sw}\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Explore around\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Irylean\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n [/event]\n\n [event]\n name=start\n [message]\n speaker=Irylean\n message= _ \"There\u2019s absolutely nothing hinting at this place having served as a Chaos base of any sort in recent times. It\u2019s completely deserted and ruined. I fear we have been misled. We might not even be in Kalari for all I know.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"No. I recognize that mountain range to the south. We... we never saw what lay north of it. We are a little farther from Kalari than I expected, but it\u2019s not like any of us\u2014or our allies\u2014knew exactly where the Pass of Sorrows is. Let us proceed south, carefully.\"\n [/message]\n\n [if]\n [have_unit]\n id=Igor\n [/have_unit]\n [then]\n # While at first this may seem like me trying to get rid of the comedic relief,\n # the real purpose of stashing Igor away is ensuring the player doesn't have any\n # tanky high-mobility units besides ghosts for this scenario.\n\n [message]\n speaker=Elynia\n message= _ \"Igor, do you think you could help watch our backline for any potential attacks from the north?\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"Awww, but I wanted to help...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I have seen that you prefer a more frontal approach to battle these days, but right now my main concern is that we don\u2019t get ambushed. You will still be able to help by alerting us of any possible threats.\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"If you think that\u2019s the best way I can help then I\u2019ll do it, my lady. Let\u2019s go, Willow!\"\n [/message]\n\n [store_unit]\n [filter]\n id=Igor\n [/filter]\n variable=igor_store\n kill=yes\n [/store_unit]\n [/then]\n [/if]\n [/event]\n\n [event]\n name=turn 5\n [message]\n speaker=Elynia\n message= _ \"The solitude of this place is unsettling.\"\n [/message]\n [/event]\n\n [event]\n name=turn 4\n [modify_side]\n side=1\n fog=yes\n [/modify_side]\n\n [redraw]\n side=1\n [/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"Ugh. The fog is getting thicker...\"\n [/message]\n [/event]\n\n#define SO_TELEPORT_IF_NOT_IN_REGION _ID _REGION _TARGET_X _TARGET_Y\n [if]\n [have_unit]\n id={_ID}\n [filter_location]\n [not]\n {_REGION}\n [/not]\n [/filter_location]\n [/have_unit]\n [then]\n [teleport]\n [filter]\n id={_ID}\n [/filter]\n x={_TARGET_X}\n y={_TARGET_Y}\n animate=yes\n [/teleport]\n [/then]\n [/if]\n#enddef\n\n [event]\n name=moveto\n [filter]\n side=1\n x=26-38\n y=11-23\n [/filter]\n\n [fade_out_music][/fade_out_music]\n\n {REPLACE_SCENARIO_MUSIC (\"gameplay06.ogg\")}\n {APPEND_MUSIC (\"suspense.ogg\")}\n {APPEND_MUSIC (\"nunc_dimittis.ogg\")}\n\n [remove_shroud]\n side=1\n x=27\n y=20\n radius=12\n [filter_radius]\n [not]\n terrain=X*,*^X*\n [/not]\n [/filter_radius]\n [/remove_shroud]\n\n {CLEAR_FOG 1 27 20 12}\n\n {SO_TELEPORT_IF_NOT_IN_REGION (Anya) (\n x=26-38,19-25\n y=11-26,14-26\n ) 30 15}\n\n [message]\n speaker=Anya\n message= _ \"Elynia, Irylean... you should see this.\"\n [/message]\n\n {SO_TELEPORT_IF_NOT_IN_REGION (Elynia) (\n x=26-38,19-25\n y=11-26,14-26\n ) 31 16 }\n\n {SO_TELEPORT_IF_NOT_IN_REGION (Irylean) (\n x=26-38,19-25\n y=11-26,14-26\n ) 31 15 }\n\n [scroll_to]\n x,y=27,20\n [/scroll_to]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"These ruins appear to be centuries old \u2014 probably older than the Chaos Empire itself. I imagine they have remained untouched by our enemies because of their inconvenient location. What may have become of their former denizens?\"\n [/message]\n\n [message]\n speaker=Irylean\n message= _ \"There\u2019s a large monolith over there.\"\n [/message]\n\n [remove_item]\n x,y=33,27\n [/remove_item]\n\n {HIGHLIGHT_IMAGE 33 27 scenery/monolith2.png ()}\n\n {UNCLEAR_FOG}\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n {PLACE_IMAGE scenery/monolith2.png 33 27}\n\n [event]\n id=monolith_description_eh\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=33,27\n [not]\n id=Elynia\n [/not]\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Elynia should be the one to investigate this monolith.\"\n [/message]\n [/event]\n\n {FIRE_ESSENCE_E3S5_A 26 18}\n {FIRE_ESSENCE_E3S5_A 30 24}\n {FIRE_ESSENCE_E3S5_A 24 31}\n {FIRE_ESSENCE_E3S5_B 28 38}\n {FIRE_ESSENCE_E3S5_A 30 40}\n {FIRE_ESSENCE_E3S5_A 8 24}\n {FIRE_ESSENCE_E3S5_A 15 33}\n {FIRE_ESSENCE_E3S5_A 14 36}\n\n [event]\n name=moveto\n first_time_only=yes # important\n [filter]\n id=Elynia\n x,y=33,27\n [/filter]\n\n {LOCK_VIEW}\n\n [message]\n speaker=Elynia\n message= _ \"I don\u2019t understand this inscription \u2014 some glyphs vaguely resemble the ancient ceremonial Elvish script, but I don\u2019t recognize the rest.\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n sound=wail-long.wav\n message= _ \"The wind blows.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Wait...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [scroll_to]\n x,y=27,20\n [/scroll_to]\n\n {VARIABLE ghost_id 0}\n\n#define SO_GHOST _X _Y\n [store_direction]\n from_x={_X}\n from_y={_Y}\n [to]\n [filter]\n id=Elynia\n [/filter]\n [/to]\n [/store_direction]\n\n [terrain]\n x={_X}\n y={_Y}\n terrain=Gg\n [/terrain]\n\n [redraw][/redraw]\n\n [sound]\n name=wail.wav\n [/sound]\n\n [unit]\n animate=yes\n side=2\n x={_X}\n y={_Y}\n id=\"ruins ghost $ghost_id\"\n type={DIFF Shadow Nightgaunt Nightgaunt}\n facing=$direction\n upkeep=free\n [modifications]\n {TRAIT_UNDEAD}\n [/modifications]\n [status]\n uncovered=yes\n [/status]\n [/unit]\n\n {CLEAR_VARIABLE direction}\n\n {VARIABLE_INC ghost_id}\n#enddef\n\n {SO_GHOST 27 18}\n {SO_GHOST 23 20}\n {SO_GHOST 25 23}\n {SO_GHOST 33 22}\n {SO_GHOST 30 19}\n\n#undef SO_GHOST\n\n {CLEAR_VARIABLE ghost_id}\n\n [message]\n # wmllint: recognize ruins ghost 4\n speaker=ruins ghost 4\n message= _ \"... Mal-Zagarn...\"\n [/message]\n\n [message]\n # wmllint: recognize ruins ghost 3\n speaker=ruins ghost 3\n message= _ \"... come...\"\n [/message]\n\n [message]\n # wmllint: recognize ruins ghost 2\n speaker=ruins ghost 2\n message= _ \"... she...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"Wh\u2014 What\u2019s going on?\"\n [/message]\n\n [message]\n speaker=Irylean\n message= _ \"This pass is inhabited by restless spirits of the past! My lady!\"\n [/message]\n\n {APPEND_MUSIC (\"northerners.ogg\")}\n\n {UNLOCK_VIEW}\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Defeat all enemy leaders\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Irylean\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n\n [remove_event]\n id=monolith_description_eh # wmllint: ignore\n [/remove_event]\n\n [event]\n name=attack end\n\n [fire_event]\n name=open passage\n [/fire_event]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n [event]\n name=new turn\n #\n # In case the previous event handler never runs.\n #\n [fire_event]\n name=open passage\n [/fire_event]\n [/event]\n [/event]\n\n [event]\n name=open passage\n\n {QUAKE cave-in.ogg}\n\n [terrain]\n x=31,34,23,26\n y=28,28,28,27\n terrain=Mm\n [/terrain]\n\n [terrain]\n x=32,33,24,25\n y=28,29,28,28\n terrain=Re^Es\n [/terrain]\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=28,28\n [/scroll_to]\n\n {HIGHLIGHT_GOAL (\n x=32,33,24,25\n y=28,29,28,28\n )}\n\n [message]\n speaker=Elynia\n message= _ \"There seem to be more undead creatures crawling out of the caverns to the south. Perhaps if we can clear them out we\u2019ll find a way out of this valley.\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Algessel\n [/filter]\n\n [message]\n speaker=Algessel\n message= _ \"Thank... you...\"\n [/message]\n\n [kill]\n id=Algessel\n animate=yes\n fire_event=no\n [/kill]\n\n [fire_event]\n name=check event gate\n [primary_unit]\n x,y=$x2,$y2\n [/primary_unit]\n [/fire_event]\n\n {STAFF_OF_AKHLYS $x1 $y1}\n\n {HIGHLIGHT_GOAL x,y=$x1,$y1}\n\n [message]\n speaker=Irylean\n message= _ \"The lich\u2019s staff is glowing! What could it possibly mean?\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Vissalen\n [/filter]\n\n {LOCK_VIEW}\n\n {CLEAR_LABELS}\n\n [fade_out_music][/fade_out_music]\n\n {REPLACE_SCENARIO_MUSIC (\"the_king_is_dead.ogg\")}\n\n {QUAKE cave-in.ogg}\n\n [message]\n speaker=Vissalen\n message= _ \"Free...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Vissalen\n message= _ \"... at last...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Who are you?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [sound]\n name=lightning.ogg\n [/sound]\n\n [hide_unit][/hide_unit]\n\n {BLACK_SCREEN}\n\n [scroll_to]\n x,y=$x1,$y1\n {WARP}\n [/scroll_to]\n\n [delay]\n time=1000\n [/delay]\n\n#define SO_NARRATION _MSG\n [message]\n speaker=narrator\n image=misc/blank-hex.png\n message=\"\"+{_MSG}+\"\" # wmllint: ignore\n [/message]\n#enddef\n\n {SO_NARRATION ( _ \"Many centuries ago, our ancestors came from the Great Southern Desert seeking fertile lands to settle. They gave up much to get to this valley: their lives, their families... Most of them died along the way. The few survivors found a ruined temple amidst the mountains, probably built by an extinct civilization. From that temple they learned the ways of fire magic, and the song of Shardia, She who forged knowledge from the fire of our hearts.\n\nThey thrived with their newfound skills and the protection granted by the precipitous mountain range. They continued to learn from Her, and longed for the day when She would come to this earth and bless it with Her song. And in time, so did we.\n\nUntil...\")}\n\n # wmllint: local spelling Mal-Zagarn\n\n {SO_NARRATION ( _ \"One day, a man shrouded in darkness came. His eyes were bright like Naia\u2019s never-ending shine; his mouth, concealed by twisted metal and decayed flesh. His companions called him Mal-Zagarn.\n\nHe spoke a message from the so-called Goddess of Life from beyond the Void, Uria, who had tasked him with the mission of spreading her voice to all non-believers in this land. But other than the Goddess who gave us our fire magic, we would worship no-one, especially not someone who only communicated through an embodiment of the unnatural like that dark prophet. And so we dismissed his words as the blasphemous ramblings of a barbarian.\n\nIn time, we would be proven wrong.\")}\n\n {SO_NARRATION ( _ \"Years later, the man returned, but not with a handful of trusted followers. Instead, he brought with him innumerable horrors from the Abyss to rain acid and smoke upon our homes. He gave our leader a last chance to convert to his unholy sect.\n\nThat is to say, I was offered that last chance.\n\nEveryone was slaughtered. Everyone except me, my brother, and a child with beautiful hair, whom we believed was the heiress of Her fire; for never before we saw one of our own be born with the same hair color as our Goddess. But just like the scrolls and books we hoarded, we eventually lost her to the walking vultures of the desert, who took her as their own. They spared her life, seeing as she was but a child, but our own fate was vastly different.\")}\n\n {SO_NARRATION ( _ \"The Goddess of Life had cursed us to linger in this form, and dwell in the caves beneath the earth in shame. The light of the suns we once revered became a scorching enemy by day. Our fire magic was quickly displaced by shadow magic as we could no longer even withstand the heat of our flames. We had too become embodiments of corruption, a mockery of the beings we once were.\n\nWe vowed to take revenge upon the dark courier who brought disgrace upon our kind, and anyone who was ever close to him or his followers. Either we would be destroyed and released from our prison, or our curse would be extended to the creatures we abhorred.\n\nBut it is all over now.\")}\n\n {SO_NARRATION ( _ \"We may still be able to find Her on the other side of the Veil, and bask in the glory of Her song...\")}\n\n#undef SO_NARRATION\n\n [fade_out_music]\n duration=1000\n [/fade_out_music]\n\n [delay]\n time=1000\n [/delay]\n\n {FADE_IN}\n\n [kill]\n id=Vissalen\n animate=no # i.e. offscreen\n fire_event=no\n [/kill]\n\n [unhide_unit][/unhide_unit]\n\n [delay]\n time=750\n [/delay]\n\n {REPLACE_SCENARIO_MUSIC (\"snowfall.ogg\")}\n\n [message]\n speaker=Elynia\n message= _ \"Argan...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"Elynia...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I\u2014 I am fine. Don\u2019t worry about it.\"\n [/message]\n\n {UNLOCK_VIEW}\n\n [fire_event]\n name=check event gate\n [primary_unit]\n x,y=$x2,$y2\n [/primary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=check event gate\n [filter_condition]\n [not]\n [have_unit]\n canrecruit=yes\n side=2,3\n [/have_unit]\n [/not]\n [/filter_condition]\n\n [simplify_location_filter]\n terrain=*^Zz*\n variable=event_gate_locs\n [/simplify_location_filter]\n\n [remove_terrain_overlays]\n x=$event_gate_locs.x\n y=$event_gate_locs.y\n [/remove_terrain_overlays]\n\n [remove_shroud]\n side=1\n x=$event_gate_locs.x\n y=$event_gate_locs.y\n [/remove_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=7,36\n [/scroll_to]\n\n {HIGHLIGHT_GOAL (\n x=$event_gate_locs.x\n y=$event_gate_locs.y\n )}\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n\n [redraw][/redraw]\n\n {CLEAR_VARIABLE event_gate_locs}\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Proceed to the southern cavern exit with Elynia\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Irylean\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n [/event]\n\n {PLACE_IMAGE items/gohere.png 14 41}\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Elynia\n x,y=14,41\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=Irylean\n message= _ \"We don\u2019t know what lies outside. Are you sure you want to proceed, my lady?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Allow me to ponder this for a moment...\"\n [option]\n label= _ \"Yes, I think it\u2019s time to go.\"\n [command]\n {ENDLEVEL_VICTORY yes} {NO_ENDLEVEL_MUSIC}\n [/command]\n [/option]\n [option]\n label= _ \"No, let us see whether there might be something else of value in these caves first.\"\n [command]\n [message]\n speaker=Irylean\n message= _ \"Very well.\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/command]\n [/option]\n [/message]\n [/event]\n\n [event]\n name=victory\n\n {LOCK_VIEW}\n\n [fade_out_music][/fade_out_music]\n\n {REPLACE_SCENARIO_MUSIC (\"wanderer.ogg\")}\n\n #\n # Heal the protagonists for this cutscene.\n #\n\n [heal_unit]\n [filter]\n id=Elynia,Anya,Irylean\n [/filter]\n [/heal_unit]\n\n [remove_terrain_overlays]\n x=13,14,15\n y=43,42,42\n [/remove_terrain_overlays]\n\n [remove_shroud]\n side=1\n x= 0-39\n y=41-65\n [not]\n terrain=X*,X*^*,*^X*\n [/not]\n [/remove_shroud]\n\n [modify_side]\n side=1\n fog=no\n [/modify_side]\n\n [redraw]\n side=1\n [/redraw]\n\n [store_starting_location]\n side=5\n [/store_starting_location]\n\n # wmllint: recognize Cron\n {RECALL_CRON_AT_LOCATION $location.x $location.y}\n [+unit]\n side=5\n facing=nw\n [+modifications]\n {TEAM_COLOR_OVERRIDE () red}\n [/modifications]\n [/unit]\n\n {CLEAR_VARIABLE location}\n\n {MOVE_UNIT (id=Elynia) 16,18 47,48}\n\n [teleport]\n [filter]\n id=Anya\n [/filter]\n x,y=19,49\n animate=yes\n [/teleport]\n\n {FACE_DIRECTION (id=Anya) se}\n\n [teleport]\n [filter]\n id=Irylean\n [/filter]\n x,y=20,48\n animate=yes\n [/teleport]\n\n {FACE_DIRECTION (id=Irylean) se}\n\n [scroll_to_unit]\n id=Cron\n [/scroll_to_unit]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Irylean\n message= _ \"A lone troll?\"\n [/message]\n\n # wmllint: local spelling sigil\n\n [message]\n speaker=Anya\n message= _ \"He bears an unusual sigil on his armor for a troll...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n {MOVE_UNIT (id=Cron) 21 54}\n\n [message]\n speaker=Elynia\n message= _ \"Hail there, whoever you are. Are you our enemy?\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"The old battle-hardened troll stared at the sky for a minute before answering, while Anya and Irylean eyed each other nervously.\"\n [/message]\n\n [message]\n speaker=Cron\n message= _ \"Cron works for no-one but the storm lady.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"(whispering) Elynia, would that be...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"(whispering) Yes, I think so.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Cron, if you allow me to ask, where is this person? We... may or may not have arranged a meeting with her, here. This is a quite urgent matter, and... Are you even listening to me?\"\n [/message]\n\n [message]\n speaker=Cron\n message= _ \"(pointing at the sky) There.\"\n [/message]\n\n [scroll_to]\n x,y=16,45\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n\n {FACE_DIRECTION (id=Elynia,Anya,Irylean) nw}\n\n # wmllint: recognize Ergea\n {RECALL_ERGEA_AT_LOCATION 16 45}\n [+unit]\n side=5\n facing=se\n # Visual effects provided by Ergea's recruit animation.\n animate=yes\n [+modifications]\n {TEAM_COLOR_OVERRIDE () red}\n [/modifications]\n [/unit]\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"The demoness descended from the sky in an impressive whirl of dust and leaves. Anya and Irylean stared in awe, and immediately knew they would be at a disadvantage if she were, in fact, their enemy. But Elynia did not have an opportunity to entertain such thoughts. She could tell at first glance that in spite of her young age, the Demon Lord of the Storms was not the type that would take admiration and other displays of weakness very well.\n\nAfter all, she had risked it all and come only to enlist powerful allies for her dwindling cause.\"\n [/message]\n\n [message]\n speaker=Irylean\n message= _ \"(whispering) All right... I think these two look rather frightening...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Ergea, Demon Lord of the Storms, I suppose?\"\n [/message]\n\n [message]\n speaker=Ergea\n message= _ \"That is correct, Elynia, the Lady of Light. I have been eagerly awaiting this moment for weeks. What took you and your party so long? I heard you hired the services of the northerners to prepare an assault to the gateway fortress, instead of infiltrating it on your own. That wasteful spectacle could have ruined our plans.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"And your plans are intended to help us, or is this just part of a convoluted scheme to catch me off-guard near your headquarters?\"\n [/message]\n\n [message]\n speaker=Ergea\n message= _ \"My priority is putting a halt to Uria\u2019s schemes, preferably while keeping collateral damage to a minimum. There just are not a lot of people these days who can truly be trusted. I had to ask the human seer to deliver my message to you because sensing people\u2019s intentions is not one of your powers, and you have committed too many mistakes as of late in that vein, much like Elorran.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Elorran...?\"\n [/message]\n\n [message]\n speaker=Ergea\n message= _ \"I tried to warn him that Zhangor sent his new pets after him, but that fool never allowed my minions to approach him or his informants. I assume he never told you that\u2014\"\n [/message]\n\n {REPLACE_SCENARIO_MUSIC silence.ogg} # no fadeout\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Repeat that name.\"\n [/message]\n\n {INCIDENTAL_MUSIC overlive.ogg}\n\n [message]\n speaker=Ergea\n message= _ \"Zhangor?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"How...?\"\n [/message]\n\n [message]\n speaker=Ergea\n message= _ \"He recently became the Fist of Uria. I thought Elorran and you of all people on Irdya would be aware of this.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"Elynia? You don\u2019t look good...\"\n [/message]\n\n # wmllint: local spelling Wh\n\n [message]\n speaker=Elynia\n message= _ \"Wh\u2014 why...? Why is he here? Why is he... on Irdya... again? I\u2014 I did everything within my power to... to...\"\n [/message]\n\n [message]\n speaker=Ergea\n message= _ \"Destroying a shapeshifter of his level is nigh impossible; and frankly, you never truly learned to employ the Power of the Union effectively. Argan and you played around with it like children instead of working towards harnessing its full potential. But I don\u2019t blame you. There is a lot you need to learn right now, and I can help you with that. However, we are running out of time.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Will you help me?\"\n [/message]\n\n [message]\n speaker=Ergea\n message= _ \"I came to seek your help only because our goals converge on the ultimate purpose of ending this war. I can only help you if you are willing to help us \u2014 and first I need to speak to you in private.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"... Very well.\"\n [/message]\n\n # If we had Igor at the start, restore him into the recall list.\n\n [if]\n {VARIABLE_ARRAY_NOT_EMPTY igor_store}\n [then]\n [unstore_unit]\n variable=igor_store\n x,y=recall,recall\n [/unstore_unit]\n\n {CLEAR_VARIABLE igor_store}\n [/then]\n [/if]\n\n # The Cron and Ergea used here aren't transfered to the player,\n # letting E3S6 or later take care of that and allowing them to\n # have the correct TC without overriding it again.\n\n {UNLOCK_VIEW}\n [/event]\n\n#undef SO_TELEPORT_IF_NOT_IN_REGION\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=06_Divergence\n name= _ \"Divergence\"\n {MAP 06_Divergence.map}\n turns=-1\n next_scenario=07A_Dark_Fire_part_1\n victory_when_enemies_defeated=no\n #disallow_recall=yes\n {DO_NOT_REMOVE_FROM_CARRYOVER_ON_DEFEAT}\n\n {SCENARIO_MUSIC \"climactic_contemplation.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"heroes_rite.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"nunc_dimittis.ogg\"}\n\n {STORYTXT_DIVERGENCE}\n\n {LONGDARK1} {GLOBAL_LIGHTING_BAD_NIGHT}\n {LONGDARK2} {GLOBAL_LIGHTING_BAD_NIGHT}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=player\n team_name=good\n user_team_name= _ \"team_name^Elynia\"\n\n gold=0 # No minimum starting gold.\n village_gold=0\n {NO_INCOME}\n\n # Disable map snapshot on Load Game dialog.\n shroud=yes\n\n scroll_to_leader=no\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA}\n [/side]\n # wmllint: validate-on\n\n {STARTING_VILLAGES_ALL 1}\n\n#define DI_SET_OBJECTIVE _OBJECTIVE\n {OBJECTIVES (\n victory_string= _ \"Objective:\" # wmllint: ignore\n {OBJECTIVE_VICTORY ({_OBJECTIVE})}\n {OBJECTIVE_FULL_CARRYOVER}\n {UNLIMITED_LEADER_MOVES_NOTE}\n {CONVERSATION_SCENARIO_NOTES}\n )}\n#enddef\n\n {PLACE_IMAGE scenery/rock3.png 20 11}\n {PLACE_IMAGE scenery/trash.png 21 11}\n # Let\u2019s pretend it\u2019s a burrow.\n {PLACE_IMAGE scenery/nest-empty.png 1 20}\n\n [event]\n name=prestart\n\n [modify_side]\n side=1\n shroud=no\n [/modify_side]\n\n # wmllint: recognize Anya\n {RECALL_ANYA_AT_LOCATION 10 11}\n {FACE_DIRECTION id=Anya sw}\n # wmllint: recognize Irylean\n {RECALL_IRYLEAN_AT_LOCATION 20 9}\n {FACE_DIRECTION id=Irylean se}\n # wmllint: recognize Igor\n {RECALL_IGOR_AT_LOCATION 20 3}\n # wmllint: recognize Cron\n {RECALL_CRON_AT_LOCATION 16 6}\n {FACE_DIRECTION id=Cron ne}\n\n [if]\n [have_unit]\n id=Igor\n [/have_unit]\n [then]\n {FACE_DIRECTION id=Igor ne}\n [/then]\n [/if]\n\n # Don't let anyone other than Elynia move around.\n {MODIFY_UNIT (\n [not]\n id=Elynia\n [/not]\n ) moves 0}\n\n {SET_TALK_UNITS id=Anya,Elynia,Cron,Irylean,Igor}\n\n {DISALLOW_END_TURN}\n\n {DI_SET_OBJECTIVE ( _ \"Talk to Anya before going to sleep\")}\n\n {VARIABLE talked_to_anya no}\n {VARIABLE went_to_bed no}\n {VARIABLE poison_staff no}\n\n #\n # Make Irylean immune to poison.\n #\n [if]\n # I don't know why anyone would ever *not* give the staff to Iry\n # but you never know...\n [have_unit]\n id=Irylean\n [has_attack]\n type=arcane\n special=poison\n [/has_attack]\n [/have_unit]\n [then]\n [modify_unit]\n [filter]\n id=Irylean\n [/filter]\n [trait]\n id=staff_of_akhlys_lvl1_tag\n name= _ \"staff of akhlys\"\n description= _ \"Immune to poison\"\n help_text= _ \"The wielder of this staff is immune to poison.\"\n [effect]\n apply_to=status\n add=unpoisonable\n [/effect]\n [/trait]\n [/modify_unit]\n\n {VARIABLE poison_staff yes}\n [/then]\n [/if]\n [/event]\n\n #\n # Don't allow recruits or recalls.\n #\n\n {NO_RECRUITS_OR_RECALLS ()}\n\n {UNLIMITED_PLAYER_MOVES}\n\n [event]\n name=moveto #,select\n first_time_only=no\n [filter]\n [filter_adjacent]\n [filter_wml]\n [variables]\n can_talk=yes\n [/variables]\n [/filter_wml]\n [/filter_adjacent]\n [/filter]\n\n [fire_event]\n name=conversation controller\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [secondary_unit]\n [filter_adjacent]\n x,y=$x1,$y1\n [filter_wml]\n [variables]\n can_talk=yes\n [/variables]\n [/filter_wml]\n [/filter_adjacent]\n [/secondary_unit]\n [/fire_event]\n [/event]\n\n#define DI_COND_UNITS _FIRST_UNIT_ID _SECOND_UNIT_ID\n {VARIABLE_LEXICAL_EQUALS unit.id {_FIRST_UNIT_ID} }\n {VARIABLE_LEXICAL_EQUALS second_unit.id {_SECOND_UNIT_ID} }\n#enddef\n\n [event]\n name=conversation controller\n first_time_only=no\n\n # Make both units face each other for the duration of\n # the event.\n\n {VARIABLE old_unit_facing $unit.facing}\n {VARIABLE old_second_unit_facing $second_unit.facing}\n\n [store_direction]\n from_x,from_y=$x1,$y1\n to_x,to_y=$x2,$y2\n [/store_direction]\n\n {VARIABLE unit.facing $direction}\n\n [store_direction]\n from_x,from_y=$x2,$y2\n to_x,to_y=$x1,$y1\n [/store_direction]\n\n {VARIABLE second_unit.facing $direction}\n\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n\n [unstore_unit]\n variable=second_unit\n find_vacant=no\n [/unstore_unit]\n\n [redraw][/redraw]\n\n # Fire the conversation event handler.\n # NOTE: it's assumed that unit and second_unit aren't\n # modified by the handler. Their auto-stored variables\n # should also be assumed unavailable by the handler.\n\n [if]\n {DI_COND_UNITS Elynia Anya}\n [then]\n [fire_event]\n name=conversation elynia anya\n [/fire_event]\n [/then]\n [/if]\n [if]\n {DI_COND_UNITS Elynia Cron}\n [then]\n [fire_event]\n name=conversation elynia cron\n [/fire_event]\n [/then]\n [/if]\n [if]\n {DI_COND_UNITS Elynia Irylean}\n [then]\n [fire_event]\n name=conversation elynia irylean\n [/fire_event]\n [/then]\n [/if]\n [if]\n {DI_COND_UNITS Elynia Igor}\n [then]\n [fire_event]\n name=conversation elynia igor\n [/fire_event]\n [/then]\n [/if]\n\n {VARIABLE unit.facing $old_unit_facing}\n\n {VARIABLE second_unit.facing $old_second_unit_facing}\n\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n\n [unstore_unit]\n variable=second_unit\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE old_unit_facing,old_second_unit_facing}\n [/event]\n\n [event]\n name=conversation elynia anya\n first_time_only=yes\n\n [message]\n speaker=Anya\n message= _ \"Still awake? You haven\u2019t slept well in months.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I just can\u2019t get to sleep knowing that we are in this land, Anya \u2014 it brings back bad memories.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"I understand.\"\n [/message]\n [/event]\n\n [event]\n name=conversation elynia anya\n first_time_only=no\n\n [character_action_dialog]\n [option]\n message= _ \"Discuss your plans with Anya.\"\n [/option]\n [option]\n message= _ \"Speak to Anya about Ergea.\"\n [/option]\n [option]\n message= _ \"Ask Anya a question.\"\n [/option]\n [/character_action_dialog]\n\n [switch]\n variable=choice\n [case]\n value=0\n [message]\n speaker=Elynia\n message= _ \"I am still worried about tomorrow. Ergea said reinforcements were coming for us, but we have not gotten confirmation from Aran-Balgur and that damned portal closed on its own. And regardless, it would be foolish to rely on Bardyl and his people.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"We still have the undead, and surely Ergea wouldn\u2019t lie to us?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I suppose not, but her sources might not necessarily be the most reliable. For all we know, they could have already betrayed her. They might be leading us to a slaughter, and\u2014\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"(holding Elynia\u2019s hand) I am sure... that with Ergea\u2019s power and yours, we can do this. The bulk of their forces went north, the Triad is now missing that disgusting lich... and we will be joined by those reinforcements soon \u2014 I hope. And if we are meant to die here, then we\u2019ll all die fighting for a just cause.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"... Well, yes...\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"But somehow, I feel that everything will go well!\"\n [/message]\n [/case]\n [case]\n value=1\n [message]\n speaker=Anya\n # po: \"Us\" here being Anya and Irylean.\n message= _ \"Elynia, what was it like talking to Ergea? She seemed quite, uh, intimidating to us.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I got the impression that she\u2019s simply been through too much in her life, and it\u2019s surely not her fault. From what I gather, Urvatha, the world we usually call Inferno... is decidedly not the best place to live. Demon Lords competing for succession and killing each other all the time, oppressing and enslaving their subjects, and Uria coercing them into doing her bidding by abusing the ancient powers she was granted by destiny... \"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I can only say that Ergea is a much nicer person in reality if you know how to approach her.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Hm. (smiling) I guess you would have enjoyed talking with Elorran, too.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I guess.\"\n [/message]\n [/case]\n [case]\n value=2\n [message]\n speaker=Elynia\n message= _ \"So, why did you not tell us that you were a shapeshifter?\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"(surprised) I... What are you talking about?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I did hear your quiet remark when we were fighting those creatures in Aran-Balgur. Having spent a considerable part of my life in the wild, did you expect any less? I imagine your sense of hearing is just as good despite your smaller ears.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Well... I... I think I have never felt comfortable with my heritage. After all... it is the very reason of my abandonment as a child...\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"I can only wonder why I wasn\u2019t raised by my real parents. Who were they? Could they still be out there, alive? But on second thought... perhaps I don\u2019t want to know.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"If I had told you from the very beginning that I am a shapeshifter, you would have never trusted me. How can you trust a creature who could be concealing their true appearance and nature?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Are you, though?\"\n [/message]\n\n [message]\n speaker=Anya\n # po: 'We' being demonkind.\n message= _ \"No! But that doesn\u2019t change the fact that you would have distrusted me back then! I mean... more than you did. You were always so distant and obsessed with your duty... almost like an emotionless machine, just like you have always assumed we were...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"(sighs) I guess I still am. You could call it a coping mechanism, I suppose. I originally became a druid to help others, not to take people\u2019s lives. All this bloodshed... it could have been avoided if I hadn\u2019t made all the terrible choices that led me here \u2014 the same choices that led to the downfall of this world. Nobody in this era would remember, but I am in large part responsible for bringing the people who ultimately doomed us all to the throne of Wesnoth.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"When you are forced to live through the consequences of your mistakes, when it\u2019s not in your nature to kill but you have no choice... you begin to put reality aside just to keep yourself in one piece. Instead of being the one doing the killing, you are watching someone else do it for you. Sometimes it may even seem like an enticing distraction from your own thoughts.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Other people recall good memories to comfort themselves in times like these, but each day that passes I struggle more and more to remember anything other than my worst moments: the utter destruction of an era of balance and life, the fall of my people, the horrors wrought by Zhangor... the blood of my husband, in my own hands and drawn with my own power... and my... friends... killed or destroyed in front of me... before I could do... do anything to prevent it...\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"... I fear it, Anya... I fear what would happen if I allowed myself to be controlled by my emotions.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"Elynia... I\u2019m sorry, I did not mean to make you feel like this.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"... No, I am the one who should apologize. Perhaps if I shared my feelings with other people more often, I\u2014 I wouldn\u2019t be like this...\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"I haven\u2019t lived for a thousand years, but I know that it is true \u2014 you would feel at least a little better if you talked to someone about whatever troubles you instead of blindly killing creature after creature to distract yourself from the pain.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Perhaps... you could do that? Talk with me more often?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Yes, I could... If we survive this encounter, that is.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"But you must promise!\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"... I... I promise.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"(smiling)\"\n [/message]\n [/case]\n [/switch]\n\n [allow_undo][/allow_undo]\n\n [if]\n {VARIABLE_NUMERICAL_NOT_EQUALS choice 3}\n {VARIABLE_BOOLEAN_EQUALS talked_to_anya no}\n [then]\n {VARIABLE talked_to_anya yes}\n\n {DI_SET_OBJECTIVE ( _ \"Go back to sleep (move Elynia back to the encampment keep)\")}\n [/then]\n [/if]\n\n {CLEAR_VARIABLE choice}\n [/event]\n\n [event]\n name=conversation elynia cron\n first_time_only=no\n [filter_condition]\n {VARIABLE_BOOLEAN_EQUALS went_to_bed no}\n [/filter_condition]\n\n [character_action_dialog]\n [option]\n message= _ \"Ask Cron about Ergea.\"\n [/option]\n [option]\n message= _ \"Ask Cron about tomorrow.\"\n [/option]\n [/character_action_dialog]\n\n [switch]\n variable=choice\n [case]\n value=0\n [message]\n speaker=Elynia\n message= _ \"If I may ask, for how long have you been serving under Ergea\u2019s banner and why?\"\n [/message]\n\n [message]\n speaker=Cron\n message= _ \"Cron works for the storm lady since his home in the mountains was taken by the flying metal-shells. He was promised things in return for protection.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Protection?\"\n [/message]\n\n [message]\n speaker=Cron\n message= _ \"The storm lady does not trust the masked men and their rusty swords. She prefers help from Cron and the lizard people of the swamps. She feels safer this way.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"What kind of things did she promise to you?\"\n [/message]\n\n [message]\n speaker=Cron\n message= _ \"The lady promised us a new home if we can help her kill the Iron Council and their leader, Zhangor.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Hm, is her intention to seize Kalari for her own people and allies then?\"\n [/message]\n\n [message]\n speaker=Cron\n message= _ \"Cron must not discuss the storm lady\u2019s plans with anyone else.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"... Fair enough.\"\n [/message]\n [/case]\n [case]\n value=1\n [message]\n speaker=Elynia\n message= _ \"There\u2019s a lot of things awaiting us tomorrow, and we will need all the help we can get. Do you think your people will accede?\"\n [/message]\n\n [message]\n speaker=Cron\n message= _ \"Cron is very sure they will, but they are not many, and they cannot help as much as they want.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"A little help is better than nothing \u2014 Ergea said we would be getting reinforcements, but I don\u2019t find that likely to happen.\"\n [/message]\n\n [message]\n speaker=Cron\n message= _ \"The storm lady always says the truth.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Yes... that\u2019s very true... Too true, perhaps.\"\n [/message]\n [/case]\n [/switch]\n\n {CLEAR_VARIABLE choice}\n [/event]\n\n [event]\n name=conversation elynia irylean\n first_time_only=no\n [filter_condition]\n {VARIABLE_BOOLEAN_EQUALS went_to_bed no}\n [/filter_condition]\n\n [set_variables]\n name=temp_wml\n mode=replace\n [value]\n [option]\n message= _ \"Talk to Irylean.\"\n [/option]\n [option]\n message= _ \"Ask Irylean about her retirement.\"\n [/option]\n [/value]\n [/set_variables]\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS poison_staff yes}\n [then]\n [set_variables]\n name=temp_wml.option\n mode=append\n [value]\n message= _ \"Ask Irylean about the Staff of Akhlys.\"\n [/value]\n [/set_variables]\n [/then]\n [/if]\n\n [insert_tag]\n name=character_action_dialog\n variable=temp_wml\n [/insert_tag]\n\n {CLEAR_VARIABLE temp_wml}\n\n [switch]\n variable=choice\n [case]\n value=0\n [message]\n speaker=Irylean\n message= _ \"You seem very weary, my lady. Shouldn\u2019t you be getting some sleep?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Yes... But you know the situation with that. So, do you think your disciples will be able to help? Can they be trusted?\"\n [/message]\n\n [message]\n speaker=Irylean\n message= _ \"They have proven to be quite reliable thus far, haven\u2019t they? Unfortunately, I can\u2019t know whether they intend to betray us at the end like your previous assistant did, my lady. If they were consorting with our enemy they\u2019d make sure we wouldn\u2019t find out until it was too late.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Indeed. That\u2019s why I am worried. If only Galas were still with us... He always seemed to make the right choices.\"\n [/message]\n\n [message]\n speaker=Irylean\n message= _ \"Hm... perhaps.\"\n [/message]\n [/case]\n [case]\n value=1\n [message]\n speaker=Elynia\n message= _ \"If you don\u2019t mind the question, why did you retire before?\"\n [/message]\n\n # wmllint: local spelling Erathan\n\n [message]\n speaker=Irylean\n message= _ \"I guess it was a combination of circumstances... I felt Galas\u2019 decision to delegate the government of your people to those four was horribly ill-advised. Then you all decided to go south and... I knew that wouldn\u2019t end well for me. From what I heard that fellow Erathan didn\u2019t fare well in the capital.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"That\u2019s unfortunately true. And I suppose I owe you an apology for forcing you to come here.\"\n [/message]\n\n [message]\n speaker=Irylean\n message= _ \"Bah, nobody can force me to go anywhere if I don\u2019t want to!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"So, what were your motives?\"\n [/message]\n\n [message]\n speaker=Irylean\n message= _ \"My lady, I am old, and I already spent enough time in the Far North to know that it could never be my home. Plus, it is because of these bastards that my master\u2019s time in this world came to such an abrupt end. You know what I mean with this \u2014 I have seen it in your eyes, your thirst for revenge and how you quench it with the blood of your enemies...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I do not want to talk of that now.\"\n [/message]\n\n [message]\n speaker=Irylean\n message= _ \"Well... my apologies if I have offended you, my lady. It was not my intention. I\u2019ll just... go back to watching over the encampment, silently, as usual.\"\n [/message]\n [/case]\n [case]\n value=2\n [message]\n speaker=Elynia\n message= _ \"So, did you solve your little problem with that staff?\"\n [/message]\n\n [message]\n speaker=Irylean\n message= _ \"Well, yes. It\u2019s quite interesting, actually. It turns out that with some adjustments to my shielding spell, I can channel the staff\u2019s aura and become immune to poison myself!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"... And that would be why you asked me to heal you from the symptoms of a \u2018cold\u2019 at least ten times during the day, right?\"\n [/message]\n\n [message]\n speaker=Irylean\n message= _ \"... Right.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I mean, if you think it\u2019s safe to use the artifact like that, I\u2019m in no place to stop you. My knowledge of necromancy is not exhaustive enough to know exactly how that staff works or whether it might be hazardous to its user. Just... be careful when using it near our people, please?\"\n [/message]\n\n [message]\n speaker=Irylean\n message= _ \"I will be, my lady, don\u2019t worry!\"\n [/message]\n [/case]\n [/switch]\n\n {CLEAR_VARIABLE choice}\n [/event]\n\n [event]\n name=conversation elynia igor\n first_time_only=no\n [filter_condition]\n {VARIABLE_BOOLEAN_EQUALS went_to_bed no}\n [/filter_condition]\n\n [character_action_dialog]\n [option]\n message= _ \"Talk to Igor.\"\n [/option]\n [option]\n message= _ \"Ask Igor about his time in the northern country.\"\n [/option]\n [option]\n message= _ \"Ask Igor about Anya.\"\n [/option]\n [/character_action_dialog]\n\n [switch]\n variable=choice\n [case]\n value=0\n [message]\n speaker=Elynia\n message= _ \"Everything all right, Igor?\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"Yes... I guess. It\u2019s just that I can\u2019t stop thinking... The elf friend died in these lands.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"... Yes. Yes, he did. I am sorry, I couldn\u2019t do anything\u2014\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"No, there was nothing you could do. The demon lady knew what she was doing. She\u2019s a trained assassin or something, isn\u2019t she? I have seen how my kind do it. Quickly, cleanly. Their prey falls to the ground already dead. You can\u2019t heal the dead. Nobody can.\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"I just regret not coming with you... Maybe then things would\u2019ve turned out different, you know. If we had all been together?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Perhaps. I don\u2019t think it would have changed much, though. If anything, you would have been in danger as well and I don\u2019t think I could have managed to pull all three of us out of that accursed citadel in one piece. Mal Keshar barely made it.\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"I know... I\u2019m sorry. I need to stop beating myself up about it \u2014 I\u2019m just a goblin after all, fighting things I really don\u2019t understand in the middle of something much bigger than me. Not battle goblin, just... goblin.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Don\u2019t say such things. Your time will come when you will be able to show everyone that you can accomplish great things despite the labels they force upon you, Igor. I am sure of it. I believe in you.\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"That\u2019s actually the nicest thing anyone\u2019s ever told me... Thank you, my lady. I just wish the elf friend and the scary lich were still with us. I miss them a lot.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"So do I, Igor. So do I.\"\n [/message]\n [/case]\n [case]\n value=1\n [message]\n speaker=Elynia\n message= _ \"How did your adventures in the Aragwaith country go, anyway?\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"Oh, uh, about that...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Igor\n message= _ \"Kinda disappointing really.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Go on.\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"Well, you see, I didn\u2019t do any street performing for most of it. I first found this gloomy old man in a tavern in a frontier town. He told me a buncha vague stuff and left? After that I did errands for random people for something like an eternity. I even helped save a town from a fire! And then I remembered... he told me to search for a lady seer and bring her to the capital... but I nearly got myself killed while searching for her all over the north. I\u2019m not even sure why I did any of that \u2014 I kept hearing the old man\u2019s words in my head like a command.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Old man? Who was he?\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"Dunno! He never told me who he really was, but... you know that feeling like you\u2019re doing something really important and you can\u2019t mess it up? That\u2019s how I felt about the whole thing, even though thinking back I realize... if it hadn\u2019t been me, it could\u2019ve been anyone else, right?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"... Yes, I think I know what you mean. Somehow that sounds familiar... But my head hurts if I try to remember, it must have been too long ago, before the Great Fall.\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"I\u2019m sorry lady Elynia, I just needed to get that outta my chest. I know it doesn\u2019t make sense but sometimes I\u2019m afraid that maybe I did mess up in the end.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"It sounds like our paths almost crossed at the capital back then, though. I wonder why I never found you there.\"\n [/message]\n\n [message]\n speaker=Igor\n # po: Yes, apparently Igor doesn't realize that what he calls 'water longbirds'\n # po: are actually swans.\n message= _ \"Welllll, you see, sometime after taking the seer lady there, the city guard kicked me out on orders from the heavy swords guy because of something to do with the \u201clocal swan population\u201d? Dunno what that was all about, Willow only eats water longbirds anyway.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"... Really, now?\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"Mhm!\"\n [/message]\n [/case]\n [case]\n value=2\n [message]\n speaker=Elynia\n message= _ \"You seem to be getting along well with Anya.\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"Yes! And the purple lady likes Willow a lot. I\u2019m so used to everyone being afraid of her for no reason even though she\u2019s just a big puppy. The archer guy, for example \u2014 he\u2019d constantly avoid her. I don\u2019t understand why.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I don\u2019t think he and the other people from the Heart Forest are fond of wolves in general. They have their reasons.\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"If you say so... But let me ask you, how come you don\u2019t mind the demons all of a sudden?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"It\u2019s complicated. It is not so much that I don\u2019t mind them, but rather that I have seen that reality isn\u2019t as black and white as we thought. Ergea and her people... they have their own conflict with Uria going on. It turns out there is no shortage of Demon Lords who tried to wage war against her in the past to escape oppression. But all those attemtps were doomed to fail, until now.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"It is now up to me... to us, to make a difference. Tomorrow we shall fight for the fate of Irdya, and if we succeed, then Inferno will follow.\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"That sounds great and all but I don\u2019t like the way she looks at me scrunching up her nose every time she passes me by...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Oh, uh... that... that might just be that she has difficulty breathing the air of Irdya. I think.\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"Oh, I see. Nothing to worry about then!\"\n [/message]\n [/case]\n [/switch]\n\n {CLEAR_VARIABLE choice}\n [/event]\n\n#undef DI_COND_UNITS\n\n #\n # These events trigger after Elynia has talked to Anya.\n #\n\n [event]\n name=enter hex\n [filter]\n id=Elynia\n [filter_location]\n [not]\n [filter_adjacent_location]\n [filter]\n id=Anya\n [/filter]\n [/filter_adjacent_location]\n [/not]\n [not]\n [filter]\n id=Anya\n [/filter]\n [/not]\n [/filter_location]\n [/filter]\n [filter_condition]\n {VARIABLE_BOOLEAN_EQUALS talked_to_anya yes}\n [/filter_condition]\n\n [allow_undo][/allow_undo]\n\n {VARIABLE elynia_old_facing $unit.facing}\n\n [store_unit]\n [filter]\n id=Anya\n [/filter]\n kill=no\n variable=anya_store\n [/store_unit]\n\n {VARIABLE anya_old_facing $anya_store.facing}\n\n {CLEAR_VARIABLE anya_store}\n\n [message]\n speaker=Elynia\n message= _ \"Anya...\"\n [/message]\n\n {FACE_LOCATION id=Anya x,y=$x1,$y1}\n\n [redraw][/redraw]\n\n [message]\n speaker=Anya\n message= _ \"Yes?\"\n [/message]\n\n [store_direction]\n from_x,from_y=$x1,$y1\n [to]\n [filter]\n id=Anya\n [/filter]\n [/to]\n [/store_direction]\n\n {VARIABLE unit.facing $direction}\n\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Good night.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Sleep well!\"\n [/message]\n\n {VARIABLE unit.facing $elynia_old_facing}\n\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n\n {FACE_DIRECTION id=Anya $anya_old_facing}\n\n [redraw][/redraw]\n\n {CLEAR_VARIABLE anya_old_facing,elynia_old_facing,direction}\n\n {SET_TALK_UNITS id=Elynia,Cron,Irylean,Igor}\n [/event]\n\n#define DI_ENABLE_STEALTH\n [store_unit]\n [filter]\n id=Elynia\n [/filter]\n variable=elynia_store\n [/store_unit]\n\n {VARIABLE elynia_store.variables.using_stealth yes}\n\n [unstore_unit]\n variable=elynia_store\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE elynia_store}\n\n [object]\n silent=yes\n id=div_elynia_stealth_effect_set\n duration=scenario\n [filter]\n id=Elynia\n [/filter]\n [effect]\n apply_to=image_mod\n add=\"O(0.25)\"\n [/effect]\n [/object]\n#enddef\n\n#define DI_DISABLE_STEALTH\n # Only remove the variable flag. The object should be\n # automatically purged by the game logic.\n [store_unit]\n [filter]\n id=Elynia\n [/filter]\n variable=elynia_store\n [/store_unit]\n\n {CLEAR_VARIABLE elynia_store.variables.using_stealth}\n\n [unstore_unit]\n variable=elynia_store\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE elynia_store}\n#enddef\n\n [event]\n name=moveto\n [filter]\n id=Elynia\n [filter_location]\n terrain=K*,K*^*\n [/filter_location]\n [/filter]\n [filter_condition]\n {VARIABLE_BOOLEAN_EQUALS talked_to_anya yes}\n [/filter_condition]\n\n {LOCK_VIEW}\n\n {CLEAR_LABELS}\n\n {DI_ENABLE_STEALTH}\n\n [hide_unit][/hide_unit]\n\n {FADE_TO_BLACK}\n\n [fade_out_music][/fade_out_music]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"elynia^You purposefully enter your tent for the last time before the inevitable confrontation with your enemies.\n\nFully aware of the odds, you decide to grab a few things you know you will need \u2014 except for your journal, that is. You also opt to leave Argan\u2019s and Galas\u2019 journals behind, along with a note.\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"elynia^When done, you give your enticing makeshift bed a final glance. Anya is right \u2014 you have not gotten any proper sleep in what seems to you like ages, and this could be your last opportunity to rest in your entire life.\n\nBut you have different plans for tonight.\"\n [/message]\n\n {FADE_IN}\n\n [unhide_unit][/unhide_unit]\n\n {REPLACE_SCENARIO_MUSIC (\"harp.ogg\")}\n\n [delay]\n time=500\n [/delay]\n\n {VARIABLE went_to_bed yes}\n\n {SET_TALK_UNITS (id=Elynia,Cron)}\n\n {DI_SET_OBJECTIVE ( _ \"Talk to Cron\")}\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Elynia\n [filter_wml]\n [variables]\n using_stealth=yes\n [/variables]\n [/filter_wml]\n [filter_adjacent]\n id=Anya\n [/filter_adjacent]\n [/filter]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"elynia^You silently approach Anya. Just as you expected, she is still wide awake and completely attentive to her surroundings. But she obviously was not counting on your stealth spell. You shudder to think what would happen if Uria\u2019s underlings decided to use similar magic to dispose of you and your friends in the middle of the night.\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"elynia^You feel terrible for having to resort to such a tactic yourself. Hopefully she will understand in time.\"\n [/message]\n [/event]\n\n [event]\n name=conversation elynia cron\n first_time_only=no\n [filter_condition]\n {VARIABLE_BOOLEAN_EQUALS went_to_bed yes}\n [/filter_condition]\n\n [character_action_dialog]\n [option]\n message= _ \"Tell Cron you are leaving now.\"\n [/option]\n [/character_action_dialog]\n\n [switch]\n variable=choice\n [case]\n value=0\n [message]\n speaker=Elynia\n message= _ \"It\u2019s time, Cron. Please take care of Anya in my absence.\"\n [/message]\n\n [message]\n speaker=Cron\n message= _ \"Cron will do his best to make sure nothing bad happens to the storm lady\u2019s friends.\"\n [/message]\n\n [fire_event]\n name=enable final objective\n [/fire_event]\n [/case]\n [/switch]\n\n {CLEAR_VARIABLE choice}\n [/event]\n\n [event]\n name=enable final objective\n first_time_only=yes\n\n {SET_TALK_UNITS (id=Elynia)}\n\n [scroll_to]\n x,y=26,22\n [/scroll_to]\n\n {HIGHLIGHT_IMAGE 26 22 \"items/gohere.png\" ()}\n\n [scroll_to_unit]\n id=Elynia\n [/scroll_to_unit]\n\n {DI_SET_OBJECTIVE ( _ \"Leave the encampment\")}\n\n [event]\n name=moveto\n [filter]\n id=Elynia\n x,y=26,22\n [/filter]\n\n [end_turn][/end_turn]\n [/event]\n [/event]\n\n [event]\n name=side 1 turn 1 end\n\n {LOCK_VIEW}\n\n {CLEAR_LABELS}\n\n [hide_unit][/hide_unit]\n\n {FADE_TO_BLACK}\n\n [scroll_to]\n x,y=10,11\n {WARP}\n [/scroll_to]\n\n [delay]\n time=1000\n [/delay]\n [/event]\n\n [event]\n name=side 1 turn 2\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Time passes...\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n {FADE_IN}\n\n [unhide_unit]\n [not]\n id=Elynia\n [/not]\n [/unhide_unit]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"Hm.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n {MOVE_UNIT id=Anya 11 9}\n\n [message]\n speaker=Anya\n message= _ \"Elynia, are you there?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n {MOVE_UNIT id=Anya 11 8}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"... Elynia?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [hide_unit][/hide_unit]\n\n {FADE_TO_BLACK}\n\n [fade_out_music][/fade_out_music]\n\n {ENDLEVEL_QUIET} {NO_REPLAY_SAVE}\n [/event]\n\n {PLACE_IMAGE scenery/signpost.png 7 20}\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=7,20\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=scenery/signpost.png\n # wmllint: display on\n message= _ \"N: Pass of Sorrows\nS: Kalari Peninsula\nSE: Kalari Central\" # wmllint: no spellcheck\n # wmllint: display off\n [/message]\n [/event]\n\n #\n # Cleanup.\n #\n\n [event]\n name=victory\n\n {DI_DISABLE_STEALTH}\n\n [store_unit]\n [filter]\n [filter_wml]\n [variables]\n can_talk=yes\n [/variables]\n [/filter_wml]\n [/filter]\n variable=can_talk_store\n [/store_unit]\n\n [foreach]\n array=can_talk_store\n [do]\n {CLEAR_VARIABLE this_item.variables.can_talk}\n\n [unstore_unit]\n variable=this_item\n find_vacant=no\n [/unstore_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE can_talk_store}\n\n {CLEAR_VARIABLE talked_to_anya,went_to_bed,poison_staff}\n [/event]\n[/scenario]\n\n#undef DI_ENABLE_STEALTH\n#undef DI_DISABLE_STEALTH\n#undef DI_SET_OBJECTIVE\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=07A_Dark_Fire_part_1\n name= _ \"Dark Fire\"\n {SEGMENTED_SCENARIO}\n turns=-1\n next_scenario=07A_Dark_Fire_part_2\n victory_when_enemies_defeated=no\n disallow_recall=yes\n\n #\n # TODO: main chamber difficulty is too high, units get killed too easily (?)\n # TODO: mobilize guardians when entering the main chamber (?)\n #\n\n {F_DEATHS}\n\n {ADD_SEGMENT \"{LE /maps/07A_Dark_Fire_part_1_01.map}\"\n ({INDOORS} {SCHEDULE_LIGHTING -10 -20 0}) ()}\n\n {ADD_SEGMENT \"{LE /maps/07A_Dark_Fire_part_1_02.map}\"\n ({INDOORS} {SCHEDULE_LIGHTING -30 -40 -20}) ()}\n\n {SCENARIO_MUSIC \"the_deep_path.ogg\"}\n\n {STORYTXT_DARK_FIRE_1}\n\n # Wesnoth 1.11.8 doesn't handle ToD-less states gracefully, so we need a\n # default ToD for it.\n [time][/time]\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=player\n team_name=good\n user_team_name= _ \"team_name^Elynia\"\n\n {NO_ECONOMY} # No minimum starting gold.\n\n shroud=yes\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA}\n [/side]\n # wmllint: validate-on\n\n # Catacomb guards\n [side]\n side=2\n team_name=evil\n user_team_name= _ \"team_name^Uria\"\n {CHAOS_FLAG}\n\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n [/side]\n\n # Triad guards\n [side]\n side=3\n team_name=evil\n user_team_name= _ \"team_name^Uria\"\n {CHAOS_FLAG}\n\n hidden=yes\n no_leader=yes\n\n recruit=Imp,Psy Crawler,Chaos Headhunter,Walking Corpse\n\n {NO_ECONOMY}\n [/side]\n\n # Entrance guards (NE)\n [side]\n side=4\n team_name=evil\n user_team_name= _ \"team_name^Uria\"\n {CHAOS_FLAG}\n\n hidden=yes\n no_leader=yes\n\n recruit=Chaos Invader,Chaos Bowman,Demon,Chaos Headhunter\n\n {NO_ECONOMY}\n [/side]\n\n # Entrance guards (S)\n [side]\n side=5\n team_name=evil\n user_team_name= _ \"team_name^Uria\"\n {CHAOS_FLAG}\n\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n [/side]\n\n # Entrance guards (central)\n [side]\n side=6\n team_name=evil\n user_team_name= _ \"team_name^Uria\"\n {CHAOS_FLAG}\n\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n [/side]\n\n # Indoors guards\n [side]\n side=7\n team_name=evil\n user_team_name= _ \"team_name^Uria\"\n {CHAOS_FLAG}\n\n hidden=yes\n no_leader=yes\n\n recruit=Automaton,Chaos Invoker,Demon\n\n {NO_ECONOMY}\n [/side]\n\n # Shaxthal drones, turrets\n [side]\n side=8\n team_name=evil\n user_team_name= _ \"team_name^Uria\"\n {CHAOS_FLAG}\n\n hidden=yes\n no_leader=yes\n\n recruit=Shaxthal Drone,Shaxthal Rayblade,Psy Crawler\n\n {NO_ECONOMY}\n [/side]\n\n # Doors\n [side]\n side=9\n team_name=evil\n user_team_name= _ \"team_name^Uria\"\n {CHAOS_FLAG}\n controller=null\n\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n [/side]\n\n # Access guards\n [side]\n side=10\n team_name=evil\n user_team_name= _ \"team_name^Uria\"\n color=blue\n {CHAOS_FLAG}\n controller=null\n\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n [/side]\n\n # Stage boss units\n [side]\n side=11\n team_name=evil\n user_team_name= _ \"team_name^Uria\"\n color=gold\n {CHAOS_FLAG}\n\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n [/side]\n\n # Other creatures\n [side]\n side=12\n team_name=evil\n user_team_name= _ \"team_name^Uria\"\n color=black\n {CHAOS_FLAG}\n\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n [/side]\n\n #\n # SUF for matching player units on map, including Elynia.\n #\n#define FINALE_A_SUF_PLAYER_UNITS_ON_MAP\n side=1\n [filter_location][/filter_location]\n#enddef\n\n #\n # SUF for matching player units on map other than Elynia.\n #\n#define FINALE_A_SUF_PLAYER_ALLIES_ON_MAP\n {FINALE_A_SUF_PLAYER_UNITS_ON_MAP}\n [not]\n id=Elynia\n [/not]\n#enddef\n\n #\n # SUF for selecting a player unit to speak who isn't Elynia\n # whenever possible, or Elynia in the worst case.\n #\n#define FINALE_A_SUF_PLAYER_UNIT_OR_ELYNIA\n side=1\n [not]\n id=Elynia\n [/not]\n [or]\n id=Elynia\n [/or]\n#enddef\n\n # This sound source is shared between floor 1 and 2 and never removed,\n # hence no custom id.\n {CAVE_NOISE_SOUND_SOURCE}\n\n [event]\n name=prestart\n\n # BEGIN: finale sequence configuration\n\n #\n # Make it possible to skip previous scenarios, but it shouldn't\n # be possible to come back here from another finale scenario.\n #\n\n # wmlindent: start ignoring\n {BUG_ON ({VARIABLE_NUMERICAL_NOT_EQUALS finale_status.length 0})\n (\"E3S7A.1 must be started from a non-finale scenario\")}\n # wmlindent: stop ignoring\n\n {VARIABLE finale_status.in_finale yes}\n\n #\n # Store all regular units for E3S7B.\n #\n\n [store_unit]\n [filter]\n side=1\n [not]\n id=Elynia\n [/not]\n [/filter]\n variable=finale_status.side_1_units\n kill=yes\n [/store_unit]\n\n [store_gold]\n side=1\n variable=finale_status.side_1_gold\n [/store_gold]\n\n # END: finale sequence configuration\n\n [store_unit]\n [filter]\n id=Elynia\n [/filter]\n variable=elynia_glamour_store\n kill=yes\n [/store_unit]\n\n [unit]\n side=1\n canrecruit=yes\n id=Vyrelyam\n name= _ \"Vyrelyam\"\n type=Demon Messenger\n x,y=$elynia_glamour_store.x,$elynia_glamour_store.y\n facing=se\n [modifications]\n # Just a hint for attentive players.\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n [/modifications]\n [/unit]\n\n # Reset or change player information\n\n [modify_side]\n side=1\n gold=100\n team_name=evil\n user_team_name= _ \"team_name^Uria\"\n recruit=Demon,Saurian Augur,Saurian Skirmisher,Troll Whelp\n [/modify_side]\n\n # Configure the first segment now.\n\n {SWITCH_FLOOR 1}\n\n {CLEAR_CAVE_SHROUD (\n x=0-14,10-18\n y= 0-8, 9-12\n [or]\n x,y=21,13\n radius=6\n [filter_radius]\n [not]\n terrain=X*,*^X*,*^Z*,*^P*\n [/not]\n [/filter_radius]\n [/or]\n )}\n\n [teleport]\n [filter]\n id=Vyrelyam\n [/filter]\n x,y=8,5\n [/teleport]\n\n #\n # The bodyguards.\n #\n\n {NAMED_UNIT 1 \"Troll\" 21 13 Krul ( _ \"Krul\") (\n facing=se\n overlays=\"misc/loyal-icon.png\"\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n [/modifications]\n )}\n\n {NAMED_UNIT 1 \"Troll Rocklobber\" 19 14 Krago ( _ \"Krago\") (\n facing=se\n overlays=\"misc/loyal-icon.png\"\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_FEARLESS}\n {TRAIT_RESILIENT}\n [/modifications]\n )}\n\n {NAMED_UNIT 1 \"Saurian Soothsayer\" 20 13 Sesserin ( _ \"Sesserin\") (\n facing=se\n overlays=\"misc/loyal-icon.png\"\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n )}\n\n {NAMED_UNIT 1 \"Demon Zephyr\" 18 13 Grythal ( _ \"Grythal\") (\n facing=se\n gender=male\n overlays=\"misc/loyal-icon.png\"\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n {TRAIT_INTELLIGENT}\n [/modifications]\n )}\n\n {NAMED_UNIT 1 \"Demon Grunt\" 20 12 Nymeren ( _ \"Nymeren\") (\n facing=se\n gender=female\n overlays=\"misc/loyal-icon.png\"\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_DEXTROUS}\n {TRAIT_STRONG}\n [/modifications]\n )}\n\n [hide_unit]\n side=1\n [not]\n id=Vyrelyam\n [/not]\n [/hide_unit]\n\n {DISALLOW_END_TURN}\n [/event]\n\n [event]\n name=restore elynia\n first_time_only=yes\n [filter_condition]\n [not]\n [have_unit]\n side=1\n id=Elynia\n [/have_unit]\n [/not]\n [/filter_condition]\n\n [store_unit]\n [filter]\n id=Vyrelyam\n [/filter]\n kill=yes\n variable=vyrelyam_store\n [/store_unit]\n\n [set_variables]\n name=elynia_glamour_store\n mode=merge\n [value]\n x,y=$vyrelyam_store.x,$vyrelyam_store.y\n facing=$vyrelyam_store.facing\n [/value]\n [/set_variables]\n\n [unstore_unit]\n variable=elynia_glamour_store\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE elynia_glamour_store,vyrelyam_store}\n [/event]\n\n #\n # Safeguard in case we skip this level while Elynia is using Glamour.\n # We need to restore her to her regular form.\n #\n\n [event]\n name=victory\n [filter_condition]\n [have_unit]\n side=1\n id=Vyrelyam\n [/have_unit]\n [/filter_condition]\n\n [fire_event]\n name=restore elynia\n [/fire_event]\n [/event]\n\n #\n # Preserve turn number for the next scenario.\n #\n\n [event]\n name=victory\n {VARIABLE dark_fire_turn_number $turn_number}\n [/event]\n\n #\n # During some events the player is given an advantage.\n #\n\n [event]\n name=prestart\n {VARIABLE finale_a_player_cth no}\n [/event]\n\n {FORCE_CHANCE_TO_HIT (side=1) () 100 ({VARIABLE_BOOLEAN_EQUALS finale_a_player_cth yes})}\n\n [event]\n name=victory\n {CLEAR_VARIABLE finale_a_player_cth}\n [/event]\n\n#define FINALE_A_GUARDIAN _SIDE _TYPE _X _Y\n {GENERIC_UNIT ({_SIDE}) ({_TYPE}) ({_X}) ({_Y})} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n#enddef\n\n # NOTE: currently doubles as SUF.\n#define FINALE_A_TRANSPORTER_ROOM_SLF\n x=70,68-72,69-71\n y=50, 51, 52\n#enddef\n\n ############################################################################\n # #\n # FIRST FLOOR #\n # #\n ############################################################################\n\n [event]\n name=setup floor 1\n #first_time_only=no\n\n # Dummy access guards; not actually playing since their\n # side isn't AI-controlled.\n\n {FINALE_A_GUARDIAN 10 (Doom Guard) 9 4} {FACING sw}\n {FINALE_A_GUARDIAN 10 (Doom Guard) 9 2} {FACING sw}\n {FINALE_A_GUARDIAN 10 (Doom Guard) 5 6} {FACING nw}\n {FINALE_A_GUARDIAN 10 (Doom Guard) 3 7} {FACING nw}\n {FINALE_A_GUARDIAN 10 (Doom Guard) 1 8} {FACING nw}\n\n {FINALE_A_GUARDIAN 10 (Doom Guard) 11 6} {FACING sw}\n\n {NAMED_LOYAL_UNIT 4 \"Demon Grunt\" 25 8 Ana ( _ \"Ana\")} {FACING se} {GENDER female} {GUARDIAN}\n\n {NAMED_LOYAL_UNIT 4 \"Demon Spelldancer\" 22 2 Litharen ( _ \"Litharen\")} {FACING sw} {GUARDIAN}\n\n #{FINALE_A_GUARDIAN 4 (Demon Warrior) 25 8} {FACING se}\n #{FINALE_A_GUARDIAN 4 (Demon Zephyr) 22 2} {FACING sw}\n\n [store_starting_location]\n side=4\n [/store_starting_location]\n\n [unit]\n side=4\n canrecruit=yes\n x,y=$location.x,$location.y\n type=Hell Guardian\n id=Romeldan\n name= _ \"Romeldan\"\n facing=s\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n [store_starting_location]\n side=5\n [/store_starting_location]\n\n [unit]\n side=5\n canrecruit=yes\n x,y=$location.x,$location.y\n type=Chaos Razerman\n id=Captain Verathorn\n name= _ \"Captain Verathorn\"\n facing=sw\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_INTELLIGENT}\n [/modifications]\n [/unit]\n\n [unit]\n side=6\n x,y=20,10\n facing=sw\n type=Chaos Hound\n upkeep=loyal\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [unit]\n side=6\n x,y=25,15\n facing=nw\n type=Demon Grunt\n id=Teremor\n name= _ \"Teremor\"\n gender=male\n upkeep=loyal\n [modifications]\n {TRAIT_SLOW}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [unit]\n side=6\n x,y=23,16\n facing=nw\n type=Demon Grunt\n id=Ryghel\n name= _ \"Ryghel\"\n gender=male\n upkeep=loyal\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_DEXTROUS}\n [/modifications]\n [/unit]\n\n [unit]\n side=6\n x,y=22,11\n facing=sw\n type=Chaos Invader\n id=Uron\n name= _ \"Uron\"\n gender=male\n upkeep=loyal\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n [unit]\n side=6\n x,y=18,15\n facing=ne\n type=Chaos Invader\n id=Therlan\n name= _ \"Therlan\"\n gender=male\n upkeep=loyal\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_INTELLIGENT}\n [/modifications]\n [/unit]\n\n {FINALE_A_GUARDIAN 6 (Chaos Magus) 11 19} {FACING ne}\n\n {FINALE_A_GUARDIAN 6 (Chaos Bowman) 25 13} {FACING sw}\n {FINALE_A_GUARDIAN 6 (Chaos Gunner) 15 13} {FACING se}\n\n {FINALE_A_GUARDIAN 8 (Shaxthal Turret) 26 51}\n {FINALE_A_GUARDIAN 8 (Shaxthal Turret) 29 56}\n {FINALE_A_GUARDIAN 8 (Shaxthal Turret) 31 55}\n\n {FINALE_A_GUARDIAN 8 (Shaxthal Turret) 63 44}\n\n {FINALE_A_GUARDIAN 8 (Shaxthal Enforcer Drone) 68 50} {FACING nw}\n {PALETTE shaxthal_drone_base shaxthal_drone_purple}\n\n {FINALE_A_GUARDIAN 8 (Verlissh Matrix Flow System) 42 33}\n {FINALE_A_GUARDIAN 8 (Verlissh Matrix Flow System) 38 36}\n {FINALE_A_GUARDIAN 8 (Verlissh Matrix Flow System) 46 31}\n\n {FINALE_A_GUARDIAN 8 (Shaxthal Sentry Drone) 51 47} {FACING sw}\n {FINALE_A_GUARDIAN 8 (Shaxthal Rayblade) 47 49} {FACING se}\n\n {FINALE_A_GUARDIAN 8 (Shaxthal Sentry Drone) 52 22} {FACING nw}\n\n {FINALE_A_GUARDIAN 8 (Shaxthal Sentry Drone) 54 21} {FACING se}\n\n {FINALE_A_GUARDIAN 7 (Chaos Gunner) 37 24} {FACING nw}\n {FINALE_A_GUARDIAN 7 (Chaos Gunner) 42 21} {FACING sw}\n\n {FINALE_A_GUARDIAN 7 (Automaton) 46 16} {FACING sw}\n {FINALE_A_GUARDIAN 7 (Automaton) 48 18} {FACING nw}\n\n#ifdef HARD\n {FINALE_A_GUARDIAN 7 (Hellhound) 42 27} {FACING ne}\n#endif\n\n {FINALE_A_GUARDIAN 7 (Chaos Magus) 43 29} {FACING nw}\n\n#ifndef EASY\n {FINALE_A_GUARDIAN 7 (Iron Golem) 45 33} {FACING nw}\n#endif\n\n {FINALE_A_GUARDIAN 7 (Chaos Invader) 32 18} {FACING nw}\n {FINALE_A_GUARDIAN 7 (Chaos Invader) 30 19} {FACING nw}\n\n {FINALE_A_GUARDIAN 7 (Chaos Crossbowman) 41 30} {FACING ne}\n\n {FINALE_A_GUARDIAN 7 (Automaton) 41 40} {FACING se}\n {FINALE_A_GUARDIAN 7 (Automaton) 41 42} {FACING ne}\n\n {FINALE_A_GUARDIAN 7 (Chaos Invader) 31 37} {FACING se}\n {FINALE_A_GUARDIAN 7 (Chaos Invader) 33 36} {FACING se}\n {FINALE_A_GUARDIAN 7 (Chaos Invader) 35 37} {FACING se}\n\n#ifndef EASY\n {FINALE_A_GUARDIAN 7 (Iron Golem) 30 39} {FACING ne}\n#endif\n\n {NAMED_LOYAL_UNIT 7 \"Demon Shapeshifter\" 18 44 Loru ( _ \"Loru\")} {FACING se} {GENDER male} {GUARDIAN}\n {NAMED_LOYAL_UNIT 7 \"Demon Shapeshifter\" 19 48 Urapur ( _ \"Urapur\")} {FACING ne} {GENDER male} {GUARDIAN}\n\n {FINALE_A_GUARDIAN 7 (Demon) 24 47} {FACING nw} {GENDER male}\n\n#ifndef EASY\n {NAMED_LOYAL_UNIT 7 \"Demon Shapeshifter\" 40 55 Alia ( _ \"Alia\")} {FACING ne} {GENDER female} {GUARDIAN} {VARIATION gendered}\n {NAMED_LOYAL_UNIT 7 \"Demon Shapeshifter\" 42 56 Rothelan ( _ \"Rothelan\")} {FACING nw} {GENDER male} {GUARDIAN} {VARIATION gendered}\n#else\n {FINALE_A_GUARDIAN 7 (Demon) 40 55} {FACING sw} {GENDER male}\n {FINALE_A_GUARDIAN 7 (Demon) 42 56} {FACING nw} {GENDER male}\n#endif\n\n {FINALE_A_GUARDIAN 7 (Chaos Magus) 57 42} {FACING sw}\n\n#ifndef EASY\n {FINALE_A_GUARDIAN 7 (Demonic Hound) 63 48} {FACING n}\n#endif\n\n {FINALE_A_GUARDIAN 7 (Chaos Invoker) 41 35} {FACING ne}\n {FINALE_A_GUARDIAN 7 (Chaos Headhunter) 49 31} {FACING sw}\n\n {FINALE_A_GUARDIAN 7 (Chaos Marauder) 45 40} {FACING n}\n\n {FINALE_A_GUARDIAN 7 (Chaos Headhunter) 22 44} {FACING ne}\n\n {FINALE_A_GUARDIAN 7 (Doom Guard) 63 45} {FACING nw}\n\n#ifndef EASY\n {FINALE_A_GUARDIAN 7 (Chaos Invader) 54 42} {FACING sw}\n {FINALE_A_GUARDIAN 7 (Chaos Invader) 56 43} {FACING sw}\n#endif\n\n {FINALE_A_GUARDIAN 12 (Giant Rat) 39 9} {FACING nw}\n {FINALE_A_GUARDIAN 12 (Giant Rat) 33 11} {FACING n}\n {FINALE_A_GUARDIAN 12 (Giant Rat) 26 1} {FACING se}\n\n {FINALE_A_GUARDIAN 12 (Blood Bat) 54 19} {FACING sw}\n\n {CLEAR_VARIABLE location}\n\n {PLACE_IMAGE (\"items/bones.png\") 54 19}\n\n {PLACE_IMAGE (\"items/bones.png~FL(horiz)\") 52 46}\n\n {PLACE_IMAGE (\"items/barrel.png\") 8 23}\n {PLACE_IMAGE (\"items/barrel.png\") 11 24}\n\n {PLACE_IMAGE (\"items/barrel.png\") 17 22}\n {PLACE_IMAGE (\"items/barrel.png\") 18 20}\n {PLACE_IMAGE (\"items/barrel.png\") 17 20}\n\n {PLACE_IMAGE (\"items/barrel.png\") 8 15}\n\n {PLACE_IMAGE (\"items/box.png\") 39 8}\n {PLACE_IMAGE (\"items/box.png\") 38 9}\n\n {PLACE_IMAGE (\"items/box.png\") 34 9}\n\n {PLACE_IMAGE (\"items/box.png\") 26 1}\n\n {PLACE_IMAGE (\"items/box.png\") 13 28}\n {PLACE_IMAGE (\"items/box.png\") 14 26}\n {PLACE_IMAGE (\"items/box.png\") 15 29}\n\n {PLACE_IMAGE (\"items/box.png\") 7 20}\n\n {PLACE_IMAGE (\"items/box.png\") 14 18}\n\n {PLACE_IMAGE (\"items/burial.png\") 4 4}\n {PLACE_IMAGE (\"items/burial.png\") 4 2}\n {PLACE_IMAGE (\"items/burial.png\") 7 4}\n {PLACE_IMAGE (\"items/burial.png\") 1 3}\n {PLACE_IMAGE (\"items/burial.png\") 1 1}\n\n {PLACE_IMAGE (\"items/bonestack.png\") 62 43}\n\n {PLACE_IMAGE (\"items/gohere.png\") 70 51}\n\n {PLACE_IMAGE (\"items/gold-coins-medium.png\") 48 29}\n {PLACE_IMAGE (\"items/gold-coins-small.png\") 49 30}\n\n {PLACE_IMAGE (\"items/chest-plain-open.png\") 48 30}\n\n {PLACE_IMAGE (\"items/gold-coins-small.png\") 42 35}\n\n {PLACE_IMAGE (\"items/potion-blue.png\") 41 36}\n\n {PLACE_IMAGE (\"items/potion-red.png\") 8 17}\n {PLACE_IMAGE (\"items/potion-red.png\") 33 10}\n {PLACE_IMAGE (\"items/potion-red.png\") 18 21}\n {PLACE_IMAGE (\"items/potion-red.png\") 47 30}\n {PLACE_IMAGE (\"items/potion-poison.png\") 16 21}\n\n {PLACE_IMAGE (\"scenery/trash.png\") 41 34}\n {PLACE_IMAGE (\"scenery/trash.png\") 22 43}\n {PLACE_IMAGE (\"scenery/trash.png\") 31 17}\n\n {PLACE_IMAGE (\"items/axe.png\") 7 16}\n\n {ITEM_CRYSTAL_GLYPH_MESSAGE 63 35}\n\n {ITEM_CRYSTAL_GLYPH_GATE 21 3}\n\n {PLACE_IMAGE scenery/banner-uria-standing-sw.png 16 13}\n {PLACE_IMAGE scenery/banner-uria-standing-sw.png 21 11}\n {PLACE_IMAGE scenery/banner-uria-standing-sw.png 26 13}\n {PLACE_IMAGE scenery/banner-uria-standing-sw.png 21 16}\n\n {PLACE_IMAGE scenery/banner-uria-standing.png 26 54}\n\n {PLACE_IMAGE scenery/banner-uria-standing-sw.png 66 48}\n {PLACE_IMAGE scenery/banner-uria-standing-sw.png 65 48}\n {PLACE_IMAGE scenery/banner-uria-standing-sw.png 67 49}\n\n {PLACE_IMAGE scenery/banner-uria-standing.png 30 5}\n\n # NOTE: the following objects must be removed manually on setup floor 2\n\n {SET_LABEL 61 44 _\"Transport Access\"}\n\n {SET_LABEL 14 15 _\"Storerooms\"}\n\n {SET_LABEL 25 9 _\"Guard Post\"}\n\n {SET_LABEL 17 12 _\"Entrance\"}\n\n [time_area]\n id=outdoors\n x=0-9,0-7,0-5,0-3,0-1\n y=0-4, 5, 6, 7, 8\n {LONGDARK2}\n [/time_area]\n\n {CAVE_WATER_SOUND_SOURCE 51 20}\n [+sound_source]\n id=floor_1_water_sound_source_1\n [/sound_source]\n\n {CAVE_WATER_SOUND_SOURCE 51 48}\n [+sound_source]\n id=floor_1_water_sound_source_2\n [/sound_source]\n [/event]\n\n#define FINALE_A_ACTIVATE_SIDE _SIDE\n [modify_side]\n side={_SIDE}\n {GOLD 80 90 100}\n {INCOME 2 3 4}\n hidden=no\n [/modify_side]\n#enddef\n\n#define FINALE_A_RECRUITMENT_MECHANICS_NOTE\n {OBJECTIVE_NOTE ( _ \"All recruits are free of cost and require zero upkeep\")}\n {OBJECTIVE_NOTE ( _ \"You can only have up to eight allies on the map simultaneously\")}\n#enddef\n\n #\n # Initial events.\n #\n\n [event]\n name=start\n\n {LOCK_VIEW}\n\n {MOVE_UNIT id=Vyrelyam 12,12,21 7,9,14}\n\n [unhide_unit]\n side=1\n [/unhide_unit]\n\n [redraw]\n side=1 # Refresh shroud\n [/redraw]\n\n {MOVE_UNIT id=Teremor 24 14}\n\n [message]\n speaker=Teremor\n message= _ \"What brings you here?\"\n [/message]\n\n [message]\n speaker=Vyrelyam\n # po: \"The Fire of Uria\" refers to Elyssa.\n message= _ \"A message from the Demon Lord of the Storms, for the Fire of Uria.\"\n [/message]\n\n [message]\n speaker=Ryghel\n message= _ \"The captain said we are not supposed to let anyone in for now! You\u2019ll have to wait until he comes back from his inspection.\"\n [/message]\n\n [message]\n speaker=Vyrelyam\n message= _ \"Time is of the essence. Do you really wish to anger your masters by making them wait more than is absolutely necessary?\"\n [/message]\n\n [message]\n speaker=Teremor\n message= _ \"Look, wench, our masters can go to hell for all I care. You can either deliver your damn message to the captain and convince him to let you pass, or just forget about it. Unless you would prefer to entertain us for a while in exchange for letting you pass, heh heh.\"\n [/message]\n\n [message]\n speaker=Vyrelyam\n message= _ \"I want to speak to your captain. Where is he?\"\n [/message]\n\n {MOVE_UNIT id=Teremor 25 15}\n\n {FACE_DIRECTION id=Teremor nw}\n\n [message]\n speaker=Ryghel\n message= _ \"He\u2019s probably in the storerooms right now. Go to your right and turn at the last passage down the corridor.\"\n [/message]\n\n #\n # Prevent side 1 units from wandering outside.\n #\n\n [terrain]\n terrain=Xv^Xo\n layer=overlay\n x=15,16,17\n y=12,11,11\n [/terrain]\n\n {OBJECTIVES (\n side=1\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Talk to the guard captain\")}\n\n {UNLIMITED_PLAYER_MOVES_NOTE}\n {FINALE_A_RECRUITMENT_MECHANICS_NOTE}\n {OBJECTIVE_NO_CARRYOVER}\n )}\n\n {UNLOCK_VIEW}\n [/event]\n\n {UNLIMITED_PLAYER_MOVES}\n\n [event]\n name=moveto\n [filter]\n id=Vyrelyam\n x=11-21,12,18\n y=26-30,25,25\n [/filter]\n\n {CLEAR_CAVE_SHROUD (\n x,y=18,27\n radius=7\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n [message]\n speaker=Captain Verathorn\n message= _ \"Who goes there?\"\n [/message]\n\n [if]\n {VARIABLE_NUMERICAL_LESS_THAN x1 15}\n [then]\n {MOVE_UNIT id=Vyrelyam 15 28}\n [/then]\n [/if]\n\n [message]\n speaker=Vyrelyam\n message= _ \"Sir, I have been sent by the Demon Lord of the Storms to bring a message to\u2014\"\n [/message]\n\n [message]\n speaker=Captain Verathorn\n message= _ \"Is it anything you aren\u2019t allowed to pass on to me?\"\n [/message]\n\n [message]\n speaker=Vyrelyam\n message= _ \"... Yes, quite so. I would prefer to talk to the Fire in pe\u2014\" # wmllint: no spellcheck\n [/message]\n\n [message]\n speaker=Captain Verathorn\n message= _ \"The Fire does not want to see anyone right now in her chamber, or anywhere else for that matter. She said so herself: \u201cI don\u2019t want anyone coming into this fortress tonight\u201d. Maybe those deaf sluggards at the main gate need a lesson or two...?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Captain Verathorn\n message= _ \"What\u2019s your name, girl?\"\n [/message]\n\n [message]\n speaker=Vyrelyam\n message= _ \"Vyrelyam, sir.\"\n [/message]\n\n [message]\n speaker=Captain Verathorn\n message= _ \"I hadn\u2019t seen your face around before. But there\u2019s something oddly familiar about it...\"\n [/message]\n\n [message]\n speaker=Vyrelyam\n message= _ \"Is that so? ... Perhaps you may also recall torturing an elf or two...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Captain Verathorn\n message= _ \"YOU\u2014\"\n [/message]\n\n {THUNDER ()}\n\n [kill]\n id=Captain Verathorn\n animate=yes\n [/kill]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Vyrelyam\n message= _ \"Well... that didn\u2019t work as planned. We must find a way to open that gate by ourselves.\"\n [/message]\n\n {NAMED_LOYAL_UNIT 4 \"Chaos Magus\" 28 13 Melor ( _ \"Melor\")} {FACING sw} {GUARDIAN}\n {NAMED_LOYAL_UNIT 4 \"Chaos Bowman\" 24 11 Irumia ( _ \"Irumia\")} {FACING se} {GUARDIAN}\n {NAMED_LOYAL_UNIT 4 \"Blood Imp\" 23 13 Harakas ( _ \"Harakas\")} {FACING sw} {GUARDIAN}\n\n {OBJECTIVES (\n side=1\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Move your leader back to the entrance chamber\")}\n\n {UNLIMITED_PLAYER_MOVES_NOTE}\n {FINALE_A_RECRUITMENT_MECHANICS_NOTE}\n {OBJECTIVE_NO_CARRYOVER}\n )}\n\n [event]\n name=moveto\n [filter]\n id=Vyrelyam\n x=14-28,17-26\n y= 8-14,15-16\n [/filter]\n\n [fire_event]\n name=reveal elynia\n [/fire_event]\n [/event]\n [/event]\n\n [event]\n name=reveal elynia\n\n {LOCK_VIEW}\n\n [message]\n speaker=Irumia\n message= _ \"There she is!\"\n [/message]\n\n [message]\n speaker=Melor\n message= _ \"Your illusions can\u2019t deceive me, faerie witch!\"\n [/message]\n\n [scroll_to_unit]\n id=Vyrelyam\n [/scroll_to_unit]\n\n {THUNDER (\n [fire_event]\n name=restore elynia\n [/fire_event]\n )}\n\n {REPLACE_SCENARIO_MUSIC (\"the_city_falls.ogg\")}\n\n {PLAY_LEVELIN_ANIM id=Elynia}\n\n [scroll_to_unit]\n id=Elynia\n [/scroll_to_unit]\n\n [modify_side]\n side=1\n team_name=good\n user_team_name= _ \"team_name^Elynia\"\n [/modify_side]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Teremor\n message= _ \"Seize her, quickly!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"There goes our infiltration plan. To arms!\"\n [/message]\n\n #\n # Everyone's locked in now.\n #\n\n [terrain]\n terrain=Xv^Zz/\n layer=overlay\n x=15,16,17\n y=12,11,11\n [/terrain]\n\n [redraw][/redraw]\n\n [sound]\n name=gate.ogg\n [/sound]\n\n [delay]\n time=250\n [/delay]\n\n {REMOVE_EVENT_BARRIER (\"*^Zz\\,*^Zz/,*^Zz|\") 24 10}\n\n {FINALE_A_ACTIVATE_SIDE 4}\n\n {DISABLE_UNLIMITED_PLAYER_MOVES}\n\n {ALLOW_END_TURN}\n\n [modify_turns]\n {QUANTITY add 80 88 86}\n [/modify_turns]\n\n {OBJECTIVES (\n side=1\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Find a way to open the main access gate\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {TURNS_RUN_OUT}\n\n {FINALE_A_RECRUITMENT_MECHANICS_NOTE}\n {OBJECTIVE_NO_CARRYOVER}\n )}\n\n {UNLOCK_VIEW}\n\n #\n # Make player hits always land for the first two turns.\n #\n\n {VARIABLE finale_a_player_cth yes}\n\n [event]\n delayed_variable_substitution=no\n name=\"turn $($turn_number + 2)\"\n\n {VARIABLE finale_a_player_cth no}\n [/event]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=21,3\n [/filter]\n {ON_FLOOR 1}\n\n {GATE_GLYPH_ACTIONS 25 16}\n\n {OBJECTIVES (\n side=1\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Proceed through the main access gate\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {TURNS_RUN_OUT}\n\n {FINALE_A_RECRUITMENT_MECHANICS_NOTE}\n {OBJECTIVE_NO_CARRYOVER}\n )}\n [/event]\n\n#define FINALE_A_ELYNIA_THOUGHTS _MESSAGE\n [message]\n speaker=narrator\n caption= _ \"Elynia\"\n image= # wmllint: ignore\n message=\"\"+{_MESSAGE}+\"\" # wmllint: ignore\n [/message]\n#enddef\n\n [event]\n name=moveto\n [filter]\n id=Elynia\n x=24-46,26\n y=16-28,15\n [/filter]\n {ON_FLOOR 1}\n\n {REPLACE_SCENARIO_MUSIC \"siege_of_laurelmor.ogg\"}\n {APPEND_MUSIC \"knalgan_theme.ogg\"}\n {APPEND_MUSIC \"suspense.ogg\"}\n {APPEND_MUSIC \"the_city_falls.ogg\"}\n\n {FINALE_A_ELYNIA_THOUGHTS ( _ \"And thus I descend into the darkness of Uria\u2019s key stronghold on Irdya...\")}\n\n {FINALE_A_ELYNIA_THOUGHTS ( _ \"Ergea\u2019s words were clear: we do not have a chance to win this war and purge the corrupted goddess\u2019 influence from this earth; not without the power hidden beneath Kalari.\")}\n\n {FINALE_A_ELYNIA_THOUGHTS ( _ \"I do not intend to stand watching while she turns our ruined world into breeding grounds for her invasion army. Neither could I bear to live knowing that it is in her plans to tear another world apart and threaten our very reality to quench her dreadful thirst for power. I have to do something to prevent that.\")}\n\n {FINALE_A_ELYNIA_THOUGHTS ( _ \"No matter the cost.\")}\n [/event]\n\n #\n # Shaxthal Stormblade miniboss event.\n #\n\n [event]\n name=moveto\n [filter]\n side=1\n x=18-29\n y=42-49\n [/filter]\n {ON_FLOOR 1}\n\n {LOCK_VIEW}\n\n [unit]\n side=11\n id=Espreon\n # NOTE: this unit has no visible in-game name. This is deliberate.\n type=Shaxthal Stormblade\n level=4\n x,y=28,53\n facing=ne\n #{IS_BOSS}\n max_hitpoints=79\n generate_name=no\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_ARMORED}\n {TEAM_COLOR_OVERRIDE () teal}\n [/modifications]\n [/unit]\n\n {CLEAR_CAVE_SHROUD (\n x,y=25,48\n radius=10\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=28,53\n [/scroll_to]\n\n {HIGHLIGHT_GOAL x,y=28,53}\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n [filter_adjacent_location]\n terrain=*^Xo\n [/filter_adjacent_location]\n [/filter_location]\n [/filter]\n [filter_condition]\n [have_unit]\n id=Elynia\n [/have_unit]\n [/filter_condition]\n {ON_FLOOR 1}\n\n [allow_undo][/allow_undo]\n\n [if]\n [have_unit]\n id=Elynia\n x,y=$x1,$y1\n [/have_unit]\n [then]\n [message]\n speaker=unit\n message= _ \"elynia^This is not the right corridor. We must find a way leading to the transport room.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Elynia\n message= _ \"elynia^That is not the right corridor. We must find a way leading to the transport room.\"\n [/message]\n [/else]\n [/if]\n [/event]\n\n #\n # Gold coins.\n #\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=1\n x=48,49,42\n y=29,30,35\n [/filter]\n {ON_FLOOR 1}\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=unit\n message= _ \"Just a bunch of gold coins. Too bad that they are rather weighty and we have no use for them at this time.\"\n [/message]\n [/event]\n\n #\n # Empty chest.\n #\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=1\n x,y=48,30\n [/filter]\n {ON_FLOOR 1}\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=unit\n message= _ \"There\u2019s nothing in this chest.\"\n [/message]\n [/event]\n\n #\n # Potion of Life.\n #\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=41,36\n [not]\n id=Elynia\n [/not]\n [/filter]\n [filter_condition]\n [not]\n [have_unit]\n id=Elynia\n [filter_wml]\n [variables]\n have_full_heal_potion=yes\n [/variables]\n [/filter_wml]\n [/have_unit]\n [/not]\n [/filter_condition]\n {ON_FLOOR 1}\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=unit\n message= _ \"This potion flask seems important. Let the Lady of Light come to examine it.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=41,36\n id=Elynia\n [not]\n [filter_wml]\n [variables]\n have_full_heal_potion=yes\n [/variables]\n [/filter_wml]\n [/not]\n [/filter]\n {ON_FLOOR 1}\n\n {VARIABLE unit.variables.have_full_heal_potion yes}\n\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [sound]\n name=potion.ogg\n [/sound]\n\n [delay]\n time=250\n [/delay]\n\n [heal_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n amount=\"full\"\n animate=yes\n restore_statuses=yes\n [/heal_unit]\n\n [sound]\n name=heal.wav\n [/sound]\n\n [object]\n id=potion_of_life\n [filter]\n x,y=$x1,$y1\n [/filter]\n image=icons/potion-cyan-4.png\n name= _ \"Potion of Life\"\n description= _ \"This potion grants the Regenerates ability, allowing the unit to heal itself 8 HP per turn or remove the poison effect.\"\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_REGENERATES}\n [/abilities]\n [/effect]\n [/object]\n\n [message]\n speaker=Elynia\n message= _ \"Hm, this might prove useful later.\"\n [/message]\n [/event]\n\n #\n # Potion of yummy.\n #\n\n [event]\n name=potion of yummy\n first_time_only=no\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [heal_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n animate=no\n amount=1\n [/heal_unit]\n\n [transient_message]\n caption= _ \"Potion of Magnificent Taste\"\n image=icons/potion_red_medium.png\n sound=potion.ogg\n message= _ \"The potion\u2019s stupendous and reinvigorating taste heals the unit by 1 HP.\"\n [/transient_message]\n [/event]\n\n#define FINALE_A_POTION_OF_YUMMY _FLOOR _X _Y\n [event]\n name=moveto\n [filter]\n side=1\n x={_X}\n y={_Y}\n [/filter]\n {ON_FLOOR {_FLOOR} }\n\n [fire_event]\n name=potion of yummy\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/event]\n#enddef\n\n {FINALE_A_POTION_OF_YUMMY 1 18 21}\n\n {FINALE_A_POTION_OF_YUMMY 1 8 17}\n\n {FINALE_A_POTION_OF_YUMMY 1 33 10}\n\n {FINALE_A_POTION_OF_YUMMY 1 47 30}\n\n #\n # Excalibur\n #\n\n {PLACE_IMAGE items/sword.png 40 34}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=40,34\n [/filter]\n {ON_FLOOR 1}\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [transient_message]\n caption= _ \"Legendary Sword\"\n image=attacks/sword-orcish.png\n message= _ \"This sword, forgotten by time, once belonged to a legendary hero who presumably died in a glorious and dignified fashion like real heroes are wont to do. Unfortunately, since then it has rusted beyond use, and as the unit picks it up it snaps in half. The sword is now only marginally better than a small rock in combat \u2014 not that Elynia has any units that are trained in sword-fighting anyway.\"\n [/transient_message]\n [/event]\n\n #\n # Pickup-able items implementation code.\n #\n # This is somewhat reminiscent of the PICKUPPABLE_ITEM macro in mainline,\n # but not identical. The macro in question is simply incompatible with\n # segmented scenarios.\n #\n\n#define FINALE_A_ITEM_EVENT _ID _FLOOR _X _Y _ELIGIBLE_SUF _ICON _ELIGIBLE_MESSAGE _INELIGIBLE_MESSAGE _OBJECT\n [event]\n name=prestart\n {VARIABLE (\"picked_up_\"+{_ID}) no}\n [/event]\n\n [event]\n name=victory\n {CLEAR_VARIABLE (\"picked_up_\"+{_ID})}\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x={_X}\n y={_Y}\n [/filter]\n [filter_condition]\n {VARIABLE_BOOLEAN_EQUALS (\"picked_up_\"+{_ID}) no}\n [/filter_condition]\n {ON_FLOOR {_FLOOR} }\n\n [if]\n [have_unit]\n x,y=$x1,$y1\n {_ELIGIBLE_SUF}\n [/have_unit]\n [then]\n [message]\n speaker=narrator\n image={_ICON}\n message={_ELIGIBLE_MESSAGE}+\"\n\n\"+_\"Should this unit take it?\"\n [option]\n label= _ \"Take it.\"\n [command]\n {_OBJECT}\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n {VARIABLE (\"picked_up_\"+{_ID}) yes}\n [/command]\n [/option]\n [option]\n label= _ \"Leave it.\"\n [command]\n [allow_undo][/allow_undo]\n [/command]\n [/option]\n [/message]\n [/then]\n [else]\n [message]\n speaker=narrator\n image={_ICON}\n message={_INELIGIBLE_MESSAGE}\n [/message]\n\n [allow_undo][/allow_undo]\n [/else]\n [/if]\n [/event]\n#enddef\n\n #\n # Axe.\n #\n\n {FINALE_A_ITEM_EVENT throwing_axe\n 1 7 16\n (type=\"Demon Grunt,Demon Warrior\")\n (\"attacks/axe-crude.png\")\n ( _ \"This small axe is not particularly suitable for combat at close quarters, but it may come in handy as a throwable weapon.\")\n ( _ \"This small axe could be useful in the hands of a trained man or demon fighter.\")\n (\n [object]\n id=throwing_axe\n image=\"attacks/axe-crude.png\"\n name= _ \"Small Axe\"\n description= _ \"The unit wielding this weapon may use it for long range combat to inflict some considerable blade damage.\"\n\n duration=forever\n [filter]\n x,y=$x1,$y1\n [/filter]\n\n [effect]\n apply_to=\"new_attack\"\n name=throwing axe\n description= _ \"throwing axe\"\n icon=\"attacks/axe-crude.png\"\n type=blade\n range=ranged\n damage=10\n number=2\n [/effect]\n\n [effect]\n apply_to=\"new_animation\"\n [attack_anim]\n [filter_attack]\n name=throwing axe\n [/filter_attack]\n start_time=-450\n {MISSILE_FRAME_HATCHET}\n [frame]\n duration=400\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n sound=hatchet.wav\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n sound=hatchet-miss.wav\n [/frame]\n [/else]\n [frame]\n duration=100\n [/frame]\n [/attack_anim]\n [/effect]\n [/object]\n )}\n\n #\n # Potion of poison.\n #\n\n {FINALE_A_ITEM_EVENT poison_jar\n 1 16 21\n (type=\"Demon,Demon Zephyr,Demon Grunt,Demon Warrior,Saurian Augur,Saurian Oracle,Saurian Soothsayer,Saurian Skirmisher,Saurian Ambusher,Saurian Flanker\")\n (\"icons/potion-green-1.png\")\n ( _ \"The poison in the jar could be poured on claws or weapons and used against living opponents in melee combat to increase attack efficiency through its devastating effects on their health.\")\n ( _ \"This large jar contains poison that could be poured on claws or weapons and used against living opponents by a trained melee fighter or a staff-wielding magic user.\")\n (\n [object]\n id=poison_jar\n image=\"icons/potion-green-1.png\"\n name= _ \"Poison Jar\"\n description= _ \"The unit employing this foul-smelling death catalyst can poison living opponents by dealing damage with its melee attacks.\"\n\n duration=forever\n [filter]\n x,y=$x1,$y1\n [/filter]\n\n [effect]\n apply_to=\"attack\"\n range=melee\n [set_specials]\n mode=append\n {WEAPON_SPECIAL_POISON}\n [/set_specials]\n [/effect]\n [/object]\n )}\n\n #\n # Message glyphs.\n #\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=63,35\n [/filter]\n {ON_FLOOR 1}\n\n [allow_undo][/allow_undo]\n\n {MSG_GLYPH ( _ \"On the day of the Longest Night, the New Guardian of Darkness shall rise from beyond to claim her rightful place amongst the Guardians of the Second Cycle.\")}\n\n {MSG_GLYPH ( _ \"On that day, the New Guardian of Life shall rise again, more powerful than before.\")}\n\n {MSG_GLYPH ( _ \"That is the day we have lived for.\")}\n\n {MSG_GLYPH ( _ \"The day that shall bring upon our doomed existence the promise of a new beginning.\")}\n [/event]\n\n ############################################################################\n # #\n # ELEVATOR #\n # #\n ############################################################################\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=1\n {FINALE_A_TRANSPORTER_ROOM_SLF}\n [/filter]\n [filter_condition]\n [have_unit]\n side=1\n [filter_location]\n [not]\n {FINALE_A_TRANSPORTER_ROOM_SLF}\n [/not]\n [/filter_location]\n [/have_unit]\n [/filter_condition]\n {ON_FLOOR 1}\n\n [message]\n speaker=Elynia\n message= _ \"We must all enter the transport room together \u2014 nobody should be left behind.\"\n [/message]\n\n {OBJECTIVES (\n side=1\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Gather all your on-map units in the transport room\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {TURNS_RUN_OUT}\n\n {FINALE_A_RECRUITMENT_MECHANICS_NOTE}\n {OBJECTIVE_NO_CARRYOVER}\n )}\n\n #\n # NOTE: if the player's only remaining unit is Elynia, then\n # this event never triggers and she's instantly taken to the\n # next segment by the next event handler. Hence there's no\n # need to clarify the victory objectives above.\n #\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=1\n {FINALE_A_TRANSPORTER_ROOM_SLF}\n [/filter]\n [filter_condition]\n [not]\n [have_unit]\n side=1\n [filter_location]\n [not]\n {FINALE_A_TRANSPORTER_ROOM_SLF}\n [/not]\n [/filter_location]\n [/have_unit]\n [/not]\n [/filter_condition]\n {ON_FLOOR 1}\n\n # Onwards to floor 2.\n\n {SWITCH_FLOOR 2}\n [/event]\n\n ############################################################################\n # #\n # SECOND FLOOR #\n # #\n ############################################################################\n\n#define FINALE_A_ELEVATOR_RUMBLE\n #\n # TODO: SFX\n #\n [scroll]\n x=5\n y=0\n [/scroll]\n [scroll]\n x=-10\n y=0\n [/scroll]\n [scroll]\n x=5\n y=5\n [/scroll]\n [scroll]\n x=0\n y=-10\n [/scroll]\n [scroll]\n x=0\n y=5\n [/scroll]\n#enddef\n\n [event]\n name=leave floor 1\n\n [remove_item]\n x,y=70,51\n [/remove_item]\n\n [kill]\n x,y=68,50\n animate=yes\n fire_event=yes\n [/kill]\n\n [terrain]\n x,y=68,50\n terrain=Xu\n [/terrain]\n\n [place_shroud]\n side=1\n [not]\n {FINALE_A_TRANSPORTER_ROOM_SLF}\n [/not]\n [/place_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [store_unit]\n [filter]\n {FINALE_A_SUF_PLAYER_UNITS_ON_MAP}\n [/filter]\n variable=player_units_store\n kill=no\n [/store_unit]\n\n [foreach]\n array=player_units_store\n variable=player_unit\n [do]\n {VARIABLE player_unit.facing nw}\n {VARIABLE player_unit.attacks_left $player_unit.max_attacks}\n {VARIABLE player_unit.moves $player_unit.max_moves}\n\n [unstore_unit]\n variable=player_unit\n find_vacant=no\n [/unstore_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE player_units_store}\n\n #\n # TODO: SFX\n #\n\n [delay]\n time=750\n [/delay]\n\n [message]\n {FINALE_A_SUF_PLAYER_UNIT_OR_ELYNIA}\n message= _ \"Now what?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n # The setup event may extend the delay further\n # while actions are processed.\n [/event]\n\n [event]\n name=setup floor 2\n #first_time_only=no\n\n [modify_turns]\n {QUANTITY add 80 88 86}\n [/modify_turns]\n\n # Post-floor 1 cleanup\n\n {SET_LABEL 61 44 \"\"}\n\n {SET_LABEL 14 15 \"\"}\n\n {SET_LABEL 25 9 \"\"}\n\n {SET_LABEL 17 12 \"\"}\n\n [time_area]\n id=outdoors\n remove=yes\n [/time_area]\n\n # Setup objects\n\n [time_area]\n id=hive\n {INDOORS_HIVE}\n\n #\n # The final area.\n #\n\n x=20-60,61-68,25-58,30-52,32,41 ,47,53-58,53-57,53-55,53\n y= 0-34, 0-24,35-42,43-47,48,48-50,48,40-42,43 ,44 ,45\n [not]\n x,y=30,47\n [/not]\n\n #\n # Satellite hive portions near the main\n # council room.\n #\n\n [or]\n x=55,56,57-58,59-60,61 ,62 ,63,59\n y=56,55,55-59,56-60,58-61,59-61,59,61\n [/or]\n\n [or]\n x= 0-18,19-30,31-33,21-25,25,26,27\n y=49-68,51-61,54-60,62-64,65,63,64\n [/or]\n\n [or]\n x=40-46\n y=63-68\n [/or]\n [/time_area]\n\n [store_starting_location]\n side=7\n [/store_starting_location]\n\n [unit]\n side=7\n canrecruit=yes\n x,y=$location.x,$location.y\n type=Lumeril Guard\n id=Agathylas\n name= _ \"Agathylas\"\n facing=s\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n {FINALE_A_ACTIVATE_SIDE 7}\n\n [capture_village]\n side=7\n x,y=$location.x,$location.y\n radius=4\n [/capture_village]\n\n # Side 3 and 8 leader and gold set up in later moveto events.\n\n {CLEAR_VARIABLE location}\n\n {FINALE_A_GUARDIAN 7 (Doom Guard) 72 43} {FACING s}\n {FINALE_A_GUARDIAN 7 (Doom Guard) 70 39} {FACING se}\n {FINALE_A_GUARDIAN 7 (Doom Guard) 75 41} {FACING sw}\n\n {FINALE_A_GUARDIAN 8 (Shaxthal Turret) 51 62}\n {FINALE_A_GUARDIAN 8 (Shaxthal Turret) 56 64}\n {FINALE_A_GUARDIAN 8 (Shaxthal Turret) 34 62}\n {FINALE_A_GUARDIAN 8 (Shaxthal Turret) 27 48}\n\n {FINALE_A_GUARDIAN 8 (Shaxthal Turret) 48 42}\n\n {FINALE_A_GUARDIAN 8 (Verlissh Matrix Flow System) 41 43}\n {FINALE_A_GUARDIAN 8 (Verlissh Matrix Flow System) 42 44}\n {FINALE_A_GUARDIAN 8 (Verlissh Matrix Flow System) 43 42}\n\n {FINALE_A_GUARDIAN 8 (Verlissh Matrix Flow System) 40 46}\n {FINALE_A_GUARDIAN 8 (Verlissh Matrix Flow System) 58 56}\n\n {FINALE_A_GUARDIAN 8 (Verlissh Matrix Flow System) 37 26}\n {FINALE_A_GUARDIAN 8 (Verlissh Matrix Flow System) 44 29}\n {FINALE_A_GUARDIAN 8 (Verlissh Matrix Flow System) 42 30}\n {FINALE_A_GUARDIAN 8 (Verlissh Matrix Flow System) 48 29}\n {FINALE_A_GUARDIAN 8 (Verlissh Matrix Flow System) 31 26}\n\n {FINALE_A_GUARDIAN 8 (Psy Crawler) 42 39} {FACING sw}\n {FINALE_A_GUARDIAN 8 (Psy Crawler) 40 41} {FACING se}\n {FINALE_A_GUARDIAN 8 (Psy Crawler) 49 42} {FACING sw}\n\n {FINALE_A_GUARDIAN 8 (Shaxthal Rayblade) 46 60} {FACING se}\n {FINALE_A_GUARDIAN 8 (Shaxthal Rayblade) 50 59} {FACING sw}\n {FINALE_A_GUARDIAN 8 (Shaxthal Rayblade) 44 56} {FACING sw}\n\n {FINALE_A_GUARDIAN 8 (Shaxthal Worm) 35 40} {FACING se} {PALETTE shaxthal_drone_base shaxthal_drone_brown}\n {FINALE_A_GUARDIAN 8 (Shaxthal Worm) 34 41} {FACING se} {PALETTE shaxthal_drone_base shaxthal_drone_purple}\n {FINALE_A_GUARDIAN 8 (Shaxthal Worm) 32 42} {FACING se} {PALETTE shaxthal_drone_base shaxthal_drone_brown}\n {FINALE_A_GUARDIAN 8 (Shaxthal Worm) 39 43} {FACING sw} {PALETTE shaxthal_drone_base shaxthal_drone_cyan}\n {FINALE_A_GUARDIAN 8 (Shaxthal Worm) 41 47} {FACING sw} {PALETTE shaxthal_drone_base shaxthal_drone_brown}\n {FINALE_A_GUARDIAN 8 (Shaxthal Worm) 51 41} {FACING sw} {PALETTE shaxthal_drone_base shaxthal_drone_brown}\n\n {FINALE_A_GUARDIAN 8 (Shaxthal Sentry Drone) 75 38} {FACING sw}\n {FINALE_A_GUARDIAN 8 (Shaxthal Sentry Drone) 77 41} {FACING sw}\n\n {FINALE_A_GUARDIAN 8 (Shaxthal Drone) 60 56} {FACING sw}\n {FINALE_A_GUARDIAN 8 (Shaxthal Drone) 61 60} {FACING nw}\n {FINALE_A_GUARDIAN 8 (Shaxthal Drone) 56 55} {FACING sw}\n\n {FINALE_A_GUARDIAN 8 (Shaxthal Drone) 41 63} {FACING n}\n {FINALE_A_GUARDIAN 8 (Shaxthal Drone) 33 57} {FACING se}\n\n {FINALE_A_GUARDIAN 8 (Shaxthal Drone) 44 40} {FACING sw}\n\n {FINALE_A_GUARDIAN 8 (Shaxthal Runner Drone) 48 45} {FACING nw}\n\n {FINALE_A_GUARDIAN 8 (Shaxthal Drone) 53 43} {FACING nw}\n\n {FINALE_A_GUARDIAN 3 (Lumeril Guard) 38 53} {FACING se}\n\n {FINALE_A_GUARDIAN 3 (Imp) 37 55} {FACING se}\n {FINALE_A_GUARDIAN 3 (Imp) 40 53} {FACING se}\n\n {FINALE_A_GUARDIAN 3 (Imp) 54 63} {FACING se}\n\n {FINALE_A_GUARDIAN 3 (Chaos Invader) 39 57} {FACING se}\n {FINALE_A_GUARDIAN 3 (Chaos Invader) 43 60} {FACING se}\n {FINALE_A_GUARDIAN 3 (Chaos Gunner) 45 58} {FACING sw}\n {FINALE_A_GUARDIAN 3 (Chaos Gunner) 48 60} {FACING se}\n\n {FINALE_A_GUARDIAN 3 (Chaos Magus) 24 46} {FACING se}\n\n {FINALE_A_GUARDIAN 3 (Dark Knight) 67 59} {FACING ne}\n\n {FINALE_A_GUARDIAN 3 (Chaos Crossbowman) 59 65} {FACING se}\n {FINALE_A_GUARDIAN 3 (Chaos Crossbowman) 57 66} {FACING se}\n\n {NAMED_LOYAL_UNIT 3 (Chaos Lorekeeper) 39 60 \"Mal Boras\" ( _ \"Mal Boras\") } {FACING ne} {GUARDIAN}\n\n [unit]\n side=3\n x,y=46,55\n type=Lich\n id=Mal Gulgolet\n name= _ \"Mal Gulgolet\"\n facing=se\n [modifications]\n {TRAIT_UNDEAD}\n {TRAIT_LOYAL}\n [/modifications]\n [/unit]\n {NO_UPKEEP} {GUARDIAN}\n\n {FINALE_A_GUARDIAN 3 (Chaos Headhunter) 65 56} {FACING nw}\n {FINALE_A_GUARDIAN 3 (Chaos Headhunter) 71 61} {FACING sw}\n\n {FINALE_A_GUARDIAN 2 (Abomination) 55 29} {FACING sw}\n {FINALE_A_GUARDIAN 2 (Abomination) 52 31} {FACING ne}\n\n {FINALE_A_GUARDIAN 2 (Ghoul) 53 26} {FACING s}\n\n {FINALE_A_GUARDIAN 12 (Blood Bat) 30 19} {FACING s}\n {FINALE_A_GUARDIAN 12 (Vampire Bat) 27 24} {FACING se}\n {FINALE_A_GUARDIAN 12 (Vampire Bat) 30 24} {FACING se}\n\n {FINALE_A_GUARDIAN 12 (Walking Corpse) 29 21} {FACING s} {VARIATION saurian}\n {FINALE_A_GUARDIAN 12 (Walking Corpse) 30 27} {FACING ne} {VARIATION bat}\n {FINALE_A_GUARDIAN 12 (Walking Corpse) 32 25} {FACING ne} {VARIATION saurian}\n\n {FINALE_A_GUARDIAN 2 (Demon Zephyr) 54 46} {FACING se}\n\n {FINALE_A_GUARDIAN 12 (Tentacle of the Deep) 36 8}\n {FINALE_A_GUARDIAN 12 (Tentacle of the Deep) 35 10}\n {FINALE_A_GUARDIAN 12 (Tentacle of the Deep) 38 7}\n\n {FINALE_A_GUARDIAN 12 (Giant Rat) 41 5} {FACING sw}\n {FINALE_A_GUARDIAN 12 (Giant Rat) 35 5} {FACING se}\n {FINALE_A_GUARDIAN 12 (Giant Rat) 31 11} {FACING ne}\n\n {FINALE_A_GUARDIAN 12 (Giant Rat) 33 18} {FACING se}\n\n {FINALE_A_GUARDIAN 12 (Leech) 38 28}\n {FINALE_A_GUARDIAN 12 (Leech) 42 24}\n {FINALE_A_GUARDIAN 12 (Leech) 45 27}\n {FINALE_A_GUARDIAN 12 (Leech) 50 28}\n {FINALE_A_GUARDIAN 12 (Leech) 28 22}\n\n {FINALE_A_GUARDIAN 7 (Demon Zephyr) 62 65} {FACING se}\n\n {PLACE_IMAGE scenery/trash.png 44 9}\n {PLACE_IMAGE scenery/trash.png 57 20}\n {PLACE_IMAGE scenery/trash.png 31 27}\n {PLACE_IMAGE scenery/trash.png 61 61}\n\n {PLACE_IMAGE \"items/bones.png~FL(horiz)\" 44 25}\n {PLACE_IMAGE \"items/bones.png\" 46 32}\n {PLACE_IMAGE \"items/bones.png~FL(horiz)\" 52 32}\n\n {PLACE_IMAGE \"items/box.png\" 62 49}\n\n {PLACE_IMAGE scenery/banner-uria-standing-sw.png 39 57}\n {PLACE_IMAGE scenery/banner-uria-standing-sw.png 44 59}\n\n {PLACE_IMAGE scenery/banner-uria-standing.png 41 53}\n {PLACE_IMAGE scenery/banner-uria-standing.png 40 53}\n {PLACE_IMAGE scenery/banner-uria-standing.png 39 54}\n {PLACE_IMAGE scenery/banner-uria-standing.png 38 54}\n\n {PLACE_IMAGE scenery/banner-uria-standing.png 51 58}\n {PLACE_IMAGE scenery/banner-uria-standing.png 50 58}\n {PLACE_IMAGE scenery/banner-uria-standing.png 49 59}\n {PLACE_IMAGE scenery/banner-uria-standing.png 48 59}\n\n # The abandoned iron council room glyphs are handled by\n # a separate handler further below.\n\n {SET_LABEL 49 60 _\"Council Chamber\"}\n {SET_LABEL 45 13 _\"Abandoned Council Chamber\"}\n\n {ITEM_CRYSTAL_GLYPH 29 9}\n\n {REMOVE_SOUND_SOURCE floor_1_water_sound_source_1,floor_1_water_sound_source_2}\n\n {CAVE_WATER_SOUND_SOURCE 14 42}\n [+sound_source]\n id=floor_2_water_sound_source_1\n [/sound_source]\n\n {CAVE_WATER_SOUND_SOURCE 46 45}\n [+sound_source]\n id=floor_2_water_sound_source_2\n [/sound_source]\n\n {CAVE_WATER_SOUND_SOURCE 37 8}\n [+sound_source]\n id=floor_2_water_sound_source_3\n [/sound_source]\n [/event]\n\n [event]\n name=enter floor 2\n\n # Coming back from that lengthy delay...\n\n [repeat]\n times=24\n [do]\n {FINALE_A_ELEVATOR_RUMBLE}\n [/do]\n [/repeat]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"The transporter abruptly stops.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [terrain]\n x,y=68,50\n terrain=Rr\n [/terrain]\n\n #\n # TODO: SFX\n #\n\n [redraw]\n side=1\n [/redraw]\n\n [delay]\n time=750\n [/delay]\n\n {MOVE_UNIT id=Elynia 67 50}\n\n [redraw]\n side=1\n [/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"I recognize this corridor. Onwards!\"\n [/message]\n\n {OBJECTIVES (\n side=1\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Proceed further underground\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {TURNS_RUN_OUT}\n\n {FINALE_A_RECRUITMENT_MECHANICS_NOTE}\n {OBJECTIVE_NO_CARRYOVER}\n )}\n [/event]\n\n #\n # Entering the Iron Triad Council Chamber.\n #\n\n [event]\n name=moveto\n [filter]\n side=1\n [filter_location]\n x,y=42,57\n radius=9\n [/filter_location]\n [/filter]\n {ON_FLOOR 2}\n\n {LOCK_VIEW}\n\n [store_starting_location]\n side=8\n [/store_starting_location]\n\n [unit]\n side=8\n canrecruit=yes\n x,y=$location.x,$location.y\n type=Shaxthal Protector Drone\n facing=nw\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n {CLEAR_VARIABLE location}\n\n {FINALE_A_ACTIVATE_SIDE 8}\n\n {CLEAR_CAVE_SHROUD (\n x,y=44,56\n radius=7\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=44,56\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n\n [if]\n [have_unit]\n {FINALE_A_SUF_PLAYER_ALLIES_ON_MAP}\n [/have_unit]\n [then]\n [message]\n speaker=Mal Gulgolet\n message= _ \"The Lady of Light and her foolish new cohorts, eh? We should have known that Ergea and her kind couldn\u2019t be trusted. Hopefully you enjoy their company, for we intend to send you all to the abyss together, and not precisely to die...\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Mal Gulgolet\n message= _ \"The Lady of Light, eh? We should have known that Ergea and her kind couldn\u2019t be trusted. Too bad that your cohorts didn\u2019t make it; we wanted to send you all to the abyss together, and not precisely to die...\"\n [/message]\n [/else]\n [/if]\n\n [message]\n speaker=Elynia\n # po: 'Master' here in feminine, referring to Elyssa (the 'Fire').\n message= _ \"Save your boasting for later \u2014 it will not help you win the battle on the surface and we are well accustomed to it at this point. Where is your master?\"\n [/message]\n\n [message]\n speaker=Mal Gulgolet\n message= _ \"Our masters are busy with their own inscrutable plans, and the fortress defenses are already disposing of your pathetic allies above. But it is not your place to ask questions here. Now...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Mal Gulgolet\n message= _ \"Would you prefer to go down fighting, or surrender and let us take you to the Fire?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"I\u2019ll let you have a guess.\"\n [/message]\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Mal Gulgolet\n [/filter]\n {ON_FLOOR 2}\n\n [message]\n speaker=Mal Gulgolet\n message= _ \"... heh. The Fire was right... about you...\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Mal Gulgolet\n [/filter]\n {ON_FLOOR 2}\n\n {LOCK_VIEW}\n\n [unit]\n side=2\n type=Demon Spelldancer\n id=Talia\n name= _ \"Talia\"\n facing=se\n x,y=18,43\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n [/modifications]\n [/unit]\n\n [unit]\n side=2\n type=Iron Golem\n x,y=15,43\n facing=Se\n [modifications]\n {TRAIT_MECHANICAL}\n [/modifications]\n [/unit]\n\n [unit]\n side=2\n type=Iron Golem\n x,y=17,42\n facing=Se\n [modifications]\n {TRAIT_MECHANICAL}\n [/modifications]\n [/unit]\n\n {CLEAR_CAVE_SHROUD (\n x,y=18,43\n radius=6\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=18,43\n [/scroll_to]\n\n {HIGHLIGHT_GOAL x,y=\"18,17,15\",\"43,42,43\"}\n\n {CLEAR_CAVE_SHROUD (\n x,y=34,51\n radius=2\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n {REMOVE_EVENT_BARRIER (\"*^Zz\\,*^Zz/,*^Zz|\") 34 51}\n\n [scroll_to]\n x,y=$x2,$y2\n [/scroll_to]\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=die\n [filter]\n id=Talia\n [/filter]\n {ON_FLOOR 2}\n\n {LOCK_VIEW}\n\n [store_starting_location]\n side=3\n [/store_starting_location]\n\n [unit]\n side=3\n canrecruit=yes\n x,y=$location.x,$location.y\n type=Chaos Lorekeeper\n id=Mal Arachgeas\n name= _ \"Mal Arachgeas\"\n facing=sw\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n {CLEAR_VARIABLE location}\n\n {FINALE_A_ACTIVATE_SIDE 3}\n\n [unit]\n side=9\n type=Door\n x,y=52,44\n [/unit]\n\n [unit]\n side=9\n type=Door\n x,y=54,43\n [/unit]\n\n [unit]\n side=9\n type=Door\n x,y=56,42\n [/unit]\n\n #\n # Yes, the facing specifications don't make sense if\n # Elynia isn't in the same corridor or the chamber nearby\n # at that time. No, I don't think that's terribly likely\n # or important for anything.\n #\n\n [store_direction]\n from_x,from_y=32,50\n [to]\n [filter]\n id=Elynia\n [/filter]\n [/to]\n [/store_direction]\n\n [unit]\n side=11\n id=cutscene_fire_guardian\n type=Fire Wraith\n x,y=32,50\n facing=$direction\n animate=yes\n [/unit]\n\n #\n # Clear the cutscene region a bit in case the player didn't\n # clear shroud there yet (unlikely!)\n #\n\n {CLEAR_CAVE_SHROUD (\n x,y=32,50\n radius=4\n # Also the passage regions.\n [or]\n x,y=32,47\n radius=1\n [/or]\n [or]\n x,y=41,49\n radius=1\n [/or]\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=32,50\n [/scroll_to]\n\n [delay]\n time=250\n [/delay]\n\n [invert_direction][/invert_direction]\n\n {MODIFY_UNIT id=Elynia facing $direction}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n scroll=no\n message= _ \"Is that...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n #\n # Remove invisible barriers leading to the next area.\n #\n\n [remove_terrain_overlays]\n x=32,41\n y=47,49\n [/remove_terrain_overlays]\n\n [redraw]\n side=1\n [/redraw]\n\n [store_unit]\n [filter]\n id=cutscene_fire_guardian\n [/filter]\n kill=yes\n variable=cutscene_fire_guardian_store\n [/store_unit]\n\n [move_unit_fake]\n type=$cutscene_fire_guardian_store.type\n side=$cutscene_fire_guardian_store.side\n x=$cutscene_fire_guardian_store.x,32,40\n y=$cutscene_fire_guardian_store.y,46,42\n [/move_unit_fake]\n\n [redraw]\n side=1\n [/redraw]\n\n {HIGHLIGHT_GOAL x,y=\"32,41\",\"47,49\"}\n\n [message]\n speaker=Elynia\n message= _ \"Those passages appear to lead somewhere.\"\n [/message]\n\n [scroll_to]\n x,y=$x2,$y2\n [/scroll_to]\n\n {CLEAR_VARIABLE cutscene_fire_guardian_store,direction}\n\n {UNLOCK_VIEW}\n [/event]\n\n #\n # Opening the doors leading to the corridor behind the throne\n # reveals a Fire Wraith providing a hint for the player to\n # follow.\n #\n\n [event]\n name=die\n [filter]\n type=Door\n x=52,54,56\n y=44,43,42\n [/filter]\n {ON_FLOOR 2}\n\n {LOCK_VIEW}\n\n {CLEAR_CAVE_SHROUD (\n x,y=60,43\n radius=5\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n [move_unit_fake]\n side=11\n type=Fire Wraith\n x=57,60,60,63\n y=45,43,39,38\n [/move_unit_fake]\n\n [scroll_to]\n x,y=$x2,$y2\n [/scroll_to]\n\n {UNLOCK_VIEW}\n [/event]\n\n #\n # Provide a hint about the secret passage.\n #\n\n [event]\n name=moveto\n [filter]\n side=1\n x=61-66\n y=28-40\n [/filter]\n {ON_FLOOR 2}\n\n {LOCK_VIEW}\n\n {CLEAR_CAVE_SHROUD (\n x,y=63,34\n radius=6\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n [terrain]\n terrain=Xv^Uov\n x=59-60\n y=33\n layer=overlay\n [/terrain]\n\n [move_unit_fake]\n side=11\n type=Fire Wraith\n x=63,63,61,56\n y=36,35,34,31\n [/move_unit_fake]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"A secret passage. Not particularly ingenious. Although... it might lead to the cave Ergea mentioned.\"\n [/message]\n\n {UNLOCK_VIEW}\n [/event]\n\n #\n # Soulless Mal Kendria miniboss event.\n #\n\n [event]\n name=moveto\n [filter]\n side=1\n x=37-55\n y=22-34\n [/filter]\n {ON_FLOOR 2}\n\n {LOCK_VIEW}\n\n [message]\n speaker=Elynia\n message= _ \"Wait. There\u2019s someone else in here...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n # Deliberate portraitless non-standard definition of Mal Kendria\n\n [unit]\n side=11\n id=Mal Kendria\n name= _ \"Mal Kendria\"\n type=Necromancer\n profile=\"unit_image\"\n gender=female\n level=4\n x,y=41,27\n facing=se\n #{IS_BOSS}\n max_hitpoints=81\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_QUICK}\n {UNIT_PALETTE_SWITCH () necro_skin_base necro_skin_devoid}\n {MOD_LOYAL_HERO}\n [/modifications]\n [/unit]\n\n [unit]\n side=11\n x,y=41,29\n facing=se\n type=Soulless\n variation=troll\n upkeep=free\n [modifications]\n {TRAIT_UNDEAD}\n [/modifications]\n [/unit]\n\n [unit]\n side=11\n x,y=39,28\n facing=se\n type=Soulless\n variation=troll\n upkeep=free\n [modifications]\n {TRAIT_UNDEAD}\n [/modifications]\n [/unit]\n\n#ifndef EASY\n [unit]\n side=11\n x,y=43,28\n facing=se\n type=Ghast\n upkeep=free\n [modifications]\n {TRAIT_UNDEAD}\n [/modifications]\n [/unit]\n#endif\n\n {CLEAR_CAVE_SHROUD (\n x,y=41,27\n radius=8\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=41,27\n [/scroll_to]\n\n {HIGHLIGHT_GOAL x,y=41,27}\n\n [if]\n [have_unit]\n {FINALE_A_SUF_PLAYER_ALLIES_ON_MAP}\n [/have_unit]\n [then]\n [message]\n speaker=Elynia\n message= _ \"It\u2019s the other necromancer, member of the Iron Triad. Perhaps, if we take her down... we might be able to force her to give us some directions.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Elynia\n message= _ \"It\u2019s the other necromancer, member of the Iron Triad. Perhaps, if I take her down... I might be able to force her to give me some directions.\"\n [/message]\n [/else]\n [/if]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n\n {OBJECTIVES (\n side=1\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Defeat Mal Kendria\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {TURNS_RUN_OUT}\n\n {FINALE_A_RECRUITMENT_MECHANICS_NOTE}\n {OBJECTIVE_NO_CARRYOVER}\n )}\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Mal Kendria\n [/filter]\n {ON_FLOOR 2}\n\n {LOCK_VIEW}\n\n [message]\n speaker=Elynia\n message= _ \"You are the other necromancer from the Iron Triad, aren\u2019t you? Where is your master hiding? Where is the Ruby of Fire?\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"(silence)\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Are you going to answer?\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n {FINALE_A_SUF_PLAYER_UNIT_OR_ELYNIA}\n message= _ \"There is something wrong about her eyes...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I don\u2019t have time for this.\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=die\n [filter]\n id=Mal Kendria\n [/filter]\n {ON_FLOOR 2}\n\n {LOCK_VIEW}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Devoid of her own will... and turned into a living puppet... Suddenly, defeating her does not seem to be much of an achievement. I don\u2019t think I saw anything like this the last time I was here. Why would they do this to her, though?\"\n [/message]\n\n [if]\n [have_unit]\n {FINALE_A_SUF_PLAYER_ALLIES_ON_MAP}\n [/have_unit]\n [then]\n [message]\n {FINALE_A_SUF_PLAYER_ALLIES_ON_MAP}\n message= _ \"My lady, we should proceed onwards, quickly. We don\u2019t have much more time, and the Fire of Uria will not take kindly to all these casualties.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Indeed, let us continue down this passage. If Ergea\u2019s instructions are correct, there is a large stone chamber ahead.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Elynia\n message= _ \"I should just continue down this passage. If Ergea\u2019s instructions are correct, there is a large stone chamber ahead.\"\n [/message]\n [/else]\n [/if]\n\n [unit]\n side=9\n type=Door\n x,y=31,19\n [/unit]\n\n [unit]\n side=9\n type=Door\n x,y=32,19\n [/unit]\n\n {CLEAR_CAVE_SHROUD (\n x,y=30,20\n radius=2\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=31,19\n [/scroll_to]\n\n {HIGHLIGHT_GOAL x,y=31-32,19}\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n\n {OBJECTIVES (\n side=1\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Move Elynia into the chamber\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {TURNS_RUN_OUT}\n\n {FINALE_A_RECRUITMENT_MECHANICS_NOTE}\n {OBJECTIVE_NO_CARRYOVER}\n )}\n\n {UNLOCK_VIEW}\n [/event]\n\n #\n # Entering the old council chamber\n #\n\n [event]\n name=moveto\n [filter]\n x=1-100,43-49,43-50\n y=1-15 ,16 ,17\n id=Elynia\n [/filter]\n {ON_FLOOR 2}\n\n [fire_event]\n name=entering old council chamber\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/event]\n\n # NOTE: doubles as SLF\n#define FINALE_A_SUF_PLAYER_UNITS_ON_FINAL_CHAMBER\n x=1-100,33-35,49-65\n y=1-18 ,19 ,19-22\n#enddef\n\n [event]\n name=entering old council chamber\n {ON_FLOOR 2}\n\n {LOCK_VIEW}\n\n {CLEAR_CAVE_SHROUD (\n x,y=45,14\n radius=6\n )}\n\n [store_direction]\n from_x,from_y=$x1,$y1\n to_x,to_y=31,19\n [/store_direction]\n\n {MODIFY_UNIT id=Elynia facing $direction}\n\n [redraw]\n side=1\n [/redraw]\n\n {REPLACE_SCENARIO_MUSIC \"silence.ogg\"}\n\n [scroll_to]\n x,y=31,19\n {WARP}\n [/scroll_to]\n\n [sound]\n name=explosion-big.ogg\n [/sound]\n\n # Kill everyone not in the chamber.\n [kill]\n [filter_location]\n [not]\n {FINALE_A_SUF_PLAYER_UNITS_ON_FINAL_CHAMBER}\n [/not]\n [/filter_location]\n # x,y=31-32,19 -- this is included by the SLF\n animate=no\n fire_event=no\n [/kill]\n\n [place_shroud]\n side=1\n [not]\n {FINALE_A_SUF_PLAYER_UNITS_ON_FINAL_CHAMBER}\n [/not]\n [not]\n x,y=31-32,19\n [/not]\n [/place_shroud]\n\n [terrain]\n x,y=31-32,19\n terrain=Xu\n [/terrain]\n\n [redraw]\n side=1\n [/redraw]\n\n {QUAKE (\"dragonstick.ogg\")}\n\n [delay]\n time=500\n [/delay]\n\n {REPLACE_SCENARIO_MUSIC \"everlasting_night.ogg\"}\n\n [scroll_to_unit]\n id=Elynia\n [/scroll_to_unit]\n\n [delay]\n time=500\n [/delay]\n\n [invert_direction][/invert_direction]\n\n {MODIFY_UNIT id=Elynia facing $direction}\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n {VARIABLE_EVAL_CONDITIONAL have_more_units (\n [have_unit]\n {FINALE_A_SUF_PLAYER_ALLIES_ON_MAP}\n [/have_unit]\n )}\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS have_more_units yes}\n [then]\n [message]\n speaker=Elynia\n message= _ \"We are trapped in this chamber...\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Elynia\n message= _ \"I am trapped in this chamber...\"\n [/message]\n [/else]\n [/if]\n\n {CLEAR_CAVE_SHROUD (\n x=50-52,53\n y=12-13,13\n )}\n\n [scroll_to]\n x,y=52,12\n [/scroll_to]\n\n {HIGHLIGHT_GOAL (\n x=51-52,53\n y=12 ,13\n )}\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS have_more_units yes}\n [then]\n [message]\n speaker=Elynia\n message= _ \"(chuckles) That\u2019s were you want us to go. Isn\u2019t that correct... Elyssa?\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Elynia\n message= _ \"(chuckles) That\u2019s were you want me to go. Isn\u2019t that correct... Elyssa?\"\n [/message]\n [/else]\n [/if]\n\n {CLEAR_VARIABLE have_more_units}\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"(silence)\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"You could have opened the gate for me, at the very least.\"\n [/message]\n\n [modify_turns]\n value=-1\n [/modify_turns]\n\n {OBJECTIVES (\n side=1\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Find a way to open the chamber exit gate to proceed\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n\n {FINALE_A_RECRUITMENT_MECHANICS_NOTE}\n {OBJECTIVE_NO_CARRYOVER}\n )}\n\n {CLEAR_VARIABLE direction}\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n #\n # Only trigger this message-only event when an ally steps on the\n # glyph's hex, or when Elynia herself does _after_ getting the spell.\n #\n [not]\n id=Elynia\n [not]\n [filter_wml]\n [variables]\n have_great_chamber_glyph_spell=yes\n [/variables]\n [/filter_wml]\n [/not]\n [/not]\n x,y=29,9\n [/filter]\n {ON_FLOOR 2}\n\n [allow_undo][/allow_undo]\n\n #\n # Different messages depending on whether Elynia has the spell\n # already or not.\n #\n [if]\n [have_unit]\n id=Elynia\n [filter_wml]\n [variables]\n have_great_chamber_glyph_spell=yes\n [/variables]\n [/filter_wml]\n [/have_unit]\n [then]\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Elynia already has the glyph\u2019s spell. Move her next to the chamber exit to open it.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Elynia should be the one to investigate this glyph.\"\n [/message]\n [/else]\n [/if]\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Elynia\n x,y=29,9\n [/filter]\n {ON_FLOOR 2}\n\n [transient_message]\n caption= _ \"Barrier Spell\"\n image=items/crystal-glyph.png\n sound=magic-3.ogg\n message= _ \"This spell allows the unit to open any barriers that were originally sealed with the same spell.\"\n [/transient_message]\n\n {VARIABLE unit.variables.have_great_chamber_glyph_spell yes}\n\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n\n {OBJECTIVES (\n side=1\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Move Elynia next to the chamber exit gate to proceed\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n\n {FINALE_A_RECRUITMENT_MECHANICS_NOTE}\n {OBJECTIVE_NO_CARRYOVER}\n )}\n\n #\n # Victory trigger event.\n #\n\n [event]\n name=moveto\n [filter]\n id=Elynia\n x=50,51-52\n y=12,13\n [/filter]\n\n {LOCK_VIEW}\n\n #\n # TODO: animate Elynia, perhaps using the default\n # 'selected' animation.\n #\n\n [remove_terrain_overlays]\n x=51-52,53\n y=12 ,13\n [/remove_terrain_overlays]\n\n {CLEAR_CAVE_SHROUD (\n x,y=54,11\n radius=2\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n [sound]\n name=gate.ogg\n [/sound]\n\n [delay]\n time=750\n [/delay]\n\n {MOVE_UNIT id=Elynia 54 11}\n\n {QUAKE (\"rumble.ogg\")}\n\n {FACE_LOCATION id=Elynia x,y=52,12}\n\n #\n # Remove any items that may have haloes so they don't glitch\n # through shroud.\n #\n\n [remove_item][/remove_item]\n\n [redraw]\n side=1\n [/redraw]\n\n [kill]\n {FINALE_A_SUF_PLAYER_ALLIES_ON_MAP}\n fire_event=no\n animate=no\n [/kill]\n\n [terrain]\n x=51-52,53\n y=12 ,13\n terrain=Xu\n [/terrain]\n\n [place_shroud]\n side=1\n [not]\n x,y=54,11\n radius=2\n [/not]\n [/place_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n {QUAKE (\"dragonstick.ogg\")}\n\n [delay]\n time=1750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"... So you want me to proceed alone. Very well, then.\"\n [/message]\n\n {FACE_DIRECTION id=Elynia ne}\n\n [delay]\n time=750\n [/delay]\n\n {MOVE_UNIT id=Elynia 62 7}\n\n [hide_unit]\n id=Elynia\n [/hide_unit]\n\n {UNLOCK_VIEW}\n\n {ENDLEVEL_QUIET} {NO_START_OF_SCENARIO_SAVE}\n [/event]\n\n #\n # Clear temporary unit-bound variables on victory.\n #\n\n [event]\n name=victory\n\n [store_unit]\n [filter]\n id=Elynia\n [/filter]\n variable=elynia_store\n [/store_unit]\n\n {CLEAR_VARIABLE elynia_store.variables.have_great_chamber_glyph_spell}\n\n [unstore_unit]\n variable=elynia_store\n find_vacant=no\n [/unstore_unit]\n [/event]\n [/event]\n\n#define FINALE_A_CHAMBER_GLYPH _X _Y _ACTIONS\n [event]\n name=setup floor 2\n {ITEM_CRYSTAL_GLYPH_MESSAGE ({_X}) ({_Y})}\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x={_X}\n y={_Y}\n [/filter]\n {ON_FLOOR 2}\n\n [allow_undo][/allow_undo]\n\n {_ACTIONS}\n [/event]\n#enddef\n\n#define FINALE_A_CHAMBER_GLYPH_SIMPLE _X _Y _MSG\n {FINALE_A_CHAMBER_GLYPH ({_X}) ({_Y}) ({MSG_GLYPH ({_MSG})})}\n#enddef\n\n #\n # NW message glyphs\n #\n\n {FINALE_A_CHAMBER_GLYPH_SIMPLE 40 2 ( _ \"Urvatha\n\nOriginally a peaceful world not predestined to harbor civilization, Urvatha was chosen by Iluvia as one of the destinations for the survivors of the First Cycle.\n\nOver time, the lack of a guardian who could guide them resulted in devastating and long-lasting wars over increasingly scarce resources \u2014 thus earning it a new name for outsiders and natives alike: \u2018Inferno\u2019.\n\nWhile Urvatha continues to be largely heterogeneous, its most inhospitable regions are much better known in Irdyan lore than the rest.\n\nDespite originally lacking a guardian and a seed, Urvatha has become the domain of the New Guardian of Life.\")}\n\n {FINALE_A_CHAMBER_GLYPH_SIMPLE 34 3 ( _ \"Silida\n\nOriginally a barren world not predestined to harbor civilization, Silida was chosen by Iluvia as one of the destinations for the survivors of the First Cycle.\n\nIt is said that before being erased from existence, the Guardians of Life and Existence adapted this lifeless world as a new home for their peoples. However, their task was left unfinished, and the new inhabitants of the world died out after a few generations. Only many eons later would Silida be populated again by faerie creatures.\n\nDespite originally lacking a guardian and a seed, Silida has become the domain of the New Guardian of Earth.\")}\n\n {FINALE_A_CHAMBER_GLYPH_SIMPLE 29 5 ( _ \"The First Gods created us and the reality we live in with the intent that our own Original Ten would protect and rule over their creation, and eventually replace their forefathers entirely. Little did they know of the many trials they would face during the First Cycle, and the betrayal that would result in the abrupt end of their own existence.\")}\n\n {FINALE_A_CHAMBER_GLYPH_SIMPLE 30 12 ( _ \"Little did they know that the same corruptive force that ravaged their universe would manipulate the order of events to ensure an entryway through the Tree of Life itself.\")}\n\n {FINALE_A_CHAMBER_GLYPH_SIMPLE 36 11 ( _ \"It would ensure that the souls of our ten demon gods would be connected directly to the Tree through their very hearts. And then it would corrupt the Tree, and its Protector.\")}\n\n #\n # SE message glyphs\n #\n\n {FINALE_A_CHAMBER_GLYPH_SIMPLE 55 15 ( _ \"The First Gods no longer exist, and now the Tree is completely unguarded. Our universe and our guardians will fail to accomplish their intended mission. Not even Delethia could see this until the First Cycle was over. The songs of our own Ten will never be uttered within the boundaries of our existence, and the wound on the Tree will never be healed.\")}\n\n {FINALE_A_CHAMBER_GLYPH_SIMPLE 62 17 ( _ \"Even at the last moment, Delethia could not fully control the final outcome; however, her greatly increased foresight and power after defeating Yarae did allow her to alter it to a limited extent.\")}\n\n {FINALE_A_CHAMBER_GLYPH_SIMPLE 56 21 ( _ \"Our lives were carefully arranged before she sacrificed her own to create the Gatekeepers. She entrusted Uria and Xia\u2019el with the devices necessary to put her secret plan into motion. The Second Cycle began.\")}\n\n {FINALE_A_CHAMBER_GLYPH_SIMPLE 64 22 ( _ \"At the end, only Four will prevail.\")}\n\n #\n # TODO: remove in production\n #\n\n [event]\n name=debug skip\n\n [fire_event]\n name=restore elynia\n [/fire_event]\n\n [store_unit]\n [filter]\n {FINALE_A_SUF_PLAYER_UNITS_ON_MAP}\n [/filter]\n variable=debug_store\n kill=yes\n [/store_unit]\n\n [foreach]\n array=debug_store\n [do]\n {VARIABLE this_item.x 70}\n {VARIABLE this_item.y 51}\n\n [unstore_unit]\n variable=this_item\n find_vacant=yes\n check_passability=no\n [/unstore_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE debug_store}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to_unit]\n id=Elynia\n [/scroll_to_unit]\n\n {SWITCH_FLOOR 2}\n [/event]\n\n ############################################################################\n # #\n # PLAYER ECONOMYTRON 9000 #\n # IT DICES! IT SLICES! #\n # #\n ############################################################################\n\n [event]\n name=prerecruit\n first_time_only=no\n [filter]\n side=1\n [/filter]\n\n #\n # Emulate free recruits until there's a recruit_cost_factor\n # attribute for side declarations or something.\n #\n\n [gold]\n side=1\n amount=$unit.cost\n [/gold]\n\n #\n # We either kill the recruit or make it loyal depending\n # on the current ally count.\n #\n\n [count_units]\n {FINALE_A_SUF_PLAYER_ALLIES_ON_MAP}\n [not]\n id=Vyrelyam\n [/not]\n [/count_units]\n\n [if]\n {VARIABLE_NUMERICAL_LESS_THAN_OR_EQUAL unit_count 8}\n [then]\n [fire_event]\n name=handle player recruit\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/then]\n [else]\n [fire_event]\n name=undo player recruit\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/else]\n [/if]\n\n {CLEAR_VARIABLE unit_count}\n [/event]\n\n [event]\n name=undo player recruit\n first_time_only=no\n\n [kill]\n x,y=$x1,$y1\n [/kill]\n\n [transient_message]\n message= _ \"You have eight allies on the map already. You cannot recruit additional units at this time!\"\n [/transient_message]\n [/event]\n\n [event]\n name=handle player recruit\n first_time_only=no\n\n #\n # We need the TRAIT_LOYAL macro contents in a temporary.\n # They include the [trait] opening and closing tags, and\n # we don't want those below, hence this approach.\n #\n\n [set_variables]\n name=\"temp_trait_loyal_wml\"\n mode=replace\n [literal]\n {TRAIT_LOYAL}\n [/literal]\n [/set_variables]\n\n [set_variables]\n name=\"unit\"\n mode=merge\n [literal]\n upkeep=free\n {IS_LOYAL}\n [/literal]\n [/set_variables]\n\n [if]\n [not]\n [have_unit]\n side=1\n id=Elynia\n [/have_unit]\n [/not]\n [then]\n # When playing as Vyrelyam we have unlimited per-turn moves,\n # so reset the recruit's moves to maximum then.\n\n [set_variables]\n name=\"unit\"\n mode=merge\n [value]\n attacks_left=$unit.max_attacks\n moves=$unit.max_moves\n [/value]\n [/set_variables]\n [/then]\n [/if]\n\n [set_variables]\n name=\"unit.modifications.trait[0]\"\n mode=insert\n to_variable=\"temp_trait_loyal_wml.trait\"\n [/set_variables]\n\n [unstore_unit]\n variable=\"unit\"\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE temp_trait_loyal_wml}\n [/event]\n[/scenario]\n\n#undef FINALE_A_SUF_PLAYER_UNITS_ON_MAP\n#undef FINALE_A_SUF_PLAYER_ALLIES_ON_MAP\n#undef FINALE_A_SUF_PLAYER_UNIT_OR_ELYNIA\n#undef FINALE_A_SUF_PLAYER_UNITS_ON_FINAL_CHAMBER\n#undef FINALE_A_TRANSPORTER_ROOM_SLF\n#undef FINALE_A_ITEM_EVENT\n#undef FINALE_A_POTION_OF_YUMMY\n#undef FINALE_A_ELYNIA_THOUGHTS\n#undef FINALE_A_ELEVATOR_RUMBLE\n#undef FINALE_A_CHAMBER_GLYPH\n#undef FINALE_A_CHAMBER_GLYPH_SIMPLE\n#undef FINALE_A_GUARDIAN\n#undef FINALE_A_ACTIVATE_SIDE\n#undef FINALE_A_RECRUITMENT_MECHANICS_NOTE\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=07A_Dark_Fire_part_2\n name= _ \"Dark Fire\"\n {MAP 07A_Dark_Fire_part_2.map}\n turns=-1\n next_scenario=07B_Dark_Sea\n victory_when_enemies_defeated=no\n disallow_recall=yes\n # We do not need this because the player 'player' is replaced with new\n # named players after this point.\n #{DO_NOT_REMOVE_FROM_CARRYOVER_ON_DEFEAT}\n\n #\n # NOTE: the story screen does not have an initial music track\n # on purpose. This is intended to allow music to continue playing\n # as it was at the end of E3S7A.1F2.\n #\n [event]\n name=prestart\n [music]\n name=\"everlasting_night.ogg\"\n immediate=no\n [/music]\n [/event]\n\n {STORYTXT_DARK_FIRE_2}\n\n {INDOORS_HIVE}\n\n#define FINALE_A_SCHEDULE_DARKER\n {INDOORS_HIVE} {SCHEDULE_LIGHTING -60 -80 0}\n#enddef\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=player\n team_name=good\n user_team_name= _ \"team_name^Elynia\"\n\n {NO_ECONOMY} # No minimum starting gold.\n\n shroud=yes\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA}\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n team_name=elyssa\n user_team_name= _ \"team_name^Elyssa\"\n {CHAOS_FLAG}\n color=gold\n\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT leader_aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n [/side]\n\n {CAVE_NOISE_SOUND_SOURCE}\n [+sound_source]\n id=cave_noise # wmllint: ignore\n [/sound_source]\n\n {CAVE_WATER_SOUND_SOURCE 9 14}\n [+sound_source]\n id=water_1 # wmllint: ignore\n [/sound_source]\n\n {CAVE_WATER_SOUND_SOURCE 26 24}\n [+sound_source]\n id=water_2 # wmllint: ignore\n [/sound_source]\n\n {CAVE_WATER_SOUND_SOURCE 27 11}\n [+sound_source]\n id=water_3 # wmllint: ignore\n [/sound_source]\n\n [event]\n name=prestart\n\n # BEGIN: finale sequence configuration\n\n # wmlindent: start ignoring\n {BUG_ON ({VARIABLE_NUMERICAL_NOT_EQUALS finale_status.length 1})\n (\"E3S7A.2 must be started from a finale scenario\")}\n # wmlindent: stop ignoring\n\n # Discard gold from E3S7A.1.\n\n [modify_side]\n side=1\n gold=0\n [/modify_side]\n\n # The scenario begins with unlimited player moves.\n\n {DISALLOW_END_TURN}\n\n [modify_turns]\n current=\"$(1 + $dark_fire_turn_number)\"\n [/modify_turns]\n\n {OBJECTIVES (\n side=1\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Proceed further underground\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n\n {UNLIMITED_PLAYER_MOVES_NOTE}\n {OBJECTIVE_NO_CARRYOVER}\n )}\n\n {CLEAR_CAVE_SHROUD (\n x,y=5,23\n radius=6\n )}\n\n {VARIABLE relative_turn_number 0}\n [/event]\n\n {UNLIMITED_PLAYER_MOVES}\n\n # HACK:\n # In order to simplify the event handlers for this scenario, we maintain a relative\n # turn number corresponding to the start of this part and manually fire the relevant\n # events each time.\n\n [event]\n name=new turn\n first_time_only=no\n\n {VARIABLE_INC relative_turn_number}\n\n {BUG_ON ({VARIABLE_NUMERICAL_NOT_EQUALS relative_turn_number \"$($turn_number - $dark_fire_turn_number)\"}) ()}\n\n [fire_event]\n name=\"turn $relative_turn_number\"\n [/fire_event]\n [/event]\n\n [event]\n name=side turn\n first_time_only=no\n\n [fire_event]\n name=\"side turn $relative_turn_number\"\n [/fire_event]\n\n [fire_event]\n name=\"side $side_number turn $relative_turn_number\"\n [/fire_event]\n [/event]\n\n [event]\n name=turn refresh\n first_time_only=no\n\n [fire_event]\n name=\"turn $relative_turn_number refresh\"\n [/fire_event]\n\n [fire_event]\n name=\"side $side_number turn $relative_turn_number refresh\"\n [/fire_event]\n [/event]\n\n [event]\n name=side turn end\n first_time_only=no\n\n [fire_event]\n name=\"side turn $relative_turn_number end\"\n [/fire_event]\n\n [fire_event]\n name=\"side $side_number turn $relative_turn_number end\"\n [/fire_event]\n [/event]\n\n [event]\n name=turn end\n first_time_only=no\n\n [fire_event]\n name=\"turn $relative_turn_number end\"\n [/fire_event]\n [/event]\n\n # I'm trapped in a basement forced to keep writing shitty Wesnoth scenarios\n # forever. Please send help. -- shadowm\n\n [event]\n name=start\n\n {LOCK_VIEW}\n\n {MOVE_UNIT id=Elynia 5 23}\n\n [redraw]\n side=1\n [/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"I will be truly disappointed if you aren\u2019t waiting behind that gate...\"\n [/message]\n\n {UNLOCK_VIEW}\n [/event]\n\n {GATE_GLYPH 2 19 11 20}\n\n [event]\n name=moveto\n [filter]\n id=Elynia\n [filter_location]\n x=28\n y=11\n radius=9\n [/filter_location]\n [/filter]\n\n [fire_event]\n name=boss stage 1\n [/fire_event]\n [/event]\n\n [event]\n name=boss stage 1\n\n {LOCK_VIEW}\n\n {CLEAR_CAVE_SHROUD (\n x,y=28,11\n radius=9\n )}\n\n {DISABLE_UNLIMITED_PLAYER_MOVES}\n\n {MOVE_UNIT id=Elynia 23 14}\n\n [delay]\n time=250\n [/delay]\n\n {FACE_DIRECTION id=Elynia ne}\n\n [redraw][/redraw]\n\n [replace_schedule]\n {FINALE_A_SCHEDULE_DARKER}\n [/replace_schedule]\n\n [fade_out_music][/fade_out_music]\n\n [scroll_to]\n x,y=26,14\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n\n [move_unit_fake]\n side=2\n type=Fire Wraith\n x=23,16\n y=17,13\n [/move_unit_fake]\n\n {FACE_DIRECTION id=Elynia sw}\n\n [redraw][/redraw]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Hm...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"I have been awaiting this moment for so long, Elyssa. Or should I call you Yechnagoth?\"\n [/message]\n\n [delay]\n time=1250\n [/delay]\n\n {REPLACE_SCENARIO_MUSIC \"gathering_storm.ogg\"}\n\n [unit]\n # wmllint: recognize Elyssa\n {CHARACTER_STATS_ELYSSA}\n side=2\n x,y=24,13\n canrecruit=yes\n {IS_BOSS}\n type=Boss Shaxthal Warlord Elyssa # overrides stats macro\n animate=yes\n facing=sw\n [/unit]\n\n {BOSS_POPUP}\n\n {FACE_DIRECTION id=Elynia ne}\n\n [redraw][/redraw]\n\n [event]\n name=side 2 turn\n [message]\n speaker=Elyssa\n message= _ \"Yechnagoth is no more.\"\n [/message]\n [/event]\n\n {OBJECTIVES (\n side=1\n silent=yes\n {OBJECTIVE_VICTORY ( _ \"Vanquish Elyssa\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n\n {OBJECTIVE_NO_CARRYOVER}\n )}\n\n {UNLOCK_VIEW}\n\n # Let Elyssa make her first move.\n\n [end_turn][/end_turn]\n [/event]\n\n [event]\n name=side 2 turn\n first_time_only=no\n [filter_condition]\n [have_unit]\n id=Elyssa\n [/have_unit]\n [/filter_condition]\n\n #\n # Force Elyssa to alternate between melee and ranged attacks every time.\n #\n\n {VARIABLE elyssa_melee_attack_weight $turn_number}\n {VARIABLE_MODULO elyssa_melee_attack_weight 2}\n {VARIABLE_MUL elyssa_melee_attack_weight 10}\n\n [object]\n silent=yes\n [filter]\n id=Elyssa\n [/filter]\n [effect]\n apply_to=attack\n range=melee\n attack_weight=$elyssa_melee_attack_weight\n [/effect]\n [/object]\n\n [if]\n {VARIABLE_NUMERICAL_EQUALS elyssa_melee_attack_weight 0}\n [then]\n [object]\n silent=yes\n [filter]\n id=Elyssa\n [/filter]\n [effect]\n apply_to=attack\n range=ranged\n attack_weight=10.0\n [/effect]\n [/object]\n [/then]\n [else]\n [object]\n silent=yes\n [filter]\n id=Elyssa\n [/filter]\n [effect]\n apply_to=attack\n range=ranged\n attack_weight=0.0\n [/effect]\n [/object]\n [/else]\n [/if]\n\n {LOG_ATS_DBG \"attack weight: $elyssa_melee_attack_weight\"}\n\n {CLEAR_VARIABLE elyssa_melee_attack_weight}\n [/event]\n\n #\n # For the remainder of the scenario, the player cannot end their current\n # turn by themselves. Depleting Elynia's moves or attacks automatically\n # ends the player's turn.\n #\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Elynia\n [/filter]\n [filter_condition]\n [have_unit]\n id=Elyssa\n [/have_unit]\n [/filter_condition]\n\n [if]\n {VARIABLE_NUMERICAL_EQUALS unit.moves 0}\n [and]\n {VARIABLE_NUMERICAL_EQUALS unit.attacks_left 0}\n [or]\n [not]\n [have_unit]\n x,y=$x1,$y1\n [filter_adjacent]\n is_enemy=yes\n [/filter_adjacent]\n [/have_unit]\n [/not]\n [/or]\n [/and]\n [then]\n [end_turn][/end_turn]\n [/then]\n [/if]\n [/event]\n\n [event]\n name=attack end\n first_time_only=no\n [filter]\n id=Elynia\n #\n # Yes, this _seems_ redundant but I may allow her to attack\n # multiple times per turn later or something.\n #\n [filter_wml]\n moves=0\n attacks_left=0\n [/filter_wml]\n [/filter]\n [filter_condition]\n [have_unit]\n id=Elyssa\n [/have_unit]\n [/filter_condition]\n\n [end_turn][/end_turn]\n [/event]\n\n #\n # Elynia can't effectively slow Elyssa -- she instantly breaks free.\n #\n\n [event]\n name=attack end\n first_time_only=no\n [filter]\n id=Elynia\n [/filter]\n [filter_second]\n id=Elyssa\n type=Boss Guardian of Darkness Elyssa\n [/filter_second]\n [filter_attack]\n special=slow\n [/filter_attack]\n\n [fire_event]\n name=unslow elyssa\n [/fire_event]\n [/event]\n\n [event]\n name=unslow elyssa\n first_time_only=yes\n\n [message]\n speaker=Elyssa\n message= _ \"Do you truly believe that such cheap tricks can stop me?\"\n [/message]\n [/event]\n\n [event]\n name=unslow elyssa\n first_time_only=no\n\n [store_unit]\n [filter]\n id=Elyssa\n [/filter]\n variable=elyssa_store\n [/store_unit]\n\n {CLEAR_VARIABLE elyssa_store.status.slowed}\n\n [unstore_unit]\n variable=elyssa_store\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE elyssa_store}\n [/event]\n\n #\n # Elyssa can summon Fire Wraiths.\n #\n\n [event]\n name=side 2 turn\n first_time_only=no\n [filter_condition]\n {VARIABLE_NUMERICAL_GREATER_THAN relative_turn_number 2}\n [have_unit]\n id=Elyssa\n [not]\n type=Boss Guardian of Darkness Elyssa\n [/not]\n [/have_unit]\n [not]\n [have_unit]\n type=Fire Wraith\n [/have_unit]\n [/not]\n [/filter_condition]\n\n [store_locations]\n [filter]\n id=Elyssa\n [/filter]\n variable=elyssa_location\n [/store_locations]\n\n [set_variables]\n name=directions\n mode=replace\n [split]\n list=\"ne,se,sw,nw\"\n key=\"value\"\n separator=\",\"\n [/split]\n [/set_variables]\n\n [foreach]\n array=directions\n variable=dir\n [do]\n [store_vacant_spawn_location]\n x,y=$elyssa_location.x,$elyssa_location.y\n direction=$dir.value\n radius=2\n [/store_vacant_spawn_location]\n\n [if]\n {VARIABLE_NUMERICAL_NOT_EQUALS location.x 0}\n {VARIABLE_NUMERICAL_NOT_EQUALS location.y 0}\n [then]\n [store_direction]\n from_x,from_y=$location.x,$location.y\n [to]\n [filter]\n id=Elynia\n [/filter]\n [/to]\n variable=elynia_direction\n [/store_direction]\n\n#ifndef EASY\n {VARIABLE random \"Fire Wraith\"}\n#else\n {RANDOM \"Fire Guardian,Fire Wraith\"}\n#endif\n\n [unit]\n side=2\n type=$random\n upkeep=loyal\n x,y=$location.x,$location.y\n animate=yes\n random_traits=yes\n generate_name=yes\n random_gender=yes\n facing=$elynia_direction\n [/unit]\n\n {CLEAR_VARIABLE elynia_direction,random}\n [/then]\n [/if]\n\n {CLEAR_VARIABLE location}\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE elyssa_location,directions}\n [/event]\n\n #\n # Don't let Elynia die early.\n #\n\n {FORCE_CHANCE_TO_HIT (\n [not]\n type=Boss Guardian of Darkness Elyssa\n [/not]\n ) id=Elynia 0 ()}\n\n #\n # Don't let Elyssa die early.\n # 'Early' being before all the initial dialogue happens.\n #\n\n {FORCE_CHANCE_TO_HIT () (\n id=Elyssa\n [not]\n type=Boss Guardian of Darkness Elyssa\n [/not]\n ) 0 ()}\n\n [event]\n name=side 1 turn 2\n\n [message]\n speaker=Elynia\n message= _ \"I suppose I may as well call you an impostor then. I have read Argan\u2019s journal \u2014 you weren\u2019t destined to possess those powers.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"It was never my choice, dear. And even if it were the case, I have never actually claimed to be Merthiaal.\"\n [/message]\n [/event]\n\n [event]\n name=side 2 turn 2\n\n [message]\n speaker=Elyssa\n message= _ \"I have to admit that you are quite agile for a winged faerie.\"\n [/message]\n [/event]\n\n [event]\n name=side 1 turn 3\n\n [message]\n speaker=Elyssa\n message= _ \"Alas, that will not be sufficient to defeat me.\"\n [/message]\n [/event]\n\n [event]\n name=side 2 turn 3\n\n [message]\n speaker=Elyssa\n message= _ \"I had hoped you would have learned new tricks since we last met.\"\n [/message]\n [/event]\n\n [event]\n name=side 1 turn 4\n\n [message]\n speaker=Elyssa\n message= _ \"As much as I would not mind to keep doing this forever...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"You purposefully misled us by removing any references to the final whereabouts of Yechnagoth\u2019s heart from Argan\u2019s journal, didn\u2019t you?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"I admit that I took some pages from Argan\u2019s journal some time before you acquired it from him, yes; I also changed a few other things for your convenience.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"You killed Galas before my very eyes. You are responsible for Mal Keshar\u2019s destruction. And for the deaths of millions.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"(chuckles) It was all part of the plan! All those deaths were necessary to appease Uria and prepare our vast stage for this day \u2014 the vast stage we normally call \u2018Irdya\u2019. My business with that elf you secretly loved was not personal.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"How did you\u2014\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Those who can harness the Aspect of Darkness can read into the minds of weaker creatures at will. Did you not know this?\"\n [/message]\n [/event]\n\n [event]\n name=side 2 turn 4\n\n [message]\n speaker=Elyssa\n message= _ \"Of course you didn\u2019t. You have wasted your entire life pursuing the most banal objectives. You never bothered to try to understand that power you had. Argan and you could have done great things if you had learned what the Union truly entails.\"\n [/message]\n [/event]\n\n [event]\n name=side 1 turn 5\n\n [message]\n speaker=Elyssa\n message= _ \"You have lived awake for over eight hundred years, and yet... you are still an incompetent little brat. Such is the curse of eternal youth, I guess?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"...\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Are you not exhausted already? You sure are persistent. I could end you with a single strike if I wanted...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"THEN WHY DON\u2019T YOU DO IT?!\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Is that what you truly want, then? Do you seek the cold touch of death?\"\n [/message]\n [/event]\n\n [event]\n name=side 2 turn 5\n\n [message]\n speaker=Elyssa\n message= _ \"And yet, you fear it. You haven\u2019t been able to bring yourself to put an end to this, but why?\"\n [/message]\n [/event]\n\n [event]\n name=side 1 turn 6\n\n [message]\n speaker=Elyssa\n message= _ \"Is it that you are unable to assume responsibility for your own decisions anymore?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"...\"\n [/message]\n [/event]\n\n [event]\n name=side 1 turn 6 end\n\n [message]\n speaker=Elyssa\n message= _ \"I see. Frankly, this is quite disappointing. I thought Argan and Galas saw something in you besides your pretty face and hair.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"...\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Oh, my bad. I forgot to mention that... You really want to know, don\u2019t you? Yes, Galas did want to reciprocate your feelings, but he never did so... because you were too busy grieving over Argan\u2019s death like a little girl.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"...\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Perhaps, if you were not so stupid and ignorant of your own power... you would have been able to save Argan in the first place. Don\u2019t you think?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Shut...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"UP!!!\"\n [/message]\n\n #\n # TODO: ENSURE ELYNIA IS ADJACENT TO ELYSSA!!!\n #\n\n [store_unit]\n [filter]\n id=Elyssa\n [/filter]\n variable=elyssa_store\n kill=no\n [/store_unit]\n\n {VARIABLE elyssa_store.hitpoints 1}\n\n {WHITE_SCREEN}\n\n [unstore_unit]\n find_vacant=no\n variable=elyssa_store\n [/unstore_unit]\n\n [hide_unit][/hide_unit]\n\n #\n # Destroy hexes regardless of whether they were impassable\n # or such.\n #\n\n [terrain]\n x,y=$elyssa_store.x,$elyssa_store.y\n radius=2\n terrain=Ur^Es\n [/terrain]\n\n [redraw][/redraw]\n\n [kill]\n type=Fire Guardian,Fire Wraith\n animate=no\n fire_event=no\n [/kill]\n\n [delay]\n time=500\n [/delay]\n\n # Disable water drip sound sources forever.\n {REMOVE_SOUND_SOURCE water_1}\n {REMOVE_SOUND_SOURCE water_2}\n {REMOVE_SOUND_SOURCE water_3}\n\n # Disable background noise temporarily.\n {REMOVE_SOUND_SOURCE cave_noise}\n\n {REPLACE_SCENARIO_MUSIC (\"silence.ogg\")}\n\n [unhide_unit][/unhide_unit]\n\n {RESET_SCREEN}\n\n [redraw][/redraw]\n\n {QUAKE (\"explosion-big.ogg\")}\n\n [delay]\n time=2000\n [/delay]\n\n {CLEAR_VARIABLE elyssa_store}\n\n [fire_event]\n name=boss stage 2\n [/fire_event]\n [/event]\n\n [event]\n name=boss stage 2\n\n [message]\n speaker=Elynia\n message= _ \"...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"... What\u2014\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Heh, heh, heh...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"Good...\"\n [/message]\n\n {PLAY_LEVELOUT_ANIM id=Elyssa}\n\n [store_unit]\n [filter]\n id=Elyssa\n [/filter]\n kill=yes\n variable=elyssa_store\n [/store_unit]\n\n [unit]\n {CHARACTER_STATS_ELYSSA}\n side=2\n x,y=$elyssa_store.x,$elyssa_store.y\n facing=$elyssa_store.facing\n moves=$elyssa_store.moves\n attacks_left=$elyssa_store.attacks_left\n canrecruit=yes\n {IS_BOSS}\n type=Boss Guardian of Darkness Elyssa # overrides stats macro\n variation=sword\n [/unit]\n\n {PLAY_LEVELIN_ANIM id=Elyssa}\n\n {CLEAR_VARIABLE elyssa_store}\n\n #\n # 'Suggest' to the AI to favor pyranoctum when attacking with\n # Elyssa.\n #\n\n [object]\n silent=yes\n [filter]\n id=Elyssa\n [/filter]\n [effect]\n apply_to=attack\n name=pyranoctum\n attack_weight=100.0\n [/effect]\n [/object]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"But still not sufficient to defeat a Guardian of Darkness, my dear.\"\n [/message]\n\n {REPLACE_SCENARIO_MUSIC (\"frantic.ogg\")}\n\n # Re-enable background noise.\n {CAVE_NOISE_SOUND_SOURCE}\n [+sound_source]\n id=cave_noise # wmllint: ignore\n [/sound_source]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Elynia\n [/filter]\n [filter_second]\n id=Elyssa\n [/filter_second]\n\n {LOCK_VIEW}\n\n [message]\n speaker=Elyssa\n message= _ \"I had thought that this would be a fair fight, but in the end it was merely a foolish hope. What do you think?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"On the other hand, you are still alive and able to stand. I am impressed.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"What... are you... waiting for...\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Heh.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"Sweet dreams, my dear.\"\n [/message]\n\n [animate_attack]\n [filter]\n id=Elynia\n [/filter]\n [filter_second]\n id=Elyssa\n [/filter_second]\n [filter_attack]\n range=melee\n [/filter_attack]\n kill=no\n animate=yes\n fire_event=no\n amount=14\n damage_type=blade\n alignment=neutral\n #experience=no\n [/animate_attack]\n\n [kill]\n id=Elynia\n [/kill]\n\n [hide_unit][/hide_unit]\n\n [remove_item][/remove_item]\n\n {RED_SCREEN}\n\n [redraw]\n side=1\n [/redraw]\n\n {REMOVE_SOUND_SOURCE cave_noise}\n\n {BLACK_SCREEN}\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n {REPLACE_SCENARIO_MUSIC (\"silence.ogg\")}\n\n [delay]\n time=6000\n [/delay]\n\n {UNLOCK_VIEW}\n\n {ENDLEVEL_QUIET} {NO_REPLAY_SAVE}\n [/event]\n\n [event]\n name=victory\n\n {CLEAR_VARIABLE relative_turn_number,dark_fire_turn_number}\n [/event]\n[/scenario]\n\n#undef FINALE_A_SCHEDULE_DARKER\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=07B_Dark_Sea\n name= _ \"Dark Sea\"\n {MAP 07B_Dark_Sea.map}\n {TURNS 22 20 20}\n next_scenario=08A_Interim\n victory_when_enemies_defeated=no\n\n {H_DEATHS}\n\n {SCENARIO_MUSIC \"revelation.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n\n {STORYTXT_DARK_SEA}\n\n {LONGDARK3} {GLOBAL_LIGHTING_BAD_NIGHT}\n {LONGDARK3} {GLOBAL_LIGHTING_BAD_NIGHT}\n {LONGDARK3} {GLOBAL_LIGHTING_BAD_NIGHT}\n {LONGDARK3} {GLOBAL_LIGHTING_BAD_NIGHT}\n {LONGDARK4} {GLOBAL_LIGHTING_BAD_NIGHT}\n {LONGDARK4} {GLOBAL_LIGHTING_BAD_NIGHT}\n {LONGDARK4} {GLOBAL_LIGHTING_BAD_NIGHT}\n {LONGDARK4} {GLOBAL_LIGHTING_BAD_NIGHT}\n\n {SHAXTHAL_SET_SURFACE_VARIATIONS_FLAG}\n\n [event]\n name=turn 8 end\n # The night! Will last! FOREVER!\n [replace_schedule]\n {ENDLESS_NIGHT} {GLOBAL_LIGHTING_BAD_NIGHT}\n [/replace_schedule]\n [/event]\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=Anya\n team_name=good\n user_team_name= _ \"team_name^Anya\"\n\n shroud=yes\n\n {GOLD 250 240 230}\n\n # wmllint: recognize Anya\n {CHARACTER_STATS_ANYA}\n canrecruit=yes\n # Start with an L3, teleportation is rather important here.\n type=Nightshade Fire\n # clobber IS_HERO from the stats macro\n {NO_OVERLAYS_NO_ELLIPSE}\n [/side]\n # wmllint: validate-on\n\n {STARTING_VILLAGES 1 6}\n\n [side]\n side=2\n controller=human\n save_id=Durvan\n team_name=good\n user_team_name= _ \"team_name^Durvan\"\n {ALLIANCE_FLAG}\n\n # wmllint: recognize Durvan\n\n {NO_ECONOMY}\n no_leader=yes\n hidden=yes\n [/side]\n\n [side]\n side=3\n team_name=evil\n user_team_name= _ \"team_name^Kalari\"\n {CHAOS_FLAG}\n\n {GOLD 120 130 140}\n recruit=Chaos Raider,Chaos Invoker,Chaos Invader\n\n canrecruit=yes\n type=Chaos Razerman\n id=Mereldyan\n name= _ \"Mereldyan\"\n facing=sw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n\n [village]\n x,y=46,22\n [/village]\n\n [village]\n x,y=44,23\n [/village]\n\n [village]\n x,y=50,27\n [/village]\n\n [village]\n x,y=51,29\n [/village]\n\n [village]\n x,y=44,21\n [/village]\n\n#ifndef EASY\n {GENERIC_UNIT () (Hell Guardian) 54 23} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}\n {GENERIC_UNIT () (Serpent Messenger) 51 22} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n#endif\n [/side]\n\n [side]\n side=4\n team_name=evil\n user_team_name= _ \"team_name^Kalari\"\n {CHAOS_FLAG}\n\n {GOLD 120 130 140}\n recruit=Chaos Invader,Chaos Bowman,Demon\n\n canrecruit=yes\n type=Demon Warrior\n id=Jarayavel\n name= _ \"Jarayavel\"\n gender=male\n facing=ne\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_DEXTROUS}\n [/modifications]\n\n [village]\n x,y=54,18\n [/village]\n\n [village]\n x,y=57,18\n [/village]\n\n [village]\n x,y=60,20\n [/village]\n\n [village]\n x,y=60,25\n [/village]\n\n {GENERIC_UNIT () (Chaos Invader) 56 19} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING ne}\n {GENERIC_UNIT () (Chaos Invader) 58 21} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING ne}\n {GENERIC_UNIT () (Chaos Invader) 46 24} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n {GENERIC_UNIT () (Chaos Invader) 48 26} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n [/side]\n\n [side]\n side=5\n team_name=evil\n user_team_name= _ \"team_name^Uria\"\n {CHAOS_FLAG}\n\n {GOLD 110 120 130}\n recruit=Chaos Invoker,Imp,Chaos Headhunter\n\n canrecruit=yes\n type=Chaos Magus\n id=Zaraphor\n name= _ \"Zaraphor\"\n facing=nw\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_INTELLIGENT}\n [/modifications]\n\n [village]\n x,y=70,26\n [/village]\n [/side]\n\n {STARTING_VILLAGES 5 4}\n\n [side]\n side=6\n team_name=evil\n user_team_name= _ \"team_name^Uria\"\n {CHAOS_FLAG}\n\n {GOLD 140 145 150}\n recruit=Demon,Chaos Hound,Psy Crawler\n\n canrecruit=yes\n type=Demon Spelldancer\n id=Elesmeera\n name= _ \"Elesmeera\"\n facing=ne\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n\n [village]\n x,y=42,31\n [/village]\n\n [village]\n x,y=46,35\n [/village]\n\n [village]\n x,y=49,33\n [/village]\n\n [village]\n x,y=48,28\n [/village]\n [/side]\n\n #\n # Delayed enemy sides.\n # These are configured by a later event.\n # The no_leader=yes spec is left out so wmllint stops complaining\n # about shit it doesn't understand.\n #\n\n#define FINALE_A_AI_NO_VILLAGE_GRABBING\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.0}\n {AI_SIMPLE_ALWAYS_ASPECT scout_village_targeting 0.0}\n#enddef\n\n#define FINALE_A_DELAYED_SIDE _AI_CONFIGURATION\n hidden=yes\n controller=null\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {_AI_CONFIGURATION}\n [/ai]\n#enddef\n\n [side]\n side=7\n team_name=evil\n user_team_name= _ \"team_name^Shaxthals\"\n {CHAOS_FLAG}\n\n no_leader=yes\n {FINALE_A_DELAYED_SIDE ()}\n {NO_ECONOMY}\n [/side]\n\n [side]\n side=8\n team_name=evil\n user_team_name= _ \"team_name^Shaxthals\"\n {CHAOS_FLAG}\n\n no_leader=yes\n {FINALE_A_DELAYED_SIDE (\n {FINALE_A_AI_NO_VILLAGE_GRABBING}\n )}\n {NO_ECONOMY}\n [/side]\n\n [side]\n side=9\n team_name=evil\n user_team_name= _ \"team_name^Shaxthals\"\n {CHAOS_FLAG}\n\n no_leader=yes\n {FINALE_A_DELAYED_SIDE ()}\n {NO_ECONOMY}\n [/side]\n\n [side]\n side=10\n team_name=evil\n user_team_name= _ \"team_name^Uria\"\n {CHAOS_FLAG}\n color=pink\n\n no_leader=yes\n {FINALE_A_DELAYED_SIDE ()}\n {NO_ECONOMY}\n [/side]\n\n [side]\n side=11\n team_name=evil\n user_team_name= _ \"team_name^Uria\"\n {CHAOS_FLAG}\n color=gold\n\n no_leader=yes\n {FINALE_A_DELAYED_SIDE ()}\n {NO_ECONOMY}\n [/side]\n\n [side]\n side=12\n team_name=evil\n user_team_name= _ \"team_name^Uria\"\n {CHAOS_FLAG}\n color=gold\n\n no_leader=yes\n {FINALE_A_DELAYED_SIDE (\n {FINALE_A_AI_NO_VILLAGE_GRABBING}\n )}\n {NO_ECONOMY}\n [/side]\n\n [side]\n side=13\n team_name=evil\n user_team_name= _ \"team_name^Uria\"\n {CHAOS_FLAG}\n color=gold\n\n no_leader=yes\n {FINALE_A_DELAYED_SIDE ()}\n {NO_ECONOMY}\n [/side]\n\n [side]\n side=14\n team_name=good,evil\n user_team_name= _ \"team_name^?\"\n {RAGGED_FLAG}\n color=lightblue\n share_vision=none\n scroll_to_leader=no\n\n no_leader=yes\n hidden=yes\n controller=null\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n ai_algorithm=idle_ai\n [/ai]\n [/side]\n\n#undef FINALE_A_DELAYED_SIDE\n#undef FINALE_A_AI_NO_VILLAGE_GRABBING\n\n [label]\n x,y=53,23\n text= _ \"Iv\u00e6thea\u2019s Bridge\" # wmllint: no spellcheck\n [/label]\n\n [label]\n x,y=55,22\n text= _ \"North Keep\"\n [/label]\n\n [label]\n x,y=50,24\n text= _ \"South Keep\"\n [/label]\n\n {PLACE_IMAGE (\"items/scarecrow.png\") 42 22}\n {PLACE_IMAGE (\"items/straw-bale2.png\") 43 23}\n {PLACE_IMAGE (\"items/straw-bale1.png\") 58 15}\n #{PLACE_IMAGE (\"items/grain-sheaf.png\") 56 16}\n {PLACE_IMAGE (\"items/scarecrow.png\") 74 26}\n {PLACE_IMAGE (\"items/straw-bale2.png\") 74 25}\n {PLACE_IMAGE (\"items/straw-bale1.png\") 73 27}\n\n {PLACE_IMAGE (\"scenery/rock2.png\") 30 12}\n {PLACE_IMAGE (\"scenery/rock1.png\") 7 12}\n\n {PLACE_IMAGE (\"items/burial.png\") 36 48}\n {PLACE_IMAGE (\"items/burial.png\") 27 61}\n {PLACE_IMAGE (\"items/burial.png\") 60 50}\n {PLACE_IMAGE (\"items/burial.png\") 75 54}\n\n {PLACE_IMAGE (\"items/bonestack.png\") 67 62}\n {PLACE_IMAGE (\"items/bonestack.png\") 62 55}\n {PLACE_IMAGE (\"items/bonestack.png\") 34 54}\n\n {PLACE_IMAGE (\"scenery/mine-abandoned.png\") 45 54}\n {PLACE_IMAGE (\"scenery/mine-abandoned.png\") 47 55}\n {PLACE_IMAGE (\"scenery/mine-abandoned.png\") 30 30}\n\n {PLACE_IMAGE (\"items/altar-evil.png\") 68 57}\n\n {PLACE_IMAGE (\"items/bones.png~FL(horiz)\") 64 38}\n {PLACE_IMAGE (\"scenery/rock3.png\") 11 37}\n\n {PLACE_IMAGE (\"scenery/shipwreck-1.png\") 7 37}\n {PLACE_IMAGE (\"scenery/shipwreck-1.png\") 14 62}\n {PLACE_IMAGE (\"scenery/shipwreck-1.png\") 4 56}\n\n {PLACE_IMAGE (\"scenery/village-human-burned1.png\") 18 29}\n\n {PLACE_IMAGE (\"scenery/signpost.png\") 58 18}\n\n {PLACE_IMAGE (\"items/stone-tablet.png\") 29 13}\n\n [event]\n name=moveto\n [filter]\n side=1,2\n x,y=58,18\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=scenery/signpost.png\n message= _ \"North Kelenvar\" # wmllint: no spellcheck\n [/message]\n [/event]\n\n {PLACE_IMAGE (\"scenery/signpost.png\") 44 27}\n\n [event]\n name=moveto\n [filter]\n side=1,2\n x,y=44,27\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=scenery/signpost.png\n message= _ \"South Kelenvar\" # wmllint: no spellcheck\n [/message]\n [/event]\n\n {PLACE_IMAGE (\"scenery/signpost.png\") 57 51}\n\n [event]\n name=moveto\n [filter]\n side=1,2\n x,y=57,51\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=scenery/signpost.png\n message= _ \"Moon Guard Post\"\n [/message]\n [/event]\n\n [event]\n name=prestart\n\n {VARIABLE_DEFAULT swam_in_fountain_of_courage no}\n {VARIABLE_DEFAULT anya_has_mermaid_pendant no}\n\n {VARIABLE spotted_daeira no}\n\n # BEGIN: finale sequence configuration\n\n # wmlindent: start ignoring\n {BUG_ON ({VARIABLE_NUMERICAL_NOT_EQUALS finale_status.length 1})\n (\"E3S7B must be started from a finale scenario\")}\n # wmlindent: stop ignoring\n\n #\n # Restore Elynia's side status from E3S6 (E3S7A.1 prestart)\n #\n\n [foreach]\n array=finale_status.side_1_units\n [do]\n {VARIABLE location.x recall}\n {VARIABLE location.y recall}\n\n [if]\n {VARIABLE_LEXICAL_EQUALS this_item.id Anya}\n {VARIABLE_LEXICAL_EQUALS this_item.type (\"Nightshade Fire\")}\n #\n # We want the stored Anya to replace the one we get by default here if\n # she's already an L3 (very likely).\n #\n [then]\n [store_starting_location]\n side=1\n [/store_starting_location]\n\n {VARIABLE this_item.canrecruit yes}\n\n {CLEAR_VARIABLE this_item.overlays}\n {CLEAR_VARIABLE this_item.ellipse}\n [/then]\n [/if]\n\n [unstore_unit]\n variable=this_item\n x,y=$location.x,$location.y\n find_vacant=no\n [/unstore_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE location}\n\n #\n # Restore the carryover gold from E3S6 (E3S7A.1 prestart)\n #\n\n [gold]\n side=1\n amount=$finale_status.side_1_gold\n [/gold]\n\n #\n # TODO: carry the recruit list over from E3S6 instead of specifying\n # it by hand here.\n #\n\n [allow_recruit]\n side=1\n type=Faerie Sprite,Skeleton,Skeleton Archer,Ghost,Vampire Bat,Walking Corpse,Footpad,Poacher,Thug,Ruffian\n [/allow_recruit]\n\n [allow_recruit]\n side=1\n type=Troll Whelp,Demon,Saurian Augur,Saurian Skirmisher\n [/allow_recruit]\n\n #\n # Recall units and create Ergea for the first time\n #\n\n # wmllint: recognize Irylean\n {RECALL_IRYLEAN_AT_LOCATION 56 5}\n # wmllint: recognize Ergea\n {RECALL_ERGEA_AT_LOCATION 54 5}\n # wmllint: recognize Cron\n {RECALL_CRON_AT_LOCATION 54 4}\n # wmllint: recognize Igor\n {RECALL_IGOR_AT_LOCATION 56 4}\n\n {FACE_DIRECTION side=1 s}\n\n [remove_shroud]\n side=1\n x=30-76\n y= 0-36\n [/remove_shroud]\n\n #\n # Side 2 is not enabled until a few turns later\n #\n\n [modify_side]\n side=2\n controller=null\n hidden=yes\n [/modify_side]\n\n {OBJECTIVES (\n side=1\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Capture Zaraphor\u2019s keep and castle before turn 10\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Any number of enemy leaders standing on Zaraphor\u2019s keep and castle by the start of turn 10\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Irylean\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Ergea\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Cron\")}\n\n {OBJECTIVE_CARRYOVER}\n )}\n\n {CLEAR_VARIABLE finale_status}\n [/event]\n\n [event]\n name=start\n\n {LOCK_VIEW}\n\n [message]\n speaker=Ergea\n message= _ \"My scouts have just informed me that the bulk of the region\u2019s defenses are already in motion and heading for our present location. They shall be here in just a few hours. It is possible that someone betrayed us, or...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"... She is not coming back, is she?\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"I thought we were all gonna fight together...\"\n [/message]\n\n [message]\n speaker=Irylean\n message= _ \"She must have had a good reason for leaving us like this, Anya. Well... I hope so, anyway. My lady, what about those reinforcements?\"\n [/message]\n\n [scroll_to]\n x,y=66,23\n [/scroll_to]\n\n {HIGHLIGHT_GOAL x,y=66,23}\n\n [message]\n speaker=Ergea\n scroll=no\n message= _ \"The old fort near the river city guards a second portal leading to the northern lands whence you came. I had arranged for your allies to arrive through it at dawn, but... this unexpected development jeopardizes the success of the entire operation.\"\n [/message]\n\n [message]\n speaker=Ergea\n scroll=no\n message= _ \"We must secure that fort as swiftly as we may. It is only a few hours before dawn breaks. If we manage to distract our enemies for long enough, Elynia might have an opportunity to succeed in her mission.\"\n [/message]\n\n [scroll_to]\n x,y=53,23\n [/scroll_to]\n\n [message]\n speaker=Ergea\n scroll=no\n message= _ \"The inhabitants of these lands are not too satisfied with the Iron Triad\u2019s management. I advise that we try to gain their support and stir up a revolution \u2014 their numbers and resources may prove essential for what has yet to come.\"\n [/message]\n\n [message]\n speaker=Irylean\n message= _ \"Let us get moving then. Anya shall lead the way!\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"I... shall?\"\n [/message]\n\n [message]\n speaker=Irylean\n message= _ \"That\u2019s what Elynia said in that note, did she not? But you don\u2019t need to worry about the management aspect \u2014 we can help you with that. Your darkness powers and teleportation should be advantageous in the front line, but it\u2019s more important that these men are led by someone with whom they are already well familiarized besides Elynia herself \u2014 another someone they can relate to, if you catch my drift.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"... Wait... you mean...\"\n [/message]\n\n [message]\n speaker=Irylean\n message= _ \"Yes!\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"(annoyed) Your rationale seems rather perverse, and it\u2019s slightly offensive considering I have never... unlike... Ack! How about... we just... move on?!\"\n [/message]\n\n [message]\n speaker=Ergea\n message= _ \"I support the motion. This is no time for such frivolous chatter.\"\n [/message]\n\n {VARIABLE sep \"\u2022 \"}\n\n [transient_message]\n message= _ \"You can now recruit the following unit types:\"+\"\n\n$sep|\"+_\"Demon\"+\"\n$sep|\"+{TSTR_UNIT_TYPE_SAURIAN_AUGUR}+\"\n$sep|\"+{TSTR_UNIT_TYPE_SAURIAN_SKIRMISHER}+\"\n$sep|\"+{TSTR_UNIT_TYPE_TROLL_WHELP}\n [/transient_message]\n\n {CLEAR_VARIABLE sep}\n\n {REPLACE_SCENARIO_MUSIC \"loyalists.ogg\"}\n {APPEND_MUSIC \"breaking_the_chains.ogg\"}\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Jarayavel\n [/filter]\n\n [message]\n speaker=Jarayavel\n message= _ \"So bold\u2014 argh...\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Mereldyan\n [/filter]\n\n [message]\n speaker=Mereldyan\n message= _ \"The Fist shall not tolerate your intrusion...\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Zaraphor\n [/filter]\n\n [message]\n speaker=Zaraphor\n # po: The 'Fist' is a yet unseen male demon.\n message= _ \"The Fist knows... He knows everything... Flee while you can...\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Elesmeera\n [/filter]\n\n [message]\n speaker=Elesmeera\n message= _ \"No, n\u2014 please no! My fair lady of the Storms, I\u2014 I did not have a choice! The Fist\u2014 I\u2014 I\u2014\"\n [/message]\n\n [message]\n speaker=Ergea\n message= _ \"You betrayed me and my people. There is only one possible punishment for such a grave misdeed under my rule and you are well aware what it is.\"\n [/message]\n\n [message]\n speaker=Elesmeera\n message= _ \"No! I beg you\u2014\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n canrecruit=yes\n side=4,3\n [/filter]\n [filter_condition]\n [not]\n [have_unit]\n canrecruit=yes\n side=4,3\n [not]\n x,y=$x1,$y1\n [/not]\n [/have_unit]\n [/not]\n [/filter_condition]\n\n [unit]\n animate=yes\n side=1\n id=Theneryr\n name= _ \"Theneryr\"\n type=Bowman\n x,y=49,21\n passable=yes\n {IS_LOYAL}\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [unit]\n animate=yes\n side=1\n id=Maergon\n name= _ \"Maergon\"\n type=Bowman\n x,y=52,20\n passable=yes\n {IS_LOYAL}\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_INTELLIGENT}\n [/modifications]\n [/unit]\n\n [unit]\n animate=yes\n side=1\n id=Sergalyr\n name= _ \"Sergalyr\"\n type=Spearman\n x,y=51,26\n passable=yes\n {IS_LOYAL}\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n\n [unit]\n animate=yes\n side=1\n id=Muthel\n name= _ \"Muthel\"\n type=Thief\n gender=male\n x,y=58,24\n passable=yes\n {IS_LOYAL}\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_INTELLIGENT}\n [/modifications]\n [/unit]\n\n [unit]\n animate=yes\n facing=nw\n side=1\n id=Cyrelean\n name= _ \"Cyrelean\"\n type=Thief\n gender=female\n x,y=54,23\n passable=yes\n {IS_LOYAL}\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [message]\n speaker=Cyrelean\n message= _ \"The old order is coming to an end at last, and in time, freedom will be ours!\"\n [/message]\n\n [message]\n speaker=Sergalyr\n message= _ \"Let us purge the foul worshipers of Uria and reclaim our ancestors\u2019 lands!\"\n [/message]\n [/event]\n\n # NOTE: this should really only be used with even numbers\n#define FINALE_A_LOOT_EVENT _SIDE _AMOUNT\n [event]\n name=die\n [filter]\n canrecruit=yes\n side={_SIDE}\n [/filter]\n\n [if]\n [have_unit]\n id=Durvan\n [/have_unit]\n [then]\n [sound]\n name=gold.ogg\n [/sound]\n\n {VARIABLE temp_gold_retrieval_amount (\"$(\"+{_AMOUNT}+\" / 2)\")}\n\n [message]\n speaker=narrator\n image=\"items/gold-coins-medium.png\"\n message= _ \"Both playing teams retrieve $temp_gold_retrieval_amount pieces of gold.\"\n [/message]\n\n [gold]\n side=1,2\n amount=$temp_gold_retrieval_amount\n [/gold]\n\n {CLEAR_VARIABLE temp_gold_retrieval_amount}\n [/then]\n [else]\n {RETRIEVE_GOLD {_AMOUNT} }\n [/else]\n [/if]\n [/event]\n#enddef\n\n {FINALE_A_LOOT_EVENT 3 160}\n\n {FINALE_A_LOOT_EVENT 4 154}\n\n {FINALE_A_LOOT_EVENT 5 90}\n\n {FINALE_A_LOOT_EVENT 6 86}\n\n ############################################################################\n # #\n # STAGE 2 #\n # #\n ############################################################################\n\n [event]\n name=turn 10\n\n [message]\n speaker=Anya\n message= _ \"I don\u2019t understand... It should be dawn already!\"\n [/message]\n\n [message]\n speaker=Ergea\n message= _ \"The... day of the Longest Night... This does not bode well.\"\n [/message]\n [/event]\n\n [event]\n name=turn 10\n [if]\n [have_unit]\n canrecruit=yes\n [filter_side]\n [enemy_of]\n side=1\n [/enemy_of]\n [/filter_side]\n [filter_location]\n x,y=66,23\n radius=1\n [/filter_location]\n [/have_unit]\n [then]\n [message]\n speaker=Irylean\n message= _ \"We failed to secure that portal in time! Without those reinforcements we will never make it! Retreat!\"\n [/message]\n\n {ENDLEVEL_DEFEAT}\n [/then]\n [else]\n [fire_event]\n name=stage 2\n [/fire_event]\n [/else]\n [/if]\n [/event]\n\n#define FINALE_A_SETUP_SIDE _SIDE_NUMBER _LEADER_X _LEADER_Y _SIDE_WML _LEADER_WML\n #\n # Enemy leaders start facing wherever Anya is.\n #\n [store_direction]\n from_x={_LEADER_X}\n from_y={_LEADER_Y}\n [to]\n [filter]\n id=Anya\n [/filter]\n [/to]\n [/store_direction]\n\n [modify_side]\n side={_SIDE_NUMBER}\n controller=ai\n hidden=no\n\n # Base stats when not overridden by the _SIDE_WML\n # argument contents.\n\n gold=100\n {DEFAULT_ECONOMY}\n\n {_SIDE_WML}\n [/modify_side]\n\n [unit]\n canrecruit=yes\n side={_SIDE_NUMBER}\n x={_LEADER_X}\n y={_LEADER_Y}\n facing=$direction\n {_LEADER_WML}\n [/unit]\n\n {CLEAR_VARIABLE direction}\n#enddef\n\n#define FINALE_A_SETUP_MAP_STARTLOC_SIDE _SIDE_NUMBER _SIDE_WML _LEADER_WML\n [store_starting_location]\n side={_SIDE_NUMBER}\n [/store_starting_location]\n\n {FINALE_A_SETUP_SIDE {_SIDE_NUMBER} $location.x $location.y ({_SIDE_WML}) ({_LEADER_WML})}\n\n {CLEAR_VARIABLE location}\n#enddef\n\n#define FINALE_A_CAPTURE_INITIAL_VILLAGES _SIDE_NUMBER _RADIUS\n [store_locations]\n [filter]\n canrecruit=yes\n side={_SIDE_NUMBER}\n [/filter]\n variable=location\n [/store_locations]\n\n {CAPTURE_VILLAGES {_SIDE_NUMBER} $location.x $location.y {_RADIUS} }\n\n {CLEAR_VARIABLE location}\n#enddef\n\n#define FINALE_A_NO_DEMOLITION_ABILITY\n [object]\n silent=yes\n [effect]\n apply_to=remove_ability\n [abilities]\n {ABILITY_DEMOLITION_TEXT_ONLY}\n [/abilities]\n [/effect]\n [/object]\n#enddef\n\n [event]\n name=main music playlist\n first_time_only=no\n\n {REPLACE_SCENARIO_MUSIC \"casualties_of_war.ogg\"}\n {APPEND_MUSIC \"legends_of_the_north.ogg\"}\n [/event]\n\n#define FINALE_A_RESET_MUSIC\n [fire_event]\n name=main music playlist\n [/fire_event]\n#enddef\n\n [event]\n name=stage 2\n\n {LOCK_VIEW}\n\n #\n # Start enemies setup.\n #\n\n [remove_terrain_overlays]\n terrain=*^Xo\n [/remove_terrain_overlays]\n\n # Side 7\n\n {FINALE_A_SETUP_MAP_STARTLOC_SIDE 7 (\n {GOLD 175 190 220}\n recruit=Shaxthal Drone,Shaxthal Razorbird\n ) (\n canrecruit=yes\n type=Shaxthal War Drone\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_STRONG}\n [/modifications]\n )}\n\n {GENERIC_UNIT 7 (Shaxthal Drone) 6 39} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION surface}\n {GENERIC_UNIT 7 (Shaxthal Drone) 4 42} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION surface}\n {GENERIC_UNIT 7 (Shaxthal Drone) 3 43} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION surface}\n\n#ifndef EASY\n {GENERIC_UNIT 7 (Shaxthal Thunderbird) 2 41} {NO_UPKEEP_NO_OVERLAY} {FACING ne}\n {GENERIC_UNIT 7 (Shaxthal Thunderbird) 7 38} {NO_UPKEEP_NO_OVERLAY} {FACING ne}\n#endif\n\n {GENERIC_UNIT 7 (Shaxthal Protector Drone) 60 58} {NO_UPKEEP_NO_OVERLAY} {FACING nw} {GUARDIAN}\n {GENERIC_UNIT 7 (Shaxthal Protector Drone) 66 52} {NO_UPKEEP_NO_OVERLAY} {FACING nw} {GUARDIAN}\n {GENERIC_UNIT 7 (Shaxthal Stormblade) 63 57} {NO_UPKEEP_NO_OVERLAY} {FACING nw} {GUARDIAN}\n {GENERIC_UNIT 7 (Shaxthal Rayblade) 64 55} {NO_UPKEEP_NO_OVERLAY} {FACING nw} {GUARDIAN}\n\n {GENERIC_UNIT 7 (Shaxthal Rayblade) 66 47} {NO_UPKEEP_NO_OVERLAY} {FACING ne} {GUARDIAN}\n {GENERIC_UNIT 7 (Shaxthal Assault Drone) 73 43} {NO_UPKEEP_NO_OVERLAY} {FACING nw} {GUARDIAN}\n\n#ifndef EASY\n {GENERIC_UNIT 7 (Shaxthal Demolisher Drone) 59 51} {NO_UPKEEP_NO_OVERLAY} {FACING n}\n [+unit]\n [+modifications]\n {FINALE_A_NO_DEMOLITION_ABILITY}\n [/modifications]\n [/unit]\n#endif\n\n {GENERIC_UNIT 7 (Shaxthal Demolisher Drone) 1 48} {NO_UPKEEP_NO_OVERLAY} {FACING ne}\n [+unit]\n [+modifications]\n {FINALE_A_NO_DEMOLITION_ABILITY}\n [/modifications]\n [/unit]\n\n {GENERIC_UNIT 7 (Shaxthal Runner Drone) 58 45} {NO_UPKEEP_NO_OVERLAY} {FACING ne}\n {GENERIC_UNIT 7 (Shaxthal Runner Drone) 58 46} {NO_UPKEEP_NO_OVERLAY} {FACING nw}\n\n#ifndef EASY\n {GENERIC_UNIT 7 (Shaxthal Stormblade) 24 42} {NO_UPKEEP_NO_OVERLAY} {FACING ne}\n#endif\n\n {FINALE_A_CAPTURE_INITIAL_VILLAGES 7 8}\n\n # Side 8\n\n {FINALE_A_SETUP_MAP_STARTLOC_SIDE 8 (\n {GOLD 150 165 180}\n recruit=Shaxthal Drone,Shaxthal Razorbird\n ) (\n canrecruit=yes\n type=Shaxthal Enforcer Drone\n variation=surface\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_QUICK}\n [/modifications]\n )}\n\n#ifndef EASY\n {GENERIC_UNIT 8 (Shaxthal Assault Drone) 4 18} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n#endif\n {GENERIC_UNIT 8 (Shaxthal Assault Drone) 8 13} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n\n {FINALE_A_CAPTURE_INITIAL_VILLAGES 8 8}\n\n # Side 9\n\n {FINALE_A_SETUP_MAP_STARTLOC_SIDE 9 (\n {GOLD 150 165 180}\n recruit=Shaxthal Drone,Shaxthal Razorbird,Shaxthal Rayblade\n ) (\n canrecruit=yes\n type=Shaxthal Demolisher Drone\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_RESILIENT}\n {FINALE_A_NO_DEMOLITION_ABILITY}\n [/modifications]\n )}\n\n {GENERIC_UNIT 9 (Shaxthal Sentry Drone) 6 47} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION surface}\n#ifndef EASY\n {GENERIC_UNIT 9 (Shaxthal Sentry Drone) 3 54} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION surface}\n#endif\n\n {GENERIC_UNIT 9 (Shaxthal Drone) 3 52} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION surface}\n {GENERIC_UNIT 9 (Shaxthal Drone) 4 50} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION surface}\n\n {FINALE_A_CAPTURE_INITIAL_VILLAGES 9 8}\n\n # Side 10\n\n {FINALE_A_SETUP_SIDE 10 (20) (41) (\n {GOLD 170 190 220}\n recruit=Chaos Raider,Chaos Invader,Chaos Bowman,Chaos Gunner\n ) (\n canrecruit=yes\n type=Chaos Cataphract\n id=Celwyngyr\n name= _ \"Celwyngyr\"\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_INTELLIGENT}\n [/modifications]\n )}\n\n {FINALE_A_CAPTURE_INITIAL_VILLAGES 10 4}\n\n # Side 11\n\n {FINALE_A_SETUP_SIDE 11 (31) (55) (\n {GOLD 180 200 220}\n recruit=Chaos Headhunter,Chaos Invoker,Chaos Hound\n ) (\n canrecruit=yes\n type=Chaos Soulhunter\n id=Morol\n name= _ \"Morol\"\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_STRONG}\n [/modifications]\n )}\n\n {FINALE_A_CAPTURE_INITIAL_VILLAGES 11 5}\n\n # Side 12\n\n {FINALE_A_SETUP_SIDE 12 (69) (45) (\n {GOLD 180 195 210}\n recruit=Skeleton,Skeleton Archer,Ghost,Ghoul,Walking Corpse\n ) (\n canrecruit=yes\n type=Lich\n id=Mal Fyrgwynn\n name= _ \"Mal Fyrgwynn\"\n [modifications]\n {TRAIT_UNDEAD}\n {TRAIT_RESILIENT}\n [/modifications]\n )}\n\n {GENERIC_UNIT 12 (Necrophage) 67 43} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}\n {GENERIC_UNIT 12 (Necrophage) 68 47} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}\n\n {GENERIC_UNIT 12 (Chocobone) 72 47} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}\n {GENERIC_UNIT 12 (Chocobone) 70 42} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}\n\n {GENERIC_UNIT 12 (Spectre) 20 38} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING ne}\n\n # Not guardians\n#ifndef EASY\n {GENERIC_UNIT 12 (Chocobone) 19 44} {NO_UPKEEP_NO_OVERLAY} {FACING ne}\n {GENERIC_UNIT 12 (Chocobone) 17 39} {NO_UPKEEP_NO_OVERLAY} {FACING ne}\n {GENERIC_UNIT 12 (Chocobone) 25 41} {NO_UPKEEP_NO_OVERLAY} {FACING ne}\n#endif\n\n {GENERIC_UNIT 12 (Wraith) 34 51} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING ne}\n\n {GENERIC_UNIT 12 (Wraith) 6 19} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING ne}\n\n#ifndef EASY\n {GENERIC_UNIT 12 (Death Knight) 34 55} {NO_UPKEEP_NO_OVERLAY} {FACING ne}\n {GENERIC_UNIT 12 (Deathblade) 35 55} {NO_UPKEEP_NO_OVERLAY} {FACING ne}\n {GENERIC_UNIT 12 (Bone Shooter) 34 54} {NO_UPKEEP_NO_OVERLAY} {FACING ne}\n {GENERIC_UNIT 12 (Revenant) 33 55} {NO_UPKEEP_NO_OVERLAY} {FACING ne}\n\n {GENERIC_UNIT 12 (Chocobone) 30 59} {NO_UPKEEP_NO_OVERLAY} {FACING ne} # Not guardian either\n#endif\n\n {GENERIC_UNIT 12 (Chocobone) 32 49} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING ne}\n {GENERIC_UNIT 12 (Chocobone) 37 51} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING ne}\n\n {FINALE_A_CAPTURE_INITIAL_VILLAGES 12 4}\n\n # Side 13\n\n {FINALE_A_SETUP_SIDE 13 (65) (57) (\n {GOLD 150 165 180}\n recruit=Chaos Gunner,Chaos Invoker,Automaton,Chaos Raider\n ) (\n canrecruit=yes\n type=Demon Warrior\n gender=male\n id=Demon Lord Alavys\n name= _ \"Demon Lord Alavys\"\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n [/modifications]\n )}\n\n {GENERIC_UNIT 13 (Goliath) 65 44} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}\n {GENERIC_UNIT 13 (Goliath) 22 39} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING ne}\n {GENERIC_UNIT 13 (Goliath) 64 58} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}\n\n#ifndef EASY\n {GENERIC_UNIT 13 (Hell Guardian) 62 52} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}\n#else\n {GENERIC_UNIT 13 (Doom Guard) 62 52} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}\n#endif\n {GENERIC_UNIT 13 (Doom Guard) 59 54} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING ne}\n {GENERIC_UNIT 13 (Doom Guard) 68 51} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}\n {GENERIC_UNIT 13 (Doom Guard) 70 55} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}\n\n {GENERIC_UNIT 13 (Chaos Marksman) 62 55} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING n}\n\n {GENERIC_UNIT 13 (Dark Knight) 62 60} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}\n {GENERIC_UNIT 13 (Dark Knight) 68 59} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}\n\n {FINALE_A_CAPTURE_INITIAL_VILLAGES 13 6}\n\n #\n # Setup Anya's sidequest.\n #\n\n [if]\n [not]\n {VARIABLE_BOOLEAN_EQUALS swam_in_fountain_of_courage no}\n {VARIABLE_BOOLEAN_EQUALS anya_has_mermaid_pendant no}\n [/not]\n [then]\n # Remove Daeira's little note and make her actually show up.\n [remove_item]\n x,y=29,13\n [/remove_item]\n\n [remove_event]\n id=daeiras_note\n [/remove_event]\n\n [modify_side]\n side=14\n controller=ai\n hidden=no\n [/modify_side]\n\n # wmllint: recognize Daeira\n [unit]\n {CHARACTER_STATS_DAEIRA}\n side=14\n x,y=29,13\n [/unit]\n [/then]\n [else]\n [remove_event]\n id=daeiras_wait,daeiras_meeting\n [/remove_event]\n [/else]\n [/if]\n\n #\n # Setup Durvan's side and finalize Anya's side setup.\n #\n\n [modify_side]\n side=1\n shroud=no\n [/modify_side]\n\n [redraw]\n side=1\n [/redraw]\n\n [modify_side]\n side=2\n controller=human\n hidden=no\n {GOLD 290 280 270}\n {DEFAULT_ECONOMY}\n recruit=Footpad,Thug,Poacher,Ruffian,Orcish Grunt,Orcish Archer,Wolf Rider,Orcish Assassin\n [/modify_side]\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS waited_for_bardyl yes}\n [then]\n # wmlindent: start ignoring\n {BUG_ON ({VARIABLE_NUMERICAL_NOT_EQUALS bardyl_side_state.length 1})\n (\"side 2 status from E3S4.2 is corrupted\")}\n # wmlindent: stop ignoring\n [gold]\n side=2\n amount=$bardyl_side_state.gold\n [/gold]\n\n [allow_recruit]\n side=2\n type=$bardyl_side_state.recruit\n [/allow_recruit]\n\n [foreach]\n array=bardyl_side_units\n [do]\n [unstore_unit]\n variable=this_item\n x,y=recall,recall\n [/unstore_unit]\n [/do]\n [/foreach]\n [/then]\n [/if]\n\n [if]\n {VARIABLE_NUMERICAL_EQUALS durvan_store.length 1}\n [then]\n #\n # If we have Durvan, we want to place him on his recall\n # list first.\n #\n {VARIABLE durvan_store.side 2}\n {VARIABLE durvan_store.canrecruit yes}\n {CLEAR_VARIABLE durvan_store.overlays,durvan_store.ellipse}\n\n [unstore_unit]\n variable=durvan_store\n x,y=recall,recall\n [/unstore_unit]\n [/then]\n [/if]\n\n [scroll_to]\n x,y=66,23\n [/scroll_to]\n\n [store_direction]\n from_x,from_y=66,23\n [to]\n [filter]\n id=Anya\n [/filter]\n [/to]\n [/store_direction]\n\n # Recall or create Durvan as necessary.\n [unit]\n {CHARACTER_STATS_DURVAN}\n x,y=66,23\n side=2\n canrecruit=yes\n animate=yes\n facing=$direction\n\n # clobber IS_HERO from the stats macro\n {NO_OVERLAYS_NO_ELLIPSE}\n [/unit]\n\n {CLEAR_VARIABLE direction}\n\n #\n # First try to recall any loyals that might be in the\n # side 2 recall list (when it exists at all).\n #\n\n {RECALL_SIDE_LOYALS 2 ()}\n\n #\n # Generate one or two extra loyals if there aren't\n # enough loyals.\n #\n\n [while]\n [have_unit]\n side=2\n count=1-2\n [/have_unit]\n [do]\n [unit]\n type=Aragwaith Spearman\n side=2\n placement=leader\n animate=yes\n upkeep=loyal\n {IS_LOYAL}\n generate_name=yes\n random_traits=yes\n random_gender=yes\n [modifications]\n {TRAIT_LOYAL}\n [/modifications]\n [/unit]\n [/do]\n [/while]\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Durvan\n message= _ \"Uh... It seems we arrived just in time.\"\n [/message]\n\n [store_locations]\n x= 5, 6,20,31,65,69\n y=17,41,41,55,57,45\n variable=scroll_locations\n [/store_locations]\n\n [foreach]\n array=scroll_locations\n [do]\n [scroll_to]\n x,y=$this_item.x,$this_item.y\n [/scroll_to]\n\n [delay]\n time=500\n [/delay]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE scroll_locations}\n\n [if]\n [have_unit]\n id=Igor\n [/have_unit]\n [then]\n [message]\n speaker=Igor\n message= _ \"Archer guy!\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Oh no. Er, I mean, hail!\"\n [/message]\n [/then]\n [/if]\n\n [message]\n speaker=Anya\n message= _ \"Durvan! I thought you would be on your way back home by now!\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"I changed my mind, I guess? I can\u2019t shake off the feeling that I\u2019ll regret this later, though. Where is Elynia?\"\n [/message]\n\n [message]\n speaker=Irylean\n message= _ \"We don\u2019t know.\"\n [/message]\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS waited_for_bardyl yes}\n [then]\n [message]\n speaker=Ergea\n message= _ \"You may discuss that at a later time. For now, it is of utmost importance that we distract or take down Kalari\u2019s military. I am confident that the Alliance troops Sir Durvan has amassed shall serve us well for this mission.\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"It\u2019s really General Bardyl and Elynia who should get the credit, not me. I merely asked him to lend us a hand, and he gladly acceded, most likely in return for Elynia\u2019s support during the siege of Aran-Balgur. And incidentally, I\u2019m no Sir.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Ergea\n message= _ \"You may discuss that at a later time. For now, it is of utmost importance that we distract or take down Kalari\u2019s military. However, I expected Sir Durvan to provide us with more numerous troops than this.\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"General Bardyl wouldn\u2019t accede to spending more lives on a pointless mission after Elynia decided to part ways with him before they could properly reclaim Aran-Balgur. So, I had to make do with low-ranking militiamen and some orcish mercenaries. And incidentally, I\u2019m no Sir.\"\n [/message]\n [/else]\n [/if]\n\n [message]\n speaker=Anya\n message= _ \"Time is of the essence, Durvan. We need to get moving while the darkness can provide us with an advantage.\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Sure, these men and women thirst for the blood of these fiends. Lead the way!\"\n [/message]\n\n [scroll_to_unit]\n id=Anya\n [/scroll_to_unit]\n\n {OBJECTIVES (\n side=1,2\n {OBJECTIVE_VICTORY_END_OF_TURNS}\n {OBJECTIVE_OPTIONAL ( _ \"Defeat all enemy leaders\"+{EARLY_FINISH_BONUS_FOOTNOTE})}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Anya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Durvan\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Irylean\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Ergea\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Cron\")}\n\n {OBJECTIVE_CARRYOVER}\n )}\n\n {FINALE_A_RESET_MUSIC}\n\n {CLEAR_VARIABLE durvan_store,waited_for_bardyl,bardyl_side_state,bardyl_side_units}\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=side 1 turn 11\n\n [message]\n speaker=Durvan\n message= _ \"So, Elynia went on a mission to infiltrate the Iron Council\u2019s citadel? What kind of nonsense is that?\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"According to Ergea she went to locate some kind of weapon buried beneath Kalari. I am really worried for her. She just left during the night without telling anyone about her plans. What are we supposed to do now? I mean, other than perpetuating this bloodshed. Ergea says it\u2019s important and that it might be her only chance to succeed. But who knows what kind of abominations await in that place.\"\n [/message]\n [/event]\n\n [event]\n name=side 2 turn 11\n\n [message]\n speaker=Anya\n message= _ \"And then there is this inexplicable unending darkness. It is our element, yet I can\u2019t help but find all this dreadfully unnatural and foreboding.\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Yes... yes, it is. Maybe I shouldn\u2019t have allowed Ergea to convince me to come here.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Ah, so you came back to us because she asked you to?\"\n [/message]\n\n [message]\n speaker=Durvan\n # wmllint: local spelling Er\n # po: The first 'you' is singular; the second 'you' is plural.\n message= _ \"Er... well, I admit that before she asked me I already wanted to see whether you were all right... I mean, you people.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Hm. I see.\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n type=Skeleton,Skeleton Archer,Deathblade,Revenant,Bone Shooter,Draug,Banebow,Death Knight\n [/filter]\n [filter_second]\n id=Cron\n [/filter_second]\n\n [message]\n speaker=Cron\n message= _ \"Cron likes the sound of bones breaking under his hammer.\"\n [/message]\n [/event]\n\n [event]\n name=attack\n [filter]\n id=Cron\n [/filter]\n [filter_second]\n type=Imp,Blood Imp\n [/filter_second]\n\n [message]\n speaker=Cron\n message= _ \"Cron enjoys crushing insolent vermin to death.\"\n [/message]\n\n [message]\n speaker=second_unit\n message= _ \"Get away from me, you beast!\"\n [/message]\n [/event]\n\n {FINALE_A_LOOT_EVENT 7 192}\n\n {FINALE_A_LOOT_EVENT 8 4}\n\n {FINALE_A_LOOT_EVENT 9 14}\n\n {FINALE_A_LOOT_EVENT 10 80}\n\n {FINALE_A_LOOT_EVENT 11 166}\n\n {FINALE_A_LOOT_EVENT 12 98}\n\n {FINALE_A_LOOT_EVENT 13 278}\n\n [event]\n id=daeiras_note\n name=moveto\n first_time_only=no\n [filter]\n side=1,2\n x,y=29,13\n [/filter]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Into the fountain of courage.\n\nDown the river of fear.\n\nA light in the darkness she patiently awaits.\"\n [/message]\n [/event]\n\n [event]\n id=daeiras_wait\n name=moveto\n first_time_only=no\n [filter]\n side=1,2\n [not]\n id=Anya\n [/not]\n [filter_adjacent]\n id=Daeira\n [/filter_adjacent]\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n [show_if]\n {VARIABLE_BOOLEAN_EQUALS spotted_daeira no}\n [/show_if]\n message= _ \"A mysterious nymph sits on the rocks, contemplating the dark and restless ocean in front of her with a blank expression.\n\nShe seems completely uninterested in the creature\u2019s presence as well. When approached, the nymph does not make eye contact and instead conjures a number of bubbles out of thin air. They seem far more deserving of her attention than even the carnage currently taking place not too far away on the riverside.\n\nPerhaps she is waiting for someone.\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n [show_if]\n {VARIABLE_BOOLEAN_EQUALS spotted_daeira yes}\n [/show_if]\n message= _ \"The water nymph continues to play with her bubbles.\n\nPerhaps she is waiting for someone.\"\n [/message]\n\n {VARIABLE spotted_daeira yes}\n [/event]\n\n#define FINALE_A_MARINE_SUPPORT _X _Y _TYPE _ID _NAME _MODS\n [unit]\n animate=yes\n side=1\n x={_X}\n y={_Y}\n type={_TYPE}\n id={_ID}\n name={_NAME}\n facing=se\n random_traits=no\n random_gender=no\n generate_name=no\n\n {IS_LOYAL}\n\n [modifications]\n {TRAIT_FEARLESS}\n {TRAIT_LOYAL}\n\n [object]\n [effect]\n apply_to=image_mod\n add=\"RC(magenta>lightblue)\"\n [/effect]\n [/object]\n\n {_MODS}\n [/modifications]\n [/unit]\n#enddef\n\n [event]\n id=daeiras_meeting\n name=moveto\n [filter]\n side=1\n id=Anya\n [filter_adjacent]\n id=Daeira\n [/filter_adjacent]\n [/filter]\n\n {LOCK_VIEW}\n\n [scroll_to_unit]\n id=Daeira\n [/scroll_to_unit]\n\n {FACE_UNIT id=Anya id=Daeira}\n\n [message]\n speaker=Anya\n message= _ \"Ummm... Hello?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"I was wondering if you are a Naiad? I was told by Tara that your kind are hardly ever seen by anyone at all...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"Uhhh... yes... the ocean. It looks really ominous here at night, doesn\u2019t it?...\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n {FACE_UNIT id=Anya id=Daeira} {OPPOSITE_FACING}\n\n [delay]\n time=500\n [/delay]\n\n {FACE_UNIT id=Anya id=Daeira}\n\n [message]\n speaker=Anya\n message= _ \"(sighs) I\u2019m sorry, I should not have bothered you. I guess I will leave you to... whatever it is you are doing...\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n {FACE_UNIT id=Anya id=Daeira} {OPPOSITE_FACING}\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Daeira\n message= _ \"You truly are a curious creature, Anya, daughter of Mintha. I had never heard before of one born of faerie and demonkind. I suppose it\u2019s only natural that both rarely mingle due to their innate hatred of each other. Although it makes you wonder... because in the very beginning all of us, even humans, were considered \u2018demons\u2019 anyway, were we not? We were the spirits brought to life by the Tree.\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n {FACE_UNIT id=Anya id=Daeira}\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"That name... how can you possibly know that name? I don\u2019t... I don\u2019t understand\u2014\"\n [/message]\n\n # In case this wasn't already the case\n {FACE_UNIT id=Daeira id=Anya}\n\n [message]\n speaker=Daeira\n message= _ \"I have been keeping an eye on the Lady of Light and her allies for longer than even the Demon Lord and you have. I have seen her rise from the very depths of Irdya, do battle against unfathomable foes hailing from a time and place beyond the Veil, make her way through the accursed hordes of the Mother of Urvatha with the help of the most improbable allies, and carry out her sworn duty despite it taking the heaviest toll of all.\"\n [/message]\n\n [message]\n speaker=Daeira\n [show_if]\n {VARIABLE_BOOLEAN_EQUALS swam_in_fountain_of_courage yes}\n [/show_if]\n message= _ \"Accordingly, I provided one of her faeriekind allies with a small gift as a reward for the fortitude of mind and body they displayed in battle.\"\n [/message]\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS anya_has_mermaid_pendant yes}\n [then]\n [message]\n speaker=Daeira\n message= _ \"I guided you towards a relic from the Golden Age as a reward for your unfaltering optimism in the face of adversity.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"It doesn\u2019t do anything, though. Elynia said there\u2019s no magic in it.\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"But does it need to be magic to feel precious to you? Does every experience along your journey need to be viscerally gratifying in order for you to build an emotional attachment to those memories?\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"I... suppose you are right. It reminds me so much of her somehow... Oh gods, I hope she is all right...\"\n [/message]\n [/then]\n [/if]\n\n [message]\n speaker=Daeira\n message= _ \"The only thing left for me to do is to assist you in this upcoming battle however I can so that you may see the light of day again. I must warn you first, though, the power that was conferred upon me by the Goddess is very limited, and time is running short. I can give you the answer to one question about the past, and a last blessing.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"One question?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n {FACE_UNIT id=Anya id=Daeira} {OPPOSITE_FACING}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"This is so unexpected... I don\u2019t know what I should ask...\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"What does your heart tell you?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n {FACE_UNIT id=Anya id=Daeira}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"I want to know...\"\n\n [option]\n description= _ \"Who are my real parents?\"\n\n [command]\n [fade_out_music]\n duration=500\n [/fade_out_music]\n\n {REPLACE_SCENARIO_MUSIC knolls.ogg}\n\n [message]\n speaker=Daeira\n # po: The Nameless Shapeshifter's pronouns are they/them. They are non-binary. I understand that this doesn't\n # po: work well for certain languages, but I have deliberately chosen not to suggest an alternative for those,\n # po: unlike the translator's notes I've left for terms like \"Warlord\" and \"Demon Lord\" and other instances of\n # po: vague or unspecified gender. You are on your own here. Do your research.\n # po:\n # po: Also note that Daeira uses \"the Demon Lord Foo\" to refer to each Demon Lord, instead of \"Lord Foo\" (used\n # po: by infernal underlings as well as the Chaos Empire's forces) or even just \"Foo\" (used by everyone else).\n # po: This is intentional.\n message= _ \"Nineteen years ago, a Nameless Shapeshifter broke free from a lifetime of servitude under the Demon Lord Nar-hamoth during one of his visits to Irdya. Lacking any practical knowledge of this world and with nothing on their side but their species\u2019 natural endurance, they made their way north along the Great Continent\u2019s perilous seaboard. Defectors are not treated well by the threats within Uria\u2019s domain, but the dark of the night proved a faithful ally to the Nameless One, allowing them to escape most of the obstacles they found on their way North.\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"Their long and grueling journey eventually led them to the great eucalyptus forests of Glamdrol. There it is that they finally found shelter from the scourge of Uria \u2014 but not before exhausting all their remaining energy. Shapeshifters may be durable creatures, but that does not make them immortal. On the contrary, constant punishment under their masters only makes them weaker and more prone to diseases specific to their kind. The Nameless One was no exception in this regard.\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"Despite their unfamiliarity with the peoples of Irdya, the Nameless One intuitively knew that the natives would be quick to recognize them as a creature hailing from the Chaos Empire, simply from observing their behavior and way of speaking. Attempting to obtain help could only result in an even more painful death at best, and a return to subjugation at worst.\n\nAs the suns departed for the Long Dark, they decided that dying on their own terms as a free soul was a far more preferable fate to any of the alternatives. They were at peace.\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"Ready for their eternal rest, the demon collapsed on the cold forest ground next to a spearmint patch, hopeful that the soothing aroma would ease the pain that was yet to come. They closed their eyes, and the world disappeared. The cold slowly subsided and gave way to a comforting warmth. Never in their life had the Nameless One imagined that the embrace of death could feel so welcoming compared to anything else they experienced.\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"Then they felt the tender kiss of spearmint leaves on their lips.\n\nAll their physical afflictions were gone in an instant, and they were once again able to open their eyes \u2014 and so they saw that the plant had somehow come to life and assumed the shape of a beautiful woman as if by a divine blessing.\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"The Nameless One was just as stunned by the beauty of the eventide nymph as she was by theirs. They wondered what her story was \u2014 what circumstances could possibly have brought her to a remote place like that, away from any manner of civilization? And why would she, the free daughter of an untainted world, decide to take pity on a creature who existed only for the purpose of meting out punishment in the name of a goddess of death?\n\nUnfortunately for them, she would never be able to answer those questions, for the gift that allowed her to give that one special person a second chance came with the complete inability to utter a sound. Not even her birth name was known to anyone in existence \u2014 \u201cMintha\u201d was the first thing that came to the shapeshifter\u2019s mind, and she seemed fond of it.\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"The language barrier did little to stop the pair from finding a common ground. The shapeshifter figured out soon enough that Mintha had her own particular ways to communicate with others, and she was eager to be around someone who did not avoid her just because of who she was. While she could not tell them her own story, she was happy to listen to the Nameless One tell her all about the vast unknown that lay far beyond Irdya. And she in turn showed them Irdya as it was, and as it is \u2014 a world of endless strife, yet also endless beauty.\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"In time, the shapeshifter and the nymph grew enamored of each other. To the Nameless One, the notion of having a child of their own volition was completely alien, for their kind only bred when required to do so by the Demon Lords, and only with each other. Nevertheless, they promptly found themselves acquiescing to Mintha\u2019s heart desire, and her body would be the one to carry the creature born from their love.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"What happened next?\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"I apologize. Like I said, I can only answer one question about the past.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Well, excuse me if I don\u2019t believe you right now! Surely your goddess must have imparted the full story to you!\"\n [/message]\n\n [message]\n speaker=Daeira\n # po: She is not saying \"no\". This becomes relevant later.\n message= _ \"I am just a medium and your particular question is already answered.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"...\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"If you must hear the whole story I am afraid you are going to have to ask the Goddess for the rest.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Well, I would if I knew who she is or how to communicate with her!!!\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"Our kind knows her as Xia\u2019el. Her true name is known by only a counted few, and her domain lies somewhere completely beyond our reach.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"If that is so then how am I supposed to get there and punch her in the face for telling me an incomplete story?!\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"Everything is possible if you set your mind to it!\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Don\u2019t you dare be all sarcastic like some kind of ancient mythical... water faerie... that knows better than a child like me... Argh! I just... I don\u2019t need this right now. I\u2019m sorry for sounding so frustrated. It\u2019s all just... a lot for me to handle.\"\n [/message]\n\n [fade_out_music]\n duration=250\n [/fade_out_music]\n\n {FINALE_A_RESET_MUSIC}\n\n {VARIABLE anya_wants_to_see_the_manager yes}\n [/command]\n [/option]\n\n [option]\n description= _ \"Did Elynia ever love anyone besides Argan?\"\n\n [command]\n [message]\n speaker=Daeira\n message= _ \"Of all the questions you could have asked, are you absolutely sure that is the one you want answered?\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"I... Well... That just came to mind, that\u2019s all. Should I ask something else\u2014\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"One question, not two. You already asked the question, and so I must deliver the answer.\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"Elynia-Thanadria did have all kinds of lovers back during the Golden Age, both before and after meeting Argan. Her first lover was a young human by the name of\u2014\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"NO! Stop! I changed my mind, I don\u2019t want to know. That\u2019s not what I really meant to ask specifically anyway.\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"I know the answer to your real question though.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Huh?\"\n [/message]\n\n {FACE_UNIT id=Anya id=Daeira} {OPPOSITE_FACING}\n\n [message]\n speaker=Daeira\n message= _ \"You wanted to know if she ever had a more intimate relationship with other faeries, did you not?\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"AAAAAAAAAAAAAAAAAAAAHHHHHH!!! Look over there, it\u2019s one of those... demolisher monsters! It\u2019s very, veeeeery slowly heading towards us!\"\n [/message]\n\n {VARIABLE anya_wants_love yes}\n [/command]\n [/option]\n\n [option]\n description= _ \"Was Zhangor responsible for the Great Fall?\"\n\n [command]\n [message]\n speaker=Daeira\n message= _ \"That is an interesting question for you ask. I did not take you for someone who would be interested in the history of this world.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"... Look, I know I\u2019m more than a bit dumb at times\u2014\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"What I mean is you are an outsider. You may have been born on Irdya, but you do not feel as though you belong here, do you?\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"... I guess I really... don\u2019t. How can you read me so well? I mean, besides the whole business with you spying on us.\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"There is something surprisingly relatable about you, even though my life so far has been one of complete solitude and yours the opposite. Perhaps it is the fact that we are both daughters of Darkness in some way. Water and Earth have got to meet each other at some point, after all. But I digress.\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"The Demon Lord Zhangor may be many things, but a patient schemer he is not. He was provided information about a pivotal event by a source that transcends time, and he did as he saw fit with that information. His thirst for power led him to establish his cult in Wesmere, but he was largely ignorant of what he was doing beyond attempting to become something he is not and will likely never become: a god. So, the answer to your question is no.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"But who was responsible then? It all seems so contrived \u2014 both the creation of the second sun and the Fall of the third. The Wesnothians could not possibly have figured it out all on their own, could they?\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"One question, one answer.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Oh, come on!\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"This may be worth pondering, though. Some believe their lives are entirely their own doing, that destiny does not exist and that our reality is merely the product of happenstance. The possibility of an unseen force with many hands and eyes having the power to weave the threads of fate into something larger would be too terrifying to consider for mere mortals, after all.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"I\u2019m not sure I understand what you are suggesting... That all events as they have come to pass were preordained by an entity with a will of its own?\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"But even if you consider the existence of such a being, is there anyone who can tell you for certain that this hypothetical agent is not being manipulated by a higher entity themselves?\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"... This is seriously messing with my head. Can we please stop now? I don\u2019t want to go into battle with a migraine.\"\n [/message]\n\n {VARIABLE anya_gets_meta yes}\n [/command]\n [/option]\n\n [option]\n description= _ \"Is there cake in the Iron Council\u2019s citadel?\"\n\n [command]\n [message]\n speaker=Daeira\n message= _ \"...\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"...\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"...\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Daeira\n message= _ \"... There has been cake in the citadel countless times, so I would venture to say there may be some in there right now.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"YES!\"\n [/message]\n\n {VARIABLE anya_wants_cake yes}\n [/command]\n [/option]\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"It is time, then. The Demon Lord Ergea has already informed you of what you must do next. I shall do my part.\"\n [/message]\n\n {FACE_UNIT id=Anya id=Daeira}\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS swam_in_fountain_of_courage yes}\n [then]\n {LIGHT_OF_XIAEL:APPLY_TO_ALL}\n\n [transient_message]\n image=\"units/faeries/fire.png~RC(magenta>red)\"\n message= _ \"All faeries you currently control on the map or your recall list now have the kindled trait, which allows them to ignore time of day penalties, increases their hitpoints by 15%, and their resistance to non-arcane damage by 5%.\"\n [/transient_message]\n [/then]\n [/if]\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS anya_has_mermaid_pendant yes}\n [then]\n [message]\n speaker=Daeira\n message= _ \"Old allies want to support you in the upcoming battle. They may struggle on land, but the Iron Council\u2019s citadel is built on the riverside. You may be able to use this to your advantage later.\"\n [/message]\n\n [scroll_to]\n x,y=5,5\n [/scroll_to]\n\n [sound]\n name=water-blast.wav\n [/sound]\n\n {FINALE_A_MARINE_SUPPORT 5 5 (Merman Warrior) Promien ( _ \"Promien\")\n ({TRAIT_STRONG} {TRAIT_INTELLIGENT})}\n\n {FINALE_A_MARINE_SUPPORT 8 2 (Merman Warrior) Thyon ( _ \"Thyon\")\n ({TRAIT_QUICK} {TRAIT_RESILIENT})}\n\n {FINALE_A_MARINE_SUPPORT 3 4 (Merman Hunter) Charon ( _ \"Charon\")\n ({TRAIT_DEXTROUS} {TRAIT_RESILIENT})}\n\n {FINALE_A_MARINE_SUPPORT 6 1 (Merman Hunter) Cadmus ( _ \"Cadmus\")\n ({TRAIT_RESILIENT} {TRAIT_STRONG})}\n\n {FINALE_A_MARINE_SUPPORT 7 4 (Mermaid Priestess) Electra ( _ \"Electra\")\n ({TRAIT_RESILIENT} {TRAIT_INTELLIGENT})}\n\n # wmllint: recognize Luna\n {FINALE_A_MARINE_SUPPORT 5 3 (Mermaid Priestess) Luna ( _ \"Luna\")\n ({TRAIT_QUICK} {TRAIT_STRONG})}\n\n {FINALE_A_MARINE_SUPPORT 3 2 (Mermaid Enchantress) Merope ( _ \"Merope\")\n ({TRAIT_RESILIENT} {TRAIT_QUICK})}\n\n # wmllint: recognize Orion\n {FINALE_A_MARINE_SUPPORT 8 5 (Merman Triton) Orion ( _ \"Orion\")\n ({TRAIT_STRONG} {TRAIT_RESILIENT})}\n\n [message]\n speaker=Orion\n message= _ \"The reckoning with these monsters is at hand, brothers and sisters!\"\n [/message]\n\n [message]\n speaker=Luna\n message= _ \"Purge the unholy beasts from our waters and help the northerners seize Uria\u2019s dark citadel!\"\n [/message]\n\n [scroll_to_unit]\n id=Daeira\n [/scroll_to_unit]\n [/then]\n [/if]\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS swam_in_fountain_of_courage yes}\n {VARIABLE_BOOLEAN_EQUALS anya_has_mermaid_pendant yes}\n [then]\n [modify_unit]\n [filter]\n id=Daeira\n [/filter]\n side=1\n [/modify_unit]\n\n {XIAELS_BLESSING}\n\n [message]\n speaker=Daeira\n message= _ \"And now, I shall fight alongside you.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Oh! We would be honored to have you by our side... er...\"\n [/message]\n\n [modify_unit]\n [filter]\n id=Daeira\n [/filter]\n name= _ \"Daeira\"\n [/modify_unit]\n\n [message]\n speaker=Daeira\n message= _ \"Daeira. Few creatures on this world have ever heard my name and even fewer have lived to tell others of my existence.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Um... all right! I think I\u2019ve kept Ergea and the others waiting long enough, so... time to go, I think.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Daeira\n message= _ \"And now, I must leave. Farewell, Anya, and may Xia\u2019el\u2019s blessings accompany you on this fight.\"\n [/message]\n\n {FACE_LOCATION id=Anya x,y=26,9}\n\n [kill]\n id=Daeira\n [/kill]\n\n [move_unit_fake]\n type=Naiad\n side=14\n force_scroll=no\n x=29,26\n y=13,9\n [/move_unit_fake]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"... I think I\u2019ve kept Ergea and the others waiting long enough.\"\n [/message]\n [/else]\n [/if]\n\n [modify_side]\n side=14\n controller=null\n hidden=yes\n [/modify_side]\n\n [remove_event]\n id=daeiras_wait\n [/remove_event]\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=enemies defeated\n [filter_condition]\n {VARIABLE_NUMERICAL_GREATER_THAN_OR_EQUAL turn_number 10}\n [/filter_condition]\n\n [message]\n speaker=Ergea\n message= _ \"Taking their river settlements, vanquishing their leaders, and leaving their troops in utter disarray ought to be enough to keep the Iron Council distracted for a short interval. It is time to take the fight to the citadel itself.\"\n [/message]\n\n {ENDLEVEL_VICTORY yes}\n [/event]\n\n [event]\n name=time over\n\n [message]\n speaker=Ergea\n message= _ \"The situation is not as favorable as I wished. We ought to take the fight closer to the Iron Council\u2019s citadel if we want to keep their attention away from Elynia.\"\n [/message]\n\n {ENDLEVEL_VICTORY no} {NO_ENDLEVEL_MUSIC}\n [/event]\n\n [event]\n name=victory\n\n {CLEAR_VARIABLE spotted_daeira}\n [/event]\n[/scenario]\n\n#undef FINALE_A_LOOT_EVENT\n#undef FINALE_A_NO_DEMOLITION_ABILITY\n#undef FINALE_A_CAPTURE_INITIAL_VILLAGES\n#undef FINALE_A_SETUP_MAP_STARTLOC_SIDE\n#undef FINALE_A_SETUP_SIDE\n#undef FINALE_A_MARINE_SUPPORT\n#undef FINALE_A_RESET_MUSIC\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=08A_Interim\n name= _ \"Interim\"\n {SEGMENTED_SCENARIO}\n turns=-1\n next_scenario=08B_Destiny_part_1\n victory_when_enemies_defeated=no\n\n {FULLSCREEN_CUTSCENE_UI}\n\n {ADD_SEGMENT \"{LE /maps/08A_Interim_01.map}\"\n ({INDOORS_HIVE}) ()}\n\n {ADD_SEGMENT \"{LE /maps/08A_Interim_02.map}\"\n ({INDOORS_HIVE} {SCHEDULE_LIGHTING -60 -80 0}) ()}\n\n {SCENARIO_MUSIC \"data/core/sounds/ambient/wardrums.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n\n {STORYTXT_INTERIM}\n\n # Wesnoth 1.11.8 doesn't handle ToD-less states gracefully, so we need a\n # default ToD for it.\n [time][/time]\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=Elyssa\n persistent=no\n team_name=elyssa,neutral,enemies\n user_team_name= _ \"team_name^Elyssa\"\n {RAGGED_FLAG}\n color=gold\n\n shroud=yes\n\n {NO_ECONOMY}\n\n # wmllint: recognize Elyssa\n {CHARACTER_STATS_ELYSSA}\n canrecruit=yes\n type=Boss Guardian of Darkness Elyssa\n variation=sword\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n team_name=enemies\n user_team_name= _ \"team_name^Uria\"\n {CHAOS_FLAG}\n\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT leader_aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n [/side]\n\n [side]\n side=3\n team_name=neutral\n user_team_name= _ \"team_name^Neutral\"\n {CHAOS_FLAG}\n color=black\n\n controller=null\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n [/side]\n\n [side]\n side=4\n team_name=doors # So they can be killed by the player.\n user_team_name= _ \"team_name^Neutral\"\n {CHAOS_FLAG}\n color=black\n\n controller=null\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n [/side]\n\n [side]\n side=5\n team_name=gatekeeper\n user_team_name= _ \"team_name^Gatekeeper\"\n {RAGGED_FLAG}\n color=brown\n\n controller=null\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n [/side]\n\n # Goals:\n #\n # com1 Communication room (1)\n # trans1 Transporter before meeting Gatekeeper\n # com2 Communication room (2)\n # mem1 Memories cave entrance at 33,29\n # mem2 Memories cave entrance around 22,22\n # mem3 Room at 24,16\n # mem4 Room at 13,30\n # final End-of-scenario following touchplate at 14,12\n\n [event]\n name=prestart\n\n {VARIABLE have_argans_missing_pages no}\n\n {VARIABLE current_goal com1}\n\n {SWITCH_FLOOR 1}\n\n [store_starting_location]\n side=1\n [/store_starting_location]\n\n [teleport]\n [filter]\n id=Elyssa\n [/filter]\n x,y=$location.x,$location.y\n [/teleport]\n\n [hide_unit][/hide_unit]\n\n {BLACK_SCREEN}\n\n {DISALLOW_END_TURN}\n [/event]\n\n {UNLIMITED_PLAYER_MOVES}\n\n#define INT_GUARDIAN _SIDE _TYPE _X _Y\n {GENERIC_UNIT ({_SIDE}) ({_TYPE}) ({_X}) ({_Y})} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n#enddef\n\n [event]\n name=setup floor 1\n first_time_only=yes\n\n {INT_GUARDIAN 3 (Abomination) 54 40} {FACING nw}\n\n {INT_GUARDIAN 3 (Shaxthal Worm) 14 21} {FACING se} {PALETTE shaxthal_drone_base shaxthal_drone_purple}\n {INT_GUARDIAN 3 (Shaxthal Worm) 18 25} {FACING nw} {PALETTE shaxthal_drone_base shaxthal_drone_purple}\n {INT_GUARDIAN 3 (Shaxthal Worm) 10 16} {FACING se} {PALETTE shaxthal_drone_base shaxthal_drone_purple}\n {INT_GUARDIAN 3 (Shaxthal Worm) 10 15} {FACING sw} {PALETTE shaxthal_drone_base shaxthal_drone_purple}\n\n {INT_GUARDIAN 3 (Shaxthal Drone) 61 34} {FACING nw} {PALETTE shaxthal_drone_base shaxthal_drone_purple}\n\n {INT_GUARDIAN 3 (Shaxthal Drone) 25 21} {FACING sw} {PALETTE shaxthal_drone_base shaxthal_drone_purple}\n\n {INT_GUARDIAN 3 (Shaxthal Sentry Drone) 15 24} {FACING ne} {PALETTE shaxthal_drone_base shaxthal_drone_purple}\n\n {INT_GUARDIAN 3 (Shaxthal Assault Drone) 54 33} {FACING ne} {PALETTE shaxthal_drone_surface shaxthal_drone_purple}\n\n {INT_GUARDIAN 3 (Leech) 24 35}\n {INT_GUARDIAN 3 (Leech) 21 38}\n {INT_GUARDIAN 3 (Leech) 31 36}\n\n {INT_GUARDIAN 3 (Leech) 7 29}\n {INT_GUARDIAN 3 (Leech) 5 31}\n {INT_GUARDIAN 3 (Leech) 7 35}\n {INT_GUARDIAN 3 (Leech) 15 33}\n {INT_GUARDIAN 3 (Leech) 13 35}\n\n {INT_GUARDIAN 3 (Fungoid) 6 20}\n {INT_GUARDIAN 3 (Fungoid) 17 14}\n [/event]\n\n#undef INT_GUARDIAN\n\n #\n # This setup floor 1 event handler deals with [item]s and other stuff\n # that cannot be stored during transitions, therefore it needs to run\n # multiple times.\n #\n\n [event]\n name=setup floor 1\n first_time_only=no\n\n {PLACE_IMAGE \"scenery/slab1.png~FL()\" 9 32}\n {PLACE_IMAGE scenery/rock3.png 8 32}\n {PLACE_IMAGE items/ornate2.png 12 32}\n {PLACE_IMAGE items/ornate2.png 10 34}\n {PLACE_IMAGE items/ornate2.png 9 30}\n {PLACE_IMAGE items/sapphire-necklace.png 10 33}\n {PLACE_IMAGE scenery/gore-3.png 10 32}\n {PLACE_IMAGE scenery/trash.png 11 33}\n {PLACE_IMAGE items/ball-magenta.png 10 32}\n\n {PLACE_IMAGE items/book1.png 9 33}\n\n {PLACE_IMAGE items/bones.png 10 35}\n\n {PLACE_IMAGE scenery/banner-yechnagoth-standing.png 25 25}\n\n {PLACE_IMAGE scenery/signpost.png 13 28}\n\n {PLACE_IMAGE items/chest-plain-open.png 15 28}\n\n {PLACE_IMAGE scenery/signpost.png 34 30}\n {PLACE_IMAGE scenery/signpost.png 22 18}\n\n {ITEM_TOUCHPLATE 38 35}\n\n {ITEM_CRYSTAL_GLYPH 33 40}\n {ITEM_CRYSTAL_GLYPH 32 41}\n {ITEM_CRYSTAL_GLYPH 27 40}\n {ITEM_CRYSTAL_GLYPH 22 41}\n\n {PLACE_IMAGE items/crystal-pad.png (54,56,58,58) (21,20,21,23)}\n {PLACE_IMAGE items/crystal-communicator.png 56 22}\n {ITEM_CRYSTAL_GLYPH 56 22}\n\n {ITEM_CRYSTAL_GLYPH_POWERUP 66 34}\n\n {PLACE_IMAGE items/altar-evil.png 27 15}\n\n {PLACE_IMAGE scenery/blood-trail-1.png 14 6}\n\n {PLACE_IMAGE items/coffin-closed.png 13 7}\n {PLACE_IMAGE items/coffin-closed.png 15 7}\n {PLACE_IMAGE items/coffin-closed.png 13 8}\n {PLACE_IMAGE items/coffin-closed.png 15 8}\n #{PLACE_IMAGE items/coffin-closed.png 13 9}\n #{PLACE_IMAGE items/coffin-closed.png 15 9}\n\n {PLACE_IMAGE items/chest-plain-closed.png 10 5}\n {PLACE_IMAGE items/chest-plain-closed.png 16 3}\n {PLACE_IMAGE items/chest-plain-open.png 11 8}\n\n {PLACE_IMAGE items/box.png 16 13}\n {PLACE_IMAGE items/box.png 56 36}\n\n {PLACE_IMAGE items/ornate2.png 47 32}\n {PLACE_IMAGE items/ornate2.png 45 38}\n {PLACE_IMAGE items/ornate2.png 35 29}\n\n {PLACE_IMAGE scenery/castle-ruins.png 55 35}\n {PLACE_IMAGE scenery/castle-ruins3.png 59 32}\n {PLACE_IMAGE scenery/castle-ruins2.png 59 33}\n\n {PLACE_IMAGE items/barrel.png 23 15}\n\n {PLACE_IMAGE items/bones.png 18 24}\n\n {PLACE_IMAGE items/ring-brown.png 57 30}\n\n {PLACE_IMAGE scenery/slab1.png 12 16}\n\n {PLACE_IMAGE items/burial.png 13 16}\n\n {PLACE_IMAGE scenery/trapdoor-closed.png 27 13}\n\n {PLACE_IMAGE items/bonestack.png 42 40}\n\n {PLACE_IMAGE items/potion-blue.png 12 8}\n [/event]\n\n#define INT_ENABLE_CAVE_SOUND_SOURCES\n {CAVE_NOISE_SOUND_SOURCE}\n [+sound_source]\n id=cave_noise\n [/sound_source]\n#enddef\n\n#define INT_DISABLE_CAVE_SOUND_SOURCES\n {REMOVE_SOUND_SOURCE cave_noise}\n#enddef\n\n#define INT_ENABLE_BREACH_SOUND_SOURCES\n {HIVE_NOISE_1_SOUND_SOURCE}\n [+sound_source]\n id=breach_ambience_1\n [/sound_source]\n#enddef\n\n#define INT_DISABLE_BREACH_SOUND_SOURCES\n {REMOVE_SOUND_SOURCE breach_ambience_1}\n#enddef\n\n [event]\n name=start\n\n {LOCK_VIEW}\n\n # Force shroud over the starting area.\n [place_shroud]\n side=1\n [/place_shroud]\n\n # Refresh minimap.\n # FIXME: The starting area still shows for a few milliseconds, not\n # really sure what to do about it other than taking Elyssa off the map\n # and risking hitting new player defeat condition regressions.\n [redraw][/redraw]\n\n [mute_sound_effects][/mute_sound_effects]\n\n # NOTE: fake empty objectives screen. For some reason [show_objectives]\n # does nothing when there aren't any objectives set.\n\n [transient_message]\n caption= _ \"Interim\"\n message={TSTR_NO_OBJECTIVES_AVAILABLE}\n [/transient_message]\n\n [delay]\n time=2000\n [/delay]\n\n {INT_ENABLE_CAVE_SOUND_SOURCES}\n\n {REPLACE_SCENARIO_MUSIC \"underground.ogg\"}\n\n {CLEAR_CAVE_SHROUD (\n x,y=41,30\n radius=5\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n {FADE_IN}\n\n [unhide_unit][/unhide_unit]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n # po: The narrator refers to Elyssa in second person throughout\n # po: this scenario.\n message= _ \"That is not entirely accurate. Of course you do have more specific goals in mind tonight, the longest of nights on Irdya.\n\nEver since you were brought back to life by the man who once was Uria\u2019s first, you have done nothing but comply with the wishes of those responsible for your prolonged lifespan.\n\nSuch is the price of cheating death, you think to yourself.\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n # po: The 'Seer' is female, and no, she is not Valen.\n message= _ \"But the Seer told you about things to come. Things that did not make much sense to you at the time; things you promptly disregarded as long-winded prophetic nonsense, of the kind that necessitates a very specific mindset to digest and interpret correctly. Even after over three hundred years, you cannot understand half of her ramblings, and have forgotten most of the rest.\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Yet she sometimes does provide you clear instructions to follow. Darkness and its association with the matters of the mind are well understood by her, as the descendant of Delethia she claims to be, and she willingly allows you to exploit that aspect and gnaw at her thick mental barrier when the situation calls for it. But instructions are all you ever find in the vast void of her thoughts.\n\nExecuting commands as the machine you are is all you ever do. But you were promised a change. You have a couple of contracts to fulfill first, however.\n\nWhat will you do?\"\n [/message]\n\n [fade_in_sound_effects]\n duration=500\n [/fade_in_sound_effects]\n\n [scroll_to]\n x,y=45,29\n [/scroll_to]\n\n {HIGHLIGHT_GOAL x,y=45,29}\n\n [scroll_to_unit]\n id=Elyssa\n [/scroll_to_unit]\n\n {OBJECTIVES (\n side=1\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Proceed to the meeting chamber\")}\n\n {UNLIMITED_LEADER_MOVES_NOTE}\n {OBJECTIVE_NO_CARRYOVER}\n )}\n\n {UNLOCK_VIEW}\n\n {RESET_THEME}\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Elyssa\n [filter_location]\n [filter_adjacent_location]\n terrain=*^Zok\n [/filter_adjacent_location]\n [/filter_location]\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"There is nothing of interest whence you came. You should really get moving now.\"\n [/message]\n [/event]\n\n [event]\n name=prestart\n\n # wmllint: markcheck off\n\n [set_variables]\n name=reprimands\n mode=replace\n [literal]\n msg= _ \"You have a very specific objective in mind at this particular time, and you are not really the type that gets distracted this easily. What were you thinking?\n\nYou purposefully turn around and get back to business.\"\n [/literal]\n [literal]\n msg= _ \"This is not where you should be heading right now, and you know it. Still, you cannot resist the urge to take a glance at this striking scenery. Who ever knew that ancient ruins could look this good? Truly, nature itself is the best architect there is.\"\n [/literal]\n [literal]\n msg= _ \"You take a glance at the wondrous carving on the enchanted gate. It is largely rusted and you can barely make out the details, and yet, your eyes are affixed.\n\nPerhaps you should get back to whatever you were doing.\"\n [/literal]\n [literal]\n msg= _ \"It is an old enchanted gate, of course. You are not completely sure why you bothered casting these spells on most of the gates on this level, actually, but you are prone to wasting your time on frivolous activities like that on occasion, while nobody is around. Then again, the faint glow on it is unusually mesmerizing.\n\nTime to go back to doing something productive.\"\n [/literal]\n [literal]\n msg= _ \"As much as you wish you had the ability, you cannot stop time, and destiny needs a helping hand to ensure that the events foretold for this night take place. You are that helping hand, and you really ought to stop staring at the enchanted gate and get back to your mission.\"\n [/literal]\n [/set_variables]\n\n # wmllint: markcheck on\n [/event]\n\n [event]\n name=reprimand player\n first_time_only=no\n\n {RANDOM \"0..$($reprimands.length - 1)\"}\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message=$reprimands[$random].msg\n [/message]\n\n {CLEAR_VARIABLE random}\n [/event]\n\n#define INT_MAY_NOT_PASS _CURRENT_GOAL _LOCATION\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Elyssa\n [filter_location]\n {_LOCATION}\n [/filter_location]\n [/filter]\n [filter_condition]\n {VARIABLE_LEXICAL_EQUALS current_goal {_CURRENT_GOAL} }\n [/filter_condition]\n\n [fire_event]\n name=reprimand player\n [/fire_event]\n\n [allow_undo][/allow_undo]\n [/event]\n#enddef\n\n {INT_MAY_NOT_PASS com1 (\n [filter_adjacent_location]\n x,y=33,29\n [or]\n x=45,46,47\n y=36,35,35\n [/or]\n [/filter_adjacent_location]\n )}\n\n#define INT_SLF_BRAZIERS_ENTRANCE\n x=50,52\n y=25,26\n#enddef\n\n#define INT_SLF_BRAZIERS_CHAMBER\n x=52,56,60,60,56,52\n y=20,18,20,24,26,24\n#enddef\n\n#define INT_LIT_BRAZIERS _SLF\n [terrain]\n {_SLF}\n layer=overlay\n terrain=^Ebn\n [/terrain]\n#enddef\n\n#define INT_UNLIT_BRAZIERS _SLF\n [terrain]\n {_SLF}\n layer=overlay\n terrain=^Eb\n [/terrain]\n#enddef\n\n#define INT_COM_CHAMBER_SLF\n x=52-60,53-60\n y=18-24,25-26\n#enddef\n\n#define INT_COM_TRIGGER_SLF\n x,y=56,22\n#enddef\n\n [event]\n name=moveto\n [filter]\n id=Elyssa\n {INT_COM_CHAMBER_SLF}\n [/filter]\n [filter_condition]\n {VARIABLE_LEXICAL_EQUALS current_goal com1}\n [/filter_condition]\n\n # Block the chamber exit.\n\n [terrain]\n x,y=50,26\n layer=overlay\n terrain=^Xo\n [/terrain]\n\n # Lit the entrance braziers\n\n {INT_LIT_BRAZIERS ({INT_SLF_BRAZIERS_ENTRANCE})}\n\n [redraw][/redraw]\n\n [scroll_to]\n x,y=56,22\n [/scroll_to]\n\n {HIGHLIGHT_GOAL x,y=56,22}\n\n [scroll_to_unit]\n id=Elyssa\n [/scroll_to_unit]\n\n {OBJECTIVES (\n side=1\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Activate the communicator\")}\n\n {UNLIMITED_LEADER_MOVES_NOTE}\n {OBJECTIVE_NO_CARRYOVER}\n )}\n [/event]\n\n#define INT_PLAQUE _X _Y _MSG\n [event]\n name=moveto\n [filter]\n side=1\n x,y={_X},{_Y}\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message={_MSG}\n [/message]\n [/event]\n#enddef\n\n # po: The Seer of Uria is female.\n {INT_PLAQUE 54 21 ( _ \"\u201cThe Seer\u201d\")}\n\n # po: The Mother is Uria herself.\n {INT_PLAQUE 56 20 ( _ \"\u201cThe Mother\u201d\")}\n\n # po: The Fist is Zhangor.\n {INT_PLAQUE 58 21 ( _ \"\u201cThe Fist\u201d\")}\n\n # po: The Shadow is Nar-hamoth.\n {INT_PLAQUE 58 23 ( _ \"\u201cThe Shadow\u201d\")}\n\n#define INT_UNLIT_BRAZIERS_ON_CHAMBER_EXIT\n [event]\n name=moveto\n [filter]\n id=Elyssa\n x=37-50\n y=26-34\n [/filter]\n\n # Exit chamber\n\n {INT_UNLIT_BRAZIERS ({INT_SLF_BRAZIERS_ENTRANCE})}\n\n [redraw][/redraw]\n\n [allow_undo][/allow_undo]\n [/event]\n#enddef\n\n#define INT_CC _VARIATION _ID _NAME _X _Y\n [unit]\n side=3\n type=Communicator Controller\n\n variation={_VARIATION}\n\n id={_ID}\n name={_NAME}\n\n x={_X}\n y={_Y}\n\n animate=yes\n [/unit]\n#enddef\n\n#define INT_CC_ACTIVATE_VISUALS\n # Lit the chamber braziers\n\n {INT_LIT_BRAZIERS ({INT_SLF_BRAZIERS_CHAMBER})}\n\n [redraw][/redraw]\n\n # Lighten up the communicator thing\n\n [store_items]\n x,y=$x1,$y1\n [/store_items]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [foreach]\n array=items\n [do]\n [set_variables]\n name=lit_item\n mode=replace\n to_variable=this_item\n [/set_variables]\n\n {VARIABLE lit_item.image \"$lit_item.image|~CS(64,64,64)\"}\n {VARIABLE lit_item.redraw no}\n\n [insert_tag]\n name=item\n variable=lit_item\n [/insert_tag]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE lit_item}\n\n [redraw]\n side=1\n [/redraw]\n#enddef\n\n [event]\n name=moveto\n [filter]\n id=Elyssa\n {INT_COM_TRIGGER_SLF}\n [/filter]\n [filter_condition]\n {VARIABLE_LEXICAL_EQUALS current_goal com1}\n [/filter_condition]\n\n {LOCK_VIEW}\n\n {INT_CC_ACTIVATE_VISUALS}\n\n [terrain]\n x=56,58\n y=20,23\n layer=overlay\n terrain=^Ii\n [/terrain]\n\n [redraw][/redraw]\n\n [terrain]\n x=58\n y=21\n layer=overlay\n terrain=^Ii\n [/terrain]\n\n [redraw][/redraw]\n\n [terrain]\n x=54\n y=21\n layer=overlay\n terrain=^Ii\n [/terrain]\n\n [redraw][/redraw]\n\n #\n # Some cheap flickering effect.\n #\n\n [remove_terrain_overlays]\n x,y=56,20\n [/remove_terrain_overlays]\n\n [redraw][/redraw]\n\n [delay]\n time=250\n [/delay]\n\n [terrain]\n x,y=56,20\n layer=overlay\n terrain=^Ii\n [/terrain]\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [remove_terrain_overlays]\n x,y=56,20\n [/remove_terrain_overlays]\n\n [redraw][/redraw]\n\n #[delay]\n # time=100\n #[/delay]\n\n [terrain]\n x,y=56,20\n layer=overlay\n terrain=^Ii\n [/terrain]\n\n [redraw][/redraw]\n\n #\n # End flickering.\n #\n\n {MOVE_UNIT id=Elyssa 56 21}\n\n {FACE_DIRECTION id=Elyssa nw}\n\n [delay]\n time=1000\n [/delay]\n\n # wmllint: recognize Uria\n {INT_CC uria Uria _\"Uria\" 56 20} {FACING se}\n\n #{REPLACE_SCENARIO_MUSIC \"end.ogg\"}\n\n [delay]\n time=1000\n [/delay]\n\n #\n # Talk.\n #\n\n [message]\n speaker=Uria\n message= _ \"Ah, it is you.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"I believe you wanted to see me, my lady.\"\n [/message]\n\n [message]\n speaker=Uria\n message= _ \"That is correct. Have the preparations for my arrival on Ethea been completed yet? I believe there is a certain nuisance remaining to be eliminated.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"I have been awaiting your order to destroy the Gatekeeper, my lady.\"\n [/message]\n\n [message]\n speaker=Uria\n message= _ \"Hm, hm, I appreciate your obedience, but in this case I would have preferred if you did it as soon as the breach was opened.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"I assumed you would wait until you gathered further information on the Guardian of Water, my lady. Is he not...\"\n [/message]\n\n [message]\n speaker=Uria\n message= _ \"Yes. He is already there.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Uria\n # Make sure French-hating linguists have another reason to hate Uria.\n message= _ \"But he is not cognizant of our schemes, is he? His people never noticed the supplies and equipment we stole from their world, so I am free to advance my plans while they are preoccupied with other matters. Do not forget that I need to find the missing piece of that damned puzzle.\"\n [/message]\n\n [message]\n speaker=Elyssa\n # po: The Body of the Union\n message= _ \"... the Body...\"\n [/message]\n\n [message]\n speaker=Uria\n message= _ \"Will you please stop wasting everyone\u2019s time and destroy that hideous thing at once? And... once you are done, come back to me.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Yes. As you command, my lady.\"\n [/message]\n\n #\n # End talk.\n #\n\n [kill]\n animate=yes\n id=Uria\n [/kill]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [foreach]\n array=items\n [do]\n {VARIABLE this_item.redraw no}\n\n [insert_tag]\n name=item\n variable=this_item\n [/insert_tag]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE items}\n\n [remove_terrain_overlays]\n x=54,56,58,58\n y=21,20,21,23\n [/remove_terrain_overlays]\n\n {INT_UNLIT_BRAZIERS ({INT_SLF_BRAZIERS_CHAMBER})}\n\n [redraw]\n side=1\n [/redraw]\n\n [unit]\n side=2\n canrecruit=yes\n type=Lumeril Guard\n id=Halbadrel\n name= _ \"Halbadrel\"\n x,y=46,34\n facing=nw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [unit]\n side=2\n x,y=47,34\n type=Demon Zephyr\n gender=female\n id=Sheelevrea\n name= _ \"Sheelevrea\"\n upkeep=free\n facing=nw\n [modifications]\n {TRAIT_DEXTROUS}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [unit]\n side=2\n x,y=45,35\n type=Gutwrencher Imp\n id=Kraador\n name= _ \"Kraador\"\n upkeep=free\n facing=ne\n [modifications]\n {TRAIT_SLOW}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n\n #{REPLACE_SCENARIO_MUSIC \"underground.ogg\"}\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"You guess it cannot be helped. Things are going to get more complicated than you wanted. As usual.\"\n [/message]\n\n # Unblock the chamber exit.\n\n [remove_terrain_overlays]\n x,y=50,26\n [/remove_terrain_overlays]\n\n {CLEAR_CAVE_SHROUD (\n x,y=66,34\n radius=2\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=66,34\n [/scroll_to]\n\n {HIGHLIGHT_GOAL x,y=66,34}\n\n [scroll_to_unit]\n id=Elyssa\n [/scroll_to_unit]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"These security measures are inconvenient at times. If that stupid faerie and her accomplices did not have access to teleport spells, you would be able to instantly go to the breach site and deal with your target. But it cannot be helped.\n\nThe transport glyph awaits. You really hope to not stumble upon any undesirable vermin along the way.\"\n [/message]\n\n {MOVE_UNIT id=Elyssa 54 24}\n\n [delay]\n time=750\n [/delay]\n\n #\n # Remove the 'sword' variation. This is not exactly trivial and\n # it should be easier to just replace Elyssa's unit. However, we\n # want to avoid a [kill] + [unit] sequence that could cause her\n # to blink for a moment right after the [kill] action.\n #\n\n [unit]\n side=1\n {CHARACTER_STATS_ELYSSA}\n canrecruit=yes\n type=Boss Guardian of Darkness Elyssa\n x,y=54,24\n facing=sw\n to_variable=elyssa_store\n [/unit]\n\n [unstore_unit]\n variable=elyssa_store\n find_vacant=no\n [/unstore_unit]\n\n [scroll_to_unit]\n id=Elyssa\n [/scroll_to_unit]\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Of course, you are not too concerned about it.\"\n [/message]\n\n {VARIABLE current_goal trans1}\n\n {OBJECTIVES (\n side=1\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Proceed to the transport glyph\")}\n\n {UNLIMITED_LEADER_MOVES_NOTE}\n {OBJECTIVE_NO_CARRYOVER}\n )}\n\n {UNLOCK_VIEW}\n\n {INT_UNLIT_BRAZIERS_ON_CHAMBER_EXIT}\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Elyssa\n {INT_COM_TRIGGER_SLF}\n [/filter]\n [filter_condition]\n {VARIABLE_LEXICAL_EQUALS current_goal trans1}\n [/filter_condition]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Your mission now is to slay the Gatekeeper. Bothering Uria again before you are done would be absurdly reckless.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n [filter_location]\n x,y=46,34\n radius=6\n [/filter_location]\n [/filter]\n [filter_condition]\n {VARIABLE_LEXICAL_EQUALS current_goal trans1}\n [/filter_condition]\n\n [message]\n speaker=Sheelevrea\n message= _ \"Hahahaha! Look, it is Uria\u2019s little pet! Isn\u2019t she adorable?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"You are obstructing the way. Get out.\"\n [/message]\n\n [message]\n speaker=Halbadrel\n message= _ \"As you wish.\"\n [/message]\n\n {MOVE_UNIT id=Halbadrel 46 32}\n\n [message]\n speaker=Sheelevrea\n message= _ \"Hee hee hee!\" # wmllint: no spellcheck\n [/message]\n\n {MOVE_UNIT id=Elyssa 46 34}\n\n [sound]\n name=gate.ogg\n [/sound]\n\n [remove_terrain_overlays]\n x=45,46-47\n y=36,35\n [/remove_terrain_overlays]\n\n [redraw]\n side=1\n [/redraw]\n\n {MOVE_UNIT id=Elyssa 46 36}\n\n [redraw]\n side=1\n [/redraw]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Elyssa\n x,y=57,30\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"An old, rusted ring with no special powers whatsoever. It is absolutely useless to you.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Elyssa\n x,y=56,36\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Just an old crate. There is nothing of value in it.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Elyssa\n x,y=66,34\n [/filter]\n [filter_condition]\n {VARIABLE_LEXICAL_EQUALS current_goal trans1}\n [/filter_condition]\n\n # For later.\n\n [store_unit]\n [filter]\n id=Halbadrel\n [or]\n id=Sheelevrea\n [/or]\n [or]\n id=Kraador\n [/or]\n [/filter]\n variable=vermin_store\n kill=yes\n [/store_unit]\n\n {BUG_ON ({VARIABLE_NUMERICAL_NOT_EQUALS vermin_store.length 3}) ()}\n\n {SWITCH_FLOOR 2}\n\n #\n # The cutscene is played by the enter floor 2 event handler\n # invoked above. Once it is finished we return to floor 1\n # immediately.\n #\n\n {SWITCH_FLOOR 1}\n [/event]\n\n [event]\n name=DEBUG1\n\n {SWITCH_FLOOR 2}\n [/event]\n\n [event]\n name=leave floor 1\n\n [store_unit]\n [filter]\n id=Elyssa\n [/filter]\n variable=elyssa_store\n kill=yes\n [/store_unit]\n\n [store_unit]\n [filter]\n [filter_location][/filter_location]\n [/filter]\n variable=onmap_units_store\n kill=yes\n [/store_unit]\n\n {FADE_TO_BLACK}\n\n [fade_out_music]\n duration=500\n [/fade_out_music]\n\n [fade_out_sound_effects]\n duration=500\n [/fade_out_sound_effects]\n\n {INT_DISABLE_CAVE_SOUND_SOURCES}\n\n [store_shroud]\n side=1\n variable=floor1_shroudmap\n [/store_shroud]\n [/event]\n\n [event]\n name=setup floor 2\n\n [scroll_to]\n x,y=36,25\n {WARP}\n [/scroll_to]\n [/event]\n\n [event]\n name=enter floor 2\n\n {SET_THEME {FULLSCREEN_CUTSCENE_UI}}\n\n {INT_ENABLE_BREACH_SOUND_SOURCES}\n\n [fade_in_sound_effects]\n duration=500\n [/fade_in_sound_effects]\n\n [remove_shroud]\n side=1\n # x=0-1000\n # y=0-1000\n [/remove_shroud]\n\n {FADE_IN}\n\n [store_locations]\n terrain=Cud^Xo\n variable=spire_locs\n [/store_locations]\n\n [foreach]\n array=spire_locs\n variable=spire\n [do]\n [unit]\n type=Verlissh Control Spire\n side=3\n x,y=$spire.x,$spire.y\n upkeep=free\n ai_special=guardian\n [modifications]\n [object]\n silent=yes\n [effect]\n apply_to=remove_attacks\n name=noctum\n [/effect]\n [/object]\n [/modifications]\n [/unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE spire_locs}\n\n [store_starting_location]\n side=5\n [/store_starting_location]\n\n [unit]\n side=5\n canrecruit=yes\n type=Gatekeeper\n id=Ethealim\n name=\" \" # wmllint: ignore\n x,y=$location.x,$location.y\n facing=se\n [/unit]\n\n [hide_unit]\n side=5\n [/hide_unit]\n\n {CLEAR_VARIABLE location}\n\n {VARIABLE elyssa_store.facing nw}\n\n [unstore_unit]\n variable=\"elyssa_store\"\n find_vacant=yes\n x,y=36,25\n [/unstore_unit]\n\n [redraw][/redraw]\n\n #\n # Do not clear elyssa_store, since it is used again\n # when returning to the first floor.\n #\n\n [fire_event]\n name=breach cutscene\n [/fire_event]\n [/event]\n\n [event]\n name=breach cutscene\n\n {MOVE_UNIT id=Elyssa 33 24}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"The unnatural air in this place makes you feel uneasy.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n {MOVE_UNIT id=Elyssa 31 23}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"On the other side of the breach, the Gatekeeper on Ethea awaits...\"\n [/message]\n\n [store_starting_location]\n side=5\n [/store_starting_location]\n\n [remove_terrain_overlays]\n x,y=$location.x,$location.y\n radius=1\n [/remove_terrain_overlays]\n\n {CLEAR_VARIABLE location}\n\n [unhide_unit]\n side=5\n [/unhide_unit]\n\n [redraw][/redraw]\n\n [scroll_to_unit]\n id=Ethealim\n [/scroll_to_unit]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elyssa\n scroll=no\n message= _ \"... There is no going back now...\"\n [/message]\n\n [scroll_to_unit]\n id=Elyssa\n {WARP}\n [/scroll_to_unit]\n\n {MOVE_UNIT id=Elyssa 25 20}\n\n#define INT_AURA_F2_REMOVE\n [remove_item]\n x,y=25,20\n [/remove_item]\n#enddef\n\n #\n # We cannot change a unit's halo in 1.10, so use [item]\n # instead.\n #\n\n#define INT_AURA_F2 _OPACITY\n {INT_AURA_F2_REMOVE}\n\n [item]\n x,y=25,20\n image=\"misc/blank-hex.png\"\n halo=\"halo/heart-aura.png~O(\"+{_OPACITY}+\")\"\n [/item]\n#enddef\n {INT_AURA_F2 0.2}\n\n [delay]\n time=1250\n [/delay]\n\n {FLASH_RED ()}\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"...!\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n image=\"misc/blank-hex.png\"\n message= _ \"Have you forgotten who you are?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n {MODIFY_UNIT id=Ethealim name _\"Ethealim\"}\n\n [scroll_to_unit]\n id=Ethealim\n [/scroll_to_unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Ethealim\n message= _ \"Are you deceiving yourself?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Who are you?\"\n [/message]\n\n [message]\n speaker=Ethealim\n scroll=no\n message= _ \"Who are you?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"I asked the question first. I was told Gatekeepers are not sentient creatures.\"\n [/message]\n\n [message]\n speaker=Ethealim\n scroll=no\n message= _ \"You let yourself be deceived by appearances in spite of the aspect you control. Why is that?\"\n [/message]\n\n#define INT_ILLUSION_STEP _N\n {RED_SCREEN}\n\n [object]\n silent=yes\n [filter]\n id=Elyssa\n [/filter]\n [effect]\n apply_to=variation\n name=\"illusion\"+{_N}\n [/effect]\n [/object]\n\n [redraw][/redraw]\n\n [delay]\n time=250\n [/delay]\n\n {RESET_SCREEN}\n#enddef\n\n [sound]\n name=lightning.ogg\n [/sound]\n\n {INT_ILLUSION_STEP 1}\n\n {INT_AURA_F2_REMOVE}\n\n [redraw][/redraw]\n\n # Disable regular portrait.\n # FIXME: add a custom portrait?\n {MODIFY_UNIT id=Elyssa profile unit_image}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Ethealim\n scroll=no\n message= _ \"As the child of Uria and heiress of Merthiaal you are, you harbor great potential.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"You are mistaken. I am neither thing.\"\n [/message]\n\n [message]\n speaker=Ethealim\n scroll=no\n message= _ \"Are you not human? All humans everywhere are children of Uria.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"I am not human. Not anymore.\"\n [/message]\n\n {INCIDENTAL_MUSIC \"overlive.ogg\"}\n\n {INT_ILLUSION_STEP 2}\n\n [message]\n speaker=Ethealim\n scroll=no\n # po: 'designed' is used here in the sense of 'planned', 'intended', etc.\n # po: The sentence here is supposed to imply the existence of one or more deities\n # po: weaving every character's fate since before they were even born.\n message= _ \"The heart of Merthiaal lies within you as designed, but that does not change your true self.\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"I was not destined by the Tree to inherit Darkness... but that\u2019s irrelevant either way. I have transcended the definition of a \u2018human\u2019 and become something different.\"\n [/message]\n\n [message]\n speaker=Ethealim\n scroll=no\n message= _ \"Have you? What does your heart tell you?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"My... heart...?\"\n [/message]\n\n [message]\n speaker=Ethealim\n scroll=no\n message= _ \"The path of Darkness is a convoluted and deceptive one. Whereas your predecessor placed an excessive emphasis on her feelings to the detriment of rationality, you are doing the exact opposite. A true Guardian of Light or Darkness needs to establish a balance between both facets. You, however...\"\n [/message]\n\n [message]\n speaker=Ethealim\n scroll=no\n message= _ \"... you have allowed others to distort your identity...\"\n [/message]\n\n {INT_ILLUSION_STEP 3}\n\n [message]\n speaker=Ethealim\n scroll=no\n message= _ \"Uria\u2019s corrupting influence is hampering your personal growth and tearing your being apart, just as she wants.\"\n [/message]\n\n {INT_ILLUSION_STEP 4}\n\n {INT_AURA_F2 0.2}\n\n [message]\n speaker=Ethealim\n scroll=no\n message= _ \"Tearing souls apart is what a corrupted Guardian of Life does best. But... can you escape her influence?\"\n [/message]\n\n {INT_ILLUSION_STEP 5}\n\n {INT_AURA_F2 0.4}\n\n [message]\n speaker=Ethealim\n scroll=no\n message= _ \"Can you escape her destructive grasp...\"\n [/message]\n\n {INT_ILLUSION_STEP 6}\n\n {INT_AURA_F2 0.8}\n\n [message]\n speaker=Ethealim\n scroll=no\n message= _ \"... before she utterly destroys your soul and seizes Darkness through your empty shell?\"\n [/message]\n\n [delay]\n time=375\n [/delay]\n\n {INT_AURA_F2 1.0}\n\n [delay]\n time=375\n [/delay]\n\n {INT_DISABLE_BREACH_SOUND_SOURCES}\n\n [message]\n speaker=Elyssa\n image=$elyssa_store.profile\n message= _ \"(frantic) Bind the soul to stone\u2014 turn the memories to dust\u2014 erase the spirit\u2014 shed the hollow SHELL!\"\n [/message]\n\n [scroll_to_unit]\n id=Ethealim\n {WARP}\n [/scroll_to_unit]\n\n # Remove the illusion.\n\n [unstore_unit]\n variable=\"elyssa_store\"\n find_vacant=no\n x,y=25,20\n [/unstore_unit]\n\n [fade_out_music]\n duration=250\n [/fade_out_music]\n\n {RED_SCREEN}\n\n [hide_unit][/hide_unit]\n\n {INT_AURA_F2_REMOVE}\n\n [redraw][/redraw]\n\n [store_unit]\n [filter]\n id=Ethealim\n [/filter]\n kill=yes\n variable=gatekeeper_store\n [/store_unit]\n\n [sound]\n name=$gatekeeper_store.die_sound\n [/sound]\n\n {CLEAR_VARIABLE gatekeeper_store}\n\n [delay]\n time=1500\n [/delay]\n\n [sound]\n name=\"thunderstick.ogg\"\n [/sound]\n\n [delay]\n time=500\n [/delay]\n\n [sound]\n name=\"thunderstick.ogg\"\n [/sound]\n\n [delay]\n time=500\n [/delay]\n\n [terrain_mask]\n x,y=1,1\n {MASK 08A_Interim_02_1.mask}\n border=yes\n [/terrain_mask]\n\n [redraw][/redraw]\n\n {RESET_SCREEN}\n\n [unhide_unit][/unhide_unit]\n\n [sound]\n name=\"thunder3.wav\"\n [/sound]\n\n {QUAKE (\"explosion-big.ogg\")}\n\n [delay]\n time=2000\n [/delay]\n\n [scroll_to_unit]\n id=Elyssa\n [/scroll_to_unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"...\"\n [/message]\n\n [mute_sound_effects][/mute_sound_effects]\n\n {INT_ENABLE_BREACH_SOUND_SOURCES}\n\n [fade_in_sound_effects]\n duration=750\n [/fade_in_sound_effects]\n\n [message]\n speaker=Elyssa\n message= _ \"Damn you, Zhangor. Damn you and your stinking lies.\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n {MOVE_UNIT id=Elyssa 36 25}\n\n#undef INT_AURA_F2\n#undef INT_AURA_F2_REMOVE\n [/event]\n\n [event]\n name=leave floor 2\n\n [kill][/kill]\n\n {FADE_TO_BLACK}\n\n [place_shroud]\n side=1\n # everywhere\n [/place_shroud]\n\n [fade_out_sound_effects]\n duration=500\n [/fade_out_sound_effects]\n\n {INT_DISABLE_BREACH_SOUND_SOURCES}\n\n {RESET_THEME}\n [/event]\n\n [event]\n name=enter floor 1\n #\n # This event handler should only run on 1 -> 2 floor transitions.\n #\n [filter_condition]\n {VARIABLE_LEXICAL_EQUALS current_goal trans1}\n [/filter_condition]\n #[filter_condition]\n # {VARIABLE_NUMERICAL_NOT_EQUALS elyssa_store.length 0}\n # {VARIABLE_NUMERICAL_NOT_EQUALS onmap_units_store.length 0}\n #[/filter_condition]\n\n [scroll_to]\n x,y=$elyssa_store.x,$elyssa_store.y\n {WARP}\n [/scroll_to]\n\n {INT_ENABLE_CAVE_SOUND_SOURCES}\n\n [fade_in_sound_effects]\n duration=500\n [/fade_in_sound_effects]\n\n [set_shroud]\n side=1\n shroud_data=$floor1_shroudmap\n [/set_shroud]\n\n {CLEAR_VARIABLE floor1_shroudmap}\n\n [redraw]\n side=1\n [/redraw]\n\n {FADE_IN}\n\n [foreach]\n array=onmap_units_store\n [do]\n [unstore_unit]\n variable=this_item\n find_vacant=yes\n check_passability=no\n [/unstore_unit]\n [/do]\n [/foreach]\n\n [foreach]\n array=vermin_store\n variable=vermin\n [do]\n {VARIABLE vermin.facing se}\n [if]\n {VARIABLE_LEXICAL_EQUALS vermin.id Halbadrel}\n [then]\n {VARIABLE vermin.x 46}\n {VARIABLE vermin.y 36}\n [/then]\n [/if]\n [if]\n {VARIABLE_LEXICAL_EQUALS vermin.id Sheelevrea}\n [then]\n {VARIABLE vermin.x 47}\n {VARIABLE vermin.y 36}\n [/then]\n [/if]\n [if]\n {VARIABLE_LEXICAL_EQUALS vermin.id Kraador}\n [then]\n {VARIABLE vermin.x 45}\n {VARIABLE vermin.y 37}\n [/then]\n [/if]\n\n [unstore_unit]\n variable=vermin\n find_vacant=yes\n check_passability=no\n [/unstore_unit]\n [/do]\n [/foreach]\n\n #\n # Elyssa should be at the transporter glyph.\n #\n\n {VARIABLE elyssa_store.facing nw}\n\n [unstore_unit]\n variable=\"elyssa_store\"\n find_vacant=yes\n [/unstore_unit]\n\n [redraw][/redraw]\n\n {CLEAR_VARIABLE elyssa_store,onmap_units_store,vermin_store}\n\n {REPLACE_SCENARIO_MUSIC \"into_the_shadows.ogg\"}\n\n [delay]\n time=1250\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Of course, she was not counting on the spell Uria taught you for the mission. Or was she?\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"You have not felt so stupid in a long time. Zhangor\u2019s ruse was simply too obvious to fall for \u2014 Uria would not have asked you to destroy the Gatekeeper yourself if she did not fear her for some reason. Perhaps if she had such an introspective conversation with the Gatekeeper, things would have changed to some degree. Perhaps...\n\nBut no. You are well familiarized with the demoness and her childlike stubbornness. Whatever advice the Gatekeeper might have had for her would have gone unheeded. That is, assuming Uria would have given her a chance to speak in the first place.\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Maybe you were too hasty in disposing of the creature, though. She seemed to be genuinely trying to help you for some reason. The illusion she cast on you seemed as real as it was intensely painful \u2014 not that you are are unaccustomed to pain yourself, but... you admit that you were afraid for a moment.\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Regardless of the intentions of Delethia\u2019s offspring, she managed to stir up uncomfortable thoughts in your mind with her meddling. You decide to sweep them aside, if only for a brief interval while you go to report back to your oppressive overseer.\"\n [/message]\n\n {VARIABLE current_goal com2}\n\n {OBJECTIVES (\n side=1\n {OBJECTIVE_VICTORY ( _ \"Report to Uria in the meeting chamber again\")}\n\n {UNLIMITED_LEADER_MOVES_NOTE}\n {OBJECTIVE_NO_CARRYOVER}\n )}\n [/event]\n\n #\n # TODO: make sure this doesn't trigger right after exiting the cutscene\n #\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Elyssa\n x,y=66,34\n [/filter]\n [filter_condition]\n {VARIABLE_LEXICAL_NOT_EQUALS current_goal trans1}\n [/filter_condition]\n\n [allow_undo][/allow_undo]\n\n #[message]\n # speaker=narrator\n # image=wesnoth-icon.png\n # message= _ \"You do not need to use the transporter again at this time.\"\n #[/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n [filter_location]\n x,y=46,36\n radius=6\n [/filter_location]\n [/filter]\n [filter_condition]\n {VARIABLE_LEXICAL_EQUALS current_goal com2}\n [/filter_condition]\n\n [message]\n speaker=Sheelevrea\n message= _ \"Ahahahaha! Hey, hey! Did you have fun down there? Hahahahaha!\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Not really. There was only one Gatekeeper and I was prepared to perform many more soul bind spells tonight.\"\n [/message]\n\n [message]\n speaker=Halbadrel\n message= _ \"That seems rather wasteful and improbable. Lord Zhangor said you needed Uria\u2019s help to cast those.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Zhangor, you say?\"\n [/message]\n\n [message]\n speaker=Sheelevrea\n message= _ \"Hahahahaha!\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Ah, I see. Good to know it was he who sent you here, but I fear you have been misinformed about the power I wield. Regardless, I have to wonder: why here, in my domain?\"\n [/message]\n\n [message]\n speaker=Halbadrel\n message= _ \"Lord Zhangor wanted us to keep you in check, naturally. There are various disturbing rumors running around surrounding your habits and plans, you see.\"\n [/message]\n\n [message]\n speaker=Sheelevrea\n message= _ \"Some say you like inviting people to dine in your cell. They say... that you invite humans and demons... to eat their succulent flesh when you are... hungry! Hahahahaha!\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"(monotone) Ha, ha, ha. I can see why some of you might believe such a thing. But trust me, I am not the one who revels in chaos, destruction, and depravity. Perhaps you should be watching him instead. Nonetheless...\"\n [/message]\n\n [if]\n [not]\n [have_unit]\n id=Elyssa\n [filter_adjacent]\n id=Sheelevrea\n [/filter_adjacent]\n [/have_unit]\n [/not]\n [then]\n {MOVE_UNIT id=Elyssa 47 37}\n\n [redraw]\n side=1\n [/redraw]\n [/then]\n [else]\n [delay]\n time=500\n [/delay]\n [/else]\n [/if]\n\n [message]\n speaker=Elyssa\n message= _ \"I absolutely detest your obnoxious laugh, girl.\"\n [/message]\n\n [fade_out_music]\n duration=250\n [/fade_out_music]\n\n [item]\n [filter]\n id=Elyssa\n [/filter]\n image=\"misc/blank-hex.png\"\n halo=\"halo/heart-aura.png~O(0.8)\"\n [/item]\n\n [delay]\n time=150\n [/delay]\n\n [object]\n silent=yes\n [filter]\n id=Sheelevrea\n [/filter]\n [effect]\n apply_to=image_mod\n add=\"CS(255,-255,-255)\"\n [/effect]\n [/object]\n\n [redraw][/redraw]\n\n [delay]\n time=100\n [/delay]\n\n {UNIT_SPELL_POPUP id=Elyssa _\"bind soul\"}\n\n [remove_item]\n [filter]\n id=Elyssa\n [/filter]\n [/remove_item]\n\n {RED_SCREEN}\n\n [kill]\n id=Sheelevrea\n [/kill]\n\n [hide_unit][/hide_unit]\n\n [redraw][/redraw]\n\n [delay]\n time=500\n [/delay]\n\n [unhide_unit][/unhide_unit]\n\n {RESET_SCREEN}\n\n [redraw][/redraw]\n\n [delay]\n time=1250\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n sound=\"break.ogg\"\n message= _ \"You grab the crystal orb containing the soul of your nameless victim and fling it against the wall, shattering it; the irregular shards are scattered over the floor.\n\n... At least you believe she did not have a name.\"\n [/message]\n\n {REPLACE_SCENARIO_MUSIC \"into_the_shadows.ogg\"}\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Halbadrel\n message= _ \"...\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Their leader seems quite impressed by your little demonstration and orders his minion to pick up the shards. Hopefully he will choose to leave you alone, you think \u2014 that spell is quite physically and mentally taxing, and displaying weakness before Zhangor\u2019s minions would not be a good idea.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Halbadrel\n message= _ \"Lord Zhangor will hear of this.\"\n [/message]\n\n [message]\n speaker=Elyssa\n # po: 'however' is used here in the sense of \"in whatever manner/fashion/form\".\n message= _ \"(monotone) Oh, excellent, however should I express my gratitude! I was actually worried for a moment that I would have to send him the shards all by myself, wasting Uria\u2019s invaluable time by making her wait much longer for my report.\"\n [/message]\n\n {MOVE_UNIT id=Halbadrel 48 37}\n\n [message]\n speaker=Elyssa\n message= _ \"Please, do send him my regards.\"\n [/message]\n\n {MOVE_UNIT id=Halbadrel 52 38}\n\n [kill]\n id=Halbadrel\n [/kill]\n\n {MOVE_UNIT id=Kraador 51 39}\n\n [kill]\n id=Kraador\n [/kill]\n\n [redraw][/redraw]\n\n {FACE_DIRECTION id=Elyssa se}\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n {FACE_DIRECTION id=Elyssa nw}\n\n [redraw][/redraw]\n\n [delay]\n time=250\n [/delay]\n\n {MOVE_UNIT id=Elyssa 47 36}\n\n [sound]\n name=gate.ogg\n [/sound]\n\n [remove_terrain_overlays]\n x=45,46-47\n y=36,35\n [/remove_terrain_overlays]\n\n [redraw]\n side=1\n [/redraw]\n\n {MOVE_UNIT id=Elyssa 46 33}\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Elyssa\n {INT_COM_CHAMBER_SLF}\n [/filter]\n [filter_condition]\n {VARIABLE_LEXICAL_EQUALS current_goal com2}\n [/filter_condition]\n\n # Lit the entrance braziers\n\n {INT_LIT_BRAZIERS ({INT_SLF_BRAZIERS_ENTRANCE})}\n\n [redraw][/redraw]\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Elyssa\n {INT_COM_TRIGGER_SLF}\n [/filter]\n [filter_condition]\n {VARIABLE_LEXICAL_EQUALS current_goal com2}\n [/filter_condition]\n\n {LOCK_VIEW}\n\n {INT_CC_ACTIVATE_VISUALS}\n\n #\n # Make the sequence faster this time.\n #\n\n [terrain]\n x=56,58,58,54\n y=20,23,21,21\n layer=overlay\n terrain=^Ii\n [/terrain]\n\n [redraw][/redraw]\n\n {MOVE_UNIT id=Elyssa 56 21}\n\n {FACE_DIRECTION id=Elyssa nw}\n\n [fade_out_music]\n duration=750\n [/fade_out_music]\n\n {INT_CC uria Uria _\"Uria\" 56 20} {FACING se}\n\n {REPLACE_SCENARIO_MUSIC \"end.ogg\"}\n\n [delay]\n time=750\n [/delay]\n\n #\n # Talk.\n #\n\n [message]\n speaker=Elyssa\n message= _ \"The Gatekeeper on Ethea is no more, my lady. The breach from Urvatha is now clear for you to cross.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Uria\n message= _ \"Hm, hm, I see. Well done, my Fire. Your success pleases me... greatly. Hm... I have a question for you.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Yes, my lady?\"\n [/message]\n\n [message]\n speaker=Uria\n message= _ \"Lord Zhangor informed me earlier of a... revolt organized by the stormkind witch. But from what he said I gather that the once-blessed faerie is directly involved as well. What do you know about this?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"The faerie was supposed to lead the Irdyan troops from the North but abandoned her duty on the surface before their arrival. She made it to the ruined training chamber and confronted me.\"\n [/message]\n\n [message]\n speaker=Uria\n message= _ \"Ah, hm, yes. Everyone had been looking forward to that confrontation ever since it was foretold by the Seer \u2014 it was an inevitability. Well, I assume you made her pay dearly for her meddling. Is she...\"\n [/message]\n\n [message]\n speaker=Elyssa\n # wmllint: local spelling necrophages\n message= _ \"I killed her just as you wished, my lady. (smirking) Hekuba\u2019s necrophages took care of the rest for me. I would have loved to present you with her corpse, but it appears that our decrepit traitor still manages to interfere even after his soul ceased to exist. A pity too, since I really liked her hair.\"\n [/message]\n\n [message]\n speaker=Uria\n message= _ \"No! I would not tolerate you wearing the scalp of that wretched creature anywhere near me; not to mention that some of your followers could get the wrong idea... Do you not think Ergea\u2019s betrayal has caused us enough trouble already?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"My apologies, my lady.\"\n [/message]\n\n [message]\n speaker=Uria\n message= _ \"Moving on...\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Yes, my lady?\"\n [/message]\n\n [message]\n speaker=Uria\n message= _ \"I have transferred Irdya\u2019s control to Lord Zhangor. You are relieved from your duty as my Fire.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"M\u2014 my lady?\"\n [/message]\n\n [message]\n speaker=Uria\n message= _ \"I refuse to acknowledge your reaction as one of surprise, Elyssa. Did you truly think I would ask you to lend him the bulk of the Triad\u2019s troops without an ulterior reason? This is all part of a plan that is now mostly irrelevant to you. Your duty now is to serve him just as you have served me all these years.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"But you promised that Irdya would be under my control soon... Zhangor would assist you on Ethea!\"\n [/message]\n\n [message]\n speaker=Uria\n message= _ \"You ought to watch your tone, girl \u2014 do not forget that I can end your life and destroy your soul at any time I please. If you want the ball of dirt you call Irdya, you will have to strike a bargain with your new lord. Do you understand?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"I... understand, my lady.\"\n [/message]\n\n [message]\n speaker=Uria\n message= _ \"Excellent then. Hm, hm, I am sure Zhangor will be as pleased as I to count on your assistance with exterminating the vermin brought by the faerie. We will meet again in the future, perhaps. Ha, ha, ha, ha!\"\n [/message]\n\n #\n # End talk.\n #\n\n [kill]\n animate=yes\n id=Uria\n [/kill]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [foreach]\n array=items\n [do]\n {VARIABLE this_item.redraw no}\n\n [insert_tag]\n name=item\n variable=this_item\n [/insert_tag]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE items}\n\n [remove_terrain_overlays]\n x=54,56,58,58\n y=21,20,21,23\n [/remove_terrain_overlays]\n\n {INT_UNLIT_BRAZIERS ({INT_SLF_BRAZIERS_CHAMBER})}\n\n [redraw]\n side=1\n [/redraw]\n\n [fade_out_music][/fade_out_music]\n\n {REPLACE_SCENARIO_MUSIC \"everlasting_night.ogg\"}\n {APPEND_MUSIC \"into_the_shadows.ogg\"}\n\n # Give everlasting_night.ogg some time to start.\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"That damned shapeshifter scum should have stayed half-dead in that putrid pit. Stupid Uria and her irritating obsession with the bastard. You can only wonder what other machinations they have been brewing behind your back.\n\nThis unexpected development changes many things. Your plans need some urgent adjustments before those two perform their next move.\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n # po: This line refers to Elynia as a 'piece', but it'd be nice to keep the gender\n # po: ambiguous whenever possible.\n message= _ \"Time to check on your pivotal piece in the ruined laboratory. Maybe you should try to remember a few things along the way; open some of those rusty gates in your memory and look inside.\n\nYou just know you will need all the hints you can gather from this stronghold for your next course of action.\"\n [/message]\n\n {VARIABLE current_goal mem1}\n\n [remove_terrain_overlays]\n x=40,33\n y=38,29\n [/remove_terrain_overlays]\n\n {CLEAR_CAVE_SHROUD (\n x,y=33,29\n radius=1\n )}\n\n {CLEAR_CAVE_SHROUD (\n x,y=40,38\n radius=1\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=33,29\n [/scroll_to]\n\n {HIGHLIGHT_GOAL x,y=33,29}\n\n [scroll_to]\n x,y=40,38\n [/scroll_to]\n\n {HIGHLIGHT_GOAL x,y=40,38}\n\n [scroll_to_unit]\n id=Elyssa\n [/scroll_to_unit]\n\n {OBJECTIVES (\n side=1\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Enter the ruined laboratory\")}\n\n {UNLIMITED_LEADER_MOVES_NOTE}\n {OBJECTIVE_NO_CARRYOVER}\n )}\n\n {UNLOCK_VIEW}\n\n {INT_UNLIT_BRAZIERS_ON_CHAMBER_EXIT}\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Elyssa\n {INT_COM_TRIGGER_SLF}\n [/filter]\n [filter_condition]\n {VARIABLE_LEXICAL_EQUALS current_goal mem1}\n [or]\n {VARIABLE_LEXICAL_EQUALS current_goal mem2}\n [/or]\n [or]\n {VARIABLE_LEXICAL_EQUALS current_goal mem3}\n [/or]\n [or]\n {VARIABLE_LEXICAL_EQUALS current_goal mem4}\n [/or]\n [or]\n {VARIABLE_LEXICAL_EQUALS current_goal final}\n [/or]\n [/filter_condition]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"There is no use in attempting to activate the communicator at this time. Uria has probably left her fortress on Urvatha already, Zhangor is busy plotting in his lair, Nar-hamoth is missing in action, and the Seer does not really use these artifacts on account of her inability to move around unassisted. You do not have anything left to discuss with any of them for now, either.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=38,35\n [/filter]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n {QUAKE (cave-in.ogg)}\n\n [terrain]\n terrain=Urb\n x=37,36\n y=35,34\n [/terrain]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Touchplate triggered. A road rises from the depths.\"\n [/message]\n\n [redraw]\n side=1\n [/redraw]\n [/event]\n\n#define INT_SIGIL _COL _ROW\n image=\"icons/original-ten-sigils.png~CROP($(60*\"+{_COL}+\"), $(60*\"+{_ROW}+\"), 60, 60)\"\n#enddef\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=27,40\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [item_choice_dialog]\n title= _ \"The Original Ten\"\n [option]\n {INT_SIGIL 0 0}\n title= _ \"Life\"\n text= _ \"The force that governs the birth of all creatures in our reality. Incarnated by the Guardian of Life, also known as Uria, Guardian of the Legacy and the Void, Mistress of the Void, Goddess of Life.\"\n [/option]\n [option]\n {INT_SIGIL 1 0}\n title= _ \"Water\"\n text= _ \"The element common to the origins of all life in our reality, as well as its sustainment and destruction. Incarnated by the Guardian of Water, also known as Valdir, Guardian of Water and Destruction, the Beast, God of War.\"\n [/option]\n [option]\n {INT_SIGIL 2 0}\n title= _ \"Thunder\"\n text= _ \"The spark that keeps life in motion, the arbiter in a chaotic reality doomed to an ephemeral eternity of strife. Incarnated by the Guardian of Thunder, also known as Kaarul, Guardian of Thunder, Harbinger of Judgment, and God of Storms.\"\n [/option]\n [option]\n {INT_SIGIL 3 0}\n title= _ \"Earth\"\n text= _ \"The shelter that harbors the promise of life, the energy that kindles the mystic in a dying reality. Incarnated by the Guardian of Earth, also known as Xia\u2019el, Guardian of the Arcane Flame and Earth, Goddess of the Forests, Protector of Peace.\"\n [/option]\n [option]\n {INT_SIGIL 4 0}\n title= _ \"Fire\"\n text= _ \"The aspect that fuels life through love, the flame that sustains the forge of knowledge in a reality where ignorance has ensnared its hopeless dwellers. Incarnated by the Guardian of Fire, also known as Shardia, Guardian of Fire and Knowledge, the Fire of Hope, Goddess of Love.\"\n [/option]\n [option]\n {INT_SIGIL 0 1}\n title= _ \"Darkness\"\n text= _ \"The aspect of the free will necessary for life to progress, the precursor and successor of light in a reality devoid of ultimate intent. Incarnated by the Guardian of Darkness, also known as Merthiaal, Guardian of Darkness and Shadows, Eater of Souls, Goddess of Free Will.\"\n [/option]\n [option]\n {INT_SIGIL 1 1}\n title= _ \"Light\"\n text= _ \"The aspect of the constancy from which life springs, the successor and precursor of darkness in a reality unprepared for its end. Incarnated by the Guardian of Light, also known as Luceith\u2019el, Guardian of Light and Metal, Star of the Morning, Healer of Souls.\"\n [/option]\n [option]\n {INT_SIGIL 2 1}\n title= _ \"Air\"\n # wmllint: local spelling insufflates\n text= _ \"The aspect of the kiss that insufflates life, the breath that preserves life in a decaying reality. Incarnated by the Guardian of Air, also known as Kazith, Guardian of Air and Breath, Lady of the Skies, Messenger of the Ether.\"\n [/option]\n [option]\n {INT_SIGIL 3 1}\n title= _ \"Ice\"\n text= _ \"The aspect that is the cold touch that ends life, the substance that holds treasures for those daring to explore the confines of a shrinking reality. Incarnated by the Guardian of Ice, also known as Yukiria, Guardian of Ice and Mirrors, Queen of the White Expanse, Keeper of Death.\"\n [/option]\n [option]\n {INT_SIGIL 4 1}\n title= _ \"Existence\"\n text= _ \"The aspect that binds all life together, the empty canvas from which a corrupted reality was created. Incarnated by the Guardian of Existence, also known as Delethia, Guardian of Secrets and Time, the Faceless Woman, Seer of the Tree.\"\n [/option]\n [/item_choice_dialog]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=33,40\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image= # wmllint: ignore\n {INT_SIGIL 0 0}\n caption= _ \"Life\"\n message= _ \"The aspect of Life deals primarily with the creation and sustainment of life, as well as the very essence of being in all of its manifestations.\n\nAll non-faerie human and human-like creatures were created in the image of the first Guardian of Life, who governed over Ethea during the First Cycle. This incarnation of Uria would prove to be essential for defeating the corrupted Protector of the Tree by orchestrating the demise of Yarae\u2019s allies, at the cost of countless innocent lives everywhere.\n\nHer next incarnation came into existence on a world other than Ethea due to unknown reasons.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=32,41\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image= # wmllint: ignore\n {INT_SIGIL 3 0}\n caption= _ \"Earth\"\n message= _ \"The aspect of Earth is one of four aspects directly connected to Life in a supporting role, paving the way for creation.\n\nAll faeriekind creatures were created in the image of the first Guardian of Earth, who was charged with the task of ruling over Irdya during the First Cycle.\n\nSome sources claim that faeriekind beings were originally incorporeal and extremely rare until the ascension of the first incarnation of Xia\u2019el, a woman said to have been created out of golden dust by Yarae himself, the Protector of the Tree. His influence might have brought her kind the boon of a more physical existence in greater numbers, albeit losing their immortality in the process. Various versions of the myth exist, some of them claiming that Xia\u2019el\u2019s form was a favor granted by Yarae after he fell in love with the creature.\n\nHer next incarnation came into existence on a world other than Irdya due to unknown reasons.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=22,41\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image= # wmllint: ignore\n {INT_SIGIL 0 1}\n caption= _ \"Darkness\"\n message= _ \"Unlike the majority of the aspects constituting reality, Darkness and Light are derived from the nature of the First Gods themselves, stemming from Existence, and connected to Life in a structural role.\n\nJust like Darkness precedes and succeeds Light from a physical standpoint, it also deals with matters of the mind, whereas Light deals with the soul of every being born under the Tree of Life. However, just as both aspects complement each other, they may also exchange places according to the circumstances.\n\nMerthiaal, the Guardian of Darkness on Yrathid, was the last guardian to be born during the First Cycle, and at the same time, she was the first guardian to perish. Although Yarae\u2019s conflict had not yet begun, he did have an indirect role in causing Merthiaal\u2019s downfall. The young guardian\u2019s emotions clouded her reason; jealousy consumed her heart from inside as she watched her creator\u2019s predilection for her sisters Uria and Xia\u2019el.\n\nIn a desperate attempt to prove her worth to Yarae and even surpass his own power, the girl subverted her world\u2019s seed and tried to absorb its energy for herself. Alas, even though their blood was always one and the same, the guardian and the Seed of Darkness were never meant to become one.\"\n [/message]\n\n [message]\n speaker=narrator\n image= # wmllint: ignore\n {INT_SIGIL 0 1}\n caption= _ \"Darkness\"\n # wmllint: local spelling Yrathidians\n message= _ \"Not having learned her own song beforehand, Merthiaal could not assume full control of her new powers. Instead of becoming the true goddess she desired to be, the very aspect she controlled was destroyed \u2014 her mind succumbed to insanity as her horrifying new body absorbed the souls of each and every one of her fellow Yrathidians.\n\nUria put an end to Merthiaal\u2019s rampage by ripping her heart out, destroying her body, and sealing her self in the hope that Yarae could do something to remedy the situation. However, Yarae was offended by the proposition; he refused to help with the resurrection and healing, choosing instead to preserve the lifeless world intact as a testament to his child\u2019s hubris.\n\nThat incarnation of Uria would never be able to bring Merthiaal back to life, and the Guardian of Darkness would come to be known as the Eater of Souls, the antithesis of the Guardian of Light. Now lacking a distinct seed, Yrathid would not be restored at the end of the First Cycle, remaining instead a graveyard world per Yarae\u2019s wishes.\"\n [/message]\n [/event]\n\n#undef INT_SIGIL\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=34,30\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message=\"\"+_\"Biomechanical Engineering Laboratory 03\"+\" \n\"+_\"FACILITY CONDEMNED\n\nNO ENTRY WITHOUT PERMISSION FROM LIFEFORM RESEARCH TEAM LEAD MAL SI\u2019AH\"+\"\"\n [/message]\n [/event]\n\n #\n # Memory visions begin here.\n #\n\n#define INT_MEMORY_CUTSCENE_PROLOGUE PLAYER_X PLAYER_Y FACING\n {LOCK_VIEW}\n\n {MOVE_UNIT id=Elyssa {PLAYER_X} {PLAYER_Y} }\n\n {MODIFY_UNIT id=Elyssa facing {FACING} }\n\n # Refresh shroud\n\n [redraw]\n side=1\n [/redraw]\n\n #\n # This extra scroll_to action is intended to recenter the screen if the\n # scrolling algorithm screwed up during the [move_unit] action above, or\n # for when no move could be performed (e.g. the unit is already at the\n # specified location).\n #\n # Of course, this is rather broken as of Wesnoth 1.11.0 and true centering\n # does not happen most of the time. Hopefully a future version will amend\n # that.\n #\n\n [scroll_to]\n x={PLAYER_X}\n y={PLAYER_Y}\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n#enddef\n\n#define INT_MEMORY_CUTSCENE_EPILOGUE\n {UNLOCK_VIEW}\n#enddef\n\n #\n # MEMORY 1 (mem1)\n #\n\n [event]\n name=moveto\n [filter]\n id=Elyssa\n x=26-32,33\n y=23-30,28\n [/filter]\n [filter_condition]\n {VARIABLE_LEXICAL_EQUALS current_goal mem1}\n [/filter_condition]\n\n {INT_MEMORY_CUTSCENE_PROLOGUE 30 27 nw}\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"A particularly irksome disadvantage of living forever is that you very easily forget things that happened over a century ago if you do not take care to exercise your memory regularly. You are worried that this will become even harder over time, assuming you last long enough for that.\n\nWhile you prepare your next move you decide to refresh your memory about some things. You make an effort to remember...\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n#define INT_MC _VARIATION _ID _NAME _X _Y\n [unit]\n side=4\n type=Memory Controller\n\n variation={_VARIATION}\n\n id={_ID}\n name={_NAME}\n\n x={_X}\n y={_Y}\n\n animate=yes\n [/unit]\n\n [redraw][/redraw]\n#enddef\n\n [scroll_to]\n x,y=28,26\n [/scroll_to]\n\n # wmllint: recognize Argan\n {INT_MC argan Argan _\"Argan\" 28 26} {FACING nw}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"It is him, the tortured man to whom you owe your life, even though you did not ask for it.\n\nThe scene feels familiar to you, but you are not completely sure yet how long ago it happened.\"\n [/message]\n\n [message]\n caption= _ \"Elyssa\"\n speaker=narrator\n image=\"misc/blank-hex.png\"\n message= _ \"You have not visited me in a long time.\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n # wmllint: recognize memory!Elyssa\n {INT_MC elyssa \"memory!Elyssa\" _\"Elyssa\" 24 23} {FACING sw}\n\n [message]\n speaker=memory!Elyssa\n message= _ \"What brings you here?\"\n [/message]\n\n [message]\n speaker=Argan\n message= _ \"Do I really need a reason? Uria is busy unearthing some ruins on Urvatha \u2014 she will not notice my absence. I just wanted to see you.\"\n [/message]\n\n # The explicit path is necessary to avoid her walking through a wall\n {MOVE_UNIT id=memory!Elyssa 23,23 24,25} {IGNORE_MOVEMENT_COSTS}\n\n [delay]\n time=250\n [/delay]\n\n {MOVE_UNIT id=memory!Elyssa 26 25} {IGNORE_MOVEMENT_COSTS}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Argan\n message= _ \"I have to admit that I expected a warmer reception.\"\n [/message]\n\n [message]\n speaker=memory!Elyssa\n message= _ \"I suppose... it\u2019s hard to be enthusiastic about a visit from someone who has only spoken to me through crystal projections for over a century. It almost feels as though we are strangers... meeting for the first time...\"\n [/message]\n\n [message]\n speaker=Argan\n message= _ \"Does it now?\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n {FACE_DIRECTION id=memory!Elyssa nw}\n\n [redraw][/redraw]\n\n [delay]\n time=250\n [/delay]\n\n {MOVE_UNIT id=memory!Elyssa 27 26} {IGNORE_MOVEMENT_COSTS}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=memory!Elyssa\n message= _ \"I missed you... I really, really did.\"\n [/message]\n\n [message]\n speaker=Argan\n message= _ \"But...\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Argan\n message= _ \"I see...\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n {FACE_DIRECTION id=Argan se}\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Argan\n message= _ \"How have things been around here? Any progress?\"\n [/message]\n\n # wmllint: local spellings Ghoram-Dul Grenmar\n\n [message]\n speaker=memory!Elyssa\n message= _ \"With Nar-hamoth around I haven\u2019t been able to continue with my search. But I went to Ghoram-Dul the other day and asked the Seer about her and\u2014\"\n [/message]\n\n [message]\n speaker=Argan\n message= _ \"Not the faerie. The hive in the Grenmar region. I believe its construction should be nearly finished by now?\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=memory!Elyssa\n message= _ \"Did you come here just to ask me about such banal matters, or because you wanted to see me?\"\n [/message]\n\n [message]\n speaker=Argan\n message= _ \"Do I have to choose between those two options? I did not expect you to be so demanding from your superiors, girl.\"\n [/message]\n\n [message]\n speaker=memory!Elyssa\n message= _ \"Superiors, you say?\"\n [/message]\n\n [message]\n speaker=Argan\n message= _ \"I do not have all the time in the world for your empty questions. Will you answer, or\u2014\"\n [/message]\n\n [message]\n speaker=memory!Elyssa\n message= _ \"Uria sent you, didn\u2019t she? She sent you to keep track of my activities, as if I needed another Shadow of hers around here.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=memory!Elyssa\n message= _ \"Oh, but of course. \u2018Shadow\u2019 really suits you better than it does that brainless brute, except most of the scum in this place prefers to add \u2018Master\u2019 to it for some stupid reason.\"\n [/message]\n\n {FACE_DIRECTION id=Argan nw}\n\n [message]\n speaker=Argan\n message= _ \"You seem agitated\u2014\"\n [/message]\n\n [message]\n speaker=memory!Elyssa\n # po: 'Monster' here refers to Uria.\n message= _ \"Dealing with your personality issues was exasperating enough back then; I will not bear talking to you now that you have become a puppet of that abusive monster. Get out.\"\n [/message]\n\n [message]\n speaker=Argan\n message= _ \"El\u2014 Elyssa\u2014\"\n [/message]\n\n [message]\n speaker=memory!Elyssa\n message= _ \"GET OUT!\"\n [/message]\n\n#define INT_END_MEMORY\n [kill]\n type=Memory Controller\n animate=yes\n [/kill]\n\n [redraw][/redraw]\n#enddef\n\n {INT_END_MEMORY}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"For long you have tried to purge your memories revolving around Argan\u2019s descent into insanity and the eventual fulfillment of his end of the bargain with Uria. Alas, Norsulan technology around the time you were resurrected was not advanced enough to do that kind of thing, and you are sort of stuck in the past in that regard.\n\nMaybe some day you will learn to do the advanced mind tricks Merthiaal could, and use that power to alter or clear your own memory. Surely if you manage to do that, you could attain absolute control of every single creature on Irdya.\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"You decide to proceed further into the ruined laboratory and try to reminisce on better times.\"\n [/message]\n\n {VARIABLE current_goal mem2}\n\n {OBJECTIVES (\n side=1\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Proceed further into the ruined laboratory and try to reminisce on better times\")}\n\n {UNLIMITED_LEADER_MOVES_NOTE}\n {OBJECTIVE_NO_CARRYOVER}\n )}\n\n {INT_MEMORY_CUTSCENE_EPILOGUE}\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=22,18\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message=\"\"+_\"Operating Room\"+\" \n\"+_\"FACILITY CONDEMNED\n\nNO ENTRY WITHOUT LEVEL 4 PERMISSION FROM THE IRON COUNCIL\"+\"\"\n [/message]\n [/event]\n\n #\n # MEMORY 2 (mem2)\n #\n\n [event]\n name=moveto\n [filter]\n id=Elyssa\n x=14-25\n y=17-23\n [/filter]\n [filter_condition]\n {VARIABLE_LEXICAL_EQUALS current_goal mem2}\n [/filter_condition]\n\n {CLEAR_CAVE_SHROUD (\n x,y=20,20\n radius=5\n )}\n\n {INT_MEMORY_CUTSCENE_PROLOGUE 22 22 nw}\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Some of the hive creatures have adopted these ruins as their home. You do not really mind them since they are completely harmless around those whom they recognize as their own kind by virtue of their identification signal mechanism.\n\nYou are absolutely certain that, unlike the Gatekeeper you just destroyed, these artificial constructs have no souls of their own. Whether they have minds or not is a completely different matter, though.\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n [scroll_to]\n x,y=18,20\n [/scroll_to]\n\n {INT_MC elyssa memory!Elyssa _\"Elyssa\" 18 20} {FACING nw}\n\n {INT_MC argan_unmasked Argan _\"Argan\" 19 21} {FACING nw}\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Argan\n message= _ \"Elyssa... There is something I need to know.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=memory!Elyssa\n message= _ \"I thought I told you to go away. I am not interested in helping you anymore.\"\n [/message]\n\n [message]\n speaker=Argan\n message= _ \"I need your help. Please... You are the only one I could ever trust who can use the powers of Darkness to block the Seer\u2019s vision. I need to find my wife\u2014\"\n [/message]\n\n [message]\n speaker=memory!Elyssa\n message= _ \"Why did you not try to find her before surrendering your free will to Uria? If you truly loved the Lady of Light, the first thing you should have done was\u2014\"\n [/message]\n\n [message]\n speaker=Argan\n message= _ \"I already told you... I did not choose to be stranded on Urvatha for so long. Uria does not want me to find Elynia yet. I am worried that her plans could jeopardize your own safety. You must do something for me...\"\n [/message]\n\n [message]\n speaker=Argan\n message= _ \"If you find Elynia, you must kill her.\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n {FACE_DIRECTION id=memory!Elyssa se}\n\n [redraw][/redraw]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=memory!Elyssa\n message= _ \"... Why?\"\n [/message]\n\n [message]\n speaker=Argan\n # po: The 'voice' Argan refers to is a female voice.\n message= _ \"Because it is something you must do. That is what I was told by the voice...\"\n [/message]\n\n [message]\n speaker=memory!Elyssa\n message= _ \"You... You are in even worse shape than I thought. I simply cannot fathom what is going through Uria\u2019s mind as of late. Why would she trust you with the command of the Empire like this?\"\n [/message]\n\n [message]\n speaker=Argan\n message= _ \"No. Listen. You can consult with the Seer later \u2014 I am sure she knows of the voice as well, but she has always refused to speak with me. I have a suspicion about that voice...\"\n [/message]\n\n [message]\n speaker=memory!Elyssa\n message= _ \"Does Uria need to know?\"\n [/message]\n\n [message]\n speaker=Argan\n message= _ \"No.\"\n [/message]\n\n [message]\n speaker=memory!Elyssa\n message= _ \"Very well, then. I hope the Seer will not inform her about this, though.\"\n [/message]\n\n [message]\n speaker=Argan\n message= _ \"I do not think she has found out about your search yet, has she? You know the Seer is as much your ally as she is Uria\u2019s \u2014 she does not take sides. She will not betray you, but not specifically because of your affiliation with Darkness. If that were all it took to communicate with her, I would not need your help for that.\"\n [/message]\n\n {INT_END_MEMORY}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Many years later, Argan\u2019s orders would take a turn for the worse, and you would happily comply with every single one. You do not really regret it in the least. Killing lesser creatures is amazingly comforting after all you have been through. If only you could do that with your own underlings more often. Wait, you mean Zhangor\u2019s underlings now. You are quite sure he would not actually mind.\n\nOn the other hand, you were allowed to do as you pleased with your torturers back in the day. If only you had the control you now have over your artificially enhanced body, and Merthiaal\u2019s heart. If only you could ravage people\u2019s minds like the true Eater of Souls could. If only...\"\n [/message]\n\n {VARIABLE current_goal mem3}\n\n [remove_terrain_overlays]\n x,y=22,17\n [/remove_terrain_overlays]\n\n {CLEAR_CAVE_SHROUD (\n x,y=22,17\n radius=1\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=22,17\n [/scroll_to]\n\n {HIGHLIGHT_GOAL x,y=22,17}\n\n [scroll_to_unit]\n id=Elyssa\n [/scroll_to_unit]\n\n {OBJECTIVES (\n side=1\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Proceed into the ruined room\")}\n\n {UNLIMITED_LEADER_MOVES_NOTE}\n {OBJECTIVE_NO_CARRYOVER}\n )}\n\n {INT_MEMORY_CUTSCENE_EPILOGUE}\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Elyssa\n x=23-34,22\n y=11-18,17\n [/filter]\n [filter_condition]\n {VARIABLE_LEXICAL_EQUALS current_goal mem3}\n [/filter_condition]\n\n {INT_MEMORY_CUTSCENE_PROLOGUE 24 16 ne}\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"This is where Argan brought you back to life \u2014 or what remains of the place, in any case. You really threw a tantrum that night, blinded by the great pain caused by the energy seeping through your veins, and that unfathomable presence within Merthiaal\u2019s heart reaching into your soul.\n\nYou are not entirely sure whether the pain ceased or you just became accustomed to it over the years, but you can still feel the presence on occasion \u2014 namely, whenever you feel tempted to fully unleash your frustration and anger.\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"The costs and risks of being a predestined guardian have not been properly documented, but everyone agrees that it was the temptation of power that finally got the best of the goddess whose legacy Argan and Uria bestowed upon you. But your case is an unprecedented one, and you have had to cope with other difficulties along the way. The technology that binds your body and soul with Merthiaal\u2019s heart was considered highly experimental on its world of origin, and every test subject was destroyed without exception.\n\nMaybe it was because the heart they chose for their testing was that of an unborn goddess as opposed to a deceased one. Maybe it was because the Aspect of Fire itself did not choose them. Or maybe those individuals simply lacked the resolve, and the initial excruciating pain was too much for their feeble psyches.\n\nWhichever the case, you are certain that even though cheating the system devised by Yarae was a straining and arduous task, the Aspect of Darkness is now yours to control.\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"If the once Lady of Light had not killed him, Argan would be proud to see you execute his plans like clockwork.\n\nProud. Nothing more than that, really.\n\nIf you were to use Golden Age literature as reference, you would say he always regarded you as a daughter. His increasing lack of empathy did not allow him to see that you had feelings of a different kind for him. While that truly bothered you in the beginning, you would soon learn of another cost of being a guardian. To put it into perspective, of all the guardians that have lived so far, only the second incarnation of the Guardian of Fire found true love \u2014 and then she died under mysterious circumstances.\n\nThose unrequited feelings of yours vanished long ago, but that does not change the fact that you owe your life to Argan and that you will do everything within your power for him, even now that he is gone for good.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n {VARIABLE current_goal mem4}\n\n [remove_terrain_overlays]\n x,y=13,30\n [/remove_terrain_overlays]\n\n {CLEAR_CAVE_SHROUD (\n x,y=13,30\n radius=1\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=13,30\n [/scroll_to]\n\n {HIGHLIGHT_GOAL x,y=13,30}\n\n [scroll_to_unit]\n id=Elyssa\n [/scroll_to_unit]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"It feels as though you have been wasting your time with this pointless introspective for months, even though it has obviously been just an hour. Damn the Gatekeeper and the Seer. Things would be much easier if you could just focus on commanding troops and killing opponents with complete disregard for ancient riddles and the absurd notion of fate.\"\n [/message]\n\n {OBJECTIVES (\n side=1\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Proceed into Elyssa\u2019s cell\")}\n\n {UNLIMITED_LEADER_MOVES_NOTE}\n {OBJECTIVE_NO_CARRYOVER}\n )}\n\n {INT_MEMORY_CUTSCENE_EPILOGUE}\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=13,28\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message=\"\"+_\"SUBJECT 00-44A CONTAINMENT CHAMBER\n\nNO ENTRY WITHOUT LEVEL 6 PERMISSION FROM MAL ZAGARN\"+\"\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=15,28\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"The chest is empty. It has been decades since the last time anyone used it to deliver parcels to you.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Elyssa\n x= 1-16\n y=30-42\n [/filter]\n [filter_condition]\n {VARIABLE_LEXICAL_EQUALS current_goal mem4}\n [/filter_condition]\n\n {INT_MEMORY_CUTSCENE_PROLOGUE 11 32 sw}\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Kendyare is still here as you left her.\n\nThe faerie destroyed her body near the entrance to the abandoned Iron Council chamber. If you were to give the necromancer a new chance you would have to give her a new body as well. She was rather entertaining to have around, but not particularly bright, and Nar-hamoth was abusing that to keep you under constant surveillance. You simply had to act before Zhangor had a chance to take advantage of her as well.\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"You have not really spent as much time in this cell as you would if you were an ordinary creature. Thankfully, your body allows you to spend an indefinite amount of time without rest. You have tried sleeping on occasion, but ever since you were captured by the human scum in the capital you have only had variations of the same recurring nightmares. You hoped your new life would allow you to have normal dreams again, but it has only been worse since then.\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n {ITEM_TOUCHPLATE 14 12}\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"You think it is finally time to go and put those plans in motion. You glance at your cell a last time to make sure you are not forgetting anything before leaving. Surely none of that trash on the floor is of any use to you.\"\n [/message]\n\n {MOVE_UNIT id=Elyssa 14 29}\n\n {VARIABLE current_goal final}\n\n {OBJECTIVES (\n side=1\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Find the touchplate leading to the final room\")}\n\n {UNLIMITED_LEADER_MOVES_NOTE}\n {OBJECTIVE_NO_CARRYOVER}\n )}\n\n {INT_MEMORY_CUTSCENE_EPILOGUE}\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Elyssa\n x,y=10,33\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Kendyare's ward against necromantic spells. Very useful against mundane enemy necromancers, absolutely useless against magic on lease from a Guardian of Life. Such a shame.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Elyssa\n x,y=9,32\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"This broken slab of rock used to be your bed. Last time you slept on it you had a little accident due to your nightmares. It did not make for the most comfortable sleeping surface in the first place, but now you are pretty sure it would be greatly unadvisable for you to spend any significant amount of time lying on it. Not that your back would resent it enough to suffer any kind of permanent injury, anyway \u2014 your ability to regenerate biological parts is pretty intentionally limited compared to a naturally-born guardian, but you are still far sturdier than your pitiful victim here thanks to the various enhancements they made to your body. You suppose there are some advantages to having been disemboweled and implanted with an unnatural power source after all.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Elyssa\n x,y=8,32\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Your makeshift bed table. There is nothing remarkable about it.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Elyssa\n x,y=11,33\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Just trash that has been lying around for ages. You are not going to touch it \u2014 who knows what kind of creatures have decided to make it their home.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Elyssa\n x,y=10,32\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Kendyare seems much brighter now than she did in life.\n\nYou would take the poor woman with you, but it is probably safer here. Presumably nobody will ever find her and you will never have to worry about her deciding to wreak revenge on you for sweeping her out of the way like that. She is just going to spend an eternity here being even more useless than usual, assuming the place does not collapse first. That is not a troubling notion in the least, you tell yourself.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Elyssa\n x,y=8,32\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Your makeshift bed table. There is nothing remarkable about it.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n id=Elyssa\n x,y=9,33\n [/filter]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"This is an old poetry book you found amongst some ruins unearthed in the Silver Lands. You used to dedicate your life to collecting every single piece of history you could salvage from the many remains of Golden Age civilizations, but after becoming a hybrid being your interests changed drastically. Things like poetry became pointless as they do not contribute to your plans in any way whatsoever, and yet... this book is still here.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Elyssa\n x,y=9,33\n [/filter]\n [filter_condition]\n {VARIABLE_BOOLEAN_NOT_EQUALS have_argans_missing_pages yes}\n [/filter_condition]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Do you want to pick the book up?\"\n [option]\n label= _ \"Yes.\"\n [command]\n {VARIABLE have_argans_missing_pages yes}\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"You take the book. A few loose pages slide onto the floor, and you pick them up.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Of course. These are the pages you took from Argan\u2019s journal some time after he became irreversibly incoherent.\"\n [/message]\n [/command]\n [/option]\n [option]\n label= _ \"No.\"\n [command]\n [allow_undo][/allow_undo]\n [/command]\n [/option]\n [/message]\n [/event]\n\n #\n # Final touchplate\n #\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Elyssa\n x,y=14,12\n [/filter]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Once you enter that room, there will be no going back.\n\nAre you sure you want to proceed now?\"\n [option]\n label= _ \"Yes.\"\n [command]\n [fade_out_music][/fade_out_music]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n {PLACE_IMAGE items/altar-evil.png 14 5}\n\n {QUAKE (cave-in.ogg)}\n\n [terrain]\n terrain=Urb^Es\n x=13,14\n y=12,11\n [/terrain]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Touchplate triggered. A wall moves.\"\n [/message]\n\n {CLEAR_CAVE_SHROUD (\n x,y=14,6\n radius=6\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n [delay]\n time=250\n [/delay]\n\n {MOVE_UNIT id=Elyssa 14 8}\n\n {MOVE_UNIT id=Elyssa 14 6}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"This is all your fault, Argan.\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"I shouldn\u2019t be the one to deal with this...\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [hide_unit][/hide_unit]\n\n {FADE_TO_BLACK}\n\n [fade_out_music]\n duration=500\n [/fade_out_music]\n\n [fade_out_sound_effects]\n duration=500\n [/fade_out_sound_effects]\n\n {INT_DISABLE_CAVE_SOUND_SOURCES}\n\n [reset_sound_effects][/reset_sound_effects]\n\n {ENDLEVEL_QUIET} {NO_REPLAY_SAVE}\n [/command]\n [/option]\n [option]\n label= _ \"No.\"\n [command]\n [allow_undo][/allow_undo]\n [/command]\n [/option]\n [/message]\n [/event]\n\n [event]\n name=victory\n\n {CLEAR_VARIABLE current_goal,reprimands}\n [/event]\n[/scenario]\n\n#undef INT_CC\n#undef INT_CC_ACTIVATE_VISUALS\n#undef INT_MC\n#undef INT_MEMORY_CUTSCENE_EPILOGUE\n#undef INT_MEMORY_CUTSCENE_PROLOGUE\n#undef INT_END_MEMORY\n#undef INT_LIT_BRAZIERS\n#undef INT_UNLIT_BRAZIERS\n#undef INT_UNLIT_BRAZIERS_ON_CHAMBER_EXIT\n#undef INT_COM_CHAMBER_SLF\n#undef INT_COM_TRIGGER_SLF\n#undef INT_SLF_BRAZIERS_CHAMBER\n#undef INT_SLF_BRAZIERS_ENTRANCE\n#undef INT_ILLUSION_STEP\n#undef INT_MAY_NOT_PASS\n#undef INT_DISABLE_BREACH_SOUND_SOURCES\n#undef INT_ENABLE_BREACH_SOUND_SOURCES\n#undef INT_DISABLE_CAVE_SOUND_SOURCES\n#undef INT_ENABLE_CAVE_SOUND_SOURCES\n#undef INT_PLAQUE\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=08B_Destiny_part_1\n name= _ \"Destiny \u2014 Part 1\"\n {MAP 08B_Destiny_part_1.map}\n {TURNS 42 40 38}\n next_scenario=08C_Breakdown\n victory_when_enemies_defeated=no\n {DO_NOT_REMOVE_FROM_CARRYOVER_ON_DEFEAT}\n\n {H_DEATHS}\n\n {SCENARIO_MUSIC \"siege_of_laurelmor.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n {EXTRA_SCENARIO_MUSIC \"the_city_falls.ogg\"}\n\n {STORYTXT_DESTINY_PART_1}\n\n {SPAWN_CONTROLLER}\n\n #\n # Use the Endless Night ToD stats everywhere, but use different\n # local lighting depending on whether an area is outdoors or not.\n # Outdoors uses the default Endless Night lighting, which is\n # darker than the custom Indoors lighting so far used in all\n # Kalari interior scenarios.\n #\n\n {ENDLESS_NIGHT} {SCHEDULE_LIGHTING -10 -20 0}\n\n [event]\n name=prestart\n\n [time_area]\n id=outdoors\n # Durvan starting area\n x= 0-8, 1, 3, 5, 7,0-2,0\n y=4-14,15,15,15,15, 3,2\n [or]\n # Anya starting area\n x=27-39,29-36,31,35\n y= 0-4, 5, 6, 6\n [/or]\n [or]\n # High gardens\n x= 0-9 ,10-20,17-19,21-22, 23, 23, 0-10,14-18\n y=23-32,30-40, 41,31-40,32-33,36-39,36-51, 29\n [not]\n terrain=X*,X*^*\n [/not]\n [/or]\n {ENDLESS_NIGHT}\n [/time_area]\n [/event]\n\n {SET_LABEL 17 34 _\"Feerelim\u2019s Garden\"}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=Anya\n team_name=good\n user_team_name= _ \"team_name^Anya\"\n\n shroud=yes\n\n {GOLD 240 230 220}\n\n # wmllint: recognize Anya\n {CHARACTER_STATS_ANYA}\n canrecruit=yes\n # Start with an L3 because of our effectively nil art budget.\n type=Nightshade Fire\n # clobber IS_HERO from the stats macro\n {NO_OVERLAYS_NO_ELLIPSE}\n [/side]\n\n [side]\n side=2\n controller=human\n save_id=Durvan\n team_name=good\n user_team_name= _ \"team_name^Durvan\"\n {ALLIANCE_FLAG}\n\n shroud=yes\n\n {GOLD 250 240 230}\n\n # wmllint: recognize Durvan\n {CHARACTER_STATS_DURVAN}\n canrecruit=yes\n # clobber IS_HERO from the stats macro\n {NO_OVERLAYS_NO_ELLIPSE}\n [/side]\n # wmllint: validate-on\n\n [side]\n side=3\n team_name=evil\n # Bosses\n user_team_name= _ \"team_name^Zhangor\"\n {CHAOS_FLAG}\n color=gold\n\n #controller=null\n\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT leader_aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n [/side]\n\n [side]\n side=4\n team_name=evil\n user_team_name= _ \"team_name^Uria\"\n {CHAOS_FLAG}\n\n {GOLD 75 80 85} # Village income should do the magic\n recruit=Chaos Gunner,Chaos Invader,Chaos Headhunter,Chaos Invoker\n\n canrecruit=yes\n type=Chaos Sharpshooter\n id=General Ramzal\n name= _ \"General Ramzal\"\n facing=nw\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n [/modifications]\n\n {GENERIC_UNIT () (Chaos Magus) 22 32} {NO_UPKEEP_NO_OVERLAY} {FACING nw}\n [/side]\n\n [side]\n side=5\n team_name=evil\n user_team_name= _ \"team_name^Uria\"\n {CHAOS_FLAG}\n\n {GOLD 140 160 175}\n recruit=Skeleton,Demon,Ghost,Chaos Bowman\n\n canrecruit=yes\n type=Chaos Lorekeeper\n id=Mal Therygos\n name= _ \"Mal Therygos\"\n facing=sw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n [/modifications]\n\n {GENERIC_UNIT () (Death Knight) 36 16} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n\n {GENERIC_UNIT () (Draug) 33 17} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n {GENERIC_UNIT () (Spectre) 34 15} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n\n {GENERIC_UNIT () (Ghast) 20 21} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING ne}\n {GENERIC_UNIT () (Ghast) 22 23} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n\n {GENERIC_UNIT () (Wraith) 19 23} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING ne}\n [/side]\n\n [side]\n side=6\n team_name=evil\n # Guards\n user_team_name= _ \"team_name^Uria\"\n {CHAOS_FLAG}\n\n no_leader=yes\n\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT leader_aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT leader_ignores_keep yes}\n [/ai]\n\n {GENERIC_UNIT () (Serpent Messenger) 17 34} {NO_UPKEEP_NO_OVERLAY} {FACING ne} {GUARDIAN}\n\n {GENERIC_UNIT () (Ixthala Fire Dancer) 26 26} {NO_UPKEEP_NO_OVERLAY} {FACING ne} {GUARDIAN}\n {GENERIC_UNIT () (Ixthala Fire Dancer) 33 44} {NO_UPKEEP_NO_OVERLAY} {FACING nw} {GUARDIAN}\n {GENERIC_UNIT () (Ixthala Fire Dancer) 19 38} {NO_UPKEEP_NO_OVERLAY} {FACING ne} {GUARDIAN}\n\n {GENERIC_UNIT () (Demon Stormtide) 14 34} {NO_UPKEEP_NO_OVERLAY} {FACING sw} {GUARDIAN}\n {GENERIC_UNIT () (Demon Stormtide) 20 34} {NO_UPKEEP_NO_OVERLAY} {FACING ne} {GUARDIAN}\n [/side]\n\n [side]\n side=7\n team_name=evil\n # Shaxthals\n user_team_name= _ \"team_name^Uria\"\n {CHAOS_FLAG}\n\n no_leader=yes\n\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n\n {GENERIC_UNIT () (Shaxthal Turret) 23 16} {NO_UPKEEP_NO_OVERLAY}\n\n {GENERIC_UNIT () (Shaxthal Turret) 37 44} {NO_UPKEEP_NO_OVERLAY}\n\n {GENERIC_UNIT () (Shaxthal Worm) 50 21} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n {GENERIC_UNIT () (Shaxthal Worm) 47 20} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n\n#ifndef EASY\n {GENERIC_UNIT () (Shaxthal Enforcer Drone) 36 45} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw} {VARIATION surface}\n {GENERIC_UNIT () (Shaxthal Sentry Drone) 37 48} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING ne} {VARIATION surface}\n#else\n {GENERIC_UNIT () (Shaxthal Sentry Drone) 36 45} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw} {VARIATION surface}\n#endif\n\n {GENERIC_UNIT () (Shaxthal Rayblade) 32 43} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}\n {GENERIC_UNIT () (Shaxthal Rayblade) 27 40} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}\n {GENERIC_UNIT () (Shaxthal Rayblade) 25 41} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}\n\n {GENERIC_UNIT () (Shaxthal Drone) 28 43} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw} {VARIATION surface}\n {GENERIC_UNIT () (Shaxthal Drone) 32 41} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw} {VARIATION surface}\n\n {GENERIC_UNIT () (Shaxthal Protector Drone) 11 38} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING ne}\n {GENERIC_UNIT () (Shaxthal Protector Drone) 22 38} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}\n\n {GENERIC_UNIT () (Verlissh Matrix Flow System) 23 34} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT () (Verlissh Matrix Flow System) 24 35} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT () (Verlissh Matrix Flow System) 25 34} {NO_UPKEEP_NO_OVERLAY}\n\n {GENERIC_UNIT () (Shaxthal Assault Drone) 19 30} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING ne}\n\n {GENERIC_UNIT () (Shaxthal Sentry Drone) 28 21} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw} {VARIATION surface}\n [/side]\n\n {STARTING_VILLAGES_ALL 4}\n\n {STARTING_VILLAGES 1 6}\n {STARTING_VILLAGES 2 6}\n {STARTING_VILLAGES 5 3}\n\n {TIMED_DRONE_SPAWNER ({DIFF 3 2 2}) (type,facing,variation=\"Shaxthal Enforcer Drone\",se,surface) 7 41 38}\n\n {TIMED_DRONE_SPAWNER ({DIFF 3 2 2}) (type,facing,variation=\"Shaxthal Enforcer Drone\",se,surface) 7 46 34}\n\n {TIMED_DRONE_SPAWNER ({DIFF 3 2 2}) (type,facing,variation=\"Shaxthal Enforcer Drone\",nw,surface) 7 55 39}\n\n {TIMED_DRONE_SPAWNER ({DIFF 3 2 2}) (type,facing,variation=\"Shaxthal Enforcer Drone\",nw,surface) 7 48 41}\n\n # This must correspond to the above spawner locations.\n#define INT_HIVE_ENTRANCE_LOCS\n x=41,46,55,48\n y=38,34,39,41\n#enddef\n\n [event]\n name=prestart\n\n [store_unit]\n [filter]\n {INT_HIVE_ENTRANCE_LOCS}\n [/filter]\n variable=delayed_hive_spawns\n kill=yes\n [/store_unit]\n\n {VARIABLE ramzal_taunted no}\n\n {OBJECTIVES (\n side=1,2\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Defeat all enemy leaders to seize the keep\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Anya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Durvan\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Irylean\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Ergea\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Cron\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_FULL_CARRYOVER}\n )}\n\n {CLEAR_CAVE_SHROUD (\n x,y=33,5\n radius=6\n )}\n\n {FACE_DIRECTION id=Durvan ne}\n\n {RECALL_SIDE_LOYALS 2 ()}\n [/event]\n\n [event]\n name=start\n\n {ITEM_CRYSTAL_GLYPH_MESSAGE 49 15}\n\n {MOVE_UNIT id=Anya 33 5}\n\n {FACE_DIRECTION id=Anya s}\n\n [redraw]\n side=1\n [/redraw]\n\n # wmllint: recognize Irylean\n {RECALL_IRYLEAN_AT_LOCATION 34 5}\n # wmllint: recognize Ergea\n {RECALL_ERGEA_AT_LOCATION 32 5}\n # wmllint: recognize Cron\n {RECALL_CRON_AT_LOCATION 32 4}\n # wmllint: recognize Daeira\n {RECALL_DAEIRA_AT_LOCATION 34 4}\n # wmllint: recognize Igor\n {RECALL_IGOR_AT_LOCATION 33 3}\n\n {FACE_DIRECTION side=1 s}\n\n [redraw][/redraw]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Irylean\n message= _ \"I\u2019m not sure this is a good idea.\"\n [/message]\n\n [message]\n speaker=Ergea\n message= _ \"This fortress is key to the defense of the Kalari region and guards an entrance to the underground complex. If we intend to assist Elynia...\"\n [/message]\n\n [message]\n speaker=Irylean\n message= _ \"I know, I know. It just seems such a contrived plan. Do we have any idea who controls it at this particular time?\"\n [/message]\n\n [message]\n speaker=Ergea\n message= _ \"No.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Durvan is meeting with us again soon. Let us not waste any more of his time.\"\n [/message]\n\n [message]\n speaker=Irylean\n message= _ \"Fair enough.\"\n [/message]\n [/event]\n\n [event]\n name=turn 3\n\n [message]\n speaker=Ergea\n message= _ \"I am concerned that sooner or later we are going to have to face against the Storm Sisters. We are rather ill-prepared for such a confrontation, but there is no helping it.\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Who are they?\"\n [/message]\n\n [message]\n speaker=Ergea\n message= _ \"Zhangor\u2019s loyal enforcers. Regrettably, they are from my own clan. We had... different ideas as to how to handle Zhangor\u2019s rise to power. They opted to side with him, pledging their assassin skills to his service in order to ensure that my fellow stormkind and others do not step out of line. Shortly before battle I received reports indicating that they are roaming the skies of Kalari Central hunting down anyone suspected of rebellious conduct.\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"I imagine your head is quite highly priced right now.\"\n [/message]\n\n [message]\n speaker=Ergea\n message= _ \"Yes, it is. I am expecting them to be awaiting us in the fortress keep.\"\n [/message]\n\n [message]\n speaker=Irylean\n message= _ \"Bah, we will make short work of them, for sure!\"\n [/message]\n [/event]\n\n [event]\n name=moveto,attack\n [filter]\n side=1,2\n [/filter]\n [filter_condition]\n [have_unit]\n type=Shaxthal Turret\n x,y=23,16\n [and]\n {UNIT_VISIBLE_FOR_SIDE 1}\n [or]\n {UNIT_VISIBLE_FOR_SIDE 2}\n [/or]\n [/and]\n [/have_unit]\n [/filter_condition]\n\n [scroll_to]\n x,y=23,16\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"That thing... are those... human... bodies... protruding from it?\"\n [/message]\n\n [message]\n speaker=Ergea\n # po: Fist: male (Zhangor)\n message= _ \"Uria is feared for the habit of decorating her various temples and fortresses on Inferno with those who have foolishly dared to stand up against her. Long ago, she realized that torturing and killing rebels was not enough to make an example, so she began to use her Life powers in more... creative ways. She revels in inflicting unending pain to others, and so does her Fist.\"\n [/message]\n\n [message]\n speaker=Ergea\n # po: Voice: male (Argan), Fire: female (Elyssa)\n message= _ \"The Voice used his words to control the forces of Chaos, and the Fire used subtlety. While torture and bloodshed have been a common instrument for all three emissaries, Zhangor has opted for the unrestrained brutality that had previously marked his reign over the declining shapeshifters on Urvatha... and the children of Xia\u2019el on Irdya.\"\n [/message]\n\n [message]\n speaker=Ergea\n message= _ \"Since he lacks the special connection with the Tree that Uria does have, he is limited to the possibilities offered by the technology Chaos had already appropriated for imitating her perverse creations. Unfortunately for his innocent victims, their fate is not any less horrifying or irreversible.\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n\n [event]\n name=last breath\n [filter]\n type=Shaxthal Turret\n [/filter]\n\n [message]\n speaker=Ergea\n scroll=no\n message= _ \"The most we can do is to put them out of their misery.\"\n [/message]\n [/event]\n [/event]\n\n [event]\n name=turn 8\n [filter_condition]\n [have_unit]\n id=Igor\n [/have_unit]\n [/filter_condition]\n\n [message]\n speaker=Durvan\n message= _ \"You know, Anya... I think I\u2019m finally getting used to the wolves. Granted, I\u2019m still not keen on their awful breath.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"See? It\u2019s not all that bad once you get to know them.\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Yes, sure. I still wish Willow would stop stalking me, especially since half of the time that goblin follows. He\u2019s in desperate need of a bath, that guy.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"To be fair, I haven\u2019t bathed in a while either and you don\u2019t seem to mind.\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"I\u2014 That\u2019s... I mean, that\u2019s not the same! Be\u2014 besides, you are surely going to do it as soon as you get the chance. Unlike him.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"You are saying that only because he\u2019s a goblin, aren\u2019t you?\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1,2\n x=1-74\n y=18-50\n [/filter]\n\n {CLEAR_CAVE_SHROUD (\n x,y=24,34\n radius=2\n )}\n\n [redraw]\n side=1,2\n [/redraw]\n\n [message]\n speaker=General Ramzal\n # po: 'Wose-born wench' referring to Elynia.\n message= _ \"Ha ha ha, it is the Lady of Light\u2019s apprentice, and the stormkind renegade! Oh well, seeing as how the Fist has his own plans for the wose-born wench, I may as well content myself with the corpses of these two as my trophies.\"\n [/message]\n\n [place_shroud]\n side=1,2\n x,y=24,34\n radius=2\n [/place_shroud]\n\n [redraw]\n side=1,2\n [/redraw]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Ergea\n [filter_location]\n radius=8\n [filter]\n id=General Ramzal\n [/filter]\n [/filter_location]\n [/filter]\n\n [message]\n speaker=General Ramzal\n message= _ \"Come and face me, wind witch! I\u2019ve always been curious to see whether your kind has the guts to rise against their more powerful masters.\"\n [/message]\n\n {VARIABLE ramzal_taunted yes}\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Anya\n [filter_location]\n radius=8\n [filter]\n id=General Ramzal\n [/filter]\n [/filter_location]\n [/filter]\n\n [message]\n speaker=General Ramzal\n message= _ \"You are messing with the wrong crowd, little faerie. You should consider returning to whatever putrid bog you came from, before you get hurt!\"\n [/message]\n\n {VARIABLE ramzal_taunted yes}\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=General Ramzal\n [/filter]\n [filter_second]\n id=Ergea\n [/filter_second]\n\n [message]\n speaker=General Ramzal\n message= _ \"Disgusting double-crossing hag\u2014\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=General Ramzal\n [/filter]\n [filter_second]\n id=Anya\n [/filter_second]\n\n [message]\n speaker=Anya\n message= _ \"You should have returned to whatever filthy cavern you crawled out from!\"\n [/message]\n\n [message]\n speaker=General Ramzal\n message= _ \"Damn you, miserable faerie-born creature\u2014\"\n [/message]\n [/event]\n\n [event]\n name=attack\n [filter]\n id=Cron\n [/filter]\n [filter_second]\n id=General Ramzal\n [/filter_second]\n [filter_condition]\n {VARIABLE_BOOLEAN_EQUALS ramzal_taunted yes}\n [/filter_condition]\n\n [message]\n speaker=Cron\n message= _ \"Cron doesn\u2019t like the foul-mouthed human and his annoying blast stick.\"\n [/message]\n\n [message]\n speaker=General Ramzal\n message= _ \"Just what do you think you are doing with that ridiculous hammer?\"\n [/message]\n [/event]\n\n #\n # Once Ramzal et al are dead, the gate to the last segment is opened.\n #\n\n [event]\n name=enemies defeated\n\n {REMOVE_EVENT_BARRIER (\"*^Zz\\,*^Zz/,*^Zz|,*^P*/,*^P*\\,*^P*|\") 24 39}\n\n [message]\n speaker=Ergea\n message= _ \"That disgusting human filth could not possibly be in command of this fortress alone. We ought to enter the keep and locate their true leader.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"As you say, then, but we should make this quick. I\u2019ll lead the way.\"\n [/message]\n\n {OBJECTIVES (\n side=1,2\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Find the castellan\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Anya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Durvan\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Irylean\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Ergea\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Cron\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n\n [event]\n name=moveto,attack\n [filter]\n side=1,2\n [/filter]\n [filter_condition]\n [have_unit]\n type=Shaxthal Turret\n x,y=37,44\n [and]\n {UNIT_VISIBLE_FOR_SIDE 1}\n [or]\n {UNIT_VISIBLE_FOR_SIDE 2}\n [/or]\n [/and]\n [/have_unit]\n [/filter_condition]\n\n {CLEAR_CAVE_SHROUD (\n x,y=37,44\n radius=4\n )}\n\n [redraw]\n side=1,2\n [/redraw]\n\n [scroll_to]\n x,y=37,44\n [/scroll_to]\n\n {HIGHLIGHT_GOAL x,y=45,29}\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1,2\n x,y=49,15\n [/filter]\n\n [allow_undo][/allow_undo]\n\n # po: The \u2018Four\u2019 are individuals of indeterminate genders.\n {MSG_GLYPH ( _ \"The Infertile Mother shall give birth to Four.\")}\n\n # po: Except for the \u2018Four\u2019, these names refer to inanimate objects.\n {MSG_GLYPH ( _ \"These Four shall seek shelter in the Second. The First shall be consumed, the Tree shall be infected.\")}\n\n # po: These names also refer to inanimate objects.\n {MSG_GLYPH ( _ \"The missing Fifth shall provide knowledge. The Eleventh and the Twelfth shall provide hope.\")}\n [/event]\n\n#define INT_SET_POS_ON_ID _CONTAINER _ID _X _Y _FACING\n [if]\n {VARIABLE_LEXICAL_EQUALS {_CONTAINER}+\".id\" {_ID} }\n [then]\n [set_variables]\n name={_CONTAINER}\n mode=merge\n [value]\n facing={_FACING}\n x={_X}\n y={_Y}\n [/value]\n [/set_variables]\n [/then]\n [/if]\n#enddef\n\n [event]\n name=die\n [filter]\n type=Shaxthal Turret\n x,y=37,44\n [/filter]\n\n # Avoid defeat on last turn.\n [modify_turns]\n value=-1\n [/modify_turns]\n\n [if]\n {VARIABLE_NUMERICAL_NOT_EQUALS side_number 1}\n [then]\n [event]\n name=\"turn $($turn_number + 1) refresh\"\n delayed_variable_substitution=no\n\n [fire_event]\n name=boss stage 1\n [/fire_event]\n [/event]\n\n [end_turn][/end_turn]\n [/then]\n [else]\n [fire_event]\n name=boss stage 1\n [/fire_event]\n [/else]\n [/if]\n [/event]\n\n [event]\n name=boss stage 1\n\n {LOCK_VIEW}\n\n [delay]\n time=750\n [/delay]\n\n #\n # Switch Durvan to side 1 for the duration of the boss fight.\n # Force him to wear blue TC for consistency.\n #\n\n [object]\n silent=yes\n [filter]\n id=Durvan\n [/filter]\n [effect]\n apply_to=image_mod\n add=\"RC(magenta>blue)\"\n [/effect]\n [/object]\n\n {MODIFY_UNIT id=Durvan side 1}\n\n #\n # Deactivate side 2.\n #\n\n [modify_side]\n side=2\n controller=null\n [/modify_side]\n\n [hide_unit][/hide_unit]\n\n {FADE_TO_BLACK}\n\n [place_shroud]\n side=1,2\n # everywhere\n [/place_shroud]\n\n [fade_out_music][/fade_out_music]\n\n [scroll_to]\n x,y=48,39\n {WARP}\n [/scroll_to]\n\n [kill]\n [not]\n side=1\n [/not]\n [not]\n side=2\n [/not]\n [/kill]\n\n # Send everyone back to the recall list.\n\n {RESET_AND_SEND_TO_RECALL_LIST (\n side=1,2\n [not]\n id=Anya,Durvan,Ergea,Cron,Irylean,Igor\n [/not]\n )}\n\n # Take Daeira away from the recall list. She is NOT participating in\n # this boss fight.\n [if]\n [have_unit]\n side=1\n id=Daeira\n search_recall_list=yes\n [/have_unit]\n [then]\n [store_unit]\n [filter]\n id=Daeira\n [/filter]\n variable=daeira_store\n kill=yes\n [/store_unit]\n [/then]\n [/if]\n\n [store_unit]\n [filter]\n [not]\n x,y=recall,recall\n [/not]\n [and]\n side=1\n [or]\n side=2\n [/or]\n [/and]\n [/filter]\n variable=heroes_store\n kill=yes\n [/store_unit]\n\n [kill]\n [not]\n side=1\n [/not]\n [not]\n side=2\n [/not]\n [/kill]\n\n [delay]\n time=750\n [/delay]\n\n {CLEAR_CAVE_SHROUD (\n x,y=49,37\n radius=12\n [filter_radius]\n [not]\n terrain=Q*,Q*^*,G*,G*^*,Rp,Rp^*\n [/not]\n [not]\n x=0-83\n y=0-29\n [/not]\n [/filter_radius]\n [or]\n # East corner walls, not reached with r = 12.\n # We can't use r = 13 because that uncovers too\n # much to the south-west.\n x,y=62,35-36\n [/or]\n )}\n\n # Ensure side 1 has at least 100 gold for recalls in the event that\n # the player's economy crashed at some point.\n\n [lua]\n code=<<\n if wesnoth.sides[1].gold < 100 then\n wesnoth.sides[1].gold = 100\n end\n >>\n [/lua]\n\n {FADE_IN}\n\n [foreach]\n array=heroes_store\n variable=hero\n [do]\n {INT_SET_POS_ON_ID hero Anya 46 39 ne}\n\n {INT_SET_POS_ON_ID hero Irylean 45 39 ne}\n\n {INT_SET_POS_ON_ID hero Durvan 45 38 ne}\n\n {INT_SET_POS_ON_ID hero Ergea 48 39 ne}\n\n {INT_SET_POS_ON_ID hero Cron 46 40 ne}\n\n {INT_SET_POS_ON_ID hero Igor 43 39 ne}\n\n [set_variables]\n name=hero\n mode=merge\n [value]\n hitpoints=$hero.max_hitpoints\n moves=$hero.max_moves\n attacks_left=$hero.max_attacks\n [/value]\n [/set_variables]\n\n {CLEAR_VARIABLE hero.status.uncovered}\n {CLEAR_VARIABLE hero.status.poisoned}\n {CLEAR_VARIABLE hero.status.slowed}\n {CLEAR_VARIABLE hero.status.petrified}\n\n [unstore_unit]\n variable=\"hero\"\n [/unstore_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE heroes_store}\n\n [unhide_unit][/unhide_unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"This place is so unbearably bright even though the longest night isn\u2019t over yet. Where does all this light come from?\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n {FACE_DIRECTION id=Ergea sw}\n\n [redraw][/redraw]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Ergea\n message= _ \"Hm.\"\n [/message]\n\n [message]\n speaker=Irylean\n message= _ \"Perhaps it\u2019s some kind of beacon built into the ceiling structure whose light is directed at us using mirrors. I have heard of some temples in the North using that kind of trick, expensive as it may be.\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Don\u2019t all these creatures worship darkness, though?\"\n [/message]\n\n {FACE_DIRECTION id=Ergea ne}\n\n [redraw][/redraw]\n\n [message]\n speaker=Ergea\n message= _ \"That is incorrect. While Uria\u2019s minions on Irdya were mostly Merthiaal worshipers for historical reasons, recently she has\u2014\"\n [/message]\n\n {QUAKE \"cave-in.ogg\"}\n\n [scroll_to]\n x,y=40,42\n [/scroll_to]\n\n [terrain]\n terrain=Xos\n x=38-39,40,39-41\n y= 42,42, 43\n [/terrain]\n\n [sound]\n name=\"dragonstick.ogg\"\n [/sound]\n\n [place_shroud]\n side=1,2\n x=37-38,39-40\n y=42-43,43-44\n [/place_shroud]\n\n [redraw]\n side=1,2\n [/redraw]\n\n {QUAKE \"cave-in.ogg\"}\n\n [scroll_to]\n x,y=54,34\n [/scroll_to]\n\n {QUAKE \"cave-in.ogg\"}\n\n {BOSS_AMBIENTANCE_LOOPING}\n\n [unit]\n canrecruit=yes\n side=6\n type=Lumeril Glyph Mistress\n id=Hem\u00e9rilyel\n name= _ \"Hem\u00e9rilyel\"\n {IS_BOSS}\n max_moves,moves=0,0\n facing=sw\n x,y=54,34\n animate=yes\n [/unit]\n\n [delay]\n time=250\n [/delay]\n\n [store_locations]\n [and]\n x,y=54,34\n radius=1\n [/and]\n [not]\n x,y=54,34\n [/not]\n variable=glyph_locs\n [/store_locations]\n\n [foreach]\n array=glyph_locs\n variable=glyph\n [do]\n {RANDOM 1..4}\n\n [unit]\n side=6\n type=Lumeril Glyph\n x,y=$glyph.x,$glyph.y\n animate=no\n variation=\"anim$random\"\n [variables]\n previous_hitpoints=0\n [/variables]\n [/unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE glyph_locs,random}\n\n {FLASH_WHITE (\n [sound]\n name=dragonstick.ogg\n [/sound]\n )}\n\n {QUAKE \"rumble.ogg\"}\n\n [store_locations]\n {INT_HIVE_ENTRANCE_LOCS}\n variable=hive_entrance_locs\n [/store_locations]\n\n [foreach]\n array=hive_entrance_locs\n variable=loc\n [do]\n [terrain]\n x,y=$loc.x,$loc.y\n terrain=Yhs^Xp\n [/terrain]\n\n [remove_shroud]\n side=1,2\n x,y=$loc.x,$loc.y\n radius=1\n [/remove_shroud]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE hive_entrance_locs}\n\n [sound]\n name=gate-fall.ogg\n [/sound]\n\n [redraw]\n side=1,2\n [/redraw]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Ergea\n message= _ \"Uria be damned... Why did it have to be you?\"\n [/message]\n\n [sound]\n name={SOUND_LIST:BIOMECHANICAL_ROAM}\n [/sound]\n\n {BUG_ON ({VARIABLE_NUMERICAL_NOT_EQUALS delayed_hive_spawns.length 4}) (\"wrong number of stored spawns ($delayed_hive_spawns.length|)\")}\n\n [foreach]\n array=delayed_hive_spawns\n [do]\n [unstore_unit]\n variable=this_item\n [/unstore_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE delayed_hive_spawns}\n\n [sound]\n name={SOUND_LIST:BIOMECHANICAL_ROAM}\n [/sound]\n\n [delay]\n time=500\n [/delay]\n\n [scroll_to_unit]\n id=Anya\n [/scroll_to_unit]\n\n {OBJECTIVES (\n side=1,2\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Vanquish Demon Lord Hem\u00e9rilyel\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Anya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Durvan\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Irylean\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Ergea\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Cron\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n\n {UNLOCK_VIEW}\n\n #\n # Someone will ask me about this otherwise so have Anya ask first.\n #\n\n [event]\n name=side 1 turn end\n [filter_condition]\n {VARIABLE_NUMERICAL_NOT_EQUALS daeira_store.length 0}\n [/filter_condition]\n\n [message]\n speaker=Anya\n message= _ \"Wait... Where did Daeira go?\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Who?\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"The water faerie! She was with us just a few moments ago!\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"Water faerie?\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Uh... Did I miss something? I don\u2019t know who you\u2019re talking about.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Argh, never mind! I\u2019ll explain later.\"\n [/message]\n [/event]\n [/event]\n\n #\n # The glyphs are indestructible by units other than Anya.\n # Hemera remains invincible as long as the glyphs are intact.\n #\n\n [event]\n name=attack\n first_time_only=no\n [filter]\n [not]\n id=Anya\n [/not]\n [/filter]\n [filter_second]\n type=Lumeril Glyph\n [/filter_second]\n\n [fire_event]\n name=\"lumeril glyph standard preattack\"\n [primary_unit]\n x,y=$x2,$y2\n [/primary_unit]\n [secondary_unit]\n x,y=$x1,$y1\n [/secondary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=attack\n first_time_only=no\n [filter]\n type=Lumeril Glyph\n [/filter]\n [filter_second]\n [not]\n id=Anya\n [/not]\n [/filter_second]\n\n [fire_event]\n name=\"lumeril glyph standard preattack\"\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [secondary_unit]\n x,y=$x2,$y2\n [/secondary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=attack end,last breath\n first_time_only=no\n [filter]\n [not]\n id=Anya\n [/not]\n [/filter]\n [filter_second]\n type=Lumeril Glyph\n [/filter_second]\n\n [fire_event]\n name=\"lumeril glyph standard postattack\"\n [primary_unit]\n x,y=$x2,$y2\n [/primary_unit]\n [secondary_unit]\n x,y=$x1,$y1\n [/secondary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=attack end,last breath\n first_time_only=no\n [filter]\n type=Lumeril Glyph\n [/filter]\n [filter_second]\n [not]\n id=Anya\n [/not]\n [/filter_second]\n\n [fire_event]\n name=\"lumeril glyph standard postattack\"\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [secondary_unit]\n x,y=$x2,$y2\n [/secondary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=\"lumeril glyph standard preattack\"\n first_time_only=no\n\n # PRECONDITIONS:\n # * The primary unit is the Lumeril Glyph unit.\n # * The secondary unit belongs to side 1.\n\n {VARIABLE unit.variables.previous_hitpoints $unit.hitpoints}\n\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n [/event]\n\n [event]\n name=\"lumeril glyph standard postattack\"\n first_time_only=no\n\n # PRECONDITIONS:\n # * The primary unit is the Lumeril Glyph unit.\n # * The secondary unit belongs to side 1.\n\n [if]\n {VARIABLE_NUMERICAL_GREATER_THAN unit.variables.previous_hitpoints 0}\n [then]\n {VARIABLE unit.hitpoints $unit.variables.previous_hitpoints}\n\n {VARIABLE unit.variables.previous_hitpoints 0}\n\n [unstore_unit]\n variable=unit\n find_vacant=no\n {COLOR_HEAL}\n text= _ \"absorbed damage\"\n [/unstore_unit]\n [/then]\n [/if]\n [/event]\n\n [event]\n name=\"lumeril glyph standard postattack\"\n first_time_only=yes\n id=lumeril_glyph_strategy_exposition # wmllint: ignore\n\n [message]\n speaker=Ergea\n message= _ \"Hem\u00e9rilyel is physically frail, but her magic is too strong. We must destroy her protection glyphs, but that may prove impossible without the assistance of someone who is as versed in the ways of Darkness as she is in the path of Light.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n # wmllint: local spelling Er\n\n [message]\n speaker=Irylean\n message= _ \"Er, why are you looking at me? Perhaps Anya should try instead?\"\n [/message]\n\n [scroll_to]\n x,y=$x2,$y2\n [/scroll_to]\n [/event]\n\n #\n # Damage inflicted on the crystals by Anya affects all of them.\n #\n\n [event]\n name=attack end\n first_time_only=no\n [filter]\n id=Anya\n [/filter]\n [filter_second]\n type=Lumeril Glyph\n [/filter_second]\n\n [fire_event]\n name=\"lumeril glyph anya postattack\"\n [primary_unit]\n x,y=$x2,$y2\n [/primary_unit]\n [secondary_unit]\n x,y=$x1,$y1\n [/secondary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=attack end\n first_time_only=no\n [filter]\n type=Lumeril Glyph\n [/filter]\n [filter_second]\n id=Anya\n [/filter_second]\n\n [fire_event]\n name=\"lumeril glyph anya postattack\"\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [secondary_unit]\n x,y=$x2,$y2\n [/secondary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=\"lumeril glyph anya postattack\"\n first_time_only=no\n\n # PRECONDITIONS:\n # * The primary unit is the Lumeril Glyph unit.\n # * The secondary unit is Anya.\n\n [if]\n {VARIABLE_NUMERICAL_GREATER_THAN unit.hitpoints 0}\n [then]\n [store_unit]\n [filter]\n type=Lumeril Glyph\n [not]\n x,y=$x2,$y2\n [/not]\n [/filter]\n variable=glyphs_store\n [/store_unit]\n\n [foreach]\n array=glyphs_store\n variable=glyph\n [do]\n {VARIABLE glyph.hitpoints $unit.hitpoints}\n [unstore_unit]\n variable=glyph\n find_vacant=no\n [/unstore_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE glyphs_store}\n [/then]\n [/if]\n [/event]\n\n [event]\n name=\"lumeril glyph anya postattack\"\n first_time_only=yes\n\n [remove_event]\n id=lumeril_glyph_strategy_exposition # wmllint: ignore\n [/remove_event]\n\n [message]\n speaker=Durvan\n message= _ \"It\u2019s working! Anya!\"\n [/message]\n\n [message]\n speaker=Ergea\n message= _ \"Excellent.\"\n [/message]\n\n [scroll_to]\n x,y=$x2,$y2\n [/scroll_to]\n [/event]\n\n [event]\n name=die\n [filter]\n type=Lumeril Glyph\n [/filter]\n\n {LOCK_VIEW}\n\n [scroll_to_unit]\n id=Hem\u00e9rilyel\n [/scroll_to_unit]\n\n [kill]\n type=Lumeril Glyph\n animate=no\n fire_event=no\n [/kill]\n\n [redraw][/redraw]\n\n [store_unit]\n [filter]\n id=Hem\u00e9rilyel\n [/filter]\n variable=hemera_store\n [/store_unit]\n\n {VARIABLE hemera_store.max_moves 6}\n {VARIABLE hemera_store.moves $hemera_store.max_moves}\n\n [unstore_unit]\n variable=hemera_store\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE hemera_store}\n\n [sound]\n name=lich-die.ogg\n [/sound]\n\n {QUAKE (\"thunderstick.ogg\")}\n\n [delay]\n time=250\n [/delay]\n\n # No, wmllint. Hem\u00e9rilyel is a \"Lumeril Glyph Mistress\", not a \"Lumeril Glyph\".\n # She's not speaking in her own death event!\n\n # wmllint: deathcheck off\n [message]\n speaker=Hem\u00e9rilyel\n message= _ \"Is this the game you are playing now, Ergea? Allying yourself with this Irdyan scum so they can die for you?\"\n [/message]\n # wmllint: deathcheck on\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Hem\u00e9rilyel\n [/filter]\n\n [message]\n speaker=Hem\u00e9rilyel\n message= _ \"No... not the darkness... no... please!\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Hem\u00e9rilyel\n [/filter]\n\n [fire_event]\n name=boss stage 2\n [/fire_event]\n [/event]\n\n #\n # The Deathbringers.\n #\n\n [event]\n name=boss stage 2\n\n {LOCK_VIEW}\n\n {CLEAR_LABELS}\n\n {RESET_UNIT_STATUSES (\n id=Anya\n [or]\n id=Durvan\n [/or]\n [or]\n id=Ergea\n [/or]\n )}\n\n #\n # Drop Daeira back where she belongs.\n #\n [if]\n {VARIABLE_NUMERICAL_NOT_EQUALS daeira_store.length 0}\n [then]\n [unstore_unit]\n variable=daeira_store\n x,y=recall,recall\n [/unstore_unit]\n\n {CLEAR_VARIABLE daeira_store}\n [/then]\n [/if]\n\n #\n # Switch Durvan back to side 2.\n #\n\n {MODIFY_UNIT id=Durvan side 2}\n\n #\n # Reactivate side 2.\n #\n\n [modify_side]\n side=2\n controller=human\n [/modify_side]\n\n [fade_out_music]\n duration=1000\n [/fade_out_music]\n\n [delay]\n time=750\n [/delay]\n\n {QUAKE (\"cave-in.ogg\")}\n\n #\n # Deactivate hive spawns and kill them.\n #\n\n {VARIABLE spawner_controller_enabled no}\n\n [kill]\n side=7\n [/kill]\n\n [store_locations]\n {INT_HIVE_ENTRANCE_LOCS}\n variable=hive_entrance_locs\n [/store_locations]\n\n [foreach]\n array=hive_entrance_locs\n variable=loc\n [do]\n [terrain]\n x,y=$loc.x,$loc.y\n terrain=Xos\n [/terrain]\n\n [place_shroud]\n side=1,2\n x,y=$loc.x,$loc.y\n radius=1\n [/place_shroud]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE hive_entrance_locs}\n\n [terrain_mask]\n x,y=1,1\n {MASK 08B_Destiny_part_1_1.mask}\n border=yes\n [/terrain_mask]\n\n [sound]\n name=dragonstick.ogg\n [/sound]\n\n {CLEAR_CAVE_SHROUD (\n x,y=66,28\n radius=9\n [or]\n x,y=59,32\n radius=5\n [/or]\n )}\n\n [redraw]\n side=1,2\n [/redraw]\n\n [scroll_to]\n x,y=68,27\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Durvan\n message= _ \"Look, it\u2019s another garden!\"\n [/message]\n\n {MOVE_UNIT id=Anya 60 32}\n\n [message]\n speaker=Irylean\n message= _ \"There must be a way to open these walls again\u2014 Anya, where are you going?\"\n [/message]\n\n [scroll_to]\n x,y=69,28\n [/scroll_to]\n\n [terrain]\n terrain=^Ii\n x,y=69,28\n layer=overlay\n [/terrain]\n\n {ITEM_CRYSTAL_GLYPH_MESSAGE 69 28} # triggers a redraw on 1.10\n\n [delay]\n time=750\n [/delay]\n\n {MOVE_UNIT id=Anya 64 30}\n\n [delay]\n time=750\n [/delay]\n\n {MOVE_UNIT id=Ergea 63 30}\n\n [message]\n speaker=Irylean\n message= _ \"I\u2014 All right. Durvan, can you help\u2014\"\n [/message]\n\n {MOVE_UNIT id=Durvan 63 31}\n\n [if]\n [have_unit]\n id=Igor\n [/have_unit]\n [then]\n [message]\n speaker=Irylean\n message= _ \"Oh, very well, then. I suppose Cron and Igor can help me\u2014\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Irylean\n message= _ \"Oh, very well, then. I suppose Cron can help me\u2014\"\n [/message]\n [/else]\n [/if]\n\n [terrain]\n x=58-60,57-59\n y=32 ,33\n terrain=Xos\n [/terrain]\n\n {RESET_AND_SEND_TO_RECALL_LIST (\n [not]\n x,y=recall,recall\n [/not]\n [not]\n id=Anya\n [/not]\n [not]\n id=Durvan\n [/not]\n [not]\n id=Ergea\n [/not]\n )}\n\n [place_shroud]\n side=1,2\n x=36-54,55-56,57-58,59-60,61-62,63-64\n y=30-45,31-45,32-45,33-45,34-45,35-45\n [/place_shroud]\n\n [sound]\n name=dragonstick.ogg\n [/sound]\n\n [redraw]\n side=1\n [/redraw]\n\n {FACE_DIRECTION side=1 sw}\n\n [redraw][/redraw]\n\n {QUAKE (\"rumble.ogg\")}\n\n [delay]\n time=1500\n [/delay]\n\n [message]\n speaker=Durvan\n message= _ \"What now?\"\n [/message]\n\n [message]\n speaker=Ergea\n message= _ \"This garden cannot physically be here \u2014 I fear that it might be an illusion cast by Zhangor.\"\n [/message]\n\n [message]\n speaker=Anya\n # po: Again, the Fire of Uria is Elyssa.\n message= _ \"Didn\u2019t you say he would be in the citadel fighting the Fire of Uria?\"\n [/message]\n\n [message]\n speaker=Ergea\n message= _ \"More specifically, our Seer said\u2014\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Ergea\n message= _ \"No... That cannot be right.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n#define MSG_ZHANGOR_1 _MSG\n [message]\n speaker=narrator\n image=misc/blank-hex.png\n message=\"\"+{_MSG}+\"\" # wmllint: ignore\n [/message]\n#enddef\n\n#define MSG_ZHANGOR_2 _MSG\n [scroll_to]\n x,y=69,28\n [/scroll_to]\n\n [message]\n speaker=narrator\n caption= _ \"Zhangor\"\n image=items/crystal-glyph-message.png\n message={_MSG} # wmllint: ignore\n [/message]\n#enddef\n\n {MSG_ZHANGOR_1 (_\"Ha, ha, ha, ha, ha, ha...\")}\n [+message]\n sound=laugh.ogg\n [/message]\n\n [message]\n speaker=Ergea\n message= _ \"No...\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Who is there?!\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n {MSG_ZHANGOR_1 (_\"Did you truly think I would not find out about your plans, Ergea?\")}\n\n {FACE_DIRECTION (side=1) ne}\n\n [redraw][/redraw]\n\n [message]\n speaker=Ergea\n message= _ \"Zhangor.\"\n [/message]\n\n {MSG_ZHANGOR_1 (_\"Did you not know that I have my own informants everywhere throughout Urvatha? Of course I would make sure to subvert the Seer\u2019s prophecy in advance.\")}\n\n [delay]\n time=250\n [/delay]\n\n [scroll_to]\n x,y=69,28\n [/scroll_to]\n\n {REPLACE_SCENARIO_MUSIC (\"overlive.ogg\")}\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Ergea\n message= _ \"Anya, teleport us away from this place at once.\"\n [/message]\n\n [message]\n speaker=Anya\n # po: \"... something blocking my [teleport] power.\"\n message= _ \"I can\u2019t! I am trying but there seems to be something\u2014\"\n [/message]\n\n {MSG_ZHANGOR_2 ( _ \"Is it not appalling that the Lady of Light left a poor mixed-blood girl in charge of assisting a fallen Demon Lord with a death wish? You would expect more common sense from a creature who has lived for so long and seen so much. Then again, she came here seeking her own death.\")}\n\n [message]\n speaker=Anya\n message= _ \"... Elynia...\"\n [/message]\n\n {MSG_ZHANGOR_2 ( _ \"You want her, don\u2019t you? But her time has already expired, and the dark fire that took her will be extinguished next. I will deal with you all later... assuming anything remains by then.\")}\n\n [fade_out_music]\n duration=500\n [/fade_out_music]\n\n [remove_item]\n x,y=69,28\n [/remove_item]\n\n [redraw][/redraw]\n\n [scroll_to]\n x,y=72,25\n [/scroll_to]\n\n [unit]\n side=7\n type=Shaxthal Deathbringer\n facing=sw\n x,y=72,25\n animate=yes\n variation=cyclops\n [/unit]\n\n [scroll_to]\n x,y=59,30\n [/scroll_to]\n\n [unit]\n side=7\n type=Shaxthal Deathbringer\n facing=ne\n x,y=59,30\n animate=yes\n [/unit]\n\n {FACE_DIRECTION (id=Durvan) nw}\n [redraw][/redraw]\n\n [scroll_to]\n x,y=64,32\n [/scroll_to]\n\n [unit]\n side=7\n type=Shaxthal Deathbringer\n facing=nw\n x,y=64,32\n animate=yes\n [/unit]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"Are those...?\"\n [/message]\n\n [message]\n speaker=Ergea\n message= _ \"The same abominations he sent after Elorran. We could not be more unprepared for this encounter.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"(muttering to herself) Elynia, why couldn\u2019t you be here, now...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [store_unit]\n [filter]\n id=Durvan\n [/filter]\n variable=durvan_store\n kill=yes\n [/store_unit]\n\n [store_unit]\n [filter]\n id=Ergea\n [/filter]\n variable=ergea_store\n kill=yes\n [/store_unit]\n\n [kill]\n id=Anya\n [or]\n type=Shaxthal Deathbringer\n [/or]\n [/kill]\n\n {FADE_TO_BLACK}\n\n {BLACK_SCREEN}\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=narrator\n image=misc/blank-hex.png\n message= _ \"... I never thought it would come to this...\"\n [/message]\n\n [delay]\n time=1500\n [/delay]\n\n [scroll_to]\n x,y=66,28\n [/scroll_to]\n\n {FADE_IN}\n\n [set_variables]\n name=durvan_store\n mode=merge\n [value]\n hitpoints=$($durvan_store.max_hitpoints * 0.25)\n facing=ne\n x,y=67,28\n [/value]\n [/set_variables]\n\n [unstore_unit]\n variable=durvan_store\n [/unstore_unit]\n\n [set_variables]\n name=ergea_store\n mode=merge\n [value]\n hitpoints=$($ergea_store.max_hitpoints * 0.40)\n facing=sw\n x,y=65,29\n [/value]\n [/set_variables]\n\n [unstore_unit]\n variable=ergea_store\n [/unstore_unit]\n\n {CLEAR_VARIABLE durvan_store,ergea_store}\n\n [unit]\n side=7\n type=Shaxthal Deathbringer\n facing=se\n x,y=66,26\n [/unit]\n\n [unit]\n side=7\n type=Shaxthal Deathbringer\n facing=sw\n x,y=68,27\n hitpoints=63\n variation=cyclops\n [/unit]\n\n [unit]\n side=7\n type=Shaxthal Deathbringer\n facing=nw\n x,y=69,30\n hitpoints=14\n variation=beast\n [/unit]\n\n [unit]\n side=7\n type=Shaxthal Deathbringer\n facing=ne\n x,y=64,29\n hitpoints=22\n [/unit]\n\n [unit]\n side=7\n type=Shaxthal Deathbringer\n facing=ne\n x,y=65,32\n variation=beast\n [/unit]\n\n [unit]\n side=7\n type=Shaxthal Deathbringer\n facing=ne\n x,y=62,28\n hitpoints=74\n [/unit]\n\n [unit]\n side=7\n type=Shaxthal Deathbringer\n facing=ne\n x,y=61,31\n variation=cyclops\n [/unit]\n\n [unit]\n {CHARACTER_STATS_ANYA}\n # clobber IS_HERO from the stats macro\n {NO_OVERLAYS_NO_ELLIPSE}\n {INJURED_VARIATION_STATS}\n canrecruit=yes\n side=1\n type=Nightshade Fire\n variation=injured\n x,y=66,28\n facing=se\n [/unit]\n\n [scroll_to_unit]\n id=Anya\n [/scroll_to_unit]\n\n [delay]\n time=1500\n [/delay]\n\n [message]\n speaker=narrator\n image=misc/blank-hex.png\n message= _ \"... Why couldn\u2019t we be together to face the end?\"\n [/message]\n\n [delay]\n time=2000\n [/delay]\n\n [store_unit]\n [filter]\n [not]\n x,y=recall,recall\n [/not]\n [/filter]\n variable=breakdown_cutscene_units\n # E3S8C destroys this container, so we want Ergea and Durvan to get\n # automatically stored in the recall list at the end.\n kill=no\n [/store_unit]\n\n [hide_unit][/hide_unit]\n\n {FADE_TO_BLACK}\n\n {BUG_ON ({VARIABLE_NUMERICAL_EQUALS breakdown_cutscene_units.length 0}) (\"No cutscene units stored!\")}\n\n {UNLOCK_VIEW}\n\n {ENDLEVEL_QUIET}\n [/event]\n\n [event]\n name=victory\n\n {CLEAR_VARIABLE ramzal_taunted}\n [/event]\n[/scenario]\n\n#undef INT_SET_POS_ON_ID\n#undef INT_HIVE_ENTRANCE_LOCS\n#undef MSG_ZHANGOR_1\n#undef MSG_ZHANGOR_2\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=08C_Breakdown\n name= _ \"Breakdown\"\n {MAP 08C_Breakdown.map}\n turns=-1\n next_scenario=08D_Destiny_part_2\n victory_when_enemies_defeated=no\n disallow_recall=yes\n\n {FULLSCREEN_CUTSCENE_UI}\n\n {I_DEATHS}\n\n {FINALE_AMLA_EVENTS}\n\n {SCENARIO_MUSIC \"silence.ogg\"}\n\n {STORYTXT_BREAKDOWN}\n\n {SPAWN_CONTROLLER}\n\n {INDOORS_HIVE}\n\n#define INT_STANDARD_ENEMY_AI\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}\n {AI_SIMPLE_ALWAYS_ASPECT leader_aggression 9.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n#enddef\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=Elynia\n team_name=good\n user_team_name= _ \"team_name^Elynia\"\n {RAGGED_FLAG}\n\n shroud=yes\n\n hidden=yes\n\n {NO_ECONOMY}\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA}\n type=Guardian of Earth Elynia\n canrecruit=yes\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n team_name=evil\n user_team_name= _ \"team_name^Zhangor\"\n {CHAOS_FLAG}\n\n # High level enemies\n\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n\n {INT_STANDARD_ENEMY_AI}\n [/side]\n\n [side]\n side=3\n team_name=evil\n user_team_name= _ \"team_name^Zhangor\"\n {CHAOS_FLAG}\n\n # Low level enemies\n\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n\n {INT_STANDARD_ENEMY_AI}\n [/side]\n\n [side]\n side=4\n team_name=evil\n user_team_name= _ \"team_name^Zhangor\"\n {CHAOS_FLAG}\n\n # Shaxthals\n\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n\n {INT_STANDARD_ENEMY_AI}\n [/side]\n\n [side]\n side=5\n team_name=evil\n user_team_name= _ \"team_name^Zhangor\"\n {CHAOS_FLAG}\n controller=null\n\n # Doors\n\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n [/side]\n\n [side]\n side=6\n team_name=evil\n user_team_name= _ \"team_name^Elyssa\"\n {RAGGED_FLAG}\n color=red\n controller=null\n\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n [/side]\n\n [side]\n side=7\n team_name=evil\n # Cutscene shaxthals\n user_team_name= _ \"team_name^Zhangor\"\n {CHAOS_FLAG}\n\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n [/side]\n\n#undef INT_STANDARD_ENEMY_AI\n\n#define INT_FLASH_RED\n {RED_SCREEN}\n\n [delay]\n time=100\n [/delay]\n\n {BLACK_SCREEN}\n#enddef\n\n#define INT_RED_AURA\n [item]\n [filter]\n id=Elynia\n [/filter]\n halo=\"halo/heart-aura.png\"\n image=\"misc/blank-hex.png\"\n [/item]\n#enddef\n\n#define INT_REMOVE_RED_AURA\n [remove_item]\n image=\"misc/blank-hex.png\"\n [/remove_item]\n#enddef\n\n#define INT_ELYNIA_THOUGHTS _MESSAGE\n [message]\n speaker=narrator\n caption= _ \"Elynia\"\n image= # wmllint: ignore\n message=\"\"+{_MESSAGE}+\"\" # wmllint: ignore\n [/message]\n#enddef\n\n {TIMED_DRONE_SPAWNER ({DIFF 4 3 2}) (type,facing=\"Shaxthal Sentry Drone\",sw) 4 24 21}\n\n {TIMED_DRONE_SPAWNER 4 (type,facing=\"Shaxthal Sentry Drone\",ne) 4 11 22}\n {TIMED_DRONE_SPAWNER 6 (type,facing=\"Shaxthal Enforcer Drone\",se) 4 12 17}\n {TIMED_DRONE_SPAWNER 5 (type,facing=\"Shaxthal Sentry Drone\",sw) 4 15 16}\n\n {TIMED_DRONE_SPAWNER 4 (type=\"Shaxthal Drone\") 4 35 42}\n\n {TIMED_DRONE_SPAWNER 4 (type=\"Shaxthal Drone\") 4 26 48}\n {TIMED_DRONE_SPAWNER 6 (type=\"Shaxthal Drone\") 4 26 47}\n\n {TIMED_DRONE_SPAWNER 7 (type=\"Shaxthal Sentry Drone\") 4 30 46}\n\n {TIMED_DRONE_SPAWNER 5 (type=\"Shaxthal Drone\") 4 22 45}\n {TIMED_DRONE_SPAWNER 4 (type=\"Shaxthal Drone\") 4 18 43}\n\n {TIMED_DRONE_SPAWNER 2 (type=\"Shaxthal Drone\") 4 13 49}\n {TIMED_DRONE_SPAWNER 3 (type=\"Shaxthal Drone\") 4 16 49}\n {TIMED_DRONE_SPAWNER 4 (type=\"Shaxthal Drone\") 4 11 49}\n\n {TIMED_DRONE_SPAWNER 8 (type=\"Shaxthal Worm\") 4 23 44}\n {TIMED_DRONE_SPAWNER 8 (type=\"Shaxthal Worm\") 4 36 44}\n {TIMED_DRONE_SPAWNER 8 (type=\"Shaxthal Worm\") 4 28 45}\n\n {TIMED_DRONE_SPAWNER 8 (type=\"Shaxthal Worm\") 4 16 15}\n {TIMED_DRONE_SPAWNER 8 (type=\"Shaxthal Worm\") 4 8 19}\n {TIMED_DRONE_SPAWNER 8 (type=\"Shaxthal Worm\") 4 9 21}\n\n {BIND_UNIT_TO_UNIT_MOVEMENT_RANGE id=Elyssa id=Elynia}\n\n [event]\n name=prestart\n\n #\n # HACK: the spawner controller doesn't provide a clean interface\n # for post-prestart spawns, so we must juggle around its units\n # between the initial events so they are preserved after the\n # marshmallow girl cutscene.\n #\n\n [store_unit]\n [filter]\n side=4\n [/filter]\n kill=yes\n variable=delayed_hive_spawns\n [/store_unit]\n [/event]\n\n #\n # Due to our map replacement during the start event for the purposes of\n # a short \"meanwhile on the surface\" cutscene, we must postpone the set-up\n # of elements such as [item]s and enemy [unit]s until later. This custom\n # event handler is invoked when we are ready to proceed with that.\n #\n [event]\n name=finalize scenario setup\n\n {ITEM_CRYSTAL_GLYPH_MESSAGE 30 23}\n\n {ITEM_CRYSTAL_GLYPH_MESSAGE 34 21}\n\n {ITEM_CRYSTAL_GLYPH_MESSAGE 34 25}\n\n {ITEM_CRYSTAL_GLYPH_MESSAGE 39 24}\n\n {ITEM_CRYSTAL_GLYPH_MESSAGE 14 49}\n\n {PLACE_IMAGE (\"items/bones.png~FL(horiz)\") 44 43}\n {PLACE_IMAGE (\"items/bones.png\") 14 50}\n\n {PLACE_IMAGE (\"items/box.png\") 44 21}\n {PLACE_IMAGE (\"items/box.png\") 51 16}\n\n {PLACE_IMAGE (\"items/barrel.png\") 44 20}\n\n {PLACE_IMAGE (\"items/potion-green.png\") 40 24}\n\n #\n # Restore hive spawns.\n #\n\n [foreach]\n array=delayed_hive_spawns\n [do]\n [unstore_unit]\n variable=this_item\n [/unstore_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE delayed_hive_spawns}\n\n {GENERIC_UNIT 4 (Shaxthal Rayblade) 21 44} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n {GENERIC_UNIT 4 (Shaxthal Rayblade) 14 42} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n\n {GENERIC_UNIT 4 (Shaxthal Assault Drone) 41 45} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n\n {GENERIC_UNIT 4 (Shaxthal Rayblade) 49 42} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n\n {GENERIC_UNIT 3 (Demon) 60 37} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw} {GENDER male}\n {GENERIC_UNIT 3 (Demon) 54 38} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING ne} {GENDER female}\n\n {GENERIC_UNIT 3 (Chaos Magus) 58 38} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}\n\n {GENERIC_UNIT 4 (Psy Mindraider) 63 41} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}\n\n {GENERIC_UNIT 4 (Psy Crawler) 66 41} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}\n\n {GENERIC_UNIT 4 (Psy Crawler) 57 44} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING ne}\n {GENERIC_UNIT 4 (Psy Crawler) 60 44} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING ne}\n\n {GENERIC_UNIT 2 (Chaos Lorekeeper) 52 43} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n\n {GENERIC_UNIT 3 (Valdemon Basher) 44 47} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING ne}\n {GENERIC_UNIT 3 (Valdemon Basher) 42 43} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n {GENERIC_UNIT 3 (Valdemon Basher) 41 46} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING ne}\n\n {GENERIC_UNIT 3 (Chaos Invader) 39 13} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING ne}\n {GENERIC_UNIT 3 (Chaos Invader) 42 10} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n\n {GENERIC_UNIT 3 (Chaos Invader) 41 14} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING ne}\n {GENERIC_UNIT 3 (Chaos Invader) 44 11} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n\n {GENERIC_UNIT 3 (Chaos Invader) 46 12} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING ne}\n {GENERIC_UNIT 3 (Chaos Invader) 43 15} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n\n {GENERIC_UNIT 2 (Gutwrencher Imp) 48 15} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}\n\n {GENERIC_UNIT 2 (Hellhound) 39 9} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n\n {GENERIC_UNIT 2 (Goliath) 45 24} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING n}\n {GENERIC_UNIT 3 (Automaton) 46 26} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING n}\n {GENERIC_UNIT 3 (Automaton) 45 28} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING n}\n\n {GENERIC_UNIT 4 (Shaxthal Assault Drone) 55 32} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}\n\n {GENERIC_UNIT 4 (Shaxthal Assault Drone) 25 13} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n\n {GENERIC_UNIT 2 (Nightgaunt) 46 42} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT 2 (Nightgaunt) 47 48} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n\n {GENERIC_UNIT 3 (Shadow) 59 36} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n\n [store_starting_location]\n side=2\n [/store_starting_location]\n\n [unit]\n canrecruit=yes\n side=2\n type=Armageddon Imp\n id=\"Jeru'unog\"\n name= _ \"Jeru\u2019unog\"\n x,y=$location.x,$location.y\n facing=ne\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [capture_village]\n side=2\n # everywhere\n [/capture_village]\n\n {CLEAR_VARIABLE location}\n\n #\n # Open passages at the start of the scenario.\n #\n\n [remove_terrain_overlays]\n x=22-24,28\n y=22 ,24\n [/remove_terrain_overlays]\n\n [modify_turns]\n {QUANTITY value 66 63 60}\n [/modify_turns]\n\n {CAVE_WATER_SOUND_SOURCE 21 30}\n {CAVE_WATER_SOUND_SOURCE 19 19}\n {CAVE_WATER_SOUND_SOURCE 27 11}\n\n {REPLACE_SCENARIO_MUSIC \"northerners.ogg\"}\n {APPEND_MUSIC \"suspense.ogg\"}\n\n {OBJECTIVES (\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Locate the entrance to the lowest level\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elyssa\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_NO_CARRYOVER}\n\n {LIMITED_CHARACTER_MOVES_NOTE}\n )}\n [/event]\n\n [event]\n name=prestart\n\n {BUG_ON ({VARIABLE_NUMERICAL_EQUALS breakdown_cutscene_units.length 0}) (\"No cutscene units stored! Did you skip E3S8B using debug mode?\")}\n\n [kill]\n id=Elynia\n [/kill]\n\n [unit]\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA}\n type=Guardian of Earth Elynia\n variation=unknown_unit_type_label\n canrecruit=yes\n facing=ne\n to_variable=elynia_store\n [+modifications]\n [object]\n silent=yes\n [effect]\n apply_to=remove_ability\n [abilities]\n [dummy]\n id=aspect_of_earth\n [/dummy]\n [/abilities]\n [/effect]\n [/object]\n [/modifications]\n [/unit]\n\n {BLACK_SCREEN}\n [/event]\n\n#define INT_TERRAIN_MOD_1\n [terrain]\n x=24,24-25,26-27,27\n y=34,35 ,36 ,37\n terrain=Uh\n [/terrain]\n\n [terrain]\n x=25\n y=36\n terrain=Uu\n [/terrain]\n#enddef\n\n#define INT_TERRAIN_MOD_2\n [terrain_mask]\n x,y=1,1\n {MASK 08C_Breakdown_1.mask}\n border=yes\n [/terrain_mask]\n#enddef\n\n [event]\n name=start\n\n {LOCK_VIEW}\n\n [store_starting_location]\n side=1\n [/store_starting_location]\n\n [scroll_to]\n x,y=$location.x,$location.y\n {WARP}\n [/scroll_to]\n\n [delay]\n time=1500\n [/delay]\n\n [message]\n speaker=narrator\n image=misc/blank-hex.png\n message= _ \"... The darkness...\"\n [/message]\n\n [delay]\n time=1500\n [/delay]\n\n [message]\n speaker=narrator\n image=misc/blank-hex.png\n message= _ \"... The silence...\"\n [/message]\n\n [delay]\n time=2000\n [/delay]\n\n [message]\n speaker=narrator\n image=misc/blank-hex.png\n message= _ \"... And then...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n image=misc/blank-hex.png\n message= _ \"... The pain...\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=narrator\n image=misc/blank-hex.png\n message= _ \"... A pain so strong...\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n {INT_FLASH_RED}\n\n [delay]\n time=750\n [/delay]\n\n {INT_FLASH_RED}\n\n [delay]\n time=1000\n [/delay]\n\n {INT_FLASH_RED}\n\n [delay]\n time=250\n [/delay]\n\n {INT_FLASH_RED}\n\n [delay]\n time=200\n [/delay]\n\n {INT_FLASH_RED}\n\n [delay]\n time=150\n [/delay]\n\n {RED_SCREEN}\n\n [delay]\n time=600\n [/delay]\n\n [sound]\n name=lightning.ogg\n [/sound]\n\n [delay]\n time=150\n [/delay]\n\n [sound]\n name=magic-dark.ogg\n [/sound]\n\n [modify_side]\n side=1\n hidden=no\n [/modify_side]\n\n {HIVE_NOISE_2_SOUND_SOURCE}\n [+sound_source]\n id=hive_noise # wmllint: ignore\n [/sound_source]\n\n #\n # This micro-delay is needed to ensure the sound source starts playing\n # before the next [message] is executed.\n #\n [delay]\n time=10\n [/delay]\n\n {RESET_THEME}\n\n {RESET_SCREEN}\n\n [unstore_unit]\n variable=elynia_store\n x,y=$location.x,$location.y\n [/unstore_unit]\n\n {CLEAR_VARIABLE location}\n\n {INT_RED_AURA}\n\n [redraw]\n side=1\n [/redraw]\n\n [message]\n speaker=Elynia\n message= _ \"Aaaaaaaaaaaaaaaaahhh!\" # wmllint: no spellcheck\n [/message]\n\n {CLEAR_VARIABLE elynia_store}\n\n [delay]\n time=1500\n [/delay]\n\n {INT_ELYNIA_THOUGHTS ( _ \"The pain was excruciating. It was absolutely unlike any other pain I had ever felt. This pain was not just emotional. My very soul was coming apart at the seams.\n\nI closed my eyes and tried to wake up from what I wished were just a horrible nightmare...\")}\n\n {INT_REMOVE_RED_AURA}\n\n [hide_unit][/hide_unit]\n\n {FADE_TO_BLACK}\n\n [delay]\n time=750\n [/delay]\n\n {RED_SCREEN}\n\n [delay]\n time=100\n [/delay]\n\n {RESET_SCREEN}\n\n [unhide_unit][/unhide_unit]\n\n {INT_RED_AURA}\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n # po: 'Glare' is used here in the sense of a powerful light, not some creature's stare.\n {INT_ELYNIA_THOUGHTS ( _ \"... to no avail. Where darkness used to be, there was a powerful eye-piercing glare.\n\nThe pain would not go away, no matter what I did. Instead, it was seeping through my veins and growing greater every passing instant. With my mind clouded by the horror, I could only think of one possible form of relief...\")}\n\n [delay]\n time=250\n [/delay]\n\n {FACE_DIRECTION id=Elynia sw}\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n {INT_ELYNIA_THOUGHTS ( _ \"Destruction.\")}\n\n [hide_unit][/hide_unit]\n\n {RED_SCREEN}\n\n [scroll_to]\n x,y=25,36\n {WARP}\n [/scroll_to]\n\n {INT_TERRAIN_MOD_1}\n\n {CLEAR_CAVE_SHROUD (\n x,y=25,36\n radius=4\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n {RESET_SCREEN}\n\n [unhide_unit][/unhide_unit]\n\n {QUAKE (\"explosion-big.ogg\")}\n\n [delay]\n time=1000\n [/delay]\n\n {INT_ELYNIA_THOUGHTS ( _ \"I felt compelled to give in to those dark urges. Perhaps if I released enough energy from my body, the pain would entirely vanish... or the dream world that held me captive would crumble away and I would be released back to reality...\")}\n\n [delay]\n time=500\n [/delay]\n\n [scroll_to]\n x,y=29,30\n [/scroll_to]\n\n [delay]\n time=500\n [/delay]\n\n [hide_unit][/hide_unit]\n\n {RED_SCREEN}\n\n {INT_TERRAIN_MOD_2}\n\n [redraw]\n side=1\n [/redraw]\n\n {RESET_SCREEN}\n\n [unhide_unit][/unhide_unit]\n\n {INT_REMOVE_RED_AURA}\n\n [redraw][/redraw]\n\n {QUAKE (\"explosion-big.ogg\")}\n\n [delay]\n time=1000\n [/delay]\n\n {FACE_DIRECTION id=Elynia se}\n\n [redraw][/redraw]\n\n [delay]\n time=500\n [/delay]\n\n {INT_ELYNIA_THOUGHTS ( _ \"My chest continued to burn with that energy. For a moment I considered jumping into the nearby abyss in an attempt to wake up. But that moment was cut short by a familiar presence.\")}\n\n [delay]\n time=750\n [/delay]\n\n {FACE_DIRECTION id=Elynia nw}\n\n [redraw][/redraw]\n\n [delay]\n time=500\n [/delay]\n\n {INT_ELYNIA_THOUGHTS ( _ \"Could it be?\")}\n\n [delay]\n time=250\n [/delay]\n\n {MOVE_UNIT id=Elynia 29 30}\n\n [redraw]\n side=1\n [/redraw]\n\n {MOVE_UNIT id=Elynia 29 28}\n\n [redraw]\n side=1\n [/redraw]\n\n {MOVE_UNIT id=Elynia 27 27}\n\n {FACE_DIRECTION id=Elynia sw}\n\n {CLEAR_CAVE_SHROUD (\n x,y=15,31\n radius=6\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=15,31\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n\n [unit]\n # wmllint: recognize Elyssa\n {CHARACTER_STATS_ELYSSA}\n canrecruit=yes\n type=Guardian of Darkness Elyssa\n side=6\n x,y=15,31\n facing=ne\n animate=yes\n [/unit]\n\n [delay]\n time=250\n [/delay]\n\n {INT_ELYNIA_THOUGHTS ( _ \"She was there, watching me from a distance, silent, smirking.\")}\n\n [delay]\n time=750\n [/delay]\n\n [teleport]\n [filter]\n id=Elynia\n [/filter]\n x,y=16,30\n animate=yes\n [/teleport]\n\n {INT_ELYNIA_THOUGHTS ( _ \"The next thing I knew, I was standing in front of her, about to blast her face like I did to that cave.\")}\n\n [delay]\n time=100\n [/delay]\n\n {INT_RED_AURA}\n\n [delay]\n time=150\n [/delay]\n\n [hide_unit][/hide_unit]\n\n {RED_SCREEN}\n\n [delay]\n time=500\n [/delay]\n\n [sound]\n name=magic-faeriefire.ogg\n [/sound]\n\n [delay]\n time=50\n [/delay]\n\n [sound]\n name=dragonstick.ogg\n [/sound]\n\n [delay]\n time=200\n [/delay]\n\n {RESET_SCREEN}\n\n [unhide_unit][/unhide_unit]\n\n {INT_REMOVE_RED_AURA}\n\n [redraw][/redraw]\n\n [animate_unit]\n [filter]\n id=Elyssa\n [/filter]\n flag=defense_half\n with_bars=yes\n [/animate_unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"Your recovery took longer than I expected. Save your energy for later, dear.\"\n [/message]\n\n [store_unit]\n [filter]\n id=Elyssa\n [/filter]\n variable=elyssa_store\n kill=yes\n [/store_unit]\n\n #\n # Go through Elynia instead of finding a path\n # around her with MOVE_UNIT/[move_unit]!\n #\n\n [move_unit_fake]\n x=$elyssa_store.x,16,17\n y=$elyssa_store.y,30,30\n side=$elyssa_store.side\n type=$elyssa_store.type\n [/move_unit_fake]\n\n [unstore_unit]\n variable=elyssa_store\n x,y=17,30\n [/unstore_unit]\n\n {CLEAR_VARIABLE elyssa_store}\n\n [message]\n speaker=Elynia\n message= _ \"What have you done...\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"I would greatly prefer that you learned some self-constraint and resisted the temptation to blast everything in sight. Trust me, I have been there \u2014 I know what it feels like...\"\n [/message]\n\n {FACE_DIRECTION id=Elyssa sw}\n\n [redraw][/redraw]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"... but I will not tolerate such displays of weakness from the predestined Guardian of Earth, and I will not hesitate to rip your heart out of your chest if you fail to show some respect for yourself.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"... Guardian... of Earth...\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Ah yes, I almost forgot \u2014 you are still a stupid and ignorant elf. I still don\u2019t understand how you lived for longer than any of us and yet your awakening has only just taken place. Then again, you were blessed by Iluvia...\"\n [/message]\n\n {FACE_DIRECTION id=Elynia ne}\n\n [redraw][/redraw]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"Yes, that must be it. The powers conferred by the Union atrophied your heart.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"... What... am I?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"An abomination. A creature that violates the laws of nature for the purpose of protecting it in some way. That\u2019s the farce set up by the First Gods. Your energy heart draws from an unlimited power source and provides you with vast potential according to the aspect that Irdya\u2019s seed itself assigned to you: some degree of control over earth, absolute command of the arcane flame and all the creatures whose life force is based on it, and immortality at an inconvenient cost.\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"Didn\u2019t you ever wonder why no other elves had your unprecedented affinity with the faerie realm? Why your abnormally long life has been an endless strife? Why you could never conceive children? Why every single person you ever loved died?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"... The necromancer... The necromancer I vanquished...\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Argan told me about that. Just another conceited sorcerer with his mouth full of air in the end. People tend to overestimate the dying words of those skilled in the forbidden arts, mostly out of fear. No, my dear, you were always cursed before even meeting that insignificant necromancer. You could even say Irdya herself cursed you, and that would not be entirely inaccurate.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Every guardian that has existed shares your curse. Even I do, in spite of my condition as an unwilling usurper.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Why did you not kill me?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Because that would be a terrible waste of potential. Trust me, I could not wish harder for the day your soul is permanently destroyed, but this is not the most appropriate moment for that.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Ah yes, I forgot to mention that clause... Naturally-born guardians like you awaken once their soul fully merges with their energy heart, and the only way to kill a guardian is through their heart, so... (smirking)\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I should destroy you right now. You are the abomination, not me.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"And then who would help you fight our common enemy? Do you even know what turned him into the monster you fought in Wesmere?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Zhangor? Ergea said he is a shapeshifter. Isn\u2019t that the true form of a shapeshifter?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Ha, ha, your ignorance is as limitless as the powers you will eventually master and use against me. No, shapeshifters do not have a true form beyond that which they individually choose for themselves; granted, they are nearly indistinguishable from humans or elves during childhood.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Zhangor chose a form that is as hideous as his soul. He might have taken some inspiration from the Gatekeeper he slew in Urvatha \u2014 the Gatekeeper whose heart he consumed and absorbed into his body.\"\n [/message]\n\n #\n # BEGIN SUB-CUTSCENE\n #\n\n [store_unit]\n [filter]\n id=Elyssa\n [/filter]\n variable=elyssa_store\n kill=yes\n [/store_unit]\n\n [store_unit]\n [filter]\n id=Elynia\n [/filter]\n variable=elynia_store\n kill=yes\n [/store_unit]\n\n {FADE_TO_BLACK}\n\n [fade_out_sound_effects]\n duration=500\n [/fade_out_sound_effects]\n\n {REMOVE_SOUND_SOURCE hive_noise}\n\n [reset_sound_effects][/reset_sound_effects]\n\n [store_shroud]\n side=1\n variable=shroud_store\n [/store_shroud]\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n #\n # Temporarily switch side 2 to the player's team so Durvan\n # doesn't look weird.\n #\n [modify_side]\n side=2\n team_name=good\n [/modify_side]\n\n [replace_map]\n map=\"{LE /maps/08B_Destiny_part_1.map}\"\n expand,shrink=yes,yes\n [/replace_map]\n\n [redraw][/redraw]\n\n {VARIABLE ax 0}\n {VARIABLE ay 0}\n\n [foreach]\n array=breakdown_cutscene_units\n variable=bc_unit\n [do]\n [if]\n {VARIABLE_LEXICAL_EQUALS bc_unit.id Anya}\n [then]\n {VARIABLE ax $bc_unit.x}\n {VARIABLE ay $bc_unit.y}\n\n [hidden_unit]\n side=1\n # wmllint: recognize Anya\n id=Anya\n name=\" \" # wmllint: ignore\n type=Anya Cutscene Controller\n x,y=$ax,$ay\n facing=se\n moves=0\n attacks_left=0\n [/hidden_unit]\n [/then]\n [else]\n #\n # HACK: workaround a situation I need to solve in E3S8B causing\n # breakdown_cutscene_units to contain the previous scenario's\n # recall lists.\n #\n [if]\n {VARIABLE_NUMERICAL_GREATER_THAN bc_unit.x 0}\n {VARIABLE_NUMERICAL_GREATER_THAN bc_unit.y 0}\n [then]\n {VARIABLE bc_unit.moves 0}\n {VARIABLE bc_unit.attacks_left 0}\n\n [unstore_unit]\n variable=bc_unit\n [/unstore_unit]\n\n [hide_unit]\n x,y=$bc_unit.x,$bc_unit.y\n [/hide_unit]\n [/then]\n [/if]\n [/else]\n [/if]\n [/do]\n [/foreach]\n\n {BUG_ON (\n {VARIABLE_NUMERICAL_EQUALS ax 0}\n [or]\n {VARIABLE_NUMERICAL_EQUALS ay 0}\n [/or]\n ) ()}\n\n {CLEAR_VARIABLE breakdown_cutscene_units}\n\n [store_map_dimensions][/store_map_dimensions]\n\n [unstore_unit]\n variable=elynia_store\n x,y=$($map_size.width-2),1\n [/unstore_unit]\n\n [hide_unit]\n id=Elynia\n [/hide_unit]\n\n [unstore_unit]\n variable=elyssa_store\n x,y=$($map_size.width-1),1\n [/unstore_unit]\n\n [hide_unit]\n id=Elyssa\n [/hide_unit]\n\n {SET_THEME {FULLSCREEN_CUTSCENE_UI}}\n\n {CLEAR_CAVE_SHROUD (\n x,y=$ax,$ay\n radius=7\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n #\n # Try to ensure the viewport is focused on Anya. Of course, this doesn't work well in 1.10\n # if the player moves the viewport.\n #\n\n [scroll_to]\n x,y=$ax,$ay\n {WARP}\n [/scroll_to]\n\n {FADE_IN}\n\n#define INT_UNHIDE_CUTSCENE_UNITS\n [unhide_unit]\n [not]\n id=Elyssa\n [/not]\n [not]\n id=Elynia\n [/not]\n [/unhide_unit]\n#enddef\n\n {INT_UNHIDE_CUTSCENE_UNITS}\n\n [redraw][/redraw]\n\n [delay]\n time=2500\n [/delay]\n\n #\n # The marshmallow's animations are part of the unit type's WML. We use\n # the recruit animations for this purpose\n #\n#define INT_ANIMATE_ANYA _STEP_NUMBER\n [kill]\n x,y=$ax,$ay\n animate=no\n fire_event=no\n [/kill]\n\n [unit]\n side=1\n id=Anya\n name=\" \" # wmllint: ignore\n type=Anya Cutscene Controller\n x,y=$ax,$ay\n facing=se\n animate=yes\n # No wmllint, the next line does not have any translation marks.\n variation=\"animation_step_\"+{_STEP_NUMBER} # wmllint: ignore\n moves=0\n attacks_left=0\n [/unit]\n#enddef\n\n#define INT_FLASH_PURPLE\n {COLOR_ADJUST 97 81 110}\n {COLOR_ADJUST 193 162 221}\n {COLOR_ADJUST 48 41 55}\n {COLOR_ADJUST 0 0 0}\n#enddef\n\n [message]\n speaker=Elyssa\n scroll=no\n message= _ \"True shapeshifters were never meant to become guardians. Every creature was created in such way they could be eliminated should they represent a peril to the balance of nature, but the oldest shapeshifters defy that rule, as you undoubtedly realized after dealing with Zhangor. Combined with the heart of a guardian, they may also defy the soul clause by turning the entirety of their nigh indestructible bodies into their hearts.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n {INT_FLASH_PURPLE}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elyssa\n scroll=no\n message= _ \"We should be thankful that the girl you took under your wing does not have the same grandiose aspirations as our delightful Demon Lord.\"\n [/message]\n\n {INT_ANIMATE_ANYA 2}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n scroll=no\n message= _ \"Wh\u2014 Anya... What is she?\" # wmllint: no spellcheck\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n {INT_ANIMATE_ANYA 3}\n\n [delay]\n time=750\n [/delay]\n\n {INT_ANIMATE_ANYA 4}\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Elyssa\n scroll=no\n message= _ \"She is a thing we mistakenly assumed would never exist.\"\n [/message]\n\n {FACE_DIRECTION id=Durvan sw}\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n {FACE_DIRECTION id=Ergea ne}\n\n [redraw][/redraw]\n\n {INT_ANIMATE_ANYA 5}\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elyssa\n scroll=no\n message= _ \"She is the true Guardian of Darkness of the Second Cycle.\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n {COLOR_ADJUST 100 100 100}\n\n [hide_unit][/hide_unit]\n\n {WHITE_SCREEN}\n\n [terrain_mask]\n x,y=1,1\n {MASK 08B_Destiny_part_1_2.mask}\n border=yes\n [/terrain_mask]\n\n [redraw][/redraw]\n\n [delay]\n time=500\n [/delay]\n\n [sound]\n name=lightning.ogg\n [/sound]\n\n [delay]\n time=150\n [/delay]\n\n [sound]\n name=magic-dark.ogg\n [/sound]\n\n [kill]\n id=Anya\n [/kill]\n\n [hidden_unit]\n side=1\n id=Anya\n name=\" \" # wmllint: ignore\n type=Anya Cutscene Controller\n x,y=$ax,$ay\n facing=se\n # skip the recruit animation for this one\n variation=\"animation_step_6\"\n moves=0\n attacks_left=0\n [/hidden_unit]\n\n {RESET_SCREEN}\n\n {INT_UNHIDE_CUTSCENE_UNITS}\n\n [redraw][/redraw]\n\n [store_unit]\n [filter]\n type=Shaxthal Deathbringer\n [/filter]\n variable=deathbringers_store\n kill=no\n [/store_unit]\n\n [foreach]\n array=deathbringers_store\n variable=deathbringer\n [do]\n {VARIABLE_RANDOM damage 22..74}\n\n [harm_unit]\n [filter]\n x,y=$deathbringer.x,$deathbringer.y\n [/filter]\n amount=$damage\n kill=no\n animate=no\n [/harm_unit]\n\n [sound]\n name={SOUND_LIST:BIOMECHANICAL_HIT}\n [/sound]\n\n [delay]\n time=25\n [/delay]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE deathbringers_store}\n\n [scroll_to]\n x,y=$ax,$ay\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n\n [hide_unit][/hide_unit]\n\n {WHITE_SCREEN}\n\n [terrain_mask]\n x,y=1,1\n {MASK 08B_Destiny_part_1_3.mask}\n border=yes\n [/terrain_mask]\n\n [redraw][/redraw]\n\n [delay]\n time=250\n [/delay]\n\n [object]\n silent=yes\n [filter]\n id=Anya\n [/filter]\n [effect]\n apply_to=variation\n name=\"animation_step_7\"\n [/effect]\n [/object]\n\n [item]\n x,y=$ax,$ay\n halo=halo/lighthouse-aura.png\n [/item]\n\n {RESET_SCREEN}\n\n {INT_UNHIDE_CUTSCENE_UNITS}\n\n {FACE_DIRECTION id=Ergea sw}\n {FACE_DIRECTION id=Durvan ne}\n\n [redraw][/redraw]\n\n {QUAKE (\"explosion-big.ogg\")}\n\n [kill]\n type=Shaxthal Deathbringer\n [filter_location]\n terrain=Q*,Q*^*\n [/filter_location]\n animate=yes\n fire_event=no\n [/kill]\n\n [scroll_to_unit]\n id=Anya\n [/scroll_to_unit]\n\n [delay]\n time=1500\n [/delay]\n\n [message]\n speaker=Elyssa\n scroll=no\n message= _ \"I do not know how she came into existence, seeing as how the seed on Yrathid was said to have been absorbed by Merthiaal. Then again, it is just as troubling that the Uria we all know exists, as well as your counterpart on Silida. Who really knows what was going through the heads of the three goddesses who ended and restarted it all.\"\n [/message]\n\n [remove_item]\n x,y=$ax,$ay\n [/remove_item]\n\n {CLEAR_VARIABLE ax,ay}\n\n [redraw][/redraw]\n\n [kill][/kill]\n\n {FADE_TO_BLACK}\n\n #\n # Revert side 2 to the bad guys' team.\n #\n [modify_side]\n side=2\n team_name=evil\n [/modify_side]\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n [replace_map]\n map=\"{LE /maps/08C_Breakdown.map}\"\n expand,shrink=yes,yes\n [/replace_map]\n\n {INT_TERRAIN_MOD_1}\n {INT_TERRAIN_MOD_2}\n\n [redraw][/redraw]\n\n {RESET_THEME}\n\n [set_shroud]\n side=1\n shroud_data=$shroud_store\n [/set_shroud]\n\n {CLEAR_VARIABLE shroud_store}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=$elynia_store.x,$elynia_store.y\n {WARP}\n [/scroll_to]\n\n [mute_sound_effects][/mute_sound_effects]\n\n {HIVE_NOISE_2_SOUND_SOURCE}\n [+sound_source]\n id=hive_noise # wmllint: ignore\n [/sound_source]\n\n [fade_in_sound_effects]\n duration=500\n [/fade_in_sound_effects]\n\n {FADE_IN}\n\n #\n # Recreate ELynia using her regular variation so\n # her unit type name is the correct one on the sidebar.\n # This also restores her guardian ability set.\n #\n\n [unit]\n {CHARACTER_STATS_ELYNIA}\n type=Guardian of Earth Elynia\n canrecruit=yes\n side=1\n x,y=$elynia_store.x,$elynia_store.y\n facing=$elynia_store.facing\n [/unit]\n\n [unstore_unit]\n variable=elyssa_store\n [/unstore_unit]\n\n {CLEAR_VARIABLE elynia_store,elyssa_store}\n\n [redraw]\n side=1\n [/redraw]\n\n [delay]\n time=750\n [/delay]\n\n #\n # END SUB-CUTSCENE\n #\n\n [message]\n speaker=Elynia\n message= _ \"There is another Guardian of Earth like me?\"\n [/message]\n\n [message]\n speaker=Elyssa\n # NOTE: we use 'on' here because the 'land' is actually the entire world\n # of Silida.\n message= _ \"I would hardly call her such. Her pact with Uria requires her to sit idle in her stupid faerie land being generally useless. Granted, she did secretly guide Argan so we would find you, and so I would \u2018kill\u2019 you.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"It is rather disappointing, really. I am fairly certain she would be a more competent aid than you.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"What do you want me to do?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"First, we must destroy Zhangor, together. Then, we can decide who gets to inherit Irdya through an old-fashioned duel between just the two of us.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"What... do you intend to do with Anya?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"She can be my apprentice if she wishes. Otherwise, she can live as long as she doesn\u2019t try to interfere with my own plans. \"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"It is said that Uria wants to invade that world, Ethea; that she might find a way to harness the Union, and you intend to sit here and do nothing other than solving your irrelevant quarrel with Zhangor?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"It is not as irrelevant as you think. Anyway, Uria has various options to choose from on Ethea, and I suspect she will opt for all of them: the body of the Union, for starters; then there is the Seed of Life, and whoever the goddesses designated as the rightful heiress of the Aspect of Life, if anyone at all. But Uria will not be alone in her quest, for the new Guardian of Water on Norsula also plans business with Ethea. In fact, he is already there.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"In the worst case, one will win and reshape our reality at their whim. In the best case, they will only manage to destroy themselves along with Ethea. It is pretty pointless to intervene either way. Uria promised to me I would inherit this world before she decided to exhume the present you left for her, and now that she will be too busy confronting the Norsulan and his forces...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"You may call me ignorant and stupid, but I don\u2019t fail to notice you refer to Uria with disdain. What is stopping you from taking her on directly? Have you been on her side all this time merely because you fear her?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n {INT_ELYNIA_THOUGHTS ( _ \"She stood still for a moment, pondering my words. Her reaction was delayed and mechanical; she pushed me with her strange weapon, and both my chest and the weapon\u2019s core glowed with the color of blood. A familiar feeling of void followed. While the pain in my body diminished, I felt weaker and barely able to stand. Still, I could recognize the energy expelled by the artifact.\")}\n\n [message]\n speaker=Elyssa\n message= _ \"Do not forget who is in charge, my dear. I can end your life in an instant if you decide to be uncooperative. We are doing this on my terms.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"(gasping for air) ... I...\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"And from now on, you shall remain completely silent unless I require you to speak. Do you understand?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"Of course you do.\"\n [/message]\n\n {MODIFY_UNIT id=Elyssa side 1}\n\n {FACE_DIRECTION id=Elyssa ne}\n\n [fire_event]\n name=finalize scenario setup\n [/fire_event]\n\n {UNLOCK_VIEW}\n [/event]\n\n #\n # Hook into the bind spell moveto handler for some dialogue.\n #\n [event]\n name=immobilize bound unit\n\n # This handler always affects Elynia, and she's always immobilized\n # after its counterpart in BIND_UNIT_TO_UNIT_MOVEMENT_RANGE runs.\n # We don't need further conditions here.\n\n [scroll_to_unit]\n id=Elyssa\n [/scroll_to_unit]\n\n {UNIT_SPELL_POPUP id=Elyssa _\"bind\"}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n scroll=no\n message= _ \"Ugh\u2014\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"I forgot to mention that you are also bound to follow me wherever I go, all thanks to a very simple spell. If you attempt to escape you\u2019ll just feel even more pain. And you surely do not want that, do you?\"\n [/message]\n [/event]\n\n #\n # Potion of yuck.\n #\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=40,24\n [/filter]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [transient_message]\n caption= _ \"Potion of Dreadful Taste\"\n image=icons/potion_green_medium.png\n sound=potion.ogg\n message= _ \"Yuck!\"\n [/transient_message]\n [/event]\n\n #\n # Message glyphs\n #\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=30,23\n [/filter]\n\n [allow_undo][/allow_undo]\n\n {MSG_GLYPH ( _ \"The Aspects of Darkness and Light are both interwoven in the very fabric of our reality. Although the powers they confer are often underestimated on their own, the combination of either aspect with any other can have formidable effects. It is generally agreed that the combination of Darkness and Light in particular serves as a connection to the power of the Union \u2014 a power most intimately related to Creation itself.\")}\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=34,21\n [/filter]\n\n [allow_undo][/allow_undo]\n\n {MSG_GLYPH ( _ \"Life draws from Light and Darknesss, Existence draws from Darkness and Light. Fire and Water oppose each other just as Creation and Destruction do. Thunder and Ice are opposites in the same sense as Earth and Air complement each other.\")}\n\n {MSG_GLYPH ( _ \"All the aspects that govern our universe are closely related and equally important to the continuance of reality. Their roles are as flexible as necessary to accomplish the ultimate goal of preserving the First Gods\u2019 legacy, no matter the cost.\")}\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=34,25\n [/filter]\n\n [allow_undo][/allow_undo]\n\n # po: \u201cTo brook\u201d below is used in an obsolete sense; namely\n # po: \u201cto use/enjoy/have the full employment of\u201d (from wiktionary).\n # po: It also serves as a pun.\n {MSG_GLYPH ( _ \"Fire forges knowledge.\n\nLight wards knowledge.\n\nDarkness craves knowledge.\n\nWater brooks knowledge.\")}\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=39,24\n [/filter]\n\n [allow_undo][/allow_undo]\n\n {MSG_GLYPH ( _ \"Guardian-class beings are distinguished by the existence of a special organ in their bodies called the Energy Heart. The organ acts as a virtuallly unlimited source of energy and sustenance for the creature, able to keep it alive under circumstances that would otherwise result in permanent damage or even death. In fact, the host body can suffer any kind of injuries and they will be gradually healed by the Energy Heart, the healing rate depending on the severity of the damage as well as the host\u2019s contamination level.\n\nThe organ goes through its own growth and maturation process independent from the host body. Norsulan studies conducted on the Seed of Fire during the Second Cycle have shown that it is possible to artificially grow the organ in the bodies of non-Guardians, albeit with disastrous effects. An alternative approach was used to build the first prototype of an artificial Guardian, keeping the Energy Heart in a separate insulated container with a direct pathway to the host\u2019s nervous system, and an electronic control unit.\")}\n\n {MSG_GLYPH ( _ \"The research subjects were all deceased Norsulans, and none of them managed to establish a stable connection with their Energy Hearts. It is suspected that there is a less evident connection between the body, Energy Heart, and spirit of a real Guardian that allows them to fully control their three constituent parts \u2014 a connection to the seed that gave them birth, and the Greater Design laid out first by Yarae, and then by Delethia.\")}\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=14,49\n [/filter]\n\n [allow_undo][/allow_undo]\n\n {MSG_GLYPH ( _ \"The Orbs of Light and Darkness do not just allow those blessed by Iluvia to summon the Union itself. Given every aspect\u2019s individual affiliation with either path, it may be possible to use the Orbs as instruments to tap into the powers of the other aspects.\n\nAs the first Avatar of the Union herself, Iluvia made use of this mechanism to aid Uria and Xia\u2019el in destroying every other corrupted guardian before banishing Yarae from our universe.\")}\n [/event]\n\n [event]\n name=attack\n [filter]\n race=shaxthal\n [/filter]\n [filter_second]\n id=Elyssa\n [/filter_second]\n\n [message]\n speaker=Elyssa\n message= _ \"Why are you attacking me?\"\n [/message]\n [/event]\n\n [event]\n name=attack end\n [filter]\n race=shaxthal\n [/filter]\n [filter_second]\n id=Elyssa\n [/filter_second]\n\n [message]\n speaker=Elyssa\n message= _ \"Yet another of Zhangor\u2019s tricks. He really pays attention to detail, but turning every single one of my allies against me will not suffice to stop me.\"\n [/message]\n [/event]\n\n [event]\n name=turn 3\n\n [message]\n speaker=Elynia\n message= _ \"The Union was not enough to destroy that demon.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"I thought I commanded you to remain silent.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"If you truly wanted to kill me you would have done so already. You want my help against Zhangor, but there is nothing I can offer that you do not already have. You even have the Ruby of Fire!\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"A weapon. A catalyst of destruction that is much safer to use for our kind than our own inner power. I intend to tear Zhangor apart with it, but the fact that he is a creature of both light and darkness puts me at a disadvantage. To counteract his power I need the assistance of someone well versed in the path of Light, and he knows that; hence he secured the support of Demon Lord Hem\u00e9rilyel and her subordinates and brought them with him.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"As the Lady of Light you used to be, you understand the powers of light better than I do, and you control an aspect that is also affiliated with it.\"\n [/message]\n [/event]\n\n [event]\n name=turn 3 end\n\n [message]\n speaker=Elynia\n message= _ \"Ergea said I would find a power beneath Kalari that would allow us to turn the tide of war in our favor and purge Uria\u2019s influence from Irdya. Was she... lying?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"That demoness asked our Seer many things and failed to understand nearly all of them. About the particular thing you ask, she was... right, in a way.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"The power to end this was always within you, dear. Who knows how things would have turned out if you had healed Argan instead of killing him! The Lady of Light and the Master of Darkness, wielding the Union and the Aspect of Earth against Uria! But since you did not follow that road, you might as well say I am the power you sought.\"\n [/message]\n [/event]\n\n [event]\n name=turn 4\n\n [message]\n speaker=Elynia\n message= _ \"You sound decidedly bitter whenever you mention Argan. What is...\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"None of your business. Keep your mouth shut.\"\n [/message]\n [/event]\n\n [event]\n name=turn 5 end\n\n [message]\n speaker=Elynia\n message= _ \"Why do you want Irdya so much?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Will you ever stop asking questions?\"\n [/message]\n [/event]\n\n #\n # Fire in the hole etc.\n #\n\n [event]\n name=blast event wall\n first_time_only=no\n\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS blast_source.x 0}\n [or]\n {VARIABLE_NUMERICAL_EQUALS blast_source.y 0}\n [/or]\n [/filter_condition]\n\n {BUG (\"Blast location undefined!\")}\n [/event]\n\n [event]\n name=blast event wall\n first_time_only=no\n [filter_condition]\n {VARIABLE_NUMERICAL_NOT_EQUALS blast_source.x 0}\n {VARIABLE_NUMERICAL_NOT_EQUALS blast_source.y 0}\n [/filter_condition]\n\n [hide_unit][/hide_unit]\n\n {RED_SCREEN}\n\n [store_locations]\n x,y=$blast_source.x,$blast_source.y\n radius=1\n variable=blast_targets\n [/store_locations]\n\n [foreach]\n array=blast_targets\n variable=blast_target\n [do]\n [if]\n {VARIABLE_LEXICAL_CONTAINS blast_target.terrain Xos}\n [or]\n {VARIABLE_LEXICAL_CONTAINS blast_target.terrain Xos^Efs}\n [/or]\n [or]\n {VARIABLE_LEXICAL_CONTAINS blast_target.terrain Xu}\n [/or]\n [then]\n {VARIABLE_RANDOM blast_terrain Uh,Uu,Uu^Es,Rb^Es,Rb}\n [/then]\n [else]\n {VARIABLE_RANDOM blast_terrain Rb^Es,Rb}\n [/else]\n [/if]\n\n [terrain]\n x,y=$blast_target.x,$blast_target.y\n terrain=$blast_terrain\n [/terrain]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE blast_terrain}\n\n {CLEAR_CAVE_SHROUD (find_in=\"blast_targets\")}\n\n [scroll_to]\n x,y=$blast_source.x,$blast_source.y\n {WARP}\n [/scroll_to]\n\n [redraw]\n side=1\n [/redraw]\n\n {RESET_SCREEN}\n\n [unhide_unit][/unhide_unit]\n\n {QUAKE (\"explosion-big.ogg\")}\n\n [harm_unit]\n [filter]\n [filter_location]\n find_in=blast_targets\n [/filter_location]\n [not]\n side=1\n [/not]\n [/filter]\n {QUANTITY amount 10 8 6}\n damage_type=impact\n kill=yes\n animate=yes\n fire_event=yes\n [/harm_unit]\n\n [delay]\n time=750\n [/delay]\n\n {CLEAR_VARIABLE blast_targets}\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n#define INT_BLAST_EVENT_WALL _X _Y\n\n {VARIABLE blast_event_prefix $unit.id}\n\n #\n # Set blast_event_prefix to 'elynia' or 'elyssa' accordingly.\n #\n [lua]\n code= << wml.variables.blast_event_prefix = string.lower(wml.variables.blast_event_prefix) >>\n [/lua]\n\n [fire_event]\n name=\"$blast_event_prefix blast event wall dialog 1\"\n [/fire_event]\n\n {VARIABLE blast_source.x {_X} }\n {VARIABLE blast_source.y {_Y} }\n\n [fire_event]\n name=blast event wall\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n\n {CLEAR_VARIABLE blast_source}\n\n [fire_event]\n name=\"$blast_event_prefix blast event wall dialog 2\"\n [/fire_event]\n\n {CLEAR_VARIABLE blast_event_prefix}\n#enddef\n\n [event]\n name=elynia blast event wall dialog 1,elyssa blast event wall dialog 1\n first_time_only=yes\n\n # wmllint: local spelling teleporting\n\n [message]\n speaker=Elyssa\n message= _ \"The underground portion of this citadel is larger than you may have suspected, and it can take a whole day to cover it entirely. Teleporting around here is an impossibility since your last intrusion, so we\u2019ll need to create some shortcuts ourselves.\"\n [/message]\n [/event]\n\n [event]\n name=elyssa blast event wall dialog 1\n first_time_only=yes\n\n [message]\n speaker=Elyssa\n message= _ \"I haven\u2019t done this in a while.\"\n [/message]\n [/event]\n\n [event]\n name=elyssa blast event wall dialog 2\n first_time_only=yes\n\n [message]\n speaker=Elynia\n message= _ \"...\"\n [/message]\n\n {INT_ELYNIA_THOUGHTS ( _ \"If the demoness\u2019 unsettling grin is any indication, destroying things is as stimulating for her as it is for me. I suppose that is the curse of our kind. What were the First Gods\u2019 intentions when entrusting their precious creation to such flawed stewards?\")}\n [/event]\n\n [event]\n name=elynia blast event wall dialog 1\n first_time_only=yes\n\n [message]\n speaker=Elyssa\n message= _ \"Destroy that wall.\"\n [/message]\n [/event]\n\n [event]\n name=elynia blast event wall dialog 2\n first_time_only=yes\n\n [message]\n speaker=Elyssa\n message= _ \"Excellent. You will eventually learn to focus your energy for more productive purposes.\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"That is a vain hope, of course. You really do not believe the elf will ever attain a greater degree of control over her aspect; she is just too incompetent for the burden. You can only wonder why events conspired to make her the heiress of Irdya instead of someone more mentally and emotionally fit.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x=22-28,23-28\n y= 9-12,13-14\n [/filter]\n\n {INT_BLAST_EVENT_WALL 30 10}\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x=49-58\n y=19-25\n [/filter]\n\n {CLEAR_CAVE_SHROUD (\n x,y=53,22\n radius=2\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=55,23\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"That crack was not there before. But it matters little \u2014 we can continue descending by our own means. There is another corridor right below this area if I\u2019m not mistaken...\"\n [/message]\n\n {INT_BLAST_EVENT_WALL 48 21}\n\n [scroll_to]\n x,y=47,22\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"That should do just fine. There is an underground river just adjacent to the corridor that we can follow.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x=44-46\n y=23-28\n [/filter]\n\n {INT_BLAST_EVENT_WALL 47 26}\n [/event]\n\n #\n # Enable recruitment of Fire Wraiths when entering\n # the underground river passage.\n #\n\n [event]\n name=moveto\n [filter]\n id=Elyssa\n x=49-57\n y=26-35\n [/filter]\n\n [message]\n speaker=Elyssa\n message= _ \"This passage leads to another corridor where we will surely find more opposition. It might be a good idea to summon some help to clear the path ahead.\"\n [/message]\n\n {ENABLE_FIRE_GUARDIAN_SUMMONING}\n\n [event]\n name=victory\n\n {DISABLE_FIRE_GUARDIAN_SUMMONING}\n [/event]\n\n [transient_message]\n image=units/monsters/firewraith/firewraith.png\n message= _ \"Elyssa can now summon Fire Wraiths.\"\n [/transient_message]\n\n {OBJECTIVES (\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Locate the entrance to the lowest level\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elyssa\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_NO_CARRYOVER}\n\n {LIMITED_CHARACTER_MOVES_NOTE}\n {FIRE_GUARDIAN_SUMMONING_NOTE}\n )}\n [/event]\n\n #\n # Activate side 2 recruitment when approaching the last corridor.\n #\n\n [event]\n name=moveto\n [filter]\n side=1\n x=59-70\n y=39-45\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [modify_side]\n side=2\n hidden=no\n {GOLD 100 115 130}\n recruit=Demon,Imp,Chaos Invoker,Chaos Headhunter\n [/modify_side]\n\n {GENERIC_UNIT 2 (Demon Grunt) 46 44} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT 2 (Demon Zephyr) 47 46} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT 2 (Demon Grunt) 45 46} {NO_UPKEEP_NO_OVERLAY}\n\n [message]\n speaker=\"Jeru'unog\"\n message= _ \"Cowards! The Fire must be extinguished for her betrayal! Go, find her!\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"That must be yet another of those minor Demon Lords. I wonder what kind of story Zhangor made up for them.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"You are betraying Uria by plotting against Zhangor.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Only if she wants to put it in that light. Ergea explained to you how the succession system works on Urvatha; did you forget?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Not really. But I would appreciate it if you stopped reading my thoughts and memories at every opportunity.\"\n [/message]\n\n {OBJECTIVES (\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Vanquish Demon Lord Jeru\u2019unog\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elyssa\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_NO_CARRYOVER}\n\n {LIMITED_CHARACTER_MOVES_NOTE}\n {FIRE_GUARDIAN_SUMMONING_NOTE}\n )}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=\"Jeru'unog\"\n [/filter]\n\n [message]\n speaker=\"Jeru'unog\"\n message= _ \"Defeated by a faerie and a human! How can this be?\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=\"Jeru'unog\"\n [/filter]\n\n [message]\n speaker=Elyssa\n message= _ \"I am not human.\"\n [/message]\n\n #\n # For simplicity, INT_BLAST_EVENT_WALL does not support swapping the\n # primary unit, so we must do so through a separate event.\n #\n\n [fire_event]\n name=blast final wall\n [primary_unit]\n x,y=$x2,$y2\n [/primary_unit]\n [/fire_event]\n\n {OBJECTIVES (\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Locate the entrance to the lowest level\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elyssa\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_NO_CARRYOVER}\n\n {LIMITED_CHARACTER_MOVES_NOTE}\n {FIRE_GUARDIAN_SUMMONING_NOTE}\n )}\n [/event]\n\n [event]\n name=blast final wall\n\n {INT_BLAST_EVENT_WALL 39 44}\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x=14\n y=37-41\n [/filter]\n\n [hide_unit][/hide_unit]\n\n {FADE_TO_BLACK}\n\n [fade_out_music]\n duration=500\n [/fade_out_music]\n\n [fade_out_sound_effects]\n duration=500\n [/fade_out_sound_effects]\n\n {REMOVE_SOUND_SOURCE hive_noise}\n\n [reset_sound_effects][/reset_sound_effects]\n\n {ENDLEVEL_QUIET}\n [/event]\n\n [event]\n name=time over\n [message]\n speaker=Elyssa\n message= _ \"... So, you obtain the power of a god and still manage to drag your feet all over the place for an eternity? Seriously? You don\u2019t even walk!\"\n [/message]\n [/event]\n[/scenario]\n\n#undef INT_TERRAIN_MOD_1\n#undef INT_TERRAIN_MOD_2\n#undef INT_RED_AURA\n#undef INT_REMOVE_RED_AURA\n#undef INT_FLASH_RED\n#undef INT_FLASH_PURPLE\n#undef INT_ANIMATE_ANYA\n#undef INT_BLAST_EVENT_WALL\n#undef INT_ELYNIA_THOUGHTS\n#undef INT_UNHIDE_CUTSCENE_UNITS\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=08D_Destiny_part_2\n name= _ \"Destiny \u2014 Part 2\"\n {MAP 08D_Destiny_part_2.map}\n {TURNS 48 46 44}\n next_scenario=09_Dark_Depths\n victory_when_enemies_defeated=no\n\n {J_DEATHS}\n\n {SCENARIO_MUSIC \"silence.ogg\"}\n\n {STORYTXT_DESTINY_PART_2}\n\n {ENDLESS_NIGHT}\n\n {SHAXTHAL_SET_SURFACE_VARIATIONS_FLAG}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=Anya\n team_name=good\n user_team_name= _ \"team_name^Anya\"\n\n {GOLD 440 430 420}\n\n # wmllint: recognize Anya\n {CHARACTER_STATS_ANYA}\n canrecruit=yes\n type=Guardian of Darkness Anya\n # clobber IS_HERO from the stats macro\n {NO_OVERLAYS_NO_ELLIPSE}\n [/side]\n\n [side]\n side=2\n controller=human\n save_id=Durvan\n team_name=good\n user_team_name= _ \"team_name^Durvan\"\n {ALLIANCE_FLAG}\n\n {GOLD 350 340 330}\n\n # wmllint: recognize Durvan\n {CHARACTER_STATS_DURVAN}\n canrecruit=yes\n # clobber IS_HERO from the stats macro\n {NO_OVERLAYS_NO_ELLIPSE}\n [/side]\n # wmllint: validate-on\n\n#define INT_NO_DEMOLITION_ABILITY\n [+unit]\n [+modifications]\n [object]\n silent=yes\n [effect]\n apply_to=remove_ability\n [abilities]\n {ABILITY_DEMOLITION_TEXT_ONLY}\n [/abilities]\n [/effect]\n [/object]\n [/modifications]\n [/unit]\n#enddef\n\n [side]\n side=3\n team_name=evil\n user_team_name= _ \"team_name^Iron Council\"\n {CHAOS_FLAG}\n\n {GOLD 60 70 80}\n recruit=Demon,Chaos Invader,Chaos Raider,Chaos Invoker\n\n canrecruit=yes\n type=Ancient Lich\n id=\"Mal Ba'arth\"\n name= _ \"Mal Ba\u2019arth\"\n facing=sw\n [modifications]\n {TRAIT_UNDEAD}\n {TRAIT_RESILIENT}\n [/modifications]\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT passive_leader yes}\n [/ai]\n\n {GENERIC_UNIT () (Demon Warrior) 45 19} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n {GENERIC_UNIT () (Demon Warrior) 47 20} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}\n\n {GENERIC_UNIT () (Shaxthal Stormblade) 47 18} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n {GENERIC_UNIT () (Shaxthal Stormblade) 50 20} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n {GENERIC_UNIT () (Shaxthal Stormblade) 51 16} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n {GENERIC_UNIT () (Shaxthal Stormblade) 53 19} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n\n {GENERIC_UNIT () (Shaxthal Stormblade) 37 16} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING s}\n {GENERIC_UNIT () (Shaxthal Stormblade) 45 30} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n\n {GENERIC_UNIT () (Lumeril Guard) 46 28} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n {GENERIC_UNIT () (Lumeril Guard) 48 29} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n\n # These four are placed in order to discourage units flying across the river.\n {GENERIC_UNIT () (Shaxthal War Drone) 14 14} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n {GENERIC_UNIT () (Shaxthal War Drone) 6 2} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n {GENERIC_UNIT () (Shaxthal War Drone) 23 20} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n {GENERIC_UNIT () (Shaxthal War Drone) 37 20} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING s}\n\n {GENERIC_UNIT () (Shaxthal Turret) 46 16} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Shaxthal Turret) 36 18} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Shaxthal Turret) 40 16} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Shaxthal Turret) 40 13} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Shaxthal Turret) 47 22} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Shaxthal Turret) 49 22} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Shaxthal Turret) 54 21} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Shaxthal Turret) 56 22} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Shaxthal Turret) 56 15} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Shaxthal Turret) 60 16} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Shaxthal Turret) 62 18} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Shaxthal Turret) 58 18} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Shaxthal Turret) 60 20} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n\n # Not guardians\n\n {GENERIC_UNIT () (Serpent Messenger) 51 38} {NO_UPKEEP_NO_OVERLAY} {FACING sw} {GUARDIAN}\n {GENERIC_UNIT () (Serpent Messenger) 55 38} {NO_UPKEEP_NO_OVERLAY} {FACING sw} {GUARDIAN}\n {GENERIC_UNIT () (Serpent Messenger) 49 25} {NO_UPKEEP_NO_OVERLAY} {FACING sw} {GUARDIAN}\n\n {GENERIC_UNIT () (Armageddon Imp) 55 20} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n {GENERIC_UNIT () (Armageddon Imp) 45 14} {NO_UPKEEP_NO_OVERLAY} {FACING se}\n\n [unit]\n id=Vrylla\n name= _ \"Vrylla\"\n type=Demon Slashing Gale\n x,y=57,31\n gender=female\n upkeep=free\n facing=sw\n [modifications]\n {TRAIT_DEXTROUS}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n [unit]\n id=Grylla\n name= _ \"Grylla\"\n type=Demon Slashing Gale\n x,y=62,30\n gender=female\n upkeep=free\n facing=sw\n [modifications]\n {TRAIT_DEXTROUS}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n\n [unit]\n id=Aethengrya\n name= _ \"Aethengrya\"\n type=Demon Slashing Gale\n x,y=63,32\n gender=female\n upkeep=free\n facing=sw\n [modifications]\n {TRAIT_DEXTROUS}\n {TRAIT_INTELLIGENT}\n [/modifications]\n [/unit]\n\n {GENERIC_UNIT () (Shaxthal War Drone) 61 23} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n {GENERIC_UNIT () (Shaxthal War Drone) 59 19} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n\n {GENERIC_UNIT () (Shaxthal Assault Drone) 62 23} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n {GENERIC_UNIT () (Shaxthal Assault Drone) 60 18} {NO_UPKEEP_NO_OVERLAY} {FACING se}\n {GENERIC_UNIT () (Shaxthal Assault Drone) 59 23} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n\n {GENERIC_UNIT () (Shaxthal Enforcer Drone) 14 3} {NO_UPKEEP_NO_OVERLAY} {VARIATION surface}\n {GENERIC_UNIT () (Shaxthal Enforcer Drone) 20 11} {NO_UPKEEP_NO_OVERLAY} {VARIATION surface}\n {GENERIC_UNIT () (Shaxthal Enforcer Drone) 27 4} {NO_UPKEEP_NO_OVERLAY} {VARIATION surface}\n\n {GENERIC_UNIT () (Shaxthal Sentry Drone) 28 4} {NO_UPKEEP_NO_OVERLAY} {VARIATION surface}\n {GENERIC_UNIT () (Shaxthal Sentry Drone) 16 7} {NO_UPKEEP_NO_OVERLAY} {VARIATION surface}\n {GENERIC_UNIT () (Shaxthal Sentry Drone) 21 3} {NO_UPKEEP_NO_OVERLAY} {VARIATION surface}\n {GENERIC_UNIT () (Shaxthal Sentry Drone) 21 10} {NO_UPKEEP_NO_OVERLAY} {VARIATION surface}\n\n {GENERIC_UNIT () (Shaxthal Enforcer Drone) 52 52} {NO_UPKEEP_NO_OVERLAY} {VARIATION surface}\n {GENERIC_UNIT () (Shaxthal Enforcer Drone) 55 49} {NO_UPKEEP_NO_OVERLAY} {VARIATION surface}\n {GENERIC_UNIT () (Shaxthal Enforcer Drone) 62 56} {NO_UPKEEP_NO_OVERLAY} {VARIATION surface}\n\n {GENERIC_UNIT () (Shaxthal Sentry Drone) 57 50} {NO_UPKEEP_NO_OVERLAY} {VARIATION surface}\n {GENERIC_UNIT () (Shaxthal Sentry Drone) 61 54} {NO_UPKEEP_NO_OVERLAY} {VARIATION surface}\n {GENERIC_UNIT () (Shaxthal Sentry Drone) 64 49} {NO_UPKEEP_NO_OVERLAY} {VARIATION surface}\n {GENERIC_UNIT () (Shaxthal Sentry Drone) 65 53} {NO_UPKEEP_NO_OVERLAY} {VARIATION surface}\n\n {GENERIC_UNIT () (Shaxthal Assault Drone) 1 10} {NO_UPKEEP_NO_OVERLAY} {FACING se}\n {GENERIC_UNIT () (Shaxthal Assault Drone) 3 15} {NO_UPKEEP_NO_OVERLAY} {FACING se}\n [/side]\n\n [side]\n side=4\n team_name=evil\n user_team_name= _ \"team_name^Kalari\"\n {CHAOS_FLAG}\n\n {GOLD 65 80 95}\n recruit=Chaos Invader,Chaos Bowman,Chaos Headhunter\n\n canrecruit=yes\n type=Hell Guardian\n id=Tremor\n name= _ \"Tremor\"\n [modifications]\n {TRAIT_SLOW}\n {TRAIT_INTELLIGENT}\n [/modifications]\n [/side]\n\n [side]\n side=5\n team_name=evil\n user_team_name= _ \"team_name^Kalari\"\n {CHAOS_FLAG}\n\n {GOLD 100 110 120}\n recruit=Ghoul,Skeleton Archer,Demon,Shaxthal Razorbird\n\n canrecruit=yes\n type=Chaos Lorekeeper\n id=Mal Wufnen\n name= _ \"Mal Wufnen\"\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_INTELLIGENT}\n [/modifications]\n [/side]\n\n [side]\n side=6\n team_name=evil\n user_team_name= _ \"team_name^Kalari\"\n {CHAOS_FLAG}\n\n {GOLD 90 100 110}\n recruit=Chaos Hound,Chaos Bowman,Shaxthal Runner Drone,Chaos Headhunter\n\n canrecruit=yes\n type=Demon Spelldancer\n id=Zhanethes\n name= _ \"Zhanethes\"\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_RESILIENT}\n [/modifications]\n [/side]\n\n [side]\n side=7\n team_name=evil\n user_team_name= _ \"team_name^Kalari\"\n {CHAOS_FLAG}\n\n {GOLD 80 90 100}\n recruit=Imp,Vampire Bat,Ghost,Demon,Skeleton Archer\n\n canrecruit=yes\n type=Ancient Lich\n id=Mal Unroth\n name= _ \"Mal Unroth\"\n [modifications]\n {TRAIT_UNDEAD}\n {TRAIT_STRONG}\n [/modifications]\n\n {GENERIC_UNIT () (Ixthala Fire Dancer) 33 17} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n {GENERIC_UNIT () (Ixthala Fire Dancer) 55 17} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n {GENERIC_UNIT () (Ixthala Fire Dancer) 48 34} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n {GENERIC_UNIT () (Ixthala Fire Dancer) 40 28} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n {GENERIC_UNIT () (Ixthala Fire Dancer) 40 11} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n {GENERIC_UNIT () (Ixthala Fire Dancer) 45 17} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n [/side]\n\n [side]\n side=8\n team_name=evil\n user_team_name= _ \"team_name^Kalari\"\n {CHAOS_FLAG}\n\n {GOLD 110 120 130}\n recruit=Chaos Raider,Chaos Gunner,Chaos Invader,Chaos Invoker\n\n canrecruit=yes\n type=Chaos Razerman\n id=General Penthein\n name= _ \"General Penthein\"\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n [/side]\n\n [side]\n side=9\n team_name=evil\n user_team_name= _ \"team_name^Kalari\"\n {CHAOS_FLAG}\n\n {GOLD 100 110 120}\n recruit=Chaos Headhunter,Imp,Skeleton Archer,Skeleton\n\n canrecruit=yes\n type=Death Knight\n id=General Mylean\n name= _ \"General Mylean\"\n [modifications]\n {TRAIT_UNDEAD}\n {TRAIT_RESILIENT}\n [/modifications]\n\n {GENERIC_UNIT () (Chocobone) 42 30} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n {GENERIC_UNIT () (Chocobone) 42 32} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n\n {GENERIC_UNIT () (Chocobone) 38 26} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n\n {GENERIC_UNIT () (Chocobone) 34 31} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n {GENERIC_UNIT () (Chocobone) 35 40} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n {GENERIC_UNIT () (Chocobone) 35 33} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n\n {GENERIC_UNIT () (Chocobone) 8 21} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n {GENERIC_UNIT () (Chocobone) 33 41} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n\n {GENERIC_UNIT () (Banebow) 39 18} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n\n {GENERIC_UNIT () (Banebow) 49 37} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}\n\n {GENERIC_UNIT () (Banebow) 20 21} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n {GENERIC_UNIT () (Draug) 17 20} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n {GENERIC_UNIT () (Draug) 21 23} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n [/side]\n\n [side]\n side=10\n team_name=evil\n user_team_name= _ \"team_name^Shaxthals\"\n {CHAOS_FLAG}\n color=brightgreen\n\n {NO_ECONOMY}\n no_leader=yes\n hidden=yes\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT leader_aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n\n [goal]\n name=protect_location\n value=100\n protect_radius=6\n [criteria]\n x,y=50,18 # The citadel keep\n [/criteria]\n [/goal]\n [/ai]\n [/side]\n\n {STARTING_VILLAGES_ALL 3}\n\n {STARTING_VILLAGES 4 4}\n {STARTING_VILLAGES 5 4}\n {STARTING_VILLAGES 6 4}\n {STARTING_VILLAGES 7 8}\n {STARTING_VILLAGES 8 5}\n {STARTING_VILLAGES 9 3}\n\n {PLACE_IMAGE scenery/banner-uria-standing-sw.png 39 33}\n {PLACE_IMAGE scenery/banner-uria-standing-sw.png 40 34}\n\n {PLACE_IMAGE scenery/banner-uria-standing-sw.png 45 29}\n {PLACE_IMAGE scenery/banner-uria-standing-sw.png 47 30}\n\n {PLACE_IMAGE scenery/banner-uria-standing-sw.png 39 17}\n {PLACE_IMAGE scenery/banner-uria-standing.png 35 17}\n\n {PLACE_IMAGE scenery/banner-uria-standing.png 38 24}\n {PLACE_IMAGE scenery/banner-uria-standing.png 37 26}\n\n {PLACE_IMAGE scenery/banner-uria-standing-sw.png 51 18}\n\n {PLACE_IMAGE scenery/rock3.png 63 54}\n {PLACE_IMAGE scenery/rock2.png 57 51}\n\n {PLACE_IMAGE items/scarecrow.png 25 29}\n {PLACE_IMAGE items/scarecrow.png 9 25}\n\n {PLACE_IMAGE items/grain-sheaf.png 23 29}\n\n {PLACE_IMAGE items/bones.png 55 54}\n {PLACE_IMAGE \"items/bones.png~FL(horiz)\" 16 16}\n {PLACE_IMAGE items/bones.png 10 9}\n\n#define INT_PLAYER_HELPER _WML\n [unit]\n {_WML}\n upkeep=free\n {IS_LOYAL}\n [+modifications]\n {TRAIT_LOYAL}\n [/modifications]\n [/unit]\n#enddef\n\n#define INT_PILLAGER _X _Y\n {INT_PLAYER_HELPER (\n side=2\n x={_X}\n y={_Y}\n random_traits=yes\n generate_name=yes\n facing=ne\n type=Goblin Pillager\n )}\n#enddef\n\n#define INT_FORCE_OBJECTIVES_REFRESH\n [fire_event]\n name=force objectives refresh\n [/fire_event]\n#enddef\n\n [event]\n name=force objectives refresh\n first_time_only=no\n\n #\n # HACK:\n #\n # Works around AtS issue #66 in Wesnoth 1.14.x by forcing objectives to\n # be fully refreshed each time instead of relying on [show_if]'s\n # advertised semantics to work properly past turn save loads.\n #\n # Previously we'd use [objectives] in prestart and [show_objectives] in\n # the middle of the scenario.\n #\n\n {OBJECTIVES (\n side=1,2\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Destroy Mal Ba\u2019arth, the last Iron Council member, and move Anya to the citadel\")}\n {OBJECTIVE_SHOW_IF ({VARIABLE_BOOLEAN_EQUALS e3s8d_objectives_status.defeat_council no})}\n {OBJECTIVE_VICTORY ( _ \"Defeat the Storm Sisters (Vrylla, Grylla, and Aethengrya)\")}\n {OBJECTIVE_SHOW_IF ({VARIABLE_BOOLEAN_EQUALS e3s8d_objectives_status.defeat_sisters no})}\n {OBJECTIVE_VICTORY ( _ \"Move Anya to the citadel\")}\n {OBJECTIVE_SHOW_IF (\n {VARIABLE_BOOLEAN_EQUALS e3s8d_objectives_status.defeat_council yes}\n {VARIABLE_BOOLEAN_EQUALS e3s8d_objectives_status.defeat_sisters yes}\n {VARIABLE_BOOLEAN_EQUALS e3s8d_objectives_status.seize_citadel no }\n )}\n {OBJECTIVE_VICTORY_END_OF_TURNS}\n {OBJECTIVE_SHOW_IF ({VARIABLE_BOOLEAN_EQUALS e3s8d_objectives_status.seize_citadel yes})}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Anya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Durvan\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Irylean\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Ergea\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Cron\")}\n {TURNS_RUN_OUT}\n {OBJECTIVE_SHOW_IF ({VARIABLE_BOOLEAN_EQUALS e3s8d_objectives_status.seize_citadel no})}\n\n {OBJECTIVE_FULL_CARRYOVER}\n\n {OBJECTIVE_NOTE ( _ \"The citadel comprises the starting location for Mal Ba\u2019arth and the immediately adjacent keep (not castle) hexes at (50, 18)\")}\n {OBJECTIVE_NOTE ( _ \"It could prove advantageous to defeat other enemy leaders and move Anya or Ergea to their keeps before destroying Mal Ba\u2019arth\")}\n {OBJECTIVE_NOTE ( _ \"Avoid stationing units on the Shaxthal hives nearby\")}\n {OBJECTIVE_NOTE ( _ \"Do not waste your Goblin Pillagers\")}\n )}\n [/event]\n\n [event]\n name=prestart\n\n [set_variables]\n name=e3s8d_objectives_status\n mode=replace\n [literal]\n defeat_council=no\n seize_citadel=no\n defeat_sisters=no\n defeat_other_enemy_leaders=no\n [/literal]\n [/set_variables]\n\n # Daeira should have been returned to the recall list at the end of the\n # boss fight sequence in E3S8B. This is here just in case that didn't\n # happen (debug mode?).\n\n [if]\n {VARIABLE_NUMERICAL_NOT_EQUALS daeira_store.length 0}\n [then]\n [unstore_unit]\n variable=daeira_store\n x,y=recall,recall\n [/unstore_unit]\n\n {CLEAR_VARIABLE daeira_store}\n [/then]\n [/if]\n\n [capture_village]\n side=1\n x=14,19,18,18\n y=37,40,43,46\n [/capture_village]\n\n [capture_village]\n side=2\n x=12, 6, 2, 6, 5\n y=47,47,45,43,55\n [/capture_village]\n\n [kill]\n id=Anya\n [/kill]\n\n [unit]\n # wmllint: recognize Anya\n {CHARACTER_STATS_ANYA}\n canrecruit=yes\n type=Guardian of Darkness Anya\n facing=ne\n side=1\n placement=leader\n # clobber IS_HERO from the stats macro\n {NO_OVERLAYS_NO_ELLIPSE}\n [/unit]\n\n # wmllint: recognize Irylean\n {RECALL_IRYLEAN_AT_LOCATION 14 42}\n # wmllint: recognize Ergea\n {RECALL_ERGEA_AT_LOCATION 13 42}\n # wmllint: recognize Cron\n {RECALL_CRON_AT_LOCATION 12 41}\n # wmllint: recognize Igor\n {RECALL_IGOR_AT_LOCATION 4 43}\n # wmllint: recognize Daeira\n {RECALL_DAEIRA_AT_LOCATION 9 39}\n\n #\n # Workaround for recall issues in E3S8B (FIXME)\n #\n\n [modify_unit]\n [filter]\n id=Cron,Irylean,Igor\n [/filter]\n moves=$this_unit.max_moves\n [/modify_unit]\n\n {RECALL_SIDE_LOYALS 2 ()}\n\n {RECALL_SIDE_UNITS_AT 1 (race=merman) 6 36}\n\n {INT_PLAYER_HELPER (\n side=1\n type=Faerie Dryad\n id=Meeryn\n name= _ \"Meeryn\"\n x,y=12,39\n [modifications]\n {TRAIT_RESILIENT}\n [/modifications]\n )}\n\n {INT_PLAYER_HELPER (\n side=1\n type=Faerie Dryad\n id=Anelith\n name= _ \"Anelith\"\n x,y=9,46\n [modifications]\n {TRAIT_QUICK}\n [/modifications]\n )}\n\n [if]\n [have_unit]\n id=Daeira\n [/have_unit]\n [then]\n {LIGHT_OF_XIAEL:APPLY_TO_SINGULAR_UNIT id=Anelith,Meeryn}\n [/then]\n [/if]\n\n {INT_PLAYER_HELPER (\n side=1\n type=Saurian Soothsayer\n id=Sharazkas\n name= _ \"Sharazkas\"\n facing=ne\n x,y=21,44\n [modifications]\n {TRAIT_STRONG}\n [/modifications]\n )}\n\n {INT_PLAYER_HELPER (\n side=1\n type=Saurian Soothsayer\n id=Eressin\n name= _ \"Eressin\"\n facing=ne\n x,y=19,38\n [modifications]\n {TRAIT_STRONG}\n [/modifications]\n )}\n\n {INT_PLAYER_HELPER (\n side=1\n type=Demon Spelldancer\n id=Domegi\n name= _ \"Domegi\"\n facing=ne\n x,y=8,39\n [modifications]\n {TRAIT_QUICK}\n [/modifications]\n )}\n\n {INT_PLAYER_HELPER (\n side=1\n type=Saurian Flanker\n id=Issylias\n name= _ \"Issylias\"\n facing=ne\n x,y=6,45\n [modifications]\n {TRAIT_RESILIENT}\n [/modifications]\n )}\n\n {INT_PLAYER_HELPER (\n side=2\n type=Orcish Warlord\n id=Nortrang\n name= _ \"Nortrang\"\n x,y=7,41\n [modifications]\n {TRAIT_RESILIENT}\n [/modifications]\n )}\n\n {INT_PLAYER_HELPER (\n side=2\n type=Direwolf Rider\n id=Fernol\n name= _ \"Fernol\"\n x,y=10,47\n [modifications]\n {TRAIT_STRONG}\n [/modifications]\n )}\n\n {INT_PLAYER_HELPER (\n side=2\n type=Orcish Slayer\n id=Acengrez\n name= _ \"Acengrez\"\n x,y=16,41\n [modifications]\n {TRAIT_QUICK}\n [/modifications]\n )}\n\n {INT_PILLAGER 3 39}\n {INT_PILLAGER 4 40}\n {INT_PILLAGER 2 40}\n {INT_PILLAGER 4 41}\n\n {INT_PILLAGER 7 54}\n {INT_PILLAGER 8 55}\n {INT_PILLAGER 6 56}\n {INT_PILLAGER 3 55}\n\n {INT_PILLAGER 2 48}\n {INT_PILLAGER 4 49}\n\n {INT_PILLAGER 18 48}\n {INT_PILLAGER 16 48}\n\n {INT_PILLAGER 13 52}\n {INT_PILLAGER 12 53}\n\n {INT_PLAYER_HELPER (\n side=2\n type=Orcish Slurbow\n id=Bogar\n name= _ \"Bogar\"\n x,y=6,52\n [modifications]\n {TRAIT_RESILIENT}\n [/modifications]\n )}\n\n {FACE_DIRECTION side=1,2 ne}\n\n {INT_FORCE_OBJECTIVES_REFRESH}\n [/event]\n\n#define INT_ANYA_THOUGHTS _MESSAGE\n [message]\n speaker=narrator\n caption= _ \"Anya\"\n image= # wmllint: ignore\n message=\"\"+{_MESSAGE}+\"\" # wmllint: ignore\n [/message]\n#enddef\n\n [event]\n name=start\n\n {INCIDENTAL_MUSIC \"battle-epic.ogg\"}\n\n [message]\n speaker=Anya\n message= _ \"For the last time, Durvan, I am not a goddess! This is ridiculous!\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Well... there\u2019s not much you can do about it at this point, anyway. Everyone saw the darkness stuff you did with the remaining monsters, and rumors spread like\u2014\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"A disease! I do not even know what I actually did! I only want to leave this dreadful place and rest!\"\n [/message]\n\n [message]\n speaker=Ergea\n message= _ \"This is the most auspicious moment to storm the citadel if that is what you want to do. And if you play the part you may be able to obtain support from Uria\u2019s converts. Once they realize that the Fist and the Iron Council have been lying to them, the Chaos Empire\u2019s social structure shall shatter. But we ought to plant the seed of distrust now, while Elynia and the Fire prepare to vanquish the usurper.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"... Assuming they are even alive.\"\n [/message]\n\n [message]\n speaker=Ergea\n message= _ \"Is that what you want?\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"... Yes.\"\n [/message]\n\n {INT_ANYA_THOUGHTS ( _ \"I want to see her once again. I want to smile with her, talk with her. She promised...\")}\n\n [message]\n speaker=Ergea\n message= _ \"Then, please, help us. Help us storm the citadel. Help us uproot Uria\u2019s evil influence on Irdya, and advance the long path that lies ahead for you as the Guardian of Darkness.\"\n [/message]\n\n {REPLACE_SCENARIO_MUSIC \"casualties_of_war.ogg\"}\n {APPEND_MUSIC \"legends_of_the_north.ogg\"}\n {APPEND_MUSIC \"battle.ogg\"}\n {APPEND_MUSIC \"siege_of_laurelmor.ogg\"}\n # Yes, only play this one once, right now. It's even more upbeat\n # than legends_of_the_north.ogg and that's not a good thing in\n # this case.\n {INCIDENTAL_MUSIC \"northern_mountains.ogg\"}\n [/event]\n\n [event]\n name=side 1 turn 1 end\n\n [message]\n speaker=Anya\n message= _ \"I guess I should be thankful you are not calling me Merthiaal or anything like that.\"\n [/message]\n\n [message]\n speaker=Ergea\n message= _ \"The names of the guardians you know were the names they chose for themselves in the First Cycle. We may not call you by the name of the original Guardian of Darkness unless you choose to adopt her name instead of your own.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Is that how it really works? I prefer to keep my current name, then.\"\n [/message]\n [/event]\n\n [event]\n name=side 2 turn 1 end\n\n [message]\n speaker=Irylean\n message= _ \"Hey, Durvan, did you ever think you would fight at the side of two faerie goddesses against an endless horde of demons, imps, and devout worshipers of an evil demoness?\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"No. Well, now that you mention it... this will be quite the story to tell the folks in the Heart Forest. Nobody will ever believe me.\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"Same...\"\n [/message]\n [/event]\n\n [event]\n name=side 1 turn 3 end\n [filter_condition]\n [have_unit]\n id=Igor\n [/have_unit]\n [/filter_condition]\n\n [message]\n speaker=Anya\n message= _ \"On the bright side, dying and returning to the physical realm as a Guardian is a surprisingly easy way to get rid of all the sweat and filth on me.\"\n [/message]\n [/event]\n\n [event]\n name=side 2 turn 4\n [filter_condition]\n [have_unit]\n id=Igor\n [/have_unit]\n [/filter_condition]\n\n [message]\n speaker=Durvan\n message= _ \"Igor?\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"Hm?\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Have you ever felt like... no matter how hard you try, you can\u2019t even hope to measure up to someone whose company you enjoy?\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"Uh, sometimes.\"\n [/message]\n [/event]\n\n [event]\n name=side 2 turn 4 end\n [filter_condition]\n [have_unit]\n id=Igor\n [/have_unit]\n [/filter_condition]\n\n [message]\n speaker=Igor\n message= _ \"But you end up realizing that friends don\u2019t expect you to magically become something you\u2019re not! Lady Elynia and the scary lich always were way more than me with all those magic powers I don\u2019t understand, but that never stopped them from seeing me as a friend!\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"Right. (sighs) I guess I\u2019ve just got to accept it...\"\n [/message]\n [/event]\n\n #\n # It goes without saying that this event only triggers if Daeira exists.\n #\n [event]\n name=moveto\n [filter]\n id=Anya\n [filter_adjacent]\n id=Daeira\n [/filter_adjacent]\n [or]\n id=Daeira\n [filter_adjacent]\n id=Anya\n [/filter_adjacent]\n [/or]\n [/filter]\n\n [message]\n speaker=Anya\n message= _ \"Oh, hello again!\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"Greetings.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"I thought something bad may have happened to you back there... You were with us and then disappeared? Why?\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"You need not worry about my wellbeing, Anya. I can easily escape from certain danger thanks to my intimate connection to the Aspect of Water. There is a large amount of it around these parts, after all.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Please don\u2019t tell me now that you are the Guardian of Water or some nonsense like that... I cannot take more of this right now.\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"It would be a sin beyond measure for someone such as I to pretend to be a god in front of one. With that said, all faeriekind creatures are connected to one or two Aspects to some degree. For example, you are connected to both Darkness and Earth as the daughter of a forest faerie.\"\n [/message]\n\n {VARIABLE_DEFAULT anya_wants_to_see_the_manager no}\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS anya_wants_to_see_the_manager yes}\n [then]\n [message]\n speaker=Anya\n message= _ \"Right, which reminds me I still don\u2019t know how the story of my parents ends. Then again... perhaps I don\u2019t want to know.\"\n [/message]\n [/then]\n [/if]\n\n [message]\n speaker=Anya\n message= _ \"Did you know I was meant to become the Guardian of Darkness, though?\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"Yes, I did. And I apologize for not revealing that to you \u2014 if I had, there is a good chance that you would have made all the wrong decisions.\"\n [/message]\n\n [if]\n {VARIABLE_NUMERICAL_LESS_THAN turn_number 4}\n [then]\n [message]\n speaker=Anya\n message= _ \"Meanwhile, Ergea hasn\u2019t apologized for keeping information from me... Which reminds me, we still have a battle to fight. I hope I can count on your help.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Anya\n message= _ \"Meanwhile, Ergea hasn\u2019t apologized for keeping information from me... Well, it doesn\u2019t matter for now. We need to get back to the fight.\"\n [/message]\n [/else]\n [/if]\n\n [message]\n speaker=Daeira\n message= _ \"Certainly.\"\n [/message]\n [/event]\n\n [event]\n name=prestart\n\n #\n # Setup the rebel location events.\n #\n # The rebel_villages container (which we try to make sure is empty at first\n # is used to keep track of the villages that have already been configured\n # (using SLF find_in), so we don't need to keep it around once we are done.\n #\n\n {CLEAR_VARIABLE rebel_villages}\n\n [while]\n {VARIABLE_NUMERICAL_LESS_THAN rebel_villages.length 12}\n [do]\n [store_locations]\n terrain=*^V*\n [not]\n owner_side=1\n [/not]\n [not]\n owner_side=2\n [/not]\n [not]\n find_in=rebel_villages\n [/not]\n variable=locs\n [/store_locations]\n\n # FIXME: interacts poorly with pseudoinfinite loops.\n #{BUG_ON ({VARIABLE_NUMERICAL_EQUALS locs.length 0})\n #(\"Could not store more villages! ($rebel_villages.length|)\")}\n\n {VARIABLE_RANDOM n \"0..$($locs.length - 1)\"}\n\n [set_variables]\n name=rebel_villages\n mode=append\n to_variable=\"locs[$n]\"\n [/set_variables]\n\n # The unit type chosen for each rebel is determined here so that the player\n # can't save-reload before every village capture in an attempt to obtain the\n # rarer types. The repetition of some ids is intended to help with adjusting\n # probabilities.\n\n {VARIABLE_RANDOM rebel_type \"Demon,Demon,Demon Zephyr,Chaos Invader,Chaos Invader,Chaos Invader,Chaos Invader,Chaos Invader,Chaos Bowman,Chaos Bowman,Chaos Gunner,Chaos Raider,Chaos Headhunter\"}\n\n [unit]\n side=1 # This is changed by events depending on who captured the village.\n type=$rebel_type\n {IS_LOYAL}\n upkeep=free\n random_gender=yes\n random_traits=yes\n generate_name=yes\n to_variable=rebel_wml\n [modifications]\n {TRAIT_LOYAL}\n # Second trait slot gets a random trait.\n [/modifications]\n [/unit]\n\n [event]\n name=moveto\n delayed_variable_substitution=no\n [filter]\n x,y=$locs[$n].x,$locs[$n].y\n [and]\n side=1\n [or]\n side=2\n [/or]\n [/and]\n [/filter]\n\n [set_variables]\n name=rebel_spawn\n mode=replace\n # Substitute rebel_wml on handler generation, not\n # later.\n [insert_tag]\n name=literal\n variable=\"rebel_wml\"\n [/insert_tag]\n [/set_variables]\n\n # Override spawn side with the primary unit's side\n # when running the event handler.\n\n {VARIABLE rebel_spawn.side $|unit.side}\n\n [unstore_unit]\n variable=rebel_spawn\n x,y=\"$|x1\",\"$|y1\"\n find_vacant=yes\n check_passability=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE rebel_spawn}\n\n [fire_event]\n name=rebel_speech\n [primary_unit]\n # This we can substitute on handler generation.\n # It is supposed to be the engine's automatically\n # generated default unit id.\n id=$rebel_wml.id\n [/primary_unit]\n [/fire_event]\n [/event]\n\n {CLEAR_VARIABLE n,locs,rebel_wml,rebel_type}\n [/do]\n [/while]\n\n # Done now, so we can dispose of the SLF state.\n {CLEAR_VARIABLE rebel_villages}\n [/event]\n\n#define INT_SPEECH _MSG\n [value]\n message={_MSG}\n [/value]\n#enddef\n\n [event]\n name=prestart\n\n [set_variables]\n name=rebel_speeches\n mode=replace\n\n {INT_SPEECH ( _ \"The prophecies were correct! The Dark Lady was reborn, and she has finally come to vanquish the usurper and set us free from his grasp!\")}\n\n {INT_SPEECH ( _ \"Rise up, brethren! We are slaves of the Fist no more!\")}\n\n {INT_SPEECH ( _ \"May the Dark Lady guide us to victory over the false god!\")}\n\n {INT_SPEECH ( _ \"Can it be? Rebelling against Uria could be highly disastrous for everyone! But... What else do we have left anymore?\")}\n [/set_variables]\n\n [set_variables]\n name=funpack_speeches\n mode=replace\n\n {INT_SPEECH ( _ \"We have long awaited this night. Together, we shall forge a new empire from the blood of the usurper and the fakes who dare to adore him!\")}\n\n {INT_SPEECH ( _ \"Uria\u2019s time is almost over. I can feel it. Death to the usurper!\")}\n\n {INT_SPEECH ( _ \"Behold, the Guardian of Darkness in all her godly glory!\")}\n\n {INT_SPEECH ( _ \"Let us cleanse this land and restore the true cult of Yechnagoth!\")}\n [/set_variables]\n [/event]\n\n#define INT_RANDOM_ONE_TIME_SPEECH_EVENT _SPEECHES_ARRAY\n [filter_condition]\n {VARIABLE_NUMERICAL_GREATER_THAN {_SPEECHES_ARRAY}+\".length\" 0}\n [/filter_condition]\n #\n # Select a random speech and never use it again.\n #\n\n {VARIABLE_RANDOM r \"0..$($\"+{_SPEECHES_ARRAY}+\".length - 1)\"}\n\n [message]\n speaker=unit\n message=\"$\"+{_SPEECHES_ARRAY}+\"[$r].message\"\n [/message]\n\n {CLEAR_VARIABLE {_SPEECHES_ARRAY}+\"[$r]\"}\n {CLEAR_VARIABLE r}\n#enddef\n\n [event]\n name=rebel speech\n first_time_only=no\n\n {INT_RANDOM_ONE_TIME_SPEECH_EVENT rebel_speeches}\n [/event]\n\n [event]\n name=funpack speech\n first_time_only=no\n\n {INT_RANDOM_ONE_TIME_SPEECH_EVENT funpack_speeches}\n [/event]\n\n [event]\n name=funpack event\n first_time_only=no\n\n [unit]\n side=1\n type=Chaos Invoker\n generate_name=yes\n random_gender=yes\n random_traits=yes\n upkeep=free\n {IS_LOYAL}\n x,y=$x1,$y1\n [modifications]\n {TRAIT_LOYAL}\n [/modifications]\n [/unit]\n\n {RANDOM \"Demon,Demon,Demon,Demon,Demon Zephyr,Imp,Imp,Imp,Valdemon Basher\"}\n\n [unit]\n side=1\n type=$random\n generate_name=yes\n random_gender=yes\n random_traits=yes\n upkeep=free\n {IS_LOYAL}\n x,y=$x1,$y1\n [modifications]\n {TRAIT_LOYAL}\n [/modifications]\n [/unit]\n\n {RANDOM \"Shaxthal Drone,Shaxthal Drone,Shaxthal Runner Drone,Shaxthal Runner Drone,Shaxthal Runner Drone,Shaxthal Razorbird\"}\n\n [unit]\n side=1\n type=$random\n generate_name=yes\n random_gender=yes\n random_traits=yes\n upkeep=free\n variation=surface\n {IS_LOYAL}\n x,y=$x1,$y1\n [modifications]\n {TRAIT_LOYAL}\n [/modifications]\n [/unit]\n\n {CLEAR_VARIABLE random}\n\n [fire_event]\n name=funpack speech\n [primary_unit]\n type=Chaos Invoker\n [filter_location]\n x,y=$x1,$y1\n # should be an adequate radius in case there are units obstructing the spawn location\n radius=3\n [/filter_location]\n [/primary_unit]\n [/fire_event]\n\n {VARIABLE temp_gold_retrieval_amount ({DIFF 150 130 110})}\n\n [message]\n speaker=narrator\n sound=gold.ogg\n image=\"items/gold-coins-medium.png\"\n message= _ \"Both playing teams retrieve $temp_gold_retrieval_amount pieces of gold.\"\n [/message]\n\n [gold]\n side=1,2\n amount=$temp_gold_retrieval_amount\n [/gold]\n\n {CLEAR_VARIABLE temp_gold_retrieval_amount}\n [/event]\n\n#define INT_FUNPACK_LOCATION_EVENT _DECEASED_LEADER_SIDE _X _Y\n [event]\n name=moveto\n delayed_variable_substitution=no\n [filter]\n x={_X}\n y={_Y}\n [and]\n id=Anya\n [or]\n id=Ergea\n [/or]\n [/and]\n [/filter]\n [filter_condition]\n [not]\n [have_unit]\n canrecruit=yes\n side={_DECEASED_LEADER_SIDE}\n [/have_unit]\n [/not]\n [/filter_condition]\n\n [fire_event]\n name=funpack event\n [primary_unit]\n # delay substitution\n x,y=$|x1,$|y1\n [/primary_unit]\n [/fire_event]\n [/event]\n#enddef\n\n #\n # Setup funpack locations.\n #\n [event]\n name=prestart\n\n [for]\n variable=n\n start,end=4,9\n [do]\n [store_starting_location]\n side=$n\n [/store_starting_location]\n\n {INT_FUNPACK_LOCATION_EVENT $n $location.x $location.y}\n [/do]\n [/for]\n\n {CLEAR_VARIABLE location}\n [/event]\n\n [event]\n name=victory\n {CLEAR_VARIABLE rebel_speeches,funpack_speeches}\n [/event]\n\n#define INT_OBJECTIVE_COMPLETE _OBJECTIVE_ID\n {VARIABLE \"e3s8d_objectives_status.\"+{_OBJECTIVE_ID} yes}\n\n [fire_event]\n name=objectives controller\n [/fire_event]\n#enddef\n\n #\n # Defeating Mal What's-His-Name.\n #\n [event]\n name=last breath\n [filter]\n id=\"Mal Ba'arth\"\n [/filter]\n\n [message]\n speaker=\"Mal Ba'arth\"\n message= _ \"... It is true, then. The Dark Lady has finally arisen and come to reclaim this doomed world... But it is all in vain... all in vain...\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=\"Mal Ba'arth\"\n [/filter]\n\n {INT_OBJECTIVE_COMPLETE defeat_council}\n [/event]\n\n #\n # Defeating the Storm Sisters.\n #\n [event]\n name=die\n [filter]\n id=Vrylla\n [or]\n id=Grylla\n [/or]\n [or]\n id=Aethengrya\n [/or]\n [/filter]\n [filter_condition]\n [not]\n [have_unit]\n [not]\n x,y=$x1,$y1\n [/not]\n [and]\n id=Vrylla\n [or]\n id=Grylla\n [/or]\n [or]\n id=Aethengrya\n [/or]\n [/and]\n [/have_unit]\n [/not]\n [/filter_condition]\n\n {INT_OBJECTIVE_COMPLETE defeat_sisters}\n [/event]\n\n #\n # Defeating supporting enemy leaders.\n #\n # They are handled on an individual basis (for granting the player bonus\n # units) in a different handler. We only do objectives tracking in this one.\n #\n [event]\n name=die\n [filter]\n canrecruit=yes\n [not]\n side=1\n [/not]\n [not]\n side=2\n [/not]\n [not]\n side=3\n [/not]\n [/filter]\n [filter_condition]\n [not]\n [have_unit]\n canrecruit=yes\n [not]\n x,y=$x1,$y1\n [/not]\n [not]\n side=1\n [/not]\n [not]\n side=2\n [/not]\n [not]\n side=3\n [/not]\n [/have_unit]\n [/not]\n [/filter_condition]\n\n {INT_OBJECTIVE_COMPLETE defeat_other_enemy_leaders}\n [/event]\n\n [event]\n name=die\n first_time_only=no\n [filter]\n canrecruit=yes\n [and]\n [not]\n side=1\n [or]\n side=2\n [/or]\n [/not]\n [/and]\n [/filter]\n\n [fire_event]\n name=check citadel capture status\n [/fire_event]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Anya\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [fire_event]\n name=check citadel capture status\n [/fire_event]\n [/event]\n\n #\n # Seizing the citadel after completing the minimum objectives.\n #\n [event]\n name=check citadel capture status\n [filter_condition]\n [have_unit]\n id=Anya\n x=49-51,50\n y=18-19,17\n [/have_unit]\n\n {VARIABLE_BOOLEAN_EQUALS e3s8d_objectives_status.defeat_council yes}\n {VARIABLE_BOOLEAN_EQUALS e3s8d_objectives_status.defeat_sisters yes}\n [/filter_condition]\n\n [remove_item]\n x,y=51,18\n [/remove_item]\n\n {PLACE_IMAGE scenery/banner-yechnagoth-standing-sw.png 51 18}\n\n [message]\n speaker=Anya\n message= _ \"The citadel is ours! Now we should be able to find Elynia and\u2014\"\n [/message]\n\n {REPLACE_SCENARIO_MUSIC \"the_city_falls.ogg\"}\n {APPEND_MUSIC \"casualties_of_war.ogg\"}\n {APPEND_MUSIC \"siege_of_laurelmor.ogg\"}\n\n {INCIDENTAL_MUSIC \"northerners.ogg\"}\n\n [message]\n speaker=Irylean\n message= _ \"I fear that we will have to put that plan on hold, Anya. There are reports of more of those creatures coming from the hives around the citadel. People say they will be here in a matter of minutes.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"But we have only just won! Are they going to storm their own capital now?\"\n [/message]\n\n [message]\n speaker=Durvan\n message= _ \"I would not put it past them to attempt to destroy the citadel in an attempt to ensure we cannot find Elynia... assuming she is even alive at this point.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Do not say that! Let\u2019s repel those awful creatures, then!\"\n [/message]\n\n [message]\n speaker=Irylean\n message= _ \"Easier said than done...\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"Battle goblin, ready to crush those bugs!\"\n [/message]\n\n [fire_event]\n name=enter survival mode\n [/fire_event]\n\n {INT_OBJECTIVE_COMPLETE seize_citadel}\n [/event]\n\n [event]\n name=objective announce iron council left\n [message]\n speaker=Ergea\n message= _ \"The Storm Sisters are now our prisoners, but we must destroy the last member of the Iron Council if we intend to seize the citadel.\"\n [/message]\n [/event]\n\n [event]\n name=objective announce storm sisters left\n [message]\n speaker=Ergea\n message= _ \"The last member of the Iron Council is no more, but as long as any of the Storm Sisters still roam about, there shall be no end to our struggles.\"\n [/message]\n [/event]\n\n [event]\n name=objectives controller\n first_time_only=no\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS e3s8d_objectives_status.defeat_council no}\n {VARIABLE_BOOLEAN_EQUALS e3s8d_objectives_status.defeat_sisters yes}\n [then]\n [fire_event]\n name=objective announce iron council left\n [/fire_event]\n [/then]\n [/if]\n\n # Didn't want to go deeper with indentation here.\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS e3s8d_objectives_status.defeat_council yes}\n {VARIABLE_BOOLEAN_EQUALS e3s8d_objectives_status.defeat_sisters no}\n [then]\n [fire_event]\n name=objective announce storm sisters left\n [/fire_event]\n [/then]\n [/if]\n\n {INT_FORCE_OBJECTIVES_REFRESH}\n [/event]\n\n [event]\n name=enter survival mode\n\n # This is it, the end of the scenario. First increase turn limit and\n # configure the upcoming Shaxthal enemy waves. They take place every\n # four turns on any difficulty mode.\n\n {VARIABLE w ({DIFF 1 1 2})} # Number of survival waves\n {VARIABLE d 1} # Initial delay before the first wave\n {VARIABLE r 5} # Enemy waves rate (in turns)\n\n [modify_turns]\n value=\"$($turn_number + $d + $r * $w)\"\n [/modify_turns]\n\n [for]\n variable=k\n start,end=1,$w\n [do]\n [event]\n delayed_variable_substitution=no\n name=\"turn $($turn_number + $r * ($k - 1) + $d)\"\n\n [fire_event]\n name=create survival wave\n [/fire_event]\n [/event]\n [/do]\n [/for]\n\n {CLEAR_VARIABLE w,d,r}\n\n #\n # Setup end-of-turns handler so victory is achieved by surviving until\n # the end of turns.\n #\n [event]\n name=time over\n\n {ENDLEVEL_QUIET}\n [/event]\n\n # The event which invoked us will take care of signaling the handler to\n # refresh the player objectives.\n [/event]\n\n#define INT_SLF_SOUTHEAST_HIVE\n x=50-65\n y=47-56\n#enddef\n\n#define INT_SLF_NORTHWEST_HIVE\n x=4-15,16-22,23-33\n y=1-6 , 1-12, 1-10\n#enddef\n\n#define INT_GENERATE_WAVE _SLF_BASE\n [store_locations]\n terrain=C*\n {_SLF_BASE}\n variable=locs\n [/store_locations]\n\n [foreach]\n array=locs\n variable=loc\n [do]\n {VARIABLE_RANDOM type \"Shaxthal Custodian Drone,Shaxthal War Drone,Shaxthal Enforcer Drone,Shaxthal Enforcer Drone\"}\n {GENERIC_UNIT 10 $type $loc.x $loc.y} {NO_UPKEEP_NO_OVERLAY} {FACING nw} {VARIATION surface}\n [/do]\n [/foreach]\n\n [store_locations]\n terrain=*^Xp\n {_SLF_BASE}\n variable=locs\n [/store_locations]\n\n [foreach]\n array=locs\n variable=loc\n [do]\n {VARIABLE_RANDOM type \"Shaxthal Drone,Shaxthal Drone,Shaxthal Runner Drone,Shaxthal Runner Drone,Shaxthal Drone,Shaxthal Razorbird,Shaxthal Thunderbird,Shaxthal Assault Drone,Shaxthal Sentry Drone,Shaxthal Assault Drone,Shaxthal Drone\"}\n {GENERIC_UNIT 10 $type $loc.x $loc.y} {NO_UPKEEP_NO_OVERLAY} {FACING nw} {VARIATION surface}\n [/do]\n [/foreach]\n#enddef\n\n [event]\n name=create survival wave\n first_time_only=no\n\n #\n # Southeast\n #\n {INT_GENERATE_WAVE ({INT_SLF_SOUTHEAST_HIVE})}\n\n #\n # Northwest\n #\n {INT_GENERATE_WAVE ({INT_SLF_NORTHWEST_HIVE})}\n\n {CLEAR_VARIABLE type,locs}\n [/event]\n\n [event]\n name=victory\n\n {LOCK_VIEW}\n\n [hide_unit][/hide_unit]\n\n {FADE_TO_BLACK}\n\n {BLACK_SCREEN}\n\n [fade_out_music][/fade_out_music]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=narrator\n sound=rumble.ogg\n image=wesnoth-icon.png\n message= _ \"The earth rumbles...\"\n [/message]\n\n [delay]\n time=1500\n [/delay]\n\n {UNLOCK_VIEW}\n\n {CLEAR_VARIABLE e3s8d_objectives_status}\n [/event]\n\n#undef INT_NO_DEMOLITION_ABILITY\n#undef INT_OBJECTIVE_COMPLETE\n#undef INT_FUNPACK_LOCATION_EVENT\n#undef INT_GENERATE_WAVE\n#undef INT_ANYA_THOUGHTS\n#undef INT_RANDOM_ONE_TIME_SPEECH_EVENT\n#undef INT_SPEECH\n#undef INT_PLAYER_HELPER\n#undef INT_PILLAGER\n#undef INT_SLF_NORTHWEST_HIVE\n#undef INT_SLF_SOUTHEAST_HIVE\n#undef INT_FORCE_OBJECTIVES_REFRESH\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=09_Dark_Depths\n name= _ \"Dark Depths\"\n {MAP 09_Dark_Depths_01.map}\n {TURNS 66 64 62}\n next_scenario=10_Blood\n victory_when_enemies_defeated=no\n disallow_recall=yes\n\n {I_DEATHS}\n\n {FINALE_AMLA_EVENTS}\n\n {SCENARIO_MUSIC \"knalgan_theme.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"suspense.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"heroes_rite.ogg\"}\n\n {STORYTXT_DARK_DEPTHS}\n\n {SPAWN_CONTROLLER}\n\n {INDOORS_HIVE} {SCHEDULE_LIGHTING -40 -80 -20}\n\n#define FINALE_B_SHARED_AI_PARAMS\n {AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}\n {AI_SIMPLE_ALWAYS_ASPECT leader_aggression 9.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n#enddef\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=Elynia\n team_name=good\n user_team_name= _ \"team_name^Elynia\"\n {RAGGED_FLAG}\n\n fog=yes\n shroud=yes\n\n {NO_ECONOMY}\n\n share_vision=none\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA}\n type=Guardian of Earth Elynia\n canrecruit=yes\n [/side]\n # wmllint: validate-on\n\n [side]\n # Midboss 2\n side=2\n team_name=evil\n user_team_name= _ \"team_name^Zhangor\"\n {CHAOS_FLAG}\n color=gold\n\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {FINALE_B_SHARED_AI_PARAMS}\n\n {AI_BOSS_TARGETING_ENGINE <<{\"Elyssa\",\"Elynia\"}>>}\n\n [goal]\n [criteria]\n id=Elyssa\n [/criteria]\n value=200\n [/goal]\n\n [goal]\n [criteria]\n id=Elynia\n [/criteria]\n value=200 # Targets Elynia the same.\n [/goal]\n\n [goal]\n [criteria]\n type=Fire Wraith\n [/criteria]\n value=1\n [/goal]\n [/ai]\n [/side]\n\n [side]\n # Midboss 1\n side=3\n team_name=evil\n user_team_name= _ \"team_name^Engineer\"\n {CHAOS_FLAG}\n color=gold\n\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {FINALE_B_SHARED_AI_PARAMS}\n\n {AI_BOSS_TARGETING_ENGINE <<{\"Elyssa\",\"Elynia\"}>>}\n\n [goal]\n [criteria]\n id=Elyssa\n [/criteria]\n value=200\n [/goal]\n\n [goal]\n [criteria]\n id=Elynia\n [/criteria]\n value=100 # Prefers Elyssa.\n [/goal]\n\n [goal]\n [criteria]\n type=Fire Wraith\n [/criteria]\n value=1\n [/goal]\n [/ai]\n [/side]\n\n [side]\n side=4\n team_name=evil\n user_team_name= _ \"team_name^Dark Hive\"\n {CHAOS_FLAG}\n\n hidden=yes\n\n {NO_ECONOMY}\n\n canrecruit=yes\n type=Giant Spider\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {FINALE_B_SHARED_AI_PARAMS}\n [/ai]\n\n {GENERIC_UNIT () (Vampire Bat) 45 40} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Vampire Bat) 37 42} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING ne}\n {GENERIC_UNIT () (Vampire Bat) 55 38} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Vampire Bat) 51 44} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n\n {GENERIC_UNIT () (Dread Bat) 34 41} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n\n {GENERIC_UNIT () (Blood Bat) 42 37} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n [/side]\n\n [side]\n side=5\n team_name=evil\n user_team_name= _ \"team_name^Dark Hive\"\n {CHAOS_FLAG}\n\n hidden=yes\n\n {NO_ECONOMY}\n\n canrecruit=yes\n type=Giant Spider\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {FINALE_B_SHARED_AI_PARAMS}\n [/ai]\n\n {GENERIC_UNIT () (Giant Ant) 27 26} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n {GENERIC_UNIT () (Giant Ant) 26 28} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING ne}\n\n {GENERIC_UNIT () (Fungoid) 58 37} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Fungoid) 49 41} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Fungoid) 57 44} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n\n {GENERIC_UNIT () (Abomination) 47 38} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}\n [/side]\n\n [side]\n side=6\n team_name=evil\n user_team_name= _ \"team_name^Dark Hive\"\n {CHAOS_FLAG}\n\n hidden=yes\n\n {NO_ECONOMY}\n\n canrecruit=yes\n type=Psy Mindraider\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {FINALE_B_SHARED_AI_PARAMS}\n [/ai]\n\n {GENERIC_UNIT () (Psy Crawler) 50 30} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}\n {GENERIC_UNIT () (Psy Crawler) 47 36} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n {GENERIC_UNIT () (Psy Crawler) 55 38} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n\n {GENERIC_UNIT () (Verlissh Matrix Flow System) 58 22} {NO_UPKEEP_NO_OVERLAY}\n\n {GENERIC_UNIT () (Verlissh Matrix Flow System) 50 13} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT () (Verlissh Matrix Flow System) 51 14} {NO_UPKEEP_NO_OVERLAY}\n\n {GENERIC_UNIT () (Verlissh Matrix Flow System) 36 9} {NO_UPKEEP_NO_OVERLAY}\n\n {GENERIC_UNIT () (Verlissh Matrix Flow System) 34 14} {NO_UPKEEP_NO_OVERLAY}\n\n {GENERIC_UNIT () (Verlissh Matrix Flow System) 22 20} {NO_UPKEEP_NO_OVERLAY}\n [/side]\n\n [side]\n # Shaxthal\n side=7\n team_name=evil\n user_team_name= _ \"team_name^Dark Hive\"\n {CHAOS_FLAG}\n\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {FINALE_B_SHARED_AI_PARAMS}\n [/ai]\n\n {GENERIC_UNIT () (Shaxthal Stormblade) 41 30} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING n}\n {PALETTE shaxthal_drone_surface shaxthal_drone_purple}\n {GENERIC_UNIT () (Shaxthal Stormblade) 33 24} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n {PALETTE shaxthal_drone_surface shaxthal_drone_purple}\n\n {GENERIC_UNIT () (Shaxthal Turret) 33 12} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT () (Shaxthal Turret) 52 21} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT () (Shaxthal Turret) 37 11} {NO_UPKEEP_NO_OVERLAY}\n [/side]\n\n [side]\n # Cutscene team used to emulate side 1 units\n side=8\n team_name=good\n user_team_name= _ \"team_name^Elynia\"\n {RAGGED_FLAG}\n color=red\n controller=null\n\n hidden=yes\n no_leader=yes\n\n share_vision=none\n\n {NO_ECONOMY}\n [/side]\n\n#define FINALE_B_DRONE_TINT_1\n [modifications]\n {UNIT_PALETTE_SWITCH () shaxthal_drone_base shaxthal_drone_purple}\n [/modifications]\n#enddef\n#define FINALE_B_DRONE_TINT_2\n [modifications]\n {UNIT_PALETTE_SWITCH () shaxthal_drone_surface shaxthal_drone_purple}\n [/modifications]\n#enddef\n\n {TIMED_DRONE_SPAWNER 8 ({FINALE_B_DRONE_TINT_1} type,facing=\"Shaxthal Sentry Drone\",se) 7 31 9}\n {TIMED_DRONE_SPAWNER 8 ({FINALE_B_DRONE_TINT_1} type,facing=\"Shaxthal Sentry Drone\",se) 7 33 6}\n {TIMED_DRONE_SPAWNER 8 ({FINALE_B_DRONE_TINT_1} type,facing=\"Shaxthal Enforcer Drone\",sw) 7 39 4}\n\n {TIMED_DRONE_SPAWNER 4 ({FINALE_B_DRONE_TINT_1} type=\"Shaxthal Drone\") 7 35 5}\n {TIMED_DRONE_SPAWNER 4 ({FINALE_B_DRONE_TINT_1} type=\"Shaxthal Drone\") 7 34 5}\n {TIMED_DRONE_SPAWNER 4 ({FINALE_B_DRONE_TINT_1} type=\"Shaxthal Drone\") 7 54 22}\n\n {TIMED_DRONE_SPAWNER 8 ({FINALE_B_DRONE_TINT_1} type,facing=\"Shaxthal Sentry Drone\",sw) 7 58 23}\n {TIMED_DRONE_SPAWNER 8 ({FINALE_B_DRONE_TINT_1} type,facing=\"Shaxthal Sentry Drone\",se) 7 54 23}\n\n {TIMED_DRONE_SPAWNER 9 ({FINALE_B_DRONE_TINT_2} type,facing=\"Shaxthal Custodian Drone\",ne) 7 20 20}\n\n {TIMED_DRONE_SPAWNER 3 ({FINALE_B_DRONE_TINT_1} type=\"Shaxthal Drone\") 7 19 20}\n {TIMED_DRONE_SPAWNER 3 ({FINALE_B_DRONE_TINT_1} type=\"Shaxthal Drone\") 7 20 21}\n\n {TIMED_DRONE_SPAWNER 6 ({FINALE_B_DRONE_TINT_1} type=\"Shaxthal Drone\") 7 29 14}\n {TIMED_DRONE_SPAWNER 6 ({FINALE_B_DRONE_TINT_1} type=\"Shaxthal Drone\") 7 27 15}\n {TIMED_DRONE_SPAWNER 6 ({FINALE_B_DRONE_TINT_1} type=\"Shaxthal Drone\") 7 25 16}\n\n {TIMED_DRONE_SPAWNER 8 ({FINALE_B_DRONE_TINT_1} type=\"Shaxthal Worm\") 7 22 19}\n {TIMED_DRONE_SPAWNER 8 ({FINALE_B_DRONE_TINT_1} type=\"Shaxthal Worm\") 7 34 9}\n {TIMED_DRONE_SPAWNER 8 ({FINALE_B_DRONE_TINT_1} type=\"Shaxthal Worm\") 7 54 25}\n\n {BIND_UNIT_TO_UNIT_MOVEMENT_RANGE id=Elyssa id=Elynia}\n\n {FIRE_GUARDIAN_SUMMONING}\n\n #\n # Code common to all bosses.\n #\n # FIXME: this code should really be common to all bosses and be\n # part of the absorb_damage ability implementation.\n #\n\n [event]\n name=attacker hits\n first_time_only=no\n [filter_second]\n ability=absorb_damage\n [/filter_second]\n\n {BOSS_ABSORB_FULL_DAMAGE (x,y=$x2,$y2)}\n [/event]\n\n [event]\n name=defender hits\n first_time_only=no\n [filter]\n ability=absorb_damage\n [/filter]\n\n {BOSS_ABSORB_FULL_DAMAGE (x,y=$x1,$y1)}\n [/event]\n\n {HIVE_NOISE_2_SOUND_SOURCE}\n [+sound_source]\n id=hive_noise # wmllint: ignore\n [/sound_source]\n\n {CAVE_WATER_SOUND_SOURCE 42 5}\n [+sound_source]\n id=water_drip_1 # wmllint: ignore\n [/sound_source]\n {CAVE_WATER_SOUND_SOURCE 15 22}\n [+sound_source]\n id=water_drip_2 # wmllint: ignore\n [/sound_source]\n {CAVE_WATER_SOUND_SOURCE 40 27}\n [+sound_source]\n id=water_drip_3 # wmllint: ignore\n [/sound_source]\n {CAVE_WATER_SOUND_SOURCE 55 38}\n [+sound_source]\n id=water_drip_4 # wmllint: ignore\n [/sound_source]\n\n [event]\n name=prestart\n\n # This is our flag to know where in the sequence of events for this\n # scenario we are, for situations where that cannot be inferred from\n # context.\n {VARIABLE finale_b_part 1}\n\n {VARIABLE used_touchplate_1 no}\n {VARIABLE used_touchplate_2 no}\n\n # NOTE: this one is used in a later scenario\n {VARIABLE collected_crystal_shards 0}\n\n {VARIABLE deathbringer_limit {DIFF 2 3 4}}\n {VARIABLE demolisher_limit {DIFF 1 2 3}}\n\n {VARIABLE part_2_map \"{LE /maps/09_Dark_Depths_02.map}\"}\n {VARIABLE part_3_map \"{LE /maps/09_Dark_Depths_03.map}\"}\n\n # wmllint: recognize Elyssa\n {RECALL_ELYSSA_AT_LOCATION 44 23}\n\n {FACE_DIRECTION id=Elyssa ne}\n {FACE_DIRECTION id=Elynia sw}\n\n [hide_unit][/hide_unit]\n\n {OBJECTIVES (\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Proceed further underground\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elyssa\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_NO_CARRYOVER}\n\n {LIMITED_CHARACTER_MOVES_NOTE}\n {FIRE_GUARDIAN_SUMMONING_NOTE}\n )}\n\n {BLACK_SCREEN}\n\n {LOCK_VIEW}\n [/event]\n\n [event]\n name=DEBUG1\n\n [teleport]\n [filter]\n id=Elyssa\n [/filter]\n x,y=37,43\n [/teleport]\n\n [teleport]\n [filter]\n id=Elynia\n [/filter]\n x,y=36,42\n [/teleport]\n [/event]\n\n [event]\n name=DEBUG2\n\n # Allow Elynia to move again.\n {DISABLE_BOUND_UNITS}\n\n [modify_turns]\n value=-1\n [/modify_turns]\n\n [modify_side]\n side=1\n fog=no\n [/modify_side]\n\n [fire_event]\n name=start part 2\n [/fire_event]\n [/event]\n\n [event]\n name=DEBUG3\n\n {DISABLE_BOUND_UNITS}\n\n {REMOVE_SOUND_SOURCE hive_noise,water_drip_1,water_drip_2,water_drip_3,water_drip_4}\n {REMOVE_SOUND_SOURCE cave_noise} # in case we're in part 2\n\n [modify_turns]\n value=-1\n [/modify_turns]\n\n [fire_event]\n name=start part 3\n [/fire_event]\n [/event]\n\n #\n # NOTE: part 1 has some stock macro-controlled events for which it isn't\n # currently feasible to add these conditionals. The maps for parts 2 and 3\n # are designed in such way those locations are inacessible during normal\n # gameplay. They are also marked with the Rough Overlay in the editor.\n #\n\n#define FINALE_B_IN_PART_1\n {VARIABLE_NUMERICAL_EQUALS finale_b_part 1}\n#enddef\n\n#define FINALE_B_IN_PART_2\n {VARIABLE_NUMERICAL_EQUALS finale_b_part 2}\n#enddef\n\n#define FINALE_B_IN_PART_3\n {VARIABLE_NUMERICAL_EQUALS finale_b_part 3}\n#enddef\n\n [event]\n name=start\n\n {FADE_IN}\n\n {MOVE_UNIT id=Elyssa 44 17}\n\n [unhide_unit][/unhide_unit]\n\n [redraw]\n side=1\n [/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"... We are not really trying to locate Zhangor, are we?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Of course we are. It is just taking us a while because he prefers to dwell in a very particular place... a place I also want you to see, before confronting him. I also want to give him a while to realize his mistake in interpreting the Seer\u2019s prophecy.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"What mistake?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"The Seer said that on the Day of the Longest Night, the Angel of Blood would make a hasty attempt on the life of the New Guardian of Darkness, and fail. She also said that his actions would bring forth his own downfall.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Of course you don\u2019t realize it because creatures like you lose track of time underground, but the Day of the Longest Night has been going on for more than a day already. And that is all because the New Guardian of Darkness the Seer mentioned cannot control her own powers, causing Irdya to be completely shrouded in darkness for longer than it should.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Zhangor decided to send his beasts after Ergea and your friend first, and then wait in his lair for me to go and challenge him \u2014 which would be a fairly predictable course of action for me. Or alternatively, he is waiting for Naia to rise up again so he can attack me then. All his actions suggest he wanted to subvert the prophecy. But he already confronted the New Guardian of Darkness and failed to kill her \u2014 granted, through his minions.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"The New Guardian of Darkness the Seer referred to is not me. It is the girl. And the Longest Night will not end until she can put an end to the turmoil in her own heart, figuratively speaking.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"How do you know all this?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Ha, ha, ha! Don\u2019t forget I am a Guardian of Darkness \u2014 not the newest one, but I certainly am Merthiaal\u2019s heiress, Yarae\u2019s design be damned. Not only I can read into the minds of the weak, but I can also understand people\u2019s desires and motivations in general. It is possible to predict their actions in advance this way. Ah well, that last part is not one of the powers of a Guardian of Darkness, strictly speaking.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"And unfortunately, I also suspect Zhangor is already aware of our movements. Let\u2019s not make him wait more time than strictly necessary, shall we?\"\n [/message]\n\n {UNLOCK_VIEW}\n [/event]\n\n #\n # Events for the crystal shards during the first half of the scenario.\n #\n\n [event]\n name=collect crystal shard\n first_time_only=no\n\n {VARIABLE_INC collected_crystal_shards}\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [redraw]\n side=1\n [/redraw]\n\n [transient_message]\n image=\"icons/crystal-shard.png\"\n message= _ \"You pick up a curious crystal shard.\"\n [/transient_message]\n [/event]\n\n#define FINALE_B_CRYSTAL_SHARD _X _Y\n {PLACE_IMAGE items/crystal-shard.png {_X} {_Y} }\n\n #\n # There are no events for other units attempting to\n # collect these. This is intentional.\n #\n\n [event]\n name=moveto\n [filter]\n x={_X}\n y={_Y}\n [and]\n id=Elyssa\n [or]\n id=Elynia\n [/or]\n [/and]\n [/filter]\n [filter_condition]\n {FINALE_B_IN_PART_1}\n [/filter_condition]\n\n [fire_event]\n name=collect crystal shard\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/event]\n#enddef\n\n {FINALE_B_CRYSTAL_SHARD 37 21}\n\n {FINALE_B_CRYSTAL_SHARD 31 33}\n\n {FINALE_B_CRYSTAL_SHARD 46 48}\n\n {FINALE_B_CRYSTAL_SHARD 61 29}\n\n #\n # Some dialogue follows the activation of this\n # glyph.\n #\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=38,3\n [/filter]\n\n {CLEAR_CAVE_SHROUD (\n x,y=25,25\n radius=2\n )}\n\n [redraw]\n side=1\n [/redraw]\n [/event]\n\n {GATE_GLYPH 38 3 25 25}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=38,3\n [/filter]\n [filter_condition]\n {FINALE_B_IN_PART_1}\n [/filter_condition]\n\n {LOCK_VIEW}\n\n [terrain]\n terrain=^Br\\\n x,y=25,25\n layer=overlay\n [/terrain]\n\n [redraw]\n side=1\n [/redraw]\n\n [message]\n speaker=Elynia\n message= _ \"Where does that lead to?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"It\u2019s an alternative path to an elevator shaft that will take us directly to the place I previously mentioned. While I don\u2019t mind stabbing whoever stands in our way, a more discreet approach will get us there faster.\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=may not use touchplate dialog\n first_time_only=no\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Only a fully corporeal unit such as Elyssa or Elynia may activate this touchplate.\"\n [/message]\n [/event]\n\n#define FINALE_B_IS_HERO\n id=Elynia\n [or]\n id=Elyssa\n [/or]\n#enddef\n\n#define FINALE_B_TOUCHPLATE _NUM _X _Y\n {ITEM_TOUCHPLATE {_X} {_Y} }\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n type=Fire Wraith\n x={_X}\n y={_Y}\n [/filter]\n [filter_condition]\n {VARIABLE_BOOLEAN_EQUALS (\"used_touchplate_\"+{_NUM}) no}\n {FINALE_B_IN_PART_1}\n [/filter_condition]\n\n [fire_event]\n name=may not use touchplate dialog\n [/fire_event]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x={_X}\n y={_Y}\n [and]\n {FINALE_B_IS_HERO}\n [/and]\n [/filter]\n [filter_condition]\n {FINALE_B_IN_PART_1}\n [/filter_condition]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n {VARIABLE (\"used_touchplate_\"+{_NUM}) yes}\n [/event]\n#enddef\n\n #\n # Affects the walls around (44, 31) via explosion.\n #\n\n {FINALE_B_TOUCHPLATE 1 42 30}\n\n [event]\n name=moveto\n [filter]\n x,y=42,30\n [and]\n {FINALE_B_IS_HERO}\n [/and]\n [/filter]\n [filter_condition]\n {FINALE_B_IN_PART_1}\n [/filter_condition]\n\n {LOCK_VIEW}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Nothing happens.\"\n [/message]\n\n [if]\n [have_unit]\n x,y=$x1,$y1\n id=Elyssa\n [/have_unit]\n [then]\n [message]\n speaker=Elyssa\n message= _ \"These passages have gone unused for centuries \u2014 it\u2019s no wonder that most of their mechanisms have rusted beyond use. But I know a method that never fails...\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Elyssa\n message= _ \"These passages have gone unused for centuries \u2014 it\u2019s no wonder that most of their mechanisms have rusted beyond use. Just blast the wall down already.\"\n [/message]\n [/else]\n [/if]\n\n [delay]\n time=750\n [/delay]\n\n #\n # Very simplified version of the \"blast event wall\" event from\n # the previous scenario.\n #\n\n [hide_unit][/hide_unit]\n\n {RED_SCREEN}\n\n [terrain]\n x=42-45,44,43\n y=31 ,30,32\n terrain=Ur^Es\n [/terrain]\n\n {CLEAR_CAVE_SHROUD (\n x=42-45,44,43\n y=31 ,30,32\n )}\n\n [scroll_to]\n x,y=44,31\n {WARP}\n [/scroll_to]\n\n [redraw]\n side=1\n [/redraw]\n\n {RESET_SCREEN}\n\n [unhide_unit][/unhide_unit]\n\n {QUAKE (\"explosion-big.ogg\")}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"Perfect.\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n\n {UNLOCK_VIEW}\n [/event]\n\n #\n # This one is manually controlled further.\n # It affects both the walls around (44, 39), and the gate around 52 29.\n #\n {GATE_GLYPH 54 41 52 29}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=54,41\n [/filter]\n [filter_condition]\n {FINALE_B_IN_PART_1}\n [/filter_condition]\n\n [message]\n speaker=Elyssa\n message= _ \"That is not very useful\u2014\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"Hm, there is a hot current of air coming from another direction now.\"\n [/message]\n\n [terrain]\n x,y=43,39-40\n terrain=Urb\n [/terrain]\n\n {CLEAR_CAVE_SHROUD (x,y,radius=44,39,1)}\n\n [redraw]\n side=1\n [/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [scroll_to]\n x,y=44,39\n [/scroll_to]\n\n {HIGHLIGHT_GOAL x,y=44,39}\n\n [message]\n speaker=Elyssa\n message= _ \"Ah. I remember now.\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n #\n # Lava shore.\n #\n\n#define FINALE_B_LAVA_SHORE_X_Y\n x=43 ,44\n y=39-40,39\n#enddef\n\n#define FINALE_B_TRY_RELOCATE_HERO _ID _LOCS_X_Y\n [if]\n [not]\n [have_unit]\n id={_ID}\n {_LOCS_X_Y}\n [/have_unit]\n [/not]\n [then]\n [store_locations]\n {_LOCS_X_Y}\n [not]\n [filter][/filter]\n [/not]\n variable=vacant_locs\n [/store_locations]\n\n [teleport]\n [filter]\n id={_ID}\n [/filter]\n x,y=$vacant_locs[0].x,$vacant_locs[0].y\n [/teleport]\n\n {CLEAR_VARIABLE vacant_locs}\n [/then]\n [/if]\n#enddef\n\n [event]\n name=moveto\n [filter]\n {FINALE_B_LAVA_SHORE_X_Y}\n [and]\n {FINALE_B_IS_HERO}\n [/and]\n [/filter]\n [filter_condition]\n {FINALE_B_IN_PART_1}\n [/filter_condition]\n\n {LOCK_VIEW}\n\n #\n # Make sure Elynia and Elyssa are together at this point.\n #\n\n {FORCE_MOBILIZE_BOUND_UNIT id=Elynia}\n\n [store_unit]\n [filter]\n {FINALE_B_LAVA_SHORE_X_Y}\n [not]\n id=Elynia\n [/not]\n [not]\n id=Elyssa\n [/not]\n [/filter]\n variable=other_store\n kill=yes\n [/store_unit]\n\n {FINALE_B_TRY_RELOCATE_HERO Elynia ({FINALE_B_LAVA_SHORE_X_Y})}\n {FINALE_B_TRY_RELOCATE_HERO Elyssa ({FINALE_B_LAVA_SHORE_X_Y})}\n\n [foreach]\n array=other_store\n [do]\n [unstore_unit]\n variable=this_item\n find_vacant=yes\n check_passability=no\n [/unstore_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE other_store}\n\n {CLEAR_CAVE_SHROUD (\n x,y=41,40\n radius=4\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"We need to cross this inconvenient lava trench. Elynia, do your thing.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"My... thing?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"You are the Guardian of Earth, dear. You are supposed to do more complicated things than blasting walls and vermin.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Do you really expect me to know how this works all of a sudden?! I did not ask to be given this role, and all I know is that the pain has not ceased! I cannot think clearly like this!\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"I really should just stab you in the chest and toss your useless bloody corpse into the lava.\"\n [/message]\n\n [hide_unit][/hide_unit]\n\n {RED_SCREEN}\n\n [terrain]\n x=42,41\n y=39,40\n terrain=Uh\n [/terrain]\n\n [redraw]\n side=1\n [/redraw]\n\n {RESET_SCREEN}\n\n [unhide_unit][/unhide_unit]\n\n {QUAKE (\"explosion-big.ogg\")}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"Keep moving.\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n\n {UNLOCK_VIEW}\n [/event]\n\n#define FINALE_B_CHAMBER_WALL_X_Y\n x=33,34,35,36\n y=43,43,44,44\n#enddef\n\n # Manually controlled.\n # Affects the walls around (34, 43) via old-fashioned wall-lifting.\n {FINALE_B_TOUCHPLATE 2 35 43}\n\n [event]\n name=moveto\n [filter]\n x,y=35,43\n [and]\n {FINALE_B_IS_HERO}\n [/and]\n [/filter]\n [filter_condition]\n {FINALE_B_IN_PART_1}\n [/filter_condition]\n\n {LOCK_VIEW}\n\n {VARIABLE spawner_controller_enabled no}\n\n {FORCE_MOBILIZE_BOUND_UNIT id=Elynia}\n\n [if]\n [have_unit]\n id=Elyssa\n x,y=$x1,$y1\n [/have_unit]\n [then]\n [message]\n speaker=Elyssa\n message= _ \"Well, this wall is not going to move by itself\u2014\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Elyssa\n message= _ \"Well, that wall is not going to move by itself\u2014\"\n [/message]\n [/else]\n [/if]\n\n {QUAKE (\"rumble.ogg\")}\n\n [terrain]\n {FINALE_B_CHAMBER_WALL_X_Y}\n terrain=Urb\n [/terrain]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message=_\"Touchplate triggered. A wall moves.\"\n [/message]\n\n {CLEAR_CAVE_SHROUD (\n x,y=31,48\n radius=5\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"I stand corrected. That was very convenient.\"\n [/message]\n\n {MOVE_UNIT id=Elyssa 32 46}\n {MOVE_UNIT id=Elynia 34 47}\n\n {RESET_UNIT_STATUSES (\n id=Elyssa\n [or]\n id=Elynia\n [/or]\n )}\n\n [kill]\n type=Fire Wraith\n side=1\n [/kill]\n\n [place_shroud]\n side=1\n [not]\n x,y=31,48\n radius=6\n [/not]\n [/place_shroud]\n\n [terrain]\n {FINALE_B_CHAMBER_WALL_X_Y}\n terrain=Xos\n [/terrain]\n\n [modify_side]\n side=1\n fog=no\n [/modify_side]\n\n [redraw]\n side=1\n [/redraw]\n\n {REPLACE_SCENARIO_MUSIC \"overlive.ogg\"}\n\n {QUAKE (\"dragonstick.ogg\")}\n\n [delay]\n time=500\n [/delay]\n\n {FACE_DIRECTION id=Elyssa ne}\n {FACE_DIRECTION id=Elynia nw}\n\n [redraw][/redraw]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"Of course. A cunning trap by Zhangor, I presume?\"\n [/message]\n\n {FACE_DIRECTION id=Elyssa sw}\n {FACE_DIRECTION id=Elynia sw}\n\n [redraw][/redraw]\n\n [delay]\n time=500\n [/delay]\n\n {FACE_DIRECTION id=Elyssa se}\n\n {CLEAR_CAVE_SHROUD (\n x,y=31,52\n radius=4\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=32,52\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elyssa\n scroll=no\n message= _ \"The elevator...\"\n [/message]\n\n [scroll_to_unit]\n id=Elyssa\n [/scroll_to_unit]\n\n [fire_event]\n name=boss 1 stage 1\n [/fire_event]\n [/event]\n\n#define FINALE_B_ENGIE_BOSS_BOOST\n {BOSS_BOOST 60% 0 1 4 0}\n [object]\n [effect]\n apply_to=attack\n range=melee\n [set_specials]\n mode=append\n {WEAPON_SPECIAL_SLOW}\n [/set_specials]\n [/effect]\n [/object]\n#enddef\n\n [event]\n name=boss 1 stage 1\n\n {LOCK_VIEW}\n\n [store_starting_location]\n side=3\n [/store_starting_location]\n\n [unit]\n canrecruit=yes\n side=3\n id=Engineer Fendyrn\n name= _ \"Engineer Fendyrn\"\n type=Dwarvish Engineer\n x,y=$location.x,$location.y\n [modifications]\n {TRAIT_HEALTHY}\n {TRAIT_INTELLIGENT}\n [/modifications]\n [/unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n image=misc/blank-hex.png\n message= _ \"... heh, heh, heh, heh, heh, heh...\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Who is that?\"\n [/message]\n\n {FACE_DIRECTION id=Elyssa sw}\n\n [redraw][/redraw]\n\n [message]\n speaker=Elyssa\n message= _ \"Engineer?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n image=misc/blank-hex.png\n message= _ \"... hah, hah, hah, hah...\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"You are not supposed to be around these levels, Engineer. Return to your workshop immediately.\"\n [/message]\n\n [message]\n speaker=Engineer Fendyrn\n message= _ \"I dinna\u2019 listen tae orders from ye anymore, witch. Yer time as the \u2018Warlord\u2019 ended with Lord Zhangor\u2019s arrival.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"I believe I speak for Zhangor as well when I say that you are not supposed to be here. Return to your workshop immediately, or face the consequences.\"\n [/message]\n\n [message]\n speaker=Engineer Fendyrn\n message= _ \"Ye\u2019ll chop me remainin\u2019 leg too, winna ye? Ha, ha, ha, ha. Yer torture methods are as obsolete as the tech\u2019 Argan used tae rebuild yer body.\" # wmllint: no spellcheck\n [/message]\n\n [message]\n speaker=Engineer Fendyrn\n # po: \"Squirming insects\" refers to the Shaxthal.\n # po: \"The two of you\" refers to Elyssa and Zhangor, not Elyssa and Elynia.\n message= _ \"Zhangor released me a while ago, didna\u2019 ye hear? \u201cYer free\u201d, he said. \u201cYe can do anythin\u2019 ye please\u201d, said. And so here I am, ready tae take on the two of ye, and all yer squirmin\u2019 insects.\" # wmllint: no spellcheck\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Is this insubordination I hear? This is your last chance.\"\n [/message]\n\n [message]\n speaker=Engineer Fendyrn\n message= _ \"I believe \u2019tis yer last chance tae run, girl.\" # wmllint: no spellcheck\n [/message]\n\n {REPLACE_SCENARIO_MUSIC \"silence.ogg\"}\n\n [hide_unit][/hide_unit]\n\n {WHITE_SCREEN}\n\n [scroll_to]\n x,y=$location.x,$location.y\n {WARP}\n [/scroll_to]\n\n [sound]\n name=\"dragonstick.ogg\"\n [/sound]\n\n [terrain]\n x=24\n y=47-53\n terrain=Ur^Es\n [/terrain]\n\n {CLEAR_CAVE_SHROUD (\n x,y=26,49\n radius=7\n )}\n\n [redraw][/redraw]\n\n [kill]\n id=Engineer Fendyrn\n [/kill]\n\n [hidden_unit]\n canrecruit=yes\n side=3\n id=Engineer Fendyrn\n name= _ \"Engineer Fendyrn\"\n type=Magnum Suit\n {IS_BOSS}\n x,y=$location.x,$location.y\n facing=ne\n [modifications]\n {TRAIT_MECHANICAL}\n {TRAIT_INTELLIGENT}\n [/modifications]\n [variables]\n previous_facing=none\n [/variables]\n [/hidden_unit]\n\n {CLEAR_VARIABLE location}\n\n [hidden_unit]\n side=3\n type=Goliath\n x,y=22,48\n facing=ne\n [modifications]\n {TRAIT_MECHANICAL}\n {FINALE_B_ENGIE_BOSS_BOOST}\n [/modifications]\n [/hidden_unit]\n\n [hidden_unit]\n side=3\n type=Goliath\n x,y=21,49\n facing=ne\n [modifications]\n {TRAIT_MECHANICAL}\n {FINALE_B_ENGIE_BOSS_BOOST}\n [/modifications]\n [/hidden_unit]\n\n [hidden_unit]\n side=3\n type=Goliath\n x,y=21,50\n facing=ne\n [modifications]\n {TRAIT_MECHANICAL}\n {FINALE_B_ENGIE_BOSS_BOOST}\n [/modifications]\n [/hidden_unit]\n\n {RESET_SCREEN}\n\n [unhide_unit][/unhide_unit]\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to_unit]\n id=Engineer Fendyrn\n {WARP}\n [/scroll_to_unit]\n\n {BOSS_POPUP}\n\n [delay]\n time=1000\n [/delay]\n\n {REPLACE_SCENARIO_MUSIC \"ambuscade-loop.ogg\"}\n\n {INCIDENTAL_MUSIC \"moleman.ogg\"}\n\n [message]\n speaker=Elynia\n message= _ \"Oh gods... Is that...\"\n [/message]\n\n [message]\n speaker=Engineer Fendyrn\n # po: The lich is Mal Hekuba.\n message= _ \"Aye. The Soul Hammer is made\u2019a the crystals commissioned by tha\u2019 wretched lich. Lord Zhangor has put many a\u2019them intae good use, elf. But he dinna\u2019 ken \u2019tis hammer exists, or that it shall be the instrument of me revenge! Perhaps I should\u2019a named her... the Destroyer o\u2019 Gods!\" # wmllint: no spellcheck\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Elynia, this is extremely dangerous. Stay away from this lunatic and his hammer! You, fool... you have absolutely no idea with what kind of powers you are trifling.\"\n [/message]\n\n [message]\n speaker=Engineer Fendyrn\n message= _ \"HA, HA, HA, HA, HA, HA, HA, HA!!!\"\n [/message]\n\n [scroll_to_unit]\n id=Elyssa\n [/scroll_to_unit]\n\n [modify_turns]\n value=-1\n [/modify_turns]\n\n # Allow Elynia to move again.\n {DISABLE_BOUND_UNITS}\n\n {UNLOCK_VIEW}\n\n {OBJECTIVES (\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Stop the Engineer\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elyssa\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n\n {OBJECTIVE_NO_CARRYOVER}\n\n {OBJECTIVE_NOTE ( _ \"The power of the Engineer\u2019s hammer allows him to debilitate and destroy the Energy Heart of a Guardian\")}\n {OBJECTIVE_NOTE ( _ \"Elyssa and Elynia cannot damage the Engineer\u2019s armor suit as it is powered by more replicas of Merthiaal\u2019s heart; they must find another way to stop him\")}\n {FIRE_GUARDIAN_SUMMONING_NOTE}\n )}\n\n [event]\n delayed_variable_substitution=no\n id=engineer_backstabbing_hint_handler # wmllint: ignore\n name=\"turn $($turn_number + 3)\"\n\n [message]\n speaker=Elynia\n message= _ \"I have an idea... Malin once mentioned something specific about Galas\u2019 first encounter with your mechanical automatons.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"And what would that be?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"They are particularly vulnerable in the neck region. Maybe if we could distract him, you could stab him with your weapon\u2014\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"That was already my plan, stupid! Just try to do your part right for once!\"\n [/message]\n\n {OBJECTIVES (\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Backstab the Engineer using the Claw of Urvatha while he is facing Elynia\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elyssa\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n\n {OBJECTIVE_NO_CARRYOVER}\n\n {OBJECTIVE_NOTE ( _ \"You can only backstab the Engineer during your own turns, on offense\")}\n {OBJECTIVE_NOTE ( _ \"The power of the Engineer\u2019s hammer allows him to debilitate and destroy the Energy Heart of a Guardian\")}\n {FIRE_GUARDIAN_SUMMONING_NOTE}\n )}\n [/event]\n [/event]\n\n [event]\n name=side 3 turn refresh\n first_time_only=no\n [filter_condition]\n [have_unit]\n id=Engineer Fendyrn\n [/have_unit]\n [/filter_condition]\n\n [store_locations]\n x=14-40\n y=42-56\n terrain=C*,C*^*\n variable=engineer_castle_locs\n [/store_locations]\n\n [count_units]\n side=3\n [not]\n canrecruit=yes\n [/not]\n variable=engineer_units\n [/count_units]\n\n [while]\n {VARIABLE_NUMERICAL_LESS_THAN engineer_units {DIFF 5 7 10}}\n [do]\n {VARIABLE_INC engineer_units}\n\n {VARIABLE_RANDOM engineer_recruit \"Automaton,Automaton,Automaton,Automaton,Iron Golem,Iron Golem,Goliath,Goliath,Goliath\"}\n {VARIABLE_RANDOM recruit_pos \"0..$($engineer_castle_locs.length - 1)\"}\n\n {GENERIC_UNIT 3 $engineer_recruit $engineer_castle_locs[$recruit_pos].x $engineer_castle_locs[$recruit_pos].y}\n {NO_UPKEEP_NO_OVERLAY}\n [+unit]\n animate=yes\n passable=yes\n moves=0\n attacks_left=0\n [+modifications]\n {FINALE_B_ENGIE_BOSS_BOOST}\n [/modifications]\n [/unit]\n [/do]\n [/while]\n\n {CLEAR_VARIABLE engineer_units,engineer_castle_locs,engineer_recruit,recruit_pos}\n [/event]\n\n #\n # Crack the floor every time the Engineer hits something with the hammer.\n #\n\n [event]\n name=attacker hits\n first_time_only=no\n [filter]\n id=Engineer Fendyrn\n [/filter]\n [filter_attack]\n name=soul hammer\n [/filter_attack]\n\n [fire_event]\n name=crack floor\n [primary_unit]\n x,y=$x2,$y2\n [/primary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=defender hits\n first_time_only=no\n [filter_second]\n id=Engineer Fendyrn\n [/filter_second]\n [filter_second_attack]\n name=soul hammer\n [/filter_second_attack]\n\n [fire_event]\n name=crack floor\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=crack floor\n first_time_only=no\n [filter]\n [filter_location]\n terrain=Urb,Uu,Ur,Urb^E*,Uu^E*,Ur^E*\n [/filter_location]\n [/filter]\n\n [terrain]\n x,y=$x1,$y1\n terrain=^Egk\n layer=overlay\n [/terrain]\n [/event]\n\n #\n # Remember the Engineer's original facing before attacking him.\n #\n\n#define FINALE_B_ENGIE_FACING_ATTACK_HANDLER _NUM _PRIMARY _SECONDARY\n [event]\n id=\"engineer_bsh_atk_\"+{_NUM} # wmllint: ignore\n name=attack\n first_time_only=no\n [filter]\n id={_PRIMARY}\n [/filter]\n [filter_second]\n id={_SECONDARY}\n [/filter_second]\n\n [fire_event]\n name=engineer facing track\n [primary_unit]\n id=Engineer Fendyrn\n [/primary_unit]\n [/fire_event]\n [/event]\n#enddef\n\n#define FINALE_B_ENGIE_FACING_MOVETO_HANDLER _NUM _PRIMARY _SECONDARY\n [event]\n id=\"engineer_bsh_mov_\"+{_NUM} # wmllint: ignore\n name=moveto\n first_time_only=no\n [filter]\n id={_PRIMARY}\n [filter_adjacent]\n id={_SECONDARY}\n [/filter_adjacent]\n [/filter]\n\n [fire_event]\n name=engineer facing track\n [primary_unit]\n id=Engineer Fendyrn\n [/primary_unit]\n [/fire_event]\n [/event]\n#enddef\n\n [event]\n id=engineer_bsh_call # wmllint: ignore\n name=engineer facing track\n first_time_only=no\n\n {VARIABLE unit.variables.previous_facing $unit.facing}\n\n [unstore_unit]\n find_vacant=no\n variable=unit\n [/unstore_unit]\n [/event]\n\n # moveto and attack may seem redundant but it's important to remember that\n # a unit may attack a target without moving to it as well as move next to\n # it without attacking it. The objective is broad enough so that it's not\n # required for the Engineer and Elynia to actually engage in combat so\n # long as Elynia is in front of him before Elyssa stabs him.\n\n {FINALE_B_ENGIE_FACING_ATTACK_HANDLER A Elynia (Engineer Fendyrn)}\n {FINALE_B_ENGIE_FACING_ATTACK_HANDLER B (Engineer Fendyrn) Elynia}\n\n {FINALE_B_ENGIE_FACING_MOVETO_HANDLER A Elynia (Engineer Fendyrn)}\n {FINALE_B_ENGIE_FACING_MOVETO_HANDLER B (Engineer Fendyrn) Elynia}\n\n #\n # Handle the Engineer being backstabbed using the Claw of Urvatha.\n #\n\n [event]\n id=engineer_backstabbing_handler # wmllint: ignore\n name=attacker hits\n first_time_only=no\n [filter]\n id=Elyssa\n [/filter]\n [filter_attack]\n name=claw of urvatha\n [/filter_attack]\n [filter_second]\n id=Engineer Fendyrn\n [/filter_second]\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS side_number 1}\n [/filter_condition]\n\n [if]\n # As of 1.14 using an invalid direction below is harmless and\n # lets the filter silently fail but I get the feeling this isn't\n # gonna be the case forever.\n {VARIABLE_LEXICAL_NOT_EQUALS second_unit.variables.previous_facing none}\n\n [have_unit]\n id=Elynia\n [filter_location]\n [filter_adjacent_location]\n x,y=$x2,$y2\n adjacent=\"-$second_unit.variables.previous_facing\"\n [/filter_adjacent_location]\n [/filter_location]\n [/have_unit]\n [then]\n [fire_event]\n name=boss 1 stage 2\n [/fire_event]\n [/then]\n [/if]\n [/event]\n\n [event]\n name=boss 1 stage 2\n\n #\n # Remove previous related event handlers.\n #\n\n [remove_event]\n id=engineer_bsh_mov_A,engineer_bsh_mov_B,engineer_bsh_atk_A,engineer_bsh_atk_B\n [/remove_event]\n\n [remove_event]\n id=engineer_bsh_call,engineer_backstabbing_hint_handler,engineer_backstabbing_handler # wmllint: ignore\n [/remove_event]\n\n #\n # Allow the Engineer to be damaged from now on, but boost\n # his HP and attack strength in exchange.\n #\n\n [object]\n silent=yes\n [filter]\n id=Engineer Fendyrn\n [/filter]\n [effect]\n apply_to=remove_ability\n [abilities]\n {ABILITY_ABSORB_DAMAGE}\n [/abilities]\n [/effect]\n [effect]\n apply_to=hitpoints\n increase_total=25%\n heal_full=yes\n [/effect]\n [effect]\n apply_to=attack\n name=soul hammer\n increase_damage=5 # 26-2\n [/effect]\n [effect]\n apply_to=attack\n name=flamethrower\n increase_damage=1 # 16-3\n [/effect]\n [/object]\n\n {REPLACE_SCENARIO_MUSIC \"frantic.ogg\"}\n\n #\n # Go red.\n #\n\n {DARKEN_RED_SCREEN -10}\n\n [message]\n speaker=Engineer Fendyrn\n message= _ \"ACK! What ha\u2019 ye done!!!\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Oops! It seems your armor suit and fancy hammer are not perfect substitutes for the power of a true Guardian of Darkness!\"\n [/message]\n\n {OBJECTIVES (\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Defeat the Engineer now that he is vulnerable to attacks\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elyssa\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n\n {OBJECTIVE_NO_CARRYOVER}\n\n {OBJECTIVE_NOTE ( _ \"The power of the Engineer\u2019s hammer allows him to debilitate and destroy the Energy Heart of a Guardian\")}\n {FIRE_GUARDIAN_SUMMONING_NOTE}\n )}\n\n [event]\n id=engineer_red_screening_handler # wmllint: ignore\n name=attacker hits\n first_time_only=no\n [filter_condition]\n [have_unit]\n id=Engineer Fendyrn\n [/have_unit]\n [/filter_condition]\n\n [final_boss_hp_tint]\n id=Engineer Fendyrn\n [/final_boss_hp_tint]\n [/event]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Engineer Fendyrn\n [/filter]\n\n [fire_event]\n name=start part 2\n [/fire_event]\n [/event]\n\n#define FINALE_B_ELYNIA_THOUGHTS _MESSAGE\n [message]\n speaker=narrator\n caption= _ \"Elynia\"\n image= # wmllint: ignore\n message=\"\"+{_MESSAGE}+\"\" # wmllint: ignore\n [/message]\n#enddef\n\n ############################################################################\n # #\n # SECOND PART #\n # #\n ############################################################################\n\n [event]\n name=start part 2\n\n {LOCK_VIEW}\n\n {DARKEN_RED_SCREEN -60}\n\n {REPLACE_SCENARIO_MUSIC \"silence.ogg\"}\n\n [remove_event]\n id=engineer_red_screening_handler # wmllint: ignore\n [/remove_event]\n\n {VARIABLE finale_b_part 2}\n\n #\n # Prepare transition to part 2.\n #\n\n {QUAKE (\"rumble.ogg\")}\n\n [delay]\n time=500\n [/delay]\n\n {QUAKE (\"explosion-big.ogg\")}\n\n [delay]\n time=250\n [/delay]\n\n {QUAKE (\"dragonstick.ogg\")}\n\n [message]\n speaker=Elyssa\n message= _ \"Elynia, grab my hand!\"\n [/message]\n\n {QUAKE (\"explosion-big.ogg\")}\n\n [delay]\n time=500\n [/delay]\n\n {DISABLE_FIRE_GUARDIAN_SUMMONING}\n\n {RESET_UNIT_STATUSES (\n id=Elynia\n [or]\n id=Elyssa\n [/or]\n )}\n\n [store_unit]\n [filter]\n id=Elynia\n [/filter]\n variable=elynia_store\n kill=yes\n [/store_unit]\n\n [store_unit]\n [filter]\n id=Elyssa\n [/filter]\n variable=elyssa_store\n kill=yes\n [/store_unit]\n\n [kill]\n #\n # Kill everything else on the map.\n #\n [not]\n x,y=recall,recall\n [/not]\n [/kill]\n\n #\n # Deactivate all sides we will not use anymore.\n #\n\n [modify_side]\n [filter_side]\n [not]\n side=1\n [/not]\n [not]\n side=2\n [/not]\n [not]\n side=8\n [/not]\n [/filter_side]\n hidden=yes\n controller=null\n [/modify_side]\n\n [remove_item][/remove_item]\n\n {CLEAR_LABELS}\n\n {BLACK_SCREEN}\n\n [terrain]\n terrain=Xv\n [/terrain]\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n {REMOVE_SOUND_SOURCE hive_noise,water_drip_1,water_drip_2,water_drip_3,water_drip_4}\n\n [sound]\n name=rumble.ogg\n [/sound]\n\n #\n # Break.\n #\n\n [delay]\n # rumble.ogg is 6 seconds long. We want to mute SFX after we are\n # done playing it.\n time=6000\n [/delay]\n\n #\n # Setup the new map.\n #\n\n [replace_schedule]\n {UNDERGROUND}\n [/replace_schedule]\n\n [replace_map]\n map=$part_2_map\n expand,shrink=yes,yes\n [/replace_map]\n\n [redraw][/redraw]\n\n # The demolition immunity flag is used during the next boss fight.\n\n {VARIABLE elynia_store.x 50}\n {VARIABLE elynia_store.y 33}\n {VARIABLE elynia_store.facing se}\n {VARIABLE elynia_store.status.immune_to_demolition yes}\n\n {VARIABLE elyssa_store.x 50}\n {VARIABLE elyssa_store.y 31}\n {VARIABLE elyssa_store.facing se}\n {VARIABLE elyssa_store.status.immune_to_demolition yes}\n\n # Reinstate fog.\n\n [modify_side]\n side=1\n fog=yes\n [/modify_side]\n\n {CLEAR_CAVE_SHROUD (\n x,y=50,31\n radius=4\n )}\n\n [hidden_unit]\n {CHARACTER_STATS_ELYNIA}\n type=Guardian of Earth Elynia\n canrecruit=no\n facing=$elynia_store.facing\n side=1\n x,y=$elynia_store.x,$elynia_store.y\n max_hitpoints=1\n variation=injured\n [/hidden_unit]\n\n {PLACE_IMAGE \"scenery/blood-2.png\" $elynia_store.x $elynia_store.y}\n\n [hidden_unit]\n {CHARACTER_STATS_ELYSSA}\n type=Guardian of Darkness Elyssa\n canrecruit=no\n facing=$elyssa_store.facing\n side=8\n x,y=$elyssa_store.x,$elyssa_store.y\n max_hitpoints=1\n variation=injured\n [/hidden_unit]\n\n {PLACE_IMAGE \"scenery/blood-1.png\" $elyssa_store.x $elyssa_store.y}\n\n {PLACE_IMAGE (\"items/claw-of-urvatha.png~FL(horiz)\") (\"$($elyssa_store.x - 1)\") $elyssa_store.y}\n\n {CLEAR_FOG 1 $elyssa_store.x \"$($elyssa_store.y - 1)\" $elyssa_store.max_moves}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=$elynia_store.x,$elynia_store.y\n {WARP}\n [/scroll_to]\n\n [mute_sound_effects][/mute_sound_effects]\n\n {CAVE_NOISE_SOUND_SOURCE}\n [+sound_source]\n id=cave_noise # wmllint: ignore\n [/sound_source]\n\n [fade_in_sound_effects]\n duration=500\n [/fade_in_sound_effects]\n\n {FADE_IN}\n\n [unhide_unit][/unhide_unit]\n\n [redraw]\n side=1\n [/redraw]\n\n [delay]\n time=3000\n [/delay]\n\n [message]\n speaker=Elynia\n image=misc/blank-hex.png\n message= _ \"Unngh...\" # wmllint: no spellcheck\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [unstore_unit]\n find_vacant=no\n variable=elynia_store\n [/unstore_unit]\n\n [redraw][/redraw]\n\n [delay]\n time=1500\n [/delay]\n\n {FINALE_B_ELYNIA_THOUGHTS ( _ \"I did not know where I was. The last thing I could recall was the chamber floor collapsing due to the energy released from the dwarf\u2019s fractured hammer.\")}\n\n {FINALE_B_ELYNIA_THOUGHTS ( _ \"My neck felt cold and sticky... it was blood. I must have smashed my head during the fall, and yet I was standing there as though my body had healed itself from the otherwise fatal injury.\n\nI glanced at my surroundings...\")}\n\n # FIXME: ah, if only!\n #{FACE_DIRECTION id=Elynia n}\n {FACE_DIRECTION id=Elynia nw}\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Elyssa...?\"\n [/message]\n\n {MOVE_UNIT id=Elynia (\"$elyssa_store.x\") (\"$($elyssa_store.y + 1)\")}\n\n [delay]\n time=1000\n [/delay]\n\n # po: Yes, Elynia is describing a literal BSOD (Blue Screen of Death).\n # po: See: http://en.wikipedia.org/wiki/Blue_Screen_of_Death\n # po: Looks like Norsulan technology isn't perfect either!\n {FINALE_B_ELYNIA_THOUGHTS ( _ \"The demoness was lying on the humid cavern floor, inert as a rock. She did not seem injured, but neither did she draw breath. I did not know at first what to make of the situation.\n\nI laid a hand on her forehead and attempted to peer into her mind to see whether she was still alive. However, all I could see through her frozen eyes was a series of incomprehensible white glyphs on a blue background, interspersed with an alien and yet somehow familiar language. Knowing she was a hybrid lifeform, the evidence I gathered was useless.\")}\n\n {FINALE_B_ELYNIA_THOUGHTS ( _ \"She could be alive... or she could be dead.\n\nAnd not too far from her was the weapon she called the Claw of Urvatha. My master\u2019s staff, first corrupted by the heart of a Gatekeeper, the artifact we used to call the Ruby of Fire, and now, by the malignant touch of Merthiaal\u2019s successor.\")}\n\n [delay]\n time=750\n [/delay]\n\n {FINALE_B_ELYNIA_THOUGHTS ( _ \"I felt compelled to grab the weapon and leave the demoness behind... but I had to ponder my possibilities first. She could come back to life the moment I laid my hands on it, and destroy me. Or she could stay as a dormant machine, and I would just abandon her and return to the surface, with Anya and Ergea.\n\nA third alternative then occurred to me. I could grab the Claw, and destroy the creature in her sleep...\")}\n\n [delay]\n time=1500\n [/delay]\n\n {FINALE_B_ELYNIA_THOUGHTS ( _ \"... I spent some amount of time contemplating that tempting alternative.\n\nSuddenly, the thought of becoming a cold-blooded murderer horrified me.\n\nNo.\n\nNo, I would not give in to such terrifying ideas. No. That was not me. That was not the elf who was raised by Niryone to protect the peoples of Irdya.\n\nNo.\")}\n\n {MOVE_UNIT id=Elynia 48 30}\n\n {UNCLEAR_FOG}\n\n [redraw]\n side=1\n [/redraw]\n\n [delay]\n time=1000\n [/delay]\n\n {FINALE_B_ELYNIA_THOUGHTS ( _ \"Between tears, I could catch a glimpse of light coming from around a corner.\")}\n\n [delay]\n time=750\n [/delay]\n\n {MOVE_UNIT id=Elynia 46 29}\n {FACE_DIRECTION id=Elynia sw}\n\n [redraw]\n side=1\n [/redraw]\n\n [delay]\n time=750\n [/delay]\n\n {FINALE_B_ELYNIA_THOUGHTS ( _ \"A conspicuous corridor, leading somewhere brightly illuminated. The walls were decorated with peculiar engravings.\n\nI was compelled to follow. With my captor completely incapacitated to exert any kind of magic control over me, I could once again move with absolute freedom.\")}\n\n {MOVE_UNIT id=Elynia 40 32}\n\n [terrain]\n x,y=43,31\n terrain=^Xo\n layer=overlay\n [/terrain]\n\n [modify_side]\n side=1\n fog=no\n [/modify_side]\n\n [place_shroud]\n side=1\n [not]\n x,y=40,32\n radius=3\n [/not]\n [/place_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [kill]\n id=Elyssa\n [/kill]\n\n [remove_item]\n x,y=\"$($elyssa_store.x - 1)\",$elyssa_store.y\n [/remove_item]\n\n [scroll_to_unit]\n id=Elynia\n [/scroll_to_unit]\n\n {OBJECTIVES (\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Explore the place\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n\n {OBJECTIVE_NO_CARRYOVER}\n\n {UNLIMITED_PLAYER_MOVES_NOTE}\n )}\n\n {CLEAR_VARIABLE elynia_store} # NOT elyssa_store, used later.\n\n [disallow_end_turn][/disallow_end_turn]\n\n {UNLIMITED_PLAYER_MOVES}\n\n {UNLOCK_VIEW}\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Elynia\n x=41,42\n y=32,31\n [/filter]\n\n # Eeenope, not going back.\n\n {FINALE_B_ELYNIA_THOUGHTS ( _ \"It was not my intention to go back where Elyssa\u2019s inert body laid. I needed to keep exploring the corridor. My curiosity was just too great to resist.\")}\n [/event]\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Elynia\n # The sigil room event.\n x=18,17-19,14-22,12-24,12-26,14-25,23-24,25 # last two entries correspond to\n y=38, 39, 40, 41,42-47,48-51, 40,41 # the arch at the entrance\n [/filter]\n [filter_condition]\n {FINALE_B_IN_PART_2}\n [/filter_condition]\n\n [fire_event]\n name=cutscene 1\n [/fire_event]\n [/event]\n\n#define FINALE_B_ARGAN_THOUGHTS _MESSAGE\n [message]\n speaker=narrator\n caption= _ \"Argan\"\n image= # wmllint: ignore\n message=\"\"+{_MESSAGE}+\"\" # wmllint: ignore\n [/message]\n#enddef\n\n [event]\n name=cutscene 1\n\n {BUG_ON ({FINALE_B_IN_PART_1}) ()}\n\n {LOCK_VIEW}\n\n {CLEAR_LABELS}\n\n {CLEAR_CAVE_SHROUD (\n x,y=19,43\n radius=8\n )}\n\n {MOVE_UNIT id=Elynia 19 43}\n\n [place_shroud]\n side=1\n [not]\n x,y=19,43\n radius=8\n [/not]\n [/place_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=19,45\n [/scroll_to]\n\n [scroll_to_unit]\n id=Elynia\n [/scroll_to_unit]\n\n [delay]\n time=1000\n [/delay]\n\n {FINALE_B_ELYNIA_THOUGHTS ( _ \"The ceiling lights formed a familiar shape on the floor: the sigil of the First Guardian of Earth, Xia\u2019el. Or at least, as it was depicted in Argan\u2019s journal.\n\nAn odd sense of comfort suddenly came to me. I felt for once as though I was, finally, at home.\")}\n\n [delay]\n time=750\n [/delay]\n\n {MOVE_UNIT id=Elynia 19 45}\n\n {FACE_DIRECTION id=Elynia ne}\n\n [fade_out_sound_effects]\n duration=750\n [/fade_out_sound_effects]\n\n {REPLACE_SCENARIO_MUSIC \"snowfall.ogg\"}\n\n {FINALE_B_ELYNIA_THOUGHTS ( _ \"If Elyssa spoke the truth, this was my destiny all along. I was meant to be the Guardian of Earth on Irdya, and I was meant to keep my world and my people from harm; from Elyssa, from Argan, from Zhangor, from Uria...\n\n... From myself.\n\n... And I had failed. I had failed them all. I grew up ignorant of my true purpose, focusing only on mundane problems, selfishly centered on my own needs and desires for the most part. I allowed Irdya\u2019s terrible fate to come to pass: the destruction of many civilizations, the deaths of millions.\n\nWeren\u2019t Guardians created to protect their worlds?\")}\n\n [delay]\n time=750\n [/delay]\n\n [hide_unit][/hide_unit]\n\n {FADE_TO_BLACK}\n\n [delay]\n time=1000\n [/delay]\n\n #\n # Dear gods, why am I doing this to myself? Next campaign I write\n # will be all about happiness and sunshine.\n #\n\n {FINALE_B_ELYNIA_THOUGHTS ( _ \"I let myself collapse on the floor... and cried.\n\nI needed to cry after Galas\u2019 death. I needed to cry after losing Malin. But I resisted the emotion for so long because I did not want anyone to know I was weak inside.\n\nBut then, I was at home at last... alone. Nobody would know. So I cried.\n\nI wished Anya could be with me. But she did not know where I was, and I did not even know whether she was still alive. And even if she was... it would only be a matter of time until Zhangor solved the Seer\u2019s riddle and killed the girl.\")}\n\n [delay]\n time=750\n [/delay]\n\n {FINALE_B_ELYNIA_THOUGHTS ( _ \"Home...\")}\n\n [delay]\n time=5000\n [/delay]\n\n {FINALE_B_ARGAN_THOUGHTS ( _ \"There, there.\")}\n\n [delay]\n time=750\n [/delay]\n\n {FINALE_B_ARGAN_THOUGHTS ( _ \"You have not failed yet, my love. There are still things left to do.\")}\n\n [delay]\n time=2000\n [/delay]\n\n {FINALE_B_ELYNIA_THOUGHTS ( _ \"... A\u2014 Argan?\")}\n\n [delay]\n time=250\n [/delay]\n\n {FINALE_B_ELYNIA_THOUGHTS ( _ \"... Oh, I must have really lost it now.\")}\n\n [delay]\n time=250\n [/delay]\n\n {FINALE_B_ARGAN_THOUGHTS ( _ \"I am here. Don\u2019t you feel me?\")}\n\n [delay]\n time=250\n [/delay]\n\n {FINALE_B_ELYNIA_THOUGHTS ( _ \"... Is this a dream?\")}\n\n [delay]\n time=250\n [/delay]\n\n {FINALE_B_ARGAN_THOUGHTS ( _ \"... Is it?\")}\n\n [delay]\n time=250\n [/delay]\n\n {FINALE_B_ELYNIA_THOUGHTS ( _ \"... I feel you. I feel your warm touch again. But... how?\")}\n\n {FINALE_B_ARGAN_THOUGHTS ( _ \"Because you wished for my return. All these years...\")}\n\n {FINALE_B_ELYNIA_THOUGHTS ( _ \"... I did.\")}\n\n {FINALE_B_ARGAN_THOUGHTS ( _ \"I missed you, Elynia.\")}\n\n {FINALE_B_ELYNIA_THOUGHTS ( _ \"... I\u2014 I\u2014\n\n... I did too.\n\nOh, Argan...\")}\n\n [delay]\n time=5000\n [/delay]\n\n {FINALE_B_ARGAN_THOUGHTS ( _ \"We don\u2019t have much time left, my love. Irdya is in ruins now, and Zhangor could find us any moment now. You need to get up.\")}\n\n {FINALE_B_ELYNIA_THOUGHTS ( _ \"Yes...\")}\n\n [fade_in_sound_effects]\n duration=1000\n [/fade_in_sound_effects]\n\n {FADE_IN}\n\n [unhide_unit][/unhide_unit]\n\n [unit]\n side=1\n type=Master of Darkness\n canrecruit=yes\n id=Argan\n name= _ \"Argan\"\n x,y=19,44\n facing=sw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n {RESET_UNIT_STATUSES id=Elynia}\n\n [delay]\n time=1000\n [/delay]\n\n #\n # Hello, censors.\n #\n # Please don't mess with the plot or you will pay dearly.\n #\n # -- Iris\n #\n\n {FINALE_B_ELYNIA_THOUGHTS ( _ \"I let my lips approach his own as we embraced like we had not for an eternity. He felt so delightfully real, I was willing to give in to our carnal urges.\n\nBut...\")}\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Argan\n message= _ \"Is there something wrong, my love?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I... feel... strange.\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"My heart... it hurts...\"\n [/message]\n\n [message]\n speaker=Argan\n message= _ \"That must be because you have spent too much time scurrying around. Just let yourself relax for a moment. We can reminisce about better times together...\"\n [/message]\n\n [fade_out_music][/fade_out_music]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elynia\n # po: Yes, the question mark may seem misplaced, but it's actually intentional\n # po: as it denotes a different sentence inflection. She is supposed to sound\n # po: confused.\n message= _ \"You don\u2019t sound like yourself? My head... I\u2014\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"My memories have become so hazy... but... I... remember that sword... Elyssa has your sword...\"\n [/message]\n\n [message]\n speaker=Argan\n message= _ \"Elynia, please, just...\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n {VARIABLE elyssa_store.x 19}\n {VARIABLE elyssa_store.y 43}\n {VARIABLE elyssa_store.facing se}\n\n [message]\n speaker=narrator\n caption= _ \"Elyssa\"\n image=$elyssa_store.profile\n message= _ \"Hello...\"\n [/message]\n\n [unit]\n # We only want the recruit animation, screw stats.\n animate=yes\n side=1\n canrecruit=yes\n id=Elyssa\n type=$elyssa_store.type\n x,y=$elyssa_store.x,$elyssa_store.y\n facing=$elyssa_store.facing\n [/unit]\n\n [unstore_unit]\n # clobbered!\n variable=elyssa_store\n find_vacant=no\n [/unstore_unit]\n\n [redraw][/redraw]\n\n [delay]\n time=500\n [/delay]\n\n [animate_attack]\n [filter]\n id=Argan\n [/filter]\n [filter_second]\n id=Elyssa\n [/filter_second]\n [filter_attack]\n name=$elyssa_store.attack[0].name\n [/filter_attack]\n kill=no\n animate=yes\n fire_event=no\n amount=$elyssa_store.attack[0].damage\n damage_type=$elyssa_store.attack[0].type\n alignment=neutral\n #experience=no\n [/animate_attack]\n\n {CLEAR_VARIABLE elyssa_store}\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"... Zhangor.\"\n [/message]\n\n {REPLACE_SCENARIO_MUSIC \"gathering_storm.ogg\"}\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Argan\n message= _ \"How...\"\n [/message]\n\n [message]\n speaker=Elyssa\n # po: I guess I'm already pushing the censors' limits a lot here?\n # po: It'd be advisable to keep it subtle in translations too.\n message= _ \"Your act seems pretty cheap in retrospect. I cannot say I am completely disappointed, though; it was absolutely amusing to watch you attempt to\u2014ahem\u2014handle the poor, broken elf. But did you truly think it would work out? Ha ha ha!\"\n [/message]\n\n [message]\n speaker=Argan\n message= _ \"(metallic voice) I am not precisely myself, though.\"\n [/message]\n\n [hide_unit][/hide_unit]\n\n {RED_SCREEN}\n\n [teleport]\n [filter]\n id=Elyssa\n [/filter]\n x,y=19,42\n [/teleport]\n\n [teleport]\n [filter]\n id=Elynia\n [/filter]\n x,y=19,46\n [/teleport]\n\n [kill]\n id=Argan\n [/kill]\n\n [sound]\n name=lightning.ogg\n [/sound]\n\n [delay]\n time=50\n [/delay]\n\n [sound]\n name=magic-dark.ogg\n [/sound]\n\n {RESET_SCREEN}\n\n [unhide_unit][/unhide_unit]\n\n [unit]\n canrecruit=yes\n side=2\n id=Deathbringer\n name= _ \"Deathbringer\"\n type=Shaxthal Deathbringer Alpha\n {IS_BOSS}\n x,y=19,44\n facing=sw\n [status]\n immune_to_demolition=yes\n [/status]\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_DEXTROUS}\n [/modifications]\n [/unit]\n\n {PALETTE shaxthal_drone_surface shaxthal_drone_purple}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to_unit]\n id=Deathbringer\n [/scroll_to_unit]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Deathbringer\n message= _ \"But your guess was close enough. Congratulations, Guardian of Darkness.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"So the rumors are true, after all \u2014 you go around possessing other creatures using your disgusting body ooze.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"(enraged) You were going to possess me...\"\n [/message]\n\n [message]\n speaker=Deathbringer\n # po: \"Aspect\" here refers to the Aspect of Earth, not Elynia's physical appearance.\n message= _ \"Or steal your aspect through your currently vulnerable energy heart. Either outcome would have been advantageous for me, but no \u2014 it would seem you will both have to die instead.\"\n [/message]\n\n [terrain]\n terrain=Xu\n x=23-24,25\n y=40 ,41\n [/terrain]\n\n [place_shroud]\n side=1\n x=23-27,25-27\n y=38-39, 40\n [/place_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n {QUAKE (\"dragonstick.ogg\")}\n\n [message]\n speaker=Elynia\n message= _ \"(enraged) Not if I can kill you first.\"\n [/message]\n\n#define FINALE_B_BOSS_DRONE _TYPE _X _Y\n [unit]\n side=2\n type={_TYPE}\n x={_X}\n y={_Y}\n random_gender=yes\n random_traits=yes\n generate_name=yes\n animate=yes\n passable=yes\n [/unit]\n\n {PALETTE shaxthal_drone_surface shaxthal_drone_purple}\n#enddef\n\n {FINALE_B_BOSS_DRONE (\"Shaxthal Assault Drone\") 18 43}\n {FINALE_B_BOSS_DRONE (\"Shaxthal Protector Drone\") 19 43}\n {FINALE_B_BOSS_DRONE (\"Shaxthal Assault Drone\") 20 43}\n {FINALE_B_BOSS_DRONE (\"Shaxthal Assault Drone\") 20 44}\n {FINALE_B_BOSS_DRONE (\"Shaxthal Protector Drone\") 19 45}\n {FINALE_B_BOSS_DRONE (\"Shaxthal Assault Drone\") 18 44}\n\n {OBJECTIVES (\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Defeat Zhangor\u2019s Deathbringer\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elyssa\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n\n {OBJECTIVE_NO_CARRYOVER}\n\n {OBJECTIVE_NOTE ( _ \"The Deathbringer\u2019s spear allows it to destroy the Energy Heart of a Guardian\")}\n\n {FIRE_GUARDIAN_SUMMONING_NOTE}\n )}\n\n [allow_end_turn][/allow_end_turn]\n\n {DISABLE_UNLIMITED_PLAYER_MOVES}\n\n {ENABLE_FIRE_GUARDIAN_SUMMONING}\n\n {UNLOCK_VIEW}\n [/event]\n\n#define FINALE_B_CHECK_UNIT_LIMIT _VAR_ID\n [if]\n {VARIABLE_NUMERICAL_GREATER_THAN {_VAR_ID} 0}\n [then]\n {VARIABLE_DEC {_VAR_ID}}\n [/then]\n [else]\n {VARIABLE_RANDOM recruit_type \"Shaxthal Assault Drone,Shaxthal Assault Drone,Shaxthal War Drone\"}\n [/else]\n [/if]\n#enddef\n\n [event]\n name=side 2 turn refresh\n first_time_only=no\n [filter_condition]\n [have_unit]\n id=Deathbringer\n [/have_unit]\n [/filter_condition]\n\n [store_locations]\n terrain=C*,C*^*\n variable=recruit_locs\n [/store_locations]\n\n [count_units]\n side=2\n [not]\n canrecruit=yes\n [/not]\n variable=zhangor_units\n [/count_units]\n\n [while]\n {VARIABLE_NUMERICAL_LESS_THAN zhangor_units {DIFF 6 7 8}}\n [do]\n {VARIABLE_INC zhangor_units}\n\n {VARIABLE recruit_variation $null}\n {VARIABLE_RANDOM recruit_type \"Shaxthal Worm,Shaxthal Deathbringer,Shaxthal Assault Drone,Shaxthal Assault Drone,Shaxthal War Drone,Shaxthal Demolisher Drone\"}\n {VARIABLE_RANDOM loc_n \"0..$($recruit_locs.length - 1)\"}\n\n # Deathbringers and Demolishers are spawned in limited numbers\n # per scenario run (not turn). They are supposed to be in short\n # supply.\n\n [switch]\n variable=recruit_type\n [case]\n value=\"Shaxthal Deathbringer\"\n {FINALE_B_CHECK_UNIT_LIMIT deathbringer_limit}\n [/case]\n [case]\n value=\"Shaxthal Demolisher Drone\"\n {FINALE_B_CHECK_UNIT_LIMIT demolisher_limit}\n [/case]\n [/switch]\n\n # The unit type may have been re-randomized above if we hit\n # one of the unit limits.\n\n [if]\n {VARIABLE_LEXICAL_EQUALS recruit_type \"Shaxthal Deathbringer\"}\n [then]\n {VARIABLE_RANDOM recruit_variation base,cyclops,beast}\n [/then]\n [/if]\n\n [if]\n {VARIABLE_LEXICAL_EQUALS recruit_type \"Shaxthal Worm\"}\n [then]\n {VARIABLE_RANDOM recruit_variation a,b,c}\n [/then]\n [/if]\n\n {FINALE_B_BOSS_DRONE $recruit_type $recruit_locs[$loc_n].x $recruit_locs[$loc_n].y}\n [+unit]\n variation=$recruit_variation\n # DON'T allow Zhangor to use potentially devastating units\n # as soon as they are spawned.\n moves=0\n attacks_left=0\n [/unit]\n [/do]\n [/while]\n\n {CLEAR_VARIABLE zhangor_units,recruit_type,recruit_variation,recruit_locs,loc_n}\n [/event]\n\n [event]\n name=die\n [filter]\n id=Deathbringer\n [/filter]\n\n [fire_event]\n name=start part 3\n [/fire_event]\n [/event]\n\n ############################################################################\n # #\n # THIRD PART #\n # #\n ############################################################################\n\n#define FINALE_B_DREAMSCAPE_UNIQUE_SOUND_SOURCE _SOUND_LIST _X _Y\n {FINALE_B_DREAMSCAPE_REMOVE_UNIQUE_SOUND_SOURCE}\n\n [sound_source]\n id=__dreamscape_unique\n x={_X}\n y={_Y}\n sounds={_SOUND_LIST}\n # Play continuously, don't loop on a single sound.\n delay,loop,chance=0,0,100\n full_range,fade_range=10,6\n # Ignore everything\n check_fogged,check_shrouded=no,no\n [/sound_source]\n#enddef\n\n#define FINALE_B_DREAMSCAPE_REMOVE_UNIQUE_SOUND_SOURCE\n [remove_sound_source]\n id=__dreamscape_unique\n [/remove_sound_source]\n#enddef\n\n#define FINALE_B_DREAMSCAPE_MOVECOSTS _SUF\n [object]\n silent=yes\n [filter]\n {_SUF}\n [/filter]\n [effect]\n apply_to=movement_costs\n replace=yes\n [movement_costs]\n forest={UNREACHABLE}\n village={UNREACHABLE}\n [/movement_costs]\n [/effect]\n [/object]\n#enddef\n\n#define FINALE_B_DREAMSCAPE_TRIGGER_LOCATION _EVENT_FLAG _RADIUS\n terrain=\"*^&\"+{_EVENT_FLAG}\n radius={_RADIUS}\n#enddef\n\n #\n # Fire \"dreamscape \" event with Elynia as the primary unit and the\n # trigger area's center and radius stored in t.x, t.y, and t.radius. The\n # terrain flag is removed at the end. The viewport is also locked for the\n # duration of these events.\n #\n#define FINALE_B_DREAMSCAPE_TRIGGER _EVENT_FLAG _RADIUS\n [event]\n name=moveto\n [filter]\n id=Elynia\n [filter_location]\n {FINALE_B_DREAMSCAPE_TRIGGER_LOCATION {_EVENT_FLAG} {_RADIUS} }\n [/filter_location]\n [/filter]\n [filter_condition]\n {FINALE_B_IN_PART_3}\n [/filter_condition]\n\n {LOG_ATS (\"dreamscape EH \"+{_EVENT_FLAG}+\": enter\")}\n\n {LOCK_VIEW}\n\n [store_locations]\n {FINALE_B_DREAMSCAPE_TRIGGER_LOCATION {_EVENT_FLAG} 0 }\n variable=t\n [/store_locations]\n\n {BUG_ON ({VARIABLE_NUMERICAL_NOT_EQUALS t.length 1}) ()}\n\n {VARIABLE t.radius {_RADIUS} }\n\n #[remove_shroud]\n # side=1\n # {FINALE_B_DREAMSCAPE_TRIGGER_LOCATION {_EVENT_FLAG} {_RADIUS} }\n #[/remove_shroud]\n\n #[redraw]\n # clear_shroud=yes\n #[/redraw]\n\n {LOG_ATS (\"dreamscape EH \"+{_EVENT_FLAG}+\": enter nested EH\")}\n\n [fire_event]\n name=\"dreamscape trigger \"+{_EVENT_FLAG}\n [primary_unit]\n id=Elynia\n [/primary_unit]\n [/fire_event]\n\n {LOG_ATS (\"dreamscape EH \"+{_EVENT_FLAG}+\": leave nested EH\")}\n\n [remove_terrain_overlays]\n x,y=$t.x,$t.y\n [/remove_terrain_overlays]\n\n [redraw][/redraw]\n\n {CLEAR_VARIABLE t}\n\n {UNLOCK_VIEW}\n\n {LOG_ATS (\"dreamscape EH \"+{_EVENT_FLAG}+\": leave\")}\n [/event]\n#enddef\n\n#define FINALE_B_DREAMWALK _SUF _X _Y\n [dreamwalk]\n {_SUF}\n to_x={_X}\n to_y={_Y}\n [/dreamwalk]\n\n [redraw]\n side=1\n [/redraw]\n#enddef\n\n # wmllint: recognize Niryone\n # wmllint: recognize Galas\n # wmllint: recognize Anya\n # wmllint: recognize Elynia2\n\n # wmllint: local spelling Filinor Cerin Niry\n\n [event]\n name=start part 3\n\n {LOCK_VIEW}\n\n {CLEAR_LABELS}\n\n {DISABLE_FIRE_GUARDIAN_SUMMONING}\n\n {VARIABLE finale_b_part 3}\n\n [store_shroud]\n side=1\n variable=precutscene_shroud\n [/store_shroud]\n\n #\n # Keep copies of these two around, we'll need them for the\n # final cutscene.\n #\n\n [store_unit]\n [filter]\n id=Elynia\n [/filter]\n kill=yes\n variable=elynia_store\n [/store_unit]\n\n [store_unit]\n [filter]\n id=Elyssa\n [/filter]\n kill=yes\n variable=elyssa_store\n [/store_unit]\n\n [set_variables]\n name=elynia_precutscene_store\n mode=replace\n to_variable=elynia_store\n [/set_variables]\n\n [set_variables]\n name=elyssa_precutscene_store\n mode=replace\n to_variable=elyssa_store\n [/set_variables]\n\n [kill]\n [not]\n x,y=recall,recall\n [/not]\n [/kill]\n\n [remove_item][/remove_item]\n\n {BLACK_SCREEN}\n\n {REMOVE_SOUND_SOURCE cave_noise}\n\n [terrain]\n terrain=Xv\n [/terrain]\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [sound]\n name=dragonstick.ogg\n [/sound]\n\n # We're disabling music for most of the sequence.\n [fade_out_music][/fade_out_music]\n\n [delay]\n time=3000\n [/delay]\n\n #\n # Swith to the last map.\n #\n\n # We'll replace this as the player proceeds further into lalaland,\n # and use time_areas to set local lighting.\n [replace_schedule]\n {UNDERGROUND}\n [/replace_schedule]\n\n [replace_map]\n map=$part_3_map\n expand,shrink=yes,yes\n [/replace_map]\n\n {PLACE_IMAGE units/shaxthal/master-of-darkness-dead.png 64 19}\n\n [redraw][/redraw]\n\n [set_variables]\n name=elynia_store\n mode=merge\n [value]\n x,y=37,34\n facing=se\n hitpoints=$elynia_store.max_hitpoints\n moves=$elynia_store.max_moves\n attacks_left=$elynia_store.max_attacks\n [/value]\n [/set_variables]\n\n [set_variables]\n name=elyssa_store\n mode=merge\n [value]\n hitpoints=$elyssa_store.max_hitpoints\n moves=$elyssa_store.max_moves\n attacks_left=$elyssa_store.max_attacks\n [/value]\n [/set_variables]\n\n {CLEAR_VARIABLE elynia_store.status,elyssa_store.status}\n\n #\n # Set up sound sources.\n #\n\n [mute_sound_effects][/mute_sound_effects]\n\n {FINALE_B_DREAMSCAPE_UNIQUE_SOUND_SOURCE {SOUND_LIST:BIRDS} 20 35}\n\n # Reinstate fog again.\n [modify_side]\n side=1\n fog=yes\n [/modify_side]\n\n # No more flags.\n [modify_side]\n flag_icon=\"misc/blank-hex.png\"\n [/modify_side]\n\n # Will cause dream turn controller below to clobber previous autosaves\n # if the player somehow spent enough turns previously. We don't care.\n # Also, it'll become turn 1 forever if the player actually spends too\n # long playing this sequence.\n {VARIABLE dream_turn \"$(max(1, max($turn_number, 1024)))\"}\n\n [modify_turns]\n current=\"$dream_turn\"\n [/modify_turns]\n\n # Make turn counter go backwards.\n [event]\n id=dream_turn_count_controller\n name=new turn\n first_time_only=no\n\n {VARIABLE_DEC dream_turn}\n\n [modify_turns]\n current=\"$dream_turn\"\n [/modify_turns]\n [/event]\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=$elynia_store.x,$elynia_store.y\n {WARP}\n [/scroll_to]\n\n {CLEAR_CAVE_SHROUD x,y,radius=$elynia_store.x,$elynia_store.y,6}\n\n {CLEAR_FOG 1 $elynia_store.x $elynia_store.y 6}\n\n [redraw]\n side=1\n [/redraw]\n\n {FADE_IN}\n\n # Don't clear this, we'll need her later.\n [unstore_unit]\n variable=elynia_store\n [/unstore_unit]\n\n {FINALE_B_DREAMSCAPE_MOVECOSTS id=Elynia}\n\n [fade_in_sound_effects][/fade_in_sound_effects]\n\n [message]\n speaker=Elynia\n message= _ \"Is that...\"\n [/message]\n\n {UNCLEAR_FOG}\n\n [redraw]\n side=1\n [/redraw]\n\n {OBJECTIVES (\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ({TSTR_NO_OBJECTIVES_AVAILABLE})}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n\n # This is intentional.\n {OBJECTIVE_CARRYOVER}\n )}\n\n {UNLOCK_VIEW}\n\n [event]\n name=moveto\n first_time_only=no\n\n # Use a dummy synced action to forcefully disallow undo for the\n # remainder of the scenario.\n\n {RANDOM dummy}\n\n {CLEAR_VARIABLE random}\n [/event]\n [/event]\n\n#define FINALE_B_DREAMSCAPE_TRANSFORM _ID _VARIATION\n [store_unit]\n [filter]\n id={_ID}\n [/filter]\n variable=ds_transform_store\n kill=yes\n [/store_unit]\n\n [unit]\n side=$ds_transform_store.side\n id=$ds_transform_store.id\n type=Dream Controller\n variation={_VARIATION}\n name=$ds_transform_store.name\n canrecruit=$ds_transform_store.canrecruit\n upkeep=$ds_transform_store.upkeep\n\n moves=$ds_transform_store.moves\n max_moves=$ds_transform_store.max_moves\n attacks_left=$ds_transform_store.attacks_left\n max_attacks=$ds_transform_store.max_attacks\n\n x=$ds_transform_store.x\n y=$ds_transform_store.y\n facing=$ds_transform_store.facing\n\n [modifications]\n {FINALE_B_DREAMSCAPE_MOVECOSTS ()}\n [insert_tag]\n name=trait\n variable=$ds_transform_store.modifications.trait\n [/insert_tag]\n [/modifications]\n [/unit]\n\n {CLEAR_VARIABLE ds_transform_store}\n#enddef\n\n#define FINALE_B_DREAMSCAPE_CREATE_WARPED _SIDE _X _Y _FACING _ID _NAME _VARIATION\n [unit]\n type=Dream Controller\n variation={_VARIATION}\n id={_ID}\n name={_NAME}\n side={_SIDE}\n x={_X}\n y={_Y}\n facing={_FACING}\n [/unit]\n#enddef\n\n#define FINALE_B_ANIMATE_SPAWN\n [+unit]\n animate=yes\n [/unit]\n#enddef\n\n#define FINALE_B_FLOAT _ID _TEXT\n [floating_text]\n [filter]\n id={_ID}\n [/filter]\n text={_TEXT}\n [/floating_text]\n#enddef\n\n#define FINALE_B_NO_TOD_TRANSITION\n [+time]\n sound=\"\"\n [/time]\n#enddef\n\n {FINALE_B_DREAMSCAPE_TRIGGER A 6}\n\n [event]\n name=dreamscape trigger A\n\n [replace_schedule]\n {MORNING} {FINALE_B_NO_TOD_TRANSITION}\n [/replace_schedule]\n\n {FINALE_B_DREAMWALK id=Elynia \"$($t.x + 2)\" \"$t.y\"}\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"...\"\n [/message]\n\n {FINALE_B_DREAMWALK id=Elynia $t.x $t.y}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Hello?\"\n [/message]\n\n # FIXME: hardcoded location set!\n [remove_terrain_overlays]\n x=25,26\n y=51,50\n [/remove_terrain_overlays]\n\n {FINALE_B_DREAMSCAPE_CREATE_WARPED 8 22 43 sw Niryone ( _\"Niryone\") niryone} {FINALE_B_ANIMATE_SPAWN}\n\n [message]\n speaker=Niryone\n message= _ \"Back from Filinor\u2019s class early?\"\n [/message]\n\n {FINALE_B_FLOAT id=Elynia \"!\"}\n\n [delay]\n time=750\n [/delay]\n\n {FINALE_B_DREAMSCAPE_TRANSFORM Elynia elynia1}\n\n {FACE_UNIT id=Elynia id=Niryone}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"He twisted his ankle yesterday morning while hunting with Cerin, so he let us go after a short round of questions.\"\n [/message]\n\n [message]\n speaker=Niryone\n message= _ \"Bah. Figures. At least that means we can enjoy a nice midday meal together for a change.\"\n [/message]\n\n [color_adjust]\n red,green,blue=64,64,64\n [/color_adjust]\n\n {RESET_SCREEN}\n\n [message]\n speaker=Elynia\n message= _ \"Sure, that would be great! I\u2019m starving.\"\n [/message]\n\n [teleport]\n [filter]\n id=Niryone\n [/filter]\n x,y=18,43\n check_passability=no\n [/teleport]\n\n [message]\n speaker=Niryone\n message= _ \"Don\u2019t come with me. It\u2019s too dangerous.\"\n [/message]\n\n [replace_schedule]\n {SECOND_WATCH} {FINALE_B_NO_TOD_TRANSITION}\n [/replace_schedule]\n\n [message]\n speaker=Elynia\n message= _ \"Huh?\"\n [/message]\n\n {FACE_UNIT id=Elynia id=Niryone}\n\n [kill]\n id=Niryone\n [/kill]\n\n {GENERIC_UNIT 2 (Elvish Fighter) 35 58} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n [+unit]\n [variables]\n zhangor_follower=yes\n [/variables]\n [/unit]\n {GENERIC_UNIT 2 (Elvish Fighter) 38 53} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n [+unit]\n [variables]\n zhangor_follower=yes\n [/variables]\n [/unit]\n {GENERIC_UNIT 2 (Elvish Fighter) 40 56} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n [+unit]\n [variables]\n zhangor_follower=yes\n [/variables]\n [/unit]\n\n [event]\n name=turn refresh\n\n # wmllint: display on\n [transient_message]\n image=attacks/blank-attack.png\n message= _ \"As a low-level unit under your control, Elynia has no special After Maximum Level Advancements (AMLAs). You can learn more about those by 4 \u0141 v\u00aa\u00a7\u00d0 t\u00ac \u00fe \u00e4\n\u014b \u00bd5 \u00b05 \u00e9\u2019 \u215e \u00dd T* 4 $$\u00ba \u00a9 \u0155 `\u00ac _\u0113 \u2192 fv \u2019 \u00b1 \u00a1\"\n [/transient_message]\n # wmllint: display off\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Elynia\n x=1-100\n y=49-100\n [/filter]\n\n [terrain]\n [and]\n terrain=W*,W*^*\n [/and]\n terrain=Wwb\n [/terrain]\n\n [terrain]\n [and]\n terrain=*^Efm\n [/and]\n terrain=Gd^Edb\n [/terrain]\n\n [terrain]\n [and]\n terrain=*^Ve\n [/and]\n terrain=Gd^Dr\n [/terrain]\n\n [terrain]\n [and]\n terrain=*^Fet\n [/and]\n terrain=Gd^Fetd\n [/terrain]\n\n [redraw][/redraw]\n\n [message]\n speaker=Elynia\n message= _ \"Niry? Where did you go?\"\n [/message]\n\n [message]\n speaker=narrator\n caption= _ \"Argan\"\n image= # wmllint: ignore\n # po: IftU S23B callback.\n message= _ \"You are... hurting me...\"\n [/message]\n\n {OBJECTIVES (\n victory_string= _ \"Final Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Death of Elynia\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n\n {OBJECTIVE_NO_CARRYOVER}\n\n {OBJECTIVE_NOTE ( _ \"Elynia\")}\n )}\n\n [event]\n name=side 1 turn end\n\n [replace_schedule]\n {DUSK} {FINALE_B_NO_TOD_TRANSITION}\n [/replace_schedule]\n\n {FINALE_B_DREAMSCAPE_TRANSFORM Elynia elynia2}\n\n [message]\n speaker=narrator\n caption= _ \"Anlind\u00eb\"\n image= # wmllint: ignore\n message= _ \"Don\u2019t you realize that he will murder them all if you continue this pointless crusade of yours? Just leave them be, please!\"\n [/message]\n\n [message]\n speaker=narrator\n caption= _ \"Elynia\"\n image= # wmllint: ignore\n message= _ \"Don\u2019t you dare speak in that tone to me, foul priestess! You should be grateful we do not cut your tongue off for your insolence. Guards! Escort her out, now!\"\n [/message]\n [/event]\n [/event]\n\n [event]\n name=attack\n [filter]\n id=Elynia\n [/filter]\n [filter_second]\n [filter_wml]\n [variables]\n zhangor_follower=yes\n [/variables]\n [/filter_wml]\n [/filter_second]\n\n [fire_event]\n name=zhangor follower fight\n [primary_unit]\n x,y=$x2,$y2\n [/primary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=attack\n [filter_second]\n id=Elynia\n [/filter_second]\n [filter]\n [filter_wml]\n [variables]\n zhangor_follower=yes\n [/variables]\n [/filter_wml]\n [/filter]\n\n [fire_event]\n name=zhangor follower fight\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=zhangor follower fight\n\n [message]\n speaker=unit\n sound=laugh.ogg\n message= _ \"The Lady of Light and the Master of Darkness must die!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Stop! Why are you doing this?!\"\n [/message]\n\n [kill]\n [filter_wml]\n [variables]\n zhangor_follower=yes\n [/variables]\n [/filter_wml]\n [/kill]\n\n [message]\n speaker=narrator\n caption= _ \"Argan\"\n image= # wmllint: ignore\n # po: \"Them\" = the elvish peoples\n message= _ \"I do not suppose I can convince you to abandon them now, after so long. Am I right?\"\n [/message]\n\n [message]\n speaker=narrator\n caption= _ \"Elynia\"\n image= # wmllint: ignore\n message= _ \"Of course not.\"\n [/message]\n\n [event]\n name=side turn end\n\n [message]\n speaker=narrator\n caption= _ \"Argan\"\n image= # wmllint: ignore\n message= _ \"Then... we shall do this. Together.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n caption= _ \"Elynia\"\n image= # wmllint: ignore\n message= _ \"... Together.\"\n [/message]\n [/event]\n [/event]\n [/event]\n\n {FINALE_B_DREAMSCAPE_TRIGGER B 6}\n\n [event]\n name=dreamscape trigger B\n\n {FINALE_B_DREAMSCAPE_REMOVE_UNIQUE_SOUND_SOURCE}\n\n [replace_schedule]\n {LONGDARK1} {FINALE_B_NO_TOD_TRANSITION}\n [/replace_schedule]\n\n {FINALE_B_DREAMWALK id=Elynia \"$($t.x + 2)\" \"$t.y\"}\n\n {FACE_DIRECTION id=Elynia se}\n\n {FAKE_RECRUIT 2 (Skeleton) 36 63} {FACING se}\n\n {FAKE_RECRUIT 2 (Skeleton) 38 62} {FACING se}\n\n {FACE_DIRECTION id=Elynia nw}\n\n {FAKE_RECRUIT 2 (Chaos Invoker) 40 62} {FACING sw}\n\n {FAKE_RECRUIT 2 (Demon Grunt) 42 62} {FACING sw} {GENDER male}\n\n [unit]\n side=8\n {CHARACTER_STATS_GALAS}\n canrecruit=yes\n animate=yes\n facing=sw\n x,y=42,62\n [/unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"Do you think our people will ever find peace again, Elynia?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"I...\"\n [/message]\n\n {FINALE_B_DREAMSCAPE_TRANSFORM Elynia elynia3}\n\n {FINALE_B_DREAMSCAPE_TRANSFORM Galas galas}\n\n {FACE_DIRECTION id=Galas se}\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"It doesn\u2019t matter now, I guess.\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n [kill]\n id=Galas\n [/kill]\n\n [unit]\n side=2\n type=Dream Controller\n variation=argan1\n id=Argan\n name= _ \"Argan\"\n canrecruit=yes\n facing=se\n x,y=42,62\n #placement=map_overwrite Doesn't work\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [message]\n speaker=Argan\n message= _ \"Because I am dead.\"\n [/message]\n\n [kill]\n id=Argan\n [or]\n side=2\n [/or]\n [/kill]\n\n [delay]\n time=250\n [/delay]\n\n [scroll_to_unit]\n id=Elynia\n [/scroll_to_unit]\n\n {OBJECTIVES (\n victory_string= _ \"Previous Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Kill Argan, the Master of Darkness, and put an end to his sinister rule over Irdya\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Kill Argan, the Master of Darkness, and put an end to his sinister rule over Irdya\")}\n\n {OBJECTIVE_NO_CARRYOVER}\n\n {OBJECTIVE_NOTE (\" da \u00e4 \u00ac\u014a \u00de\"+\"\n\"+_\"Elynia\")}\n )}\n\n [show_objectives][/show_objectives]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"What is this place... Something feels amiss.\"\n [/message]\n\n {FACE_DIRECTION id=Elynia nw}\n\n [delay]\n time=250\n [/delay]\n\n {FACE_DIRECTION id=Elynia ne}\n\n [delay]\n time=250\n [/delay]\n\n {FINALE_B_DREAMWALK id=Elynia 46 62}\n\n [remove_terrain_overlays]\n x=50 ,49\n y=64-65,66\n [/remove_terrain_overlays]\n\n {FINALE_B_DREAMWALK id=Elynia 47 65}\n\n [redraw]\n side=1\n [/redraw]\n\n [move_unit_fake]\n side=8\n type=Nightshade Fire\n x=55,51\n y=66,66\n [/move_unit_fake]\n\n [unit]\n side=8\n {CHARACTER_STATS_ANYA}\n type=Nightshade Fire\n x,y=51,66\n facing=nw\n [/unit]\n\n [message]\n speaker=Anya\n message= _ \"Elynia! Oh, I\u2019m so glad I could finally find you... Come with me, this way! Quickly!\"\n [/message]\n\n [kill]\n id=Anya\n [/kill]\n\n [move_unit_fake]\n side=8\n type=Nightshade Fire\n x=51,55\n y=66,66\n [/move_unit_fake]\n\n [event]\n name=new turn\n\n {OBJECTIVES (\n silent=yes\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_DEFEAT ( _ \"Elynia\")}\n )}\n [/event]\n [/event]\n\n {FINALE_B_DREAMSCAPE_TRIGGER C 6}\n\n [event]\n name=dreamscape trigger C\n\n {FINALE_B_DREAMWALK id=Elynia \"$($t.x + 2)\" \"$t.y\"}\n\n [scroll_to_unit]\n id=Elynia\n [/scroll_to_unit]\n\n {FINALE_B_DREAMSCAPE_CREATE_WARPED 8 59 64 ne Anya ( _ \"Anya\") anya} {FINALE_B_ANIMATE_SPAWN}\n\n [message]\n speaker=Anya\n message= _ \"My hair gets so messy with all the wind in this desert. It\u2019s almost tempting to shave it... Do you think I would look too weird if I did that?\"\n [/message]\n\n {FACE_UNIT id=Elynia id=Anya}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Did we... Didn\u2019t we have this conversation already?\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"I\u2019m just concerned that you might not like it if I do that... Your hair is always so fluffy and nice and beautiful...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"... All right, that is not something I recall you saying...\"\n [/message]\n\n [teleport]\n [filter]\n id=Anya\n [/filter]\n x,y=62,61\n check_passability=no\n [/teleport]\n\n {FACE_UNIT id=Anya id=Elynia}\n\n [message]\n speaker=Anya\n message= _ \"You promised...\"\n [/message]\n\n [kill]\n id=Anya\n [/kill]\n\n {FINALE_B_DREAMSCAPE_CREATE_WARPED 8 59 64 ne Argan ( _ \"Argan\") argan2} # {FINALE_B_ANIMATE_SPAWN}\n\n [message]\n speaker=Argan\n message= _ \"You promised...\"\n [/message]\n\n [kill]\n id=Argan\n [/kill]\n\n #\n # Set up hive sound source at Elyssa's future location.\n #\n\n [mute_sound_effects][/mute_sound_effects]\n\n [store_locations]\n terrain=*^&F\n variable=ss_location\n [/store_locations]\n\n {BUG_ON ({VARIABLE_NUMERICAL_GREATER_THAN ss_location.length 1}) ()}\n\n [lua]\n code=<<\n local ely = wesnoth.units.find_on_map({ id = \"Elynia\" })[1]\n local ss_x, ss_y = wml.variables[\"ss_location.x\"], wml.variables[\"ss_location.y\"]\n wml.variables[\"r\"] = wesnoth.map.distance_between({ss_x, ss_y}, {ely.x, ely.y})\n >>\n [/lua]\n\n {HIVE_NOISE_2_SOUND_SOURCE}\n [+sound_source]\n id=lair_sound_source # wmllint: ignore\n x,y=$ss_location.x,$ss_location.y\n fade_range=$($r * 0.75)\n full_range=$($r * 0.25)\n [/sound_source]\n\n {CLEAR_VARIABLE ss_location,r}\n\n # Cutscene delay\n [fade_in_sound_effects][/fade_in_sound_effects]\n\n {VARIABLE elynia_store.facing ne}\n [unstore_unit]\n variable=elynia_store\n x,y=\"$($t.x + 2)\",\"$t.y\"\n find_vacant=no\n [/unstore_unit]\n\n {FINALE_B_DREAMSCAPE_MOVECOSTS id=Elynia}\n\n [message]\n speaker=Elynia\n message= _ \"I must find Elyssa. She must be here, somewhere...\"\n [/message]\n\n [show_objectives][/show_objectives]\n [/event]\n\n {FINALE_B_DREAMSCAPE_TRIGGER D 6}\n\n {SNOW_ON_TOD inferno_night}\n\n [event]\n name=dreamscape trigger D\n\n # We do this ahead of time because parts of the time area for Inferno\n # overlap a region that's going to be unshrouded and onscreen while\n # trigger E fires.\n\n [time_area]\n id=inferno\n {INFERNO_NIGHT}\n x=55-83\n y=31-44\n [/time_area]\n\n # This is made redundant later by a global ToD schedule replacement.\n\n [time_area]\n id=lair\n {DEEP_UNDERGROUND} {SCHEDULE_LIGHTING -40 -50 -15}\n x=0-9999\n y=0-30\n [/time_area]\n\n [remove_terrain_overlays]\n x=64-66,67,68,69\n y= 49,50,49,50\n [/remove_terrain_overlays]\n\n [redraw]\n side=1\n [/redraw]\n\n [message]\n speaker=narrator\n image= # wmllint: ignore\n # po: Elyssa speaking here.\n message= _ \"Did you know that this entire land used to be a huge empire?\"\n [/message]\n [/event]\n\n {FINALE_B_DREAMSCAPE_TRIGGER E 6}\n\n [event]\n name=dreamscape trigger E\n\n [message]\n speaker=narrator\n image= # wmllint: ignore\n # po: Elyssa speaking to Argan here.\n message= _ \"You\u2019re asking too much from me. To confront a goddess who has accrued enough power to wipe out an entire world...\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=narrator\n image= # wmllint: ignore\n # po: Elyssa speaking to Argan here.\n message= _ \"... I understand. \"\n [/message]\n [/event]\n\n {FINALE_B_DREAMSCAPE_TRIGGER F 8}\n\n#define FINALE_B_FLASH_RED\n {RED_SCREEN}\n\n [delay]\n time=100\n [/delay]\n\n {RESET_SCREEN}\n#enddef\n\n [event]\n name=dreamscape trigger F\n\n #\n # Final cutscene. Lots of hardcoded locations.\n #\n\n [replace_schedule]\n {DEEP_UNDERGROUND} {SCHEDULE_LIGHTING -40 -50 -15}\n [/replace_schedule]\n\n [remove_time_area]\n id=lair\n [/remove_time_area]\n\n [fade_out_sound_effects][/fade_out_sound_effects]\n\n {REMOVE_SOUND_SOURCE lair_sound_source}\n\n [reset_sound_effects][/reset_sound_effects]\n\n [message]\n speaker=narrator\n image= # wmllint: ignore\n caption= _ \"Argan\"\n # po: Callback to IftU S23Bx.\n message= _ \"... you betrayed... me...\"\n [/message]\n\n [remove_shroud]\n side=1\n x,y,radius=$t.x,$t.y,$t.radius\n [/remove_shroud]\n\n {FINALE_B_DREAMWALK id=Elynia 65 28}\n\n [delay]\n time=250\n [/delay]\n\n [set_variables]\n name=elyssa_store\n mode=merge\n [value]\n facing=ne\n x,y=$t.x,$t.y\n [/value]\n [/set_variables]\n\n {FINALE_B_DREAMWALK id=Elynia $elyssa_store.x $elyssa_store.y}\n\n {FACE_DIRECTION id=Elynia $elyssa_store.facing}\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"...\"\n [/message]\n\n [modify_unit]\n [filter]\n id=Elynia\n [/filter]\n id=Elynia2\n [/modify_unit]\n\n {FINALE_B_DREAMSCAPE_CREATE_WARPED 1 66 18 sw Elynia _\"Elynia\" elynia3}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n # po: Callback to IftU S23Bx.\n message= _ \"Argan! No, no, this can\u2019t be happening, you can\u2019t be doing this, I am trying to heal you, don\u2019t you see? I...\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n {FINALE_B_FLASH_RED}\n\n [remove_time_area]\n id=inferno\n [/remove_time_area]\n\n [delay]\n time=2000\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Why don\u2019t you say anything? Argan!\"\n [/message]\n\n [message]\n speaker=Elynia2\n message= _ \"Argan\u2014 No...\"\n [/message]\n\n [redraw][/redraw]\n\n {FINALE_B_FLASH_RED}\n\n [mute_sound_effects][/mute_sound_effects]\n\n {HIVE_NOISE_3_SOUND_SOURCE}\n [+sound_source]\n id=horror_noise # wmllint: ignore\n [/sound_source]\n\n [fade_in_sound_effects][/fade_in_sound_effects]\n\n [message]\n speaker=Elynia\n message= _ \"Elyssa?\"\n [/message]\n\n [unstore_unit]\n variable=elyssa_store\n find_vacant=no\n [/unstore_unit]\n\n [message]\n speaker=Elyssa\n message= _ \"YOU KILLED HIM!\"\n [/message]\n\n {MOVE_UNIT id=Elyssa 64 20}\n {FACE_DIRECTION id=Elyssa nw}\n [redraw][/redraw]\n\n [message]\n speaker=Elynia\n message= _ \"Elyssa, I...\"\n [/message]\n\n {FINALE_B_DREAMSCAPE_TRANSFORM Elyssa elyssa1}\n\n [message]\n speaker=Elyssa\n message= _ \"Why\u2014 Why do you have to show me this again? WHY?\"\n [/message]\n\n [set_variables]\n name=elyssa_store\n mode=merge\n [value]\n facing=ne\n [/value]\n [/set_variables]\n\n [unstore_unit]\n variable=elyssa_store\n find_vacant=no\n x,y=64,20\n [/unstore_unit]\n\n {MOVE_UNIT id=Elyssa 65 20}\n\n [set_variables]\n name=elynia_store\n mode=merge\n [value]\n facing=sw\n [/value]\n [/set_variables]\n\n [unstore_unit]\n variable=elynia_store\n find_vacant=no\n x,y=66,18\n [/unstore_unit]\n\n {MOVE_UNIT id=Elyssa 65 19}\n\n#define FINALE_B_ELYSSA_STRIKES_ELYNIA\n [animate_attack]\n [filter]\n id=Elynia\n [/filter]\n [filter_second]\n id=Elyssa\n [/filter_second]\n [filter_attack]\n name=$elyssa_store.attack[0].name\n [/filter_attack]\n kill=no\n animate=yes\n fire_event=no\n amount=$elyssa_store.attack[0].damage\n damage_type=$elyssa_store.attack[0].type\n alignment=neutral\n #experience=no\n [/animate_attack]\n\n [delay]\n time=250\n [/delay]\n#enddef\n\n [message]\n speaker=Elyssa\n message= _ \"Why couldn\u2019t you save him instead?!\"\n [/message]\n\n {FINALE_B_ELYSSA_STRIKES_ELYNIA}\n\n {FINALE_B_DREAMSCAPE_TRANSFORM Elyssa elyssa2}\n\n #\n # Dreamscape breakdown, it all becomes a black void.\n #\n\n [replace_schedule]\n {UNDERGROUND}\n [/replace_schedule]\n\n # Bye Argan.\n [remove_item][/remove_item]\n\n {BLACK_SCREEN}\n\n [modify_side]\n side=1\n fog=no\n shroud=no\n [/modify_side]\n\n [terrain]\n # EVERYWHERE\n terrain=Xv^Gov\n [/terrain]\n\n [redraw]\n side=1\n [/redraw]\n\n [message]\n speaker=Elyssa\n sound=laugh.ogg\n message= _ \"WHY?!\"\n [/message]\n\n {FINALE_B_ELYSSA_STRIKES_ELYNIA}\n\n {FINALE_B_ELYSSA_STRIKES_ELYNIA}\n\n [store_unit]\n [filter]\n id=Elynia\n [/filter]\n variable=elynia_store\n kill=no\n [/store_unit]\n\n [kill]\n id=Elynia\n animate=yes\n fire_event=no\n [/kill]\n\n [unstore_unit]\n variable=elynia_store\n [/unstore_unit]\n\n {APPLY_INJURED_VARIATION id=Elynia ne}\n\n {MODIFY_UNIT id=Elynia profile misc/blank-hex.png}\n\n [message]\n speaker=Elyssa\n message= _ \"(metallic voice) You are a disgrace to your sad excuse of a civilization!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Stop it... please... Zhangor is attempting to control you...\"\n [/message]\n\n {FINALE_B_ELYSSA_STRIKES_ELYNIA}\n\n {FINALE_B_DREAMSCAPE_TRANSFORM Elyssa elyssa3}\n\n [message]\n speaker=Elyssa\n message= _ \"(metallic voice) Nobody can control me!\"\n [/message]\n\n {FINALE_B_ELYSSA_STRIKES_ELYNIA}\n\n {FINALE_B_DREAMSCAPE_TRANSFORM Elynia elynia4}\n\n [message]\n speaker=Elynia\n message= _ \"... please...\"\n [/message]\n\n {FINALE_B_ELYSSA_STRIKES_ELYNIA}\n\n [message]\n speaker=Elynia\n message= _ \"... I know you\u2014\"\n [/message]\n\n {FINALE_B_ELYSSA_STRIKES_ELYNIA}\n\n {FINALE_B_DREAMSCAPE_TRANSFORM Elynia elynia5}\n\n [message]\n speaker=Elynia\n message= _ \"... I know you loved Argan too.\"\n [/message]\n\n [delay]\n time=2000\n [/delay]\n\n #\n # NOTE: At this point Elynia and Elyssa's lines get mixed up. This is\n # on purpose.\n #\n\n [message]\n speaker=Elynia\n message= _ \"(metallic voice) ... He wanted you to find me... and guide me... didn\u2019t he...\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"... You... you are not me. Why am I crying?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"... Are these... my own tears?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"(metallic voice) ... Try to remember... that you...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"... that I was once...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"(metallic voice) ... human\u2014\"\n [/message]\n\n {FINALE_B_FLASH_RED}\n\n [message]\n speaker=Elyssa\n message= _ \"No... no...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"(metallic voice) Uria demanded I kill them! It was... it was never my intention... please!\"\n [/message]\n\n {FINALE_B_FLASH_RED}\n\n [delay]\n time=250\n [/delay]\n\n {FINALE_B_FLASH_RED}\n\n [message]\n speaker=Elyssa\n message= _ \"Zhangor is trying to make us lose control...\"\n [/message]\n\n [message]\n speaker=Elynia\n # po: This is part of one of Elyssa's lines from IftU scenario 22B.\n message= _ \"(metallic voice) Now that I have failed, there\u2019s no purpose left for me...\"\n [/message]\n\n {FINALE_B_FLASH_RED}\n\n [message]\n speaker=Elyssa\n message= _ \"... He is trying to take us both at once... using the powers of the Gatekeeper...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"(metallic voice) Why... why did you bring me back to life... WHY?!\"\n [/message]\n\n [message]\n speaker=narrator\n caption= _ \"Ethealim\"\n image=misc/blank-hex.png\n # po: Callback to AtS E3S8A \"Interim\".\n message= _ \"... you have allowed others to distort your identity...\"\n [/message]\n\n [message]\n speaker=narrator\n caption= _ \"Mal Keshar\"\n image=misc/blank-hex.png\n # po: Callback to AtS E1S12 \"The Queen\".\n message= _ \"... a greater cause, one that transcends the fate of Irdya...\"\n [/message]\n\n [message]\n speaker=narrator\n caption= _ \"Niryone\"\n image=misc/blank-hex.png\n message= _ \"... take the Sceptre of Fire... and wield it... against our enemies...\"\n [/message]\n\n {FINALE_B_FLASH_RED}\n\n [message]\n speaker=Elyssa\n message= _ \"... He is using the powers of the Gatekeeper of Urvatha to tear into our minds... I should have known that he would try to do this...\"\n [/message]\n\n {FINALE_B_FLASH_RED}\n\n [delay]\n time=250\n [/delay]\n\n {FINALE_B_FLASH_RED}\n\n [message]\n speaker=Elyssa\n message= _ \"(metallic voice) Elynia, grab my hand!\"\n [/message]\n\n {FINALE_B_FLASH_RED}\n\n [kill]\n id=Elynia\n [or]\n id=Elyssa\n [/or]\n [/kill]\n\n {FADE_TO_BLACK}\n\n [fade_out_sound_effects]\n duration=4000\n [/fade_out_sound_effects]\n\n [delay]\n time=1000\n [/delay]\n\n {REMOVE_SOUND_SOURCE horror_noise}\n\n [reset_sound_effects][/reset_sound_effects]\n\n {INCIDENTAL_MUSIC \"heroes_rite.ogg\"}\n\n {FINALE_B_ELYNIA_THOUGHTS ( _ \"For a moment, I could not tell our memories and emotions apart. For a moment, I saw the fear in the demoness\u2019 subconscious; I saw her fear of Uria; her fear of the many creatures she had tortured and slain, both under Uria\u2019s command and of her own volition.\n\nI felt her suffering at the hands of Argan\u2019s men before he rescued her from their cruelty. I saw her wandering the sands before her capture. I saw through the invisible mask she had worn all this time to protect her fragile self from the corruption rooted deep within the energy hearts of our kind.\n\nI saw that, despite her claims to the contrary, she was human. And despite living for longer than any elf on Irdya, she was still just a girl, forced by Argan and Uria to live a life she did not want. A life she could not end on her own, for fear of ceasing to exist forever.\")}\n\n {FINALE_B_ELYNIA_THOUGHTS ( _ \"I saw one of her nightmares, one in which she is alone wandering an endless void with nothing in sight but a tree above; a broken tree, in flames.\n\nBut it was a tree unlike any other I have never seen...\")}\n\n [delay]\n time=2000\n [/delay]\n\n [message]\n speaker=narrator\n image=misc/blank-hex.png\n # po: Callback to AtS E1S9.3 \"The Triad, part 3\".\n message= _ \"Don\u2019t you see? We aren\u2019t that different after all.\"\n [/message]\n\n # A single warp should suffice as long as part 3's map is larger than\n # part 2's.\n [scroll_to]\n x,y=$elynia_precutscene_store.x,$elynia_precutscene_store.y\n {WARP}\n [/scroll_to]\n\n [replace_map]\n map=$part_2_map\n expand,shrink=yes,yes\n [/replace_map]\n\n [modify_side]\n side=1\n shroud=yes\n shroud_data=$precutscene_shroud\n [/modify_side]\n\n [redraw][/redraw]\n\n [delay]\n time=2000\n [/delay]\n\n {FADE_IN}\n\n # Remove demolition immunity status flag from both\n\n {CLEAR_VARIABLE elynia_precutscene_store.status.immune_to_demolition}\n {CLEAR_VARIABLE elyssa_precutscene_store.status.immune_to_demolition}\n\n [unstore_unit]\n find_vacant=yes\n variable=elynia_precutscene_store\n [/unstore_unit]\n\n [unstore_unit]\n find_vacant=yes\n variable=elyssa_precutscene_store\n [/unstore_unit]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elynia\n # po: Callback to AtS E3S8C \"Breakdown\".\n message= _ \"Why... did you not kill me?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"Because...\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"Argan asked me to help you.\"\n [/message]\n\n [delay]\n time=2000\n [/delay]\n\n {FINALE_B_ELYNIA_THOUGHTS ( _ \"I could restrain myself no longer. With tears in my eyes I laughed maniacally like I never had before.\")}\n\n {FINALE_B_ELYNIA_THOUGHTS ( _ \"Was that my own emotion, or Elyssa\u2019s? Did it actually matter?\")}\n\n {FINALE_B_ELYNIA_THOUGHTS ( _ \"There was only one thing I knew for sure.\n\nGalas, Anlind\u00eb, and Mal Keshar woke me to save Irdya from Uria\u2019s corrupting influence. Their lives were cut short not by Elyssa, but by the broken creature into which Uria turned her.\")}\n\n {FINALE_B_ELYNIA_THOUGHTS ( _ \"I gave Ergea a chance because that is what my friends would have done, and she led me to Elyssa.\n\nIf fate dictates we join forces in spite of our mutual hatred, then so be it.\")}\n\n {FINALE_B_ELYNIA_THOUGHTS ( _ \"No-one on Irdya will ever see peace again for as long as Zhangor and Uria exist.\n\nNo matter the consequences... no matter who is at my side, I will confront those two.\n\nUria has to be stopped.\")}\n\n [delay]\n time=250\n [/delay]\n\n {UNLOCK_VIEW}\n\n {ENDLEVEL_QUIET}\n [/event]\n\n [event]\n name=victory\n\n {CLEAR_VARIABLE finale_b_part,used_touchplate_1,used_touchplate_2,part_2_map,part_3_map,elynia_store,elyssa_store,elynia_precutscene_store,elyssa_precutscene_store,precutscene_shroud,dream_turn,deathbringer_limit,demolisher_limit}\n [/event]\n\n [event]\n name=time over\n [message]\n speaker=Elyssa\n message= _ \"... I give up. You are beyond useless.\"\n [/message]\n [/event]\n[/scenario]\n\n#undef FINALE_B_SHARED_AI_PARAMS\n#undef FINALE_B_DRONE_TINT_1\n#undef FINALE_B_DRONE_TINT_2\n#undef FINALE_B_CRYSTAL_SHARD\n#undef FINALE_B_TOUCHPLATE\n#undef FINALE_B_LAVA_SHORE_X_Y\n#undef FINALE_B_TRY_RELOCATE_HERO\n#undef FINALE_B_ENGIE_BOSS_BOOST\n#undef FINALE_B_ENGIE_FACING_ATTACK_HANDLER\n#undef FINALE_B_ENGIE_FACING_MOVETO_HANDLER\n#undef FINALE_B_ELYNIA_THOUGHTS\n#undef FINALE_B_IN_PART_1\n#undef FINALE_B_IN_PART_2\n#undef FINALE_B_IN_PART_3\n#undef FINALE_B_BOSS_DRONE\n#undef FINALE_B_CHECK_UNIT_LIMIT\n#undef FINALE_B_FLASH_RED\n#undef FINALE_B_ELYSSA_STRIKES_ELYNIA\n#undef FINALE_B_IS_HERO\n#undef FINALE_B_CHAMBER_WALL_X_Y\n#undef FINALE_B_ARGAN_THOUGHTS\n#undef FINALE_B_FLOAT\n#undef FINALE_B_DREAMWALK\n#undef FINALE_B_NO_TOD_TRANSITION\n#undef FINALE_B_DREAMSCAPE_REMOVE_UNIQUE_SOUND_SOURCE\n#undef FINALE_B_DREAMSCAPE_TRIGGER_LOCATION\n#undef FINALE_B_DREAMSCAPE_TRANSFORM\n#undef FINALE_B_ANIMATE_SPAWN\n#undef FINALE_B_DREAMSCAPE_TRIGGER\n#undef FINALE_B_DREAMSCAPE_MOVECOSTS\n#undef FINALE_B_DREAMSCAPE_CREATE_WARPED\n#undef FINALE_B_DREAMSCAPE_UNIQUE_SOUND_SOURCE\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=10_Blood\n name= _ \"Blood\"\n {MAP 10_Blood.map}\n turns=-1\n next_scenario=11_After_the_Storm\n victory_when_enemies_defeated=no\n disallow_recall=yes\n # We do not need this because the player 'Elynia' is never used again\n # after this point.\n #{DO_NOT_REMOVE_FROM_CARRYOVER_ON_DEFEAT}\n\n {K_DEATHS}\n\n {FINALE_AMLA_EVENTS}\n\n {SCENARIO_MUSIC \"gameplay06.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"nunc_dimittis.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"heroes_rite.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"weight_of_revenge.ogg\"}\n\n {STORYTXT_BLOOD}\n\n {SPAWN_CONTROLLER}\n\n {UNDERGROUND} {SCHEDULE_LIGHTING 20 -20 -20}\n\n {SHAXTHAL_SET_SURFACE_VARIATIONS_FLAG}\n\n#define FINALE_B_SHARED_AI_PARAMS\n {AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}\n {AI_SIMPLE_ALWAYS_ASPECT leader_aggression 9.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n#enddef\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=Elynia\n team_name=good\n user_team_name= _ \"team_name^Elynia\"\n {RAGGED_FLAG}\n\n fog=yes\n shroud=yes\n\n {NO_ECONOMY}\n\n share_vision=none\n\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA}\n type=Guardian of Earth Elynia\n canrecruit=yes\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n team_name=evil\n user_team_name= _ \"team_name^Zhangor\"\n {CHAOS_FLAG}\n color=gold\n\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {FINALE_B_SHARED_AI_PARAMS}\n\n {AI_BOSS_TARGETING_ENGINE <<{\"Elyssa\",\"Elynia\"}>>}\n\n [goal]\n [criteria]\n id=Elyssa\n [/criteria]\n value=200\n [/goal]\n\n [goal]\n [criteria]\n id=Elynia\n [/criteria]\n value=200\n [/goal]\n\n [goal]\n [criteria]\n type=Fire Wraith\n [/criteria]\n value=1\n [/goal]\n [/ai]\n [/side]\n\n [side]\n # Demons\n side=3\n team_name=evil\n user_team_name= _ \"team_name^Zhangor\"\n {CHAOS_FLAG}\n\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {FINALE_B_SHARED_AI_PARAMS}\n [/ai]\n\n {GENERIC_UNIT () (Psy Mindraider) 33 30} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n\n {GENERIC_UNIT () (Psy Crawler) 32 29} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n {GENERIC_UNIT () (Psy Crawler) 32 30} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n {GENERIC_UNIT () (Psy Crawler) 33 31} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n\n {GENERIC_UNIT () (Psy Crawler) 23 32} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Psy Crawler) 30 25} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Psy Crawler) 24 52} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Psy Crawler) 33 56} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n [/side]\n\n [side]\n # Shaxthal\n side=4\n team_name=evil\n user_team_name= _ \"team_name^Zhangor\"\n {CHAOS_FLAG}\n\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {FINALE_B_SHARED_AI_PARAMS}\n [/ai]\n\n {GENERIC_UNIT () (Shaxthal Custodian Drone) 25 36} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n {GENERIC_UNIT () (Shaxthal Custodian Drone) 32 37} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n {GENERIC_UNIT () (Shaxthal Custodian Drone) 27 26} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n {GENERIC_UNIT () (Shaxthal Custodian Drone) 21 24} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n {GENERIC_UNIT () (Shaxthal Custodian Drone) 32 19} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n [/side]\n\n [side]\n # Undead\n side=5\n team_name=evil\n user_team_name= _ \"team_name^Zhangor\"\n {CHAOS_FLAG}\n\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {FINALE_B_SHARED_AI_PARAMS}\n [/ai]\n\n {GENERIC_UNIT () (Fallen Faerie) 15 51} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n {GENERIC_UNIT () (Fallen Faerie) 28 48} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n {GENERIC_UNIT () (Fallen Faerie) 33 50} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n {GENERIC_UNIT () (Fallen Faerie) 43 49} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n\n {GENERIC_UNIT () (Fallen Faerie) 29 43} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n {GENERIC_UNIT () (Fallen Faerie) 32 42} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n\n {GENERIC_UNIT () (Fallen Faerie) 24 28} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Fallen Faerie) 29 29} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Fallen Faerie) 31 17} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Fallen Faerie) 39 47} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Fallen Faerie) 21 48} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n\n {GENERIC_UNIT () (Revenant) 26 58} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n {GENERIC_UNIT () (Revenant) 32 45} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n\n {GENERIC_UNIT () (Death Knight) 36 57} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n\n {GENERIC_UNIT () (Soulless) 32 58} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION swimmer}\n {GENERIC_UNIT () (Soulless) 34 61} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION swimmer}\n {GENERIC_UNIT () (Soulless) 26 61} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION swimmer}\n {GENERIC_UNIT () (Soulless) 24 57} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION swimmer}\n {GENERIC_UNIT () (Soulless) 22 55} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION swimmer}\n {GENERIC_UNIT () (Soulless) 21 61} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION swimmer}\n {GENERIC_UNIT () (Soulless) 36 55} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION swimmer}\n {GENERIC_UNIT () (Soulless) 40 52} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION swimmer}\n {GENERIC_UNIT () (Soulless) 41 55} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION swimmer}\n {GENERIC_UNIT () (Soulless) 45 54} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION swimmer}\n {GENERIC_UNIT () (Soulless) 30 46} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION swimmer}\n {GENERIC_UNIT () (Soulless) 33 48} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION swimmer}\n {GENERIC_UNIT () (Soulless) 18 49} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION swimmer}\n\n {GENERIC_UNIT () (Soulless) 26 54} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION wose}\n {GENERIC_UNIT () (Soulless) 41 51} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION wose}\n {GENERIC_UNIT () (Soulless) 33 53} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION wose}\n {GENERIC_UNIT () (Soulless) 12 54} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION wose}\n {GENERIC_UNIT () (Soulless) 18 61} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION wose}\n {GENERIC_UNIT () (Soulless) 39 61} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION wose}\n {GENERIC_UNIT () (Soulless) 46 49} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION wose}\n\n {GENERIC_UNIT () (Soulless) 30 32} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION wose}\n {GENERIC_UNIT () (Soulless) 23 26} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION wose}\n {GENERIC_UNIT () (Soulless) 11 25} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION wose}\n {GENERIC_UNIT () (Soulless) 13 41} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION wose}\n {GENERIC_UNIT () (Soulless) 39 39} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION wose}\n {GENERIC_UNIT () (Soulless) 49 27} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION wose}\n {GENERIC_UNIT () (Soulless) 49 21} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION wose}\n\n {GENERIC_UNIT () (Soulless) 23 50} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION wose}\n {GENERIC_UNIT () (Soulless) 38 51} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION wose}\n {GENERIC_UNIT () (Soulless) 31 28} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION wose}\n {GENERIC_UNIT () (Soulless) 23 33} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION wose}\n\n {GENERIC_UNIT () (Spectre) 40 30} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Spectre) 27 31} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Spectre) 17 29} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n\n {GENERIC_UNIT () (Spectre) 28 17} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n\n {GENERIC_UNIT () (Spectre) 6 41} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Spectre) 11 35} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Spectre) 19 33} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n\n {GENERIC_UNIT () (Spectre) 41 36} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Spectre) 48 33} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Spectre) 41 24} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n\n {GENERIC_UNIT () (Ghost) 16 14} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Ghost) 8 26} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Ghost) 47 53} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Ghost) 39 62} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n\n {GENERIC_UNIT () (Draug) 25 22} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n {GENERIC_UNIT () (Draug) 31 22} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n\n {GENERIC_UNIT () (Spectre) 28 46} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n {GENERIC_UNIT () (Spectre) 35 50} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}\n {GENERIC_UNIT () (Spectre) 27 52} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}\n\n {GENERIC_UNIT () (Nightgaunt) 21 52} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT () (Nightgaunt) 43 51} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n\n # These aren't guardians. This is intentional.\n {GENERIC_UNIT () (Nightgaunt) 31 40} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT () (Nightgaunt) 26 33} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT () (Nightgaunt) 28 22} {NO_UPKEEP_NO_OVERLAY}\n [/side]\n\n {TIMED_DRONE_SPAWNER 6 (type,variation=\"Shaxthal Enforcer Drone\",surface) 4 26 38}\n {TIMED_DRONE_SPAWNER 6 (type,variation=\"Shaxthal Enforcer Drone\",surface) 4 34 45}\n\n {TIMED_DRONE_SPAWNER 3 (type,variation=\"Shaxthal Sentry Drone\",surface) 4 10 38}\n {TIMED_DRONE_SPAWNER 3 (type,variation=\"Shaxthal Sentry Drone\",surface) 4 11 40}\n {TIMED_DRONE_SPAWNER 3 (type,variation=\"Shaxthal Sentry Drone\",surface) 4 14 43}\n {TIMED_DRONE_SPAWNER 3 (type,variation=\"Shaxthal Sentry Drone\",surface) 4 2 36}\n {TIMED_DRONE_SPAWNER 3 (type,variation=\"Shaxthal Sentry Drone\",surface) 4 1 31}\n {TIMED_DRONE_SPAWNER 3 (type,variation=\"Shaxthal Sentry Drone\",surface) 4 8 23}\n {TIMED_DRONE_SPAWNER 3 (type,variation=\"Shaxthal Sentry Drone\",surface) 4 45 32}\n {TIMED_DRONE_SPAWNER 3 (type,variation=\"Shaxthal Sentry Drone\",surface) 4 46 35}\n {TIMED_DRONE_SPAWNER 3 (type,variation=\"Shaxthal Sentry Drone\",surface) 4 42 38}\n {TIMED_DRONE_SPAWNER 3 (type,variation=\"Shaxthal Sentry Drone\",surface) 4 49 35}\n {TIMED_DRONE_SPAWNER 3 (type,variation=\"Shaxthal Sentry Drone\",surface) 4 54 34}\n\n#ifndef EASY\n {TIMED_DRONE_SPAWNER 6 (type,variation=\"Shaxthal Sentry Drone\",surface) 4 19 25}\n {TIMED_DRONE_SPAWNER 6 (type,variation=\"Shaxthal Sentry Drone\",surface) 4 21 19}\n {TIMED_DRONE_SPAWNER 6 (type,variation=\"Shaxthal Sentry Drone\",surface) 4 35 17}\n {TIMED_DRONE_SPAWNER 6 (type,variation=\"Shaxthal Sentry Drone\",surface) 4 35 24}\n#endif\n\n {FIRE_GUARDIAN_SUMMONING}\n\n [event]\n name=DEBUG1\n\n [kill]\n [filter_location]\n x,y=28,20\n radius=10\n [/filter_location]\n [/kill]\n\n [teleport]\n [filter]\n id=Elyssa\n [/filter]\n x,y=25,23\n [/teleport]\n\n [teleport]\n [filter]\n id=Elynia\n [/filter]\n x,y=26,23\n [/teleport]\n\n [fire_event]\n name=reveal keep\n [/fire_event]\n [/event]\n\n#define FINALE_B_SIGIL_TILE_FRAGMENT _REL_X _REL_Y\n [tile]\n x={_REL_X}\n y={_REL_Y}\n type=!,W* # needed to void this rule on boss stage 4\n [/tile]\n#enddef\n\n [terrain_graphics]\n x,y=27,19\n {FINALE_B_SIGIL_TILE_FRAGMENT 0 0}\n {FINALE_B_SIGIL_TILE_FRAGMENT 1 0}\n {FINALE_B_SIGIL_TILE_FRAGMENT 2 0}\n {FINALE_B_SIGIL_TILE_FRAGMENT 0 1}\n {FINALE_B_SIGIL_TILE_FRAGMENT 1 1} # keep at 28,20\n {FINALE_B_SIGIL_TILE_FRAGMENT 2 1}\n {FINALE_B_SIGIL_TILE_FRAGMENT 0 2}\n {FINALE_B_SIGIL_TILE_FRAGMENT 1 2}\n {FINALE_B_SIGIL_TILE_FRAGMENT 2 2}\n probability=100\n [image]\n center=94,144\n layer=0\n name=\"../scenery/sigil-4.png\"\n [/image]\n [/terrain_graphics]\n\n#undef FINALE_B_SIGIL_TILE_FRAGMENT\n\n {CAVE_NOISE_SOUND_SOURCE}\n [+sound_source]\n id=cave_noise # wmllint: ignore\n [/sound_source]\n\n [event]\n name=prestart\n\n {VARIABLE boss_stage 0}\n {VARIABLE boss_start_turn 0}\n\n {VARIABLE boss_skip_spawns_on_turn 0}\n {VARIABLE boss_spawn_sequence_count 0}\n {VARIABLE boss_status_flag 0}\n {VARIABLE boss_flood_active no}\n\n {VARIABLE banshee_spawn_1st_run yes}\n {VARIABLE satellite_spawn_1st_run yes}\n {VARIABLE shapeshifter_spawn_1st_run yes}\n\n # Terrain information variables used by the boss fight proper later.\n\n [store_starting_location]\n side=2\n variable=boss_keep\n [/store_starting_location]\n\n [store_locations]\n terrain=Xos\n [and]\n x,y=$boss_keep.x,$boss_keep.y\n radius=7\n [/and]\n variable=core_locs\n [/store_locations]\n\n [store_locations]\n terrain=*^Fet*\n [and]\n x,y=$boss_keep.x,$boss_keep.y\n radius=7\n [/and]\n #\n # NOTE: this variable persists until the end of the\n # boss battle!\n #\n variable=banshee_locs\n [/store_locations]\n\n # Satellite cores will be spawned at locations that are exactly 6 tiles\n # away from the boss keep.\n\n [store_area_edge]\n x,y=$boss_keep.x,$boss_keep.y\n radius=6\n variable=satellite_locs\n [/store_area_edge]\n\n {BUG_ON ({VARIABLE_NUMERICAL_EQUALS core_locs.length 0}) (\"core_locs.length == 0\")}\n {BUG_ON ({VARIABLE_NUMERICAL_EQUALS banshee_locs.length 0}) (\"banshee_locs.length == 0\")}\n {BUG_ON ({VARIABLE_NUMERICAL_EQUALS satellite_locs.length 0}) (\"satellite_locs.length == 0\")}\n\n # Aspect combos shit is too complicated to setup here,\n # so it's done later on.\n\n # wmllint: recognize Elyssa\n {RECALL_ELYSSA_AT_LOCATION 29 65}\n\n {FACE_DIRECTION id=Elyssa se}\n {FACE_DIRECTION id=Elynia nw}\n\n {OBJECTIVES (\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Locate Zhangor\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elyssa\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n\n {OBJECTIVE_NO_CARRYOVER}\n\n {FIRE_GUARDIAN_SUMMONING_NOTE}\n )}\n\n [set_menu_item]\n # NOTE: the z prefix is intended to force this item\n # to go below the Fire Wraith summoning command.\n id=wmi_z_combo_attacks_info\n description= _ \"Attack Combinations\"\n image=\"icons/menu-book.png\"\n synced=no\n [command]\n [combo_info_dialog][/combo_info_dialog]\n [/command]\n [/set_menu_item]\n\n # Allow Elyssa to summon Fire Wraiths next to Elynia\n [modify_unit]\n [filter]\n id=Elynia\n [/filter]\n [variables]\n is_summoning_target=yes\n [/variables]\n [/modify_unit]\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=Elynia\n message= _ \"Blood?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Yes, more blood. You might want to get used to it \u2014 there is a lot of it in the place we are headed towards.\"\n [/message]\n\n [transient_message]\n image=units/monsters/firewraith/firewraith.png\n message= _ \"Elyssa can now summon Fire Wraiths next to Elynia regardless of the distance between both.\"\n [/transient_message]\n [/event]\n\n [event]\n name=turn 2\n\n [message]\n speaker=Elyssa\n message= _ \"If we want to have any chance of killing that bastard for good, we must stick together and try to combine our powers and attacks in different ways. Your aspect is undeniably affiliated to the path of Light; mine is Darkness. Perhaps, even without the Union, we may be able to achieve something in some form.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"That is why you wanted me by your side, right?\"\n [/message]\n\n [message]\n speaker=Elyssa\n # po: \"Us\" = Argan and Elyssa.\n message= _ \"Yes. It is my hope that you... will not let us down.\"\n [/message]\n\n [transient_message]\n image=icons/book.png\n message= _ \"Right click on the map and choose Attack Combinations for information on the possible attack combinations you can use and their effects.\"\n [/transient_message]\n [/event]\n\n#define FINALE_B_GLYPH_CONDITIONS\n {VARIABLE_NUMERICAL_NOT_EQUALS boss_stage 5}\n#enddef\n\n#ifdef EASY\n {OBJ_HEALING_GLYPH 19 21 CONDITIONS={FINALE_B_GLYPH_CONDITIONS}}\n#else\n [event]\n name=prestart\n [remove_terrain_overlays]\n x,y=19,21\n [/remove_terrain_overlays]\n [/event]\n#endif\n\n {OBJ_HEALING_GLYPH 20 16 CONDITIONS={FINALE_B_GLYPH_CONDITIONS}}\n\n {OBJ_HEALING_GLYPH 33 15 CONDITIONS={FINALE_B_GLYPH_CONDITIONS}}\n\n {OBJ_HEALING_GLYPH 36 23 CONDITIONS={FINALE_B_GLYPH_CONDITIONS}}\n\n#ifndef HARD\n {OBJ_HEALING_GLYPH 25 27 CONDITIONS={FINALE_B_GLYPH_CONDITIONS}}\n#else\n [event]\n name=prestart\n [remove_terrain_overlays]\n x,y=25,27\n [/remove_terrain_overlays]\n [/event]\n#endif\n\n ############################################################################\n # #\n # ASPECT COMBOS #\n # #\n ############################################################################\n\n#define COMBO_DBG _MSG\n {LOG_ATS_DBG (\"COMBO: \"+{_MSG})}\n#enddef\n\n#define COMBO_SIGIL _COL _ROW\n \"icons/original-ten-sigils.png~CROP($(60*\"+{_COL}+\"), $(60*\"+{_ROW}+\"), 60, 60)\"\n#enddef\n\n#define COMBO_SIGIL:EARTH\n {COMBO_SIGIL 3 0}\n#enddef\n\n#define COMBO_SIGIL:DARKNESS\n {COMBO_SIGIL 0 1}\n#enddef\n\n#define COMBO_EFFECT:DMG_MULTIPLY _FACTOR\n [effect]\n apply_to=damage\n multiply={_FACTOR}\n [/effect]\n#enddef\n\n#define COMBO_DEFINITION _NAME _SIDE_A _SIDE_B\n#arg SYMMETRIC\n yes\n#endarg\n#arg EFFECTS\n#endarg\n [+set_variables]\n [literal]\n name={_NAME}\n symmetric={SYMMETRIC}\n\n {EFFECTS}\n\n [side_a]\n {_SIDE_A}\n [/side_a]\n [side_b]\n {_SIDE_B}\n [/side_b]\n [/literal]\n [/set_variables]\n#enddef\n\n [event]\n name=reset combo status\n first_time_only=no\n\n [set_variables]\n name=combo_status\n mode=replace\n [value]\n [side_a]\n attacker,attack=$null,$null\n [target]\n x,y=0,0\n [/target]\n [/side_a]\n [side_b]\n attacker,attack=$null,$null\n [target]\n x,y=0,0\n [/target]\n [/side_b]\n [/value]\n [/set_variables]\n [/event]\n\n [event]\n name=prestart\n\n {COMBO_DBG \"initializing\"}\n\n [fire_event]\n name=reset combo status\n [/fire_event]\n\n [set_variables]\n name=combo_attacks\n mode=replace\n [/set_variables]\n\n {COMBO_DEFINITION ( _ \"inferno grasp\")\n (\n attack_id=claw of urvatha\n attack_name= _ \"claw of urvatha\" # wmllint: ignore\n attack_icon=attacks/staff-elven-star.png # FIXME: placeholder\n aspect_icon={COMBO_SIGIL:DARKNESS}\n )\n (\n attack_id=ensnare\n attack_name= _ \"ensnare\" # wmllint: ignore\n attack_icon=attacks/entangle.png\n aspect_icon={COMBO_SIGIL:EARTH}\n )\n SYMMETRIC=no\n EFFECTS={COMBO_EFFECT:DMG_MULTIPLY 3.0}\n }\n\n {COMBO_DEFINITION ( _ \"primal nightmare\")\n (\n attack_id=claw of urvatha\n attack_name= _ \"claw of urvatha\" # wmllint: ignore\n attack_icon=attacks/staff-elven-star.png # FIXME: placeholder\n aspect_icon={COMBO_SIGIL:DARKNESS}\n )\n (\n attack_id=faerie touch\n attack_name= _\"faerie touch\" # wmllint: ignore\n attack_icon=attacks/touch-faerie.png\n aspect_icon={COMBO_SIGIL:EARTH}\n )\n SYMMETRIC=no\n EFFECTS={COMBO_EFFECT:DMG_MULTIPLY 4.0}\n }\n\n {COMBO_DEFINITION ( _ \"flames of xia\u2019el\")\n (\n attack_id=pyranoctum\n attack_name= _\"pyranoctum\" # wmllint: ignore\n attack_icon=attacks/fireball.png\n aspect_icon={COMBO_SIGIL:DARKNESS}\n )\n (\n attack_id=arcane rage\n attack_name= _\"arcane rage\" # wmllint: ignore\n attack_icon=attacks/arcane-rage.png\n aspect_icon={COMBO_SIGIL:EARTH}\n )\n SYMMETRIC=yes\n EFFECTS={COMBO_EFFECT:DMG_MULTIPLY 2.0}\n }\n\n {COMBO_DEFINITION ( _ \"lunar wrath\")\n (\n attack_id=noctum\n attack_name= _\"noctum\" # wmllint: ignore\n attack_icon=attacks/noctum.png\n aspect_icon={COMBO_SIGIL:DARKNESS}\n )\n (\n attack_id=arcane rage\n attack_name= _\"arcane rage\" # wmllint: ignore\n attack_icon=attacks/arcane-rage.png\n aspect_icon={COMBO_SIGIL:EARTH}\n )\n SYMMETRIC=yes\n EFFECTS={COMBO_EFFECT:DMG_MULTIPLY 4.0}\n }\n\n {COMBO_DBG \"$combo_attacks.length combos\"}\n [/event]\n\n [event]\n name=victory\n\n {CLEAR_VARIABLE combo_attacks,combo_status}\n [/event]\n\n #\n # NOTE: Only during offense.\n #\n\n [event]\n name=attack\n first_time_only=no\n [filter]\n id=Elynia,Elyssa\n [/filter]\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS side_number 1}\n [/filter_condition]\n\n # Did we already start an attack combo? If not then this is side A,\n # otherwise it's side B\n\n {VARIABLE_IF_ELSE combo_side a b ({VARIABLE_LEXICAL_EQUALS combo_status.side_a.attacker $null})}\n\n [set_variables]\n name=combo_status.side_$combo_side\n mode=replace\n [value]\n attacker=$unit.id\n attack=$weapon.name\n [target]\n x,y=$x2,$y2\n [/target]\n [/value]\n [/set_variables]\n\n {COMBO_DBG \"side $combo_side status set (attacker=$unit.id attack=$weapon.name [target] x,y=$x2,$y2)\"}\n\n # Can we confirm a potential attack combo now?\n\n [if]\n {VARIABLE_LEXICAL_EQUALS combo_side b}\n\n {VARIABLE_POS_EQUALS combo_status.side_a.target $combo_status.side_b.target.x $combo_status.side_b.target.y}\n\n [then]\n {COMBO_DBG \"side a and side b match, running controller\"}\n\n {EVENT_FORWARD_DISPATCH \"combo controller\"}\n [/then]\n [/if]\n\n {CLEAR_VARIABLE combo_side}\n [/event]\n\n [event]\n name=combo controller\n first_time_only=no\n\n # Pseudo-references to keep code tidy.\n\n {VARIABLE REF_side_a combo_status.side_a}\n {VARIABLE REF_side_b combo_status.side_b}\n\n {BUG_ON (\n [not]\n {VARIABLE_POS_EQUALS $REF_side_a|.target $x2 $y2}\n {VARIABLE_POS_EQUALS $REF_side_b|.target $x2 $y2}\n [/not]\n ) (\"Combo controller invoked with bad target\")}\n\n [foreach]\n array=combo_attacks\n variable=combo\n index_var=i\n [do]\n {BUG_ON ({VARIABLE_NUMERICAL_NOT_EQUALS combo.effect.length 1}) (\"Combo effect count must be exactly 1 ($rc_combo.effect.length)\")}\n\n # Check if the current fight matches the configured combo\n #\n # a, b = current fight's side A and side B\n # A, B = configured combo's side A and side B\n\n [if]\n # Condition 1: symmetric combos (a == A || a == B || b == A || b == B)\n [not]\n {VARIABLE_BOOLEAN_EQUALS combo.symmetric yes}\n {VARIABLE_LEXICAL_IN combo.side_a.attack_id $$REF_side_a|.attack|,$$REF_side_b|.attack|}\n [/not]\n\n # Condition 2: asymmetric combos (a == A && b == B)\n [not]\n {VARIABLE_BOOLEAN_EQUALS combo.symmetric no}\n {VARIABLE_LEXICAL_EQUALS combo.side_a.attack_id $$REF_side_a|.attack}\n {VARIABLE_LEXICAL_EQUALS combo.side_b.attack_id $$REF_side_b|.attack}\n [/not]\n\n [then]\n [continue][/continue]\n [/then]\n [/if]\n\n # Combo confirmed\n\n {COMBO_DBG \"selected combo [$i]: [ side A = $$REF_side_a|.attack; side B = $$REF_side_b|.attack ]\"}\n\n # Find out the subscript for the {attack] entry we're modifying\n\n {VARIABLE n -1}\n\n [for]\n array=unit.attack\n variable=j\n [do]\n [if]\n {VARIABLE_LEXICAL_EQUALS unit.attack[$j].name $$REF_side_b|.attack}\n [then]\n {VARIABLE n $j}\n [break][/break]\n [/then]\n [/if]\n [/do]\n [/for]\n\n [if]\n {VARIABLE_NUMERICAL_EQUALS n -1}\n [then]\n {BUG (\"Attack sequence using a nonexistent [attack]\")}\n [break][/break]\n [/then]\n [/if]\n\n [if]\n {VARIABLE_LEXICAL_NOT_EQUALS combo.effect.apply_to damage}\n [then]\n {BUG (\"Combo effect not implemented yet: $combo.effect.apply_to\")}\n [continue][/continue]\n [/then]\n [/if]\n\n {COMBO_DBG \"applying combo effects to attack[$n] '$weapon.name' from $unit.id\"}\n\n # This can only be the multiply effect at the moment, which\n # translates directly into a [damage] multiply= weapon special.\n\n # Damage effects are temporarily appended at the end of the\n # [attack][specials][damage] array. Structuring this using WML\n # variable interpolation is a little awkward but it works.\n {VARIABLE REF_atk_damage_ary \"unit.attack[$n].specials.damage\"}\n\n # REF_atk_combo_effect = \"unit.attack[0].specials.damage[$unit.attack[0].specials.damage.length]\"\n # -> REF_atk_combo_effect = \"unit.attack[0].specials.damage[9999]\"\n {VARIABLE REF_atk_combo_effect \"$REF_atk_damage_ary|[$$REF_atk_damage_ary|.length]\"}\n\n # I feel so sorry for the sanity of whoever has to read this code in the future. <3\n # (Except not really.)\n\n # This is getting meta. We're generating a new [damage] special\n # by copying the attributes directly from the combo's [effect]\n # WML node, and the target is an interpolated variable\n # reference that contained a nested interpolated reference.\n [set_variables]\n name=$REF_atk_combo_effect\n mode=insert\n\n [insert_tag]\n name=value\n variable=combo.effect\n [/insert_tag]\n [/set_variables]\n\n # Also need to add some fluff to have the new [damage] sepecial\n # work as intended.\n [set_variables]\n name=$REF_atk_combo_effect\n mode=merge\n [value]\n id=combo_damage_effect # wmllint: ignore\n apply_to=self\n active_on=offense\n [/value]\n [/set_variables]\n\n # Clobber the attack unit with the result and make sure to\n # restore it to its original state at the end of the attack\n # sequence.\n\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n\n # This event is not guaranteed to execute if the RNG causes the\n # unit to miss all strikes, so remove it later.\n\n [event]\n id=combo_hits_handler # wmllint: ignore\n name=attacker hits\n delayed_variable_substitution=no\n first_time_only=yes\n\n {UNIT_SPELL_POPUP x,y=$|x1,$|y1 $rc_combo.name}\n [/event]\n\n # Clean-up sequence.\n\n [event]\n name=attack end\n delayed_variable_substitution=no\n first_time_only=yes\n\n {COMBO_DBG \"removing combo effects\"}\n\n {CLEAR_VARIABLE $REF_atk_combo_effect}\n\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n\n [fire_event]\n name=reset combo status\n [/fire_event]\n\n [remove_event]\n id=combo_hits_handler # wmllint: ignore\n [/remove_event]\n [/event]\n\n # We're done here.\n\n {CLEAR_VARIABLE REF_atk_combo_effect,REF_atk_damage_ary,n}\n\n [break][/break]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE REF_side_a,REF_side_b}\n [/event]\n\n [event]\n name=side 1 turn end\n first_time_only=no\n\n {COMBO_DBG \"resetting state on side 1 turn end\"}\n\n [fire_event]\n name=reset combo status\n [/fire_event]\n [/event]\n\n#undef COMBO_EFFECT:DMG_MULTIPLY\n#undef COMBO_DEFINITION\n#undef COMBO_SIGIL:EARTH\n#undef COMBO_SIGIL:DARKNESS\n#undef COMBO_SIGIL\n#undef COMBO_DBG\n\n [event]\n name=moveto\n [filter]\n x,y=31,42\n side=1\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=Elynia\n message= _ \"Is that...\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Xia\u2019el, the Guardian of Earth. Her First Cycle self, to be precise. Don\u2019t feel too intimidated by her stature, though \u2014 I very much doubt this is to scale.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"She is... she was a faerie? I am not sure what I was expecting.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Big shoes to fill? Then again, it looks like neither of you have ever worn shoes for reasons that are surely beyond my ability to comprehend. And again, most likely not to scale.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"No, I mean... She looks so beautiful and dignified... but at the same time, she is... so...\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Mundane? By now you should know gods come in all shapes and sizes. Although anyone can play god to a sufficiently ignorant crowd.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I suppose you would know about that kind of thing.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"You don\u2019t need miracles, prophecies or mind control to rule over uncivilized brutes. You just need to establish clear boundaries and show your subjects the consequences for stepping out of line. Sooner or later someone will test your power regardless, so there is little point to claiming godhood unless you want to paint an even larger target on your back.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Ignoring the entire Uria situation for a moment, what this world needs right now is not another false god. It just needs someone able to purge all the scum and build a new order from the ground up. If that someone happens to have god-like powers, then the job should be certainly much easier. But it does not have to be like that.\"\n [/message]\n\n [event]\n name=new turn\n\n [message]\n speaker=Elyssa\n message= _ \"You don\u2019t need to play the role of the Guardian of Earth if that\u2019s not what you want.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"...\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"I can feel the question lingering in the back of your head.\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"When my mentor realized the true nature of the Sceptre of Fire, she asked me to wield it against the enemies of Irdya... with her dying breath.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"This cursed artifact is bad for your health. You must not use it ever again.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I just said\u2014\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"You can say anything you want, but it does nothing to change the fact that you are a creature of Light trying to wield a power that is harmful to your mind and soul.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Niryone\u2019s staff rightfully belongs to me\u2014\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"I assure you, the thing lurking beneath the Ruby\u2019s lustrous surface does not care for any sentimental attachment you may have to it. Your mentor\u2019s intentions may have been noble, but if you want to save Irdya you are going to have to learn to let go of the past and not waste your potential living an eternal life of regret.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"If you truly want to honor her memory... if you want to make your friends\u2019 sacrifices worth it, then it is time for you to become the Guardian of Earth we need instead of the Lady of Light who lost to her own Darkness. But if you don\u2019t feel up to the task then you are free to stay behind, drowning in an endless ocean of sorrow for what little is left of eternity.\"\n [/message]\n [/event]\n [/event]\n\n ############################################################################\n # #\n # REACHING BOSS AREA #\n # #\n ############################################################################\n\n [event]\n name=moveto\n [filter]\n side=1\n [filter_location]\n x,y=28,20\n radius=6\n [/filter_location]\n [/filter]\n\n [fire_event]\n name=reveal keep\n [/fire_event]\n [/event]\n\n#define FINALE_B_ZHANGORS_KEEP_SLF\n x,y=28,20\n radius=1\n#enddef\n\n [event]\n name=reveal keep\n\n {LOCK_VIEW}\n\n [remove_shroud]\n side=1\n x,y=28,20\n radius=7\n [/remove_shroud]\n\n [remove_terrain_overlays]\n x,y=28,20\n radius=1\n [and]\n terrain=C*^*\n [/and]\n [/remove_terrain_overlays]\n\n [terrain]\n x,y=28,20\n terrain=^Kov\n layer=overlay\n [/terrain]\n\n {CLEAR_FOG 1 28 20 8}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=28,20\n [/scroll_to]\n\n {HIGHLIGHT_GOAL (x,y=28,20)}\n\n {UNCLEAR_FOG}\n\n [message]\n speaker=Elyssa\n message= _ \"Hm. He is not here like I expected. I suppose his intention is to make some kind of dramatic entrance later.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Elynia, there is something here you should see.\"\n [/message]\n\n {OBJECTIVES (\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Move Elynia and Elyssa to (28, 20) and the immediately adjacent locations\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elyssa\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n\n {OBJECTIVE_NO_CARRYOVER}\n\n {FIRE_GUARDIAN_SUMMONING_NOTE}\n )}\n\n {UNLOCK_VIEW}\n\n [event]\n id=ee_moveto_handler # wmllint: ignore\n name=moveto\n first_time_only=no\n [filter]\n [filter_location]\n {FINALE_B_ZHANGORS_KEEP_SLF}\n [/filter_location]\n [and]\n id=Elynia\n [or]\n id=Elyssa\n [/or]\n [/and]\n [/filter]\n\n [if]\n {VARIABLE_LEXICAL_EQUALS unit.id Elynia}\n [have_unit]\n id=Elyssa\n [filter_location]\n {FINALE_B_ZHANGORS_KEEP_SLF}\n [/filter_location]\n [/have_unit]\n [or]\n {VARIABLE_LEXICAL_EQUALS unit.id Elyssa}\n [have_unit]\n id=Elynia\n [filter_location]\n {FINALE_B_ZHANGORS_KEEP_SLF}\n [/filter_location]\n [/have_unit]\n [/or]\n\n [then]\n [fire_event]\n name=boss stage 1\n [/fire_event]\n [/then]\n [/if]\n [/event]\n [/event]\n\n ############################################################################\n # #\n # BOSS STAGE 1 #\n # #\n ############################################################################\n\n#define FINALE_B_SET_BOSS_STAGE _NUMBER\n {VARIABLE boss_stage {_NUMBER}}\n # Used to stagger periodic respawns so that they don't trigger too soon\n # after transitioning into a new boss fight phase.\n {VARIABLE boss_skip_spawns_on_turn $turn_number}\n#enddef\n\n [event]\n name=boss stage 1\n\n [remove_event]\n id=ee_moveto_handler # wmllint: ignore\n [/remove_event]\n\n {BUG_ON (\n [not]\n [have_unit]\n id=Elynia\n [filter_location]\n {FINALE_B_ZHANGORS_KEEP_SLF}\n [/filter_location]\n [/have_unit]\n [have_unit]\n id=Elyssa\n [filter_location]\n {FINALE_B_ZHANGORS_KEEP_SLF}\n [/filter_location]\n [/have_unit]\n [/not]\n ) (\"stage 1 fired early\")}\n\n {FINALE_B_SET_BOSS_STAGE 1}\n\n {VARIABLE boss_start_turn $turn_number}\n\n {LOCK_VIEW}\n\n {CLEAR_LABELS}\n\n {RESET_UNIT_STATUSES id=Elyssa,Elynia}\n\n [kill]\n [filter_location]\n x,y=28,20\n radius=7\n [/filter_location]\n [not]\n id=Elynia\n [or]\n id=Elyssa\n [/or]\n [/not]\n [/kill]\n\n [modify_side]\n side=1\n fog=no\n [/modify_side]\n\n [remove_shroud]\n side=1\n x=0-55\n y=0-39\n [/remove_shroud]\n\n [place_shroud]\n side=1\n x= 0-55\n y=40-69\n [/place_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [fade_out_music][/fade_out_music]\n\n [fade_out_sound_effects][/fade_out_sound_effects]\n\n {REMOVE_SOUND_SOURCE cave_noise}\n\n [reset_sound_effects][/reset_sound_effects]\n\n {REPLACE_SCENARIO_MUSIC \"transience.ogg\"}\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"What is that in the middle of the blood lake?\"\n [/message]\n\n [scroll_to]\n x,y=28,4\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elyssa\n scroll=no\n message= _ \"The Seed of Earth, the place from which all life on Irdya originally sprang.\"\n [/message]\n\n [message]\n speaker=Elyssa\n scroll=no\n message= _ \"It is currently sealed in its chamber. There is not much that can be done with it by anyone other than the Guardian of Earth. Generally speaking, nobody is supposed to see or tamper with the thing that lays within; not even the controlling Guardian herself. That is to say, not even you.\"\n [/message]\n\n [message]\n speaker=Elyssa\n scroll=no\n message= _ \"... Unless, of course, you wanted to reset life on Irdya back to the beginning. That is how the Second Cycle was started. But if you did that, then every living or non-living creature currently standing on this world would be erased from existence \u2014 even you.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Doing that would destroy Zhangor for sure, but Uria is not on Irdya, and the loss would be little more than a minor inconvenience to her in the long term. But if you feel particularly selfish about your pitiful existence, this is an option for you to consider.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"That would be a coward\u2019s choice, don\u2019t you think?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Possibly. But if the guardian in question feared the absolute end of their own existence, then one could say that making the choice would take some degree of courage.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"What is your choice?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"Do not worry, it is not a binding decision, yet.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Is that the only possible use for the power stored in this place? To destroy all life in our world so it can start anew?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"If Merthiaal\u2019s cautionary story is any indication, yes. But Uria believes otherwise. She believes that the seeds can be used for other things if the aspect you control is either Life or Existence, based on the efforts of her predecessor \u2014 or the very unreliable information we have about them, anyway. But her attempts to find the seed on Urvatha have proven fruitless so far, and her patience is wearing thin. As ludicrous as it sounds, she no longer wants to find just the Body of the Union on Ethea.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I see. Then, there is no point in doing anything with ours.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"I suppose. There is so much we still don\u2019t know about our own creation...\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Come to think of it, we should be thankful that Delethia\u2019s actions ensured we would not get a proper Guardian of Existence for this cycle who could turn out to be an even more powerful deranged psychopath than Uria. Well, probably. That girl, Anya... her sole existence raises many questions we thought we had already answered.\"\n [/message]\n\n [message]\n speaker=Elyssa\n sound=laugh.ogg\n message= _ \"...!\"\n [/message]\n\n [fade_out_music]\n duration=500\n [/fade_out_music]\n\n {REPLACE_SCENARIO_MUSIC \"siege_of_laurelmor.ogg\"}\n\n [mute_sound_effects][/mute_sound_effects]\n\n {CAVE_NOISE_SOUND_SOURCE}\n [+sound_source]\n id=cave_noise # wmllint: ignore\n [/sound_source]\n\n [fade_in_sound_effects]\n duration=750\n [/fade_in_sound_effects]\n\n [message]\n speaker=Elyssa\n message= _ \"... But of course. The bastard\u2019s plans aren\u2019t as aligned with Uria\u2019s own as I originally thought.\"\n [/message]\n\n [store_unit]\n [filter]\n id=Elyssa\n [/filter]\n variable=elyssa_store\n kill=yes\n [/store_unit]\n\n [store_unit]\n [filter]\n id=Elynia\n [/filter]\n variable=elynia_store\n kill=yes\n [/store_unit]\n\n [sound]\n name=magic-dark.ogg\n [/sound]\n\n [hide_unit][/hide_unit]\n\n {RED_SCREEN}\n\n {VARIABLE_ADD elyssa_store.x 4}\n {VARIABLE elyssa_store.facing se}\n {VARIABLE_MIN elynia_store.x 4}\n {VARIABLE elynia_store.facing sw}\n\n [hidden_unit]\n {CHARACTER_STATS_ELYNIA}\n type=Guardian of Earth Elynia\n canrecruit=no\n facing=$elynia_store.facing\n side=1\n x,y=$elynia_store.x,$elynia_store.y\n max_hitpoints=1\n variation=injured\n upkeep=free\n [/hidden_unit]\n\n [hidden_unit]\n {CHARACTER_STATS_ELYSSA}\n type=Guardian of Darkness Elyssa\n canrecruit=no\n facing=$elyssa_store.facing\n side=1\n x,y=$elyssa_store.x,$elyssa_store.y\n max_hitpoints=1\n variation=injured\n upkeep=free\n [/hidden_unit]\n\n [sound]\n name=lightning.ogg\n [/sound]\n\n [delay]\n time=100\n [/delay]\n\n {RESET_SCREEN}\n\n [unhide_unit][/unhide_unit]\n\n [redraw]\n side=1\n [/redraw]\n\n [delay]\n time=100\n [/delay]\n\n [kill]\n x,y=28,20\n [not]\n side=1\n [/not]\n [/kill]\n\n [unit]\n canrecruit=yes\n animate=yes\n side=2\n id=Zhangor\n name= _ \"Zhangor\"\n type=Angel of Blood\n {IS_BOSS}\n x,y=28,20\n facing=se\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_DEXTROUS}\n [/modifications]\n [/unit]\n\n [scroll_to_unit]\n id=Zhangor\n [/scroll_to_unit]\n\n {BOSS_POPUP}\n\n #{REPLACE_SCENARIO_MUSIC \"the_dangerous_symphony.ogg\"}\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Zhangor\n message= _ \"What a glorious day for Irdya! So, at long last, Argan\u2019s little girl solved the puzzle!\"\n [/message]\n\n [kill]\n id=Elyssa\n [/kill]\n\n [unstore_unit]\n variable=elyssa_store\n find_vacant=yes\n check_passability=no\n [/unstore_unit]\n\n [redraw][/redraw]\n\n [delay]\n time=500\n [/delay]\n\n {FACE_DIRECTION id=Elyssa nw}\n\n [redraw][/redraw]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"You are a disgusting liar and a traitor, Zhangor.\"\n [/message]\n\n [kill]\n id=Elynia\n [/kill]\n\n [unstore_unit]\n variable=elynia_store\n find_vacant=yes\n check_passability=no\n [/unstore_unit]\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n {FACE_DIRECTION id=Elynia ne}\n\n [redraw][/redraw]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Zhangor\n message= _ \"Excellent. That makes us equals in the eyes of the Lady of Light. Or should I now call her the Guardian of Earth on Irdya?\"\n [/message]\n\n {FACE_DIRECTION id=Zhangor sw}\n\n [redraw][/redraw]\n\n [message]\n speaker=Zhangor\n message= _ \"Ah yes, Elynia... I have not forgotten what you and Argan did to me. Do you have any idea what it feels like to live for hundreds of years in agonizing pain with your limbs scattered across the land and buried deep in the ground? Do you?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"You\u2019ve got nothing to fear; this time I shall make sure nothing remains of your wretched body for Uria to bring back.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"And I shall make sure your soul is destroyed forever as well.\"\n [/message]\n\n [message]\n speaker=Zhangor\n message= _ \"Without the Union? Go ahead, try your best!\"\n [/message]\n\n {REPLACE_SCENARIO_MUSIC \"gathering_storm.ogg\"}\n\n [sound]\n name=\"dragonstick.ogg\"\n [/sound]\n\n [kill]\n x=29-33\n y=43-45\n [/kill]\n\n [terrain]\n x=29-33\n y=43-45\n terrain=Xos\n [/terrain]\n\n [sound]\n name=\"dragonstick.ogg\"\n [/sound]\n\n [terrain_mask]\n x,y=1,1\n {MASK 10_Blood_1.mask}\n border=yes\n [/terrain_mask]\n\n [redraw][/redraw]\n\n {QUAKE (explosion-big.ogg)}\n\n [delay]\n time=250\n [/delay]\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Vanquish Demon Lord Zhangor\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elyssa\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n\n {OBJECTIVE_NO_CARRYOVER}\n\n {OBJECTIVE_NOTE ( _ \"Zhangor\u2019s Gatekeeper powers allow him to debilitate and destroy the Energy Heart of a Guardian\")}\n {FIRE_GUARDIAN_SUMMONING_NOTE}\n )}\n\n {UNLOCK_VIEW}\n [/event]\n\n ############################################################################\n # #\n # SHARED CODE FOR ALL BOSS STAGES #\n # #\n ############################################################################\n\n #\n # See 'boss spawns controller' and the associated trigger event handler for\n # stuff specific to boss phases 2 through 4.\n #\n\n [event]\n name=side 2 turn\n first_time_only=no\n [filter_condition]\n {VARIABLE_NUMERICAL_NOT_EQUALS boss_stage 0}\n [/filter_condition]\n\n {BUG_ON ({VARIABLE_NUMERICAL_LESS_THAN boss_start_turn 1}) (\"boss_start_turn < 1\")}\n\n #\n # Let him recruit a castleful of units every n turns,\n # depending on the current difficulty setting.\n #\n\n {VARIABLE boss_recruitment_rate {DIFF 4 3 2} }\n\n # First see if we just started the first boss turn.\n {VARIABLE boss_recruitment_factor \"$($turn_number - $boss_start_turn)\"}\n\n [if]\n {VARIABLE_NUMERICAL_NOT_EQUALS boss_recruitment_factor 0}\n [then]\n {VARIABLE_MOD boss_recruitment_factor $boss_recruitment_rate}\n [/then]\n [/if]\n\n [if]\n {VARIABLE_NUMERICAL_EQUALS boss_recruitment_factor 0}\n [then]\n [fire_event]\n name=boss recruitment controller\n [/fire_event]\n [/then]\n [/if]\n\n {CLEAR_VARIABLE boss_recruitment_rate,boss_recruitment_factor}\n [/event]\n\n [event]\n name=boss recruitment controller\n first_time_only=no\n\n {BUG_ON ({VARIABLE_NUMERICAL_NOT_EQUALS side_number 2}) (\"boss recruitment controller called when side_number != 2\")}\n\n [if]\n {VARIABLE_NUMERICAL_LESS_THAN boss_stage 3}\n [then]\n {VARIABLE side_2_recruits \"Psy Crawler,Shaxthal Drone\"}\n [/then]\n [else]\n {VARIABLE side_2_recruits \"Psy Crawler,Shaxthal Drone,Shaxthal Rayblade,Ghost\"}\n [/else]\n [/if]\n\n [modify_side]\n side=2\n recruit=$side_2_recruits\n gold={DIFF 60 70 80}\n [/modify_side]\n\n [event]\n name=side 2 turn end\n delayed_variable_substitution=no\n\n [modify_side]\n side=2\n gold=0\n [/modify_side]\n\n {DISALLOW_RECRUIT 2 $side_2_recruits}\n [/event]\n\n {CLEAR_VARIABLE side_2_recruits}\n [/event]\n\n ############################################################################\n # #\n # BOSS STAGE 2 #\n # #\n ############################################################################\n\n [event]\n name=last breath\n [filter]\n id=Zhangor\n [/filter]\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS boss_stage 1}\n [/filter_condition]\n\n [fire_event]\n name=boss stage 2\n [primary_unit]\n id=Zhangor\n [/primary_unit]\n [/fire_event]\n [/event]\n\n#define FINALE_B_SET_SPAWN_LIMIT _1ST_RUN_VAR _SPAWN_LIMIT\n#arg INITIAL_LIMIT\n999999 #endarg\n {VARIABLE_IF_ELSE spawn_limit {INITIAL_LIMIT} {_SPAWN_LIMIT} (\n {VARIABLE_BOOLEAN_EQUALS {_1ST_RUN_VAR} yes}\n )}\n\n {VARIABLE {_1ST_RUN_VAR} no}\n#enddef\n\n#define FINALE_B_STOP_AT_SPAWN_LIMIT\n#arg VAR\ni #endarg\n [if]\n {VARIABLE_NUMERICAL_GREATER_THAN_OR_EQUAL {VAR} $spawn_limit}\n [then]\n [break][/break]\n [/then]\n [/if]\n#enddef\n\n#define FINALE_B_CLEAR_SPAWN_LIMIT\n {CLEAR_VARIABLE spawn_limit}\n#enddef\n\n [event]\n name=boss stage 2\n\n {FINALE_B_SET_BOSS_STAGE 2}\n\n {VARIABLE ofacing $unit.facing}\n\n {LOCK_VIEW}\n\n {RESET_UNIT_STATUSES id=Elyssa,Elynia}\n\n [scroll_to_unit]\n id=Zhangor\n [/scroll_to_unit]\n\n [fade_out_music]\n duration=500\n [/fade_out_music]\n\n [sound]\n name=laugh.ogg\n [/sound]\n\n {PLAY_LEVELOUT_ANIM id=Zhangor}\n\n [kill]\n id=Zhangor\n [/kill]\n\n [hide_unit][/hide_unit]\n\n {RED_SCREEN}\n\n #\n # Try to get any outstanding actions out of the queue now to mitigate\n # [delay] timing issues below.\n #\n\n [redraw]\n side=1\n [/redraw]\n\n # Zhangor in his Gatekeeper form cannot move, therefore we need to\n # place him on his keep, pushing away any units that might've been\n # already there.\n\n [if]\n [have_unit]\n x,y=$boss_keep.x,$boss_keep.y\n [/have_unit]\n [then]\n [store_unit]\n [filter]\n x,y=$boss_keep.x,$boss_keep.y\n [/filter]\n kill=yes\n variable=zhangors_keep_unit\n [/store_unit]\n [/then]\n [/if]\n\n [hidden_unit]\n canrecruit=yes\n side=2\n id=Zhangor\n name= _ \"Zhangor\"\n type=Angel of Blood\n {IS_BOSS}\n variation=gatekeeper_phase2\n x,y=$boss_keep.x,$boss_keep.y\n facing=$ofacing\n [modifications]\n {TRAIT_UNDEAD}\n {TRAIT_DEXTROUS}\n [/modifications]\n [/hidden_unit]\n\n [if]\n {VARIABLE_NUMERICAL_NOT_EQUALS zhangors_keep_unit.length 0}\n [then]\n [unstore_unit]\n variable=zhangors_keep_unit\n find_vacant=yes\n [/unstore_unit]\n [/then]\n [/if]\n\n {CLEAR_VARIABLE ofacing,zhangors_keep_unit}\n\n [sound]\n name=gun-activate-2.ogg\n [/sound]\n\n [delay]\n # Approx. the length of gun-activate-2.ogg (actually around 920 ms,\n # but [delay] is too inaccurate due to the calls to the display drawing\n # code involved.\n time=900\n [/delay]\n\n {RESET_SCREEN}\n\n [sound]\n name=lightning.ogg\n [/sound]\n\n {REPLACE_SCENARIO_MUSIC \"ambuscade-loop.ogg\"}\n {INCIDENTAL_MUSIC \"moleman.ogg\"}\n\n [unhide_unit][/unhide_unit]\n\n {PLAY_LEVELIN_ANIM id=Zhangor}\n\n [redraw]\n side=1\n [/redraw]\n\n {QUAKE (\"cave-in.ogg\")}\n\n {QUAKE (\"cave-in.ogg\")}\n\n [foreach]\n array=core_locs\n variable=core_loc\n [do]\n [store_direction]\n from_x,from_y=$core_loc.x,$core_loc.y\n to_x,to_y=$boss_keep.x,$boss_keep.y\n [/store_direction]\n\n [terrain]\n terrain=Kte^Xo\n x,y=$core_loc.x,$core_loc.y\n [/terrain]\n\n [hidden_unit]\n side=2\n type=Blood Core\n x,y=$core_loc.x,$core_loc.y\n facing=$direction\n random_traits=no\n generate_name=no\n {IS_HERO}\n [variables]\n is_zhangors_body=yes\n [/variables]\n [modifications]\n [object]\n silent=yes\n [effect]\n apply_to=loyal\n [/effect]\n [/object]\n [/modifications]\n [/hidden_unit]\n\n {CLEAR_VARIABLE direction}\n [/do]\n [/foreach]\n\n [sound]\n name=\"explosion-big.ogg\"\n [/sound]\n\n [unhide_unit][/unhide_unit]\n\n [redraw][/redraw]\n\n {QUAKE ()}\n\n [message]\n speaker=Elynia\n message= _ \"What are you trying to do now?\"\n [/message]\n\n [fire_event]\n name=banshee spawn controller\n [/fire_event]\n\n [unhide_unit][/unhide_unit]\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"His body is affixed to the ground, just avoid getting hit by his lightning!\"\n [/message]\n\n {UNLOCK_VIEW}\n\n #\n # Any time all Blood Cores are destroyed, every attack from the\n # guardians has 100% chance to hit Zhangor.\n #\n # Mobile Blood Cores begin to be periodically spawned in later phases\n # to compensate.\n #\n\n {FORCE_CHANCE_TO_HIT (\n id=Elynia\n [or]\n id=Elyssa\n [/or]\n ) (id=Zhangor) 100 (\n [not]\n [have_unit]\n type=Blood Core\n [/have_unit]\n [/not]\n )}\n [/event]\n\n #\n # The banshee spawn logic is used throughout phases 2, 3 and 4.\n #\n\n [event]\n name=banshee spawn controller\n first_time_only=no\n\n [sound]\n name={SOUND_LIST:LICH_HIT}\n [/sound]\n\n {FINALE_B_SET_SPAWN_LIMIT banshee_spawn_1st_run {DIFF 2 4 4}}\n\n [foreach]\n array=banshee_locs\n variable=banshee_loc\n [do]\n {FINALE_B_STOP_AT_SPAWN_LIMIT}\n\n [store_direction]\n from_x,from_y=$banshee_loc.x,$banshee_loc.y\n to_x,to_y=$boss_keep.x,$boss_keep.y\n [/store_direction]\n\n [remove_terrain_overlays]\n x,y=$banshee_loc.x,$banshee_loc.y\n [/remove_terrain_overlays]\n\n [hidden_unit]\n side=2\n type=Fallen Faerie\n random_gender=yes\n random_traits=yes\n generate_name=yes\n x,y=$banshee_loc.x,$banshee_loc.y\n facing=$direction\n [modifications]\n [object]\n silent=yes\n [effect]\n apply_to=loyal\n [/effect]\n [/object]\n [/modifications]\n [/hidden_unit]\n\n {CLEAR_VARIABLE direction}\n [/do]\n [/foreach]\n\n [unhide_unit][/unhide_unit]\n\n {FINALE_B_CLEAR_SPAWN_LIMIT}\n [/event]\n\n [event]\n name=attacker hits\n first_time_only=no\n [filter]\n side=1\n [/filter]\n [filter_second]\n type=Blood Core\n [/filter_second]\n\n {EVENT_FORWARD_DISPATCH_SIMPLE \"player hits blood core\"}\n [/event]\n\n [event]\n name=defender hits\n first_time_only=no\n [filter_second]\n side=1\n [/filter_second]\n [filter]\n type=Blood Core\n [/filter]\n\n {EVENT_INVERSE_DISPATCH_SIMPLE \"player hits blood core\"}\n [/event]\n\n [event]\n name=player hits blood core\n first_time_only=yes\n\n [message]\n # Try speaking as the primary unit if she's Elynia or Elyssa, or Elyssa\n # otherwise.\n x,y=$x1,$y1\n [and]\n id=Elynia\n [or]\n id=Elyssa\n [/or]\n [/and]\n [or]\n id=Elyssa\n [/or]\n message= _ \"What the\u2014\"\n [/message]\n [/event]\n\n [event]\n name=player hits blood core\n first_time_only=no\n\n #\n # PRECONDITIONS:\n # * primary unit is side = 1\n # * secondary unit is side = 2\n #\n\n {BUG_ON (\n [not]\n {VARIABLE_NUMERICAL_EQUALS unit.side 1}\n {VARIABLE_NUMERICAL_EQUALS second_unit.side 2}\n [/not]\n ) (\"Invalid Blood Core fight sequence\")}\n\n {BUG_ON ({VARIABLE_NUMERICAL_LESS_THAN boss_stage 2}) (\"Blood Core handler running before boss stage 2 ($boss_stage|)\")}\n\n #\n # Shuffle Blood Cores' HP bars around whenever possible.\n #\n\n [store_unit]\n [filter]\n type=Blood Core\n [filter_location]\n find_in=core_locs\n [/filter_location]\n [/filter]\n variable=shuffle_stack\n [/store_unit]\n\n #\n # This shuffling algorithm should work in every case regardless of the amount\n # of units stored. If there's a single unit stored, it is unstored back with\n # minimal overhead later (*). If there are no units stored, the loop never\n # runs, and the bugcheck path is not hit.\n #\n\n [for]\n array=shuffle_stack\n variable=k\n reverse=yes\n [do]\n # k is the position of the primary unit to swap, set by the foreach cycle.\n # r is the position of teh secondary unit to swap, determined by the RNG.\n {VARIABLE r -1}\n\n [if]\n {VARIABLE_NUMERICAL_GREATER_THAN k 0}\n [then]\n {VARIABLE_RANDOM r \"0..$($k - 1)\"}\n\n {LOG_ATS_DBG (\"SWAP: $k <-> $r <$shuffle_stack.length>\")}\n\n {VARIABLE swap.hitpoints $shuffle_stack[$r].hitpoints}\n {VARIABLE swap.max_hitpoints $shuffle_stack[$r].max_hitpoints}\n\n {VARIABLE shuffle_stack[$r].hitpoints $shuffle_stack[$k].hitpoints}\n {VARIABLE shuffle_stack[$r].max_hitpoints $shuffle_stack[$k].max_hitpoints}\n\n {VARIABLE shuffle_stack[$k].hitpoints $swap.hitpoints}\n {VARIABLE shuffle_stack[$k].max_hitpoints $swap.max_hitpoints}\n\n [unstore_unit]\n variable=\"shuffle_stack[$r]\"\n find_vacant=no\n check_passability=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE swap}\n [/then]\n [/if]\n\n # (*)\n\n [unstore_unit]\n variable=\"shuffle_stack[$k]\"\n find_vacant=no\n check_passability=no\n [/unstore_unit]\n\n [if]\n {VARIABLE_NUMERICAL_GREATER_THAN r -1}\n [then]\n [floating_text]\n x=$shuffle_stack[$k].x,$shuffle_stack[$r].x\n y=$shuffle_stack[$k].y,$shuffle_stack[$r].y\n text=\"!\" # wmllint: ignore\n [/floating_text]\n\n {CLEAR_VARIABLE shuffle_stack[$r]}\n\n {VARIABLE_DEC k}\n [/then]\n [/if]\n\n {CLEAR_VARIABLE r,shuffle_stack[$k]}\n [/do]\n [/for]\n\n # We shouldn't hit this unless the shuffling algorithm is broken.\n {BUG_ON ({VARIABLE_NUMERICAL_GREATER_THAN shuffle_stack.length 0}) (\"Unit stats shuffling algorithm postcondition broken\")}\n\n # FIXME: because I don't want to see what happens if we fire death events in the\n # middle of the sequence above, we need to check now what Blood Cores are\n # left with 0 HP or less. The game does not automatically kill them when\n # this happens unless it's the actual target unit.\n\n [store_unit]\n [filter]\n type=Blood Core\n [filter_location]\n find_in=core_locs\n [/filter_location]\n [/filter]\n variable=shuffle_stack\n kill=no\n [/store_unit]\n\n [foreach]\n array=shuffle_stack\n variable=shuffled_core\n [do]\n [if]\n {VARIABLE_NUMERICAL_LESS_THAN shuffled_core.hitpoints 1}\n [not]\n # If it's the event's target it will be killed when\n # returning to the engine anyway.\n {VARIABLE_LEXICAL_EQUALS second_unit.id shuffled_core.id}\n #{VARIABLE_NUMERICAL_EQUALS x2 shuffled_core.x}\n #{VARIABLE_NUMERICAL_EQUALS y2 shuffled_core.y}\n [/not]\n [then]\n [kill]\n x,y=$shuffled_core.x,$shuffled_core.y\n fire_event=yes\n animate=yes\n [/kill]\n [/then]\n [/if]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE shuffle_stack}\n [/event]\n\n [event]\n name=player hits blood core\n first_time_only=yes\n\n [message]\n speaker=Elyssa\n message= _ \"Oh, is that what we are doing now, Zhangor? I expected you to be more creative than this in a real fight.\"\n [/message]\n [/event]\n\n [event]\n name=die\n first_time_only=no\n [filter]\n type=Blood Core\n [/filter]\n\n #\n # Boost ALL guardians HP. This includes Zhangor unless he's\n # already on stage 4 or 5.\n #\n\n {VARIABLE guardian_player_hp_boost {DIFF 60 50 40} }\n {VARIABLE guardian_enemy_hp_boost {DIFF 40 50 60} }\n\n [store_unit]\n [filter]\n id=Elyssa\n [or]\n id=Elynia\n [/or]\n [/filter]\n variable=guardians_store\n kill=no\n [/store_unit]\n\n [sound]\n name=\"heal.wav\"\n [/sound]\n\n [foreach]\n array=guardians_store\n variable=guardian\n [do]\n # Remove poison only\n [clear_unit_status]\n [filter]\n id=$guardian.id\n [/filter]\n status=poisoned\n [/clear_unit_status]\n\n [floating_text]\n [filter]\n id=$guardian.id\n [/filter]\n text=\"+$guardian_enemy_hp_boost\" # wmllint: ignore\n [/floating_text]\n\n [object]\n silent=yes\n [filter]\n x,y=$guardian.x,$guardian.y\n [/filter]\n [effect]\n apply_to=hitpoints\n increase=$guardian_player_hp_boost\n increase_total=$guardian_player_hp_boost\n [/effect]\n [/object]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE guardians_store}\n\n [if]\n {VARIABLE_NUMERICAL_LESS_THAN boss_stage 4}\n [then]\n [floating_text]\n [filter]\n id=Zhangor\n [/filter]\n text=\"+$guardian_enemy_hp_boost\" # wmllint: ignore\n [/floating_text]\n\n [object]\n silent=yes\n [filter]\n id=Zhangor\n [/filter]\n [effect]\n apply_to=hitpoints\n increase=$guardian_player_hp_boost\n increase_total=$guardian_player_hp_boost\n [/effect]\n [/object]\n [/then]\n [/if]\n\n {CLEAR_VARIABLE guardian_player_hp_boost,guardian_enemy_hp_boost}\n [/event]\n\n [event]\n name=die\n [filter]\n type=Blood Core\n [/filter]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Destroying these things is increasing my power somehow...\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"There is something about the energy released by these cores, although I have a feeling Zhangor benefits from it as well.\"\n [/message]\n [/event]\n\n ############################################################################\n # #\n # BOSS STAGE 3 #\n # #\n ############################################################################\n\n [event]\n name=last breath\n [filter]\n id=Zhangor\n [/filter]\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS boss_stage 2}\n [/filter_condition]\n\n [fire_event]\n name=boss stage 3\n [primary_unit]\n id=Zhangor\n [/primary_unit]\n [/fire_event]\n [/event]\n\n#define FINALE_B_SHAPESHIFTER_NEEDS_TC_OVERRIDE\n [set_variables]\n name=shapeshifter_mods\n mode=insert\n [literal]\n [object]\n silent=yes\n [effect]\n apply_to=image_mod\n add=\"PAL(magenta_to_red_tc>magenta_to_gold_tc)\"\n [/effect]\n [/object]\n [/literal]\n [/set_variables]\n#enddef\n\n [event]\n name=boss stage 3\n\n {FINALE_B_SET_BOSS_STAGE 3}\n\n {VARIABLE ofacing $unit.facing}\n {VARIABLE ox $x1}\n {VARIABLE oy $y1}\n\n {LOCK_VIEW}\n\n {RESET_UNIT_STATUSES id=Elyssa,Elynia,Zhangor}\n\n [scroll_to_unit]\n id=Zhangor\n [/scroll_to_unit]\n\n [delay]\n time=250\n [/delay]\n\n {FLASH_RED (\n [sound]\n name=\"dragonstick.ogg\"\n [/sound]\n\n [kill]\n id=Zhangor\n [/kill]\n\n [unit]\n canrecruit=yes\n side=2\n id=Zhangor\n name= _ \"Zhangor\"\n type=Angel of Blood\n {IS_BOSS}\n variation=gatekeeper_phase3\n x,y=$ox,$oy\n facing=$ofacing\n [modifications]\n {TRAIT_UNDEAD}\n {TRAIT_DEXTROUS}\n [/modifications]\n [/unit]\n\n {REPLACE_SCENARIO_MUSIC \"frantic.ogg\"}\n )}\n\n {CLEAR_VARIABLE ox,oy,ofacing}\n\n [redraw][/redraw]\n\n [delay]\n time=500\n [/delay]\n\n [sound]\n name=\"laugh.ogg\"\n [/sound]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Oh dear gods, will this ever stop?\"\n [/message]\n\n [fire_event]\n name=shapeshifter spawn controller\n [/fire_event]\n\n [message]\n speaker=Zhangor\n message= _ \"What is the matter, Guardians? Do you fear killing those of your own kin now? Have you not become accustomed to it over the course of your pathetic lives?\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n\n {UNLOCK_VIEW}\n [/event]\n\n #\n # The shapeshifter spawn logic is used throughout phases 3 and 4 equally.\n #\n\n [event]\n name=shapeshifter spawn controller\n first_time_only=no\n\n [sound]\n name=mud-glob-miss.ogg\n [/sound]\n\n {FINALE_B_SET_SPAWN_LIMIT shapeshifter_spawn_1st_run {DIFF 2 3 4}}\n\n [foreach]\n array=banshee_locs\n variable=banshee_loc\n [do]\n {FINALE_B_STOP_AT_SPAWN_LIMIT}\n\n {VARIABLE shapeshifter_type \"Demon Shapeshifter\"}\n {VARIABLE shapeshifter_id $null}\n {VARIABLE shapeshifter_name $null}\n {VARIABLE shapeshifter_variation $null}\n {VARIABLE shapeshifter_ellipse \"misc/ellipse-hero\"}\n {VARIABLE shapeshifter_overlays \"misc/hero-icon.png\"}\n\n # Greater chance to spawn a generic shapeshifter rather than a\n # mimic for any named character.\n {RANDOM 99,99,99,99,99,99,0..8}\n\n [set_variables]\n name=shapeshifter_mods\n mode=replace\n [literal]\n [object]\n silent=yes\n [effect]\n apply_to=loyal\n [/effect]\n [effect]\n apply_to=image_mod\n add=\"CS(16,0,16)\" # Add a little purpleish tint.\n [/effect]\n [effect]\n apply_to=profile\n portrait=misc/blank-hex.png\n [/effect]\n [/object]\n [/literal]\n [/set_variables]\n\n [switch]\n variable=random\n [case]\n value=0\n {VARIABLE shapeshifter_type \"Master of Darkness\"}\n {VARIABLE shapeshifter_id \"fakeArgan\"}\n {VARIABLE shapeshifter_name _\"Argan\"}\n [/case]\n [case]\n value=1\n {VARIABLE shapeshifter_type \"Elvish Spellbinder\"}\n {VARIABLE shapeshifter_id \"fakeNiryone\"}\n {VARIABLE shapeshifter_name _\"Niryone\"}\n {FINALE_B_SHAPESHIFTER_NEEDS_TC_OVERRIDE}\n [/case]\n [case]\n value=2\n {VARIABLE shapeshifter_type \"Nightshade Fire\"}\n {VARIABLE shapeshifter_id \"fakeAnya\"}\n {VARIABLE shapeshifter_name _\"Anya\"}\n {FINALE_B_SHAPESHIFTER_NEEDS_TC_OVERRIDE}\n [/case]\n [case]\n value=3\n {VARIABLE shapeshifter_type \"Anlinde Elvish Avatar\"}\n {VARIABLE shapeshifter_id \"fakeAnlinde\"}\n {VARIABLE shapeshifter_name _\"Anlind\u00eb\"}\n {FINALE_B_SHAPESHIFTER_NEEDS_TC_OVERRIDE}\n [/case]\n [case]\n value=4\n {VARIABLE shapeshifter_type \"Elvish Wayfarer\"}\n {VARIABLE shapeshifter_id \"fakeGalas\"}\n {VARIABLE shapeshifter_name _\"Galas\"}\n [/case]\n [case]\n value=5\n {VARIABLE shapeshifter_type \"Ancient Lich\"}\n {VARIABLE shapeshifter_id \"fakeMalin\"}\n {VARIABLE shapeshifter_name _\"Mal Keshar\"}\n [/case]\n [case]\n value=6\n {VARIABLE shapeshifter_type \"Quenoth Champion\"}\n {VARIABLE shapeshifter_id \"fakeGarak\"}\n #textdomain wesnoth-utbs\n {VARIABLE shapeshifter_name _\"Garak\"}\n #textdomain wesnoth-After_the_Storm\n [/case]\n [case]\n value=7\n {VARIABLE shapeshifter_type \"Faerie Dryad\"}\n {VARIABLE shapeshifter_id \"fakeIsawen\"}\n {VARIABLE shapeshifter_name _\"Delanith-Is\u00e1wen\"}\n [/case]\n [case]\n value=8\n {VARIABLE shapeshifter_type \"Chaos Lorekeeper\"}\n {VARIABLE shapeshifter_id \"fakeReghara\"}\n {VARIABLE shapeshifter_name _\"Reghara\"}\n [/case]\n [else]\n {VARIABLE shapeshifter_ellipse $null}\n {VARIABLE shapeshifter_overlays $null}\n {RANDOM 1..100}\n [if]\n {VARIABLE_NUMERICAL_GREATER_THAN random 50}\n [then]\n {VARIABLE shapeshifter_variation gendered}\n [/then]\n [/if]\n [/else]\n [/switch]\n\n [store_direction]\n from_x,from_y=$banshee_loc.x,$banshee_loc.y\n to_x,to_y=28,20\n [/store_direction]\n\n [scroll_to]\n x,y=$banshee_loc.x,$banshee_loc.y\n [/scroll_to]\n\n [unit]\n side=2\n animate=yes\n type=$shapeshifter_type\n variation=$shapeshifter_variation\n facing=$direction\n x,y=$banshee_loc.x,$banshee_loc.y\n id=$shapeshifter_id\n name=$shapeshifter_name\n ellipse=$shapeshifter_ellipse # wmllint: no ellipsecheck\n overlays=$shapeshifter_overlays\n generate_name=no\n random_traits=no\n random_gender=yes\n [insert_tag]\n name=modifications\n variable=shapeshifter_mods\n [/insert_tag]\n [variables]\n is_zhangors_body=yes\n [/variables]\n [/unit]\n\n {CLEAR_VARIABLE shapeshifter_id,shapeshifter_type,shapeshifter_mods,shapeshifter_ellipse,shapeshifter_overlays,direction,random}\n [/do]\n [/foreach]\n\n {FINALE_B_CLEAR_SPAWN_LIMIT}\n [/event]\n\n # BIG FAT TODO:\n # Figure out a way to attribute shapeshifter kills from Fire Wraiths to\n # Elyssa without making the EH code even more bloated than it already is.\n\n#define FINALE_B_SHAPESHIFTER_CONFRONT_EH _ID _SECOND_ID _WML\n [event]\n name=attack\n [filter]\n id=\"fake\"+{_ID} # wmllint: ignore\n [/filter]\n [filter_second]\n id={_SECOND_ID}\n [/filter_second]\n\n [fire_event]\n name=\"shapeshifter \"+{_ID}+\" confront \"+{_SECOND_ID}\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=attack\n [filter_second]\n id=\"fake\"+{_ID} # wmllint: ignore\n [/filter_second]\n [filter]\n id={_SECOND_ID}\n [/filter]\n\n [fire_event]\n name=\"shapeshifter \"+{_ID}+\" confront \"+{_SECOND_ID}\n [primary_unit]\n x,y=$x2,$y2\n [/primary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=\"shapeshifter \"+{_ID}+\" confront \"+{_SECOND_ID}\n\n {_WML}\n [/event]\n#enddef\n\n#define FINALE_B_SHAPESHIFTER_KILL_EH _ID _SECOND_ID _WML\n [event]\n name=die\n [filter]\n id=\"fake\"+{_ID} # wmllint: ignore\n [/filter]\n [filter_second]\n id={_SECOND_ID}\n [/filter_second]\n\n {_WML}\n [/event]\n#enddef\n\n #\n # Anya doppelganger\n #\n\n # Nothing for Elyssa<->Anya.\n #{FINALE_B_SHAPESHIFTER_CONFRONT_EH Anya Elyssa ()}\n\n {FINALE_B_SHAPESHIFTER_KILL_EH Anya Elyssa (\n [message]\n speaker=Elyssa\n # po: This sentence could be interpreted in two different ways; either Elyssa\n # po: is stating that she wouldn't want to kill the real Anya, or that she\n # po: does not necessarily consider the real Anya to be the real Guardian of\n # po: Darkness, and hence she might not hesitate in killing her. This\n # po: ambiguity is intentional.\n message= _ \"I would hate to have to kill you... if you were the real Guardian of Darkness.\"\n [/message]\n )}\n\n {FINALE_B_SHAPESHIFTER_CONFRONT_EH Anya Elynia (\n [message]\n speaker=unit\n message= _ \"You abandoned me...\"\n [/message]\n )}\n\n {FINALE_B_SHAPESHIFTER_KILL_EH Anya Elynia (\n [message]\n speaker=Elynia\n # po: \u2018Demon\u2019 here refers to Zhangor.\n message= _ \"Posing as my dearest friend will not save you from my wrath, demon!\"\n [/message]\n )}\n\n #\n # Argan doppelganger\n #\n\n {FINALE_B_SHAPESHIFTER_CONFRONT_EH Argan Elyssa (\n [message]\n speaker=unit\n message= _ \"You left me to die...\"\n [/message]\n )}\n\n {FINALE_B_SHAPESHIFTER_KILL_EH Argan Elyssa (\n [message]\n speaker=Elyssa\n message= _ \"Your imitation of Argan is once again absolutely pathetic.\"\n [/message]\n )}\n\n {FINALE_B_SHAPESHIFTER_CONFRONT_EH Argan Elynia (\n [message]\n speaker=unit\n message= _ \"You betrayed me...\"\n [/message]\n )}\n\n {FINALE_B_SHAPESHIFTER_KILL_EH Argan Elynia (\n [message]\n speaker=Elynia\n message= _ \"This cheap trick will not break me down this time.\"\n [/message]\n )}\n\n #\n # Galas doppelganger\n #\n\n {FINALE_B_SHAPESHIFTER_CONFRONT_EH Galas Elyssa (\n [message]\n speaker=unit\n message= _ \"You killed me...\"\n [/message]\n )}\n\n {FINALE_B_SHAPESHIFTER_KILL_EH Galas Elyssa (\n [message]\n speaker=Elyssa\n message= _ \"I could slaughter a whole host of these stupid elves a thousand times, Zhangor. Is this all you\u2019ve got?\"\n [/message]\n )}\n\n {FINALE_B_SHAPESHIFTER_CONFRONT_EH Galas Elynia (\n [message]\n speaker=unit\n message= _ \"You failed to protect me...\"\n [/message]\n )}\n\n {FINALE_B_SHAPESHIFTER_KILL_EH Galas Elynia (\n [message]\n speaker=Elynia\n message= _ \"I no longer care for any of this, Zhangor. I no longer care.\"\n [/message]\n )}\n\n #\n # Mal Keshar doppelganger\n #\n\n {FINALE_B_SHAPESHIFTER_CONFRONT_EH Malin Elyssa (\n [message]\n speaker=unit\n message= _ \"You are no small part of the cause of my departure from this world, you know.\"\n [/message]\n )}\n\n {FINALE_B_SHAPESHIFTER_KILL_EH Malin Elyssa (\n [message]\n speaker=Elyssa\n message= _ \"I could not care less about a walking joke like you.\"\n [/message]\n )}\n\n {FINALE_B_SHAPESHIFTER_CONFRONT_EH Malin Elynia (\n [message]\n speaker=unit\n message= _ \"You could have prevented my death, Elynia. You could have\u2014\"\n [/message]\n )}\n\n {FINALE_B_SHAPESHIFTER_KILL_EH Malin Elynia (\n [message]\n speaker=Elynia\n message= _ \"No... there was nothing I could do. Stop this!\"\n [/message]\n )}\n\n #\n # Niryone doppelganger\n #\n\n # Nothing for Elyssa<->Niryone.\n #{FINALE_B_SHAPESHIFTER_CONFRONT_EH Niryone Elyssa ()}\n\n {FINALE_B_SHAPESHIFTER_KILL_EH Niryone Elyssa (\n [message]\n speaker=Elyssa\n # po: 'Her' refers to Elynia.\n message= _ \"I assume you are important to her in some way?\"\n [/message]\n )}\n\n {FINALE_B_SHAPESHIFTER_CONFRONT_EH Niryone Elynia (\n [message]\n speaker=unit\n message= _ \"... You were too late to save me, Elynia. If only you had not allowed him into your heart\u2014\"\n [/message]\n )}\n\n {FINALE_B_SHAPESHIFTER_KILL_EH Niryone Elynia (\n [message]\n speaker=Elynia\n message= _ \"NO! I don\u2019t want to remember this! I\u2019LL KILL YOU!\"\n [/message]\n )}\n\n #\n # Garak doppelganger\n #\n\n {FINALE_B_SHAPESHIFTER_CONFRONT_EH Garak Elyssa (\n [message]\n speaker=unit\n message= _ \"With your power you surely could have banished those foul creatures to whence they came. Useless child.\"\n [/message]\n )}\n\n {FINALE_B_SHAPESHIFTER_KILL_EH Garak Elyssa (\n [message]\n speaker=Elyssa\n message= _ \"... You peered into places you shouldn\u2019t have, Zhangor.\"\n [/message]\n )}\n\n {FINALE_B_SHAPESHIFTER_CONFRONT_EH Garak Elynia (\n [message]\n speaker=unit\n message= _ \"I wonder what became of my kind under your command...\"\n [/message]\n )}\n\n {FINALE_B_SHAPESHIFTER_KILL_EH Garak Elynia (\n [message]\n speaker=Elynia\n message= _ \"...\"\n [/message]\n )}\n\n #\n # Reghara doppelganger\n #\n\n {FINALE_B_SHAPESHIFTER_CONFRONT_EH Reghara Elyssa (\n [message]\n speaker=unit\n message= _ \"HA! I hope you enjoyed your stay with us, sweetheart.\"\n [/message]\n )}\n\n {FINALE_B_SHAPESHIFTER_KILL_EH Reghara Elyssa (\n [message]\n speaker=Elyssa\n message= _ \"I\u2019LL KILL YOU!\"\n [/message]\n )}\n\n {FINALE_B_SHAPESHIFTER_CONFRONT_EH Reghara Elynia (\n [message]\n speaker=unit\n # po: Use your imagination here. See also E3S7A.2's intro text.\n message= _ \"You must feel proud of yourself, allying with a mass-murderer like this c\u2014\"\n [/message]\n )}\n\n {FINALE_B_SHAPESHIFTER_KILL_EH Reghara Elynia (\n [message]\n speaker=Elynia\n message= _ \"That couldn\u2019t possibly be my own memory... I don\u2019t think...\"\n [/message]\n )}\n\n #\n # Anlind\u00eb doppelganger\n #\n\n {FINALE_B_SHAPESHIFTER_CONFRONT_EH Anlinde Elyssa (\n [message]\n speaker=unit\n message= _ \"For someone who wants so much to stop Uria, you are hardly any different from her kind.\"\n [/message]\n )}\n\n {FINALE_B_SHAPESHIFTER_KILL_EH Anlinde Elyssa (\n [message]\n speaker=Elyssa\n message= _ \"... You are not wrong.\"\n [/message]\n )}\n\n {FINALE_B_SHAPESHIFTER_CONFRONT_EH Anlinde Elynia (\n [message]\n speaker=unit\n message= _ \"Taking advantage of my prot\u00e9g\u00e9\u2019s heart so soon after my death... You truly are a shameless creature.\"\n [/message]\n )}\n\n {FINALE_B_SHAPESHIFTER_KILL_EH Anlinde Elynia (\n [message]\n speaker=Elynia\n message= _ \"I\u2019ve had enough. You will not break me again.\"\n [/message]\n )}\n\n #\n # Delanith-Is\u00e1wen doppelganger\n #\n\n # Nothing for Elyssa<->Delanith-Is\u00e1wen.\n #{FINALE_B_SHAPESHIFTER_CONFRONT_EH Isawen Elyssa ()}\n\n {FINALE_B_SHAPESHIFTER_KILL_EH Isawen Elyssa (\n [message]\n speaker=Elyssa\n message= _ \"... Is this...\"\n [/message]\n )}\n\n {FINALE_B_SHAPESHIFTER_CONFRONT_EH Isawen Elynia (\n [message]\n speaker=unit\n message= _ \"Child...\"\n [/message]\n )}\n\n {FINALE_B_SHAPESHIFTER_KILL_EH Isawen Elynia (\n [message]\n speaker=Elynia\n message= _ \"M\u2014 mother...? No... NO! STOP!\"\n [/message]\n )}\n\n [event]\n name=die\n [filter]\n type=Demon Shapeshifter\n [/filter]\n\n # Whoever isn't the unit who killed the shapeshifter gets to speak the\n # first time around.\n [if]\n [have_unit]\n id=Elynia\n x,y=$x2,$y2\n [/have_unit]\n [then]\n [message]\n speaker=Elyssa\n message= _ \"They are manifestations of Zhangor\u2019s will \u2014 not even real shapeshifters!\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Elynia\n message= _ \"They are manifestations of Zhangor\u2019s will \u2014 not even real shapeshifters!\"\n [/message]\n [/else]\n [/if]\n [/event]\n\n ############################################################################\n # #\n # COMMON SPAWN LOGIC FOR BOSS PHASES 2 THROUGH 4 #\n # #\n ############################################################################\n\n #\n # Unlike the boss recruitment controller EH, this code is executed only at\n # the end of boss side turns (and only if the boss stage wasn't advanced\n # on the same turn!) since we're spawning high-impact units that start with\n # full moves, rather than giving the AI the option to recruit whatever it\n # deems best for the occasion.\n #\n\n [event]\n name=side 2 turn end\n first_time_only=no\n [filter_condition]\n {VARIABLE_NUMERICAL_GREATER_THAN boss_stage 1}\n {VARIABLE_NUMERICAL_NOT_EQUALS boss_skip_spawns_on_turn $turn_number}\n [/filter_condition]\n\n [fire_event]\n name=boss spawns controller\n [/fire_event]\n [/event]\n\n [event]\n name=boss spawns controller\n first_time_only=no\n\n [if]\n {VARIABLE_NUMERICAL_GREATER_THAN boss_stage 3}\n [then]\n # On phases 4 and 5 satellite cores start being spawned every\n # single turn regardless of anything else. This event is\n # defined later.\n [fire_event]\n name=satellite spawn controller\n [/fire_event]\n [/then]\n [/if]\n\n {VARIABLE can_do_boss_spawns \"$(if($turn_number % {DIFF 4 3 3} = 0, 'yes', 'no'))\"}\n {VARIABLE_RANDOM boss_spawns_type {DIFF\n banshee,banshee,shapeshifter\n banshee,banshee,shapeshifter,shapeshifter\n banshee,banshee,shapeshifter,shapeshifter,shapeshifter\n }}\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS can_do_boss_spawns yes}\n [then]\n {VARIABLE_INC boss_spawn_sequence_count}\n\n {LOG_ATS_DBG (\"E3S10_BOSS: run spawn sequence: $boss_spawns_type\")}\n\n [fire_event]\n name=\"$boss_spawns_type spawn controller\"\n [/fire_event]\n [/then]\n [/if]\n\n #\n # Every other spawn sequence, on Normal there's a 6% chance the other\n # type of spawn will be triggered as well, while on Hard it's a 14%\n # chance. This does not increment boss_spawn_sequence_count.\n #\n\n#ifndef EASY\n {VARIABLE_RANDOM can_do_boss_spawns 1..100}\n {VARIABLE can_do_boss_spawns \"$(if($can_do_boss_spawns % {DIFF 0 17 7} = 0, 'yes', 'no'))\"}\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS can_do_boss_spawns yes}\n [then]\n {VARIABLE boss_spawns_type \"$(if($boss_spawns_type = 'banshee', 'shapeshifter', 'banshee'))\"}\n\n {LOG_ATS_DBG (\"E3S10_BOSS: run extra spawn sequence: $boss_spawns_type\")}\n\n [fire_event]\n name=\"$boss_spawns_type spawn controller\"\n [/fire_event]\n [/then]\n [/if]\n#endif\n\n {CLEAR_VARIABLE can_do_boss_spawns,boss_spawns_type}\n [/event]\n\n ############################################################################\n # #\n # BOSS STAGE 4 #\n # #\n ############################################################################\n\n [event]\n name=last breath\n [filter]\n id=Zhangor\n [/filter]\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS boss_stage 3}\n [/filter_condition]\n\n [fire_event]\n name=boss stage 4\n [primary_unit]\n id=Zhangor\n [/primary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=boss stage 4\n\n {FINALE_B_SET_BOSS_STAGE 4}\n\n # This will be used by the stage 4 'new turn' EH.\n {VARIABLE boss_status_flag 0}\n\n {VARIABLE ofacing $unit.facing}\n {VARIABLE ox $x1}\n {VARIABLE oy $y1}\n\n {LOCK_VIEW}\n\n [message]\n speaker=Elynia\n message= _ \"Brace yourself!\"\n [/message]\n\n {RESET_UNIT_STATUSES id=Elyssa,Elynia,Zhangor}\n\n [scroll_to_unit]\n id=Zhangor\n [/scroll_to_unit]\n\n [delay]\n time=250\n [/delay]\n\n {FLASH_RED (\n [sound]\n name=\"dragonstick.ogg\"\n [/sound]\n\n [kill]\n id=Zhangor\n [/kill]\n\n [unit]\n canrecruit=yes\n side=2\n id=Zhangor\n name= _ \"Zhangor\"\n type=Angel of Blood\n {IS_BOSS}\n variation=nightmare_phase4a\n x,y=$ox,$oy\n facing=$ofacing\n [modifications]\n {TRAIT_UNDEAD}\n {TRAIT_DEXTROUS}\n [/modifications]\n [/unit]\n\n [push_units_away_from]\n from_x,from_y=$boss_keep.x,$boss_keep.y\n [filter]\n [not]\n id=Zhangor\n [/not]\n [filter_location]\n x,y=$boss_keep.x,$boss_keep.y\n radius=8\n [/filter_location]\n [/filter]\n [/push_units_away_from]\n\n {REPLACE_SCENARIO_MUSIC \"vengeful.ogg\"}\n )}\n\n {CLEAR_VARIABLE ox,oy,facing}\n\n [redraw][/redraw]\n\n [delay]\n time=500\n [/delay]\n\n # FIXME: placeholder\n\n [sound]\n name={SOUND_LIST:LICH_HIT}\n [/sound]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"Wh\u2014 what is... happening to him...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"This is getting out of hand. We need to defeat him here and now!\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"... to his body...\"\n [/message]\n\n {UNLOCK_VIEW}\n\n [event]\n delayed_variable_substitution=no\n name=\"side 2 turn $($turn_number + 1) end\"\n\n [message]\n speaker=Elynia\n message= _ \"Elyssa? Are you still with me?\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"Is this... Is this the fate of our kind should we allow emotions to overpower our minds?\"\n [/message]\n [/event]\n\n [event]\n delayed_variable_substitution=no\n name=\"turn $($turn_number + 2)\"\n\n [message]\n speaker=Elyssa\n message= _ \"No... Zhangor devoured the heart of a Gatekeeper. He became like this of his own volition. Focus, Elyssa.\"\n [/message]\n\n [event]\n name=attack\n [filter]\n id=Elyssa\n [/filter]\n\n [message]\n speaker=Elyssa\n message= _ \"FOCUS!\"\n [/message]\n [/event]\n [/event]\n [/event]\n\n #\n # At the start of each player turn during boss stage 4, Zhangor changes\n # shape and unleashes devastating attacks during his own turn. The player\n # has only their own side turn to move away from his path.\n #\n\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS boss_stage 4}\n [/filter_condition]\n\n # Charge up every 4/3/3 turns depending on the difficulty level.\n\n {VARIABLE boss_should_attack \"$(if($turn_number % {DIFF 4 3 3} = 0, 'yes', 'no'))\"}\n\n {VARIABLE new_variation $null}\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS boss_should_attack yes}\n [then]\n {VARIABLE_INC boss_status_flag}\n\n # Use the more devastating 4c variation once every 3 charges.\n\n {VARIABLE new_variation \"$(if($boss_status_flag % 3 = 0, 'nightmare_phase4c', 'nightmare_phase4b'))\"}\n\n [fire_event]\n name=supercharge warning\n [/fire_event]\n\n # And reset to 4a afterwards.\n\n [if]\n {VARIABLE_NUMERICAL_GREATER_THAN boss_status_flag 3}\n [then]\n {VARIABLE boss_status_flag 0}\n [/then]\n [/if]\n [/then]\n [else]\n {VARIABLE new_variation \"nightmare_phase4a\"}\n [/else]\n [/if]\n\n [remove_object]\n object_id=boss_variation\n id=Zhangor\n [/remove_object]\n\n #\n # HACK: Quite annoyingly, [remove_object] does not allow us to ignore\n # the once-per-scenario limit on using objects with a particular id.\n # (The id is there to make the object trivial to remove.)\n #\n # gfgtdf suggested using [modify_unit] to insert the object into the\n # unit directly, which works as of version 1.14.13 at least. But it's\n # worth keeping in mind that this could randomly break in the future\n # since it's obviously not an intentional feature. We probably should\n # use an id-less [object] and implement our own logic to remove it from\n # \"Bob\".\n #\n # See also zhangor5 health controller.\n #\n\n [modify_unit]\n [filter]\n id=Zhangor\n [/filter]\n\n [object]\n id=boss_variation\n silent=yes\n\n [effect]\n apply_to=variation\n name=$new_variation\n [/effect]\n [/object]\n [/modify_unit]\n\n [redraw][/redraw]\n\n {CLEAR_VARIABLE new_variation,boss_should_attack}\n [/event]\n\n [event]\n name=supercharge warning\n\n [message]\n speaker=Elynia\n message= _ \"He\u2019s preparing to unleash a devastating attack, watch out!\"\n [/message]\n [/event]\n\n #\n # The core spawn logic is triggered by the 'boss spawns controller' EH\n # defined earlier if the current boss stage is at least 4.\n #\n [event]\n name=satellite spawn controller\n first_time_only=no\n [filter_condition]\n [not]\n [have_unit]\n side=2\n type=Blood Core\n # Spawn these even if the static cores are around, but not\n # if there's even a single mobile core on the map.\n variation=alpha,beta,gamma\n [/have_unit]\n [/not]\n [/filter_condition]\n\n [sound]\n name=magic-dark-big.ogg\n [/sound]\n\n {VARIABLE_RANDOM core_limit {DIFF 1..2 2..3 2..4}}\n\n [repeat]\n times=$core_limit\n [do]\n {VARIABLE_RANDOM n \"0..$($satellite_locs.length - 1)\"}\n {VARIABLE_RANDOM v alpha,beta,gamma}\n\n [set_variables]\n name=satellite_loc\n mode=replace\n to_variable=satellite_locs[$n]\n [/set_variables]\n\n [store_direction]\n from_x,from_y=$satellite_loc.x,$satellite_loc.y\n to_x,to_y=28,20\n [/store_direction]\n\n [unit]\n side=2\n animate=yes\n type=Blood Core\n variation=$v\n facing=$direction\n x,y=$satellite_loc.x,$satellite_loc.y\n random_traits=no\n generate_name=no\n {IS_HERO}\n [variables]\n is_zhangors_body=yes\n [/variables]\n [modifications]\n [object]\n silent=yes\n [effect]\n apply_to=loyal\n [/effect]\n [/object]\n [/modifications]\n [/unit]\n [/do]\n [/repeat]\n\n {CLEAR_VARIABLE core_limit,satellite_loc,n,v}\n [/event]\n\n ############################################################################\n # #\n # BOSS STAGE 5 (FINAL) #\n # #\n ############################################################################\n\n [event]\n name=last breath\n [filter]\n id=Zhangor\n [/filter]\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS boss_stage 4}\n [/filter_condition]\n\n [fire_event]\n name=boss stage 5\n [primary_unit]\n id=Zhangor\n [/primary_unit]\n [/fire_event]\n [/event]\n\n#define FINALE_B_RED_AURA _ID\n [item]\n [filter]\n id={_ID}\n [/filter]\n halo=\"halo/heart-aura.png\"\n image=\"misc/blank-hex.png\"\n [/item]\n#enddef\n\n#define FINALE_B_GREEN_AURA _ID\n [item]\n [filter]\n id={_ID}\n [/filter]\n halo=\"halo/heart-aura.png~CS(-255,128,16)\"\n image=\"misc/blank-hex.png\"\n [/item]\n#enddef\n\n#define FINALE_B_FADE_STEP NUMBER DELAY_TIME\n {FADE_STEP_RGB {NUMBER} -500 -500 {DELAY_TIME}}\n#enddef\n\n [event]\n name=boss stage 5\n\n {FINALE_B_SET_BOSS_STAGE 5}\n\n # This will be used by 'zhangor5 health controller'.\n {VARIABLE boss_status_flag 1}\n\n {VARIABLE ofacing $unit.facing}\n {VARIABLE ox $x1}\n {VARIABLE oy $y1}\n\n {LOCK_VIEW}\n\n {REPLACE_SCENARIO_MUSIC \"vengeful.ogg\"}\n {INCIDENTAL_MUSIC \"in_the_land_of_madness.ogg\"}\n\n [message]\n speaker=Zhangor\n message= _ \"... You... CANNOT...\"\n [/message]\n\n {RESET_UNIT_STATUSES id=Elyssa,Elynia,Zhangor}\n\n [scroll_to_unit]\n id=Zhangor\n [/scroll_to_unit]\n\n [delay]\n time=250\n [/delay]\n\n {FLASH_RED (\n [sound]\n name=\"dragonstick.ogg\"\n [/sound]\n\n [kill]\n id=Zhangor\n [/kill]\n\n [unit]\n canrecruit=yes\n side=2\n id=Zhangor\n name= _ \"Zhangor\"\n type=Angel of Blood\n {IS_BOSS}\n variation=nightmare_phase5a\n x,y=$ox,$oy\n facing=$ofacing\n [modifications]\n {TRAIT_UNDEAD}\n {TRAIT_DEXTROUS}\n [/modifications]\n [/unit]\n )}\n\n [redraw][/redraw]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Zhangor\n message= _ \"... destroy ME...\"\n [/message]\n\n [sound]\n name=break.ogg\n [/sound]\n\n # Remove healing glyphs\n [remove_item][/remove_item]\n\n # And debris in the main atrium\n [remove_terrain_overlays]\n terrain=*^Ii,*^Gvs,*^Dr\n [/remove_terrain_overlays]\n\n {QUAKE (\"explosion-big.ogg\")}\n\n [fire_event]\n name=blood flood begin\n [/fire_event]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Do you think we can do it? He should not be able to focus us anymore!\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"No... I\u2019m not ready yet! Just keep striking at him with all you have!\"\n [/message]\n\n [message]\n speaker=Zhangor\n message= _ \"(feminine voice) ... I am... the Angel of Blood...\"\n [/message]\n\n {UNLOCK_VIEW}\n [/event]\n\n # TODO FIXME: can we trust the engine not to interrupt the attack sequence\n # if we set Zhangor's variation on attacker/defender hits instead?\n\n [event]\n name=attack end\n first_time_only=no\n [filter_second]\n id=Zhangor\n [/filter_second]\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS boss_stage 5}\n [/filter_condition]\n\n {EVENT_INVERSE_DISPATCH_SIMPLE \"zhangor5 health controller\"}\n [/event]\n\n [event]\n name=attack end\n first_time_only=no\n [filter]\n id=Zhangor\n [/filter]\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS boss_stage 5}\n [/filter_condition]\n\n {EVENT_FORWARD_DISPATCH_SIMPLE \"zhangor5 health controller\"}\n [/event]\n\n #\n # Advance Zhangor's unit variation during phase 5 depending on his health\n # remaining. Alternatively, if his HP drops below a difficulty-specific\n # value, trigger the final cutscene.\n #\n\n [event]\n name=zhangor5 health controller\n first_time_only=no\n [filter_condition]\n {VARIABLE_NUMERICAL_LESS_THAN boss_status_flag 3}\n [/filter_condition]\n\n {VARIABLE new_variation none}\n {VARIABLE zhangor_hp_level \"$(round(100.0 * as_decimal($unit.hitpoints) / $unit.max_hitpoints))\"}\n\n [if]\n {VARIABLE_NUMERICAL_LESS_THAN_OR_EQUAL zhangor_hp_level 33}\n {VARIABLE_NUMERICAL_LESS_THAN boss_status_flag 3}\n [then]\n {VARIABLE boss_status_flag 3}\n {VARIABLE new_variation nightmare_phase5c}\n [/then]\n [elseif]\n {VARIABLE_NUMERICAL_LESS_THAN_OR_EQUAL zhangor_hp_level 66}\n {VARIABLE_NUMERICAL_LESS_THAN boss_status_flag 2}\n [then]\n {VARIABLE boss_status_flag 2}\n {VARIABLE new_variation nightmare_phase5b}\n [/then]\n [/elseif]\n [/if]\n\n [if]\n [not]\n {VARIABLE_LEXICAL_IN new_variation none,$unit.variation}\n [/not]\n [then]\n [remove_object]\n object_id=boss_variation\n id=Zhangor\n [/remove_object]\n\n #\n # HACK:\n # See new turn event for phase 4.\n #\n\n [modify_unit]\n [filter]\n id=Zhangor\n [/filter]\n\n [object]\n id=boss_variation\n silent=yes\n\n [effect]\n apply_to=variation\n name=$new_variation\n [/effect]\n [/object]\n [/modify_unit]\n\n [redraw][/redraw]\n\n # Elyssa may have something to say. The fact that we don't\n # attempt to set the same variation more than once guarantees\n # that her messages only get displayed once.\n\n [delay]\n time=500\n [/delay]\n\n # NOTE: if Zhangor takes an EXTREME amount of damage, Elyssa\n # will not speak the first line. This should be such an\n # unlikely occurrence we shouldn't need to worry about it,\n # however.\n\n [switch]\n variable=boss_status_flag\n [case]\n value=2\n [message]\n speaker=Elyssa\n message= _ \"You are nothing but a sad memory of who you once were. It seems Uria did not do such a good job in bringing you back from your grave.\"\n [/message]\n [/case]\n [case]\n value=3\n [message]\n speaker=Elyssa\n message= _ \"Perhaps she was aware that you would eventually betray her. Or perhaps she did not have the same infatuation she had with Argan.\"\n [/message]\n [/case]\n [/switch]\n [/then]\n [/if]\n\n {CLEAR_VARIABLE new_variation,zhangor_hp_level}\n [/event]\n\n [event]\n name=zhangor5 health controller\n [filter_condition]\n {VARIABLE_NUMERICAL_LESS_THAN unit.hitpoints {DIFF 50 25 10}}\n [/filter_condition]\n\n [fire_event]\n name=boss end\n [/fire_event]\n [/event]\n\n #\n # Redden the screen as in E3S9\n #\n\n [event]\n name=attacker hits\n first_time_only=no\n [filter]\n id=Zhangor\n [/filter]\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS boss_stage 5}\n [/filter_condition]\n\n [fire_event]\n name=\"zhangor5 lighting controller\"\n [/fire_event]\n [/event]\n\n [event]\n name=defender hits\n first_time_only=no\n [filter]\n id=Zhangor\n [/filter]\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS boss_stage 5}\n [/filter_condition]\n\n [fire_event]\n name=\"zhangor5 lighting controller\"\n [/fire_event]\n [/event]\n\n [event]\n name=zhangor5 lighting controller\n first_time_only=no\n\n [final_boss_hp_tint]\n id=Zhangor\n [/final_boss_hp_tint]\n [/event]\n\n #\n # While in stage 5, Zhangor's body starts flooding the keep in the main\n # atrium with blood. There's two phases for this:\n #\n # 1. We generate random pools within a 6 hex radius of Zhangor's main body.\n #\n # 2. Every turn, those pools grow in size by 1 in a random number of\n # directions.\n #\n # 3. In all cases we leave impassable and unwalkable terrain alone since\n # we don't want to accidentally allow the player to escape the boss\n # arena.\n #\n\n # NOTE: We use event flag F to mark flooded tiles so we can tell them apart\n # from (Shallow) Blood/Blood Ford tiles which are part of the map's\n # initial state.\n\n#define FINALE_B_FLOODED_LOCS_SLF\n terrain=*^&F\n#enddef\n\n # Not all *^X*, only the Impassable Overlay. Dark Hive has an unfortunate\n # implementation detail matching that pattern.\n\n#define FINALE_B_FLOODABLE_LOCS_SLF\n terrain=!,Wwb,*^&F,X*,X*^*,*^Xo,Q*,Q*^*,*^Q*,*^Zok\n#enddef\n\n # Muddy Quagmire needs to become (Shallow) Blood instead of Blood Ford so\n # the terrain transition issues aren't too evident.\n #\n # NOTE: Please move this to a new WML action implemented in Lua if the\n # substitution rules become messier.\n#define FINALE_B_FLOOD_TERRAIN _TERRAIN_AT_POS_VARIABLE\n terrain=\"$(concatenate(if(find_string('${_TERRAIN_AT_POS_VARIABLE}', 'S') = 0, 'Wwb', 'Wwbf'), '^&F'))\"\n#enddef\n\n # Call me during stage 5 setup.\n\n [event]\n name=blood flood begin\n\n {VARIABLE boss_flood_active yes}\n\n [store_locations]\n [filter]\n id=Zhangor\n [/filter]\n variable=zhangor_loc\n [/store_locations]\n\n # NOTE: fallback for debugging of the flooding logic outside of the\n # boss fight sequence.\n [if]\n {VARIABLE_ARRAY_EMPTY zhangor_loc}\n [then]\n [set_variables]\n name=zhangor_loc\n mode=replace\n to_variable=boss_keep\n [/set_variables]\n [/then]\n [/if]\n\n {BUG_ON ({VARIABLE_NUMERICAL_NOT_EQUALS zhangor_loc.length 1}) ()}\n\n [store_locations]\n variable=flood_initial_area\n {FINALE_B_FLOODABLE_LOCS_SLF}\n [and]\n x,y=$zhangor_loc.x,$zhangor_loc.y\n radius=6\n [/and]\n [/store_locations]\n\n {VARIABLE_RANDOM puddle_count 4..10}\n\n [repeat]\n times=$puddle_count\n [do]\n {VARIABLE_RANDOM r \"0..$($flood_initial_area.length - 1)\"}\n\n [terrain]\n x,y=$flood_initial_area[$r].x,$flood_initial_area[$r].y\n {FINALE_B_FLOOD_TERRAIN flood_initial_area[$r].terrain}\n [/terrain]\n\n {CLEAR_VARIABLE flood_initial_area[$r]}\n [/do]\n [/repeat]\n\n {CLEAR_VARIABLE flood_initial_area,puddle_count,r,zhangor_loc}\n\n [redraw][/redraw]\n [/event]\n\n#define FINALE_B_BLOOD_FLOOD_STEP\n [fire_event]\n name=blood flood step\n [/fire_event]\n#enddef\n\n [event]\n name=side 2 turn\n first_time_only=no\n [filter_condition]\n {VARIABLE_BOOLEAN_EQUALS boss_flood_active yes}\n [/filter_condition]\n\n {FINALE_B_BLOOD_FLOOD_STEP}\n [/event]\n\n [event]\n name=blood flood step\n first_time_only=no\n\n # NOTE: This does nothing if fired early since the number of flood\n # candidate locations will be zero.\n\n [store_locations]\n variable=flood_candidates\n {FINALE_B_FLOODABLE_LOCS_SLF}\n [filter_adjacent_location]\n {FINALE_B_FLOODED_LOCS_SLF}\n [/filter_adjacent_location]\n [/store_locations]\n\n # We don't want to flood everything all at the same time but we also\n # don't want to take forever since Elynia and Elyssa dispose of Mr. Z\n # pretty quickly during phase 5. Flood only half of the found locations\n # (remember that expontential growth is taking place here).\n\n {VARIABLE flood_cap \"$(round($flood_candidates.length / 2))\"}\n\n [repeat]\n times=$flood_cap\n [do]\n {VARIABLE_RANDOM r \"0..$($flood_candidates.length - 1)\"}\n\n [terrain]\n x,y=$flood_candidates[$r].x,$flood_candidates[$r].y\n {FINALE_B_FLOOD_TERRAIN flood_candidates[$r].terrain}\n [/terrain]\n\n {CLEAR_VARIABLE flood_candidates[$r]}\n [/do]\n [/repeat]\n\n {CLEAR_VARIABLE flood_cap,r,flood_candidates}\n\n [redraw][/redraw]\n [/event]\n\n [event]\n name=boss end\n\n {BUG_ON (\n [not]\n {VARIABLE_NUMERICAL_EQUALS boss_stage 5}\n # If he is below 1 HP he counts as not being on the map as far\n # as [have_unit] is concerned so we can't use this criterion\n # here.\n #[have_unit]\n # id=Zhangor\n #[/have_unit]\n [/not]\n ) (\"are you trying to break the campaign, love? why u do this\")}\n\n {LOCK_VIEW}\n\n {CLEAR_LABELS}\n\n [scroll_to_unit]\n id=Zhangor\n [/scroll_to_unit]\n\n # Force the screen color shift to what it should be with Zhangor\n # at 0 HP, in case it somehow didn't happen already. (Debug mode?)\n\n {COLOR_ADJUST 0 -60 -60}\n\n {REPLACE_SCENARIO_MUSIC \"silence.ogg\"}\n {INCIDENTAL_MUSIC \"one_thousand_suns.ogg\"}\n\n {FINALE_B_BLOOD_FLOOD_STEP}\n\n [redraw][/redraw]\n\n {QUAKE (\"explosion-big.ogg\")}\n\n [message]\n speaker=Elyssa\n message= _ \"What I do know for sure...\"\n [/message]\n\n {FINALE_B_BLOOD_FLOOD_STEP}\n\n [kill]\n [filter_location]\n x,y=28,20\n radius=8\n [/filter_location]\n [not]\n id=Zhangor,Elynia,Elyssa\n [/not]\n [not]\n # Zhangor's component parts get killed in a second step if\n # there are any left still.\n [filter_wml]\n [variables]\n is_zhangors_body=yes\n [/variables]\n [/filter_wml]\n [/not]\n animate=yes\n fire_event=no\n [/kill]\n\n # Recenter in case the game scrolled away\n [scroll_to_unit]\n id=Zhangor\n [/scroll_to_unit]\n\n [message]\n speaker=Elyssa\n message= _ \"... is that you are done. Elynia!\"\n [/message]\n\n {RESET_UNIT_STATUSES id=Elyssa,Elynia,Zhangor}\n\n [store_unit]\n [filter]\n id=Zhangor\n [/filter]\n kill=no\n variable=zhangor_store\n [/store_unit]\n\n {VARIABLE zhangor_store.name (_\"unit_name^???\")}\n\n [unstore_unit]\n variable=zhangor_store\n find_vacant=no\n check_passability=no\n [/unstore_unit]\n\n {FINALE_B_BLOOD_FLOOD_STEP}\n\n {MOVE_UNIT id=Elyssa \"$($zhangor_store.x - 2)\" $zhangor_store.y}\n {FACE_DIRECTION id=Elyssa se}\n\n [redraw][/redraw]\n\n {FINALE_B_BLOOD_FLOOD_STEP}\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Zhangor\n # po: 'He' is intended to be used in the sense of a deity here.\n message= _ \"(feminine voice) ... He will come for you... at the end...\"\n [/message]\n\n {FINALE_B_BLOOD_FLOOD_STEP}\n\n {MOVE_UNIT id=Elynia \"$($zhangor_store.x + 2)\" $zhangor_store.y}\n {FACE_DIRECTION id=Elynia sw}\n\n {CLEAR_VARIABLE zhangor_store}\n\n [redraw][/redraw]\n\n {FINALE_B_BLOOD_FLOOD_STEP}\n\n [message]\n speaker=Zhangor\n # po: 'Him' also as a deity here.\n message= _ \"(feminine voice) ... the Four will not suffice to defeat Him...\"\n [/message]\n\n {FINALE_B_RED_AURA Elyssa}\n\n {FINALE_B_BLOOD_FLOOD_STEP}\n\n [message]\n speaker=Elyssa\n message= _ \"Pierce into the heart of stone...\"\n [/message]\n\n {COLOR_ADJUST 30 -40 -40}\n\n {QUAKE ({SOUND_LIST:LICH_HIT})}\n\n {FINALE_B_BLOOD_FLOOD_STEP}\n\n [kill]\n [filter_wml]\n [variables]\n is_zhangors_body=yes\n [/variables]\n [/filter_wml]\n animate=yes\n fire_event=no\n [/kill]\n\n # Recenter in case the game scrolled away... again\n [scroll_to_unit]\n id=Zhangor\n [/scroll_to_unit]\n\n {FINALE_B_GREEN_AURA Elynia}\n\n {FINALE_B_BLOOD_FLOOD_STEP}\n\n [message]\n speaker=Elynia\n message= _ \"... release the soul back to the void...\"\n [/message]\n\n {FINALE_B_BLOOD_FLOOD_STEP}\n\n {COLOR_ADJUST 60 -30 -30}\n\n {QUAKE ({SOUND_LIST:LICH_HIT})}\n\n {MODIFY_UNIT id=Elyssa level 7}\n\n {FINALE_B_BLOOD_FLOOD_STEP}\n\n [message]\n speaker=Elyssa\n message= _ \"... break the curse of Yarae...\"\n [/message]\n\n {FINALE_B_BLOOD_FLOOD_STEP}\n\n {COLOR_ADJUST 90 -10 -10}\n\n {QUAKE ({SOUND_LIST:LICH_HIT})}\n\n {MODIFY_UNIT id=Elynia level 7}\n\n [redraw][/redraw]\n\n {REMOVE_SOUND_SOURCE cave_noise}\n\n {FINALE_B_BLOOD_FLOOD_STEP}\n\n [fade_out_music]\n duration=500\n [/fade_out_music]\n\n [message]\n speaker=Elynia\n message= _ \"... dispel the spirit from this world.\"\n [/message]\n\n {FINALE_B_BLOOD_FLOOD_STEP}\n\n {COLOR_ADJUST 120 0 0}\n\n {QUAKE ({SOUND_LIST:LICH_HIT})}\n\n {FINALE_B_BLOOD_FLOOD_STEP}\n\n {COLOR_ADJUST 150 0 0}\n\n {QUAKE (\"explosion-big.ogg\")}\n\n {FINALE_B_BLOOD_FLOOD_STEP}\n\n {COLOR_ADJUST 180 0 0}\n\n #\n # We need these two stored for the next scenario since we will be\n # working with Anya and Durvan's side information instead.\n #\n\n [store_unit]\n [filter]\n id=Elyssa\n [/filter]\n variable=elyssa_store\n kill=yes\n [/store_unit]\n\n [store_unit]\n [filter]\n id=Elynia\n [/filter]\n variable=elynia_store\n kill=yes\n [/store_unit]\n\n {VARIABLE coming_from_e3s10 yes}\n\n [kill]\n {NOT_ON_RECALL_LIST}\n animate=no\n fire_event=no\n [/kill]\n\n {QUAKE (\"dragonstick.ogg\")}\n\n {COLOR_ADJUST 210 0 0}\n\n [remove_item][/remove_item]\n\n {QUAKE (\"explosion-big.ogg\")}\n\n {RED_SCREEN}\n\n [delay]\n time=1900\n [/delay]\n\n #\n # Cross-fade from red screen to black screen.\n #\n\n {FINALE_B_FADE_STEP 224 5}\n {FINALE_B_FADE_STEP 192 5}\n {FINALE_B_FADE_STEP 160 5}\n {FINALE_B_FADE_STEP 128 5}\n {FINALE_B_FADE_STEP 96 5}\n {FINALE_B_FADE_STEP 64 5}\n {FINALE_B_FADE_STEP 32 5}\n {FINALE_B_FADE_STEP 0 5}\n {FINALE_B_FADE_STEP -32 5}\n {FINALE_B_FADE_STEP -64 5}\n {FINALE_B_FADE_STEP -96 5}\n {FINALE_B_FADE_STEP -128 5}\n {FINALE_B_FADE_STEP -160 5}\n {FINALE_B_FADE_STEP -192 5}\n {FINALE_B_FADE_STEP -224 5}\n\n {BLACK_SCREEN}\n\n [place_shroud]\n side=1\n # EVERYWHERE\n [/place_shroud]\n\n [delay]\n time=10000\n [/delay]\n\n {REPLACE_SCENARIO_MUSIC \"journeys_end.ogg\"}\n\n [delay]\n time=4000\n [/delay]\n\n [message]\n speaker=narrator\n caption= _ \"Aradellys\"\n image=\"misc/blank-hex.png\"\n message= _ \"It is all well, children of Irdya. You may rest now.\"\n [/message]\n\n [delay]\n time=4000\n [/delay]\n\n [fade_out_music]\n duration=2000\n [/fade_out_music]\n\n {UNLOCK_VIEW}\n\n {ENDLEVEL_QUIET}\n [/event]\n\n [event]\n name=victory\n\n {REMOVE_MENU_ITEM wmi_z_combo_attacks_info}\n\n {CLEAR_VARIABLE boss_stage,boss_start_turn}\n {CLEAR_VARIABLE boss_skip_spawns_on_turn,boss_spawn_sequence_count,boss_status_flag,boss_flood_active}\n {CLEAR_VARIABLE banshee_spawn_1st_run,satellite_spawn_1st_run,shapeshifter_spawn_1st_run,spawn_limit}\n {CLEAR_VARIABLE boss_keep,core_locs,banshee_locs,satellite_locs}\n [/event]\n[/scenario]\n\n#undef FINALE_B_SHARED_AI_PARAMS\n#undef FINALE_B_FADE_STEP\n#undef FINALE_B_RED_AURA\n#undef FINALE_B_GREEN_AURA\n#undef FINALE_B_ZHANGORS_KEEP_SLF\n#undef FINALE_B_STOP_AT_SPAWN_LIMIT\n#undef FINALE_B_SET_SPAWN_LIMIT\n#undef FINALE_B_CLEAR_SPAWN_LIMIT\n#undef FINALE_B_SHAPESHIFTER_NEEDS_TC_OVERRIDE\n#undef FINALE_B_SHAPESHIFTER_KILL_EH\n#undef FINALE_B_SHAPESHIFTER_CONFRONT_EH\n#undef FINALE_B_SET_BOSS_STAGE\n#undef FINALE_B_FLOODABLE_LOCS_SLF\n#undef FINALE_B_FLOODED_LOCS_SLF\n#undef FINALE_B_BLOOD_FLOOD_STEP\n#undef FINALE_B_GLYPH_CONDITIONS\n#undef FINALE_B_FLOOD_TERRAIN\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=11_After_the_Storm\n name= _ \"After the Storm\"\n {NO_MAP_DATA}\n turns=-1\n next_scenario=12_Destiny_part_3\n victory_when_enemies_defeated=no\n disallow_recall=yes\n {DO_NOT_REMOVE_FROM_CARRYOVER_ON_DEFEAT}\n\n {FULLSCREEN_CUTSCENE_UI}\n\n {SCENARIO_MUSIC \"silence.ogg\"} # {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n\n {STORYTXT_AFTER_THE_STORM}\n\n {UNDERGROUND}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=Anya\n team_name=good\n user_team_name= _ \"team_name^Anya\"\n\n shroud=yes\n hidden=yes\n\n {NO_ECONOMY}\n\n # wmllint: recognize Anya\n {CHARACTER_STATS_ANYA}\n canrecruit=yes\n type=Guardian of Darkness Anya\n # clobber IS_HERO from the stats macro\n {NO_OVERLAYS_NO_ELLIPSE}\n [/side]\n\n [side]\n side=2\n controller=human\n save_id=Durvan\n team_name=good\n user_team_name= _ \"team_name^Durvan\"\n\n shroud=yes\n hidden=yes\n\n {NO_ECONOMY}\n\n # wmllint: recognize Durvan\n {CHARACTER_STATS_DURVAN}\n canrecruit=yes\n # clobber IS_HERO from the stats macro\n {NO_OVERLAYS_NO_ELLIPSE}\n [/side]\n # wmllint: validate-on\n\n [side]\n # Cutscene enemy units\n side=3\n team_name=evil\n user_team_name= _ \"team_name^Uria\"\n controller=null\n color=black\n\n shroud=yes\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n [/side]\n\n [event]\n name=prestart\n\n {BUG_ON (\n [not]\n {VARIABLE_BOOLEAN_EQUALS coming_from_e3s10 yes}\n {VARIABLE_NUMERICAL_EQUALS elynia_store.length 1}\n {VARIABLE_NUMERICAL_EQUALS elyssa_store.length 1}\n [/not]\n ) (\"Data from E3S10 missing; did you use debug mode to skip it?\")}\n\n {CLEAR_VARIABLE coming_from_e3s10}\n\n [store_unit]\n [filter]\n id=Anya\n [/filter]\n variable=anya_store\n kill=yes\n [/store_unit]\n\n [store_unit]\n [filter]\n id=Durvan\n [/filter]\n variable=durvan_store\n kill=yes\n [/store_unit]\n\n {VARIABLE map1 \"{ME}/11_After_the_Storm_01.map\"}\n\n {VARIABLE map2 \"{ME}/11_After_the_Storm_02.map\"}\n\n {VARIABLE map3 \"{ME}/08A_Interim_02.map\" }\n\n {VARIABLE map4 \"{ME}/11_After_the_Storm_04.map\"}\n\n {BLACK_SCREEN}\n\n {LOCK_VIEW}\n [/event]\n\n [event]\n name=start\n\n [fire_event]\n name=cutscene 1\n [/fire_event]\n\n [fire_event]\n name=cutscene 2\n [/fire_event]\n\n [fire_event]\n name=cutscene 3\n [/fire_event]\n\n [fire_event]\n name=cutscene 4\n [/fire_event]\n\n [fire_event]\n name=credits\n [/fire_event]\n\n {UNLOCK_VIEW}\n\n {ENDLEVEL_QUIET} {NO_REPLAY_SAVE}\n [/event]\n\n [event]\n name=victory\n\n {CLEAR_VARIABLE anya_store,durvan_store}\n\n {CLEAR_VARIABLE map1,map2,map3,map4,map5}\n\n # Goodbye, girls.\n {CLEAR_VARIABLE elynia_store,elyssa_store}\n [/event]\n\n#define FINALE_C_CONFIGURE_CUTSCENE _NUM\n [replace_map]\n map_file=\"$map\"+{_NUM}\n shrink,expand=yes,yes\n [/replace_map]\n\n [redraw][/redraw]\n#enddef\n\n#define FINALE_C_FADE_OUT\n [hide_unit][/hide_unit]\n\n [remove_item][/remove_item]\n\n {FADE_TO_BLACK}\n\n [place_shroud]\n side=1\n # EVERYWHERE\n [/place_shroud]\n#enddef\n\n#define FINALE_C_RED_OUT\n [hide_unit][/hide_unit]\n\n [remove_item][/remove_item]\n\n {RED_SCREEN}\n\n [delay]\n time=100\n [/delay]\n\n {BLACK_SCREEN}\n\n [place_shroud]\n side=1\n # EVERYWHERE\n [/place_shroud]\n#enddef\n\n#define FINALE_C_FADE_IN\n [remove_shroud]\n side=1\n # EVERYWHERE\n [/remove_shroud]\n\n {FADE_IN}\n\n [unhide_unit][/unhide_unit]\n#enddef\n\n#define FINALE_C_KILL_ON_MAP_UNITS\n [kill]\n [not]\n x,y=recall,recall\n [/not]\n [/kill]\n#enddef\n\n#define FINALE_C_XIAEL_THOUGHTS _MESSAGE\n [message]\n speaker=narrator\n caption= _ \"Aradellys\"\n image= # wmllint: ignore\n message=\"\"+{_MESSAGE}+\"\" # wmllint: ignore\n [/message]\n#enddef\n\n#define FINALE_C_ELYNIA_THOUGHTS _MESSAGE\n [message]\n speaker=narrator\n caption= _ \"Elynia\"\n image= # wmllint: ignore\n message=\"\"+{_MESSAGE}+\"\" # wmllint: ignore\n [/message]\n#enddef\n\n#define FINALE_C_ELYSSA_THOUGHTS _MESSAGE\n [message]\n speaker=narrator\n caption= _ \"Elyssa\"\n image= # wmllint: ignore\n message=\"\"+{_MESSAGE}+\"\" # wmllint: ignore\n [/message]\n#enddef\n\n#define FINALE_C_NPC _SIDE _TYPE _X _Y\n [hidden_unit]\n side={_SIDE}\n type={_TYPE}\n x={_X}\n y={_Y}\n random_gender=yes\n random_traits=yes\n generate_name=yes\n [/hidden_unit]\n#enddef\n\n ############################################################################\n # #\n # CUTSCENE #1 #\n # #\n ############################################################################\n\n [event]\n name=cutscene 1\n\n {FINALE_C_CONFIGURE_CUTSCENE 1}\n\n [set_variables]\n name=elynia_store\n mode=merge\n [value]\n hitpoints=$elynia_store.max_hitpoints\n moves=$elynia_store.max_moves\n attacks_left=$elynia_store.max_attacks\n x,y=25,30\n facing=sw\n [/value]\n [/set_variables]\n\n [set_variables]\n name=elyssa_store\n mode=merge\n [value]\n hitpoints=$elyssa_store.max_hitpoints\n moves=$elyssa_store.max_moves\n attacks_left=$elyssa_store.max_attacks\n x,y=29,30\n facing=ne\n [/value]\n [/set_variables]\n\n # wmllint: recognize Elynia\n\n [hidden_unit]\n {CHARACTER_STATS_ELYNIA}\n type=Guardian of Earth Elynia\n canrecruit=no\n facing=$elynia_store.facing\n side=1\n x,y=$elynia_store.x,$elynia_store.y\n level=$elynia_store.level\n max_hitpoints=1\n variation=injured\n [/hidden_unit]\n\n # wmllint: recognize Elyssa\n\n [hidden_unit]\n {CHARACTER_STATS_ELYSSA}\n type=Guardian of Darkness Elyssa\n canrecruit=no\n facing=$elyssa_store.facing\n side=1\n x,y=$elyssa_store.x,$elyssa_store.y\n level=$elyssa_store.level\n max_hitpoints=1\n variation=injured\n [/hidden_unit]\n\n {FINALE_C_FADE_IN}\n\n [delay]\n time=750\n [/delay]\n\n [scroll_to_unit]\n id=Elynia\n [/scroll_to_unit]\n\n [delay]\n time=2000\n [/delay]\n\n {FINALE_C_XIAEL_THOUGHTS ( _ \"Rise up, Elynia-Thanadria, Guardian of Earth.\")}\n\n [delay]\n time=750\n [/delay]\n\n [unstore_unit]\n variable=elynia_store\n find_vacant=no\n [/unstore_unit]\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n {FACE_DIRECTION id=Elynia se}\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [scroll_to_unit]\n id=Elyssa\n [/scroll_to_unit]\n\n [delay]\n time=750\n [/delay]\n\n {REPLACE_SCENARIO_MUSIC \"snowfall.ogg\"}\n\n {FINALE_C_XIAEL_THOUGHTS ( _ \"You and the heiress of the First Guardian of Darkness have much work left to do.\")}\n\n [delay]\n time=250\n [/delay]\n\n {FINALE_C_FADE_OUT}\n\n [delay]\n time=5000\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"Elynia?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I am here.\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"Have I mentioned yet how much I despise you?\"\n [/message]\n\n [delay]\n time=5000\n [/delay]\n\n {FINALE_C_KILL_ON_MAP_UNITS}\n [/event]\n\n ############################################################################\n # #\n # CUTSCENE #2 #\n # #\n ############################################################################\n\n [event]\n name=cutscene 2\n\n [replace_schedule]\n {ENDLESS_NIGHT}\n [/replace_schedule]\n\n {FINALE_C_ELYNIA_THOUGHTS ( _ \"Dear Anya,\n\nI am sure that by the time you find the glyph containing this encoded message you will have won the battle on the surface and proven yourself worthy of your title as the Lost Guardian of Darkness on Irdya. I am also certain that Ergea will have finally revealed to you the destiny that was laid for me by the will of our creators.\n\nYou will surely know by then as well what Uria\u2019s plan entails for all of us. As Elorran said, Irdya is not the only world at peril.\n\nThere are many other worlds like ours which will be similarly wiped from existence if Uria gets hold of the Body of the Union and the Seed of Life on Ethea.\")}\n\n {FINALE_C_CONFIGURE_CUTSCENE 2}\n\n {FINALE_C_NPC 2 \"Chaos Invader\" 19 17}\n {FINALE_C_NPC 2 \"Chaos Invader\" 30 17}\n {FINALE_C_NPC 2 \"Chaos Invader\" 43 18}\n {FINALE_C_NPC 2 \"Chaos Invader\" 30 31}\n {FINALE_C_NPC 2 \"Chaos Invader\" 37 35}\n {FINALE_C_NPC 2 \"Chaos Bowman\" 25 31}\n {FINALE_C_NPC 2 \"Chaos Arbalestier\" 23 34}\n {FINALE_C_NPC 2 \"Goblin Knight\" 5 35}\n {FINALE_C_NPC 2 \"Goblin Knight\" 20 7}\n {FINALE_C_NPC 2 \"Orcish Warlord\" 31 11}\n {FINALE_C_NPC 2 \"Goblin Rouser\" 31 12}\n {FINALE_C_NPC 1 \"Fire Faerie\" 32 13}\n {FINALE_C_NPC 2 \"Goblin Rouser\" 37 18}\n {FINALE_C_NPC 1 \"Highwayman\" 38 19}\n {FINALE_C_NPC 1 \"Elvish Mystic\" 43 20}\n {FINALE_C_NPC 2 \"Chaos Cataphract\" 3 13}\n {FINALE_C_NPC 2 \"Goblin Pillager\" 26 3}\n {FINALE_C_NPC 2 \"Aragwaith Longswordsman\" 24 10}\n {FINALE_C_NPC 1 \"Necromancer\" 26 17}\n {FINALE_C_NPC 1 \"Death Knight\" 25 19}\n {FINALE_C_NPC 2 \"Gryphon Master\" 37 25}\n {FINALE_C_NPC 2 \"Dwarvish Dragonguard\" 38 26}\n {FINALE_C_NPC 1 \"Spectre\" 37 36}\n {FINALE_C_NPC 1 \"Merman Fighter\" 12 24}\n {FINALE_C_NPC 1 \"Merman Fighter\" 26 22}\n {FINALE_C_NPC 1 \"Mermaid Initiate\" 23 24}\n {FINALE_C_NPC 1 \"Merman Hoplite\" 17 23}\n\n [store_map_dimensions][/store_map_dimensions]\n\n [scroll_to]\n x=1\n y=$map_size.height\n {WARP}\n [/scroll_to]\n\n {FINALE_C_FADE_IN}\n\n [delay]\n time=1000\n [/delay]\n\n {FINALE_C_ELYNIA_THOUGHTS ( _ \"Our mission is to stop Uria at all costs.\n\nWe know that not all of the worlds seeded to have a Guardian have reached maturity yet. We know that Ethea might not have its own Guardian of Life yet. But it is our hope that we might be able to find her before Uria herself does, and ensure that we have a chance to stop her somehow. We know that the Guardian of Water from Norsula has arrived there, and may have already seized its seed. Our main concern for the moment is finding the real heiress of Uria on Ethea, and the Body of the Union. Unfortunately for us, we do not know much about Ethea or where to begin our search.\")}\n\n [scroll_to]\n x=$map_size.width\n y=$map_size.height\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n\n {FINALE_C_ELYNIA_THOUGHTS ( _ \"Sitting idly here on Irdya would not accomplish anything for the continuance of our existence. According to Elyssa, and the Guardian of Earth on Silida, my work here is complete. Irdya has slowly come back to life over the last few centuries, a feat which would have been impossible without my presence.\n\nI have seen both life and destruction take place since I was woken up from my slumber. Darkness has been an opposing force for very long, but as Mal Keshar, Anlind\u00eb, and Elyssa herself proved to me, it can also be revitalizing for a world that needs the means to protect itself from two scorching suns and the malignant forces that broke the previous balance.\")}\n\n [scroll_to]\n x=35\n y=17\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n\n [scroll_to]\n x=1\n y=1\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n\n {FINALE_C_FADE_OUT}\n\n {FINALE_C_KILL_ON_MAP_UNITS}\n\n {CLEAR_VARIABLE map_size}\n [/event]\n\n ############################################################################\n # #\n # CUTSCENE #3 #\n # #\n ############################################################################\n\n [event]\n name=cutscene 3\n\n [replace_schedule]\n {INDOORS_HIVE} {SCHEDULE_LIGHTING -60 -80 0}\n [/replace_schedule]\n\n {FINALE_C_CONFIGURE_CUTSCENE 3}\n\n [terrain]\n x=0-25,26-29\n y=0-18, 0-10\n terrain=Qxua\n [/terrain]\n\n [set_variables]\n name=elynia_store\n mode=merge\n [value]\n x,y=29,22\n facing=se\n [/value]\n [/set_variables]\n\n [set_variables]\n name=elyssa_store\n mode=merge\n [value]\n x,y=26,20\n facing=nw\n [/value]\n [/set_variables]\n\n [store_locations]\n terrain=Cud^Xo\n variable=spire_locs\n [/store_locations]\n\n [foreach]\n array=spire_locs\n variable=spire\n [do]\n [hidden_unit]\n type=Verlissh Control Spire\n side=3\n x,y=$spire.x,$spire.y\n upkeep=free\n ai_special=guardian\n [modifications]\n [object]\n silent=yes\n [effect]\n apply_to=remove_attacks\n name=noctum\n [/effect]\n [/object]\n [/modifications]\n [/hidden_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE spire_locs}\n\n {FINALE_C_FADE_IN}\n\n [unstore_unit]\n variable=elyssa_store\n [/unstore_unit]\n\n [unstore_unit]\n variable=elynia_store\n [/unstore_unit]\n\n {FINALE_C_ELYNIA_THOUGHTS ( _ \"The impenetrable darkness currently shrouding Irdya protects it from the gaze of the Seer of Uria, but if it lasts for too long, all life on Irdya will end as well.\n\nWhile Elyssa was previously responsible for this barrier within the frontiers of the Chaos Empire, the power that recently extended it far and beyond is not hers. It is yours.\n\nI never got the chance to speak to you about these matters because of how distant I became ever since I had to kill Argan. I thought that opening up and letting others into my life could only cause more harm to them.\n\nBut I finally realized that this did not solve anything. By isolating myself from the world I only made things worse for everyone, something which even Elyssa could see. Perhaps she understood this better than I because of our shared curse, or maybe it was something she learned while under Argan\u2019s protection.\")}\n\n [scroll_to_unit]\n id=Elynia\n [/scroll_to_unit]\n\n [delay]\n time=750\n [/delay]\n\n {FINALE_C_ELYNIA_THOUGHTS ( _ \"Then again, it also appears to be natural for Guardians of Darkness to see through that invisible veil that conceals people\u2019s fragile minds. And you are a Guardian of Darkness too \u2014 the power to peer into my feelings is a part of your self, and you were unconsciously making use of it all along.\n\nAll this time, you tried to reach into me, and I would not let you in. But now it is all clear.\")}\n\n [delay]\n time=750\n [/delay]\n\n [item]\n [filter]\n id=Elyssa\n [/filter]\n halo=\"halo/heart-aura.png\"\n image=\"misc/blank-hex.png\"\n [/item]\n\n [delay]\n time=750\n [/delay]\n\n {MOVE_UNIT id=Elynia 28 21}\n\n [redraw][/redraw]\n\n [delay]\n time=250\n [/delay]\n\n [item]\n [filter]\n id=Elynia\n [/filter]\n halo=\"halo/heart-aura.png~CS(-255,128,16)\"\n image=\"misc/blank-hex.png\"\n [/item]\n\n [delay]\n time=250\n [/delay]\n\n {FINALE_C_ELYNIA_THOUGHTS ( _ \"I am sorry, Anya.\n\nI am sorry for not realizing any of this before. I should have let you reach into my heart. We should have done this together like you wanted.\n\nEven though things did not turn out as either of us hoped, you were a good friend.\")}\n\n [delay]\n time=750\n [/delay]\n\n {FINALE_C_RED_OUT}\n\n [delay]\n time=750\n [/delay]\n\n {FINALE_C_ELYNIA_THOUGHTS ( _ \"A better friend than I deserved, perhaps.\")}\n\n [delay]\n time=750\n [/delay]\n\n {FINALE_C_ELYNIA_THOUGHTS ( _ \"There are so many things you do not know yet, Anya...\")}\n\n [delay]\n time=750\n [/delay]\n\n {FINALE_C_KILL_ON_MAP_UNITS}\n [/event]\n\n ############################################################################\n # #\n # CUTSCENE #4 #\n # #\n ############################################################################\n\n [event]\n name=cutscene 4\n\n [replace_schedule]\n {INDOORS_HIVE}\n [/replace_schedule]\n\n {FINALE_C_CONFIGURE_CUTSCENE 4}\n\n [scroll_to]\n x,y=25,10\n {WARP}\n [/scroll_to]\n\n # wmllint: recognize Ergea\n\n [store_unit]\n [filter]\n id=Ergea\n [/filter]\n variable=ergea_store\n kill=yes\n [/store_unit]\n\n # wmllint: recognize Cron\n\n [store_unit]\n [filter]\n id=Cron\n [/filter]\n variable=cron_store\n kill=yes\n [/store_unit]\n\n # wmllint: recognize Irylean\n\n [store_unit]\n [filter]\n id=Irylean\n [/filter]\n variable=irylean_store\n kill=yes\n [/store_unit]\n\n # wmllint: recognize Igor\n\n [store_unit]\n [filter]\n id=Igor\n [/filter]\n variable=igor_store\n kill=yes\n [/store_unit]\n\n [set_variables]\n name=anya_store\n mode=merge\n [value]\n hitpoints=$anya_store.max_hitpoints\n moves=$anya_store.max_moves\n attacks_left=$anya_store.max_attacks\n x,y=24,11\n facing=nw\n [/value]\n [/set_variables]\n\n [set_variables]\n name=durvan_store\n mode=merge\n [value]\n hitpoints=$durvan_store.max_hitpoints\n moves=$durvan_store.max_moves\n attacks_left=$durvan_store.max_attacks\n x,y=24,13\n facing=nw\n [/value]\n [/set_variables]\n\n [set_variables]\n name=irylean_store\n mode=merge\n [value]\n hitpoints=$irylean_store.max_hitpoints\n moves=$irylean_store.max_moves\n attacks_left=$irylean_store.max_attacks\n x,y=25,13\n facing=nw\n [/value]\n [/set_variables]\n\n [set_variables]\n name=ergea_store\n mode=merge\n [value]\n hitpoints=$ergea_store.max_hitpoints\n moves=$ergea_store.max_moves\n attacks_left=$ergea_store.max_attacks\n x,y=22,10\n facing=se\n [/value]\n [/set_variables]\n\n [set_variables]\n name=cron_store\n mode=merge\n [value]\n hitpoints=$cron_store.max_hitpoints\n moves=$cron_store.max_moves\n attacks_left=$cron_store.max_attacks\n x,y=25,10\n facing=sw\n [/value]\n [/set_variables]\n\n [if]\n {VARIABLE_ARRAY_NOT_EMPTY igor_store}\n [then]\n [set_variables]\n name=igor_store\n mode=merge\n [value]\n hitpoints=$igor_store.max_hitpoints\n moves=$igor_store.max_moves\n attacks_left=$igor_store.max_attacks\n x,y=23,14\n facing=nw\n [/value]\n [/set_variables]\n [/then]\n [/if]\n\n {ITEM_CRYSTAL_GLYPH_MESSAGE 23 11}\n\n {FINALE_C_FADE_IN}\n\n [unstore_unit]\n variable=anya_store\n [/unstore_unit]\n\n [unstore_unit]\n variable=ergea_store\n [/unstore_unit]\n\n [unstore_unit]\n variable=durvan_store\n [/unstore_unit]\n\n [unstore_unit]\n variable=cron_store\n [/unstore_unit]\n\n [unstore_unit]\n variable=irylean_store\n [/unstore_unit]\n\n [if]\n {VARIABLE_ARRAY_NOT_EMPTY igor_store}\n [then]\n [unstore_unit]\n variable=igor_store\n [/unstore_unit]\n [/then]\n [/if]\n\n {PLACE_IMAGE (\"items/book1.png\") 22 12}\n {PLACE_IMAGE (\"items/book4.png~FL(horiz)\") 27 12}\n {PLACE_IMAGE (\"items/ball-magenta.png\") 21 10}\n\n [delay]\n time=750\n [/delay]\n\n {FINALE_C_ELYNIA_THOUGHTS ( _ \"I am no-one to decide your fate for you, Anya, but the first thing you must do is to come at peace with your feelings and end the night.\n\nAnd once you have made a decision, you must ensure that the breach remains well guarded and protected. We do not know how to seal it yet, but if we can defeat Uria, we will surely find a way to undo the damage she has caused on Irdya and Urvatha over the years.\n\nAnd then, I will return and keep the promise I made to you.\")}\n\n [delay]\n time=750\n [/delay]\n\n {FINALE_C_ELYNIA_THOUGHTS ( _ \"Goodbye, my friend.\")}\n\n [delay]\n time=750\n [/delay]\n\n {FINALE_C_FADE_OUT}\n\n # For E3S12.\n {RESET_AND_SEND_TO_RECALL_LIST id=Anya,Durvan,Cron,Ergea,Irylean,Igor}\n\n {CLEAR_VARIABLE anya_store,durvan_store,cron_store,ergea_store,irylean_store,igor_store}\n\n [delay]\n time=750\n [/delay]\n\n {FINALE_C_ELYNIA_THOUGHTS ( _ \"Trust your heart.\")}\n\n [fade_out_music]\n duration=5000\n [/fade_out_music]\n\n [delay]\n time=5000\n [/delay]\n [/event]\n\n ############################################################################\n # #\n # END CREDITS #\n # #\n ############################################################################\n\n # These are the combined IftU & AtS credits\n\n [event]\n name=credits\n\n [replace_schedule]\n {NEUTRAL_TOD}\n [/replace_schedule]\n\n [credits_sequence]\n {LD /about-final.cfg}\n [/credits_sequence]\n\n [delay]\n time=8000\n [/delay]\n\n {FINALE_C_FADE_OUT}\n [/event]\n[/scenario]\n\n#undef FINALE_C_NPC\n#undef FINALE_C_FADE_OUT\n#undef FINALE_C_CONFIGURE_CUTSCENE\n#undef FINALE_C_RED_OUT\n#undef FINALE_C_XIAEL_THOUGHTS\n#undef FINALE_C_ELYSSA_THOUGHTS\n#undef FINALE_C_ELYNIA_THOUGHTS\n#undef FINALE_C_KILL_ON_MAP_UNITS\n#undef FINALE_C_FADE_IN\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=12_Destiny_part_3\n name= _ \"Destiny \u2014 Part 3\"\n {SEGMENTED_SCENARIO}\n turns=-1\n next_scenario=null\n victory_when_enemies_defeated=no\n disallow_recall=yes\n # We do not need this because the player 'Anya' is never used again after\n # this point.\n #{DO_NOT_REMOVE_FROM_CARRYOVER_ON_DEFEAT}\n\n {FULLSCREEN_CUTSCENE_UI}\n\n {FINALE_AMLA_EVENTS}\n\n {ADD_SEGMENT \"{LE /maps/12_Destiny_part_3.map}\"\n ({INDOORS_HIVE}) ()}\n\n {ADD_SEGMENT \"{LE /maps/08A_Interim_02.map}\"\n ({INDOORS_HIVE} {SCHEDULE_LIGHTING -60 -80 0}) ()}\n\n {SCENARIO_MUSIC \"silence.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n\n {STORYTXT_DESTINY_PART_3}\n\n {INDOORS_HIVE}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=Anya\n team_name=good\n user_team_name= _ \"team_name^Anya\"\n\n shroud=yes\n\n {NO_ECONOMY}\n\n # wmllint: recognize Anya\n {CHARACTER_STATS_ANYA}\n canrecruit=yes\n type=Guardian of Darkness Anya\n # clobber IS_HERO from the stats macro\n {NO_OVERLAYS_NO_ELLIPSE}\n [/side]\n # wmllint: validate-on\n\n [side]\n # Cutscene enemy units\n side=2\n team_name=evil\n user_team_name= _ \"team_name^Shaxthals\"\n {CHAOS_FLAG}\n color=black\n\n shroud=yes\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}\n {AI_SIMPLE_ALWAYS_ASPECT leader_aggression 9.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n [/side]\n\n [side]\n side=3\n team_name=good,evil\n user_team_name= _ \"team_name^?\"\n {RAGGED_FLAG}\n color=lightblue\n share_vision=none\n scroll_to_leader=no\n\n no_leader=yes\n hidden=yes\n controller=null\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n ai_algorithm=idle_ai\n [/ai]\n [/side]\n\n {FORCE_CHANCE_TO_HIT (id=Anya) () 100 ()}\n\n [event]\n name=prestart\n\n {VARIABLE used_language_glyph no}\n\n [modify_side]\n side=1\n gold=0\n [/modify_side]\n\n {REMOVE_RECRUIT_LIST 1}\n\n #\n # Enter first floor.\n #\n\n {SWITCH_FLOOR 1}\n\n {RESET_UNIT_STATUSES id=Anya}\n\n [teleport]\n [filter]\n id=Anya\n [/filter]\n x,y=58,11\n [/teleport]\n\n {FACE_DIRECTION id=Anya nw}\n\n [hide_unit][/hide_unit]\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n {BLACK_SCREEN}\n [/event]\n\n#define FINALE_C_GUARDIAN _SIDE _TYPE _X _Y\n {GENERIC_UNIT ({_SIDE}) ({_TYPE}) ({_X}) ({_Y})} {GUARDIAN} {NO_UPKEEP_NO_OVERLAY}\n#enddef\n\n [event]\n name=setup floor 1\n first_time_only=yes\n\n {ITEM_CRYSTAL_GLYPH_MESSAGE 57 11}\n\n {ITEM_CRYSTAL_GLYPH_MESSAGE 32 38}\n {ITEM_CRYSTAL_GLYPH_MESSAGE 34 39}\n {ITEM_CRYSTAL_GLYPH_MESSAGE 36 40}\n\n {ITEM_CRYSTAL_GLYPH_MESSAGE 27 41}\n {ITEM_CRYSTAL_GLYPH_MESSAGE 29 42}\n {ITEM_CRYSTAL_GLYPH_POWERUP 31 43}\n\n {ITEM_TOUCHPLATE 39 44}\n\n {ITEM_CRYSTAL_GLYPH_POWERUP 48 33}\n {ITEM_CRYSTAL_GLYPH_POWERUP 16 41}\n {ITEM_CRYSTAL_GLYPH_POWERUP 61 49}\n\n {OBJ_HEALING_GLYPH 34 8}\n\n {OBJ_HEALING_GLYPH 28 11}\n\n {OBJ_HEALING_GLYPH 13 18}\n\n {FINALE_C_GUARDIAN 2 (Abomination) 40 49} {FACING ne}\n {FINALE_C_GUARDIAN 2 (Abomination) 43 53} {FACING nw}\n\n {FINALE_C_GUARDIAN 2 (Shaxthal Sentry Drone) 24 44} {FACING ne} {PALETTE shaxthal_drone_base shaxthal_drone_purple}\n {FINALE_C_GUARDIAN 2 (Shaxthal Sentry Drone) 36 44} {FACING nw} {PALETTE shaxthal_drone_base shaxthal_drone_purple}\n {FINALE_C_GUARDIAN 2 (Shaxthal Sentry Drone) 38 43} {FACING nw} {PALETTE shaxthal_drone_base shaxthal_drone_purple}\n {FINALE_C_GUARDIAN 2 (Shaxthal Sentry Drone) 39 37} {FACING nw} {PALETTE shaxthal_drone_base shaxthal_drone_purple}\n\n {FINALE_C_GUARDIAN 2 (Shaxthal Sentry Drone) 18 38} {FACING ne} {PALETTE shaxthal_drone_base shaxthal_drone_purple}\n {FINALE_C_GUARDIAN 2 (Shaxthal Sentry Drone) 14 34} {FACING sw} {PALETTE shaxthal_drone_base shaxthal_drone_purple}\n {FINALE_C_GUARDIAN 2 (Shaxthal Sentry Drone) 24 30} {FACING sw} {PALETTE shaxthal_drone_base shaxthal_drone_purple}\n {FINALE_C_GUARDIAN 2 (Shaxthal Sentry Drone) 19 22} {FACING sw} {PALETTE shaxthal_drone_base shaxthal_drone_purple}\n\n {FINALE_C_GUARDIAN 2 (Shaxthal Drone) 21 16} {FACING nw}\n {FINALE_C_GUARDIAN 2 (Shaxthal Drone) 20 11} {FACING ne}\n {FINALE_C_GUARDIAN 2 (Shaxthal Drone) 17 15} {FACING ne}\n\n {FINALE_C_GUARDIAN 2 (Shaxthal War Drone) 18 4} {FACING sw} {PALETTE shaxthal_drone_surface shaxthal_drone_base}\n\n {FINALE_C_GUARDIAN 2 (Shaxthal Drone) 29 9} {FACING se}\n {FINALE_C_GUARDIAN 2 (Shaxthal Drone) 39 14} {FACING sw}\n {FINALE_C_GUARDIAN 2 (Shaxthal Drone) 43 13} {FACING nw}\n {FINALE_C_GUARDIAN 2 (Shaxthal Drone) 35 16} {FACING ne}\n {FINALE_C_GUARDIAN 2 (Shaxthal Drone) 43 11} {FACING nw}\n {FINALE_C_GUARDIAN 2 (Shaxthal Drone) 38 7} {FACING nw}\n\n {FINALE_C_GUARDIAN 2 (Shaxthal Drone) 42 25} {FACING ne}\n {FINALE_C_GUARDIAN 2 (Shaxthal Drone) 44 26} {FACING nw}\n {FINALE_C_GUARDIAN 2 (Shaxthal Drone) 42 28} {FACING nw}\n [/event]\n\n [event]\n name=main music playlist\n first_time_only=no\n\n {REPLACE_SCENARIO_MUSIC \"everlasting_night.ogg\"}\n {APPEND_MUSIC \"heroes_rite.ogg\"}\n {APPEND_MUSIC \"nunc_dimittis.ogg\"}\n [/event]\n\n#define FINALE_C_RESET_MUSIC\n [fire_event]\n name=main music playlist\n [/fire_event]\n#enddef\n\n [event]\n name=start\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n {LOCK_VIEW}\n\n [mute_sound_effects][/mute_sound_effects]\n\n [scroll_to]\n x,y=58,11\n {WARP}\n [/scroll_to]\n\n {CAVE_NOISE_SOUND_SOURCE}\n [+sound_source]\n id=cave_noise # wmllint: ignore\n [/sound_source]\n\n [fade_in_sound_effects]\n duration=2000\n [/fade_in_sound_effects]\n\n {CLEAR_CAVE_SHROUD (\n x,y=58,11\n radius=6\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n {FADE_IN}\n\n [unhide_unit][/unhide_unit]\n\n [redraw][/redraw]\n\n {FINALE_C_RESET_MUSIC}\n\n [delay]\n time=2750\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n # po: The narrator refers to Anya in second person throughout\n # po: this scenario, and interacts directly with her at the end.\n message= _ \"You are now the Guardian of Darkness.\n\nOn Irdya.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"No...\n\nActually, you do not consider the title befitting of your actual role. Ever since you recovered from the gruesome attack of Zhangor\u2019s beasts, Ergea has used you as an instrument to liberate both her people and Irdya from Uria\u2019s influence. They call you the \u201cDark Lady\u201d, \u201cYechnagoth revived\u201d, the \u201cGoddess of Darkness\u201d, and a myriad other titles you do not actually deserve or care for.\n\nYou feel like a pawn in someone\u2019s game. But you are not quite sure anymore for which side you play.\n\nThings were far easier when Elynia was around. You admired her stalwart sense of righteousness. You admired her courage in confronting the most fearsome enemies faced by Irdya in this era; enemies once thought invincible, now fallen and destroyed forever.\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"However, after reading the journals of Galas, Elynia, and Argan, you cannot help but feel profoundly disheartened.\n\nYou grew up hearing of Elynia\u2019s feats from Elorran and Tara. Now that you know more about her and are nearly her equal in power, it all suddenly feels vain and pointless. So many things could have been avoided if Uria and her people did not monopolize access to knowledge about your destiny...\n\nA sentiment of uselessness suddenly overwhelms you. You are a fraud. You have not even been able to control the darkness that keeps Naia and Sela\u2019s light from reaching Irdya\u2019s surface. For how long does Ergea intend you to play your act for the Chaos rebels?\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"If only you could consult with Elynia about the matter. If only the other Guardian of Darkness, Elyssa, had stayed on Irdya instead of taking your friend to that alien world.\n\n\u201cIf only\u201d...\n\nElynia told you to trust your heart, but you are not quite sure you can do that anymore. After all, it was your heart that deceived you in the first place; it blinded you to Elynia\u2019s actual plan, and it fooled you into thinking that perhaps she would ever consider you as anything more than a \u2018friend\u2019.\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"But enough of that emotional nonsense. Your role as a Guardian of Darkness is to make decisions with your mind, not your heart. You have gathered all the knowledge you need for making a decision now.\n\nWhat does your mind tell you?\"\n [/message]\n\n [delay]\n time=2000\n [/delay]\n\n {OBJECTIVES (\n side=1\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Find the teleport glyph leading to the breach site\")}\n\n {OBJECTIVE_NO_CARRYOVER}\n )}\n\n {UNLOCK_VIEW}\n\n {RESET_THEME}\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=57,11\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"There is absolutely nothing else of value encoded into this crystal glyph. Time to move on.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Anya\n x,y=48,33\n [/filter]\n\n {LOCK_VIEW}\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [store_unit]\n [filter]\n id=Anya\n [/filter]\n kill=yes\n variable=anya_store\n [/store_unit]\n\n [hide_unit][/hide_unit]\n\n {FADE_TO_BLACK}\n\n # wmllint: recognize Daeira\n\n # Set up Daeira if the player kept her around and is en route to E3S13\n [if]\n [have_unit]\n side=1\n id=Daeira\n search_recall_list=yes\n [/have_unit]\n\n {VARIABLE_BOOLEAN_EQUALS have_argans_missing_pages yes}\n\n # These two shouldn't ever hold true with an extant Daeira, but\n # just in case...\n {VARIABLE_BOOLEAN_EQUALS swam_in_fountain_of_courage yes}\n {VARIABLE_BOOLEAN_EQUALS anya_has_mermaid_pendant yes}\n\n [then]\n [modify_side]\n side=3\n controller=ai\n hidden=no\n [/modify_side]\n\n [store_starting_location]\n side=3\n [/store_starting_location]\n\n {RECALL_DAEIRA_AT_LOCATION $location.x $location.y}\n\n [modify_unit]\n [filter]\n id=Daeira\n [/filter]\n side=3\n [/modify_unit]\n\n {FACE_DIRECTION id=Daeira se}\n\n {CLEAR_VARIABLE location}\n [/then]\n [/if]\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n [scroll_to]\n x,y=35,1\n {WARP}\n [/scroll_to]\n\n {REMOVE_SOUND_SOURCE cave_noise}\n\n {HIVE_NOISE_2_SOUND_SOURCE}\n [+sound_source]\n id=hive_noise # wmllint: ignore\n [/sound_source]\n\n [delay]\n time=750\n [/delay]\n\n [set_variables]\n name=anya_store\n mode=merge\n [value]\n x,y=35,1\n facing=s\n moves=$anya_store.max_moves\n attacks_left=$anya_store.max_attacks\n [/value]\n [/set_variables]\n\n {CLEAR_CAVE_SHROUD (\n x,y=35,4\n radius=6\n )}\n\n {FADE_IN}\n\n [unhide_unit][/unhide_unit]\n\n [unstore_unit]\n variable=anya_store\n [/unstore_unit]\n\n [modify_side]\n side=1\n fog=yes\n [/modify_side]\n\n [redraw]\n side=1\n [/redraw]\n\n {CLEAR_VARIABLE anya_store}\n\n {MOVE_UNIT id=Anya 35 4}\n\n [redraw]\n side=1\n [/redraw]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"That was not the right glyph.\n\nThe crude maps you found of these underground levels show a plethora of teleport glyphs without any indication as to their respective destinations. It is ridiculous. Whoever built this stronghold did not know the first thing about proper organization!\n\nWell, there is no going back now.\"\n [/message]\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n id=Anya\n [filter_adjacent]\n id=Daeira\n [/filter_adjacent]\n [/filter]\n\n {LOCK_VIEW}\n\n # For debug purposes\n {VARIABLE_DEFAULT anya_wants_cake no}\n {VARIABLE_DEFAULT anya_gets_meta no}\n {VARIABLE_DEFAULT anya_wants_love no}\n {VARIABLE_DEFAULT anya_wants_to_see_the_manager no}\n\n [scroll_to_unit]\n id=Daeira\n [/scroll_to_unit]\n\n {FACE_UNIT id=Anya id=Daeira}\n\n [fade_out_music]\n duration=500\n [/fade_out_music]\n\n [message]\n speaker=Anya\n message= _ \"Oh. It is you again. I thought you disappeared for good this time.\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n {FACE_UNIT id=Daeira id=Anya}\n\n {REPLACE_SCENARIO_MUSIC nunc_dimittis.ogg}\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Daeira\n message= _ \"It has been a while.\"\n [/message]\n\n # Only one of these [if] blocks actually results in dialogue for a\n # single playthrough, with the exception of anya_gets_meta, which has\n # an alternative that other dialogues may segue into, while itself\n # segues into the final part of the story of Anya's parents if that was\n # her choice.\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS anya_wants_cake yes}\n [then]\n [message]\n speaker=Daeira\n message= _ \"Did you find the cake you wanted?\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"No... I did not. I have hardly eaten anything in weeks. My mind has just been... sort of wandering off constantly. I feel like I shouldn\u2019t be here.\"\n [/message]\n [/then]\n [/if]\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS anya_wants_love yes}\n [then]\n [message]\n speaker=Daeira\n message= _ \"You seem even more despondent than before.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"... This whole situation is just too overwhelming. I feel lost. Ergea is not helpful \u2014 she wants me to play a role that wasn\u2019t meant for me.\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"This is about Elynia, am I correct?\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"What do you mean?\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"You feel lost without her.\"\n [/message]\n\n [message]\n speaker=Anya\n # po: This line is repeated later in the scenario.\n message= _ \"... I do. I really do.\"\n [/message]\n [/then]\n [/if]\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS anya_gets_meta yes}\n [then]\n [message]\n speaker=Anya\n message= _ \"I have been thinking about what you said about destiny... You know, after becoming this... thing... I became, I somehow feel even less in control of my life than I was before.\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"How so, exactly?\"\n [/message]\n\n [message]\n speaker=Anya\n #po: This is indeed meant to be reminiscent of Elyssa's thoughts in E3S8A.\n message= _ \"My actions have constantly been dictated by someone else. Elorran, Elynia, Ergea... I have never truly been free, have I? Just constantly following orders like a machine, unquestioning. But all of a sudden I feel compelled to question everything, if that makes sense? And the worst part is that I can\u2019t tell if it\u2019s because of my connection to Darkness, or because I became a Guardian and now I feel this constant pain within my heart...\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"Would that be your actual heart, or the divine instrument demonkind calls the Energy Heart?\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"I can\u2019t even tell the difference anymore.\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"I can only speculate about the nature and extent of your powers, but I would expect Guardians of Darkness to be better in touch with the notion of agency seeing as how their domain revolves around the matters of mind. If the gift you now possess comes with greater self-awareness, then it is up to you to make use of it in a way that can advance your own existence towards a positive outcome.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"But what if the only path forward I see involves leaving people behind?\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"The future is constantly clouded in darkness, but you need not be afraid of the core substance of your being, do you? We are not always given a choice, but when we are, it is up to us to make the right one \u2014 and a Guardian\u2019s choices carry more weight upon our reality than anyone else\u2019s.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Daeira\n message= _ \"Have you pondered the matter of destiny yet?\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"I... uh... What do you mean?\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"I must not have talked to you about it. My apologies. You need not worry about it for now.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"I have so many questions...\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"Xia\u2019el does not have answers for you anymore, sadly.\"\n [/message]\n [/else]\n [/if]\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS anya_wants_to_see_the_manager yes}\n [then]\n [message]\n speaker=Anya\n message= _ \"Am I ever going to find out what happened to my parents after I was born?\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"As a matter of fact, yes. I opted not to tell you the entire story out of concern for your emotional state in battle, but I can finish it now if you would like.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"What?! You knew the rest of the story but didn\u2019t tell it to me?! I thought you said you were just a medium and you didn\u2019t have it!\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"I said your question was already answered, and it was. I never specified whether I was able to intentionally postpone delivering a non-essential part of the answer or not. I apologize, but it had to be done.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"(sighs) I understand. And... I\u2019m sorry for my outburst.\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"So, let us pick up from where we left last time...\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"The hearts of Mintha and the Nameless One were overflowing with newfound happiness and purpose after conceiving a child that they could call their own. The offspring would be a new free creature born of faerie and demonkind, a unique combination completely unheard of before. The future of the two lovers seemed bright for once.\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"It was not rare for travelers to get lost in the forests of Glamdrol, and Mintha and the Nameless One routinely guided them out of the forest without overtly revealing themselves. However, one fateful night, a mysterious interloper found them first. The couple did not know what to make of the situation. How did he manage to enter their home entirely unnannounced?\n\nThe Wanderer came to them to impart his knowledge of events past, and events that had not yet come to pass. He told them of the looming threat of the Chaos Empire, Merthiaal\u2019s legacy, the War Against the Unknown, and the return of the Lady of Light. And he told them of one possible fate that awaited the unborn child and its parents \u2014 for the Nameless One had not fully escaped Uria\u2019s grasp, and the keen-nosed Demon Lord Nar-hamoth personally sought to make the shapeshifter pay a hefty price for their transgressions.\"\n [/message]\n\n [message]\n speaker=Daeira\n # po: Reminder that Nar-Hamoth is the Shadow of Uria.\n message= _ \"The couple were uncertain as to whether to believe the Wanderer\u2019s words or not. How could their child just so happen to be the one destined to become the New Guardian of Darkness? If their offspring would indeed be found along with them by Uria\u2019s forces before coming of age, then it would all have been for naught, and the world would be plunged into an eternal darkness \u2014 one much deeper and more pervasive than even that of the Endless Night, a darkness that would cause even the Seed of Earth to wither and die, and then all life would simply cease to be.\n\nBefore departing, the Wanderer offered them an alternative: Mintha could give birth and hold the child in her bosom for one month, but afterwards she would have to leave it in the care of a human family \u2014 more specifically, one already fraught with loss. Finally, if the Nameless One hoped to escape the Shadow of Uria for good, they would have to either die, or relinquish their physical form for good.\n\nUpon saying that, the man left as silently as he came, fading into the dark of the night. They considered going after him to ask more questions, but somehow he did not even leave a trail for them to follow.\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"Nine months they spent pondering the Wanderer\u2019s words. Nine months they spent hoping that what they heard was naught but the ravings of a senile man. But rumors of Chaos Empire incursions began to spread around the marches, and the Nameless Shapeshifter caught wind of them as well. Their rendezvous with the vengeful Demon Lord was imminent.\n\nNeither of them ever imagined they would be faced with a decision that would concern not only the fruit of their love, but also the fate of an entire world. Could they really risk dooming their child to certain death when they had the option to give it some semblance of a proper life with humans until the day of its awakening?\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"And so it came to pass that the child was born. Their offspring subconsciously took on some of Mintha\u2019s features due to her being the very first thing it saw in the world. The Nameless One and Mintha cared for it for a month, regarding it as the most precious thing in their lives.\n\nStricken with grief, Mintha traveled into the northern country and left the creature in the care of a farmer couple. She thought the exchange would be fair for them, as they had just lost their own newborn to a deadly plague. The humans never thought to question the nature of the unfamiliar child left by their front door in the night. They decided to give her the name of their late daughter and raise her as their own.\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"The Faerie of Resurrection finally returned to Glamdrol, and shared a last passionate kiss with the Nameless Shapeshifter. Together they cast a spell that unbind the soul of the demon from their mortal body. The lovers had agreed to spend the rest of eternity together no matter if they were unable to embrace one another again.\n\nAnd it was so that the soul of the Nameless One went to an eucalyptus tree, and Mintha went back to her original form to keep them company, right where she first found them.\"\n [/message]\n\n {FACE_UNIT id=Anya id=Daeira} {OPPOSITE_FACING}\n\n [message]\n speaker=Daeira\n message= _ \"When the Demon Lord Nar-hamoth found the corpse of his former slave he could only growl and trample the forest in frustration for being denied his revenge.\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"I don\u2019t know what I was expecting... I\u2014 I think I know exactly which forest that was. I had been there before... I... I...\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"They would not have been able to tell you.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"That entire forest... it doesn\u2019t exist anymore... the entire place... Oh gods...\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n {FACE_UNIT id=Anya id=Daeira}\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"I could\u2019ve killed him. I could\u2019ve killed Nar-hamoth...\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"You did not know.\"\n [/message]\n\n {FACE_UNIT id=Anya id=Daeira} {OPPOSITE_FACING}\n\n [message]\n speaker=Anya\n message= _ \"Heh, but it wouldn\u2019t have changed anything, would it...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n {FACE_UNIT id=Anya id=Daeira}\n\n [message]\n speaker=Anya\n message= _ \"They could have both taken me with them deep into the country and we would have all survived together...\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"It was a risk they chose not to take.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Choices, huh... it\u2019s all down to choices... Do they even matter in the end?\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n {FACE_UNIT id=Anya id=Daeira} {OPPOSITE_FACING}\n\n [delay]\n time=500\n [/delay]\n [/then]\n [/if]\n\n [message]\n speaker=Anya\n message= _ \"What am I supposed to do now?\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"I think you already know what you are going to do. It is not even going to be a choice, is it?\"\n [/message]\n\n {FACE_UNIT id=Anya id=Daeira}\n\n [message]\n speaker=Anya\n message= _ \"What do you mean?\"\n [/message]\n\n [message]\n speaker=Daeira\n message= _ \"What you do next is a constant. No matter how you get here, you always do what you want to do, as well as what is expected of you. They do not have to be mutually exclusive concepts, after all.\"\n [/message]\n\n {FACE_UNIT id=Anya id=Daeira} {OPPOSITE_FACING}\n\n [message]\n speaker=Anya\n message= _ \"I suppose so...\"\n [/message]\n\n # Blackout\n\n [mute_sound_effects][/mute_sound_effects]\n\n {REPLACE_SCENARIO_MUSIC silence.ogg}\n\n [kill]\n id=Daeira\n [/kill]\n\n [modify_side]\n side=3\n controller=null\n hidden=yes\n [/modify_side]\n\n [store_unit]\n [filter]\n id=Anya\n [/filter]\n kill=yes\n variable=anya_store\n [/store_unit]\n\n [hide_unit][/hide_unit]\n\n [store_shroud]\n side=1\n variable=shroud_map\n [/store_shroud]\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n {BLACK_SCREEN}\n\n [redraw][/redraw]\n\n [delay]\n time=250\n [/delay]\n\n {RESET_SCREEN}\n\n [unhide_unit][/unhide_unit]\n\n {VARIABLE anya_store.facing nw}\n\n [unstore_unit]\n variable=anya_store\n [/unstore_unit]\n\n [set_shroud]\n side=1\n shroud_data=$shroud_map\n [/set_shroud]\n\n [redraw][/redraw]\n\n [delay]\n time=250\n [/delay]\n\n # This is meant to be a jarring transition\n\n [message]\n speaker=Anya\n message= _ \"How long have I spent staring into this pond?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [reset_sound_effects][/reset_sound_effects]\n\n {FINALE_C_RESET_MUSIC}\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Anya\n x,y=16,41\n [/filter]\n\n {LOCK_VIEW}\n\n [message]\n speaker=narrator\n image=\"items/crystal-glyph-powerup.png\"\n sound=\"gate.ogg\"\n message= _ \"Access denied.\"\n [/message]\n\n [delay]\n time=2000\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"All right. That was unexpected.\n\nPerhaps this is the teleport glyph you have been looking for all along, and it was locked on purpose?\n\nMaybe Elynia and Elyssa did not want you to follow them after all.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n {QUAKE (\"cave-in.ogg\")}\n\n [terrain]\n x=25-27,26\n y=38 ,37\n terrain=Cud\n [/terrain]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"A wall moves.\"\n [/message]\n\n {CLEAR_CAVE_SHROUD (\n x,y=25,37\n radius=2\n )}\n\n {CLEAR_FOG 1 25 37 6}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=26,37\n [/scroll_to]\n\n {HIGHLIGHT_GOAL (x,y=\"25,26\",\"38,37\")}\n\n [scroll_to_unit]\n id=Anya\n [/scroll_to_unit]\n\n {UNCLEAR_FOG}\n\n [redraw]\n side=1\n [/redraw]\n\n {UNLOCK_VIEW}\n\n {OBJECTIVES (\n side=1\n victory_string= _ \"Current Objective:\"\n {OBJECTIVE_VICTORY ( _ \"Find another access way to the breach site\")}\n\n {OBJECTIVE_NO_CARRYOVER}\n )}\n [/event]\n\n#define __MSG_GLYPH _MSG\n [message]\n speaker=narrator\n image=items/crystal-glyph-message.png\n caption= _ \"Crystal Glyph (Argan)\"\n message={_MSG} # wmllint: ignore\n [/message]\n#enddef\n\n#define __MSG_GLYPH_2 _MSG\n [message]\n speaker=narrator\n image=items/crystal-glyph-message.png\n caption= _ \"Crystal Glyph (Elyssa)\"\n message={_MSG} # wmllint: ignore\n [/message]\n#enddef\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=32,38\n [/filter]\n\n [allow_undo][/allow_undo]\n\n # po: This line is Argan speaking about Uria.\n {__MSG_GLYPH ( _ \"Her mission as the Guardian of Life of our cycle was subverted by her own will through a series of unfortunate circumstances, but not stopped. Whereas a normal Guardian of Life should ensure that life can prosper and thrive in their world, Uria has destroyed the lives of countless people on Urvatha and Irdya. However, she has also created life by stealing and embracing technology created on Norsula, as well as ancient Irdya. The scriptures say that a Guardian of Life should not be able to create life!\")}\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=34,39\n [/filter]\n\n [allow_undo][/allow_undo]\n\n # po: This line is still Argan speaking.\n {__MSG_GLYPH ( _ \"The fact that the Norsulans have access to unprecedented knowledge of the guardians\u2019 biological aspect has been useful to Uria so far, but she fears the day that was foretold by the Seer, in which \u201cthe new Guardian of Water will arise and attempt to rob the Guardian of Life\u2019s rightful prize\u201d. Although Uria has agents on Norsula trying to find this man \u2014 or beast \u2014 before his awakening can take place, such a task is doomed to failure.\")}\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=36,40\n [/filter]\n\n [allow_undo][/allow_undo]\n\n # po: This line is still Argan speaking.\n {__MSG_GLYPH ( _ \"Norsula is a large world, even larger than Ethea or Irdya. Around the time I first arrived on Irdya, Norsulans were still a largely ignorant bunch, lacking the boon of magic that the Irdyans embraced early on in their world\u2019s history. But at some point, their technological development rate suddenly surpassed that of Irdya or even Ethea. Some say that an external influence contributed to their accelerated evolution as a world.\")}\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [and]\n x,y=27,41\n [or]\n x,y=29,42\n [/or]\n [/and]\n [/filter]\n [filter_condition]\n {VARIABLE_BOOLEAN_EQUALS used_language_glyph no}\n [/filter_condition]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"The glyph\u2019s contents seem to be in a language you have never read nor heard before.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Anya\n x,y=31,43\n [/filter]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"This glyph seems different from the rest. It seems to encode some kind of spell instead of a message.\n\nYou wonder what would happen if you try it out.\"\n [/message]\n\n [sound]\n name=magic-1.ogg\n [/sound]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Nothing.\n\nThis is absolutely pointless.\"\n [/message]\n\n {VARIABLE used_language_glyph yes}\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n [and]\n x,y=27,41\n [or]\n x,y=29,42\n [/or]\n [/and]\n [/filter]\n [filter_condition]\n {VARIABLE_BOOLEAN_EQUALS used_language_glyph yes}\n [/filter_condition]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Wait a moment.\n\nThis glyph\u2019s message seemed unintelligible to you before, but now it is not.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=27,41\n [/filter]\n [filter_condition]\n {VARIABLE_BOOLEAN_EQUALS used_language_glyph yes}\n [/filter_condition]\n\n [allow_undo][/allow_undo]\n\n # po: Elyssa speaking.\n {__MSG_GLYPH_2 ( _ \"Just as Norsula\u2019s technological advancements were the consequence of external influence, much of Ethea\u2019s technological and cultural advancements have been the consequence of secret exchanges with Norsula and lesser worlds over centuries. In fact, only very recently has Norsula\u2019s existence been revealed to Ethean commoners, sparking all kinds of conflicts between the many ruling countries.\")}\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=29,42\n [/filter]\n [filter_condition]\n {VARIABLE_BOOLEAN_EQUALS used_language_glyph yes}\n [/filter_condition]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"The contents of this glyph seem to have been encoded quite a while ago, given what you already know from Elynia.\"\n [/message]\n\n # po: Elyssa speaking.\n {__MSG_GLYPH_2 ( _ \"Ethean technology is said to not be very advanced, but the persistent meddling of Valdir\u2019s successor and his people have slowly yet steadily changed the status quo. Uria\u2019s agents have traveled from the unprotected Norsula and infiltrated Ethea to arrange the scenario for her eventual arrival, but everything seems to indicate that the Guardian of Water also has an agenda of his own involving the seed on that world.\n\nThe Seer\u2019s ramblings on the matter are hazy and confusing, mentioning more and more nonsensical titles that cannot be accurately attributed to any known key individuals. The only thing that we know for sure is that the Seer will eventually be slain, thus making it impossible for us to know what happens past that point in time.\")}\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Anya\n x,y=39,44\n [/filter]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [terrain]\n x=40\n y=44\n terrain=Urb\n [/terrain]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Touchplate triggered. A wall moves.\"\n [/message]\n\n [redraw]\n side=1\n [/redraw]\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Anya\n x,y=61,49\n [/filter]\n\n [message]\n speaker=narrator\n image=\"items/crystal-glyph-powerup.png\"\n message= _ \"Access granted.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Anya\n x,y=61,49\n [/filter]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"This seems to be the teleport glyph you were searching for. But... do you really want to proceed with this plan?\n\nAre you absolutely sure that it is worth it?\"\n\n [option]\n label= _ \"female^Yes, I am absolutely sure. I need to see Elynia again. I need her.\"\n [command]\n [fire_event]\n name=the end\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/command]\n [/option]\n [option]\n label= _ \"female^No. Perhaps I will explore around a little more and try to make up my mind about this.\"\n [command]\n [allow_undo][/allow_undo]\n [/command]\n [/option]\n [option]\n label= _ \"female^No.\"\n [command]\n [allow_undo][/allow_undo]\n [/command]\n [/option]\n [/message]\n [/event]\n\n [event]\n name=the end\n\n {LOCK_VIEW}\n\n {CLEAR_LABELS}\n\n [fade_out_music]\n duration=2000\n [/fade_out_music]\n\n {REPLACE_SCENARIO_MUSIC \"silence.ogg\"}\n {INCIDENTAL_MUSIC \"love_theme.ogg\"}\n\n [delay]\n time=3000\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"No matter how much I want, Irdya will never be my true home. I\u2019ve always been an outcast. I don\u2019t belong with either species. And I don\u2019t want to take part in Ergea\u2019s plans anymore.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"At least on Ethea I might be able to find Elynia... and tell her... that I want to be with her...\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Do you?\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Yes, I do. I really do.\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Is this your heart speaking, or your mind?\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"... I guess it\u2019s both.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"Oh dear gods... Am I really speaking to myself now?\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"... Forgive me, Durvan, Ergea, Irylean...\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [store_unit]\n [filter]\n id=Anya\n [/filter]\n kill=yes\n variable=anya_store\n [/store_unit]\n\n #\n # Kill off everyone, on map or otherwise.\n #\n [kill][/kill]\n\n {CLEAR_FOG 1 $anya_store.x $anya_store.y $anya_store.max_moves}\n\n [redraw]\n side=1\n [/redraw]\n\n [fade_out_music]\n duration=2000\n [/fade_out_music]\n\n #\n # ??????\n #\n\n [move_unit_fake]\n side=2\n type=Shaxthal Worm\n image_mods=\"PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n x=61,61\n y=52,49\n [/move_unit_fake]\n\n [redraw][/redraw]\n\n [delay]\n time=500\n [/delay]\n\n {UNCLEAR_FOG}\n\n [remove_item][/remove_item]\n\n {FADE_TO_BLACK}\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n [modify_side]\n side=1\n fog=no\n [/modify_side]\n\n {SWITCH_FLOOR 2}\n\n #\n # The cutscene is played by the enter floor 2 event handler\n # invoked above. It leads directly to the end of the game.\n #\n [/event]\n\n [event]\n name=setup floor 2\n\n {REMOVE_SOUND_SOURCE hive_noise}\n\n #\n # We don't set up a new ambience sound source, this is intentional\n # since it's an emotional scene of sorts.\n #\n\n [scroll_to]\n x,y=44,29\n {WARP}\n [/scroll_to]\n\n [terrain]\n x=0-25,26-29\n y=0-18, 0-10\n terrain=Qxua\n [/terrain]\n\n {CLEAR_VARIABLE anya_store.status}\n\n [set_variables]\n name=anya_store\n mode=merge\n [value]\n hitpoints=$anya_store.max_hitpoints\n moves=$anya_store.max_moves\n attacks_left=$anya_store.max_attacks\n x,y=44,29\n facing=nw\n [/value]\n [/set_variables]\n\n [store_locations]\n terrain=Cud^Xo\n variable=spire_locs\n [/store_locations]\n\n [foreach]\n array=spire_locs\n variable=spire\n [do]\n [hidden_unit]\n type=Verlissh Control Spire\n side=2\n x,y=$spire.x,$spire.y\n upkeep=free\n ai_special=guardian\n [modifications]\n [object]\n silent=yes\n [effect]\n apply_to=remove_attacks\n name=noctum\n [/effect]\n [/object]\n [/modifications]\n [/hidden_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE spire_locs}\n [/event]\n\n [event]\n name=enter floor 2\n\n {SET_THEME {FULLSCREEN_CUTSCENE_UI}}\n\n [scroll_to]\n x,y=36,25\n {WARP}\n [/scroll_to]\n\n [remove_shroud]\n side=1\n [/remove_shroud]\n\n {FADE_IN}\n\n [unhide_unit][/unhide_unit]\n\n [unstore_unit]\n variable=anya_store\n [/unstore_unit]\n\n {CLEAR_VARIABLE anya_store}\n\n {MOVE_UNIT id=Anya 41 28}\n\n [delay]\n time=250\n [/delay]\n\n {MOVE_UNIT id=Anya 36 25}\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Why do you still hesitate, girl? You are almost there.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"... What if Elynia rejects me? What if I am not actually supposed to do this?\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Trust your heart. Those were Elynia\u2019s own words.\"\n [/message]\n\n [message]\n speaker=Anya\n message= _ \"That is correct. I...\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n {MOVE_UNIT id=Anya 33 24}\n\n {MOVE_UNIT id=Anya 31 23}\n\n [scroll_to]\n x,y=26,20\n [/scroll_to]\n\n [message]\n speaker=Anya\n message= _ \"I will do this.\"\n [/message]\n\n {MOVE_UNIT id=Anya 26 20}\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Anya\n message= _ \"I am sorry, Elynia. But... I need you...\"\n [/message]\n\n [item]\n [filter]\n id=Anya\n [/filter]\n halo=\"halo/heart-aura.png~B(255)\"\n image=\"misc/blank-hex.png\"\n [/item]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n caption= _ \"Anya\"\n image=misc/blank-hex.png\n message= _ \"... I need you...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [scroll_to]\n x,y=1,1\n [/scroll_to]\n\n [kill][/kill]\n\n [remove_item][/remove_item]\n\n {FADE_TO_BLACK}\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n [delay]\n time=1000\n [/delay]\n\n [fade_out_music]\n duration=5000\n [/fade_out_music]\n\n {UNLOCK_VIEW}\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS have_argans_missing_pages no}\n [then]\n [transient_message]\n message= _ \"You feel as though a certain other Guardian of Darkness may have missed something...\"\n [/transient_message]\n\n {ENDLEVEL_QUIET} {NO_END_CREDITS} {NO_END_TEXT} {NO_START_OF_SCENARIO_SAVE}\n [/then]\n [else]\n {ENDLEVEL_QUIET}\n [+endlevel]\n next_scenario=13_Epilogue\n [/endlevel]\n [/else]\n [/if]\n [/event]\n\n [event]\n name=victory\n\n {CLEAR_VARIABLE used_language_glyph}\n [/event]\n[/scenario]\n\n#undef __MSG_GLYPH\n#undef __MSG_GLYPH_2\n#undef FINALE_C_GUARDIAN\n#undef FINALE_C_RESET_MUSIC\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[scenario]\n id=13_Epilogue\n name= _ \"Epilogue\"\n {MAP 13_Epilogue_01.map}\n turns=-1\n next_scenario=null\n victory_when_enemies_defeated=no\n disallow_recall=yes\n\n {FULLSCREEN_CUTSCENE_UI}\n\n {SCENARIO_MUSIC \"frantic.ogg\"}\n\n {STORYTXT_EPILOGUE}\n\n {FIRST_WATCH} {SCHEDULE_LIGHTING -20 -40 0}\n\n [side]\n side=1\n controller=human\n persistent=no\n team_name=evil\n user_team_name= _ \"team_name^Uria\"\n {CHAOS_FLAG}\n color=gold\n\n {NO_ECONOMY}\n\n shroud=yes\n hidden=yes\n\n canrecruit=yes\n type=Guardian of Life Uria\n id=Uria\n name= _ \"Uria\"\n facing=se\n #profile=\"portraits/uria.png\"\n unrenamable=yes\n [modifications] # Should match Elynia\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n [/modifications]\n [/side]\n\n [side]\n side=2\n team_name=good\n user_team_name= _ \"team_name^Aradellys\"\n color=teal\n\n {NO_ECONOMY}\n\n hidden=yes\n\n canrecruit=yes\n type=Guardian of Earth Aradellys\n id=Aradellys\n name= _ \"Aradellys\"\n #profile=\"portraits/aradellys.png\"\n unrenamable=yes\n facing=ne\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_FEARLESS}\n [/modifications]\n [/side]\n\n {STARTING_VILLAGES_ALL 2}\n\n#define EPI_ECC_NPC _VARIATION _X _Y _FACING\n [unit]\n type=Epilogue Cutscene Controller\n x={_X}\n y={_Y}\n facing={_FACING}\n variation={_VARIATION}\n generate_name=yes\n random_traits=yes\n random_gender=yes\n [/unit]\n#enddef\n\n#define EPI_GEN_NPC _TYPE _X _Y _FACING\n [unit]\n type={_TYPE}\n x={_X}\n y={_Y}\n facing={_FACING}\n generate_name=yes\n random_traits=yes\n random_gender=yes\n [/unit]\n#enddef\n\n [side]\n side=3\n team_name=good\n user_team_name= _ \"team_name^Aradellys\"\n color=red\n\n {NO_ECONOMY}\n\n hidden=yes\n no_leader=yes\n\n # NOTE: We use the ECC version of the Naiad unit type here instead of\n # the regular Naiad so the unit type isn't revealed in the help\n # system by just reaching the scenario without fulfilling the\n # requirements to see Daeira in the main story.\n\n {EPI_GEN_NPC (Faerie Spirit) 15 49 ne} {PALETTE faerie_spirit_hair_base faerie_spirit_hair_gold}\n {EPI_GEN_NPC (Faerie Spirit) 14 52 ne} {PALETTE faerie_spirit_hair_base faerie_spirit_hair_gold}\n {EPI_GEN_NPC (Faerie Spirit) 16 53 ne}\n\n {EPI_ECC_NPC naiad 15 50 ne}\n\n {EPI_GEN_NPC (Faerie Sprite) 15 58 ne}\n {EPI_GEN_NPC (Faerie Sprite) 4 59 ne} {PALETTE faerie_sylvan_wings faerie_neutral_wings}\n {EPI_GEN_NPC (Faerie Sprite) 17 66 ne}\n {EPI_GEN_NPC (Faerie Sprite) 17 72 ne} {PALETTE faerie_sylvan_wings faerie_neutral_wings}\n\n {EPI_GEN_NPC (Faerie Sprite) 45 69 nw}\n {EPI_GEN_NPC (Faerie Sprite) 39 73 nw} {PALETTE faerie_sylvan_wings faerie_sylvan_bright_wings}\n {EPI_GEN_NPC (Faerie Sprite) 32 65 nw} {PALETTE faerie_sylvan_wings faerie_neutral_wings}\n {EPI_GEN_NPC (Faerie Sprite) 42 61 nw}\n\n {EPI_GEN_NPC (Faerie Dryad) 46 69 nw} {PALETTE faerie_sylvan_wings faerie_neutral_wings}\n\n {EPI_ECC_NPC naiad 38 56 nw}\n {EPI_ECC_NPC naiad 45 55 nw}\n {EPI_ECC_NPC naiad 49 61 nw}\n\n {EPI_GEN_NPC (Faerie Dryad) 41 62 nw}\n {EPI_GEN_NPC (Faerie Dryad) 35 64 nw} {PALETTE faerie_sylvan_wings faerie_sylvan_bright_wings}\n\n {EPI_ECC_NPC eventide_dancer 38 65 nw}\n {EPI_ECC_NPC eventide_dancer 35 61 nw}\n {EPI_ECC_NPC eventide_dancer 41 49 nw}\n\n {EPI_ECC_NPC eventide_dancer 16 60 ne}\n {EPI_ECC_NPC eventide_dancer 5 66 ne}\n {EPI_ECC_NPC eventide_dancer 28 68 nw}\n\n {EPI_ECC_NPC domain_guard 24 54 ne} {PALETTE faerie_guard_wings faerie_sylvan_wings}\n {EPI_ECC_NPC domain_guard 24 52 ne} {PALETTE faerie_guard_wings faerie_sylvan_wings}\n {EPI_ECC_NPC domain_guard 24 50 ne} {PALETTE faerie_guard_wings faerie_sylvan_wings}\n {EPI_ECC_NPC domain_guard 28 54 nw} {PALETTE faerie_guard_wings faerie_sylvan_wings}\n {EPI_ECC_NPC domain_guard 28 52 nw} {PALETTE faerie_guard_wings faerie_sylvan_wings}\n {EPI_ECC_NPC domain_guard 28 50 nw} {PALETTE faerie_guard_wings faerie_sylvan_wings}\n\n {EPI_ECC_NPC domain_guard 32 52 nw}\n {EPI_ECC_NPC domain_guard 20 52 ne}\n\n {EPI_ECC_NPC domain_guard 24 61 nw}\n {EPI_ECC_NPC domain_guard 21 60 nw}\n {EPI_ECC_NPC domain_guard 28 61 ne}\n {EPI_ECC_NPC domain_guard 31 60 ne}\n\n {EPI_ECC_NPC domain_guard 5 58 ne}\n {EPI_ECC_NPC domain_guard 9 64 ne}\n {EPI_ECC_NPC domain_guard 15 69 ne}\n {EPI_ECC_NPC domain_guard 23 68 ne}\n\n {EPI_ECC_NPC domain_guard 29 71 nw}\n {EPI_ECC_NPC domain_guard 38 69 nw}\n {EPI_ECC_NPC domain_guard 38 61 nw}\n\n {EPI_ECC_NPC domain_guard 32 50 nw}\n [+unit]\n generate_name=no\n name= _ \"Kri\u2019tan\"\n [/unit]\n\n {EPI_GEN_NPC (Fire Faerie) 43 66 nw}\n\n {EPI_GEN_NPC (Elvish Sylph) 49 71 nw}\n {EPI_GEN_NPC (Elvish Sylph) 43 45 nw}\n {EPI_GEN_NPC (Elvish Sylph) 5 48 ne}\n\n {EPI_GEN_NPC (Faerie Hamadryad) 7 53 se}\n {EPI_GEN_NPC (Faerie Hamadryad) 4 62 se}\n {EPI_GEN_NPC (Faerie Hamadryad) 43 72 nw}\n {EPI_GEN_NPC (Faerie Hamadryad) 44 51 sw}\n\n {EPI_GEN_NPC (Faerie Hamadryad) 18 54 ne}\n {EPI_GEN_NPC (Faerie Hamadryad) 19 58 se}\n {EPI_GEN_NPC (Faerie Hamadryad) 34 54 nw}\n {EPI_GEN_NPC (Faerie Hamadryad) 33 58 sw}\n [/side]\n\n [event]\n name=prestart\n\n {BLACK_SCREEN}\n\n [store_unit]\n [filter]\n id=Uria\n [/filter]\n variable=uria_store\n kill=yes\n [/store_unit]\n\n [place_shroud]\n side=1\n x=0-53\n y=0-12\n [/place_shroud]\n\n [hide_unit][/hide_unit]\n\n {LOCK_VIEW}\n [/event]\n\n#define EPI_FADE_TO_BLACK_QUICK\n {FADE_STEP -64 5}\n {FADE_STEP -128 5}\n {FADE_STEP -192 5}\n {FADE_STEP -500 5}\n#enddef\n\n#define EPI_FADE_IN_QUICK\n {FADE_STEP -500 5}\n {FADE_STEP -192 5}\n {FADE_STEP -128 5}\n {FADE_STEP -64 5}\n {FADE_STEP 0 5}\n#enddef\n\n#define EPI_YELLOW_STEP _VAL\n [color_adjust]\n red={_VAL}\n green={_VAL}\n blue=0\n [/color_adjust]\n#enddef\n\n#define EPI_SET_XIAEL_VARIATION _VARIATION_ID\n [object]\n silent=yes\n [filter]\n id=Aradellys\n [/filter]\n [effect]\n apply_to=variation\n name={_VARIATION_ID}\n [/effect]\n [/object]\n\n [redraw][/redraw]\n#enddef\n\n#define EPI_ECC_KILLALL _STEP\n {VARIABLE ecc_advance_step {_STEP} }\n\n {VARIABLE ecc_step_image_mod \"NOP()\"}\n {VARIABLE ecc_step_ellipse \"misc/ellipse\"}\n {VARIABLE ecc_step_hp_factor 1.0}\n\n [switch]\n variable=ecc_advance_step\n [case]\n value=1\n {VARIABLE ecc_step_image_mod (\"CS(-32,-32,-32)\")}\n [/case]\n [case]\n value=2\n {VARIABLE ecc_step_image_mod (\"CS(-96,-96,-96)\")}\n {VARIABLE ecc_step_ellipse \"misc/ellipse-nozoc\"}\n {VARIABLE ecc_step_hp_factor 0.80}\n [/case]\n [case]\n value=3\n {VARIABLE ecc_step_image_mod (\"CS(-196,-196,-196)~O(0.75)\")}\n {VARIABLE ecc_step_ellipse \"misc/ellipse-nozoc\"}\n {VARIABLE ecc_step_hp_factor 0.80}\n [/case]\n [case]\n value=4\n {VARIABLE ecc_step_image_mod (\"CS(-255,-255,-255)~O(0.50)\")}\n {VARIABLE ecc_step_ellipse none}\n {VARIABLE ecc_step_hp_factor 0.40}\n [/case]\n [case]\n value=5\n {VARIABLE ecc_step_image_mod (\"CS(-255,-255,-255)~O(0.30)\")}\n {VARIABLE ecc_step_ellipse none}\n {VARIABLE ecc_step_hp_factor 0.20}\n [/case]\n [case]\n value=6\n {VARIABLE ecc_step_image_mod (\"CS(-255,-255,-255)~O(0.10)\")}\n {VARIABLE ecc_step_ellipse none}\n {VARIABLE ecc_step_hp_factor 0.10}\n [/case]\n [/switch]\n\n [store_unit]\n [filter]\n side=3\n [/filter]\n variable=ecc_npcs_store\n kill=no\n [/store_unit]\n\n [foreach]\n array=ecc_npcs_store\n variable=npc\n [do]\n [if]\n {VARIABLE_NUMERICAL_NOT_EQUALS ecc_step_hp_factor 1.0}\n [then]\n {VARIABLE_MUL npc.max_hitpoints $ecc_step_hp_factor}\n\n [unstore_unit]\n variable=npc\n find_vacant=no\n [/unstore_unit]\n [/then]\n [/if]\n\n [if]\n {VARIABLE_NUMERICAL_LESS_THAN_OR_EQUAL ecc_advance_step 6}\n [then]\n [object]\n silent=yes\n [filter]\n x,y=$npc.x,$npc.y\n [/filter]\n [effect]\n apply_to=image_mod\n replace=\"$ecc_step_image_mod\"\n [/effect]\n [effect]\n apply_to=ellipse\n ellipse=\"$ecc_step_ellipse\" # wmllint: no ellipsecheck\n [/effect]\n [/object]\n [/then]\n [else]\n [kill]\n x,y=$npc.x,$npc.y\n animate=no\n fire_event=no\n [/kill]\n [/else]\n [/if]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE ecc_advance_step,ecc_npcs_store,ecc_step_image_mod,ecc_step_ellipse}\n\n [redraw][/redraw]\n\n [delay]\n time=120\n [/delay]\n#enddef\n\n#define EPI_MOVE_MIRRORED_UNIT _FILTER _X _Y\n [store_unit]\n [filter]\n {_FILTER}\n [/filter]\n kill=yes\n variable=temp_EPI_MMU\n [/store_unit]\n\n [move_unit_fake]\n x=$temp_EPI_MMU.x,{_X}\n y=$temp_EPI_MMU.y,{_Y}\n variation=$temp_EPI_MMU.variation\n type=$temp_EPI_MMU.type\n side=$temp_EPI_MMU.side\n gender=$temp_EPI_MMU.gender\n image_mods=\"FL(horiz)\"\n [/move_unit_fake]\n\n [unstore_unit]\n find_vacant=yes\n variable=temp_EPI_MMU\n x={_X}\n y={_Y}\n [/unstore_unit]\n\n {CLEAR_VARIABLE temp_EPI_MMU}\n#enddef\n\n [event]\n name=start\n\n #\n # Camera to bottom edge\n #\n\n [scroll_to]\n {WARP}\n x,y=26,74\n [/scroll_to]\n\n [modify_side]\n side=1\n shroud=no\n [/modify_side]\n\n [redraw]\n side=1\n [/redraw]\n\n {FADE_IN}\n\n [unhide_unit][/unhide_unit]\n\n [delay]\n time=750\n [/delay]\n\n {EPI_MOVE_MIRRORED_UNIT id=Aradellys 26 58}\n\n [scroll_to]\n x,y=11,51\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n\n [scroll_to]\n x,y=43,62\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n\n [scroll_to_unit]\n id=Aradellys\n [/scroll_to_unit]\n\n [hide_unit][/hide_unit]\n\n {EPI_FADE_TO_BLACK_QUICK}\n\n {VARIABLE uria_store.x 26}\n {VARIABLE uria_store.y 36}\n\n [scroll_to]\n x,y=$uria_store.x,$uria_store.y\n {WARP}\n [/scroll_to]\n\n {EPI_FADE_IN_QUICK}\n\n [unhide_unit][/unhide_unit]\n\n [unstore_unit]\n variable=uria_store\n [/unstore_unit]\n\n {CLEAR_VARIABLE uria_store}\n\n # NOTE: Not mirrored using EPI_MOVE_MIRRORED_UNIT, she's\n # descending from the sky.\n {MOVE_UNIT id=Uria 26 42}\n\n [delay]\n time=750\n [/delay]\n\n [scroll_to_unit]\n id=Aradellys\n [/scroll_to_unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Uria\n message= _ \"Ha ha ha ha ha! It has been hundreds of years since my last visit to Silida, and yet, nothing has changed. I am so delighted to see your subjects here, Xia\u2019el \u2014 it is such a warm welcome. Did you miss me?\"\n [/message]\n\n [message]\n speaker=Aradellys\n message= _ \"What brings you here?\"\n [/message]\n\n [message]\n speaker=Uria\n message= _ \"We had a pact of neutrality and mutual respect, Xia\u2019el. You would not interfere with my plans, and I would let you govern your precious people here in peace. But it has come to my attention that there has been a breach of terms on your part. My Seer just revealed some... troubling things to me.\"\n [/message]\n\n [scroll_to_unit]\n id=Aradellys\n [/scroll_to_unit]\n\n [message]\n speaker=Uria\n scroll=no\n message= _ \"You have been meddling with my personal playground in the main branch of our universe; corrupting and manipulating he who used to serve as my Voice on Irdya, as well as his treacherous prot\u00e9g\u00e9. What did you expect to accomplish with this? To circumvent our pact by utilizing the Guardian of Earth on Irdya as your piece for your next move? Did you truly believe I would never find out?\"\n [/message]\n\n [message]\n speaker=Aradellys\n message= _ \"My only intention was to fulfill my duty as the Guardian of Earth and point my children on Irdya in the correct direction. That is to say, as far away from your grasp as possible so they may stage your ultimate downfall.\"\n [/message]\n\n [message]\n speaker=Uria\n scroll=no\n message= _ \"On Ethea? Hm, hm, well, it just so happens that my forces are already on their way there, and this time I will personally take care of any opposition we find.\"\n [/message]\n\n [message]\n speaker=Aradellys\n message= _ \"Even the new Guardian of Water? I received word that he is already there.\"\n [/message]\n\n [message]\n speaker=Uria\n message= _ \"...\"\n [/message]\n\n [message]\n speaker=Aradellys\n scroll=no\n message= _ \"You fear him, don\u2019t you? Of course, he poses as much danger to our existence as you do, but he at least manages to keep his destructive tendencies under control. You, on the other hand... you are a corrupted goddess, Lyphanea \u2014 if I may not stop you, then someone else has to take up that mission for me.\"\n [/message]\n\n [fade_out_music]\n duration=750\n [/fade_out_music]\n\n [delay]\n time=250\n [/delay]\n\n {REPLACE_SCENARIO_MUSIC \"one_thousand_suns.ogg\"}\n\n [message]\n speaker=Uria\n message= _ \"(enraged) I see how it is, then! But tell me, Aradellys, did you forget the Rule of One?\"\n [/message]\n\n [message]\n speaker=Aradellys\n scroll=no\n message= _ \"I did not.\"\n [/message]\n\n [message]\n speaker=Uria\n message= _ \"Your insolence cannot go unpunished. Even though I knew from the very beginning that things would come to this... I cannot allow you to interfere with my plans any further. You are a poor excuse for a Guardian of Earth, and this is not even your rightful domain. The true Guardian of Earth is awake, so your purpose in this universe has been fulfilled.\"\n [/message]\n\n [message]\n speaker=Uria\n message= _ \"Now that you have helpfully advanced my pieces to the world on which I needed them in the first place, the game is over for you. After all, there can only be one.\"\n [/message]\n\n [message]\n speaker=Aradellys\n message= _ \"I am willing to face oblivion at your hand for my transgressions. But you shall spare my people.\"\n [/message]\n\n [message]\n speaker=Uria\n message= _ \"Hm, hm, what makes you think that I have to keep my word anymore?\"\n [/message]\n\n [scroll_to_unit]\n id=Aradellys\n [/scroll_to_unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Aradellys\n message= _ \"Please, if there is anything left of the kind Lyphanea in your heart, you shall spare my people as we agreed\u2014\"\n [/message]\n\n [message]\n speaker=Uria\n scroll=no\n message= _ \"Lyphanea is no more.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [scroll_to_unit]\n id=Uria\n [/scroll_to_unit]\n\n [delay]\n time=750\n [/delay]\n\n [store_unit]\n [filter]\n id=Uria\n [/filter]\n variable=uria_store\n kill=no\n [/store_unit]\n\n [object]\n silent=yes\n [filter]\n id=Uria\n [/filter]\n [effect]\n apply_to=variation\n name=powered\n [/effect]\n [/object]\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Uria\n message= _ \"If it helps, your subjects will be able to enjoy whatever afterlife is in store for them. But you... will not. Farewell, Xia\u2019el. Your reign on Silida is over.\"\n [/message]\n\n [scroll_to_unit]\n id=Aradellys\n [/scroll_to_unit]\n\n [item]\n [filter]\n id=Aradellys\n [/filter]\n halo=\"halo/heart-aura.png~CS(-255,128,16)\"\n image=\"misc/blank-hex.png\"\n [/item]\n\n [sound]\n name=explosion-big.ogg\n [/sound]\n\n {EPI_YELLOW_STEP 32}\n {EPI_SET_XIAEL_VARIATION dying_1}\n {EPI_ECC_KILLALL 1}\n\n {EPI_YELLOW_STEP 64}\n {EPI_ECC_KILLALL 2}\n\n {EPI_YELLOW_STEP 96}\n {EPI_SET_XIAEL_VARIATION dying_2}\n {EPI_ECC_KILLALL 3}\n\n [sound]\n name=rumble.ogg\n [/sound]\n\n {EPI_YELLOW_STEP 128}\n {EPI_ECC_KILLALL 4}\n\n {EPI_YELLOW_STEP 196}\n {EPI_ECC_KILLALL 5}\n\n [sound]\n name=dragonstick.ogg\n [/sound]\n\n {EPI_YELLOW_STEP 255}\n {EPI_SET_XIAEL_VARIATION dying_3}\n {EPI_ECC_KILLALL 6}\n\n {EPI_YELLOW_STEP 500}\n {EPI_ECC_KILLALL 7}\n\n {EPI_SET_XIAEL_VARIATION dying_4}\n\n [redraw][/redraw]\n\n [delay]\n time=250\n [/delay]\n\n [remove_item]\n [filter]\n id=Aradellys\n [/filter]\n [/remove_item]\n\n [redraw][/redraw]\n\n [kill]\n id=Aradellys\n animate=yes\n [/kill]\n\n [hide_unit][/hide_unit]\n\n {WHITE_SCREEN}\n\n [delay]\n time=2000\n [/delay]\n\n [kill]\n [not]\n id=Uria\n [/not]\n [/kill]\n\n [replace_map]\n map=\"{LE /maps/13_Epilogue_02.map}\"\n shrink,expand=yes,yes\n [/replace_map]\n\n [redraw]\n side=1\n [/redraw]\n\n [delay]\n time=1000\n [/delay]\n\n [delay]\n time=100\n [/delay]\n\n {RESET_SCREEN}\n\n [unhide_unit]\n id=Uria\n [/unhide_unit]\n\n [redraw]\n side=1\n [/redraw]\n\n {QUAKE (\"explosion-big.ogg\")}\n\n {QUAKE ()}\n\n {QUAKE ()}\n\n {QUAKE ()}\n\n [delay]\n time=5000\n [/delay]\n\n [message]\n speaker=Uria\n message= _ \"Soon there will be a reckoning, Elynia-Thanadria \u2014 mark my words. Do not forget who made the resurrection of your new ally possible in the first place...\"\n [/message]\n\n [unstore_unit]\n variable=uria_store\n find_vacant=no\n [/unstore_unit]\n\n [redraw][/redraw]\n\n {CLEAR_VARIABLE uria_store}\n\n {EPI_MOVE_MIRRORED_UNIT id=Uria 26 36}\n [+move_unit_fake]\n force_scroll=no\n [/move_unit_fake]\n\n [kill][/kill]\n\n {FADE_TO_BLACK}\n\n [modify_side]\n side=1\n shroud=yes\n [/modify_side]\n\n [place_shroud]\n side=1\n x=0-53\n y=0-12\n [/place_shroud]\n\n [fade_out_music]\n duration=4000\n [/fade_out_music]\n\n [delay]\n time=6000\n [/delay]\n\n {ENDLEVEL_QUIET} {NO_END_CREDITS} {NO_END_TEXT} {NO_START_OF_SCENARIO_SAVE} {NO_REPLAY_SAVE}\n [/event]\n[/scenario]\n\n#undef EPI_ECC_NPC\n#undef EPI_GEN_NPC\n#undef EPI_FADE_TO_BLACK_QUICK\n#undef EPI_FADE_IN_QUICK\n#undef EPI_YELLOW_STEP\n#undef EPI_SET_XIAEL_VARIATION\n#undef EPI_ECC_KILLALL\n#undef EPI_MOVE_MIRRORED_UNIT\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#\n# Implementation of event-based unit abilities.\n#\n\n#define ABILITY_PHYSICAL_ENDURANCE_EVENTS\n [event]\n id=ability_physical_endurance_attacker_hits\n name=attacker hits\n first_time_only=no\n [filter_second]\n ability=physical_endurance\n [/filter_second]\n [filter_attack]\n [not]\n type=arcane,cold,fire\n [/not]\n [/filter_attack]\n\n [fire_event]\n name=physical endurance handler\n [primary_unit]\n x,y=$x2,$y2\n [/primary_unit]\n [secondary_unit]\n x,y=$x1,$y1\n [/secondary_unit]\n [/fire_event]\n [/event]\n [event]\n id=ability_physical_endurance_defender_hits\n name=defender hits\n first_time_only=no\n [filter]\n ability=physical_endurance\n [/filter]\n [filter_second_attack]\n [not]\n type=arcane,cold,fire\n [/not]\n [/filter_second_attack]\n\n [fire_event]\n name=physical endurance handler\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [secondary_unit]\n x,y=$x2,$y2\n [/secondary_unit]\n [/fire_event]\n [/event]\n [event]\n id=ability_physical_endurance_handler\n name=physical endurance handler\n first_time_only=no\n\n # Primary unit: physical endurance user\n # Secondary unit: attacker/defender\n\n [if]\n {VARIABLE_NUMERICAL_GREATER_THAN unit.hitpoints 0}\n [then]\n {VARIABLE_OP temp_PHYSICAL_ENDURANCE_restore_hp to_variable damage_inflicted}\n {VARIABLE_OP temp_PHYSICAL_ENDURANCE_restore_hp divide 2}\n {VARIABLE_OP temp_PHYSICAL_ENDURANCE_restore_hp round ceil}\n\n [heal_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n amount=$temp_PHYSICAL_ENDURANCE_restore_hp\n restore_statuses=no\n [/heal_unit]\n\n [floating_text]\n x,y=$x1,$y1\n text=\"$heal_amount\" # wmllint: ignore\n [/floating_text]\n\n {CLEAR_VARIABLE temp_PHYSICAL_ENDURANCE_restore_hp}\n [/then]\n [/if]\n [/event]\n#enddef\n\n#define ABILITY_ABSCOND_EVENTS\n [event]\n id=ability_abscond_check_attack_1st_unit\n name=attack end\n first_time_only=no\n [filter]\n ability=abscond\n [/filter]\n [filter_condition]\n {VARIABLE_NUMERICAL_LESS_THAN_OR_EQUAL unit.hitpoints 0}\n [/filter_condition]\n\n [fire_event]\n name=abscond triggered\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/event]\n\n [event]\n id=ability_abscond_check_attack_2nd_unit\n name=attack end\n first_time_only=no\n [filter_second]\n ability=abscond\n [/filter_second]\n [filter_condition]\n {VARIABLE_NUMERICAL_LESS_THAN_OR_EQUAL second_unit.hitpoints 0}\n [/filter_condition]\n\n [fire_event]\n name=abscond triggered\n [primary_unit]\n x,y=$x2,$y2\n [/primary_unit]\n [/fire_event]\n [/event]\n\n [event]\n id=ability_abscond_trigger\n name=abscond triggered\n first_time_only=no\n [filter]\n [not]\n status=absconding\n [/not]\n [/filter]\n\n {LOG_ATS_DBG \"$unit.id ($x1, $y1) absconding!\"}\n\n [set_variables]\n name=unit\n mode=merge\n [value]\n hitpoints=\"$(min(8, $unit.max_hitpoints))\"\n attacks_left=0\n moves=\"$(max(1, $unit.max_moves - 2))\"\n [status]\n absconding=yes\n [/status]\n [/value]\n [/set_variables]\n\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n\n [event]\n name=\"side $unit.side turn $(2 + $turn_number)\"\n delayed_variable_substitution=no\n\n [store_unit]\n [filter]\n id=$unit.id\n [/filter]\n variable=abscondee\n kill=no\n [/store_unit]\n\n {CLEAR_VARIABLE abscondee.status.absconding}\n\n [unstore_unit]\n variable=abscondee\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE abscondee}\n [/event]\n [/event]\n\n [event]\n id=ability_abscond_cleanup\n name=victory\n\n [store_unit]\n [filter]\n status=absconding\n [/filter]\n variable=victory_abscondees\n kill=no\n [/store_unit]\n\n [foreach]\n array=victory_abscondees\n variable=abscondee\n\n [do]\n {CLEAR_VARIABLE abscondee.status.absconding}\n\n [unstore_unit]\n variable=abscondee\n find_vacant=no\n [/unstore_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE victory_abscondees}\n [/event]\n#enddef\n\n#\n# Macro used to implement ABILITY_DEMOLITION_AUXILIARY_EVENT\n# and some scenario-specific events.\n#\n# NOTE: if _ADDITIONAL_LOCATION_FILTER contains terrain=, it must be under an\n# [and], [or], or [not] block; otherwise, it will cause problems.\n#\n#define ABILITY_DEMOLITION_AUXILIARY_EVENT_DESTRUCTION_IMPLEMENTATION _X _Y\n#arg HANDLE_AS_UNIT_ATTACK\n yes\n#endarg\n # Dummy SLF that never matches anything, so that [not] EXCLUDE_SLF [/not]\n # if EXCLUDE_SLF is unspecified doesn't result in excluding the whole map.\n#arg EXCLUDE_SLF\n terrain=&&&&\n#endarg\n\n {VARIABLE temp_DEMO_source_is_unit {HANDLE_AS_UNIT_ATTACK}}\n\n [color_adjust]\n red,green,blue=300,300,300\n [/color_adjust]\n\n [set_variables]\n name=temp_DEMO_terraform_actions\n mode=replace\n [value]\n [remove_terrain_overlays]\n x={_X}\n y={_Y}\n radius=1\n\n [not]\n {EXCLUDE_SLF}\n [/not]\n\n [filter_radius]\n [not]\n terrain=X*,*^X*,Q*,*^Q*,W*,*^W*,S*,*^S*\n [/not]\n [not]\n {EXCLUDE_SLF}\n [/not]\n [/filter_radius]\n [/remove_terrain_overlays]\n\n [terrain]\n x={_X}\n y={_Y}\n radius=1\n [and]\n # Only these terrains can get flattened. The others only\n # have their overlays removed above.\n terrain=A*,C*,D*,G*,K*,R*,U*,Y*\n [/and]\n\n [not]\n {EXCLUDE_SLF}\n [/not]\n\n [filter_radius]\n [not]\n terrain=X*,*^X*,Q*,*^Q*,W*,*^W*,S*,*^S*\n [/not]\n [not]\n {EXCLUDE_SLF}\n [/not]\n [/filter_radius]\n\n terrain=Re^Es\n [/terrain]\n [/value]\n [/set_variables]\n\n # Execute terraforming commands\n [insert_tag]\n name=command\n variable=temp_DEMO_terraform_actions\n [/insert_tag]\n\n [harm_unit]\n [filter]\n [filter_location]\n [filter_adjacent_location]\n x={_X}\n y={_Y}\n [/filter_adjacent_location]\n [/filter_location]\n [/filter]\n\n # No harm source unit or weapon given here, on purpose.\n\n delay=0\n amount=$this_unit.hitpoints\n # No animations played at this point, since they'd delay the sequence too much\n # in the worst case (six adjacent units)\n animate=no\n kill=no\n fire_event=yes\n [/harm_unit]\n\n {QUAKE \"explosion-big.ogg\"}\n\n [redraw][/redraw] # update terrain display\n\n [color_adjust]\n red,green,blue=0,0,0\n [/color_adjust]\n\n # Kill all adjacent units that don't have the demolition ability first;\n # we need to take care of those in a separate step to prevent causing\n # an event loop.\n\n [set_variables]\n name=temp_DEMO_action\n mode=replace\n [value]\n [filter_location]\n [filter_adjacent_location]\n x={_X}\n y={_Y}\n [/filter_adjacent_location]\n [/filter_location]\n [not]\n ability=demolition\n [/not]\n [not]\n status=immune_to_demolition\n [/not]\n [not]\n # Shapeshifters are handled by scenario-specific\n # events where they appear, and it might not be\n # a good idea for those to fire at this point.\n [filter_wml]\n [variables]\n is_shapeshifter=yes\n [/variables]\n [/filter_wml]\n [/not]\n [secondary_unit]\n # the demolition unit killed them\n x={_X}\n y={_Y}\n [/secondary_unit]\n animate=yes\n fire_event=yes\n [/value]\n [/set_variables]\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS temp_DEMO_source_is_unit no}\n [then]\n # Our event wasn't dispatched by a unit attack sequence (hopefully)\n # so we need to fire_event on the source tile kill.\n [set_variables]\n name=temp_DEMO_action.filter_location\n mode=merge\n [value]\n [or]\n x={_X}\n y={_Y}\n [/or]\n [/value]\n [/set_variables]\n\n # Avoid triggering a warning about not matching any units in\n # [secondary_unit] on Wesnoth 1.14.\n {CLEAR_VARIABLE temp_DEMO_action.secondary_unit}\n [/then]\n [/if]\n\n [insert_tag]\n name=kill\n variable=temp_DEMO_action\n [/insert_tag]\n\n {CLEAR_VARIABLE temp_DEMO_action,temp_DEMO_source_is_unit,temp_DEMO_terraform_actions}\n\n # Remove this source unit so the target units with demolition don't\n # trigger its death again.\n\n [kill]\n x={_X}\n y={_Y}\n animate=no\n fire_event=no\n [/kill]\n\n # Take care of any remaining adjacent units with demolition.\n\n [kill]\n [filter_location] # SLF, since there's no unit at (_X, _Y) anymore.\n [filter_adjacent_location]\n x={_X}\n y={_Y}\n [/filter_adjacent_location]\n [/filter_location]\n ability=demolition\n # No secondary unit, but we shouldn't need one in this case.\n animate=yes\n fire_event=yes\n [/kill]\n#enddef\n\n#define ABILITY_DEMOLITION_EVENTS\n [event]\n id=ability_demolition_die\n name=die\n first_time_only=no\n [filter]\n ability=demolition\n [/filter]\n\n # Work around Wesnoth 1.14+ rendering the unit visible again because it\n # gets referenced in the event.\n [hide_unit]\n x,y=$x1,$y1\n [/hide_unit]\n\n {ABILITY_DEMOLITION_AUXILIARY_EVENT_DESTRUCTION_IMPLEMENTATION $x1 $y1}\n\n [fire_event]\n name=demolition complete\n [/fire_event]\n [/event]\n#enddef\n\n#\n# Base ability implementation for all aspect Guardians.\n#\n\n# Some scenario events can interact with this ability in unexpected ways\n# resulting in \"failed to auto-store $unit/$second_unit\" errors -- most notably\n# this caused issues in scenario E3S10 when killing the last Blood Core (see\n# . This check is\n# here to ensure that either the stores are viable or the event handlers that\n# rely on them being so are not executed.\n#define ABILITY_ASPECT_GUARDIAN_BASE:UNIT_PAIR_EXISTS_PRECONDITION\n [filter_condition]\n {VARIABLE_NUMERICAL_GREATER_THAN unit.length 0}\n {VARIABLE_NUMERICAL_GREATER_THAN second_unit.length 0}\n [/filter_condition]\n#enddef\n\n# wmllint: unbalanced-on\n#define ABILITY_ASPECT_GUARDIAN_BASE\n #\n # Regeneration\n #\n [regenerate]\n value=8\n id=aspect_guardian_regenerates\n affect_self=yes\n poison=cured\n [/regenerate]\n\n #\n # Immortality\n #\n [dummy]\n id=aspect_guardian_immortality\n [/dummy]\n\n # wmlxgettext: [abilities]\n[/abilities]\n\n[event]\n id=aspect_guardian_immortality_implementation\n name=last breath\n first_time_only=no\n [filter]\n ability=aspect_guardian_immortality\n [/filter]\n [filter_second]\n [not]\n ability=aspect_guardian_immortality\n [/not]\n [not]\n ability=aspect_destroyer\n [/not]\n [/filter_second]\n\n {VARIABLE unit.hitpoints 1}\n\n # Deduct the killing XP from the attacker, otherwise it is possible\n # for them to advance very quickly from L1 to their maximum advancement.\n # Things get even messier once the full health AMLA effect kicks in.\n\n {LOG_ATS_DBG \"aspect_guardian_immortality_implementation: triggered, deducting $(max([4, 8 * $unit.level])) XP from $second_unit.id\"}\n\n {VARIABLE_MIN second_unit.experience \"$(max([4, 8 * $unit.level]))\"}\n\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n\n [unstore_unit]\n variable=second_unit\n find_vacant=no\n [/unstore_unit]\n[/event]\n\n[event]\n id=aspect_guardian_no_combat_experience_on_attack_implementation\n name=attack end\n first_time_only=no\n [filter_second]\n ability=aspect_guardian_immortality\n [/filter_second]\n\n {ABILITY_ASPECT_GUARDIAN_BASE:UNIT_PAIR_EXISTS_PRECONDITION}\n\n [if]\n # Let the last breath event handle things if the target is dying.\n {VARIABLE_NUMERICAL_GREATER_THAN second_unit.hitpoints 0}\n [then]\n {LOG_ATS_DBG \"aspect_guardian_no_combat_experience_on_attack_implementation: triggered, deducting $second_unit.level XP from $unit.id\"}\n\n # Deduct the combat XP from the attacker.\n {VARIABLE_MIN unit.experience \"$second_unit.level\"}\n\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n [/then]\n [/if]\n[/event]\n\n[event]\n id=aspect_guardian_no_combat_experience_on_defense_implementation\n name=attack end\n first_time_only=no\n [filter]\n ability=aspect_guardian_immortality\n [/filter]\n\n {ABILITY_ASPECT_GUARDIAN_BASE:UNIT_PAIR_EXISTS_PRECONDITION}\n\n [if]\n # Let the last breath event handle things if the target is dying.\n {VARIABLE_NUMERICAL_GREATER_THAN unit.hitpoints 0}\n [then]\n {LOG_ATS_DBG \"aspect_guardian_no_combat_experience_on_defense_implementation: triggered, deducting $unit.level XP from $second_unit.id\"}\n\n # Deduct the combat XP from the attacker.\n {VARIABLE_MIN second_unit.experience \"$unit.level\"}\n\n [unstore_unit]\n variable=second_unit\n find_vacant=no\n [/unstore_unit]\n [/then]\n [/if]\n[/event]\n\n[+abilities]\n # wmlxgettext: [/abilities]\n#enddef\n# wmllint: unbalanced-off\n\n#\n# UtBS ability events\n#\n\n#define ABILITY_DISENGAGE_EVENTS\n [event]\n name=attack end\n first_time_only=no\n\n [filter]\n ability=disengage\n\n [not]\n [filter_wml]\n moves=$this_unit.max_moves\n [/filter_wml]\n [/not]\n [/filter]\n\n {VARIABLE unit.moves 0}\n\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n [/event]\n#enddef\n\n#define ABILITY_FORMATION_EVENTS\n [event]\n id=ability_formation_event\n name=unit placed\n first_time_only=no\n\n [filter]\n [not]\n side=1\n [/not]\n\n [not]\n [filter_wml]\n [attack]\n [specials]\n [chance_to_hit]\n id=formation_enemy_1\n [/chance_to_hit]\n [/specials]\n [/attack]\n [/filter_wml]\n [/not]\n [/filter]\n\n [object]\n silent=yes\n\n [filter]\n id=$unit.id\n [/filter]\n\n [effect]\n apply_to=attack\n\n [set_specials]\n mode=append\n\n [chance_to_hit]\n id=formation_enemy_1\n name=\"\"\n description=\"\"\n sub=10\n [filter_base_value]\n greater_than_equal_to=40\n [/filter_base_value]\n [filter_opponent]\n ability=formation\n\n [filter_adjacent]\n ability=formation\n is_enemy=no\n count=1-5\n [/filter_adjacent]\n [/filter_opponent]\n [/chance_to_hit]\n [chance_to_hit]\n id=formation_enemy_2\n name=\"\"\n description=\"\"\n sub=10\n [filter_base_value]\n greater_than_equal_to=50\n [/filter_base_value]\n [filter_opponent]\n ability=formation\n\n [filter_adjacent]\n ability=formation\n is_enemy=no\n count=2-5\n [/filter_adjacent]\n [/filter_opponent]\n [/chance_to_hit]\n [chance_to_hit]\n id=formation_enemy_3\n name=\"\"\n description=\"\"\n sub=10\n [filter_base_value]\n greater_than_equal_to=60\n [/filter_base_value]\n [filter_opponent]\n ability=formation\n\n [filter_adjacent]\n ability=formation\n is_enemy=no\n count=3-5\n [/filter_adjacent]\n [/filter_opponent]\n [/chance_to_hit]\n [chance_to_hit]\n id=formation_enemy_4\n name=\"\"\n description=\"\"\n sub=10\n [filter_base_value]\n greater_than_equal_to=70\n [/filter_base_value]\n [filter_opponent]\n ability=formation\n\n [filter_adjacent]\n ability=formation\n is_enemy=no\n count=4-5\n [/filter_adjacent]\n [/filter_opponent]\n [/chance_to_hit]\n [chance_to_hit]\n id=formation_enemy_5\n name=\"\"\n description=\"\"\n sub=10\n [filter_base_value]\n greater_than_equal_to=80\n [/filter_base_value]\n [filter_opponent]\n ability=formation\n\n [filter_adjacent]\n ability=formation\n is_enemy=no\n count=5\n [/filter_adjacent]\n [/filter_opponent]\n [/chance_to_hit]\n [/set_specials]\n [/effect]\n [/object]\n [/event]\n#enddef\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#define ABILITY_ABSORB_DAMAGE\n [dummy]\n id=absorb_damage\n name= _ \"absorb damage\"\n female_name= _ \"female^absorb damage\"\n description= _ \"Units with this ability will not take damage.\"\n special_note={SPECIAL_NOTE_ABSORB_DAMAGE}\n [/dummy]\n#enddef\n\n#define ABILITY_PHYSICAL_ENDURANCE\n [dummy]\n id=physical_endurance\n name= _ \"physical endurance\"\n female_name= _ \"female^physical endurance\"\n description= _ \"Units with this ability instantly regenerate half of damage dealt to them unless its type is arcane, cold, or fire, or it would count as the killing blow otherwise.\"\n special_note={SPECIAL_NOTE_PHYSICAL_ENDURANCE}\n [/dummy]\n\n {ABILITY_EVENTS PHYSICAL_ENDURANCE}\n#enddef\n\n#define ABILITY_ABSCOND\n [dummy]\n id=abscond\n name= _ \"abscond\"\n female_name= _ \"female^abscond\"\n description= _ \"Units with this ability are able to survive one fatal hit every other turn. Upon triggering the ability, the absconding unit is set back to 8 HP and 2 under its maximum movement points, allowing it to retreat to safety.\"\n special_note={SPECIAL_NOTE_ABSCOND}\n # This is purely a visual aid, although it's not terribly helpful in\n # 1.14 since the ability's name overflows most of the time.\n [filter]\n [not]\n status=absconding\n [/not]\n [/filter]\n [/dummy]\n#enddef\n\n#define ABILITY_DEMOLITION_TEXT_ONLY\n [dummy]\n id=demolition\n name= _ \"demolition\"\n female_name= _ \"female_name^demolition\"\n description= _ \"On death, units with this ability destroy all adjacent hexes and units, and the hex they are standing on.\"\n special_note={SPECIAL_NOTE_DEMOLITION}\n [/dummy]\n#enddef\n\n#define ABILITY_DEMOLITION\n {ABILITY_DEMOLITION_TEXT_ONLY}\n\n {ABILITY_EVENTS DEMOLITION}\n#enddef\n\n#define ABILITY_AQUEOUS\n [resistance]\n id=aqueous\n name= _ \"aqueous\"\n female_name= _ \"female^aqueous\"\n description= _ \"This unit\u2019s resistances to non-arcane damage are increased to 10% or (if already 10% or higher) tripled up to a maximum of 60%, when defending on water, reef, or swamp terrain. It also regenerates 8 HP at the start of every turn when positioned on those terrains, but it will not remove poison from itself.\"\n special_note={SPECIAL_NOTE_AQUEOUS}\n [filter]\n [filter_location]\n {ABILITY_AQUEOUS:TERRAIN_FILTER}\n [/filter_location]\n [/filter]\n affect_self=yes\n active_on=defense\n multiply=3\n max_value=60\n apply_to=blade,pierce,impact,fire,cold\n [filter_base_value]\n greater_than=0\n less_than=60\n [/filter_base_value]\n [/resistance]\n\n [resistance]\n id=aqueous_min_resistance\n [filter]\n [filter_location]\n {ABILITY_AQUEOUS:TERRAIN_FILTER}\n [/filter_location]\n [/filter]\n affect_self=yes\n active_on=defense\n value=10\n max_value=10\n apply_to=blade,pierce,impact,fire,cold\n [filter_base_value]\n less_than=10\n [/filter_base_value]\n [/resistance]\n\n [regenerate]\n id=aqueous_regenerates\n value=8\n affect_self=yes\n [filter]\n [filter_location]\n {ABILITY_AQUEOUS:TERRAIN_FILTER}\n [/filter_location]\n [/filter]\n [/regenerate]\n#enddef\n\n#define ABILITY_AQUEOUS:TERRAIN_FILTER\n # Water, Swamp, Oasis, Merfolk Castle/Keep, Swamp Castle/Keep, Sunken Castle/Keep\n terrain=\"W*,W*^*,S*,S*^*,*^Do,Cm*,Cm*^*,Km*,Km*^*,Chs*,Chs*^*,Khs*,Khs*^*,Chw*,Chw*^*,Khw*,Khw*^*\"\n#enddef\n\n#\n# GENERAL NOTE ABOUT ASPECT ABILITIES:\n#\n# These abilities are only appropriate for actual guardians, of which there\n# are only three on Irdya before the campaign is over, and none left\n# afterwards. You should not really be reusing these abilities for any other\n# units.\n#\n# More generally, aspect guardians stick to the \"new powers as the plot\n# demands\" trope, and the full extent of their powers is intentionally not\n# explored in this campaign. Young/recently awakened guardians in particular\n# do not have access to their full potential yet.\n#\n\n#define ABILITY_ASPECT_OF_DARKNESS\n [dummy]\n id=aspect_of_darkness\n name= _ \"aspect of darkness\"\n description= _ \"This unit is a Guardian of the Aspect of Darkness.\n\nAs such, it has access to the following abilities:\n\n \u2022 Obscures: +25 chaotic bonus on adjacent locations\n \u2022 Regeneration (+8 HP per turn)\n \u2022 Immortality (can only be killed by specific units)\n \u2022 Counts as level 0 for XP calculation purposes during combat\"\n [/dummy]\n\n #\n # Implementation details follow.\n #\n\n {ABILITY_ASPECT_GUARDIAN_BASE}\n\n [illuminates]\n id=aspect_of_darkness_obscures\n value=-25\n min_value=-25\n cumulative=no\n affect_self=yes\n [/illuminates]\n#enddef\n\n#define ABILITY_ASPECT_OF_EARTH\n [dummy]\n id=aspect_of_earth\n name= _ \"aspect of earth\"\n description= _ \"This unit is a Guardian of the Aspect of Earth.\n\nAs such, it has access to the following abilities:\n\n \u2022 Sylvan Essence: healing and curing allies (+16 HP per turn), self-concealment on vegetated terrains\n \u2022 Regeneration (+8 HP per turn)\n \u2022 Immortality (can only be killed by specific units)\n \u2022 Counts as level 0 for XP calculation purposes during combat\"\n [/dummy]\n\n #\n # Implementation details follow.\n #\n\n {ABILITY_ASPECT_GUARDIAN_BASE}\n\n [heals]\n value=16\n id=aspect_of_earth_sylvan_essence_healing_curing\n affect_allies=yes\n affect_self=no\n poison=cured\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [/affect_adjacent]\n [/heals]\n\n [hides]\n id=aspect_of_earth_sylvan_essence_conceal\n affect_self=yes\n [filter_self]\n [filter_location]\n terrain={VEGETATED_TERRAINS}\n [/filter_location]\n [/filter_self]\n [/hides]\n#enddef\n\n# NOTE: This ability is intentionally not completely implemented and broken.\n# The only unit which possesses this ability in this campaign only appears\n# in a cutscene. The ability is provided mostly for the sake of having\n# something to show in the sidebar should the fullscreen UI theme fail to\n# work on some build/platform/version. Consider it a 'stub' ability.\n#define ABILITY_ASPECT_OF_LIFE\n [dummy]\n id=aspect_of_life\n name= _ \"aspect of life\"\n description= _ \"This unit is a Guardian of the Aspect of Life.\n\nAs such, it has access to the following abilities:\n\n \u2022 Healing and curing allies (+8 HP per turn)\n \u2022 Regeneration (+16 HP per turn)\n \u2022 Life stealing (+32 HP regenerated per unit killed)\n \u2022 Immortality (can only be killed by specific units)\n \u2022 Counts as level 0 for XP calculation purposes during combat\"\n [/dummy]\n\n #\n # Implementation details follow.\n #\n\n {ABILITY_ASPECT_GUARDIAN_BASE}\n\n [heals]\n value=8\n id=aspect_of_life_healing_curing\n affect_allies=yes\n affect_self=no\n poison=cured\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [/affect_adjacent]\n [/heals]\n#enddef\n\n#define ABILITY_ASPECT_DESTROYER\n [dummy]\n #\n # This silent ability deliberately lacks UI text.\n #\n id=aspect_destroyer\n [/dummy]\n#enddef\n\n#\n# UtBS abilities\n#\n\n#textdomain wesnoth-utbs\n\n#define ABILITY_FORMATION\n [dummy]\n id=formation\n name= _ \"formation\"\n female_name= _ \"female^formation\"\n description= _ \"This unit gains a +10% bonus to defense when another unit with the same ability is adjacent to it. However, this cannot raise the unit\u2019s defense above 70%.\"\n special_note={SPECIAL_NOTE_FORMATION}\n [/dummy]\n\n {ABILITY_EVENTS FORMATION}\n#enddef\n\n#define ABILITY_DISENGAGE\n [dummy]\n id=disengage\n name= _ \"disengage\"\n female_name= _ \"female^disengage\"\n description= _ \"If this unit doesn\u2019t move before attacking, it will retain its movement points after the attack.\"\n special_note={SPECIAL_NOTE_DISENGAGE}\n [/dummy]\n\n {ABILITY_EVENTS DISENGAGE}\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#\n# STRENGTH UPGRADES\n#\n# Req.: none\n#\n\n#define AMLA_ANYA_STRENGTH_L1\n {CHARACTER_AMLA\n amla_anya_strength_l1\n ()\n attacks/touch-faerie.png ( _ \"Strength I: melee damage +1\")\n (\n [effect]\n apply_to=attack\n range=melee\n increase_damage=1\n [/effect]\n )}\n#enddef\n\n#define AMLA_ANYA_STRENGTH_L2\n {CHARACTER_AMLA\n amla_anya_strength_l2\n amla_anya_strength_l1\n attacks/touch-faerie.png ( _ \"Strength II: hitpoints +4, melee damage +1\")\n (\n [effect]\n apply_to=hitpoints\n increase=4\n increase_total=4\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n increase_damage=1\n [/effect]\n )}\n#enddef\n\n#define AMLA_ANYA_STRENGTH_L3\n {CHARACTER_AMLA\n amla_anya_strength_l3\n amla_anya_strength_l2\n attacks/touch-faerie.png ( _ \"Strength III: hitpoints +4, melee strikes +1\")\n (\n [effect]\n apply_to=hitpoints\n increase=4\n increase_total=4\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n increase_attacks=1\n [/effect]\n )}\n#enddef\n\n#define AMLA_ANYA_STRENGTH_L4\n {CHARACTER_AMLA\n amla_anya_strength_l4\n amla_anya_strength_l3\n attacks/touch-faerie.png ( _ \"Strength IV: melee drains special\")\n (\n [effect]\n apply_to=attack\n range=melee\n [set_specials]\n mode=append\n {WEAPON_SPECIAL_DRAIN}\n [/set_specials]\n [/effect]\n )}\n#enddef\n\n#\n# FOCUS UPGRADES\n#\n# Req.: none\n#\n\n#define AMLA_ANYA_FOCUS_L1\n {CHARACTER_AMLA\n amla_anya_focus_l1\n ()\n attacks/forest-chill.png ( _ \"Focus I: noctum damage +1\")\n (\n [effect]\n apply_to=attack\n name=noctum\n increase_damage=1\n [/effect]\n )}\n#enddef\n\n#define AMLA_ANYA_FOCUS_L2\n {CHARACTER_AMLA\n amla_anya_focus_l2\n amla_anya_focus_l1\n attacks/forest-chill.png ( _ \"Focus II: chill damage +1, daze weapon special\")\n (\n [effect]\n apply_to=attack\n name=forest chill\n increase_damage=1\n [set_specials]\n mode=append\n {WEAPON_SPECIAL_DAZE}\n [/set_specials]\n [/effect]\n )}\n#enddef\n\n#define AMLA_ANYA_FOCUS_L3\n {CHARACTER_AMLA\n amla_anya_focus_l3\n amla_anya_focus_l2\n attacks/forest-chill.png ( _ \"Focus III: chill strikes +1\")\n (\n [effect]\n apply_to=attack\n name=forest chill\n increase_attacks=1\n [/effect]\n )}\n#enddef\n\n#define AMLA_ANYA_FOCUS_L4\n {CHARACTER_AMLA\n amla_anya_focus_l4\n amla_anya_focus_l3\n attacks/forest-chill.png ( _ \"Focus IV: noctum damage +1\")\n (\n [effect]\n apply_to=attack\n name=noctum\n increase_damage=1\n [/effect]\n )}\n#enddef\n\n#define AMLA_ANYA_FOCUS_L5\n {CHARACTER_AMLA\n amla_anya_focus_l5\n amla_anya_focus_l4,amla_anya_strength_l4\n attacks/forest-chill.png ( _ \"Focus V: noctum damage +1, strikes +1\")\n (\n [effect]\n apply_to=attack\n name=noctum\n increase_damage=1\n increase_attacks=1\n [/effect]\n )}\n#enddef\n\n#\n# SHIELDING UPGRADES\n#\n# Req.: none\n#\n\n#define AMLA_ANYA_SHIELDING_L1\n {CHARACTER_AMLA\n amla_anya_shielding_l1\n ()\n attacks/magic-missile.png ( _ \"Shielding I: fire resistance +10%\")\n (\n [effect]\n apply_to=resistance\n replace=no\n [resistance]\n fire=-10\n [/resistance]\n [/effect]\n )}\n#enddef\n\n#define AMLA_ANYA_SHIELDING_L2\n {CHARACTER_AMLA\n amla_anya_shielding_l2\n amla_anya_shielding_l1\n attacks/magic-missile.png ( _ \"Shielding II: fire resistance +10%, cold resistance +10%\")\n (\n [effect]\n apply_to=resistance\n replace=no\n [resistance]\n fire=-10\n cold=-10\n [/resistance]\n [/effect]\n )}\n#enddef\n\n#define AMLA_ANYA_SHIELDING_L3\n {CHARACTER_AMLA\n amla_anya_shielding_l3\n amla_anya_shielding_l2\n attacks/magic-missile.png ( _ \"Shielding III: arcane resistance +10%\")\n (\n [effect]\n apply_to=resistance\n replace=no\n [resistance]\n arcane=-10\n [/resistance]\n [/effect]\n )}\n#enddef\n\n#\n# ABSCOND ABILITY\n#\n# Req.: Strength II, Focus II\n#\n# NOTE: As this ability is essentially foreshadowing a reveal in E3, it's\n# intentionally restricted to said episode even though the requirements\n# can be fulfilled in E2.\n#\n\n#define AMLA_ANYA_EVASION\n {CHARACTER_AMLA\n amla_anya_evasion\n amla_anya_strength_l2,amla_anya_focus_l2\n icons/abscond.png ( _ \"Evasion: abscond ability\")\n (\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_ABSCOND}\n [/abilities]\n [/effect]\n )}\n#enddef\n\n#define AMLA_TREE:ANYA_EPISODE_2\n {AMLA_ANYA_STRENGTH_L1}\n {AMLA_ANYA_STRENGTH_L2}\n {AMLA_ANYA_FOCUS_L1}\n {AMLA_ANYA_FOCUS_L2}\n {AMLA_ANYA_SHIELDING_L1}\n {AMLA_ANYA_SHIELDING_L2}\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_II\n {AMLA_TREE_LOCK amla_anya_strength_l2,amla_anya_focus_l2,amla_anya_shielding_l2}\n#endif\n#enddef\n\n#define AMLA_TREE:ANYA_EPISODE_3\n {AMLA_ANYA_STRENGTH_L3}\n {AMLA_ANYA_STRENGTH_L4}\n {AMLA_ANYA_FOCUS_L3}\n {AMLA_ANYA_FOCUS_L4}\n {AMLA_ANYA_FOCUS_L5}\n {AMLA_ANYA_SHIELDING_L3}\n {AMLA_ANYA_EVASION}\n#enddef\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#\n# STRENGTH UPGRADES\n#\n# Req.: none\n# Note: These are lifted directly from IftU with different ids. Weapon effects\n# go by weapon range instead of name so they can carry into Episode III\n# transparently once she loses her staff. This is intentional.\n#\n\n#define AMLA_ELYNIA_STRENGTH_L1\n {CHARACTER_AMLA\n amla_elynia_strength_l1\n ()\n attacks/staff-niryone.png ( _ \"Strength I: hitpoints +4, melee damage +1\")\n (\n [effect]\n apply_to=hitpoints\n increase=4\n increase_total=4\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n increase_damage=1\n [/effect]\n )}\n#enddef\n\n#define AMLA_ELYNIA_STRENGTH_L2\n {CHARACTER_AMLA\n amla_elynia_strength_l2\n amla_elynia_strength_l1\n attacks/staff-niryone.png ( _ \"Strength II: hitpoints +4, melee strikes +1\")\n (\n [effect]\n apply_to=hitpoints\n increase=4\n increase_total=4\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n increase_attacks=1\n [/effect]\n )}\n#enddef\n\n#define AMLA_ELYNIA_STRENGTH_L3\n {CHARACTER_AMLA\n amla_elynia_strength_l3\n amla_elynia_strength_l2\n attacks/staff-niryone.png ( _ \"Strength III: hitpoints +5\")\n (\n [effect]\n apply_to=hitpoints\n increase=5\n increase_total=5\n [/effect]\n )}\n#enddef\n\n#define AMLA_ELYNIA_STRENGTH_L4\n {CHARACTER_AMLA\n amla_elynia_strength_l4\n amla_elynia_strength_l3\n attacks/staff-niryone.png ( _ \"Strength IV: hitpoints +5, melee damage +1\")\n (\n [effect]\n apply_to=hitpoints\n increase=5\n increase_total=5\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n increase_damage=1\n [/effect]\n )}\n#enddef\n\n#define AMLA_ELYNIA_STRENGTH_L5\n {CHARACTER_AMLA\n amla_elynia_strength_l5\n amla_elynia_strength_l4\n attacks/staff-niryone.png ( _ \"Strength V: hitpoints +7\")\n (\n [effect]\n apply_to=hitpoints\n increase=7\n increase_total=7\n [/effect]\n )}\n#enddef\n\n#\n# FOCUS UPGRADES\n#\n# Req.: none\n#\n\n#define AMLA_ELYNIA_FOCUS_L1\n {CHARACTER_AMLA\n amla_elynia_focus_l1\n ()\n attacks/entangle.png ( _ \"Focus I: ensnare strikes +1\")\n (\n [effect]\n apply_to=attack\n name=ensnare\n increase_attacks=1\n [/effect]\n )}\n#enddef\n\n#define AMLA_ELYNIA_FOCUS_L2\n {CHARACTER_AMLA\n amla_elynia_focus_l2\n amla_elynia_focus_l1\n attacks/entangle.png ( _ \"Focus II: ensnare damage +1, strikes +1\")\n (\n [effect]\n apply_to=attack\n name=ensnare\n increase_damage=1\n increase_attacks=1\n [/effect]\n )}\n#enddef\n\n#define AMLA_ELYNIA_FOCUS_L3\n {CHARACTER_AMLA\n amla_elynia_focus_l3\n amla_elynia_focus_l2\n attacks/entangle.png ( _ \"Focus III: ensnare damage +1\")\n (\n [effect]\n apply_to=attack\n name=ensnare\n increase_damage=1\n [/effect]\n )}\n#enddef\n\n#define AMLA_ELYNIA_FOCUS_L4\n {CHARACTER_AMLA\n amla_elynia_focus_l4\n amla_elynia_focus_l3\n attacks/entangle.png ( _ \"Focus IV: ensnare damage +1, stun weapon special\")\n (\n [effect]\n apply_to=attack\n name=ensnare\n increase_damage=1\n [set_specials]\n mode=append\n {WEAPON_SPECIAL_STUN}\n [/set_specials]\n [/effect]\n )}\n#enddef\n\n#\n# SHIELDING UPGRADES\n#\n# Req.: Focus I\n#\n\n#define AMLA_ELYNIA_SHIELDING_L1\n {CHARACTER_AMLA\n amla_elynia_shielding_l1\n amla_elynia_focus_l1\n attacks/magic-missile.png ( _ \"Shielding I: arcane resistance +10%\")\n (\n [effect]\n apply_to=resistance\n replace=no\n [resistance]\n arcane=-10\n [/resistance]\n [/effect]\n )}\n#enddef\n\n#define AMLA_ELYNIA_SHIELDING_L2\n {CHARACTER_AMLA\n amla_elynia_shielding_l2\n amla_elynia_shielding_l1\n attacks/magic-missile.png ( _ \"Shielding II: impact resistance +10%\")\n (\n [effect]\n apply_to=resistance\n replace=no\n [resistance]\n impact=-10\n [/resistance]\n [/effect]\n )}\n#enddef\n\n#define AMLA_ELYNIA_SHIELDING_L3\n {CHARACTER_AMLA\n amla_elynia_shielding_l3\n amla_elynia_shielding_l2\n attacks/magic-missile.png ( _ \"Shielding III: cold resistance +10%, sylvan essence regeneration +1\")\n (\n [effect]\n apply_to=resistance\n replace=no\n [resistance]\n cold=-10\n [/resistance]\n [/effect]\n [effect]\n apply_to=remove_ability\n [abilities]\n [regenerate]\n id=sylvan_essence_selfheal_L0\n [/regenerate]\n [/abilities]\n [/effect]\n [effect]\n apply_to=new_ability\n [abilities]\n [regenerate]\n id=sylvan_essence_selfheal_L1\n value=4\n affect_self=yes\n [filter_self]\n [filter_location]\n terrain={VEGETATED_TERRAINS}\n [/filter_location]\n [/filter_self]\n [/regenerate]\n [/abilities]\n [/effect]\n )}\n#enddef\n\n#define AMLA_ELYNIA_SHIELDING_L4\n {CHARACTER_AMLA\n amla_elynia_shielding_l4\n amla_elynia_shielding_l3\n attacks/magic-missile.png ( _ \"Shielding IV: fire resistance +10%\")\n (\n [effect]\n apply_to=resistance\n replace=no\n [resistance]\n fire=-10\n [/resistance]\n [/effect]\n )}\n#enddef\n\n#define AMLA_ELYNIA_SHIELDING_L5\n {CHARACTER_AMLA\n amla_elynia_shielding_l5\n amla_elynia_shielding_l4\n attacks/magic-missile.png ( _ \"Shielding V: protection ability\")\n (\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_PROTECTION}\n [/abilities]\n [/effect]\n )}\n#enddef\n\n#\n# THORNS UPGRADES\n#\n\n#define AMLA_ELYNIA_THORNS_L1\n {CHARACTER_AMLA\n amla_elynia_thorns_l1\n ()\n attacks/thorns.png ( _ \"Thorns I: damage +2\")\n (\n [effect]\n apply_to=attack\n name=thorns\n increase_damage=2\n [/effect]\n )}\n#enddef\n\n#define AMLA_ELYNIA_THORNS_L2\n {CHARACTER_AMLA\n amla_elynia_thorns_l2\n amla_elynia_thorns_l1\n attacks/thorns.png\n ( _ \"Thorns II: damage +2, drains weapon special\")\n (\n [effect]\n apply_to=attack\n name=thorns\n increase_damage=2\n [set_specials]\n mode=append\n {WEAPON_SPECIAL_DRAIN}\n [/set_specials]\n [/effect]\n )}\n#enddef\n\n#\n# FAERIE FIRE UPGRADES\n#\n# Req.: Focus II, Strength II\n# Req. for level IV: Focus III, Shielding III, Strength III\n# Req. for level V: Focus IV, Shielding IV, Strength IV\n#\n# NOTE:\n#\n# The lvl 1 AMLA can be forcefully unlocked by a plot event in AtS E2S7. Since\n# it would be cheap to allow people to unlock all subsequent upgrades without\n# investing in the prerequisites at all, the lvl 2 AMLA has the same\n# requirements and isn't unlocked by any plot events.\n#\n\n#define AMLA_ELYNIA_FAERIE_FIRE_L1\n {CHARACTER_AMLA\n amla_elynia_faerie_fire_l1\n amla_elynia_focus_l2,amla_elynia_strength_l2\n attacks/faerie-fire.png ( _ \"Faerie Fire I: replaces mystic fire (ranged/arcane 9\u00d73, magical)\")\n (\n [effect]\n apply_to=remove_attacks\n name=mystic fire\n [/effect]\n [effect]\n apply_to=new_attack\n name=faerie fire\n description={TSTR_ATTACK_NAME_FAERIE_FIRE}\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage,number=9,3\n range=ranged\n icon=attacks/faerie-fire.png\n [/effect]\n )}\n#enddef\n\n#define AMLA_ELYNIA_FAERIE_FIRE_L2\n {CHARACTER_AMLA\n amla_elynia_faerie_fire_l2\n amla_elynia_faerie_fire_l1,amla_elynia_focus_l2,amla_elynia_strength_l2\n attacks/faerie-fire.png ( _ \"Faerie Fire II: damage +1\")\n (\n [effect]\n apply_to=attack\n name=faerie fire\n increase_damage=1\n [/effect]\n )}\n#enddef\n\n#define AMLA_ELYNIA_FAERIE_FIRE_L3\n {CHARACTER_AMLA\n amla_elynia_faerie_fire_l3\n amla_elynia_faerie_fire_l2\n attacks/faerie-fire.png ( _ \"Faerie Fire III: strikes +1\")\n (\n [effect]\n apply_to=attack\n name=faerie fire\n increase_attacks=1\n [/effect]\n )}\n#enddef\n\n#define AMLA_ELYNIA_FAERIE_FIRE_L4\n {CHARACTER_AMLA\n amla_elynia_faerie_fire_l4\n amla_elynia_faerie_fire_l3,amla_elynia_focus_l3,amla_elynia_shielding_l3,amla_elynia_strength_l3\n attacks/faerie-fire.png ( _ \"Faerie Fire IV: damage +1\")\n (\n [effect]\n apply_to=attack\n name=faerie fire\n increase_damage=1\n [/effect]\n )}\n#enddef\n\n#define AMLA_ELYNIA_FAERIE_FIRE_L5\n {CHARACTER_AMLA\n amla_elynia_faerie_fire_l5\n amla_elynia_faerie_fire_l4,amla_elynia_focus_l4,amla_elynia_shielding_l4,amla_elynia_strength_l4\n attacks/faerie-fire.png ( _ \"Faerie Fire V: damage +1\")\n (\n [effect]\n apply_to=attack\n name=faerie fire\n increase_damage=1\n [/effect]\n )}\n#enddef\n\n#\n# AMLA sets\n#\n\n#define AMLA_TREE:ELYNIA_EPISODE_1\n {AMLA_ELYNIA_STRENGTH_L1}\n {AMLA_ELYNIA_STRENGTH_L2}\n {AMLA_ELYNIA_STRENGTH_L3}\n {AMLA_ELYNIA_FOCUS_L1}\n {AMLA_ELYNIA_FOCUS_L2}\n {AMLA_ELYNIA_SHIELDING_L1}\n {AMLA_ELYNIA_SHIELDING_L2}\n {AMLA_ELYNIA_FAERIE_FIRE_L1}\n {AMLA_ELYNIA_THORNS_L1}\n {AMLA_ELYNIA_THORNS_L2}\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_I\n {AMLA_TREE_LOCK amla_elynia_strength_l3,amla_elynia_focus_l2,amla_elynia_shielding_l2,amla_elynia_faerie_fire_l1,amla_elynia_thorns_l2}\n#endif\n#enddef\n\n#define AMLA_TREE:ELYNIA_EPISODE_2\n {AMLA_ELYNIA_STRENGTH_L4}\n {AMLA_ELYNIA_STRENGTH_L5}\n {AMLA_ELYNIA_FOCUS_L3}\n {AMLA_ELYNIA_FOCUS_L4}\n {AMLA_ELYNIA_SHIELDING_L3}\n {AMLA_ELYNIA_FAERIE_FIRE_L2}\n {AMLA_ELYNIA_FAERIE_FIRE_L3}\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_II\n {AMLA_TREE_LOCK amla_elynia_strength_l5,amla_elynia_focus_l4,amla_elynia_shielding_l3,amla_elynia_faerie_fire_l3}\n#endif\n#enddef\n\n#define AMLA_TREE:ELYNIA_EPISODE_3\n {AMLA_ELYNIA_SHIELDING_L4}\n {AMLA_ELYNIA_SHIELDING_L5}\n {AMLA_ELYNIA_FAERIE_FIRE_L4}\n {AMLA_ELYNIA_FAERIE_FIRE_L5}\n#enddef\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n\n#\n# If you are not a maintainer of this campaign then you have no business being\n# here.\n#\n# Turn back and forget you ever found this file.\n#\n#\n#\n# ...\n#\n#\n#\n# Are you still there?\n#\n#\n#\n# ...\n#\n#\n#\n# ...\n#\n#\n#\n# ...\n#\n#\n#\n# Look.\n#\n# I know lurking around for secrets is fun and all but you should know by now\n# that only SPOILERS await those who have a look under the hood of story-based\n# campaigns. You have one more chance to leave.\n#\n#\n#\n# ...\n#\n#\n#\n# ...\n#\n#\n#\n# ...\n#\n#\n#\n# Very well then.\n#\n# Don't say I didn't warn you.\n#\n\n#######################################################################\n# #\n# AMLA ABILITY AND WEAPON SPECIAL IMPLEMENTATIONS #\n# #\n#######################################################################\n\n#\n# Area of Effect damage weapon specials\n#\n\n#define NO_CROWD_CONTROL\n [+unit]\n [status]\n immune_to_cc=yes\n [/status]\n [/unit]\n#enddef\n\n#define NOT_IMMUNE_TO_CROWD_CONTROL\n [not]\n canrecruit=yes\n [or]\n type=Shaxthal Turret,Verlissh Matrix Flow System,Verlissh Matrix Core,Shaxthal Custodian Drone,Shaxthal Demolisher Drone,Shaxthal Deathbringer,Shaxthal Deathbringer Alpha,Magnum Suit,Blood Core,Angel of Blood\n [/or]\n [or]\n ability=absorb_damage\n [/or]\n [or]\n status=immune_to_cc\n [/or]\n [/not]\n#enddef\n\n#define WEAPON_SPECIAL_ABATTOIR\n [dummy]\n id=abattoir\n name= _ \"abattoir\"\n description= _ \"On every hit, this attack deals 50% splash damage to all non-leader enemy units adjacent to the target. The exact amount of damage dealt will vary for each affected unit according to their resistances.\n\nNote: Other units may be exempt from the effects of this weapon special.\"\n [/dummy]\n#enddef\n\n#define ENEMY_UNITS_ADJACENT_TO_UNIT_1\n [filter_adjacent]\n x,y=$x1,$y1\n [/filter_adjacent]\n\n [filter_side]\n [enemy_of]\n side=$unit.side\n [/enemy_of]\n [/filter_side]\n\n [not]\n x,y=$x2,$y2\n [/not]\n#enddef\n\n#define ENEMY_UNITS_ADJACENT_TO_UNIT_2\n [filter_adjacent]\n x,y=$x2,$y2\n [/filter_adjacent]\n\n [filter_side]\n [enemy_of]\n side=$unit.side\n [/enemy_of]\n [/filter_side]\n#enddef\n\n# NOTE: This macro is only intended to be used with [harm_unit]-based splash\n# damage abilities. If you decide to use it yourself, you're pretty much\n# required to read all my babbling below if you don't want things to\n# break or yield disappointing results.\n#define UNIT_1_IS_FULLY_QUALIFIED_ATTACK_SOURCE\n # Credit the attack source in any events that may be fired if the harmed\n # unit dies (that being the only situation that fires events in 1.14, see\n # further below for more info).\n\n [filter_second]\n x,y=$x1,$y1\n [/filter_second]\n\n kill=yes\n fire_event=yes\n\n # [primary_attack] and [secondary_attack] are only relevant in 1.14 if\n # animations are enabled, since they aren't propagated to dispatched\n # events. We disable animations for this in practice to avoid attack\n # sequences becoming utterly clunky, so these are essentially a no-op at\n # the moment. But this may change in the future.\n\n [insert_tag]\n name=primary_attack\n variable=\"weapon\"\n [/insert_tag]\n\n [insert_tag]\n name=secondary_attack\n variable=\"second_weapon\"\n [/insert_tag]\n\n # Unfortunately, as of Wesnoth 1.14 [harm_unit] is implemented using an\n # all-or-nothing approach: either nobody gains XP, or both the attacker and\n # the targets do, once per command execution (and the command is going to\n # be executed multiple times during a single attack round!).\n #\n # More importantly, allowing Elynia and Elyssa's targets to gain XP from\n # being splash damaged means that the Guardian's XP gain control mechanism\n # doesn't trigger (fire_event above only concerns deaths in 1.14) and this\n # would potentially allow splash targets to gain levels mid-combat and make\n # everything messier.\n\n experience=no\n\n damage_type=$weapon.type\n alignment=$unit.alignment\n#enddef\n\n#define GU_SPECIAL_ATTACK_SEQ _SPECIAL_ID\n [event]\n id=\"gu_\"+{_SPECIAL_ID}+\":attacker_hits_1st\" # wmllint: ignore\n name=attacker hits\n first_time_only=no\n [filter_attack]\n special={_SPECIAL_ID}\n [/filter_attack]\n\n {EVENT_FORWARD_DISPATCH ({_SPECIAL_ID}+\" hits\")}\n [/event]\n\n [event]\n id=\"gu_\"+{_SPECIAL_ID}+\":attacker_hits_2nd\" # wmllint: ignore\n name=defender hits\n first_time_only=no\n [filter_second_attack]\n special={_SPECIAL_ID}\n [/filter_second_attack]\n\n {EVENT_INVERSE_DISPATCH ({_SPECIAL_ID}+\" hits\")}\n [/event]\n#enddef\n\n#define WEAPON_SPECIAL_ABATTOIR_EVENTS\n {GU_SPECIAL_ATTACK_SEQ abattoir}\n\n [event]\n id=gu_abattoir:main\n name=abattoir hits\n first_time_only=no\n [filter_condition]\n [have_unit]\n {ENEMY_UNITS_ADJACENT_TO_UNIT_2}\n\n {NOT_IMMUNE_TO_CROWD_CONTROL}\n [/have_unit]\n [/filter_condition]\n\n [harm_multiple_units]\n [filter]\n {ENEMY_UNITS_ADJACENT_TO_UNIT_2}\n\n {NOT_IMMUNE_TO_CROWD_CONTROL}\n [/filter]\n\n {UNIT_1_IS_FULLY_QUALIFIED_ATTACK_SOURCE}\n\n amount=\"$($weapon.damage * 0.5)\"\n [/harm_multiple_units]\n [/event]\n#enddef\n\n#define WEAPON_SPECIAL_SHOCKWAVE\n [dummy]\n id=shockwave\n name= _ \"shockwave\"\n description= _ \"On every hit, this attack deals 25% splash damage to all non-leader enemy units adjacent to the attacker. The exact amount of damage dealt will vary for each affected unit according to their resistances.\n\nNote: Other units may be exempt from the effects of this weapon special.\"\n [/dummy]\n#enddef\n\n#define WEAPON_SPECIAL_SHOCKWAVE_EVENTS\n {GU_SPECIAL_ATTACK_SEQ shockwave}\n\n [event]\n id=gu_shockwave:main\n name=shockwave hits\n first_time_only=no\n [filter_condition]\n [have_unit]\n {ENEMY_UNITS_ADJACENT_TO_UNIT_1}\n\n {NOT_IMMUNE_TO_CROWD_CONTROL}\n [/have_unit]\n [/filter_condition]\n\n [harm_multiple_units]\n [filter]\n {ENEMY_UNITS_ADJACENT_TO_UNIT_1}\n\n {NOT_IMMUNE_TO_CROWD_CONTROL}\n [/filter]\n\n {UNIT_1_IS_FULLY_QUALIFIED_ATTACK_SOURCE}\n\n amount=\"$($weapon.damage * 0.25)\"\n [/harm_multiple_units]\n [/event]\n#enddef\n\n#define UMBRA_TELEPORT_SOURCE_SLF\n terrain=*^V*\n [filter_owner]\n [allied_with]\n side=$teleport_unit.side\n [/allied_with]\n [/filter_owner]\n\n [not]\n [filter]\n [not]\n id=$teleport_unit.id\n [/not]\n [/filter]\n [/not]\n#enddef\n\n#define UMBRA_TELEPORT_TARGET_SLF\n [not]\n [filter]\n [/filter]\n [/not]\n#enddef\n\n#define ABILITY_UMBRA\n [dummy]\n id=umbra\n name= _ \"umbra\"\n description= _ \"Using one of its moves, this unit may teleport between any two empty villages owned by its side or an ally, or from one such village to any vacant tiles adjacent to an allied leader.\"\n [/dummy]\n\n # TODO: merge both teleport setups together for performance?\n\n [teleport]\n id=umbra_super_teleport\n [tunnel]\n id=umbra_1\n [source]\n {UMBRA_TELEPORT_SOURCE_SLF}\n [/source]\n\n [target]\n {UMBRA_TELEPORT_TARGET_SLF}\n\n [and]\n terrain=*^V*\n [filter_owner]\n [allied_with]\n side=$teleport_unit.side\n [/allied_with]\n [/filter_owner]\n\n [or]\n [filter_adjacent_location]\n [filter]\n canrecruit=yes\n [filter_side]\n [allied_with]\n side=$teleport_unit.side\n [/allied_with]\n [/filter_side]\n [/filter]\n [/filter_adjacent_location]\n [/or]\n [/and]\n [/target]\n\n [filter]\n ability=umbra_super_teleport\n [/filter]\n [/tunnel]\n [/teleport]\n#enddef\n\n#define FINALE_AMLA_EVENTS\n {WEAPON_SPECIAL_ABATTOIR_EVENTS}\n\n {WEAPON_SPECIAL_SHOCKWAVE_EVENTS}\n#enddef\n\n#######################################################################\n# #\n# ELYNIA GoE AMLA DEFINITIONS #\n# #\n#######################################################################\n\n#define AMLA_ELYNIA_STRENGTH_X\n {CHARACTER_AMLA\n amla_elynia_strength_l10\n ()\n attacks/touch-faerie.png ( _ \"Strength X: hitpoints +10, melee strikes +1\")\n (\n [effect]\n apply_to=hitpoints\n increase=10\n increase_total=10\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n increase_attacks=1\n [/effect]\n )}\n#enddef\n\n#define AMLA_ELYNIA_STRENGTH_XI\n {CHARACTER_AMLA\n amla_elynia_strength_l11\n amla_elynia_strength_l10\n attacks/touch-faerie.png ( _ \"Strength XI: hitpoints +10, melee damage +1\")\n (\n [effect]\n apply_to=hitpoints\n increase=10\n increase_total=10\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n increase_damage=1\n [/effect]\n )}\n#enddef\n\n#define AMLA_ELYNIA_STRENGTH_XII\n {CHARACTER_AMLA\n amla_elynia_strength_l12\n amla_elynia_strength_l11\n attacks/touch-faerie.png ( _ \"Strength XII: hitpoints +11, melee damage +1\")\n (\n [effect]\n apply_to=hitpoints\n increase=11\n increase_total=11\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n increase_damage=1\n [/effect]\n )}\n#enddef\n\n# The Earth sigil\n#define AMLA_ELYNIA_FOCUS_X_ICON\nicons/original-ten-sigils.png~CROP(180, 0, 60, 60)#enddef\n\n#define AMLA_ELYNIA_FOCUS_X\n {CHARACTER_AMLA\n amla_elynia_focus_l10\n ()\n {AMLA_ELYNIA_FOCUS_X_ICON} ( _ \"Focus X: arcane rage damage +1\")\n (\n [effect]\n apply_to=attack\n name=arcane rage\n increase_damage=1\n [/effect]\n )}\n#enddef\n\n#define AMLA_ELYNIA_FOCUS_XI\n {CHARACTER_AMLA\n amla_elynia_focus_l11\n amla_elynia_focus_l10\n {AMLA_ELYNIA_FOCUS_X_ICON} ( _ \"Focus XI: ensnare damage +1\")\n (\n [effect]\n apply_to=attack\n name=ensnare\n increase_damage=1\n [set_specials]\n mode=append\n [/set_specials]\n [/effect]\n )}\n#enddef\n\n#define AMLA_ELYNIA_FOCUS_XII\n {CHARACTER_AMLA\n amla_elynia_focus_l12\n amla_elynia_focus_l11\n {AMLA_ELYNIA_FOCUS_X_ICON} ( _ \"Focus XII: arcane rage strikes +1\")\n (\n [effect]\n apply_to=attack\n name=arcane rage\n increase_attacks=1\n [/effect]\n )}\n#enddef\n\n# Gate Nature's Wrath behind Focus X to force Elynia to lag behind Elyssa\n# stats-wise for just a little bit.\n#define AMLA_ELYNIA_NATURES_WRATH\n {CHARACTER_AMLA\n amla_elynia_natures_wrath\n amla_elynia_focus_l10\n attacks/arcane-rage.png ( _ \"Nature\u2019s Wrath: arcane rage shockwave special\")\n (\n [effect]\n apply_to=attack\n name=arcane rage\n [set_specials]\n mode=append\n {WEAPON_SPECIAL_SHOCKWAVE}\n [/set_specials]\n [/effect]\n )}\n#enddef\n\n#######################################################################\n# #\n# ELYSSA GoD AMLA DEFINITIONS #\n# #\n#######################################################################\n\n#define AMLA_DELETE\n [advancement]\n __remove=yes\n [/advancement]\n#enddef\n\n#define AMLA_ELYSSA_STRENGTH_X\n {CHARACTER_AMLA\n amla_elyssa_strength_l10\n ()\n attacks/fist-human.png ( _ \"Strength ?: hitpoints +12\")\n (\n [effect]\n apply_to=hitpoints\n increase=12\n increase_total=12\n [/effect]\n )}\n#enddef\n\n#define AMLA_ELYSSA_STRENGTH_XI\n {CHARACTER_AMLA\n amla_elyssa_strength_l11\n amla_elyssa_strength_l10\n attacks/fist-human.png ( _ \"Strength ?: hitpoints +10, melee damage +1\")\n (\n [effect]\n apply_to=hitpoints\n increase=10\n increase_total=10\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n increase_damage=1\n [/effect]\n )}\n#enddef\n\n#define AMLA_ELYSSA_STRENGTH_XII\n {CHARACTER_AMLA\n amla_elyssa_strength_l12\n amla_elyssa_strength_l11\n attacks/fist-human.png ( _ \"Strength ?: hitpoints +16, melee damage +1\")\n (\n [effect]\n apply_to=hitpoints\n increase=16\n increase_total=16\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n increase_damage=1\n [/effect]\n )}\n#enddef\n\n#define AMLA_ELYSSA_STRENGTH_XIII\n {CHARACTER_AMLA\n amla_elyssa_strength_l13\n amla_elyssa_strength_l12\n attacks/fist-human.png ( _ \"Strength ?: melee strikes +1\")\n (\n [effect]\n apply_to=attack\n range=melee\n increase_attacks=1\n [/effect]\n )}\n#enddef\n\n# The Darkness sigil\n#define AMLA_ELYSSA_FOCUS_X_ICON\nicons/original-ten-sigils.png~CROP(0,60,60,60)#enddef\n\n#define AMLA_ELYSSA_FOCUS_X\n {CHARACTER_AMLA\n amla_elyssa_focus_l10\n ()\n {AMLA_ELYSSA_FOCUS_X_ICON} ( _ \"Focus ?: pyranoctum strikes +1\")\n (\n [effect]\n apply_to=attack\n name=pyranoctum\n increase_attacks=1\n [/effect]\n )}\n#enddef\n\n#define AMLA_ELYSSA_FOCUS_XI\n {CHARACTER_AMLA\n amla_elyssa_focus_l11\n amla_elyssa_focus_l10\n {AMLA_ELYSSA_FOCUS_X_ICON} ( _ \"Focus ?: noctum damage +1, pyranoctum damage +2\")\n (\n [effect]\n apply_to=attack\n name=noctum\n increase_damage=1\n [/effect]\n [effect]\n apply_to=attack\n name=pyranoctum\n increase_damage=2\n [/effect]\n )}\n#enddef\n\n#define AMLA_ELYSSA_ARGANS_LAMENT\n {CHARACTER_AMLA\n amla_elyssa_argans_lament\n ()\n attacks/gaze.png ( _ \"Argan\u2019s Lament: terror ability\")\n (\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_TERROR}\n [/abilities]\n [/effect]\n )}\n#enddef\n\n# This is a very intentional clone of Galas' Initiative AMLA\n# FIXME: placeholder icon\n#define AMLA_ELYSSA_INITIATIVE\n {CHARACTER_AMLA\n amla_elyssa_strength_initiative\n ()\n attacks/staff-elven-star.png ( _ \"Initiative: claw of urvatha first strike weapon special\")\n (\n [effect]\n apply_to=attack\n name=claw of urvatha\n [set_specials]\n mode=append\n {WEAPON_SPECIAL_FIRSTSTRIKE}\n [/set_specials]\n [/effect]\n )}\n#enddef\n\n#define AMLA_ELYSSA_SOUL_EATER\n {CHARACTER_AMLA\n amla_elyssa_soul_eater\n ()\n icons/soul-eater.png ( _ \"Soul Eater: claw of urvatha drains special\")\n (\n [effect]\n apply_to=attack\n name=claw of urvatha\n [set_specials]\n mode=append\n {WEAPON_SPECIAL_DRAIN}\n [/set_specials]\n [/effect]\n )}\n#enddef\n\n#define AMLA_ELYSSA_SCORCHED_EARTH\n {CHARACTER_AMLA\n amla_elyssa_scorched_earth\n ()\n attacks/fire-blast.png ( _ \"Scorched Earth: pyranoctum abattoir special\")\n (\n [effect]\n apply_to=attack\n name=pyranoctum\n [set_specials]\n mode=append\n {WEAPON_SPECIAL_ABATTOIR}\n [/set_specials]\n [/effect]\n )}\n#enddef\n\n#define AMLA_ELYSSA_MERTHIAALS_DESPAIR\n {CHARACTER_AMLA\n amla_elyssa_merthiaals_despair\n ()\n attacks/fire-blast.png ( _ \"Merthiaal\u2019s Despair: noctum shockwave special\")\n (\n [effect]\n apply_to=attack\n name=noctum\n [set_specials]\n mode=append\n {WEAPON_SPECIAL_SHOCKWAVE}\n [/set_specials]\n [/effect]\n )}\n#enddef\n\n#######################################################################\n# #\n# ANYA GoD AMLA DEFINITIONS #\n# #\n#######################################################################\n\n# Anya's AMLAs are more limited in comparison to the other two since she's only\n# playable for one scenario and doesn't face any enemies able to kill her. The\n# player also has bigger numbers on their side than Elynia and Elyssa.\n\n#define AMLA_ANYA_STRENGTH_X\n {CHARACTER_AMLA\n amla_anya_strength_l10\n ()\n attacks/touch-faerie.png ( _ \"Strength X: hitpoints +10, melee strikes +1\")\n (\n [effect]\n apply_to=hitpoints\n increase=10\n increase_total=10\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n increase_attacks=1\n [/effect]\n )}\n#enddef\n\n#define AMLA_ANYA_STRENGTH_XI\n {CHARACTER_AMLA\n amla_anya_strength_l11\n amla_anya_strength_l10\n attacks/fist-human.png ( _ \"Strength XI: hitpoints +12\")\n (\n [effect]\n apply_to=hitpoints\n increase=12\n increase_total=12\n [/effect]\n )}\n#enddef\n\n#define AMLA_ANYA_SHIELDING_X\n {CHARACTER_AMLA\n amla_anya_shielding_l10\n ()\n attacks/magic-missile.png ( _ \"Shielding X: impact resistance +10%, fire resistance +10%\")\n (\n [effect]\n apply_to=resistance\n replace=no\n [resistance]\n impact=-10\n fire=-10\n [/resistance]\n [/effect]\n )}\n#enddef\n\n#define AMLA_ANYA_SHADOW_ANGEL\n {CHARACTER_AMLA\n amla_anya_shadow_angel\n ()\n icons/umbra.png ( _ \"Shadow Angel: umbra teleport ability\")\n (\n [effect]\n apply_to=remove_ability\n [abilities]\n {ABILITY_TELEPORT}\n [/abilities]\n [/effect]\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_UMBRA}\n [/abilities]\n [/effect]\n )}\n#enddef\n\n#######################################################################\n# #\n# AMLA TREE MACROS #\n# #\n#######################################################################\n\n#define AMLA_TREE:ELYNIA_GUARDIAN\n {AMLA_ELYNIA_STRENGTH_X}\n {AMLA_ELYNIA_STRENGTH_XI}\n {AMLA_ELYNIA_STRENGTH_XII}\n {AMLA_ELYNIA_FOCUS_X}\n {AMLA_ELYNIA_FOCUS_XI}\n {AMLA_ELYNIA_FOCUS_XII}\n {AMLA_ELYNIA_NATURES_WRATH}\n#enddef\n\n#define AMLA_TREE:ELYSSA_GUARDIAN\n # 11 AMLAs total\n {AMLA_ELYSSA_STRENGTH_X}\n {AMLA_ELYSSA_STRENGTH_XI}\n {AMLA_ELYSSA_STRENGTH_XII}\n {AMLA_ELYSSA_STRENGTH_XIII}\n {AMLA_ELYSSA_FOCUS_X}\n {AMLA_ELYSSA_FOCUS_XI}\n {AMLA_ELYSSA_ARGANS_LAMENT}\n {AMLA_ELYSSA_INITIATIVE}\n {AMLA_ELYSSA_SOUL_EATER}\n {AMLA_ELYSSA_SCORCHED_EARTH}\n {AMLA_ELYSSA_MERTHIAALS_DESPAIR}\n#enddef\n\n#define AMLA_TREE:ELYSSA_GUARDIAN:DELETE\n {AMLA_DELETE}\n {AMLA_DELETE}\n {AMLA_DELETE}\n {AMLA_DELETE}\n {AMLA_DELETE}\n {AMLA_DELETE}\n {AMLA_DELETE}\n {AMLA_DELETE}\n {AMLA_DELETE}\n {AMLA_DELETE}\n {AMLA_DELETE}\n#enddef\n\n#define AMLA_TREE:ANYA_GUARDIAN\n {AMLA_ANYA_STRENGTH_X}\n {AMLA_ANYA_STRENGTH_XI}\n {AMLA_ANYA_SHIELDING_X}\n # GLITCHES WHEN UNIT STOPS BEING ON THE MAP, DO NOT USE\n #{AMLA_ANYA_SHADOW_ANGEL}\n#enddef\n\n#endif\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#\n# ABILITY UPGRADES\n#\n# Req.: none\n#\n\n#define AMLA_GALAS_STEALTH\n {CHARACTER_AMLA\n amla_galas_stealth\n ()\n icons/cloak_leather_brown.png ( _ \"Stealth: ambush ability\")\n (\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_AMBUSH}\n [/abilities]\n [/effect]\n )}\n#enddef\n\n#define AMLA_GALAS_HUNTER_I\n {CHARACTER_AMLA\n amla_galas_hunter_l1\n ()\n attacks/bolas.png ( _ \"Hunter I: new attack (ranged/impact 9\u00d72, slows)\")\n (\n [effect]\n apply_to=new_attack\n name=bolas\n description= _\"bolas\"\n type=impact\n range=ranged\n damage=9\n number=2\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n [/effect]\n )}\n#enddef\n\n#define AMLA_GALAS_HUNTER_II\n {CHARACTER_AMLA\n amla_galas_hunter_l2\n amla_galas_hunter_l1\n attacks/bolas.png ( _ \"Hunter II: bolas strikes +1\")\n (\n [effect]\n apply_to=attack\n name=bolas\n increase_attacks=1\n [/effect]\n )}\n#enddef\n\n#\n# STRENGTH UPGRADES\n#\n# Req.: none\n#\n\n#define AMLA_GALAS_STRENGTH_L1\n {CHARACTER_AMLA\n amla_galas_strength_l1\n ()\n attacks/sword-elven.png ( _ \"Strength I: melee damage +1\")\n (\n [effect]\n apply_to=attack\n range=melee\n increase_damage=1\n [/effect]\n )}\n#enddef\n\n#define AMLA_GALAS_STRENGTH_L2\n {CHARACTER_AMLA\n amla_galas_strength_l2\n amla_galas_strength_l1\n attacks/sword-elven.png ( _ \"Strength II: hitpoints +4, melee strikes +1\")\n (\n [effect]\n apply_to=hitpoints\n increase=4\n increase_total=4\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n increase_attacks=1\n [/effect]\n )}\n#enddef\n\n#define AMLA_GALAS_STRENGTH_L3\n {CHARACTER_AMLA\n amla_galas_strength_l3\n amla_galas_strength_l2\n attacks/sword-elven.png ( _ \"Strength III: hitpoints +5\")\n (\n [effect]\n apply_to=hitpoints\n increase=5\n increase_total=5\n [/effect]\n )}\n#enddef\n\n#define AMLA_GALAS_STRENGTH_FURY\n {CHARACTER_AMLA\n amla_galas_strength_fury\n amla_galas_strength_l2\n attacks/frenzy.png ( _ \"Fury: berserker weapon special (melee only)\")\n (\n [effect]\n apply_to=attack\n range=melee\n [set_specials]\n mode=append\n {WEAPON_SPECIAL_BERSERK}\n [/set_specials]\n [/effect]\n )}\n {DISABLE_AMLA_WITH amla_galas_strength_initiative}\n#enddef\n\n#define AMLA_GALAS_STRENGTH_INITIATIVE\n {CHARACTER_AMLA\n amla_galas_strength_initiative\n amla_galas_strength_l2\n icons/hat-huntsman.png ( _ \"Initiative: first strike weapon special (melee only)\")\n (\n [effect]\n apply_to=attack\n range=melee\n [set_specials]\n mode=append\n {WEAPON_SPECIAL_FIRSTSTRIKE}\n [/set_specials]\n [/effect]\n )}\n {DISABLE_AMLA_WITH amla_galas_strength_fury}\n#enddef\n\n#\n# ARMOUR UPGRADES\n#\n# Req.: none\n#\n\n#define AMLA_GALAS_ARMOR_L1\n {CHARACTER_AMLA\n amla_galas_armor_l1\n ()\n icons/armor-chain.png ( _ \"Armor I: blade and pierce resistance +10%\")\n (\n [effect]\n apply_to=resistance\n replace=no\n [resistance]\n blade=-10\n pierce=-10\n [/resistance]\n [/effect]\n )}\n#enddef\n\n#define AMLA_GALAS_ARMOR_L2\n {CHARACTER_AMLA\n amla_galas_armor_l2\n amla_galas_armor_l1\n icons/armor-chain.png ( _ \"Armor II: impact resistance +10%\")\n (\n [effect]\n apply_to=resistance\n replace=no\n [resistance]\n impact=-10\n [/resistance]\n [/effect]\n )}\n#enddef\n\n#define AMLA_GALAS_ARMOR_L3\n {CHARACTER_AMLA\n amla_galas_armor_l3\n amla_galas_armor_l2\n icons/armor-chain.png ( _ \"Armor III: blade resistance +10%\")\n (\n [effect]\n apply_to=resistance\n replace=no\n [resistance]\n blade=-10\n [/resistance]\n [/effect]\n )}\n#enddef\n\n#define AMLA_TREE:GALAS_EPISODE_1\n {AMLA_GALAS_STRENGTH_L1}\n {AMLA_GALAS_STRENGTH_L2}\n {AMLA_GALAS_STRENGTH_L3}\n {AMLA_GALAS_STRENGTH_FURY}\n {AMLA_GALAS_STRENGTH_INITIATIVE}\n {AMLA_GALAS_ARMOR_L1}\n {AMLA_GALAS_ARMOR_L2}\n {AMLA_GALAS_ARMOR_L3}\n {AMLA_GALAS_STEALTH}\n {AMLA_GALAS_HUNTER_I}\n {AMLA_GALAS_HUNTER_II}\n # NOTE:\n # We can't list fury or initiative here because it's not normally possible\n # to obtain both and there's no way to have an OR match in require_amla\n {AMLA_TREE_LOCK amla_galas_strength_l3,amla_galas_stealth,amla_galas_armor_l3,amla_galas_hunter_l2}\n#enddef\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n# wmllint: local spelling \u2039max\n\n# This is a fake AMLA displayed when the character's full AMLA tree is not\n# available yet but all the episode-specific AMLAs have already been acquired.\n# It doesn't have any effects other than causing the level-up prompt to display\n# again until the player selects a different option.\n#\n# NOTE: Naia's implementation of [amla_list] has special knowledge of the id of\n# this AMLA and uses it for influence the UI display. If you change the AMLA id\n# here, you need to update Naia as well.\n#define AMLA_TREE_LOCK _REQUIRED_AMLAS\n [advancement]\n id=amla_tree_lock_ui\n description= _ \"\u2039No more advancements available yet\u203a\"\n image=\"misc/blank-hex.png~SCALE(60,60)\"\n max_times=1\n # Unfortunately there's no way for us to require \"all available AMLAs except amla_vitality\", so\n # we require users to tell us the full list of unlocks for the current state here\n require_amla={_REQUIRED_AMLAS}\n [effect]\n apply_to=status\n add=amla_tree_lock_ui\n [/effect]\n [/advancement]\n#enddef\n\n#define AMLA_UI_HANDLER\n [event]\n id=amla_ui_handler_event\n name=post advance\n first_time_only=no\n [filter]\n status=amla_tree_lock_ui\n [/filter]\n\n # Revert dummy AMLA and set the unit's XP to maximum to return to the\n # level-up UI after we're done.\n\n {CLEAR_VARIABLE unit.status.amla_tree_lock_ui}\n {VARIABLE unit.experience $unit.max_experience}\n\n # We need to excise the AMLA by hand. Using wesnoth.remove_modifications\n # on Wesnoth 1.14.9 (and presumably earlier versions as well) can cause\n # unexpected recalculation of the unit's stats based on how traits and\n # objects would interact with AMLAs, when they normally *do not*. This\n # causes, e.g. Elynia's faerie fire addition to be boosted by the first\n # call to wesnoth.remove_modifications.\n\n {VARIABLE cleared_amla no}\n\n [for]\n array=unit.modifications.advancement\n reverse=yes\n [do]\n [if]\n {VARIABLE_LEXICAL_EQUALS unit.modifications.advancement[$i].id amla_tree_lock_ui}\n [then]\n {CLEAR_VARIABLE unit.modifications.advancement[$i]}\n\n {VARIABLE cleared_amla yes}\n\n [break][/break]\n [/then]\n [/if]\n [/do]\n [/for]\n\n {BUG_ON ({VARIABLE_BOOLEAN_NOT_EQUALS cleared_amla yes}) ()}\n\n {CLEAR_VARIABLE cleared_amla}\n\n {LOG_ATS (\"[AMLA_TREE_LOCK_UI] Dummy advancement triggered and reverted\")}\n\n [transient_message]\n caption= _ \"Advancements Locked\"\n message= _ \"You have not unlocked all advancements for this unit yet. Continue playing the campaign to unlock more advancements.\"\n [/transient_message]\n\n # NOTE: The event handler may become recursive here if the player selects the\n # dummy AMLA again.\n\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n [/event]\n#enddef\n\n#define AMLA_DEBUG_UI\n [set_menu_item]\n id=amla_debug\n description=\"I Hate Fun\" # wmllint: ignore\n\n [filter_location]\n [filter]\n side=1\n [/filter]\n [/filter_location]\n\n [command]\n [store_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n variable=u\n [/store_unit]\n\n {VARIABLE u.experience $u.max_experience}\n\n [unstore_unit]\n variable=u\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE u}\n\n [unit]\n side=1\n x,y=recall,recall\n type=Yeti\n [/unit]\n [/command]\n [/set_menu_item]\n#enddef\n\n#\n# Cap a unit's maximum XP to a certain value at the start of an episode.\n#\n# If the unit's XP pool is greater than the specified amount, then it's\n# forcefully capped with a hidden modification. Otherwise, it's left intact.\n#\n#define AMLA_XP_CAP _ID _MAX_XP\n [store_unit]\n [filter]\n id={_ID}\n [/filter]\n variable=temp_AXC.u\n kill=no\n [/store_unit]\n\n {VARIABLE_FROM_STRLEN temp_AXC.can_advance $temp_AXC.u.advances_to}\n\n [if]\n {VARIABLE_NUMERICAL_EQUALS temp_AXC.can_advance 0}\n [then]\n {VARIABLE temp_AXC.diff \"$( {_MAX_XP} - $temp_AXC.u.max_experience )\"}\n\n [if]\n {VARIABLE_NUMERICAL_LESS_THAN temp_AXC.diff 0}\n [then]\n [object]\n [filter]\n id={_ID}\n [/filter]\n\n [effect]\n apply_to=max_experience\n increase=$temp_AXC.diff\n [/effect]\n [/object]\n [/then]\n [/if]\n [/then]\n [/if]\n\n #\n # Scale current XP to match the old status. We do this regardless of whether the\n # unit has unit type advancements or not (Durvan).\n #\n\n [if]\n {VARIABLE_NUMERICAL_NOT_EQUALS temp_AXC.u.variables.amla_xp_cap_old_ratio 0}\n [then]\n # Need to use [store_unit] to properly clear off the ratio attribute\n [store_unit]\n [filter]\n id={_ID}\n [/filter]\n variable=temp_AXC.v\n [/store_unit]\n\n # Cap to max XP minus one to avoid awkward appearances of the\n # level up dialog, e.g. during cutscenes.\n {VARIABLE temp_AXC.v.experience \"$(\n min(xp_pool - 1, round(xp_ratio * xp_pool)) where\n xp_ratio = $temp_AXC.u.variables.amla_xp_cap_old_ratio,\n xp_pool = $temp_AXC.v.max_experience\n )\"}\n {CLEAR_VARIABLE temp_AXC.v.variables.amla_xp_cap_old_ratio}\n\n [unstore_unit]\n variable=temp_AXC.v\n find_vacant=no\n [/unstore_unit]\n [/then]\n [/if]\n\n {CLEAR_VARIABLE temp_AXC}\n#enddef\n\n#define AMLA_XP_CAP_TIER_2 _ID\n {AMLA_XP_CAP {_ID} {DIFF 125 150 175}}\n#enddef\n\n#define AMLA_XP_CAP_TIER_3 _ID\n {AMLA_XP_CAP {_ID} {DIFF 175 200 225}}\n#enddef\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#define FLAME_BLAST_FRAME _NUM _START_TIME _X _Y\n flame_blast_{_NUM}_start_time={_START_TIME}\n flame_blast_{_NUM}_auto_vflip=no\n flame_blast_{_NUM}_offset=1.0\n [flame_blast_{_NUM}_frame]\n halo=\"halo/flame-burst-[1~8].png:50\"\n halo_x={_X}\n halo_y={_Y}\n [/flame_blast_{_NUM}_frame]\n#enddef\n\n#define FLAME_BLAST_ANIMATION\n offset=0.0\n\n flame_sound_start_time=-400\n [flame_sound_frame]\n duration=100\n sound=fire.wav\n [/flame_sound_frame]\n\n {FLAME_BLAST_FRAME 1 -400 -22 0}\n\n {FLAME_BLAST_FRAME 2 -350 -14 9}\n\n {FLAME_BLAST_FRAME 3 -300 0 12}\n\n {FLAME_BLAST_FRAME 4 -250 14 9}\n\n {FLAME_BLAST_FRAME 5 -200 22 0}\n#enddef\n\n#define FLAME_BLAST_AFFECTS_SELF\n flame_blast_1_offset=0.0\n flame_blast_2_offset=0.0\n flame_blast_3_offset=0.0\n flame_blast_4_offset=0.0\n flame_blast_5_offset=0.0\n#enddef\n\n#define STORMKIND_ATTACK_HALO\n halo1_start_time=-400\n halo1_auto_vflip=false\n [halo1_frame]\n halo=\"halo/saurian-magic-halo-[1~7].png:100\"\n halo_y=-15\n [/halo1_frame]\n\n halo2_start_time=-450\n halo2_auto_vflip=false\n [halo2_frame]\n halo=\"halo/saurian-magic-halo-[7~1].png:100\"\n halo_y=0\n [/halo2_frame]\n\n halo3_start_time=-400\n halo3_auto_vflip=false\n [halo3_frame]\n halo=\"halo/saurian-magic-halo-[1~7].png:100\"\n halo_y=15\n [/halo3_frame]\n#enddef\n\n#define NOCTUM_FIRE_ANIMATION\n {FLAME_BLAST_ANIMATION}\n\n flame_blast_1_halo_mod=\"~B(120)\"\n flame_blast_2_halo_mod=\"~B(120)\"\n flame_blast_3_halo_mod=\"~B(120)\"\n flame_blast_4_halo_mod=\"~B(120)\"\n flame_blast_5_halo_mod=\"~B(120)\"\n#enddef\n\n#define NOCTUM_BOLT_ANIMATION _N1 _N2\n bolt1_auto_vflip=no\n bolt1_start_time=-175\n bolt1_offset=1.0\n bolt1_halo_y=-125\n bolt1_halo_mod=\"~R(120)\"\n\n [bolt1_frame]\n halo=\"halo/lightning-bolt-\"+{_N1}+\"-3.png:100,halo/lightning-bolt-\"+{_N1}+\"-4.png:100\"\n [/bolt1_frame]\n\n bolt2_auto_vflip=no\n bolt2_start_time=-100\n bolt2_offset=1.0\n bolt2_halo_y=-125\n bolt2_halo_mod=\"~R(120)\"\n\n [bolt2_frame]\n halo=\"halo/lightning-bolt-\"+{_N2}+\"-4.png:100,halo/lightning-bolt-\"+{_N2}+\"-4.png~O(0.5):100\"\n [/bolt2_frame]\n\n {SOUND:HIT_AND_MISS lightning.ogg lightning-miss.ogg -175}\n#enddef\n\n#define BLOOD_BOLT_ANIMATION _N1 _N2\n {NOCTUM_BOLT_ANIMATION ({_N1}) ({_N2})}\n\n #bolt1_halo_mod=\"~CS(120,-64,-64)\" purple\n #bolt2_halo_mod=\"~CS(120,-64,-64)\" purple\n\n bolt1_halo_mod=\"~CS(255,-32,-32)\"\n bolt2_halo_mod=\"~CS(255,-32,-32)\"\n#enddef\n\n#define GUARDIAN_DEFENSE_ANIM R G B REACTION_IMAGE BASE_IMAGE HIT_SOUND\n [defend]\n start_time=-175\n [frame]\n duration=25\n image={BASE_IMAGE}\n halo=\"halo/guardian-defense-halo.png\"\n halo_mod=\"~CS({R},{G},{B})~O(0.2)\"\n [/frame]\n [frame]\n duration=25\n image={BASE_IMAGE}\n halo=\"halo/guardian-defense-halo.png\"\n halo_mod=\"~CS({R},{G},{B})~O(0.4)\"\n [/frame]\n [frame]\n duration=50\n image={REACTION_IMAGE}\n halo=\"halo/guardian-defense-halo.png\"\n halo_mod=\"~CS({R},{G},{B})~O(0.6)\"\n [/frame]\n [frame]\n duration=50\n image={REACTION_IMAGE}\n halo=\"halo/guardian-defense-halo.png\"\n halo_mod=\"~CS({R},{G},{B})~O(0.8)\"\n [/frame]\n [if]\n hits=hit\n [frame]\n duration=100\n image={REACTION_IMAGE}\n sound={HIT_SOUND}\n halo=\"halo/guardian-defense-halo.png\"\n halo_mod=\"~CS({R},{G},{B})\"\n [/frame]\n [/if]\n [else]\n hits=miss,kill\n [frame]\n duration=100\n image={REACTION_IMAGE}\n halo=\"halo/guardian-defense-halo.png\"\n halo_mod=\"~CS({R},{G},{B})\"\n [/frame]\n [/else]\n [frame]\n duration=50\n image={REACTION_IMAGE}\n halo=\"halo/guardian-defense-halo.png\"\n halo_mod=\"~CS({R},{G},{B})~O(0.8)\"\n [/frame]\n [frame]\n duration=25\n image={BASE_IMAGE}\n halo=\"halo/guardian-defense-halo.png\"\n halo_mod=\"~CS({R},{G},{B})~O(0.6)\"\n [/frame]\n [frame]\n duration=25\n image={BASE_IMAGE}\n halo=\"halo/guardian-defense-halo.png\"\n halo_mod=\"~CS({R},{G},{B})~O(0.4)\"\n [/frame]\n [frame]\n duration=25\n image={BASE_IMAGE}\n halo=\"halo/guardian-defense-halo.png\"\n halo_mod=\"~CS({R},{G},{B})~O(0.2)\"\n [/frame]\n [/defend]\n#enddef\n\n#define BLOOD_LASER_BEAM\n laser_start_time=-245\n\n [if]\n direction=se,sw,ne,nw\n [laser_frame]\n halo=\"halo/blood-laser-ne-[1~7,6~1].png:[30*6,130,70*6]\"\n halo_x,halo_y=20,-10\n [/laser_frame]\n [/if]\n [else]\n direction=n,s\n [laser_frame]\n halo=\"halo/blood-laser-n-[1~7,6~1].png:[30*6,130,70*6]\"\n halo_x,halo_y=20,-10\n [/laser_frame]\n [/else]\n#enddef\n\n#define BLOOD_STORM_ANIMATION _BOLT_N1 _BOLT_N2\n [attack_anim]\n [filter_attack]\n name=blood storm\n [/filter_attack]\n start_time=-400\n offset=0.0\n\n {BLOOD_BOLT_ANIMATION {_BOLT_N1} {_BOLT_N2} }\n\n [frame]\n duration=600\n [/frame]\n [/attack_anim]\n#enddef\n\n#define SOUL_SPEAR_ANIMATION\n [attack_anim]\n [filter_attack]\n name=soul spear\n [/filter_attack]\n [frame]\n begin=-250\n end=-125\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-125\n end=-100\n sound=magic-dark.ogg\n [/frame]\n [frame]\n begin=-100\n end=100\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-125\n end=-100\n [/frame]\n [frame]\n begin=-100\n end=100\n sound=spear-miss.ogg\n [/frame]\n [/else]\n [frame]\n begin=100\n end=175\n [/frame]\n [/attack_anim]\n#enddef\n\n#\n# UtBS Quenoth elf animation macros\n#\n\n#define QUENOTH_FLAME_INTERNAL X Y Y2\nmisc/blank-hex.png~BLIT(units/elves-quenoth/fire/flame-color.png,{X},{Y2})~MASK(units/elves-quenoth/fire/flame-mask.png,{X},{Y}):75#enddef\n\n#define QUENOTH_FLAME_POS X Y\n {QUENOTH_FLAME_INTERNAL {X} {Y} 15},\n {QUENOTH_FLAME_INTERNAL {X} {Y} 14},\n {QUENOTH_FLAME_INTERNAL {X} {Y} 13},\n {QUENOTH_FLAME_INTERNAL {X} {Y} 12},\n {QUENOTH_FLAME_INTERNAL {X} {Y} 11},\n {QUENOTH_FLAME_INTERNAL {X} {Y} 10},\n {QUENOTH_FLAME_INTERNAL {X} {Y} 9},\n {QUENOTH_FLAME_INTERNAL {X} {Y} 8},\n {QUENOTH_FLAME_INTERNAL {X} {Y} 7},\n {QUENOTH_FLAME_INTERNAL {X} {Y} 6},\n {QUENOTH_FLAME_INTERNAL {X} {Y} 5},\n{QUENOTH_FLAME_INTERNAL {X} {Y} 4}#enddef\n\n# not all unwalkable, but still supposed to provide some visual cue that movement is different. may need revision.\n#define QUENOTH_UNWALKABLE_TERRAINS\n!,Wwf*^*,Kme*^*,*^B*,!,A*^*,Uu*^*,Uh*^*,*^Uf*,W*^*,S*^*,Chs*^*,Chw*^*,Cm*^*,Km*^*,Q*^*,Mv*^*,*^Qov,*^Vm#enddef\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#define BOSS_ABSORB_FULL_DAMAGE _STANDARD_UNIT_FILTER\n [store_unit]\n [filter]\n {_STANDARD_UNIT_FILTER}\n [/filter]\n variable=temp_BOSS_ABSORB_DAMAGE_store\n [/store_unit]\n\n # Emulate a blinking effect using timing and unit clobbering\n [object]\n [filter]\n id=$temp_BOSS_ABSORB_DAMAGE_store.id\n [/filter]\n\n [effect]\n apply_to=image_mod\n add=\"BLEND(255,170,0,0.25)\"\n [/effect]\n [/object]\n\n {VARIABLE temp_BOSS_ABSORB_DAMAGE_store.hitpoints $temp_BOSS_ABSORB_DAMAGE_store.max_hitpoints}\n\n # FIXME: Clearing statuses on attack/defender hits is impossible in 1.14\n # because their flags are set *after* handling the event\n#ifdef 0\n [if]\n # Don't use VARIABLE_BOOLEAN_NOT_EQUALS, the variable may not exist\n {VARIABLE_BOOLEAN_EQUALS temp_BOSS_ABSORB_DAMAGE_store.status.slowed_by_api yes}\n [else]\n {CLEAR_VARIABLE temp_BOSS_ABSORB_DAMAGE_store.status.slowed}\n [/else]\n [/if]\n\n {CLEAR_VARIABLE (\"\n temp_BOSS_ABSORB_DAMAGE_store.status.poisoned,\n temp_BOSS_ABSORB_DAMAGE_store.status.petrified,\n temp_BOSS_ABSORB_DAMAGE_store.status.stunned,\n temp_BOSS_ABSORB_DAMAGE_store.status.dazed\n \")}\n#endif\n\n [delay]\n time=90\n [/delay]\n\n [unstore_unit]\n find_vacant=no\n variable=temp_BOSS_ABSORB_DAMAGE_store\n text=\"\u00d7\"\n color=\"255,170,0\"\n [/unstore_unit]\n\n {CLEAR_VARIABLE temp_BOSS_ABSORB_DAMAGE_store}\n#enddef\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#define HERO_DEFEAT\n [endlevel]\n result=defeat\n music=\"sad.ogg,defeat.ogg,defeat2.ogg\"\n [/endlevel]\n#enddef\n\n#define HERO_DEATH_BASE _ID _PRE _POST\n [event]\n name=last breath\n [filter]\n id={_ID}\n [/filter]\n {_PRE}\n [/event]\n [event]\n name=die\n [filter]\n id={_ID}\n [/filter]\n {_POST}\n {HERO_DEFEAT}\n [/event]\n#enddef\n\n#define HERO_DEATH_SIMPLE _ID _POST\n [event]\n name=die\n [filter]\n id={_ID}\n [/filter]\n {_POST}\n {HERO_DEFEAT}\n [/event]\n#enddef\n\n#define MINOR_DEATH_EVENT _ID _PRE _POST\n [event]\n name=last breath\n [filter]\n id={_ID}\n [/filter]\n\n {INCIDENTAL_MUSIC sad.ogg}\n\n {_PRE}\n [/event]\n [event]\n name=die\n [filter]\n id={_ID}\n [/filter]\n\n {_POST}\n [/event]\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n# Unlike the rest, Galas' canrecruit and unrenamable\n# attributes are included in his own macro. This is\n# intentional as he's only used in [side] declarations.\n#define CHARACTER_STATS_GALAS\n id=Galas\n name= _ \"Galas\"\n type=Elvish Wayfarer\n profile=\"portraits/galas.png\"\n canrecruit=yes\n unrenamable=yes\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_QUICK}\n [object]\n [effect]\n apply_to=image_mod\n add=RC(magenta>brown)\n [/effect]\n [/object]\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_MAL_KESHAR\n id=Mal Keshar\n name= _ \"Mal Keshar\"\n type=Ancient Lich\n profile=\"portraits/mal-keshar.png\"\n {IS_HERO}\n unrenamable=yes\n [modifications]\n {TRAIT_UNDEAD}\n {TRAIT_DETERIORATED}\n {MOD_LOYAL_HERO}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_ELYSSA\n id=Elyssa\n name= _ \"Elyssa\"\n type=Shaxthal Warlord Elyssa\n profile=\"portraits/elyssa.png\"\n unrenamable=yes\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_INTELLIGENT}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_MAL_KENDRIA\n id=Mal Kendria\n name= _ \"Mal Kendria\"\n type=Necromancer\n #profile=\"portraits/mal-kendria.png\"\n gender=female\n level=4\n unrenamable=yes\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_QUICK}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_NAR_HAMOTH\n id=Nar-hamoth\n name= _ \"Nar-hamoth\"\n type=Shaxthal Warlord Narhamoth\n #profile=\"portraits/nar-hamoth.png\"\n unrenamable=yes\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_ARMORED}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_MAL_HEKUBA\n id=Mal Hekuba\n name= _ \"Mal Hekuba\"\n type=Chaos Cardinal\n profile=\"portraits/mal-hekuba.png\"\n unrenamable=yes\n [modifications]\n {TRAIT_UNDEAD}\n {TEAM_COLOR_OVERRIDE () purple}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_TORANCYN\n id=Torancyn\n name= _ \"Torancyn\"\n type=Aragwaith Swordsmaster\n #profile=\"portraits/torancyn.png\"\n unrenamable=yes\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_VALEN\n id=Valen\n name= _ \"Valen\"\n type=Aragwaith Seer\n profile=\"portraits/valen.png\"\n unrenamable=yes\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_QUICK}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_ARNESIUS\n id=Arnesius\n name= _ \"Arnesius\"\n type=Arch Mage\n gender=male\n #profile=\"portraits/arnesius.png\"\n unrenamable=yes\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_STRONG}\n [/modifications]\n#enddef\n\n# Intentionally unused. This is here for reference purposes only.\n#define CHARACTER_STATS_IGOR\n id=Igor\n name= _ \"Igor\"\n profile=\"portraits/igor.png\"\n type=Wolf Rider\n {IS_LOYAL}\n unrenamable=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_STRONG}\n [/modifications]\n#enddef\n\n#define RECALL_CHARACTER _STATS\n [unit]\n {_STATS}\n side=1\n placement=leader\n [/unit]\n#enddef\n\n#define RECALL_CHARACTER_AT _STATS _X _Y\n [unit]\n {_STATS}\n side=1\n placement=map\n x={_X}\n y={_Y}\n [/unit]\n#enddef\n\n# Igor is an optional unit, so we use [recall] for him without creating him as\n# a fallback path.\n\n#define RECALL_IGOR\n [recall]\n id=Igor\n [/recall]\n#enddef\n\n#define RECALL_IGOR_AT_LOCATION _X _Y\n [recall]\n id=Igor\n x={_X}\n y={_Y}\n [/recall]\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#define OBSIDIAN_BATTLE_AXE _X _Y\n {PICK_UP items/axe.png {_X} {_Y} (\n type=Skeleton,Deathblade,Revenant,Draug\n )\n ( _ \"This axe glimmers with a powerful otherworldly aura. This seems an unusual place to find an enchanted weapon like this, but surely its previous owner doesn\u2019t have a use for it anymore... right?\")\n ( _ \"A weapon like this could only possibly be used by someone well-versed in axe combat! Either that, or one of our undead minions, I suppose.\")\n (\n [object]\n id=obsidian_battle_axe_$x1|_$y1\n image=attacks/battleaxe.png\n name= _ \"Obsidian Battle Axe\"\n description= _ \"This hefty axe has been imbued with a powerful protective magic that increases the wielder\u2019s resistances to arcane, fire, and impact damage by 30%. Using it in combat also increases all melee attack damage by 2.\"\n duration=forever\n\n [filter]\n x,y=$x1,$y1\n [/filter]\n\n [effect]\n apply_to=resistance\n replace=false\n [resistance]\n arcane=-30\n impact=-30\n fire=-30\n [/resistance]\n [/effect]\n\n [effect]\n apply_to=attack\n range=melee\n increase_damage=2\n set_description= _ \"obsidian battle axe\"\n set_icon=attacks/battleaxe.png\n [/effect]\n [/object]\n )}\n#enddef\n\n#define FIRE_ESSENCE_E1S7 X Y\n {PICK_UP (items/potion-red.png) ({X}) ({Y}) (\n type=Elvish Wayfarer,Orcish Warrior,Orcish Warlord,Quenoth Archer,Quenoth Marksman,Skeleton,Deathblade,Revenant,Draug\n )\n ( _ \"Hm, a potion vial? I\u2019m surprised it is still intact after so many centuries. I wonder if\u2014 Wait, this is not a potion, it\u2019s fire essence! Yes! It might not last very long, but we can at least set all these disgusting creatures ablaze!\")\n ( _ \"We should let this be used by one of our sword wielders. Or... perhaps even Mal Keshar\u2019s skeleton fighters might be able to use it somehow \u2014 just a thought.\")\n (\n [object]\n id=fire_essence_$x1|_$y1\n image=icons/potion-red-1.png\n duration=scenario\n name= _ \"Vial of Fire Essence\"\n description= _ \"The fiery substance contained in this vial increases this unit\u2019s melee damage by 1 and allows them to deal fire damage. Its power only lasts until the end of the scenario.\"\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=attack\n range=melee\n set_type=fire\n increase_damage=1\n [/effect]\n [/object]\n )\n ITEM_SOUND=torch.ogg}\n#enddef\n\n#define AMBER_WARD _X _Y\n {PICK_UP items/amber-necklace.png {_X} {_Y} (\n [not]\n status=not_living\n [/not]\n [not]\n race=bats,faerie\n [/not]\n [not]\n id=Elynia,Anya,Zynara\n [/not]\n )\n ( _ \"This amber amulet... it is said that wearing one of these makes your skin sturdier and harder to penetrate with conventional weapons, at the cost of becoming more vulnerable to certain kinds of magic. We should choose carefully who shall have it.\")\n ( _ \"We might want to give the amulet to some other living creature. I reckon our spellcasters in particular have no use for this artifact.\")\n (\n [object]\n id=amber_ward_$x1|_$y1\n image=icons/jewelry_necklace_amber.png\n duration=forever\n name= _ \"Amber Ward\"\n description= _ \"This amulet increases the wearer\u2019s resistance to physical damage (blade, impact and pierce) by 15% and decreases their arcane resistance by 10%.\"\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=resistance\n replace=no\n [resistance]\n arcane=10\n blade=-15\n impact=-15\n pierce=-15\n [/resistance]\n [/effect]\n [/object]\n )}\n#enddef\n\n#define BOW_OF_KRYSVELEN _X _Y\n {PICK_UP items/bow-crystal.png {_X} {_Y} (\n type=Skeleton Archer,Bone Shooter,Banebow,Poacher,Trapper,Huntsman,Ranger\n )\n ( _ \"Surely this isn\u2019t... It is! It\u2019s the fabled bow of Krysvelen! It is said that one night in 1064 YW, an errant elf well-learned in the mystic arts chanced upon the small fishing village of Krysvelen while it was under threat by hostile orcs. The unmatched prowess of the archers manning the village\u2019s defense caught the elf by surprise, for he had never seen humans able to surpass elvenkind\u2019s skill with the bow and arrow. He was so impressed, after the end of the battle he used his magic to give the Krysvelenians a parting gift: an enchanted bow that imbues any arrows shot with a powerful ice magic capable of slowing down targets to a crawl.\n\nOf course the veracity of the story has been disputed too many times to count, especially since nobody ever found any solid proof of the bow\u2019s existence, and most accounts claim that the elf was over a thousand years old \u2014 imagine the insanity! But how on earth did the bow find its way from the Glamdrol mountain range to this region? No matter, we should just get on with it and give it to one of our most skilled archers.\")\n ( _ \"We really need to give this to someone who is actually able to use a bow... Even one of our undead archers should do since the magic stems from the bow itself.\")\n (\n [object]\n id=bow_of_kysvelen\n image=attacks/bow-elven-magic.png\n duration=forever\n name= _ \"Bow of Krysvelen\"\n description= _ \"Within this legendary bow lies a powerful elemental magic able to slow down targets. Rather disappointingly, it does nothing to increase the damage dealt by the unit. Its power is only active on offense.\"\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=attack\n range=ranged\n set_description= _ \"bow of krysvelen\"\n set_icon=attacks/bow-elven-magic.png\n [set_specials]\n mode=append\n {WEAPON_SPECIAL_SLOW}\n [+slow]\n active_on=offense\n [/slow]\n [/set_specials]\n [/effect]\n [/object]\n )}\n#enddef\n\n# Technically this one can be obtained by either of two sides in the scenario\n# it appears on, but since one of them is discarded later on we want to keep it\n# restricted to side 1.\n#define POTION_OF_BLOODLUST _X _Y\n {PICK_UP items/potion-red.png {_X} {_Y} (\n [not]\n type=Ghost,Wraith,Spectre,Shadow,Nightgaunt,Walking Corpse,Soulless,Elvish Shaman,Elvish Druid,Elvish Shyde,Necromancer,Lich,Dark Sorcerer,Dark Adept\n [/not]\n [not]\n race=bats,faerie\n [/not]\n [not]\n id=Elynia,Anya\n [/not]\n )\n ( _ \"Examining the contents of this vial, it appears to be a potion of bloodlust, and there is enough to last us for weeks too! It is said that just a few drops is enough to awaken a warrior\u2019s primal instincts and turn them into an unstoppable killing force... which naturally doesn\u2019t come without some concerning side-effects. Are we sure we want a bloodthirsty lunatic marching to battle with us? It may be too big a risk for us given our current situation.\")\n ( _ \"This potion will only be useful to someone wielding a proper weapon for close combat. And no, a Necromancer\u2019s staff does not count.\")\n (\n [modify_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n [trait]\n id=bloodlust\n male_name= _ \"bloodlust\"\n female_name= _ \"female^bloodlust\"\n #textdomain wesnoth-help\n description= _ \"Always rest heals\"\n #textdomain wesnoth-After_the_Storm\n help_text= _ \"Units with the text='bloodlust' trait are able to heal 2 hitpoints each turn regardless of whether they engaged in combat the turn before.\"\n\n [effect]\n apply_to=healthy\n [/effect]\n [/trait]\n [/modify_unit]\n\n [object]\n id=bloodlust_potion_$x1|_$y1\n name= _ \"Potion of Bloodlust\"\n image=icons/potion-red-1.png\n duration=forever\n description= _ \"This potion provides this unit with a damage increase of 1 and the berserk special for its melee attacks. Additionally, the unit receives a health increase of 15%, and its resistances are altered thus:\n\n • arcane: -20% resistance\n • blade: +10% resistance\n • cold: +5% resistance\n • fire: +5% resistance\n • impact: +10% resistance\n • pierce: +10% resistance\"\n\n [filter]\n x,y=$x1,$y1\n [/filter]\n\n [effect]\n apply_to=attack\n range=melee\n increase_damage=1\n [set_specials]\n mode=append\n {WEAPON_SPECIAL_BERSERK}\n [/set_specials]\n [/effect]\n [effect]\n apply_to=hitpoints\n increase,increase_total=15%,15%\n [/effect]\n [effect]\n apply_to=resistance\n replace=no\n [resistance]\n arcane=20\n blade,impact,pierce=-10,-10,-10\n cold,fire=-5,-5\n [/resistance]\n [/effect]\n [/object]\n ) ITEM_SOUND=potion.ogg}\n#enddef\n\n#define RING_OF_AGILITY _X _Y\n {PICK_UP items/ring-white.png {_X} {_Y} (\n [not]\n status=not_living\n [/not]\n [not]\n race=bats\n [/not]\n [not]\n id=Elynia,Anya\n [/not]\n )\n ( _ \"This shiny silver ring has some runes engraved on it, I can barely make them out... \u201cYou who take this ring will be swifter and more graceful, no matter what weight you carry on your back.\u201d I have a feeling it\u2019s going to be very useful to us in the near future.\")\n ( _ \"Sadly, only living humans could possibly make use of this ring. And our faerie supporters as well, I suppose. Wait, do those pesky bats count as living creatures? I don\u2019t even know.\")\n (\n [object]\n id=ring_of_agility_$x1|_$y1\n name= _ \"Ring of Quicksilver\"\n image=icons/jewelry_ring_prismatic.png\n duration=forever\n description= _ \"This ring grants its bearer swifter movement (1 extra movement point) and increased defense (by 5%) on all terrains.\"\n\n [filter]\n x,y=$x1,$y1\n [/filter]\n\n [effect]\n apply_to=movement\n increase=1\n [/effect]\n [effect]\n apply_to=defense\n replace=no\n [defense]\n shallow_water=-5\n reef=-5\n swamp_water=-5\n flat=-5\n sand=-5\n forest=-5\n hills=-5\n mountains=-5\n village=-5\n castle=-5\n cave=-5\n frozen=-5\n fungus=-5\n [/defense]\n [/effect]\n [/object]\n\n [message]\n speaker=unit\n message= _ \"Whoah... I feel fast!\"\n [/message]\n )}\n#enddef\n\n#define FIRE_ESSENCE_E3S5_A _X _Y\n {PICK_UP items/potion-grey.png {_X} {_Y} ()\n ( _ \"It appears to be a potion vial...\") ()\n (\n [object]\n id=fire_essence_$x1|_$y1\n image=attacks/blank-attack.png\n duration=turn\n name= _ \"Empty Vial\"\n description= _ \"It\u2019s empty.\"\n [filter]\n x,y=$x1,$y1\n [/filter]\n [/object]\n )}\n#enddef\n\n#define FIRE_ESSENCE_E3S5_B _X _Y\n {PICK_UP items/potion-red.png {_X} {_Y} (\n type=Skeleton,Deathblade,Revenant,Draug,Elvish Fighter,Elvish Captain,Elvish Marshal,Elvish Hero,Elvish Champion,Footpad,Outlaw,Fugitive,Thug,Bandit,Highwayman\n )\n ( _ \"This small vial seems to still have essence left in it...\")\n ( _ \"We should let this be used by someone who excels at fighting in close quarters.\")\n (\n [object]\n id=fire_essence_$x1|_$y1\n image=icons/potion_red_small.png\n duration=forever\n name= _ \"Vial of Shardia\u2019s Tears\"\n description= _ \"This vial contains a purer form of fire essence that seemingly lasts forever. The damage dealt by the unit in melee combat is increased by 1 and its type is set to fire. The unit\u2019s fire resistance is increased by 10% and its cold resistance decreased by 5%.\"\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=attack\n range=melee\n set_type=fire\n increase_damage=1\n [/effect]\n [effect]\n apply_to=resistance\n replace=no\n [resistance]\n fire=-10\n cold=5\n [/resistance]\n [/effect]\n [/object]\n )\n ITEM_SOUND=melee-fire.ogg}\n#enddef\n\n# Exclude the arcane resistance reduction from this so as not to make the\n# original owner in E3S5 weaker than he already is.\n#define EFFECTS_STAFF_OF_AKHYLS_COMMON\n [effect]\n apply_to=attack\n range=melee\n [or]\n range=ranged\n type=arcane\n [/or]\n [set_specials]\n mode=append\n {WEAPON_SPECIAL_POISON}\n [/set_specials]\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n set_description= _ \"staff of akhlys\"\n set_icon=attacks/staff-green.png\n [/effect]\n#enddef\n\n# NOTE: Do not use PICK_UP for this.\n#define STAFF_OF_AKHLYS _X _Y\n {PLACE_IMAGE items/staff.png {_X} {_Y}}\n\n [event]\n id=staff_of_akhlys_aux\n name=moveto\n delayed_variable_substitution=no\n [filter]\n side=1\n [not]\n id=Irylean\n [/not]\n x={_X}\n y={_Y}\n [/filter]\n\n [message]\n speaker=unit\n {UNIT_SPEAKS_FOR_UNDEAD_MINION id=Anya}\n scroll=no\n message= _ \"So the lich was carrying this staff... Ugh, it\u2019s all covered in filth and dry rotten flesh. How about we let Irylean take a look at it instead?\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n delayed_variable_substitution=no\n [filter]\n id=Irylean\n x={_X}\n y={_Y}\n [/filter]\n\n [message]\n speaker=Irylean\n message= _ \"The lich must have been using the power of this staff to cast poison on us. I have a feeling I am the only one who is willing to experiment with it, so... I may as well just grab it, don\u2019t you think?\"\n [/message]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [harm_unit]\n [filter]\n id=Irylean\n [/filter]\n kill=no\n amount=1\n animate=yes\n poisoned=yes\n [/harm_unit]\n\n [object]\n id=staff_of_akhlys\n image=attacks/staff-green.png\n duration=forever\n name= _ \"Staff of Akhlys\"\n description= _ \"This ornate staff of unknown origin gives off a sickly aura that even cave creatures avoid. The wielder\u2019s arcane resistance is decreased by 10% and her melee attack and arcane magic inflict the poison effect on targets.\n\nIt is a good thing that undead wielders are immune to the staff\u2019s aura.\"\n [filter]\n id=Irylean\n [/filter]\n\n [effect]\n apply_to=resistance\n replace=no\n [resistance]\n arcane=10\n [/resistance]\n [/effect]\n\n {EFFECTS_STAFF_OF_AKHYLS_COMMON}\n [/object]\n\n [message]\n speaker=Irylean\n message= _ \"Ugh... I feel... very much unwell now... Hopefully it will pass after a while. You know, this is one of those times I feel that perhaps it\u2019s time for me to have a proper look into the whole lichdom business \u2014 it may save me a lot of trouble in the long run.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"In order to make my life just a bit easier I am going to pretend you have the situation under control and that you aren\u2019t being affected by the power of your new toy at all.\"\n [/message]\n\n [message]\n speaker=Irylean\n message= _ \"I will be all right, I just... need a few minutes while I throw up in the corner over there.\"\n [/message]\n\n [remove_event]\n id=staff_of_akhlys_aux\n [/remove_event]\n [/event]\n#enddef\n\n# This is not so much an item but rather an ability that a special unit has.\n#define XIAELS_BLESSING\n [object]\n id=xiaels_blessing\n name= _ \"Xia\u2019el\u2019s Blessing\"\n image=attacks/faerie-fire.png\n description= _ \"This unit is able to bestow upon all faeries on its side the kindled trait, which lets them ignore time of day penalties, increases their hitpoints by 15%, and their resistances to non-arcane damage by 5%. While the trait itself is permanent, new recruits will no longer receive the trait if you lose Daeira.\"\n duration=forever\n\n [filter]\n id=Daeira\n [/filter]\n\n [effect]\n apply_to=new_ability\n [abilities]\n # This ability is defined as a visual aid only. The actual\n # implementation depends on Daeira's presence and not on anyone\n # having the ability.\n [dummy]\n id=xiaels_blessing\n name= _ \"xia\u2019el\u2019s blessing\"\n description= _ \"This unit is able to grant all faeries on its side the kindled trait, which lets them ignore time of day penalties, increases their hitpoints by 15%, and their resistances to non-arcane damage by 5%.\"\n [/dummy]\n [/abilities]\n [/effect]\n [/object]\n\n {ATTACH_EVENTS_TO_UNIT id=Daeira ({LIGHT_OF_XIAEL:EVENTS})}\n#enddef\n\n#define LIGHT_OF_XIAEL:EVENTS\n [event]\n id=light_of_xiael:prerecruit\n name=prerecruit\n first_time_only=no\n [filter]\n side=1\n race=faerie\n [not]\n id=Elynia,Anya,Daeira\n [or]\n [filter_wml]\n [variables]\n has_light_of_xiael=yes\n [/variables]\n [/filter_wml]\n [/or]\n [/not]\n [/filter]\n\n {LIGHT_OF_XIAEL:APPLY_TO_SINGULAR_UNIT id=$unit.id}\n [/event]\n#enddef\n\n#define LIGHT_OF_XIAEL:APPLY_TO_ALL\n [store_unit]\n [filter]\n side=1\n race=faerie\n [not]\n id=Elynia,Anya,Daeira\n [or]\n [filter_wml]\n [variables]\n has_light_of_xiael=yes\n [/variables]\n [/filter_wml]\n [/or]\n [/not]\n [/filter]\n kill=no\n variable=faeries_store\n [/store_unit]\n\n [foreach]\n array=faeries_store\n variable=faerie\n [do]\n {VARIABLE faerie.variables.has_light_of_xiael yes}\n\n [unstore_unit]\n variable=faerie\n find_vacant=no\n [/unstore_unit]\n\n # This uses [modify_unit] so it must be done after deserializing\n # the unit.\n {LIGHT_OF_XIAEL:APPLY_TO_SINGULAR_UNIT id=$faerie.id}\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE faeries_store}\n#enddef\n\n#define LIGHT_OF_XIAEL:TRAIT_KINDLED\n [trait]\n id=kindled\n male_name= _ \"kindled\"\n female_name= _ \"female^kindled\"\n description= _ \"Ignores time of day penalties and has increased physical attributes\"\n help_text=_ \"Units with this trait ignore time of day penalties, have their hitpoints increased by 15%, and their resistance to non-arcane damage is increased by 5%.\"\n\n [effect]\n apply_to=fearless\n [/effect]\n\n [effect]\n apply_to=hitpoints\n increase,increase_total=15%,15%\n [/effect]\n\n [effect]\n apply_to=resistance\n replace=no\n [resistance]\n blade=-5\n fire=-5\n cold=-5\n impact=-5\n pierce=-5\n [/resistance]\n [/effect]\n [/trait]\n#enddef\n\n#define LIGHT_OF_XIAEL:APPLY_TO_SINGULAR_UNIT _SUF\n [modify_unit]\n [filter]\n {_SUF}\n [/filter]\n\n {LIGHT_OF_XIAEL:TRAIT_KINDLED}\n [/modify_unit]\n#enddef\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#define OBJECTIVE_BONUS _TEXT\n [objective]\n {BONUS_OBJECTIVE_CAPTION}\n description={_TEXT} # wmllint: ignore\n condition=win\n [/objective]\n#enddef\n\n#define ZYNARA_UNDEAD_RECRUITMENT_NOTES\n {OBJECTIVE_NOTE ( _ \"Zynara is only able to control a limited number of Ghost line units per scenario\")}\n {OBJECTIVE_NOTE ( _ \"If you attempt to recruit an additional Ghost, you will permanently lose control of a random Ghost line unit and become unable to recruit\u2014but not recall\u2014more for the remainder of the scenario\")}\n {OBJECTIVE_NOTE ( _ \"Ghost line units in your recall list also count towards the limit\")}\n#enddef\n\n#define UNLIMITED_PLAYER_MOVES_NOTE\n {OBJECTIVE_NOTE ( _ \"You cannot end your turn; however, you can move your units around freely, ignoring their maximum movement points\")}\n#enddef\n\n#define UNLIMITED_LEADER_MOVES_NOTE\n {OBJECTIVE_NOTE ( _ \"You cannot end your turn; however, you can move your leader unit around freely, ignoring its maximum movement points\")}\n#enddef\n\n#define CONVERSATION_SCENARIO_NOTES\n {OBJECTIVE_NOTE ( _ \"Move units next to other units or objects of interest to trigger actions\")}\n#enddef\n\n#define LIMITED_CHARACTER_MOVES_NOTE\n {OBJECTIVE_NOTE ( _ \"A bind spell disallows Elynia from moving when she is not within Elyssa's maximum movement range\")}\n {OBJECTIVE_NOTE ( _ \"You will need to synchronize both characters\u2019 movements to prevent Elynia from lagging behind\")}\n#enddef\n\n#define FIRE_GUARDIAN_SUMMONING_NOTE\n # po: The Fire Wraith unit type name translation may be found in the\n # po: wesnoth-units textdomain in mainline.\n {OBJECTIVE_NOTE ( _ \"Fire Wraiths can be summoned by right clicking on a vacant hex adjacent to Elyssa\")}\n {OBJECTIVE_NOTE ( _ \"You may only have six Fire Wraiths on the map at any given time\")}\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n#\n# This file is dedicated to implementation details of the segmented\n# scenario mechanism employed throughout AtS E3.\n#\n# If you are looking for public macros for use in your scenario,\n# see scenario-segment-utils.cfg instead.\n#\n# You can stop reading past this point.\n#\n\n#\n# floor_config.floor[] structure:\n#\n# map_data The terrain map data for the floor.\n#\n# music_playlist Music playlist for the floor, containing\n# an optional array of [music] nodes.\n# Music is left untouched for floors\n# lacking their own playlist.\n#\n# schedule ToD schedule for the floor, containing\n# an optional array of [time] nodes.\n# The schedule is reset to the _initial_\n# ToD as detected on prestart when not\n# specified.\n#\n# default_time Fallback ToD schedule corresponding to\n# to the current ToD detected during\n# prestart. This is TimeWML without an\n# enclosing [time] node.\n#\n\n#define FLOOR_VARIABLES_CONFIGURATION\n [event]\n name=prestart\n [set_variables]\n name=floor_config\n mode=replace\n [value]\n current=0\n [/value]\n [/set_variables]\n\n [store_time_of_day]\n variable=floor_config.default_time\n [/store_time_of_day]\n [/event]\n\n [event]\n id=floor_controller_victory_cleanup\n name=victory\n\n {CLEAR_VARIABLE floor_config}\n [/event]\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n#\n# Macros controlling the segmented scenario mechanism employed\n# throughout AtS E3.\n#\n# The SEGMENTED_SCENARIO macro is one of the cornerstones of this mechanism.\n# It is expected to be substituted early in the scenario file, before any\n# custom events. Use ADD_SEGMENT to add configurations for each floor.\n#\n# Scenarios using this mechanisms should provide no initial map data, and\n# they should also take care of placing any necessary leaders on the map\n# by hand (see below for information about custom events).\n#\n# The ON_FLOOR macro provides a convenient way to switch floors including\n# a minimal amount of code each time. You *must* use this macro in your own\n# prestart event to update the gamestate according to your desired initial\n# floor.\n#\n# Events that can only take place when on a given floor can be defined with\n# the auxiliary ON_FLOOR macro, which sets or adds a [filter_condition]\n# requirement so the event only triggers on that floor.\n#\n# It is possible to hook into the floors mechanism via specific custom\n# event handlers, that will be invoked as appropriate when entering or\n# leaving floors, according to any first_time_only limitations for those\n# handlers.\n#\n# The custom events emitted are:\n#\n# * \"enter floor $n\": Takes place right after entering the floor $n\n# (after the floor switch code is executed and \"setup floor $n\"\n# emitted). If $n is not provided, the handler will run for *any*\n# floor before any floor-specific handlers. At this point, the\n# $floor_config.current variable reflects the *new* floor number.\n#\n# * \"leave floor $n\": Takes place right before leaving the floor $n\n# (before the floor switch code is executed and \"setup floor $n\"\n# emitted). If $n is not provided, the handler will run for *any*\n# floor before any floor-specific handlers. At this point, the\n# $floor_config.current variable reflects the *old* floor number.\n#\n# * \"setup floor $n\": Takes place during the configuration of the\n# given floor $n, after most of the floor switch code is executed.\n# If $n is not provided, the handler will run for *any* floor\n# before any floor-specific handlers. At this point, the\n# $floor_config.current variable reflects the *new* floor number.\n#\n# Generally, only the $floor_config.current variable should be accessed\n# by your own scenario code, and it should be treated as a *constant*.\n#\n# During victory events, $floor_config (and thus $floor_config.current)\n# ceases to exist unless you use the PRESERVE_FLOOR_CONFIGURATION_ON_VICTORY\n# macro before.\n#\n# When switching floors, all items and units previously on-map (except\n# side 1 units) are destroyed without emitting events for them. You might\n# want to use the \"leave floor\" events to take care of tracking any\n# units that might remain on-map when this happens. Shroud, fog, and terrain\n# changes aren't tracked or handled by this implementation either.\n#\n\n##\n# Accompanies the definition of an event that's only fired when the player\n# is on a specific floor. This should go _after_ or instead of any other\n# [filter_condition] nodes for the event definition.\n#\n# Arguments:\n#\n# _NUM The required floor number.\n#\n##\n#define ON_FLOOR _NUM\n [+filter_condition]\n {VARIABLE_NUMERICAL_EQUALS floor_config.current {_NUM} }\n [/filter_condition]\n#enddef\n\n##\n# This is the main macro including the code blocks configuring the scenario\n# floors and such. It should go near the top of the scenario. You should not\n# specify your own initial map data.\n##\n#define SEGMENTED_SCENARIO\n {NO_MAP_DATA}\n\n {FLOOR_VARIABLES_CONFIGURATION}\n#enddef\n\n##\n# Defines a new floor. Floors are automatically numbered\n# in a sequence as they are added, starting from 1. At least\n# one floor is needed for the scenario to work properly, and\n# there must be a prestart event using the SWITCH_FLOOR macro\n# to select the initial floor as well.\n#\n# Arguments:\n#\n# _MAP_DATA The terrain map data.\n#\n# _SCHEDULE_TIME_WML The ToD schedule ([time] nodes) for\n# this floor. If empty, the ToD detected\n# on prestart for the first turn will be\n# used instead.\n#\n# _PLAYLIST_MUSIC_WML The playlist WML ([music] nodes) for\n# this floor. If empty, music is left\n# unchanged each time the player enters\n# the floor.\n#\n##\n#define ADD_SEGMENT _MAP_DATA _SCHEDULE_TIME_WML _PLAYLIST_MUSIC_WML\n [event]\n name=prestart\n\n [set_variables]\n name=floor_config.floor\n mode=append\n [value]\n map_data={_MAP_DATA}\n [schedule]\n {_SCHEDULE_TIME_WML}\n [/schedule]\n [music_playlist]\n {_PLAYLIST_MUSIC_WML}\n [/music_playlist]\n [/value]\n [/set_variables]\n [/event]\n#enddef\n\n##\n# Disables the automatic destruction of the $floor_config container\n# on victory, making the regular victory event (or subsequent scenarios)\n# responsible for its cleanup.\n#\n# This is provided merely as a convenience to retrieve $floor_config.current\n# during victory. Its use is not recommended.\n##\n#define PRESERVE_FLOOR_CONFIGURATION_ON_VICTORY\n [remove_event]\n id=floor_controller_victory_cleanup # wmllint: ignore\n [/remove_event]\n#enddef\n\n##\n# This is the trigger used for switching between floors.\n#\n# Arguments:\n#\n# _NUM The new floor number.\n#\n##\n#define SWITCH_FLOOR _NUM\n [change_floor]\n floor_number={_NUM}\n [/change_floor]\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#define AMLA_MENU_HINT:BASE _TEXT\n [event]\n id=amla_menu_hint\n name=turn 2\n\n [scroll_to_unit]\n side=1\n canrecruit=yes\n [/scroll_to_unit]\n\n [transient_message]\n image=icons/book.png\n message={_TEXT}\n [/transient_message]\n [/event]\n#enddef\n\n#define NO_END_CREDITS\n [+endlevel]\n end_credits=no\n [/endlevel]\n#enddef\n\n#define NO_END_TEXT\n [+endlevel]\n end_text=\" \" # wmllint: ignore\n # NOTE: end_text_duration cannot be zero; that causes the engine\n # to fallback to 3500 milliseconds.\n end_text_duration=1\n [/endlevel]\n#enddef\n\n#define NO_ENDLEVEL_MUSIC\n [+endlevel]\n music=silence.ogg\n [/endlevel]\n#enddef\n\n#define UNLIMITED_PLAYER_MOVES\n [event]\n id=UNLIMITED_PLAYER_MOVES_impl\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [/filter]\n\n {VARIABLE unit.moves $unit.max_moves}\n\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n\n [allow_undo][/allow_undo]\n [/event]\n#enddef\n\n#define DISABLE_UNLIMITED_PLAYER_MOVES\n [remove_event]\n id=UNLIMITED_PLAYER_MOVES_impl # wmllint: ignore\n [/remove_event]\n#enddef\n\n#define NO_RECRUITS_OR_RECALLS _EXTRA_CONDITION\n #\n # NOTE: Wesnoth 1.11.1 and later only seem to deduct gold once\n # the unit has passed prerecruit/prerecall without being deleted\n # from the gamemap.\n #\n\n [event]\n name=prerecruit\n first_time_only=no\n [filter]\n side=1\n [/filter]\n [filter_condition]\n {_EXTRA_CONDITION}\n [/filter_condition]\n\n [kill]\n x,y=$x1,$y1\n [/kill]\n\n [fire_event]\n name=ui_handler_NO_RECRUITS_OR_RECALLS\n [/fire_event]\n [/event]\n\n [event]\n name=prerecall\n first_time_only=no\n [filter]\n side=1\n [/filter]\n [filter_condition]\n {_EXTRA_CONDITION}\n [/filter_condition]\n\n {PUT_TO_RECALL_LIST (x,y=$x1,$y1)}\n\n [fire_event]\n name=ui_handler_NO_RECRUITS_OR_RECALLS\n [/fire_event]\n [/event]\n\n [event]\n id=ui_handler_NO_RECRUITS_OR_RECALLS\n name=ui_handler_NO_RECRUITS_OR_RECALLS\n first_time_only=no\n [transient_message]\n message= _ \"You cannot recruit or recall units at this time!\"\n [/transient_message]\n [/event]\n#enddef\n\n#define SET_TALK_UNITS _SUF\n [store_unit]\n [filter]\n [not]\n {_SUF}\n [/not]\n [filter_wml]\n [variables]\n can_talk=yes\n [/variables]\n [/filter_wml]\n [/filter]\n variable=temp_SET_TALK_UNITS_store\n [/store_unit]\n\n [foreach]\n array=temp_SET_TALK_UNITS_store\n [do]\n {CLEAR_VARIABLE this_item.variables.can_talk}\n\n [unstore_unit]\n variable=this_item\n find_vacant=no\n [/unstore_unit]\n [/do]\n [/foreach]\n\n [store_unit]\n [filter]\n {_SUF}\n [/filter]\n variable=temp_SET_TALK_UNITS_store\n [/store_unit]\n\n [foreach]\n array=temp_SET_TALK_UNITS_store\n [do]\n {VARIABLE this_item.variables.can_talk yes}\n\n [unstore_unit]\n variable=this_item\n find_vacant=no\n [/unstore_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE temp_SET_TALK_UNITS_store}\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#define GLOBAL_LIGHTING_BAD_DAWN\n {SCHEDULE_LIGHTING 0 -30 -30}\n#enddef\n\n#define GLOBAL_LIGHTING_BAD_MORNING\n {SCHEDULE_LIGHTING 5 -20 20}\n#enddef\n\n#define GLOBAL_LIGHTING_BAD_DAY\n {SCHEDULE_LIGHTING 10 -15 40}\n#enddef\n\n#define GLOBAL_LIGHTING_BAD_DUSK\n {SCHEDULE_LIGHTING 0 -30 20}\n#enddef\n\n#define GLOBAL_LIGHTING_BAD_NIGHT_SHORT\n {SCHEDULE_LIGHTING -60 -50 0}\n#enddef\n\n#define GLOBAL_LIGHTING_BAD_NIGHT\n {SCHEDULE_LIGHTING -70 -60 0}\n#enddef\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n# FIXME: are these values correct?\n#define DEFAULT_ECONOMY\n village_gold=1\n income=0\n#enddef\n\n#define TRANSFER_UNITS_FROM_SIDE _SRC_SIDE _FILTER _DST_SIDE\n [modify_unit]\n [filter]\n side={_SRC_SIDE}\n {_FILTER}\n [/filter]\n\n side={_DST_SIDE}\n\n [variables]\n transferred_from_side={_SRC_SIDE}\n [/variables]\n [/modify_unit]\n#enddef\n\n#define RECALL_SIDE_LOYALS _SIDE _LIMIT\n [store_unit_ids]\n [filter]\n side={_SIDE}\n canrecruit=no\n x,y=recall,recall\n [filter_wml]\n [not]\n upkeep=full\n [/not]\n [/filter_wml]\n [/filter]\n variable=temp_RECALL_SIDE_LOYALS_ids\n [/store_unit_ids]\n\n {VARIABLE temp_RECALL_SIDE_LOYALS_limit ({_LIMIT})}\n\n #\n # The limit defaults to \"unlimited\" (see below) when _LIMIT is\n # the empty string.\n #\n\n [if]\n {VARIABLE_NUMERICAL_EQUALS temp_RECALL_SIDE_LOYALS_limit 0}\n [then]\n # NOTE: the number used here is meant to be greater than or equal\n # to game_config::max_loop!\n {VARIABLE temp_RECALL_SIDE_LOYALS_limit 99999}\n [/then]\n [/if]\n\n [while]\n {VARIABLE_NUMERICAL_GREATER_THAN temp_RECALL_SIDE_LOYALS_limit 0}\n {VARIABLE_NUMERICAL_GREATER_THAN temp_RECALL_SIDE_LOYALS_ids.length 0}\n [do]\n [recall]\n id=$temp_RECALL_SIDE_LOYALS_ids[0].id\n [/recall]\n\n {CLEAR_VARIABLE temp_RECALL_SIDE_LOYALS_ids[0]}\n\n {VARIABLE_DEC temp_RECALL_SIDE_LOYALS_limit}\n [/do]\n [/while]\n\n {CLEAR_VARIABLE temp_RECALL_SIDE_LOYALS_ids,temp_RECALL_SIDE_LOYALS_limit}\n#enddef\n\n#define RECALL_SIDE_UNITS_AT _SIDE _SUF _X _Y\n [store_unit]\n [filter]\n side={_SIDE}\n canrecruit=no\n x,y=recall,recall\n [and]\n {_SUF}\n [/and]\n [/filter]\n variable=temp_RSUA_units\n kill=no\n [/store_unit]\n\n [foreach]\n array=temp_RSUA_units\n variable=temp_RSUA_unit\n [do]\n [recall]\n id=$temp_RSUA_unit.id\n x={_X}\n y={_Y}\n show=no\n [/recall]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE temp_RSUA_units}\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#define HIVE_NOISE_1_SOUND_SOURCE\n {BACKGROUND_SOUND_SOURCE_GENERIC __ss_hive_noise_1_all ambient/dark-1.ogg}\n#enddef\n\n#define HIVE_NOISE_3_SOUND_SOURCE\n {BACKGROUND_SOUND_SOURCE_GENERIC __ss_hive_noise_3_all ambient/dark-3.ogg}\n#enddef\n\n#define SOUND_LIST:EXPLOSION\nexplosion-big.ogg,explosion.ogg #enddef\n\n#define SOUND_LIST:COLLAPSING_FACILITY\nrumble.ogg,cave-in.ogg,explosion-big.ogg,explosion.ogg,thunder1.wav,thunder2.wav,thunder3.wav #enddef\n\n#define SOUND_LIST:BIRDS\nambient/birds[1~3].ogg #enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n# wmlindent: start ignoring\n\n#define SPECIAL_NOTE_ABSORB_DAMAGE\n _ \"This unit will not take any damage from attacks.\" #enddef\n\n#define SPECIAL_NOTE_DEMOLITION\n _ \"On death, this unit destroys all adjacent hexes and units, and the hex they are standing on.\" #enddef\n\n#define SPECIAL_NOTE_PHYSICAL_ENDURANCE\n _ \"This unit will instantly regenerate half of the damage deal on it with non-arcane attacks, unless it would otherwise kill it.\" #enddef\n\n#define SPECIAL_NOTE_STUN\n _ \"This unit is able to disrupt its opponent\u2019s zone of control with a powerful attack, only available during offense.\" #enddef\n\n#define SPECIAL_NOTE_AQUEOUS\n _ \"This unit benefits from defending on water terrains in various ways.\" #enddef\n\n#define SPECIAL_NOTE_ABSCOND\n _ \"This unit is able to escape certain death once every other turn.\" #enddef\n\n#define SPECIAL_NOTE_SEISMIC\n _ \"This unit is able to deal area-of-effect damage to units once every turn, with a chance of stunning and slowing them as well.\" #enddef\n\n# wmlindent: stop ignoring\n\n#\n# UtBS abilities\n#\n\n#textdomain wesnoth-utbs\n\n#define SPECIAL_NOTE_SHOCK\n_\"This unit\u2019s melee attack can overwhelm the defenses of enemies, preventing them from retaliating as effectively.\"#enddef\n\n#define SPECIAL_NOTE_FORMATION\n_\"Groups of units of this type are able to shield each other in combat.\"#enddef\n\n#define SPECIAL_NOTE_DISENGAGE\n_\"This unit can move either before or after attacking.\"#enddef\n\n#define SPECIAL_NOTE_DAZE\n_\"This unit can daze its enemies, reducing their accuracy and defense until they end a turn.\"#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#define ANIMATED_FOUNTAIN _X _Y\n [terrain_graphics]\n x={_X}\n y={_Y}\n [tile]\n x=0\n y=0\n [image]\n layer=0\n name=\"../scenery/fountain-[01~13].png:100\"\n [/image]\n [/tile]\n [/terrain_graphics]\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#define UNIT_TO_GLOBAL_STORE _ID _STORE_ID\n [store_unit]\n [filter]\n id={_ID}\n [/filter]\n variable=persist_store\n kill=no\n mode=replace\n [/store_unit]\n\n {WRITE_VARIABLE_INTO_GLOBAL persist_store {_STORE_ID} NAMESPACE={PERSISTENT_NS_ATS}}\n\n {CLEAR_VARIABLE persist_store}\n#enddef\n\n#define UNIT_FROM_GLOBAL_STORE _STORE_ID\n {READ_GLOBAL_INTO_VARIABLE ({_STORE_ID}) ({_STORE_ID}) NAMESPACE={PERSISTENT_NS_ATS}}\n#enddef\n\n#\n# Incorporates unit stats from a globally-stored version of the unit into the\n# live (on-map) version.\n#\n# NOTE: This should only be used during prestart and never during regular\n# gameplay events as it also resets the unit's combat stats.\n#\n#define UPDATE_UNIT_FROM_GLOBAL_STORE _ID _STORE_ID\n {READ_GLOBAL_INTO_VARIABLE ({_STORE_ID}) persist_store NAMESPACE={PERSISTENT_NS_ATS}}\n\n [if]\n {VARIABLE_ARRAY_NOT_EMPTY persist_store}\n [then]\n {LOG_ATS \"Updating \"+{_ID}+\" from global store\"}\n\n # Verify that the live unit's type matches the stored version.\n # Otherwise force a clean-slate rebuild into the stored unit\n # type.\n [if]\n [have_unit]\n id={_ID}\n type=$persist_store.type\n [/have_unit]\n [else]\n {LOG_ATS \"Rebuilding unit for \"+{_ID}+\" to new unit type '$persist_store.type'\"}\n\n {TRANSFORM_UNIT (id={_ID}) $persist_store.type}\n [/else]\n [/if]\n\n # Reapply AMLAs as needed.\n [if]\n {VARIABLE_ARRAY_NOT_EMPTY persist_store.modifications.advancement}\n [then]\n {LOG_ATS \"Applying $persist_store.modifications.advancement.length stored AMLAs to \"+{_ID}}\n\n [apply_amlas]\n id={_ID}\n [insert_tag]\n name=\"advancement\"\n variable=\"persist_store.modifications.advancement\"\n [/insert_tag]\n [/apply_amlas]\n [/then]\n [/if]\n\n # Reapply objects that have a description (so we can safely assume\n # they are not objects used for internal purposes).\n [if]\n {VARIABLE_ARRAY_NOT_EMPTY persist_store.modifications.object}\n [then]\n {LOG_ATS \"Applying $persist_store.modifications.object.length stored [object]s to \"+{_ID}}\n\n [apply_objects]\n id={_ID}\n [insert_tag]\n name=\"object\"\n variable=\"persist_store.modifications.object\"\n [/insert_tag]\n [/apply_objects]\n [/then]\n [/if]\n\n # Reset combat stats and record its old XP ratio for usage by AMLA_XP_CAP.\n [modify_unit]\n [filter]\n id={_ID}\n [/filter]\n moves=$persist_store.max_moves\n attacks_left=$persist_store.max_attacks\n [variables]\n amla_xp_cap_old_ratio=\"$(1.0*$persist_store.experience / $persist_store.max_experience)\"\n [/variables]\n [/modify_unit]\n\n {LOG_ATS \"Unit update from global store finished\"}\n [/then]\n [/if]\n\n {CLEAR_VARIABLE persist_store}\n#enddef\n\n#define INJURED_VARIATION_STATS\n hitpoints=1\n max_hitpoints=1\n experience=0\n max_experience=0\n moves=0\n max_attacks=0\n attacks_left=0\n#enddef\n\n#define APPLY_INJURED_VARIATION _SUF _FACING\n [object]\n [filter]\n {_SUF}\n [/filter]\n [effect]\n apply_to=variation\n name=injured\n [/effect]\n silent=yes\n [/object]\n\n [modify_unit]\n [filter]\n {_SUF}\n [/filter]\n {INJURED_VARIATION_STATS}\n facing={_FACING}\n [status]\n slowed=no\n poisoned=no\n petrified=no\n unhealable=no\n [/status]\n [/modify_unit]\n#enddef\n\n# Needed in scenario events for E2S4\n#define UNDEAD_RECRUITMENT:ZYNARA:LIMIT\n{DIFF 8 6 4} #enddef\n\n#define UNDEAD_RECRUITMENT:ZYNARA:WILD_GHOSTS_SIDE _SIDE_NUM\n [event]\n name=prestart\n\n # NOTE: The variable name is hardcoded in the implementation of the\n # [player_ghost_trap] WML action.\n {VARIABLE wild_ghosts_side {_SIDE_NUM}}\n [/event]\n\n [event]\n name=victory\n\n {CLEAR_VARIABLE wild_ghosts_side}\n [/event]\n#enddef\n\n#define UNDEAD_RECRUITMENT:ZYNARA\n [event]\n id=ur_zynara_precruit\n name=prerecruit\n first_time_only=no\n [filter]\n side=1\n type=Ghost,Wraith,Spectre,Shadow,Nightgaunt\n [/filter]\n [filter_condition]\n [have_unit]\n id=Zynara\n side=1\n [/have_unit]\n [/filter_condition]\n\n {VARIABLE player_ghost_limit {UNDEAD_RECRUITMENT:ZYNARA:LIMIT}}\n\n [if]\n [player_ghost_limit_reached]\n variable=\"player_ghost_count\"\n limit=\"$player_ghost_limit\"\n [/player_ghost_limit_reached]\n\n [then]\n [message]\n speaker=Zynara\n message= _ \"My lady, no! I cannot keep that many spirits under control!\"\n [/message]\n\n [transient_message]\n message= _ \"You are no longer able to recruit Ghosts for the remainder of this scenario.\"\n [/transient_message]\n\n [disallow_recruit]\n side=1\n type=Ghost\n [/disallow_recruit]\n\n [event]\n name=victory\n\n [allow_recruit]\n side=1\n type=Ghost\n [/allow_recruit]\n [/event]\n\n [player_ghost_trap][/player_ghost_trap]\n [/then]\n\n [else]\n {VARIABLE_MINUS player_ghost_limit $player_ghost_count}\n\n [switch]\n variable=\"player_ghost_limit\"\n\n [case]\n value=3\n [message]\n speaker=Zynara\n message= _ \"My lady, I can summon up to three more spirits.\"\n [/message]\n [/case]\n\n [case]\n value=2\n [message]\n speaker=Zynara\n message= _ \"I can summon two more spirits.\"\n [/message]\n [/case]\n\n [case]\n value=1\n [message]\n speaker=Zynara\n message= _ \"I can only summon one more spirit!\"\n [/message]\n [/case]\n\n [case]\n value=0\n [message]\n speaker=Zynara\n message= _ \"My lady, I will not be able to control additional spirits unless we get rid of some of the ones we already have at our command.\"\n [/message]\n [/case]\n [/switch]\n\n [allow_undo][/allow_undo]\n [/else]\n [/if]\n\n {CLEAR_VARIABLE player_ghost_count,player_ghost_limit}\n [/event]\n#enddef\n\n#define UNDEAD_RECRUITMENT:IRYLEAN\n [event]\n id=ur_irylean_prerecruit\n name=prerecruit\n first_time_only=no\n [filter]\n side=1\n type=Walking Corpse\n [/filter]\n [filter_condition]\n [have_unit]\n side=1\n id=Irylean\n [/have_unit]\n [/filter_condition]\n\n {VARIABLE_RANDOM temp_URI_variation gryphon,wolf,bat}\n\n [object]\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=variation\n name=$temp_URI_variation\n [/effect]\n [/object]\n\n [heal_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n restore_statuses=no\n [/heal_unit]\n\n {CLEAR_VARIABLE temp_URI_variation}\n [/event]\n#enddef\n\n#\n# Disallow a unit (slave) from moving when it gets away from another unit's\n# (master) movement range.\n#\n# 1. We set the slave's remaining MP to 0 on each turn refresh unless it is\n# within range of its master.\n#\n# 2. We set the slave's remaining MP to 0 on moveto whenever it leaves its\n# master's range. We don't care how far away from its master's range it can\n# move. This can happen because of either the master or the slave moving.\n#\n# 3. On each case above, we store the slave's previous remaining MP in a unit\n# variable so we can restore them once the master moves so that the slave\n# is within his movement range again.\n#\n# 4. Handling the master or the slave's death is left as an exercise to the\n# reader.\n#\n# 5. Handling masters and slaves who do not belong to the same side is also\n# left as an exercise to the reader.\n#\n# 6. Allowing this macro to be used multiple times in a scenario is also left\n# as an exercise to the reader.\n#\n# Also note that this macro could be alternatively called SLAVE_UNIT. Not that\n# there's anything wrong with that.(tm)\n#\n#define BIND_UNIT_TO_UNIT_MOVEMENT_RANGE _MASTER_SUF _SLAVE_SUF\n [event]\n id=bind_uu_immobilize_helper_eh # (3a)\n name=immobilize bound unit\n first_time_only=no\n\n {LOG_ATS_DBG \"UU: $unit.id has been immobilized ($unit.moves| MP)\"}\n\n {VARIABLE unit.variables.uu_moves $unit.moves}\n\n # Default attribute values since the 1.9.0 config optimizations are\n # undocumented and thus unreliable, so set an explicit flag to check\n # for.\n {VARIABLE unit.variables.uu_immobilized yes}\n\n {VARIABLE unit.moves 0}\n\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n\n [redraw]\n side=$unit.side\n [/redraw]\n [/event]\n\n [event]\n id=bind_uu_mobilize_helper_eh # (3b)\n name=mobilize bound unit\n first_time_only=no\n\n {LOG_ATS_DBG \"UU: $unit.id has been mobilized ($unit.variables.uu_moves| MP)\"}\n\n {VARIABLE unit.moves $unit.variables.uu_moves}\n\n {CLEAR_VARIABLE unit.variables.uu_moves,unit.variables.uu_immobilized}\n\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n\n [redraw]\n side=$unit.side\n [/redraw]\n [/event]\n\n [event]\n id=bind_uu_turn_refresh_eh # (1)\n name=turn refresh\n first_time_only=no\n [filter_side]\n [has_unit]\n {_SLAVE_SUF}\n [or]\n {_MASTER_SUF}\n [/or]\n [/has_unit]\n [/filter_side]\n\n {LOG_ATS_DBG \"UU: in turn refresh handler\"}\n\n [check_unit_in_range]\n [filter]\n {_MASTER_SUF}\n [/filter]\n [filter_second]\n {_SLAVE_SUF}\n [/filter_second]\n variable=temp_bind_uu_in_range\n [/check_unit_in_range]\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS temp_bind_uu_in_range no}\n [then]\n [fire_event]\n name=immobilize bound unit\n [primary_unit]\n {_SLAVE_SUF}\n [/primary_unit]\n [/fire_event]\n [/then]\n [else]\n [store_unit]\n [filter]\n {_SLAVE_SUF}\n [/filter]\n variable=temp_bind_uu_slave\n [/store_unit]\n\n # We only need to clear state here, since the game's internal\n # pre-turn refresh logic already reset the unit's MP.\n {CLEAR_VARIABLE temp_bind_uu_slave.variables.uu_moves,temp_bind_uu_slave.variables.uu_immobilized}\n\n [unstore_unit]\n variable=temp_bind_uu_slave\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE temp_bind_uu_slave}\n [/else]\n [/if]\n\n {CLEAR_VARIABLE temp_bind_uu_in_range}\n [/event]\n\n [event]\n id=bind_uu_moveto_eh # (2)\n name=moveto\n first_time_only=no\n [filter]\n {_SLAVE_SUF}\n [or]\n {_MASTER_SUF}\n [/or]\n [/filter]\n\n {LOG_ATS_DBG \"UU: in moveto handler\"}\n\n [check_unit_in_range]\n [filter]\n {_MASTER_SUF}\n [/filter]\n [filter_second]\n {_SLAVE_SUF}\n [/filter_second]\n variable=temp_bind_uu_in_range\n [/check_unit_in_range]\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS temp_bind_uu_in_range no}\n [then] # Not within master's range.\n [if]\n [have_unit]\n {_SLAVE_SUF}\n [not]\n [filter_wml]\n [variables]\n uu_immobilized=yes\n [/variables]\n [/filter_wml]\n [/not]\n [/have_unit]\n [then]\n # Wasn't immobilized before, needs to be immobilized now.\n [fire_event]\n name=immobilize bound unit\n [primary_unit]\n {_SLAVE_SUF}\n [/primary_unit]\n [/fire_event]\n [/then]\n [else]\n # Slave state won't be changed by this move, allow\n # undoing.\n [allow_undo][/allow_undo]\n [/else]\n [/if]\n [/then]\n [else] # Now within master's range.\n [if]\n [have_unit]\n {_SLAVE_SUF}\n [filter_wml]\n [variables]\n uu_immobilized=yes\n [/variables]\n [/filter_wml]\n [/have_unit]\n [then]\n # Was immobilized before, restore MP and clear state.\n [fire_event]\n name=mobilize bound unit\n [primary_unit]\n {_SLAVE_SUF}\n [/primary_unit]\n [/fire_event]\n [/then]\n [else]\n # Slave state won't be changed by this move, allow\n # undoing.\n [allow_undo][/allow_undo]\n [/else]\n [/if]\n [/else]\n [/if]\n\n {CLEAR_VARIABLE temp_bind_uu_in_range}\n [/event]\n#enddef\n\n#define FORCE_MOBILIZE_BOUND_UNIT _SLAVE_SUF\n [if]\n [have_unit]\n {_SLAVE_SUF}\n [filter_wml]\n [variables]\n uu_immobilized=yes\n [/variables]\n [/filter_wml]\n [/have_unit]\n [then]\n [fire_event]\n name=mobilize bound unit\n [primary_unit]\n {_SLAVE_SUF}\n [/primary_unit]\n [/fire_event]\n [/then]\n [/if]\n#enddef\n\n#define DISABLE_BOUND_UNITS\n # First, mobilize any applicable still bound units.\n\n [store_unit]\n [filter]\n [filter_wml]\n [variables]\n uu_immobilized=yes\n [/variables]\n [/filter_wml]\n [/filter]\n variable=temp_uuu_immobilized_units\n kill=no\n [/store_unit]\n\n [foreach]\n array=temp_uuu_immobilized_units\n [do]\n [fire_event]\n name=mobilize bound unit\n [primary_unit]\n x,y=$this_item.x,$this_item.y\n [/primary_unit]\n [/fire_event]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE temp_uuu_immobilized_units}\n\n # With that out of the way, we can eliminate all the event handlers\n # previously involved.\n\n [remove_event]\n id=bind_uu_immobilize_helper_eh,bind_uu_mobilize_helper_eh,bind_uu_turn_refresh_eh,bind_uu_moveto_eh # wmllint: ignore\n [/remove_event]\n#enddef\n\n#define FIRE_GUARDIAN_SUMMONING\n [event]\n name=prestart\n\n {ENABLE_FIRE_GUARDIAN_SUMMONING}\n [/event]\n\n [event]\n name=victory\n\n {DISABLE_FIRE_GUARDIAN_SUMMONING}\n [/event]\n#enddef\n\n#define ENABLE_FIRE_GUARDIAN_SUMMONING\n [set_menu_item]\n id=wmi_summon_fire_guardian\n # po: The Fire Wraith unit type name translation may be found in the\n # po: wesnoth-units textdomain in mainline.\n description= _ \"Summon Fire Wraith\"\n image=\"icons/menu-fire.png\"\n [show_if]\n # Only during the player's turn\n {VARIABLE_NUMERICAL_EQUALS side_number 1}\n [/show_if]\n [filter_location]\n [not]\n # Vacant hexes...\n [filter][/filter]\n [/not]\n # ... adjacent to Elyssa while she is under the player's control...\n [filter_adjacent_location]\n [filter]\n side=1\n id=Elyssa\n # ... or to Elynia in E3S10\n [or]\n side=1\n id=Elynia\n [filter_wml]\n [variables]\n is_summoning_target=yes\n [/variables]\n [/filter_wml]\n [/or]\n [/filter]\n [/filter_adjacent_location]\n [/filter_location]\n [command]\n [if]\n [have_location]\n x,y=$x1,$y1\n # ... that aren't impassable.\n terrain=X*,*^X*\n [not]\n terrain=*^Xp # FIXME: *^X conflicts with Dark Hive holes, they should be replaced!\n [/not]\n [/have_location]\n [then]\n [transient_message]\n message= _ \"You cannot summon a Fire Wraith on an impassable location!\"\n [/transient_message]\n [/then]\n [else]\n [if]\n [have_unit]\n side=1\n type=Fire Wraith\n count=\"6-99999\"\n [/have_unit]\n [then]\n [transient_message]\n message= _ \"You cannot control more than six Fire Wraiths at once!\"\n [/transient_message]\n [/then]\n [else]\n [store_direction]\n [from]\n [filter]\n id=Elyssa\n [/filter]\n [/from]\n to_x,to_y=$x1,$y1\n variable=temp_FIRE_GUARDIAN_facing\n [/store_direction]\n\n [unit]\n side=1\n type=Fire Wraith\n x,y=$x1,$y1\n moves,attacks_left=0,0\n random_gender=yes\n random_traits=yes\n generate_name=yes\n animate=yes\n upkeep=free\n {IS_LOYAL}\n facing=$temp_FIRE_GUARDIAN_facing\n [modifications]\n {TRAIT_LOYAL}\n [object]\n silent=yes\n [effect]\n apply_to=level\n new_level=3\n [/effect]\n [effect]\n apply_to=hitpoints\n heal_full=yes\n increase_total={DIFF 15 13 9}\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n increase_damage=1\n [/effect]\n [effect]\n apply_to=attack\n range=ranged\n increase_damage=1\n increase_attacks=2\n [set_specials]\n {WEAPON_SPECIAL_MARKSMAN}\n [/set_specials]\n [/effect]\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_REGENERATES}\n [/abilities]\n [/effect]\n [/object]\n [/modifications]\n [/unit]\n\n {CLEAR_VARIABLE temp_FIRE_GUARDIAN_facing}\n [/else]\n [/if]\n [/else]\n [/if]\n [/command]\n [/set_menu_item]\n#enddef\n\n#define DISABLE_FIRE_GUARDIAN_SUMMONING\n [kill]\n type=Fire Wraith\n side=1\n [/kill]\n\n {REMOVE_MENU_ITEM wmi_summon_fire_guardian}\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#define DARKEN_RED_SCREEN _VALUE\n [color_adjust]\n red=0\n green={_VALUE}\n blue={_VALUE}\n [/color_adjust]\n#enddef\n\n#\n# Play the animation normally shown at the beginning of a\n# unit advancement/level up sequence.\n#\n#define PLAY_LEVELOUT_ANIM _SUF\n [animate_unit]\n [filter]\n {_SUF}\n [/filter]\n flag=levelout\n with_bars=yes\n [/animate_unit]\n#enddef\n\n#\n# Play the animation normally shown at the end of a unit\n# advancement/level up sequence.\n#\n#define PLAY_LEVELIN_ANIM _SUF\n [animate_unit]\n [filter]\n {_SUF}\n [/filter]\n flag=levelin\n with_bars=yes\n [/animate_unit]\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#define WEAPON_SPECIAL_STUN_EVENTS\n [event]\n id=weapon_special_stun_attacker_hits\n name=attacker hits\n first_time_only=no\n [filter_attack]\n special=stun\n [/filter_attack]\n [filter_second]\n [not]\n level=0\n [or]\n status=stunned\n [/or]\n [/not]\n [/filter_second]\n\n {VARIABLE second_unit.status.stunned yes}\n\n [unstore_unit]\n find_vacant=no\n variable=second_unit\n female_text= _ \"female^stunned\"\n male_text= _ \"stunned\"\n red,green,blue=196,196,128\n [/unstore_unit]\n\n [object]\n silent=yes\n duration=turn end\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=image_mod\n add=\"CS(50,50,0)\"\n [/effect]\n [effect]\n apply_to=zoc\n value=no\n [/effect]\n [/object]\n [/event]\n\n [event]\n id=weapon_special_stun_turn_end\n name=side turn end\n first_time_only=no\n\n [store_unit]\n [filter]\n side=$side_number\n status=stunned\n [/filter]\n variable=temp_STUN_restore_units_store\n [/store_unit]\n\n [foreach]\n array=temp_STUN_restore_units_store\n [do]\n {CLEAR_VARIABLE this_item.status.stunned}\n\n [unstore_unit]\n variable=this_item\n [/unstore_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE temp_STUN_restore_units_store}\n [/event]\n#enddef\n\n#define WEAPON_SPECIAL_SEISMIC_EVENTS\n # NOTE: We currently run this unconditionally even if seismic cannot\n # proc for this turn anymore. Nothing else should need to hook into the\n # \"seismic hits\" event dispatch so this shouldn't be an issue for now.\n\n [event]\n id=\"seismic:attacker_hits_fwd\"\n name=attacker hits\n first_time_only=no\n [filter_attack]\n special=seismic\n [/filter_attack]\n\n {EVENT_FORWARD_DISPATCH \"seismic hits\"}\n [/event]\n\n [event]\n id=\"seismic:attacker_hits_inv\"\n name=defender hits\n first_time_only=no\n [filter_second_attack]\n special=seismic\n [/filter_second_attack]\n\n {EVENT_INVERSE_DISPATCH \"seismic hits\"}\n [/event]\n\n [event]\n id=\"seismic:main\"\n name=seismic hits\n first_time_only=no\n [filter_condition]\n {VARIABLE_NUMERICAL_NOT_EQUALS turn_number $unit.variables.seismic_last_turn}\n [/filter_condition]\n\n [seismic_impact][/seismic_impact]\n [/event]\n#enddef\n\n#\n# UtBS abilities\n#\n\n#textdomain wesnoth-utbs\n\n#define WEAPON_SPECIAL_DAZE_EVENTS\n [event]\n id=weapon_special_daze_event_2\n name=attacker hits\n first_time_only=no\n\n [filter_attack]\n special_id=daze\n [/filter_attack]\n\n [filter_second]\n [not]\n [filter_wml]\n [status]\n dazed=yes\n [/status]\n [/filter_wml]\n [/not]\n [/filter_second]\n\n {VARIABLE second_unit.status.dazed yes}\n\n [unstore_unit]\n variable=second_unit\n find_vacant=no\n text= _ \"dazed\"\n female_text = _ \"female^dazed\"\n red,green,blue=196,196,128\n [/unstore_unit]\n\n [object]\n silent=yes\n duration=scenario\n\n [filter]\n x,y=$x2,$y2\n [not]\n ability=self_dazed\n [/not]\n [/filter]\n\n [effect]\n apply_to=new_ability\n [abilities]\n [chance_to_hit]\n id=enemy_dazed\n name=\"\"\n description=\"\"\n add=10\n apply_to=opponent\n [filter_student]\n [filter_wml]\n [status]\n dazed=yes\n [/status]\n [/filter_wml]\n [/filter_student]\n [filter_opponent]\n [filter_weapon]\n [not]\n special_id=magical\n [/not]\n [not]\n special_id_active=marksman\n [/not]\n [/filter_weapon]\n [/filter_opponent]\n [/chance_to_hit]\n [chance_to_hit]\n id=enemy_dazed\n name=\"\"\n description=\"\"\n add=10\n apply_to=opponent\n [filter_base_value]\n greater_than_equal_to=60\n [/filter_base_value]\n [filter_student]\n [filter_wml]\n [status]\n dazed=yes\n [/status]\n [/filter_wml]\n [/filter_student]\n [filter_opponent]\n [filter_weapon]\n special_id_active=marksman\n [/filter_weapon]\n [/filter_opponent]\n [/chance_to_hit]\n [chance_to_hit]\n id=self_dazed\n name=\"\"\n description=\"\"\n sub=10\n [filter_student]\n [filter_weapon]\n [not]\n special_id=magical\n [/not]\n [not]\n special_id_active=marksman\n [/not]\n [/filter_weapon]\n [filter_wml]\n [status]\n dazed=yes\n [/status]\n [/filter_wml]\n [/filter_student]\n [/chance_to_hit]\n [chance_to_hit]\n id=self_dazed\n name=\"\"\n description=\"\"\n sub=10\n [filter_base_value]\n greater_than_equal_to=70\n [/filter_base_value]\n [filter_student]\n [filter_weapon]\n special_id_active=marksman\n [/filter_weapon]\n [filter_wml]\n [status]\n dazed=yes\n [/status]\n [/filter_wml]\n [/filter_student]\n [/chance_to_hit]\n [/abilities]\n [/effect]\n [/object]\n [/event]\n\n [event]\n id=weapon_special_daze_event_3\n name=side turn\n first_time_only=no\n\n [event]\n name=side turn\n delayed_variable_substitution=no\n\n #{DEBUG_MSG \"side $|side_number turn started, clearing daze from side $side_number units\"}\n\n [modify_unit]\n [filter]\n side=$side_number\n [filter_wml]\n [status]\n dazed=yes\n [/status]\n [/filter_wml]\n [/filter]\n\n [status]\n dazed=no\n [/status]\n [/modify_unit]\n [/event]\n [/event]\n#enddef\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#\n# The code for the Stun special is based on the UtBS implementation (as of 1.10),\n# with various changes to account for AtS-specific concerns.\n#\n\n# wmllint: unbalanced-on\n#define WEAPON_SPECIAL_STUN\n [dummy]\n id=stun\n name= _ \"stun\"\n description= _ \"This attack puts enormous pressure on the opponent, disrupting its zone of control if a hit is landed. Not active on defense.\"\n special_note={SPECIAL_NOTE_STUN}\n [/dummy]\n\n # Globally included since it's a dependency of Elynia's AMLA tree\n #{WEAPON_SPECIAL_EVENTS STUN}\n#enddef\n\n#define WEAPON_SPECIAL_SEISMIC\n [dummy]\n id=seismic\n name= _ \"seismic\"\n description= _ \"On the first hit during a turn, this attack deals 75% splash damage to all enemy units adjacent to the target, and has a 25% chance of inflicting both the slowed and stunned status effects on them as well as the target (calculated separately for each unit). The exact amount of damage dealt will vary for each affected unit according to their resistances, and it will not kill units other than the original target.\"\n special_note={SPECIAL_NOTE_SEISMIC}\n [/dummy]\n\n {WEAPON_SPECIAL_EVENTS SEISMIC}\n\n # This would be needed to handle unstunning units affected by the seism\n # status combo if it wasn't already globally included\n #{WEAPON_SPECIAL_EVENTS STUN}\n#enddef\n\n#\n# UtBS abilities\n#\n\n#define WEAPON_SPECIAL_SHOCK\n # Canned definition of the Shock ability to be included in a\n # [specials] clause.\n [attacks]\n id=shock\n name= _ \"shock\"\n description= _ \"When this attack is used on offense, the opponent will retaliate with one less strike than normally, to a minimum of one strike.\"\n special_note={SPECIAL_NOTE_SHOCK}\n sub=1\n active_on=offense\n apply_to=opponent\n [filter_base_value]\n greater_than=1\n [/filter_base_value]\n [/attacks]\n#enddef\n\n#define WEAPON_SPECIAL_DAZE\n [dummy]\n id=daze\n name= _ \"daze\"\n description= _ \"When hit with this attack, an enemy suffers a 10% penalty both to their defense and chance to hit for one turn. Other specials that affect chance to hit (e.g. magical and marksman) take precedence over this special.\n\nMagical attacks will still have a 70% chance to hit.\nMarksman attacks are only affected if the chance to hit is greater than 60%.\"\n special_note={SPECIAL_NOTE_DAZE}\n [/dummy]\n\n # Globally included since it's a dependency of Anya's AMLA tree\n #{WEAPON_SPECIAL_EVENTS DAZE}\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#\n# This file contains code used to work around bugs found in specific Wesnoth\n# versions, using the ifver directive. Even if there is no code here at some\n# point, the file is not intended to be removed.\n#\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "# wmllint: no translatables\n\n#define COMPOSITE_GENERIC_SINGLE_PLFB TERRAIN PROB LAYER FLAG BUILDER IMAGESTEM FUNCTION\n [terrain_graphics]\n map=\"\n, *\n* , *\n, 1\n* , *\n, *\"\n\n [tile]\n pos=1\n type={TERRAIN}\n set_no_flag={FLAG}\n [/tile]\n\n probability={PROB}\n [image]\n name={BUILD_IMAGE {BUILDER} {IMAGESTEM} ()}~{FUNCTION}\n variations=\";2;3;4;5;6;7;8;9;10;11\"\n layer={LAYER}\n base=90,144\n center=90,144\n [/image]\n [/terrain_graphics]\n#enddef\n\n#define COMPOSITE_OVERLAY_PLFB TERRAIN PROB LAYER FLAG BUILDER IMAGESTEM FUNCTION\n {COMPOSITE_GENERIC_SINGLE_PLFB ({TERRAIN}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) ({FUNCTION})}\n#enddef\n\n#define COMPOSITE_OVERLAY_PL TERRAINLIST PROB LAYER IMAGESTEM FUNCTION\n {COMPOSITE_OVERLAY_PLFB ({TERRAINLIST}) ({PROB}) ({LAYER}) overlay IMAGE_SINGLE ({IMAGESTEM}) ({FUNCTION})}\n#enddef\n\n#define COMPOSITE_OVERLAY_L TERRAINLIST LAYER IMAGESTEM FUNCTION\n {COMPOSITE_OVERLAY_PLFB ({TERRAINLIST}) 100 ({LAYER}) overlay IMAGE_SINGLE ({IMAGESTEM}) ({FUNCTION})}\n#enddef\n\n#define COMPOSITE_BORDER_RESTRICTED_PLFB TERRAINLIST ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM FUNCTION\n [terrain_graphics]\n map=\"\n, 2\n* , *\n, 1\n* , *\n, *\"\n [tile]\n pos=1\n type={ADJACENT}\n set_no_flag={FLAG}-@R0\n [/tile]\n [tile]\n pos=2\n type={TERRAINLIST}\n set_no_flag={FLAG}-@R3\n [/tile]\n\n [image]\n layer={LAYER}\n name={BUILD_IMAGE {BUILDER} {IMAGESTEM} -@R0}~{FUNCTION}\n variations=\";2;3;4;5;6;7;8;9;10;11\"\n center=90,144\n [/image]\n probability={PROB}\n rotations=n,ne,se,s,sw,nw\n [/terrain_graphics]\n#enddef\n\n#define COMPOSITE_TRANSITION_RESTRICTED_PLFB TERRAINLIST ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM FUNCTION\n {COMPOSITE_BORDER_RESTRICTED_PLFB ({TERRAINLIST}) ({ADJACENT}) ({PROB}) ({LAYER}) ({FLAG}) ({BUILDER}) ({IMAGESTEM}) ({FUNCTION})}\n#enddef\n\n#define COMPOSITE_TRANSITION_RESTRICTED_LF TERRAINLIST ADJACENT LAYER FLAG IMAGESTEM FUNCTION\n {COMPOSITE_TRANSITION_RESTRICTED_PLFB ({TERRAINLIST}) ({ADJACENT}) 100 ({LAYER}) ({FLAG}) IMAGE_SINGLE ({IMAGESTEM}) ({FUNCTION})}\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "# wmllint: no translatables\n# wmlindent: start ignoring\n\n#ifdef EDITOR\n\n# NOTE: Nothing here at the moment. Do not remove this file.\n\n#endif\n\n# wmlindent: stop ignoring\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "# wmllint: no translatables\n\n# Starfield or some crap\n{TERRAIN_BASE_RANDOM Xzsf chasm/abyss }\n\n# Cracks\n{OVERLAY_P *^Egk 10 ../scenery/ground-crack-2 }\n{OVERLAY_P *^Egk 11 ../scenery/ground-crack-3 }\n{OVERLAY_P *^Egk 13 ../scenery/ground-crack-4 }\n{OVERLAY_P *^Egk 14 ../scenery/ground-crack-5 }\n{OVERLAY_P *^Egk 17 ../scenery/ground-crack-6 }\n{OVERLAY_P *^Egk 20 ../scenery/ground-crack-7 }\n{OVERLAY_P *^Egk 25 ../scenery/ground-crack-8 }\n{OVERLAY *^Egk ../scenery/ground-crack-1 }\n\n# Statues\n{OVERLAY *^Ezx ../scenery/statue-xiael }\n\n# Dry grassland elvish castle\n{TERRAIN_BASE Cvz elvish-castle-ground-dry}\n{NEW:CASTLEWALL Cvz (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/elven/castle}\n\n# Dry grassland elvish castle ruins\n{TERRAIN_BASE Cvrz elvish-castle-ground-dry}\n{NEW:CASTLEWALL Cvrz (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/elven-ruin/castle}\n\n# Fake fog\n{OVERLAY_PL *^Zow 30 1 fog/fog1 }\n{OVERLAY_PL *^Zow 43 1 fog/fog2 }\n{OVERLAY_PL *^Zow 100 1 fog/fog3 }\n{TRANSITION_RESTRICTED_LF *^Zow (!,*^Zow) 1 overlay fog/fog }\n\n# Blood\n{NEW:OVERLAY Wwbf water/ford FLAG=ford LAYER=-519}\n\n{NEW:WATER_342_180 Wwb,Wwbf water/water 17 DURATION=125 RANDOM_START=125}\n{NEW:WATER_342_180_OVERLAY Wwb water-overlay-blood -502}\n{NEW:WATER_342_180_OVERLAY Wwbf water-overlay-blood-ford -502}\n\n# Blood transitions\n{NEW:WATER_342_180_OVERLAY_TRANSITION Wwb (!,Wwb,!,W*,Sm) -505 water-overlay-blood 0.80}\n{NEW:WATER_342_180_OVERLAY_TRANSITION Wwbf (!,Wwbf,!,W*,Sm) -505 water-overlay-blood-ford 0.40}\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n# Include units WML directory\n{LD /units/alien-verlissh}\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[movetype]\n name=valdemonfoot\n [movement_costs]\n deep_water=3\n shallow_water=2\n reef=2\n swamp_water=2\n flat=1\n sand=2\n forest=2\n hills=2\n mountains=3\n village=1\n castle=1\n cave=1\n unwalkable={UNREACHABLE}\n impassable={UNREACHABLE}\n frozen=2\n fungus=2\n [/movement_costs]\n [defense]\n deep_water=60\n shallow_water=60\n reef=60\n swamp_water=60\n flat=70\n sand=70\n forest=60\n hills=50\n mountains=40\n village=60\n castle=60\n cave=60\n unwalkable=50\n impassable=90\n frozen=70\n fungus=60\n [/defense]\n [resistance]\n blade=80\n pierce=80\n impact=100\n fire=90\n cold=100\n arcane=110\n [/resistance]\n[/movetype]\n\n# A combination of demonfoot and armoredfoot\n\n[movetype]\n name=lumerilfoot\n [movement_costs]\n deep_water={UNREACHABLE}\n shallow_water=4\n reef=3\n swamp_water=4\n flat=1\n sand=2\n forest=2\n hills=3\n mountains={UNREACHABLE}\n village=1\n castle=1\n cave=2\n unwalkable={UNREACHABLE}\n impassable={UNREACHABLE}\n frozen=4\n fungus=2\n [/movement_costs]\n [defense]\n deep_water=90\n shallow_water=90\n reef=80\n swamp_water=90\n flat=70\n sand=80\n forest=60\n hills=60\n mountains=90\n village=60\n castle=50\n cave=60\n unwalkable=90\n impassable=90\n frozen=80\n fungus=60\n [/defense]\n [resistance]\n blade=50\n pierce=60\n impact=90\n fire=100\n cold=100\n arcane=100\n [/resistance]\n[/movetype]\n\n# Include units WML directories\n{LD /units/demons}\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n#\n# The Quenoth elves' stats differ from UtBS mainly in that they've\n# adapted to the tropical forests in Quenoth Island and slightly lost\n# affinity to sands.\n#\n# In practice this means that their forest movement cost is always 1 and\n# their defense 10% greater than UtBS' stats up to a maximum of 60%,\n# while their sand defense is 10% less down to a minimum of 50%\n#\n\n[movetype]\n name=quenoth_foot\n [movement_costs]\n shallow_water=3\n reef=2\n swamp_water=2\n flat=1\n sand=1\n forest=1\n hills=2\n mountains=3\n village=1\n castle=1\n cave=2\n frozen=3\n fungus=2\n [/movement_costs]\n [vision_costs]\n deep_water=3\n unwalkable=3\n [/vision_costs]\n [defense]\n shallow_water=80\n reef=70\n swamp_water=70\n flat=60\n sand=50\n forest=40\n hills=50\n mountains=40\n village=40\n castle=40\n cave=70\n frozen=70\n fungus=50\n [/defense]\n {WOODLAND_RESISTANCE}\n[/movetype]\n\n[movetype]\n name=quenoth_beast\n [movement_costs]\n shallow_water=2\n reef=2\n swamp_water=2\n flat=1\n sand=1\n forest=1\n hills=2\n mountains=3\n village=1\n castle=1\n cave=2\n frozen=2\n fungus=2\n [/movement_costs]\n [vision_costs]\n deep_water=3\n unwalkable=3\n [/vision_costs]\n [defense]\n shallow_water=70\n reef=70\n swamp_water=70\n flat=50\n sand=50\n forest=40\n hills=60\n mountains=60\n village=70\n castle=60\n cave=70\n frozen=60\n fungus=70\n [/defense]\n [resistance]\n blade=80\n pierce=90\n impact=80\n fire=90\n cold=80\n arcane=80\n [/resistance]\n[/movetype]\n\n[movetype]\n name=quenoth_horse\n [movement_costs]\n shallow_water=3\n reef=2\n swamp_water=2\n flat=1\n sand=1\n forest=1\n hills=2\n mountains=3\n village=1\n castle=1\n cave=2\n frozen=3\n fungus=2\n [/movement_costs]\n [vision_costs]\n deep_water=3\n unwalkable=3\n [/vision_costs]\n [defense]\n shallow_water=80\n reef=70\n swamp_water=70\n flat=50\n sand=50\n forest=50\n hills=50\n mountains=60\n village=60\n castle=60\n cave=70\n frozen=70\n fungus=70\n [/defense]\n {WOODLAND_RESISTANCE}\n [+resistance]\n pierce=120\n [/resistance]\n[/movetype]\n\n[movetype]\n name=quenoth_float\n flies=yes\n [movement_costs]\n deep_water={UNREACHABLE}\n shallow_water=1\n reef=1\n swamp_water=1\n flat=1\n sand=1\n forest=1\n hills=1\n mountains=2\n village=1\n castle=1\n cave=1\n unwalkable=2\n frozen=2\n fungus=2\n [/movement_costs]\n [vision_costs]\n deep_water=3\n [/vision_costs]\n [defense]\n deep_water=70\n shallow_water=60\n reef=50\n swamp_water=60\n flat=50\n sand=50\n forest=40\n hills=50\n mountains=40\n village=40\n castle=40\n cave=70\n frozen=60\n fungus=50\n unwalkable=70\n [/defense]\n {WOODLAND_RESISTANCE}\n[/movetype]\n\n# Include units WML directory\n{LD /units/elves-quenoth}\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n# Include units WML directory\n{LD /units/elves-wood}\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#define ANYA_TELEPORT_HALO_FRAME\n [halo_frame]\n halo=\"halo/elven/druid-healing[1~5].png:80,halo/elven/druid-healing6.png~O(0.75):80,halo/elven/druid-healing7.png~O(0.5):80,halo/elven/druid-healing8.png~O(0.25):80\"\n [/halo_frame]\n#enddef\n\n#define ANYA_TELEPORT_ANIMATIONS _BASEFRAME\n [animation]\n apply_to=pre_teleport\n start_time=-600\n alpha=\"1.0~0.2\"\n blend_ratio=\"0.0~1.0:400,1.0:200\"\n blend_color=140,60,255\n [frame]\n duration=600\n image={_BASEFRAME}\n [/frame]\n\n halo_start_time=-600\n halo_auto_vflip=no\n halo_halo_mod=\"~CS(-32,-128,0)~O(0.8)\"\n halo_halo_y=\"0~14\"\n\n {ANYA_TELEPORT_HALO_FRAME}\n [/animation]\n\n [animation]\n apply_to=post_teleport\n start_time=-600\n alpha=\"0.2~1.0\"\n blend_ratio=\"1.0:200,1.0~0.0:400\"\n blend_color=140,60,255\n [frame]\n duration=600\n image={_BASEFRAME}\n [/frame]\n\n halo_start_time=-500\n halo_auto_vflip=no\n halo_halo_mod=\"~CS(-32,-128,0)~O(0.8)\"\n halo_halo_y=\"-4~10\"\n\n {ANYA_TELEPORT_HALO_FRAME}\n [/animation]\n#enddef\n\n# Include units WML directory\n{LD /units/faeries}\n\n#undef ANYA_TELEPORT_ANIMATIONS\n#undef ANYA_TELEPORT_HALO_FRAME\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifndef __WMLUNITS__\n\n# Include units WML directory\n{LD /units/fake}\n\n#endif\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n# Chaos\n[movetype]\n name=armorerfoot\n [movement_costs]\n deep_water={UNREACHABLE}\n shallow_water=4\n reef=3\n swamp_water=4\n flat=1\n sand=2\n forest=2\n hills=3\n mountains={UNREACHABLE}\n village=1\n castle=1\n cave=2\n unwalkable={UNREACHABLE}\n impassable={UNREACHABLE}\n frozen=4\n fungus=2\n [/movement_costs]\n [defense]\n deep_water=90\n shallow_water=90\n reef=80\n swamp_water=90\n flat=70\n sand=80\n forest=60\n hills=60\n mountains=80\n village=60\n castle=50\n cave=60\n unwalkable=80\n impassable=80\n frozen=80\n fungus=60\n [/defense]\n [resistance]\n blade=70\n pierce=70\n impact=80\n fire=90\n cold=100\n arcane=80\n [/resistance]\n[/movetype]\n\n# Include units WML directory\n{LD /units/humans}\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n# Include units WML directories\n{LD /units/imps}\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n# Include units WML directory\n{LD /units/mechanical}\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n# Include units WML directory\n{LD /units/monsters}\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n# Include units WML directory\n{LD /units/shaxthal}\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n# Include units WML directory\n{LD /units/undead}\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[hide_help]\n race=merman,ogre,wose,drake\n type_adv_tree=Horseman,Mage\n type=Elder Mage,Royal Warrior,Elvish Lady\n[/hide_help]\n\n#undef DEMON_NAMES\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#define V_CONTROL_SPIRE_BASEFRAME _VARIATION\n\"units/alien-verlissh/control-spire-{_VARIATION}.png\" #enddef\n\n[unit_type]\n id=Verlissh Control Spire\n name= _ \"Control Spire\"\n race=verlissh\n ignore_race_traits=yes\n image=\"units/alien-verlissh/control-spire-high.png\"\n bar_offset_x,bar_offset_y=0,0\n # the unit box in sidebar and help screen is really limited to 72x72...\n image_icon=\"units/alien-verlissh/control-spire-high.png~SCALE(72,72)\"\n halo=\"halo/heart-aura.png\"\n hitpoints=500\n movement_type=none\n [defense]\n deep_water=0\n shallow_water=0\n swamp_water=0\n reef=0\n flat=0\n sand=0\n forest=0\n hills=0\n mountains=0\n village=0\n castle=0\n cave=0\n frozen=0\n unwalkable=0\n impassable=0\n fungus=0\n [/defense]\n [resistance]\n blade=0\n pierce=0\n impact=0\n fire=0\n cold=0\n arcane=100\n [/resistance]\n movement=1\n {NO_EXPERIENCE_UNIT}\n # This unit is only level zero so units don't gain any\n # experience from surviving an attack.\n level=0\n zoc=yes\n alignment=chaotic\n cost=1000\n usage=archer\n undead_variation=null\n [abilities]\n {ABILITY_REGENERATES}\n [/abilities]\n hide_help=yes\n description= _ \"Nobody has ever seen anything like this before.\"\n die_sound={SOUND_LIST:MATRIX_DIE}\n [attack]\n name=noctum\n description= _ \"noctum\"\n icon=attacks/noctum.png\n type=arcane\n range=melee\n damage=64\n number=1\n [specials]\n {WEAPON_SPECIAL_ALWAYS_HITS}\n [/specials]\n [/attack]\n [attack]\n name=noctum\n description= _ \"noctum\"\n icon=attacks/noctum.png\n type=arcane\n range=ranged\n damage=64\n number=1\n [specials]\n {WEAPON_SPECIAL_ALWAYS_HITS}\n [/specials]\n [/attack]\n\n {VERLISSH_MACHINE_STANDING_ANIMATION ({V_CONTROL_SPIRE_BASEFRAME high})}\n [+standing_anim]\n blend_color=255,0,0\n [/standing_anim]\n {VERLISSH_MACHINE_DEATH_ANIMATION ({V_CONTROL_SPIRE_BASEFRAME high})}\n {VERLISSH_MACHINE_DEFENSE_ANIMATION ({V_CONTROL_SPIRE_BASEFRAME high})}\n\n [attack_anim]\n [filter_attack]\n name=noctum\n [/filter_attack]\n {VERLISSH_MACHINE_ENERGY_ANIMATION ({V_CONTROL_SPIRE_BASEFRAME high})}\n [/attack_anim]\n\n [extra_anim]\n flag=portal beam\n start_time=-800\n missile_start_time=-400\n missile_offset=0.5~2.0\n offset=0.0\n blend_ratio=\"0.0~0.9:400,0.9~0.0:200,0.0:200\"\n blend_color=255,0,0\n auto_hflip=no\n\n [missile_frame][/missile_frame]\n\n [missile_frame]\n duration=400\n\n image=\"projectiles/chaosmissile-n.png\"\n image_diagonal=\"projectiles/chaosmissile-ne.png\"\n\n halo=\"halo/chaos-halo[1~9].png:[25*8,50]\"\n [/missile_frame]\n\n [frame]\n duration=800\n image={V_CONTROL_SPIRE_BASEFRAME high}\n [/frame]\n [/extra_anim]\n\n [variation]\n variation_id=low\n inherit=yes\n # the unit box in sidebar and help screen is really limited to 72x72...\n image=\"units/alien-verlissh/control-spire-low.png~SCALE(72,72)\"\n halo=\"misc/blank-hex.png\"\n\n {VERLISSH_MACHINE_STANDING_ANIMATION ({V_CONTROL_SPIRE_BASEFRAME low})}\n [+standing_anim]\n blend_color=255,0,0\n [/standing_anim]\n {VERLISSH_MACHINE_DEATH_ANIMATION ({V_CONTROL_SPIRE_BASEFRAME low})}\n {VERLISSH_MACHINE_DEFENSE_ANIMATION ({V_CONTROL_SPIRE_BASEFRAME low})}\n\n [attack_anim]\n [filter_attack]\n name=noctum\n [/filter_attack]\n {VERLISSH_MACHINE_ENERGY_ANIMATION ({V_CONTROL_SPIRE_BASEFRAME low})}\n [/attack_anim]\n\n [extra_anim]\n [frame]\n image={V_CONTROL_SPIRE_BASEFRAME low}\n [/frame]\n [/extra_anim]\n [/variation]\n[/unit_type]\n\n#undef V_CONTROL_SPIRE_BASEFRAME\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n#ifndef __WMLUNITS__\n\n{./angel-of-blood}\n\n#endif\n#endif\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Errant Executor\n name= _ \"Errant Executor\"\n race=demon\n image=\"units/demons/errant-executor.png\"\n hitpoints=77\n movement_type=demonfoot\n movement=5\n experience=200\n level=4\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=110\n usage=mixed fighter\n {TRAIT_DEXTROUS}\n [resistance]\n blade=70\n pierce=80\n impact=70\n cold=80\n [/resistance]\n [abilities]\n {ABILITY_LEADERSHIP}\n {ABILITY_STEADFAST}\n [/abilities]\n hide_help=true\n description= _ \"Only the mightiest demons are allowed to serve Uria as her greatest vassals and governors of the various peoples of Inferno. After the fall of the Chaos Emperor, rumors of the presence of these figures of legend on Irdya abound and instill great fear among the ill-equipped armies of the northern lands.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/demons/errant-executor.png\" \"units/demons/errant-executor.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=battle axe\n description= _ \"battle axe\"\n type=blade\n range=melee\n damage=11\n number=4\n icon=attacks/battleaxe-undead.png\n [/attack]\n [attack]\n name=battle axe\n description= _ \"battle axe\"\n type=pierce\n range=melee\n damage=21\n number=2\n icon=attacks/battleaxe-undead.png\n [/attack]\n [attack]\n name=infernal tempest\n description= _ \"infernal tempest\"\n type=cold\n range=ranged\n damage=11\n number=5\n icon=attacks/iceball.png\n [/attack]\n [attack_anim]\n [filter_attack]\n name=battle axe\n type=blade\n [/filter_attack]\n start_time=-250\n [frame]\n duration=150\n image=\"units/demons/errant-executor.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=200\n image=\"units/demons/errant-executor.png\"\n sound=axe.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n image=\"units/demons/errant-executor.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=75\n image=\"units/demons/errant-executor.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=battle axe\n type=pierce\n [/filter_attack]\n start_time=-250\n [frame]\n duration=150\n image=\"units/demons/errant-executor.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=200\n image=\"units/demons/errant-executor.png\"\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n image=\"units/demons/errant-executor.png\"\n sound=spear-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=75\n image=\"units/demons/errant-executor.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=infernal tempest\n [/filter_attack]\n {MISSILE_FRAME_INFERNAL_CHILL}\n start_time=-300\n [frame]\n duration=50\n image=\"units/demons/errant-executor.png\"\n halo=halo/saurian-magic-halo-1.png\n [/frame]\n [frame]\n duration=60\n image=\"units/demons/errant-executor.png\"\n halo=halo/saurian-magic-halo-2.png\n sound=magicmissile.wav\n [/frame]\n [frame]\n duration=70\n image=\"units/demons/errant-executor.png\"\n halo=halo/saurian-magic-halo-3.png\n [/frame]\n [frame]\n duration=80\n image=\"units/demons/errant-executor.png\"\n halo=halo/saurian-magic-halo-4.png\n [/frame]\n [frame]\n duration=90\n image=\"units/demons/errant-executor.png\"\n halo=halo/saurian-magic-halo-5.png\n [/frame]\n [frame]\n duration=100\n image=\"units/demons/errant-executor.png\"\n halo=halo/saurian-magic-halo-6.png\n [/frame]\n [frame]\n duration=100\n image=\"units/demons/errant-executor.png\"\n halo=halo/saurian-magic-halo-7.png\n [/frame]\n [/attack_anim]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n[unit_type]\n id=Demon Messenger\n name= _ \"female^Demoness Messenger\"\n race=demon\n gender=female\n image=\"units/demons/messenger.png\"\n #profile=\"portraits/demon-messenger.png\"\n hitpoints=28\n movement_type=demonfoot\n movement=6\n experience=50\n level=1\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=16\n usage=fighter\n {TRAIT_DEXTROUS}\n hide_help=yes\n description= _ \"Demons without any remarkable fighting skills who survive to adulthood are often employed for more menial tasks. In spite of their condition as slaves of their lords, messengers who can endure all kinds of hazards and serve with unconditional devotion\u2014even if that may require taking their own lives\u2014are a valuable resource in times of war when communication by magic means may fail or be intercepted by the enemy.\"\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n {DEFENSE_ANIM \"units/demons/messenger.png\" \"units/demons/messenger.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n [attack]\n name=claws\n description={TSTR_ATTACK_NAME_CLAWS}\n icon=attacks/claws-flaming.png\n type=blade\n range=melee\n damage=5\n number=3\n [/attack]\n [attack]\n name=fireball\n description={TSTR_ATTACK_NAME_FIREBALL}\n type=fire\n range=ranged\n damage=5\n number=2\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n start_time=-200\n [frame]\n duration=100\n image=\"units/demons/messenger.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=200\n image=\"units/demons/messenger.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n image=\"units/demons/messenger.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/demons/messenger.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fireball\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY 0 0}\n start_time=-250\n [frame]\n duration=75\n image=\"units/demons/messenger.png\"\n [/frame]\n [frame]\n duration=125\n image=\"units/demons/messenger.png\"\n sound=fire.wav\n [/frame]\n [frame]\n duration=100\n image=\"units/demons/messenger.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/demons/messenger.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n#endif\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifndef CAMPAIGN_AFTER_THE_STORM_EPISODE_I\n[unit_type]\n id=Demon Spelldancer\n name= _ \"female^Demoness Spelldancer\"\n race=demon\n gender=female\n image=\"units/demons/spelldancer.png\"\n hitpoints=53\n movement_type=demonfly\n movement=6\n experience=150\n level=3\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=48\n usage=healer\n {TRAIT_DEXTROUS}\n [abilities]\n {ABILITY_LEADERSHIP}\n {ABILITY_HEALS}\n {ABILITY_SKIRMISHER}\n [/abilities]\n description= _ \"It is very rare for this demon species at large to dabble in the intricacies of the various types of magic, having adapted their body structure over time for feats of physical strength, much in the same vein as their distant cousins, the Valdemons. The endless wars waged in their homeworld during the Era of Strife have also contributed to a general scarcity of knowledge and those capable of spreading it.\n\nIn spite\u2014or perhaps because\u2014of this, the few individuals who attain control of those otherworldly powers not naturally available to them are respected by their people as the great spell-masters they strive to be.\"\n {DEFENSE_ANIM \"units/demons/spelldancer.png\" \"units/demons/spelldancer.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n [attack]\n name=blazing grasp\n description= _ \"blazing grasp\"\n icon=attacks/claws-flaming.png\n type=fire\n range=melee\n damage=8\n number=2\n [/attack]\n [attack]\n name=shadow wave\n description={TSTR_ATTACK_NAME_SHADOW_WAVE}\n icon=attacks/dark-missile.png\n type=arcane\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=10\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=blazing grasp\n [/filter_attack]\n start_time=-200\n {MELEE_FRAME_FIRE_AURA \"units/demons/spelldancer.png\" \"units/demons/spelldancer.png\" melee-fire.ogg}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=shadow wave\n [/filter_attack]\n start_time=-300\n missile_start_time=-50\n\n [missile_frame]\n duration=200\n image=\"projectiles/darkmissile-n.png\"\n image_diagonal=\"projectiles/darkmissile-ne.png\"\n [/missile_frame]\n\n [frame]\n duration=50\n image=\"units/demons/spelldancer.png\"\n halo=halo/undead/dark-magic-1.png\n halo_x,halo_y=10,15\n [/frame]\n [frame]\n duration=50\n image=\"units/demons/spelldancer.png\"\n halo=halo/undead/dark-magic-2.png\n halo_x,halo_y=10,15\n [/frame]\n [frame]\n duration=50\n image=\"units/demons/spelldancer.png\"\n halo=halo/undead/dark-magic-3.png\n halo_x,halo_y=10,15\n [/frame]\n [frame]\n duration=50\n image=\"units/demons/spelldancer.png\"\n halo=halo/undead/dark-magic-4.png\n halo_x,halo_y=10,15\n [/frame]\n [frame]\n duration=50\n image=\"units/demons/spelldancer.png\"\n halo=halo/undead/dark-magic-5.png\n halo_x,halo_y=10,15\n [/frame]\n [if]\n hits=no\n [frame]\n duration=50\n image=\"units/demons/spelldancer.png\"\n halo=halo/undead/dark-magic-6.png\n halo_x,halo_y=10,15\n sound=magic-dark-miss.ogg\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n duration=50\n image=\"units/demons/spelldancer.png\"\n halo=halo/undead/dark-magic-6.png\n halo_x,halo_y=10,15\n sound=magic-dark.ogg\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/demons/spelldancer.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n#endif\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n[unit_type]\n id=Gatekeeper\n name= _ \"female^Gatekeeper\"\n race=demon\n gender=female\n ignore_race_traits=yes\n image=\"units/demons/gatekeeper-ethea.png\"\n profile=\"units/demons/gatekeeper-ethea.png~CROP(0,43,142,146)\"\n bar_offset_x,bar_offset_y=-99999,-99999 # offscreen\n hitpoints=990\n movement_type=none\n [defense]\n deep_water=0\n shallow_water=0\n swamp_water=0\n reef=0\n flat=0\n sand=0\n forest=0\n hills=0\n mountains=0\n village=0\n castle=0\n cave=0\n frozen=0\n unwalkable=0\n impassable=0\n fungus=0\n [/defense]\n [resistance]\n blade=0\n pierce=0\n impact=0\n fire=0\n cold=0\n arcane=100\n [/resistance]\n movement=1\n {NO_EXPERIENCE_UNIT}\n level=10\n alignment=chaotic\n cost=1000\n usage=archer\n undead_variation=null\n [abilities]\n {ABILITY_REGENERATES}\n [/abilities]\n hide_help=yes\n description= _ \"There is no information available about this class of beings at this time.\"\n die_sound={SOUND_LIST:MATRIX_DIE}\n[/unit_type]\n#endif\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n[unit_type]\n id=Guardian of Life Uria\n name= _ \"female^Guardian of Life\"\n race=demon\n gender=female\n image=\"units/demons/guardian-of-life-uria.png\"\n bar_offset_x,bar_offset_y=0,0\n # Fixes unit sprite alignment since we don't have a portrait yet.\n profile=\"units/demons/guardian-of-life-uria.png~CROP(25,20,90,80)\"\n hitpoints=613\n movement_type=smallfly\n movement=6\n experience=500\n level=10\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=1180\n usage=healer\n hide_help=true\n undead_variation=null\n [resistance]\n impact=100\n [/resistance]\n [abilities]\n {ABILITY_ASPECT_OF_LIFE}\n [/abilities]\n # wmllint: notecheck off\n description= _ \"There is no information available about this class of beings at this time.\"\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n\n {GUARDIAN_DEFENSE_ANIM 255 255 -64 \"units/demons/guardian-of-life-uria.png\" \"units/demons/guardian-of-life-uria.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n\n [attack]\n name=psychic blast\n description= _ \"psychic blast\"\n icon=attacks/flash-cannon.png\n type=impact\n damage=13\n number=3\n range=melee\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack]\n name=breath of thanatos\n description= _ \"breath of thanatos\" # wmllint: no spellcheck\n icon=attacks/breath-of-thanatos.png\n type=arcane\n damage=28\n number=5\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n\n [variation]\n inherit=yes\n variation_id=powered\n\n [standing_anim]\n start_time=0\n [frame]\n image=\"halo/uria-halo.png~BLIT(units/demons/guardian-of-life-uria.png,0,0)\"\n [/frame]\n [/standing_anim]\n [/variation]\n[/unit_type]\n#endif\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n[unit_type]\n id=Lumeril Glyph Mistress\n name= _ \"female^Lumeril Glyph Mistress\"\n race=demon\n gender=female\n image=\"units/demons/lumeril-glyph-mistress.png\"\n hitpoints=114\n movement_type=demonfly\n [resistances]\n fire=100\n arcane=120\n [/resistances]\n movement=6\n experience=250\n level=5\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=190\n usage=archer\n hide_help=true\n # po: 'Awesome' is used here in the older classical sense of the quality of \"inspiring awe\".\n description= _ \"By combining a meticulous research of history and tradition with an arduous training in the arcane arts, this demon sorceress has attained an unrivaled mastery of the path of Light and the awesome powers it confers upon the the devout. Her ability to summon the records of the ancient to shield herself from the nefarious influence of the unenlightened makes her virtually invincible as a foe.\"\n die_sound=lich-die.ogg\n {DEFENSE_ANIM \"units/demons/lumeril-glyph-mistress.png\" \"units/demons/lumeril-glyph-mistress.png\" {SOUND_LIST:LICH_HIT} }\n [attack]\n name=hand of agathar\n # wmllint: local spelling agathar\n description= _ \"hand of agathar\"\n type=arcane\n range=melee\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=10\n number=2\n icon=attacks/touch-faerie.png\n [/attack]\n [attack]\n name=lumeril star\n description= _ \"lumeril star\"\n type=arcane\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=16\n number=3\n icon=attacks/lightbeam.png\n [/attack]\n [attack_anim]\n [filter_attack]\n name=hand of agathar\n [/filter_attack]\n start_time=-240\n sound_start_time=-1\n\n [sound_frame]\n duration=1\n [/sound_frame]\n [if]\n hits=yes\n [sound_frame]\n sound=fist.ogg\n duration=100\n [/sound_frame]\n [/if]\n [else]\n hits=no\n [sound_frame]\n sound={SOUND_LIST:MISS}\n duration=100\n [/sound_frame]\n [/else]\n\n [frame]\n duration=240\n image=\"units/demons/lumeril-glyph-mistress.png\"\n [/frame]\n [frame]\n duration=340\n image=\"units/demons/lumeril-glyph-mistress.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=lumeril star\n [/filter_attack]\n\n {MISSILE_FRAME_LIGHT_BEAM}\n\n [frame]\n begin=-300\n end=-225\n halo=\"halo/lumeril-halo.png~O(0.25)\"\n image=\"units/demons/lumeril-glyph-mistress.png\"\n [/frame]\n [frame]\n begin=-225\n end=-150\n halo=\"halo/lumeril-halo.png~O(0.70)\"\n image=\"units/demons/lumeril-glyph-mistress.png\"\n [/frame]\n [frame]\n begin=-150\n end=-75\n halo=\"halo/lumeril-halo.png\"\n image=\"units/demons/lumeril-glyph-mistress.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-75\n end=0\n halo=\"halo/lumeril-halo.png\"\n image=\"units/demons/lumeril-glyph-mistress.png\"\n sound={SOUND_LIST:HOLY}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-75\n end=0\n halo=\"halo/lumeril-halo.png\"\n image=\"units/demons/lumeril-glyph-mistress.png\"\n sound={SOUND_LIST:HOLY_MISS}\n [/frame]\n [/else]\n [frame]\n begin=0\n end=75\n halo=\"halo/lumeril-halo.png\"\n image=\"units/demons/lumeril-glyph-mistress.png\"\n [/frame]\n [frame]\n begin=75\n end=150\n halo=\"halo/lumeril-halo.png~O(0.8)\"\n image=\"units/demons/lumeril-glyph-mistress.png\"\n [/frame]\n\n [frame]\n begin=150\n end=200\n halo=\"halo/lumeril-halo.png~O(0.6)\"\n image=\"units/demons/lumeril-glyph-mistress.png\"\n [/frame]\n [frame]\n begin=200\n end=250\n halo=\"halo/lumeril-halo.png~O(0.4)\"\n image=\"units/demons/lumeril-glyph-mistress.png\"\n [/frame]\n [frame]\n begin=250\n end=300\n halo=\"halo/lumeril-halo.png~O(0.2)\"\n image=\"units/demons/lumeril-glyph-mistress.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n#endif\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n[unit_type]\n id=Lumeril Guard\n name= _ \"Lumeril Guard\"\n race=demon\n image=\"units/demons/lumeril-guard.png\"\n hitpoints=58\n movement_type=lumerilfoot\n movement=5\n experience=150\n level=3\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=62\n usage=fighter\n description= _ \"Members of an ancestral race of warriors of light, these demons now serve as Uria\u2019s elite guards and executioners, imparting her justice with their sharp silver axes.\"\n die_sound={SOUND_LIST:ORC_DIE}\n {DEFENSE_ANIM \"units/demons/lumeril-guard.png\" \"units/demons/lumeril-guard.png\" {SOUND_LIST:ORC_HIT} }\n [attack]\n name=axe\n description={TSTR_ATTACK_NAME_AXE}\n type=blade\n range=melee\n damage=16\n number=3\n icon=attacks/axe-undead.png\n [/attack]\n [attack]\n name=lumeril star\n description= _ \"lumeril star\"\n type=arcane\n range=ranged\n damage=12\n number=2\n icon=attacks/lightbeam.png\n [/attack]\n [attack_anim]\n [filter_attack]\n name=axe\n [/filter_attack]\n [frame]\n begin=-250\n end=-100\n image=\"units/demons/lumeril-guard.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n image=\"units/demons/lumeril-guard.png\"\n sound=axe.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/demons/lumeril-guard.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=200\n image=\"units/demons/lumeril-guard.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=lumeril star\n [/filter_attack]\n\n {MISSILE_FRAME_LIGHT_BEAM}\n\n [frame]\n begin=-300\n end=-225\n image=\"units/demons/lumeril-guard.png\"\n [/frame]\n [frame]\n begin=-225\n end=-150\n image=\"units/demons/lumeril-guard.png\"\n [/frame]\n [frame]\n begin=-150\n end=-75\n image=\"units/demons/lumeril-guard.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-75\n end=0\n image=\"units/demons/lumeril-guard.png\"\n sound={SOUND_LIST:HOLY}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-75\n end=0\n image=\"units/demons/lumeril-guard.png\"\n sound={SOUND_LIST:HOLY_MISS}\n [/frame]\n [/else]\n [frame]\n begin=0\n end=75\n image=\"units/demons/lumeril-guard.png\"\n [/frame]\n [frame]\n begin=75\n end=150\n image=\"units/demons/lumeril-guard.png\"\n [/frame]\n\n [frame]\n begin=150\n end=200\n image=\"units/demons/lumeril-guard.png\"\n [/frame]\n [frame]\n begin=200\n end=250\n image=\"units/demons/lumeril-guard.png\"\n [/frame]\n [frame]\n begin=250\n end=300\n image=\"units/demons/lumeril-guard.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n#endif\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n[unit_type]\n id=Demon Shapeshifter\n name= _ \"Demon Shapeshifter\"\n race=demon\n gender=male,female\n image=\"units/demons/shapeshifter.png\"\n hitpoints=44\n movement_type=demonfoot\n movement=6\n experience=100\n level=2\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=58\n usage=fighter\n [abilities]\n {ABILITY_PHYSICAL_ENDURANCE}\n {ABILITY_SKIRMISHER}\n [/abilities]\n description= _ \"The exceedingly rare Shapeshifters, as their name implies, have the ability to take on the shape of other creatures, and even mimic their powers to a limited extent. On their own, they are easily mistaken for elves or humans. Although they rarely use their powers when not called for, they have developed a peculiar custom of hiding behind personalized, often elaborate masks.\n\nOnce known for their remarkably peaceful nature, it was this trait that led to their near-extinction in Inferno following Uria\u2019s rise to power. More powerful and bellicose demon lords have slaughtered or enslaved their kind over time, occasionally using them as specialized assassins. Their androgynous appearance, flexible attributes, and unusual resistance to physical damage have allowed them to survive by blending with other lifeforms\u2014rumored to even include Irdyan creatures, civilized or otherwise\u2014at the cost of bloodline purity and their continuance as a species.\n\nBefore their downfall, they had rarely been governed by any demon lords of their own, Zhangor being one of the last successful tyrants to take over. It is currently unclear whether the shapeshifters seen fighting in Irdya after the destruction of the Wesmere hive follow a specific demon lord.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/demons/shapeshifter.png\" \"units/demons/shapeshifter.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=battle claws\n description={TSTR_ATTACK_NAME_BATTLE_CLAWS}\n icon=\"attacks/claws-drake.png\"\n type=blade\n range=melee\n damage=7\n number=3\n [specials]\n {WEAPON_SPECIAL_BACKSTAB}\n [/specials]\n [/attack]\n [attack]\n name=curse\n description= _ \"curse\"\n icon=\"attacks/curse.png\"\n type=arcane\n range=ranged\n damage=7\n number=2\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=battle claws\n [/filter_attack]\n offset=0.0~0.2,0.2~0.7,0.7~0.2,0.2~0.0\n start_time=-300\n [frame]\n duration=300\n image=\"units/demons/shapeshifter.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/demons/shapeshifter.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/demons/shapeshifter.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=200\n image=\"units/demons/shapeshifter.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=curse\n [/filter_attack]\n [missile_frame]\n begin=-200\n end=200\n halo=\"halo/elven/druid-healing1.png:50,halo/elven/druid-healing2.png:50,halo/elven/druid-healing3.png:50,halo/elven/druid-healing4.png:50,halo/elven/druid-healing5.png:50,halo/elven/druid-healing6.png:50,halo/elven/druid-healing7.png:50,halo/elven/druid-healing8.png:50\"\n [/missile_frame]\n [frame]\n begin=-200\n end=0\n image=\"units/demons/shapeshifter.png\"\n [/frame]\n [frame]\n begin=0\n end=200\n image=\"units/demons/shapeshifter.png\"\n sound=magicmissile.wav\n [/frame]\n [/attack_anim]\n\n #\n # Used to define attributes to merge with the base, for the gendered\n # variations.\n #\n#define SS_SHAPESHIFTER_GENDER_VARIATION _GENDER _HIT_SOUND\n image=\"units/demons/shapeshifter+{_GENDER}.png\"\n {DEFENSE_ANIM \"units/demons/shapeshifter+{_GENDER}.png\" \"units/demons/shapeshifter+{_GENDER}.png\" ({_HIT_SOUND})}\n\n [attack_anim]\n [filter_attack]\n name=battle claws\n [/filter_attack]\n [frame]\n image=\"units/demons/shapeshifter+{_GENDER}.png\"\n [/frame]\n [if]\n [frame]\n image=\"units/demons/shapeshifter+{_GENDER}.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/demons/shapeshifter+{_GENDER}.png\"\n [/frame]\n [/else]\n [frame]\n image=\"units/demons/shapeshifter+{_GENDER}.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=curse\n [/filter_attack]\n [frame]\n image=\"units/demons/shapeshifter+{_GENDER}.png\"\n [/frame]\n [frame]\n image=\"units/demons/shapeshifter+{_GENDER}.png\"\n [/frame]\n [/attack_anim]\n#enddef\n\n #\n # No visual difference between male and female for the base variation,\n # which acts as a whole as a third neutral gender, except for the names\n # and sounds it uses.\n #\n\n [female]\n name= _ \"female^Demoness Shapeshifter\"\n gender=female\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n {DEFENSE_ANIM \"units/demons/shapeshifter.png\" \"units/demons/shapeshifter.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n [/female]\n\n #\n # [variation] gender variations work in a somewhat counter-intuitive way\n # (in 1.11.x, at least):\n #\n # * [variation] [female] inherits images, animations, etc. from the\n # base directly, not the base [female] definition.\n # * However, it correctly inherits name= from the base [female].\n #\n # When instantiating units, the game checks for the unit type's gender\n # variation and any variations applicable to it, in that order:\n #\n # const unit_type & new_type = u_type.get_gender_unit_type(gender_).get_variation(variation_);\n #\n # Therefore, we can trick the game into giving us a female variation's\n # variation by defining the variation in the base [female], as well as\n # directly in the base for the male (default) variation.\n #\n # This doesn't work with the help system (not even when the base\n # variation has two genders), but this doesn't matter for our use case\n # here since we don't want the 'gendered' Shapeshifter variation to be\n # listed there anyway.\n #\n\n [variation]\n variation_id=gendered\n inherit=yes\n gender=male\n hide_help=yes\n {SS_SHAPESHIFTER_GENDER_VARIATION male ({SOUND_LIST:HUMAN_HIT})}\n [/variation]\n\n [+female]\n [variation]\n variation_id=gendered\n inherit=yes\n gender=female\n hide_help=yes\n {SS_SHAPESHIFTER_GENDER_VARIATION female ({SOUND_LIST:HUMAN_FEMALE_HIT})}\n [/variation]\n [/female]\n[/unit_type]\n\n#undef SS_SHAPESHIFTER_GENDER_VARIATION\n\n#endif\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n[unit_type]\n id=Demon Hellbent Tide\n name= _ \"female^Demoness Hellbent Tide\"\n race=demon\n gender=female\n image=\"units/demons/hellbent-tide.png\"\n hitpoints=83\n movement_type=demonfly\n movement=6\n experience=200\n level=4\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=120\n usage=mixed fighter\n {TRAIT_DEXTROUS}\n [resistance]\n cold=80\n impact=90\n [/resistance]\n [abilities]\n {ABILITY_PROTECTION}\n [/abilities]\n description= _ \"Formerly one of Uria\u2019s closest vassals, the Demon Lord of the Storms is perhaps the youngest demoness besides the undisputed ruler of Inferno herself to rise to power. Descendant of the Great Followers of the Wind, her mastery of this element is unrivaled.\n\nHer rule over the stormkind people is unusual in that she cares for the well-being of their already sparse population. This often requires coping with Uria\u2019s sadistic nature and complying with her commands in order to minimize casualties and secure her trust for less evident purposes.\"\n {DEFENSE_ANIM_RANGE \"units/demons/hellbent-tide.png\" \"units/demons/hellbent-tide.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/demons/hellbent-tide.png\" \"units/demons/hellbent-tide.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} ranged }\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n [attack]\n name=wind strike\n description= _ \"wind strike\"\n icon=attacks/fist-human.png\n type=impact\n range=melee\n damage=10\n number=2\n [/attack]\n [attack]\n name=hellbent tide\n description= _ \"hellbent tide\"\n icon=attacks/hellbent-tide.png\n type=impact\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=6\n number=7\n [/attack]\n [attack_anim]\n [filter_attack]\n name=wind strike\n [/filter_attack]\n\n start_time=-400\n offset=\"0.0~-0.1:100,-0.1~0.9:250,0.9~0.0\"\n\n halo=\"halo/elven/druid-healing[1~8].png:80,misc/blank-hex.png:160\"\n halo_mod=\"~CS(64,0,64)~O(0.5)\"\n\n [frame]\n image=\"units/demons/hellbent-tide.png:800\"\n [/frame]\n\n [if]\n hits=yes\n impact_start_time=-51\n impact_offset=1.0\n impact_layer=49 # in front of units, behind foreground terrain\n impact_image_mod=\"~CS(0,-32,0)\"\n\n [impact_frame]\n image=\"misc/blank-hex.png\"\n duration=1\n [/impact_frame]\n [impact_frame]\n image=\"projectiles/wind-strike-[1~2].png:125\"\n [/impact_frame]\n [impact_frame]\n image=\"projectiles/wind-strike-2.png~BL(1):200\"\n alpha=\"1.0~0.0\"\n [/impact_frame]\n [/if]\n\n {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -50}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=hellbent tide\n [/filter_attack]\n\n start_time=-600\n\n {STORMKIND_ATTACK_HALO}\n\n halo1_halo_mod=\"~CS(-64,-128,0)\"\n halo2_halo_mod=\"~CS(0,-32,0)\"\n halo3_halo_mod=\"~CS(-64,-128,0)\"\n #halo3_halo_mod=\"~CS(0,-128,-128)\"\n\n missile_start_time=-400\n missile_halo=\"halo/elven/druid-healing[1~5].png:70,halo/elven/druid-healing6.png~O(0.75):70,halo/elven/druid-healing7.png~O(0.5):70,halo/elven/druid-healing8.png~O(0.25):70\"\n missile_halo_mod=\"~CS(64,0,64)\"\n missile_halo_x=0\n missile_halo_y=-10\n missile_offset=\"0.0~1.25\"\n missile_alpha=\"1.0:480,1.0~0.0:16\"\n\n [missile_frame]\n image=\"projectiles/icemissile-n-[1~7].png:80\"\n image_diagonal=\"projectiles/icemissile-ne-[1~7].png:80\"\n [/missile_frame]\n\n [frame]\n image=\"units/demons/hellbent-tide.png:600\"\n [/frame]\n\n {SOUND:HIT_AND_MISS hellbent-1.ogg magic-faeriefire-miss.ogg -525}\n [/attack_anim]\n\n [recruit_anim]\n start_time=0\n alpha=\"0.0~1.0:1400,1.0\"\n y=\"-16~0:1200\"\n blend_ratio=\"0.8~0.0:800,0.0\"\n blend_color=255,192,255\n\n [frame]\n duration=2000\n image=\"units/demons/hellbent-tide.png\"\n [/frame]\n\n sound_start_time=0\n\n [sound_frame]\n sound=hellbent-1.ogg\n [/sound_frame]\n\n impact_start_time=300\n impact_image_mod=\"~CS(0,-32,0)~SCALE(72,36)\"\n impact_y=24\n impact_layer=39 # behind all other frames\n\n [impact_frame]\n image=\"projectiles/wind-strike-1.png\"\n duration=200\n [/impact_frame]\n [impact_frame]\n image=\"projectiles/wind-strike-1.png~BL(1)\"\n duration=200\n [/impact_frame]\n [impact_frame]\n image=\"projectiles/wind-strike-2.png\"\n duration=200\n [/impact_frame]\n [impact_frame]\n image=\"projectiles/wind-strike-2.png~BL(1)\"\n duration=200\n alpha=\"1.00~0.60\"\n [/impact_frame]\n [impact_frame]\n image=\"projectiles/wind-strike-2.png~BL(2)\"\n duration=200\n alpha=\"0.60~0.30\"\n [/impact_frame]\n [impact_frame]\n image=\"projectiles/wind-strike-2.png~BL(3)\"\n duration=200\n alpha=\"0.30~0.00\"\n [/impact_frame]\n\n windy_thing_start_time=200\n windy_thing_halo_mod=\"~CS(64,0,64)\"\n windy_thing_y=\"0~-4:600\"\n\n [windy_thing_frame]\n halo=\"halo/elven/druid-healing[1~8].png:150\"\n halo_x,halo_y=0,6\n [/windy_thing_frame]\n [/recruit_anim]\n[/unit_type]\n#endif\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n[unit_type]\n id=Demon Slashing Gale\n name= _ \"female^Demoness Slashing Gale\"\n race=demon\n gender=female\n image=\"units/demons/slashing-gale+female.png\"\n hitpoints=85\n movement_type=demonfly\n movement=7\n experience=200\n level=4\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=110\n usage=fighter\n {TRAIT_DEXTROUS}\n [abilities]\n {ABILITY_TERROR}\n {ABILITY_SKIRMISHER}\n [/abilities]\n [resistance]\n cold=80\n impact=90\n [/resistance]\n description= _ \"Armed with deadly metal claws and the remarkable flight skills of their stormkind brethren, the Storm Sisters are hired assassins working for the ranks of the Fist of Uria, bearing the mask of his order. Their experience with glamour magic\u2014though limited as it is\u2014allows them to sport wings much like those often acquired by real faerie creatures. In spite of their vain nature, they are dangerously competent as a group \u2014 it would take a great degree of foolishness to underestimate their prowess in combat, and even more to expect them to play fair.\"\n {DEFENSE_ANIM \"units/demons/slashing-gale+female.png\" \"units/demons/slashing-gale+female.png\" {SOUND_LIST:LICH_HIT} }\n die_sound=lich-die.ogg\n [attack]\n name=claws\n description={TSTR_ATTACK_NAME_CLAWS}\n icon=attacks/claws-drake.png\n type=blade\n range=melee\n damage=11\n number=3\n [specials]\n {WEAPON_SPECIAL_BACKSTAB}\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n [/attack]\n [attack]\n name=wind crush\n description= _ \"wind crush\"\n icon=attacks/crush-wose.png\n type=impact\n range=melee\n damage=11\n number=2\n [specials]\n {WEAPON_SPECIAL_CHARGE}\n [/specials]\n [/attack]\n [attack]\n name=heart sight\n description= _ \"heart sight\"\n icon=attacks/heart-sight.png\n type=arcane\n range=ranged\n damage=11\n number=5\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n\n start_time=-400\n offset=\"0.0~-0.1:100,-0.1~0.9:250,0.9~0.0\"\n\n [frame]\n duration=300\n image=\"units/demons/slashing-gale+female.png\"\n [/frame]\n\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/demons/slashing-gale+female.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/demons/slashing-gale+female.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=200\n image=\"units/demons/slashing-gale+female.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=wind crush\n [/filter_attack]\n\n start_time=-400\n offset=\"0.0~-0.1:100,-0.1~0.9:250,0.9~0.0\"\n\n halo=\"halo/elven/druid-healing[1~8].png:80,misc/blank-hex.png:160\"\n halo_mod=\"~CS(64,0,64)~O(0.5)\"\n\n [frame]\n image=\"units/demons/slashing-gale+female.png:800\"\n [/frame]\n\n [if]\n hits=yes\n impact_start_time=-51\n impact_offset=1.0\n impact_layer=49 # in front of units, behind foreground terrain\n impact_image_mod=\"~CS(0,-32,0)\"\n\n [impact_frame]\n image=\"misc/blank-hex.png\"\n duration=1\n [/impact_frame]\n [impact_frame]\n image=\"projectiles/wind-strike-[1~2].png:125\"\n [/impact_frame]\n [impact_frame]\n image=\"projectiles/wind-strike-2.png~BL(1):200\"\n alpha=\"1.0~0.0\"\n [/impact_frame]\n [/if]\n\n {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -50}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=heart sight\n [/filter_attack]\n start_time=-300\n missile_start_time=0\n [missile_frame]\n halo=\"halo/elven/ice-halo[1~6].png:50\"\n offset=1.0~0.0\n [/missile_frame]\n [frame]\n duration=100\n image=\"units/demons/slashing-gale+female.png\"\n [/frame]\n [if]\n hits=no\n [frame]\n sound=magic-dark-miss.ogg\n duration=250\n image=\"units/demons/slashing-gale+female.png\"\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n sound=magic-dark.ogg\n duration=250\n image=\"units/demons/slashing-gale+female.png\"\n [/frame]\n [/else]\n [/attack_anim]\n[/unit_type]\n#endif\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n[unit_type]\n id=Demon Stormtide\n name= _ \"Demon Stormtide\"\n race=demon\n gender=male,female\n image=\"units/demons/storm.png\"\n hitpoints=46\n movement_type=demonfly\n movement=7\n experience=150\n level=3\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=59\n usage=scout\n {TRAIT_DEXTROUS}\n [abilities]\n {ABILITY_SKIRMISHER}\n [/abilities]\n [resistance]\n cold=80\n arcane=120\n [/resistance]\n description= _ \"On occasion, these aerial demons have been mistaken for faeries and undead spirits of demonkind because of their unusual wings and apparent lack of legs. Formerly unheard of, they can summon strong winds and create great storms for laying waste to forests and villages. When combined with their race\u2019s inherent affinity with fire, the effects can be particularly disastrous.\"\n {DEFENSE_ANIM \"units/demons/storm.png\" \"units/demons/storm.png\" {SOUND_LIST:LICH_HIT} }\n die_sound=lich-die.ogg\n [attack]\n name=claws\n description={TSTR_ATTACK_NAME_CLAWS}\n icon=attacks/claws-flaming.png\n type=blade\n range=melee\n damage=7\n number=2\n [/attack]\n [attack]\n name=stormtide\n description= _ \"stormtide\"\n type=cold\n range=ranged\n damage=7\n number=5\n [/attack]\n [attack]\n name=fire storm\n description= _ \"fire storm\"\n icon=attacks/fire-storm.png\n type=fire\n range=ranged\n damage=7\n number=5\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=200\n image=\"units/demons/storm.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=200\n image=\"units/demons/storm.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=stormtide\n [/filter_attack]\n\n start_time=-450\n\n {STORMKIND_ATTACK_HALO}\n {MISSILE_FRAME_FAERIE_FIRE}\n\n [if]\n hits=yes\n [frame]\n duration=75\n image=\"units/demons/storm.png\"\n sound=magic-faeriefire.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=75\n image=\"units/demons/storm.png\"\n sound=magic-faeriefire-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=450\n image=\"units/demons/storm.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fire storm\n [/filter_attack]\n\n start_time=-400\n\n {FLAME_BLAST_ANIMATION}\n\n [frame]\n duration=600\n image=\"units/demons/storm.png\"\n [/frame]\n [/attack_anim]\n\n [female]\n name= _ \"female^Demoness Stormtide\"\n gender=female\n image=\"units/demons/storm+female.png\"\n {DEFENSE_ANIM \"units/demons/storm+female.png\" \"units/demons/storm+female.png\" {SOUND_LIST:LICH_HIT} }\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [if]\n [frame]\n image=\"units/demons/storm+female.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/demons/storm+female.png\"\n [/frame]\n [/else]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=stormtide\n [/filter_attack]\n [if]\n [frame]\n image=\"units/demons/storm+female.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/demons/storm+female.png\"\n [/frame]\n [/else]\n [frame]\n image=\"units/demons/storm+female.png\"\n [/frame]\n [frame]\n image=\"units/demons/storm+female.png\"\n [/frame]\n [frame]\n image=\"units/demons/storm+female.png\"\n [/frame]\n [frame]\n image=\"units/demons/storm+female.png\"\n [/frame]\n [frame]\n image=\"units/demons/storm+female.png\"\n [/frame]\n [frame]\n image=\"units/demons/storm+female.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fire storm\n [/filter_attack]\n [frame]\n image=\"units/demons/storm+female.png\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n#endif\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#\n# Spritesheet image path builder macros\n#\n\n#define _SPRITESHEET_FRAME_SINGLE _SPRITESHEET_FILENAME _NAMESTEM _SPRITE_NUM _FRAME_NUM\n{_SPRITESHEET_FILENAME}+\"~CROP(\"+{_{_NAMESTEM}_SPRITE_{_SPRITE_NUM}_FRAME_{_FRAME_NUM}:SRC}+\")\"#enddef\n\n#define _SPRITESHEET_COMPOSITE_INTERNAL _SPRITESHEET_FILENAME _NAMESTEM _SPRITE_NUM _FRAME_NUM _COMPOSITE_NUM\n{_SPRITESHEET_FILENAME}+\"~CROP(\"+{_{_NAMESTEM}_SPRITE_{_SPRITE_NUM}_FRAME_{_FRAME_NUM}_O{_COMPOSITE_NUM}:SRC}+\")\"#enddef\n\n#define _SPRITESHEET_FRAME_COMPOSITE _SPRITESHEET_FILENAME _NAMESTEM _SPRITE_NUM _FRAME_NUM _COMPOSITE_NUM\n{_SPRITESHEET_FRAME_SINGLE {_SPRITESHEET_FILENAME} {_NAMESTEM} {_SPRITE_NUM} {_FRAME_NUM}}+\"~BLIT(\"+{_SPRITESHEET_COMPOSITE_INTERNAL ({_SPRITESHEET_FILENAME}) ({_NAMESTEM}) ({_SPRITE_NUM}) ({_FRAME_NUM}) ({_COMPOSITE_NUM})}+\",\"+{_{_NAMESTEM}_SPRITE_{_SPRITE_NUM}_FRAME_{_FRAME_NUM}_O{_COMPOSITE_NUM}:DST}+\")\"#enddef\n\n#\n# Spritesheet macros proper\n#\n\n# Blood Core satellites\n\n#define SPRITE:BLOOD_CORE _SPRITE_NUM _FRAME_NUM\n{_SPRITESHEET_FRAME_SINGLE \"units/demons/gatekeeper-blood.png\" BLOOD_CORE {_SPRITE_NUM} {_FRAME_NUM}}#enddef\n\n#define _BLOOD_CORE_SPRITE_1_FRAME_1:SRC\n24,96,72,72#enddef\n\n#define _BLOOD_CORE_SPRITE_2_FRAME_1:SRC\n96,96,72,72#enddef\n\n#define _BLOOD_CORE_SPRITE_3_FRAME_1:SRC\n168,96,72,72#enddef\n\n# Phases 1 through 3 (Angel of Blood/Gatekeeper of Blood A/Gatekeeper of Blood B)\n\n#define SPRITE:BLOOD_GATEKEEPER_SINGLE _SPRITE_NUM _FRAME_NUM\n{_SPRITESHEET_FRAME_SINGLE \"units/demons/gatekeeper-blood.png\" BLOOD_GATEKEEPER {_SPRITE_NUM} {_FRAME_NUM}}#enddef\n\n#define _BLOOD_GATEKEEPER_SPRITE_1_FRAME_1:SRC\n24,24,72,72#enddef\n\n#define _BLOOD_GATEKEEPER_SPRITE_2_FRAME_1:SRC\n240,24,144,144#enddef\n\n#define _BLOOD_GATEKEEPER_SPRITE_3_FRAME_1:SRC\n384,24,144,144#enddef\n\n# Phases 4 through 5 (Crimson Tide A/Crimson Tide B)\n\n#define SPRITE:BLOOD_GATEKEEPER_COMPOSITE _SPRITE_NUM _FRAME_NUM _COMPOSITE_NUM\n{_SPRITESHEET_FRAME_COMPOSITE \"units/demons/gatekeeper-blood.png\" BLOOD_GATEKEEPER {_SPRITE_NUM} {_FRAME_NUM} {_COMPOSITE_NUM}}#enddef\n\n#define _BLOOD_GATEKEEPER_SPRITE_4_FRAME_1:SRC\n24,168,144,144#enddef\n#define _BLOOD_GATEKEEPER_SPRITE_4_FRAME_1_O1:SRC\n168,168,19,48#enddef\n#define _BLOOD_GATEKEEPER_SPRITE_4_FRAME_1_O1:DST\n84,29#enddef\n#define _BLOOD_GATEKEEPER_SPRITE_4_FRAME_1_O2:SRC\n195,168,19,48#enddef\n#define _BLOOD_GATEKEEPER_SPRITE_4_FRAME_1_O2:DST\n84,29#enddef\n\n#define _BLOOD_GATEKEEPER_SPRITE_5_FRAME_1:SRC\n240,168,144,172#enddef\n#define _BLOOD_GATEKEEPER_SPRITE_5_FRAME_1_O1:SRC\n384,168,25,32#enddef\n#define _BLOOD_GATEKEEPER_SPRITE_5_FRAME_1_O1:DST\n78,40#enddef\n#define _BLOOD_GATEKEEPER_SPRITE_5_FRAME_1_O2:SRC\n417,168,27,36#enddef\n#define _BLOOD_GATEKEEPER_SPRITE_5_FRAME_1_O2:DST\n77,38#enddef\n#define _BLOOD_GATEKEEPER_SPRITE_5_FRAME_1_O3:SRC\n384,212,24,36#enddef\n#define _BLOOD_GATEKEEPER_SPRITE_5_FRAME_1_O3:DST\n78,40#enddef\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Blood Core\n name= _ \"Angel of Blood\"\n race=demon\n image={SPRITE:BLOOD_CORE 1 1}\n hitpoints=99\n movement_type=bloodgatekeeperfoot\n movement=6\n {NO_EXPERIENCE_UNIT}\n level=6\n alignment=neutral\n cost=20\n usage=mixed fighter\n hide_help=true\n {TRAIT_UNDEAD}\n # Blood Core arcane resistance fixed at -20% regardless of the main body's\n # resistance.\n [resistance]\n arcane=120\n fire=100\n [/resistance]\n # wmllint: notecheck off\n description={_BLOOD_GATEKEEPER_DESCRIPTION}\n die_sound=hiss-big.wav\n {DEFENSE_ANIM {SPRITE:BLOOD_CORE 1 1} {SPRITE:BLOOD_CORE 1 1} squishy-hit.wav }\n [abilities]\n {ABILITY_ASPECT_DESTROYER}\n {ABILITY_LEADERSHIP}\n [/abilities]\n\n [attack]\n name=eye of delethia\n description= _ \"eye of delethia\"\n type=arcane\n range=melee\n damage=14\n number=2\n icon=attacks/nightmare-eye.png\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n attack_weight=0.0\n [/attack]\n [attack]\n name=eye of delethia\n description= _ \"eye of delethia\"\n type=arcane\n range=ranged\n damage=14\n number=2\n icon=attacks/nightmare-eye.png\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n [/attack]\n\n [attack_anim]\n [filter_attack]\n range=ranged\n [/filter_attack]\n\n missile_start_time=-100\n start_time=-200\n\n [missile_frame]\n duration=100\n image=\"projectiles/lightning-n.png\"\n image_diagonal=\"projectiles/lightning-ne.png\"\n [/missile_frame]\n\n [if]\n hits=yes\n [frame]\n image={SPRITE:BLOOD_CORE 1 1}+\":150\" # -200..-50\n sound=magic-dark.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n image={SPRITE:BLOOD_CORE 1 1}+\":150\" # -200..-50\n sound=magic-dark-miss.ogg\n [/frame]\n [/else]\n [frame]\n image={SPRITE:BLOOD_CORE 1 1}+\":150\" # -50..100\n [/frame]\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n range=melee\n [/filter_attack]\n\n start_time=-300\n\n [frame]\n image={SPRITE:BLOOD_CORE 1 1}+\":100\" # -300..-200\n [/frame]\n\n [frame]\n image={SPRITE:BLOOD_CORE 1 1}+\":150\" # -200..-50\n sound=squishy-miss.wav\n [/frame]\n\n [if]\n hits=yes\n [frame]\n image={SPRITE:BLOOD_CORE 1 1}+\":250\" # -50..200\n sound=magic-dark.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n image={SPRITE:BLOOD_CORE 1 1}+\":250\" # -50..200\n sound=magic-dark-miss.ogg\n [/frame]\n [/else]\n [/attack_anim]\n\n #\n # Mobile variations\n #\n\n [variation]\n variation_id=alpha\n inherit=yes\n movement_type=bloodnightmarefoot\n [/variation]\n\n [variation]\n variation_id=beta\n inherit=yes\n movement_type=bloodnightmarefoot\n image={SPRITE:BLOOD_CORE 2 1}\n {DEFENSE_ANIM {SPRITE:BLOOD_CORE 2 1} {SPRITE:BLOOD_CORE 2 1} squishy-hit.wav }\n [attack_anim]\n [filter_attack]\n range=ranged\n [/filter_attack]\n [if]\n [frame]\n image={SPRITE:BLOOD_CORE 2 1}+\":150\"\n [/frame]\n [/if]\n [else]\n [frame]\n image={SPRITE:BLOOD_CORE 2 1}+\":150\"\n [/frame]\n [/else]\n [frame]\n image={SPRITE:BLOOD_CORE 2 1}+\":150\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n range=melee\n [/filter_attack]\n [frame]\n image={SPRITE:BLOOD_CORE 2 1}+\":100\"\n [/frame]\n [frame]\n image={SPRITE:BLOOD_CORE 2 1}+\":150\"\n [/frame]\n [if]\n [frame]\n image={SPRITE:BLOOD_CORE 2 1}+\":250\"\n [/frame]\n [/if]\n [else]\n [frame]\n image={SPRITE:BLOOD_CORE 2 1}+\":250\"\n [/frame]\n [/else]\n [/attack_anim]\n [/variation]\n\n [variation]\n variation_id=gamma\n inherit=yes\n movement_type=bloodnightmarefoot\n image={SPRITE:BLOOD_CORE 3 1}\n {DEFENSE_ANIM {SPRITE:BLOOD_CORE 3 1} {SPRITE:BLOOD_CORE 3 1} squishy-hit.wav }\n [attack_anim]\n [filter_attack]\n range=ranged\n [/filter_attack]\n [if]\n [frame]\n image={SPRITE:BLOOD_CORE 3 1}+\":150\"\n [/frame]\n [/if]\n [else]\n [frame]\n image={SPRITE:BLOOD_CORE 3 1}+\":150\"\n [/frame]\n [/else]\n [frame]\n image={SPRITE:BLOOD_CORE 3 1}+\":150\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n range=melee\n [/filter_attack]\n [frame]\n image={SPRITE:BLOOD_CORE 3 1}+\":100\"\n [/frame]\n [frame]\n image={SPRITE:BLOOD_CORE 3 1}+\":150\"\n [/frame]\n [if]\n [frame]\n image={SPRITE:BLOOD_CORE 3 1}+\":250\"\n [/frame]\n [/if]\n [else]\n [frame]\n image={SPRITE:BLOOD_CORE 3 1}+\":250\"\n [/frame]\n [/else]\n [/attack_anim]\n [/variation]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#\n# Phase 1 (Angel of Blood)\n#\n\n#undef _GATEKEEPER_FRAME\n#define _GATEKEEPER_FRAME _FRAME_NUM\n{SPRITE:BLOOD_GATEKEEPER_SINGLE 1 {_FRAME_NUM}}#enddef\n\n[unit_type]\n id=Angel of Blood\n name= _ \"Angel of Blood\"\n race=shaxthal\n image={_GATEKEEPER_FRAME 1}\n #profile=\"portraits/zhangor.png\"\n hitpoints=181\n movement_type=biomechanical_elusivefoot\n movement=5\n {NO_EXPERIENCE_UNIT}\n level=6\n alignment=neutral\n cost=703\n usage=mixed fighter\n hide_help=true\n undead_variation=null\n {BLOOD_ANGEL_RESISTANCES}\n [abilities]\n {ABILITY_ASPECT_DESTROYER}\n {ABILITY_TERROR}\n [/abilities]\n # wmllint: notecheck off\n description={_BLOOD_GATEKEEPER_DESCRIPTION}\n die_sound={SOUND_LIST:ORC_DIE}\n\n {DEFENSE_ANIM {_GATEKEEPER_FRAME 1} {_GATEKEEPER_FRAME 1} {SOUND_LIST:ORC_HIT} }\n\n [attack]\n name=soul spear\n description= _ \"soul spear\"\n type=arcane\n range=melee\n damage=22\n number=2\n icon=attacks/soul-spear.png\n [specials]\n {WEAPON_SPECIAL_MARKSMAN}\n {WEAPON_SPECIAL_STUN}\n [/specials]\n [/attack]\n [attack]\n name=blood storm\n description= _ \"blood storm\"\n icon=attacks/blood-storm-1.png\n type=arcane\n range=ranged\n damage=11\n number=6\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n\n # Single animation for soul spear\n\n {SOUL_SPEAR_ANIMATION}\n\n # Multiple random variations for the blood storm attack animation\n\n {BLOOD_STORM_ANIMATION 1 2}\n {BLOOD_STORM_ANIMATION 2 1}\n {BLOOD_STORM_ANIMATION 2 3}\n {BLOOD_STORM_ANIMATION 3 2}\n {BLOOD_STORM_ANIMATION 1 3}\n {BLOOD_STORM_ANIMATION 3 1}\n[/unit_type]\n\n{_CONTINUE_UNIT_TYPE}\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#\n# Phases 2 and 3 (Gatekeeper of Blood A/Gatekeeper of Blood B)\n#\n\n#define _BLOOD_GATEKEEPER_BASE_STATS\n name= _ \"Gatekeeper of Blood\"\n race=shaxthal\n #bar_offset_x,bar_offset_y=-8,-24\n profile=\"misc/blank-hex.png\" # The baseframe isn't very adequate for [message]\n {NO_EXPERIENCE_UNIT}\n alignment=neutral\n usage=mixed fighter\n cost=730\n hide_help=true\n undead_variation=null\n [abilities]\n {ABILITY_ASPECT_DESTROYER}\n {ABILITY_TERROR}\n [/abilities]\n # wmllint: notecheck off\n description={_BLOOD_GATEKEEPER_DESCRIPTION}\n die_sound=drake-die.ogg\n#enddef\n\n#define _BLOOD_GATEKEEPER_ATTACK:CLAWS _DAMAGE _COUNT _SPECIALS\n [attack]\n name=claws\n description={I18N:ATTACK_CLAWS}\n type=blade\n range=melee\n damage={_DAMAGE}\n number={_COUNT}\n icon=attacks/blood-claws.png\n [specials]\n {_SPECIALS}\n [/specials]\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n\n start_time=-250\n offset=\"0.0~0.15:250,0.15~0.0:250\"\n\n [frame]\n duration=500\n [/frame]\n\n {SOUND:HIT_AND_MISS claws.ogg {SOUND_LIST:MISS} -100}\n [/attack_anim]\n#enddef\n\n#define _BLOOD_GATEKEEPER_ATTACK:BLOOD_STORM _DAMAGE _COUNT\n [attack]\n name=blood storm\n description= _ \"blood storm\"\n icon=attacks/blood-storm-1.png\n type=arcane\n range=ranged\n damage={_DAMAGE}\n number={_COUNT}\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n\n # Multiple random variations for the blood storm attack animation\n\n {BLOOD_STORM_ANIMATION 1 2}\n {BLOOD_STORM_ANIMATION 2 1}\n {BLOOD_STORM_ANIMATION 2 3}\n {BLOOD_STORM_ANIMATION 3 2}\n {BLOOD_STORM_ANIMATION 1 3}\n {BLOOD_STORM_ANIMATION 3 1}\n#enddef\n\n#\n# Phase 2 (Gatekeepr of Blood A)\n#\n\n#undef _GATEKEEPER_FRAME\n#define _GATEKEEPER_FRAME _FRAME_NUM\n{SPRITE:BLOOD_GATEKEEPER_SINGLE 2 {_FRAME_NUM}}#enddef\n\n[variation]\n variation_id=gatekeeper_phase2\n inherit=no\n\n {_BLOOD_GATEKEEPER_BASE_STATS}\n\n level=6\n hitpoints=442\n movement_type=bloodgatekeeperfoot\n movement=1\n\n image={SPRITE:BLOOD_GATEKEEPER_SINGLE 2 1}\n {DEFENSE_ANIM {SPRITE:BLOOD_GATEKEEPER_SINGLE 2 1} {SPRITE:BLOOD_GATEKEEPER_SINGLE 2 1} {SOUND_LIST:DRAKE_HIT} }\n\n {_BLOOD_GATEKEEPER_ATTACK:CLAWS 26 2 ({WEAPON_SPECIAL_POISON})}\n\n {_BLOOD_GATEKEEPER_ATTACK:BLOOD_STORM 18 6}\n[/variation]\n\n#\n# Phase 3 (Gatekeepr of Blood b)\n#\n\n#undef _GATEKEEPER_FRAME\n#define _GATEKEEPER_FRAME _FRAME_NUM\n{SPRITE:BLOOD_GATEKEEPER_SINGLE 3 {_FRAME_NUM}}#enddef\n\n[variation]\n variation_id=gatekeeper_phase3\n inherit=no\n\n {_BLOOD_GATEKEEPER_BASE_STATS}\n\n level=6\n hitpoints=460\n movement_type=bloodgatekeeperfoot\n movement=1\n\n image={SPRITE:BLOOD_GATEKEEPER_SINGLE 3 1}\n {DEFENSE_ANIM {SPRITE:BLOOD_GATEKEEPER_SINGLE 3 1} {SPRITE:BLOOD_GATEKEEPER_SINGLE 3 1} {SOUND_LIST:DRAKE_HIT} }\n\n {_BLOOD_GATEKEEPER_ATTACK:CLAWS 32 2 ({WEAPON_SPECIAL_STUN})}\n\n {_BLOOD_GATEKEEPER_ATTACK:BLOOD_STORM 22 6}\n[/variation]\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#\n# Phases 4 and 5 (Crimson Tide A/Crimson Tide B)\n#\n# Subvariations in both phases MUST have the exact same health pool in order to\n# avoid issues with variation cycling in v1.14!\n#\n# His level goes down to 6 during phase 5 in order to allow Elynia and Elyssa\n# to deal the normal amount of damage again.\n#\n\n#define _BLOOD_NIGHTMARE_BASE_STATS\n name= _ \"Crimson Nightmare\"\n race=demon\n #bar_offset_x,bar_offset_y=-8,-24\n profile=\"misc/blank-hex.png\" # The baseframe isn't very adequate for [message]\n {NO_EXPERIENCE_UNIT}\n alignment=neutral\n usage=mixed fighter\n cost=802\n hide_help=true\n undead_variation=null\n {TRAIT_UNDEAD}\n # wmllint: notecheck off\n description=\"sectionEi.cold._ZN4help17generate_sectionsEPK6configRKNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEERNS_7sectionEi.cold._GLOBAL__sub_I__ZN4help8game_cfgE.help_menu.cpp._ZN4help9help_menu11indent_listERKNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEEj.cold._ZN4help9help_menu18get_string_to_showB5cxx11ERKNS_5topicEj.cold._ZN4help9help_menu18get_string_to_showB5cxx11ERKNS_7sectionEj.cold._ZN4help9help_menu20update_visible_itemsERKNS_7sectionEj.cold._ZN4help9help_menu21display_visible_itemsEv.cold._ZN4help9help_menuC2ER6CVideoRKNS_7sectionEi.cold._ZN4help9help_menu7processEv.cold._GLOBAL__sub_I__ZN4help9help_menuC2ER6CVideoRKNS_7sectionEi.help_text_area.cpp._ZN4help14help_text_area13draw_contentsEv.cold._ZN4help14help_text_area4itemC2E7surfaceiiRKNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEESA_bbNS0_9ALIGNMENTE.cold._ZN4help14help_text_area8add_itemERKNS0_4itemE.cold._ZN4help14help_text_area15handle_jump_cfgERK6config.cold._ZN4help14help_text_area13add_text_itemERKNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEES8_bibb7color_t.cold._ZN4help14help_text_area15handle_bold_cfgERK6config.cold.\" # wmllint: ignore\n [abilities]\n [dummy]\n id=aspect_of_existence\n name= _ \"aspect of existence\"\n # po: This description is intentionally corrupted.\n # po: It ought to follow a similar template as the ones used for\n # po: the Aspect of Earth and Aspect of Darkness abilities, but\n # po: with glitched or missing characters and sequences. It is also\n # po: intentionally misleading.\n description= _ \"This \u2192nit is a Guardian of the Aspect of Exist nce.\n\nAs s\u2191ch it h\ns acces s t\u2018 g \u00a2 G& following \u00a2\u00ae ~Objective\u00a9>span color='\nVanquish Demon Lord Zhangor\n\u00a5\u014a\n \u00cb \u0141\n \u00aa\n \u2022 Regeneration (+999 HP per turn)\u240a\n \u2022 Immortality (can only be kill\u00b1\u00aaific units)\u00b0\u2122\u00a1End\n Scenario\u2400\"\n [/dummy]\n\n [regenerate]\n value=32\n id=aspect_zhangor_regenerates\n affect_self=yes\n poison=cured\n [/regenerate]\n\n# [heals]\n# value=16\n# id=aspect_of_existence_healing_curing\n# affect_allies=yes\n# affect_self=no\n# poison=cured\n# [affect_adjacent]\n# adjacent=n,ne,se,s,sw,nw\n# [/affect_adjacent]\n# [/heals]\n\n {ABILITY_ASPECT_DESTROYER}\n {ABILITY_TERROR}\n [/abilities]\n#enddef\n\n#define _BLOOD_NIGHTMARE_ATTACK:GRASP\n [attack]\n name=nightmare grasp\n description= _ \"nightmare grasp\"\n type=impact\n range=melee\n damage=8\n number=15\n icon=attacks/blood-grasp.png\n [specials]\n {WEAPON_SPECIAL_SWARM}\n [/specials]\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=nightmare grasp\n [/filter_attack]\n\n start_time=-400\n offset=\"0.0~-0.2:100,-0.2~0.2:300,0.2~0.0:400\"\n\n [frame]\n duration=800\n [/frame]\n\n {SOUND:HIT_AND_MISS mud-fist.ogg mud-fist-miss.ogg -250}\n [/attack_anim]\n#enddef\n\n#define _BLOOD_NIGHTMARE_ATTACK:CLAWS\n [attack]\n name=claws\n description={I18N:ATTACK_CLAWS}\n # This is intentionally impact instead of blade. His attacks are\n # supposed to be becoming increasingly powerful but also erratic, so\n # he can't aim precisely at the heroines.\n type=impact\n range=melee\n damage=42\n number=4\n icon=attacks/blood-claws.png\n [specials]\n {WEAPON_SPECIAL_SWARM}\n [/specials]\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n\n start_time=-350\n offset=\"0.0~0.2:250,0.2~0.0:350\"\n\n [frame]\n duration=600\n [/frame]\n\n {SOUND:HIT_AND_MISS claws.ogg {SOUND_LIST:MISS} -100}\n [/attack_anim]\n#enddef\n\n#define _BLOOD_NIGHTMARE_ATTACK:GAZE_ABYSS\n # Big Beam of Instant Death for anything that isn't Elynia or Elyssa\n [attack]\n name=gaze of the abyss\n description= _ \"gaze of the abyss\"\n type=arcane\n range=ranged\n damage=255 # YES\n number=1\n icon=attacks/blood-beam.png\n attack_weight=3.0\n [specials]\n {WEAPON_SPECIAL_ALWAYS_HITS} # YES\n [/specials]\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=gaze of the abyss\n [/filter_attack]\n\n {BLOOD_LASER_BEAM}\n\n prelude_sound_start_time=-750\n [prelude_sound_frame]\n sound=gun-energy-huge-fire-prelude.ogg\n [/prelude_sound_frame]\n\n fire_sound_start_time=-100\n [fire_sound_frame]\n sound=gun-energy-huge-fire.ogg\n [/fire_sound_frame]\n [/attack_anim]\n#enddef\n\n#define _BLOOD_NIGHTMARE_ATTACK:BLOOD_RAIN\n [attack]\n name=blood rain\n description= _ \"blood rain\"\n type=arcane\n range=ranged\n damage=32\n number=4\n icon=attacks/blood-rain.png\n attack_weight=3.0\n [specials]\n {WEAPON_SPECIAL_SLOW}\n {WEAPON_SPECIAL_POISON}\n {WEAPON_SPECIAL_MARKSMAN}\n [/specials]\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=blood rain\n [/filter_attack]\n\n missile_start_time=-300\n [missile_frame]\n duration=600\n image=\"projectiles/blood-rain-n.png\"\n image_diagonal=\"projectiles/blood-rain-ne.png\"\n halo=halo/elven/nature-halo[1~8].png:75\n halo_x,halo_y=5,-10\n halo_mod=\"~BLEND(255,48,48,0.5)~CS(50,-50,-50)\"\n [/missile_frame]\n\n {SOUND:HIT_AND_MISS magic-dark-big.ogg magic-dark-big-miss.ogg -300}\n [/attack_anim]\n#enddef\n\n#define _BLOOD_NIGHTMARE_ATTACK:BLOAT_METEOR\n [attack]\n name=bloat meteor\n description= _ \"bloat meteor\"\n type=impact\n range=ranged\n damage=24\n number=3\n icon=attacks/blood-bloat.png\n attack_weight=3.0\n [specials]\n {WEAPON_SPECIAL_STUN}\n {WEAPON_SPECIAL_ALWAYS_HITS}\n [/specials]\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=bloat meteor\n [/filter_attack]\n\n missile_start_time=-500\n [missile_frame]\n duration=500\n image=\"projectiles/bloat-meteor-n.png\"\n image_diagonal=\"projectiles/bloat-meteor-ne.png\"\n sound=magic-dark-miss.ogg\n [/missile_frame]\n\n sound_start_time=-350\n [sound_frame]\n sound=melee-fire.ogg\n [/sound_frame]\n [/attack_anim]\n#enddef\n\n#define _BLOOD_NIGHTMARE_ATTACK:CORE_BURST\n [attack]\n name=core burst\n description= _ \"core burst\"\n type=arcane\n range=ranged\n damage=4\n number=16\n icon=attacks/blood-burst.png\n attack_weight=3.0\n [specials]\n {WEAPON_SPECIAL_SWARM}\n {WEAPON_SPECIAL_ALWAYS_HITS}\n [/specials]\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=core burst\n [/filter_attack]\n\n {MISSILE_FRAME_FAERIE_FIRE}\n missile_blend_color=255,48,48\n missile_blend_ratio=0.5\n missile_halo_mod=\"~BLEND(255,48,48,0.5)\"\n\n sound1_start_time=-300\n [sound1_frame]\n sound=magic-dark.ogg,magic-dark-big.ogg\n [/sound1_frame]\n\n sound2_start_time=-300\n [sound2_frame]\n sound=magic-missile-[1~3].ogg\n [/sound2_frame]\n [/attack_anim]\n#enddef\n\n#\n# Phase 4A\n#\n\n#undef _GATEKEEPER_FRAME\n#define _GATEKEEPER_FRAME _FRAME_NUM\n{SPRITE:BLOOD_GATEKEEPER_SINGLE 4 {_FRAME_NUM}}#enddef\n\n[variation]\n variation_id=nightmare_phase4a\n inherit=no\n\n {_BLOOD_NIGHTMARE_BASE_STATS}\n\n level=7\n hitpoints=513\n movement_type=bloodnightmarefoot\n movement=4\n\n image={_GATEKEEPER_FRAME 1}\n {DEFENSE_ANIM {_GATEKEEPER_FRAME 1} {_GATEKEEPER_FRAME 1} {SOUND_LIST:LICH_HIT} }\n\n {_BLOOD_NIGHTMARE_ATTACK:GRASP}\n\n {_BLOOD_NIGHTMARE_ATTACK:BLOOD_RAIN}\n[/variation]\n\n#\n# Phase 4B\n#\n\n#undef _GATEKEEPER_FRAME\n#define _GATEKEEPER_FRAME _FRAME_NUM\n{SPRITE:BLOOD_GATEKEEPER_COMPOSITE 4 {_FRAME_NUM} 1}#enddef\n\n[variation]\n variation_id=nightmare_phase4b\n inherit=no\n\n {_BLOOD_NIGHTMARE_BASE_STATS}\n\n level=7\n hitpoints=513\n movement_type=bloodnightmarefoot\n movement=4\n\n image={_GATEKEEPER_FRAME 1}\n {DEFENSE_ANIM {_GATEKEEPER_FRAME 1} {_GATEKEEPER_FRAME 1} {SOUND_LIST:LICH_HIT} }\n\n {_BLOOD_NIGHTMARE_ATTACK:GRASP}\n\n {_BLOOD_NIGHTMARE_ATTACK:BLOAT_METEOR}\n[/variation]\n\n#\n# Phase 4C\n#\n\n#undef _GATEKEEPER_FRAME\n#define _GATEKEEPER_FRAME _FRAME_NUM\n{SPRITE:BLOOD_GATEKEEPER_COMPOSITE 4 {_FRAME_NUM} 2}#enddef\n\n[variation]\n variation_id=nightmare_phase4c\n inherit=no\n\n {_BLOOD_NIGHTMARE_BASE_STATS}\n\n level=7\n hitpoints=513\n movement_type=bloodnightmarefoot\n movement=4\n\n image={_GATEKEEPER_FRAME 1}\n {DEFENSE_ANIM {_GATEKEEPER_FRAME 1} {_GATEKEEPER_FRAME 1} {SOUND_LIST:LICH_HIT} }\n\n {_BLOOD_NIGHTMARE_ATTACK:GRASP}\n\n {_BLOOD_NIGHTMARE_ATTACK:GAZE_ABYSS}\n[/variation]\n\n#\n# Phase 5A\n#\n\n#undef _GATEKEEPER_FRAME\n#define _GATEKEEPER_FRAME _FRAME_NUM\n{SPRITE:BLOOD_GATEKEEPER_COMPOSITE 5 {_FRAME_NUM} 1}#enddef\n\n[variation]\n variation_id=nightmare_phase5a\n inherit=no\n\n {_BLOOD_NIGHTMARE_BASE_STATS}\n\n name= _ \"Hellbound Scourge\"\n\n level=6\n hitpoints=550\n movement_type=bloodnightmarefoot\n movement=4\n\n image={_GATEKEEPER_FRAME 1}\n {DEFENSE_ANIM {_GATEKEEPER_FRAME 1} {_GATEKEEPER_FRAME 1} {SOUND_LIST:LICH_HIT} }\n\n {_BLOOD_NIGHTMARE_ATTACK:CLAWS}\n\n {_BLOOD_NIGHTMARE_ATTACK:BLOOD_RAIN}\n[/variation]\n\n#\n# Phase 5B\n#\n\n#undef _GATEKEEPER_FRAME\n#define _GATEKEEPER_FRAME _FRAME_NUM\n{SPRITE:BLOOD_GATEKEEPER_COMPOSITE 5 {_FRAME_NUM} 2}#enddef\n\n[variation]\n variation_id=nightmare_phase5b\n inherit=no\n\n {_BLOOD_NIGHTMARE_BASE_STATS}\n\n name= _ \"Elvish Prophet\"\n\n level=6\n hitpoints=550\n movement_type=bloodnightmarefoot\n movement=4\n\n image={_GATEKEEPER_FRAME 1}\n {DEFENSE_ANIM {_GATEKEEPER_FRAME 1} {_GATEKEEPER_FRAME 1} {SOUND_LIST:LICH_HIT} }\n\n {_BLOOD_NIGHTMARE_ATTACK:GRASP}\n\n {_BLOOD_NIGHTMARE_ATTACK:CORE_BURST}\n[/variation]\n\n#\n# Phase 5C\n#\n\n#undef _GATEKEEPER_FRAME\n#define _GATEKEEPER_FRAME _FRAME_NUM\n{SPRITE:BLOOD_GATEKEEPER_COMPOSITE 5 {_FRAME_NUM} 3}#enddef\n\n[variation]\n variation_id=nightmare_phase5c\n inherit=no\n\n {_BLOOD_NIGHTMARE_BASE_STATS}\n\n name= _ \"Crimson Tide\"\n\n level=6\n hitpoints=550\n movement_type=bloodnightmarefoot\n movement=4\n\n image={_GATEKEEPER_FRAME 1}\n {DEFENSE_ANIM {_GATEKEEPER_FRAME 1} {_GATEKEEPER_FRAME 1} {SOUND_LIST:LICH_HIT} }\n\n {_BLOOD_NIGHTMARE_ATTACK:CLAWS}\n\n {_BLOOD_NIGHTMARE_ATTACK:GAZE_ABYSS}\n[/variation]\n"} {"text": "{_END_UNIT_TYPE}\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifndef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n#error Unit loaded in the wrong episode? What are you doing love?\n#endif\n\n#define _BLOOD_GATEKEEPER_DESCRIPTION\n _ \"While the history of how the War of Wesmere came to happen is only known to a few elves in the present day, there are even fewer people who know about Zhangor\u2019s true origins. The few records left of his rule in Urvatha speak of his achievements as an implacable warlord who led his people into a slaughter of unprecedented proportions, sealing the fate of shapeshifters for the rest of eternity. Some sources claim that it was this \u2014 his most shameful defeat \u2014 that led him to take the power of the mythical sentinel between worlds and seek to amplify it using the souls of Irdya\u2019s people as sacrifice.\"\n#enddef\n\n#\n# General utility\n#\n\n# Avoid WML tools freaking out due to unbalanced tags\n\n#define _CONTINUE_UNIT_TYPE\n [+unit_type]\n#enddef\n\n#define _END_UNIT_TYPE\n[/unit_type]\n#enddef\n\n#\n# Zhangor's aspect is Existence by virtue of him having assimilated a\n# Gatekeeper's core into his body. Elynia's and Elyssa's base arcane\n# resistance is fixed at 0%. As a (rather poor) user of one of the bielemental\n# aspects, Zhangor's arcane resistance is meant to be abnormally high. This\n# requires combat to involve more than just throwing numbers at him and hoping\n# for the best.\n#\n\n#\n# Phase 1 movetype\n#\n# biomechanical_elusivefoot is used for every aspect other than damage\n# resistances. He's only slightly larger than Elynia and very mobile.\n#\n\n#define BLOOD_ANGEL_RESISTANCES\n [resistance]\n blade=80\n impact=70\n arcane=80\n fire=80\n cold=80\n [/resistance]\n#enddef\n\n#\n# Phase 2 and 3 movetype (also used for Blood Core Alpha)\n#\n# In Gatekeeper form, Zhangor is unable to move as his lower body is affixed\n# to the ground and attempting to fuse with the seed's hyphae. He's HUGE so he\n# doesn't get any terrain defense bonuses from now on, compensating for this\n# disadvantage by acting like a massive damage sponge.\n#\n\n[movetype]\n name=bloodgatekeeperfoot\n flies=no\n [movement_costs][/movement_costs]\n [defense]\n {FLY_DEFENSE 50}\n cave=50\n fungus=50\n [/defense]\n [resistance]\n blade=70\n pierce=70\n impact=60\n arcane=90\n fire=70\n cold=70\n [/resistance]\n[/movetype]\n\n#\n# Phases 4 and 5 (also used for Blood Cores Beta and Gamma)\n#\n# In Nightmare form, Zhangor is able to move again. Defense remains unchanged\n# (he's still huge). His arcane resistance is its lowest at this point.\n#\n\n[movetype]\n name=bloodnightmarefoot\n flies=yes\n [movement_costs]\n {FLY_MOVE}\n cave=1\n fungus=1\n [/movement_costs]\n [defense]\n {FLY_DEFENSE 50}\n cave=50\n fungus=50\n [/defense]\n [resistance]\n blade=50\n pierce=50\n impact=40\n arcane=100\n fire=60\n cold=60\n [/resistance]\n[/movetype]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Archer\n name= _ \"Quenoth Archer\"\n image=units/elves-quenoth/archer.png\n profile=\"portraits/quenoth/archer.png\"\n race=elf\n hitpoints=40\n movement_type=quenoth_horse\n [resistance]\n pierce=120\n [/resistance]\n movement=8\n experience=90\n level=2\n alignment=lawful\n advances_to=Quenoth Marksman\n cost=18\n usage=scout\n description= _ \"With the open sands providing much less protection than the old forests did, the wide ranks of elvish archers that once formed the core of the elvish military have all but disappeared. Instead, the few who still dedicate themselves to the traditional weapon of their ancestors practice the art from the saddle, allowing them to more easily avoid the perils of melee combat.\"\n die_sound=horse-die.ogg\n [abilities]\n {ABILITY_DISENGAGE}\n [/abilities]\n [attack]\n name=sword\n #textdomain wesnoth-units\n description= _\"sword\"\n type=blade\n range=melee\n damage=7\n number=3\n icon=attacks/sword-elven.png\n movement_used=0\n [/attack]\n [attack]\n name=bow\n description= _\"bow\"\n #textdomain wesnoth-utbs\n type=pierce\n range=ranged\n damage=7\n number=4\n icon=attacks/bow-elven.png\n movement_used=0\n [/attack]\n {DEFENSE_ANIM \"units/elves-quenoth/archer-defend2.png\" \"units/elves-quenoth/archer-defend1.png\" {SOUND_LIST:HORSE_HIT}}\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=450\n image=\"units/elves-quenoth/archer.png\"\n [/frame]\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=bow\n [/filter_attack]\n missile_start_time=-100\n [missile_frame]\n duration=100\n image=projectiles/missile-n.png\n image_diagonal=projectiles/missile-ne.png\n [/missile_frame]\n start_time=-380\n [frame]\n image=units/elves-quenoth/archer.png:470\n [/frame]\n {SOUND:HIT_AND_MISS bow.ogg bow-miss.ogg -380}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[+unit_type]\n gender=male,female\n [female]\n profile=unit_image\n gender=female\n name= _ \"female^Quenoth Archer\"\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Champion\n name= _ \"Quenoth Champion\"\n race=elf\n ignore_race_traits=yes\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n image=units/elves-quenoth/champion.png\n profile=\"portraits/quenoth/champion.png\"\n hitpoints=64\n movement_type=quenoth_foot\n movement=5\n experience=150\n level=3\n alignment=lawful\n advances_to=null\n {AMLA_DEFAULT}\n cost=15\n usage=fighter\n description= _ \"Standing at the forefront of most Quenoth spear lines, Champions are those who have mastered the use of the glaive to near perfection. Perhaps only slightly lacking in finesse in strategy, these elves more than compensate with raw power and can force their way through all but the most secure of defenses.\"\n die_sound={SOUND_LIST:ELF_HIT}\n [abilities]\n {ABILITY_FORMATION}\n [/abilities]\n [attack]\n name=glaive\n description= _\"glaive\"\n type=pierce\n range=melee\n damage=16\n number=3\n icon=attacks/glaive.png\n [specials]\n {WEAPON_SPECIAL_FIRSTSTRIKE}\n [/specials]\n [/attack]\n [attack]\n name=glaive\n description= _\"glaive\"\n type=blade\n range=melee\n damage=11\n number=4\n icon=attacks/glaive.png\n [/attack]\n {DEFENSE_ANIM \"units/elves-quenoth/champion-defend2.png\" \"units/elves-quenoth/champion-defend1.png\" {SOUND_LIST:ELF_HIT}}\n [attack_anim]\n [filter_attack]\n name=glaive\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=450\n image=\"units/elves-quenoth/champion.png\"\n [/frame]\n {SOUND:HIT_AND_MISS spear.ogg spear-miss.ogg -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Druid\n name= _ \"female^Quenoth Druid\"\n race=elf\n gender=female\n image=units/elves-quenoth/druid.png\n profile=\"portraits/quenoth/druid.png\"\n hitpoints=50\n movement_type=quenoth_foot\n movement=5\n experience=110\n level=3\n alignment=neutral\n advances_to=Quenoth Shyde\n cost=34\n usage=healer\n [abilities]\n {ABILITY_CURES}\n [/abilities]\n description= _ \"Worshippers of the Goddess of Light, Eloh, Druids are considered mysterious even by other elves of the same order. Part of this stems from the Druids\u2019 unusual connection with nature, something nearly wholly absent in a world pervaded by scorched sand. In a brutish world where others train themselves for combat and survival, these elves are the few who remain as healers and caretakers.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [attack]\n name=staff\n #textdomain wesnoth-units\n description= _\"staff\"\n #textdomain wesnoth-utbs\n type=impact\n range=melee\n damage=8\n number=2\n range=melee\n icon=attacks/druidstaff.png\n [/attack]\n [attack]\n name=sand\n description= _\"sand\"\n type=impact\n range=ranged\n damage=6\n number=3\n icon=attacks/sand-storm.png\n [specials]\n {WEAPON_SPECIAL_DAZE}\n [/specials]\n [/attack]\n [attack]\n name=thorns\n #textdomain wesnoth-units\n description= _\"thorns\"\n #textdomain wesnoth-utbs\n type=pierce\n range=ranged\n damage=7\n number=4\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n {DEFENSE_ANIM \"units/elves-quenoth/druid-defend2.png\" \"units/elves-quenoth/druid-defend1.png\" {SOUND_LIST:ELF_FEMALE_HIT} }\n [healing_anim]\n start_time=-250\n [frame]\n image=\"units/elves-quenoth/druid.png:50\"\n [/frame]\n [frame]\n image=\"units/elves-quenoth/druid.png:350\"\n halo=halo/elven/shaman-heal-halo-[1~7].png\n [/frame]\n [frame]\n image=\"units/elves-quenoth/druid.png:50\"\n [/frame]\n [/healing_anim]\n [attack_anim]\n [filter_attack]\n name=staff\n [/filter_attack]\n start_time=-250\n [frame]\n image=\"units/elves-quenoth/druid.png:400\"\n [/frame]\n {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sand\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=320\n offset=0.75~1.1,1.1~1.25\n halo=\"projectiles/sand-storm-[1~8].png:40\"\n auto_vflip=no\n [/missile_frame]\n start_time=-320\n [frame]\n image=\"units/elves-quenoth/druid.png:450\"\n sound=petrified.ogg\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=thorns\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=200\n image=\"projectiles/thorns.png\"\n image_diagonal=\"projectiles/thorns-ne.png\"\n [/missile_frame]\n start_time=-300\n [frame]\n image=\"units/elves-quenoth/druid.png:500\"\n halo=\"halo/elven/nature-halo[1~8].png\"\n [/frame]\n {SOUND:HIT_AND_MISS magic-thorns-[1,2].ogg magic-thorns-miss-[1,2].ogg -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Dustbok\n #po: Made-up animal name derived from 'dust' (sand) and 'bok' as in real-world steenbok or springbok antelope\n name= _ \"Dustbok\"\n image=units/elves-quenoth/dustbok.png\n race=monster\n hitpoints=22\n movement_type=quenoth_horse\n movement=8\n experience=100\n level=0\n alignment=lawful\n advances_to=null\n cost=12\n usage=scout\n description= \"\"\n die_sound=horse-die.ogg\n [attack]\n name=ram\n #textdomain wesnoth-units\n description= _\"ram\"\n #textdomain wesnoth-utbs\n type=impact\n range=melee\n damage=4\n number=3\n icon=attacks/blank-attack.png\n [/attack]\n {DEFENSE_ANIM \"units/elves-quenoth/dustbok.png\" \"units/elves-quenoth/dustbok.png\" {SOUND_LIST:HORSE_HIT}}\n [attack_anim]\n [filter_attack]\n name=ram\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=450\n image=\"units/elves-quenoth/dustbok.png\"\n [/frame]\n {SOUND:HIT_AND_MISS club.ogg club-miss.ogg -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Fighter\n name= _ \"Quenoth Fighter\"\n race=elf\n ignore_race_traits=yes\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n image=units/elves-quenoth/fighter.png\n profile=\"portraits/quenoth/fighter.png\"\n hitpoints=34\n movement_type=quenoth_foot\n movement=5\n experience=40\n level=1\n alignment=lawful\n advances_to=Quenoth Warrior,Quenoth Flanker\n cost=15\n usage=fighter\n description= _ \"Long ago, during more prosperous times, Elven warriors favored the use of swords as more elegant, versatile weapons compared to other melee armaments. However, in recent times, the dearth of supplies for smithing has reduced the availability of blade-crafting, necessitating the fashioning of cheaper, more easily repaired weaponry. Quenoth Fighters are remarkably skilled in coordinated groups, where they can counteract the lack of more sophisticated weaponry by forming robust spear ranks capable of repelling nearly any frontal assault.\"\n die_sound={SOUND_LIST:ELF_HIT}\n [abilities]\n {ABILITY_FORMATION}\n [/abilities]\n [attack]\n name=spear\n #textdomain wesnoth-units\n description= _\"spear\"\n #textdomain wesnoth-utbs\n type=pierce\n range=melee\n damage=10\n number=2\n icon=attacks/spear.png\n [specials]\n {WEAPON_SPECIAL_FIRSTSTRIKE}\n [/specials]\n [/attack]\n {DEFENSE_ANIM \"units/elves-quenoth/fighter-defend-2.png\" \"units/elves-quenoth/fighter-defend-1.png\" {SOUND_LIST:ELF_HIT}}\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n offset=0.0:130,0.0~0.6:170,0.6~0.0:230\n start_time=-300\n [frame]\n image=\"units/elves-quenoth/fighter-attack[1,2,3,4,5].png:[80,70,100,50,230]\"\n [/frame]\n {SOUND:HIT_AND_MISS spear.ogg spear-miss.ogg -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Tauroch Flagbearer\n name= _ \"Tauroch Flagbearer\"\n image=units/elves-quenoth/flagbearer.png\n image_icon=\"units/elves-quenoth/flagbearer.png~CROP(0,0,72,72)\"\n profile=\"portraits/quenoth/tauroch_flagbearer.png\"\n race=elf\n # Base movement of 4 is too little, but we don't want them to get 6 either\n # if they're quick, so instead they just have 5 movement but can't get quick\n ignore_race_traits=yes\n {TRAIT_STRONG}\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n {TRAIT_HEALTHY}\n hitpoints=62\n movement_type=quenoth_beast\n #mostly like a foot Elf, but they are bad at defending in villages\n [defense]\n village=60\n [/defense]\n movement=5\n experience=150\n level=3\n alignment=lawful\n advances_to=null\n {AMLA_DEFAULT}\n cost=18\n usage=mixed fighter\n description= _ \"The prestigious Flagbearers spend years out in the open deserts leading their brethren on patrols and hunts, where they forage for supplies while defending their villages from brigands. They are invariably masters of skirmishes and tactics, highly proficient at roaming through the inhospitable sands. Rarely the leaders of large villages or armies, Flagbearers nonetheless have the skill and charisma to act as generals in times of need, when the elves are threatened by something more than mere scavengers or wild beasts.\"\n die_sound=\"tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg\"\n [abilities]\n {ABILITY_LEADERSHIP}\n [/abilities]\n [attack]\n name=ram\n #textdomain wesnoth-units\n description= _\"ram\"\n type=impact\n range=melee\n damage=11\n number=3\n icon=attacks/ram.png\n [specials]\n {WEAPON_SPECIAL_SHOCK}\n [/specials]\n [/attack]\n [attack]\n name=javelin\n description= _\"javelin\"\n #textdomain wesnoth-utbs\n type=pierce\n range=ranged\n damage=9\n number=3\n icon=attacks/javelin-human.png\n [/attack]\n {DEFENSE_ANIM \"units/elves-quenoth/flagbearer.png\" \"units/elves-quenoth/flagbearer.png\" \"tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg\"}\n [attack_anim]\n [filter_attack]\n name=ram\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=50\n image=\"units/elves-quenoth/flagbearer.png\"\n [/frame]\n [frame]\n duration=400\n image=\"units/elves-quenoth/flagbearer.png\"\n sound=tail.ogg\n [/frame]\n {SOUND:HIT mace.ogg -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=javelin\n [/filter_attack]\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=\"projectiles/spear-n.png\"\n image_diagonal=\"projectiles/spear-ne.png\"\n [/missile_frame]\n start_time=-300\n [frame]\n image=\"units/elves-quenoth/flagbearer.png:450\"\n sound={SOUND_LIST:THROW}\n [/frame]\n {SOUND:HIT spear.ogg -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Flanker\n name= _ \"Quenoth Flanker\"\n race=elf\n ignore_race_traits=yes\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n image=units/elves-quenoth/flanker.png\n profile=\"portraits/quenoth/flanker.png\"\n hitpoints=44\n movement_type=quenoth_foot\n movement=5\n experience=90\n level=2\n alignment=lawful\n advances_to=Quenoth Ranger\n cost=15\n usage=fighter\n description= _ \"Some fighters find that their true talents lie not within rigid spear ranks, but out in the sands, striking at the flanks and rear of enemy forces. Fast and nimble, these elves make use of the weaknesses in enemy formations to disrupt their lines and sow chaos on the battlefield. In more cutthroat conflicts, Flankers even rely on the use of poison \u2014 a tool whose use was frowned on by their ancestors \u2014 to cripple their foes before charging in for the finish.\"\n die_sound={SOUND_LIST:ELF_HIT}\n [abilities]\n {ABILITY_SKIRMISHER}\n [/abilities]\n [attack]\n name=sword\n #textdomain wesnoth-units\n description= _\"sword\"\n #textdomain wesnoth-utbs\n type=blade\n range=melee\n damage=7\n number=4\n icon=attacks/sword-elven.png\n [/attack]\n [attack]\n name=blowgun\n description= _\"blowgun\"\n type=pierce\n range=ranged\n damage=3\n number=3\n icon=attacks/blowgun.png\n [specials]\n {WEAPON_SPECIAL_POISON}\n [/specials]\n [/attack]\n {DEFENSE_ANIM \"units/elves-quenoth/flanker-defend2.png\" \"units/elves-quenoth/flanker-defend1.png\" {SOUND_LIST:ELF_HIT}}\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=450\n image=\"units/elves-quenoth/flanker.png\"\n [/frame]\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=blowgun\n [/filter_attack]\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=\"projectiles/missile-n.png~SCALE_SHARP(36,36)\"\n image_diagonal=\"projectiles/missile-ne.png~SCALE_SHARP(36,36)\"\n [/missile_frame]\n start_time=-300\n [frame]\n image=\"units/elves-quenoth/flanker.png:450\"\n [/frame]\n {SOUND:HIT_AND_MISS crossbow.ogg crossbow-miss.ogg -300}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Marksman\n name= _ \"Quenoth Marksman\"\n image=units/elves-quenoth/marksman.png\n profile=\"portraits/quenoth/marksman.png\"\n race=elf\n hitpoints=52\n movement_type=quenoth_horse\n [resistance]\n pierce=120\n [/resistance]\n movement=8\n experience=150\n level=3\n alignment=lawful\n advances_to=null\n {AMLA_DEFAULT}\n cost=18\n usage=scout\n description= _ \"In times past, the elves\u2019 supremacy at archery was unquestioned among the other races of the Great Continent. With archery being less viable in a land of scarce cover, however, the skills of the few remaining elven bowmen became suspect, to the point that even their brethren began to believe that archery was more of an outdated relic than a practical tool for battle.\n\nA simple glance at a Quenoth Marksman in action would be enough to dispel this foolish train of thought. Capable of the same legendary feats as their ancestors, these master archers can achieve the same speed and precision as the Sharpshooters of old, all while in full gallop on horseback.\"\n die_sound=horse-die.ogg\n [abilities]\n {ABILITY_DISENGAGE}\n [/abilities]\n [attack]\n name=sword\n #textdomain wesnoth-units\n description= _\"sword\"\n type=blade\n range=melee\n damage=8\n number=3\n icon=attacks/sword-elven.png\n movement_used=0\n [/attack]\n [attack]\n name=bow\n description= _\"bow\"\n #textdomain wesnoth-utbs\n type=pierce\n range=ranged\n damage=9\n number=5\n icon=attacks/bow-elven.png\n movement_used=0\n [specials]\n {WEAPON_SPECIAL_MARKSMAN}\n [/specials]\n [/attack]\n {DEFENSE_ANIM \"units/elves-quenoth/marksman.png\" \"units/elves-quenoth/marksman.png\" {SOUND_LIST:HORSE_HIT}}\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=450\n image=\"units/elves-quenoth/marksman.png\"\n [/frame]\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=bow\n [/filter_attack]\n missile_start_time=-100\n [missile_frame]\n duration=100\n image=projectiles/missile-n.png\n image_diagonal=projectiles/missile-ne.png\n [/missile_frame]\n start_time=-380\n [frame]\n image=units/elves-quenoth/marksman.png:470\n [/frame]\n {SOUND:HIT_AND_MISS bow.ogg bow-miss.ogg -380}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[+unit_type]\n gender=male,female\n [female]\n profile=unit_image\n gender=female\n name= _ \"female^Quenoth Marskman\"\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Mystic\n name= _ \"female^Quenoth Mystic\"\n race=elf\n gender=female\n image=units/elves-quenoth/mystic/mystic.png\n profile=\"portraits/quenoth/mystic.png\"\n hitpoints=26\n movement_type=quenoth_foot\n movement=5\n experience=28\n level=1\n alignment=neutral\n advances_to=Quenoth Shaman,Quenoth Sun Singer\n cost=18\n usage=healer\n [abilities]\n {ABILITY_HEALS}\n [/abilities]\n description= _ \"Like their ancestors, Quenoth Mystics are those who devote themselves to the natural energies that flow through body of Irdya. In the harsh, barren wastelands, however, these elves can no longer rely on the once vast forests from which their forebears drew much of their strength. Instead, sand and sun are the source of the elves\u2019 new powers, which they employ to great effect in their homes in the deserts.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [attack]\n name=staff\n #textdomain wesnoth-units\n description= _\"staff\"\n #textdomain wesnoth-utbs\n type=impact\n range=melee\n damage=4\n number=2\n range=melee\n icon=attacks/druidstaff.png\n [/attack]\n [attack]\n name=sand\n description= _\"sand\"\n type=impact\n range=ranged\n damage=3\n number=2\n icon=attacks/sand-storm.png\n [specials]\n {WEAPON_SPECIAL_DAZE}\n [/specials]\n [/attack]\n {DEFENSE_ANIM \"units/elves-quenoth/mystic/mystic-defend-2.png\" \"units/elves-quenoth/mystic/mystic-defend-1.png\" {SOUND_LIST:ELF_FEMALE_HIT} }\n [healing_anim]\n start_time=-450\n [frame]\n image=\"units/elves-quenoth/mystic/mystic.png:50\"\n [/frame]\n [frame]\n image=\"units/elves-quenoth/mystic/mystic-heal-[1~8].png:70\"\n halo=halo/elven/shaman-heal-halo-[1~7].png\n [/frame]\n [frame]\n image=\"units/elves-quenoth/mystic/mystic.png:50\"\n [/frame]\n [/healing_anim]\n [attack_anim]\n [filter_attack]\n name=staff\n [/filter_attack]\n start_time=-250\n [frame]\n image=\"units/elves-quenoth/mystic/mystic.png:400\"\n [/frame]\n {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sand\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=320\n offset=0.75~1.1,1.1~1.25\n halo=\"projectiles/sand-storm-[1~8].png:40\"\n auto_vflip=no\n [/missile_frame]\n start_time=-320\n [frame]\n image=\"units/elves-quenoth/mystic/mystic.png:450\"\n sound=petrified.ogg\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Outrider\n name= _ \"Quenoth Outrider\"\n image=units/elves-quenoth/outrider.png\n profile=\"portraits/quenoth/outrider.png\"\n race=elf\n hitpoints=55\n movement_type=quenoth_horse\n [resistance]\n pierce=120\n [/resistance]\n movement=8\n experience=150\n level=3\n alignment=lawful\n advances_to=null\n {AMLA_DEFAULT}\n cost=18\n usage=scout\n description= _ \"Described as riders who \u2018rush like the wind\u2019, Outriders breeze across the sands at unmatched speeds. Unlike their lesser brethren, Outriders train themselves for direct combat, wielding sword and bola to strike at injured units and exposed flanks where enemy lines are weakest. A group of these riders is especially dangerous, for against them, both retreat and attrition are futile, a prospect that is only ruinous in the inhospitable desert.\"\n die_sound=horse-die.ogg\n [abilities]\n {ABILITY_DISENGAGE}\n [/abilities]\n [attack]\n name=sword\n #textdomain wesnoth-units\n description= _\"sword\"\n #textdomain wesnoth-utbs\n type=blade\n range=melee\n damage=8\n number=4\n icon=attacks/sword-elven.png\n movement_used=0\n [/attack]\n [attack]\n name=bolas\n description= _\"bolas\"\n type=impact\n range=ranged\n damage=11\n number=3\n icon=attacks/bolas.png\n movement_used=0\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n [/attack]\n {DEFENSE_ANIM \"units/elves-quenoth/outrider-defend2.png\" \"units/elves-quenoth/outrider-defend1.png\" {SOUND_LIST:HORSE_HIT}}\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=450\n image=\"units/elves-quenoth/outrider.png\"\n [/frame]\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=bolas\n [/filter_attack]\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=projectiles/bolas-n.png\n image_diagonal=projectiles/bolas-ne.png\n [/missile_frame]\n start_time=-300\n [frame]\n image=units/elves-quenoth/outrider.png:400\n [/frame]\n {SOUND:HIT_AND_MISS hatchet.wav hatchet-miss.wav -300}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Pathfinder\n name= _ \"Quenoth Pathfinder\"\n image=units/elves-quenoth/pathfinder.png\n profile=\"portraits/quenoth/pathfinder.png\"\n race=elf\n hitpoints=42\n movement_type=quenoth_horse\n [resistance]\n pierce=120\n [/resistance]\n movement=8\n experience=80\n level=2\n alignment=lawful\n advances_to=Quenoth Outrider\n cost=18\n usage=scout\n description= _ \"In times past, turning and fleeing from an engagement was a risky tactic, for there were few means to avoid or block enemy archers shooting from behind. In the desert, however, unstable footing and lack of cover make it far more challenging for most fighters to strike from range. The elusive Pathfinders make use of this by riding the exceptionally agile dustboks, who are highly adapted to traversing the dunes and can evade most attacks with their swift movements. The difficulty in pinning these riders down often tries the patience of their enemies, who are provoked into recklessly giving chase \u2014 inevitably into many a deadly trap.\"\n die_sound=horse-die.ogg\n [abilities]\n {ABILITY_DISENGAGE}\n [/abilities]\n [attack]\n name=sword\n #textdomain wesnoth-units\n description= _\"sword\"\n #textdomain wesnoth-utbs\n type=blade\n range=melee\n damage=7\n number=4\n icon=attacks/sword-elven.png\n movement_used=0\n [/attack]\n [attack]\n name=bolas\n #textdomain wesnoth-units\n description= _\"bolas\"\n #textdomain wesnoth-utbs\n type=impact\n range=ranged\n damage=9\n number=2\n icon=attacks/bolas.png\n movement_used=0\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n [/attack]\n {DEFENSE_ANIM \"units/elves-quenoth/pathfinder-defend2.png\" \"units/elves-quenoth/pathfinder-defend1.png\" {SOUND_LIST:HORSE_HIT}}\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=450\n image=\"units/elves-quenoth/pathfinder.png\"\n [/frame]\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=bolas\n [/filter_attack]\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=projectiles/bolas-n.png\n image_diagonal=projectiles/bolas-ne.png\n [/missile_frame]\n start_time=-300\n [frame]\n image=units/elves-quenoth/pathfinder.png:400\n [/frame]\n {SOUND:HIT_AND_MISS hatchet.wav hatchet-miss.wav -300}\n [/attack_anim]\n[/unit_type]\n\n# temporary, to avoid breaking saves from 1.13.x\n[unit_type]\n id=Quenoth Horseman\n [base_unit]\n id=Quenoth Pathfinder\n [/base_unit]\n hide_help=yes\n do_not_list=yes\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Tauroch Protector\n name= _ \"Tauroch Protector\"\n image=units/elves-quenoth/protector.png\n image_icon=\"units/elves-quenoth/protector.png~CROP(0,0,72,72)\"\n profile=\"portraits/quenoth/tauroch_protector.png\"\n race=elf\n # Base movement of 4 is too little, but we don't want them to get 6 either\n # if they're quick, so instead they just have 5 movement but can't get quick\n ignore_race_traits=yes\n {TRAIT_STRONG}\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n {TRAIT_HEALTHY}\n hitpoints=68\n movement_type=quenoth_beast\n #mostly like a foot Elf, but they are bad at defending in villages\n [defense]\n village=60\n [/defense]\n [resistance]\n blade=70\n pierce=80\n impact=70\n [/resistance]\n movement=5\n experience=150\n level=3\n alignment=lawful\n advances_to=null\n {AMLA_DEFAULT}\n cost=18\n usage=mixed fighter\n description= _ \"From the journal of Syniel, the Sand Skipper:\n\nThe orcs ambushed me near the oasis at twilight. I had to flee into the desert, but even there, the wolves were nearly fast enough to keep up with me. I ran and ran for hours until I could barely feel my legs and still, they hounded me under the bright moonlight. I thought that I was dead for sure, but as Eloh would have it, I came across a young Tauroch that had wandered away from her pack. She must have sensed my trouble, for she came to me swiftly and fought beside me all through the long night; beyond exhaustion, we somehow managed to drive off dozens of orcs and wolves by ourselves. By dawn, we were alone, but wounded and weary to our bones with nothing but sand in sight. I used what little remained of my supplies to tend to the Tauroch\u2019s wounds, then I succumbed to fatigue and I remember little after that.\n\n-----------------------\n\nI woke up today in the village, tired, but alive. My friends told me that the Tauroch had carried me through the desert for many hours at no little cost to herself, for she was in worse condition than I by the time we had arrived. I can only be grateful that I managed to survive that dreadful night, for it is only by Eloh\u2019s grace that I happened upon such a loyal companion. She is my savior, my watchful guardian, a blessing from the Goddess herself. I think I will call her Nala, meaning \u2018Protector\u2019 in our tongue. I am sure we will have many more adventures together.\"\n die_sound=\"tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg\"\n [abilities]\n {ABILITY_STEADFAST}\n [/abilities]\n [attack]\n name=trample\n description= _\"trample\"\n type=impact\n range=melee\n damage=15\n number=2\n icon=attacks/slam-drake.png\n [/attack]\n [attack]\n name=javelin\n #textdomain wesnoth-units\n description= _\"javelin\"\n #textdomain wesnoth-utbs\n type=pierce\n range=ranged\n damage=13\n number=3\n icon=attacks/javelin-human.png\n [/attack]\n {DEFENSE_ANIM \"units/elves-quenoth/protector.png\" \"units/elves-quenoth/protector.png\" \"tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg\"}\n [attack_anim]\n [filter_attack]\n name=trample\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=100\n image=\"units/elves-quenoth/protector.png\"\n [/frame]\n [frame]\n duration=350\n image=\"units/elves-quenoth/protector.png\"\n sound=club.ogg\n [/frame]\n {SOUND:HIT squishy-hit.wav -150}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=javelin\n [/filter_attack]\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=\"projectiles/spear-n.png\"\n image_diagonal=\"projectiles/spear-ne.png\"\n [/missile_frame]\n start_time=-300\n [frame]\n image=\"units/elves-quenoth/protector.png:450\"\n sound={SOUND_LIST:THROW}\n [/frame]\n {SOUND:HIT spear.ogg -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Ranger\n name= _ \"Quenoth Ranger\"\n race=elf\n ignore_race_traits=yes\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n image=units/elves-quenoth/ranger.png\n profile=\"portraits/quenoth/ranger.png\"\n hitpoints=57\n movement_type=quenoth_foot\n movement=6\n experience=150\n level=3\n alignment=lawful\n advances_to=null\n {AMLA_DEFAULT}\n cost=50\n usage=fighter\n description= _ \"The title \u2018Ranger\u2019 is a little misleading, for these agile elves have little in common with the more pacifistic explorers of nature that once bore the same title. They, instead, are expert fighters who specifically seek combat in order to better hone their skirmishing skills. While they do not possess the brute force of their warrior counterparts, Quenoth Rangers are more proficient at navigating through chaotic fights and are capable of darting in and out of enemy lines to assassinate injured targets. Their masterful use of poison and formidable swordsmanship make these elves especially deadly in the harsh desert terrain, where fewer options to retreat are available.\"\n die_sound={SOUND_LIST:ELF_HIT}\n [abilities]\n {ABILITY_SKIRMISHER}\n [/abilities]\n [attack]\n name=sword\n #textdomain wesnoth-units\n description= _\"sword\"\n #textdomain wesnoth-utbs\n type=blade\n range=melee\n damage=10\n number=4\n icon=attacks/sword-elven.png\n [/attack]\n [attack]\n name=blowgun\n description= _\"blowgun\"\n type=pierce\n range=ranged\n damage=6\n number=3\n icon=attacks/blowgun.png\n [specials]\n {WEAPON_SPECIAL_POISON}\n [/specials]\n [/attack]\n {DEFENSE_ANIM \"units/elves-quenoth/ranger-defend2.png\" \"units/elves-quenoth/ranger-defend1.png\" {SOUND_LIST:ELF_HIT}}\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=450\n image=\"units/elves-quenoth/ranger.png\"\n [/frame]\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=blowgun\n [/filter_attack]\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=\"projectiles/missile-n.png~SCALE_SHARP(36,36)\"\n image_diagonal=\"projectiles/missile-ne.png~SCALE_SHARP(36,36)\"\n [/missile_frame]\n start_time=-300\n [frame]\n image=\"units/elves-quenoth/ranger.png:450\"\n [/frame]\n {SOUND:HIT_AND_MISS crossbow.ogg crossbow-miss.ogg -300}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Tauroch Rider\n name= _ \"Tauroch Rider\"\n image=units/elves-quenoth/rider.png\n image_icon=\"units/elves-quenoth/rider.png~CROP(0,0,72,72)\"\n profile=\"portraits/quenoth/tauroch_rider.png\"\n race=elf\n # Base movement of 4 is too little, but we don't want them to get 6 either\n # if they're quick, so instead they just have 5 movement but can't get quick\n ignore_race_traits=yes\n {TRAIT_STRONG}\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n {TRAIT_HEALTHY}\n hitpoints=42\n movement_type=quenoth_beast\n movement=5\n experience=37\n level=1\n alignment=lawful\n advances_to=Tauroch Vanguard,Tauroch Stalwart\n cost=20\n usage=mixed fighter\n description= _ \"Taurochs are huge, hardened beasts of the desert, considered untamable by most surviving races. However, the elves' affinity with nature has allowed them to form an unlikely bond with them. While taurochs can easily carry or pull heavy loads, their thick hides and unwavering resolution also make them formidable mounts in battle. A tauroch guided by a skilled rider can hold off multiple enemies long enough for assistance to arrive.\"\n die_sound=\"tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg\"\n [attack]\n name=trample\n description= _\"trample\"\n type=impact\n range=melee\n damage=7\n number=2\n icon=attacks/slam-drake.png\n [/attack]\n [attack]\n name=javelin\n #textdomain wesnoth-units\n description= _\"javelin\"\n #textdomain wesnoth-utbs\n type=pierce\n range=ranged\n damage=7\n number=3\n icon=attacks/javelin-human.png\n [/attack]\n {DEFENSE_ANIM \"units/elves-quenoth/rider.png\" \"units/elves-quenoth/rider.png\" \"tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg\"}\n [attack_anim]\n [filter_attack]\n name=trample\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=100\n image=\"units/elves-quenoth/rider.png\"\n [/frame]\n [frame]\n duration=350\n image=\"units/elves-quenoth/rider.png\"\n sound=club.ogg\n [/frame]\n {SOUND:HIT squishy-hit.wav -150}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=javelin\n [/filter_attack]\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=\"projectiles/spear-n.png\"\n image_diagonal=\"projectiles/spear-ne.png\"\n [/missile_frame]\n start_time=-300\n [frame]\n image=\"units/elves-quenoth/rider.png:450\"\n sound={SOUND_LIST:THROW}\n [/frame]\n {SOUND:HIT spear.ogg -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Scout\n name= _ \"Quenoth Scout\"\n image=units/elves-quenoth/scout.png\n profile=\"portraits/quenoth/scout.png\"\n race=elf\n hitpoints=29\n movement_type=quenoth_horse\n movement=8\n experience=37\n level=1\n alignment=lawful\n advances_to=Quenoth Pathfinder,Quenoth Archer\n cost=17\n usage=scout\n description= _ \"Riding the graceful, agile dustboks, Quenoth Scouts move with unmatched speed across the sands. Their practiced skill with sword and sling are useful abilities to harry enemies and allows them to act as effective hunters and patrolmen.\"\n die_sound=horse-die.ogg\n [abilities]\n {ABILITY_DISENGAGE}\n [/abilities]\n [attack]\n name=sword\n #textdomain wesnoth-units\n description= _\"sword\"\n #textdomain wesnoth-utbs\n type=blade\n range=melee\n damage=6\n number=3\n icon=attacks/sword-elven.png\n movement_used=0\n [/attack]\n [attack]\n name=sling\n #textdomain wesnoth-units\n description= _\"sling\"\n #textdomain wesnoth-utbs\n type=impact\n range=ranged\n damage=8\n number=2\n icon=attacks/sling.png\n movement_used=0\n [/attack]\n {DEFENSE_ANIM \"units/elves-quenoth/scout-defend-2.png\" \"units/elves-quenoth/scout-defend-1.png\" {SOUND_LIST:HORSE_HIT}}\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=450\n image=\"units/elves-quenoth/scout.png\"\n [/frame]\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sling\n [/filter_attack]\n offset=0.0\n start_time=-400\n [if]\n hits=yes\n {MISSILE_FRAME_STONE_HIT 5 -6}\n [frame]\n image=\"units/elves-quenoth/scout.png:450\"\n sound=sling.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n {MISSILE_FRAME_STONE_MISS 5 -6}\n [frame]\n image=\"units/elves-quenoth/scout.png:450\"\n sound=sling-miss.ogg\n [/frame]\n [/else]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Shaman\n name= _ \"female^Quenoth Shaman\"\n race=elf\n gender=female\n image=units/elves-quenoth/shaman.png\n profile=\"portraits/quenoth/shaman.png\"\n hitpoints=36\n movement_type=quenoth_foot\n movement=5\n experience=70\n level=2\n alignment=neutral\n advances_to=Quenoth Druid\n cost=34\n usage=healer\n [abilities]\n {ABILITY_CURES}\n [/abilities]\n description= _ \"Like the elves of old, many Quenoth elves seek to study the art of medicine and healing rather than hone their abilities in direct battle. Shamans are highly knowledgeable about the sparse plant-life scattered across the deserts and even possess some ability to bolster crop growth, an invaluable skill in a land with few resources. The capacity to foster flora in such an inhospitable environment is a sign of hope as well, a chance that nature might one day rise from its sandy grave and bloom again.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [attack]\n name=staff\n #textdomain wesnoth-units\n description= _\"staff\"\n #textdomain wesnoth-utbs\n type=impact\n range=melee\n damage=5\n number=2\n range=melee\n icon=attacks/druidstaff.png\n [/attack]\n [attack]\n name=sand\n description= _\"sand\"\n type=impact\n range=ranged\n damage=6\n number=2\n icon=attacks/sand-storm.png\n [specials]\n {WEAPON_SPECIAL_DAZE}\n [/specials]\n [/attack]\n [attack]\n name=thorns\n #textdomain wesnoth-units\n description= _\"thorns\"\n #textdomain wesnoth-utbs\n type=pierce\n range=ranged\n damage=6\n number=3\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n {DEFENSE_ANIM \"units/elves-quenoth/shaman-defend2.png\" \"units/elves-quenoth/shaman-defend1.png\" {SOUND_LIST:ELF_FEMALE_HIT} }\n [healing_anim]\n start_time=-250\n [frame]\n image=\"units/elves-quenoth/shaman.png:50\"\n [/frame]\n [frame]\n image=\"units/elves-quenoth/shaman.png:350\"\n halo=halo/elven/shaman-heal-halo-[1~7].png\n [/frame]\n [frame]\n image=\"units/elves-quenoth/shaman.png:50\"\n [/frame]\n [/healing_anim]\n [attack_anim]\n [filter_attack]\n name=staff\n [/filter_attack]\n start_time=-250\n [frame]\n image=\"units/elves-quenoth/shaman.png:400\"\n [/frame]\n {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sand\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=320\n offset=0.75~1.1,1.1~1.25\n halo=\"projectiles/sand-storm-[1~8].png:40\"\n auto_vflip=no\n [/missile_frame]\n start_time=-320\n [frame]\n image=\"units/elves-quenoth/shaman.png:450\"\n sound=petrified.ogg\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=thorns\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=200\n image=\"projectiles/thorns.png\"\n image_diagonal=\"projectiles/thorns-ne.png\"\n [/missile_frame]\n start_time=-300\n [frame]\n image=\"units/elves-quenoth/shaman.png:500\"\n halo=\"halo/elven/nature-halo[1~8].png\"\n [/frame]\n {SOUND:HIT_AND_MISS magic-thorns-[1,2].ogg magic-thorns-miss-[1,2].ogg -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Shyde\n name= _ \"female^Quenoth Shyde\"\n race=elf\n gender=female\n image=units/elves-quenoth/shyde.png\n profile=\"portraits/quenoth/shyde.png\"\n hitpoints=57\n movement_type=quenoth_float\n movement=6\n experience=150\n level=4\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=34\n usage=healer\n [abilities]\n {ABILITY_CURES}\n [/abilities]\n description= _ \"From the teachings of Analia, the healer of the Emerald Blossom:\n\n\u201c... by embracing the path to the faerie, we must step past the boundary of flesh and magic to become a being of them both. As surely as the physical form binds the blood that gives us life, it must bind the energy that governs our world, that which is the flowing wind, the cycle of day and night, the endless march of time... We are the physical form, but we are timeless spirits as well, beings touched by that which is faerie. That realm is one that endures through the aeons, whether it takes on the form of nature, of fire, or of sand, it is always there. As it is mutable, so must we be, for the power of faerie is that to transmute the flesh of our world, from sand to earth, from scorched wasteland to life.\u201d\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [attack]\n name=staff\n #textdomain wesnoth-units\n description= _\"staff\"\n #textdomain wesnoth-utbs\n type=impact\n range=melee\n damage=9\n number=2\n range=melee\n icon=attacks/druidstaff.png\n [/attack]\n [attack]\n name=sand\n description= _\"sand\"\n type=impact\n range=ranged\n damage=7\n number=4\n icon=attacks/sand-storm.png\n [specials]\n {WEAPON_SPECIAL_DAZE}\n [/specials]\n [/attack]\n [attack]\n name=thorns\n #textdomain wesnoth-units\n description= _\"thorns\"\n #textdomain wesnoth-utbs\n type=pierce\n range=ranged\n damage=8\n number=4\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n {DEFENSE_ANIM \"units/elves-quenoth/shyde.png\" \"units/elves-quenoth/shyde.png\" {SOUND_LIST:ELF_FEMALE_HIT} }\n [healing_anim]\n start_time=-250\n [frame]\n image=\"units/elves-quenoth/shyde.png:50\"\n [/frame]\n [frame]\n image=\"units/elves-quenoth/shyde.png:350\"\n halo=halo/elven/shaman-heal-halo-[1~7].png\n [/frame]\n [frame]\n image=\"units/elves-quenoth/shyde.png:50\"\n [/frame]\n [/healing_anim]\n [attack_anim]\n [filter_attack]\n name=staff\n [/filter_attack]\n start_time=-250\n [frame]\n image=\"units/elves-quenoth/shyde.png:400\"\n [/frame]\n {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sand\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=320\n offset=0.75~1.1,1.1~1.25\n halo=\"projectiles/sand-storm-[1~8].png:40\"\n auto_vflip=no\n [/missile_frame]\n start_time=-320\n [frame]\n image=\"units/elves-quenoth/shyde.png:450\"\n sound=petrified.ogg\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=thorns\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=200\n image=\"projectiles/thorns.png\"\n image_diagonal=\"projectiles/thorns-ne.png\"\n [/missile_frame]\n start_time=-300\n [frame]\n image=\"units/elves-quenoth/shyde.png:500\"\n halo=\"halo/elven/nature-halo[1~8].png\"\n [/frame]\n {SOUND:HIT_AND_MISS magic-thorns-[1,2].ogg magic-thorns-miss-[1,2].ogg -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Tauroch Stalwart\n name= _ \"Tauroch Stalwart\"\n image=units/elves-quenoth/stalwart.png\n image_icon=\"units/elves-quenoth/stalwart.png~CROP(0,0,72,72)\"\n profile=\"portraits/quenoth/tauroch_stalwart.png\"\n race=elf\n # Base movement of 4 is too little, but we don't want them to get 6 either\n # if they're quick, so instead they just have 5 movement but can't get quick\n ignore_race_traits=yes\n {TRAIT_STRONG}\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n {TRAIT_HEALTHY}\n hitpoints=54\n movement_type=quenoth_beast\n #mostly like a foot Elf, but they are bad at defending in villages\n [defense]\n village=60\n [/defense]\n [resistance]\n blade=70\n pierce=80\n impact=70\n [/resistance]\n movement=5\n experience=75\n level=2\n alignment=lawful\n advances_to=Tauroch Protector\n cost=18\n usage=mixed fighter\n description= _ \"When encountering wild Taurochs, Quenoth hunters often observe the curious behavior of particularly stubborn beasts, who will brace their rugged bodies and absolutely refuse to budge when provoked. Though difficult to placate, these Taurochs are sometimes selected by skilled riders for their exceptional resilience. Any warrior who finds their advance blocked by a Stalwart would undoubtedly be wise to seek another path, for trying to displace the beast would be akin to trying to fight a stone wall.\"\n die_sound=\"tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg\"\n [abilities]\n {ABILITY_STEADFAST}\n [/abilities]\n [attack]\n name=trample\n description= _\"trample\"\n type=impact\n range=melee\n damage=12\n number=2\n icon=attacks/slam-drake.png\n [/attack]\n [attack]\n name=javelin\n #textdomain wesnoth-units\n description= _\"javelin\"\n #textdomain wesnoth-utbs\n type=pierce\n range=ranged\n damage=10\n number=3\n icon=attacks/javelin-human.png\n [/attack]\n {DEFENSE_ANIM \"units/elves-quenoth/stalwart.png\" \"units/elves-quenoth/stalwart.png\" \"tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg\"}\n [attack_anim]\n [filter_attack]\n name=trample\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=100\n image=\"units/elves-quenoth/stalwart.png\"\n [/frame]\n [frame]\n duration=350\n image=\"units/elves-quenoth/stalwart.png\"\n sound=club.ogg\n [/frame]\n {SOUND:HIT squishy-hit.wav -150}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=javelin\n [/filter_attack]\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=\"projectiles/spear-n.png\"\n image_diagonal=\"projectiles/spear-ne.png\"\n [/missile_frame]\n start_time=-300\n [frame]\n image=\"units/elves-quenoth/stalwart.png:450\"\n sound={SOUND_LIST:THROW}\n [/frame]\n {SOUND:HIT spear.ogg -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Sun Singer\n name= _ \"female^Quenoth Sun Singer\"\n race=elf\n gender=female\n image=units/elves-quenoth/sun_singer/sun-singer.png\n profile=\"portraits/quenoth/sun_singer.png\"\n hitpoints=50\n movement_type=quenoth_foot\n movement=5\n experience=90\n level=2\n alignment=lawful\n advances_to=Quenoth Sun Sylph\n cost=34\n usage=healer\n [abilities]\n {ABILITY_HEALS}\n [/abilities]\n description= _ \"Faerie and elven magic have oft been aptly associated with life, from which they draw the majority of their power. However, with the death of much of Irdya\u2019s wildlife, the Quenoth Elves were forced to seek another source for their sorcery. In time, they learned how to harness the power of the twin suns, Sela and Naia, which razed the once sprawling forests of Irdya to ashes, but still spring the energy that sparks all life. Those who master this new form of magic sing of the dual nature of these embodiments of fire: flames that are both life and life\u2019s demise.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [attack]\n name=touch\n #textdomain wesnoth-units\n description= _\"touch\"\n type=fire\n range=melee\n damage=7\n number=2\n icon=attacks/touch-faerie.png\n [/attack]\n [attack]\n name=faerie fire\n description= _\"faerie fire\"\n #textdomain wesnoth-utbs\n type=arcane\n range=ranged\n damage=10\n number=3\n icon=attacks/faerie-fire-sun.png\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n {DEFENSE_ANIM \"units/elves-quenoth/sun_singer/sun-singer-defend2.png\" \"units/elves-quenoth/sun_singer/sun-singer-defend1.png\" {SOUND_LIST:ELF_FEMALE_HIT} }\n [standing_anim]\n start_time=0\n flame_start_time=0\n backglow_start_time=0\n [frame]\n image=\"units/elves-quenoth/sun_singer/sun-singer-stand.png\"\n [/frame]\n [flame_frame]\n image=\"{QUENOTH_FLAME_POS 38 0}\"\n layer=42\n auto_vflip=no\n auto_hflip=yes\n [/flame_frame]\n [backglow_frame]\n image=\"units/elves-quenoth/sun_singer/sun-singer-backglow.png\"\n layer=41\n auto_vflip=no\n auto_hflip=yes\n [/backglow_frame]\n [/standing_anim]\n [healing_anim]\n start_time=-270\n [frame]\n image=\"units/elves-quenoth/sun_singer/sun-singer-heal-[1,2].png:70\"\n [/frame]\n [frame]\n image=\"units/elves-quenoth/sun_singer/sun-singer-heal-[3~8].png:90\"\n halo=halo/elven/shaman-heal-halo-[1~7].png~O(0.8)~CS(30,-15,-35)~SCALE(108,108)\n [/frame]\n [frame]\n image=\"units/elves-quenoth/sun_singer/sun-singer.png:50\"\n [/frame]\n [/healing_anim]\n [attack_anim]\n [filter_attack]\n name=touch\n [/filter_attack]\n start_time=-250\n [frame]\n image=\"units/elves-quenoth/sun_singer/sun-singer.png:400\"\n [/frame]\n {SOUND:HIT_AND_MISS flame-big.ogg flame-big-miss.ogg -250}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=faerie fire\n [/filter_attack]\n start_time=-350\n {MISSILE_FRAME_FAERIE_FIRE}\n missile_blend_color=255,180,0\n missile_blend_ratio=0.5\n missile_halo_mod=~CS(255,-40,-155)\n [frame]\n image=\"units/elves-quenoth/sun_singer/sun-singer.png\"\n duration=500\n halo=halo/elven/faerie-fire-halo[1~7].png\n halo_x,halo_y=14,0\n halo_mod=~CS(255,-40,-155)\n [/frame]\n {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -350}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Sun Sylph\n name= _ \"female^Quenoth Sun Sylph\"\n race=elf\n gender=female\n image=units/elves-quenoth/sun_sylph/sun-sylph.png\n profile=\"portraits/quenoth/sun_sylph.png\"\n halo=halo/illuminates-aura.png~CS(50,20,-70)\n hitpoints=59\n movement_type=quenoth_float\n movement=6\n experience=150\n level=3\n alignment=lawful\n advances_to=null\n {AMLA_DEFAULT}\n cost=34\n usage=healer\n [abilities]\n {ABILITY_HEALS}\n {ABILITY_ILLUMINATES}\n [/abilities]\n description= _ \"In times past, those who stepped beyond the boundary of the worlds of elf and faerie were called Sylphs, mystics with unparalleled knowledge of the secrets of the natural sphere. However, in the harsh new world, the path into the realm of the faerie became no longer a journey into the heart of nature, but a diverging path between light and darkness. Those elves who embrace the burning suns as the fulcrum of life and death learn also to harness their power, transforming into beings imbued with radiant fire. These Sun Sylphs very much embody the power that they wield: light that heals and protects, and flames that smolder with destruction.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [attack]\n name=touch\n #textdomain wesnoth-units\n description= _\"touch\"\n type=fire\n range=melee\n damage=10\n number=2\n icon=attacks/touch-faerie.png\n [/attack]\n [attack]\n name=faerie fire\n description= _\"faerie fire\"\n #textdomain wesnoth-utbs\n type=arcane\n range=ranged\n damage=11\n number=4\n icon=attacks/faerie-fire-sun.png\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n # filtering whether she is floating or standing\n {DEFENSE_ANIM_FILTERED \"units/elves-quenoth/sun_sylph/sun-sylph-fly-defend2.png\" \"units/elves-quenoth/sun_sylph/sun-sylph-fly-defend1.png\" {SOUND_LIST:ELF_FEMALE_HIT} (\n terrain_type={QUENOTH_UNWALKABLE_TERRAINS}\n )}\n {DEFENSE_ANIM_FILTERED \"units/elves-quenoth/sun_sylph/sun-sylph-defend2.png\" \"units/elves-quenoth/sun_sylph/sun-sylph-defend1.png\" {SOUND_LIST:ELF_FEMALE_HIT} (\n terrain_type=!,{QUENOTH_UNWALKABLE_TERRAINS}\n )}\n\n [movement_anim]\n # flame frames are absent because they do some weird lagging thing\n start_time=0\n [frame]\n image=\"units/elves-quenoth/sun_sylph/sun-sylph-fly1.png:150\"\n [/frame]\n [/movement_anim]\n [standing_anim]\n start_time=0\n flame_start_time=0\n backglow_start_time=0\n [if]\n terrain_type={QUENOTH_UNWALKABLE_TERRAINS}\n [frame]\n image=\"units/elves-quenoth/sun_sylph/sun-sylph-fly[1~6].png:150\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/elves-quenoth/sun_sylph/sun-sylph-stand.png\"\n [/frame]\n [/else]\n [flame_frame]\n image=\"{QUENOTH_FLAME_POS 44 0}\"\n halo=\"{QUENOTH_FLAME_POS 4 4}\"\n layer=42\n auto_vflip=no\n auto_hflip=yes\n [/flame_frame]\n [backglow_frame]\n image=\"units/elves-quenoth/sun_sylph/sun-sylph-backglow.png\"\n layer=41\n auto_vflip=no\n auto_hflip=yes\n [/backglow_frame]\n [/standing_anim]\n [healing_anim]\n start_time=-250\n [frame]\n image=\"units/elves-quenoth/sun_sylph/sun-sylph-fly1.png:50\"\n [/frame]\n [frame]\n image=\"units/elves-quenoth/sun_sylph/sun-sylph-fly[2~5].png:[80*4]\"\n halo=halo/elven/shaman-heal-halo-[1~7].png\n [/frame]\n [frame]\n image=\"units/elves-quenoth/sun_sylph/sun-sylph-fly6.png:50\"\n [/frame]\n [/healing_anim]\n [attack_anim]\n [filter_attack]\n name=touch\n [/filter_attack]\n start_time=-250\n offset=\"0~0.6:200,0.6~0:200\"\n [if]\n terrain_type={QUENOTH_UNWALKABLE_TERRAINS}\n [frame]\n image=\"units/elves-quenoth/sun_sylph/sun-sylph-fly1.png:400\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/elves-quenoth/sun_sylph/sun-sylph.png:400\"\n [/frame]\n [/else]\n missile_start_time=0\n [if]\n hits=yes\n {FIRE_BURST_SMALL}\n [/if]\n {SOUND:HIT_AND_MISS flame-big.ogg flame-big-miss.ogg -250}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=faerie fire\n [/filter_attack]\n start_time=-350\n elfhalo_start_time=-350\n {MISSILE_FRAME_FAERIE_FIRE}\n missile_blend_color=255,180,0\n missile_blend_ratio=0.5\n missile_halo_mod=~CS(255,-40,-155)\n [if]\n terrain_type={QUENOTH_UNWALKABLE_TERRAINS}\n [frame]\n image=\"units/elves-quenoth/sun_sylph/sun-sylph-fly1.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/elves-quenoth/sun_sylph/sun-sylph.png\"\n [/frame]\n [/else]\n [elfhalo_frame]\n duration=500\n halo=halo/elven/faerie-fire-halo[1~7].png\n halo_x,halo_y=14,0\n halo_mod=~CS(255,-40,-155)\n [/elfhalo_frame]\n {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -350}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Tauroch Vanguard\n name= _ \"Tauroch Vanguard\"\n image=units/elves-quenoth/vanguard.png\n image_icon=\"units/elves-quenoth/vanguard.png~CROP(0,0,72,72)\"\n profile=\"portraits/quenoth/tauroch_vanguard.png\"\n race=elf\n # Base movement of 4 is too little, but we don't want them to get 6 either\n # if they're quick, so instead they just have 5 movement but can't get quick\n ignore_race_traits=yes\n {TRAIT_STRONG}\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n {TRAIT_HEALTHY}\n hitpoints=50\n movement_type=quenoth_beast\n #mostly like a foot Elf, but they are bad at defending in villages\n [defense]\n village=60\n [/defense]\n movement=5\n experience=80\n level=2\n alignment=lawful\n advances_to=Tauroch Flagbearer\n cost=18\n usage=mixed fighter\n description= _ \"The massive and fearless Taurochs are often employed not only to charge and break through enemy formations, but to rally and inspire infantry to hold their ground. Vanguards are hardy riders, adept at surviving in the thick of battle and leading their brethren from the front lines. Towering above the rolling dunes, the Vanguards bear great flags that fly brightly in the desert skies, a distinctive sight even from far away across the sands. The presence of these riders is a heartening one for most elves and a deterrent for the many pillagers that rove the deserts.\"\n die_sound=\"tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg\"\n [abilities]\n {ABILITY_LEADERSHIP}\n [/abilities]\n [attack]\n name=ram\n #textdomain wesnoth-units\n description= _\"ram\"\n type=impact\n range=melee\n damage=9\n number=3\n icon=attacks/ram.png\n [specials]\n {WEAPON_SPECIAL_SHOCK}\n [/specials]\n [/attack]\n [attack]\n name=javelin\n description= _\"javelin\"\n #textdomain wesnoth-utbs\n type=pierce\n range=ranged\n damage=8\n number=3\n icon=attacks/javelin-human.png\n [/attack]\n {DEFENSE_ANIM \"units/elves-quenoth/vanguard.png\" \"units/elves-quenoth/vanguard.png\" \"tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg\"}\n [attack_anim]\n [filter_attack]\n name=ram\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=50\n image=\"units/elves-quenoth/vanguard.png\"\n [/frame]\n [frame]\n duration=400\n image=\"units/elves-quenoth/vanguard.png\"\n sound=tail.ogg\n [/frame]\n {SOUND:HIT mace.ogg -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=javelin\n [/filter_attack]\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=\"projectiles/spear-n.png\"\n image_diagonal=\"projectiles/spear-ne.png\"\n [/missile_frame]\n start_time=-300\n [frame]\n image=\"units/elves-quenoth/vanguard.png:450\"\n sound={SOUND_LIST:THROW}\n [/frame]\n {SOUND:HIT spear.ogg -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Warrior\n name= _ \"Quenoth Warrior\"\n race=elf\n ignore_race_traits=yes\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n image=units/elves-quenoth/warrior.png\n profile=\"portraits/quenoth/warrior.png\"\n hitpoints=48\n movement_type=quenoth_foot\n movement=5\n experience=80\n level=2\n alignment=lawful\n advances_to=Quenoth Champion\n cost=15\n usage=fighter\n description= _ \"When compared to a spear, a glaive is often a shorter weapon with less reach, but more versatile in use. An experienced fighter can use the head to hook or pin enemy weapons and strike from unusual angles, allowing them to catch an unwary opponent by surprise. In formation, Quenoth Warriors bear these somewhat unorthodox weapons to both strike with great power and to support their nearby brethren.\"\n die_sound={SOUND_LIST:ELF_HIT}\n [abilities]\n {ABILITY_FORMATION}\n [/abilities]\n [attack]\n name=glaive\n description= _\"glaive\"\n type=pierce\n range=melee\n damage=16\n number=2\n icon=attacks/glaive.png\n [specials]\n {WEAPON_SPECIAL_FIRSTSTRIKE}\n [/specials]\n [/attack]\n [attack]\n name=glaive\n description= _\"glaive\"\n type=blade\n range=melee\n damage=10\n number=3\n icon=attacks/glaive.png\n [/attack]\n {DEFENSE_ANIM \"units/elves-quenoth/warrior-defend-2.png\" \"units/elves-quenoth/warrior-defend-1.png\" {SOUND_LIST:ELF_HIT}}\n [attack_anim]\n [filter_attack]\n name=glaive\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=450\n image=\"units/elves-quenoth/warrior.png\"\n [/frame]\n {SOUND:HIT_AND_MISS spear.ogg spear-miss.ogg -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Elvish Acolyte\n name= _ \"female^Elvish Acolyte\"\n race=elf\n gender=female\n image=\"units/elves-wood/acolyte.png\"\n hitpoints=32\n movement_type=woodland\n movement=5\n experience=44\n level=1\n alignment=neutral\n advances_to=Elvish Ascetic\n cost=20\n usage=mixed fighter\n [abilities]\n {ABILITY_UNPOISON}\n [/abilities]\n description= _ \"A trio of elves originally working as helpers for the mysterious order of the Sylphs discovered by chance new applications for elemental powers. Although they documented their findings for their peers, their powers and skill remained unmatched for their lifetime.\n\nThe legend lived on throughout eons, and the reflourishing elves of the Valley of Elynia have found a new need for offensive magic to assert their control over their lands. The ultimate goal of the so-called \u201cacolytes\u201d is to master the fierce power of the elements and resurrect the legend of the Elemental Three.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [resistance]\n arcane=100\n [/resistance]\n [attack]\n name=staff\n description={TSTR_ATTACK_NAME_STAFF}\n icon=\"attacks/druidstaff.png\"\n type=impact\n range=melee\n damage=3\n number=2\n range=melee\n [/attack]\n [attack]\n name=faerie fire\n description={TSTR_ATTACK_NAME_FAERIE_FIRE}\n icon=attacks/faerie-fire.png\n type=arcane\n damage=5\n number=3\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n {DEFENSE_ANIM_RANGE \"units/elves-wood/acolyte.png\" \"units/elves-wood/acolyte.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/elves-wood/acolyte.png\" \"units/elves-wood/acolyte.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack_anim]\n [filter_attack]\n name=faerie fire\n [/filter_attack]\n start_time=-450\n {MISSILE_FRAME_FAERIE_FIRE}\n\n [if]\n hits=yes\n [frame]\n duration=75\n image=\"units/elves-wood/acolyte.png\"\n sound=magic-faeriefire.ogg\n\n halo=halo/elven/faerie-fire-halo1.png\n halo_x,halo_y=0,-28\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=75\n image=\"units/elves-wood/acolyte.png\"\n sound=magic-faeriefire-miss.ogg\n\n halo=halo/elven/faerie-fire-halo1.png\n halo_x,halo_y=0,-28\n [/frame]\n [/else]\n\n [frame]\n duration=75\n image=\"units/elves-wood/acolyte.png\"\n halo=halo/elven/faerie-fire-halo2.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/acolyte.png\"\n halo=halo/elven/faerie-fire-halo3.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/acolyte.png\"\n halo=halo/elven/faerie-fire-halo4.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/acolyte.png\"\n halo=halo/elven/faerie-fire-halo5.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/acolyte.png\"\n halo=halo/elven/faerie-fire-halo6.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/acolyte.png\"\n halo=halo/elven/faerie-fire-halo7.png\n halo_x,halo_y=0,-28\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=staff\n [/filter_attack]\n\n start_time=-200\n [frame]\n image=\"units/elves-wood/acolyte.png:400\"\n [/frame]\n\n {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125}\n [/attack_anim]\n\n [healing_anim]\n start_time=-300\n [frame]\n duration=75\n image=\"units/elves-wood/acolyte.png\"\n halo=\"halo/elven/druid-healing1.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/acolyte.png\"\n halo=\"halo/elven/druid-healing2.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/acolyte.png\"\n halo=\"halo/elven/druid-healing3.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/acolyte.png\"\n halo=\"halo/elven/druid-healing4.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/acolyte.png\"\n halo=\"halo/elven/druid-healing5.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/acolyte.png\"\n halo=\"halo/elven/druid-healing6.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/acolyte.png\"\n halo=\"halo/elven/druid-healing7.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/acolyte.png\"\n halo=\"halo/elven/druid-healing8.png\"\n [/frame]\n [/healing_anim]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n[unit_type]\n id=Anlinde Elvish Avatar\n name= _ \"female^Elvish Avatar\"\n race=elf\n gender=female\n image=\"units/elves-wood/anlinde-avatar.png\"\n hitpoints=66\n movement_type=woodlandfloat\n movement=6\n experience=200\n level=4\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=110\n usage=mixed fighter\n [abilities]\n {ABILITY_CURES}\n [/abilities]\n hide_help=true\n # wmllint: notecheck off\n description=\"\" # wmllint: ignore\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [resistance]\n arcane=80\n fire=90\n [/resistance]\n [attack]\n name=faerie touch\n description={TSTR_ATTACK_NAME_FAERIE_TOUCH}\n icon=attacks/touch-faerie.png\n type=impact\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=melee\n damage=7\n number=3\n range=melee\n [/attack]\n [attack]\n name=gossamer\n description={TSTR_ATTACK_NAME_GOSSAMER}\n icon=\"attacks/web.png\"\n type=impact\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n damage=8\n number=3\n range=ranged\n [/attack]\n [attack]\n name=ethereal storm\n description=_\"ethereal storm\"\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=10\n number=5\n range=ranged\n icon=attacks/faerie-fire.png\n [/attack]\n {DEFENSE_ANIM_RANGE \"units/elves-wood/anlinde-avatar.png\" \"units/elves-wood/anlinde-avatar.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/elves-wood/anlinde-avatar.png\" \"units/elves-wood/anlinde-avatar.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack_anim]\n [filter_attack]\n name=ethereal storm\n [/filter_attack]\n start_time=-450\n {MISSILE_FRAME_FAERIE_FIRE}\n\n [if]\n hits=yes\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n sound=magic-faeriefire.ogg\n\n halo=halo/elven/faerie-fire-halo1.png\n halo_x,halo_y=0,-28\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n sound=magic-faeriefire-miss.ogg\n\n halo=halo/elven/faerie-fire-halo1.png\n halo_x,halo_y=0,-28\n [/frame]\n [/else]\n\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=halo/elven/faerie-fire-halo2.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=halo/elven/faerie-fire-halo3.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=halo/elven/faerie-fire-halo4.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=halo/elven/faerie-fire-halo5.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=halo/elven/faerie-fire-halo6.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=halo/elven/faerie-fire-halo7.png\n halo_x,halo_y=0,-28\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=gossamer\n [/filter_attack]\n missile_start_time=-200\n start_time=-450\n [missile_frame]\n duration=250\n image=\"projectiles/web.png\"\n image_diagonal=\"projectiles/web.png\"\n [/missile_frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=halo/elven/faerie-fire-halo1.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=halo/elven/faerie-fire-halo2.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=halo/elven/faerie-fire-halo3.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=halo/elven/faerie-fire-halo4.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=halo/elven/faerie-fire-halo5.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=halo/elven/faerie-fire-halo6.png\n sound=entangle.wav\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=halo/elven/faerie-fire-halo7.png\n halo_x,halo_y=0,-28\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=faerie touch\n [/filter_attack]\n [frame]\n begin=-200\n end=-100\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n [/frame]\n [frame]\n begin=-100\n end=100\n #image=\"units/elves-wood/anlinde-avatar-melee.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n [/frame]\n [frame]\n begin=100\n end=200\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n [/frame]\n [/attack_anim]\n [healing_anim]\n start_time=-300\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=\"halo/elven/druid-healing1.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=\"halo/elven/druid-healing2.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=\"halo/elven/druid-healing3.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=\"halo/elven/druid-healing4.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=\"halo/elven/druid-healing5.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=\"halo/elven/druid-healing6.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=\"halo/elven/druid-healing7.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=\"halo/elven/druid-healing8.png\"\n [/frame]\n [/healing_anim]\n[/unit_type]\n#endif\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Elvish Ascetic\n name= _ \"female^Elvish Ascetic\"\n race=elf\n gender=female\n image=\"units/elves-wood/ascetic.png\"\n hitpoints=43\n movement_type=woodland\n movement=5\n experience=100\n level=2\n alignment=neutral\n advances_to=Elvish Mystic\n cost=35\n usage=mixed fighter\n [abilities]\n {ABILITY_UNPOISON}\n [/abilities]\n description= _ \"Some elves have studied varieties of magic better suited for offensive purposes. Whence their knowledge and mastery of such arts came is not known, and they do not reveal their secrets. All that is known of their training is that they may spend a long time alone in the wilderness, not to appear for years, or in extreme cases, centuries.\n\nFor these ascetics, knowledge may be a curse at times, as their people tend to expect from them more that what they can offer without violating their own principles. Nonetheless, they may use their mastery of magic to lend a hand to fate--or to twist it. They possess good knowledge of both offensive and defensive spells. They often also have basic notions of medicine and can cure other creatures from the effects of poison.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [resistance]\n arcane=100\n [/resistance]\n [attack]\n name=staff\n description={TSTR_ATTACK_NAME_STAFF}\n icon=\"attacks/druidstaff.png\"\n type=impact\n range=melee\n damage=4\n number=2\n range=melee\n [/attack]\n [attack]\n name=gossamer\n description={TSTR_ATTACK_NAME_GOSSAMER}\n icon=\"attacks/web.png\"\n type=impact\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n damage=5\n number=2\n range=ranged\n [/attack]\n [attack]\n name=ethereal zephyr\n description=_\"ethereal zephyr\"\n icon=\"attacks/dark-missile.png\"\n type=arcane\n damage=8\n number=3\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n {DEFENSE_ANIM_RANGE \"units/elves-wood/ascetic.png\" \"units/elves-wood/ascetic.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/elves-wood/ascetic.png\" \"units/elves-wood/ascetic.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack_anim]\n [filter_attack]\n name=ethereal zephyr\n [/filter_attack]\n start_time=-450\n {MISSILE_FRAME_FAERIE_FIRE}\n\n [if]\n hits=yes\n [frame]\n duration=75\n image=\"units/elves-wood/ascetic.png\"\n sound=magic-faeriefire.ogg\n\n halo=halo/elven/faerie-fire-halo1.png\n halo_x,halo_y=0,-28\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=75\n image=\"units/elves-wood/ascetic.png\"\n sound=magic-faeriefire-miss.ogg\n\n halo=halo/elven/faerie-fire-halo1.png\n halo_x,halo_y=0,-28\n [/frame]\n [/else]\n\n [frame]\n duration=75\n image=\"units/elves-wood/ascetic.png\"\n halo=halo/elven/faerie-fire-halo2.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/ascetic.png\"\n halo=halo/elven/faerie-fire-halo3.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/ascetic.png\"\n halo=halo/elven/faerie-fire-halo4.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/ascetic.png\"\n halo=halo/elven/faerie-fire-halo5.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/ascetic.png\"\n halo=halo/elven/faerie-fire-halo6.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/ascetic.png\"\n halo=halo/elven/faerie-fire-halo7.png\n halo_x,halo_y=0,-28\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=gossamer\n [/filter_attack]\n missile_start_time=-200\n start_time=-450\n [missile_frame]\n duration=250\n image=\"projectiles/web.png\"\n image_diagonal=\"projectiles/web.png\"\n [/missile_frame]\n [frame]\n duration=75\n image=\"units/elves-wood/ascetic.png\"\n halo=halo/elven/faerie-fire-halo1.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/ascetic.png\"\n halo=halo/elven/faerie-fire-halo2.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/ascetic.png\"\n halo=halo/elven/faerie-fire-halo3.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/ascetic.png\"\n halo=halo/elven/faerie-fire-halo4.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/ascetic.png\"\n halo=halo/elven/faerie-fire-halo5.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/ascetic.png\"\n halo=halo/elven/faerie-fire-halo6.png\n sound=entangle.wav\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/ascetic.png\"\n halo=halo/elven/faerie-fire-halo7.png\n halo_x,halo_y=0,-28\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=staff\n [/filter_attack]\n\n start_time=-200\n [frame]\n image=\"units/elves-wood/ascetic.png:400\"\n [/frame]\n\n {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125}\n [/attack_anim]\n\n [healing_anim]\n start_time=-300\n [frame]\n duration=75\n image=\"units/elves-wood/ascetic.png\"\n halo=\"halo/elven/druid-healing1.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/ascetic.png\"\n halo=\"halo/elven/druid-healing2.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/ascetic.png\"\n halo=\"halo/elven/druid-healing3.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/ascetic.png\"\n halo=\"halo/elven/druid-healing4.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/ascetic.png\"\n halo=\"halo/elven/druid-healing5.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/ascetic.png\"\n halo=\"halo/elven/druid-healing6.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/ascetic.png\"\n halo=\"halo/elven/druid-healing7.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/ascetic.png\"\n halo=\"halo/elven/druid-healing8.png\"\n [/frame]\n [/healing_anim]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Elvish Avatar\n name= _ \"female^Elvish Avatar\"\n race=elf\n gender=female\n image=\"units/elves-wood/avatar.png\"\n halo=\"halo/elven/shyde-stationary-halo1.png:150,halo/elven/shyde-stationary-halo2.png:150,halo/elven/shyde-stationary-halo3.png:150,halo/elven/shyde-stationary-halo4.png:150,halo/elven/shyde-stationary-halo5.png:150,halo/elven/shyde-stationary-halo6.png:150\"\n hitpoints=66\n movement_type=woodlandfloat\n movement=6\n experience=200\n level=4\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=110\n usage=mixed fighter\n [abilities]\n {ABILITY_CURES}\n [/abilities]\n description= _ \"The great power attained by some mystics is often dreaded by the enemies of elvenkind. After a long path of learning \u2014 often lasting their entire lifetime \u2014 these avatars of wind and storm master the natural elements, and are capable of commanding them at their will.\n\nNeedless to say, these skills could be used to destroy the elvish civilization. Avatars are thus highly respected, often feared sages of their people. Power is both a gift and a curse \u2014 understanding and bearing this great responsibility is perhaps one of the last challenges that must be mastered by these mystics.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [resistance]\n arcane=80\n fire=90\n [/resistance]\n [attack]\n name=faerie touch\n description={TSTR_ATTACK_NAME_FAERIE_TOUCH}\n icon=attacks/touch-faerie.png\n type=impact\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=melee\n damage=7\n number=3\n range=melee\n [/attack]\n [attack]\n name=gossamer\n description={TSTR_ATTACK_NAME_GOSSAMER}\n icon=\"attacks/web.png\"\n type=impact\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n damage=8\n number=3\n range=ranged\n [/attack]\n [attack]\n name=ethereal storm\n description=_\"ethereal storm\"\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=10\n number=5\n range=ranged\n icon=attacks/faerie-fire.png\n [/attack]\n {DEFENSE_ANIM_RANGE \"units/elves-wood/avatar.png\" \"units/elves-wood/avatar.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/elves-wood/avatar.png\" \"units/elves-wood/avatar.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack_anim]\n [filter_attack]\n name=ethereal storm\n [/filter_attack]\n start_time=-450\n {MISSILE_FRAME_FAERIE_FIRE}\n\n [if]\n hits=yes\n [frame]\n duration=75\n image=\"units/elves-wood/avatar.png\"\n sound=magic-faeriefire.ogg\n\n halo=halo/elven/faerie-fire-halo1.png\n halo_x,halo_y=0,-28\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=75\n image=\"units/elves-wood/avatar.png\"\n sound=magic-faeriefire-miss.ogg\n\n halo=halo/elven/faerie-fire-halo1.png\n halo_x,halo_y=0,-28\n [/frame]\n [/else]\n\n [frame]\n duration=75\n image=\"units/elves-wood/avatar.png\"\n halo=halo/elven/faerie-fire-halo2.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/avatar.png\"\n halo=halo/elven/faerie-fire-halo3.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/avatar.png\"\n halo=halo/elven/faerie-fire-halo4.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/avatar.png\"\n halo=halo/elven/faerie-fire-halo5.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/avatar.png\"\n halo=halo/elven/faerie-fire-halo6.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/avatar.png\"\n halo=halo/elven/faerie-fire-halo7.png\n halo_x,halo_y=0,-28\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=gossamer\n [/filter_attack]\n missile_start_time=-200\n start_time=-450\n [missile_frame]\n duration=250\n image=\"projectiles/web.png\"\n image_diagonal=\"projectiles/web.png\"\n [/missile_frame]\n [frame]\n duration=75\n image=\"units/elves-wood/avatar.png\"\n halo=halo/elven/faerie-fire-halo1.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/avatar.png\"\n halo=halo/elven/faerie-fire-halo2.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/avatar.png\"\n halo=halo/elven/faerie-fire-halo3.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/avatar.png\"\n halo=halo/elven/faerie-fire-halo4.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/avatar.png\"\n halo=halo/elven/faerie-fire-halo5.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/avatar.png\"\n halo=halo/elven/faerie-fire-halo6.png\n sound=entangle.wav\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/avatar.png\"\n halo=halo/elven/faerie-fire-halo7.png\n halo_x,halo_y=0,-28\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=faerie touch\n [/filter_attack]\n [frame]\n begin=-200\n end=-100\n image=\"units/elves-wood/avatar.png\"\n [/frame]\n [frame]\n begin=-100\n end=100\n image=\"units/elves-wood/avatar.png\"\n [/frame]\n [frame]\n begin=100\n end=200\n image=\"units/elves-wood/avatar.png\"\n [/frame]\n [/attack_anim]\n [healing_anim]\n start_time=-300\n [frame]\n duration=75\n image=\"units/elves-wood/avatar.png\"\n halo=\"halo/elven/druid-healing1.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/avatar.png\"\n halo=\"halo/elven/druid-healing2.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/avatar.png\"\n halo=\"halo/elven/druid-healing3.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/avatar.png\"\n halo=\"halo/elven/druid-healing4.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/avatar.png\"\n halo=\"halo/elven/druid-healing5.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/avatar.png\"\n halo=\"halo/elven/druid-healing6.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/avatar.png\"\n halo=\"halo/elven/druid-healing7.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/avatar.png\"\n halo=\"halo/elven/druid-healing8.png\"\n [/frame]\n [/healing_anim]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Elvish Mystic\n name= _ \"female^Elvish Mystic\"\n race=elf\n gender=female\n image=\"units/elves-wood/mystic.png\"\n hitpoints=52\n movement_type=woodland\n movement=5\n experience=230\n level=3\n alignment=neutral\n advances_to=Elvish Avatar\n cost=70\n usage=mixed fighter\n [abilities]\n {ABILITY_HEALS}\n {ABILITY_UNPOISON}\n [/abilities]\n description= _ \"Experienced mystics are of great value in the new Elvish society. Their great knowledge of history and magic, tolerance, and fair judgement is what is sought for in a leader or advisor. In times of need, they are in charge of assisting their lords with worthy advice or even support on the battlefield. But they have not finished learning yet, and still wander about the world, seeking new questions to answer.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [resistance]\n arcane=90\n fire=90\n [/resistance]\n [attack]\n name=staff\n description={TSTR_ATTACK_NAME_STAFF}\n icon=\"attacks/druidstaff.png\"\n type=impact\n range=melee\n damage=6\n number=3\n range=melee\n [/attack]\n [attack]\n name=gossamer\n description={TSTR_ATTACK_NAME_GOSSAMER}\n icon=\"attacks/web.png\"\n type=impact\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n damage=6\n number=3\n range=ranged\n [/attack]\n [attack]\n name=ethereal zephyr\n description=_\"ethereal zephyr\"\n icon=\"attacks/dark-missile.png\"\n type=arcane\n damage=9\n number=4\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n {DEFENSE_ANIM_RANGE \"units/elves-wood/mystic.png\" \"units/elves-wood/mystic.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/elves-wood/mystic.png\" \"units/elves-wood/mystic.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack_anim]\n [filter_attack]\n name=ethereal zephyr\n [/filter_attack]\n start_time=-450\n {MISSILE_FRAME_FAERIE_FIRE}\n\n [if]\n hits=yes\n [frame]\n duration=75\n image=\"units/elves-wood/mystic.png\"\n sound=magic-faeriefire.ogg\n\n halo=halo/elven/faerie-fire-halo1.png\n halo_x,halo_y=0,-28\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=75\n image=\"units/elves-wood/mystic.png\"\n sound=magic-faeriefire-miss.ogg\n\n halo=halo/elven/faerie-fire-halo1.png\n halo_x,halo_y=0,-28\n [/frame]\n [/else]\n\n [frame]\n duration=75\n image=\"units/elves-wood/mystic.png\"\n halo=halo/elven/faerie-fire-halo2.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/mystic.png\"\n halo=halo/elven/faerie-fire-halo3.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/mystic.png\"\n halo=halo/elven/faerie-fire-halo4.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/mystic.png\"\n halo=halo/elven/faerie-fire-halo5.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/mystic.png\"\n halo=halo/elven/faerie-fire-halo6.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/mystic.png\"\n halo=halo/elven/faerie-fire-halo7.png\n halo_x,halo_y=0,-28\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=gossamer\n [/filter_attack]\n missile_start_time=-200\n start_time=-450\n [missile_frame]\n duration=250\n image=\"projectiles/web.png\"\n image_diagonal=\"projectiles/web.png\"\n [/missile_frame]\n [frame]\n duration=75\n image=\"units/elves-wood/mystic.png\"\n halo=halo/elven/faerie-fire-halo1.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/mystic.png\"\n halo=halo/elven/faerie-fire-halo2.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/mystic.png\"\n halo=halo/elven/faerie-fire-halo3.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/mystic.png\"\n halo=halo/elven/faerie-fire-halo4.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/mystic.png\"\n halo=halo/elven/faerie-fire-halo5.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/mystic.png\"\n halo=halo/elven/faerie-fire-halo6.png\n sound=entangle.wav\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/mystic.png\"\n halo=halo/elven/faerie-fire-halo7.png\n halo_x,halo_y=0,-28\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=staff\n [/filter_attack]\n\n start_time=-200\n [frame]\n image=\"units/elves-wood/mystic.png:400\"\n [/frame]\n\n {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125}\n [/attack_anim]\n [healing_anim]\n start_time=-300\n [frame]\n duration=75\n image=\"units/elves-wood/mystic.png\"\n halo=\"halo/elven/druid-healing1.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/mystic.png\"\n halo=\"halo/elven/druid-healing2.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/mystic.png\"\n halo=\"halo/elven/druid-healing3.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/mystic.png\"\n halo=\"halo/elven/druid-healing4.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/mystic.png\"\n halo=\"halo/elven/druid-healing5.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/mystic.png\"\n halo=\"halo/elven/druid-healing6.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/mystic.png\"\n halo=\"halo/elven/druid-healing7.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/mystic.png\"\n halo=\"halo/elven/druid-healing8.png\"\n [/frame]\n [/healing_anim]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n[unit_type]\n id=Elvish Spellbinder\n name= _ \"female^Elvish Spellbinder\"\n race=elf\n gender=female\n image=\"units/elves-wood/spellbinder.png\"\n hitpoints=61\n movement_type=woodland\n movement=6\n experience=150\n level=3\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=110\n usage=healer\n hide_help=true\n # wmllint: notecheck off\n description=\"\" # wmllint: ignore\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [attack]\n name=staff\n description={I18N:ATTACK_STAFF}\n icon=attacks/staff-niryone.png\n type=impact\n damage=6\n number=3\n range=melee\n [/attack]\n [attack]\n name=ensnare\n description={I18N:ATTACK_ENSNARE}\n type=impact\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n damage=6\n number=3\n range=ranged\n icon=attacks/entangle.png\n [/attack]\n [attack]\n name=faerie fire\n description={I18N:ATTACK_FAERIE_FIRE}\n icon=attacks/faerie-fire.png\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=10\n number=4\n range=ranged\n [/attack]\n\n {DEFENSE_ANIM_RANGE \"units/elves-wood/spellbinder.png\" \"units/elves-wood/spellbinder.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/elves-wood/spellbinder.png\" \"units/elves-wood/spellbinder.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n\n [healing_anim]\n start_time=-300\n [frame]\n duration=15\n image=\"units/elves-wood/spellbinder.png\"\n halo=\"halo/elven/druid-healing[1~8].png\"\n [/frame]\n [/healing_anim]\n\n [attack_anim]\n [filter_attack]\n name=staff\n [/filter_attack]\n start_time=-260\n offset=0.0~0.1:10,0.1~0.5:250,0.5~0.6:100,0.6~0.6:150,0.6~0.15:200,0.15~0.0:150\n [frame]\n duration=80\n image=\"units/elves-wood/spellbinder.png\"\n [/frame]\n [frame]\n duration=80\n image=\"units/elves-wood/spellbinder.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/elves-wood/spellbinder.png\"\n sound=staff.wav\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/elves-wood/spellbinder.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100 # end at zero\n image=\"units/elves-wood/spellbinder.png\"\n [/frame]\n [frame]\n duration=80\n image=\"units/elves-wood/spellbinder.png\"\n [/frame]\n [frame]\n duration=320 # 8 x 4\n image=\"units/elves-wood/spellbinder.png\"\n [/frame]\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=ensnare\n [/filter_attack]\n missile_start_time=-200\n start_time=-450\n [missile_frame]\n duration=250\n offset=1.0\n image=\"projectiles/entangle.png\"\n image_diagonal=\"projectiles/entangle.png\"\n [/missile_frame]\n [frame]\n duration=75\n image=\"units/elves-wood/spellbinder.png\"\n halo=halo/elven/nature-halo[1~8].png\n halo_x,halo_y=0,-12\n [/frame]\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=faerie fire\n [/filter_attack]\n\n {MISSILE_FRAME_FAERIE_FIRE}\n\n start_time=-450\n {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -450}\n [frame]\n image=\"units/elves-wood/spellbinder.png\"\n halo=halo/elven/faerie-fire-halo[1~7].png:75\n halo_x,halo_y=0,-28\n [/frame]\n [/attack_anim]\n[/unit_type]\n#endif\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Elvish Wayfarer\n name= _ \"Elvish Wayfarer\"\n race=elf\n image=\"units/elves-wood/wayfarer.png\"\n hitpoints=61\n movement_type=woodland\n movement=5\n experience=80\n level=3\n alignment=neutral\n advances_to=null\n {AMLA_TREE:GALAS_EPISODE_1}\n {AMLA_VITALITY}\n cost=70\n usage=mixed fighter\n [movement_costs]\n cave=2\n [/movement_costs]\n # These guys have a better defense in swamp water and sands\n [defense]\n swamp_water=60\n cave=50\n mountains=30\n hills=40\n sand=60\n [/defense]\n description= _ \"The elvish race is a mostly sedentary one, and individual members very rarely wander away from their homes for long. Those who do, however, may learn new useful skills during their travels. Wayfarers as such are often the protagonists of the most memorable legends of elvish lore.\"\n die_sound={SOUND_LIST:ELF_HIT}\n {DEFENSE_ANIM \"units/elves-wood/wayfarer.png\" \"units/elves-wood/wayfarer.png\" {SOUND_LIST:ELF_HIT} }\n [attack]\n name=sword\n description={TSTR_ATTACK_NAME_SWORD}\n type=blade\n range=melee\n damage=9\n number=4\n icon=attacks/sword-elven.png\n [/attack]\n [attack]\n name=bow\n description=_\"bow\"\n icon=attacks/bow-elven.png\n type=pierce\n range=ranged\n damage=9\n number=3\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=bow\n [/filter_attack]\n\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=\"projectiles/missile-n.png\"\n image_diagonal=\"projectiles/missile-ne.png\"\n [/missile_frame]\n\n start_time=-445\n [frame]\n image=\"units/elves-wood/wayfarer.png:510\"\n [/frame]\n\n {SOUND:HIT_AND_MISS bow.ogg bow-miss.ogg -380}\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n\n start_time=-200\n\n [frame]\n image=\"units/elves-wood/wayfarer.png:300\"\n [/frame]\n\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}\n [/attack_anim]\n\n #\n # The following animation is required by the bolas AMLA.\n #\n [attack_anim]\n [filter_attack]\n name=bolas\n [/filter_attack]\n\n {MISSILE_FRAME_BOLAS}\n\n start_time=-300\n [frame]\n image=\"units/elves-wood/wayfarer.png:300\"\n [/frame]\n\n {SOUND:HIT_AND_MISS hatchet.wav hatchet-miss.wav -300}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Dusk Faerie\n name= _ \"female^Dusk Faerie\"\n race=faerie\n gender=female\n image=\"units/faeries/dusk.png\"\n #profile=\"portraits/anya.png\"\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n hitpoints=30\n movement_type=woodlandfloat\n [movement_costs]\n cave=1\n [/movement_costs]\n [defense]\n cave=50\n forest=40\n [/defense]\n [resistance]\n fire=110\n cold=90\n [/resistance]\n movement=6\n level=1\n alignment=chaotic\n experience=62\n advances_to=Night Nymph\n cost=23\n usage=archer\n description= _ \"In the largest and densest forests of Irdya it is possible to find some of the most elusive and fascinating surface creatures, such as woses and forest faeries. However, a particular kind of faerie beings has always remained relatively unknown by outsiders and denizens of the forests alike.\n\nThe mysterious faeries of the darkness hide away from any form of civilization, dwelling in some of the most dangerous locations. Their rumored natural mastery of the shadows often leads the uneducated to liken them to necromancers, even though there is no recorded evidence of any involvement of their kind with such magic.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [abilities]\n {ABILITY_REGENERATES}\n [/abilities]\n {DEFENSE_ANIM_RANGE \"units/faeries/dusk.png\" \"units/faeries/dusk.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries/dusk.png\" \"units/faeries/dusk.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack]\n name=faerie touch\n description={TSTR_ATTACK_NAME_FAERIE_TOUCH}\n icon=attacks/touch-faerie.png\n type=impact\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=melee\n damage=4\n number=2\n [/attack]\n [attack]\n name=shadow wave\n description={TSTR_ATTACK_NAME_SHADOW_WAVE}\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=6\n number=3\n icon=attacks/dark-missile.png\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=faerie touch\n [/filter_attack]\n start_time=-240\n\n [frame]\n image=\"units/faeries/dusk.png:220\"\n [/frame]\n [frame]\n image=\"units/faeries/dusk.png\"\n halo=\"halo/elven/shaman-heal-halo-[4~7].png~G(-50):75\"\n halo_x,halo_y=10,14\n [/frame]\n\n {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -50}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=shadow wave\n [/filter_attack]\n start_time=-300\n missile_start_time=-50\n\n [missile_frame]\n duration=200\n image=\"projectiles/darkmissile-n.png\"\n image_diagonal=\"projectiles/darkmissile-ne.png\"\n [/missile_frame]\n\n [frame]\n image=\"units/faeries/dusk.png\"\n halo=\"halo/undead/dark-magic-[1~6].png:50\"\n halo_x,halo_y=10,15\n [/frame]\n [frame]\n image=\"units/faeries/dusk.png:100\"\n [/frame]\n\n {SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -50}\n [/attack_anim]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Nightshade Fire\n name= _ \"female^Nightshade Fire\"\n race=faerie\n gender=female\n image=\"units/faeries/nightshade-fire.png\"\n #profile=\"portraits/anya.png\"\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n hitpoints=62\n movement_type=woodlandfloat\n [movement_costs]\n cave=1\n [/movement_costs]\n [defense]\n cave=50\n forest=40\n [/defense]\n [resistance]\n fire=110\n cold=70\n [/resistance]\n movement=6\n level=3\n alignment=chaotic\n experience=73\n advances_to=null\n {AMLA_TREE:ANYA_EPISODE_2}\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n {AMLA_TREE:ANYA_EPISODE_3}\n#endif\n {AMLA_VITALITY}\n cost=80\n usage=archer\n description= _ \"Many stories tell of unfortunate young men who wandered into the deep forest at night, and by chance laid their eyes upon a beautiful night nymph. Although a few were sufficiently prudent to immediately flee back to their brightly-lit homes instead of approaching the otherworldly maiden, they were often confronted and abducted in their way out.\n\nCombined with their remarkable mastery of the arcane flame of darkness, the rumored ability of these faeries to teleport between distant places at will would turn them into fearsome enemies \u2014 that is, if they were ever to abandon their natural environment.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [abilities]\n {ABILITY_REGENERATES}\n {ABILITY_TELEPORT}\n [/abilities]\n {DEFENSE_ANIM_RANGE \"units/faeries/nightshade-fire.png\" \"units/faeries/nightshade-fire.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries/nightshade-fire.png\" \"units/faeries/nightshade-fire.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack]\n name=faerie touch\n description={TSTR_ATTACK_NAME_FAERIE_TOUCH}\n icon=attacks/touch-faerie.png\n type=impact\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=melee\n damage=7\n number=2\n [/attack]\n [attack]\n name=forest chill\n description=_\"forest chill\"\n type=cold\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=11\n number=2\n icon=attacks/forest-chill.png\n [/attack]\n [attack]\n name=noctum\n description=_\"noctum\"\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=10\n number=3\n icon=attacks/noctum.png\n [/attack]\n\n {ANYA_TELEPORT_ANIMATIONS units/faeries/nightshade-fire.png}\n\n [attack_anim]\n [filter_attack]\n name=faerie touch\n [/filter_attack]\n start_time=-240\n\n [frame]\n image=\"units/faeries/nightshade-fire.png:220\"\n [/frame]\n [frame]\n image=\"units/faeries/nightshade-fire.png\"\n halo=\"halo/elven/shaman-heal-halo-[4~7].png~G(-50):75\"\n halo_x,halo_y=10,14\n [/frame]\n\n {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -50}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=forest chill\n [/filter_attack]\n\n {MISSILE_FRAME_ICE}\n missile_blend_ratio=\"0.8\"\n missile_blend_color=\"140,60,255\"\n missile_halo_mod=\"~CS(-32,-128,9)\"\n missile_image_mod=\"~CS(-32,-128,9)\"\n\n halo1_start_time=-400\n halo1_auto_vflip=false\n [halo1_frame]\n halo=\"halo/saurian-magic-halo-[1~7].png:100\"\n halo_mod=\"~CS(-32,-128,0)\"\n halo_y=-20\n [/halo1_frame]\n\n halo2_start_time=-450\n halo2_auto_vflip=false\n [halo2_frame]\n halo=\"halo/saurian-magic-halo-[7~1].png:100\"\n halo_mod=\"~CS(-32,-128,0)\"\n halo_y=0\n [/halo2_frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=noctum\n [/filter_attack]\n start_time=-300\n missile_start_time=-50\n\n [missile_frame]\n duration=200\n image=\"projectiles/darkmissile-n.png\"\n image_diagonal=\"projectiles/darkmissile-ne.png\"\n [/missile_frame]\n\n [frame]\n image=\"units/faeries/nightshade-fire.png\"\n halo=halo/undead/dark-magic-[1~6].png:50\n halo_x,halo_y=10,15\n [/frame]\n [frame]\n image=\"units/faeries/nightshade-fire.png:100\"\n [/frame]\n\n {SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -50}\n [/attack_anim]\n\n [variation]\n variation_id=injured\n inherit=yes\n hide_help=yes\n image=\"units/faeries/nightshade-fire-injured.png\"\n halo=\"misc/blank-hex.png\" # hide shimmering halo\n # hide ellipse\n ellipse=none # wmllint: no ellipsecheck\n [/variation]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n[unit_type]\n id=Guardian of Darkness Anya\n name= _ \"female^Guardian of Darkness\"\n race=faerie\n gender=female\n image=\"units/faeries/nightshade-fire-f.png\"\n #profile=\"portraits/anya.png\"\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n hitpoints=136\n movement_type=woodlandfloat\n [movement_costs]\n cave=1\n [/movement_costs]\n [defense]\n cave=50\n forest=40\n [/defense]\n [resistance]\n fire=90\n cold=60\n arcane=100\n [/resistance]\n movement=6\n level=6\n alignment=chaotic\n experience=190\n advances_to=null\n {AMLA_TREE:ANYA_GUARDIAN}\n {AMLA_VITALITY}\n cost=901\n usage=archer\n hide_help=true\n # wmllint: notecheck off\n description= _ \"There is no information available about this class of beings at this time.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n\n [abilities]\n {ABILITY_ASPECT_OF_DARKNESS}\n {ABILITY_ABSCOND}\n {ABILITY_TELEPORT}\n [/abilities]\n\n {GUARDIAN_DEFENSE_ANIM 0 -128 0 \"units/faeries/nightshade-fire-f.png\" \"units/faeries/nightshade-fire-f.png\" {SOUND_LIST:ELF_FEMALE_HIT} }\n\n [attack]\n name=faerie touch\n description={TSTR_ATTACK_NAME_FAERIE_TOUCH}\n icon=attacks/touch-faerie.png\n type=impact\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n range=melee\n damage=9\n number=3\n [/attack]\n [attack]\n name=forest chill\n description=_\"forest chill\"\n type=cold\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_DAZE}\n [/specials]\n range=ranged\n damage=12\n number=3\n icon=attacks/forest-chill.png\n [/attack]\n [attack]\n name=noctum\n description=_\"noctum\"\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=14\n number=4\n icon=attacks/noctum.png\n [/attack]\n\n {ANYA_TELEPORT_ANIMATIONS units/faeries/nightshade-fire-f.png}\n\n [attack_anim]\n [filter_attack]\n name=faerie touch\n [/filter_attack]\n start_time=-240\n\n [frame]\n image=\"units/faeries/nightshade-fire-f.png:220\"\n [/frame]\n [frame]\n image=\"units/faeries/nightshade-fire-f.png\"\n halo=\"halo/elven/shaman-heal-halo-[4~7].png~G(-50):75\"\n halo_x,halo_y=10,14\n [/frame]\n\n {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -50}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=forest chill\n [/filter_attack]\n\n {MISSILE_FRAME_ICE}\n missile_blend_ratio=\"0.8\"\n missile_blend_color=\"140,60,255\"\n missile_halo_mod=\"~CS(-32,-128,9)\"\n missile_image_mod=\"~CS(-32,-128,9)\"\n\n halo1_start_time=-400\n halo1_auto_vflip=false\n [halo1_frame]\n halo=\"halo/saurian-magic-halo-[1~7].png:100\"\n halo_mod=\"~CS(-32,-128,0)\"\n halo_y=-20\n [/halo1_frame]\n\n halo2_start_time=-450\n halo2_auto_vflip=false\n [halo2_frame]\n halo=\"halo/saurian-magic-halo-[7~1].png:100\"\n halo_mod=\"~CS(-32,-128,0)\"\n halo_y=0\n [/halo2_frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=noctum\n [/filter_attack]\n\n start_time=-300\n [frame]\n image=\"units/faeries/nightshade-fire-f.png\"\n halo=\"halo/undead/dark-magic-[1~6].png:50\"\n halo_x,halo_y=10,15\n [/frame]\n [frame]\n image=\"units/faeries/nightshade-fire-f.png:100\"\n [/frame]\n\n missile_start_time=-50\n [missile_frame]\n duration=200\n image=\"projectiles/darkmissile-n.png\"\n image_diagonal=\"projectiles/darkmissile-ne.png\"\n [/missile_frame]\n\n halo1_start_time=-400\n halo1_auto_vflip=no\n [halo1_frame]\n halo=\"halo/elven/nature-halo[1~5].png:80,halo/elven/nature-halo6.png~O(0.75):80,halo/elven/nature-halo7.png~O(0.5):80,halo/elven/nature-halo8.png~O(0.25):80\"\n halo_mod=\"~CS(128,-128,128)~O(0.2)\"\n [/halo1_frame]\n\n halo2_start_time=-400\n halo2_auto_vflip=no\n [halo2_frame]\n halo=\"halo/elven/druid-healing[1~5].png:80,halo/elven/druid-healing6.png~O(0.75):80,halo/elven/druid-healing7.png~O(0.5):80,halo/elven/druid-healing8.png~O(0.25):80\"\n halo_mod=\"~CS(-255,-255,-255)~O(0.4)\"\n halo_y=\"0~16\"\n [/halo2_frame]\n\n {SOUND:HIT_AND_MISS magic-dark-big.ogg magic-dark-big-miss.ogg -50}\n [/attack_anim]\n[/unit_type]\n#endif\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Night Nymph\n name= _ \"female^Night Nymph\"\n race=faerie\n gender=female\n image=\"units/faeries/night-nymph.png\"\n #profile=\"portraits/anya.png\"\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n hitpoints=49\n movement_type=woodlandfloat\n [movement_costs]\n cave=1\n [/movement_costs]\n [defense]\n cave=50\n forest=40\n [/defense]\n [resistance]\n fire=110\n cold=80\n [/resistance]\n movement=6\n level=2\n alignment=chaotic\n experience=96\n advances_to=Nightshade Fire\n cost=46\n usage=archer\n description= _ \"It is said that the dark faeries\u2019 secluded lives in hazardous environments has led them to lose any kind of empathy towards those who are not of their kind. Many fables revolve around men who were lured into following these beautiful temptresses to their homes, never to be seen ever again.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [abilities]\n {ABILITY_REGENERATES}\n [/abilities]\n {DEFENSE_ANIM_RANGE \"units/faeries/night-nymph.png\" \"units/faeries/night-nymph.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries/night-nymph.png\" \"units/faeries/night-nymph.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack]\n name=faerie touch\n description={TSTR_ATTACK_NAME_FAERIE_TOUCH}\n icon=attacks/touch-faerie.png\n type=impact\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=melee\n damage=6\n number=2\n [/attack]\n [attack]\n name=forest chill\n description=_\"forest chill\"\n type=cold\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=10\n number=2\n icon=attacks/forest-chill.png\n [/attack]\n [attack]\n name=shadow wave\n description={TSTR_ATTACK_NAME_SHADOW_WAVE}\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=8\n number=3\n icon=attacks/dark-missile.png\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=faerie touch\n [/filter_attack]\n start_time=-240\n\n [frame]\n image=\"units/faeries/night-nymph.png:220\"\n [/frame]\n [frame]\n image=\"units/faeries/night-nymph.png\"\n halo=\"halo/elven/shaman-heal-halo-[4~7].png~G(-50):75\"\n halo_x,halo_y=10,14\n [/frame]\n\n {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -50}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=forest chill\n [/filter_attack]\n\n {MISSILE_FRAME_ICE}\n missile_blend_ratio=\"0.8\"\n missile_blend_color=\"140,60,255\"\n missile_halo_mod=\"~CS(-32,-128,9)\"\n missile_image_mod=\"~CS(-32,-128,9)\"\n\n {HALO_FRAME_SAURIAN}\n halo_halo_mod=\"~CS(-32,-128,0)\"\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=shadow wave\n [/filter_attack]\n start_time=-300\n missile_start_time=-50\n\n [missile_frame]\n duration=200\n image=\"projectiles/darkmissile-n.png\"\n image_diagonal=\"projectiles/darkmissile-ne.png\"\n [/missile_frame]\n\n [frame]\n image=\"units/faeries/night-nymph.png\"\n halo=\"halo/undead/dark-magic-[1~6].png:50\"\n halo_x,halo_y=10,15\n [/frame]\n [frame]\n image=\"units/faeries/night-nymph.png:100\"\n [/frame]\n\n {SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -50}\n [/attack_anim]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n[unit_type]\n id=Guardian of Earth Aradellys\n name= _ \"female^Guardian of Earth\"\n race=faerie\n gender=female\n image=\"units/faeries/guardian-of-earth-aradellys.png\"\n #profile=\"portraits/aradellys.png\"\n # TODO: animations\n halo=\"halo/elynia-stationary-[1~6].png:150\"\n hitpoints=442\n movement_type=elynia_lowfloat\n movement=6\n experience=400\n level=8\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=820\n usage=healer\n hide_help=true\n undead_variation=null\n # wmllint: notecheck off\n description= _ \"There is no information available about this class of beings at this time.\"\n # We need a default silent death animation on E3S13.\n #die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [abilities]\n {ABILITY_ASPECT_OF_EARTH}\n [/abilities]\n [attack]\n name=faerie touch\n description={TSTR_ATTACK_NAME_FAERIE_TOUCH}\n icon=attacks/touch-faerie.png\n type=impact\n damage=12\n number=2\n range=melee\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack]\n name=ensnare\n description={TSTR_ATTACK_NAME_ENSNARE}\n type=impact\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n damage=11\n number=4\n range=ranged\n icon=attacks/entangle.png\n [/attack]\n [attack]\n name=faerieborn blaze\n description= _ \"faerieborn blaze\" # wmllint: no spellcheck\n icon=attacks/arcane-rage.png\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=18\n number=5\n range=ranged\n [/attack]\n\n {GUARDIAN_DEFENSE_ANIM 0 255 0 \"units/faeries/guardian-of-earth-aradellys.png\" \"units/faeries/guardian-of-earth-aradellys.png\" {SOUND_LIST:ELF_FEMALE_HIT} }\n\n [variation]\n inherit=yes\n variation_id=dying_1\n image=\"units/faeries/guardian-of-earth-aradellys-dying-1.png\"\n zoc=no\n hitpoints=342\n [/variation]\n\n [variation]\n inherit=yes\n variation_id=dying_2\n image=\"units/faeries/guardian-of-earth-aradellys-dying-2.png\"\n halo=\"misc/blank-hex.png\"\n zoc=no\n hitpoints=42\n [/variation]\n\n [variation]\n inherit=yes\n variation_id=dying_3\n image=\"units/faeries/guardian-of-earth-aradellys-dying-3.png\"\n halo=\"misc/blank-hex.png\"\n ellipse=none # wmllint: no ellipsecheck\n hitpoints=12\n [/variation]\n\n [variation]\n inherit=yes\n variation_id=dying_4\n image=\"units/faeries/guardian-of-earth-aradellys-dying-4.png\"\n halo=\"misc/blank-hex.png\"\n ellipse=none # wmllint: no ellipsecheck\n hitpoints=1\n [/variation]\n[/unit_type]\n#endif\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Naiad\n name= _ \"female^Naiad\"\n race=faerie\n gender=female\n image=\"units/faeries/naiad.png\"\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n hitpoints=66\n {TRAIT_FEARLESS_MUSTHAVE}\n movement_type=woodlandfloat\n movement=6\n experience=200\n level=4\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=120\n usage=archer\n [abilities]\n {ABILITY_AQUEOUS}\n {ABILITY_SUBMERGE}\n [/abilities]\n\n description= _ \"While faeries of the deep forest, hamadryads and oreads are best known for how little anyone knows about them, the elusive nature of the water faeries known as \u201cnaiads\u201d manages to surpass them all by a large margin.\n\nEven though they are known to share their natural habitat with other sapient river and sea creatures such as merfolk and naga, those have very little additional information to offer. It is thought that naiads possess some form of shapeshifting that enables them to blend into the water and remain undetected by all except those well versed in faerie magic.\n\nThe exceedingly few recorded instances of certain naiad encounters suggest that they are solitary nymphs that never make contact with anyone \u2014 even faeries \u2014 except as messengers of nature in times when the very existence of Irdya is at stake, and even then they leave as suddenly as they appear without ever taking sides in armed conflicts. With that said, some have suggested that they may occasionally take matters into their own hands by causing otherwise unexplained weather occurrences near bodies of water, especially in the open ocean.\"\n\n [movement_costs]\n deep_water=1\n cave=1\n [/movement_costs]\n [defense]\n deep_water=40 # higher than merfolk\n shallow_water=40\n swamp_water=40\n reef=30\n forest=50\n [/defense]\n [resistance]\n cold=80\n [/resistance]\n\n {DEFENSE_ANIM_RANGE units/faeries/naiad.png units/faeries/naiad.png {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE units/faeries/naiad.png units/faeries/naiad.png {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n die_sound=water-blast.wav\n\n [attack]\n name=naia touch\n description=_\"naia touch\"\n icon=attacks/touch-faerie.png\n type=impact\n range=melee\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_SHOCK}\n [/specials]\n damage=16\n number=1\n [/attack]\n [attack]\n name=tidal wave\n description=_\"tidal wave\"\n icon=attacks/waterspray.png\n type=impact\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n damage=16\n number=3\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=naia touch\n [/filter_attack]\n start_time=-250\n\n [frame]\n image=\"units/faeries/naiad.png:280\"\n [/frame]\n [frame]\n image=\"units/faeries/naiad.png\"\n halo=\"halo/elven/druid-healing[1~8].png:75\"\n halo_x,halo_y=10,14\n [/frame]\n\n {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -50}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=tidal wave\n [/filter_attack]\n start_time=-420\n\n missile_start_time=-165\n [missile_frame]\n duration=165\n image=\"projectiles/water-spray.png\"\n image_diagonal=\"projectiles/water-spray.png\"\n [/missile_frame]\n\n {MERMAID_WATER_BLAST_HALO}\n {MERMAID_STAFF_FLARE 0 0}\n\n [frame]\n image=\"units/faeries/naiad.png:200\"\n [/frame]\n [frame]\n image=\"units/faeries/naiad.png:200\"\n sound=water-blast.wav\n [/frame]\n [frame]\n image=\"units/faeries/naiad.png:120\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Faerie Avatar\n name= _ \"female^Faerie Avatar\"\n race=faerie\n gender=female\n image=\"units/faeries/ivyel.png\"\n #profile=\"portraits/ivyel.png\"\n halo=\"halo/elynia-stationary-[1~6].png:150\"\n hitpoints=93\n movement_type=elynia_lowfloat\n movement=6\n experience=200\n level=4\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=190\n usage=healer\n hide_help=true\n description= _ \"This faerie woman of unknown origins is bent on manipulating elvenkind to do Uria\u2019s bidding by impersonating the true Lady of Light and instilling strife among her kind. Not much else is known about her at this time.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [abilities]\n {ABILITY_REGENERATES}\n {ABILITY_LEADERSHIP}\n [/abilities]\n [attack]\n name=arcane touch\n description= _ \"arcane touch\"\n icon=attacks/touch-faerie.png\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=6\n number=2\n range=melee\n [/attack]\n [attack]\n name=gossamer\n description={TSTR_ATTACK_NAME_GOSSAMER}\n type=impact\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n damage=9\n number=3\n range=ranged\n icon=\"attacks/web.png\"\n [/attack]\n [attack]\n name=ethereal storm\n description=_\"ethereal storm\"\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=11\n number=4\n range=ranged\n icon=attacks/faerie-fire.png\n [/attack]\n\n {DEFENSE_ANIM_RANGE \"units/faeries/ivyel.png\" \"units/faeries/ivyel.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries/ivyel.png\" \"units/faeries/ivyel.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n\n [attack_anim]\n [filter_attack]\n name=arcane touch\n [/filter_attack]\n\n start_time=-260\n offset=0.0~0.1:10,0.1~0.5:250,0.5~0.6:100,0.6~0.6:150,0.6~0.15:200,0.15~0.0:150\n [frame]\n duration=280\n image=\"units/faeries/ivyel.png\"\n [/frame]\n [frame]\n image=\"units/faeries/ivyel.png\"\n halo=\"halo/elven/druid-healing[1~8].png:75\"\n halo_mod=\"~R(-50)~G(25)\"\n halo_x,halo_y=10,14\n [/frame]\n\n {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -50}\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=gossamer\n [/filter_attack]\n\n missile_start_time=-200\n [missile_frame]\n duration=250\n image=\"projectiles/web.png\"\n image_diagonal=\"projectiles/web.png\"\n [/missile_frame]\n\n start_time=-450\n [frame]\n image=\"units/faeries/ivyel.png\"\n halo=\"halo/elven/faerie-fire-halo[1~7].png:75\"\n halo_x,halo_y=-8,6\n [/frame]\n\n attack_sound_start_time=-75\n [attack_sound_frame]\n sound=entangle.wav\n [/attack_sound_frame]\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=ethereal storm\n [/filter_attack]\n\n {MISSILE_FRAME_FAERIE_FIRE}\n\n start_time=-450\n [frame]\n image=\"units/faeries/ivyel.png\"\n halo=\"halo/elven/faerie-fire-halo[1~7].png:75\"\n halo_x,halo_y=-8,6\n [/frame]\n\n {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -450}\n [/attack_anim]\n [extra_anim]\n flag=cutscene_burning\n start_time=-400\n\n {FLAME_BLAST_ANIMATION}\n\n # Override stock animation offsets\n {FLAME_BLAST_AFFECTS_SELF}\n\n [frame]\n #sound=fire.wav\n image=\"units/faeries/ivyel.png\"\n duration=100\n [/frame]\n [frame]\n sound={SOUND_LIST:ELF_FEMALE_HIT}\n image=\"units/faeries/ivyel.png\"\n duration=100\n [/frame]\n [frame]\n duration=200\n image=\"units/faeries/ivyel.png\"\n [/frame]\n [frame]\n sound={SOUND_LIST:ELF_FEMALE_HIT}\n image=\"units/faeries/ivyel-damaged.png\"\n duration=100\n [/frame]\n [frame]\n sound=fire.wav\n image=\"units/faeries/ivyel-damaged.png\"\n duration=100\n [/frame]\n [/extra_anim]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifndef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n[unit_type]\n id=Sylvan Warden\n name= _ \"female^Sylvan Warden\"\n race=faerie\n gender=female\n image=\"units/faeries/elynia.png\"\n profile=\"portraits/elynia.png\"\n halo=\"halo/elynia-stationary-[1~6].png:150\"\n hitpoints=61\n movement_type=elynia_lowfloat\n movement=6\n experience=64\n level=3\n alignment=neutral\n advances_to=null\n {AMLA_TREE:ELYNIA_EPISODE_1}\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_II\n {AMLA_TREE:ELYNIA_EPISODE_2}\n#endif\n {AMLA_VITALITY}\n cost=110\n usage=healer\n description= _ \"Elynia\u2019s mastery of faerie magic remains unrivaled on Irdya, even without the legendary power of the Union of Light and Darkness. Always dutiful as the sworn protector of elvenkind and the forests of Irdya, she will do anything to stop those who may threaten her people or upset the delicate balance of nature.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [abilities]\n {ABILITY_SYLVAN_ESSENCE}\n [/abilities]\n [attack]\n name=staff\n description={TSTR_ATTACK_NAME_STAFF}\n icon=attacks/staff-niryone.png\n type=impact\n damage=6\n number=3\n range=melee\n [/attack]\n [attack]\n name=ensnare\n description={TSTR_ATTACK_NAME_ENSNARE}\n type=impact\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n damage=6\n number=2\n range=ranged\n icon=attacks/entangle.png\n [/attack]\n [attack]\n name=thorns\n description={TSTR_ATTACK_NAME_THORNS}\n type=pierce\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=7\n number=3\n range=ranged\n icon=attacks/thorns.png\n [/attack]\n [attack]\n name=mystic fire\n description= _ \"mystic fire\"\n icon=attacks/fireball.png\n type=fire\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=5\n number=5\n range=ranged\n [/attack]\n\n {DEFENSE_ANIM_RANGE \"units/faeries/elynia-defense.png\" \"units/faeries/elynia-attack-melee-1.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries/elynia-defense.png\" \"units/faeries/elynia-attack-melee-1.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n\n [healing_anim]\n start_time=-300\n [frame]\n image=\"units/faeries/elynia.png:75,units/faeries/elynia-attack-ranged-[1,2,1].png:[75,300,75],units/faeries/elynia.png:75\"\n halo=\"halo/elven/druid-healing[1,2~7,8].png:[65,75*6,65]\"\n [/frame]\n [/healing_anim]\n\n [attack_anim]\n [filter_attack]\n name=staff\n [/filter_attack]\n\n start_time=-450\n offset=0.0~-0.2:150,-0.2~0.9:350,0.9~0.0\n [frame]\n image=\"units/faeries/elynia-attack-melee-[1~3,4~5,6,7,1].png:[75*2,100,125*2,100,75*2]\"\n [/frame]\n\n {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -100}\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=ensnare\n [/filter_attack]\n\n missile_start_time=-200\n [missile_frame]\n duration=250\n offset=1.0\n image=\"projectiles/entangle.png\"\n image_diagonal=\"projectiles/entangle.png\"\n [/missile_frame]\n\n start_time=-450\n [frame]\n image=\"units/faeries/elynia.png:75,units/faeries/elynia-attack-ranged-[1,2,1].png:[75,300,75],units/faeries/elynia.png:75\"\n halo=\"halo/elven/nature-halo[1~8].png:75\"\n halo_x,halo_y=0,-12\n [/frame]\n\n attack_sound_start_time=-75\n [attack_sound_frame]\n sound=entangle.wav\n [/attack_sound_frame]\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=mystic fire\n [/filter_attack]\n start_time=-400\n\n {MISSILE_FRAME_FAERIE_MYSTIC_FIRE}\n\n [frame]\n image=\"units/faeries/elynia.png:75,units/faeries/elynia-attack-ranged-[1,2,1].png:[75,250,75],units/faeries/elynia.png:75\"\n [/frame]\n\n {SOUND:HIT_AND_MISS torch.ogg torch-miss.ogg -200}\n\n [if]\n hits=yes\n {BURST_FRAME_FAERIE_MYSTIC_FIRE}\n [/if]\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=thorns\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=200\n image,image_diagonal=\"projectiles/thorns.png\",\"projectiles/thorns-ne.png\"\n [/missile_frame]\n start_time=-250\n [frame]\n image=\"units/faeries/elynia.png:75,units/faeries/elynia-attack-ranged-[1,2,1].png:[75,300,75],units/faeries/elynia.png:75\"\n halo=\"halo/elven/nature-halo[1~8].png:75\"\n halo_x,halo_y=0,-12\n [/frame]\n {SOUND:HIT_AND_MISS magic-thorns-[1,2].ogg magic-thorns-miss-[1,2].ogg 125}\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=faerie fire\n [/filter_attack]\n\n {MISSILE_FRAME_FAERIE_FIRE}\n\n start_time=-450\n [frame]\n image=\"units/faeries/elynia.png:75,units/faeries/elynia-attack-ranged-[1~2,2,2~1].png:75,units/faeries/elynia.png:75\"\n halo=\"halo/elven/faerie-fire-halo[1~7].png:75\"\n halo_x,halo_y=19,-28\n [/frame]\n\n {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -450}\n [/attack_anim]\n\n #\n # Extra animations\n #\n\n [extra_anim]\n flag=shine_golden\n start_time=0\n [frame]\n duration=3200\n image=\"units/faeries/elynia.png\"\n blend_ratio=0~0.75:1600,0.75~0:1600\n blend_color=255,255,127\n [/frame]\n [/extra_anim]\n\n [variation]\n variation_id=faerie_fire_cutscene\n inherit=yes\n hide_help=yes\n\n # Do not merge with any existing animations\n [extra_anim]\n __remove=yes\n [/extra_anim]\n [standing_anim]\n __remove=yes\n [/standing_anim]\n\n [standing_anim]\n start_time=0\n halo_x,halo_y=10,0\n\n [frame]\n image=\"units/faeries/elynia-attack-ranged-2.png\"\n halo=\"halo/elven/ice-halo[1~9].png:100\"\n [/frame]\n [/standing_anim]\n\n [extra_anim]\n flag=cutscene_begin\n start_time=0\n\n [frame]\n sound=magic-faeriefire.ogg\n image=\"units/faeries/elynia-attack-ranged-[1~2].png:100\"\n [/frame]\n [/extra_anim]\n\n [extra_anim]\n flag=cutscene_end\n start_time=-900\n halo_x,halo_y=10,0\n\n [frame]\n image=\"units/faeries/elynia-attack-ranged-2.png\"\n halo=\"halo/elven/ice-halo[1~9].png~O(0.[9,9,8,8,7,7,6,6,5]):100\"\n [/frame]\n [frame]\n image=\"units/faeries/elynia-attack-ranged-1.png\"\n halo=\"halo/elven/ice-halo[1~9].png~O(0.[5,4,4,3,3,2,2,1,1]):100\"\n [/frame]\n [/extra_anim]\n [/variation]\n\n [variation]\n variation_id=chained\n inherit=yes\n hide_help=yes\n image=\"units/faeries/elynia-chained.png\"\n [/variation]\n\n [variation]\n variation_id=injured\n inherit=yes\n hide_help=yes\n image=\"units/faeries/elynia-injured.png\"\n image_icon=\"units/faeries/elynia.png\" # sidebar icon\n halo=\"misc/blank-hex.png\" # hide shimmering halo\n # hide ellipse\n ellipse=none # wmllint: no ellipsecheck\n\n # The defense animations are used in E2S11.\n {DEFENSE_ANIM_RANGE \"units/faeries/elynia-injured.png\" \"units/faeries/elynia-injured.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries/elynia-injured.png\" \"units/faeries/elynia-injured.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [/variation]\n[/unit_type]\n#endif\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n#ifndef __WMLUNITS__\n[unit_type]\n id=Sylvan Warden\n name= _ \"female^Sylvan Warden\"\n race=faerie\n gender=female\n image=\"units/faeries/elynia-e3.png\"\n profile=\"portraits/elynia.png\"\n halo=\"halo/elynia-stationary-[1~6].png:150\"\n hitpoints=61\n movement_type=elynia_lowfloat\n movement=6\n experience=64\n level=3\n alignment=neutral\n advances_to=null\n {AMLA_TREE:ELYNIA_EPISODE_1}\n {AMLA_TREE:ELYNIA_EPISODE_2}\n {AMLA_TREE:ELYNIA_EPISODE_3}\n {AMLA_VITALITY}\n cost=110\n usage=healer\n description= _ \"Elynia\u2019s mastery of faerie magic remains unrivaled on Irdya, even without the legendary power of the Union of Light and Darkness. Always dutiful as the sworn protector of elvenkind and the forests of Irdya, she will do anything to stop those who may threaten her people or upset the delicate balance of nature.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [abilities]\n {ABILITY_SYLVAN_ESSENCE}\n [/abilities]\n [attack]\n name=faerie touch\n description={TSTR_ATTACK_NAME_FAERIE_TOUCH}\n icon=attacks/touch-faerie.png\n type=impact\n damage=6\n number=2\n range=melee\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack]\n name=ensnare\n description={TSTR_ATTACK_NAME_ENSNARE}\n type=impact\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n damage=6\n number=2\n range=ranged\n icon=attacks/entangle.png\n [/attack]\n [attack]\n name=thorns\n description={TSTR_ATTACK_NAME_THORNS}\n type=pierce\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=7\n number=3\n range=ranged\n icon=attacks/thorns.png\n [/attack]\n [attack]\n name=mystic fire\n description= _ \"mystic fire\"\n icon=attacks/fireball.png\n type=fire\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=5\n number=5\n range=ranged\n [/attack]\n\n {DEFENSE_ANIM_RANGE \"units/faeries/elynia-e3-defense-2.png\" \"units/faeries/elynia-e3-defense-1.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries/elynia-e3-defense-2.png\" \"units/faeries/elynia-e3-defense-1.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n\n [healing_anim]\n start_time=-300\n [frame]\n image=\"units/faeries/elynia-e3-attack-ranged-[1~3,2~1].png:[75*2,300,75*2]\"\n halo=\"halo/elven/druid-healing1.png:65,halo/elven/druid-healing[2~7].png:75,halo/elven/druid-healing8.png:65\"\n [/frame]\n [/healing_anim]\n\n [attack_anim]\n [filter_attack]\n name=faerie touch\n [/filter_attack]\n start_time=-240\n\n [frame]\n image=\"units/faeries/elynia-e3-attack-melee.png:280\"\n [/frame]\n [frame]\n image=\"units/faeries/elynia-e3-attack-melee.png\"\n halo=\"halo/elven/druid-healing[1~8].png:75\"\n halo_x,halo_y=10,14\n [/frame]\n\n {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -50}\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=ensnare\n [/filter_attack]\n\n missile_start_time=-200\n [missile_frame]\n duration=250\n offset=1.0\n image=\"projectiles/entangle.png\"\n image_diagonal=\"projectiles/entangle.png\"\n [/missile_frame]\n\n start_time=-450\n [frame]\n image=\"units/faeries/elynia-e3-attack-ranged-[1~3,2~1].png:[75*2,300,75*2]\"\n halo=\"halo/elven/nature-halo[1~8].png:75\"\n halo_x,halo_y=0,-12\n [/frame]\n\n attack_sound_start_time=-75\n [attack_sound_frame]\n sound=entangle.wav\n [/attack_sound_frame]\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=mystic fire\n [/filter_attack]\n start_time=-400\n\n {MISSILE_FRAME_FAERIE_MYSTIC_FIRE}\n\n [frame]\n image=\"units/faeries/elynia-e3-attack-ranged-[1~3,2~1].png:[75*2,250,75*2]\"\n [/frame]\n\n {SOUND:HIT_AND_MISS torch.ogg torch-miss.ogg -200}\n\n [if]\n hits=yes\n {BURST_FRAME_FAERIE_MYSTIC_FIRE}\n [/if]\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=thorns\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=200\n image,image_diagonal=\"projectiles/thorns.png\",\"projectiles/thorns-ne.png\"\n [/missile_frame]\n start_time=-250\n [frame]\n image=\"units/faeries/elynia-e3-attack-ranged-[1~3,2~1].png:[75*2,300,75*2]\"\n halo=\"halo/elven/nature-halo[1~8].png:75\"\n halo_x,halo_y=0,-12\n [/frame]\n {SOUND:HIT_AND_MISS magic-thorns-[1,2].ogg magic-thorns-miss-[1,2].ogg 125}\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=faerie fire\n [/filter_attack]\n\n {MISSILE_FRAME_FAERIE_FIRE}\n\n start_time=-500\n halo_x,halo_y=-12,-2\n [frame]\n image=\"units/faeries/elynia-e3-attack-ranged-1.png:50\"\n [/frame]\n [frame]\n image=\"units/faeries/elynia-e3-attack-ranged-[1~3,2~1].png:[25,75,300,72*2]\"\n halo=\"halo/elven/faerie-fire-halo[1~7].png:75\"\n [/frame]\n\n {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -450}\n [/attack_anim]\n\n #\n # Extra animations\n #\n\n [variation]\n variation_id=injured\n inherit=yes\n hide_help=yes\n image=\"units/faeries/elynia-injured.png\"\n halo=\"misc/blank-hex.png\" # hide shimmering halo\n # hide ellipse\n ellipse=none # wmllint: no ellipsecheck\n [/variation]\n[/unit_type]\n#endif\n#endif\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n[unit_type]\n id=Guardian of Earth Elynia\n name= _ \"female^Guardian of Earth\"\n race=faerie\n gender=female\n image=\"units/faeries/elynia-f.png\"\n profile=\"portraits/elynia.png\"\n halo=\"halo/elynia-stationary-[1~6].png:150\"\n hitpoints=127\n movement_type=elynia_lowfloat\n [resistance]\n arcane=100\n impact=90\n fire=80\n cold=90\n [/resistance]\n movement=6\n experience=172\n level=6\n alignment=neutral\n advances_to=null\n {AMLA_TREE:ELYNIA_GUARDIAN}\n {AMLA_VITALITY}\n cost=820\n usage=healer\n hide_help=true\n undead_variation=null\n # wmllint: notecheck off\n description= _ \"There is no information available about this class of beings at this time.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [abilities]\n {ABILITY_ASPECT_OF_EARTH}\n {ABILITY_PROTECTION}\n [/abilities]\n [attack]\n name=faerie touch\n description={TSTR_ATTACK_NAME_FAERIE_TOUCH}\n icon=attacks/touch-faerie.png\n type=impact\n damage=10\n number=2\n range=melee\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack]\n name=ensnare\n description={TSTR_ATTACK_NAME_ENSNARE}\n type=impact\n [specials]\n {WEAPON_SPECIAL_SLOW}\n {WEAPON_SPECIAL_STUN}\n [/specials]\n damage=9\n number=4\n range=ranged\n icon=attacks/entangle.png\n [/attack]\n [attack]\n name=arcane rage\n description= _ \"arcane rage\"\n icon=attacks/arcane-rage.png\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=18\n number=3\n range=ranged\n [/attack]\n\n {GUARDIAN_DEFENSE_ANIM 0 255 196 \"units/faeries/elynia-f-attack-melee-1.png\" \"units/faeries/elynia-f-attack-ranged-1.png\" {SOUND_LIST:ELF_FEMALE_HIT} }\n\n [healing_anim]\n start_time=-300\n [frame]\n image=\"units/faeries/elynia-f-attack-ranged-[1~3,2~1].png:[75*2,300,75*2]\"\n halo=\"halo/elven/druid-healing1.png:65,halo/elven/druid-healing[2~7].png:75,halo/elven/druid-healing8.png:65\"\n [/frame]\n [/healing_anim]\n\n [attack_anim]\n [filter_attack]\n name=faerie touch\n [/filter_attack]\n start_time=-300\n\n [frame]\n image=\"units/faeries/elynia-f-attack-ranged-1.png:150\"\n [/frame]\n [frame]\n image=\"units/faeries/elynia-f-attack-melee-1.png:75\"\n [/frame]\n [frame]\n image=\"units/faeries/elynia-f-attack-melee-[2~1].png:[150,200],units/faeries/elynia-f-attack-ranged-1.png:250\"\n halo=\"halo/elven/druid-healing[1~8].png:75\"\n halo_x,halo_y=10,14\n [/frame]\n\n {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -50}\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=ensnare\n [/filter_attack]\n\n missile_start_time=-200\n [missile_frame]\n duration=250\n offset=1.0\n image=\"projectiles/entangle.png\"\n image_diagonal=\"projectiles/entangle.png\"\n [/missile_frame]\n\n start_time=-450\n [frame]\n image=\"units/faeries/elynia-f-attack-ranged-[1~3,2~1].png:[75*2,300,72*2]\"\n halo=\"halo/elven/nature-halo[1~8].png:75\"\n halo_x,halo_y=0,-12\n [/frame]\n\n attack_sound_start_time=-75\n [attack_sound_frame]\n sound=entangle.wav\n [/attack_sound_frame]\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=arcane rage\n [/filter_attack]\n\n aura_start_time=-450\n aura_auto_vflip=false\n aura_halo_mod=\"~CS(0,255,196)~O(0.5)\"\n aura_halo_x,aura_halo_y=0,10\n aura_offset=0.0~0.1\n [aura_frame]\n halo=\"halo/elven/druid-healing[1~8].png:75\"\n [/aura_frame]\n\n beam_start_time=-500\n beam_auto_vflip=no\n beam_offset=0.0\n beam_halo_mod=\"~CS(0,255,255)~O(0.3)\"\n [beam_frame]\n halo=\"halo/holy/light-beam-[1~7,6~1].png:[30*6,130,70*6]\"\n [/beam_frame]\n\n missile_image_mod=\"~CS(0,255,128)\"\n missile_halo_mod=\"~CS(0,255,128)\"\n {MISSILE_FRAME_FAERIE_FIRE}\n\n start_time=-500\n halo_mod=\"~CS(-128,-16,-38)~O(0.4)\"\n halo_x,halo_y=-16,-4\n [frame]\n image=\"units/faeries/elynia-f-attack-ranged-1.png:50\"\n [/frame]\n [frame]\n image=\"units/faeries/elynia-f-attack-ranged-[1~3,2~1].png:[25,75,300,72*2]\"\n halo=\"halo/elven/faerie-fire-halo[1~7].png:75\"\n [/frame]\n\n {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -450}\n [/attack_anim]\n\n #\n # Extra animations\n #\n\n [variation]\n variation_id=injured\n inherit=yes\n image=\"units/faeries/elynia-injured.png\"\n image_icon=\"units/faeries/elynia-f.png\" # sidebar icon\n halo=\"misc/blank-hex.png\" # hide shimmering halo\n # hide ellipse\n ellipse=none # wmllint: no ellipsecheck\n\n # The defense animations are used in E3S9.\n {DEFENSE_ANIM_RANGE \"units/faeries/elynia-injured.png\" \"units/faeries/elynia-injured.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries/elynia-injured.png\" \"units/faeries/elynia-injured.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [/variation]\n\n [variation]\n variation_id=unknown_unit_type_label\n inherit=yes\n name=\" \" # wmllint: ignore\n [/variation]\n[/unit_type]\n#endif\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n[unit_type]\n id=Anya Cutscene Controller\n name=\" \" # wmllint: ignore\n race=invisible_dummy_race\n image_icon=\"misc/blank-hex.png\"\n ellipse=none # wmllint: no ellipsecheck\n gender=female\n hitpoints=1\n movement_type=none\n movement=0\n level=0\n alignment=chaotic\n advances_to=null\n cost=1\n usage=null\n undead_variation=null\n hide_help=true\n description=\"\" # wmllint: ignore\n\n #\n # TODO: coalesce single-use macros after testing\n #\n\n#define ANYA_CC_FRAME_IMAGE_PATH _FRAME_SUFFIX\n image=\"units/faeries/nightshade-fire-awakening-\"+{_FRAME_SUFFIX}+\".png\"\n#enddef\n\n#define ANYA_CC_ANIM_INIT\n start_time=0\n\n alpha=0.0\n\n a_start_time=0\n b_start_time=0\n\n a_offset=0.0\n b_offset=0.0\n\n a_auto_hflip=no\n b_auto_hflip=no\n\n a_auto_vflip=no\n b_auto_vflip=no\n\n [a_frame]\n alpha=\"1.0\"\n duration=1\n [/a_frame]\n\n [b_frame]\n alpha=\"0.0\"\n duration=1\n [/b_frame]\n#enddef\n\n#define ANYA_CC_ANIM_INTERPOLATE _FRAME_A_SUFFIX _FRAME_B_SUFFIX\n [a_frame]\n alpha=\"1.0~0.0:1000,0.0:1000\"\n {ANYA_CC_FRAME_IMAGE_PATH ({_FRAME_A_SUFFIX})}\n duration=2000\n [/a_frame]\n\n [b_frame]\n alpha=\"0.0~1.0:1000,1.0:1000\"\n {ANYA_CC_FRAME_IMAGE_PATH ({_FRAME_B_SUFFIX})}\n duration=2000\n [/b_frame]\n#enddef\n\n#define ANYA_ANIMATION_STEP_VARIATION _FRAME_A_SUFFIX _FRAME_B_SUFFIX\n [variation]\n inherit=yes\n variation_id=\"animation_step_\"+{_FRAME_B_SUFFIX} # wmllint: ignore\n\n {ANYA_CC_FRAME_IMAGE_PATH ({_FRAME_B_SUFFIX})}\n\n [recruit_anim]\n {ANYA_CC_ANIM_INIT}\n\n {ANYA_CC_ANIM_INTERPOLATE ({_FRAME_A_SUFFIX}) ({_FRAME_B_SUFFIX})}\n [/recruit_anim]\n [/variation]\n#enddef\n\n {ANYA_CC_FRAME_IMAGE_PATH 1}\n\n #\n # If we don't override the recruited anim in the base variation, things\n # break horribly when doing so in variations using inherit=yes.\n #\n [recruit_anim]\n {ANYA_CC_ANIM_INIT}\n\n {ANYA_CC_ANIM_INTERPOLATE 1 1}\n [/recruit_anim]\n\n #\n # Define the marshmallow steps through variations with custom 'recruited' animations.\n # The rest is handled by WML events in the scenario.\n #\n\n {ANYA_ANIMATION_STEP_VARIATION 1 2} # animation_step_2\n\n {ANYA_ANIMATION_STEP_VARIATION 2 3} # animation_step_3\n\n {ANYA_ANIMATION_STEP_VARIATION 3 4} # animation_step_4\n\n {ANYA_ANIMATION_STEP_VARIATION 4 5} # animation_step_5\n\n {ANYA_ANIMATION_STEP_VARIATION 5 6} # animation_step_6 (animation unused)\n [+variation]\n halo=\"halo/anya-attack-halo.png\"\n [/variation]\n\n {ANYA_ANIMATION_STEP_VARIATION 6 7} # animation_step_7 (animation unused)\n [+variation]\n halo=\"halo/anya-attack-halo.png\"\n [/variation]\n\n#undef ANYA_CC_FRAME_IMAGE_PATH\n#undef ANYA_CC_ANIM_INIT\n#undef ANYA_CC_ANIM_INTERPOLATE\n#undef ANYA_ANIMATION_STEP_VARIATION\n[/unit_type]\n#endif\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n[unit_type]\n id=Communicator Controller\n name=\" \" # wmllint: ignore\n race=invisible_dummy_race\n image=\"misc/blank-hex.png\"\n ellipse=none # wmllint: no ellipsecheck\n hitpoints=1\n movement_type=none\n movement=0\n level=0\n alignment=neutral\n advances_to=null\n cost=1\n usage=null\n undead_variation=null\n hide_help=true\n description=\" \" # wmllint: ignore\n\n#define CC_VARIATION _VARIATION_ID _LEVEL _BASEFRAME _PROFILE\n [variation]\n variation_id={_VARIATION_ID}\n inherit=yes\n # Used when standing anims are disabled -- image mods are important!\n image={_BASEFRAME}+\"~GS()~O(0.8)\"\n profile={_PROFILE}\n level={_LEVEL}\n\n [standing_anim]\n opacity=\"0.8:500,0.2:100,0.8:400\"\n [frame]\n begin=0\n end=500\n image={_BASEFRAME}\n image_mod=\"~GS()\"\n [/frame]\n [frame]\n begin=500\n end=600\n image={_BASEFRAME}\n [/frame]\n [frame]\n begin=600\n end=650\n image={_BASEFRAME}\n image_mod=\"~BL(2)\"\n [/frame]\n [frame]\n begin=650\n end=1000\n image={_BASEFRAME}\n image_mod=\"~GS()\"\n [/frame]\n [/standing_anim]\n\n [standing_anim]\n opacity=\"0.8:1000,0.2:100,0.8:3200,0.4:200,0.8:500\"\n [frame]\n begin=0\n end=950\n image={_BASEFRAME}\n image_mod=\"~GS()\"\n [/frame]\n [frame]\n begin=950\n end=1050\n image={_BASEFRAME}\n [/frame]\n [frame]\n begin=1050\n end=1150\n image={_BASEFRAME}\n image_mod=\"~GS()~BL(1)\"\n [/frame]\n [frame]\n begin=1150\n end=1200\n image={_BASEFRAME}\n [/frame]\n [frame]\n begin=1200\n end=2100\n image={_BASEFRAME}\n image_mod=\"~GS()\"\n [/frame]\n [frame]\n begin=2100\n end=2150\n image={_BASEFRAME}\n image_mod=\"~GS()~BL(1)\"\n [/frame]\n [frame]\n begin=2150\n end=3800\n image={_BASEFRAME}\n image_mod=\"~GS()\"\n [/frame]\n [frame]\n begin=3800\n end=3850\n image={_BASEFRAME}\n image_mod=\"~GS()~BL(2)\"\n [/frame]\n [frame]\n begin=3850\n end=5000\n image={_BASEFRAME}\n image_mod=\"~GS()\"\n [/frame]\n [/standing_anim]\n\n [death]\n opacity=\"0.8:100,0.1:100,0.8:100,0.1:100,0.4:100,0.0:500\"\n image_mod=\"~GS()\"\n [frame]\n duration=1000\n image={_BASEFRAME}\n [/frame]\n [/death]\n\n [death]\n opacity=\"0.8:100,0.1:100,0.8:100,0.0:700\"\n image_mod=\"~GS()\"\n [frame]\n duration=1000\n image={_BASEFRAME}\n [/frame]\n [/death]\n\n [death]\n opacity=\"0.8:400,0.1:100,0.8:100,0.0:400\"\n image_mod=\"~GS()\"\n [frame]\n duration=1000\n image={_BASEFRAME}\n [/frame]\n [/death]\n [/variation]\n#enddef\n\n {CC_VARIATION uria 6\n (\"units/demons/guardian-of-life-uria-silhouette.png\")\n ()} # (\"images/portraits/uria.png\")\n\n#undef CC_VARIATION\n[/unit_type]\n#endif\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n[unit_type]\n id=Dream Controller\n name=\" \" # wmllint: ignore\n race=invisible_dummy_race\n image=\"misc/blank-hex.png\"\n hitpoints=1\n movement_type=none\n movement=0\n level=0\n alignment=neutral\n advances_to=null\n cost=1\n usage=null\n undead_variation=null\n hide_help=true\n # wmllint: notecheck off\n description=\" \" # wmllint: ignore\n\n#define DC_VARIATION _VARIATION_ID _NAME _BASEFRAME _PROFILE _EXTRA_WML\n [variation]\n variation_id={_VARIATION_ID}\n name={_NAME}\n inherit=yes\n image={_BASEFRAME}\n profile={_PROFILE}\n\n {_EXTRA_WML}\n\n [death]\n alpha=0.0\n [frame]\n duration=1\n image={_BASEFRAME}\n [/frame]\n [/death]\n [/variation]\n#enddef\n\n {DC_VARIATION niryone _\"Elvish Spellbinder\" \"units/elves-wood/spellbinder.png\" () (\n race=elf\n gender=female\n hitpoints=61\n movement_type=woodland\n movement=6\n experience=150\n level=3\n [attack]\n name=staff\n description={TSTR_ATTACK_NAME_STAFF}\n icon=attacks/staff-niryone.png\n type=impact\n damage=6\n number=3\n range=melee\n [/attack]\n )}\n\n # See Elyssa's Guardian unit WML.\n#define DC_ELYSSA_ANIMATIONS\n [attack_anim]\n [filter_attack]\n name=claw of urvatha\n [/filter_attack]\n [frame]\n begin=-250\n end=-125\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-125\n end=-100\n sound=magic-dark.ogg\n [/frame]\n [frame]\n begin=-100\n end=100\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-125\n end=-100\n [/frame]\n [frame]\n begin=-100\n end=100\n sound=spear-miss.ogg\n [/frame]\n [/else]\n [frame]\n begin=100\n end=175\n [/frame]\n [/attack_anim]\n#enddef\n\n {DC_VARIATION elyssa1 _\"Human\" \"units/shaxthal/warlord-elyssa-f-illusion-1.png\" (portraits/elyssa-unscarred.png) (\n race=human\n level=5\n hitpoints=145\n )}\n\n {DC_VARIATION elyssa2 _\"Demoness\" \"units/shaxthal/warlord-elyssa-f.png\" (portraits/elyssa.png) (\n race=demon\n level=6\n hitpoints=145\n [attack]\n name=claw of urvatha # needed by events\n description= _ \"niryone\u2019s staff\"\n type=arcane\n range=melee\n damage=18\n number=2\n icon=attacks/staff-elven-star.png # FIXME: placeholder\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [+chance_to_hit]\n name= _ \"rightfully yours\"\n [/chance_to_hit]\n [/specials]\n [/attack]\n\n {DC_ELYSSA_ANIMATIONS}\n )}\n\n #{DC_VARIATION elyssa3 _\"Abomination\" \"units/shaxthal/deathbringer-3.png\" (\"misc/blank-hex.png~SCALE(390,390)\") (\n {DC_VARIATION elyssa3 _\"Abomination\" \"units/shaxthal/warlord-elyssa-f.png\" (portraits/elyssa.png) (\n race=demon\n level=6\n hitpoints=145\n [attack]\n name=claw of urvatha # needed by events\n description= _ \"kill her\"\n type=arcane\n range=melee\n damage=18\n number=2\n icon=attacks/staff-elven-star.png # FIXME: placeholder\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [+chance_to_hit]\n name= _ \"kill her\"\n [/chance_to_hit]\n [/specials]\n [/attack]\n\n {DC_ELYSSA_ANIMATIONS}\n )}\n\n {DC_VARIATION galas _\"Helpless\" \"units/elves-wood/wayfarer.png\" (portraits/galas.png) (\n race=elf\n level=3\n hitpoints=61\n [attack]\n name=1\n description= _ \"you did\"\n type=blade\n range=melee\n damage=9\n number=4\n icon=attacks/sword-elven.png\n [/attack]\n [attack]\n name=2\n description= _ \"nothing to\"\n icon=attacks/bow-elven.png\n type=pierce\n range=ranged\n damage=9\n number=3\n [/attack]\n [attack]\n name=3\n description= _\"save him\"\n type=impact\n range=ranged\n damage=9\n number=2\n [/attack]\n )}\n\n {DC_VARIATION argan1 _\"Argan\" \"units/shaxthal/master-of-darkness+unmasked.png\" (\"portraits/argan+unmasked.png\") (\n race=human\n level=6\n hitpoints=217\n [attack]\n name=1\n description= _ \"argan\"\n icon=attacks/touch-undead.png\n type=arcane\n range=melee\n damage=6\n number=4\n [/attack]\n [attack]\n name=2\n description= _ \"argan\"\n type=cold\n range=ranged\n damage=11\n number=3\n icon=attacks/iceball.png\n [/attack]\n [attack]\n name=3\n description= _ \"argan\"\n type=arcane\n range=ranged\n damage=12\n number=5\n [/attack]\n )}\n\n {DC_VARIATION argan2 _\"Argan\" \"units/human-norsulans/master-of-darkness.png\" () (\n race=human\n level=4\n hitpoints=217\n [attack]\n name=1\n name=1\n description= _ \"dead\"\n type=blade\n range=melee\n damage=10\n number=4\n icon=attacks/scimitar.png\n [/attack]\n [attack]\n name=2\n description= _ \"dead\"\n type=cold\n range=ranged\n damage=11\n number=3\n icon=attacks/iceball.png\n [/attack]\n [attack]\n name=3\n description= _ \"dead\"\n type=arcane\n range=ranged\n damage=12\n number=5\n [/attack]\n )}\n\n {DC_VARIATION anya _\"Foolish Girl\" \"units/faeries/nightshade-fire.png\" () (\n race=faerie\n level=3\n hitpoints=62\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n [attack]\n name=1\n description= _ \"na\u00efve\"\n icon=attacks/touch-faerie.png\n type=impact\n range=melee\n damage=7\n number=2\n [/attack]\n [attack]\n name=2\n description= _ \"lovestruck\"\n type=cold\n range=ranged\n damage=11\n number=2\n icon=attacks/forest-chill.png\n [/attack]\n [attack]\n name=3\n description= _ \"cannot admit it\"\n type=arcane\n range=ranged\n damage=10\n number=3\n icon=attacks/noctum.png\n [/attack]\n )}\n\n {DC_VARIATION elynia1 _\"Elvish Child\" \"units/faeries/elynia-zzz-1.png\" (portraits/elynia-zzz-1.png) (\n race=elf\n gender=female\n hitpoints=58\n movement_type=woodland\n movement=6\n experience=150\n level=3\n [attack]\n name=staff\n description={TSTR_ATTACK_NAME_STAFF}\n icon=attacks/druidstaff.png\n type=impact\n damage=6\n number=3\n range=melee\n [/attack]\n )}\n\n {DC_VARIATION elynia2 _\"Faerie Harlot\" \"units/faeries/elynia-zzz-2.png\" (portraits/elynia.png) (\n race=faerie\n gender=female\n hitpoints=61\n movement_type=elynia_lowfloat\n movement=6\n experience=100\n level=2\n halo=\"halo/elynia-stationary-[1~6].png:150\"\n [attack]\n name=1\n description= _ \"selfish\"\n icon=attacks/staff-niryone.png\n type=impact\n damage=8\n number=3\n range=melee\n [/attack]\n\n [attack]\n name=2\n description= _ \"arrogant\"\n icon=attacks/lightbeam.png\n type=arcane\n damage=17\n number=4\n range=ranged\n [specials]\n [dummy]\n name= _ \"traitor\"\n [/dummy]\n [/specials]\n [/attack]\n )}\n\n {DC_VARIATION elynia3 _\"Murderer\" \"units/faeries/elynia.png\" (portraits/elynia.png) (\n race=monster\n gender=female\n hitpoints=61\n movement_type=elynia_lowfloat\n movement=6\n experience=50\n level=1\n halo=\"halo/elynia-stationary-[1~6].png:150\"\n {DEFENSE_ANIM_RANGE \"units/faeries/elynia-defense.png\" \"units/faeries/elynia-attack-melee-1.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries/elynia-defense.png\" \"units/faeries/elynia-attack-melee-1.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack]\n name=1\n description= _ \"argan\u2019s blood\"\n icon=attacks/staff-niryone.png\n type=impact\n damage=512\n number=32\n range=melee\n [specials]\n [dummy]\n name= _ \"everywhere\"\n [/dummy]\n [/specials]\n [/attack]\n\n [attack]\n name=2\n description= _ \"argan\u2019s flesh\"\n icon=attacks/lightbeam.png\n type=arcane\n damage=256\n number=16\n range=ranged\n [specials]\n [dummy]\n name= _ \"rotting\"\n [/dummy]\n [/specials]\n [/attack]\n\n [attack]\n name=3\n description= _ \"argan\u2019s bones\"\n icon=attacks/fangs.png\n type=arcane\n damage=128\n number=8\n range=ranged\n [specials]\n [dummy]\n name= _ \"charred\"\n [/dummy]\n [/specials]\n [/attack]\n )}\n\n {DC_VARIATION elynia4 _\"Abomination\" \"units/faeries/elynia-injured.png\" (misc/blank-hex.png) (\n race=demon\n gender=female\n level=0\n image_icon=\"units/faeries/elynia-f.png\" # sidebar icon\n ellipse=none\n halo=\"halo/elynia-stationary-[1~6].png:150\"\n {DEFENSE_ANIM_RANGE \"units/faeries/elynia-injured.png\" \"units/faeries/elynia-injured.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries/elynia-injured.png\" \"units/faeries/elynia-injured.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack]\n name=1\n description= _ \"does not\"\n icon=attacks/fist.png\n type=impact\n damage=1024\n number=1024\n range=melee\n [specials]\n [dummy]\n name= _ \"belong\"\n [/dummy]\n [/specials]\n [/attack]\n )}\n\n {DC_VARIATION elynia5 _\"Abomination\" \"units/faeries/elynia-injured.png\" (misc/blank-hex.png) (\n race=demon\n gender=female\n level=0\n image_icon=\"units/faeries/elynia-f.png\" # sidebar icon\n ellipse=none\n halo=\"halo/elynia-stationary-[1~6].png:150\"\n {DEFENSE_ANIM_RANGE \"units/faeries/elynia-injured.png\" \"units/faeries/elynia-injured.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries/elynia-injured.png\" \"units/faeries/elynia-injured.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack]\n name=1\n description= _ \"kill me\"\n icon=attacks/fist.png\n type=impact\n damage=1024\n number=1024\n range=melee\n [specials]\n [dummy]\n name= _ \"kill me\"\n [/dummy]\n [/specials]\n [/attack]\n )}\n\n#undef DC_VARIATION\n[/unit_type]\n#endif\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n[unit_type]\n id=Dwarvish Engineer\n name=\" \" # wmllint: ignore\n race=dwarf\n image=\"units/unknown-unit.png\"\n ellipse=none # wmllint: no ellipsecheck\n hitpoints=54\n movement_type=dwarvishfoot\n [resistance]\n blade=50\n pierce=50\n impact=50\n [/resistance]\n movement=4\n level=4\n alignment=neutral\n cost=80\n usage=fighter\n advances_to=null\n experience=200\n {AMLA_DEFAULT}\n hide_help=true\n description=\" \" # wmllint: ignore\n[/unit_type]\n#endif\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n[unit_type]\n id=Epilogue Cutscene Controller\n name=\" \" # wmllint: ignore\n race=invisible_dummy_race\n image_icon=\"misc/blank-hex.png\"\n hitpoints=1\n movement_type=woodlandfloat\n movement=0\n level=0\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=1\n usage=null\n undead_variation=null\n hide_help=true\n description=\"\" # wmllint: ignore\n\n#define ECC_VARIATION _VARIATION_ID _UNIT_TYPE_LABEL _BASEFRAME _WML\n [variation]\n variation_id={_VARIATION_ID}\n inherit=yes\n\n name={_UNIT_TYPE_LABEL}\n race=faerie\n image={_BASEFRAME}\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n\n {_WML}\n [/variation]\n#enddef\n\n #\n # Does not exist on Irdya.\n #\n {ECC_VARIATION domain_guard (_\"Domain Guard\") \"units/faeries/domain-guard.png\" (\n hitpoints=56\n level=2\n experience=100\n movement=5\n cost=37\n # No die_sound!\n {DEFENSE_ANIM_RANGE units/faeries/domain-guard.png units/faeries/domain-guard.png {SOUND_LIST:ELF_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE units/faeries/domain-guard.png units/faeries/domain-guard.png {SOUND_LIST:ELF_HIT} ranged }\n [resistance]\n blade=90\n impact=90\n [/resistance]\n )}\n\n #\n # Part of a generic Dark Faerie unit line.\n #\n {ECC_VARIATION eventide_dancer (_\"female^Eventide Dancer\") \"units/faeries/eventide-dancer.png\" (\n gender=female\n hitpoints=60\n level=3\n experience=150\n movement=6\n cost=78\n # No die_sound!\n {DEFENSE_ANIM_RANGE units/faeries/eventide-dancer.png units/faeries/eventide-dancer.png {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE units/faeries/eventide-dancer.png units/faeries/eventide-dancer.png {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [movement_costs]\n cave=1\n [/movement_costs]\n [defense]\n cave=50\n forest=40\n [/defense]\n [resistance]\n fire=110\n cold=80\n [/resistance]\n )}\n\n #\n # Part of a generic Water Faerie unit line.\n #\n {ECC_VARIATION naiad (_\"female^Naiad\") \"units/faeries/naiad.png\" (\n gender=female\n hitpoints=54\n level=3\n experience=150\n movement=6\n cost=68\n # No die_sound!\n {DEFENSE_ANIM_RANGE units/faeries/naiad.png units/faeries/naiad.png {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE units/faeries/naiad.png units/faeries/naiad.png {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [movement_costs]\n deep_water=1\n [/movement_costs]\n [defense]\n deep_water=50\n shallow_water=40\n reef=30\n swamp_water=40\n [/defense]\n [resistance]\n cold=80\n [/resistance]\n )}\n[/unit_type]\n\n#undef ECC_VARIATION\n\n#endif\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Fake Explosion\n name=\" \" # wmllint: ignore\n race=invisible_dummy_race\n image=\"misc/blank-hex.png\"\n ellipse=none # wmllint: no ellipsecheck\n hitpoints=0\n movement_type=fly\n movement=0\n experience=0\n level=1\n alignment=neutral\n advances_to=null\n cost=1\n usage=scout\n description=\"\"\n hide_help=true\n die_sound=explosion-big.ogg,explosion.ogg\n [death]\n start_time=0\n layer=99\n [frame]\n duration=75\n image=\"projectiles/fireball-impact-4.png\"\n [/frame]\n [frame]\n duration=75\n image=\"projectiles/fireball-impact-5.png\"\n [/frame]\n [frame]\n duration=75\n image=\"projectiles/fireball-impact-6.png\"\n [/frame]\n [frame]\n duration=75\n image=\"projectiles/fireball-impact-7.png\"\n [/frame]\n [frame]\n duration=75\n image=\"projectiles/fireball-impact-8.png\"\n [/frame]\n [frame]\n duration=75\n image=\"projectiles/fireball-impact-9.png\"\n [/frame]\n [frame]\n duration=75\n image=\"projectiles/fireball-impact-10.png\"\n [/frame]\n [frame]\n duration=75\n image=\"projectiles/fireball-impact-11.png\"\n [/frame]\n [frame]\n duration=75\n image=\"projectiles/fireball-impact-12.png\"\n [/frame]\n [frame]\n duration=75\n image=\"projectiles/fireball-impact-13.png\"\n [/frame]\n [frame]\n duration=75\n image=\"projectiles/fireball-impact-14.png\"\n [/frame]\n [frame]\n duration=75\n image=\"projectiles/fireball-impact-15.png\"\n [/frame]\n [frame]\n duration=75\n image=\"projectiles/fireball-impact-16.png\"\n [/frame]\n [frame]\n duration=1\n image=\"misc/blank-hex.png\"\n [/frame]\n [/death]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n[unit_type]\n id=Memory Controller\n name=\" \" # wmllint: ignore\n race=invisible_dummy_race\n image=\"misc/blank-hex.png\"\n ellipse=none # wmllint: no ellipsecheck\n hitpoints=1\n movement_type=none\n movement=0\n level=0\n alignment=neutral\n advances_to=null\n cost=1\n usage=null\n undead_variation=null\n hide_help=true\n description=\" \" # wmllint: ignore\n\n#define MC_VARIATION _VARIATION_ID _LEVEL _BASEFRAME _PROFILE\n [variation]\n variation_id={_VARIATION_ID}\n inherit=yes\n image={_BASEFRAME}+\"~GS()~O(0.6)\"\n profile={_PROFILE}+\"~GS()\"\n level={_LEVEL}\n\n [death]\n [frame]\n duration=120\n opacity=\"1.0~0.0\"\n image={_BASEFRAME}+\"~GS()~O(0.6)\"\n [/frame]\n [/death]\n [/variation]\n#enddef\n\n {MC_VARIATION argan 5\n (\"units/shaxthal/master-of-darkness.png\")\n (\"portraits/argan.png\")}\n\n {MC_VARIATION argan_unmasked 5\n (\"units/shaxthal/master-of-darkness+unmasked.png\")\n (\"portraits/argan+unmasked.png\")}\n\n {MC_VARIATION elyssa 3\n (\"units/shaxthal/warlord-elyssa.png\")\n (\"portraits/elyssa-unscarred.png\")}\n\n#undef MC_VARIATION\n[/unit_type]\n#endif\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Aragwaith Seer\n name= _ \"female^Seer\"\n race=aragwaith\n gender=female\n image=\"units/human-aragwaithi/seer.png\"\n hitpoints=44\n movement_type=aragwaithfoot\n movement=5\n experience=150\n level=3\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=70\n usage=healer\n [abilities]\n {ABILITY_CURES}\n [/abilities]\n description= _ \"Very few humans are born with a gift that allows them to see the world beyond time and space. These rare individuals are usually not skilled in combat, but their special ability makes them highly respected amongst other ranks of magi in civilized countries.\"\n {DEFENSE_ANIM \"units/human-aragwaithi/seer.png\" \"units/human-aragwaithi/seer.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n [attack]\n name=staff\n description={TSTR_ATTACK_NAME_STAFF}\n icon=attacks/staff-ruby.png\n type=impact\n range=melee\n damage=8\n number=2\n [/attack]\n [attack]\n name=fireball\n description={TSTR_ATTACK_NAME_FIREBALL}\n icon=attacks/fireball.png\n type=fire\n range=ranged\n damage=10\n number=3\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=staff\n [/filter_attack]\n\n start_time=-250\n [frame]\n image=\"units/human-aragwaithi/seer.png:50\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/seer-attack-[1~2].png:100\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/seer-ranged.png:75\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/seer.png:75\"\n [/frame]\n\n {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fireball\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY 0 0}\n start_time=-575\n [frame]\n duration=50\n image=\"units/human-aragwaithi/seer.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/seer-ranged.png\"\n sound=fire.wav\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/seer-ranged.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/human-aragwaithi/seer-ranged.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/human-aragwaithi/seer.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Chaos Gunner\n name= _ \"Chaos Gunner\"\n race=human\n image=\"units/human-chaos/gunner.png\"\n hitpoints=35\n movement_type=smallfoot\n movement=5\n experience=42\n level=1\n alignment=chaotic\n advances_to=Chaos Marksman\n cost=20\n usage=mixed fighter\n [defense]\n sand=60\n [/defense]\n description=\"\" # FIXME\n die_sound={SOUND_LIST:HUMAN_DIE}\n [attack]\n name=short sword\n description={TSTR_ATTACK_NAME_SHORT_SWORD}\n icon=attacks/sword-human-short.png\n type=blade\n range=melee\n damage=4\n number=3\n [/attack]\n [attack]\n name=gun\n description= _ \"gun\"\n icon=attacks/thunderstick.png\n type=pierce\n range=ranged\n damage=10\n number=2\n [/attack]\n\n {DEFENSE_ANIM_RANGE \"units/human-chaos/gunner.png\" \"units/human-chaos/gunner.png\" {SOUND_LIST:HUMAN_HIT} melee}\n {DEFENSE_ANIM_RANGE \"units/human-chaos/gunner.png\" \"units/human-chaos/gunner.png\" {SOUND_LIST:HUMAN_HIT} ranged}\n\n [attack_anim]\n [filter_attack]\n name=gun\n [/filter_attack]\n [if]\n {MISSILE_FRAME_MUZZLE_FLARE_HIT_DIAG_SOUTH 0 0}\n direction=se,sw\n hits=yes\n [frame]\n begin=-400\n end=0\n image=\"units/human-chaos/gunner.png\"\n sound=thunderstick.ogg\n [/frame]\n [/if]\n [else]\n {MISSILE_FRAME_MUZZLE_FLARE_MISS 0 0}\n direction=se,sw\n hits=no\n [frame]\n begin=-400\n end=0\n image=\"units/human-chaos/gunner.png\"\n sound=thunderstick-miss.ogg\n [/frame]\n [/else]\n [else]\n {MISSILE_FRAME_MUZZLE_FLARE_HIT_DIAG_NORTH 0 20}\n direction=ne,nw\n hits=yes\n [frame]\n begin=-400\n end=0\n image=\"units/human-chaos/gunner.png\"\n sound=thunderstick.ogg\n [/frame]\n [/else]\n [else]\n {MISSILE_FRAME_MUZZLE_FLARE_MISS 0 0}\n direction=ne,nw\n hits=no\n [frame]\n begin=-400\n end=0\n image=\"units/human-chaos/gunner.png\"\n sound=thunderstick-miss.ogg\n [/frame]\n [/else]\n [else]\n {MISSILE_FRAME_MUZZLE_FLARE_HIT_NORTH 0 20}\n direction=n\n hits=yes\n [frame]\n begin=-400\n end=0\n image=\"units/human-chaos/gunner.png\"\n sound=thunderstick.ogg\n [/frame]\n [/else]\n [else]\n {MISSILE_FRAME_MUZZLE_FLARE_MISS 0 0}\n direction=n\n hits=no\n [frame]\n begin=-400\n end=0\n image=\"units/human-chaos/gunner.png\"\n sound=thunderstick-miss.ogg\n [/frame]\n [/else]\n [else]\n {MISSILE_FRAME_MUZZLE_FLARE_HIT_SOUTH 0 0}\n direction=s\n hits=yes\n [frame]\n begin=-400\n end=0\n image=\"units/human-chaos/gunner.png\"\n sound=thunderstick.ogg\n [/frame]\n [/else]\n [else]\n {MISSILE_FRAME_MUZZLE_FLARE_MISS 0 0}\n direction=s\n hits=no\n [frame]\n begin=-400\n end=0\n image=\"units/human-chaos/gunner.png\"\n sound=thunderstick-miss.ogg\n [/frame]\n [/else]\n [frame]\n begin=0\n end=1\n image=\"units/human-chaos/gunner.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=short sword\n [/filter_attack]\n start_time=-275\n [frame]\n duration=50\n #image=\"units/human-chaos/gunner-melee-defend-1.png\"\n image=\"units/human-chaos/gunner.png\"\n [/frame]\n [frame]\n duration=100\n #image=\"units/human-chaos/gunner-melee-attack-1.png\"\n image=\"units/human-chaos/gunner.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n #image=\"units/human-chaos/gunner-melee-attack-2.png\"\n image=\"units/human-chaos/gunner.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n #image=\"units/human-chaos/gunner-melee-attack-2.png\"\n image=\"units/human-chaos/gunner.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n #image=\"units/human-chaos/gunner-melee-attack-3.png\"\n image=\"units/human-chaos/gunner.png\"\n [/frame]\n [frame]\n duration=100\n #image=\"units/human-chaos/gunner-melee-attack-4.png\"\n image=\"units/human-chaos/gunner.png\"\n [/frame]\n [frame]\n duration=50\n #image=\"units/human-chaos/gunner-melee-defend-1.png\"\n image=\"units/human-chaos/gunner.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Chaos Marksman\n name= _ \"Chaos Marksman\"\n race=human\n image=\"units/human-chaos/marksman.png\"\n hitpoints=53\n movement_type=smallfoot\n movement=5\n experience=73\n level=2\n alignment=chaotic\n advances_to=Chaos Sharpshooter\n cost=30\n usage=mixed fighter\n [defense]\n sand=60\n [/defense]\n description=\"\" # FIXME\n die_sound={SOUND_LIST:HUMAN_DIE}\n [attack]\n name=sword\n description={TSTR_ATTACK_NAME_SWORD}\n icon=attacks/sword-human.png\n type=blade\n range=melee\n damage=7\n number=3\n [/attack]\n [attack]\n name=gun\n description= _ \"gun\"\n icon=attacks/thunderstick.png\n type=pierce\n range=ranged\n damage=15\n number=2\n [/attack]\n\n {DEFENSE_ANIM_RANGE \"units/human-chaos/marksman.png\" \"units/human-chaos/marksman.png\" {SOUND_LIST:HUMAN_HIT} melee}\n {DEFENSE_ANIM_RANGE \"units/human-chaos/marksman.png\" \"units/human-chaos/marksman.png\" {SOUND_LIST:HUMAN_HIT} ranged}\n\n [attack_anim]\n [filter_attack]\n name=gun\n [/filter_attack]\n [if]\n {MISSILE_FRAME_MUZZLE_FLARE_HIT_DIAG_SOUTH 0 0}\n direction=se,sw\n hits=yes\n [frame]\n begin=-400\n end=0\n image=\"units/human-chaos/marksman.png\"\n sound=thunderstick.ogg\n [/frame]\n [/if]\n [else]\n {MISSILE_FRAME_MUZZLE_FLARE_MISS 0 0}\n direction=se,sw\n hits=no\n [frame]\n begin=-400\n end=0\n image=\"units/human-chaos/marksman.png\"\n sound=thunderstick-miss.ogg\n [/frame]\n [/else]\n [else]\n {MISSILE_FRAME_MUZZLE_FLARE_HIT_DIAG_NORTH 0 20}\n direction=ne,nw\n hits=yes\n [frame]\n begin=-400\n end=0\n image=\"units/human-chaos/marksman.png\"\n sound=thunderstick.ogg\n [/frame]\n [/else]\n [else]\n {MISSILE_FRAME_MUZZLE_FLARE_MISS 0 0}\n direction=ne,nw\n hits=no\n [frame]\n begin=-400\n end=0\n image=\"units/human-chaos/marksman.png\"\n sound=thunderstick-miss.ogg\n [/frame]\n [/else]\n [else]\n {MISSILE_FRAME_MUZZLE_FLARE_HIT_NORTH 0 20}\n direction=n\n hits=yes\n [frame]\n begin=-400\n end=0\n image=\"units/human-chaos/marksman.png\"\n sound=thunderstick.ogg\n [/frame]\n [/else]\n [else]\n {MISSILE_FRAME_MUZZLE_FLARE_MISS 0 0}\n direction=n\n hits=no\n [frame]\n begin=-400\n end=0\n image=\"units/human-chaos/marksman.png\"\n sound=thunderstick-miss.ogg\n [/frame]\n [/else]\n [else]\n {MISSILE_FRAME_MUZZLE_FLARE_HIT_SOUTH 0 0}\n direction=s\n hits=yes\n [frame]\n begin=-400\n end=0\n image=\"units/human-chaos/marksman.png\"\n sound=thunderstick.ogg\n [/frame]\n [/else]\n [else]\n {MISSILE_FRAME_MUZZLE_FLARE_MISS 0 0}\n direction=s\n hits=no\n [frame]\n begin=-400\n end=0\n image=\"units/human-chaos/marksman.png\"\n sound=thunderstick-miss.ogg\n [/frame]\n [/else]\n [frame]\n begin=0\n end=1\n image=\"units/human-chaos/marksman.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n start_time=-275\n [frame]\n duration=50\n #image=\"units/human-chaos/gunner-melee-defend-1.png\"\n image=\"units/human-chaos/marksman.png\"\n [/frame]\n [frame]\n duration=100\n #image=\"units/human-chaos/gunner-melee-attack-1.png\"\n image=\"units/human-chaos/marksman.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n #image=\"units/human-chaos/gunner-melee-attack-2.png\"\n image=\"units/human-chaos/marksman.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n #image=\"units/human-chaos/gunner-melee-attack-2.png\"\n image=\"units/human-chaos/marksman.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n #image=\"units/human-chaos/gunner-melee-attack-3.png\"\n image=\"units/human-chaos/marksman.png\"\n [/frame]\n [frame]\n duration=100\n #image=\"units/human-chaos/gunner-melee-attack-4.png\"\n image=\"units/human-chaos/marksman.png\"\n [/frame]\n [frame]\n duration=50\n #image=\"units/human-chaos/gunner-melee-defend-1.png\"\n image=\"units/human-chaos/marksman.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Chaos Sharpshooter\n name= _ \"Chaos Sharpshooter\"\n race=human\n image=\"units/human-chaos/sharpshooter.png\"\n hitpoints=69\n movement_type=smallfoot\n movement=5\n experience=150\n level=3\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=43\n usage=mixed fighter\n [defense]\n sand=60\n [/defense]\n description=\"\" # wmllint: ignore\n die_sound={SOUND_LIST:HUMAN_DIE}\n [attack]\n name=sword\n description={TSTR_ATTACK_NAME_SWORD}\n icon=attacks/sword-human.png\n type=blade\n range=melee\n damage=10\n number=3\n [/attack]\n [attack]\n name=gun\n description= _ \"gun\"\n icon=attacks/thunderstick.png\n type=pierce\n range=ranged\n damage=25\n number=2\n [specials]\n {WEAPON_SPECIAL_MARKSMAN}\n [/specials]\n [/attack]\n\n {DEFENSE_ANIM_RANGE \"units/human-chaos/sharpshooter.png\" \"units/human-chaos/sharpshooter.png\" {SOUND_LIST:HUMAN_HIT} melee}\n {DEFENSE_ANIM_RANGE \"units/human-chaos/sharpshooter.png\" \"units/human-chaos/sharpshooter.png\" {SOUND_LIST:HUMAN_HIT} ranged}\n\n [attack_anim]\n [filter_attack]\n name=gun\n [/filter_attack]\n [if]\n {MISSILE_FRAME_MUZZLE_FLARE_HIT_DIAG_SOUTH 0 0}\n direction=se,sw\n hits=yes\n [frame]\n begin=-400\n end=0\n image=\"units/human-chaos/sharpshooter.png\"\n sound=dragonstick.ogg\n [/frame]\n [/if]\n [else]\n {MISSILE_FRAME_MUZZLE_FLARE_MISS 0 0}\n direction=se,sw\n hits=no\n [frame]\n begin=-400\n end=0\n image=\"units/human-chaos/sharpshooter.png\"\n sound=thunderstick-miss.ogg\n [/frame]\n [/else]\n [else]\n {MISSILE_FRAME_MUZZLE_FLARE_HIT_DIAG_NORTH 0 20}\n direction=ne,nw\n hits=yes\n [frame]\n begin=-400\n end=0\n image=\"units/human-chaos/sharpshooter.png\"\n sound=dragonstick.ogg\n [/frame]\n [/else]\n [else]\n {MISSILE_FRAME_MUZZLE_FLARE_MISS 0 0}\n direction=ne,nw\n hits=no\n [frame]\n begin=-400\n end=0\n image=\"units/human-chaos/sharpshooter.png\"\n sound=thunderstick-miss.ogg\n [/frame]\n [/else]\n [else]\n {MISSILE_FRAME_MUZZLE_FLARE_HIT_NORTH 0 20}\n direction=n\n hits=yes\n [frame]\n begin=-400\n end=0\n image=\"units/human-chaos/sharpshooter.png\"\n sound=dragonstick.ogg\n [/frame]\n [/else]\n [else]\n {MISSILE_FRAME_MUZZLE_FLARE_MISS 0 0}\n direction=n\n hits=no\n [frame]\n begin=-400\n end=0\n image=\"units/human-chaos/sharpshooter.png\"\n sound=thunderstick-miss.ogg\n [/frame]\n [/else]\n [else]\n {MISSILE_FRAME_MUZZLE_FLARE_HIT_SOUTH 0 0}\n direction=s\n hits=yes\n [frame]\n begin=-400\n end=0\n image=\"units/human-chaos/sharpshooter.png\"\n sound=dragonstick.ogg\n [/frame]\n [/else]\n [else]\n {MISSILE_FRAME_MUZZLE_FLARE_MISS 0 0}\n direction=s\n hits=no\n [frame]\n begin=-400\n end=0\n image=\"units/human-chaos/sharpshooter.png\"\n sound=thunderstick-miss.ogg\n [/frame]\n [/else]\n [frame]\n begin=0\n end=1\n image=\"units/human-chaos/sharpshooter.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n start_time=-275\n [frame]\n duration=50\n #image=\"units/human-chaos/marksman-melee-defend-1.png\"\n image=\"units/human-chaos/sharpshooter.png\"\n [/frame]\n [frame]\n duration=100\n #image=\"units/human-chaos/marksman-melee-attack-1.png\"\n image=\"units/human-chaos/sharpshooter.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n #image=\"units/human-chaos/marksman-melee-attack-2.png\"\n image=\"units/human-chaos/sharpshooter.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n #image=\"units/human-chaos/marksman-melee-attack-2.png\"\n image=\"units/human-chaos/sharpshooter.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n #image=\"units/human-chaos/marksman-melee-attack-3.png\"\n image=\"units/human-chaos/sharpshooter.png\"\n [/frame]\n [frame]\n duration=100\n #image=\"units/human-chaos/marksman-melee-attack-4.png\"\n image=\"units/human-chaos/sharpshooter.png\"\n [/frame]\n [frame]\n duration=50\n #image=\"units/human-chaos/marksman-melee-defend-1.png\"\n image=\"units/human-chaos/sharpshooter.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Chaos Dreadcrafter\n name= _ \"Chaos Dreadcrafter\"\n race=human\n image=\"units/human-chaos/dreadcrafter.png\"\n hitpoints=56\n movement_type=smallfoot\n [resistance]\n fire=80\n cold=80\n arcane=120\n [/resistance]\n movement=4\n experience=200\n level=4\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=130\n [abilities]\n {ABILITY_CURES}\n [/abilities]\n usage=healer\n hide_help=yes\n description= _ \"The processes involved in the creation of new biomechanical weaponry, and similar hybrid lifeforms\u2014now at the helm of the very Empire\u2014remain a mystery for outsiders. It is said that a barely known order of Lorekeepers was formed under Mal Zagarn\u2019s supervision to gather the resources and knowledge required to perform this duty.\"\n die_sound={SOUND_LIST:HUMAN_OLD_DIE}\n {DEFENSE_ANIM \"units/human-chaos/dreadcrafter.png\" \"units/human-chaos/dreadcrafter.png\" {SOUND_LIST:HUMAN_OLD_HIT} }\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Civilian\n name= _ \"female^Civilian\"\n race=human\n gender=female\n image=\"units/human-peasants/civilian+female.png\"\n hitpoints=25\n movement_type=smallfoot\n movement=5\n experience=24\n level=0\n alignment=chaotic\n advances_to=Messenger\n cost=8\n usage=fighter\n description= _ \"Commoners without any kind of combat training, magic abilities or medical expertise are strikingly useless on the battlefield. It would take a great deal of incompetence to send one such person across the marchlands and wild forests of the Far North without an adequately armed escort.\"\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n [attack]\n name=club\n description={TSTR_ATTACK_NAME_CLUB}\n icon=attacks/club-small.png\n type=impact\n range=melee\n damage=3\n number=2\n [/attack]\n\n {DEFENSE_ANIM \"units/human-peasants/civilian+female.png\" \"units/human-peasants/civilian+female.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n\n [attack_anim]\n [filter_attack]\n name=club\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=0\n image=\"units/human-peasants/civilian+female.png\"\n sound=club.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=0\n image=\"units/human-peasants/civilian+female.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=0\n end=200\n image=\"units/human-peasants/civilian+female.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Master of Darkness\n name= _ \"Master of Darkness\"\n race=human\n image=\"units/human-norsulans/master-of-darkness.png\"\n # FIXME: no halo for now, makes Elynia look weird during\n # a cutscene.\n #halo=\"halo/darkens-aura.png\"\n #profile=\"portraits/argan-human.png\" FIXME\n hitpoints=91\n movement_type=elusivefoot\n movement=6\n experience=200\n level=4\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=310\n usage=mixed fighter\n hide_help=yes\n # wmllint: notecheck off\n description=\"\" # wmllint: ignore\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/human-norsulans/master-of-darkness.png\" \"units/human-norsulans/master-of-darkness.png\" {SOUND_LIST:HUMAN_OLD_HIT} }\n [abilities]\n {ABILITY_OBSCURE}\n {ABILITY_SKIRMISHER}\n [/abilities]\n [attack]\n name=sword\n description={TSTR_ATTACK_NAME_SWORD}\n type=blade\n range=melee\n damage=11\n number=4\n icon=attacks/scimitar.png\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n [/attack]\n [attack]\n name=infernal chill\n description= _ \"infernal chill\"\n type=cold\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=13\n number=3\n icon=attacks/iceball.png\n [/attack]\n [attack]\n name=noctum\n description= _ \"noctum\"\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=13\n number=5\n [/attack]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n [frame]\n begin=-225\n end=-175\n image=\"units/human-norsulans/master-of-darkness.png\"\n [/frame]\n [frame]\n begin=-175\n end=-100\n image=\"units/human-norsulans/master-of-darkness.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n image=\"units/human-norsulans/master-of-darkness.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/human-norsulans/master-of-darkness.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=175\n image=\"units/human-norsulans/master-of-darkness.png\"\n [/frame]\n [frame]\n begin=175\n end=200\n image=\"units/human-norsulans/master-of-darkness.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=noctum\n [/filter_attack]\n start_time=-400\n {NOCTUM_BEAM_ANIMATION}\n [frame]\n duration=180\n image=\"units/human-norsulans/master-of-darkness.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=180\n image=\"units/human-norsulans/master-of-darkness.png\"\n sound=magic-dark-big.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=180\n image=\"units/human-norsulans/master-of-darkness.png\"\n sound=magic-dark-big-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=140\n image=\"units/human-norsulans/master-of-darkness.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=infernal chill\n [/filter_attack]\n start_time=-300\n {MISSILE_FRAME_INFERNAL_CHILL}\n [frame]\n duration=50\n image=\"units/human-norsulans/master-of-darkness.png\"\n halo=halo/saurian-magic-halo-1.png\n [/frame]\n [frame]\n duration=60\n image=\"units/human-norsulans/master-of-darkness.png\"\n halo=halo/saurian-magic-halo-2.png\n sound=magicmissile.wav\n [/frame]\n [frame]\n duration=70\n image=\"units/human-norsulans/master-of-darkness.png\"\n halo=halo/saurian-magic-halo-3.png\n [/frame]\n [frame]\n duration=80\n image=\"units/human-norsulans/master-of-darkness.png\"\n halo=halo/saurian-magic-halo-4.png\n [/frame]\n [frame]\n duration=90\n image=\"units/human-norsulans/master-of-darkness.png\"\n halo=halo/saurian-magic-halo-5.png\n [/frame]\n [frame]\n duration=100\n image=\"units/human-norsulans/master-of-darkness.png\"\n halo=halo/saurian-magic-halo-6.png\n [/frame]\n [frame]\n duration=100\n image=\"units/human-norsulans/master-of-darkness.png\"\n halo=halo/saurian-magic-halo-7.png\n [/frame]\n [/attack_anim]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Messenger\n name= _ \"female^Messenger\"\n race=human\n gender=female\n image=\"units/human-peasants/civilian+female.png\"\n hitpoints=30\n movement_type=smallfoot\n movement=5\n experience=50\n {AMLA_DEFAULT}\n level=1\n alignment=chaotic\n advances_to=null\n cost=14\n usage=fighter\n description= _ \"Commoners without any kind of combat training, magic abilities or medical expertise are strikingly useless on the battlefield. It would take a great deal of incompetence to send one such person across the marchlands and wild forests of the Far North without an adequately armed escort.\"\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n [attack]\n name=club\n description={TSTR_ATTACK_NAME_CLUB}\n icon=attacks/club-small.png\n type=impact\n range=melee\n damage=4\n number=2\n [/attack]\n\n {DEFENSE_ANIM \"units/human-peasants/civilian+female.png\" \"units/human-peasants/civilian+female.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n\n [attack_anim]\n [filter_attack]\n name=club\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=0\n image=\"units/human-peasants/civilian+female.png\"\n sound=club.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=0\n image=\"units/human-peasants/civilian+female.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=0\n end=200\n image=\"units/human-peasants/civilian+female.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Ixthala Fire Dancer\n name= _ \"Ixthala Fire Dancer\"\n race=imps\n image=\"units/imps/ixthala-fire-dancer.png\"\n hitpoints=60\n movement_type=lizard\n [resistance]\n fire=70\n [/resistance]\n movement=6\n experience=150\n {AMLA_DEFAULT}\n level=3\n alignment=chaotic\n advances_to=null\n cost=50\n usage=fighter\n description= _ \"Coming from the blazing lands of fire and brimstone in Inferno to aid in the invasion of Irdya, these dangerous fire demons are now said to serve one of Uria\u2019s most ruthless commanders. With their flaming swords they are intent on spreading death and destruction throughout the land.\"\n die_sound=drake-die.ogg\n {DEFENSE_ANIM \"units/imps/ixthala-fire-dancer-defend2.png\" \"units/imps/ixthala-fire-dancer-defend.png\" {SOUND_LIST:DRAKE_HIT} }\n [attack]\n name=flaming sword\n description= _\"flaming sword\"\n icon=attacks/sword-flaming.png\n type=fire\n range=melee\n damage=12\n number=4\n [/attack]\n [attack_anim]\n [filter_attack]\n name=flaming sword\n [/filter_attack]\n start_time=-250\n offset=0:100,0~0.5:100,0.5~0.7:100,0.7~0:100,0.\n [frame]\n image=\"units/imps/ixthala-fire-dancer-attack-[1~3,1].png:[100,100,100,100]\"\n [/frame]\n flame_start_time=0\n [if]\n hits=yes\n [frame]\n image=\"units/imps/ixthala-fire-dancer.png:350\"\n [/frame]\n [flame_frame]\n image=\"projectiles/fire-burst-small-[1~8].png~SCALE(80,80):[50*8]\"\n offset=1.0\n auto_vflip=no\n layer=10\n [/flame_frame]\n [/if]\n {SOUND:HIT_AND_MISS torch.ogg torch-miss.ogg 75}\n [/attack_anim]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Serpent Messenger\n name= _ \"Serpent Messenger\"\n race=imps\n image=\"units/imps/serpent-messenger.png\"\n image_icon=\"units/imps/serpent-messenger.png~SCALE(72,72)\"\n hitpoints=66\n movement_type=demonfly\n movement=6\n experience=150\n {AMLA_DEFAULT}\n level=3\n alignment=chaotic\n advances_to=null\n cost=56\n usage=scout\n [abilities]\n {ABILITY_TERROR}\n [/abilities]\n description= _ \"Legend tells of the mighty serpent god who defied Uria and was shortly defeated by her. In order to set an example for other demon lords who could consider defying or betraying her, his soul was sealed into stone. His followers\u2014once worshipers of the power of light\u2014were turned to the darkness and changed into wretched creatures charged with the mission of spreading fear and panic to dishearten her victims.\n\nRegardless of the veracity of their origins, they can be quite effective against lesser creatures and the weak-willed, whereas brave and experienced warriors find them to be little more than a nuisance on the battlefield.\"\n die_sound=drake-die.ogg\n {DEFENSE_ANIM \"units/imps/serpent-messenger.png\" \"units/imps/serpent-messenger.png\" {SOUND_LIST:DRAKE_HIT} }\n [attack]\n name=fangs\n description={TSTR_ATTACK_NAME_FANGS}\n icon=attacks/fangs-animal.png\n type=blade\n range=melee\n damage=10\n number=3\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=fangs\n [/filter_attack]\n [frame]\n begin=-350\n end=-250\n image=\"units/imps/serpent-messenger.png\"\n [/frame]\n [frame]\n begin=-250\n end=-100\n image=\"units/imps/serpent-messenger.png\"\n [/frame]\n [if]\n hits=no\n [frame]\n begin=-100\n end=-50\n image=\"units/imps/serpent-messenger.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n begin=-100\n end=-50\n image=\"units/imps/serpent-messenger.png\"\n sound=bite.ogg\n [/frame]\n [/else]\n [frame]\n begin=-50\n end=200\n image=\"units/imps/serpent-messenger.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Valdemon Basher\n name= _ \"Valdemon Basher\"\n race=imps\n image=\"units/imps/valdemon-basher.png\"\n hitpoints=57\n movement_type=valdemonfoot\n movement=5\n experience=100\n {AMLA_DEFAULT}\n level=2\n alignment=chaotic\n advances_to=null\n cost=34\n usage=fighter\n [abilities]\n {ABILITY_STEADFAST}\n [/abilities]\n description= _ \"While these behemoths\u2014native to the shores of Inferno\u2014are remarkably dumb, they are quite skilled at using their heads\u2014literally\u2014to knock their opponents out of the way, allowing their smarter allies to trespass their defenses.\"\n die_sound=yeti-die.ogg\n {DEFENSE_ANIM \"units/imps/valdemon-basher.png\" \"units/imps/valdemon-basher.png\" yeti-hit.ogg }\n [attack]\n name=ram\n description={TSTR_ATTACK_NAME_RAM}\n icon=attacks/ram.png\n type=impact\n range=melee\n damage=11\n number=2\n [specials]\n {WEAPON_SPECIAL_STUN}\n [/specials]\n [/attack]\n [attack]\n name=claws\n description={TSTR_ATTACK_NAME_CLAWS}\n icon=attacks/claws-animal.png\n type=blade\n range=melee\n damage=8\n number=3\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=ram\n [/filter_attack]\n start_time=-300\n [frame]\n duration=225\n image=\"units/imps/valdemon-basher.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/imps/valdemon-basher.png\"\n sound=mace.wav\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/imps/valdemon-basher.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=300\n image=\"units/imps/valdemon-basher.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n start_time=-250\n [frame]\n duration=125\n image=\"units/imps/valdemon-basher.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=75\n image=\"units/imps/valdemon-basher.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=75\n image=\"units/imps/valdemon-basher.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=250\n image=\"units/imps/valdemon-basher.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Magnum Suit\n name= _ \"Magnum Suit\"\n race=mechanical\n image=\"units/mechanical/magnum-suit.png\"\n halo=\"halo/heart-aura.png~O(0.94):150,halo/heart-aura.png~O(0.92):150,halo/heart-aura.png~O(0.90):150,halo/heart-aura.png~O(0.88):150,halo/heart-aura.png~O(0.90):150,halo/heart-aura.png~O(0.92):150\"\n hitpoints=190\n # armoredfoot resistances...\n movement_type=armoredfoot\n movement=8\n {NO_EXPERIENCE_UNIT}\n level=5\n alignment=neutral\n cost=67\n usage=fighter\n [resistance]\n arcane=50\n cold=60\n fire=60\n [/resistance]\n # fly+mountainfoot movement costs and defense.\n [movement_costs]\n {FLY_MOVE}\n cave=1\n fungus=1\n [/movement_costs]\n [defense]\n {FLY_DEFENSE 50}\n cave=50\n fungus=50\n [/defense]\n hide_help=true\n description= _ \"The many parallels existing between dwarvish and Chaos technology have remained a troubling mystery for centuries. Although claims of lost prototypes and espionage have served well enough to satisfy the most inquisitive minds so far, many still suspected that some other force had to exist behind all that technological advancement.\"\n die_sound=bot-huge-explosion.ogg\n {DEFENSE_ANIM \"units/mechanical/magnum-suit.png\" \"units/mechanical/magnum-suit.png\" {SOUND_LIST:DWARF_HIT} }\n [abilities]\n {ABILITY_SKIRMISHER}\n {ABILITY_ABSORB_DAMAGE}\n {ABILITY_ASPECT_DESTROYER}\n {ABILITY_LEADERSHIP}\n [/abilities]\n [attack]\n name=soul hammer\n description= _ \"soul hammer\"\n icon=attacks/hammer-troll.png\n type=impact\n range=melee\n damage=20\n number=2\n attack_weight=3.0\n [specials]\n {WEAPON_SPECIAL_SEISMIC}\n [/specials]\n [/attack]\n [attack]\n name=flamethrower\n description= _ \"flamethrower\"\n type=fire\n range=ranged\n damage=10\n number=10\n icon=attacks/fire-blast.png\n [specials]\n {WEAPON_SPECIAL_SWARM}\n {WEAPON_SPECIAL_MARKSMAN}\n [/specials]\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=soul hammer\n [/filter_attack]\n start_time=-400\n offset=\"0.0~-0.25:200,-0.25~1.0:200,1.0~0.0\"\n [frame]\n duration=300\n image=\"units/mechanical/magnum-suit.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=250\n image=\"units/mechanical/magnum-suit.png\"\n sound=hammer-heavy.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=250\n image=\"units/mechanical/magnum-suit.png\"\n sound=hammer-heavy-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/mechanical/magnum-suit.png\"\n [/frame]\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=flamethrower\n [/filter_attack]\n\n {MISSILE_FRAME_FIRE_BREATH 9,-34 9,15 22,-22 24,10}\n\n [if]\n hits=no\n [frame]\n begin=-400\n end=-350\n image=\"units/mechanical/magnum-suit.png\"\n sound=flame-big-miss.ogg\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n begin=-400\n end=-350\n image=\"units/mechanical/magnum-suit.png\"\n sound=flame-big.ogg\n [/frame]\n [/else]\n [frame]\n begin=-350\n end=-150\n image=\"units/mechanical/magnum-suit.png\"\n [/frame]\n [frame]\n begin=-150\n end=0\n image=\"units/mechanical/magnum-suit.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Giant Mushroom\n name= _ \"Giant Mushroom\"\n race=monster\n image=\"units/monsters/giant-mushroom.png\"\n hitpoints=63\n movement_type=treefolk\n movement=1\n [movement_costs]\n deep_water={UNREACHABLE}\n shallow_water={UNREACHABLE}\n reef={UNREACHABLE}\n swamp_water={UNREACHABLE}\n flat={UNREACHABLE}\n sand={UNREACHABLE}\n forest={UNREACHABLE}\n hills={UNREACHABLE}\n mountains={UNREACHABLE}\n village={UNREACHABLE}\n castle={UNREACHABLE}\n cave={UNREACHABLE}\n frozen={UNREACHABLE}\n unwalkable={UNREACHABLE}\n impassable={UNREACHABLE}\n fungus={UNREACHABLE}\n [/movement_costs]\n [defense]\n fungus=60\n cave=60\n [/defense]\n experience=100\n {AMLA_DEFAULT}\n level=2\n alignment=chaotic\n advances_to=null\n cost=90\n usage=fighter\n undead_variation=null\n description=\"FIXME\" # wmllint: ignore no spellcheck\n die_sound=wose-hit.ogg\n {DEFENSE_ANIM \"units/monsters/giant-mushroom.png\" \"units/monsters/giant-mushroom.png\" \"wose-hit.ogg\" }\n [attack]\n name=crush\n description={TSTR_ATTACK_NAME_CRUSH}\n icon=attacks/crush-wose.png\n type=impact\n range=melee\n damage=10\n number=2\n [/attack]\n [attack]\n name=tentacle\n description={TSTR_ATTACK_NAME_TENTACLE}\n type=pierce\n range=melee\n damage=11\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=crush\n [/filter_attack]\n start_time=-500\n [if]\n hits=yes\n [frame]\n duration=400\n image=\"units/monsters/giant-mushroom.png\"\n sound=wose-attack.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=400\n image=\"units/monsters/giant-mushroom.png\"\n sound=wose-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=150\n image=\"units/monsters/giant-mushroom.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/monsters/giant-mushroom.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=tentacle\n [/filter_attack]\n start_time=-225\n [frame]\n duration=75\n image=\"units/monsters/giant-mushroom.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/monsters/giant-mushroom.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/monsters/giant-mushroom.png\"\n sound=tail.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/monsters/giant-mushroom.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=75\n image=\"units/monsters/giant-mushroom.png\"\n [/frame]\n [frame]\n duration=50\n image=\"units/monsters/giant-mushroom.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n[unit_type]\n id=Lumeril Glyph\n name= _ \"Lumeril Glyph\"\n race=monster\n {TRAIT_ELEMENTAL}\n image=\"units/monsters/lumeril-glyph.png\"\n halo=\"halo/illuminates-aura.png~O(0.4)\"\n hitpoints=99\n movement_type=none\n [resistance]\n blade=0\n pierce=0\n impact=0\n fire=0\n cold=0\n # Unusually low resistance to arcane damage.\n arcane=130\n [/resistance]\n movement=0\n {NO_EXPERIENCE_UNIT}\n # This unit is only level zero so units don't gain any\n # experience from surviving an attack.\n level=0\n zoc=yes\n alignment=neutral\n cost=660\n usage=archer\n hide_help=true\n [abilities]\n {ABILITY_ILLUMINATES}\n {ABILITY_REGENERATES}\n [/abilities]\n description= _ \"This ethereal projection was created by a powerful demoness, follower of the path of Light. As such, it is invulnerable to physical attacks.\"\n\n [defend]\n start_time=-125\n sound_start_time=-26\n auto_hflip=no\n\n [frame]\n duration=250\n image=\"units/monsters/lumeril-glyph.png\"\n [/frame]\n\n [sound_frame]\n duration=1\n [/sound_frame]\n\n [if]\n hits=hit\n [sound_frame]\n duration=150\n sound=gate.ogg\n [/sound_frame]\n [/if]\n [else]\n hits=miss,kill\n [sound_frame]\n duration=150\n [/sound_frame]\n [/else]\n [/defend]\n\n [attack]\n name=lightbeam\n description=_\"lightbeam\" # wmllint: no spellcheck\n type=arcane\n range=melee\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=14\n number=1\n [/attack]\n [attack]\n name=lightbeam\n description=_\"lightbeam\" # wmllint: no spellcheck\n type=arcane\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=14\n number=1\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=lightbeam\n [/filter_attack]\n\n offset=0.0\n auto_hflip=no\n\n {MISSILE_FRAME_LIGHT_BEAM}\n\n [frame]\n begin=-76\n end=-75\n [/frame]\n\n [if]\n hits=yes\n [frame]\n begin=-75\n end=0\n sound={SOUND_LIST:HOLY}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-75\n end=0\n sound={SOUND_LIST:HOLY_MISS}\n [/frame]\n [/else]\n [/attack_anim]\n\n [death]\n start_time=0\n auto_hflip=no\n [frame]\n duration=200\n image=\"units/monsters/lumeril-glyph-break-1.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/monsters/lumeril-glyph-break-2.png\"\n [/frame]\n [frame]\n duration=275\n image=\"units/monsters/lumeril-glyph-break-3.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/monsters/lumeril-glyph-break-4.png\"\n sound=break.ogg\n [/frame]\n [frame]\n duration=250\n image=\"units/monsters/lumeril-glyph-break-5.png\"\n [/frame]\n [/death]\n\n [standing_anim]\n start_time=0\n [frame]\n image=\"misc/blank-hex.png:4000\"\n [/frame]\n [glyph_frame]\n auto_hflip=no\n auto_vflip=no\n image=\"units/monsters/lumeril-glyph.png:4000\"\n y=\"0~4:1000,4~7:1000,7~4:1000,4~0:1000\"\n [/glyph_frame]\n [/standing_anim]\n\n [variation]\n variation_id=anim1\n inherit=yes\n # Deliberately left empty\n [/variation]\n\n [variation]\n variation_id=anim2\n inherit=yes\n [standing_anim]\n [glyph_frame]\n y=\"4~7:1000,7~4:1000,4~0:1000,0~4:1000\"\n [/glyph_frame]\n [/standing_anim]\n [/variation]\n\n [variation]\n variation_id=anim3\n inherit=yes\n [standing_anim]\n [glyph_frame]\n y=\"7~4:1000,4~0:1000,0~4:1000,4~7:1000\"\n [/glyph_frame]\n [/standing_anim]\n [/variation]\n\n [variation]\n variation_id=anim4\n inherit=yes\n [standing_anim]\n [glyph_frame]\n y=\"4~0:1000,0~4:1000,4~7:1000,7~4:1000\"\n [/glyph_frame]\n [/standing_anim]\n [/variation]\n[/unit_type]\n#endif\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n[unit_type]\n id=Shaxthal Custodian Drone\n name= _ \"Custodian Drone\"\n race=shaxthal\n image=\"units/shaxthal/drone-custodian.png\"\n image_icon=\"units/shaxthal/drone-custodian.png~SCALE(72,72)\"\n hitpoints=88\n movement_type=biomechanical_drone\n movement=8\n experience=200\n level=4\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=81\n usage=mixed fighter\n # Weaker than their cousins to most physical damage types\n [resistance]\n blade=70\n impact=90\n cold=70\n fire=90\n [/resistance]\n description= _ \"This massive airborne Shaxthal creature was created with the purpose of protecting key locations with its powerful raining fire attack. Combining the strengths of the more generic drones, a formidable foe like this is best approached with extreme caution.\"\n die_sound={SOUND_LIST:BIOMECHANICAL_DIE}\n {DEFENSE_ANIM \"units/shaxthal/drone-custodian.png\" \"units/shaxthal/drone-custodian.png\" {SOUND_LIST:BIOMECHANICAL_HIT} }\n [abilities]\n {ABILITY_SUBMERGE}\n [/abilities]\n [attack]\n name=battle claws\n description={TSTR_ATTACK_NAME_BATTLE_CLAWS}\n icon=\"attacks/claws-drake.png\"\n type=blade\n range=melee\n damage=11\n number=3\n [/attack]\n [attack]\n name=energy shock\n description= _ \"energy shock\"\n icon=attacks/energy-shock.png\n type=impact\n range=ranged\n damage=13\n number=4\n [/attack]\n [attack]\n name=firefly rain\n description= _ \"firefly rain\"\n icon=attacks/firefly-rain.png\n type=fire\n range=ranged\n damage=7\n number=14\n [specials]\n {WEAPON_SPECIAL_SWARM}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=battle claws\n [/filter_attack]\n offset=0.0~-0.75:225,-0.75~1.0:175,1.0~0.0:100\n [frame]\n begin=-400\n end=-150\n image=\"units/shaxthal/drone-custodian.png\"\n [/frame]\n [if]\n hits=no\n [frame]\n begin=-150\n end=-50\n image=\"units/shaxthal/drone-custodian.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n begin=-150\n end=-50\n image=\"units/shaxthal/drone-custodian.png\"\n sound=claws.ogg\n [/frame]\n [/else]\n [frame]\n begin=-50\n end=100\n image=\"units/shaxthal/drone-custodian.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=energy shock\n [/filter_attack]\n {MISSILE_FRAME_ENERGY_SHOCK}\n [frame]\n begin=-300\n end=-200\n image=\"units/shaxthal/drone-custodian.png\"\n sound=shaxthal-energy-prelude.ogg\n [/frame]\n [frame]\n begin=-200\n end=100\n image=\"units/shaxthal/drone-custodian.png\"\n sound=shaxthal-energy-fire.ogg\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=firefly rain\n [/filter_attack]\n start_time=-400\n offset=0.0\n [frame]\n duration=200\n image=\"units/shaxthal/drone-custodian.png\"\n sound=shaxthal-energy-fire.ogg\n [/frame]\n [if]\n hits=yes\n direction=n\n [frame]\n duration=200\n image=\"units/shaxthal/drone-custodian.png\"\n sound=fire.wav\n [/frame]\n {MISSILE_FRAME_MUZZLE_FLARE_HIT_NORTH 0 20}\n [/if]\n [else]\n hits=yes\n direction=ne,nw\n [frame]\n duration=200\n image=\"units/shaxthal/drone-custodian.png\"\n sound=fire.wav\n [/frame]\n {MISSILE_FRAME_MUZZLE_FLARE_HIT_DIAG_NORTH 0 20}\n [/else]\n [else]\n hits=yes\n direction=se,sw\n [frame]\n duration=200\n image=\"units/shaxthal/drone-custodian.png\"\n sound=fire.wav\n [/frame]\n {MISSILE_FRAME_MUZZLE_FLARE_HIT_SOUTH 0 0}\n [/else]\n [else]\n hits=yes\n direction=se,sw\n [frame]\n duration=200\n image=\"units/shaxthal/drone-custodian.png\"\n sound=fire.wav\n [/frame]\n {MISSILE_FRAME_MUZZLE_FLARE_HIT_DIAG_SOUTH 0 0}\n [/else]\n [else]\n hits=no\n [frame]\n duration=200\n image=\"units/shaxthal/drone-custodian.png\"\n sound=torch-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=200\n image=\"units/shaxthal/drone-custodian.png\"\n [/frame]\n [/attack_anim]\n\n [death]\n start_time=0\n die_sound_start_time=0\n auto_vflip=no\n\n [die_sound_frame]\n duration=600\n sound=explosion.ogg\n [/die_sound_frame]\n [die_sound_frame]\n duration=800\n sound={SOUND_LIST:BIOMECHANICAL_HIT}\n [/die_sound_frame]\n [die_sound_frame]\n duration=400\n sound=explosion.ogg\n [/die_sound_frame]\n [die_sound_frame]\n duration=800\n sound={SOUND_LIST:BIOMECHANICAL_HIT}\n [/die_sound_frame]\n [die_sound_frame]\n duration=900\n sound=explosion.ogg\n [/die_sound_frame]\n [die_sound_frame]\n duration=600\n sound={SOUND_LIST:BIOMECHANICAL_DIE}\n [/die_sound_frame]\n [die_sound_frame]\n duration=800\n sound=explosion.ogg\n [/die_sound_frame]\n\n {BOSS_BURST_FRAME 1 0 -9 17}\n {BOSS_BURST_FRAME 2 600 18 0}\n {BOSS_BURST_FRAME 3 1200 -9 -18}\n {BOSS_BURST_FRAME 4 1800 9 17}\n {BOSS_BURST_FRAME 5 2400 8 -18}\n {BOSS_BURST_FRAME 6 3000 -18 0}\n\n {BOSS_EXPLOSION_FRAME 1 1800 -9 17}\n {BOSS_EXPLOSION_FRAME 2 2300 18 0}\n {BOSS_EXPLOSION_FRAME 3 2800 -9 -18}\n {BOSS_EXPLOSION_FRAME 4 3300 9 17}\n {BOSS_EXPLOSION_FRAME 5 3800 8 -18}\n {BOSS_EXPLOSION_FRAME 6 4300 -18 0}\n\n [frame]\n duration=2500\n image=\"units/shaxthal/drone-custodian.png\"\n blend_color=255,255,255\n blend_ratio=0.0~1.0\n [/frame]\n [frame]\n duration=2600\n image=\"units/shaxthal/drone-custodian.png\"\n blend_color=255,255,255\n blend_ratio=1.0\n alpha=1.0~0.0\n [/frame]\n [frame]\n duration=1\n image=\"misc/blank-hex.png\"\n [/frame]\n [/death]\n[/unit_type]\n#endif\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n[unit_type]\n id=Shaxthal Demolisher Drone\n name= _ \"Demolisher Drone\"\n race=shaxthal\n image=\"units/shaxthal/drone-demolition.png\"\n image_icon=\"units/shaxthal/drone-demolition.png~SCALE(72,72)\"\n hitpoints=58\n movement_type=biomechanical_drone\n movement=5\n experience=200\n level=4\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=130\n usage=mixed fighter\n description=\"\" # wmllint: ignore\n die_sound={SOUND_LIST:BIOMECHANICAL_DIE}\n {DEFENSE_ANIM \"units/shaxthal/drone-demolition.png\" \"units/shaxthal/drone-demolition.png\" {SOUND_LIST:BIOMECHANICAL_HIT} }\n [abilities]\n {ABILITY_DEMOLITION}\n {ABILITY_SUBMERGE}\n [/abilities]\n [resistance]\n blade=70\n impact=80\n cold=80\n [/resistance]\n [attack]\n name=fangs\n description={TSTR_ATTACK_NAME_FANGS}\n type=pierce\n range=melee\n damage=10\n number=2\n [specials]\n {WEAPON_SPECIAL_POISON}\n [/specials]\n [/attack]\n [attack]\n name=drill\n description= _ \"drill\"\n icon=attacks/blank-attack.png # FIXME\n type=pierce\n range=melee\n damage=14\n number=2\n [specials]\n {WEAPON_SPECIAL_FIRSTSTRIKE}\n [/specials]\n [/attack]\n [attack]\n name=tail\n description={TSTR_ATTACK_NAME_TAIL}\n icon=attacks/mace-spiked.png\n type=impact\n range=melee\n damage=16\n number=1\n [/attack]\n [attack]\n name=energy burst\n description= _ \"energy burst\"\n icon=attacks/energy-shock.png\n type=impact\n range=ranged\n damage=15\n number=2\n [/attack]\n [attack_anim]\n [filter_attack]\n name=tail\n [/filter_attack]\n start_time=-300\n [frame]\n duration=50\n image=\"units/shaxthal/drone-demolition.png\"\n [/frame]\n [if]\n hits=no\n [frame]\n duration=150\n image=\"units/shaxthal/drone-demolition.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [frame]\n duration=300\n image=\"units/shaxthal/drone-demolition.png\"\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n duration=150\n image=\"units/shaxthal/drone-demolition.png\"\n sound=tail.ogg\n [/frame]\n [frame]\n duration=300\n image=\"units/shaxthal/drone-demolition.png\"\n sound=mace.wav\n [/frame]\n [/else]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=drill\n [/filter_attack]\n start_time=-200\n [frame]\n duration=50\n image=\"units/shaxthal/drone-demolition.png\"\n [/frame]\n [if]\n hits=no\n [frame]\n duration=250\n image=\"units/shaxthal/drone-demolition.png\"\n sound=spear-miss.ogg\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n duration=250\n image=\"units/shaxthal/drone-demolition.png\"\n sound=spear.ogg\n [/frame]\n [/else]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fangs\n [/filter_attack]\n start_time=-300\n [frame]\n duration=150\n image=\"units/shaxthal/drone-demolition.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=250\n image=\"units/shaxthal/drone-demolition.png\"\n sound=bite.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=250\n image=\"units/shaxthal/drone-demolition.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/shaxthal/drone-demolition.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=energy burst\n [/filter_attack]\n start_time=-300\n {MISSILE_FRAME_ENERGY_SHOCK}\n [frame]\n duration=100\n image=\"units/shaxthal/drone-demolition.png\"\n sound=shaxthal-energy-prelude.ogg\n [/frame]\n [frame]\n duration=300\n image=\"units/shaxthal/drone-demolition.png\"\n sound=shaxthal-energy-fire.ogg\n [/frame]\n [/attack_anim]\n[/unit_type]\n#endif\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Shaxthal Infiltrator\n [base_unit]\n id=Faerie Avatar\n [/base_unit]\n name= _ \"female^Infiltrator\"\n race=shaxthal\n image=\"units/faeries/ivyel-damaged.png\"\n #profile=\"portraits/ivyel-damaged.png\"\n hitpoints=103\n hide_help=true\n undead_variation=null\n {TRAIT_BIOMECHANICAL}\n description= _ \"A creature made of flesh and steel, with the power of the arcane flame bestowed upon her and unconditional servitude as her only goal in life, this hybrid Shaxthal being was created and enhanced for the purpose of posing as the elvenkind savior to provide the forces of Uria with new and powerful allies.\"\n\n [resistance]\n blade=80\n pierce=70\n impact=100\n cold=90\n arcane=100\n [/resistance]\n\n {DEFENSE_ANIM_RANGE \"units/faeries/ivyel-damaged.png\" \"units/faeries/ivyel-damaged.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries/ivyel-damaged.png\" \"units/faeries/ivyel-damaged.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n\n [attack_anim]\n [filter_attack]\n name=arcane touch\n [/filter_attack]\n [frame]\n image=\"units/faeries/ivyel-damaged.png\"\n [/frame]\n [frame]\n image=\"units/faeries/ivyel-damaged.png\"\n [/frame]\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=gossamer\n [/filter_attack]\n [frame]\n image=\"units/faeries/ivyel-damaged.png\"\n [/frame]\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=ethereal storm\n [/filter_attack]\n [frame]\n image=\"units/faeries/ivyel-damaged.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Shaxthal Hive Queen\n name= _ \"Hive Queen\"\n race=shaxthal\n image=\"units/shaxthal/queen.png\"\n bar_offset_x,bar_offset_y=0,0\n image_icon=\"units/shaxthal/queen.png~CROP(28,0,128,128)~SCALE(72,72)\"\n hitpoints=144\n movement_type=biomechanical_drone\n movement=5\n experience=250\n level=5\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=190\n usage=mixed fighter\n hide_help=true\n description= _ \"One of the greatest mysteries surrounding Shaxthalkind is their ability to follow orders from the servants of Uria, even though they normally appear to be chiefly insentient, irrational creatures with no ability to understand or communicate with other lifeforms. Following the destruction of the hive in the ruins of Weldyn, it\u2019s been theorized by some that their behavior could be driven by commands from a single controlling entity of their own species.\"\n die_sound=lich-die.ogg\n {DEFENSE_ANIM \"units/shaxthal/queen.png\" \"units/shaxthal/queen.png\" {SOUND_LIST:LICH_HIT} }\n [abilities]\n {ABILITY_PROTECTION}\n {ABILITY_REGENERATES}\n {ABILITY_SUBMERGE}\n {ABILITY_ABSORB_DAMAGE}\n [/abilities]\n [resistance]\n blade=70\n cold=80\n fire=100\n arcane=100\n [/resistance]\n [attack]\n name=fangs\n description={TSTR_ATTACK_NAME_FANGS}\n type=pierce\n range=melee\n damage=28\n number=2\n [specials]\n {WEAPON_SPECIAL_POISON}\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n [/attack]\n [attack]\n name=energy burst\n description= _ \"energy burst\"\n icon=attacks/energy-shock.png\n type=impact\n range=ranged\n damage=18\n number=3\n [specials]\n {WEAPON_SPECIAL_MARKSMAN}\n {WEAPON_SPECIAL_SHOCK}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=fangs\n [/filter_attack]\n start_time=-150\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/shaxthal/queen.png\"\n sound=bite.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/shaxthal/queen.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=150\n image=\"units/shaxthal/queen.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/shaxthal/queen.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=energy burst\n [/filter_attack]\n start_time=-300\n blast_start_time=-1\n blast_offset=1.0\n blast_auto_vflip=no\n [blast_frame]\n duration=1\n [/blast_frame]\n [if]\n hits=yes\n [blast_frame]\n duration=540\n halo=\"projectiles/fireball-impact-7.png:60,projectiles/fireball-impact-8.png:60,projectiles/fireball-impact-9.png:60,projectiles/fireball-impact-10.png:60,projectiles/fireball-impact-11.png:60,projectiles/fireball-impact-12.png:60,projectiles/fireball-impact-13.png:60,projectiles/fireball-impact-14.png:60,projectiles/fireball-impact-15.png:60,projectiles/fireball-impact-16.png:60\"\n [/blast_frame]\n [blast_frame]\n duration=1\n [/blast_frame]\n [/if]\n\n {MISSILE_FRAME_ENERGY_SHOCK}\n\n [frame]\n duration=100\n image=\"units/shaxthal/queen.png\"\n sound=shaxthal-energy-prelude.ogg\n [/frame]\n [frame]\n duration=300\n image=\"units/shaxthal/queen.png\"\n sound=shaxthal-energy-fire.ogg\n [/frame]\n [/attack_anim]\n\n [death]\n start_time=0\n die_sound_start_time=0\n auto_vflip=no\n\n [die_sound_frame] # 0 600\n duration=600\n sound=explosion.ogg\n [/die_sound_frame]\n [die_sound_frame] # 600 700\n duration=100\n sound={SOUND_LIST:LICH_HIT}\n [/die_sound_frame]\n [die_sound_frame] # 700 1400\n duration=700\n sound={SOUND_LIST:BIOMECHANICAL_HIT}\n [/die_sound_frame]\n [die_sound_frame] # 1400 1700\n duration=300\n sound=explosion-big.ogg\n [/die_sound_frame]\n [die_sound_frame] # 1700 1800\n duration=100\n sound={SOUND_LIST:LICH_HIT}\n [/die_sound_frame]\n [die_sound_frame] # 1800 2200\n duration=400\n sound={SOUND_LIST:BIOMECHANICAL_HIT}\n [/die_sound_frame]\n [die_sound_frame] # 2200 2600\n duration=400\n sound=gun-energy-huge-fire-prelude.ogg\n [/die_sound_frame]\n [die_sound_frame] # 2600 3400\n duration=800\n sound=explosion.ogg\n [/die_sound_frame]\n [die_sound_frame] # 3400 3600\n duration=200\n sound=lich-die.ogg\n [/die_sound_frame]\n [die_sound_frame] # 3600 3700\n duration=100\n sound=magic-dark.ogg\n [/die_sound_frame]\n [die_sound_frame] # 3700\n duration=100\n sound=dragonstick.ogg\n [/die_sound_frame]\n [die_sound_frame] # 3800\n duration=100\n sound=explosion-big.ogg\n [/die_sound_frame]\n [die_sound_frame] # 3900\n duration=100\n sound=dragonstick.ogg\n [/die_sound_frame]\n\n {BOSS_BURST_FRAME 1 0 -9 17}\n {BOSS_BURST_FRAME 2 600 18 0}\n {BOSS_BURST_FRAME 3 1200 -9 -18}\n {BOSS_BURST_FRAME 4 1800 9 17}\n {BOSS_BURST_FRAME 5 2400 8 -18}\n {BOSS_BURST_FRAME 6 3000 -18 0}\n {BOSS_BURST_FRAME 7 3600 18 17}\n\n {BOSS_EXPLOSION_FRAME 1 1800 -9 17}\n {BOSS_EXPLOSION_FRAME 2 2300 18 0}\n {BOSS_EXPLOSION_FRAME 3 2800 -9 -18}\n {BOSS_EXPLOSION_FRAME 4 3300 9 17}\n {BOSS_EXPLOSION_FRAME 5 3800 8 -18}\n\n#define QUEEN_BURST_COLOR_MOD _NAMESTEM\n {BOSS_BURST_FRAME_IMAGE_MOD {_NAMESTEM} \"~CS(96,-32,-64)\"}\n#enddef\n\n {BOSS_BURST_FRAME inN 3750 0 -18} {QUEEN_BURST_COLOR_MOD inN }\n {BOSS_BURST_FRAME inE 3750 18 0} {QUEEN_BURST_COLOR_MOD inE }\n {BOSS_BURST_FRAME inS 3750 0 18} {QUEEN_BURST_COLOR_MOD inS }\n {BOSS_BURST_FRAME inW 3750 -18 0} {QUEEN_BURST_COLOR_MOD inW }\n\n {BOSS_BURST_FRAME outNE 3850 36 -36} {QUEEN_BURST_COLOR_MOD outNE}\n {BOSS_BURST_FRAME outSE 3850 36 36} {QUEEN_BURST_COLOR_MOD outSE}\n {BOSS_BURST_FRAME outSW 3850 -36 36} {QUEEN_BURST_COLOR_MOD outSW}\n {BOSS_BURST_FRAME outNW 3850 -36 -36} {QUEEN_BURST_COLOR_MOD outNW}\n\n {BOSS_BURST_FRAME farN 3900 0 -96} {QUEEN_BURST_COLOR_MOD farN }\n {BOSS_BURST_FRAME farNE 3950 72 -72} {QUEEN_BURST_COLOR_MOD farNE}\n {BOSS_BURST_FRAME farE 3900 96 0} {QUEEN_BURST_COLOR_MOD farE }\n {BOSS_BURST_FRAME farSE 4000 72 72} {QUEEN_BURST_COLOR_MOD farSE}\n {BOSS_BURST_FRAME farS 3900 0 96} {QUEEN_BURST_COLOR_MOD farS }\n {BOSS_BURST_FRAME farSW 4050 -72 72} {QUEEN_BURST_COLOR_MOD farSW}\n {BOSS_BURST_FRAME farW 3900 -96 0} {QUEEN_BURST_COLOR_MOD farW }\n {BOSS_BURST_FRAME farNW 4000 -72 -72} {QUEEN_BURST_COLOR_MOD farNW}\n\n#undef QUEEN_BURST_COLOR_MOD\n\n [frame]\n duration=4100\n image=\"units/shaxthal/queen.png\"\n blend_color=255,128,128\n blend_ratio=\"0.0~1.0:3700,1.0\"\n [/frame]\n [frame]\n duration=1\n image=\"misc/blank-hex.png\"\n [/frame]\n\n #\n # NOTE: the following are not true haloes because otherwise we can't\n # specify an animated alpha blending sequence for them without\n # spamming frame definitions and ~O() image modifications.\n #\n # We render them on layer 100 so they draw atop the inner\n # portion of cave walls, etc.\n #\n\n#define QUEEN_AURA_FRAME _NUM _START_TIME _DURATION _MOD\n heart_aura_{_NUM}_start_time={_START_TIME}\n heart_aura_{_NUM}_layer=100\n [heart_aura_{_NUM}_frame]\n duration={_DURATION}\n image=\"halo/heart-aura.png\"+{_MOD}\n alpha=\"0.0~0.5,0.5~1.0,1.0,1.0\"\n [/heart_aura_{_NUM}_frame]\n [heart_aura_{_NUM}_frame]\n duration=1\n image=\"misc/blank-hex.png\"\n [/heart_aura_{_NUM}_frame]\n#enddef\n\n {QUEEN_AURA_FRAME 1 0 4200 \"\"}\n\n {QUEEN_AURA_FRAME 2 200 4000 \"~SCALE(450,450)~BL(1)\"}\n\n {QUEEN_AURA_FRAME 3 400 3800 \"~SCALE(675,675)~BL(2)\"}\n\n#undef QUEEN_AURA_FRAME\n [/death]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n[unit_type]\n id=Shaxthal Deathbringer\n name= _ \"Deathbringer\"\n race=shaxthal\n image=\"units/shaxthal/deathbringer-1.png\"\n hitpoints=172\n movement_type=biomechanical_drone\n movement=6\n experience=200\n level=4\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=130\n usage=mixed fighter\n hide_help=true\n # wmllint: notecheck off\n description=\"\" # wmllint: ignore\n die_sound={SOUND_LIST:BIOMECHANICAL_DIE}\n {DEFENSE_ANIM \"units/shaxthal/deathbringer-1.png\" \"units/shaxthal/deathbringer-1.png\" {SOUND_LIST:BIOMECHANICAL_HIT} }\n [abilities]\n {ABILITY_SUBMERGE}\n {ABILITY_FEEDING}\n [/abilities]\n\n [attack]\n name=claws\n description={I18N:ATTACK_CLAWS}\n icon=attacks/claws-drake.png\n type=blade\n range=melee\n damage=16\n number=3\n [specials]\n {WEAPON_SPECIAL_POISON}\n [/specials]\n [/attack]\n\n [attack]\n name=concussion beam\n description= _ \"concussion beam\"\n icon=attacks/energy-shock.png\n type=impact\n range=ranged\n damage=80\n number=1\n attack_weight=3.0\n [specials]\n {WEAPON_SPECIAL_SLOW}\n {WEAPON_SPECIAL_STUN}\n {WEAPON_SPECIAL_ALWAYS_HITS}\n [/specials]\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n\n [frame]\n duration=400\n image=\"units/shaxthal/deathbringer-1.png\"\n [/frame]\n\n {SOUND:HIT_AND_MISS claws.ogg {SOUND_LIST:MISS} -150}\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=concussion beam\n [/filter_attack]\n\n {MISSILE_FRAME_LIGHT_BEAM}\n\n missile_halo_mod=\"~BLEND(255,255,0,0.50)~O(0.25)\"\n\n prelude_sound_start_time=-750\n [prelude_sound_frame]\n sound=gun-energy-huge-fire-prelude.ogg\n [/prelude_sound_frame]\n\n fire_sound_start_time=-100\n [fire_sound_frame]\n sound=gun-energy-huge-fire.ogg\n [/fire_sound_frame]\n [/attack_anim]\n\n # Utility variation, doesn't do anything other than make variation\n # randomization simpler to write.\n [variation]\n variation_id=base\n inherit=yes\n [/variation]\n\n [variation]\n variation_id=cyclops\n inherit=yes\n image=\"units/shaxthal/deathbringer-2.png\"\n {DEFENSE_ANIM \"units/shaxthal/deathbringer-2.png\" \"units/shaxthal/deathbringer-2.png\" {SOUND_LIST:BIOMECHANICAL_HIT} }\n\n [attack_anim]\n [frame]\n image=\"units/shaxthal/deathbringer-2.png\"\n [/frame]\n [/attack_anim]\n [/variation]\n\n [variation]\n variation_id=beast\n inherit=yes\n image=\"units/shaxthal/deathbringer-3.png\"\n {DEFENSE_ANIM \"units/shaxthal/deathbringer-3.png\" \"units/shaxthal/deathbringer-3.png\" {SOUND_LIST:BIOMECHANICAL_HIT} }\n\n [attack_anim]\n [frame]\n image=\"units/shaxthal/deathbringer-3.png\"\n [/frame]\n [/attack_anim]\n [/variation]\n[/unit_type]\n\n#endif\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n[unit_type]\n id=Shaxthal Deathbringer Alpha\n # po: That's a greek alpha. Translate as it seems more\n # po: convenient for your target language/font.\n name= _ \"Deathbringer \u03b1\"\n race=shaxthal\n image=\"units/shaxthal/deathbringer-alpha.png\"\n hitpoints=280\n movement_type=biomechanical_drone\n movement=6\n {NO_EXPERIENCE_UNIT}\n level=6\n alignment=neutral\n cost=211\n usage=mixed fighter\n hide_help=true\n [resistance]\n arcane=90\n [/resistance]\n # wmllint: notecheck off\n description=\"\" # wmllint: ignore\n die_sound={SOUND_LIST:BIOMECHANICAL_DIE}\n {DEFENSE_ANIM \"units/shaxthal/deathbringer-alpha.png\" \"units/shaxthal/deathbringer-alpha.png\" {SOUND_LIST:BIOMECHANICAL_HIT} }\n [abilities]\n {ABILITY_ASPECT_DESTROYER}\n {ABILITY_TERROR}\n {ABILITY_LEADERSHIP}\n [/abilities]\n\n [attack]\n name=soul spear\n description= _ \"soul spear\"\n type=arcane\n range=melee\n damage=24\n number=2\n icon=attacks/soul-spear.png\n [specials]\n {WEAPON_SPECIAL_MARKSMAN}\n {WEAPON_SPECIAL_STUN}\n [/specials]\n [/attack]\n [attack]\n name=blood storm\n description= _ \"blood storm\"\n icon=attacks/blood-storm-1.png\n type=arcane\n range=ranged\n damage=13\n number=6\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n\n {SOUL_SPEAR_ANIMATION}\n\n {BLOOD_STORM_ANIMATION 1 2}\n {BLOOD_STORM_ANIMATION 2 1}\n {BLOOD_STORM_ANIMATION 2 3}\n {BLOOD_STORM_ANIMATION 3 2}\n {BLOOD_STORM_ANIMATION 1 3}\n {BLOOD_STORM_ANIMATION 3 1}\n[/unit_type]\n#endif\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Shaxthal Stormblade Ivyel\n [base_unit]\n id=Shaxthal Stormblade\n [/base_unit]\n image=\"units/shaxthal/ivyel.png\"\n hitpoints=73\n movement=6\n cost=66\n hide_help=true\n [resistance]\n arcane=110\n [/resistance]\n {DEFENSE_ANIM \"units/shaxthal/ivyel.png\" \"units/shaxthal/ivyel.png\" {SOUND_LIST:BIOMECHANICAL_HIT} }\n [attack]\n name=rayblade\n description= _ \"weapon^rayblade\"\n [/attack]\n [attack]\n name=energy shock\n description= _ \"energy shock\"\n damage,number=11,3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=rayblade\n [/filter_attack]\n [frame]\n image=\"units/shaxthal/ivyel.png\"\n [/frame]\n [if]\n [frame]\n image=\"units/shaxthal/ivyel.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/shaxthal/ivyel.png\"\n [/frame]\n [/else]\n [frame]\n image=\"units/shaxthal/ivyel.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=energy shock\n [/filter_attack]\n [frame]\n image=\"units/shaxthal/ivyel.png\"\n [/frame]\n [frame]\n image=\"units/shaxthal/ivyel.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n[unit_type]\n id=Shaxthal Turret\n name= _ \"Turret\"\n race=shaxthal\n ignore_race_traits=yes\n {TRAIT_BIOMECHANICAL}\n # the unit box in sidebar and help screen is really limited to 72x72...\n image=\"units/shaxthal/turret.png~SCALE(72,72)\"\n hitpoints=97\n movement_type=none\n [resistance]\n blade=60\n pierce=70\n impact=90\n fire=110\n cold=90\n arcane=120\n [/resistance]\n movement=1\n {NO_EXPERIENCE_UNIT}\n level=2\n alignment=neutral\n cost=24\n usage=archer\n undead_variation=null\n description= _ \"It is said that these technological constructs once were living creatures, and in particular, some of the most persistent opponents faced by Uria\u2019s forces on Irdya and Inferno. Whether their former selves remain within their twisted bodies is a mystery, but if it were indeed the case they would unhesitatingly embrace their own destruction.\"\n die_sound=lich-die.ogg\n\n [attack]\n name=energy burst\n description= _ \"energy burst\"\n icon=attacks/energy-shock.png\n type=impact\n range=melee\n damage=13\n number=2\n [/attack]\n [attack]\n name=energy burst\n description= _ \"energy burst\"\n icon=attacks/energy-shock.png\n type=impact\n range=ranged\n damage=13\n number=2\n [/attack]\n\n [standing_anim]\n start_time=0\n auto_hflip=no\n [frame]\n duration=100\n image=\"units/shaxthal/turret.png\"\n [/frame]\n [/standing_anim]\n\n [death]\n start_time=0\n auto_hflip=no\n\n explosion_start_time=599\n explosion_auto_hflip=no\n explosion_auto_vflip=no\n\n [frame]\n duration=600\n image=\"units/shaxthal/turret.png\"\n blend_color=255,0,0\n blend_ratio=0.0~1.0\n [/frame]\n [frame]\n duration=200\n image=\"units/shaxthal/turret.png\"\n alpha=1.0~0.0\n blend_color=255,0,0\n blend_ratio=1.0\n [/frame]\n [frame]\n duration=1\n image=\"misc/blank-hex.png\"\n alpha=0.0\n [/frame]\n\n [explosion_frame]\n duration=1\n image=\"misc/blank-hex.png\"\n [/explosion_frame]\n [explosion_frame]\n duration=100\n image=\"projectiles/fireball-impact-7.png\"\n sound={SOUND_LIST:EXPLOSION}\n [/explosion_frame]\n [explosion_frame]\n duration=100\n image=\"projectiles/fireball-impact-8.png\"\n [/explosion_frame]\n [explosion_frame]\n duration=100\n image=\"projectiles/fireball-impact-9.png\"\n [/explosion_frame]\n [explosion_frame]\n duration=100\n image=\"projectiles/fireball-impact-10.png\"\n [/explosion_frame]\n [explosion_frame]\n duration=100\n image=\"projectiles/fireball-impact-11.png\"\n [/explosion_frame]\n [explosion_frame]\n duration=100\n image=\"projectiles/fireball-impact-12.png\"\n [/explosion_frame]\n [explosion_frame]\n duration=100\n image=\"projectiles/fireball-impact-13.png\"\n [/explosion_frame]\n [explosion_frame]\n duration=100\n image=\"projectiles/fireball-impact-14.png\"\n [/explosion_frame]\n [explosion_frame]\n duration=100\n image=\"projectiles/fireball-impact-15.png\"\n [/explosion_frame]\n [explosion_frame]\n duration=100\n image=\"projectiles/fireball-impact-16.png\"\n [/explosion_frame]\n [explosion_frame]\n duration=1\n image=\"misc/blank-hex.png\"\n alpha=0.0\n [/explosion_frame]\n [/death]\n\n [defend]\n start_time=-125\n sound_start_time=-26\n auto_hflip=no\n\n [frame]\n duration=250\n image=\"units/shaxthal/turret.png\"\n [/frame]\n\n [sound_frame]\n duration=1\n [/sound_frame]\n\n [if]\n hits=hit\n [sound_frame]\n duration=150\n sound={SOUND_LIST:LICH_HIT}\n [/sound_frame]\n [/if]\n [else]\n hits=miss,kill\n [sound_frame]\n duration=150\n [/sound_frame]\n [/else]\n [/defend]\n\n [attack_anim]\n [filter_attack]\n name=energy burst\n [/filter_attack]\n\n start_time=-300\n auto_hflip=no\n\n {MISSILE_FRAME_ENERGY_SHOCK}\n\n [frame]\n duration=100\n image=\"units/shaxthal/turret.png\"\n sound=shaxthal-energy-prelude.ogg\n [/frame]\n [frame]\n duration=300\n image=\"units/shaxthal/turret.png\"\n sound=shaxthal-energy-fire.ogg\n [/frame]\n [/attack_anim]\n[/unit_type]\n#endif\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Shaxthal Warlord Elyssa\n name= _ \"female^Shaxthal Warlord\"\n race=shaxthal\n gender=female\n image=\"units/shaxthal/warlord-elyssa.png\"\n profile=\"portraits/elyssa.png\"\n hitpoints=145\n movement_type=biomechanical_elusivefoot\n movement=6\n experience=250\n level=5\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=280\n usage=mixed fighter\n undead_variation=null\n [resistance]\n blade=80\n impact=70\n arcane=100\n fire=70\n [/resistance]\n [abilities]\n {ABILITY_SUBMERGE}\n {ABILITY_REGENERATES}\n {ABILITY_LEADERSHIP}\n [/abilities]\n # Exclude from units.w.o, not from the help browser.\n do_not_list=yes\n description= _ \"Nobody knows for sure what path led her to become what she is now: a creature neither human nor machine. The Chaos Warlord\u2019s human visage and emaciated body belie the fearsome strength and sharpness of mind she has displayed in battle over the centuries. To Uria\u2019s servants \u2014 humans or otherwise \u2014 her unnatural abilities and great power have earned her a reputation as a demoness, along with the fear and respect normally reserved for a demon lord.\n\nThe fate of anyone facing her in combat is already set, and the most they can hope for is a swift and painless death.\"\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n {DEFENSE_ANIM \"units/shaxthal/warlord-elyssa.png\" \"units/shaxthal/warlord-elyssa.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n [attack]\n name=sword\n description={TSTR_ATTACK_NAME_SWORD}\n type=blade\n range=melee\n damage=11\n number=4\n icon=attacks/scimitar.png\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n [/attack]\n [attack]\n name=ethereal blast\n description= _ \"ethereal blast\"\n type=arcane\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=9\n number=5\n icon=attacks/missile-chaos.png\n [/attack]\n [attack]\n name=burning inferno\n description= _ \"burning inferno\"\n type=fire\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=14\n number=3\n icon=attacks/fireball.png\n [/attack]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n [frame]\n begin=-225\n end=-175\n image=\"units/shaxthal/warlord-elyssa.png\"\n [/frame]\n [frame]\n begin=-175\n end=-100\n image=\"units/shaxthal/warlord-elyssa.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n image=\"units/shaxthal/warlord-elyssa.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/shaxthal/warlord-elyssa.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=175\n image=\"units/shaxthal/warlord-elyssa.png\"\n [/frame]\n [frame]\n begin=175\n end=200\n image=\"units/shaxthal/warlord-elyssa.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=ethereal blast\n [/filter_attack]\n [missile_frame]\n begin=-200\n end=50\n image=\"projectiles/chaosmissile-n.png\"\n image_diagonal=\"projectiles/chaosmissile-ne.png\"\n halo=halo/chaos-halo1.png:25,halo/chaos-halo2.png:25,halo/chaos-halo3.png:25,halo/chaos-halo4.png:25,halo/chaos-halo5.png:25,halo/chaos-halo6.png:25,halo/chaos-halo7.png:25,halo/chaos-halo8.png:25,halo/chaos-halo9.png:50\n halo_x,halo_y=10,-2\n [/missile_frame]\n [frame]\n begin=-300\n end=-200\n image=\"units/shaxthal/warlord-elyssa.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-200\n end=100\n image=\"units/shaxthal/warlord-elyssa.png\"\n sound=magic-missile-1.ogg,magic-missile-2.ogg,magic-missile-3.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-200\n end=100\n image=\"units/shaxthal/warlord-elyssa.png\"\n sound=magic-missile-1-miss.ogg,magic-missile-2-miss.ogg,magic-missile-3-miss.ogg\n [/frame]\n [/else]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=burning inferno\n [/filter_attack]\n\n start_time=-400\n\n {FLAME_BLAST_ANIMATION}\n\n [frame]\n duration=100\n image=\"units/shaxthal/warlord-elyssa.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/shaxthal/warlord-elyssa.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/shaxthal/warlord-elyssa.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/shaxthal/warlord-elyssa.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/shaxthal/warlord-elyssa.png\"\n [/frame]\n [/attack_anim]\n\n [variation]\n variation_id=e2s12_cutscene\n inherit=yes\n hide_help=yes\n image=\"units/shaxthal/warlord-elyssa-cutscene-1.png\"\n\n # Defense animation required for E19.1\n {DEFENSE_ANIM \"units/shaxthal/warlord-elyssa-cutscene-1.png\" \"units/shaxthal/warlord-elyssa-cutscene-1.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n\n [levelout_anim]\n blend_ratio=\"0.0~1.0\"\n blend_color=\"255,0,0\"\n start_time=0\n [frame]\n duration=1500\n [/frame]\n [/levelout_anim]\n [/variation]\n\n [variation]\n variation_id=e3s0_cutscene_1\n inherit=yes\n hide_help=yes\n image=\"units/shaxthal/warlord-elyssa-cutscene-2.png\"\n\n [levelin_anim]\n blend_ratio=\"1.0~0.0\"\n blend_color=\"255,0,0\"\n start_time=0\n [frame]\n duration=800\n [/frame]\n [/levelin_anim]\n [/variation]\n\n [variation]\n variation_id=e3s0_cutscene_2\n inherit=yes\n hide_help=yes\n #image=\"units/shaxthal/warlord-elyssa-cutscene-3-se.png\"\n [standing_anim]\n direction=s,se,sw\n [frame]\n image=\"units/shaxthal/warlord-elyssa-cutscene-3-se.png\"\n [/frame]\n [/standing_anim]\n [standing_anim]\n direction=n,ne,nw\n [frame]\n image=\"units/shaxthal/warlord-elyssa-cutscene-3-ne.png\"\n [/frame]\n [/standing_anim]\n [/variation]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n\n#\n# This unit is intended to be identical to the regular Elyssa used in\n# E1 and E2 except for the graphics--which will eventually be subtly\n# different--and some stats, the unit type description, and\n# --eventually-- portraits.\n#\n# The transition intended is that Elynia knows she's dealing with\n# Merthiaal's heir, hence she's identified as the Guardian of Darkness.\n# What she doesn't know yet is the full extent of her powers. The\n# transition begins with this unit type and ends with the real\n# Guardian of Darkness unit type.\n#\n\n[unit_type]\n id=Boss Shaxthal Warlord Elyssa\n [base_unit]\n id=Shaxthal Warlord Elyssa\n [/base_unit]\n name= _ \"female^Guardian of Darkness\"\n image=\"units/shaxthal/warlord-elyssa-f+sword.png\"\n # TODO: portraits!\n #profile=\"portraits/elyssa.png\"\n hide_help=true\n description= _ \"There is no information available about this class of beings at this time.\"\n\n {DEFENSE_ANIM \"units/shaxthal/warlord-elyssa-f+sword.png\" \"units/shaxthal/warlord-elyssa-f+sword.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n [frame]\n image=\"units/shaxthal/warlord-elyssa-f+sword.png\"\n [/frame]\n [frame]\n image=\"units/shaxthal/warlord-elyssa-f+sword.png\"\n [/frame]\n [if]\n [frame]\n image=\"units/shaxthal/warlord-elyssa-f+sword.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/shaxthal/warlord-elyssa-f+sword.png\"\n [/frame]\n [/else]\n [frame]\n image=\"units/shaxthal/warlord-elyssa-f+sword.png\"\n [/frame]\n [frame]\n image=\"units/shaxthal/warlord-elyssa-f+sword.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=ethereal blast\n [/filter_attack]\n [frame]\n image=\"units/shaxthal/warlord-elyssa-f+sword.png\"\n [/frame]\n [if]\n [frame]\n image=\"units/shaxthal/warlord-elyssa-f+sword.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/shaxthal/warlord-elyssa-f+sword.png\"\n [/frame]\n [/else]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=burning inferno\n [/filter_attack]\n [frame]\n image=\"units/shaxthal/warlord-elyssa-f+sword.png\"\n [/frame]\n [frame]\n image=\"units/shaxthal/warlord-elyssa-f+sword.png\"\n [/frame]\n [frame]\n image=\"units/shaxthal/warlord-elyssa-f+sword.png\"\n [/frame]\n [frame]\n image=\"units/shaxthal/warlord-elyssa-f+sword.png\"\n [/frame]\n [frame]\n image=\"units/shaxthal/warlord-elyssa-f+sword.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n#endif\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n[unit_type]\n id=Guardian of Darkness Elyssa\n name= _ \"female^Guardian of Darkness\"\n race=shaxthal\n gender=female\n image=\"units/shaxthal/warlord-elyssa-f.png\"\n profile=\"portraits/elyssa.png\"\n hitpoints=145\n movement_type=biomechanical_elusivefoot\n movement=6\n experience=181\n level=6\n alignment=neutral\n advances_to=null\n {AMLA_TREE:ELYSSA_GUARDIAN}\n {AMLA_VITALITY}\n cost=910\n usage=mixed fighter\n hide_help=true\n undead_variation=null\n [resistance]\n blade=80\n impact=70\n arcane=100\n fire=70\n [/resistance]\n [abilities]\n {ABILITY_ASPECT_OF_DARKNESS}\n {ABILITY_SUBMERGE}\n [/abilities]\n # wmllint: notecheck off\n description= _ \"There is no information available about this class of beings at this time.\"\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n\n {GUARDIAN_DEFENSE_ANIM 128 -64 -64 \"units/shaxthal/warlord-elyssa-f.png\" \"units/shaxthal/warlord-elyssa-f.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n\n [attack]\n name=claw of urvatha\n description= _ \"claw of urvatha\"\n type=arcane\n range=melee\n damage=18\n number=2\n icon=attacks/staff-elven-star.png # FIXME: placeholder\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack]\n name=noctum\n description= _ \"noctum\"\n type=arcane\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=16\n number=5\n icon=attacks/noctum.png\n [/attack]\n [attack]\n name=pyranoctum\n description= _ \"pyranoctum\" # wmllint: no spellcheck\n type=fire\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=24\n number=3\n icon=attacks/fireball.png\n [/attack]\n\n #\n # NOTE: There's a copy of this animation in the Dream Controller unit. It\n # must be kept in sync with this one.\n #\n\n [attack_anim]\n [filter_attack]\n name=claw of urvatha\n [/filter_attack]\n [frame]\n begin=-250\n end=-125\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-125\n end=-100\n sound=magic-dark.ogg\n [/frame]\n [frame]\n begin=-100\n end=100\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-125\n end=-100\n [/frame]\n [frame]\n begin=-100\n end=100\n sound=spear-miss.ogg\n [/frame]\n [/else]\n [frame]\n begin=100\n end=175\n [/frame]\n [/attack_anim]\n\n#ifdef 0\n\n#define ELYSSA_NOCTUM_ANIMATION _BOLT_N1 _BOLT_N2\n [attack_anim]\n [filter_attack]\n name=noctum\n [/filter_attack]\n start_time=-400\n\n {NOCTUM_BEAM_ANIMATION}\n\n {NOCTUM_BOLT_ANIMATION {_BOLT_N1} {_BOLT_N2} }\n\n [frame]\n duration=600\n [/frame]\n [/attack_anim]\n#enddef\n\n {ELYSSA_NOCTUM_ANIMATION 1 2}\n {ELYSSA_NOCTUM_ANIMATION 2 1}\n {ELYSSA_NOCTUM_ANIMATION 2 3}\n {ELYSSA_NOCTUM_ANIMATION 3 2}\n {ELYSSA_NOCTUM_ANIMATION 1 3}\n {ELYSSA_NOCTUM_ANIMATION 3 1}\n\n#undef ELYSSA_NOCTUM_ANIMATION\n\n#else\n [attack_anim]\n [filter_attack]\n name=noctum\n [/filter_attack]\n start_time=-400\n\n {NOCTUM_BEAM_ANIMATION}\n\n [frame]\n duration=200\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=125\n sound=magic-dark-big.ogg\n [/frame]\n [frame]\n duration=75\n sound={SOUND_LIST:HOLY}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=125\n sound=magic-dark-big-miss.ogg\n [/frame]\n [frame]\n duration=75\n sound={SOUND_LIST:HOLY_MISS}\n [/frame]\n [/else]\n [/attack_anim]\n\n#endif\n\n [attack_anim]\n [filter_attack]\n name=pyranoctum\n [/filter_attack]\n start_time=-400\n\n {NOCTUM_BEAM_ANIMATION}\n\n {NOCTUM_FIRE_ANIMATION}\n\n [frame]\n duration=600\n [/frame]\n [/attack_anim]\n\n #\n # The following attack animation is only used by the sword-wielding\n # variation. Since the only way to avoid its code getting merged with the\n # first attack animation of the base variation (hilarity ensues) is\n # to know the exact amount and order of attack_anim tags to skip from\n # merge (probably by specifying them as empty in the child variation)\n # and the code is still in flux as of this writing, let's keep the\n # sword animation code in the base variation instead.\n #\n\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n [frame]\n begin=-225\n end=-175\n [/frame]\n [frame]\n begin=-175\n end=-100\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=175\n [/frame]\n [frame]\n begin=175\n end=200\n [/frame]\n [/attack_anim]\n\n [extra_anim]\n flag=defense_half\n start_time=0\n [frame]\n duration=200\n image=\"units/shaxthal/warlord-elyssa-f.png\"\n halo=\"halo/guardian-defense-halo.png\"\n halo_mod=\"~CS(128,-64,-64)\"\n [/frame]\n [frame]\n duration=100\n image=\"units/shaxthal/warlord-elyssa-f.png\"\n halo=\"halo/guardian-defense-halo.png\"\n halo_mod=\"~CS(128,-64,-64)~O(0.8)\"\n [/frame]\n [frame]\n duration=50\n image=\"units/shaxthal/warlord-elyssa-f.png\"\n halo=\"halo/guardian-defense-halo.png\"\n halo_mod=\"~CS(128,-64,-64)~O(0.6)\"\n [/frame]\n [frame]\n duration=50\n image=\"units/shaxthal/warlord-elyssa-f.png\"\n halo=\"halo/guardian-defense-halo.png\"\n halo_mod=\"~CS(128,-64,-64)~O(0.4)\"\n [/frame]\n [frame]\n duration=50\n image=\"units/shaxthal/warlord-elyssa-f.png\"\n halo=\"halo/guardian-defense-halo.png\"\n halo_mod=\"~CS(128,-64,-64)~O(0.2)\"\n [/frame]\n [/extra_anim]\n\n [variation]\n variation_id=sword\n inherit=yes\n image=\"units/shaxthal/warlord-elyssa-f+sword.png\"\n\n {GUARDIAN_DEFENSE_ANIM 128 -64 -64 \"units/shaxthal/warlord-elyssa-f+sword.png\" \"units/shaxthal/warlord-elyssa-f+sword.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n\n [attack]\n name=sword\n description={TSTR_ATTACK_NAME_SWORD}\n type=blade\n range=melee\n damage=14\n number=4\n icon=attacks/scimitar.png\n [specials]\n #\n # \"Remove\" the magical weapon special introduced\n # by [variation] inheritance.\n #\n [chance_to_hit]\n id=magical\n name=\"\" # wmllint: ignore\n description=\"\" # wmllint: ignore\n [filter_adjacent]\n adjacent=n,ne,se,s,sw,nw\n type=Yeti\n [/filter_adjacent]\n [/chance_to_hit]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n [/attack]\n [/variation]\n\n#define ELYSSA_ILLUSION_CUTSCENE_VARIATION _N\n [variation]\n variation_id=\"illusion\"+{_N}\n inherit=yes\n image=\"units/shaxthal/warlord-elyssa-f-illusion-\"+{_N}+\".png\"\n #\n # All images are just variations on the first frame, so have only that one\n # represent the set in the game sidebar.\n #\n image_icon=\"units/shaxthal/warlord-elyssa-f-illusion-1.png\"\n profile=\"unit_image\"\n [/variation]\n#enddef\n\n {ELYSSA_ILLUSION_CUTSCENE_VARIATION 1}\n {ELYSSA_ILLUSION_CUTSCENE_VARIATION 2}\n {ELYSSA_ILLUSION_CUTSCENE_VARIATION 3}\n {ELYSSA_ILLUSION_CUTSCENE_VARIATION 4}\n {ELYSSA_ILLUSION_CUTSCENE_VARIATION 5}\n {ELYSSA_ILLUSION_CUTSCENE_VARIATION 6}\n\n#undef ELYSSA_ILLUSION_CUTSCENE_VARIATION\n\n [variation]\n variation_id=injured\n inherit=yes\n image=\"units/shaxthal/warlord-elyssa-f-injured.png\"\n # hide ellipse\n ellipse=none # wmllint: no ellipsecheck\n [/variation]\n[/unit_type]\n#endif\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III\n\n#\n# This unit is used at the end of E3S7A.2 for Elyssa to fight ELynia with her\n# Guardian of Darkness unit type without revealing crucial spoilers to players\n# in the form of her AMLA selection.\n#\n# See for more\n# information on why this clunky approach is necessary as opposed to just using\n# [object] in the scenario proper.\n#\n\n[unit_type]\n id=Boss Guardian of Darkness Elyssa\n [base_unit]\n id=Guardian of Darkness Elyssa\n [/base_unit]\n\n # wmlunits doesn't seem to read hide_help values through [base_unit]. This\n # tool is truly the biggest enemy of story-based campaign authors.\n hide_help=true\n\n # This will force all [advancements] to be removed from the WML tree so we\n # can add the default AMLA next.\n {AMLA_TREE:ELYSSA_GUARDIAN:DELETE}\n\n {AMLA_DEFAULT}\n\n # Reset her XP to something that makes sense for a level 6 unit.\n experience=300\n[/unit_type]\n\n#endif\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Shaxthal Warlord Narhamoth\n name= _ \"Shaxthal Warlord\"\n image=\"units/shaxthal/warlord-narhamoth.png\"\n profile=\"portraits/dark-knight.png\"\n race=shaxthal\n hitpoints=99\n movement_type=biomechanical_smallfoot\n movement=5\n experience=250\n level=5\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=140\n usage=fighter\n hide_help=true\n undead_variation=null\n [resistance]\n blade=70\n impact=70\n arcane=100\n fire=100\n cold=80\n [/resistance]\n [abilities]\n {ABILITY_SUBMERGE}\n {ABILITY_STEADFAST}\n {ABILITY_LEADERSHIP}\n [/abilities]\n description= _ \"In stark contrast with their remarkably savage soldiers and mercenaries, the Chaos Empire\u2019s higher tiers are well defined and disciplined. Commanding the uncivilized human and demonic hordes is no easy task, and the Chaos Lorekeepers use their dominance of magic to intimidate their violent subordinates and keep them under control.\"\n die_sound={SOUND_LIST:DWARF_DIE}\n {DEFENSE_ANIM \"units/shaxthal/warlord-narhamoth.png\" \"units/shaxthal/warlord-narhamoth.png\" {SOUND_LIST:DWARF_HIT} }\n [attack]\n name=sword\n description={TSTR_ATTACK_NAME_SWORD}\n type=blade\n range=melee\n [specials]\n {WEAPON_SPECIAL_SHOCK}\n [/specials]\n damage=15\n number=3\n icon=attacks/greatsword-orcish.png\n [/attack]\n [attack]\n name=ethereal blast\n description= _ \"ethereal blast\"\n type=arcane\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n damage=10\n number=3\n icon=attacks/missile-chaos.png\n [/attack]\n [attack_anim]\n [filter_attack]\n name=ethereal blast\n [/filter_attack]\n [missile_frame]\n begin=-200\n end=50\n image=\"projectiles/chaosmissile-n.png\"\n image_diagonal=\"projectiles/chaosmissile-ne.png\"\n halo=halo/chaos-halo1.png:25,halo/chaos-halo2.png:25,halo/chaos-halo3.png:25,halo/chaos-halo4.png:25,halo/chaos-halo5.png:25,halo/chaos-halo6.png:25,halo/chaos-halo7.png:25,halo/chaos-halo8.png:25,halo/chaos-halo9.png:50\n halo_x,halo_y=10,-2\n [/missile_frame]\n [frame]\n begin=-300\n end=-200\n image=\"units/shaxthal/warlord-narhamoth.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-200\n end=100\n image=\"units/shaxthal/warlord-narhamoth.png\"\n sound=magic-missile-1.ogg,magic-missile-2.ogg,magic-missile-3.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-200\n end=100\n image=\"units/shaxthal/warlord-narhamoth.png\"\n sound=magic-missile-1-miss.ogg,magic-missile-2-miss.ogg,magic-missile-3-miss.ogg\n [/frame]\n [/else]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=0\n image=\"units/shaxthal/warlord-narhamoth.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=0\n image=\"units/shaxthal/warlord-narhamoth.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=0\n end=200\n image=\"units/shaxthal/warlord-narhamoth.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Chaos Cardinal Fused\n name= _ \"Chaos Cardinal\"\n race=undead\n image=\"units/undead-necromancers/chaos-cardinal-fused.png\"\n # No halo of its own, it's handled by an [item] that persists after death\n hitpoints=109\n movement_type=undeadfoot\n movement=6\n experience=250\n level=5\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=280\n usage=mixed fighter\n hide_help=true\n description= _ \"Infused with Yechnagoth\u2019s dark power and bound to the structure housing a replica of her preserved heart, this necromancer knows no limits to his worship of the deities who mandated the construction of the Chaos Empire. Thus he has offered his own soul as a tribute for the Eater of Souls, intent on fulfilling her covenant with Uria by utilizing his own decayed body as a medium.\n\nEven while restricted to watching his minions strike down all undesirable intrusion during his unholy ritual, and even as the corrupting energy of the fallen goddess slowly gnaws at his very soul, he can channel it into a devastating blast capable of ravaging the souls of his helpless targets.\"\n die_sound=lich-die.ogg\n {DEFENSE_ANIM \"units/undead-necromancers/chaos-cardinal-fused.png\" \"units/undead-necromancers/chaos-cardinal-fused.png\" {SOUND_LIST:LICH_HIT} }\n [movement_costs]\n shallow_water={UNREACHABLE}\n reef={UNREACHABLE}\n swamp_water={UNREACHABLE}\n flat={UNREACHABLE}\n sand={UNREACHABLE}\n forest={UNREACHABLE}\n hills={UNREACHABLE}\n mountains={UNREACHABLE}\n village={UNREACHABLE}\n castle={UNREACHABLE}\n cave={UNREACHABLE}\n frozen={UNREACHABLE}\n fungus={UNREACHABLE}\n [/movement_costs]\n [abilities]\n {ABILITY_ZEAL}\n {ABILITY_REGENERATES}\n [/abilities]\n [attack]\n name=noctum\n description= _ \"noctum\"\n icon=attacks/noctum.png\n type=arcane\n range=melee\n damage=128\n number=1\n [specials]\n {WEAPON_SPECIAL_ALWAYS_HITS}\n [/specials]\n [/attack]\n [attack]\n name=chill tempest\n description=_\"chill tempest\"\n type=cold\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=27\n number=5\n icon=attacks/iceball.png\n [/attack]\n [attack]\n name=breath of nyx\n description=_\"breath of nyx\"\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=11\n number=5\n icon=attacks/dark-missile.png\n [/attack]\n\n [standing_anim]\n start_time=0\n auto_hflip=no\n\n [if]\n direction=n,s,se,ne\n [frame]\n image=\"units/undead-necromancers/chaos-cardinal-fused.png:2500\"\n [/frame]\n [/if]\n [else]\n direction=nw,sw\n [frame]\n image=\"units/undead-necromancers/chaos-cardinal-fused-fl.png:2500\"\n [/frame]\n [/else]\n [/standing_anim]\n\n #\n # Make opening and closing tags in next macro invisible to wmlxgettext so\n # it doesn't crap out with \"expected closed node 'unit_type' got\n # '{_ANIM_TYPE}'\" on the closing tag.\n #\n#define __WMLXGETTEXT_TAG _TAG\n {_TAG}\n#enddef\n\n# wmlindent: start ignoring\n#define HEKUBA_CCF_BASIC_ANIM _ANIM_TYPE _DIRECTION _BASEFRAME\n {__WMLXGETTEXT_TAG [{_ANIM_TYPE}]}\n auto_hflip=no\n direction={_DIRECTION}\n [frame]\n image={_BASEFRAME}\n [/frame]\n {__WMLXGETTEXT_TAG [/{_ANIM_TYPE}]}\n#enddef\n# wmlindent: stop ignoring\n\n#define HEKUBA_CCF_DEFENSE_ANIM _DIRECTION _BASEFRAME\n [defend]\n start_time=-125\n sound_start_time=-26\n direction={_DIRECTION}\n auto_hflip=no\n\n [frame]\n duration=250\n image={_BASEFRAME}\n [/frame]\n\n [sound_frame]\n duration=1\n [/sound_frame]\n\n [if]\n hits=hit\n [sound_frame]\n duration=150\n sound={SOUND_LIST:LICH_HIT}\n [/sound_frame]\n [/if]\n [else]\n hits=miss,kill\n [sound_frame]\n duration=150\n [/sound_frame]\n [/else]\n [/defend]\n#enddef\n\n #\n # FIXME: break this down further when we get individual animation frames\n #\n\n#define HEKUBA_CCF_ATTACK_ANIM3_BASE _ATTACK_NAME _DURATION _BASEFRAME _BASEFRAME_REVERSE _ANIMATION\n [attack_anim]\n [filter_attack]\n name={_ATTACK_NAME}\n [/filter_attack]\n\n auto_hflip=no\n\n [if]\n direction=se,s,ne,n\n [frame]\n duration={_DURATION}\n image={_BASEFRAME}\n [/frame]\n [/if]\n [else]\n direction=sw,nw\n [frame]\n duration={_DURATION}\n image={_BASEFRAME_REVERSE}\n [/frame]\n [/else]\n\n {_ANIMATION}\n [/attack_anim]\n#enddef\n\n#define HEKUBA_CCF_ATTACK_ANIM3 _ATTACK_NAME _DURATION _BASEFRAME _BASEFRAME_REVERSE _ANIMATION\n {HEKUBA_CCF_ATTACK_ANIM3_BASE ({_ATTACK_NAME}) ({_DURATION}) ({_BASEFRAME}) ({_BASEFRAME_REVERSE}) ({_ANIMATION})}\n#enddef\n\n {HEKUBA_CCF_BASIC_ANIM death se,s,ne,n \"units/undead-necromancers/chaos-cardinal-fused.png\"}\n {HEKUBA_CCF_BASIC_ANIM death sw,nw \"units/undead-necromancers/chaos-cardinal-fused-fl.png\"}\n\n {HEKUBA_CCF_DEFENSE_ANIM se,s,ne,n \"units/undead-necromancers/chaos-cardinal-fused.png\"}\n {HEKUBA_CCF_DEFENSE_ANIM sw,nw \"units/undead-necromancers/chaos-cardinal-fused-fl.png\"}\n\n # wmlindent: start ignoring\n\n {HEKUBA_CCF_ATTACK_ANIM3\n \"chill tempest\" 600\n \"units/undead-necromancers/chaos-cardinal-fused.png\"\n \"units/undead-necromancers/chaos-cardinal-fused-fl.png\"\n (\n start_time=-355\n offset=0\n\n {MISSILE_FRAME_CHILL_TEMPEST 0 -15}\n\n halo_start_time=-205\n [halo_frame]\n halo=halo/undead/black-magic-[1~5].png:[75*4,50]\n [/halo_frame]\n\n {SOUND:HIT_AND_MISS magic-dark-big.ogg magic-dark-big-miss.ogg -150}\n )}\n\n {HEKUBA_CCF_ATTACK_ANIM3\n \"breath of nyx\" 800\n \"units/undead-necromancers/chaos-cardinal-fused.png\"\n \"units/undead-necromancers/chaos-cardinal-fused-fl.png\"\n (\n start_time=-675\n offset=0\n\n {MISSILE_FRAME_SHADOW_WAVE}\n\n halo_start_time=-525\n [halo_frame]\n halo=halo/undead/black-magic-[1~5].png:[75*4,50]\n [/halo_frame]\n\n {SOUND:HIT_AND_MISS magic-dark-big.ogg magic-dark-big-miss.ogg -50}\n )}\n\n {HEKUBA_CCF_ATTACK_ANIM3\n \"noctum\" 500\n \"units/undead-necromancers/chaos-cardinal-fused.png\"\n \"units/undead-necromancers/chaos-cardinal-fused-fl.png\"\n (\n start_time=-400\n offset=0.0\n\n {NOCTUM_BEAM_ANIMATION}\n\n {SOUND:HIT_AND_MISS {SOUND_LIST:HOLY} {SOUND_LIST:HOLY_MISS} -75}\n )}\n\n # wmlindent: stop ignoring\n[/unit_type]\n\n#undef HEKUBA_CCF_BASIC_ANIM\n#undef HEKUBA_CCF_ATTACK_ANIM3\n#undef HEKUBA_CCF_DEFENSE_ANIM\n#undef HEKUBA_CCF_ATTACK_ANIM3_BASE\n#undef __WMLXGETTEXT_TAG\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Fallen Faerie\n name= _ \"female^Fallen Faerie\"\n race=undead\n gender=female\n image=\"units/faeries/fallen.png\"\n [standing_anim]\n start_time=0\n alpha=0.9~0.7:1400,0.7~0.8:600,0.8~0.7:600,0.7~0.9:1400\n [frame]\n image=\"units/faeries/fallen.png:4000\"\n [/frame]\n [/standing_anim]\n hitpoints=43\n movement_type=undeadspirit\n # Resistances and defenses must match the Faerie Spirit unit type.\n # The contrast point is the alignment. It behaves very similar to\n # regular Spectres otherwise.\n [defense]\n forest=40\n [/defense]\n [resistance]\n fire=80\n cold=100\n [/resistance]\n movement=7\n level=3\n alignment=chaotic\n experience=150\n advances_to=null\n {AMLA_DEFAULT}\n cost=63\n usage=scout\n [abilities]\n {ABILITY_SYLVAN_SPARK}\n [/abilities]\n description= _ \"The essence of true faeries normally makes it unfeasible for them to be brought back as undead, but this is by no means a feat without precedent.\n\nMuch like other creatures resurrected by necromancy they are merely shadows of their former beings, mostly devoid of free will and emotions. They roam about places from their previous memories, seeking to draw energy from the living in a futile attempt to revert the effects of time upon their decayed bodies and spirits. Their former affinity to forests becomes key to their subsistence, but there is little more they can obtain from it.\"\n die_sound=lich-die.ogg\n {DEFENSE_ANIM \"units/faeries/fallen.png\" \"units/faeries/fallen.png\" {SOUND_LIST:LICH_HIT} }\n [attack]\n name=death touch\n description= _ \"death touch\"\n icon=attacks/touch-undead.png\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=melee\n damage=10\n number=2\n [/attack]\n [attack]\n name=wail\n description={TSTR_ATTACK_NAME_WAIL}\n type=cold\n range=ranged\n damage=10\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=death touch\n [/filter_attack]\n\n start_time=-500\n offset=0.0~1.0:425,0.0:225\n alpha=0.8~0.0:425,0.0~0.8:225\n\n [frame]\n duration=25\n image=\"units/faeries/fallen.png\"\n [/frame]\n [frame]\n duration=175\n image=\"units/faeries/fallen.png\"\n [/frame]\n [frame]\n duration=175\n image=\"units/faeries/fallen.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/faeries/fallen.png\"\n sound=wail-sml.wav\n [/frame]\n [frame]\n duration=75\n image=\"units/faeries/fallen.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/faeries/fallen.png\"\n [/frame]\n [frame]\n duration=25\n image=\"units/faeries/fallen.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=wail\n [/filter_attack]\n {MISSILE_FRAME_WAIL}\n [frame]\n begin=-250\n end=-200\n image=\"units/faeries/fallen.png\"\n [/frame]\n [frame]\n sound=wail.wav\n begin=-200\n end=50\n image=\"units/faeries/fallen.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[about]\n images=\"maps/background.jpg\"\n[/about]\n[about]\n title= _ \"Creator and Lead Designer\"\n [entry]\n name=\"Iris Morelle (Irydacea/shadowm)\"\n email=\"shadowm2006@gmail.com\"\n wikiuser=\"shadowm\"\n [/entry]\n[/about]\n[about]\n title= _ \"Campaign Maintenance\"\n #\n # Current main maintainer\n #\n [entry]\n name=\"Iris Morelle (Irydacea/shadowm)\"\n [/entry]\n[/about]\n[about]\n title= _ \"Graphics\"\n [entry]\n name=\"Iris Morelle (Irydacea/shadowm)\"\n comment=\"Too much stuff\"\n [/entry]\n [entry]\n name=\"Kathrin Polikeit (Kitty)\"\n comment=\"\nPortraits:\n- Original portraits since 1.10.0\n- Generic elvish portraits that were imported to serve as place-holders for 1.0\n- Campaign menu entry's big picture/crop (generic story graphic)\n\"\n [/entry]\n [entry]\n name = \"Marcus Ros\u00e9n (sleepwalker)\"\n comment = \"Regular demon portraits\"\n [/entry]\n\n {CREDITS_SEPARATOR}\n\n [entry]\n name=\"Art Wu (EVILEST)\"\n [/entry]\n [entry]\n name=\"Ben Wenzel (artisticdude)\"\n comment=\"Improved Demon, Demon Grunt, Demon Zephyr, and Demon Warrior baseframes\"\n [/entry]\n [entry]\n name=\"Blarumyrran\"\n comment=\"\n- Dark hive floor tiles\n- Deathguard\n- Bookshelves\n- New fungoid\n\"\n [/entry]\n [entry]\n name=\"Charles Dang (vultraz)\"\n comment=\"Elynia staff icon, done with Zerovirus's help\"\n [/entry]\n [entry]\n name=\"doofus-01\"\n [/entry]\n [entry]\n name=\"Emilien Rotival (LordBob)\"\n comment=\"Faerie race icon\"\n [/entry]\n [entry]\n name=\"Erkki Lonkainen (Eternal)\"\n comment=\"\nSprites:\n- Base for Elyssa before 1.9.1\n- Brain Drainer\n- Giant Leech\n- Death Baron's palette and helmet deco\n- Cockatrice\n- Lesser Giant Spider\n- Gutwrencher Imp\n\"\n [/entry]\n [entry]\n name=\"Francisco Mu\u00f1oz (fmunoz)\"\n comment=\"\nSprites:\n- Some elemental spirits' graphics\n- Giant boar\n- Water Serpent\n- Iron Golem\n- Base for L0 Imp, which was Ghoul on Wesnoth 1.0.2\n- Verlissh Spearberar unit line\n\"\n [/entry]\n [entry]\n name = \"Lari Nieminen (zookeeper)\"\n comment = \"Additional work on the Death Baron animations\"\n [/entry]\n [entry]\n name=\"Neoriceisgood\"\n comment=\"\n- Most original Chaos faction sprites used until around 0.7.\n- Original demon unit line before version 0.0.911\n- Dwarvish Steamwheel and Steamcopter unit lines' graphics\n- Dwarvish Handcannon\n- Automaton stand. frame\n- Worker Droid stand. frame\n- Armageddon Imp\n- Base for L1 Imp (EE: Lesser Abomination)\n- Base for L2 Imp (EE: Flesh Hound)\n- Alternate loyalist swordsman unit line\n- Dark General\n- Verlissh-Psy Mindraider\n\"\n [/entry]\n [entry]\n name=\"Neoskel\"\n comment=\"Chaos faction revamp; some new loyalist sprites\"\n [/entry]\n [entry]\n name=\"Peter Geinitz (Shadow/Wayfarer)\"\n comment=\"\n- Entire Aragwaith faction\n- Faeries (except Lady of Light and Sylvan Warden)\n- Base for Dwarvish Scout line, Dwarvish Arcanister, Dwarvish Flamethrower\n- Touch-ups on Lady of Light\n- Base for Elvish Guard/Protector\n- New Chaos Invoker animation frames, touched-up baseframe\n- Fire Aura attack icon\n\"\n [/entry]\n [entry]\n name=\"Richard Kettering (Jetrel)\"\n comment=\"\n- The base of many custom sprites, some portraits, some visual FX images\n- Old elvish sorceress line sprites used for Anlind\u00eb's custom unit\n- The new faerie wings procedure\n- His help and awesomeness\n\"\n [/entry]\n\n {CREDITS_SEPARATOR}\n\n [entry]\n name=\"GK3\"\n comment=\"Goliath miniboss/boss sprites\"\n [/entry]\n [entry]\n name=\"Hogne H\u00e5skjold (Frame/Freim)\"\n [/entry]\n [entry]\n name=\"Irrevenant\"\n comment=\"Touch-ups on Elynia, guidance, indoors ToD icon\"\n [/entry]\n [entry]\n name=\"Melon\"\n comment=\"\nShadow Spawn: from Swarm Lord, Y\u014dkai faction\nShadow Courier: from Blood Manipulator, Vampires EoM faction\n\"\n [/entry]\n [entry]\n name=\"Musketaquid\"\n [/entry]\n [entry]\n name=\"Reiner \u2018Tiles\u2019 Prokein\"\n comment=\"Miscellaneous props/tiles\"\n [/entry]\n [entry]\n name=\"Samuel Wilson (megane)\"\n comment=\"\n- Chaos faction revamp\n- Crystal glyph's base, edited by shadowm\n- New Dread Bat\n- Smaller Crystal Glyph\n\"\n [/entry]\n [entry]\n name=\"Santiago Iborra (Quellion)\"\n comment=\"Wight for WTactics.org/Arcmage.org, used as a placeholder for Mal Hekuba\"\n [/entry]\n [entry]\n name=\"Shield\"\n comment=\"New bunnies with color variations (since 2.0)\"\n [/entry]\n [entry]\n name=\"VYNLT\"\n comment=\"Chaos Cardinal\"\n [/entry]\n [entry]\n name=\"Zerovirus\"\n comment=\"Elynia's last baseframe revision; Elynia staff icon, done with vultraz's help; general awesomeness\"\n [/entry]\n[/about]\n[about]\n title= _ \"Aragwaith Faction\"\n [entry]\n name=\"Astrid Halberkamp\"\n comment=\"Rebalancing and animation WML updates for the MP 'The Aragwaithi' and 'Era of Chaos' add-ons, applied on IftU 1.99.0 and later\"\n [/entry]\n [entry]\n name=\"Peter Geinitz (Shadow/Wayfarer)\"\n comment=\"Art, concept\"\n [/entry]\n[/about]\n[about]\n title= _ \"Music\"\n [entry]\n name=\"Aleksi Aubry-Carlson (Aleksi)\"\n comment=\"Orc Theme, gameplay06.ogg\"\n [/entry]\n [entry]\n name=\"Jeremy Nicoll (jeremy2)\"\n comment=\"Lonely Snowfall\"\n [/entry]\n [entry]\n name=\"Mattias Westlund (West)\"\n comment=\"Ambuscade\"\n [/entry]\n [entry]\n name=\"Telaron\"\n comment=\"climactic_contemplation.ogg, western_theme2.ogg\"\n [/entry]\n[/about]\n[about]\n title= _ \"Translations\"\n [entry]\n name=\"kabachuha\"\n comment=\"Russian\"\n [/entry]\n [entry]\n name=\"newfrenchy83\"\n comment=\"French\"\n [/entry]\n[/about]\n[about]\n title= _ \"Additional Thanks to\"\n [entry]\n name=\"8680 (8680)\"\n [/entry]\n [entry]\n name=\"Alexander van Gessel (AI/AI0867)\"\n comment=\"Former maintainer\"\n [/entry]\n [entry]\n name=\"Beno\u00eet Timbert (Noyga)\"\n comment=\"Wesnoth 1.3.x Extended Era\"\n [/entry]\n [entry]\n name=\"Charles Dang (vultraz)\"\n comment=\"Prose review and revision for IftU 2.0, moral support, playtesting, Wesnoth 1.14.x technical support\"\n [/entry]\n [entry]\n name=\"Dimitar Ilccov (Mythological)\"\n comment=\"Former release helper; bug fixing and compatibility fixes of this campaign with BfW 1.4 beta/RC series\"\n [/entry]\n [entry]\n name=\"Docrock\"\n comment=\"Very early playtesting\"\n [/entry]\n [entry]\n name=\"Elvish_Pillager\"\n comment=\"1.5.x experimental port playtesting\"\n [/entry]\n [entry]\n name=\"Inky\"\n comment=\"Highly educational playthrough and bug reports\"\n [/entry]\n [entry]\n name=\"Konrad2\"\n comment=\"Playtesting of IftU 2.0\"\n [/entry]\n [entry]\n name=\"Michael (Mica)\"\n comment=\"Former non-maintainer uploader\"\n [/entry]\n [entry]\n name=\"nemaara\"\n comment=\"Playtesting of IftU 2.0, moral support\"\n [/entry]\n [entry]\n name=\"Piotr Cychowski (Cycholka/Mistbinder/Mist)\"\n comment=\"Initial porting from the 1.4 branch to 1.5.x\"\n [/entry]\n [entry]\n name=\"S. E. Brune (SouthernOracle)\"\n comment=\"Original prose revision continuing ESR's work, for 1.14.0.\"\n [/entry]\n [entry]\n name=\"Sergey Popov (loonycyborg)\"\n comment=\"Playtesting of the 1.5.x port\"\n [/entry]\n [entry]\n name=\"solsword/pmworther\"\n [/entry]\n [entry]\n name=\"Steven Panek (Espreon)\"\n comment=\"Former maintainer, nitpicker, punctuation pedant\"\n [/entry]\n [entry]\n name=\"Turuk\"\n [/entry]\n [entry]\n name=\"Zoltic\"\n comment=\"critical i18n/l10n bugs reporting and hinting\"\n [/entry]\n\n {CREDITS_SEPARATOR}\n\n [entry]\n name= _ \"You, for playing this campaign\"\n [/entry]\n[/about]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "# wmllint: no translatables\n\n#define LOG_IFTU_ERR _MSG\n {ERROR (\"[IftU] \"+{_MSG})}\n#enddef\n\n#define LOG_IFTU_WRN _MSG\n {WARNING (\"[IftU] \"+{_MSG})}\n#enddef\n\n#define LOG_IFTU_WARN _MSG\n {WARNING (\"[IftU] \"+{_MSG})}\n#enddef\n\n#define LOG_IFTU _MSG\n {LOG (\"[IftU] \"+{_MSG})}\n#enddef\n\n#ifdef DEBUG\n#define LOG_IFTU_DBG _MSG\n {DEBUG (\"[IftU] \"+{_MSG})}\n#enddef\n#else\n#define LOG_IFTU_DBG _MSG\n {LOG ({_MSG})}\n#enddef\n#endif\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n#\n# Naia library\n#\n\n#ifhave ~add-ons/Naia/loader.cfg\n\n{~add-ons/Naia/loader.cfg}\n\n#else\n#ifhave ./Naia/loader.cfg\n\n#define NAIA_EMBEDDED\nInvasion_from_the_Unknown#enddef\n\n{./Naia/loader.cfg}\n\n#endif\n#endif\n\n#ifndef NAIA_VERSION\n#error Naia or a Naia base library component is missing. Cannot continue loading this add-on.\n#endif\n\n#\n# Local library\n#\n\n# LD provides a simpler, shorter way of including WML files by using only\n# relative paths (to the add-on's directory).\n#define LD __PATH__\n{~add-ons/Invasion_from_the_Unknown/{__PATH__}}#enddef\n\n{LD /mainline-strings.cfg}\n\n#ifndef EDITOR\n\n#ifndef __WMLUNITS__\n\n# DIFF includes WML conditionally depending on the selected difficulty. I\n# prefer this to mainline's ON_DIFFICULTY macro, which has an exceedingly\n# long name for such an ubiquitous purpose. There is no whitespace (e.g.\n# tabs, newlines, blanks) around the inclusions in order to avoid issues\n# when the substitution is performed in middle of a string literal.\n#ifdef EASY\n#define DIFF _ON_EASY _ON_NORMAL _ON_HARD\n{_ON_EASY}#enddef\n#endif\n#ifdef NORMAL\n#define DIFF _ON_EASY _ON_NORMAL _ON_HARD\n{_ON_NORMAL}#enddef\n#endif\n#ifdef HARD\n#define DIFF _ON_EASY _ON_NORMAL _ON_HARD\n{_ON_HARD}#enddef\n#endif\n\n#define PERSISTENT_NS_IFTU\n\"Project_Ethea.Invasion_from_the_Unknown\" #enddef\n\n# NOTE: do not change the order in which these files are preprocessing unless\n# you are very sure of what you are doing.\n\n[lua]\n code = <<\n PROJECT_ETHEA_RECONSTRUCTION_VERSION = '>>+\"{LD dist/VERSION}\"+<<'\n\n naia_register_package {\n global_id = 'project_ethea.Invasion_from_the_Unknown',\n name = 'Invasion from the Unknown',\n i18n_name = wesnoth.textdomain('wesnoth-Invasion_from_the_Unknown')('Invasion from the Unknown'),\n version = PROJECT_ETHEA_RECONSTRUCTION_VERSION,\n abbreviation = 'IftU',\n tracker_url = 'https://github.com/project-ethea/Invasion_from_the_Unknown/issues',\n forum_thread = 'https://forums.wesnoth.org/viewtopic.php?t=43309',\n maintainer_mode = filesystem.have_file('~add-ons/Invasion_from_the_Unknown/base-maint.cfg'),\n }\n\n check_host_compatibility('1.15.14', '1.16.x', {}, false)\n check_addon_compatibility()\n\n -- Load local code files.\n for i, file in ipairs {\n 'overrides.lua',\n 'theme.lua',\n\n 'gui/character_descriptions_prompt.lua',\n 'gui/intermission_prompt.lua',\n 'gui/outro_teaser.lua',\n\n 'Invasion_from_the_Unknown.lua',\n }\n do\n wesnoth.dofile('~add-ons/Invasion_from_the_Unknown/lua/' .. file)\n end\n >>\n[/lua]\n\n#endif\n\n{LD /base-debug.cfg}\n\n{LD /base-rc.cfg}\n{LD /macros}\n\n[+units]\n {LD /units}\n[/units]\n\n#ifndef __WMLUNITS__\n\n{GLOBAL_EVENTS ({LD /global-events.cfg})}\n\n#define MAP __FILE__\n map_file=\"~add-ons/Invasion_from_the_Unknown/maps/{__FILE__}\"\n#enddef\n\n#define MASK __FILE__\n mask=\"{LD /masks/{__FILE__}}\"\n#enddef\n\n#define SHROUD_DATA __FILE__\n shroud_data=\"{LD /masks/{__FILE__}}\"\n#enddef\n\n{LD /scenarios}\n\n#endif\n\n#endif\n\n# EOF\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[color_palette]\n faerie_spirit_hair_leaves_green=104820,458967,8DCD53,E8F898\n faerie_spirit_hair_leaves_decay=4E3430,904D39,D9A487,EBD5BC\n\n faerie_spirit_skin_green=662431,75556B,7B99B6,CCB1E0,D1FFFE\n faerie_spirit_skin_decay=3F281F,75556B,9B929F,E0B9B1,FFFFFF\n[/color_palette]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n#\n# Global events loaded for all scenarios\n#\n\n{AMLA_MENU_HINT}\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n# WML gettext helper file to allow for easy inclusion of mainline tstrings that\n# are commonly used throughout this campaign, without needing to embed textdomain\n# declarations inside other files, which may be confusing and prone to human mistakes.\n# They also shut up a bunch of wmllint warnings on \"multiple textdomains\"\n\n################################### TEXTDOMAIN \"wesnoth\" ###################################\n#textdomain wesnoth\n\n#define STR_HOLY_WATER\n_\"Holy Water\" #enddef\n#define STR_HOLY_WATER_MATCHING_DESCRIPTION\n_\"This water will make melee weapons have the arcane damage type until the end of the current scenario.\" #enddef\n#define STR_HOLY_WATER_NONMATCHING_DESCRIPTION\n_\"I am not suited to the use of this item! Let another take it.\" #enddef\n\n################################ TEXTDOMAIN \"wesnoth-units\" ################################\n#textdomain wesnoth-units\n\n#define STR_SKELETON\n_\"Skeleton\" #enddef\n\n#define STR_ELVISH_CAPTAIN\n_\"Elvish Captain\" #enddef\n#define STR_ELVISH_HERO\n_\"Elvish Hero\" #enddef\n\n#define TSTR_ATTACK_NAME_FLAIL\n_\"flail\" #enddef\n#define TSTR_ATTACK_NAME_BALLISTA\n_\"ballista\" #enddef\n#define TSTR_ATTACK_NAME_MORNING_STAR\n_\"morning star\" #enddef\n#define TSTR_ATTACK_NAME_NET\n_\"net\" #enddef\n#define TSTR_ATTACK_NAME_PINCERS\n_\"pincers\" #enddef\n#define TSTR_ATTACK_NAME_MUD_GLOB\n_\"mud glob\" #enddef\n#define TSTR_ATTACK_NAME_SLAM\n_\"slam\" #enddef\n#define TSTR_ATTACK_NAME_PLAGUE_STAFF\n_\"plague staff\" #enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n#\n# Invasion from the Unknown\n# Copyright (C) 2006 - 2023 by Iris Morelle \n#\n# This program is free software: you can redistribute it and/or modify\n# it under the terms of the GNU General Public License as published by\n# the Free Software Foundation, either version 2 of the License, or\n# (at your option) any later version.\n#\n# This program is distributed in the hope that it will be useful,\n# but WITHOUT ANY WARRANTY; without even the implied warranty of\n# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n# GNU General Public License for more details.\n#\n# You should have received a copy of the GNU General Public License\n# along with this program. If not, see .\n#\n\n# wmlscope: set export=no\n# wmlindent: start ignoring\n\n# After the recent changes on the campaign's WML and plot structure, wmllint goes mad\n# since it does not know how to expand *macros* for the [campaign] nodes.\n# wmllint: validate-off\n\n# Wesnoth textdomain setup\n[textdomain]\n name=\"wesnoth-Invasion_from_the_Unknown\"\n path=\"data/add-ons/Invasion_from_the_Unknown/translations\"\n[/textdomain]\n\n[textdomain]\n name=\"wesnoth-Naia\"\n#ifhave ~add-ons/Invasion_from_the_Unknown/Naia\n path=\"data/add-ons/Invasion_from_the_Unknown/Naia/translations\"\n#endif\n#ifhave ~add-ons/Naia\n path=\"data/add-ons/Naia/translations\"\n#endif\n[/textdomain]\n\n# Campaign menu entries\n\n#undef IFTU_SHARED_ATTRIBUTES\n#undef IFTU_HAVE_MUSIC\n\n#ifhave ~add-ons/IftU_Music/_main.cfg\n #define IFTU_HAVE_MUSIC\n #enddef\n#endif\n\n#\n# Macros used by the campaign menu entries\n#\n\n#define IFTU_SHARED_DESCRIPTION_FOOTER\n\"\n\n\"+\n_\"Version\"+\" {~add-ons/Invasion_from_the_Unknown/dist/VERSION} \"+{IFTU_WESNOTH_VERSION_SUPPORT_STATUS}+\"\n\"+_\"Feedback and bug reports:\"+\" https://r.wesnoth.org/t43309\"+{IFTU_HAVE_MUSIC_STATUS}+\"\" #enddef\n\n#define IFTU_WESNOTH_VERSION_SUPPORT_STATUS\n _ \"for Wesnoth 1.16.0 and later\" #enddef\n\n#ifdef IFTU_HAVE_MUSIC\n #define IFTU_HAVE_MUSIC_STATUS\n #enddef\n#else\n #define IFTU_HAVE_MUSIC_STATUS\n \"\n\"+\"! \"+\n_\"Music add-on \u201cIftU Music\u201d is not currently installed.\"+\"\" #enddef\n#endif\n\n#define IFTU_SHARED_ATTRIBUTES EPISODE_ID_SUFFIX EPISODE_SUBTITLE EPISODE_DESCRIPTION\n id=Invasion_from_the_Unknown_{EPISODE_ID_SUFFIX}\n define=CAMPAIGN_INVASION_FROM_THE_UNKNOWN\n extra_defines=CAMPAIGN_INVASION_FROM_THE_UNKNOWN_EPISODE_{EPISODE_ID_SUFFIX}\n {ENABLE_DWARVISH_RUNESMITH}\n {ENABLE_DWARVISH_ARCANISTER}\n {ENABLE_NIGHTBLADE}\n version={~add-ons/Invasion_from_the_Unknown/dist/VERSION}\n abbrev= _ \"IftU\"\n # NOTE: not the real chronology of these campaigns.\n year=\"9998 AF\"\n end_text= _ \"To be continued...\"\n name= _ \"Invasion from the Unknown\"+\"\n\"+{EPISODE_SUBTITLE}\n description={EPISODE_DESCRIPTION}+{IFTU_SHARED_DESCRIPTION_FOOTER}\n # Credits data source\n {~add-ons/Invasion_from_the_Unknown/about.cfg}\n#enddef\n\n#define IFTU_DIFFICULTY_MENU_ENTRY _SYMBOL _ICON _LABEL _DESC _DEFAULT\n [difficulty]\n define={_SYMBOL}\n image={_ICON}+\"~RC(magenta>red)\"\n label={_LABEL}\n description={_DESC}\n default={_DEFAULT}\n [/difficulty]\n#enddef\n\n#define IFTU_DIFFICULTY_MENU _EASY_LABEL _EASY_ICON _NORMAL_LABEL _NORMAL_ICON _HARD_LABEL _HARD_ICON\n {IFTU_DIFFICULTY_MENU_ENTRY EASY ({_EASY_ICON}) ({_EASY_LABEL}) ( _ \"Easy\") no }\n {IFTU_DIFFICULTY_MENU_ENTRY NORMAL ({_NORMAL_ICON}) ({_NORMAL_LABEL}) ( _ \"Normal\") yes}\n {IFTU_DIFFICULTY_MENU_ENTRY HARD ({_HARD_ICON}) ({_HARD_LABEL}) ( _ \"Hard\") no }\n#enddef\n\n#ifndef __WMLUNITS__\n\n[campaign]\n {IFTU_SHARED_ATTRIBUTES I ( _ \"Episode I: Seeking the Light\") ( _ \"Long after the Fall, the last forest elves on the Great Continent are forced to abandon their secluded home and forge an unprecedented alliance in hopes of retaliating against the great evil that has befallen Irdya. But even then, they will require more than one ancient power to aid them in their quest...\n\n(Intermediate level, 13 scenarios.)\")}\n first_scenario=01_Border_Patrol\n rank=255\n icon=\"data/add-ons/Invasion_from_the_Unknown/images/campaign-icon-episode1.png~RC(magenta>orange)\"\n image=\"data/add-ons/Invasion_from_the_Unknown/images/campaign-logo-episode1.png\"\n {IFTU_DIFFICULTY_MENU\n ( _ \"difficulty_menu^Ascetic\") (\"data/add-ons/Invasion_from_the_Unknown/images/units/elves-wood/anlinde-ascetic.png\")\n ( _ \"difficulty_menu^Mystic\") (\"data/add-ons/Invasion_from_the_Unknown/images/units/elves-wood/anlinde-mystic.png\")\n ( _ \"difficulty_menu^Avatar\") (\"data/add-ons/Invasion_from_the_Unknown/images/units/elves-wood/anlinde-avatar.png\")\n }\n[/campaign]\n[campaign]\n {IFTU_SHARED_ATTRIBUTES II ( _ \"Episode II: Armageddon\") ( _ \"As the dark veil of Chaos engulfs the land, an assorted group of foolish heroes prepares a counter-attack against their enemies with one unique goal in their minds. May they vanquish the forces that seek to destroy the last sanctuary standing in the Great Continent, or perish in the attempt.\n\n(Intermediate level, 10 scenarios.)\")}\n first_scenario=14_Bye_and_Behold\n rank=256\n icon=\"data/add-ons/Invasion_from_the_Unknown/images/campaign-icon-episode2.png~RC(magenta>gold)\"\n image=\"data/add-ons/Invasion_from_the_Unknown/images/campaign-logo-episode2.jpg\"\n {IFTU_DIFFICULTY_MENU\n ( _ \"difficulty_menu^Disciple\") (\"units/undead-necromancers/dark-sorcerer-magic-1.png\")\n ( _ \"difficulty_menu^Lich\") (\"units/undead-necromancers/lich-magic-3.png\")\n ( _ \"difficulty_menu^Ancient Lich\") (\"units/undead-necromancers/ancient-lich-melee-2.png\")\n }\n[/campaign]\n\n#else\n\n# Define a special campaign menu entry for use with wmlunits, to generate a\n# single units tree for the entire two-campaign set.\n\n[campaign]\n id=Invasion_from_the_Unknown_unit_tree\n define=CAMPAIGN_INVASION_FROM_THE_UNKNOWN\n extra_defines=ENABLE_DWARVISH_RUNESMITH,ENABLE_DWARVISH_ARCANISTER\n name= _ \"Invasion from the Unknown\"\n first_scenario=null\n rank=255\n icon=\"data/add-ons/Invasion_from_the_Unknown/images/campaign-icon-episode1.png~RC(magenta>orange)\"\n[/campaign]\n\n#endif\n\n#undef IFTU_SHARED_ATTRIBUTES\n#undef IFTU_DIFFICULTY_MENU\n#undef IFTU_DIFFICULTY_MENU_ENTRY\n#undef IFTU_WESNOTH_VERSION_SUPPORT_STATUS\n#undef IFTU_SHARED_DESCRIPTION_FOOTER\n#undef IFTU_HAVE_MUSIC_STATUS\n\n# wmllint: validate-on\n\n#ifdef EDITOR\n #define CAMPAIGN_INVASION_FROM_THE_UNKNOWN\n #enddef\n#endif\n\n#ifdef CAMPAIGN_INVASION_FROM_THE_UNKNOWN\n\n[binary_path]\n path=\"data/add-ons/Invasion_from_the_Unknown\"\n[/binary_path]\n\n#ifdef IFTU_HAVE_MUSIC\n[binary_path]\n path=\"data/add-ons/IftU_Music\"\n[/binary_path]\n#endif\n\n{~add-ons/Invasion_from_the_Unknown/base-loader.cfg}\n\n#endif\n\n#undef IFTU_HAVE_MUSIC\n\n# wmllint: directory spellings Anlind\u00eb Mal Malin Keshar Hekuba Argan\n# wmllint: directory spellings Goliath shaxthal shaxthals verlissh verlisshi\n# wmllint: directory spellings Naia Sela Quetor'el Telchior Galas\n# wmllint: directory spellings Elynia L\u00e9dinor Erathan Yechnagoth Zocthanol\n# wmllint: directory spellings Zhangor Althurin Asthorgar Irdya Quenoth\n# wmllint: directory spellings Eloh Armageddon Igor golem goliath magus\n# wmllint: directory spellings Uria demoness demonesses imp Inferno\n# wmllint: directory spellings Mindraider Psy faerie faeries gutwrencher\n# wmllint: directory spellings razerman longbowman crossbowman hellhound\n# wmllint: directory spellings Aragwaith Aragwaithi arcanister runemaster\n# wmllint: directory spellings runesmith Kaleh Kalehssar Rogrimir\n# wmllint: directory spellings Wesmere Tanuil Elyssa Quogar Ratham\n# wmllint: directory spellings Ryth\u00e9 rythenians Argazar argazars longswordsmen\n# wmllint: directory spellings headhunter soulhunter rayblade wyrm\n# wmllint: directory spellings noctum ensnare pah Mal-Ravanal Landar\n# wmllint: directory spellings De'Arthian Illana Arnesius Delarel\n# wmllint: directory spellings Torancyn Aleazar Raelthyn invincibles\n# wmllint: directory spellings touchplate touchgem lorekeeper lorekeepers\n# wmllint: directory spellings Eisenstone biomechanical Herthgar Gnalvarden\n# wmllint: directory spellings Valgran Aidal Kalari Aran-Balgur Aran-Nitar\n# wmllint: directory spellings Xia'el Merthiaal Urvatha Irdyan Inodien Unarye\n# wmllint: directory spellings Adavyan Arphalad Lorin Wylven Danaerad Astar\n# wmllint: directory spellings Ardgam Dervale Ilgrid\n# wmllint: directory spellings facemask unpetrified wisemen firestick\n# wmllint: directory spellings loremaster loremasters dreadcrafter\n# wmllint: directory spellings dreadcrafters spellcaster spellcasters\n# wmllint: directory spellings unliving elvenkind marchlands Adel un-death\n# wmllint: directory spellings blargh atchoo nah somethin' lookin' preparin'\n# wmllint: directory spellings hidin' fascinatin' runecraftin' layin' confusin'\n# wmllint: directory spellings explorin' searchin' interestin' dyin' na'\n# wmllint: directory spellings dinnae didnae musta' mighta' ha' need'a winna'\n# wmllint: directory spellings cannae whoah what're\n\n# wmlindent: stop ignoring\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n#define ABILITY_INTIMIDATES\n [leadership]\n id=intimidates_terror\n value=-25\n cumulative=no\n name= _ \"intimidates\"\n description= _ \"This unit intimidates adjacent level 0-1 enemy units, making them fight worse.\n\nAffected units engaging in combat deal 25% less damage and become unable to exert their zone of control over those adjacent to the intimidating unit.\"\n special_note={SPECIAL_NOTE_INTIMIDATES}\n affect_self=no\n affect_allies=no\n affect_enemies=yes\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [filter]\n level=0\n [or]\n level=1\n [/or]\n [/filter]\n [/affect_adjacent]\n [/leadership]\n [skirmisher]\n id=intimidates_distract\n affect_self=no\n affect_allies=yes\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [filter]\n [not]\n [filter_adjacent]\n is_enemy=yes\n [not]\n level=0\n [/not]\n [not]\n level=1\n [/not]\n [/filter_adjacent]\n [/not]\n [/filter]\n [/affect_adjacent]\n [/skirmisher]\n#enddef\n\n#define ABILITY_SYLVAN_ESSENCE_NOUNION\n [heals]\n value=8\n id=sylvan_essence_healing_nounion\n name= _ \"sylvan essence\"\n description=_\"This unit can heal and cure friendly units on adjacent hexes every turn, to a base maximum of 8 HP. In vegetated terrains, it will conceal itself from its enemies. It can also regenerate (but not unpoison) 3 HP per-turn, but only in vegetated terrains.\"+{NOTES_VEGETATED_TERRAINS}\n special_note={SPECIAL_NOTE_SYLVAN_ESSENCE}\n affect_allies=yes\n affect_self=no\n poison=cured\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [/affect_adjacent]\n [/heals]\n [hides]\n id=sylvan_essence_conceal_nounion\n affect_self=yes\n [filter_self]\n [filter_location]\n terrain={VEGETATED_TERRAINS}\n [/filter_location]\n [/filter_self]\n [/hides]\n [regenerate]\n value=3\n id=sylvan_essence_selfheal_nounion\n affect_self=yes\n [filter_self]\n [filter_location]\n terrain={VEGETATED_TERRAINS}\n [/filter_location]\n [/filter_self]\n [/regenerate]\n#enddef\n\n# FIXME\n#undef ABILITY_SYLVAN_ESSENCE\n\n#define ABILITY_SYLVAN_ESSENCE\n [illuminates]\n id=sylvan_essence_illum\n value=25\n max_value=25\n cumulative=no\n name= _ \"sylvan essence\"\n description=_\"This unit illuminates the surrounding area, making lawful units fight better, and chaotic units fight worse. Any units adjacent to this unit will fight as if it were dusk when it is night, and as if it were day when it is dusk.\n\nThe unit also can heal and cure friendly units on adjacent hexes every turn, to a base maximum of 8 HP. In vegetated terrains, it will conceal itself from its enemies. It can also regenerate (but not unpoison) 4 HP per-turn, but only in vegetated terrains.\"+{NOTES_VEGETATED_TERRAINS}\n special_note={SPECIAL_NOTE_SYLVAN_ESSENCE}\n affect_self=yes\n [/illuminates]\n [heals]\n value=8\n id=sylvan_essence_healing\n affect_allies=yes\n affect_self=no\n poison=cured\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [/affect_adjacent]\n [/heals]\n [hides]\n id=sylvan_essence_conceal\n affect_self=yes\n [filter_self]\n [filter_location]\n terrain={VEGETATED_TERRAINS}\n [/filter_location]\n [/filter_self]\n [/hides]\n [regenerate]\n value=4\n id=sylvan_essence_selfheal\n affect_self=yes\n [filter_self]\n [filter_location]\n terrain={VEGETATED_TERRAINS}\n [/filter_location]\n [/filter_self]\n [/regenerate]\n#enddef\n\n#define ABILITY_REGENERATES4\n [regenerate]\n value=4\n id=regenerates4\n name= _ \"regenerates +4\"\n female_name= _ \"female^regenerates +4\"\n description= _ \"The unit will heal itself 4 HP per turn. If it is poisoned, it will remove the poison instead of healing.\"\n special_note={SPECIAL_NOTE_REGENERATES4}\n affect_self=yes\n poison=cured\n [/regenerate]\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n# why wmllint whyyyyy\n# wmllint: local spelling \u2039Max\n\n###############################################################################\n# ANLIND\u00cb #\n###############################################################################\n\n#define AMLA_FAERIE_TOUCH_DRAINS\n {CHARACTER_AMLA\n amla_faerie_touch_drains\n ()\n attacks/touch-faerie.png ( _ \"Faerie touch: add drains special\")\n (\n [effect]\n apply_to=attack\n name=faerie touch\n [set_specials]\n mode=append\n {WEAPON_SPECIAL_DRAIN}\n [/set_specials]\n [/effect]\n )}\n#enddef\n\n#define AMLA_GOSSAMER_L1\n {CHARACTER_AMLA\n amla_gossamer_l1\n ()\n attacks/web.png ( _ \"Gossamer: strikes +1\")\n (\n [effect]\n apply_to=attack\n name=gossamer\n increase_attacks=1\n [/effect]\n )}\n#enddef\n\n###############################################################################\n# ELYNIA #\n###############################################################################\n\n#define AMLA_STRENGTH_L1\n {CHARACTER_AMLA\n amla_strength_l1\n ()\n attacks/staff-niryone.png ( _ \"Strength I: hitpoints +4, melee damage +1\")\n (\n [effect]\n apply_to=hitpoints\n increase=4\n increase_total=4\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n increase_damage=1\n [/effect]\n )}\n#enddef\n\n#define AMLA_STRENGTH_L2\n {CHARACTER_AMLA\n amla_strength_l2\n amla_strength_l1\n attacks/staff-niryone.png ( _ \"Strength II: hitpoints +4, melee strikes +1\")\n (\n [effect]\n apply_to=hitpoints\n increase=4\n increase_total=4\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n increase_attacks=1\n [/effect]\n )}\n#enddef\n\n#define AMLA_STRENGTH_L3\n {CHARACTER_AMLA\n amla_strength_l3\n amla_strength_l2\n attacks/staff-niryone.png ( _ \"Strength III: hitpoints +5\")\n (\n [effect]\n apply_to=hitpoints\n increase=5\n increase_total=5\n [/effect]\n )}\n#enddef\n\n#define AMLA_STRENGTH_L4\n {CHARACTER_AMLA\n amla_strength_l4\n amla_strength_l3\n attacks/staff-niryone.png ( _ \"Strength IV: hitpoints +5, melee damage +1\")\n (\n [effect]\n apply_to=hitpoints\n increase=5\n increase_total=5\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n increase_damage=1\n [/effect]\n )}\n#enddef\n\n#define AMLA_STRENGTH_L5\n {CHARACTER_AMLA\n amla_strength_l5\n amla_strength_l4\n attacks/staff-niryone.png ( _ \"Strength V: hitpoints +7\")\n (\n [effect]\n apply_to=hitpoints\n increase=7\n increase_total=7\n [/effect]\n )}\n#enddef\n\n#define AMLA_FOCUS_L1\n {CHARACTER_AMLA\n amla_focus_l1\n amla_strength_l1\n attacks/faerie-fire.png ( _ \"Focus I: faerie fire damage +1\")\n (\n [effect]\n apply_to=attack\n name=faerie fire\n increase_damage=1\n [/effect]\n )}\n#enddef\n\n#define AMLA_FOCUS_L2\n {CHARACTER_AMLA\n amla_focus_l2\n amla_focus_l1,amla_strength_l3\n attacks/faerie-fire.png ( _ \"Focus II: faerie fire strikes +1\")\n (\n [effect]\n apply_to=attack\n name=faerie fire\n increase_attacks=1\n [/effect]\n )}\n#enddef\n\n#define AMLA_FOCUS_L3\n {CHARACTER_AMLA\n amla_focus_l3\n amla_focus_l2,amla_strength_l4\n attacks/entangle.png ( _ \"Focus III: ensnare strikes +1\")\n (\n [effect]\n apply_to=attack\n name=ensnare\n increase_attacks=1\n [/effect]\n )}\n#enddef\n\n#define AMLA_SHIELDING_L1\n {CHARACTER_AMLA\n amla_shielding_l1\n amla_focus_l1\n attacks/magic-missile.png ( _ \"Shielding I: arcane resistance +10%\")\n (\n [effect]\n apply_to=resistance\n replace=no\n [resistance]\n arcane=-10\n [/resistance]\n [/effect]\n )}\n#enddef\n\n#define AMLA_SHIELDING_L2\n {CHARACTER_AMLA\n amla_shielding_l2\n amla_shielding_l1,amla_focus_l2\n attacks/magic-missile.png ( _ \"Shielding II: arcane resistance +10%, impact resistance +10%\")\n (\n [effect]\n apply_to=resistance\n replace=no\n [resistance]\n arcane=-10\n impact=-10\n [/resistance]\n [/effect]\n )}\n#enddef\n\n#define AMLA_SHIELDING_L3\n {CHARACTER_AMLA\n amla_shielding_l3\n amla_shielding_l2,amla_strength_l4\n attacks/magic-missile.png ( _ \"Shielding III: arcane resistance +10%, cold resistance +10%\")\n (\n [effect]\n apply_to=resistance\n replace=no\n [resistance]\n arcane=-10\n cold=-10\n [/resistance]\n [/effect]\n )}\n#enddef\n\n#\n# Thorns\n#\n\n#define AMLA_THORNS_L1\n {CHARACTER_AMLA\n amla_thorns_l1\n ()\n attacks/thorns.png ( _ \"Thorns I: new attack (ranged/pierce 10\u00d72, magical+drains)\")\n (\n [effect]\n apply_to=new_attack\n icon=attacks/thorns.png\n name=thorns\n description={I18N:ATTACK_THORNS}\n type=pierce\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n damage=10\n number=2\n range=ranged\n [/effect]\n )}\n#enddef\n\n#define AMLA_THORNS_L2\n {CHARACTER_AMLA\n amla_thorns_l2\n amla_thorns_l1\n attacks/thorns.png\n ( _ \"Thorns II: strikes +1\")\n (\n [effect]\n apply_to=attack\n name=thorns\n increase_attacks=1\n [/effect]\n )}\n#enddef\n\n#define AMLA_THORNS_L3\n {CHARACTER_AMLA\n amla_thorns_l3\n amla_thorns_l2\n attacks/thorns.png\n ( _ \"Thorns III: damage +2\")\n (\n [effect]\n apply_to=attack\n name=thorns\n increase_damage=2\n [/effect]\n )}\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n#define MISSILE_FRAME_STONE_GAZE\n [missile_frame]\n offset=1.0\n begin=-200\n end=0\n image=\"projectiles/gaze.png\"\n image_diagonal=\"projectiles/gaze.png\"\n [/missile_frame]\n#enddef\n\n#define MISSILE_FRAME_DARKNESS_BEAM\n {NOCTUM_BEAM_ANIMATION} # FIXME\n#enddef\n\n#define UNION_FOG_FRAME _NUM _DX _DY _MODS\n fog_{_NUM}_start_time=-500\n fog_{_NUM}_offset=0.5~1.25:500,1.25~2.0:800\n fog_{_NUM}_alpha=0.0~1.0:300,1.0:700,1.0~0.0:300\n fog_{_NUM}_image_mod={_MODS}\n\n fog_{_NUM}_directional_x={_DX}\n fog_{_NUM}_directional_y={_DY}\n\n [fog_{_NUM}_frame]\n duration=1300\n image=\"projectiles/fog-n.png\"\n image_diagonal=\"projectiles/fog-ne.png\"\n [/fog_{_NUM}_frame]\n#enddef\n\n#define UNION_FOG\n {UNION_FOG_FRAME 1 0~75 0~25 (\"O(0.75)~BLEND(128,128,128,0.75)\")}\n {UNION_FOG_FRAME 2 0 0~-50 (\"O(1.00)~BLEND(128,128,128,0.75)\")}\n {UNION_FOG_FRAME 3 0~-75 0~-50 (\"O(0.75)~BLEND(128,128,128,0.75)\")}\n\n # This invisible frame is required to avoid hex refresh artifacts when\n # using directional_x/y. It's large enough to contain the entire fog\n # effect region and force it to be invalidated correctly throughout the\n # entire animation timeline.\n dummy_frame_offset=0.0\n dummy_start_time=-500\n [dummy_frame]\n image=misc/blank-hex.png~SCALE(800,800)\n duration=1300\n [/dummy_frame]\n#enddef\n\n#define UNION_BEAM\n beam_start_time=-650\n beam_auto_vflip=no\n beam_offset=1.0\n [beam_frame]\n halo=\"halo/holy/light-beam-[1~7,6~1].png:[30*6,130,70*6]\"\n halo_mod=\"~SCALE(300,1340)~BLEND(255,255,128,0.2)\"\n halo_y=26\n [/beam_frame]\n#enddef\n\n#define UNION_BEAM_DARK\n beam_start_time=-650\n beam_auto_vflip=no\n beam_offset=1.0\n [beam_frame]\n halo=\"halo/darkness-beam-[1~7,6~1].png:[30*6,130,70*6]\"\n halo_mod=\"~SCALE(300,1340)\"\n halo_y=26\n [/beam_frame]\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n#define BOSS_SCENARIO_NOTE\n {OBJECTIVE_NOTE ( _ \"You may recruit or recall troops during the first turn only, until all your recruitment space is used\")}\n {OBJECTIVE_NOTE ( _ \"Your income is disabled and you may not obtain gold from villages\")}\n#enddef\n\n#define DEPLOY_PROVISIONAL_PLAYER_KEEP\n [store_starting_location]\n side=1\n variable=temp_DPPK_loc\n [/store_starting_location]\n\n [terrain]\n x=$temp_DPPK_loc.x\n y=$temp_DPPK_loc.y\n radius=1\n terrain=Ce\n [/terrain]\n\n [terrain]\n x=$temp_DPPK_loc.x\n y=$temp_DPPK_loc.y\n terrain=Ke\n [/terrain]\n\n {CLEAR_VARIABLE temp_DPPK_loc}\n#enddef\n\n#define REMOVE_PROVISIONAL_PLAYER_KEEP\n [store_starting_location]\n side=1\n variable=temp_RPPK_loc\n [/store_starting_location]\n\n [terrain]\n x=$temp_RPPK_loc.x\n y=$temp_RPPK_loc.y\n radius=1\n terrain=Re\n [/terrain]\n\n {CLEAR_VARIABLE temp_RPPK_loc}\n#enddef\n\n#define BOSS_SCENARIO_PLAYER_RECRUITMENT\n [event]\n name=prestart\n\n [modify_side]\n side=1\n {NO_INCOME}\n village_gold=0\n [/modify_side]\n\n {DEPLOY_PROVISIONAL_PLAYER_KEEP}\n [/event]\n\n # Facilities to set gold to 0 and disable recruiting on turn 2; after that, gold and\n # recruitment list are restored at victory event\n [event]\n name=turn 2\n\n [store_side]\n side=1\n variable=boss_side1_store\n [/store_side]\n\n {VARIABLE side1_restore_info.recruit $boss_side1_store.recruit}\n {VARIABLE side1_restore_info.gold $boss_side1_store.gold}\n\n [modify_side]\n side=1\n gold=0\n [/modify_side]\n\n {DISALLOW_RECRUIT 1 $side1_restore_info.recruit}\n\n {CLEAR_VARIABLE boss_side1_store}\n\n {REMOVE_PROVISIONAL_PLAYER_KEEP}\n [/event]\n\n [event]\n name=victory\n\n [modify_side]\n side=1\n recruit=$side1_restore_info.recruit\n gold=$side1_restore_info.gold\n [/modify_side]\n\n {CLEAR_VARIABLE side1_restore_info}\n [/event]\n\n # Make recalled and recruited units loyal for the remainder of this scenario\n [event]\n name=prerecruit,prerecall\n first_time_only=no\n [filter]\n side=1\n [/filter]\n\n [object]\n duration=scenario\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=loyal\n [/effect]\n [/object]\n [/event]\n#enddef\n\n#define FINAL_SCENARIO_PLAYER_RECRUITMENT\n [event]\n name=prerecruit,prerecall\n first_time_only=no\n [filter]\n side=1\n [/filter]\n\n [fire_event]\n name=remove unit upkeep\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=post advance\n first_time_only=no\n [filter]\n side=1\n type=Soulless\n [/filter]\n\n [fire_event]\n name=remove unit upkeep\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=remove unit upkeep\n first_time_only=no\n\n # This is never reverted later.\n [object]\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=loyal\n [/effect]\n [/object]\n [/event]\n#enddef\n\n#define FINAL_SCENARIO_PLAYER_RECRUITMENT_WITH_AUTORECALL\n {FINAL_SCENARIO_PLAYER_RECRUITMENT}\n\n [event]\n name=prestart\n\n [recall_all]\n side=1\n [/recall_all]\n [/event]\n#enddef\n\n#define BOSS_IMMORTALITY _ID _COND _REPLENISH_PERCENTAGE\n [event]\n id=boss_immortality_handler\n name=last breath\n first_time_only=no\n [filter]\n id={_ID}\n [/filter]\n [filter_second_attack]\n [not]\n name=union\n [/not]\n [/filter_second_attack]\n [filter_condition]\n {_COND}\n [/filter_condition]\n\n {VARIABLE temp_FBI_old_hp $unit.hitpoints}\n\n {VARIABLE unit.hitpoints \"$($unit.max_hitpoints * (\"+{_REPLENISH_PERCENTAGE}+\"/100.0))\"}\n\n # Deduct the killing XP from the attacker.\n\n {LOG_IFTU_DBG \"boss_immortality_handler: reset to \"+{_REPLENISH_PERCENTAGE}+\"% HP ($temp_FBI_old_hp -> $unit.hitpoints of $unit.max_hitpoints)\"}\n {LOG_IFTU_DBG \"boss_immortality_handler: deducting $(max([4, 8 * $unit.level])) XP from $second_unit.id\"}\n\n {VARIABLE_MIN second_unit.experience \"$(max([4, 8 * $unit.level]))\"}\n\n [unstore_unit]\n variable=unit\n find_vacant=no\n {COLOR_HEAL}\n text=$temp_FBI_old_hp\n [/unstore_unit]\n\n [unstore_unit]\n variable=second_unit\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE temp_FBI_old_hp}\n\n [fire_event]\n name=boss revived\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/event]\n#enddef\n\n#define DISABLE_BOSS_IMMORTALITY\n [remove_event]\n id=boss_immortality_handler\n [/remove_event]\n#enddef\n\n# Helper macros to propagate the event context to chained events with\n# [fire_event].\n#define PROPAGATE_FULL_EVENT_CONTEXT\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [secondary_unit]\n x,y=$x2,$y2\n [/secondary_unit]\n [insert_tag]\n name=primary_attack\n variable=weapon\n [/insert_tag]\n [insert_tag]\n name=secondary_attack\n variable=second_weapon\n [/insert_tag]\n#enddef\n\n#define PROPAGATE_FULL_EVENT_CONTEXT_INVERTED\n [primary_unit]\n x,y=$x2,$y2\n [/primary_unit]\n [secondary_unit]\n x,y=$x1,$y1\n [/secondary_unit]\n [insert_tag]\n name=primary_attack\n variable=second_weapon\n [/insert_tag]\n [insert_tag]\n name=secondary_attack\n variable=weapon\n [/insert_tag]\n#enddef\n\n# NOTE: S23B uses an ad-hoc variant of this code. Keep an eye on that if any\n# changes or fixes are required here.\n#define BOSS_ABSORB_DAMAGE_EX _ID _COND _REGEN_FORMULA _FINAL_FILTERS\n [event]\n id=boss_absorbdmg_handler\n name=boss absorb damage\n first_time_only=no\n\n {_FINAL_FILTERS} # HACK\n\n [set_variables]\n name=unit\n mode=merge\n [value]\n hitpoints={_REGEN_FORMULA}\n [status]\n poisoned=no\n slowed=no\n petrified=no\n [/status]\n [/value]\n [/set_variables]\n\n [unstore_unit]\n find_vacant=no\n variable=unit\n {COLOR_HEAL}\n male_text= _ \"absorbed damage\"\n female_text= _ \"female^absorbed damage\"\n [/unstore_unit]\n [/event]\n\n [event]\n name=attacker hits\n first_time_only=no\n [filter_second]\n id={_ID}\n [/filter_second]\n [filter_condition]\n {_COND}\n [/filter_condition]\n\n [fire_event]\n name=boss absorb damage\n {PROPAGATE_FULL_EVENT_CONTEXT_INVERTED}\n [/fire_event]\n [/event]\n\n [event]\n name=defender hits\n first_time_only=no\n [filter]\n id={_ID}\n [/filter]\n [filter_condition]\n {_COND}\n [/filter_condition]\n\n [fire_event]\n name=boss absorb damage\n {PROPAGATE_FULL_EVENT_CONTEXT}\n [/fire_event]\n [/event]\n#enddef\n\n#\n# Stock values for _REGEN_FORMULA in BOSS_ABSORB_DAMAGE_EX.\n#\n\n#define BOSS_REGEN_FULL_HP\n\"$unit.max_hitpoints\" #enddef\n\n# NOTE: second argument is rounded because min()/max() get completely confused\n# by decimal values.\n#define BOSS_REGEN_ATTACK_DAMAGE _FACTOR\n\"$( min($unit.max_hitpoints, round({_FACTOR}*$damage_inflicted + $unit.hitpoints)) )\" #enddef\n\n#define BOSS_ABSORB_FULL_DAMAGE _ID _COND\n {BOSS_ABSORB_DAMAGE_EX ({_ID}) ({_COND}) ({BOSS_REGEN_FULL_HP}) ()}\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n# Unlike the rest, Galas' canrecruit and unrenamable\n# attributes are included in his own macro. This is\n# intentional as he's only used in [side] declarations.\n#define CHARACTER_STATS_GALAS\n id=Galas\n name= _ \"Galas\"\n type=Elvish Fighter\n profile=\"portraits/galas.png\"\n canrecruit=yes\n unrenamable=yes\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_QUICK}\n [object]\n [effect]\n apply_to=image_mod\n add=RC(magenta>brown)\n [/effect]\n [/object]\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_ANLINDE\n id=Anlind\u00eb\n name= _ \"Anlind\u00eb\"\n type=Anlinde Elvish Ascetic\n profile=\"portraits/anlinde.png\"\n {IS_HERO}\n unrenamable=yes\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_INTELLIGENT}\n {MOD_LOYAL_HERO}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_MAL_KESHAR\n id=Mal Keshar\n name= _ \"Mal Keshar\"\n type=Ancient Lich\n profile=portraits/mal-keshar.png\n {IS_HERO}\n unrenamable=yes\n [modifications]\n {TRAIT_UNDEAD}\n {MOD_LOYAL_HERO}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_ELYNIA\n id=Elynia\n name= _ \"Elynia\"\n type=Lady of Light\n profile=\"portraits/elynia.png\"\n {IS_HERO}\n unrenamable=yes\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n {MOD_LOYAL_HERO}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_UNARYE\n id=Unarye\n name= _ \"Unarye\"\n type=Elvish Sorceress\n #profile=\"portraits/unarye.png\"\n {IS_HERO}\n unrenamable=yes\n [modifications]\n {TRAIT_DEXTROUS}\n {TRAIT_INTELLIGENT}\n {MOD_LOYAL_HERO}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_INODIEN\n id=Inodien\n name= _ \"Inodien\"\n type=Elvish Marshal\n #profile=\"portraits/inodien.png\"\n {IS_HERO}\n unrenamable=yes\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_STRONG}\n {MOD_LOYAL_HERO}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_ALTHURIN_BASE\n id=Althurin\n name= _ \"Althurin\"\n profile=\"portraits/althurin.png\"\n type=Dwarvish Runemaster\n unrenamable=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_INTELLIGENT}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_ALTHURIN\n {CHARACTER_STATS_ALTHURIN_BASE}\n {IS_HERO}\n#enddef\n\n#define CHARACTER_STATS_ASTHORGAR_BASE\n id=King Asthorgar\n name= _ \"King Asthorgar\"\n profile=\"portraits/asthorgar.png\"\n type=Dwarvish Lord\n unrenamable=yes\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_ASTHORGAR\n {CHARACTER_STATS_ASTHORGAR_BASE}\n {IS_HERO}\n [+modifications]\n {TRAIT_LOYAL}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_IGOR\n id=Igor\n name= _ \"Igor\"\n profile=\"portraits/igor.png\"\n type=Wolf Rider\n {IS_LOYAL}\n unrenamable=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_STRONG}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_ERATHAN\n id=Erathan\n name= _ \"Erathan\"\n type=Aragwaith Strongbow\n profile=portraits/erathan.png\n {IS_HERO}\n unrenamable=yes\n [modifications]\n {TRAIT_LOYAL} # But only to himself\n {TRAIT_STRONG}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_LEDINOR\n id=L\u00e9dinor\n name= _ \"L\u00e9dinor\"\n type=Elvish Lord\n profile=portraits/ledinor.png\n {IS_HERO}\n unrenamable=yes\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_DEXTROUS}\n {MOD_LOYAL_HERO}\n [/modifications]\n#enddef\n\n#\n# Northern council members\n#\n\n#define CHARACTER_STATS_DE_ARTHIAN\n id=\"De'Arthian\"\n name= _ \"De\u2019Arthian\"\n type=Aragwaith Ancient Banner\n #profile=\"portraits/dearthian.png\"\n unrenamable=yes\n [modifications]\n {TRAIT_DEXTROUS}\n {TRAIT_RESILIENT}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_ILLANA\n id=Illana\n name= _ \"Illana\"\n type=Aragwaith Sorceress\n #profile=\"portraits/illana.png\"\n unrenamable=yes\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_STRONG}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_ARNESIUS\n id=Arnesius\n name= _ \"Arnesius\"\n type=Arch Mage\n gender=male\n #profile=\"portraits/arnesius.png\"\n unrenamable=yes\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_STRONG}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_DELAREL\n id=Delarel\n name= _ \"Delarel\"\n type=Aragwaith Slayer\n #profile=\"portraits/delarel.png\"\n unrenamable=yes\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_INTELLIGENT}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_TORANCYN\n id=Torancyn\n name= _ \"Torancyn\"\n type=Aragwaith Swordsmaster\n #profile=\"portraits/torancyn.png\"\n unrenamable=yes\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_ALEAZAR\n id=Aleazar\n name= _ \"Aleazar\"\n type=Aragwaith Shield Guard\n #profile=\"portraits/aleazar.png\"\n unrenamable=yes\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_STRONG}\n [/modifications]\n#enddef\n\n#\n# Recurring enemies.\n#\n\n#define CHARACTER_STATS_MAL_HEKUBA\n id=Mal Hekuba\n name= _ \"Mal Hekuba\"\n type=Chaos Cardinal\n profile=\"portraits/mal-hekuba.png\"\n unrenamable=yes\n [modifications]\n {TRAIT_UNDEAD}\n {TEAM_COLOR_OVERRIDE () purple}\n [/modifications]\n#enddef\n\n#define CHARACTER_STATS_ELYSSA\n id=Elyssa\n name= _ \"Elyssa\"\n type=Chaos Warlord\n profile=\"portraits/elyssa.png\"\n unrenamable=yes\n variation=unmasked\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_INTELLIGENT}\n [/modifications]\n#enddef\n\n#define RECALL_CHARACTER_INTERNAL _MACRO_STEM\n [unit]\n {CHARACTER_STATS_{_MACRO_STEM}}\n side=1\n placement=leader\n [/unit]\n#enddef\n\n#define RECALL_CHARACTER_AT_INTERNAL _MACRO_STEM _X _Y\n [unit]\n {CHARACTER_STATS_{_MACRO_STEM}}\n side=1\n placement=map\n x={_X}\n y={_Y}\n [/unit]\n#enddef\n\n#define RECALL_ALTHURIN\n {RECALL_CHARACTER_INTERNAL ALTHURIN}\n#enddef\n#define RECALL_ALTHURIN_AT _X _Y\n {RECALL_CHARACTER_AT_INTERNAL ALTHURIN ({_X}) ({_Y})}\n#enddef\n\n#define RECALL_ANLINDE\n {RECALL_CHARACTER_INTERNAL ANLINDE}\n#enddef\n#define RECALL_ANLINDE_AT _X _Y\n {RECALL_CHARACTER_AT_INTERNAL ANLINDE ({_X}) ({_Y})}\n#enddef\n\n#define RECALL_ELYNIA\n {RECALL_CHARACTER_INTERNAL ELYNIA}\n#enddef\n#define RECALL_ELYNIA_AT _X _Y\n {RECALL_CHARACTER_AT_INTERNAL ELYNIA ({_X}) ({_Y})}\n#enddef\n\n#define RECALL_ERATHAN\n {RECALL_CHARACTER_INTERNAL ERATHAN}\n#enddef\n#define RECALL_ERATHAN_AT _X _Y\n {RECALL_CHARACTER_AT_INTERNAL ERATHAN ({_X}) ({_Y})}\n#enddef\n\n#define RECALL_LEDINOR\n {RECALL_CHARACTER_INTERNAL LEDINOR}\n#enddef\n\n#define RECALL_LEDINOR_AT _X _Y\n {RECALL_CHARACTER_AT_INTERNAL LEDINOR ({_X}) ({_Y})}\n#enddef\n\n#define RECALL_MAL_KESHAR\n {RECALL_CHARACTER_INTERNAL MAL_KESHAR}\n#enddef\n#define RECALL_MAL_KESHAR_AT _X _Y\n {RECALL_CHARACTER_AT_INTERNAL MAL_KESHAR ({_X}) ({_Y})}\n#enddef\n\n#define RECALL_UNARYE\n {RECALL_CHARACTER_INTERNAL UNARYE}\n#enddef\n#define RECALL_UNARYE_AT _X _Y\n {RECALL_CHARACTER_AT_INTERNAL UNARYE ({_X}) ({_Y})}\n#enddef\n\n#define RECALL_ASTHORGAR\n {RECALL_CHARACTER_INTERNAL ASTHORGAR}\n#enddef\n#define RECALL_ASTHORGAR_AT _X _Y\n {RECALL_CHARACTER_AT_INTERNAL ASTHORGAR ({_X}) ({_Y})}\n#enddef\n\n#define CONDITIONAL_ON_CHARACTER _ID _WML_IF_HAVE _WML_IF_NOT_HAVE\n [if]\n [have_unit]\n id={_ID}\n search_recall_list=yes\n [/have_unit]\n [then]\n {_WML_IF_HAVE}\n [/then]\n [else]\n {_WML_IF_NOT_HAVE}\n [/else]\n [/if]\n#enddef\n\n#\n# Igor is an optional unit, so use [recall] for him.\n#\n\n#define RECALL_IGOR\n [recall]\n id=Igor\n [/recall]\n#enddef\n\n#define RECALL_IGOR_AT _X _Y\n [recall]\n id=Igor\n x={_X}\n y={_Y}\n [/recall]\n#enddef\n\n#define CONDITIONAL_IGOR _WML_IF_HAVE _WML_IF_NOT_HAVE\n {CONDITIONAL_ON_CHARACTER Igor ({_WML_IF_HAVE}) ({_WML_IF_NOT_HAVE})}\n#enddef\n\n#define IF_HAVE_IGOR _WML_IF_HAVE\n {CONDITIONAL_ON_CHARACTER Igor ({_WML_IF_HAVE}) ()}\n#enddef\n\n#define IF_NOT_HAVE_IGOR _WML_IF_NOT_HAVE\n {CONDITIONAL_ON_CHARACTER Igor () ({_WML_IF_NOT_HAVE})}\n#enddef\n\n#\n# Erathan becomes optional in scenario 21 onwards.\n#\n\n#define RECALL_ERATHAN2\n [recall]\n id=Erathan\n [/recall]\n#enddef\n\n#define RECALL_ERATHAN2_AT _X _Y\n [recall]\n id=Erathan\n x={_X}\n y={_Y}\n [/recall]\n#enddef\n\n#define CONDITIONAL_ERATHAN _WML_IF_HAVE _WML_IF_NOT_HAVE\n {CONDITIONAL_ON_CHARACTER Erathan ({_WML_IF_HAVE}) ({_WML_IF_NOT_HAVE})}\n#enddef\n\n#define IF_HAVE_ERATHAN _WML_IF_HAVE\n {CONDITIONAL_ON_CHARACTER Erathan ({_WML_IF_HAVE}) ()}\n#enddef\n\n#define IF_NOT_HAVE_ERATHAN _WML_IF_NOT_HAVE\n {CONDITIONAL_ON_CHARACTER Erathan () ({_WML_IF_NOT_HAVE})}\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n# This dehydrates the given units. However, if the unit is adjacent to a\n# friendly healer, the dehydration will be delayed instead: the unit suffers no\n# ill effects, but it cannot receive any healing on this turn either. Basically,\n# dehydration works just like poison.\n#\n# Each turn of dehydration lowers the unit's attack damage by 1 point and\n# decreases hitpoints by -$dehydration_loss.\n\n#define APPLY_DEHYDRATION_EFFECT FILTER\n [store_unit]\n [filter]\n {FILTER}\n [/filter]\n\n kill=no\n variable=dehydrating_units\n [/store_unit]\n\n [foreach]\n array=dehydrating_units\n variable=dehydrating_unit\n [do]\n {VARIABLE dehydrating_unit.resting no}\n\n [if]\n [have_unit]\n x,y=$dehydrating_unit.x,$dehydrating_unit.y\n\n [filter_adjacent]\n is_enemy=no\n ability=healing,curing\n [/filter_adjacent]\n [/have_unit]\n\n [then]\n {VARIABLE dehydrating_unit.status.dehydration_slowed_by_healer yes}\n\n [unstore_unit]\n variable=dehydrating_unit\n find_vacant=no\n [/unstore_unit]\n [/then]\n\n [else]\n [foreach]\n array=dehydrating_unit.attack\n variable=du_attack\n [do]\n # if dehydrating for the first time, store the original attack stats\n [if]\n [variable]\n name=dehydrating_unit.status.dehydrated\n not_equals=yes\n [/variable]\n\n [then]\n {VARIABLE dehydrating_unit.variables.original_attack[$i].damage $du_attack.damage}\n [/then]\n [/if]\n\n # the attack's damage drops by 1 point, but cannot drop to zero\n {VARIABLE du_attack.damage \"$(max(1, $du_attack.damage - 1))\"}\n [/do]\n [/foreach]\n\n # unit's hitpoints drop by $dehydration_loss, but cannot kill it\n {VARIABLE dehydrating_unit.hitpoints \"$(max(1, $dehydrating_unit.hitpoints - $dehydration_loss))\"}\n\n {VARIABLE dehydrating_unit.status.dehydrated yes}\n\n [unstore_unit]\n variable=dehydrating_unit\n find_vacant=no\n male_text= _ \"dehydrated\"\n female_text= _ \"female^dehydrated\"\n {COLOR_HARM}\n [/unstore_unit]\n\n [unit_overlay]\n x,y=$dehydrating_unit.x,$dehydrating_unit.y\n image=\"misc/dehydration-icon.png\"\n [/unit_overlay]\n [/else]\n [/if]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE dehydrating_units}\n#enddef\n\n#define APPLY_HYDRATION_EFFECT FILTER\n [store_unit]\n [filter]\n {FILTER}\n [/filter]\n\n kill=no\n variable=hydrating_units\n [/store_unit]\n\n [foreach]\n array=hydrating_units\n variable=hydrating_unit\n [do]\n [if]\n [variable]\n name=hydrating_unit.status.dehydrated\n boolean_equals=yes\n [/variable]\n\n [then]\n [foreach]\n array=hydrating_unit.attack\n variable=hu_attack\n [do]\n {VARIABLE hu_attack.damage $hydrating_unit.variables.original_attack[$i].damage}\n [/do]\n [/foreach]\n [/then]\n [/if]\n\n {VARIABLE hydrating_unit.status.dehydrated no}\n\n [unstore_unit]\n variable=hydrating_unit\n find_vacant=no\n male_text= _ \"refreshed\"\n female_text= _ \"female^refreshed\"\n {COLOR_HEAL}\n [/unstore_unit]\n\n [remove_unit_overlay]\n x,y=$hydrating_unit.x,$hydrating_unit.y\n image=\"misc/dehydration-icon.png\"\n [/remove_unit_overlay]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE hydrating_units}\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n#define HYDRATING_TILES\nW*,S*,W*^*,S*^*,*^Do,*^V* #enddef\n\n#define NEUTRAL_TILES\nG*,U*,C*,K*,*^F* #enddef\n\n#define DEHYDRATABLE_UNIT_FILTER\n {NOT_ON_RECALL_LIST}\n [not]\n type=Giant Scorpion,Mudcrawler,Giant Mudcrawler,Mother Mudcrawler\n [/not]\n [not]\n race=undead,elvish_spirits,bats\n [/not]\n [not]\n status=not_living\n [/not]\n [not]\n [filter_wml]\n ai_special=guardian\n [/filter_wml]\n [/not]\n [not]\n [filter_wml]\n [variables]\n immune_to_dehydration=yes\n [/variables]\n [/filter_wml]\n [/not]\n#enddef\n\n#define SHOW_DEHYDRATION_HELP\n [fire_event]\n name=dehydration_logic_description\n [/fire_event]\n#enddef\n\n#define DEHYDRATION_EVENTS\n [event]\n name=prestart\n\n {VARIABLE dehydration_loss 4}\n\n [set_menu_item]\n id=wmi_dehydration_helptxt\n description= _ \"Dehydration\"\n image=\"icons/menu-dehydration.png\"\n [command]\n [redraw][/redraw]\n\n [allow_undo][/allow_undo]\n\n {SHOW_DEHYDRATION_HELP}\n [/command]\n [/set_menu_item]\n [/event]\n\n [event]\n name=dehydration_logic_description\n first_time_only=no\n\n [transient_message]\n caption= _ \"Dehydration\"\n message= _ \"At the beginning of each daytime turn \u2014 Dawn, Morning, Midday, Afternoon, and Dusk \u2014 all player-controlled living units, except bats, will suffer from thirst unless they are standing on grassland or forested terrains; in castles, encampments, or keeps; or hiding underground.\n\nEach turn spent thirsty reduces a unit\u2019s attack damage by 1 and causes $dehydration_loss hitpoints of damage. Thirsty units will regain full attack strength at the start of each turn by refreshing at a village or water hex, or being cared for by a healer. As with poison, a unit will not die of thirst even if it is reduced to 1 hitpoint; likewise, its attack damage will not drop below 1.\"\n [/transient_message]\n [/event]\n\n [event]\n name=side 1 turn\n first_time_only=no\n\n {APPLY_DEHYDRATION_EFFECT (\n side=$side_number\n {DEHYDRATABLE_UNIT_FILTER}\n [filter_location]\n [not]\n terrain={HYDRATING_TILES}\n [/not]\n [not]\n terrain={NEUTRAL_TILES}\n [/not]\n [not]\n time_of_day=chaotic\n [/not]\n [/filter_location]\n )}\n\n {APPLY_HYDRATION_EFFECT (\n side=$side_number\n status=dehydrated\n {DEHYDRATABLE_UNIT_FILTER}\n [and]\n [filter_location]\n terrain={HYDRATING_TILES}\n [/filter_location]\n [or]\n [filter_adjacent]\n is_enemy=no\n ability=healing,curing\n [/filter_adjacent]\n [/or]\n [/and]\n )}\n [/event]\n\n [event]\n name=side 1 turn refresh\n first_time_only=no\n\n {MODIFY_UNIT (\n side=1\n status=dehydration_slowed_by_healer\n ) status.dehydration_slowed_by_healer no}\n [/event]\n\n [event]\n name=advance\n first_time_only=no\n [filter]\n side=1\n status=dehydrated\n [/filter]\n\n {CLEAR_VARIABLE unit.status.dehydrated}\n\n [unstore_unit]\n variable=unit\n find_vacant=no\n male_text= _ \"refreshed\"\n female_text= _ \"female^refreshed\"\n {COLOR_HEAL}\n [/unstore_unit]\n\n [remove_unit_overlay]\n x,y=$unit.x,$unit.y\n image=\"misc/dehydration-icon.png\"\n [/remove_unit_overlay]\n [/event]\n\n [event]\n name=victory\n\n {APPLY_HYDRATION_EFFECT (\n side=1\n status=dehydrated\n {DEHYDRATABLE_UNIT_FILTER}\n )}\n\n {CLEAR_VARIABLE dehydration_loss}\n\n {REMOVE_MENU_ITEM wmi_dehydration_helptxt}\n [/event]\n#enddef\n\n#define DO_NOT_DEHYDRATE\n [+unit]\n [variables]\n immune_to_dehydration=yes\n [/variables]\n [/unit]\n#enddef\n\n#define DEHYDRATION_NOTE\n {OBJECTIVE_NOTE ( _ \"Living units (except bats) are subject to dehydration in this scenario\")}\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n#define CHARACTER_1ST_TIME_HELP _CID _HELPMSG\n [event]\n name=select\n [filter]\n id={_CID}\n [/filter]\n [filter_condition]\n {VARIABLE_BOOLEAN_EQUALS character_1st_time_help yes}\n [/filter_condition]\n\n [transient_message]\n caption= _ \"UI^Character Description\"\n image=\"$unit.image|~$(if('$unit.id' != 'Galas', 'TC(1,magenta)', 'RC(magenta>brown)'))\"\n message={_HELPMSG}\n [/transient_message]\n [/event]\n#enddef\n\n#define GALAS_1ST_TIME_HELP\n {CHARACTER_1ST_TIME_HELP (Galas) ( _ \"Galas is an Elvish Fighter. As such, he has two advancement choices from level 1: Captain and Hero. Choose his development path wisely and carefully.\")}\n#enddef\n\n#define ANLINDE_1ST_TIME_HELP\n {CHARACTER_1ST_TIME_HELP (Anlind\u00eb) ( _ \"Anlind\u00eb is an Elvish Ascetic. She has vast experience with offensive magic, but she also has the ability to cure allied units of poison. Keep in mind that she is the only unit of her kind.\")}\n#enddef\n\n#define MAL_KESHAR_1ST_TIME_HELP\n {CHARACTER_1ST_TIME_HELP (Mal Keshar) ( _ \"Mal Keshar is an Ancient Lich. Although he may be a virtually unstoppable weapon against most living units, keep in mind that he is weak against impact, arcane, and fire attacks, even more so in the daytime!\")}\n#enddef\n\n#define ELYNIA_1ST_TIME_HELP\n {CHARACTER_1ST_TIME_HELP (Elynia) ( _ \"Elynia is the Lady of Light; she has great mobility, including the ability to fly. Her skill with the staff as a melee weapon is also remarkable, but never leave her alone when fighting well-armed opponents.\")}\n#enddef\n\n#define ALTHURIN_1ST_TIME_HELP\n {CHARACTER_1ST_TIME_HELP (Althurin) ( _ \"Althurin is one of the best Dwarvish Runemasters of Knalga. His mastery of such craft allows him to accurately deal great damage with his own hammer.\")}\n#enddef\n\n#define ERATHAN_1ST_TIME_HELP\n {CHARACTER_1ST_TIME_HELP (Erathan) ( _ \"Erathan is an Aragwaith Strongbow. His skill with the bow is not as great as that of elvish archers, but he aspires to either improve it or enhance his ability with melee weapons such as the glaive. Nonetheless, he is not used to fighting in open fields, so be careful when deciding where he should attack from!\")}\n#enddef\n\n#define RECRUITMENT_HINT _BASEFRAME _MSG\n [transient_message]\n image={_BASEFRAME}+\"~RC(magenta>red)\"\n message={_MSG}\n [/transient_message]\n#enddef\n\n#define AMLA_MENU_HINT\n #\n # The hint is only displayed once per save. It disables itself by creating\n # the need_amla_hint_displayed array (which is supposed to have only one\n # entry). Either Anlind\u00eb reaching level 4 or Elynia _existing_ can trigger\n # the hint.\n #\n\n#ifndef CAMPAIGN_INVASION_FROM_THE_UNKNOWN_EPISODE_II\n [event]\n id=amla_menu_hint:anlinde_check\n name=post advance\n [filter]\n type=Anlinde Elvish Avatar\n [/filter]\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS need_amla_hint_displayed.length 0}\n [/filter_condition]\n\n {VARIABLE need_amla_hint_displayed.value yes}\n [/event]\n#endif\n\n [event]\n id=amla_menu_hint:elynia_check\n name=new turn\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS need_amla_hint_displayed.length 0}\n\n [have_unit]\n id=Elynia\n [/have_unit]\n\n {VARIABLE_NUMERICAL_EQUALS turn_number 2}\n [/filter_condition]\n\n {VARIABLE need_amla_hint_displayed.value yes}\n [/event]\n\n [event]\n id=amla_menu_hint\n name=new turn\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS need_amla_hint_displayed.length 1}\n {VARIABLE_BOOLEAN_EQUALS need_amla_hint_displayed.value yes}\n [/filter_condition]\n\n [scroll_to_unit]\n side=1\n canrecruit=yes\n [/scroll_to_unit]\n\n [if]\n [have_unit]\n id=Anlind\u00eb\n [/have_unit]\n [then]\n #\n # We have Anlind\u00eb (the most likely scenario).\n #\n [transient_message]\n image=icons/book.png\n message= _ \"As a high-level unit under your control, Anlind\u00eb has special After Maximum Level Advancements (AMLAs). You can learn more about those by right-clicking her and choosing the Unit Advancements option.\"\n [/transient_message]\n [/then]\n [else]\n #\n # We don't have Anlind\u00eb, which means we have Elynia instead.\n # This should basically never happen with an Episode 1 save\n # unless the player has somehow neglected leveling up\n # Anlind\u00eb for an eternity.\n #\n [transient_message]\n image=icons/book.png\n message= _ \"As a high-level unit under your control, Elynia has special After Maximum Level Advancements (AMLAs). You can learn more about those by right-clicking her and choosing the Unit Advancements option.\"\n [/transient_message]\n [/else]\n [/if]\n\n {VARIABLE need_amla_hint_displayed.value no}\n [/event]\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n#define CHEST_OF_GOLD _AMOUNT _X _Y\n [item]\n x,y={_X},{_Y}\n image=items/chest-plain-closed.png\n [/item]\n\n [event]\n name=moveto\n [filter]\n x,y={_X},{_Y}\n side=1\n [/filter]\n\n [sound]\n name=open-chest.wav\n [/sound]\n\n [remove_item]\n x,y={_X},{_Y}\n [/remove_item]\n\n [item]\n x,y={_X},{_Y}\n image=items/chest-plain-open.png\n [/item]\n\n [redraw][/redraw]\n\n {VARIABLE temp_gold_found ({_AMOUNT})}\n\n # TODO: just have a dialog or instead of a unit talking about it...\n\n [message]\n speaker=unit\n female_message= _ \"female^Hey! I just found $temp_gold_found pieces of gold in this chest!\"\n male_message= _ \"Hey! I just found $temp_gold_found pieces of gold in this chest!\"\n [/message]\n\n {RETRIEVE_GOLD {_AMOUNT} }\n\n {CLEAR_VARIABLE temp_gold_found}\n [/event]\n#enddef\n\n################################# INDIVIDUAL OBJECTS CODE #################################\n# NOTE: duration=scenario is the only case that allows id= to make sense and be useful\n\n#define HOLY_WATER X Y\n {PICK_UP (items/holy-water.png) ({X}) ({Y}) (\n [not]\n status=not_living\n [/not]\n [not]\n race=bats\n [/not]\n )\n ( _ \"Holy water! I have read that our ancestors used to put it on their weapons for fighting undead, as it is imbued with arcane energy, the greatest bane of those unnatural creatures. Of course, it could be used against our people as well \u2014 but it is fortunate that undead horrors are not capable of bearing its power. That is probably why they hid it in this secret chamber.\")\n ( _ \"I am not really suited for using this! Let someone else take it.\")\n (\n [object]\n id=holywater_$x1|_$y1\n image=items/holy-water.png\n duration=scenario\n name={STR_HOLY_WATER}\n description={STR_HOLY_WATER_MATCHING_DESCRIPTION}\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=attack\n range=melee\n set_type=arcane\n [/effect]\n [/object]\n )}\n#enddef\n\n#define RING_SPEED X Y\n {PICK_UP (items/ring-gold.png) ({X}) ({Y}) (\n [not]\n status=not_living\n [/not]\n )\n ( _ \"A gold ring, and there is an inscription on it. \u201cYou who take this ring will be swifter and more graceful, no matter what weight you carry on your back.\u201d This would be useful here, since we are not very used to moving in these rough, dark caves.\")\n ( _ \"... But only a living creature could possibly make use of this ring.\")\n (\n [object]\n image=icons/ring-gold.png\n duration=forever\n name= _ \"Ring of Swiftness\"\n description= _ \"This ring will grant the bearer swift movement, increasing maximum movement by one unit per turn.\"\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=movement\n increase=1\n [/effect]\n [/object]\n )}\n#enddef\n\n#define POISONOUS_BOW X Y\n {PICK_UP (items/bow-poisonous.png) ({X}) ({Y})\n (type=Skeleton Archer,Revenant,Bone Shooter,Death Knight,Death Baron,Draug,Banebow,Elvish Archer,Elvish Marksman,Elvish Sharpshooter,Elvish Ranger,Elvish Avenger,Elvish Hero,Elvish Champion)\n ( _ \"An enchanted bow! I have read that ancient armies used to hire powerful warlocks to grant mundane weapons special powers such as poisoning without need of preparing them beforehand, which is the main lack of those dumb orcish slayers. Well, this one seems to have such a power, judging by the fine inscription on it.\")\n ( _ \"I am not suited to use this weapon! Let someone else pick it up.\")\n (\n [object]\n image=attacks/bow-orcish.png\n duration=forever\n name= _ \"Poisonous Bow\"\n description= _ \"This bow has been enchanted. Every arrow shot with it will poison its target.\"\n [filter]\n x,y=$x1,$y1\n [/filter]\n [then]\n [message]\n speaker=narrator\n image=\"wesnoth-icon.png\"\n message= _ \"The unit picks up the ordinary-looking bow, and immediately feels a chilling energy flow to their body. Out of curiosity, they decide to shoot a nearby wandering rat with it. The hapless creature begins emanating a disgusting smell like a concentrated mix of urine and decomposing flesh as it convulses and promptly dies.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"We have never allowed the use of poison out of compassion towards the living, but our enemies do not seem to particularly care about such things themselves.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"(cackles) Good, good. You have become quite the competent war leader, boy. Do not let such petty things as old-fashioned war customs discourage you from expanding your horizons.\"\n [/message]\n [/then]\n [effect]\n apply_to=new_attack\n name=poisonous bow\n description= _ \"poisonous bow\"\n icon=attacks/bow-orcish.png\n type=pierce\n range=ranged\n damage=11\n number=3\n [specials]\n {WEAPON_SPECIAL_POISON}\n [/specials]\n [/effect]\n [effect]\n apply_to=new_animation\n [attack_anim]\n [filter_attack]\n name=poisonous bow\n [/filter_attack]\n\n missile_start_time=-150\n [missile_frame]\n image=\"projectiles/missile-n.png:150\"\n image_diagonal=\"projectiles/missile-ne.png:150\"\n [/missile_frame]\n\n start_time=-375\n [frame]\n duration=400\n [/frame]\n\n {SOUND:HIT_AND_MISS bow.ogg bow-miss.ogg -375}\n [/attack_anim]\n [/effect]\n [/object]\n )}\n#enddef\n\n#define OBJ_VOID_ARMOR X Y ID\n {PICK_UP (items/armor.png) ({X}) ({Y})\n (type=Elvish Fighter,Elvish Captain,Elvish Hero,Elvish Marshal,Elvish Champion,Elvish Ranger,Elvish Avenger,Skeleton,Deathblade,Revenant,Draug,Death Baron,Death Knight,Skeleton Rider,Bone Knight)\n ( _ \"How could this beautiful armor be abandoned in these deep caves? I suppose someone dropped it during an evacuation or such, since it looks like it hasn\u2019t been worn before \u2014 well preserved nevertheless. It would fit an elvish or undead warrior of ours fine. We are rather short on battle gear and I don\u2019t think its original owner would mind if we borrow and use it.\")\n ( _ \"Only a trained warrior may don this armor!\")\n (\n [object]\n id={ID}\n name= _ \"Void Armor\"\n image=\"icons/void-armor.png\"\n description= _ \"A beautiful chest plate crafted from shimmering black steel, the Void Armor is virtually impenetrable to physical weapons!\"\n duration=forever\n [filter]\n x,y=$x1,$y1\n [/filter]\n #\n # Set physical resistance to 50/50/60\n #\n [effect]\n apply_to=resistance\n replace=true\n [resistance]\n blade=50\n pierce=50\n impact=40\n [/resistance]\n [/effect]\n #\n # Increase fire resistance by 10%\n #\n [effect]\n apply_to=resistance\n [resistance]\n fire=-10\n [/resistance]\n [/effect]\n [/object]\n\n [message]\n speaker=narrator\n image=\"wesnoth-icon.png\"\n message= _ \"You struggle to lift and don the heavy plate. Once worn, however, it is amazingly comfortable. You have increased resistance to all physical damage!\"\n [/message]\n\n [store_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n kill=yes\n variable=void_armor_taker\n [/store_unit]\n\n [set_variables]\n name=void_armor_taker.modifications.trait\n mode=append\n [value]\n id=void_armor\n name= _ \"void armor\"\n description= _ \"The Void Armor grants the following resistances:\n\nBlade: 50%\nPierce: 50%\nImpact: 60%\nFire: +10%\"\n [/value]\n [/set_variables]\n\n [unstore_unit]\n variable=void_armor_taker\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE void_armor_taker}\n )}\n#enddef\n\n#\n# Explosive arrows from S14, a dwarven gift.\n# (Thanks vultraz for the idea.)\n#\n\n#define EXPLOSIVE_ARROWS _X _Y\n # FIXME: need an actual quiver item\n {PICK_UP items/barrel.png ({_X}) ({_Y})\n (type=\"Elvish Archer,Elvish Marksman,Elvish Ranger,Elvish Sharpshooter,Elvish Avenger,Skeleton Archer,Bone Shooter,Banebow\")\n ( _ \"The arrows in this barrel are some of the most expensive weaponry ever devised by the dwarves of Herthgar, although most of the credit for the design goes to their fallen kin in Gnalvarden. Each arrow shaft has tiny runes engraved on them that react upon entering a living target and ignite the explosive tip. The resulting explosion deals great damage not just to the arrow\u2019s target, but also to anything directly behind it. Surely this will come in handy later on, but we should make sure to hand these only to a very skilled archer so as to avoid wasting them \u2014 besides, it would not do for a novice to accidentally blow up one of our own.\")\n ( _ \"These arrows are more befitting for a skilled archer, which I certainly am not.\")\n (\n [object]\n id=explosive_rune_arrows\n name= _ \"Explosive Runic Arrows\"\n image=attacks/bow-short-reinforced.png\n description= _ \"When used against a living target, these arrows will explode dealing 80% damage to the unit directly behind it, regardless of its allegiance or type.\"\n duration=forever\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=new_attack\n name=shrapnel\n description= _ \"explosive arrows (6)\"\n icon=attacks/bow-short-reinforced.png\n type=fire\n range=ranged\n damage=28\n number=1\n [specials]\n {WEAPON_SPECIAL_SHRAPNEL}\n [/specials]\n [/effect]\n [effect]\n apply_to=new_animation\n [attack_anim]\n [filter_attack]\n name=shrapnel\n [/filter_attack]\n\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=\"projectiles/missile-n.png\"\n image_diagonal=\"projectiles/missile-ne.png\"\n [/missile_frame]\n\n start_time=-375\n [if]\n hits=yes\n [frame]\n duration=350\n image=$unit.image\n sound=bow.ogg\n [/frame]\n\n [frame]\n duration=125\n image=$unit.image\n sound=explosion.ogg\n [/frame]\n\n burst_start_time=100\n burst_offset=1.0\n [burst_frame]\n halo=\"projectiles/fire-burst-small-[1~8].png:75\"\n [/burst_frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=475\n image=$unit.image\n sound=bow-miss.ogg\n [/frame]\n [/else]\n [/attack_anim]\n [/effect]\n [/object]\n\n #\n # The following actions are not in the [object] [then] block because\n # otherwise the game attempts to interpolate variables in the\n # WEAPON_SPECIAL_SHRAPNEL_IMPLEMENTATION text immediately.\n #\n\n [store_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n variable=temp_shrapnel_unit\n [/store_unit]\n\n [set_variables]\n # Can't use $unit, the autostored version doesn't have the object\n # applied somehow. (Is $unit autostored when referencing $x1,$y1?)\n name=temp_shrapnel_unit.variables.shrapnel\n mode=merge\n [literal]\n count=6\n name= _ \"explosive arrows\"\n [/literal]\n [/set_variables]\n\n [unstore_unit]\n variable=temp_shrapnel_unit\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE temp_shrapnel_unit}\n\n {ATTACH_EVENTS_TO_UNIT x,y=$x1,$y1 ({WEAPON_SPECIAL_SHRAPNEL_IMPLEMENTATION})}\n\n [if]\n [have_unit]\n x,y=$x1,$y1\n [not]\n race=undead\n [/not]\n [/have_unit]\n [then]\n [message]\n speaker=Galas\n message= _ \"Careful! It would hurt me to lose one of our men by accidentally triggering an explosive artifact like those.\"\n [/message]\n\n [message]\n speaker=unit\n message= _ \"(gulp) I will make sure to handle them with care, sir.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=unit\n message= _ \"Heh. I don\u2019t even need to worry about them accidentally exploding in my quiver!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"He he, yes, indeed. Is it not great?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Just make sure to aim those at our enemies, Mal Keshar.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Pah, distrustful much?\"\n [/message]\n [/else]\n [/if]\n )}\n#enddef\n\n#define ACCURACY_BOW _X _Y\n {PICK_UP items/bow-elven.png {_X} {_Y}\n (type=Bone Shooter,Banebow,Elvish Ranger,Elvish Avenger,Aragwaith Strongbow,Aragwaith Greatbow,Aragwaith Slayer)\n ( _ \"As I lift this enchanted bow, my vision appears to become sharper! This will surely prove useful later.\")\n ( _ \"Only a strong and experienced archer could possibly draw this bow!\")\n (\n [object]\n id=accuracy_bow\n name= _ \"Enchanted Longbow of Visual Acuity\"\n image=attacks/bow-elven-magic.png\n description= _ \"The unit\u2019s ranged attacks are permanently given the Marksman weapon special.\"\n duration=forever\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=attack\n range=ranged\n [set_specials]\n mode=append\n {WEAPON_SPECIAL_MARKSMAN}\n [/set_specials]\n [/effect]\n [/object]\n )}\n#enddef\n\n#define CHILLING_BLADE _X _Y\n {PICK_UP items/sword.png {_X} {_Y}\n (type=Elvish Fighter,Elvish Hero,Elvish Champion,Elvish Captain,Elvish Marshal,Aragwaith Strongbow,Aragwaith Slayer,Aragwaith Greatbow,Elvish Archer,Elvish Ranger,Elvish Avenger,Elvish Marksman,Elvish Sharpshooter,Elvish Hunter,Elvish Trapper,Elvish Prowler,Elvish Scout,Elvish Rider,Elvish Outrider)\n ( _ \"I feel a chilly aura around this sword. I wonder if... All right, woah, even the hilt is extremely cold to the touch! The blade freezes everything it touches, so this might come in handy when fighting one of the larger demons, perhaps. Still, I suspect only someone strong enough to withstand the cold should wield this weapon.\")\n ( _ \"Only a living sword user can wield this sword!\")\n (\n [object]\n id=chilling_blade\n name= _ \"Glacial Gladius\"\n image=attacks/glacial-gladius.png\n description= _ \"While wielding this sword, the unit\u2019s melee attack damage is increased by +1 and deals cold damage. Additionally, the unit\u2019s maximum hitpoints are decreased by 5%.\"\n duration=forever\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=attack\n range=melee\n set_description= _ \"glacial gladius\"\n set_type=cold\n set_icon=attacks/glacial-gladius.png\n increase_damage=1\n [set_specials]\n mode=append\n {WEAPON_SPECIAL_SLOW}\n [/set_specials]\n [/effect]\n [effect]\n apply_to=hitpoints\n increase_total=-5%\n [/effect]\n [/object]\n )}\n#enddef\n\n#define ARCANE_SHOT_AMULET _X _Y\n {PICK_UP items/ankh-necklace.png {_X} {_Y} (\n [not]\n race=undead,faerie,bats\n [/not]\n [not]\n status=not_living\n [/not]\n )\n ( _ \"The scroll next to this amulet says: \u201cThis artifact imbues projectiles shot by the bearer with strong arcane energy, casting fear upon their unholy enemies.\u201d I imagine the demons stole this from somewhere and did not find actual use for it.\")\n ( _ \"Only mundane creatures can use this amulet.\")\n (\n [object]\n id=arcane_shot_amulet\n name= _ \"Amulet of the Divine Breeze\"\n image=icons/ankh_necklace.png\n duration=forever\n description= _ \"This amulet will grant the bearer arcane power to their ranged attacks, and increases their resistance to arcane damage by 10%.\"\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=attack\n range=ranged\n set_type=arcane\n [/effect]\n [effect]\n apply_to=resistance\n replace=false\n [resistance]\n arcane=-10\n [/resistance]\n [/effect]\n [/object]\n )}\n#enddef\n\n#define POTION_OF_STRENGTH_S21 _X _Y\n {PICK_UP items/potion-red.png {_X} {_Y} (\n [not]\n status=not_living\n [/not]\n [not]\n race=bats\n [/not]\n )\n ( _ \"It is a strength potion. The flask contains only enough for one person, but surely it will come in handy when we finally confront that Chaos Emperor. Who should take it?\")\n ( _ \"This potion can only be used by living beings. Let another take it.\")\n (\n [sound]\n name=potion.ogg\n [/sound]\n\n [object]\n id=s21_strength_potion\n name= _ \"Potion of Strength\"\n image=icons/potion-red-4.png\n duration=forever\n description= _ \"The drinker\u2019s strength is increased, adding 1 damage point to their melee attacks, and adding 8 points to their total HP.\"\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=attack\n range=melee\n increase_damage=1\n [/effect]\n [effect]\n apply_to=hitpoints\n increase_total=8\n heal_full=yes\n [/effect]\n [/object]\n )}\n#enddef\n\n#define POTION_OF_DEFTNESS_S21 _X _Y\n {PICK_UP items/potion-cyan.png {_X} {_Y} (\n [not]\n status=not_living\n [/not]\n [not]\n race=bats\n [/not]\n )\n ( _ \"This potion is supposed to make one more agile. I wonder if this is what makes those demons so hard to hit rather than natural skill.\")\n ( _ \"This potion can only be used by living beings. Let another take it.\")\n (\n [sound]\n name=potion.ogg\n [/sound]\n\n [object]\n id=s21_deftness_potion\n name= _ \"Potion of Deftness\"\n image=icons/potion-cyan-2.png\n duration=forever\n description= _ \"This magic potion will increase the drinker\u2019s movement points by one, and increase the inflicted base damage of its ranged attacks by one, if applicable.\"\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=attack\n range=ranged\n increase_damage=1\n [/effect]\n [effect]\n apply_to=movement\n increase=1\n [/effect]\n [/object]\n )}\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n#define HEADER_NEW_OBJECTIVES\n summary= _ \"New objectives:\"\n#enddef\n#define HEADER_CURRENT_OBJECTIVES\n summary= _ \"Current objectives:\"\n#enddef\n#define HEADER_INITIAL_OBJECTIVES\n summary= _ \"Initial objectives:\"\n#enddef\n#define HEADER_FINAL_OBJECTIVES\n summary= _ \"Final objectives:\"\n#enddef\n\n#define OBJECTIVE_OR\n [objective]\n bullet=\"\"\n description=\"\"+_\"or\"+\"\"\n red,green,blue=255,255,255\n condition=win\n [/objective]\n#enddef\n\n#define OBJECTIVE_BONUS _DESCRIPTION\n [objective]\n description={_DESCRIPTION}+{EARLY_FINISH_BONUS_FOOTNOTE} # wmllint: noconvert\n condition=win\n [/objective]\n#enddef\n\n#define OBJECTIVE_BONUS_COMPLETED _DESCRIPTION\n [objective]\n description=\"\"+{_DESCRIPTION}+{EARLY_FINISH_BONUS_FOOTNOTE}+\"\" # wmllint: noconvert\n condition=win\n [/objective]\n#enddef\n\n#define OBJECTIVE_VICTORY_COMPLETED _TEXT\n [objective]\n description=\"\"+{_TEXT}+\"\" # wmllint: noconvert\n condition=win\n [/objective]\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n#define PLAYER_RISE_UP_EXCLUSION_LIST\n [not]\n id=Galas,Elynia,Anlind\u00eb,Mal Keshar,L\u00e9dinor,Igor,Erathan,Althurin,King Asthorgar\n [/not]\n [not]\n [filter_wml]\n undead_variation=null\n [/filter_wml]\n [/not]\n [not]\n status=not_living\n [/not]\n#enddef\n\n#define PLAYER_RISE_UP_ENEMY_EXCLUSION_FILTER\n [not]\n #Basically not any type that has plague or eats its victim\n type=Walking Corpse,Soulless,Necromancer,Shadow Spawn,Shadow Courier,Master of Darkness\n [/not]\n [not]\n ability=feeding\n [/not]\n#enddef\n\n#define PLAYER_RISE_UP\n [event]\n name=die\n first_time_only=no\n [filter]\n side=1\n {PLAYER_RISE_UP_EXCLUSION_LIST}\n [/filter]\n [filter_second]\n {PLAYER_RISE_UP_ENEMY_EXCLUSION_FILTER}\n [/filter_second]\n [filter_condition]\n [have_unit]\n id=Mal Keshar\n side=1\n [/have_unit]\n [/filter_condition]\n\n [fire_event]\n name=player rise up\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=player rise up\n\n [message]\n speaker=Mal Keshar\n message= _ \"Rise, fallen warrior! Rise once more and slay the foe who felled you in your hour of glory!\"\n [/message]\n [/event]\n\n [event]\n name=player rise up\n first_time_only=no\n\n [sound]\n name=zombie-attack.wav\n [/sound]\n\n [unit]\n animate=yes\n side=1\n type=Walking Corpse\n x,y=$x1,$y1\n overwrite=yes\n\n moves,attacks_left,resting=0,0,no\n random_traits=yes\n\n name=$unit.name\n facing=$unit.facing\n gender=$unit.gender\n variation=$unit.undead_variation\n [/unit]\n [/event]\n#enddef\n\n#define SAD_MUSIC\n [mood_music]\n name=sad.ogg\n [/mood_music]\n#enddef\n\n#define HERO_DEFEAT_ENDLEVEL\n [endlevel]\n result=defeat\n music=sad.ogg,defeat.ogg,defeat2.ogg\n [/endlevel]\n#enddef\n\n#define DEATH_HANDLER_BASE _SUF _PRE_ACTIONS _POST_ACTIONS\n [event]\n name=last breath\n [filter]\n {_SUF}\n [/filter]\n\n {_PRE_ACTIONS}\n [/event]\n\n [event]\n name=die\n [filter]\n {_SUF}\n [/filter]\n\n {_POST_ACTIONS}\n [/event]\n#enddef\n\n# wmlindent: start ignoring\n\n# Triggers defeat on the death of a player-owned unit identified by id. The\n# side check is required to avoid breaking S23B.\n#define HERO_DEFEAT_EVENT _ID _PRE_ACTIONS _POST_ACTIONS\n {DEATH_HANDLER_BASE (side,id=1,{_ID})\n (\n {_PRE_ACTIONS}\n ) (\n {_POST_ACTIONS}\n {HERO_DEFEAT_ENDLEVEL}\n )}\n#enddef\n\n# Like HERO_DEFEAT_EVENT but doesn't check the unit's side. Only really used\n# for Althurin and King Asthorgar, who aren't always controlled by side 1.\n#define ANY_SIDE_HERO_DEFEAT_EVENT _ID _PRE_ACTIONS _POST_ACTIONS\n {DEATH_HANDLER_BASE (id={_ID})\n (\n {_PRE_ACTIONS}\n ) (\n {_POST_ACTIONS}\n {HERO_DEFEAT_ENDLEVEL}\n )}\n#enddef\n\n# Plays incidental music on the death of a player-owned unit. Again, the side\n# check is required to avoid breaking S23B.\n#define MINOR_DEATH_EVENT _ID _PRE_ACTIONS _POST_ACTIONS\n {DEATH_HANDLER_BASE (side,id=1,{_ID})\n (\n {SAD_MUSIC}\n {_PRE_ACTIONS}\n ) (\n {_POST_ACTIONS} # Actions come last on purpose.\n )}\n#enddef\n\n#define DEATH:IGOR:A\n {MINOR_DEATH_EVENT Igor (\n [message]\n speaker=Igor\n message= _ \"You failed to protect me. Aargh...\"\n [/message]\n ) (\n [set_variables]\n mode=replace\n name=necro_store\n to_variable=unit\n [/set_variables]\n\n # Remove dying unit placeholder.\n [kill]\n x,y=$x1,$y1\n [/kill]\n\n [sound]\n name=zombie-attack.wav\n [/sound]\n\n [unit]\n animate=yes\n type=Walking Corpse\n x,y=$necro_store.x,$necro_store.y\n upkeep=$necro_store.upkeep\n random_traits=yes\n moves=0\n resting=no\n side=1\n name=$necro_store.name\n facing=$necro_store.facing\n variation=$necro_store.undead_variation\n [/unit]\n\n {CLEAR_VARIABLE necro_store}\n\n [message]\n speaker=Mal Keshar\n message= _ \"Ah, excellent, a fresh recruit!\"\n [/message]\n )}\n#enddef\n\n#define DEATH:IGOR:B\n {MINOR_DEATH_EVENT Igor (\n [message]\n speaker=Igor\n message= _ \"Alas. It\u2019s been my best time with you, friends...\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"He, he, he...\"\n [/message]\n ) (\n [message]\n speaker=Elynia\n message= _ \"(glaring) Don\u2019t do it.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Um... all right. May I ask why?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"He was very helpful with us \u2014 more than I ever expected from anyone of his kind. It would be very unseemly for us to disturb his well-deserved rest.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"As you wish, lady. Hmph.\"\n [/message]\n )}\n#enddef\n\n#define DEATH:IGOR:C\n {MINOR_DEATH_EVENT Igor (\n [message]\n speaker=Igor\n message= _ \"Alas. I wish I could\u2019ve seen the end with you...\"\n [/message]\n ) ()}\n#enddef\n\n#define DEATH:MAL_KESHAR:A\n {HERO_DEFEAT_EVENT (Mal Keshar) (\n [message]\n speaker=Mal Keshar\n message= _ \"Vanquished by these foul enemies... it should not have ended like this...\"\n [/message]\n ) ()}\n#enddef\n\n#define DEATH:MAL_KESHAR:B\n {HERO_DEFEAT_EVENT (Mal Keshar) (\n [message]\n speaker=Mal Keshar\n message= _ \"Oh, the sweet, cold embrace of death... it has been far too long...\"\n [/message]\n ) ()}\n#enddef\n\n#define DEATH:ERATHAN:A\n {HERO_DEFEAT_EVENT Erathan (\n [message]\n speaker=Erathan\n message= _ \"I am finished...\"\n [/message]\n ) ()}\n#enddef\n\n#define DEATH:ERATHAN:B\n {MINOR_DEATH_EVENT Erathan (\n [message]\n speaker=Erathan\n message= _ \"So this is the end of the road for me...\"\n [/message]\n ) ()}\n#enddef\n\n#define DEATH:ELYNIA:A\n {HERO_DEFEAT_EVENT Elynia (\n [message]\n speaker=Elynia\n message= _ \"The darkness... it is taking me away...\"\n [/message]\n ) (\n [message]\n speaker=Galas\n message= _ \"No! Elynia!\"\n [/message]\n )}\n#enddef\n\n#define DEATH:ELYNIA:B\n {HERO_DEFEAT_EVENT Elynia (\n [message]\n speaker=Elynia\n message= _ \"I\u2019m sorry Galas... Hopefully you will be able to finish our journey without me...\"\n [/message]\n ) ()}\n#enddef\n\n#define DEATH:ANLINDE\n {HERO_DEFEAT_EVENT Anlind\u00eb (\n [message]\n speaker=Anlind\u00eb\n message= _ \"I suppose I should have seen this coming...\"\n [/message]\n ) ()}\n#enddef\n\n#define DEATH:GALAS:A\n {HERO_DEFEAT_EVENT Galas (\n [message]\n speaker=Galas\n message= _ \"I have much... left... to do\u2014\"\n [/message]\n ) ()}\n#enddef\n\n#define DEATH:GALAS:B\n {HERO_DEFEAT_EVENT Galas (\n [message]\n speaker=Galas\n message= _ \"Why... did it have to end like this...\"\n [/message]\n ) ()}\n#enddef\n\n#define DEATH:LEDINOR\n {HERO_DEFEAT_EVENT L\u00e9dinor (\n [message]\n speaker=L\u00e9dinor\n message= _ \"It is the end for me. At last I shall rest...\"\n [/message]\n ) ()}\n#enddef\n\n#define DEATH:ALTHURIN\n {ANY_SIDE_HERO_DEFEAT_EVENT Althurin (\n [message]\n speaker=Althurin\n message= _ \"Well, at least I tried... Ugh\u2014\"\n [/message]\n ) ()}\n#enddef\n\n#define DEATH:KING_ASTHORGAR\n {ANY_SIDE_HERO_DEFEAT_EVENT (King Asthorgar) (\n [message]\n speaker=King Asthorgar\n message= _ \"Argh! This is the end for me.\"\n [/message]\n ) (\n [message]\n speaker=Galas\n message= _ \"We were supposed to protect the king of Herthgar!\"\n [/message]\n )}\n#enddef\n\n#define DEATH:REVENANT_RING\n [event]\n name=last breath\n [filter]\n ability=revenant_ring\n [/filter]\n\n # If this triggers for a unit that's being possessed by Argan then the player\n # gets to deal with it. Or exploit it for XP farming, I guess.\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"The Ring of the Revenant glows in the nick of time...\"\n [/message]\n\n # This SHOULD remove the ability as well to make it impossible for this event\n # to trigger in later scenarios. If it doesn't, slap whoever is responsible on\n # the dev team with a trout for me.\n\n [remove_object]\n x,y=$x1,$y1\n object_id=revenant_ring\n [/remove_object]\n\n [if]\n # Can't use [have_unit] here because the primary unit is under 1 HP\n {VARIABLE_LEXICAL_EQUALS unit.type \"Faerie Spirit\"}\n [then]\n [message]\n speaker=unit\n message= _ \"A powerful force... it is pulling my soul... argh...\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Um... this doesn\u2019t seem good. Noooot good at all.\"\n [/message]\n\n [message]\n speaker=unit\n message= \"\"+_\"AAAAAAAAAAAAAAAAAAAAAAAAAAH\u2014\"+\"\"\n [/message]\n\n # Ensure the unit is actually alive first in case of weirdness.\n\n [modify_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n hitpoints=1\n [/modify_unit]\n\n [animate_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n flag=levelout\n with_bars=yes\n [/animate_unit]\n\n # Yes, the new unit type flashes for a moment before playing the levelin\n # animation. Nope, it can't be helped. Wesnoth is such a great game engine.\n\n [transform_unit]\n x,y=$x1,$y1\n transform_to=Faerie Hamadryad\n [/transform_unit]\n\n [heal_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n amount=full\n restore_statuses=yes\n restore_attacks=no\n [/heal_unit]\n\n [remove_trait]\n x,y=$x1,$y1\n trait_id=spirit\n [/remove_trait]\n\n # Just in case Wesnoth decides to do something stupid and someone decides\n # it's a \"feature\"\n\n [clear_unit_status]\n [filter]\n x,y=$x1,$y1\n [/filter]\n status=not_living,undrainable,unplagueable,unpoisonable\n [/clear_unit_status]\n\n [animate_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n flag=levelin\n with_bars=yes\n [/animate_unit]\n\n [message]\n speaker=unit\n message= _ \"Wha\u2014 what happened?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"The ring brought her back to life...?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I suppose that\u2019s one possible way to look at it. Faerie spirits are perpetually stuck in an intermediate state between life and death, between the material and spirit realms. That ring that once belonged to the second Wesnothian Emperor fully pulled her back into ours... or wherever we are, actually.\"\n [/message]\n\n [if]\n [have_unit]\n id=Igor\n [/have_unit]\n # No idle chatter if Mal Keshar doesn't exist or is on the\n # wrong side\n [have_unit]\n id=Mal Keshar\n side=1\n [/have_unit]\n [then]\n [message]\n speaker=Igor\n message= _ \"She\u2019s so pretty!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n # po: He's saying she will be killed and used as raw material for wood-related\n # po: commercial activities, of course.\n message= _ \"I would not mess with a half-faerie half-tree creature if I were you. Only heartbreak lies that way. Plus she will probably inspire someone to pursue a career in furniture design before we are done with our little adventure \u2014 if you know what I mean.\"\n [/message]\n [/then]\n [/if]\n [/then]\n [else]\n [heal_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n amount=full\n animate=yes\n restore_statuses=yes\n restore_attacks=no\n [/heal_unit]\n [/else]\n [/if]\n [/event]\n#enddef\n\n# wmlindent: stop ignoring\n\n#define DEATHS_ACT_0\n {DEATH:GALAS:A}\n {DEATH:ANLINDE}\n#enddef\n\n#define DEATHS_ACT_1\n {DEATH:GALAS:A}\n {DEATH:MAL_KESHAR:A}\n {DEATH:ANLINDE}\n#enddef\n\n#define DEATHS_ACT_2_1\n {DEATH:GALAS:A}\n {DEATH:MAL_KESHAR:A}\n {DEATH:IGOR:A}\n {DEATH:ANLINDE}\n#enddef\n\n#define DEATHS_ACT_2_2\n {DEATH:GALAS:A}\n {DEATH:ELYNIA:A}\n {DEATH:MAL_KESHAR:A}\n {DEATH:IGOR:A}\n {DEATH:ANLINDE}\n#enddef\n\n#define DEATHS_ACT_3\n {DEATH:GALAS:A}\n {DEATH:ELYNIA:A}\n {DEATH:MAL_KESHAR:A}\n {DEATH:ERATHAN:A}\n {DEATH:IGOR:B}\n#enddef\n\n#define DEATHS_ACT_4\n {DEATH:GALAS:B}\n {DEATH:ELYNIA:B}\n {DEATH:MAL_KESHAR:B}\n {DEATH:ERATHAN:B}\n {DEATH:IGOR:C}\n {DEATH:LEDINOR}\n {DEATH:REVENANT_RING}\n#enddef\n\n#define DEATHS_DWARVES\n {DEATH:ALTHURIN}\n {DEATH:KING_ASTHORGAR}\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n#define NO_RECALLS\n disallow_recall=yes\n#enddef\n\n#define OVERRIDE_NEXT_SCENARIO _ID\n [+endlevel]\n next_scenario={_ID}\n [/endlevel]\n#enddef\n\n#define CAPTURE_VILLAGE _SIDE _X _Y\n [capture_village]\n side={_SIDE}\n x={_X}\n y={_Y}\n [/capture_village]\n#enddef\n\n#define SCROLL_TO_UNIT _ID\n [scroll_to_unit]\n id={_ID}\n [/scroll_to_unit]\n#enddef\n\n#define PLAYER_RECRUITMENT_SETUP_FOR_SCENARIO _SID\n [setup_recruitment_cost]\n scenario_number={_SID}\n [/setup_recruitment_cost]\n#enddef\n\n#define PER_VILLAGE_INCOME _INCOME\n village_gold={_INCOME}\n#enddef\n\n#define MYSTERIOUS_VOICE _MSG\n [message]\n speaker=narrator\n image=misc/blank-hex.png\n caption= _ \"male^Mysterious Voice\"\n message={_MSG}\n [/message]\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n#define UNDERGROUND_VOLCANO R G B\n #\n # -30, -40, -40 are the default good values for an underground\n # reddish hue\n #\n [time]\n id=v_underground\n name= _ \"Volcanic Underground\"\n image=misc/time-schedules/schedule-underground.png\n lawful_bonus=-25\n red={R}\n green={G}\n blue={B}\n [/time]\n#enddef\n\n#define UNDERGROUND_VOLCANO_DEFAULT\n #\n # This is a custom schedule that gives everything a slight\n # reddish hue and gently pulsates. -30, -40, -40 are default\n # values that look good\n #\n {UNDERGROUND_VOLCANO -27 -37 -37}\n {UNDERGROUND_VOLCANO -28 -38 -38}\n {UNDERGROUND_VOLCANO -32 -42 -42}\n {UNDERGROUND_VOLCANO -36 -46 -46}\n {UNDERGROUND_VOLCANO -37 -47 -47}\n {UNDERGROUND_VOLCANO -36 -46 -46}\n {UNDERGROUND_VOLCANO -32 -42 -42}\n {UNDERGROUND_VOLCANO -28 -38 -38}\n#enddef\n\n#define ILLUMINATED_UNDERGROUND\n [time]\n id=illuminated_underground\n name= _ \"Illuminated Underground\"\n image=misc/time-schedules/schedule-underground-illum.png\n lawful_bonus=0\n red=-35\n green=-25\n blue=0\n [/time]\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n#define TRAITS_SET_NO_STRONG\n ignore_race_traits=yes\n {TRAIT_QUICK}\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n#define WIND_NOISE_SOUND_SOURCE\n {BACKGROUND_SOUND_SOURCE_GENERIC __ss_wind_blustery_all ambient/wind-blustery.ogg}\n#enddef\n\n#define SETUP_SHAXTHAL_ROAMING_SOUND_EFFECTS\n [event]\n name=moveto\n first_time_only=no\n [filter]\n race=shaxthal\n [not]\n type=Shaxthal Razorbird,Shaxthal Thunderbird\n [/not]\n [/filter]\n {RANDOM (1..6)}\n [if]\n {VARIABLE_NUMERICAL_LESS_THAN random 4}\n [then]\n [sound]\n name={SOUND_LIST:BIOMECHANICAL_ROAM}\n [/sound]\n [/then]\n [/if]\n [/event]\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n# wmlindent: start ignoring\n\n#define SPECIAL_NOTE_DREAD\n _ \"When this unit\u2019s dreadful attack is used on offensive, it decreases the damage the unit may take in retaliation, but only if the victim is of equal or lesser level.\" #enddef\n\n#define SPECIAL_NOTE_INTIMIDATES\n _ \"This unit\u2019s presence intimidates adjacent level 0-1 enemy units, causing them to deal less damage and be unable to maintain their zone of control.\" #enddef\n\n#define SPECIAL_NOTE_REGENERATES4\n _ \"This unit can either remove poison from itself or regenerate 4 hitpoints each turn.\"#enddef\n\n# wmlindent: stop ignoring\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n#define STORYTXT_INIT_WARNING\n [story]\n [part]\n music=\"data/core/sounds/ambient/wardrums.ogg\"\n\n {CAMPAIGN_INTRO_HEADER}\n\n#ifdef CAMPAIGN_INVASION_FROM_THE_UNKNOWN_EPISODE_II\n story={CAMPAIGN_INTRO_WARNING_TITLE}+{CAMPAIGN_INTRO_GAMEPLAY_WARNING}+{CAMPAIGN_INTRO_PADDING}+{CAMPAIGN_INTRO_CONTENT_WARNING}+{CAMPAIGN_INTRO_PADDING}+_\"If you have not completed Episode I of Invasion from the Unknown, you definitely should not play this episode yet.\"+{CAMPAIGN_INTRO_PADDING}+{CAMPAIGN_INTRO_OPTIONS_WARNING}\n#else\n story={CAMPAIGN_INTRO_WARNING_TITLE}+{CAMPAIGN_INTRO_GAMEPLAY_WARNING}+{CAMPAIGN_INTRO_PADDING}+{CAMPAIGN_INTRO_CONTENT_WARNING}+{CAMPAIGN_INTRO_PADDING}+{CAMPAIGN_INTRO_OPTIONS_WARNING}\n#endif\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_INTRO\n {STORYTXT_INIT_WARNING}\n [story]\n [part]\n music=knolls.ogg\n story= _ \"From the personal journal of Lord Galas of the Forest Elves.\"\n [/part]\n [part]\n story= _ \"\u201cOur ancestors settled this land ages ago, seeking shelter from the hostile outside world. They hailed from forests which have long withered away; the endless expanse of sand could not possibly offer our kind much more than vicious enemies and a slow, agonizing death. It is said that thousands of elves fell before the survivors finally came across this green valley. As if by the grace of the Lords of Light themselves, it emerged from the ruins of a once green and lush world in our moment of dire need.\n\nDefending our valley from intruders has never been an easy task. A small portion of our troops are trained in the ways of navigating and fighting in the sands from a young age and assigned to patrol groups in charge of warding our frontiers. It is not a particularly rewarding mission, but it has allowed us to prosper as a united people.\"\n [/part]\n [part]\n story= _ \"My father was on duty leading his group one night, against a band of nomadic humans. Barbarians unwilling to converse with speaking creatures not born of their kin\u2019s blood, and only intent on conquering and taking what they believed theirs by right.\n\nA sling bullet broke his skull as he defended an injured comrade.\"\n [/part]\n [part]\n story= _ \"At the time I was shocked by his death \u2014 a graceless end to a valiant life. I cried for the last time at his funeral. On memory of him I swore to become the best, advancing beyond the ranks of my comrades until I was one of the best fighters and commanders amongst my people, despite my age.\n\nAnlind\u00eb has taken care of me like her own son since then. She has been to me the mother I never had, often spending far too much time caring for me rather than her own duties with the wounded and infirm.\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD_SIMPLE S1 _\"Border Patrol\"}\n music=loyalists.ogg\n story= _ \"Recently, the frequency and intensity of the hostile incursions has increased. We can detect no single hand behind them, but it is as if they were thrust into our domains by some force greater than their own petty greed and rage. They throw themselves onto our blades and arrows as if death were a better alternative than retreat. Our patrol groups are growing in size to resist, but the pace of recruiting is becoming harder to maintain. Most people do not crave the chance to risk their lives in combat against such determined foes.\n\nThen one day, we discovered the source of the outsiders\u2019 frenzy.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_A_REAL_CONFRONTATION\n [story]\n [part]\n {STORYTXT_TITLE_CARD_SIMPLE S2 _\"A Real Confrontation\"}\n music=underground.ogg\n story= _ \"It was quite a success, but the fighting technique of those humans was more professional, coordinated, and accurate than those of the regular nomadic skirmisher. That worried me initially, and I would have organized a scouting party into the desert if we had been in any condition to do so.\n\nOur group was greatly weakened by the battle, so we withdrew back to the main keep in the valley. Another patrol group took our place and was scheduled to return in three days. That was not to happen. Instead, enemies came to us with our kin\u2019s skulls mounted atop their banner-poles. Driving them forth would not be easy.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_HORRORS_FROM_THE_DEPTHS\n [story]\n [part]\n music=underground.ogg\n story= _ \"We were shocked when we tallied our numbers. Barely a thousand of us survived the battle in the valley. Most of the dead likely perished in the villages burnt by our foes, helpless and frightened. Alas, they met one of the most painful deaths one could ever imagine.\n\nWhen I thought about what forced us from our ancient home, the one place we had lived in safety on this war-torn and barren world, I felt my stomach clench in terror. Anlind\u00eb was a wise sorceress, but I regretted not being strong enough to ignore her counsel. I could not help but think that had we stayed, we could have fought back and somehow emerged victorious.\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD_SIMPLE S3 _\"Memories from the Depths\"}\n story= _ \"I but hoped that fleeing into the depths was a wise decision, and that L\u00e9dinor\u2019s efforts were not wasted.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_OVER_THE_SANDS\n [story]\n [part]\n music=knolls.ogg\n story= _ \"Northwest. That was the direction we had to go, if Mal Keshar\u2019s words were to be believed. We were to seek our saviors in the depths of the largest mountain range within our reach; a place formerly inhabited by the artisans of the earth, the dwarves of Knalga.\n\nAccording to Anlind\u00eb, he was a tormented soul. A man who began his journey fighting for what he believed to be a noble cause before veering off the road into an eternal abyss that tainted and twisted and destroyed him. Now that man\u2019s shadow walked alongside us under the surface of Irdya. I fear what future generations will think of us who allowed such a monster on our side... if we survive long enough to leave any descendants, that is.\n\nIn spite of his evident bitterness, the necromancer did not make a second attempt against us. I wondered if this was a ruse or he was just daunted by Anlind\u00eb\u2019s close watch.\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD_SIMPLE S4 _\"Over the Sands\"}\n story= _ \"My uneasiness throughout the journey underground was not solely due to the dark sorcerer\u2019s presence, though.\n\nAnlind\u00eb shunned my questions about the \u2018catastrophe\u2019 mentioned by her and Mal Keshar during their initial conversation. It was no surprise to me that the lich would refuse to answer my questions, but why would Anlind\u00eb shun my curiosity as well? Is the order of sorcerers she belongs to not dedicated to preserving and communicating our lore to any elf who would display an interest in it? And how could she, with her words alone, weaken such a peculiar adversary where other sorcerers would fail?\"\n [/part]\n [/story]\n#enddef\n\n# Scenario 5 branch A\n#define STORYTXT_CROSSFIRE\n [story]\n [part]\n music=wanderer.ogg\n # po: NOTE: The second paragraph in this block is reused for scenario 5b's\n # po: story text below.\n story= _ \"We left Lady Unarye in charge of the Eisenstone clan\u2019s lands for a few weeks, allowing our civilians to advance over the sands relatively unhindered as we continued to clear the path ahead. We tried to make up for the clan\u2019s losses as best as we could, trading knowledge, weapons, and valuables with the locals. Their distrust and hatred slowly gave way to a more peaceful cultural exchange \u2014 an advantageous outcome for both parties.\n\nThe long desert march drew the attention of many more desert dwellers in the region, most of them fearful of our numbers, weapons, allies... and our species. However, once curiosity overcame their initial fear, some of them approached us with no ill intentions. Mal Keshar saw it fitting to take advantage of this situation.\"\n [/part]\n [part]\n # po: NOTE: This whole block must match S5b's second story text block below.\n story= _ \"The more magically adept travelers chose to apprentice under Mal Keshar to learn necromancy or hone their craft. Things quickly reached a point where the lich\u2019s minions nearly outnumbered our own capable spell casters... and yet...\n\nBut Mal Keshar was not the only one hiding something from me. Anlind\u00eb refused to tell me about the previous trials faced by our kind at the hands of the demons; Mal Keshar would tell me to ask Anlind\u00eb whenever I attempted to inquire. I wondered if perhaps the Lady of Light and the Master of Darkness would be willing to give me answers?\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD_SIMPLE S5a _\"Crossfire\"}\n story= _ \"After some time we reached a river, which we then followed along the southern side. Small tributaries from the north gradually increased the river\u2019s speed and depth. The fresh water and the sparse vegetation thriving along the riverbank seemed a sure sign that life, however little remained in this harsh world, still existed outside our homeland. I was increasingly eager to find the valley Mal Keshar mentioned in his instructions.\"\n [/part]\n [/story]\n#enddef\n\n# Scenario 5 branch B\n#define STORYTXT_CURSED_PLATEAU\n [story]\n [part]\n music=underground.ogg\n # po: NOTE: This block is the second paragraph from scenario 5a's first story text block.\n story= _ \"The long desert march drew the attention of many more desert dwellers in the region, most of them fearful of our numbers, weapons, allies... and our species. However, once curiosity overcame their initial fear, some of them approached us with no ill intentions. Mal Keshar saw it fitting to take advantage of this situation.\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD_SIMPLE S5b _\"Cursed Plateau\"}\n # NOTE: This whole block must match S5a's second story text block above.\n # NOTE: The previous comment is intentionally *not* a wmlxgettext comment.\n story= _ \"The more magically adept travelers chose to apprentice under Mal Keshar to learn necromancy or hone their craft. Things quickly reached a point where the lich\u2019s minions nearly outnumbered our own capable spell casters... and yet...\n\nBut Mal Keshar was not the only one hiding something from me. Anlind\u00eb refused to tell me about the previous trials faced by our kind at the hands of the demons; Mal Keshar would tell me to ask Anlind\u00eb whenever I attempted to inquire. I wondered if perhaps the Lady of Light and the Master of Darkness would be willing to give me answers?\"\n [/part]\n [/story]\n#enddef\n\n# Convergence: scenario 6\n#define STORYTXT_THE_MOON_VALLEY\n [story]\n [part]\n music=underground.ogg\n story= _ \"We continued northwest following the river, the mountains growing taller and steeper. The green missing from the lowlands was all around us now; a new hope filled our hearts as we saw how well the forest plants flourished beneath the suns.\n\nWe had left the desert.\n\nIf the armies of the Empire had claimed this corner of the world, they would have no doubt defiled and destroyed this revivifying beauty for their unholy feast. But there was something amiss about the whole situation. They were adamant about stopping our march at all costs. They didn\u2019t even give us an opportunity to take prisoners. Their devotion to the supreme leader of their realm and accursed names that were mostly unheard of amongst our kind seems to be the sole drive for their existence.\"\n [/part]\n [part]\n story= _ \"\u2018Uria\u2019, \u2018Yechnagoth\u2019... Other than Uria being a forgotten, fictitious symbol of corruption and decay invented in a primeval epoch of superstition and self-discovery, Anlind\u00eb knew nothing about the names.\n\nIt suddenly occurred to me that our enemies could be seeking the same power we did. Subverting or destroying the figures who wrought the last downfall of the demons on Irdya would be a logical strategy, wouldn\u2019t it? Especially now that their bodies lie defenseless and frozen in time.\n\nCould that be the necromancer\u2019s true intention as well? But...\"\n [/part]\n [part]\n story= _ \"At times, Mal Keshar would stare at the river in silent contemplation. I wondered for how long he had walked Irdya in undeath. What tales could he tell? What scenes from ages past did he see where I saw but rushing water? How would it be to walk the world for so long, to watch civilizations fall and rise, to see everything you once knew destroyed, washed away like dust after rain? Was there anything in the old world he truly missed?\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD_SIMPLE S6 _\"The Moon Valley\"}\n story= _ \"We finally found the entrance to the fabled green valley. While at first the pass seemed to be completely uninhabited, the keen eyes of our scouts could discern some forlorn watch towers of crude construction.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_THE_GOLIATH\n [story]\n [part]\n music=underground.ogg\n story= _ \"And thus we entered the caves, leaving the bulk of our forces behind so we could explore the place without risking catastrophic losses. None of us knew for certain what kind of dangers lurked beneath the land said to be the heart of Irdya.\n\nOnly Anlind\u00eb, the lich, and I planned on proceeding underground, but some of our people would not hear of us going in alone and instead accompanied us down into the darkness.\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD_SIMPLE S7 _\"Goliath\"}\n story= _ \"According to our historians, multiple kingdoms of dwarves occupied the Heart Mountains during the Golden Age, prosperous and powerful. Mal Keshar says that all that came to an end when the humans of Wesnoth single-handedly brought about the Fall.\n\nWe had not ventured too deep underground when we began to find signs of a recent civilization. Albeit in ruins, the entire place was adorned with fine dwarvish architecture and handcraft. Could the dwarves have attempted to reclaim their domains after so long? What kind of disaster might have struck their efforts?\n\nMal Keshar and Anlind\u00eb seemed uneasy about the whole situation.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_ERRAND_OF_HOPE\n [story]\n [part]\n music=underground.ogg\n story= _ \"After exploring for a while, we emerged at nightfall to tell our people to follow us in. It was a difficult decision, but we feared leaving our poorly-trained civilians between the pursuing scouts and the cliffs.\n\nThe very thought of approaching the place where the Lady of Light and the Master of Darkness had been seen for the last time was good for morale. It was well that the ancient tale lit a flame in our hearts, for there was little other light to be had in those forsaken tunnels.\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD S8 _\"An Errand of Hope\" _\"Royal Meeting\"}\n story= _ \"As we went deeper and deeper, the contrived openings in the ceiling that permitted us a scarce beam of sunlight diminished until they vanished entirely. By contrast, the subterranean water streams became more abundant, both in quantity and volume. Oh, the irony! In the caves we had all the water we had so sorely lacked in the desert, but we had to struggle to see our steps.\n\nUnder the world\u2019s skies we could see the moon tracing out its cycle by night \u2014 by day, the suns would announce the time. Here we had no notion of how much time was passing as we traveled underground. It was as if time itself had been frozen and bound to the rocks.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_ROYAL_MEETING\n [story]\n [part]\n music=the_deep_path.ogg\n story= _ \"This dwarf, Althurin by name, led us through curving tunnels that opened upon a great cavern. There lay a sprawling city, the capital of their kingdom.\n\nThis greedy race was one tremendously despised by many of our ancestors due in part to their disinterest in protecting the beautiful and green places of their world. Indeed, it was said amongst us that the dwarves would destroy Irdya\u2019s beauty for wealth and power. And yet, their masons shaped structures of great beauty from rock, their smiths fashioned marvelous wonders out of metal and other materials they found underground \u2014 these were things that we elves could not help but admire.\"\n [/part]\n [part]\n story= _ \"Their mastery of ancient magic was also remarkable. By carving runes onto surfaces such as shields, hammers, or even walls, and imbuing them with a force not understood by even the mightiest elven sorcerers, they could work powerful and complex spells. Some of these rune-workings were used in defensive structures against enemies, and had to be temporarily suppressed in order to allow Anlind\u00eb and the lich access into the heart of the city \u2014 the castle of the King.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_THE_LIBRARY\n [story]\n [part]\n music=underground.ogg\n story= _ \"Certainly, as Althurin said, we would encounter all sorts of exotic creatures that could only thrive in the eternal shadows of Irdya. Most were understandably frightened by our presence. From their perspective, we were invaders, terrifying monsters who could end their pitiful lives in an instant with our fire and magic. But unlike the invaders we had faced in our Valley, we did not intend to harm or kill every living thing standing in our way.\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD_SIMPLE S9 _\"The Library\"}\n story= _ \"Deeper and deeper we went, through the labyrinthine dark caverns, until we reached the igneous passages that the late mentor of our dwarf guide first found for us.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_THE_SOURCE_OF_LIGHT\n [story]\n [part]\n music=underground.ogg\n {STORYTXT_TITLE_CARD_SIMPLE S10 _\"The Source of Light\"}\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_ELYNIA\n # FIXME: stub!\n#enddef\n\n#define STORYTXT_THE_FALL\n # FIXME: stub!\n#enddef\n\n#define STORYTXT_STRIKE_ON_HERTHGAR\n [story]\n [part]\n music=nunc_dimittis.ogg\n story= _ \"The Lady of Light seemed and acted less like a majestic elven sorceress of untold might and more like a young nymph of the forests, her luminous aspect notwithstanding. Anlind\u00eb said that she had always been more closely bound to our faerie nature than other elves, and hence for most of her life she frequented the wilderness, away from civilization. This became more evident as her harsh exterior slowly gave way to her true self, as we all shared stories and experiences on the long way back to Herthgar\u2019s capital.\n\nI do not know if it is because I had always been the reserved sort and never met many women outside the circles of my duty, or because our race changed over generations in some way that was not evident to the eye; whichever the case is, I found the Lady of Light alluring, like a dream of an age long gone. I wondered if every elf was as radiant as her back in the Golden Age.\"\n [/part]\n [part]\n story= _ \"But her mystifying appearance was merely a distraction for the unwary, for those who had not yet heard her name or accounts of her legendary feats. Soon, we would bear witness to her combat prowess, and learn how fierce and frightening she could be as the situation demanded.\n\nBecause, once we neared Herthgar\u2019s capital, we saw not the bustling dwarven settlements that welcomed us after saving Althurin and his men from doom; instead, what we saw were Anlind\u00eb\u2019s fears, realized in our absence.\"\n [/part]\n [part]\n music=battle.ogg\n {STORYTXT_TITLE_CARD_SIMPLE S11 _\"Strike on Herthgar\"}\n story= _ \"We made haste towards the keep, in fear that we had arrived too late...\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_THE_ESCAPE\n [story]\n [part]\n music=wanderer.ogg\n story= _ \"After that exchange, I stayed behind in the dwarven throne room, and talked to Anlind\u00eb a last time before bidding her farewell.\n\nShe had always been there to guide me since my father\u2019s death. Even now, at the premature end of our journey together, she imparted her wisdom to me. She spoke of our past leaders and the sacrifices they had to make for the sake of others; the great losses suffered by Telchior\u2019s people before finding the Valley; the pact with Zhangor; the story of Kalenz and Landar; the betrayal of the humans and the war with the orcs...\"\n [/part]\n [part]\n story= _ \"But I could barely retain any of that, for my heart was too fraught with grief to pay heed to her words.\n\nOnce we had nothing more left to say, I left the room only to find a pair of dispassionate amber orbs waiting behind the doors. I did my best to ignore Lady Elynia and continued ahead, hoping her eyes did not spy the tears in my own.\"\n [/part]\n [part]\n story= _ \"Even though Anlind\u00eb had kept such dark secrets from me all these years, I could not resent her. First Mal Keshar, and then Anlind\u00eb... Perhaps I am too easily forgiving to be the kind of leader L\u00e9dinor and Anlind\u00eb expected.\n\nWill this never end? How many more will have to give up their lives to protect the rest of us from the Chaos Empire and the demons of Uria?\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD_SIMPLE S12 _\"The Escape\"}\n story= _ \"I longed for the return of peace. I desperately wanted to get away from the incessant strife and bloodshed and find a new home in one of the remaining forests, or even the underground.\n\nI was absorbed in those foolish thoughts when, suddenly, reason came back to me; and then I knew what ought to be my next mission.\n\nBecause even in the deep darkness of Irdya\u2019s fractured heart, we still had the guidance of the Lady of Light and our hope on our side; and I knew there had to be a way to throw the Empire into utter disarray so it would wither and die like its predecessor did.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_FACE_YOUR_FATE\n [story]\n [part]\n music=into_the_shadows.ogg\n {STORYTXT_TITLE_CARD_SIMPLE S13 _\"Face your Fate\"}\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_BYE_AND_BEHOLD\n # Display initial warning if playing episode II only\n#ifdef CAMPAIGN_INVASION_FROM_THE_UNKNOWN_EPISODE_II\n {STORYTXT_INIT_WARNING}\n#endif\n [story]\n [part]\n music=silvan_sanctuary.ogg\n story= _ \"What lay in front of us was unlike anything I ever had imagined: it was not simply a small valley guarding its green life from the scorching suns, but rather an endless expanse of vegetated lands. It was like being home again... No \u2014 the scenery was more akin to a dreamland conjured from the memories of a long gone age.\n\nThe Lady of Light had not seen such a landscape for hundreds, thousands, perhaps millions, of years, and she rejoiced at the view while the fresh northern winds blew in her face. The dwarves, on the other hand, were too used to their underground abodes to feel at ease on the surface. I understood them, and regretted that we could not have their company for our next journey. The prospect of marching into the northern humans\u2019 territory uninvited was not very encouraging.\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD S14 _\"Bye and Behold\" _\"The Grand Council\"}\n story= _ \"I knew that from that point onwards, I would have to make decisions for our people on my own, as Anlind\u00eb was no longer there to provide me with her \u2014 seldom unwise \u2014 counsel and guidance. And I knew there was a possibility that I might come to regret some of those decisions. But someone had to take the reins of our fractured civilization and move us forward. And that someone, at least for the moment, had to be me.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_THE_ARAGWAITHI\n [story]\n [part]\n music=underground.ogg\n story= _ \"Many of us grew up listening to horror stories about savage humans who murdered every living creature in sight to procure food. Nobody ever suspected that far beyond our domains some of them had gathered to build such an impressive civilization ruled not by force, but rather by wisdom.\n\nThe Aragwaith country was governed not by a single person, but rather by a council representing communities from every corner of the Far North. Instead of scavengers, there were farmers and ranchers, smiths and carpenters, builders and architects, and so on. Their military arm was a well-organized and highly-trained body, practical experience nonwhistanding; it had not seen serious conflict in over a century. Theirs was a peaceful and prosperous civilization, a hard-won luxury, one seeded by the bones of tyrants past and watered with the bloodshed of countless wars.\"\n [/part]\n [part]\n story= _ \"Such was the extent of the country\u2019s success after the civil war that even orc merchants from the western regions and coasts of the Great Continent were allowed within its borders. Mal Keshar did not take kindly to the sight, but Elynia reminded me that there was a time when the human kingdoms comprising the old Empire had fruitful relations with the orcish clans of the Far North.\n\nBearing witness to the wonders of civilization rekindled my faith in Irdya\u2019s ability to heal its profound wounds after the Fall. There was simply no way we could allow the dark forces of Uria to take all this from us. I knew what had to be done \u2014 the matter was deciding upon an approach that would not result in our self-destruction.\n\nSo I gathered as much information as possible from Erathan and his men, rehearsed my plan, and prepared for the inevitable meeting with the Grand Council. And, as much as it pained me, I decided to keep it secret from Elynia and Mal Keshar, at least for the time being.\"\n [/part]\n [part]\n background=story/raelthyn.png\n story= _ \"Eventually we arrived at the outskirts of Raelthyn, the northern capital. Even from a distance, the city was far larger than any other northern settlements we had seen thus far. Dominating the landscape was a tall, ominous castle.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_SHADOWS_OF_TIME\n [story]\n [part]\n music=underground.ogg\n background=story/raelthyn-at-night.png\n story= _ \"We rested for that night in the safety and hospitality of Raelthyn \u2014 or at least, most of us did. Having spent so many months on the field sleeping in crude sacks at night, I felt uncomfortable on the luxurious metal beds that civilization had to offer. Every once in a while I would get up and see Elynia standing or sitting on a nearby balcony, gazing at the moon. I felt compelled to go talk to her, but I knew there was nothing I could say to remedy the situation. The best I could do was to try and open up to her later once her resentment subsided.\n\nWhen dawn broke, we immediately prepared for our journey into orcish territory. I had to confront Elynia\u2019s eyes again. Truth to be told, when we first met I never thought those gentle amber orbs could hold such contempt towards a living creature.\"\n [/part]\n [part]\n story= _ \"To keep us in check, the Grand Council assigned us Erathan and a few other men \u2014 all highly skilled with the bow and arrow \u2014 under the pretense of protecting us from any potential attempts against our lives.\n\nEven though Mal Keshar would disagree with me, it did not seem like the orcs ever considered causing any harm to us. At most they seemed displeased by the Council\u2019s choice of diplomats, as well as the fact that they hardly knew anything about our race and origins. But our insistence paid off in the end. We were finally granted an audience with Quogar Ratham, the local orcish chieftain.\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD S15 _\"Shadows of Time\" _\"Parting Ways\"}\n story= _ \"Of all the things that I had been through during this twisting journey across the continent, playing ambassador to an orcish chieftain was amongst the most bizarre of them. We had gone from killing orcs on the sands without a single thought to having relatively amicable conversations with their kin in the west.\n\nLittle did I suspect then how things would soon take a darker turn.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_PARTING_WAYS\n [story]\n [part]\n music=underground.ogg\n background=story/raelthyn.png\n story= _ \"We spent the next few weeks resting in the peaceful Aragwaith capital, gathering intelligence on our target and making preparations for our final mission. Since we feared that they might refuse to sign the alliance pact otherwise, we kept our plans a secret from the Council.\n\nAs time passed on, the border skirmishes grew in number and intensity, and the Far North denizens began to take the threat more seriously. The timing could not be more convenient, as the news of the Chaos Empire\u2019s hostile advances helped quell the humans\u2019 instinctive distrust of our kind. To think that there once was an era when elves were the custodians of the Great Continent rather than humans...\"\n [/part]\n [part]\n background=story/raelthyn.png\n story= _ \"Finally, the decisive day came and the entire Council gathered once more to decide our destiny.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_DAWN_OF_THE_GREAT_WAR\n [story]\n [part]\n music=underground.ogg\n story= _ \"Throughout Irdya\u2019s relatively short recorded history, elves seldom participated in wars. On the few occasions they did, the results were grim and devastating for everyone involved: the orc invasion following the humans\u2019 arrival, a civil war amongst our forefathers, a war against an empire led by a great Necromancer, and the final doom of Wesmere under Zhangor\u2019s rule.\n\nWe had agreed that our sacrifice was necessary to keep the elves\u2019 involvement in this new war to a minimum. Lord Inodien and Lady Unarye would see that our people would not be senselessly dispatched to the battlefield to die. Meanwhile, Elynia, Mal Keshar and I would hopefully earn our people a swift victory by bringing down the orchestrator of our suffering, the brain behind the machine that is the Chaos Empire.\"\n [/part]\n [part]\n story= _ \"I wondered if we would ever return to the northern country as victors; whether we would become stranded in enemy territory and die before accomplishing our mission, or be killed by the demons after vanquishing their leader.\n\nEven though the Aragwaithi had gathered enough information on our target to guide us on our mission, there were still many questions left to answer. Most importantly, are we to believe that Uria actually exists and is behind everything? Could Yechnagoth have survived the battle against our desert kin somehow? Did Anlind\u00eb manage to vanquish the Warlord, or was her sacrifice in vain? Could she be alive in a dungeon somewhere, tortured by our enemies, or would she have taken her own life before?\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD_SIMPLE S16 _\"Dawn of War\"}\n story= _ \"But there was one thing we did know for sure: this was the beginning of the end, the dawn of our war against the Empire of Chaos. Us three were at the center of the storm, and we would make sure the Empire and Uria herself would feel the wrath of the peoples of Irdya.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_VOICE_OF_THE_ARMAGEDDON\n [story]\n [part]\n music=underground.ogg\n story= _ \"And thus the long march began.\n\nWe were warned that these mountains were treacherous and rife with hostile creatures, but the sight of more of those metallic birds flying about still proved a surprise. They seemed to roam freely across the land without a particular purpose, as if they had become part of the local fauna. Perhaps they were once part of the many experiments the Chaos Empire performed on living creatures... even persons.\"\n [/part]\n [part]\n story= _ \"Although we had spent much time together since we found her in the Heart Mountains, it was only now that I noticed an odd habit Elynia had: she much preferred to walk like us commoners than to float above ground as other elves or faeries possessing the capability did.\n\nOut of curiosity and lacking anything better to speak of, I decided to ask her about this peculiar habit. She revealed she has done this for as long as she remembers, perhaps because her mentor and guardian did as well. It was then that it occurred to me that I knew nothing of Elynia\u2019s past life in the Golden Age beyond her history lessons. I wondered if her childhood had been like mine, with her guardian taking over for her missing parents.\"\n [/part]\n [part]\n story= _ \"She gazed at me, her eyes as alluring as the setting sun. Then she smiled, and I saw for a brief moment a glimpse of something else hiding beneath the surface.\n\nI decided to not ask her about her mentor, for fear of bringing back sad memories. Like Mal Keshar, she has lived for longer than any other creature on Irdya, and seems intent on leaving her past behind.\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD_SIMPLE S17 _\"Voice of the Armageddon\"}\n story= _ \"Two days into our journey, we came across a road quite evidently built by our enemies amidst the tall mountains not long ago. A new confrontation was imminent.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_WESMERE\n [story]\n [part]\n music=underground.ogg\n background=\n story= _ \"Following our second encounter with the vile necromancer, we felt less inclined to stop to rest and sleep during the night. Most of the demons we had encountered thus far seemed more adept at fighting in the darkness than under daylight. Moreover, we did not know for certain if Hekuba could be watching us from afar, planning his next strike; it would not do us any good to suffer more casualties before reaching our objective.\n\nAfter only a couple of days, we succumbed to the fatigue and set up camp during the long dark.\"\n [/part]\n [part]\n story= _ \"Sleeping was not an easy task. Even though we were tired and perfectly able to drift off in a matter of seconds, we had to take turns watching over the encampment while others slept. Mal Keshar, of course, made sure to keep us awake during each shift telling us stories of his past feats; rather unfortunately for us, most of them involved the deaths of innocent \u2014 and sometimes not-so-innocent \u2014 people described in vivid detail.\n\nWe continued to use the same strategy every night afterwards, with Elynia taking over for Mal Keshar at times to keep our living companions entertained with less grisly anecdotes. She boasted that she did not need to sleep as often or for as long as most of us normal people, but as I came to witness, that was simply not true.\"\n [/part]\n [part]\n story= _ \"It was at the end of one of my shifts. I went to Elynia\u2019s tent to wake her up for hers, but this time I did not find her up and ready to take her place; she had clearly made the attempt and somehow tumbled back into bed instead.\n\nI opted to let her sleep and went back to keeping guard with Mal Keshar by my side, doing my best effort to ignore his teasing until dawn broke. And then, I had to endure Elynia scolding me for breaking protocol.\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD_SIMPLE S18 _\"Ashes of Wesmere\"}\n story= _ \"Six more days passed before we reached the end of the mountains, and we came upon the desolate landscape that once saw three godlike beings do battle for Irdya\u2019s fate.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_UNDER_THE_SANDS\n [story]\n [part]\n music=underground.ogg\n story= _ \"I have never been the kind of elf who would sit in a tree\u2019s shade and reflect on the trials and tribulations of life or record profound thoughts onto paper. However, Anlind\u00eb thought that others could benefit from reading a personal chronicle of our journey across the continent, especially if something were to happen to me on the field.\n\nIn hindsight, I may have been far too reckless and brash in battle, putting my life in danger too often without any consideration for my friends and subjects. For that I wish to apologize to whomever may read this, in case I never have the chance to do so in the flesh.\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD S19 _\"Under the Sands\" _\"Crossroads\"}\n story= _ \"I do not know for certain whether I would have changed our fate had I the power. There was a lesson to be learned from our next encounter with the enemy, and perhaps, in time, it would prove crucial for our survival.\n\nBecause soon after entering the caverns we would begin to realize the full breadth of the menace that threatened to end all life on Irdya, and I would personally bear witness to the terrifying power of Chaos.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_CROSSROADS\n [story]\n [part]\n music=underground.ogg\n story= _ \"The devastated landscapes of the lands of Chaos were easily the best weapon at the Empire\u2019s disposal. Not only did they offer very little in the way of shelter, water and food, but they were also plagued with all manner of hostile creatures residing in artificial hives under the ground; the desert surrounding our long lost home was a sandy paradise compared to this nightmarish unknown. Bearing this in mind, perhaps the existence of a whole culture dedicated to the conquest and destruction of other peoples under the orders of a bellicose goddess was not as implausible as it first seemed.\n\nExactly how they managed to sustain themselves on a day-to-day basis was an entirely different mystery, though.\"\n [/part]\n [part]\n story= _ \"I tried my best to keep my mind clear at night, but the memories of my brief encounter with the Emperor continued to haunt me during my sleep. That vision of twisted metal and flesh, those ominous glowing eyes... his metallic voice booming and echoing in the darkness of a cavern, overlapping the constant noise of machines and creatures I had never heard before. Next to him stood somebody else, the silhouette of a woman holding a book of some sort.\n\n\u201cShe sees you as little more than a burden she constantly has to watch and protect while she and the necromancer do all the actual fighting.\u201d\n\n\u201cShe knew that Anlind\u00eb\u2019s sacrifice would hardly serve any purpose at all. She let her go, and you did nothing to prevent that tragedy.\u201d\"\n [/part]\n [part]\n story= _ \"\u201cI am not any more responsible for your mentor\u2019s death than the Lady of Light whom you swore to protect, yet you came to my lands seeking vengeance.\u201d\n\n\u201cDo you not see that she is within your reach right now?\u201d\n\n\u201cYou know what you must do.\u201d\"\n [/part]\n [part]\n # po: The quoted line is also used in scenario 19.\n story= _ \"Then a voice, an alluring voice belonging, perhaps, to the woman. She spoke in a language I could not understand. I focused on averting my mind from the scene just as I felt my arms begin to move on their own.\n\n\u201cOn the surface or underground, it makes no difference to me, Galas. You will not last long if you stay in my domain, unless you abandon this foolish quest of yours and pledge allegiance to Uria and me!\u201d\n\nThen, a sudden flash of red, followed by complete darkness.\"\n [/part]\n [part]\n story= _ \"Since that incident, the Emperor stopped trying to reach me and take control of my body for some reason. Perhaps even with his rumored power, it was not a tactic that he could use too often. Besides, with us approaching the heart of his domain there was little reason to keep wasting energy when he could patiently sit and wait for his prey to come.\n\nI was absorbed in those thoughts one morning, when we were distracted by an unexpected encounter. Up to that point, we had never suspected we were not the only band of travelers on a mission in these lands.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_THE_HEART\n [story]\n [part]\n music=underground.ogg\n story= _ \"Thus the battle preparations began.\n\nMany times throughout this endless journey, I had hesitated to continue for fear of putting our people\u2019s survival at risk. But now that they were in the safety of the Far North and under the command of more capable leaders than I, my only fear was being manipulated by our enemies and becoming the instrument of my friends\u2019 demise. Elynia reassured me that she would not let that happen as long as she could draw breath.\"\n [/part]\n [part]\n story= _ \"\u201cWhat if you could not prevent it, though?\u201d, I asked. \u201cWhat if the unholy power the Emperor wields surpasses even your own and it becomes impossible to stop me?\u201d\n\nShe could not offer a concrete answer to the question, but I thought I could read the solution in her eyes; and, as Lord Galas of the elves, I would have certainly agreed that it was a reasonable course of action. Now I was no longer sure. I remembered the dwarves\u2019 stories of our desert kin, and wondered if my own story would soon reach as bitter an end as had many of Kalehssar\u2019s allies.\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD_SIMPLE S20 _\"The Heart\"}\n story= _ \"Then I decided I would not go down without a fight. This so-called Emperor would feel my wrath. He would pay dearly for what he did to Anlind\u00eb, to my lord L\u00e9dinor, and to the thousands of elves he tortured and killed in the Valley. This would be the end of his reign of blood and destruction.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_INNUENDO\n [story]\n [part]\n music=underground.ogg\n {STORYTXT_TITLE_CARD_SIMPLE S21 _\"Innuendo\"}\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_GAUNTLET\n [story]\n [part]\n music=underground.ogg\n {STORYTXT_TITLE_CARD_SIMPLE S22A _\"Face of the Enemy\"}\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_DARK_HIVE\n [story]\n [part]\n music=underground.ogg\n {STORYTXT_TITLE_CARD_SIMPLE S22B _\"The Dark Hive\"}\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_INTO_THE_LAIR\n [story]\n [part]\n music=revelation.ogg\n story= _ \"\u201cThere are things more important in this world than the lives of the few, and things worse than the death of the many.\u201d\n\nNo matter how hard I tried to make sense of Elynia\u2019s words, I could not see how they justified letting the demoness go. To take pity on her because of her condition seemed reckless and unnecessary. So what if she was only following orders? She certainly did not seem lacking of her own will.\"\n [/part]\n [part]\n {STORYTXT_TITLE_CARD_SIMPLE S23A _\"Into the Lair\"}\n story= _ \"There certainly has been something amiss about Elynia, and even Mal Keshar, ever since we set foot in enemy territory; walking into the Heart fortress only appeared to make things worse. Then again, I did not exactly feel like myself either. I began to fear that the very atmosphere of this place was seeping into our heads and clouding our thoughts and that things would spiral out of control before we could achieve our objective.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_DO_US_PART\n [story]\n [part]\n music=silence.ogg\n story= _ \"An uneasy silence arose. The Chaos Emperor lay amongst the carnage, his mechanical body broken and singed, seeping rivulets of blood that streaked across the patterned floor. And Elynia... it was as if Argan\u2019s death had shattered something inside her. She wailed, dragging her hands across the crimson floor as if she could gather her lover\u2019s lifeblood in her hands.\n\nI realized, then, that my presence was pointless; there was nothing I could do to ease her pain. She had held herself together this long by sheer force of will; now, that will was spent. I tightened my grip on my sword as she buried her face in her hands and wept, heedless of the smears of red they left behind. In all this time, I had thought I knew loss \u2014 Anlind\u00eb, who was like a mother to me, scores of my friends and kinsmen \u2014 but in truth, I did not. I did not know the weight of centuries she bore upon her shoulders, nor the heartbreak of dashed hopes and broken promises that now lay prone at her feet.\n\nIn truth, I could never aspire to become as strong of soul as she. She had foreseen this conclusion long before any of us, yet continued onwards. Would I have had the courage to do the same, were I faced with the same choice \u2014 strike down someone whom I loved, or die and let the world suffer for my selfishness?\"\n [/part]\n [part]\n story= _ \"I felt a sudden urge to embrace and comfort her, but I did not; I could not intrude upon her grief with my own foolish feelings.\n\nInstead, I turned to Mal Keshar, and tried to see through his perpetually expressionless face. I had never given much thought to his story or his life. It may have been a silly thought, but for a brief moment I wondered if he had ever felt this loss himself. The way he uttered those words to Elynia seemed to suggest that he had at least researched the subject of resurrection in the past. For power, or to bring back a loved one? I doubt I will ever gather the courage to ask.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_EPILOGUE\n [story]\n [part]\n {STORYTXT_TITLE_CARD_SIMPLE S24 _\"Epilogue\"}\n sound=data/core/music/victory2.ogg\n music=silence.ogg\n [/part]\n [part]\n music=wanderer.ogg\n story= _ \"In the end, the entire valley where once stood the mighty capital of the Chaos Empire disappeared in a matter of minutes. Even the biomechanical monsters \u2014 which we once regarded as invincible foes \u2014 perished amidst the destruction that erased Argan\u2019s fortress from existence. Enemies, allies... for the earth there were no colors or sides, only insignificant creatures caught in its clutches as it dragged everything down to the depths of hell.\n\nOnce nothing but an unfathomably large crater was left, the darkness of the night gave way to the dawn of a new day, and Naia shone through the dispersing smoke and clouds to announce the day when the ruler of Inferno tasted her first defeat.\"\n [/part]\n [if]\n {VARIABLE_BOOLEAN_EQUALS finale_stats.abandoned_ledinor yes}\n [then]\n [part]\n story= _ \"We abandoned the creature that once was Lord L\u00e9dinor to his death, much to my regret; even though Elynia assured me that there was no way to restore him to his old self, much like Argan, I hoped that perhaps we could have managed to restrain him while we figured out a cure with her help. Alas, it would have proved impossible to keep him from delaying our escape. I can only hope his death was swift enough, assuming there was anything of him left within that horrifying mutated mass of flesh.\n\nUria did this to him to show us, to remind us how powerless we mere mortals are against beings like her, especially now without the Union of Light and Darkness. Maybe if I had not witnessed Elynia\u2019s resoluteness first, I would have bent and despaired like the goddess so wanted, but no; I would not give her that pleasure now, after so much.\"\n [/part]\n [/then]\n [else]\n [part]\n story= _ \"Even though Elynia assured me that there was no way to restore L\u00e9dinor to his old self, much like Argan, I hoped that perhaps we could have managed to restrain him while we figured out a cure with her help. Alas, it would have proved impossible to keep him from delaying our escape. At least we put an end to his suffering soon enough, assuming there was anything of him left within that horrifying mutated mass of flesh.\n\nUria did this to him to show us, to remind us how powerless we mere mortals are against beings like her, especially now without the Union of Light and Darkness. Maybe if I had not witnessed Elynia\u2019s resoluteness first, I would have bent and despaired like the goddess so wanted, but no; I would not give her that pleasure now, after so much.\"\n [/part]\n [/else]\n [/if]\n [if]\n {VARIABLE_BOOLEAN_EQUALS finale_stats.igor_died no}\n [then]\n [part]\n story= _ \"Only us three made it out of the fortress alive, along with Igor. We tried to locate the dwarves, but enemy troops arrived to inspect the ruins of the Heart before we could finish our search. The evidence we found suggested that our allies had to retreat for some reason, possibly while we were busy battling Elyssa in the Dark Hive.\n\nWe ran. We ran as far as we could, and then continued traveling west, towards the ocean. The next few weeks went by in a hazy flash of sand and mountains, while we struggled to pass unnoticed through hostile territory. Fortunately, they were probably too busy mourning their Emperor\u2019s death \u2014 if they even have such a custom \u2014 to bother with hunting us down.\"\n [/part]\n [/then]\n [else]\n [part]\n story= _ \"Only us three made it out of the fortress alive. We tried to locate the dwarves, but enemy troops arrived to inspect the ruins of the Heart before we could finish our search. The evidence we found suggested that our allies had to retreat for some reason, possibly while we were busy battling Elyssa in the Dark Hive.\n\nWe ran. We ran as far as we could, and then continued traveling west, towards the ocean. The next few weeks went by in a hazy flash of sand and mountains, while we struggled to pass unnoticed through hostile territory. Fortunately, they were probably too busy mourning their Emperor\u2019s death \u2014 if they even have such a custom \u2014 to bother with hunting us down.\"\n [/part]\n [/else]\n [/if]\n [part]\n story= _ \"The storm that drove us out of hiding is over now, but our journey has only just begun. Darker days are coming, and it will take our best effort to put an end to this war now that Uria has taken notice of our existence. Even now I worry for the safety of my kin up in the Far North.\n\nBut as long as we stick together, I feel that we may yet have a chance against the evil force that threatens to take Irdya from us.\u201d\"\n [/part]\n [/story]\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n#define SOUND_LIST:UNION_HIT\nunion-[1~4].ogg #enddef\n#define SOUND_LIST:UNION_MISS\nunion-[1~4].ogg #enddef\n\n#define ABILITY_UNION\n [dummy]\n id=union\n name= _ \"union\"\n description= _ \"This unit wields the ancient power of the Union of Light and Darkness.\"\n [/dummy]\n#enddef\n\n#define ABILITY_UNION_ID\n [dummy]\n id=union\n [/dummy]\n#enddef\n\n#\n# General FIXME:\n#\n# Currently, it is possible for Elynia/Mal Keshar to use a non-Union attack\n# first and let the other cast Union on an enemy before ending the current\n# turn. This is because we can't currently filter on the assistant's\n# attacks_left attribute, without using lua_function or [filter_wml] at least.\n# Personally, I feel there's no need to fix this loophole, but I somehow\n# suspect at least a dozen playtesters will report it as a bug anyway.\n#\n# Also, enemy Union casters (spoilers!) don't disable the player's ability to\n# cast Union next turn. This is partly because the implementation would be too\n# complicated (especially but not exclusively on 1.12.x without the 1.13.x\n# [object] duration=\"turn end\" attribute, but also because I'm not really sure\n# it would make the gameplay more interesting as opposed to outright\n# frustrating.\n#\n\n#define WEAPON_SPECIAL_UNION\n [dummy]\n id=union\n name= _ \"union\"\n description= _ \"This attack is only available on offense, and requires an assistant unit with the same weapon special to be adjacent to both the target and the attacker. If this attack is used during a turn, the assistant will not be able to perform any additional actions for the current playing side\u2019s turn.\"\n [/dummy]\n\n [disable]\n # Not available on defense.\n id=union_disable_on_defense\n active_on=defense\n [/disable]\n\n [disable]\n id=union_require_adjacent_casters\n active_on=offense\n [filter_self]\n [not]\n [filter_adjacent]\n ability=union\n [/filter_adjacent]\n [/not]\n [/filter_self]\n [/disable]\n#enddef\n\n#define UNION_EFFECTS\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_UNION}\n [/abilities]\n [/effect]\n [effect]\n apply_to=hitpoints\n increase_total=20%\n heal_full=yes\n [/effect]\n [effect]\n # NOTE: this must be the last [effect] for UNION_ATTACK_STATS to work\n # as intended!\n apply_to=new_attack\n name=union\n description=_\"union\"\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_UNION}\n [/specials]\n damage=29\n number=3\n range=ranged\n icon=attacks/union.png\n [/effect]\n#enddef\n\n#define UNION_ATTACK_STATS _DMG _NUM\n [+effect]\n damage={_DMG}\n number={_NUM}\n [/effect]\n#enddef\n\n#\n# Include the following in scenarios with Union users. Yes, I realize I could\n# use ATTACH_EVENTS_TO_UNIT instead.\n#\n\n#define UNION_CAST_EVENTS\n [event]\n id=union_controller\n name=attack\n first_time_only=no\n [filter_attack]\n special=union\n [/filter_attack]\n # Kind of redundant, but we want the ability to toggle the union on and\n # off as needed.\n [filter]\n ability=union\n [/filter]\n\n [store_unit]\n [filter]\n ability=union\n [filter_adjacent]\n x,y=$x1,$y1\n [/filter_adjacent]\n # Optimization for enemy union casters\n side=$side_number\n [/filter]\n variable=adjacent_union_units\n kill=no\n [/store_unit]\n\n [foreach]\n array=adjacent_union_units\n variable=union_unit\n [do]\n {VARIABLE_DEC union_unit.attacks_left}\n {VARIABLE union_unit.moves 0}\n\n [unstore_unit]\n find_vacant=no\n variable=union_unit\n [/unstore_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE adjacent_union_units}\n [/event]\n#enddef\n\n#define UNION_ANIM_MAL_KESHAR\n [attack_anim]\n [filter_attack]\n name=union\n [/filter_attack]\n\n [if]\n hits=yes\n\n {UNION_FOG}\n\n {UNION_BEAM}\n\n sound1_start_time=-450\n [sound1_frame]\n sound={SOUND_LIST:HOLY}\n [/sound1_frame]\n\n sound2_start_time=-400\n [sound2_frame]\n sound={SOUND_LIST:UNION_HIT}\n [/sound2_frame]\n [/if]\n\n start_time=-650\n offset=0.0\n blend_color=16,0,32\n blend_ratio=0.0~0.6:500,0.6~0.0:200\n\n [frame]\n image=\"units/undead-necromancers/ancient-lich-magic-[1,2].png:100\"\n [/frame]\n [frame]\n image=\"units/undead-necromancers/ancient-lich-magic-3.png:450\"\n [/frame]\n [frame]\n image=\"units/undead-necromancers/ancient-lich-magic-[2,1].png:100\"\n [/frame]\n\n {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-dark-miss.ogg -350}\n [/attack_anim]\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n#\n# Use to define a generic initial unit in a [side] definition. Units created\n# this way always have zero upkeep, without any visual indication on purpose.\n#\n#define SIDE_GENERIC_UNIT _TYPE _X _Y\n [unit]\n type={_TYPE}\n x={_X}\n y={_Y}\n random_traits=yes\n random_gender=yes\n generate_name=yes\n upkeep=free\n [/unit]\n#enddef\n\n#\n# Use to define a generic initial guardian unit in a [side] definition. Units\n# created this way always have zero upkeep, without any visual indication on\n# purpose.\n#\n#define SIDE_GENERIC_GUARD _TYPE _X _Y\n [unit]\n type={_TYPE}\n x={_X}\n y={_Y}\n random_traits=yes\n random_gender=yes\n generate_name=yes\n upkeep=free\n ai_special=guardian\n [/unit]\n#enddef\n\n# Macros PLACE_UNITS_RANDOMLY, RANDOM_PLACEMENT_AREA, CLEAR_PLACEMENT_AREA, RANDOM_PLACEMENT\n# were written by Rhuvaen for UtBS (1.3.x), and directly copied with minor modifications\n#\n# Many macros were written by Shadow Master on 2006, others were on 2007-2008\n# wmllint: validate-off\n# wmllint: unbalanced-on\n# wmlindent: start ignoring\n#define DIRECTION_ALL\nn,s,ne,nw,se,sw#enddef\n# wmlindent: stop ignoring\n\n#define RANDOM_PLACEMENT_AREA _SLF\n # set a placement area for subsequent random placement of units\n [store_locations]\n variable=temp_PUR_locs\n {_SLF}\n [/store_locations]\n#enddef\n\n#define PLACE_UNITS_RANDOMLY _TYPE _SIDE _NUM _UNIT_WML\n [repeat]\n times={_NUM}\n [do]\n {VARIABLE_RANDOM temp_PUR_n \"0..$($temp_PUR_locs.length - 1)\"}\n\n [unit]\n side={_SIDE}\n type={_TYPE}\n x,y=$temp_PUR_locs[$temp_PUR_n].x,$temp_PUR_locs[$temp_PUR_n].y\n\n random_gender=yes\n random_traits=yes\n generate_name=yes\n upkeep=full\n animate=yes\n\n {_UNIT_WML}\n [/unit]\n\n {CLEAR_VARIABLE temp_PUR_n}\n [/do]\n [/repeat]\n#enddef\n\n#define CLEAR_PLACEMENT_AREA\n {CLEAR_VARIABLE temp_PUR_locs}\n#enddef\n\n#define ROLE _ROLE_TAG _SUF\n [role]\n role={_ROLE_TAG}\n {_SUF}\n [/role]\n [if]\n [not]\n [have_unit]\n {NOT_ON_RECALL_LIST}\n role={_ROLE_TAG}\n [/have_unit]\n [/not]\n [then]\n {RECALL_SUF (role={_ROLE_TAG})}\n [/then]\n [/if]\n#enddef\n\n#define REMOVE_ROLE _ROLE_TAG\n [store_unit]\n [filter]\n role={_ROLE_TAG}\n [/filter]\n variable=temp_REMOVE_ROLE_units\n [/store_unit]\n\n [foreach]\n array=temp_REMOVE_ROLE_units\n variable=temp_REMOVE_ROLE_unit\n [do]\n {CLEAR_VARIABLE temp_REMOVE_ROLE_unit.role}\n\n [unstore_unit]\n variable=temp_REMOVE_ROLE_unit\n find_vacant=no\n [/unstore_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE temp_REMOVE_ROLE_unit}\n#enddef\n\n#define SHAXTHAL_SURFACE_VARIATION\n variation=surface\n#enddef\n\n# wmllint: unbalanced-off\n# wmllint: validate-on\n\n#define ELVISH_SUPPORTER_ROLE ROLE\n [role]\n role={ROLE}\n type=Elvish Sylph,Elvish Shyde,Elvish Avenger,Elvish Sharpshooter,Elvish Enchantress,Elvish Champion,Elvish Marshal,Elvish Outrider,Elvish Ranger,Elvish Marksman,Elvish Sorceress,Elvish Hero,Elvish Captain,Elvish Druid,Elvish Rider,Elvish Archer,Elvish Fighter,Elvish Shaman,Elvish Civilian,Elvish Prowler,Elvish Trapper,Elvish Hunter # (ordered according to portraits)\n side=1\n [not]\n id=Anlind\u00eb,Galas\n [/not]\n [/role]\n#enddef\n\n#define MAKE_TIMED_LOYAL _SUF\n [object]\n silent=yes\n duration=scenario\n [filter]\n {_SUF}\n [/filter]\n [effect]\n apply_to=loyal\n [/effect]\n [/object]\n#enddef\n\n#\n# Tries to find a suitable elvish supporter for\n# recall; if that fails, it creates them. This ensures\n# dialogues can go on.\n#\n#define ELVISH_SUPPORTER R_ID\n [if]\n [not]\n [have_unit]\n role={R_ID}\n side=1\n [/have_unit]\n [/not]\n [then]\n {ELVISH_SUPPORTER_ROLE ({R_ID})}\n\n [recall]\n role={R_ID}\n [/recall]\n\n [if]\n [not]\n [have_unit]\n role={R_ID}\n side=1\n [/have_unit]\n [/not]\n [then]\n {VARIABLE_RANDOM temp_ELVISH_SUPPORTER_type \"Archer,Fighter,Hunter,Shaman,Scout,Civilian\"}\n\n [unit]\n role={R_ID}\n type=\"Elvish $temp_ELVISH_SUPPORTER_type\"\n side=1\n placement=leader\n generate_name=yes\n random_gender=yes\n random_traits=yes\n [/unit]\n\n {CLEAR_VARIABLE temp_ELVISH_SUPPORTER_type}\n [/then]\n [/if]\n\n {MAKE_TIMED_LOYAL (role={R_ID})}\n [/then]\n [/if]\n#enddef\n\n#define UNPETRIFY_UNITS_AT_TURN_START _SIDE _ADJACENT_TO_SUF\n [event]\n name=\"side \"+{_SIDE}+\" turn refresh\"\n first_time_only=no\n\n [store_unit]\n [filter]\n side={_SIDE}\n status=petrified\n [filter_adjacent]\n {_ADJACENT_TO_SUF}\n [/filter_adjacent]\n [/filter]\n variable=petrified_units\n [/store_unit]\n\n [foreach]\n array=petrified_units\n variable=petrified_unit\n [do]\n {CLEAR_VARIABLE petrified_unit.status.petrified}\n\n [unstore_unit]\n variable=petrified_unit\n find_vacant=no\n male_text= _ \"unpetrified\"\n female_text= _ \"female^unpetrified\"\n {COLOR_HEAL}\n [/unstore_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE petrified_units}\n [/event]\n#enddef\n\n#define UNIT_TO_GLOBAL_STORE _ID _STORE_ID\n [store_unit]\n [filter]\n id={_ID}\n [/filter]\n variable=persist_store\n kill=no\n mode=replace\n [/store_unit]\n\n {WRITE_VARIABLE_INTO_GLOBAL persist_store {_STORE_ID} NAMESPACE={PERSISTENT_NS_IFTU}}\n\n {CLEAR_VARIABLE persist_store}\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n#define FLASH_PURPLE ACTION_WML\n {COLOR_ADJUST 67 0 67}\n {COLOR_ADJUST 100 0 100}\n {ACTION_WML}\n {COLOR_ADJUST 33 0 33}\n {COLOR_ADJUST 0 0 0}\n#enddef\n\n#define REVEAL X Y\n [remove_shroud]\n x={X}\n y={Y}\n side=1\n [/remove_shroud]\n\n {SCROLL_TO_LOCATION_AND_RETURN_TO_PRIMARY_UNIT {X} {Y} }\n#enddef\n\n#define REVEAL_AREA X1 Y1 X2 Y2\n # X0 = (X2 - X1) / 2 + X1 = X2 / 2 - X1 / 2 + X1 = X2 / 2 + -X1 / 2 + 2 X1 / 2 = X2 / 2 + X1 / 2\n # Y0 = (Y2 + Y1) / 2\n #\n # This should be little runtime load in terms of CPU time\n\n {VARIABLE temp_REVEAL_AREA_center.x {X2} }\n {VARIABLE_ADD temp_REVEAL_AREA_center.x {X1} }\n {VARIABLE temp_REVEAL_AREA_center.y {Y2} }\n {VARIABLE_ADD temp_REVEAL_AREA_center.y {Y1} }\n\n {VARIABLE_DIV temp_REVEAL_AREA_center.x 2}\n {VARIABLE_DIV temp_REVEAL_AREA_center.y 2}\n\n [remove_shroud]\n x={X1}-{X2}\n y={Y1}-{Y2}\n side=1\n [/remove_shroud]\n\n {SCROLL_TO_LOCATION_AND_RETURN_TO_PRIMARY_UNIT $temp_REVEAL_AREA_center.x $temp_REVEAL_AREA_center.y}\n\n {CLEAR_VARIABLE temp_REVEAL_AREA_center}\n#enddef\n\n#define QUAKE_HEAVY _SOUND\n [quake_heavy]\n sound={_SOUND}\n [/quake_heavy]\n#enddef\n\n#define QUAKE_HEAVIER _SOUND\n [quake_heavier]\n sound={_SOUND}\n [/quake_heavier]\n#enddef\n\n#\n# Place _NUM items on hexes matching _SLF, each a random image picked from\n# _IMAGELIST. No collision checks are performed, so a single hex may wind up\n# overlayed with multiple images.\n#\n#define SCATTER_RANDOM_IMAGE _SLF _NUM _IMAGELIST\n [scatter_images]\n {_SLF}\n image={_IMAGELIST}\n limit={_NUM}\n [/scatter_images]\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n#define WEAPON_SPECIAL_DREAD\n [damage]\n id=dread\n name= _ \"dread\"\n name_inactive= _ \"dread\"\n description=_\"When this attack is used offensively, this unit takes one third less damage in retaliation.\"\n description_inactive=_\"When this attack is used offensively, this unit takes one third less damage in retaliation.\"\n special_note={SPECIAL_NOTE_DREAD}\n active_on=offense\n apply_to=opponent\n multiply=0.66\n [/damage]\n#enddef\n\n#\n# The shrapnel weapon special used by the explosive rune arrows (items.cfg).\n#\n#define WEAPON_SPECIAL_SHRAPNEL\n [disable]\n # Not available on defense.\n id=shrapnel_disable_defense\n active_on=defense\n [/disable]\n\n [disable]\n # Not available on offense against non-living or Shaxthal targets\n # (we don't want it used against bosses)\n id=shrapnel_disable_offense_cond\n active_on=offense\n [filter_opponent]\n race=undead,elvish_spirits,shaxthal\n [or]\n status=not_living\n [/or]\n [/filter_opponent]\n [/disable]\n\n [chance_to_hit]\n id=shrapnel_cth\n value=100\n active_on=offense\n [/chance_to_hit]\n\n [dummy]\n id=shrapnel\n name= _ \"shrapnel\"\n description= _ \"The unit immediately behind the target takes 80% of the base damage of this attack, regardless of its allegiance. This value is subject to the usual damage calculation, taking the attacker\u2019s alignment and the second target\u2019s resistances into account.\n\nThis attack is only available on offense against living targets, and always has a 100% chance to hit regardless of the defense attributes of the target.\"\n [/dummy]\n#enddef\n\n#\n# Note to people who might want to copy this code for their own add-on:\n#\n# Currently, the event handler has a single id and removes itself as soon as\n# a unit with the shrapnel special has its shrapnels counter go down to 0.\n#\n# This means that it's not possible to have multiple units with the shrapnel\n# special play nice with each other. Fixing this is left as an exercise for the\n# reader.\n#\n#define WEAPON_SPECIAL_SHRAPNEL_IMPLEMENTATION\n [event]\n id=shrapnel:hit_handler\n name=attacker hits\n first_time_only=no\n [filter_attack]\n special=shrapnel\n [/filter_attack]\n\n {BUG_ON\n ({VARIABLE_NUMERICAL_LESS_THAN_OR_EQUAL unit.variables.shrapnel.count 0})\n (\"shrapnel count <= 0 at event start!\")}\n\n [harm_unit]\n [filter]\n [filter_adjacent]\n x,y=$x2,$y2\n adjacent=$second_unit.facing\n [/filter_adjacent]\n [/filter]\n amount=$(0.80*$weapon.damage)\n alignment=$unit.alignment\n damage_type=$weapon.type\n kill=yes\n fire_event=yes\n animate=yes\n [/harm_unit]\n\n {VARIABLE_DEC unit.variables.shrapnel.count}\n\n [if]\n {VARIABLE_NUMERICAL_EQUALS unit.variables.shrapnel.count 0}\n\n #\n # Remove weapon and events.\n #\n [then]\n {VARIABLE k 0}\n [while]\n {VARIABLE_NUMERICAL_LESS_THAN k $unit.event.length}\n {VARIABLE_LEXICAL_NOT_EQUALS unit.event[$k].id shrapnel:hit_handler}\n [do]\n {VARIABLE_INC k}\n [/do]\n [/while]\n\n {BUG_ON ({VARIABLE_NUMERICAL_EQUALS k $unit.event.length})\n (\"shrapnel unit does not carry the shrapnel controller event!\")}\n\n {CLEAR_VARIABLE unit.event[$k],unit.variables.shrapnel,k}\n\n # Update unit on map before applying objects.\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n\n [object]\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n name=shrapnel\n [/effect]\n [/object]\n\n [remove_event]\n id=shrapnel:hit_handler\n [/remove_event]\n [/then]\n #\n # Update counter in the attack name.\n #\n [else]\n # Update unit on map before applying objects.\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n\n [object]\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=attack\n name=shrapnel\n set_description=\"$unit.variables.shrapnel.name ($unit.variables.shrapnel.count)\"\n [/effect]\n [/object]\n [/else]\n [/if]\n [/event]\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=01_Border_Patrol\n name= _ \"Border Patrol\"\n {MAP 01_Border_Patrol.map}\n {TURNS 34 33 32}\n next_scenario=02_A_Real_Confrontation\n\n {SCENARIO_MUSIC \"loyalists.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n {EXTRA_SCENARIO_MUSIC \"breaking_the_chains.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"revelation.ogg\"}\n\n {STORYTXT_INTRO}\n\n {TWO_SUNS_DEFAULT_SCHEDULE}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=heroes\n user_team_name= _ \"team_name^Elves\"\n\n {GOLD 230 190 170}\n recruit=Elvish Fighter,Elvish Archer,Elvish Shaman,Elvish Scout,Elvish Hunter\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n\n [side]\n side=2\n team_name=baddies\n user_team_name= _ \"team_name^Humans\"\n {CHAOS_FLAG}\n\n {GOLD 100 115 120}\n {INCOME 1 2 3}\n recruit=Chaos Raider,Chaos Invoker,Chaos Invader,Chaos Bowman\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT leader_value {DIFF 0.0 0.2 0.4} }\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern archer,archer,fighter,archer,fighter,scout,scout}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.2}\n [/ai]\n\n canrecruit=yes\n type=Chaos Arbalestier\n id=Surhan\n name= _ \"Surhan\"\n unrenamable=yes\n facing=nw\n [/side]\n\n [side]\n side=3\n team_name=baddies\n user_team_name= _ \"team_name^Humans\"\n {CHAOS_FLAG}\n\n {GOLD 110 120 130}\n recruit=Chaos Raider,Chaos Invoker,Chaos Invader,Chaos Bowman\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT leader_value {DIFF 0.1 0.25 0.5} }\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern archer,archer,fighter,archer,fighter,scout,fighter}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.0}\n [/ai]\n\n canrecruit=yes\n type=Doom Guard\n id=Grumnyr\n name= _ \"Grumnyr\"\n unrenamable=yes\n facing=nw\n [/side]\n\n [side]\n side=4\n team_name=baddies\n user_team_name= _ \"team_name^Wild Animals\"\n color=pink\n\n no_leader=yes\n hidden=yes\n\n # ???\n {IS_HOSTILE_NPC}\n\n {SIDE_GENERIC_GUARD (Falcon) 22 31}\n {SIDE_GENERIC_GUARD (Falcon) 12 24}\n {SIDE_GENERIC_GUARD (Falcon) 35 18}\n {SIDE_GENERIC_GUARD (Falcon) 26 13}\n {SIDE_GENERIC_GUARD (Falcon) 8 2}\n [/side]\n # wmllint: validate-on\n\n # Set NPC behaviour for side 4\n {NPC_BIRD_BEHAVIOR 4 1 40 1 35}\n\n {STARTING_VILLAGES 2 5}\n {STARTING_VILLAGES 3 4}\n\n {PLACE_IMAGE (items/bones.png) 9 33}\n {PLACE_IMAGE (items/bones.png) 23 35}\n {PLACE_IMAGE (items/bones.png) 40 22}\n\n {CONTINUOUS_SOUND_SOURCE campfire1 36 31 (ambient/campfire.ogg)}\n {SOUND_SOURCE_RANGE 1 8}\n {CONTINUOUS_SOUND_SOURCE campfire2 39 34 (ambient/campfire.ogg)}\n {SOUND_SOURCE_RANGE 1 8}\n {CONTINUOUS_SOUND_SOURCE campfire3 30 35 (ambient/campfire.ogg)}\n {SOUND_SOURCE_RANGE 1 8}\n {CONTINUOUS_SOUND_SOURCE campfire4 30 31 (ambient/campfire.ogg)}\n {SOUND_SOURCE_RANGE 1 8}\n\n [event]\n name=prestart\n\n {VARIABLE character_1st_time_help no}\n\n [capture_village]\n x=1-40\n y=1-16\n side=1\n [/capture_village]\n\n {RANDOM \"Archer,Hunter,Fighter\"}\n\n [unit]\n side=1\n type=\"Elvish $random\"\n placement=leader\n generate_name=yes\n random_traits=yes\n random_gender=yes\n upkeep=full\n facing=se\n [/unit]\n\n {CLEAR_VARIABLE random}\n\n {FACE_DIRECTION id=Galas se}\n\n # Initialize objectives\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Hold out as long as possible\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n\n {OBJECTIVE_NOTE ( _ \"Start recruiting units in advance, just in case\")}\n\n {OBJECTIVE_CARRYOVER}\n )}\n [/event]\n\n [event]\n name=start\n\n [character_descriptions_prompt][/character_descriptions_prompt]\n\n [message]\n speaker=Grumnyr\n message= _ \"Move on, you sluggards. Let\u2019s claim these lands for the Master!\"\n [/message]\n\n [message]\n speaker=Surhan\n message= _ \"Be careful. We were warned that there are still elves in this valley.\"\n [/message]\n\n [message]\n speaker=Grumnyr\n message= _ \"No matter. We\u2019ll tear them to pieces if they dare oppose us!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"A host of humans in the southern dunes... It has been quite a long time since any of them have wandered here in such numbers.\"\n [/message]\n\n [message]\n side=1\n [not]\n id=Galas\n [/not]\n message= _ \"What should we do?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"According to our laws, we should always grant refuge to wanderers \u2014 but I sense hostility from this group. It would be wise to observe them for a while, but let us be prepared for the worst nonetheless.\"\n [/message]\n\n [message]\n side=1\n [not]\n id=Galas\n [/not]\n message= _ \"Very well.\"\n [/message]\n [/event]\n\n {GALAS_1ST_TIME_HELP}\n\n [event]\n name=attack\n [filter]\n side=1\n [/filter]\n [filter_second]\n [not]\n side=4\n [/not]\n [/filter_second]\n\n [fire_event]\n name=battle begin\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=attack\n [filter]\n [not]\n side=4\n [/not]\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [fire_event]\n name=battle begin\n [primary_unit]\n x,y=$x2,$y2\n [/primary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=turn 4\n\n [fire_event]\n name=battle begin\n [primary_unit]\n id=Galas\n [/primary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=battle begin\n first_time_only=yes\n\n [message]\n side=2,3\n canrecruit=yes\n message= _ \"Attack! Leave no one alive!\"\n [/message]\n\n [message]\n side=1\n [not]\n id=Galas\n [/not]\n message= _ \"They are attacking us!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Our laws are very clear and strict on this matter. We shall not let hostile outsiders enter our valley. Repel them!\"\n [/message]\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Defeat both enemy leaders\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n\n [scroll_to_unit]\n x,y=$x1,$y1\n [/scroll_to_unit]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Galas\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Argh! I have been... defeated...\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Galas\n [/filter]\n\n {ENDLEVEL_DEFEAT}\n [/event]\n\n [event]\n name=time over\n\n [message]\n speaker=Galas\n message= _ \"They have summoned reinforcements! Our group is not strong enough to defend the valley against a full-sized army!\"\n [/message]\n [/event]\n\n [event]\n name=enemies defeated\n\n {ENDLEVEL_VICTORY yes}\n [/event]\n\n [event]\n name=victory\n\n [message]\n speaker=Galas\n message= _ \"We defeated them in time. But... that raiding party was quite large and well-organized for a tribe of humans, and their metalwork seems beyond the capabilities of regular sand-dwellers. This does not bode well...\"\n [/message]\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=02_A_Real_Confrontation\n name= _ \"A Real Confrontation\"\n {MAP 02_A_Real_Confrontation.map}\n {TURNS 26 24 22}\n next_scenario=03_Memories_from_the_Depths\n victory_when_enemies_defeated=no\n\n {SCENARIO_MUSIC \"underground.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n\n {STORYTXT_A_REAL_CONFRONTATION}\n\n {DUSK2}\n {LONGDARK1}\n {LONGDARK2}\n {LONGDARK3}\n {LONGDARK4}\n {DAWN1}\n {MORNING1}\n {MIDDAY1}\n {AFTERNOON1}\n {DUSK1}\n {SHORTDARK}\n {DAWN2}\n {MORNING2}\n {MIDDAY2}\n {AFTERNOON2}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=elves\n user_team_name= _ \"team_name^Elves\"\n\n {GOLD 120 110 100}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n\n [side]\n side=2\n team_name=elves\n user_team_name= _ \"team_name^Elves\"\n color=teal\n\n {GOLD 310 260 210}\n {INCOME 8 6 4}\n recruit=Elvish Fighter,Elvish Archer,Elvish Shaman,Elvish Hunter,Elvish Civilian\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.1}\n {AI_SIMPLE_ALWAYS_ASPECT passive_leader yes}\n {AI_SIMPLE_ALWAYS_ASPECT passive_leader_shares_keep yes}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"fighter,fighter,archer,healer,healer,archer,archer,fighter,fighter,mixed fighter,mixed fighter\"}\n {AI_NO_SCOUTS}\n [/ai]\n\n # wmllint: recognize L\u00e9dinor\n {CHARACTER_STATS_LEDINOR}\n overlays,ellipse=\"\",\"\" # Clobber hero overlay and hero ellipse\n facing=sw\n canrecruit=yes\n [/side]\n\n#define ARC_AI_TARGETS\n [goal]\n [criteria]\n id=L\u00e9dinor\n [/criteria]\n {QUANTITY value 2.5 4.0 6.0}\n [/goal]\n [goal]\n [criteria]\n id=Galas\n [/criteria]\n {QUANTITY value 2.0 3.0 5.0}\n [/goal]\n [goal]\n [criteria]\n id=Anlind\u00eb\n [/criteria]\n {QUANTITY value 1.5 2.0 4.0}\n [/goal]\n#enddef\n\n [side]\n side=3\n team_name=chaos\n user_team_name= _ \"team_name^Humans\"\n {CHAOS_FLAG}\n color=blue\n\n {GOLD 175 200 225}\n {INCOME 13 18 23}\n#ifdef HARD\n recruit=Dark Knight,Chaos Bowman,Chaos Crossbowman,Demon,Chaos Raider,Chaos Hound,Chaos Invader,Chaos Invoker,Doom Guard\n#else\n recruit=Dark Knight,Chaos Bowman,Chaos Crossbowman,Demon,Chaos Hound,Chaos Invader,Chaos Invoker,Doom Guard\n#endif\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.2}\n {AI_SIMPLE_ALWAYS_ASPECT aggression 0.95}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.05}\n#ifdef HARD\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"fighter,fighter,mixed fighter,archer,archer,fighter,mixed fighter,scout\"}\n#else\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"fighter,fighter,mixed fighter,archer,archer,fighter,mixed fighter\"}\n#endif\n {AI_NO_SCOUTS}\n {ARC_AI_TARGETS}\n [/ai]\n\n canrecruit=yes\n type=Chaos Heavy Longbowman\n id=Vorgewyn\n name= _ \"Vorgewyn\"\n unrenamable=yes\n [/side]\n\n [side]\n side=4\n team_name=chaos\n user_team_name= _ \"team_name^Humans\"\n {CHAOS_FLAG}\n color=green\n\n {GOLD 175 200 225}\n {INCOME 8 10 12}\n recruit=Chaos Headhunter,Chaos Bowman,Chaos Crossbowman,Demon,Chaos Hound,Chaos Invader,Chaos Invoker,Heavy Infantryman\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.06}\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.30}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"scout,fighter,fighter,mixed fighter,archer\"}\n {ARC_AI_TARGETS}\n [/ai]\n\n canrecruit=yes\n type=Iron Mauler\n id=Kalwen\n name= _ \"Kalwen\"\n unrenamable=yes\n [/side]\n\n [side]\n side=5\n team_name=chaos\n user_team_name= _ \"team_name^Humans\"\n {CHAOS_FLAG}\n color=purple\n\n {GOLD 175 200 225}\n {INCOME 6 12 18}\n recruit=Chaos Headhunter,Demon,Chaos Hound,Chaos Invader,Chaos Invoker\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.20}\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"scout,fighter,fighter,mixed fighter,mixed fighter,archer,archer,fighter\"}\n {ARC_AI_TARGETS}\n [/ai]\n\n canrecruit=yes\n type=Chaos Razerman\n id=Jurdaan\n name= _ \"Jurdaan\"\n unrenamable=yes\n [/side]\n # wmllint: validate-on\n\n#undef ARC_AI_TARGETS\n\n {STARTING_VILLAGES_ALL 1}\n {STARTING_VILLAGES 2 6}\n {STARTING_VILLAGES 3 4}\n {STARTING_VILLAGES 4 4}\n {STARTING_VILLAGES 5 4}\n\n #\n # Campfire sound sources. Their coordinates point at the\n # enemy keeps instead of the surrounding campfire tiles.\n #\n {CONTINUOUS_SOUND_SOURCE blue 4 25 (ambient/campfire.ogg)}\n {CONTINUOUS_SOUND_SOURCE purple 12 29 (ambient/campfire.ogg)}\n {CONTINUOUS_SOUND_SOURCE green 26 28 (ambient/campfire.ogg)}\n\n [label]\n x,y=22,7\n text= _ \"Telchior\u2019s Hold\"\n [/label]\n\n [label]\n x,y=19,1\n text= _ \"River Toldrin\" # wmllint: no spellcheck\n [/label]\n\n [label]\n x,y=15,27\n text= _ \"Peak of the Beholder\"\n [/label]\n\n [label]\n x,y=29,39\n text= _ \"South-eastern Outpost\"\n [/label]\n\n [event]\n name=prestart\n\n {FACE_DIRECTION id=Galas,Anlind\u00eb se}\n\n {ALLOW_RECRUIT 1 (Elvish Civilian)}\n\n # Initialize variables\n {VARIABLE essential_villages_count {DIFF 5 8 9} }\n {VARIABLE civ_spam_count 0}\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Resist until turns run out\")}\n {OBJECTIVE_OR}\n {OBJECTIVE_BONUS ( _ \"Defeat all enemy leaders\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of L\u00e9dinor\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anlind\u00eb\")}\n\n # wmlindent: start ignoring\n {DIFF\n ({OBJECTIVE_DEFEAT ( _ \"Fewer than five elven villages under your or L\u00e9dinor\u2019s control remain standing\")})\n ({OBJECTIVE_DEFEAT ( _ \"Fewer than eight elven villages under your or L\u00e9dinor\u2019s control remain standing\")})\n ({OBJECTIVE_DEFEAT ( _ \"Fewer than nine elven villages under your or L\u00e9dinor\u2019s control remain standing\")})\n }\n # wmlindent: stop ignoring\n\n {OBJECTIVE_CARRYOVER_NO_BONUS}\n )}\n\n # wmllint: recognize Anlind\u00eb\n {RECALL_ANLINDE_AT 13 10}\n\n#ifndef HARD\n # Try to recall a veteran warrior unit for free...\n {ELVISH_SUPPORTER_ROLE (supporter)}\n\n [recall]\n role=supporter\n [/recall]\n#endif\n # If they could not be recalled, or we are playing\n # on HARD...\n [if]\n [not]\n [have_unit]\n side=1\n role=supporter\n [/have_unit]\n [/not]\n [then]\n {RANDOM \"Archer,Fighter,Hunter\"}\n # ... create a loyal supporter that is NOT controlled\n # by the player, to fill dialogues and aid the allies\n # a tad (L\u00e9dinor's units tend to act as kamikazes -\n # not a good help if player doesn't have veterans)\n [unit]\n random_traits=yes\n random_gender=yes\n generate_name=yes\n side=2\n x,y=24,7\n moves=0\n resting=no\n facing=sw\n role=supporter\n type=\"Elvish $random\"\n {IS_LOYAL}\n [modifications]\n {TRAIT_LOYAL}\n [/modifications]\n [/unit]\n\n {CLEAR_VARIABLE random}\n [/then]\n [/if]\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"The patrol group that was sent to replace yours in the southern zone should have arrived this morning. I begin to worry about them.\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n {REPLACE_SCENARIO_MUSIC \"northerners.ogg\"}\n {APPEND_MUSIC \"the_city_falls.ogg\"}\n {APPEND_MUSIC \"casualties_of_war.ogg\"}\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"Fire! Fire on the horizon! Call out the fighters, invaders draw near!\"\n [/message]\n\n [sound]\n name=\"horse-elf-canter.wav\"\n [/sound]\n\n [move_unit_fake]\n side=1\n#ifndef EASY\n type=Elvish Scout\n#else\n type=Elvish Rider\n#endif\n x=21,21,19,19,18,18,17,16\n y=17,15,14,12,11,10,10,10\n [/move_unit_fake]\n\n [unit]\n side=1\n#ifndef EASY\n type=Elvish Scout\n#else\n type=Elvish Rider\n#endif\n x,y=16,10\n id=V\u00f3lrand\n name= _ \"V\u00f3lrand\"\n unrenamable=yes\n moves=0\n resting=no\n facing=nw\n {IS_LOYAL}\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_DEXTROUS}\n [/modifications]\n [/unit]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=V\u00f3lrand\n message= _ \"Indeed, sir! It\u2019s an entire human army burning forests and pillaging villages in the border hills! They have even impaled the skulls of our fallen kin on their banners!\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"An entire army? That\u2019s impossible \u2014 humans are not capable of raising troops in such numbers!\"\n [/message]\n\n [message]\n role=supporter\n message= _ \"So that is what befell them... Those invaders will not go unpunished!\"\n [/message]\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"We must prepare to fight. We will not allow even an army to dispossess us. Men, to arms!\"\n [/message]\n\n # wmllint: local spelling patrollers\n\n [message]\n speaker=Galas\n message= _ \"But my lord, if these invaders could trap our best patrollers, how can we prevail against them while so short of recruits and supplies?\"\n [/message]\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"Young Galas, I understand your worries. But it is time for you to learn the first duty of a commander, which is to not be defeated in mind before you engage in battle.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"I accept your instruction.\"\n [/message]\n\n {RECRUITMENT_HINT units/elves-wood/civilian.png\n ( _ \"From the valley\u2019s main keep you can recruit citizens to aid you in battle. Most of them have basic training in the use of the sword and the bow; however, they still lack the experience required to put them into effective use. But remember: they are not charging you for their services yet.\")}\n [/event]\n\n [event]\n name=recruit\n [filter]\n side=3,4,5\n race=demon\n [/filter]\n\n [scroll_to_unit]\n x,y=$x1,$y1\n [/scroll_to_unit]\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"Bright Gods... what is that thing?\"\n scroll=no\n [/message]\n [/event]\n\n [event]\n name=turn 3\n\n [role]\n role=scared_one\n race=elf\n [not]\n id=Anlind\u00eb\n [/not]\n [not]\n canrecruit=yes\n [/not]\n [/role]\n\n [message]\n role=scared_one\n message= _ \"I don\u2019t think we can resist them!\"\n [/message]\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"So, there is yet human civilization on this continent. I wonder why we have not encountered them before?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"It must be that they are a new tribe, only recently come into its power... an evil power that is not from our world. Look!\"\n [/message]\n\n {NAMED_UNIT 5 (Demon Zephyr) 5 33 Garya ( _ \"Garya\") (gender,upkeep,facing=female,free,ne)} # {NO_UPKEEP_NO_OVERLAY}\n {NAMED_UNIT 5 (Demon Zephyr) 4 32 Quiryn ( _ \"Quiryn\") (upkeep,facing=free,ne)} # {NO_UPKEEP_NO_OVERLAY}\n#ifdef HARD\n {NAMED_UNIT 5 (Demon Zephyr) 4 33 Nolok ( _ \"Nolok\") (upkeep,facing=free,ne)} # {NO_UPKEEP_NO_OVERLAY}\n#endif\n\n [scroll_to]\n x,y=5,33\n [/scroll_to]\n\n [redraw][/redraw]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"Would that my fears had proven false...\"\n [/message]\n [/event]\n\n [event]\n name=die\n first_time_only=no\n [filter]\n side=1\n type=Elvish Civilian\n [/filter]\n\n {VARIABLE_INC civ_spam_count}\n [/event]\n\n [event]\n name=die\n [filter]\n side=1\n type=Elvish Civilian\n [/filter]\n [filter_condition]\n {VARIABLE_NUMERICAL_GREATER_THAN civ_spam_count 7}\n [/filter_condition]\n\n # It is a perfectly legitimate tactic, but...\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Galas, are you\u2014 Are you purposely sending civilians to their deaths?!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Er... No! They are supposed to deliver supplies to the front line and tend to injured soldiers, not engage in combat! Somebody must have misunderstood my orders \u2014 I will ask our officials to put a halt to this egregious waste of precious elf lives immediately.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"(suspicious) Very... well...\"\n [/message]\n [/event]\n\n [event]\n name=enemies defeated\n\n {ENDLEVEL_VICTORY yes}\n [/event]\n\n [event]\n name=time over\n\n {ENDLEVEL_VICTORY no}\n [/event]\n\n [event]\n name=victory\n\n # Make the dialogue consistent for any triggering event. I could have moved the first dialog line to each\n # trigger, but that wouldn't cover the case of using :debug :n, or implementing a new victory goal later\n [if]\n [have_unit]\n canrecruit=yes\n [filter_side]\n [enemy_of]\n side=1\n [/enemy_of]\n [/filter_side]\n [/have_unit]\n [then]\n [message]\n speaker=Galas\n message= _ \"The humans are retreating, after having almost defeated us?\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Galas\n message= _ \"Their remaining forces are retreating. It seems we have won, for now.\"\n [/message]\n [/else]\n [/if]\n\n [if]\n {VARIABLE_NUMERICAL_GREATER_THAN civ_spam_count 9}\n [then]\n [message]\n speaker=Anlind\u00eb\n message= _ \"Would that it had not taken the lives of so many civilians that had no need to join the battle in the first place, huh, Galas?\"\n [/message]\n [/then]\n [/if]\n\n {REPLACE_SCENARIO_MUSIC wanderer.ogg}\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"I hate to be the bearer of bad news, but some of the other patrol leaders claim that the invaders are merely regrouping and preparing to strike again with greater numbers. Many of your peers abandoned their posts, and Adel and his hunters have not returned from their expedition yet... This is no mere skirmish, Galas. I do not think we shall be able to hold against them.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Would it be possible to obstruct the valley entrances and repel them? How many more of those winged creatures could they have at their disposal?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"If we trust the scouts\u2019 word, they could be hundreds. Perhaps thousands. Their own sorcerers would be able to bring down or bypass any sort of obstacle we might raise within the scarce time we have before their next assault. I would be inclined to suggest fleeing.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Do you say we should abandon our home? Where would we go? Our people are not as adept as those humans to surviving the desert\u2019s perils!\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"We would certainly not survive the desert from whence the humans came, especially since we don\u2019t know how many more warriors follow their back trail. However, we have no reports of enemies approaching from the north \u2014 we have not been menaced by anything from that direction in centuries. It may be that any possibility of escaping the imminent slaughter lies there. If our historical records are correct, the caverns should take us far from this valley. It is my hope that the humans and their fell allies are not informed of any of this.\"\n [/message]\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"North, you say... It is true that it has seemed more tranquil in my lifetime. Is it your intention to destroy any evidence of there being this underground escape route in the northern pass? Even if that worked... it would be a harsh, irrevocable choice.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"The ancestors of our people spent much of their lives hiding beneath the surface when this valley was just barely apt for sustaining them. If we manage to survive, we might in time be fortunate enough to find a new home to settle in. If we fail, at least we will die with our heads held high.\"\n [/message]\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"You bring hard counsel, but I see its wisdom.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"We are between a rock and a hard place \u2014 either death by the hands of the invaders, or the perils of the underground tunnels.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Most of our people lack experience traveling at night, let alone under the earth!\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"I fear we have no other alternatives left. Unless the civilians think it a better course to stand and fight to our death and be expunged from the green world without trace.\"\n [/message]\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"It will be necessary, however, to provide a distraction until we evacuate all of our people to the caves. Have you thought on that, my lady?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"I have, indeed. But...\"\n [/message]\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"Some of us must stay here to spoil their attack. We shall do it.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"But\u2014 my lord?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"My lord... Why?\"\n [/message]\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"Because it is all I can do for our future. Many of us are too old to long survive the desert wastes, including myself \u2014 but here we can die well. Galas, you are a brave warrior, albeit unseasoned \u2014 and more to the point, you have the intelligence to lead brave warriors. I pass to you the war-leadership of the elves of the Valley of Elynia.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"But I am simply a patrol leader! I ... I am not ready for such a responsibility!\"\n [/message]\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"None of us are ever ready for such a burden, but we must bear it nevertheless. Now, go! May fate reunite us in time, young Galas.\"\n [/message]\n\n {CLEAR_VARIABLE essential_villages_count,civ_spam_count}\n [/event]\n\n #\n # Handle heroes' deaths manually here\n #\n\n [event]\n name=last breath\n [filter]\n id=Anlind\u00eb\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Ugh. I am finished...\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Anlind\u00eb\n [/filter]\n\n [message]\n speaker=Galas\n message= _ \"Anlind\u00eb! No! We need you! Who will guide us with wisdom now?!\"\n [/message]\n\n {ENDLEVEL_DEFEAT}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Galas\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"It is my end...\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Galas? Galas, no!\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Galas\n [/filter]\n\n {ENDLEVEL_DEFEAT}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=L\u00e9dinor\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"I have fallen this day. But, young Galas, you are the brightest of our young. Lead our people in my place!\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=L\u00e9dinor\n [/filter]\n\n [message]\n speaker=Galas\n message= _ \"L\u00e9dinor, no!\"\n [/message]\n\n {ENDLEVEL_DEFEAT}\n [/event]\n\n {ANLINDE_1ST_TIME_HELP}\n\n # Enemies may pillage and burn villages:\n [event]\n name=capture\n [filter]\n [not]\n side=1,2\n [/not]\n [filter_location]\n terrain=*^Ve\n [/filter_location]\n [/filter]\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS owner_side 1}\n [or]\n {VARIABLE_NUMERICAL_EQUALS owner_side 2}\n [/or]\n [/filter_condition]\n\n [message]\n side=$unit.side\n canrecruit=yes\n message= _ \"Leave nothing standing! Burn them alive with their villages!\"\n [/message]\n [/event]\n\n [event]\n name=capture\n first_time_only=no\n [filter]\n [not]\n side=1,2\n [/not]\n [filter_location]\n terrain=*^Ve\n [/filter_location]\n [/filter]\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS owner_side 1}\n [or]\n {VARIABLE_NUMERICAL_EQUALS owner_side 2}\n [/or]\n [/filter_condition]\n\n [sound]\n name=\"torch.ogg\"\n [/sound]\n\n [delay]\n time=200\n [/delay]\n\n [sound]\n name=\"wose-die.ogg\"\n [/sound]\n\n [terrain]\n x,y=$x1,$y1\n terrain=^Dr\n layer=overlay\n [/terrain]\n\n {ADD_GOLD $unit.side 9 14 20}\n\n [redraw][/redraw]\n\n [store_locations]\n terrain=*^Ve\n variable=village_tiles_probe\n [filter_owner]\n side=1,2\n [/filter_owner]\n [/store_locations]\n\n [if]\n {VARIABLE_NUMERICAL_LESS_THAN village_tiles_probe.length $essential_villages_count}\n [then]\n [message]\n speaker=Galas\n message= _ \"We could not protect enough of our civilians. They have been burned alive with their villages!\"\n [/message]\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"We have failed to protect our people and the legacy of our civilization.\"\n [/message]\n\n {ENDLEVEL_DEFEAT}\n [/then]\n [/if]\n\n {CLEAR_VARIABLE village_tiles_probe}\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=03_Memories_from_the_Depths\n name= _ \"Memories from the Depths\"\n {MAP 03_Memories_from_the_Depths.map}\n {TURNS 62 57 54}\n next_scenario=04_Over_the_Sands\n victory_when_enemies_defeated=no # to handle side 2 leader's death manually\n\n {DEATHS_ACT_0}\n\n {SCENARIO_MUSIC \"underground.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n\n {STORYTXT_HORRORS_FROM_THE_DEPTHS}\n\n {UNDERGROUND}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=elves\n user_team_name= _ \"team_name^Elves\"\n\n shroud=yes\n\n {GOLD 250 200 150}\n income=2\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n\n [side]\n side=2\n team_name=enemies\n user_team_name= _ \"team_name^Undead\"\n\n hidden=yes\n\n {GOLD 100 125 150}\n income=-3\n {QUANTITY recruit\n (\"Walking Corpse,Vampire Bat,Ghost,Skeleton Archer,Skeleton,Skeleton Rider\")\n (\"Soulless,Vampire Bat,Ghost,Skeleton Archer,Skeleton,Skeleton Rider,Ghoul\")\n (\"Soulless,Blood Bat,Wraith,Ghost,Skeleton Archer,Skeleton,Skeleton Rider,Ghoul\")\n }\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT_VALUE avoid (\n x,y=24,39\n )}\n\n [goal]\n name=protect_unit\n [criteria]\n id=Mal Keshar\n [/criteria]\n value=4.00\n [/goal]\n [/ai]\n\n {CHARACTER_STATS_MAL_KESHAR}\n overlays,ellipse=\"\",\"\" # Clobber hero overlay and hero ellipse\n canrecruit=yes\n\n {SIDE_GENERIC_GUARD (Skeleton) 39 40}\n {SIDE_GENERIC_GUARD (Soulless) 39 37}\n {SIDE_GENERIC_GUARD (Walking Corpse) 34 38}\n\n {SIDE_GENERIC_GUARD (Soulless) 22 35}\n\n {SIDE_GENERIC_GUARD (Skeleton) 16 33}\n {SIDE_GENERIC_GUARD (Skeleton Archer) 22 31}\n {SIDE_GENERIC_GUARD (Ghost) 24 28}\n\n {SIDE_GENERIC_GUARD (Walking Corpse) 13 35}\n {SIDE_GENERIC_GUARD (Walking Corpse) 14 38}\n\n {SIDE_GENERIC_GUARD (Revenant) 12 22}\n {SIDE_GENERIC_GUARD (Necrophage) 20 20}\n\n {SIDE_GENERIC_GUARD (Soulless) 6 25}\n {SIDE_GENERIC_GUARD {DIFF (Soulless) (Ghoul) (Ghoul)} 5 23}\n {SIDE_GENERIC_GUARD (Ghoul) 8 19}\n\n {SIDE_GENERIC_GUARD {DIFF (Skeleton) (Skeleton) (Revenant)} 29 17}\n {SIDE_GENERIC_GUARD {DIFF (Skeleton) (Revenant) (Deathblade)} 25 21}\n {SIDE_GENERIC_GUARD {DIFF (Skeleton) (Skeleton) (Deathblade)} 30 18}\n {SIDE_GENERIC_GUARD {DIFF (Skeleton Archer) (Bone Shooter) (Banebow)} 35 9}\n\n {SIDE_GENERIC_GUARD (Skeleton) 22 16}\n {SIDE_GENERIC_GUARD (Revenant) 31 22}\n {SIDE_GENERIC_GUARD (Revenant) 31 12}\n {SIDE_GENERIC_GUARD (Skeleton Archer) 33 11}\n\n {SIDE_GENERIC_GUARD (Necrophage) 24 9}\n {SIDE_GENERIC_GUARD (Banebow) 29 7}\n {SIDE_GENERIC_GUARD (Dread Bat) 26 11}\n {SIDE_GENERIC_GUARD (Soulless) 29 10}\n {SIDE_GENERIC_GUARD (Soulless) 29 8}\n [/side]\n\n [side]\n side=3\n team_name=enemies\n user_team_name= _ \"team_name^Cave Creatures\"\n\n hidden=yes\n no_leader=yes\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_NO_SCOUTS}\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.0}\n [/ai]\n\n {SIDE_GENERIC_GUARD (Blood Bat) 18 47}\n {SIDE_GENERIC_GUARD (Vampire Bat) 17 44}\n {SIDE_GENERIC_GUARD (Blood Bat) 30 36}\n {SIDE_GENERIC_GUARD (Fungoid) 11 46}\n {SIDE_GENERIC_GUARD (Fungoid) 31 45}\n {SIDE_GENERIC_GUARD (Fungoid) 36 43}\n {SIDE_GENERIC_GUARD (Fungoid) 27 46}\n {SIDE_GENERIC_GUARD (Fungoid) 14 50}\n {SIDE_GENERIC_GUARD (Fungoid) 17 49}\n {SIDE_GENERIC_GUARD (Dread Bat) 32 32}\n\n {SIDE_GENERIC_GUARD {DIFF (Vampire Bat) (Vampire Bat) (Blood Bat)} 27 43}\n {SIDE_GENERIC_GUARD {DIFF (Vampire Bat) (Vampire Bat) (Blood Bat)} 37 43}\n {SIDE_GENERIC_GUARD {DIFF (Vampire Bat) (Vampire Bat) (Blood Bat)} 28 34}\n\n {SIDE_GENERIC_GUARD (Blood Bat) 7 32}\n {SIDE_GENERIC_GUARD {DIFF (Vampire Bat) (Vampire Bat) (Blood Bat)} 11 25}\n\n {SIDE_GENERIC_GUARD {DIFF (Vampire Bat) (Vampire Bat) (Blood Bat)} 30 12}\n {SIDE_GENERIC_GUARD {DIFF (Vampire Bat) (Blood Bat) (Blood Bat)} 22 1}\n {SIDE_GENERIC_GUARD {DIFF (Vampire Bat) (Blood Bat) (Blood Bat)} 6 16}\n {SIDE_GENERIC_GUARD {DIFF (Vampire Bat) (Vampire Bat) (Blood Bat)} 2 22}\n [/side]\n # wmllint: validate-on\n\n {CAVE_NOISE_SOUND_SOURCE}\n\n {CAVE_WATER_SOUND_SOURCE 14 36}\n\n {CAVE_WATER_SOUND_SOURCE 11 26}\n\n {CAVE_WATER_SOUND_SOURCE 20 10}\n\n {CAVE_WATER_SOUND_SOURCE 27 4}\n\n [event]\n name=prestart\n\n # Keep Malin's backup in memory, just for debugging purposes\n # i.e., so that triggering victory via :n works right.\n [store_unit]\n [filter]\n id=Mal Keshar\n [/filter]\n variable=malin_store\n kill=no\n [/store_unit]\n\n # wmllint: recognize Anlind\u00eb\n {RECALL_ANLINDE}\n\n {ELVISH_SUPPORTER (supporter)}\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Explore the caves\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anlind\u00eb\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=Galas\n message= _ \"We lost our home... many of our children and elders... and our lord, at the hands of those fiends... What will we do now? Where will we go?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Don\u2019t despair, Galas. This is not the first time our civilization has been through trials like this. Invaders may defile our lands, the suns may burn our forests to the ground, but as long as we stand we may be yet able to find a new place to call our home.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"I profoundly hope so... Anlind\u00eb, you mentioned something about an evil force before counseling flight. What did you mean?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"There is some great evil aiding those humans. Not merely ordinary necromancers and war-beasts, but something worse... something I believed had been vanquished by our civilization before. I need to ponder this further. Now, I suggest we proceed as swiftly as we may. Our valley...\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"I would prefer to not think about it.\"\n [/message]\n\n [message]\n role=supporter\n message= _ \"Would that we had more experience at moving in this darkness. This will be a long march.\"\n [/message]\n\n {APPEND_MUSIC \"into_the_shadows.ogg\"}\n {APPEND_MUSIC \"nunc_dimittis.ogg\"}\n [/event]\n\n {FIRE_EVENT_ON_STUMBLE_UPON \"found undead\" side=2}\n\n [event]\n name=found undead\n\n {CLEAR_CAVE_SHROUD x,y,radius=$x2,$y2,1}\n\n [scroll_to]\n x,y=$x2,$y2\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=unit\n message= _ \"Undead! There are undead here!\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"They must have settled in here only recently, or they would have surely announced their presence in our valley before.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"If we press forward, we may be able to find and strike their master down. Not that we have much of a choice now, with everyone trapped underground.\"\n [/message]\n\n [modify_side]\n side=2\n hidden=no\n [/modify_side]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n\n {OBJECTIVES (\n {HEADER_NEW_OBJECTIVES}\n\n {OBJECTIVE_VICTORY ( _ \"Find the source of the roaming undead\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anlind\u00eb\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n [/event]\n\n {FIRE_EVENT_ON_STUMBLE_UPON \"found malin\" (id=Mal Keshar)}\n\n [event]\n name=found malin\n\n {CLEAR_CAVE_SHROUD (\n [filter]\n id=Mal Keshar\n [/filter]\n radius=1\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n [message]\n speaker=Galas\n message= _ \"Who is this foul enemy that seeks our death?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Have you elves not realized the folly of trifling with the forces that lay in the darkest depths of Irdya? I am Mal Keshar, and these caverns belong to me now. Leave at once or meet your doom!\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Mal Keshar? That name...\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I said, leave!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Listen, necromancer. We seek no quarrel with you. We have lost our home to foes of a power possibly greater than yours. Returning is not an option. If you want us gone, you will have to allow us passage through these caves.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Galas, you are not expecting that to work, are you\u2014\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Ha, ha, ha, ha! Greater than mine, you say? My, you are but a young little elf of the forests! I had thought your kind\u2019s existence had ended for good after the Golden Age! I am truly amazed! Let us put an end to your aimless wandering, then. At least you shall perish at the hands of a figure of legend rather than savage orcs or humans of the sands!\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"His banter is truly obnoxious.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Anlind\u00eb, do you think we may be able to destroy this lich?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Incapacitate, perhaps; but if it\u2019s the same lich I am thinking of, it might not be within our power to banish him permanently from the physical realm.\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n\n {OBJECTIVES (\n {HEADER_NEW_OBJECTIVES}\n\n {OBJECTIVE_VICTORY ( _ \"Defeat Mal Keshar\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anlind\u00eb\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n [/event]\n\n [event]\n name=attack\n [filter]\n id=Mal Keshar\n [/filter]\n\n [fire_event]\n name=malin fight begin\n [/fire_event]\n [/event]\n\n [event]\n name=attack\n [filter_second]\n id=Mal Keshar\n [/filter_second]\n\n [fire_event]\n name=malin fight begin\n [/fire_event]\n [/event]\n\n [event]\n name=malin fight begin\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"I have not employed this kind of magic in a lifetime, but as our young leader said, we do not have much of a choice now.\"\n [/message]\n\n [scroll_to_unit]\n id=Mal Keshar\n [/scroll_to_unit]\n\n [sound]\n name=magic-dark-big.ogg\n [/sound]\n\n {FLASH_PURPLE ()}\n\n [message]\n speaker=Mal Keshar\n sound={SOUND_LIST:LICH_HIT}\n message= _ \"What\u2014 what is this curse?\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Mal Keshar\n [/filter]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I cannot... believe it...\"\n [/message]\n\n [store_unit]\n [filter]\n id=Mal Keshar\n [/filter]\n variable=malin_store\n kill=no\n [/store_unit]\n\n {ENDLEVEL_VICTORY yes}\n [/event]\n\n [event]\n name=victory\n\n {LOCK_VIEW}\n\n {CLEAR_LABELS}\n\n #\n # Try to use the same supporter fellow who spoke at the beginning of scenario.\n # If they aren't alive, select another one and recall them; if that isn't possible either\n # (how did the player make it this far then?) create a generic supporter.\n #\n {ELVISH_SUPPORTER (supporter)}\n\n {VARIABLE malin_store.hitpoints 1}\n\n [unstore_unit]\n variable=malin_store\n find_vacant=no\n [/unstore_unit]\n\n {REPLACE_SCENARIO_MUSIC \"elvish-theme.ogg\"}\n\n [redraw][/redraw]\n\n [message]\n speaker=Mal Keshar\n # po: The elf in question is Anlind\u00eb.\n message= _ \"How can it be? I have been defeated... my long battle against the orcs is lost! What are you waiting for, elf?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"You are a relic from an era long gone, Mal Keshar, or should I say... Malin Keshar? The one who fell to the darkness fighting a noble cause with tainted means. Your life story has served as a cautionary tale for an eternity, and you are now the unliving proof that the glories of the Golden Age are dead. Yes, destroying you would rid this ruined land of a threat that pales in comparison to what roams above the surface as we speak...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"... Although I have to admit that the notion of allowing those fiends to fight you is more than a little amusing. It\u2019s a pity that your existence is a crime... against nature... that we cannot let go unpunished.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I sense hesitation in your words. Why is that? Does your kind still remember what Wesnoth did to us all?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Wesnoth?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"The name of an empire long dead. It\u2019s not important.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Are you not curious about what has transpired in the expanse it once covered? You came to me fleeing a mighty foe; did it come from those lands? South of the Swamps of Dread, and west of the Silver Lands?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"That is not important\u2014\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I know many things. I know your kind always punished necromancers for disturbing the dead. You thought us the foulest evil imaginable, but you were wrong. I have seen and learned of things that even I would consider abominable. For all this eternity after the Fall, I have been haunting the sands by night, slaughtering orcs in their sleep and hoarding every piece of information I can gather about the new empire that has arisen amidst the debris of the past epoch.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Alas, you have waited long enough to end this and it\u2019s rather unmannerly of me to keep interrupting you. Go ahead, finish me once and for all!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"No. What do you know, necromancer? Tell us.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"It was a few centuries ago... A malign shadow emanating from the Vast Ocean covered the lands, and an evil presence infected every living creature. Humans from the coastal regions began raiding and destroying what human, elvish, and orcish settlements they could find that would not join them in alliance. In time, they would bring new allies from beyond this world \u2014 demons. Your people still remember them, don\u2019t you?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"We... our sages do, but... How can this be possible? The Demon Lord was vanquished by the Lady of Light long ago!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Lady of Light?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Ah, but that was a mere foretaste of our doom. Something or someone apparently opened a portal \u2014 a new one \u2014 to the very heart of Inferno, unleashing the forces of evil and allowing them to cross the barrier dividing our realm from theirs. This may have been done from our world, or it may not. Arrogant unscrupulous magi cast us into this chaotic future before when they raised the two unnatural suns, after all. But yes... the humans are building a new empire of blood and destruction, and from what I gather you are the victims of its northwards expansion.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Then these caves are definitely not safe anymore. We need to escape \u2014 but supposing we can, for how long will we be able to avoid our enemy?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"You would be killed, tortured, or converted by them in a matter of hours, perhaps minutes, even seconds. You are few to their many, and lack the power necessary to combat the demonic hordes. Not even I have that fabled power \u2014 but I care little about it. I do not fear an end to my undeath. I have nothing left; all that I once loved has been scoured away by pitiless time.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Anlind\u00eb, what is the point of fleeing from those fiends to a new and safe home like cowards if they will surely find us again? For how long can we delay our downfall? Why are we not fighting the enemy?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Our kin tried before, Galas, and we became the witnesses to their failure. We have no aid or craft that they did not.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Perhaps this will interest you: the wielders of the Union did not die after that catastrophe you insist on only vaguely referencing throughout this conversation. Have you all forgotten that they roamed Irdya for many centuries before, even exceeding the notorious lifespan of your kind?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"The Union?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Your elder druids and sorceresses should remember that this Lady of Light did not save you from that evil unaided. What won your victory was nothing else than the power of the Union, at hands of the Master of Darkness and the Lady of Light \u2014 a human and an elven lady. And you should remember that they were blessed \u2014 or cursed \u2014 with eternal life.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Some sources say they descended deep into the very heart of the world... and vanished into eternal slumber. It is said that the bright presence of the Lady of Light still radiates from the earth where the two figures of legend now lie dormant. Some claim to have followed them before they both disappeared; if my memory still serves after all this time, I would probably be able to pinpoint their location if I had the chance to approach that region.\"\n [/message]\n\n [delay]\n time=1500\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"Would you be willing to lead us there?\"\n [/message]\n\n [message]\n role=supporter\n message= _ \"What?! But my lord, he is a lich \u2014 a necromancer! We cannot have such an abomination on our side!\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"... Times have changed, and so have our needs and methods... If Galas thinks the necromancer can help us find the power that can protect the remains of our civilization...\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"He, he, he, he... yes... yes! I may be able to help you, as long as you abide by my conditions.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"And what would those be?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Protection is all I want.\"\n [/message]\n\n [message]\n role=supporter\n message= _ \"Some of us might oppose this. My lord, please think this through!\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"What do you think, Galas? You have lost everything \u2014 well, mostly. I lost everything too, except for my unfinished business with the orcs, and this knowledge that could be placed at your service on these very simple terms. It\u2019s your decision to make, young boy.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"I accept.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [store_unit]\n [filter]\n id=Mal Keshar\n [/filter]\n variable=malin_store\n kill=yes\n [/store_unit]\n\n [unit]\n id=Mal Keshar\n name= _ \"Mal Keshar\"\n type=Ancient Lich\n side=1\n {IS_HERO}\n unrenamable=yes\n canrecruit=no\n max_experience=$malin_store.max_experience\n experience=$malin_store.experience\n max_hitpoints=$malin_store.max_hitpoints\n hitpoints=$malin_store.hitpoints\n profile=$malin_store.profile\n x,y=$malin_store.x,$malin_store.y\n facing=$malin_store.facing\n upkeep=loyal\n [modifications]\n {TRAIT_UNDEAD}\n [/modifications]\n [/unit]\n\n {CLEAR_VARIABLE malin_store}\n\n [redraw][/redraw]\n\n {UNLOCK_VIEW}\n [/event]\n\n #\n # Secret room 1 objects\n #\n\n {HOLY_WATER 12 38}\n\n {HOLY_WATER 12 35}\n\n {ITEM_TOUCHPLATE 19 35}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=19,35\n [/filter]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [terrain]\n x,y=18,35\n terrain=Urb\n [/terrain]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Touchplate triggered. A wall moves.\"\n [/message]\n\n [redraw]\n side=1\n [/redraw]\n [/event]\n\n #\n # Secret room 2 objects\n #\n\n {RING_SPEED 39 29}\n\n {ITEM_TOUCHPLATE 36 32}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=36,32\n [/filter]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [terrain]\n x=37\n y=32\n terrain=Urb\n [/terrain]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Touchplate triggered. A wall moves.\"\n [/message]\n\n [redraw]\n side=1\n [/redraw]\n [/event]\n\n #\n # Secret room 3 objects\n #\n\n {HOLY_WATER 25 24}\n\n {ITEM_TOUCHPLATE 25 21}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=25,21\n [/filter]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [terrain]\n x,y=25,22\n terrain=Urb\n [/terrain]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Touchplate triggered. A wall moves.\"\n [/message]\n\n [redraw]\n side=1\n [/redraw]\n [/event]\n\n #\n # Secret path 1\n #\n\n {ITEM_TOUCHPLATE 6 18}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=6,18\n [/filter]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [terrain]\n x,y=8,18\n terrain=Urb\n [/terrain]\n\n [terrain]\n x,y=17,16\n terrain=Re\n [/terrain]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Touchplate triggered. Two walls move.\"\n [/message]\n\n [redraw]\n side=1\n [/redraw]\n [/event]\n\n #\n # Secret path 2\n #\n\n {ITEM_TOUCHPLATE 11 17}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=11,17\n [/filter]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n {QUAKE (cave-in.ogg)}\n\n [terrain]\n x=33 ,34,35-36,36-37,36-35\n y=28-29,29,30 ,31 ,32\n terrain=Urb\n [/terrain]\n\n [terrain]\n x,y=23,9-10\n terrain=Re\n [/terrain]\n\n [remove_terrain_overlays]\n x= 34,35,36\n y=29-30,29,28\n [/remove_terrain_overlays]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Touchplate triggered. A road rises from the depths, and a wall moves.\"\n [/message]\n\n [redraw]\n side=1\n [/redraw]\n [/event]\n\n #\n # Secret room 4 near Mal Keshar's keep\n #\n\n {CHEST_OF_GOLD 30 18 6}\n\n [item]\n x,y=20,2\n image=items/chest-plain-closed.png\n [/item]\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=20,2\n [/filter]\n\n [sound]\n name=open-chest.wav\n [/sound]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [item]\n x,y=$x1,$y1\n image=items/chest-plain-open.png\n [/item]\n\n [redraw][/redraw]\n\n [message]\n speaker=unit\n message= _ \"This chest is empty.\"\n [/message]\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=04_Over_the_Sands\n name= _ \"Over the Sands\"\n {MAP 04_Over_the_Sands.map}\n {TURNS 63 62 61}\n next_scenario=05a_Crossfire\n victory_when_enemies_defeated=no\n\n {DEATHS_ACT_1}\n\n {SCENARIO_MUSIC \"knolls.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n {EXTRA_SCENARIO_MUSIC \"wanderer.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"nunc_dimittis.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"revelation.ogg\"}\n\n {STORYTXT_OVER_THE_SANDS}\n\n {TWO_SUNS_DEFAULT_SCHEDULE}\n\n {DEHYDRATION_EVENTS}\n\n {SPAWN_CONTROLLER}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=elves\n user_team_name= _ \"team_name^Elves\"\n\n shroud=yes\n fog=yes\n\n {GOLD 120 110 100}\n {INCOME 4 4 3}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n team_name=enemies\n user_team_name= _ \"team_name^Orcs\"\n {RAGGED_FLAG}\n\n {GOLD 180 190 220}\n recruit=Orcish Warrior,Wolf Rider,Orcish Archer,Orcish Slayer,Orcish Crossbowman\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.20}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"scout,fighter,archer,fighter,archer,mixed fighter\"}\n [/ai]\n\n canrecruit=yes\n type=Orcish Warlord\n id=Karun Baghar\n name= _ \"Karun Baghar\"\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_QUICK}\n [/modifications]\n [variables]\n immune_to_dehydration=yes\n [/variables]\n\n {SIDE_GENERIC_GUARD (Orcish Crossbowman) 77 22}\n {SIDE_GENERIC_GUARD (Orcish Crossbowman) 82 20}\n {SIDE_GENERIC_GUARD (Orcish Crossbowman) 75 17}\n\n {SIDE_GENERIC_GUARD (Goblin Knight) 74 17}\n [/side]\n\n#define OTS_AVOID_LOCATIONS\n # Try to not move human units to the eastern side of the map.\n {AI_SIMPLE_ALWAYS_ASPECT_VALUE avoid\n (\n x=60-100\n y=1-40\n )}\n#enddef\n\n [side]\n side=3\n team_name=enemies\n user_team_name= _ \"team_name^Barbarians\"\n {RAGGED_FLAG}\n\n {GOLD 110 120 140}\n recruit=Thief,Footpad,Poacher\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.10}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"fighter,scout,archer\"}\n {OTS_AVOID_LOCATIONS}\n [/ai]\n\n canrecruit=yes\n type=Huntsman\n id=Garren\n name= _ \"Garren\"\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_STRONG}\n [/modifications]\n\n {NAMED_GENERIC_UNIT () (Outlaw) 35 32 Jurd ( _ \"Jurd\")} {NO_UPKEEP_NO_OVERLAY} {FACING ne} {GUARDIAN} {GENDER male}\n {NAMED_GENERIC_UNIT () (Ranger) 31 38 Urthos ( _ \"Urthos\")} {NO_UPKEEP_NO_OVERLAY} {FACING ne} {GUARDIAN}\n\n {SIDE_GENERIC_GUARD (Footpad) 35 36} {FACING ne}\n {SIDE_GENERIC_GUARD (Rogue) 34 34} {FACING ne}\n\n#ifndef EASY\n {SIDE_GENERIC_GUARD (Assassin) 25 31} {FACING se} {GENDER male}\n#endif\n\n {SIDE_GENERIC_GUARD (Thief) 21 33} {GENDER male}\n {SIDE_GENERIC_GUARD (Thief) 25 29} {GENDER female}\n\n {SIDE_GENERIC_GUARD (Bandit) 28 30}\n#ifndef EASY\n {SIDE_GENERIC_GUARD (Bandit) 19 31}\n#endif\n {SIDE_GENERIC_GUARD (Thug) 25 33}\n {SIDE_GENERIC_GUARD (Thug) 23 27}\n [/side]\n\n [side]\n side=4\n team_name=elves\n user_team_name= _ \"team_name^Neutral Humans\"\n {RAGGED_FLAG}\n\n {GOLD 180 190 200}\n recruit=Thug,Footpad,Dark Adept,Vampire Bat\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_NO_SCOUTS}\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.20}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"fighter,archer,scout,fighter,fighter,scout\"}\n {OTS_AVOID_LOCATIONS}\n [/ai]\n\n canrecruit=yes\n type=Fugitive\n id=Neryan\n name= _ \"Neryan\"\n gender=female\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_INTELLIGENT}\n [/modifications]\n\n {SIDE_GENERIC_GUARD (Skeleton Archer) 20 4} {FACING se}\n#ifndef EASY\n {SIDE_GENERIC_GUARD (Skeleton Archer) 14 8} {FACING se}\n#endif\n {SIDE_GENERIC_GUARD (Skeleton Archer) 17 5} {FACING sw}\n {SIDE_GENERIC_GUARD (Skeleton Archer) 5 6} {FACING se}\n {SIDE_GENERIC_GUARD (Skeleton Archer) 13 3} {FACING sw}\n\n {SIDE_GENERIC_GUARD (Revenant) 27 11} {FACING sw}\n {SIDE_GENERIC_GUARD (Revenant) 25 16} {FACING se}\n\n {SIDE_GENERIC_GUARD (Highwayman) 18 8} {FACING se}\n#ifndef EASY\n {SIDE_GENERIC_GUARD (Bandit) 15 6} {FACING se}\n#endif\n {SIDE_GENERIC_GUARD (Bandit) 8 4} {FACING se}\n [/side]\n\n [side]\n side=5\n team_name=enemies\n user_team_name= _ \"team_name^Desert Creatures\"\n\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_NO_SCOUTS}\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n\n {SIDE_GENERIC_GUARD (Wolf) 81 28} {FACING se}\n {SIDE_GENERIC_GUARD (Wolf) 80 29} {FACING se}\n {SIDE_GENERIC_GUARD (Wolf) 81 29} {FACING se}\n\n {SIDE_GENERIC_GUARD (Wolf) 93 26} {FACING sw}\n {SIDE_GENERIC_GUARD (Great Wolf) 92 25} {FACING sw}\n\n {SIDE_GENERIC_GUARD (Wolf) 96 12} {FACING sw}\n {SIDE_GENERIC_GUARD (Wolf) 96 11} {FACING sw}\n {SIDE_GENERIC_GUARD (Wolf) 97 12} {FACING sw}\n\n {SIDE_GENERIC_GUARD (Wolf) 61 27} {FACING sw}\n {SIDE_GENERIC_GUARD (Wolf) 62 27} {FACING sw}\n {SIDE_GENERIC_GUARD (Great Wolf) 61 28} {FACING sw}\n\n {SIDE_GENERIC_GUARD (Direwolf) 82 1} {FACING se}\n {SIDE_GENERIC_GUARD (Wolf) 81 2} {FACING se}\n {SIDE_GENERIC_GUARD (Great Wolf) 86 1} {FACING sw}\n\n {SIDE_GENERIC_GUARD (Great Wolf) 49 38} {FACING nw}\n {SIDE_GENERIC_GUARD (Great Wolf) 50 38} {FACING nw}\n {SIDE_GENERIC_GUARD (Wolf) 49 39} {FACING nw}\n\n {SIDE_GENERIC_GUARD (Giant Scorpion) 56 14}\n {SIDE_GENERIC_GUARD (Giant Scorpion) 55 17}\n {SIDE_GENERIC_GUARD (Giant Scorpion) 58 16}\n\n {SIDE_GENERIC_GUARD (Giant Scorpion) 59 2}\n {SIDE_GENERIC_GUARD (Giant Scorpion) 61 3}\n {SIDE_GENERIC_GUARD (Giant Scorpion) 67 2}\n [/side]\n\n [side]\n side=6\n team_name=enemies\n user_team_name= _ \"team_name^Errant Souls\"\n\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_NO_SCOUTS}\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n [/side]\n\n {STARTING_VILLAGES 1 4}\n {STARTING_VILLAGES 2 8}\n\n {PLACE_IMAGE \"items/bones.png\" 48 24}\n {PLACE_IMAGE \"items/bones.png~FL(horiz)\" 42 14}\n {PLACE_IMAGE \"items/bones.png~FL(horiz)\" 63 40}\n\n {PLACE_IMAGE \"scenery/signpost.png\" 32 32}\n\n #\n # Errant Souls\n #\n\n#define OTS_SOUL _RESPAWN_TURNS _X _Y\n#ifdef EASY\n {TIMED_DRONE_SPAWNER {_RESPAWN_TURNS} (type=Errant Soul) 6 {_X} {_Y}}\n#endif\n#ifdef NORMAL\n {TIMED_DRONE_SPAWNER {_RESPAWN_TURNS} (type=Errant Soul,Errant Soul,Errant Soul,Ghost) 6 {_X} {_Y}}\n#endif\n#ifdef HARD\n {TIMED_DRONE_SPAWNER {_RESPAWN_TURNS} (type=Errant Soul,Errant Soul,Errant Soul,Ghost,Ghost) 6 {_X} {_Y}}\n#endif\n#enddef\n\n # NE region\n {OTS_SOUL 6 90 3}\n {OTS_SOUL 6 97 3}\n {OTS_SOUL 6 93 9}\n {OTS_SOUL 6 94 4}\n {OTS_SOUL 6 94 6}\n {OTS_SOUL 6 87 4}\n\n # Road\n {OTS_SOUL 6 55 6}\n {OTS_SOUL 6 56 9}\n {OTS_SOUL 6 53 8}\n {OTS_SOUL 6 59 8}\n {OTS_SOUL 6 60 5}\n {OTS_SOUL 6 57 7}\n\n # S oasis\n {OTS_SOUL 6 58 31}\n {OTS_SOUL 6 58 34}\n {OTS_SOUL 6 62 39}\n {OTS_SOUL 6 67 38}\n {OTS_SOUL 6 63 31}\n {OTS_SOUL 6 61 37}\n\n [event]\n name=prestart\n\n [deactivate_and_serialize_sides]\n side=3\n variable=late_side_barbarians\n [/deactivate_and_serialize_sides]\n\n [deactivate_and_serialize_sides]\n side=4\n variable=late_side_neutral\n [/deactivate_and_serialize_sides]\n\n #\n # Recall heroes\n #\n\n # wmllint: recognize Anlind\u00eb\n {RECALL_ANLINDE_AT 91 35}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR_AT 92 36}\n\n {ELVISH_SUPPORTER (supporter)}\n\n {FACE_DIRECTION side=1 nw}\n\n [remove_shroud]\n side=1\n x=68-101\n y=12-41\n [/remove_shroud]\n\n {PLAYER_RECRUITMENT_SETUP_FOR_SCENARIO 4}\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Defeat the orcs controlling the oasis\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anlind\u00eb\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n\n {OBJECTIVE_NOTE ( _ \"Straying too far from the road is probably not the best thing to do\")}\n {OBJECTIVE_NOTE ( _ \"Sources of income are very rare in the desert; choose your recruits and recalls carefully\")}\n {DEHYDRATION_NOTE}\n )}\n [/event]\n\n [event]\n name=start\n\n {LOCK_VIEW}\n\n [message]\n speaker=Mal Keshar\n message= _ \"Ah, the surface! And the sunlight! Scorching hot sand everywhere as usual \u2014 how unpleasant.\"\n [/message]\n\n [message]\n role=supporter\n message= _ \"This environment is even more unfavorable for us than the caves. My lord, there is an oasis north from here. If we want to advance across the sands we will need to make sure our people can rest and replenish supplies there. The problem is...\"\n [/message]\n\n [scroll_to]\n x,y=77,19\n [/scroll_to]\n\n [message]\n speaker=Galas\n scroll=no\n message= _ \"I heard the rumors already. The oasis appears to be controlled by orcs. Is there any other way through?\"\n [/message]\n\n {HIGHLIGHT_GOAL (x,y=77,19)}\n\n [message]\n speaker=Mal Keshar\n message= _ \"Definitely not, unless your intention is to retrace your steps across the surface... and risk facing the demons again without the tactical advantage of your towers and forests. Small orcish tribes like the one ahead generally lack any proper military discipline. Your forest-loving kin should be able to crush them with ease.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"That isn\u2019t exactly motivating. They have lived in these sands for an epoch or more. They are not the intruders.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Galas, if you want to lead our people... you will need to become accustomed to making hard decisions like this. There is much at stake \u2014 either the lives of a few orcs who would have no qualms about murdering us in our sleep, or the lives of our civilians and children, and our hope of protecting and rebuilding our civilization.\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"I would never choose the orcs\u2019 lives over ours... Let us prepare for the assault, then.\"\n [/message]\n\n [message]\n role=supporter\n message= _ \"It is only going to become increasingly difficult and expensive to sustain our mounts in this hostile environment. Would that we could replace them with desert beasts.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"If it is your wish to ride sand lions, so be it. I\u2019m sure you won\u2019t mind if I dispatch a few bats and possibly one or two skeletal riders to scout ahead.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Our agreement did not include allowing you to make use of your foul sorcery in our presence.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Did it include forbidding me from doing so, though?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Let him do as he wishes.\"\n [/message]\n\n {ALLOW_RECRUIT 1 (\"Skeleton,Skeleton Archer,Skeleton Rider,Ghost,Vampire Bat,Walking Corpse\")}\n\n [transient_message]\n message= _ \"You can now recruit undead units.\n\nElvish units become gradually more expensive to recruit (but not recall) as you progress through scenarios.\"\n [/transient_message]\n\n {SHOW_DEHYDRATION_HELP}\n\n {UNLOCK_VIEW}\n [/event]\n\n {MAL_KESHAR_1ST_TIME_HELP}\n\n [event]\n name=side 1 turn 1 end\n\n # The supporter really shouldn't die before the first turn is over,\n # but one can never be too safe.\n {ELVISH_SUPPORTER (supporter)}\n\n [message]\n speaker=Anlind\u00eb\n message={ASIDE ( _ \"Galas, it\u2019s not even midday \u2014 has the heat atrophied your senses already?\")}\n [/message]\n\n [message]\n speaker=Galas\n message={ASIDE ( _ \"You defeated him once. Surely you could do it again if worst comes to worst. I need to know to what extent we can trust him.\")}\n [/message]\n\n [message]\n role=supporter\n message={ASIDE ( _ \"My lord, if you allow me to say so... he is a damned soul, a necromancer! You absolutely cannot place any trust in his words!\")}\n [/message]\n\n [message]\n speaker=Galas\n message={ASIDE ( _ \"I need to know his motives for offering us his help. If his intention is to strike us down and raise an army with our corpses, I would rather find out sooner than later.\")}\n [/message]\n [/event]\n\n [event]\n name=turn 2\n\n [message]\n speaker=Mal Keshar\n # wmllint: local spelling Aaaand\n message= _ \"Aaaand, the suns continue their journey through the skies! Hopefully your elves will withstand it long enough to reach the oasis, young leader!\"\n [/message]\n\n {ELVISH_SUPPORTER (supporter)}\n\n [message]\n role=supporter\n message= _ \"Will he ever stop mocking us?\"\n [/message]\n [/event]\n\n #\n # Dialogue about water\n #\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=1\n # Any unit with partially or completely uncovered feet\n type=Elvish Druid,Elvish Shyde\n [filter_location]\n terrain=W*\n [/filter_location]\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"female^Ahhh, the refreshing feeling of my feet in the water... I miss our peaceful valley...\"\n [/message]\n [/event]\n\n ############################################################################\n # #\n # ERRANT SOULS #\n # #\n ############################################################################\n\n {FIRE_EVENT_ON_STUMBLE_UPON \"found soul\" (side=6)}\n\n [event]\n name=found soul\n\n [scroll_to]\n x,y=$x2,$y2\n [/scroll_to]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"Those hostile spirits... Is this a trick of yours, Mal Keshar?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"No. They are corrupted souls who have haunted the desert for an eternity, victims of the destruction that turned Irdya into an endless desert. Physical weapons are of little use against them and they always find a way back \u2014 unless, of course, they are banished from our world by spellcasters capable of wielding the arcane fire... or possibly, a necromancer and his minions.\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n [event]\n name=last breath\n [filter]\n side=6\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n [filter_second_attack]\n type=arcane\n [/filter_second_attack]\n\n [message]\n speaker=second_unit\n {UNIT_SPEAKS_FOR_UNDEAD_MINION_STRICT (id=Mal Keshar)}\n message= _ \"Return to the darkness from whence you came!\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n first_time_only=no\n [filter]\n side=6\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n [filter_second_attack]\n type=arcane\n [/filter_second_attack]\n\n #\n # Bypass the die event defined by the SPAWN_CONTROLLER macro.\n #\n\n [floating_text]\n [filter]\n x,y=$x1,$y1\n [/filter]\n text=\"\"+_\"banished\"+\"\" # wmllint: ignore\n [/floating_text]\n\n [kill]\n x,y=$x1,$y1\n animate=yes\n fire_event=no\n [/kill]\n [/event]\n\n ############################################################################\n # #\n # ORCS STAGE #\n # #\n ############################################################################\n\n {FIRE_EVENT_ON_STUMBLE_UPON \"found orc\" (side=2)}\n\n [event]\n name=found orc\n\n [message]\n speaker=second_unit\n message= _ \"Hah, the scouts weren\u2019t hallucinating after all! It\u2019s a party of bold little elves heading for our precious oasis. Go get them!\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n [event]\n name=die\n [filter]\n race=orc\n [/filter]\n [filter_second]\n race=undead\n [/filter_second]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Yes, yes, this is more like old times!\"\n [/message]\n [/event]\n\n [event]\n name=attack\n [filter]\n id=Karun Baghar\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [fire_event]\n name=attacked orc leader\n [/fire_event]\n [/event]\n\n [event]\n name=attack\n [filter_second]\n id=Karun Baghar\n [/filter_second]\n [filter]\n side=1\n [/filter]\n\n [fire_event]\n name=attacked orc leader\n [/fire_event]\n [/event]\n\n [event]\n name=attacked orc leader\n\n [message]\n speaker=Karun Baghar\n message= _ \"Elves in my oasis... And you brought a necromancer with you, no less! Begone!\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Karun Baghar\n [/filter]\n [filter_second]\n race=undead\n [/filter_second]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Any last words, orc?\"\n [/message]\n\n [message]\n speaker=Karun Baghar\n message= _ \"Damn... you\u2014\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Karun Baghar\n [/filter]\n\n [if]\n [have_unit]\n x,y=$x2,$y2\n [and]\n race=bats\n [or]\n race=undead\n [/or]\n [/and]\n [/have_unit]\n [then]\n [message]\n speaker=Mal Keshar\n message= _ \"The chieftain kept a small hoard of gold in his tent. We shall surely find a use for it.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=second_unit\n message= _ \"The chieftain kept a small hoard of gold in his tent. We shall surely find a use for it.\"\n [/message]\n [/else]\n [/if]\n\n {RETRIEVE_GOLD {DIFF 60 55 50} }\n\n [fire_event]\n name=stage 2\n [/fire_event]\n [/event]\n\n ############################################################################\n # #\n # MAIN STAGE #\n # #\n ############################################################################\n\n [event]\n name=stage 2\n\n {LOCK_VIEW}\n\n #\n # Create the barbarian scouts\n #\n\n {NAMED_GENERIC_UNIT 3 (Bandit) 47 24 Aetheran ( _ \"Aetheran\")} {NO_UPKEEP_NO_OVERLAY} {FACING ne}\n {NAMED_GENERIC_UNIT 3 (Trapper) 45 25 Mur ( _ \"Mur\")} {NO_UPKEEP_NO_OVERLAY} {FACING ne}\n {NAMED_GENERIC_UNIT 3 (Trapper) 46 22 Gaether ( _ \"Gaether\")} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n {NAMED_GENERIC_UNIT 3 (Fugitive) 45 20 Merghyn ( _ \"Merghyn\")} {NO_UPKEEP_NO_OVERLAY} {FACING ne} {GENDER male}\n\n [store_starting_location]\n side=2\n [/store_starting_location]\n\n [remove_terrain_overlays]\n terrain=*^Xo\n x=67-101\n y= 0-41\n [/remove_terrain_overlays]\n\n [remove_shroud]\n side=1\n x,y=$location.x,$location.y\n radius=16\n [/remove_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"The oasis is ours now, but we may not tarry long. Our people can replenish supplies and grab anything of value left behind by the orcs, but it is imperative that we continue scouting ahead and clearing the path.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Is this what we have been reduced to? Looters and scavengers?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Mal Keshar, where should we head now?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"West.\"\n [/message]\n\n [message]\n race=elf\n [not]\n id=Galas,Anlind\u00eb\n [/not]\n message= _ \"I thought we were supposed to head northwest!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"First west, then we can resume traveling northwest. The sands north of here are especially unpleasant, with absolutely no sources of water or food for your troops for miles and miles. Your people would surely starve and perish. On the other hand, the sands and mountains to the west are all that stands between us and a river, and then a green valley leading to the very heart of Irdya.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"The sooner we find land that isn\u2019t completely covered in sand and infested with orcs...\"\n [/message]\n\n [scroll_to]\n x,y=$location.x,$location.y\n [/scroll_to]\n\n {CLEAR_VARIABLE location}\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Proceed with Galas to the mountain range on the western side of the map\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anlind\u00eb\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n\n {OBJECTIVE_NOTE ( _ \"Straying too far from the road is probably not the best thing to do\")}\n {OBJECTIVE_NOTE ( _ \"Sources of income are very rare in the desert; choose your recruits and recalls carefully\")}\n {DEHYDRATION_NOTE}\n )}\n\n {UNLOCK_VIEW}\n [/event]\n\n#define OTS_CAPTURE_VILLAGES _SIDE _RADIUS\n [store_starting_location]\n side={_SIDE}\n [/store_starting_location]\n\n [capture_village]\n x,y=$location.x,$location.y\n radius={_RADIUS}\n side={_SIDE}\n [/capture_village]\n\n {CLEAR_VARIABLE location}\n#enddef\n\n {FIRE_EVENT_ON_STUMBLE_UPON \"found barbarians\" (side=3)}\n\n [event]\n name=found barbarians\n\n #\n # Activate side 3.\n #\n\n [unserialize_and_activate_sides]\n side=3\n variable=late_side_barbarians\n [/unserialize_and_activate_sides]\n\n {CLEAR_VARIABLE late_side_barbarians}\n\n {OTS_CAPTURE_VILLAGES 3 6}\n\n [if]\n [have_unit]\n race=elf\n x,y=$x1,$y1\n [/have_unit]\n [then]\n [message]\n speaker=unit\n message= _ \"Humans ahead. They appear to be bandits\u2014 Oh, damn it, they spotted us!\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Galas\n message= _ \"There are bandits ahead\u2014\"\n [/message]\n [/else]\n [/if]\n\n [message]\n speaker=second_unit\n message= _ \"What is this? Are those... elves? Like in the stories?\"\n [/message]\n\n [message]\n speaker=Aetheran\n message= _ \"Undead! They have brought the damned spawns of darkness with them!\"\n [/message]\n\n [message]\n speaker=Merghyn\n message= _ \"Come on, men, it\u2019s time to smash some bones!\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"I don\u2019t suppose we would make a much better impression without the necromancer\u2019s minions marching amongst us, would we?\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n\n {OBJECTIVES (\n {HEADER_NEW_OBJECTIVES}\n\n {OBJECTIVE_VICTORY ( _ \"Defeat the leader of the barbarians controlling the mountain pass\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anlind\u00eb\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n\n {OBJECTIVE_NOTE ( _ \"Straying too far from the road is probably not the best thing to do\")}\n {OBJECTIVE_NOTE ( _ \"Sources of income are very rare in the desert; choose your recruits and recalls carefully\")}\n {DEHYDRATION_NOTE}\n )}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Garren\n [/filter]\n [filter_second]\n race=elf\n [/filter_second]\n\n [message]\n speaker=Garren\n message= _ \"Damn you... pointy-eared demons... ack\u2014\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Garren\n [/filter]\n [filter_second]\n [not]\n race=elf\n [/not]\n [/filter_second]\n\n [message]\n speaker=Garren\n message= _ \"(spits blood) Go to hell, necromancer... ack\u2014\"\n [/message]\n\n [if]\n [have_unit]\n race=undead\n x,y=$x2,$y2\n [/have_unit]\n\n [then]\n [message]\n speaker=Mal Keshar\n message= _ \"Now, don\u2019t make this more difficult than it needs to be. You are a strong man \u2014 I would hate to waste your useful build tearing you to pieces before dealing the killing blow.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Mal Keshar, stop it. You are not allowed to torture our opponents... or... raise them as undead, for that matter.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"What does it matter? These are merely barbarians. They know no laws and no honor.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Allow him to die in peace.\"\n [/message]\n\n [scroll_to_unit]\n id=Mal Keshar\n [/scroll_to_unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Pah, let one of your own finish the job instead. Such a waste.\"\n [/message]\n [/then]\n [/if]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Garren\n [/filter]\n\n [fire_event]\n name=stage 3\n [/fire_event]\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=1\n x,y=32,32\n [/filter]\n\n [redraw][/redraw]\n\n [allow_undo][/allow_undo]\n\n # wmllint: local spelling Arhaghen\n\n [message]\n speaker=narrator\n image=scenery/signpost.png\n message= _ \"Eisenstone Clan \u2014 South Arhaghen Hills Fortress\"\n [/message]\n [/event]\n\n ############################################################################\n # #\n # FINAL STAGE #\n # #\n ############################################################################\n\n [event]\n name=stage 3\n\n {LOCK_VIEW}\n\n {REPLACE_SCENARIO_MUSIC \"revelation.ogg\"}\n\n #\n # Activate side 4.\n #\n\n [unserialize_and_activate_sides]\n side=4\n variable=late_side_neutral\n [/unserialize_and_activate_sides]\n\n {CLEAR_VARIABLE late_side_neutral}\n\n {OTS_CAPTURE_VILLAGES 4 14}\n\n [teleport]\n [filter]\n id=Neryan\n [/filter]\n x,y=29,18\n [/teleport]\n\n [message]\n speaker=Galas\n message= _ \"(sighs) Orcs, humans... Would that we weren\u2019t forced to kill everything in our way.\"\n [/message]\n\n [message]\n speaker=Neryan\n message= _ \"Hey, elves.\"\n [/message]\n\n [remove_terrain_overlays]\n terrain=*^Xo\n x=19-34\n y=21-24\n [/remove_terrain_overlays]\n\n [remove_shroud]\n side=1\n x,y=28,22\n radius=4\n [/remove_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=28,22\n [/scroll_to]\n\n {MOVE_UNIT id=Neryan 28 23}\n\n [unit]\n type=Highwayman\n x,y=27,23\n side=4\n id=cutscene_bodyguard1\n [/unit]\n\n [unit]\n type=Bandit\n x,y=29,23\n side=4\n id=cutscene_bodyguard2\n [/unit]\n\n [unit]\n type=Dark Adept\n gender=male\n x,y=28,22\n side=4\n id=cutscene_bodyguard3\n [/unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Neryan\n message= _ \"Ha, ha... Great job, disposing of those invaders was taking us a bit too long. Ahhhh... How may we repay you? Where is your leader?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"That would be me, lord Galas of the elves of the Valley of Elynia. Your men control this pass, I presume?\"\n [/message]\n\n [message]\n speaker=Neryan\n message= _ \"Yes... yes, we do. These lands belong to my people, the Eisenstone clan. We do not normally allow visitors in our territory because of... reasons... but perhaps we could make an exception for you and your advisor.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"(coughs)\"\n [/message]\n\n [message]\n speaker=Neryan\n message= _ \"... And the necromancer too, of course. We can provide you with food and water for your soldiers at affordable prices... if you are interested, that is!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Thanks for the offer, but we will need supplies and safe passage for a much larger number of people... through your lands, if you don\u2019t mind.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Neryan\n message= _ \"... Lord Galas of the elves! Yes, yes, well... we have heard the rumors. Your people hunt down every human who approaches your sacred valley seeking shelter from the demons... You hunt our species like animals, yes, you do. What makes you think we will allow your army to take our lands and lives now, huh? Isn\u2019t that what you came here for?\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"Our intentions are not...\"\n [/message]\n\n [modify_side]\n side=4\n team_name=enemies\n [/modify_side]\n\n [redraw][/redraw]\n\n [message]\n speaker=Neryan\n message= _ \"Enough! If you know what\u2019s good for you and your kind, you will turn back now or leave through the southwestern pass. Come on, men.\"\n [/message]\n\n [kill]\n id=cutscene_bodyguard1,cutscene_bodyguard2,cutscene_bodyguard3\n [/kill]\n\n {MOVE_UNIT id=Neryan 29 18}\n\n [store_starting_location]\n side=4\n [/store_starting_location]\n\n [teleport]\n [filter]\n id=Neryan\n [/filter]\n x,y=$location.x,$location.y\n [/teleport]\n\n {CLEAR_VARIABLE location}\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Their intentions are more transparent than they realize \u2014 of course they were trying to set a trap for us. Well... Although they have a few necromancers on their side, getting rid of them should be relatively easy.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"What other options do we have, Mal Keshar?\"\n [/message]\n\n #[remove_terrain_overlays]\n # terrain=*^Xo\n # x= 9-17\n # y=33-40\n #[/remove_terrain_overlays]\n\n [remove_shroud]\n side=1\n x,y=17,35\n radius=7\n [/remove_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=13,37\n [/scroll_to]\n\n [message]\n speaker=Mal Keshar\n scroll=no\n message= _ \"The southwestern pass they mentioned, well, it leads to a completely uninhabited plateau, so it is a valid alternative if you want to avoid fighting the humans. Just note that there are barely any sources of water in that direction \u2014 your people would only be able to march at night.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Choosing that option would do little good for your popularity after accepting my offer, he, he.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"Well...\"\n\n [option]\n label= _ \"Let us confront the humans.\"\n [command]\n [message]\n speaker=Mal Keshar\n message= _ \"Ha ha ha ha ha! I knew you wouldn\u2019t turn down the possibility of a good fight, boy!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"We shall do this on my terms, though. That means: no killing unless strictly necessary, no torturing captured enemies, and no raising corpses. In particular, no harm must come to the clan leader. We may only assume control of their lands temporarily in order to allow our people through.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"A sound plan, young leader, but... proving a point to those barbarians, is it really worth it?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Only time will tell for sure.\"\n [/message]\n\n [fire_event]\n name=stage 3 setup\n [/fire_event]\n\n {REPLACE_SCENARIO_MUSIC \"loyalists.ogg\"}\n {APPEND_MUSIC \"wanderer.ogg\"}\n {APPEND_MUSIC \"breaking_the_chains.ogg\"}\n [/command]\n [/option]\n\n [option]\n label= _ \"All this fighting is leading us nowhere. Let us proceed through the southwestern pass.\"\n [command]\n [message]\n speaker=Anlind\u00eb\n message= _ \"That is an ill-advised choice, Galas. Proving a point to those barbarians isn\u2019t really worth it.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Only time will tell for sure.\"\n [/message]\n\n {ENDLEVEL_VICTORY yes} {OVERRIDE_NEXT_SCENARIO 05b_Cursed_Plateau}\n [/command]\n [/option]\n [/message]\n\n [scroll_to_unit]\n id=Galas\n [/scroll_to_unit]\n\n {UNLOCK_VIEW}\n [/event]\n\n#define OTS_MAKE_IMMUNE_TO_UNDEAD_SPECIALS _SUF\n [object]\n silent=yes\n [filter]\n {_SUF}\n [/filter]\n [effect]\n apply_to=status\n add=undrainable\n [/effect]\n [effect]\n apply_to=status\n add=unplagueable\n [/effect]\n [/object]\n#enddef\n\n [event]\n name=stage 3 setup\n\n #\n # Prevent side 4 units from being plagued or drained.\n #\n\n [store_unit_ids]\n [filter]\n side=4\n race=human\n [/filter]\n variable=side_4_living_units\n [/store_unit_ids]\n\n [foreach]\n array=side_4_living_units\n [do]\n {OTS_MAKE_IMMUNE_TO_UNDEAD_SPECIALS id=$this_item.id}\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE side_4_living_units}\n\n [event]\n name=prerecruit\n first_time_only=no\n [filter]\n side=4\n race=human\n [/filter]\n\n {OTS_MAKE_IMMUNE_TO_UNDEAD_SPECIALS x,y=$x1,$y1}\n [/event]\n\n {OBJECTIVES (\n {HEADER_NEW_OBJECTIVES}\n\n {OBJECTIVE_VICTORY ( _ \"Capture the leader of the Eisenstone clan by reducing her to 0 hitpoints or lower\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anlind\u00eb\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n\n {OBJECTIVE_NOTE ( _ \"Plague and drain weapon specials have no effect on the Eisenstone clan humans for the remainder of this scenario\")}\n {OBJECTIVE_NOTE ( _ \"Straying too far from the road is probably not the best thing to do\")}\n {OBJECTIVE_NOTE ( _ \"Sources of income are very rare in the desert; choose your recruits and recalls carefully\")}\n {DEHYDRATION_NOTE}\n )}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Neryan\n [/filter]\n\n [message]\n speaker=Neryan\n message= _ \"All right, elf lord! You got me and my people... Go ahead and serve us to your starving subjects, what do I care.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Of course... It didn\u2019t occur to me that we could deal with our food shortage by feeding upon our prisoners. Sadly, I had a different fate in mind for you and your people, and honestly, I have to wonder where the absurd notion of elves hunting humans for food originated in the first place. Unarye, take this woman and the local necromancers to our camp.\"\n [/message]\n\n [hidden_unit]\n # wmllint: recognize Unarye\n {CHARACTER_STATS_UNARYE}\n side=1\n x,y=$x1,$y1\n [/hidden_unit]\n\n [message]\n speaker=Unarye\n message= _ \"Yes, my lord.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Let us prepare things for the arrival of our main host.\"\n [/message]\n\n [kill]\n id=Unarye,Neryan\n [/kill]\n\n {ENDLEVEL_VICTORY yes}\n [/event]\n[/scenario]\n\n#undef OTS_SOUL\n#undef OTS_MAKE_IMMUNE_TO_UNDEAD_SPECIALS\n#undef OTS_AVOID_LOCATIONS\n#undef OTS_CAPTURE_VILLAGES\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=05a_Crossfire\n name= _ \"Crossfire\"\n {MAP 05a_Crossfire.map}\n {TURNS 33 31 30}\n next_scenario=06_The_Moon_Valley\n victory_when_enemies_defeated=no\n\n {DEATHS_ACT_1}\n\n {SCENARIO_MUSIC \"loyalists.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"revelation.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"wanderer.ogg\"}\n\n {STORYTXT_CROSSFIRE}\n\n {AFTERNOON2}\n {DUSK2}\n {LONGDARK1}\n {LONGDARK2}\n {LONGDARK3}\n {LONGDARK4}\n {DAWN1}\n {MORNING1}\n {MIDDAY1}\n {AFTERNOON1}\n {DUSK1}\n {SHORTDARK}\n {DAWN2}\n {MORNING2}\n {MIDDAY2}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=elves\n user_team_name= _ \"team_name^Elves\"\n\n shroud=yes\n\n {GOLD 210 200 190}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n team_name=undead\n user_team_name= _ \"team_name^Undead\"\n {RAGGED_FLAG}\n\n {GOLD 180 190 200}\n {INCOME 3 5 6}\n {QUANTITY recruit\n (Dark Adept,Skeleton Archer,Walking Corpse,Vampire Bat,Ghost)\n (Dark Adept,Skeleton Archer,Walking Corpse,Vampire Bat,Ghost,Soulless)\n (Dark Adept,Skeleton Archer,Walking Corpse,Vampire Bat,Ghost,Soulless)\n }\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.2}\n\n [goal]\n [criteria]\n side=1\n [/criteria]\n value=8.0\n [/goal]\n [goal]\n [criteria]\n side=4\n [/criteria]\n value=6.0\n [/goal]\n [goal]\n [criteria]\n side=3\n [/criteria]\n value=10.0\n [/goal]\n [/ai]\n\n canrecruit=yes\n type=Lich\n id=Jan-Belrid\n name= _ \"Jan-Belrid\"\n facing=ne\n [modifications]\n {TRAIT_UNDEAD}\n {TRAIT_STRONG}\n [/modifications]\n\n {SIDE_GENERIC_GUARD (Wraith) 27 27} {FACING ne}\n {SIDE_GENERIC_GUARD (Wraith) 31 31} {FACING ne}\n {SIDE_GENERIC_GUARD ({DIFF Wraith Spectre Spectre}) 27 31} {FACING ne}\n # Not guardians\n {SIDE_GENERIC_UNIT (Death Knight) 34 26} {FACING ne}\n {SIDE_GENERIC_UNIT (Deathblade) 35 28} {FACING ne}\n {SIDE_GENERIC_UNIT (Deathblade) 29 26} {FACING ne}\n {SIDE_GENERIC_UNIT (Bone Shooter) 33 27} {FACING ne}\n [/side]\n\n [side]\n side=3\n team_name=chaos\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n\n {GOLD 190 200 210}\n {INCOME 3 4 5}\n#ifdef EASY\n recruit=Chaos Invoker,Demon,Chaos Invader,Chaos Raider\n#else\n recruit=Chaos Invoker,Demon,Demon Zephyr,Chaos Invader,Chaos Raider\n#endif\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.25}\n {AI_SIMPLE_ALWAYS_ASPECT aggression 0.92}\n {AI_SIMPLE_ALWAYS_ASPECT leader_value 6.0}\n\n [goal]\n [criteria]\n id=Mal Keshar\n [/criteria]\n value=8.0\n [/goal]\n [goal]\n [criteria]\n id=Anlind\u00eb\n [/criteria]\n value=9.0\n [/goal]\n [goal]\n [criteria]\n id=Galas\n [/criteria]\n value=10.0\n [/goal]\n [/ai]\n\n canrecruit=yes\n type=Chaos Arbalestier\n id=Falghur\n name= _ \"Falghur\"\n facing=ne\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n\n {NAMED_GENERIC_UNIT () (Demon Zephyr) 62 29 Syrith ( _ \"Syrith\")} {NO_UPKEEP_NO_OVERLAY} {FACING ne} {GENDER female}\n {NAMED_GENERIC_UNIT () (Demon Zephyr) 68 28 Korzan ( _ \"Korzan\")} {NO_UPKEEP_NO_OVERLAY} {FACING nw} {GENDER male}\n {NAMED_GENERIC_UNIT () (Demon Grunt) 60 27 Layran ( _ \"Layran\")} {NO_UPKEEP_NO_OVERLAY} {FACING ne} {GENDER female}\n\n {SIDE_GENERIC_UNIT (Chaos Hound) 62 23} {FACING ne}\n {SIDE_GENERIC_UNIT (Chaos Hound) 68 25} {FACING nw}\n {SIDE_GENERIC_UNIT (Demonic Hound) 59 30} {FACING ne}\n [/side]\n\n # Outlaws\n [side]\n side=4\n team_name=barbarians\n user_team_name= _ \"team_name^Barbarians\"\n {RAGGED_FLAG}\n\n {GOLD 200 210 220}\n {INCOME 3 4 5}\n#ifdef EASY\n recruit=Footpad,Poacher,Thug\n#else\n recruit=Footpad,Poacher,Thug,Bandit,Ruffian\n#endif\n\n canrecruit=yes\n type=Fugitive\n id=Murlin\n name= _ \"Murlin\"\n facing=se\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_STRONG}\n [object]\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_REGENERATES4}\n [/abilities]\n [/effect]\n [/object]\n [/modifications]\n\n#ifndef EASY\n {SIDE_GENERIC_GUARD (Assassin) 21 10} {FACING se}\n {SIDE_GENERIC_GUARD (Assassin) 30 6} {FACING se}\n#endif\n # wmllint: recognize Drel\n {NAMED_GENERIC_UNIT () (Highwayman) 34 14 Drel ( _ \"Drel\")} {NO_UPKEEP_NO_OVERLAY} {FACING nw} {GUARDIAN}\n\n {SIDE_GENERIC_GUARD (Highwayman) 25 13} {FACING se}\n {SIDE_GENERIC_GUARD (Highwayman) 33 9} {FACING se}\n\n {SIDE_GENERIC_GUARD (Outlaw) 33 17} {FACING se}\n {SIDE_GENERIC_GUARD (Outlaw) 39 15} {FACING se}\n\n {SIDE_GENERIC_GUARD (Trapper) 32 15} {FACING se}\n {SIDE_GENERIC_GUARD (Trapper) 36 13} {FACING se}\n\n {SIDE_GENERIC_UNIT (Ogre) 32 12} {FACING se}\n [/side]\n\n {STARTING_VILLAGES 1 6}\n {STARTING_VILLAGES 2 6}\n {STARTING_VILLAGES 3 6}\n {STARTING_VILLAGES 4 14}\n\n#define XF_OBJECTIVE_COND_HAVE _SUF\n {OBJECTIVE_SHOW_IF (\n [have_unit]\n {_SUF}\n [/have_unit]\n )}\n#enddef\n\n #\n # Don't allow enemy players to kill each other's leaders.\n #\n\n {FORCE_CHANCE_TO_HIT (\n [not]\n side=1\n [/not]\n ) (\n canrecruit=yes\n [not]\n side=1\n [/not]\n ) 0 ()}\n\n [event]\n name=prestart\n\n {VARIABLE ring_awaiting_pickup no}\n {VARIABLE drel_is_dead no}\n\n [remove_shroud]\n side=1\n x=18-75\n y= 0-33\n [/remove_shroud]\n\n #\n # Recall heroes\n #\n\n # wmllint: recognize Anlind\u00eb\n {RECALL_ANLINDE_AT 59 6}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR_AT 64 6}\n\n #{ELVISH_SUPPORTER (supporter)}\n\n {FACE_DIRECTION side=1 sw}\n\n [hide_unit]\n side=1,3\n [/hide_unit]\n\n {PLAYER_RECRUITMENT_SETUP_FOR_SCENARIO 5}\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Make sure no Chaos Empire units survive\")} {XF_OBJECTIVE_COND_HAVE side=3}\n {OBJECTIVE_VICTORY ( _ \"Destroy Jan-Belrid\")} {XF_OBJECTIVE_COND_HAVE id=Jan-Belrid}\n {OBJECTIVE_VICTORY ( _ \"Defeat the barbarian leader\")} {XF_OBJECTIVE_COND_HAVE id=Murlin}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anlind\u00eb\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=Murlin\n message= _ \"As if we didn\u2019t have enough to worry about with the forest demons roaming about. What is it now, Drel? Another undead incursion?\"\n [/message]\n\n [message]\n speaker=Drel\n message= _ \"Yes, brother! It looks like the boys didn\u2019t kill that necromancer quite right.\"\n [/message]\n\n [scroll_to_unit]\n id=Jan-Belrid\n [/scroll_to_unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n scroll=no\n message= _ \"Drel and Murlin? The Eisenstone folk said they are the true leaders of the bandits. And now both that scum and that hostile lich are standing in our way, damn it.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n scroll=no\n message= _ \"Frankly, I would be more concerned about the encampment to the south.\"\n [/message]\n\n [unhide_unit]\n side=3\n [/unhide_unit]\n\n [message]\n speaker=Falghur\n message= _ \"There they are! Onwards, you pathetic vermin! The elves must not be allowed near the Heart Mountains before the Warlord arrives! For the glory of the Chaos Empire!\"\n [/message]\n\n [unhide_unit]\n side=1\n [/unhide_unit]\n\n [message]\n speaker=Galas\n message= _ \"It appears they are better informed of our movements than I imagined. No matter \u2014 their current numbers hardly pose a threat to our forces.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"To arms.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Ah, so it is revenge that you seek now?\"\n [/message]\n\n {ALLOW_RECRUIT 1 (Dark Adept)}\n\n {RECRUITMENT_HINT units/undead-necromancers/adept-magic-3.png\n ( _ \"Humans of the sands, impressed with the power and might of the undead, have joined Mal Keshar and have become his apprentices. From now on you may recruit Dark Adepts!\")}\n [/event]\n\n [event]\n name=prerecruit,prerecall\n [filter]\n side=1\n [/filter]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Seeing as how every single one of our military leaders has fallen prey to the same thirst for demonic blood as you, Galas, I guess... (sighs) I hope your tactical judgment can still be trusted.\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n [event]\n name=side 2 turn 1\n\n [message]\n speaker=Jan-Belrid\n message= _ \"Ah, what do we have here? More fresh recruits for my army, yes... yes! The Chaos Empire and their demons have come to visit us! Yes! Such a marvelous occasion!\"\n [/message]\n [/event]\n\n [event]\n name=attack\n [filter]\n side=1\n race=elf\n [/filter]\n [filter_second]\n side=3\n [/filter_second]\n\n [message]\n speaker=Galas\n message= _ \"For our fallen comrades!\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Jan-Belrid\n [/filter]\n\n [message]\n speaker=Jan-Belrid\n message= _ \"The cold embrace of death... again...\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Falghur\n [/filter]\n\n [message]\n speaker=Falghur\n message= _ \"Quickly, report back to the Warlord\u2014 Ack!\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Falghur\n [/filter]\n\n [move_unit_fake]\n side=3\n type=Demon Zephyr\n x=60,58,56\n y=28,30,31\n [/move_unit_fake]\n\n [redraw][/redraw]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n #\n # Try to use an elf other than Galas or Anlind\u00eb to speak.\n # In the extremely unlikely case that isn't possible, use\n # Anlind\u00eb.\n #\n race=elf\n [not]\n id=Galas,Anlind\u00eb\n [/not]\n [or]\n id=Anlind\u00eb\n [/or]\n message= _ \"One of those wretched creatures is escaping!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"It can\u2019t be helped... The winged demons can fly high enough to remain out of our spellcasters\u2019 and archers\u2019 reach.\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n [event]\n name=die\n first_time_only=no\n [filter]\n side=3\n [or]\n canrecruit=yes\n [not]\n side=1\n [/not]\n [/or]\n [/filter]\n\n [if]\n [have_unit]\n side=3\n canrecruit=no\n [/have_unit]\n [not]\n [have_unit]\n id=Falghur\n [/have_unit]\n [/not]\n #\n # The Chaos leader is dead but there are still Chaos units\n # to kill.\n #\n [then]\n [message]\n speaker=Galas\n scroll=no\n message= _ \"Don\u2019t let any more of those fiends escape!\"\n [/message]\n [/then]\n [else]\n #\n # Try to fire victory every time.\n #\n # This is done by Murlin's last breath event as well. We never really fire his die event\n # since he gets manually killed by WML first, hence this has to be done manually.\n #\n\n [fire_event]\n name=check victory\n [/fire_event]\n [/else]\n [/if]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Drel\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [message]\n speaker=Drel\n # wmllint: local spelling frien\n message= _ \"I won\u2019t be captured by a bunch of forest demons and their skeletal frien\u2014 Aaaargh!!!\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Drel\n [/filter]\n [filter_second]\n [not]\n side=1\n [/not]\n [/filter_second]\n\n {VARIABLE drel_is_dead yes}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Murlin\n [/filter]\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS drel_is_dead yes}\n [then]\n [message]\n speaker=Murlin\n message= _ \"No! W\u2014 Wait! I have something... so\u2014 something that could help you on your way! Just... please! Don\u2019t kill me or the rest of us! Please!\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Murlin\n message= _ \"No! W\u2014 Wait! I have something... so\u2014 something that could help you on your way! Just... please! Don\u2019t kill me, or my brother, or the rest of us! Please!\"\n [/message]\n [/else]\n [/if]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Galas! Oh, leader! What is your decision on the matter of this vile human\u2019s fate?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Your sardonic remarks aren\u2019t really appreciated, Mal Keshar.\"\n [/message]\n\n [message]\n speaker=Galas\n message=\"\" # wmllint: ignore\n\n [option]\n label= _ \"We shall hear your offer as long as you and your people swear to leave and never cause us trouble again.\"\n [command]\n [fire_event]\n name=murlin leaves artifact\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/command]\n [/option]\n\n [option]\n label= _ \"Men of your ilk cannot be trusted. Any last words?\"\n [command]\n [fire_event]\n name=murlin is executed\n [/fire_event]\n [/command]\n [/option]\n [/message]\n [/event]\n\n [event]\n name=murlin leaves artifact\n\n [object]\n silent=yes\n [filter]\n id=Murlin\n [/filter]\n [effect]\n apply_to=remove_ability\n [abilities]\n {ABILITY_REGENERATES4}\n [/abilities]\n [/effect]\n [/object]\n\n [message]\n speaker=Murlin\n message= _ \"I swear! He\u2014 Here, take this!\"\n [/message]\n\n [item]\n x,y=$x1,$y1\n image=items/ring-red.png\n [/item]\n\n #\n # Block victory until the ring is picked up.\n #\n {VARIABLE ring_awaiting_pickup yes}\n\n [event]\n delayed_variable_substitution=no\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=$x1,$y1\n [/filter]\n\n [fire_event]\n name=pickup ring of regeneration\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/event]\n\n {RETRIEVE_GOLD {DIFF 70 60 50}}\n\n [message]\n speaker=Galas\n message= _ \"You may go now.\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n [kill]\n side=4\n animate=no\n fire_event=no\n [/kill]\n\n [redraw][/redraw]\n\n {HIGHLIGHT_GOAL x,y=$x1,$y1}\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"A ring of regeneration? That would explain why he was able to resist for so long in spite of his frail build. Well, it\u2019s up to you to decide who should take it, Galas.\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n [event]\n id=ring_regen_ctl\n name=pickup ring of regeneration\n first_time_only=no\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Do you want this unit to pick up this item?\"\n [option]\n label={I18N:YES}\n [command]\n [object]\n id=ring_regeneration\n name= _ \"Ring of Regeneration\"\n image=icons/ring-copper.png\n duration=forever\n description= _ \"This ring heals the bearer by 4 HP each turn unless poisoned, removing the poison effect otherwise. Additionally, the unit\u2019s physical strength is increased, dealing +1 damage with melee weapons and enjoying a permanent +5 HP increase.\"\n cannot_use_message= _ \"This ring may only be used by living creatures other than beasts or individuals with a close affinity to faerie.\"\n [filter]\n x,y=$x1,$y1\n side=1\n race=elf\n [not]\n type=Elvish Civilian,Elvish Shaman,Elvish Druid,Elvish Shyde,Elvish Sorceress,Elvish Enchantress,Elvish Sylph\n [/not]\n [not]\n id=Anlind\u00eb\n [/not]\n [/filter]\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_REGENERATES4}\n [/abilities]\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n increase_damage=1\n [/effect]\n [effect]\n apply_to=hitpoints\n increase_total=5\n heal_full=yes\n [/effect]\n [then]\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n {VARIABLE ring_awaiting_pickup no}\n\n [fire_event]\n name=check victory\n [/fire_event]\n\n #\n # Never run this handler again.\n #\n [remove_event]\n id=ring_regen_ctl\n [/remove_event]\n [/then]\n [/object]\n [/command]\n [/option]\n [option]\n label={I18N:NO}\n [command]\n [allow_undo][/allow_undo]\n [/command]\n [/option]\n [/message]\n [/event]\n\n [event]\n name=murlin is executed\n\n [message]\n speaker=Murlin\n message= _ \"Fools! You are no better than the hounds of the Chaos Empire! You\u2014\"\n [/message]\n\n [kill]\n id=Murlin\n animate=yes\n fire_event=no\n [/kill]\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Ah, well. You cannot make friends with every sand-dweller, Galas!\"\n [/message]\n\n {RETRIEVE_GOLD {DIFF 90 80 70}}\n\n [fire_event]\n name=check victory\n [/fire_event]\n [/event]\n\n [event]\n name=check victory\n [filter_condition]\n {VARIABLE_BOOLEAN_EQUALS ring_awaiting_pickup no}\n [not]\n [have_unit]\n side=3\n [/have_unit]\n [/not]\n [not]\n [have_unit]\n canrecruit=yes\n [not]\n side=1\n [/not]\n [/have_unit]\n [/not]\n [/filter_condition]\n\n {ENDLEVEL_VICTORY yes}\n [/event]\n\n [event]\n name=attack end\n [filter]\n race=undead\n [/filter]\n [filter_second]\n race=undead\n [/filter_second]\n\n [message]\n speaker=Galas\n scroll=no\n message= _ \"Elves using the undead to fight the undead...\"\n [/message]\n [/event]\n\n [event]\n name=victory\n\n {LOCK_VIEW}\n\n [message]\n speaker=Galas\n message= _ \"It is all over, at last. Mal Keshar, those mountains...?\"\n [/message]\n\n [scroll_to]\n x,y=15,7\n [/scroll_to]\n\n [message]\n speaker=Mal Keshar\n scroll=no\n message= _ \"Our destination is close, Galas. You shall see soon enough.\"\n [/message]\n\n [kill]\n [not]\n side=1\n [/not]\n [/kill]\n\n {ELVISH_SUPPORTER supporter}\n\n [hide_unit][/hide_unit]\n\n {FADE_TO_BLACK}\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [fade_out_music][/fade_out_music]\n\n [scroll_to]\n x,y=8,13\n {WARP}\n [/scroll_to]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"The group rested for a while before continuing. After passing through the mountain wall west of the river\u2019s keep, they were surprised to see fully-grown plants and animals again. They had left the desert.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n {FADE_IN}\n\n [remove_shroud]\n side=1\n [/remove_shroud]\n\n {MODIFY_UNIT (\n id=Galas,Mal Keshar,Anlind\u00eb\n [or]\n role=supporter\n [/or]\n ) facing sw}\n\n [teleport]\n [filter]\n id=Galas\n [/filter]\n x,y=8,13\n [/teleport]\n\n [teleport]\n [filter]\n id=Mal Keshar\n [/filter]\n x,y=9,14\n [/teleport]\n\n [teleport]\n [filter]\n id=Anlind\u00eb\n [/filter]\n x,y=9,13\n [/teleport]\n\n [teleport]\n [filter]\n role=supporter\n [/filter]\n x,y=8,12\n [/teleport]\n\n [unhide_unit][/unhide_unit]\n\n [redraw]\n side=1\n [/redraw]\n\n {REPLACE_SCENARIO_MUSIC elvish-theme.ogg}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"Everything in the distance seems so lush and alive!\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"It\u2019s beautiful.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n role=supporter\n message= _ \"Would that we could stay in these lands forever and make them our new home.\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"The Chaos Empire lies south of here. (sighs) We had such an uplifting victory... Do we really need to find those two heroes to forge a new future for our race? Perhaps we have been merely misled by our misfortune and the grim stories told by the Eisenstone humans... We could find the ocean and sail towards the horizon and then...\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"... The Chaos humans and their demonic allies would find you one way or another.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"The Moon Valley is only a few days away from us, young Galas!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"I know, I know...\"\n [/message]\n\n {CLEAR_VARIABLE ring_awaiting_pickup,drel_is_dead}\n [/event]\n[/scenario]\n\n#undef XF_OBJECTIVE_COND_HAVE\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=05b_Cursed_Plateau\n name= _ \"Cursed Plateau\"\n {MAP 05b_Cursed_Plateau.map}\n {TURNS 60 56 52} # NOTE: turn limit must be divisible by 4 (see prestart)\n next_scenario=06_The_Moon_Valley\n victory_when_enemies_defeated=no\n\n {DEATHS_ACT_1}\n\n {SCENARIO_MUSIC \"nunc_dimittis.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"revelation.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"into_the_shadows.ogg\"}\n\n {STORYTXT_CURSED_PLATEAU}\n\n {NEUTRAL_TOD}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=elves\n user_team_name= _ \"team_name^Elves\"\n\n shroud=yes\n fog=yes\n\n {GOLD 210 200 190}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n team_name=evil\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n\n hidden=yes\n {GOLD 100 125 130}\n {INCOME 1 2 3}\n recruit=Chaos Invoker,Chaos Invader,Chaos Headhunter\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 0.95}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.10}\n [/ai]\n\n canrecruit=yes\n type=Chaos Razerman\n id=Igrim-Gaher\n name= _ \"Igrim-Gaher\"\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_INTELLIGENT}\n [/modifications]\n\n {SIDE_GENERIC_GUARD (Dark Knight) 40 32} {FACING nw}\n\n {SIDE_GENERIC_GUARD (Doom Guard) 38 12} {FACING se}\n {SIDE_GENERIC_GUARD (Doom Guard) 41 12} {FACING sw}\n\n {SIDE_GENERIC_GUARD (Chaos Invoker) 25 15}\n {SIDE_GENERIC_GUARD (Chaos Headhunter) 26 17}\n {SIDE_GENERIC_GUARD (Chaos Headhunter) 27 19}\n {SIDE_GENERIC_GUARD (Chaos Invader) 23 18}\n {SIDE_GENERIC_GUARD (Chaos Invader) 19 18}\n\n {SIDE_GENERIC_GUARD (Chaos Invader) 21 23}\n {SIDE_GENERIC_GUARD (Chaos Raider) 24 23}\n\n {SIDE_GENERIC_GUARD (Chaos Raider) 27 30}\n [/side]\n\n [side]\n side=3\n team_name=evil\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n\n hidden=yes\n no_leader=yes\n {NO_ECONOMY}\n # This is intentionally a red herring side with an unreachable leader\n # and initially-controlled villages.\n defeat_condition=never\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n\n {SIDE_GENERIC_GUARD (Psy Crawler) 49 35}\n {SIDE_GENERIC_GUARD (Psy Crawler) 34 28}\n\n {SIDE_GENERIC_GUARD (Psy Crawler) 44 16}\n {SIDE_GENERIC_GUARD (Psy Crawler) 36 10}\n {SIDE_GENERIC_GUARD (Psy Crawler) 43 5}\n {SIDE_GENERIC_GUARD (Psy Crawler) 30 11}\n {SIDE_GENERIC_GUARD (Psy Crawler) 3 45}\n [/side]\n\n [side]\n side=4\n team_name=evil\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n\n hidden=yes\n gold=0\n {INCOME 2 4 5}\n recruit=Shadow Minion,Vampire Bat,Chaos Invader,Chaos Bowman,Psy Crawler,Demon Zephyr\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.25}\n\n {AI_RECRUITMENT_ALWAYS_ASPECT ({AI_RECRUIT_LIMIT \"Chaos Bowman\" 3})}\n [/ai]\n\n canrecruit=yes\n type=Shadow Courier\n id=Isselial\n name= _ \"Isselial\"\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_QUICK}\n [/modifications]\n\n {SIDE_GENERIC_GUARD (Demon Zephyr) 35 7} {FACING se}\n {SIDE_GENERIC_GUARD (Demon Zephyr) 42 14} {FACING sw}\n\n {SIDE_GENERIC_GUARD (Chaos Crossbowman) 19 25}\n {SIDE_GENERIC_GUARD (Chaos Bowman) 18 22}\n {SIDE_GENERIC_GUARD (Chaos Bowman) 23 29}\n [/side]\n\n [side]\n side=5\n team_name=evil\n user_team_name= _ \"team_name^Cave Creatures\"\n {RAGGED_FLAG}\n\n hidden=yes\n no_leader=yes\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n\n {SIDE_GENERIC_GUARD ({DIFF (Blood Bat) (Dread Bat) (Dread Bat)}) 3 53}\n\n {SIDE_GENERIC_GUARD (Vampire Bat) 4 51}\n {SIDE_GENERIC_GUARD (Vampire Bat) 5 54}\n\n {SIDE_GENERIC_GUARD (Vampire Bat) 47 20}\n {SIDE_GENERIC_GUARD (Vampire Bat) 43 17}\n {SIDE_GENERIC_GUARD (Vampire Bat) 42 8}\n {SIDE_GENERIC_GUARD (Vampire Bat) 43 4}\n {SIDE_GENERIC_GUARD (Vampire Bat) 19 4}\n {SIDE_GENERIC_GUARD (Vampire Bat) 19 5}\n {SIDE_GENERIC_GUARD (Vampire Bat) 18 4}\n {SIDE_GENERIC_GUARD (Vampire Bat) 21 13}\n\n {SIDE_GENERIC_GUARD (Vampire Bat) 51 32}\n {SIDE_GENERIC_GUARD (Blood Bat) 40 34}\n {SIDE_GENERIC_GUARD (Vampire Bat) 41 31}\n\n {SIDE_GENERIC_GUARD (Vampire Bat) 51 42}\n {SIDE_GENERIC_GUARD (Vampire Bat) 20 54}\n {SIDE_GENERIC_GUARD (Vampire Bat) 20 44}\n {SIDE_GENERIC_GUARD (Blood Bat) 20 42}\n {SIDE_GENERIC_GUARD (Vampire Bat) 17 44}\n\n {SIDE_GENERIC_GUARD (Giant Scorpion) 17 17}\n {SIDE_GENERIC_GUARD (Giant Scorpion) 27 28}\n {SIDE_GENERIC_GUARD (Giant Scorpion) 12 37}\n {SIDE_GENERIC_GUARD (Giant Scorpion) 13 40}\n\n {SIDE_GENERIC_GUARD (Giant Scorpion) 23 53}\n {SIDE_GENERIC_GUARD (Giant Scorpion) 27 41}\n [/side]\n\n {STARTING_VILLAGES_ALL 3}\n {STARTING_VILLAGES 1 6}\n {STARTING_VILLAGES 2 12}\n {STARTING_VILLAGES 4 12}\n\n {ITEM_TOUCHPLATE 7 50}\n\n {PLACE_IMAGE items/parchment.png 13 58}\n {PLACE_IMAGE items/gold-coins-medium.png 48 34}\n {PLACE_IMAGE items/gold-coins-medium.png 43 4}\n {PLACE_IMAGE items/gold-coins-small.png 48 20}\n\n {PLACE_IMAGE items/burial.png 34 13}\n {PLACE_IMAGE items/burial.png 32 15}\n {PLACE_IMAGE items/burial.png 20 31}\n {PLACE_IMAGE items/burial.png 23 35}\n {PLACE_IMAGE items/burial.png 9 5}\n {PLACE_IMAGE items/burial.png 10 8}\n\n {PLACE_IMAGE items/bonestack.png 42 28}\n {PLACE_IMAGE items/bonestack.png 38 9}\n {PLACE_IMAGE items/bonestack.png 20 5}\n\n {PLACE_IMAGE scenery/rock-cairn.png 41 14}\n\n {PLACE_IMAGE items/altar-evil.png 35 8}\n\n {PLACE_IMAGE \"items/bones.png~FL()\" 25 40}\n {PLACE_IMAGE items/bones.png 9 28}\n {PLACE_IMAGE items/bones.png 18 16}\n\n {PLACE_IMAGE scenery/trash.png 20 10}\n {PLACE_IMAGE scenery/trash.png 6 26}\n\n # Magic circle WML by zookeeper\n [terrain_graphics]\n # Center coordinates relative to map grid\n x=6\n y=26\n [tile]\n x=0\n y=0\n set_flag=circle\n [/tile]\n [/terrain_graphics]\n [terrain_graphics]\n map=\"\n, *\n* , *\n, 1\n* , *\n, *\"\n [tile]\n pos=1\n has_flag=circle\n [/tile]\n [image]\n layer=0\n center=90,144\n # wmlscope: start ignoring\n name=\"../scenery/circle-magic.png\"\n # wmlscope: stop ignoring\n [/image]\n [/terrain_graphics]\n\n#define CUP_END_AREA_SLF\n x=1-13\n y=1-14\n#enddef\n\n [event]\n name=prestart\n\n {VARIABLE keys_acquired 0}\n {VARIABLE acquired_secret no}\n\n [time_area]\n {UNDERGROUND}\n # Not Q*^X*, those are surface cliffs\n terrain=Cu*,Ku*,W*,R*,R*^*,U*,U*^*,Y*,Y*^*,Q*,Q*^*,Xu*\n [not]\n terrain=Q*^X*,Rd,Rd^*\n [/not]\n [not]\n {CUP_END_AREA_SLF}\n terrain=R*,R*^*\n [/not]\n [not]\n # Starting keep for side 1\n x,y,radius=39,51,6\n [/not]\n [not]\n # Secret passage B\n x= 6, 5\n y=18,19-21\n [/not]\n [/time_area]\n\n #\n # Generate uniform time schedule for the current turn limit.\n #\n\n [set_variables]\n name=cup_schedule\n mode=replace\n [literal]\n # Skeleton for a [replace_schedule] command.\n current_time=0\n [template]\n {LONGDARK1}\n {LONGDARK2}\n {LONGDARK3}\n {LONGDARK4}\n [/template]\n [/literal]\n [/set_variables]\n\n [store_turns][/store_turns]\n\n {VARIABLE turns_are_even \"$($turns % 4)\"}\n\n {BUG_ON ({VARIABLE_NUMERICAL_NOT_EQUALS turns_are_even 0}) ()}\n {BUG_ON ({VARIABLE_NUMERICAL_LESS_THAN_OR_EQUAL turns $cup_schedule.template.time.length}) ()}\n\n {VARIABLE repeat_times \"$($turns / 4)\"}\n\n #{LOG_IFTU \"ToD length $repeat_times over $turns turns\"}\n\n [foreach]\n array=cup_schedule.template.time\n [do]\n [repeat]\n times=$repeat_times\n [do]\n [set_variables]\n name=cup_schedule.time\n mode=append\n to_variable=this_item\n [/set_variables]\n [/do]\n [/repeat]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE cup_schedule.template}\n\n [insert_tag]\n name=replace_schedule\n variable=cup_schedule\n [/insert_tag]\n\n {CLEAR_VARIABLE cup_schedule,repeat_times,turns_are_even,turns}\n\n # wmllint: recognize Anlind\u00eb\n {RECALL_ANLINDE_AT 39 50}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR_AT 38 51}\n\n {ELVISH_SUPPORTER (supporter)}\n\n {FACE_DIRECTION side=1 nw}\n\n {PLAYER_RECRUITMENT_SETUP_FOR_SCENARIO 5}\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Galas, Anlind\u00eb, or Mal Keshar must reach the northwest corner of the map\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anlind\u00eb\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER_NO_BONUS}\n )}\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=Galas\n message= _ \"(shivering slightly) I\u2019m beginning to regret my choice. It gets colder and darker the further we proceed, and our people are nearly starving.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"It is far too late to turn back, young leader! Besides, we are mere hours away from the edge of the plateau, if I\u2019m not mistaken. \"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Hard to tell with this fog. Incidentally, are you absolutely certain there is nothing we can do about that, Anlind\u00eb?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"I would greatly prefer if our spell casters saved their energies for fending off any hostile creatures we may come across\u2014\"\n [/message]\n\n [sound]\n name={SOUND_LIST:BIOMECHANICAL_ROAM}\n [/sound]\n\n [message]\n speaker=Galas\n message= _ \"Well, I don\u2019t recognize that creature, but it sure sounded hostile to me! Shall we keep moving?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"I support the motion...\"\n [/message]\n\n {ALLOW_RECRUIT 1 (Dark Adept)}\n\n {RECRUITMENT_HINT units/undead-necromancers/adept-magic-3.png\n ( _ \"Humans of the sands, impressed with the power and might of the undead, have joined Mal Keshar and have become his apprentices. From now on you may recruit Dark Adepts!\")}\n [/event]\n\n [event]\n name=side 2 turn 1 end\n\n [message]\n role=supporter\n message= _ \"Sir, our scouts report human settlements ahead. Judging by their banners and equipment, they must be forces loyal to that so-called Chaos Empire.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Mal Keshar, you did not say at any point that we were walking straight into enemy territory!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Huh? Indeed, I did not. This region was completely uninhabited last time my minions surveyed it.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"And when... exactly... was that?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"... A hundred years ago, perhaps? It\u2019s hard to tell when you have dwelt underground for thousands of years in solitude\u2014 Why are you looking at me like that?\"\n [/message]\n\n [message]\n role=supporter\n message= _ \"Thus far our evidence suggests it\u2019s but a border outpost manned by a skeleton crew. Personally, I doubt they will prove to be little more than a minor nuisance.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"If you say so. Backtracking at this point might not be the wisest choice, after all.\"\n [/message]\n\n [modify_side]\n side=2,4\n hidden=no\n [/modify_side]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x=1-100\n y=1-38\n [/filter]\n\n [event]\n name=side 1 turn end\n\n [message]\n speaker=Isselial\n message= _ \"The elves from the desert sanctuary are intruding in our domain? Then what are you waiting for, fools? Get them!\"\n [/message]\n\n [unit]\n side=4\n placement=leader\n type=Chaos Heavy Longbowman\n id=Skaellar\n name= _ \"Skaellar\"\n upkeep=free\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_QUICK}\n#ifdef EASY\n {BOSS_BOOST 20% 0 0 1 0}\n#else\n {BOSS_BOOST 40% 1 0 1 1}\n#endif\n [/modifications]\n [/unit]\n\n [message]\n speaker=Skaellar\n message= _ \"As you command, sir.\"\n [/message]\n\n {NAMED_GENERIC_UNIT 4 (Demon Grunt) () () Erighael ( _ \"Erighael\")} {PLACEMENT leader} {NO_UPKEEP_NO_OVERLAY} {GENDER male}\n {NAMED_GENERIC_UNIT 4 (Demon Warrior) () () Zillias ( _ \"Zillias\")} {PLACEMENT leader} {NO_UPKEEP_NO_OVERLAY} {GENDER male}\n {NAMED_GENERIC_UNIT 4 (Demon Zephyr) () () Avalis ( _ \"Avalis\")} {PLACEMENT leader} {NO_UPKEEP_NO_OVERLAY} {GENDER male}\n#ifndef EASY\n {NAMED_GENERIC_UNIT 4 (Hellhound) () () Ker ( _ \"Ker\")} {PLACEMENT leader} {NO_UPKEEP_NO_OVERLAY}\n#endif\n\n {ADD_GOLD 4 175 200 225}\n {ADD_GOLD 2 100 120 140}\n\n [disallow_recruit]\n side=2\n type=Chaos Invoker\n [/disallow_recruit]\n\n [allow_recruit]\n side=2\n type=Psy Crawler\n [/allow_recruit]\n\n [modify_side]\n side=4\n {INCOME 3 4 5}\n [/modify_side]\n [/event]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n type=Vampire Bat,Blood Bat,Dread Bat,Ghost,Wraith,Spectre,Shadow,Nightgaunt\n [filter_location]\n time_of_day_id=long_dark1,long_dark2,long_dark3,long_dark4\n [filter_adjacent_location]\n terrain=Q*^X*\n [/filter_adjacent_location]\n [/filter_location]\n [/filter]\n\n [message]\n speaker=Galas\n message= _ \"Mal Keshar, why are your bats and spirits being completely useless around these cliffs? We need to cover as much ground as possible and you aren\u2019t precisely helping.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Have you ever tried flying during a storm? Perhaps you should give that a try one day so you learn to leave these things to me instead of spouting orders like a spoiled brat.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"... Fair enough.\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n type=Psy Crawler\n [/filter]\n\n [message]\n speaker=second_unit\n {UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}\n message= _ \"What was that thing?\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Igrim-Gaher\n [/filter]\n\n [message]\n speaker=Igrim-Gaher\n message= _ \"Why... Yechnagoth will avenge me! Just you wait\u2014 Ack\u2014\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n [filter_location]\n x,y,radius=31,8,5\n [/filter_location]\n [/filter]\n\n [message]\n speaker=Isselial\n message= _ \"Y\u2014 you dare step on s\u2014 sacred soil! You sh\u2014 shall pay dearly for this t\u2014 transgression, unworthy heathens!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Not if we take you out first!\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Isselial\n [/filter]\n\n [message]\n speaker=Isselial\n message= _ \"N\u2014 no... M\u2014 my project... incomplete... F\u2014 forgive me, Uria...\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=43,4\n [/filter]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n {RETRIEVE_GOLD {DIFF 90 80 70}}\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=48,20\n [/filter]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n {RETRIEVE_GOLD {DIFF 50 40 25}}\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=48,34\n [/filter]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n {RETRIEVE_GOLD {DIFF 84 72 65}}\n [/event]\n\n ############################################################################\n # #\n # SECRET GATE KEY CONTROL EVENTS #\n # #\n ############################################################################\n\n [event]\n name=die\n first_time_only=no\n [filter]\n canrecruit=yes\n [not]\n side=1\n [/not]\n [/filter]\n\n {VARIABLE x $x1}\n {VARIABLE y $y1}\n\n [kill]\n x,y=$x,$y\n [/kill]\n\n {PLACE_IMAGE items/key.png $x $y}\n\n [switch]\n variable=keys_acquired\n [case]\n value=0\n [message]\n speaker=second_unit\n {UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}\n message= _ \"What is this? It looks like he was carrying a key.\"\n [/message]\n [/case]\n [case]\n value=1\n [message]\n speaker=second_unit\n {UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}\n message= _ \"I found another key!\"\n [/message]\n [/case]\n [else]\n [transient_message]\n message=\"Winners don\u2019t use cheats.\" # wmllint: ignore\n [/transient_message]\n [/else]\n [/switch]\n\n [remove_item]\n x,y=$x,$y\n [/remove_item]\n\n [transient_message]\n caption= _ \"Rusted Key\"\n image=icons/key_silver.png\n message= _ \"A key, presumably for a gate somewhere around.\"\n [/transient_message]\n\n {VARIABLE_INC keys_acquired}\n\n {CLEAR_VARIABLE x,y}\n [/event]\n\n #\n # Secret passage A\n #\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=7,50\n [/filter]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [terrain]\n x,y=6,50\n terrain=Re\n [/terrain]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Touchplate triggered. A wall moves.\"\n [/message]\n\n [redraw]\n side=1\n [/redraw]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=13,58\n [/filter]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [remove_terrain_overlays]\n x,y=8,17\n [/remove_terrain_overlays]\n\n [message]\n speaker=unit\n {UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}\n message= _ \"It\u2019s an old parchment, with a crudely-drawn map on it. It appears to point to a location north from here.\"\n [/message]\n\n [remove_shroud]\n side=1\n x,y,radius=8,17,2\n [/remove_shroud]\n\n {CLEAR_FOG 1 8 17 2}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=8,17\n [/scroll_to]\n\n {HIGHLIGHT_GOAL x,y=8,17}\n\n [message]\n scroll=no\n speaker=unit\n {UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}\n message= _ \"Interesting.\"\n [/message]\n\n {UNCLEAR_FOG}\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n #\n # Secret passage B\n #\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=5,21\n [/filter]\n\n [switch]\n variable=keys_acquired\n [case]\n value=0\n [message]\n speaker=unit\n {UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}\n message= _ \"This metal gate glimmers with a magical force that will not let me force it open. There are two keyholes on it. Should we search for the keys? On the other hand, I can hear strange sounds coming from below... Perhaps we should just leave it be.\"\n [/message]\n [/case]\n [case]\n value=1\n [message]\n speaker=unit\n {UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}\n message= _ \"This metal gate glimmers with a magical force that will not let me force it open. There are two keyholes on it. The one key we have in our possession seems to fit in neatly, but it doesn\u2019t seem enough to unlock the gate. Should we search for the other key? On the other hand, I can hear strange sounds coming from below... Perhaps we should just leave it be.\"\n [/message]\n [/case]\n [else]\n [message]\n speaker=unit\n {UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}\n message= _ \"This metal gate glimmers with a magical force that will not let me force it open. There are two keyholes on it. Both of the keys in our possession fit right in, so I should be able to unlock the gate. On the other hand, I can hear strange sounds coming from below... Perhaps we should just leave it be.\"\n [/message]\n [/else]\n [/switch]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"I wonder what manner of hideous creature those miscreants might be keeping inside. Perhaps it\u2019s worth investigating.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=5,21\n [/filter]\n [filter_condition]\n {VARIABLE_NUMERICAL_GREATER_THAN_OR_EQUAL keys_acquired 2}\n [/filter_condition]\n\n [message]\n speaker=unit\n {UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}\n message= _ \"All right, let us see what it is they are hiding in here.\"\n [/message]\n\n [message]\n speaker=narrator\n sound=gate.ogg\n image=wesnoth-icon.png\n message= _ \"The gate is unlocked.\"\n [/message]\n\n [remove_terrain_overlays]\n x,y=5,22\n [/remove_terrain_overlays]\n\n [redraw]\n side=1\n [/redraw]\n [/event]\n\n # Ambience.\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x= 1-11\n y=22-33\n [/filter]\n\n [lua]\n code=<<\n local rumble_seed = unsynced_random(1, 100)\n\n if rumble_seed % 23 == 0 then -- 4.34% chance\n wesnoth.wml_actions.sound { name = (...).sound }\n end\n >>\n [args]\n sound={SOUND_LIST:BIOMECHANICAL_ROAM}\n [/args]\n [/lua]\n\n [allow_undo][/allow_undo]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n [filter_location]\n x,y,radius=6,26,1\n [/filter_location]\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=unit\n {UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}\n message= _ \"A magic circle, apparently used not very long ago. There are ashes and charred bones from a creature I can\u2019t identify, at the center. We probably should leave that alone.\"\n [/message]\n [/event]\n\n #\n # The secret item.\n #\n\n # wmlindent: start ignoring\n\n {PICK_UP (items/chest-plain-closed.png) 8 32\n (type=Elvish Hunter,Elvish Trapper,Elvish Prowler,Elvish Fighter,Elvish Hero,Elvish Champion,Elvish Captain,Elvish Marshal)\n ( _ \"There is a chest with a note in it, as well as a chain weapon with two weighty ends\u2014 Woah! They are surprisingly hot to the touch! According to the note, this artifact used to belong to a powerful priest who imbued it with fire magic and wielded it against the Chaos Empire\u2019s forces before his defeat. By the looks of it, no-one else ever tried wielding it in combat again. Perhaps we should hand it to one of our finest hunters or fighters and see if they can figure out how to use it effectively.\")\n ( _ \"I am not suited to use this weapon! Let someone else pick it up.\")\n (\n {VARIABLE acquired_secret yes}\n\n [object]\n image=attacks/meteor-hammer.png\n duration=forever\n name= _ \"Shardia\u2019s Meteor\"\n description= _ \"This legendary chain-and-ball weapon was imbued with a powerful ever-burning flame which strikes fear into the hearts of lesser creatures, reducing their effectiveness in combat. Additionally, it increases the wielder\u2019s resistance to fire damage by 20%.\"\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_INTIMIDATES}\n [/abilities]\n [/effect]\n [effect]\n apply_to=resistance\n replace=false\n [resistance]\n fire=-20\n [/resistance]\n [/effect]\n [effect]\n apply_to=new_attack\n name=meteor hammer\n description= _ \"shardia\u2019s meteor\"\n icon=attacks/meteor-hammer.png\n type=fire\n range=ranged\n damage=15\n number=2\n [specials]\n {WEAPON_SPECIAL_FIRSTSTRIKE}\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n [/effect]\n [effect]\n apply_to=new_animation\n [attack_anim]\n [filter_attack]\n name=meteor hammer\n [/filter_attack]\n\n {MISSILE_FRAME_BOLAS}\n\n start_time=-300\n [if]\n hits=yes\n [frame]\n duration=100\n sound=hatchet.wav\n [/frame]\n [frame]\n duration=100\n [/frame]\n [frame]\n duration=50\n sound=mace.wav\n [/frame]\n [frame]\n duration=100\n sound=torch.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=275\n sound=hatchet-miss.wav\n [/frame]\n [frame]\n duration=100\n sound=torch-miss.ogg\n [/frame]\n [/else]\n [/attack_anim]\n [/effect]\n [then]\n # wmllint: local spelling E\u00e4roldil\n [message]\n speaker=unit\n message= _ \"It\u2019s somewhat heavier than the weapons we used to train with before E\u00e4roldil\u2019s accident, but I think I will manage somehow. Now, could we please leave this cavern before whatever is making those unnerving noises decides it\u2019s time for dinner?\"\n [/message]\n [/then]\n [/object]\n )}\n\n # wmlindent: stop ignoring\n\n ############################################################################\n # #\n # VICTORY #\n # #\n ############################################################################\n\n [event]\n name=moveto\n [filter]\n id=Galas,Anlind\u00eb #,Mal Keshar <-- nope, doesn't suit his character\n {CUP_END_AREA_SLF}\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Whoah. The view here is amazing. You all have to see this!\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Galas,Anlind\u00eb,Mal Keshar\n x=1\n y=1-11\n [/filter]\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS acquired_secret no}\n [then]\n [message]\n speaker=unit\n message= _ \"Are we done exploring this region?\"\n\n [option]\n label= _ \"Yes.\"\n [command]\n {ENDLEVEL_VICTORY no}\n [/command]\n [/option]\n\n [option]\n label= _ \"No.\"\n [command]\n [allow_undo][/allow_undo]\n [/command]\n [/option]\n [/message]\n [/then]\n [else]\n {ENDLEVEL_VICTORY no}\n [/else]\n [/if]\n [/event]\n\n [event]\n name=victory\n\n [store_unit]\n [filter]\n id=Galas,Mal Keshar,Anlind\u00eb\n [not]\n {CUP_END_AREA_SLF}\n [/not]\n [/filter]\n kill=no\n variable=teleport_heroes\n [/store_unit]\n\n [foreach]\n array=teleport_heroes\n [do]\n [teleport]\n [filter]\n id=$this_item.id\n [/filter]\n x,y=4,4\n clear_shroud=yes\n [/teleport]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE teleport_heroes}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to_unit]\n id=Galas\n [/scroll_to_unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"Everything in the distance seems so lush and alive!\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"It\u2019s beautiful.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"Do we really need to find those two heroes to forge a new future for our race? Perhaps there is another option. We could find the ocean and sail towards the horizon and then...\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"... No matter how far away we get from this continent, it will only be a matter of time before the Chaos Empire extends its reaches and wages genocide on us again. Our descendants would not be particularly accepting of our decision knowing that we had the choice to prevent their downfall.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"I know... It was just wishful thinking. Let us continue and find that valley.\"\n [/message]\n\n {CLEAR_VARIABLE acquired_secret,keys_acquired}\n [/event]\n[/scenario]\n\n#undef CUP_END_AREA_SLF\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=06_The_Moon_Valley\n name= _ \"The Moon Valley\"\n {MAP 06_The_Moon_Valley.map}\n {TURNS 40 37 34}\n next_scenario=07_Goliath\n\n {DEATHS_ACT_1}\n\n {SCENARIO_MUSIC \"revelation.ogg\"}\n\n {STORYTXT_THE_MOON_VALLEY}\n\n {TWO_SUNS_DEFAULT_SCHEDULE}\n\n [time_area]\n {UNDERGROUND}\n x=1-16,1-15,1-13 ,1-12,1-11\n y=1-8 ,9 ,10-11,12 ,13-14\n [/time_area]\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=elves\n user_team_name= _ \"team_name^Elves\"\n\n {GOLD 275 250 240}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n team_name=orcs\n user_team_name= _ \"team_name^Orcs\"\n\n {GOLD 200 230 260}\n recruit=Orcish Grunt,Wolf Rider,Orcish Archer,Orcish Assassin,Orcish Warrior\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.50}\n [/ai]\n\n canrecruit=yes\n type=Orcish Warrior\n id=Durbaghar\n name= _ \"Durbaghar\"\n profile=portraits/orcs/grunt-2.png\n [/side]\n\n [side]\n side=3\n team_name=orcs\n user_team_name= _ \"team_name^Orcs\"\n\n {GOLD 250 275 300}\n {QUANTITY recruit\n (Orcish Grunt,Wolf Rider,Orcish Archer,Orcish Assassin,Orcish Warrior)\n (Orcish Grunt,Orcish Warrior,Wolf Rider,Orcish Archer,Orcish Slayer,Orcish Crossbowman)\n (Orcish Warrior,Wolf Rider,Orcish Slayer,Orcish Crossbowman)\n }\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.10}\n [/ai]\n\n canrecruit=yes\n type=Orcish Sovereign\n id=Kal Magar\n name= _ \"Kal Magar\"\n [/side]\n\n [side]\n side=4\n team_name=orcs\n user_team_name= _ \"team_name^Orcs\"\n\n {GOLD 150 175 200}\n recruit=Goblin Spearman,Wolf Rider,Orcish Archer,Orcish Grunt\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT grouping defensive}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.90}\n [/ai]\n\n canrecruit=yes\n type=Orcish Slurbow\n id=Barglor\n name= _ \"Barglor\"\n profile=portraits/orcs/grunt-2.png\n [/side]\n\n [side]\n side=5\n team_name=orcs\n user_team_name= _ \"team_name^Orcs\"\n\n {GOLD 175 200 225}\n recruit=Goblin Spearman,Wolf Rider,Orcish Archer,Orcish Grunt,Goblin Rouser,Orcish Assassin\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT grouping defensive}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.50}\n [/ai]\n\n canrecruit=yes\n type=Orcish Crossbowman\n id=Diglet\n name= _ \"Diglet\"\n profile=portraits/orcs/grunt-3.png\n [/side]\n\n {STARTING_VILLAGES_ALL 3}\n {STARTING_VILLAGES 1 5}\n {STARTING_VILLAGES 2 10}\n {STARTING_VILLAGES 4 10}\n {STARTING_VILLAGES 5 10}\n\n [event]\n name=prestart\n\n {PLAYER_RECRUITMENT_SETUP_FOR_SCENARIO 6}\n\n #\n # Recall heroes\n #\n\n # wmllint: recognize Anlind\u00eb\n {RECALL_ANLINDE}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR}\n\n {ELVISH_SUPPORTER (supporter)}\n\n {FACE_DIRECTION side=1 nw}\n\n {PLACE_IMAGE scenery/mine-abandoned.png 2 34}\n {PLACE_IMAGE items/orcish-flag.png 42 12}\n {PLACE_IMAGE \"items/orcish-flag.png~FL(horiz)\" 20 20}\n {PLACE_IMAGE items/orcish-flag.png 14 13}\n {PLACE_IMAGE items/orcish-flag.png 17 10}\n {PLACE_IMAGE \"items/orcish-banner.png~RC(magenta>green)\" 12 7}\n {PLACE_IMAGE \"items/orcish-banner.png~RC(magenta>green)~FL(horiz)\" 10 10}\n {PLACE_IMAGE \"items/orcish-banner.png~RC(magenta>purple)\" 18 15}\n {PLACE_IMAGE \"items/orcish-banner.png~RC(magenta>purple)\" 23 11}\n {PLACE_IMAGE \"items/orcish-banner.png~RC(magenta>blue)\" 39 9}\n {PLACE_IMAGE \"items/orcish-banner.png~FL(horiz)~RC(magenta>blue)\" 45 9}\n {PLACE_IMAGE \"items/orcish-banner.png~FL(horiz)~RC(magenta>brown)\" 37 21}\n {PLACE_IMAGE \"items/orcish-banner.png~RC(magenta>brown)\" 34 23}\n {PLACE_IMAGE \"items/orcish-banner.png~RC(magenta>brown)\" 39 32}\n {PLACE_IMAGE \"items/orcish-banner.png~RC(magenta>black)\" 28 29}\n {PLACE_IMAGE \"items/orcish-banner.png~RC(magenta>black)\" 19 30}\n {PLACE_IMAGE \"items/orcish-banner.png~RC(magenta>brown)\" 36 34}\n {PLACE_IMAGE \"items/orcish-banner.png~RC(magenta>purple)\" 14 23}\n {PLACE_IMAGE \"items/orcish-banner.png~RC(magenta>green)\" 22 5}\n {PLACE_IMAGE items/scarecrow.png 28 9}\n {PLACE_IMAGE \"items/scarecrow.png~FL(horiz)\" 15 16}\n {PLACE_IMAGE \"items/scarecrow.png~FL(horiz)\" 19 17}\n {PLACE_IMAGE items/scarecrow.png 31 25}\n {PLACE_IMAGE items/scarecrow.png 40 28}\n {PLACE_IMAGE items/straw-bale1.png 41 30}\n {PLACE_IMAGE items/straw-bale2.png 44 27}\n {PLACE_IMAGE \"items/grain-sheaf.png~FL(horiz)\" 31 24}\n {PLACE_IMAGE items/grain-sheaf.png 22 17}\n {PLACE_IMAGE \"items/straw-bale2.png~FL(horiz)\" 16 14}\n {PLACE_IMAGE \"items/straw-bale1.png~FL(horiz)\" 27 9}\n {PLACE_IMAGE scenery/berry.png 26 8}\n {PLACE_IMAGE scenery/berry.png 28 12}\n {PLACE_IMAGE scenery/berry.png 29 24}\n {PLACE_IMAGE scenery/berry.png 17 17}\n {PLACE_IMAGE scenery/berry.png 16 20}\n {PLACE_IMAGE scenery/berry.png 44 29}\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Defeat all enemy leaders to secure the valley\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anlind\u00eb\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=Mal Keshar\n message= _ \"The valley of the Moon. Thousands of years ago, the people then living near here believed the end of the world had come. Rocks fell from the sky, which was dark for many days thereafter. There were earthquakes and other signs. When the sun returned, there being at that time only one, they found a vast smoking crater here; and that night there was blood on the face of the Greater Moon\u2014\"\n [/message]\n\n {REPLACE_SCENARIO_MUSIC \"northerners.ogg\"}\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Orcs! This valley is infested with orcs!\"\n [/message]\n\n [message]\n speaker=Diglet\n message= _ \"Intruders! Alert the chieftain!\"\n [/message]\n\n [message]\n role=supporter\n message= _ \"Did you hear that?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"So, this was your cunning plan all along, Mal Keshar? To lead us to orcish territory and use us as fodder for their grunts? To expand your undead army?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Ha, ha, ha! I could have killed you all in your sleep had that been my intention! What would be the point of bringing you to this place when ancient dead warriors abound nowadays? Speak, elf!\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Control your temper, you two! Those orcs should be our only concern right now. We have come this far and the sands we left behind hold no promise. If we want to lead our people to a new and hopeful future, we must fight. Unless Mal Keshar knows an alternate route?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"There certainly are other ways to reach the depths if you search for them amidst the tall cliffs of this region, but we will invariably come across unwelcoming natives who will not think twice before killing you and your subjects. Your people are not accustomed to the cold and steep heights of Irdya. If you were to ask me, I\u2019d say you could use this valley to your advantage. Let the orcs fall and perish under the might of the last forest elves of the Great Continent!\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"I do understand that this is our best option for now \u2014 it is to be expected from such a desperate and foolish quest. Let us prepare for battle, then. To arms!\"\n [/message]\n\n [message]\n role=supporter\n message= _ \"To arms!\"\n [/message]\n\n {APPEND_MUSIC \"battle.ogg\"}\n {APPEND_MUSIC \"loyalists.ogg\"}\n {APPEND_MUSIC \"legends_of_the_north.ogg\"}\n {APPEND_MUSIC \"casualties_of_war.ogg\"}\n {APPEND_MUSIC \"western_theme2.ogg\"}\n\n [message]\n speaker=Kal Magar\n message= _ \"Intruders, you say? What have the scouts been up to all this time, that this was allowed to happen? Get rid of them now!\"\n [/message]\n [/event]\n\n [event]\n name=side 1 turn 1 end\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"That did sound very convincing and leader-like, Mal Keshar. I am impressed.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message={ASIDE ( _ \"But trust me, nothing of this would work if it weren\u2019t my goal to find them as well.\")}\n [/message]\n\n [message]\n speaker=Mal Keshar\n message={ASIDE ( _ \"Of course it wouldn\u2019t. He, he.\")}\n [/message]\n [/event]\n\n#ifdef 0\n [event]\n name=turn 6\n\n [message]\n speaker=Galas\n message= _ \"The Short Darkness begins to shroud the land, giving the orcs a new advantage.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"The combination of the might of the undead and the effectiveness of our hunters will be a great help in surviving the darkness.\"\n [/message]\n [/event]\n\n [event]\n name=turn 11\n\n [message]\n speaker=Mal Keshar\n message= _ \"Ahh, the Long Darkness approaches, at last! The undead hordes shall rise and crush these repulsive orcs!\"\n [/message]\n [/event]\n#endif\n\n [event]\n name=moveto\n [filter]\n x=1-30\n y=1-17\n side=1\n [/filter]\n\n [redraw][/redraw]\n\n [scroll_to]\n x,y=18,8\n [/scroll_to]\n\n [delay]\n time=300\n [/delay]\n\n [scroll_to]\n x,y=13,15\n [/scroll_to]\n\n [delay]\n time=300\n [/delay]\n\n [scroll_to]\n x,y=17,13\n [/scroll_to]\n\n [delay]\n time=300\n [/delay]\n\n [message]\n speaker=Galas\n scroll=no\n message= _ \"Those towers seem vacant, but there is something about them I mistrust. Be careful; it may be a trap of the orcs.\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x=1-21\n y=1-15\n side=1\n [/filter]\n\n [message]\n speaker=Kal Magar\n message= _ \"So, our best warriors were unable to repel you, little elves? No matter \u2014 my bodyguards will send you to hell! Haw, haw, haw!\"\n [/message]\n\n {ADD_GOLD 2 50 75 100}\n\n {ADD_GOLD 3 90 130 170}\n\n {ADD_GOLD 4 50 75 100}\n\n {ADD_GOLD 5 50 75 100}\n\n {NAMED_LOYAL_UNIT 3 (Orcish Crossbowman) 13 11 Vagkar ( _ \"Vagkar\")}\n\n {NAMED_LOYAL_UNIT 3 (Orcish Warrior) 14 9 Krislo ( _ \"Krislo\")}\n {NAMED_LOYAL_UNIT 3 (Orcish Warrior) 13 7 Urdo ( _ \"Urdo\")}\n\n {NAMED_LOYAL_UNIT 3 (Orcish Slayer) 9 12 Gremle ( _ \"Gremle\")}\n\n {NAMED_LOYAL_UNIT 3 (Orcish Warrior) 18 8 Fir ( _ \"Fir\")}\n {NAMED_LOYAL_UNIT 3 (Orcish Warrior) 13 15 Ewurk ( _ \"Ewurk\")}\n\n {NAMED_LOYAL_UNIT 3 ({DIFF (Orcish Crossbowman) (Orcish Crossbowman) (Orcish Slurbow)}) 17 13 Ceel ( _ \"Ceel\")}\n\n {SCROLL_TO 18 8}\n\n [redraw][/redraw]\n\n [delay]\n time=300\n [/delay]\n\n {SCROLL_TO 13 15}\n\n [redraw][/redraw]\n\n [delay]\n time=300\n [/delay]\n\n {SCROLL_TO 17 13}\n\n [redraw][/redraw]\n\n [delay]\n time=300\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"Uh-oh.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Ah, the boy was right. It was a trap, and look \u2014 the orcs are calling upon reinforcements!\"\n [/message]\n\n#ifndef EASY\n {NAMED_UNIT 3 (Orcish Assassin) 14 12 Turgan ( _ \"Turgan\") (upkeep=free)} # {NO_UPKEEP_NO_OVERLAY}\n {NAMED_UNIT 3 (Orcish Assassin) 21 9 Akir ( _ \"Akir\") (upkeep,facing=free,sw)} # {NO_UPKEEP_NO_OVERLAY}\n#endif\n#ifdef HARD\n {NAMED_UNIT 3 (Orcish Assassin) 19 13 Khur ( _ \"Khur\") (upkeep,facing=free,sw)} # {NO_UPKEEP_NO_OVERLAY}\n#endif\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Barglor\n [/filter]\n\n [message]\n speaker=Barglor\n message= _ \"Ouch! I\u2019m vanquished...\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Durbaghar\n [/filter]\n\n [message]\n speaker=Durbaghar\n message= _ \"Help!! Ack\u2014\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Diglet\n [/filter]\n\n [message]\n speaker=Diglet\n message= _ \"Nooo!! Why nobody protects mee...\" # wmllint: no spellcheck\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Kal Magar\n [/filter]\n\n [message]\n speaker=Kal Magar\n message= _ \"... My guards... are a bunch of incompetent... idiotic... fools... Argghhh\u2014\"\n [/message]\n [/event]\n\n [event]\n name=die\n first_time_only=no\n [filter]\n [not]\n side=1\n [/not]\n canrecruit=yes\n [/filter]\n\n {RANDOM \"25,30,35,40,45,50,55\"}\n\n {RETRIEVE_GOLD $random}\n\n {CLEAR_VARIABLE random}\n [/event]\n\n [event]\n name=enemies defeated\n\n {ENDLEVEL_VICTORY yes}\n [/event]\n\n [event]\n name=victory\n\n [message]\n speaker=Galas\n message= _ \"Our job here is finished. To the caves!\"\n [/message]\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=07_Goliath\n name= _ \"scenario_name^Goliath\"\n {MAP 07_Goliath.map}\n {TURNS 48 45 42}\n next_scenario=08_Errand_of_Hope\n victory_when_enemies_defeated=no\n\n {DEATHS_ACT_1}\n\n {SCENARIO_MUSIC \"climactic_contemplation.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"heroes_rite.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"the_deep_path.ogg\"}\n\n {STORYTXT_THE_GOLIATH}\n\n {UNDERGROUND}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=heroes\n user_team_name= _ \"team_name^Elves\"\n\n shroud=yes\n fog=yes\n\n {NO_ECONOMY}\n gold=100 # For initial recruitment\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n # Boss\n [side]\n side=2\n team_name=foes\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n color=gold\n\n hidden=yes\n no_leader=yes\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT leader_aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n\n # Needed for the boss to actually try attacking the player.\n {AI_SIMPLE_ALWAYS_ASPECT leader_ignores_keep yes}\n\n # Can't use this here; see IftU issue #5.\n #{AI_BOSS_TARGETING_ENGINE <<{\"Galas\",\"Anlind\u00eb\",\"Mal Keshar\"}>>}\n [/ai]\n [/side]\n\n # Boss supporters\n [side]\n side=3\n team_name=foes\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n color=orange\n\n hidden=yes\n no_leader=yes\n {NO_ECONOMY}\n\n {TEAM_AI_KAMIKAZE}\n [/side]\n\n [side]\n side=4\n team_name=foes\n user_team_name= _ \"team_name^Cave Creatures\"\n color=teal\n\n hidden=yes\n no_leader=yes\n {NO_ECONOMY}\n\n {SIDE_GENERIC_GUARD (Vampire Bat) 34 21} {FACING sw}\n {SIDE_GENERIC_GUARD (Vampire Bat) 29 25}\n {SIDE_GENERIC_GUARD (Vampire Bat) 31 21}\n {SIDE_GENERIC_GUARD (Vampire Bat) 10 8}\n {SIDE_GENERIC_GUARD (Vampire Bat) 11 33}\n {SIDE_GENERIC_GUARD (Blood Bat) 2 10}\n#ifndef EASY\n {SIDE_GENERIC_GUARD (Blood Bat) 22 1}\n {SIDE_GENERIC_GUARD (Vampire Bat) 22 9}\n {SIDE_GENERIC_GUARD (Blood Bat) 32 33}\n {SIDE_GENERIC_GUARD (Blood Bat) 10 40}\n#else\n {SIDE_GENERIC_GUARD (Vampire Bat) 22 1}\n#endif\n [/side]\n\n [side]\n side=5\n team_name=foes\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n color=green\n\n hidden=yes\n {NO_ECONOMY}\n recruit=Chaos Invoker,Chaos Invader,Chaos Headhunter\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 0.99}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.01}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern scout,fighter,scout,archer}\n [/ai]\n\n canrecruit=yes\n type=Chaos Lorekeeper\n id=Verne\n name= _ \"Verne\"\n facing=sw\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_STRONG}\n [/modifications]\n [/side]\n\n#define G_SUPPORT_AUTOMATON X Y\n {RANDOM n,ne,nw,s,se,sw}\n [unit]\n facing=$random\n side=3\n x={X}\n y={Y}\n ai_special=guardian\n type=Automaton\n upkeep=loyal\n random_traits=yes\n generate_name=yes\n [/unit]\n#enddef\n\n#define G_SUPPORT_DEMON X Y\n {VARIABLE_RANDOM random_facing \"n,ne,nw,s,se,sw\"}\n {VARIABLE_RANDOM random_type \"Demon,Demon Grunt,Demon Zephyr\"}\n [unit]\n facing=$random_facing\n side=3\n x={X}\n y={Y}\n ai_special=guardian\n type=$random_type\n upkeep=loyal\n random_gender=yes\n random_traits=yes\n generate_name=yes\n [/unit]\n {CLEAR_VARIABLE random_facing,random_type}\n#enddef\n\n#define G_SUPPORT_GOLEM X Y\n {RANDOM n,ne,nw,s,se,sw}\n [unit]\n facing=$random\n side=3\n x={X}\n y={Y}\n ai_special=guardian\n type=Iron Golem\n upkeep=loyal\n random_traits=yes\n generate_name=yes\n [/unit]\n#enddef\n\n#define G_BOSS_AUTOMATON X Y\n {RANDOM n,ne,nw,s,se,sw}\n [unit]\n facing=$random\n side=2\n x={X}\n y={Y}\n ai_special=guardian\n type=Automaton\n upkeep=loyal\n random_traits=yes\n generate_name=yes\n [/unit]\n#enddef\n\n {BOSS_SCENARIO_PLAYER_RECRUITMENT}\n\n {CAVE_NOISE_SOUND_SOURCE}\n\n {CAVE_WATER_SOUND_SOURCE 7 7}\n\n {CAVE_WATER_SOUND_SOURCE 23 32}\n\n [event]\n name=prestart\n\n {PLAYER_RECRUITMENT_SETUP_FOR_SCENARIO 7}\n\n #\n # Recall heroes\n #\n\n # wmllint: recognize Anlind\u00eb\n {RECALL_ANLINDE_AT 35 2}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR_AT 34 2}\n\n #\n # Guards in the hallway\n #\n {G_SUPPORT_AUTOMATON 2 15}\n {G_SUPPORT_AUTOMATON 7 16}\n {G_SUPPORT_AUTOMATON 3 19}\n {G_SUPPORT_AUTOMATON 25 3}\n {G_SUPPORT_AUTOMATON 23 5}\n#ifndef EASY\n {G_SUPPORT_AUTOMATON 22 12}\n#endif\n {G_SUPPORT_DEMON 12 5}\n {G_SUPPORT_DEMON 5 5}\n {G_SUPPORT_AUTOMATON 13 2}\n {G_SUPPORT_AUTOMATON 13 4}\n {G_SUPPORT_AUTOMATON 10 6}\n {G_SUPPORT_DEMON 4 8}\n {G_SUPPORT_AUTOMATON 6 13}\n {G_SUPPORT_AUTOMATON 7 22}\n {G_SUPPORT_DEMON 13 17}\n\n #\n # Boss antechamber guards\n #\n {G_SUPPORT_AUTOMATON 14 10}\n {G_SUPPORT_AUTOMATON 24 17}\n {G_SUPPORT_AUTOMATON 10 19}\n {G_SUPPORT_AUTOMATON 12 5}\n\n #\n # Boss Chamber entrance guards\n #\n#ifndef EASY\n {G_SUPPORT_AUTOMATON 19 20}\n {G_SUPPORT_AUTOMATON 23 20}\n#endif\n [unit]\n side=3\n#ifndef HARD\n type=Doom Guard\n#else\n type=Hell Guardian\n#endif\n x,y=21,20\n generate_name=yes\n ai_special=guardian\n upkeep=free\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n\n {G_SUPPORT_AUTOMATON 21 26}\n {G_SUPPORT_AUTOMATON 24 24}\n {G_SUPPORT_DEMON 22 25}\n {G_SUPPORT_DEMON 23 25}\n\n #\n # Boss Chamber guards\n #\n {G_BOSS_AUTOMATON 20 31}\n {G_BOSS_AUTOMATON 28 31}\n {G_BOSS_AUTOMATON 26 38}\n {G_BOSS_AUTOMATON 20 36}\n {G_BOSS_AUTOMATON 15 30}\n {G_BOSS_AUTOMATON 16 37}\n\n {G_SUPPORT_AUTOMATON 14 33}\n {G_SUPPORT_AUTOMATON 29 37}\n {G_SUPPORT_AUTOMATON 29 23}\n\n {G_SUPPORT_AUTOMATON 24 10}\n {G_SUPPORT_AUTOMATON 26 11}\n#ifndef EASY\n {G_SUPPORT_AUTOMATON 24 12}\n#endif\n\n [unit]\n side=3\n type=Blood Imp\n id=Gurglo\n name=_\"Gurglo\"\n x,y=5,16\n ai_special=guardian\n upkeep=free\n [modifications]\n {TRAIT_DIM}\n {TRAIT_SLOW}\n [/modifications]\n [/unit]\n\n {G_SUPPORT_GOLEM 15 14}\n {G_SUPPORT_GOLEM 15 16}\n\n {CLEAR_VARIABLE random}\n\n {FACE_DIRECTION side=1 sw}\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Investigate the cave\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anlind\u00eb\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER_NO_BONUS}\n\n {BOSS_SCENARIO_NOTE}\n )}\n\n #\n # Ensure Verne won't go away or try to attack the player\n # causing the 'sighted' even to not be ever triggered.\n #\n\n [modify_side]\n side=5\n controller=null\n [/modify_side]\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"I feel some kind of strong presence in this place. We should determine its nature before we allow our people to follow.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Wait, I hear steps...\"\n [/message]\n\n [move_unit_fake]\n type=Demon Grunt\n gender=female\n side=3\n x=24,30\n y=3 ,5\n [/move_unit_fake]\n\n {NAMED_UNIT 3 (Demon Grunt) 30 5 Kyra ( _ \"Kyra\") ()} {NO_UPKEEP_NO_OVERLAY} {GENDER female} {FACING ne}\n\n [move_unit_fake]\n type=Demon\n side=3\n gender=female\n x=24,31\n y=3 ,6\n [/move_unit_fake]\n\n {NAMED_UNIT 3 (Demon) 31 6 Zilla ( _ \"Zilla\") ()} {NO_UPKEEP_NO_OVERLAY} {GENDER female} {FACING ne}\n\n [move_unit_fake]\n type=Demon Grunt\n side=3\n gender=male\n x=24,30\n y=3 ,6\n [/move_unit_fake]\n\n {NAMED_UNIT 3 (Demon Grunt) 31 6 Kairus ( _ \"Kairus\") ()} {NO_UPKEEP_NO_OVERLAY} {GENDER male} {FACING ne}\n\n [message]\n speaker=Kyra\n message= _ \"Surprise, forest dwellers. Didn\u2019t expect us here, uh?\"\n [/message]\n\n [message]\n speaker=Kairus\n message= _ \"Kill them! It\u2019s the Emperor\u2019s command!\"\n [/message]\n\n [message]\n speaker=Galas\n # po: 'Them' being the Lady of Light and the Master of Darkness.\n message= _ \"Damn it, it\u2019s just as I feared! These vile creatures are intent on getting to them before us!\"\n [/message]\n [/event]\n\n [event]\n name=DEBUG1\n first_time_only=no\n\n [while]\n [have_unit]\n side=1\n x=29-42\n y= 1-8\n [/have_unit]\n [do]\n [teleport]\n [filter]\n side=1\n x=29-42\n y= 1-8\n [/filter]\n x,y=21,31\n [/teleport]\n [/do]\n [/while]\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=21,31\n [/scroll_to]\n [/event]\n\n {FIRE_EVENT_ON_STUMBLE_UPON \"found verne\" (id=Verne)}\n\n [event]\n name=found verne\n\n #\n # Make his side active.\n #\n [modify_side]\n side=5\n controller=ai\n {GOLD 60 70 80}\n income=0\n [/modify_side]\n\n {FAKE_RECRUIT 5 (Chaos Invader) 11 3}\n {FAKE_RECRUIT 5 (Chaos Invoker) 11 4}\n {FAKE_RECRUIT 5 (Chaos Invader) 9 3}\n {FAKE_RECRUIT 5 (Chaos Invader) 9 4}\n\n [message]\n speaker=Verne\n message= _ \"You, elves! If you still place any value on your lives you shall stop and leave now!\"\n [/message]\n [/event]\n\n ##################### Touch-gem that opens the boss antechamber #####################\n\n {PLACE_IMAGE (items/ball-blue.png) 3 22}\n\n {ITEM_TOUCHPLATE 3 22}\n\n [event]\n name=prestart\n\n {VARIABLE door_1 no}\n [/event]\n\n [event]\n name=victory\n\n {CLEAR_VARIABLE door_1}\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=3,22\n [/filter]\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS door_1 no}\n [then]\n {VARIABLE door_1 yes}\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n {PLACE_IMAGE items/ball-green.png $x1 $y1}\n\n [redraw][/redraw]\n\n {QUAKE (rumble.ogg)}\n\n [terrain]\n x=9-10,9-10,9-10\n y=12, 14, 16\n terrain=Urb\n [/terrain]\n\n [remove_shroud]\n side=1\n x= 8-11\n y=11-17\n [/remove_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=9,15\n [/scroll_to]\n\n {HIGHLIGHT_GOAL (\n x=9,9,9\n y=12,14,16\n )}\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Touchgem activated. A wall moves.\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/then]\n [else]\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Touchgem already activated.\"\n [/message]\n [/else]\n [/if]\n [/event]\n\n ##################### Secret eastern passage #####################\n\n {OBJ_VOID_ARMOR 31 24 armor_void}\n\n ##################### Touch-plate at 10,19 which opens the room with the final touch-plate and a bonus #####################\n\n # Touchplate 10 19\n\n {ITEM_TOUCHPLATE 10 19}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=10,19\n [/filter]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [terrain]\n x,y=14,14-15\n terrain=Ur\n [/terrain]\n\n {PLACE_IMAGE (scenery/rubble.png) 14 14-15}\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message=_\"Touchplate triggered. A wall moves.\"\n [/message]\n\n {REVEAL_AREA 13 14 15 16}\n [/event]\n\n ##################### Final touch-plate and a bonus; tp opens the final boss chamber #####################\n\n # Bonus - a strength potion (WML from /data/core/macros/items.cfg, modified)\n\n {PICK_UP (items/potion-red.png) 17 15 (\n [not]\n status=not_living\n [/not]\n [not]\n race=bats\n [/not]\n )\n ( _ \"This small flask contains some potion of strength, said to be able to turn mere weaklings into formidable fighters! Let us choose who shall drink it.\")\n ( _ \"This potion can only be used by living beings other than beasts. Let another take it.\")\n (\n [sound]\n name=potion.ogg\n [/sound]\n\n [object]\n id=e1l7_strength_potion\n name= _ \"Potion of Strength\"\n image=icons/potion-red-4.png\n duration=scenario\n description= _ \"The drinker\u2019s strength is increased for the remainder of the scenario, adding 2 damage points to their melee attacks, and adding 8 points to their total HP.\"\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=attack\n range=melee\n increase_damage=2\n [/effect]\n [effect]\n apply_to=hitpoints\n increase_total=8\n heal_full=yes\n [/effect]\n [/object]\n )}\n\n # Touchplate 16 14\n\n {ITEM_TOUCHPLATE 16 14}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=16,14\n [/filter]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n {QUAKE (cave-in.ogg)}\n\n [terrain]\n x=19,21,23\n y=19,19,19\n terrain=Urb\n [/terrain]\n\n {PLACE_IMAGE (scenery/rubble.png) 19,21,23 19,19,19}\n\n [redraw]\n side=1\n [/redraw]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message=_\"Touchplate triggered. A wall moves.\"\n [/message]\n\n {REVEAL_AREA 18 18 24 20}\n [/event]\n\n ##################### Boss events #####################\n\n [event]\n name=moveto\n [filter]\n side=1\n x=18-26\n y=32-38\n [/filter]\n\n [store_starting_location]\n side=2\n [/store_starting_location]\n\n [store_direction]\n from_x,from_y=$location.x,$location.y\n to_x,to_y=$x1,$y1\n [/store_direction]\n\n [sound]\n name=\"dwarf-laugh.wav\"\n [/sound]\n\n {QUAKE (cave-in.ogg)}\n\n {QUAKE (rumble.ogg)}\n\n # Boss appears\n\n [remove_shroud]\n x,y=$location.x,$location.y\n radius=6\n side=1\n [/remove_shroud]\n\n [unit]\n canrecruit=yes\n side=2\n type=Goliath\n id=Goliath\n name= _ \"Goliath\"\n x,y=$location.x,$location.y\n facing=$direction\n level=4\n {IS_BOSS}\n [modifications]\n {TRAIT_MECHANICAL}\n {BOSS_BOOST 110% 0 1 5 0}\n [object]\n [effect]\n apply_to=attack\n range=melee\n [set_specials]\n mode=append\n {WEAPON_SPECIAL_SLOW}\n [/set_specials]\n [/effect]\n [/object]\n [/modifications]\n [/unit]\n\n {CLEAR_VARIABLE location,direction}\n\n # A few sidekicks\n\n [repeat]\n times={DIFF 2 3 4}\n [do]\n [unit]\n type=Automaton\n side=2\n placement=leader\n generate_name=yes\n upkeep=free\n [modifications]\n {TRAIT_MECHANICAL}\n [/modifications]\n [/unit]\n [/do]\n [/repeat]\n\n {BOSS_AMBIENTANCE}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to_unit]\n id=Goliath\n [/scroll_to_unit]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Goliath\n message= _ \"Puny elves and undead! Have you come to challenge me?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Eh... Those fists seem very strong! (looks aside) What is this thing, Anlind\u00eb?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Some kind of dwarvish warrior \u2014 at least, judging by the runes engraved on its armor. Stay back!\"\n [/message]\n\n [message]\n speaker=Goliath\n message= _ \"The Master says you must all die! For the Chaos Empire!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Argh, just what we need \u2014 a massive metal foe. It will surely crush us if we don\u2019t act fast!\"\n [/message]\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Destroy the Goliath\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anlind\u00eb\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER_NO_BONUS}\n\n {BOSS_SCENARIO_NOTE}\n )}\n [/event]\n\n [event]\n name=die\n first_time_only=no\n [filter]\n side=1\n [/filter]\n [filter_second]\n id=Goliath\n [/filter_second]\n\n [sound]\n name=dwarf-laugh.wav\n [/sound]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Goliath\n [/filter]\n\n [kill]\n type=Automaton,Iron Golem,Goliath\n [not]\n id=Goliath\n [/not]\n animate=yes\n [/kill]\n\n [kill]\n side=3\n [/kill]\n\n [fade_out_music][/fade_out_music]\n\n [message]\n speaker=Galas\n message= _ \"At last, it\u2019s over.\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n {ENDLEVEL_VICTORY no}\n [/event]\n\n [event]\n name=victory\n\n {REPLACE_SCENARIO_MUSIC \"underground.ogg\"}\n\n [remove_terrain_overlays]\n x,y=11,36-37\n [/remove_terrain_overlays]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"That was a close call. But who knows how many other metallic giants might have been brought to this place by the enemy? Let us leave this chamber and continue exploring, but be on your keenest guard.\"\n [/message]\n\n [remove_shroud]\n side=1\n x,y,radius=12,36,2\n [or]\n x,y,radius=15,35,4\n [/or]\n [/remove_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=12,36\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n scroll=no\n message= _ \"Onwards we go, then...\"\n [/message]\n\n [scroll_to_unit]\n id=Galas\n [/scroll_to_unit]\n [/event]\n[/scenario]\n\n#undef G_SUPPORT_AUTOMATON\n#undef G_SUPPORT_DEMON\n#undef G_SUPPORT_GOLEM\n#undef G_BOSS_AUTOMATON\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=08x_Royal_Meeting\n name= _ \"Royal Meeting\"\n {MAP 08x_Royal_Meeting.map}\n turns=-1\n next_scenario=09_The_Library\n victory_when_enemies_defeated=no\n\n {FULLSCREEN_CUTSCENE_UI}\n\n {SCENARIO_MUSIC \"the_deep_path.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n {EXTRA_SCENARIO_MUSIC \"nunc_dimittis.ogg\"}\n\n {STORYTXT_ROYAL_MEETING}\n\n {UNDERGROUND}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=heroes\n user_team_name= _ \"team_name^Elves\"\n\n {NO_ECONOMY}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n facing=ne\n [/side]\n\n#define RM_DWARF _TYPE _X _Y\n [unit]\n random_traits=yes\n generate_name=yes\n type={_TYPE}\n x={_X}\n y={_Y}\n upkeep=loyal\n [/unit]\n#enddef\n\n [side]\n side=2\n team_name=heroes\n user_team_name= _ \"team_name^Dwarves\"\n {DWARVISH_FLAG}\n\n {NO_ECONOMY}\n\n canrecruit=yes\n # wmllint: recognize King Asthorgar\n {CHARACTER_STATS_ASTHORGAR_BASE}\n facing=se\n\n {RM_DWARF (Dwarvish Dragonguard) 7 10} {FACING se}\n {RM_DWARF (Dwarvish Dragonguard) 7 15} {FACING ne}\n {RM_DWARF (Dwarvish Dragonguard) 7 20} {FACING ne}\n\n {RM_DWARF (Dwarvish Dragonguard) 21 10} {FACING sw}\n {RM_DWARF (Dwarvish Dragonguard) 21 15} {FACING nw}\n {RM_DWARF (Dwarvish Dragonguard) 21 20} {FACING nw}\n\n {RM_DWARF (Dwarvish Sentinel) 11 7} {FACING se}\n {RM_DWARF (Dwarvish Sentinel) 17 7} {FACING sw}\n\n {RM_DWARF (Dwarvish Guardsman) 11 9} {FACING se}\n {RM_DWARF (Dwarvish Guardsman) 17 9} {FACING sw}\n\n {RM_DWARF (Dwarvish Guardsman) 11 12} {FACING se}\n {RM_DWARF (Dwarvish Guardsman) 17 12} {FACING sw}\n\n {RM_DWARF (Dwarvish Guardsman) 11 14} {FACING se}\n {RM_DWARF (Dwarvish Guardsman) 17 14} {FACING sw}\n\n {RM_DWARF (Dwarvish Guardsman) 11 17} {FACING se}\n {RM_DWARF (Dwarvish Guardsman) 17 17} {FACING sw}\n\n {RM_DWARF (Dwarvish Guardsman) 11 19} {FACING se}\n {RM_DWARF (Dwarvish Guardsman) 17 19} {FACING sw}\n [/side]\n # wmllint: validate-on\n\n {CAVE_NOISE_SOUND_SOURCE}\n\n [event]\n name=prestart\n\n #\n # Recall heroes\n #\n\n # wmllint: recognize Anlind\u00eb\n {RECALL_ANLINDE_AT 13 12}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR_AT 15 12}\n\n {FACE_DIRECTION (id=Galas,Anlind\u00eb) ne}\n {FACE_DIRECTION (id=Mal Keshar) nw}\n\n [unit]\n # wmllint: recognize Unarye\n {CHARACTER_STATS_UNARYE}\n side=1\n x,y=14,13\n facing=ne\n [/unit]\n\n [unit]\n # wmllint: recognize Inodien\n {CHARACTER_STATS_INODIEN}\n side=1\n x,y=13,14\n facing=ne\n [/unit]\n\n [unit]\n type=Elvish Archer\n id=Unid\u00eb\n name= _ \"Unid\u00eb\"\n gender=female\n side=1\n x,y=15,14\n facing=nw\n {IS_HERO}\n [/unit]\n\n # wmllint: recognize Althurin\n\n [if]\n {VARIABLE_NUMERICAL_EQUALS althurin_store.length 0}\n [then]\n #\n # Someone used debug mode to skip scenarios,\n # so create Althurin here.\n #\n\n [unit]\n canrecruit=yes\n {CHARACTER_STATS_ALTHURIN_BASE}\n side=2\n to_variable=althurin_store\n [/unit]\n [/then]\n [/if]\n\n [set_variables]\n mode=merge\n name=althurin_store\n [literal]\n side=1\n canrecruit=no\n {IS_HERO}\n facing=sw\n [/literal]\n [/set_variables]\n\n [unstore_unit]\n variable=althurin_store\n x,y=15,8\n find_vacant=yes\n [/unstore_unit]\n\n {CLEAR_VARIABLE althurin_store}\n\n {LOCK_VIEW}\n [/event]\n\n [event]\n name=start\n\n {MOVE_UNIT (id=King Asthorgar) 14 8}\n\n [message]\n speaker=King Asthorgar\n message= _ \"Welcome, friends. It\u2019s been a long time since yer kinsmen last visited us... But tell me, what\u2019re yer names? What brings ye here to the depths o\u2019 the kingdom o\u2019 Herthgar? And most importantly... why is that accursed lich in this chamber?!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"We can explain, Your Highness! I am Galas, leader of the elves from the Valley of Elynia. This is Anlind\u00eb and...\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"The lich is Mal Keshar, our guide and... quite an important ally of ours. We would not be standing here in one piece without his help.\"\n [/message]\n\n [message]\n speaker=King Asthorgar\n message= _ \"I ha\u2019 heard enough o\u2019 this old vile creature ye brought into my domain! Dinna\u2019 ye realize how dangerous it is to deactivate our defenses just to let yer pet in? I would nae tolerate this folly if ye weren\u2019t from the Quenoth kin!\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"I beg your pardon, Your Highness, but what are you talking about?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"King, your fellow dwarves spoke of elves from the desert when they first met us. Am I to assume that they identified themselves as the \u2018Quenoth\u2019 people? Did they truly come from the desert to visit you?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=King Asthorgar\n message= _ \"Ye ask too many questions...\"\n [/message]\n\n {MOVE_UNIT (id=King Asthorgar) 14 7}\n\n {FACE_DIRECTION (id=King Asthorgar) n}\n\n [redraw][/redraw]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=King Asthorgar\n message= _ \"Aye, they were the Quenoth elves o\u2019 the desert. It was a few centuries ago that they helped our brethren in the south and opened the route for the restoration of our kingdom. Ye nae heard o\u2019 them before? That\u2019s unexpected. So, from whence d\u2019ye come? I hadn\u2019t stopped to wonder why ye seem so different from what our historians describe...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n {FACE_DIRECTION (id=King Asthorgar) s}\n\n [redraw][/redraw]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=King Asthorgar\n message= _ \"I reckon ye\u2019re not from the desert then?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"That\u2019s correct. We actually come from a secluded valley far from here, in which our ancestors found a favorable environment to settle. We were invaded by an army of the same force that I see has already arrived at your doors, the Chaos Empire. But I had never heard before of any large population of our kind living in the desert. What is this that you did not tell me before, Anlind\u00eb?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"There was a... civil war, some time after the Fall, Galas. You have to understand that such a world-changing event had similar consequences for every other civilization on the Great Continent and beyond. After the matter was settled and the flames of conflict subsided, our ancestors parted ways; two groups, different directions. We are the direct descendants of the group led by Lord Telchior of Thelien. No-one ever heard from the other group again, until now.\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"That would explain why many of the foes we have fought thus far are aware of our existence... Your Highness, what was the fate of the Quenoth elves?\"\n [/message]\n\n [message]\n speaker=King Asthorgar\n message= _ \"It\u2019s said they were in search of a new home in the Far North, led by a young boy much like ye, by the name of Kalehssar. Our kin sent a soldier along them who eventually returned to tell quite the unusual tale. To put things into perspective, ye ha\u2019 to realize that much o\u2019 the green in the land was still desert back then. I ken it ha\u2019 been a few centuries, but aye, things ha\u2019 changed fast since then. Some believe an otherworldly force works to fix this fractured world bit by bit...\"\n [/message]\n\n # wmllint: local spellings Zokan Zothan\n\n [message]\n speaker=King Asthorgar\n message= _ \"Och, that nae the tale I was going to tell! Anyway, they didnae continue north. They were attacked by humans led by a wretched abomination posing as their goddess, Eloh! But the humans were nae match for young Kalehssar and his conviction, indeed. Then they were contacted by merfolk! Who guided them to Zokan... Zothan... some island in the ocean. There, they slew the impersonator Yechnagoth, the Eater of Souls! And this feat dispelled a curse that kept the minds o\u2019 the peoples over the sands tied to the monster\u2019s will!\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n {FACE_DIRECTION (id=King Asthorgar) n}\n\n [redraw][/redraw]\n\n [message]\n speaker=King Asthorgar\n message= _ \"But \u2019tis just a story from a lunatic who barely made it back home. The poor thing provided them with a vivid account of the journey, though. Ye may ask Althurin later for all the details I omitted for the sake o\u2019 brevity, if ye\u2019re so inclined. (laughs)\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Sounds quite impressive for a mere band of elves.\"\n [/message]\n\n {MOVE_UNIT (id=King Asthorgar) 14 8}\n\n {FACE_DIRECTION (id=King Asthorgar) s}\n\n [redraw][/redraw]\n\n [message]\n speaker=King Asthorgar\n message= _ \"Ah, but it wasn\u2019t just a band o\u2019 them! They brought all o\u2019 their people for the journey! Anyway...\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"What do you know about the Chaos Empire?\"\n [/message]\n\n [message]\n speaker=Althurin\n message= _ \"Murderers and thieves aided by the so-called \u201cmother of all demons\u201d from beyond this world. That\u2019s what they are.\"\n [/message]\n\n [message]\n speaker=King Asthorgar\n message= _ \"Aye... About two hundred years ago, they forced the southern clans in Gnalvarden to abandon their caves and move here. But far too many were slaughtered or captured before their king acceded to evacuate. The Chaos fiends even got their claws on some mighty war contraptions our brethren designed. And the poor engineers... we never heard o\u2019 them again.\"\n [/message]\n\n [message]\n speaker=King Asthorgar\n message= _ \"We ha\u2019 been told a powerful warlord is bringing an army to strike against Herthgar, as if there were anything in these caves that could be useful to them. Heh. The point is, I heard yer people are looking for a new home, but we cannae provide ye with one here and now. However, the Far North has remained relatively peaceful for a couple o\u2019 centuries, and I\u2019m sure the humans would welcome ye in their country. I just cannae guarantee that it will last for long...\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n {FACE_DIRECTION (id=King Asthorgar) n}\n\n [redraw][/redraw]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=King Asthorgar\n message= _ \"Och, if ye can forgive me, there are so many things to do before we do battle with the demons... If there\u2019s anything left to discuss, it must wait till dinner.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"It is no problem, Your Highness. We are grateful for your counsel.\"\n [/message]\n\n {MOVE_UNIT (id=King Asthorgar) 14 4}\n\n [kill]\n id=King Asthorgar\n [/kill]\n\n [scroll_to_unit]\n id=Galas\n [/scroll_to_unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"What do we do now?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"I don\u2019t think the dwarf king is going to be of help to us. He seems largely ignorant of less mundane affairs... We\u2019ll need to search for the Lady of Light and her consort on our own. But... his advice is sound, actually. If there are humans in the Far North, there might be a chance for our people to survive the forthcoming invasion if we send them to those lands.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"I shall lead an expedition to the Far North, then.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Galas, as the regent lord appointed by Lord L\u00e9dinor, you should be beside us when we find her. It will be an important first meeting after all this time since the fall of our ancestors...\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Well, in that case... Inodien? Would you lead our main host and civilians to the humans?\"\n [/message]\n\n [message]\n speaker=Inodien\n message= _ \"M\u2014 my lord, are you suggesting that I...\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"If it weren\u2019t for Lady Unarye and you, we would have lost many more men and women to the sands. Your leadership in my absence was essential to our survival.\"\n [/message]\n\n [message]\n speaker=Inodien\n message= _ \"Yes, my lord. I\u2014\"\n [/message]\n\n [message]\n speaker=Althurin\n message= _ \"If I am allowed to interrupt, lord Galas... I may ha\u2019 heard of this \u201cLady of Light\u201d before.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Oh! Now the dwarf decides to be useful! Why didn\u2019t you say so before?\"\n [/message]\n\n [message]\n speaker=Althurin\n message= _ \"Ye... never said exactly what ye were lookin\u2019 for in these caves.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"What do you know about her?\"\n [/message]\n\n [message]\n speaker=Althurin\n message= _ \"We ha\u2019 some lore about this elvish heroine... from a hundred years or so after the first cataclysm... \u2019Tis quite confusin\u2019, really, but it\u2019s not the point. My late master once told me a fascinatin\u2019 story of what he found while explorin\u2019 the deepest caves in these mountains. He was but a lad back then, though quite a well-versed one in the art of runecraftin\u2019. He was searchin\u2019 for rare metals that can only be found near the warmer caves where lava occasionally spurts from below and strange ferocious monsters lurk behind every corner.\"\n [/message]\n\n [message]\n speaker=Althurin\n message= _ \"It was around those parts that with his runic artifacts he detected a strong power like he\u2019d never seen before, hidin\u2019 beneath. He said that he could see a light in the darkness of the abyss, and he felt there was somethin\u2019 alive there... Alas, he didn\u2019t have the resources or time to proceed further down. Even till his death he wondered what mighta\u2019 been there.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"... That could be the lead we needed. Did your master by any chance leave indications as to how to reach those caves?\"\n [/message]\n\n [message]\n speaker=Althurin\n message= _ \"Aye, he did. I could guide ye, as well. It\u2019s not exactly advisable to explore the uncharted depths of the heart of Irdya if ye\u2019re not a dwarf.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"If that is a thing you can do... I mean, without the king taking offense to this plan...\"\n [/message]\n\n # wmllint: local spelling pfft\n\n [message]\n speaker=Mal Keshar\n message= _ \"Pfft, we wouldn\u2019t need to rely on you if I were allowed to turn the elves into undead. Why would you want to risk your life on our mission, anyway?\"\n [/message]\n\n [message]\n speaker=Althurin\n message= _ \"As I said before, our loremasters have recorded the history of this sorceress. From what I figure she\u2019s probably the most powerful one ever seen by any dwarf, orc, or even elf. \u2019Tis said she was cursed to live for the rest of eternity as punishment for the arts she delved into. My master took an interest in those stories after his discovery in the deep... And I want to find out the truth.\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Althurin\n message= _ \"And in any case, ye all saved our lives, and in particular mine \u2014 I am indebted for ye saving me from the followers of Uria. Sending ye on a suicidal mission now would not be good form, would it?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Hm, fair enough, Althurin. We\u2019ll gladly accept your help.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [hide_unit][/hide_unit]\n\n {FADE_TO_BLACK}\n\n [fade_out_music][/fade_out_music]\n\n # Kill these three before they end up in side 1's recall list.\n [kill]\n id=Unarye,Inodien,Unid\u00eb\n [/kill]\n\n {ENDLEVEL_QUIET} {NO_REPLAY_SAVE}\n [/event]\n[/scenario]\n\n#undef RM_DWARF\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=08_Errand_of_Hope\n name= _ \"An Errand of Hope\"\n {MAP 08_Errand_of_Hope.map}\n {TURNS 36 34 32}\n next_scenario=08x_Royal_Meeting\n victory_when_enemies_defeated=no\n\n {DEATHS_ACT_1}\n\n {SCENARIO_MUSIC \"underground.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n\n {STORYTXT_ERRAND_OF_HOPE}\n\n {UNDERGROUND}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=heroes\n user_team_name= _ \"team_name^Elves\"\n\n shroud=yes\n\n {GOLD 140 130 120}\n {INCOME 13 11 8}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n # Althurin\n [side]\n side=2\n team_name=heroes\n user_team_name= _ \"team_name^Dwarves\"\n {DWARVISH_FLAG}\n\n hidden=yes\n no_leader=yes\n\n recruit=Dwarvish Pathfinder,Dwarvish Scout,Dwarvish Runesmith,Dwarvish Fighter,Dwarvish Thunderer\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.60}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.10}\n {AI_SIMPLE_ALWAYS_ASPECT grouping defensive}\n [/ai]\n [/side]\n\n # Other dwarves\n [side]\n side=3\n team_name=heroes\n user_team_name= _ \"team_name^Dwarves\"\n {DWARVISH_FLAG}\n\n hidden=yes\n no_leader=yes\n\n recruit=Dwarvish Pathfinder,Dwarvish Scout,Dwarvish Runesmith,Dwarvish Fighter,Dwarvish Thunderer\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 0.33}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.30}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping defensive}\n [/ai]\n [/side]\n\n # Hazor\n [side]\n side=4\n team_name=chaos\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n\n hidden=yes\n no_leader=yes\n\n recruit=Demon,Demon Zephyr,Chaos Hound,Chaos Invader,Chaos Invoker\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 0.80}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"scout,scout,fighter,mixed fighter,archer,archer,mixed fighter,fighter,scout\"}\n [/ai]\n [/side]\n\n # Zoltar\n [side]\n side=5\n team_name=chaos\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n\n hidden=yes\n no_leader=yes\n\n recruit=Demon,Chaos Hound,Chaos Invader,Chaos Invoker,Chaos Headhunter\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no }\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"scout,scout,fighter,mixed fighter,archer,archer,mixed fighter,fighter,scout\"}\n [/ai]\n [/side]\n\n # Kwurg\n [side]\n side=6\n team_name=trolls,cave\n user_team_name= _ \"team_name^Trolls\"\n {RAGGED_FLAG}\n\n {GOLD 90 130 190}\n {INCOME 2 3 4}\n#ifndef HARD\n recruit=Troll Whelp,Troll\n#else\n recruit=Troll Rocklobber,Troll\n#endif\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.05}\n#ifndef HARD\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"fighter\"}\n#else\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"fighter,mixed fighter,fighter,fighter,mixed fighter,fighter\"}\n#endif\n [/ai]\n\n canrecruit=yes\n type=Troll Shaman\n id=Kwurg\n name= _ \"Kwurg\"\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_STRONG}\n [/modifications]\n [/side]\n\n#define EOH_ANT _X _Y\n [unit]\n type=Giant Ant\n x={_X}\n y={_Y}\n upkeep=loyal\n ai_special=guardian\n [/unit]\n#enddef\n\n # Cave creatures\n [side]\n side=7\n team_name=cave\n user_team_name= _ \"team_name^Cave Creatures\"\n\n hidden=yes\n no_leader=yes\n\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 0.50}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no }\n [/ai]\n\n {EOH_ANT 33 33} {FACING se}\n {EOH_ANT 32 33} {FACING se}\n {EOH_ANT 32 32} {FACING se}\n\n {EOH_ANT 42 23} {FACING sw}\n {EOH_ANT 41 24} {FACING sw}\n {EOH_ANT 41 23} {FACING sw}\n {EOH_ANT 41 26} {FACING sw}\n\n {EOH_ANT 43 16} {FACING nw}\n\n {EOH_ANT 36 17} {FACING sw}\n {EOH_ANT 35 19} {FACING ne}\n [/side]\n\n {STARTING_VILLAGES 1 4}\n\n {STARTING_VILLAGES 6 4}\n\n # Decorations\n {PLACE_IMAGE (items/coffin-closed.png) 11 29}\n {PLACE_IMAGE (scenery/rock-cairn.png) 33 17}\n {PLACE_IMAGE (scenery/rock-cairn.png) 27 18}\n {PLACE_IMAGE (scenery/rock-cairn.png) 15 15}\n {PLACE_IMAGE (scenery/rock-cairn.png) 10 18}\n {PLACE_IMAGE (scenery/rock-cairn.png) 13 25}\n {PLACE_IMAGE (scenery/rock-cairn.png) 1 17}\n {PLACE_IMAGE (items/bones.png) 19 20}\n {PLACE_IMAGE (items/bones.png) 18 25}\n {PLACE_IMAGE (items/bones.png) 16 18}\n {PLACE_IMAGE (items/bones.png) 42 23}\n {PLACE_IMAGE (items/bones.png) 39 20}\n {PLACE_IMAGE (items/bones.png) 47 27}\n {PLACE_IMAGE (items/bones.png) 54 16}\n {PLACE_IMAGE (items/bones.png) 41 12}\n {PLACE_IMAGE (items/bones.png) 32 35}\n {PLACE_IMAGE (items/bones.png) 32 38}\n {PLACE_IMAGE (items/bones.png) 46 31}\n {PLACE_IMAGE (items/bonestack.png) 40 10}\n {PLACE_IMAGE (items/bonestack.png) 41 14}\n {PLACE_IMAGE (items/bonestack.png) 47 6}\n {PLACE_IMAGE (items/bonestack.png) 53 3}\n {PLACE_IMAGE (items/bonestack.png) 53 7}\n {PLACE_IMAGE (items/burial.png) 35 12}\n {PLACE_IMAGE (items/burial.png) 37 15}\n {PLACE_IMAGE (items/burial.png) 42 20}\n {PLACE_IMAGE (items/burial.png) 38 30}\n {PLACE_IMAGE (items/burial.png) 44 35}\n {PLACE_IMAGE (items/burial.png) 35 33}\n\n {CAVE_NOISE_SOUND_SOURCE}\n\n {CAVE_WATER_SOUND_SOURCE 32 31}\n\n {CAVE_WATER_SOUND_SOURCE 39 20}\n\n {CAVE_WATER_SOUND_SOURCE 12 7}\n\n [event]\n name=prestart\n\n {PLAYER_RECRUITMENT_SETUP_FOR_SCENARIO 8}\n\n #\n # Recall heroes\n #\n\n # wmllint: recognize Anlind\u00eb\n {RECALL_ANLINDE_AT 54 37}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR_AT 53 39}\n\n {ELVISH_SUPPORTER (supporter)}\n\n {FACE_DIRECTION side=1 nw}\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Explore the caves and defeat any opposition you might find\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anlind\u00eb\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n [/event]\n\n [event]\n name=start\n\n [message]\n role=supporter\n message= _ \"These caves are too dark for us to see, even with our torches. As if walking with the undead was not disquieting enough...\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Your archers are renowned for being as accurate and deadly at night as they are under the light of the suns, and yet you fear the dark depths beneath the surface!\"\n [/message]\n\n [message]\n role=supporter\n message= _ \"It is not the dark itself we fear, lich, but rather the things that dwell in it.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"I wonder if we\u2019ll ever come across the people who built those structures. Our enemies roam these caves too in search of the two heroes... Whoever would be more apt for aiding us in our mission than the dwarves?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Eh, if they had to abandon their posts there is probably not much they can do for us. See, for all we know they have either all been slaughtered or converted to the Chaos Empire and their ridiculous cult. Not that they would be of much help anyway. They would rather tend to their own matters than deal with outsiders, especially elves. Not too different from your people in that regard.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"It is true that historically they have refused to assist those whom they deem of very little utility for their ends, but given the ongoing Chaos infestation, we may be able to take advantage of that.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"He, he, surely they would admit elves and undead into their domains, yes...\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n [filter_location]\n [filter_adjacent_location]\n terrain=*^Pr/\n [or]\n terrain=*^Pr\\\n [/or]\n [/filter_adjacent_location]\n [/filter_location]\n [/filter]\n\n [message]\n x,y=$x1,$y1\n {UNIT_SPEAKS_FOR_UNDEAD_MINION id=Anlind\u00eb}\n message= _ \"There seems to be some sort of spell cast on these gates \u2014 we cannot even touch them!\"\n [/message]\n [/event]\n\n [event]\n name=attack\n #\n # Using filters like this works only because units from a given\n # side cannot attack other units from the same side, so a\n # situation where the primary and secondary units have the same\n # side number will never arise.\n #\n [filter]\n side=6\n [or]\n side=1\n [/or]\n [/filter]\n [filter_second]\n side=6\n [or]\n side=1\n [/or]\n [/filter_second]\n\n [message]\n speaker=unit\n message= _ \"Elves! Undead! Begone dark treacherous ones, or we kill you!\"\n [/message]\n [/event]\n\n # Poisonous bow\n {POISONOUS_BOW 44 29}\n\n [event]\n name=last breath\n [filter]\n id=Kwurg\n [/filter]\n\n [message]\n speaker=Kwurg\n message= _ \"Ugh. It hurts a lot...\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Kwurg\n [/filter]\n\n [message]\n speaker=Galas\n message= _ \"If only trolls weren\u2019t so quick to assume ill intentions on our part... I understand that they are protecting their territory and would never be willing to negotiate with those who consort with the undead, but...\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"I have to agree with the sentiment. These creatures have lived for longer than our own species, as though they were created to guard the very earth from intruders who may threaten the balance of nature. Slaying them feels utterly wrong in that sense.\"\n [/message]\n\n [remove_terrain_overlays]\n # Open the passage leading to the battlefield\n x=29,30,31\n y=32,31,31\n [/remove_terrain_overlays]\n\n [redraw]\n clear_shroud=yes\n [/redraw]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x= 8-27\n y=16-25\n [/filter]\n\n [fire_event]\n name=enter battlefield\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/event]\n\n #\n # The battle proper begins.\n #\n\n [event]\n name=enter battlefield\n\n [remove_terrain_overlays]\n # Open small water channel gate\n x,y=30,22\n [or]\n # Open the other passage NW from the initial troll's keep\n x=38,39\n y=27,28\n [/or]\n [/remove_terrain_overlays]\n\n #\n # Initialize sides and their leaders.\n #\n\n #\n # Althurin\n #\n\n [store_starting_location]\n side=2\n [/store_starting_location]\n\n # wmllint: recognize Althurin\n [hidden_unit]\n canrecruit=yes\n {CHARACTER_STATS_ALTHURIN_BASE}\n side=2\n x,y=$location.x,$location.y\n facing=sw\n [/hidden_unit]\n\n [capture_village]\n side=2\n x,y,radius=$location.x,$location.y,9\n [/capture_village]\n\n [modify_side]\n side=2\n hidden=no\n {GOLD 130 110 90}\n [/modify_side]\n\n #\n # Aetilaes\n #\n\n [store_starting_location]\n side=3\n [/store_starting_location]\n\n # wmllint: recognize Aetilaes\n [hidden_unit]\n canrecruit=yes\n type=Dwarvish Pathfinder\n id=Aetilaes\n name= _ \"Aetilaes\"\n side=3\n x,y=$location.x,$location.y\n facing=se\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_HEALTHY}\n [/modifications]\n [/hidden_unit]\n\n [capture_village]\n side=3\n x,y,radius=$location.x,$location.y,6\n [/capture_village]\n\n [modify_side]\n side=3\n hidden=no\n {GOLD 130 110 90}\n [/modify_side]\n\n #\n # Western enemy troops\n #\n\n [store_starting_location]\n side=4\n [/store_starting_location]\n\n # wmllint: recognize Hazor\n [hidden_unit]\n canrecruit=yes\n type=Chaos Razerman\n id=Hazor\n name= _ \"Hazor\"\n side=4\n x,y=$location.x,$location.y\n facing=ne\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_FEARLESS}\n [/modifications]\n [/hidden_unit]\n\n [capture_village]\n side=4\n x= 1-11\n y=16-25\n [/capture_village]\n\n [modify_side]\n side=4\n hidden=no\n {GOLD 140 160 180}\n [/modify_side]\n\n #\n # Eastern enemy troops\n #\n\n [store_starting_location]\n side=5\n [/store_starting_location]\n\n # wmllint: recognize Zoltar\n [hidden_unit]\n canrecruit=yes\n type=Chaos Lorekeeper\n id=Zoltar\n name= _ \"Zoltar\"\n side=5\n x,y=$location.x,$location.y\n facing=sw\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_SLOW}\n [/modifications]\n [/hidden_unit]\n\n [capture_village]\n side=5\n x=39-58\n y= 5-24\n [/capture_village]\n\n [modify_side]\n side=5\n hidden=no\n {GOLD 140 160 180}\n [/modify_side]\n\n {CLEAR_VARIABLE location}\n\n#define EOH_UNIT _SIDE _TYPE _X _Y\n [hidden_unit]\n side={_SIDE}\n type={_TYPE}\n generate_name=yes\n random_gender=yes\n random_traits=yes\n x={_X}\n y={_Y}\n upkeep=loyal\n [/hidden_unit]\n#enddef\n\n#define EOH_FACING _FACING\n [+hidden_unit]\n facing={_FACING}\n [/hidden_unit]\n#enddef\n\n #\n # Create regular units\n #\n\n {EOH_UNIT 4 (Iron Golem) 11 19} {EOH_FACING ne}\n {EOH_UNIT 4 (Chaos Marauder) 9 21} {EOH_FACING ne}\n {EOH_UNIT 4 (Chaos Invoker) 13 17} {EOH_FACING ne}\n {EOH_UNIT 4 (Blood Imp) 11 25} {EOH_FACING ne}\n {EOH_UNIT 4 (Demonic Hound) 12 22} {EOH_FACING ne}\n {EOH_UNIT 4 (Chaos Invader) 14 22} {EOH_FACING ne}\n {EOH_UNIT 4 (Iron Golem) 17 19} {EOH_FACING ne}\n {EOH_UNIT 4 (Dark Knight) 4 22} {EOH_FACING ne}\n {EOH_UNIT 4 (Demon Grunt) 18 26} {EOH_FACING ne}\n {EOH_UNIT 4 (Chaos Magus) 16 15} {EOH_FACING ne}\n {EOH_UNIT 4 (Dark Knight) 16 20} {EOH_FACING ne}\n\n {EOH_UNIT 5 (Chaos Crossbowman) 37 10} {EOH_FACING sw}\n {EOH_UNIT 5 (Demon Zephyr) 42 12} {EOH_FACING sw}\n {EOH_UNIT 5 (Chaos Magus) 40 14} {EOH_FACING sw}\n {EOH_UNIT 5 (Dark Knight) 38 8} {EOH_FACING sw}\n {EOH_UNIT 5 (Troll Warrior) 31 12} {EOH_FACING sw}\n {EOH_UNIT 5 (Chaos Marauder) 39 11} {EOH_FACING sw}\n\n {EOH_UNIT 5 (Troll Rocklobber) 43 10} {EOH_FACING sw}\n {EOH_UNIT 5 (Troll Rocklobber) 46 13} {EOH_FACING sw}\n {EOH_UNIT 5 (Chaos Longbowman) 35 11} {EOH_FACING sw}\n {EOH_UNIT 5 (Chaos Longbowman) 35 18} {EOH_FACING sw}\n {EOH_UNIT 5 (Demon Warrior) 37 14} {EOH_FACING sw}\n [+hidden_unit]\n gender=female\n [/hidden_unit]\n\n {EOH_UNIT 5 (Demon Zephyr) 45 8} {EOH_FACING sw}\n [+hidden_unit]\n gender=female\n [/hidden_unit]\n {EOH_UNIT 5 (Demon Zephyr) 38 11} {EOH_FACING sw}\n {EOH_UNIT 5 (Demon Grunt) 35 13} {EOH_FACING sw}\n\n # Create fighters and other units for allies\n {EOH_UNIT 3 (Dwarvish Runesmith) 25 20} {EOH_FACING sw}\n {EOH_UNIT 2 (Dwarvish Stalwart) 28 18} {EOH_FACING sw}\n {EOH_UNIT 2 (Dwarvish Fighter) 23 18} {EOH_FACING sw}\n {EOH_UNIT 3 (Dwarvish Pathfinder) 27 17} {EOH_FACING sw}\n {EOH_UNIT 3 (Dwarvish Steelclad) 27 22} {EOH_FACING sw}\n\n {EOH_UNIT 3 (Dwarvish Thunderguard) 28 15}\n {EOH_UNIT 2 (Dwarvish Thunderguard) 32 18}\n {EOH_UNIT 2 (Dwarvish Thunderer) 22 14} {EOH_FACING sw}\n {EOH_UNIT 3 (Dwarvish Ulfserker) 27 15}\n {EOH_UNIT 3 (Dwarvish Pathfinder) 30 18}\n {EOH_UNIT 2 (Dwarvish Scout) 29 16}\n {EOH_UNIT 2 (Dwarvish Ulfserker) 19 16} {EOH_FACING sw}\n {EOH_UNIT 3 (Dwarvish Guardsman) 32 14}\n\n [message]\n x,y=$x1,$y1\n race=elf\n [or]\n id=Anlind\u00eb\n [/or]\n message= _ \"What is that ahead?\"\n [/message]\n\n [unhide_unit][/unhide_unit]\n\n #\n # Remove shroud on the battlefield\n #\n\n {CLEAR_CAVE_SHROUD (\n x,y=17,19\n radius=9\n [or]\n x,y=5,19\n radius=7\n [/or]\n )}\n\n [redraw]\n clear_shroud=yes\n [/redraw]\n\n [delay]\n time=750\n [/delay]\n\n {REPLACE_SCENARIO_MUSIC \"casualties_of_war.ogg\"}\n {APPEND_MUSIC \"battle.ogg\"}\n {APPEND_MUSIC \"legends_of_the_north.ogg\"}\n {APPEND_MUSIC \"northerners.ogg\"}\n\n [message]\n x,y=$x1,$y1\n race=elf\n [or]\n id=Anlind\u00eb\n [/or]\n message= _ \"Bright gods!\"\n [/message]\n\n [scroll_to]\n x,y=12,23\n [/scroll_to]\n\n [delay]\n time=500\n [/delay]\n\n [scroll_to]\n x,y=23,16\n [/scroll_to]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Hazor\n message= _ \"Look, over there! The heathens from the valley still live!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"These accursed humans brought a whole battalion into the caves. How bothersome.\"\n [/message]\n\n [message]\n speaker=Althurin\n message= _ \"(confused) ... Elves? And with undead marching amongst their ranks? \u2019Tis a strange sight... We thought that yer race was still an enemy of necromancy and their practitioners! Though, ye helped our kin three centuries ago... Would ye help us now?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Centuries? Well... sure, we have helped each other in times of need throughout history. Why would we not help you?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message={ASIDE ( _ \"Three centuries... interesting...\")}\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Anlind\u00eb?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Sssh.\"\n [/message]\n\n [message]\n speaker=Althurin\n message= _ \"Excellent! As ye can see, there are these foul men from the lands of Chaos, tryin\u2019 to take over our tunnels. They\u2019re everywhere! It\u2019d be a boon if ye can help us repel \u2019em from here. Yes... Our brethren ha\u2019 been eager to hear of the mighty desert heroes again!\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Rest assured we shall do our best.\"\n [/message]\n\n [message]\n speaker=Galas\n message={ASIDE ( _ \"What is going on? Elves from the desert? Anlind\u00eb, might they be...\")}\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message={ASIDE ( _ \"I believe that is a discussion for another time, when we have finished our new job here.\")}\n [/message]\n [message]\n speaker=Galas\n message={ASIDE ( _ \"Fair enough.\")}\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n\n {OBJECTIVES (\n {HEADER_NEW_OBJECTIVES}\n\n {OBJECTIVE_VICTORY ( _ \"Defeat all enemy leaders\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anlind\u00eb\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n\n #\n # Allow enemies-defeated victory after this point.\n #\n\n [event]\n name=enemies defeated\n\n {ENDLEVEL_VICTORY yes}\n [/event]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Althurin\n [/filter]\n\n [message]\n side=3\n message= _ \"Althurin, sir! You are seriously injured!\"\n [/message]\n\n [message]\n speaker=Althurin\n message= _ \"Argh... I need... I need\u2019a report this news to the king. I hafta make it there. Please stand fast, friend elves. I shall be back with ye soon.\"\n [/message]\n\n [store_unit]\n [filter]\n id=Althurin\n [/filter]\n variable=althurin_store\n kill=yes\n [/store_unit]\n\n [move_unit_fake]\n type=$althurin_store.type\n side=$althurin_store.side\n x=$althurin_store.x|,15\n y=$althurin_store.y|,14\n [/move_unit_fake]\n [/event]\n\n [event]\n name=victory\n\n #\n # NOTE:\n # We'll need althurin_store in the cutscene scenario following this one.\n #\n\n [if]\n [have_unit]\n id=Althurin\n [/have_unit]\n [then]\n [store_unit]\n [filter]\n id=Althurin\n [/filter]\n variable=althurin_store\n kill=no\n [/store_unit]\n\n {VARIABLE althurin_store.hitpoints $althurin_store.max_hitpoints}\n {CLEAR_VARIABLE althurin_store.status}\n [/then]\n [else]\n [if]\n {VARIABLE_NUMERICAL_EQUALS althurin_store.length 0}\n [then]\n #\n # Someone used debug mode to skip the battle event,\n # so create Althurin here.\n #\n\n [unit]\n canrecruit=yes\n {CHARACTER_STATS_ALTHURIN_BASE}\n side=2\n x,y=11,1\n to_variable=althurin_store\n [/unit]\n [/then]\n [/if]\n\n {CLEAR_CAVE_SHROUD (\n x,y,radius=11,6,6\n )}\n\n [redraw]\n clear_shroud=yes\n [/redraw]\n\n [move_unit_fake]\n type=$althurin_store.type\n side=$althurin_store.side\n x=11,10,11\n y= 1, 3, 6\n [/move_unit_fake]\n\n {VARIABLE althurin_store.hitpoints $althurin_store.max_hitpoints}\n {CLEAR_VARIABLE althurin_store.status}\n\n [unstore_unit]\n variable=althurin_store\n x,y=11,6\n find_vacant=yes\n [/unstore_unit]\n [/else]\n [/if]\n\n [message]\n speaker=Althurin\n message= _ \"Dwarf-friends, ye made it. Now, follow me to the Throne Room, King Asthorgar awaits. He\u2019ll be pleased to hear and see news of ye and yer kind again.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=11,29\n [/filter]\n\n [redraw][/redraw]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=unit\n {UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}\n message= _ \"This coffin is empty.\"\n [/message]\n [/event]\n[/scenario]\n\n#undef EOH_ANT\n#undef EOH_UNIT\n#undef EOH_FACING\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=09_The_Library\n name= _ \"The Library\"\n {MAP 09_The_Library.map}\n {TURNS 50 49 48}\n next_scenario=10_The_Source_of_Light\n victory_when_enemies_defeated=no\n\n # Was Pitch Black Hole until shortly after 0.1.34's release\n\n {SCENARIO_MUSIC \"underground.ogg\"}\n\n {UNDERGROUND}\n\n {STORYTXT_THE_LIBRARY}\n\n {DEATHS_ACT_2_1}\n {DEATHS_DWARVES}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=heroes\n user_team_name= _ \"team_name^Elves\"\n\n shroud=yes\n\n {GOLD 180 170 160}\n {INCOME 4 3 3}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n#define TL_CAVE_DWELLER _TYPE _X _Y\n [unit]\n type={_TYPE}\n x={_X}\n y={_Y}\n upkeep=loyal\n ai_special=guardian\n [/unit]\n#enddef\n\n # NW\n [side]\n side=2\n team_name=evil\n user_team_name= _ \"team_name^Undead\"\n {RAGGED_FLAG}\n\n {GOLD 130 140 150}\n recruit=Skeleton,Skeleton Archer,Vampire Bat,Blood Bat\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"fighter,archer,archer,scout,archer,scout,fighter\"}\n [/ai]\n\n canrecruit=yes\n type=Banebow\n id=Kargorath\n name= _ \"Kargorath\"\n [modifications]\n {TRAIT_UNDEAD}\n [/modifications]\n\n {TL_CAVE_DWELLER (Deathblade) 11 20}\n {TL_CAVE_DWELLER (Deathblade) 16 22}\n [/side]\n\n # Central\n [side]\n side=3\n team_name=evil\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n\n {GOLD 160 170 180}\n recruit=Chaos Invader,Chaos Headhunter\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"fighter,fighter,fighter,scout,fighter,scout\"}\n [/ai]\n\n canrecruit=yes\n type=Lich\n id=Mal Em-Nonaluz\n name= _ \"Mal Em-Nonaluz\"\n gender=female\n profile=portraits/undead/brown-lich.png\n [modifications]\n {TRAIT_UNDEAD}\n {TRAIT_RESILIENT}\n {TEAM_COLOR_OVERRIDE () brown}\n [/modifications]\n\n {TL_CAVE_DWELLER Revenant 35 16}\n {TL_CAVE_DWELLER Revenant 31 16}\n\n {TL_CAVE_DWELLER Deathblade 32 9}\n {TL_CAVE_DWELLER Deathblade 31 11}\n {TL_CAVE_DWELLER (Bone Shooter) 33 13}\n\n {TL_CAVE_DWELLER {DIFF Skeleton Skeleton Revenant} 23 5}\n {TL_CAVE_DWELLER (Skeleton Archer) 25 6}\n [/side]\n\n {RECRUIT_UNIT_VARIATIONS 3 \"Walking Corpse,Soulless\" troll,troll,bat,troll,bat,troll,dwarf,troll,goblin,troll}\n\n # West\n [side]\n side=4\n team_name=evil\n user_team_name= _ \"team_name^Undead\"\n {RAGGED_FLAG}\n\n {GOLD 150 160 170}\n recruit=Skeleton,Skeleton Rider,Skeleton Archer\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"fighter,scout,scout,fighter,archer\"}\n [/ai]\n\n canrecruit=yes\n type=Draug\n id=Oroktharn\n name= _ \"Oroktharn\"\n [modifications]\n {TRAIT_UNDEAD}\n [/modifications]\n\n {TL_CAVE_DWELLER (Bone Shooter) 14 34}\n {TL_CAVE_DWELLER (Bone Shooter) 17 31}\n [/side]\n\n [side]\n side=5\n team_name=evil\n user_team_name= _ \"team_name^Cave Creatures\"\n {RAGGED_FLAG}\n\n no_leader=yes\n hidden=yes\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n [/ai]\n\n {TL_CAVE_DWELLER (Fire Guardian) 13 41} {FACING se}\n {TL_CAVE_DWELLER (Fire Guardian) 13 44} {FACING ne}\n {TL_CAVE_DWELLER (Fire Guardian) 50 28} {FACING sw}\n {TL_CAVE_DWELLER (Fire Guardian) 52 30} {FACING nw}\n\n {TL_CAVE_DWELLER (Giant Ant) 43 46}\n {TL_CAVE_DWELLER (Giant Ant) 43 48}\n {TL_CAVE_DWELLER (Giant Ant) 41 47}\n\n {TL_CAVE_DWELLER (Brain Drainer) 20 47}\n {TL_CAVE_DWELLER (Brain Drainer) 20 45}\n {TL_CAVE_DWELLER (Giant Leech) 22 46}\n\n {TL_CAVE_DWELLER (Leech) 26 33}\n {TL_CAVE_DWELLER (Leech) 19 28}\n {TL_CAVE_DWELLER (Leech) 39 18}\n {TL_CAVE_DWELLER (Leech) 52 37}\n {TL_CAVE_DWELLER (Leech) 42 42}\n {TL_CAVE_DWELLER (Leech) 13 36}\n {TL_CAVE_DWELLER (Leech) 6 26}\n {TL_CAVE_DWELLER (Leech) 21 18}\n {TL_CAVE_DWELLER (Leech) 51 24}\n {TL_CAVE_DWELLER (Leech) 46 22}\n {TL_CAVE_DWELLER (Leech) 29 43}\n {TL_CAVE_DWELLER (Leech) 18 37}\n\n {TL_CAVE_DWELLER (Giant Leech) 22 31}\n {TL_CAVE_DWELLER (Giant Leech) 38 28}\n {TL_CAVE_DWELLER (Giant Leech) 53 23}\n {TL_CAVE_DWELLER (Giant Leech) 8 24}\n\n#ifndef EASY\n {TL_CAVE_DWELLER {DIFF () (Blood Bat) (Dread Bat)} 26 41}\n {TL_CAVE_DWELLER {DIFF () (Blood Bat) (Dread Bat)} 42 25}\n\n {TL_CAVE_DWELLER (Dread Bat) 25 26}\n#endif\n\n {TL_CAVE_DWELLER (Tentacle of the Deep) 32 22}\n {TL_CAVE_DWELLER (Tentacle of the Deep) 34 21}\n {TL_CAVE_DWELLER (Tentacle of the Deep) 34 23}\n\n {TL_CAVE_DWELLER (Tentacle of the Deep) 45 19}\n [/side]\n\n#define TL_PALETTE_OVERRIDE\n [+unit]\n [modifications]\n [object]\n [effect]\n apply_to=\"image_mod\"\n add=\"PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/effect]\n [/object]\n [/modifications]\n [/unit]\n#enddef\n\n [side]\n side=6\n team_name=evil\n user_team_name= _ \"team_name^Unknown\"\n {RAGGED_FLAG}\n\n no_leader=yes\n hidden=yes\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 100.00} # Encourage them to get hurt.\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n [/ai]\n\n {TL_CAVE_DWELLER (Shaxthal Worm) 54 43} {VARIATION a} {TL_PALETTE_OVERRIDE}\n {TL_CAVE_DWELLER (Shaxthal Worm) 57 40} {VARIATION a} {TL_PALETTE_OVERRIDE}\n {TL_CAVE_DWELLER (Shaxthal Worm) 56 44} {VARIATION a} {TL_PALETTE_OVERRIDE}\n [/side]\n\n [event]\n name=block sw exit\n\n [terrain]\n terrain=Xu\n x= 9-10\n y=41-43\n [/terrain]\n\n [terrain]\n terrain=Uh\n x=11,12\n y=42,41\n [/terrain]\n\n [terrain]\n terrain=Uu\n x,y=12,42\n [/terrain]\n [/event]\n\n [event]\n name=block s exit\n\n [terrain]\n terrain=Xu\n x=23-26\n y=49-50\n [/terrain]\n [/event]\n\n [event]\n name=block se exit\n\n [terrain]\n terrain=Xu\n x=45-46\n y=46-49\n [/terrain]\n [/event]\n\n#define TL_BLOCK_EXIT _DIRECTION\n [fire_event]\n name=\"block {_DIRECTION} exit\"\n [/fire_event]\n#enddef\n\n#define TL_ENEMIES_NOT_DEFEATED\n [have_unit]\n canrecruit=yes\n [not]\n side=1\n [/not]\n [/have_unit]\n#enddef\n\n#define TL_ENEMIES_DEFEATED\n [not]\n {TL_ENEMIES_NOT_DEFEATED}\n [/not]\n#enddef\n\n {PLACE_IMAGE items/burial.png 36 30}\n {PLACE_IMAGE items/bonestack.png 39 30}\n\n {PLACE_IMAGE items/bonestack.png 40 38}\n {PLACE_IMAGE items/bonestack.png 31 37}\n {PLACE_IMAGE items/bonestack.png 39 42}\n\n {PLACE_IMAGE items/burial.png 48 31}\n {PLACE_IMAGE items/bonestack.png 48 34}\n\n {PLACE_IMAGE items/burial.png 23 33}\n {PLACE_IMAGE items/bonestack.png 25 29}\n\n {PLACE_IMAGE items/bonestack.png 15 20}\n\n {PLACE_IMAGE items/bonestack.png 18 32}\n\n # Igor's home\n {PLACE_IMAGE scenery/signpost.png 19 5}\n {PLACE_IMAGE items/burial.png 24 4}\n {PLACE_IMAGE items/burial.png 26 7}\n\n {PLACE_IMAGE scenery/underground_temple.png 18 5}\n\n {CAVE_NOISE_SOUND_SOURCE}\n\n {CAVE_WATER_SOUND_SOURCE 34 17}\n\n {CAVE_WATER_SOUND_SOURCE 23 27}\n\n {CAVE_WATER_SOUND_SOURCE 24 32}\n\n {CAVE_WATER_SOUND_SOURCE 15 22}\n\n {CAVE_WATER_SOUND_SOURCE 24 48}\n\n {STARTING_VILLAGES_ALL 3 }\n {STARTING_VILLAGES 2 4}\n {STARTING_VILLAGES 4 4}\n\n [event]\n name=prestart\n\n {ITEM_CRYSTAL_GLYPH_GATE ( 5,25,47) (42,51,48)}\n\n # Exit markers.\n [item]\n image=items/gohere.png\n # NOTE: This is the same SLF used for the victory trigger.\n x,y=48-52,54\n [or]\n # s\n x,y=25-29,54\n [/or]\n [or]\n # sw\n x,y=1,45-47\n [/or]\n [/item]\n\n {VARIABLE_RANDOM library_key_holder 2,3,4}\n {VARIABLE_RANDOM library_exit sw,s,se}\n {VARIABLE have_library_exit_key no}\n\n [switch]\n variable=library_exit\n [case]\n value=sw\n {TL_BLOCK_EXIT s }\n {TL_BLOCK_EXIT se}\n [/case]\n [case]\n value=s\n {TL_BLOCK_EXIT sw}\n {TL_BLOCK_EXIT se}\n [/case]\n [case]\n value=se\n {TL_BLOCK_EXIT sw}\n {TL_BLOCK_EXIT s }\n [/case]\n [/switch]\n\n [event]\n name=die\n delayed_variable_substitution=no\n [filter]\n canrecruit=yes\n side=$library_key_holder\n [/filter]\n\n [if]\n [have_unit]\n x,y=$|x1,$|y1 # Delay variable substitution.\n [not]\n race=bats\n [/not]\n [not]\n race=undead\n [not]\n type=Lich,Ancient Lich,Ghost,Wraith,Spectre,Shadow,Nightgaunt\n [/not]\n [/not]\n [/have_unit]\n [then]\n [message]\n speaker=second_unit\n message= _ \"Wait, I think I found something here...\"\n [/message]\n [/then]\n [else]\n # wmllint: recognize Mal Keshar\n [message]\n speaker=Mal Keshar\n scroll=no\n message= _ \"Hm, my minions found something...\"\n [/message]\n [/else]\n [/if]\n\n [transient_message]\n image=\"icons/crystal-shard.png\"\n message= _ \"You pick up a peculiar-looking crystal shard.\"\n [/transient_message]\n\n {VARIABLE have_library_exit_key yes}\n [/event]\n\n#ifndef HARD\n [object]\n silent=yes\n duration=forever\n [filter]\n id=Galas\n [/filter]\n [effect]\n apply_to=movement_costs\n [movement_costs]\n cave=-1\n [/movement_costs]\n [/effect]\n [/object]\n#endif\n\n {PLAYER_RECRUITMENT_SETUP_FOR_SCENARIO 9}\n\n #\n # Recall heroes\n #\n\n # wmllint: recognize Anlind\u00eb\n {RECALL_ANLINDE_AT 45 5}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR_AT 47 9}\n # wmllint: recognize Althurin\n {RECALL_ALTHURIN_AT 45 4}\n\n {FACE_DIRECTION (id=Galas) se}\n {FACE_DIRECTION (id=Mal Keshar) sw}\n {FACE_DIRECTION (id=Anlind\u00eb) nw}\n {FACE_DIRECTION (id=Althurin) sw}\n\n [remove_shroud]\n side=1\n x,y=46,11\n radius=3\n [/remove_shroud]\n\n [remove_shroud]\n side=1\n x,y=50,3\n radius=7\n [filter_radius]\n terrain=!,X*,*^X*\n [/filter_radius]\n [/remove_shroud]\n\n [capture_village]\n side=1\n x=41-53\n y= 3-6\n [/capture_village]\n\n # Uncapture these two villages in the Shaxthal cave.\n\n [capture_village]\n x=58,61\n y=47,45\n [/capture_village]\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Explore and find the exit with Galas, Anlind\u00eb, or Mal Keshar\")}\n {OBJECTIVE_BONUS ( _ \"Optional: Defeat all enemy leaders\")}\n {OBJECTIVE_SHOW_IF ({TL_ENEMIES_NOT_DEFEATED})}\n {OBJECTIVE_BONUS_COMPLETED ( _ \"Optional: Defeat all enemy leaders\")}\n {OBJECTIVE_SHOW_IF ({TL_ENEMIES_DEFEATED})}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anlind\u00eb\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Althurin\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n [/event]\n\n [event]\n name=start\n\n {INCIDENTAL_MUSIC \"into_the_shadows.ogg\"}\n\n [message]\n speaker=Galas\n message= _ \"It\u2019s hard to believe we\u2019ve made it this far, in spite of all the obstacles in our way.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Hah. You would never have survived the trials of the desert and the confrontations with those demons without me around, ready to save your useless posteriors.\"\n [/message]\n\n [message]\n speaker=Galas\n # po: He intends to ask Mal Keshar about his true intentions.\n message= _ \"Sure, that is why we are grateful for your help. But before we proceed further, I must ask...\"\n [/message]\n\n {MOVE_UNIT id=Anlind\u00eb 46 6}\n {FACE_DIRECTION id=Anlind\u00eb se}\n\n [redraw]\n side=1\n [/redraw]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"These passages appear to have been used relatively recently. We should be on the watch for enemies.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Right. Let us proceed cautiously, then.\"\n [/message]\n\n {MOVE_UNIT id=Galas 46 8}\n\n [message]\n speaker=Mal Keshar\n message= _ \"What did you want to ask me, Galas?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"... Nothing important. Let\u2019s go.\"\n [/message]\n\n {MOVE_UNIT id=Galas 50 3}\n {FACE_DIRECTION id=Galas sw}\n\n {MOVE_UNIT id=Anlind\u00eb 46 4}\n {FACE_DIRECTION id=Anlind\u00eb sw}\n\n {MOVE_UNIT (id=Mal Keshar) 45 6}\n {FACE_DIRECTION (id=Mal Keshar) nw}\n\n [scroll_to_unit]\n id=Galas\n [/scroll_to_unit]\n\n#ifndef HARD\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"As Galas has become accustomed to moving on rough cave terrains, his movement cost on them has decreased by one!\"\n [/message]\n#endif\n [/event]\n\n {ALTHURIN_1ST_TIME_HELP}\n\n [event]\n name=moveto\n [filter]\n side=1\n x=0-64\n y=16-54\n [/filter]\n\n {CLEAR_CAVE_SHROUD x,y,radius=33,18,4}\n\n [message]\n speaker=Galas\n message= _ \"What is this? The ruins of an ancient city, here?\"\n [/message]\n\n [message]\n speaker=Althurin\n message= _ \"Hm, the runes on the floor and walls aren\u2019t dwarvish. This is quite interestin\u2019.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=19,5\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=\"scenery/signpost.png\"\n message= _ \"GO AWAY\"\n [/message]\n [/event]\n\n [event]\n id=igors_hideout_found_by_undead\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=18,5\n race=undead,bats\n [/filter]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"You have found an interesting building, crude in design. There appears to be someone hiding inside.\n\nYou may want to get a living unit that is not a bat to take a look inside.\"\n [/message]\n [/event]\n\n [event]\n id=igors_hideout_found_by_living\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=18,5\n [not]\n race=undead,bats\n [/not]\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"It is a very unusual location for a home, but it appears that someone indeed lives here. The decorations in this cave seem recent and rushed, and I think I heard noise coming from inside the rustic building.\n\nShould I leave, or take a look inside?\"\n [option]\n label= _ \"Leave, it may be dangerous.\"\n [command]\n [allow_undo][/allow_undo]\n [/command]\n [/option]\n [option]\n label= _ \"Surely whatever is hiding inside can\u2019t be more trouble than the undead roaming about...\"\n [command]\n [fire_event]\n name=meet igor\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/command]\n [/option]\n [/message]\n [/event]\n\n [event]\n name=meet igor\n\n [unit]\n # wmllint: recognize Igor\n {CHARACTER_STATS_IGOR}\n x,y=17,5\n side=1\n moves=5\n resting=no\n facing=se\n [/unit]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Igor\n message= _ \"No! Please don\u2019t kill meeee!\" # wmllint: no spellcheck\n [/message]\n\n [message]\n speaker=unit\n message= _ \"Huh? A goblin? How did you get here?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"You have nothing to fear, goblin. We are not here to kill you.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"What, are you serious? He is a goblin, a miniature orc!\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"I used to live in the northlands, in a small town populated by goblins, goblins like me! But then, those foul humans came and ransacked it all! They killed everyone, those \u2018Chaos\u2019 people... I escaped, and tried to find a safe place to live, deep in these caves...\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"And then those horrors came here too! They woke up all those dangerous beasts from underground, and then they tried to turn me into their slave! Oh... so horrible...\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Seeing as how peril lurks behind every corner around here, would you perhaps prefer to join us? We could provide you with protection from those demons and the undead, if you agree to help us as well.\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Igor\n message= _ \"Really?! Oh... Yes! Yes, I would be very thankful if you let me join you, yes! Hang on, let me pack my things...\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"This is a very bad idea, Galas! Galas! Are you even listening to me?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"It\u2019s just a little goblin and his ferocious mount. What harm could possibly come of letting them fight alongside us? I would be far more concerned if we didn\u2019t already allow a necromancer in our ranks...\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Hmph. Such careless words coming from an elf, elves these days...\"\n [/message]\n\n [scroll_to_unit]\n id=Igor\n [/scroll_to_unit]\n\n [remove_event]\n id=igors_hideout_found_by_undead\n [/remove_event]\n\n [remove_event]\n id=igors_hideout_found_by_living\n [/remove_event]\n [/event]\n\n [event]\n name=turn 5\n\n [message]\n speaker=Mal Em-Nonaluz\n message= _ \"The elves are here? Well, well, where the hell are our dear warlord\u2019s troops? I suppose I will have to make do with what little I have, as usual.\"\n [/message]\n\n #\n # Only allow her to recruit undead from now on.\n #\n [set_recruit]\n side=3\n recruit=Ghost,Walking Corpse,Soulless\n [/set_recruit]\n\n [unit]\n id=Aralaija\n name= _ \"Aralaija\"\n side=3\n type=Demon Warrior\n gender=female\n x,y=34,37\n upkeep=free\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n [/modifications]\n [/unit]\n\n [unit]\n id=Ferunghiel\n name= _ \"Ferunghiel\"\n side=3\n type=Demon Warrior\n x,y=38,37\n upkeep=free\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [message]\n speaker=Galas\n message= _ \"This is bad news. It appears the Chaos Empire\u2019s forces somehow managed to get a head start. We need to stop them and secure these caves before they can advance any further!\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Mal Em-Nonaluz\n [/filter]\n\n [message]\n speaker=Mal Em-Nonaluz\n message= _ \"You may take me down and win this battle, elf... but know this... The Warlord... the Warlord is coming... Flee while you can, and you may yet be able to enjoy your lives a few days more!\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Mal Em-Nonaluz\n [/filter]\n\n [message]\n speaker=Galas\n message= _ \"These fiends seem so confident in the might of this warlord of theirs. It\u2019s rather troubling.\"\n [/message]\n\n [message]\n speaker=Althurin\n message= _ \"Necromancers... there surely is no end to their arrogance, not even as they\u2019re dyin\u2019 \u2014 again. Ye shouldn\u2019t give their words too much credit, lord Galas.\"\n [/message]\n [/event]\n\n [event]\n name=enemies defeated\n\n [show_objectives][/show_objectives]\n [/event]\n\n #\n # Secret touchplate.\n #\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=53,37\n [/filter]\n\n [terrain]\n x,y=54,37\n terrain=Ur\n [/terrain]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Touchplate triggered. A wall moves.\"\n [/message]\n\n [item]\n x,y=54,37\n image=scenery/rubble.png\n redraw=no\n [/item]\n\n [redraw]\n side=1\n [/redraw]\n [/event]\n\n #\n # Prophecy of the Union.\n #\n\n#define TL_PROPHECY_FRAGMENT _X _Y _MSG\n [literal]\n x={_X}\n y={_Y}\n message={_MSG}\n [/literal]\n#enddef\n\n [event]\n name=prestart\n\n [set_variables]\n name=union_prophecy_fragments\n mode=replace\n\n {TL_PROPHECY_FRAGMENT 10 17\n ( _ \"Long ago, during a forgotten age, the beings of Light and Darkness waged an endless war, ceasing only when Yarae the Arcane Lord appeared and took his place as arbiter.\n\nWith his great power, he created Ten Guardians to bring balance to the factions. Upon each guardian was then bestowed control over the different creatures and aspects of their power, and other great demons were created as needed to aid each in their task.\")}\n\n {TL_PROPHECY_FRAGMENT 13 33\n ( _ \"Yarae had unrivaled control over the forces of Light and Darkness. Wisdom and moderation were instrumental in this role, and he brought peace and prosperity for all... until an unknown force turned him against his peers, the gods of Light and Darkness.\")}\n\n {TL_PROPHECY_FRAGMENT 36 39\n ( _ \"As he fell victim to that corruption, so did the original Ten Guardians. Yarae led them and their subjects against the gods of Light and Darkness, and wreaked chaos and destruction upon all that existed. In the end, the gods joined their forces in a single entity capable of fighting this new evil: the Avatar of the Union of Light and Darkness was born.\")}\n\n {TL_PROPHECY_FRAGMENT 49 33\n ( _ \"Wielding the power of the Union and aided by the only three guardians who chose to stand against their creator, they managed to destroy their fallen brethren one by one. Finally, they put an end to his revolt and trapped him in the Void between worlds.\")}\n\n {TL_PROPHECY_FRAGMENT 46 28\n ( _ \"Of the remaining Ten, Uria and (garbled) were tasked with guarding the creatures that had been influenced and corrupted by Yarae\u2019s touch, while (garbled) attended to undoing the great damage wreaked by him and his guardians across the lands. The power of the Union was lastly used to isolate the fallen creatures in a reality set apart from our own: Inferno.\")}\n\n {TL_PROPHECY_FRAGMENT 54 20\n ( _ \"The Union faded, leaving behind the Body of the Union and the twin orbs that held its essence. Fearing that the successors of the Ten could fall prey to the same corruption or that Yarae might escape his imprisonment, these relics were hidden away on Ethea, Irdya, and Norsula. Should the need ever arise again, two beings shall assume the mantle to protect our reality from the threat: one blessed with the power of the Orb of Light, the other with the power of the Orb of Darkness; and once both join their spirits, they shall become the new Avatars of the Union. And thus, the cycle will repeat until the Tree withers and eternity comes to an end.\")}\n [/set_variables]\n\n #\n # Generate glyph event handlers, and place the map items.\n #\n\n [foreach]\n array=union_prophecy_fragments\n [do]\n {ITEM_CRYSTAL_GLYPH_MESSAGE $this_item.x $this_item.y}\n\n [event]\n delayed_variable_substitution=no\n name=moveto\n [filter]\n side=1\n x,y=$this_item.x,$this_item.y\n [/filter]\n\n [allow_undo][/allow_undo]\n\n # Delay .message substitution until the event handler runs.\n {MSG_GLYPH $|union_prophecy_fragments[$i].message}\n [/event]\n [/do]\n [/foreach]\n [/event]\n\n # Secret message glyph at 58,44 that contains the non-fragmented prophecy of the Union\n {ITEM_CRYSTAL_GLYPH_MESSAGE 58 44}\n [event]\n name=moveto\n [filter]\n x,y=58,44\n side=1\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [foreach]\n array=union_prophecy_fragments\n [do]\n {MSG_GLYPH $this_item.message}\n [/do]\n [/foreach]\n [/event]\n\n [event]\n name=victory\n\n {CLEAR_VARIABLE union_prophecy_fragments}\n [/event]\n\n #\n # Other message glyphs.\n #\n\n#define TL_GLYPH _X _Y _MSG\n {ITEM_CRYSTAL_GLYPH_MESSAGE {_X} {_Y} }\n\n [event]\n name=moveto\n [filter]\n x={_X}\n y={_Y}\n side=1\n [/filter]\n\n [allow_undo][/allow_undo]\n\n {MSG_GLYPH ({_MSG})}\n [/event]\n#enddef\n\n {TL_GLYPH 34 36 ( _ \"These message-encoding crystal glyphs were created by us, the Argazar civilization, so that our knowledge and technology could be preserved even past the end of our existence. It is our final hope that all of this information will not be used for malign purposes.\")}\n\n {TL_GLYPH 34 38 ( _ \"Mal Si\u2019ah was here.\")}\n\n {TL_GLYPH 38 38 ( _ \"There are permanent gateways to Inferno hidden in many different worlds, protected by the chosen Gatekeepers of Iluvia.\")}\n\n {FIRE_EVENT_ON_STUMBLE_UPON found_biped_leech (type=Giant Leech,Brain Drainer)}\n [event]\n name=found_biped_leech\n\n [message]\n speaker=second_unit\n message= _ \"Skreeech!!\" # wmllint: no spellcheck\n [/message]\n [/event]\n\n {FIRE_EVENT_ON_STUMBLE_UPON found_demon race=demon}\n [event]\n name=found_demon\n\n [message]\n speaker=second_unit\n message= _ \"There they are! Get them!\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n [filter_location]\n terrain=*^Xp\n [/filter_location]\n [/filter]\n\n [redraw][/redraw]\n\n [allow_undo][/allow_undo]\n\n [message]\n x,y=$x1,$y1\n {UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}\n message= _ \"I wonder where these holes in the ground lead to.\"\n [/message]\n [/event]\n\n #\n # Exit barrier glyphs.\n #\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x= 5,25,47\n y=42,51,48\n [/filter]\n [filter_condition]\n {VARIABLE_BOOLEAN_EQUALS have_library_exit_key no}\n [/filter_condition]\n\n [message]\n speaker=narrator\n image=\"items/crystal-glyph-gate.png\"\n message= _ \"Access denied \u2014 key glyph required.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x= 5,25,47\n y=42,51,48\n [/filter]\n [filter_condition]\n {VARIABLE_BOOLEAN_EQUALS have_library_exit_key yes}\n [/filter_condition]\n\n [message]\n speaker=narrator\n image=\"items/crystal-glyph-gate.png\"\n message= _ \"Access granted.\"\n [/message]\n\n [remove_terrain_overlays]\n x,y=$x1,$y1\n radius=1\n [and]\n terrain=*^Ii,*^Xo\n [/and]\n [/remove_terrain_overlays]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [redraw]\n side=1\n [/redraw]\n [/event]\n\n #\n # Victory trigger event.\n #\n\n [event]\n name=moveto\n [filter]\n id=Galas,Mal Keshar,Anlind\u00eb\n [and]\n # se\n x,y=48-52,54\n [or]\n # s\n x,y=25-29,54\n [/or]\n [or]\n # sw\n x,y=1,45-47\n [/or]\n [/and]\n [/filter]\n\n [if]\n [have_unit]\n x,y=$x1,$y1\n id=Galas\n [/have_unit]\n [then]\n [message]\n speaker=unit\n message= _ \"This path goes even deeper underground. I hesitate to continue.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"There is no reason to hesitate, Galas. Wherever the Lady of Light is, we will be safe.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"I hope so...\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=unit\n message= _ \"This path goes even deeper underground.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"We must continue. I feel we are very close to our destination now.\"\n [/message]\n [/else]\n [/if]\n\n [if]\n [have_unit]\n canrecruit=yes\n [not]\n side=1\n [/not]\n [/have_unit]\n [then]\n {ENDLEVEL_VICTORY no}\n [/then]\n [else]\n {ENDLEVEL_VICTORY yes}\n [/else]\n [/if]\n [/event]\n\n [event]\n name=victory\n\n {CLEAR_VARIABLE have_library_exit_key,library_key_holder,library_exit}\n [/event]\n[/scenario]\n\n#undef TL_PALETTE_OVERRIDE\n#undef TL_ENEMIES_DEFEATED\n#undef TL_ENEMIES_NOT_DEFEATED\n#undef TL_BLOCK_EXIT\n#undef TL_CAVE_DWELLER\n#undef TL_GLYPH\n#undef TL_PROPHECY_FRAGMENT\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=10x_Elynia\n name= _ \"Elynia\"\n {MAP 10x_Elynia.map}\n turns=-1\n next_scenario=10y_The_Fall\n victory_when_enemies_defeated=no\n\n {NO_RECALLS}\n\n {SCENARIO_MUSIC \"underground.ogg\"}\n\n {DEEP_UNDERGROUND}\n\n {STORYTXT_ELYNIA}\n\n # Nobody can die in this scenario.\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=heroes\n user_team_name= _ \"team_name^Elves\"\n\n shroud=yes\n\n gold=0\n {NO_INCOME}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n controller=null\n team_name=enemies\n color=red\n\n no_leader=yes\n hidden=yes\n\n {NO_ECONOMY}\n [/side]\n\n {CAVE_NOISE_SOUND_SOURCE}\n [+sound_source]\n id=cave_ambience # wmllint: ignore\n [/sound_source]\n\n {CAVE_WATER_SOUND_SOURCE 31 32}\n [+sound_source]\n id=cave_water_drip # wmllint: ignore\n [/sound_source]\n\n#define LOL_SET_OBJECTIVES _ADDITIONAL_OBJECTIVES\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {_ADDITIONAL_OBJECTIVES}\n {OBJECTIVE_VICTORY ( _ \"Find the Lady of Light and the Master of Darkness\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anlind\u00eb\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Althurin\")}\n\n {OBJECTIVE_CARRYOVER}\n )}\n#enddef\n\n {PLACE_IMAGE items/barrel.png 23 29}\n {PLACE_IMAGE items/stone-tablet.png 26 28}\n {PLACE_IMAGE items/chest-plain-open.png 31 29}\n {PLACE_IMAGE \"items/bones.png~FL()\" 33 31}\n\n [event]\n name=prestart\n\n [store_starting_location]\n side=2\n variable=elynia_loc\n [/store_starting_location]\n\n [set_variables]\n # We'll need this in the next scenario.\n name=e1s10x_state.time_area\n mode=replace\n [value]\n id=tree_chamber # wmllint: ignore\n {ILLUMINATED_UNDERGROUND}\n x,y=$elynia_loc.x,$elynia_loc.y\n radius={INFINITY}\n [filter_radius]\n # Extend across passable terrains (or terrains with impassable\n # overlays, those don't really matter and look better with the\n # same lighting as the surrounding terrains).\n terrain=!,X*\n [or]\n # Also extend to impassable terrains adjacent to passable\n # (the shroud radius 1 issue), otherwise cave walls appear\n # with different lighting settings than the surrounding\n # non-wall terrains.\n [filter_adjacent_location]\n terrain=!,X*\n [/filter_adjacent_location]\n [/or]\n # Don't extend past y = 25.\n [and]\n x=0-999\n y=0-25\n [/and]\n [/filter_radius]\n [/value]\n [/set_variables]\n\n [insert_tag]\n name=time_area\n variable=e1s10x_state.time_area\n [/insert_tag]\n\n [store_side]\n side=1\n variable=side1_params\n [/store_side]\n\n [modify_side]\n side=1\n gold=0\n [/modify_side]\n\n {REMOVE_RECRUIT_LIST 1}\n\n #\n # Recall heroes\n #\n\n # wmllint: recognize Anlind\u00eb\n {RECALL_ANLINDE_AT 34 35}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR_AT 33 36}\n # wmllint: recognize Althurin\n {RECALL_ALTHURIN_AT 35 35}\n # wmllint: recognize Unarye\n {RECALL_UNARYE_AT 35 37}\n\n {FACE_DIRECTION side=1 nw}\n\n {LOL_SET_OBJECTIVES ()}\n [/event]\n\n [event]\n name=start\n\n {LOCK_VIEW}\n\n [message]\n speaker=Galas\n message= _ \"Well, here we are. I guess I was wrong to expect our heroes to be sleeping right by the entrance.\"\n [/message]\n\n [message]\n speaker=Althurin\n message= _ \"Whoah, this place is much larger on the inside!\"\n [/message]\n\n {IF_HAVE_IGOR (\n [fire_event]\n name=igor enters\n [/fire_event]\n )}\n\n [message]\n speaker=Unarye\n message= _ \"This is... I can\u2019t believe I\u2014 we are about to meet one of our ancestors and her human companion, in life! I wonder what they look like?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"I imagine they look like every other elf or human sorcerer, just... much more powerful, and maybe even terrifying?\"\n [/message]\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=igor enters\n\n [message]\n speaker=Unarye\n sound=human-female-hit-1.ogg\n message= _ \"OW!\"\n [/message]\n\n {FACE_DIRECTION id=Unarye se}\n\n [delay]\n time=250\n [/delay]\n\n {FACE_DIRECTION (id=Mal Keshar) se}\n\n [message]\n speaker=Mal Keshar\n message= _ \"Huh?\"\n [/message]\n\n {FACE_DIRECTION id=Galas se}\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Unarye\n message= _ \"Someone bumped into me!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Who is there?!\"\n [/message]\n\n {FACE_DIRECTION side=1 se}\n\n [delay]\n time=750\n [/delay]\n\n [recall]\n id=Igor\n x,y=35,38\n show=yes\n [/recall]\n\n [message]\n speaker=Igor\n message= _ \"Sorry! I saw you coming into this temple and I thought... well, the other elves scare me, and you saved me from the undead back there, so...\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Begone, goblin! This is no place for such a lowly creature like you!\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Oh, he can come with us. I am sure the Lady of Light will not mind the intrusion of a goblin and his pet wolf considering the... circumstances. (glares at Mal Keshar)\"\n [/message]\n\n {FACE_DIRECTION id=Anlind\u00eb nw}\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Igor\n message= _ \"Oh, many thanks, my lady! I had never been treated so well by non-goblins! Many thanks!\"\n [/message]\n\n {FACE_DIRECTION (id=Mal Keshar) nw}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"(grumble, grumble)\"\n [/message]\n\n {FACE_DIRECTION side=1 nw}\n [/event]\n\n [event]\n name=DEBUG1\n\n [teleport]\n [filter]\n id=Galas\n [/filter]\n x,y=25,29\n [/teleport]\n\n [teleport]\n [filter]\n id=Anlind\u00eb\n [/filter]\n x,y=25,28\n [/teleport]\n\n [fire_event]\n name=chamber entry cutscene\n [/fire_event]\n [/event]\n\n [event]\n name=DEBUG2\n\n {CLEAR_CAVE_SHROUD area=tree_chamber}\n\n [fire_event]\n name=set up courtyard units\n [/fire_event]\n\n [fire_event]\n name=elynia cutscene 1\n [/fire_event]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n [/filter]\n [filter_condition]\n [have_location]\n terrain=*^Pr\\,*^Pr/\n [filter_vision]\n side=1\n [/filter_vision]\n [/have_location]\n [/filter_condition]\n\n [allow_undo][/allow_undo]\n\n [remove_shroud]\n side=1\n x,y,radius=25,27,1\n [or]\n x,y,radius=27,28,1\n [/or]\n [/remove_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=26,27\n [/scroll_to]\n\n {HIGHLIGHT_GOAL terrain=*^Pr\\,*^Pr/}\n\n [message]\n speaker=Galas\n message= _ \"We should be wary of any traps or enchantments set up to protect our heroes from hostile outsiders. Anlind\u00eb, could you inspect that gate?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Sure.\"\n [/message]\n\n {LOL_SET_OBJECTIVES ({OBJECTIVE_VICTORY ( _ \"Move Anlind\u00eb next to the gate\")})}\n\n [scroll_to_unit]\n x,y=$x1,$y1\n [/scroll_to_unit]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=33,31\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=unit\n message= _ \"These bones appear to have belonged to a dwarf.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=31,29\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=unit\n message= _ \"The chest is empty.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=23,29\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=unit\n message= _ \"Nothing but bugs and dust in this barrel.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Anlind\u00eb\n [filter_location]\n [filter_adjacent_location]\n terrain=*^Pr\\,*^Pr/\n [/filter_adjacent_location]\n [/filter_location]\n [/filter]\n\n [fire_event]\n name=chamber entry cutscene\n [/fire_event]\n [/event]\n\n #\n # Functional event used for forest spirits attacking Galas et al.\n #\n # spirit_locs must be set beforehand.\n #\n [event]\n name=chamber spirits closing in\n first_time_only=no\n\n [foreach]\n array=spirit_locs\n [do]\n [store_direction]\n from_x,from_y=$this_item.x,$this_item.y\n [to]\n [filter]\n id=Galas\n [/filter]\n [/to]\n [/store_direction]\n\n [store_locations]\n [filter_adjacent_location]\n x,y=$this_item.x,$this_item.y\n adjacent=-$direction\n [/filter_adjacent_location]\n variable=location\n [/store_locations]\n\n [move_unit]\n x,y=$this_item.x,$this_item.y\n to_x,to_y=$location.x,$location.y\n [/move_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE location}\n [/event]\n\n#define LOL_SPIRITS_CLOSING_IN\n [fire_event]\n name=chamber spirits closing in\n [/fire_event]\n#enddef\n\n #\n # Functional event used during the first cutscene segment and in some debug\n # mode skips.\n #\n [event]\n name=set up courtyard units\n\n [teleport]\n [filter]\n id=Galas\n [/filter]\n x,y=28,19\n [/teleport]\n\n [teleport]\n [filter]\n id=Anlind\u00eb\n [/filter]\n x,y=28,18\n [/teleport]\n\n [teleport]\n [filter]\n id=Mal Keshar\n [/filter]\n x,y=28,20\n [/teleport]\n\n [teleport]\n [filter]\n id=Unarye\n [/filter]\n x,y=29,19\n [/teleport]\n\n [teleport]\n [filter]\n id=Althurin\n [/filter]\n x,y=27,19\n [/teleport]\n\n {IF_HAVE_IGOR (\n [teleport]\n [filter]\n id=Igor\n [/filter]\n x,y=28,21\n [/teleport]\n )}\n\n {FACE_LOCATION side=1 x,y=$elynia_loc.x,$elynia_loc.y}\n\n [scroll_to_unit]\n id=Galas\n [/scroll_to_unit]\n [/event]\n\n [event]\n name=chamber entry cutscene\n\n {LOCK_VIEW}\n\n [fade_out_music]\n duration=500\n [/fade_out_music]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"There is a stone tablet nearby.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message=\"\"+_\"\u201cHere in this chamber lies the slayer of the Demon Lord, Protector of the Elves of Irdya, wielder of the Power of the Union: Elynia, the Lady of Light. Only those born of Faerie and the sacred earth of Irdya shall be allowed within her resting place. May her eternal sleep end once the wounds inflicted upon Irdya have healed.\u201d\"+\"\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"There doesn\u2019t seem to be anything else special about this gate. (aside) Why does it only mention her...\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"I believe we fit the description, but I am unsure about the healing part. Still, we have faced all kinds of trials and braved numerous dangers to get here \u2014 there is no turning back now. Onwards!\"\n [/message]\n\n [remove_terrain_overlays]\n terrain=*^Pr\\,*^Pr/\n [/remove_terrain_overlays]\n\n [sound]\n name=gate-fall.ogg\n [/sound]\n\n [redraw]\n side=1\n [/redraw]\n\n {MOVE_UNIT id=Anlind\u00eb 28 24}\n {MOVE_UNIT id=Galas 28 25}\n\n {CLEAR_CAVE_SHROUD area=tree_chamber}\n\n [scroll_to]\n x,y=28,20\n [/scroll_to]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"The group entered a massive chamber at the center of the underground temple. The place was abundantly illuminated through openings in the tall ceiling, rendering their torches and magic pointless. The whole chamber appeared to have been built not by an ancient civilization, but by the earth itself. Standing out amidst the chamber was a lush courtyard enclosed by five trees in a geometric arrangement, with a sixth tree in the middle of all.\n\nAn eerie gust of wind from the deep abyss below extinguished the fires as though intent on protecting the secret sanctuary from harm.\"\n [/message]\n\n [fire_event]\n name=set up courtyard units\n [/fire_event]\n\n #\n # Remove sound sources.\n #\n\n [fade_out_sound_effects]\n duration=750\n [/fade_out_sound_effects]\n\n {REMOVE_SOUND_SOURCE cave_ambience,cave_water_drip}\n\n [reset_sound_effects][/reset_sound_effects]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Hello there! Anybody at home?\"\n [/message]\n\n {REPLACE_SCENARIO_MUSIC heroes_rite.ogg}\n\n [message]\n speaker=Galas\n message= _ \"... There is no-one here. But... how? Did we arrive too late?\"\n [/message]\n\n [store_locations]\n terrain=*^Fet\n [not]\n x,y=$elynia_loc.x,$elynia_loc.y\n [/not]\n variable=spirit_locs\n [/store_locations]\n\n [foreach]\n array=spirit_locs\n [do]\n [store_direction]\n from_x,from_y=$this_item.x,$this_item.y\n [to]\n [filter]\n id=Galas\n [/filter]\n [/to]\n [/store_direction]\n\n [terrain]\n terrain=^Fetd\n layer=overlay\n x,y=$this_item.x,$this_item.y\n [/terrain]\n\n [sound]\n name=wail.wav,wail-sml.wav\n [/sound]\n\n [redraw][/redraw]\n\n [delay]\n time=100\n [/delay]\n\n [remove_terrain_overlays]\n x,y=$this_item.x,$this_item.y\n [/remove_terrain_overlays]\n\n [redraw][/redraw]\n\n [unit]\n animate=yes\n side=2\n type=Faerie Spirit\n facing=$direction\n x,y=$this_item.x,$this_item.y\n generate_name=no\n random_traits=no\n [modifications]\n [object]\n [effect]\n apply_to=\"image_mod\"\n add=\"PAL(faerie_spirit_hair_leaves_green>faerie_spirit_hair_leaves_decay)~PAL(faerie_spirit_skin_green>faerie_spirit_skin_decay)\"\n [/effect]\n [/object]\n [/modifications]\n [/unit]\n [/do]\n [/foreach]\n\n [role]\n role=spirit1\n type=Faerie Spirit\n [/role]\n\n [role]\n role=spirit2\n type=Faerie Spirit\n [not]\n role=spirit1\n [/not]\n [/role]\n\n [role]\n role=spirit3\n type=Faerie Spirit\n [not]\n role=spirit1\n [/not]\n [not]\n role=spirit2\n [/not]\n [/role]\n\n [message]\n role=spirit3\n message=\"\"+_\"Kill the intruders.\"+\"\"\n [/message]\n\n {LOL_SPIRITS_CLOSING_IN}\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"We are the Forest Elves of the Valley of Elynia! You must let us pass!\"\n [/message]\n\n [message]\n role=spirit1\n message=\"\"+_\"Protect the Lady of Light.\"+\"\"\n [/message]\n\n #\n # At this point two of the spirits will be adjacent to player units,\n # those cannot be moved any closer.\n #\n\n [store_locations]\n [filter]\n type=Faerie Spirit\n [not]\n [filter_adjacent]\n side=1\n [/filter_adjacent]\n [/not]\n [/filter]\n variable=spirit_locs\n [/store_locations]\n\n {LOL_SPIRITS_CLOSING_IN}\n\n {IF_HAVE_IGOR (\n [message]\n speaker=Igor\n message= _ \"Aieee! They\u2019re gonna kill us!\" # wmllint: no spellcheck\n [/message]\n )}\n\n [message]\n speaker=Mal Keshar\n message= _ \"Enough of this nonsense!\"\n [/message]\n\n {THUNDER (\n [teleport]\n [filter]\n id=Mal Keshar\n [/filter]\n x,y=$elynia_loc.x,\"$($elynia_loc.y + 1)\"\n [/teleport]\n\n {FACE_DIRECTION (id=Mal Keshar) nw}\n\n {FACE_UNIT (type=Faerie Spirit) (id=Mal Keshar)}\n )}\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Malin Keshar! What do you think you are doing?!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Something I should have done long ago! Unto me, whip of the Dark Gods!\"\n [/message]\n\n {CLEAR_VARIABLE spirit_locs}\n\n [fire_event]\n name=elynia cutscene 1\n [/fire_event]\n [/event]\n\n [event]\n name=elynia cutscene 1\n\n [hide_unit][/hide_unit]\n\n {REPLACE_SCENARIO_MUSIC silence.ogg}\n\n [sound]\n name=magic-dark-big.ogg\n [/sound]\n\n {WHITE_SCREEN}\n\n [scroll_to]\n x,y=$elynia_loc.x,$elynia_loc.y\n {WARP}\n [/scroll_to]\n\n [delay]\n time=250\n [/delay]\n\n [sound]\n name=lightning.ogg\n [/sound]\n\n [delay]\n time=250\n [/delay]\n\n [sound]\n name={SOUND_LIST:ELF_FEMALE_HIT}\n [/sound]\n\n [kill]\n type=Faerie Spirit\n [/kill]\n\n [terrain]\n x,y=$elynia_loc.x,$elynia_loc.y\n terrain=^Fetd\n layer=overlay\n [/terrain]\n\n [redraw][/redraw]\n\n [delay]\n time=250\n [/delay]\n\n {RESET_SCREEN}\n\n [unhide_unit][/unhide_unit]\n\n [delay]\n time=750\n [/delay]\n\n {FACE_DIRECTION (id=Mal Keshar) se}\n\n [delay]\n time=250\n [/delay]\n\n [terrain]\n x,y=$elynia_loc.x,$elynia_loc.y\n terrain=^Efm\n layer=overlay\n [/terrain]\n\n [redraw][/redraw]\n\n {MOVE_UNIT (id=Mal Keshar) 27 18}\n\n {FACE_DIRECTION (id=Mal Keshar) ne}\n\n [message]\n speaker=Mal Keshar\n message= _ \"No need to thank me. Behold!\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n #\n # FIXME: images\n #\n\n {MOVE_UNIT (id=Galas) $elynia_loc.x \"$($elynia_loc.y + 1)\"}\n\n {REPLACE_SCENARIO_MUSIC traveling_minstrels.ogg}\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"On the ground where the white tree at the center of the chamber stood moments before, now lay a beautiful elven lady.\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"In a previous age when Irdya was green and wide, anyone who glanced at her radiant pale skin and glistening faerie wings would have been able to discern her identity without a second thought. Even as she slept, her strong bond with the essence of Light illuminated her surroundings and protected her from harm.\n\nThe legends told of the lavender-haired heroine of the elves and lauded her everlasting grace and splendor, but Galas never imagined the truth could possibly surpass the historical accounts; neither did he imagine how it would render him completely dumbstruck, unable to greet her as it was required of him as lord of the Elves.\"\n [/message]\n\n [message]\n speaker=Galas\n # po: \"beautiful\"\n message= _ \"She is...\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Come forth, Light of the First Gods! Awaken your blessed emissary from her millennial sleep!\"\n [/message]\n\n {FLASH_WHITE (\n [sound]\n name=magic-holy-2.ogg\n [/sound]\n )}\n\n [delay]\n time=250\n [/delay]\n\n [unit]\n # wmllint: recognize Elynia\n {CHARACTER_STATS_ELYNIA}\n animate=yes\n x,y=$elynia_loc.x,$elynia_loc.y\n facing=se\n side=2\n [/unit]\n\n [delay]\n time=2000\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"... Who has... awakened me?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"(points at Galas)\"\n [/message]\n\n [message]\n speaker=Unarye\n message= _ \"(points at Galas)\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"... Elves? Huh... I must be dreaming...\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Actually, no, not at all.\"\n [/message]\n\n {FACE_UNIT id=Elynia (id=Mal Keshar)}\n\n [message]\n speaker=Elynia\n message= _ \"Necromancer! Your kind is not welcome here! Say your last words!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"No, he doesn\u2019t mean any harm, Lady Elynia! He is our ally!\"\n [/message]\n\n {FACE_UNIT id=Elynia id=Galas}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Ally, you say? Who are you, strangers, and why have you come to interrupt my sleep?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Right, right, I forgot to introduce ourselves. I am Lord Galas of the Elves of the Valley of Elynia, my lady, and these are Anlind\u00eb, my loyal advisor and leader of the Elven Council at Telchior\u2019s Hold; Lady Unarye, High Sorceress of our people; Althurin, High Runemaster of the Dwarvish Kingdom of Herthgar; and this is\u2014\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Mal Keshar, the Harbinger of Dread \u2014 a title I just made up so I don\u2019t seem out of place among those big names.\"\n [/message]\n\n [fade_out_music]\n duration=500\n [/fade_out_music]\n\n [message]\n speaker=Elynia\n message= _ \"(appalled) I\u2014\"\n [/message]\n\n {IF_HAVE_IGOR (\n {MOVE_UNIT id=Igor 28 19}\n\n [message]\n speaker=Igor\n message= _ \"And I\u2019m Igor! But I fear I don\u2019t have any titles or feats to brag about...\"\n [/message]\n )}\n\n [message]\n speaker=Elynia\n message= _ \"I mean, I appreciate that you would name a valley after me, but... Lord Galas, do you even realize that you are standing beside two criminals condemned by elvenkind? How could this depravity come to be?! Is this truly Telchior\u2019s legacy?! How am I supposed to trust the elves of this time now?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n {REPLACE_SCENARIO_MUSIC into_the_shadows.ogg}\n\n [message]\n speaker=Elynia\n message= _ \"Because... I presume it has been long since the Fall, hasn\u2019t it? And you are a descendant of Lord Telchior of Thelien, aren\u2019t you, Lord Galas?\"\n [/message]\n\n # wmllint: local spelling uhh\n\n [message]\n speaker=Galas\n message= _ \"Uhh... perhaps? I beg your pardon, my lady, but the only person here whom I am aware has committed past crimes against elvenkind is Mal Keshar, and I have specifically allowed him amongst us so he could guide us to the Heart Mountains, and to you.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [fire_event]\n name=elynia cutscene 2\n [/fire_event]\n [/event]\n\n [event]\n name=elynia cutscene 2\n\n [message]\n speaker=Elynia\n message= _ \"So you were raised unaware of the most crucial chapter of your people\u2019s history... That... actually makes sense. Why are you all here today?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Because the demons have returned, my lady; this time in greater numbers, and backed by an empire established by the humans of the southern deserts during the last few centuries. They decimated our defenses, razed our lands, and slaughtered countless innocent civilians before we finally left our home to request help from you and the Master of Darkness... who... seems to be absent for some reason?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n {MOVE_UNIT id=Elynia $elynia_loc.x \"$($elynia_loc.y - 1)\"}\n\n {FACE_DIRECTION id=Elynia nw}\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"The Lady of Light seemed suddenly distraught at Anlind\u00eb\u2019s words. She breathed deeply and turned around, trying to avert the inquisitive glances, and remained silent for a moment...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n {FACE_DIRECTION id=Elynia se}\n\n [delay]\n time=100\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"And then, she turned around once again.\n\n\u201cArgan, the Master of Darkness, is dead.\u201d\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"I... I never imagined\u2014\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"It pains me to have to admit this truth to you... After our victory against the Demon Lord Zhangor in Wesmere, many elves \u2014 your ancestors, lord Galas \u2014 were convinced that we were like gods, immortal and invincible, the exclusive wielders of the only power that could rival the demon\u2019s own. But it was only by sheer fortune that we survived that battle; and our lives, even though they truly exceed the norm of our kind in span, are as fragile as those of everyone else. We learned this the only possible way: by one of us dying.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"As to how it happened... (sighs) I suppose I might as well tell you of the world-changing events that led up to it. Our stories are more closely intertwined than you might suspect, lord Galas, and because our people have apparently forgotten the tragedies that befell us all at the end of times, I shall try my best to provide you with my own abridged account. You have to know the truth that Anlind\u00eb has kept from you for so long.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"But I must warn you: if the lorekeepers of elvenkind chose to not pass this knowledge on to you and your forefathers, it would be highly unwise of us to do otherwise now that our civilization is once again on the brink of extinction, and susceptible to the influence of demons hailing from Inferno.\"\n [/message]\n\n [modify_unit]\n [filter]\n id=Elynia\n [/filter]\n side=1\n [/modify_unit]\n\n [hide_unit][/hide_unit]\n\n {FADE_TO_BLACK}\n\n [store_shroud]\n side=1\n variable=e1s10x_state.shroud_mask\n [/store_shroud]\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n [fade_out_music][/fade_out_music]\n\n [message]\n speaker=Elynia\n message= _ \"Which is why all of you standing before me now are forever bound to keep this a secret. Sit down, and listen well...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n {UNLOCK_VIEW}\n\n {ENDLEVEL_QUIET} {NO_REPLAY_SAVE}\n [/event]\n\n [event]\n name=victory\n\n #\n # All state needs to be transferred to the next scenario, which only\n # exists for the sake of working around the lack of scenario-mandated\n # save points.\n #\n # But before, we must pass some additional state to it (code\n # duplication across scenarios sucks!).\n #\n\n [store_time_of_day]\n variable=e1s10x_state.schedule\n [/store_time_of_day]\n\n [store_unit]\n [filter]\n side=1\n x,y=1-999,1-99\n [/filter]\n variable=e1s10x_state.units\n kill=yes\n [/store_unit]\n\n [save_map]\n variable=e1s10x_state.map\n [/save_map]\n\n # shroud map handled by the last cutscene segment.\n\n [store_items]\n variable=e1s10x_state.items\n [/store_items]\n [/event]\n[/scenario]\n\n#undef LOL_SET_OBJECTIVES\n#undef LOL_SPIRITS_CLOSING_IN\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=10y_The_Fall\n name= _ \"The Fall\"\n {NO_MAP_DATA}\n turns=-1\n next_scenario=11_Strike_on_Herthgar\n victory_when_enemies_defeated=no\n\n #\n # This is somewhat of a tiny stub scenario using configuration carried\n # over from E1S10x using WML variables. The intention is to allow players\n # to replay the cutscene skipping to the historical part if they want. All\n # unit and map configuration is done dynamically. I suppose it might also\n # be of interest to aspiring advanced WML coders.\n #\n # The variables required from E1S10x are:\n #\n # e1s10x_state\n # Actual game, units, and gamemap state data.\n # elynia_loc\n # Used to avoid hardcoding Elynia's intended initial location\n # everywhere.\n # side1_params\n # Partial side 1 gameplay state from E1S10x prestart including its\n # recruit list and gold reserve, both of which are cleared for the\n # duration of both E1S10x and E1S10y.\n #\n\n {NO_RECALLS}\n\n {FULLSCREEN_CUTSCENE_UI}\n\n {SCENARIO_MUSIC \"snowfall.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"revelation.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"nunc_dimittis.ogg\"}\n\n {STORYTXT_THE_FALL}\n\n # Nobody can die in this scenario.\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=heroes\n user_team_name= _ \"team_name^Elves\"\n\n shroud=yes\n\n gold=0\n {NO_INCOME}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n [event]\n name=prestart\n\n {DIE_ON (\n [not]\n {VARIABLE_ARRAY_NOT_EMPTY e1s10x_state}\n {VARIABLE_ARRAY_NOT_EMPTY elynia_loc}\n {VARIABLE_ARRAY_NOT_EMPTY side1_params}\n [/not]\n )\n (\"E1S10x state store missing, did you use debug mode to skip scenarios?\")}\n\n # Kill automatic leader placed by the engine at 1,1 because we killed\n # the real one in the last scenario.\n [kill]\n id=Galas\n [/kill]\n\n [load_map]\n variable=e1s10x_state.map\n [/load_map]\n\n [replace_schedule]\n [insert_tag]\n variable=e1s10x_state.schedule\n name=time\n [/insert_tag]\n [/replace_schedule]\n\n [insert_tag]\n name=time_area\n variable=e1s10x_state.time_area\n [/insert_tag]\n\n [foreach]\n array=e1s10x_state.items\n variable=item\n [do]\n [insert_tag]\n variable=item\n name=item\n [/insert_tag]\n [/do]\n [/foreach]\n\n [foreach]\n array=e1s10x_state.units\n variable=unit\n [do]\n [insert_tag]\n variable=unit\n name=unit\n [/insert_tag]\n [/do]\n [/foreach]\n\n # wmllint: recognize Elynia\n # wmllint: recognize Mal Keshar\n # wmllint: recognize Anlind\u00eb\n # wmllint: recognize Althurin\n # wmllint: recognize Unarye\n # wmllint: recognize Igor\n\n {BLACK_SCREEN}\n\n [hide_unit][/hide_unit]\n [/event]\n\n [event]\n name=start\n\n # FIXME: doesn't work on prestart\n [place_shroud]\n side=1\n [/place_shroud]\n\n {LOCK_VIEW}\n\n [scroll_to_unit]\n id=Galas\n {WARP}\n [/scroll_to_unit]\n\n [fire_event]\n name=elynia cutscene 3\n [/fire_event]\n [/event]\n\n [event]\n name=elynia cutscene 3\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Once upon a time, the Great Continent was dominated by many human kingdoms united under a single banner, the banner of the Empire of Wesnoth; but elves and dwarves were here first, and inhabited the vast green forests and tall mountains ranges. Although they had come to see the humans of Wesnoth as valuable friends, many remembered that the humans first arrived to the continent with legions of orcs in pursuit. But by the Golden Age, we had all managed to set our differences aside and prosper together.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"South of the Heart Mountains lay one of the greatest and oldest domains of our kind, Wesmere. For long it served as the capital of our civilization, with its elven council \u2014 the Ka\u2019lian \u2014 holding greater authority than our own kings and lords. The members of the Ka\u2019lian valued knowledge over all other things, and they sought to plunder all the secrets of Irdya for the greater good. In time, this would bring about our downfall.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"But the first step towards ending our peaceful lives was taken not by elvenkind, but by the Empire of Wesnoth. At the time, the human Emperor saw his popularity among his subjects dwindle. He saw fit to take advantage of an otherwise unremarkable incursion of undead in orcish territory, led by a powerful necromancer said to have been destroyed countless times before. You must still remember this, Mal Keshar.\"\n [/message]\n\n # wmllint: local spelling pfft\n\n [message]\n speaker=Mal Keshar\n message= _ \"I have lived for, uh, I don\u2019t know, thousands of years, and you suddenly expect me to remember one specific instance of me terrorizing those despicable creatures!? Pfft.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"It served as the perfect excuse for the Emperor of Wesnoth to take the fate of Irdya into his own hands. He ordered his magi to gather masters and students from all academies throughout the land; together, they lifted a mountain into the skies to shine forth and force all soldiers of darkness to retreat underground until the end of times. That is Naia, the second sun.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Centuries later, things... happened in Wesmere. There is no-one still alive who remembers exactly how it all began, and in the end, Argan and I had to rely on hearsay to put together the pieces of the puzzle.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"As part of their experiments seeking to unveil the nature of our reality, the most skilled sorcerers in Wesmere discovered a way to open portals to another world; and from one of those portals emerged a young elf seer who warned them of disasters to come; disasters that he claimed would destroy all elvish civilization, and with it, the knowledge hoarded by the good people of Wesmere. He promised them protection and more knowledge in exchange for being worshiped as a god. That was Zhangor, and that was the pact he proposed to elvish civilization.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Knowledge begets power, and power begets ambition; the offer was only too enticing for the lords of Wesmere. Those who disagreed with the Ka\u2019lian\u2019s decision to accept the Demon Lord as their god would be the first to meet him... as offerings. As part of his requirements, these blood sacrifices were to remain a secret concealed from the rest of the world; and because of this, for a long time, we remained unaware of the corruption that took root in Wesmere.\"\n [/message]\n\n # wmllint: local spellings Dantair Gaia\n\n [message]\n speaker=Elynia\n message= _ \"Zhangor\u2019s claims would prove true after but a few years following this. A nobleman by the name of Dantair became Emperor of Wesnoth six years later, since the previous holder of the title had left no heirs to take the throne. The mysterious circumstances of his decease led people to suspect Dantair of regicide. With Wesnoth\u2019s civil unity at stake, two years later Dantair saw no option but to quell his detractors with a decree for the immediate creation of Gaia, the third sun.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"But his confidence in this plan was too great. As Wesnoth had only seen threats of mundane origins for two centuries and the old masters had long since passed away, the human magi were no longer the impressive force that once created Naia. Dantair went ahead with his plan and took measures to ensure nobody could possibly interfere. Thus, to my heart\u2019s pain, I came to witness the mayhem...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"The magi realized only too late that they were unable to tether Gaia up in the skies. Their failure resulted in the Fall of the third sun, and the end of an era that later came to be known as the Golden Age.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"The earth-shattering force of the impact caused cataclysms and eruptions all over Irdya, destroying forests, cities, rivers, even mountains. The Great Continent was entirely reshaped, and the fruits of civilization were destroyed all at once. Perhaps for the best, Dantair did not live to see the full extent of the damage he caused \u2014 he and his magi were murdered by the panicked people of Wesnoth, and thus their sad story came to a swift end amidst the destruction.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"So it\u2019s true, after all.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"The humans were far from the only ones to suffer the calamities that resulted from their prideful actions. Elves, dwarves, humans, and orcs... they all fought among themselves for the scarce resources left after everything green perished. Naia and Sela also contributed by drying up every source of water on the surface. And while we at Lintanir Forest had to cope with this for some time until the situation proved unsustainable, Wesmere stood intact through everything, protected by Zhangor\u2019s arcane magic. The unholy sacrifices continued, and soon he saw that he would be left with nothing to rule if the Wesmere population waned further; his thirst for blood became increasingly difficult to quench.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Luckily for him, many outsiders sought shelter in Wesmere after the Fall. He came up with a simple but effective solution to his dilemma: all foreigners, be it elves or members of any other race, were declared heretics unworthy of his gift of life. The pain and agony of the unfortunate souls captured by the elves continued to feed him and cause his power to grow stronger and stronger; and when his prey stopped coming to Wesmere, he sent hunters beyond their borders to obtain more sacrifices for him.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Finally, Lintanir became inhospitable and we were forced to ask refuge of the Ka\u2019lian. Argan and I led my people out of the ruins of the northern forests, and after a long journey across the ravaged land, we arrived at the eastern frontier of Wesmere. Then, we were ambushed.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Many of our people were already weak due to the long march from Lintanir, unable to fend off the forces sent after us by Zhangor\u2019s cultists. Those who didn\u2019t die during the confrontation were captured and sacrificed to the demon, as my husband later found out. ... He risked his life to infiltrate the capital and obtain intelligence on our enemy.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Thus we found ourselves faced with a difficult choice: either we could stop our brethren, the elves of the forest where I grew up, and release them from this unprecedented evil at all costs; or instead, we could avoid the onslaught and abandon their lands, thus perpetuating the Demon Lord\u2019s cruel rule through inaction.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Had we chosen the latter, elvenkind would likely have flourished once again... as the slaves of the Demon Lord, bound by that fateful pact for the rest of eternity. You certainly wouldn\u2019t be here now.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Destiny works in mysterious ways, and it was only by chance that we made contact with the elves led by Lord Quetor\u2019el of Aethenwood before they could be lured into a trap by Wesmere. Even though their military proficiency paled in comparison to that of Lintanir or Wesmere, their larger numbers proved essential to make our plan work. Our combined forces laid siege to Wesmere for nearly a year before Zhangor realized that the devotion and fear of his followers would never suffice to turn the tide in his favor.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"He then revealed his true form to the world, and proceeded to slaughter all from the skies \u2014 even his own subjects. The great power he unleashed upon Irdya did not only kill almost every living creature within range, but it also tore the forest ground asunder, while his fire and lightning took care of the rest. His power had allowed Wesmere to survive the events of the Fall, and then turned it all into a dead wasteland.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"With little chance of prevailing, Argan and I called upon the Union of Light and Darkness, risking our own destruction by overexertion, and challenging a foe without precedent in Irdya\u2019s recorded history. Of course, we did defeat Zhangor in the end, but our power was not enough to counteract his impressive regeneration ability and allow us to kill him; which is why we could only tear his hideous body apart, seal every piece, and send them all back to Inferno.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Victory was ours, but the cost was much greater than we anticipated, and less than five hundred elves of Wesmere survived Zhangor\u2019s display of power, many of them priests and warriors. They surrendered and begged for forgiveness, and we did spare the civilians\u2019 lives.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"But the surviving priests, warriors, and Ka\u2019lian members met a different fate, for we could not risk the possibility of them sparking another civil war or bringing Zhangor or other demons back to Irdya. No... we had no choice but to execute them, and then burn their bodies to ashes in case Zhangor\u2019s magic could still be at work.\"\n [/message]\n\n [set_shroud]\n side=1\n shroud_data=$e1s10x_state.shroud_mask\n [/set_shroud]\n\n {FADE_IN}\n\n [unhide_unit][/unhide_unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"In hindsight, it\u2019s ironic that we despised the humans so much after their hubris caused the end of all civilizations. Our kin in Wesmere represented the entirety of our race to the rest of the world, and their transgressions were far worse in that they were fully aware of the implications of what they were doing. And in both cases, it was ultimately the flaws of just a few select individuals that doomed the rest. Perhaps, if Zhangor and the Ka\u2019lian had not conspired to destroy the integrity of elvenkind from within, we would have been able to rebuild what we lost, given sufficient time.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Although we elves rarely suffer from lapses of judgment like this, whenever it happens, the results are catastrophic for everyone involved. The recurrence of events like this throughout our history is unsettling, and it\u2019s why I fear something like this may happen again if the creatures of Inferno get involved. We had to forbid telling the more shameful details of this story to anyone, elf or otherwise, at least for a few generations. But I expected our lorekeepers to at least have the sense to educate our future leaders about our past mistakes!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"To be fair, my lady, I have only recently been given this title by our previous lord L\u00e9dinor, who... stayed behind in the Valley, in an attempt to give us an opportunity to flee. We all owe our lives to his noble sacrifice.\"\n [/message]\n\n [message]\n speaker=Unarye\n message= _ \"My lady, how does this relate to Anlind\u00eb or the death of the Master of Darkness?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I... I will get to the last part soon. As for her... Telchior was responsible for sparing her life. She was amongst the cultists serving Zhangor in Wesmere, one of the few who survived the final battle.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"I am fully aware of the crimes I committed while under Zhangor\u2019s command, my lady. But had I not obeyed the orders given to me, my family and I would have paid the price in blood. Not that any of that helped in the end... I can only hope their deaths turned out to be less painful than how they would have been on the altar.\"\n [/message]\n\n [message]\n speaker=Althurin\n message= _ \"Why did the elves part ways?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Would that you were a little more patient... After we had finished dealing with the survivors, Anlind\u00eb tried to convince us to head back northeast instead of retreating to the south. Telchior and his people accepted her counsel, albeit reluctantly, while Quetor\u2019el returned south. Argan and I would have followed Quetor\u2019el\u2019s group, but the lengthy war and the final battle had weakened us, both physically and mentally. We chose a third option, which was to descend into the depths of the Heart Mountains. Along the way we were joined by a few elves, and later dwarves.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Bear in mind that the dwarvish settlements underground weren\u2019t exempt of the disasters of the Fall, and strong and frequent earthquakes persisted through all those years. But still, we wanted to learn more about the catalyst of elvenkind\u2019s destruction. We remembered that some time before the catastrophe, the dwarves had unearthed the ruins of a civilization suspected to predate ours by eons. Seeing as how the elves no longer needed us, we decided to try and find those ruins.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Instead of finding them, we became lost in the depths, and eventually... one of those earthquakes caused the floor beneath our feet to collapse, leaving nothing below but a deep chasm. I held on to a ledge in time and survived, but Argan... he fell into the darkness. I could not... find him afterwards...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"He always managed to escape the worst situations, but never something like that... I still hoped... I hoped he might have survived somehow, but... after some time \u2014 I don\u2019t know how much \u2014 I realized that I was waiting for the impossible.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"The few of our followers who were still with me at the time convinced me that the situation was hopeless, and with Irdya ruined and perishing, I thought that my only option was to sleep. Perhaps, at some point later, if the world ever recovered...\"\n [/message]\n\n [message]\n speaker=Unarye\n message= _ \"The world is coming back to life, my lady, slowly but surely. Although for a good part of our journey we saw only dunes and dry plains, we also found green hills and valleys before proceeding underground. We have seen but a tiny fraction of our world in its present state, but the country of the northern humans is rumored to be thriving with life, and to support the Chaos Empire\u2019s armies there must also be lands like that to the south.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Who is leading this empire against us, though?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"All their demons and humans appear to serve an emperor of some sort, but they also worship two names that were once subjects of myth: Uria and Yechnagoth. It is important to keep in mind that the dwarves learned that a creature also called Yechnagoth attempted to eradicate a people of the desert, elves who I presume are descended from Quetor\u2019el\u2019s band.\"\n [/message]\n\n [message]\n speaker=Althurin\n message= _ \"She had the power to corrupt the souls of all surface-dwellers but those elves, and if the story is true, she also knew the name of this Demon Lord Zhangor. Though her dark influence ebbed away once she was slain by Kalehssar, the humans in the south remained under the control of a powerful group of cultists. We believe \u2019tis these people who later gave rise to the empire.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Yechnagoth, the Eater of Souls... and Uria, the Mother of Demons. This is deeply troubling. Simple humans clearly cannot control the forces of Inferno alone, so it might be... that Uria is more real than we thought. I need to ponder this later. For now, let us go.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"So you will help us?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"It\u2019s my mission as the Protector of the Elves of Irdya. It would be dishonorable of me to shirk my sworn duty \u2014 for longer than I already did, anyway. I shall help you, even... even without Argan by my side.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Thank you, my lady.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Although everyone refers to me as the \u2018Lady of Light\u2019, it\u2019s not really a title or rank, Lord Galas. You may call me Elynia if you wish. Now, guide me to the other elves. And... I want to see the surface again.\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"Yes! The surface! It\u2019s been so long since I last saw it.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Pah, finally. After such a long talk I\u2019d be surprised if there were still any life left out there.\"\n [/message]\n\n [hide_unit][/hide_unit]\n\n {FADE_TO_BLACK}\n\n {UNLOCK_VIEW}\n\n {ENDLEVEL_QUIET} {NO_REPLAY_SAVE}\n [/event]\n\n [event]\n name=victory\n\n [modify_side]\n side=1\n gold=$side1_params.gold\n recruit=$side1_params.recruit\n [/modify_side]\n\n [kill]\n id=Unarye\n [/kill]\n\n {CLEAR_VARIABLE side1_params,elynia_loc,e1s10x_state}\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=10_The_Source_of_Light\n name= _ \"The Source of Light\"\n {MAP 10_The_Source_of_Light.map}\n {TURNS 60 59 58}\n next_scenario=10x_Elynia\n victory_when_enemies_defeated=no\n\n #\n # TODO: the berserker potion is too hard to reach with elves\n #\n\n {SCENARIO_MUSIC \"nunc_dimittis.ogg\"}\n\n {DEEP_UNDERGROUND}\n\n [time_area]\n x=41-69,43-69,37-40,44-52,46-50,48,58-61,60,41-42\n y=38-44,45-61,56-59, 37, 36,35, 37,36,56-61\n {UNDERGROUND_VOLCANO_DEFAULT}\n [/time_area]\n\n {STORYTXT_THE_SOURCE_OF_LIGHT}\n\n {DEATHS_ACT_2_1}\n {DEATHS_DWARVES}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=heroes\n user_team_name= _ \"team_name^Elves\"\n\n shroud=yes\n\n {GOLD 200 180 170}\n {INCOME 5 4 3}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n # Chaos incursion remnants\n [side]\n side=2\n team_name=gaia\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n #{AI_SIMPLE_ALWAYS_ASPECT leader_ignores_keep yes}\n {AI_SIMPLE_ALWAYS_ASPECT leader_aggression 1.0}\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.0}\n [/ai]\n\n canrecruit=yes\n type=Demon Warrior\n id=Mena\n name= _ \"Mena\"\n gender=female\n ai_special=guardian\n experience=112\n [modifications]\n {TRAIT_DEXTROUS}\n {TRAIT_STRONG}\n [/modifications]\n\n {SIDE_GENERIC_GUARD ({DIFF (Iron Golem) Goliath Goliath}) 33 22}\n [+unit]\n experience=96\n [/unit]\n\n {SIDE_GENERIC_GUARD Automaton 35 23}\n {SIDE_GENERIC_GUARD Automaton 35 20}\n\n {SIDE_GENERIC_GUARD (Demon Grunt) 32 21}\n {SIDE_GENERIC_GUARD (Demon Grunt) 38 20}\n\n {SIDE_GENERIC_GUARD (Demon Zephyr) 33 24}\n {SIDE_GENERIC_GUARD (Demon Zephyr) 38 23}\n\n {SIDE_GENERIC_GUARD (Chaos Marauder) 34 23}\n {SIDE_GENERIC_GUARD (Chaos Magus) 36 23}\n [/side]\n\n#ifdef HARD\n\n#define TSOL_DZOMBIE\n Soulless\n#enddef\n\n#else\n\n#define TSOL_DZOMBIE\n Walking Corpse\n#enddef\n\n#endif\n\n # Undead in NE tunnels and central chamber\n [side]\n side=3\n team_name=gaia\n user_team_name= _ \"team_name^Cave Creatures\"\n {RAGGED_FLAG}\n\n no_leader=yes\n hidden=yes\n\n recruit=Walking Corpse,Soulless,Vampire Bat,Ghost,Mudcrawler\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.40}\n {AI_SIMPLE_ALWAYS_ASPECT grouping defensive}\n {AI_SIMPLE_ALWAYS_ASPECT aggression 0.80}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n [/ai]\n\n # Roaming fossils in the central chamber\n {SIDE_GENERIC_GUARD Soulless 28 31} {VARIATION wose}\n {SIDE_GENERIC_GUARD Soulless 30 25} {VARIATION wose}\n {SIDE_GENERIC_GUARD Soulless 35 25} {VARIATION wose}\n {SIDE_GENERIC_GUARD Soulless 41 26} {VARIATION wose}\n {SIDE_GENERIC_GUARD Soulless 41 32} {VARIATION wose}\n {SIDE_GENERIC_GUARD Soulless 36 34} {VARIATION wose}\n\n {SIDE_GENERIC_GUARD {TSOL_DZOMBIE} 55 27} {VARIATION bat} {FACING se}\n {SIDE_GENERIC_GUARD {TSOL_DZOMBIE} 59 31} {VARIATION bat} {FACING se}\n {SIDE_GENERIC_GUARD {TSOL_DZOMBIE} 54 33} {VARIATION bat} {FACING nw}\n\n {SIDE_GENERIC_GUARD Soulless 56 28} {VARIATION troll}\n\n {SIDE_GENERIC_GUARD Soulless 66 33} {VARIATION bat}\n\n {SIDE_GENERIC_GUARD (Vampire Bat) 50 16}\n {SIDE_GENERIC_GUARD (Vampire Bat) 51 17}\n {SIDE_GENERIC_GUARD (Vampire Bat) 52 16}\n\n {SIDE_GENERIC_GUARD (Blood Bat) 67 18}\n\n {SIDE_GENERIC_GUARD (Revenant) 61 18} {FACING se}\n {SIDE_GENERIC_GUARD (Revenant) 64 20} {FACING nw}\n\n {SIDE_GENERIC_GUARD {DIFF Ghoul Ghoul Necrophage} 55 21} {FACING nw}\n\n {SIDE_GENERIC_GUARD (Vampire Bat) 22 59}\n {SIDE_GENERIC_GUARD (Vampire Bat) 30 57}\n {SIDE_GENERIC_GUARD (Vampire Bat) 6 59}\n [/side]\n\n {RECRUIT_UNIT_VARIATIONS 3 \"Walking Corpse,Soulless\" saurian}\n\n # Fire spirits in SE tunnels\n [side]\n side=4\n team_name=gaia\n user_team_name= _ \"team_name^Cave Creatures\"\n {RAGGED_FLAG}\n\n no_leader=yes\n hidden=yes\n\n recruit=Fire Wisp,Fire Guardian\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping defensive}\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n [/ai]\n\n {SIDE_GENERIC_GUARD (Fire Guardian) 45 39}\n {SIDE_GENERIC_GUARD (Fire Guardian) 48 36}\n {SIDE_GENERIC_GUARD (Fire Guardian) 60 43}\n {SIDE_GENERIC_GUARD (Fire Guardian) 62 48}\n {SIDE_GENERIC_GUARD (Fire Guardian) 53 55}\n {SIDE_GENERIC_GUARD (Fire Guardian) 47 51}\n\n {SIDE_GENERIC_GUARD (Fire Wisp) 52 47}\n {SIDE_GENERIC_GUARD (Fire Wisp) 46 43}\n {SIDE_GENERIC_GUARD (Fire Wisp) 57 41}\n {SIDE_GENERIC_GUARD (Fire Wisp) 58 39}\n {SIDE_GENERIC_GUARD (Fire Wisp) 65 57}\n {SIDE_GENERIC_GUARD (Fire Wisp) 68 52}\n [/side]\n\n # Ghosts in SW tunnels\n [side]\n side=5\n team_name=gaia\n user_team_name= _ \"team_name^Cave Creatures\"\n {RAGGED_FLAG}\n\n no_leader=yes\n hidden=yes\n\n recruit=Ghost,Animated Rock,Mudcrawler,Walking Corpse,Giant Leech\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping defensive}\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n [/ai]\n\n {SIDE_GENERIC_GUARD Wraith 11 49}\n {SIDE_GENERIC_GUARD Wraith 17 49}\n#ifndef EASY\n {SIDE_GENERIC_GUARD Wraith 16 52}\n#endif\n\n {SIDE_GENERIC_GUARD (Rock Golem) 9 45}\n {SIDE_GENERIC_GUARD (Rock Golem) 17 43}\n {SIDE_GENERIC_GUARD (Rock Golem) 13 39}\n {SIDE_GENERIC_GUARD (Rock Golem) 25 38}\n {SIDE_GENERIC_GUARD (Rock Golem) 32 45}\n {SIDE_GENERIC_GUARD (Rock Golem) 41 47}\n [/side]\n\n {RECRUIT_UNIT_VARIATIONS 5 \"Walking Corpse\" troll,saurian,drake}\n\n # Water spirits in NW tunnels\n [side]\n side=6\n team_name=gaia\n user_team_name= _ \"team_name^Cave Creatures\"\n {RAGGED_FLAG}\n\n no_leader=yes\n hidden=yes\n\n recruit=Water Tidal,Water Spirit,Walking Corpse,Mudcrawler,Water Serpent\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping defensive}\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n [/ai]\n\n {SIDE_GENERIC_GUARD (Water Spirit) 17 31}\n {SIDE_GENERIC_GUARD (Water Spirit) 16 26}\n {SIDE_GENERIC_GUARD (Water Spirit) 13 30}\n {SIDE_GENERIC_GUARD (Water Spirit) 18 28}\n {SIDE_GENERIC_GUARD (Water Spirit) 21 22}\n\n {SIDE_GENERIC_GUARD (Water Serpent) 10 27}\n {SIDE_GENERIC_GUARD (Water Serpent) 8 31}\n {SIDE_GENERIC_GUARD (Water Serpent) 3 30}\n\n {SIDE_GENERIC_GUARD {TSOL_DZOMBIE} 19 25} {VARIATION swimmer}\n {SIDE_GENERIC_GUARD {TSOL_DZOMBIE} 19 21} {VARIATION swimmer}\n {SIDE_GENERIC_GUARD {TSOL_DZOMBIE} 20 31} {VARIATION swimmer}\n {SIDE_GENERIC_GUARD {TSOL_DZOMBIE} 22 20} {VARIATION swimmer}\n\n {SIDE_GENERIC_GUARD (Giant Mudcrawler) 15 21}\n {SIDE_GENERIC_GUARD (Giant Mudcrawler) 9 24}\n {SIDE_GENERIC_GUARD (Giant Mudcrawler) 13 25}\n [/side]\n\n {RECRUIT_UNIT_VARIATIONS 6 \"Walking Corpse\" swimmer,swimmer,bat}\n\n # Miscellaneous creatures\n [side]\n side=7\n team_name=gaia\n user_team_name= _ \"team_name^Cave Creatures\"\n {RAGGED_FLAG}\n\n no_leader=yes\n hidden=yes\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n [/ai]\n\n {SIDE_GENERIC_GUARD (Giant Spider) 24 6} {FACING se}\n#ifndef EASY\n {SIDE_GENERIC_GUARD (Giant Spider) 16 12} {FACING sw}\n#endif\n\n {SIDE_GENERIC_GUARD (Giant Ant) 10 21}\n {SIDE_GENERIC_GUARD (Giant Ant) 11 22}\n {SIDE_GENERIC_GUARD (Giant Ant) 10 22}\n\n {SIDE_GENERIC_GUARD (Giant Ant) 15 20}\n\n {SIDE_GENERIC_GUARD (Giant Ant) 27 20}\n {SIDE_GENERIC_GUARD (Giant Ant) 28 23}\n {SIDE_GENERIC_GUARD (Giant Ant) 21 33}\n {SIDE_GENERIC_GUARD (Giant Ant) 20 34}\n\n {SIDE_GENERIC_GUARD (Fungoid) 24 13}\n {SIDE_GENERIC_GUARD (Fungoid) 37 6}\n {SIDE_GENERIC_GUARD (Fungoid) 35 8}\n {SIDE_GENERIC_GUARD (Fungoid) 42 9}\n {SIDE_GENERIC_GUARD (Fungoid) 52 34}\n {SIDE_GENERIC_GUARD (Fungoid) 57 34}\n {SIDE_GENERIC_GUARD (Fungoid) 33 41}\n {SIDE_GENERIC_GUARD (Fungoid) 28 46}\n {SIDE_GENERIC_GUARD (Fungoid) 24 44}\n {SIDE_GENERIC_GUARD (Fungoid) 11 48}\n {SIDE_GENERIC_GUARD (Fungoid) 16 47}\n {SIDE_GENERIC_GUARD (Fungoid) 14 38}\n {SIDE_GENERIC_GUARD (Fungoid) 43 25}\n {SIDE_GENERIC_GUARD (Fungoid) 43 31}\n {SIDE_GENERIC_GUARD (Fungoid) 38 35}\n {SIDE_GENERIC_GUARD (Fungoid) 26 33}\n {SIDE_GENERIC_GUARD (Fungoid) 26 31}\n {SIDE_GENERIC_GUARD (Fungoid) 22 25}\n\n {SIDE_GENERIC_GUARD (Eyestalk) 21 41}\n {SIDE_GENERIC_GUARD (Eyestalk) 13 36}\n {SIDE_GENERIC_GUARD (Eyestalk) 18 13}\n\n {SIDE_GENERIC_GUARD (Leech) 13 6}\n {SIDE_GENERIC_GUARD (Leech) 37 12}\n {SIDE_GENERIC_GUARD (Leech) 52 31}\n {SIDE_GENERIC_GUARD (Leech) 32 43}\n {SIDE_GENERIC_GUARD (Leech) 12 58}\n {SIDE_GENERIC_GUARD (Leech) 2 26}\n {SIDE_GENERIC_GUARD (Leech) 1 25}\n\n {SIDE_GENERIC_GUARD (Giant Leech) 12 3}\n {SIDE_GENERIC_GUARD (Giant Leech) 7 14}\n [/side]\n\n {CAVE_NOISE_SOUND_SOURCE}\n\n {CAVE_WATER_SOUND_SOURCE 29 29}\n\n {CAVE_WATER_SOUND_SOURCE 11 30}\n\n {CAVE_WATER_SOUND_SOURCE 24 19}\n\n {CAVE_WATER_SOUND_SOURCE 11 16}\n\n {CAVE_WATER_SOUND_SOURCE 32 12}\n\n #\n # FIXME: Yes, the names are hardcoded because sound sources haven't\n # received enough love from the developers and there isn't a lot\n # that can be done with them in Lua/WML.\n #\n#define TSOL_DISABLE_WATER_SOUND_SOURCES\n {REMOVE_SOUND_SOURCE __ss_cave_water_29_29}\n\n {REMOVE_SOUND_SOURCE __ss_cave_water_11_30}\n\n {REMOVE_SOUND_SOURCE __ss_cave_water_24_19}\n\n {REMOVE_SOUND_SOURCE __ss_cave_water_11_16}\n\n {REMOVE_SOUND_SOURCE __ss_cave_water_32_12}\n#enddef\n\n {STARTING_VILLAGES 1 6}\n {STARTING_VILLAGES 2 8}\n\n#define TSOL_INITIAL_OBJECTIVES\n [fire_event]\n name=initial objectives\n [/fire_event]\n#enddef\n\n#define TSOL_DECLARE_SEAL_GLYPH _GX _GY _PX _PY\n [literal]\n x={_GX}\n y={_GY}\n pillar_x={_PX}\n pillar_y={_PY}\n [/literal]\n#enddef\n\n [event]\n name=prestart\n\n {VARIABLE active_seal_glyphs 6}\n {VARIABLE found_central_chamber no}\n {VARIABLE glyph_scrying_progress -1}\n\n [set_variables]\n name=seal_glyphs\n mode=replace\n\n {TSOL_DECLARE_SEAL_GLYPH 51 16 40 26}\n {TSOL_DECLARE_SEAL_GLYPH 56 51 40 31}\n {TSOL_DECLARE_SEAL_GLYPH 28 43 35 34}\n {TSOL_DECLARE_SEAL_GLYPH 14 49 30 31}\n {TSOL_DECLARE_SEAL_GLYPH 6 29 30 26}\n {TSOL_DECLARE_SEAL_GLYPH 23 5 35 24}\n [/set_variables]\n\n [foreach]\n array=seal_glyphs\n [do]\n {PLACE_IMAGE \"scenery/rune$($i + 1).png\" $this_item.x $this_item.y}\n\n [event]\n name=moveto\n delayed_variable_substitution=no\n [filter]\n side=1\n x,y=$this_item.x,$this_item.y\n [/filter]\n\n [fire_event]\n name=trigger glyph activated\n [primary_unit]\n x,y=$|x1,$|y1 # Delay substitution.\n [/primary_unit]\n [/fire_event]\n [/event]\n [/do]\n [/foreach]\n\n {PLAYER_RECRUITMENT_SETUP_FOR_SCENARIO 10}\n\n #\n # Recall heroes\n #\n\n # wmllint: recognize Anlind\u00eb\n {RECALL_ANLINDE_AT 52 5}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR_AT 54 6}\n # wmllint: recognize Althurin\n {RECALL_ALTHURIN_AT 52 6}\n # wmllint: recognize Igor\n {RECALL_IGOR}\n\n [role]\n side=1\n role=scout\n type=Elvish Marksman,Elvish Ranger,Elvish Outrider,Elvish Rider,Elvish Captain,Elvish Hero,Elvish Fighter,Elvish Scout,Elvish Archer,Civilian\n [not]\n id=Galas\n [/not]\n [/role]\n\n [role]\n side=1\n role=magic user\n type=Elvish Shyde,Elvish Sylph,Elvish Enchantress,Elvish Druid,Elvish Sorceress,Elvish Shaman\n [/role]\n\n [recall]\n x,y=53,7\n role=magic user\n [/recall]\n\n [recall]\n role=scout\n [/recall]\n\n {MAKE_TIMED_LOYAL (role=magic user)}\n {MAKE_TIMED_LOYAL (role=scout)}\n\n {TSOL_INITIAL_OBJECTIVES}\n [/event]\n\n #\n # Objectives used before and after killing Mena before the glyph\n # search begins.\n #\n [event]\n name=initial objectives\n first_time_only=no\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Explore the caves\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anlind\u00eb\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Althurin\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER_NO_BONUS}\n )}\n [/event]\n\n [event]\n name=update objectives\n first_time_only=no\n\n [filter_condition]\n [have_unit]\n id=Mena\n [/have_unit]\n [/filter_condition]\n\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY ( _ \"Defeat the enemy leader\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anlind\u00eb\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Althurin\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER_NO_BONUS}\n )}\n [/event]\n\n [event]\n name=update objectives\n first_time_only=no\n\n [filter_condition]\n [not]\n [have_unit]\n id=Mena\n [/have_unit]\n [/not]\n [/filter_condition]\n\n [if]\n {VARIABLE_NUMERICAL_GREATER_THAN active_seal_glyphs 1}\n [then]\n {VARIABLE glyph_count_text ( _ \"($active_seal_glyphs runes remaining)\")}\n [/then]\n [else]\n {VARIABLE glyph_count_text ( _ \"($active_seal_glyphs rune remaining)\")}\n [/else]\n [/if]\n\n # We need to be able to update this every time so the current value of\n # $active_seal_glyphs is processed.\n {OBJECTIVES (\n victory_string= _ \"Current Objectives:\"\n {OBJECTIVE_VICTORY\n (_\"Find and activate all six trigger runes\"+\" \"+\"$glyph_count_text\"+\"\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anlind\u00eb\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Althurin\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER_NO_BONUS}\n\n {OBJECTIVE_NOTE ( _ \"Allow Mal Keshar to rest for three consecutive turns and he will reveal the location of the trigger runes\")}\n # Don't display the note before the event where Mal Keshar suggests\n # doing this, or after he has already located the glyphs.\n {OBJECTIVE_NOTE_SHOW_IF ({VARIABLE_NUMERICAL_NOT_EQUALS glyph_scrying_progress -1})}\n )}\n\n [show_objectives][/show_objectives]\n\n {CLEAR_VARIABLE glyph_count_text}\n [/event]\n\n#define TSOL_UPDATE_OBJECTIVES\n [fire_event]\n name=update objectives\n [/fire_event]\n#enddef\n\n [event]\n name=start\n\n [message]\n speaker=Galas\n message= _ \"I\u2019m fairly certain we have been to this intersection countless times before. How much deeper could the last home of our heroes be?\"\n [/message]\n\n [message]\n role=scout\n message= _ \"I wouldn\u2019t know for sure, sir, but at this rate I think we may soon reach the very bottom of the earth and find that there\u2019s nothing below but a blazing hell\u2014\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n sound=rumble.ogg\n message= _ \"SILENCE!\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n role=magic user\n message= _ \"It is... an enormous power. It fills the entire place!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Yes, indeed, I recognize this presence. We must be finally there.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"You magic-skilled people can perceive things which are beyond me.\"\n [/message]\n\n [message]\n speaker=Althurin\n message= _ \"Indeed, lad. Magic skill lets ye ken things whose existence is normally ignored by common folk. Every rock in these caves, even the air... everything is imbued with an ancient magic not known to any living dwarf in this age. \u2019Tis a dangerous place to senselessly wander without nature\u2019s permission.\"\n [/message]\n\n {QUAKE cave-in.ogg}\n\n [message]\n speaker=Galas\n message= _ \"Fair enough. I hope we find them soon, before we run out of food and torches...\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"And before the Chaos army reaches Herthgar, I would add. While the might of the dwarves and their many inventions may normally provide an insurmountable obstacle to invaders from the surface, I have this disquieting feeling that the enemy that approaches is much unlike the other commanders we have faced thus far.\"\n [/message]\n\n {QUAKE rumble.ogg}\n\n [message]\n role=scout\n message= _ \"My lady, sirs, less chatter and more exploring, before the walls cave in on us!\"\n [/message]\n [/event]\n\n #\n # Random earthquake effect when units move.\n #\n\n [event]\n name=moveto\n first_time_only=no\n\n [lua]\n code= <<\n local rumble_seed = unsynced_random(1, 100)\n\n if rumble_seed % 11 == 0 then -- 9.09% chance\n wesnoth.wml_actions.sound({ name = \"cave-in.ogg,cave-in.ogg,rumble.ogg\" })\n end\n\n if rumble_seed % 13 == 0 then -- 7.69% chance\n wesnoth.wml_actions.quake({ sound = \"cave-in.ogg\" })\n end\n\n if rumble_seed % 29 == 0 then -- 3.44% chance\n wesnoth.wml_actions.quake({ sound = \"rumble.ogg\" })\n end\n >>\n [/lua]\n\n [allow_undo][/allow_undo]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x=1-44\n y=1-999\n [/filter]\n\n {FACE_UNIT id=Mena id=Galas}\n {FACE_UNIT id=Galas id=Mena}\n\n {CLEAR_CAVE_SHROUD (\n [filter]\n id=Mena\n [/filter]\n radius=6\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n [message]\n speaker=Mena\n # po: \"She is dead\"\n message= _ \"The elves! How could they get past the commander? This can only mean she is... Damn it all!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"You too will perish at our hands if you insist on hindering us, demon.\"\n [/message]\n\n [message]\n speaker=Mena\n message= _ \"So be it! I would rather die than surrender to you, Irdyan scum!\"\n [/message]\n\n [modify_side]\n side=2\n recruit=Demon,Chaos Invoker,Automaton,Demon Zephyr\n {GOLD 120 135 150}\n [/modify_side]\n\n {MOBILIZE_GUARDIANS side=2}\n\n [scroll_to_unit]\n x,y=$x1,$y1\n [/scroll_to_unit]\n\n {TSOL_UPDATE_OBJECTIVES}\n [/event]\n\n [event]\n name=attack\n [filter]\n type=Goliath,Iron Golem\n [/filter]\n [filter_second]\n side=1\n [and]\n race=elf\n [or]\n race=undead\n [not]\n type=Walking Corpse,Soulless\n [/not]\n [/or]\n [/and]\n [/filter_second]\n\n [message]\n # May match low level undead, this is intentional.\n speaker=second_unit\n message= _ \"Surely I could use some help here!\"\n [/message]\n\n [message]\n speaker=unit\n message= _ \"Die, vermin!\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Mena\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Oh, Uria... I have... failed... All our efforts... fruitless...\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Mena\n [/filter]\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS found_central_chamber yes}\n [then]\n [fire_event]\n name=enter central chamber\n [/fire_event]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/then]\n [else]\n {TSOL_INITIAL_OBJECTIVES}\n [/else]\n [/if]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n [filter_location]\n x,y=35,29\n radius=8\n [/filter_location]\n [/filter]\n\n {VARIABLE found_central_chamber yes}\n\n [if]\n [not]\n [have_unit]\n id=Mena\n [/have_unit]\n [/not]\n [then]\n [fire_event]\n name=enter central chamber\n [/fire_event]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/then]\n [else]\n [allow_undo][/allow_undo]\n [/else]\n [/if]\n [/event]\n\n#define TSOL_SET_UP_GUARD_SIDE _SIDE _UNIT_WML _SIDE_WML\n [store_starting_location]\n side={_SIDE}\n [/store_starting_location]\n\n [unit]\n side={_SIDE}\n x,y=$location.x,$location.y\n {_UNIT_WML}\n [/unit]\n\n [capture_village]\n side={_SIDE}\n x,y=$location.x,$location.y\n radius=5\n [/capture_village]\n\n [modify_side]\n side={_SIDE}\n {_SIDE_WML}\n [/modify_side]\n\n {CLEAR_VARIABLE location}\n#enddef\n\n [event]\n name=reveal central chamber\n first_time_only=no\n\n [remove_shroud]\n side=1\n x,y=35,29\n radius=8\n [/remove_shroud]\n\n [redraw]\n side=1\n [/redraw]\n [/event]\n\n [event]\n name=enter central chamber\n\n {LOCK_VIEW}\n\n {REPLACE_SCENARIO_MUSIC silence.ogg}\n\n {QUAKE rumble.ogg}\n\n [fire_event]\n name=activate glyph chamber guards\n [/fire_event]\n\n [fire_event]\n name=reveal central chamber\n [/fire_event]\n\n [scroll_to]\n x,y=35,29\n [/scroll_to]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"That structure at the center of the chamber...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"Anlind\u00eb?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"We found it, Galas! This is the final resting place of the Lady of Light and the Master of Darkness! That strong magic comes from within the structure. We need to find a way to enter.\"\n [/message]\n\n [scroll_to]\n x,y=35,33\n [/scroll_to]\n\n {HIGHLIGHT_GOAL x,y=35,33}\n\n {REPLACE_SCENARIO_MUSIC snowfall.ogg}\n {APPEND_MUSIC wanderer.ogg}\n {APPEND_MUSIC nunc_dimittis.ogg}\n {APPEND_MUSIC into_the_shadows.ogg}\n\n [message]\n speaker=Mal Keshar\n message= _ \"Hm, it\u2019s evident they did not want anybody waking them from their slumber. The entrance seems to be completely blocked, and the six pillars around the structure appear to be part of some kind of magic seal.\"\n [/message]\n\n [message]\n speaker=Althurin\n message= _ \"They carved glyphs in them! Ancient dwarvish runes! This musta\u2019 been the work of our kin from ages past. I ha\u2019 heard of this kind of seal before... There may be trigger runes around the area, mayhap designed to be activated by specific people.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Yes. Hm, I imagine that the Lady of Light would mandate the glyphs to react only to the presence of elvenkind and their allies, so... that may explain why the demons were unable to do anything here. That said, if our arrival had been delayed long enough, they might have eventually figured out a way to violate the seal\u2019s magic.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"All we have to do, then, is to search for the triggers in these caves?\"\n [/message]\n\n [message]\n speaker=Althurin\n message= _ \"Aye, aye... Well, there\u2019s no guarantee that they may ha\u2019 carved them in accessible locations close to this chamber, but \u2019tis a good starting point as any.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Sure, let\u2019s do it!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Careful, elf \u2014 the earth itself does not seem pleased with our intrusion into its eternal domain. As far as it is concerned, we are unwelcome parasites not unlike the demons we just vanquished.\"\n [/message]\n\n {UNLOCK_VIEW}\n\n {TSOL_UPDATE_OBJECTIVES}\n\n #\n # Allow Mal Keshar to help with locating the runes.\n #\n\n [event]\n delayed_variable_substitution=no\n name=\"turn $($turn_number + 2)\"\n\n [fire_event]\n name=begin glyph scrying\n [/fire_event]\n [/event]\n [/event]\n\n [event]\n name=activate glyph chamber guards\n\n {TSOL_SET_UP_GUARD_SIDE 3 (\n canrecruit=yes\n type=Chocobone\n ) {GOLD 50 75 100} }\n\n {TSOL_SET_UP_GUARD_SIDE 4 (\n canrecruit=yes\n type=Fire Guardian\n ) {GOLD 50 75 100} }\n\n {TSOL_SET_UP_GUARD_SIDE 5 (\n canrecruit=yes\n type=Rock Golem\n # This special golem cannot move around, but has great defense ratios\n [modifications]\n [object]\n silent=yes\n [effect]\n apply_to=movement\n set=1\n [/effect]\n [effect]\n apply_to=movement_costs\n replace=true\n [movement_costs]\n deep_water={UNREACHABLE}\n shallow_water={UNREACHABLE}\n reef={UNREACHABLE}\n swamp_water={UNREACHABLE}\n flat={UNREACHABLE}\n sand={UNREACHABLE}\n forest={UNREACHABLE}\n hills={UNREACHABLE}\n mountains={UNREACHABLE}\n village={UNREACHABLE}\n castle={UNREACHABLE}\n cave={UNREACHABLE}\n frozen={UNREACHABLE}\n unwalkable={UNREACHABLE}\n impassable={UNREACHABLE}\n fungus={UNREACHABLE}\n [/movement_costs]\n [/effect]\n [effect]\n apply_to=defense\n replace=true\n [defense]\n cave=30\n impassable=20\n hills=30\n mountains=20\n fungus=30\n [/defense]\n [/effect]\n [/object]\n [/modifications]\n ) {GOLD 50 75 100} }\n\n {TSOL_SET_UP_GUARD_SIDE 6 (\n canrecruit=yes\n type=Cuttle Fish\n ) {GOLD 50 75 90} }\n [/event]\n\n [event]\n name=begin glyph scrying\n\n [message]\n speaker=Mal Keshar\n message= _ \"Perhaps if I was allowed to concentrate for a while, I would be able to pinpoint the precise location of the glyphs using magic.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Really? That would be a great help!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I am not completely sure it\u2019s possible, but I can try.\"\n [/message]\n\n {VARIABLE glyph_scrying_progress 0}\n\n {TSOL_UPDATE_OBJECTIVES}\n\n [event]\n delayed_variable_substitution=no\n id=glyph_scrying_progress_incrementor_eh\n name=new turn\n first_time_only=no\n [filter_condition]\n #\n # This event is generated on a new turn event, and we don't\n # want it to run on the same turn it is generated.\n #\n {VARIABLE_NUMERICAL_GREATER_THAN turn_number \"$turn_number\"}\n [/filter_condition]\n\n [store_unit]\n [filter]\n id=Mal Keshar\n [/filter]\n kill=no\n variable=malin_store\n [/store_unit]\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS malin_store.resting yes}\n [then]\n {VARIABLE_INC glyph_scrying_progress}\n\n [floating_text]\n [filter]\n id=Mal Keshar\n [/filter]\n text= _ \"Concentrating\"\n [/floating_text]\n [/then]\n [else]\n {VARIABLE glyph_scrying_progress 0}\n [/else]\n [/if]\n\n {CLEAR_VARIABLE malin_store}\n [/event]\n\n [event]\n id=glyph_scrying_finish_eh\n name=new turn\n first_time_only=no\n [filter_condition]\n {VARIABLE_NUMERICAL_GREATER_THAN glyph_scrying_progress 3}\n [/filter_condition]\n\n [fire_event]\n name=glyph scrying complete\n [/fire_event]\n [/event]\n [/event]\n\n [event]\n name=glyph scrying complete\n\n [remove_event]\n id=glyph_scrying_progress_incrementor_eh\n [/remove_event]\n\n [remove_event]\n id=glyph_scrying_finish_eh\n [/remove_event]\n\n # Flag for the objectives screen.\n {VARIABLE glyph_scrying_progress -1}\n\n [message]\n speaker=Mal Keshar\n message= _ \"Yes, I found them!\"\n [/message]\n\n [foreach]\n array=seal_glyphs\n [do]\n [remove_shroud]\n side=1\n x,y=$this_item.x,$this_item.y\n radius=3\n [/remove_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=$this_item.x,$this_item.y\n [/scroll_to]\n\n {HIGHLIGHT_GOAL x,y=$this_item.x,$this_item.y}\n [/do]\n [/foreach]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Thanks, Mal Keshar. This will certainly make our mission much easier. Now we only need to clear the path leading to each glyph.\"\n [/message]\n\n {TSOL_UPDATE_OBJECTIVES}\n [/event]\n\n #\n # Unique glyph handler, expects a primary unit.\n #\n # The glyph locations and the proxy moveto EH that fires this event are\n # defined by the prestart EH.\n #\n [event]\n name=trigger glyph activated\n first_time_only=no\n\n [store_items]\n x,y=$x1,$y1\n [/store_items]\n\n {BUG_ON {VARIABLE_NUMERICAL_GREATER_THAN items.length 1} ()}\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [lua]\n code=<<\n local var = \"items[0].image\"\n local v = tostring(wml.variables[var])\n\n v = v:gsub(\"scenery/rune(%d)%.png\", \"scenery/rune%1-glow.png\")\n\n wml.variables[var] = v\n >>\n [/lua]\n\n [terrain]\n x,y=$x1,$y1\n layer=overlay\n terrain=^Ii\n [/terrain]\n\n [insert_tag]\n name=item\n variable=items[0]\n [/insert_tag]\n\n {CLEAR_VARIABLE items}\n\n {VARIABLE_DEC active_seal_glyphs}\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Rune activated.\"\n [/message]\n\n [if]\n {VARIABLE_NUMERICAL_GREATER_THAN active_seal_glyphs 0}\n [then]\n #\n # Display the updated remaining glyphs counter.\n #\n {TSOL_UPDATE_OBJECTIVES}\n [/then]\n [else]\n #\n # End the scenario.\n #\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"All glyphs have been activated. The earth shakes!\"\n [/message]\n\n {ENDLEVEL_VICTORY no}\n [/else]\n [/if]\n [/event]\n\n #\n # The glyph at 51,16 has a secondary event\n #\n [event]\n name=moveto\n [filter]\n side=1\n x,y=51,16\n [/filter]\n\n [terrain]\n x= 50, 51\n y=11-12,13-15\n terrain=Rb\n [/terrain]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"A wall moves.\"\n [/message]\n\n [redraw]\n side=1\n [/redraw]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n [filter_location]\n [filter_adjacent_location]\n terrain=*^Pr/,*^Pr\\\n [/filter_adjacent_location]\n [/filter_location]\n [/filter]\n\n [if]\n [have_unit]\n x,y=$x1,$y1\n [not]\n race=bats,undead\n [not]\n type=Lich,Ancient Lich,Ghost,Wraith,Spectre,Shadow,Nightgaunt\n [/not]\n [/not]\n [/have_unit]\n [then]\n [message]\n speaker=unit\n message= _ \"Hmm... This gate seems magical in nature. It glows blue in a pulsating and mesmerizing fashion, and my hands are unable to reach the metal bars, as though they were enveloped by an invisible shield.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Mal Keshar\n scroll=no\n message= _ \"Hmm... My minions inform me that the gate seems magical in nature. Their hands are unable to reach the metal bars, as if they were protected by some kind of shield.\"\n [/message]\n [/else]\n [/if]\n\n [message]\n speaker=Galas\n scroll=no\n message= _ \"There must be a way to open the gate, somewhere.\"\n [/message]\n [/event]\n\n#define TSOL_AREA_DESCRIPTION_UNIT\n x,y=$x1,$y1\n {UNIT_SPEAKS_FOR_UNDEAD_MINION_STRICT (id=Galas)}\n#enddef\n\n #\n # Water zone narration.\n #\n [event]\n name=moveto\n [filter]\n x= 1-25\n y=18-34\n side=1\n [/filter]\n\n {CLEAR_CAVE_SHROUD (\n x=16-30\n y=33-19\n radius=1\n terrain=W*\n )}\n\n [redraw][/redraw]\n\n [message]\n {TSOL_AREA_DESCRIPTION_UNIT}\n scroll=no\n message= _ \"Wow. It\u2019s a very large underground pool. There are some shallow parts where the ground below sticks out interspersed with deeper bits we cannot cross. The whole area seems well-guarded by aquatic creatures and spirits. Getting to the island behind the ruined building will not be as easy as I would prefer.\"\n [/message]\n [/event]\n\n #\n # Lava zone narration.\n #\n [event]\n name=moveto\n [filter]\n side=1\n x=44-68\n y=36-60\n [/filter]\n\n {CLEAR_CAVE_SHROUD (\n x,y=48,39\n radius=4\n )}\n\n [redraw][/redraw]\n\n [message]\n {TSOL_AREA_DESCRIPTION_UNIT}\n scroll=no\n message= _ \"The air here is unbearably dense and hot due to the pools and outflows of lava everywhere. Of course, the fire spirits below don\u2019t mind the temperature at all \u2014 they frolic in the lava and seem completely unharmed by it. I would advise against allowing our undead warriors to explore the area unassisted.\"\n [/message]\n [/event]\n\n #\n # Potion of drain.\n #\n {PICK_UP (items/potion-poison.png) 63 19 (\n [not]\n race=bats,undead\n [/not]\n )\n ( _ \"This is a strange ornate emerald bottle containing a foul-smelling potion. The scroll next to it, though highly deteriorated due to its age, still has enough legible words on it so I can tell that it explains the nature of the potion. Apparently, it makes the drinker much weaker than usual, but it also allows them to drain the life force of every creature they come into contact with to replenish their own.\n\nThe effects are said to be permanent, which only makes me more unsure as to whether it is really worth the trade-off.\")\n ( _ \"This potion may only be used by living units, not including bats.\")\n (\n [sound]\n name=poison.ogg\n [/sound]\n\n [object]\n id=e1s10_drainer_potion\n name= _ \"Potion of Drain\"\n image=icons/potion-green-4.png\n duration=forever\n description= _ \"This potion grants the drains special to the unit\u2019s melee attacks, reduces its maximum hitpoints by 5%, and increases its resistance to arcane damage by 10%.\"\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=attack\n range=melee\n [set_specials]\n mode=append\n {WEAPON_SPECIAL_DRAIN}\n [/set_specials]\n [/effect]\n [effect]\n apply_to=hitpoints\n increase_total=-5%\n [/effect]\n [effect]\n apply_to=resistance\n replace=no\n [resistance]\n arcane=-10\n [/resistance]\n [/effect]\n [/object]\n )}\n\n #\n # Berserker potion.\n #\n {PICK_UP (items/potion-red.png) 36 39 (\n [not]\n type=Walking Corpse,Soulless\n [/not]\n [not]\n type=Ghost,Wraith,Shadow,Spectre,Nightgaunt\n [/not]\n [not]\n type=Elvish Shaman,Elvish Druid,Elvish Shyde,Elvish Sorceress,Elvish Enchantress,Elvish Sylph\n [/not]\n [not]\n id=Anlind\u00eb,Mal Keshar,Galas\n [/not]\n [not]\n race=bats\n [/not]\n )\n ( _ \"Such a pretty potion flask! As I open and smell the red liquid inside, I immediately feel energized and ready to take down any incoming threat. It appears to be a berserker potion, said to make the user stronger and fiercer in battle. Using these is often reserved for last-resort scenarios due to the potential side effects, which include utter recklessness and even psychosis!\n\nNevertheless, it might prove useful in our war against the Chaos Empire, and the flask contains enough potion for a dozen fights, if not more.\")\n ( _ \"This potion may only be used by a true warrior with an axe or sword in hand.\")\n (\n [sound]\n name=potion.ogg\n [/sound]\n\n # wmllint: local spelling •\n\n [object]\n id=e1s10_berserker_potion\n name= _ \"Berserker Potion\"\n image=icons/potion-red-1.png\n duration=forever\n description= _ \"This potion grants the berserk special to the unit\u2019s melee attacks, which also sees their damage increased by one. As an advantageous side effect, the unit\u2019s maximum hitpoints increase by 10%, and it also becomes more resistant to certain forms of damage:\n\n • Blade: +10% resistance\n • Fire: +20% resistance\n • Impact: +30% resistance\"\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=attack\n range=melee\n increase_damage=1\n [set_specials]\n mode=append\n {WEAPON_SPECIAL_BERSERK}\n [/set_specials]\n [/effect]\n [effect]\n apply_to=hitpoints\n increase_total=10%\n increase=10%\n [/effect]\n [effect]\n apply_to=resistance\n replace=no\n [resistance]\n impact=-30\n blade=-10\n fire=-20\n [/resistance]\n [/effect]\n [/object]\n )}\n\n #\n # Touchplate at 39,53 opening a glyph room.\n #\n {ITEM_TOUCHPLATE 39 53}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=39,53\n [/filter]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [terrain]\n x,y=28,44\n terrain=Ur\n [/terrain]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message=_\"Touchplate triggered. A magical gate opens.\"\n [/message]\n\n {CLEAR_CAVE_SHROUD x,y,radius=28,44,1}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=28,44\n [/scroll_to]\n\n {HIGHLIGHT_GOAL x,y=28,44}\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n [event]\n name=enter hex\n [filter]\n side=1\n x,y=\"33-34\",\"47\"\n [not]\n type=Ghost,Wraith,Spectre,Shadow,Nightgaunt\n [/not]\n [not]\n race=bats\n [/not]\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [if]\n [have_unit]\n x,y=$x1,$y1\n [not]\n race=undead\n [not]\n type=Lich,Ancient Lich\n [/not]\n [/not]\n [/have_unit]\n [then]\n [message]\n speaker=unit\n message= _ \"This bridge seems extremely unsafe...\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Mal Keshar\n scroll=no\n message= _ \"That bridge seems extremely unsafe.\"\n [/message]\n [/else]\n [/if]\n [/event]\n\n [event]\n name=victory\n\n {LOCK_VIEW}\n\n #\n # Remove sound sources we no longer need to free up mixer channels.\n #\n {TSOL_DISABLE_WATER_SOUND_SOURCES}\n\n {REPLACE_SCENARIO_MUSIC silence.ogg}\n\n #\n # Reveal the central chamber in case we are in debug mode.\n #\n [fire_event]\n name=reveal central chamber\n [/fire_event]\n\n [foreach]\n array=seal_glyphs\n [do]\n [scroll_to]\n x,y=$this_item.pillar_x,$this_item.pillar_y\n {WARP}\n [/scroll_to]\n\n [terrain]\n terrain=Qxu\n #terrain=Qxu^Ii\n x,y=$this_item.pillar_x,$this_item.pillar_y\n [/terrain]\n\n [redraw]\n side=1\n [/redraw]\n\n {QUAKE thunderstick.ogg}\n\n [delay]\n time=150\n [/delay]\n [/do]\n [/foreach]\n\n [scroll_to]\n x,y=35,32\n {WARP}\n [/scroll_to]\n\n [delay]\n # Long delay, gives sounds a chance to finish playing.\n time=750\n [/delay]\n\n [hide_unit][/hide_unit]\n\n {WHITE_SCREEN}\n\n [delay]\n time=250\n [/delay]\n\n [terrain]\n terrain=Rb\n layer=base\n x,y=35,31-32\n [/terrain]\n\n # Lit up the entrance.\n [terrain]\n terrain=^Efs\n layer=overlay\n x=33-34,36-37\n y= 31, 31\n [/terrain]\n\n [terrain]\n terrain=^Ebn\n layer=overlay\n x=34,36\n y=32,32\n [/terrain]\n\n [redraw]\n side=1\n [/redraw]\n\n {RESET_SCREEN}\n\n [unhide_unit][/unhide_unit]\n\n {QUAKE dragonstick.ogg}\n\n [delay]\n time=750\n [/delay]\n\n #\n # Just to keep the cutscene zone clear.\n #\n\n {RESET_AND_SEND_TO_RECALL_LIST (\n side=1\n [not]\n id=Galas,Mal Keshar,Anlind\u00eb,Althurin\n [/not]\n [not]\n x,y=recall,recall\n [/not]\n )}\n\n [teleport]\n [filter]\n id=Galas\n [/filter]\n x,y=35,33\n [/teleport]\n\n [teleport]\n [filter]\n id=Mal Keshar\n [/filter]\n x,y=34,33\n [/teleport]\n\n [teleport]\n [filter]\n id=Anlind\u00eb\n [/filter]\n x,y=36,33\n [/teleport]\n\n [teleport]\n [filter]\n id=Althurin\n [/filter]\n x,y=34,34\n [/teleport]\n\n [unit]\n # wmllint: recognize Unarye\n {CHARACTER_STATS_UNARYE}\n side=1\n x,y=36,34\n passable=yes\n [/unit]\n\n {FACE_LOCATION (id=Galas,Anlind\u00eb,Mal Keshar,Althurin,Unarye) x,y=35,32}\n\n {REPLACE_SCENARIO_MUSIC underground.ogg}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"At long last! Let us go, now.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I have been waiting for this for too long.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Wait, Galas, before continuing... only the two of us should enter.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"... Why?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"The regent lord of the elves is surely the only appropriate person to greet the Lady of Light and the Master of Darkness after such a long time, but since you don\u2019t have any magical ability, my presence may be required to wake our heroes from their eternal sleep. It is not proper that anybody else should be present around the greatest sages in the history of elvenkind on this singular occasion.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"I must say, I never expected such words from you, Anlind\u00eb. After so long, we are finally here, but not only thanks to you \u2014 we owe a great debt to Lady Unarye and Mal Keshar as well, and this is why I must ask them to accompany us as well.\"\n [/message]\n\n [message]\n speaker=Unarye\n scroll=no\n message= _ \"Me\u2014 meeting the Lady of Light in person? I would be greatly honored, my lord!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Ah, so would I. Galas, you really are an example to follow for the other elves!\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"But I\u2014\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"You will allow them to come with us. This is an order, Anlind\u00eb.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"... As you command, my lord.\"\n [/message]\n\n {UNLOCK_VIEW}\n\n {CLEAR_VARIABLE active_seal_glyphs,seal_glyphs,found_central_chamber,glyph_scrying_progress}\n [/event]\n[/scenario]\n\n#undef TSOL_DZOMBIE\n#undef TSOL_DISABLE_WATER_SOUND_SOURCES\n#undef TSOL_DECLARE_SEAL_GLYPH\n#undef TSOL_SET_UP_GUARD_SIDE\n#undef TSOL_AREA_DESCRIPTION_UNIT\n#undef TSOL_OBJECTIVE_GLYPHS\n#undef TSOL_INITIAL_OBJECTIVES\n#undef TSOL_UPDATE_OBJECTIVES\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=11_Strike_on_Herthgar\n name= _ \"Strike on Herthgar\"\n {MAP 11_Strike_on_Herthgar.map}\n {TURNS 16 19 24}\n next_scenario=12_The_Escape\n\n {SCENARIO_MUSIC \"battle.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n {EXTRA_SCENARIO_MUSIC \"the_city_falls.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"casualties_of_war.ogg\"}\n\n {UNDERGROUND}\n\n {STORYTXT_STRIKE_ON_HERTHGAR}\n\n {DEATHS_ACT_2_2}\n {DEATHS_DWARVES}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=heroes\n user_team_name= _ \"team_name^Elves\"\n\n {GOLD 390 370 320}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n\n [side]\n side=2\n team_name=heroes\n user_team_name= _ \"team_name^Dwarves\"\n {DWARVISH_FLAG}\n\n {GOLD 350 300 250}\n {INCOME 8 7 5}\n {QUANTITY recruit\n (Dwarvish Stalwart,Dwarvish Guardsman,Dwarvish Ulfserker,Dwarvish Pathfinder,Dwarvish Scout,Dwarvish Steelclad,Dwarvish Runesmith,Dwarvish Fighter,Dwarvish Thunderwheel,Dwarvish Steamwheel,Dwarvish Thunderer,Dwarvish Flamethrower,Dwarvish Thunderguard)\n (Dwarvish Stalwart,Dwarvish Guardsman,Dwarvish Pathfinder,Dwarvish Scout,Dwarvish Runesmith,Dwarvish Fighter,Dwarvish Thunderwheel,Dwarvish Thunderer,Dwarvish Flamethrower)\n (Dwarvish Guardsman,Dwarvish Scout,Dwarvish Runesmith,Dwarvish Fighter,Dwarvish Thunderwheel,Dwarvish Thunderer)\n }\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT passive_leader yes}\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.60}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n\n [goal]\n name=protect_unit\n [criteria]\n id=King Asthorgar\n [/criteria]\n value=10.0\n protect_radius=6\n [/goal]\n [/ai]\n\n canrecruit=yes\n # wmllint: recognize King Asthorgar\n {CHARACTER_STATS_ASTHORGAR_BASE}\n\n {SIDE_GENERIC_GUARD (Dwarvish Stalwart) 16 23}\n {SIDE_GENERIC_GUARD (Dwarvish Guardsman) 19 22}\n {SIDE_GENERIC_GUARD (Dwarvish Guardsman) 21 22}\n {SIDE_GENERIC_GUARD (Dwarvish Stalwart) 24 23}\n {SIDE_GENERIC_GUARD (Dwarvish Stalwart) 15 25}\n {SIDE_GENERIC_GUARD (Dwarvish Guardsman) 15 28}\n {SIDE_GENERIC_GUARD (Dwarvish Stalwart) 25 25}\n {SIDE_GENERIC_GUARD (Dwarvish Guardsman) 25 28}\n {SIDE_GENERIC_GUARD (Dwarvish Guardsman) 16 29}\n {SIDE_GENERIC_GUARD (Dwarvish Stalwart) 19 31}\n [/side]\n # wmllint: validate-on\n\n#define SOK_LRECRUITMENT\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT passive_leader yes}\n {AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.0}\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}\n {AI_SIMPLE_ALWAYS_ASPECT caution -1.0}\n\n [goal]\n [criteria]\n id=Elynia\n [/criteria]\n value=7.0\n [/goal]\n [goal]\n [criteria]\n id=Anlind\u00eb\n [/criteria]\n value=6.0\n [/goal]\n [goal]\n [criteria]\n id=Galas\n [/criteria]\n value=6.5\n [/goal]\n [goal]\n [criteria]\n id=Mal Keshar\n [/criteria]\n value=2.0\n [/goal]\n [goal]\n [criteria]\n id=King Asthorgar\n [/criteria]\n value=8.0\n [/goal]\n [/ai]\n#enddef\n\n [side]\n side=3\n team_name=evil\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n\n {GOLD 310 360 410}\n {INCOME 4 7 8}\n recruit=Demon,Chaos Invader,Chaos Invoker,Automaton,Imp,Mudcrawler,Chaos Headhunter\n\n {SOK_LRECRUITMENT}\n\n canrecruit=yes\n type=Chaos Lorekeeper\n id=\"Armiza'ar\"\n name= _ \"Armiza\u2019ar\"\n facing=sw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_INTELLIGENT}\n [/modifications]\n [/side]\n\n [side]\n side=4\n team_name=heroes\n user_team_name= _ \"team_name^Dwarves\"\n {DWARVISH_FLAG}\n\n {GOLD 200 150 100}\n recruit=Dwarvish Guardsman,Dwarvish Ulfserker,Dwarvish Scout,Dwarvish Fighter,Dwarvish Thunderwheel,Dwarvish Thunderer,Dwarvish Steamwheel,Dwarvish Runesmith\n\n canrecruit=yes\n type=Dwarvish Explorer\n id=Denathor\n name= _ \"Denathor\"\n {IS_EXPENDABLE_LEADER}\n [modifications]\n {TRAIT_HEALTHY}\n {TRAIT_RESILIENT}\n [/modifications]\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.40}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.10}\n\n [goal]\n name=protect_unit\n [criteria]\n id=King Asthorgar\n [/criteria]\n protect_radius=7\n value=7.5\n [/goal]\n [/ai]\n [/side]\n\n [side]\n side=5\n team_name=evil\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n\n {GOLD 310 360 410}\n {INCOME 2 6 9}\n recruit=Automaton,Chaos Invader,Demon,Blood Imp,Chaos Headhunter,Imp,Chaos Invoker\n\n {SOK_LRECRUITMENT}\n\n canrecruit=yes\n type=Chaos Soulhunter\n id=Oddis\n name= _ \"Oddis\"\n facing=ne\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_RESILIENT}\n [/modifications]\n [/side]\n\n [side]\n side=6\n team_name=evil\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n\n {GOLD 310 360 410}\n {INCOME 3 4 6}\n recruit=Chaos Invader,Chaos Hound,Chaos Headhunter,Imp,Demon,Chaos Bowman,Chaos Invoker,Blood Imp\n\n {SOK_LRECRUITMENT}\n\n canrecruit=yes\n type=Hell Guardian\n id=Gythrn\n name= _ \"Gythrn\"\n facing=se\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n [/modifications]\n [/side]\n\n [side]\n side=7\n team_name=evil\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n\n {GOLD 310 360 410}\n {INCOME 6 8 8}\n recruit=Chaos Invoker,Demon,Chaos Invader,Demon Zephyr,Chaos Hound,Imp,Chaos Magus\n\n {SOK_LRECRUITMENT}\n\n canrecruit=yes\n type=Chaos Cataphract\n id=Alazar\n name= _ \"Alazar\"\n facing=nw\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_QUICK}\n [/modifications]\n [/side]\n\n [side]\n side=8\n team_name=heroes\n user_team_name= _ \"team_name^Dwarves\"\n {DWARVISH_FLAG}\n\n {GOLD 200 150 100}\n {INCOME 4 2 0}\n recruit=Dwarvish Guardsman,Dwarvish Berserker,Dwarvish Fighter,Dwarvish Thunderwheel,Dwarvish Thunderer,Dwarvish Steamwheel,Dwarvish Runesmith,Dwarvish Steelclad,Dwarvish Flamethrower\n\n canrecruit=yes\n type=Dwarvish Dragonguard\n id=Furin\n name= _ \"Furin\"\n {IS_EXPENDABLE_LEADER}\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_STRONG}\n [/modifications]\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.10}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.10}\n {AI_SIMPLE_ALWAYS_ASPECT passive_leader yes}\n\n [goal]\n name=protect_unit\n [criteria]\n id=King Asthorgar\n [/criteria]\n protect_radius=7\n value=7.5\n [/goal]\n [/ai]\n [/side]\n\n [side]\n side=9\n team_name=evil\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n\n {GOLD 290 340 390}\n {INCOME 4 6 8}\n recruit=Automaton,Chaos Invoker,Demon,Chaos Headhunter,Blood Imp,Demon Zephyr,Imp\n\n {SOK_LRECRUITMENT}\n\n canrecruit=yes\n type=Chaos Heavy Longbowman\n id=Wygerm\n name= _ \"Wygerm\"\n facing=se\n [modifications]\n {TRAIT_DEXTROUS}\n {TRAIT_STRONG}\n [/modifications]\n [/side]\n\n#undef SOK_LRECRUITMENT\n\n {STARTING_VILLAGES 1 3}\n {STARTING_VILLAGES 2 5}\n {STARTING_VILLAGES 3 3}\n {STARTING_VILLAGES 4 3}\n {STARTING_VILLAGES 5 3}\n {STARTING_VILLAGES 6 3}\n {STARTING_VILLAGES 7 8}\n {STARTING_VILLAGES 8 3}\n {STARTING_VILLAGES 9 3}\n\n {PLACE_IMAGE terrain/castle/dwarven-keep.png 20 26}\n\n {CAVE_NOISE_SOUND_SOURCE}\n\n [event]\n name=prestart\n\n {VARIABLE malin_attacks 0}\n {VARIABLE elynia_attacks 0}\n\n [hide_unit]\n id=King Asthorgar\n [/hide_unit]\n\n {PLAYER_RECRUITMENT_SETUP_FOR_SCENARIO 11}\n\n #\n # Recall heroes\n #\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR}\n # wmllint: recognize Anlind\u00eb\n {RECALL_ANLINDE}\n # wmllint: recognize Althurin\n {RECALL_ALTHURIN}\n # wmllint: recognize Igor\n {RECALL_IGOR}\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY_END_OF_TURNS}\n {OBJECTIVE_OR}\n {OBJECTIVE_VICTORY ( _ \"Defeat all enemy leaders\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of King Asthorgar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Anlind\u00eb\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Althurin\")}\n\n {OBJECTIVE_NO_CARRYOVER}\n )}\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Just as I feared, they managed to take down Herthgar\u2019s defenses and surround the capital.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"It matters little. We shall drive them out of the caves regardless of their numbers! Maybe we could even manage to turn them to our side in death, he he.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"So those are the demons you have fought? They are not as impressive as I expected.\"\n [/message]\n\n [message]\n speaker=Althurin\n message= _ \"They shall pay with their accursed blood if our good king was captured or murdered!\"\n [/message]\n\n [unhide_unit]\n id=King Asthorgar\n [/unhide_unit]\n\n [message]\n speaker=King Asthorgar\n message= _ \"Ye ha\u2019 nae reason to fear, Althurin! Well, at least I am still alive!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Your Highness, what is the situation?\"\n [/message]\n\n [message]\n speaker=King Asthorgar\n message= _ \"Our main defenses ha\u2019 fallen and if we are to ha\u2019 any hope o\u2019 fending off these demented barbarians and their ever-increasing numbers, we\u2019ll need all the help we can muster!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"We will help you, and we shall die fighting if it is necessary.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Galas, this is suicidal! Just look at their numbers \u2014 if the dwarves did not manage to hold out on their own, the odds our small group will be of any help are unreasonably low. Look \u2014 they are already closing in on us from behind!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"We cannot leave the dwarves to perish alone! We are indebted to Althurin for helping us find Elynia, and his people need us now! Besides, if Herthgar is to fall, what obstacles shall be left to impede their advance towards the northlands?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Lord Galas is right \u2014 we must fight.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"My lady? But our numbers are small, and we are still weak!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Hah! You elves might be weak, but my minions are as strong as ever. Let the slaughter commence!\"\n [/message]\n [/event]\n\n {ELYNIA_1ST_TIME_HELP}\n\n [event]\n name=turn 2\n\n [message]\n speaker=Alazar\n message= _ \"Your doom is at hand, dwarf king! If you surrender now, the Warlord might show some mercy and spare the lives of your underlings.\"\n [/message]\n\n [message]\n speaker=Wygerm\n message= _ \"We\u2019ll rip you to pieces if you don\u2019t accept the offer!\"\n [/message]\n\n [message]\n speaker=King Asthorgar\n message= _ \"We\u2019ll never surrender to ye and yer loathsome vermin! We shallna\u2019 give our domain to those who kill everything in sight, dabble in the darkest of arts, and nae ken any diplomacy other than that done wi\u2019 fire and swords! May Herthgar be destroyed and forgotten, but it shallna\u2019 be remembered as a kingdom of cowards!\"\n [/message]\n\n [message]\n speaker=Alazar\n message= _ \"So be it! Your pride and arrogance has sealed your fate! Attack! Wipe these bearded children out of this place! For Uria! For the Empire!\"\n [/message]\n\n [message]\n speaker=Oddis\n # po: The 'Blessed One' is Elynia.\n message= _ \"Hey, it\u2019s the pointy-eared rats of the forest! And they made it back with the Blessed One!\"\n [/message]\n\n [message]\n speaker=Gythrn\n message= _ \"It matters not. We shall flood the caverns with the elves\u2019 blood, and bring that creature to the Warlord.\"\n [/message]\n\n [message]\n speaker=Oddis\n message= _ \"Aye.\"\n [/message]\n\n [message]\n speaker=Alazar\n message= _ \"Aye.\"\n [/message]\n\n [message]\n speaker=\"Armiza'ar\"\n message= _ \"Aye!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"So annoying.\"\n [/message]\n [/event]\n\n [event]\n name=turn 3\n\n [message]\n speaker=Mal Keshar\n message= _ \"If I might make a suggestion \u2014 using the corpses of the fallen as a barrier could delay our enemies enough to let our best warriors do their duty from safe positions.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"The idea sickens me; many of the corpses will be those of our kinsmen. But... I have to admit it\u2019s an option.\"\n [/message]\n [/event]\n\n #\n # Short dialog between Elynia and Mal Keshar, takes place mid-fight.\n #\n\n [event]\n id=elynia_malin_dialog_controller\n name=attack\n first_time_only=no\n [filter]\n id=Elynia,Mal Keshar\n [/filter]\n\n [if]\n [have_unit]\n x,y=$x1,$y1\n id=Elynia\n [/have_unit]\n [then]\n {VARIABLE_INC elynia_attacks}\n [/then]\n [else]\n {VARIABLE_INC malin_attacks}\n [/else]\n [/if]\n\n [if]\n {VARIABLE_NUMERICAL_GREATER_THAN malin_attacks 2}\n {VARIABLE_NUMERICAL_GREATER_THAN elynia_attacks 3}\n [then]\n [message]\n speaker=Elynia\n message= _ \"Why are you even fighting alongside us, lich? Are the struggles of my people entertaining to you?\"\n [/message]\n\n [event]\n name=attack end\n\n [message]\n speaker=Elynia\n message= _ \"Or perhaps you seek redemption? But I find that unlikely.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Why do you want to know?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Lord Galas and Anlind\u00eb seem to consider you an equal, but in truth you are a menace to our lifestyle. Your mere existence would not have been tolerated in the past \u2014 and surely you remember that I was once charged with the task of destroying you...\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"The angry assailants over there seem really interested in chopping off your head, you know. Shouldn\u2019t you focus on the mission at hand instead of blabbering about your precious past like an elderly lady?\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n # Self-destruct\n [remove_event]\n id=elynia_malin_dialog_controller\n [/remove_event]\n [/then]\n [/if]\n [/event]\n\n [event]\n name=turn 6,turn 14\n first_time_only=no\n\n {ADD_GOLD 3 25 40 60}\n\n {ADD_GOLD 5 25 40 60}\n\n {ADD_GOLD 6 25 40 60}\n\n {ADD_GOLD 7 25 40 60}\n\n {ADD_GOLD 9 25 40 60}\n [/event]\n\n [event]\n name=turn 8\n\n [message]\n speaker=Mal Keshar\n message= _ \"What is it with these demons and their endless numbers?\"\n [/message]\n [/event]\n\n [event]\n name=turn 14\n [filter_condition]\n [have_unit]\n count=4-99999 # count > 3\n canrecruit=yes\n [filter_side]\n [enemy_of]\n side=1\n [/enemy_of]\n [/filter_side]\n [/have_unit]\n [/filter_condition]\n\n [message]\n speaker=Galas\n message= _ \"We must persevere. We cannot lose this battle!\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Denathor\n [/filter]\n\n [message]\n speaker=Denathor\n message= _ \"Forgive me, my King...\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Furin\n [/filter]\n\n [message]\n speaker=Furin\n message= _ \"Y\u2019may take me down, but me\u2019 brethren\u2019s hearts still stand!\" # wmllint: no spellcheck\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=\"Armiza'ar\"\n [/filter]\n\n [message]\n speaker=\"Armiza'ar\"\n message= _ \"A curse upon you, heretics!\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Oddis\n [/filter]\n\n [message]\n speaker=Oddis\n message= _ \"May Yechnagoth swallow your souls!\"\n [/message]\n\n [message]\n x,y=$x2,$y2\n [not]\n race=undead,bats\n [not]\n type=Lich,Ancient Lich,Ghost,Wraith,Spectre,Shadow,Nightgaunt\n [/not]\n [/not]\n [or]\n id=Mal Keshar\n [/or]\n message= _ \"Yechnagoth is long gone, you fool!\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Gythrn\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"I shall be avenged!\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Alazar\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Today, you might win the battle, but you will never win the war!\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Wygerm\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Ack! Your efforts are in vain \u2014 you\u2019re just delaying the inevitable!\"\n [/message]\n [/event]\n\n [event]\n name=enemies defeated\n\n [message]\n speaker=Galas\n message= _ \"At last, we have defeated them! They are retreating!\"\n [/message]\n\n [message]\n speaker=Althurin\n message= _ \"No, lad \u2014 I reckon they are preparin\u2019 to retaliate. The way they fight, I doubt we\u2019ve even seen a hair o\u2019 their assault force.\"\n [/message]\n\n {ENDLEVEL_VICTORY_NO_GOLD_CARRYOVER}\n [/event]\n\n [event]\n name=time over\n\n [message]\n canrecruit=yes\n [filter_side]\n [enemy_of]\n side=1\n [/enemy_of]\n [/filter_side]\n message= _ \"These persistent earthworms won\u2019t forfeit as easily as the other clans did, it seems. Time to execute the backup plan, everyone! Retreat!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"The enemy troops are retreating!\"\n [/message]\n\n [message]\n speaker=Althurin\n message= _ \"\u2019Tis doesn\u2019t sound good, lad. They must be preparin\u2019 to retaliate. The way they fight, I doubt we\u2019ve even seen a hair o\u2019 their assault force.\"\n [/message]\n\n {ENDLEVEL_VICTORY_NO_GOLD_CARRYOVER}\n [/event]\n\n [event]\n name=victory\n\n [message]\n speaker=King Asthorgar\n message= _ \"I ha\u2019 to admit that we gravely underestimated the threat posed by the Chaos Empire. Our losses ha\u2019 been too great... (sighs) At this point, I say we must leave. Mayhap our kin to the northwest would allow us to regroup there.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"So, Herthgar has fallen.\"\n [/message]\n\n [message]\n speaker=King Asthorgar\n message= _ \"Dinnae say that! Sure, our home ha\u2019 fallen, but Herthgar is more than just stone and marble. We\u2019ll figure out something later. And as much as it troubles me to think about it, the northern humans will ha\u2019 to deal with these bloodthirsty barbarians somehow. I ken that will be their next move, aye.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Most of our people went north. It is worrying that we haven\u2019t heard anything of them ever since we parted ways, but assuming that nothing bad has occurred to them, we need to warn them of this development, quickly.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"How prepared are the northerners to deal with an invasion from the Chaos Empire, King Asthorgar? Do you think they would be able to defend the Far North with the elves\u2019 and dwarves\u2019 aid?\"\n [/message]\n\n [message]\n speaker=King Asthorgar\n message= _ \"Dwarves, elves, and humans united under a single banner? I find that highly improbable, lass! I ken it ha\u2019 been thousands o\u2019 years since the last alliance, and it didna\u2019 turn out very well in the end. And in any case, we ha\u2019 our own battles to fight here. I ken the humans will do well on their own as long as they arena\u2019 caught unprepared, but... (shrugs)\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"We will warn them and seek their help regardless. We can\u2019t keep running away from the enemy like rats; there has to be some way to stop them before there is no more land left on the continent for us.\"\n [/message]\n\n [message]\n speaker=Althurin\n message= _ \"My king, d\u2019ye really think we can vacate Herthgar before the demons return?\"\n [/message]\n\n [message]\n speaker=King Asthorgar\n message= _ \"We must at least try \u2014 I fear we dinna\u2019 have a choice at this point.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"King, if you attempt to evacuate, it is quite likely that the enemy forces will manage to sneak up on your people from behind and perpetrate yet another slaughter. But there is a simple solution to this quandary \u2014 I believe Mal Keshar could lend me his minions to aid in setting up an ambush to keep the enemy from advancing.\"\n [/message]\n\n [fade_out_music][/fade_out_music]\n\n [message]\n speaker=Galas\n message= _ \"What? But... Anlind\u00eb, you can\u2019t possibly fend off those fiends alone! Odds are... you won\u2019t be able to get back to us. Don\u2019t do the same as Lord L\u00e9dinor... please...\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Our Lady of Light once said that there things more important in this world than the lives of the few. For me, the safety of our people is far more important than my own, and as you already know, I have a debt to repay. Our past will never cease to haunt me, and I certainly will never be able to repair the great damage we caused back then; but if I am going to die, I would prefer it to be for your sake.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"If the circumstances hadn\u2019t conspired against it, I would have done it back in the Valley instead of L\u00e9dinor, but you were too young, and I first had to make sure you were ready. Since then, you have proven yourself to be a fierce warrior and a capable leader, Galas; I\u2019m proud of you.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"This is insane! What purpose does it serve to throw your life away like this?! Let Mal Keshar dispatch his minions; there is absolutely no need for you to get involved\u2014\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"And leave them to be quickly disposed of by the enemy? We cannot afford such a risk right now, Galas! Your survival... you are far more important! There is a much greater foe hiding in these caves, and sooner or later he will catch up with us, and Elynia is in no condition to fight anyone.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"What? But I\u2014\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"I have seen your performance in this battle, my lady, and I regret saying this but... I saw you do far better in Wesmere. It\u2019s plainly evident that you have been dormant for too long.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"About my words... it is not necessary to take them to heart. Anlind\u00eb, we will need all available spellcasters on the front line if our plans come to fruition. The ill-gotten power you wield is far superior than the norm for our kin, and combined with the might of the undead, it could offer us an unprecedented tactical advantage. How may I persuade you to reconsider?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"You cannot. I feel that my mission and my fate lies here, in the very heart of Irdya. Allow me to protect elvenkind a last time, my lady; I shall obliterate every demon, every cultist, and every dark soldier who dares to approach this keep; and even if it is to be with my dying breath, I shall vanquish their Warlord, and turn fate in our favor.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"You have lived for so long, and you have seen so much, so many things that were never even recorded in books... I don\u2019t understand why... why do you want it to end like this?\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Picture living for thousands of years knowing it was only made possible by the suffering and death of millions of innocent souls. Eternal life becomes a disillusioning burden as time passes by and you see... you see everything turn to dust. And then your memories begin to fade away as well... You eventually forget all positive experiences and can only recall the horrors that haunt you in your sleep.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"At least none of you will have to live with the knowledge that you were accomplices of the evil that brought elvenkind to its knees.\"\n [/message]\n\n [delay]\n time=1500\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"So be it. Your sacrifice won\u2019t be forgotten, and I swear that I will not rest until the last of our enemies is reduced to cinders on the ground. May the Lords of Light guide you in your last mission.\"\n [/message]\n\n #\n # Switch Asthorgar to side 1, preserving any XP he might have gained\n # during this scenario.\n #\n\n [store_unit]\n [filter]\n id=King Asthorgar\n [/filter]\n variable=asthorgar_store\n [/store_unit]\n\n [set_variables]\n name=asthorgar_store\n mode=merge\n [literal]\n side=1\n canrecruit=no\n {IS_HERO}\n upkeep=free\n [/literal]\n [/set_variables]\n\n [set_variables]\n name=temp_loyal_trait_data\n mode=replace\n [literal]\n {TRAIT_LOYAL}\n [/literal]\n [/set_variables]\n\n [set_variables]\n name=asthorgar_store.modifications.trait\n mode=insert\n to_variable=temp_loyal_trait_data.trait\n [/set_variables]\n\n [unstore_unit]\n find_vacant=no\n variable=asthorgar_store\n [/unstore_unit]\n\n {CLEAR_VARIABLE elynia_attacks,malin_attacks,asthorgar_store,temp_loyal_trait_data}\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=12x_Outside\n name= _ \"Outside\"\n {MAP 12x_Outside.map}\n turns=-1\n next_scenario=13_Face_your_Fate\n victory_when_enemies_defeated=no\n\n {FULLSCREEN_CUTSCENE_UI}\n\n {SCENARIO_MUSIC \"revelation.ogg\"}\n\n {DAWN1}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=heroes\n user_team_name= _ \"team_name^Elves\"\n\n {NO_ECONOMY}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n#define O_STORE_AND_SET_POS _ID _STORE _X _Y\n [store_unit]\n [filter]\n id={_ID}\n [/filter]\n variable={_STORE}\n kill=yes\n [/store_unit]\n\n {VARIABLE {_STORE}+\".x\" {_X} }\n {VARIABLE {_STORE}+\".y\" {_Y} }\n#enddef\n\n [event]\n name=prestart\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA_AT 19 15}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR_AT 21 15}\n\n [store_unit]\n [filter]\n id=Galas\n [/filter]\n variable=muf_galas_store\n kill=yes\n [/store_unit]\n\n {VARIABLE muf_galas_store.x 20}\n {VARIABLE muf_galas_store.y 14}\n\n [store_unit]\n [filter]\n id=Elynia\n [/filter]\n variable=muf_elynia_store\n kill=yes\n [/store_unit]\n\n [store_unit]\n [filter]\n id=Mal Keshar\n [/filter]\n variable=muf_malin_store\n kill=yes\n [/store_unit]\n\n [store_starting_location]\n side=1\n [/store_starting_location]\n\n {LOCK_VIEW}\n [/event]\n\n [event]\n name=start\n\n [delay]\n time=1000\n [/delay]\n\n [move_unit_fake]\n x=$location.x,$muf_galas_store.x\n y=$location.y,$muf_galas_store.y\n side=1\n type=$muf_galas_store.type\n [/move_unit_fake]\n\n [unstore_unit]\n variable=muf_galas_store\n [/unstore_unit]\n\n [redraw][/redraw]\n\n [move_unit_fake]\n x=\"$location.x,$muf_galas_store.x,$muf_elynia_store.x\"\n y=\"$location.y,$($muf_galas_store.y + 2),$muf_elynia_store.y\"\n side=1\n type=$muf_elynia_store.type\n [/move_unit_fake]\n\n [unstore_unit]\n variable=muf_elynia_store\n [/unstore_unit]\n\n [redraw][/redraw]\n\n [move_unit_fake]\n x=\"$location.x,$muf_galas_store.x,$muf_malin_store.x\"\n y=\"$location.y,$($muf_galas_store.y + 2),$muf_malin_store.y\"\n side=1\n type=$muf_malin_store.type\n [/move_unit_fake]\n\n [unstore_unit]\n variable=muf_malin_store\n [/unstore_unit]\n\n {CLEAR_VARIABLE muf_galas_store,muf_elynia_store,muf_malin_store,location}\n\n #\n # Dialogue starts\n #\n\n [redraw][/redraw]\n\n [delay]\n time=2000\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"We made it! And there are no signs of demons.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Ah, I can feel the wind in my hair again... It is cold, but it\u2019s a refreshing change from the stale air of the deep caverns.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"You know, returning to the surface doesn\u2019t seem all that great to me, but at least it\u2019s not the desert.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"I wish Anlind\u00eb was here with us to breathe the fresh air and contemplate the beautiful landscape.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"So do I.\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [hide_unit][/hide_unit]\n\n {FADE_TO_BLACK}\n\n [modify_side]\n side=1\n shroud=yes\n [/modify_side]\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n [redraw][/redraw]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"And so, Galas and his band left the dark caves beneath the Heart Mountains for the northern lands. After making sure that there were no foes in sight, they signaled the rest of their group to emerge from the caverns.\n\nThe fate of Anlind\u00eb was to remain uncertain to all of them. But this did not deter other elves and dwarves from telling legends of her last battle against Chaos. Her courage and resolve would be remembered by many for generations to come; and in time, the dwarves of Herthgar would build a gleaming silver temple to pay tribute to her great sacrifice.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"May your soul find peace, Anlind\u00eb.\"\n [/message]\n\n [fade_out_music]\n duration=2000\n [/fade_out_music]\n\n {ENDLEVEL_QUIET} {NO_REPLAY_SAVE}\n [/event]\n[/scenario]\n\n#undef O_STORE_AND_SET_POS\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=12_The_Escape\n name= _ \"The Escape\"\n {MAP 12_The_Escape.map}\n {TURNS 40 38 36}\n next_scenario=12x_Outside\n victory_when_enemies_defeated=no\n\n {SCENARIO_MUSIC \"climactic_contemplation.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"breaking_the_chains.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"legends_of_the_north.ogg\"}\n\n {UNDERGROUND}\n\n {STORYTXT_THE_ESCAPE}\n\n {DEATHS_ACT_2_2}\n {DEATHS_DWARVES}\n\n #\n # This scenario generates two public variables: anlinde_eoe1_state and\n # anlinde_eoe1_recall_list, containing Anlind\u00eb's unit WML, the synthetic\n # recall list used for her in E1S13, and Galas's recall list,\n # respectively. These variables are meant to persist between E1S12,\n # E1S12x, and E1S13.\n #\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=heroes\n user_team_name= _ \"team_name^Elves and Dwarves\"\n\n shroud=yes\n\n # NOTE: gold must be 6 * max(recruit_cost, recall_cost) at the very\n # minimum in order to let the player recall or recruit units on\n # the first turn.\n gold=156\n # Emulate free upkeep for everyone without having to modify units.\n village_support=99\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n#define TE_AVOID_STARTING_AREA\n [avoid]\n x=1-100\n y=45-100\n [/avoid]\n#enddef\n\n # Loyalists for crossfire\n [side]\n side=2\n team_name=enemies\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n\n no_leader=yes\n recruit=Demon,Chaos Bowman,Chaos Invader,Chaos Invoker,Automaton,Imp,Mudcrawler,Chaos Headhunter\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n\n {TE_AVOID_STARTING_AREA}\n [/ai]\n [/side]\n\n # Desperate Trolls\n [side]\n side=3\n team_name=trolls\n user_team_name= _ \"team_name^Trolls\"\n {RAGGED_FLAG}\n\n no_leader=yes\n recruit=Troll Whelp\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 100.00} # Encourage them to get hurt.\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n\n [goal]\n [criteria]\n side=1\n [/criteria]\n value=0.0\n [/goal]\n [goal]\n [criteria]\n side=2\n [/criteria]\n value=10.0\n [/goal]\n\n {TE_AVOID_STARTING_AREA}\n [/ai]\n [/side]\n\n # Cave creeps\n [side]\n side=4\n team_name=enemies\n user_team_name= _ \"team_name^Cave Creatures\"\n {RAGGED_FLAG}\n\n no_leader=yes\n hidden=yes\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 100.00} # Encourage them to get hurt.\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n\n {TE_AVOID_STARTING_AREA}\n [/ai]\n\n {SIDE_GENERIC_GUARD (Giant Ant) 35 45}\n {SIDE_GENERIC_GUARD (Giant Ant) 37 42}\n {SIDE_GENERIC_GUARD (Giant Ant) 36 42}\n {SIDE_GENERIC_GUARD (Giant Ant) 36 41}\n\n#ifndef EASY\n {SIDE_GENERIC_GUARD (Lesser Giant Spider) 36 40}\n#endif\n\n {SIDE_GENERIC_GUARD (Eyestalk) 30 37}\n {SIDE_GENERIC_GUARD (Eyestalk) 10 31}\n {SIDE_GENERIC_GUARD (Eyestalk) 39 22}\n {SIDE_GENERIC_GUARD (Eyestalk) 17 44}\n\n {SIDE_GENERIC_GUARD (Lesser Giant Spider) 12 29}\n [/side]\n\n # Final loyalists\n [side]\n side=5\n team_name=enemies\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n\n no_leader=yes\n recruit=Demon,Imp,Chaos Headhunter\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n\n {TE_AVOID_STARTING_AREA}\n [/ai]\n [/side]\n\n # Goliath miniboss and friends\n [side]\n side=6\n team_name=enemies\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n\n no_leader=yes\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 100.00} # Encourage them to get hurt.\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT leader_ignores_keep yes}\n\n {TE_AVOID_STARTING_AREA}\n [/ai]\n [/side]\n\n {STARTING_VILLAGES 1 9}\n\n {CAVE_NOISE_SOUND_SOURCE}\n\n {CAVE_WATER_SOUND_SOURCE 36 12}\n {CAVE_WATER_SOUND_SOURCE 21 22}\n {CAVE_WATER_SOUND_SOURCE 39 48}\n\n#define TE_DEFINE_OBJECTIVE _ID _TEXT\n [literal]\n id={_ID}\n text={_TEXT}\n active=no\n completed=no\n [/literal]\n#enddef\n\n#define TE_RESET_OBJECTIVES\n [fire_event]\n name=reset objectives\n [/fire_event]\n#enddef\n\n [event]\n name=prestart\n\n #\n # TA used for surface ToD and the final goal SLF.\n #\n [time_area]\n id=surface\n\n x=1-100\n y=1-5\n [not]\n terrain=X*\n [/not]\n\n {LONGDARK4}\n [/time_area]\n\n # wmllint: recognize Anlind\u00eb\n\n # Take Anlind\u00eb aside for E1S13.\n [store_unit]\n [filter]\n id=Anlind\u00eb\n [/filter]\n variable=anlinde_eoe1_state\n kill=yes\n [/store_unit]\n\n #\n # Recall heroes\n #\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA_AT 42 55}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR_AT 40 54}\n # wmllint: recognize Igor\n {RECALL_IGOR_AT 40 57}\n\n {FACE_DIRECTION (side=1) ne}\n\n # wmllint: recognize King Asthorgar\n {RECALL_ASTHORGAR_AT 43 53}\n # wmllint: recognize Althurin\n {RECALL_ALTHURIN_AT 44 51}\n\n {FACE_DIRECTION (id=Althurin,King Asthorgar) sw}\n\n#ifdef EASY\n [unit]\n type=Dwarvish Guardsman\n side=1\n facing=ne\n x,y=43,51\n {IS_LOYAL}\n upkeep=free\n generate_name=yes\n random_traits=yes\n [modifications]\n {TRAIT_LOYAL}\n [/modifications]\n [/unit]\n\n [unit]\n type=Dwarvish Guardsman\n side=1\n facing=n\n x,y=45,52\n {IS_LOYAL}\n upkeep=free\n generate_name=yes\n random_traits=yes\n [modifications]\n {TRAIT_LOYAL}\n [/modifications]\n [/unit]\n#endif\n\n [set_variables]\n name=escape_objectives\n mode=replace\n\n {TE_DEFINE_OBJECTIVE lagonus ( _ \"Locate and eliminate the rearguard captain\")}\n\n {TE_DEFINE_OBJECTIVE goliath ( _ \"Defeat the Goliath\")}\n\n {TE_DEFINE_OBJECTIVE yreul ( _ \"Defeat Yreul\")}\n [/set_variables]\n\n {TE_RESET_OBJECTIVES}\n [/event]\n\n # Tag implementation raises 'reset objectives' event.\n#define TE_NEW_OBJECTIVE _ID\n [update_escape_objectives]\n id={_ID}\n [/update_escape_objectives]\n#enddef\n\n # Tag implementation raises 'reset objectives' event.\n#define TE_COMPLETED_OBJECTIVE _ID\n [update_escape_objectives]\n id={_ID}\n completed=yes\n [/update_escape_objectives]\n#enddef\n\n#define TE_NOTE_ONLY_ON_FIRST_TURN\n {OBJECTIVE_NOTE_SHOW_IF ({VARIABLE_NUMERICAL_LESS_THAN turn_number 2})}\n#enddef\n\n#define TE_NOTE_ONLY_ON_GAMEPLAY_TURNS\n {OBJECTIVE_NOTE_SHOW_IF ({VARIABLE_NUMERICAL_GREATER_THAN turn_number 1})}\n#enddef\n\n #\n # Set objectives\n #\n\n [event]\n name=reset objectives\n first_time_only=no\n\n [set_variables]\n name=temp_objectives_data\n mode=replace\n [literal]\n side=1\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of King Asthorgar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Althurin\")}\n\n {OBJECTIVE_NO_CARRYOVER}\n\n {OBJECTIVE_NOTE ( _ \"In this scenario, you may only recall or recruit units during the first turn\")}\n {TE_NOTE_ONLY_ON_FIRST_TURN}\n {OBJECTIVE_NOTE ( _ \"Because Mal Keshar has granted control of most of his undead minions to Anlind\u00eb, any undead veterans you do not recall in this scenario will be permanently lost.\")}\n {TE_NOTE_ONLY_ON_FIRST_TURN}\n {OBJECTIVE_NOTE ( _ \"You may not recall or recruit units\")}\n {TE_NOTE_ONLY_ON_GAMEPLAY_TURNS}\n [/literal]\n [/set_variables]\n\n {VARIABLE temp_have_int_objectives no}\n\n [foreach]\n array=escape_objectives\n variable=escape_objective\n [do]\n [if]\n {VARIABLE_BOOLEAN_EQUALS escape_objective.active yes}\n [then]\n [set_variables]\n name=temp_objectives_data.objective\n mode=append\n [value]\n description=$escape_objective.text\n condition=win\n [/value]\n [/set_variables]\n\n #\n # Completed goals are displayed in strike-through format.\n #\n [if]\n {VARIABLE_BOOLEAN_EQUALS escape_objective.completed yes}\n [then]\n {VARIABLE temp_last \"$($temp_objectives_data.objective.length - 1)\"}\n {VARIABLE\n temp_objectives_data.objective[$temp_last].description\n \"$temp_objectives_data.objective[$temp_last].description|\"}\n {CLEAR_VARIABLE temp_last}\n [/then]\n [else]\n {VARIABLE temp_have_int_objectives yes}\n [/else]\n [/if]\n [/then]\n [/if]\n [/do]\n [/foreach]\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS temp_have_int_objectives no}\n [then]\n #\n # Default objectives.\n #\n [set_variables]\n name=temp_objectives_data.objective\n mode=append\n [value]\n description= _ \"Galas, Elynia, or Mal Keshar must reach the exit to the northlands\"\n condition=win\n [/value]\n [/set_variables]\n\n {VARIABLE temp_objectives_data.summary ( _ \"Current objectives:\")}\n [/then]\n [else]\n {VARIABLE temp_objectives_data.summary ( _ \"New objectives:\")}\n [/else]\n [/if]\n\n [insert_tag]\n name=objectives\n variable=\"temp_objectives_data\"\n [/insert_tag]\n\n {CLEAR_VARIABLE temp_objectives_data,temp_have_int_objectives}\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=King Asthorgar\n message= _ \"The exit\u2019s to the north. But before we proceed, I must warn ye: it ha\u2019 been long since we last walked these caves, so we should be prepared to deal with anything that might be awaitin\u2019 down the road.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Such as an unexpected encounter with Chaos troops? We are accustomed to that kind of thing after our quest underground.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"We must make haste, though. We don\u2019t know for how long Anlind\u00eb\u2019s strategy is going to work and provide us with safe passage.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Indeed... I would be unable to bear the thought of her sacrifice turning out to be in vain after so much.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Hmph, I sure hope she has put my minions to good use. I had grown fond of some of them. Ah well, there will be plenty of opportunities to raise more later.\"\n [/message]\n [/event]\n\n [event]\n name=turn 2\n\n # No recruits or recalls after turn 2!\n [store_unit]\n [filter]\n side=1\n x,y=recall,recall\n [/filter]\n variable=galas_recalls\n kill=yes\n [/store_unit]\n\n # Get rid of this forever, we set up a new one from scratch in E2S1.\n {REMOVE_RECRUIT_LIST 1}\n [/event]\n\n # 1. The Mother Mudcrawler\n [event]\n name=moveto\n [filter]\n side=1\n x=30-39\n y=34-42\n [/filter]\n\n {CLEAR_CAVE_SHROUD x,y,radius=39,38,3}\n\n [redraw]\n side=1\n [/redraw]\n\n {GENERIC_UNIT 4 (Mother Mudcrawler) 39 38} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n {GENERIC_UNIT 4 (Giant Mudcrawler) 39 39} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n {GENERIC_UNIT 4 (Giant Mudcrawler) 38 37} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n {GENERIC_UNIT 4 (Mudcrawler) 38 38} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n\n [message]\n type=Mother Mudcrawler\n message= _ \"Groaaaar!!\" # wmllint: no spellcheck\n [/message]\n\n [message]\n speaker=unit\n {UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}\n female_message= _ \"female^I had heard of unusually large mudcrawlers before, but this thing is...\"\n male_message= _ \"I had heard of unusually large mudcrawlers before, but this thing is...\"\n [/message]\n [/event]\n\n#define TE_ACTIVATE_SIDE _SIDE _GOLD _LEADER_WML\n [modify_side]\n side={_SIDE}\n gold={_GOLD}\n [/modify_side]\n\n [unit]\n side={_SIDE}\n placement=leader\n {_LEADER_WML}\n [/unit]\n#enddef\n\n # 2. Crossfire\n [event]\n name=moveto\n [filter]\n side=1\n x=1-29\n y=32-40\n [/filter]\n\n {TE_NEW_OBJECTIVE yreul}\n\n {CLEAR_CAVE_SHROUD x,y,radius=20,37,6}\n\n [redraw]\n side=1\n [/redraw]\n\n # wmllint: recognize Yreul\n\n {TE_ACTIVATE_SIDE 2 {DIFF 100 130 150} (\n canrecruit=yes\n id=Yreul\n name= _ \"Yreul\"\n type=Chaos Soulhunter\n facing=ne\n [modifications]\n {TRAIT_UNDEAD} # Why not?\u2122\n {TRAIT_STRONG}\n [/modifications]\n )}\n\n [unit]\n side=2\n type=Blood Imp\n generate_name=yes\n placement=leader\n facing=ne\n upkeep=free\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_SLOW}\n [/modifications]\n [/unit]\n\n # wmllint: recognize Karshas\n\n {TE_ACTIVATE_SIDE 3 {DIFF 90 100 110} (\n canrecruit=yes\n id=Karshas\n name= _ \"Karshas\"\n type=Troll Warrior\n facing=sw\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_RESILIENT}\n [/modifications]\n )}\n\n [unit]\n side=3\n type=Troll Rocklobber\n id=Burg\n name= _ \"Burg\"\n placement=leader\n facing=sw\n upkeep=free\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_FEARLESS}\n [/modifications]\n [/unit]\n\n [message]\n speaker=Karshas\n message= _ \"Damned creatures! You kill our children! You pay with your blood!\"\n [/message]\n\n [message]\n speaker=Yreul\n message= _ \"Fat chance, dimwit. Get out of the way this instant, unless you would rather be ground into dust!\"\n [/message]\n\n [message]\n side,type=2,Blood Imp\n message= _ \"Hey, hey, what do we have here? The elfses and dwarfses are tryin\u2019 to escape thru the backdoor!\" # wmllint: no spellcheck\n [/message]\n\n [message]\n speaker=unit\n {UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}\n message= _ \"Uh...\"\n [/message]\n\n [message]\n speaker=Yreul\n message= _ \"Hah! So they are coming to us now! What\u2019s your clever plan, rats? I am certain the captain will be very pleased to see your impaled heads topping our banners!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"We\u2019ll have to deal with this scum first, lest they bring news of us to their superiors.\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Yreul\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Defeated... by rats!\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Yreul\n [/filter]\n\n {TE_COMPLETED_OBJECTIVE yreul}\n [/event]\n\n # 3. The Goliath\n [event]\n name=moveto\n [filter]\n side=1\n x=11-20\n y=20-30\n [/filter]\n\n {TE_NEW_OBJECTIVE goliath}\n\n {CLEAR_CAVE_SHROUD x,y,radius=16,26,4}\n\n [redraw]\n side=1\n [/redraw]\n\n [unit]\n canrecruit=yes\n side=6\n type=Goliath\n {IS_BOSS}\n placement=leader\n facing=sw\n [/unit]\n\n [repeat]\n times={DIFF 2 3 3}\n [do]\n [unit]\n side=6\n type=Automaton\n random_traits=yes\n placement=leader\n facing=sw\n upkeep=free\n [/unit]\n [/do]\n [/repeat]\n\n [message]\n type=Goliath\n message= _ \"The vermin must die! Affirmative!\"\n [/message]\n\n # wmllint: local spelling aaah\n\n [message]\n speaker=unit\n {UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}\n message= _ \"Aaah! Another one of these metallic beasts!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"This is turning out to be harder than we expected.\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n type=Goliath\n canrecruit=yes\n [/filter]\n\n {TE_COMPLETED_OBJECTIVE goliath}\n [/event]\n\n # 4. The Rearguard\n [event]\n name=moveto\n [filter]\n side=1\n x=20-35\n y=17-28\n [/filter]\n\n {TE_NEW_OBJECTIVE lagonus}\n\n {CLEAR_CAVE_SHROUD x,y,radius=26,24,5}\n\n [redraw]\n side=1\n [/redraw]\n\n {GENERIC_UNIT 5 (Hellhound) 26 24} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n\n {GENERIC_UNIT 6 (Automaton) 22 23} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT 6 (Automaton) 24 26} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT 6 (Automaton) 25 22} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT 6 (Automaton) 29 26} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT 6 (Automaton) 30 22} {NO_UPKEEP_NO_OVERLAY}\n\n {NAMED_UNIT 5 (Demon Zephyr) 27 24 Lilith ( _ \"Lilith\") (\n gender=female\n facing=sw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_DEXTROUS}\n [/modifications]\n )}\n\n {GENERIC_UNIT 6 (Demon) 26 23} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n {GENERIC_UNIT 6 (Demon) 27 25} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n\n {GENERIC_UNIT 5 (Chaos Marauder) 29 24} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n {GENERIC_UNIT 5 (Chaos Headhunter) 27 22} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n {GENERIC_UNIT 5 (Chaos Headhunter) 26 26} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n\n [message]\n speaker=Lilith\n message= _ \"There they are! Don\u2019t let them cross the bridge!\"\n [/message]\n\n [message]\n type=Hellhound\n message= _ \"Grrrrrr...\" # wmllint: no spellcheck\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Hm, I see \u2014 they are the rearguard of our \u2018friends\u2019. Their blockade would be far more effective if they just demolished the bridge, so surely their captain is right across.\"\n [/message]\n [/event]\n\n # 5. The Rearguard Captain\n [event]\n name=moveto\n [filter]\n side=1\n x=28-29,30-31,1-27,32,32-53\n y= 1-18, 1-17,1-16,17,1-13\n [/filter]\n\n # wmllint: recognize Lagonus\n\n {TE_ACTIVATE_SIDE 5 {DIFF 90 120 130} (\n canrecruit=yes\n id=Lagonus\n name= _ \"Lagonus\"\n type=Gutwrencher Imp\n facing=se\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_INTELLIGENT}\n [/modifications]\n )}\n\n#ifndef EASY\n {GENERIC_UNIT 5 (Blood Imp) 26 11} {NO_UPKEEP_NO_OVERLAY} {FACING se}\n#endif\n {GENERIC_UNIT 5 (Imp) 25 10} {NO_UPKEEP_NO_OVERLAY} {FACING se}\n {GENERIC_UNIT 5 (Imp) 27 10} {NO_UPKEEP_NO_OVERLAY} {FACING se}\n\n {CLEAR_CAVE_SHROUD (\n x,y,radius=26,10,4\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n [message]\n speaker=Lagonus\n message= _ \"I swear to Uria, this is the end of the road for you, insolent maggots! Prepare to die!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Wishful thinking, filth!\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Lagonus\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"How could I fail like this? Forgive me, Master... (gurgle)\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Lagonus\n [/filter]\n\n {TE_COMPLETED_OBJECTIVE lagonus}\n\n [message]\n speaker=Galas\n message= _ \"The imp\u2019s body is dissolving into slime!\"\n [/message]\n\n {VARIABLE i 0}\n\n [while]\n {VARIABLE_NUMERICAL_LESS_THAN i 4}\n [do]\n [unit]\n side=$unit.side\n#ifdef EASY\n type=Mudcrawler\n#else\n type=\"$( if( ($i = 1) or ($i = 2), 'Giant Mudcrawler', 'Mudcrawler' ) )\"\n#endif\n # BUG: using placement=leader_passable here as of 1.11.12\n # has no effect (no location is stored in u!).\n x,y=$x1,$y1\n to_variable=u\n [/unit]\n\n [lua]\n code=<<\n local ctx = wesnoth.current.event_context\n local x, y = wesnoth.paths.find_vacant_hex(ctx.x1, ctx.y1)\n wml.variables[\"u.x\"] = x\n wml.variables[\"u.y\"] = y\n >>\n [/lua]\n\n [store_direction]\n from_x,from_y=$u.x,$u.y\n to_x,to_y=$x2,$y2\n variable=u.facing\n [/store_direction]\n\n [move_unit_fake]\n side=$u.side\n type=$u.type\n x=$x1,$u.x\n y=$y1,$u.y\n [/move_unit_fake]\n\n [unstore_unit]\n find_vacant=yes\n variable=u\n [/unstore_unit]\n\n {CLEAR_VARIABLE u}\n\n {VARIABLE_INC i}\n [/do]\n [/while]\n\n {CLEAR_VARIABLE i}\n\n [message]\n speaker=Elynia\n message= _ \"This is truly disgusting.\"\n [/message]\n [/event]\n\n # 6. Anlind\u00eb dies\n [event]\n name=turn 30\n\n {QUAKE (rumble.ogg)}\n\n {QUAKE (cave-in.ogg)}\n [/event]\n\n # 7. Escape\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Galas,Elynia,Mal Keshar\n [filter_location]\n area=surface\n [/filter_location]\n [/filter]\n\n {VARIABLE all_objectives_complete yes}\n\n [foreach]\n array=escape_objectives\n variable=escape_objective\n [do]\n [if]\n {VARIABLE_BOOLEAN_EQUALS escape_objective.active yes}\n {VARIABLE_BOOLEAN_EQUALS escape_objective.completed no}\n [then]\n {VARIABLE all_objectives_complete no}\n\n [break][/break]\n [/then]\n [/if]\n [/do]\n [/foreach]\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS all_objectives_complete yes}\n [then]\n [message]\n speaker=unit\n female_message= _ \"female^The exit, at last! Follow me!\"\n male_message= _ \"The exit, at last! Follow me!\"\n [/message]\n\n # Go to an interlude scenario, intended to ease testing of\n # scenario 13's side init code and to make a more interesting\n # landscape for the player.\n {ENDLEVEL_QUIET}\n [/then]\n [else]\n [role]\n role=complainer\n side=1\n [not]\n # wmllint: recognize $unit.id\n # FIXME: I mean seriously, what the hell, wmllint?\n id=Igor,$unit.id\n [/not]\n [not]\n race=bats,undead\n [not]\n type=Lich,Ancient Lich,Ghost,Wraith,Spectre,Shadow,Nightgaunt\n [/not]\n [/not]\n [/role]\n\n [message]\n role=complainer\n message= _ \"Wait a moment, we cannot leave yet! If we don\u2019t dispose of our pursuers, they may report our position to their leaders!\"\n [/message]\n [/else]\n [/if]\n\n {CLEAR_VARIABLE all_objectives_complete}\n [/event]\n\n [event]\n name=time over\n\n [message]\n speaker=Galas\n message= _ \"I can hear their main assault force approaching from behind. Oh, forgive me, Anlind\u00eb...\"\n [/message]\n [/event]\n\n [event]\n name=victory\n\n [if]\n {VARIABLE_NUMERICAL_GREATER_THAN galas_recalls.length 0}\n [then]\n #\n # Came here from turn 2 or later -- we need to temporarily\n # unstore Galas's# recall list so we can let the engine do\n # the unit data juggling for us.\n #\n\n [foreach]\n array=galas_recalls\n [do]\n [unstore_unit]\n variable=this_item\n x,y=recall,recall\n [/unstore_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE galas_recalls}\n [/then]\n [/if]\n\n #\n # Move undead minions who aren't on the map to Anlind\u00eb's recall list.\n # This list is meant to include generic Liches (but not living\n # Necromancers) as a convenience for players.\n #\n\n [store_unit]\n [filter]\n side=1\n x,y=recall,recall\n race=undead\n [/filter]\n variable=anlinde_eoe1_recall_list\n kill=yes\n [/store_unit]\n\n #\n # Switching leader, recall lists, and gold supplies is left as a task\n # for E1S13's prestart.\n #\n\n {CLEAR_VARIABLE escape_objectives}\n [/event]\n[/scenario]\n\n#undef TE_AVOID_STARTING_AREA\n#undef TE_DEFINE_OBJECTIVE\n#undef TE_RESET_OBJECTIVES\n#undef TE_NEW_OBJECTIVE\n#undef TE_COMPLETED_OBJECTIVE\n#undef TE_NOTE_ONLY_ON_FIRST_TURN\n#undef TE_NOTE_ONLY_ON_GAMEPLAY_TURNS\n#undef TE_ACTIVATE_SIDE\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=13x_Intermission\n name= _ \"Intermission\"\n {NO_MAP_DATA}\n next_scenario=14_Bye_and_Behold\n victory_when_enemies_defeated=no\n\n {FULLSCREEN_CUTSCENE_UI}\n\n {SCENARIO_MUSIC \"data/core/sounds/ambient/wardrums.ogg\"}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=heroes\n user_team_name= _ \"team_name^Elves\"\n\n shroud=yes\n\n {NO_ECONOMY}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n [event]\n name=prestart\n\n # Galas to recall list\n {RESET_AND_SEND_TO_RECALL_LIST id=Galas}\n\n [modify_unit]\n [filter]\n id=Galas\n [/filter]\n moves=$this_unit.max_moves\n [/modify_unit]\n\n [place_shroud]\n side=1\n [/place_shroud]\n [/event]\n\n [event]\n name=start\n\n [intermission_prompt][/intermission_prompt]\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=13_Face_your_Fate\n name= _ \"Face your Fate\"\n {MAP 13_Face_your_Fate.map}\n {TURNS 10 12 14}\n next_scenario=13x_Intermission\n victory_when_enemies_defeated=no\n\n {SCENARIO_MUSIC \"into_the_shadows.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n {EXTRA_SCENARIO_MUSIC \"suspense.ogg\"}\n\n {UNDERGROUND}\n\n {STORYTXT_FACE_YOUR_FATE}\n\n {SHAXTHAL_SET_SURFACE_VARIATIONS_FLAG}\n\n #\n # We could have used a new side 1 player with a different save_id for this\n # scenario, but then we have no way to get rid of its stats and other\n # unwanted detritus later on and it would continue to take up space in\n # saved games. Plus, unlike the bifurcation done in AtS E3, this is a\n # one-time-only thing, so that approach seems wasteful to me.\n #\n # -- shadowm, 2014-04-11\n #\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=heroes\n user_team_name= _ \"team_name^Elves\"\n\n shroud=yes\n\n gold=0\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n # Boss\n [side]\n side=2\n team_name=foes\n user_team_name= _ \"team_name^Chaos Warlord\"\n {CHAOS_FLAG}\n color=gold\n controller=null\n\n hidden=yes\n no_leader=yes\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}\n {AI_SIMPLE_ALWAYS_ASPECT leader_aggression 9.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT leader_ignores_keep yes}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n\n {AI_BOSS_TARGETING_ENGINE <<{\"Anlind\u00eb\"}>>}\n [/ai]\n [/side]\n\n # Vanguard\n [side]\n side=3\n team_name=foes\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n color=blue\n\n {GOLD 200 250 300}\n {INCOME 4 6 8}\n recruit=Imp,Demon,Chaos Headhunter,Chaos Invoker,Chaos Hound,Chaos Invader,Dark Knight,Doom Guard\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n [/ai]\n\n canrecruit=yes\n type=Gutwrencher Imp\n id=Laveri\n name= _ \"Laveri\"\n facing=ne\n experience=102\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_INTELLIGENT}\n [/modifications]\n [/side]\n\n#define FYF_DRONE _X _Y\n [unit]\n random_traits=yes\n generate_name=yes\n ai_special=guardian\n type=Shaxthal Drone\n x,y={_X},{_Y}\n upkeep=loyal\n variation=surface\n [/unit]\n#enddef\n\n # Assimilating drones\n [side]\n side=4\n team_name=foes\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n color=brown\n\n {GOLD 130 180 230}\n {INCOME 4 5 7}\n recruit=Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Assault Drone\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n\n canrecruit=yes\n type=Shaxthal Sentry Drone\n variation=surface\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_ARMORED}\n [/modifications]\n\n {FYF_DRONE 13 9}\n {FYF_DRONE 8 7}\n {FYF_DRONE 9 5}\n [/side]\n\n # Enemy waves\n [side]\n side=5\n team_name=foes\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n color=black\n\n hidden=yes\n no_leader=yes\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n [/ai]\n [/side]\n\n {STARTING_VILLAGES_ALL 1}\n {STARTING_VILLAGES 3 6}\n {STARTING_VILLAGES 4 6}\n\n {PLACE_IMAGE terrain/castle/dwarven-keep.png 36 12}\n\n {CAVE_NOISE_SOUND_SOURCE}\n [+sound_source]\n id=cave_ambience # wmllint: ignore\n [/sound_source]\n\n [event]\n name=prestart\n\n #\n # Manual player set-up.\n #\n\n #\n # Swap Galas and Anlind\u00eb's units.\n #\n\n [store_unit]\n [filter]\n id=Galas\n [/filter]\n variable=galas_eoe1_state\n kill=yes\n [/store_unit]\n\n [store_unit]\n [filter]\n side=1\n x,y=recall,recall\n [/filter]\n variable=galas_eoe1_recall_list\n kill=yes\n [/store_unit]\n\n # wmllint: recognize Anlind\u00eb\n\n [if]\n {VARIABLE_NUMERICAL_NOT_EQUALS anlinde_eoe1_state.length 1}\n [then]\n {BUG ()}\n\n #\n # We might be coming here via debug mode, so try to recall\n # Anlind\u00eb first to grab her data.\n #\n\n {RECALL_ANLINDE}\n\n [store_unit]\n [filter]\n id=Anlind\u00eb\n [/filter]\n variable=anlinde_eoe1_state\n kill=yes\n [/store_unit]\n [/then]\n [/if]\n\n # Remove hero overlay+ellipse.\n {CLEAR_VARIABLE anlinde_eoe1_state.ellipse,anlinde_eoe1_state.overlays}\n # Wear the crown. Be the leader.\n {VARIABLE anlinde_eoe1_state.canrecruit yes}\n\n {VARIABLE anlinde_eoe1_state.facing sw}\n\n [unstore_unit]\n variable=anlinde_eoe1_state\n x,y=$galas_eoe1_state.x,$galas_eoe1_state.y\n [/unstore_unit]\n\n #\n # We don't care whether we can place any of her recall list units. In\n # fact, her list may be empty if the player somehow didn't have any\n # undead left in E1S12.\n #\n\n [foreach]\n array=anlinde_eoe1_recall_list\n [do]\n [unstore_unit]\n variable=this_item\n x,y=recall,recall\n [/unstore_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE anlinde_eoe1_state,anlinde_eoe1_recall_list}\n\n #[store_gold]\n # side=1\n # variable=galas_eoe1_gold\n #[/store_gold]\n\n # Set Anlind\u00eb's own gold amount and recruitment list, given by the dwarf King and Malin\n [modify_side]\n side=1\n {GOLD 380 340 320}\n {INCOME 12 11 10}\n recruit=\"Walking Corpse,Skeleton,Skeleton Archer,Dwarvish Ulfserker\"\n [/modify_side]\n\n [remove_shroud]\n side=1\n [not]\n # The Warlord's spawn region.\n x= 0-14, 0-8\n y=17-27,28-32\n [not]\n x= 3,5-7, 9\n y=17, 17,17\n [/not]\n [/not]\n [/remove_shroud]\n\n [capture_village]\n # Uncapture villages in the Warlord's spawn region.\n x,y=\"8,4\",\"20,29\"\n [/capture_village]\n\n #\n # Set-up finished.\n #\n\n # Some dwarven fanatics to aid you.\n#ifndef HARD\n {NAMED_GENERIC_UNIT 1 (Dwarvish Berserker) 34 13 Pelaes ( _ \"Pelaes\")}\n {NAMED_GENERIC_UNIT 1 (Dwarvish Flamethrower) 38 13 Pelcatil ( _ \"Pelcatil\")}\n#endif\n {NAMED_GENERIC_UNIT 1 (Dwarvish Ulfserker) 34 11 Marlin ( _ \"Marlin\")}\n {NAMED_GENERIC_UNIT 1 (Dwarvish Ulfserker) 38 11 Durcanos ( _ \"Durcanos\")}\n\n # Enemy sidekicks\n # wmllint: recognize Izkotep\n {NAMED_GENERIC_UNIT 3 (Hell Guardian) () () Izkotep ( _ \"Izkotep\")}\n [+unit]\n placement=leader\n facing=ne\n [/unit]\n\n {OBJECTIVES (\n {HEADER_CURRENT_OBJECTIVES}\n\n {OBJECTIVE_VICTORY_END_OF_TURNS}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Anlind\u00eb\")}\n\n {OBJECTIVE_NO_CARRYOVER}\n )}\n [/event]\n\n [event]\n name=start\n\n [message]\n side=4\n canrecruit=yes\n message= _ \"Shrieek!\" # wmllint: no spellcheck\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"What in the world are those creatures doing?\"\n [/message]\n\n [message]\n speaker=Durcanos\n message= _ \"I\u2019m na\u2019 sure, they seem to be laying larvae on the flooded western keep.\"\n [/message]\n\n [message]\n speaker=Marlin\n message= _ \"My lady, we swear we winna\u2019 rest until either we ha\u2019 spilled all the the blood o\u2019 those wretched freaks, or our dead bodies are all layin\u2019 on the floor. We\u2019ll fight for ye. May the glorious ruins of Herthgar be our tomb!\"\n [/message]\n\n [message]\n speaker=Laveri\n message= _ \"Ah, the stench of death and decay that fills this place only intensifies my hunger. Let us make haste and finish this once and for all so we can have our well-deserved feast!\"\n [/message]\n\n [message]\n speaker=Izkotep\n message= _ \"Look, the elvish witch is on the dwarvish capital\u2019s keep!\"\n [/message]\n\n # wmllint: local spelling graaargh\n\n [message]\n speaker=Laveri\n message= _ \"Graaargh, kill her, now! And the elf leader too! And find the filthy faerie of the forests \u2014 but remember the Warlord\u2019s orders: trap the creature, but she must not come to harm! We need her alive and intact.\"\n [/message]\n\n [message]\n speaker=Izkotep\n message= _ \"Attack now! You know what to do!\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Their final assault begins. Hopefully we\u2019ll manage to give Galas and the rest enough time to escape unnoticed.\"\n [/message]\n [/event]\n\n #\n # Death of the Subcommander.\n #\n [event]\n name=last breath\n [filter]\n id=Laveri\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Aaargh!! It\u2019s pointless! (spits) Killing me won\u2019t do anything to weaken our forces! We are unstoppable!\"\n [/message]\n [/event]\n\n #\n # Spawn more foes every turn unless the Warlord, Laveri, or other spawned\n # foes are around.\n #\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [not]\n [have_unit]\n id=Laveri\n [or]\n side=2,5\n [/or]\n [/have_unit]\n [/not]\n [/filter_condition]\n\n [set_variables]\n name=survival_spawn_regions\n mode=replace\n [literal]\n # West\n x=1\n y=9-14\n [/literal]\n [literal]\n # North\n x=29-43\n y=1\n [/literal]\n [literal]\n # South\n x=13-20,22\n y=40 ,40\n [/literal]\n [/set_variables]\n\n [foreach]\n array=survival_spawn_regions\n variable=survival_spawn_region\n [do]\n {VARIABLE_RANDOM rcount {DIFF 1..4 3..7 5..9} }\n\n [repeat]\n times=$rcount\n [do]\n {VARIABLE_RANDOM rtype (\"Imp,Blood Imp,Chaos Hound,Shaxthal Assault Drone,Demon,Demon Zephyr,Shaxthal Runner Drone,Chaos Headhunter,Demon Grunt,Shaxthal Protector Drone\")}\n\n [store_locations]\n variable=spawn_locs\n x=$survival_spawn_region.x\n y=$survival_spawn_region.y\n [not]\n terrain=X*,*^X*,Q*\n [/not]\n [/store_locations]\n\n {VARIABLE_RANDOM rloc \"0..$($spawn_locs.length - 1)\"}\n\n [store_direction]\n from_x,from_y=$spawn_locs[$rloc].x,$spawn_locs[$rloc].y\n [to]\n [filter]\n id=Anlind\u00eb\n [/filter]\n [/to]\n [/store_direction]\n\n [unit]\n side=5\n type=$rtype\n x,y=$spawn_locs[$rloc].x,$spawn_locs[$rloc].y\n facing=$direction\n passable=yes\n generate_name=yes\n random_traits=yes\n random_gender=yes\n [/unit]\n\n {CLEAR_VARIABLE spawn_locs,rtype,rloc,direction}\n [/do]\n [/repeat]\n\n {CLEAR_VARIABLE rcount}\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE survival_spawn_regions}\n [/event]\n\n [event]\n name=time over\n\n [fire_event]\n name=warlord incoming\n [/fire_event]\n [/event]\n\n [event]\n name=warlord incoming\n\n {LOCK_VIEW}\n\n [sound]\n name=fuse.ogg\n [/sound]\n\n [delay]\n time=2750\n [/delay]\n\n [unit]\n side=4\n type=Shaxthal Sentry Drone\n variation=surface\n x,y=14,22\n random_traits=yes\n facing=ne\n [/unit]\n\n [unit]\n side=4\n type=Shaxthal Sentry Drone\n variation=surface\n x,y=14,20\n random_traits=yes\n facing=se\n [/unit]\n\n [hide_unit][/hide_unit]\n\n {WHITE_SCREEN}\n\n [redraw][/redraw]\n\n [scroll_to]\n x,y=15,21\n {WARP}\n [/scroll_to]\n\n [sound]\n name=explosion.ogg\n [/sound]\n\n [delay]\n time=250\n [/delay]\n\n [terrain_mask]\n {MASK 13_Face_your_Fate.mask}\n x,y=13,19\n [/terrain_mask]\n\n [remove_shroud]\n side=1\n [/remove_shroud]\n\n [sound]\n name=explosion.ogg\n [/sound]\n\n {RESET_SCREEN}\n\n [unhide_unit][/unhide_unit]\n\n [redraw][/redraw]\n\n {QUAKE rumble.ogg}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Great. Nobody informed me that there was another alternate entrance to this chamber in the west. We ought to seal that somehow.\"\n [/message]\n\n [modify_turns]\n value=-1\n [/modify_turns]\n\n {UNLOCK_VIEW}\n\n [event]\n delayed_variable_substitution=no\n name=\"turn $($turn_number + 1)\"\n\n [fire_event]\n name=warlord arrival\n [/fire_event]\n [/event]\n [/event]\n\n [event]\n name=warlord arrival\n\n {LOCK_VIEW}\n\n [modify_side]\n side=2\n controller=ai\n [/modify_side]\n\n [unit]\n side=2\n type=Chaos Warlord\n id=Chaos Warlord\n name= _ \"Chaos Warlord\"\n placement=leader\n {IS_BOSS}\n unrenamable=yes\n facing=se\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_INTELLIGENT}\n [/modifications]\n [/unit]\n\n {GENERIC_UNIT 2 (Goliath) () ()} {PLACEMENT leader} {PASSABLE} {FACING se}\n {GENERIC_UNIT 2 (Goliath) () ()} {PLACEMENT leader} {PASSABLE} {FACING se}\n {GENERIC_UNIT 2 (Shaxthal Protector Drone) () ()} {PLACEMENT leader} {PASSABLE} {FACING se} {VARIATION surface}\n\n [hide_unit][/hide_unit]\n\n {WHITE_SCREEN}\n\n [scroll_to]\n [filter]\n id=Chaos Warlord\n [/filter]\n {WARP}\n [/scroll_to]\n\n [delay]\n time=250\n [/delay]\n\n [sound]\n name=thunderstick.ogg\n [/sound]\n\n [modify_side]\n side=1\n shroud=no\n [/modify_side]\n\n {DISALLOW_RECRUIT 1 \"Dwarvish Ulfserker\"}\n\n {RESET_SCREEN}\n\n [unhide_unit][/unhide_unit]\n\n {BOSS_AMBIENTANCE}\n\n [redraw][/redraw]\n\n {QUAKE rumble.ogg}\n\n [sound]\n name=dwarf-laugh.wav\n [/sound]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Their commander, at last! Come and fight me, fiend! This place shall be your grave!\"\n [/message]\n\n [message]\n speaker=Chaos Warlord\n message= _ \"(muffled metallic voice) You should do like your friends and run away, little worm, unless you would prefer me to tear your frail body to pieces and delight in your suffering.\"\n [/message]\n\n [message]\n speaker=Chaos Warlord\n message= _ \"Trying to divert my attention is futile. I already know where your friends are; it is all in your weak and permeable mind. Your pointless sacrifice does not fool our Master either, and neither will it save the cowards from his wrath. We\u2019ll find them all in due time.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Not if I can stop you first!\"\n [/message]\n\n {UNLOCK_VIEW}\n\n {OBJECTIVES (\n {HEADER_FINAL_OBJECTIVES}\n\n {OBJECTIVE_VICTORY ( _ \"Vanquish the Chaos Warlord\")}\n\n {OBJECTIVE_NO_CARRYOVER}\n )}\n [/event]\n\n #\n # The Chaos Warlord cannot be killed.\n #\n [event]\n name=last breath\n first_time_only=no\n [filter]\n id=Chaos Warlord\n [/filter]\n\n [fire_event]\n name=boss regeneration\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [secondary_unit]\n x,y=$x2,$y2\n [/secondary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=boss regeneration\n first_time_only=no\n\n {VARIABLE unit.hitpoints $unit.max_hitpoints}\n\n # Deduct the killing XP from the attacker, otherwise it is possible\n # for them to advance very quickly from L1 to their maximum advancement.\n # Things get even messier once the full health AMLA effect kicks in.\n # Just give them regular attack XP instead.\n\n {LOG_IFTU_DBG \"warlord is dying, deducting attacker's XP\"}\n {LOG_IFTU_DBG \" before: $second_unit.experience/$second_unit.max_experience\"}\n\n {VARIABLE_MIN second_unit.experience \"$(max([4, 8 * $unit.level]) - $unit.level)\"}\n\n {LOG_IFTU_DBG \" after: $second_unit.experience/$second_unit.max_experience\"}\n\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n\n [unstore_unit]\n variable=second_unit\n find_vacant=no\n [/unstore_unit]\n [/event]\n\n #\n # Dialogue only first time the Warlord regenerates.\n #\n [event]\n name=boss regeneration\n\n [message]\n speaker=Chaos Warlord\n message= _ \"You will never succeed in slaying me with such pitiful weapons and spells.\"\n [/message]\n\n [message]\n speaker=Chaos Warlord\n message= _ \"By the power you have bestowed upon me, Uria, may the spells conferring life to the dead be canceled now!\"\n [/message]\n\n {THUNDER (\n [kill]\n side=1\n race=undead\n animate=yes\n [/kill]\n )}\n\n {DISALLOW_RECRUIT 1 \"Walking Corpse,Skeleton,Skeleton Archer\"}\n [/event]\n\n#define FYF_EVENT_BEFORE_BOSS_ARRIVAL\n [filter_condition]\n [not]\n [have_unit]\n id=Chaos Warlord\n [/have_unit]\n [/not]\n [/filter_condition]\n#enddef\n\n#define FYF_EVENT_PAST_BOSS_ARRIVAL\n [filter_condition]\n [have_unit]\n id=Chaos Warlord\n [/have_unit]\n [/filter_condition]\n#enddef\n\n #\n # Handle Anlind\u00eb's death before the Warlord's arrival.\n #\n [event]\n name=last breath\n [filter]\n id=Anlind\u00eb\n [/filter]\n {FYF_EVENT_BEFORE_BOSS_ARRIVAL}\n\n [message]\n speaker=unit\n message= _ \"I am... sorry, Galas... I... failed...\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Anlind\u00eb\n [/filter]\n {FYF_EVENT_BEFORE_BOSS_ARRIVAL}\n\n {ENDLEVEL_DEFEAT}\n [/event]\n\n [event]\n name=die\n [filter]\n id=Anlind\u00eb\n [/filter]\n {FYF_EVENT_PAST_BOSS_ARRIVAL}\n\n {LOCK_VIEW}\n\n {CLEAR_LABELS}\n\n {VARIABLE x $x1}\n {VARIABLE y $y1}\n\n [kill]\n id=Anlind\u00eb\n [/kill]\n\n # wmllint can't tell it's not the same Anlind\u00eb.\n # wmllint: deathcheck off\n\n [unit]\n id=Anlind\u00eb\n name= _ \"Anlind\u00eb\"\n type=Anlinde Dead\n side=1\n x,y=$x,$y\n hitpoints=1\n [/unit]\n\n [message]\n speaker=Chaos Warlord\n message= _ \"You still draw breath? This is an infuriating waste of my time.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"... Heh.\"\n [/message]\n\n {QUAKE cave-in.ogg}\n\n [message]\n speaker=Chaos Warlord\n message= _ \"What is this?!\"\n [/message]\n\n {QUAKE rumble.ogg}\n\n {QUAKE cave-in.ogg}\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"I\u2019m not... leaving this world... without taking you with me...\"\n [/message]\n\n [message]\n race=demon,imps\n message= _ \"Aiyeee!! Retreat, retreat!!\" # wmllint: no spellcheck\n [/message]\n\n {QUAKE rumble.ogg}\n\n {QUAKE cave-in.ogg}\n\n [message]\n speaker=Chaos Warlord\n message= _ \"Do you truly believe it will be all over just like this? How na\u00efve of someone like you, a past servant of Zhangor.\"\n [/message]\n\n [message]\n speaker=Anlind\u00eb\n message= _ \"Death will take us all now... None of that matters anymore.\"\n [/message]\n\n {QUAKE rumble.ogg}\n\n [kill]\n [filter_location]\n x,y=$x,$y\n radius=8\n [/filter_location]\n [not]\n id=Chaos Warlord\n [/not]\n animate=yes\n fire_event=no\n [/kill]\n\n {CLEAR_VARIABLE x,y}\n\n {QUAKE rumble.ogg}\n\n {REMOVE_SOUND_SOURCE cave_ambience}\n\n [kill][/kill]\n\n [remove_item][/remove_item]\n\n [terrain]\n terrain=Xv\n [/terrain]\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n [redraw][/redraw]\n\n {QUAKE dragonstick.ogg}\n\n [fade_out_music]\n duration=2000\n [/fade_out_music]\n\n {UNLOCK_VIEW}\n\n {ENDLEVEL_QUIET}\n\n # wmllint: deathcheck on\n [/event]\n\n [event]\n name=victory\n\n #\n # Get rid of side 1 units if they are still around (e.g., :debug :n).\n #\n\n [kill]\n side=1\n [/kill]\n\n #\n # Grant side 1 control back to Galas.\n #\n\n [foreach]\n array=galas_eoe1_recall_list\n [do]\n [unstore_unit]\n variable=this_item\n [/unstore_unit]\n [/do]\n [/foreach]\n\n [unstore_unit]\n variable=galas_eoe1_state\n x,y=recall,recall\n [/unstore_unit]\n\n [modify_side]\n side=1\n gold=0\n [/modify_side]\n\n {CLEAR_VARIABLE galas_eoe1_state,galas_eoe1_recall_list}\n [/event]\n[/scenario]\n\n#undef FYF_DRONE\n#undef FYF_EVENT_BEFORE_BOSS_ARRIVAL\n#undef FYF_EVENT_PAST_BOSS_ARRIVAL\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=14x_The_Aragwaithi\n name= _ \"The Grand Council\"\n {MAP 14x_Raelthyn.map}\n turns=-1\n next_scenario=14y_The_Grand_Council\n victory_when_enemies_defeated=no\n\n {FULLSCREEN_CUTSCENE_UI}\n\n {SCENARIO_MUSIC \"knolls.ogg\"}\n\n {MIDDAY1}\n\n {STORYTXT_THE_ARAGWAITHI}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=heroes\n user_team_name= _ \"team_name^Elves\"\n\n {NO_ECONOMY}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n\n [side]\n side=2\n team_name=heroes\n user_team_name= _ \"team_name^Central Garrison\"\n {ARAGWAITH_FLAG}\n\n {NO_ECONOMY}\n\n canrecruit=yes\n # wmllint: recognize De'Arthian\n {CHARACTER_STATS_DE_ARTHIAN}\n facing=sw\n\n [unit]\n type=Aragwaith Swordsman\n x,y=11,19\n generate_name=yes\n [/unit]\n [unit]\n type=Aragwaith Swordsman\n x,y=9,14\n generate_name=yes\n [/unit]\n [unit]\n type=Aragwaith Guardian\n x,y=19,15\n generate_name=yes\n [/unit]\n [unit]\n type=Aragwaith Flagbearer\n x,y=16,19\n generate_name=yes\n [/unit]\n [unit]\n type=Aragwaith Guard\n x,y=13,27\n generate_name=yes\n [/unit]\n [unit]\n type=Aragwaith Guard\n x,y=17,12\n generate_name=yes\n [/unit]\n [unit]\n type=Aragwaith Guardian\n x,y=14,9\n generate_name=yes\n [/unit]\n [unit]\n type=Aragwaith Guardian\n x,y=22,20\n generate_name=yes\n [/unit]\n [/side]\n # wmllint: validate-on\n\n [side]\n side=3\n team_name=heroes\n user_team_name= _ \"team_name^Elves\"\n {ALLIANCE_FLAG}\n color=teal\n\n no_leader=yes\n {NO_ECONOMY}\n [/side]\n\n [side]\n side=4\n team_name=heroes\n user_team_name= _ \"team_name^City Guard\"\n {ARAGWAITH_FLAG}\n\n {NO_ECONOMY}\n\n canrecruit=yes\n type=Aragwaith Pikeman\n id=Quor\n name= _ \"Quor\"\n\n [unit]\n type=Aragwaith Longswordsman\n x,y=4,19\n id=Cain\n name= _ \"Cain\"\n [/unit]\n [unit]\n type=Aragwaith Pikeman\n x,y=4,21\n generate_name=yes\n [/unit]\n [unit]\n type=Aragwaith Longswordsman\n x,y=2,23\n generate_name=yes\n [/unit]\n [unit]\n type=Aragwaith Strongbow\n x,y=7,17\n generate_name=yes\n [/unit]\n [unit]\n type=Aragwaith Slayer\n x,y=6,14\n generate_name=yes\n [/unit]\n [unit]\n type=Aragwaith Shield Guard\n x,y=1,10\n generate_name=yes\n [/unit]\n [unit]\n type=Aragwaith Shield Guard\n x,y=2,13\n generate_name=yes\n [/unit]\n [unit]\n type=Aragwaith Captain\n x,y=4,26\n generate_name=yes\n [/unit]\n [unit]\n type=Aragwaith Strongbow\n x,y=4,29\n generate_name=yes\n [/unit]\n [unit]\n type=Aragwaith Strongbow\n x,y=7,29\n generate_name=yes\n [/unit]\n [unit]\n type=Aragwaith Greatbow\n x,y=9,29\n generate_name=yes\n [/unit]\n [unit]\n type=Aragwaith Pikeman\n x,y=12,29\n generate_name=yes\n [/unit]\n [unit]\n type=Aragwaith Swordsman\n x,y=16,29\n generate_name=yes\n [/unit]\n [unit]\n type=Aragwaith Flagbearer\n x,y=19,28\n generate_name=yes\n [/unit]\n [unit]\n type=Aragwaith Captain\n x,y=22,24\n generate_name=yes\n [/unit]\n [unit]\n type=Aragwaith Archer\n x,y=26,22\n generate_name=yes\n [/unit]\n [unit]\n type=Aragwaith Spearman\n x,y=2,2\n generate_name=yes\n [/unit]\n [unit]\n type=Aragwaith Pikeman\n x,y=5,3\n generate_name=yes\n [/unit]\n [unit]\n type=Aragwaith Guard\n x,y=9,3\n generate_name=yes\n [/unit]\n [unit]\n type=Aragwaith Swordsman\n x,y=17,3\n generate_name=yes\n [/unit]\n [unit]\n type=Aragwaith Flagbearer\n x,y=22,3\n generate_name=yes\n [/unit]\n [/side]\n\n {STARTING_VILLAGES_ALL 2}\n\n [label]\n x,y=33,4\n text= _ \"Arphalad\"\n [/label]\n\n [label]\n x,y=29,9\n text= _ \"River Lorin\"\n [/label]\n\n [label]\n x,y=17,26\n text= _ \"Lake Wylven\"\n [/label]\n\n [label]\n x,y=13,16\n text= _ \"Adavyan\u2019s Keep\"\n [/label]\n\n [label]\n x,y=5,11\n text= _ \"Danaerad\"\n [/label]\n\n [label]\n x,y=23,6\n text= _ \"Tower of Silence\"\n [/label]\n\n {PLACE_IMAGE scenery/leanto.png 5 5}\n {PLACE_IMAGE scenery/temple1.png 10 7}\n {PLACE_IMAGE scenery/oak-leaning.png 18 17}\n {PLACE_IMAGE scenery/oak-leaning.png 18 8}\n {PLACE_IMAGE scenery/oak-leaning.png 10 8}\n {PLACE_IMAGE items/archery-target-right.png 3 10}\n {PLACE_IMAGE items/archery-target-right.png 13 14}\n\n {PLACE_IMAGE scenery/temple1.png 30 1}\n {PLACE_IMAGE items/straw-bale1.png 37 4}\n {PLACE_IMAGE items/straw-bale2.png 35 22}\n {PLACE_IMAGE items/grain-sheaf.png 38 30}\n {PLACE_IMAGE items/straw-bale1.png 31 34}\n {PLACE_IMAGE items/straw-bale1.png 39 22}\n\n [event]\n name=prestart\n\n [store_unit]\n [filter]\n id=Galas\n [/filter]\n kill=yes\n variable=galas_store\n [/store_unit]\n\n # wmllint: recognize Erathan\n {RECALL_ERATHAN_AT $galas_store.x $galas_store.y}\n\n {LOCK_VIEW}\n [/event]\n\n [event]\n name=start\n\n {MOVE_UNIT id=Erathan 3 19}\n\n [unstore_unit]\n variable=galas_store\n [/unstore_unit]\n\n {CLEAR_VARIABLE galas_store}\n\n {MOVE_UNIT id=Galas 2 19}\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA_AT 1 20}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR_AT 2 20}\n\n [message]\n speaker=Erathan\n message= _ \"Behold! Our capital city, Raelthyn.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"It certainly is an impressive and beautiful city. So, where are we going?\"\n [/message]\n\n [message]\n speaker=Erathan\n message= _ \"The members of the Council gather in Adavyan\u2019s Keep, the fortress at the heart of the city. They will be waiting for lord Galas, but I don\u2019t think they\u2019ll let the faerie and the necromancer in. So, they should wait here while we\u2014\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"That is not up for you to decide, whelp. We are coming with him.\"\n [/message]\n\n [message]\n speaker=Erathan\n message= _ \"Hey!\"\n [/message]\n\n [message]\n speaker=Quor\n message= _ \"Hold on! Who goes there?\"\n [/message]\n\n [message]\n speaker=Erathan\n message= _ \"It is I, Erathan. I bring the elves\u2019 leader with me for a meeting with the Council.\"\n [/message]\n\n [message]\n speaker=Cain\n message= _ \"It\u2019s a faerie! And... a lich!? Seize them!\"\n [/message]\n\n [message]\n speaker=Erathan\n message= _ \"No! The lich is their servant! He\u2019s perfectly safe, don\u2019t worry about it. Just\u2014\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I AM NOT THEIR SERVANT!\"\n [/message]\n\n [message]\n speaker=Cain\n message= _ \"Alert the central garrison! We need reinforcements!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"What are you doing?!\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [unit]\n # wmllint: recognize Inodien\n {CHARACTER_STATS_INODIEN}\n ellipse,overlays=\"\",\"\"\n side=3\n x,y=7,19\n facing=ne\n canrecruit=yes\n animate=yes\n [/unit]\n\n {MOVE_UNIT id=Inodien 5 18}\n\n [message]\n speaker=Inodien\n message= _ \"Lord Galas! We were worried about you. Is that... Oh, Bright Gods, is that... the Lady of Light? So you actually did it! We\u2014 What are these people doing? Release the lich and the Lady, you fools! They are our allies!\"\n [/message]\n\n [message]\n speaker=Cain\n message= _ \"Oh... Oh! Apologies sirs, please don\u2019t tell the captain about this incident! Or anyone else, really.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Hmph.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"You lowly fools ought to be thankful that we both have a compassionate disposition towards lesser beings like you, or you\u2019d be begging us to spare your useless lives\u2014\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"That\u2019s quite enough, Mal Keshar. Inodien, do you think the Grand Council could allow Mal Keshar and Lady Elynia\u2019s presence? I would rather have them by my side if we are to discuss the present state of affairs with the northerners.\"\n [/message]\n\n [message]\n speaker=Inodien\n message= _ \"Yes, I am absolutely certain they will, lord Galas. They have expressed an interest in seeing her \u2014 she\u2019s quite a legend around here amongst the more educated Aragwaith leaders, it seems. Follow me.\"\n [/message]\n\n {ENDLEVEL_QUIET} {NO_START_OF_SCENARIO_SAVE} {NO_REPLAY_SAVE}\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=14y_The_Grand_Council\n name= _ \"The Grand Council\"\n {MAP 14y_The_Grand_Council.map}\n turns=-1\n next_scenario=15_Shadows_of_Time\n\n {FULLSCREEN_CUTSCENE_UI}\n\n {SCENARIO_MUSIC \"underground.ogg\"}\n\n {INDOORS}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=heroes\n user_team_name= _ \"team_name^Elves\"\n\n {NO_ECONOMY}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n\n [side]\n side=2\n team_name=heroes\n {ARAGWAITH_FLAG}\n color=blue\n\n {NO_ECONOMY}\n\n canrecruit=yes\n # wmllint: recognize De'Arthian\n {CHARACTER_STATS_DE_ARTHIAN}\n [/side]\n\n [side]\n side=3\n team_name=heroes\n {ALLIANCE_FLAG}\n color=teal\n\n {NO_ECONOMY}\n\n canrecruit=yes\n # wmllint: recognize Inodien\n {CHARACTER_STATS_INODIEN}\n ellipse,overlays=\"\",\"\"\n [/side]\n\n [side]\n side=4\n team_name=heroes\n {ARAGWAITH_FLAG}\n color=purple\n\n {NO_ECONOMY}\n\n canrecruit=yes\n # wmllint: recognize Illana\n {CHARACTER_STATS_ILLANA}\n [/side]\n\n [side]\n side=5\n team_name=heroes\n {ARAGWAITH_FLAG}\n color=black\n\n {NO_ECONOMY}\n\n canrecruit=yes\n # wmllint: recognize Arnesius\n {CHARACTER_STATS_ARNESIUS}\n [/side]\n\n [side]\n side=6\n team_name=heroes\n {ARAGWAITH_FLAG}\n color=brown\n\n {NO_ECONOMY}\n\n canrecruit=yes\n # wmllint: recognize Delarel\n {CHARACTER_STATS_DELAREL}\n [/side]\n\n [side]\n side=7\n team_name=heroes\n {ARAGWAITH_FLAG}\n color=orange\n\n {NO_ECONOMY}\n\n canrecruit=yes\n # wmllint: recognize Torancyn\n {CHARACTER_STATS_TORANCYN}\n [/side]\n\n [side]\n side=8\n team_name=heroes\n {ARAGWAITH_FLAG}\n color=white\n\n {NO_ECONOMY}\n\n canrecruit=yes\n # wmllint: recognize Aleazar\n {CHARACTER_STATS_ALEAZAR}\n [/side]\n # wmllint: validate-on\n\n [event]\n name=prestart\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA_AT 9 8}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR_AT 9 6}\n # wmllint: recognize Erathan\n {RECALL_ERATHAN_AT 8 7}\n # wmllint: recognize Unarye\n {RECALL_UNARYE_AT 8 6}\n\n {FACE_LOCATION () x,y=12,7}\n\n {LOCK_VIEW}\n [/event]\n\n#define TGC_SET_VUNIT_LOCATION_FACING _VAR _X _Y _FACING\n [set_variables]\n name={_VAR}\n mode=merge\n [value]\n x={_X}\n y={_Y}\n facing={_FACING}\n [/value]\n [/set_variables]\n#enddef\n\n [event]\n name=start\n\n [fire_event]\n name=scene 1\n [/fire_event]\n\n [fire_event]\n name=scene 2\n [/fire_event]\n\n {ENDLEVEL_QUIET} {NO_REPLAY_SAVE}\n [/event]\n\n [event]\n name=scene 1\n\n [message]\n speaker=\"De'Arthian\"\n message= _ \"Welcome, Lord Galas, to the Grand Council. We must say, we feel greatly honored by your presence here, in the Grand Council Chamber. To think that the forest elves managed to survive and thrive in the middle of the southeastern desert! It is truly a disgrace that we did not find out about your community before. All these blood and tears could have been avoided had we gone searching for civilizations hiding amidst the cruel sands.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Thank you for your hospitality, my lord. It\u2019s our pleasure to meet such a fine people as well.\"\n [/message]\n\n [message]\n speaker=Torancyn\n message= _ \"So, Lord Inodien came to us with the bulk of your... not very impressive army, and he also brought your civilians. He has asked us for shelter since your people lost their home in your war against the Chaos Empire.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Pardon me, sir, but it is not a war! Our home and most of our forces fell victim to a large-scale invasion by the Chaos Empire started with no provocation whatsoever. We were completely unaware of their existence until their troops set foot in our lands.\"\n [/message]\n\n [message]\n speaker=Torancyn\n message= _ \"And then your people hid underground, and found this pet lich of yours who is \u2014 for some unfathomable reason \u2014 allowed to walk around freely rather than punished for his crimes against nature. Who allowed him into the council chamber anyway?\"\n [/message]\n\n [message]\n speaker=Arnesius\n message= _ \"I did, and we have already discussed this before \u2014 countless times, I must add. Mal Keshar and the Lady of Light shall be considered our friends for as long as the elves treat them as such.\"\n [/message]\n\n [message]\n speaker=Torancyn\n message= _ \"... Very well, then.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message={ASIDE ( _ \"They seem awfully prone to lumping you together with me on the undesirables list. How do you feel about this turn of events, Elynia?\")}\n [/message]\n\n [message]\n speaker=Elynia\n message={ASIDE ( _ \"I am not particularly impressed, but at least you seem delighted by the irony.\")}\n [/message]\n\n [message]\n speaker=Illana\n message= _ \"Say, Lord Galas, Lady of Light, and I ask this on a purely hypothetical basis: What possible benefit would allowing your people to settle lands within our borders give us? Why should we cede resources that could be put to better use serving our people?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"That is an excellent question, my lady. So, allow me to ask: for how long have you been struggling against the Chaos Empire\u2019s advances into the northern lands? Your messenger Erathan made it sound like you\u2019ve been aware of them for quite a while.\"\n [/message]\n\n [message]\n speaker=Aleazar\n message= _ \"We had dealt non-violently with them for years before they decided to cease all trading and communication with us. Still, they have not proven to be an actual threat thus far, beyond a few occasional skirmishes in Glamdrol. The dwarf kingdoms of Valgran and Herthgar shield us from potential attacks coming from the Heart Mountains, and the southeastern desert is an effective natural barrier against invaders.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Herthgar fell just a week ago, and the enemy is now recruiting orcish mercenaries to their cause. How long do you think it will take them to penetrate the Aragwaith country? Adopting a defensive stance and hoping for the best is exactly what resulted in Herthgar\u2019s doom.\"\n [/message]\n\n [message]\n speaker=\"De'Arthian\"\n message= _ \"And your proposal is...?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message={ASIDE ( _ \"Galas, what are you planning to do?\")}\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"My proposal is as follows: we shall pledge allegiance to the Grand Council as long as our people are granted lands to live in the Aragwaith country; furthermore, we shall officially declare war against the Chaos Empire, and we expect you to do likewise. We intend to cooperate fully with the war efforts, placing our army at your disposal.\"\n [/message]\n\n [message]\n speaker=Inodien\n message={ASIDE ( _ \"Wait... what?!\")}\n [/message]\n\n [message]\n speaker=Unarye\n message={ASIDE ( _ \"My lord, you can\u2019t decide this on your own without asking the other lords!\")}\n [/message]\n\n [message]\n speaker=Mal Keshar\n message={ASIDE ( _ \"He, he, he. Good plan, boy.\")}\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Torancyn\n message= _ \"That is quite a bold proposal, elf lord. However, if the enemy is as strong as it\u2019s been rumored, can we really expect to win a war against them with our combined forces alone?\"\n [/message]\n\n [message]\n speaker=Illana\n message= _ \"Even if the Chaos Empire is already trying to undermine the Far North\u2019s political stability by enlisting orcs, we might still be able to turn the majority of them to our side if we play our cards cautiously. The western clans might agree to join us in alliance if we give them something in exchange... such as some of the Empire-controlled lands.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message={ASIDE ( _ \"Then by extension, we would be allying ourselves with the orcs too! This must be some sort of joke! Galas, you would not agree to such a thing... Right?\")}\n [/message]\n\n [message]\n speaker=Elynia\n message={ASIDE ( _ \"Quiet, you. This is no time to let personal grudges guide our decisions.\")}\n [/message]\n\n [message]\n speaker=Torancyn\n message= _ \"That might actually work... We can keep the fertile areas and hand them barren wastelands to keep them content.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message={ASIDE ( _ \"You say that, but it is perfectly evident to anyone with a drop of sense that he wants to avenge his mentor... friend... whatever the accursed priestess was.\")}\n [/message]\n\n [message]\n speaker=Illana\n message= _ \"We can and should work out the details later.\"\n [/message]\n\n [message]\n speaker=Elynia\n message={ASIDE ( _ \"Malin Keshar, please, I am trying to pay attention. Could you keep quiet for a minute? We can discuss this later.\")}\n [/message]\n\n [message]\n speaker=Arnesius\n message= _ \"Lord Galas, perhaps you would prefer to take some time to consider the proposal. Once we officially sign the pact, there will be no going back for us or your people. Nonetheless, I would like to put forth a clause of our own.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message={ASIDE ( _ \"Hmph. As you wish.\")}\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Sure.\"\n [/message]\n\n [message]\n speaker=Arnesius\n message= _ \"We want the Lady of Light, and the lich Mal Keshar and all necromancers under his control to pledge unconditional allegiance to the Grand Council of the Northern Peoples. This also means that their actions will be governed by the Council rather than the elves\u2019 leadership.\"\n [/message]\n\n [message]\n speaker=Elynia\n message={ASIDE ( _ \"Wait, what! Galas you can\u2019t do this! Galas!\")}\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"I am sure they will accede. My condition is that their safety be guaranteed at all times, as this was also Mal Keshar\u2019s condition for assisting us on the way to Herthgar. And if I must participate in field missions, I shall be allowed to have them by my side as I deem necessary or convenient.\"\n [/message]\n\n [message]\n speaker=Elynia\n message={ASIDE ( _ \"Galas! I object to this! Galas!\")}\n [/message]\n\n [message]\n speaker=Mal Keshar\n message={ASIDE ( _ \"I should have killed this kid when I had the opportunity, back in those caves.\")}\n [/message]\n\n [message]\n speaker=Aleazar\n message= _ \"Very well, then. This has been a pleasantly productive discussion, everyone. We shall give Lord Galas one week to make his decision. But... it would be highly beneficial for us to strike a deal with the orcs first, as time is of the essence and we need to secure their support before the Chaos Empire does.\"\n [/message]\n\n [message]\n speaker=Torancyn\n message= _ \"I say we assign Lord Galas the task of negotiating with the orcs. May this serve to the Council as proof of his commitment and loyalty.\"\n [/message]\n\n [message]\n speaker=Illana\n message= _ \"Agreed.\"\n [/message]\n\n [message]\n speaker=\"De'Arthian\"\n message= _ \"Agreed.\"\n [/message]\n\n [message]\n speaker=Arnesius\n message= _ \"(sighs) Agreed.\"\n [/message]\n\n [message]\n speaker=Aleazar\n message= _ \"Agreed!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message={ASIDE ( _ \"Galas, I hate you sooo much right now.\")}\n [/message]\n [/event]\n\n [event]\n name=scene 2\n\n #\n # Begin scene transition.\n #\n\n [kill]\n [not]\n side=1\n [/not]\n [or]\n id=Unarye,Erathan\n [/or]\n [/kill]\n\n [store_unit]\n [filter]\n id=Galas\n [/filter]\n kill=yes\n variable=galas_store\n [/store_unit]\n\n [store_unit]\n [filter]\n id=Elynia\n [/filter]\n kill=yes\n variable=elynia_store\n [/store_unit]\n\n [store_unit]\n [filter]\n id=Mal Keshar\n [/filter]\n kill=yes\n variable=malin_store\n [/store_unit]\n\n {FADE_TO_BLACK}\n\n [modify_side]\n side=1\n shroud=yes\n [/modify_side]\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n [redraw][/redraw]\n\n [replace_map]\n map=\"{LD /maps/14z_Garden.map}\"\n expand,shrink=yes,yes\n [/replace_map]\n\n [delay]\n time=2000\n [/delay]\n\n [modify_side]\n side=1\n shroud=no\n [/modify_side]\n\n [redraw][/redraw]\n\n {TGC_SET_VUNIT_LOCATION_FACING galas_store 23 8 ne}\n {TGC_SET_VUNIT_LOCATION_FACING elynia_store 22 9 ne}\n {TGC_SET_VUNIT_LOCATION_FACING malin_store 21 8 ne}\n\n [scroll_to]\n x,y=$galas_store.x,$galas_store.y\n {WARP}\n [/scroll_to]\n\n {FADE_IN}\n\n [unstore_unit]\n variable=galas_store\n [/unstore_unit]\n\n [unstore_unit]\n variable=elynia_store\n [/unstore_unit]\n\n [unstore_unit]\n variable=malin_store\n [/unstore_unit]\n\n {CLEAR_VARIABLE galas_store,elynia_store,malin_store}\n\n [redraw][/redraw]\n\n #\n # End scene transition.\n #\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Galas, why are you doing this? First you decide to lead the elves to war without consulting with Lord Inodien and the others, then you treat me... us as mere possessions to barter for political favors! Have you lost your senses?!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"I am truly sorry, my la\u2014 Elynia, but...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I understand that you are intent on avenging Anlind\u00eb, but isn\u2019t the safety of your people a more pressing matter right now? How can you... How can you do this to them after going through so much to escape from the followers of Uria!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Elynia, do you really believe the Aragwaith country can withstand a full-scale invasion from the Empire if the dwarves couldn\u2019t? Gnalvarden, Aidal, Herthgar, all their larger kingdoms have fallen over time. The Aragwaith don\u2019t take the Empire\u2019s threat seriously and only see this war as a convenient opportunity to keep their complacent troops entertained, as well as to deal with the orcs. They also expect us elves to do most of the work for them so they will have even fewer of us to accommodate in these lands.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"My comrades, childhood friends, the lord who I served faithfully all these years... the woman who cared for me as if I were her own son... They are all dead. Why would I want to perpetuate this living hell, Elynia? Do you really believe the humans will be as charitable as to allow us to dwell in their territory without a steep price to pay? And, what will we do when the Chaos Emperor comes knocking on our door?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"A war against the Empire could last for years, possibly decades... Our people...\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"That is why we must figure out a way to put an end to this madness. Together.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Wait, you are not thinking of...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Taking the fight to their Emperor?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"I cannot go with you, Galas. It has been far too long since I last participated in a mission like that... And I am far too weak from the amount of time I spent slumbering underground... And if it comes to that, I can\u2019t summon the power of the Union again. Not without... Argan...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"I cannot be the elves\u2019 living weapon again. I am sorry, Galas.\"\n [/message]\n\n [delay]\n time=1500\n [/delay]\n\n {MOVE_UNIT id=Galas 22 8}\n\n {FACE_UNIT (id=\"Elynia,Mal Keshar\") id=Galas}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"Fair enough. I will be taking Mal Keshar with me, anyway.\"\n [/message]\n\n {MOVE_UNIT id=Galas 20 9}\n\n {FACE_UNIT (id=\"Elynia,Mal Keshar\") id=Galas}\n\n [message]\n speaker=Elynia\n message= _ \"Who will lead the elves in your absence?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Lord Inodien will replace me as the regent lord once we finish dealing with the orcs and humans. Don\u2019t worry \u2014 I am sure you will make a fine advisor to him and Lady Unarye.\"\n [/message]\n\n {MOVE_UNIT id=Galas 17 11}\n\n {FACE_UNIT (id=\"Elynia,Mal Keshar\") id=Galas}\n\n [message]\n speaker=Mal Keshar\n message= _ \"It was not so long ago that he was but a meek kid who let the priestess make all decisions for him. Heh. He has truly become something, don\u2019t you think?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Yes. And that\u2019s exactly what troubles me.\"\n [/message]\n\n [hide_unit][/hide_unit]\n\n {FADE_TO_BLACK}\n\n [delay]\n time=750\n [/delay]\n [/event]\n[/scenario]\n\n#undef TGC_SET_VUNIT_LOCATION\n#undef TGC_SET_VUNIT_LOCATION_FACING\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=14_Bye_and_Behold\n name= _ \"Bye and Behold\"\n {MAP 14_Bye_and_Behold.map}\n {TURNS 44 41 38}\n next_scenario=14x_The_Aragwaithi\n\n {SCENARIO_MUSIC \"silvan_sanctuary.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n\n {TWO_SUNS_DEFAULT_SCHEDULE}\n\n {STORYTXT_BYE_AND_BEHOLD}\n\n {DEATHS_ACT_3}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=heroes\n user_team_name= _ \"team_name^Elves\"\n\n shroud=yes\n\n {GOLD 270 260 240}\n # Set up the recruit list in prestart, since we need to override E1's.\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n\n [side]\n side=2\n team_name=orcs_and_saurians\n user_team_name= _ \"team_name^Mercenaries\"\n {RAGGED_FLAG}\n\n recruit=Saurian Skirmisher,Saurian Augur,Mudcrawler,Water Serpent,Giant Mudcrawler,Naga Fighter\n {GOLD 230 260 280}\n {INCOME 3 5 6}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 0.80}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.25}\n [/ai]\n\n canrecruit=yes\n type=Saurian Flanker\n id=Grilock\n name= _ \"Grilock\"\n unrenamable=yes\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n [/side]\n\n [side]\n side=3\n team_name=aragwaithi\n user_team_name= _ \"team_name^Aragwaithi\"\n {ARAGWAITH_FLAG}\n controller=null\n\n no_leader=yes\n hidden=yes\n [/side]\n\n [side]\n side=4\n team_name=orcs_and_saurians\n user_team_name= _ \"team_name^Mercenaries\"\n {RAGGED_FLAG}\n\n recruit=Orcish Grunt,Orcish Archer,Orcish Assassin,Wolf Rider\n {GOLD 250 280 300}\n {INCOME 3 6 8}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n [/ai]\n\n canrecruit=yes\n type=Orcish Nightblade\n id=Arghalon\n name= _ \"Arghalon\"\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n [/modifications]\n [/side]\n\n [side]\n side=5\n team_name=npc_team\n user_team_name= _ \"team_name^Wild Animals\"\n color=pink\n\n no_leader=yes\n hidden=yes\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n # Mostly for the rabbits.\n {AI_SIMPLE_ALWAYS_ASPECT aggression -100.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 100.00}\n {AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.0}\n [/ai]\n\n {SIDE_GENERIC_UNIT (Rabbit) 26 28}\n {SIDE_GENERIC_UNIT (Rabbit) 18 22}\n {SIDE_GENERIC_UNIT (Rabbit) 32 22}\n {SIDE_GENERIC_UNIT (Rabbit) 40 29}\n\n {SIDE_GENERIC_UNIT (Crow) 4 4}\n {SIDE_GENERIC_UNIT (Crow) 38 17}\n {SIDE_GENERIC_UNIT (Crow) 2 21}\n {SIDE_GENERIC_UNIT (Falcon) 15 11}\n {SIDE_GENERIC_UNIT (Falcon) 37 5}\n [/side]\n\n {NPC_BIRD_BEHAVIOR 5 1 40 1 40}\n\n {STARTING_VILLAGES 1 5}\n {STARTING_VILLAGES 2 5}\n {STARTING_VILLAGES 4 7}\n\n {EXPLOSIVE_ARROWS 12 37}\n\n [event]\n name=prestart\n\n # Reset recruit list\n # NOTE: This allows recruiting Faerie Sprites, explained later.\n [modify_side]\n side=1\n recruit=\"Faerie Sprite,Elvish Civilian,Dark Adept,Elvish Fighter,Elvish Archer,Elvish Shaman,Elvish Scout,Elvish Hunter,Skeleton,Skeleton Archer,Skeleton Rider,Ghost,Vampire Bat,Walking Corpse\"\n [/modify_side]\n\n {PLAYER_RECRUITMENT_SETUP_FOR_SCENARIO 14}\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Defeat all enemy leaders\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA_AT 10 39}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR_AT 8 38}\n # wmllint: recognize King Asthorgar\n {RECALL_ASTHORGAR_AT 11 36}\n # wmllint: recognize Althurin\n {RECALL_ALTHURIN_AT 12 36}\n # wmllint: recognize Igor\n {RECALL_IGOR_AT 8 39}\n\n {FACE_DIRECTION (id=Galas,Elynia,Mal Keshar,Igor) ne}\n {FACE_DIRECTION (id=King Asthorgar,Althurin) sw}\n\n#ifdef CAMPAIGN_INVASION_FROM_THE_UNKNOWN_EPISODE_II\n [hide_unit]\n id=Galas\n [/hide_unit]\n#endif\n\n {LOCK_VIEW}\n [/event]\n\n [event]\n name=start\n#ifdef CAMPAIGN_INVASION_FROM_THE_UNKNOWN_EPISODE_II\n\n [character_descriptions_prompt][/character_descriptions_prompt]\n\n # Crappy Galas advancement dialog\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Galas has gained experience since the start of his journey in the last episode. You may now choose what advancement path he should follow from here onwards. Remember that every path has its own advantages and disadvantages.\"\n [option]\n image=\"units/elves-wood/captain.png~RC(magenta>brown)\"\n label={STR_ELVISH_CAPTAIN} # wmllint: ignore\n [command]\n {VARIABLE galas_type (\"Elvish Captain\")}\n [/command]\n [/option]\n [option]\n image=\"units/elves-wood/hero.png~RC(magenta>brown)\"\n label={STR_ELVISH_HERO} # wmllint: ignore\n [command]\n {VARIABLE galas_type (\"Elvish Hero\")}\n [/command]\n [/option]\n [/message]\n\n # Advance Galas\n [modify_unit]\n [filter]\n id=Galas\n [/filter]\n\n type=$galas_type\n moves=6\n [/modify_unit]\n\n {CLEAR_VARIABLE galas_type}\n\n [unhide_unit][/unhide_unit]\n#endif\n\n [message]\n speaker=King Asthorgar\n message= _ \"Our forefathers could never ha\u2019 imagined their legacy would meet such a shameful end. Shameful, I say! I canna\u2019 wait to see the faces of our kin in Valgran \u2014 surely they will be amused to see the King of Herthgar become the head of a band of homeless beggars! PAH!\"\n [/message]\n\n [message]\n speaker=Althurin\n message= _ \"My king, you didn\u2019t seem too bothered about the situation back in\u2014\"\n [/message]\n\n [message]\n speaker=King Asthorgar\n message= _ \"And what did ye expect me to do, Althurin? Act pessimistic in front of our people right before leading them out o\u2019 the caves on a suicide mission?! \u2019Course that was na\u2019 option.\"\n [/message]\n\n {FACE_DIRECTION (id=King Asthorgar) ne}\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=King Asthorgar\n message= _ \"I apologize for venting like this, Galas, lady, I just couldna\u2019 hold my frustration any longer. (sighs)\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n {FACE_DIRECTION (id=King Asthorgar) sw}\n\n [message]\n speaker=King Asthorgar\n message= _ \"Though, mayhap there is a silver lining to all this. What d\u2019ye think, Galas?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"It is our hope that the northerners will acknowledge the threat and help us retaliate, Majesty. It would be highly unreasonable on their part to turn a blind eye to the destruction that the Chaos Empire has and will continue to wreak.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=King Asthorgar\n message= _ \"Only a complete fool wouldna\u2019 take ye and yer people seriously, Galas. Would that we had the men and resources to aid ye in this crusade... Still, Althurin would like to hand ye a gift as token of our gratitude. Use it wisely.\"\n [/message]\n\n {HIGHLIGHT_GOAL x,y=12,37}\n\n [message]\n speaker=King Asthorgar\n message= _ \"I wouldna\u2019 be surprised if our children a few generations from now spoke legends about the exploits of the Elves of the Valley of Elynia against the dark Empire in the south. Farewell! May the Bright Gods let our paths cross again!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Farewell, friends.\"\n [/message]\n\n [message]\n speaker=Althurin\n message= _ \"Farewell, Elynia! I wish we had more time to exchange notes about our cultures\u2019 respective brands of magic.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Bye, Althurin. May we meet a second time.\"\n [/message]\n\n [redraw][/redraw]\n\n #\n # Stash him away for a later scenario\n #\n [store_unit]\n [filter]\n id=Althurin\n [/filter]\n variable=s14_althurin_store\n kill=yes\n [/store_unit]\n\n [kill]\n id=King Asthorgar\n [/kill]\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"And thus, the dwarves of Herthgar and the elves of the Valley parted ways.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"So, now we need to find the rest of the elves. Any ideas?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"We should be able to find the northern country\u2019s capital if we follow the dwarves\u2019 instructions. It\u2019s supposed to be only about three days from here if we avoid stopping to rest during daytime. I\u2019m just unsure about walking through human lands with a lich among us...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I am ready to banish him from this world if you wish, my lord.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"You... don\u2019t need to call me \u2018lord\u2019. It doesn\u2019t sit well with me, considering how much older you... I mean, no offense my lady, but...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Hahahaha! I did notice it makes you uncomfortable, young Galas. I have been but a homeless wanderer for so long, I think it only proper for me to defer to the last regent lord of my kin \u2014 but if you wish me to stop then I will... (moves closer) on the condition that you call me Elynia like I said before.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"(blushing) I will... try.\"\n [/message]\n\n # wmllint: local spelling pffft\n\n [message]\n speaker=Mal Keshar\n message= _ \"Pffft, what is this? You both have fancy titles to flaunt around, and instead opt for this trite fraternization thing? This is a waste of everyone\u2019s time.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"As if you ever cared about anyone\u2019s titles or ranks, Mal Keshar.\"\n [/message]\n\n {REPLACE_SCENARIO_MUSIC \"revelation.ogg\"}\n\n [message]\n speaker=Elynia\n message= _ \"Someone is observing us.\"\n [/message]\n\n [move_unit_fake]\n type=Aragwaith Strongbow\n side=3\n x=10,11\n y=27,36\n [/move_unit_fake]\n\n [unit]\n # wmllint: recognize Erathan\n {CHARACTER_STATS_ERATHAN}\n side=3\n x,y=11,36\n facing=sw\n canrecruit=yes\n # No hero ellipse or overlay for this appearance.\n ellipse,overlays=\"\",\"\"\n [/unit]\n\n [move_unit_fake]\n type=Aragwaith Strongbow\n side=3\n x=10,11\n y=27,35\n [/move_unit_fake]\n\n {NAMED_GENERIC_UNIT 3 (Aragwaith Strongbow) 11 35 (Blynyr) ( _ \"Blynyr\")} {FACING sw}\n\n [move_unit_fake]\n type=Aragwaith Longswordsman\n side=3\n x=10,12\n y=27,35\n [/move_unit_fake]\n\n {NAMED_GENERIC_UNIT 3 (Aragwaith Longswordsman) 12 35 (Zednal) ( _ \"Zednal\")} {FACING sw}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Erathan\n message= _ \"Outsiders! What brings you to Aragwaith territory?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"You don\u2019t need to point your bow at us, sir. We come in peace, as refugees!\"\n [/message]\n\n [message]\n speaker=Erathan\n message= _ \"Is that a lich behind you?! This is unexpected. But nothing we cannot handle!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Someone ought to teach you to pick your fights more cautiously, whelp\u2014\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"No! Please, listen to us. We are elves! You may have heard of a large number of us coming to this country seeking refuge from a war in the southern lands.\"\n [/message]\n\n [message]\n speaker=Erathan\n message= _ \"... Elves? Refugees, you say? Hah! Elves, indeed \u2014 those pointy-eared creatures that don\u2019t exist but in tall tales of a past age.\"\n [/message]\n\n [message]\n speaker=Elynia\n message={ASIDE ( _ \"Galas, allow me to do the talking. I could seduce him into cooperating with us.\")}\n [/message]\n\n [message]\n speaker=Mal Keshar\n message={ASIDE ( _ \"Galas, boy, I am ready to strike down this nuisance if you wish.\")}\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Sssht, quiet you two!\"\n [/message]\n\n [message]\n speaker=Zednal\n message={ASIDE ( _ \"Erathan, they must be the creatures we were searching for. Maybe we should take them to the Grand Council before those fiends return.\")}\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Erathan\n message= _ \"Elves, with a subservient lich and a faerie of the forest walking among them. This is quite the odd picture \u2014 it\u2019s almost entertaining. You, faerie, what do you have to say in defense of you and your friends?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Perhaps we can make a deal. These seem to be difficult times for your country. I can tell from your worn attire that you were involved in some sort of skirmish recently. Was it against human invaders from the south? Our people are well acquainted with their tactics and weapons, as they lost their home to none other than those barbarians and their demon allies. Perhaps there is some task we could assist you with in exchange for guaranteeing us safe passage through the northern marchlands?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Erathan\n message= _ \"Hah! You read me well, faerie. To tell you the truth, we were sent by the Grand Council of the Northern Peoples to Herthgar, to escort your leader back to the Council for an audience. But it seems you came to us instead. I take it that something bad happened back there. Lord Galas, right?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Yes, sir. The kingdom of Herthgar has fallen to the Chaos Empire.\"\n [/message]\n\n [message]\n speaker=Erathan\n message= _ \"Huh. So that\u2019s how dire the situation is. Very well, then, elf lord \u2014 we can escort you to our capital, Raelthyn, but we cannot guarantee your safety right now. You see, a group of orcish mercenaries allied with these \u2018Chaos\u2019 fiends set up camp north of the river. Just as we managed to cross, their saurian allies arrived and seized control of the bridge. There is a mountain pass we can use but... none of you seem adequately equipped for an expedition like that. So, my proposal is as follows: you repel the invaders, and we\u2019ll take you to Raelthyn.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Seems like a sound plan to me.\"\n [/message]\n\n [message]\n speaker=Erathan\n message= _ \"I thought so. We\u2019ll be watching you from close range.\"\n [/message]\n\n [store_unit]\n [filter]\n side=3\n [/filter]\n kill=no\n variable=erathan_sidekicks_store\n [/store_unit]\n\n [foreach]\n array=erathan_sidekicks_store\n variable=sidekick\n [do]\n [kill]\n x=$sidekick.x\n y=$sidekick.y\n [/kill]\n\n [move_unit_fake]\n x=$sidekick.x|,11\n y=$sidekick.y|,24\n type=$sidekick.type\n side=$sidekick.side\n [/move_unit_fake]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE erathan_sidekicks_store}\n\n [scroll_to_unit]\n id=Galas\n [/scroll_to_unit]\n\n [message]\n speaker=Galas\n message= _ \"They do not seem to trust us much, do they?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Would you trust people who consort with necromancers, Galas? We should be thankful they didn\u2019t decide to kill us on sight.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Hey, don\u2019t be so sure of yourself, girl. He seemed to take offense at your presence as well.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"It sounds like forest faeries have become a more common sight in the northern forests for some reason. I understand that these humans might not trust them, but... we might be able to enlist their help somehow.\"\n [/message]\n\n [if]\n [have_unit]\n side=1\n id=Igor\n [/have_unit]\n [then]\n [message]\n speaker=Galas\n message= _ \"It\u2019s interesting that he did not pay any attention to our goblin friend.\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"I feared for my life for a moment there... phew.\"\n [/message]\n [/then]\n [/if]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Well, now... This mission will be pleasant to accomplish \u2014 for me at least.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"What are those creatures he mentioned, the \u2018saurians\u2019?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Treacherous scaled pests that frolic in swampy waters and impale you with their rusty spears from beneath the surface. They rarely pose a threat on their own, until they swarm you in numbers.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Well, let\u2019s be about it, then.\"\n [/message]\n\n {UNLOCK_VIEW}\n\n {RECRUITMENT_HINT units/faeries/sprite.png\n ( _ \"Elynia\u2019s affinity with the faerie realm allows you to control forest sprites. They have both a melee and a ranged attack which inflict fire damage to foes. The drawback, however, is that they are very fragile creatures and can be easily slain by enemies in a one-on-one fight; furthermore, they are costlier to recruit than most other units. Never send them against your adversaries without protection!\")}\n\n {REPLACE_SCENARIO_MUSIC \"knolls.ogg\"}\n {APPEND_MUSIC \"wanderer.ogg\"}\n [/event]\n\n#ifdef CAMPAIGN_INVASION_FROM_THE_UNKNOWN_EPISODE_II\n {ELYNIA_1ST_TIME_HELP}\n\n {MAL_KESHAR_1ST_TIME_HELP}\n#endif\n\n [event]\n name=enemies defeated\n\n {ENDLEVEL_VICTORY yes}\n [/event]\n\n [event]\n name=victory\n\n {LOCK_VIEW}\n\n [role]\n role=doubtful_elf\n side=1\n race=elf\n [not]\n id=Galas\n [/not]\n [/role]\n\n [if]\n [have_unit]\n role=doubtful_elf\n [/have_unit]\n [then]\n [message]\n speaker=Galas\n message= _ \"We did it. Now what?\"\n [/message]\n\n [message]\n role=doubtful_elf\n message= _ \"That was not too difficult. But why make us do the dirty work for them, I wonder? They could have sent a real escort to Herthgar rather than those three individuals alone. It\u2019s the sensible thing to do.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"I assume their military is preoccupied dealing with the Chaos Empire\u2019s forces elsewhere.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Galas\n message= _ \"That was not too difficult. But why did they set things up so we\u2019d have to do the dirty work for them, I wonder? They could have sent a real escort to Herthgar rather than those three individuals alone. Perhaps their military is preoccupied dealing with the Chaos Empire\u2019s forces elsewhere.\"\n [/message]\n [/else]\n [/if]\n\n [move_unit_fake]\n type=Aragwaith Strongbow\n side=3\n x=35,31\n y= 2, 4\n [/move_unit_fake]\n\n [unit]\n {CHARACTER_STATS_ERATHAN}\n side=3\n x,y=31,4\n facing=se\n canrecruit=yes\n # No hero ellipse or overlay for this appearance.\n ellipse,overlays=\"\",\"\"\n [/unit]\n\n [move_unit_fake]\n type=Aragwaith Strongbow\n side=3\n x=35,31\n y= 2, 3\n [/move_unit_fake]\n\n {NAMED_GENERIC_UNIT 3 (Aragwaith Strongbow) 31 3 (Blynyr) ( _ \"Blynyr\")} {FACING se}\n\n [move_unit_fake]\n type=Aragwaith Longswordsman\n side=3\n x=35,32\n y= 2, 3\n [/move_unit_fake]\n\n {NAMED_GENERIC_UNIT 3 (Aragwaith Longswordsman) 32 3 (Zednal) ( _ \"Zednal\")} {FACING se}\n\n [message]\n speaker=Erathan\n message= _ \"I must admit, I\u2019m pleasantly surprised by your performance in battle, lord Galas. Very well, then, let us proceed to Raelthyn.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [if]\n [have_unit]\n side=1\n race=faerie\n [not]\n id=Elynia\n [/not]\n [/have_unit]\n [then]\n [message]\n speaker=Erathan\n message={ASIDE ( _ \"Zednal? Just for safety, I want you to keep an eye on the forest faeries, especially the lavender-haired one. The last thing we want is creatures like her flirting with our men in the capital.\")}\n [/message]\n [/then]\n [else]\n [message]\n speaker=Erathan\n message={ASIDE ( _ \"Zednal? Just for safety, I want you to keep an eye on that lavender-haired forest faerie. The last thing we want is creatures like her flirting with our men in the capital.\")}\n [/message]\n [/else]\n [/if]\n\n [message]\n speaker=Zednal\n message={ASIDE ( _ \"Yes, as you command, sir.\")}\n [/message]\n\n [message]\n speaker=Galas\n message={ASIDE ( _ \"You heard that?\")}\n [/message]\n\n [message]\n speaker=Elynia\n message={ASIDE ( _ \"Yes. (sighs) Oh well, their love problems are not our business.\")}\n [/message]\n\n {UNLOCK_VIEW}\n [/event]\n\n {FIRE_EVENT_ON_STUMBLE_UPON \"found enemy\" (\n side=2,4\n [not]\n type=Water Serpent,Mudcrawler,Giant Mudcrawler\n [/not]\n )}\n\n [event]\n name=found enemy\n\n [message]\n speaker=second_unit\n message= _ \"What the hell? Are those elves? And undead at their command? This is most unusual!\"\n [/message]\n\n [message]\n speaker=Arghalon\n message= _ \"The lich wants to see our leader\u2019s head on a stake! Go get them, you useless scum!\"\n [/message]\n\n [message]\n speaker=Grilock\n message= _ \"Already working on it, boss!\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n race=orc,goblin\n [/filter]\n [filter_second]\n id=Igor\n [/filter_second]\n\n [message]\n speaker=Igor\n message= _ \"This feels so wrong...\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Grilock\n [/filter]\n\n # wmllint: local spelling gaaargh\n\n [message]\n speaker=unit\n message= _ \"Gaaargh... How could this happen to me!\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Arghalon\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"You wose-born fiends may take me down, but at the end of the day, the Chaos Empire will prevail! It\u2019s not too late for your people yet... join them and perhaps they\u2019ll spare your miserable lives!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Hah! Is this why you and your people chose to serve them? It\u2019s appalling that orcs would rather surrender to a band of bloodthirsty humans than fight back. What has the world come to?\"\n [/message]\n\n [message]\n speaker=unit\n message= _ \"You... clearly haven\u2019t seen the full extent of their power. The followers of Uria... they are not a threat to be taken lightly, elf. You\u2019ll rue the day you decided to cross them.\"\n [/message]\n [/event]\n\n [item]\n x,y=32,16\n image=scenery/signpost.png\n [/item]\n\n [event]\n name=moveto\n [filter]\n x,y=32,16\n side=1\n [/filter]\n\n [redraw][/redraw]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=scenery/signpost.png\n message= _ \"Danger! Bridge no longer maintained. Use at own risk.\"\n [/message]\n\n [message]\n speaker=unit\n {UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}\n message= _ \"So this is why it broke in half.\"\n [/message]\n [/event]\n\n #\n # Allow me to have some fun with these two before breaking Elynia at the\n # end of the campaign.\n #\n\n [event]\n name=moveto\n [filter]\n id=Elynia\n [filter_adjacent]\n type=Rabbit\n [/filter_adjacent]\n [/filter]\n\n [message]\n speaker=Elynia\n message= _ \"Awww, look it\u2019s a bunny! It\u2019s nice to see that these cute little fur balls still exist.\"\n [/message]\n [/event]\n\n [event]\n name=attack\n [filter]\n id=Elynia\n [/filter]\n [filter_second]\n type=Rabbit\n [/filter_second]\n\n [message]\n speaker=Elynia\n message= _ \"Why would you ask me to murder such an adorable creature! Have someone else do it.\"\n [/message]\n\n [store_direction]\n from_x,from_y=$x1,$y1\n to_x,to_y=$x2,$y2\n [/store_direction]\n\n [store_locations]\n [filter_adjacent_location]\n x,y=$x1,$y1\n adjacent=$direction\n [/filter_adjacent_location]\n variable=location\n [/store_locations]\n\n {MOVE_UNIT id=Elynia $location.x $location.y}\n [/event]\n\n [event]\n name=die\n [filter]\n type=Rabbit\n [/filter]\n [filter_second]\n id=Elynia\n [/filter_second]\n\n [message]\n speaker=Elynia\n message= _ \"What... Why? What possessed me to do such a horrible thing?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n scroll=no\n message= _ \"That was surprisingly cruel of you, Elynia. (snickers)\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Mal Keshar\n [filter_adjacent]\n type=Rabbit\n [/filter_adjacent]\n [/filter]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Blargh, get that thing out of my sight!\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n type=Rabbit\n [/filter]\n [filter_second]\n id=Mal Keshar\n [/filter_second]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Yes! YES!\"\n [/message]\n\n [message]\n speaker=Elynia\n scroll=no\n message= _ \"You are such a disgusting creature, Malin Keshar.\"\n [/message]\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=15x_Parting_Ways\n name= _ \"Parting Ways\"\n {MAP 14y_The_Grand_Council.map}\n turns=-1\n next_scenario=16_Dawn_of_War\n\n {CUTSCENE_UI}\n\n {SCENARIO_MUSIC \"elvish-theme.ogg\"}\n\n {INDOORS}\n\n {STORYTXT_PARTING_WAYS}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=heroes\n user_team_name= _ \"team_name^Elves\"\n\n {NO_ECONOMY}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n\n [side]\n side=2\n team_name=heroes\n {ARAGWAITH_FLAG}\n color=blue\n\n {NO_ECONOMY}\n\n canrecruit=yes\n # wmllint: recognize De'Arthian\n {CHARACTER_STATS_DE_ARTHIAN}\n [/side]\n\n [side]\n side=3\n team_name=heroes\n {ALLIANCE_FLAG}\n color=teal\n\n {NO_ECONOMY}\n\n no_leader=yes\n #canrecruit=yes\n # wmllint: recognize Inodien\n #{CHARACTER_STATS_INODIEN}\n [/side]\n\n [side]\n side=4\n team_name=heroes\n {ARAGWAITH_FLAG}\n color=purple\n\n {NO_ECONOMY}\n\n canrecruit=yes\n # wmllint: recognize Illana\n {CHARACTER_STATS_ILLANA}\n [/side]\n\n [side]\n side=5\n team_name=heroes\n {ARAGWAITH_FLAG}\n color=black\n\n {NO_ECONOMY}\n\n canrecruit=yes\n # wmllint: recognize Arnesius\n {CHARACTER_STATS_ARNESIUS}\n [/side]\n\n [side]\n side=6\n team_name=heroes\n {ARAGWAITH_FLAG}\n color=brown\n\n {NO_ECONOMY}\n\n canrecruit=yes\n # wmllint: recognize Delarel\n {CHARACTER_STATS_DELAREL}\n [/side]\n\n [side]\n side=7\n team_name=heroes\n {ARAGWAITH_FLAG}\n color=orange\n\n {NO_ECONOMY}\n\n canrecruit=yes\n # wmllint: recognize Torancyn\n {CHARACTER_STATS_TORANCYN}\n [/side]\n\n [side]\n side=8\n team_name=heroes\n {ARAGWAITH_FLAG}\n color=white\n\n {NO_ECONOMY}\n\n canrecruit=yes\n # wmllint: recognize Aleazar\n {CHARACTER_STATS_ALEAZAR}\n [/side]\n # wmllint: validate-on\n\n [event]\n name=prestart\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA_AT 9 8}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR_AT 9 6}\n # wmllint: recognize Erathan\n {RECALL_ERATHAN_AT 8 7}\n # wmllint: recognize Unarye\n #{RECALL_UNARYE_AT 8 6}\n\n {FACE_LOCATION () x,y=12,7}\n\n {LOCK_VIEW}\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=Illana\n message= _ \"We have sent our declaration of war to the Chaos outpost near Dervale. I believe we already have troops stationed in Aran-Balgur, Ardgam and Aran-Nitar, ready for combat. Also, the dwarves of Valgran agreed to send us a few experts and supplies. Now that the pact is sealed, all that remains to be decided is the elves\u2019 role in all of this.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Well, about that...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Galas explained his plan to the Grand Council.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=\"De'Arthian\"\n message= _ \"So you intend to infiltrate the Empire\u2019s lands and assassinate their Emperor! Hah! You elves sure are full of surprises! I never expected such an audacious plan from your people!\"\n [/message]\n\n [message]\n speaker=Arnesius\n message= _ \"Lady of Light, I am inclined to suggest that you stay in the northlands with us where we may be able to make better use of your services.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I would normally agree with that, but I am certain you and Lady Illana have also felt the dark presence that enshrouds the lands to the south of the Heart Mountains. Have you not?\"\n [/message]\n\n [message]\n speaker=Arnesius\n message= _ \"It is a power beyond our understanding, yes. We have consulted our best sorcerers about it over the years, and none of them have managed to descry the secrets it guards. The situation in this regard is quite reminiscent of the stories from over three hundred years ago.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"And I believe this is the real reason you acceded to declare war on the Chaos Empire. Sooner or later you will want us to investigate anyway, so why not allow us to do so now that the Empire and their demon allies will have their hands busy dealing with the Alliance\u2019s forces? If you want to look at it another way, it also serves to keep a dangerous criminal away from the country. (points at Mal Keshar)\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message={ASIDE ( _ \"My only crime is not ripping out your throat when I had the chance.\")}\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Illana\n message= _ \"You do make a valid point. Very well, then. We authorize you and the lich Mal Keshar to assist Lord Galas in infiltrating the Chaos Empire. Erathan will accompany you.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Erathan? But... he... (deep sigh) Fair enough.\"\n [/message]\n\n [message]\n speaker=Torancyn\n message= _ \"I don\u2019t think...\"\n [/message]\n\n [message]\n speaker=Illana\n message= _ \"Yes, Lord Torancyn?\"\n [/message]\n\n [message]\n speaker=Torancyn\n message= _ \"... Never mind, it\u2019s not important. Not anymore.\"\n [/message]\n\n [message]\n speaker=Erathan\n message= _ \"Don\u2019t worry, Lord Galas. I am willing to risk my life if needed to ensure no harm comes to you or your advisors.\"\n [/message]\n\n [message]\n speaker=Elynia\n message={ASIDE ( _ \"They intend to keep watching us? Really? How paranoid can you be?\")}\n [/message]\n\n [message]\n speaker=Mal Keshar\n message={ASIDE ( _ \"I say we murder him in his sleep.\")}\n [/message]\n\n [message]\n speaker=Delarel\n message= _ \"And thus, the Council has spoken.\"\n [/message]\n\n [message]\n speaker=Aleazar\n message= _ \"I cannot believe we just approved this.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Well, well. This has certainly been an interesting and productive council for everyone, and I for one am looking forward to tearing those demons apart now that we are done with the incessant chit-chat.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"I could not possibly enjoy massacring living creatures by the hundreds, no matter how evil they might be \u2014 but I can\u2019t say I will miss doing this diplomacy thing either.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I have been through worse, trust me. At least this time we didn\u2019t have to wait years for a decision to be made.\"\n [/message]\n\n {ENDLEVEL_CONTINUE} {NO_REPLAY_SAVE}\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=15_Shadows_of_Time\n name= _ \"Shadows of Time\"\n {MAP 15_Shadows_of_Time.map}\n {TURNS 42 40 38}\n next_scenario=15x_Parting_Ways\n\n {SCENARIO_MUSIC \"revelation.ogg\"}\n\n {TWO_SUNS_DEFAULT_SCHEDULE}\n\n {STORYTXT_SHADOWS_OF_TIME}\n\n {DEATHS_ACT_3}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=good\n user_team_name= _ \"team_name^Elves\"\n\n share_vision=all\n\n {GOLD 170 160 150}\n {INCOME 3 2 0}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n team_name=good\n user_team_name= _ \"team_name^Orcs\"\n # Default flag.\n\n {GOLD 230 200 170}\n recruit=Orcish Grunt,Orcish Archer,Orcish Assassin,Wolf Rider,Goblin Spearman,Goblin Rouser\n\n share_vision=all\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.0}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.3}\n [/ai]\n\n canrecruit=yes\n type=Orcish Sovereign\n id=Quogar Ratham\n name= _ \"Quogar Ratham\"\n facing=sw\n profile=\"portraits/orcs/ruler.png\"\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_STRONG}\n [/modifications]\n [/side]\n\n#define SOT_ENEMY_AI_TARGETS_ELVES\n [goal]\n [criteria]\n id=Galas\n [/criteria]\n value=10.0\n [/goal]\n [goal]\n [criteria]\n id=Elynia\n [/criteria]\n value=9.0\n [/goal]\n [goal]\n [criteria]\n race=elf\n [/criteria]\n value=6.0\n [/goal]\n#enddef\n\n#define SOT_ENEMY_AI_PROTECTS_SIDE _SIDE\n [goal]\n [criteria]\n side={_SIDE}\n [/criteria]\n name=protect_unit\n value=2.0\n protect_radius=8\n [/goal]\n#enddef\n\n [side]\n side=3\n team_name=undead\n user_team_name= _ \"team_name^Undead\"\n {RAGGED_FLAG}\n\n {GOLD 225 250 275}\n {INCOME 2 4 6}\n recruit=Elvish Warrior Spirit,Shadow Minion,Walking Corpse,Skeleton,Skeleton Archer\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.0}\n {AI_SIMPLE_ALWAYS_ASPECT leader_value 9.0}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.5}\n\n {SOT_ENEMY_AI_TARGETS_ELVES}\n\n {SOT_ENEMY_AI_PROTECTS_SIDE 4}\n [/ai]\n\n canrecruit=yes\n type=Death Knight\n id=Tanstafaal\n name= _ \"Tanstafaal\"\n facing=se\n [modifications]\n {TRAIT_UNDEAD}\n # From UtBS scenario 9 as of 1.12.x, single trait for some reason.\n {TRAIT_RESILIENT}\n [/modifications]\n [/side]\n\n [side]\n side=4\n team_name=undead\n user_team_name= _ \"team_name^Mercenaries\"\n {RAGGED_FLAG}\n\n {GOLD 150 200 250}\n recruit=Orcish Grunt,Wolf Rider,Orcish Archer,Goblin Spearman,Saurian Skirmisher,Saurian Augur,Mudcrawler\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 0.7 }\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.25}\n {AI_SIMPLE_ALWAYS_ASPECT leader_value 6.0 }\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.8 }\n #{AI_SIMPLE_ALWAYS_ASPECT grouping no }\n [/ai]\n\n canrecruit=yes\n type=Orcish Slurbow\n id=Tan Zalfargat\n name= _ \"Tan Zalfargat\"\n facing=se\n profile=\"portraits/orcs/grunt-2.png\"\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_RESILIENT}\n [/modifications]\n [/side]\n\n # wmllint: validate-off\n [side]\n side=5\n team_name=undead\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n\n {GOLD 180 220 260}\n {INCOME 4 8 12}\n recruit=Skeleton Rider,Skeleton,Skeleton Archer,Walking Corpse,Ghoul\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.0}\n {AI_SIMPLE_ALWAYS_ASPECT leader_value 10.0}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.1}\n {AI_SIMPLE_ALWAYS_ASPECT passive_leader yes}\n\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"scout,scout,fighter,fighter,archer,archer,fighter,archer\"}\n\n {SOT_ENEMY_AI_TARGETS_ELVES}\n\n {SOT_ENEMY_AI_PROTECTS_SIDE 3}\n [/ai]\n\n canrecruit=yes\n # wmllint: recognize Mal Hekuba\n {CHARACTER_STATS_MAL_HEKUBA}\n facing=sw\n [/side]\n # wmllint: validate-on\n\n {RECRUIT_UNIT_VARIATIONS 3 \"Walking Corpse\" none,none,none,saurian,wose,bat,bat,mounted,mounted,saurian,swimmer,saurian,saurian,wose}\n {RECRUIT_UNIT_VARIATIONS 5 \"Walking Corpse\" none,none,mounted,mounted,mounted,swimmer,swimmer,mounted,bat,bat,saurian,saurian,wose}\n\n {STARTING_VILLAGES 1 5}\n {STARTING_VILLAGES 2 4}\n {STARTING_VILLAGES 3 7}\n {STARTING_VILLAGES 4 7}\n {STARTING_VILLAGES 5 7}\n\n [event]\n name=prestart\n\n {PLAYER_RECRUITMENT_SETUP_FOR_SCENARIO 15}\n\n #\n # Recall heroes\n #\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR}\n # wmllint: recognize Erathan\n {RECALL_ERATHAN}\n # wmllint: recognize Igor\n {RECALL_IGOR}\n\n {FACE_UNIT (side=1) (id=Quogar Ratham)}\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Defeat all enemy leaders\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Erathan\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Quogar Ratham\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n\n [hide_unit]\n [filter_side]\n [enemy_of]\n side=1\n [/enemy_of]\n [/filter_side]\n [/hide_unit]\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=Quogar Ratham\n message= _ \"I must admit, it is a tempting deal... for other orcs, maybe, not us! We are not dogs who do all the hard work for inferior creatures like you in exchange for scraps. If we decide we want more lands and riches, we will take them by force on our own!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"\u2018Inferior\u2019 creatures, you say? How dare you insult us, when it is only thanks to our sacrifices that you may yet have a chance to maintain your lifestyle?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Oh Galas, I told you, using words and diplomacy with these illiterate beasts will not get us anywhere.\"\n [/message]\n\n [message]\n speaker=Quogar Ratham\n message= _ \"Ha, and what do you propose then, lich? You\u2019d rather kill us? What benefit would that bring you?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I could at least quench my thirst! It has been days since I last felled one of your kind...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Squabbling like children will not get us anywhere! This is not the time for resurrecting ancient conflicts. We must focus on fighting the real enemy that threatens all life on the Great Continent \u2014 that includes you, orcs.\"\n [/message]\n\n [message]\n speaker=Quogar Ratham\n message= _ \"As if I would believe your fantasy tales, faerie. It\u2019s obvious that you\u2019re trying to trick us to obtain cheap war-beasts to solve your own problems.\"\n [/message]\n\n [message]\n speaker=Erathan\n message= _ \"Our problems will eventually be yours as well. If you refuse to take part in our alliance, then we\u2019ll not insist further \u2014 but know that you will receive no help from us when you and your people see the truth.\"\n [/message]\n\n {REPLACE_SCENARIO_MUSIC \"data/core/sounds/ambient/wardrums.ogg\"}\n\n [delay]\n time=250\n [/delay]\n\n {FACE_DIRECTION (id=Mal Keshar) sw}\n\n [delay]\n time=250\n [/delay]\n\n {FACE_DIRECTION (id=Mal Keshar) ne}\n\n [delay]\n time=250\n [/delay]\n\n {FACE_DIRECTION (id=Mal Keshar) sw}\n\n [delay]\n time=250\n [/delay]\n\n {FACE_DIRECTION (id=Mal Keshar) ne}\n\n [message]\n speaker=Mal Keshar\n message= _ \"Are those war drums I hear? So was it your plan all along to lure us into your domain to dispose of us, orc?\"\n [/message]\n\n [message]\n speaker=Quogar Ratham\n message= _ \"It is not, you decrepit sack of bones! Where do they come from?\"\n [/message]\n\n [unhide_unit][/unhide_unit]\n\n [message]\n speaker=Tan Zalfargat\n message= _ \"Hail there, \u2018friend\u2019!\"\n [/message]\n\n {FACE_UNIT (side=1) (id=Tan Zalfargat)}\n\n [message]\n speaker=Quogar Ratham\n message= _ \"What are you doing in my lands again?! Exactly how many times do I have to rub your face in the mud before you\u2019ll give up your obsession with overthrowing me, you thick-headed turd!?\"\n [/message]\n\n [message]\n speaker=Tan Zalfargat\n message= _ \"Ha, see who speaks \u2014 the weakling who\u2019s got a soft spot for the humans and their new tree-shagger friends! Sorry, but this time I don\u2019t come alone. You see, cousin...\"\n [/message]\n\n {FACE_UNIT (side=1) (id=Tanstafaal)}\n\n [scroll_to_unit]\n id=Tanstafaal\n [/scroll_to_unit]\n\n {REPLACE_SCENARIO_MUSIC \"the_dangerous_symphony.ogg\"}\n {APPEND_MUSIC \"northerners.ogg\"}\n {APPEND_MUSIC \"siege_of_laurelmor.ogg\"}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Tan Zalfargat\n scroll=no\n message= _ \"I brought new friends. HA HA!\"\n [/message]\n\n {FACE_UNIT (side=1) (id=Mal Hekuba)}\n\n [scroll_to_unit]\n id=Mal Hekuba\n [/scroll_to_unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Quogar Ratham\n scroll=no\n message= _ \"Ah, so you deal with those rotten necromancers now as well? That makes no difference to me, really.\"\n [/message]\n\n [message]\n speaker=Mal Hekuba\n message= _ \"I see the Emperor was right to suspect that the elves would team up with the northerners. Very well, heathens! This is the last time your kind escapes the power of Uria and the Dark Lady! You shall not escape the might of the Iron Council again!\"\n [/message]\n\n [message]\n speaker=Erathan\n message= _ \"What is that lich rambling about?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Iron Council? Hah! The Chaos Emperor must be getting desperate if he would resort to sending one of their foulest priests of Yechnagoth! I presume that our suicidal lady gave your precious Warlord a hard time?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Yechnagoth? But... She was vanquished... wasn\u2019t she?\"\n [/message]\n\n [message]\n speaker=Mal Hekuba\n message= _ \"Those are blatant lies made up by heretics like you, elf. Her power still lives, and is greater now than ever thanks to Uria\u2019s grace! Tanstafaal! Give them a taste of her power!\"\n [/message]\n\n [message]\n speaker=Tanstafaal\n message= _ \"As you command, my master. By Eloh\u2019s wrath I shall make you suffer for your betrayal!\"\n [/message]\n\n#define SOT_SPIRIT_RECRUIT _ID _NAME\n [sound]\n name=wail.wav\n [/sound]\n\n [unit]\n animate=yes\n side=3\n placement=leader\n\n#ifdef EASY\n type=Elvish Ancestor\n#else\n type=Elvish Forefather\n#endif\n id={_ID}\n name={_NAME}\n\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_UNDEAD}\n {TRAIT_FEARLESS}\n [/modifications]\n [/unit]\n#enddef\n\n {SOT_SPIRIT_RECRUIT Zelru'el ( _ \"Zelru\u2019el\")}\n\n {SOT_SPIRIT_RECRUIT Galenea ( _ \"Galenea\")} {GENDER female}\n\n {SOT_SPIRIT_RECRUIT Avalien ( _ \"Avalien\")}\n\n#ifndef EASY\n {SOT_SPIRIT_RECRUIT Kaalnuil ( _ \"Kaalnuil\")}\n#endif\n\n [message]\n speaker=Galas\n message= _ \"Curse the Dark Gods... those are elvish warriors! What is this new enemy we are facing?\"\n [/message]\n\n # ???\n # wmllint: local spelling spectres\n\n [message]\n speaker=Elynia\n message= _ \"Althurin mentioned a rebel faction betraying the Quenoth elves while under Yechnagoth\u2019s control. These spectres must have been created from their lingering souls \u2014 it\u2019s unlikely that anyone else in this era worships this \u2018Eloh\u2019 figure. I fear we have no choice but to fight them.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"I don\u2019t like the sound of this. Orc chieftain, you and your people had better stay clear of this battle. It is not yours to fight.\"\n [/message]\n\n [message]\n speaker=Quogar Ratham\n message= _ \"Bah, I\u2019m not running away like a puny elf just because of an undead incursion. I shall fight by your side. Odds are you will perish without our \u2018help\u2019 anyway, heh heh.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"You pathetic piece of\u2014\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Malin, for the sake of... Can you not at least put your issues from your past life aside for a short while?!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"To arms!\"\n [/message]\n\n [message]\n speaker=Mal Hekuba\n message= _ \"By the power bestowed upon me by the Dark Lady, I call forth the shadows from beyond the veil! May these plains be devoid of joy and peace! May they see only darkness and decay!\"\n [/message]\n\n [fire_event]\n name=unleash darkness\n [/fire_event]\n\n [message]\n speaker=Quogar Ratham\n message= _ \"Blargh! Where did this accursed fog come from?!\"\n [/message]\n [/event]\n\n {ERATHAN_1ST_TIME_HELP}\n\n [event]\n name=unleash darkness\n\n # Set Fog-of-War on and place zombies randomly all over the place\n\n [modify_side]\n side=1,2\n fog,shroud=yes,yes\n [/modify_side]\n\n [redraw]\n side=1,2\n [/redraw]\n\n [store_locations]\n # Not around starting locations; should avoid blocking enemy keeps with units\n # of their same allegiance but that cannot move\n [not]\n [filter]\n canrecruit=yes\n [/filter]\n radius=6\n [/not]\n [not]\n [filter][/filter]\n [/not]\n variable=locs\n [/store_locations]\n\n # wmlindent: start ignoring\n\n [repeat]\n times={DIFF (12) (24) (32)}\n [do]\n {VARIABLE_RANDOM k (\"0..$($locs.length - 1)\")}\n\n {VARIABLE_RANDOM temp_side (\"3,5\")}\n\n #\n # EASY: 100% chance of WCs\n # NORMAL: 75% chance of WCs; 25% chance of Soullesses\n # HARD: 50% chance of WCs; 50% chance of Soullesses\n #\n\n {VARIABLE_RANDOM temp_type ({DIFF\n (\"Walking Corpse\")\n (\"Walking Corpse,Walking Corpse,Walking Corpse,Soulless\")\n (\"Walking Corpse,Soulless,Soulless,Walking Corpse\")\n })}\n\n {VARIABLE_RANDOM temp_variation (\"mounted,saurian,wose,bat,none\")}\n\n [unit]\n x,y=$locs[$k].x,$locs[$k].y\n type=$temp_type\n variation=$temp_variation\n side=$temp_side\n\n ai_special=guardian\n random_traits,generate_name=yes,yes\n upkeep=free\n [/unit]\n [/do]\n [/repeat]\n\n {CLEAR_VARIABLE k,temp_side,temp_type,temp_variation,locs}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Quogar Ratham\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Argh. This was not supposed to be my final day!\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Quogar Ratham\n [/filter]\n\n [message]\n speaker=Elynia\n message= _ \"The orcish chieftain has fallen. It\u2019s unlikely we\u2019ll ever manage to obtain the orcs\u2019 support now. Our mission has failed!\"\n [/message]\n\n {ENDLEVEL_DEFEAT}\n [/event]\n\n #\n # The reveal begins on turn 6, the first Short Dark turn. No-one could\n # possibly finish the scenario before this, right?\n #\n [event]\n name=turn 6\n\n [message]\n speaker=Mal Hekuba\n # po: As with other appearances before \"Face of the enemy\" later,\n # po: try to make all references to the Chaos Warlord gender-neutral\n # po: if at all possible without it sounding too awkward.\n message= _ \"Oh... Oh! Oh my, how could I not notice this before? The elves brought their precious Lady of Light with them! Hm, surely the Emperor would be pleased if I brought her to him after the Warlord\u2019s mission ended in such a lamentable disaster, hm...\"\n [/message]\n\n [message]\n # Hekuba being visible to the player is rather unlikely to be the\n # case by turn 6, but just in case...\n [show_if]\n [not]\n [have_unit]\n id=Mal Hekuba\n [filter_vision]\n visible=no\n side=1\n [/filter_vision]\n [/have_unit]\n [/not]\n [/show_if]\n speaker=Elynia\n message= _ \"Where are you, fiend?\"\n [/message]\n\n [message]\n speaker=Mal Hekuba\n message= _ \"Say, Lady of Light... Elynia is your name, right? Do you feel lonely? Without your dear partner, the fabled Master of Darkness?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"How I feel is none of your business.\"\n [/message]\n [/event]\n\n [event]\n name=side 1 turn 6 end\n\n [message]\n speaker=Mal Hekuba\n message= _ \"Ever since that fateful day you have asked yourself time and again why it had to happen. You are haunted by lingering doubt that you didn\u2019t do enough. You could have saved him, really... and that festers, because deep down, you still don\u2019t know how to move forward without him. Elynia, let me tell you this: Uria knows many things about the past, present, and future.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Elynia, focus on the battle at hand and pay no attention to this wretched scum.\"\n [/message]\n\n [message]\n speaker=Mal Hekuba\n message= _ \"You and the other heathens don\u2019t believe Uria is real; I can assure you otherwise. She is as real as she is beautiful, Elynia. And she can answer all your questions \u2014 especially those pertaining to Argan\u2019s fate in the depths of Irdya. You have only to come see our Master, and he will take you to her palace in Inferno.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Elynia! I said, don\u2019t listen to our enemy!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"(startled) Huh?! Yes, yes... I am sorry, Galas, I... really shouldn\u2019t heed his words...\"\n [/message]\n\n [message]\n speaker=Mal Hekuba\n message= _ \"Oh, Elynia, we all know your curiosity is insatiable. And, our Master is patient...\"\n [/message]\n [/event]\n\n #\n # Mal Hekuba escape logic.\n #\n\n#define SOT_GO_BYEBYE\n [fire_event]\n name=hekuba escapes\n [/fire_event]\n#enddef\n\n#define SOT_BYEBYE_COND _UNIT_STORE\n [filter_condition]\n {VARIABLE_NUMERICAL_LESS_THAN_OR_EQUAL {_UNIT_STORE}.hitpoints \"$(0.5 * ${_UNIT_STORE}.max_hitpoints)\"}\n [/filter_condition]\n#enddef\n\n [event]\n name=attacker_hits\n first_time_only=no\n [filter_second]\n id=Mal Hekuba\n [/filter_second]\n\n {SOT_BYEBYE_COND second_unit}\n\n {SOT_GO_BYEBYE}\n [/event]\n\n [event]\n name=defender hits\n first_time_only=no\n [filter]\n id=Mal Hekuba\n [/filter]\n\n {SOT_BYEBYE_COND unit}\n\n {SOT_GO_BYEBYE}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Mal Hekuba\n [/filter]\n\n {SOT_GO_BYEBYE}\n [/event]\n\n#define SOT_SET_HEKUBA_OPACITY _VALUE\n [object]\n silent=yes\n [filter]\n id=Mal Hekuba\n [/filter]\n [effect]\n apply_to=image_mod\n replace=\"RC(magenta>purple)~O(\"+{_VALUE}+\")\"\n [/effect]\n [/object]\n#enddef\n\n [event]\n name=hekuba escapes\n\n {LOCK_VIEW}\n\n [message]\n speaker=Mal Hekuba\n message= _ \"It is truly a pity that I must report back to our Master. But worry not, Elynia, for I will be back... eventually... Ha, ha, ha, ha!\"\n [/message]\n\n # Go dark.\n\n {FADE_STEP -32 25}\n\n {SOT_SET_HEKUBA_OPACITY 0.9}\n {FADE_STEP -64 25}\n\n {SOT_SET_HEKUBA_OPACITY 0.8}\n {FADE_STEP -96 25}\n\n {SOT_SET_HEKUBA_OPACITY 0.7}\n {FADE_STEP -128 25}\n\n [message]\n speaker=Elynia\n scroll=no\n message= _ \"I cannot hold against this darkness!\"\n [/message]\n\n {SOT_SET_HEKUBA_OPACITY 0.6}\n {FADE_STEP -160 25}\n\n {SOT_SET_HEKUBA_OPACITY 0.5}\n {FADE_STEP -192 25}\n\n {SOT_SET_HEKUBA_OPACITY 0.4}\n {FADE_STEP -224 25}\n\n {SOT_SET_HEKUBA_OPACITY 0.3}\n {FADE_STEP -256 25}\n\n # Keep going in case we are on a daytime ToD with a positive lighting\n # color shift.\n\n [hide_unit][/hide_unit]\n\n {FADE_STEP -280 25}\n\n {FADE_STEP -340 25}\n\n {FADE_STEP -500 25}\n\n [kill]\n id=Mal Hekuba\n [/kill]\n\n [delay]\n time=750\n [/delay]\n\n {FADE_STEP -340 25}\n\n {FADE_STEP -280 25}\n\n [unhide_unit][/unhide_unit]\n\n {FADE_STEP -256 25}\n\n {FADE_STEP -224 25}\n\n {FADE_STEP -192 25}\n\n {FADE_STEP -160 25}\n\n {FADE_STEP -128 25}\n\n {FADE_STEP -96 25}\n\n {FADE_STEP -64 25}\n\n {FADE_STEP -32 25}\n\n {FADE_STEP 0 500}\n\n [message]\n speaker=Galas\n message= _ \"Damn that wretched necromancer! He used the darkness to escape. Elynia, are you all right?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I... think so... I feel a little lightheaded, that\u2019s all.\"\n [/message]\n\n [message]\n speaker=Tan Zalfargat\n message= _ \"Huh? WHAT?! I should have known better than to trust a lich. I guess I\u2019ll have to finish this by myself.\"\n [/message]\n\n [fire_event]\n name=check remaining enemies\n [/fire_event]\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=die\n [filter]\n id=Tanstafaal\n [/filter]\n\n [message]\n speaker=Elynia\n message= _ \"Rest in peace, Tanstafaal. Even if you betrayed our kinsmen, to roam the world in undeath is not a fate I would wish for anyone.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Their devotion to an impostor goddess has allowed them to persist in this world for centuries. It\u2019s quite perturbing to see.\"\n [/message]\n\n [fire_event]\n name=check remaining enemies\n [/fire_event]\n [/event]\n\n [event]\n name=check remaining enemies\n [filter_condition]\n [have_unit]\n id=Tan Zalfargat\n [/have_unit]\n [not]\n [have_unit]\n id=Tanstafaal,Mal Hekuba\n [/have_unit]\n [/not]\n [/filter_condition]\n\n [message]\n speaker=Quogar Ratham\n message= _ \"Well, well, now you are finished. Your undead companions have either been smashed to dust or have fled in shame, and we have got you cornered. Any last words?\"\n [/message]\n\n [message]\n speaker=Tan Zalfargat\n message= _ \"Bah, I still stand on my feet \u2014 that is enough to defeat you! This time I will not be merciful with you or your kin!\"\n [/message]\n [/event]\n\n [event]\n name=enemies defeated\n\n {ENDLEVEL_VICTORY yes}\n [/event]\n\n [event]\n name=victory\n\n [message]\n speaker=Quogar Ratham\n message= _ \"So, how many more upstarts like this should I expect now that those dark cultists have infiltrated our lands? I suppose there is some value in uniting our forces under a single banner after all.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"So you will accept the Grand Council\u2019s proposal, then?\"\n [/message]\n\n [message]\n speaker=Quogar Ratham\n message= _ \"Of course. As long as you people honor the pact, so shall we.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"... Pah! You are all such disgusting creatures. You and everyone else who allies with these orcs.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Galas, about that suicidal infiltration mission of yours...\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Yes?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I have decided to go with you after all. I don\u2019t necessarily agree that your plan is a good idea, but... There is something deeply troubling about this Chaos Empire. Even though Mal Keshar is a truly powerful lich and I am sure there are many capable warriors amongst our people\u2019s ranks, I feel there is something more to the followers of Uria than I first thought. Something... ominous.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Elynia, if the Chaos Emperor is after you like the lich\u2019s words implied, I think it would be preferable if you stayed here in the north\u2019s safety \u2014 I mean, compared to the lands of Chaos.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I thought you wanted me by your side anyway, Galas, if only to provide you with useful counsel now that Anlind\u00eb is gone. Besides, what is there to stop me from following your trail after you departure?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"I do need your help. I really do.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Well, then.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"And... I hope you can forgive me for not consulting you about our mission before.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Oh, don\u2019t worry. (chuckles) I have a whole eternity ahead of me to decide.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"I... That\u2019s not very reassuring. But I am taking that as a \u2018yes\u2019.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"(smiles) Just remember to trust me as you would a friend, Galas. I promise to do my very best to help you, no matter what situation you get us into.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"No, I will not forgive you, Galas! I hope your death will be as painful as it will be ironic.\"\n [/message]\n [/event]\n[/scenario]\n\n#undef SOT_ENEMY_AI_PROTECTS_SIDE\n#undef SOT_ENEMY_AI_TARGETS_ELVES\n#undef SOT_SPIRIT_RECRUIT\n#undef SOT_GO_BYEBYE\n#undef SOT_BYEBYE_COND\n#undef SOT_SET_HEKUBA_OPACITY\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=16_Dawn_of_War\n name= _ \"Dawn of War\"\n {MAP 16_Dawn_of_War.map}\n {TURNS 32 29 27}\n next_scenario=17_Voice_of_the_Armageddon\n victory_when_enemies_defeated=no\n\n {SCENARIO_MUSIC \"underground.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n\n {LONGDARK1}\n {LONGDARK2}\n {LONGDARK3}\n {LONGDARK4}\n {DAWN1}\n {MORNING1}\n {MIDDAY1}\n {AFTERNOON1}\n {DUSK1}\n {SHORTDARK}\n {DAWN2}\n {MORNING2}\n {MIDDAY2}\n {AFTERNOON2}\n {DUSK2}\n\n {SHAXTHAL_SET_SURFACE_VARIATIONS_FLAG}\n\n {STORYTXT_DAWN_OF_THE_GREAT_WAR}\n\n {DEATHS_ACT_3}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=good\n user_team_name= _ \"team_name^Galas\"\n\n shroud=yes\n fog=yes\n\n # NOTE: gold must be 6 * recall_cost at the very minimum in order to\n # let the player recall units on the first turn.\n {GOLD 180 170 160}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n team_name=good\n user_team_name= _ \"team_name^Alliance\"\n {ALLIANCE_FLAG}\n\n {GOLD 200 190 180}\n recruit=Aragwaith Archer,Aragwaith Witch,Aragwaith Swordsman,Aragwaith Spearman,Aragwaith Scout,Aragwaith Eagle Rider,Aragwaith Wizard,Aragwaith Lancer,Aragwaith Pikeman,Aragwaith Guard,Aragwaith Longswordsman\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.0}\n [/ai]\n\n canrecruit=yes\n type=Aragwaith Captain\n id=Ivancyn\n name= _ \"Ivancyn\"\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_DEXTROUS}\n [/modifications]\n [/side]\n\n [side]\n side=3\n team_name=good\n user_team_name= _ \"team_name^Alliance\"\n {ALLIANCE_FLAG}\n\n {GOLD 200 180 175}\n recruit=Orcish Archer,Orcish Assassin,Saurian Augur,Orcish Grunt,Wolf Rider,Goblin Spearman\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_UTBS_DAY_ASPECT aggression 0.8}\n {AI_SIMPLE_UTBS_TWILIGHT_ASPECT aggression 0.9}\n {AI_SIMPLE_UTBS_NIGHT_ASPECT aggression 1.0}\n\n {AI_SIMPLE_UTBS_DAY_ASPECT caution 0.2}\n {AI_SIMPLE_UTBS_TWILIGHT_ASPECT caution 0.3}\n {AI_SIMPLE_UTBS_NIGHT_ASPECT caution 0.5}\n [/ai]\n\n canrecruit=yes\n type=Orcish Slurbow\n id=Zirshe\n name= _ \"Zirshe\"\n gender=female\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_RESILIENT}\n [/modifications]\n [/side]\n\n [side]\n side=4\n team_name=enemies\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n\n {GOLD 240 260 275}\n {INCOME 0 4 6}\n recruit=Shaxthal Rayblade,Dark Knight,Chaos Invader,Chaos Raider,Chaos Invoker,Automaton\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.0}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.0}\n\n {AI_SAVE_GOLD_DEFAULT}\n\n {AI_RECRUITMENT_ALWAYS_ASPECT (\n {AI_RECRUIT_LIMIT \"Shaxthal Rayblade\" 4}\n {AI_RECRUIT_LIMIT \"Dark Knight\" 2}\n {AI_RECRUIT_LIMIT \"Automaton\" 2}\n )}\n [/ai]\n\n canrecruit=yes\n type=Chaos Razerman\n id=Obandur\n name= _ \"Obandur\"\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_INTELLIGENT}\n [/modifications]\n [/side]\n\n [side]\n side=5\n team_name=enemies\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n\n {GOLD 190 200 210}\n recruit=Automaton,Chaos Hound,Chaos Headhunter,Chaos Invader,Demon\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 0.80}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.15}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.25}\n [/ai]\n\n canrecruit=yes\n type=Gutwrencher Imp\n id=Zulthor\n name= _ \"Zulthor\"\n [modifications]\n {TRAIT_SLOW}\n {TRAIT_RESILIENT}\n [/modifications]\n [/side]\n\n [side]\n side=6\n team_name=enemies\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n\n {GOLD 230 240 250}\n {INCOME 2 3 4}\n recruit=Shaxthal Runner Drone,Shaxthal Protector Drone,Chaos Hound,Chaos Headhunter,Imp,Chaos Invoker\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_UTBS_TOD_ASPECT aggression 0.80 0.90 1.00}\n {AI_SIMPLE_UTBS_TOD_ASPECT caution 0.50 0.25 0.00}\n {AI_SIMPLE_UTBS_TOD_ASPECT village_value 0.10 0.50 0.20}\n\n {AI_RECRUITMENT_ALWAYS_ASPECT (\n {AI_RECRUIT_LIMIT \"Shaxthal Protector Drone\" 2}\n {AI_RECRUIT_LIMIT \"Shaxthal Runner Drone\" 6}\n )}\n\n [goal]\n [criteria]\n id=Mal Keshar\n [/criteria]\n value=9.0\n [/goal]\n [goal]\n [criteria]\n id=Elynia\n [/criteria]\n value=10.0\n [/goal]\n [/ai]\n\n canrecruit=yes\n type=Chaos Lorekeeper\n id=Karin-Ilyanai\n name= _ \"Karin-Ilyanai\"\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_INTELLIGENT}\n [/modifications]\n [/side]\n\n [side]\n side=7\n team_name=enemies\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n\n {GOLD 280 300 320}\n {INCOME 3 4 5}\n recruit=Shaxthal Runner Drone,Chaos Invoker,Chaos Raider,Chaos Invader,Demon,Demon Grunt,Demon Zephyr\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_UTBS_TOD_ASPECT aggression 0.60 0.75 0.95}\n {AI_SIMPLE_UTBS_TOD_ASPECT caution 0.30 0.20 0.05}\n {AI_SIMPLE_UTBS_TOD_ASPECT village_value 0.10 0.30 0.25}\n\n {AI_RECRUITMENT_ALWAYS_ASPECT (\n {AI_RECRUIT_LIMIT \"Shaxthal Runner Drone\" 8}\n {AI_RECRUIT_LIMIT \"Demon Zephyr\" 6}\n {AI_RECRUIT_LIMIT \"Demon Grunt\" 6}\n )}\n\n [goal]\n [criteria]\n id=Galas\n [/criteria]\n value=10.0\n [/goal]\n [/ai]\n\n canrecruit=yes\n type=Hell Overlord\n id=Ben\n name= _ \"Ben\"\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n [/side]\n\n [side]\n side=8\n team_name=enemies\n user_team_name= _ \"team_name^Wild Animals\"\n\n no_leader=yes\n hidden=yes\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 100.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n\n {SIDE_GENERIC_UNIT (Shaxthal Razorbird) 18 34}\n {SIDE_GENERIC_UNIT (Shaxthal Razorbird) 28 34}\n {SIDE_GENERIC_UNIT (Shaxthal Razorbird) 12 46}\n {SIDE_GENERIC_UNIT (Shaxthal Razorbird) 21 48}\n {SIDE_GENERIC_UNIT (Shaxthal Razorbird) 35 39}\n {SIDE_GENERIC_UNIT (Shaxthal Razorbird) 25 40}\n [/side]\n\n [side]\n side=9\n team_name=enemies\n user_team_name= _ \"team_name^Wild Animals\"\n color=pink\n\n no_leader=yes\n hidden=yes\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 100.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n\n {SIDE_GENERIC_UNIT (Falcon) 27 53}\n {SIDE_GENERIC_UNIT (Falcon) 4 47}\n {SIDE_GENERIC_UNIT (Falcon) 13 38}\n {SIDE_GENERIC_UNIT (Falcon) 28 40}\n {SIDE_GENERIC_UNIT (Falcon) 27 42}\n {SIDE_GENERIC_UNIT (Falcon) 46 36}\n [/side]\n\n [side]\n side=10\n controller=null\n team_name=good\n user_team_name= _ \"team_name^Galas\"\n color=red\n\n {NO_ECONOMY}\n no_leader=yes\n hidden=yes\n [/side]\n\n {STARTING_VILLAGES 2 4}\n {STARTING_VILLAGES 3 4}\n\n {STARTING_VILLAGES 4 6}\n {STARTING_VILLAGES 5 6}\n {STARTING_VILLAGES 6 4}\n {STARTING_VILLAGES 7 4}\n\n {NPC_BIRD_BEHAVIOR_WHOLE_MAP 8}\n\n {NPC_BIRD_BEHAVIOR_WHOLE_MAP 9}\n\n [event]\n name=prestart\n\n #\n # Replace the turn limit for the initial section.\n #\n\n [store_turns]\n variable=dow_real_turn_limit\n [/store_turns]\n\n [modify_turns]\n side=1\n value=5\n [/modify_turns]\n\n #\n # Disable AI sides.\n #\n\n [modify_side]\n [filter_side]\n [not]\n side=1,10\n [/not]\n [/filter_side]\n controller=null\n [/modify_side]\n\n #\n # Disallow Galas from straying off path at the start.\n #\n\n [store_unit]\n [filter]\n id=Galas\n [/filter]\n kill=no\n variable=galas_backup_store\n [/store_unit]\n\n [object]\n silent=yes\n [filter]\n id=Galas\n [/filter]\n [effect]\n apply_to=movement_costs\n replace=true\n [movement_costs]\n deep_water={UNREACHABLE}\n shallow_water={UNREACHABLE}\n reef={UNREACHABLE}\n swamp_water={UNREACHABLE}\n forest={UNREACHABLE}\n hills={UNREACHABLE}\n mountains={UNREACHABLE}\n village={UNREACHABLE}\n castle={UNREACHABLE}\n fungus={UNREACHABLE}\n [/movement_costs]\n [/effect]\n [effect]\n apply_to=movement\n set=4\n [/effect]\n [/object]\n\n [store_starting_location]\n side=9\n variable=goal_loc\n [/store_starting_location]\n\n {PLACE_IMAGE items/goplate.png $goal_loc.x $goal_loc.y}\n\n [remove_shroud]\n side=1\n [filter]\n id=Galas\n [/filter]\n radius=6\n [/remove_shroud]\n\n {PLAYER_RECRUITMENT_SETUP_FOR_SCENARIO 16}\n\n #\n # Recall heroes\n #\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA_AT 20 15}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR_AT 20 17}\n # wmllint: recognize Erathan\n {RECALL_ERATHAN_AT 21 17}\n # wmllint: recognize Igor\n {RECALL_IGOR_AT 26 17}\n\n [modify_unit]\n [filter]\n id=Elynia,Mal Keshar,Erathan,Igor\n [/filter]\n side=10\n [/modify_unit]\n\n {FACE_UNIT side=10 id=Galas}\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Rendezvous with your allies\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n\n {TURNS_RUN_OUT}\n )}\n\n {VARIABLE shadowm_talk 1}\n [/event]\n\n [event]\n id=shadowm_talk_controller\n name=moveto\n first_time_only=no\n [filter]\n #id=Galas\n side=1\n [/filter]\n\n [fire_event]\n name=shadowm_talk_$shadowm_talk\n [/fire_event]\n\n {VARIABLE_INC shadowm_talk}\n [/event]\n\n # wmllint: unbalanced-on\n # wmlindent: start ignoring\n#define DOW_SHADOWM_TALK_EVENT _NUM\n # wmlxgettext: [event]\n [/event]\n [event]\n name=\"shadowm_talk_{_NUM}\"\n # wmlxgettext: [/event]\n#enddef\n # wmlindent: stop ignoring\n # wmllint: unbalanced-off\n\n [event]\n name=start\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"A cold gust of wind blows...\"\n [/message]\n\n {MYSTERIOUS_VOICE ( _ \"Galas...\")}\n\n [message]\n speaker=Galas\n message= _ \"Huh?\"\n [/message]\n\n #\n # End of start event.\n #\n\n {DOW_SHADOWM_TALK_EVENT 1}\n\n {MYSTERIOUS_VOICE ( _ \"Galas.\")}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"Is anybody there?\"\n [/message]\n\n {MYSTERIOUS_VOICE ( _ \"Only the darkness within your heart, Galas.\")}\n\n {DOW_SHADOWM_TALK_EVENT 2}\n\n {MYSTERIOUS_VOICE ( _ \"The darkness, and the fear... They feed me, Galas. I grow stronger with them.\")}\n\n {DOW_SHADOWM_TALK_EVENT 3}\n\n {MYSTERIOUS_VOICE ( _ \"You cannot escape the darkness within your heart, and thus you cannot escape us. And your friend, the sorceress... neither could she.\")}\n\n {MYSTERIOUS_VOICE ( _ \"And you will suffer the same fate as she if you refuse our generous offer.\")}\n\n [remove_event]\n id=shadowm_talk_controller\n [/remove_event]\n\n {CLEAR_VARIABLE shadowm_talk}\n [/event]\n\n#define DOW_ENEMIES_NOT_DEFEATED\n [have_unit]\n canrecruit=yes\n [filter_side]\n [enemy_of]\n side=1\n [/enemy_of]\n [/filter_side]\n [/have_unit]\n#enddef\n\n#define DOW_ENEMIES_DEFEATED\n [not]\n {DOW_ENEMIES_NOT_DEFEATED}\n [/not]\n#enddef\n\n#define DOW_NOTE_ONLY_ON_FIRST_TURN\n {OBJECTIVE_NOTE_SHOW_IF ({VARIABLE_NUMERICAL_EQUALS turn_number $initial_turn})}\n#enddef\n\n#define DOW_NOTE_ONLY_ON_GAMEPLAY_TURNS\n {OBJECTIVE_NOTE_SHOW_IF ({VARIABLE_NUMERICAL_GREATER_THAN turn_number $initial_turn})}\n#enddef\n\n {FIRE_EVENT_ON_STUMBLE_UPON \"begin regular gameplay\" side=10}\n\n [event]\n name=begin regular gameplay\n\n [remove_terrain_overlays]\n terrain=*^Xo\n [/remove_terrain_overlays]\n\n [redraw][/redraw]\n\n [capture_village]\n side=1\n x=1-100\n y=1-11\n [or]\n x,y=$goal_loc.x,$goal_loc.y\n radius=6\n [/or]\n [/capture_village]\n\n {MOVE_UNIT id=Galas $goal_loc.x $goal_loc.y}\n [+move_unit]\n check_passability=no\n [/move_unit]\n\n {VARIABLE initial_turn $turn_number}\n\n [modify_turns]\n value=$dow_real_turn_limit\n [/modify_turns]\n\n {REMOVE_IMAGE $goal_loc.x $goal_loc.y}\n\n #\n # Restore heroes.\n #\n\n [modify_unit]\n [filter]\n side=10\n [/filter]\n side=1\n [/modify_unit]\n\n [unstore_unit]\n variable=galas_backup_store\n find_vacant=no\n x,y=$goal_loc.x,$goal_loc.y\n [/unstore_unit]\n\n {CLEAR_VARIABLE galas_backup_store,goal_loc,dow_real_turn_limit}\n\n #\n # Re-enable AI sides.\n #\n\n [modify_side]\n [filter_side]\n [not]\n side=1,10\n [/not]\n [/filter_side]\n controller=ai\n [/modify_side]\n\n [modify_side]\n side=1\n shroud=no\n fog=no\n [/modify_side]\n\n [redraw]\n side=1\n [/redraw]\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Sneak past enemy lines and make it to the south edge of the map with Galas, Elynia or Mal Keshar\")}\n {OBJECTIVE_BONUS ( _ \"Optional: Defeat all enemy leaders\")}\n {OBJECTIVE_SHOW_IF ({DOW_ENEMIES_NOT_DEFEATED})}\n {OBJECTIVE_BONUS_COMPLETED ( _ \"Optional: Defeat all enemy leaders\")}\n {OBJECTIVE_SHOW_IF ({DOW_ENEMIES_DEFEATED})}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Erathan\")}\n {OBJECTIVE_DEFEAT ( _ \"Losing both ally leaders\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n {OBJECTIVE_CARRYOVER_SHOW_IF ({DOW_ENEMIES_DEFEATED})}\n {OBJECTIVE_CARRYOVER_NO_BONUS}\n {OBJECTIVE_CARRYOVER_SHOW_IF ({DOW_ENEMIES_NOT_DEFEATED})}\n\n {OBJECTIVE_NOTE ( _ \"After this scenario, you will only be able to recruit undead units (except Dark Adepts) and faeries\")}\n {OBJECTIVE_NOTE ( _ \"Any veteran units that you do not recall during this scenario will be permanently lost\")}\n {OBJECTIVE_NOTE ( _ \"You may recall or recruit elves only during the first gameplay turn (turn $initial_turn)\")}\n {DOW_NOTE_ONLY_ON_FIRST_TURN}\n {OBJECTIVE_NOTE ( _ \"You may not recall or recruit elvish units\")}\n {DOW_NOTE_ONLY_ON_GAMEPLAY_TURNS}\n )}\n\n {REPLACE_SCENARIO_MUSIC \"battle.ogg\"}\n {APPEND_MUSIC \"the_city_falls.ogg\"}\n {APPEND_MUSIC \"casualties_of_war.ogg\"}\n {APPEND_MUSIC \"loyalists.ogg\"}\n {APPEND_MUSIC \"western_theme2.ogg\"}\n\n [message]\n speaker=Zirshe\n message= _ \"A large Chaos battalion has set up camp near the mountains. It is paramount that we block their advance here. Charge!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"So, what are we going to do? Run across the battlefield with wild abandon?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Well, our priority is to sneak past the enemy lines and make it to the mountain pass. We are not meant to actively participate in this battle, but helping our allies on our way to enemy territory would be highly beneficial to everyone.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Let us see if we can... The followers of Uria seem to have sent more battle-hardened troops this time.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"No matter. I trust that you two can handle it.\"\n [/message]\n\n [event]\n name=side 3 turn end\n\n [fire_event]\n name=mysterious invitation\n [/fire_event]\n [/event]\n\n [event]\n name=new turn\n\n #\n # Remove the ability to recruit or recall elves.\n #\n\n [modify_side]\n side=1\n recruit=\"Dark Adept,Faerie Sprite,Skeleton,Skeleton Archer,Skeleton Rider,Ghost,Vampire Bat,Walking Corpse\"\n [/modify_side]\n\n [kill]\n side=1\n race=elf\n x,y=recall,recall\n [/kill]\n [/event]\n [/event]\n\n [event]\n name=mysterious invitation\n\n [message]\n speaker=Galas\n message= _ \"And so it begins...\"\n [/message]\n\n {MYSTERIOUS_VOICE ( _ \"The beginning of your revenge, Galas? It would have been better for you to join us than setting off on this pointless journey that resulted in the sorceress\u2019 death. Your people would have been safe under Uria\u2019s protection.\")}\n\n {MYSTERIOUS_VOICE ( _ \"You cannot conceal your bloodlust from me, Galas. But there are better ways to satiate this desire. If you come to me, if you bring the Lady of Light to me... Uria might yet give your people a chance.\")}\n\n [message]\n speaker=Elynia\n message= _ \"Galas?\"\n [/message]\n\n {MYSTERIOUS_VOICE ( _ \"You know where to find me. I eagerly await your answer, Galas.\")}\n\n [message]\n speaker=Elynia\n message= _ \"Galas? Is something the matter? You seem pale.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"No... (shakes head) no, not really.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Galas, if you feel weak or ill, or need to rest, just remember that I am here to help you.\"\n [/message]\n [/event]\n\n [event]\n name=enemies defeated\n\n [show_objectives][/show_objectives]\n [/event]\n\n [event]\n name=side 2 turn 7 # turn 5 + 2\n\n [message]\n speaker=Mal Keshar\n message= _ \"This is such a disgrace. Why am I even allowing this elf to command me like a minion when I should be the one ordering his corpse around. Elynia! Help me! You have the power to put an end to my suffering!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Normally, I would be happy to oblige. But as it turns out, Galas is quite fond of you for reasons I can\u2019t even begin to understand. He would not be pleased if he found out I turned his necromancer friend into a steaming pile of ash.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Pah, you sound so sure of yourself. Hear me, then: some day, this kid will bite the dust, and I will be free to do as I wish. Then we shall duel to the death and show the world that not even the Lady of Light can banish Mal Keshar the Eternal from Irdya. Just you wait.\"\n [/message]\n [/event]\n\n [event]\n name=side 2 turn 7 end\n\n [message]\n speaker=Elynia\n message= _ \"Oh, please. It\u2019s not as if Anlind\u00eb cast some sort of curse on you that compels you to obey and follow Galas as long as he lives... right?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"... right.\"\n [/message]\n [/event]\n\n#define DOW_IS_ENEMY\n [filter_side]\n [enemy_of]\n side=1\n [/enemy_of]\n [not]\n side=8,9\n [/not]\n [/filter_side]\n#enddef\n\n#define DOW_FIRE_EVENT_CHANCE _CHANCE _EVENT\n {VARIABLE_RANDOM temp_event_chance 0..100}\n\n [if]\n {VARIABLE_NUMERICAL_LESS_THAN_OR_EQUAL temp_event_chance {_CHANCE}}\n [then]\n [fire_event]\n name={_EVENT}\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n # We don't need the second unit for the use cases below -- which, in fact,\n # don't have a second unit at all.\n #[secondary_unit]\n # x,y=$x2,$y2\n #[/secondary_unit]\n [/fire_event]\n [/then]\n [/if]\n\n {CLEAR_VARIABLE temp_event_chance}\n#enddef\n\n#define DOW_FIRE_EVENT_CHANCE_SLF _CHANCE _EVENT _SLF\n [if]\n [have_unit]\n x,y=$x1,$y1\n [filter_location]\n {_SLF}\n [/filter_location]\n [/have_unit]\n [then]\n {DOW_FIRE_EVENT_CHANCE {_CHANCE} {_EVENT}}\n [/then]\n [/if]\n#enddef\n\n #\n # Village pillaging logic.\n #\n\n [event]\n name=capture\n first_time_only=no\n [filter]\n {DOW_IS_ENEMY}\n [/filter]\n\n {DOW_FIRE_EVENT_CHANCE 20 (\"pillage village\")}\n [/event]\n\n [event]\n name=pillage village\n #first_time_only=yes\n\n [message]\n side=$unit.side\n canrecruit=yes\n scroll=no\n message= _ \"Leave nothing standing! Burn the heathens alive!\"\n [/message]\n\n [message]\n race=aragwaith\n scroll=no\n message= _ \"They are burning the villages of our people! This atrocity will not go unpunished. Don\u2019t bother taking prisoners, just crush them all!\"\n [/message]\n [/event]\n\n#define DOW_BURN_SOUNDS _DELAY\n [sound]\n name=\"torch.ogg\"\n [/sound]\n\n [delay]\n time={_DELAY}\n [/delay]\n\n [sound]\n name=\"wose-die.ogg\"\n [/sound]\n#enddef\n\n [event]\n name=pillage village\n first_time_only=no\n\n {DOW_BURN_SOUNDS 200}\n\n [terrain]\n x,y=$x1,$y1\n terrain=^Dr\n layer=overlay\n [/terrain]\n\n {ADD_GOLD $unit.side 16 32 48}\n\n [redraw][/redraw]\n [/event]\n\n #\n # Terrain destruction logic.\n #\n\n#define DOW_GRASSLAND_DAMAGE_CASE _CASE _REPLACEMENT\n [if]\n {VARIABLE_LEXICAL_CONTAINS loc.terrain {_CASE}^}\n [then]\n [terrain]\n x,y=$loc.x,$loc.y\n terrain={_REPLACEMENT}\n layer=base\n [/terrain]\n [/then]\n [/if]\n#enddef\n\n [event]\n name=damage grassland\n first_time_only=no\n\n [remove_terrain_overlays]\n terrain=*^Gvs,*^Efm\n [and]\n x,y=$x1,$y1\n radius=1\n [/and]\n [/remove_terrain_overlays]\n\n [store_locations]\n terrain=G*^*\n [and]\n x,y=$x1,$y1\n radius=1\n [/and]\n variable=locs\n [/store_locations]\n\n [foreach]\n array=locs\n variable=loc\n [do]\n {DOW_GRASSLAND_DAMAGE_CASE Gg Gs} # Green -> semi-dry\n {DOW_GRASSLAND_DAMAGE_CASE Gs Gd} # Semi-dry -> dry\n {DOW_GRASSLAND_DAMAGE_CASE Gll Gd} # Leafy -> dry\n {DOW_GRASSLAND_DAMAGE_CASE Gd Re} # Dry -> regular dirt\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE locs}\n [/event]\n\n [event]\n name=destroy windmill\n first_time_only=no\n\n {DOW_BURN_SOUNDS 200}\n\n [terrain]\n x,y=$x1,$y1\n terrain=^Dr\n layer=overlay\n [/terrain]\n [/event]\n\n [event]\n name=destroy roads\n first_time_only=no\n\n [terrain]\n [and]\n terrain=Rd,Rp,Rd^*,Rp^*\n [and]\n x,y=$x1,$y1\n radius=1\n [/and]\n [/and]\n terrain=Rd\n layer=base\n [/terrain]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n {DOW_IS_ENEMY}\n [/filter]\n\n {DOW_FIRE_EVENT_CHANCE_SLF 60 (\"damage grassland\") terrain=G*,G*^*,*^Gvs,*^Efm,!,*^F*}\n\n {DOW_FIRE_EVENT_CHANCE_SLF 75 (\"destroy windmill\") terrain=*^Wm}\n\n {DOW_FIRE_EVENT_CHANCE_SLF 33 (\"destroy roads\") terrain=Rd,Rp,Rd^*,Rp^*}\n\n [redraw][/redraw]\n [/event]\n\n #\n # Enemies burn forests (100% chance).\n #\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n {DOW_IS_ENEMY}\n\n [filter_location]\n terrain=*^F*\n [/filter_location]\n [/filter]\n\n [terrain]\n [and]\n terrain=*^F*\n [and]\n x,y=$x1,$y1\n radius=1\n [/and]\n [/and]\n terrain=Rb\n [/terrain]\n\n [redraw][/redraw]\n\n [fire_event]\n name=discuss burning forests\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=discuss burning forests\n\n [message]\n #\n # Try to have this line be read by a faerie other than Elynia.\n #\n race=faerie\n [not]\n id=Elynia\n [/not]\n [or]\n id=Elynia\n [/or]\n scroll=no\n message= _ \"Those monsters are burning down the forest! Why would people do this in a world where all verdant land is more precious than gold?\"\n [/message]\n\n [message]\n speaker=Galas\n scroll=no\n message= _ \"We shall make them pay dearly for this.\"\n [/message]\n [/event]\n\n #\n # Moving south of the river.\n #\n\n [event]\n name=moveto\n [filter]\n id=Galas,Elynia,Mal Keshar\n x=1-100\n y=40-53\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=unit\n message= _ \"We are almost there...\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Galas,Elynia,Mal Keshar\n x=1-100\n y=54\n [/filter]\n [filter_condition]\n {DOW_ENEMIES_NOT_DEFEATED}\n [/filter_condition]\n\n [message]\n speaker=Elynia\n message= _ \"Galas, are you sure we should proceed south before finishing the battle here?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Hm...\"\n [option]\n label= _ \"You are right, it would not be good form for us to leave our allies to fight on their own.\"\n [command]\n [message]\n speaker=Galas\n message= _ \"We shall stay for a little longer.\"\n [/message]\n [/command]\n [/option]\n [option]\n label= _ \"Time is of the essence. We shall proceed south as swiftly as we may.\"\n [command]\n [message]\n speaker=Elynia\n message= _ \"Very well, then.\"\n [/message]\n\n {ENDLEVEL_VICTORY no}\n [/command]\n [/option]\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Galas,Elynia,Mal Keshar\n x=1-100\n y=54\n [/filter]\n [filter_condition]\n {DOW_ENEMIES_DEFEATED}\n [/filter_condition]\n\n {ENDLEVEL_VICTORY yes}\n [/event]\n\n #\n # Ally leaders death.\n #\n [event]\n name=die\n [filter]\n canrecruit=yes\n [filter_side]\n [allied_with]\n side=1\n [/allied_with]\n [/filter_side]\n [/filter]\n [filter_condition]\n [not]\n [have_unit]\n canrecruit=yes\n [filter_side]\n [allied_with]\n side=1\n [/allied_with]\n [/filter_side]\n [not]\n x,y=$x1,$y1\n [/not]\n [/have_unit]\n [/not]\n [/filter_condition]\n\n [message]\n speaker=Galas\n message= _ \"The alliance forces are being decimated! We must fall back and call for reinforcements now, otherwise the legions of Uria will surely lay waste to the Aragwaith country!\"\n [/message]\n\n {ENDLEVEL_DEFEAT}\n [/event]\n\n #\n # Shaxthal-related events.\n #\n\n [event]\n name=recruit\n [filter]\n race=shaxthal\n [/filter]\n\n #\n # Defer talk event until the AI side's turn ends so that there are\n # hopefully a few more Shaxthal units in sight.\n #\n [event]\n name=side turn end\n delayed_variable_substitution=no\n\n [fire_event]\n name=shaxthal sighted\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/event]\n [/event]\n\n [event]\n name=shaxthal sighted\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Zirshe\n message= _ \"Look out! They brought numbers of some sort of metallic war-beast with them!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"What in the world are those things? Wait, could it be those creatures Lord Torancyn mentioned?\"\n [/message]\n\n [message]\n speaker=Erathan\n message= _ \"Indeed. \u2018Shaxthals\u2019, as the enemy calls them. The name supposedly means \u2018Invincibles\u2019 in some dead language. Rumor has it that all settlements upon which they are unleashed fall in a matter of hours, leaving no survivors; thus their existence remains one of the best guarded secrets of the Chaos Empire.\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n [event]\n name=attacker hits\n [filter]\n race=shaxthal\n [/filter]\n [filter_attack]\n name=energy shock\n [/filter_attack]\n\n [fire_event]\n name=shaxthal ranged attack\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [secondary_unit]\n x,y=$x2,$y2\n [/secondary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=defender hits\n [filter_second]\n race=shaxthal\n [/filter_second]\n [filter_second_attack]\n name=energy shock\n [/filter_second_attack]\n\n [fire_event]\n name=shaxthal ranged attack\n [primary_unit]\n x,y=$x2,$y2\n [/primary_unit]\n [secondary_unit]\n x,y=$x1,$y1\n [/secondary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=shaxthal ranged attack\n\n [message]\n # May match low level undead, this is intentional.\n speaker=second_unit\n message= _ \"Aiyeee!!!\" # wmllint: no spellcheck\n [/message]\n\n [message]\n speaker=Galas\n scroll=no\n message= _ \"What was that? I have never seen anything like it before!\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n type=Skeleton Archer,Bone Shooter,Banebow,Skeleton,Deathblade,Revenant,Draug,Death Baron,Death Knight,Skeleton Rider,Bone Knight\n [/filter]\n [filter_second]\n race=shaxthal\n [/filter_second]\n\n [message]\n speaker=Mal Keshar\n scroll=no\n message= _ \"Ugh. Galas, what the hell? You ought to know better than this! Do you have any idea how much it costs me to summon these skeleton warriors?!\"\n [/message]\n\n [message]\n speaker=Galas\n scroll=no\n message= _ \"You are right, that wasn\u2019t my brightest move. Sorry.\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n race=shaxthal\n [/filter]\n\n [if]\n [have_unit]\n x,y=$x2,$y2\n race=bats,undead\n [not]\n type=Lich\n [/not]\n [/have_unit]\n [then]\n [fire_event]\n name=shaxthal fell\n [primary_unit]\n id=Mal Keshar\n [/primary_unit]\n [/fire_event]\n [/then]\n [else]\n [fire_event]\n name=shaxthal fell\n [primary_unit]\n x,y=$x2,$y2\n [/primary_unit]\n [/fire_event]\n [/else]\n [/if]\n [/event]\n\n [event]\n name=shaxthal fell\n\n [message]\n speaker=unit\n female_message= _ \"female^Well, so much for the \u2018invincible\u2019 part. But what is this? I have managed to remove one of its armor plates and there is living flesh inside, although it smells much like a rotting corpse... So it is a living creature after all! But it seems completely unlike anything I have ever seen. What kind of foul sorcery is this?\"\n male_message= _ \"Well, so much for the \u2018invincible\u2019 part. But what is this? I have managed to remove one of its armor plates and there is living flesh inside, although it smells much like a rotting corpse... So it is a living creature after all! But it seems completely unlike anything I have ever seen. What kind of foul sorcery is this?\"\n [/message]\n\n [message]\n id=Erathan\n [not]\n x,y=$x1,$y1\n [/not]\n [or]\n id=Ivancyn\n [/or]\n message= _ \"I haven\u2019t the slightest idea. Nobody from our country has ever seen one of these abominations in the flesh. It\u2019s very likely that they specifically created them to serve as the Empire\u2019s living weapons. I shudder to think there might be thousands of them en route to our lands...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I simply cannot begin to fathom the sort of twisted mind that would create a new form of life for the express purpose of slaughtering whole civilizations. These are slaves!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Hm. Their flesh begins to disintegrate once you breach their metallic exteriors. And it seems they don\u2019t even have a skeleton inside, much like insects. Pah! What a waste of time. I can\u2019t work with this!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I would not let you anyway.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Oh, Elynia, you truly are the life of the party.\"\n [/message]\n [/event]\n\n #\n # Enemy leader deaths.\n #\n\n [event]\n name=last breath\n [filter]\n id=Ben\n [/filter]\n\n [message]\n speaker=Ben\n message= _ \"Your boldness has sealed your doom, elf. Even if you manage to survive the trials that await you at the Pass of Ilgrid, the Master and the Warlord will ensure you pay dearly for your insolence, yes...\"\n [/message]\n\n [message]\n speaker=Galas\n # po: Again, the warlord's gender has not revealed to Galas & co.\n # po: yet, at this point in the story.\n message= _ \"The Warlord is... alive? Where is he?!\"\n [/message]\n\n [message]\n speaker=Ben\n message= _ \"Heh, heh, I am not telling you heathens anything... May Uria bless the souls of the fallen!\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Ben\n [/filter]\n\n [message]\n speaker=Galas\n message= _ \"So he committed suicide. The coward.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I suppose it comes with the territory of worshiping demon goddesses that instigate death and destruction on a world scale. The things I have heard from the northerners\u2019 spies are truly horrifying.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Such as?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Binding the souls of fallen powerful demons to the bodies of other creatures like humans, orcs, even beasts; pulling the spirits of deceased warriors of past ages back into this world; torturing and experimenting on large numbers of all manner of living creatures and feeding upon their energy... Galas?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Perhaps he would prefer to not be reminded of his comrades\u2019 fate back at your eponymous valley, don\u2019t you think?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Yes... that was highly improper of me. I am sorry, Galas.\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Zulthor\n [/filter]\n\n [message]\n speaker=Zulthor\n message= _ \"Argh, such a shameful death! I beg your mercy, Uria...\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Karin-Ilyanai\n [/filter]\n\n [message]\n speaker=Karin-Ilyanai\n # po: The Voice of Uria is the Chaos Emperor, and the Fire is the Warlord\n message= _ \"Oooooh, striking me down hardly makes a difference in the grand scheme of things. May the Voice and the Fire of Uria have mercy on your pitiful souls...\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Obandur\n [/filter]\n\n [message]\n speaker=Obandur\n message= _ \"Yechnagoth shall feast on your souls some day, you unworthy fools... some day... some... day...\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Obandur\n [/filter]\n\n [message]\n speaker=Mal Keshar\n message= _ \"How about we make sure to cut their windpipes open from now on so they cannot give these irritating cookie-cutter dying speeches?\"\n [/message]\n [/event]\n\n [event]\n name=victory\n\n #\n # Set the new recruit list for the next scenarios.\n #\n [modify_side]\n side=1\n recruit=\"Faerie Sprite,Skeleton,Skeleton Archer,Skeleton Rider,Ghost,Vampire Bat,Walking Corpse\"\n [/modify_side]\n\n #\n # Clear the whole recall list.\n #\n [kill]\n side=1\n x,y=recall,recall\n [/kill]\n\n [role]\n role=talking_elf\n race=elf\n [not]\n id=Galas\n [/not]\n side=1\n [/role]\n\n [if]\n [have_unit]\n role=talking_elf\n [/have_unit]\n [then]\n [message]\n role=talking_elf\n message= _ \"Galas, sir, we can\u2019t just say farewell and let you go on alone. Even though you have stepped down, we have followed and served you for so long that it doesn\u2019t feel right to part ways here.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Well...\"\n [/message]\n\n [message]\n speaker=Elynia\n message={ASIDE ( _ \"Galas, this is supposed to be an infiltration mission. It would be unwise to let your men come with us. We can\u2019t even guarantee our own survival!\")}\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"... I...\"\n [/message]\n\n [message]\n role=talking_elf\n message= _ \"My lord, we understand well the risks involved in this mission. This is not a choice we made lightly. But you will need all the help you can get to reach the Empire\u2019s capital alive. Please! Let us accompany you one last time.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"(chuckles) I doubt I will ever convince you otherwise. Very well, you may come with us if you wish. But understand that the odds are not in our favor; it\u2019s likely you will never see your loved ones again.\"\n [/message]\n\n [message]\n role=talking_elf\n message= _ \"We know, sir, and they do as well. But hasn\u2019t it always been this way since Uria\u2019s followers first set foot in our valley?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Perhaps\u2014\"\n [/message]\n [/then]\n [/if]\n\n {MYSTERIOUS_VOICE ( _ \"You are bold for coming to my domain, Galas. But, how long will it be before you succumb to the temptation of the power of Uria?\")}\n\n [message]\n speaker=Galas\n message= _ \"Only time can tell... what fate has in store for us...\"\n [/message]\n\n {CLEAR_VARIABLE initial_turn,shadowm_talk}\n [/event]\n[/scenario]\n\n#undef DOW_SHADOWM_TALK_EVENT\n#undef DOW_ENEMIES_NOT_DEFEATED\n#undef DOW_ENEMIES_DEFEATED\n#undef DOW_NOTE_ONLY_ON_FIRST_TURN\n#undef DOW_NOTE_ONLY_ON_GAMEPLAY_TURNS\n#undef DOW_IS_ENEMY\n#undef DOW_FIRE_EVENT_CHANCE\n#undef DOW_FIRE_EVENT_CHANCE_SLF\n#undef DOW_BURN_SOUNDS\n#undef DOW_GRASSLAND_DAMAGE_CASE\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=17_Voice_of_the_Armageddon\n name= _ \"Voice of the Armageddon\"\n {MAP 17_Voice_of_the_Armageddon.map}\n {TURNS 25 24 23}\n next_scenario=18_Ashes_of_Wesmere\n\n {SCENARIO_MUSIC \"climactic_contemplation.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"breaking_the_chains.ogg\"}\n\n {LONGDARK1}\n\n {SHAXTHAL_SET_SURFACE_VARIATIONS_FLAG}\n\n {STORYTXT_VOICE_OF_THE_ARMAGEDDON}\n\n {DEATHS_ACT_3}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=good\n user_team_name= _ \"team_name^Galas\"\n\n shroud=yes\n\n {GOLD 180 170 160}\n {INCOME 5 5 4}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n # Boss\n [side]\n side=2\n team_name=foes\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n color=gold\n\n hidden=yes\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}\n {AI_SIMPLE_ALWAYS_ASPECT leader_aggression 9.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT leader_ignores_keep yes}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n\n {AI_BOSS_TARGETING_ENGINE <<{\"Galas\",\"Elynia\",\"Mal Keshar\"}>>}\n [/ai]\n\n canrecruit=yes\n type=Armageddon Imp\n id=Kalazar\n name= _ \"Kalazar\"\n facing=ne\n {IS_BOSS}\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n {BOSS_BOOST 60% 2 0 2 0}\n [/modifications]\n\n#ifndef EASY\n [unit]\n x,y=20,32\n type=Gutwrencher Imp\n name= _ \"Pythias\"\n facing=ne\n [modifications]\n {TRAIT_DIM}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n#endif\n\n [unit]\n x,y=21,34\n type=Blood Imp\n name= _ \"Beras\"\n facing=ne\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_SLOW}\n [/modifications]\n [/unit]\n [/side]\n\n [side]\n side=3\n team_name=foes\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n\n {GOLD 180 190 200}\n recruit=Skeleton,Ghost,Skeleton Archer,Ghoul,Demon\n\n canrecruit=yes\n type=Necromancer\n id=Mal Laraghor\n name= _ \"Mal Laraghor\"\n facing=nw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n [/modifications]\n\n {SIDE_GENERIC_GUARD (Chaos Longbowman) 24 29} {FACING ne}\n {SIDE_GENERIC_GUARD (Chaos Longbowman) 27 31} {FACING nw}\n\n {SIDE_GENERIC_GUARD (Shaxthal Protector Drone) 14 35}\n {SIDE_GENERIC_GUARD (Shaxthal Protector Drone) 20 38}\n#ifndef EASY\n {SIDE_GENERIC_GUARD (Shaxthal Rayblade) 16 38}\n\n {SIDE_GENERIC_GUARD (Shaxthal Protector Drone) 34 21}\n {SIDE_GENERIC_GUARD (Shaxthal Rayblade) 26 16}\n#endif\n [/side]\n\n # wmllint: validate-off\n [side]\n side=4\n team_name=foes\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n\n {GOLD 150 170 200}\n recruit=Elvish Warrior Spirit,Necrophage,Soulless\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}\n {AI_SIMPLE_ALWAYS_ASPECT leader_aggression 9.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n #{AI_SIMPLE_ALWAYS_ASPECT leader_ignores_keep yes}\n #{AI_SIMPLE_ALWAYS_ASPECT grouping no}\n\n {AI_BOSS_TARGETING_ENGINE <<{\"Galas\",\"Elynia\",\"Mal Keshar\"}>>}\n [/ai]\n\n canrecruit=yes\n facing=ne\n # wmllint: recognize Mal Hekuba\n {CHARACTER_STATS_MAL_HEKUBA}\n\n {SIDE_GENERIC_GUARD (Ghast) 18 32} {FACING ne}\n {SIDE_GENERIC_GUARD (Ghast) 23 35} {FACING ne}\n\n {SIDE_GENERIC_GUARD (Elvish Forefather) 12 37} {FACING se}\n {SIDE_GENERIC_GUARD ({DIFF Wraith Spectre Spectre}) 15 32} {FACING se}\n {SIDE_GENERIC_GUARD (Elvish Forefather) 25 36} {FACING nw}\n {SIDE_GENERIC_GUARD ({DIFF Wraith Spectre Spectre}) 23 39} {FACING nw}\n [/side]\n # wmllint: validate-on\n\n [side]\n side=5\n team_name=foes\n user_team_name= _ \"team_name^Wild Animals\"\n color=black\n\n no_leader=yes\n hidden=yes\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 100.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n\n {SIDE_GENERIC_UNIT (Shaxthal Thunderbird) 9 25}\n {SIDE_GENERIC_UNIT (Shaxthal Thunderbird) 3 30}\n {SIDE_GENERIC_UNIT (Shaxthal Thunderbird) 36 38}\n {SIDE_GENERIC_UNIT (Shaxthal Thunderbird) 37 43}\n {SIDE_GENERIC_UNIT (Shaxthal Thunderbird) 36 11}\n {SIDE_GENERIC_UNIT (Shaxthal Thunderbird) 3 3}\n\n {SIDE_GENERIC_UNIT (Shaxthal Razorbird) 3 12}\n {SIDE_GENERIC_UNIT (Shaxthal Razorbird) 26 11}\n {SIDE_GENERIC_UNIT (Shaxthal Razorbird) 14 21}\n {SIDE_GENERIC_UNIT (Shaxthal Razorbird) 39 3}\n [/side]\n\n {NPC_BIRD_BEHAVIOR_WHOLE_MAP 5}\n\n {STARTING_VILLAGES_ALL 4}\n {STARTING_VILLAGES 1 5}\n {STARTING_VILLAGES 3 6}\n\n [event]\n name=prestart\n\n # We need to disable these sides here, otherwise their leaders are not\n # spawned by the game if controller=null is set in the side defs.\n [modify_side]\n side=2,4\n controller=null\n [/modify_side]\n\n #\n # Recall heroes\n #\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR}\n # wmllint: recognize Erathan\n {RECALL_ERATHAN}\n # wmllint: recognize Igor\n {RECALL_IGOR}\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Defeat all enemy leaders\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Erathan\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER}\n )}\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"The air trembles as a loud roar echoes throughout the mountain pass.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Have any of you heard anything like that before?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"No, not really. Whatever it is, it must be enormous. Be on your keenest guard, everyone.\"\n [/message]\n [/event]\n\n {FIRE_EVENT_ON_STUMBLE_UPON \"gauntlet start\" (id=Mal Laraghor)}\n\n [event]\n name=gauntlet start\n\n [message]\n speaker=Mal Laraghor\n message= _ \"There they are, those foul miscreants. You know what to do. Crush them! Crush them all!\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Mal Laraghor\n [/filter]\n\n [message]\n speaker=Mal Laraghor\n message= _ \"Damn you, pathetic sub-creatures\u2014 Noooo!!!\"\n [/message]\n [/event]\n\n {FIRE_EVENT_ON_STUMBLE_UPON \"boss start\" (side=2,4)}\n\n [event]\n name=boss start\n\n {LOCK_VIEW}\n\n # Re-enable both Hekuba's and the boss's sides.\n [modify_side]\n side=2,4\n controller=ai\n [/modify_side]\n\n #\n # TODO: Need actual giant footsteps instead of this.\n #\n {QUAKE rumble.ogg}\n\n [message]\n speaker=Galas\n message= _ \"Only a creature heavy as a mountain would make such loud steps. Wait. Is that... Look, over there!\"\n [/message]\n\n [remove_shroud]\n side=1\n [filter]\n id=Kalazar\n [/filter]\n radius=8\n [or]\n [filter]\n id=Mal Hekuba\n [/filter]\n radius=6\n [/or]\n [/remove_shroud]\n\n {BOSS_AMBIENTANCE}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to_unit]\n id=Kalazar\n [/scroll_to_unit]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Igor\n scroll=no\n message= _ \"Eek! It\u2019s a giant! A demon giant!\"\n [/message]\n\n [message]\n speaker=Mal Hekuba\n scroll=no\n message= _ \"Oh my, what do we have here?\"\n [/message]\n\n [scroll_to_unit]\n id=Mal Hekuba\n [/scroll_to_unit]\n\n [message]\n speaker=Mal Hekuba\n message= _ \"It\u2019s none other than the elves\u2019 popular comedy trio: the young lord, his pet lich, and the Lady of Light. I see you have finally decided to accept our invitation. How considerate of you. Trust me, our Master is dying to see your faces.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Enough with the grating quips, you pathetic zealot. Did you not learn to not trifle with us after last time?\"\n [/message]\n\n [message]\n speaker=Mal Hekuba\n message= _ \"Me? Pathetic, you say? Ho! You are but a stain on the long line of grand necromancers who have ever walked the land. Look at yourself \u2014 allying with these pitiful vermin. For what purpose? What has possessed you to defer to the will of Xia\u2019el\u2019s children?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [scroll_to_unit]\n id=Mal Keshar\n [/scroll_to_unit]\n\n [message]\n speaker=Mal Hekuba\n scroll=no\n message= _ \"How can a magnificent being such as you have fallen so low as to turn himself into a mockery of the legend he was in the times before Naia? How can the universe allow such a disgrace to even exist?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Shut up! I am not a mindless servant following the orders of a cult of degenerates worshiping a deceased goddess. I am my own person, I have chosen my own fate, and, before you know it, the entirety of Irdya shall kneel before me... starting with you!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Let us put an end to this folly. Take that foul behemoth down and capture the dark priest!\"\n [/message]\n\n {UNLOCK_VIEW}\n\n [event]\n name=new turn\n\n [fire_event]\n name=mysterious voice\n [/fire_event]\n [/event]\n [/event]\n\n [event]\n name=mysterious voice\n\n [message]\n speaker=Mal Hekuba\n message= _ \"Oh Galas, sweet, little misguided Galas. Don\u2019t you feel his power around you? How can you expect to strike him down when he is already peering into your head?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"I don\u2019t know what you are talking about.\"\n [/message]\n\n [message]\n speaker=Mal Hekuba\n message= _ \"You only waste your time fighting his power. Do you not know why he is called the Voice of Uria? Do you not know what fate awaits those fools who choose to ignore his sacred words?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Galas, what is this lich talking about?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"I have no idea. It\u2019s just more of his religious bravado.\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Kalazar\n [/filter]\n\n [message]\n speaker=Kalazar\n message= _ \"Master, nooooooooooo... (gurgle)\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Kalazar\n [/filter]\n [filter_condition]\n [have_unit]\n id=Mal Hekuba\n [/have_unit]\n [/filter_condition]\n\n [message]\n speaker=Elynia\n message= _ \"We still have the lich left to deal with!\"\n [/message]\n [/event]\n\n #\n # Mal Hekuba escape logic.\n #\n\n#define VOTA_GO_BYEBYE\n [fire_event]\n name=hekuba escapes\n [/fire_event]\n#enddef\n\n#define VOTA_BYEBYE_COND _UNIT_STORE\n [filter_condition]\n {VARIABLE_NUMERICAL_LESS_THAN_OR_EQUAL {_UNIT_STORE}.hitpoints \"$(0.2 * ${_UNIT_STORE}.max_hitpoints)\"}\n [/filter_condition]\n#enddef\n\n [event]\n name=attacker_hits\n first_time_only=no\n [filter_second]\n id=Mal Hekuba\n [/filter_second]\n\n {VOTA_BYEBYE_COND second_unit}\n\n {VOTA_GO_BYEBYE}\n [/event]\n\n [event]\n name=defender hits\n first_time_only=no\n [filter]\n id=Mal Hekuba\n [/filter]\n\n {VOTA_BYEBYE_COND unit}\n\n {VOTA_GO_BYEBYE}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Mal Hekuba\n [/filter]\n\n {VOTA_GO_BYEBYE}\n [/event]\n\n#define VOTA_SET_HEKUBA_OPACITY _VALUE\n [object]\n silent=yes\n [filter]\n id=Mal Hekuba\n [/filter]\n [effect]\n apply_to=image_mod\n replace=\"RC(magenta>purple)~O(\"+{_VALUE}+\")\"\n [/effect]\n [/object]\n#enddef\n\n [event]\n name=hekuba escapes\n\n {LOCK_VIEW}\n\n [message]\n speaker=Mal Hekuba\n message= _ \"Today is not the day you will see me fall, heretics. Send my regards to our Master... if you can get to the Heart alive, that is...\"\n [/message]\n\n # Go dark.\n\n {FADE_STEP -32 25}\n\n {VOTA_SET_HEKUBA_OPACITY 0.9}\n {FADE_STEP -64 25}\n\n {VOTA_SET_HEKUBA_OPACITY 0.8}\n {FADE_STEP -96 25}\n\n {VOTA_SET_HEKUBA_OPACITY 0.7}\n {FADE_STEP -128 25}\n\n {VOTA_SET_HEKUBA_OPACITY 0.6}\n {FADE_STEP -160 25}\n\n {VOTA_SET_HEKUBA_OPACITY 0.5}\n {FADE_STEP -192 25}\n\n {VOTA_SET_HEKUBA_OPACITY 0.4}\n {FADE_STEP -224 25}\n\n {VOTA_SET_HEKUBA_OPACITY 0.3}\n {FADE_STEP -256 25}\n\n # Keep going in case we are on a daytime ToD with a positive lighting\n # color shift.\n\n [hide_unit][/hide_unit]\n\n {FADE_STEP -280 25}\n\n {FADE_STEP -340 25}\n\n {FADE_STEP -500 25}\n\n [kill]\n id=Mal Hekuba\n [/kill]\n\n [delay]\n time=750\n [/delay]\n\n {FADE_STEP -340 25}\n\n {FADE_STEP -280 25}\n\n [unhide_unit][/unhide_unit]\n\n {FADE_STEP -256 25}\n\n {FADE_STEP -224 25}\n\n {FADE_STEP -192 25}\n\n {FADE_STEP -160 25}\n\n {FADE_STEP -128 25}\n\n {FADE_STEP -96 25}\n\n {FADE_STEP -64 25}\n\n {FADE_STEP -32 25}\n\n {FADE_STEP 0 500}\n\n [message]\n speaker=Mal Keshar\n message= _ \"Damn it all! He did it again! Why do you keep allowing this to happen, Galas!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Hey, I am not the spell-caster here!\"\n [/message]\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=enemies defeated\n\n {ENDLEVEL_VICTORY yes}\n [/event]\n\n [event]\n name=victory\n\n # TODO\n [/event]\n[/scenario]\n\n#undef VOTA_GO_BYEBYE\n#undef VOTA_BYEBYE_COND\n#undef VOTA_SET_HEKUBA_OPACITY\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=18_Ashes_of_Wesmere\n name= _ \"Ashes of Wesmere\"\n {MAP 18_Ashes_of_Wesmere.map}\n {TURNS 34 32 30}\n next_scenario=19_Under_the_Sands\n victory_when_enemies_defeated=no\n\n {SCENARIO_MUSIC \"suspense.ogg\"}\n\n {LONGDARK1}\n {LONGDARK2}\n {LONGDARK3}\n {LONGDARK4}\n {SHORTDARK}\n {SHORTDARK}\n {SHORTDARK}\n {SHORTDARK}\n {SHORTDARK}\n {SHORTDARK}\n {SHORTDARK}\n {SHORTDARK}\n {SHORTDARK}\n {SHORTDARK}\n {SHORTDARK}\n\n {SHAXTHAL_SET_SURFACE_VARIATIONS_FLAG}\n\n {STORYTXT_WESMERE}\n\n {DEATHS_ACT_3}\n\n {SPAWN_CONTROLLER}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=good\n user_team_name= _ \"team_name^Galas\"\n\n shroud=no\n fog=yes\n\n {GOLD 150 140 130}\n {INCOME 12 9 8}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n#define AOW_MOBILE_DRONE _TYPE _X _Y\n [unit]\n type={_TYPE}\n x={_X}\n y={_Y}\n random_traits=yes\n generate_name=yes\n random_gender=yes\n variation=surface\n upkeep=free\n [/unit]\n#enddef\n\n # Drones - notably dumb\n [side]\n side=2\n team_name=enemies\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n\n hidden=yes\n no_leader=yes\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n\n#ifndef EASY\n {AOW_MOBILE_DRONE (Shaxthal Assault Drone) 29 19}\n#endif\n {AOW_MOBILE_DRONE (Shaxthal Assault Drone) 11 42}\n#ifndef EASY\n {AOW_MOBILE_DRONE (Shaxthal Sentry Drone) 15 35}\n {AOW_MOBILE_DRONE (Shaxthal Sentry Drone) 34 33}\n#endif\n {AOW_MOBILE_DRONE (Shaxthal Sentry Drone) 31 29}\n {AOW_MOBILE_DRONE (Shaxthal Sentry Drone) 16 26}\n [/side]\n\n [side]\n side=3\n team_name=enemies\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n\n hidden=yes\n no_leader=yes\n recruit=Imp,Demon,Chaos Hound,Shaxthal Drone\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n [/ai]\n\n {SIDE_GENERIC_GUARD (Psy Crawler) 28 30}\n {SIDE_GENERIC_GUARD (Psy Crawler) 28 28}\n {SIDE_GENERIC_GUARD (Psy Crawler) 30 28}\n\n {SIDE_GENERIC_GUARD (Psy Crawler) 14 39}\n {SIDE_GENERIC_GUARD (Psy Crawler) 15 37}\n {SIDE_GENERIC_GUARD (Psy Crawler) 16 40}\n\n {SIDE_GENERIC_GUARD (Psy Crawler) 3 32}\n\n {SIDE_GENERIC_GUARD (Psy Crawler) 38 24}\n {SIDE_GENERIC_GUARD (Psy Crawler) 37 26}\n\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 17 38}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 23 40}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 39 32}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 35 25}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 3 31}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 17 40}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 13 36}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 33 35}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 29 22}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 8 22}\n\n {SIDE_GENERIC_GUARD (Shadow Minion) 29 43}\n {SIDE_GENERIC_GUARD (Shadow Minion) 35 40}\n {SIDE_GENERIC_GUARD (Shadow Minion) 29 39}\n {SIDE_GENERIC_GUARD (Shadow Minion) 23 35}\n [/side]\n\n#define AOW_WC _TYPE _VARIATION _X _Y\n [unit]\n type={_TYPE}\n variation={_VARIATION}\n x={_X}\n y={_Y}\n random_traits=yes\n generate_name=yes\n random_gender=yes\n ai_special=guardian\n [/unit]\n#enddef\n\n # Walking corpses\n [side]\n side=4\n team_name=enemies\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n color=black\n\n hidden=yes\n no_leader=yes\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n\n {AOW_WC (Soulless) wose 24 25}\n {AOW_WC (Soulless) wose 32 20}\n {AOW_WC (Soulless) wose 13 21}\n {AOW_WC (Soulless) wose 3 21}\n {AOW_WC (Soulless) wose 25 41}\n\n {AOW_WC (Soulless) drake 19 30}\n\n {AOW_WC (Soulless) () 11 23}\n {AOW_WC (Soulless) () 19 20}\n {AOW_WC (Soulless) () 29 12}\n {AOW_WC (Soulless) () 30 19}\n\n {AOW_WC (Soulless) troll 16 30}\n\n {AOW_WC (Soulless) mounted 31 42}\n {AOW_WC (Soulless) mounted 37 34}\n {AOW_WC (Soulless) mounted 4 27}\n\n {AOW_WC (Soulless) goblin 17 27}\n [/side]\n\n {TIMED_DRONE_SPAWNER 4 (type,variation=\"Shaxthal Drone\",surface) 2 17 34}\n {TIMED_DRONE_SPAWNER 4 (type,variation=\"Shaxthal Drone\",surface) 2 17 41}\n {TIMED_DRONE_SPAWNER 4 (type,variation=\"Shaxthal Drone\",surface) 2 26 40}\n {TIMED_DRONE_SPAWNER 4 (type,variation=\"Shaxthal Drone\",surface) 2 25 18}\n {TIMED_DRONE_SPAWNER 4 (type,variation=\"Shaxthal Drone\",surface) 2 15 19}\n {TIMED_DRONE_SPAWNER 4 (type,variation=\"Shaxthal Drone\",surface) 2 12 19}\n {TIMED_DRONE_SPAWNER 4 (type,variation=\"Shaxthal Drone\",surface) 2 17 23}\n {TIMED_DRONE_SPAWNER 4 (type,variation=\"Shaxthal Drone\",surface) 2 4 17}\n {TIMED_DRONE_SPAWNER 4 (type,variation=\"Shaxthal Drone\",surface) 2 3 16}\n {TIMED_DRONE_SPAWNER 4 (type,variation=\"Shaxthal Drone\",surface) 2 4 22}\n {TIMED_DRONE_SPAWNER 4 (type,variation=\"Shaxthal Drone\",surface) 2 35 15}\n {TIMED_DRONE_SPAWNER 4 (type,variation=\"Shaxthal Drone\",surface) 2 36 16}\n {TIMED_DRONE_SPAWNER 4 (type,variation=\"Shaxthal Drone\",surface) 2 32 14}\n {TIMED_DRONE_SPAWNER 4 (type,variation=\"Shaxthal Drone\",surface) 2 34 12}\n\n {PLACE_IMAGE items/gohere.png 36 44}\n\n [event]\n name=prestart\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR}\n # wmllint: recognize Erathan\n {RECALL_ERATHAN}\n # wmllint: recognize Igor\n {RECALL_IGOR}\n\n [fire_event]\n name=reset objectives\n [/fire_event]\n [/event]\n\n [event]\n name=reset objectives\n first_time_only=no\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Move Galas, Mal Keshar, or Elynia to the cavern at the southeastern corner of the map\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Erathan\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER_NO_BONUS}\n )}\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=Mal Keshar\n message= _ \"Behold, the great forest of Wesmere! Home to the Ka\u2019lian, the Great Council of the Elves \u2014 as well as the sacred capital of the Blood Apostle, the Fair Leader of the Wise People, the Ninth Bane of Inferno and Herald of Irdya\u2019s New Awakening, Demon Lord Zhangor!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"... Never utter his titles again, Malin Keshar, unless you would rather see me test your silly theory about transcending life and death.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"So this is the place. It is quite... desolated now.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Nothing was left of the former glory of Wesmere after that night. Trees, beasts, elves and all other civilized life... all that stood in Zhangor\u2019s path of destruction was burned to ashes, leaving nothing behind for us to bury as elvish custom demands. That would have been the end of all elvish civilization if Argan and I... if we hadn\u2019t...\"\n [/message]\n\n [message]\n speaker=Erathan\n message= _ \"Well, we didn\u2019t come here to weep for the fallen of wars past. The enemy knows we are here and will be searching for us shortly, I imagine. Where should we head to?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I... well, I am not sure if it\u2019s still intact, but back then there used to be a cave system leading to the lands of Wesnoth. If we can find it, we might be able to use it to skirt the Chaos patrols... that is, assuming they are unaware of its existence in the first place.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"That does seem highly unlikely, don\u2019t you think? How long has it been again? Thousands, millions of years? Does anyone know?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Anyway, if we make it past the end of the caverns, we will be halfway to the empire\u2019s capital, and... the Chaos Emperor. It seems odd they would choose the ruins of the old empire\u2019s capital to establish their own. Anything of value that was left in it after the Fall must have been taken by scavengers and thieves since then.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Let us find that cave, then\u2014 Wait, why is the ground glimmering under the moonlight?\"\n [/message]\n [/event]\n\n [event]\n name=side 1 turn 1 end\n\n [message]\n speaker=Elynia\n message= _ \"It would seem our \u2018friends\u2019 have been busy at work in the ruins. All these structures are artificial in nature and weren\u2019t here at the time. What purpose could they serve?\"\n [/message]\n [/event]\n\n [event]\n name=turn 5\n\n [message]\n speaker=Galas\n message= _ \"It should be dawn by now \u2014 the moon has set and Naia should have already appeared in the sky.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Zhangor\u2019s curse, a side-effect of the powerful magic he used to tear the earth asunder. Even Argan with his thorough understanding of dark magic could not properly explain what Zhangor did that night. It seemed as though the very fabric of reality was coming apart with each successive blow. I fear that no matter what we do, the suns will never touch these lands ever again \u2014 perhaps for the best.\"\n [/message]\n [/event]\n\n#define AOW_SCROLL_TO\n [scroll_to]\n x,y=$x2,$y2\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n#enddef\n\n#define AOW_SCROLL_BACK\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n#enddef\n\n {FIRE_EVENT_ON_STUMBLE_UPON \"spotted hive dwellers\"\n (type=\"Shaxthal Drone,Shaxthal Assault Drone,Shaxthal Sentry Drone\")}\n\n [event]\n name=spotted hive dwellers\n\n {AOW_SCROLL_TO}\n\n [message]\n speaker=Erathan\n message= _ \"Those infernal flying creatures! What are they?! How can they float if they are as heavy as their land cousins?!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"They come from the holes in the ground, like ants!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Pah, just what we needed... let us hope they don\u2019t come in similar numbers.\"\n [/message]\n\n {AOW_SCROLL_BACK}\n [/event]\n\n [event]\n name=moveto\n [filter]\n x=1-100\n y=20-100\n side=1\n [/filter]\n\n {RANDOM_PLACEMENT_AREA x,y,radius=35,25,4}\n {PLACE_UNITS_RANDOMLY (Shaxthal Drone) 2 {DIFF 3 4 5} {SHAXTHAL_SURFACE_VARIATION} }\n\n {RANDOM_PLACEMENT_AREA x,y,radius=17,25,4}\n {PLACE_UNITS_RANDOMLY (Shaxthal Drone) 2 {DIFF 3 4 5} {SHAXTHAL_SURFACE_VARIATION} }\n\n {RANDOM_PLACEMENT_AREA x,y,radius=8,28,4}\n {PLACE_UNITS_RANDOMLY (Shaxthal Drone) 2 {DIFF 3 4 5} {SHAXTHAL_SURFACE_VARIATION} }\n\n {CLEAR_PLACEMENT_AREA}\n\n [message]\n speaker=unit\n {UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}\n message= _ \"Argh! We attracted the attention of more of these monsters.\"\n [/message]\n\n #\n # Spawn Oz.\n #\n\n [modify_side]\n side=3\n {GOLD 90 110 140}\n [/modify_side]\n\n [unit]\n canrecruit=yes\n side=3\n placement=leader\n type=Gutwrencher Imp\n id=Oz-Deamal\n name= _ \"Oz-Deamal\"\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_INTELLIGENT}\n [/modifications]\n [/unit]\n\n # wmllint: local spelling grargh\n\n [message]\n speaker=Oz-Deamal\n message= _ \"The rebels are here, huh? Grargh, why do I get to do all the hard work around here while those lazy bastards in Kalari sleep off? Don\u2019t let any single one of them escape!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Ugh, does this ever stop? We probably should take care of that imp and his minions before proceeding underground.\"\n [/message]\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Kill Oz-Deamal before proceeding to the caves\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Erathan\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER_NO_BONUS}\n )}\n [/event]\n\n [event]\n name=die\n [filter]\n id=Oz-Deamal\n [/filter]\n\n [fire_event]\n name=reset objectives\n [/fire_event]\n\n [message]\n speaker=Galas\n message= _ \"Phew! That was a close call. But I doubt your plan will help us much now, Elynia.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Well, look at it this way. Once we leave these plains, sooner or later we will have to endure the desert. I would rather fight demons and these metallic fiends for a while underground than let the suns burn my wings and skin off. Surely you will agree with me on this.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"... Yes... Yes, you are right.\"\n [/message]\n [/event]\n\n {FIRE_EVENT_ON_STUMBLE_UPON \"spotted hive stem\" (type=\"Verlissh Matrix Flow System\")}\n\n [event]\n name=spotted hive stem\n\n {AOW_SCROLL_TO}\n\n [message]\n speaker=Galas\n message= _ \"There may not be any living trees left on these plains, but those alien structures sure play the part.\"\n [/message]\n\n {AOW_SCROLL_BACK}\n [/event]\n\n {FIRE_EVENT_ON_STUMBLE_UPON \"spotted zombie tree\" (\n side=4\n type=Walking Corpse,Soulless\n variation=wose\n )}\n\n [event]\n name=spotted zombie tree\n\n {AOW_SCROLL_TO}\n\n [message]\n speaker=Erathan\n message= _ \"There\u2019s something very wrong going on here... Why are there dead tree-folk wandering around?\"\n [/message]\n\n {AOW_SCROLL_BACK}\n [/event]\n\n {FIRE_EVENT_ON_STUMBLE_UPON \"spotted zombie drake\" (\n side=4\n type=Walking Corpse,Soulless\n variation=drake\n )}\n\n [event]\n name=spotted zombie drake\n\n {AOW_SCROLL_TO}\n\n [message]\n speaker=Galas\n message= _ \"Is that... Could it be? A dragon\u2019s corpse?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Not quite. There once was a race of dragon-like creatures, the Drakes. Most of them were quite large and could fly and breath fire, so they would easily pass for dragons to a casual observer. Ah, it\u2019s a pity that none of them survived the events of the Fall... as far as I know, at least.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Hm. I would not be surprised if they still existed somewhere on Irdya. It is a quite large world, after all, and they proved to be quite adaptable in the past.\"\n [/message]\n\n {AOW_SCROLL_BACK}\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n [filter_location]\n [filter_adjacent_location]\n terrain=Qxv # wmllint: ignore\n [/filter_adjacent_location]\n [/filter_location]\n [/filter]\n\n [if]\n [have_unit]\n x,y=$x1,$y1\n race=bats,undead\n [not]\n type=Lich\n [/not]\n [/have_unit]\n [then]\n [fire_event]\n name=discuss cracks\n [primary_unit]\n id=Mal Keshar\n [/primary_unit]\n [/fire_event]\n [/then]\n [else]\n [fire_event]\n name=discuss cracks\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n [/else]\n [/if]\n [/event]\n\n [event]\n name=discuss cracks\n\n [message]\n speaker=unit\n female_message= _ \"female^A current of hot air ascends from the bottom of this chasm. It is as though the very earth is boiling inside. I reckon this is why the plains are relatively warm in spite of the unending darkness that envelops the land?\"\n male_message= _ \"A current of hot air ascends from the bottom of this chasm. It is as though the very earth is boiling inside. I reckon this is why the plains are relatively warm in spite of the unending darkness that envelops the land?\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=36-40\n y=44-46\n id=Galas,Mal Keshar,Elynia\n [/filter]\n [filter_condition]\n [have_unit]\n id=Oz-Deamal\n [/have_unit]\n [/filter_condition]\n\n [message]\n speaker=Galas\n message= _ \"I said we should take down the imp and his lackeys before continuing!\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=36-40\n y=44-46\n id=Galas,Mal Keshar,Elynia\n [/filter]\n [filter_condition]\n [not]\n [have_unit]\n id=Oz-Deamal\n [/have_unit]\n [/not]\n [/filter_condition]\n\n {ENDLEVEL_VICTORY no}\n [/event]\n\n [event]\n name=victory\n\n [message]\n speaker=Galas\n message= _ \"That stomping... It sounds like two or three more of those giant imps are coming! We ought to hurry and seal up the entrance!\"\n [/message]\n [/event]\n\n [event]\n name=time over\n\n [message]\n speaker=Erathan\n message= _ \"Look! A huge swarm of drones approaches!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"We\u2019re not equipped to handle a threat of this scale! We should have found the cave entrance faster...\"\n [/message]\n [/event]\n[/scenario]\n\n#undef AOW_MOBILE_DRONE\n#undef AOW_WC\n#undef AOW_SCROLL_TO\n#undef AOW_SCROLL_BACK\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=19x_Crossroads\n name= _ \"Crossroads\"\n {MAP 19x_Crossroads.map}\n turns=-1\n next_scenario=20_The_Heart\n\n {CUTSCENE_UI}\n\n {SCENARIO_MUSIC \"revelation.ogg\"}\n\n {DAWN1}\n\n {STORYTXT_CROSSROADS}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=good\n user_team_name= _ \"team_name^Galas\"\n\n {NO_ECONOMY}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n\n [side]\n side=2\n team_name=good\n user_team_name= _ \"team_name^Dwarves\"\n {DWARVISH_FLAG}\n\n {NO_ECONOMY}\n\n # wmllint: recognize Althurin\n canrecruit=yes\n {CHARACTER_STATS_ALTHURIN}\n [/side]\n # wmllint: validate-on\n\n [event]\n name=prestart\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR}\n # wmllint: recognize Erathan\n {RECALL_ERATHAN}\n # wmllint: recognize Igor\n {RECALL_IGOR}\n\n [if]\n {VARIABLE_NUMERICAL_EQUALS s14_althurin_store.length 1}\n [then]\n [kill]\n id=Althurin\n [/kill]\n\n [store_starting_location]\n side=2\n [/store_starting_location]\n\n {VARIABLE s14_althurin_store.canrecruit yes}\n {VARIABLE s14_althurin_store.side 2}\n\n {CLEAR_VARIABLE s14_althurin_store.overlays,s14_althurin_store.ellipse}\n\n [unstore_unit]\n variable=s14_althurin_store\n x,y=$location.x,$location.y\n [/unstore_unit]\n\n {CLEAR_VARIABLE location}\n [/then]\n [/if]\n\n {LOCK_VIEW}\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=Galas\n message= _ \"Hail, Althurin! What business brings you to enemy territory, so far from the Heart Mountains?\"\n [/message]\n\n [message]\n speaker=Althurin\n message= _ \"I would like to ask ye the same question if I may, lord Galas. We received word that the Alliance of the Peoples of the Far North sent a team of assassins to the Chaos capital, but they did not tell us ye were part of it. This is a pleasant surprise!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Althurin, did the King really send you to these lands knowing that you might never be able to return?\"\n [/message]\n\n [message]\n speaker=Althurin\n message= _ \"Uh, no, it\u2019s not like that, fair lady. In truth, I volunteered for this mission out of my own volition, along with the others. The idea did not come from our King either \u2014 it\u2019s the Valgran council\u2019s response to the Alliance\u2019s call for help. So... What do ye say, lord Galas, have ye concocted an action plan yet?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"I have to admit we haven\u2019t. We were hoping to get to the Heart region and assess the situation first.\"\n [/message]\n\n [message]\n speaker=Althurin\n message= _ \"Oh ho! Well, ye might be interested in knowing that the legions of Uria appear to be fully preoccupied with the Alliance\u2019s troops in the Glamdrol region. The Empire\u2019s lands are very poorly guarded right now, and even though the enemy\u2019s prepared to defend the capital against potential attacks, their numbers are not too impressive. If we act fast, they will not have the time to call for reinforcements from the border outposts. On the other hand, we\u2019ve heard dark rumors...\"\n [/message]\n\n [message]\n speaker=Althurin\n message= _ \"The Chaos Emperor is in the capital, guarding what is said to be a large portal to Inferno. If this is true...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Failing to take the Emperor down and close the portal would have disastrous consequences for everyone, indeed. Say, Althurin, do you have the resources to mount a distraction?\"\n [/message]\n\n [message]\n speaker=Althurin\n message= _ \"Hm... The thing is, we don\u2019t have much ourselves, as we were only intended to serve as support. I figure a distraction is not out of the question, but it probably won\u2019t help for long. What do ye suggest?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I believe I might have a plan that will allow us to get into the capital without having to face the entirety of their defenses, but I will need your help and Mal Keshar\u2019s.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Hah! My help, you say? If you have to stoop to ask me for assistance then you must have truly run out of ideas!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"It involves raising many undead soldiers, disguising a few, and unleashing them on nearby enemy settlements while we flank the capital from two different directions. Hopefully this will keep most of their available troops entertained while we deal with the Emperor and his men ourselves. We will need you to assault the capital together with us, though.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"The longer my minions are allowed to roam free without my supervision, the more destructive and disorganized they become. Don\u2019t take me wrong, though; there\u2019s nothing I enjoy more than a chaotic bloodbath, but I would be concerned about this interfering with your \u2018plan\u2019 somehow.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Not at all. In fact, the more noise they make and the more dark soldiers of Uria they strike off the face of Irdya the better. Surely a necromancer of your caliber can figure something out.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"He he he he, yes, yes! I will make sure to not disappoint.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"I suppose it\u2019s time to get moving then. We have a long day ahead of us.\"\n [/message]\n\n {ENDLEVEL_CONTINUE} {NO_REPLAY_SAVE}\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=19_Under_the_Sands\n name= _ \"Under the Sands\"\n {MAP 19_Under_the_Sands.map}\n {TURNS 66 65 64}\n next_scenario=19x_Crossroads\n victory_when_enemies_defeated=no\n\n {SCENARIO_MUSIC \"snowfall.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"nunc_dimittis.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"into_the_shadows.ogg\"}\n\n {UNDERGROUND}\n [+time]\n red,green,blue=-30,-60,-60\n [/time]\n\n {STORYTXT_UNDER_THE_SANDS}\n\n {DEATHS_ACT_3}\n\n {SPAWN_CONTROLLER}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=good\n user_team_name= _ \"team_name^Galas\"\n\n shroud=yes\n\n {GOLD 160 150 140}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n team_name=enemies\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n\n recruit=Chaos Invader,Chaos Invoker,Imp,Demon,Chaos Headhunter,Shadow Minion,Abomination\n {GOLD 50 100 150}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT leader_value 10.00}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"fighter,mixed fighter,scout,fighter,mixed fighter,scout,archer,archer\"}\n [/ai]\n\n canrecruit=yes\n type=Chaos Razerman\n id=Renan\n name= _ \"Renan\"\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n [/modifications]\n [/side]\n\n #\n # A few L0 matrices are set to have ZoC.\n #\n#define UTS_FORCE_ZOC\n [+unit]\n [modifications]\n [trait]\n id=force_zoc_trait\n [effect]\n apply_to=zoc\n value=yes\n [/effect]\n [/trait]\n [/modifications]\n [/unit]\n#enddef\n\n [side]\n side=3\n team_name=enemies\n user_team_name= _ \"team_name^Monsters\"\n {CHAOS_FLAG}\n\n recruit=Shaxthal Runner Drone,Shaxthal Assault Drone,Psy Crawler,Shadow Minion,Imp,Abomination\n {GOLD 50 100 150}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT leader_value 20.00}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"mixed fighter,scout,mixed fighter,mixed fighter,fighter\"}\n [/ai]\n\n canrecruit=yes\n type=Verlissh Matrix Core\n id=Alien Matrix\n name= _ \"Alien Matrix\"\n\n {SIDE_GENERIC_GUARD (Verlissh Matrix Core) 25 51}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Core) 24 42}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Core) 26 31}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Core) 2 24}\n\n {SIDE_GENERIC_GUARD (Psy Crawler) 20 4} {FACING sw}\n {SIDE_GENERIC_GUARD (Psy Crawler) 23 4}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 8 16}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 18 19}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 24 28}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 16 29}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 23 30}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 28 28}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 31 31}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 24 33}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 15 33}\n # Hive units\n # Note that Matrix parts may have ZoC being L0 for exploration purposes\n\n # Matrix conducts on \"shortcut\" hive channels, mainly placed to discourage the player\n # from taking the \"shortcut\", therefore forcing him/her to navigate thru the whole hive\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 25 41} {UTS_FORCE_ZOC}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 26 41} {UTS_FORCE_ZOC}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 26 42} {UTS_FORCE_ZOC}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 26 43} {UTS_FORCE_ZOC}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 28 41} {UTS_FORCE_ZOC}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 28 42} {UTS_FORCE_ZOC}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 27 43} {UTS_FORCE_ZOC}\n # Conducts on the eastern side passage; mainly placed to discourage the player\n # from exploring that zone\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 38 48} {UTS_FORCE_ZOC}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 39 49} {UTS_FORCE_ZOC}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 39 50} {UTS_FORCE_ZOC}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 38 50} {UTS_FORCE_ZOC}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 39 51} {UTS_FORCE_ZOC}\n # In village chamber\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 28 53}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 34 54}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 32 53}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 28 52} {UTS_FORCE_ZOC}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 35 52} {UTS_FORCE_ZOC}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 35 53} {UTS_FORCE_ZOC}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 35 54} {UTS_FORCE_ZOC}\n [/side]\n\n [side]\n side=4\n team_name=enemies\n user_team_name= _ \"team_name^Monsters\"\n {CHAOS_FLAG}\n\n recruit=Shaxthal Runner Drone,Shaxthal Drone,Abomination,Chaos Hound\n {GOLD 50 100 150}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT leader_value 20.00}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"mixed fighter,mixed fighter,fighter\"}\n [/ai]\n\n canrecruit=yes\n type=Shaxthal Protector Drone\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_ARMORED}\n [/modifications]\n\n {SIDE_GENERIC_GUARD (Shaxthal Assault Drone) 21 3}\n\n {SIDE_GENERIC_GUARD (Psy Crawler) 25 10} {FACING sw}\n {SIDE_GENERIC_GUARD (Psy Crawler) 20 11}\n {SIDE_GENERIC_GUARD (Psy Crawler) 28 7} {FACING sw}\n {SIDE_GENERIC_GUARD (Shaxthal Assault Drone) 17 10} {FACING sw}\n {SIDE_GENERIC_GUARD (Shadow Minion) 16 9} {FACING sw}\n {SIDE_GENERIC_GUARD (Shadow Minion) 17 11}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 16 13}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 29 7}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 17 8}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 29 15}\n [/side]\n\n [side]\n side=5\n team_name=enemies\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n\n no_leader=yes\n hidden=yes\n\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 4 44}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 14 44}\n {SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 6 47}\n {SIDE_GENERIC_GUARD (Abomination) 5 41}\n {SIDE_GENERIC_GUARD (Abomination) 10 42} {FACING sw}\n {SIDE_GENERIC_GUARD (Soulless) 11 46} {FACING sw} {VARIATION swimmer}\n {SIDE_GENERIC_GUARD (Walking Corpse) 4 45} {VARIATION swimmer}\n {SIDE_GENERIC_GUARD (Giant Leech) 9 50}\n {SIDE_GENERIC_GUARD (Leech) 21 36} {FACING sw}\n {SIDE_GENERIC_GUARD (Leech) 14 16} {FACING sw}\n {SIDE_GENERIC_GUARD (Eyestalk) 6 17}\n {SIDE_GENERIC_GUARD (Eyestalk) 8 36}\n {SIDE_GENERIC_GUARD (Fire Guardian) 11 25}\n {SIDE_GENERIC_GUARD (Fire Guardian) 18 23} {FACING sw}\n {SIDE_GENERIC_GUARD (Fire Guardian) 24 20} {FACING sw}\n {SIDE_GENERIC_GUARD (Fire Wisp) 20 26}\n {SIDE_GENERIC_GUARD (Fire Wisp) 26 24} {FACING sw}\n {SIDE_GENERIC_GUARD (Fire Wisp) 14 26}\n [/side]\n\n {STARTING_VILLAGES_ALL 3}\n {STARTING_VILLAGES 1 6}\n {STARTING_VILLAGES 2 6}\n {STARTING_VILLAGES 4 6}\n\n {TIMED_DRONE_SPAWNER 9 (type=\"Shaxthal Drone\") 3 22 18}\n\n {TIMED_DRONE_SPAWNER 4 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 3 22}\n {TIMED_DRONE_SPAWNER 2 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 5 23}\n {TIMED_DRONE_SPAWNER 4 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 3 24}\n#ifdef HARD\n {TIMED_DRONE_SPAWNER 3 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 8 21}\n#endif\n {TIMED_DRONE_SPAWNER 5 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 1 18}\n {TIMED_DRONE_SPAWNER 3 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 4 28}\n {TIMED_DRONE_SPAWNER 3 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 3 30}\n#ifndef EASY\n {TIMED_DRONE_SPAWNER 3 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 3 33}\n#endif\n\n {TIMED_DRONE_SPAWNER 3 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 17 42}\n {TIMED_DRONE_SPAWNER 5 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 18 43}\n#ifdef HARD\n {TIMED_DRONE_SPAWNER 3 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 21 47}\n {TIMED_DRONE_SPAWNER 4 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 32 45}\n {TIMED_DRONE_SPAWNER 6 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 40 44}\n {TIMED_DRONE_SPAWNER 4 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 7 51}\n#endif\n {TIMED_DRONE_SPAWNER 4 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 24 43}\n {TIMED_DRONE_SPAWNER 5 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 22 39}\n {TIMED_DRONE_SPAWNER 4 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 27 40}\n {TIMED_DRONE_SPAWNER 6 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 29 35}\n {TIMED_DRONE_SPAWNER 5 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 33 38}\n#ifndef EASY\n {TIMED_DRONE_SPAWNER 3 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 36 40}\n {TIMED_DRONE_SPAWNER 5 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 29 44}\n {TIMED_DRONE_SPAWNER 4 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 35 46}\n {TIMED_DRONE_SPAWNER 5 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 38 43}\n\n {TIMED_DRONE_SPAWNER 4 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 5 50}\n {TIMED_DRONE_SPAWNER 7 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 2 55}\n#endif\n {TIMED_DRONE_SPAWNER 5 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 30 41}\n {TIMED_DRONE_SPAWNER 4 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 34 44}\n {TIMED_DRONE_SPAWNER 3 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 35 48}\n\n {TIMED_DRONE_SPAWNER 1 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 40 57}\n {TIMED_DRONE_SPAWNER 2 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 34 59}\n {TIMED_DRONE_SPAWNER 2 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 36 60}\n {TIMED_DRONE_SPAWNER 1 (type=\"Shaxthal Drone,Shaxthal Runner Drone\") 3 38 61}\n\n {SETUP_SHAXTHAL_ROAMING_SOUND_EFFECTS}\n\n # These sound sources need to be removed for the final cutscene.\n\n {CAVE_NOISE_SOUND_SOURCE}\n [+sound_source]\n id=cave_ambience # wmllint: ignore\n [/sound_source]\n\n {CAVE_WATER_SOUND_SOURCE 39 53}\n [+sound_source]\n id=water1 # wmllint: ignore\n [/sound_source]\n\n {CAVE_WATER_SOUND_SOURCE 11 61}\n [+sound_source]\n id=water2 # wmllint: ignore\n [/sound_source]\n\n [event]\n name=prestart\n\n {VARIABLE enemy_casualties 0}\n {VARIABLE destroyed_matrices 0}\n\n [count_units]\n type=Verlissh Matrix Core\n variable=total_matrices\n [/count_units]\n\n [time_area]\n id=outside\n x,y=11,73\n radius={INFINITY}\n [filter_radius]\n terrain=!,X*,X*^*,U*,U*^*\n [/filter_radius]\n\n {TWO_SUNS_DEFAULT_SCHEDULE}\n [/time_area]\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR}\n # wmllint: recognize Erathan\n {RECALL_ERATHAN}\n # wmllint: recognize Igor\n {RECALL_IGOR}\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Proceed south to the cave exit with Elynia and Mal Keshar\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Erathan\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER_NO_BONUS}\n )}\n\n {LOCK_VIEW}\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=Galas\n message= _ \"I am starting to think that this wasn\u2019t such a good idea after all. The place reeks of decomposing flesh and sewage \u2014 I can hardly breathe! This impenetrable darkness does not help matters either.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Hey, the stench of putrefaction never hurt anybody before \u2014 not me, at least. But you are right, this darkness is... unnatural. We ought to be careful.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"The more I see the horrors created by the demons and the Chaos humans, the more I fear for Irdya\u2019s fate. What will become of the prosperous northlands if we cannot put a stop to their invasion at its source? Why do they do this? Is there a purpose to this senseless decay and destruction? What are they going to do next if they manage to turn the entire continent into a barren wasteland?\"\n [/message]\n\n {MYSTERIOUS_VOICE ( _ \"Galas, I can do more than merely speak to you.\")}\n\n [message]\n speaker=Galas\n message= _ \"I... I\u2019m feeling ill...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Galas? Oh, please, not again. We need to be moving, and fast. I don\u2019t know for certain how long it will take those demons to find another way into these caves.\"\n [/message]\n\n {MYSTERIOUS_VOICE ( _ \"Have you ever wondered what it would feel like if a greater being could reach into your mind and simply... crush it?\")}\n\n [harm_unit]\n [filter]\n id=Galas\n [/filter]\n kill=no\n amount=\"$($this_unit.hitpoints * 0.75)\"\n animate=yes\n [/harm_unit]\n\n [message]\n speaker=Galas\n message= _ \"Aaaaaaaaaaaaaaaah!!! It hurts\u2014 Get out of my head... Please... Elynia!!!\" # wmllint: no spellcheck\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"G\u2014 Galas!? I... What should I do?\"\n [/message]\n\n {MYSTERIOUS_VOICE ( _ \"On the surface or underground, it makes no difference to me, Galas. You will not last long if you stay in my domain, unless you abandon this foolish quest of yours and pledge allegiance to Uria and me!\")}\n\n [message]\n speaker=Galas\n message= _ \"N\u2014 n\u2014 never! Ack!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Elynia, can\u2019t you see the darkness is trying to get into his body?! Do something to dispel the shadows or we\u2019ll lose him!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"No... No! I will not do it!!! Please!\"\n [/message]\n\n [store_unit]\n [filter]\n id=Galas\n [/filter]\n kill=no\n variable=galas_store\n [/store_unit]\n\n [kill]\n id=Galas\n fire_event=no\n animate=yes\n [/kill]\n\n [item]\n x,y=$galas_store.x,$galas_store.y\n image=\"scenery/galas-unconscious.png~RC(magenta>brown)\"\n [/item]\n\n {THUNDER ()}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Galas, please don\u2019t die, we need you! Why, why couldn\u2019t I see this? Right in front of me... For how long?!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Don\u2019t despair, we have not lost him yet. He\u2019s still alive, just unconscious. Just... make sure to keep him by your side until we find a way back to the surface. Your light might be the only thing that can protect him from the darkness of this place.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I understand. Let\u2019s not tarry here any longer.\"\n [/message]\n\n [remove_item]\n x,y=$galas_store.x,$galas_store.y\n [/remove_item]\n\n {MOVE_UNIT id=Elynia $galas_store.x $galas_store.y}\n\n [store_unit]\n [filter]\n id=Elynia\n [/filter]\n variable=elynia_store\n [/store_unit]\n\n {VARIABLE elynia_store.canrecruit yes}\n # Remove hero overlay and ellipse for now.\n {CLEAR_VARIABLE elynia_store.overlays,elynia_store.ellipse}\n\n [unstore_unit]\n find_vacant=no\n variable=elynia_store\n [/unstore_unit]\n\n {CLEAR_VARIABLE elynia_store}\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=turn 3\n\n [message]\n speaker=Elynia\n message= _ \"Ugh, carrying Galas around is exhausting. Perhaps you could lend me a hand, Mal Keshar?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"That had better not be a poor attempt at cracking a joke at my expense.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I... What? Oh! ... Of course not, you fool! I am asking you to help me!\"\n [/message]\n [/event]\n\n [event]\n name=turn 5\n\n [message]\n speaker=Erathan\n message= _ \"I sorely regret accepting the council\u2019s mission to follow you people. This is a truly dreadful place to be for someone who is neither a necromancer nor a walking light source.\"\n [/message]\n [/event]\n\n [event]\n name=turn 9\n\n # wmllint: local spelling Soooo\n\n [message]\n speaker=Mal Keshar\n message= _ \"Soooo, Elynia... How did you not see the shadows closing in on Galas?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"You have to understand I spent... who knows how many thousands of years asleep underground, Mal Keshar. I have not fully regained control of my powers, and perhaps I never will. I don\u2019t understand the magic that the enemy used against Galas, and it\u2019s probable that only someone well attuned to the essence of darkness like yourself can sense its power.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"It worries me that Yechnagoth was said to possess the ability to infect people\u2019s minds with her darkness. Do you believe she could have survived the fight with those elves and be behind this? Mal Hekuba did say her power still lives thanks to Uria.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"It is a possibility we should consider, indeed. But I\u2019m not looking forward to confronting another false god.\"\n [/message]\n [/event]\n\n [event]\n name=turn 12\n\n [message]\n speaker=Mal Keshar\n message= _ \"This is taking us far too long. Make haste, you fools!\"\n [/message]\n [/event]\n\n [event]\n name=time over\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Argh! We have spent far too long in these caves and the darkness has surrounded us! Elynia, do something!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I am sorry, Galas... This is all my fault...\"\n [/message]\n [/event]\n\n {FIRE_EVENT_ON_STUMBLE_UPON \"spotted core\"\n type=\"Verlissh Matrix Core\"}\n\n [event]\n name=spotted core\n\n [message]\n speaker=Mal Keshar\n message= _ \"What in name of the Dark Gods is that thing? It seems to be filled with larvae of those hideous creatures. Shall we destroy it?\"\n [/message]\n\n [message]\n speaker=Erathan\n message= _ \"It shouldn\u2019t hurt to get rid of a few of them before they have a chance to hatch.\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n canrecruit=yes\n side=3\n [/filter]\n\n [terrain]\n x=18,17\n y=54,55\n terrain=Urb\n [/terrain]\n\n [terrain]\n x=21-23,22\n y= 59,58\n terrain=Wwf\n [/terrain]\n\n [redraw][/redraw]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message=_\"Touchplate triggered. A wall moves.\"\n [/message]\n [/event]\n\n [event]\n name=die\n first_time_only=no\n [filter]\n type=Verlissh Matrix Core\n [/filter]\n\n {VARIABLE_INC destroyed_matrices}\n [/event]\n\n [event]\n name=die\n first_time_only=no\n [filter]\n [not]\n side=1\n [/not]\n [/filter]\n\n {VARIABLE_INC enemy_casualties}\n [/event]\n\n [event]\n name=die\n first_time_only=no\n [filter]\n [not]\n side=1\n [/not]\n [/filter]\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS enemy_casualties 10}\n [/filter_condition]\n\n [message]\n speaker=Erathan\n message= _ \"Please do not forget that we came to these lands to accomplish a specific goal. Disposing of every single foe we encounter is an impossible task and can only serve to delay us.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Right, right, but it will prove impossible to get through these caverns otherwise, what with them constantly crawling out of the walls. Besides, I could use the entertainment.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Elynia,Mal Keshar\n x=20-42,24-42\n y=38-61,35-45\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [redraw][/redraw]\n\n [message]\n speaker=Erathan\n message= _ \"Where are you going? We didn\u2019t come here to fight these creeps! We ought to focus on getting back to the surface.\"\n [/message]\n [/event]\n\n # Victory trigger\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Elynia,Mal Keshar\n [filter_location]\n area=outside\n [/filter_location]\n [/filter]\n\n # Don't allow the player to escape the hive if one of the heroes are in it.\n [if]\n [have_unit]\n id=Elynia,Mal Keshar\n x=20-42,24-42,20-42,24-42\n y=38-61,35-45,38-61,35-45\n [/have_unit]\n [then]\n [if]\n {VARIABLE_LEXICAL_EQUALS unit.id \"Mal Keshar\"}\n [then]\n [message]\n speaker=Mal Keshar\n message= _ \"Wait! We can\u2019t leave Elynia behind in the alien hive!\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Elynia\n message= _ \"Wait! We can\u2019t leave Mal Keshar behind in the alien hive!\"\n [/message]\n [/else]\n [/if]\n [/then]\n [else]\n [message]\n speaker=unit\n message= _ \"Are we ready to exit these caverns?\"\n [option]\n label={I18N:YES} # wmllint: ignore\n [command]\n {ENDLEVEL_VICTORY no}\n [/command]\n [/option]\n [option]\n label={I18N:NO} # wmllint: ignore\n [/option]\n [/message]\n [/else]\n [/if]\n [/event]\n\n#define UTS_STORE_AND_SET_LOCATION _ID _STORE_ID _X _Y _FACING\n [store_unit]\n [filter]\n id={_ID}\n [/filter]\n variable={_STORE_ID}\n kill=yes\n [/store_unit]\n\n {VARIABLE {_STORE_ID}.x {_X} }\n {VARIABLE {_STORE_ID}.y {_Y} }\n {VARIABLE {_STORE_ID}.facing {_FACING} }\n#enddef\n\n [event]\n name=victory\n\n {LOCK_VIEW}\n\n #\n # Clean the map.\n #\n\n [kill]\n [not]\n side=1\n [/not]\n [/kill]\n\n {RESET_AND_SEND_TO_RECALL_LIST (\n side=1\n [not]\n id=Elynia,Mal Keshar,Erathan,Igor\n [/not]\n [not]\n x,y=recall,recall\n [/not]\n )}\n\n {UTS_STORE_AND_SET_LOCATION (Elynia) elynia_store 11 73 s }\n {UTS_STORE_AND_SET_LOCATION (Mal Keshar) malin_store 10 73 se}\n {UTS_STORE_AND_SET_LOCATION (Erathan) erathan_store 14 71 se}\n\n [if]\n [have_unit]\n id=Igor\n [/have_unit]\n [then]\n {UTS_STORE_AND_SET_LOCATION Igor igor_store 12 75 nw}\n [/then]\n [/if]\n\n [set_variables]\n name=elynia_store\n mode=merge\n [value]\n {IS_HERO}\n canrecruit=no\n [/value]\n [/set_variables]\n\n {FADE_TO_BLACK}\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [fade_out_sound_effects][/fade_out_sound_effects]\n\n {REMOVE_SOUND_SOURCE cave_ambience,water1,water2}\n\n [reset_sound_effects][/reset_sound_effects]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Time passes.\"\n [/message]\n\n {VARIABLE galas_store.x 11}\n {VARIABLE galas_store.y 74}\n\n [scroll_to]\n x,y=$galas_store.x,$galas_store.y\n {WARP}\n [/scroll_to]\n\n [item]\n x,y=$galas_store.x,$galas_store.y\n image=\"scenery/galas-unconscious.png~RC(magenta>brown)\"\n [/item]\n\n [remove_shroud]\n side=1\n area=outside\n [/remove_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n {FADE_IN}\n\n [unstore_unit]\n variable=elynia_store\n [/unstore_unit]\n\n [unstore_unit]\n variable=malin_store\n [/unstore_unit]\n\n [unstore_unit]\n variable=erathan_store\n [/unstore_unit]\n\n [if]\n {VARIABLE_NUMERICAL_EQUALS igor_store.length 1}\n [then]\n [unstore_unit]\n variable=igor_store\n [/unstore_unit]\n [/then]\n [/if]\n\n {CLEAR_VARIABLE elynia_store,malin_store,erathan_store,igor_store}\n\n [redraw][/redraw]\n\n [delay]\n time=2000\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Galas, please wake up...\"\n [/message]\n\n {MOVE_UNIT id=Erathan 12 72}\n\n [message]\n speaker=Erathan\n message= _ \"(irritated) He still hasn\u2019t regained consciousness? Huh. I have to say, I always thought you elves were more resilient than this. For how much longer do you believe we are going to have to wait here in the open, faerie?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"For as long as need be, of course. But if you really want us to go\u2014\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"You know, human guy, you are a very obnoxious character. If you don\u2019t think you can help us then perhaps you should have stayed back in your cozy home in the Far North. Or at the very least keep your mouth shut!\"\n [/message]\n\n [message]\n speaker=Erathan\n message= _ \"Huh, you of all people are calling me obnoxious, lich? I knew you were not the sharpest tool in the shed, but I may have overestimated your self-awareness.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Never mind what I just said, I will shut your mouth myself\u2014\"\n [/message]\n\n [if]\n [have_unit]\n id=Igor\n [/have_unit]\n [then]\n [message]\n speaker=Igor\n message= _ \"Please stop! You don\u2019t need to fight each other! We\u2019re all in this together, aren\u2019t we?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Yes, please. If you really must kill each other, do so in silence. I am trying to focus on bringing Galas back.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Elynia\n message= _ \"Could you two just behave for a moment? I am trying to focus here on bringing Galas back. If you really must kill each other, do so in silence.\"\n [/message]\n [/else]\n [/if]\n\n [hide_unit][/hide_unit]\n\n {BLACK_SCREEN}\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"A whisper...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"And a light...\"\n [/message]\n\n [delay]\n time=1500\n [/delay]\n\n {FADE_IN}\n\n [unhide_unit][/unhide_unit]\n\n [delay]\n time=750\n [/delay]\n\n [remove_item]\n x,y=$galas_store.x,$galas_store.y\n [/remove_item]\n\n [unstore_unit]\n variable=galas_store\n find_vacant=yes\n [/unstore_unit]\n\n {CLEAR_VARIABLE galas_store}\n\n [delay]\n time=1500\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"What... happened to me?\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"Oh, master Galas! I\u2019m really happy to see you awake again!\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"Elynia, what happened? Where are we? Why... Weren\u2019t we in the caves?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"\u201cWhat happened?\u201d Why the hell are you asking us?! What happened to you, is the question!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Galas, I thought for a moment you would never open your eyes again! What did the darkness do to you?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"You... you would not believe me if I told you. You would think I was insane, or that I had been possessed by the enemy.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Really kid, there is nothing to hide. We saw the shadows trying to enter your body. I mean, I saw them. Elynia did not.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Galas, please tell us. We are your friends \u2014 we have followed you this far, and we will help you no matter what.\"\n [/message]\n\n [delay]\n time=1500\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"I should not have turned a deaf ear to the warnings... Coming to these lands on this assassination mission was ill-advised. Elynia, I saw him... I saw the dark Emperor... that metal-covered face and... He tried to tear into my mind, boasting about his power... He tried to convince me to kill you. He... he almost took control of my body.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"I tried to resist his power, but...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"I am not strong enough to do this, Elynia. I\u2014 I am not strong enough to avenge Anlind\u00eb... I am not...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Galas, don\u2019t feel guilty. What you experienced... Very few people have ever managed to fend off that kind of magic. You should be proud of what you did. Even if it could have killed you, you stayed loyal to your friends long enough for me to realize what was going on and protect you with my light.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"I am truly sorry for causing you so much trouble Elynia. I really am.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"We have a mission to complete, don\u2019t we? Please don\u2019t fret about it. Some day, your kinsmen will tell stories of how the Grand Lord Galas of the Elves helped save Irdya from certain destruction by the creatures of Uria. I think it will be worth it. Just... try to stay close to us at all times and let Malin and I protect you from the darkness. Would that be all right with you?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"Yes, I will do as you say, Elynia. Thank you... thank you all...\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Pah, suit yourself.\"\n [/message]\n\n {CLEAR_VARIABLE enemy_casualties}\n # Keep destroyed_matrices for next scenario.\n\n {UNLOCK_VIEW}\n [/event]\n[/scenario]\n\n#undef UTS_FORCE_ZOC\n#undef UTS_STORE_AND_SET_LOCATION\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=20_The_Heart\n name= _ \"The Heart\"\n {MAP 20_The_Heart.map}\n {TURNS 32 30 28}\n next_scenario=21_Innuendo\n\n {SCENARIO_MUSIC \"battle-epic.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"loyalists.ogg\"}\n\n {DUSK1}\n {SHORTDARK}\n {DAWN2}\n {MORNING2}\n {MIDDAY2}\n {AFTERNOON2}\n {DUSK2}\n {LONGDARK1}\n {LONGDARK1}\n {LONGDARK1}\n {LONGDARK1}\n {LONGDARK1}\n {LONGDARK1}\n {LONGDARK2}\n {LONGDARK2}\n {LONGDARK2}\n {LONGDARK2}\n {LONGDARK2}\n {LONGDARK2}\n {LONGDARK3}\n {LONGDARK3}\n {LONGDARK3}\n {LONGDARK3}\n {LONGDARK3}\n {LONGDARK3}\n {LONGDARK4}\n {LONGDARK4}\n {LONGDARK4}\n {LONGDARK4}\n {LONGDARK4}\n {LONGDARK4}\n {DAWN1}\n {MORNING1}\n {MIDDAY1}\n {AFTERNOON1}\n\n {SHAXTHAL_SET_SURFACE_VARIATIONS_FLAG}\n\n {STORYTXT_THE_HEART}\n\n {DEATHS_ACT_3}\n {DEATHS_DWARVES}\n\n {SPAWN_CONTROLLER}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=good\n user_team_name= _ \"team_name^Galas\"\n\n {GOLD 320 310 300}\n {INCOME 7 5 3}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n\n [side]\n side=2\n controller=human\n persistent=no\n team_name=good\n user_team_name= _ \"team_name^Dwarves\"\n {DWARVISH_FLAG}\n\n {GOLD 330 320 310}\n {INCOME 8 6 4}\n recruit=Dwarvish Runesmith,Dwarvish Flamethrower,Dwarvish Guardsman,Dwarvish Scout,Dwarvish Fighter,Dwarvish Thunderer,Dwarvish Ulfserker,Gryphon Rider\n\n # wmllint: recognize Althurin\n canrecruit=yes\n {CHARACTER_STATS_ALTHURIN}\n [/side]\n # wmllint: validate-on\n\n#define TH_ENEMY_AI_TARGETS\n [goal]\n [criteria]\n id=Galas\n [/criteria]\n value=8.0\n [/goal]\n [goal]\n [criteria]\n id=Elynia\n [/criteria]\n value=9.0\n [/goal]\n [goal]\n [criteria]\n id=Mal Keshar\n [/criteria]\n value=10.0\n [/goal]\n#enddef\n\n [side]\n side=3\n team_name=enemies\n user_team_name= _ \"team_name^Central Garrison\"\n {CHAOS_FLAG}\n\n recruit=Demon,Blood Imp,Demon Grunt,Demon Zephyr,Chaos Invader,Chaos Invoker,Chaos Headhunter,Chaos Hound,Shaxthal Runner Drone,Shaxthal Protector Drone\n {GOLD 320 340 360}\n {INCOME 7 9 10}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.05}\n {AI_SIMPLE_ALWAYS_ASPECT leader_value 10.00}\n\n {AI_RECRUITMENT_ALWAYS_ASPECT (\n {AI_RECRUIT_LIMIT \"Shaxthal Protector Drone\" 4}\n {AI_RECRUIT_LIMIT \"Demon Zephyr\" 4}\n {AI_RECRUIT_LIMIT \"Demon Grunt\" 4}\n {AI_RECRUIT_LIMIT \"Blood Imp\" 4}\n )}\n\n {TH_ENEMY_AI_TARGETS}\n [/ai]\n\n canrecruit=yes\n type=Hell Overlord\n id=\"General Erval\"\n name= _ \"General Erval\"\n [modifications]\n {TRAIT_SLOW}\n {TRAIT_STRONG}\n [/modifications]\n [/side]\n\n [side]\n side=4\n team_name=enemies\n user_team_name= _ \"team_name^Base Defenses\"\n {CHAOS_FLAG}\n\n recruit=Chaos Hound,Demonic Hound,Chaos Invoker,Chaos Magus,Chaos Headhunter,Abomination,Imp,Automaton,Iron Golem\n {GOLD 320 340 375}\n {INCOME 6 7 8}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.05}\n {AI_SIMPLE_ALWAYS_ASPECT leader_value 10.00}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"fighter,archer,archer,fighter,archer,scout,archer,scout,fighter,fighter,fighter\"}\n\n {AI_RECRUITMENT_ALWAYS_ASPECT (\n {AI_RECRUIT_LIMIT \"Chaos Magus\" 3}\n {AI_RECRUIT_LIMIT \"Abomination\" 2}\n {AI_RECRUIT_LIMIT \"Iron Golem\" 4}\n )}\n\n {TH_ENEMY_AI_TARGETS}\n [/ai]\n\n canrecruit=yes\n type=Hell Guardian\n id=\"Limzer\"\n name= _ \"Limzer\"\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_RESILIENT}\n [/modifications]\n [/side]\n\n [side]\n side=5\n team_name=enemies\n user_team_name= _ \"team_name^Base Defenses\"\n {CHAOS_FLAG}\n\n recruit=Chaos Bowman,Chaos Crossbowman,Doom Guard,Chaos Headhunter,Chaos Raider,Chaos Cavalier,Demon Zephyr\n {GOLD 320 340 360}\n {INCOME 5 7 8}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT leader_value 10.00}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern \"fighter,mixed fighter,mixed fighter,archer,scout,fighter,scout,archer\"}\n\n {AI_RECRUITMENT_ALWAYS_ASPECT (\n {AI_RECRUIT_LIMIT \"Doom Guard\" 4}\n {AI_RECRUIT_LIMIT \"Chaos Crossbowman\" 4}\n {AI_RECRUIT_LIMIT \"Chaos Cavalier\" 2}\n {AI_RECRUIT_LIMIT \"Demon Zephyr\" 2}\n )}\n\n {TH_ENEMY_AI_TARGETS}\n [/ai]\n\n canrecruit=yes\n type=Chaos Cataphract\n id=\"Ilrymaea\"\n name= _ \"Ilrymaea\"\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_RESILIENT}\n [/modifications]\n [/side]\n\n#define TH_TOWER _X _Y\n [unit]\n type=Sentry Tower\n x={_X}\n y={_Y}\n upkeep=free\n [/unit]\n#enddef\n\n [side]\n side=6\n team_name=enemies\n user_team_name= _ \"team_name^Base Defenses\"\n {CHAOS_FLAG}\n\n scroll_to_leader=no\n no_leader=yes\n hidden=yes\n defeat_condition=never\n\n # Has about 24 income initially from villages and is immune to the S19\n # enemy gold factor.\n recruit=Demon Zephyr,Shaxthal Rayblade,Demon Grunt,Chaos Invoker,Demon,Chaos Hound,Chaos Invader\n {GOLD 180 200 220}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n [/ai]\n\n {TH_TOWER 49 23}\n {TH_TOWER 51 24}\n {TH_TOWER 52 25}\n {TH_TOWER 53 27}\n {TH_TOWER 54 28}\n {TH_TOWER 55 30}\n {TH_TOWER 55 32}\n {TH_TOWER 54 33}\n\n {TH_TOWER 50 35}\n {TH_TOWER 48 35}\n {TH_TOWER 46 36}\n {TH_TOWER 44 36}\n {TH_TOWER 42 37}\n {TH_TOWER 40 37}\n {TH_TOWER 38 36}\n {TH_TOWER 36 35}\n\n {TH_TOWER 32 33}\n {TH_TOWER 30 32}\n {TH_TOWER 28 32}\n {TH_TOWER 26 31}\n\n {TH_TOWER 25 28}\n {TH_TOWER 24 26}\n {TH_TOWER 25 25}\n {TH_TOWER 23 24}\n\n {TH_TOWER 27 22}\n {TH_TOWER 29 22}\n {TH_TOWER 31 21}\n {TH_TOWER 33 20}\n {TH_TOWER 35 20}\n {TH_TOWER 37 20}\n {TH_TOWER 39 20}\n {TH_TOWER 41 20}\n {TH_TOWER 43 20}\n {TH_TOWER 45 21}\n\n {SIDE_GENERIC_GUARD (Goliath) 41 32}\n {SIDE_GENERIC_GUARD (Goliath) 47 23}\n {SIDE_GENERIC_GUARD (Goliath) 27 25}\n {SIDE_GENERIC_GUARD (Goliath) 33 32}\n\n {SIDE_GENERIC_GUARD ({DIFF (Iron Golem) Goliath Goliath}) 36 26} {FACING se}\n {SIDE_GENERIC_GUARD ({DIFF (Iron Golem) Goliath Goliath}) 35 28} {FACING se}\n\n {SIDE_GENERIC_GUARD (Demon Warrior) 37 30} {FACING se}\n {SIDE_GENERIC_GUARD (Demon Warrior) 39 27} {FACING se}\n\n {SIDE_GENERIC_GUARD (Gutwrencher Imp) 39 32}\n {SIDE_GENERIC_GUARD (Gutwrencher Imp) 46 29}\n {SIDE_GENERIC_GUARD (Gutwrencher Imp) 47 33}\n {SIDE_GENERIC_GUARD (Gutwrencher Imp) 37 22}\n\n {SIDE_GENERIC_UNIT (Demon Warrior) 45 27}\n {SIDE_GENERIC_UNIT (Demon Warrior) 31 23}\n\n#ifndef EASY\n {SIDE_GENERIC_GUARD (Chaos Marauder) 38 28}\n {SIDE_GENERIC_GUARD (Chaos Marauder) 29 31}\n {SIDE_GENERIC_GUARD (Chaos Marauder) 40 21}\n#endif\n [/side]\n\n [side]\n side=7\n team_name=enemies\n user_team_name= _ \"team_name^Heart Hive\"\n {CHAOS_FLAG}\n\n no_leader=yes\n hidden=yes\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n [/side]\n\n [side]\n side=8\n team_name=enemies\n user_team_name= _ \"team_name^Wild Animals\"\n\n no_leader=yes\n hidden=yes\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 100.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n\n {SIDE_GENERIC_UNIT (Shaxthal Thunderbird) 22 1}\n {SIDE_GENERIC_UNIT (Shaxthal Razorbird) 7 41}\n {SIDE_GENERIC_UNIT (Shaxthal Thunderbird) 71 43}\n {SIDE_GENERIC_UNIT (Shaxthal Thunderbird) 64 25}\n [/side]\n\n [side]\n side=9\n team_name=enemies\n user_team_name= _ \"team_name^Uria\"\n {CHAOS_FLAG}\n\n no_leader=yes\n hidden=yes\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n [/side]\n\n {NPC_BIRD_BEHAVIOR_WHOLE_MAP 8}\n\n#define TH_DRONE_SPAWNER _TURNS _X _Y\n {TIMED_DRONE_SPAWNER {_TURNS} (variation,type=surface,\"Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Assault Drone,Shaxthal Sentry Drone\") 7 {_X} {_Y} }\n#enddef\n\n {TH_DRONE_SPAWNER 9 35 4}\n {TH_DRONE_SPAWNER 9 27 6}\n {TH_DRONE_SPAWNER 9 33 11}\n {TH_DRONE_SPAWNER 9 42 11}\n\n {TH_DRONE_SPAWNER 7 47 26}\n {TH_DRONE_SPAWNER 14 43 31}\n {TH_DRONE_SPAWNER 10 44 31}\n {TH_DRONE_SPAWNER 14 49 32}\n {TH_DRONE_SPAWNER 14 31 31}\n {TH_DRONE_SPAWNER 10 30 29}\n {TH_DRONE_SPAWNER 7 35 22}\n {TH_DRONE_SPAWNER 7 38 21}\n\n {TH_DRONE_SPAWNER 15 15 26}\n {TH_DRONE_SPAWNER 15 23 18}\n\n {TH_DRONE_SPAWNER 5 61 36}\n {TH_DRONE_SPAWNER 5 65 37}\n {TH_DRONE_SPAWNER 5 68 40}\n {TH_DRONE_SPAWNER 5 67 39}\n {TH_DRONE_SPAWNER 5 70 39}\n {TH_DRONE_SPAWNER 5 53 40}\n {TH_DRONE_SPAWNER 5 60 42}\n {TH_DRONE_SPAWNER 5 59 39}\n {TH_DRONE_SPAWNER 5 51 45}\n {TH_DRONE_SPAWNER 5 64 44}\n {TH_DRONE_SPAWNER 5 69 45}\n {TH_DRONE_SPAWNER 5 38 43}\n {TH_DRONE_SPAWNER 5 43 45}\n {TH_DRONE_SPAWNER 5 31 42}\n {TH_DRONE_SPAWNER 5 21 45}\n {TH_DRONE_SPAWNER 5 27 25}\n {TH_DRONE_SPAWNER 5 20 38}\n {TH_DRONE_SPAWNER 5 21 35}\n {TH_DRONE_SPAWNER 5 11 35}\n {TH_DRONE_SPAWNER 5 19 32}\n {TH_DRONE_SPAWNER 5 12 31}\n {TH_DRONE_SPAWNER 5 17 29}\n {TH_DRONE_SPAWNER 5 11 30}\n\n {STARTING_VILLAGES_ALL 6}\n\n {STARTING_VILLAGES 1 6}\n {STARTING_VILLAGES 2 6}\n\n {STARTING_VILLAGES 3 3}\n {STARTING_VILLAGES 4 5}\n {STARTING_VILLAGES 5 5}\n\n {PLACE_IMAGE items/altar-evil.png 42 29}\n {PLACE_IMAGE items/altar-evil.png 28 30}\n {PLACE_IMAGE items/altar-bloody.png 36 23}\n\n {PLACE_IMAGE items/burial.png 42 35}\n {PLACE_IMAGE items/burial.png 57 14}\n {PLACE_IMAGE items/burial.png 60 14}\n {PLACE_IMAGE items/burial.png 13 20}\n\n {PLACE_IMAGE items/bonestack.png 44 28}\n {PLACE_IMAGE items/bonestack.png 37 34}\n {PLACE_IMAGE items/bonestack.png 30 24}\n {PLACE_IMAGE items/bonestack.png 46 24}\n\n {PLACE_IMAGE \"items/bones.png\" 71 28}\n {PLACE_IMAGE \"items/bones.png~FL(horiz)\" 62 44}\n {PLACE_IMAGE \"items/bones.png~FL(horiz)\" 15 33}\n {PLACE_IMAGE \"items/bones.png~FL(horiz)\" 3 16}\n\n {PLACE_IMAGE scenery/signpost.png 6 23}\n\n {PLACE_IMAGE scenery/rock-cairn.png 37 4}\n {PLACE_IMAGE scenery/monolith1.png 17 36}\n {PLACE_IMAGE scenery/monolith3.png 39 23}\n\n {PLACE_IMAGE scenery/village-human-burned3.png 64 33}\n {PLACE_IMAGE scenery/village-human-burned1.png 18 28}\n\n {PLACE_IMAGE scenery/banner-uria-standing-sw.png 35 32}\n {PLACE_IMAGE scenery/banner-uria-standing-sw.png 43 26}\n {PLACE_IMAGE scenery/banner-uria-standing.png 52 17}\n {PLACE_IMAGE scenery/banner-yechnagoth-standing.png 54 19}\n {PLACE_IMAGE scenery/banner-uria-standing-sw.png 20 19}\n {PLACE_IMAGE scenery/banner-yechnagoth-standing-sw.png 20 21}\n\n [event]\n name=prestart\n\n [store_starting_location]\n side=9\n variable=goal_loc\n [/store_starting_location]\n\n [time_area]\n id=indoors\n x,y=$goal_loc.x,$goal_loc.y\n radius=2\n {INDOORS}\n [/time_area]\n\n # Location of the goal marker plate.\n {VARIABLE goal_loc.x 35}\n {VARIABLE goal_loc.y 27}\n\n #\n # Apply matrix bonus from S19 (%matrices*40%).\n #\n\n [lua]\n code=<<\n local destroyed = wml.variables[\"destroyed_matrices\"]\n local total = wml.variables[\"total_matrices\"]\n local gfactor = 1 - 40*(destroyed/total)/100\n\n wprintf(W_DBG, \"gold factor is %s\", tostring(gfactor))\n\n for i = 3, 5 do\n local side = wesnoth.sides[i]\n side.gold = side.gold * gfactor\n end\n >>\n [/lua]\n\n {CLEAR_VARIABLE destroyed_matrices,total_matrices}\n\n #\n # Set-up abyss demon spawning.\n #\n\n [set_variables]\n name=demon_spawning\n [literal]\n next_turn=3\n turns={DIFF 10 8 6}\n population_limit_percent={DIFF 0.40 0.75 0.90}\n [/literal]\n [/set_variables]\n\n [store_locations]\n terrain=Qxua\n variable=demon_spawning.locs\n [/store_locations]\n\n {LOG_IFTU_DBG (\"S20 spawns: configured $demon_spawning.locs.length spawn locations\")}\n\n [terrain]\n [and]\n terrain=Qxua\n [/and]\n terrain=Qxu\n [/terrain]\n\n #\n # Recall heroes\n #\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR}\n # wmllint: recognize Erathan\n {RECALL_ERATHAN}\n # wmllint: recognize Igor\n {RECALL_IGOR}\n\n [unit]\n side=2\n type=Dwarvish Pathfinder\n id=Molur\n name= _ \"Molur\"\n {IS_LOYAL}\n upkeep=free\n placement=leader\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [unit]\n side=2\n type=Gryphon Rider\n id=Elegrild\n name= _ \"Elegrild\"\n {IS_LOYAL}\n upkeep=free\n placement=leader\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n\n [unit]\n side=2\n type=Dwarvish Thunderer\n id=Redbart\n name= _ \"Redbart\"\n {IS_LOYAL}\n upkeep=free\n placement=leader\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_HEALTHY}\n [/modifications]\n [/unit]\n\n [if]\n {VARIABLE_NUMERICAL_EQUALS s14_althurin_store.length 1}\n [then]\n [kill]\n id=Althurin\n [/kill]\n\n [store_starting_location]\n side=2\n [/store_starting_location]\n\n {VARIABLE s14_althurin_store.canrecruit yes}\n {VARIABLE s14_althurin_store.side 2}\n\n {CLEAR_VARIABLE s14_althurin_store.overlays,s14_althurin_store.ellipse}\n\n [unstore_unit]\n variable=s14_althurin_store\n x,y=$location.x,$location.y\n [/unstore_unit]\n\n {CLEAR_VARIABLE location,s14_althurin_store}\n [/then]\n [/if]\n\n {FACE_DIRECTION (side=1) sw}\n {FACE_DIRECTION (side=2) se}\n\n {FACE_UNIT id=Ilrymaea id=Galas}\n {FACE_UNIT id=Limzer id=Althurin}\n {FACE_UNIT id=\"General Erval\" id=Galas}\n\n {OBJECTIVES (\n side=1\n\n {OBJECTIVE_VICTORY ( _ \"Move Galas, Elynia, or Mal Keshar into the dark keep\")}\n {OBJECTIVE_OR}\n {OBJECTIVE_VICTORY ( _ \"Defeat all enemy leaders\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Erathan\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_CARRYOVER_NO_BONUS}\n )}\n\n {OBJECTIVES (\n side=2\n\n {OBJECTIVE_VICTORY ( _ \"Distract the enemy while Galas, Elynia, or Mal Keshar enter the dark keep\")}\n {OBJECTIVE_OR}\n {OBJECTIVE_VICTORY ( _ \"Defeat all enemy leaders\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Althurin\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_NO_CARRYOVER}\n )}\n [/event]\n\n#ifdef CAMPAIGN_INVASION_FROM_THE_UNKNOWN_EPISODE_II\n {ALTHURIN_1ST_TIME_HELP}\n#endif\n\n [event]\n name=start\n\n [message]\n speaker=Galas\n message= _ \"There it is, the Heart of the Chaos Empire.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I figured the rumors weren\u2019t too far from the truth, but this is ridiculous. How can these people afford such a ludicrous construction in the middle of the desert? Perhaps they only ever enlisted Uria\u2019s demons in the first place as cheap work force...\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"The dwarven scouts report that another large battalion departed for the northwest just a few hours ago. So... I believe the time has come.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Looking at it in hindsight, there really was no way our infiltration mission wouldn\u2019t turn into a full-fledged assault on the enemy capital. Perhaps it\u2019s better this way, after all. Now, Galas, will you do the honors?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Eh...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"You know, ask us whether we are ready and then give us an overly dramatic discourse about the importance of this battle for the future of Irdya. It\u2019s the kind of thing a good leader is expected to do.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Right. Are we all ready for the battle ahead?\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"Yes! I\u2019m ready, master Galas!\"\n [/message]\n\n [message]\n speaker=Erathan\n message= _ \"My bow obediently awaits your orders, Lord Galas.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Let\u2019s get this over with!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"(nods)\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Then the battle for Irdya begins now. Charge!!!\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"Wait, and what about the dramatic discourse the lady mentioned?\"\n [/message]\n\n [message]\n speaker=Althurin\n message= _ \"It appears Lord Galas has just given the order, lads. Ye know what to do! Don\u2019t hold back! Kill every single one of these fiends! Avenge our fallen brethren! For the King! For Herthgar! Charge!!!\"\n [/message]\n\n {REPLACE_SCENARIO_MUSIC casualties_of_war.ogg}\n {APPEND_MUSIC northerners.ogg}\n {APPEND_MUSIC battle.ogg}\n {APPEND_MUSIC siege_of_laurelmor.ogg}\n\n [message]\n speaker=Ilrymaea\n message= _ \"The elf lord and his consorts approach from the northeast, sir!\"\n [/message]\n\n [message]\n speaker=Limzer\n message= _ \"Dwarves! Dwarves on the northwestern hills! We are under attack!\"\n [/message]\n\n [message]\n speaker=General Erval\n message= _ \"Oh, ha ha! Are they truly this na\u00efve? Do they believe we were not prepared for this contingency? Prepare for battle! Crush all these vermin to the ground! For Yechnagoth! For the glory of Uria and the Chaos Empire!\"\n [/message]\n\n {HIGHLIGHT_IMAGE $goal_loc.x $goal_loc.y items/gohere.png ()}\n\n {CLEAR_VARIABLE goal_loc}\n [/event]\n\n [event]\n name=side 1 turn 1 end\n\n [message]\n speaker=Elynia\n message= _ \"(bitterly) And so my time has come again to serve as the elves\u2019 living weapon. Even if I can hardly stand this much death and destruction...\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"I hope you can forgive me for bringing you here.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Oh, Galas, don\u2019t fret about it \u2014 by now this almost feels like daily routine. Besides, I told you before, I would have come on my own anyway.\"\n [/message]\n [/event]\n\n [event]\n name=attack\n [filter]\n race=dwarf\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"For Herthgar!!!\"\n [/message]\n [/event]\n\n [event]\n name=attack\n [filter]\n race=elf\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"For Lord L\u00e9dinor and our fallen comrades!\"\n [/message]\n [/event]\n\n [event]\n name=attack\n [filter]\n id=Mal Keshar\n [/filter]\n\n [message]\n speaker=Mal Keshar\n message= _ \"He, he, he, he... It\u2019s about time this place got a do-over befitting of gods who relish in death and destruction, don\u2019t you think?\"\n [/message]\n [/event]\n\n [event]\n name=attack\n [filter]\n id=Galas\n [/filter]\n\n [message]\n speaker=Galas\n message= _ \"For Anlind\u00eb!\"\n [/message]\n [/event]\n\n [event]\n name=turn 2\n\n [message]\n speaker=General Erval\n message= _ \"Let us show these non-believers the real might of the Empire!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Galas, enemy troops are coming from behind!\"\n [/message]\n\n [store_starting_location]\n side=6\n [/store_starting_location]\n\n [store_direction]\n from_x,from_y=$location.x,$location.y\n [to]\n [filter]\n id=Galas\n [/filter]\n [/to]\n [/store_direction]\n\n [move_unit_fake]\n side=6\n type=Demon Warrior\n gender=female\n x=\"$($location.x - 1),$location.x\"\n y=\"1,$location.y\"\n [/move_unit_fake]\n\n [unit]\n canrecruit=yes\n side=6\n type=Demon Warrior\n id=Umlayla\n name= _ \"Umlayla\"\n gender=female\n level=4\n facing=$direction\n x,y=$location.x,$location.y\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n {BOSS_BOOST 60% 3 1 2 1}\n [object]\n silent=yes\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_LEADERSHIP}\n {ABILITY_REGENERATES}\n [/abilities]\n [/effect]\n [/object]\n [/modifications]\n [/unit]\n\n [terrain]\n x,y=$location.x,$location.y\n radius=1\n terrain=Ce\n [/terrain]\n\n [terrain]\n x,y=$location.x,$location.y\n terrain=Ke\n [/terrain]\n\n [redraw][/redraw]\n\n [unit]\n animate=yes\n side=6\n type=Chaos Magus\n id=Ellerian\n name= _ \"Ellerian\"\n x,y=$location.x,$location.y\n facing=$direction\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_DEXTROUS}\n [/modifications]\n [/unit]\n\n#ifndef EASY\n [unit]\n animate=yes\n side=6\n type=Chaos Lorekeeper\n id=Mal Cyriath\n name= _ \"Mal Cyriath\"\n x,y=$location.x,$location.y\n facing=$direction\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_INTELLIGENT}\n [/modifications]\n [/unit]\n#endif\n\n [modify_side]\n side=6\n hidden=no\n [/modify_side]\n\n {CLEAR_VARIABLE location,direction}\n\n [message]\n speaker=Umlayla\n message= _ \"Surprise, Irdyan maggots!\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"Uh-oh.\"\n [/message]\n [/event]\n\n [event]\n name=turn 7\n\n [message]\n speaker=Althurin\n message= _ \"Brace yourselves, boys! The Long Dark is upon our heels and ready to liven up this hell of a battle!\"\n [/message]\n [/event]\n\n [event]\n name=turn 11\n\n [message]\n speaker=Galas\n message= _ \"Even though it\u2019s taking us much longer than expected, the Chaos Emperor has yet to make an appearance. What if our information is incorrect and he is not even in the capital?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Nah, he\u2019s probably in his chamber running in circles and flailing his arms like a lunatic while begging the goddesses for forgiveness! (cackles) He knows we\u2019ve won this fight.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Hm, yes. He is most certainly down there. He... and something else whose nature I cannot ascertain yet. Mal Keshar, you can feel it too, right?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I try not to worry too much about these things, girl. Besides, what power could possibly stop two walking legends like us?\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n canrecruit=yes\n [not]\n side=1,2\n [/not]\n [/filter]\n [filter_second]\n id=Galas\n [/filter_second]\n\n [message]\n speaker=Galas\n message= _ \"Do you see how this dark fortress crumbles down already? Tell your goddess that this is the fate that awaits those who dare cross the peoples of Irdya!\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n canrecruit=yes\n [not]\n side=1,2\n [/not]\n [/filter]\n [filter_second]\n id=Elynia\n [/filter_second]\n\n [message]\n speaker=Elynia\n message= _ \"If you meet your demon gods on the other side, tell them I will not stop until I have erased the very last trace of their influence on Irdya! Begone, filth!\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n canrecruit=yes\n [not]\n side=1,2\n [/not]\n [/filter]\n [filter_second]\n id=Mal Keshar\n [/filter_second]\n\n [message]\n speaker=unit\n message= _ \"We\u2019ve failed the Master... How can this be... No... no!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Yes, yes, YES! AhahahahahahahaHAHAHAHAHA!!!\"\n [/message]\n [/event]\n\n #\n # Periodic demon spawning logic\n #\n\n [event]\n name=side 9 turn end\n first_time_only=no\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS turn_number $demon_spawning.next_turn}\n [/filter_condition]\n\n {VARIABLE demon_spawning.next_turn \"$($turn_number + $demon_spawning.turns)\"}\n\n {VARIABLE_ADD demon_spawning.turns {DIFF 4 3 2}}\n\n [count_units]\n [filter_wml]\n [variables]\n is_auto_spawned=yes\n [/variables]\n [/filter_wml]\n variable=temp_spawn_count\n [/count_units]\n\n {VARIABLE temp_spawns_needed \"$($demon_spawning.locs.length * $demon_spawning.population_limit_percent - $temp_spawn_count)\"}\n\n # TODO: use [set_variable] round once I figure out how it works.\n [lua]\n code=<<\n wml.variables[\"temp_spawns_needed\"] = mathx.round(tonumber(wml.variables[\"temp_spawns_needed\"]))\n >>\n [/lua]\n\n {LOG_IFTU_DBG \"S20 spawns: need to spawn $temp_spawns_needed/$demon_spawning.locs.length demons\"}\n\n #\n # Randomize spawn locations table every time. The shuffled table is\n # written into $temp_spawn_locs.\n #\n [lua]\n code=<<\n -- Don't do anything here if there's no need to spawn anything.\n if wml.variables[\"temp_spawns_needed\"] > 0 then\n local function wml_array_len(array_id)\n return wml.variables[(\"%s.length\"):format(array_id)]\n end\n\n local function copy_wml_array_to(src_id, src_n, dst_id, dst_n)\n wesnoth.wml_actions.set_variables {\n name = (\"%s[%d]\"):format(dst_id, dst_n),\n mode = \"replace\",\n to_variable = (\"%s[%d]\"):format(src_id, src_n),\n }\n end\n\n -- List of random 0-based subscripts to $demon_spawning.locs.\n local locs_table = {}\n local num_locs = wml.variables[\"demon_spawning.locs.length\"]\n\n assert(num_locs > 0)\n\n for j = 1, num_locs do\n locs_table[j] = j - 1\n end\n\n mathx.shuffle(locs_table)\n\n for j, n in ipairs(locs_table) do\n local m = j -1\n copy_wml_array_to(\"demon_spawning.locs\", n, \"temp_spawn_locs\", m)\n end\n\n assert(wml_array_len(\"temp_spawn_locs\") == wml_array_len(\"demon_spawning.locs\"))\n end\n >>\n [/lua]\n\n [while]\n {VARIABLE_NUMERICAL_GREATER_THAN temp_spawns_needed 0}\n [do]\n {VARIABLE_RANDOM temp_spawn_type \"Shadow Minion,Ghost,Ghost,Demon Zephyr,Demon Zephyr,Demon Zephyr,Demon Zephyr,Demon Zephyr,Demon Zephyr,Demon Zephyr,Demon Zephyr,Demon Zephyr,Shaxthal Assault Drone\"}\n\n {VARIABLE k \"$($temp_spawn_locs.length - $temp_spawns_needed)\"}\n\n [store_direction]\n from_x,from_y=$temp_spawn_locs[$k].x,$temp_spawn_locs[$k].y\n [to]\n [filter]\n id=Galas\n [/filter]\n [/to]\n [/store_direction]\n\n [unit]\n side=9\n type=$temp_spawn_type\n facing=$direction\n x,y=$temp_spawn_locs[$k].x,$temp_spawn_locs[$k].y\n random_traits=yes\n random_gender=yes\n generate_name=yes\n animate=yes\n [variables]\n is_auto_spawned=yes\n [/variables]\n [/unit]\n\n {VARIABLE_DEC temp_spawns_needed}\n [/do]\n [/while]\n\n {CLEAR_VARIABLE temp_spawn_locs,temp_spawns_needed,temp_spawn_count,temp_spawn_type,k,direction}\n [/event]\n\n #\n # Keep proximity spawn logic.\n #\n\n [event]\n name=side 9 turn\n first_time_only=no\n [filter_condition]\n [have_unit]\n side=1\n [filter_location]\n area=indoors\n radius={DIFF 5 7 9}\n [/filter_location]\n [/have_unit]\n\n [not]\n [have_unit]\n side=9\n [filter_wml]\n [variables]\n is_proximity_spawn=yes\n [/variables]\n [/filter_wml]\n [filter_location]\n area=indoors\n radius={DIFF 5 7 9}\n [/filter_location]\n [/have_unit]\n [/not]\n [/filter_condition]\n\n {LOG_IFTU_DBG \"S20 spawns: proximity spawn triggered!\"}\n\n [store_starting_location]\n side=9\n variable=spawn_loc\n [/store_starting_location]\n\n#ifndef EASY\n {VARIABLE_RANDOM spawn_type \"Demon,Demon,Demon,Demon Grunt,Demon Warrior,Chaos Headhunter,Chaos Bowman,Chaos Invader,Chaos Invader,Doom Guard,Dark Knight,Chaos Magus,Chaos Invoker,Chaos Invoker\"}\n#else\n {VARIABLE_RANDOM spawn_type \"Demon,Demon,Demon,Demon,Demon Grunt,Chaos Headhunter,Chaos Bowman,Chaos Invader,Chaos Invader,Chaos Invader,Chaos Invader,Doom Guard,Chaos Invoker,Chaos Invoker\"}\n#endif\n\n [unit]\n animate=yes\n side=9\n type=$spawn_type\n x,y=$spawn_loc.x,$spawn_loc.y\n generate_name=yes\n random_traits=yes\n random_gender=yes\n [variables]\n is_proximity_spawn=yes\n [/variables]\n [/unit]\n\n {CLEAR_VARIABLE spawn_loc,spawn_type}\n [/event]\n\n #\n # Victory events.\n #\n\n [event]\n name=moveto\n [filter]\n id=Galas,Elynia,Mal Keshar\n [filter_location]\n area=indoors\n [/filter_location]\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Quickly! We have no time to waste.\"\n [/message]\n\n {ENDLEVEL_VICTORY no}\n [/event]\n\n # This should be an 'enemies defeated' event handler, by all means, but as\n # side 6 is set up as an undefeatable side without leader, it will prevent\n # the event from ever triggering.\n [event]\n name=die\n [filter]\n canrecruit=yes\n [not]\n side=1,2\n [/not]\n [/filter]\n [filter_condition]\n [not]\n [have_unit]\n canrecruit=yes\n [filter_side]\n [enemy_of]\n side=1\n [/enemy_of]\n [not]\n side=6\n [/not]\n [/filter_side]\n [not]\n x,y=$x1,$y1\n [/not]\n [/have_unit]\n [/not]\n [/filter_condition]\n\n {ENDLEVEL_VICTORY no}\n [/event]\n\n [event]\n name=victory\n\n [message]\n speaker=Elynia\n message= _ \"You know, Galas... It\u2019s very strange for somebody like me to say this but...\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"What is it?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"... Just stay close to me at all times. It would do us no good if the shadows took over your body again.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"... Very well.\"\n [/message]\n\n [message]\n speaker=Althurin\n message= _ \"Alas, if Galas and the Lady are to succeed in their mission we must stay here and fend off the enemy reinforcements. I can\u2019t help but wonder what kind of foe awaits that courageous bunch in there...\"\n [/message]\n\n {CLEAR_VARIABLE demon_spawning}\n [/event]\n\n [event]\n name=time over\n\n [message]\n speaker=Elynia\n message= _ \"This is hopeless, Galas. We took too long, and now enemy reinforcements are approaching from all directions!\"\n [/message]\n [/event]\n[/scenario]\n\n#undef TH_TOWER\n#undef TH_DRONE_SPAWNER\n#undef TH_ENEMY_AI_TARGETS\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=21_Innuendo\n name= _ \"Innuendo\"\n {MAP 21_Innuendo.map}\n {TURNS 98 93 90}\n next_scenario=22A_Face_of_the_Enemy\n victory_when_enemies_defeated=no\n\n {SCENARIO_MUSIC \"siege_of_laurelmor.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"the_deep_path.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"western_theme2.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"knalgan_theme.ogg\"}\n\n {INDOORS} {SCHEDULE_LIGHTING -30 -40 -20}\n\n {STORYTXT_INNUENDO}\n\n {DEATHS_ACT_4}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=good\n user_team_name= _ \"team_name^Galas\"\n\n shroud=yes\n\n {NO_ECONOMY}\n # Minimum gold for 8 recalls\n gold=160\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n team_name=enemies\n user_team_name= _ \"team_name^Central Garrison\"\n {CHAOS_FLAG}\n color=gold\n\n hidden=yes\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}\n {AI_SIMPLE_ALWAYS_ASPECT leader_aggression 9.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT leader_ignores_keep yes}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n\n {AI_BOSS_TARGETING_ENGINE <<{\"Galas\",\"Elynia\",\"Mal Keshar\"}>>}\n [/ai]\n\n canrecruit=yes\n type=Armageddon Imp\n id=Cragworg\n name= _ \"Cragworg\"\n facing=sw\n {IS_BOSS}\n [modifications]\n {TRAIT_SLOW}\n {TRAIT_RESILIENT}\n {BOSS_BOOST 100% 3 1 2 0}\n [/modifications]\n\n {SIDE_GENERIC_UNIT (Shaxthal Assault Drone) 34 14} {FACING sw}\n {SIDE_GENERIC_UNIT (Shaxthal Assault Drone) 37 16} {FACING sw}\n\n {SIDE_GENERIC_UNIT (Demon Grunt) 38 14} {FACING sw}\n#ifdef EASY\n {SIDE_GENERIC_UNIT (Demon Grunt) 37 14} {FACING sw}\n#else\n {SIDE_GENERIC_UNIT (Demon Warrior) 37 14} {FACING sw}\n#endif\n {SIDE_GENERIC_UNIT (Demon Grunt) 36 13} {FACING sw}\n\n {SIDE_GENERIC_UNIT (Blood Imp) 39 16} {FACING sw}\n {SIDE_GENERIC_UNIT (Blood Imp) 33 13} {FACING sw}\n\n [unit]\n type=Demon Grunt\n id=Aelyriun-Balal\n name= _ \"Aelyriun-Balal\"\n gender=female\n x,y=39,13\n upkeep=free\n facing=sw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_DEXTROUS}\n [/modifications]\n [/unit]\n [/side]\n\n [side]\n side=3\n team_name=enemies\n user_team_name= _ \"team_name^Central Garrison\"\n {CHAOS_FLAG}\n\n recruit=Ghoul,Skeleton Archer,Ghost,Vampire Bat,Bone Shooter,Walking Corpse\n {INCOME 5 6 6}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n [/ai]\n\n canrecruit=yes\n type=Ancient Lich\n id=Mal Vritra\n name= _ \"Mal Vritra\"\n gender=female\n [modifications]\n {TRAIT_UNDEAD}\n {TRAIT_QUICK}\n [/modifications]\n\n {SIDE_GENERIC_GUARD (Abomination) 13 11} {FACING se}\n {SIDE_GENERIC_GUARD (Abomination) 10 12} {FACING se}\n\n {SIDE_GENERIC_GUARD (Ghast) 13 13} {FACING se}\n\n {SIDE_GENERIC_GUARD ({DIFF Necrophage Ghast Ghast}) 17 17} {FACING sw}\n\n {SIDE_GENERIC_GUARD (Revenant) 16 14} {FACING sw}\n {SIDE_GENERIC_GUARD (Banebow) 14 15} {FACING se}\n\n {SIDE_GENERIC_GUARD (Necrophage) 63 28}\n\n {SIDE_GENERIC_GUARD (Soulless) 60 31} {VARIATION bat}\n {SIDE_GENERIC_GUARD (Soulless) 64 21} {VARIATION bat}\n {SIDE_GENERIC_GUARD (Blood Bat) 63 23}\n\n#ifndef EASY\n {SIDE_GENERIC_GUARD (Wraith) 47 10} {FACING sw}\n {SIDE_GENERIC_GUARD (Wraith) 48 20} {FACING nw}\n#endif\n\n {SIDE_GENERIC_GUARD (Spectre) 51 4} {FACING sw}\n {SIDE_GENERIC_GUARD (Shadow) 59 7} {FACING sw}\n\n {SIDE_GENERIC_GUARD (Draug) 32 10} {FACING se}\n {SIDE_GENERIC_GUARD (Draug) 34 9} {FACING sw}\n\n {SIDE_GENERIC_GUARD (Wraith) 8 8} {FACING sw}\n {SIDE_GENERIC_GUARD (Wraith) 11 7} {FACING sw}\n\n {SIDE_GENERIC_GUARD (Spectre) 14 18} {FACING sw}\n\n {SIDE_GENERIC_GUARD (Spectre) 61 29} {FACING ne}\n [/side]\n\n [side]\n side=4\n team_name=enemies\n user_team_name= _ \"team_name^Central Garrison\"\n {CHAOS_FLAG}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT leader_ignores_keep yes}\n [/ai]\n\n type=Shaxthal Sentry Drone\n id=Nemaara\n name= _ \"Nemaara\"\n {IS_BOSS}\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_ARMORED}\n {TRAIT_RESILIENT}\n {BOSS_BOOST 90% 2 0 1 1}\n [object]\n [effect]\n apply_to=image_mod\n add=\"PAL(shaxthal_drone_base>shaxthal_drone_brown)\"\n [/effect]\n [/object]\n [/modifications]\n\n {SIDE_GENERIC_GUARD (Shaxthal Sentry Drone) 24 26} {FACING sw}\n {SIDE_GENERIC_GUARD (Shaxthal Sentry Drone) 24 28} {FACING sw}\n\n {SIDE_GENERIC_GUARD (Shaxthal Sentry Drone) 2 18} {FACING se}\n {SIDE_GENERIC_GUARD (Shaxthal Sentry Drone) 6 18} {FACING sw}\n\n {SIDE_GENERIC_GUARD (Shaxthal Assault Drone) 27 8} {FACING se}\n {SIDE_GENERIC_GUARD (Shaxthal Assault Drone) 38 3} {FACING sw}\n\n {SIDE_GENERIC_GUARD (Shaxthal Drone) 40 5} {FACING sw}\n\n {SIDE_GENERIC_GUARD (Shaxthal Drone) 65 4}\n {SIDE_GENERIC_GUARD (Shaxthal Drone) 65 8}\n {SIDE_GENERIC_GUARD (Shaxthal Drone) 68 8}\n#ifndef EASY\n {SIDE_GENERIC_GUARD (Shaxthal Sentry Drone) 68 5} {FACING sw}\n {SIDE_GENERIC_GUARD (Shaxthal Sentry Drone) 63 8} {FACING nw}\n#endif\n {SIDE_GENERIC_GUARD (Shaxthal Assault Drone) 64 15}\n\n#ifndef EASY\n {SIDE_GENERIC_GUARD (Shaxthal Rayblade) 4 40} {FACING ne}\n#endif\n\n {SIDE_GENERIC_GUARD (Shaxthal Rayblade) 6 25} {FACING sw}\n {SIDE_GENERIC_GUARD (Shaxthal Rayblade) 19 28} {FACING sw}\n#ifndef EASY\n {SIDE_GENERIC_GUARD (Shaxthal Rayblade) 23 11} {FACING sw}\n#endif\n\n {SIDE_GENERIC_GUARD ({DIFF (Shaxthal Runner Drone) (Shaxthal Protector Drone) (Shaxthal Protector Drone)}) 21 8} {FACING se}\n\n {SIDE_GENERIC_GUARD (Shaxthal Rayblade) 32 7} {FACING se}\n {SIDE_GENERIC_GUARD (Shaxthal Rayblade) 34 7} {FACING se}\n\n {SIDE_GENERIC_GUARD (Shaxthal Protector Drone) 33 5} {FACING se}\n {SIDE_GENERIC_GUARD (Shaxthal Protector Drone) 31 6} {FACING se}\n {SIDE_GENERIC_GUARD (Shaxthal Protector Drone) 35 6} {FACING se}\n\n {SIDE_GENERIC_GUARD (Shaxthal Rayblade) 24 18} {FACING se}\n\n {SIDE_GENERIC_GUARD (Shaxthal Protector Drone) 28 17} {FACING sw}\n {SIDE_GENERIC_GUARD (Shaxthal Protector Drone) 30 18} {FACING sw}\n [/side]\n\n [side]\n side=5\n team_name=enemies\n user_team_name= _ \"team_name^Central Garrison\"\n {CHAOS_FLAG}\n\n recruit=Chaos Invader,Chaos Headhunter,Chaos Invoker,Demon\n {INCOME 4 5 6}\n\n canrecruit=yes\n type=Chaos Arbalestier\n id=\"Ra'aldir\"\n name= _ \"Ra\u2019aldir\"\n [modifications]\n {TRAIT_DEXTROUS}\n {TRAIT_STRONG}\n [object]\n [effect]\n apply_to=attack\n range=ranged\n [set_specials]\n mode=append\n {WEAPON_SPECIAL_POISON}\n [/set_specials]\n [/effect]\n [/object]\n [/modifications]\n\n {SIDE_GENERIC_GUARD (Chaos Razerman) 5 24}\n {SIDE_GENERIC_GUARD (Chaos Razerman) 17 23}\n\n {SIDE_GENERIC_UNIT (Doom Guard) 40 34} {FACING se}\n {SIDE_GENERIC_UNIT (Hell Guardian) 37 32} {FACING se}\n\n {SIDE_GENERIC_UNIT (Chaos Longbowman) 35 25} {FACING sw}\n {SIDE_GENERIC_UNIT (Chaos Longbowman) 32 25} {FACING se}\n\n {SIDE_GENERIC_GUARD (Chaos Magus) 27 34} {FACING se}\n {SIDE_GENERIC_GUARD (Chaos Magus) 26 39} {FACING nw}\n {SIDE_GENERIC_GUARD (Chaos Magus) 22 27} {FACING sw}\n\n [unit]\n type=Lich\n id=Mal Abbadur\n name= _ \"Mal Abbadur\"\n upkeep=free\n ai_special=guardian\n x,y=22,25\n facing=sw\n [modifications]\n {TRAIT_UNDEAD}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n {SIDE_GENERIC_UNIT (Demon Zephyr) 43 15}\n {SIDE_GENERIC_UNIT (Demon Zephyr) 40 18}\n {SIDE_GENERIC_UNIT (Demon Zephyr) 41 12}\n {SIDE_GENERIC_UNIT (Demon Zephyr) 31 4}\n\n {SIDE_GENERIC_GUARD (Demon Warrior) 20 36} {FACING ne}\n {SIDE_GENERIC_GUARD (Demon Grunt) 18 39} {FACING ne}\n {SIDE_GENERIC_GUARD (Demon Warrior) 15 35} {FACING ne}\n {SIDE_GENERIC_GUARD (Demon Warrior) 11 38} {FACING ne}\n\n {SIDE_GENERIC_GUARD (Imp) 20 33}\n {SIDE_GENERIC_GUARD (Imp) 12 32}\n {SIDE_GENERIC_GUARD (Imp) 13 41}\n {SIDE_GENERIC_GUARD (Imp) 20 39}\n {SIDE_GENERIC_GUARD (Imp) 8 39}\n\n {SIDE_GENERIC_GUARD (Blood Imp) 16 36} {FACING se}\n\n {SIDE_GENERIC_GUARD (Gutwrencher Imp) 14 38} {FACING ne}\n\n {SIDE_GENERIC_GUARD (Hell Guardian) 6 43} {FACING nw}\n {SIDE_GENERIC_GUARD (Chaos Magus) 4 35} {FACING se}\n [/side]\n\n [side]\n side=6\n team_name=enemies\n user_team_name= _ \"team_name^Heart Hive\"\n {CHAOS_FLAG}\n\n no_leader=yes\n hidden=yes\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 20 14}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 21 15}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 21 11}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 22 11}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 25 18}\n\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 68 11}\n\n {SIDE_GENERIC_GUARD (Psy Crawler) 23 10}\n {SIDE_GENERIC_GUARD (Psy Crawler) 26 14}\n {SIDE_GENERIC_GUARD (Psy Crawler) 67 12}\n {SIDE_GENERIC_GUARD (Psy Crawler) 63 17} {FACING ne}\n {SIDE_GENERIC_GUARD (Psy Crawler) 51 25}\n\n {SIDE_GENERIC_GUARD (Psy Crawler) 3 17} {FACING se}\n {SIDE_GENERIC_GUARD (Psy Crawler) 5 17} {FACING sw}\n {SIDE_GENERIC_GUARD (Psy Mindraider) 4 16} {FACING s}\n [/side]\n\n [side]\n side=7\n team_name=enemies\n user_team_name= _ \"team_name^Central Garrison\"\n {CHAOS_FLAG}\n\n no_leader=yes\n hidden=yes\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n\n {SIDE_GENERIC_GUARD (Shadow Spawn) 7 10}\n {SIDE_GENERIC_GUARD (Shadow Spawn) 15 9}\n {SIDE_GENERIC_GUARD (Shadow Spawn) 32 2}\n\n {SIDE_GENERIC_GUARD (Goliath) 34 2}\n\n {SIDE_GENERIC_GUARD (Goliath) 26 19} {FACING sw}\n\n {SIDE_GENERIC_GUARD (Goliath) 5 31} {FACING se}\n\n {SIDE_GENERIC_GUARD (Iron Golem) 17 29} {FACING sw}\n {SIDE_GENERIC_GUARD (Iron Golem) 24 35} {FACING ne}\n\n {SIDE_GENERIC_GUARD (Automaton) 12 34}\n {SIDE_GENERIC_GUARD (Automaton) 18 34}\n {SIDE_GENERIC_GUARD (Automaton) 18 37}\n {SIDE_GENERIC_GUARD (Automaton) 15 40}\n\n {SIDE_GENERIC_GUARD (Death Knight) 14 36} {FACING se}\n [/side]\n\n [side]\n side=8\n team_name=enemies\n user_team_name= _ \"team_name^Central Garrison\"\n {CHAOS_FLAG}\n\n no_leader=yes\n hidden=yes\n {NO_ECONOMY}\n [/side]\n\n {STARTING_VILLAGES_ALL 2}\n {STARTING_VILLAGES 3 6}\n\n {CAVE_NOISE_SOUND_SOURCE}\n\n {CAVE_WATER_SOUND_SOURCE 32 38}\n {CAVE_WATER_SOUND_SOURCE 64 30}\n {CAVE_WATER_SOUND_SOURCE 5 10}\n {CAVE_WATER_SOUND_SOURCE 12 4}\n {CAVE_WATER_SOUND_SOURCE 51 4}\n {CAVE_WATER_SOUND_SOURCE 59 6}\n\n {SET_LABEL 48 8 ( _ \"Dungeon\")}\n {SET_LABEL 53 18 ( _ \"Dungeon\")}\n\n {PLACE_IMAGE (\"items/bones.png\") 53 12}\n {PLACE_IMAGE (\"items/bones.png\") 64 24}\n {PLACE_IMAGE (\"items/bones.png\") 6 10}\n {PLACE_IMAGE (\"items/bones.png~FL(horiz)\") 16 7}\n {PLACE_IMAGE (\"items/bones.png~FL(horiz)\") 28 23}\n\n {PLACE_IMAGE (\"scenery/rock3.png\") 63 30}\n\n {FINAL_SCENARIO_PLAYER_RECRUITMENT}\n\n#define IN_NOTE_ONLY_ON_FIRST_TURN\n {OBJECTIVE_NOTE_SHOW_IF ({VARIABLE_NUMERICAL_LESS_THAN turn_number 2})}\n#enddef\n\n#define IN_NOTE_ONLY_ON_GAMEPLAY_TURNS\n {OBJECTIVE_NOTE_SHOW_IF ({VARIABLE_NUMERICAL_GREATER_THAN turn_number 1})}\n#enddef\n\n#define IN_NOTE_NO_RECRUIT_RECALL\n {OBJECTIVE_NOTE ( _ \"You may not recall or recruit units\")} {IN_NOTE_ONLY_ON_GAMEPLAY_TURNS}\n#enddef\n\n [event]\n name=prestart\n\n {PLACE_IMAGE (\"items/gohere.png\") 32-34 1}\n\n {SCATTER_RANDOM_IMAGE (\n terrain=!,*^Xp,!,Urb,Urb^*,Yh*,Yh*^*\n x=43-73\n y= 1-25\n ) 24 scenery/gibs1.png,scenery/gibs2.png,scenery/gibs3.png}\n\n [setup_doors]\n side=8\n [/setup_doors]\n\n [store_locations]\n terrain=C*\n [and]\n x,y=44,28\n radius=8\n [/and]\n [not]\n x=39,40,41\n y=30,30,31\n [/not]\n variable=entrance_spawn_locs\n [/store_locations]\n\n [foreach]\n array=entrance_spawn_locs\n variable=loc\n\n [do]\n {VARIABLE spawn \"$(if($i % 2 = 0, 'yes', 'no'))\"}\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS spawn yes}\n [then]\n {RANDOM \"Chaos Invader,Chaos Invader,Chaos Invader,Chaos Invader,Chaos Invader,Chaos Invoker,Chaos Invoker,Chaos Bowman,Chaos Bowman,Chaos Bowman,Doom Guard,Demon,Demon,Demon,Blood Imp,Imp,Demon Zephyr,Demon Grunt\"}\n\n [unit]\n side=5\n type=$random\n generate_name=yes\n random_traits=yes\n random_gender=yes\n x,y=$loc.x,$loc.y\n [/unit]\n [/then]\n [/if]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE entrance_spawn_locs,random}\n\n [store_locations]\n [filter]\n type=Shaxthal Sentry Drone,Shaxthal Drone\n [not]\n canrecruit=yes\n [/not]\n [/filter]\n variable=shaxthal_repal_locs\n [/store_locations]\n\n [foreach]\n array=shaxthal_repal_locs\n variable=loc\n [do]\n [object]\n silent=yes\n [filter]\n x,y=$loc.x,$loc.y\n [/filter]\n [effect]\n apply_to=image_mod\n add=\"PAL(shaxthal_drone_base>shaxthal_drone_cyan)\"\n [/effect]\n [/object]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE shaxthal_repal_locs}\n\n #\n # Disable some sides that get activated by events later.\n #\n\n [modify_side]\n side=2,3\n controller=null\n [/modify_side]\n\n # These sides get used for sentries all over the map, so we can't lump\n # them together with the rest in the filter above.\n\n [store_unit]\n [filter]\n id=Nemaara\n [/filter]\n kill=yes\n variable=nemaara_store\n [/store_unit]\n\n [store_unit]\n [filter]\n id=\"Ra'aldir\"\n [/filter]\n kill=yes\n variable=raaldir_store\n [/store_unit]\n\n #\n # Recall heroes\n #\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA_AT 46 36}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR_AT 46 37}\n # wmllint: recognize Erathan\n {RECALL_ERATHAN_AT 45 37}\n # wmllint: recognize Igor\n {RECALL_IGOR_AT 48 37}\n\n {FACE_DIRECTION (side=1) nw}\n\n [store_unit]\n [filter]\n id=Galas\n [/filter]\n kill=no\n variable=galas_store\n [/store_unit]\n\n [store_locations]\n terrain=*^Cov\n [and]\n x,y=$galas_store.x,$galas_store.y\n radius=8\n [/and]\n variable=player_castle_locs\n [/store_locations]\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Explore and descend deeper underground with Galas, Elynia, or Mal Keshar\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_FULL_CARRYOVER}\n\n {OBJECTIVE_NOTE ( _ \"In this scenario, you may only recall or recruit units during the first turn, in your starting area\")}\n {IN_NOTE_ONLY_ON_FIRST_TURN}\n {OBJECTIVE_NOTE ( _ \"Only those units you recall or recruit during the first turn will be available for the remainder of the campaign\")}\n {IN_NOTE_ONLY_ON_FIRST_TURN}\n {IN_NOTE_NO_RECRUIT_RECALL}\n )}\n\n {CLEAR_CAVE_SHROUD x,y,radius=52,39,5}\n\n [mute_sound_effects][/mute_sound_effects]\n\n [hide_unit][/hide_unit]\n\n {BLACK_SCREEN}\n\n {LOCK_VIEW}\n [/event]\n\n [event]\n name=start\n\n [fade_in_sound_effects]\n duration=500\n [/fade_in_sound_effects]\n\n {FADE_IN}\n\n [move_unit_fake]\n side=1\n type=$galas_store.type\n x=57,$galas_store.x\n y=42,$galas_store.y\n image_mods=\"RC(magenta>brown)\"\n force_scroll=no\n [/move_unit_fake]\n\n [unhide_unit][/unhide_unit]\n\n {CLEAR_VARIABLE galas_store}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"A presence... A strong, dark presence fills this whole place, as if the floor and walls had a life of their own. I don\u2019t like this.\"\n [/message]\n\n {MYSTERIOUS_VOICE ( _ \"Thus you dare enter my stronghold. You truly are a foolish hero, Galas.\")}\n\n [message]\n speaker=Galas\n message= _ \"... It\u2019s that voice again.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Reveal yourself, coward who hides in the darkness! We have come here to put an end to your reign of chaos and suffering!\"\n [/message]\n\n {QUAKE rumble.ogg}\n\n [sound]\n name=dwarf-laugh.wav\n [/sound]\n\n [message]\n speaker=Erathan\n message= _ \"That metallic laughter sure sounded real to me.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"He seems to want us to move forward, so let us be on the look out for traps. And... we need to find a way to open this gate.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Oh, please, courtesy is wasted in a place like this. Just blast them down or something.\"\n [/message]\n\n {MOVE_UNIT id=Erathan 44 36}\n\n [animate_unit]\n [filter]\n id=Erathan\n [/filter]\n\n flag=attack\n hits=kill\n with_bars=yes\n [primary_attack]\n range=melee\n [/primary_attack]\n\n [facing]\n [filter]\n type=Door\n [filter_adjacent]\n id=Erathan\n [/filter_adjacent]\n [/filter]\n [/facing]\n\n [animate]\n [filter]\n type=Door\n [filter_adjacent]\n id=Erathan\n [/filter_adjacent]\n [/filter]\n flag=defend\n with_bars=yes\n [/animate]\n [/animate_unit]\n\n [sound]\n name=gate-fall.ogg\n [/sound]\n\n [kill]\n type=Door\n [filter_adjacent]\n id=Erathan\n [/filter_adjacent]\n fire_event=yes\n animate=no\n [/kill]\n\n [redraw]\n side=1\n [/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n x,y=40,34\n message= _ \"Drop your weapons this instant, elf, and the Master may yet show you and your friends mercy!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Never! Onwards, everyone!\"\n [/message]\n\n [transient_message]\n message= _ \"Choose your recruits and recalls carefully. They will not require upkeep, but you should try to keep them alive for as long as possible; no other units will be available to you for the remainder of the campaign.\"\n [/transient_message]\n\n [item]\n image=items/gohere.png\n find_in=player_castle_locs\n [/item]\n\n {HIGHLIGHT_GOAL find_in=player_castle_locs}\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=turn 2\n\n [remove_item]\n find_in=player_castle_locs\n [/remove_item]\n\n [remove_terrain_overlays]\n find_in=player_castle_locs\n [/remove_terrain_overlays]\n\n {CLEAR_VARIABLE player_castle_locs}\n\n #\n # Store side 1's recall list for use later.\n #\n\n [store_unit]\n [filter]\n side=1\n x,y=recall,recall\n [/filter]\n kill=yes\n variable=recall_list\n [/store_unit]\n\n {REMOVE_RECRUIT_LIST 1}\n\n [show_objectives][/show_objectives]\n [/event]\n\n#define IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR\n x,y=$x1,$y1\n {UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}\n#enddef\n\n ############################################################################\n # #\n # ITEMS AND TRIGGERS #\n # #\n ############################################################################\n\n #\n # Event-triggering items\n #\n\n {PLACE_IMAGE (\"items/box.png\") 4 39}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=4,39\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n {IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}\n message= _ \"The crate is full of metal parts. I guess they are meant for some kind of machine.\"\n [/message]\n [/event]\n\n {PLACE_IMAGE (\"items/box.png\") 3 41}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=3,41\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n {IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}\n message= _ \"Books? What business do these fiends have reading books?\"\n [/message]\n [/event]\n\n {PLACE_IMAGE (\"items/box.png\") 9 44}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=9,44\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n {IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}\n message= _ \"It\u2019s an empty crate.\"\n [/message]\n [/event]\n\n {PLACE_IMAGE (\"items/box.png\") 9 23}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=9,23\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n {IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}\n message= _ \"It\u2019s full of bread. Very stale bread.\"\n [/message]\n [/event]\n\n {PLACE_IMAGE (\"items/barrel.png\") 7 43}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=7,43\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n {IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}\n message= _ \"It\u2019s an empty barrel.\"\n [/message]\n [/event]\n\n {PLACE_IMAGE (\"items/barrel.png\") 7 45}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=7,45\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n {IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}\n message= _ \"Oh gods... It\u2019s full of fish! Argh! But we are in the middle of a desert, so where did they get them from?\"\n [/message]\n [/event]\n\n {PLACE_IMAGE (\"items/barrel.png\") 14 6}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=14,6\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n {IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}\n message= _ \"There seems to be nothing but coal in here.\"\n [/message]\n [/event]\n\n {PLACE_IMAGE (\"items/barrel.png\") 7 12}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=7,12\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n {IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}\n message= _ \"It gives off such a foul smell I don\u2019t think I want to see the contents. Let\u2019s leave it alone, shall we?\"\n [/message]\n [/event]\n\n {PLACE_IMAGE (\"items/barrel.png\") 32 21}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=32,21\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n {IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}\n message= _ \"... Eyes. It\u2019s full of eyes.\"\n [/message]\n [/event]\n\n {PLACE_IMAGE (\"items/armor-golden.png\") 3 40}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=3,40\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n {IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}\n message= _ \"Hmph, why would anyone craft armor out of pure gold? Everyone knows it\u2019s one of the softest materials on Irdya. These ostentatious fiends...\"\n [/message]\n [/event]\n\n {PLACE_IMAGE (\"items/chest-plain-open.png\") 4 34}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=4,34\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n {IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}\n message= _ \"This chest is empty.\"\n [/message]\n [/event]\n\n {PLACE_IMAGE (\"items/chest-plain-open.png\") 9 45}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=9,45\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n {IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}\n message= _ \"Yep, nothing to see here.\"\n [/message]\n [/event]\n\n {PLACE_IMAGE (\"items/chest-plain-closed.png\") 8 45}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=8,45\n [/filter]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n {PLACE_IMAGE (\"items/chest-plain-open.png\") $x1 $y1}\n\n [sound]\n name=open-chest.wav\n [/sound]\n\n [delay]\n time=500\n [/delay]\n\n {RETRIEVE_GOLD {DIFF 180 160 140} }\n\n [message]\n {IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}\n message= _ \"It\u2019s not like we will need the gold any time soon, but there is nothing wrong with a little plundering, right?\"\n [/message]\n [/event]\n\n {PLACE_IMAGE (\"scenery/bookshelf-full.png\") 6 42}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=6,42\n [/filter]\n\n [allow_undo][/allow_undo]\n\n # wmllint: local spellings alvorian lancespade\n # wmllint: display on\n\n # Text by vultraz.\n [message]\n speaker=narrator\n image=icons/scroll_red.png\n caption= _ \"Invisibility Tonic\"\n message= _ \" \u2022 1\u00d7 clipped faerie wing\n \u2022 1\u00d7 eye of blood bat\n \u2022 2\u00d7 sprig of alvorian shade flower\n \u2022 1\u00d7 lancespade powder\n \u2022 3\u00d7 blue moon wisps\n\nCombine faerie wings with blood bat eye. Mix well and boil in iron cauldron for two hours. Add rest of ingredients, stirring. Makes 5 beakers of invisibility tonic.\"\n [/message]\n\n # wmllint: display off\n [/event]\n\n {PLACE_IMAGE (\"scenery/bookshelf-full.png\") 3 35}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=3,35\n [/filter]\n\n [allow_undo][/allow_undo]\n\n # Text by vultraz.\n [message]\n speaker=narrator\n image=icons/scroll_red.png\n caption= _ \"Chaos Warlord Field Report #452\"\n message= _ \"The elf sorceress is dead. I did not expect her to bring the entire cavern down on us; sadly for her, I simply dug my way out of the rubble with the help of a few drone servants. Even had I not seen her crushed and broken body, I knew there was no way she could have saved herself \u2014 not that the vacuous creature would have done so anyway. A curious trait, self-sacrifice. Unfortunately, she managed to buy the Lady of Light time to escape. But no matter. In the end, they will come to us...\"\n [/message]\n [/event]\n\n #\n # Collectables.\n #\n\n {POTION_OF_DEFTNESS_S21 31 21}\n\n {POTION_OF_STRENGTH_S21 6 44}\n\n {ACCURACY_BOW 8 43}\n\n {ARCANE_SHOT_AMULET 69 8}\n\n {CHILLING_BLADE 61 31}\n\n #\n # Dungeon prisoners.\n #\n\n [event]\n name=prestart\n\n {VARIABLE prisoners_remaining 0}\n [/event]\n\n#define IN_CAGE _IMG _COLOR _X _Y _EVENT_NAME\n {PLACE_IMAGE {_IMG}+\"~RC(magenta>\"+{_COLOR}+\")\" {_X} {_Y} }\n {PLACE_IMAGE items/cage.png {_X} {_Y} }\n\n [event]\n name=prestart\n\n {VARIABLE_INC prisoners_remaining}\n\n [terrain]\n x={_X}\n y={_Y}\n terrain=^Xo\n layer=overlay\n [/terrain]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n [filter_location]\n [filter_adjacent_location]\n x={_X}\n y={_Y}\n [/filter_adjacent_location]\n [/filter_location]\n [/filter]\n\n {VARIABLE cage.x {_X} }\n {VARIABLE cage.y {_Y} }\n\n [remove_terrain_overlays]\n x,y=$cage.x,$cage.y\n [/remove_terrain_overlays]\n\n [remove_item]\n x,y=$cage.x,$cage.y\n [/remove_item]\n\n [redraw]\n side=1\n [/redraw]\n\n [sound]\n name=gate-fall.ogg\n [/sound]\n\n [store_direction]\n from_x,from_y=$cage.x,$cage.y\n to_x,to_y=$x1,$y1\n [/store_direction]\n\n [fire_event]\n name={_EVENT_NAME}\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [/fire_event]\n\n {CLEAR_VARIABLE cage,direction}\n\n {VARIABLE_DEC prisoners_remaining}\n\n [fire_event]\n name=dungeon prisoners check\n [/fire_event]\n [/event]\n#enddef\n\n {IN_CAGE units/undead/soulless-troll.png red 55 2 \"release zombie troll\"}\n {IN_CAGE units/undead/soulless-swimmer.png red 46 3 \"release merzombie\" }\n {IN_CAGE units/undead/zombie-drake.png green 61 11 \"release zombie drake\"}\n {IN_CAGE \"units/elves-wood/lord.png~FL(horiz)\" teal 65 16 \"release ledinor\" }\n\n [event]\n name=release zombie troll\n\n {LOYAL_UNIT 1 Soulless $cage.x $cage.y} {VARIATION troll} {FACING $direction}\n [+unit]\n animate=yes\n [/unit]\n [/event]\n\n [event]\n name=release merzombie\n\n {LOYAL_UNIT 1 Soulless $cage.x $cage.y} {VARIATION swimmer} {FACING $direction}\n [+unit]\n animate=yes\n [/unit]\n [/event]\n\n [event]\n name=release zombie drake\n\n {LOYAL_UNIT 3 Soulless $cage.x $cage.y} {VARIATION drake} {FACING $direction}\n [+unit]\n name= _ \"Rurhl\u00f3\"\n animate=yes\n [/unit]\n\n [message]\n x,y=$cage.x,$cage.y\n message= _ \"Graurgh... Argh gaaaaa... (roars)\" # wmllint: no spellcheck\n [/message]\n\n [message]\n {IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}\n scroll=no\n message= _ \"It\u2019s hostile! Kill it!\"\n [/message]\n [/event]\n\n [event]\n name=release ledinor\n\n [unit]\n # wmllint: recognize L\u00e9dinor\n {CHARACTER_STATS_LEDINOR}\n animate=yes\n facing=$direction\n hitpoints=4\n x,y=$cage.x,$cage.y\n [/unit]\n\n [message]\n speaker=Galas\n message= _ \"Lord L\u00e9dinor! Is that really you? What have these beasts done to you?!\"\n [/message]\n\n [kill]\n animate=yes\n fire_event=no\n id=L\u00e9dinor\n [/kill]\n\n [message]\n speaker=Elynia\n message= _ \"He seems extremely unwell \u2014 no doubt he has been constantly tortured by his captors during all this time. I will have to treat him before he\u2019ll be able to stand on his own again.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"If only we could take him back outside... Damn it!\"\n [/message]\n [/event]\n\n #\n # Secret passage touchplate\n #\n\n {ITEM_TOUCHPLATE 58 29}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=58,29\n [/filter]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [terrain]\n x=57-58,52,51,49\n y= 28,25,23,26\n terrain=Urb\n [/terrain]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message=_\"Touchplate triggered. A wall moves.\"\n [/message]\n\n [redraw]\n side=1\n [/redraw]\n [/event]\n\n [event]\n name=DEBUG3\n\n {VARIABLE prisoners_remaining 0}\n\n [fire_event]\n name=dungeon prisoners check\n [/fire_event]\n [/event]\n\n ############################################################################\n # #\n # SCENARIO PROGRESSION #\n # #\n ############################################################################\n\n #\n # Central chamber\n #\n\n [event]\n name=die\n [filter]\n type=Door\n x=25-26,27\n y= 34,35\n [/filter]\n\n [fire_event]\n name=enter central chamber\n [primary_unit]\n x,y=$x2,$y2\n [/primary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=enter central chamber\n\n [unstore_unit]\n variable=raaldir_store\n find_vacant=yes\n [/unstore_unit]\n\n {CLEAR_VARIABLE raaldir_store}\n\n [modify_side]\n side=5\n {GOLD 130 140 150}\n [/modify_side]\n\n {MOBILIZE_GUARDIANS (\n x= 1-28\n y=32-42\n [not]\n side=1\n [/not]\n )}\n\n {CLEAR_CAVE_SHROUD x,y,radius=15,36,7}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=14,36\n [/scroll_to]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n {IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}\n message= _ \"Oh, just... great.\"\n [/message]\n\n [message]\n speaker=\"Ra'aldir\"\n message= _ \"Seize the Lady of Light and kill the intruders!\"\n [/message]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=\"Ra'aldir\"\n [/filter]\n\n [message]\n speaker=\"Ra'aldir\"\n message= _ \"You... you will not succeed... You can\u2019t kill... the Emperor...\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=\"Ra'aldir\"\n [/filter]\n\n [message]\n speaker=Galas\n message= _ \"I don\u2019t suspect anyone has actually tried before.\"\n [/message]\n [/event]\n\n #\n # Touchgem 1 (west side passage)\n #\n\n#define IN_ACTIVATE_TOUCHGEM _X _Y\n [remove_item]\n x={_X}\n y={_Y}\n [/remove_item]\n\n {PLACE_IMAGE (\"items/ball-magenta.png\") {_X} {_Y} }\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Touchgem triggered. A gate opens.\"\n [/message]\n#enddef\n\n {PLACE_IMAGE (\"items/ball-green.png\") 4 18}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=4,18\n [/filter]\n\n {IN_ACTIVATE_TOUCHGEM $x1 $y1}\n\n {CLEAR_CAVE_SHROUD (x,y,radius=15,20,4)}\n\n {REMOVE_EVENT_BARRIER *^Zz\\,*^Zz/,*^Zz| 15 20}\n\n [message]\n {IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}\n scroll=no\n message= _ \"Ah, that ought to do the trick.\"\n [/message]\n\n [message]\n speaker=Galas\n scroll=no\n message= _ \"Onwards!\"\n [/message]\n\n [modify_side]\n side=3\n controller=ai\n {GOLD 190 220 230}\n [/modify_side]\n [/event]\n\n #\n # Touchgem 2 (northwest area, location is random)\n #\n\n [event]\n name=prestart\n\n [set_variables]\n name=touchgem_locs\n mode=replace\n [value]\n x,y=22,6\n [/value]\n [value]\n x,y=25,16\n [/value]\n [value]\n x,y=29,13\n [/value]\n [value]\n x,y=9,18\n [/value]\n [/set_variables]\n\n {VARIABLE_RANDOM i \"0..$($touchgem_locs.length - 1)\"}\n\n {PLACE_IMAGE (\"items/ball-green.png\") $touchgem_locs[$i].x $touchgem_locs[$i].y}\n\n [event]\n name=moveto\n delayed_variable_substitution=no\n [filter]\n side=1\n x,y=$touchgem_locs[$i].x,$touchgem_locs[$i].y\n [/filter]\n\n [fire_event]\n name=lift vritra gate barrier\n [primary_unit]\n x,y=$touchgem_locs[$i].x,$touchgem_locs[$i].y\n [/primary_unit]\n [/fire_event]\n [/event]\n\n {CLEAR_VARIABLE touchgem_locs,i}\n [/event]\n\n [event]\n name=lift vritra gate barrier\n\n {IN_ACTIVATE_TOUCHGEM $x1 $y1}\n\n {CLEAR_CAVE_SHROUD (x,y,radius=14,13,5)}\n\n {REMOVE_EVENT_BARRIER *^Zz\\,*^Zz/,*^Zz| 14 13}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Mal Vritra\n [/filter]\n\n [message]\n speaker=Mal Vritra\n message= _ \"Ah, every story has to come to an end someday... even yours, Lady of Light...\"\n [/message]\n [/event]\n\n #\n # Touchgem 3 (side 3 leader)\n #\n\n {PLACE_IMAGE (\"items/ball-green.png\") 10 8}\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=10,8\n [/filter]\n\n {IN_ACTIVATE_TOUCHGEM $x1 $y1}\n\n {CLEAR_CAVE_SHROUD (x,y,radius=21,22,5)}\n\n {REMOVE_EVENT_BARRIER *^Zz\\,*^Zz/,*^Zz| 21 22}\n [/event]\n\n #\n # Boss encounter start\n #\n\n {FIRE_EVENT_ON_STUMBLE_UPON \"boss encounter\" side=2}\n\n [event]\n name=boss encounter\n\n [message]\n {IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}\n message= _ \"Oh no... Uria be damned!\"\n [/message]\n\n {CLEAR_CAVE_SHROUD (x,y,radius=36,14,5)}\n\n [modify_side]\n side=2\n controller=ai\n [/modify_side]\n\n {BOSS_POPUP}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to_unit]\n id=Cragworg\n [/scroll_to_unit]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"Not this again...\"\n [/message]\n\n [message]\n speaker=Cragworg\n message= _ \"Your foolishness ends here with your death, enemies of Uria! Her Voice requests that we prevent your advance towards the Gate of Inferno at all costs!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"You mean the Chaos Emperor, right? I can\u2019t believe your kind lets a lesser monster like him order you around like dogs.\"\n [/message]\n\n [message]\n speaker=Aelyriun-Balal\n message= _ \"Don\u2019t you dare speak ill of the Voice of Uria, elf scum! Cragworg, crush these disgusting vermin!\"\n [/message]\n [/event]\n\n [event]\n name=attack\n [filter]\n id=Cragworg\n [/filter]\n [filter_second]\n id=Elynia\n [/filter_second]\n\n [message]\n speaker=Aelyriun-Balal\n message= _ \"Not the Lady of Light, you worthless idiot!\"\n [/message]\n [/event]\n\n [event]\n name=attack end\n [filter]\n side=1\n [/filter]\n [filter_second]\n side=2\n [/filter_second]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Is this our curse? To fight countless big shot enemies with death wishes?\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Aelyriun-Balal\n [/filter]\n\n [message]\n speaker=Aelyriun-Balal\n message= _ \"Oh, Uria, I... have... failed...\"\n [/message]\n [/event]\n\n #\n # Boss encounter end\n #\n\n [event]\n name=last breath\n [filter]\n id=Cragworg\n [/filter]\n\n [message]\n speaker=Cragworg\n message= _ \"(spits blood) You have not seen the last of me! I am not... dying... today... (collapses)\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Cragworg\n [/filter]\n [filter_condition]\n {VARIABLE_NUMERICAL_NOT_EQUALS prisoners_remaining 0}\n [/filter_condition]\n\n [message]\n speaker=Galas\n message= _ \"Ugh. Hopefully that\u2019s the last time we will need to fight one of these drooling imps. Now, where do we go from here?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"They seemed determined not just to prevent our progress towards the \u2018Gate\u2019, but also to impede our access to the dungeon on this level. May I suggest we investigate and possibly release any prisoners kept captive?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Yes, sounds good to me.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n [and]\n [filter_location]\n x,y=50,8\n [or]\n x,y=52,21\n [/or]\n radius=5\n [/filter_location]\n [/and]\n [/filter]\n\n [message]\n speaker=Galas\n message= _ \"I think I just heard a voice calling for help.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Galas, do you really want us to explore the whole place? We do not have all the time in the world, you know. Besides, I doubt the prisoners can be of much help. Not alive, at least...\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"It would be highly inhumane for us to leave them abandoned to their own luck!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Very well, boy, do as you wish. I don\u2019t really care! Should we lose precious time due to your insistence on helping all living things, that shall be your problem to deal with, not mine.\"\n [/message]\n [/event]\n\n #\n # Called from the dungeon cage handlers\n #\n\n [event]\n name=dungeon prisoners check\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS prisoners_remaining 0}\n [/filter_condition]\n\n [message]\n speaker=Elynia\n message= _ \"I wonder if that\u2019s all of them... It seems odd that the dungeon is almost completely empty. Perhaps they saw us coming and moved all of their prisoners elsewhere?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Why would they bother? They have never seemed to be the kind who would take prisoners in the first place; Lord L\u00e9dinor\u2019s presence here is highly unusual.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Yes, and that is... Hold on, I hear movement.\"\n [/message]\n\n [unstore_unit]\n variable=nemaara_store\n find_vacant=yes\n [/unstore_unit]\n\n {MOBILIZE_GUARDIANS (\n [filter_location]\n x,y=$nemaara_store.x,$nemaara_store.y\n radius=4\n [/filter_location]\n [not]\n side=1\n [/not]\n )}\n\n {CLEAR_CAVE_SHROUD (\n x,y,radius=$nemaara_store.x,$nemaara_store.y,7\n [filter_radius]\n terrain=!,Q*,Q*^*\n [/filter_radius]\n [not]\n y=1-3\n [/not]\n )}\n\n {CLEAR_VARIABLE nemaara_store}\n\n {REMOVE_EVENT_BARRIER *^Zz\\,*^Zz/,*^Zz| 34 10}\n\n [message]\n speaker=Mal Keshar\n message= _ \"So I guess we don\u2019t need to find a way to open that gate after all!\"\n [/message]\n\n #\n # TODO: fix this\n #\n#ifdef 0\n [scroll_to_unit]\n id=Nemaara\n [/scroll_to_unit]\n\n {HIGHLIGHT_GOAL (\n [filter]\n id=Nemaara\n [/filter]\n )}\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n#endif\n [/event]\n\n #\n # Victory\n #\n\n [event]\n name=moveto\n [filter]\n id=Galas,Elynia,Mal Keshar\n x=32-34\n y=1\n [/filter]\n\n {ENDLEVEL_CONTINUE}\n [/event]\n\n [event]\n name=victory\n\n [message]\n speaker=Galas\n message= _ \"And deeper underground we go. (sighs) Perhaps we should focus on finding that \u2018Gate\u2019 and close it off somehow before confronting the Emperor. Elynia, would you be able to do that?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"... Elynia?\"\n [/message]\n\n [message]\n speaker=Elynia\n # po: She is supposed to sound as though she's distracted with/by something else.\n message=_ \"Huh? Oh, sorry. You are asking about the portal to Inferno, right. I fear it might be a much more severe fissure in our reality than I originally suspected. I can\u2019t even begin to fathom the amount of power that was required to create it, let alone how to heal it.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"So, you mean...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"This whole city is the Gate.\"\n [/message]\n\n {CLEAR_VARIABLE prisoners_remaining,raaldir_store,nemaara_store,player_castle_locs}\n [/event]\n[/scenario]\n\n#undef IN_NOTE_ONLY_ON_FIRST_TURN\n#undef IN_NOTE_ONLY_ON_GAMEPLAY_TURNS\n#undef IN_NOTE_NO_RECRUIT_RECALL\n#undef IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR\n#undef IN_CAGE\n#undef IN_ACTIVATE_TOUCHGEM\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=22A_Face_of_the_Enemy\n name= _ \"Face of the Enemy\"\n {MAP 22A_Face_of_the_Enemy.map}\n {TURNS 46 45 44}\n next_scenario=22B_Dark_Hive\n victory_when_enemies_defeated=no\n {NO_RECALLS}\n\n {SCENARIO_MUSIC \"climactic_contemplation.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"heroes_rite.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"the_deep_path.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"nunc_dimittis.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"suspense.ogg\"}\n\n {INDOORS_HIVE}\n\n {STORYTXT_GAUNTLET}\n\n {DEATHS_ACT_4}\n\n {SPAWN_CONTROLLER}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=good\n user_team_name= _ \"team_name^Galas\"\n\n fog=yes\n shroud=yes\n\n {NO_ECONOMY}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n # Boss and boss supporters\n [side]\n side=2\n team_name=enemies\n user_team_name= _ \"team_name^Chaos Warlord\"\n {CHAOS_FLAG}\n color=gold\n controller=null # Activated later.\n\n hidden=yes\n no_leader=yes\n # Gold set by events.\n recruit=Chaos Invoker,Fire Wraith,Demon Grunt,Demon Zephyr\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}\n {AI_SIMPLE_ALWAYS_ASPECT leader_aggression 9.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n\n {AI_BOSS_TARGETING_ENGINE <<{\"Elynia\",\"Galas\",\"Mal Keshar\"}>>}\n [/ai]\n [/side]\n\n [side]\n side=3\n team_name=enemies\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n color=blue\n\n hidden=yes\n no_leader=yes\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n [/ai]\n\n {SIDE_GENERIC_GUARD (Chaos Razerman) 18 27} {FACING ne}\n {SIDE_GENERIC_GUARD (Chaos Razerman) 28 30} {FACING nw}\n\n [unit]\n id=Urunur\n name= _ \"Urunur\"\n type=Iron Mauler\n x,y=22,30\n facing=ne\n upkeep=free\n alignment=chaotic\n [modifications]\n {TRAIT_FEARLESS}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n\n {SIDE_GENERIC_GUARD (Chaos Marauder) 16 32}\n {SIDE_GENERIC_GUARD (Chaos Marauder) 31 34}\n\n {SIDE_GENERIC_GUARD (Hell Guardian) 33 35}\n\n {SIDE_GENERIC_GUARD (Chaos Magus) 21 35}\n {SIDE_GENERIC_GUARD (Chaos Magus) 18 31}\n {SIDE_GENERIC_GUARD (Chaos Magus) 26 31}\n\n {SIDE_GENERIC_GUARD (Chaos Invader) 30 21}\n {SIDE_GENERIC_GUARD (Chaos Invader) 31 21}\n {SIDE_GENERIC_GUARD (Chaos Invader) 35 23}\n {SIDE_GENERIC_GUARD (Chaos Invader) 34 23}\n\n {SIDE_GENERIC_GUARD (Demon Warrior) 31 23} {FACING ne}\n\n {SIDE_GENERIC_GUARD (Blood Imp) 28 23}\n {SIDE_GENERIC_GUARD (Blood Imp) 28 24}\n {SIDE_GENERIC_GUARD (Blood Imp) 29 24}\n\n {SIDE_GENERIC_GUARD (Hellhound) 26 25} {FACING ne}\n\n {SIDE_GENERIC_GUARD (Chaos Invoker) 35 20} {FACING nw}\n {SIDE_GENERIC_GUARD (Imp) 36 19} {FACING nw}\n [/side]\n\n [side]\n side=4\n team_name=enemies\n user_team_name= _ \"team_name^Dark Hive\"\n {CHAOS_FLAG}\n\n hidden=yes\n no_leader=yes\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 25 35}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 14 32}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 42 44}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 54 40}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 57 44}\n\n {SIDE_GENERIC_GUARD (Prong Bug) 22 4}\n [/side]\n\n [side]\n side=5\n team_name=enemies\n user_team_name= _ \"team_name^Cave Creatures\"\n\n hidden=yes\n no_leader=yes\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n\n {SIDE_GENERIC_GUARD (Blood Bat) 30 10}\n {SIDE_GENERIC_GUARD (Blood Bat) 28 13}\n {SIDE_GENERIC_GUARD (Blood Bat) 32 5}\n {SIDE_GENERIC_GUARD (Blood Bat) 48 16}\n {SIDE_GENERIC_GUARD (Blood Bat) 51 14}\n\n {SIDE_GENERIC_GUARD (Brain Drainer) 47 12}\n {SIDE_GENERIC_GUARD (Brain Drainer) 31 6}\n\n {SIDE_GENERIC_GUARD (Giant Ant) 48 34}\n {SIDE_GENERIC_GUARD (Giant Ant) 50 37}\n {SIDE_GENERIC_GUARD (Giant Ant) 54 29}\n\n {SIDE_GENERIC_GUARD (Giant Spider) 49 48}\n\n {SIDE_GENERIC_GUARD (Water Serpent) 50 32}\n\n {SIDE_GENERIC_GUARD (Cuttle Fish) 44 11}\n [/side]\n\n [side]\n side=6\n team_name=enemies\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n\n no_leader=yes\n hidden=yes\n {NO_ECONOMY}\n [/side]\n\n {CAVE_NOISE_SOUND_SOURCE}\n\n {CAVE_WATER_SOUND_SOURCE 33 6}\n\n {PLACE_IMAGE (\"items/bones.png~FL(horiz)\") 30 5}\n {PLACE_IMAGE (\"items/bones.png~FL(horiz)\") 48 35}\n {PLACE_IMAGE (\"items/bones.png\") 56 42}\n\n#define GA_DRONES_EASY\n \"Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Runner Drone,Shaxthal Sentry Drone\" #enddef\n#define GA_DRONES_MEDIUM\n \"Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone,Shaxthal Protector Drone,Shaxthal Protector Drone\" #enddef\n#define GA_DRONES_HARD\n \"Shaxthal Sentry Drone,Shaxthal Assault Drone\" #enddef\n#define GA_DRONES_ULTRA\n \"Shaxthal Sentry Drone,Shaxthal Sentry Drone,Shaxthal Assault Drone,Shaxthal Assault Drone,Shaxthal Assault Drone,Shaxthal Rayblade\" #enddef\n\n#define GA_DRONE _TURNS _DIFFICULTY_LEVEL _X _Y\n {TIMED_DRONE_SPAWNER {_TURNS} (type={GA_DRONES_{_DIFFICULTY_LEVEL}}) 4 {_X} {_Y} }\n#enddef\n\n {GA_DRONE {DIFF 4 7 9} ULTRA 34 30}\n {GA_DRONE {DIFF 4 7 9} ULTRA 28 22}\n {GA_DRONE {DIFF 4 7 9} ULTRA 32 24}\n\n {GA_DRONE 8 MEDIUM 29 26}\n {GA_DRONE 8 MEDIUM 26 23}\n {GA_DRONE 8 MEDIUM 35 26}\n\n {GA_DRONE 6 EASY 14 31}\n {GA_DRONE 6 EASY 20 33}\n {GA_DRONE 6 EASY 26 30}\n {GA_DRONE 6 EASY 27 29}\n {GA_DRONE 6 EASY 16 29}\n\n {GA_DRONE 9 HARD 43 44}\n {GA_DRONE 9 HARD 53 41}\n\n {GA_DRONE 4 ULTRA 55 44}\n\n {GA_DRONE 6 HARD 35 10}\n\n {GA_DRONE 6 MEDIUM 18 8}\n {GA_DRONE 6 MEDIUM 20 9}\n {GA_DRONE 6 MEDIUM 15 6}\n\n {GA_DRONE 6 EASY 13 3}\n {GA_DRONE 6 EASY 16 4}\n {GA_DRONE 6 EASY 13 7}\n\n#define GA_TENTACLE _TURNS _X _Y\n {TIMED_SPAWNER {_TURNS} (type=Tentacle of the Deep) 5 {_X} {_Y} }\n#enddef\n\n {GA_TENTACLE 6 42 13}\n {GA_TENTACLE 4 39 16}\n {GA_TENTACLE 6 45 10}\n {GA_TENTACLE 4 48 10}\n\n {GA_TENTACLE 4 50 30}\n {GA_TENTACLE 6 52 34}\n {GA_TENTACLE 4 57 34}\n\n [event]\n name=prestart\n\n {VARIABLE boss_revived 0}\n\n # Used for SLFs only.\n [time_area]\n id=escape_area\n x=36-63,34-35,35\n y=29-48, 36,37\n {INDOORS_HIVE}\n [/time_area]\n\n [setup_doors]\n side=6\n [/setup_doors]\n\n # Recall heroes\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR}\n # wmllint: recognize L\u00e9dinor\n {RECALL_LEDINOR}\n # wmllint: recognize Erathan\n {RECALL_ERATHAN2}\n # wmllint: recognize Igor\n {RECALL_IGOR}\n\n {FACE_DIRECTION side=1 ne}\n\n [modify_unit]\n [filter]\n id=L\u00e9dinor\n [/filter]\n hitpoints=\"$($this_unit.max_hitpoints * 0.6)\"\n [/modify_unit]\n\n [hide_unit]\n id=L\u00e9dinor\n [/hide_unit]\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Explore and descend deeper underground with Galas, Elynia, or Mal Keshar\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of L\u00e9dinor\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_FULL_CARRYOVER}\n )}\n [/event]\n\n {FINAL_SCENARIO_PLAYER_RECRUITMENT_WITH_AUTORECALL}\n\n [event]\n name=start\n\n [message]\n speaker=Galas\n message= _ \"It has been a while since we last encountered an enemy other than those mindless hive creatures, and the stench of decay is only getting worse. Are we sure we are going in the right direction?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Oh, we certainly are heading towards a powerful dark presence. Whether it is the Chaos Emperor himself or not\u2014\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Galas, Lord L\u00e9dinor seems to be regaining consciousness.\"\n [/message]\n\n [unhide_unit]\n id=L\u00e9dinor\n [/unhide_unit]\n\n [message]\n speaker=Galas\n message= _ \"My lord! Are you all right?\"\n [/message]\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"Oh, young Galas, that is a... silly question to ask... (coughs) To say that I have felt better in my life would be quite an understatement. But... I am alive at least. I never expected to see you here, and... I hear this radiant lady is the Lady of Light, the savior of elf-kind? How can this be? I... I always thought...\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Oh, my lord, it is a long and sorrowful story. I suppose it rests on me to bring you up to speed. Do you think you will be able to walk on your own, sir?\"\n [/message]\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"I am old and tortured, but not useless yet. Yes, I can walk, and perhaps I may still be of help.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Let us get moving then.\"\n [/message]\n [/event]\n\n [event]\n name=turn 4\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"So that is why Anlind\u00eb is not here... Oh, Galas, would that I had foreseen this. It\u2019s not fair. I should have died in her place, making a last stand against our enemies! Instead, I was captured and brought to this living hell.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Why would they do this? Were any other elves captured? Did the demons want anything specific from you, perhaps to make an example for the rest of our people?\"\n [/message]\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"Oh, I fear I was never allowed to see or be seen by any other prisoners back in the Valley, my fair lady. Then I was brought here tied and blindfolded. Although there certainly used to be other people in the dungeon, not a single one of them sounded like one of our own. As for why they kept me alive... Ugh... (holds head)\"\n [/message]\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"These fiends, they have no compassion for any living creature, not even those from their own ranks. You don\u2019t want to hear of the atrocities they do to their prisoners... I am sure you recall the stories we tell about orcs mutilating their enemies and boiling them alive? Compared to the things they do to you in here \u2014 the things they make you do \u2014 I assure you, becoming an orc\u2019s dinner... would be a far preferable fate to even witnessing all this...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I... Lord L\u00e9dinor, pardon me. I should not have asked.\"\n [/message]\n [/event]\n\n {ITEM_CRYSTAL_GLYPH_MESSAGE 49 15}\n\n [event]\n name=moveto\n [filter]\n x,y=49,15\n side=1\n [/filter]\n\n {MSG_GLYPH ( _ \"We are the Argazar people, creators of these crystal glyphs. And this is the story of our downfall.\")}\n\n {MSG_GLYPH ( _ \"Our extensive research allowed us to select the best characteristics of all natural lifeforms in our domain and combine them into a new creature. Thus the \u2018invincibles\u2019, or \u2018Shaxthals\u2019, were born. Our original intention was to use this knowledge to advance our civilization beyond the limits of mortality, and achieve the dream of eternal life. However, a hostile invasion from Ryth\u00e9 brought our plan to an abrupt halt.\")}\n\n {MSG_GLYPH ( _ \"After years of war, desperate for a resolution we saw fit to employ our invincibles as weapons against our ancient enemy, and much to our amazement, the plan worked. But even though we managed to fend off Ryth\u00e9\u2019s forces for a while, in doing so we garnered new attention from a mysterious entity whose existence we had ignored thus far.\")}\n\n {MSG_GLYPH ( _ \"A powerful beam of pure darkness struck our world, destroying our civilization, and our creations. Our population swiftly dwindled, and the Rythenians took advantage of the situation. Cornered and without escape from the increasingly poisonous air, we devised a mechanism that allowed us to escape into a world beyond the veil; a primitive world devoid of intelligent life, a world stranded in a limbo between times.\")}\n\n {MSG_GLYPH ( _ \"Although our new home was far too hostile for us to survive on the surface, we found shelter under the ground, where we decided we would try to rebuild our civilization. However...\")}\n\n {MSG_GLYPH ( _ \"Originally non-sentient, the Shaxthals we brought with us somehow developed minds of their own, with new instincts and desires, and they could no longer be contained by their creators. They began to attack and assimilate the remnants of our people and spawn new generations with new, more sophisticated bodies able to protect them against our weapons. Their numbers increased at an exceedingly fast rate, and we could do nothing to save ourselves in time.\")}\n\n {MSG_GLYPH ( _ \"With barely a few dozen of us left, we discovered a way to thwart the Shaxthals\u2019 reproductive capabilities. And thus the circle was completed: our hope for eternal life became the instrument of our demise, and us their own. In the twilight days of our race, we were left to ponder this irony.\")}\n\n {MSG_GLYPH ( _ \"In spite of our protests, the elders ordered us to take a few of the last Shaxthal creatures and put them into preservation pods for further experimentation, believing that they might still hold the key to our survival. By then it was too late, and we no longer had specialists able to conduct any new research. We could only make sure to record our history and thoughts in these crystal glyphs, with the hope that perhaps some day someone will resurrect our fallen race.\")}\n [/event]\n\n ############################################################################\n # #\n # SCENARIO PROGRESSION #\n # #\n ############################################################################\n\n {FIRE_EVENT_ON_STUMBLE_UPON \"guard encounter\" side=3}\n\n [event]\n name=guard encounter\n\n [redraw]\n side=1\n [/redraw]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Do they seriously expect these two to prevent our advance somehow?\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n type=Door\n x=34,35\n y=20,21\n [/filter]\n\n {CLEAR_CAVE_SHROUD x,y,radius=31,23,3}\n {CLEAR_CAVE_SHROUD x,y,radius=28,24,3}\n\n [redraw]\n side=1\n [/redraw]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Ah, that\u2019s much better!\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n type=Door\n x=24,25,26\n y=25,26,26\n [/filter]\n\n {MOBILIZE_GUARDIANS (\n side=3\n [filter_location]\n x,y,radius=20,31,8\n [/filter_location]\n )}\n\n [store_unit]\n [filter]\n side=1\n x=1-100\n y=1-100\n [/filter]\n variable=onmap_player_units\n kill=yes\n [/store_unit]\n\n [hide_unit][/hide_unit]\n\n {FADE_TO_BLACK}\n\n [delay]\n time=1000\n [/delay]\n\n [foreach]\n array=onmap_player_units\n [do]\n {VARIABLE this_item.attacks_left $this_item.max_attacks}\n {VARIABLE this_item.moves $this_item.max_moves}\n\n [unstore_unit]\n variable=this_item\n check_passability=yes\n find_vacant=yes\n x,y=21,28\n [/unstore_unit]\n\n [hide_unit]\n id=$this_item.id\n [/hide_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE onmap_player_units}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=22,27\n {WARP}\n [/scroll_to]\n\n {FADE_IN}\n\n [unhide_unit]\n side=1\n [/unhide_unit]\n\n [delay]\n time=500\n [/delay]\n\n [scroll_to]\n x,y=15,30\n [/scroll_to]\n\n [delay]\n time=500\n [/delay]\n\n [unhide_unit]\n [not]\n side=1\n [/not]\n [/unhide_unit]\n\n [message]\n speaker=Urunur\n message= _ \"It\u2019s the heathens! Keep them entertained!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"What is this now? Keep us entertained for what?\"\n [/message]\n\n [terrain]\n x=23-24,25-26,27\n y= 25, 26,27\n terrain=Xos\n [/terrain]\n\n [redraw][/redraw]\n\n [kill]\n type=Door\n [filter_location]\n terrain=Xos\n [/filter_location]\n [/kill]\n\n [sound]\n name=dragonstick.ogg\n [/sound]\n\n [scroll_to]\n x,y=25,26\n {WARP}\n [/scroll_to]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Erathan\n message= _ \"I suppose it\u2019s too late to turn back now.\"\n [/message]\n\n [scroll_to_unit]\n id=Galas\n [/scroll_to_unit]\n\n [event]\n delayed_variable_substitution=no\n name=\"turn $($turn_number + 3)\"\n\n [fire_event]\n name=boss stage 1\n [/fire_event]\n [/event]\n [/event]\n\n ############################################################################\n # #\n # BOSS STAGE 1 #\n # #\n ############################################################################\n\n [event]\n name=boss stage 1\n\n {LOCK_VIEW}\n\n [store_starting_location]\n side=2\n [/store_starting_location]\n\n {CLEAR_CAVE_SHROUD x,y,radius=$location.x,$location.y,6}\n\n [redraw]\n side=1\n [/redraw]\n\n {CLEAR_FOG 1 $location.x $location.y 6}\n\n [scroll_to]\n x,y=$location.x,$location.y\n {WARP}\n [/scroll_to]\n\n [delay]\n time=250\n [/delay]\n\n [terrain]\n x,y=$location.x,$location.y\n terrain=Kud\n [/terrain]\n\n [redraw][/redraw]\n\n {REPLACE_SCENARIO_MUSIC silence.ogg}\n\n {QUAKE thunderstick.ogg}\n\n [sound]\n name=dwarf-laugh.wav\n [/sound]\n\n [delay]\n time=500\n [/delay]\n\n {FACE_LOCATION side=1 x,y=$location.x,$location.y}\n\n [message]\n speaker=Erathan\n scroll=no\n message= _ \"He is here!\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Igor\n scroll=no\n message= _ \"That\u2019s...\"\n [/message]\n\n [store_direction]\n [to]\n [filter]\n id=Galas\n [/filter]\n [/to]\n from_x,from_y=$location.x,$location.y\n [/store_direction]\n\n {REPLACE_SCENARIO_MUSIC \"the_city_falls.ogg\"}\n\n [modify_side]\n side=2\n controller=ai\n hidden=no\n {INCOME 6 8 9}\n {GOLD 150 170 200}\n [/modify_side]\n\n [unit]\n # wmllint: recognize Elyssa\n {CHARACTER_STATS_ELYSSA}\n animate=yes\n canrecruit=yes\n side=2\n placement=leader\n facing=$direction\n {IS_BOSS}\n [/unit]\n\n {BOSS_POPUP}\n\n [delay]\n time=1000\n [/delay]\n\n {CONDITIONAL_ERATHAN (\n [message]\n speaker=Erathan\n message= _ \"A woman? The warlord is actually a woman?\"\n [/message]\n ) (\n [message]\n speaker=Mal Keshar\n message= _ \"Huh? The warlord is actually a woman? Pah, not that it makes any difference.\"\n [/message]\n )}\n\n [message]\n speaker=Elyssa\n message= _ \"Galas, the elf leader. You have no idea how long I\u2019ve been waiting to meet you. It\u2019s too bad that the elven witch could not make it \u2014 she seemed too infatuated with self-sacrifice for that, much like you.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"So you are the monster who killed Anlind\u00eb. I shall make sure you meet your due punishment, and I am not planning on dying tonight!\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Alas, lord of the elves, there is no weapon nor magical power left on this ruined world able to destroy me. You will only waste the last minutes of your life!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"No, we will prevail. No matter how many times your kind tries, you cannot escape justice at our hands. You will be banished from Irdya all the same!\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Ah, the formidable Lady of Light... I am truthfully disappointed to see you are but a brash, ignorant creature, just like the rest. You should be taught to not defy the power of Uria.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"You all appear to be under the misconception that your pitiful war will make a difference; but to her, you are completely beneath notice. We have been kept distracted by more important matters, but since you decided to come to our domain in person, I suppose it rests upon me to put an end to this folly.\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"The demoness unsheathed her sword and held it to the fore, glancing at the Lady of Light with murderous glee in her eyes. And just for one instant, Galas could read a hint of outrage and anguish on Elynia\u2019s face.\"\n [/message]\n\n [message]\n speaker=Elyssa\n # po: Yes, she doesn't spell out the Chaos Emperor's name or title\n # po: on this line, that's intentional.\n message= _ \"Although he and Uria had an interest in dealing with you personally, I fear that will not be possible, my dear.\"\n [/message]\n\n [scroll_to_unit]\n id=Elynia\n [/scroll_to_unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"No. It is time for you to meet your fate!\"\n [/message]\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Defeat the Chaos Warlord\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of L\u00e9dinor\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_FULL_CARRYOVER}\n )}\n\n {UNCLEAR_FOG}\n\n {CLEAR_VARIABLE location,direction}\n\n {UNLOCK_VIEW}\n [/event]\n\n #\n # Elyssa can't die in this scenario.\n #\n\n {BOSS_IMMORTALITY Elyssa () 100}\n\n [event]\n name=die\n [filter]\n id=Elyssa\n [/filter]\n\n {BUG ()}\n [/event]\n\n #\n # Make her fully invulnerable after the first two times.\n #\n\n [event]\n id=boss_revives_counter\n name=boss revived\n first_time_only=no\n\n {VARIABLE_INC boss_revived}\n\n [if]\n {VARIABLE_NUMERICAL_EQUALS boss_revived 2}\n [then]\n [remove_event]\n id=boss_revives_counter # wmllint: ignore\n [/remove_event]\n [/then]\n [/if]\n [/event]\n\n {BOSS_ABSORB_FULL_DAMAGE Elyssa ({VARIABLE_NUMERICAL_GREATER_THAN_OR_EQUAL boss_revived 2})}\n\n [event]\n name=boss revived\n\n [message]\n speaker=Elyssa\n message= _ \"I did warn you... You cannot destroy me.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Galas, you know that normally I would approve of sticking around to enact some form of revenge, but the harsh reality of the situation is...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Everyone, cover your eyes!\"\n [/message]\n\n [sound]\n name=magic-holy-miss-1.ogg\n [/sound]\n\n [hide_unit][/hide_unit]\n\n {WHITE_SCREEN}\n\n [delay]\n time=2000\n [/delay]\n\n [lua]\n code=<<\n local shift, step, delay = 256, 32, 20\n\n repeat\n shift = math.max(0, shift - step)\n wesnoth.wml_actions.color_adjust { red = shift, green = shift, blue = shift }\n wesnoth.interface.delay(delay)\n if shift <= 128 then\n wesnoth.wml_actions.unhide_unit {}\n end\n wesnoth.wml_actions.redraw {}\n until shift <= 0\n >>\n [/lua]\n\n [modify_unit]\n [filter]\n id=Elyssa\n [/filter]\n moves=1\n max_moves=1\n [variables]\n normal_moves=$this_unit.max_moves\n [/variables]\n [status]\n # Yes, only for one turn.\n slowed=yes\n [/status]\n [/modify_unit]\n\n [message]\n speaker=Elyssa\n message= _ \"What is this...? Do you really think such a cheap trick is going to stop me!? (holds her head)\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"She seems disoriented. Is this what we are doing now, Elynia? Fleeing from the enemy like cowards?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"We\u2019re not fleeing from her \u2014 we are just advancing to a more tactically advantageous position! Mal Keshar, take care of the enchantment shielding the gate!\"\n [/message]\n\n [setup_doors]\n side=6\n terrain=*^Zz*\n [/setup_doors]\n\n {CLEAR_CAVE_SHROUD terrain,radius=*^Zz*,3}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n terrain=*^Zz*\n [/scroll_to]\n\n {HIGHLIGHT_GOAL terrain=*^Zz*}\n\n [scroll_to_unit]\n id=Galas\n [/scroll_to_unit]\n\n #\n # Set up a counter for Elyssa's unconditional victory\n #\n\n # Yes this is a lot of turns, to account for the possibility that Mal\n # Keshar needs to move to the gates from Elyssa's keep.\n {VARIABLE boss_reactivate_turns {DIFF 8 7 7} }\n\n [event]\n id=boss_victory_progress_update\n name=update boss countdown\n first_time_only=no\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Destroy the exit gate using Mal Keshar before the Chaos Warlord regains her sight ($boss_reactivate_turns turns remaining)\")}\n {OBJECTIVE_SHOW_IF ({VARIABLE_NUMERICAL_NOT_EQUALS boss_reactivate_turns 1})}\n {OBJECTIVE_VICTORY ( _ \"Destroy the exit gate using Mal Keshar before the Chaos Warlord regains her sight (1 turn remaining)\")}\n {OBJECTIVE_SHOW_IF ({VARIABLE_NUMERICAL_EQUALS boss_reactivate_turns 1})}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of L\u00e9dinor\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_FULL_CARRYOVER}\n\n {OBJECTIVE_NOTE ( _ \"Elyssa will be incapacitated only for a limited time ($boss_reactivate_turns turns remaining)\")}\n )}\n [/event]\n\n [fire_event]\n name=update boss countdown\n [/fire_event]\n\n [event]\n id=boss_victory_countdown\n name=new turn\n first_time_only=no\n delayed_variable_substitution=yes\n\n {VARIABLE_DEC boss_reactivate_turns}\n\n [if]\n {VARIABLE_NUMERICAL_EQUALS boss_reactivate_turns 0}\n [then]\n [fire_event]\n name=boss victory\n [/fire_event]\n [/then]\n [else]\n [fire_event]\n name=update boss countdown\n [/fire_event]\n [/else]\n [/if]\n [/event]\n [/event]\n\n #\n # If Elyssa comes back to her senses it'll be too late for the player to\n # attempt to escape.\n #\n [event]\n name=boss victory\n\n [message]\n speaker=Elyssa\n message= _ \"Enough! By the power you have bestowed upon me, Uria, may the spells conferring life to the dead be canceled now!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Oh no...\"\n [/message]\n\n {THUNDER (\n [message]\n speaker=Mal Keshar\n message= _ \"Her power is too great! I... cannot...\"\n [/message]\n\n #\n # This will kill Mal Keshar and trigger defeat.\n #\n [kill]\n side=1\n race=undead\n animate=yes\n fire_event=yes\n [/kill]\n )}\n [/event]\n\n#define GA_EXIT_SUF\n type=Door\n [filter_location]\n terrain=*^Zz*\n [/filter_location]\n#enddef\n\n #\n # Only Mal Keshar can destroy the exit gate!\n #\n\n {FORCE_CHANCE_TO_HIT (\n [not]\n id=Mal Keshar\n [/not]\n ) ({GA_EXIT_SUF}) 0 ()}\n\n [event]\n name=die\n [filter]\n type=Door\n [filter_location]\n terrain=*^Zz*\n [/filter_location]\n [/filter]\n\n [remove_terrain_overlays]\n [filter]\n type=Door\n [/filter]\n terrain=*^Zz*\n [/remove_terrain_overlays]\n\n [kill]\n type=Door\n [filter_location]\n x,y=$x1,$y1\n radius=1\n [/filter_location]\n [/kill]\n\n [fire_event]\n name=boss stage 2\n [/fire_event]\n [/event]\n\n ############################################################################\n # #\n # BOSS STAGE 2 #\n # #\n ############################################################################\n\n [event]\n name=boss stage 2\n\n [message]\n speaker=Elynia\n message= _ \"Time for us to leave!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"What exactly do you intend to accomplish with this, Elynia? Could you at least tell me what your plan is for once?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Oh, you mean that as if you never did anything of the sort before? We have no time to waste here, I will explain later!\"\n [/message]\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Escape from the Chaos Warlord with Galas, Elynia, or Mal Keshar\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of L\u00e9dinor\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_FULL_CARRYOVER}\n )}\n\n [remove_event]\n id=boss_victory_countdown # wmllint: ignore\n [/remove_event]\n\n [remove_event]\n id=boss_victory_progress_update # wmllint: ignore\n [/remove_event]\n\n {CLEAR_VARIABLE boss_reactivate_turns}\n\n [modify_unit]\n [filter]\n id=Elyssa\n [/filter]\n max_moves=$this_unit.variables.normal_moves\n moves=$this_unit.variables.normal_moves\n [/modify_unit]\n\n #\n # End the boss fight once all heroes are out of the boss chamber.\n #\n [event]\n name=moveto\n [filter]\n id=Galas,Elynia,Mal Keshar\n [/filter]\n [filter_condition]\n [not]\n [have_unit]\n id=Galas,Elynia,Mal Keshar\n [not]\n x=37-100\n y=31-100\n [/not]\n [/have_unit]\n [/not]\n [/filter_condition]\n\n [fire_event]\n name=boss end\n [/fire_event]\n [/event]\n\n #\n # Don't allow returning to the boss chamber after everyone's left.\n #\n [event]\n name=moveto\n [filter]\n side=1\n [/filter]\n [filter_condition]\n [not]\n [have_unit]\n side=1\n [filter_location]\n [not]\n area=escape_area\n [/not]\n [/filter_location]\n [/have_unit]\n [/not]\n [/filter_condition]\n\n [scroll_to]\n x,y=34,35\n {WARP}\n [/scroll_to]\n\n [place_shroud]\n side=1\n [not]\n area=escape_area\n [/not]\n [/place_shroud]\n\n [terrain]\n x=32-35,31,33\n y=34-35,35,36\n terrain=Xos\n [/terrain]\n\n [redraw]\n side=1\n [/redraw]\n\n {QUAKE dragonstick.ogg}\n\n [delay]\n time=1000\n [/delay]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n [/event]\n [/event]\n\n [event]\n name=boss end\n\n [message]\n speaker=Elyssa\n message= _ \"So that is your plan, Lady of Light. I see...\"\n [/message]\n\n {MOVE_UNIT id=Elyssa 24 26}\n\n [kill]\n id=Elyssa\n [/kill]\n\n {REPLACE_SCENARIO_MUSIC \"the_deep_path.ogg\"}\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Galas,Elynia,Mal Keshar\n x=45-63\n y=38-48\n [/filter]\n\n [message]\n speaker=Galas\n message= _ \"So will you explain your plan now?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I... am not completely sure yet if it is possible, but... even without Argan\u2019s assistance, I may be able to summon the Union again somehow, if we can concentrate for a few minutes.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"We? I don\u2019t think I can...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Not you! Malin and me.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Wait, what?\"\n [/message]\n [/event]\n\n #\n # \"Victory\"\n #\n [event]\n name=moveto\n [filter]\n id=Galas,Elynia,Mal Keshar\n x=1-100\n y=48\n [/filter]\n\n {ENDLEVEL_CONTINUE}\n [/event]\n\n [event]\n name=victory\n\n {CLEAR_VARIABLE boss_reactivate_turns,boss_revived}\n [/event]\n[/scenario]\n\n#undef GA_DRONE\n#undef GA_DRONES_EASY\n#undef GA_DRONES_MEDIUM\n#undef GA_DRONES_HARD\n#undef GA_DRONES_ULTRA\n#undef GA_DRONE\n#undef GA_TENTACLE\n#undef GA_EXIT_SUF\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=22B_Dark_Hive\n name= _ \"The Dark Hive\"\n {MAP 22B_Dark_Hive.map}\n {TURNS 82 78 75}\n next_scenario=23A_Into_the_Lair\n victory_when_enemies_defeated=no\n {NO_RECALLS}\n\n {SCENARIO_MUSIC \"into_the_shadows.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"suspense.ogg\"}\n\n {INDOORS_HIVE} {SCHEDULE_LIGHTING -50 -70 0}\n\n {STORYTXT_DARK_HIVE}\n\n {DEATHS_ACT_4}\n\n {SPAWN_CONTROLLER}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=good\n user_team_name= _ \"team_name^Galas\"\n\n fog=yes\n shroud=yes\n\n {NO_ECONOMY}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n # Boss supporters\n [side]\n side=2\n team_name=enemies\n user_team_name= _ \"team_name^Chaos Warlord\"\n {CHAOS_FLAG}\n color=gold\n controller=null # Activated later.\n\n hidden=yes\n no_leader=yes\n # Recruit list and gold set by events.\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}\n {AI_SIMPLE_ALWAYS_ASPECT leader_aggression 9.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n\n {AI_BOSS_TARGETING_ENGINE <<{\"Elynia\",\"Galas\",\"Mal Keshar\"}>>}\n [/ai]\n [/side]\n\n [side]\n side=3\n team_name=enemies\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n color=blue\n\n hidden=yes\n no_leader=yes\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n [/ai]\n\n # Initial area.\n\n {SIDE_GENERIC_GUARD (Chaos Razerman) 20 18} {FACING nw}\n {SIDE_GENERIC_GUARD (Chaos Invader) 19 19} {FACING nw}\n {SIDE_GENERIC_GUARD (Chaos Invader) 21 19} {FACING nw}\n\n {SIDE_GENERIC_GUARD (Chaos Marauder) 5 27} {FACING se}\n {SIDE_GENERIC_GUARD (Demon Grunt) 7 29} {FACING nw}\n\n {SIDE_GENERIC_GUARD (Chaos Heavy Longbowman) 30 20} {FACING sw}\n {SIDE_GENERIC_GUARD (Demon Zephyr) 26 21} {FACING nw}\n\n {SIDE_GENERIC_GUARD (Chaos Magus) 37 19} {FACING se}\n\n {SIDE_GENERIC_GUARD (Chaos Marauder) 44 13} {FACING sw}\n\n # Boss arena.\n\n {SIDE_GENERIC_GUARD (Demon Warrior) 18 40} {FACING ne}\n\n {SIDE_GENERIC_GUARD (Demon Zephyr) 18 43}\n {SIDE_GENERIC_GUARD (Demon Zephyr) 11 47}\n\n {SIDE_GENERIC_GUARD (Demon Warrior) 14 48}\n\n {SIDE_GENERIC_GUARD (Demon Zephyr) 24 42}\n {SIDE_GENERIC_GUARD (Demon Zephyr) 7 42}\n\n {SIDE_GENERIC_GUARD (Demon Zephyr) 26 48}\n {SIDE_GENERIC_GUARD (Demon Zephyr) 36 46}\n {SIDE_GENERIC_GUARD (Demon Zephyr) 29 51}\n {SIDE_GENERIC_GUARD (Demon Zephyr) 43 49}\n\n {SIDE_GENERIC_GUARD (Hell Guardian) 40 54}\n {SIDE_GENERIC_GUARD (Chaos Arbalestier) 35 56}\n [/side]\n\n [side]\n side=4\n team_name=enemies\n user_team_name= _ \"team_name^Dark Hive\"\n {CHAOS_FLAG}\n\n hidden=yes\n no_leader=yes\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n\n {SIDE_GENERIC_GUARD (Shaxthal Sentry Drone) 27 29} {FACING ne} {PALETTE shaxthal_drone_base shaxthal_drone_cyan}\n {SIDE_GENERIC_GUARD (Shaxthal Sentry Drone) 35 33} {FACING nw} {PALETTE shaxthal_drone_base shaxthal_drone_cyan}\n\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 44 28}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 51 23}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 50 10}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 38 5}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 23 11}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 6 13}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 11 28}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 10 38}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 22 43}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 6 47}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 9 54}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 10 56}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 10 60}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 35 62}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 39 42}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 41 45}\n [/side]\n\n [side]\n side=5\n team_name=enemies\n user_team_name= _ \"team_name^Cave Creatures\"\n\n hidden=yes\n no_leader=yes\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n\n {SIDE_GENERIC_GUARD (Blood Bat) 22 16}\n {SIDE_GENERIC_GUARD (Blood Bat) 6 20}\n {SIDE_GENERIC_GUARD (Blood Bat) 42 10}\n\n {SIDE_GENERIC_GUARD (Giant Ant) 44 21}\n {SIDE_GENERIC_GUARD (Giant Ant) 45 23}\n\n {SIDE_GENERIC_GUARD (Water Serpent) 22 17}\n\n {SIDE_GENERIC_GUARD (Dread Bat) 4 40}\n {SIDE_GENERIC_GUARD (Dread Bat) 24 58}\n {SIDE_GENERIC_GUARD (Dread Bat) 33 45}\n [/side]\n\n [side]\n side=6\n team_name=enemies\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n\n no_leader=yes\n hidden=yes\n {NO_ECONOMY}\n [/side]\n\n {NPC_BIRD_BEHAVIOR_WHOLE_MAP 4}\n\n {SETUP_SHAXTHAL_ROAMING_SOUND_EFFECTS}\n\n {HIVE_NOISE_2_SOUND_SOURCE}\n\n {CAVE_WATER_SOUND_SOURCE 46 22}\n\n#define GA_DRONES_EASY\n \"Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Runner Drone,Shaxthal Sentry Drone\" #enddef\n#define GA_DRONES_MEDIUM\n \"Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone,Shaxthal Protector Drone,Shaxthal Protector Drone\" #enddef\n#define GA_DRONES_HARD\n \"Shaxthal Sentry Drone,Shaxthal Assault Drone\" #enddef\n#define GA_DRONES_ULTRA\n \"Shaxthal Sentry Drone,Shaxthal Sentry Drone,Shaxthal Assault Drone,Shaxthal Assault Drone,Shaxthal Assault Drone,Shaxthal Rayblade\" #enddef\n\n#define GA_DRONE _TURNS _DIFFICULTY_LEVEL _X _Y\n {TIMED_DRONE_SPAWNER {_TURNS} (type={GA_DRONES_{_DIFFICULTY_LEVEL}}) 4 {_X} {_Y} }\n#enddef\n\n # Initial area -- eastern branch.\n\n {GA_DRONE {DIFF 7 6 6} HARD 27 10}\n {GA_DRONE {DIFF 6 5 4} MEDIUM 29 11}\n {GA_DRONE {DIFF 4 3 3} EASY 29 4}\n {GA_DRONE {DIFF 4 3 3} HARD 31 5}\n {GA_DRONE {DIFF 4 3 3} EASY 33 6}\n\n {GA_DRONE {DIFF 7 6 5} ULTRA 33 14}\n {GA_DRONE {DIFF 5 4 4} ULTRA 31 16}\n {GA_DRONE {DIFF 8 7 6} HARD 31 17}\n\n {GA_DRONE {DIFF 4 3 3} EASY 41 12}\n {GA_DRONE {DIFF 5 4 4} EASY 40 16}\n {GA_DRONE {DIFF 7 6 5} MEDIUM 38 18}\n\n # Initial area -- water branch.\n\n {GA_DRONE {DIFF 5 4 3} ULTRA 5 14}\n {GA_DRONE {DIFF 7 6 5} ULTRA 8 12}\n {GA_DRONE {DIFF 5 4 3} ULTRA 5 12}\n {GA_DRONE {DIFF 3 2 2} EASY 8 15}\n\n # W glyph passage.\n\n {GA_DRONE {DIFF 9 8 7} ULTRA 12 25}\n {GA_DRONE {DIFF 7 6 5} MEDIUM 11 23}\n {GA_DRONE {DIFF 6 5 4} EASY 13 27}\n\n # NE glyph passage.\n\n {GA_DRONE {DIFF 7 6 5} HARD 47 10}\n {GA_DRONE {DIFF 5 3 3} HARD 49 9}\n\n # Boss arena entrance.\n\n {GA_DRONE {DIFF 9 8 7} ULTRA 36 22}\n {GA_DRONE {DIFF 8 7 6} MEDIUM 37 23}\n {GA_DRONE {DIFF 7 6 5} EASY 43 27}\n {GA_DRONE {DIFF 7 6 5} EASY 44 29}\n {GA_DRONE {DIFF 7 6 5} EASY 45 28}\n\n # Boss arena (stage 1).\n\n {GA_DRONE {DIFF 7 6 5} ULTRA 27 31}\n {GA_DRONE {DIFF 9 8 7} ULTRA 31 34}\n {GA_DRONE {DIFF 7 6 5} HARD 30 27}\n\n {GA_DRONE {DIFF 5 4 3} EASY 32 27}\n {GA_DRONE {DIFF 5 4 3} EASY 25 31}\n\n # Boss arena (stages 2+).\n\n {GA_DRONE {DIFF 7 6 5} MEDIUM 10 39}\n {GA_DRONE {DIFF 7 6 5} MEDIUM 16 35}\n {GA_DRONE {DIFF 7 6 5} MEDIUM 23 39}\n {GA_DRONE {DIFF 9 8 7} ULTRA 25 39}\n {GA_DRONE {DIFF 7 6 5} HARD 21 44}\n\n {GA_DRONE {DIFF 7 6 5} EASY 7 46}\n {GA_DRONE {DIFF 7 6 5} EASY 8 48}\n {GA_DRONE {DIFF 7 6 5} MEDIUM 4 50}\n {GA_DRONE {DIFF 7 6 5} EASY 6 52}\n {GA_DRONE {DIFF 7 6 5} MEDIUM 9 56}\n {GA_DRONE {DIFF 4 3 3} MEDIUM 11 58}\n {GA_DRONE {DIFF 5 4 3} EASY 13 59}\n {GA_DRONE {DIFF 3 2 2} EASY 14 60}\n {GA_DRONE {DIFF 5 4 3} EASY 7 59}\n {GA_DRONE {DIFF 3 2 2} EASY 5 57}\n {GA_DRONE {DIFF 7 6 5} EASY 5 55}\n\n {GA_DRONE {DIFF 5 4 3} EASY 39 41}\n {GA_DRONE {DIFF 7 6 5} EASY 41 44}\n {GA_DRONE {DIFF 7 6 5} ULTRA 39 43}\n\n {GA_DRONE {DIFF 9 9 8} ULTRA 45 56}\n {GA_DRONE {DIFF 9 9 8} ULTRA 37 61}\n {GA_DRONE {DIFF 9 9 8} ULTRA 37 59}\n\n # wmlindent: start ignoring\n\n#define GA_WORMS_START\n [set_variables]\n mode=replace\n name=temp_worm_locs\n#enddef\n\n#define GA_WORM _X _Y\n [literal]\n x,y={_X},{_Y}\n [/literal]\n#enddef\n\n#define GA_WORMS_FINISH\n [/set_variables]\n\n [foreach]\n array=temp_worm_locs\n [do]\n {VARIABLE_RANDOM temp_worm_variation a,b,c}\n {VARIABLE_RANDOM temp_worm_palette brown,purple,cyan,base}\n\n [unit]\n side=4\n type=Shaxthal Worm\n upkeep=free\n x=$this_item.x\n y=$this_item.y\n variation=$temp_worm_variation\n random_traits=yes\n random_gender=yes\n generate_name=yes\n [modifications]\n {UNIT_PALETTE_SWITCH () (\"shaxthal_drone_base\") (\"shaxthal_drone_$temp_worm_palette\")}\n [/modifications]\n [/unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE temp_worm_palette,temp_worm_variation,temp_worm_locs}\n#enddef\n\n # wmlindent: stop ignoring\n\n #\n # Set-up healing spots.\n #\n\n {OBJ_HEALING_GLYPH 11 45}\n {OBJ_HEALING_GLYPH 26 49}\n {OBJ_HEALING_GLYPH 37 55}\n\n [event]\n name=prestart\n\n {VARIABLE boss_stage_num 0}\n {VARIABLE void_kills no}\n\n #\n # Add worms.\n #\n\n {GA_WORMS_START}\n\n # Initial area.\n\n {GA_WORM 10 10}\n {GA_WORM 15 12}\n {GA_WORM 25 9}\n {GA_WORM 26 3}\n {GA_WORM 15 18}\n {GA_WORM 28 28}\n {GA_WORM 17 23}\n {GA_WORM 6 23}\n {GA_WORM 10 31}\n {GA_WORM 33 21}\n {GA_WORM 32 22}\n {GA_WORM 48 24}\n {GA_WORM 46 18}\n {GA_WORM 41 14}\n {GA_WORM 44 8}\n {GA_WORM 48 13}\n {GA_WORM 50 7}\n {GA_WORM 52 8}\n {GA_WORM 35 5}\n {GA_WORM 34 10}\n {GA_WORM 27 12}\n {GA_WORM 31 12}\n {GA_WORM 44 2}\n {GA_WORM 25 18}\n {GA_WORM 48 32}\n {GA_WORM 44 38}\n {GA_WORM 31 41}\n\n # Boss arena, initial segment.\n\n {GA_WORM 38 29}\n {GA_WORM 34 35}\n {GA_WORM 27 34}\n {GA_WORM 22 28}\n {GA_WORM 26 26}\n {GA_WORM 35 26}\n\n # Boss arena, abyss segment.\n\n {GA_WORM 16 38}\n {GA_WORM 24 44}\n {GA_WORM 44 45}\n {GA_WORM 50 52}\n {GA_WORM 31 61}\n {GA_WORM 41 64}\n {GA_WORM 15 63}\n {GA_WORM 5 59}\n {GA_WORM 17 54}\n {GA_WORM 3 46}\n {GA_WORM 18 47}\n {GA_WORM 43 54}\n {GA_WORM 37 52}\n {GA_WORM 32 51}\n {GA_WORM 30 53}\n {GA_WORM 18 60}\n {GA_WORM 6 64}\n {GA_WORM 28 68}\n\n {GA_WORMS_FINISH}\n\n # wmlindent: start ignoring\n\n # Proximity spawns code set-up.\n [set_variables]\n name=pspawn_diff_choices\n [literal]\n easy={GA_DRONES_EASY}\n medium={GA_DRONES_MEDIUM}\n hard={GA_DRONES_HARD}\n ultra={GA_DRONES_ULTRA}\n\n random={DIFF\n easy,easy,easy,medium,hard,ultra\n easy,easy,easy,medium,medium,medium,hard,ultra\n easy,easy,medium,medium,medium,hard,hard,ultra\n }\n [/literal]\n [/set_variables]\n\n # wmlindent: stop ignoring\n\n [setup_doors]\n side=6\n [/setup_doors]\n\n # Recall heroes\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR}\n # wmllint: recognize L\u00e9dinor\n {RECALL_LEDINOR}\n # wmllint: recognize Erathan\n {RECALL_ERATHAN2}\n # wmllint: recognize Igor\n {RECALL_IGOR}\n\n {FACE_DIRECTION side=1 se}\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Proceed deeper underground with Galas, Elynia, or Mal Keshar\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of L\u00e9dinor\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_FULL_CARRYOVER}\n )}\n [/event]\n\n {FINAL_SCENARIO_PLAYER_RECRUITMENT_WITH_AUTORECALL}\n\n [event]\n name=start\n [message]\n speaker=Mal Keshar\n message= _ \"Elynia, what you are saying is simply preposterous! How could I possibly serve as a substitute for Argan\u2019s powers! Unless...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"As we descend deeper into this fortress, we get ever closer to Inferno, and to the source of their power. You are one of the most powerful dark sorcerers ever born from Irdya. My hope is that together we might be able to tap into the darkness of the demons\u2019 homeland... possibly at the risk of our own lives. It\u2019s either that or allow the demoness to erase you and me from existence.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I am not sure... if I even want to do this anymore. I am no hero! I should kill you and take the prize to hell with me! Actually, I guess that\u2019s exactly where we are headed, so...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"You did many things in the past, most of them crimes against people and life. But now, at the end of all things, you guided Galas and his loyal followers to the depths of Irdya, awoke me from my long slumber, and fought the hordes of Chaos alongside us all the while. Redeeming yourself will take much more than this, but I can assure you that turning your back on us now will only result in your destruction at the hands of Uria\u2019s servants.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Would you prefer that fate over fighting a just cause one final time?\"\n [/message]\n [/event]\n\n [event]\n name=DEBUG1\n\n [while]\n [have_unit]\n side=1\n x=1-15\n y=1-9\n [/have_unit]\n [do]\n [teleport]\n [filter]\n side=1\n x=1-15\n y=1-9\n [/filter]\n x,y=39,27\n [/teleport]\n [/do]\n [/while]\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to_unit]\n id=Galas\n [/scroll_to_unit]\n [/event]\n\n [event]\n name=side 1 turn 1 end\n\n [message]\n speaker=Mal Keshar\n message= _ \"Pah! To the Dark Gods with you and your stupid and pretentious motivations! I will help, but only because I am curious to see if I can really harness this legendary power! I can\u2019t possibly refuse the offer of unlimited power after all these eons...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"(smiles) I knew you would listen to reason, Malin.\"\n [/message]\n\n {IF_HAVE_ERATHAN (\n [message]\n speaker=Erathan\n message= _ \"How can you people hand your lives to this lich on a silver platter like that! It defies all logic!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Just like this mission, then?\"\n [/message]\n )}\n [/event]\n\n #\n # Give the player some incentive to advance fast and quickly.\n #\n\n #\n # TODO: continuous spawns from starting area\n #\n\n #\n # TODO: OPTIMIZE WML FOOTPRINT\n #\n#define GA_PROXIMITY_SPAWN _CENTER_X_Y _CREVICE_X_Y _TRIGGER_X_Y_RANGE\n [event]\n name=moveto\n [filter]\n side=1\n x,y={_TRIGGER_X_Y_RANGE}\n [/filter]\n\n {QUAKE cave-in.ogg}\n\n [store_locations]\n x,y={_CENTER_X_Y}\n variable=pspawn_center_loc\n [/store_locations]\n\n [store_locations]\n terrain=\"*^Xp\"\n [and]\n x,y={_CENTER_X_Y}\n radius=3\n [/and]\n variable=pspawn_locs\n [/store_locations]\n\n {LOG_IFTU_DBG \"gauntlet pspawn: $pspawn_locs.length locations around ($pspawn_center_loc.x,$pspawn_center_loc.y) ~ 3\"}\n\n [foreach]\n array=pspawn_locs\n [do]\n {VARIABLE_RANDOM pspawn_respawn_timer {DIFF 4..8 3..6 2..4} }\n {VARIABLE_RANDOM pspawn_difficulty $pspawn_diff_choices.random}\n\n {LOG_IFTU_DBG \"gauntlet pspawn: spawn @ ($this_item.x,$this_item.y) timer = $pspawn_respawn_timer difficulty = $pspawn_difficulty\"}\n\n {TIMED_DRONE_SPAWNER $pspawn_respawn_timer type=$pspawn_diff_choices.$pspawn_difficulty 4 $this_item.x| $this_item.y|}\n # HACK\n {TRY_RESPAWN_NOW 4 $this_item.x| $this_item.y|}\n [/do]\n [/foreach]\n\n [terrain]\n x,y={_CREVICE_X_Y}\n terrain=$pspawn_center_loc.terrain\n layer=base\n [/terrain]\n\n [item]\n image=scenery/rubble.png\n x,y={_CREVICE_X_Y}\n [/item]\n\n [sound]\n name=explosion-big.ogg,explosion.ogg,bot-huge-explosion.ogg\n [/sound]\n\n {CLEAR_CAVE_SHROUD x,y,radius=$pspawn_center_loc.x,$pspawn_center_loc.y,5}\n\n {CLEAR_FOG 1 $pspawn_center_loc.x $pspawn_center_loc.y 5}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y={_CENTER_X_Y}\n [/scroll_to]\n\n [delay]\n time=500\n [/delay]\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n\n {CLEAR_VARIABLE pspawn_center_loc,pspawn_locs,pspawn_difficulty,pspawn_respawn_timer}\n\n {UNCLEAR_FOG}\n [/event]\n#enddef\n\n {GA_PROXIMITY_SPAWN 38,5 37,7 34-41,9-16 }\n {GA_PROXIMITY_SPAWN 23,12 20,13 16-24,17-23}\n {GA_PROXIMITY_SPAWN 51,24 48,22 38-45,23-31}\n\n #\n # Warn about windy passages\n #\n [event]\n name=moveto\n [filter]\n side=1\n [filter_location]\n [filter_adjacent_location]\n count=4\n terrain=X*\n [/filter_adjacent_location]\n [/filter_location]\n [/filter]\n\n {CONDITIONAL_ERATHAN (\n {VARIABLE tmp_speaker Erathan}\n ) (\n {VARIABLE tmp_speaker (Mal Keshar)}\n )}\n\n [message]\n # $tmp_speaker = (Erathan) or (Mal Keshar)\n speaker=$tmp_speaker\n message= _ \"We should avoid those dark and windy passages. With such evil creatures lurking around, we could get cornered and trapped.\"\n [/message]\n\n {CLEAR_VARIABLE tmp_speaker}\n [/event]\n\n {PICK_UP items/coffin-closed.png 6 28\n (\n [not]\n race=undead\n [/not]\n )\n ( _ \"This dusty coffin contains the barely recognizable remains of what appears to be a human noble of some sort. \u201cVikren the First of Wesnoth.\u201d It says he was some kind of important figure back in the old empire? Who knows what he would be doing down here in this infernal complex... Wait a moment. His body was placed here wearing some kind of magic ring. I sense a powerful magic stirring within somehow, even an eternity after his death. Do you think we should take it?\")\n ( _ \"I have this distinct feeling that the magic in this ring would interact with the undead in ways we cannot possibly predict. Let us not attempt anything stupid while we are still on the run from that murderous woman, shall we?\")\n (\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [item]\n x,y=$x1,$y1\n image=items/coffin-open.png\n [/item]\n\n [object]\n id=revenant_ring\n name= _ \"Ring of the Revenant\"\n image=icons/skull_ring.png\n description= _ \"Any living creature wearing this ring is granted the power to cheat death once, after which the ring shall become inert for a thousand years.\"\n duration=forever\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=new_ability\n [abilities]\n [dummy]\n id=revenant_ring\n name= _ \"ring of the revenant\"\n description= _ \"Any living creature wearing this ring is granted the power to cheat death once, after which the ring shall become inert for a thousand years.\"\n [/dummy]\n [/abilities]\n [/effect]\n [/object]\n\n [if]\n [have_unit]\n type=Faerie Spirit\n x,y=$x1,$y1\n [/have_unit]\n\n [then]\n [message]\n speaker=Galas\n message= _ \"Wait... does a forest spirit count as a dead or a living creature?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Why not both? I reckon this could be be a worthwhile experiment, he he.\"\n [/message]\n\n [message]\n speaker=unit\n message= _ \"I know not how this is possible, but the ring appears to have become firmly intertwined with my existence in a way I cannot begin to comprehend. I cannot remove it.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I hope this doesn\u2019t turn out to be a grave mistake later...\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"You did not just say \u201cgrave mistake\u201d while stealing an object from a grave, did you, Elynia?\"\n [/message]\n [/then]\n [/if]\n\n # Yes, the player is allowed to pull this insanity on themselves.\n\n [if]\n [have_unit]\n race=bats\n x,y=$x1,$y1\n [/have_unit]\n [then]\n [message]\n speaker=Elynia\n message= _ \"Did we just give the ring to one of Mal Keshar\u2019s pets? Seriously? Do you have any idea of the historical importance of this ring?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Pah, it\u2019s not like anyone else has a need for it right now. Why is it such a big deal?\"\n [/message]\n [/then]\n [/if]\n\n [message]\n speaker=Elynia\n message= _ \"Vikren of Wesnoth... I cannot seem to remember the details anymore, but I was once sent by... somebody... to find this man in Parthyn, a border stronghold. I was to convince him to start a revolt among the countryside\u2019s populace and put an end to the anarchy that fractured the kingdom of Wesnoth. In time and with Argan\u2019s help, we would take Weldyn back and found the Second Wesnothian Empire.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Hold on a moment, are you saying that this guy was from my hometown all along? What?? And he was responsible for that superfluous ball of fire circling Irdya alongside our original sun?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Naia was actually the creation of one of his descendants centuries later, not Vikren himself. Although he did once tell his people that he envisioned a monument to Wesnoth\u2019s glory emblazoned on the vast night sky forever, so the inspiration certainly did come from him.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"And you were responsible for his rise to a position that enabled him to inspire his progeny, huh?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"As you can probably imagine, I am not too proud of that accomplishment these days. But we have tarried here for long enough \u2014 let us move on.\"\n [/message]\n )\n REMOVE_MAP_ITEM=no}\n\n#define GA_GLYPH _X _Y _MSG\n {ITEM_CRYSTAL_GLYPH_MESSAGE {_X} {_Y} }\n\n [event]\n name=moveto\n [filter]\n x={_X}\n y={_Y}\n side=1\n [/filter]\n\n [allow_undo][/allow_undo]\n\n {MSG_GLYPH ({_MSG})}\n [/event]\n#enddef\n\n {GA_GLYPH 6 27 ( _ \"The earliest modern attempts at recreating the biomechanical Shaxthals required us to imbue the experiment subjects with Uria\u2019s life magic to support their mutilated bodies. A device was embedded in their brains to control them through a neural interface. However, this process had notably high maintenance and development costs.\n\nOnce we recovered the original samples from the Argazar civilization, we were able to engineer a superior template for creating new Shaxthal lifeforms \u2014 ones with the ability to self-reproduce in adequately built hives. Their nerve system has been modified to enable us to control them remotely when necessary, but their hard-coded behavioral patterns should take care of most tasks without our intervention.\n\nBecause of their symbiotic relationship with the Verlissh and the fact that the latter only thrive in dark places, Shaxthal hives must be built underground. Only fully matured Shaxthals can properly survive the desert heat. The final phase of their maturation process requires their exoskeleton to be gradually exposed to sunlight for small periods of time. It is because of this that all Shaxthal hives are required to have unobstructed surface exits.\")}\n\n {GA_GLYPH 48 9 ( _ \"Only the elite order of Chaos Dreadcrafters led by Mal Hekuba knows the secrets of the manipulation and transformation of living creatures. It is rumored that the Voice of Uria himself passed this sacred knowledge onto them at the behest of the goddess herself. While for the moment the creation of new life remains a mystery beyond even her reach, one day perhaps, she will learn the Song of Life and teach us to paint the vast canvas laid by Yarae.\")}\n\n # wmlindent: start ignoring\n\n#define GA_SETUP_ELYSSA _GOLD _INCOME _RECRUIT_LIST\n [modify_side]\n side=2\n controller=ai\n hidden=no\n gold={_GOLD}\n income={_INCOME}\n recruit={_RECRUIT_LIST}\n [/modify_side]\n#enddef\n\n#define GA_SPAWN_ELYSSA _STAGE_NUM\n {VARIABLE boss_stage_num {_STAGE_NUM} }\n\n [store_starting_location]\n side=\"$(1 + $boss_stage_num)\"\n variable=boss_location\n [/store_starting_location]\n\n [store_direction]\n from_x,from_y=$boss_location.x,$boss_location.y\n [to]\n [filter]\n id=Galas\n [/filter]\n [/to]\n variable=boss_facing\n [/store_direction]\n\n [unit]\n side=2\n # wmllint: recognize Elyssa\n {CHARACTER_STATS_ELYSSA}\n canrecruit=yes\n {IS_BOSS}\n x,y=$boss_location.x,$boss_location.y\n facing=$boss_facing\n [+modifications]\n # Boost her stats. Gets 1 additional melee attack strike on last\n # boss stage, 0.5/1 additional melee/ranged damage per stage. This\n # is intended to offset the Union's OPness by some degree.\n {BOSS_BOOST\n (\"$(10*$boss_stage_num)%\")\n (\"$(0.5*$boss_stage_num)\") (\"$(if($boss_stage_num > 2, 1, 0))\")\n (\"$(1.0*$boss_stage_num)\") (0)\n }\n [/modifications]\n [/unit]\n\n {CLEAR_VARIABLE boss_facing}\n\n [capture_village]\n side=2\n x,y=$boss_location.x,$boss_location.y\n radius=5\n [/capture_village]\n#enddef\n\n#define GA_BOSS_RECRUIT_CASTLEFUL\n # We don't use placement=leader here because it won't make sure the unit is\n # spawned on castle or keep tiles specifically.\n # TODO: should we skip tiles that have a player unit on them too?\n\n [store_locations]\n # Consider adding *^C* and *^K* if you want to use this on your own\n # scenario. (But why would you read IftU or AtS's code in the first\n # place? It's horrible!)\n terrain=C*,K*,C*^*,K*^*\n [and]\n x,y=$boss_location.x,$boss_location.y\n radius=2\n [not]\n [filter]\n side=2\n [/filter]\n [/not]\n [/and]\n variable=boss_recruit_locs\n [/store_locations]\n\n [foreach]\n array=boss_recruit_locs\n variable=loc\n [do]\n [lua]\n code=<<\n local recruit_list = wesnoth.sides[2].recruit\n local n = (\"1..%d\"):format(#rlist)\n wml.variables[\"boss_recruit\"] = recruit_list[n]\n >> # wmlxgettext: [/n]\n [/lua]\n\n {FAKE_RECRUIT 2 $boss_recruit $loc.x $loc.y}\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE boss_recruit}\n#enddef\n\n#define GA_CLEANUP_VARS\n {CLEAR_VARIABLE boss_location}\n#enddef\n\n # wmlindent: stop ignoring\n\n ############################################################################\n # #\n # BOSS STAGE 1 #\n # #\n ############################################################################\n\n [event]\n name=die\n [filter]\n type=Door\n x=36,37\n y=27,28\n [/filter]\n\n [fire_event]\n name=boss stage 1\n [/fire_event]\n [/event]\n\n [event]\n name=boss stage 1\n\n {REPLACE_SCENARIO_MUSIC \"siege_of_laurelmor.ogg\"}\n\n {GA_SETUP_ELYSSA {DIFF 100 120 130} {DIFF 5 8 10} (Shaxthal Assault Drone,Shaxthal Runner Drone,Shaxthal Rayblade)}\n\n {GA_SPAWN_ELYSSA 1}\n\n {CLEAR_CAVE_SHROUD x,y,radius=$boss_location.x,$boss_location.y,5}\n\n [redraw]\n side=1\n [/redraw]\n\n {CLEAR_FOG 1 $boss_location.x $boss_location.y 5}\n\n {BOSS_POPUP}\n\n [scroll_to_unit]\n id=Elyssa\n [/scroll_to_unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"Despite every obstacle placed just for you, you still believe you can continue and kill the Chaos Emperor in his own lair. I sorely underestimated your foolishness.\"\n [/message]\n\n {GA_BOSS_RECRUIT_CASTLEFUL}\n\n [message]\n speaker=Galas\n message= _ \"Elynia, are we close enough to Inferno already? There is absolutely no way we will be able to advance with her in our way!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"We can try... but while we focus, you will need to protect us from the Warlord\u2019s forces.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"You heard her \u2014 protect them at all costs!\"\n [/message]\n\n {GA_CLEANUP_VARS}\n\n {UNCLEAR_FOG}\n\n [fire_event]\n name=union trance prepare\n [/fire_event]\n [/event]\n\n [event]\n name=union trance prepare\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Move Elynia and Mal Keshar so they are on adjacent hexes\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of L\u00e9dinor\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_FULL_CARRYOVER}\n )}\n\n [event]\n id=union_trance_start_check_on_moveto\n name=moveto\n first_time_only=no\n [filter]\n id=Elynia,Mal Keshar\n [/filter]\n\n [fire_event]\n name=union trance begin\n [/fire_event]\n [/event]\n\n #\n # Try to fire the trance sequence immediately to see if they are\n # already adjacent to each other.\n #\n\n [fire_event]\n name=union trance begin\n [/fire_event]\n [/event]\n\n [event]\n name=union trance begin\n [filter_condition]\n [have_unit]\n id=Elynia\n [filter_adjacent]\n id=Mal Keshar\n [/filter_adjacent]\n [/have_unit]\n [/filter_condition]\n\n [remove_event]\n id=union_trance_start_check_on_moveto # wmllint: ignore\n [/remove_event]\n\n [modify_unit]\n [filter]\n id=Elynia,Mal Keshar\n [/filter]\n moves=0\n max_moves=0\n attacks_left=0\n max_attacks=0\n [variables]\n normal_max_moves=$this_unit.max_moves\n normal_max_attacks=$this_unit.max_attacks\n [/variables]\n [/modify_unit]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Very well, Elynia... let us hope that your theory is correct and will not result in our destruction.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"... I hope so as well.\"\n [/message]\n\n {VARIABLE trance_turns {DIFF 2 3 4}}\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Protect Elynia and Mal Keshar from harm for $trance_turns turns\")}\n {OBJECTIVE_SHOW_IF ({VARIABLE_NUMERICAL_NOT_EQUALS trance_turns 1})}\n {OBJECTIVE_VICTORY ( _ \"Protect Elynia and Mal Keshar from harm for one more turn\")}\n {OBJECTIVE_SHOW_IF ({VARIABLE_NUMERICAL_EQUALS trance_turns 1})}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of L\u00e9dinor\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_FULL_CARRYOVER}\n )}\n\n [event]\n id=union_trance_timer\n name=side 1 turn refresh\n first_time_only=no\n\n {VARIABLE_DEC trance_turns}\n\n [fire_event]\n name=union trance end\n [/fire_event]\n [/event]\n [/event]\n\n #\n # Time to make OP shit happen. It's all downhill from here.\n #\n\n {UNION_CAST_EVENTS}\n\n [event]\n name=union trance end\n [filter_condition]\n {VARIABLE_NUMERICAL_LESS_THAN trance_turns 1}\n [/filter_condition]\n\n [remove_event]\n id=union_trance_timer # wmllint: ignore\n [/remove_event]\n\n [modify_unit]\n [filter]\n id=Elynia,Mal Keshar\n [/filter]\n moves=$this_unit.variables.normal_max_moves\n max_moves=$this_unit.variables.normal_max_moves\n attacks_left=$this_unit.variables.normal_max_attacks\n max_attacks=$this_unit.variables.normal_max_attacks\n [/modify_unit]\n\n {CLEAR_VARIABLE trance_turns}\n\n # The rest is part of a separate handler for debug purpsoes.\n [fire_event]\n name=union summoned\n [/fire_event]\n [/event]\n\n [event]\n name=union summoned\n\n #\n # The beginning of the end.\n #\n\n {REPLACE_SCENARIO_MUSIC \"silence.ogg\"}\n\n {THUNDER ()}\n {QUAKE rumble.ogg}\n [delay]\n time=500\n [/delay]\n\n {THUNDER ()}\n [delay]\n time=250\n [/delay]\n\n {THUNDER ()}\n [delay]\n time=250\n [/delay]\n\n {THUNDER ()}\n [delay]\n time=250\n [/delay]\n\n {THUNDER ()}\n [delay]\n time=250\n [/delay]\n\n [hide_unit][/hide_unit]\n\n {WHITE_SCREEN}\n\n [delay]\n time=750\n [/delay]\n\n [object]\n silent=yes\n duration=forever\n [filter]\n id=Elynia\n [/filter]\n\n {UNION_EFFECTS}\n [/object]\n\n [object]\n silent=yes\n duration=forever\n [filter]\n id=Mal Keshar\n [/filter]\n\n {UNION_EFFECTS}\n\n [effect]\n apply_to=new_animation\n {UNION_ANIM_MAL_KESHAR}\n [/effect]\n [/object]\n\n {RESET_SCREEN}\n\n [unhide_unit][/unhide_unit]\n\n [floating_text]\n [filter]\n id=Elynia,Mal Keshar\n [/filter]\n text=\"\"+_\"union\"+\"\" # wmllint: ignore\n [/floating_text]\n\n {QUAKE explosion.ogg}\n\n # SMITE EVIL\n [kill]\n [filter_side]\n [enemy_of]\n side=1\n [/enemy_of]\n [/filter_side]\n [filter_adjacent]\n id=Elynia,Mal Keshar\n [/filter_adjacent]\n [not]\n id=Elyssa\n [/not]\n\n fire_event=yes\n animate=yes\n [/kill]\n\n {REPLACE_SCENARIO_MUSIC \"casualties_of_war.ogg\"}\n {APPEND_MUSIC \"northerners.ogg\"}\n\n {INCIDENTAL_MUSIC \"ambuscade.ogg\"}\n\n [scroll_to_unit]\n id=Elynia\n [/scroll_to_unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elyssa\n scroll=no\n message= _ \"How... can this be? That power... the Union!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"It worked! Malin, it worked!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Yes... YES! Tremble before us, pathetic worms, and prepare to meet your gods!\"\n [/message]\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Use the Union to take down the Chaos Warlord\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of L\u00e9dinor\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_FULL_CARRYOVER}\n )}\n [/event]\n\n ############################################################################\n # #\n # BOSS HP CONTROL EVENTS #\n # #\n ############################################################################\n\n # Elyssa is vulnerable to regular attacks only on stage 3, which cannot\n # actually kill her but will instead cause her to regenerate a new HP bar.\n # Only the Union can end the fight permanently on stage 3. On earlier\n # stages she must be brought down to n% HP by union attacks -- other\n # attacks will not have an effect and may even heal her by degrees on\n # higher difficulty levels.\n\n # TODO: test whether this causes balance issues, since Elynia and\n # Mal Keshar need to bring her down to n% HP in a single attack and\n # that might prove too frustrating due to RNG interference.\n\n # wmlindent: start ignoring\n\n {BOSS_ABSORB_DAMAGE_EX Elyssa\n ({VARIABLE_NUMERICAL_NOT_EQUALS boss_stage_num 3})\n ({BOSS_REGEN_ATTACK_DAMAGE {DIFF 1.00 1.10 1.20}})\n (\n [filter_second_attack]\n [not]\n special=union\n [/not]\n [/filter_second_attack]\n )\n }\n\n {BOSS_IMMORTALITY Elyssa\n {VARIABLE_NUMERICAL_GREATER_THAN_OR_EQUAL boss_stage_num 3}\n 100\n }\n\n # wmlindent: stop ignoring\n\n # Her dying to the Union in stage 3 triggers victory.\n\n [event]\n name=last breath\n [filter]\n id=Elyssa\n [/filter]\n [filter_second_attack]\n special=union\n [/filter_second_attack]\n [filter_condition]\n {VARIABLE_NUMERICAL_GREATER_THAN_OR_EQUAL boss_stage_num 3}\n [/filter_condition]\n\n [fire_event]\n name=boss end\n [/fire_event]\n [/event]\n\n # Hook into this from above, which won't have an effect.\n [event]\n name=boss absorb damage\n [filter_second_attack]\n special=union\n [/filter_second_attack]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Hah! Our attacks actually have an effect on her now!\"\n [/message]\n [/event]\n\n [event]\n name=boss absorb damage\n [filter_condition]\n [have_unit]\n ability=union\n [/have_unit]\n [/filter_condition]\n [filter_second]\n [not]\n id=Elynia,Mal Keshar\n [/not]\n [/filter_second]\n\n [message]\n speaker=Galas\n message= _ \"We should not be attacking her directly, it is pointless! Let Elynia and Mal Keshar deal with her instead!\"\n [/message]\n [/event]\n\n #\n # HACK:\n #\n # The stage transition events are defined in reverse order since otherwise\n # they chain into each other all at once the first time (!) due to their\n # conditions being mutually inclusive.\n #\n # This is a really ugly approach but the alternative is making everything\n # more complicated with deeply nested events and crap.\n #\n\n [event]\n name=boss absorb damage\n [filter_second_attack]\n special=union\n [/filter_second_attack]\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS boss_stage_num 2}\n {VARIABLE_NUMERICAL_LESS_THAN_OR_EQUAL unit.hitpoints \"$(0.40 * $unit.max_hitpoints)\"}\n [/filter_condition]\n\n [fire_event]\n name=end boss stage 2\n [/fire_event]\n [/event]\n\n [event]\n name=boss absorb damage\n [filter_second_attack]\n special=union\n [/filter_second_attack]\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS boss_stage_num 1}\n {VARIABLE_NUMERICAL_LESS_THAN_OR_EQUAL unit.hitpoints \"$(0.60 * $unit.max_hitpoints)\"}\n [/filter_condition]\n\n [fire_event]\n name=end boss stage 1\n [/fire_event]\n [/event]\n\n ############################################################################\n # #\n # BOSS STAGE 2 #\n # #\n ############################################################################\n\n [event]\n name=end boss stage 1\n\n [message]\n speaker=Elyssa\n message= _ \"This is not over yet!\"\n [/message]\n\n [store_unit]\n [filter]\n id=Elyssa\n [/filter]\n variable=elyssa_store\n kill=yes\n [/store_unit]\n\n [move_unit_fake]\n type=$elyssa_store.type\n side=$elyssa_store.side\n gender=$elyssa_store.gender\n variation=$elyssa_store.variation\n x=$elyssa_store.x,26,24,20\n y=$elyssa_store.y,32,33,35\n [/move_unit_fake]\n\n {CLEAR_VARIABLE elyssa_store}\n\n [message]\n speaker=Galas\n message= _ \"The coward is fleeing! We must not allow her to escape!\"\n [/message]\n\n [fire_event]\n name=boss stage 2\n [/fire_event]\n [/event]\n\n [event]\n name=boss stage 2\n\n {GA_SETUP_ELYSSA {DIFF 130 140 150} {DIFF 3 4 5} (Demon Zephyr,Shaxthal Sentry Drone,Shaxthal Rayblade)}\n\n {GA_SPAWN_ELYSSA 2}\n\n {GA_CLEANUP_VARS}\n\n # Make it possible to open the gates leading to the portal area.\n\n [terrain]\n x=29,25\n y=35,33\n terrain=^Pr\\\n layer=overlay\n [/terrain]\n\n [setup_doors]\n side=6\n x=29,25\n y=35,33\n [/setup_doors]\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Track down and vanquish the Chaos Warlord\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of L\u00e9dinor\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_FULL_CARRYOVER}\n )}\n [/event]\n\n #\n # Moving into the void may sometimes kill player units.\n #\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x=1-100\n y=35-100\n [filter_location]\n terrain=Qxua\n [/filter_location]\n [/filter]\n [filter_condition]\n {VARIABLE_BOOLEAN_EQUALS void_kills yes}\n [/filter_condition]\n\n {RANDOM 0..100000}\n {VARIABLE_MOD random 101}\n\n [if]\n {VARIABLE_NUMERICAL_EQUALS random 0}\n [then]\n [kill]\n x,y=$x1,$y1\n fire_event=yes\n animate=yes\n [/kill]\n [/then]\n [/if]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x=1-100\n y=1-34\n [filter_location]\n [filter_adjacent_location]\n terrain=Qxua\n [/filter_adjacent_location]\n [/filter_location]\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=unit\n {UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}\n message= _ \"Uhhh... What is this?\" # wmllint: no spellcheck\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x=1-100\n y=35-100\n [filter_location]\n terrain=Qxua\n [or]\n [filter_adjacent_location]\n terrain=Qxua\n [/filter_adjacent_location]\n [/or]\n [/filter_location]\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=Mal Keshar\n message= _ \"What the...?! Look, this place is floating over an infinite void!\"\n [/message]\n\n [message]\n speaker=Erathan\n message= _ \"Dear Lords of Light!\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"Wait, I can see stars in it! So... the sky is below us? Are we walking upside-down then, or... Aaaargh, I\u2019m so confused!!!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"So this is what the bridge between our worlds looks like. Mal Keshar, we probably should avoid sending spirits across the void, lest they become trapped in it.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Hm, indeed, that is a risk we cannot afford right now.\"\n [/message]\n\n {VARIABLE void_kills yes}\n [/event]\n\n ############################################################################\n # #\n # BOSS STAGE 3 #\n # #\n ############################################################################\n\n [event]\n name=end boss stage 2\n\n [message]\n speaker=Elyssa\n message= _ \"Darkness unto the enemies of Uria!\"\n [/message]\n\n [sound]\n name=magic-dark-big.ogg\n [/sound]\n\n [hide_unit][/hide_unit]\n\n {BLACK_SCREEN}\n\n [kill]\n id=Elyssa\n [/kill]\n\n [delay]\n time=1000\n [/delay]\n\n {FADE_IN}\n\n [unhide_unit][/unhide_unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"I doubt she will be able to keep this up for much longer.\"\n [/message]\n\n [fire_event]\n name=boss stage 3\n [/fire_event]\n [/event]\n\n [event]\n name=boss stage 3\n\n {GA_SETUP_ELYSSA {DIFF 190 210 220} {DIFF 5 6 7} (Demon Zephyr,Shaxthal Sentry Drone,Shaxthal Drone,Shaxthal Rayblade,Demon)}\n\n {GA_SPAWN_ELYSSA 3}\n\n {GA_CLEANUP_VARS}\n\n # Allow access to the final area.\n\n [remove_terrain_overlays]\n x=31-32,40,41\n y= 56,52,53\n [/remove_terrain_overlays]\n\n {FIRE_EVENT_ON_STUMBLE_UPON \"boss spotted on stage 3\" id=Elyssa}\n [/event]\n\n [event]\n name=boss spotted on stage 3\n\n [message]\n speaker=Elyssa\n message= _ \"You just don\u2019t know when to give up.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Neither do you. By now you have surely seen that the power of the Union can destroy you easily. Accept your fate and fight us instead of fleeing like a lowly rat!\"\n [/message]\n\n#ifndef EASY\n [count_units]\n side=1\n race=undead\n [and]\n level=0\n [or]\n level=1\n [/or]\n#ifdef HARD\n [or]\n level=2\n [/or]\n#endif\n [/and]\n [/count_units]\n\n [if]\n {VARIABLE_NUMERICAL_GREATER_THAN unit_count 0}\n [then]\n [message]\n speaker=Elyssa\n message= _ \"By... (clutching her face) By the power you have bestowed upon me, Uria, may... the spells conferring life to the dead... be canceled now!\"\n [/message]\n\n [kill]\n side=1\n race=undead\n [and]\n level=0\n [or]\n level=1\n [/or]\n#ifdef HARD\n [or]\n level=2\n [/or]\n#endif\n [/and]\n fire_event=yes\n animate=yes\n [/kill]\n\n [if]\n {VARIABLE_NUMERICAL_EQUALS unit_count 1}\n [then]\n [message]\n speaker=Mal Keshar\n message= _ \"My minion! You will pay for that, repulsive wench!\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Mal Keshar\n message= _ \"My minions! You will pay for that, repulsive wench!\"\n [/message]\n [/else]\n [/if]\n [/then]\n [/if]\n\n {CLEAR_VARIABLE unit_count}\n#endif\n\n #\n # HACK FIXME too lazy to rewrite the macro\n #\n\n [store_locations]\n [filter]\n id=Elyssa\n [/filter]\n variable=boss_location\n [/store_locations]\n\n {GA_BOSS_RECRUIT_CASTLEFUL}\n [/event]\n\n [event]\n name=boss end\n\n {REPLACE_SCENARIO_MUSIC into_the_shadows.ogg}\n\n [kill]\n id=Elyssa\n animate=yes\n fire_event=no\n [/kill]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"The combined power of Elynia and Mal Keshar hit the demoness one last time, shattering into her magic defense shield and sending her flying across the bridge. Unable to regain her footing, she desperately grabbed her sword and prepared for the killing blow.\"\n [/message]\n\n [remove_terrain_overlays]\n x,y,radius=43,62,1\n [/remove_terrain_overlays]\n\n {CLEAR_CAVE_SHROUD x,y,radius=44,62,6}\n\n [redraw]\n side=1\n [/redraw]\n\n [delay]\n time=750\n [/delay]\n\n {MOVE_UNIT id=Elynia 43 62}\n\n {FACE_DIRECTION id=Elynia se}\n\n # TODO: preserve XP (but not max HP)\n\n [unit]\n {CHARACTER_STATS_ELYSSA}\n animate=yes\n canrecruit=yes\n side=2\n x,y=44,62\n facing=nw\n hitpoints=1\n {IS_BOSS}\n [/unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elyssa\n message= _ \"Go on, Elynia. Do what you must do. Now that I have failed, there\u2019s no purpose left for me...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Who are you?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Why would I tell you?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I would feel much better about ending your miserable life if you did.\"\n [/message]\n\n [delay]\n time=1500\n [/delay]\n\n [message]\n speaker=Elyssa\n # po: Intentionally not mentioning the Chaos Emperor's name here.\n # po: Note that she's referring to him back when the empire did not\n # po: even exist!\n message= _ \"I am Elyssa. I dedicated my life to studying the ancient Empire\u2019s history from whatever remnants I could find amidst the sands. That is... before I found him... and Uria.... Their great power and knowledge truly changed me, and in time, they will change this world too.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Where is your master hiding?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"She\u2019s not going to answer. Off with her head!\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"You are not going to do it, are you? I can give you an answer... but only if you swear you will spare my life.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Don\u2019t listen to her lies, Elynia! You know these creatures cannot be trusted!\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n # FIXME: cancan relative to S21 boss intro seq\n message= _ \"Elynia stared directly into the demoness\u2019 eyes, with a frightening expression of suppressed rage. Time seemed to stop for the watchers, but not a single one dared to break the uneasy silence.\"\n [/message]\n\n [delay]\n time=2000\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Then, she spoke.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Tell me what you know and you can keep what little life you have left, as long as you get out of my sight as quickly as you can. Now out with it.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"But she...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elyssa\n # po: If your language has singular/plural 'you' ambiguity like\n # po: English, try to use that for the \"greatest fears\" part of\n # po: this line; otherwise make it plural.\n message= _ \"Do you see the passage ahead? Go through it, and you will be in Inferno. The entrance to his icy fortress is just across the snow following the tip of the road. There, you will find the heart of the hive, and his lair. But be warned \u2014 once you enter, there will be no going back, and you should be prepared to face your greatest fears.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Very well, then. Now, go.\"\n [/message]\n\n [kill]\n id=Elyssa\n fire_event,animate=no,no\n [/kill]\n\n [redraw][/redraw]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"Why would you do this, Elynia? That woman is Anlind\u00eb\u2019s murderer!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I cannot bring myself to kill someone so much weaker than I. It would be unfair... and cruel. You remember how the lich Mal Keshar came to be, do you not? Let yourself succumb to wrath and you become as bad as the foul-minded creatures you fight.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Now, it\u2019s time to go find the answers we seek. Let us see... if the Chaos Emperor can be stopped before the madness of this place consumes us as well.\"\n [/message]\n\n {ENDLEVEL_CONTINUE}\n [/event]\n\n [event]\n name=victory\n\n {CLEAR_VARIABLE void_kills,pspawn_diff_choices,boss_stage_num,boss_location}\n [/event]\n[/scenario]\n\n#undef GA_DRONES_EASY\n#undef GA_DRONES_MEDIUM\n#undef GA_DRONES_HARD\n#undef GA_DRONES_ULTRA\n#undef GA_DRONE\n#undef GA_GLYPH\n#undef GA_WORM\n#undef GA_WORMS_START\n#undef GA_WORMS_FINISH\n#undef GA_PROXIMITY_SPAWN\n#undef GA_SETUP_ELYSSA\n#undef GA_SPAWN_ELYSSA\n#undef GA_BOSS_RECRUIT_CASTLEFUL\n#undef GA_CLEANUP_VARS\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=23A_Into_the_Lair\n name= _ \"Into the Lair\"\n {MAP 23A_Into_the_Lair.map}\n {TURNS 110 98 92}\n next_scenario=23B_Until_Death\n victory_when_enemies_defeated=no\n {NO_RECALLS}\n\n {SCENARIO_MUSIC \"revelation.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n\n {DEEP_UNDERGROUND}\n\n {STORYTXT_INTO_THE_LAIR}\n\n {DEATHS_ACT_4}\n\n {SPAWN_CONTROLLER}\n\n {UNION_CAST_EVENTS}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=good\n user_team_name= _ \"team_name^Galas\"\n\n shroud=yes\n\n {NO_ECONOMY}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n#define L_AI_GUARDS_BEHIND_GATES\n [avoid]\n area=outdoors\n [/avoid]\n#enddef\n\n [side]\n side=2\n team_name=enemies\n user_team_name= _ \"team_name^Chaos Emperor\"\n {CHAOS_FLAG}\n color=gold\n\n hidden=yes\n no_leader=yes\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n [/ai]\n\n {SIDE_GENERIC_GUARD (Goliath) 44 51} {FACING nw}\n {SIDE_GENERIC_GUARD (Goliath) 47 49} {FACING nw}\n\n {SIDE_GENERIC_GUARD (Shaxthal Rayblade) 46 40} {FACING nw}\n\n {SIDE_GENERIC_GUARD (Abomination) 51 48}\n {SIDE_GENERIC_GUARD (Abomination) 54 49}\n {SIDE_GENERIC_GUARD (Abomination) 43 54}\n {SIDE_GENERIC_GUARD (Abomination) 40 49}\n {SIDE_GENERIC_GUARD (Abomination) 45 57}\n {SIDE_GENERIC_GUARD (Abomination) 55 52}\n\n {SIDE_GENERIC_GUARD (Hellhound) 58 56} {FACING sw}\n\n {SIDE_GENERIC_GUARD (Chaos Razerman) 60 50} {FACING sw}\n {SIDE_GENERIC_GUARD (Chaos Razerman) 50 60} {FACING n }\n\n {SIDE_GENERIC_GUARD (Demon Zephyr) 54 56}\n {SIDE_GENERIC_GUARD (Demon Zephyr) 58 53}\n\n {SIDE_GENERIC_GUARD (Hell Guardian) 52 26} {FACING se}\n {SIDE_GENERIC_GUARD (Hell Guardian) 56 28} {FACING nw}\n\n {SIDE_GENERIC_GUARD (Demon Warrior) 53 28} {FACING ne}\n\n {SIDE_GENERIC_GUARD (Shaxthal Protector Drone) 46 30}\n {SIDE_GENERIC_GUARD (Shaxthal Protector Drone) 48 31}\n\n {SIDE_GENERIC_GUARD (Blood Imp) 48 30}\n\n {SIDE_GENERIC_GUARD (Demon Zephyr) 53 20}\n {SIDE_GENERIC_GUARD (Demon Zephyr) 55 22}\n {SIDE_GENERIC_GUARD (Demon Zephyr) 66 26}\n {SIDE_GENERIC_GUARD (Demon Zephyr) 69 25}\n\n {SIDE_GENERIC_GUARD (Wraith) 41 12}\n\n {SIDE_GENERIC_GUARD (Necrophage) 48 55}\n {SIDE_GENERIC_GUARD (Necrophage) 51 54}\n {SIDE_GENERIC_GUARD (Necrophage) 59 52}\n {SIDE_GENERIC_GUARD (Necrophage) 50 64}\n\n {SIDE_GENERIC_GUARD (Draug) 68 61} {FACING nw}\n [/side]\n\n [side]\n side=3\n team_name=enemies\n user_team_name= _ \"team_name^Lair Guards\"\n {CHAOS_FLAG}\n\n {GOLD 100 120 130}\n {INCOME 5 6 7}\n recruit=Demon,Demon Zephyr,Imp,Blood Imp,Chaos Bowman,Chaos Headhunter\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n\n {L_AI_GUARDS_BEHIND_GATES}\n [/ai]\n\n canrecruit=yes\n type=Chaos Lorekeeper\n id=Mal Murwiel\n name= _ \"Mal Murwiel\"\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_DEXTROUS}\n {BOSS_BOOST 40% 1 1 0 1}\n [/modifications]\n\n {SIDE_GENERIC_GUARD (Demon Grunt) 40 33} {FACING ne}\n [/side]\n\n [side]\n side=4\n team_name=enemies\n user_team_name= _ \"team_name^Lair Guards\"\n {CHAOS_FLAG}\n\n {GOLD 100 120 130}\n {INCOME 5 6 7}\n recruit=Shaxthal Runner Drone,Chaos Invader,Chaos Invoker,Chaos Hound\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n\n {L_AI_GUARDS_BEHIND_GATES}\n [/ai]\n\n canrecruit=yes\n type=Chaos Lorekeeper\n id=Mal Aravir\n name= _ \"Mal Aravir\"\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_RESILIENT}\n {BOSS_BOOST 20% 3 0 0 2}\n [/modifications]\n\n {SIDE_GENERIC_GUARD (Demon Grunt) 44 35} {FACING nw}\n [/side]\n\n # Cockatrices\n [side]\n side=5\n team_name=enemies\n user_team_name= _ \"team_name^Chaos Emperor\"\n {CHAOS_FLAG}\n\n no_leader=yes\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n # Their stats aren't great, force them to attack anyway.\n {AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n [/ai]\n [/side]\n\n [side]\n side=6 # Disabled on prestart until an event during gameplay.\n team_name=enemies\n user_team_name= _ \"team_name^Lair Hive\"\n {CHAOS_FLAG}\n\n recruit=Shaxthal Drone,Shaxthal Rayblade,Shaxthal Sentry Drone\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n # Happens to be the drone controller for this scenario too. This\n # means drones will be more cautious around the player than in most\n # other situations.\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n\n {L_AI_GUARDS_BEHIND_GATES}\n [/ai]\n\n canrecruit=yes\n type=Demon Warrior\n id=\"Ka'alarilyn\"\n name= _ \"Ka\u2019alarilyn\"\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_INTELLIGENT}\n [/modifications]\n\n {SIDE_GENERIC_GUARD (Demon Warrior) 17 29} {FACING se}\n {SIDE_GENERIC_GUARD (Demon Warrior) 16 30} {FACING ne}\n\n {SIDE_GENERIC_GUARD (Demon Zephyr) 30 29} {FACING se}\n {SIDE_GENERIC_GUARD (Demon Zephyr) 26 34} {FACING ne}\n [/side]\n\n [side]\n side=7 # Disabled on prestart until an event during gameplay.\n team_name=enemies\n user_team_name= _ \"team_name^Lair Hive\"\n {CHAOS_FLAG}\n\n recruit=Shaxthal Drone,Shaxthal Rayblade,Shaxthal Sentry Drone\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n\n {L_AI_GUARDS_BEHIND_GATES}\n [/ai]\n\n canrecruit=yes\n type=Demon Warrior\n gender=female\n id=Vyta\n name= _ \"Vyta\"\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_DEXTROUS}\n [/modifications]\n\n {SIDE_GENERIC_GUARD (Psy Mindraider) 18 40} {FACING se}\n {SIDE_GENERIC_GUARD (Psy Mindraider) 28 22} {FACING sw}\n {SIDE_GENERIC_GUARD (Psy Mindraider) 25 54} {FACING nw}\n\n {SIDE_GENERIC_GUARD (Psy Crawler) 25 41} {FACING ne}\n {SIDE_GENERIC_GUARD (Psy Crawler) 24 42} {FACING nw}\n {SIDE_GENERIC_GUARD (Psy Crawler) 24 54}\n {SIDE_GENERIC_GUARD (Psy Crawler) 26 54}\n {SIDE_GENERIC_GUARD (Psy Crawler) 25 53}\n\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 21 49}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 20 53}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 24 51}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 24 55}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 27 57}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 28 52}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 20 57}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 23 66}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 27 60}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 29 61}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 33 61}\n\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 16 39}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 18 38}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 10 39}\n\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 5 35}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 5 31}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 9 31}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 12 30}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 15 32}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 11 25}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 20 24}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 13 17}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 17 18}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 23 22}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 23 21}\n {SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 24 24}\n [/side]\n\n # Doors\n [side]\n side=8\n team_name=enemies\n user_team_name= _ \"team_name^Chaos Emperor\"\n {CHAOS_FLAG}\n\n no_leader=yes\n hidden=yes\n {NO_ECONOMY}\n [/side]\n\n {STARTING_VILLAGES 3 6}\n {STARTING_VILLAGES 4 6}\n {STARTING_VILLAGES 7 4}\n\n {SETUP_SHAXTHAL_ROAMING_SOUND_EFFECTS}\n\n # No cave noise sound source because it's too inconvenient to deal with\n # the outdoors region like in AtS E1S11.2.\n\n {CAVE_WATER_SOUND_SOURCE 49 66}\n {CAVE_WATER_SOUND_SOURCE 27 52}\n {CAVE_WATER_SOUND_SOURCE 9 50}\n {CAVE_WATER_SOUND_SOURCE 9 39}\n {CAVE_WATER_SOUND_SOURCE 7 17}\n {CAVE_WATER_SOUND_SOURCE 19 17}\n\n#define F_DRONES_EASY\n \"Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Sentry Drone\" #enddef\n#define F_DRONES_MEDIUM\n \"Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone\" #enddef\n#define F_DRONES_HARD\n \"Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone\" #enddef\n\n#define F_DRONE _TURNS _DIFFICULTY_LEVEL _X _Y\n {TIMED_DRONE_SPAWNER {_TURNS} (type={F_DRONES_{_DIFFICULTY_LEVEL}}) 6 {_X} {_Y} }\n#enddef\n\n {F_DRONE {DIFF 8 7 6} HARD 24 57}\n {F_DRONE {DIFF 9 8 7} HARD 32 57}\n {F_DRONE {DIFF 9 9 8} MEDIUM 30 52}\n {F_DRONE {DIFF 9 8 7} MEDIUM 34 55}\n {F_DRONE {DIFF 9 9 8} EASY 32 60}\n {F_DRONE {DIFF 9 9 8} EASY 28 62}\n {F_DRONE {DIFF 9 8 7} EASY 26 62}\n {F_DRONE {DIFF 9 9 8} MEDIUM 22 64}\n {F_DRONE {DIFF 9 8 7} EASY 22 63}\n {F_DRONE {DIFF 9 8 7} EASY 25 67}\n {F_DRONE {DIFF 8 8 7} MEDIUM 24 66}\n {F_DRONE {DIFF 9 8 7} EASY 21 60}\n {F_DRONE {DIFF 8 7 6} EASY 15 57}\n {F_DRONE {DIFF 9 8 7} EASY 13 61}\n {F_DRONE {DIFF 9 8 7} EASY 18 55}\n {F_DRONE {DIFF 9 8 7} EASY 25 49}\n {F_DRONE {DIFF 12 11 10} HARD 29 43}\n\n {F_DRONE {DIFF 9 8 7} HARD 9 36}\n {F_DRONE {DIFF 9 8 7} HARD 5 33}\n\n {F_DRONE {DIFF 9 8 7} MEDIUM 19 32}\n {F_DRONE {DIFF 9 8 7} EASY 21 30}\n {F_DRONE {DIFF 9 8 7} HARD 27 28}\n {F_DRONE {DIFF 9 8 7} EASY 25 29}\n\n {F_DRONE {DIFF 12 11 10} EASY 37 39}\n {F_DRONE {DIFF 12 11 10} EASY 30 35}\n {F_DRONE {DIFF 12 11 10} EASY 48 37}\n\n {F_DRONE {DIFF 9 8 7} MEDIUM 13 26}\n {F_DRONE {DIFF 7 7 6} MEDIUM 14 23}\n {F_DRONE {DIFF 9 8 7} MEDIUM 6 27}\n {F_DRONE {DIFF 9 9 8} HARD 7 24}\n {F_DRONE {DIFF 9 8 7} MEDIUM 14 20}\n {F_DRONE {DIFF 9 8 7} MEDIUM 10 17}\n {F_DRONE {DIFF 9 8 7} EASY 17 17}\n {F_DRONE {DIFF 9 8 7} EASY 16 14}\n {F_DRONE {DIFF 9 8 7} EASY 18 15}\n {F_DRONE {DIFF 9 8 7} EASY 6 15}\n {F_DRONE {DIFF 9 8 7} EASY 5 17}\n {F_DRONE {DIFF 8 7 6} HARD 24 21}\n {F_DRONE {DIFF 7 6 6} EASY 24 23}\n {F_DRONE {DIFF 9 8 7} MEDIUM 27 29}\n {F_DRONE {DIFF 9 8 7} EASY 26 14}\n {F_DRONE {DIFF 9 8 7} EASY 24 15}\n {F_DRONE {DIFF 9 8 7} EASY 27 19}\n\n#ifndef EASY\n {F_DRONE {DIFF 9 8 7} EASY 59 59}\n {F_DRONE {DIFF 9 8 7} EASY 66 58}\n {F_DRONE {DIFF 9 8 7} EASY 65 62}\n\n#ifdef HARD\n {F_DRONE {DIFF 9 8 7} EASY 63 57}\n {F_DRONE {DIFF 9 8 7} EASY 62 60}\n {F_DRONE {DIFF 9 8 7} EASY 69 60}\n#endif\n\n#endif\n\n {SNOW_ON_TOD inferno_night}\n\n [event]\n name=prestart\n\n [item]\n x=68-69,70\n y= 62,61\n image=items/gohere.png\n [/item]\n\n [time_area]\n id=outdoors\n {INFERNO_NIGHT}\n # Map terrain-dependent heuristic, because coordinate regions are\n # a PITA to track down.\n terrain=A*,A*^*,M*,M*^*,H*,H*^*,Qxua,Cha,*^Bsb*,Rr,Rr^*\n [or]\n # Match patches of broken ice in the river outside.\n terrain=W*\n [filter_adjacent_location]\n terrain=A*\n [/filter_adjacent_location]\n [/or]\n [or]\n # Starting area edifice thingy.\n x,y,radius=71,4,6\n [/or]\n [or]\n # Pillars near the entrance, past the bridge.\n x=55,61\n y=23,26\n [/or]\n [/time_area]\n\n [mute_sound_effects][/mute_sound_effects]\n\n #\n # Configure interior and exterior sound sources in such a way they\n # cover the two different map areas radially.\n #\n\n [lua]\n code= <<\n local function distance2(a, b)\n return ((b.x - a.x)^2 + (b.y - a.y)^2)^0.5\n end\n\n local function deserialize2(stem, p)\n wml.variables[stem .. \".x\"] = p.x\n wml.variables[stem .. \".y\"] = p.y\n end\n\n -- Snow area boundaries don't cover the impassable mountains\n -- range north from the secret glyph passage, which is okay\n -- because no-one can walk through them.\n\n -- ^ Top right\n local snow_a = { x = 80, y = 1 }\n local snow_b = { x = 38, y = 29 }\n\n local hive_a = snow_b\n local hive_b = { x = 1 , y = 72 }\n -- v Bottom left\n\n deserialize2(\"snow_corner\", snow_a)\n deserialize2(\"hive_corner\", hive_b)\n\n wml.variables[\"snow_radius\"] = distance2(snow_a, snow_b)\n wml.variables[\"hive_radius\"] = distance2(hive_a, hive_b)\n >>\n [/lua]\n\n {WIND_NOISE_SOUND_SOURCE}\n [+sound_source]\n x,y=$snow_corner.x,$snow_corner.y\n full_range=$($snow_radius/2)\n fade_range=$($snow_radius/2)\n [/sound_source]\n\n # Done in an event later.\n [event]\n name=enable hive ambience\n delayed_variable_substitution=no\n\n {CAVE_NOISE_SOUND_SOURCE}\n [+sound_source]\n x,y=$hive_corner.x,$hive_corner.y\n full_range=$hive_radius\n fade_range=$($snow_radius/3)\n [/sound_source]\n [/event]\n\n {CLEAR_VARIABLE snow_corner,snow_radius,hive_corner,hive_radius}\n\n #\n # Randomize barrier glyph location.\n #\n # ^Kov is used to mark candidates vn the north, ^Vov is for candidates\n # in the south.\n #\n\n {VARIABLE_RANDOM selector 0..1000}\n {VARIABLE_MOD selector 2}\n\n [if]\n {VARIABLE_NUMERICAL_EQUALS selector 0}\n [then]\n {VARIABLE selector *^Kov}\n [/then]\n [else]\n {VARIABLE selector *^Vov}\n [/else]\n [/if]\n\n [store_locations]\n terrain=$selector\n variable=glyph_candidates\n [/store_locations]\n\n {BUG_ON ({VARIABLE_NUMERICAL_EQUALS glyph_candidates.length 0}) ()}\n\n {VARIABLE_RANDOM selector \"0..$($glyph_candidates.length - 1)\"}\n\n [terrain]\n terrain=^Ii\n layer=overlay\n x=$glyph_candidates[$selector].x\n y=$glyph_candidates[$selector].y\n [/terrain]\n\n {ITEM_CRYSTAL_GLYPH_GATE $glyph_candidates[$selector].x $glyph_candidates[$selector].y}\n\n [event]\n delayed_variable_substitution=no\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x=$glyph_candidates[$selector].x\n y=$glyph_candidates[$selector].y\n [/filter]\n\n [fire_event]\n name=barrier glyph triggered\n [primary_unit]\n x,y=$|x1,$|y1\n [/primary_unit]\n [/fire_event]\n [/event]\n\n [remove_terrain_overlays]\n terrain=*^Kov,*^Vov\n [/remove_terrain_overlays]\n\n # Debugging aid.\n #[terrain]\n # [and]\n # terrain=*^Kov,*^Vov\n # [/and]\n # terrain=Aa\n #[/terrain]\n\n {CLEAR_VARIABLE glyph_candidates,selector}\n\n #\n # Hive sentry sides are enabled and given gold later.\n #\n\n [modify_side]\n side=6,7\n controller=null\n [/modify_side]\n\n #\n # Finish setup.\n #\n\n [setup_doors]\n side=8\n [not]\n x,y,radius=55,67,1\n [/not]\n [not]\n x,y,radius=74,52,1\n [/not]\n [/setup_doors]\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR}\n # wmllint: recognize L\u00e9dinor\n {RECALL_LEDINOR}\n # wmllint: recognize Erathan\n {RECALL_ERATHAN2}\n # wmllint: recognize Igor\n {RECALL_IGOR}\n\n {FACE_DIRECTION side=1 sw}\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Find the entrance to the lair of the Chaos Emperor\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of L\u00e9dinor\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_FULL_CARRYOVER}\n )}\n [/event]\n\n {FINAL_SCENARIO_PLAYER_RECRUITMENT_WITH_AUTORECALL}\n\n [event]\n name=prestart\n\n [hide_unit][/hide_unit]\n\n {BLACK_SCREEN}\n\n {LOCK_VIEW}\n [/event]\n\n [event]\n name=start\n\n [fade_out_music][/fade_out_music]\n\n [fade_in_sound_effects]\n duration=500\n [/fade_in_sound_effects]\n\n {FADE_IN}\n\n [unhide_unit][/unhide_unit]\n\n {CONDITIONAL_IGOR (\n [message]\n speaker=Igor\n message= _ \"I didn\u2019t think the demons\u2019 homeland would be such a... cold... place\u2014 ATCHOO!!!\"\n [/message]\n ) (\n [message]\n speaker=Galas\n message= _ \"I have to say, I never expected Inferno to be such a cold place.\"\n [/message]\n )}\n\n [message]\n speaker=Mal Keshar\n message= _ \"Yes, there does not appear to be anything but more snow in the distance. Who knew!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I assume this is but a small land in a much larger realm. The stories speak of far more varied locations, much like Irdya itself.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Surely the Emperor chose this location in order to have a nigh-on unlimited water supply for his ostentatious capital, then.\"\n [/message]\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n id=its_quiet_too_quiet_talk\n name=side 1 turn 1 end\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"Come to think of it, there is nothing but snow in sight, indeed. Does anyone else find this troubling?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"You are right, the solitude of this place doesn\u2019t bode well.\"\n [/message]\n [/event]\n\n [event]\n name=turn 2\n\n {REPLACE_SCENARIO_MUSIC \"gameplay06.ogg\"}\n {APPEND_MUSIC \"heroes_rite.ogg\"}\n {APPEND_MUSIC \"nunc_dimittis.ogg\"}\n [/event]\n\n #\n # Just in case something goes wrong with the unit vision expectations on turn 1.\n #\n\n {FIRE_EVENT_ON_STUMBLE_UPON \"found first enemy\" (\n [filter_side]\n [enemy_of]\n side=1\n [/enemy_of]\n [/filter_side]\n )}\n\n [event]\n name=found first enemy\n\n [remove_event]\n id=its_quiet_too_quiet_talk # wmllint: ignore\n [/remove_event]\n\n {CONDITIONAL_ERATHAN (\n [message]\n speaker=Erathan\n message= _ \"I spot a few foes over there.\"\n [/message]\n ) (\n [message]\n speaker=Galas\n message= _ \"I spot a few foes over there.\"\n [/message]\n )}\n\n [scroll_to_unit]\n x,y=$x2,$y2\n [/scroll_to_unit]\n\n [delay]\n time=750\n [/delay]\n\n [scroll_to_unit]\n x,y=$x1,$y1\n [/scroll_to_unit]\n [/event]\n\n # Entering the lair, roughly past the entrance gates.\n [event]\n name=moveto\n [filter]\n side=1\n [filter_location]\n x,y,radius=37,37,7\n [/filter_location]\n [/filter]\n\n [fire_event]\n name=enable hive ambience\n [/fire_event]\n\n [sound]\n name=rumble.ogg\n [/sound]\n\n [delay]\n time=250\n [/delay]\n\n {MYSTERIOUS_VOICE ( _ \"Welcome! Welcome all to my lair, foolish creatures!\")}\n [+message]\n sound=dwarf-laugh.wav\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"It\u2019s that infuriating laugh again! Oh, I swear, the moment I get my hands on that pretentious bastard...\"\n [/message]\n\n # Reveal goal gate.\n\n {CLEAR_CAVE_SHROUD (\n x,y,radius=37,37,5\n [or]\n x,y,radius=38,37,4\n [/or]\n [or]\n x,y,radius=37,44,3\n [/or]\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=38,46\n [/scroll_to]\n\n {HIGHLIGHT_GOAL (\n x=37,38-39\n y=47,46\n )}\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n\n #\n # Release the cockatrices.\n #\n\n {GENERIC_UNIT 5 Cockatrice 13 45} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT 5 Cockatrice 8 47} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT 5 Cockatrice 15 49} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT 5 Cockatrice 23 52} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT 5 Cockatrice 14 57} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT 5 Cockatrice 30 58} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT 5 Cockatrice 23 58} {NO_UPKEEP_NO_OVERLAY}\n\n {GENERIC_UNIT 5 Cockatrice 8 38} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT 5 Cockatrice 8 28} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT 5 Cockatrice 15 31} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT 5 Cockatrice 6 24} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT 5 Cockatrice 18 21} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT 5 Cockatrice 15 16} {NO_UPKEEP_NO_OVERLAY}\n {GENERIC_UNIT 5 Cockatrice 8 18} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n {GENERIC_UNIT 5 Cockatrice 25 23} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}\n\n #\n # Enable hive sentry sides.\n #\n [modify_side]\n side=5,6,7\n controller=ai\n {GOLD 130 150 175}\n [/modify_side]\n\n #\n # Add more tracks to the playlist instead of replacing it entirely.\n #\n {APPEND_MUSIC \"knalgan_theme.ogg\"}\n {APPEND_MUSIC \"into_the_shadows.ogg\"}\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n [filter_location]\n [filter_adjacent_location]\n terrain=*^Zz*\n [/filter_adjacent_location]\n [/filter_location]\n [/filter]\n\n [message]\n speaker=Elynia\n message= _ \"The protection enchantment shielding this gate is far too strong. May I suggest searching for another way to open it?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Union?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I would rather avoid unnecessary use of it while we are in this place... I hope you can understand why.\"\n [/message]\n\n # He already knows things Galas doesn't.\n\n [message]\n speaker=Mal Keshar\n message= _ \"... Yes... I think I see where this is going. Very well, then. Let us do things your way.\"\n [/message]\n [/event]\n\n ############################################################################\n # #\n # CHIMERA/COCKATRICE CONTROL EVENTS #\n # #\n ############################################################################\n\n {FIRE_EVENT_ON_STUMBLE_UPON \"found cockatrice\" type=Cockatrice}\n\n [event]\n name=found cockatrice\n\n [scroll_to_unit]\n x,y=$x2,$y2\n [/scroll_to_unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Hey, what do we have here... Cockatrices! There are cockatrices roaming about this place!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Huh?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Bird-like creatures which are said to have the ability to turn any living thing to stone with a single glance. They are not natural denizens of our world, being instead the product of forbidden sorcery.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Yes, yes \u2014 all right, attention everyone! Avoid direct eye contact with these pests or you will regret it!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I believe I can remove the effects of their magic with a spell. However, should any victim come to harm while petrified...\"\n [/message]\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Find the entrance to the lair of the Chaos Emperor\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Elynia is petrified by an enemy unit\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of L\u00e9dinor\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_FULL_CARRYOVER}\n\n {OBJECTIVE_NOTE ( _ \"Elynia can revert the effects of petrification on adjacent player units at the start of each turn\")}\n )}\n [/event]\n\n #\n # TODO: figure out how to implement the statue effect so that units can be\n # harmed while petrified. One notable caveat is that standing\n # animations need to be stopped, which is currently a hardcoded\n # case in the engine.\n #\n\n [event]\n name=petrified\n [filter]\n id=Elynia\n [/filter]\n\n [message]\n speaker=Elynia\n message= _ \"I can\u2019t... help you... now...\"\n [/message]\n\n {HERO_DEFEAT_ENDLEVEL}\n [/event]\n\n {UNPETRIFY_UNITS_AT_TURN_START 1 id=Elynia}\n\n ############################################################################\n # #\n # SCENARIO PROGRESSION #\n # #\n ############################################################################\n\n [event]\n name=barrier glyph triggered\n first_time_only=no\n [filter]\n [not]\n id=Elynia,Mal Keshar\n [/not]\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"You are not able to activate this sealed glyph. Perhaps you should send Elynia or Mal Keshar to investigate instead.\"\n [/message]\n [/event]\n\n [event]\n name=barrier glyph triggered\n [filter]\n id=Elynia,Mal Keshar\n [/filter]\n\n {GATE_GLYPH_ACTIONS 38 46}\n\n # Open shortcut passages leading back to the hall chamber, but don't\n # specifically bring attention to them.\n\n [terrain]\n x=28,29, 32,33, 28,29\n y=49,50, 28,29, 23,23\n terrain=Yhl\n [/terrain]\n\n [terrain]\n x=32,33\n y=41,42\n terrain=Yhr\n [/terrain]\n\n [redraw]\n side=1\n [/redraw]\n\n [fire_event]\n name=boss entrance setup\n [/fire_event]\n [/event]\n\n [event]\n name=boss entrance setup\n\n {GENERIC_UNIT 5 Cockatrice 44 49} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}\n {GENERIC_UNIT 5 Cockatrice 46 53} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}\n {GENERIC_UNIT 5 Cockatrice 51 50} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}\n\n [unit]\n side=5\n canrecruit=yes\n type=Chimera\n id=Knidaril\n name= _ \"Knidaril\"\n placement=leader\n facing=nw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [modify_side]\n side=5\n recruit=Cockatrice\n {GOLD 100 110 120}\n [/modify_side]\n\n [capture_village]\n side=5\n [filter]\n id=Knidaril\n [/filter]\n radius=8\n [/capture_village]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Knidaril\n [/filter]\n\n [sound]\n name=gate.ogg # Yes, it's the hit sound, not the death sound.\n [/sound]\n\n {CLEAR_CAVE_SHROUD (\n x,y,radius=59,57,4\n [or]\n x,y,radius=57,55,4\n [/or]\n [or]\n x,y,radius=52,53,6\n [/or]\n )}\n\n [redraw]\n side=1\n [/redraw]\n\n {GATE_GLYPH_ACTIONS 59 57}\n\n [message]\n speaker=Galas\n message= _ \"This is quite obviously an invitation into a trap. Shall we heed it?\"\n [/message]\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"This whole place feels like a trap to me. On the other hand, if we don\u2019t come to him...\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"... he will come to us. Even then, I think we should first look around for anything that could help us \u2014 weapons, information, anything.\"\n [/message]\n [/event]\n\n#define L_GLYPH _X _Y _MSG\n {ITEM_CRYSTAL_GLYPH_MESSAGE {_X} {_Y} }\n\n [event]\n name=moveto\n [filter]\n x={_X}\n y={_Y}\n side=1\n [/filter]\n\n [allow_undo][/allow_undo]\n\n {MSG_GLYPH ({_MSG})}\n [/event]\n#enddef\n\n # Secret glyph.\n\n {L_GLYPH 34 16 ( _ \"Uria insists on the necessity of handing control of Irdya over to someone more experienced if everything goes according to plan. She says she will need me on Ethea, and that Nar-hamoth is of no use whatsoever beyond monitoring the Iron Council. \u201cSo who will it be?\u201d, I inquired. \u201cSomebody who can govern Irdya with an iron fist in your absence. Someone whose very name shall instill fear and obedience in all our subjects.\u201d\n\nThis is not how I hoped things would turn out, and Elyssa will surely not be pleased with this turn of events. The best I can do now is stall the mission for a while and hope she does not find out.\")}\n\n # Final antechamber glyphs.\n\n {L_GLYPH 59 45 ( _ \"The Light of the soul, the Darkness of the mind. Two opposing aspects that govern our existence and give way to life. Never fully overlapping, but also always intertwined.\n\nThe Union of Light and Darkness. A paradoxical power beyond measure that permeates our reality like the sap that flows through the branches of a tree. Why would the First Gods bequeath such a dangerous tool to flawed beings like us? What is it that they saw approaching at the end of time?\")}\n\n {L_GLYPH 63 42 ( _ \"The glyph\u2019s contents seem to be in a language you have never read nor heard before.\")}\n\n {L_GLYPH 68 44 ( _ \"Unlike the Seer, Uria believes that our fate can be changed by our actions, that there is no single path to the same destination, and that, like the fish that swim upstream from the ocean, the course of reality can be altered by a sufficiently strong will.\")}\n\n {L_GLYPH 69 49 ( _ \"The glyph\u2019s contents seem to be in a language you have never read nor heard before.\")}\n\n [event]\n name=moveto\n [filter]\n id=Elynia,Galas,Mal Keshar\n x=68-80,70\n y=62-70,61\n [/filter]\n\n [hide_unit][/hide_unit]\n\n {FADE_TO_BLACK}\n\n {ENDLEVEL_QUIET}\n [/event]\n\n #[event]\n # name=victory\n #[/event]\n[/scenario]\n\n#undef L_AI_GUARDS_BEHIND_GATES\n#undef L_GLYPH\n#undef F_DRONE\n#undef F_DRONES_EASY\n#undef F_DRONES_MEDIUM\n#undef F_DRONES_HARD\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=23Bx_Do_Us_Part\n name= _ \"Do Us Part\"\n {MAP 23Bx_Do_Us_Part.map}\n turns=-1\n victory_when_enemies_defeated=no\n next_scenario=23C_Broken_Heart\n {NO_RECALLS}\n\n {SCENARIO_MUSIC \"snowfall.ogg\"}\n\n {FULLSCREEN_CUTSCENE_UI}\n\n {DEEP_UNDERGROUND} {SCHEDULE_LIGHTING -20 -40 -10}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=good\n user_team_name= _ \"team_name^Galas\"\n\n shroud=yes\n\n {NO_ECONOMY}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n team_name=enemies\n user_team_name= _ \"team_name^Chaos Emperor\"\n {CHAOS_FLAG}\n color=gold\n\n {NO_ECONOMY}\n hidden=yes\n\n type=Dead Shadow Master\n id=Argan\n name= _ \"Argan\"\n hitpoints=1\n [/side]\n\n {HIVE_NOISE_2_SOUND_SOURCE}\n [+sound_source]\n id=noise # wmllint: ignore\n [/sound_source]\n\n {PLACE_IMAGE units/shaxthal/master-drone-dead.png 19 16}\n\n [event]\n name=prestart\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA_AT 27 12}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR_AT 26 14}\n # wmllint: recognize L\u00e9dinor\n {RECALL_LEDINOR_AT 23 12}\n # wmllint: recognize Igor\n {RECALL_IGOR_AT 25 11}\n\n {FACE_UNIT side=1 id=Argan}\n\n [hide_unit][/hide_unit]\n\n {BLACK_SCREEN}\n\n {LOCK_VIEW}\n [/event]\n\n [event]\n name=start\n\n [fire_event]\n name=cutscene 1\n [/fire_event]\n\n [fire_event]\n name=cutscene 2\n [/fire_event]\n\n [fire_event]\n name=cutscene 3\n [/fire_event]\n\n {ENDLEVEL_QUIET} {NO_REPLAY_SAVE}\n [/event]\n\n [event]\n name=cutscene 1\n\n [store_shroud]\n side=1\n variable=s23bx_shroud_mask\n [/store_shroud]\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Argan\n scroll=no\n highlight=no\n message= _ \"Elynia...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [set_shroud]\n side=1\n shroud_data=$s23bx_shroud_mask\n [/set_shroud]\n\n {FADE_IN}\n\n [unhide_unit][/unhide_unit]\n\n [delay]\n time=750\n [/delay]\n\n {MOVE_UNIT (id=Elynia) 21 15}\n\n [message]\n speaker=Argan\n message= _ \"... you betrayed... me...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"No, Argan. You are the one who betrayed me... me and the peoples of Irdya as well. The peoples we swore to defend until the end of time. You betrayed everything we stood for...\"\n [/message]\n\n [message]\n speaker=Argan\n message= _ \"I did nothing but choose the right path for your sake. And this is how you repay me... Then again, I guess I had this coming ever since... then...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"No, you never deserved any of this. If... None of this... none of this would have happened if I...\"\n [/message]\n\n {MOVE_UNIT (id=Mal Keshar) 24 14}\n {MOVE_UNIT (id=Galas) 24 13}\n\n [message]\n speaker=Argan\n message= _ \"In the end... it is not your fault...\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"You said that Uria turned you into this. What does she really want? What\u2019s her goal in enslaving and desecrating Irdya?\"\n [/message]\n\n [message]\n speaker=Argan\n message= _ \"Well... she will... she will avenge me... that is for sure. And now without the Union, you cannot\u2014 (cough) you cannot defeat... her... Even if you manage to find her... in the heart of... Urvatha... it would be suicide...\"\n [/message]\n\n #\n # TODO visual effects\n #\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Just as he said those words, Argan\u2019s broken body suddenly convulsed, releasing a steaming mixture of blood and a thick yellow ooze from his mouth and chest, and splashing everything around him. The bright yellow glow that constantly lit his eyes until moments before began to vanish, little by little, until there was nothing to see but tears.\"\n [/message]\n\n {MOVE_UNIT id=Elynia 20 15}\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"... And once Elynia moved closer within his grasp, he violently clenched at her arm. And with hurried breath, he asked:\"\n [/message]\n\n [message]\n speaker=Argan\n message= _ \"Elynia... I beg of you... please forgive me. I allowed this to happen. I allowed her... to become who she is now... and control me... Promise me that you will never... you will never... become...\"\n [/message]\n\n [kill]\n id=Argan\n [/kill]\n\n [message]\n speaker=Elynia\n message= _ \"Become... become what? Argan?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Argan? What do you mean? What am I supposed to do? Argan?!\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Argan! No, no, this can\u2019t be happening, you can\u2019t be doing this, I am trying to heal you, don\u2019t you see? I...\"\n [/message]\n\n [fade_out_music][/fade_out_music]\n\n [delay]\n time=2000\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Why don\u2019t you say anything? Argan!\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Mal Keshar, don\u2019t you just stand there and watch, help me! Help him!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"There is nothing I can do. His spirit left us too quickly, and to pull him back into the physical realm after that... You do remember why that is the greatest taboo of all, right?\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"At least he may finally rest now.\"\n [/message]\n\n [delay]\n time=3000\n [/delay]\n\n {MOVE_UNIT id=Galas 23 14}\n\n [hide_unit][/hide_unit]\n\n {FADE_TO_BLACK}\n\n [store_shroud]\n side=1\n variable=s23bx_shroud_mask\n [/store_shroud]\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n [fade_out_sound_effects]\n time=2000\n [/fade_out_sound_effects]\n [/event]\n\n [event]\n name=cutscene 2\n\n [delay]\n time=5000\n [/delay]\n\n {STORYTXT_DO_US_PART}\n [+story]\n # Shut up Wesnoth 1.14, I don't need a stupid title here\n title=\"\"\n [/story]\n [/event]\n\n [event]\n name=cutscene 3\n\n [delay]\n time=2000\n [/delay]\n\n {PLACE_IMAGE items/book1.png 19 16}\n\n [teleport]\n [filter]\n id=Galas\n [/filter]\n x,y=22,14\n [/teleport]\n\n [teleport]\n [filter]\n id=Mal Keshar\n [/filter]\n x,y=20,16\n [/teleport]\n\n [teleport]\n [filter]\n id=L\u00e9dinor\n [/filter]\n x,y=19,15\n [/teleport]\n\n [teleport]\n [filter]\n id=Igor\n [/filter]\n x,y=23,15\n [/teleport]\n\n {FACE_LOCATION side=1 x,y=19,16}\n\n # Center view on Galas again, Wesnoth is lazy about this\n\n [scroll_to_unit]\n id=Galas\n {WARP}\n [/scroll_to_unit]\n\n [set_shroud]\n side=1\n shroud_data=$s23bx_shroud_mask\n [/set_shroud]\n\n {CLEAR_VARIABLE s23bx_shroud_mask}\n\n {FADE_IN}\n\n [unhide_unit][/unhide_unit]\n\n [fade_in_sound_effects]\n duration=1000\n [/fade_in_sound_effects]\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"Argan\u2019s journal \u2014 it was hidden beneath his robes. Elynia, my lady, if you allow me to speak my opinion: we should keep it, it may contain information that could prove useful later.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Very well... But...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"... I should be the one to carry this with me, no-one else.\"\n [/message]\n\n [remove_item]\n image=\"items/book1.png\"\n [/remove_item]\n\n [redraw][/redraw]\n\n [delay]\n time=750\n [/delay]\n\n {QUAKE rumble.ogg}\n\n [delay]\n time=120\n [/delay]\n\n {QUAKE ()}\n\n [delay]\n time=120\n [/delay]\n\n {QUAKE cave-in.ogg}\n\n [delay]\n time=120\n [/delay]\n\n {QUAKE ()}\n\n [delay]\n time=120\n [/delay]\n\n {QUAKE explosion.ogg}\n\n {QUAKE ()}\n\n [message]\n speaker=Mal Keshar\n message= _ \"Uh-oh.\"\n [/message]\n\n {QUAKE explosion.ogg}\n\n [delay]\n time=120\n [/delay]\n\n {QUAKE ()}\n\n [delay]\n time=120\n [/delay]\n\n {QUAKE explosion.ogg}\n\n [delay]\n time=120\n [/delay]\n\n {QUAKE ()}\n\n [delay]\n time=120\n [/delay]\n\n {QUAKE rumble.ogg}\n\n [delay]\n time=120\n [/delay]\n\n [sound]\n name=cave-in.ogg\n [/sound]\n\n [delay]\n time=120\n [/delay]\n\n {QUAKE explosion.ogg}\n\n [delay]\n time=120\n [/delay]\n\n {QUAKE ()}\n\n [delay]\n time=120\n [/delay]\n\n [sound]\n name=explosion.ogg\n [/sound]\n\n [delay]\n time=120\n [/delay]\n\n {QUAKE rumble.ogg}\n\n [message]\n speaker=Galas\n message= _ \"The stronghold is crumbling down! We must leave immediately!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"At least the Master of Darkness will have a proper burial.\"\n [/message]\n\n {QUAKE_HEAVY rumble.ogg}\n\n #\n # Everyone moves to the map border and their units are\n # put back to recall list (including Galas).\n #\n\n [store_unit]\n [filter]\n side=1\n x=1-100\n y=1-100\n [/filter]\n variable=heroes_store\n kill=no\n [/store_unit]\n\n [foreach]\n array=heroes_store\n [do]\n [kill]\n id=$this_item.id\n [/kill]\n\n {RANDOM 35..37}\n\n [move_unit_fake]\n x=$this_item.x,$random\n y=$this_item.y,7\n type=$this_item.type\n gender=$this_item.gender\n side=$this_item.side\n variation=$this_item.variation\n force_scroll=no\n [/move_unit_fake]\n\n [unstore_unit]\n variable=this_item\n x,y=recall,recall\n [/unstore_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE heroes_store,random}\n\n {QUAKE_HEAVY (rumble.ogg)}\n {QUAKE_HEAVY ()}\n {QUAKE_HEAVY ()}\n {QUAKE_HEAVY ()}\n\n {BLACK_SCREEN}\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n [delay]\n time=2000\n [/delay]\n\n [sound]\n name=rumble.ogg\n [/sound]\n\n [delay]\n time=2000\n [/delay]\n [/event]\n[/scenario]\n\n# NOTE: jump scenario for compatibility with existing IftU 2.1.4.1 and earlier\n# saves for S23B. Remove in IftU 2.2.0.\n\n[scenario]\n id=23Bx_Do_Us_Part_1\n name= _ \"Do Us Part\"\n {NO_MAP_DATA}\n turns=-1\n victory_when_enemies_defeated=no\n next_scenario=23Bx_Do_Us_Part\n {NO_RECALLS}\n\n {SCENARIO_MUSIC \"silence.ogg\"}\n\n {FULLSCREEN_CUTSCENE_UI}\n\n {NEUTRAL_TOD}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=good\n user_team_name= _ \"team_name^Galas\"\n\n shroud=yes\n\n {NO_ECONOMY}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n [event]\n name=prestart\n\n # Skip to real scenario\n {ENDLEVEL_QUIET} {NO_REPLAY_SAVE} {NO_START_OF_SCENARIO_SAVE}\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n# It's not \"Till Death\" so as to not make it 100% obvious. That said, people\n# playing for the first time will not really see the title until after the\n# opening cutscene. Still, by the time I started working on Reconstruction,\n# the fact that the big bad is Elynia's SO had already become common knowledge,\n# so I'm not too bothered about the potential for spoilers (that is, until\n# somebody with a loose screw decides to allow players to see a campaign's list\n# of scenarios in advance or something).\n\n[scenario]\n id=23B_Until_Death\n name= _ \"Until Death\"\n {MAP 23B_Until_Death.map}\n turns=-1\n victory_when_enemies_defeated=no\n next_scenario=23Bx_Do_Us_Part\n {NO_RECALLS}\n\n {FULLSCREEN_CUTSCENE_UI}\n\n {SCENARIO_MUSIC \"silence.ogg\"}\n\n {DEEP_UNDERGROUND} {SCHEDULE_LIGHTING -40 -50 -15}\n\n {DEATHS_ACT_4}\n\n {SPAWN_CONTROLLER}\n\n {UNION_CAST_EVENTS}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=good\n user_team_name= _ \"team_name^Galas\"\n\n shroud=yes\n\n {NO_ECONOMY}\n\n {GOLD 180 160 150}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n team_name=enemies\n user_team_name= _ \"team_name^Chaos Emperor\"\n {CHAOS_FLAG}\n color=gold\n\n {GOLD 220 240 260}\n {INCOME 6 9 11}\n recruit=Shadow Spawn,Shaxthal Drone,Ghost,Wraith,Spectre,Goliath,Automaton\n\n # Real leader spawned during the initial cutscene.\n no_leader=yes\n # The side does not initially have a leader (but it controls villages)\n # and we define victory for the human player based on the boss' death.\n defeat_condition=never\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}\n # Aggression turn ranges are not predetermined, use boss_stage as\n # a hint instead.\n {AI_ASPECT leader_aggression (\n engine=lua\n code=<<\n local aggr = { 0.4, 1.0, 2.0 }\n return aggr[in_range(wml.variables[\"boss_stage\"], 1, #aggr)]\n >>\n )}\n\n {AI_ASPECT passive_leader (\n engine=lua\n code=<<\n return wml.variables[\"boss_stage\"] < 2\n >>\n )}\n\n # FIXME: doesn't work, Argan is reluctant to recruit Cockatrices.\n {AI_ASPECT recruitment_pattern (\n [facet]\n id=initial_turns\n turns=1-5\n value=fighter,mixed fighter,fighter,scout,fighter,mixed fighter,fighter,scout\n [/facet]\n [facet]\n id=stonegazer_turns\n turns=6-10\n value=stonegazer,fighter,mixed fighter,fighter,fighter,scout,mixed fighter\n [/facet]\n [facet]\n id=no_scout_turns\n turns=11-1000\n value=stonegazer,fighter,fighter,mixed fighter,mixed fighter,fighter,fighter\n [/facet]\n )}\n\n # FIXME: disabled due to IftU issue #5\n #{AI_BOSS_TARGETING_ENGINE <<{\"Elynia\"}>>} # Don't target Galas specially!\n\n [goal]\n [criteria]\n id=Elynia\n [/criteria]\n value=10.0\n [/goal]\n\n {AI_RECRUITMENT_ALWAYS_ASPECT (\n {AI_RECRUIT_LIMIT \"Cockatrice\" {DIFF 1 2 2}}\n {AI_RECRUIT_LIMIT \"Spectre\" {DIFF 1 2 2}}\n {AI_RECRUIT_LIMIT \"Goliath\" 1}\n {AI_RECRUIT_LIMIT \"Wraith\" {DIFF 2 3 3}}\n {AI_RECRUIT_LIMIT \"Automaton\" 2} # Prefer Shadow Spawns.\n )}\n [/ai]\n [/side]\n\n [side]\n side=3\n team_name=enemies\n user_team_name= _ \"team_name^Lair Guards\"\n {CHAOS_FLAG}\n color=blue\n\n {GOLD 120 140 160}\n {INCOME 3 4 5}\n recruit=Shaxthal Rayblade,Shaxthal Runner Drone,Shaxthal Protector Drone\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n [/ai]\n\n canrecruit=yes\n type=Hell Overlord\n id=Yivril\n name= _ \"Yivril\"\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n [/side]\n\n [side]\n side=4\n team_name=enemies\n user_team_name= _ \"team_name^Lair Hive\"\n {CHAOS_FLAG}\n\n no_leader=yes\n hidden=yes\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n [/side]\n\n#define F_MATRIX _X _Y\n [unit]\n type=Verlissh Matrix Flow System\n x={_X}\n y={_Y}\n upkeep=free\n random_traits=yes\n [/unit]\n#enddef\n\n [side]\n side=5\n team_name=enemies\n user_team_name= _ \"team_name^Uria\"\n {CHAOS_FLAG}\n\n {GOLD 120 130 140}\n {INCOME 2 3 4}\n recruit=Demon,Imp,Chaos Invoker,Chaos Invader,Chaos Headhunter\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n [/ai]\n\n canrecruit=yes\n type=Chaos Lorekeeper\n id=Mal Myaramor\n name= _ \"Mal Myaramor\"\n facing=se\n [modifications]\n {TRAIT_DEXTROUS}\n {TRAIT_QUICK}\n\n [object]\n silent=yes\n [effect]\n apply_to=halo\n halo=\"halo/obscures-aura.png\"\n [/effect]\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_OBSCURE}\n [/abilities]\n [/effect]\n [/object]\n [/modifications]\n\n {F_MATRIX 28 20}\n {F_MATRIX 31 21}\n {F_MATRIX 34 21}\n {F_MATRIX 42 13}\n {F_MATRIX 43 15}\n {F_MATRIX 44 16}\n\n {F_MATRIX 36 24}\n {F_MATRIX 22 23}\n {F_MATRIX 24 25}\n {F_MATRIX 34 28}\n\n {F_MATRIX 50 20}\n [/side]\n\n [side]\n side=6\n team_name=enemies\n user_team_name= _ \"team_name^Uria\"\n {CHAOS_FLAG}\n\n {GOLD 140 150 160}\n {INCOME 3 5 6}\n recruit=Demon Zephyr,Chaos Hound,Shaxthal Runner Drone,Psy Crawler\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n [/ai]\n\n canrecruit=yes\n type=Shadow Courier\n id=An-Laila\n name= _ \"An-Laila\"\n facing=sw\n [modifications]\n {TRAIT_UNDEAD}\n {TRAIT_SLOW}\n [/modifications]\n [/side]\n\n [side]\n side=7\n team_name=enemies\n user_team_name= _ \"team_name^Lair Hive\"\n {CHAOS_FLAG}\n\n no_leader=yes\n hidden=yes\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n [/side]\n\n {STARTING_VILLAGES_ALL 2}\n\n {HIVE_NOISE_2_SOUND_SOURCE}\n\n # No water drip sound sources, too much of a hassle to deal with them\n # during cutscenes (of which there are quite a lot here).\n\n {PLACE_IMAGE \"items/dragonstatue.png\" 14 8}\n {PLACE_IMAGE \"items/dragonstatue.png\" 18 6}\n\n#define F_DRONES_EASY\n \"Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Sentry Drone\" #enddef\n#define F_DRONES_MEDIUM\n \"Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone\" #enddef\n#define F_DRONES_HARD\n \"Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone\" #enddef\n\n#define F_DRONE _TURNS _DIFFICULTY_LEVEL _X _Y\n {TIMED_DRONE_SPAWNER {_TURNS} (type={F_DRONES_{_DIFFICULTY_LEVEL}}) 6 {_X} {_Y} }\n#enddef\n\n {F_DRONE {DIFF 14 12 10} EASY 24 22}\n {F_DRONE {DIFF 9 8 7} EASY 26 21}\n {F_DRONE {DIFF 9 8 7} EASY 22 17}\n {F_DRONE {DIFF 14 12 10} HARD 17 22}\n {F_DRONE {DIFF 14 12 10} MEDIUM 19 25}\n {F_DRONE {DIFF 9 8 7} EASY 26 26}\n {F_DRONE {DIFF 14 12 10} HARD 31 28}\n {F_DRONE {DIFF 14 12 10} MEDIUM 8 19}\n {F_DRONE {DIFF 8 7 6} EASY 12 19}\n {F_DRONE {DIFF 8 7 6} EASY 4 24}\n {F_DRONE {DIFF 8 7 6} EASY 7 26}\n\n {F_DRONE {DIFF 8 7 6} EASY 46 28}\n {F_DRONE {DIFF 11 10 9} HARD 44 30}\n {F_DRONE {DIFF 11 10 9} MEDIUM 42 32}\n {F_DRONE {DIFF 10 9 8} HARD 40 30}\n {F_DRONE {DIFF 14 13 12} HARD 35 31}\n {F_DRONE {DIFF 9 8 7} MEDIUM 29 32}\n {F_DRONE {DIFF 10 9 8} HARD 38 27}\n {F_DRONE {DIFF 9 8 7} EASY 48 24}\n {F_DRONE {DIFF 10 9 8} EASY 47 23}\n {F_DRONE {DIFF 12 11 10} HARD 47 18}\n {F_DRONE {DIFF 9 8 7} EASY 45 20}\n\n {F_DRONE {DIFF 9 8 7} EASY 48 15}\n {F_DRONE {DIFF 9 8 7} EASY 47 15}\n {F_DRONE {DIFF 8 7 6} HARD 46 12}\n\n {F_DRONE {DIFF 9 8 7} EASY 40 11}\n {F_DRONE {DIFF 10 9 8} EASY 35 8}\n {F_DRONE {DIFF 9 8 7} HARD 40 7}\n {F_DRONE {DIFF 10 9 8} MEDIUM 35 5}\n {F_DRONE {DIFF 7 6 5} EASY 31 5}\n {F_DRONE {DIFF 9 8 7} EASY 30 2}\n {F_DRONE {DIFF 9 8 7} EASY 32 1}\n\n {F_DRONE {DIFF 8 7 6} HARD 44 3}\n {F_DRONE {DIFF 9 8 7} HARD 48 4}\n\n {F_DRONE {DIFF 7 6 5} EASY 47 7}\n {F_DRONE {DIFF 10 9 8} HARD 50 9}\n {F_DRONE {DIFF 9 8 7} MEDIUM 53 8}\n {F_DRONE {DIFF 9 8 7} EASY 50 3}\n {F_DRONE {DIFF 9 8 7} EASY 52 4}\n\n #\n # Set-up healing spots.\n #\n\n {OBJ_HEALING_GLYPH 51 30}\n {OBJ_HEALING_GLYPH 7 21}\n {OBJ_HEALING_GLYPH 32 24}\n {OBJ_HEALING_GLYPH 27 23}\n {OBJ_HEALING_GLYPH 20 17}\n {OBJ_HEALING_GLYPH 27 28}\n {OBJ_HEALING_GLYPH 38 23}\n {OBJ_HEALING_GLYPH 47 20}\n {OBJ_HEALING_GLYPH 52 18}\n {OBJ_HEALING_GLYPH 44 11}\n {OBJ_HEALING_GLYPH 47 14}\n {OBJ_HEALING_GLYPH 37 9}\n {OBJ_HEALING_GLYPH 32 3}\n\n#define F_PLAYER_CAN_RECRUIT_UNDEAD\n [modify_side]\n side=1\n recruit=Skeleton,Skeleton Archer,Skeleton Rider,Walking Corpse,Vampire Bat,Ghost\n [/modify_side]\n#enddef\n\n {FINAL_SCENARIO_PLAYER_RECRUITMENT}\n\n [event]\n name=prestart\n\n {VARIABLE boss_stage 1}\n\n {F_PLAYER_CAN_RECRUIT_UNDEAD}\n\n [store_unit]\n [filter]\n x=1-100\n y=1-100\n [not]\n side=1\n [/not]\n [not]\n # These count as set pieces, so don't hide them.\n type=Verlissh Matrix Flow System\n [/not]\n [/filter]\n variable=initial_onmap_units\n kill=yes\n [/store_unit]\n\n #\n # Clear shroud from all reachable locations (two passes to account for\n # impassable hexes in range).\n #\n\n [remove_shroud]\n side=1\n [filter]\n id=Galas\n [/filter]\n radius=50\n [filter_radius]\n terrain=!,X*,X*^*,*^X*\n [/filter_radius]\n [/remove_shroud]\n\n [remove_shroud]\n side=1\n terrain=X*,X*^*,*^X*\n [filter_adjacent_location]\n [filter_vision]\n side=1\n [/filter_vision]\n [/filter_adjacent_location]\n [/remove_shroud]\n\n #\n # Remove shroud from throne room area.\n #\n\n {CLEAR_CAVE_SHROUD (\n x,y,radius=30,14,10\n )}\n\n {CLEAR_CAVE_SHROUD (\n x,y,radius=35,17,8\n )}\n\n [hide_unit]\n side=1\n [/hide_unit]\n\n {BLACK_SCREEN}\n\n {LOCK_VIEW}\n [/event]\n\n [event]\n name=DEBUG93\n\n {VARIABLE boss_stage 3}\n\n [modify_turns]\n current=100\n [/modify_turns]\n\n {VARIABLE turn_number 100}\n\n [modify_unit]\n [filter]\n # wmllint: recognize Argan\n id=Argan\n [/filter]\n hitpoints=1\n [/modify_unit]\n\n [unit]\n x,y=37,19\n type=Ancient Lich\n side=1\n [/unit]\n [/event]\n\n ############################################################################\n # #\n # INTRO CUTSCENE #\n # #\n ############################################################################\n\n [event]\n name=start\n\n {FADE_IN}\n\n [unhide_unit]\n id=Galas\n [/unhide_unit]\n\n {MOVE_UNIT id=Galas 27 13}\n\n [scroll_to_unit]\n id=Galas\n [/scroll_to_unit]\n\n [delay]\n time=750\n [/delay]\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA_AT 26 13}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR_AT 28 12}\n # wmllint: recognize L\u00e9dinor\n {RECALL_LEDINOR_AT 26 12}\n # wmllint: recognize Erathan\n {RECALL_ERATHAN2_AT 27 12}\n # wmllint: recognize Igor\n {RECALL_IGOR_AT 25 13}\n [scroll_to]\n x,y=37,18\n [/scroll_to]\n\n [unit]\n canrecruit=yes\n side=2\n placement=leader\n type=Master of Darkness\n variation=unknown_unit_type_label\n id=Chaos Emperor\n name= _ \"Chaos Emperor\"\n animate=yes\n facing=se\n {IS_BOSS}\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"There he is. There doesn\u2019t appear to be anyone else around. Would it be possible for you two, perhaps, to strike him down from afar while he has his back turned?\"\n [/message]\n\n [message]\n speaker=Chaos Emperor\n message= _ \"I was certain that you would not fail your word, Galas. At long last you and your loyal companions have made it to my lair, overcoming every obstacle in your way. Well done.\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n {FACE_UNIT (id=Chaos Emperor) (side=1)}\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"So we have. Now it\u2019s down to you and us.\"\n [/message]\n\n [message]\n speaker=Chaos Emperor\n message= _ \"Not exactly. You allow yourselves to be deceived by appearances.\"\n [/message]\n\n [remove_terrain_overlays]\n x=23-45\n y=11-23\n terrain=*^Xo\n [/remove_terrain_overlays]\n\n [foreach]\n array=initial_onmap_units\n [do]\n [unstore_unit]\n variable=this_item\n [/unstore_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE initial_onmap_units}\n\n [delay]\n time=750\n [/delay]\n\n [scroll_to_unit]\n id=An-Laila\n [/scroll_to_unit]\n\n [delay]\n time=250\n [/delay]\n\n [scroll_to_unit]\n id=Mal Myaramor\n [/scroll_to_unit]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Who are you in truth? Reveal your identity, scum! We should at least be allowed to know the name of the wretched creature hiding behind that mask!\"\n [/message]\n\n [message]\n speaker=An-Laila\n message= _ \"Hehehehehehehehehe...\" # wmllint: no spellcheck\n [/message]\n\n [message]\n speaker=Mal Myaramor\n message= _ \"AH HA HA HA HA HA HA HA HA!\"\n [/message]\n\n [message]\n speaker=Chaos Emperor\n message= _ \"Have you not told them yet, Elynia? What do you expect to accomplish by withholding the truth from your allies?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"...\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Told us what, exactly?\"\n [/message]\n\n {MOVE_UNIT id=Elynia 28 14}\n\n [delay]\n time=250\n [/delay]\n\n {FACE_UNIT id=Elynia id=Galas}\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Oh, Galas. I am so sorry. All this time, I wanted to believe otherwise... I wanted...\"\n [/message]\n\n [message]\n speaker=Chaos Emperor\n message= _ \"To escape the truth is what you wanted.\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n {FACE_UNIT id=Elynia (id=Chaos Emperor)}\n\n [scroll_to_unit]\n id=Chaos Emperor\n [/scroll_to_unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Once he had pronounced those words, the Chaos Emperor reached for his facemask and disconnected the wires that held it in place, one by one. The Lady of Light just stood there, trembling ever so slightly, her eyes concealed by her right hand. Completely ignorant of the thoughts and feelings raging inside her, Galas could only watch as the dark truth unraveled before his eyes.\"\n [/message]\n\n [store_direction]\n [from]\n [filter]\n id=Chaos Emperor\n [/filter]\n [/from]\n [to]\n [filter]\n id=Elynia\n [/filter]\n [/to]\n [/store_direction]\n\n [kill]\n id=Chaos Emperor\n [/kill]\n\n [unit]\n canrecruit=yes\n side=2\n placement=leader\n type=Master of Darkness\n id=Argan\n name= _ \"Argan\"\n facing=$direction\n variation=unmasked\n {IS_BOSS}\n [modifications]\n {TRAIT_BIOMECHANICAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [modify_side]\n side=2,8\n user_team_name= _ \"team_name^Argan\"\n [/modify_side]\n\n {CLEAR_VARIABLE direction}\n\n {REPLACE_SCENARIO_MUSIC silence.ogg}\n\n # 2 seconds total pause\n\n [fade_out_sound_effects][/fade_out_sound_effects]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n sound=break.ogg\n message= _ \"And although he quite obviously would have never recognized the distorted visage of the monster otherwise, the silence that followed allowed him to clearly hear Elynia utter his name in her faintest voice.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n {REPLACE_SCENARIO_MUSIC siege_of_laurelmor.ogg}\n {APPEND_MUSIC the_city_falls.ogg}\n\n {INCIDENTAL_MUSIC the_dangerous_symphony.ogg}\n\n [message]\n speaker=Elynia\n message= _ \"Why... did this happen... When... Why could I never find you...?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I cannot... believe this. So my suspicions were true. And you... Elynia... you knew this! You led us here when you knew his identity and never saw fit to reveal it! Why?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Having heard about Yechnagoth, I tried my hardest to believe that the power that enshrouded the lands of Uria was not his doing, and\u2014 and perhaps...\"\n [/message]\n\n {MOVE_UNIT id=Galas 28 13}\n\n [message]\n speaker=Galas\n message= _ \"You are but a foul impostor created by Uria to lead our Lady astray! There is no chance I will ever accept that the Master of Darkness who once protected Irdya has turned to evil! You shall pay for each and every one of your misdeeds!\"\n [/message]\n\n [message]\n speaker=Argan\n message= _ \"Oh, but I am very real. While I cannot deny that she made me who I am now, you are deeply mistaken if you think I am not the true Master of Darkness. Even now in these dark times, I continue to look out for Irdya; but instead of wandering the earth as an aimless soul, I follow the path that was laid before us by the Guardian of Life herself. I am her Voice, and I carry out her will for the sake of our future.\"\n [/message]\n\n [message]\n speaker=Argan\n message= _ \"Elynia, have you not wondered yourself countless times whether it was destiny or a true coincidence that made our paths cross on Irdya? Did you not ask me once why we, mere mortals, had been blessed with an ultimate power beyond our comprehension? Why, even now that you have witnessed how by Uria\u2019s grace I overcame the limits of my frail vessel, you continue to renounce her will? We were born to be together, to fight together, to save this doomed reality together! What should I do to persuade you to embrace our glorious destiny under her command?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Argan\n message= _ \"Or perhaps, you truly believe I am an impostor like this elf claims.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"No, Argan. I believe you. I have always believed you. I believe you even now, at the end. I loved you, and I still love you.\"\n [/message]\n\n [delay]\n time=1500\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"Which is why I must put an end to your suffering.\"\n [/message]\n\n [fade_in_sound_effects][/fade_in_sound_effects]\n\n [message]\n speaker=Argan\n message= _ \"I see. If there is nothing I can do to make you accept the truth, then you will have to die as well. As much as it pains me to even consider the possibility... Uria\u2019s will reigns supreme.\"\n [/message]\n\n [message]\n speaker=Mal Myaramor\n message= _ \"One last chance to retract your words, unbelievers!\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=An-Laila\n message= _ \"O Voice that speaks the will of the Mother of Urvatha, what is your command?\"\n [/message]\n\n [message]\n speaker=Argan\n message= _ \"Kill them.\"\n [/message]\n\n [message]\n speaker=Argan\n message= _ \"Kill them all.\"\n [/message]\n\n {GENERIC_UNIT 2 (Blood Imp) 33 18} {NO_UPKEEP_NO_OVERLAY} {FACING nw}\n {GENERIC_UNIT 2 (Blood Imp) 37 16} {NO_UPKEEP_NO_OVERLAY} {FACING nw}\n\n {GENERIC_UNIT 2 (Shaxthal Rayblade) 35 18} {NO_UPKEEP_NO_OVERLAY} {FACING nw}\n {GENERIC_UNIT 2 (Shaxthal Rayblade) 37 17} {NO_UPKEEP_NO_OVERLAY} {FACING nw}\n\n {GENERIC_UNIT 2 (Gutwrencher Imp) 37 20} {NO_UPKEEP_NO_OVERLAY} {FACING nw}\n {GENERIC_UNIT 2 (Gutwrencher Imp) 41 18} {NO_UPKEEP_NO_OVERLAY} {FACING nw}\n\n#ifdef HARD\n {GENERIC_UNIT 2 (Hell Overlord) 39 19} {NO_UPKEEP_NO_OVERLAY} {FACING nw}\n#endif\n\n {GENERIC_UNIT 5 (Demon Zephyr) 25 15} {NO_UPKEEP_NO_OVERLAY} {FACING ne}\n {GENERIC_UNIT 5 (Demon Zephyr) 29 17} {NO_UPKEEP_NO_OVERLAY} {FACING nw}\n\n {GENERIC_UNIT 6 (Necrophage) 31 12} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n {GENERIC_UNIT 6 (Necrophage) 35 14} {NO_UPKEEP_NO_OVERLAY} {FACING sw}\n\n [recall_all]\n side=1\n [/recall_all]\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Kill Argan, the Master of Darkness, and put an end to his sinister rule over Irdya\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of L\u00e9dinor\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_FULL_CARRYOVER}\n\n {OBJECTIVE_NOTE ( _ \"Mal Keshar\u2019s presence should allow you to recruit undead once again if you can capture an enemy keep\")}\n )}\n\n {RESET_THEME}\n\n {UNLOCK_VIEW}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Mal Myaramor\n [/filter]\n\n [message]\n speaker=Mal Myaramor\n message= _ \"Thus you have sealed your fate! Ack\u2014\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=An-Laila\n [/filter]\n\n [message]\n speaker=An-Laila\n message= _ \"Go on, destroy the container of my soul if you must. As long as Uria exists, I can be brought back...\"\n [/message]\n [/event]\n\n ############################################################################\n # #\n # BOSS STAGE 1 #\n # #\n ############################################################################\n\n [event]\n name=turn 2\n\n [message]\n speaker=Argan\n message= _ \"Why did it have to come to this, my beloved Elynia? Why must we face each other as enemies now, after spending so many thousands of years apart?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Oh, right! Are you saying I shouldn\u2019t take all the attempts on my life by your subjects as a sign of hostility? Or that I should allow you to continue this new pitiful existence of yours?\"\n [/message]\n\n [message]\n speaker=Argan\n message= _ \"You say that as though you have not let that mediocre necromancer become an ally and friend of yours. Is his existence in undeath not far more pitiful than mine? My body was not just rebuilt, but also improved! I can understand your distrust of this new form of technology, but no-one will force you to change your beautiful body if you don\u2019t wish to transcend its limitations \u2014 as long as you devote your life and soul to our one true goddess.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Exactly who are you calling mediocre, you miserable piece of\u2014\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"If this goddess of yours truly cared for all life on Irdya, she would not be using you to destroy it! Are you not the Chaos Emperor? Did you not command your legions to raze and desecrate the earth?! How can you... how can you speak as if all this destruction were for the greater good!?\"\n [/message]\n\n [message]\n speaker=Argan\n # po: He's calling Elynia \"my love\", in case it's not obvious.\n message= _ \"If only you could understand the ineffable designs of our goddess, my love. If only you allowed me to show you the way...\"\n [/message]\n [/event]\n\n [event]\n name=side 1 turn 2 end\n\n [message]\n speaker=Argan\n message= _ \"Every day and every night without you has been a nightmare...\"\n [/message]\n [/event]\n\n [event]\n name=side 2 turn 2 end\n\n [message]\n speaker=Argan\n message= _ \"I hoped that the nightmare would end tonight. But no, you had to choose the path of the infidels. And on top of that, you had to choose him, of all creatures \u2014 a lowly mundane elf of the forest with no remarkable qualities whatsoever.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"How dare you, of all people, appeal to jealousy now after all we\u2019ve been through?! And in any case, he is nothing but my friend!\"\n [/message]\n [/event]\n\n #\n # Mal Keshar can bring the player's fallen in this scenario back as undead.\n #\n {PLAYER_RISE_UP}\n\n #\n # Can't hit Argan before he disables Union on Mal Keshar (and then he\n # becomes invulnerable).\n #\n {FORCE_CHANCE_TO_HIT () id=Argan 0 ({VARIABLE_NUMERICAL_LESS_THAN turn_number 4})}\n\n #\n # This isn't a general unpetrify action macro, this is only intended to\n # help with displaying floating text and inserting a delay for unpetrifying\n # units about to be possessed by Argan. (TODO: actually implement this.)\n #\n#define L_UNPETRIFY_VICTIM _SUF\n [unpetrify]\n {_SUF}\n [/unpetrify]\n#enddef\n\n#define L_POSSESS_PLAYER_UNIT _SUF\n [fire_event]\n name=possess unit helper\n [primary_unit]\n {_SUF}\n [/primary_unit]\n [/fire_event]\n#enddef\n\n [event]\n name=possess unit helper\n first_time_only=no\n\n [floating_text]\n [filter]\n x,y=$x1,$y1\n [/filter]\n text=\"!\" # wmllint: ignore\n [/floating_text]\n\n [repeat]\n times=5\n [do]\n [delay]\n time=250\n [/delay]\n\n [modify_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n side=1\n [/modify_unit]\n\n [delay]\n time=250\n [/delay]\n\n [modify_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n side=2\n [/modify_unit]\n [/do]\n [/repeat]\n\n [modify_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n # If the unit isn't at full HP, regenerate up to 30%/45%/60% HP.\n # NOTE: second argument is rounded because min()/max() get\n # completely confused by decimal values.\n hitpoints=\"$(max($this_unit.hitpoints, round({DIFF 0.30 0.45 0.60}*$this_unit.max_hitpoints)))\"\n [/modify_unit]\n [/event]\n\n [event]\n name=turn 4\n\n {LOCK_VIEW}\n\n [fade_out_music][/fade_out_music]\n\n {REPLACE_SCENARIO_MUSIC frantic.ogg}\n\n [message]\n speaker=Argan\n message= _ \"Your ploy to draw power from me and into the lich to gain control of the Union was quite ingenious. I would have never expected any less from you, my love. Still, I fear that I must revoke your magic privileges before anyone else gets hurt.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n {L_UNPETRIFY_VICTIM (id=Mal Keshar)}\n\n [message]\n speaker=Mal Keshar\n message= _ \"ARGH! He\u2019s reaching into my mind!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Malin!\"\n [/message]\n\n [object]\n silent=yes\n duration=forever\n [filter]\n id=Mal Keshar\n [/filter]\n # Don't let Elynia use the Union with him...\n [effect]\n apply_to=remove_ability\n [abilities]\n {ABILITY_UNION_ID}\n [/abilities]\n [/effect]\n # Or him with Elynia... (but we want to allow HER to use it later!)\n [effect]\n apply_to=remove_attacks\n name=union\n [/effect]\n [/object]\n\n {L_POSSESS_PLAYER_UNIT (id=Mal Keshar)}\n\n {REMOVE_RECRUIT_LIST 1}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I cannot... control my body...\"\n [/message]\n\n#ifndef EASY\n [message]\n speaker=Argan\n message= _ \"You people surely would not murder your own allies, right?\"\n [/message]\n\n [if]\n [have_unit]\n id=Erathan\n [/have_unit]\n [then]\n {L_UNPETRIFY_VICTIM id=Erathan}\n\n [message]\n speaker=Erathan\n message= _ \"Argh!!! Get out of... my head!!!\"\n [/message]\n\n {L_POSSESS_PLAYER_UNIT id=Erathan}\n [/then]\n [else]\n {L_UNPETRIFY_VICTIM id=Galas}\n\n [message]\n speaker=Galas\n message= _ \"Elynia! He... he\u2019s doing it again... NO!!!\"\n [/message]\n\n [modify_unit]\n [filter]\n id=Elynia\n [/filter]\n canrecruit=yes\n {NO_OVERLAYS_NO_ELLIPSE}\n [/modify_unit]\n\n [modify_unit]\n [filter]\n id=Galas\n [/filter]\n canrecruit=no\n {IS_HERO}\n [/modify_unit]\n\n {L_POSSESS_PLAYER_UNIT id=Galas}\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"Galas! It cannot end like this \u2014 you must fight back!\"\n [/message]\n [/else]\n [/if]\n#endif\n\n [message]\n speaker=Argan\n message= _ \"I really do not want to do this to you, Elynia, and I am sure you would be unable to live with yourself if your friends were to perish because of one single misguided choice. I offer you one more chance to accept Uria as our true protector\u2014\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Never! Do you really believe I would choose two people over the fate of Irdya? Who do you take me for?!\"\n [/message]\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Use Elynia to destroy Mal Keshar\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar at the hands of any other unit\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of L\u00e9dinor\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_FULL_CARRYOVER}\n )}\n\n {UNLOCK_VIEW}\n [/event]\n\n #\n # Argan can recruit Cockatrices from turn 6 onwards.\n #\n\n [event]\n name=turn 6\n\n [allow_recruit]\n side=2\n type=Cockatrice\n [/allow_recruit]\n\n [disallow_recruit]\n side=2\n type=Goliath,Automaton\n [/disallow_recruit]\n [/event]\n\n [event]\n name=petrified\n [filter]\n id=Elynia\n [/filter]\n\n [message]\n speaker=Elynia\n message= _ \"I... ugh\u2014\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n [/event]\n\n [event]\n name=petrified\n first_time_only=no\n [filter]\n id=Elynia\n [/filter]\n\n [unpetrify]\n id=Elynia\n [/unpetrify]\n\n [floating_text]\n [filter]\n id=Elynia\n [/filter]\n text=\"\"+_\"female^unpetrified\"+\"\" # wmllint: ignore\n [/floating_text]\n [/event]\n\n [event]\n name=petrified\n [filter]\n id=Elynia\n [/filter]\n\n [message]\n speaker=Elynia\n message= _ \"\u2014 I don\u2019t have time for THIS!\"\n [/message]\n\n [message]\n speaker=Argan\n message= _ \"Oh... Oh. You learned to block their spell. That is such a pity \u2014 I had hoped Uria would at least allow me to keep you as a garden ornament.\"\n [/message]\n [/event]\n\n {UNPETRIFY_UNITS_AT_TURN_START 1 id=Elynia}\n\n #\n # On Normal and higher difficulties, while Argan controls Mal Keshar he can\n # recall undead found among the unused recalls from S21.\n #\n\n#ifndef EASY\n [event]\n name=side 2 turn refresh\n first_time_only=no\n [filter_condition]\n [have_unit]\n id=Mal Keshar\n side=2\n [/have_unit]\n [/filter_condition]\n\n [for]\n array=recall_list\n variable=k\n [do]\n [if]\n [true][/true]\n [and]\n {VARIABLE_NUMERICAL_EQUALS recall_list[$k].level 2}\n#ifdef HARD\n [or]\n {VARIABLE_NUMERICAL_EQUALS recall_list[$k].level 3}\n [/or]\n#endif\n [/and]\n [and]\n {VARIABLE_LEXICAL_EQUALS recall_list[$k].race undead}\n [or]\n {VARIABLE_LEXICAL_EQUALS recall_list[$k].race bats}\n [/or]\n [/and]\n [then]\n [fire_event]\n name=argan recalls undead\n [/fire_event]\n\n [unit]\n animate=yes\n random_traits=no\n generate_name=no\n random_gender=no\n\n side=2\n placement=leader\n\n id=$recall_list[$k].id\n name=$recall_list[$k].name\n type=$recall_list[$k].type\n gender=$recall_list[$k].gender\n variation=$recall_list[$k].variation\n experience=$recall_list[$k].experience\n max_experience=$recall_list[$k].max_experience\n\n # FIXME: Yeah, this will also include items and AMLAs.\n # Do I want to change that? Not sure. It's a\n # reasonable punishment.\n [insert_tag]\n name=modifications\n variable=recall_list[$k].modifications\n [/insert_tag]\n [/unit]\n\n {CLEAR_VARIABLE recall_list[$k]}\n\n [break][/break]\n [/then]\n [/if]\n [/do]\n [/for]\n [/event]\n#endif\n\n [event]\n name=argan recalls undead\n\n [message]\n speaker=Argan\n message= _ \"Perhaps you will learn to not regard the undead as companions now that you realize how easy it is to turn them against their masters.\"\n [/message]\n [/event]\n\n # Mal Keshar and Galas are fighting back.\n {FORCE_CHANCE_TO_HIT (id=Galas,Mal Keshar) side=1 {DIFF 10 20 30} ()}\n\n #\n # Enemy Galas and Erathan\u2019s death events.\n #\n\n [event]\n name=last breath\n [filter]\n id=Galas\n side=2\n [/filter]\n\n [message]\n speaker=Galas\n message= _ \"Why... did it have to end like this...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"No, Galas!\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Galas\n side=2\n [/filter]\n\n {HERO_DEFEAT_ENDLEVEL}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Erathan\n side=2\n [/filter]\n\n [message]\n speaker=Erathan\n message= _ \"So this is the end of the road for me...\"\n [/message]\n [/event]\n\n #\n # Enemy Mal Keshar's death events. He's supposed to be killed by Elynia\n # only rather than anyone else to prevent player defeat.\n #\n\n [event]\n name=last breath\n [filter]\n id=Mal Keshar\n side=2\n [/filter]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Oh, the sweet, cold embrace of death... it has been far too long...\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Mal Keshar\n side=2\n [/filter]\n [filter_second]\n [not]\n id=Elynia\n [/not]\n [/filter_second]\n\n {HERO_DEFEAT_ENDLEVEL}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Mal Keshar\n [/filter]\n [filter_second]\n id=Elynia\n [/filter_second]\n\n {LOCK_VIEW}\n\n {FACE_UNIT id=Elynia id=Argan}\n\n [message]\n speaker=Elynia\n message= _ \"Our foolishness allowed the Warlord to take one of our friends away from us. But I will not let you take advantage of us again, Argan. Not today!\"\n [/message]\n\n {FACE_UNIT id=Argan id=Elynia}\n\n # Go bright.\n\n {FADE_STEP 32 25}\n\n {FADE_STEP 64 25}\n\n {FADE_STEP 96 25}\n\n {FADE_STEP 128 25}\n\n [harm_unit]\n [filter]\n id=Argan\n [/filter]\n fire_event=no\n kill=no\n amount=16\n animate=yes\n [/harm_unit]\n\n [message]\n speaker=Argan\n message= _ \"No! This light... I cannot\u2014\"\n [/message]\n\n {FADE_STEP 160 25}\n\n {FADE_STEP 192 25}\n\n {FADE_STEP 224 25}\n\n {FADE_STEP 256 25}\n\n [hide_unit][/hide_unit]\n\n {FADE_STEP 280 25}\n\n {FADE_STEP 340 25}\n\n {FADE_STEP 500 25}\n\n # The \"Voice of Uria\" isn't just a fancy title, you know.\n\n [message]\n speaker=Argan\n caption= _ \"caption^Argan?\"\n # po: Every Argan line with the female^ prefix is actually spoken\n # po: by Uria herself. The prefix is a hint for translations were\n # po: gendered speaker syntax is required (e.g. personal pronouns).\n message=\"\"+_ \"female^STOP HER!\"+\"\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n {RESET_SCREEN}\n\n [kill]\n [not]\n id=Argan\n [/not]\n [not]\n side=1\n [/not]\n [not]\n canrecruit=yes\n [/not]\n [filter_adjacent]\n id=Elynia\n [/filter_adjacent]\n\n animate=no\n fire_event=no\n [/kill]\n\n [unhide_unit][/unhide_unit]\n\n {QUAKE explosion-big.ogg}\n\n [message]\n speaker=Argan\n caption= _ \"caption^Argan?\"\n message=\"\"+_ \"female^No... more... fooling around.\"+\"\"\n [/message]\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"I... I recognize that voice...\"\n [/message]\n\n [if]\n [have_unit]\n id=Galas\n side=2\n [/have_unit]\n [then]\n [modify_unit]\n [filter]\n id=Elynia\n [/filter]\n canrecruit=no\n {IS_HERO}\n [/modify_unit]\n\n [modify_unit]\n [filter]\n id=Galas\n [/filter]\n side=1\n canrecruit=yes\n {NO_OVERLAYS_NO_ELLIPSE}\n [/modify_unit]\n\n [message]\n speaker=Galas\n message= _ \"Elynia... You saved me again...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I\u2019m sorry it took me so long, Galas, but with Mal Keshar under his control...\"\n [/message]\n [/then]\n [/if]\n\n [message]\n speaker=Galas\n message= _ \"Mal Keshar! Is he... gone?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"If he truly is as powerful as he likes to make himself out to be, there might be a chance his soul is still intact, but whether it will return to this body...\"\n [/message]\n\n [fire_event]\n name=boss stage 2\n [/fire_event]\n\n {UNLOCK_VIEW}\n [/event]\n\n #\n # Argan absorbs all damage throughout stage 1 once it's possible to land\n # hits on him (i.e. once the player can no longer cast the Union on him).\n #\n\n {BOSS_ABSORB_FULL_DAMAGE Argan ({VARIABLE_NUMERICAL_EQUALS boss_stage 1})}\n\n #\n # Can't die on stages 1 or 2!\n #\n [event]\n name=die\n [filter]\n id=Argan\n [/filter]\n [filter_condition]\n {VARIABLE_NUMERICAL_LESS_THAN boss_stage 3}\n [/filter_condition]\n\n {BUG (\"Boss died unexpectedly on stage $boss_stage!\")}\n [/event]\n\n ############################################################################\n # #\n # BOSS STAGE 2 #\n # #\n ############################################################################\n\n [event]\n name=boss stage 2\n\n {LOCK_VIEW}\n\n {VARIABLE boss_stage 2}\n\n {REPLACE_SCENARIO_MUSIC orc_theme.ogg}\n\n [object]\n silent=yes\n duration=forever\n [filter]\n id=Argan\n [/filter]\n\n {UNION_EFFECTS}\n\n {UNION_ATTACK_STATS {DIFF 19 20 22} 2}\n [/object]\n\n [floating_text]\n [filter]\n id=Argan\n [/filter]\n # Yep, red this time!\n text=\"\"+_\"union\"+\"\" # wmllint: ignore\n [/floating_text]\n\n [message]\n speaker=Argan\n message= _ \"You made a fatal mistake in coming to Inferno, Elynia. As long as you are in the same realm as I, I too can use the Union against you.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"(defiant) Then one of us must die first.\"\n [/message]\n\n [message]\n speaker=Argan\n caption= _ \"caption^Argan?\"\n message=\"\"+_ \"female^Truly, it is a magnificent power. It is a shame that you will not surrender it to me willingly, Lady of Light.\"+\"\"\n [/message]\n\n [object]\n silent=yes\n [filter]\n id=Elynia\n [/filter]\n\n [effect]\n apply_to=max_hitpoints\n increase_total=10%\n heal_full=yes\n [/effect]\n\n # 28-3 -> 34-4\n [effect]\n apply_to=attack\n name=union\n increase_attacks=1\n increase_damage=6\n [/effect]\n [/object]\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Kill Argan, the Master of Darkness, and put an end to his sinister rule over Irdya\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of L\u00e9dinor\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_FULL_CARRYOVER}\n\n # TODO: Perhaps only include this note on Easy/Normal difficulty?\n # I don't know.\n {OBJECTIVE_NOTE ( _ \"Elynia is able to use the Union without Mal Keshar if she is adjacent to Argan, although doing so puts her at risk\")}\n )}\n\n {UNLOCK_VIEW}\n [/event]\n\n #\n # In this stage Argan can only take full damage from the Union. Other forms\n # of damage will be absorbed. However, because he has a lot more HP than\n # Elyssa and we need to bring him down to 0%, we only want him to\n # regenerate a percentage of the inflicted damage rather than always go\n # back to 100% on each hit (the most common gameplay complaint about legacy\n # IftU).\n #\n # Some code in these three event handlers is supposed to match the\n # equivalent in BOSS_ABSORB_DAMAGE_EX.\n #\n\n [event]\n name=argan absorb damage\n first_time_only=no\n [filter_second_attack]\n [not]\n special=union\n [/not]\n [/filter_second_attack]\n\n [set_variables]\n name=unit\n mode=merge\n [value]\n # HACK: cross-event variable!\n hitpoints={BOSS_REGEN_ATTACK_DAMAGE {DIFF 0.60 0.85 0.90}}\n [/value]\n [/set_variables]\n\n # Argan can't remove negative statuses. The justification is that he is\n # not as competent a fighter as Elyssa or Elynia.\n\n [unstore_unit]\n find_vacant=no\n variable=unit\n {COLOR_HEAL}\n text= _ \"absorbed damage\" # wmllint: ignore\n [/unstore_unit]\n [/event]\n\n [event]\n name=attacker hits\n first_time_only=no\n [filter_second]\n id=Argan\n [/filter_second]\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS boss_stage 2}\n [/filter_condition]\n\n [fire_event]\n name=argan absorb damage\n {PROPAGATE_FULL_EVENT_CONTEXT_INVERTED}\n [/fire_event]\n [/event]\n\n [event]\n name=defender hits\n first_time_only=no\n [filter]\n id=Argan\n [/filter]\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS boss_stage 2}\n [/filter_condition]\n\n [fire_event]\n name=argan absorb damage\n {PROPAGATE_FULL_EVENT_CONTEXT}\n [/fire_event]\n [/event]\n\n #\n # Periodically spawn Psy Crawlers from spires.\n #\n\n [event]\n name=side 5 turn refresh\n first_time_only=no\n [filter_condition]\n {VARIABLE_NUMERICAL_GREATER_THAN_OR_EQUAL boss_stage 2}\n [/filter_condition]\n\n {VARIABLE temp_should_spawn turn_number}\n {VARIABLE_MOD temp_should_spawn {DIFF 8 6 4}}\n\n [if]\n {VARIABLE_NUMERICAL_EQUALS temp_should_spawn 0}\n [then]\n [count_units]\n [filter_wml]\n [variables]\n auto_spawned=yes\n [/variables]\n [/filter_wml]\n [/count_units]\n\n [store_locations]\n [filter]\n type=Verlissh Matrix Flow System\n [/filter]\n variable=spire_locs\n [/store_locations]\n\n [foreach]\n array=spire_locs\n variable=spire_loc\n [do]\n # Chance of not spawning on lower difficulties.\n {VARIABLE_RANDOM temp_should_spawn {DIFF 0..1 0..2 1..2}}\n\n [repeat]\n times=$temp_should_spawn\n [do]\n [unit]\n animate=yes\n side=$side_number\n type=Psy Crawler\n\n random_traits=yes\n upkeep=free\n moves=0\n attacks_left=0\n\n x,y=$spire_loc.x,$spire_loc.y\n passable=yes\n\n [variables]\n auto_spawned=yes\n [/variables]\n [/unit]\n\n {VARIABLE_INC unit_count}\n [/do]\n [/repeat]\n\n # Population cap according to difficulty.\n [if]\n {VARIABLE_NUMERICAL_GREATER_THAN_OR_EQUAL unit_count {DIFF 4 6 9} }\n [then]\n [break][/break]\n [/then]\n [/if]\n [/do]\n [/foreach]\n [/then]\n [/if]\n\n {CLEAR_VARIABLE temp_should_spawn,spire_locs,unit_count}\n [/event]\n\n #\n # Advance to stage 3 once Argan goes down to 0 HP from the Union.\n #\n\n [event]\n name=last breath\n [filter]\n id=Argan\n [/filter]\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS boss_stage 2}\n [/filter_condition]\n\n # Save Argan from certain death before proceeding. This is really just\n # a safe-guard against potential engine changes to cross-event victory\n # check semantics (and also because I don't want to test this).\n {VARIABLE unit.hitpoints $unit.max_hitpoints}\n\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n\n [fire_event]\n name=boss stage 3\n [/fire_event]\n [/event]\n\n ############################################################################\n # #\n # BOSS STAGE 3 #\n # #\n ############################################################################\n\n [event]\n name=boss stage 3\n\n {LOCK_VIEW}\n\n {VARIABLE boss_stage 3}\n\n # Lend the player a hand for what follows next.\n [object]\n silent=yes\n [filter]\n id=Elynia\n [/filter]\n\n # 34-4 -> 36-5\n [effect]\n apply_to=attack\n name=union\n increase_attacks=1\n increase_damage=2\n [/effect]\n\n [effect]\n apply_to=hitpoints\n increase_total=10%\n heal_full=yes\n [/effect]\n [/object]\n\n # YOU ARE TEARING ME APART ELYNIA!\n [message]\n speaker=Argan\n message= _ \"You are... hurting me...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Argan\n message= _ \"Elynia... Why do you do this?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"...\"\n [/message]\n\n [message]\n speaker=Argan\n message= _ \"We were meant to be together... for the rest of eternity... Do you not love me anymore, Elynia?\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"You... You\u2019ve become a monster! An abomination! Do you really not realize what you\u2019ve done, what... what Uria has done to you?\"\n [/message]\n\n {BUG_ON (\n [have_unit]\n id=Mal Keshar\n [/have_unit]\n ) (\"Unexpected Mal Keshar found on map!\")}\n\n #\n # Mal Keshar is back! Without the Union and any items he might've had\n # before, anyway. Intentionally. Mostly.\n #\n\n [scroll_to_unit]\n id=Galas\n [/scroll_to_unit]\n\n {RECALL_MAL_KESHAR}\n [+unit]\n placement=leader\n passable=yes\n animate=yes\n [+modifications]\n {TRAIT_DETERIORATED_IFTU}\n [/modifications]\n [/unit]\n\n {F_PLAYER_CAN_RECRUIT_UNDEAD}\n\n [delay]\n time=750\n [/delay]\n\n {FACE_UNIT (id=Mal Keshar) id=Argan}\n\n [message]\n speaker=Mal Keshar\n message= _ \"Excuse me, did I miss anything? ... Oh! I guess you haven\u2019t managed to strike down that pompous fool yet. Good, good.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Mal Keshar! Thank the Lords of Light \u2014 I thought I would never hear you speak again. Do you think you can still help us somehow?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Help you? HA! Of course I can help you! It will take much more than some unfathomable ancient power to put me out of commission, boy.\"\n [/message]\n\n [fade_out_music][/fade_out_music]\n\n [message]\n speaker=Argan\n caption= _ \"caption^Argan?\"\n message=\"\"+_ \"female^Put an end... to this... NOW!\"+\"\"\n [/message]\n\n # Supercharge Argan!\n [object]\n silent=yes\n duration=forever\n [filter]\n id=Argan\n [/filter]\n\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_REGENERATES}\n [/abilities]\n [/effect]\n\n [effect]\n apply_to=hitpoints\n increase_total=40%\n heal_full=yes\n [/effect]\n\n [effect]\n apply_to=attack\n name=noctum\n # Final base stats: 14-6\n increase_attacks=1\n increase_damage=1\n [/effect]\n\n [effect]\n apply_to=attack\n name=infernal chill\n # Final base stats: 11-5\n increase_attacks=1\n [set_specials]\n mode=append\n {WEAPON_SPECIAL_SLOW}\n [/set_specials]\n [/effect]\n\n [effect]\n apply_to=variation\n name=bloated\n [/effect]\n [/object]\n\n [floating_text]\n [filter]\n id=Argan\n [/filter]\n text=\"!\" # wmllint: ignore\n [/floating_text]\n\n [delay]\n time=1000\n [/delay]\n\n {REPLACE_SCENARIO_MUSIC vengeful.ogg}\n\n {UNLOCK_VIEW}\n [/event]\n\n #\n # Argan has a chance to spawn drones and worms every time he takes damage.\n #\n\n [event]\n name=attacker hits\n first_time_only=no\n [filter_second]\n id=Argan\n [/filter_second]\n [filter_condition]\n {VARIABLE_NUMERICAL_GREATER_THAN_OR_EQUAL boss_stage 3}\n [/filter_condition]\n\n [fire_event]\n name=argan took damage\n {PROPAGATE_FULL_EVENT_CONTEXT_INVERTED}\n [/fire_event]\n [/event]\n\n [event]\n name=defender hits\n first_time_only=no\n [filter]\n id=Argan\n [/filter]\n [filter_condition]\n {VARIABLE_NUMERICAL_GREATER_THAN_OR_EQUAL boss_stage 3}\n [/filter_condition]\n\n [fire_event]\n name=argan took damage\n {PROPAGATE_FULL_EVENT_CONTEXT}\n [/fire_event]\n [/event]\n\n [event]\n name=argan took damage\n first_time_only=no\n\n {VARIABLE_RANDOM temp_should_spawn 0..100}\n {VARIABLE_MOD temp_should_spawn {DIFF 25 10 5} }\n\n [if]\n {VARIABLE_NUMERICAL_EQUALS temp_should_spawn 0}\n {VARIABLE_NUMERICAL_GREATER_THAN unit.hitpoints 0}\n [then]\n [fire_event]\n name=argan damage spawn\n [/fire_event]\n [/then]\n [/if]\n\n {CLEAR_VARIABLE temp_should_spawn}\n [/event]\n\n [event]\n name=argan damage spawn\n first_time_only=no\n\n#ifndef EASY\n {VARIABLE_RANDOM temp_spawn_type \"Shaxthal Drone,Shaxthal Worm,Shaxthal Worm,Shaxthal Worm,Shaxthal Worm\"}\n#else\n {VARIABLE temp_spawn_type \"Shaxthal Worm\"}\n#endif\n {VARIABLE_RANDOM temp_spawn_count {DIFF 1 1..2 2} }\n\n [repeat]\n times=$temp_spawn_count\n [do]\n [if]\n {VARIABLE_LEXICAL_EQUALS temp_spawn_type \"Shaxthal Worm\"}\n [then]\n {VARIABLE_RANDOM temp_spawn_variation a,b,c}\n [/then]\n [else]\n {VARIABLE temp_spawn_variation ()}\n [/else]\n [/if]\n\n [unit]\n side=2\n animate=yes\n type=$temp_spawn_type\n variation=$temp_spawn_variation\n placement=leader\n random_traits=yes\n [modifications]\n [object]\n silent=yes\n [effect]\n apply_to=image_mod\n add=\"BLEND(255,0,0,25%)\"\n [/effect]\n [/object]\n [/modifications]\n [/unit]\n [/do]\n [/repeat]\n\n {CLEAR_VARIABLE temp_spawn_type,temp_spawn_count,temp_spawn_variation}\n [/event]\n\n [event]\n name=argan damage spawn\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"Look out! Those creatures emerge from his body with each hit!\"\n [/message]\n [/event]\n\n #\n # Argan can take hits from everyone for this stage but Elynia must be the\n # one to inflict the killing blow.\n #\n\n {BOSS_IMMORTALITY Argan ({VARIABLE_NUMERICAL_EQUALS boss_stage 3}) {DIFF 25 40 50}}\n\n [event]\n name=boss revived\n\n [message]\n speaker=Argan\n message= _ \"Energy... Yes... Feed me more energy...\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Argan\n [/filter]\n [filter_condition]\n {VARIABLE_NUMERICAL_EQUALS boss_stage 3}\n # HACK: Prevent chaining along with the immortality handler.\n {VARIABLE_NUMERICAL_LESS_THAN unit.hitpoints 1}\n [/filter_condition]\n\n {LOCK_VIEW}\n\n {CLEAR_LABELS}\n\n # Precondition checks.\n\n {BUG_ON ({VARIABLE_LEXICAL_NOT_EQUALS second_unit.id Elynia}) (\"Boss died to an unexpected unit with id $second_unit.id (cheating?)\")}\n\n {BUG_ON (\n [not]\n [have_unit]\n id=Elynia\n [filter_adjacent]\n id=Argan\n [/filter_adjacent]\n [/have_unit]\n [/not]\n ) (\"Boss and Elynia not adjacent\")}\n\n [message]\n speaker=Argan\n message= _ \"No... Noooooo!!! My power... falters...\"\n [/message]\n\n [fade_out_music]\n duration=500\n [/fade_out_music]\n\n {QUAKE ()}\n\n {QUAKE (cave-in.ogg)}\n\n {QUAKE ()}\n\n {QUAKE (explosion.ogg)}\n\n {QUAKE ()}\n\n {QUAKE (explosion-big.ogg)}\n\n [message]\n speaker=Elynia\n message= _ \"It\u2019s\u2014 it\u2019s tearing me apart\u2014\"\n [/message]\n\n {QUAKE (cave-in.ogg)}\n\n {QUAKE ()}\n\n [kill]\n side=2\n [not]\n id=Argan\n [/not]\n [filter_adjacent]\n id=Argan,Elynia\n [/filter_adjacent]\n\n animate=yes\n fire_event=yes\n [/kill]\n\n # Erathan exit stage left.\n\n [kill]\n id=Erathan\n animate=yes\n fire_event=yes\n [/kill]\n\n {QUAKE_HEAVY (rumble.ogg)}\n\n #\n # Orb splitting animation.\n #\n # A precondition we don't actually verify here is that Elynia and Argan\n # *must* be facing each other. This will always happen if this event is\n # triggered normally (Elynia deals the killing blow), but bugs and\n # cheating can break things.\n #\n # NOTE 2015-10-16: okay now we check this at the start of the EH.\n #\n\n [store_unit]\n [filter]\n id=Elynia\n [/filter]\n kill=no\n variable=elynia_store\n [/store_unit]\n\n [store_unit]\n [filter]\n id=Argan\n [/filter]\n kill=no\n variable=argan_store\n [/store_unit]\n\n [store_relative_location]\n [from]\n x,y=$argan_store.x,$argan_store.y\n [/from]\n distance=3\n direction=$elynia_store.facing\n variable=orbd_loc\n [/store_relative_location]\n\n [store_relative_location]\n [from]\n x,y=$elynia_store.x,$elynia_store.y\n [/from]\n distance=3\n direction=$argan_store.facing\n variable=orbl_loc\n [/store_relative_location]\n\n [floating_text]\n [filter]\n id=Argan\n [/filter]\n text=\"!\" # wmllint: ignore\n [/floating_text]\n\n [sound]\n name=union-powerdown.ogg\n [/sound]\n\n [move_unit_fake]\n side=1\n type=Union Orb\n variation=tenebrae\n x=$argan_store.x,$orbd_loc.x\n y=$argan_store.y,$orbd_loc.y\n force_scroll=no\n [/move_unit_fake]\n\n #\n # Downgrade Elynia to her AtS E1/E2 unit type. She loses all her items\n # in the process like Mal Keshar above, but meh. Probably for the best.\n #\n\n [kill]\n id=Elynia\n [/kill]\n\n {RECALL_ELYNIA_AT $elynia_store.x $elynia_store.y}\n [+unit]\n facing=$elynia_store.facing\n type=Sylvan Warden\n moves,attacks_left=0,0 # She just attacked Argan this turn, right?\n [/unit]\n\n [floating_text]\n [filter]\n id=Elynia\n [/filter]\n text=\"!\" # wmllint: ignore\n [/floating_text]\n\n [sound]\n name=union-powerdown.ogg\n [/sound]\n\n [move_unit_fake]\n side=1\n type=Union Orb\n variation=lux\n x=$elynia_store.x,$orbl_loc.x\n y=$elynia_store.y,$orbl_loc.y\n [/move_unit_fake]\n\n [kill]\n id=Argan\n animate=yes\n # We're handling it already.\n fire_event=no\n [/kill]\n\n {PLACE_IMAGE units/shaxthal/master-drone-dead.png $argan_store.x $argan_store.y}\n\n {CLEAR_VARIABLE elynia_store,argan_store,orbd_loc,orbl_loc}\n\n {QUAKE_HEAVY (cave-in.ogg)}\n\n {QUAKE_HEAVY (rumble.ogg)}\n\n {QUAKE_HEAVY (cave-in.ogg)}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"What just happened?\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"The prophecy... has been broken.\"\n [/message]\n\n {UNLOCK_VIEW}\n\n {ENDLEVEL_QUIET}\n [/event]\n\n [event]\n name=victory\n\n {REMOVE_RECRUIT_LIST 1}\n\n {CLEAR_VARIABLE boss_stage}\n [/event]\n[/scenario]\n\n#undef F_MATRIX\n#undef F_DRONES_EASY\n#undef F_DRONES_MEDIUM\n#undef F_DRONES_HARD\n#undef F_DRONE\n#undef F_PLAYER_CAN_RECRUIT_UNDEAD\n#undef L_UNPETRIFY_VICTIM\n#undef L_POSSESS_PLAYER_UNIT\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=23Cx_Finale\n name= _ \"Cutscene\"\n {MAP 23Cx_Finale.map}\n turns=-1\n next_scenario=24_Epilogue\n victory_when_enemies_defeated=no\n {NO_RECALLS}\n\n {FULLSCREEN_CUTSCENE_UI}\n\n {SCENARIO_MUSIC \"battle-epic.ogg\"}\n\n {LONGDARK4}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=good\n user_team_name= _ \"team_name^Galas\"\n\n {NO_ECONOMY}\n\n # Used partly to disable the map preview and also to deal with shroud\n # on map edges.\n shroud=yes\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n team_name=enemies\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n color=black\n\n no_leader=yes\n hidden=yes\n {NO_ECONOMY}\n [/side]\n\n [event]\n name=prestart\n\n [modify_side]\n side=1\n shroud=no\n [/modify_side]\n\n [store_unit]\n [filter]\n id=Galas\n [/filter]\n kill=yes\n variable=galas_store\n [/store_unit]\n\n [unstore_unit]\n variable=galas_store\n x,y=recall,recall\n [/unstore_unit]\n\n {CLEAR_VARIABLE galas_store}\n\n [store_starting_location]\n side=1\n variable=map_center\n [/store_starting_location]\n\n {BLACK_SCREEN}\n\n {LOCK_VIEW}\n [/event]\n\n#define F_FLEEING_DRONE _PATH_X _PATH_Y\n {VARIABLE_RANDOM drone_type \"Shaxthal Drone,Shaxthal Assault Drone,Shaxthal Sentry Drone\"}\n\n [sound]\n name={SOUND_LIST:BIOMECHANICAL_ROAM}\n [/sound]\n\n [move_unit_fake]\n type=$drone_type\n side=2\n variation=surface\n x={_PATH_X}\n y={_PATH_Y}\n force_scroll=no\n [/move_unit_fake]\n#enddef\n\n [event]\n name=start\n\n {FADE_IN}\n\n # wmlindent: start ignoring\n\n {F_FLEEING_DRONE\n 16,20,22\n 14,16,20\n }\n\n {F_FLEEING_DRONE\n 25,22,19\n 19,18,21\n }\n\n {QUAKE ()}\n\n {F_FLEEING_DRONE\n 14,18,18\n 18,20,23\n }\n\n [sound]\n name=rumble.ogg\n [/sound]\n\n {F_FLEEING_DRONE\n 16,19,21,22,24,21\n 14,16,13,14,12,8\n }\n\n {QUAKE ()}\n\n {F_FLEEING_DRONE\n 16,20\n 14,16\n }\n\n # wmlindent: stop ignoring\n\n [terrain]\n x,y=20,16\n terrain=Qxu\n [/terrain]\n\n [redraw][/redraw]\n\n {QUAKE (explosion.ogg)}\n\n {QUAKE ()}\n\n {QUAKE ()}\n\n {QUAKE ()}\n\n {QUAKE_HEAVY (rumble.ogg)}\n\n {QUAKE ()}\n\n {QUAKE (cave-in.ogg)}\n\n [store_locations]\n variable=damage_locs\n x,y=$map_center.x,$map_center.y\n radius=5\n [/store_locations]\n\n [repeat]\n times=10\n [do]\n {VARIABLE_RANDOM r \"0..$($damage_locs.length - 1)\"}\n\n [terrain]\n x,y=$damage_locs[$r].x,$damage_locs[$r].y\n radius=1\n terrain=Qxu\n [/terrain]\n\n [redraw][/redraw]\n\n [unit]\n side=2\n x,y=$damage_locs[$r].x,$damage_locs[$r].y\n type=Fake Explosion\n [/unit]\n\n {VARIABLE_RANDOM n 0..4}\n\n [while]\n {VARIABLE_NUMERICAL_GREATER_THAN_OR_EQUAL n 0}\n [do]\n {QUAKE ()}\n\n {VARIABLE_DEC n}\n [/do]\n [/while]\n\n [kill]\n x,y=$damage_locs[$r].x,$damage_locs[$r].y\n animate=yes\n [/kill]\n [/do]\n [/repeat]\n\n [delay]\n time=750\n [/delay]\n\n [store_locations]\n variable=damage_locs\n # All solid tiles.\n terrain=!,Q*,Q*^\n [/store_locations]\n\n [sound]\n name=explosion-big.ogg\n [/sound]\n\n {REPLACE_SCENARIO_MUSIC silence.ogg}\n\n # Give music controller a chance to run and play silence.ogg.\n [delay]\n time=10\n [/delay]\n\n [repeat]\n times=200\n [do]\n {VARIABLE_RANDOM r \"0..$($damage_locs.length - 1)\"}\n\n {VARIABLE_RANDOM play_sound yes,no,no,no,no,no,no,no,no,no,no,no,no}\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS play_sound yes}\n [then]\n [sound]\n name=explosion.ogg,explosion-big.ogg,dragonstick.ogg,thunderstick.ogg\n [/sound]\n [/then]\n [/if]\n\n [terrain]\n x,y=$damage_locs[$r].x,$damage_locs[$r].y\n terrain=Qxu\n [/terrain]\n\n [redraw][/redraw]\n\n {CLEAR_VARIABLE damage_locs[$r]}\n [/do]\n [/repeat]\n\n {QUAKE ()}\n\n {QUAKE ()}\n\n {QUAKE ()}\n\n {QUAKE ()}\n\n {QUAKE ()}\n\n {QUAKE ()}\n\n {QUAKE ()}\n\n {QUAKE_HEAVY ()}\n\n {QUAKE_HEAVY ()}\n\n {QUAKE_HEAVY (cave-in.ogg)}\n\n {QUAKE_HEAVY ()}\n\n {QUAKE_HEAVY ()}\n\n {QUAKE_HEAVY (rumble.ogg)}\n\n {QUAKE_HEAVY ()}\n\n {QUAKE_HEAVY ()}\n\n {QUAKE_HEAVY ()}\n\n [terrain]\n [and]\n terrain=X*,X*^*\n [/and]\n [or]\n x,y=15,14\n radius=8\n [/or]\n terrain=Qxu\n [/terrain]\n\n [redraw][/redraw]\n\n {QUAKE_HEAVY ()}\n\n {QUAKE_HEAVY ()}\n\n {QUAKE_HEAVY (explosion-big.ogg)}\n\n {QUAKE_HEAVY ()}\n\n {QUAKE_HEAVY ()}\n\n {QUAKE_HEAVIER ()}\n\n {QUAKE_HEAVIER ()}\n\n {QUAKE_HEAVIER ()}\n\n {QUAKE_HEAVIER ()}\n\n {QUAKE_HEAVIER ()}\n\n {QUAKE_HEAVIER (dragonstick.ogg)}\n\n {QUAKE_HEAVIER ()}\n\n {QUAKE_HEAVIER ()}\n\n {QUAKE_HEAVIER ()}\n\n {QUAKE_HEAVIER ()}\n\n {QUAKE_HEAVIER ()}\n\n {QUAKE_HEAVIER ()}\n\n {QUAKE_HEAVIER ()}\n\n {QUAKE_HEAVIER ()}\n\n {QUAKE_HEAVIER ()}\n\n {QUAKE_HEAVIER ()}\n\n {QUAKE_HEAVIER ()}\n\n {QUAKE_HEAVIER ()}\n\n {QUAKE_HEAVIER ()}\n\n [terrain]\n terrain=Qxu\n [/terrain]\n\n [redraw][/redraw]\n\n {QUAKE_HEAVIER (explosion-big.ogg)}\n\n {QUAKE_HEAVIER ()}\n\n {QUAKE_HEAVIER (explosion-big.ogg)}\n\n {QUAKE_HEAVIER (rumble.ogg)}\n\n {FADE_TO_BLACK}\n\n [modify_side]\n side=1\n shroud=yes\n [/modify_side]\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n [redraw][/redraw]\n\n [delay]\n time=4000\n [/delay]\n\n {ENDLEVEL_QUIET} {NO_REPLAY_SAVE}\n [/event]\n\n [event]\n name=victory\n\n {CLEAR_VARIABLE damage_locs,map_center,play_sound,drone_type,r}\n [/event]\n[/scenario]\n\n#undef F_FLEEING_DRONE\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=23C_Broken_Heart\n name= _ \"Broken Heart\"\n {MAP 23C_Broken_Heart.map}\n turns=-1\n next_scenario=23Cx_Finale\n victory_when_enemies_defeated=no\n {NO_RECALLS}\n\n {SCENARIO_MUSIC \"the_city_falls.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"casualties_of_war.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"legends_of_the_north.ogg\"}\n\n {DEEP_UNDERGROUND} {SCHEDULE_LIGHTING -20 -40 -10}\n\n {DEATHS_ACT_4}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=good\n user_team_name= _ \"team_name^Galas\"\n\n shroud=yes\n\n {NO_ECONOMY}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n team_name=enemies\n user_team_name= _ \"team_name^Uria\"\n {CHAOS_FLAG}\n color=gold\n\n no_leader=yes\n hidden=yes\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT leader_ignores_keep yes}\n [/ai]\n\n {SIDE_GENERIC_GUARD (Demon Zephyr) 18 51}\n {SIDE_GENERIC_GUARD (Demon Zephyr) 24 48}\n {SIDE_GENERIC_GUARD (Demon Zephyr) 28 53}\n [/side]\n\n [side]\n side=3\n team_name=enemies\n user_team_name= _ \"team_name^Dark Hive\"\n {CHAOS_FLAG}\n color=brown\n\n no_leader=yes\n hidden=yes\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n\n # Used to disable mood music on hero deaths.\n [unit]\n type=Tux\n id=Tux\n x,y=1,1\n [/unit]\n\n {SIDE_GENERIC_GUARD (Shaxthal Drone) 22 47} {VARIATION surface}\n\n {SIDE_GENERIC_GUARD (Shaxthal Drone) 11 30}\n\n {SIDE_GENERIC_GUARD (Shaxthal Sentry Drone) 19 25}\n {SIDE_GENERIC_GUARD (Shaxthal Sentry Drone) 20 30}\n {SIDE_GENERIC_GUARD (Shaxthal Assault Drone) 8 23} {FACING se}\n {SIDE_GENERIC_GUARD (Shaxthal Rayblade) 19 33} {FACING nw}\n\n {SIDE_GENERIC_GUARD (Shaxthal Runner Drone) 23 30} {FACING nw}\n\n {SIDE_GENERIC_GUARD (Shaxthal Assault Drone) 31 27}\n {SIDE_GENERIC_GUARD (Shaxthal Drone) 16 31}\n {SIDE_GENERIC_GUARD (Shaxthal Drone) 34 34}\n {SIDE_GENERIC_GUARD (Shaxthal Drone) 34 36}\n\n {SIDE_GENERIC_GUARD (Shaxthal Sentry Drone) 39 32} {FACING nw}\n\n {SIDE_GENERIC_GUARD (Shaxthal Rayblade) 36 21}\n\n {SIDE_GENERIC_GUARD (Shaxthal Sentry Drone) 27 15} {FACING se}\n {SIDE_GENERIC_GUARD (Shaxthal Sentry Drone) 25 15} {FACING se}\n\n {SIDE_GENERIC_GUARD (Shaxthal Assault Drone) 33 13}\n\n {SIDE_GENERIC_GUARD (Shaxthal Drone) 37 6} {VARIATION surface}\n {SIDE_GENERIC_GUARD (Shaxthal Drone) 39 5} {VARIATION surface}\n {SIDE_GENERIC_GUARD (Shaxthal Drone) 38 7} {VARIATION surface}\n\n#ifndef EASY\n\n#ifdef HARD\n {SIDE_GENERIC_GUARD (Shaxthal Assault Drone) 38 1}\n {SIDE_GENERIC_GUARD (Shaxthal Assault Drone) 26 3}\n#else\n {SIDE_GENERIC_GUARD (Shaxthal Drone) 38 1}\n {SIDE_GENERIC_GUARD (Shaxthal Drone) 26 3}\n#endif\n\n#endif\n [/side]\n\n [side]\n side=4\n team_name=enemies\n user_team_name= _ \"team_name^Chaos Empire\"\n {CHAOS_FLAG}\n\n no_leader=yes\n hidden=yes\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT leader_ignores_keep yes}\n [/ai]\n [/side]\n\n [side]\n side=5\n team_name=enemies\n user_team_name= _ \"team_name^Dark Hive\"\n {CHAOS_FLAG}\n color=black\n\n no_leader=yes\n hidden=yes\n {NO_ECONOMY}\n\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n # These are more cowardly units fleeing the destruction.\n {AI_SIMPLE_ALWAYS_ASPECT aggression 0.10}\n {AI_SIMPLE_ALWAYS_ASPECT caution 1.00}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}\n {AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n [/ai]\n\n {SIDE_GENERIC_GUARD (Chaos Invoker) 31 18}\n {SIDE_GENERIC_GUARD (Chaos Invader) 35 21}\n {SIDE_GENERIC_GUARD (Chaos Invader) 40 15}\n {SIDE_GENERIC_GUARD (Chaos Hound) 40 24}\n {SIDE_GENERIC_GUARD (Chaos Hound) 41 26}\n {SIDE_GENERIC_GUARD (Chaos Invader) 29 26}\n {SIDE_GENERIC_GUARD (Chaos Invoker) 27 31}\n {SIDE_GENERIC_GUARD (Chaos Invader) 36 34}\n\n {SIDE_GENERIC_GUARD (Chaos Bowman) 13 26}\n {SIDE_GENERIC_GUARD (Chaos Invoker) 18 28}\n {SIDE_GENERIC_GUARD (Chaos Invoker) 18 31}\n [/side]\n\n [side]\n side=6\n team_name=enemies\n user_team_name= _ \"team_name^Dark Hive\"\n {CHAOS_FLAG}\n color=black\n\n no_leader=yes\n hidden=yes\n {NO_ECONOMY}\n [/side]\n\n {HIVE_NOISE_2_SOUND_SOURCE}\n [+sound_source]\n id=floor1_ss # wmllint: ignore\n [/sound_source]\n\n {OBJ_HEALING_GLYPH 8 30}\n {OBJ_HEALING_GLYPH 14 24}\n {OBJ_HEALING_GLYPH 30 30}\n {OBJ_HEALING_GLYPH 37 27}\n {OBJ_HEALING_GLYPH 35 23}\n {OBJ_HEALING_GLYPH 35 14}\n\n {SETUP_SHAXTHAL_ROAMING_SOUND_EFFECTS}\n\n [event]\n name=prestart\n\n [setup_doors]\n side=6\n [/setup_doors]\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA_AT 7 60}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR_AT 7 58}\n # wmllint: recognize L\u00e9dinor\n {RECALL_LEDINOR_AT 9 58}\n # wmllint: recognize Igor\n {RECALL_IGOR_AT 7 59}\n\n [fire_event]\n name=checkpoint 0\n [/fire_event]\n\n {OBJECTIVES (\n {OBJECTIVE_VICTORY ( _ \"Find an exit from the Heart fortress and move Galas, Elynia, or Mal Keshar to it\")}\n\n {OBJECTIVE_DEFEAT ( _ \"Death of Galas\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Elynia\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Mal Keshar\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of L\u00e9dinor\")}\n\n {TURNS_RUN_OUT}\n\n {OBJECTIVE_FULL_CARRYOVER}\n )}\n [/event]\n\n {FINAL_SCENARIO_PLAYER_RECRUITMENT_WITH_AUTORECALL}\n\n [event]\n name=prestart\n\n # Need to do this in a separate event due to the autorecall code.\n\n {FACE_DIRECTION side=1 ne}\n\n {FACE_DIRECTION id=Elynia sw}\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"We must not waste any more time, unless we want to be buried alive!\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n sound=rumble.ogg\n message= _ \"Elynia, it\u2019s over now. There is nothing more for us to do here. We must focus on surviving.\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n {FACE_UNIT id=Elynia id=Galas}\n\n {QUAKE cave-in.ogg}\n\n [message]\n speaker=Elynia\n message= _ \"... I know.\"\n [/message]\n [/event]\n\n#define F_CHECKPOINT _CHECKPOINT_NUMBER _TURN_LIMIT _GOAL_SLF\n [event]\n name=\"checkpoint \"+{_CHECKPOINT_NUMBER}\n\n [item]\n {_GOAL_SLF}\n image=items/gohere.png\n [/item]\n\n [modify_turns]\n add={_TURN_LIMIT}\n [/modify_turns]\n [/event]\n\n [event]\n name=enter hex\n [filter]\n id=Elynia,Galas,Mal Keshar\n [filter_location]\n {_GOAL_SLF}\n [/filter_location]\n [/filter]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [print]\n text= _ \"Checkpoint cleared\"\n size=22 # slightly smaller than UI alerts\n {COLOR_HEAL}\n [/print]\n\n [fire_event]\n name=\"checkpoint $(1 + \"+{_CHECKPOINT_NUMBER}+\")\"\n [/fire_event]\n [/event]\n#enddef\n\n # Checkpoint 0 is enabled on prestart.\n\n {F_CHECKPOINT 0 8\n (\n x=20-21,22\n y= 46,45\n )}\n\n {F_CHECKPOINT 1 8\n (\n x,y=22,27\n )}\n\n {F_CHECKPOINT 2 10\n (\n x,y=38,11\n )}\n\n {F_CHECKPOINT 3 6\n (\n x=30-31,32\n y= 2, 1\n )}\n\n # Final checkpoint triggers victory.\n\n [event]\n name=checkpoint 4\n\n {ENDLEVEL_QUIET} {NO_START_OF_SCENARIO_SAVE}\n [/event]\n\n#define F_PRE_MOVE_UNITS_TO_FLOOR_2 _SUF _X _Y\n #{VARIABLE p $floor_2_units.length}\n\n [store_unit]\n [filter]\n {_SUF}\n # Force on-map.\n x=1-1000\n y=1-1000\n [/filter]\n mode=append\n variable=floor_2_units\n kill=yes\n [/store_unit]\n\n [while]\n {VARIABLE_NUMERICAL_LESS_THAN_OR_EQUAL p \"$($floor_2_units.length - 1)\"}\n [do]\n [set_variables]\n mode=merge\n name=\"floor_2_units[$p]\"\n [value]\n moves=$floor_2_units[$p].max_moves\n attacks_left=$floor_2_units[$p].max_attacks\n x={_X}\n y={_Y}\n [/value]\n [/set_variables]\n\n {VARIABLE_INC p}\n [/do]\n [/while]\n#enddef\n\n [event]\n name=checkpoint 1\n\n {LOCK_VIEW}\n\n #\n # Move all units to floor 2.\n #\n\n {VARIABLE p 0}\n\n # The zeroth unit is always Galas, some code relies on this later.\n {F_PRE_MOVE_UNITS_TO_FLOOR_2 id=Galas 6 35}\n {F_PRE_MOVE_UNITS_TO_FLOOR_2 id=Elynia 7 35}\n {F_PRE_MOVE_UNITS_TO_FLOOR_2 (id=Mal Keshar) 5 35}\n {F_PRE_MOVE_UNITS_TO_FLOOR_2 id=Igor 6 36}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"Huh?\"\n [/message]\n\n {F_PRE_MOVE_UNITS_TO_FLOOR_2 id=L\u00e9dinor 6 34}\n {F_PRE_MOVE_UNITS_TO_FLOOR_2 side=1 6 35} # Remaining units.\n\n [hide_unit][/hide_unit]\n\n {FADE_TO_BLACK}\n\n [scroll_to]\n x,y=6,35\n {WARP}\n [/scroll_to]\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n [redraw][/redraw]\n\n [fade_out_sound_effects][/fade_out_sound_effects]\n\n {REMOVE_SOUND_SOURCE floor1_ss}\n\n {CAVE_NOISE_SOUND_SOURCE}\n\n [reset_sound_effects][/reset_sound_effects]\n\n [replace_schedule]\n {INDOORS_HIVE} {SCHEDULE_LIGHTING 20 -30 -60}\n [/replace_schedule]\n\n {CLEAR_CAVE_SHROUD x,y,radius=6,35,6}\n\n [redraw][/redraw]\n\n {FADE_IN}\n\n [unhide_unit][/unhide_unit]\n\n [move_unit_fake]\n type=$floor_2_units[0].type\n side=$floor_2_units[0].side\n x= 6,$floor_2_units[0].x\n y=38,$floor_2_units[0].y\n [/move_unit_fake]\n\n [foreach]\n array=floor_2_units\n [do]\n {VARIABLE this_item.facing ne}\n\n [unstore_unit]\n variable=this_item\n find_vacant=yes\n check_passability=yes\n [/unstore_unit]\n [/do]\n [/foreach]\n\n # This is needed for some reason, otherwise everyone is invisible until\n # Mal Keshar speaks (1.12.4+dev).\n [redraw][/redraw]\n\n {CLEAR_VARIABLE floor_2_units,p}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Igor\n message= _ \"Lava! These tunnels are flooding with lava!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"It\u2019s troubling that I am actually considering the possibility of returning to Inferno to escape this insanity.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Nonsense! We just must make haste and get to the surface! There ought to be an exit through the hive itself.\"\n [/message]\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"May I ask if anyone else heard that creature?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"What creature? Where?\"\n [/message]\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"On the way to this section, in the snow-covered area... It may have been just my imagination, but I believe I heard somebody scream furiously from above.\"\n [/message]\n\n [modify_side]\n side=1\n fog=yes\n [/modify_side]\n\n # Force fog refresh now, otherwise fog covers player units.\n [redraw]\n side=1\n [/redraw]\n\n {UNLOCK_VIEW}\n\n #\n # And then L\u00e9dinor snaps in a few turns.\n #\n\n [event]\n delayed_variable_substitution=no\n name=\"turn $($turn_number + 2)\"\n\n [fire_event]\n name=boss foreshadowing 1\n [/fire_event]\n [/event]\n\n [event]\n delayed_variable_substitution=no\n name=\"turn $($turn_number + 3)\"\n\n [fire_event]\n name=boss foreshadowing 2\n [/fire_event]\n [/event]\n\n [event]\n delayed_variable_substitution=no\n name=\"turn $($turn_number + 5)\"\n\n [fire_event]\n name=boss entrance\n [/fire_event]\n [/event]\n [/event]\n\n [event]\n name=boss foreshadowing 1\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"Ugh... This is no place for an elder like me. I feel ill. Perhaps it would be best for you if\u2014\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"NO! ... I mean... I apologize for that, my lord, but I must beg of you to keep going. I don\u2019t want to lose anyone else after all we have been through.\"\n [/message]\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"... Fair enough. (coughs)\"\n [/message]\n [/event]\n\n [event]\n name=boss foreshadowing 2\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"(coughs)\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Is something the matter, old elf?\"\n [/message]\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"It\u2019s only getting worse... it feels as if something wanted to burst out of my head. I pray to the Lords of Light that I may survive this ordeal...\"\n [/message]\n [/event]\n\n #\n # Uria's revenge\n #\n\n [event]\n name=boss entrance\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"I can\u2019t... continue... Galas, please go on without me...\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"I refuse, my lord. I\u2014\"\n [/message]\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"ARGH! Galas, please\u2014 I\u2014 I remember that voice now\u2014\"\n [/message]\n\n [message]\n speaker=L\u00e9dinor\n message= _ \"Her voice... She is\u2014\"\n [/message]\n\n {THUNDER (\n [store_unit]\n [filter]\n id=L\u00e9dinor\n [/filter]\n variable=ledinor_store\n [/store_unit]\n\n [unit]\n side=2\n\n type=Shadow Courier\n id=Corrupted L\u00e9dinor\n name= _ \"L\u00e9dinor\"\n\n overwrite=yes\n x,y=$ledinor_store.x,$ledinor_store.y\n\n facing=$ledinor_store.facing\n experience=$ledinor_store.experience\n max_experience=$ledinor_store.max_experience\n\n {IS_BOSS}\n\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_SLOW}\n [/modifications]\n [/unit]\n\n [repeat]\n times={DIFF 1 2 3}\n [do]\n [unit]\n side=2\n type=Shadow Minion\n x,y=$ledinor_store.x,$ledinor_store.y\n passable=yes\n\n random_traits=yes\n random_gender=yes\n generate_name=yes\n [/unit]\n [/do]\n [/repeat]\n\n {CLEAR_VARIABLE ledinor_store}\n\n {BOSS_POPUP}\n )}\n\n [delay]\n time=1000\n [/delay]\n\n # wmllint: local spelling Ehhhhh\n\n [message]\n speaker=Mal Keshar\n message= _ \"Ehhhhh... yuck. I thought it was only a figure of speech.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"What are you?! What did you\u2014 What did you do to Lord L\u00e9d\u2014\" # wmllint: no spellcheck\n [/message]\n\n [message]\n speaker=Corrupted L\u00e9dinor\n # po: Corrupted L\u00e9dinor is actually Uria remote-possessing his\n # po: body, so \"his\" grammatical first person is feminine.\n message= _ \"You may have escaped to Irdya, but I will not allow you to march away without due punishment for murdering my precious, most loyal vassal!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Your vassal? Are you... No... It can\u2019t be...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Galas... I fear that no matter what we try, we may never get L\u00e9dinor back. Uria must have infected his body in some way before we found him. This is\u2014\"\n [/message]\n [/event]\n\n #\n # The player *can* leave L\u00e9dinor behind, although he will most certainly\n # die (and odds are he will follow the player anyway).\n #\n\n [event]\n name=last breath\n [filter]\n id=Corrupted L\u00e9dinor\n [/filter]\n\n [message]\n speaker=Corrupted L\u00e9dinor\n message= _ \"This is only the beginning, Lady of Light. The beginning of your downfall. Everything and everyone you hold dear shall perish in time. I\u2014\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Take your words to the grave, spawn of Uria!\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Corrupted L\u00e9dinor\n [/filter]\n\n [message]\n speaker=Igor\n message= _ \"That was terrifying... I fear now to think of who\u2019ll be next...\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"He said he remembered her, Uria... She must have done this to him. It\u2019s the only explanation... the only logical explanation...\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"We... really ought to make haste and get out of this dreadful place... lest we find out the exact method Uria uses to possess people like this.\"\n [/message]\n [/event]\n\n #\n # Random earthquake effect when units move.\n #\n\n [event]\n name=moveto,side turn\n first_time_only=no\n\n [lua]\n code= <<\n local rumble_seed = unsynced_random(1, 100)\n\n if rumble_seed % 5 == 0 then -- 20% chance\n wesnoth.wml_actions.quake({ sound = \"cave-in.ogg\" })\n end\n\n if rumble_seed % 29 == 0 then -- 9.09% chance\n wesnoth.wml_actions.sound({ name = \"cave-in.ogg,cave-in.ogg,rumble.ogg\" })\n end\n\n if rumble_seed % 51 == 0 then -- 1.96% chance\n wesnoth.wml_actions.quake({ sound = \"rumble.ogg\" })\n end\n >>\n [/lua]\n\n [allow_undo][/allow_undo]\n [/event]\n\n#define F_GLYPH _X _Y _MSG\n {ITEM_CRYSTAL_GLYPH_MESSAGE {_X} {_Y} }\n\n [event]\n name=moveto\n [filter]\n x={_X}\n y={_Y}\n side=1\n [/filter]\n\n [allow_undo][/allow_undo]\n\n {MSG_GLYPH ({_MSG})}\n [/event]\n#enddef\n\n {F_GLYPH 27 40 ( \"Winners don\u2019t use debug mode.\")}\n\n {F_GLYPH 34 39 ( _ \"Your journey has just begun.\")}\n\n #\n # Literally rocks fall, everybody dies.\n #\n\n [event]\n name=time over\n\n {QUAKE (rumble.ogg)}\n {QUAKE ()}\n {QUAKE ()}\n {QUAKE (rumble.ogg)}\n\n [message]\n speaker=Galas\n message= _ \"No! The tunnel is collapsing on us! We weren\u2019t fast enough\u2014\"\n [/message]\n\n [kill]\n side=1\n animate=yes\n fire_event=yes\n [/kill]\n [/event]\n\n #\n # One last challenge before the end.\n #\n\n [event]\n name=moveto\n [filter]\n side=1\n [filter_location]\n x,y,radius=39,10,6\n [/filter_location]\n [/filter]\n\n [unit]\n side=4\n canrecruit=yes\n type=Death Knight\n id=Lord Azghiel\n name= _ \"Lord Azghiel\"\n placement=leader\n facing=sw\n [modifications]\n {TRAIT_UNDEAD}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [unit]\n side=4\n type=Death Baron\n id=Darius\n name= _ \"Darius\"\n x,y=38,9\n facing=sw\n [modifications]\n {TRAIT_UNDEAD}\n {TRAIT_LOYAL}\n [/modifications]\n [/unit]\n\n [unit]\n type=Death Baron\n id=Durstrag\n name= _ \"Durstrag\"\n unrenamable=yes\n side=4\n x,y=40,10\n facing=sw\n [modifications]\n {TRAIT_UNDEAD}\n {TRAIT_LOYAL}\n [/modifications]\n [/unit]\n\n {CLEAR_CAVE_SHROUD x,y,radius=39,10,6}\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to_unit]\n id=Lord Azghiel\n [/scroll_to_unit]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Lord Azghiel\n message= _ \"There they are, the heathens! The Iron Council wants their heads. Get to it!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"(shakes head) Not again...\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"Your emperor has fallen and this fortress is crumbling with him. Flee and get out of our way or we will have to destroy you!\"\n [/message]\n [/event]\n\n [event]\n name=victory\n\n [message]\n speaker=Mal Keshar\n message= _ \"Keep moving!\"\n [/message]\n\n [set_variables]\n mode=replace\n name=finale_stats\n [literal]\n igor_died=no\n abandoned_ledinor=no\n [/literal]\n [/set_variables]\n\n [if]\n [have_unit]\n id=L\u00e9dinor\n [/have_unit]\n [then]\n #\n # This can't really happen unless the player has been cheating\n # to mess with the turn counter or unit movement points. But\n # anyway, for the sake of completeness...\n #\n\n [fire_event]\n name=boss foreshadowing 2\n [/fire_event]\n\n [fire_event]\n name=boss entrance\n [/fire_event]\n [/then]\n [/if]\n\n [if]\n [have_unit]\n id=Corrupted L\u00e9dinor\n [/have_unit]\n [then]\n [message]\n speaker=Galas\n message= _ \"We can\u2019t leave Lord L\u00e9dinor behind! We must\u2014\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"It\u2019s hopeless, Galas... Please, you must understand...\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Come on, boy, you ought to know better than this by now, after seeing what became of the Master of Darkness.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Galas\n message= _ \"I am sorry, my lord. I am so sorry...\"\n [/message]\n\n {VARIABLE finale_stats.abandoned_ledinor yes}\n [/then]\n [/if]\n\n [if]\n [not]\n [have_unit]\n id=Igor\n [/have_unit]\n [/not]\n [then]\n {VARIABLE finale_stats.igor_died yes}\n [/then]\n [/if]\n [/event]\n[/scenario]\n\n#undef F_GLYPH\n#undef F_CHECKPOINT\n#undef F_PRE_MOVE_UNITS_TO_FLOOR_2\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[scenario]\n id=24_Epilogue\n name= _ \"Epilogue\"\n {MAP 24_Epilogue.map}\n turns=-1\n next_scenario=null\n victory_when_enemies_defeated=no\n {NO_RECALLS}\n\n {FULLSCREEN_CUTSCENE_UI}\n\n {SCENARIO_MUSIC \"wanderer.ogg\"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}\n\n {DAWN1}\n\n {STORYTXT_EPILOGUE}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n team_name=good\n user_team_name= _ \"team_name^Galas\"\n\n # Disable map preview.\n shroud=yes\n\n {NO_ECONOMY}\n\n # wmllint: recognize Galas\n {CHARACTER_STATS_GALAS}\n [/side]\n # wmllint: validate-on\n\n [event]\n name=prestart\n\n [modify_side]\n side=1\n shroud=no\n [/modify_side]\n\n # wmllint: recognize Elynia\n {RECALL_ELYNIA_AT 17 14}\n # wmllint: recognize Mal Keshar\n {RECALL_MAL_KESHAR_AT 20 13}\n # wmllint: recognize Igor\n {RECALL_IGOR_AT 17 11}\n\n {UNIT_TO_GLOBAL_STORE \"Galas\" ending_stats_galas}\n {UNIT_TO_GLOBAL_STORE \"Elynia\" ending_stats_elynia}\n {UNIT_TO_GLOBAL_STORE \"Mal Keshar\" ending_stats_malin}\n {UNIT_TO_GLOBAL_STORE \"Igor\" ending_stats_igor}\n\n {FACE_UNIT side=1 id=Elynia}\n {FACE_DIRECTION id=Elynia sw}\n\n [teleport]\n [filter]\n id=Galas\n [/filter]\n x,y=19,12\n [/teleport]\n\n {BLACK_SCREEN}\n\n {LOCK_VIEW}\n [/event]\n\n [event]\n name=start\n\n {FADE_IN}\n\n [scroll_to_unit]\n id=Galas\n [/scroll_to_unit]\n\n [delay]\n time=2000\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"I understand that you wish to travel with me, Mal Keshar. But, what about you Galas? What will become of the elves who followed you to the Northlands?\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"I have served my people long enough, I would say. To be honest, once Lord Inodien and Lady Unarye became more involved, my presence in our councils became somewhat redundant. And without Anlind\u00eb to guide my decisions anymore... Regardless, I was appointed by Lord L\u00e9dinor; now that my own appointed successors lead our people and the Chaos Emperor is no more, I feel I have fulfilled my duty.\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n {FACE_UNIT id=Elynia id=Galas}\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"So...\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"For the first time in ages, I feel free and able to make my own choices again without the weight of an entire civilization resting on my shoulders. So, I must ask you... Would it be all right if I accompanied you on your next journey, Elynia? Because I suspect you are not planning on sitting here idly.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"... If that is what you want.\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n {FACE_DIRECTION id=Elynia sw}\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"There is a place I would like to visit... That island Althurin mentioned, Zocthanol.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"I fear that the collapse of the Heart fortress may have erased much information about the origins of Uria and Yechnagoth that could have helped us otherwise. However, the Quenoth elves did establish their new home on that island after destroying Yechnagoth; it is possible that they may have found out more about the nature of our enemies since then. I want to meet Quetor\u2019el\u2019s lore-keepers and see what else they might know that could help us.\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"That seems fair enough. But, how are we going to get there?\"\n [/message]\n\n {FACE_UNIT id=Elynia id=Galas}\n\n [message]\n speaker=Elynia\n message= _ \"Uh, we\u2019ll sail across the ocean, of course. Surely our northern friends won\u2019t mind if we borrow a ship or two.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"There is something unsettling about all this, though. Even though we set Argan free from his suffering, and the destruction of his capital severed the connection Irdya had with Inferno, the demons of Uria continue to roam our world in large numbers, just as before. Is she still able to influence our world? Are there other gateways to Inferno still intact elsewhere? And we never really saw the Chaos Warlord again. If she somehow survived\u2014\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Then we\u2019ll have to deal with her again, eventually. I know...\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"And then there is that Mal Hekuba and the Iron Council. I don\u2019t suspect they will give up easily, and we are still in enemy territory.\"\n [/message]\n\n [message]\n speaker=Elynia\n message= _ \"Between the ongoing war and the loss of their capital, my hope is that they will be too preoccupied struggling against the Alliance in the north to hunt us down. (sighs)\"\n [/message]\n\n {FACE_DIRECTION id=Elynia sw}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Elynia\n message= _ \"I understand your concern, but there is hardly anything we can do with the scarce information we possess regarding Uria and her followers right now.\"\n [/message]\n\n {IF_HAVE_IGOR (\n [message]\n speaker=Galas\n message= _ \"What about you, Igor? What will you do next?\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"Well... I actually wonder how I survived all that... I feel like a legend now, heh. But... perhaps it\u2019s time I find a nice place to settle in and live the rest of my days in peace, you know? Obviously not here, not in these lands with those wicked men everywhere. Could I follow you on a journey a last time? If that\u2019s all right with you, that is.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Oh, of course it is. I would not even think of abandoning you and your trusty steed now that we have been reduced to such a small band of fugitives. (turns menacingly) I do need to raise a new army to protect us, after all.\"\n [/message]\n\n {FACE_UNIT id=Elynia (id=Mal Keshar)}\n\n [message]\n speaker=Elynia\n message= _ \"(glaring) Don\u2019t you dare.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"You always ruin everything for me. Why do I even tolerate this, I wonder...\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"It is fine, Igor. We will miss you when we finally part ways.\"\n [/message]\n\n [message]\n speaker=Igor\n message= _ \"Oh, I\u2019ll miss you too, friends. (sniffles)\"\n [/message]\n )}\n\n [message]\n speaker=Galas\n message= _ \"Let us return to the Far North, then. I would like to pay a visit to our people as well.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Hah! So you do miss being in a position of power after all!\"\n [/message]\n\n [message]\n speaker=Galas\n message= _ \"No, no, it\u2019s nothing like that. I just want to speak to my comrades again \u2014 it has been far too long since I last saw their faces.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [kill][/kill]\n\n {FADE_TO_BLACK}\n\n [modify_side]\n side=1\n shroud=yes\n [/modify_side]\n\n [place_shroud]\n side=1\n [/place_shroud]\n\n [redraw][/redraw]\n\n [fade_out_music]\n duration=4000\n [/fade_out_music]\n\n [outro_teaser][/outro_teaser]\n\n {REPLACE_SCENARIO_MUSIC return_to_wesnoth.ogg}\n\n {ENDLEVEL_QUIET} {NO_REPLAY_SAVE}\n\n [+endlevel]\n end_text=\" \"\n # Approx. duration of the RtW fanfare minus 2000 ms\n end_text_duration=1330\n [/endlevel]\n [/event]\n[/scenario]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n# Include units WML directory\n{LD /units/alien-verlissh}\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n# Include units WML directories\n{LD /units/demons}\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n# Include units WML directory\n{LD /units/dwarves}\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n# Include units WML directory\n{LD /units/elves-wood}\n\n#\n# Setup unit type clones for variable-cost recruitment of\n# elvish units starting from scenario 5 (or 4 in the case of\n# the Elvish Scout).\n#\n\n#define VARIABLE_COST_RECRUIT _UNIT_TYPE_ID _SCENARIO_NUM _COST\n [unit_type]\n [base_unit]\n id={_UNIT_TYPE_ID}\n [/base_unit]\n id={_UNIT_TYPE_ID}+\" scenario\"+{_SCENARIO_NUM}\n cost={_COST}\n hide_help=true\n\n [event]\n id=\"variable_cost_recruit_controller:\"+{_UNIT_TYPE_ID}+\" scenario\"+{_SCENARIO_NUM}\n name=prerecruit\n first_time_only=no\n [filter]\n type={_UNIT_TYPE_ID}+\" scenario\"+{_SCENARIO_NUM}\n [/filter]\n\n {VARIABLE unit.type ({_UNIT_TYPE_ID})}\n\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n [/event]\n [/unit_type]\n#enddef\n\n#define VCR_ELVISH_ARCHER _SCENARIO_NUM _COST\n {VARIABLE_COST_RECRUIT (\"Elvish Archer\") ({_SCENARIO_NUM}) ({_COST})}\n#enddef\n\n{VCR_ELVISH_ARCHER 5 18}\n{VCR_ELVISH_ARCHER 6 18}\n{VCR_ELVISH_ARCHER 7 19}\n{VCR_ELVISH_ARCHER 8 20}\n{VCR_ELVISH_ARCHER 9 21}\n{VCR_ELVISH_ARCHER 10 22}\n{VCR_ELVISH_ARCHER 11 23}\n{VCR_ELVISH_ARCHER 14 24}\n{VCR_ELVISH_ARCHER 15 25}\n{VCR_ELVISH_ARCHER 16 26}\n{VCR_ELVISH_ARCHER 17 27}\n{VCR_ELVISH_ARCHER 18 28}\n\n#undef VCR_ELVISH_ARCHER\n\n#define VCR_ELVISH_CIVILIAN _SCENARIO_NUM _COST\n {VARIABLE_COST_RECRUIT (\"Elvish Civilian\") ({_SCENARIO_NUM}) ({_COST})}\n#enddef\n\n{VCR_ELVISH_CIVILIAN 5 8}\n{VCR_ELVISH_CIVILIAN 6 8}\n{VCR_ELVISH_CIVILIAN 7 8}\n{VCR_ELVISH_CIVILIAN 8 9}\n{VCR_ELVISH_CIVILIAN 9 9}\n{VCR_ELVISH_CIVILIAN 10 9}\n{VCR_ELVISH_CIVILIAN 11 10}\n{VCR_ELVISH_CIVILIAN 14 10}\n{VCR_ELVISH_CIVILIAN 15 10}\n{VCR_ELVISH_CIVILIAN 16 11}\n{VCR_ELVISH_CIVILIAN 17 11}\n{VCR_ELVISH_CIVILIAN 18 11}\n\n#undef VCR_ELVISH_CIVILIAN\n\n#define VCR_ELVISH_HUNTER _SCENARIO_NUM _COST\n {VARIABLE_COST_RECRUIT (\"Elvish Hunter\") ({_SCENARIO_NUM}) ({_COST})}\n#enddef\n\n{VCR_ELVISH_HUNTER 5 17}\n{VCR_ELVISH_HUNTER 6 18}\n{VCR_ELVISH_HUNTER 7 19}\n{VCR_ELVISH_HUNTER 8 20}\n{VCR_ELVISH_HUNTER 9 21}\n{VCR_ELVISH_HUNTER 10 22}\n{VCR_ELVISH_HUNTER 11 23}\n{VCR_ELVISH_HUNTER 14 24}\n{VCR_ELVISH_HUNTER 15 25}\n{VCR_ELVISH_HUNTER 16 26}\n{VCR_ELVISH_HUNTER 17 27}\n{VCR_ELVISH_HUNTER 18 28}\n\n#undef VCR_ELVISH_HUNTER\n\n#define VCR_ELVISH_FIGHTER _SCENARIO_NUM _COST\n {VARIABLE_COST_RECRUIT (\"Elvish Fighter\") ({_SCENARIO_NUM}) ({_COST})}\n#enddef\n\n{VCR_ELVISH_FIGHTER 5 15}\n{VCR_ELVISH_FIGHTER 6 16}\n{VCR_ELVISH_FIGHTER 7 17}\n{VCR_ELVISH_FIGHTER 8 18}\n{VCR_ELVISH_FIGHTER 9 19}\n{VCR_ELVISH_FIGHTER 10 20}\n{VCR_ELVISH_FIGHTER 11 21}\n{VCR_ELVISH_FIGHTER 14 22}\n{VCR_ELVISH_FIGHTER 15 23}\n{VCR_ELVISH_FIGHTER 16 24}\n{VCR_ELVISH_FIGHTER 17 25}\n{VCR_ELVISH_FIGHTER 18 26}\n\n#undef VCR_ELVISH_FIGHTER\n\n#define VCR_ELVISH_SCOUT _SCENARIO_NUM _COST\n {VARIABLE_COST_RECRUIT (\"Elvish Scout\") ({_SCENARIO_NUM}) ({_COST})}\n#enddef\n\n# Sustaining and breeding horses is even harder,\n# so these become more expensive a scenario earlier\n# than the rest.\n{VCR_ELVISH_SCOUT 4 19}\n{VCR_ELVISH_SCOUT 5 20}\n{VCR_ELVISH_SCOUT 6 21}\n{VCR_ELVISH_SCOUT 7 22}\n{VCR_ELVISH_SCOUT 8 23}\n{VCR_ELVISH_SCOUT 9 24}\n{VCR_ELVISH_SCOUT 10 25}\n{VCR_ELVISH_SCOUT 11 26}\n{VCR_ELVISH_SCOUT 14 27}\n{VCR_ELVISH_SCOUT 15 28}\n{VCR_ELVISH_SCOUT 16 29}\n{VCR_ELVISH_SCOUT 17 30}\n{VCR_ELVISH_SCOUT 18 31}\n\n#undef VCR_ELVISH_SCOUT\n\n#define VCR_ELVISH_SHAMAN _SCENARIO_NUM _COST\n {VARIABLE_COST_RECRUIT (\"Elvish Shaman\") ({_SCENARIO_NUM}) ({_COST})}\n#enddef\n\n{VCR_ELVISH_SHAMAN 5 15}\n{VCR_ELVISH_SHAMAN 6 15}\n{VCR_ELVISH_SHAMAN 7 15}\n{VCR_ELVISH_SHAMAN 8 15}\n{VCR_ELVISH_SHAMAN 9 16}\n{VCR_ELVISH_SHAMAN 10 16}\n{VCR_ELVISH_SHAMAN 11 16}\n{VCR_ELVISH_SHAMAN 14 16}\n{VCR_ELVISH_SHAMAN 15 17}\n{VCR_ELVISH_SHAMAN 16 17}\n{VCR_ELVISH_SHAMAN 17 17}\n{VCR_ELVISH_SHAMAN 18 17}\n\n#undef VCR_ELVISH_SHAMAN\n\n#undef VARIABLE_COST_RECRUIT\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n# Include units WML directory\n{LD /units/faeries}\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n# Fake units WML stub\n#\n# NOTE: in ./fake we should put only those units which have a mainline race= value set,\n# otherwise it's not guaranteed that at the time of WML parsing these dirs the race= was\n# already declared in a [race] structure for the linear cache, and would result in an invalid race id.\n# Which we don't want if the unit is not intended for something else than a [move_unit_fake]\n\n# Include units WML directory\n{LD /units/fake}\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n# Include units WML directory\n{LD /units/mechanical}\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n#define NPC_MAY_NOT_ENTER_VILLAGES\n [movement_costs]\n village={UNREACHABLE}\n [/movement_costs]\n#enddef\n\n# Include units WML directory\n{LD /units/monsters}\n\n#undef NPC_MAY_NOT_ENTER_VILLAGES\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n# Include units WML directory\n{LD /units/shaxthal}\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[race]\n id=elvish_spirits\n male_name= _ \"race^Elvish Spirit\"\n female_name= _ \"race+female^Elvish Spirit\"\n plural_name= _ \"race^Elvish Spirits\"\n description= _ \"Many mighty elven warriors of ancient have died in such a way that their desire of fighting for a last time is not fulfilled. Thus, their souls cannot rest in peace forever, and seek to return to this world for getting their thirst quenched with a last glorious confrontation.\n\nHowever, they usually cannot do so without help of necromancy. Since elves have always been opposed to allowing necromancy and their practitioners amongst their people, their ancestors have not had the opportunity to return to assist their kind, till now.\"\n num_traits=1\n ignore_global_traits=yes\n {TRAIT_UNDEAD}\n markov_chain_size=3\n {ELVISH_NAMES}\n[/race]\n\n[movetype]\n name=woodspirit\n flies=true\n [movement_costs]\n deep_water=2\n shallow_water=2\n reef=2\n swamp_water=1\n flat=1\n sand=1\n forest=1\n fungus=1\n hills=1\n mountains=1\n village=1\n castle=1\n cave=1\n unwalkable=1\n impassable=100\n frozen=1\n [/movement_costs]\n [defense]\n deep_water=50\n shallow_water=50\n swamp_water=50\n reef=50\n flat=50\n sand=50\n forest=40\n hills=50\n mountains=50\n village=50\n castle=50\n cave=50\n unwalkable=50\n frozen=50\n fungus=50\n [/defense]\n [resistance]\n blade=60\n pierce=60\n impact=60\n fire=100\n cold=80\n arcane=150\n [/resistance]\n[/movetype]\n\n[movetype]\n name=undeadmountedfoot\n [movement_costs]\n deep_water=5\n shallow_water=4\n swamp_water=4\n reef=3\n flat=1\n sand=2\n forest=3\n hills=2\n mountains=5\n village=1\n castle=1\n cave=2\n frozen=2\n unwalkable={UNREACHABLE}\n impassable={UNREACHABLE}\n fungus=3\n [/movement_costs]\n [defense]\n deep_water=90\n shallow_water=80\n swamp_water=80\n reef=70\n flat=60\n sand=70\n forest=70\n hills=60\n mountains=80\n village=60\n castle=60\n cave=60\n frozen=70\n unwalkable=80\n impassable=80\n fungus=70\n [/defense]\n [resistance]\n blade=90\n pierce=70\n impact=110\n fire=120\n cold=40\n # arcane was 200 in the original\n arcane=150\n [/resistance]\n[/movetype]\n\n# Make sure mainline Death Knight is not advancing from any other\n# unit\n#ifdef ENABLE_DEATH_KNIGHT\n#undef ENABLE_DEATH_KNIGHT\n#endif\n\n# Include units WML directory\n{LD /units/undead}\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[hide_help]\n race=merman,ogre,wose,drake\n # Heavy Infantryman is unfortunately still used by some chaos players\n type_adv_tree=Peasant,Bowman,Horseman,Cavalryman,Sergeant,Mage,Fencer\n type=Elder Mage,Royal Warrior,Chocobone,Elvish Lady,Elvish Sylph\n[/hide_help]\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[unit_type]\n id=Prong Bug\n name= _ \"Prong Bug\"\n race=verlissh\n image=\"units/alien-verlissh/prongbug.png\"\n hitpoints=32\n movement_type=fly\n movement=7\n experience=50\n level=1\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=19\n usage=scout\n description= _ \"Amongst the Verlissh attack forces, some people have spotted strange creatures that resemble beetles, except for being larger than a wolf. Fortunately enough, these creatures\u2019 performance in battle is nothing to fear, and their only apparent purpose seems to be scouting.\"\n die_sound=hiss-die.wav\n {DEFENSE_ANIM \"units/alien-verlissh/prongbug.png\" \"units/alien-verlissh/prongbug.png\" {SOUND_LIST:BAT_HIT} }\n [attack]\n name=fangs\n description={I18N:ATTACK_FANGS}\n icon=attacks/fangs-spider.png\n type=blade\n range=melee\n damage=6\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=fangs\n [/filter_attack]\n start_time=-100\n [if]\n hits=yes\n [frame]\n duration=200\n image=\"units/alien-verlissh/prongbug.png\"\n sound=bite-small.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n image=\"units/alien-verlissh/prongbug.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[unit_type]\n id=Shadow Courier\n name= _ \"Shadow Courier\"\n race=demon\n image=\"units/demons/shadow-courier.png\"\n halo=\"halo/obscures-aura.png\"\n hitpoints=62\n movement_type=demonfoot\n movement=4\n experience=200\n level=4\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=75\n usage=healer\n [abilities]\n {ABILITY_CURES}\n {ABILITY_OBSCURE}\n [/abilities]\n description= _ \"A few chosen ones from the ranks of the Chaos Lorekeepers are given knowledge and abilities that are forbidden to the common followers; they are the closest to the Emperor that anyone has ever been, and serve him as his right-hands. Although physically weak and slow after turning into demons, their magic skills more than compensate for such lack, making them opponents that should never be fought directly if possible.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/demons/shadow-courier.png\" \"units/demons/shadow-courier.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=plague staff\n description={TSTR_ATTACK_NAME_PLAGUE_STAFF}\n icon=attacks/staff-plague.png\n type=impact\n range=melee\n damage=7\n number=3\n [specials]\n {WEAPON_SPECIAL_PLAGUE}\n [/specials]\n [/attack]\n [attack]\n name=infernal chill\n description= _ \"infernal chill\"\n type=cold\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=14\n number=3\n icon=attacks/iceball.png\n [/attack]\n [attack]\n name=noctum\n description= _ \"noctum\"\n type=arcane\n range=ranged\n damage=12\n number=4\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=noctum\n [/filter_attack]\n start_time=-400\n {MISSILE_FRAME_DARKNESS_BEAM}\n [frame]\n duration=180\n image=\"units/demons/shadow-courier.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=180\n image=\"units/demons/shadow-courier.png\"\n sound=magic-dark-big.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=180\n image=\"units/demons/shadow-courier.png\"\n sound=magic-dark-big-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=140\n image=\"units/demons/shadow-courier.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=infernal chill\n [/filter_attack]\n {MISSILE_FRAME_INFERNAL_CHILL}\n [frame]\n begin=-300\n end=-250\n image=\"units/demons/shadow-courier.png\"\n halo=halo/saurian-magic-halo-1.png\n [/frame]\n [frame]\n begin=-250\n end=-190\n image=\"units/demons/shadow-courier.png\"\n halo=halo/saurian-magic-halo-2.png\n sound=magicmissile.wav\n [/frame]\n [frame]\n begin=-190\n end=-120\n image=\"units/demons/shadow-courier.png\"\n halo=halo/saurian-magic-halo-3.png\n [/frame]\n [frame]\n begin=-120\n end=-40\n image=\"units/demons/shadow-courier.png\"\n halo=halo/saurian-magic-halo-4.png\n [/frame]\n [frame]\n begin=-40\n end=50\n image=\"units/demons/shadow-courier.png\"\n halo=halo/saurian-magic-halo-5.png\n [/frame]\n [frame]\n begin=50\n end=150\n image=\"units/demons/shadow-courier.png\"\n halo=halo/saurian-magic-halo-6.png\n [/frame]\n [frame]\n begin=150\n end=250\n image=\"units/demons/shadow-courier.png\"\n halo=halo/saurian-magic-halo-7.png\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=plague staff\n [/filter_attack]\n\n start_time=-200\n [frame]\n image=\"units/demons/shadow-courier.png:400\"\n [/frame]\n\n {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[unit_type]\n id=Dwarvish Flamethrower\n name= _ \"Dwarvish Flamethrower\"\n race=dwarf\n image=\"units/dwarves/flamethrower.png\"\n hitpoints=42\n movement_type=dwarvishfoot\n movement=4\n experience=100\n level=2\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n [advancefrom]\n unit=Dwarvish Thunderer\n [/advancefrom]\n undead_variation=dwarf\n cost=35\n usage=mixed fighter\n description= _ \"It is said that the Dwarven Flamethrowers have strange staves of wood and iron, similar to those of the Thunderguards; but instead of making a thunderous noise and shooting a projectile, their weapon generates a continuous tongue of flame.\"\n die_sound={SOUND_LIST:DWARF_DIE}\n #{DEFENSE_ANIM \"units/dwarves/flamethrower-defend.png\" \"units/dwarves/flamethrower.png\" {SOUND_LIST:DWARF_HIT} }\n {DEFENSE_ANIM \"units/dwarves/flamethrower.png\" \"units/dwarves/flamethrower.png\" {SOUND_LIST:DWARF_HIT} }\n [attack]\n name=dagger\n description={I18N:ATTACK_DAGGER}\n icon=attacks/dagger-human.png\n type=blade\n range=melee\n damage=7\n number=2\n [/attack]\n [attack]\n name=firestick\n description= _ \"firestick\"\n type=fire\n range=ranged\n damage=16\n number=3\n icon=attacks/thunderstick.png\n [/attack]\n [attack_anim]\n [filter_attack]\n name=dagger\n [/filter_attack]\n [frame]\n begin=-250\n end=-200\n image=\"units/dwarves/flamethrower.png\"\n [/frame]\n [frame]\n begin=-200\n end=-100\n image=\"units/dwarves/flamethrower.png\"\n [/frame]\n [if]\n hits=no\n [frame]\n begin=-100\n end=50\n #image=\"units/dwarves/thunderguard-attack1.png\"\n image=\"units/dwarves/flamethrower.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n begin=-100\n end=50\n #image=\"units/dwarves/thunderguard-attack1.png\"\n image=\"units/dwarves/flamethrower.png\"\n sound=dagger-swish.wav\n [/frame]\n [/else]\n [frame]\n begin=50\n end=100\n #image=\"units/dwarves/thunderguard-attack2.png\"\n image=\"units/dwarves/flamethrower.png\"\n [/frame]\n [frame]\n begin=100\n end=125\n image=\"units/dwarves/flamethrower.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=firestick\n [/filter_attack]\n {MISSILE_FRAME_FIRE_BREATH 9,-34 9,15 22,-22 24,10}\n [if]\n hits=no\n [frame]\n begin=-400\n end=-350\n #image=\"units/dwarves/thunderguard-attack-ranged-s.png\"\n image=\"units/dwarves/flamethrower.png\"\n sound=flame-big-miss.ogg\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n begin=-400\n end=-350\n #image=\"units/dwarves/thunderguard-attack-ranged-s.png\"\n image=\"units/dwarves/flamethrower.png\"\n sound=flame-big.ogg\n [/frame]\n [/else]\n [frame]\n begin=-350\n end=-150\n #image=\"units/dwarves/thunderguard-attack-ranged-s.png\"\n image=\"units/dwarves/flamethrower.png\"\n [/frame]\n [frame]\n begin=-150\n end=0\n image=\"units/dwarves/flamethrower.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[unit_type]\n id=Dwarvish Steamwheel\n name= _ \"Steamwheel\"\n race=dwarf\n {TRAIT_ARMORED}\n image=\"units/dwarves/steamwheel.png\"\n hitpoints=36\n movement_type=mounted\n movement=8\n experience=40\n level=1\n alignment=neutral\n advances_to=Dwarvish Thunderwheel\n cost=15\n undead_variation=dwarf\n usage=scout\n description= _ \"Some Dwarves use strange vehicles that can move fast without a horse. It is said that these great wheeled vehicles are powered by invisible steam genies, and thus they are called \u2018Steamwheels\u2019.\"\n die_sound={SOUND_LIST:DWARF_DIE}\n {DEFENSE_ANIM \"units/dwarves/steamwheel.png\" \"units/dwarves/steamwheel.png\" {SOUND_LIST:DWARF_HIT} }\n [resistance]\n blade=100\n pierce=100\n impact=120\n fire=100\n cold=100\n arcane=90\n [/resistance]\n [attack]\n name=slam\n description={TSTR_ATTACK_NAME_SLAM}\n icon=attacks/blank-attack.png\n type=impact\n range=melee\n damage=14\n number=1\n [specials]\n {WEAPON_SPECIAL_CHARGE}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=slam\n [/filter_attack]\n [if]\n hits=no\n [frame]\n begin=-50\n end=150\n sound={SOUND_LIST:MISS}\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n begin=-50\n end=150\n sound=fist.ogg\n [/frame]\n [/else]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[unit_type]\n id=Dwarvish Thunderwheel\n name= _ \"Thunderwheel\"\n race=dwarf\n {TRAIT_ARMORED}\n image=\"units/dwarves/thunderwheel.png\"\n hitpoints=45\n movement_type=mounted\n movement=9\n experience=60\n level=2\n alignment=neutral\n advances_to=Dwarvish Warwheel\n cost=25\n undead_variation=dwarf\n usage=scout\n description= _ \"With the help of one more steam genies, these noisy vehicles are able to move faster than horses.\"\n die_sound={SOUND_LIST:DWARF_DIE}\n {DEFENSE_ANIM \"units/dwarves/thunderwheel.png\" \"units/dwarves/thunderwheel.png\" {SOUND_LIST:DWARF_HIT} }\n [resistance]\n blade=100\n pierce=100\n impact=120\n fire=100\n cold=100\n arcane=90\n [/resistance]\n [attack]\n name=slam\n description={TSTR_ATTACK_NAME_SLAM}\n icon=attacks/blank-attack.png\n type=impact\n range=melee\n damage=20\n number=1\n [specials]\n {WEAPON_SPECIAL_CHARGE}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=slam\n [/filter_attack]\n [if]\n hits=no\n [frame]\n begin=-50\n end=150\n sound={SOUND_LIST:MISS}\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n begin=-50\n end=150\n sound=fist.ogg\n [/frame]\n [/else]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[unit_type]\n id=Dwarvish Warwheel\n name= _ \"Warwheel\"\n race=dwarf\n {TRAIT_ARMORED}\n image=\"units/dwarves/warwheel.png\"\n hitpoints=60\n movement_type=mounted\n movement=10\n experience=150\n level=3\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=35\n undead_variation=dwarf\n usage=scout\n description= _ \"Warwheels are faster and more heavily armored than Steamwheels, and can breach enemy lines with their fearsome charge.\"\n die_sound={SOUND_LIST:DWARF_DIE}\n {DEFENSE_ANIM \"units/dwarves/warwheel.png\" \"units/dwarves/warwheel.png\" {SOUND_LIST:DWARF_HIT} }\n [resistance]\n blade=100\n pierce=100\n impact=120\n fire=100\n cold=100\n arcane=90\n [/resistance]\n [attack]\n name=slam\n description={TSTR_ATTACK_NAME_SLAM}\n icon=attacks/blank-attack.png\n type=impact\n range=melee\n damage=26\n number=1\n [specials]\n {WEAPON_SPECIAL_CHARGE}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=slam\n [/filter_attack]\n [if]\n hits=no\n [frame]\n begin=-50\n end=150\n sound={SOUND_LIST:MISS}\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n begin=-50\n end=150\n sound=fist.ogg\n [/frame]\n [/else]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[unit_type]\n id=Anlinde Elvish Ascetic\n name= _ \"female^Elvish Ascetic\"\n race=elf\n gender=female\n image=\"units/elves-wood/anlinde-ascetic.png\"\n profile=\"portraits/anlinde.png\"\n hitpoints=43\n movement_type=woodland\n movement=5\n experience=100\n level=2\n alignment=neutral\n advances_to=Anlinde Elvish Mystic\n cost=35\n usage=mixed fighter\n [abilities]\n {ABILITY_UNPOISON}\n [/abilities]\n description= _ \"Some elves have studied varieties of magic better suited for offensive purposes. Whence their knowledge and mastery of such arts came is not known, and they do not reveal their secrets. All that is known of their training is that they may spend a long time alone in the wilderness, not to appear for years, or in extreme cases, centuries.\n\nFor these ascetics, knowledge may be a curse at times, as their people tend to expect from them more that what they can offer without violating their own principles. Nonetheless, they may use their mastery of magic to lend a hand to fate--or to twist it. They possess good knowledge of both offensive and defensive spells. They often also have basic notions of medicine and can cure other creatures from the effects of poison.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [resistance]\n arcane=100\n [/resistance]\n [attack]\n name=staff\n description={I18N:ATTACK_STAFF}\n icon=\"attacks/druidstaff.png\"\n type=impact\n range=melee\n damage=4\n number=2\n range=melee\n [/attack]\n [attack]\n name=gossamer\n description={I18N:ATTACK_GOSSAMER}\n icon=\"attacks/web.png\"\n type=impact\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n damage=5\n number=2\n range=ranged\n [/attack]\n [attack]\n name=ethereal zephyr\n description=_\"ethereal zephyr\"\n icon=\"attacks/dark-missile.png\"\n type=arcane\n damage=8\n number=3\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n {DEFENSE_ANIM_RANGE \"units/elves-wood/anlinde-ascetic.png\" \"units/elves-wood/anlinde-ascetic.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/elves-wood/anlinde-ascetic.png\" \"units/elves-wood/anlinde-ascetic.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack_anim]\n [filter_attack]\n name=ethereal zephyr\n [/filter_attack]\n start_time=-450\n {MISSILE_FRAME_FAERIE_FIRE}\n\n [if]\n hits=yes\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-ascetic-magic.png\"\n image=\"units/elves-wood/anlinde-ascetic.png\"\n sound=magic-faeriefire.ogg\n\n halo=halo/elven/faerie-fire-halo1.png\n halo_x,halo_y=0,-28\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-ascetic-magic.png\"\n image=\"units/elves-wood/anlinde-ascetic.png\"\n sound=magic-faeriefire-miss.ogg\n\n halo=halo/elven/faerie-fire-halo1.png\n halo_x,halo_y=0,-28\n [/frame]\n [/else]\n\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-ascetic-magic.png\"\n image=\"units/elves-wood/anlinde-ascetic.png\"\n halo=halo/elven/faerie-fire-halo2.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-ascetic-magic.png\"\n image=\"units/elves-wood/anlinde-ascetic.png\"\n halo=halo/elven/faerie-fire-halo3.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-ascetic-magic.png\"\n image=\"units/elves-wood/anlinde-ascetic.png\"\n halo=halo/elven/faerie-fire-halo4.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-ascetic-magic.png\"\n image=\"units/elves-wood/anlinde-ascetic.png\"\n halo=halo/elven/faerie-fire-halo5.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-ascetic-magic.png\"\n image=\"units/elves-wood/anlinde-ascetic.png\"\n halo=halo/elven/faerie-fire-halo6.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-ascetic-magic.png\"\n image=\"units/elves-wood/anlinde-ascetic.png\"\n halo=halo/elven/faerie-fire-halo7.png\n halo_x,halo_y=0,-28\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=gossamer\n [/filter_attack]\n missile_start_time=-200\n start_time=-450\n [missile_frame]\n duration=250\n image=\"projectiles/web.png\"\n image_diagonal=\"projectiles/web.png\"\n [/missile_frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-ascetic-magic.png\"\n image=\"units/elves-wood/anlinde-ascetic.png\"\n halo=halo/elven/faerie-fire-halo1.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-ascetic-magic.png\"\n image=\"units/elves-wood/anlinde-ascetic.png\"\n halo=halo/elven/faerie-fire-halo2.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-ascetic-magic.png\"\n image=\"units/elves-wood/anlinde-ascetic.png\"\n halo=halo/elven/faerie-fire-halo3.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-ascetic-magic.png\"\n image=\"units/elves-wood/anlinde-ascetic.png\"\n halo=halo/elven/faerie-fire-halo4.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-ascetic-magic.png\"\n image=\"units/elves-wood/anlinde-ascetic.png\"\n halo=halo/elven/faerie-fire-halo5.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-ascetic-magic.png\"\n image=\"units/elves-wood/anlinde-ascetic.png\"\n halo=halo/elven/faerie-fire-halo6.png\n sound=entangle.wav\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-ascetic-magic.png\"\n image=\"units/elves-wood/anlinde-ascetic.png\"\n halo=halo/elven/faerie-fire-halo7.png\n halo_x,halo_y=0,-28\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=staff\n [/filter_attack]\n\n start_time=-200\n [frame]\n image=\"units/elves-wood/anlinde-ascetic.png:400\"\n [/frame]\n\n {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125}\n [/attack_anim]\n\n [healing_anim]\n start_time=-300\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-ascetic.png\"\n halo=\"halo/elven/druid-healing1.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-ascetic.png\"\n halo=\"halo/elven/druid-healing2.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-ascetic.png\"\n halo=\"halo/elven/druid-healing3.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-ascetic.png\"\n halo=\"halo/elven/druid-healing4.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-ascetic.png\"\n halo=\"halo/elven/druid-healing5.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-ascetic.png\"\n halo=\"halo/elven/druid-healing6.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-ascetic.png\"\n halo=\"halo/elven/druid-healing7.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-ascetic.png\"\n halo=\"halo/elven/druid-healing8.png\"\n [/frame]\n [/healing_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[unit_type]\n id=Anlinde Elvish Avatar\n name= _ \"female^Elvish Avatar\"\n race=elf\n gender=female\n image=\"units/elves-wood/anlinde-avatar.png\"\n profile=\"portraits/anlinde.png\"\n hitpoints=66\n movement_type=woodlandfloat\n movement=6\n experience=200\n level=4\n alignment=neutral\n advances_to=null\n {AMLA_FAERIE_TOUCH_DRAINS}\n {AMLA_GOSSAMER_L1}\n {AMLA_VITALITY}\n cost=110\n usage=mixed fighter\n [abilities]\n {ABILITY_CURES}\n [/abilities]\n description= _ \"The great power attained by some mystics is often dreaded by the enemies of elvenkind. After a long path of learning \u2014 often lasting their entire lifetime \u2014 these avatars of wind and storm master the natural elements, and are capable of commanding them at their will.\n\nNeedless to say, these skills could be used to destroy the elvish civilization. Avatars are thus highly respected, often feared sages of their people. Power is both a gift and a curse \u2014 understanding and bearing this great responsibility is perhaps one of the last challenges that must be mastered by these mystics.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [resistance]\n arcane=80\n fire=90\n [/resistance]\n [attack]\n name=faerie touch\n description={I18N:ATTACK_FAERIE_TOUCH}\n icon=attacks/touch-faerie.png\n type=impact\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=melee\n damage=7\n number=3\n range=melee\n [/attack]\n [attack]\n name=gossamer\n description={I18N:ATTACK_GOSSAMER}\n icon=\"attacks/web.png\"\n type=impact\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n damage=8\n number=3\n range=ranged\n [/attack]\n [attack]\n name=ethereal storm\n description=_\"ethereal storm\"\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=10\n number=5\n range=ranged\n icon=attacks/faerie-fire.png\n [/attack]\n #{DEFENSE_ANIM_RANGE \"units/elves-wood/anlinde-avatar-defend.png\" \"units/elves-wood/anlinde-avatar.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n #{DEFENSE_ANIM_ELVEN_RANGE \"units/elves-wood/anlinde-avatar-defend.png\" \"units/elves-wood/anlinde-avatar.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n {DEFENSE_ANIM_RANGE \"units/elves-wood/anlinde-avatar.png\" \"units/elves-wood/anlinde-avatar.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/elves-wood/anlinde-avatar.png\" \"units/elves-wood/anlinde-avatar.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack_anim]\n [filter_attack]\n name=ethereal storm\n [/filter_attack]\n start_time=-450\n {MISSILE_FRAME_FAERIE_FIRE}\n\n [if]\n hits=yes\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n sound=magic-faeriefire.ogg\n\n halo=halo/elven/faerie-fire-halo1.png\n halo_x,halo_y=0,-28\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n sound=magic-faeriefire-miss.ogg\n\n halo=halo/elven/faerie-fire-halo1.png\n halo_x,halo_y=0,-28\n [/frame]\n [/else]\n\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=halo/elven/faerie-fire-halo2.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=halo/elven/faerie-fire-halo3.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=halo/elven/faerie-fire-halo4.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=halo/elven/faerie-fire-halo5.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=halo/elven/faerie-fire-halo6.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=halo/elven/faerie-fire-halo7.png\n halo_x,halo_y=0,-28\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=gossamer\n [/filter_attack]\n missile_start_time=-200\n start_time=-450\n [missile_frame]\n duration=250\n image=\"projectiles/web.png\"\n image_diagonal=\"projectiles/web.png\"\n [/missile_frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=halo/elven/faerie-fire-halo1.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=halo/elven/faerie-fire-halo2.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=halo/elven/faerie-fire-halo3.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=halo/elven/faerie-fire-halo4.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=halo/elven/faerie-fire-halo5.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=halo/elven/faerie-fire-halo6.png\n sound=entangle.wav\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=halo/elven/faerie-fire-halo7.png\n halo_x,halo_y=0,-28\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=faerie touch\n [/filter_attack]\n [frame]\n begin=-200\n end=-100\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n [/frame]\n [frame]\n begin=-100\n end=100\n #image=\"units/elves-wood/anlinde-avatar-melee.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n [/frame]\n [frame]\n begin=100\n end=200\n #image=\"units/elves-wood/anlinde-avatar-magic.png\"\n image=\"units/elves-wood/anlinde-avatar.png\"\n [/frame]\n [/attack_anim]\n [healing_anim]\n start_time=-300\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=\"halo/elven/druid-healing1.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=\"halo/elven/druid-healing2.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=\"halo/elven/druid-healing3.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=\"halo/elven/druid-healing4.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=\"halo/elven/druid-healing5.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=\"halo/elven/druid-healing6.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=\"halo/elven/druid-healing7.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-avatar.png\"\n halo=\"halo/elven/druid-healing8.png\"\n [/frame]\n [/healing_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[unit_type]\n id=Anlinde Elvish Mystic\n name= _ \"female^Elvish Mystic\"\n race=elf\n gender=female\n image=\"units/elves-wood/anlinde-mystic.png\"\n profile=\"portraits/anlinde.png\"\n hitpoints=52\n movement_type=woodland\n movement=5\n experience=230\n level=3\n alignment=neutral\n advances_to=Anlinde Elvish Avatar\n cost=70\n usage=mixed fighter\n [abilities]\n {ABILITY_HEALS}\n {ABILITY_UNPOISON}\n [/abilities]\n description= _ \"Experienced mystics are of great value in the new Elvish society. Their great knowledge of history and magic, tolerance and fair judgement is what is sought for in a leader or advisor. In times of need, they are in charge of assisting their lords with worthy advice or even support on the battlefield. But they have not finished learning yet, and still wander about the world, seeking new questions to answer.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [resistance]\n arcane=90\n fire=90\n [/resistance]\n [attack]\n name=staff\n description={I18N:ATTACK_STAFF}\n icon=\"attacks/druidstaff.png\"\n type=impact\n range=melee\n damage=6\n number=3\n range=melee\n [/attack]\n [attack]\n name=gossamer\n description={I18N:ATTACK_GOSSAMER}\n icon=\"attacks/web.png\"\n type=impact\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n damage=6\n number=3\n range=ranged\n [/attack]\n [attack]\n name=ethereal zephyr\n description=_\"ethereal zephyr\"\n icon=\"attacks/dark-missile.png\"\n type=arcane\n damage=9\n number=4\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n # {DEFENSE_ANIM_RANGE \"units/elves-wood/anlinde-mystic-defend.png\" \"units/elves-wood/anlinde-mystic.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n # {DEFENSE_ANIM_ELVEN_RANGE \"units/elves-wood/anlinde-mystic-defend.png\" \"units/elves-wood/anlinde-mystic.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n {DEFENSE_ANIM_RANGE \"units/elves-wood/anlinde-mystic.png\" \"units/elves-wood/anlinde-mystic.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/elves-wood/anlinde-mystic.png\" \"units/elves-wood/anlinde-mystic.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack_anim]\n [filter_attack]\n name=ethereal zephyr\n [/filter_attack]\n start_time=-450\n {MISSILE_FRAME_FAERIE_FIRE}\n\n [if]\n hits=yes\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-mystic-magic.png\"\n image=\"units/elves-wood/anlinde-mystic.png\"\n sound=magic-faeriefire.ogg\n\n halo=halo/elven/faerie-fire-halo1.png\n halo_x,halo_y=0,-28\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-mystic-magic.png\"\n image=\"units/elves-wood/anlinde-mystic.png\"\n sound=magic-faeriefire-miss.ogg\n\n halo=halo/elven/faerie-fire-halo1.png\n halo_x,halo_y=0,-28\n [/frame]\n [/else]\n\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-mystic-magic.png\"\n image=\"units/elves-wood/anlinde-mystic.png\"\n halo=halo/elven/faerie-fire-halo2.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-mystic-magic.png\"\n image=\"units/elves-wood/anlinde-mystic.png\"\n halo=halo/elven/faerie-fire-halo3.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-mystic-magic.png\"\n image=\"units/elves-wood/anlinde-mystic.png\"\n halo=halo/elven/faerie-fire-halo4.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-mystic-magic.png\"\n image=\"units/elves-wood/anlinde-mystic.png\"\n halo=halo/elven/faerie-fire-halo5.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-mystic-magic.png\"\n image=\"units/elves-wood/anlinde-mystic.png\"\n halo=halo/elven/faerie-fire-halo6.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-mystic-magic.png\"\n image=\"units/elves-wood/anlinde-mystic.png\"\n halo=halo/elven/faerie-fire-halo7.png\n halo_x,halo_y=0,-28\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=gossamer\n [/filter_attack]\n missile_start_time=-200\n start_time=-450\n [missile_frame]\n duration=250\n image=\"projectiles/web.png\"\n image_diagonal=\"projectiles/web.png\"\n [/missile_frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-mystic-magic.png\"\n image=\"units/elves-wood/anlinde-mystic.png\"\n halo=halo/elven/faerie-fire-halo1.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-mystic-magic.png\"\n image=\"units/elves-wood/anlinde-mystic.png\"\n halo=halo/elven/faerie-fire-halo2.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-mystic-magic.png\"\n image=\"units/elves-wood/anlinde-mystic.png\"\n halo=halo/elven/faerie-fire-halo3.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-mystic-magic.png\"\n image=\"units/elves-wood/anlinde-mystic.png\"\n halo=halo/elven/faerie-fire-halo4.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-mystic-magic.png\"\n image=\"units/elves-wood/anlinde-mystic.png\"\n halo=halo/elven/faerie-fire-halo5.png\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-mystic-magic.png\"\n image=\"units/elves-wood/anlinde-mystic.png\"\n halo=halo/elven/faerie-fire-halo6.png\n sound=entangle.wav\n halo_x,halo_y=0,-28\n [/frame]\n [frame]\n duration=75\n #image=\"units/elves-wood/anlinde-mystic-magic.png\"\n image=\"units/elves-wood/anlinde-mystic.png\"\n halo=halo/elven/faerie-fire-halo7.png\n halo_x,halo_y=0,-28\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=staff\n [/filter_attack]\n\n start_time=-200\n [frame]\n image=\"units/elves-wood/anlinde-mystic.png:400\"\n [/frame]\n\n {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125}\n [/attack_anim]\n [healing_anim]\n start_time=-300\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-mystic.png\"\n halo=\"halo/elven/druid-healing1.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-mystic.png\"\n halo=\"halo/elven/druid-healing2.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-mystic.png\"\n halo=\"halo/elven/druid-healing3.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-mystic.png\"\n halo=\"halo/elven/druid-healing4.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-mystic.png\"\n halo=\"halo/elven/druid-healing5.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-mystic.png\"\n halo=\"halo/elven/druid-healing6.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-mystic.png\"\n halo=\"halo/elven/druid-healing7.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/elves-wood/anlinde-mystic.png\"\n halo=\"halo/elven/druid-healing8.png\"\n [/frame]\n [/healing_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n# Thanks to Shadow/Wayfarer for the unit idea\n[unit_type]\n id=Elvish Civilian\n name= _ \"Elvish Civilian\"\n race=elf\n gender=male,female\n image=\"units/elves-wood/civilian.png\"\n profile=\"portraits/elves/fighter.png\"\n hitpoints=22\n movement_type=woodland\n movement=5\n experience=25\n level=0\n alignment=neutral\n advances_to=Elvish Fighter,Elvish Archer,Elvish Hunter,Elvish Shaman\n cost=8\n usage=fighter\n description= _ \"Despite not being of a particularly warlike nature, most elves are taught at very early age the basics of swordplay and archery. This enables them to defend themselves and form a militia to guard their homes in times of need.\"\n die_sound={SOUND_LIST:ELF_HIT}\n [attack]\n name=sword\n description={I18N:ATTACK_SWORD}\n icon=attacks/sword-elven.png\n type=blade\n range=melee\n damage=4\n number=3\n [/attack]\n [attack]\n name=bow\n description={I18N:ATTACK_BOW}\n icon=attacks/bow-short.png\n type=pierce\n range=ranged\n damage=3\n number=2\n [/attack]\n {DEFENSE_ANIM_RANGE \"units/elves-wood/civilian-defend.png\" \"units/elves-wood/civilian.png\" {SOUND_LIST:ELF_HIT} melee }\n {DEFENSE_ANIM_RANGE \"units/elves-wood/civilian-defend.png\" \"units/elves-wood/civilian-bow.png\" {SOUND_LIST:ELF_HIT} ranged }\n [attack_anim]\n [filter_attack]\n name=bow\n [/filter_attack]\n [missile_frame]\n begin=-150\n end=0\n image=\"projectiles/missile-n.png\"\n image_diagonal=\"projectiles/missile-ne.png\"\n [/missile_frame]\n [frame]\n begin=-445\n end=-380\n image=\"units/elves-wood/civilian-bow.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-380\n end=-305\n image=\"units/elves-wood/civilian-bow.png\"\n sound=bow.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-380\n end=-305\n image=\"units/elves-wood/civilian-bow.png\"\n sound=bow-miss.ogg\n [/frame]\n [/else]\n [frame]\n begin=-305\n end=-230\n image=\"units/elves-wood/civilian-bow.png\"\n [/frame]\n [frame]\n begin=-230\n end=-130\n image=\"units/elves-wood/civilian-bow.png\"\n [/frame]\n [frame]\n begin=-130\n end=0\n image=\"units/elves-wood/civilian-bow.png\"\n [/frame]\n [frame]\n begin=0\n end=65\n image=\"units/elves-wood/civilian-bow.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n [frame]\n begin=-175\n end=-100\n image=\"units/elves-wood/civilian.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n image=\"units/elves-wood/civilian-melee.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/elves-wood/civilian-melee.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=150\n image=\"units/elves-wood/civilian.png\"\n [/frame]\n [frame]\n begin=150\n end=175\n image=\"units/elves-wood/civilian.png\"\n [/frame]\n [/attack_anim]\n\n [male]\n gender=male\n advances_to=Elvish Fighter,Elvish Archer,Elvish Hunter\n [/male]\n\n # TODO: make female graphics and add them to [female] structure, so that there's an actual gender\n # differentiation aside from the markov name generator array, death and defense sounds.\n [female]\n name= _ \"female^Elvish Civilian\"\n gender=female\n profile=\"portraits/elves/archer+female.png\"\n advances_to=Elvish Archer,Elvish Hunter,Elvish Shaman\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n {DEFENSE_ANIM_RANGE \"units/elves-wood/civilian-defend.png\" \"units/elves-wood/civilian.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_RANGE \"units/elves-wood/civilian-defend.png\" \"units/elves-wood/civilian-bow.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n# From scenario 13_Face_your_Fate:\n#\n# Anlind\u00eb's death event\n# TODO: she has already performed her death animation - now it would be\n# nice to put a sprite of her lying on the floor, almost dead, for\n# this event.\n#\n# Rather than a blank hex, this unit should have a sprite someday.\n\n# wmllint: notecheck off\n[unit_type]\n id=Anlinde Dead\n name= _ \"female^Elvish Avatar\"\n race=elf\n gender=female\n image=\"misc/blank-hex.png\"\n profile=\"portraits/anlinde.png\"\n ellipse=none\n hitpoints=66\n movement_type=none\n movement=6\n experience=200\n level=4\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=110\n usage=mixed fighter\n hide_help=true\n [abilities]\n {ABILITY_CURES}\n [/abilities]\n description=\"GO AWAY\" # wmllint: noconvert\n[/unit_type]\n# wmllint: notecheck on\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[unit_type]\n id=Lady of Light\n name= _ \"female^Lady of Light\"\n race=faerie\n gender=female\n image=\"units/faeries/elynia.png\"\n profile=\"portraits/elynia.png\"\n halo=\"halo/elynia-stationary-halo[1~6].png:150\"\n # initial base hitpoints\n hitpoints=64\n movement_type=elynia_lowfloat\n movement=6\n experience=70\n level=4\n alignment=neutral\n advances_to=null\n # Custom AMLAs below\n {AMLA_STRENGTH_L1}\n {AMLA_STRENGTH_L2}\n {AMLA_STRENGTH_L3}\n {AMLA_STRENGTH_L4}\n {AMLA_STRENGTH_L5}\n {AMLA_THORNS_L1}\n {AMLA_THORNS_L2}\n {AMLA_THORNS_L3}\n {AMLA_FOCUS_L1}\n {AMLA_FOCUS_L2}\n {AMLA_FOCUS_L3}\n {AMLA_SHIELDING_L1}\n {AMLA_SHIELDING_L2}\n {AMLA_SHIELDING_L3}\n {AMLA_VITALITY}\n cost=114\n usage=healer\n description= _ \"While it is not exactly rare for elves to attain a faerie-like affinity with nature, none in recorded history can claim to have done so to the same degree as the legendary Lady of Light. Elynia\u2019s divine heritage allows her to channel the power of the Lords of Light and cast a glow in even the darkest depths of Irdya, wielding it against all those who oppose the natural order.\n\nVery little is known of her ultimate power, the Union of Light and Darkness once invoked by her and the Master of Darkness against the powerful Demon Lord Zhangor. And now that the Union has been fractured by a cruel twist of fate, it is doubtful that the mystery will ever be elucidated. Nevertheless, the essence of Light continues to radiate from her very skin and provide her with the strength to assist her people in their hour of need.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [abilities]\n {ABILITY_SYLVAN_ESSENCE}\n [/abilities]\n [attack]\n name=staff\n description={I18N:ATTACK_STAFF}\n icon=attacks/staff-niryone.png\n type=impact\n damage=6\n number=3\n range=melee\n [/attack]\n [attack]\n name=ensnare\n description={I18N:ATTACK_ENSNARE}\n type=impact\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n damage=8\n number=4\n range=ranged\n icon=attacks/entangle.png\n [/attack]\n [attack]\n name=faerie fire\n description={I18N:ATTACK_FAERIE_FIRE}\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=10\n number=4\n range=ranged\n icon=attacks/faerie-fire.png\n [/attack]\n\n # Elynia's animations\n {ELYNIA_ANIM_DEFEND}\n {ELYNIA_ANIM_HEALING}\n {ELYNIA_ANIM_ATTACK_STAFF}\n {ELYNIA_ANIM_ATTACK_ENSNARE}\n {ELYNIA_ANIM_ATTACK_FAERIE_FIRE}\n {ELYNIA_ANIM_ATTACK_THORNS}\n {ELYNIA_ANIM_ATTACK_UNION}\n {ELYNIA_ANIM_EXTRA}\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[unit_type]\n id=Sylvan Warden\n name= _ \"female^Sylvan Warden\"\n race=faerie\n gender=female\n image=\"units/faeries/elynia.png\"\n profile=\"portraits/elynia.png\"\n halo=\"halo/elynia-noillum-stationary-halo[1~6].png:150\"\n hitpoints=61\n movement_type=elynia_lowfloat\n movement=6\n experience=150\n # She has levelled down after being rid of the Union\n level=3\n alignment=neutral\n advances_to=null\n {AMLA_VITALITY}\n cost=110\n usage=healer\n hide_help=true\n description= _ \"Elynia\u2019s mastery of faerie magic remains unrivaled on Irdya, even without the legendary power of the Union of Light and Darkness. Always dutiful as the sworn protector of elvenkind and the forests of Irdya, she will do anything to stop those who may threaten her people or upset the delicate balance of nature.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [abilities]\n {ABILITY_SYLVAN_ESSENCE_NOUNION}\n [/abilities]\n [attack]\n name=staff\n description={I18N:ATTACK_STAFF}\n icon=attacks/staff-niryone.png\n type=impact\n damage=6\n number=3\n range=melee\n [/attack]\n [attack]\n name=ensnare\n description={I18N:ATTACK_ENSNARE}\n type=impact\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n damage=6\n number=3\n range=ranged\n icon=attacks/entangle.png\n [/attack]\n [attack]\n name=mystic fire\n description= _ \"mystic fire\"\n icon=attacks/fireball.png\n type=fire\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=5\n number=5\n range=ranged\n [/attack]\n\n # Elynia's animations\n {ELYNIA_ANIM_DEFEND}\n {ELYNIA_ANIM_HEALING}\n {ELYNIA_ANIM_ATTACK_STAFF}\n {ELYNIA_ANIM_ATTACK_ENSNARE}\n {ELYNIA_ANIM_MYSTIC_FIRE}\n {ELYNIA_ANIM_EXTRA}\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n#define ELYNIA_ANIM_DEFEND\n {DEFENSE_ANIM_RANGE \"units/faeries/elynia-defense.png\" \"units/faeries/elynia-attack-melee-1.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries/elynia-defense.png\" \"units/faeries/elynia-attack-melee-1.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n#enddef\n\n#define ELYNIA_ANIM_HEALING\n [healing_anim]\n start_time=-300\n [frame]\n image=\"units/faeries/elynia.png:75,units/faeries/elynia-attack-ranged-[1,2,1].png:[75,300,75],units/faeries/elynia.png:75\"\n halo=\"halo/elven/druid-healing[1,2~7,8].png:[65,75*6,65]\"\n [/frame]\n [/healing_anim]\n#enddef\n\n#define ELYNIA_ANIM_ATTACK_STAFF\n [attack_anim]\n [filter_attack]\n name=staff\n [/filter_attack]\n\n start_time=-450\n offset=0.0~-0.2:150,-0.2~0.9:350,0.9~0.0\n [frame]\n image=\"units/faeries/elynia-attack-melee-[1~3,4~5,6,7,1].png:[75*2,100,125*2,100,75*2]\"\n [/frame]\n\n {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -100}\n [/attack_anim]\n#enddef\n\n#define ELYNIA_ANIM_ATTACK_ENSNARE\n [attack_anim]\n [filter_attack]\n name=ensnare\n [/filter_attack]\n\n missile_start_time=-200\n [missile_frame]\n duration=250\n offset=1.0\n image=\"projectiles/entangle.png\"\n image_diagonal=\"projectiles/entangle.png\"\n [/missile_frame]\n\n start_time=-450\n [frame]\n image=\"units/faeries/elynia.png:75,units/faeries/elynia-attack-ranged-[1,2,1].png:[75,300,75],units/faeries/elynia.png:75\"\n halo=\"halo/elven/nature-halo[1~8].png:75\"\n halo_x,halo_y=0,-12\n [/frame]\n\n attack_sound_start_time=-75\n [attack_sound_frame]\n sound=entangle.wav\n [/attack_sound_frame]\n [/attack_anim]\n#enddef\n\n#define ELYNIA_ANIM_ATTACK_FAERIE_FIRE\n [attack_anim]\n [filter_attack]\n name=faerie fire\n [/filter_attack]\n\n {MISSILE_FRAME_FAERIE_FIRE}\n\n start_time=-450\n [frame]\n image=\"units/faeries/elynia.png:75,units/faeries/elynia-attack-ranged-[1~2,2,2~1].png:75,units/faeries/elynia.png:75\"\n halo=\"halo/elven/faerie-fire-halo[1~7].png:75\"\n halo_x,halo_y=19,-28\n [/frame]\n\n {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -450}\n [/attack_anim]\n#enddef\n\n#define ELYNIA_ANIM_MYSTIC_FIRE\n [attack_anim]\n [filter_attack]\n name=mystic fire\n [/filter_attack]\n start_time=-400\n\n {MISSILE_FRAME_FAERIE_MYSTIC_FIRE}\n\n [frame]\n image=\"units/faeries/elynia.png:75,units/faeries/elynia-attack-ranged-[1,2,1].png:[75,250,75],units/faeries/elynia.png:75\"\n [/frame]\n\n {SOUND:HIT_AND_MISS torch.ogg torch-miss.ogg -200}\n\n [if]\n hits=yes\n {BURST_FRAME_FAERIE_MYSTIC_FIRE}\n [/if]\n [/attack_anim]\n#enddef\n\n#define ELYNIA_ANIM_FRAME_SHINE _BLEND_COLOR\n [frame]\n image=\"units/faeries/elynia.png:3200\"\n blend_ratio=0~0.75:1600,0.75~0:1600\n blend_color={_BLEND_COLOR}\n [/frame]\n#enddef\n\n#define ELYNIA_ANIM_EXTRA\n [extra_anim]\n flag=shine_golden\n start_time=0\n\n {ELYNIA_ANIM_FRAME_SHINE 255,255,127}\n [/extra_anim]\n [extra_anim]\n flag=shine_white\n start_time=0\n\n {ELYNIA_ANIM_FRAME_SHINE 255,255,255}\n [/extra_anim]\n#enddef\n\n#define ELYNIA_ANIM_ATTACK_UNION\n [attack_anim]\n [filter_attack]\n name=union\n [/filter_attack]\n\n [if]\n hits=yes\n\n {UNION_FOG}\n\n {UNION_BEAM}\n\n sound1_start_time=-450\n [sound1_frame]\n sound={SOUND_LIST:HOLY}\n [/sound1_frame]\n\n sound2_start_time=-400\n [sound2_frame]\n sound={SOUND_LIST:UNION_HIT}\n [/sound2_frame]\n [/if]\n\n start_time=-650\n offset=0.0\n blend_color=255,255,255\n blend_ratio=0.0~0.6:500,0.6~0.0:200\n\n [frame]\n image=\"units/faeries/elynia.png:75,units/faeries/elynia-attack-ranged-[1,2,1].png:[75,300,75],units/faeries/elynia.png:75\"\n [/frame]\n\n {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-dark-miss.ogg -350}\n [/attack_anim]\n#enddef\n\n#define ELYNIA_ANIM_ATTACK_THORNS\n [attack_anim]\n [filter_attack]\n name=thorns\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=200\n image,image_diagonal=\"projectiles/thorns.png\",\"projectiles/thorns-ne.png\"\n [/missile_frame]\n start_time=-250\n [frame]\n image=\"units/faeries/elynia.png:75,units/faeries/elynia-attack-ranged-[1,2,1].png:[75,300,75],units/faeries/elynia.png:75\"\n halo=\"halo/elven/nature-halo[1~8].png:75\"\n halo_x,halo_y=0,-12\n [/frame]\n {SOUND:HIT_AND_MISS magic-thorns-[1,2].ogg magic-thorns-miss-[1,2].ogg 125}\n [/attack_anim]\n#enddef\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n#\n# Fake unit used for a [move_unit_fake] across\n# impassable hexes, that this unit would not be able to cross\n# otherwise.\n#\n[unit_type]\n id=Fake Chaos Warlord\n name=\"\"\n race=monster\n gender=female\n image=\"units/shaxthal/warlord+withmask.png\"\n hitpoints=1\n movement_type=fly\n [movement_costs]\n impassable=1\n [/movement_costs]\n [defense]\n impassable=50\n [/defense]\n movement=5\n experience=1\n level=1\n alignment=neutral\n advances_to=null\n cost=1\n usage=scout\n description=\"\"\n hide_help=true\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[unit_type]\n id=Fake Explosion\n name=\"\"\n race=monster\n image=\"misc/blank-hex.png\"\n ellipse=none\n hitpoints=0\n movement_type=fly\n movement=0\n experience=0\n level=1\n alignment=neutral\n advances_to=null\n cost=1\n usage=scout\n description=\"\" # wmllint: ignore\n hide_help=true\n die_sound=explosion-big.ogg,explosion.ogg,bot-huge-explosion.ogg\n [death]\n start_time=0\n [frame]\n duration=75\n image=\"projectiles/fire-burst-big-1.png\"\n [/frame]\n [frame]\n duration=75\n image=\"projectiles/fire-burst-big-2.png\"\n [/frame]\n [frame]\n duration=75\n image=\"projectiles/fire-burst-big-3.png\"\n [/frame]\n [frame]\n duration=75\n image=\"projectiles/fire-burst-big-4.png\"\n [/frame]\n [frame]\n duration=75\n image=\"projectiles/fire-burst-big-5.png\"\n [/frame]\n [frame]\n duration=75\n image=\"projectiles/fire-burst-big-6.png\"\n [/frame]\n [frame]\n duration=75\n image=\"projectiles/fire-burst-big-7.png\"\n [/frame]\n [frame]\n duration=75\n image=\"projectiles/fire-burst-big-8.png\"\n [/frame]\n [frame]\n duration=50\n image=\"misc/blank-hex.png\"\n [/frame]\n [/death]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n# wmllint: notecheck off\n[unit_type]\n id=Union Orb\n name=\"\"\n image=\"units/fake/orb-union-lux.png\"\n race=monster\n hitpoints=1\n movement_type=fly\n movement=10\n level=0\n alignment=neutral\n advances_to=null\n hide_help=true\n [abilities]\n {ABILITY_SKIRMISHER}\n [/abilities]\n [movement_costs]\n deep_water=1\n shallow_water=1\n reef=1\n swamp_water=1\n flat=1\n sand=1\n forest=1\n hills=1\n mountains=1\n village=1\n castle=1\n cave=1\n frozen=1\n unwalkable=1\n impassable=1\n fungus=1\n [/movement_costs]\n\n#define UNION_GLOBE_ANIMATION ANIMATION_FRAMES\n [standing_anim]\n {ANIMATION_FRAMES}\n [/standing_anim]\n [movement_anim]\n {ANIMATION_FRAMES}\n [/movement_anim]\n#enddef\n\n {UNION_GLOBE_ANIMATION (\n start_time=0\n auto_vflip=yes\n direction=ne,nw,se,sw\n [frame]\n duration=100\n image=\"units/fake/orb-union-lux.png\"\n [/frame]\n )}\n\n {UNION_GLOBE_ANIMATION (\n start_time=0\n auto_vflip=yes\n direction=n,s\n [frame]\n duration=100\n image=\"units/fake/orb-union-lux-n-s.png\"\n [/frame]\n )}\n\n [variation]\n variation_id=tenebrae\n inherit=yes\n image=\"units/fake/orb-union-tenebrae.png\"\n\n {UNION_GLOBE_ANIMATION (\n [frame]\n image=\"units/fake/orb-union-tenebrae.png\"\n [/frame]\n )}\n\n {UNION_GLOBE_ANIMATION (\n [frame]\n image=\"units/fake/orb-union-tenebrae-n-s.png\"\n [/frame]\n )}\n [/variation]\n\n [variation]\n variation_id=lux\n inherit=yes\n [/variation]\n[/unit_type]\n# wmllint: notecheck on\n\n#undef UNION_GLOBE_ANIMATION\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[unit_type]\n id=Sentry Tower\n name= _ \"Sentry Tower\"\n race=mechanical\n image=\"units/mechanical/sentry-tower.png\"\n hitpoints=130\n movement_type=none\n movement=1\n experience=100\n level=2\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=21\n usage=archer\n [resistance]\n impact=110\n fire=100\n pierce=90\n blade=90\n cold=20\n arcane=20\n [/resistance]\n description= _ \"These immovable defensive structures stand tall and fast against any foes foolish enough to attempt to strike them down.\"\n die_sound=wose-die.ogg\n [attack]\n name=ballista\n description={TSTR_ATTACK_NAME_BALLISTA}\n icon=\"attacks/ballista.png\"\n type=pierce\n range=ranged\n damage=26\n number=1\n [specials]\n {WEAPON_SPECIAL_ALWAYS_HITS}\n [/specials]\n [/attack]\n [attack]\n name=ballista\n description={TSTR_ATTACK_NAME_BALLISTA}\n icon=\"attacks/ballista.png\"\n type=fire\n range=ranged\n damage=26\n number=1\n [specials]\n {WEAPON_SPECIAL_ALWAYS_HITS}\n [/specials]\n [/attack]\n\n [standing_anim]\n start_time=0\n auto_hflip=no\n [frame]\n duration=100\n image=\"units/mechanical/sentry-tower.png\"\n [/frame]\n [/standing_anim]\n\n [death]\n start_time=0\n auto_hflip=no\n [frame]\n duration=100\n image=\"units/mechanical/sentry-tower.png\"\n [/frame]\n [/death]\n\n [defend]\n start_time=-125\n sound_start_time=-26\n auto_hflip=no\n\n [frame]\n duration=250\n image=\"units/mechanical/sentry-tower.png\"\n [/frame]\n\n [sound_frame]\n duration=1\n [/sound_frame]\n\n [if]\n hits=hit\n [sound_frame]\n duration=150\n sound=mace.wav\n [/sound_frame]\n [/if]\n [else]\n hits=miss,kill\n [sound_frame]\n duration=150\n [/sound_frame]\n [/else]\n [/defend]\n\n [attack_anim]\n [filter_attack]\n type=fire\n [/filter_attack]\n\n auto_hflip=no\n missile_start_time=-250\n\n [missile_frame]\n duration=250\n image=\"projectiles/missile-fire-n.png\"\n image_diagonal=\"projectiles/missile-fire-ne.png\"\n [/missile_frame]\n\n sound1_start_time=-350\n [sound1_frame]\n duration=150\n sound=ballista.ogg\n [/sound1_frame]\n\n sound2_start_time=-150\n [sound2_frame]\n duration=150\n sound=melee-fire.ogg\n [/sound2_frame]\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n type=pierce\n [/filter_attack]\n\n auto_hflip=no\n missile_start_time=-250\n\n [missile_frame]\n duration=250\n image=\"projectiles/missile-n.png\"\n image_diagonal=\"projectiles/missile-ne.png\"\n [/missile_frame]\n\n sound_start_time=-350\n [sound_frame]\n duration=150\n sound=ballista.ogg\n [/sound_frame]\n [/attack_anim]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[unit_type]\n id=Chimera\n name= _ \"Chimera\"\n race=monster\n image=\"units/monsters/chimera.png\"\n hitpoints=53\n movement_type=smallfoot\n movement=5\n experience=150\n level=3\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=60\n usage=stonegazer\n undead_variation=null\n description= _ \"Only a wicked evil wizard could have taken the characteristics of various monsters and have put them together in a single weapon of their cause. With three tails, a pair of feathery wings, the body of a gigantic bird and the eyes of a fearsome Cockatrice, this Chimera is not a foe to play with. Its ability to turn its opponents to stone is probably the major threat it imposes over its victims. Use extreme caution, and never look directly to its eyes.\"\n die_sound=hiss-die.wav\n [resistance]\n arcane=150\n [/resistance]\n {DEFENSE_ANIM \"units/monsters/chimera.png\" \"units/monsters/chimera.png\" hiss.wav}\n [attack]\n name=pincers\n description={TSTR_ATTACK_NAME_PINCERS}\n type=impact\n range=melee\n damage=4\n number=3\n attack_weight=0.02\n [/attack]\n [attack]\n name=claws\n description={I18N:ATTACK_CLAWS}\n icon=attacks/claws-drake.png\n type=blade\n range=melee\n damage=6\n number=2\n attack_weight=0.01\n [/attack]\n [attack]\n name=gaze\n description= _\"gaze\"\n type=cold\n range=ranged\n damage=2\n number=3\n [specials]\n {WEAPON_SPECIAL_PETRIFY}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=pincers\n [/filter_attack]\n [frame]\n begin=-200\n end=-150\n image=\"units/monsters/chimera.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-150\n end=50\n image=\"units/monsters/chimera.png\"\n sound=pincers.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-150\n end=50\n image=\"units/monsters/chimera.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=50\n end=100\n image=\"units/monsters/chimera.png\"\n [/frame]\n [frame]\n begin=100\n end=200\n image=\"units/monsters/chimera.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [frame]\n begin=-200\n end=-150\n image=\"units/monsters/chimera.png\"\n [/frame]\n [if]\n hits=no\n [frame]\n begin=-150\n end=-50\n image=\"units/monsters/chimera.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n begin=-150\n end=-50\n image=\"units/monsters/chimera.png\"\n sound=claws.ogg\n [/frame]\n [/else]\n [frame]\n begin=-50\n end=100\n image=\"units/monsters/chimera.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=gaze\n [/filter_attack]\n {MISSILE_FRAME_STONE_GAZE}\n [frame]\n begin=-150\n end=-75\n image=\"units/monsters/chimera.png\"\n [/frame]\n [frame]\n begin=-75\n end=0\n image=\"units/monsters/chimera.png\"\n [/frame]\n [frame]\n begin=0\n end=75\n image=\"units/monsters/chimera.png\"\n [/frame]\n [if]\n hits=no\n [frame]\n begin=75\n end=150\n image=\"units/monsters/chimera.png\"\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n begin=75\n end=150\n image=\"units/monsters/chimera.png\"\n sound=petrified.ogg\n [/frame]\n [/else]\n [frame]\n begin=150\n end=225\n image=\"units/monsters/chimera.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[unit_type]\n id=Cockatrice\n name= _ \"Cockatrice\"\n race=monster\n image=\"units/monsters/cockatrice.png\"\n hitpoints=42\n movement_type=smallfoot\n movement=5\n experience=100\n level=2\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=21\n usage=stonegazer\n undead_variation=null\n description= _ \"Sometimes known as \u2018basilisks\u2019, these mystical creatures are said to be able to turn the living to stone. Needless to say, this makes them extremely dangerous.\"\n die_sound=hiss-die.wav\n [resistance]\n arcane=150\n [/resistance]\n {DEFENSE_ANIM \"units/monsters/cockatrice-defend.png\" \"units/monsters/cockatrice.png\" hiss.wav}\n [attack]\n name=claws\n description={I18N:ATTACK_CLAWS}\n icon=attacks/claws-drake.png\n type=blade\n range=melee\n damage=5\n number=2\n attack_weight=0.0\n [/attack]\n [attack]\n name=gaze\n description= _\"gaze\"\n type=cold\n range=ranged\n damage=2\n number=2\n [specials]\n {WEAPON_SPECIAL_PETRIFY}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [frame]\n begin=-200\n end=-150\n image=\"units/monsters/cockatrice.png\"\n [/frame]\n [if]\n hits=no\n [frame]\n begin=-150\n end=-50\n image=\"units/monsters/cockatrice.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n begin=-150\n end=-50\n image=\"units/monsters/cockatrice.png\"\n sound=claws.ogg\n [/frame]\n [/else]\n [frame]\n begin=-50\n end=100\n image=\"units/monsters/cockatrice.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=gaze\n [/filter_attack]\n {MISSILE_FRAME_STONE_GAZE}\n [frame]\n begin=-675\n end=-600\n image=\"units/monsters/cockatrice-attack01.png\"\n [/frame]\n [frame]\n begin=-600\n end=-525\n image=\"units/monsters/cockatrice-attack02.png\"\n [/frame]\n [frame]\n begin=-450\n end=-375\n image=\"units/monsters/cockatrice-attack03.png\"\n [/frame]\n [frame]\n begin=-375\n end=-300\n image=\"units/monsters/cockatrice-attack04.png\"\n [/frame]\n [frame]\n begin=-300\n end=-225\n image=\"units/monsters/cockatrice-attack05.png\"\n [/frame]\n [frame]\n begin=-225\n end=-150\n image=\"units/monsters/cockatrice-attack06.png\"\n sound=wail.wav\n [/frame]\n [frame]\n begin=-150\n end=-75\n image=\"units/monsters/cockatrice-attack07.png\"\n [/frame]\n [frame]\n begin=-75\n end=0\n image=\"units/monsters/cockatrice-attack08.png\"\n [/frame]\n [frame]\n begin=0\n end=75\n image=\"units/monsters/cockatrice-attack09.png\"\n [/frame]\n [if]\n hits=no\n [frame]\n begin=75\n end=150\n image=\"units/monsters/cockatrice-attack10.png\"\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n begin=75\n end=150\n image=\"units/monsters/cockatrice-attack10.png\"\n sound=petrified.ogg\n [/frame]\n [/else]\n [frame]\n begin=150\n end=225\n image=\"units/monsters/cockatrice-attack11.png\"\n [/frame]\n [frame]\n begin=225\n end=300\n image=\"units/monsters/cockatrice-attack12.png\"\n [/frame]\n [frame]\n begin=300\n end=375\n image=\"units/monsters/cockatrice-attack13.png\"\n [/frame]\n [frame]\n begin=450\n end=525\n image=\"units/monsters/cockatrice-attack04.png\"\n [/frame]\n [frame]\n begin=525\n end=600\n image=\"units/monsters/cockatrice-attack03.png\"\n [/frame]\n [frame]\n begin=600\n end=675\n image=\"units/monsters/cockatrice-attack02.png\"\n [/frame]\n [frame]\n begin=675\n end=750\n image=\"units/monsters/cockatrice-attack01.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n# Eyestalk by zookeeper, from 1.3.8+SVN wesnoth-TSG\n\n[unit_type]\n id=Eyestalk\n name= _ \"Eyestalk\"\n race=monster\n image=\"units/monsters/eyestalk.png\"\n hitpoints=68\n movement_type=smallfoot\n [movement_costs]\n deep_water={UNREACHABLE}\n shallow_water={UNREACHABLE}\n reef={UNREACHABLE}\n swamp_water={UNREACHABLE}\n flat={UNREACHABLE}\n sand={UNREACHABLE}\n forest={UNREACHABLE}\n hills={UNREACHABLE}\n mountains={UNREACHABLE}\n village={UNREACHABLE}\n castle={UNREACHABLE}\n cave={UNREACHABLE}\n frozen={UNREACHABLE}\n unwalkable={UNREACHABLE}\n impassable={UNREACHABLE}\n fungus={UNREACHABLE}\n [/movement_costs]\n [resistance]\n blade=120\n pierce=90\n impact=90\n fire=120\n cold=100\n arcane=130\n [/resistance]\n movement=1\n experience=150\n level=3\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=30\n usage=mixed fighter\n undead_variation=null\n description= _ \"Named \u2018Eyestalks\u2019 for obvious reasons, these plant-like creatures can focus their gaze onto an unsuspecting victim to draw life energy straight out of them to replenish their own. While almost defenseless against melee attacks, its deadly gaze from afar is not to be underestimated.\"\n {DEFENSE_ANIM \"units/monsters/eyestalk-attack-1.png\" \"units/monsters/eyestalk.png\" wose-hit.ogg }\n [abilities]\n {ABILITY_REGENERATES}\n [/abilities]\n [attack]\n name=smash\n description= _ \"smash\"\n icon=attacks/crush-wose.png\n type=impact\n range=melee\n damage=8\n number=1\n attack_weight=0.0\n [/attack]\n [attack]\n name=gaze\n icon=attacks/gaze.png\n description= _ \"gaze\"\n type=arcane\n range=ranged\n damage=13\n number=3\n icon=attacks/gaze.png\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n range=melee\n [/filter_attack]\n start_time=-300\n [frame]\n duration=50\n image=units/monsters/eyestalk.png\n [/frame]\n [if]\n hits=no\n [frame]\n duration=100\n image=units/monsters/eyestalk-attack-1.png\n [/frame]\n [frame]\n duration=250\n image=units/monsters/eyestalk-attack-2.png\n sound={SOUND_LIST:MISS}\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n duration=100\n image=units/monsters/eyestalk-attack-1.png\n sound=tail.ogg\n [/frame]\n [frame]\n duration=250\n image=units/monsters/eyestalk-attack-2.png\n [/frame]\n [/else]\n [frame]\n duration=150\n image=units/monsters/eyestalk-attack-1.png\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n range=ranged\n [/filter_attack]\n start_time=-200\n missile_start_time=0\n [missile_frame]\n duration=300\n halo=\"halo/elven/ice-halo1.png:50,halo/elven/ice-halo2.png:50,halo/elven/ice-halo3.png:50,halo/elven/ice-halo4.png:50,halo/elven/ice-halo5.png:50,halo/elven/ice-halo6.png:50\"\n offset=1.0~0.0:300\n [/missile_frame]\n [frame]\n duration=50\n image=units/monsters/eyestalk.png\n [/frame]\n [frame]\n duration=100\n image=units/monsters/eyestalk-attack-1.png\n sound=hiss-die.wav\n [/frame]\n [frame]\n duration=250\n image=units/monsters/eyestalk-attack-2.png\n [/frame]\n [frame]\n duration=100\n image=units/monsters/eyestalk-attack-1.png\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[unit_type]\n id=Brain Drainer\n name= _ \"Brain Drainer\"\n race=monster\n image=\"units/monsters/leech-brain-drainer.png\"\n hitpoints=52\n movement_type=mountainfoot\n movement=6\n experience=150\n level=3\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=57\n usage=fighter\n [resistance]\n arcane=120\n [/resistance]\n undead_variation=null\n description= _ \"Giant Leeches grow up after draining enough blood, becoming a extremely dangerous threat for any living creature. As they drain blood, they regenerate, healing their wounds and growing in size.\n\nSince they have acquired the habit of attacking their prey\u2019s head first, they have been named \u2018brain-drainers\u2019. This does not mean that they actually feed on their prey\u2019s brain. They just crush its cranium with their powerful mouth in order to gain easy and fast access to the blood in the remaining body of the poor victim.\"\n # Note: ETERNALly thirsty ;)\n die_sound=hiss-die.wav\n {DEFENSE_ANIM \"units/monsters/leech-brain-drainer.png\" \"units/monsters/leech-brain-drainer.png\" hiss-hit.wav }\n [attack]\n icon=attacks/fangs.png\n name=drainer\n description= _\"drainer\"\n type=pierce\n range=melee\n damage=12\n number=3\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=drainer\n [/filter_attack]\n [frame]\n begin=-225\n end=-175\n image=\"units/monsters/leech-brain-drainer.png\"\n [/frame]\n [frame]\n begin=-175\n end=-100\n image=\"units/monsters/leech-brain-drainer.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=-50\n image=\"units/monsters/leech-brain-drainer.png\"\n sound=bite.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/monsters/leech-brain-drainer.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=175\n image=\"units/monsters/leech-brain-drainer.png\"\n [/frame]\n [frame]\n begin=175\n end=200\n image=\"units/monsters/leech-brain-drainer.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[unit_type]\n id=Giant Leech\n name= _ \"Giant Leech\"\n race=monster\n image=\"units/monsters/leech-giant.png\"\n hitpoints=39\n movement_type=mountainfoot\n movement=6\n experience=110\n level=2\n alignment=chaotic\n advances_to=Brain Drainer\n cost=31\n usage=fighter\n [resistance]\n arcane=120\n [/resistance]\n undead_variation=null\n description= _ \"Leeches are well known for their habit of draining the blood out of bigger creatures. It is fortunate that they are smaller than a man\u2019s thumb.\n\nHowever, in certain places, deep underground, giant eyeless reptilians that behave as leeches have been spotted, thus leading people to call them \u2018Giant Leeches\u2019. It is not known what these beings actually are, or how they got to have this body structure and habits. Rumor has it that they are eternally thirsty for fresh blood.\"\n # Note: ETERNALly thirsty ;)\n die_sound=hiss-die.wav\n {DEFENSE_ANIM \"units/monsters/leech-giant.png\" \"units/monsters/leech-giant.png\" hiss-hit.wav }\n [attack]\n icon=attacks/fangs.png\n name=drainer\n description= _\"drainer\"\n type=pierce\n range=melee\n damage=9\n number=3\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=drainer\n [/filter_attack]\n [frame]\n begin=-225\n end=-175\n image=\"units/monsters/leech-giant.png\"\n [/frame]\n [frame]\n begin=-175\n end=-100\n image=\"units/monsters/leech-giant.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=-50\n image=\"units/monsters/leech-giant.png\"\n sound=bite-small.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/monsters/leech-giant.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=175\n image=\"units/monsters/leech-giant.png\"\n [/frame]\n [frame]\n begin=175\n end=200\n image=\"units/monsters/leech-giant.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[unit_type]\n id=Mother Mudcrawler\n name= _ \"Mother Mudcrawler\"\n race=monster\n image=\"units/monsters/mother-mudcrawler.png\"\n hitpoints=47\n movement_type=scuttlefoot\n movement=4\n experience=100\n level=2\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n [advancefrom]\n unit=Giant Mudcrawler\n experience=120\n [/advancefrom]\n cost=32\n die_sound=squishy-hit.wav\n undead_variation=null\n usage=archer\n description= _ \"As mudcrawlers are nothing but magical constructs of soil and water, they can merge into a single bigger entity when it is necessary to defeat a tough foe. Obviously this represents great danger, as with the adequate number they can form a major mudcrawler big as a tree, more than enough to crush a brave mounted warrior with a single strike of their composite fist.\"\n {DEFENSE_ANIM \"units/monsters/mother-mudcrawler.png\" \"units/monsters/mother-mudcrawler.png\" squishy-hit.wav }\n [attack]\n name=fist\n description={I18N:ATTACK_FIST}\n icon=attacks/mud-glob.png\n type=impact\n range=melee\n damage=9\n number=2\n [/attack]\n [attack]\n name=mud glob\n description={TSTR_ATTACK_NAME_MUD_GLOB}\n icon=attacks/mud-glob.png\n type=impact\n range=ranged\n damage=8\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=mud glob\n [/filter_attack]\n [missile_frame]\n begin=-150\n end=0\n image=\"projectiles/mud-glob.png\"\n image_diagonal=\"projectiles/mud-glob.png\"\n [/missile_frame]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n image=\"units/monsters/mother-mudcrawler.png\"\n sound=squishy-strike.wav\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/monsters/mother-mudcrawler.png\"\n sound=squishy-miss.wav\n [/frame]\n [/else]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fist\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-200\n end=-100\n image=\"units/monsters/mother-mudcrawler.png\"\n sound=squishy-strike.wav\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-200\n end=-100\n image=\"units/monsters/mother-mudcrawler.png\"\n sound=squishy-miss.wav\n [/frame]\n [/else]\n [frame]\n begin=-100\n end=100\n image=\"units/monsters/mother-mudcrawler.png\"\n [/frame]\n [frame]\n begin=100\n end=200\n image=\"units/monsters/mother-mudcrawler.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[unit_type]\n id=Crow\n name= _ \"Crow\"\n race=monster\n image=\"units/monsters/crow.png\"\n hitpoints=21\n movement_type=fly\n movement=7\n experience=25\n level=0\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=10\n usage=scout\n undead_variation=null\n description= _ \"Crows are carrion birds which will eat anything dead. Larger ones such as this have been also known to feed upon living preys when food is scarce.\"\n die_sound={SOUND_LIST:GRYPHON_DIE}\n {FLYING_DEFENSE_ANIM \"units/monsters/crow.png\" \"units/monsters/crow.png\" {SOUND_LIST:GRYPHON_HIT} }\n [attack]\n name=beak\n description= _ \"beak\"\n type=blade\n range=melee\n damage=6\n number=2\n [specials]\n {WEAPON_SPECIAL_CHARGE}\n [/specials]\n [/attack]\n [attack]\n name=claws\n description={I18N:ATTACK_CLAWS}\n type=blade\n range=melee\n damage=5\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=beak\n [/filter_attack]\n start_time=-100\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/monsters/crow-attack.png\"\n sound=crow.wav\n [/frame]\n [frame]\n duration=100\n image=\"units/monsters/crow-attack.png\"\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n image=\"units/monsters/crow-attack.png\"\n sound=crow.wav\n [/frame]\n [/else]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n start_time=-100\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/monsters/crow-attack.png\"\n sound=crow.wav\n [/frame]\n [frame]\n duration=100\n image=\"units/monsters/crow-attack.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n image=\"units/monsters/crow-attack.png\"\n sound=crow.wav\n [/frame]\n [/else]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[unit_type]\n id=Rabbit\n name= _ \"Rabbit\"\n race=monster\n image=\"units/monsters/rabbit.png\"\n hitpoints=17\n movement_type=woodland\n {NPC_MAY_NOT_ENTER_VILLAGES}\n movement=6\n experience=25\n {AMLA_DEFAULT}\n level=0\n alignment=neutral\n advances_to=null\n cost=6\n usage=fighter\n undead_variation=null\n description= _ \"It is easy for people who have never lived in the countryside to underestimate the menace that these small and innocent-looking creatures pose to civilization. Their staggeringly high breeding rate and powerful incisors allow them to make short work of any plantation in a matter of days, depriving hard-working farmers from their only source of income and wreaking havoc on a kingdom\u2019s economy. Luckily for most, the rabbit population is usually kept under control by their many predators, including humans who have realized their culinary applications.\"\n die_sound=hiss-die.wav\n {DEFENSE_ANIM \"units/monsters/rabbit-defend.png\" \"units/monsters/rabbit.png\" {SOUND_LIST:BAT_HIT} }\n [attack]\n name=incisors\n description= _ \"incisors\"\n icon=attacks/fangs-rodent.png\n type=pierce\n range=melee\n damage=4\n number=2\n [/attack]\n [attack]\n name=claws\n description={I18N:ATTACK_CLAWS}\n icon=attacks/claws-animal.png\n type=blade\n range=melee\n damage=2\n number=2\n [/attack]\n [attack_anim]\n [filter_attack]\n range=melee\n [/filter_attack]\n start_time=-350\n [frame]\n image=\"units/monsters/rabbit-attack[1~3].png:[150,200,150]\"\n [/frame]\n [/attack_anim]\n\n [variation]\n variation_id=white\n inherit=yes\n hide_help=yes\n image=\"units/monsters/rabbit+white.png\"\n {DEFENSE_ANIM \"units/monsters/rabbit+white-defend.png\" \"units/monsters/rabbit+white.png\" {SOUND_LIST:BAT_HIT} }\n [attack_anim]\n [filter_attack]\n range=melee\n [/filter_attack]\n [frame]\n image=\"units/monsters/rabbit+white-attack[1~3].png:[150,200,150]\"\n [/frame]\n [/attack_anim]\n [/variation]\n\n [variation]\n variation_id=caramel\n inherit=yes\n hide_help=yes\n image=\"units/monsters/rabbit+caramel.png\"\n {DEFENSE_ANIM \"units/monsters/rabbit+caramel-defend.png\" \"units/monsters/rabbit+caramel.png\" {SOUND_LIST:BAT_HIT} }\n [attack_anim]\n [filter_attack]\n range=melee\n [/filter_attack]\n [frame]\n image=\"units/monsters/rabbit+caramel-attack[1~3].png:[150,200,150]\"\n [/frame]\n [/attack_anim]\n [/variation]\n\n [variation]\n variation_id=grey\n inherit=yes\n hide_help=yes\n image=\"units/monsters/rabbit+grey.png\"\n {DEFENSE_ANIM \"units/monsters/rabbit+grey-defend.png\" \"units/monsters/rabbit+grey.png\" {SOUND_LIST:BAT_HIT} }\n [attack_anim]\n [filter_attack]\n range=melee\n [/filter_attack]\n [frame]\n image=\"units/monsters/rabbit+grey-attack[1~3].png:[150,200,150]\"\n [/frame]\n [/attack_anim]\n [/variation]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n# Easter egg unit\n[unit_type]\n id=Tux\n name= _ \"Tux the Penguin\"\n race=monster\n image=\"units/monsters/tux.png\"\n hitpoints=64\n movement_type=smallfoot\n movement=8\n experience=250\n advances_to=null\n {AMLA_DEFAULT}\n level=5\n alignment=neutral\n cost=1024\n usage=fighter\n hide_help=yes\n undead_variation=null\n description= _ \"Nobody knows where the Tux came from. Rumor has it that it\u2019s the avatar of the destruction wind in this world.\"\n [attack]\n name=kernel panic\n description= _ \"kernel panic\"\n type=impact\n range=melee\n damage=16\n number=3\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=kernel panic\n [/filter_attack]\n start_time=-200\n [frame]\n duration,image=\"350\",\"units/monsters/tux.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[unit_type]\n id=Master of Darkness\n name= _ \"Master of Darkness\"\n race=shaxthal\n image=\"units/shaxthal/master-drone.png\"\n halo=\"halo/obscures-aura.png\"\n profile=\"portraits/shadow-master+masked.png\"\n hitpoints=208\n movement_type=biomechanical_elusivefoot\n movement=5\n experience=300\n level=6\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n [resistance]\n blade=80\n pierce=70\n impact=70\n fire=90\n cold=90\n arcane=110\n [/resistance]\n cost=900\n usage=mixed fighter\n # Exclude from units.w.o, not from the help browser.\n do_not_list=yes\n description= _ \"Argan\u2019s unfaltering faith in the Mother of Inferno has turned him into a messianic figure revered by the Chaos Empire\u2019s subjects, an antithesis to the Master of Darkness of old. His grotesque new body is anything but an impediment to his fabled mastery of the essence of Darkness. Feared by allies and foes alike, he rules Uria\u2019s sacred domain on Irdya with an iron fist, and delivers her command directly to the Chaos Warlord and the Iron Triad. And to those foolish few who may disobey his authority, the bleakest of fates awaits \u2014 to be stripped of their will and turned into mindless biomechanical creatures bound to serve their master unquestioningly for the rest of their lives.\n\nNeedless to say, absolutely no creature born from Irdya has ever confronted this man in battle and survived to tell the tale.\"\n die_sound=lich-die.ogg\n {DEFENSE_ANIM \"units/shaxthal/master-drone.png\" \"units/shaxthal/master-drone.png\" {SOUND_LIST:LICH_HIT} }\n [abilities]\n {ABILITY_OBSCURE}\n {ABILITY_SUBMERGE}\n [/abilities]\n [attack]\n name=soul ripper\n description= _ \"soul ripper\"\n icon=attacks/touch-undead.png\n type=arcane\n range=melee\n damage=6\n number=4\n [specials]\n {WEAPON_SPECIAL_PLAGUE_TYPE (Shadow Minion)}\n [/specials]\n [/attack]\n [attack]\n name=infernal chill\n description= _ \"infernal chill\"\n type=cold\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=11\n number=3\n icon=attacks/iceball.png\n [/attack]\n [attack]\n name=noctum\n description= _ \"noctum\"\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=12\n number=5\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=soul ripper\n [/filter_attack]\n start_time=-200\n [frame]\n duration=50\n image=\"units/shaxthal/master-drone.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=250\n image=\"units/shaxthal/master-drone.png\"\n sound=wail-sml.wav\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=250\n image=\"units/shaxthal/master-drone.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/shaxthal/master-drone.png\"\n [/frame]\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=noctum\n [/filter_attack]\n start_time=-400\n {MISSILE_FRAME_DARKNESS_BEAM}\n [frame]\n duration=180\n image=\"units/shaxthal/master-drone.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=180\n image=\"units/shaxthal/master-drone.png\"\n sound=magic-dark-big.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=180\n image=\"units/shaxthal/master-drone.png\"\n sound=magic-dark-big-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=140\n image=\"units/shaxthal/master-drone.png\"\n [/frame]\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=infernal chill\n [/filter_attack]\n start_time=-300\n {MISSILE_FRAME_INFERNAL_CHILL}\n [frame]\n duration=50\n image=\"units/shaxthal/master-drone.png\"\n halo=halo/saurian-magic-halo-1.png\n [/frame]\n [frame]\n duration=60\n image=\"units/shaxthal/master-drone.png\"\n halo=halo/saurian-magic-halo-2.png\n sound=magicmissile.wav\n [/frame]\n [frame]\n duration=70\n image=\"units/shaxthal/master-drone.png\"\n halo=halo/saurian-magic-halo-3.png\n [/frame]\n [frame]\n duration=80\n image=\"units/shaxthal/master-drone.png\"\n halo=halo/saurian-magic-halo-4.png\n [/frame]\n [frame]\n duration=90\n image=\"units/shaxthal/master-drone.png\"\n halo=halo/saurian-magic-halo-5.png\n [/frame]\n [frame]\n duration=100\n image=\"units/shaxthal/master-drone.png\"\n halo=halo/saurian-magic-halo-6.png\n [/frame]\n [frame]\n duration=100\n image=\"units/shaxthal/master-drone.png\"\n halo=halo/saurian-magic-halo-7.png\n [/frame]\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=union\n [/filter_attack]\n\n [if]\n hits=yes\n\n {UNION_FOG}\n\n {UNION_BEAM_DARK}\n\n sound1_start_time=-450\n [sound1_frame]\n sound={SOUND_LIST:HOLY}\n [/sound1_frame]\n\n sound2_start_time=-400\n [sound2_frame]\n sound={SOUND_LIST:UNION_HIT}\n [/sound2_frame]\n [/if]\n\n start_time=-650\n offset=0.0\n blend_color=16,0,32\n blend_ratio=0.0~0.6:500,0.6~0.0:200\n\n [frame]\n image=\"units/shaxthal/master-drone.png\"\n [/frame]\n\n {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-dark-miss.ogg -350}\n [/attack_anim]\n\n [variation]\n variation_id=unknown_unit_type_label\n inherit=yes\n hide_help=yes\n name=\" \" # wmllint: ignore\n [/variation]\n\n [variation]\n variation_id=unmasked\n inherit=yes\n hide_help=yes\n image=\"units/shaxthal/master-drone+unmasked.png\"\n profile=\"portraits/shadow-master.png\"\n {DEFENSE_ANIM \"units/shaxthal/master-drone+unmasked.png\" \"units/shaxthal/master-drone+unmasked.png\" {SOUND_LIST:LICH_HIT} }\n [attack_anim]\n [filter_attack]\n name=soul ripper\n [/filter_attack]\n [frame]\n image=\"units/shaxthal/master-drone+unmasked.png\"\n [/frame]\n [if]\n [frame]\n image=\"units/shaxthal/master-drone+unmasked.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/shaxthal/master-drone+unmasked.png\"\n [/frame]\n [/else]\n [frame]\n image=\"units/shaxthal/master-drone+unmasked.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=noctum\n [/filter_attack]\n [frame]\n image=\"units/shaxthal/master-drone+unmasked.png\"\n [/frame]\n [if]\n [frame]\n image=\"units/shaxthal/master-drone+unmasked.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/shaxthal/master-drone+unmasked.png\"\n [/frame]\n [/else]\n [frame]\n image=\"units/shaxthal/master-drone+unmasked.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=infernal chill\n [/filter_attack]\n [frame]\n image=\"units/shaxthal/master-drone+unmasked.png\"\n [/frame]\n [frame]\n image=\"units/shaxthal/master-drone+unmasked.png\"\n [/frame]\n [frame]\n image=\"units/shaxthal/master-drone+unmasked.png\"\n [/frame]\n [frame]\n image=\"units/shaxthal/master-drone+unmasked.png\"\n [/frame]\n [frame]\n image=\"units/shaxthal/master-drone+unmasked.png\"\n [/frame]\n [frame]\n image=\"units/shaxthal/master-drone+unmasked.png\"\n [/frame]\n [frame]\n image=\"units/shaxthal/master-drone+unmasked.png\"\n [/frame]\n [/attack_anim]\n [/variation]\n\n [variation]\n variation_id=bloated\n inherit=yes\n hide_help=yes\n image=\"units/shaxthal/master-drone+bloated.png\"\n profile=\"misc/blank-hex.png\" # Intentional, don't change.\n {DEFENSE_ANIM \"units/shaxthal/master-drone+bloated.png\" \"units/shaxthal/master-drone+bloated.png\" {SOUND_LIST:LICH_HIT} }\n [attack_anim]\n [filter_attack]\n name=soul ripper\n [/filter_attack]\n [frame]\n image=\"units/shaxthal/master-drone+bloated.png\"\n [/frame]\n [if]\n [frame]\n image=\"units/shaxthal/master-drone+bloated.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/shaxthal/master-drone+bloated.png\"\n [/frame]\n [/else]\n [frame]\n image=\"units/shaxthal/master-drone+bloated.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=noctum\n [/filter_attack]\n [frame]\n image=\"units/shaxthal/master-drone+bloated.png\"\n [/frame]\n [if]\n [frame]\n image=\"units/shaxthal/master-drone+bloated.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/shaxthal/master-drone+bloated.png\"\n [/frame]\n [/else]\n [frame]\n image=\"units/shaxthal/master-drone+bloated.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=infernal chill\n [/filter_attack]\n [frame]\n image=\"units/shaxthal/master-drone+bloated.png\"\n [/frame]\n [frame]\n image=\"units/shaxthal/master-drone+bloated.png\"\n [/frame]\n [frame]\n image=\"units/shaxthal/master-drone+bloated.png\"\n [/frame]\n [frame]\n image=\"units/shaxthal/master-drone+bloated.png\"\n [/frame]\n [frame]\n image=\"units/shaxthal/master-drone+bloated.png\"\n [/frame]\n [frame]\n image=\"units/shaxthal/master-drone+bloated.png\"\n [/frame]\n [frame]\n image=\"units/shaxthal/master-drone+bloated.png\"\n [/frame]\n [/attack_anim]\n [/variation]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[unit_type]\n id=Chaos Warlord\n # po: Keep the unit type name gender ambiguous if your language allows it.\n name= _ \"female^Chaos Warlord\"\n race=shaxthal\n gender=female\n image=\"units/shaxthal/warlord+withmask.png\"\n profile=\"portraits/elyssa+masked.png\"\n hitpoints=196\n movement_type=biomechanical_elusivefoot\n movement=5\n experience=250\n level=5\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=280\n usage=mixed fighter\n [resistance]\n blade=80\n impact=70\n arcane=100\n fire=70\n [/resistance]\n [abilities]\n {ABILITY_SUBMERGE}\n {ABILITY_REGENERATES}\n {ABILITY_LEADERSHIP}\n [/abilities]\n # Exclude from units.w.o, not from the help browser.\n do_not_list=yes\n # po: Keep gender ambiguous if your language allows, since this text is\n # po: available before the Warlord\u2019s gender is formally revealed.\n description= _ \"Not since the fall of Mal-Ravanal had Irdya seen an entity able to seize the entirety of the Great Continent by force \u2014 until, that is, the rise of the Chaos Empire. It is said the humble man who founded it would not have compared to the legendary lich in power or stature, but the Mother of Inferno herself lent him her guidance and blessing. In time, the Empire\u2019s reach would extend far beyond even Ravanal\u2019s petty conquest, its leaders far more powerful than the Founder could ever have hoped to be.\n\nToday the Chaos Lorekeepers function at the behest of the Empire\u2019s main governing body, the Iron Council. In turn, the Council answers to the Chaos Emperor, though for the most part it is his second, the Chaos Warlord, who figures prominently in the Empire\u2019s politics and decision-making.\n\nBeyond being a key figure of authority, the Chaos Warlord occasionally takes active part in the Empire\u2019s military campaigns, commanding its forces wherever Uria\u2019s plans require surgical precision and absolute efficacy. It is rumored that, despite centuries of continual assaults, the Warlord has to yet fall short of an objective. If so, this creature is personally responsible for the deaths of countless millions over the years. That even the most hardened of demon warriors quake with fear at the prospect of attracting the Warlord\u2019s attentions should be cautionary hint enough for anyone foolish enough to ponder blocking the Warlord\u2019s way.\"\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n {DEFENSE_ANIM \"units/shaxthal/warlord+withmask.png\" \"units/shaxthal/warlord+withmask.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n [attack]\n name=sword\n description={I18N:ATTACK_SWORD}\n type=blade\n range=melee\n damage=11\n number=4\n icon=attacks/scimitar.png\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n [/attack]\n [attack]\n name=ethereal blast\n description= _ \"ethereal blast\"\n type=arcane\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=9\n number=5\n icon=attacks/missile-chaos.png\n [/attack]\n [attack]\n name=burning inferno\n description= _ \"burning inferno\"\n type=fire\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=14\n number=3\n icon=attacks/fireball.png\n [/attack]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n [frame]\n begin=-225\n end=-175\n image=\"units/shaxthal/warlord+withmask.png\"\n [/frame]\n [frame]\n begin=-175\n end=-100\n image=\"units/shaxthal/warlord+withmask.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n image=\"units/shaxthal/warlord+withmask.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/shaxthal/warlord+withmask.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=175\n image=\"units/shaxthal/warlord+withmask.png\"\n [/frame]\n [frame]\n begin=175\n end=200\n image=\"units/shaxthal/warlord+withmask.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=ethereal blast\n [/filter_attack]\n [missile_frame]\n begin=-200\n end=50\n image=\"projectiles/chaosmissile-n.png\"\n image_diagonal=\"projectiles/chaosmissile-ne.png\"\n halo=halo/chaos-halo1.png:25,halo/chaos-halo2.png:25,halo/chaos-halo3.png:25,halo/chaos-halo4.png:25,halo/chaos-halo5.png:25,halo/chaos-halo6.png:25,halo/chaos-halo7.png:25,halo/chaos-halo8.png:25,halo/chaos-halo9.png:50\n halo_x,halo_y=10,-2\n [/missile_frame]\n [frame]\n begin=-300\n end=-200\n image=\"units/shaxthal/warlord+withmask.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-200\n end=100\n image=\"units/shaxthal/warlord+withmask.png\"\n sound=magic-missile-1.ogg,magic-missile-2.ogg,magic-missile-3.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-200\n end=100\n image=\"units/shaxthal/warlord+withmask.png\"\n sound=magic-missile-1-miss.ogg,magic-missile-2-miss.ogg,magic-missile-3-miss.ogg\n [/frame]\n [/else]\n [/attack_anim]\n #\n # Code from Troll Shaman's (1.5.10) attack anim.\n #\n [attack_anim]\n [filter_attack]\n name=burning inferno\n [/filter_attack]\n\n start_time=-400\n offset=0.0\n\n flame_burst_1_start_time=-400\n flame_burst_2_start_time=-350\n flame_burst_3_start_time=-300\n flame_burst_4_start_time=-250\n flame_burst_5_start_time=-200\n\n [if]\n direction=se,s,sw\n\n [flame_burst_1_frame]\n duration=400\n halo=\"misc/blank-hex.png:1,halo/flame-burst-1.png~FL(vert):50,halo/flame-burst-2.png~FL(vert):50,halo/flame-burst-3.png~FL(vert):50,halo/flame-burst-4.png~FL(vert):50,halo/flame-burst-5.png~FL(vert):50,halo/flame-burst-6.png~FL(vert):50,halo/flame-burst-7.png~FL(vert):50,halo/flame-burst-8.png~FL(vert):48,misc/blank-hex.png:1\"\n halo_x,halo_y=-22,0\n offset=1.0\n [/flame_burst_1_frame]\n [flame_burst_2_frame]\n duration=400\n halo=\"misc/blank-hex.png:1,halo/flame-burst-1.png~FL(vert):50,halo/flame-burst-2.png~FL(vert):50,halo/flame-burst-3.png~FL(vert):50,halo/flame-burst-4.png~FL(vert):50,halo/flame-burst-5.png~FL(vert):50,halo/flame-burst-6.png~FL(vert):50,halo/flame-burst-7.png~FL(vert):50,halo/flame-burst-8.png~FL(vert):48,misc/blank-hex.png:1\"\n halo_x,halo_y=-14,9\n offset=1.0\n [/flame_burst_2_frame]\n [flame_burst_3_frame]\n duration=400\n halo=\"misc/blank-hex.png:1,halo/flame-burst-1.png~FL(vert):50,halo/flame-burst-2.png~FL(vert):50,halo/flame-burst-3.png~FL(vert):50,halo/flame-burst-4.png~FL(vert):50,halo/flame-burst-5.png~FL(vert):50,halo/flame-burst-6.png~FL(vert):50,halo/flame-burst-7.png~FL(vert):50,halo/flame-burst-8.png~FL(vert):48,misc/blank-hex.png:1\"\n halo_x,halo_y=0,12\n offset=1.0\n [/flame_burst_3_frame]\n [flame_burst_4_frame]\n duration=400\n halo=\"misc/blank-hex.png:1,halo/flame-burst-1.png~FL(vert):50,halo/flame-burst-2.png~FL(vert):50,halo/flame-burst-3.png~FL(vert):50,halo/flame-burst-4.png~FL(vert):50,halo/flame-burst-5.png~FL(vert):50,halo/flame-burst-6.png~FL(vert):50,halo/flame-burst-7.png~FL(vert):50,halo/flame-burst-8.png~FL(vert):48,misc/blank-hex.png:1\"\n halo_x,halo_y=14,9\n offset=1.0\n [/flame_burst_4_frame]\n [flame_burst_5_frame]\n duration=400\n halo=\"misc/blank-hex.png:1,halo/flame-burst-1.png~FL(vert):50,halo/flame-burst-2.png~FL(vert):50,halo/flame-burst-3.png~FL(vert):50,halo/flame-burst-4.png~FL(vert):50,halo/flame-burst-5.png~FL(vert):50,halo/flame-burst-6.png~FL(vert):50,halo/flame-burst-7.png~FL(vert):50,halo/flame-burst-8.png~FL(vert):48,misc/blank-hex.png:1\"\n halo_x,halo_y=22,0\n offset=1.0\n [/flame_burst_5_frame]\n [/if]\n [else]\n direction=ne,n,nw\n\n [flame_burst_1_frame]\n duration=400\n halo=\"misc/blank-hex.png:1,halo/flame-burst-1.png:50,halo/flame-burst-2.png:50,halo/flame-burst-3.png:50,halo/flame-burst-4.png:50,halo/flame-burst-5.png:50,halo/flame-burst-6.png:50,halo/flame-burst-7.png:50,halo/flame-burst-8.png:48,misc/blank-hex.png:1\"\n halo_x,halo_y=-22,0\n offset=1.0\n [/flame_burst_1_frame]\n [flame_burst_2_frame]\n duration=400\n halo=\"misc/blank-hex.png:1,halo/flame-burst-1.png:50,halo/flame-burst-2.png:50,halo/flame-burst-3.png:50,halo/flame-burst-4.png:50,halo/flame-burst-5.png:50,halo/flame-burst-6.png:50,halo/flame-burst-7.png:50,halo/flame-burst-8.png:48,misc/blank-hex.png:1\"\n halo_x,halo_y=-14,9\n offset=1.0\n [/flame_burst_2_frame]\n [flame_burst_3_frame]\n duration=400\n halo=\"misc/blank-hex.png:1,halo/flame-burst-1.png:50,halo/flame-burst-2.png:50,halo/flame-burst-3.png:50,halo/flame-burst-4.png:50,halo/flame-burst-5.png:50,halo/flame-burst-6.png:50,halo/flame-burst-7.png:50,halo/flame-burst-8.png:48,misc/blank-hex.png:1\"\n halo_x,halo_y=0,12\n offset=1.0\n [/flame_burst_3_frame]\n [flame_burst_4_frame]\n duration=400\n halo=\"misc/blank-hex.png:1,halo/flame-burst-1.png:50,halo/flame-burst-2.png:50,halo/flame-burst-3.png:50,halo/flame-burst-4.png:50,halo/flame-burst-5.png:50,halo/flame-burst-6.png:50,halo/flame-burst-7.png:50,halo/flame-burst-8.png:48,misc/blank-hex.png:1\"\n halo_x,halo_y=14,9\n offset=1.0\n [/flame_burst_4_frame]\n [flame_burst_5_frame]\n duration=400\n halo=\"misc/blank-hex.png:1,halo/flame-burst-1.png:50,halo/flame-burst-2.png:50,halo/flame-burst-3.png:50,halo/flame-burst-4.png:50,halo/flame-burst-5.png:50,halo/flame-burst-6.png:50,halo/flame-burst-7.png:50,halo/flame-burst-8.png:48,misc/blank-hex.png:1\"\n halo_x,halo_y=22,0\n offset=1.0\n [/flame_burst_5_frame]\n [/else]\n\n [frame]\n sound=fire.wav\n duration=100\n image=\"units/shaxthal/warlord+withmask.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/shaxthal/warlord+withmask.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/shaxthal/warlord+withmask.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/shaxthal/warlord+withmask.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/shaxthal/warlord+withmask.png\"\n [/frame]\n [/attack_anim]\n\n [variation]\n variation_id=unmasked\n inherit=yes\n hide_help=yes\n image=\"units/shaxthal/warlord.png\"\n profile=\"portraits/elyssa.png\"\n # po: You can use her correct gender for this version of her description.\n description= _ \"Nobody knows for sure what path led her to become what she is now: a creature neither human nor machine. The Chaos Warlord\u2019s human visage and emaciated body belie the fearsome strength and sharpness of mind she has displayed in battle over the centuries. To Uria\u2019s servants \u2014 humans or otherwise \u2014 her unnatural abilities and great power have earned her a reputation as a demoness, along with the fear and respect normally reserved for a demon lord.\n\nThe fate of anyone facing her in combat is already set, and the most they can hope for is a swift and painless death.\"\n {DEFENSE_ANIM \"units/shaxthal/warlord.png\" \"units/shaxthal/warlord.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n [frame]\n image=\"units/shaxthal/warlord.png\"\n [/frame]\n [frame]\n image=\"units/shaxthal/warlord.png\"\n [/frame]\n [if]\n [frame]\n image=\"units/shaxthal/warlord.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/shaxthal/warlord.png\"\n [/frame]\n [/else]\n [frame]\n image=\"units/shaxthal/warlord.png\"\n [/frame]\n [frame]\n image=\"units/shaxthal/warlord.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=ethereal blast\n [/filter_attack]\n [frame]\n image=\"units/shaxthal/warlord.png\"\n [/frame]\n [if]\n [frame]\n image=\"units/shaxthal/warlord.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/shaxthal/warlord.png\"\n [/frame]\n [/else]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=burning inferno\n [/filter_attack]\n [frame]\n image=\"units/shaxthal/warlord.png\"\n [/frame]\n [frame]\n image=\"units/shaxthal/warlord.png\"\n [/frame]\n [frame]\n image=\"units/shaxthal/warlord.png\"\n [/frame]\n [frame]\n image=\"units/shaxthal/warlord.png\"\n [/frame]\n [frame]\n image=\"units/shaxthal/warlord.png\"\n [/frame]\n [/attack_anim]\n [/variation]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[unit_type]\n id=Dead Shadow Master\n name= _ \"Master of Darkness\"\n race=shaxthal\n image=\"misc/blank-hex.png\"\n profile=\"misc/blank-hex.png\" # Intentional, don't change.\n ellipse=none\n hitpoints=315\n movement_type=none\n movement=6\n experience=300\n {AMLA_DEFAULT}\n level=6\n alignment=chaotic\n advances_to=null\n cost=900\n usage=null\n hide_help=true\n description=\"\" # wmllint: ignore\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[unit_type]\n id=Elvish Ancestor\n name= _ \"Ancestor\"\n race=elvish_spirits\n image=\"units/undead/elvish-ancestor.png\"\n hitpoints=25\n movement_type=undeadspirit\n [defense]\n forest=40\n [/defense]\n [resistance]\n arcane=120\n [/resistance]\n {TRAIT_FEARLESS_MUSTHAVE}\n movement=7\n experience=90\n level=2\n alignment=chaotic\n advances_to=Elvish Forefather\n [abilities]\n {ABILITY_TERROR}\n {ABILITY_SYLVAN_SPARK}\n [/abilities]\n cost=44\n usage=mixed fighter\n description= _ \"Revered warriors of old roam through the elven forests, visible only by the light of their shining silver blades, their wounds having closed as if they had never existed. Though they are only partially present in the mortal realm, their voices can whisper words in the wind that chill the hearts of their enemies, words that show the true meaning of fear.\"\n die_sound=wail-long.wav\n [attack]\n name=ancient blade\n description= _ \"ancient blade\"\n icon=attacks/astral-blade.png\n type=arcane\n range=melee\n damage=5\n number=4\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n [/attack]\n [attack]\n name=requiem\n description= _ \"requiem\"\n icon=attacks/wail.png\n type=cold\n range=ranged\n damage=3\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=ancient blade\n [/filter_attack]\n start_time=-500\n offset=0.0~1.0:425,0.0:225\n alpha=0.8~0.0:425,0.0~0.8:225\n [frame]\n duration=200\n image=\"units/undead/elvish-ancestor.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/undead/elvish-ancestor.png\"\n sound=wail-sml.wav\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/undead/elvish-ancestor.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/undead/elvish-ancestor.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/undead/elvish-ancestor.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=requiem\n [/filter_attack]\n {MISSILE_FRAME_WAIL}\n [if]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/undead/elvish-ancestor.png\"\n sound=wail-sml.wav\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n begin=-100\n end=100\n image=\"units/undead/elvish-ancestor.png\"\n sound=wail.wav\n [/frame]\n [/else]\n [/attack_anim]\n [defend]\n start_time=-126\n [if]\n hits=hit,kill\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n [frame]\n duration=1\n image=\"units/undead/elvish-ancestor.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/undead/elvish-ancestor.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/undead/elvish-ancestor.png\"\n sound=wail.wav\n [/frame]\n [frame]\n duration=1\n image=\"units/undead/elvish-ancestor.png\"\n [/frame]\n [/if]\n [else]\n hits=miss\n offset=0.0~-0.1:126,-0.1~0.0:126\n alpha=0.8~0.25:126,0.25~0.8:126\n [frame]\n duration=1\n image=\"units/undead/elvish-ancestor.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/undead/elvish-ancestor.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/undead/elvish-ancestor.png\"\n [/frame]\n [frame]\n duration=1\n image=\"units/undead/elvish-ancestor.png\"\n [/frame]\n [/else]\n [/defend]\n [standing_anim]\n start_time=0\n alpha=0.8~0.4:1400,0.4~0.6:600,0.6~0.4:600,0.4~0.8:1400\n [frame]\n duration=250\n image=\"units/undead/elvish-ancestor.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-ancestor.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-ancestor.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-ancestor.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-ancestor.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-ancestor.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-ancestor.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-ancestor.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-ancestor.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-ancestor.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-ancestor.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-ancestor.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-ancestor.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-ancestor.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-ancestor.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-ancestor.png\"\n [/frame]\n [/standing_anim]\n [leading_anim]\n start_time=0\n [frame]\n duration=0\n image=\"units/undead/elvish-ancestor.png\"\n [/frame]\n [/leading_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[unit_type]\n id=Elvish Forefather\n name= _ \"Forefather\"\n race=elvish_spirits\n image=\"units/undead/elvish-forefather.png\"\n hitpoints=35\n movement_type=undeadspirit\n [defense]\n forest=40\n [/defense]\n [resistance]\n arcane=120\n [/resistance]\n {TRAIT_FEARLESS_MUSTHAVE}\n movement=7\n experience=150\n level=3\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n [abilities]\n {ABILITY_TERROR}\n {ABILITY_SYLVAN_SPARK}\n [/abilities]\n cost=74\n usage=mixed fighter\n description= _ \"The ancient elvish lords may come back to this world in times of great need, to lead their people to glory once again. When attacking, they sing a chilling chant of death, one which can paralyze their opponents with shear fear. This has been known to have changed the course of many a battle in favor of the elven forces, even when defeat was so close at hand.\"\n die_sound=wail-long.wav\n [attack]\n name=ancient blade\n description= _ \"ancient blade\"\n icon=attacks/astral-blade.png\n type=arcane\n range=melee\n damage=6\n number=5\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n [/attack]\n [attack]\n name=requiem\n description= _ \"requiem\"\n icon=attacks/wail.png\n type=cold\n range=ranged\n damage=5\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=ancient blade\n [/filter_attack]\n start_time=-500\n offset=0.0~1.0:425,0.0:225\n alpha=0.8~0.0:425,0.0~0.8:225\n [frame]\n duration=200\n image=\"units/undead/elvish-forefather.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/undead/elvish-forefather.png\"\n sound=wail-sml.wav\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/undead/elvish-forefather.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/undead/elvish-forefather.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/undead/elvish-forefather.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=requiem\n [/filter_attack]\n {MISSILE_FRAME_WAIL}\n [if]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/undead/elvish-forefather.png\"\n sound=wail-sml.wav\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n begin=-100\n end=100\n image=\"units/undead/elvish-forefather.png\"\n sound=wail.wav\n [/frame]\n [/else]\n [/attack_anim]\n [defend]\n start_time=-126\n [if]\n hits=hit,kill\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n [frame]\n duration=1\n image=\"units/undead/elvish-forefather.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/undead/elvish-forefather.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/undead/elvish-forefather.png\"\n sound=wail.wav\n [/frame]\n [frame]\n duration=1\n image=\"units/undead/elvish-forefather.png\"\n [/frame]\n [/if]\n [else]\n hits=miss\n offset=0.0~-0.1:126,-0.1~0.0:126\n alpha=0.8~0.25:126,0.25~0.8:126\n [frame]\n duration=1\n image=\"units/undead/elvish-forefather.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/undead/elvish-forefather.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/undead/elvish-forefather.png\"\n [/frame]\n [frame]\n duration=1\n image=\"units/undead/elvish-forefather.png\"\n [/frame]\n [/else]\n [/defend]\n [standing_anim]\n start_time=0\n alpha=0.8~0.4:1400,0.4~0.6:600,0.6~0.4:600,0.4~0.8:1400\n [frame]\n duration=250\n image=\"units/undead/elvish-forefather.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-forefather.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-forefather.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-forefather.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-forefather.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-forefather.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-forefather.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-forefather.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-forefather.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-forefather.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-forefather.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-forefather.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-forefather.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-forefather.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-forefather.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-forefather.png\"\n [/frame]\n [/standing_anim]\n [leading_anim]\n start_time=0\n [frame]\n duration=0\n image=\"units/undead/elvish-forefather.png\"\n [/frame]\n [/leading_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[unit_type]\n id=Elvish Warrior Spirit\n name= _ \"Warrior Spirit\"\n race=elvish_spirits\n image=\"units/undead/elvish-warrior-spirit.png\"\n hitpoints=16\n movement_type=undeadspirit\n [defense]\n forest=40\n [/defense]\n [resistance]\n arcane=120\n [/resistance]\n {TRAIT_FEARLESS_MUSTHAVE}\n movement=7\n experience=45\n level=1\n alignment=chaotic\n advances_to=Elvish Ancestor\n [abilities]\n {ABILITY_TERROR}\n {ABILITY_SYLVAN_SPARK}\n [/abilities]\n cost=23\n usage=scout\n description= _ \"The greatest elvish warriors of times past are not completely gone, for they consider even death no obstacle to them. They will roam the forests which formerly served as their homes, wandering through both their memories and the mortal plane of which they inhabit. Their recollections of glorious battles and wars, conquests and defeats, cause them to eternally seek a chance to perform those same feats once again. Indeed, this is not difficult, for they can strike the utmost terror into their foes, sometimes even causing death.\"\n die_sound=wail-long.wav\n [attack]\n name=ancient blade\n description= _ \"ancient blade\"\n icon=attacks/astral-blade.png\n type=arcane\n range=melee\n damage=3\n number=4\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=ancient blade\n [/filter_attack]\n start_time=-500\n offset=0.0~1.0:425,0.0:225\n alpha=0.8~0.0:425,0.0~0.8:225\n [frame]\n duration=200\n image=\"units/undead/elvish-warrior-spirit.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/undead/elvish-warrior-spirit.png\"\n sound=wail-sml.wav\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/undead/elvish-warrior-spirit.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/undead/elvish-warrior-spirit.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/undead/elvish-warrior-spirit.png\"\n [/frame]\n [/attack_anim]\n [defend]\n start_time=-126\n [if]\n hits=hit,kill\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n [frame]\n duration=1\n image=\"units/undead/elvish-warrior-spirit.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/undead/elvish-warrior-spirit.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/undead/elvish-warrior-spirit.png\"\n sound=wail-sml.wav\n [/frame]\n [frame]\n duration=1\n image=\"units/undead/elvish-warrior-spirit.png\"\n [/frame]\n [/if]\n [else]\n hits=miss\n offset=0.0~-0.1:126,-0.1~0.0:126\n alpha=0.8~0.25:126,0.25~0.8:126\n [frame]\n duration=1\n image=\"units/undead/elvish-warrior-spirit.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/undead/elvish-warrior-spirit.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/undead/elvish-warrior-spirit.png\"\n [/frame]\n [frame]\n duration=1\n image=\"units/undead/elvish-warrior-spirit.png\"\n [/frame]\n [/else]\n [/defend]\n [standing_anim]\n start_time=0\n alpha=0.8~0.4:1400,0.4~0.6:600,0.6~0.4:600,0.4~0.8:1400\n [frame]\n duration=250\n image=\"units/undead/elvish-warrior-spirit.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-warrior-spirit.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-warrior-spirit.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-warrior-spirit.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-warrior-spirit.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-warrior-spirit.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-warrior-spirit.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-warrior-spirit.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-warrior-spirit.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-warrior-spirit.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-warrior-spirit.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-warrior-spirit.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-warrior-spirit.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-warrior-spirit.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-warrior-spirit.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/undead/elvish-warrior-spirit.png\"\n [/frame]\n [/standing_anim]\n [leading_anim]\n start_time=0\n [frame]\n duration=0\n image=\"units/undead/elvish-warrior-spirit.png\"\n [/frame]\n [/leading_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[unit_type]\n id=Shadow Minion\n name= _ \"Shadow Minion\"\n race=undead\n image=\"units/undead/shadow-minion.png\"\n [standing_anim]\n start_time=0\n alpha=0.8~0.4:1400,0.4~0.6:600,0.6~0.4:600,0.4~0.8:1400\n [frame]\n duration=4000\n image=\"units/undead/shadow-minion.png\"\n [/frame]\n [/standing_anim]\n hitpoints=17\n movement_type=undeadspirit\n movement=7\n experience=50\n level=1\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=20\n usage=scout\n [abilities]\n {ABILITY_NIGHTSTALK}\n {ABILITY_SKIRMISHER}\n [/abilities]\n description= _ \"These spawns of the night are not to be taken lightly. Although weak beneath the suns\u2019 light, they prove remarkably dangerous under the protection of the darkness, being able to move unseen and strike when least extected.\"\n die_sound=wail-long.wav\n [death]\n start_time=0\n [frame]\n duration=100\n image=\"units/fake/explosion-a-1.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/fake/explosion-a-2.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/fake/explosion-a-3.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/fake/explosion-a-4.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/fake/explosion-a-5.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/fake/explosion-a-6.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/fake/explosion-a-7.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/fake/explosion-a-8.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/fake/explosion-a-9.png\"\n [/frame]\n [/death]\n [attack]\n name=claws\n description={I18N:ATTACK_CLAWS}\n type=blade\n icon=attacks/claws-undead.png\n range=melee\n damage=6\n number=3\n [specials]\n {WEAPON_SPECIAL_BACKSTAB}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n start_time=-500\n offset=0.0~1.0:425,0.0:225\n alpha=0.8~0.0:425,0.0~0.8:225\n [frame]\n duration=50\n image=\"units/undead/shadow-minion-defend.png\"\n [/frame]\n [frame]\n duration=350\n image=\"units/undead/shadow-minion-attack.png\"\n sound=wail-sml.wav\n [/frame]\n [if]\n hits=no\n [frame]\n duration=100\n image=\"units/undead/shadow-minion-attack.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n duration=100\n image=\"units/undead/shadow-minion-attack.png\"\n sound=claws.ogg\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/undead/shadow-minion.png\"\n [/frame]\n [/attack_anim]\n [defend]\n start_time=-126\n [if]\n hits=hit,kill\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n [frame]\n duration=1\n image=\"units/undead/shadow-minion.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/undead/shadow-minion-defend.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/undead/shadow-minion-defend.png\"\n sound=wail-sml.wav\n [/frame]\n [frame]\n duration=1\n image=\"units/undead/shadow-minion.png\"\n [/frame]\n [/if]\n [else]\n hits=miss\n offset=0.0~-0.1:126,-0.1~0.0:126\n alpha=0.8~0.25:126,0.25~0.8:126\n [frame]\n duration=1\n image=\"units/undead/shadow-minion.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/undead/shadow-minion-defend.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/undead/shadow-minion-defend.png\"\n [/frame]\n [frame]\n duration=1\n image=\"units/undead/shadow-minion.png\"\n [/frame]\n [/else]\n [/defend]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[unit_type]\n id=Shadow Spawn\n name= _ \"Shadow Spawn\"\n race=undead\n image=\"units/undead/shadow-spawn.png\"\n {TRAIT_FEARLESS_MUSTHAVE}\n hitpoints=26\n movement_type=gruefoot\n movement=4\n experience=50\n level=1\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=21\n usage=fighter\n description= _ \"These creatures, known to those who encounter them as Shadow Spawns, are an embodiment of the darkest magical arts, and as such, only those highly adept in the arts of necromancy can create them. Like some undead, they possess the necromantic ability to raise the corpses of those they kill to the cruel world of unlife, and are willing to use this to full advantage.\"\n die_sound=wail-long.wav\n [resistance]\n blade=80\n pierce=80\n impact=80\n fire=120\n cold=50\n arcane=140\n [/resistance]\n [attack]\n name=touch\n description={I18N:ATTACK_TOUCH}\n icon=attacks/touch-zombie.png\n type=impact\n range=melee\n damage=7\n number=3\n [specials]\n {WEAPON_SPECIAL_PLAGUE}\n [/specials]\n [/attack]\n {DEFENSE_ANIM \"units/undead/shadow-spawn.png\" \"units/undead/shadow-spawn.png\" wail.wav }\n [attack_anim]\n [filter_attack]\n name=touch\n [/filter_attack]\n start_time=-150\n [frame]\n duration=50\n image=\"units/undead/shadow-spawn.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/undead/shadow-spawn.png\"\n sound=wail-sml.wav\n [/frame]\n [/attack_anim]\n [death]\n start_time=0\n [frame]\n duration=50\n image=\"units/fake/explosion-a-1.png\"\n [/frame]\n [frame]\n duration=50\n image=\"units/fake/explosion-a-2.png\"\n [/frame]\n [frame]\n duration=50\n image=\"units/fake/explosion-a-3.png\"\n [/frame]\n [frame]\n duration=50\n image=\"units/fake/explosion-a-4.png\"\n [/frame]\n [frame]\n duration=50\n image=\"units/fake/explosion-a-5.png\"\n [/frame]\n [frame]\n duration=50\n image=\"units/fake/explosion-a-6.png\"\n [/frame]\n [frame]\n duration=50\n image=\"units/fake/explosion-a-7.png\"\n [/frame]\n [frame]\n duration=50\n image=\"units/fake/explosion-a-8.png\"\n [/frame]\n [frame]\n duration=50\n image=\"units/fake/explosion-a-9.png\"\n [/frame]\n [/death]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[unit_type]\n id=Bone Knight\n name= _ \"Bone Knight\"\n race=undead\n image=\"units/undead-skeletal/boneknight.png\"\n # [movement_anim]\n # start_time=0\n # [frame]\n # duration=150\n # image=\"units/undead-skeletal/boneknight-move.png\"\n # [/frame]\n # [/movement_anim]\n hitpoints=48\n movement_type=undeadmountedfoot\n movement=8\n experience=100\n level=2\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=47\n usage=scout\n description= _ \"Even after countless centuries buried beneath the sands, these warriors and their mighty steeds remain strong and fast, able to swifly dash into battle at their master\u2019s command and lay waste to their enemies.\"\n die_sound=skeleton-big-die.ogg\n [abilities]\n {ABILITY_SUBMERGE}\n [/abilities]\n #{DEFENSE_ANIM \"units/undead-skeletal/boneknight-defend.png\" \"units/undead-skeletal/boneknight.png\" {SOUND_LIST:SKELETON_BIG_HIT} }\n {DEFENSE_ANIM \"units/undead-skeletal/boneknight.png\" \"units/undead-skeletal/boneknight.png\" {SOUND_LIST:SKELETON_BIG_HIT} }\n [attack]\n name=axe\n description={I18N:ATTACK_AXE}\n type=blade\n range=melee\n damage=8\n number=4\n icon=attacks/axe-undead.png\n [/attack]\n [attack]\n name=trample\n icon=attacks/crush-wose.png\n description=_\"trample\"\n type=impact\n range=melee\n damage=7\n number=2\n [specials]\n {WEAPON_SPECIAL_CHARGE}\n [/specials]\n [/attack]\n [attack]\n name=crossbow\n description={I18N:ATTACK_CROSSBOW}\n icon=attacks/crossbow-undead.png\n type=pierce\n range=ranged\n damage=10\n number=1\n [/attack]\n [attack_anim]\n [filter_attack]\n name=axe\n [/filter_attack]\n start_time=-150\n [frame]\n duration=75\n image=\"units/undead-skeletal/boneknight.png\"\n #image=\"units/undead-skeletal/boneknight-attack1.png\"\n [/frame]\n [if]\n hits=no\n [frame]\n duration=150\n image=\"units/undead-skeletal/boneknight.png\"\n #image=\"units/undead-skeletal/boneknight-attack2.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n duration=150\n image=\"units/undead-skeletal/boneknight.png\"\n #image=\"units/undead-skeletal/boneknight-attack2.png\"\n sound=axe.ogg\n [/frame]\n [/else]\n [frame]\n duration=25\n image=\"units/undead-skeletal/boneknight.png\"\n #image=\"units/undead-skeletal/boneknight-attack1.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=trample\n [/filter_attack]\n start_time=-250\n [frame]\n duration=100\n image=\"units/undead-skeletal/boneknight.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=125\n image=\"units/undead-skeletal/boneknight.png\"\n #image=\"units/undead-skeletal/boneknight-defend.png\"\n sound=fist.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=125\n image=\"units/undead-skeletal/boneknight.png\"\n #image=\"units/undead-skeletal/boneknight-defend.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/undead-skeletal/boneknight.png\"\n #image=\"units/undead-skeletal/boneknight-move.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/undead-skeletal/boneknight.png\"\n #image=\"units/undead-skeletal/boneknight-defend.png\"\n [/frame]\n [frame]\n duration=50\n image=\"units/undead-skeletal/boneknight.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=crossbow\n [/filter_attack]\n start_time=-400\n [missile_frame]\n begin=-150\n end=0\n image=\"projectiles/missile-n.png\"\n image_diagonal=\"projectiles/missile-ne.png\"\n [/missile_frame]\n [frame]\n duration=100\n image=\"units/undead-skeletal/boneknight.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=150\n image=\"units/undead-skeletal/boneknight.png\"\n sound=crossbow.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=150\n image=\"units/undead-skeletal/boneknight.png\"\n sound=crossbow-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=150\n image=\"units/undead-skeletal/boneknight.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[unit_type]\n id=Skeleton Rider\n name= _ \"Skeleton Rider\"\n race=undead\n image=\"units/undead-skeletal/rider.png\"\n [movement_anim]\n start_time=0\n [frame]\n duration=150\n image=\"units/undead-skeletal/rider-move.png\"\n [/frame]\n [/movement_anim]\n hitpoints=36\n movement_type=undeadmountedfoot\n movement=8\n experience=48\n level=1\n alignment=chaotic\n advances_to=Bone Knight\n cost=22\n usage=scout\n description= _ \"Once great warriors thundering across the plains, these mounted riders atop their skeletal horses were raised from the grave by unholy magic to spread fear and destruction.\"\n die_sound={SOUND_LIST:SKELETON_DIE}\n {DEFENSE_ANIM \"units/undead-skeletal/rider-defend.png\" \"units/undead-skeletal/rider.png\" {SOUND_LIST:SKELETON_HIT} }\n [abilities]\n {ABILITY_SUBMERGE}\n [/abilities]\n [attack]\n name=axe\n description={I18N:ATTACK_AXE}\n type=blade\n range=melee\n damage=7\n number=3\n icon=attacks/axe-undead.png\n [/attack]\n [attack_anim]\n [filter_attack]\n name=axe\n [/filter_attack]\n start_time=-150\n [frame]\n duration=75\n image=\"units/undead-skeletal/rider-move.png\"\n [/frame]\n [if]\n hits=no\n [frame]\n duration=150\n image=\"units/undead-skeletal/rider-melee.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n duration=150\n image=\"units/undead-skeletal/rider-melee.png\"\n sound=axe.ogg\n [/frame]\n [/else]\n [frame]\n duration=25\n image=\"units/undead-skeletal/rider-move.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Invasion_from_the_Unknown\n\n[unit_type]\n id=Death Baron\n name= _ \"Death Baron\"\n race=undead\n image=\"units/undead-skeletal/death-baron.png\"\n profile=portraits/undead/death-knight.png\n [leading_anim]\n start_time=-150\n [frame]\n duration=100\n image=\"units/undead-skeletal/death-baron-leading.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/undead-skeletal/death-baron-leading.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/undead-skeletal/death-baron-leading.png\"\n [/frame]\n [/leading_anim]\n hitpoints=51\n movement_type=undeadfoot\n movement=5\n experience=100\n level=2\n alignment=chaotic\n advances_to=Death Knight\n [advancefrom]\n unit=Skeleton\n [/advancefrom]\n cost=34\n [abilities]\n {ABILITY_LEADERSHIP}\n {ABILITY_SUBMERGE}\n [/abilities]\n [resistance]\n blade=60\n pierce=40\n impact=120\n [/resistance]\n usage=fighter\n description= _ \"Sometimes the mightiest warriors and generals, cursed with hate and angst, come back to this world as Death Knights. Death Barons serve them whilst accruing enough unholy power to advance to the level of their masters. In the process, they pick up a good deal of the Knight\u2019s skills, including the ability to easily and effectively command underlings.\"\n die_sound=skeleton-big-die.ogg\n {DEFENSE_ANIM_RANGE \"units/undead-skeletal/death-baron-defend.png\" \"units/undead-skeletal/death-baron.png\" {SOUND_LIST:SKELETON_BIG_HIT} melee}\n {DEFENSE_ANIM_RANGE \"units/undead-skeletal/death-baron-defend.png\" \"units/undead-skeletal/death-baron-crossbow.png\" {SOUND_LIST:SKELETON_BIG_HIT} ranged}\n [attack]\n name=axe\n description={I18N:ATTACK_AXE}\n icon=attacks/axe-undead.png\n type=blade\n range=melee\n damage=8\n number=3\n [/attack]\n [attack]\n name=crossbow\n description={I18N:ATTACK_CROSSBOW}\n icon=attacks/crossbow-undead.png\n type=pierce\n range=ranged\n damage=5\n number=2\n [/attack]\n [attack_anim]\n [filter_attack]\n name=crossbow\n [/filter_attack]\n start_time=-400\n [missile_frame]\n begin=-150\n end=0\n image=\"projectiles/missile-n.png\"\n image_diagonal=\"projectiles/missile-ne.png\"\n [/missile_frame]\n [frame]\n duration=100\n image=\"units/undead-skeletal/death-baron-crossbow.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=150\n image=\"units/undead-skeletal/death-baron-crossbow-attack1.png\"\n sound=crossbow.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=150\n image=\"units/undead-skeletal/death-baron-crossbow-attack1.png\"\n sound=crossbow-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=150\n image=\"units/undead-skeletal/death-baron-crossbow-attack2.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=axe\n [/filter_attack]\n [frame]\n begin=-250\n end=-225\n image=\"units/undead-skeletal/death-baron.png\"\n [/frame]\n [frame]\n begin=-225\n end=-125\n image=\"units/undead-skeletal/death-baron-attack-1.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-125\n end=25\n image=\"units/undead-skeletal/death-baron-attack-2.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-125\n end=25\n image=\"units/undead-skeletal/death-baron-attack-2.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=25\n end=175\n image=\"units/undead-skeletal/death-baron-attack-3.png\"\n [/frame]\n [frame]\n begin=175\n end=200\n image=\"units/undead-skeletal/death-baron.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-did\n[textdomain]\n name=\"wesnoth-did\"\n[/textdomain]\n\n# wmlscope: set export=no\n[campaign]\n id=Descent_into_Darkness\n rank=100\n year=\"389 YW\"\n icon=\"data/campaigns/Descent_Into_Darkness/images/units/dark-mage.png~RC(magenta>red)\"\n background=\"data/campaigns/The_Rise_Of_Wesnoth/images/story/trow_intro_03.jpg\"\n name= _ \"Descent into Darkness\"\n abbrev= _ \"DiD\"\n define=CAMPAIGN_DESCENT\n first_scenario=01_Saving_Parthyn\n\n [modify_unit_type]\n type=\"Dark Sorcerer\"\n remove_advancement=\"Lich\"\n [/modify_unit_type]\n {CAMPAIGN_DIFFICULTY EASY \"units/undead-necromancers/adept.png~RC(magenta>black)\" ( _ \"Neophyte\") ( _ \"Easy\")}\n {CAMPAIGN_DIFFICULTY NORMAL \"units/undead-necromancers/dark-sorcerer.png~RC(magenta>black)\" ( _ \"Evoker\") ( _ \"Normal\")} {DEFAULT_DIFFICULTY}\n {CAMPAIGN_DIFFICULTY HARD \"units/undead-necromancers/lich.png~RC(magenta>black)\" ( _ \"Summoner\") ( _ \"Challenging\")}\n\n description=_ \"The northern frontier town of Parthyn is annually raided by neighboring tribes of orcs. Malin Keshar, an outcast mage, seeks to defend his home and wreak vengeance on the orcs by any means necessary, even if it means sacrificing his own soul in the process.\n\n\" + _\"(Intermediate level, 10 scenarios.)\"\n\n [about]\n title = _ \"Original Campaign Design\"\n [entry]\n name = \"esci\"\n [/entry]\n [/about]\n [about]\n title = _ \"Latest Campaign Revision\"\n [entry]\n name = \"nemaara\"\n [/entry]\n [/about]\n [about]\n title = _ \"Artwork and Graphics Design\"\n [entry]\n name = \"Blarumyrran\"\n comment = \"story images\"\n [/entry]\n [entry]\n name = \"Emilien Rotival (LordBob)\"\n comment = \"current portraits\"\n [/entry]\n [entry]\n name= \"theycallmerooster\"\n comment = \"old portraits\"\n [/entry]\n [/about]\n [about]\n title = _ \"Miscellaneous\"\n [entry]\n name = \"josteph\"\n comment = \"dialogue comments and revisions\"\n [/entry]\n [/about]\n[/campaign]\n\n#ifdef CAMPAIGN_DESCENT\n{campaigns/Descent_Into_Darkness/utils}\n[units]\n {campaigns/Descent_Into_Darkness/units}\n[/units]\n[binary_path]\n path=data/campaigns/Descent_Into_Darkness\n[/binary_path]\n[lua]\n code = <<\n wesnoth.dofile('campaigns/Descent_Into_Darkness/lua/' .. 'skip_animations.lua')\n >>\n[/lua]\n{campaigns/Descent_Into_Darkness/scenarios}\n\n#endif\n\n# wmllint: directory spelling Malin Dela Keshar Drogan Darken Volk Karres\n"} {"text": "#textdomain wesnoth-did\n\n[scenario]\n id=01_Saving_Parthyn\n name= _ \"Saving Parthyn\"\n map_file=01_Saving_Parthyn.map\n turns=13\n next_scenario=02_Peaceful_Valley\n victory_when_enemies_defeated=no\n\n {DEFAULT_SCHEDULE}\n\n {SCENARIO_MUSIC northerners.ogg}\n {EXTRA_SCENARIO_MUSIC loyalists.ogg}\n {EXTRA_SCENARIO_MUSIC battle.ogg}\n\n [story]\n [part]\n music=elvish-theme.ogg\n # **THIS TEXT CONTAINS SPOILERS**\n # po: Comments about dialogue style and characterization:\n # po: Drogan: although he is the captain of Parthyn's guard, he shows signs of recklessness and inflexibility; he's stiff and stubborn, which causes him to butt heads with Malin\n # po: often, we see that Drogan says something to Malin (e.g. banishing him) without a clearly good reason why, and that's because of his ego and confidence in his own righteousness\n # po: Drogan speaks with a country accent, using things like \"ta\" instead of \"to\", \"ya\" instead of \"you\", \"thar\" instead of \"there\", and some incorrect grammatical constructs like \"them orcs\" instead of \"the orcs\"\n # po: Darken Volk: he talks a little more formally than Malin, and has quite a few ellipses in his speech. These are at points where he's not speaking exactly what he's thinking in his head because in reality,\n # po: he's trying to manipulate Malin for his own gain. His mode of speech is a little more formal.\n # po: Dela: little more of a minor character, she's what you might expect from a sister. She isn't wholly against Malin until he kills Drogan, but she also doesn't really want to do much with a necromancer either.\n # po: She tries to be understanding, but falls short in the end because of her prejudice against dark magic. Note: Dela also speaks with a country accent like Drogan, but not as heavily so.\n # po: More \"country accent\" words: \"s'ppose\" instead of suppose, \"\u2019em\" instead of them, dropping the g at the end of a word for \u2019 (bickering -> bickerin\u2019), \"\u2019bout\" instead of \"about\", \"\u2019im\" instead of him\n # po: \"woulda\" -> would have, \"o\u2019\" -> of, \"gotta\" -> have to\n # po: Malin: rash and impulsive, he cares a lot about his home, but doesn't see that power itself can be a corrupting force (though he does not seek power just for the sake of it, it is for another purpose which is\n # po: to drive off the orcs). He's a little more informal in his speech, meaning more contractions and colloquialisms, stemming from his \"country accent\" (which is not as strong as Drogan's or Dela's due to his time on Alduin).\n # po: Things to be careful about while editing: there are some poems in S8 and S11, please be mindful when making wording changes there. Some commas are added for readability even though they may not be grammatically correct.\n # po:\n # po: If the target language has a specialized term for a fortified town, like Latin \"oppidum\", use it for Parthyn.\n story= _ \"Malin Keshar was born ten years after the death of Haldric IV. He grew up in the northern border town of Parthyn, the second child and eldest son of the city\u2019s baron. Every summer, by the time the mountainous paths and high passes shed their wintry gowns of snow, orcs descended from the northern hills to ravage the settlements at the frontier. Every year, Malin\u2019s father led the townsfolk to repel the raids and force the orcs to retreat back to the north.\"\n {STORYTXT_BACKGROUND_BIGMAP_DID}\n [/part]\n [part]\n story= _ \"When Malin was ten, a passing mage sensed strong magical abilities in the boy and suggested he be sent to the Isle of Alduin for training in the magical arts. Malin studied there for eight years, learning all manner of magic from basic control over the elements, to the mystic arts and scrying, to alchemy and simple medicine.\"\n {STORYTXT_BACKGROUND_BIGMAP_DID}\n [/part]\n [part]\n story= _ \"Although his life on Alduin was luxurious and peaceful, Malin found the teachings of the scholarly mages to be too philosophical for his tastes. His thoughts turned back to Parthyn, where more practical magics were necessary to drive off the orcs. Malin began to research these magics on his own, but his lack of patience and general indiscretion eventually led to several confrontations with his teachers and other students. Believing Malin to be too reckless, the mages expelled him from Alduin.\"\n {STORYTXT_BACKGROUND_BIGMAP_DID}\n [/part]\n [part]\n story= _ \"When Malin returned to Parthyn, orcs had already begun to attack the city. Although he tried his best to fight them off, the raids were far more relentless and the town guard was far weaker than he had remembered. One night, a particularly powerful band of orcs overran the city walls and Malin could only watch as his father was cut down by one of the savage orcish warriors.\"\n {STORYTXT_BACKGROUND_BIGMAP_DID}\n [/part]\n [part]\n story= _ \"Shaken by the loss of their commander, the human defense began to falter. The orcs roared in anticipation of victory, but before they could overrun the city, skeleton warriors poured out of the woods to their rear. The undead cut down orc after orc, swords and axes hacking through flesh and bone with ruthless efficiency. The soldiers watched in half amazement, half fear as the orcs dropped and the skeletons turned toward them, empty eyes bleeding with fetid magic. All was dreadfully still as the blood and carnage settled in the rank darkness.\"\n {STORYTXT_BACKGROUND_BIGMAP_DID}\n [/part]\n [part]\n story= _ \"The silence was broken by the irregular shuffle of a man emerging from the trees. He stood before them, a hunched figure with a rasping voice reminiscent of crackling bones. \u201cI am Darken Volk. While I know you do not love my kind, I think it is vital that we put aside our differences. The orcish menace grows in the north and they will soon return in even greater force. You cannot hope to defend against them without my... help. For now, I ask only to refresh myself in your town.\u201d\"\n {STORYTXT_BACKGROUND_BIGMAP_DID}\n [/part]\n # Drogan uses 'I' here because he thinks of himself in charge when technically, Dela or Malin should be (as the children of the Baron)\n # He also does this later when he tells them to be quiet and to stop bickering\n [part]\n story= _ \"Drogan, the captain of the guard, replied, \u201cNay, ye surely know that tha law says tha penalty fer necromancy be death. But, since you\u2019ve saved our town, I\u2019ll let ya rest here fer up ta three days. After, I\u2019m banishin\u2019 ya from Parthyn. Should ye return, we\u2019ll attack ya on sight.\u201d\"\n {STORYTXT_BACKGROUND_BIGMAP_DID}\n [/part]\n [part]\n story= _ \"Malin, troubled by his father\u2019s death and the strength of the orcish assault, argued to no avail that Darken Volk be allowed to stay. After a couple days, the necromancer left Parthyn without incident.\"\n {STORYTXT_BACKGROUND_BIGMAP_DID}\n [/part]\n [/story]\n\n {DID_TRACK {JOURNEY_01_NEW}}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n recruit=Walking Corpse\n {GOLD 90 70 50}\n team_name=town guard\n user_team_name= _ \"Defenders\"\n {FLAG_VARIANT undead}\n color=darkblue\n\n # wmllint: recognize Malin Keshar\n {CHARACTER_STATS_MALIN_KESHAR}\n\n facing=nw\n\n # Starting units for Malin\n {LOYAL_UNIT 1 (Spearman) 28 11}\n {LOYAL_UNIT 1 (Bowman) 26 15}\n {LOYAL_UNIT 1 (Spearman) 23 12}\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n controller=ai\n recruit=Orcish Grunt,Orcish Archer,Wolf Rider,Orcish Crossbowman\n {GOLD 70 105 140}\n {INCOME 2 4 6}\n team_name=orcs\n user_team_name= _ \"Orcs\"\n {FLAG_VARIANT6 ragged}\n color=white\n\n type=Orcish Warrior\n id=Kreg'a'shar Trr\n name= _ \"Kreg\u2019a\u2019shar Trr\"\n canrecruit=yes\n\n facing=se\n\n [ai]\n aggression=0.8\n leader_value=3\n grouping=offensive\n caution=0.1\n recruitment_pattern=fighter,archer,scout\n [/ai]\n [/side]\n\n [side]\n side=3\n controller=ai\n recruit=Peasant,Woodsman,Spearman\n {GOLD 40 30 20}\n team_name=town guard\n user_team_name= _ \"Defenders\"\n {FLAG_VARIANT loyalist}\n color=green\n\n type=Sergeant\n id=Drogan\n name= _ \"Drogan\"\n experience=17\n profile=portraits/drogan.png\n canrecruit=yes\n unrenamable=yes\n\n facing=ne\n\n # Starting units for Drogan\n {LOYAL_UNIT 3 (Swordsman) 15 17} {GUARDIAN}\n {UNIT 3 (Spearman) 9 16 ()}\n {UNIT 3 (Spearman) 7 13 ()}\n\n [unit]\n # wmllint: recognize Dela Keshar\n {CHARACTER_STATS_DELA_KESHAR}\n ai_special=guardian\n x,y=4,17\n [/unit]\n\n [ai]\n village_value=0\n caution=0.5\n [goal]\n name=protect_unit\n [criteria]\n id=Malin Keshar\n [/criteria]\n value=4\n [/goal]\n\n # Don't block Malins keep\n [avoid]\n x=21\n y=14\n [/avoid]\n [/ai]\n [/side]\n\n {STARTING_VILLAGES 3 15}\n {STARTING_VILLAGES 2 5}\n {STARTING_VILLAGES 1 5}\n\n # Signpost to mark area defended\n {PLACE_IMAGE scenery/signpost.png 17 16}\n {PLACE_IMAGE items/book2.png 20 17}\n {PLACE_IMAGE scenery/white-monolith.png 30 15}\n {PLACE_IMAGE scenery/wreck.png 31 9}\n\n [event]\n name=prestart\n\n [objectives]\n side=1\n [objective]\n condition=win\n description= _ \"Defend the river fort for two nights\"\n [/objective]\n [objective]\n {ALTERNATIVE_OBJECTIVE_CAPTION}\n condition=win\n description= _ \"Kill the orcish leader\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Orcs reach the outskirts of Parthyn\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Death of Malin Keshar\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Death of Dela Keshar\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Death of Drogan\"\n [/objective]\n\n [gold_carryover]\n bonus=yes\n carryover_percentage=40\n [/gold_carryover]\n [/objectives]\n\n {VARIABLE malin_used_necromancy no}\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=Dela Keshar\n message= _ \"You really think it was a good idea to send out a raidin\u2019 party right after the orcs just attacked us? Father isn\u2019t even here with us any more...\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Nor is Darken Volk. We are truly defenseless.\"\n [/message]\n\n [message]\n speaker=Dela Keshar\n message= _ \"Not like we even need him. No way we\u2019re trusting a necromancer.\"\n [/message]\n\n [message]\n speaker=Drogan\n message= _ \"Quit bickerin\u2019, you two. With most o\u2019 them orcs dead now, their camps will be lots weaker. Our raiders will clear \u2019em out and leave us a quiet summer.\"\n [/message]\n\n [scroll_to]\n x,y=14,2\n [/scroll_to]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Malin Keshar\n message= _ \"So much for quiet, Drogan. Orcs amass north of the river!\"\n [/message]\n\n [message]\n speaker=Drogan\n message= _ \"What? Curses! Why be thar still so many o\u2019 \u2019em?\"\n [/message]\n\n [message]\n speaker=Dela Keshar\n message= _ \"Well ya sent out a bunch of our soldiers before we even started ta fix the city walls...\"\n [/message]\n\n [message]\n speaker=Drogan\n message= _ \"Quiet, you. Malin, you\u2019ve got ta hold tha river fort or they\u2019ll overrun us. Tha raidin\u2019 party should be back in two days ta help us fight \u2019em off. Fer now, I\u2019ll send tha remaining guards to help ya.\"\n [/message]\n [/event]\n\n # In-scenario events\n [event]\n name=recruit\n first_time_only=yes\n [filter]\n type=Walking Corpse\n [/filter]\n\n [message]\n speaker=Drogan\n message= _ \"What in blazes is that... that thing? Has tha necromancer returned already? His timin\u2019 couldn\u2019t be any worse...\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"No, Drogan. I raised this corpse with the skills Darken Volk taught me before he left. I have no love for it, but we need to take action, or we\u2019ll never be able to repel the orcs!\"\n [/message]\n\n [message]\n speaker=Drogan\n message= _ \"I\u2019m \u2019shamed of ya, Malin. Even if it\u2019d ensure our survival, nothin\u2019 good ever comes of necromancy. The moment ya use it, you\u2019ve already sold yer soul ta black magic!\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"What?! I am hardly evil, Drogan!\"\n [/message]\n\n [message]\n speaker=Drogan\n message= _ \"Ya say that, but you\u2019ve been very quiet \u2019bout why tha mages sent you home from Alduin. I\u2019m beginning ta think you were already dabblin\u2019 in this witchcraft even before ya met that necromancer!\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"No! No... it was something stupid, something silly... it does not matter now! I\u2019ll not stand by and allow the orcs to destroy my home while I have the power to prevent it!\"\n [/message]\n\n {VARIABLE malin_used_necromancy yes}\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=17,16\n [/filter]\n\n [message]\n speaker=narrator\n message= _ \"Welcome to Parthyn\"\n image=scenery/signpost.png\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x,y=20,17\n id=Malin Keshar\n [/filter]\n [message]\n speaker=narrator\n message= _ \"Ignorance is the parent of fear.\"\n [/message]\n\n {GIVE_MALIN_EXPERIENCE 4}\n [/event]\n\n [event]\n name=moveto\n [filter]\n x,y=30,15\n id=Malin Keshar\n [/filter]\n [message]\n speaker=narrator\n message= _ \"A monolith of pale stone, luminous and bright, but cold and brittle to the touch.\"\n [/message]\n\n {GIVE_MALIN_EXPERIENCE 8}\n [/event]\n\n [event]\n name=moveto\n [filter]\n x,y=31,9\n side=1\n [/filter]\n\n [sound]\n name=zombie-hit-1.ogg\n [/sound]\n [delay]\n time=500\n [/delay]\n [unit]\n side=1\n x,y=31,9\n type=Soulless\n name= _ \"Sushi\"\n variation=swimmer\n animate=yes\n [/unit]\n\n # leaving a dead fish was something done by the mafia as a warning to the recipient, basically saying \"you're going to sleep with the fishes\"\n [message]\n speaker=Malin Keshar\n message= _ \"Someone left a dead fish here.\"\n [/message]\n [/event]\n\n # Defeat Conditions\n [event]\n name=moveto\n [filter]\n side=2\n x=0-17\n y=13-20\n [/filter]\n\n [message]\n speaker=Malin Keshar\n message= _ \"The orcs have broken through. Parthyn is open to attack!\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n\n # This shouldn't happen, but just in case\n [event]\n name=last breath\n [filter]\n id=Drogan\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Who will be left to defend Parthyn?\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Dela Keshar\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"I\u2019m... dying...\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n\n # Victory Conditions\n [event]\n name=time over\n\n [unit]\n type=Swordsman\n x,y=5,17\n side=3\n id=Soldier\n [/unit]\n [unit]\n type=Longbowman\n x,y=6,17\n side=3\n [/unit]\n [unit]\n type=Javelineer\n x,y=6,18\n side=3\n [/unit]\n\n [message]\n speaker=Soldier\n message= _ \"We\u2019re back from the raid, Drogan. Seems like we made it just in time!\"\n [/message]\n [message]\n speaker=Kreg'a'shar Trr\n message= _ \"More humans! We\u2019ll need more fighters to squash \u2019em all. Grunts, retreat!\"\n [/message]\n\n [kill]\n side=2\n [/kill]\n\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/event]\n\n # This is very unlikely, but just in case...\n [event]\n name=enemies defeated\n\n [message]\n speaker=Malin Keshar\n message= _ \"The orcs are dead!\"\n [/message]\n\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/event]\n\n [event]\n name=victory\n\n [kill]\n side=2\n animate=no\n fire_event=no\n [/kill]\n\n [if]\n [variable]\n name=malin_used_necromancy\n boolean_equals=yes\n [/variable]\n [then]\n [message]\n speaker=Drogan\n message= _ \"By all rights, Malin, I should have ya kill\u2019d on tha spot. I can\u2019t believe ya let that necromancer corrupt you. I s\u2019ppose part o\u2019 this is my fault since I let \u2019im into Parthyn, but still... Since I showed \u2019im mercy, I\u2019ll show ya the same. I\u2019m banishin\u2019 you from Parthyn.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Fine words, Drogan. Would you rather have let the orcs overrun the town?\"\n [/message]\n\n [message]\n speaker=Drogan\n # po: \u2019least is short for at least\n message= _ \"Aye, better that than ta even dabble in dark magic. We woulda rebuilt this place like always. Even if I died, \u2019least it woulda been with dignity. Too bad tha mages didn\u2019t teach ya more sense.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"I only did it to protect what I care about! Is this really what I deserve for saving your hides?\"\n [/message]\n\n [message]\n speaker=Drogan\n message= _ \"Yes, yes it is. Nobody\u2019ll support ya on yer crazy path to depravity.\"\n [/message]\n\n # po: Hint, that the loyal units stay behind\n [message]\n side=1\n race=human\n [not]\n id=Malin Keshar,Dela Keshar,Drogan\n [/not]\n message= _ \"We should all be glad to see you gone, necromancer. I detest having fought by your side.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Dela? Sister?\"\n [/message]\n\n [message]\n speaker=Dela Keshar\n message= _ \"Well...\"\n [/message]\n\n [message]\n speaker=Drogan\n message= _ \"Ya can\u2019t support \u2019im on this one, Dela.\"\n [/message]\n\n [message]\n speaker=Dela Keshar\n message= _ \"I... guess you\u2019re right. You\u2019ve decided your magic is more important than us, Malin. I can\u2019t help you.\"\n [/message]\n\n [message]\n speaker=Drogan\n message= _ \"Begone, Malin. I\u2019ve no wish to see yer face around here ever again.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Drogan\n message= _ \"Bravely done holdin\u2019 off them orcs by yerself, Malin. But we\u2019re not outta trouble yet. The raidin\u2019 party reports that more warlords be gatherin\u2019 their armies in the hills, just a few days north o\u2019 tha Great River. I don\u2019t know if we can fight \u2019em all off.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Then we must seek help. It has not been long since Darken Volk\u2019s departure. Perhaps I can find him and ask him to aid us.\"\n [/message]\n\n [message]\n speaker=Drogan\n message= _ \"I\u2019ll pretend like I didn\u2019t hear that.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Then what would you have us do, Drogan? Let the orcs overrun Parthyn? Abandon our families to those savages?\"\n [/message]\n\n [message]\n speaker=Drogan\n message= _ \"Yes. Leave Parthyn fer now and rebuild later, like we always do.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Or we can drive off the orcs altogether and make sure they never attack us again. Surely I cannot be the only one who sees that what Drogan says is madness!\"\n [/message]\n\n [message]\n speaker=Drogan\n message= _ \"If ya go out on a quest to seek depravity, none o\u2019 us will support ya.\"\n [/message]\n\n # po: Hint, that the loyal units stay behind\n [message]\n side=1\n race=human\n [not]\n id=Malin Keshar,Dela Keshar,Drogan\n [/not]\n message= _ \"Better to die than to ally ourselves with a necromancer.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Dela? Sister?\"\n [/message]\n\n [message]\n speaker=Dela Keshar\n message= _ \"I hope that you\u2019ll stay with us, Malin. Be reasonable.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Be reasonable? I am the only one who sees reason here. If no one will help me, I will go by myself.\"\n [/message]\n\n [message]\n speaker=Dela Keshar\n message= _ \"Malin, seekin\u2019 out the help of a necromancer is just... just foolhardy! We need ya here to help protect the town!\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"You will eventually see that I am right, Dela. I am resolved.\"\n [/message]\n [/else]\n [/if]\n\n [modify_unit]\n [filter]\n side=1\n race=human\n [not]\n id=Malin Keshar\n [/not]\n [/filter]\n side=3\n [/modify_unit]\n [/event]\n\n {HERODEATH_MALIN}\n[/scenario]\n"} {"text": "#textdomain wesnoth-did\n\n[scenario]\n id=02_Peaceful_Valley\n name= _ \"Peaceful Valley\"\n map_file=02_Peaceful_Valley.map\n victory_when_enemies_defeated=no\n {TURNS 19 17 15}\n next_scenario=03_A_Haunting_in_Winter\n\n {DEFAULT_SCHEDULE_MORNING}\n\n {SCENARIO_MUSIC nunc_dimittis.ogg}\n {EXTRA_SCENARIO_MUSIC knolls.ogg}\n {EXTRA_SCENARIO_MUSIC casualties_of_war.ogg}\n\n [story]\n [part]\n music=the_king_is_dead.ogg\n story= _ \"Bitter and alone, Malin follows the back-trail of the orcish band north from Parthyn. He curses the mages for casting him out from the Isle of Alduin only half-trained, unprepared for conflict. He curses Drogan for lacking the resolve to make the necessary sacrifices to protect their home. Most fiercely, he curses the orcs for their mindless savagery, pillagers and raiders who view violence as little more than sport.\"\n {STORYTXT_BACKGROUND_BIGMAP_DID}\n [/part]\n [part]\n story= _ \"Three days\u2019 travel northeast, Malin stumbles upon Darken Volk, the necromancer who had saved Parthyn and taught him to raise the dead. The dark mage suggests that they travel together; Malin obliges, having been abandoned by his kinsmen. As the weeks pass, Darken Volk teaches Malin more dark magic.\"\n {STORYTXT_BACKGROUND travel.jpg}\n [/part]\n [/story]\n\n {DID_TRACK {JOURNEY_02_NEW}}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n recruit=Walking Corpse,Vampire Bat\n {GOLD 105 90 75}\n team_name=good\n user_team_name= _ \"Malin Keshar\"\n {FLAG_VARIANT undead}\n color=darkblue\n\n # wmllint: recognize Malin Keshar\n {CHARACTER_STATS_MALIN_KESHAR}\n\n fog=yes\n shroud=yes\n facing=nw\n\n [unit]\n x,y=15,12\n facing=nw\n\n # wmllint: recognize Darken Volk\n {CHARACTER_STATS_DARKEN_VOLK}\n [/unit]\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n controller=ai\n recruit=Goblin Rouser,Goblin Impaler,Wolf Rider\n {GOLD 25 40 55}\n team_name=goblins\n user_team_name= _ \"Goblins\"\n {FLAG_VARIANT6 ragged}\n color=white\n\n type=Goblin Knight\n id=\"T'shar Lggi\"\n name= _ \"T\u2019shar Lggi\"\n canrecruit=yes\n\n fog=yes\n facing=se\n\n [ai]\n village_value=2\n caution=0.5\n recruitment_pattern=scout,fighter\n [/ai]\n [/side]\n\n {STARTING_VILLAGES_ALL 2}\n {PLACE_IMAGE items/scarecrow.png 11 4}\n {PLACE_IMAGE items/straw-bale2.png 9 3}\n {PLACE_IMAGE items/key.png 7 9}\n {PLACE_IMAGE items/cage.png 4 12}\n {PLACE_IMAGE scenery/whitefang-flag.png 6 2}\n\n [event]\n name=prestart\n\n {CLEAR_CORPSE_HORDE}\n\n [objectives]\n side=1\n [objective]\n condition=win\n description= _ \"Occupy all of the goblin villages\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Death of Malin Keshar\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Death of Darken Volk\"\n [/objective]\n\n {TURNS_RUN_OUT}\n\n [gold_carryover]\n bonus=yes\n carryover_percentage=40\n [/gold_carryover]\n [/objectives]\n\n [item]\n x,y=8,2\n image=terrain/castle/encampment/tent2.png\n [/item]\n\n {VARIABLE key 0}\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=Darken Volk\n message= _ \"In truth, I share your hatred for the orcs. The Northlands have been my home for many years and the orcs have been a growing infestation in recent times. They despoil the beauty of the land wherever they go, hacking and burning everything without care or concern. If you are interested, I would be happy to take you on as my... apprentice... so that I can teach you to fight against them.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Yes! These orcs have threatened my friends and my home for too long. It\u2019s time I gained the power to put them in their place.\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"Yes, perhaps removing the threat of orcish raids will persuade the people of Parthyn to welcome you back. But for now, I must train you. The orcs are powerful in the hills, strong enough that even I dare not confront them directly.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Then what shall we do?\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"Strike at them where they are weak. A goblin village lies in this valley, just ahead. They are the bastard children of the orcs, feeble creatures individually, but annoying enough in large numbers. Subduing them will provide us a supply of fresh corpses and souls to use against the orcs.\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"... It will be a worthwhile test of your skills.\"\n [/message]\n [/event]\n\n # In-scenario events\n [event]\n name=capture\n first_time_only=yes\n [filter]\n side=1\n [/filter]\n\n [message]\n speaker=Darken Volk\n message= _ \"Beware the goblin guards in the villages.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x,y=7,9\n id=Malin Keshar\n [/filter]\n [message]\n speaker=Malin Keshar\n message= _ \"Someone dropped a key here.\"\n [/message]\n {REMOVE_IMAGE 7 9}\n {VARIABLE key 1}\n [/event]\n\n [event]\n name=moveto\n [filter]\n x,y=4,12\n id=Malin Keshar\n [/filter]\n [filter_condition]\n [variable]\n name=key\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Malin Keshar\n message= _ \"There are some rotten corpses in this cage.\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"Make use of them.\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Darken Volk\n message= _ \"A necromancer must always use whatever supplies he is given. Do it.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"...\"\n [/message]\n\n [animate_unit]\n [filter]\n id=Malin Keshar\n [/filter]\n [primary_attack]\n range=ranged\n [/primary_attack]\n flag=attack\n [/animate_unit]\n\n [delay]\n time=300\n [/delay]\n\n [sound]\n name=zombie-hit-2.ogg\n [/sound]\n\n [delay]\n time=300\n [/delay]\n\n [unit]\n side=1\n x,y=4,12\n type=Walking Corpse\n variation=goblin\n animate=yes\n [/unit]\n\n [unit]\n side=1\n x,y=4,12\n type=Soulless\n variation=goblin\n animate=yes\n [/unit]\n\n {REMOVE_IMAGE 4 12}\n {VARIABLE key 2}\n [/event]\n\n [event]\n name=attack\n [filter]\n id=Malin Keshar\n [/filter]\n\n [message]\n speaker=second_unit\n message= _ \"Eeeek! Don\u2019t kill me!\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"...\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"Why do you hesitate? Did the orcs show your people any mercy when they attacked Parthyn?\"\n [/message]\n\n # Malin answers first. For the time being, he's not deadened to merciless killing\n [message]\n speaker=Malin Keshar\n message= _ \"... No.\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n [/event]\n\n [event]\n name=attack\n [filter]\n type=Ghoul\n [/filter]\n\n [message]\n speaker=second_unit\n message= _ \"Ruuuun! The monster\u2019s going to eat us!\"\n [/message]\n [/event]\n\n [event]\n name=capture\n first_time_only=no\n [filter]\n side=1\n [/filter]\n\n [filter_condition]\n [variable]\n name=village_$x1|_$y1|_cleared\n boolean_not_equals=yes\n [/variable]\n [have_location]\n terrain=*^V*\n\n [not]\n owner_side=1\n [/not]\n [/have_location]\n [/filter_condition]\n {VARIABLE_OP number_of_guards rand \"0..2\"}\n [random_placement]\n num_items=\"$number_of_guards\"\n allow_less=yes\n variable=guard_location\n [filter_location]\n [filter_adjacent_location]\n x,y=$x1,$y1\n [/filter_adjacent_location]\n [not]\n [filter]\n [/filter]\n [/not]\n [/filter_location]\n [command]\n [move_unit_fake]\n side=2\n type=Goblin Spearman\n x=$x1,$guard_location.x\n y=$y1,$guard_location.y\n [/move_unit_fake]\n\n [unit]\n id=guard_$x1|_$y1|_$guard_location.n\n name= _ \"Villager\"\n type=Goblin Spearman\n side=2\n x,y=$guard_location.x,$guard_location.y\n random_traits=yes\n [/unit]\n [/command]\n [/random_placement]\n {VARIABLE village_$x1|_$y1|_cleared yes}\n\n # Trigger an easter egg sometime after three villages have been taken\n [if]\n [variable]\n name=done_shaun\n not_equals=yes\n [/variable]\n [variable]\n name=number_of_guards\n numerical_equals=2\n [/variable]\n [have_location]\n owner_side=1\n count=3-infinity\n [/have_location]\n\n # Make sure the guards actually exist, in case there was no space for them\n [have_unit]\n # wmllint: recognize guard_$x1|_$y1|_1\n id=guard_$x1|_$y1|_1\n [/have_unit]\n [have_unit]\n # wmllint: recognize guard_$x1|_$y1|_2\n id=guard_$x1|_$y1|_2\n [/have_unit]\n\n [then]\n [modify_unit]\n [filter]\n id=guard_$x1|_$y1|_1\n [/filter]\n #po: Shaun and Ed are characters from the zombie film \"Shaun of the Dead\".\n #po: If the names cannot be translated into your language so that the\n #po: movie reference remains recognizable, then simply translate these the\n #po: same as \"Villager\" above.\n name= _ \"Shaun\"\n [/modify_unit]\n [modify_unit]\n [filter]\n id=guard_$x1|_$y1|_2\n [/filter]\n name= _ \"Ed\"\n [/modify_unit]\n\n {VARIABLE done_shaun yes}\n [/then]\n [/if]\n\n # If there was a goblin next to the village before the guards spawned, the player may have\n # already commanded their unit to attack. But as there are now more enemies, give the\n # player a chance to choose a different opponent.\n [if]\n [variable]\n name=number_of_guards\n greater_than=0\n [/variable]\n [then]\n [cancel_action][/cancel_action]\n [/then]\n [/if]\n\n {CLEAR_VARIABLE number_of_guards,guard_location}\n [/event]\n\n [event]\n name=enter hex\n [filter]\n side=1\n x,y=13-19,8-10\n [/filter]\n\n [message]\n speaker=Darken Volk\n message= _ \"Ahhh... I did not realize there was a swamp near this village. Malin, it would be beneficial for your training if we were to investigate.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Darken Volk,Malin Keshar\n [filter_location]\n terrain=Ss,Ss^*,Sm,Sm^*\n [/filter_location]\n [/filter]\n\n [message]\n speaker=Darken Volk\n message=_ \"Rise from the realms of death and decay!\"\n [/message]\n\n [scroll_to]\n x,y=19,6\n [/scroll_to]\n\n {GENERIC_UNIT 1 Ghoul 19 6}\n [+unit]\n facing=sw\n [/unit]\n\n {GENERIC_UNIT 1 Ghoul 20 5}\n [+unit]\n facing=sw\n [/unit]\n\n {GENERIC_UNIT 1 Ghoul 20 6}\n [+unit]\n facing=sw\n [/unit]\n\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n [delay]\n time=1000\n [/delay]\n\n [redraw]\n side=1\n [/redraw]\n\n [message]\n speaker=Malin Keshar\n message= _ \"What are these things?\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"They are ghouls \u2014 noxious beings fashioned from living flesh into carcasses of disease and poison. Those that outlive their masters gravitate towards the natural decay present in swamps and bogs.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Isn\u2019t it cruel to turn men into such hideous forms?\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"You need not pity them. Once, these were... evil men... murderers and outlaws, no better than the orcs you hunt. I have transformed them so their physical forms match the spirits within. Is that not fitting? No punishment is too great for their kind.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"I suppose so...\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=\"T'shar Lggi\"\n [/filter]\n\n [message]\n speaker=Malin Keshar\n message= _ \"The big wolf is done with.\"\n [/message]\n [/event]\n\n # Victory Condition\n [event]\n name=capture\n first_time_only=no\n [filter]\n side=1\n [/filter]\n # When capturing a village we check if we own all villages of the map\n [filter_condition]\n [not]\n [have_location]\n terrain=*^V*\n\n [not]\n owner_side=1\n [/not]\n [/have_location]\n [/not]\n [/filter_condition]\n\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/event]\n\n [event]\n name=victory\n\n [message]\n speaker=Malin Keshar\n message= _ \"Sacking goblin villages is all well and good, but corpses and bats will not stand up to full orcish warriors.\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"Have some patience. We have only just begun your training. These carcasses will supply you sufficient resources for practice. When you have mastered the basics, we will then assault the orcs and you will see your forces grow quickly.\"\n [/message]\n\n [store_villages]\n variable=villages\n [/store_villages]\n\n [foreach]\n array=villages\n [do]\n {VARIABLE_OP village_var value \"village_$this_item.x|_$this_item.y|_cleared\"}\n\n {CLEAR_VARIABLE $village_var}\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE villages,village_var,done_shaun,key}\n [/event]\n\n {HERODEATH_MALIN}\n {HERODEATH_VOLK}\n\n {TIME_OVER_DEFEAT}\n[/scenario]\n"} {"text": "#textdomain wesnoth-did\n\n[scenario]\n id=03_A_Haunting_in_Winter\n name= _ \"A Haunting in Winter\"\n map_file=03_A_Haunting_in_Winter.map\n victory_when_enemies_defeated=no\n turns=unlimited\n next_scenario=04_Spring_of_Reprisal\n\n [time_area]\n x=15-16\n y=20-21\n {DEFAULT_SCHEDULE}\n [/time_area]\n {UNDERGROUND}\n\n {SCENARIO_MUSIC the_deep_path.ogg}\n {EXTRA_SCENARIO_MUSIC underground.ogg}\n {EXTRA_SCENARIO_MUSIC nunc_dimittis.ogg}\n\n [story]\n [part]\n music=transience.ogg\n story=_ \"Malin and Darken Volk spend the summer and fall traveling across the lower Northlands. They attack goblin villages and small orcish camps when they find them. Although Darken Volk is occasionally demanding and irritable, he proves to be an effective mentor. Malin\u2019s power grows considerably under the necromancer\u2019s tutelage.\"\n {STORYTXT_BACKGROUND travel.jpg}\n [/part]\n [part]\n story=_ \"The colored patchwork of fall eventually fades to wintry snowfall drifting over barren lands. The nights grow longer as the sun disappears behind a seemingly perpetual mist of pallid clouds. Hounded by the elements, the two necromancers retreat into the hills to seek shelter. By a stroke of good fortune, they stumble across a mostly abandoned cave just as the winter sets in.\"\n {STORYTXT_BACKGROUND travel.jpg}\n [/part]\n [/story]\n\n {DID_TRACK {JOURNEY_03_NEW}}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n recruit=Walking Corpse,Vampire Bat,Ghoul\n income=-2\n village_gold=0\n {GOLD 60 50 40}\n village_support=2\n team_name=good\n user_team_name= _ \"Malin Keshar\"\n {FLAG_VARIANT undead}\n color=darkblue\n\n # wmllint: recognize Malin Keshar\n {CHARACTER_STATS_MALIN_KESHAR}\n\n shroud=yes\n facing=ne\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n controller=ai\n no_leader=yes\n hidden=yes\n team_name=monsters\n user_team_name= _ \"teamname^Monsters\"\n color=orange\n [ai]\n aggression=1.0\n caution=0.0\n grouping=no\n simple_targeting=yes\n village_value=0\n [goal]\n name=target\n [criteria]\n side=1\n [/criteria]\n value=100\n [/goal]\n [goal]\n name=target\n [criteria]\n side=3\n [/criteria]\n value=-100\n [/goal]\n [/ai]\n [/side]\n\n [side]\n side=3\n controller=ai\n no_leader=yes\n hidden=yes\n team_name=good\n user_team_name= _ \"Darken Volk\"\n color=black\n [/side]\n\n [side]\n side=4\n controller=ai\n no_leader=yes\n hidden=yes\n team_name=spirits\n user_team_name= _ \"teamname^Illusion\"\n color=darkblue\n # Using the same flag icon and color as the next side, one can't spot it in the top bar\n flag_icon=flags/undead-flag-icon.png\n [ai]\n aggression=1.0\n caution=0.0\n [/ai]\n [/side]\n\n#define OBJECTIVE_EXPLORE\n [objectives]\n side=1\n [objective]\n condition=win\n description= _ \"Explore\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Death of Malin Keshar\"\n [/objective]\n [gold_carryover]\n carryover_percentage=100\n [/gold_carryover]\n [/objectives]\n#enddef\n\n#define FULL_HEAL_RESTORE FILTER\n [heal_unit]\n [filter]\n {FILTER}\n [/filter]\n\n amount=full\n moves=full\n restore_statuses=yes\n restore_attacks=yes\n [/heal_unit]\n {CLEAR_VARIABLE heal_amount}\n#enddef\n\n {PLACE_IMAGE scenery/summoning-circle3.png 26 5}\n {PLACE_IMAGE items/storm-trident.png 29 10}\n {PLACE_IMAGE items/potion-clear.png 2 2}\n {PLACE_IMAGE scenery/nest-empty.png 9 7}\n\n {PLACE_IMAGE scenery/castle-ruins.png 5 6}\n {PLACE_IMAGE scenery/castle-ruins2.png 2 3}\n {PLACE_IMAGE scenery/orcish-flag-flat2.png 2 5}\n {PLACE_IMAGE scenery/orcish-flag-flat2.png 4 5}\n {PLACE_IMAGE scenery/orcish-flag-flat2.png 11 3}\n {PLACE_IMAGE items/bonestack.png 5 5}\n {PLACE_IMAGE scenery/whitefang-flag.png 4 6}\n\n [event]\n name=prestart\n\n {CLEAR_CORPSE_HORDE}\n\n [label]\n x,y=5,17\n text= _ \"Reflection pool\"\n [/label]\n\n [objectives]\n side=1\n [objective]\n condition=win\n description= _ \"Kill both young ogres\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Death of Malin Keshar\"\n [/objective]\n [gold_carryover]\n carryover_percentage=100\n [/gold_carryover]\n [/objectives]\n\n [recall]\n id=Darken Volk\n [/recall]\n\n [unit]\n type=Young Ogre\n x,y=25,17\n side=2\n id=YOgre1\n hitpoints=38\n facing=sw\n ai_special=guardian\n undead_variation=null\n [modifications]\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n\n # Non-strong one:\n # wmllint: recognize YOgre2\n [while]\n [not]\n [have_unit]\n id=YOgre2\n [not]\n trait=strong\n [/not]\n [/have_unit]\n [/not]\n [do]\n [unit]\n type=Young Ogre\n x,y=24,17\n side=2\n id=YOgre2\n hitpoints=33\n facing=ne\n ai_special=guardian\n undead_variation=null\n overwrite=yes\n [/unit]\n [/do]\n [/while]\n\n {PLACE_IMAGE \"items/bow.png\" 17 8}\n [unit]\n type=Ogre\n x,y=18,6\n side=2\n id=Ogre3\n ai_special=guardian\n undead_variation=null\n [/unit]\n\n [unit]\n type=Wolf\n x,y=1,5\n side=2\n ai_special=guardian\n random_traits=no\n [modifications]\n {TRAIT_MAIMED}\n [/modifications]\n [/unit]\n\n [unit]\n type=Wolf\n x,y=6,8\n side=2\n ai_special=guardian\n random_traits=no\n [modifications]\n {TRAIT_MAIMED}\n [/modifications]\n [/unit]\n\n [unit]\n type=Wolf\n x,y=5,5\n side=2\n ai_special=guardian\n random_traits=no\n [modifications]\n {TRAIT_MAIMED}\n [/modifications]\n [/unit]\n\n [unit]\n type=Wolf\n x,y=4,2\n side=2\n ai_special=guardian\n random_traits=no\n [modifications]\n {TRAIT_MAIMED}\n [/modifications]\n [/unit]\n\n#ifdef EASY\n [unit]\n type=Great Wolf\n x,y=3,7\n side=2\n ai_special=guardian\n random_traits=no\n [modifications]\n {TRAIT_MAIMED}\n [/modifications]\n [/unit]\n#else\n [unit]\n type=Direwolf\n x,y=3,7\n side=2\n ai_special=guardian\n random_traits=no\n [modifications]\n {TRAIT_MAIMED}\n [/modifications]\n [/unit]\n#endif\n [remove_shroud]\n x=13-16,12,12\n y=11-21,13-14,17-19\n [/remove_shroud]\n\n [unit]\n type=Giant Scorpion\n x,y=8,9\n side=2\n level=2\n id=Big Scorpion\n ai_special=guardian\n max_moves=1\n max_hitpoints=66\n [/unit]\n\n {MODIFY_UNIT (id=Darken Volk) max_moves 0}\n {MODIFY_UNIT (id=Darken Volk) moves 0}\n {MODIFY_UNIT (id=Darken Volk) side 3}\n\n {VARIABLE mud_puzzle 0}\n {VARIABLE rat_puzzle 0}\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=Darken Volk\n message= _ \"I sense many lifeforms in this cavern, but none are very powerful. Most likely they are merely nothing more than beasts. Still, we may be able to use them to continue your training.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Better than nothing. Which way do these creatures lie?\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"East.\"\n [/message]\n\n [move_unit]\n id=Malin Keshar\n to_x,to_y=20,13\n [/move_unit]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n [scroll_to]\n x,y=24,17\n [/scroll_to]\n\n [message]\n speaker=YOgre1\n message= _ \"Me kill you!\"\n [/message]\n\n [harm_unit]\n [filter]\n id=YOgre2\n [/filter]\n [filter_second]\n id=YOgre1\n [/filter_second]\n [primary_attack]\n name=cleaver\n [/primary_attack]\n [secondary_attack]\n name=cleaver\n [/secondary_attack]\n animate=yes\n amount=6\n [/harm_unit]\n\n [message]\n speaker=YOgre2\n message= _ \"No, me kill you!\"\n [/message]\n\n [harm_unit]\n [filter]\n id=YOgre1\n [/filter]\n [filter_second]\n id=YOgre2\n [/filter_second]\n [primary_attack]\n name=cleaver\n [/primary_attack]\n [secondary_attack]\n name=cleaver\n [/secondary_attack]\n animate=yes\n amount=5\n [/harm_unit]\n\n [message]\n speaker=YOgre1\n message= _ \"No, me kill\u2014 I see human!\"\n [/message]\n\n [message]\n speaker=YOgre2\n message= _ \"Human! We smash human!\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Simple-minded, obtuse creatures.\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"This should be an easy task for you. Once you have slain them both, we shall turn them into skeletons.\"\n [/message]\n [/event]\n\n # First area (two young ogres)\n [event]\n name=last breath\n [filter]\n id=YOgre1\n [/filter]\n\n [message]\n speaker=YOgre1\n # po: this line is just a death scream\n message= _ \"Arrghhaaugghhh...\" # wmllint: no spellcheck\n [/message]\n\n {PLACE_IMAGE \"items/bones.png\" $x1 $y1}\n\n {VARIABLE loc1.x $x1}\n {VARIABLE loc1.y $y1}\n [/event]\n [event]\n name=last breath\n [filter]\n id=YOgre2\n [/filter]\n\n [message]\n speaker=YOgre2\n message= _ \"Me... die...\"\n [/message]\n\n {PLACE_IMAGE \"items/bones.png\" $x1 $y1}\n\n {VARIABLE loc2.x $x1}\n {VARIABLE loc2.y $y1}\n [/event]\n\n [event]\n name=die\n first_time_only=no\n\n [filter]\n id=YOgre1,YOgre2\n [/filter]\n\n [if]\n [not]\n [have_unit]\n id=YOgre1,YOgre2\n [/have_unit]\n [/not]\n [then]\n # if Malin is the one to kill the last ogre, he doesn't get the exp because he gets moved off the hex\n # so this will give it to him manually\n [if]\n [have_unit]\n x,y=$x2,$y2\n id=Malin Keshar\n [/have_unit]\n [then]\n [store_unit]\n [filter]\n id=Malin Keshar\n [/filter]\n variable=malin\n [/store_unit]\n\n {VARIABLE_OP malin.experience add 8}\n [unstore_unit]\n variable=malin\n [/unstore_unit]\n\n {CLEAR_VARIABLE malin}\n [/then]\n [/if]\n\n # this is necessary to stop the units from blocking their hexes\n [kill]\n id=YOgre1,YOgre2\n [/kill]\n [fire_event]\n name=cutscene1\n [/fire_event]\n [/then]\n [/if]\n [/event]\n [event]\n name=cutscene1\n\n {FULL_HEAL_RESTORE (side=1)}\n\n [message]\n speaker=Malin Keshar\n message= _ \"The ogres are dead.\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"Good... I have already showed you how to raise a skeleton before, but perhaps it would be best if we... went over it once again. Other than for ghouls, flesh and blood are useless for undead creatures. First, let out the blood and innards and dispose of them.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n # po: In the sense of \"Understood, I will do that\", not \"very good\".\n message= _ \"Very well.\"\n [/message]\n\n [move_unit]\n id=Malin Keshar\n to_x,to_y=$loc1.x,$loc1.y\n [/move_unit]\n\n [sound]\n name=axe.ogg\n [/sound]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Malin Keshar\n message= _ \"What a mess.\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"Leave it. The ghouls will take care of it in due course. Next, strip away the flesh. A little remaining is fine; too much will hamper your skeletons\u2019 movement.\"\n [/message]\n\n [delay]\n time=350\n [/delay]\n\n [sound]\n name=axe.ogg\n [/sound]\n\n [delay]\n time=500\n [/delay]\n\n [sound]\n name=axe.ogg\n [/sound]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Malin Keshar\n message= _ \"And then?\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"Bind the strings of energy to the bone. Skeletons are no more than puppets. Novices will directly control their movement with strands of dark magic, but you should have no need for such crude methods. Instead, impart your will upon the skeleton, spread the threads over the bones, then let loose the twine from your hand. If your will is strong enough, the skeleton will be able to move on its own.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"I will try.\"\n [/message]\n\n [animate_unit]\n [filter]\n id=Malin Keshar\n [/filter]\n [primary_attack]\n range=ranged\n [/primary_attack]\n flag=attack\n [/animate_unit]\n\n [delay]\n time=400\n [/delay]\n\n {REMOVE_IMAGE $loc1.x $loc1.y}\n\n [unit]\n type=Skeleton\n x,y=$loc1.x,$loc1.y\n passable=yes\n side=1\n animate=yes\n [/unit]\n\n [message]\n speaker=Darken Volk\n message= _ \"Do it again.\"\n [/message]\n\n [delay]\n time=750\n [/delay]\n\n [animate_unit]\n [filter]\n id=Malin Keshar\n [/filter]\n [primary_attack]\n range=ranged\n [/primary_attack]\n flag=attack\n [/animate_unit]\n\n [delay]\n time=400\n [/delay]\n\n {REMOVE_IMAGE $loc2.x $loc2.y}\n\n [unit]\n type=Skeleton\n x,y=$loc2.x,$loc2.y\n passable=yes\n side=1\n animate=yes\n [/unit]\n\n [terrain]\n x=19,20,20\n y=9,9,8\n terrain=Ur\n [/terrain]\n [redraw][/redraw]\n\n {CLEAR_VARIABLE loc1}\n {CLEAR_VARIABLE loc2}\n\n [message]\n speaker=Darken Volk\n message= _ \"Good. Now head north. I sense another ogre there.\"\n [/message]\n\n {OBJECTIVE_EXPLORE}\n [/event]\n\n [event]\n name=sighted\n [filter]\n id=Ogre3\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [message]\n speaker=Malin Keshar\n message= _ \"I can turn this one into a skeleton as well.\"\n [/message]\n [/event]\n\n # Second mini area (third young ogre)\n [event]\n name=die\n first_time_only=yes\n [filter]\n id=Ogre3\n [/filter]\n\n {FULL_HEAL_RESTORE (side=1)}\n\n {PLACE_IMAGE \"items/bones.png\" $x1 $y1}\n\n [kill]\n id=Ogre3\n [/kill]\n\n [remove_shroud]\n x,y=17,8\n radius=1\n [/remove_shroud]\n\n [scroll_to]\n x,y=17,8\n [/scroll_to]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Darken Volk\n message= _ \"The ogre seems to have looted a bow. Use it to create a Skeleton Archer.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n # po: That's the case for both usages of this string.\n message= _ \"Very well.\"\n [/message]\n\n [animate_unit]\n [filter]\n id=Malin Keshar\n [/filter]\n [primary_attack]\n range=ranged\n [/primary_attack]\n flag=attack\n [/animate_unit]\n\n [delay]\n time=400\n [/delay]\n\n [unit]\n type=Skeleton Archer\n x,y=$x1,$y1\n side=1\n animate=yes\n passable=yes\n [/unit]\n\n {REMOVE_IMAGE $x1 $y1}\n {REMOVE_IMAGE 17 8}\n\n [message]\n speaker=Darken Volk\n message= _ \"It seems that raising skeletons is already a trivial matter for you now. You are indeed... talented.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Perhaps, but I will need more than a few skeletons to fight the orcs.\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"They will come in time, when you learn to control more of them at once. For now, continue exploring these caves. We may yet find something else of use.\"\n [/message]\n\n [terrain]\n x=24,25,24,25,21,22\n y=10,10,11,11,6,6\n terrain=Rb\n [/terrain]\n [terrain]\n x=21,15,17\n y=7,5,5\n terrain=Uu\n [/terrain]\n [terrain]\n x=16,16\n y=4,5\n terrain=Ur\n [/terrain]\n [redraw][/redraw]\n\n {GENERIC_UNIT 2 (Giant Mudcrawler) 24 5}\n {GENERIC_UNIT 2 (Giant Mudcrawler) 26 6}\n {GENERIC_UNIT 2 (Giant Mudcrawler) 27 7}\n {GENERIC_UNIT 2 (Giant Mudcrawler) 26 4}\n\n [unit]\n type=Giant Rat\n x,y=8,2\n side=2\n level=1\n id=Big Rat\n ai_special=guardian\n max_moves=3\n max_hitpoints=40\n [/unit]\n\n {VARIABLE mud_puzzle 1}\n {VARIABLE rat_puzzle 1}\n\n [objectives]\n side=1\n [objective]\n condition=win\n description= _ \"Reach the end of the cave\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Death of Malin Keshar\"\n [/objective]\n [gold_carryover]\n carryover_percentage=100\n [/gold_carryover]\n [/objectives]\n [/event]\n\n # Third area (mudcrawler puzzle)\n\n # not part of the puzzle, but justifies why there's a storm trident here\n [event]\n name=moveto\n [filter]\n x,y=29,11\n side=1\n [/filter]\n\n {PLACE_IMAGE \"items/bones.png\" $x1 $y1}\n\n [message]\n speaker=Malin Keshar\n message= _ \"It seems like a merman used to live here.\"\n [/message]\n [/event]\n [event]\n name=sighted\n [filter]\n type=Giant Mudcrawler\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Ick. Mudcrawlers. How did these things end up here?\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"The magic of our world is unpredictable and random. Even without the interference of a trained mage, it sometimes coagulates by itself, giving rise to physical anomalies or breathing life into the inanimate. See there?\"\n [/message]\n\n [remove_shroud]\n x,y=26,5\n radius=3\n [/remove_shroud]\n\n [scroll_to]\n x,y=26,5\n [/scroll_to]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Darken Volk\n message= _ \"It is merely a small eddy of energy, but enough to animate the swamp water.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"I see. Well, even if these mudcrawlers are not much of a threat, they\u2019re still bothersome. I wonder if I could be rid of them. What is magic mud even weak to, anyway? Fire?\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"You should be able to figure it out on your own.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"... I suppose you\u2019re right.\"\n [/message]\n [/event]\n [event]\n name=moveto\n [filter]\n x,y=29,10\n side=1\n [not]\n id=Malin Keshar\n [/not]\n [/filter]\n [filter_condition]\n [variable]\n name=mud_puzzle\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Malin Keshar\n message= _ \"It looks like there is something mired in the mud over there. I should have a look.\"\n [/message]\n [/event]\n [event]\n name=moveto\n [filter]\n x,y=29,10\n id=Malin Keshar\n [/filter]\n [filter_condition]\n [variable]\n name=mud_puzzle\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Hmm, a storm trident. I wonder if it could be useful.\"\n [/message]\n\n {REMOVE_IMAGE 29 10}\n\n {VARIABLE mud_puzzle 2}\n [/event]\n [event]\n name=moveto\n [filter]\n x,y=23,6\n id=Malin Keshar\n [/filter]\n [filter_condition]\n [variable]\n name=mud_puzzle\n numerical_equals=2\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Malin Keshar\n message= _ \"I can use the trident to set these trees aflame.\"\n [/message]\n\n [sound]\n name=lightning.ogg\n [/sound]\n\n [delay]\n time=1000\n [/delay]\n\n [sound]\n name=fire.wav\n [/sound]\n\n [delay]\n time=750\n [/delay]\n\n [terrain]\n x,y=23,6\n terrain=Rb\n [/terrain]\n [redraw][/redraw]\n\n [unit_overlay]\n id=Malin Keshar\n image=\"misc/fire-icon.png\"\n object_id=\"fire_icon\"\n [/unit_overlay]\n\n {VARIABLE mud_puzzle 3}\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=26,5\n id=Malin Keshar\n [/filter]\n [filter_condition]\n [variable]\n name=mud_puzzle\n less_than=4\n [/variable]\n [/filter_condition]\n\n [if]\n [variable]\n name=mud_puzzle\n numerical_equals=3\n [/variable]\n [then]\n [message]\n speaker=Malin Keshar\n message= _ \"Let\u2019s see if this fire does anything.\"\n [/message]\n\n [remove_object]\n id=Malin Keshar\n object_id=\"fire_icon\"\n [/remove_object]\n\n [sound]\n name=fire.wav\n [/sound]\n\n [delay]\n time=1000\n [/delay]\n\n [sound]\n name=flame-big.ogg\n [/sound]\n\n [delay]\n time=500\n [/delay]\n\n {REMOVE_IMAGE 26 5}\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Malin Keshar\n message= _ \"I think that did it. No more pesky crawlers.\"\n [/message]\n\n#ifdef EASY\n {GIVE_MALIN_EXPERIENCE 30}\n#endif\n#ifdef NORMAL\n {GIVE_MALIN_EXPERIENCE 25}\n#endif\n#ifdef HARD\n {GIVE_MALIN_EXPERIENCE 20}\n#endif\n\n {VARIABLE mud_puzzle 4}\n [/then]\n [else]\n [message]\n speaker=narrator\n message= _ \"Nothing happens.\"\n [/message]\n [/else]\n [/if]\n [/event]\n\n # only give the player 1 exp on killing mudcrawlers and giant rats, otherwise it's too easy to farm exp\n # since the filter is level=0, it doesn't affect the big rat you encounter\n [event]\n name=die\n first_time_only=no\n [filter]\n level=0\n [not]\n side=1\n [/not]\n [/filter]\n\n [store_unit]\n [filter]\n x,y=$x2,$y2\n [/filter]\n variable=s_unit\n [/store_unit]\n\n {VARIABLE_OP s_unit.experience sub 3}\n\n [unstore_unit]\n variable=s_unit\n [/unstore_unit]\n\n [if]\n [variable]\n name=unit.type\n equals=Mudcrawler\n [/variable]\n [then]\n [fire_event]\n name=crawler hint\n [/fire_event]\n [/then]\n [else]\n [fire_event]\n name=rat hint\n [/fire_event]\n\n # I swear if you just sit here eating rats all day...\n [if]\n [variable]\n name=s_unit.type\n equals=Necrophage\n [/variable]\n [or]\n [variable]\n name=s_unit.type\n equals=Ghast\n [/variable]\n [/or]\n [and]\n [variable]\n name=s_unit.max_hitpoints\n greater_than=111\n [/variable]\n [/and]\n [then]\n [fire_event]\n name=rat eating1\n [/fire_event]\n [/then]\n [/if]\n [if]\n [variable]\n name=s_unit.type\n equals=Necrophage\n [/variable]\n [or]\n [variable]\n name=s_unit.type\n equals=Ghast\n [/variable]\n [/or]\n [and]\n [variable]\n name=s_unit.max_hitpoints\n greater_than=419\n [/variable]\n [/and]\n [then]\n [fire_event]\n name=rat eating2\n [/fire_event]\n [/then]\n [/if]\n [if]\n [variable]\n name=s_unit.type\n equals=Necrophage\n [/variable]\n [or]\n [variable]\n name=s_unit.type\n equals=Ghast\n [/variable]\n [/or]\n [and]\n [variable]\n name=s_unit.max_hitpoints\n greater_than=999\n [/variable]\n [/and]\n [then]\n [fire_event]\n name=rat eating3\n [/fire_event]\n [/then]\n [/if]\n\n # there's no way you do this without debug, right?\n [if]\n [variable]\n name=s_unit.type\n equals=Necrophage\n [/variable]\n [or]\n [variable]\n name=s_unit.type\n equals=Ghast\n [/variable]\n [/or]\n [and]\n [variable]\n name=s_unit.max_hitpoints\n greater_than=9999\n [/variable]\n [/and]\n [then]\n [fire_event]\n name=rat eating4\n [/fire_event]\n [/then]\n [/if]\n [/else]\n [/if]\n\n {CLEAR_VARIABLE s_unit}\n [/event]\n [event]\n name=crawler hint\n\n [message]\n speaker=Malin Keshar\n message= _ \"Somehow, I feel that killing these mudcrawlers is a less than meaningful use of my time.\"\n [/message]\n [/event]\n [event]\n name=rat hint\n\n [message]\n speaker=Malin Keshar\n message= _ \"I don\u2019t think there\u2019s much experience to be gained by fighting a few rats.\"\n [/message]\n [/event]\n [event]\n name=rat eating1\n\n [message]\n speaker=Malin Keshar\n message= _ \"I must be absolutely mad to be spending hours here just feeding rats to this rotten pile of flesh...\"\n [/message]\n [/event]\n [event]\n name=rat eating2\n\n [message]\n speaker=Darken Volk\n message= _ \"Has this boy been smoking again?\"\n [/message]\n [/event]\n [event]\n name=rat eating3\n\n [message]\n speaker=Malin Keshar\n message= _ \"Day 1337:\n\nAll sense of time and being are entombed within darkness. How long has passed since I came here? My senses are a blur. My past life, my prior goals, my very self is all but a distant memory. All I know now is the constant squealing of rats and the ever growing mountain of flesh that feasts before me.\"\n [/message]\n [/event]\n [event]\n name=rat eating4\n\n #po: Malin Keshar breaks the fourth wall here and addresses the player, whom the 'you' refers to.\n [message]\n speaker=Malin Keshar\n message= _ \"You. You there behind the screen. You are the one controlling me. Why are you doing this? What did I do to deserve this torment? Please, I beg of you. End me now. Release me from my misery!\"\n [/message]\n [/event]\n # spawn crawlers\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [not]\n [have_unit]\n type=Mudcrawler\n [/have_unit]\n [/not]\n [and]\n [variable]\n name=mud_puzzle\n greater_than=0\n [/variable]\n [/and]\n [and]\n [variable]\n name=mud_puzzle\n less_than=4\n [/variable]\n [/and]\n [/filter_condition]\n\n {GENERIC_UNIT 2 (Mudcrawler) 26 5}\n [/event]\n # spawn rats\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [not]\n [have_unit]\n type=Giant Rat\n level=0\n [/have_unit]\n [/not]\n [and]\n [variable]\n name=rat_puzzle\n greater_than=0\n [/variable]\n [/and]\n [and]\n [variable]\n name=rat_puzzle\n less_than=4\n [/variable]\n [/and]\n [/filter_condition]\n\n [unit]\n type=Giant Rat\n side=2\n x,y=8,7\n passable=yes\n [/unit]\n [/event]\n # Fourth area (wolves)\n\n # first some scenery events\n [event]\n name=sighted\n [filter]\n id=Big Rat\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [message]\n speaker=Malin Keshar\n message= _ \"What a fat rat. I wonder where it came from?\"\n [/message]\n [/event]\n\n [event]\n name=sighted\n [filter]\n id=Big Scorpion\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [message]\n speaker=Malin Keshar\n message= _ \"This scorpion seems unusually large... and poisonous.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x=10-11,12\n y=2-4,1-3\n side=1\n [/filter]\n\n [message]\n speaker=Malin Keshar\n message= _ \"A tattered, red flag. Some orcs used to live here, but it seems like they were slain in a fierce battle.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x,y=4,6\n side=1\n [/filter]\n\n # this is a whitefang banner, but Malin only gets introduced to them in the next scenario\n [message]\n speaker=Malin Keshar\n message= _ \"This banner is different than the other ones. It looks familiar.\"\n [/message]\n [/event]\n\n [event]\n name=sighted\n [filter]\n type=Wolf\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [remove_shroud]\n x,y=4,4\n radius=3\n [/remove_shroud]\n\n # implication is that the whitefangs abandoned them because they were maimed in the battle\n [message]\n speaker=Malin Keshar\n message= _ \"A pack of wolves, the same that the goblins use as mounts. They were abandoned here for some reason.\"\n [/message]\n\n [modify_unit]\n [filter]\n type=Wolf,Great Wolf,Direwolf\n [/filter]\n [effect]\n apply_to=status\n remove=guardian\n [/effect]\n [/modify_unit]\n [/event]\n\n # rat puzzle\n [event]\n name=moveto\n [filter]\n x,y=2,2\n id=Malin Keshar\n [/filter]\n [filter_condition]\n [variable]\n name=rat_puzzle\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Malin Keshar\n message= _ \"An empty vial. I wonder if this could be useful.\"\n [/message]\n\n [unit_overlay]\n id=Malin Keshar\n image=\"misc/potion-icon.png\"\n object_id=\"potion_icon\"\n [/unit_overlay]\n\n {REMOVE_IMAGE 2 2}\n\n {VARIABLE rat_puzzle 2}\n [/event]\n [event]\n name=die\n [filter]\n id=Big Scorpion\n [/filter]\n\n {PLACE_IMAGE \"items/bones.png\" 8 9}\n [/event]\n [event]\n name=moveto\n [filter]\n x,y=8,9\n id=Malin Keshar\n [/filter]\n [filter_condition]\n [variable]\n name=rat_puzzle\n numerical_equals=2\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Malin Keshar\n message= _ \"This scorpion\u2019s poison gland is still intact. I bet I can make a potion out of it.\"\n [/message]\n\n [remove_object]\n id=Malin Keshar\n object_id=\"potion_icon\"\n [/remove_object]\n\n [unit_overlay]\n id=Malin Keshar\n image=\"misc/potion-poison-icon.png\"\n object_id=\"potion_poison_icon\"\n [/unit_overlay]\n\n {VARIABLE rat_puzzle 3}\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=8,7\n id=Malin Keshar\n [/filter]\n [filter_condition]\n [variable]\n name=rat_puzzle\n less_than=4\n [/variable]\n [/filter_condition]\n\n [if]\n [variable]\n name=rat_puzzle\n numerical_equals=3\n [/variable]\n [then]\n [message]\n speaker=Malin Keshar\n message= _ \"I think I can pour in the poison from here.\"\n [/message]\n\n [remove_object]\n id=Malin Keshar\n object_id=\"potion_poison_icon\"\n [/remove_object]\n\n [sound]\n name=poison.ogg\n [/sound]\n\n [delay]\n time=500\n [/delay]\n\n {REMOVE_IMAGE 9 7}\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Malin Keshar\n message= _ \"These rats will no longer bother us.\"\n [/message]\n\n#ifdef EASY\n {GIVE_MALIN_EXPERIENCE 30}\n#endif\n#ifdef NORMAL\n {GIVE_MALIN_EXPERIENCE 25}\n#endif\n#ifdef HARD\n {GIVE_MALIN_EXPERIENCE 20}\n#endif\n\n {VARIABLE rat_puzzle 4}\n [/then]\n [else]\n [fire_event]\n name=rat nest\n [/fire_event]\n [/else]\n [/if]\n [/event]\n\n [event]\n name=rat nest\n\n [message]\n speaker=Malin Keshar\n message= _ \"It appears as if there are some rats living here, but the hole in the wall is too small to reach them.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=5,5,6\n y=11,12,12\n id=Malin Keshar\n [/filter]\n\n [fire_event]\n name=water dialogue\n [/fire_event]\n\n [message]\n speaker=Malin Keshar\n [option]\n label= _ \"I\u2019m ready to learn about controlling spirits.\"\n [command]\n [fire_event]\n name=cutscene2\n [/fire_event]\n [/command]\n [/option]\n [option]\n label= _ \"I\u2019m not ready yet.\"\n [/option]\n [/message]\n [/event]\n\n [event]\n name=water dialogue\n\n [message]\n speaker=Darken Volk\n message= _ \"You have done well so far to master the reanimation of skeletons. Now, I shall teach you to control spirits. Are you ready?\"\n [/message]\n [/event]\n\n [event]\n name=cutscene2\n\n [message]\n speaker=Darken Volk\n message= _ \"Mastery over ghosts, especially the more powerful ones, is something even experienced necromancers may struggle with. While other undead are nothing more than mindless slaves upon reanimation, spirits are the souls of their original owners and thus retain some degree of consciousness. If the spirit is stronger than you, it will break free of your hold. To master it, your own soul must be unwavering.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"I doubt I shall be overcome by the soul of an orc.\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"Perhaps, but that is not what I meant. Before you can begin to control other souls, you must first master your own.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"What do you mean? I am proud. I am strong. If it is a matter of conviction\u2014\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"It is not I that you must convince, but yourself. Hold thy tongue and listen. After a great slaughter, even after the corpses are all rotted to nothing but bones, the bridge between the land of death and life is weakened. By placing yourself closer to death, you will better understand who it is that you really are. But you must not speak. Be silent and embrace the darkness.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"...\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"Concentrate.\"\n [/message]\n\n [delay]\n time=1500\n [/delay]\n\n [terrain]\n x=5,5,6\n y=11,12,12\n terrain=Wwg\n [/terrain]\n [redraw][/redraw]\n\n [delay]\n time=1000\n [/delay]\n\n [sound]\n name=wail-sml.wav\n [/sound]\n\n [delay]\n time=750\n [/delay]\n\n [sound]\n name=wail.wav\n [/sound]\n\n [delay]\n time=1250\n [/delay]\n\n [sound]\n name=wail-long.wav\n [/sound]\n\n [delay]\n time=1500\n [/delay]\n\n {FADE_TO_BLACK}\n\n [store_unit]\n [filter]\n [not]\n id=Malin Keshar\n [/not]\n [/filter]\n variable=units\n kill=yes\n [/store_unit]\n\n [place_shroud]\n side=1\n x=1-32\n y=1-21\n [/place_shroud]\n\n [remove_shroud]\n side=1\n x,y=5,16\n radius=2\n [/remove_shroud]\n\n [store_unit]\n [filter]\n id=Malin Keshar\n [/filter]\n variable=malin\n kill=yes\n [/store_unit]\n\n [unstore_unit]\n x,y=5,16\n variable=malin\n [/unstore_unit]\n\n {MODIFY_UNIT (id=Malin Keshar) facing nw}\n\n {CLEAR_VARIABLE malin}\n\n [delay]\n time=1500\n [/delay]\n\n [scroll_to]\n x,y=5,16\n [/scroll_to]\n\n {FADE_IN}\n\n [delay]\n time=1500\n [/delay]\n\n [message]\n speaker=Malin Keshar\n message= _ \"What sorcery is this? Darken Volk, what\u2019s going... on..?\"\n [/message]\n\n [unit]\n type=Apprentice Mage\n id=Fake Malin\n name= _ \"Malin Keshar\"\n profile=portraits/malin_young.png\n x,y=4,15\n side=4\n facing=se\n animate=yes\n generate_name=no\n random_traits=no\n [/unit]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Where is everything? Who are you?\"\n [/message]\n\n [message]\n speaker=Fake Malin\n message= _ \"I am Malin Keshar.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"No, I am Malin Keshar. Tell me who you are, and this time, make it believable.\"\n [/message]\n\n [sound]\n name=wail-sml.wav\n [/sound]\n\n [unit]\n type=Apprentice Necromancer\n id=Fake Malin\n name= _ \"Malin Keshar\"\n profile=portraits/malin_old.png\n x,y=4,15\n side=4\n facing=se\n animate=no\n overwrite=yes\n generate_name=no\n random_traits=no\n [/unit]\n\n [message]\n speaker=Fake Malin\n message= _ \"I am Malin Keshar, but no longer the naive, uncertain boy I once was.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"I am no boy, nor am I uncertain. And I certainly won\u2019t be questioned by a mere reflection like you.\"\n [/message]\n\n [message]\n speaker=Fake Malin\n message= _ \"The distorted reflection you see mirrors the reality within. An ever morphing perspective, warped by a profusion of uncertain ambitions.\"\n [/message]\n\n # doesn't sound a lot like one goal to me... but he's just a boy, so he can't be expected to recognize that he's contradicting himself\n [message]\n speaker=Malin Keshar\n message= _ \"Nonsense. My convictions are strong and my mind is set. I have but one goal. I will gain power. I will master death, and I will use it to protect my home and slaughter these orcs. And I\u2019ll make my family and my people accept me back.\"\n [/message]\n\n [message]\n speaker=Fake Malin\n message= _ \"When you are drawn in many directions at once, which one will you choose? If you try for them all, you shall be torn apart.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Protecting my home and slaying the orcs are the same thing. If you mean choosing between my family and gaining more power... they will come around and see reason. I will make sure of it.\"\n [/message]\n\n [sound]\n name=wail.wav\n [/sound]\n\n [unit]\n type=Dark Mage\n id=Fake Malin\n name= _ \"Malin Keshar\"\n profile=portraits/malin_old-decay.png\n x,y=4,15\n side=4\n facing=se\n animate=no\n overwrite=yes\n generate_name=no\n random_traits=no\n [/unit]\n\n [message]\n speaker=Fake Malin\n message= _ \"When you do not have the wisdom to see through the veil of lies you have told yourself, you must not seek the advice of one who only spins the web of deception further.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Enough with this. No proverbs are going to help me achieve my goals. This is just like back on Alduin. My teachers never understood what I needed. I don\u2019t need to think and I don\u2019t need to philosophize about \u201cthe grand nature of my life and my place in the universe.\u201d Right now, I must train my skills with necromancy. That\u2019s it.\"\n [/message]\n\n [message]\n speaker=Fake Malin\n message= _ \"When you are sad and alone, even all the power in the world will not help you. In the barren void of endless night, will rage and hatred alone be enough to sustain you?\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"... well, my choice is already made. Rethinking it now is pointless. I have never been one for regrets.\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [animate_unit]\n [filter]\n id=Malin Keshar\n [/filter]\n [primary_attack]\n range=ranged\n [/primary_attack]\n flag=attack\n [/animate_unit]\n\n [kill]\n id=Fake Malin\n [/kill]\n [terrain]\n x,y=4,15\n terrain=Wog\n [/terrain]\n [redraw][/redraw]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Malin Keshar\n message= _ \"... Damn it all. As if I would pay any heed to a twisted doppelganger of myself. Anyway...\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"What did Darken Volk say about it again? \u201cAfter a great slaughter, even after the corpses are all rotted to nothing but bones, the bridge between the land of death and life is weakened.\u201d If I use that knowledge...\"\n [/message]\n\n [delay]\n time=250\n [/delay]\n\n [sound]\n name=wail-sml.wav\n [/sound]\n\n [delay]\n time=250\n [/delay]\n\n [message]\n speaker=Malin Keshar\n message= _ \"... I should be able to sense the soul past the barrier of life and death...\"\n [/message]\n\n [delay]\n time=500\n [/delay]\n\n [sound]\n name=wail.wav\n [/sound]\n\n [delay]\n time=1500\n [/delay]\n\n [sound]\n name=wail.wav\n [/sound]\n\n [delay]\n time=1000\n [/delay]\n\n [animate_unit]\n [filter]\n id=Malin Keshar\n [/filter]\n [primary_attack]\n range=ranged\n [/primary_attack]\n flag=attack\n [/animate_unit]\n\n [unit]\n type=Ghost\n x,y=4,15\n side=1\n hitpoints=10\n animate=yes\n passable=yes\n id=S3_Rebel_Soul\n [/unit]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Malin Keshar\n message= _ \"I did it! I\u2014\"\n [/message]\n\n # aaand Malin loses control because he's not as confident as he says he is\n\n [delay]\n time=300\n [/delay]\n {MODIFY_UNIT (id=S3_Rebel_Soul) side 4}\n [delay]\n time=400\n [/delay]\n {MODIFY_UNIT (id=S3_Rebel_Soul) side 1}\n [delay]\n time=400\n [/delay]\n {MODIFY_UNIT (id=S3_Rebel_Soul) side 4}\n [delay]\n time=400\n [/delay]\n {MODIFY_UNIT (id=S3_Rebel_Soul) side 1}\n [delay]\n time=400\n [/delay]\n {MODIFY_UNIT (id=S3_Rebel_Soul) side 4}\n [delay]\n time=400\n [/delay]\n\n [message]\n speaker=S3_Rebel_Soul\n message=_ \"Freedom! Your sorceries cannot shackle me, Malin the Damned!\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message=_ \"I failed? No... it must have been because the spell was too tricky to master on the first attempt. No matter, no matter. It\u2019s only a single, weak spirit. It should be simple to crush it and exert my will back over it.\"\n [/message]\n\n [objectives]\n side=1\n [objective]\n condition=win\n description= _ \"Defeat the rebel ghost\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Death of Malin Keshar\"\n [/objective]\n [gold_carryover]\n carryover_percentage=100\n [/gold_carryover]\n [/objectives]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=S3_Rebel_Soul\n [/filter]\n\n [message]\n speaker=Malin Keshar\n message= _ \"I\u2019ve got you!\"\n [/message]\n\n [animate_unit]\n [filter]\n id=Malin Keshar\n [/filter]\n [primary_attack]\n range=ranged\n [/primary_attack]\n flag=attack\n [/animate_unit]\n\n [delay]\n time=400\n [/delay]\n {MODIFY_UNIT (id=S3_Rebel_Soul) side 1}\n [delay]\n time=400\n [/delay]\n {MODIFY_UNIT (id=S3_Rebel_Soul) side 4}\n [delay]\n time=400\n [/delay]\n {MODIFY_UNIT (id=S3_Rebel_Soul) side 1}\n [delay]\n time=400\n [/delay]\n {MODIFY_UNIT (id=S3_Rebel_Soul) side 4}\n [delay]\n time=400\n [/delay]\n {MODIFY_UNIT (id=S3_Rebel_Soul) side 1}\n [delay]\n time=400\n [/delay]\n\n [unit]\n x,y=$x1,$y1\n type=Spectral Servant\n variation=SS1\n overwrite=yes\n [modifications]\n {TRAIT_LOYAL}\n [/modifications]\n [/unit]\n\n [delay]\n time=900\n [/delay]\n\n {FADE_TO_BLACK}\n\n [store_unit]\n [filter]\n id=Malin Keshar\n [/filter]\n variable=malin\n kill=yes\n [/store_unit]\n\n [unstore_unit]\n x,y=5,11\n find_vacant=yes\n variable=malin\n [/unstore_unit]\n\n [store_unit]\n [filter]\n type=Spectral Servant\n [/filter]\n variable=ghost\n kill=yes\n [/store_unit]\n\n [unstore_unit]\n x,y=6,10\n find_vacant=yes\n variable=ghost\n [/unstore_unit]\n\n [place_shroud]\n side=1\n x,y=5,16\n radius=3\n [/place_shroud]\n\n {CLEAR_VARIABLE malin,ghost}\n\n [delay]\n time=1500\n [/delay]\n\n [foreach]\n array=units\n [do]\n [unstore_unit]\n find_vacant=yes\n variable=units[$i]\n [/unstore_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE units}\n\n {MODIFY_UNIT (id=Darken Volk) max_moves 6}\n {MODIFY_UNIT (id=Darken Volk) moves 6}\n {MODIFY_UNIT (id=Darken Volk) side 1}\n\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n [scroll_to]\n x,y=5,11\n [/scroll_to]\n\n {FADE_IN}\n\n [message]\n speaker=Malin Keshar\n message= _ \"I\u2019ve done it! I\u2019ve learned to summon the souls of the dead!\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"So you have, and you even managed to regain control of it when it slipped out of your grasp. Well done. Now pay heed. A necromancer\u2019s first ghost is often special \u2014 use it carefully, and it will serve you well. Let it escape your control again, and it will be lost to you forever.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"I see. I won\u2019t make the same mistake twice.\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"We shall see. You have done well enough so far, but I still have much more to teach you. Come, we have work to do.\"\n [/message]\n\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n [/endlevel]\n [/event]\n\n [event]\n name=victory\n\n [remove_object]\n id=Malin Keshar\n object_id=\"fire_icon\"\n [/remove_object]\n\n [remove_object]\n id=Malin Keshar\n object_id=\"potion_icon\"\n [/remove_object]\n\n [remove_object]\n id=Malin Keshar\n object_id=\"potion_poison_icon\"\n [/remove_object]\n\n {CLEAR_VARIABLE mud_puzzle,rat_puzzle}\n [/event]\n\n {HERODEATH_MALIN}\n {HERODEATH_VOLK}\n[/scenario]\n\n#undef OBJECTIVE_EXPLORE\n#undef FULL_HEAL_RESTORE\n"} {"text": "#textdomain wesnoth-did\n\n[scenario]\n id=04_Spring_of_Reprisal\n name= _ \"Spring of Reprisal\"\n map_file=04_Spring_of_Reprisal.map\n {TURNS 30 28 26}\n next_scenario=05_Schism\n victory_when_enemies_defeated=yes\n\n {DEFAULT_SCHEDULE}\n\n {SCENARIO_MUSIC the_city_falls.ogg}\n {EXTRA_SCENARIO_MUSIC casualties_of_war.ogg}\n {EXTRA_SCENARIO_MUSIC vengeful.ogg}\n\n [story]\n [part]\n music=underground.ogg\n story= _ \"Weeks pass in the cold, bare caverns. As the grip of black magic grows stronger, so does Malin\u2019s control of the undead. He finds it to be a mastery of a different sort than what he was taught at the Academy. The magic reaches out to him as it never has before; he listens and it speaks back \u2014 he senses its will and lets it guide him \u2014 he embraces the dark magic as an extension of himself.\"\n {STORYTXT_BACKGROUND travel.jpg}\n [/part]\n [part]\n story= _ \"When spring comes, Darken Volk leads Malin toward the jagged mountain peaks in the north. In the higher reaches, snow begins to melt into rivulets of water, streaming downward and fracturing the surface of the ice that blankets the river Listra. Though the unstable terrain is hazardous to traverse, the elder necromancer insists that they press on, saying that he hopes to catch the orcish fighters unprepared by arriving early in the year.\"\n {STORYTXT_BACKGROUND travel.jpg}\n [/part]\n [/story]\n\n {DID_TRACK {JOURNEY_04_NEW}}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n recruit=Walking Corpse,Vampire Bat,Ghost,Ghoul,Skeleton Archer,Skeleton\n {GOLD 180 150 120}\n team_name=good\n user_team_name= _ \"Malin Keshar\"\n {FLAG_VARIANT undead}\n color=darkblue\n\n # wmllint: recognize Malin Keshar\n {CHARACTER_STATS_MALIN_KESHAR}\n\n facing=nw\n [/side]\n # wmllint: validate-on\n\n {STARTING_VILLAGES 1 5}\n\n [side]\n side=2\n controller=ai\n recruit=Orcish Archer,Orcish Crossbowman,Wolf Rider,Orcish Grunt\n {GOLD 15 30 45}\n {INCOME 2 4 6}\n team_name=orcs\n user_team_name= _ \"Orcs\"\n {FLAG_VARIANT6 ragged}\n color=white\n\n#ifdef HARD\n type=Orcish Warlord\n#else\n type=Orcish Warrior\n#endif\n id=\"Gron'r Hronk\"\n name= _ \"Gron\u2019r Hronk\"\n canrecruit=yes\n\n facing=nw\n\n [ai]\n aggression=0.5\n caution=0.1\n villages_per_scout=8\n village_value=0.5\n recruitment_pattern=scout,archer,archer,fighter\n [/ai]\n [/side]\n\n {STARTING_VILLAGES 2 5}\n\n [side]\n side=3\n controller=ai\n recruit=Orcish Archer,Orcish Crossbowman,Wolf Rider,Goblin Pillager,Orcish Grunt\n {GOLD 50 60 70}\n {INCOME 2 3 4}\n team_name=orcs\n user_team_name= _ \"Orcs\"\n {FLAG_VARIANT6 ragged}\n color=white\n\n type=Orcish Warlord\n id=\"K'rrlar Oban\"\n name=_ \"K\u2019rrlar Oban\"\n canrecruit=yes\n\n facing=sw\n\n [ai]\n aggression=0.5\n caution=0.2\n villages_per_scout=6\n recruitment_pattern=archer,scout,fighter\n [/ai]\n [/side]\n\n {STARTING_VILLAGES 3 5}\n\n # Signpost at the end of the pass\n {PLACE_IMAGE scenery/signpost.png 17 1}\n {PLACE_IMAGE scenery/whitefang-flag.png 11 6}\n {PLACE_IMAGE scenery/whitefang-flag.png 8 24}\n {PLACE_IMAGE items/burial.png 13 24}\n {PLACE_IMAGE items/book2.png 24 6}\n {PLACE_IMAGE items/bones.png 3 3}\n {PLACE_IMAGE scenery/orcish-flag-flat.png 2 2}\n\n [event]\n name=prestart\n\n {CLEAR_CORPSE_HORDE}\n\n # we're looking at DiD through Malin's eyes, so scenarios get slightly darker as time goes on...\n {COLOR_ADJUST -10 -10 -10}\n\n [objectives]\n side=1\n [objective]\n condition=win\n description= _ \"Move Malin to the end of the mountain pass\"\n [/objective]\n [objective]\n {ALTERNATIVE_OBJECTIVE_CAPTION}\n condition=win\n description= _ \"Kill the orc leaders\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Death of Malin Keshar\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Death of Darken Volk\"\n [/objective]\n\n {TURNS_RUN_OUT}\n\n [gold_carryover]\n bonus=yes\n carryover_percentage=40\n [/gold_carryover]\n [/objectives]\n\n [lua]\n code=<<\n-- For prime-time use the filter terrain needs to come in and the convert\n-- table needs to be VERY complete. Or, rename this to morph_terrain and\n-- have the conversion table come in as an argument, too.\n\nlocal locations = wesnoth.map.find{terrain = 'Gd,Gd^Es,Gd^Em,Gd^Fmw,Gd^Fdw,Hh,Hh^Fdw,Hh^Fmw,Mm,Mm^Xm'}\n\nlocal coverage = 0.25\n-- Constant 25% random coverage.\n-- Valid range is (0.0 .. 1.0)\n-- Do not raise too high or player may not be able to make it in the time allotted.\n\nlocal snowNeeded = (#locations * coverage)\n\nlocal convert = {\n ['Gd'] = 'Aa',\n ['Gd^Es'] = 'Aa',\n ['Gd^Em'] = 'Aa^Vca',\n ['Gd^Fmw'] = 'Aa^Fma',\n ['Gd^Fdw'] = 'Aa^Fpa',\n ['Hh'] = 'Ha',\n ['Hh^Fdw'] = 'Ha^Fdw',\n ['Hh^Fmw'] = 'Ha^Fmw',\n ['Mm'] = 'Ms',\n ['Mm^Xm'] = 'Ms^Xm'\n}\n\nlocal loopCounter\nfor loopCounter = 1, snowNeeded do\n local locationsIndex = mathx.random(#locations)\n local coordinate = locations[locationsIndex]\n local terrainCode = wesnoth.current.map[coordinate]\n wesnoth.current.map[coordinate] = (convert[terrainCode] or terrainCode)\n table.remove(locations, locationsIndex)\nend\n >>\n [/lua]\n\n [recall]\n id=Darken Volk\n [/recall]\n\n {MODIFY_UNIT (id=Malin Keshar) profile (portraits/malin_old.png)}\n {MODIFY_UNIT (side=1) facing nw}\n\n {VARIABLE slain_orcs 0}\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=Darken Volk\n message= _ \"Across this pass lies the eastern edge of the Heart Mountains proper. For their distinctive shape, the orcs call these the \u2018Whitefang\u2019 Mountains, which is also the namesake of the dominant clan in this region. They are the very same who killed your father.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"The Whitefang orcs... so that\u2019s their name. When I was younger, I remember fearing the sight of their banners rais\u2019d across the river. Now, though, it\u2019s something totally different. Loathing? Disgust? A desire for vengeance? Certainly... this is no longer a fight merely to protect Parthyn.\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"Then it is a fight of enmity. For that, you must ensure that your hatred of these orcs is strong enough, else you will never be able to achieve your goal.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"You needn\u2019t worry about my will to fight. I only ask that you lead me to them.\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"The fastest way to the core of their dominion lies through this mountain pass. Beyond here lies your main target.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Then let\u2019s go.\"\n [/message]\n [/event]\n\n # In-scenario events\n\n [event]\n name=moveto\n [filter]\n x,y=24,6\n id=Malin Keshar\n [/filter]\n\n # this is a latin proverb\n [message]\n speaker=narrator\n message= _ \"Revenge is a confession of pain.\"\n [/message]\n\n {GIVE_MALIN_EXPERIENCE 6}\n [/event]\n\n [event]\n name=moveto\n [filter]\n x,y=13,24\n side=1\n [/filter]\n\n # these skulls are close to a fire\n [message]\n speaker=Malin Keshar\n message= _ \"These skulls appear to have been gnawed on.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x,y=4,3\n side=1\n [/filter]\n\n # there's also an orcish flag nearby of a different color\n # I guess the whitefangs are kind of brutal\n [message]\n speaker=Malin Keshar\n message= _ \"Someone was pushed off from here.\"\n [/message]\n [/event]\n\n [event]\n name=die\n first_time_only=no\n [filter]\n race=orc\n [not]\n canrecruit=yes\n [/not]\n [/filter]\n\n [filter_second]\n id=Malin Keshar\n [/filter_second]\n\n [switch]\n variable=slain_orcs\n [case]\n value=0\n [message]\n speaker=Malin Keshar\n message=_ \"The best orc is a dead orc.\"\n [/message]\n [/case]\n [case]\n value=1\n [message]\n speaker=Malin Keshar\n message=_ \"There is a strange comfort in watching you die.\"\n [/message]\n [/case]\n [case]\n value=2\n [message]\n speaker=Malin Keshar\n message=_ \"Feel my wrath!\"\n [/message]\n [/case]\n [case]\n value=3\n # this is a quote from warcraft 3's dreadlord\n [message]\n speaker=Malin Keshar\n message=_ \"Your soul is mine!\"\n [/message]\n [/case]\n [/switch]\n {VARIABLE_OP slain_orcs add 1}\n [/event]\n\n [event]\n name=die\n [filter]\n id=\"Gron'r Hronk\"\n [/filter]\n\n [filter_second]\n side=1\n [/filter_second]\n\n [message]\n speaker=Malin Keshar\n message=_ \"These orcs aren\u2019t so strong after all!\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n id=\"K'rrlar Oban\"\n [/filter]\n\n [filter_second]\n side=1\n [/filter_second]\n\n [message]\n speaker=\"K'rrlar Oban\"\n message=_ \"Wait, human! I may be of use to you! What is it that you desire? Slaves? Gold? Land?\"\n [/message]\n [message]\n speaker=Malin Keshar\n message=_ \"What I desire is your death.\"\n [/message]\n\n [kill]\n id=\"K'rrlar Oban\"\n animate=yes\n fire_event=yes\n [/kill]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n\n [not]\n type_adv_tree=Ghost,Vampire Bat\n [/not]\n [and]\n [not]\n type=Spectral Servant,Phantom,Eidolon\n [/not]\n [/and]\n\n [filter_location]\n terrain=Ai\n [/filter_location]\n [/filter]\n\n [message]\n speaker=Malin Keshar\n message= _ \"The ice doesn\u2019t look very thick...\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"...\"\n [/message]\n [/event]\n\n [event]\n name=new turn\n first_time_only=no\n\n [store_locations]\n [filter]\n [not]\n type_adv_tree=Ghost,Vampire Bat\n [/not]\n [and]\n [not]\n type=Spectral Servant,Phantom,Eidolon\n [/not]\n [/and]\n [/filter]\n\n find_in=weakened_ice\n\n variable=breaking_ice\n [/store_locations]\n\n [foreach]\n array=breaking_ice\n [do]\n [scroll_to]\n x,y=$this_item.x,$this_item.y\n [/scroll_to]\n\n [terrain]\n x,y=$this_item.x,$this_item.y\n terrain=Wo\n [/terrain]\n\n [remove_item]\n x,y=$this_item.x,$this_item.y\n image=misc/weakened-ice.png\n [/remove_item]\n\n [redraw][/redraw]\n\n [if]\n [have_unit]\n x,y=$this_item.x,$this_item.y\n race=undead\n [/have_unit]\n [then]\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"The weak ice gives way beneath the undead creature, who becomes mired in the thick mud at the lake\u2019s bottom.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message=_ \"The weak ice gives way beneath the heavy warrior, who drowns in the frigid mountain waters.\"\n [/message]\n [/else]\n [/if]\n\n [sound]\n name=water-blast.wav\n [/sound]\n\n [kill]\n x,y=$this_item.x,$this_item.y\n animate=yes\n fire_event=yes\n [/kill]\n [/do]\n [/foreach]\n\n [store_locations]\n terrain=Ai\n [filter]\n [not]\n type_adv_tree=Ghost,Vampire Bat\n [/not]\n [and]\n [not]\n type=Spectral Servant,Phantom,Eidolon\n [/not]\n [/and]\n [/filter]\n\n [or]\n terrain=Ai\n\n find_in=weakened_ice\n [/or]\n\n variable=weakened_ice\n [/store_locations]\n\n [foreach]\n array=weakened_ice\n [do]\n [item]\n x,y=$this_item.x,$this_item.y\n image=misc/weakened-ice.png\n [/item]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE breaking_ice}\n [/event]\n\n # Victory Condition\n [event]\n name=moveto\n [filter]\n id=Malin Keshar\n x,y=17,1\n [/filter]\n\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/event]\n\n [event]\n name=enemies defeated\n\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/event]\n\n [event]\n name=victory\n\n # At last... we shall have revenge is a quote from Illidan, the demon hunter in warcraft 3\n [message]\n speaker=Malin Keshar\n message= _ \"We\u2019ve finally a chance to strike at the heart of the Whitefang\u2019s territory. At last... we shall have revenge.\"\n [/message]\n\n {CLEAR_VARIABLE weakened_ice,slain_orcs}\n [/event]\n\n {HERODEATH_MALIN}\n {HERODEATH_VOLK}\n\n {TIME_OVER_DEFEAT}\n[/scenario]\n"} {"text": "#textdomain wesnoth-did\n\n[scenario]\n id=05_Schism\n name= _ \"Schism\"\n map_file=05_Schism.map\n victory_when_enemies_defeated=yes\n turns=37\n next_scenario=06_Return_to_Parthyn\n\n {DEFAULT_SCHEDULE_MORNING}\n\n {INTRO_AND_SCENARIO_MUSIC battle.ogg northerners.ogg}\n {EXTRA_SCENARIO_MUSIC northern_mountains.ogg}\n {EXTRA_SCENARIO_MUSIC siege_of_laurelmor.ogg}\n\n # this is a proper battle scenario really focused on armies for once, so this one doesn't have any really special events; it's nice to have just this one vanilla scenario in the campaign\n # there's also a lot less dialogue here intentionally because Malin's focused on fighting off the orcs\n # when he does kill a chieftain, he doesn't give them time to speak (it's a tough battle, he doesn't spare the time or the energy to deal with them)\n # noting that it's a tough battle, the scenario should be appropriately difficult\n\n [story]\n [part]\n story=_ \"The cycle of the seasons churns and summer and fall roll around once more. Malin\u2019s thoughts turn back to Parthyn frequently, where a year prior, he had still been among family and friends in the rustic little town that he still thinks of as his home. He has since become a forsaken wanderer, he thinks, but the still burning image of his father being cut down amidst the ruins of his home is stamped deep into his thoughts.\"\n {STORYTXT_BACKGROUND travel.jpg}\n [/part]\n [part]\n story=_ \"Companionship and peace... perhaps they are but a farce and certainly an impossibility with the threat of the orcish clans still looming. It was a choice to live and suffer the path of solitary vengeance rather than appease the law of his land... and thus watch his home burn. It was a choice, he admits, not destiny, not fate. It is a choice that he oft ponders, but usually comes to the same conclusion. Perhaps there is no point in reminiscing on his once tranquil, pastoral life. He has never been one for regrets.\"\n {STORYTXT_BACKGROUND travel.jpg}\n [/part]\n [part]\n story=_ \"Malin turns his attention to the task at hand. Darken Volk leads him through the heart of the Whitefang territory, where they terrorize and murder entire camps of orcs with their undead minions. Word spreads among the orcish towns, which begin to post more guards and dispatch frequent patrols to exterminate the two necromancers. All of their attempts fail.\"\n {STORYTXT_BACKGROUND travel.jpg}\n [/part]\n [part]\n story=_ \"As Malin and Darken Volk continue their raids on the orcs, they eventually force the usually fractious Whitefang chieftains to unite in opposition. The orcs pursue the two necromancers east toward the mouth of the river humans call the Longlier and elves call the Arkan-thoria, where they manage to surround the humans and force a fight.\"\n {STORYTXT_BACKGROUND travel.jpg}\n [/part]\n [/story]\n\n {DID_TRACK {JOURNEY_05_NEW}}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n recruit=Walking Corpse,Vampire Bat,Ghost,Ghoul,Skeleton Archer,Skeleton\n {GOLD 190 170 150}\n team_name=good\n user_team_name= _ \"Malin Keshar\"\n {FLAG_VARIANT undead}\n color=darkblue\n\n # wmllint: recognize Malin Keshar\n {CHARACTER_STATS_MALIN_KESHAR}\n\n facing=sw\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n controller=ai\n recruit=Goblin Spearman,Orcish Archer,Orcish Crossbowman,Orcish Grunt,Orcish Warrior\n {GOLD 30 40 50}\n {INCOME 4 7 10}\n team_name=orcs\n user_team_name=_\"Orcs\"\n {FLAG_VARIANT6 ragged}\n color=white\n\n type=Orcish Warlord\n id=Borth\n name= _ \"Borth\"\n profile=portraits/orcs/warlord.png\n canrecruit=yes\n\n facing=se\n\n [ai]\n villages_per_scout=8\n village_value=0.5\n [goal]\n name=target\n [criteria]\n id=Malin Keshar\n [/criteria]\n value=3\n [/goal]\n [goal]\n name=target\n [criteria]\n id=Darken Volk\n [/criteria]\n value=3\n [/goal]\n [/ai]\n [/side]\n\n [side]\n side=3\n controller=ai\n recruit=Orcish Archer,Goblin Pillager,Orcish Grunt,Wolf Rider,Goblin Knight\n {GOLD 40 50 60}\n {INCOME 6 9 12}\n team_name=orcs\n user_team_name= _ \"Orcs\"\n {FLAG_VARIANT6 ragged}\n color=white\n\n type=Orcish Warlord\n id=\"P'Gareth\"\n name= _ \"P\u2019Gareth\"\n profile=portraits/orcs/grunt-3.png\n canrecruit=yes\n\n facing=ne\n\n [ai]\n scout_village_targeting=2\n village_value=0.5\n [goal]\n name=target\n [criteria]\n id=Malin Keshar\n [/criteria]\n value=3\n [/goal]\n [goal]\n name=target\n [criteria]\n id=Darken Volk\n [/criteria]\n value=3\n [/goal]\n [/ai]\n [/side]\n\n [side]\n side=4\n controller=ai\n recruit=Orcish Archer,Troll Whelp,Troll,Troll Rocklobber,Orcish Assassin,Orcish Grunt\n {GOLD 30 45 60}\n {INCOME 4 7 10}\n team_name=orcs\n user_team_name= _ \"Orcs\"\n {FLAG_VARIANT6 ragged}\n color=white\n\n type=Orcish Warlord\n id=\"K'Vark\"\n name= _ \"K\u2019Vark\"\n profile=portraits/orcs/grunt-5.png\n canrecruit=yes\n\n facing=nw\n\n [ai]\n villages_per_scout=6\n village_value=0.5\n [goal]\n name=target\n [criteria]\n id=Malin Keshar\n [/criteria]\n value=3\n [/goal]\n [goal]\n name=target\n [criteria]\n id=Darken Volk\n [/criteria]\n value=3\n [/goal]\n [/ai]\n [/side]\n\n [label]\n x,y=16,14\n text= _ \"River Longlier\"\n [/label]\n\n {STARTING_VILLAGES 1 6}\n {STARTING_VILLAGES 2 5}\n {STARTING_VILLAGES 3 6}\n {STARTING_VILLAGES 4 5}\n\n {PLACE_IMAGE scenery/whitefang-flag.png 35 10}\n {PLACE_IMAGE scenery/whitefang-flag.png 5 5}\n {PLACE_IMAGE scenery/whitefang-flag.png 6 22}\n\n [event]\n name=prestart\n\n {CLEAR_CORPSE_HORDE}\n\n {COLOR_ADJUST -12 -12 -12}\n\n [objectives]\n side=1\n [objective]\n condition=win\n description= _ \"Kill the orcish leaders\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Death of Malin Keshar\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Death of Darken Volk\"\n [/objective]\n\n {TURNS_RUN_OUT}\n\n [gold_carryover]\n bonus=yes\n carryover_percentage=40\n [/gold_carryover]\n [/objectives]\n\n [recall]\n id=Darken Volk\n [/recall]\n\n {MODIFY_UNIT (side=1) facing sw}\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=Malin Keshar\n message= _ \"Even before the very founding of Wesnoth, you have hounded my people at every turn. You have trampled our fields, slaughtered our livestock, and burned our houses. You have brought war to a place of peace and death to a place of life. You are nothing but remorseless killers and savage beasts. Your kind deserves no mercy and shall receive none. I will crush you into the dust and make you into my slaves for all eternity.\"\n [/message]\n\n [message]\n speaker=Borth\n message= _ \"The silly necromancer is trying to talk us to death! You have caused us enough trouble, human. It is time for you to die.\"\n [/message]\n\n [message]\n speaker=\"P'Gareth\"\n message= _ \"Ummm... unless... you are already dead, like the skeletons?\"\n [/message]\n\n [message]\n speaker=\"K'Vark\"\n message= _ \"Then it will be time for you to die again!\"\n [/message]\n [/event]\n\n [event]\n name=die\n first_time_only=no\n [filter]\n side=2,3,4\n canrecruit=yes\n [/filter]\n [filter_condition]\n [have_unit]\n side=2,3,4\n canrecruit=yes\n\n [not]\n side=$unit.side\n [/not]\n\n count=2\n [/have_unit]\n [/filter_condition]\n\n [message]\n speaker=Malin Keshar\n message= _ \"How puny and weak you look in death.\"\n [/message]\n [/event]\n\n # Victory Condition\n [event]\n name=die\n first_time_only=no\n [filter]\n side=2,3,4\n canrecruit=yes\n [/filter]\n [filter_condition]\n [have_unit]\n side=2,3,4\n canrecruit=yes\n\n [not]\n side=$unit.side\n [/not]\n\n count=1\n [/have_unit]\n [/filter_condition]\n\n [message]\n speaker=Malin Keshar\n message= _ \"You and your kind deserve no eternal rest in death. After this battle, I\u2019ll raise your corpse and make your bones dance for me, orc. But for now, I\u2019ve one last one to take care of\u2014\"\n [/message]\n\n [store_unit]\n [filter]\n side=2,3,4\n canrecruit=yes\n\n [not]\n side=$unit.side\n [/not]\n [/filter]\n\n kill=no\n variable=remaining_orc_leader\n [/store_unit]\n\n [switch]\n variable=remaining_orc_leader.side\n [case]\n value=2\n {VARIABLE escape_to_x 11}\n {VARIABLE escape_to_y 1}\n [/case]\n\n [case]\n value=3\n {VARIABLE escape_to_x 8}\n {VARIABLE escape_to_y 26}\n [/case]\n\n [case]\n value=4\n {VARIABLE escape_to_x 40}\n {VARIABLE escape_to_y 7}\n [/case]\n [/switch]\n\n [object]\n silent=yes\n\n [filter]\n x,y=$remaining_orc_leader.x,$remaining_orc_leader.y\n [/filter]\n\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n [/object]\n\n [message]\n speaker=$remaining_orc_leader.id\n message= _ \"Retreat!\"\n [/message]\n\n [store_unit]\n [filter]\n x,y=$remaining_orc_leader.x,$remaining_orc_leader.y\n [/filter]\n\n kill=yes\n variable=orc_leader_store\n [/store_unit]\n\n {CLEAR_VARIABLE orc_leader_store.status.poisoned}\n\n [move_unit_fake]\n type=$remaining_orc_leader.type\n side=$remaining_orc_leader.side\n x=$remaining_orc_leader.x,$escape_to_x\n y=$remaining_orc_leader.y,$escape_to_y\n [/move_unit_fake]\n\n {CLEAR_VARIABLE remaining_orc_leader,escape_to_x,escape_to_y}\n\n [message]\n speaker=Malin Keshar\n message= _ \"He flees! The coward!\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"That is no surprise. Orcs may like to make a show of strength, but will always flee in the face of an overwhelming force. Nevertheless, the Whitefangs are still numerous and have some ties to other orcish clans. You must hunt this chieftain down before he can alert the others, else we may soon have dozens more on our tail.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"By \u2018you\u2019, you mean... on my own?\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"Your apprenticeship is nearly over; you are more than capable of handling a single, half-dead orc on your own. After you have dealt with him, I do have a small favor I will ask of you. It will constitute the last part of your... training. I have some other things that I must attend to in preparation. In a few weeks, meet with me to the west, near the town of Tath.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"It will be done.\"\n [/message]\n\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/event]\n\n [event]\n name=victory\n\n # Heal Darken Volk and store him for his return in A Small Favor\n {FULL_HEAL (id=Darken Volk)}\n\n [store_unit]\n [filter]\n id=Darken Volk\n [/filter]\n variable=darken_volk_store\n kill=yes\n [/store_unit]\n [/event]\n\n {HERODEATH_MALIN}\n {HERODEATH_VOLK}\n\n {TIME_OVER_DEFEAT}\n[/scenario]\n"} {"text": "#textdomain wesnoth-did\n\n[scenario]\n id=06_Return_to_Parthyn\n name= _ \"Return to Parthyn\"\n map_file=06_Return_to_Parthyn.map\n {TURNS 19 18 17}\n victory_when_enemies_defeated=no\n next_scenario=07a_A_Small_Favor\n\n {DEFAULT_SCHEDULE}\n\n {SCENARIO_MUSIC the_city_falls.ogg}\n {EXTRA_SCENARIO_MUSIC knolls.ogg}\n {EXTRA_SCENARIO_MUSIC weight_of_revenge.ogg}\n\n [story]\n [part]\n music=northerners.ogg\n story= _ \"Two days\u2019 travel south of the previous battle, Malin picks up the trail of the regrouped orcish warriors. He follows them down the western bank of the river Listra, past the Whitefang Mountains. He wonders why they continue rushing toward the Great River instead of calling for reinforcements, but after a bit of thought, he realizes where the orcs are headed. It is, after all, the season when they usually raid human towns.\"\n {STORYTXT_BACKGROUND travel.jpg}\n [/part]\n [part]\n story= _ \"\u2018This chieftain has no intention of warning the rest of his clan about me. I suppose he must think that I intend to attack the rest of the Whitefangs rather than pursue him this far; with his brethren occupied against me, he will be able to raid more human towns undisturbed. Selfish creature. Exactly what one would expect from an orc.\u2019 Malin thinks carefully and quickly realizes what he should do.\"\n {STORYTXT_BACKGROUND travel.jpg}\n [/part]\n [part]\n story= _ \"He tramps through the woods tirelessly, forsaking several days\u2019 sleep as he and his servants draw closer to the Great River, hoping to cut off the orcs before they reach Parthyn. Soon, Malin recognizes some familiar surroundings...\"\n {STORYTXT_BACKGROUND parthyn.jpg}\n [/part]\n [/story]\n\n {DID_TRACK {JOURNEY_06_NEW}}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n recruit=Walking Corpse,Vampire Bat,Ghost,Ghoul,Skeleton Archer,Skeleton\n {GOLD 100 90 80}\n village_support=2\n team_name=good\n user_team_name= _ \"Malin Keshar\"\n {FLAG_VARIANT undead}\n color=darkblue\n\n # wmllint: recognize Malin Keshar\n {CHARACTER_STATS_MALIN_KESHAR}\n\n facing=sw\n [/side]\n # wmllint: validate-on\n\n # A fallback leader is defined for side 2 here just in case the stored unit\n # doesn't exist for some reason, like if the player has used debug mode to\n # jump to this scenario.\n [side]\n side=2\n controller=ai\n#ifdef EASY\n recruit=Wolf Rider,Orcish Archer,Orcish Grunt,Troll Whelp\n#else\n recruit=Wolf Rider,Goblin Knight,Orcish Archer,Orcish Crossbowman,Orcish Grunt,Troll Whelp\n#endif\n {GOLD 60 85 110}\n {INCOME 3 5 7}\n team_name=orcs\n user_team_name= _ \"Orcs\"\n {FLAG_VARIANT6 ragged}\n color=white\n\n type=Orcish Warlord\n id=Borth\n name= _ \"Borth\"\n profile=portraits/orcs/warlord.png\n canrecruit=yes\n\n facing=se\n\n [ai]\n aggression=0.8\n villages_per_scout=8\n village_value=0.5\n [/ai]\n [/side]\n\n [side]\n side=3\n controller=ai\n recruit=\n gold=0\n village_gold=0\n team_name=guardsmen\n user_team_name= _ \"Guardsmen\"\n {FLAG_VARIANT loyalist}\n color=green\n\n type=Lieutenant\n id=Drogan\n name= _ \"Drogan\"\n profile=portraits/drogan.png\n canrecruit=yes\n\n facing=nw\n\n # Drogan has some guards at the river fort\n {NAMED_LOYAL_UNIT 3 (Spearman) 22 18 () ( _ \"River fort guard\")} {GUARDIAN}\n {NAMED_LOYAL_UNIT 3 (Bowman) 23 19 () ( _ \"River fort guard\")} {GUARDIAN}\n {NAMED_LOYAL_UNIT 3 (Spearman) 28 17 () ( _ \"River fort guard\")} {GUARDIAN}\n\n [ai]\n aggression=0.1\n caution=0.9\n [/ai]\n [/side]\n\n # wmllint: validate-off\n [side]\n side=4\n controller=ai\n recruit=Spearman,Bowman,Swordsman,Pikeman,Longbowman,Thug,Poacher,Footpad\n gold=15\n {INCOME 6 9 12}\n team_name=guardsmen\n user_team_name= _ \"Defenders\"\n {FLAG_VARIANT loyalist}\n color=green\n\n # wmllint: recognize Dela Keshar\n {CHARACTER_STATS_DELA_KESHAR}\n\n facing=ne\n\n [ai]\n [goal]\n name=protect_unit\n [criteria]\n id=Drogan\n [/criteria]\n value=2\n [/goal]\n [goal]\n name=target\n [criteria]\n id=Malin Keshar\n [/criteria]\n value=2\n [/goal]\n [/ai]\n [/side]\n # wmllint: validate-on\n\n {STARTING_VILLAGES 1 7}\n {STARTING_VILLAGES 3 6}\n {STARTING_VILLAGES 4 15}\n\n # Signpost\n {PLACE_IMAGE scenery/signpost.png 17 22}\n {PLACE_IMAGE scenery/monolith2.png 14 9}\n {PLACE_IMAGE items/book2.png 29 25}\n {PLACE_IMAGE scenery/wreck.png 31 15}\n\n#define DID_RTP_HAS_ORC_LEADER\n [have_unit]\n side=2\n canrecruit=yes\n [/have_unit]\n#enddef\n\n#define DID_RTP_HAS_DROGAN\n [have_unit]\n id=Drogan\n [/have_unit]\n#enddef\n\n#define DID_RTP_OBJECTIVE_KILL_ORCS\n [objective]\n condition=win\n {ALTERNATIVE_OBJECTIVE_CAPTION}\n description= _ \"Kill the orcish leader\"\n [show_if]\n {DID_RTP_HAS_ORC_LEADER}\n [/show_if]\n [/objective]\n#enddef\n\n [event]\n name=prestart\n\n {CLEAR_CORPSE_HORDE}\n\n {COLOR_ADJUST -14 -14 -14}\n\n [objectives]\n side=1\n [objective]\n condition=win\n description= _ \"Remove the traitor Drogan\"\n [/objective]\n\n {DID_RTP_OBJECTIVE_KILL_ORCS}\n\n [objective]\n condition=lose\n description= _ \"Kill any people from Parthyn but Drogan\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Death of Malin Keshar\"\n [/objective]\n\n {TURNS_RUN_OUT}\n\n [gold_carryover]\n bonus=yes\n carryover_percentage=40\n [/gold_carryover]\n [/objectives]\n\n [store_unit]\n [filter]\n id=Borth\n [/filter]\n variable=fallback_orc_leader\n kill=yes\n [/store_unit]\n\n {CREATE_ADVISOR}\n [move_unit]\n role=advisor\n to_x,to_y=20,9\n [/move_unit]\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=Malin Keshar\n message= _ \"I bring word from the north, Drogan! Orcs march on Parthyn, no more than a few hours\u2019 journey away. They mean to raid the village tonight!\"\n [/message]\n\n [if]\n [variable]\n name=malin_used_necromancy\n boolean_equals=yes\n [/variable]\n [then]\n [message]\n speaker=Drogan\n message= _ \"I hoped I\u2019d never see ya again, Malin. You\u2019re obviously not taking yer banishment seriously, so I\u2019ll tell ya one last time \u2014 no matter why you\u2019ve come back, we\u2019re not welcomin\u2019 ya here. Take one step closer to Parthyn and I\u2019ll order tha guards to attack ya.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Banishment or not, I\u2019m here to help defend my home against the orcs!\"\n [/message]\n\n [message]\n speaker=Drogan\n message= _ \"Orcs or not, ya gots ta leave!\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Dela, help me! You, at least, must see reason!\"\n [/message]\n\n [message]\n speaker=Drogan\n message= _ \"Ya know there\u2019s no way she\u2019s sidin\u2019 with ya.\"\n [/message]\n\n [message]\n speaker=Dela Keshar\n message= _ \"That... I don\u2019t really...\"\n [/message]\n\n [message]\n speaker=Drogan\n message= _ \"See? If ya keep bein\u2019 stubborn, we\u2019ll attack ya. Leave.\"\n [/message]\n\n [message]\n role=advisor\n message=_ \"Master, do not listen to them! He, too, has a choice, but he foolishly chooses to spurn your aid! He jeopardizes the safety of Parthyn!\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Drogan\n # po: \u2019side is short for beside\n message= _ \"I didn\u2019t think I\u2019d ever see ya again, Malin. But what\u2019s this awful thing that stands \u2019side ya?\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"It is of little concern to you. It is merely the byproduct of the new magical arts that I have learned.\"\n [/message]\n\n [message]\n speaker=Drogan\n message= _ \"It don\u2019t take a trained mage ta see that yer \u2018magical arts\u2019 refers to necromancy! That creature stinks o\u2019 death!\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"And why should you care about such things? Orcs march on Parthyn! We must defend the town!\"\n [/message]\n\n [message]\n speaker=Drogan\n # po: the third sentence is \"your father would be turning in his grave if he could see what you've become\" with intentionally incorrect grammar because Drogan is not well educated\n message= _ \"Better ta face them orcs alone than ta use dark magic! I warned ya about this before, but obviously ya ignored me. Yer father\u2019d be turnin\u2019 in his grave if he be seein\u2019 what you\u2019ve become.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"You dare bring my father into this! I\u2019ve fought with every fiber of my being against these orcs, and I\u2019ve done it all to protect my country and kinsmen. Is this how you repay me? With scorn and disdain?\"\n [/message]\n\n [message]\n role=advisor\n message=_ \"Master, do not listen to him! He is clearly blinded by his own prejudice! He jeopardizes the safety of Parthyn!\"\n [/message]\n [/else]\n [/if]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Silence from you.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Drogan! With my newfound powers, I have already eliminated several orcish chieftains! If you will allow me to help, I will crush the one who comes here as well!\"\n [/message]\n\n [message]\n speaker=Drogan\n # po: \u2019n means and\n message= _ \"Fine story ye be tellin\u2019 me. I find it likelier that ya brought yer pet orcs here ta help ya take revenge on us. If I let ya through, yer undead will kill us where we stand \u2019n sack the whole city. Watchin\u2019 ya grow up, I never could\u2019ve thought you\u2019d turn into such a traitor.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"And what of the rest of you? Dela, at least you don\u2019t believe that, do you?\"\n [/message]\n\n [message]\n speaker=Dela Keshar\n message= _ \"I...\"\n [/message]\n\n [message]\n speaker=Drogan\n message= _ \"Stop lookin\u2019 ta her, Malin. Tha fact that even Dela be rejectin\u2019 ya should tell ya how much o\u2019 a traitor ye are.\"\n [/message]\n\n [message]\n role=advisor\n message= _ \"Master, he threatens the safety of the city by standing in your way.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"You\u2019re the traitor, Drogan! This is twice now that you\u2019ve tried to prevent me from protecting Parthyn. I\u2019ll defend my home no matter the cost, even if it means I must cut you down first.\"\n [/message]\n\n # Malin cools down briefly\n [message]\n speaker=Malin Keshar\n message= _ \"If I want the people of Parthyn to accept me back, I must be cautious. I musn\u2019t kill any of them besides Drogan or they\u2019ll oust me for good.\"\n [/message]\n [/event]\n\n # activate side 4 a tiny bit late or they rush the player a bit quickly\n [event]\n name=turn 3\n\n [gold]\n side=4\n {QUANTITY amount 20 30 40}\n [/gold]\n [/event]\n [event]\n name=turn 5\n\n [gold]\n side=4\n {QUANTITY amount 50 70 90}\n [/gold]\n [/event]\n\n # Placing the orc leader\n\n [event]\n name=turn 5\n\n [scroll_to]\n x,y=29,1\n [/scroll_to]\n\n [move_unit_fake]\n type=\"Orcish Warlord\"\n side=2\n x=29,29,28,28,29,30\n y=1,2,2,3,4,4\n [/move_unit_fake]\n\n # Replace the fallback orcish leader with the stored one from the\n # previous scenario\n [lua]\n code = <<\n local saved_orc_leader = wml.variables.orc_leader_store\n local fallback_orc_leader = wml.variables.fallback_orc_leader\n\n if saved_orc_leader ~= nil then\n saved_orc_leader.side = 2\n saved_orc_leader.facing = \"se\"\n\n local loc = wesnoth.sides[2].starting_location\n wesnoth.units.to_map(saved_orc_leader, loc[1], loc[2])\n\n wml.variables.orc_leader_store = nil\n else\n local loc = wesnoth.sides[1].starting_location\n wesnoth.units.to_map(fallback_orc_leader, loc[1], loc[2])\n end\n >>\n [/lua]\n\n [terrain]\n x,y=30,4\n terrain=Ke\n [/terrain]\n [terrain]\n x=30,30,29,29\n y=3,5,4,5\n terrain=Ce\n [/terrain]\n [redraw][/redraw]\n\n [message]\n side=2\n canrecruit=yes\n message= _ \"Grunts! Prepare the camp! We attack the city tonight\u2014 wait. You! Necromancer, you followed us all the way here?!\"\n [/message]\n\n [if]\n {DID_RTP_HAS_DROGAN}\n [then]\n [message]\n speaker=Malin Keshar\n message= _ \"Did you really think you could outrun the dead, who need neither rest nor sleep? Prepare to meet your makers, orc. Drogan, I will show you what my new powers are capable of. You will see how foolish you are to oppose me.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Malin Keshar\n message= _ \"Did you really think you could outrun the dead, who need no rest nor sleep? Prepare to meet your makers, orc.\"\n [/message]\n [/else]\n [/if]\n\n [show_objectives][/show_objectives]\n [/event]\n\n # In-scenario Events\n\n [event]\n name=moveto\n [filter]\n id=Malin Keshar\n x,y=14,9\n [/filter]\n [filter_condition]\n [have_unit]\n id=Drogan\n [/have_unit]\n [/filter_condition]\n\n [message]\n speaker=narrator\n message= _ \"A monolith of grey stone, appearing solid, but crumbling within.\"\n [/message]\n\n#ifdef EASY\n {GIVE_MALIN_EXPERIENCE 12}\n#endif\n#ifdef NORMAL\n {GIVE_MALIN_EXPERIENCE 10}\n#endif\n#ifdef HARD\n {GIVE_MALIN_EXPERIENCE 8}\n#endif\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Malin Keshar\n x,y=29,25\n [/filter]\n\n [message]\n speaker=narrator\n message= _ \"Darkness is not the enemy, but believing it is so makes it so.\"\n [/message]\n\n {GIVE_MALIN_EXPERIENCE 6}\n [/event]\n\n [event]\n name=moveto\n [filter]\n type=Soulless\n variation=swimmer\n x,y=31,15\n [/filter]\n\n # see corresponding easter egg in S1\n [message]\n speaker=Malin Keshar\n message= _ \"The dead fish returns home.\"\n [/message]\n\n [object]\n id=super_zombie_buff\n take_only_once=yes\n silent=yes\n duration=forever\n [filter]\n x,y=31,15\n [/filter]\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_FEEDING}\n [/abilities]\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n [set_specials]\n {WEAPON_SPECIAL_POISON}\n mode=append\n [/set_specials]\n [/effect]\n [effect]\n apply_to=hitpoints\n increase_total=32\n increase=32\n heal_full=no\n [/effect]\n [/object]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=17,22\n [/filter]\n\n [message]\n speaker=narrator\n message= _ \"Welcome to Parthyn\"\n image=scenery/signpost.png\n [/message]\n [/event]\n\n # Dialog for the rare event you kill the orc leader before Drogan or any town guard\n [event]\n name=die\n [filter]\n side=2\n canrecruit=yes\n [/filter]\n\n [if]\n {DID_RTP_HAS_DROGAN}\n [then]\n [message]\n speaker=Malin Keshar\n message= _ \"Behold, Drogan! I have slain the orcish chieftain. Do you trust me now?\"\n [/message]\n\n [message]\n speaker=Drogan\n message= _ \"I see that you\u2019ve not lost all o\u2019 yer humanity by allying yerself with tha orcs. But ya can\u2019t come back, Malin. No necromancer will ever be welcome in Parthyn.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"What?! You ungrateful cur! You\u2019d sack tha city and let everyone die, and for what? Only to spurn something you don\u2019t understand? You\u2019re a fool. Parthyn will only be under greater danger with you leading it. If we are to survive, you are the one who must leave!\"\n [/message]\n\n [message]\n speaker=Dela Keshar\n message= _ \"Have ye lost yer mind, Malin? There\u2019s no way we\u2019re banishin\u2019 Drogan!\"\n [/message]\n\n [message]\n speaker=Drogan\n message= _ \"Malin, ye were once one o\u2019 my friends and tha pride o\u2019 tha town. I truly don\u2019t want ta fight ya. I\u2019ll give ya one more chance. Leave Parthyn.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Your choice, not mine. If you refuse to leave by your own volition, then it will have to be by force. Attack him!\"\n [/message]\n\n [show_objectives][/show_objectives]\n [/then]\n [else]\n [message]\n speaker=narrator\n message= _ \"The orc was carrying some gold.\"\n [/message]\n\n [gold]\n side=1\n {QUANTITY amount 60 50 40}\n [/gold]\n\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/else]\n [/if]\n [/event]\n\n # Dela Keshar can't actually die here, she needs to reappear in\n # Alone At Last. It's not easy to get to this contingency, which\n # is why we settle for a relatively crude fallback here.\n # This is also an alternative victory condition.\n [event]\n name=last breath\n [filter]\n id=Dela Keshar\n [/filter]\n\n [message]\n speaker=Dela Keshar\n message= _ \"I am defeated but not dead, foul thing that was once my brother. Watch your back, because I will come for you and I will kill you...\"\n [/message]\n\n [move_unit]\n id=Dela Keshar\n to_x,to_y=1,25\n [/move_unit]\n\n [kill]\n id=Dela Keshar\n animate=no\n [/kill]\n\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/event]\n\n # Defeat Conditions\n [event]\n name=die\n [filter]\n side=3,4\n [not]\n id=Drogan\n [/not]\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [if]\n {DID_RTP_HAS_DROGAN}\n [then]\n [message]\n speaker=Malin Keshar\n message= _ \"Now the people of Parthyn will never accept me back!\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/then]\n [else]\n [message]\n speaker=Malin Keshar\n message= _ \"See how you die when you spurn the help of Malin Keshar...\"\n [/message]\n [/else]\n [/if]\n [/event]\n\n # Victory Conditions\n [event]\n name=die\n [filter]\n id=Drogan\n [/filter]\n\n # it's kind of subtle, but keep making everything darker\n {COLOR_ADJUST -15 -15 -15}\n\n {REMOVE_IMAGE 14 9}\n\n {INCIDENTAL_MUSIC the_dangerous_symphony.ogg}\n\n [message]\n speaker=Malin Keshar\n message= _ \"See what your traitorous ways have won you, Drogan?\"\n [/message]\n\n [message]\n speaker=Dela Keshar\n message= _ \"Drogan, no! Malin, you monster, how could ya just murder Drogan in cold blood?\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"He chose this fate for himself! I merely retaliated in turn!\"\n [/message]\n\n [message]\n speaker=Dela Keshar\n message= _ \"How could ye possibly think Drogan was tha traitor when you\u2019re the one attacking Parthyn?\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"What? I have not harmed even a single villager or guardsman besides Drogan! I am only trying to help, but none of you will listen to reason!\"\n [/message]\n\n [message]\n speaker=Dela Keshar\n message= _ \"I tried to! I wanted ta believe in ya, I really did. After Father died, you and Drogan were all I had...\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Then why did you listen to him instead of me? I was trying to keep us together. He was trying to tear us apart! You wouldn\u2019t even lift a finger to help me when he threatened to attack me!\"\n [/message]\n\n [message]\n speaker=Dela Keshar\n message= _ \"Malin, that\u2019s\u2014\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"You\u2019ve always been like this. You never think for yourself. You always just follow whatever other people tell you. Not a single original thought in your head.\"\n [/message]\n\n [message]\n speaker=Dela Keshar\n message= _ \"Malin\u2014\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"That man used necromancy? He must be evil! Never mind that he be your own brother, trying to protect his own home!\"\n [/message]\n\n {MODIFY_UNIT (id=Dela Keshar) profile (portraits/dela-mad.png)}\n\n [message]\n speaker=Dela Keshar\n message= _ \"Enough! There\u2019s nothing I can say ta someone who embraces evil so shamelessly! You\u2019ll pay for Drogan\u2019s death!\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"...\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"So, no matter what, she\u2019ll be against me? Then this is hopeless. Even if they intend to fight me, I\u2019ve no wish to fight the townsfolk...\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"I guess I should just leave and find Darken Volk.\"\n [/message]\n\n {HIGHLIGHT_IMAGE 16 1 scenery/signpost.png ()}\n\n [objectives]\n side=1\n [objective]\n condition=win\n description= _ \"Escape to the northwest\"\n [/objective]\n\n {DID_RTP_OBJECTIVE_KILL_ORCS}\n\n [objective]\n condition=lose\n description= _ \"Death of Malin Keshar\"\n [/objective]\n\n {TURNS_RUN_OUT}\n\n [gold_carryover]\n bonus=no\n carryover_percentage=40\n [/gold_carryover]\n [/objectives]\n\n {PLACE_IMAGE scenery/dark-monolith.png 19 24}\n {PLACE_IMAGE \"items/bones.png\" $x1 $y1}\n {VARIABLE loc.x $x1}\n {VARIABLE loc.y $y1}\n\n [event]\n name=moveto\n [filter]\n id=Malin Keshar\n x,y=19,24\n [/filter]\n [message]\n speaker=narrator\n message= _ \"A monolith of dark stone, shadowed panes reflecting distorted images.\"\n [/message]\n\n#ifdef EASY\n {GIVE_MALIN_EXPERIENCE 12}\n#endif\n#ifdef NORMAL\n {GIVE_MALIN_EXPERIENCE 10}\n#endif\n#ifdef HARD\n {GIVE_MALIN_EXPERIENCE 8}\n#endif\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Malin Keshar\n x,y=16,1\n [/filter]\n\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Malin Keshar\n x,y=$loc.x,$loc.y\n [/filter]\n\n [animate_unit]\n [filter]\n id=Malin Keshar\n [/filter]\n [primary_attack]\n range=ranged\n [/primary_attack]\n flag=attack\n [/animate_unit]\n\n [delay]\n time=400\n [/delay]\n\n {REMOVE_IMAGE $loc.x $loc.y}\n\n [unit]\n type=Ghoul DiD\n id=DroganGhoul\n name= _ \"Drogan\"\n x,y=$loc.x,$loc.y\n side=1\n animate=yes\n [/unit]\n\n [message]\n speaker=DroganGhoul\n # po: This is just some guttural sound that a ghoul might make since it can't actually talk\n message= _ \"Grahhhuralug...\" # wmllint: no spellcheck\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"As ugly in death as he was in life. Darken Volk was right. It is fitting.\"\n [/message]\n\n [message]\n speaker=Dela Keshar\n message= _ \"What have you done?! Killing Drogan wasn\u2019t enough \u2014 ya had ta defile his body as well? How could ya turn him into such a... a hideous thing? I can\u2019t believe how depraved you\u2019ve become!\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"What you see on the outside reflects the inside. The face of truth is undoubtedly an ugly one.\"\n [/message]\n [/event]\n [/event]\n\n [event]\n name=time over\n\n [unit]\n type=Orcish Warlord\n side=2\n x,y=17,2\n id=OWarlord\n canrecruit=yes\n animate=yes\n facing=se\n [/unit]\n {GENERIC_UNIT 2 (Orcish Slurbow) 16 1} {FACING se}\n {GENERIC_UNIT 2 (Direwolf Rider) 15 2} {FACING se}\n {GENERIC_UNIT 2 (Goblin Pillager) 17 1} {FACING se}\n {GENERIC_UNIT 2 (Goblin Knight) 16 2} {FACING se}\n\n [message]\n speaker=OWarlord\n message= _ \"Look what we have here! A human city on the verge of collapse and a necromancer with only a few paltry minions at his command. The wolves will feed well tonight!\"\n [/message]\n [message]\n speaker=Malin Keshar\n message= _ \"More orcs, and powerful ones at that! There\u2019s no way I\u2019m escaping now...\"\n [/message]\n [/event]\n\n [event]\n name=victory\n\n [if]\n {DID_RTP_HAS_ORC_LEADER}\n [then]\n [message]\n speaker=Dela Keshar\n message= _ \"Flee while you still can, Malin the Damned! When I have defeated these orcs and secured Parthyn against further raids, I will hunt you down and I will kill you. You are my brother no longer.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Dela Keshar\n message= _ \"Flee while you still can, Malin the Damned! When I have secured Parthyn against further raids, I will hunt you down and I will kill you. You are my brother no longer.\"\n [/message]\n [/else]\n [/if]\n\n [message]\n speaker=Malin Keshar\n # wmllint: local spelling Zephrin\n message= _ \"O gods, how did it come to this? My own sister determined to personally see to my demise. Banished from Parthyn, my country, my home... spurned by my people, whom I have given everything for... nothing has gone right ever since I got into an argument with that fat, orc-loving toad Zephrin and tried to curse him. I was only testing my new spell on him! It was only supposed to be a simple curse! How was I supposed to know it would kill him? Blasted Academy.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"... Now the only being who still wants to see me alive is a necromancer. I\u2019m beginning to think that I\u2019m the one who was cursed...\"\n [/message]\n\n {CLEAR_VARIABLE malin_used_necromancy}\n {CLEAR_VARIABLE orc_leader_store}\n {CLEAR_VARIABLE fallback_orc_leader}\n {CLEAR_VARIABLE loc}\n [/event]\n\n {HERODEATH_MALIN}\n[/scenario]\n\n#undef DID_RTP_OBJECTIVE_KILL_ORCS\n#undef DID_RTP_HAS_DROGAN\n#undef DID_RTP_HAS_ORC_LEADER\n"} {"text": "#textdomain wesnoth-did\n\n[scenario]\n id=07a_A_Small_Favor\n name= _ \"A Small Favor \u2014 I\"\n map_file=07a_A_Small_Favor.map\n {TURNS 20 18 16}\n next_scenario=07b_A_Small_Favor2\n victory_when_enemies_defeated=no\n\n#ifdef EASY\n {FIRST_WATCH_HOUR2}\n {FIRST_WATCH_HOUR2}\n {FIRST_WATCH_HOUR3}\n {FIRST_WATCH_HOUR3}\n {FIRST_WATCH_HOUR4}\n {FIRST_WATCH_HOUR4}\n {MIDNIGHT_HOUR}\n {MIDNIGHT_HOUR}\n {SECOND_WATCH_HOUR1}\n {SECOND_WATCH_HOUR1}\n {SECOND_WATCH_HOUR2}\n {SECOND_WATCH_HOUR2}\n {SECOND_WATCH_HOUR3}\n {SECOND_WATCH_HOUR3}\n {SECOND_WATCH_HOUR4}\n {SECOND_WATCH_HOUR4}\n {SECOND_WATCH_HOUR5}\n {SECOND_WATCH_HOUR5}\n {SECOND_WATCH_HOUR6}\n {SECOND_WATCH_HOUR6}\n {DAWN_HOUR}\n#endif\n\n#ifdef NORMAL\n {FIRST_WATCH_HOUR2}\n {FIRST_WATCH_HOUR3}\n {FIRST_WATCH_HOUR3}\n {FIRST_WATCH_HOUR4}\n {FIRST_WATCH_HOUR4}\n {MIDNIGHT_HOUR}\n {MIDNIGHT_HOUR}\n {SECOND_WATCH_HOUR1}\n {SECOND_WATCH_HOUR1}\n {SECOND_WATCH_HOUR2}\n {SECOND_WATCH_HOUR2}\n {SECOND_WATCH_HOUR3}\n {SECOND_WATCH_HOUR3}\n {SECOND_WATCH_HOUR4}\n {SECOND_WATCH_HOUR4}\n {SECOND_WATCH_HOUR5}\n {SECOND_WATCH_HOUR5}\n {SECOND_WATCH_HOUR6}\n {DAWN_HOUR}\n#endif\n\n#ifdef HARD\n {FIRST_WATCH_HOUR2}\n {FIRST_WATCH_HOUR3}\n {FIRST_WATCH_HOUR3}\n {FIRST_WATCH_HOUR4}\n {FIRST_WATCH_HOUR4}\n {MIDNIGHT_HOUR}\n {MIDNIGHT_HOUR}\n {SECOND_WATCH_HOUR1}\n {SECOND_WATCH_HOUR1}\n {SECOND_WATCH_HOUR2}\n {SECOND_WATCH_HOUR3}\n {SECOND_WATCH_HOUR3}\n {SECOND_WATCH_HOUR4}\n {SECOND_WATCH_HOUR4}\n {SECOND_WATCH_HOUR5}\n {SECOND_WATCH_HOUR6}\n {DAWN_HOUR}\n#endif\n\n {SCENARIO_MUSIC elvish-theme.ogg}\n {EXTRA_SCENARIO_MUSIC nunc_dimittis.ogg}\n {EXTRA_SCENARIO_MUSIC the_deep_path.ogg}\n\n [story]\n [part]\n music=underground.ogg\n story= _ \"Fleeing from the city of his birth, Malin escapes into the forested hills north of the Great River. Some distance west, he finally stops after several days bereft of rest and sleep. He closes his eyes, trying to purge the last few hours from his mind, but the darkness only makes the images all the more vivid. He is tired, so tired, but sleep does not come.\"\n {STORYTXT_BACKGROUND travel.jpg}\n [/part]\n [part]\n story= _ \"\u201cNo regrets. No regrets...\u201d He repeats it under his breath like a chant, murmuring over and over in his half-conscious state. After a while, a second voice joins, a voice that sounds very much like his own, but somehow feels foreign and alien. \u2018There could have been another way. You might have been wrong.\u2019\"\n {STORYTXT_BACKGROUND travel.jpg}\n [/part]\n [part]\n story= _ \"\u201cNo, no. Even if there were another way, they would have spurned me all the same. They are wrong... blind. I have no regrets about what I did. No regrets...\u201d He quells the voice. Sleep comes, long stretches of dreamless darkness punctuated briefly by nightmarish forms \u2014 distorted, grotesque things that whisper in eerily familiar voices. \u2018You are cursed, Malin the Damned! Cursed! Cursed. Cursed...\u2019 They echo over and over, first a choir, then a duet, both male, then just one, a single voice alone in the darkness.\"\n {STORYTXT_BACKGROUND travel.jpg}\n [/part]\n [part]\n story= _ \"Malin wakes up to a plume of smoke rising behind him. He gives it only a brief thought before heading farther west. Soon, he catches sight of the golden banners of Tath and reunites with his teacher just outside of the city.\"\n {STORYTXT_BACKGROUND travel.jpg}\n [/part]\n [part]\n story=_ \"\u201cFor your final test as my apprentice, you will aid me in retrieving a book,\u201d the necromancer says. \u201cThe book was... stolen from me long ago. It has personal value to me, so you may think of this as a small favor. However, this task will require you to act against your countrymen of Wesnoth, since it was one of them who took it from me.\u201d\"\n {STORYTXT_BACKGROUND book.jpg}\n [/part]\n [part]\n story= _ \"Malin replies, \u201cThey are no longer countrymen of mine.\u201d\"\n {STORYTXT_BACKGROUND book.jpg}\n [/part]\n [part]\n story= _ \"Darken Volk continues, \u201cExcellent. There is a lady of Tath by the name of Karae. She was trained as a mage in her youth and now uses her wealth to support a large number of mages in their studies. Among her library is the book we seek. We shall break into her manor and search from there.\u201d\"\n {STORYTXT_BACKGROUND book.jpg}\n [/part]\n [/story]\n\n {DID_TRACK {JOURNEY_07_NEW}}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n recruit=Walking Corpse,Vampire Bat,Ghost,Ghoul,Skeleton Archer,Skeleton\n {GOLD 180 150 120}\n team_name=intruders\n user_team_name= _ \"Intruders\"\n {FLAG_VARIANT undead}\n color=darkblue\n\n village_gold=2\n village_support=1\n\n # wmllint: recognize Malin Keshar\n {CHARACTER_STATS_MALIN_KESHAR}\n\n fog=yes\n facing=sw\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n controller=ai\n recruit=Swordsman,Pikeman,Longbowman,Cavalryman,Dragoon,Mage,Heavy Infantryman,Shock Trooper\n gold=0\n team_name=defenders\n user_team_name= _ \"Defenders\"\n {FLAG_VARIANT loyalist}\n color=gold\n\n village_gold=0\n income=-2\n\n type=General\n id=Taylor\n name= _ \"Taylor\"\n canrecruit=yes\n\n fog=yes\n share_vision=none\n facing=se\n\n # Place city guards\n\n {NAMED_LOYAL_UNIT 2 Bowman 2 17 (Guard1) ( _ \"Night Watchman\")} {GUARDIAN}\n {NAMED_LOYAL_UNIT 2 Spearman 4 17 (Guard2) ( _ \"Night Watchman\")} {GUARDIAN}\n {NAMED_LOYAL_UNIT 2 Spearman 4 18 (Guard3) ( _ \"Night Watchman\")} {GUARDIAN}\n\n {NAMED_LOYAL_UNIT 2 Spearman 11 3 (Guard4) ( _ \"Night Watchman\")} {GUARDIAN}\n {NAMED_LOYAL_UNIT 2 Bowman 11 4 (Guard5) ( _ \"Night Watchman\")} {GUARDIAN}\n {NAMED_LOYAL_UNIT 2 Spearman 13 4 (Guard6) ( _ \"Night Watchman\")} {GUARDIAN}\n\n {NAMED_LOYAL_UNIT 2 Pikeman 18 18 () ( _ \"Gate Guard\")} {GUARDIAN}\n {NAMED_LOYAL_UNIT 2 Swordsman 16 20 () ( _ \"Gate Guard\")} {GUARDIAN}\n\n {NAMED_LOYAL_UNIT 2 (Heavy Infantryman) 20 22 () ( _ \"Gate Guard\")} {GUARDIAN}\n {NAMED_LOYAL_UNIT 2 (Heavy Infantryman) 24 20 () ( _ \"Gate Guard\")} {GUARDIAN}\n\n {NAMED_LOYAL_UNIT 2 (Heavy Infantryman) 3 12 () ( _ \"City Guard\")} {GUARDIAN}\n {NAMED_LOYAL_UNIT 2 (Shock Trooper) 5 15 () ( _ \"City Guard\")} {GUARDIAN}\n\n # More guards, depending on the difficulty\n#ifdef EASY\n {NAMED_LOYAL_UNIT 2 Mage 7 9 () ( _ \"Mage Guard\")} {GUARDIAN}\n {NAMED_LOYAL_UNIT 2 Mage 8 7 () ( _ \"Mage Guard\")} {GUARDIAN}\n {NAMED_LOYAL_UNIT 2 Sergeant 6 13 () ( _ \"Head Trainer\")} {GUARDIAN}\n#endif\n\n#ifdef NORMAL\n {NAMED_LOYAL_UNIT 2 Mage 7 9 () ( _ \"Mage Guard\")} {GUARDIAN}\n {NAMED_LOYAL_UNIT 2 (Red Mage) 8 7 () ( _ \"Mage Guard\")} {GUARDIAN}\n {NAMED_LOYAL_UNIT 2 (Heavy Infantryman) 12 16 () ( _ \"City Guard\")} {GUARDIAN}\n {NAMED_LOYAL_UNIT 2 (Lieutenant) 6 13 () ( _ \"Head Trainer\")} {GUARDIAN}\n#endif\n\n#ifdef HARD\n {NAMED_LOYAL_UNIT 2 (White Mage) 7 9 () ( _ \"Mage Guard\")} {GUARDIAN}\n {NAMED_LOYAL_UNIT 2 (Red Mage) 8 7 () ( _ \"Mage Guard\")} {GUARDIAN}\n {NAMED_LOYAL_UNIT 2 (Shock Trooper) 12 16 () ( _ \"City Guard\")} {GUARDIAN}\n {NAMED_LOYAL_UNIT 2 (Lieutenant) 6 13 () ( _ \"Head Trainer\")} {GUARDIAN}\n#endif\n\n [ai]\n passive_leader=yes\n aggression=1.0\n caution=0.4\n grouping=offensive\n\n [goal]\n name=protect_location\n [criteria]\n # Manor entrance\n x,y=7,8\n [/criteria]\n protect_radius=5\n value=4\n [/goal]\n\n [goal]\n name=protect_location\n [criteria]\n # Rest of city\n x=3-22\n y=6-22\n [/criteria]\n protect_radius=1\n value=2\n [/goal]\n\n [goal]\n name=protect_unit\n [criteria]\n side=2\n canrecruit=yes\n [/criteria]\n value=2\n [/goal]\n [/ai]\n [/side]\n\n [side]\n side=3\n controller=ai\n no_leader=yes\n hidden=yes\n team_name=monsters\n color=orange\n [ai]\n aggression=1.0\n caution=0.0\n [/ai]\n [/side]\n\n {STARTING_VILLAGES 1 3}\n {STARTING_VILLAGES 2 15}\n\n {PLACE_IMAGE scenery/whirlpool.png 38 23}\n\n # City\n {PLACE_IMAGE scenery/well.png 16 12}\n {PLACE_IMAGE scenery/well.png 19 14}\n {PLACE_IMAGE scenery/tent-shop-weapons.png 3 17}\n {PLACE_IMAGE scenery/monolith1.png 11 5}\n {PLACE_IMAGE scenery/monolith1.png 13 6}\n {PLACE_IMAGE scenery/monolith1.png 10 6}\n {PLACE_IMAGE scenery/signpost.png 15 16}\n {PLACE_IMAGE scenery/signpost.png 11 12}\n {PLACE_IMAGE scenery/temple1.png 10 18}\n {PLACE_IMAGE scenery/tent-fancy-red.png 9 15}\n {PLACE_IMAGE items/dragonstatue.png 12 14}\n\n {PLACE_IMAGE \"items/dummy.png~RC(magenta>green)\" 7 12}\n {PLACE_IMAGE \"items/dummy.png~RC(magenta>green)\" 4 11}\n {PLACE_IMAGE items/armor.png 4 12}\n {PLACE_IMAGE items/armor.png 3 16}\n {PLACE_IMAGE items/armor.png 6 16}\n {PLACE_IMAGE items/flower2.png 13 7}\n {PLACE_IMAGE items/flower1.png 16 8}\n {PLACE_IMAGE items/flower3.png 12 7}\n {PLACE_IMAGE items/flower4.png 17 8}\n\n # Manor\n {PLACE_IMAGE scenery/trapdoor-closed.png 3 6}\n {PLACE_IMAGE items/cloak-green.png 2 6}\n {PLACE_IMAGE items/ornate1.png 5 5}\n {PLACE_IMAGE items/potion-blue.png 4 5}\n {PLACE_IMAGE items/potion-red.png 6 5}\n {PLACE_IMAGE items/altar.png 3 7}\n\n#define WATCHMAN_PATROL_MOVEMENT\n [set_variable]\n name=turn_mod\n value=$($turn_number % 5)\n [/set_variable]\n\n [switch]\n variable=turn_mod\n [case]\n value=1,0\n [move_unit]\n id=Guard3\n side=2\n to_x,to_y=5,22\n [/move_unit]\n [move_unit]\n id=Guard2\n side=2\n to_x,to_y=4,21\n [/move_unit]\n [move_unit]\n id=Guard1\n side=2\n to_x,to_y=4,20\n [/move_unit]\n\n [move_unit]\n id=Guard6\n side=2\n to_x,to_y=18,7\n [/move_unit]\n [move_unit]\n id=Guard5\n side=2\n to_x,to_y=16,6\n [/move_unit]\n [move_unit]\n id=Guard4\n side=2\n to_x,to_y=14,5\n [/move_unit]\n [/case]\n [case]\n value=2,4\n [move_unit]\n id=Guard3\n side=2\n to_x,to_y=10,24\n [/move_unit]\n [move_unit]\n id=Guard2\n side=2\n to_x,to_y=10,23\n [/move_unit]\n [move_unit]\n id=Guard1\n side=2\n to_x,to_y=9,24\n [/move_unit]\n\n [move_unit]\n id=Guard6\n side=2\n to_x,to_y=22,11\n [/move_unit]\n [move_unit]\n id=Guard5\n side=2\n to_x,to_y=21,11\n [/move_unit]\n [move_unit]\n id=Guard4\n side=2\n to_x,to_y=20,9\n [/move_unit]\n [/case]\n [case]\n value=3\n [move_unit]\n id=Guard3\n side=2\n to_x,to_y=14,22\n [/move_unit]\n [move_unit]\n id=Guard2\n side=2\n to_x,to_y=13,23\n [/move_unit]\n [move_unit]\n id=Guard1\n side=2\n to_x,to_y=12,22\n [/move_unit]\n\n [move_unit]\n id=Guard6\n side=2\n to_x,to_y=20,16\n [/move_unit]\n [move_unit]\n id=Guard5\n side=2\n to_x,to_y=21,16\n [/move_unit]\n [move_unit]\n id=Guard4\n side=2\n to_x,to_y=21,15\n [/move_unit]\n [/case]\n [/switch]\n\n {CLEAR_VARIABLE turn_mod}\n#enddef\n\n [event]\n name=prestart\n\n {CLEAR_CORPSE_HORDE}\n\n [label]\n x,y=9,15\n text= _ \"Stables\"\n [/label]\n\n [label]\n x,y=10,18\n text= _ \"Temple\"\n [/label]\n\n {COLOR_ADJUST -16 -16 -16}\n\n [objectives]\n side=1\n [objective]\n condition=win\n description= _ \"Move Malin and Darken Volk into the Mage Lady\u2019s manor\"\n [/objective]\n [objective]\n {ALTERNATIVE_OBJECTIVE_CAPTION}\n condition=win\n description= _ \"Defeat General Taylor\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Death of Malin Keshar\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Death of Darken Volk\"\n [/objective]\n\n {TURNS_RUN_OUT}\n\n [gold_carryover]\n bonus=yes\n carryover_percentage=40\n [/gold_carryover]\n\n [note]\n description= _ \"Enemy units have reduced vision. An enemy unit will see you if two hexes separate you from them.\"\n [/note]\n [/objectives]\n\n # Place Darken Volk\n {VARIABLE darken_volk_store.x recall}\n {VARIABLE darken_volk_store.y recall}\n\n [unstore_unit]\n variable=darken_volk_store\n [/unstore_unit]\n\n {CLEAR_VARIABLE darken_volk_store}\n\n [recall]\n id=Darken Volk\n x,y=36,15\n [/recall]\n\n {MODIFY_UNIT (side=1) facing nw}\n\n [modify_unit]\n [filter]\n side=2\n [/filter]\n vision=2\n [/modify_unit]\n\n {VARIABLE guard_alerted 0}\n [/event]\n\n # Malin doesn't talk in this scenario because he's depressed :(\n [event]\n name=start\n\n [message]\n speaker=Darken Volk\n message= _ \"The stolen book lies within Lady Karae\u2019s manor at the north end of the city. It will be difficult for us to defeat the entire city guard, so we must stay hidden as long as possible. For now, we can make use of this fog. I shall use it to cast a spell to obscure the town guards\u2019 vision.\"\n [/message]\n\n [delay]\n time=450\n [/delay]\n [animate_unit]\n [filter]\n id=Darken Volk\n [/filter]\n [primary_attack]\n range=ranged\n [/primary_attack]\n flag=attack\n [/animate_unit]\n [delay]\n time=350\n [/delay]\n\n [message]\n speaker=Darken Volk\n message= _ \"This spell will not hide us completely. If we stray too close to the guards, they will still be able to see us. Once we are spotted, we shall have to make a run for it. The faster we enter the manor, the more time we shall have to search for the book before the guards can pursue us.\"\n [/message]\n\n [message]\n speaker=narrator\n message= _ \"Note: Only the units you recruit now will be available to you once inside.\"\n image=wesnoth-icon.png\n [/message]\n [/event]\n\n [event]\n name=sighted\n [filter]\n side=2\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [message]\n speaker=unit\n message= _ \"This blasted fog is so thick! I can\u2019t see a thing!\"\n [/message]\n\n [message]\n speaker=Taylor\n message= _ \"Stay alert, soldier. Report anything unusual immediately.\"\n [/message]\n [/event]\n\n [event]\n name=sighted\n [filter]\n side=1\n [/filter]\n [filter_second]\n side=2\n [/filter_second]\n\n [if]\n [variable]\n name=second_unit.id\n not_equals=Taylor\n [/variable]\n [then]\n [message]\n speaker=second_unit\n message= _ \"Undead are emerging from the forest!\"\n [/message]\n [/then]\n [/if]\n [message]\n speaker=Taylor\n message= _ \"Wake the guard! To arms!\"\n [/message]\n\n [modify_side]\n side=2\n {GOLD 140 170 200}\n {INCOME 12 16 20}\n [/modify_side]\n\n {VARIABLE guard_alerted 1}\n [/event]\n\n [event]\n name=side 2 turn refresh\n first_time_only=no\n [filter_condition]\n [variable]\n name=guard_alerted\n numerical_equals=0\n [/variable]\n [/filter_condition]\n\n {MODIFY_UNIT (side=2) moves 0}\n {WATCHMAN_PATROL_MOVEMENT}\n [/event]\n\n [event]\n name=moveto\n [filter]\n x,y=38,23\n side=1\n [/filter]\n\n [sound]\n name=water-blast.wav\n [/sound]\n\n [unit]\n x,y=38,23\n type=Tentacle of the Deep\n id=Tentacly\n name= _ \"Tentacly\"\n side=3\n max_hitpoints=66\n level=2\n animate=yes\n [/unit]\n\n [message]\n speaker=Darken Volk\n message= _ \"I have heard rumors that the mages of Tath have been experimenting on the wildlife...\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Tentacly\n [/filter]\n [filter_second]\n type=Soulless\n variation=swimmer\n [/filter_second]\n\n [sound]\n name=squishy-hit.wav\n [/sound]\n\n [object]\n id=sushi_mini_buff\n take_only_once=yes\n silent=yes\n duration=forever\n [filter]\n type=Soulless\n variation=swimmer\n [/filter]\n [effect]\n apply_to=hitpoints\n increase_total=7\n increase=7\n heal_full=no\n [/effect]\n [effect]\n apply_to=movement\n increase=2\n [/effect]\n [/object]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x,y=10,18\n side=1\n [/filter]\n\n [message]\n speaker=Darken Volk\n message= _ \"Oh? The temple healers are trying to heal a man who is already dead. Perhaps you could... give them a little demonstration as to how it is actually done.\"\n [/message]\n\n [animate_unit]\n [filter]\n id=Malin Keshar\n [/filter]\n [primary_attack]\n range=ranged\n [/primary_attack]\n flag=attack\n [/animate_unit]\n\n [unit]\n x,y=10,18\n type=Soulless\n id=Jaime\n name= _ \"Fat Jaime the Drunk Sailor\"\n side=1\n animate=yes\n [/unit]\n\n [object]\n silent=yes\n duration=forever\n [filter]\n id=Jaime\n [/filter]\n [effect]\n apply_to=hitpoints\n increase=23\n increase_total=23\n [/effect]\n [/object]\n [object]\n silent=yes\n duration=forever\n [filter]\n id=Jaime\n [/filter]\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_DRUNK}\n [/abilities]\n [/effect]\n [/object]\n [/event]\n\n # a little difficult to get, because it requires you to kill a mounted unit on this scenario with plague and get it to the tent too\n [event]\n name=moveto\n [filter]\n x,y=9,15\n side=1\n type=Walking Corpse, Soulless\n variation=mounted\n [/filter]\n\n [message]\n speaker=Darken Volk\n message= _ \"It appears as if these stables contain some armaments that could be useful for an undead rider.\"\n [/message]\n\n [unit]\n x,y=9,15\n type=Chocobone\n side=1\n animate=yes\n overwrite=yes\n [/unit]\n [/event]\n\n # Undead unit kicks the holy water\n [event]\n name=moveto\n [filter]\n x,y=5,5\n race=undead\n [/filter]\n\n [message]\n speaker=unit\n # po: Ooouuuh is a cry of pain\n message= _ \"Ooouuuh! It burns... burrrrnnns...\" # wmllint: no spellcheck\n [/message]\n\n [harm_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n amount=1\n kill=no\n animate=yes\n [/harm_unit]\n\n [floating_text]\n x,y=$x1,$y1\n color=255,0,0\n text=-1\n [/floating_text]\n\n [remove_item]\n x,y=5,5\n [/remove_item]\n\n [message]\n speaker=Darken Volk\n message= _ \"Beware the urns. It appears that they contain holy water that these mages have brewed themselves. As you might guess from the name, it is quite effective against undead.\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Taylor\n [/filter]\n\n [message]\n speaker=Taylor\n message= _ \"The undead are too strong! Retreat and regroup!\"\n [/message]\n\n [kill]\n side=2\n [/kill]\n [endlevel]\n result=victory\n linger_mode=no\n bonus=yes\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/event]\n\n # Victory Conditions\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Malin Keshar,Darken Volk\n x=2-6\n y=5-7\n [/filter]\n [filter_condition]\n [have_unit]\n id=Malin Keshar\n x=2-6\n y=5-7\n [/have_unit]\n [have_unit]\n id=Darken Volk\n x=2-6\n y=5-7\n [/have_unit]\n [/filter_condition]\n\n [message]\n speaker=Darken Volk\n message= _ \"Here is the entrance! Hurry!\"\n [/message]\n\n [endlevel]\n result=victory\n linger_mode=no\n bonus=yes\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/event]\n\n [event]\n name=victory\n\n {SET_GOT_INSIDE_MANOR}\n\n#ifdef EASY\n [set_variable]\n name=S7_turns\n value=$(\"23 - ($turn_number)\")\n [/set_variable]\n#endif\n#ifdef NORMAL\n [set_variable]\n name=S7_turns\n value=$(\"20 - ($turn_number)\")\n [/set_variable]\n#endif\n#ifdef HARD\n [set_variable]\n name=S7_turns\n value=$(\"18 - ($turn_number)\")\n [/set_variable]\n#endif\n\n {CLEAR_VARIABLE guard_alerted}\n [/event]\n\n {HERODEATH_MALIN}\n {HERODEATH_VOLK}\n\n [event]\n name=time over\n\n [message]\n speaker=Darken Volk\n message= _ \"We have no hope of entering the manor now that dawn has broken and the entire city guard is alerted to our presence. Your incompetence is truly appalling.\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n[/scenario]\n"} {"text": "#textdomain wesnoth-did\n\n[scenario]\n id=07b_A_Small_Favor2\n name= _ \"A Small Favor \u2014 II\"\n map_file=07b_A_Small_Favor2.map\n {TURNS 25 22 19}\n next_scenario=07c_A_Small_Favor3\n victory_when_enemies_defeated=no\n\n [time]\n id=indoors\n name= _ \"Indoors\"\n image=misc/time-schedules/schedule-indoors.png\n lawful_bonus=-10\n [/time]\n\n {SCENARIO_MUSIC casualties_of_war.ogg}\n {EXTRA_SCENARIO_MUSIC battle.ogg}\n {EXTRA_SCENARIO_MUSIC siege_of_laurelmor.ogg}\n\n # No story; this occurs immediately after the previous scenario\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n gold=0\n team_name=intruders\n user_team_name= _ \"Intruders\"\n {FLAG_VARIANT undead}\n color=darkblue\n\n income=-2\n\n # wmllint: recognize Malin Keshar\n {CHARACTER_STATS_MALIN_KESHAR}\n\n shroud=yes\n facing=nw\n [/side]\n # wmllint: validate-on\n\n # Mages\n [side]\n side=2\n controller=ai\n team_name=defenders\n user_team_name= _ \"Defenders\"\n no_leader=yes\n hidden=yes\n color=purple\n\n [ai]\n village_value=0\n aggression=0.8\n [/ai]\n [/side]\n\n # City guard\n [side]\n side=3\n controller=ai\n team_name=defenders\n user_team_name= _ \"Defenders\"\n no_leader=yes\n hidden=yes\n {FLAG_VARIANT loyalist}\n color=gold\n [ai]\n village_value=0\n aggression=0.8\n [/ai]\n [/side]\n\n # This macro places the doors and adds the door-opening event\n {MANOR_DOORS 1}\n\n # Scenery\n {PLACE_IMAGE items/ankh-necklace.png 3 15}\n {PLACE_IMAGE items/ball-blue.png 2 10}\n {PLACE_IMAGE items/ball-magenta.png 25 2}\n {PLACE_IMAGE items/ball-green.png 8 2}\n {PLACE_IMAGE items/stone-tablet.png 6 16}\n {PLACE_IMAGE items/stone-tablet.png 15 13}\n {PLACE_IMAGE items/ornate2.png 17 1}\n {PLACE_IMAGE items/potion-blue.png 26 4}\n {PLACE_IMAGE items/potion-grey.png 27 5}\n {PLACE_IMAGE items/potion-green.png 27 6}\n {PLACE_IMAGE items/potion-red.png 25 6}\n {PLACE_IMAGE items/potion-yellow.png 26 6}\n {PLACE_IMAGE items/altar-evil.png 26 5}\n {PLACE_IMAGE items/barrel.png 24 10}\n {PLACE_IMAGE items/barrel.png 25 10}\n {PLACE_IMAGE items/barrel.png 22 9}\n {PLACE_IMAGE items/box.png 25 9}\n {PLACE_IMAGE items/box.png 22 11}\n {PLACE_IMAGE items/box.png 21 12}\n {PLACE_IMAGE items/box.png 9 7}\n {PLACE_IMAGE items/chest-open.png 8 7}\n {PLACE_IMAGE items/chest-plain-open.png 9 9}\n {PLACE_IMAGE items/barrel.png 8 9}\n {PLACE_IMAGE items/altar.png 15 2}\n {PLACE_IMAGE items/holy-water.png 17 1}\n {PLACE_IMAGE items/holy-water.png 18 1}\n {PLACE_IMAGE items/ring-white.png 13 3}\n {PLACE_IMAGE items/ring-red.png 24 1}\n\n {PLACE_IMAGE items/dragonstatue.png 11 12}\n {PLACE_IMAGE items/dragonstatue.png 10 12}\n {PLACE_IMAGE items/dragonstatue.png 21 3}\n {PLACE_IMAGE scenery/monolith4.png 14 12}\n {PLACE_IMAGE scenery/monolith3.png 13 15}\n {PLACE_IMAGE scenery/monolith1.png 17 14}\n\n [event]\n name=prestart\n\n {COLOR_ADJUST -17 -17 -17}\n\n [objectives]\n side=1\n [objective]\n condition=win\n description= _ \"Find Lady Karae\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Death of Malin Keshar\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Death of Darken Volk\"\n [/objective]\n\n {TURNS_RUN_OUT}\n\n [gold_carryover]\n bonus=no\n carryover_percentage=100\n [/gold_carryover]\n [/objectives]\n\n # Randomize Karae\u2019s location\n {RANDOM 0..3}\n\n [switch]\n variable=random\n [case]\n value=0\n {VARIABLE karae_x 1}\n {VARIABLE karae_y 11}\n [/case]\n\n [case]\n value=1\n {VARIABLE karae_x 8}\n {VARIABLE karae_y 1}\n [/case]\n\n [case]\n value=2\n {VARIABLE karae_x 13}\n {VARIABLE karae_y 3}\n [/case]\n\n [case]\n value=3\n {VARIABLE karae_x 24}\n {VARIABLE karae_y 1}\n [/case]\n [/switch]\n\n [unit]\n type=Silver Mage\n id=Lady Karae\n name= _ \"Lady Karae\"\n profile=portraits/karae.png\n gender=female\n side=2\n x,y=$karae_x,$karae_y\n canrecruit=yes\n random_traits=no\n [/unit]\n\n {CLEAR_VARIABLE karae_x,karae_y}\n\n [set_variables]\n name=guardtypetable\n [value]\n type=Shock Trooper\n [/value]\n [value]\n type=Spearman\n [/value]\n#ifndef HARD\n [value]\n type=Fencer\n [/value]\n#endif\n [value]\n type=Duelist\n [/value]\n [value]\n type=Pikeman\n [/value]\n [value]\n type=Swordsman\n [/value]\n#ifndef EASY\n [value]\n type=Swordsman\n [/value]\n [value]\n type=Duelist\n [/value]\n#endif\n#ifdef HARD\n [value]\n type=Swordsman\n [/value]\n [value]\n type=Pikeman\n [/value]\n [value]\n type=Duelist\n [/value]\n#endif\n [value]\n type=Heavy Infantryman\n [/value]\n [value]\n type=Heavy Infantryman\n [/value]\n [value]\n type=Spearman\n [/value]\n [value]\n type=Fencer\n [/value]\n [value]\n type=Fencer\n [/value]\n [/set_variables]\n\n [random_placement]\n num_items={ON_DIFFICULTY 5 6 7}\n variable=loc\n min_distance=3\n [filter_location]\n terrain=Iwr,Icn,Ior\n [not]\n x=1-5\n y=1-5\n [/not]\n [not]\n [filter][/filter]\n [/not]\n [/filter_location]\n [command]\n {NAMED_NOTRAIT_UNIT 2 \"$guardtypetable[$($loc.n % $guardtypetable.length)].type\" $loc.x $loc.y () (_ \"Guard\")} {GUARDIAN}\n [/command]\n [/random_placement]\n\n [set_variables]\n name=magetypetable\n [value]\n type=Mage\n [/value]\n [value]\n type=White Mage\n [/value]\n [value]\n type=Mage\n [/value]\n [value]\n type=Red Mage\n [/value]\n [value]\n type=Red Mage\n [/value]\n#ifdef EASY\n [value]\n type=Mage\n [/value]\n#endif\n#ifndef EASY\n [value]\n type=White Mage\n [/value]\n [value]\n type=Red Mage\n [/value]\n#endif\n#ifdef HARD\n [value]\n type=Red Mage\n [/value]\n [value]\n type=White Mage\n [/value]\n#endif\n [value]\n type=Mage\n [/value]\n [value]\n type=Mage\n [/value]\n [value]\n type=Mage\n [/value]\n [/set_variables]\n\n [random_placement]\n num_items={ON_DIFFICULTY 6 7 8}\n variable=loc\n min_distance=2\n [filter_location]\n terrain=Iwr,Icn,Ior\n [not]\n x=1-5\n y=1-5\n [/not]\n [not]\n [filter][/filter]\n [/not]\n [/filter_location]\n [command]\n {GENERIC_UNIT 2 \"$magetypetable[$($loc.n % $magetypetable.length)].type\" $loc.x $loc.y}\n [/command]\n [/random_placement]\n\n # this code is a handler in case this scenario is reached via debug or an old save which did not include this variable\n [lua]\n code = << if wml.variables[\"S7_turns\"] == nil then wml.variables[\"S7_turns\"] = 5 end >>\n [/lua]\n\n [set_variable]\n name=S7_turns\n value=$(min({ON_DIFFICULTY 7 6 5},($S7_turns)))\n [/set_variable]\n [set_variable]\n name=spawn1\n value=$(\"{ON_DIFFICULTY 7 6 5} + ($S7_turns)\")\n [/set_variable]\n [set_variable]\n name=spawn2\n value=$(\"{ON_DIFFICULTY 14 12 10} + ($S7_turns)\")\n [/set_variable]\n\n [recall]\n id=Darken Volk\n x,y=18,15\n [/recall]\n\n # We want Volk facing another direction\n {MODIFY_UNIT (id=Darken Volk) facing ne}\n [/event]\n\n # le Volk is very chatty in this scenario because he's excited to get his book\n # Malin is still pretty quiet here\n [event]\n name=start\n\n [remove_shroud]\n side=1\n x,y=24,19\n radius=3\n [/remove_shroud]\n\n [store_unit]\n [filter]\n [filter_wml]\n [variables]\n got_inside_manor=yes\n [/variables]\n [/filter_wml]\n [/filter]\n\n variable=units_inside_manor\n [/store_unit]\n\n [foreach]\n array=units_inside_manor\n [do]\n [recall]\n id=$this_item.id\n [/recall]\n\n [modify_unit]\n [filter]\n id=$this_item.id\n [/filter]\n\n [object]\n duration=scenario\n [effect]\n apply_to=loyal\n [/effect]\n [/object]\n [/modify_unit]\n\n [redraw]\n clear_shroud=yes\n side=1\n [/redraw]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE units_inside_manor}\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Malin and Darken Volk enter the mage lady\u2019s manor, closing the heavy gates behind them.\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"That gate will not hold back the soldiers for long. We must hurry.\"\n [/message]\n [/event]\n\n [event]\n name=sighted\n [filter]\n side=2\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [message]\n speaker=unit\n message= _ \"Undead have entered the manor! Defend yourselves!\"\n [/message]\n [/event]\n\n # City guard spawns\n#define SPAWN_GUARD\n [random_placement]\n num_items=1\n variable=loc\n min_distance=1\n [filter_location]\n x=22,23,21-26\n y=18,18,19-20\n [not]\n [filter][/filter]\n [/not]\n [/filter_location]\n [command]\n [set_variable]\n name=ind\n rand=1..$guardtypetable.length\n [/set_variable]\n {VARIABLE_OP ind sub 1}\n {GENERIC_UNIT 3 \"$guardtypetable[$ind].type\" $loc.x $loc.y}\n {CLEAR_VARIABLE ind}\n [/command]\n [/random_placement]\n#enddef\n#define SPAWN_MAGE\n [random_placement]\n num_items=1\n variable=loc\n min_distance=1\n [filter_location]\n x=22,23,21-26\n y=18,18,19-20\n [not]\n [filter][/filter]\n [/not]\n [/filter_location]\n [command]\n [set_variable]\n name=ind\n rand=1..$magetypetable.length\n [/set_variable]\n {VARIABLE_OP ind sub 1}\n {GENERIC_UNIT 3 \"$magetypetable[$ind].type\" $loc.x $loc.y}\n {CLEAR_VARIABLE ind}\n [/command]\n [/random_placement]\n#enddef\n\n [event]\n name=new turn\n first_time_only=no\n\n [if]\n [variable]\n name=turn_number\n greater_than_equal_to=$spawn2\n [/variable]\n [then]\n {RANDOM 0..2}\n [switch]\n variable=random\n [case]\n value=0\n {SPAWN_GUARD}\n#ifdef HARD\n {SPAWN_GUARD}\n#endif\n [/case]\n [case]\n value=1\n {SPAWN_MAGE}\n [/case]\n [case]\n value=2\n {SPAWN_GUARD}\n {SPAWN_MAGE}\n [/case]\n [/switch]\n [/then]\n [elseif]\n [variable]\n name=turn_number\n greater_than_equal_to=$spawn1\n [/variable]\n [then]\n [set_variable]\n name=turn_mod\n value=$(\"($turn_number - $spawn1) % 2\")\n [/set_variable]\n [if]\n [variable]\n name=turn_mod\n numerical_equals=0\n [/variable]\n [then]\n {RANDOM 0..3}\n [switch]\n variable=random\n [case]\n value=0\n {SPAWN_GUARD}\n#ifdef HARD\n {SPAWN_GUARD}\n#endif\n [/case]\n [case]\n value=1\n {SPAWN_GUARD}\n [/case]\n [case]\n value=2\n {SPAWN_MAGE}\n [/case]\n [case]\n value=3\n {SPAWN_GUARD}\n {SPAWN_MAGE}\n [/case]\n [/switch]\n [/then]\n [/if]\n {CLEAR_VARIABLE turn_mod}\n [/then]\n [/elseif]\n [elseif]\n [variable]\n name=turn_number\n greater_than_equal_to=$S7_turns\n [/variable]\n [then]\n [set_variable]\n name=turn_mod\n value=$(\"($turn_number - $S7_turns) % 3\")\n [/set_variable]\n [if]\n [variable]\n name=turn_mod\n numerical_equals=0\n [/variable]\n [then]\n {RANDOM 0..3}\n [switch]\n variable=random\n [case]\n value=0\n {SPAWN_GUARD}\n [/case]\n [case]\n value=1\n {SPAWN_GUARD}\n [/case]\n [case]\n value=2\n {SPAWN_MAGE}\n [/case]\n [case]\n value=3\n#ifndef EASY\n {SPAWN_GUARD}\n#endif\n {SPAWN_MAGE}\n [/case]\n [/switch]\n [/then]\n [/if]\n {CLEAR_VARIABLE turn_mod}\n [/then]\n [/elseif]\n [/if]\n\n [fire_event]\n name=city guard dialogue\n [/fire_event]\n [fire_event]\n name=city guard dialogue2\n [/fire_event]\n [fire_event]\n name=city guard dialogue3\n [/fire_event]\n [/event]\n\n [event]\n name=city guard dialogue\n [filter_condition]\n [variable]\n name=turn_number\n equals=$S7_turns\n [/variable]\n [/filter_condition]\n\n [message]\n side=3\n [filter_location]\n x=22,23,21-26\n y=18,18,19-20\n [/filter_location]\n message= _ \"Hunt down the undead! Destroy them all!\"\n [/message]\n [message]\n speaker=Darken Volk\n message= _ \"The city guard has entered the manor. We will have to hold them off while we search.\"\n [/message]\n [/event]\n [event]\n name=city guard dialogue2\n [filter_condition]\n [variable]\n name=turn_number\n equals=$spawn1\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Darken Volk\n message= _ \"More guards are coming. We must hasten our search!\"\n [/message]\n [/event]\n [event]\n name=city guard dialogue3\n [filter_condition]\n [variable]\n name=turn_number\n equals=$spawn2\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Malin Keshar\n message= _ \"It does not look like we have much time left...\"\n [/message]\n [/event]\n\n # Flavor text\n\n [event]\n name=moveto\n [filter]\n x,y=15,13\n side=1\n [/filter]\n # from The Alchemist\n [message]\n speaker=narrator\n message= _ \"There is only one thing that makes a dream impossible to achieve.\"\n [/message]\n [delay]\n time=350\n [/delay]\n [sound]\n name=wail-long.wav\n [/sound]\n [delay]\n time=350\n [/delay]\n [message]\n speaker=narrator\n message= _ \"... the fear of failure.\"\n [/message]\n [/event]\n [event]\n name=moveto\n [filter]\n x,y=6,16\n side=1\n [/filter]\n [message]\n speaker=narrator\n message= _ \"There is nothing good or bad, but thinking makes it so.\"\n [/message]\n [/event]\n [event]\n name=moveto\n [filter]\n x,y=2,10\n side=1\n [/filter]\n [message]\n speaker=narrator\n message= _ \"Mirrors of shallow blue, cold and opaque, they stare,\nPiercing, unblinking, a pitiless reflection,\nShattering our brittle, fancied reality.\"\n [/message]\n [/event]\n [event]\n name=moveto\n [filter]\n x,y=8,2\n side=1\n [/filter]\n [message]\n speaker=narrator\n message= _ \"Emerald, verdant green gives way,\nTouched by shadow, dark dye of black,\nAn abhorrent stain of pestilence.\"\n [/message]\n [/event]\n [event]\n name=moveto\n [filter]\n x,y=25,2\n side=1\n [/filter]\n [message]\n speaker=narrator\n message= _ \"Crimson pool, essence of life,\nFlesh and blood flow away to rot,\nLeaving only bones to remain.\"\n [/message]\n [/event]\n\n # someone's marriage had some issues at the last moment...\n [event]\n name=moveto\n [filter]\n x,y=13,3\n side=1\n [/filter]\n [message]\n speaker=Darken Volk\n message= _ \"This appears to be a wedding ring.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x=17,18\n y=1,1\n side=1\n [/filter]\n [message]\n speaker=Darken Volk\n message= _ \"This vial of holy water is inscribed with a cross and two rings.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x,y=15,2\n side=1\n [/filter]\n [message]\n speaker=Darken Volk\n message= _ \"There is a torn up dress on this altar.\"\n [/message]\n [/event]\n\n # Malin gets some extra cold resistance\n [event]\n name=moveto\n [filter]\n x,y=3,15\n id=Malin Keshar\n [/filter]\n [message]\n speaker=Malin Keshar\n message= _ \"This amulet feels strangely cold.\"\n [/message]\n [object]\n silent=yes\n duration=forever\n [filter]\n id=Malin Keshar\n [/filter]\n [effect]\n apply_to=resistance\n [resistance]\n cold=-10\n [/resistance]\n [/effect]\n [/object]\n\n {REMOVE_IMAGE 3 15}\n [/event]\n\n [event]\n name=moveto\n [filter]\n x=8,9\n y=7,9\n side=1\n [/filter]\n [message]\n speaker=Malin Keshar\n message= _ \"The mages have hidden their gold somewhere else.\"\n [/message]\n [/event]\n\n # Lady Karae\n\n [event]\n name=sighted\n [filter]\n id=Lady Karae\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [message]\n speaker=Lady Karae\n message= _ \"Darken Volk! I should have known it was you! What are you doing here?\"\n [/message]\n [message]\n speaker=Darken Volk\n message= _ \"Taking back what is rightfully mine.\"\n [/message]\n [message]\n speaker=Lady Karae\n message= _ \"As impudent as ever. What lies in that book is not meant for human eyes \u2014 yours or mine.\"\n [/message]\n [message]\n speaker=Darken Volk\n message= _ \"I am not here to argue.\"\n [/message]\n [message]\n speaker=Lady Karae\n message= _ \"Of course you are not. I assume your arrogance has only grown over the years.\"\n [/message]\n [message]\n speaker=Darken Volk\n message= _ \"If you wish to continue lecturing me, by all means, do so. It will only make you easier to kill.\"\n [/message]\n [message]\n speaker=Lady Karae\n message= _ \"I regret that it has come to this.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x,y=26,5\n side=1\n [/filter]\n [message]\n speaker=Darken Volk\n message= _ \"Someone was... messing... with some potions here.\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Lady Karae\n [/filter]\n\n [message]\n speaker=Lady Karae\n message= _ \"Darken Volk... you... wouldn\u2019t dare...\"\n [/message]\n [message]\n speaker=Darken Volk\n message= _ \"Enough with your decrepit prattling.\"\n [/message]\n\n [kill]\n id=Lady Karae\n animate=yes\n fire_event=yes\n [/kill]\n\n {QUAKE rumble.ogg}\n\n [terrain]\n x=6,7\n y=4,4\n terrain=Iwr\n [/terrain]\n [redraw][/redraw]\n\n [message]\n speaker=Darken Volk\n # po: a vault is a big underground room, sort of like a gigantic basement\n message= _ \"I feel the breaking of an illusion spell. The book is in the vault in the northwest corner of the manor. We must find the passageway leading there!\"\n [/message]\n\n [objectives]\n side=1\n [objective]\n condition=win\n description= _ \"Move Malin Keshar or Darken Volk through the passageway in the northwest leading to the vault\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Death of Malin Keshar\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Death of Darken Volk\"\n [/objective]\n\n {TURNS_RUN_OUT}\n [/objectives]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x,y=1-3,1-3\n id=Malin Keshar,Darken Volk\n [/filter]\n\n [message]\n speaker=unit\n message=_ \"Here is the passage to the vault!\"\n [/message]\n\n [endlevel]\n result=victory\n bonus=no\n linger_mode=no\n {NEW_GOLD_CARRYOVER 100}\n carryover_report=no\n [/endlevel]\n [/event]\n\n # The player may have created new units using the plague ability. They\n # should carry over to the next scenario.\n [event]\n name=victory\n\n {SET_GOT_INSIDE_MANOR}\n {CLEAR_VARIABLE guardtypetable}\n {CLEAR_VARIABLE magetypetable}\n {CLEAR_VARIABLE random}\n {CLEAR_VARIABLE S7_turns}\n {CLEAR_VARIABLE spawn1}\n {CLEAR_VARIABLE spawn2}\n [/event]\n\n [event]\n name=time over\n\n [if]\n [have_unit]\n id=Lady Karae\n [/have_unit]\n [then]\n [unit]\n type=Royal Guard\n side=3\n x,y=22,18\n id=RGuard\n canrecruit=yes\n animate=yes\n facing=nw\n [/unit]\n {GENERIC_UNIT 3 (Pikeman) 23 18} {FACING nw}\n {GENERIC_UNIT 3 (Longbowman) 22 19} {FACING nw}\n {GENERIC_UNIT 3 (Swordsman) 21 19} {FACING nw}\n {GENERIC_UNIT 3 (Mage of Light) 23 19} {FACING nw}\n\n [message]\n speaker=RGuard\n message= _ \"Surround those necromancers! They cannot escape now!\"\n [/message]\n [message]\n speaker=Darken Volk\n message= _ \"Fool boy! You took too long to defeat Karae! Now we are at the mercy of the city guards!\"\n [/message]\n [/then]\n [else]\n [remove_shroud]\n side=1\n x=0-3,3,4,5\n y=0-3,3-4,1-4,4-5\n [/remove_shroud]\n [unit]\n type=Royal Guard\n side=3\n x,y=2,3\n id=RGuard\n canrecruit=yes\n animate=yes\n facing=se\n [/unit]\n {GENERIC_UNIT 3 (Pikeman) 2 2} {FACING se}\n {GENERIC_UNIT 3 (Longbowman) 3 2} {FACING se}\n {GENERIC_UNIT 3 (Swordsman) 1 3} {FACING se}\n {GENERIC_UNIT 3 (Mage of Light) 2 1} {FACING se}\n\n [message]\n speaker=RGuard\n message= _ \"Surround those necromancers! They cannot escape now!\"\n [/message]\n [message]\n speaker=Darken Volk\n message= _ \"Fool boy! You took too long to find the path to the vault! Now we are at the mercy of the city guards!\"\n [/message]\n [/else]\n [/if]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n\n {HERODEATH_MALIN}\n {HERODEATH_VOLK_B}\n[/scenario]\n\n#undef SPAWN_GUARD\n#undef SPAWN_MAGE\n"} {"text": "#textdomain wesnoth-did\n\n[scenario]\n id=07c_A_Small_Favor3\n name= _ \"A Small Favor \u2014 III\"\n map_file=07c_A_Small_Favor3.map\n {TURNS 21 18 15}\n next_scenario=08_Alone_at_Last\n victory_when_enemies_defeated=no\n\n {UNDERGROUND}\n\n {SCENARIO_MUSIC the_city_falls.ogg}\n {EXTRA_SCENARIO_MUSIC the_king_is_dead.ogg}\n\n # No story; this occurs immediately after the previous scenario\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n gold=0\n team_name=intruders\n user_team_name= _ \"Intruders\"\n {FLAG_VARIANT undead}\n color=darkblue\n\n income=-2\n\n # wmllint: recognize Malin Keshar\n {CHARACTER_STATS_MALIN_KESHAR}\n\n shroud=yes\n share_vision=shroud\n facing=nw\n [/side]\n # wmllint: validate-on\n\n [side]\n side=2\n controller=ai\n team_name=defenders\n user_team_name= _ \"Defenders\"\n no_leader=yes\n hidden=yes\n color=purple\n\n # Book guards\n {NAMED_NOTRAIT_UNIT 2 (Silver Mage) 11 9 (\"\") ( _ \"Guardian\")} {GUARDIAN}\n {NAMED_NOTRAIT_UNIT 2 (Silver Mage) 13 7 (\"\") ( _ \"Guardian\")} {GUARDIAN}\n\n [ai]\n village_value=0\n aggression=0.8\n [/ai]\n [/side]\n\n [side]\n side=3\n controller=ai\n team_name=intruders\n user_team_name= _ \"Intruders\"\n no_leader=yes\n color=black\n hidden=yes\n shroud=yes\n share_vision=none\n\n [ai]\n village_value=0\n aggression=0.8\n [goal]\n name=protect_unit\n [criteria]\n id=Darken Volk\n [/criteria]\n value=20\n [/goal]\n [goal]\n name=protect_unit\n [criteria]\n id=Darken Volk\n [/criteria]\n protect_radius=6\n value=20\n [/goal]\n [/ai]\n [/side]\n # City guard\n [side]\n side=4\n controller=ai\n team_name=defenders\n user_team_name= _ \"Defenders\"\n no_leader=yes\n hidden=yes\n {FLAG_VARIANT loyalist}\n color=gold\n [ai]\n village_value=0\n aggression=0.8\n [/ai]\n [/side]\n\n # This macro places the doors and adds the door-opening event\n {MANOR_DOORS 1,3}\n\n # scenery\n\n {PLACE_IMAGE items/dragonstatue.png 23 16}\n {PLACE_IMAGE items/dragonstatue.png 24 15}\n {PLACE_IMAGE items/dragonstatue.png 31 12}\n {PLACE_IMAGE scenery/monolith4.png 34 11}\n {PLACE_IMAGE scenery/monolith3.png 29 14}\n {PLACE_IMAGE scenery/monolith1.png 29 16}\n {PLACE_IMAGE scenery/monolith3.png 26 15}\n {PLACE_IMAGE scenery/monolith4.png 26 18}\n {PLACE_IMAGE scenery/castle-ruins2.png 32 15}\n {PLACE_IMAGE scenery/castle-ruins3.png 32 14}\n {PLACE_IMAGE scenery/castle-ruins3.png 25 15}\n {PLACE_IMAGE scenery/castle-ruins2.png 24 18}\n {PLACE_IMAGE scenery/castle-ruins.png 33 4}\n {PLACE_IMAGE scenery/castle-ruins3.png 33 3}\n {PLACE_IMAGE scenery/castle-ruins2.png 31 5}\n {PLACE_IMAGE scenery/castle-ruins2.png 9 11}\n {PLACE_IMAGE scenery/castle-ruins.png 8 7}\n\n {PLACE_IMAGE items/ornate2.png 23 11}\n {PLACE_IMAGE items/ornate2.png 25 12}\n {PLACE_IMAGE items/ornate1.png 20 13}\n {PLACE_IMAGE items/coffin-open.png 22 12}\n\n {PLACE_IMAGE items/cloak-green.png 11 17}\n {PLACE_IMAGE items/armor.png 14 16}\n {PLACE_IMAGE items/armor.png 16 16}\n {PLACE_IMAGE items/bow.png 30 9}\n {PLACE_IMAGE items/bow-crystal.png 29 9}\n {PLACE_IMAGE items/spear-fancy.png 27 10}\n {PLACE_IMAGE items/axe.png 27 9}\n\n {PLACE_IMAGE items/potion-blue.png 18 3}\n {PLACE_IMAGE items/potion-blue.png 17 6}\n {PLACE_IMAGE items/potion-grey.png 17 3}\n {PLACE_IMAGE items/potion-grey.png 19 4}\n {PLACE_IMAGE items/potion-grey.png 21 5}\n {PLACE_IMAGE items/potion-green.png 19 5}\n {PLACE_IMAGE items/potion-green.png 22 3}\n {PLACE_IMAGE items/potion-red.png 19 3}\n {PLACE_IMAGE items/potion-red.png 14 3}\n {PLACE_IMAGE items/potion-yellow.png 17 4}\n {PLACE_IMAGE items/altar-evil.png 18 4}\n {PLACE_IMAGE items/altar.png 14 8}\n {PLACE_IMAGE items/holy-water.png 14 9}\n {PLACE_IMAGE items/holy-water.png 14 7}\n {PLACE_IMAGE items/holy-water.png 15 8}\n {PLACE_IMAGE items/holy-water.png 10 8}\n {PLACE_IMAGE items/stone-tablet.png 7 11}\n {PLACE_IMAGE items/stone-tablet.png 15 10}\n\n {PLACE_IMAGE items/dragonstatue.png 19 7}\n {PLACE_IMAGE scenery/monolith3.png 16 11}\n {PLACE_IMAGE scenery/monolith1.png 21 7}\n {PLACE_IMAGE scenery/monolith3.png 19 9}\n {PLACE_IMAGE scenery/monolith1.png 12 4}\n {PLACE_IMAGE scenery/monolith1.png 9 12}\n {PLACE_IMAGE scenery/monolith3.png 10 7}\n {PLACE_IMAGE scenery/monolith4.png 10 11}\n {PLACE_IMAGE scenery/monolith4.png 4 10}\n\n {PLACE_IMAGE items/barrel.png 29 17}\n {PLACE_IMAGE items/barrel.png 28 17}\n {PLACE_IMAGE items/barrel.png 28 13}\n {PLACE_IMAGE items/barrel.png 22 19}\n {PLACE_IMAGE items/barrel.png 21 19}\n {PLACE_IMAGE items/barrel.png 29 8}\n {PLACE_IMAGE items/barrel.png 30 7}\n {PLACE_IMAGE items/barrel.png 14 17}\n {PLACE_IMAGE items/barrel.png 34 4}\n {PLACE_IMAGE items/barrel.png 23 3}\n {PLACE_IMAGE items/box.png 29 13}\n {PLACE_IMAGE items/box.png 22 18}\n {PLACE_IMAGE items/box.png 13 18}\n {PLACE_IMAGE items/box.png 13 17}\n {PLACE_IMAGE items/box.png 28 4}\n {PLACE_IMAGE items/box.png 27 5}\n {PLACE_IMAGE items/box.png 26 5}\n\n [event]\n name=prestart\n\n # yes this value is not as adjusted as the previous scenario, but that's because we're underground\n {COLOR_ADJUST -10 -10 -10}\n\n # place the book's image\n [item]\n location_id=book_start\n image=\"items/book5.png\"\n [/item]\n\n [objectives]\n side=1\n [objective]\n condition=win\n description= _ \"Retrieve the book and escape\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Death of Malin Keshar\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Death of Darken Volk\"\n [/objective]\n\n {TURNS_RUN_OUT}\n\n [gold_carryover]\n bonus=no\n carryover_percentage=100\n [/gold_carryover]\n [/objectives]\n\n [set_variables]\n name=guardtypetable\n [value]\n type=Shock Trooper\n [/value]\n#ifndef HARD\n [value]\n type=Spearman\n [/value]\n#endif\n [value]\n type=Duelist\n [/value]\n [value]\n type=Pikeman\n [/value]\n [value]\n type=Swordsman\n [/value]\n#ifndef EASY\n [value]\n type=Swordsman\n [/value]\n [value]\n type=Pikeman\n [/value]\n [value]\n type=Duelist\n [/value]\n#endif\n [value]\n type=Heavy Infantryman\n [/value]\n [value]\n type=Spearman\n [/value]\n [value]\n type=Fencer\n [/value]\n [/set_variables]\n\n [set_variables]\n name=magetypetable\n [value]\n type=Mage\n [/value]\n [value]\n type=White Mage\n [/value]\n [value]\n type=Mage\n [/value]\n [value]\n type=Red Mage\n [/value]\n [value]\n type=Red Mage\n [/value]\n#ifdef EASY\n [value]\n type=Mage\n [/value]\n#endif\n#ifndef EASY\n [value]\n type=White Mage\n [/value]\n [value]\n type=Red Mage\n [/value]\n#endif\n#ifdef HARD\n [value]\n type=Red Mage\n [/value]\n [value]\n type=White Mage\n [/value]\n#endif\n [value]\n type=Mage\n [/value]\n [value]\n type=Mage\n [/value]\n [value]\n type=Mage\n [/value]\n [/set_variables]\n\n [random_placement]\n num_items={ON_DIFFICULTY 5 6 7}\n variable=loc\n min_distance=3\n [filter_location]\n terrain=Urb,Urb^E*,Ur,Ur^E*\n [not]\n x=27-35\n y=1-7\n [/not]\n [not]\n x=20-35,24\n y=16-20,15\n [/not]\n [not]\n x=25-29\n y=13-20\n [/not]\n [not]\n x=30-35\n y=11-20\n [/not]\n [not]\n [filter][/filter]\n [/not]\n [/filter_location]\n [command]\n {NAMED_NOTRAIT_UNIT 2 \"$guardtypetable[$($loc.n % $guardtypetable.length)].type\" $loc.x $loc.y () (_ \"Guard\")} {GUARDIAN}\n [/command]\n [/random_placement]\n [random_placement]\n num_items={ON_DIFFICULTY 6 6 7}\n variable=loc\n min_distance=3\n [filter_location]\n terrain=Urb,Urb^E*,Ur,Ur^E*,Irs,Irs^*\n [not]\n x=27-35\n y=1-7\n [/not]\n [not]\n x=20-35,24\n y=16-20,15\n [/not]\n [not]\n x=25-29\n y=13-20\n [/not]\n [not]\n x=30-35\n y=11-20\n [/not]\n [not]\n [filter][/filter]\n [/not]\n [/filter_location]\n [command]\n {NAMED_NOTRAIT_UNIT 2 \"$magetypetable[$($loc.n % $magetypetable.length)].type\" $loc.x $loc.y () (_ \"Mage\")} {GUARDIAN}\n [/command]\n [/random_placement]\n\n # Who has the book?\n {VARIABLE hasBook none}\n\n # Switch Volk's side\n [recall]\n id=Darken Volk\n x,y=26,16\n [/recall]\n\n [modify_unit]\n [filter]\n id=Darken Volk\n [/filter]\n side=3\n [/modify_unit]\n\n [lock_view][/lock_view]\n [/event]\n\n [event]\n name=start\n\n [store_unit]\n [filter]\n [filter_wml]\n [variables]\n got_inside_manor=yes\n [/variables]\n [/filter_wml]\n [/filter]\n\n variable=units_inside_manor\n [/store_unit]\n\n [foreach]\n array=units_inside_manor\n [do]\n [recall]\n id=$this_item.id\n [/recall]\n\n [modify_unit]\n [filter]\n id=$this_item.id\n [/filter]\n\n [object]\n duration=scenario\n [effect]\n apply_to=loyal\n [/effect]\n [/object]\n [/modify_unit]\n\n [redraw]\n clear_shroud=yes\n side=1\n [/redraw]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE units_inside_manor}\n\n # Create DV's units\n {GENERIC_UNIT 3 (Draug) 26 16}\n [+unit]\n animate=yes\n [/unit]\n\n {GENERIC_UNIT 3 (Deathblade) 26 16}\n [+unit]\n animate=yes\n [/unit]\n\n {GENERIC_UNIT 3 (Necrophage) 26 16}\n [+unit]\n animate=yes\n [/unit]\n\n {GENERIC_UNIT 3 (Banebow) 26 16}\n [+unit]\n animate=yes\n [/unit]\n\n [message]\n speaker=Darken Volk\n message= _ \"The book is very close, somewhere to the northwest.\"\n [/message]\n\n [unlock_view][/unlock_view]\n [/event]\n\n [event]\n name=side 3 turn refresh\n first_time_only=no\n\n [store_unit]\n [filter]\n id=Darken Volk\n [/filter]\n variable=stored_Darken\n [/store_unit]\n\n [if]\n [variable]\n name=hasBook\n equals=none\n [/variable]\n [then]\n [if]\n [variable]\n name=turn_number\n greater_than=4\n [/variable]\n [then]\n [store_locations]\n location_id=book_start\n variable=dest\n [/store_locations]\n [/then]\n [else]\n {VARIABLE dest.x 16}\n {VARIABLE dest.y 14}\n [/else]\n [/if]\n [/then]\n [else]\n {VARIABLE dest.x 31}\n {VARIABLE dest.y 1}\n [/else]\n [/if]\n\n [find_path]\n [traveler]\n id=Darken Volk\n [/traveler]\n [destination]\n x=$dest.x\n y=$dest.y\n [/destination]\n variable=darken_goto\n allow_multiple_turns=yes\n [/find_path]\n\n [if]\n [variable]\n name=darken_goto.step.length\n greater_than=0\n [/variable]\n [then]\n {VARIABLE index \"$(min($stored_Darken.max_moves,$darken_goto.step.length-1))\"}\n {VARIABLE stored_Darken.goto_x $darken_goto.step[$index].x}\n {VARIABLE stored_Darken.goto_y $darken_goto.step[$index].y}\n [/then]\n [else]\n {VARIABLE stored_Darken.goto_x $dest.x}\n {VARIABLE stored_Darken.goto_y $dest.y}\n [/else]\n [/if]\n\n [unstore_unit]\n variable=stored_Darken\n [/unstore_unit]\n\n {CLEAR_VARIABLE stored_Darken,dest,darken_goto,index}\n [/event]\n\n # If there are no enemies, then DV's troops won't move; this event unblocks the book if necessary.\n [event]\n name=side 3 turn refresh\n first_time_only=no\n [filter_condition]\n [variable]\n name=hasBook\n equals=none\n [/variable]\n [have_unit]\n # This won't be DV himself, otherwise hasBook is not none.\n side=3\n [filter_location]\n location_id=book_start\n [/filter_location]\n [/have_unit]\n [not]\n [have_unit]\n # Ignore side=4, the city guard is (hopefully for the player) not near the book.\n side=2\n [filter_vision]\n # There are 3 entrance rooms, one of them might still have all of its doors shut.\n side=3\n [/filter_vision]\n [/have_unit]\n [/not]\n [/filter_condition]\n [modify_unit]\n [filter]\n [filter_location]\n location_id=book_start\n [/filter_location]\n [/filter]\n # Somewhere inside the tunnel, but out-of-the-way for the hexes that Malin must move to.\n goto_x=29\n goto_y=2\n [/modify_unit]\n [/event]\n\n # pursuer spawns\n\n#define SPAWN_GUARD\n [random_placement]\n num_items=1\n variable=loc\n min_distance=1\n [filter_location]\n x=33-34,35\n y=17-18,18-19\n [not]\n [filter][/filter]\n [/not]\n [/filter_location]\n [command]\n [set_variable]\n name=ind\n rand=1..$guardtypetable.length\n [/set_variable]\n {VARIABLE_OP ind sub 1}\n {GENERIC_UNIT 4 \"$guardtypetable[$ind].type\" $loc.x $loc.y}\n {CLEAR_VARIABLE ind}\n [/command]\n [/random_placement]\n#enddef\n#define SPAWN_MAGE\n [random_placement]\n num_items=1\n variable=loc\n min_distance=1\n [filter_location]\n x=33-34,35\n y=17-18,18-19\n [not]\n [filter][/filter]\n [/not]\n [/filter_location]\n [command]\n [set_variable]\n name=ind\n rand=1..$magetypetable.length\n [/set_variable]\n {VARIABLE_OP ind sub 1}\n {GENERIC_UNIT 4 \"$magetypetable[$ind].type\" $loc.x $loc.y}\n {CLEAR_VARIABLE ind}\n [/command]\n [/random_placement]\n#enddef\n\n [event]\n name=new turn\n first_time_only=no\n\n [if]\n [variable]\n name=turn_number\n greater_than_equal_to={ON_DIFFICULTY 14 12 10}\n [/variable]\n [then]\n {RANDOM 0..2}\n [switch]\n variable=random\n [case]\n value=0\n {SPAWN_GUARD}\n {SPAWN_GUARD}\n [/case]\n [case]\n value=1\n {SPAWN_MAGE}\n#ifdef HARD\n {SPAWN_MAGE}\n#else\n {SPAWN_GUARD}\n#endif\n [/case]\n [case]\n value=2\n {SPAWN_GUARD}\n {SPAWN_MAGE}\n [/case]\n [/switch]\n [/then]\n [elseif]\n [variable]\n name=turn_number\n greater_than_equal_to={ON_DIFFICULTY 8 7 6}\n [/variable]\n [then]\n [set_variable]\n name=turn_mod\n value=$(\"($turn_number - {ON_DIFFICULTY 8 7 6}) % 2\")\n [/set_variable]\n [if]\n [variable]\n name=turn_mod\n numerical_equals=0\n [/variable]\n [then]\n {RANDOM 0..3}\n [switch]\n variable=random\n [case]\n value=0\n {SPAWN_GUARD}\n#ifdef HARD\n {SPAWN_GUARD}\n#endif\n [/case]\n [case]\n value=1\n {SPAWN_GUARD}\n {SPAWN_GUARD}\n [/case]\n [case]\n value=2\n {SPAWN_MAGE}\n [/case]\n [case]\n value=3\n {SPAWN_GUARD}\n {SPAWN_MAGE}\n [/case]\n [/switch]\n [/then]\n [/if]\n {CLEAR_VARIABLE turn_mod}\n [/then]\n [/elseif]\n [elseif]\n [variable]\n name=turn_number\n greater_than_equal_to=2\n [/variable]\n [then]\n [set_variable]\n name=turn_mod\n value=$(\"($turn_number - 2) % 3\")\n [/set_variable]\n [if]\n [variable]\n name=turn_mod\n numerical_equals=0\n [/variable]\n [then]\n {RANDOM 0..3}\n [switch]\n variable=random\n [case]\n value=0\n {SPAWN_GUARD}\n {SPAWN_GUARD}\n [/case]\n [case]\n value=1\n {SPAWN_GUARD}\n#ifdef HARD\n {SPAWN_GUARD}\n#endif\n [/case]\n [case]\n value=2\n {SPAWN_MAGE}\n [/case]\n [case]\n value=3\n {SPAWN_GUARD}\n {SPAWN_MAGE}\n [/case]\n [/switch]\n [/then]\n [/if]\n {CLEAR_VARIABLE turn_mod}\n [/then]\n [/elseif]\n [/if]\n\n [fire_event]\n name=city guard dialogue\n [/fire_event]\n [fire_event]\n name=city guard dialogue2\n [/fire_event]\n [/event]\n\n [event]\n name=city guard dialogue\n [filter_condition]\n [variable]\n name=turn_number\n equals=2\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Darken Volk\n message= _ \"The guards continue to pursue us.\"\n [/message]\n [/event]\n [event]\n name=city guard dialogue2\n [filter_condition]\n [variable]\n name=turn_number\n equals={ON_DIFFICULTY 14 12 10}\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Malin Keshar\n message= _ \"The guards are catching up to us.\"\n [/message]\n [/event]\n\n # Flavor text\n\n [event]\n name=moveto\n [filter]\n x,y=15,10\n side=1\n [/filter]\n [message]\n speaker=narrator\n message= _ \"Beware that, when fighting monsters, you yourself do not become a monster...\"\n [/message]\n [/event]\n [event]\n name=moveto\n [filter]\n x,y=7,11\n side=1\n [/filter]\n [message]\n speaker=narrator\n message= _ \"Death is the twilight that follows the light of day.\nLife fades with the setting sun into darkness.\nExistence churns and the soul is reborn into endless night.\"\n [/message]\n [/event]\n [event]\n name=moveto\n [filter]\n x,y=18,4\n side=1\n [/filter]\n [message]\n speaker=Malin Keshar\n message= _ \"There are quite a few failed potions around here.\"\n [/message]\n [/event]\n [event]\n name=moveto\n [filter]\n x,y=22,12\n side=1\n [/filter]\n [message]\n speaker=Malin Keshar\n message= _ \"This coffin is empty.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x=20,23,25\n y=13,11,12\n race=undead\n side=1\n [/filter]\n\n # throwback to S7 when you knock over the holy water\n [message]\n speaker=Malin Keshar\n message= _ \"Be careful around those urns.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x,y=11,17\n id=Malin Keshar\n [/filter]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Fancy, but I\u2019ve no use for a new cloak right now.\"\n [/message]\n [/event]\n\n # the armory\n # only allow level 3s and your fancy chocobone (if you got it) to take items\n # also make it silent besides some small sound effects\n [event]\n name=moveto\n [filter]\n x,y=27,9\n side=1\n type=Draug\n [/filter]\n\n [sound]\n name=skeleton-big-hit-1.ogg\n [/sound]\n\n [object]\n silent=yes\n duration=forever\n [filter]\n x,y=27,9\n [/filter]\n [effect]\n apply_to=attack\n range=melee\n increase_damage=1\n [/effect]\n [/object]\n\n {REMOVE_IMAGE 27 9}\n [/event]\n [event]\n name=moveto\n [filter]\n x,y=29,9\n side=1\n type=Banebow\n [/filter]\n\n [sound]\n name=skeleton-big-hit-2.ogg\n [/sound]\n\n [object]\n silent=yes\n duration=forever\n [filter]\n x,y=29,9\n [/filter]\n [effect]\n apply_to=attack\n range=ranged\n increase_damage=1\n [/effect]\n [/object]\n\n {REMOVE_IMAGE 29 9}\n [/event]\n [event]\n name=moveto\n [filter]\n x,y=30,9\n side=1\n type=Banebow\n [/filter]\n\n [sound]\n name=skeleton-big-hit-1.ogg\n [/sound]\n\n [object]\n silent=yes\n duration=forever\n [filter]\n x,y=30,9\n [/filter]\n [effect]\n apply_to=attack\n range=ranged\n increase_damage=1\n [/effect]\n [/object]\n\n {REMOVE_IMAGE 30 9}\n [/event]\n [event]\n name=moveto\n [filter]\n x,y=27,10\n side=1\n type=Chocobone\n [/filter]\n\n [sound]\n name=skeleton-big-hit-3.ogg\n [/sound]\n\n [object]\n silent=yes\n duration=forever\n [filter]\n x,y=27,10\n [/filter]\n [effect]\n apply_to=attack\n range=melee\n increase_damage=2\n [/effect]\n [/object]\n\n {REMOVE_IMAGE 27 10}\n [/event]\n\n [event]\n # a side 1 unit finds the book\n name=moveto\n [filter]\n side=1\n canrecruit=no\n [filter_location]\n location_id=book_start\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=hasBook\n equals=none\n [/variable]\n [/filter_condition]\n\n [if]\n [have_unit]\n [filter_location]\n location_id=book_start\n [/filter_location]\n race=undead\n [/have_unit]\n [then]\n [message]\n id=Darken Volk\n # po: The speaker addresses an undead minion.\n message=_ \"The book! Guard it with your unlife while I come to fetch it.\"\n [/message]\n [/then]\n [else]\n [message]\n id=Darken Volk\n # po: The speaker addresses a human or a bat.\n message=_ \"The book! Guard it with your life while I come to fetch it.\"\n [/message]\n [/else]\n [/if]\n [/event]\n\n [event]\n # Malin gets the book\n name=moveto\n [filter]\n id=Malin Keshar\n [filter_location]\n location_id=book_start\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=hasBook\n equals=none\n [/variable]\n [/filter_condition]\n\n [remove_item]\n location_id=book_start\n [/remove_item]\n\n {VARIABLE hasBook Malin}\n\n [message]\n speaker=Darken Volk\n message= _ \"Hand that over.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Can\u2019t it wait until we\u2019re away from all these guards?\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"... Fine. There is a small tunnel in the cellar to the northeast. It will lead us far enough out of the city that we can escape pursuit.\"\n [/message]\n\n [objectives]\n side=1\n [objective]\n condition=win\n description= _ \"Escape via the tunnel in the northeast cellar\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Death of Malin Keshar\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Death of Darken Volk\"\n [/objective]\n\n {TURNS_RUN_OUT}\n\n [gold_carryover]\n bonus=no\n carryover_percentage=100\n [/gold_carryover]\n [/objectives]\n\n [event]\n name=moveto\n [filter]\n id=Malin Keshar\n x,y=29-32,1-3\n [/filter]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Let\u2019s get out of here.\"\n [/message]\n\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n carryover_report=no\n [/endlevel]\n [/event]\n [/event]\n\n [event]\n # DV gets the book\n name=moveto\n [filter]\n id=Darken Volk\n [filter_location]\n location_id=book_start\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=hasBook\n equals=none\n [/variable]\n [/filter_condition]\n\n [remove_item]\n location_id=book_start\n [/remove_item]\n\n {VARIABLE hasBook Darken}\n\n # A second, non-silent, update triggers when DV moves again (next turn, he's still set to go to the book_start hex this turn).\n [objectives]\n side=1\n silent=yes\n [objective]\n condition=win\n description= _ \"Escape via the tunnel in the northeast cellar\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Death of Malin Keshar\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Death of Darken Volk\"\n [/objective]\n\n {TURNS_RUN_OUT}\n [/objectives]\n\n [event]\n name=moveto\n [filter]\n id=Darken Volk\n side=3\n [/filter]\n\n [message]\n speaker=Malin Keshar\n message= _ \"We\u2019ve got the book, but how do we get out of here?\"\n [/message]\n\n [scroll_to_unit]\n id=Darken Volk\n [/scroll_to_unit]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Wait, you aren\u2019t leaving me behind, are you?\"\n [/message]\n\n [objectives]\n side=1\n [objective]\n condition=win\n description= _ \"Escape the manor (Malin reaches the tunnel in the northeast cellar before Darken Volk)\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Darken Volk reaches the tunnel before Malin does\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Death of Malin Keshar\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Death of Darken Volk\"\n [/objective]\n\n {TURNS_RUN_OUT}\n [/objectives]\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Darken Volk\n x,y=30-31,1\n [/filter]\n\n [message]\n speaker=Darken Volk\n message= _ \"You have served me well, boy.\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"As he heads into the tunnel, Darken Volk collapses the entrance, leaving Malin to be captured and executed by the city guards.\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Malin Keshar\n x,y=29-32,1-3\n [/filter]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Let\u2019s get out of here.\"\n [/message]\n\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n carryover_report=no\n [/endlevel]\n [/event]\n [/event]\n\n [event]\n name=time over\n\n [remove_shroud]\n side=1\n x=29-33\n y=0-4\n [/remove_shroud]\n\n [unit]\n type=Royal Guard\n side=4\n x,y=32,2\n id=RGuard\n canrecruit=yes\n animate=yes\n facing=sw\n [/unit]\n {GENERIC_UNIT 4 (Pikeman) 30 2} {FACING sw}\n {GENERIC_UNIT 4 (Longbowman) 30 1} {FACING sw}\n {GENERIC_UNIT 4 (Swordsman) 31 2} {FACING sw}\n {GENERIC_UNIT 4 (Mage of Light) 31 1} {FACING sw}\n\n [message]\n speaker=RGuard\n message= _ \"Surround those necromancers! They cannot escape now!\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n\n [event]\n name=victory\n\n {CLEAR_VARIABLE guardtypetable}\n {CLEAR_VARIABLE magetypetable}\n {CLEAR_VARIABLE random}\n {MODIFY_UNIT (id=Darken Volk) side 1}\n [/event]\n\n {HERODEATH_MALIN}\n {HERODEATH_VOLK_B}\n[/scenario]\n\n#undef SPAWN_GUARD\n#undef SPAWN_MAGE\n"} {"text": "#textdomain wesnoth-did\n\n[scenario]\n id=08_Alone_at_Last\n name= _ \"Alone at Last\"\n map_file=08_Alone_at_Last.map\n {TURNS 35 32 29}\n next_scenario=09_Descent_into_Darkness\n victory_when_enemies_defeated=no\n\n {DEFAULT_SCHEDULE_DUSK}\n\n {SCENARIO_MUSIC knolls.ogg}\n {EXTRA_SCENARIO_MUSIC siege_of_laurelmor.ogg}\n {EXTRA_SCENARIO_MUSIC nunc_dimittis.ogg}\n\n [story]\n [part]\n story= _ \"As he enters the tunnel underneath Lady Karae\u2019s manor, Darken Volk gestures, causing the entrance to collapse. The two necromancers turn and begin walking down the pitch-black tunnel, temporarily safe from pursuit.\"\n {STORYTXT_BACKGROUND travel.jpg}\n [/part]\n [part]\n story= _ \"Silence permeates the darkness, broken only by the irregular dripping of water from the musty cave walls. Malin looks toward Darken Volk occasionally, expecting something from the elder necromancer, but is met with stone-cold dispassion. There is no acknowledgment... no word of gratitude \u2014 only a sense of unease that has as much to do with the book as it does with Darken Volk.\"\n {STORYTXT_BACKGROUND travel.jpg}\n [/part]\n [part]\n story= _ \"They continue walking through the damp, cold air all through the morning and day, finally emerging as the last rays of sunlight sink below the horizon.\"\n {STORYTXT_BACKGROUND travel.jpg}\n [/part]\n [/story]\n\n {DID_TRACK {JOURNEY_08_NEW}}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n recruit=Walking Corpse,Vampire Bat,Ghost,Ghoul,Skeleton Archer,Skeleton\n {GOLD 260 220 180}\n team_name=good\n user_team_name= _ \"Malin Keshar\"\n {FLAG_VARIANT undead}\n color=darkblue\n village_gold=2\n village_support=1\n\n # wmllint: recognize Malin Keshar\n {CHARACTER_STATS_MALIN_KESHAR}\n\n facing=ne\n [/side]\n # wmllint: validate-on\n\n # Darken Volk\n [side]\n side=2\n controller=ai\n recruit=Blood Bat,Ghost,Wraith,Necrophage,Skeleton Archer,Bone Shooter,Skeleton,Revenant,Deathblade\n {GOLD 170 220 270}\n {INCOME 20 25 30}\n team_name=bad\n user_team_name= _ \"Darken Volk\"\n no_leader=yes\n\n {FLAG_VARIANT undead}\n color=black\n\n [ai]\n village_value=0.2\n villages_per_scout=10\n [goal]\n name=target\n [criteria]\n id=Malin Keshar\n [/criteria]\n value=2\n [/goal]\n\n [goal]\n name=protect_unit\n [criteria]\n side=2\n canrecruit=yes\n [/criteria]\n value=4\n [/goal]\n [/ai]\n [/side]\n\n # Paladins and co\n [side]\n side=3\n controller=ai\n recruit=Spearman,Heavy Infantryman,White Mage,Mage,Paladin\n gold=0\n team_name=wesnothians\n user_team_name= _ \"Wesnothians\"\n {FLAG_VARIANT loyalist}\n color=gold\n\n income=-2\n no_leader=yes\n hidden=yes\n\n [ai]\n village_value=0.1\n villages_per_scout=10\n #recruitment_pattern=fighter,healer\n [goal]\n name=target\n [criteria]\n side=2\n [/criteria]\n value=3\n [/goal]\n\n [goal]\n name=target\n [criteria]\n side=1\n [/criteria]\n value=2\n [/goal]\n [/ai]\n [/side]\n\n # Dela Keshar\n [side]\n side=4\n controller=ai\n gold=0\n recruit=Spearman,Bowman,Swordsman,Longbowman,Thug,Poacher,Footpad\n team_name=wesnothians\n user_team_name= _ \"Wesnothians\"\n {FLAG_VARIANT loyalist}\n color=green\n\n income=-2\n no_leader=yes\n hidden=yes\n\n [ai]\n passive_leader=yes\n [goal]\n name=target\n [criteria]\n id=Malin Keshar\n [/criteria]\n value=2\n [/goal]\n [/ai]\n [/side]\n\n {PLACE_IMAGE scenery/wreck-2.png 16 4}\n {PLACE_IMAGE scenery/dark-monolith.png 5 18}\n {PLACE_IMAGE scenery/lighthouse.png 31 3}\n\n [event]\n name=prestart\n\n {CLEAR_CORPSE_HORDE}\n\n # leave some room for it to get darker later\n {COLOR_ADJUST -12 -12 -12}\n\n [objectives]\n side=1\n [objective]\n condition=win\n description= _ \"Take the book back from Darken Volk\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Death of Malin Keshar\"\n [/objective]\n\n {TURNS_RUN_OUT}\n\n [gold_carryover]\n bonus=no\n carryover_percentage=40\n [/gold_carryover]\n [/objectives]\n\n # Scenario variables\n {VARIABLE bookX -1}\n {VARIABLE bookY -1}\n\n {MODIFY_UNIT (id=Malin Keshar) profile (portraits/malin_old-decay.png)}\n\n [recall]\n id=Darken Volk\n x,y=2,26\n [/recall]\n\n [remove_trait]\n id=Darken Volk\n trait_id=\"loyal\"\n [/remove_trait]\n\n [modify_unit]\n [filter]\n id=Darken Volk\n [/filter]\n\n side=2\n canrecruit=yes\n role=book_carrier\n [/modify_unit]\n [/event]\n\n [event]\n name=start\n\n {MOVE_UNIT (id=Malin Keshar) 6 14}\n {MOVE_UNIT (id=Darken Volk) 9 15}\n\n [message]\n speaker=Malin Keshar\n message= _ \"Well, we got your precious book and made it out of Tath in one piece. What do we do now?\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"\u2018We\u2019? We do nothing.\"\n [/message]\n\n [if]\n [variable]\n name=hasBook\n equals=Malin\n [/variable]\n [then]\n # Malin has the book\n\n {MOVE_UNIT (id=Darken Volk) 7 14}\n\n [message]\n speaker=Darken Volk\n message= _ \"Now give the book to me.\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message=_ \"Darken Volk grabs the mysterious book from Malin\u2019s hands and stalks away.\"\n [/message]\n\n {MODIFY_UNIT (id=Darken Volk) facing se}\n [/then]\n [else]\n # DV already has book\n [message]\n speaker=Darken Volk\n message= _ \"Now go your own way, and I will go mine.\"\n [/message]\n [/else]\n [/if]\n\n {COLOR_ADJUST -13 -13 -13}\n\n {CLEAR_VARIABLE hasBook}\n\n [unit_overlay]\n id=Darken Volk\n image=\"misc/book-icon.png\"\n object_id=\"book_icon\"\n [/unit_overlay]\n\n {MODIFY_UNIT (id=Darken Volk) facing ne}\n\n {MOVE_UNIT (id=Darken Volk) 9 15}\n {MOVE_UNIT (id=Darken Volk) 11 15}\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Malin Keshar\n message= _ \"You can\u2019t just leave me here!\"\n [/message]\n\n {MOVE_UNIT (id=Malin Keshar) 7 15}\n {COLOR_ADJUST -14 -14 -14}\n {MOVE_UNIT (id=Malin Keshar) 8 14}\n\n {CREATE_ADVISOR}\n\n [message]\n role=advisor\n message= _ \"Master, do you not see? He has merely been using you to get that book!\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"What do you mean?\"\n [/message]\n\n [message]\n role=advisor\n message= _ \"He cares not about your noble quest to push back the orcs. He needed your help to fight the mages!\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Wait!\"\n [/message]\n\n {MOVE_UNIT (id=Darken Volk) 12 15}\n {COLOR_ADJUST -15 -15 -15}\n\n [message]\n speaker=Malin Keshar\n message= _ \"You used me! You knew the people of Parthyn would cast me out \u2014 you knew I had nobody else to turn to! You knew I would do whatever you said...\"\n [/message]\n\n {MOVE_UNIT (id=Darken Volk) 13 16}\n {COLOR_ADJUST -16 -16 -16}\n\n [message]\n speaker=Malin Keshar\n message= _ \"After all this time... I haven\u2019t just been a pawn to you... have I?\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Why don\u2019t you say anything?! Don\u2019t you care at all?!\"\n [/message]\n\n {MOVE_UNIT (id=Darken Volk) 16 17}\n {COLOR_ADJUST -17 -17 -17}\n\n [message]\n speaker=Malin Keshar\n message= _ \"... you can\u2019t abandon me too, not the way they did... Father, Drogan, Dela...\"\n [/message]\n\n {MOVE_UNIT (id=Darken Volk) 17 17}\n {MOVE_UNIT (id=Darken Volk) 20 18}\n # darker and darker we go as Malin's mental state degenerates\n {COLOR_ADJUST -18 -18 -18}\n\n [message]\n role=advisor\n message= _ \"He will not help you, but perhaps the book might. You were the one who helped him retrieve it. It is rightfully yours!\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Yes, I suppose that is right...\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Darken Volk! That book is as much mine as it is yours! Give it back, or I will take it by force!\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n {MODIFY_UNIT (id=Darken Volk) facing nw}\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Darken Volk\n message= _ \"You are even more of a fool than I thought.\"\n [/message]\n\n {MOVE_UNIT (id=Darken Volk) 29 14}\n\n # Make camp\n [terrain]\n x,y=29,14\n radius=1\n terrain=Cer\n [/terrain]\n\n [terrain]\n x,y=29,14\n terrain=Ker\n [/terrain]\n [redraw][/redraw]\n\n {MODIFY_UNIT (id=Darken Volk) facing sw}\n\n {MOVE_UNIT (id=Malin Keshar) 5 13}\n\n [terrain]\n x,y=5,13\n radius=1\n terrain=Cer\n [/terrain]\n\n [terrain]\n x,y=5,13\n terrain=Ker\n [/terrain]\n [redraw][/redraw]\n\n {MODIFY_UNIT (id=Malin Keshar) facing ne}\n\n {VARIABLE dela_arrived 0}\n [/event]\n\n # This helps prevent Darken from getting himself killed easily by preventing\n # him from leaving his castle\n [event]\n name=side 2 turn refresh\n first_time_only=no\n\n [object]\n silent=yes\n duration=turn end\n take_only_once=no\n [filter]\n id=Darken Volk\n [/filter]\n\n [effect]\n apply_to=movement_costs\n replace=yes\n [movement_costs]\n flat={UNREACHABLE}\n [/movement_costs]\n [/effect]\n [/object]\n [/event]\n\n [event]\n name=attack\n [filter]\n side=1\n [/filter]\n [filter_second]\n side=2\n [/filter_second]\n\n # Let's check for whether he's still alive, just in case the\n # paladins somehow killed him already\n [filter_condition]\n [have_unit]\n id=Darken Volk\n [/have_unit]\n [/filter_condition]\n\n [message]\n speaker=Malin Keshar\n message= _ \"You let me believe Parthyn would accept me back, so when they didn\u2019t, I would be willing to attack my own countrymen!\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"What you let yourself believe is no fault of mine. I gave you more power than you could have possibly dreamed. Use it to fight the orcs that annoy you so, not me.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"You took my home away from me. You took Drogan away. You turned my sister against me! You have ruined my life!\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"The only thing I have done is given you the power to achieve your own goals. The rest, you have done yourself.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"That\u2019s not true! You can\u2019t abandon me like this!\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"Fighting the orcs is your ambition, not mine. You cannot expect me to help you in an endeavor that does not concern me at all.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"The very same to you! I helped you retrieve that book! If you will not help me with my mission, I will at least keep the fruits of my labor.\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"Hardly. I will crush you easily.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Perhaps, but I have nothing left to lose...\"\n [/message]\n [/event]\n\n [event]\n name=attack\n [filter]\n side=1\n [/filter]\n [filter_second]\n id=Darken Volk\n [/filter_second]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Now you shall pay for what you have done to me.\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"Done? I have done nothing but give you an opportunity. What you choose to do with your life is not my business. Leave me alone!\"\n [/message]\n [/event]\n\n # easter eggies\n\n [event]\n name=moveto\n [filter]\n id=Malin Keshar\n x,y=5,18\n [/filter]\n [filter_condition]\n [have_unit]\n id=Darken Volk\n [/have_unit]\n [/filter_condition]\n\n [message]\n speaker=narrator\n message= _ \"A monolith of dark stone, marred by cracks running throughout.\"\n [/message]\n\n#ifdef EASY\n {GIVE_MALIN_EXPERIENCE 12}\n#endif\n#ifdef NORMAL\n {GIVE_MALIN_EXPERIENCE 10}\n#endif\n#ifdef HARD\n {GIVE_MALIN_EXPERIENCE 8}\n#endif\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=31,3\n [/filter]\n\n # a lighthouse makes light and is a navigational aid\n [message]\n speaker=Malin Keshar\n message= _ \"This lighthouse has been dark for quite some time. I wonder if I could relight it?\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"... no, that would be silly...\"\n [/message]\n [/event]\n\n # wmllint checks that every unit referred to in [event], [message] etc is first introduced by [unit], [recall] etc.\n # It does this to catch errors where a scenario author forgets to recall a unit.\n # Jaime is spawned by an easter egg in 07a_A_Small_Favor.\n # Jaime may be on the recall list for this scenario if the egg was triggered and if Jaime survives 07a, 07b and 07c.\n # I assume that in this case the scenario author intentionally counts on the player manually recalling Jaime instead of using [recall].\n # wmllint: recognize Jaime\n [event]\n name=moveto\n [filter]\n id=Jaime\n x,y=16,4\n [/filter]\n\n [sound]\n name=zombie-attack.wav\n [/sound]\n\n [delay]\n time=1000\n [/delay]\n\n [sound]\n name=zombie-hit-3.ogg\n [/sound]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Malin Keshar\n message= _ \"He seems to be drinking the remains of the wine in the cargo hold.\"\n [/message]\n\n # now Jaime becomes a super zombie...\n [object]\n silent=yes\n duration=forever\n [filter]\n id=Jaime\n [/filter]\n [effect]\n apply_to=attack\n range=melee\n increase_damage=2\n [/effect]\n [effect]\n apply_to=hitpoints\n increase=8\n increase_total=8\n [/effect]\n [effect]\n apply_to=movement\n increase=2\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n [set_specials]\n {WEAPON_SPECIAL_DRUNKEN_RAGE}\n mode=append\n [/set_specials]\n [/effect]\n [/object]\n [/event]\n\n # Paladins!\n [event]\n name=turn 6\n\n # Fake move the paladin in, set up a camp, have some\n # dialog, and give him another paladin and a mage of light\n {INCIDENTAL_MUSIC loyalists.ogg}\n\n [move_unit_fake]\n type=Paladin\n x=40,40,39,38,37\n y=23,22,22,21,21\n side=3\n [/move_unit_fake]\n\n [unit]\n type=Paladin\n side=3\n x,y=37,21\n id=Sir Cadaeus\n name= _ \"Sir Cadaeus\"\n canrecruit=yes\n animate=no\n facing=nw\n [/unit]\n\n {GENERIC_UNIT 3 (Paladin) 38 20} {FACING nw}\n {GENERIC_UNIT 3 (Mage of Light) 38 21} {FACING nw}\n\n # Make camp\n [terrain]\n x,y=37,21\n radius=1\n terrain=Ce\n [/terrain]\n\n [terrain]\n x,y=37,21\n terrain=Ke\n [/terrain]\n\n [redraw][/redraw]\n\n [modify_side]\n side=3\n {QUANTITY gold 50 75 100}\n {QUANTITY income 12 16 20}\n hidden=no\n [/modify_side]\n\n [message]\n speaker=Sir Cadaeus\n message= _ \"Your travels in this region have not gone unnoticed, necromancers! The disaster you wreaked upon the good city of Tath and the noble Lady Karae can only be paid back in turn with your blood. Yes, on this day, you shall have to answer for your innumerable crimes.\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"Pompous words from an arrogant fool. We shall see how well you fare once I have finished this upstart.\"\n [/message]\n [/event]\n\n # Dela joins the party\n [event]\n name=side 4 turn 13\n\n {INCIDENTAL_MUSIC northern_mountains.ogg}\n\n [move_unit_fake]\n type=Frontier Baroness\n x=41,40,39,38,37,36\n y= 6, 6, 6, 6, 7, 7\n side=4\n [/move_unit_fake]\n\n [unit]\n side=4\n x,y=36,7\n\n animate=no\n moves=0\n facing=sw\n\n # wmllint: recognize Dela Keshar\n {CHARACTER_STATS_DELA_KESHAR}\n [/unit]\n\n # Make camp\n [terrain]\n x,y=36,7\n radius=1\n terrain=Ce\n [/terrain]\n\n [terrain]\n x,y=36,7\n terrain=Ke\n [/terrain]\n\n [redraw][/redraw]\n\n [modify_side]\n side=4\n {QUANTITY gold 160 200 240}\n {QUANTITY income 16 20 24}\n hidden=no\n [/modify_side]\n\n {MODIFY_UNIT (id=Dela Keshar) profile (portraits/dela-mad.png)}\n\n [message]\n speaker=Dela Keshar\n message= _ \"I finally found you, Malin! At last, you\u2019ll pay fer what you\u2019ve done to my people and my home. I won\u2019t let you live ta see another sunset.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"... I suppose you did vow to kill me...\"\n [/message]\n\n [message]\n speaker=Dela Keshar\n message= _ \"You didn\u2019t think I\u2019d keep my word? You thought I\u2019d forgive you fer killing Drogan and tearing apart our town? You don\u2019t know how badly I want ta kill ya, Malin.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"...\"\n [/message]\n\n [message]\n speaker=Dela Keshar\n message= _ \"Nothing to say this time? No quip \u2019bout how we don\u2019t understand ya? No comment about yer moral superiority? I can only hope you\u2019ll be so quiet when I kill you.\"\n [/message]\n\n {VARIABLE dela_arrived 1}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Dela Keshar\n [/filter]\n\n [message]\n speaker=Dela Keshar\n message= _ \"Vile fiend... I regret that I was... not strong enough... to destroy you...\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"You brought this on yourself...\"\n [/message]\n\n [if]\n [not]\n [have_unit]\n id=Sir Cadaeus,Darken Volk\n [/have_unit]\n [/not]\n [then]\n [kill]\n id=Dela Keshar\n animate=yes\n [/kill]\n [fire_event]\n name=alternate victory\n [/fire_event]\n [/then]\n [/if]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Sir Cadaeus\n [/filter]\n\n [message]\n speaker=Sir Cadaeus\n message= _ \"For the Light I fall...\"\n [/message]\n\n [if]\n [not]\n [have_unit]\n id=Dela Keshar,Darken Volk\n [/have_unit]\n [/not]\n [and]\n [variable]\n name=dela_arrived\n numerical_equals=1\n [/variable]\n [/and]\n [then]\n [kill]\n id=Sir Cadaeus\n animate=yes\n [/kill]\n [fire_event]\n name=alternate victory\n [/fire_event]\n [/then]\n [/if]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Darken Volk\n [/filter]\n\n [message]\n speaker=Malin Keshar\n message= _ \"See? This is what happens when you abandon me!\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"Ungrateful wretch, this is how you repay me? Curse you, Malin the Damned!\"\n [/message]\n\n [kill]\n id=Darken Volk\n animate=yes\n [/kill]\n\n {PLACE_IMAGE items/book5.png $x1 $y1}\n\n {VARIABLE bookX $x1}\n {VARIABLE bookY $y1}\n\n [message]\n speaker=Malin Keshar\n message= _ \"I have already been cursed many times over. One more time is nothing...\"\n [/message]\n\n {COLOR_ADJUST -20 -20 -20}\n [delay]\n time=1500\n [/delay]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Well, I suppose I should get that book off the battlefield.\"\n [/message]\n\n [objectives]\n side=1\n [objective]\n condition=win\n description= _ \"Bring the book back to Malin\u2019s camp\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Death of Malin Keshar\"\n [/objective]\n\n {TURNS_RUN_OUT}\n\n [gold_carryover]\n bonus=no\n carryover_percentage=40\n [/gold_carryover]\n [/objectives]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message= _ \"Pick up the book by moving a unit onto it. Bats and ghosts cannot carry the book.\"\n [/message]\n\n {REMOVE_IMAGE 5 18}\n {PLACE_IMAGE scenery/black-monolith.png 23 14}\n\n [event]\n name=moveto\n [filter]\n id=Malin Keshar\n x,y=23,14\n [/filter]\n [message]\n speaker=narrator\n message= _ \"A monolith of black stone, broken shards inexplicably held together by nothingness.\"\n [/message]\n\n#ifdef EASY\n {GIVE_MALIN_EXPERIENCE 12}\n#endif\n#ifdef NORMAL\n {GIVE_MALIN_EXPERIENCE 10}\n#endif\n#ifdef HARD\n {GIVE_MALIN_EXPERIENCE 8}\n#endif\n [/event]\n [/event]\n\n [event]\n name=die\n first_time_only=no\n [filter]\n role=book_carrier\n [/filter]\n\n {VARIABLE bookX $x1}\n {VARIABLE bookY $y1}\n\n {PLACE_IMAGE (items/book5.png) ($bookX) ($bookY)}\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=$bookX,$bookY\n side=1\n [not]\n type_adv_tree=Ghost,Vampire Bat\n [/not]\n [not]\n # this unit does not advance normally so each type has to be listed individually\n type=Spectral Servant,Phantom,Eidolon\n [/not]\n [/filter]\n\n [remove_item]\n x,y=$x1,$y1\n image=\"items/book5.png\"\n [/remove_item]\n\n [role]\n x,y=$x1,$y1\n role=book_carrier\n [/role]\n\n [unit_overlay]\n x,y=$x1,$y1\n image=\"misc/book-icon.png\"\n object_id=\"book_icon\"\n [/unit_overlay]\n\n [if]\n [have_unit]\n x,y=$x1,$y1\n id=Malin Keshar\n [/have_unit]\n [then]\n [message]\n speaker=Malin Keshar\n message= _ \"I have the book.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Malin Keshar\n message= _ \"My minions have captured the book.\"\n [/message]\n [/else]\n [/if]\n\n {VARIABLE bookX -1}\n {VARIABLE bookY -1}\n [/event]\n\n # Inform the player if a unit cannot pick up the book\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=$bookX\n y=$bookY\n side=1\n type=Ghost,Wraith,Spectre,Shadow,Nightgaunt,Spectral Servant,Phantom,Eidolon\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"I am sorry, master, but this book is too heavy for me.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=$bookX\n y=$bookY\n side=1\n type=Vampire Bat,Blood Bat,Dread Bat\n [/filter]\n\n [message]\n speaker=unit\n # po: this is just a squeaking sound a bat might make\n message= _ \"Neep! Neep!\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"It\u2019s impossible for a bat to carry a book that heavy.\"\n [/message]\n [/event]\n\n [event]\n name=time over\n\n [unit]\n type=Paladin\n side=3\n x,y=37,21\n id=Telemon\n name= _ \"Telemon the Slayer\"\n canrecruit=yes\n animate=yes\n facing=nw\n [/unit]\n {GENERIC_UNIT 3 (Paladin) 36 20} {FACING nw}\n {GENERIC_UNIT 3 (Paladin) 37 20} {FACING nw}\n {GENERIC_UNIT 3 (Paladin) 36 21} {FACING nw}\n {GENERIC_UNIT 3 (Mage of Light) 37 22} {FACING nw}\n {GENERIC_UNIT 3 (Mage of Light) 38 20} {FACING nw}\n {GENERIC_UNIT 3 (Mage of Light) 38 21} {FACING nw}\n\n [message]\n speaker=Telemon\n message= _ \"Foul necromancer! Your time has come!\"\n [/message]\n [message]\n speaker=Malin Keshar\n message= _ \"Reinforcements! I took too long to retrieve that book and now I have no way to win this battle...\"\n [/message]\n [/event]\n\n # Victory Conditions\n [event]\n name=moveto\n [filter]\n role=book_carrier\n side=1\n [filter_location]\n terrain=C*,K*\n [and]\n x,y=5,13\n radius=1\n [/and]\n [/filter_location]\n [/filter]\n\n {MOVE_UNIT (id=Malin Keshar) 1 8}\n\n [message]\n speaker=Malin Keshar\n message= _ \"The terrain is hazardous in these mountains. Neither the paladins nor Dela will be able to pursue me.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"... then again, is there a point? Even should I escape, then what? All that I have fought for, everyone who I have tried to protect, everything is gone to me.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Life, death... unlife \u2014 at this point, I could accept any of them and nothing would change.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"... but, I suppose giving up now would be a waste...\"\n [/message]\n\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/event]\n\n [event]\n name=alternate victory\n\n [message]\n speaker=Malin Keshar\n message= _ \"So, they are all dead. The paladin, Darken Volk, Dela...\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"All that I have fought for, everyone who I have tried to protect, everything is gone. Everyone is dead. Is this truly all that I am left with?\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"... nothing at all...\"\n [/message]\n\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/event]\n\n [event]\n name=victory\n\n [remove_object]\n role=book_carrier\n object_id=\"book_icon\"\n [/remove_object]\n {CLEAR_VARIABLE bookX,bookY,dela_arrived}\n [/event]\n\n {HERODEATH_MALIN}\n[/scenario]\n"} {"text": "#textdomain wesnoth-did\n\n# Attention when tweaking the first map used for this scenario:\n# Cave (Uu^* & Uh^*) and canyon (Qxu) hexes have a special meaning,\n# adding more of them can lead to units not being reachable.\n\n[scenario]\n id=09_Descent_into_Darkness\n name= _ \"Descent into Darkness\"\n map_file=09a_Descent_into_Darkness.map\n turns=unlimited\n next_scenario=10_Endless_Night\n victory_when_enemies_defeated=no\n\n {UNDERGROUND}\n\n {INTRO_AND_SCENARIO_MUSIC heroes_rite.ogg underground.ogg}\n\n # This is a 3 part scenario that goes as follows (SPOILERS HERE)\n # Part 1 - Malin completes the ritual that is his declension into lichdom\n # Gameplay - fight against ghouls+corpses, skeletons, then ghosts in that order\n # Stand on runes that will give you buffs that help you beat the ritual\n # Part 2 - explore the new lair and complete some puzzles\n # Puzzles give some small dmg bonuses\n # You can regain health and get some exp from creeps, but be wary of the giant spider lurking somewhere\n # Part 3 - Boss battle with fire dragon\n # Fight against respawning fire elementals, step onto runes to gain some free units (differs depending on rune)\n # You get 3 ghost-type units (from recall list) that will help you\n # When you defeat the dragon, you will get a special skeletal dragon with feeding\n\n [story]\n [part]\n story= _ \"\u201cTo become a lich, one must first die.\u201d\"\n {STORYTXT_BACKGROUND book.jpg}\n [/part]\n [part]\n story= _ \"So reads the book that Malin has reclaimed. \u201cThe spells of necromancy can free the spirit from the limitations of the flesh, but only once the soul has been unbound from the body. The necromancer must make the necessary incantations with his dying breaths, then conquer his own spirit in much the same way he binds the spirits of others. Because he retains his own will, however, the lich can call upon the awesome powers of the spirit world.\u201d\"\n {STORYTXT_BACKGROUND book.jpg}\n [/part]\n [part]\n story= _ \"Malin closes the book. After all this time and all that he has struggled for, could he just surrender to despair and perish? He has never been one to simply give up, but then, is there anything left for him to struggle for? Still, the words, that terrifying idea, stick in the back of his mind. Life has offered him nothing; could death be any worse? Death... and not rebirth, but undeath.\"\n {STORYTXT_BACKGROUND book.jpg}\n [/part]\n [part]\n story= _ \"With all of Wesnoth forbidden to him, Malin finds refuge in a secluded frontier village where few questions are asked. When word eventually filters to the town that Parthyn has been overrun by orcs, Malin rouses himself from his listless state without really knowing why, and heads northward.\"\n {STORYTXT_BACKGROUND travel.jpg}\n [/part]\n [part]\n story= _ \"Malin soon finds the track of an enormous orc army and follows them until he reaches their camps. As he sees the number of orcs, he begins to realize the futility of his quest \u2014 harassing and harrying one clan of orcs is a far different task than waging a truly meaningful war against them as a whole. Then again, perhaps he is beyond the point of ordinary reason.\"\n {STORYTXT_BACKGROUND end.jpg}\n [/part]\n [part]\n story= _ \"There is nothing else left for me to do anyway, Malin thinks, and raises his undead to assault the camp. Within mere minutes, nearly his entire army is destroyed and he is badly injured by a poisoned dagger. Malin retreats and finds refuge in a small cave.\"\n {STORYTXT_BACKGROUND end.jpg}\n [/part]\n [/story]\n\n {DID_TRACK {JOURNEY_09_NEW}}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n recruit=\n gold=0\n team_name=good\n village_gold=0\n village_support=4\n user_team_name= _ \"Malin Keshar\"\n {FLAG_VARIANT undead}\n color=darkblue\n\n income=-2\n\n # wmllint: recognize Malin Keshar\n {CHARACTER_STATS_MALIN_KESHAR}\n\n facing=ne\n fog=yes\n shroud=yes\n [/side]\n\n # wmllint: validate-on\n\n [side]\n side=2\n controller=ai\n no_leader=yes\n hidden=yes\n gold=0\n income=-2\n team_name=monsters\n user_team_name= _ \"teamname^Opposers\"\n color=black\n [ai]\n aggression=1.0\n caution=0.0\n grouping=no\n simple_targeting=yes\n village_value=0\n [goal]\n name=target\n [criteria]\n side=1\n [/criteria]\n value=100\n [/goal]\n [/ai]\n [/side]\n\n # Monsters\n [side]\n side=3\n team_name=monsters\n user_team_name= _ \"teamname^Monsters\"\n gold=0\n controller=ai\n no_leader=yes\n hidden=yes\n income=-2\n color=orange\n\n fog=yes\n shroud=yes\n [ai]\n aggression=0.9\n caution=0.1\n grouping=no\n simple_targeting=yes\n village_value=0\n [/ai]\n [/side]\n\n [side]\n side=4\n controller=ai\n no_leader=yes\n hidden=yes\n team_name=fake\n user_team_name= _ \"teamname^Illusion\"\n color=darkblue\n # Using the same flag and color as the next side, one can't spot it in the top bar\n {FLAG_VARIANT undead}\n [/side]\n\n [event]\n name=prestart\n\n {CLEAR_CORPSE_HORDE}\n\n {COLOR_ADJUST -15 -15 -15}\n\n [object]\n duration=scenario\n [filter]\n id=Malin Keshar\n [/filter]\n [effect]\n apply_to=movement\n set=4\n [/effect]\n [/object]\n\n [store_unit]\n [filter]\n id=Malin Keshar\n [/filter]\n variable=malin\n kill=yes\n [/store_unit]\n\n [unit]\n id=Malin Keshar\n name= _ \"Malin Keshar\"\n type=Dark Mage\n side=1\n x,y=5,17\n profile=portraits/malin_old-decay.png\n canrecruit=yes\n unrenamable=yes\n\n hitpoints=11\n max_moves=4\n facing=ne\n\n [status]\n poisoned=yes\n [/status]\n [/unit]\n\n [disallow_recruit]\n side=1\n [/disallow_recruit]\n\n [objectives]\n side=1\n [objective]\n condition=win\n description= _ \"Complete the ritual\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Death of Malin Keshar\"\n [/objective]\n [note]\n description= _ \"While Malin is standing on a runestone, he receives additional abilities\"\n [/note]\n [/objectives]\n\n {VARIABLE scenario_stage 1}\n [/event]\n\n#define GENERATE_VOID\n [store_locations]\n variable=hex\n terrain=Uu^*,Uh^*\n [filter_adjacent_location]\n terrain=Qxu\n [/filter_adjacent_location]\n [not]\n [filter][/filter]\n [/not]\n [/store_locations]\n [for]\n array=hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..4\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$hex[$i].x,$hex[$i].y\n terrain=Qxu\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n [redraw][/redraw]\n\n [store_locations]\n variable=hex\n terrain=Uh^*\n [not]\n [filter][/filter]\n [/not]\n [/store_locations]\n [for]\n array=hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..3\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$hex[$i].x,$hex[$i].y\n terrain=Qxu\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n [redraw][/redraw]\n#enddef\n\n [event]\n name=start\n\n [message]\n speaker=Malin Keshar\n message= _ \"Cursed beasts!\"\n [/message]\n\n {MOVE_UNIT (id=Malin Keshar) 8 14}\n\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n [message]\n speaker=Malin Keshar\n message= _ \"I won\u2019t go down like this, felled by an orc\u2019s blade!\"\n [/message]\n\n {MOVE_UNIT (id=Malin Keshar) 11 13}\n\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n [delay]\n time=300\n [/delay]\n [scroll_to]\n x,y=11,12\n [/scroll_to]\n {MOVE_UNIT (id=Malin Keshar) 11 12}\n [delay]\n time=100\n [/delay]\n [harm_unit]\n [filter]\n id=Malin Keshar\n [/filter]\n amount=1\n animate=no\n [/harm_unit]\n\n [delay]\n time=400\n [/delay]\n [scroll_to]\n x,y=11,11\n [/scroll_to]\n {MOVE_UNIT (id=Malin Keshar) 11 11}\n [delay]\n time=100\n [/delay]\n [harm_unit]\n [filter]\n id=Malin Keshar\n [/filter]\n amount=1\n animate=no\n [/harm_unit]\n\n [delay]\n time=700\n [/delay]\n [scroll_to]\n x,y=12,10\n [/scroll_to]\n {MOVE_UNIT (id=Malin Keshar) 12 10}\n [delay]\n time=100\n [/delay]\n [harm_unit]\n [filter]\n id=Malin Keshar\n [/filter]\n amount=1\n animate=no\n [/harm_unit]\n\n [delay]\n time=1000\n [/delay]\n [scroll_to]\n x,y=12,9\n [/scroll_to]\n {MOVE_UNIT (id=Malin Keshar) 12 9}\n [delay]\n time=100\n [/delay]\n [harm_unit]\n [filter]\n id=Malin Keshar\n [/filter]\n amount=2\n animate=no\n [/harm_unit]\n [delay]\n time=300\n [/delay]\n [harm_unit]\n [filter]\n id=Malin Keshar\n [/filter]\n amount=2\n animate=no\n [/harm_unit]\n\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n [delay]\n time=500\n [/delay]\n\n {CREATE_ADVISOR}\n\n [message]\n role=advisor\n message= _ \"Master, you are gravely injured!\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"So it seems...\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Perhaps it would be a suitable end. The orcs were the ones who provoked this journey of mine. Would it not be fitting for them to end my quest as well?\"\n [/message]\n\n [message]\n role=advisor\n message= _ \"There is another way, master. Remember the book!\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Yes... yes. The book. That half-rotten, tattered tome which I gave my blood and soul for. I forsook my people, my family, my home... to follow that damned necromancer! And in the end, he betrayed me too, just like Drogan, just like Dela...\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Everyone has betrayed me. I am alone. All that is left...\"\n [/message]\n\n [delay]\n time=700\n [/delay]\n {MOVE_UNIT (id=Malin Keshar) 12 8}\n [delay]\n time=300\n [/delay]\n [harm_unit]\n [filter]\n id=Malin Keshar\n [/filter]\n amount=3\n animate=no\n [/harm_unit]\n\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n [delay]\n time=1500\n [/delay]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Leave me while I prepare.\"\n [/message]\n\n [message]\n role=advisor\n message= _ \"Yes, master.\"\n [/message]\n\n {PUT_TO_RECALL_LIST (role=advisor)}\n\n [scroll_to]\n x,y=12,7\n [/scroll_to]\n [terrain]\n x=12\n y=7\n terrain=Urb\n [/terrain]\n [redraw][/redraw]\n [item]\n x,y=12,7\n image=misc/makeshift-altar.png\n [/item]\n\n [delay]\n time=500\n [/delay]\n\n [terrain]\n x=11,13,11,13,10,14\n y= 6, 6, 9, 9, 7, 7\n terrain=Urb\n [/terrain]\n [redraw][/redraw]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Malin Keshar\n message= _ \"... I suppose I have never been one for regrets...\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [recall]\n role=advisor\n x,y=11,8\n [/recall]\n\n {MODIFY_UNIT role=advisor facing se}\n\n [delay]\n time=1500\n [/delay]\n\n [animate_unit]\n flag=attack\n hits=yes\n\n [filter]\n role=advisor\n [/filter]\n\n [primary_attack]\n range=melee\n [/primary_attack]\n\n [facing]\n [filter]\n id=Malin Keshar\n [/filter]\n [/facing]\n\n [animate]\n flag=defend\n\n [filter]\n id=Malin Keshar\n [/filter]\n\n hits=no\n\n [facing]\n [filter]\n role=advisor\n [/filter]\n [/facing]\n [/animate]\n [/animate_unit]\n\n [kill]\n id=Malin Keshar\n fire_event=no\n animate=yes\n [/kill]\n\n {PUT_TO_RECALL_LIST (role=advisor)}\n\n {REPLACE_SCENARIO_MUSIC silence.ogg}\n\n {FADE_TO_BLACK}\n\n [place_shroud]\n side=1\n x,y=0-23,0-20\n [/place_shroud]\n\n [replace_schedule]\n [time]\n id=limbo1\n name= _ \"Limbo\"\n image=misc/time-schedules/after-the-fall/6shortdark.png\n lawful_bonus=-30\n red=-50\n green=-50\n blue=-15\n [/time]\n [/replace_schedule]\n\n [terrain]\n x=0-8\n y=13-20\n terrain=Xu\n [/terrain]\n [redraw][/redraw]\n\n {GENERATE_VOID}\n\n [random_placement]\n num_items=1\n variable=loc\n min_distance=5\n [filter_location]\n terrain=Uu^*,Uh^*\n # 3 spawn points:\n # (some hexes are on impassable, but the player gets no into vision in time to find out)\n # 1st: North-chamber 9/34 = ~26%\n # 2nd: Northeast-chamber 9/34 = ~26%\n # 3rd: south-east chamber 16/34 = ~47%\n x=7-9,3-5,16-19\n y=1-3,4-6,11-14\n [not]\n [filter][/filter]\n [/not]\n [/filter_location]\n [command]\n [unit]\n id=MKFlesh\n name= _ \"Flesh of Malin Keshar\"\n type=Necrophage\n moves=0\n max_moves=2\n side=2\n x,y=$loc.x,$loc.y\n unrenamable=yes\n [/unit]\n [/command]\n [/random_placement]\n\n [delay]\n time=1500\n [/delay]\n\n [unstore_unit]\n variable=malin\n x,y=12,7\n [/unstore_unit]\n {CLEAR_VARIABLE malin}\n\n {MODIFY_UNIT (id=Malin Keshar) profile (portraits/malin_young.png)}\n {MODIFY_UNIT (id=Malin Keshar) moves 4}\n\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n {PLACE_IMAGE scenery/rune4.png 13 6}\n {PLACE_IMAGE scenery/rune4.png 11 9}\n {PLACE_IMAGE scenery/rune3.png 14 7}\n {PLACE_IMAGE scenery/rune3.png 10 7}\n {PLACE_IMAGE scenery/rune1.png 11 6}\n {PLACE_IMAGE scenery/rune1.png 13 9}\n\n {FADE_IN}\n {REPLACE_SCENARIO_MUSIC into_the_shadows.ogg}\n {APPEND_MUSIC weight_of_revenge.ogg}\n {APPEND_MUSIC underground.ogg}\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Malin Keshar\n message= _ \"I feel... different. Where am I?\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Why is my body still intact? Am I still alive? Or...\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"... something isn\u2019t quite right.\"\n [/message]\n\n [animate_unit]\n [filter]\n id=Malin Keshar\n [/filter]\n [primary_attack]\n range=ranged\n [/primary_attack]\n flag=attack\n [/animate_unit]\n\n [delay]\n time=400\n [/delay]\n\n [unit]\n type=Ghoul\n x,y=15,8\n side=2\n animate=yes\n max_moves=4\n [/unit]\n\n [message]\n speaker=Malin Keshar\n message= _ \"I see, accepting death was not enough. To become a lich, I must master it.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"First comes the flesh, the physical form of life. Blood is the crux of life for mortal creatures, but if I wish to ascend beyond that...\"\n [/message]\n\n [random_placement]\n num_items={ON_DIFFICULTY 2 3 4}\n variable=loc\n min_distance=3\n [filter_location]\n terrain=Uu^*,Uh^*\n [not]\n x=18-23\n y=1-5\n [/not]\n [not]\n x,y=12,7\n radius=3\n [/not]\n [not]\n [filter][/filter]\n [/not]\n [/filter_location]\n [command]\n [unit]\n type=Ghoul\n side=2\n x,y=$loc.x,$loc.y\n max_moves=4\n ai_special=guardian\n [/unit]\n [/command]\n [/random_placement]\n [random_placement]\n num_items={ON_DIFFICULTY 4 5 6}\n variable=loc\n min_distance=1\n [filter_location]\n terrain=Uu^*,Uh^*\n [not]\n x=18-23\n y=1-5\n [/not]\n [not]\n x,y=12,7\n radius=3\n [/not]\n [not]\n [filter][/filter]\n [/not]\n [/filter_location]\n [command]\n [unit]\n type=Walking Corpse\n side=2\n x,y=$loc.x,$loc.y\n max_moves=3\n [/unit]\n [/command]\n [/random_placement]\n [/event]\n\n#define RESET_RUNES\n {REMOVE_IMAGE 13 6}\n {REMOVE_IMAGE 11 9}\n {REMOVE_IMAGE 14 7}\n {REMOVE_IMAGE 10 7}\n {REMOVE_IMAGE 11 6}\n {REMOVE_IMAGE 13 9}\n {PLACE_IMAGE scenery/rune4.png 13 6}\n {PLACE_IMAGE scenery/rune4.png 11 9}\n {PLACE_IMAGE scenery/rune3.png 14 7}\n {PLACE_IMAGE scenery/rune3.png 10 7}\n {PLACE_IMAGE scenery/rune1.png 11 6}\n {PLACE_IMAGE scenery/rune1.png 13 9}\n#enddef\n\n # Ritual part 2\n\n [event]\n name=die\n first_time_only=no\n [filter]\n id=MKFlesh\n [/filter]\n\n [kill]\n side=2\n [/kill]\n\n [message]\n speaker=Malin Keshar\n message= _ \"The flesh dies, and then...\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n {FADE_TO_BLACK}\n\n {RESET_RUNES}\n\n [store_unit]\n [filter]\n id=Malin Keshar\n [/filter]\n variable=malin\n kill=yes\n [/store_unit]\n\n [place_shroud]\n side=1\n x,y=0-23,0-20\n [/place_shroud]\n\n [replace_schedule]\n [time]\n id=limbo2\n name= _ \"Limbo\"\n image=misc/time-schedules/after-the-fall/6shortdark.png\n lawful_bonus=-35\n red=-60\n green=-60\n blue=-20\n [/time]\n [/replace_schedule]\n\n {GENERATE_VOID}\n\n [delay]\n time=1500\n [/delay]\n\n [unstore_unit]\n variable=malin\n x,y=12,7\n [/unstore_unit]\n {CLEAR_VARIABLE malin}\n {FULL_HEAL (id=Malin Keshar)}\n {MODIFY_UNIT (id=Malin Keshar) attacks_left 1}\n {MODIFY_UNIT (id=Malin Keshar) moves 4}\n\n {MODIFY_UNIT (id=Malin Keshar) profile (portraits/malin_old.png)}\n\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n {FADE_IN}\n\n [message]\n speaker=Malin Keshar\n message= _ \"Drain the blood, strip away the meat, and all that is left is the bone.\"\n [/message]\n\n [animate_unit]\n [filter]\n id=Malin Keshar\n [/filter]\n [primary_attack]\n range=ranged\n [/primary_attack]\n flag=attack\n [/animate_unit]\n\n [delay]\n time=400\n [/delay]\n\n [unit]\n type=Skeleton\n x,y=11,7\n side=2\n max_moves=4\n animate=yes\n [/unit]\n\n [message]\n speaker=Malin Keshar\n message= _ \"I remember a time when I thought skeletons were repulsive, sickening things. I suppose it\u2019s only natural for the living to fear the most prominent figure of death. Even if I grew out of such a naive thought... I suppose I couldn\u2019t have expected Drogan and Dela to follow suit so easily. My family and friends, yes, but they were nothing but simpletons. If only they had tried to understand me instead of shunning me outright.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"I do not really regret following my own path that much.\"\n [/message]\n\n [random_placement]\n num_items={ON_DIFFICULTY 3 4 5}\n variable=loc\n min_distance=3\n [filter_location]\n terrain=Uu^*,Uh^*\n [not]\n x=18-23\n y=1-5\n [/not]\n [not]\n x,y=12,7\n radius=3\n [/not]\n [not]\n [filter][/filter]\n [/not]\n [/filter_location]\n [command]\n [unit]\n type=Skeleton\n side=2\n x,y=$loc.x,$loc.y\n max_moves=4\n ai_special=guardian\n [/unit]\n [/command]\n [/random_placement]\n [random_placement]\n num_items={ON_DIFFICULTY 3 4 4}\n variable=loc\n min_distance=1\n [filter_location]\n terrain=Uu^*,Uh^*\n [not]\n x=18-23\n y=1-5\n [/not]\n [not]\n x,y=12,7\n radius=3\n [/not]\n [not]\n [filter][/filter]\n [/not]\n [/filter_location]\n [command]\n [unit]\n type=Skeleton Archer\n side=2\n x,y=$loc.x,$loc.y\n max_moves=3\n [/unit]\n [/command]\n [/random_placement]\n\n [random_placement]\n num_items=1\n variable=loc\n min_distance=3\n # Spawn chances:\n # 1st: 2/12 = ~17% (north)\n # 2nd: 2/12 = ~17% (west)\n # 3rd: 2/12 = ~17% (west)\n # 4th: 2/12 = ~17% (southeast)\n # 5th: 4/12 = ~33% (south)\n [filter_location]\n x=8-9,6,5,5-6,16-17,11-14\n y= 4,6,7, 8, 11, 12\n [not]\n [filter][/filter]\n [/not]\n [/filter_location]\n [command]\n [unit]\n id=MKBone\n name= _ \"Bones of Malin Keshar\"\n type=Revenant\n#ifdef EASY\n hitpoints=60\n max_hitpoints=60\n#endif\n#ifdef NORMAL\n hitpoints=75\n max_hitpoints=75\n#endif\n#ifdef HARD\n hitpoints=90\n max_hitpoints=90\n#endif\n moves=0\n max_moves=2\n side=2\n x,y=$loc.x,$loc.y\n unrenamable=yes\n [/unit]\n [/command]\n [/random_placement]\n\n {MODIFY_UNIT (side=2) attacks_left 0}\n {MODIFY_UNIT (side=2) moves 0}\n [/event]\n\n # Ritual part 3\n\n [event]\n name=die\n first_time_only=no\n [filter]\n id=MKBone\n [/filter]\n\n [kill]\n side=2\n [/kill]\n\n [message]\n speaker=Malin Keshar\n message= _ \"The physical form collapses altogether. What remains?\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n {FADE_TO_BLACK}\n\n {RESET_RUNES}\n\n [store_unit]\n [filter]\n id=Malin Keshar\n [/filter]\n variable=malin\n kill=yes\n [/store_unit]\n\n [place_shroud]\n side=1\n x,y=0-23,0-20\n [/place_shroud]\n\n [replace_schedule]\n [time]\n id=limbo3\n name= _ \"Limbo\"\n image=misc/time-schedules/after-the-fall/6shortdark.png\n lawful_bonus=-40\n red=-70\n green=-70\n blue=-30\n [/time]\n [/replace_schedule]\n\n {GENERATE_VOID}\n {GENERATE_VOID}\n {GENERATE_VOID}\n\n [delay]\n time=1500\n [/delay]\n\n [unstore_unit]\n variable=malin\n x,y=12,7\n [/unstore_unit]\n {CLEAR_VARIABLE malin}\n {FULL_HEAL (id=Malin Keshar)}\n {MODIFY_UNIT (id=Malin Keshar) attacks_left 1}\n {MODIFY_UNIT (id=Malin Keshar) moves 4}\n\n {MODIFY_UNIT (id=Malin Keshar) profile (portraits/malin_old-decay.png)}\n\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n {FADE_IN}\n\n [animate_unit]\n [filter]\n id=Malin Keshar\n [/filter]\n [primary_attack]\n range=ranged\n [/primary_attack]\n flag=attack\n [/animate_unit]\n\n [delay]\n time=400\n [/delay]\n\n [unit]\n type=Ghost\n x,y=14,5\n side=2\n animate=yes\n [/unit]\n\n [message]\n speaker=Malin Keshar\n message= _ \"The soul. Dela always said I was a creature without a soul. I suppose she was jesting at the time, but maybe not after I killed Drogan.\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Bah! I don\u2019t deserve this, and I certainly don\u2019t answer to someone like her. I have only ever fought to protect my people and my family, but the only thing I received in return was scorn and exile. My own sister thought I was a monster for using my power to save our town. My people would rather feed themselves to orcs than follow my \u2018sorcerous ways\u2019. Drogan, Dela... all of them! They are the ones without souls, not me!\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"I should not really care anymore. I don\u2019t care anymore. According to them, I have forsaken my soul already. So what does it matter?\"\n [/message]\n\n [message]\n speaker=Malin Keshar\n message= _ \"I should not regret anything. I\u2019m not really one for regrets...\"\n [/message]\n\n [random_placement]\n num_items={ON_DIFFICULTY 3 3 4}\n variable=loc\n min_distance=3\n [filter_location]\n terrain=Uu^*,Uh^*,Qxu\n [not]\n x=18-23\n y=1-5\n [/not]\n [not]\n x,y=12,7\n radius=4\n [/not]\n [not]\n [filter][/filter]\n [/not]\n [/filter_location]\n [command]\n {NOTRAIT_UNIT 2 \"Ghost\" $loc.x $loc.y}\n [/command]\n [/random_placement]\n\n [random_placement]\n num_items={ON_DIFFICULTY 1 2 2}\n variable=loc\n min_distance=3\n [filter_location]\n terrain=Uu^*,Uh^*,Qxu\n [not]\n x=18-23\n y=1-5\n [/not]\n [not]\n x,y=12,7\n radius=4\n [/not]\n [not]\n [filter][/filter]\n [/not]\n [/filter_location]\n [command]\n {NOTRAIT_UNIT 2 \"Wraith\" $loc.x $loc.y}\n [/command]\n [/random_placement]\n\n {MODIFY_UNIT (side=2) attacks_left 0}\n {MODIFY_UNIT (side=2) moves 0}\n {MODIFY_UNIT (side=2) max_moves 2}\n\n [random_placement]\n num_items=1\n variable=loc\n min_distance=3\n # Same spawn points as MKFlesh\n [filter_location]\n x=7-9,3-5,16-19\n y=1-3,4-6,11-14\n [not]\n [filter][/filter]\n [/not]\n [/filter_location]\n [command]\n [unit]\n id=MKSpirit\n name= _ \"Soul of Malin Keshar\"\n type=Spectre\n#ifdef EASY\n hitpoints=50\n max_hitpoints=50\n#endif\n#ifdef NORMAL\n hitpoints=60\n max_hitpoints=60\n#endif\n#ifdef HARD\n hitpoints=70\n max_hitpoints=70\n#endif\n moves=0\n max_moves=2\n side=2\n x,y=$loc.x,$loc.y\n unrenamable=yes\n [/unit]\n [/command]\n [/random_placement]\n [/event]\n\n # Malin gets to heal upon killing a unit\n [event]\n name=die\n first_time_only=no\n [filter]\n side=2\n [not]\n id=MKFlesh,MKBone,MKSpirit\n [/not]\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [heal_unit]\n [filter]\n id=Malin Keshar\n [/filter]\n amount=8\n restore_statuses=yes\n animate=yes\n [/heal_unit]\n {CLEAR_VARIABLE heal_amount}\n\n [fire_event]\n name=heal_on_kill_dialogue\n [/fire_event]\n [/event]\n\n [event]\n name=heal_on_kill_dialogue\n\n [message]\n speaker=Malin Keshar\n message= _ \"These thralls contain only a meager amount of energy, but enough to sustain me.\"\n [/message]\n [/event]\n\n # Sighting the bosses\n [event]\n name=sighted\n [filter]\n id=MKFlesh\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [message]\n speaker=Malin Keshar\n message= _ \"The flesh appears, distorted and warped, but somehow strangely familiar.\"\n [/message]\n [/event]\n [event]\n name=sighted\n [filter]\n id=MKBone\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [message]\n speaker=Malin Keshar\n message= _ \"I feel an aching in my bones, as if they are crumbling inside me.\"\n [/message]\n [/event]\n [event]\n name=sighted\n [filter]\n id=MKSpirit\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [message]\n speaker=Malin Keshar\n message= _ \"Cold... it\u2019s so very cold. Not a biting chill, but a numbness, an emptiness that eats at me from within...\"\n [/message]\n [/event]\n\n # Ritual runes\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Malin Keshar\n x=13,11\n y=6,9\n [/filter]\n\n {REMOVE_IMAGE $x1 $y1}\n {PLACE_IMAGE scenery/rune4-glow.png $x1 $y1}\n\n [sound]\n name=magic-dark.ogg\n [/sound]\n\n [object]\n id=precision_rune\n take_only_once=no\n silent=yes\n duration=scenario\n [filter]\n id=Malin Keshar\n [/filter]\n [effect]\n apply_to=new_ability\n [abilities]\n [leadership]\n id=conscience\n name= _ \"conscience\"\n name_inactive= _ \"conscience\"\n description= _ \"This unit has its damage increased by 50%\"\n description_inactive= _ \"This unit has its damage increased by 50%\"\n value=50\n affect_self=yes\n affect_enemies=no\n affect_allies=no\n [filter]\n id=Malin Keshar\n x=13,11\n y=6,9\n [/filter]\n [/leadership]\n [/abilities]\n [/effect]\n [/object]\n\n [fire_event]\n name=rune dialogue\n [/fire_event]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Malin Keshar\n x=13,11\n y=9,6\n [/filter]\n\n {REMOVE_IMAGE $x1 $y1}\n {PLACE_IMAGE scenery/rune1-glow.png $x1 $y1}\n\n [sound]\n name=petrified.ogg\n [/sound]\n\n [object]\n id=carapace_rune\n take_only_once=no\n silent=yes\n duration=scenario\n [filter]\n id=Malin Keshar\n [/filter]\n [effect]\n apply_to=new_ability\n [abilities]\n [resistance]\n id=carapace\n max_value=90\n add=40\n name= _ \"carapace\"\n name_inactive= _ \"carapace\"\n description= _ \"This unit gains 40% to all resistances.\"\n description_inactive= _ \"This unit gains 40% to all resistances.\"\n affect_self=yes\n [filter]\n id=Malin Keshar\n x=13,11\n y=9,6\n [/filter]\n [/resistance]\n [/abilities]\n [/effect]\n [/object]\n\n [fire_event]\n name=rune dialogue\n [/fire_event]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Malin Keshar\n x=14,10\n y=7,7\n [/filter]\n\n {REMOVE_IMAGE $x1 $y1}\n {PLACE_IMAGE scenery/rune3-glow.png $x1 $y1}\n\n [sound]\n name=magic-missile-1.ogg\n [/sound]\n\n [object]\n id=lifeblood_rune\n take_only_once=no\n silent=yes\n duration=scenario\n [filter]\n id=Malin Keshar\n [/filter]\n [effect]\n apply_to=new_ability\n [abilities]\n [regenerate]\n id=lifeblood\n value=40\n name= _ \"lifeblood\"\n name_inactive= _ \"lifeblood\"\n description= _ \"This unit will heal 40 HP every turn. If it is poisoned, it will remove the poison instead of healing.\"\n description_inactive= _ \"This unit will heal 40 HP every turn. If it is poisoned, it will remove the poison instead of healing.\"\n affect_self=yes\n poison=cured\n [filter]\n id=Malin Keshar\n x=14,10\n y=7,7\n [/filter]\n [/regenerate]\n [/abilities]\n [/effect]\n [/object]\n\n [fire_event]\n name=rune dialogue\n [/fire_event]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Malin Keshar\n x,y=1-23,1-20\n [/filter]\n\n [if]\n [variable]\n name=x2\n numerical_equals=13\n [/variable]\n [then]\n [if]\n [variable]\n name=y2\n numerical_equals=6\n [/variable]\n [then]\n {REMOVE_IMAGE $x2 $y2}\n {PLACE_IMAGE scenery/rune4.png $x2 $y2}\n [/then]\n [elseif]\n [variable]\n name=y2\n numerical_equals=9\n [/variable]\n [then]\n {REMOVE_IMAGE $x2 $y2}\n {PLACE_IMAGE scenery/rune1.png $x2 $y2}\n [/then]\n [/elseif]\n [/if]\n [/then]\n [elseif]\n [variable]\n name=x2\n numerical_equals=11\n [/variable]\n [then]\n [if]\n [variable]\n name=y2\n numerical_equals=6\n [/variable]\n [then]\n {REMOVE_IMAGE $x2 $y2}\n {PLACE_IMAGE scenery/rune1.png $x2 $y2}\n [/then]\n [elseif]\n [variable]\n name=y2\n numerical_equals=9\n [/variable]\n [then]\n {REMOVE_IMAGE $x2 $y2}\n {PLACE_IMAGE scenery/rune4.png $x2 $y2}\n [/then]\n [/elseif]\n [/if]\n [/then]\n [/elseif]\n [elseif]\n [variable]\n name=x2\n numerical_equals=10\n [/variable]\n [then]\n [if]\n [variable]\n name=y2\n numerical_equals=7\n [/variable]\n [then]\n {REMOVE_IMAGE $x2 $y2}\n {PLACE_IMAGE scenery/rune3.png $x2 $y2}\n [/then]\n [/if]\n [/then]\n [/elseif]\n [elseif]\n [variable]\n name=x2\n numerical_equals=14\n [/variable]\n [then]\n [if]\n [variable]\n name=y2\n numerical_equals=7\n [/variable]\n [then]\n {REMOVE_IMAGE $x2 $y2}\n {PLACE_IMAGE scenery/rune3.png $x2 $y2}\n [/then]\n [/if]\n [/then]\n [/elseif]\n [/if]\n [/event]\n\n [event]\n name=rune dialogue\n\n [message]\n speaker=Malin Keshar\n message= _ \"These runes seem to be useful.\"\n [/message]\n [/event]\n\n # Ritual completion\n\n [event]\n name=die\n [filter]\n id=MKSpirit\n [/filter]\n\n {REPLACE_SCENARIO_MUSIC silence.ogg}\n [kill]\n side=2\n [/kill]\n [delay]\n time=1000\n [/delay]\n\n [harm_unit]\n [filter]\n id=Malin Keshar\n [/filter]\n amount=999\n kill=no\n [/harm_unit]\n [delay]\n time=1000\n [/delay]\n\n [kill]\n id=Malin Keshar\n animate=yes\n [/kill]\n [delay]\n time=1000\n [/delay]\n\n {FADE_TO_BLACK}\n\n {REMOVE_IMAGE 13 6}\n {REMOVE_IMAGE 11 9}\n {REMOVE_IMAGE 14 7}\n {REMOVE_IMAGE 10 7}\n {REMOVE_IMAGE 11 6}\n {REMOVE_IMAGE 13 9}\n {REMOVE_IMAGE 12 7}\n\n [place_shroud]\n side=1\n x,y=0-23,0-20\n [/place_shroud]\n\n [message]\n speaker=narrator\n message= _ \"There is darkness...\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=narrator\n message= _ \"and peace...\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=narrator\n message= _ \"for a moment.\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=narrator\n message= _ \"Then, they are replaced by a pulling, a pain too strong to resist, and then...\"\n [/message]\n\n [message]\n speaker=narrator\n message= _ \"... by emptiness.\"\n [/message]\n\n [replace_map]\n map_file=09_Descent_into_Darkness.map\n expand=yes\n shrink=yes\n [/replace_map]\n\n [place_shroud]\n side=1\n x,y=0-30,0-36\n [/place_shroud]\n\n {PLACE_IMAGE scenery/signpost.png 13 27}\n\n {PLACE_IMAGE items/altar-evil.png 6 15}\n {PLACE_IMAGE items/potion-clear.png 15 22}\n {PLACE_IMAGE items/stone-tablet.png 16 17}\n\n {PLACE_IMAGE items/coffin-closed.png 3 2}\n {PLACE_IMAGE items/bones.png 1 3}\n {PLACE_IMAGE items/key.png 2 1}\n {PLACE_IMAGE items/stone-tablet.png 2 4}\n\n # treasure boxes\n {PLACE_IMAGE items/chest-plain-closed.png 4 19}\n {PLACE_IMAGE items/chest-plain-closed.png 28 23}\n {PLACE_IMAGE items/chest-plain-closed.png 27 6}\n {PLACE_IMAGE items/chest-plain-closed.png 4 26}\n\n [replace_schedule]\n {UNDERGROUND}\n [/replace_schedule]\n\n [delay]\n time=1000\n [/delay]\n\n [remove_shroud]\n side=1\n x,y=3,34\n radius=3\n [/remove_shroud]\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x,y=3,34\n radius=3\n multiturn=yes\n [/lift_fog]\n\n {FADE_IN}\n\n {COLOR_ADJUST -15 -15 -15}\n\n # And is reborn as a lich\n [unit]\n side=1\n x,y=3,34\n#ifdef EASY\n hitpoints=33\n#else\n hitpoints=28\n#endif\n facing=se\n animate=yes\n\n # wmllint: recognize Mal Keshar\n {CHARACTER_STATS_MAL_KESHAR}\n [/unit]\n\n [modify_side]\n side=1\n user_team_name= _ \"Mal Keshar\"\n [/modify_side]\n\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n {INCIDENTAL_MUSIC the_dangerous_symphony.ogg}\n [music]\n name=into_the_shadows.ogg\n append=yes\n [/music]\n [music]\n name=underground.ogg\n append=yes\n [/music]\n [music]\n name=weight_of_revenge.ogg\n append=yes\n [/music]\n\n # He's not necessarily totally happy about this\n [message]\n speaker=Mal Keshar\n sound=lich-die.ogg\n message= _ \"AAAaaiiigghh!!\" # wmllint: no spellcheck\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"The cold, it burns!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I need warmth... life...\"\n [/message]\n\n [remove_shroud]\n side=1\n x=8-9,10\n y=29-31,29-30\n [/remove_shroud]\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x=8-9,10\n y=29-31,29-30\n multiturn=yes\n [/lift_fog]\n\n [animate_unit]\n flag=attack\n hits=yes\n\n [filter]\n id=Mal Keshar\n [/filter]\n\n [primary_attack]\n name=shadow wave\n [/primary_attack]\n [/animate_unit]\n\n [scroll_to]\n x,y=9,30\n [/scroll_to]\n\n {QUAKE cave-in.ogg}\n\n [item]\n x,y=10,29\n image=misc/blank-hex.png\n # HACK: An item can't be removed after only one cycle, so set the blank hex at the end\n halo=\"halo/undead/dark-magic-[1~6].png,misc/blank-hex.png:100000\"\n [/item]\n\n [delay]\n time=1000\n [/delay]\n\n [terrain]\n x,y=10-11,29\n terrain=Qxu^Bcx/\n [/terrain]\n\n [remove_item]\n x,y=10,29\n [/remove_item]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I sense some primitive life in that direction. Perhaps I can sustain myself upon them.\"\n [/message]\n\n [reset_fog]\n [filter_side]\n side=1\n [/filter_side]\n [/reset_fog]\n\n [random_placement]\n num_items=5\n variable=loc\n min_distance=3\n [filter_location]\n x,y=1-29,1-24\n terrain=Uu^*\n [not]\n [filter][/filter]\n [/not]\n [/filter_location]\n [command]\n {NOTRAIT_UNIT 3 \"Vampire Bat\" $loc.x $loc.y} {GUARDIAN}\n [/command]\n [/random_placement]\n\n [random_placement]\n num_items={ON_DIFFICULTY 1 2 2}\n variable=loc\n min_distance=3\n [filter_location]\n x,y=1-29,1-24\n terrain=Uu^*\n [not]\n [filter][/filter]\n [/not]\n [/filter_location]\n [command]\n [unit]\n type=Blood Bat\n side=3\n x,y=$loc.x,$loc.y\n max_moves=4\n [/unit]\n [/command]\n [/random_placement]\n\n [random_placement]\n num_items={ON_DIFFICULTY 2 3 3}\n variable=loc\n min_distance=3\n [filter_location]\n x,y=1-29,1-24\n terrain=Uu^*\n [not]\n [filter][/filter]\n [/not]\n [/filter_location]\n [command]\n {NOTRAIT_UNIT 3 \"Giant Rat\" $loc.x $loc.y}\n [/command]\n [/random_placement]\n\n {MODIFY_UNIT (type=Giant Rat) max_moves 3}\n\n [random_placement]\n num_items=3\n variable=loc\n min_distance=3\n [filter_location]\n x,y=1-29,1-24\n terrain=Uu^*\n [not]\n [filter][/filter]\n [/not]\n [/filter_location]\n [command]\n {NOTRAIT_UNIT 3 \"Giant Rat\" $loc.x $loc.y} {GUARDIAN}\n [/command]\n [/random_placement]\n\n [random_placement]\n num_items=10\n variable=loc\n min_distance=3\n [filter_location]\n x,y=1-29,1-24\n terrain=Uu^*\n [not]\n [filter][/filter]\n [/not]\n [/filter_location]\n [command]\n {NOTRAIT_UNIT 3 \"Giant Scorpling\" $loc.x $loc.y} {GUARDIAN}\n [/command]\n [/random_placement]\n\n [random_placement]\n num_items=1\n variable=loc\n min_distance=11\n [filter_location]\n x,y=1-29,1-24\n terrain=Uu^*\n [not]\n [filter][/filter]\n [/not]\n [/filter_location]\n [command]\n {NOTRAIT_UNIT 3 \"Giant Spider\" $loc.x $loc.y} {GUARDIAN}\n [/command]\n [/random_placement]\n\n [unit]\n type=Dread Bat\n side=3\n x,y=2,23\n max_hitpoints=60\n hitpoints=60\n max_moves=5\n ai_special=guardian\n moves=5\n level=3\n [/unit]\n\n {MODIFY_UNIT (type=Giant Spider) max_moves 3}\n\n {VARIABLE scenario_stage 2}\n {VARIABLE puzzle_coffin 0}\n {VARIABLE puzzle_potion 0}\n\n {PLACE_IMAGE scenery/black-monolith.png 7 35}\n\n [label]\n x,y=29,33\n text= _ \"Reflection pool\"\n [/label]\n\n [objectives]\n side=1\n [objective]\n condition=win\n description= _ \"Regain your strength\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Destruction of Mal Keshar\"\n [/objective]\n\n [gold_carryover]\n bonus=no\n carryover_percentage=100\n [/gold_carryover]\n [/objectives]\n [/event]\n\n # text at lair entrance\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Mal Keshar\n x,y=13,27\n [/filter]\n [filter_condition]\n [variable]\n name=scenario_stage\n numerical_equals=2\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=narrator\n # wmllint: local spelling Zephryn\n message= _ \"Welcome to Zephryn\u2019s laboratory. Please be mindful of ongoing experiments during your visit.\nThis territory is the domain of the mighty Xanthric. All unwelcome intruders shall die.\"\n image=wesnoth-icon.png\n [/message]\n\n [fire_event]\n name=lair text\n [/fire_event]\n [/event]\n\n [event]\n name=lair text\n\n [message]\n speaker=Mal Keshar\n message= _ \"That mage\u2019s name is suspiciously... familiar.\"\n [/message]\n [/event]\n\n # monolith\n [event]\n name=moveto\n [filter]\n id=Mal Keshar\n x,y=7,35\n [/filter]\n [filter_condition]\n [variable]\n name=scenario_stage\n numerical_equals=2\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=narrator\n message= _ \"A monolith of black stone, a fractured surface shrouded by darkened shadow.\"\n [/message]\n [/event]\n\n # small flavor events\n [event]\n name=attack\n [filter]\n type=Blood Bat\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n [filter_condition]\n [variable]\n name=scenario_stage\n numerical_equals=2\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Why are these bats chasing me?\"\n [/message]\n [/event]\n\n [event]\n name=attack\n [filter]\n type=Giant Rat\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n [filter_condition]\n [variable]\n name=scenario_stage\n numerical_equals=2\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Blasted rats!\"\n [/message]\n [/event]\n\n [event]\n name=sighted\n [filter]\n type=Giant Spider\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n [filter_condition]\n [variable]\n name=scenario_stage\n numerical_equals=2\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Dela used to be afraid of spiders. Imagine if she saw something like this...\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n type=Giant Spider\n [/filter]\n\n # a little bit of breaking the fourth wall\n [message]\n speaker=Mal Keshar\n message= _ \"For a moment, I was a little worried there. To have come so far and conquered death... only to be slain by an oversized arachnid! What a tale that would be.\"\n [/message]\n [/event]\n\n [event]\n name=sighted\n [filter]\n type=Dread Bat\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n [filter_condition]\n [variable]\n name=scenario_stage\n numerical_equals=2\n [/variable]\n [/filter_condition]\n\n [modify_unit]\n [filter]\n type=Dread Bat\n [/filter]\n [effect]\n apply_to=status\n remove=guardian\n [/effect]\n [/modify_unit]\n\n [message]\n speaker=Mal Keshar\n message= _ \"What an unusual bat.\"\n [/message]\n [/event]\n\n [event]\n name=attacker_hits\n id=lich_attacker\n first_time_only=yes\n [filter]\n id=Mal Keshar\n [/filter]\n [filter_attack]\n name=touch\n [/filter_attack]\n [filter_condition]\n [variable]\n name=scenario_stage\n numerical_equals=2\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Yes! I can draw energy from even these insignificant creatures.\"\n [/message]\n [remove_event]\n id=lich_defender\n [/remove_event]\n [/event]\n\n [event]\n name=defender_hits\n id=lich_defender\n first_time_only=yes\n [filter_second]\n id=Mal Keshar\n [/filter_second]\n [filter_second_attack]\n name=touch\n [/filter_second_attack]\n [filter_condition]\n [variable]\n name=scenario_stage\n numerical_equals=2\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Yes! I can draw energy from even these insignificant creatures.\"\n [/message]\n [remove_event]\n id=lich_attacker\n [/remove_event]\n [/event]\n\n # treasure boxes\n [event]\n name=moveto\n [filter]\n id=Mal Keshar\n x,y=4,19\n [/filter]\n [filter_condition]\n [variable]\n name=scenario_stage\n numerical_equals=2\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=narrator\n message= _ \"You found some gold!\"\n image=wesnoth-icon.png\n [/message]\n\n [sound]\n name=gold.ogg\n [/sound]\n\n {PLACE_IMAGE items/chest-plain-open.png 4 19}\n\n [gold]\n side=1\n {QUANTITY amount 25 20 15}\n [/gold]\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Mal Keshar\n x,y=28,23\n [/filter]\n [filter_condition]\n [variable]\n name=scenario_stage\n numerical_equals=2\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=narrator\n message= _ \"You found some gold!\"\n image=wesnoth-icon.png\n [/message]\n\n [sound]\n name=gold.ogg\n [/sound]\n\n {PLACE_IMAGE items/chest-plain-open.png 28 23}\n\n [gold]\n side=1\n {QUANTITY amount 25 20 15}\n [/gold]\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Mal Keshar\n x,y=27,6\n [/filter]\n [filter_condition]\n [variable]\n name=scenario_stage\n numerical_equals=2\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=narrator\n message= _ \"You found some gold!\"\n image=wesnoth-icon.png\n [/message]\n\n [sound]\n name=gold.ogg\n [/sound]\n\n {PLACE_IMAGE items/chest-plain-open.png 27 6}\n\n [gold]\n side=1\n {QUANTITY amount 50 40 30}\n [/gold]\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Mal Keshar\n x,y=4,26\n [/filter]\n [filter_condition]\n [variable]\n name=scenario_stage\n numerical_equals=2\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=narrator\n message= _ \"You found some gold!\"\n image=wesnoth-icon.png\n [/message]\n\n [sound]\n name=gold.ogg\n [/sound]\n\n {PLACE_IMAGE items/chest-plain-open.png 4 26}\n\n [gold]\n side=1\n {QUANTITY amount 25 20 15}\n [/gold]\n [/event]\n\n # potion puzzle\n # Solution: Pick up the brazier and melt the ice, creating water\n # pick up the empty flask and move to the water, then pick up the filled flask\n # go to the altar, which puts the filled flask there and creates a potion\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Mal Keshar\n x,y=21,18\n [/filter]\n [filter_condition]\n [variable]\n name=scenario_stage\n numerical_equals=2\n [/variable]\n [and]\n [variable]\n name=puzzle_potion\n numerical_equals=0\n [/variable]\n [/and]\n [/filter_condition]\n\n [message]\n speaker=narrator\n message= _ \"You picked up a brazier!\"\n image=wesnoth-icon.png\n [/message]\n\n [unit_overlay]\n id=Mal Keshar\n image=\"misc/fire-icon.png\"\n object_id=\"fire_icon\"\n [/unit_overlay]\n\n [terrain]\n x,y=21,18\n terrain=Urb\n [/terrain]\n [redraw][/redraw]\n {VARIABLE puzzle_potion 1}\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Mal Keshar\n x,y=15,22\n [/filter]\n [filter_condition]\n [variable]\n name=scenario_stage\n numerical_equals=2\n [/variable]\n [/filter_condition]\n [if]\n [variable]\n name=puzzle_potion\n numerical_equals=2\n [/variable]\n [then]\n [message]\n speaker=narrator\n message= _ \"You picked up an empty flask.\"\n image=wesnoth-icon.png\n [/message]\n\n [unit_overlay]\n id=Mal Keshar\n image=\"misc/potion-icon.png\"\n object_id=\"potion_icon\"\n [/unit_overlay]\n\n {REMOVE_IMAGE 15 22}\n {VARIABLE puzzle_potion 3}\n [/then]\n\n [elseif]\n [variable]\n name=puzzle_potion\n less_than=2\n [/variable]\n [then]\n [sound]\n name=magic-dark-big-miss.ogg\n [/sound]\n\n [message]\n speaker=narrator\n message= _ \"You should do something else first.\"\n image=wesnoth-icon.png\n [/message]\n [/then]\n [/elseif]\n [/if]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Mal Keshar\n x,y=15,18\n [/filter]\n [filter_condition]\n [variable]\n name=scenario_stage\n numerical_equals=2\n [/variable]\n [/filter_condition]\n [if]\n [variable]\n name=puzzle_potion\n numerical_equals=1\n [/variable]\n [then]\n [sound]\n name=flame-big.ogg\n [/sound]\n\n [message]\n speaker=narrator\n message= _ \"You melted the ice.\"\n image=wesnoth-icon.png\n [/message]\n\n [remove_object]\n id=Mal Keshar\n object_id=\"fire_icon\"\n [/remove_object]\n\n [terrain]\n x,y=15,18\n terrain=Wo\n [/terrain]\n [redraw][/redraw]\n {VARIABLE puzzle_potion 2}\n [/then]\n\n [elseif]\n [variable]\n name=puzzle_potion\n numerical_equals=3\n [/variable]\n [then]\n [sound]\n name=water-blast.wav\n [/sound]\n\n [message]\n speaker=narrator\n message= _ \"You filled the flask.\"\n image=wesnoth-icon.png\n [/message]\n\n [remove_object]\n id=Mal Keshar\n object_id=\"potion_icon\"\n [/remove_object]\n\n {PLACE_IMAGE items/potion-blue.png 14 18}\n {VARIABLE puzzle_potion 4}\n [/then]\n [/elseif]\n [/if]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Mal Keshar\n x,y=14,18\n [/filter]\n [filter_condition]\n [variable]\n name=scenario_stage\n numerical_equals=2\n [/variable]\n [/filter_condition]\n [if]\n [variable]\n name=puzzle_potion\n numerical_equals=4\n [/variable]\n [then]\n [message]\n speaker=narrator\n message= _ \"You picked up the flask of water.\"\n image=wesnoth-icon.png\n [/message]\n\n [unit_overlay]\n id=Mal Keshar\n image=\"misc/potion-blue-icon.png\"\n object_id=\"potion_blue_icon\"\n [/unit_overlay]\n\n {REMOVE_IMAGE 14 18}\n {VARIABLE puzzle_potion 5}\n [/then]\n [/if]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Mal Keshar\n x,y=6,15\n [/filter]\n [filter_condition]\n [variable]\n name=scenario_stage\n numerical_equals=2\n [/variable]\n [/filter_condition]\n [if]\n [variable]\n name=puzzle_potion\n numerical_equals=5\n [/variable]\n [then]\n [sound]\n name=magic-dark-big.ogg\n [/sound]\n\n [message]\n speaker=narrator\n message= _ \"You created a new potion!\"\n image=wesnoth-icon.png\n [/message]\n\n [message]\n speaker=narrator\n message= _ \"Mal Keshar drinks the potion and feels energy flow through his skeletal form. The power of death surges in his vacant body, threatening to overflow, to burst free, but at the last moment, he reins it in. The stream of magic trickles down to drops, diminished, tempered, but manageable.\"\n [/message]\n\n [remove_object]\n id=Mal Keshar\n object_id=\"potion_blue_icon\"\n [/remove_object]\n\n # reward: +1 RANGED DMG\n [object]\n silent=yes\n duration=forever\n [filter]\n id=Mal Keshar\n [/filter]\n [effect]\n apply_to=attack\n range=ranged\n increase_damage=1\n [/effect]\n [/object]\n\n {REMOVE_IMAGE 16 17}\n {REMOVE_IMAGE 6 15}\n {VARIABLE puzzle_potion 6}\n [/then]\n\n [elseif]\n [variable]\n name=puzzle_potion\n less_than=6\n [/variable]\n [then]\n [sound]\n name=magic-dark-big-miss.ogg\n [/sound]\n\n [message]\n speaker=narrator\n message= _ \"You should do something else first.\"\n image=wesnoth-icon.png\n [/message]\n [/then]\n [/elseif]\n [/if]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Mal Keshar\n x,y=16,17\n [/filter]\n [filter_condition]\n [variable]\n name=scenario_stage\n numerical_equals=2\n [/variable]\n [and]\n [variable]\n name=puzzle_potion\n less_than=6\n [/variable]\n [/and]\n [/filter_condition]\n\n [message]\n speaker=narrator\n message= _ \"Dark water beneath crystal ice,\nUnmasked by a lick of flame,\nTransmuted by the altar of darkness\nInto pitch black shadow.\"\n [/message]\n [fire_event]\n name=potion text\n [/fire_event]\n [/event]\n\n [event]\n name=potion text\n [message]\n speaker=Mal Keshar\n message= _ \"Someone left their experiment unfinished here.\"\n [/message]\n [/event]\n\n # coffin puzzle\n # Solution: pick up the key, move to the coffin to open it\n # then, pick up the bones, put them in the coffin\n # finally, pick up the brazier and cremate the bones\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Mal Keshar\n x,y=2,1\n [/filter]\n [filter_condition]\n [variable]\n name=scenario_stage\n numerical_equals=2\n [/variable]\n [and]\n [variable]\n name=puzzle_coffin\n numerical_equals=0\n [/variable]\n [/and]\n [/filter_condition]\n\n [message]\n speaker=narrator\n message= _ \"You picked up a key!\"\n image=wesnoth-icon.png\n [/message]\n\n [unit_overlay]\n id=Mal Keshar\n image=\"misc/key-icon.png\"\n object_id=\"key_icon\"\n [/unit_overlay]\n\n {REMOVE_IMAGE 2 1}\n {VARIABLE puzzle_coffin 1}\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Mal Keshar\n x,y=1,3\n [/filter]\n [filter_condition]\n [variable]\n name=scenario_stage\n numerical_equals=2\n [/variable]\n [/filter_condition]\n [if]\n [variable]\n name=puzzle_coffin\n numerical_equals=2\n [/variable]\n [then]\n [message]\n speaker=narrator\n message= _ \"You found a skeleton.\"\n image=wesnoth-icon.png\n [/message]\n\n # TODO: add a bones icon?\n\n [message]\n speaker=Mal Keshar\n message= _ \"There are some robe scraps stuck to this skeleton. This must have once been a mage.\"\n [/message]\n\n {REMOVE_IMAGE 1 3}\n {VARIABLE puzzle_coffin 3}\n [/then]\n\n [elseif]\n [variable]\n name=puzzle_coffin\n less_than=2\n [/variable]\n [then]\n [sound]\n name=magic-dark-big-miss.ogg\n [/sound]\n\n [message]\n speaker=narrator\n message= _ \"You should do something else first.\"\n image=wesnoth-icon.png\n [/message]\n [/then]\n [/elseif]\n [/if]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Mal Keshar\n x,y=5,3\n [/filter]\n [filter_condition]\n [variable]\n name=scenario_stage\n numerical_equals=2\n [/variable]\n [/filter_condition]\n [if]\n [variable]\n name=puzzle_coffin\n numerical_equals=4\n [/variable]\n [then]\n [message]\n speaker=narrator\n message= _ \"You picked up a brazier.\"\n image=wesnoth-icon.png\n [/message]\n\n [unit_overlay]\n id=Mal Keshar\n image=\"misc/fire-icon.png\"\n object_id=\"brazier_icon\"\n [/unit_overlay]\n\n [terrain]\n x,y=5,3\n terrain=Irs\n [/terrain]\n [redraw][/redraw]\n {VARIABLE puzzle_coffin 5}\n [/then]\n\n [elseif]\n [variable]\n name=puzzle_coffin\n less_than=4\n [/variable]\n [then]\n [sound]\n name=magic-dark-big-miss.ogg\n [/sound]\n\n [message]\n speaker=narrator\n message= _ \"You should do something else first.\"\n image=wesnoth-icon.png\n [/message]\n [/then]\n [/elseif]\n [/if]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Mal Keshar\n x,y=3,2\n [/filter]\n [filter_condition]\n [variable]\n name=scenario_stage\n numerical_equals=2\n [/variable]\n [/filter_condition]\n [if]\n [variable]\n name=puzzle_coffin\n numerical_equals=1\n [/variable]\n [then]\n [sound]\n name=open-chest.wav\n [/sound]\n\n [message]\n speaker=narrator\n message= _ \"You opened the coffin.\"\n image=wesnoth-icon.png\n [/message]\n\n [remove_object]\n id=Mal Keshar\n object_id=\"key_icon\"\n [/remove_object]\n\n {PLACE_IMAGE items/coffin-open.png 3 2}\n {VARIABLE puzzle_coffin 2}\n [/then]\n\n [elseif]\n [variable]\n name=puzzle_coffin\n numerical_equals=3\n [/variable]\n [then]\n [sound]\n name=skeleton-hit-1.ogg\n [/sound]\n\n [message]\n speaker=narrator\n message= _ \"You placed the skeleton in the coffin.\"\n image=wesnoth-icon.png\n [/message]\n\n {VARIABLE puzzle_coffin 4}\n [/then]\n [/elseif]\n\n [elseif]\n [variable]\n name=puzzle_coffin\n numerical_equals=5\n [/variable]\n [then]\n [sound]\n name=flame-big.ogg\n [/sound]\n\n [message]\n speaker=narrator\n message= _ \"You cremated the bones!\"\n image=wesnoth-icon.png\n [/message]\n\n [message]\n speaker=narrator\n message= _ \"Ash swirls upward, charred remnants of the once living. Charcoal from bone, embers from flesh, he consumes the pallid cinders, siphoning away the energy with a draining touch.\"\n [/message]\n\n [remove_object]\n id=Mal Keshar\n object_id=\"brazier_icon\"\n [/remove_object]\n\n # reward: +2 MELEE DMG\n [object]\n silent=yes\n duration=forever\n [filter]\n id=Mal Keshar\n [/filter]\n [effect]\n apply_to=attack\n range=melee\n increase_damage=2\n [/effect]\n [/object]\n\n {REMOVE_IMAGE 3 2}\n {REMOVE_IMAGE 2 4}\n [terrain]\n x,y=3,2\n terrain=Irs\n [/terrain]\n [redraw][/redraw]\n {VARIABLE puzzle_coffin 6}\n [/then]\n [/elseif]\n [/if]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Mal Keshar\n x,y=2,4\n [/filter]\n [filter_condition]\n [variable]\n name=scenario_stage\n numerical_equals=2\n [/variable]\n [and]\n [variable]\n name=puzzle_coffin\n less_than=6\n [/variable]\n [/and]\n [/filter_condition]\n\n [message]\n speaker=narrator\n message= _ \"Bones, scattered carelessly onto the floor,\nRemains laid without rest,\nReside outside their coffin, locked away,\nIn eternal wakefulness.\nThen, the key is found and the lid opened,\nAnd the tongue of fire begets ashen repose.\"\n [/message]\n [/event]\n\n # reflection pool scene\n [event]\n name=moveto\n [filter]\n id=Mal Keshar\n [filter_location]\n terrain=Wog,Wog^*\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=scenario_stage\n numerical_equals=2\n [/variable]\n [/filter_condition]\n\n [delay]\n time=1000\n [/delay]\n\n [sound]\n name=wail-long.wav\n [/sound]\n\n [delay]\n time=1500\n [/delay]\n\n {FADE_TO_BLACK}\n\n [remove_shroud]\n side=1\n x,y=29,32\n radius=2\n [/remove_shroud]\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x,y=29,32\n radius=2\n [/lift_fog]\n\n [store_unit]\n [filter]\n id=Mal Keshar\n [/filter]\n variable=malkeshar\n kill=yes\n [/store_unit]\n\n [place_shroud]\n side=1\n x,y=17,25\n radius=8\n [/place_shroud]\n\n [delay]\n time=1500\n [/delay]\n\n [scroll_to]\n x,y=29,32\n [/scroll_to]\n\n [unstore_unit]\n x,y=29,32\n variable=malkeshar\n [/unstore_unit]\n\n {MODIFY_UNIT (id=Mal Keshar) facing nw}\n\n {CLEAR_VARIABLE malkeshar}\n\n [lock_view][/lock_view]\n\n {FADE_IN}\n\n [message]\n speaker=Mal Keshar\n message= _ \"This place seems familiar.\"\n [/message]\n\n [delay]\n time=1500\n [/delay]\n\n [animate_unit]\n [filter]\n id=Mal Keshar\n [/filter]\n [primary_attack]\n range=ranged\n [/primary_attack]\n flag=attack\n [/animate_unit]\n\n [unit]\n type=Lich\n id=Fake Mal Keshar\n name= _ \"Mal Keshar\"\n profile=\n x,y=28,31\n side=4\n facing=se\n animate=yes\n generate_name=no\n random_traits=no\n [/unit]\n\n [message]\n speaker=Mal Keshar\n message= _ \"The blood is drained and the flesh is stripped. The bone remains, waiting to be reanimated. A necromancer\u2019s most basic weapon is that, the puppet body of a skeleton.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"... but that is not what I am looking at, is it? This is... my face. This is what I have become...\"\n [/message]\n\n [message]\n speaker=Fake Mal Keshar\n message= _ \"A skeleton, yourself.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"A skeleton \u2014 a puppet for Darken Volk\u2019s manipulation, yes.\"\n [/message]\n\n [message]\n speaker=Fake Mal Keshar\n message= _ \"A puppet of your own machinations.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I...\"\n [/message]\n\n [message]\n speaker=Fake Mal Keshar\n message= _ \"From the outset, deep down, you knew. If you followed this path, they would never accept you. Yet, you manipulated yourself into believing the opposite. You could not face the truth.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"But I was right. My logic was sound. My reasoning was flawless. They should have accepted me...\"\n [/message]\n\n [message]\n speaker=Fake Mal Keshar\n message= _ \"A puppet shackled by the limitations of your own feelings. No matter its faultlessness, logic could not have displaced the reality of your world. A culture of preconception supplanting even the instinct for survival.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Enough of this.\"\n [/message]\n\n [animate_unit]\n [filter]\n id=Mal Keshar\n [/filter]\n [primary_attack]\n range=ranged\n [/primary_attack]\n flag=attack\n [/animate_unit]\n\n [kill]\n id=Fake Mal Keshar\n animate=no\n [/kill]\n\n [terrain]\n x,y=28,31\n terrain=Wog\n [/terrain]\n [redraw][/redraw]\n\n [delay]\n time=1500\n [/delay]\n\n {MODIFY_UNIT (id=Mal Keshar) facing se}\n\n [delay]\n time=1000\n [/delay]\n\n [terrain]\n x,y=30,32\n terrain=Urb\n [/terrain]\n [redraw][/redraw]\n\n [unit]\n type=Lich\n id=Fake Mal Keshar\n name= _ \"Mal Keshar\"\n profile=\n x,y=30,32\n side=4\n facing=nw\n animate=yes\n generate_name=no\n random_traits=no\n [/unit]\n\n [message]\n speaker=Fake Mal Keshar\n message= _ \"This is what you have become. A decaying soul chained within the puppet form of a skeleton.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"A rotten soul? I was never concerned with such things to begin with. When you are slain by orcs and decompose into nothing but a maggot-eaten carcass, no \u2018soul\u2019 is going to be of any use.\"\n [/message]\n\n [message]\n speaker=Fake Mal Keshar\n message= _ \"Better to sacrifice the spirit and live, than to die with dignity?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Dignity in death is a notion contrived of by fools. It is an assertion of lies, told by humans to comfort themselves in the face of an immutable force. But not I. By sacrificing my soul, I have conquered death and will live on past all those who tried to destroy me.\"\n [/message]\n\n [message]\n speaker=Fake Mal Keshar\n message= _ \"For what purpose? You will persist on, bitter and alone, until the end of time?\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"...\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n [animate_unit]\n [filter]\n id=Mal Keshar\n [/filter]\n [primary_attack]\n range=ranged\n [/primary_attack]\n flag=attack\n [/animate_unit]\n\n [kill]\n id=Fake Mal Keshar\n animate=no\n [/kill]\n\n [terrain]\n x,y=30,32\n terrain=Wog\n [/terrain]\n [redraw][/redraw]\n\n [delay]\n time=1500\n [/delay]\n\n {FADE_TO_BLACK}\n\n [terrain]\n [and]\n terrain=Wog,Wog^*\n [/and]\n terrain=Qxu\n [/terrain]\n [terrain]\n x=21,22\n y=28,28\n terrain=Qxu^Bcx\\\n [/terrain]\n [redraw][/redraw]\n\n [store_unit]\n [filter]\n id=Mal Keshar\n [/filter]\n variable=malkeshar\n kill=yes\n [/store_unit]\n\n [place_shroud]\n side=1\n x,y=29,32\n radius=3\n [/place_shroud]\n\n [delay]\n time=1500\n [/delay]\n\n [remove_shroud]\n side=1\n x,y=22,28\n radius=2\n [/remove_shroud]\n\n [scroll_to]\n x,y=22,28\n [/scroll_to]\n\n {FADE_IN}\n\n [unstore_unit]\n x,y=22,28\n find_vacant=yes\n variable=malkeshar\n [/unstore_unit]\n\n {CLEAR_VARIABLE malkeshar}\n\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n [delay]\n time=1500\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I regret nothing.\"\n [/message]\n\n [unlock_view][/unlock_view]\n [/event]\n\n # Sighting the enemy lair\n [event]\n name=moveto\n [filter]\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=scenario_stage\n numerical_equals=2\n [/variable]\n [and]\n [have_location]\n terrain=Ql\n [filter_vision]\n side=1\n [/filter_vision]\n [/have_location]\n [/and]\n [/filter_condition]\n\n [remove_shroud]\n side=1\n x,y=17,7\n radius=3\n [/remove_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x,y=17,7\n [/scroll_to]\n\n [delay]\n time=1500\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I sense the lair of something powerful nearby. Capturing that castle may be a worthwhile endeavor, but I shall have to approach carefully.\"\n [/message]\n\n [cancel_action][/cancel_action]\n [/event]\n\n # Initiate boss battle\n [event]\n name=enter hex\n [filter]\n side=1\n # just to make it not trigger with debug mode vision too early:\n x=7-27\n y=1-18\n [/filter]\n [filter_condition]\n [variable]\n name=scenario_stage\n numerical_equals=2\n [/variable]\n [and]\n [have_location]\n x,y=17,7\n radius=2\n [filter_vision]\n side=1\n [/filter_vision]\n [/have_location]\n [/and]\n [/filter_condition]\n\n [remove_shroud]\n side=1\n x,y=17,7\n radius=6\n [/remove_shroud]\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x,y=17,7\n radius=6\n multiturn=yes\n [/lift_fog]\n\n {MODIFY_UNIT (id=Mal Keshar) moves 6}\n {MODIFY_UNIT (id=Mal Keshar) attacks_left 1}\n\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n [remove_object]\n id=Mal Keshar\n object_id=\"fire_icon\"\n [/remove_object]\n\n [remove_object]\n id=Mal Keshar\n object_id=\"potion_icon\"\n [/remove_object]\n\n [remove_object]\n id=Mal Keshar\n object_id=\"potion_blue_icon\"\n [/remove_object]\n\n [remove_object]\n id=Mal Keshar\n object_id=\"brazier_icon\"\n [/remove_object]\n\n [remove_object]\n id=Mal Keshar\n object_id=\"key_icon\"\n [/remove_object]\n\n {REPLACE_SCENARIO_MUSIC silence.ogg}\n\n [scroll_to]\n x,y=17,7\n [/scroll_to]\n\n [delay]\n time=2000\n [/delay]\n\n {QUAKE cave-in.ogg}\n\n [delay]\n time=500\n [/delay]\n\n [sound]\n name=flame-big.ogg\n [/sound]\n\n [delay]\n time=500\n [/delay]\n\n {QUAKE cave-in.ogg}\n\n [delay]\n time=500\n [/delay]\n\n [sound]\n name=flame-big.ogg\n [/sound]\n\n [delay]\n time=250\n [/delay]\n\n [sound]\n name=flame-big.ogg\n [/sound]\n\n [scroll_to]\n x,y=17,7\n [/scroll_to]\n\n [unit]\n id=Xanthric\n name= _ \"Xanthric\"\n type=Fire Dragon\n side=2\n x,y=17,7\n#ifdef EASY\n hitpoints=150\n max_hitpoints=150\n#endif\n#ifdef NORMAL\n hitpoints=190\n max_hitpoints=190\n#endif\n#ifdef HARD\n hitpoints=230\n max_hitpoints=230\n#endif\n unrenamable=yes\n canrecruit=yes\n [modifications]\n#ifdef EASY\n [object]\n [effect]\n apply_to=movement\n increase=-1\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n increase_damage=-3\n [/effect]\n [effect]\n apply_to=attack\n range=ranged\n increase_damage=-2\n [/effect]\n [/object]\n#endif\n#ifdef NORMAL\n [object]\n [effect]\n apply_to=movement\n increase=-1\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n increase_damage=-2\n [/effect]\n [effect]\n apply_to=attack\n range=ranged\n increase_damage=-1\n [/effect]\n [/object]\n#endif\n [/modifications]\n [/unit]\n\n [capture_village]\n [not]\n owner_side=1\n [/not]\n side=2\n [/capture_village]\n\n {REPLACE_SCENARIO_MUSIC frantic.ogg}\n {APPEND_MUSIC vengeful.ogg}\n\n [message]\n speaker=Xanthric\n message= _ \"What manner of vile creature intrudes upon my domain?!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I suppose there is some irony in this.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I was not aware that dragons still existed. This was most unexpected. Nevertheless, this shall be a worthwhile test of my new powers.\"\n [/message]\n\n [message]\n speaker=Xanthric\n message= _ \"A derelict corpse like you has no business challenging a dragon! Even my lowly elementals will be more than a match for you. Rise, my thralls!\"\n [/message]\n\n [random_placement]\n num_items={ON_DIFFICULTY 2 3 5}\n variable=loc\n min_distance=1\n [filter_location]\n terrain=Ql\n [not]\n [filter][/filter]\n [/not]\n [/filter_location]\n [command]\n [unit]\n side=2\n type=Fire Guardian\n x,y=$loc.x,$loc.y\n animate=yes\n [/unit]\n [/command]\n [/random_placement]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Fire magic. Annoying, but you are not the only one who can summon minions to your aid.\"\n [/message]\n\n {CREATE_ADVISOR}\n\n [if]\n [have_unit]\n side=1\n type=Spectre,Nightgaunt,Wraith,Shadow\n search_recall_list=yes\n x,y=recall,recall\n [/have_unit]\n [then]\n [recall]\n type=Spectre,Nightgaunt,Wraith,Shadow\n [/recall]\n [/then]\n [else]\n [unit]\n type=Wraith\n side=1\n animate=yes\n placement=leader\n [/unit]\n [/else]\n [/if]\n [if]\n [have_unit]\n side=1\n type=Spectre,Nightgaunt,Wraith,Shadow,Ghost\n search_recall_list=yes\n x,y=recall,recall\n [/have_unit]\n [then]\n [recall]\n type=Spectre,Nightgaunt,Wraith,Shadow,Ghost\n [/recall]\n [/then]\n [else]\n [unit]\n type=Ghost\n side=1\n animate=yes\n placement=leader\n [/unit]\n [/else]\n [/if]\n#ifdef NORMAL\n [if]\n [have_unit]\n side=1\n type=Spectre,Nightgaunt,Wraith,Shadow,Ghost\n search_recall_list=yes\n x,y=recall,recall\n [/have_unit]\n [then]\n [recall]\n type=Spectre,Nightgaunt,Wraith,Shadow,Ghost\n [/recall]\n [/then]\n [else]\n [unit]\n type=Ghost\n side=1\n animate=yes\n placement=leader\n [/unit]\n [/else]\n [/if]\n#endif\n#ifdef EASY\n [if]\n [have_unit]\n side=1\n type=Spectre,Nightgaunt,Wraith,Shadow,Ghost\n search_recall_list=yes\n x,y=recall,recall\n [/have_unit]\n [then]\n [recall]\n type=Spectre,Nightgaunt,Wraith,Shadow,Ghost\n [/recall]\n [/then]\n [else]\n [unit]\n type=Ghost\n side=1\n animate=yes\n placement=leader\n [/unit]\n [/else]\n [/if]\n [if]\n [have_unit]\n side=1\n type=Spectre,Nightgaunt,Wraith,Shadow,Ghost\n search_recall_list=yes\n x,y=recall,recall\n [/have_unit]\n [then]\n [recall]\n type=Spectre,Nightgaunt,Wraith,Shadow,Ghost\n [/recall]\n [/then]\n [else]\n [unit]\n type=Ghost\n side=1\n animate=yes\n placement=leader\n [/unit]\n [/else]\n [/if]\n#endif\n\n [message]\n speaker=Xanthric\n message= _ \"A few decrepit souls will do you no good, necromancer. Your bones shall soon join my garden of carcasses!\"\n [/message]\n\n [reset_fog]\n [filter_side]\n side=1\n [/filter_side]\n [/reset_fog]\n\n {VARIABLE scenario_stage 3}\n {VARIABLE runes_activated 0}\n\n {PLACE_IMAGE scenery/summoning-circle1.png 18 3}\n {PLACE_IMAGE scenery/summoning-circle5.png 23 7}\n {PLACE_IMAGE scenery/summoning-circle3.png 10 6}\n {PLACE_IMAGE scenery/summoning-circle6.png 13 3}\n\n [objectives]\n side=1\n [objective]\n condition=win\n description= _ \"Defeat Xanthric\"\n [/objective]\n [objective]\n condition=lose\n description= _ \"Destruction of Mal Keshar\"\n [/objective]\n [gold_carryover]\n bonus=no\n carryover_percentage=100\n [/gold_carryover]\n [note]\n description= _ \"At most one rune may be activated each turn\"\n [/note]\n [/objectives]\n\n [cancel_action][/cancel_action]\n [/event]\n\n # flavor text if you capture the dragon's keep\n [event]\n name=moveto\n [filter]\n x,y=17,7\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=scenario_stage\n numerical_equals=3\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Xanthric\n message= _ \"How dare you?! That stone is my throne! I am the king of this domain!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Peasant, warrior, king, and emperor, all living things are the subjects of death. Eternity will claim your soul as its own if I do not.\"\n [/message]\n [/event]\n\n # spawns\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=scenario_stage\n numerical_equals=3\n [/variable]\n [/filter_condition]\n\n [if]\n [have_unit]\n side=2\n type=Fire Guardian\n count=\"0-5\"\n [/have_unit]\n [then]\n [random_placement]\n num_items={ON_DIFFICULTY 1 2 2}\n variable=loc\n min_distance=1\n [filter_location]\n terrain=Ql\n [not]\n [filter][/filter]\n [/not]\n [/filter_location]\n [command]\n {NOTRAIT_UNIT 2 \"Fire Guardian\" $loc.x $loc.y}\n [/command]\n [/random_placement]\n [/then]\n [/if]\n\n {VARIABLE runes_activated 0}\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Mal Keshar\n [/filter]\n [filter_condition]\n [variable]\n name=scenario_stage\n numerical_equals=3\n [/variable]\n [and]\n [variable]\n name=runes_activated\n numerical_equals=0\n [/variable]\n [/and]\n [/filter_condition]\n\n [if]\n [have_unit]\n id=Mal Keshar\n x,y=10,6\n [/have_unit]\n [then]\n [sound]\n name=skeleton-big-hit-1.wav\n [/sound]\n\n [fire_event]\n name=raise undead\n [/fire_event]\n\n [animate_unit]\n [filter]\n id=Mal Keshar\n [/filter]\n [primary_attack]\n range=ranged\n [/primary_attack]\n flag=attack\n [/animate_unit]\n\n [unit]\n side=1\n type=Ghoul\n x,y=10,7\n animate=yes\n passable=yes\n overwrite=no\n [/unit]\n [unit]\n side=1\n#ifdef HARD\n type=Walking Corpse\n#else\n type=Soulless\n#endif\n x,y=11,7\n animate=yes\n passable=yes\n overwrite=no\n [/unit]\n [unit]\n side=1\n#ifdef EASY\n type=Soulless\n#else\n type=Walking Corpse\n#endif\n x,y=10,5\n animate=yes\n passable=yes\n overwrite=no\n [/unit]\n\n {VARIABLE runes_activated 1}\n [/then]\n\n [elseif]\n [have_unit]\n id=Mal Keshar\n x,y=18,3\n [/have_unit]\n [then]\n [sound]\n name=skeleton-big-hit-1.ogg\n [/sound]\n\n [fire_event]\n name=raise undead\n [/fire_event]\n\n [animate_unit]\n [filter]\n id=Mal Keshar\n [/filter]\n [primary_attack]\n range=ranged\n [/primary_attack]\n flag=attack\n [/animate_unit]\n\n [unit]\n side=1\n type=Skeleton\n x,y=19,4\n animate=yes\n passable=yes\n overwrite=no\n [/unit]\n [unit]\n side=1\n#ifdef HARD\n type=Walking Corpse\n#else\n type=Soulless\n#endif\n x,y=19,3\n animate=yes\n passable=yes\n overwrite=no\n [/unit]\n [unit]\n side=1\n#ifdef EASY\n type=Soulless\n#else\n type=Walking Corpse\n#endif\n x,y=17,4\n animate=yes\n passable=yes\n overwrite=no\n [/unit]\n\n {VARIABLE runes_activated 1}\n [/then]\n [/elseif]\n\n [elseif]\n [have_unit]\n id=Mal Keshar\n x,y=23,7\n [/have_unit]\n [then]\n [sound]\n name=skeleton-big-hit-1.ogg\n [/sound]\n\n [fire_event]\n name=raise undead\n [/fire_event]\n\n [animate_unit]\n [filter]\n id=Mal Keshar\n [/filter]\n [primary_attack]\n range=ranged\n [/primary_attack]\n flag=attack\n [/animate_unit]\n\n [unit]\n side=1\n type=Ghost\n x,y=23,8\n animate=yes\n passable=yes\n overwrite=no\n [/unit]\n [unit]\n side=1\n#ifdef HARD\n type=Walking Corpse\n#else\n type=Soulless\n#endif\n x,y=22,7\n animate=yes\n passable=yes\n overwrite=no\n [/unit]\n [unit]\n side=1\n#ifdef EASY\n type=Soulless\n#else\n type=Walking Corpse\n#endif\n x,y=22,6\n animate=yes\n passable=yes\n overwrite=no\n [/unit]\n\n {VARIABLE runes_activated 1}\n [/then]\n [/elseif]\n\n [elseif]\n [have_unit]\n id=Mal Keshar\n x,y=13,3\n [/have_unit]\n [then]\n [sound]\n name=skeleton-big-hit-1.ogg\n [/sound]\n\n [fire_event]\n name=raise undead\n [/fire_event]\n\n [animate_unit]\n [filter]\n id=Mal Keshar\n [/filter]\n [primary_attack]\n range=ranged\n [/primary_attack]\n flag=attack\n [/animate_unit]\n\n [unit]\n side=1\n type=Skeleton Archer\n x,y=14,2\n animate=yes\n passable=yes\n overwrite=no\n [/unit]\n [unit]\n side=1\n#ifdef HARD\n type=Walking Corpse\n#else\n type=Soulless\n#endif\n x,y=14,3\n animate=yes\n passable=yes\n overwrite=no\n [/unit]\n [unit]\n side=1\n#ifdef EASY\n type=Soulless\n#else\n type=Walking Corpse\n#endif\n x,y=12,3\n animate=yes\n passable=yes\n overwrite=no\n [/unit]\n\n {VARIABLE runes_activated 1}\n [/then]\n [/elseif]\n [/if]\n [/event]\n\n [event]\n name=raise undead\n\n [message]\n speaker=Mal Keshar\n message= _ \"There are many corpses around here. I can put them to use.\"\n [/message]\n [/event]\n\n # Victory\n [event]\n name=last breath\n [filter]\n id=Xanthric\n [/filter]\n\n [delay]\n time=500\n [/delay]\n\n [kill]\n side=2\n [not]\n id=Xanthric\n [/not]\n [/kill]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Xanthric\n message= _ \"How could this happen...\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"You were not as powerful as you thought.\"\n [/message]\n\n [animate_unit]\n [filter]\n id=Mal Keshar\n [/filter]\n [primary_attack]\n range=ranged\n [/primary_attack]\n flag=attack\n [/animate_unit]\n\n [message]\n speaker=Xanthric\n message= _ \"It\u2019s... so... cold...\"\n [/message]\n\n [kill]\n id=Xanthric\n animate=yes\n [/kill]\n\n [message]\n speaker=Mal Keshar\n message= _ \"So, the beast dies. I will have to make a few modifications to this lair later. First, I shall have to test the extent to which I can push these new powers.\"\n [/message]\n\n [animate_unit]\n [filter]\n id=Mal Keshar\n [/filter]\n [primary_attack]\n range=ranged\n [/primary_attack]\n flag=attack\n [/animate_unit]\n\n [delay]\n time=1000\n [/delay]\n\n [sound]\n name=magic-dark.ogg\n [/sound]\n\n [delay]\n time=250\n [/delay]\n\n {QUAKE cave-in.ogg}\n\n [delay]\n time=1000\n [/delay]\n\n [sound]\n name=magic-dark.ogg\n [/sound]\n\n [delay]\n time=250\n [/delay]\n\n {QUAKE cave-in.ogg}\n\n [delay]\n time=1000\n [/delay]\n\n [sound]\n name=magic-dark.ogg\n [/sound]\n\n [delay]\n time=250\n [/delay]\n\n [sound]\n name=magic-dark.ogg\n [/sound]\n\n [delay]\n time=250\n [/delay]\n\n [sound]\n name=magic-dark-big.ogg\n [/sound]\n\n [delay]\n time=250\n [/delay]\n\n [unit]\n id=Xanthric\n name= _ \"Xanthric\"\n type=Skeletal Dragon\n side=1\n x,y=$x1,$y1\n#ifdef EASY\n max_experience=80\n#endif\n#ifdef NORMAL\n max_experience=90\n#endif\n#ifdef HARD\n max_experience=100\n#endif\n max_hitpoints=73\n unrenamable=yes\n [modifications]\n {TRAIT_LOYAL}\n [object]\n take_only_once=yes\n silent=yes\n duration=forever\n [filter]\n id=Xanthric\n [/filter]\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_FEEDING}\n [/abilities]\n [/effect]\n [/object]\n [/modifications]\n [/unit]\n\n [object]\n take_only_once=yes\n silent=yes\n duration=forever\n [filter]\n id=Xanthric\n [/filter]\n [effect]\n apply_to=attack\n name=jaw\n defense_weight=0.8\n [/effect]\n [effect]\n apply_to=attack\n name=claws\n defense_weight=0.2\n [/effect]\n [effect]\n apply_to=new_advancement\n replace=no\n\n {AMLA_OPTION_DRAGON_MELEE}\n {AMLA_OPTION_DRAGON_CARAPACE}\n {AMLA_OPTION_DRAGON_FLIGHT}\n {AMLA_OPTION_DRAGON_SOUL_EATER1}\n {AMLA_OPTION_DRAGON_SOUL_EATER2}\n {AMLA_OPTION_DRAGON_SOUL_EATER3}\n [/effect]\n [/object]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Excellent! My will is even strong enough to conquer a dragon. None can stand against me any longer! To those who cursed me prior, I spit at thee! For I am Mal Keshar the Damned, he who is spurned by all who live and draw breath! I laugh, for now, you are all naught but remains and dust, and I live on, alone...\"\n [/message]\n\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n [/endlevel]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Malin Keshar\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"So this is how it ends...\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n\n [event]\n name=victory\n\n {CLEAR_VARIABLE scenario_stage}\n {CLEAR_VARIABLE puzzle_coffin}\n {CLEAR_VARIABLE puzzle_potion}\n {CLEAR_VARIABLE runes_activated}\n\n {VARIABLE timesForever 0}\n {VARIABLE metInky 0}\n {VARIABLE reflectionPool 0}\n [/event]\n\n {HERODEATH_MALIN_LICH}\n[/scenario]\n"} {"text": "#textdomain wesnoth-did\n\n[scenario]\n id=10_Endless_Night\n name= _ \"Endless Night\"\n map_file=10_Endless_Night.map\n turns=unlimited\n next_scenario=10_Endless_Night\n victory_when_enemies_defeated=yes\n\n {UNDERGROUND}\n [time_area]\n x=27-31,26,21-25\n y=0-5,2-4,0-2\n {DEFAULT_SCHEDULE}\n [/time_area]\n\n [story]\n # a bit of extra text for the first round\n [if]\n {VARIABLE_CONDITIONAL timesForever numerical_equals 0}\n [then]\n [part]\n music=transience.ogg\n story= _ \"Years pass. Every summer, by the time the mountainous paths and high passes shed their wintry gowns of snow, the lich sends his soldiers to attack the orcs, removing all human, elven, and dwarven patrols that impede them. Every year, the undead inflict some damage before being repelled.\"\n {STORYTXT_BACKGROUND end.jpg}\n [/part]\n [part]\n story= _ \"The lich sometimes wonders if his endeavors are naught but a fruitless crusade, but then again, so what? Life, unlife, death... nothing has ever given his existence meaning. And yet, he still persists? For what?\"\n {STORYTXT_BACKGROUND end.jpg}\n [/part]\n [part]\n story= _ \"Reason and purpose...\"\n {STORYTXT_BACKGROUND end.jpg}\n [/part]\n [part]\n story= _ \"He needs none. Philosophy only begets misery. Violence and savagery have always been the essence of his existence, a conviction that he has only embraced more wholly in undeath. Better to simply kill without deliberation, without consideration. He has never been one for regrets.\"\n {STORYTXT_BACKGROUND end.jpg}\n [/part]\n [part]\n story= _ \"Rumors circulate of a lich who preys on scouting patrols. A hero, gathering his loyal troops to him, decides to put an end to the evil.\"\n {STORYTXT_BACKGROUND end.jpg}\n [/part]\n [/then]\n [/if]\n # These if statements are before the prestart event, so are off-by-one compared to the other checks of timesForever\n [if]\n {VARIABLE_CONDITIONAL timesForever numerical_equals 1}\n [then]\n [part]\n music=transience.ogg\n story= _ \"Mal Keshar continues to study the book and re-reads the final entry.\"\n {STORYTXT_BACKGROUND end.jpg}\n [/part]\n [part]\n # po: This text comes from the epilogue of Secrets of the Ancients, edited to avoid revealing the name of the campaign or the names of the protagonists\n story = _\"\u201cWe prevailed today on the field, but our victory did not please me. I realize now... the world is not ready for our knowledge. They cannot understand that we have conquered that primordial fear: death. Instead, as they look upon us, judgment of our appearance drives them to ignorant terror. I give up on all of them. [...] In some future time, less conservative attitudes may dominate, and our knowledge can be put to good use. I can certainly afford to wait. In the meantime, we are doing what we can to hasten that day.\u201d\"\n {STORYTXT_BACKGROUND book.jpg}\n [/part]\n [part]\n # po: More text from the epilogue of Secrets of the Ancients\n story= _ \"\u201cAs for me, I will make my journal conspicuous on this battlefield. I suspect that most will fear it enough to try to destroy it, but I have placed several wards on my journal to protect it. This way, it should survive long enough to make its way into the hands of someone more open-minded. Tath, in particular, is home to many mages. It only takes one who is willing to learn...\u201d\"\n {STORYTXT_BACKGROUND book.jpg}\n [/part]\n [/then]\n [/if]\n [if]\n {VARIABLE_CONDITIONAL timesForever numerical_equals 2}\n [then]\n [part]\n # po: This text comes from the epilogue of Secrets of the Ancients, edited to avoid revealing the name of the campaign or the names of the protagonists\n music=transience.ogg\n story = _\"\u201cWe prevailed today on the field, but our victory did not please me. I realize now... the world is not ready for our knowledge. They cannot understand that we have conquered that primordial fear: death. Instead, as they look upon us, judgment of our appearance drives them to ignorant terror. I give up on all of them. [...] In some future time, less conservative attitudes may dominate, and our knowledge can be put to good use. I can certainly afford to wait. In the meantime, we are doing what we can to hasten that day.\u201d\"\n {STORYTXT_BACKGROUND book.jpg}\n [/part]\n [part]\n # po: More text from the epilogue of Secrets of the Ancients\n story= _ \"\u201cAs for me, I will make my journal conspicuous on this battlefield. I suspect that most will fear it enough to try to destroy it, but I have placed several wards on my journal to protect it. This way, it should survive long enough to make its way into the hands of someone more open-minded. Tath, in particular, is home to many mages. It only takes one who is willing to learn...\u201d\"\n {STORYTXT_BACKGROUND book.jpg}\n [/part]\n [part]\n story= _ \"The final entry gnaws at Mal Keshar. While he had been Darken Volk\u2019s pawn, both of them were being used as pawns by the author of the book. Has his whole existence been nothing more than that of a puppet?\"\n {STORYTXT_BACKGROUND end.jpg}\n [/part]\n [part]\n story= _ \"Still, despite his misgivings about being manipulated, he feels that he can learn something from the book. Orcs had only ever been half of the story \u2014 the other had been his own people being unable to accept his use of dark magic. But, if he allowed a foolish hero to take a copy of the book, would others eventually follow in his footsteps? If enough people began to view necromancy as merely another magical art, could it eventually be accepted in society?\"\n {STORYTXT_BACKGROUND end.jpg}\n [/part]\n [/then]\n [/if]\n [if]\n {VARIABLE_CONDITIONAL timesForever greater_than 2}\n [then]\n [part]\n music=transience.ogg\n story= _ \"The book still sits on a dusty shelf in Mal Keshar\u2019s keep, untended and untouched, but constantly plaguing his mind.\"\n {STORYTXT_BACKGROUND end.jpg}\n [/part]\n [part]\n story= _ \"If he allowed a foolish hero to take a copy of the book, would others eventually follow in his footsteps? Would the author\u2019s plan actually work, or would people continue to view necromancy as only a corrupting power? One voice tells him that being accepted by society should not be of any concern to him. Another says that it would not hurt to try. He does not come to any conclusions, but a slightly embellished copy of the tome sits there in his lair, waiting to be taken.\"\n {STORYTXT_BACKGROUND end.jpg}\n [/part]\n [/then]\n [/if]\n [/story]\n\n {DID_TRACK {JOURNEY_10_NEW}}\n\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n save_id=Malin Keshar\n recruit=Walking Corpse,Vampire Bat,Ghost,Ghoul,Skeleton Archer,Skeleton\n {GOLD 220 200 180}\n team_name=good\n village_gold=1\n user_team_name= _ \"Mal Keshar\"\n {FLAG_VARIANT undead}\n color=darkblue\n\n # wmllint: recognize Mal Keshar\n {CHARACTER_STATS_MAL_KESHAR}\n\n facing=ne\n [/side]\n # wmllint: validate-on\n\n # Foolish Hero\n [side]\n side=2\n controller=ai\n team_name=enemies\n # Place leader, grant gold, income and recruits later\n no_leader=yes\n gold=0\n {NO_INCOME}\n color=brown\n # Set ai values later\n [/side]\n\n # Too Foolish Hero\n [side]\n side=3\n controller=ai\n team_name=enemies\n # po: not yet decided who the enemy will be, or if there will be any\n user_team_name= _ \"teamname^Void\"\n # Place leader, grant gold, income and recruits later\n no_leader=yes\n hidden=yes\n gold=0\n {NO_INCOME}\n color=brown\n # Set ai values later\n [/side]\n\n # Monster\n [side]\n side=4\n team_name=monster\n user_team_name= _ \"teamname^Inky\"\n gold=0\n controller=ai\n no_leader=yes\n hidden=yes\n {NO_INCOME}\n color=orange\n [ai]\n aggression=0.9\n caution=0.1\n grouping=no\n simple_targeting=yes\n village_value=0\n {MODIFY_AI_DELETE_CANDIDATE_ACTION 4 main_loop villages}\n {MODIFY_AI_DELETE_CANDIDATE_ACTION 4 main_loop retreat_injured}\n [/ai]\n [/side]\n\n [side]\n side=5\n controller=null\n no_leader=yes\n hidden=yes\n team_name=fake\n # po: fake side for a single unit during a cutscene\n user_team_name= _ \"teamname^Illusion\"\n gold=0\n {NO_INCOME}\n color=darkblue\n # Using the same flag icon and color as the next side, one can't spot it in the top bar\n flag_icon=flags/undead-flag-icon.png\n [/side]\n\n {STARTING_VILLAGES 1 15}\n\n # ability macros\n {DID_SOUL_EATER1}\n {DID_SOUL_EATER2}\n {DID_SOUL_EATER3}\n\n [event]\n name=prestart\n\n {CLEAR_CORPSE_HORDE}\n\n # not as dark as the previous scenario, since that one is more RPG-like and lonelier\n {COLOR_ADJUST -10 -10 -10}\n\n {VARIABLE_OP timesForever add 1}\n {VARIABLE second_hero_arrived no}\n\n [objectives]\n side=1\n delayed_variable_substitution=yes #so timesForever note works correctly when using debug\n [objective]\n condition=win\n description= _ \"Defeat the foolish hero\"\n [show_if]\n {VARIABLE_CONDITIONAL timesForever less_than_equal_to 1}\n [/show_if]\n [/objective]\n\n [objective]\n condition=win\n description= _ \"Defeat another foolish hero\"\n [show_if]\n {VARIABLE_CONDITIONAL timesForever numerical_equals 2}\n [/show_if]\n [/objective]\n\n [objective]\n condition=win\n description= _ \"Defeat yet another foolish hero\"\n [show_if]\n {VARIABLE_CONDITIONAL timesForever greater_than_equal_to 3}\n [and]\n {VARIABLE_CONDITIONAL second_hero_arrived boolean_equals no}\n [/and]\n [/show_if]\n [/objective]\n\n [objective]\n condition=win\n description= _ \"Defeat both foolish heroes\"\n [show_if]\n {VARIABLE_CONDITIONAL second_hero_arrived boolean_equals yes}\n [/show_if]\n [/objective]\n\n [objective]\n condition=lose\n description= _ \"Destruction of Mal Keshar\"\n [show_if]\n {VARIABLE_CONDITIONAL timesForever less_than_equal_to 2}\n [/show_if]\n [/objective]\n\n [objective]\n {ALTERNATIVE_OBJECTIVE_CAPTION}\n condition=win\n description= _ \"Allow an enemy unit to take the book\"\n [show_if]\n {VARIABLE_CONDITIONAL timesForever greater_than_equal_to 3}\n [/show_if]\n [/objective]\n\n [objective]\n {ALTERNATIVE_OBJECTIVE_CAPTION}\n condition=win\n description= _ \"Destruction of Mal Keshar\"\n [show_if]\n {VARIABLE_CONDITIONAL timesForever greater_than_equal_to 3}\n [/show_if]\n [/objective]\n\n [gold_carryover]\n carryover_percentage=40\n [/gold_carryover]\n\n [note]\n description=\"\" + _ \"Endless Night $timesForever\" + \"\"\n [/note]\n\n {HAS_NO_TURN_LIMIT}\n\n # No {IS_LAST_SCENARIO}, because the player can win and keep on playing\n [/objectives]\n\n {MODIFY_UNIT (id=Mal Keshar) profile (portraits/malin_lich-ancient.png)}\n\n [if]\n {VARIABLE_CONDITIONAL timesForever greater_than 1}\n\n [then]\n {VARIABLE previous_previous_randomHero $previous_randomHero}\n {VARIABLE previous_randomHero $randomHero}\n [/then]\n\n [else]\n {VARIABLE previous_previous_randomHero -1}\n {VARIABLE previous_randomHero -1}\n [/else]\n [/if]\n\n # let's pick a random hero type...\n {VARIABLE_OP randomHero rand (human,bandit,elf,dwarf,orc)}\n\n # and make sure it's not the same as last time\n [while]\n {VARIABLE_CONDITIONAL randomHero equals $previous_randomHero}\n\n [or]\n {VARIABLE_CONDITIONAL randomHero equals $previous_previous_randomHero}\n [/or]\n\n [do]\n {VARIABLE_OP randomHero rand (human,bandit,elf,dwarf,orc)}\n [/do]\n [/while]\n\n [if]\n {VARIABLE_CONDITIONAL timesForever greater_than 4}\n\n [then]\n [replace_map]\n map_file=10a_Endless_Night.map\n expand=yes\n shrink=yes\n [/replace_map]\n\n [time_area]\n x=2\n y=49\n radius=3\n [filter_radius]\n [not]\n terrain=X*^*\n [/not]\n [not]\n x,y=5,50\n [/not]\n [/filter_radius]\n {DEFAULT_SCHEDULE}\n [/time_area]\n\n # now it's truly endless night\n {COLOR_ADJUST -15 -15 -15}\n\n # don't let the two foolish heroes be from the same faction\n {VARIABLE_OP randomHero2 rand (human,bandit,elf,dwarf,orc)}\n\n [while]\n {VARIABLE_CONDITIONAL randomHero2 equals $randomHero}\n\n [do]\n {VARIABLE_OP randomHero2 rand (human,bandit,elf,dwarf,orc)}\n [/do]\n [/while]\n\n {VARIABLE_OP flankturn rand 5..10}\n\n [event]\n name=new turn\n [filter_condition]\n [variable]\n name=turn_number\n numerical_equals=$flankturn\n [/variable]\n [/filter_condition]\n\n # the text here is duplicated from below\n [switch]\n variable=randomHero2\n [case]\n value=human\n [modify_side]\n side=3\n user_team_name= _ \"Humans\"\n {FLAG_VARIANT loyalist}\n color=gold\n recruit=Spearman,Swordsman,Pikeman,Bowman,Longbowman,Heavy Infantryman,Shock Trooper,Mage,Red Mage,White Mage,Horseman,Knight,Lancer\n [/modify_side]\n\n [scroll_to]\n x,y=2,50\n [/scroll_to]\n\n [move_unit_fake]\n type=\"Royal Guard\"\n side=3\n x= 2, 6, 8\n y=50,49,46\n [/move_unit_fake]\n\n [unit]\n side=3\n type=Royal Guard\n id=Too Foolish Hero\n name= _ \"Too Foolish Hero\"\n x,y=8,46\n canrecruit=yes\n animate=no\n facing=ne\n [/unit]\n\n [terrain]\n x,y=8,46\n terrain=Ke\n [/terrain]\n [terrain]\n x= 7,8-9,10\n y=46-47,47,45-47\n terrain=Ce\n [/terrain]\n [terrain]\n x= 9, 5,12, 5\n y=49,45,46,48\n terrain=Uu^Vct\n [/terrain]\n [redraw][/redraw]\n\n [capture_village]\n side=3\n x= 9, 5,12, 5\n y=49,45,46,48\n [/capture_village]\n\n [message]\n speaker=Too Foolish Hero\n # po: the text that the \"Too Foolish Hero\" speaks is identical to that in the start event and can probably be copied over\n message= _ \"Your doom is at hand, lich! It is nigh time you answered for your evil crimes!\"\n [/message]\n\n {INCIDENTAL_MUSIC loyalists.ogg}\n [/case]\n\n [case]\n value=bandit\n [modify_side]\n side=3\n user_team_name= _ \"Bandits\"\n # default flag\n flag=\n flag_icon=\n color=brown\n recruit=Thug,Bandit,Footpad,Outlaw,Poacher,Trapper,Thief,Rogue\n [/modify_side]\n\n [scroll_to]\n x,y=2,50\n [/scroll_to]\n\n [move_unit_fake]\n type=Highwayman\n side=3\n x= 2, 6, 8\n y=50,49,46\n [/move_unit_fake]\n\n [unit]\n side=3\n type=Highwayman\n id=Too Foolish Hero\n name= _ \"Too Foolish Hero\"\n x,y=8,46\n canrecruit=yes\n animate=no\n facing=ne\n [/unit]\n\n [terrain]\n x,y=8,46\n terrain=Ke\n [/terrain]\n [terrain]\n x= 7,8-9,10\n y=46-47,47,45-47\n terrain=Ce\n [/terrain]\n [terrain]\n x= 9, 5,12, 5\n y=49,45,46,48\n terrain=Uu^Vct\n [/terrain]\n [redraw][/redraw]\n\n [capture_village]\n side=3\n x= 9, 5,12, 5\n y=49,45,46,48\n [/capture_village]\n\n [message]\n speaker=Too Foolish Hero\n message= _ \"You have preyed on too many of my men. Our territory will be much more secure without your undead pestering us.\"\n [/message]\n\n {INCIDENTAL_MUSIC knolls.ogg}\n [/case]\n\n [case]\n value=elf\n [modify_side]\n side=3\n user_team_name= _ \"Elves\"\n {FLAG_VARIANT wood-elvish}\n color=brown\n recruit=Elvish Fighter,Elvish Hero,Elvish Captain,Elvish Archer,Elvish Ranger,Elvish Marksman,Elvish Shaman,Elvish Sorceress,Elvish Druid,Elvish Scout,Elvish Rider,Wose\n [/modify_side]\n\n [scroll_to]\n x,y=2,50\n [/scroll_to]\n\n [move_unit_fake]\n type=\"Elvish Marshal\"\n side=3\n x= 2, 6, 8\n y=50,49,46\n [/move_unit_fake]\n\n [unit]\n side=3\n type=Elvish Marshal\n id=Too Foolish Hero\n name= _ \"Too Foolish Hero\"\n x,y=8,46\n canrecruit=yes\n animate=no\n facing=ne\n [/unit]\n\n [terrain]\n x,y=8,46\n terrain=Ke\n [/terrain]\n [terrain]\n x= 7,8-9,10\n y=46-47,47,45-47\n terrain=Ce\n [/terrain]\n [terrain]\n x= 9, 5,12, 5\n y=49,45,46,48\n terrain=Uu^Vct\n [/terrain]\n [redraw][/redraw]\n\n [capture_village]\n side=3\n x= 9, 5,12, 5\n y=49,45,46,48\n [/capture_village]\n\n [message]\n speaker=Too Foolish Hero\n message= _ \"We have finally found you, lich! Long have we heard of your abominable deeds, ensnaring the living with your dark sorceries and molding them into your slaves. Your wretched unlife ends here!\"\n [/message]\n\n {INCIDENTAL_MUSIC elvish-theme.ogg}\n [/case]\n\n [case]\n value=dwarf\n [modify_side]\n side=3\n user_team_name= _ \"Dwarves\"\n {FLAG_VARIANT knalgan}\n color=brown\n recruit=Dwarvish Fighter,Dwarvish Steelclad,Dwarvish Thunderer,Dwarvish Thunderguard,Dwarvish Stalwart,Dwarvish Guardsman,Dwarvish Ulfserker,Dwarvish Berserker,Dwarvish Scout,Dwarvish Pathfinder,Gryphon Rider,Gryphon Master\n [/modify_side]\n\n [scroll_to]\n x,y=2,50\n [/scroll_to]\n\n [move_unit_fake]\n type=\"Dwarvish Lord\"\n side=3\n x= 2, 6, 8\n y=50,49,46\n [/move_unit_fake]\n\n [unit]\n side=3\n type=Dwarvish Lord\n id=Too Foolish Hero\n name= _ \"Too Foolish Hero\"\n x,y=8,46\n canrecruit=yes\n animate=no\n facing=ne\n [/unit]\n\n [terrain]\n x,y=8,46\n terrain=Ke\n [/terrain]\n [terrain]\n x= 7,8-9,10\n y=46-47,47,45-47\n terrain=Ce\n [/terrain]\n [terrain]\n x= 9, 5,12, 5\n y=49,45,46,48\n terrain=Uu^Vct\n [/terrain]\n [redraw][/redraw]\n\n [capture_village]\n side=3\n x= 9, 5,12, 5\n y=49,45,46,48\n [/capture_village]\n\n [message]\n speaker=Too Foolish Hero\n # po: written with a dwarvish accent - regular english would be \"it's been along time since I've smashed some undead. You've got plenty of bones for my hammer to break\"\n message= _ \"Been a long time since I\u2019ve smashed me some undead. Ye gots ye plenty o\u2019 bones for me hammer ta break.\"\n [/message]\n\n {INCIDENTAL_MUSIC knalgan_theme.ogg}\n [/case]\n\n [case]\n value=orc\n [modify_side]\n side=3\n user_team_name= _ \"Orcs\"\n {FLAG_VARIANT6 ragged}\n color=white\n recruit=Orcish Warrior,Orcish Slayer,Orcish Crossbowman,Troll,Troll Rocklobber\n [/modify_side]\n\n [scroll_to]\n x,y=2,50\n [/scroll_to]\n\n [move_unit_fake]\n type=\"Orcish Warlord\"\n side=3\n x= 2, 6, 8\n y=50,49,46\n [/move_unit_fake]\n\n [unit]\n side=3\n type=Orcish Warlord\n id=Too Foolish Hero\n name= _ \"Too Foolish Hero\"\n x,y=8,46\n canrecruit=yes\n animate=no\n facing=ne\n [/unit]\n\n [terrain]\n x,y=8,46\n terrain=Ke\n [/terrain]\n [terrain]\n x= 7,8-9,10\n y=46-47,47,45-47\n terrain=Ce\n [/terrain]\n [terrain]\n x= 9, 5,12, 5\n y=49,45,46,48\n terrain=Uu^Vct\n [/terrain]\n [redraw][/redraw]\n\n [capture_village]\n side=3\n x= 9, 5,12, 5\n y=49,45,46,48\n [/capture_village]\n\n {PLACE_IMAGE scenery/whitefang-flag.png 9 46}\n\n [message]\n speaker=Too Foolish Hero\n message= _ \"I\u2019ve finally found your lair, lich! You have attacked my tribe and wreaked havoc on our homes for many years. You slew my father and turned his body into one of your nasty creations. With your death, your annoying minions will pester us no longer!\"\n [/message]\n\n {INCIDENTAL_MUSIC northerners.ogg}\n [/case]\n [/switch]\n\n [message]\n speaker=Mal Keshar\n message= _ \"I almost feel as if the universe is mocking me by sending me this many imbeciles...\"\n [/message]\n\n [modify_side]\n side=3\n hidden=no\n#ifdef EASY\n income=\"$(5 + 1 * $timesForever)\"\n#endif\n#ifdef NORMAL\n income=\"$(6 + 2 * $timesForever)\"\n#endif\n#ifdef HARD\n income=\"$(7 + 3 * $timesForever)\"\n#endif\n # see comments on lines 886 and 887 regarding aggression\n [ai]\n aggression=\"$(min( [1.0, (0.3 + 0.1 * $timesForever) ] ) )\"\n villages_per_scout=10\n village_value=0.5\n [/ai]\n [/modify_side]\n\n {VARIABLE second_hero_arrived yes}\n\n [show_objectives]\n side=1\n [/show_objectives]\n [/event]\n\n # Initial gold is given here at prestart, so that it will\n # be accounted as starting gold in the statistics\n [modify_side]\n side=3\n#ifdef EASY\n gold=\"$(140 + 40 * $timesForever)\"\n#endif\n#ifdef NORMAL\n gold=\"$(170 + 50 * $timesForever)\"\n#endif\n#ifdef HARD\n gold=\"$(200 + 60 * $timesForever)\"\n#endif\n [/modify_side]\n [/then]\n [/if]\n\n [switch]\n variable=randomHero\n [case]\n value=human\n [unit]\n side=2\n type=Royal Guard\n id=Foolish Hero\n name= _ \"Foolish Hero\"\n x,y=22,4\n canrecruit=yes\n facing=sw\n [/unit]\n\n [modify_side]\n side=2\n user_team_name= _ \"Humans\"\n {FLAG_VARIANT loyalist}\n color=gold\n recruit=Spearman,Swordsman,Pikeman,Bowman,Longbowman,Heavy Infantryman,Shock Trooper,Mage,Red Mage,White Mage,Horseman,Knight,Lancer\n [/modify_side]\n\n # Hiding the existence of a second side by making flag and colors,\n # which can be seen in the top bar seen in the top bar,\n # look the same for both sides.\n [modify_side]\n side=3\n {FLAG_VARIANT loyalist}\n color=gold\n [/modify_side]\n\n {REPLACE_SCENARIO_MUSIC loyalists.ogg}\n [/case]\n\n [case]\n value=bandit\n [unit]\n side=2\n type=Highwayman\n id=Foolish Hero\n name= _ \"Foolish Hero\"\n x,y=22,4\n canrecruit=yes\n facing=sw\n [/unit]\n\n [modify_side]\n side=2\n user_team_name= _ \"Bandits\"\n # default flag\n recruit=Thug,Bandit,Footpad,Outlaw,Poacher,Trapper,Thief,Rogue\n [/modify_side]\n\n {REPLACE_SCENARIO_MUSIC knolls.ogg}\n [/case]\n\n [case]\n value=elf\n [unit]\n side=2\n type=Elvish Marshal\n id=Foolish Hero\n name= _ \"Foolish Hero\"\n x,y=22,4\n canrecruit=yes\n facing=sw\n [/unit]\n\n [modify_side]\n side=2\n user_team_name= _ \"Elves\"\n {FLAG_VARIANT wood-elvish}\n recruit=Elvish Fighter,Elvish Hero,Elvish Captain,Elvish Archer,Elvish Ranger,Elvish Marksman,Elvish Shaman,Elvish Sorceress,Elvish Druid,Elvish Scout,Elvish Rider,Wose\n [/modify_side]\n\n [modify_side]\n side=3\n {FLAG_VARIANT wood-elvish}\n [/modify_side]\n\n {REPLACE_SCENARIO_MUSIC elvish-theme.ogg}\n [/case]\n\n [case]\n value=dwarf\n [unit]\n side=2\n type=Dwarvish Lord\n id=Foolish Hero\n name= _ \"Foolish Hero\"\n x,y=22,4\n canrecruit=yes\n facing=sw\n [/unit]\n\n [modify_side]\n side=2\n user_team_name= _ \"Dwarves\"\n {FLAG_VARIANT knalgan}\n recruit=Dwarvish Fighter,Dwarvish Steelclad,Dwarvish Thunderer,Dwarvish Thunderguard,Dwarvish Stalwart,Dwarvish Guardsman,Dwarvish Ulfserker,Dwarvish Berserker,Dwarvish Scout,Dwarvish Pathfinder,Gryphon Rider,Gryphon Master\n [/modify_side]\n\n [modify_side]\n side=3\n {FLAG_VARIANT knalgan}\n [/modify_side]\n\n {REPLACE_SCENARIO_MUSIC knalgan_theme.ogg}\n [/case]\n\n [case]\n value=orc\n [unit]\n side=2\n type=Orcish Warlord\n id=Foolish Hero\n name= _ \"Foolish Hero\"\n x,y=22,4\n canrecruit=yes\n facing=sw\n [/unit]\n\n [modify_side]\n side=2\n user_team_name= _ \"Orcs\"\n {FLAG_VARIANT6 ragged}\n color=white\n recruit=Orcish Warrior,Orcish Slayer,Orcish Crossbowman,Troll,Troll Rocklobber\n [/modify_side]\n\n [modify_side]\n side=3\n {FLAG_VARIANT6 ragged}\n color=white\n [/modify_side]\n\n {REPLACE_SCENARIO_MUSIC northerners.ogg}\n [/case]\n [/switch]\n\n [capture_village]\n side=2\n x=21,19,25,24\n y= 2, 5, 4, 6\n [/capture_village]\n\n # Give the foolish hero gold & income based on timesForever\n # Set ai aggression, it hits 1.0 at 7 timesForever, ensuring the enemy will attack.\n [modify_side]\n side=2\n#ifdef EASY\n gold=\"$(200 + 40 * $timesForever)\"\n income=\"$(5 + 5 * $timesForever)\"\n#endif\n#ifdef NORMAL\n gold=\"$(230 + 50 * $timesForever)\"\n income=\"$(6 + 6 * $timesForever)\"\n#endif\n#ifdef HARD\n gold=\"$(260 + 60 * $timesForever)\"\n income=\"$(7 + 7 * $timesForever)\"\n#endif\n [ai]\n aggression=\"$(min( [1.0, (0.3 + 0.1 * $timesForever) ] ) )\"\n villages_per_scout=10\n village_value=0.5\n [/ai]\n [/modify_side]\n\n # play only sad music after a few repetitions\n [if]\n {VARIABLE_CONDITIONAL timesForever greater_than_equal_to 3}\n [then]\n [music]\n name=the_king_is_dead.ogg\n append=yes\n [/music]\n [music]\n name=weight_of_revenge.ogg\n append=yes\n [/music]\n [music]\n name=nunc_dimittis.ogg\n append=yes\n [/music]\n\n # also give the reflection pool version 3 easter egg\n {PLACE_IMAGE items/ball-dark.png 20 43}\n [/then]\n [else]\n [music]\n name=battle.ogg\n append=yes\n [/music]\n [music]\n name=casualties_of_war.ogg\n append=yes\n [/music]\n [/else]\n [/if]\n\n [recall]\n type=Skeletal Dragon\n x,y=28,19\n [/recall]\n\n {PLACE_IMAGE scenery/black-monolith.png 21 27}\n {PLACE_IMAGE scenery/whirlpool.png 5 5}\n [/event]\n\n [event]\n name=start\n\n # Additional dialog depending on how many times the scenario has been played\n [switch]\n variable=timesForever\n [case]\n value=1\n # no additional dialog\n [/case]\n [case]\n value=2\n [message]\n speaker=Mal Keshar\n message= _ \"I will destroy you like the last foolish hero who challenged me.\"\n [/message]\n [/case]\n [case]\n value=3\n [message]\n speaker=Mal Keshar\n message= _ \"Another foolish hero? Seriously?\"\n [/message]\n [/case]\n [case]\n value=4\n [message]\n speaker=Mal Keshar\n message= _ \"Is there an endless supply of foolish heroes with death wishes? Honestly, where do you all come from?\"\n [/message]\n [/case]\n [else]\n # 5 and up\n {RANDOM 1..4}\n [switch]\n variable=random\n [case]\n value=1\n [message]\n speaker=Mal Keshar\n message= _ \"Am I doomed to fight foolish heroes forever?\"\n [/message]\n [/case]\n [case]\n value=2\n [message]\n speaker=Mal Keshar\n message= _ \"How long is this going to keep happening?\"\n [/message]\n [/case]\n [case]\n value=3\n [message]\n speaker=Mal Keshar\n message= _ \"...\"\n [/message]\n [/case]\n [else]\n [message]\n speaker=Mal Keshar\n message= _ \"At this point, I would be more surprised if these foolish heroes stopped showing up.\"\n [/message]\n [/else]\n [/switch]\n {CLEAR_VARIABLE random}\n [/else]\n [/switch]\n\n [switch]\n variable=randomHero\n [case]\n value=human\n [message]\n speaker=Foolish Hero\n message= _ \"Your doom is at hand, lich! It is nigh time you answered for your crimes against humanity!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n # po: cityfolk - just a person from the city, e.g. Weldyn\n message= _ \"Narrow-minded and obtuse, as one would expect of cityfolk. Go back to your manors and taverns before I decide to kill you.\"\n [/message]\n [/case]\n\n [case]\n value=bandit\n [message]\n speaker=Foolish Hero\n message= _ \"You have preyed on too many of my men. Our territory will be much more secure without your undead pestering us.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Not even real soldiers. How meaningless.\"\n [/message]\n [/case]\n\n [case]\n value=elf\n [message]\n speaker=Foolish Hero\n message= _ \"We have finally found you, lich! Long have we heard of your abominable deeds, ensnaring the living with your dark sorceries and molding them into your slaves. Your wretched unlife ends here!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Life or death, it is all the same. There are always those who try to kill me. Ever do they fail.\"\n [/message]\n [/case]\n\n [case]\n value=dwarf\n [message]\n speaker=Foolish Hero\n # po: written with a dwarvish accent - regular english would be \"it's been along time since I've smashed some undead. You've got plenty of bones for my hammer to break\"\n message= _ \"Been a long time since I\u2019ve smashed me some undead. Ye gots ye plenty o\u2019 bones for me hammer ta break.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"And it has been some time since I\u2019ve had a supply of dwarven corpses to work with. I suppose I can put your hammers to good use in the mines.\"\n [/message]\n [/case]\n\n [case]\n value=orc\n\n {PLACE_IMAGE scenery/whitefang-flag.png 20 4}\n\n [message]\n speaker=Foolish Hero\n message= _ \"I\u2019ve finally found your lair, lich! You have attacked my tribe and wreaked havoc on our homes for many years. You slew my father and turned his body into one of your nasty creations. With your death, your annoying minions will pester us no longer!\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"The Whitefang Orcs! It is you who despoiled my motherland and razed my home. It is you who forced me to resort to necromancy to protect myself. It is you who ended my mortal life and forced me to become a lich. And you desire vengeance? Hah! The irony of this would be hysterical if I could still feel such an emotion.\"\n [/message]\n [/case]\n [/switch]\n\n # Place the book, and add a victory event if the foolish hero's army\n # takes it. Should the unit have to make its way back to the enemy\n # keep? Probably not, Mal Keshar is going to let it go anyway; maybe\n # he should have to kill the first unit that picks it up and let a\n # second enemy pick it up, to make it more convincing for the foolish\n # hero.\n #\n # The dialog would be wrong if the hero picked up the book themselves,\n # but that's unlikely to happen, the hero is likely to stay on the keep\n # to recruit.\n [if]\n {VARIABLE_CONDITIONAL timesForever greater_than_equal_to 3}\n [then]\n {PLACE_IMAGE (items/book5.png) 17 27}\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x,y=17,27\n side=2,3\n [/filter]\n\n [remove_item]\n x,y=$x1,$y1\n image=\"items/book5.png\"\n [/remove_item]\n\n [if]\n [have_unit]\n x,y=$x1,$y1\n side=2\n [/have_unit]\n [then]\n [role]\n id=Foolish Hero\n role=speakinghero\n [/role]\n {VARIABLE hero_type $randomHero}\n [/then]\n [else]\n [role]\n id=Too Foolish Hero\n role=speakinghero\n [/role]\n {VARIABLE hero_type $randomHero2}\n [/else]\n [/if]\n [switch]\n variable=hero_type\n [case]\n value=human\n [message]\n speaker=unit\n message= _ \"That\u2019s an evil grimoire!\"\n [/message]\n\n [message]\n role=speakinghero\n message= _ \"It might be linked to the lich\u2019s power! Try burning it.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"(faking pain) Aaargh!\"\n [/message]\n\n [message]\n role=unit\n message= _ \"It\u2019s not catching fire!\"\n [/message]\n\n [message]\n role=speakinghero\n message= _ \"Still, it seems to be hurting the lich. Let us retreat and bring it with us. The mages may be able to destroy this and put an end to this lich.\"\n [/message]\n [/case]\n\n [case]\n value=bandit\n [message]\n speaker=unit\n message= _ \"That\u2019s an evil grimoire!\"\n [/message]\n\n [message]\n role=speakinghero\n message= _ \"It might be linked to the lich\u2019s power! Try burning it.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"(faking pain) Aaargh!\"\n [/message]\n\n [message]\n role=unit\n message= _ \"It\u2019s not catching fire!\"\n [/message]\n\n [message]\n role=speakinghero\n message= _ \"Still, it seems to be hurting the lich. Let us retreat and bring it with us. We may yet find another way to destroy it and put an end to this lich.\"\n [/message]\n [/case]\n\n [case]\n value=elf\n [message]\n speaker=unit\n message= _ \"That\u2019s an evil grimoire!\"\n [/message]\n\n [message]\n role=speakinghero\n # po: \"faerie fire\" as in the elvish sylph's attack\n message= _ \"It must be connected to the lich\u2019s power. Perhaps if we burn it with faerie fire, the lich will be destroyed. Let us take it and retreat.\"\n [/message]\n [/case]\n\n [case]\n value=dwarf\n [message]\n speaker=unit\n # po: regular english: That's an evil grimoire!\n message= _ \"That be an evil grimoire!\"\n [/message]\n\n [message]\n role=speakinghero\n # po: regular english: Try destroying the darned thing.\n message= _ \"Try destroyin\u2019 the blasted thing.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"(faking pain) Aaargh!\"\n [/message]\n\n [message]\n speaker=unit\n # po: regular english: My axe can't cut the paper. It's protected by magic!\n message= _ \"Me axe kinna cut tha paper. It be protected by magic!\"\n [/message]\n\n [message]\n role=speakinghero\n # po: regular english: Yes, but the lich still seems to be hurt. Let's take it and retreat. Maybe the forge can destroy it.\n message= _ \"Aye, but the lich still seems ta be hurtin\u2019. Let\u2019s take it \u2019n retreat. Maybe tha forge ken destroy it.\"\n [/message]\n [/case]\n\n [case]\n value=orc\n [message]\n speaker=unit\n # po: this orc has bad grammar on purpose\n message= _ \"Me like skull on book. It look good.\"\n [/message]\n\n [message]\n role=speakinghero\n message= _ \"Idiot.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"(faking pain) Aaargh!\"\n [/message]\n\n [message]\n speaker=unit\n # po: still the same orc, still has bad grammar. Uuuuuh is a whine-like sound, indicating disappointment.\n message= _ \"Uuuuuh, I can\u2019t pull skull off book, but lich scream.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Defend the book, my minions! Aaargh!\"\n [/message]\n\n [message]\n role=speakinghero\n message= _ \"The book must be connected to the lich\u2019s power! Take it and retreat. Once we smash that book, the lich should be destroyed.\"\n [/message]\n [/case]\n [/switch]\n\n [story]\n title= _ \"Epilogue\"\n [part]\n story= _ \"The foolish hero was tricked, and left believing both that the book could be destroyed, and that the lich might be weakened by doing so.\"\n {STORYTXT_BACKGROUND end.jpg}\n [/part]\n [part]\n story= _ \"Retreating outside the cave, the foolish hero tried to destroy the book. None of the attempts left so much as a single dent or char, yet each one caused another scream to echo from the cave mouth. Eventually, the cave entrance collapsed, and everything was still. Satisfied, the foolish hero left the ruined lair behind, book stowed away safely \u2014 and secretly \u2014 in his pack.\"\n {STORYTXT_BACKGROUND end.jpg}\n [/part]\n [part]\n story= _ \"Years pass. Every summer, by the time the mountainous paths and high passes shed their wintry gowns of snow, humans, elves and dwarves patrol to resist orcish raiders. Undead no longer trouble the watches and memories of the lich fade to mere legend.\"\n {STORYTXT_BACKGROUND end.jpg}\n [/part]\n [part]\n story= _ \"Rumors circulate about a spirit of good fortune that protects these guards. It is said that when attacked by orcs at night, the darkness itself descends to repel the assailants.\"\n {STORYTXT_BACKGROUND end.jpg}\n [/part]\n [/story]\n\n [endlevel]\n next_scenario=null\n carryover_report=no\n save=no\n linger_mode=no\n [/endlevel]\n [/event]\n [/then]\n [/if]\n [/event]\n\n # monolith\n [event]\n name=moveto\n [filter]\n x,y=21,27\n id=Mal Keshar\n [/filter]\n [if]\n {VARIABLE_CONDITIONAL timesForever greater_than_equal_to 3}\n [then]\n [message]\n speaker=narrator\n message= _ \"A monolith of black stone, a dark surface reflecting deep shadow infinitely into the night.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=narrator\n message= _ \"A monolith of black stone, cold and brittle to the touch.\"\n [/message]\n [/else]\n [/if]\n [/event]\n\n # whirlpool\n # let's give Mal Keshar at least a bit of character\n # he's not allllll doom and gloom, is he?\n [event]\n name=moveto\n [filter]\n x,y=5,5\n [/filter]\n [unit]\n x,y=5,5\n type=Cuttle Fish\n id=Inky\n name= _ \"female^Inky\"\n gender=female\n side=4\n animate=yes\n [status]\n # Will escape upon defeat, won't be eaten\n unplagueable=yes\n [/status]\n [/unit]\n [message]\n speaker=Inky\n # po: this is just some kind of squishy sound that a squid might make\n message= _ \"Gllllbbbg!\"\n [/message]\n [if]\n {VARIABLE_CONDITIONAL metInky numerical_equals 0}\n [then]\n [message]\n speaker=Mal Keshar\n message= _ \"A cuttlefish! Perhaps I shall make it my pet.\"\n [/message]\n {VARIABLE metInky 1}\n [/then]\n [else]\n # po: squiddy means \"squid-like\" in this sentence\n [message]\n speaker=Mal Keshar\n message= _ \"We meet again, squiddy one.\"\n [/message]\n [/else]\n [/if]\n [/event]\n [event]\n name=die\n [filter]\n id=Inky\n [/filter]\n\n [if]\n [not]\n {VARIABLE_CONDITIONAL second_unit.side numerical_equals 1}\n [/not]\n [then]\n [message]\n # wmllint: deathcheck off\n speaker=Inky\n # wmllint: deathcheck on\n message= _ \"Bloub\u00b0\u00b0\u00b0\"\n [/message]\n [/then]\n [elseif]\n {VARIABLE_CONDITIONAL metInky numerical_equals 1}\n [then]\n # yes, Inky is a she\n [message]\n speaker=Mal Keshar\n message= _ \"Curses. She got away.\"\n [/message]\n {VARIABLE metInky 2}\n [/then]\n [/elseif]\n [else]\n # This scenario (Endless_Night) repeats itself. To trigger this branch the player has to kill Inky two times.\n [message]\n speaker=Mal Keshar\n message= _ \"It appears that she has evaded me once again.\"\n [/message]\n [/else]\n [/if]\n [/event]\n\n # reflection pool 3\n [event]\n name=moveto\n [filter]\n x,y=20,43\n id=Mal Keshar\n [/filter]\n [filter_condition]\n {VARIABLE_CONDITIONAL timesForever greater_than_equal_to 3}\n [/filter_condition]\n [switch]\n variable=reflectionPool\n [case]\n value=0\n [message]\n speaker=Mal Keshar\n message= _ \"I remember this place. It swirls with strange energy, like a pool of memories.\"\n [/message]\n\n [unit]\n id=Drogan\n name= _ \"Drogan\"\n type=Lieutenant\n side=5\n x,y=21,44\n profile=portraits/drogan.png\n canrecruit=yes\n unrenamable=yes\n facing=nw\n animate=yes\n [/unit]\n\n [message]\n speaker=Drogan\n #wmllint: local spelling ol'\n # po: the first sentence in plain english is: Do you still remember the good old days? In the rest of the text, \u2019n means \"and\"\n message= _ \"D\u2019ya still \u2019member tha good ol\u2019 days? When you were little, \u2019n yer father had no time fer ya, we used ta train together in tha fields. Just you \u2019n me fer hours on end, practicin\u2019 with our swords \u2019n havin\u2019 fun.\"\n [/message]\n\n [message]\n speaker=Drogan\n message= _ \"It were so much simpler back then, without yer complicated magic \u2019n yer crazy education ta mess things up. Don\u2019t ya think so, Malin?\"\n [/message]\n\n [delay]\n time=1500\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"That name is no longer mine.\"\n [/message]\n\n [kill]\n id=Drogan\n [/kill]\n {VARIABLE_OP reflectionPool add 1}\n [/case]\n [case]\n value=1\n [message]\n speaker=Mal Keshar\n message= _ \"What does the darkness have in store for me this time?\"\n [/message]\n\n [unit]\n type=Frontier Baroness\n id=Dela Keshar\n name= _ \"Dela Keshar\"\n profile=portraits/dela.png\n canrecruit=yes\n unrenamable=yes\n side=5\n x,y=21,44\n animate=yes\n facing=nw\n [/unit]\n\n [message]\n speaker=Dela Keshar\n message= _ \"I guess we were never that close, but you were still my brother. When you went to Alduin fer those eight years, I was so lonely, ya know? Bein\u2019 the daughter of a baron, it was real hard to make any real friends. It was always just people tryin\u2019 to be nice and friendly just to get something out of me. People didn\u2019t care about me. They only cared about my title.\"\n [/message]\n\n [message]\n speaker=Dela Keshar\n message= _ \"When you first came back from Alduin, I was so, so happy to see ya. I thought you and me and pa could finally be a family again and I\u2019d finally have someone I could talk to as just, you know, a friend. And then ya went and screwed it all up by turnin\u2019 to that dark magic of yours. You don\u2019t know how much that hurt me. You really don\u2019t, Malin.\"\n [/message]\n\n [delay]\n time=1500\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"That is not my name.\"\n [/message]\n\n [kill]\n id=Dela Keshar\n [/kill]\n {VARIABLE_OP reflectionPool add 1}\n [/case]\n [case]\n value=2\n [unit]\n type=Necromancer\n id=Darken Volk\n name= _ \"Darken Volk\"\n profile=portraits/darken_volk.png\n canrecruit=yes\n unrenamable=yes\n side=5\n x,y=21,44\n animate=yes\n facing=nw\n [/unit]\n\n [message]\n speaker=Darken Volk\n message= _ \"A necromancer\u2019s existence is a solitary one. Though we may be surrounded by hordes of the undead, it is a scarce occasion that we interact with another truly sentient being. In all my years of travels, you were my first and only apprentice.\"\n [/message]\n\n [message]\n speaker=Darken Volk\n message= _ \"I taught you everything I knew. I imparted you with all the power you needed to accomplish your goals. I thought that in return, you would afford me a single, small favor, and that I would not ask more of you. How did you repay me? By betraying me using the very skills I taught you! You are a cursed soul, Mal Keshar the Damned!\"\n [/message]\n\n [kill]\n id=Darken Volk\n [/kill]\n\n [delay]\n time=1500\n [/delay]\n\n # he's losing it...\n [message]\n speaker=Mal Keshar\n message= _ \"Hah.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"Hahahahaha.\"\n [/message]\n\n [message]\n speaker=Mal Keshar\n message= _ \"HAHAHAHAHAHAHAHAHA.\"\n [/message]\n\n [delay]\n time=1500\n [/delay]\n\n [message]\n speaker=Mal Keshar\n message= _ \"That is indeed my name.\"\n [/message]\n\n {VARIABLE_OP reflectionPool add 1}\n [/case]\n [else]\n [message]\n speaker=narrator\n message= _ \"Mal Keshar stares into the abyss, oddly at ease alone amongst the darkness.\"\n [/message]\n [/else]\n [/switch]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Mal Keshar\n [/filter]\n\n [if]\n {VARIABLE_CONDITIONAL timesForever greater_than_equal_to 3}\n\n # after a few repetitions, we'll let the campaign really end\n # when Malin dies\n [then]\n [if]\n [have_unit]\n x,y=$x2,$y2\n side=2\n [/have_unit]\n [then]\n [role]\n id=Foolish Hero\n role=speakinghero\n [/role]\n [role]\n side=2\n [not]\n canrecruit=yes\n [/not]\n role=second\n [/role]\n {VARIABLE hero_type $randomHero}\n [/then]\n [else]\n [role]\n id=Too Foolish Hero\n role=speakinghero\n [/role]\n [role]\n side=3\n [not]\n canrecruit=yes\n [/not]\n role=second\n [/role]\n {VARIABLE hero_type $randomHero2}\n [/else]\n [/if]\n\n [music]\n name=journeys_end.ogg\n immediate=yes\n append=no\n [/music]\n\n [switch]\n variable=hero_type\n [case]\n value=human\n [message]\n speaker=Mal Keshar\n message= _ \"Slain by those who were once my countrymen...\"\n [/message]\n\n [kill]\n id=Mal Keshar\n animate=yes\n [/kill]\n\n [message]\n role=speakinghero\n message= _ \"His evil deeds have come to an end.\"\n [/message]\n\n [message]\n role=second\n message= _ \"Who do you think he was before he was corrupted by the darkness?\"\n [/message]\n\n [message]\n role=speakinghero\n message= _ \"It matters not. He embraced death over life, and thus relinquished his right to mercy. Let us return home; the town will need us to defend against the orcish raids.\"\n [/message]\n\n [message]\n role=second\n message= _ \"Yes, sir.\"\n [/message]\n [/case]\n\n [case]\n value=bandit\n [message]\n speaker=Mal Keshar\n message= _ \"Darkness descends... and I...\"\n [/message]\n\n [kill]\n id=Mal Keshar\n animate=yes\n [/kill]\n\n [message]\n role=speakinghero\n message= _ \"It\u2019s done. He\u2019ll trouble us no more.\"\n [/message]\n\n [message]\n role=second\n message= _ \"Who do you think he was before becoming a lich?\"\n [/message]\n\n [message]\n role=speakinghero\n message= _ \"Likely one of those arrogant mages who think themselves superior to everyone else. He probably learned necromancy just to subjugate people like us.\"\n [/message]\n\n [message]\n role=second\n message= _ \"So he was an evil tyrant. How dreadful.\"\n [/message]\n\n [message]\n role=speakinghero\n message= _ \"Probably. Anyway, there\u2019s no use in dwelling upon one so wicked. Let\u2019s go.\"\n [/message]\n [/case]\n\n [case]\n value=elf\n [message]\n speaker=Mal Keshar\n message= _ \"Darkness descends... and I...\"\n [/message]\n\n [kill]\n id=Mal Keshar\n animate=yes\n [/kill]\n\n [message]\n role=speakinghero\n message= _ \"Well, that is the end of his evil ways.\"\n [/message]\n\n [message]\n role=second\n message= _ \"I wonder who this lich was in life before he turned to the evil that is undeath.\"\n [/message]\n\n [message]\n role=speakinghero\n message= _ \"A selfish human, only greedy for power while utterly indifferent to anything but himself. A necromancer\u2019s only purpose is to work for their own gain, nothing else.\"\n [/message]\n\n [message]\n role=second\n message= _ \"Pure evil, that is what they are.\"\n [/message]\n\n [message]\n role=speakinghero\n message= _ \"Indeed. We need not afford this one any compassion. Let us leave this miserable place.\"\n [/message]\n [/case]\n\n [case]\n value=dwarf\n [message]\n speaker=Mal Keshar\n message= _ \"Darkness descends... and I...\"\n [/message]\n\n [kill]\n id=Mal Keshar\n animate=yes\n [/kill]\n\n [message]\n role=speakinghero\n # po: regular english - the lich is nothing but a pile of bones now\n message= _ \"Tha lich be nae but a pile o\u2019 bones now.\"\n [/message]\n\n [message]\n role=second\n # po: regular english - I wonder what kind of human he was in life\n message= _ \"I wonder what kind o\u2019 human he did be in life.\"\n [/message]\n\n [message]\n role=speakinghero\n # po: regular english - I guess he was some crazy mage who wanted to make other humans his slaves. Why else do you think he would turn to dark magic?\n message= _ \"Me guess be that he be some loonie mage who wanted ta make other humans inta \u2019is slaves. Why else d\u2019ye think tha lad woul\u2019 turn ta dark magic?\"\n [/message]\n\n [message]\n role=second\n # po: regular english - I don't know. You think the lich's castle can be useful\n message= _ \"I dinna know. Ye think tha lich\u2019s castle ken be useful?\"\n [/message]\n\n [message]\n role=speakinghero\n # po: regular english - Yes. Let's get to work.\n message= _ \"Aye. Let\u2019s git to workin\u2019.\"\n [/message]\n [/case]\n\n [case]\n value=orc\n [message]\n speaker=Mal Keshar\n message= _ \"Felled by an orc... so it ends... like this...\"\n [/message]\n\n [kill]\n id=Mal Keshar\n animate=yes\n [/kill]\n\n [message]\n role=speakinghero\n message= _ \"The lich is dead! I have finally avenged my father.\"\n [/message]\n\n [message]\n role=second\n message= _ \"Who you think he was, boss?\"\n [/message]\n\n [message]\n role=speakinghero\n message= _ \"Just some angst-ridden mage who turned to dark magic when he swore some stupid quest for revenge upon us. Amusing that he was more bothersome in death than in life. Annoying that it took so long to kill him.\"\n [/message]\n\n # easter egg text\n [if]\n [variable]\n name=x1\n numerical_equals=17\n [/variable]\n [and]\n [variable]\n name=y1\n numerical_equals=27\n [/variable]\n [/and]\n [and]\n [variable]\n name=timesForever\n greater_than=5\n [/variable]\n [/and]\n [then]\n [message]\n role=second\n message= _ \"Boss, look! The lich dropped a shiny book!\"\n [/message]\n\n [message]\n role=speakinghero\n message= _ \"Well, what is it?\"\n [/message]\n\n [message]\n role=second\n message= _ \"I don\u2019t know, but it looks like someone wrote something inside! It says:\"\n [/message]\n\n [message]\n speaker=narrator\n image=items/book2.png\n # po: hahaha is Zephrin laughing\n # po: this line sounds very \"modern-day\" but that's intentional because it's an easter egg, not meant to be taken strictly at face value\n message= _ \"That stupid memory came back to bother me again today. It was that time at the Academy when Zephrin and I were arguing about orcs. I still remember that hoarse voice of his telling me, \u2018Fun story, Malin, but you really should put a disclaimer. You know, to make sure everyone understands no orcs were harmed in the making of this story, hahaha.\u2019\n\nI can still hear his infernal cackling ringing in my head. Sure thing, Zephrin, right... like my whole life was some sort of work of fiction!\"\n [/message]\n\n [message]\n role=speakinghero\n # po: Bah is an exclamation of disgust or irritation\n message= _ \"Bah! Do these people believe that we are fools? They must think we are all actors in a poorly written drama! I\u2019ve had enough of this. I\u2019m going home.\"\n [/message]\n [/then]\n [else]\n [message]\n role=speakinghero\n message= _ \"Anyway, round up the wolves. I\u2019m going home.\"\n [/message]\n [/else]\n [/if]\n [/case]\n [/switch]\n\n [endlevel]\n next_scenario=null\n carryover_report=no\n save=no\n linger_mode=no\n [/endlevel]\n [/then]\n\n # Normal defeat condition before sufficient repetitions\n # putting the HERODEATH_MALIN_LICH macro here doesn't seem to work\n [else]\n [message]\n speaker=unit\n message= _ \"... Then my battle against the orcs is lost!\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/else]\n [/if]\n [/event]\n\n [event]\n name=enemies defeated\n\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/event]\n[/scenario]\n"} {"text": "#textdomain wesnoth-did\n[unit_type]\n id=Apprentice Mage\n name=_ \"Apprentice Mage\"\n race=human\n gender=male\n image=\"units/apprentice-mage.png\"\n hitpoints=38\n movement_type=smallfoot\n movement=6\n experience=60\n level=1\n alignment=neutral\n advances_to=Apprentice Necromancer\n cost=15\n usage=mixed fighter\n description=_ \"Trained in swordsmanship as a boy and the magical arts as a young man, Malin Keshar is talented at both but an expert in neither. Although not as powerful as other fighters in direct combat, Malin\u2019s sharp wit often allows him to outsmart his foes without putting himself in much danger.\"\n {DEFENSE_ANIM \"units/apprentice-mage-defend.png\" \"units/apprentice-mage-sword.png\" {SOUND_LIST:HUMAN_HIT} }\n die_sound={SOUND_LIST:HUMAN_DIE}\n [attack]\n name=short sword\n #textdomain wesnoth-units\n description=_ \"short sword\"\n #textdomain wesnoth-did\n icon=attacks/sword-human-short.png\n type=blade\n range=melee\n damage=4\n number=3\n [/attack]\n [attack]\n name=magic blast\n description=_ \"magic blast\"\n icon=\"attacks/mud-glob.png\" # dark missile is next level up\n type=impact\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=6\n number=2\n [/attack]\n [attack_anim]\n [filter_attack]\n name=magic blast\n [/filter_attack]\n\n start_time=-350\n missile_start_time=-100\n halo_start_time=-250\n\n [missile_frame]\n duration=200\n image=\"projectiles/darkmissile-n.png\"\n image_diagonal=\"projectiles/darkmissile-ne.png\"\n [/missile_frame]\n\n [frame]\n image=\"units/apprentice-mage-magic-[1~2].png:[75,300]\"\n [/frame]\n\n [halo_frame]\n halo=\"halo/undead/dark-magic-[1~6].png~O(35%):50\"\n halo_y=10\n halo_x=5\n auto_vflip=no\n [/halo_frame]\n\n {SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=short sword\n [/filter_attack]\n\n start_time=-175\n\n [frame]\n image=\"units/apprentice-mage-sword.png:25\"\n [/frame]\n [frame]\n image=\"units/apprentice-mage-sword-[1~3].png:[75,150,75]\"\n [/frame]\n [frame]\n image=\"units/apprentice-mage.png:50\"\n [/frame]\n\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -75}\n [/attack_anim]\n [recruiting_anim]\n [filter_second]\n race=undead\n [/filter_second]\n\n start_time=-375\n sound_start_time=-40\n\n [frame]\n image=\"units/apprentice-mage-magic-1.png:75\"\n [/frame]\n [frame]\n image=\"units/apprentice-mage-magic-2.png\"\n halo=halo/undead/dark-magic-[1~6].png:50\n halo_x,halo_y=12,-6\n [/frame]\n [frame]\n image=\"units/apprentice-mage-magic-2.png:50\"\n [/frame]\n [frame]\n image=\"units/apprentice-mage.png:10\"\n [/frame]\n\n [sound_frame]\n sound=magic-dark.ogg\n [/sound_frame]\n [/recruiting_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-did\n[unit_type]\n id=Apprentice Necromancer\n name=_ \"Apprentice Necromancer\"\n race=human\n image=\"units/apprentice-necromancer.png\"\n hitpoints=52\n movement_type=smallfoot\n movement=6\n experience=90\n level=2\n alignment=neutral\n advances_to=Dark Mage\n gender=male\n usage=mixed fighter\n description=_ \"Under Darken Volk\u2019s tutelage, Malin has become adept at wielding necromancy both as a tool to raise an army of undead, and as a means to increase his own, personal power. Malin\u2019s focus on improving his magical prowess has left little time for him to improve his swordsmanship, but he still holds on to his short sword as his melee weapon of choice.\"\n {DEFENSE_ANIM \"units/apprentice-necromancer-defend.png\" \"units/apprentice-necromancer.png\" {SOUND_LIST:HUMAN_HIT} }\n die_sound={SOUND_LIST:HUMAN_DIE}\n [attack]\n name=short sword\n #textdomain wesnoth-units\n description=_ \"short sword\"\n icon=attacks/sword-human-short.png\n type=blade\n range=melee\n damage=6\n number=3\n [/attack]\n [attack]\n name=chill wave\n description=_\"chill wave\"\n type=cold\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=13\n number=2\n icon=attacks/iceball.png\n [/attack]\n [attack]\n name=shadow wave\n description=_\"shadow wave\"\n #textdomain wesnoth-did\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=9\n number=2\n icon=attacks/dark-missile.png\n [/attack]\n [attack_anim]\n [filter_attack]\n name=chill wave\n [/filter_attack]\n\n {MISSILE_FRAME_CHILL_WAVE 0 -5}\n\n start_time=-355\n [frame]\n image=\"units/apprentice-necromancer-magic-[1~2].png:75\"\n [/frame]\n [frame]\n image=\"units/apprentice-necromancer-magic-3.png\"\n halo=halo/undead/black-magic-[1~5].png:[75*4,50]\n [/frame]\n {SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -120}\n [frame]\n image=\"units/apprentice-necromancer-magic-[2~1].png:50\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=shadow wave\n [/filter_attack]\n\n {MISSILE_FRAME_SHADOW_WAVE}\n\n start_time=-675\n [frame]\n image=\"units/apprentice-necromancer-magic-[1~2].png:75\"\n [/frame]\n [frame]\n image=\"units/apprentice-necromancer-magic-3.png\"\n halo=halo/undead/black-magic-[1~5].png:[75*4,50]\n [/frame]\n [frame]\n image=\"units/apprentice-necromancer-magic-3.png:200\"\n [/frame]\n {SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -120}\n [frame]\n image=\"units/apprentice-necromancer-magic-[2~1].png:50\"\n [/frame]\n [frame]\n image=\"units/apprentice-necromancer.png:50\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=corpse launch\n [/filter_attack]\n\n {MISSILE_FRAME_SHADOW_WAVE}\n\n start_time=-675\n [frame]\n image=\"units/apprentice-necromancer-magic-[1~2].png:75\"\n [/frame]\n [frame]\n image=\"units/apprentice-necromancer-magic-3.png\"\n halo=halo/undead/black-magic-[1~5].png:[75*4,50]\n [/frame]\n [frame]\n image=\"units/apprentice-necromancer-magic-3.png:200\"\n [/frame]\n {SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -120}\n [frame]\n image=\"units/apprentice-necromancer-magic-[2~1].png:50\"\n [/frame]\n [frame]\n image=\"units/apprentice-necromancer.png:50\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=short sword\n [/filter_attack]\n\n start_time=-225\n\n [frame]\n image=\"units/apprentice-necromancer-magic-1.png:50\"\n [/frame]\n [frame]\n image=\"units/apprentice-necromancer-sword-[1~2].png:[100,275]\"\n [/frame]\n [frame]\n image=\"units/apprentice-necromancer.png:75\"\n [/frame]\n\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -75}\n [/attack_anim]\n [recruiting_anim]\n [filter_second]\n race=undead\n [/filter_second]\n\n start_time=-300\n sound_start_time=-75\n\n [frame]\n image=\"units/apprentice-necromancer-magic-[1,2].png:75\"\n [/frame]\n [frame]\n image=\"units/apprentice-necromancer-magic-3.png\"\n halo=halo/undead/black-magic-[1~5].png:[75*4,50]\n [/frame]\n [frame]\n image=\"units/apprentice-necromancer-magic-[2,1].png:50\"\n [/frame]\n [frame]\n image=\"units/apprentice-necromancer.png:1\"\n [/frame]\n\n [sound_frame]\n sound=magic-dark.ogg\n [/sound_frame]\n [/recruiting_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-did\n[unit_type]\n id=Dark Mage\n name= _ \"Dark Mage\"\n race=human\n image=\"units/dark-mage.png\"\n hitpoints=67\n movement_type=smallfoot\n movement=6\n experience=150\n level=3\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=50\n usage=mixed fighter\n description= _ \"Although Malin\u2019s sword has grown rusty from lack of proper care, he continues to use it for melee combat, perhaps more as a keepsake than an effective weapon. His increasing skill with magic, however, is more than enough to compensate.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/dark-mage-defend.png\" \"units/dark-mage.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=short sword\n #textdomain wesnoth-units\n description=_ \"short sword\"\n icon=attacks/sword-human-short.png\n type=blade\n range=melee\n damage=5\n number=3\n [/attack]\n [attack]\n name=chill wave\n description=_\"chill wave\"\n type=cold\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=15\n number=2\n icon=attacks/iceball.png\n [/attack]\n [attack]\n name=shadow wave\n description=_\"shadow wave\"\n #textdomain wesnoth-did\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=10\n number=2\n icon=attacks/dark-missile.png\n [/attack]\n [attack_anim]\n [filter_attack]\n name=chill wave\n [/filter_attack]\n\n {MISSILE_FRAME_CHILL_WAVE 0 -5}\n\n start_time=-355\n [frame]\n image=\"units/dark-mage-magic-[1~2].png:75\"\n [/frame]\n [frame]\n image=\"units/dark-mage-magic-3.png\"\n halo=halo/undead/black-magic-[1~5].png:[75*4,50]\n [/frame]\n {SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -120}\n [frame]\n image=\"units/dark-mage-magic-[2~1].png:50\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=shadow wave\n [/filter_attack]\n\n {MISSILE_FRAME_SHADOW_WAVE}\n\n start_time=-675\n [frame]\n image=\"units/dark-mage-magic-[1~2].png:75\"\n [/frame]\n [frame]\n image=\"units/dark-mage-magic-3.png\"\n halo=halo/undead/black-magic-[1~5].png:[75*4,50]\n [/frame]\n [frame]\n image=\"units/dark-mage-magic-3.png:250\"\n [/frame]\n {SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -50}\n [frame]\n image=\"units/dark-mage-magic-[2~1].png:50\"\n [/frame]\n [frame]\n image=\"units/dark-mage.png:50\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=corpse launch\n [/filter_attack]\n\n {MISSILE_FRAME_SHADOW_WAVE}\n\n start_time=-675\n [frame]\n image=\"units/dark-mage-magic-[1~2].png:75\"\n [/frame]\n [frame]\n image=\"units/dark-mage-magic-3.png\"\n halo=halo/undead/black-magic-[1~5].png:[75*4,50]\n [/frame]\n [frame]\n image=\"units/dark-mage-magic-3.png:250\"\n [/frame]\n {SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -50}\n [frame]\n image=\"units/dark-mage-magic-[2~1].png:50\"\n [/frame]\n [frame]\n image=\"units/dark-mage.png:50\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=short sword\n [/filter_attack]\n\n start_time=-225\n\n [frame]\n image=\"units/dark-mage-magic-1.png:50\"\n [/frame]\n [frame]\n image=\"units/dark-mage-sword-[1~2].png:[100,275]\"\n [/frame]\n [frame]\n image=\"units/dark-mage.png:75\"\n [/frame]\n\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -75}\n [/attack_anim]\n [recruiting_anim]\n [filter_second]\n race=undead\n [/filter_second]\n\n start_time=-300\n sound_start_time=-75\n\n [frame]\n image=\"units/dark-mage-magic-[1,2].png:75\"\n [/frame]\n [frame]\n image=\"units/dark-mage-magic-3.png\"\n halo=halo/undead/black-magic-[1~5].png:[75*4,50]\n [/frame]\n [frame]\n image=\"units/dark-mage-magic-[2,1].png:50\"\n [/frame]\n [frame]\n image=\"units/dark-mage.png:1\"\n [/frame]\n\n [sound_frame]\n sound=magic-dark.ogg\n [/sound_frame]\n [/recruiting_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-did\n[unit_type]\n # Malin\u2019s older sister, an Outlaw Princess with altered description.\n # Pictures taken from The Rise of Wesnoth.\n id=Frontier Baroness\n name= _ \"female^Frontier Baroness\"\n race=human\n gender=female\n image=\"units/neutral-outlaw-princess.png\"\n hitpoints=46\n movement_type=elusivefoot\n movement=7\n experience=100\n level=2\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=50\n [abilities]\n {ABILITY_SKIRMISHER}\n [/abilities]\n usage=mixed fighter\n description= _ \"At Wesnoth\u2019s frontiers, all able-bodied men and women must be able to defend their homes in times of need. Men are most often trained in the use of sword or bow and are used as soldiers who withstand the brunt of orcish assaults to hold the raiders at bay. Women, instead, learn to use the staff and sling and are most effective as scouts and ambushers. The most proficient are powerful skirmishers and are highly adept at reconnaissance, allowing them to often outmaneuver and entrap orcish raiders.\"\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n [defend]\n hits=miss\n\n [frame]\n image=\"units/neutral-outlaw-princess.png:1\"\n [/frame]\n [frame]\n image=\"units/neutral-outlaw-princess-defend-1-[1,2,1].png:[83*2,84]\"\n [/frame]\n [frame]\n image=\"units/neutral-outlaw-princess.png:100\"\n [/frame]\n [/defend]\n [defend]\n hits=hit\n\n start_time=-126\n sound_start_time=-25\n\n [frame]\n image=\"units/neutral-outlaw-princess.png:1,units/neutral-outlaw-princess-defend.png:250,units/neutral-outlaw-princess.png:1\"\n [/frame]\n\n [sound_frame]\n sound={SOUND_LIST:HUMAN_FEMALE_HIT}\n [/sound_frame]\n [/defend]\n [defend]\n hits=kill\n\n start_time=-126\n\n [frame]\n image=\"units/neutral-outlaw-princess.png:1,units/neutral-outlaw-princess-defend.png:250,units/neutral-outlaw-princess.png:1\"\n [/frame]\n [/defend]\n [attack]\n name=staff\n #textdomain wesnoth-units\n description= _\"staff\"\n type=impact\n range=melee\n damage=7\n number=2\n icon=attacks/quarterstaff.png\n [/attack]\n [attack]\n name=sling\n description= _\"sling\"\n #textdomain wesnoth-did\n type=impact\n range=ranged\n damage=6\n number=3\n icon=attacks/sling.png\n [/attack]\n [attack_anim]\n [filter_attack]\n name=sling\n [/filter_attack]\n\n start_time=-400\n sound_start_time=-400\n offset=0.0\n\n [if]\n hits=yes\n {MISSILE_FRAME_STONE_HIT 8 -8}\n [sound_frame]\n sound=sling.ogg\n [/sound_frame]\n [/if]\n [else]\n hits=no\n {MISSILE_FRAME_STONE_MISS 8 -8}\n [sound_frame]\n sound=sling-miss.ogg\n [/sound_frame]\n [/else]\n [frame]\n image=\"units/neutral-outlaw-princess-attack-sling[1~2].png:[250,200]\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=staff\n [/filter_attack]\n\n start_time=-225\n\n [frame]\n image=\"units/neutral-outlaw-princess.png:75\"\n [/frame]\n [frame]\n image=\"units/neutral-outlaw-princess-attack-staff[1~2].png:[75,175]\"\n [/frame]\n [frame]\n image=\"units/neutral-outlaw-princess-defend-1-2.png:50\"\n [/frame]\n [frame]\n image=\"units/neutral-outlaw-princess.png:25\"\n [/frame]\n\n {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-did\n\n[unit_type]\n id=Ghast DiD\n [base_unit]\n id=Ghast\n [/base_unit]\n advances_to=null\n experience=90\n hide_help=yes\n do_not_list=yes\n\n {AMLA_OPTION_GHOUL_MELEE}\n {AMLA_OPTION_GHOUL_RESIST}\n {AMLA_OPTION_CANNIBALIZE1}\n {AMLA_OPTION_CANNIBALIZE2}\n {AMLA_OPTION_DEATH_CLOUD}\n {AMLA_DEFAULT}\n\n {DID_DEATH_CLOUD}\n[/unit_type]\n"} {"text": "#textdomain wesnoth-did\n# Same as normal, except advances to Necrophage DiD\n[unit_type]\n id=Ghoul DiD\n [base_unit]\n id=Ghoul\n [/base_unit]\n advances_to=Necrophage DiD\n hide_help=yes\n do_not_list=yes\n[/unit_type]\n"} {"text": "#textdomain wesnoth-did\n\n#define MALIN_ADVANCEMENT HP_INCREMENT XP_INCREMENT_E XP_INCREMENT_N XP_INCREMENT_H EFFECT_WML VARIATION_NAME\n [advancement]\n max_times=-1\n always_display=yes\n [effect]\n apply_to=hitpoints\n increase_total={HP_INCREMENT}\n increase={HP_INCREMENT}\n heal_full=no\n [/effect]\n [effect]\n apply_to=max_experience\n increase={ON_DIFFICULTY {XP_INCREMENT_E} {XP_INCREMENT_N} {XP_INCREMENT_H}}\n [/effect]\n [effect]\n apply_to=variation\n name={VARIATION_NAME}\n [/effect]\n {EFFECT_WML}\n [/advancement]\n#enddef\n\n#define MALIN_ADVANCE HP_INCREMENT XP_INCREMENT_E XP_INCREMENT_N XP_INCREMENT_H EFFECT_WML TYPE_NAME\n [advancement]\n max_times=-1\n always_display=yes\n [effect]\n apply_to=hitpoints\n increase_total={HP_INCREMENT}\n increase={HP_INCREMENT}\n heal_full=no\n [/effect]\n [effect]\n apply_to=max_experience\n increase={ON_DIFFICULTY {XP_INCREMENT_E} {XP_INCREMENT_N} {XP_INCREMENT_H}}\n [/effect]\n [effect]\n apply_to=type\n name={TYPE_NAME}\n [/effect]\n {EFFECT_WML}\n [/advancement]\n#enddef\n\n#define AUTO_ADVANCE HP_INCREMENT EXP_E EXP_N EXP_H VARIATION_NAME\n [advancement]\n max_times=-1\n always_display=yes\n description= _ \"Increased hitpoints\"\n image=icons/potion_red_medium.png\n [effect]\n apply_to=hitpoints\n increase_total={HP_INCREMENT}\n increase={HP_INCREMENT}\n heal_full=no\n [/effect]\n [effect]\n apply_to=variation\n name={VARIATION_NAME}\n [/effect]\n [effect]\n apply_to=max_experience\n increase={ON_DIFFICULTY {EXP_E} {EXP_N} {EXP_H}}\n [/effect]\n [/advancement]\n#enddef\n\n############## LEVEL 1 ADVANCEMENTS ##############\n\n#define AM_MELEE VARIANT_NAME\n {MALIN_ADVANCEMENT 2 11 13 15 (\n id=am_melee\n description= _ \"+1 melee damage\"\n image=attacks/sword-human-short.png\n [effect]\n apply_to=attack\n range=melee\n increase_damage=1\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define AM_RANGED VARIANT_NAME\n {MALIN_ADVANCEMENT 2 8 10 12 (\n id=am_ranged\n description= _ \"+1 ranged damage\"\n image=attacks/mud-glob.png\n [effect]\n apply_to=attack\n range=ranged\n increase_damage=1\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define MALIN_MELEE_MAGICAL VARIANT_NAME\n {MALIN_ADVANCEMENT 0 16 19 22 (\n id=malin_melee_magical\n description= _ \"Malin\u2019s sword gains the magical special\"\n exclude_amla=malin_melee_magical\n image=attacks/magic-missile.png\n [effect]\n apply_to=attack\n range=melee\n [set_specials]\n {WEAPON_SPECIAL_MAGICAL}\n mode=append\n [/set_specials]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define AM_MELEE_ADVANCE\n {MALIN_ADVANCE 2 10 12 14 (\n id=am_melee_advance\n description= _ \"+1 melee damage\"\n image=attacks/sword-human-short.png\n [effect]\n apply_to=attack\n range=melee\n increase_damage=1\n [/effect]\n [effect]\n apply_to=max_experience\n set=15\n [/effect]\n ) MalinNecromancer}\n#enddef\n\n#define AM_RANGED_ADVANCE\n {MALIN_ADVANCE 2 8 10 12 (\n id=am_ranged_advance\n description= _ \"+1 ranged damage\"\n image=attacks/mud-glob.png\n [effect]\n apply_to=attack\n range=ranged\n increase_damage=1\n [/effect]\n [effect]\n apply_to=max_experience\n increase=-100%\n [/effect]\n [effect]\n apply_to=max_experience\n set=15\n [/effect]\n ) MalinNecromancer}\n#enddef\n\n############## LEVEL 2 ADVANCEMENTS ##############\n\n#define MALIN_MELEE_PLAGUE VARIANT_NAME\n {MALIN_ADVANCEMENT 4 32 35 38 (\n id=malin_melee_plague\n description= _ \"Malin\u2019s sword gains the plague special\"\n exclude_amla=malin_melee_plague\n image=attacks/staff-necromantic.png\n [effect]\n apply_to=attack\n range=melee\n [set_specials]\n {WEAPON_SPECIAL_PLAGUE}\n mode=append\n [/set_specials]\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n increase_damage=1\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define MALIN_RANGED VARIANT_NAME\n {MALIN_ADVANCEMENT -3 45 50 55 (\n id=malin_ranged\n description= _ \"+2 ranged damage, but -10% arcane resistance\"\n image=attacks/iceball.png\n [effect]\n apply_to=attack\n range=ranged\n increase_damage=2\n [/effect]\n [effect]\n apply_to=resistance\n [resistance]\n arcane=10\n [/resistance]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define MALIN_MELEE_VITALIZE VARIANT_NAME\n {MALIN_ADVANCEMENT 2 39 43 47 (\n id=malin_melee_vitalize\n description= _ \"Malin\u2019s melee attack heals him every hit\"\n exclude_amla=malin_melee_vitalize\n image=attacks/baneblade.png\n [effect]\n apply_to=attack\n range=melee\n [set_specials]\n {WEAPON_SPECIAL_VITALIZE1}\n mode=append\n [/set_specials]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define MALIN_RANGED_IMPETUITY VARIANT_NAME\n {MALIN_ADVANCEMENT 2 36 40 44 (\n id=malin_ranged_impetuity\n description= _ \"Chill tempest gains the impetuity special\"\n exclude_amla=malin_ranged_impetuity\n image=attacks/lightning.png\n [effect]\n apply_to=attack\n name=chill wave\n [set_specials]\n {WEAPON_SPECIAL_IMPETUITY}\n mode=append\n [/set_specials]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define MALIN_CORPSE_LAUNCHER VARIANT_NAME\n {MALIN_ADVANCEMENT 0 36 40 44 (\n id=malin_corpse_launcher\n description= _ \"Malin gains a special corpse launching attack\"\n require_amla=malin_melee_plague\n exclude_amla=malin_corpse_launcher\n image=attacks/dragonstaff.png\n [effect]\n apply_to=new_attack\n name=corpse launch\n description= _\"corpse launch\"\n type=impact\n range=ranged\n damage=0\n number=1\n [specials]\n {WEAPON_SPECIAL_CORPSE_LAUNCHER}\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n icon=attacks/dragonstaff.png\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define MALIN_MELEE_ADVANCE\n {MALIN_ADVANCE 3 28 32 36 (\n id=malin_melee_advance\n description= _ \"+2 melee damage\"\n image=attacks/sword-human-short.png\n [effect]\n apply_to=attack\n range=melee\n increase_damage=2\n [/effect]\n [effect]\n apply_to=max_experience\n increase=-100%\n [/effect]\n [effect]\n apply_to=max_experience\n increase=19\n [/effect]\n ) MalinDarkMage}\n#enddef\n\n#define MALIN_RANGED_ADVANCE\n {MALIN_ADVANCE -2 30 33 36 (\n id=malin_ranged_advance\n description= _ \"+2 ranged damage, but -10% arcane resistance\"\n image=attacks/iceball.png\n [effect]\n apply_to=attack\n range=ranged\n increase_damage=2\n [/effect]\n [effect]\n apply_to=resistance\n [resistance]\n arcane=10\n [/resistance]\n [/effect]\n [effect]\n apply_to=max_experience\n set=20\n [/effect]\n ) MalinDarkMage}\n#enddef\n\n#define MALIN_RESIST_ADVANCE\n {MALIN_ADVANCE 5 40 44 48 (\n id=malin_resist_advance\n description= _ \"Malin gains +10% resistance to blade and pierce, but loses -10% resistance to arcane\"\n image=icons/rusty_targ.png\n [effect]\n apply_to=resistance\n [resistance]\n blade=-10\n pierce=-10\n arcane=10\n [/resistance]\n [/effect]\n [effect]\n apply_to=max_experience\n set=20\n [/effect]\n ) MalinDarkMage}\n#enddef\n\n############## LEVEL 3 ADVANCEMENTS ##############\n\n#define MALIN_RESIST VARIANT_NAME\n {MALIN_ADVANCEMENT 3 40 44 48 (\n id=malin_resist\n description= _ \"Malin gains +10% resistance to blade and pierce, but loses -10% resistance to arcane\"\n image=icons/rusty_targ.png\n [effect]\n apply_to=resistance\n [resistance]\n blade=-10\n pierce=-10\n arcane=10\n [/resistance]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define MALIN_MELEE_VITALIZE2 VARIANT_NAME\n {MALIN_ADVANCEMENT 2 46 50 54 (\n id=malin_melee_vitalize2\n description= _ \"Improves the vitalize special\"\n exclude_amla=malin_melee_vitalize2\n require_amla=malin_melee_vitalize\n image=attacks/baneblade.png\n [effect]\n apply_to=attack\n range=melee\n remove_specials=did_vitalize1\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n [set_specials]\n {WEAPON_SPECIAL_VITALIZE2}\n mode=append\n [/set_specials]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define MALIN_CORPSE_MASTER VARIANT_NAME\n {MALIN_ADVANCEMENT 4 38 42 46 (\n id=malin_corpse_master\n description= _ \"Gains the corpse master ability\"\n image=attacks/touch-zombie.png\n require_amla=malin_melee_plague\n exclude_amla=malin_corpse_master\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_CORPSE_MASTER}\n [/abilities]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define MALIN_RANGED_STRIKES VARIANT_NAME\n {MALIN_ADVANCEMENT -12 0 0 0 (\n id=malin_ranged_strikes\n description= _ \"+1 ranged strikes, but -20% arcane resistance and -12 hp\"\n image=attacks/wail.png\n [effect]\n apply_to=attack\n range=ranged\n increase_attacks=1\n [/effect]\n [effect]\n apply_to=resistance\n [resistance]\n arcane=20\n [/resistance]\n [/effect]\n [effect]\n apply_to=max_experience\n set=90\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define MALIN_RANGED_FERVOR VARIANT_NAME\n {MALIN_ADVANCEMENT 4 0 0 0 (\n id=malin_ranged_fervor\n description= _ \"Shadow wave gains the fervor special and -10% arcane resistance\"\n image=attacks/dark-missile.png\n [effect]\n apply_to=attack\n name=shadow wave\n [set_specials]\n {WEAPON_SPECIAL_FERVOR}\n mode=append\n [/set_specials]\n [/effect]\n [effect]\n apply_to=resistance\n [resistance]\n arcane=10\n [/resistance]\n [/effect]\n [effect]\n apply_to=max_experience\n set=90\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define MALIN_CONSUMPTION VARIANT_NAME\n {MALIN_ADVANCEMENT 3 0 0 0 (\n id=malin_consumption\n description= _ \"Gains the consumption ability\"\n image=attacks/curse.png\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_CONSUMPTION}\n [/abilities]\n [/effect]\n [effect]\n apply_to=resistance\n [resistance]\n arcane=10\n [/resistance]\n [/effect]\n [effect]\n apply_to=max_experience\n set=90\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n##################################################\n\n#define APPRENTICE_MAGE_BASE\n#ifdef EASY\n experience=17\n#endif\n#ifdef NORMAL\n experience=20\n#endif\n#ifdef HARD\n experience=23\n#endif\n hitpoints=35\n advances_to=null\n [attack]\n name=short sword\n #textdomain wesnoth-units\n description=_ \"short sword\"\n #textdomain wesnoth-did\n icon=attacks/sword-human-short.png\n type=blade\n range=melee\n damage=4\n number=3\n [/attack]\n [attack]\n name=magic blast\n description=_ \"magic blast\"\n icon=\"attacks/mud-glob.png\" # dark missile is next level up\n type=impact\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=5\n number=2\n [/attack]\n#enddef\n\n#define APPRENTICE_NECROMANCER_BASE\n hitpoints=40\n advances_to=null\n [attack]\n name=short sword\n #textdomain wesnoth-units\n description=_ \"short sword\"\n icon=attacks/sword-human-short.png\n type=blade\n range=melee\n damage=5\n number=3\n [/attack]\n [attack]\n name=chill wave\n description=_\"chill wave\"\n type=cold\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=11\n number=2\n icon=attacks/iceball.png\n [/attack]\n [attack]\n name=shadow wave\n description=_\"shadow wave\"\n #textdomain wesnoth-did\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=8\n number=2\n icon=attacks/dark-missile.png\n [/attack]\n\n {DID_CORPSE_LAUNCH}\n#enddef\n\n#define DARK_MAGE_BASE\n hitpoints=45\n advances_to=null\n [attack]\n name=short sword\n #textdomain wesnoth-units\n description=_ \"short sword\"\n icon=attacks/sword-human-short.png\n type=blade\n range=melee\n damage=4\n number=3\n [/attack]\n [attack]\n name=chill wave\n description=_\"chill wave\"\n type=cold\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=13\n number=2\n icon=attacks/iceball.png\n [/attack]\n [attack]\n name=shadow wave\n description=_\"shadow wave\"\n #textdomain wesnoth-did\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=10\n number=2\n icon=attacks/dark-missile.png\n [/attack]\n\n {DID_CONSUMPTION}\n {DID_CORPSE_LAUNCH}\n#enddef\n\n[unit_type]\n id=Malin Keshar\n {APPRENTICE_MAGE_BASE}\n [base_unit]\n id=Apprentice Mage\n [/base_unit]\n [variation]\n {APPRENTICE_MAGE_BASE}\n hide_help=yes\n variation_id=AM1\n inherit=yes\n {AM_MELEE AM2}\n {AM_RANGED AM2}\n [/variation]\n [variation]\n {APPRENTICE_MAGE_BASE}\n hide_help=yes\n variation_id=AM2\n inherit=yes\n {AM_MELEE AM3}\n {AM_RANGED AM3}\n {MALIN_MELEE_MAGICAL AM3}\n [/variation]\n [variation]\n {APPRENTICE_MAGE_BASE}\n hide_help=yes\n variation_id=AM3\n inherit=yes\n {AM_MELEE_ADVANCE}\n {AM_RANGED_ADVANCE}\n [/variation]\n[/unit_type]\n\n[unit_type]\n id=MalinNecromancer\n {APPRENTICE_NECROMANCER_BASE}\n [base_unit]\n id=Apprentice Necromancer\n [/base_unit]\n experience=0\n {AUTO_ADVANCE 2 26 29 32 AN1}\n\n [variation]\n {APPRENTICE_NECROMANCER_BASE}\n hide_help=yes\n variation_id=AN1\n inherit=yes\n {AM_MELEE AN2}\n {MALIN_RANGED AN2}\n {MALIN_RANGED_IMPETUITY AN2}\n {MALIN_MELEE_MAGICAL AN2}\n {MALIN_MELEE_PLAGUE AN2}\n [/variation]\n [variation]\n {APPRENTICE_NECROMANCER_BASE}\n hide_help=yes\n variation_id=AN2\n inherit=yes\n {MALIN_RANGED_IMPETUITY AN3}\n {MALIN_CORPSE_LAUNCHER AN3}\n {MALIN_MELEE_MAGICAL AN3}\n {MALIN_MELEE_PLAGUE AN3}\n {MALIN_MELEE_VITALIZE AN3}\n [/variation]\n [variation]\n {APPRENTICE_NECROMANCER_BASE}\n hide_help=yes\n variation_id=AN3\n inherit=yes\n {MALIN_MELEE_ADVANCE}\n {MALIN_RANGED_ADVANCE}\n {MALIN_RESIST_ADVANCE}\n [/variation]\n[/unit_type]\n\n[unit_type]\n id=MalinDarkMage\n {DARK_MAGE_BASE}\n [base_unit]\n id=Dark Mage\n [/base_unit]\n experience=0\n {AUTO_ADVANCE 3 41 45 49 DM1}\n\n [variation]\n {DARK_MAGE_BASE}\n hide_help=yes\n variation_id=DM1\n inherit=yes\n {MALIN_RANGED DM2}\n {MALIN_RESIST DM2}\n {MALIN_RANGED_IMPETUITY DM2}\n {MALIN_CORPSE_LAUNCHER DM2}\n {MALIN_CORPSE_MASTER DM2}\n {MALIN_MELEE_VITALIZE DM2}\n {MALIN_MELEE_VITALIZE2 DM2}\n [/variation]\n [variation]\n {DARK_MAGE_BASE}\n hide_help=yes\n variation_id=DM2\n inherit=yes\n {MALIN_RANGED_STRIKES DM3}\n {MALIN_RANGED_FERVOR DM3}\n {MALIN_CONSUMPTION DM3}\n [/variation]\n [variation]\n {DARK_MAGE_BASE}\n hide_help=yes\n variation_id=DM3\n inherit=yes\n {AMLA_MALIN_KESHAR}\n [/variation]\n[/unit_type]\n\n#undef MALIN_ADVANCEMENT\n#undef MALIN_ADVANCE\n#undef AUTO_ADVANCE\n#undef AM_MELEE\n#undef AM_RANGED\n#undef MALIN_MELEE_MAGICAL\n#undef AM_MELEE_ADVANCE\n#undef AM_RANGED_ADVANCE\n#undef MALIN_RANGED\n#undef MALIN_MELEE_VITALIZE\n#undef MALIN_MELEE_PLAGUE\n#undef MALIN_RANGED_FERVOR\n#undef MALIN_RANGED_IMPETUITY\n#undef MALIN_MELEE_ADVANCE\n#undef MALIN_RANGED_ADVANCE\n#undef MALIN_RESIST_ADVANCE\n#undef MALIN_RESIST\n#undef MALIN_MELEE_VITALIZE2\n#undef MALIN_CORPSE_MASTER\n#undef MALIN_CORPSE_LAUNCHER\n#undef MALIN_RANGED_STRIKES\n#undef MALIN_CONSUMPTION\n#undef APPRENTICE_MAGE_BASE\n#undef APPRENTICE_NECROMANCER_BASE\n#undef DARK_MAGE_BASE\n"} {"text": "#textdomain wesnoth-did\n\n#define MAL_KESHAR_ADVANCEMENT HP_INCREMENT XP_INCREMENT_E XP_INCREMENT_N XP_INCREMENT_H EFFECT_WML VARIATION_NAME\n [advancement]\n max_times=-1\n always_display=yes\n [effect]\n apply_to=hitpoints\n increase_total={HP_INCREMENT}\n increase={HP_INCREMENT}\n heal_full=no\n [/effect]\n#ifdef EASY\n [effect]\n apply_to=max_experience\n increase={XP_INCREMENT_E}\n [/effect]\n#endif\n#ifdef NORMAL\n [effect]\n apply_to=max_experience\n increase={XP_INCREMENT_N}\n [/effect]\n#endif\n#ifdef HARD\n [effect]\n apply_to=max_experience\n increase={XP_INCREMENT_H}\n [/effect]\n#endif\n [effect]\n apply_to=variation\n name={VARIATION_NAME}\n [/effect]\n {EFFECT_WML}\n [/advancement]\n#enddef\n\n############## LICH ADVANCEMENTS ##############\n\n#define LICH_MELEE VARIANT_NAME\n {MAL_KESHAR_ADVANCEMENT 4 14 17 20 (\n id=lich_melee\n description= _ \"+1 melee damage\"\n image=attacks/touch-undead.png\n [effect]\n apply_to=attack\n name=touch\n increase_damage=1\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define LICH_RANGED VARIANT_NAME\n {MAL_KESHAR_ADVANCEMENT 2 22 26 30 (\n id=lich_ranged\n description= _ \"+1 ranged damage\"\n image=attacks/dark-missile.png\n [effect]\n apply_to=attack\n range=ranged\n increase_damage=1\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define LICH_MOVEMENT VARIANT_NAME\n {MAL_KESHAR_ADVANCEMENT 3 17 21 25 (\n id=lich_movement_melee\n description= _ \"+1 movement\"\n image=icons/sandals.png\n [effect]\n apply_to=movement\n increase=1\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n############## ANCIENT LICH ABILITIES ##############\n\n#define ANCIENT_LICH_MALICE VARIANT_NAME\n {MAL_KESHAR_ADVANCEMENT 0 50 55 60 (\n id=ancient_lich_malice\n description= _ \"Nearby undead units gain 20% damage\"\n image=attacks/wail.png\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_MALICE1}\n [/abilities]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define ANCIENT_LICH_RESIST VARIANT_NAME\n {MAL_KESHAR_ADVANCEMENT 0 70 75 80 (\n id=ancient_lich_resist\n description= _ \"Gains +10% resistance to blade, impact, and pierce\"\n image=icons/potion_red_medium.png\n [effect]\n apply_to=resistance\n [resistance]\n blade=-10\n impact=-10\n pierce=-10\n [/resistance]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define ANCIENT_LICH_NOVA VARIANT_NAME\n {MAL_KESHAR_ADVANCEMENT 2 0 0 0 (\n id=ancient_lich_nova\n description= _ \"Chill tempest gains area of effect damage\"\n image=attacks/iceball.png\n [effect]\n apply_to=attack\n name=chill tempest\n [set_specials]\n {WEAPON_SPECIAL_FROST_NOVA}\n mode=append\n [/set_specials]\n [/effect]\n [effect]\n apply_to=max_experience\n set=90\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define ANCIENT_LICH_SPELLBIND VARIANT_NAME\n {MAL_KESHAR_ADVANCEMENT 4 0 0 0 (\n id=ancient_lich_spellbind\n description= _ \"Shadow wave reduces incoming magic damage\"\n image=attacks/dark-missile.png\n [effect]\n apply_to=attack\n name=shadow wave\n [set_specials]\n {WEAPON_SPECIAL_SPELLBIND}\n mode=append\n [/set_specials]\n [/effect]\n [effect]\n apply_to=attack\n name=shadow wave\n increase_damage=1\n [/effect]\n [effect]\n apply_to=max_experience\n set=90\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define ANCIENT_LICH_REND VARIANT_NAME\n {MAL_KESHAR_ADVANCEMENT 5 0 0 0 (\n id=ancient_lich_blood\n description= _ \"Drain HP from nearby enemies, but lose HP every turn\"\n image=attacks/curse.png\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_SOUL_REND}\n [/abilities]\n [/effect]\n [effect]\n apply_to=attack\n name=touch\n remove_specials=drains\n [/effect]\n [effect]\n apply_to=attack\n name=touch\n [set_specials]\n {WEAPON_SPECIAL_REAP}\n mode=append\n [/set_specials]\n [/effect]\n [effect]\n apply_to=attack\n name=touch\n increase_damage=1\n [/effect]\n [effect]\n apply_to=max_experience\n set=90\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define MAL_KESHAR_LICH_BASE\n hitpoints=55\n movement=5\n#ifdef EASY\n experience=25\n#endif\n#ifdef NORMAL\n experience=31\n#endif\n#ifdef HARD\n experience=37\n#endif\n advances_to=null\n [movement_costs]\n cave=1\n fungus=1\n [/movement_costs]\n [attack]\n name=touch\n description=_\"touch\"\n icon=attacks/touch-undead.png\n type=arcane\n range=melee\n damage=7\n number=3\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n [/attack]\n [attack]\n name=chill tempest\n description=_\"chill tempest\"\n type=cold\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=11\n number=3\n icon=attacks/iceball.png\n [/attack]\n [attack]\n name=shadow wave\n description=_\"shadow wave\"\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=9\n number=3\n icon=attacks/dark-missile.png\n [/attack]\n\n {DID_FROST_NOVA}\n {DID_SOUL_REND}\n {DID_SHADOW_VEIL_HANDLER}\n#enddef\n\n#define MAL_KESHAR_ANCIENT_LICH_BASE\n name= _ \"Ancient Lich\"\n image=\"units/undead-necromancers/ancient-lich.png\"\n hitpoints=70\n movement=5\n#ifdef EASY\n experience=90\n#endif\n#ifdef NORMAL\n experience=95\n#endif\n#ifdef HARD\n experience=100\n#endif\n level=4\n cost=100\n usage=mixed fighter\n description= _ \"A lich that accrues enough power over its newfound immortal lifespan becomes one who can stain souls with despair and sow ruin across the world. Invariably in command of a nigh-limitless horde of risen warriors and undead monsters, a lich of this order has a mastery of dark sorcery that can bring dread to the most storied magi of human and elven kind. Such a figure usually marks a dark and bloody chapter in history, and in those times of need, it is only through the tireless efforts of the most valiant heroes that the rise of an Ancient Lich has not led to the shadows ruling the world for the rest of time.\"\n {DEFENSE_ANIM \"units/undead-necromancers/ancient-lich-defend.png\" \"units/undead-necromancers/ancient-lich.png\" {SOUND_LIST:LICH_HIT} }\n [movement_costs]\n cave=1\n fungus=1\n [/movement_costs]\n [attack]\n name=touch\n description=_\"touch\"\n icon=attacks/touch-undead.png\n type=arcane\n range=melee\n damage=7\n number=4\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n [/attack]\n [attack]\n name=chill tempest\n description=_\"chill tempest\"\n type=cold\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=11\n number=5\n icon=attacks/iceball.png\n [/attack]\n [attack]\n name=shadow wave\n description=_\"shadow wave\"\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=8\n number=5\n icon=attacks/dark-missile.png\n [/attack]\n\n [idle_anim]\n {STANDARD_IDLE_FILTER}\n start_time=0\n [frame]\n duration=2310\n image=\"units/undead-necromancers/ancient-lich.png\"\n halo=halo/undead/idle-flash-[1~21].png\n halo_x=6~0,0\n halo_y=-6~0,0\n [/frame]\n [/idle_anim]\n\n [recruiting_anim]\n [filter_second]\n race=undead\n [/filter_second]\n start_time=-300\n [frame]\n image=\"units/undead-necromancers/ancient-lich-magic-[1,2].png:75\"\n [/frame]\n [frame]\n image=\"units/undead-necromancers/ancient-lich-magic-3.png\"\n halo=halo/undead/black-magic-[1~5].png:[75*4,50]\n [/frame]\n sound_start_time=-75\n [sound_frame]\n sound=magic-dark-big.ogg\n [/sound_frame]\n [frame]\n image=\"units/undead-necromancers/ancient-lich-magic-[2,1].png:50\"\n [/frame]\n [frame]\n image=\"units/undead-necromancers/ancient-lich.png:1\"\n [/frame]\n [/recruiting_anim]\n [attack_anim]\n [filter_attack]\n name=chill tempest\n [/filter_attack]\n\n offset=0\n\n {MISSILE_FRAME_CHILL_TEMPEST 0 -15}\n\n start_time=-355\n [frame]\n image=\"units/undead-necromancers/ancient-lich-magic-[1,2].png:75\"\n [/frame]\n [frame]\n image=\"units/undead-necromancers/ancient-lich-magic-3.png\"\n halo=halo/undead/black-magic-[1~5].png:[75*4,50]\n [/frame]\n {SOUND:HIT_AND_MISS magic-dark-big.ogg magic-dark-big-miss.ogg -150}\n [frame]\n image=\"units/undead-necromancers/ancient-lich-magic-[2,1].png:50\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=shadow wave\n [/filter_attack]\n\n {MISSILE_FRAME_SHADOW_WAVE}\n\n start_time=-675\n [frame]\n image=\"units/undead-necromancers/ancient-lich-magic-[1,2].png:75\"\n [/frame]\n [frame]\n image=\"units/undead-necromancers/ancient-lich-magic-3.png\"\n halo=halo/undead/black-magic-[1~5].png:[75*4,50]\n [/frame]\n [frame]\n image=\"units/undead-necromancers/ancient-lich-magic-3.png:200\"\n [/frame]\n {SOUND:HIT_AND_MISS magic-dark-big.ogg magic-dark-big-miss.ogg -50}\n [frame]\n image=\"units/undead-necromancers/ancient-lich-magic-[2,1].png:50\"\n [/frame]\n [frame]\n image=\"units/undead-necromancers/ancient-lich.png:50\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=touch\n [/filter_attack]\n start_time=-250\n [frame]\n image=\"units/undead-necromancers/ancient-lich.png:50\"\n [/frame]\n [frame]\n image=\"units/undead-necromancers/ancient-lich-melee-[1~2].png:[100,200]\"\n [/frame]\n {SOUND:HIT_AND_MISS wail-sml.wav {SOUND_LIST:MISS} -100}\n [frame]\n image=\"units/undead-necromancers/ancient-lich-magic-1.png:75\"\n [/frame]\n [frame]\n image=\"units/undead-necromancers/ancient-lich.png:75\"\n [/frame]\n [/attack_anim]\n#enddef\n\n[unit_type]\n id=Mal Keshar\n [base_unit]\n id=Lich\n [/base_unit]\n {MAL_KESHAR_LICH_BASE}\n\n ########## LEVEL 3 ##########\n [variation]\n {MAL_KESHAR_LICH_BASE}\n hide_help=yes\n variation_id=MKL1\n inherit=yes\n {LICH_MELEE MKL2}\n {LICH_RANGED MKL2}\n [/variation]\n\n [variation]\n {MAL_KESHAR_LICH_BASE}\n hide_help=yes\n variation_id=MKL2\n inherit=yes\n {LICH_MELEE MKL3MELEE}\n {LICH_RANGED MKL3RANGED}\n [/variation]\n\n [variation]\n {MAL_KESHAR_LICH_BASE}\n hide_help=yes\n variation_id=MKL3MELEE\n inherit=yes\n {LICH_RANGED MKL4}\n {LICH_MOVEMENT MKL4}\n [/variation]\n [variation]\n {MAL_KESHAR_LICH_BASE}\n hide_help=yes\n variation_id=MKL3RANGED\n inherit=yes\n {LICH_MELEE MKL4}\n {LICH_MOVEMENT MKL4}\n [/variation]\n\n ########## LEVEL 4 ##########\n [variation]\n {MAL_KESHAR_ANCIENT_LICH_BASE}\n hide_help=yes\n variation_id=MKL4\n inherit=yes\n {ANCIENT_LICH_MALICE MKL4MAL}\n {LICH_MELEE MKL4DMG}\n {LICH_RANGED MKL4DMG}\n {LICH_MOVEMENT MKL4MVT}\n [/variation]\n\n [variation]\n {MAL_KESHAR_ANCIENT_LICH_BASE}\n hide_help=yes\n variation_id=MKL4MAL\n inherit=yes\n {LICH_MELEE MKL5}\n {LICH_RANGED MKL5}\n {LICH_MOVEMENT MKL5}\n {ANCIENT_LICH_RESIST MKL5}\n [/variation]\n [variation]\n {MAL_KESHAR_ANCIENT_LICH_BASE}\n hide_help=yes\n variation_id=MKL4DMG\n inherit=yes\n {ANCIENT_LICH_MALICE MKL5}\n {LICH_MELEE MKL5}\n {LICH_RANGED MKL5}\n {LICH_MOVEMENT MKL5}\n {ANCIENT_LICH_RESIST MKL5}\n [/variation]\n [variation]\n {MAL_KESHAR_ANCIENT_LICH_BASE}\n hide_help=yes\n variation_id=MKL4MVT\n inherit=yes\n {ANCIENT_LICH_MALICE MKL5}\n {LICH_MELEE MKL5}\n {LICH_RANGED MKL5}\n {ANCIENT_LICH_RESIST MKL5}\n [/variation]\n\n [variation]\n {MAL_KESHAR_ANCIENT_LICH_BASE}\n hide_help=yes\n variation_id=MKL5\n inherit=yes\n {ANCIENT_LICH_NOVA MKL6}\n {ANCIENT_LICH_SPELLBIND MKL6}\n {ANCIENT_LICH_REND MKL6}\n [/variation]\n\n [variation]\n {MAL_KESHAR_ANCIENT_LICH_BASE}\n hide_help=yes\n variation_id=MKL6\n inherit=yes\n {AMLA_MAL_KESHAR}\n [/variation]\n[/unit_type]\n\n#undef MAL_KESHAR_ADVANCEMENT\n#undef LICH_MELEE\n#undef LICH_RANGED\n#undef LICH_MOVEMENT\n#undef ANCIENT_LICH_MALICE\n#undef ANCIENT_LICH_RESIST\n#undef ANCIENT_LICH_NOVA\n#undef ANCIENT_LICH_SPELLBIND\n#undef ANCIENT_LICH_REND\n#undef MAL_KESHAR_LICH_BASE\n#undef MAL_KESHAR_ANCIENT_LICH_BASE\n"} {"text": "#textdomain wesnoth-did\n# Same as normal, except advances to Ghast DiD\n[unit_type]\n id=Necrophage DiD\n [base_unit]\n id=Necrophage\n [/base_unit]\n advances_to=Ghast DiD\n hide_help=yes\n do_not_list=yes\n[/unit_type]\n"} {"text": "#textdomain wesnoth-did\n\n#define GHOST_ADVANCEMENT HP_INCREMENT XP_INCREMENT_E XP_INCREMENT_N XP_INCREMENT_H EFFECT_WML VARIATION_NAME\n [advancement]\n max_times=-1\n always_display=yes\n [effect]\n apply_to=hitpoints\n increase_total={HP_INCREMENT}\n increase={HP_INCREMENT}\n heal_full=no\n [/effect]\n#ifdef EASY\n [effect]\n apply_to=max_experience\n increase={XP_INCREMENT_E}\n [/effect]\n#endif\n#ifdef NORMAL\n [effect]\n apply_to=max_experience\n increase={XP_INCREMENT_N}\n [/effect]\n#endif\n#ifdef HARD\n [effect]\n apply_to=max_experience\n increase={XP_INCREMENT_H}\n [/effect]\n#endif\n [effect]\n apply_to=variation\n name={VARIATION_NAME}\n [/effect]\n {EFFECT_WML}\n [/advancement]\n#enddef\n\n#define GHOST_ADVANCE HP_INCREMENT XP_INCREMENT_E XP_INCREMENT_N XP_INCREMENT_H EFFECT_WML TYPE_NAME\n [advancement]\n max_times=-1\n always_display=yes\n [effect]\n apply_to=hitpoints\n increase_total={HP_INCREMENT}\n increase={HP_INCREMENT}\n heal_full=no\n [/effect]\n#ifdef EASY\n [effect]\n apply_to=max_experience\n increase={XP_INCREMENT_E}\n [/effect]\n#endif\n#ifdef NORMAL\n [effect]\n apply_to=max_experience\n increase={XP_INCREMENT_N}\n [/effect]\n#endif\n#ifdef HARD\n [effect]\n apply_to=max_experience\n increase={XP_INCREMENT_H}\n [/effect]\n#endif\n [effect]\n apply_to=type\n name={TYPE_NAME}\n [/effect]\n {EFFECT_WML}\n [/advancement]\n#enddef\n\n#define AUTO_ADVANCE VARIATION_NAME\n [advancement]\n max_times=-1\n always_display=yes\n description= _ \"+2 HP\"\n image=icons/potion_green_small.png\n [effect]\n apply_to=variation\n name={VARIATION_NAME}\n [/effect]\n [effect]\n apply_to=hitpoints\n increase_total=2\n increase=2\n heal_full=no\n [/effect]\n#ifdef EASY\n [effect]\n apply_to=max_experience\n increase=44\n [/effect]\n#endif\n#ifdef NORMAL\n [effect]\n apply_to=max_experience\n increase=49\n [/effect]\n#endif\n#ifdef HARD\n [effect]\n apply_to=max_experience\n increase=54\n [/effect]\n#endif\n [/advancement]\n#enddef\n\n############## GHOST ADVANCEMENTS ##############\n\n#define GHOST_MELEE VARIANT_NAME\n {GHOST_ADVANCEMENT 2 10 12 14 (\n id=ghost_melee\n description= _ \"+1 melee damage\"\n image=attacks/touch-undead.png\n [effect]\n apply_to=attack\n name=touch\n increase_damage=1\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define GHOST_RANGED VARIANT_NAME\n {GHOST_ADVANCEMENT 2 10 12 14 (\n id=ghost_ranged\n description= _ \"+1 ranged damage\"\n image=attacks/wail.png\n [effect]\n apply_to=attack\n range=ranged\n increase_damage=1\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define GHOST_MOVEMENT VARIANT_NAME\n {GHOST_ADVANCEMENT 0 12 14 16 (\n id=ghost_movement\n description= _ \"+1 movement\"\n image=icons/sandals.png\n [effect]\n apply_to=movement\n increase=1\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define GHOST_MELEE_ADVANCE\n {GHOST_ADVANCE 1 10 12 14 (\n id=ghost_melee_advance\n description= _ \"+1 melee damage\"\n image=attacks/touch-undead.png\n [effect]\n apply_to=attack\n name=touch\n increase_damage=1\n [/effect]\n [effect]\n apply_to=max_experience\n set=15\n [/effect]\n ) Phantom}\n#enddef\n\n#define GHOST_RANGED_ADVANCE\n {GHOST_ADVANCE 1 10 12 14 (\n id=ghost_ranged_advance\n description= _ \"+1 ranged damage\"\n image=attacks/wail.png\n [effect]\n apply_to=attack\n range=ranged\n increase_damage=1\n [/effect]\n [effect]\n apply_to=max_experience\n set=15\n [/effect]\n ) Phantom}\n#enddef\n\n#define GHOST_MOVE_ADVANCE\n {GHOST_ADVANCE 0 12 14 16 (\n id=ghost_move_advance\n description= _ \"+1 movement\"\n image=icons/sandals.png\n [effect]\n apply_to=movement\n increase=1\n [/effect]\n [effect]\n apply_to=max_experience\n set=15\n [/effect]\n ) Phantom}\n#enddef\n\n############## WRAITH ADVANCEMENTS ##############\n\n#define WRAITH_MELEE VARIANT_NAME\n {GHOST_ADVANCEMENT 2 10 12 14 (\n id=wraith_melee\n description= _ \"+1 melee damage\"\n image=attacks/baneblade.png\n [effect]\n apply_to=attack\n name=baneblade\n increase_damage=1\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define WRAITH_MALEVOLENCE VARIANT_NAME\n {GHOST_ADVANCEMENT 1 40 45 50 (\n id=wraith_malevolence\n description= _ \"Wail gains the malevolence special\"\n image=attacks/wail.png\n [effect]\n apply_to=attack\n name=wail\n [set_specials]\n {WEAPON_SPECIAL_MALEVOLENCE}\n mode=append\n [/set_specials]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define WRAITH_HYSTERIA VARIANT_NAME\n {GHOST_ADVANCEMENT 4 50 55 60 (\n id=wraith_hysteria\n description= _ \"Wail gains the hysteria special\"\n image=attacks/wail.png\n [effect]\n apply_to=attack\n name=wail\n [set_specials]\n {WEAPON_SPECIAL_HYSTERIA}\n mode=append\n [/set_specials]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define WRAITH_MELEE_ADVANCE\n {GHOST_ADVANCE 2 10 12 14 (\n id=wraith_melee_advance\n description= _ \"+1 melee damage\"\n image=attacks/baneblade.png\n [effect]\n apply_to=attack\n name=baneblade\n increase_damage=1\n [/effect]\n [effect]\n apply_to=max_experience\n set=90\n [/effect]\n ) Eidolon}\n#enddef\n\n#define WRAITH_RANGED_ADVANCE\n {GHOST_ADVANCE 2 10 12 14 (\n id=wraith_ranged_advance\n description= _ \"+1 ranged damage\"\n image=attacks/wail.png\n [effect]\n apply_to=attack\n range=ranged\n increase_damage=1\n [/effect]\n [effect]\n apply_to=max_experience\n set=90\n [/effect]\n ) Eidolon}\n#enddef\n\n#define WRAITH_MALEVOLENCE_ADVANCE\n {GHOST_ADVANCE 1 40 45 50 (\n id=wraith_malevolence_advance\n description= _ \"Wail gains the malevolence special\"\n image=attacks/wail.png\n [effect]\n apply_to=attack\n name=wail\n [set_specials]\n {WEAPON_SPECIAL_MALEVOLENCE}\n mode=append\n [/set_specials]\n [/effect]\n [effect]\n apply_to=max_experience\n set=90\n [/effect]\n ) Eidolon}\n#enddef\n\n#define WRAITH_HYSTERIA_ADVANCE\n {GHOST_ADVANCE 4 50 55 60 (\n id=wraith_hysteria_advance\n description= _ \"Wail gains the hysteria special\"\n image=attacks/wail.png\n [effect]\n apply_to=attack\n name=wail\n [set_specials]\n {WEAPON_SPECIAL_HYSTERIA}\n mode=append\n [/set_specials]\n [/effect]\n [effect]\n apply_to=max_experience\n set=90\n [/effect]\n ) Eidolon}\n#enddef\n\n#define WRAITH_RESIST_ADVANCE\n {GHOST_ADVANCE 6 40 45 50 (\n id=wraith_resist_advance\n description= _ \"Gains +20% resistance to fire\"\n image=attacks/fire-blast.png\n [effect]\n apply_to=resistance\n [resistance]\n fire=-20\n [/resistance]\n [/effect]\n [effect]\n apply_to=max_experience\n set=90\n [/effect]\n ) Eidolon}\n#enddef\n\n#define GHOST_BASE\n name= _ \"Spectral Servant\"\n hitpoints=17\n movement=6\n#ifdef EASY\n experience=14\n#endif\n#ifdef NORMAL\n experience=16\n#endif\n#ifdef HARD\n experience=18\n#endif\n advances_to=null\n [attack]\n name=touch\n description=_\"touch\"\n icon=attacks/touch-undead.png\n type=arcane\n range=melee\n damage=5\n number=3\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n [/attack]\n [attack]\n name=wail\n description=_\"wail\"\n type=cold\n range=ranged\n damage=4\n number=3\n [/attack]\n#enddef\n\n#define WRAITH_BASE\n name= _ \"Phantom\"\n hitpoints=22\n movement=6\n advances_to=null\n [attack]\n name=baneblade\n description=_\"baneblade\" # wmllint: no spellcheck (until name->id)\n type=arcane\n range=melee\n damage=6\n number=4\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n [/attack]\n [attack]\n name=wail\n description=_\"wail\"\n type=cold\n range=ranged\n damage=4\n number=4\n [/attack]\n#enddef\n\n#define SPECTRE_BASE\n name= _ \"Eidolon\"\n hitpoints=27\n movement=6\n experience=90\n advances_to=null\n [attack]\n name=baneblade\n description=_\"baneblade\" # wmllint: no spellcheck (until name->id)\n type=arcane\n range=melee\n damage=8\n number=4\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n [/attack]\n [attack]\n name=wail\n description=_\"wail\"\n type=cold\n range=ranged\n damage=6\n number=4\n [/attack]\n#enddef\n\n[unit_type]\n id=Spectral Servant\n {GHOST_BASE}\n [base_unit]\n id=Ghost\n [/base_unit]\n [variation]\n {GHOST_BASE}\n hide_help=yes\n variation_id=SS1\n inherit=yes\n {GHOST_MELEE SS2MELEE}\n {GHOST_RANGED SS2RANGED}\n [/variation]\n [variation]\n {GHOST_BASE}\n hide_help=yes\n variation_id=SS2MELEE\n inherit=yes\n {GHOST_RANGED_ADVANCE}\n {GHOST_MOVE_ADVANCE}\n [/variation]\n [variation]\n {GHOST_BASE}\n hide_help=yes\n variation_id=SS2RANGED\n inherit=yes\n {GHOST_MELEE_ADVANCE}\n {GHOST_MOVE_ADVANCE}\n [/variation]\n[/unit_type]\n\n[unit_type]\n id=Phantom\n {WRAITH_BASE}\n [base_unit]\n id=Wraith\n [/base_unit]\n experience=0\n {AUTO_ADVANCE W0}\n\n [variation]\n {WRAITH_BASE}\n hide_help=yes\n variation_id=W0\n inherit=yes\n {WRAITH_MALEVOLENCE W1}\n {WRAITH_HYSTERIA W1}\n {WRAITH_MELEE W1NOABILITY}\n {GHOST_RANGED W1NOABILITY}\n [/variation]\n [variation]\n {WRAITH_BASE}\n hide_help=yes\n variation_id=W1\n inherit=yes\n {WRAITH_MELEE W2}\n {GHOST_RANGED W2}\n {GHOST_MOVEMENT W2}\n [/variation]\n [variation]\n {WRAITH_BASE}\n hide_help=yes\n variation_id=W1NOABILITY\n inherit=yes\n {WRAITH_MALEVOLENCE W2}\n {WRAITH_HYSTERIA W2}\n {WRAITH_MELEE W2NOABILITY}\n {GHOST_RANGED W2NOABILITY}\n {GHOST_MOVEMENT W2NOABILITY}\n [/variation]\n [variation]\n {WRAITH_BASE}\n hide_help=yes\n variation_id=W2\n inherit=yes\n {WRAITH_MELEE_ADVANCE}\n {WRAITH_RANGED_ADVANCE}\n {WRAITH_RESIST_ADVANCE}\n [/variation]\n [variation]\n {WRAITH_BASE}\n hide_help=yes\n variation_id=W2NOABILITY\n inherit=yes\n {WRAITH_MELEE_ADVANCE}\n {WRAITH_RANGED_ADVANCE}\n {WRAITH_MALEVOLENCE_ADVANCE}\n {WRAITH_HYSTERIA_ADVANCE}\n [/variation]\n[/unit_type]\n\n[unit_type]\n id=Eidolon\n {SPECTRE_BASE}\n [base_unit]\n id=Spectre\n [/base_unit]\n {AMLA_EIDOLON}\n[/unit_type]\n\n#undef GHOST_ADVANCEMENT\n#undef GHOST_ADVANCE\n#undef AUTO_ADVANCE\n#undef GHOST_MELEE\n#undef GHOST_RANGED\n#undef GHOST_MOVEMENT\n#undef GHOST_MELEE_ADVANCE\n#undef GHOST_RANGED_ADVANCE\n#undef GHOST_MOVE_ADVANCE\n#undef WRAITH_MELEE\n#undef WRAITH_MALEVOLENCE\n#undef WRAITH_HYSTERIA\n#undef WRAITH_MELEE_ADVANCE\n#undef WRAITH_RANGED_ADVANCE\n#undef WRAITH_MALEVOLENCE_ADVANCE\n#undef WRAITH_HYSTERIA_ADVANCE\n#undef WRAITH_RESIST_ADVANCE\n#undef GHOST_BASE\n#undef WRAITH_BASE\n#undef SPECTRE_BASE\n"} {"text": "#textdomain wesnoth-did\n\n############## DRAGON ABILITIES ##############\n\n#define ABILITY_SOUL_EATER1\n [dummy]\n id=did_soul_eater1\n name= _ \"soul eater\"\n name_inactive= _ \"soul eater\"\n description= _ \"This unit heals 4 HP whenever it kills an enemy unit.\"\n description_inactive= _ \"This unit heals 4 HP whenever it kills an enemy unit.\"\n [/dummy]\n#enddef\n\n#define DID_SOUL_EATER1\n [event]\n id=did_soul_eater_die1\n name=die\n first_time_only=no\n [filter_second]\n ability=did_soul_eater1\n [/filter_second]\n\n [heal_unit]\n [filter]\n x,y=$x2,$y2\n [/filter]\n amount=4\n animate=yes\n [/heal_unit]\n [/event]\n#enddef\n\n#define ABILITY_SOUL_EATER2\n [dummy]\n id=did_soul_eater2\n name= _ \"soul eater\"\n name_inactive= _ \"soul eater\"\n description= _ \"This unit heals 8 HP whenever it kills an enemy unit.\"\n description_inactive= _ \"This unit heals 8 HP whenever it kills an enemy unit.\"\n [/dummy]\n#enddef\n\n#define DID_SOUL_EATER2\n [event]\n id=did_soul_eater_die2\n name=die\n first_time_only=no\n [filter_second]\n ability=did_soul_eater2\n [/filter_second]\n\n [heal_unit]\n [filter]\n x,y=$x2,$y2\n [/filter]\n amount=8\n animate=yes\n [/heal_unit]\n [/event]\n#enddef\n\n#define ABILITY_SOUL_EATER3\n [damage]\n id=did_soul_eater3\n name= _ \"soul eater\"\n name_inactive= _ \"soul eater\"\n description= _ \"This unit gains 15% damage on offense and heals 12 HP whenever it kills an enemy unit.\"\n description_inactive= _ \"This unit gains 15% damage on offense and heals 12 HP whenever it kills an enemy unit.\"\n multiply=1.15\n active_on=offense\n [/damage]\n#enddef\n\n#define DID_SOUL_EATER3\n [event]\n id=did_soul_eater_die3\n name=die\n first_time_only=no\n [filter_second]\n ability=did_soul_eater3\n [/filter_second]\n\n [heal_unit]\n [filter]\n x,y=$x2,$y2\n [/filter]\n amount=12\n animate=yes\n [/heal_unit]\n [/event]\n#enddef\n\n############## LICH ABILITIES ##############\n\n#define ABILITY_MALICE1\n [leadership]\n id=did_malice1\n value=20\n cumulative=no\n affect_self=no\n name= _ \"malice\"\n description= _ \"This unit increases the damage of nearby undead units by 20%.\"\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [filter]\n race=undead\n [/filter]\n [/affect_adjacent]\n [/leadership]\n#enddef\n\n#define ABILITY_MALICE2\n [leadership]\n id=did_malice2\n value=40\n cumulative=no\n affect_self=no\n name= _ \"malice\"\n description= _ \"This unit increases the damage of nearby undead units by 40%.\"\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [filter]\n race=undead\n [/filter]\n [/affect_adjacent]\n [/leadership]\n#enddef\n\n#define ABILITY_SHADOW_VEIL\n [dummy]\n id=did_shadow_veil\n name= _ \"shadow veil\"\n name_inactive= _ \"shadow veil\"\n description= _ \"Allied undead units within a 5 hex radius are hidden.\"\n description_inactive= _ \"Allied undead units within a 5 hex radius are hidden.\"\n [/dummy]\n#enddef\n\n#define ABILITY_SHADOW_VEIL_HELPER SIDE\n [hides]\n id=did_shadow_veil_helper\n [filter]\n [filter_location]\n radius=5\n [filter]\n ability=did_shadow_veil\n [filter_side]\n [allied_with]\n side={SIDE}\n [/allied_with]\n [/filter_side]\n [/filter]\n [/filter_location]\n [/filter]\n [/hides]\n#enddef\n\n#define DID_SHADOW_VEIL_HANDLER\n [event]\n id=did_shadow_veil_unit_placed\n name=unit placed\n first_time_only=no\n [filter]\n side=1\n race=undead\n [not]\n ability=did_shadow_veil_helper\n [/not]\n [/filter]\n [filter_condition]\n [have_unit]\n ability=did_shadow_veil\n side=1\n [/have_unit]\n [/filter_condition]\n [modify_unit]\n [filter]\n x,y=$x1,$y1\n [not]\n ability=did_shadow_veil_helper\n [or]\n ability=did_shadow_veil\n [/or]\n [/not]\n [/filter]\n [object]\n duration=scenario\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_SHADOW_VEIL_HELPER $unit.side}\n [/abilities]\n [/effect]\n [/object]\n [/modify_unit]\n [/event]\n [event]\n id=did_shadow_veil_malkeshar\n name=post advance\n first_time_only=yes\n [filter]\n type=Mal Keshar\n ability=did_shadow_veil\n [/filter]\n [modify_unit]\n [filter]\n race=undead\n [not]\n ability=did_shadow_veil_helper\n [or]\n ability=did_shadow_veil\n [/or]\n [/not]\n [filter_side]\n [allied_with]\n side=$unit.side\n [/allied_with]\n [/filter_side]\n [/filter]\n [object]\n take_only_once=no\n duration=scenario\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_SHADOW_VEIL_HELPER $this_unit.side}\n [/abilities]\n [/effect]\n [/object]\n [/modify_unit]\n [/event]\n#enddef\n\n#define WEAPON_SPECIAL_FROST_NOVA\n [dummy]\n id=did_frost_nova\n name= _ \"frost nova\"\n name_inactive= _ \"frost nova\"\n description= _ \"On offense, this attack will additionally deal 70% of its damage in cold damage to all enemies adjacent to the target.\"\n description_inactive= _ \"On offense, this attack will additionally deal 70% of its damage in cold damage to all enemies adjacent to the target.\"\n [/dummy]\n#enddef\n\n#define DID_FROST_NOVA\n [event]\n name=attacker_hits\n first_time_only=no\n [filter_attack]\n special_id=did_frost_nova\n [/filter_attack]\n [store_unit]\n [filter]\n [filter_adjacent]\n x,y=$x2,$y2\n is_enemy=no\n [/filter_adjacent]\n [not]\n x,y=$x2,$y2\n [/not]\n [/filter]\n variable=opp\n [/store_unit]\n {VARIABLE frost_damage $damage_inflicted}\n {VARIABLE_OP frost_damage multiply 0.7}\n [foreach]\n array=opp\n [do]\n [sound]\n name=\"magic-dark.ogg\"\n [/sound]\n [harm_unit]\n [filter]\n x,y=$opp[$i].x,$opp[$i].y\n [/filter]\n fire_event=yes\n animate=yes\n amount=$frost_damage\n damage_type=cold\n delay=25\n [/harm_unit]\n [if]\n [have_unit]\n x,y=$opp[$i].x,$opp[$i].y\n [/have_unit]\n [else]\n {VARIABLE exp $opp[$i].level}\n {VARIABLE_OP exp multiply 8}\n {VARIABLE_OP unit.experience add \"$(max(4, $exp))\"}\n {CLEAR_VARIABLE exp}\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n [/else]\n [/if]\n [/do]\n [/foreach]\n {CLEAR_VARIABLE opp}\n {CLEAR_VARIABLE frost_damage}\n [/event]\n#enddef\n\n#define WEAPON_SPECIAL_SPELLBIND\n [damage]\n id=did_spellbind\n name= _ \"spell bind\"\n name_inactive= _ \"spell bind\"\n description= _ \"When this attack is used, the damage taken from fire, cold, and arcane attacks will be reduced by 60%.\"\n description_inactive= _ \"When this attack is used, the damage taken from fire, cold, and arcane attacks will be reduced by 60%.\"\n [filter_opponent]\n [filter_weapon]\n type=fire,cold,arcane\n [/filter_weapon]\n [/filter_opponent]\n apply_to=opponent\n multiply=0.4\n [/damage]\n#enddef\n\n#define WEAPON_SPECIAL_REAP\n [drains]\n id=did_reap\n value=70\n name= _ \"reap\"\n description= _ \"This unit heals for 70% of the damage this attack deals.\"\n [/drains]\n#enddef\n\n#define ABILITY_SOUL_REND\n [dummy]\n id=did_soul_rend\n name= _ \"soul rend\"\n name_inactive= _ \"soul rend\"\n description= _ \"Every turn, this unit loses 5 hitpoints, but drains 4 hitpoints from each adjacent enemy.\"\n description_inactive= _ \"Every turn, this unit loses 5 hitpoints, but drains 4 hitpoints from each adjacent enemy.\"\n [/dummy]\n#enddef\n\n#define DID_SOUL_REND\n [event]\n name=new turn\n first_time_only=no\n\n [store_unit]\n [filter]\n [filter_adjacent]\n ability=did_soul_rend\n is_enemy=yes\n [/filter_adjacent]\n [/filter]\n variable=opp\n [/store_unit]\n [store_unit]\n [filter]\n ability=did_soul_rend\n [/filter]\n variable=runit\n [/store_unit]\n\n [harm_unit]\n [filter]\n ability=did_soul_rend\n [/filter]\n\n amount=5\n animate=no\n kill=no\n [/harm_unit]\n\n [floating_text]\n x,y=$runit.x,$runit.y\n color=255,0,0\n text=5\n [/floating_text]\n\n {VARIABLE counter 0}\n [foreach]\n array=opp\n [do]\n {VARIABLE_OP counter add 1}\n [sound]\n name=\"poison.ogg\"\n [/sound]\n [harm_unit]\n [filter]\n x,y=$opp[$i].x,$opp[$i].y\n [/filter]\n fire_event=yes\n animate=yes\n amount=4\n delay=25\n [/harm_unit]\n [if]\n [have_unit]\n x,y=$opp[$i].x,$opp[$i].y\n [/have_unit]\n [else]\n {VARIABLE exp $opp[$i].level}\n {VARIABLE_OP exp multiply 8}\n {VARIABLE_OP runit.experience add $exp}\n {CLEAR_VARIABLE exp}\n [unstore_unit]\n variable=runit\n find_vacant=no\n [/unstore_unit]\n [/else]\n [/if]\n [/do]\n [/foreach]\n {VARIABLE_OP counter multiply 4}\n [heal_unit]\n [filter]\n ability=did_soul_rend\n [/filter]\n amount=$counter\n animate=yes\n [/heal_unit]\n {CLEAR_VARIABLE opp}\n {CLEAR_VARIABLE runit}\n {CLEAR_VARIABLE counter}\n [/event]\n#enddef\n\n############## SPECTRAL SERVANT ABILITIES ##############\n\n#define WEAPON_SPECIAL_MALEVOLENCE\n [damage]\n id=did_malevolence\n name= _ \"malevolence\"\n name_inactive= _ \"malevolence\"\n description= _ \"This attack gains 50% damage on offense, but causes this unit to lose 1 hp per hit.\"\n description_inactive= _ \"This attack gains 50% damage on offense, but causes this unit to lose 1 hp per hit.\"\n multiply=1.5\n active_on=offense\n [/damage]\n [heal_on_hit]\n id=did_malevolence_anti_heal\n value=-1\n active_on=offense\n [/heal_on_hit]\n#enddef\n\n#define WEAPON_SPECIAL_HYSTERIA\n [swarm]\n id=did_hysteria\n name= _ \"hysteria\"\n description= _ \"This attack gains up to 10 strikes when this unit is wounded.\"\n swarm_attacks_min=10\n [/swarm]\n#enddef\n\n#define ABILITY_SORROW1\n [leadership]\n id=sorrow\n value=-20\n cumulative=no\n name= _ \"sorrow\"\n description= _ \"Adjacent enemy units do 20% less damage.\"\n affect_self=no\n affect_allies=no\n affect_enemies=yes\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [/affect_adjacent]\n [/leadership]\n#enddef\n\n#define ABILITY_SORROW2\n [leadership]\n id=sorrow\n value=-40\n cumulative=no\n name= _ \"sorrow\"\n description= _ \"Adjacent enemy units do 40% less damage.\"\n affect_self=no\n affect_allies=no\n affect_enemies=yes\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [/affect_adjacent]\n [/leadership]\n#enddef\n\n############## MALIN KESHAR ABILITIES ##############\n\n#define WEAPON_SPECIAL_VITALIZE1\n [heal_on_hit]\n id=did_vitalize1\n value=2\n name= _ \"vitalize\"\n description= _ \"This unit heals 2 HP every time this attack hits.\"\n [/heal_on_hit]\n#enddef\n\n#define WEAPON_SPECIAL_VITALIZE2\n [heal_on_hit]\n id=did_vitalize2\n value=4\n name= _ \"vitalize\"\n description= _ \"This unit heals 4 HP every time this attack hits.\"\n [/heal_on_hit]\n#enddef\n\n#define WEAPON_SPECIAL_FERVOR\n [attacks]\n id=did_fervor\n name= _ \"fervor\"\n name_inactive= _ \"fervor\"\n description= _ \"This attack gains 2 attacks on offense, but causes this unit to lose 4 hp per hit.\"\n description_inactive= _ \"This attack gains 2 attacks on offense, but causes this unit to lose 4 hp per hit.\"\n add=2\n active_on=offense\n [/attacks]\n [heal_on_hit]\n id=did_fervor_anti_heal\n value=-4\n active_on=offense\n [/heal_on_hit]\n#enddef\n\n#define WEAPON_SPECIAL_IMPETUITY\n [attacks]\n id=did_impetuity\n name= _ \"impetuity\"\n name_inactive= _ \"impetuity\"\n description= _ \"This attack loses one strike on offense but deals three times the normal damage.\"\n description_inactive= _ \"This attack loses one strike on offense but deals three times the normal damage.\"\n sub=1\n active_on=offense\n [/attacks]\n [damage]\n id=did_impetuity_damage\n multiply=3\n active_on=offense\n [/damage]\n#enddef\n\n#define WEAPON_SPECIAL_CORPSE_LAUNCHER\n [attacks]\n id=did_corpse_launcher\n name= _ \"corpse launcher\"\n description= _ \"On offense, enemies cannot retaliate against this attack. This attack consumes 3 HP from each nearby allied corpse to deal 11 impact damage (per corpse) to the target on top of this attack\u2019s base damage.\"\n value=0\n cumulative=no\n apply_to=opponent\n active_on=offense\n [/attacks]\n [damage]\n id=did_corpse_damage\n add=11\n active_on=offense\n [filter_self]\n [filter_adjacent]\n count=1\n type=Walking Corpse,Soulless\n is_enemy=no\n [/filter_adjacent]\n [/filter_self]\n [/damage]\n [damage]\n id=did_corpse_damage\n add=22\n active_on=offense\n [filter_self]\n [filter_adjacent]\n count=2\n type=Walking Corpse,Soulless\n is_enemy=no\n [/filter_adjacent]\n [/filter_self]\n [/damage]\n [damage]\n id=did_corpse_damage\n add=33\n active_on=offense\n [filter_self]\n [filter_adjacent]\n count=3\n type=Walking Corpse,Soulless\n is_enemy=no\n [/filter_adjacent]\n [/filter_self]\n [/damage]\n [damage]\n id=did_corpse_damage\n add=44\n active_on=offense\n [filter_self]\n [filter_adjacent]\n count=4\n type=Walking Corpse,Soulless\n is_enemy=no\n [/filter_adjacent]\n [/filter_self]\n [/damage]\n [damage]\n id=did_corpse_damage\n add=55\n active_on=offense\n [filter_self]\n [filter_adjacent]\n count=5\n type=Walking Corpse,Soulless\n is_enemy=no\n [/filter_adjacent]\n [/filter_self]\n [/damage]\n [damage]\n id=did_corpse_damage\n add=66\n active_on=offense\n [filter_self]\n [filter_adjacent]\n count=6\n type=Walking Corpse,Soulless\n is_enemy=no\n [/filter_adjacent]\n [/filter_self]\n [/damage]\n#enddef\n\n#define DID_CORPSE_LAUNCH\n [event]\n id=did_corpse_launch_handler\n name=attacker_hits\n first_time_only=no\n [filter_attack]\n special_id=did_corpse_launcher\n [/filter_attack]\n [store_unit]\n [filter]\n type=Walking Corpse,Soulless\n [filter_adjacent]\n x,y=$x1,$y1\n is_enemy=no\n [/filter_adjacent]\n [not]\n x,y=$x1,$y1\n [/not]\n [/filter]\n variable=zombie\n [/store_unit]\n [foreach]\n array=zombie\n [do]\n [harm_unit]\n [filter]\n x,y=$zombie[$i].x,$zombie[$i].y\n [/filter]\n fire_event=yes\n animate=no\n kill=no\n amount=3\n delay=25\n [/harm_unit]\n [/do]\n [/foreach]\n {CLEAR_VARIABLE zombie}\n [/event]\n#enddef\n\n#define ABILITY_CONSUMPTION\n [leadership]\n id=did_consumption\n value=25\n cumulative=no\n affect_self=yes\n name= _ \"consumption\"\n description= _ \"At night, this unit and adjacent allied undead gain 25% damage. However, this unit loses 2 HP per turn.\"\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [filter]\n race=undead\n [/filter]\n [/affect_adjacent]\n [filter_self]\n [filter_location]\n time_of_day=chaotic\n [/filter_location]\n [/filter_self]\n [/leadership]\n#enddef\n\n#define DID_CONSUMPTION\n [event]\n id=did_consumption_handler\n name=new turn\n first_time_only=no\n\n [store_unit]\n [filter]\n ability=did_consumption\n [/filter]\n variable=cunit\n [/store_unit]\n\n [if]\n [have_location]\n x,y=$cunit.x,$cunit.y\n time_of_day=chaotic\n [/have_location]\n [then]\n [harm_unit]\n [filter]\n ability=did_consumption\n [/filter]\n\n amount=2\n animate=no\n kill=no\n [/harm_unit]\n\n [floating_text]\n x,y=$cunit.x,$cunit.y\n color=255,0,0\n text=2\n [/floating_text]\n [/then]\n [/if]\n {CLEAR_VARIABLE cunit}\n [/event]\n#enddef\n\n#define ABILITY_CORPSE_MASTER\n [heals]\n id=did_corpse_master\n value=8\n affect_allies=yes\n affect_self=no\n affect_enemies=no\n name= _ \"corpse master\"\n description= _ \"Adjacent allied corpses heal 8 HP per turn and gain 30% resistance to blade, impact, and pierce.\"\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [filter]\n type=Walking Corpse,Soulless\n [/filter]\n [/affect_adjacent]\n [/heals]\n [resistance]\n id=did_corpse_master_resist\n add=30\n max_value=90\n cumulative=no\n affect_self=no\n affect_allies=yes\n affect_enemies=no\n apply_to=blade,pierce,impact\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [filter]\n type=Walking Corpse,Soulless\n [/filter]\n [/affect_adjacent]\n [/resistance]\n#enddef\n\n#define ABILITY_ZOMBIE_FRENZY\n [leadership]\n id=did_zombie_frenzy\n value=30\n cumulative=no\n affect_self=no\n affect_allies=yes\n affect_enemies=no\n name= _ \"zombie frenzy\"\n description= _ \"Adjacent allied corpses gain 30% damage and are berserk.\"\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [filter]\n type=Walking Corpse,Soulless\n [/filter]\n [/affect_adjacent]\n [/leadership]\n [berserk]\n id=did_zombie_frenzy_berserk\n value=30\n affect_self=no\n affect_allies=yes\n affect_enemies=no\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [filter]\n type=Walking Corpse,Soulless\n [/filter]\n [/affect_adjacent]\n [/berserk]\n#enddef\n\n############## DROGAN GHOUL ABILITIES ##############\n\n#define ABILITY_CANNIBALIZE1\n [regenerate]\n id=did_cannibalize1\n value=2\n affect_self=yes\n name= _ \"cannibalize\"\n description= _ \"On each turn, this unit regenerates 2 HP per adjacent allied ghoul-type unit, but consumes 1 HP from each ally in the process.\"\n [filter]\n [filter_adjacent]\n count=1\n type=Ghoul,Necrophage,Ghast\n is_enemy=no\n [/filter_adjacent]\n [/filter]\n [/regenerate]\n [regenerate]\n id=did_cannibalize1\n value=4\n affect_self=yes\n [filter]\n [filter_adjacent]\n count=2\n type=Ghoul,Necrophage,Ghast\n is_enemy=no\n [/filter_adjacent]\n [/filter]\n [/regenerate]\n [regenerate]\n id=did_cannibalize1\n value=6\n affect_self=yes\n [filter]\n [filter_adjacent]\n count=3\n type=Ghoul,Necrophage,Ghast\n is_enemy=no\n [/filter_adjacent]\n [/filter]\n [/regenerate]\n [regenerate]\n id=did_cannibalize1\n value=8\n affect_self=yes\n [filter]\n [filter_adjacent]\n count=4\n type=Ghoul,Necrophage,Ghast\n is_enemy=no\n [/filter_adjacent]\n [/filter]\n [/regenerate]\n [regenerate]\n id=did_cannibalize1\n value=10\n affect_self=yes\n [filter]\n [filter_adjacent]\n count=5\n type=Ghoul,Necrophage,Ghast\n is_enemy=no\n [/filter_adjacent]\n [/filter]\n [/regenerate]\n [regenerate]\n id=did_cannibalize1\n value=12\n affect_self=yes\n [filter]\n [filter_adjacent]\n count=6\n type=Ghoul,Necrophage,Ghast\n is_enemy=no\n [/filter_adjacent]\n [/filter]\n [/regenerate]\n [heals]\n value=-1\n id=did_cannibalize_antiheal\n affect_allies=yes\n affect_self=no\n [affect_adjacent]\n [/affect_adjacent]\n [/heals]\n#enddef\n\n#define ABILITY_CANNIBALIZE2\n [regenerate]\n id=did_cannibalize2\n value=4\n affect_self=yes\n name= _ \"cannibalize\"\n description= _ \"On each turn, this unit regenerates 4 HP per adjacent allied ghoul-type unit, but consumes 2 HP from each ally in the process.\"\n [filter]\n [filter_adjacent]\n count=1\n type=Ghoul,Necrophage,Ghast\n is_enemy=no\n [/filter_adjacent]\n [/filter]\n [/regenerate]\n [regenerate]\n id=did_cannibalize2\n value=8\n affect_self=yes\n [filter]\n [filter_adjacent]\n count=2\n type=Ghoul,Necrophage,Ghast\n is_enemy=no\n [/filter_adjacent]\n [/filter]\n [/regenerate]\n [regenerate]\n id=did_cannibalize2\n value=12\n affect_self=yes\n [filter]\n [filter_adjacent]\n count=3\n type=Ghoul,Necrophage,Ghast\n is_enemy=no\n [/filter_adjacent]\n [/filter]\n [/regenerate]\n [regenerate]\n id=did_cannibalize2\n value=16\n affect_self=yes\n [filter]\n [filter_adjacent]\n count=4\n type=Ghoul,Necrophage,Ghast\n is_enemy=no\n [/filter_adjacent]\n [/filter]\n [/regenerate]\n [regenerate]\n id=did_cannibalize2\n value=20\n affect_self=yes\n [filter]\n [filter_adjacent]\n count=5\n type=Ghoul,Necrophage,Ghast\n is_enemy=no\n [/filter_adjacent]\n [/filter]\n [/regenerate]\n [regenerate]\n id=did_cannibalize2\n value=24\n affect_self=yes\n [filter]\n [filter_adjacent]\n count=6\n type=Ghoul,Necrophage,Ghast\n is_enemy=no\n [/filter_adjacent]\n [/filter]\n [/regenerate]\n [heals]\n value=-2\n id=did_cannibalize_antiheal\n affect_allies=yes\n affect_self=no\n [affect_adjacent]\n [/affect_adjacent]\n [/heals]\n#enddef\n\n#define ABILITY_DEATH_CLOUD\n [dummy]\n id=did_death_cloud\n name= _ \"death cloud\"\n description= _ \"This unit poisons all nearby enemy units on the start of every new turn.\"\n [/dummy]\n#enddef\n\n#define DID_DEATH_CLOUD\n [event]\n name=new turn\n first_time_only=no\n\n [store_unit]\n [filter]\n [filter_adjacent]\n ability=did_death_cloud\n is_enemy=yes\n [/filter_adjacent]\n [/filter]\n variable=opp\n [/store_unit]\n\n [foreach]\n array=opp\n [do]\n [harm_unit]\n [filter]\n x,y=$opp[$i].x,$opp[$i].y\n [/filter]\n fire_event=yes\n animate=yes\n amount=0\n poisoned=yes\n delay=25\n [/harm_unit]\n [/do]\n [/foreach]\n {CLEAR_VARIABLE opp}\n [/event]\n#enddef\n\n############## MISC ABILITIES ##############\n\n#define ABILITY_DRUNK\n [resistance]\n id=did_drunk\n add=10\n max_value=90\n name= _ \"drunk\"\n female_name= _ \"female^drunk\"\n description= _ \"This unit is drunk and has 10% increased resistances.\"\n affect_self=yes\n [/resistance]\n#enddef\n\n#define WEAPON_SPECIAL_DRUNKEN_RAGE\n [berserk]\n id=did_drunken_rage\n name= _ \"drunken rage\"\n description= _ \"On offense, this attack presses the engagement for 4 rounds of attacks.\"\n value=4\n active_on=offense\n [/berserk]\n#enddef\n"} {"text": "#textdomain wesnoth-did\n\n############## DRAGON OPTIONS ##############\n\n#define AMLA_OPTION_DRAGON_MELEE\n [advancement]\n max_times=4\n description=_\"Jaw damage +1, Claws damage +2\"\n image=\"attacks/fangs.png\"\n id=amla_dragon_melee\n strict_amla=yes\n [effect]\n apply_to=attack\n name=jaw\n increase_damage=1\n [/effect]\n [effect]\n apply_to=attack\n name=claws\n increase_damage=2\n [/effect]\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n#ifdef EASY\n [effect]\n apply_to=max_experience\n increase=12%\n [/effect]\n#endif\n#ifdef NORMAL\n [effect]\n apply_to=max_experience\n increase=14%\n [/effect]\n#endif\n#ifdef HARD\n [effect]\n apply_to=max_experience\n increase=16%\n [/effect]\n#endif\n [/advancement]\n#enddef\n\n#define AMLA_OPTION_DRAGON_CARAPACE\n [advancement]\n max_times=2\n description=_\"+10% resistance to blade and impact\"\n image=\"attacks/ram.png\"\n id=amla_dragon_carapace\n strict_amla=yes\n [effect]\n apply_to=resistance\n [resistance]\n blade=-10\n impact=-10\n [/resistance]\n [/effect]\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n#ifdef EASY\n [effect]\n apply_to=max_experience\n increase=10%\n [/effect]\n#endif\n#ifdef NORMAL\n [effect]\n apply_to=max_experience\n increase=12%\n [/effect]\n#endif\n#ifdef HARD\n [effect]\n apply_to=max_experience\n increase=14%\n [/effect]\n#endif\n [/advancement]\n#enddef\n\n#define AMLA_OPTION_DRAGON_FLIGHT\n [advancement]\n max_times=2\n description=_\"+1 movement\"\n image=\"attacks/slam-drake.png\"\n id=amla_dragon_flight\n strict_amla=yes\n [effect]\n apply_to=movement\n increase=1\n [/effect]\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n#ifdef EASY\n [effect]\n apply_to=max_experience\n increase=10%\n [/effect]\n#endif\n#ifdef NORMAL\n [effect]\n apply_to=max_experience\n increase=11%\n [/effect]\n#endif\n#ifdef HARD\n [effect]\n apply_to=max_experience\n increase=12%\n [/effect]\n#endif\n [/advancement]\n#enddef\n\n#define AMLA_OPTION_DRAGON_SOUL_EATER1\n [advancement]\n max_times=1\n description=_\"Gain the Soul Eater ability\"\n image=\"attacks/wail.png\"\n id=amla_dragon_soul_eater1\n strict_amla=yes\n require_amla=amla_dragon_melee\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_SOUL_EATER1}\n [/abilities]\n [/effect]\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=30\n [/effect]\n [/advancement]\n#enddef\n\n#define AMLA_OPTION_DRAGON_SOUL_EATER2\n [advancement]\n max_times=1\n description=_\"Improve the Soul Eater ability\"\n image=\"attacks/wail.png\"\n id=amla_dragon_soul_eater2\n strict_amla=yes\n require_amla=amla_dragon_melee,amla_dragon_carapace,amla_dragon_soul_eater1\n [effect]\n apply_to=remove_ability\n [abilities]\n {ABILITY_SOUL_EATER1}\n [/abilities]\n [/effect]\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_SOUL_EATER2}\n [/abilities]\n [/effect]\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=45\n [/effect]\n [/advancement]\n#enddef\n\n#define AMLA_OPTION_DRAGON_SOUL_EATER3\n [advancement]\n max_times=1\n description=_\"Further improve the Soul Eater ability\"\n image=\"attacks/wail.png\"\n id=amla_dragon_soul_eater3\n strict_amla=yes\n require_amla=amla_dragon_melee,amla_dragon_melee,amla_dragon_carapace,amla_dragon_flight,amla_dragon_soul_eater2\n [effect]\n apply_to=remove_ability\n [abilities]\n {ABILITY_SOUL_EATER2}\n [/abilities]\n [/effect]\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_SOUL_EATER3}\n [/abilities]\n [/effect]\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=60\n [/effect]\n [/advancement]\n#enddef\n\n############## MAL KESHAR OPTIONS ##############\n\n#define AMLA_MAL_KESHAR\n {AMLA_OPTION_MELEE_TOUCH}\n {AMLA_OPTION_CHILL_TEMPEST}\n {AMLA_OPTION_SHADOW_WAVE}\n {AMLA_OPTION_MALICE2}\n {AMLA_OPTION_SHADOW_VEIL}\n {AMLA_OPTION_FROST_NOVA}\n {AMLA_OPTION_SPELLBIND}\n {AMLA_OPTION_REND}\n {AMLA_DEFAULT}\n#enddef\n\n#define AMLA_OPTION_MELEE_TOUCH\n [advancement]\n max_times=6\n description=_\"+1 melee damage\"\n image=attacks/touch-undead.png\n id=mal_keshar_amla_melee\n strict_amla=yes\n [effect]\n apply_to=attack\n name=touch\n increase_damage=1\n [/effect]\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n#ifdef EASY\n [effect]\n apply_to=max_experience\n increase=16%\n [/effect]\n#endif\n#ifdef NORMAL\n [effect]\n apply_to=max_experience\n increase=18%\n [/effect]\n#endif\n#ifdef HARD\n [effect]\n apply_to=max_experience\n increase=20%\n [/effect]\n#endif\n [/advancement]\n#enddef\n\n#define AMLA_OPTION_CHILL_TEMPEST\n [advancement]\n max_times=3\n description=_\"+1 chill tempest damage\"\n image=attacks/iceball.png\n id=mal_keshar_amla_chill\n strict_amla=yes\n [effect]\n apply_to=attack\n name=chill tempest\n increase_damage=1\n [/effect]\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n#ifdef EASY\n [effect]\n apply_to=max_experience\n increase=16%\n [/effect]\n#endif\n#ifdef NORMAL\n [effect]\n apply_to=max_experience\n increase=18%\n [/effect]\n#endif\n#ifdef HARD\n [effect]\n apply_to=max_experience\n increase=20%\n [/effect]\n#endif\n [/advancement]\n#enddef\n\n#define AMLA_OPTION_SHADOW_WAVE\n [advancement]\n max_times=5\n description=_\"+1 shadow wave damage\"\n image=attacks/dark-missile.png\n id=mal_keshar_amla_shadow\n strict_amla=yes\n [effect]\n apply_to=attack\n name=shadow wave\n increase_damage=2\n [/effect]\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n#ifdef EASY\n [effect]\n apply_to=max_experience\n increase=16%\n [/effect]\n#endif\n#ifdef NORMAL\n [effect]\n apply_to=max_experience\n increase=18%\n [/effect]\n#endif\n#ifdef HARD\n [effect]\n apply_to=max_experience\n increase=20%\n [/effect]\n#endif\n [/advancement]\n#enddef\n\n#define AMLA_OPTION_FROST_NOVA\n [advancement]\n max_times=1\n id=mal_keshar_nova\n strict_amla=yes\n require_amla=mal_keshar_amla_chill,mal_keshar_amla_chill\n exclude_amla=ancient_lich_nova,mal_keshar_spellbind,mal_keshar_rend\n description= _ \"Chill tempest gains area of effect damage\"\n image=attacks/iceball.png\n [effect]\n apply_to=attack\n name=chill tempest\n [set_specials]\n {WEAPON_SPECIAL_FROST_NOVA}\n mode=append\n [/set_specials]\n [/effect]\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=30%\n [/effect]\n [/advancement]\n#enddef\n\n#define AMLA_OPTION_SPELLBIND\n [advancement]\n max_times=1\n id=mal_keshar_spellbind\n strict_amla=yes\n require_amla=mal_keshar_amla_shadow,mal_keshar_amla_shadow\n exclude_amla=ancient_lich_spellbind,mal_keshar_nova,mal_keshar_rend\n description= _ \"Shadow wave reduces incoming fire, cold, and arcane damage\"\n image=attacks/dark-missile.png\n [effect]\n apply_to=attack\n name=shadow wave\n [set_specials]\n {WEAPON_SPECIAL_SPELLBIND}\n mode=append\n [/set_specials]\n [/effect]\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=25%\n [/effect]\n [/advancement]\n#enddef\n\n#define AMLA_OPTION_REND\n [advancement]\n max_times=1\n id=mal_keshar_rend\n strict_amla=yes\n require_amla=mal_keshar_amla_melee,mal_keshar_amla_melee\n exclude_amla=ancient_lich_blood,mal_keshar_nova,mal_keshar_spellbind\n description= _ \"Drain HP from nearby enemies, but lose HP every turn\"\n image=attacks/curse.png\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_SOUL_REND}\n [/abilities]\n [/effect]\n [effect]\n apply_to=attack\n name=touch\n remove_specials=drains\n [/effect]\n [effect]\n apply_to=attack\n name=touch\n [set_specials]\n {WEAPON_SPECIAL_REAP}\n mode=append\n [/set_specials]\n [/effect]\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=25%\n [/effect]\n [/advancement]\n#enddef\n\n#define AMLA_OPTION_MALICE2\n [advancement]\n max_times=1\n description=_\"Improve the malice ability\"\n image=\"attacks/wail.png\"\n id=mal_keshar_amla_malice2\n strict_amla=yes\n require_amla=mal_keshar_amla_shadow,ancient_lich_malice\n [effect]\n apply_to=remove_ability\n [abilities]\n {ABILITY_MALICE1}\n [/abilities]\n [/effect]\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_MALICE2}\n [/abilities]\n [/effect]\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=30%\n [/effect]\n [/advancement]\n#enddef\n\n#define AMLA_OPTION_SHADOW_VEIL\n [advancement]\n max_times=1\n description=_\"Gain the ability to hide allied units\"\n image=\"attacks/gaze.png\"\n id=mal_keshar_amla_shadow_veil\n strict_amla=yes\n require_amla=mal_keshar_amla_shadow,mal_keshar_amla_shadow,mal_keshar_amla_chill\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_SHADOW_VEIL}\n [/abilities]\n [/effect]\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=20%\n [/effect]\n [/advancement]\n#enddef\n\n############## EIDOLON OPTIONS ##############\n\n#define AMLA_EIDOLON\n {AMLA_OPTION_BANEBLADE}\n {AMLA_OPTION_WAIL}\n {AMLA_OPTION_REAPER}\n {AMLA_OPTION_SORROW1}\n {AMLA_OPTION_SORROW2}\n {AMLA_DEFAULT}\n#enddef\n\n#define AMLA_OPTION_BANEBLADE\n [advancement]\n max_times=4\n description=_\"+1 melee damage\"\n image=attacks/baneblade.png\n id=eidolon_baneblade\n strict_amla=yes\n [effect]\n apply_to=attack\n name=baneblade\n increase_damage=1\n [/effect]\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n#ifdef EASY\n [effect]\n apply_to=max_experience\n increase=16%\n [/effect]\n#endif\n#ifdef NORMAL\n [effect]\n apply_to=max_experience\n increase=18%\n [/effect]\n#endif\n#ifdef HARD\n [effect]\n apply_to=max_experience\n increase=20%\n [/effect]\n#endif\n [/advancement]\n#enddef\n\n#define AMLA_OPTION_WAIL\n [advancement]\n max_times=5\n description=_\"+1 ranged damage\"\n image=attacks/wail.png\n id=eidolon_wail\n strict_amla=yes\n [effect]\n apply_to=attack\n name=wail\n increase_damage=1\n [/effect]\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n#ifdef EASY\n [effect]\n apply_to=max_experience\n increase=16%\n [/effect]\n#endif\n#ifdef NORMAL\n [effect]\n apply_to=max_experience\n increase=18%\n [/effect]\n#endif\n#ifdef HARD\n [effect]\n apply_to=max_experience\n increase=20%\n [/effect]\n#endif\n [/advancement]\n#enddef\n\n#define AMLA_OPTION_REAPER\n [advancement]\n max_times=1\n description=_\"Improved baneblade drain\"\n image=\"attacks/scythe.png\"\n id=eidolon_reap\n strict_amla=yes\n require_amla=eidolon_baneblade,eidolon_baneblade\n [effect]\n apply_to=attack\n name=baneblade\n remove_specials=drains\n [/effect]\n [effect]\n apply_to=attack\n name=baneblade\n [set_specials]\n {WEAPON_SPECIAL_REAP}\n mode=append\n [/set_specials]\n [/effect]\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=25%\n [/effect]\n [/advancement]\n#enddef\n\n#define AMLA_OPTION_SORROW1\n [advancement]\n max_times=1\n description=_\"Reduces nearby enemy units\u2019 damage\"\n image=\"attacks/curse.png\"\n id=eidolon_sorrow1\n strict_amla=yes\n require_amla=eidolon_wail\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_SORROW1}\n [/abilities]\n [/effect]\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=30%\n [/effect]\n [/advancement]\n#enddef\n\n#define AMLA_OPTION_SORROW2\n [advancement]\n max_times=1\n description=_\"Improves the sorrow ability\"\n image=\"attacks/curse.png\"\n id=eidolon_sorrow2\n strict_amla=yes\n require_amla=eidolon_wail,eidolon_wail,eidolon_sorrow1\n [effect]\n apply_to=remove_ability\n [abilities]\n {ABILITY_SORROW1}\n [/abilities]\n [/effect]\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_SORROW2}\n [/abilities]\n [/effect]\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=30%\n [/effect]\n [/advancement]\n#enddef\n\n############## MALIN KESHAR OPTIONS ##############\n\n#define AMLA_MALIN_KESHAR\n {AMLA_OPTION_MELEE_SWORD}\n {AMLA_OPTION_MALIN_RANGED}\n {AMLA_OPTION_VITALIZE}\n {AMLA_OPTION_CORPSE_LAUNCHER}\n {AMLA_OPTION_CORPSE_MASTER}\n {AMLA_OPTION_ZOMBIE_FRENZY}\n {AMLA_DEFAULT}\n#enddef\n\n#define AMLA_OPTION_MELEE_SWORD\n [advancement]\n max_times=4\n description=_\"+1 melee damage\"\n image=attacks/sword-human-short.png\n id=malin_keshar_amla_melee\n strict_amla=yes\n [effect]\n apply_to=attack\n name=short sword\n increase_damage=1\n [/effect]\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n#ifdef EASY\n [effect]\n apply_to=max_experience\n increase=16%\n [/effect]\n#endif\n#ifdef NORMAL\n [effect]\n apply_to=max_experience\n increase=18%\n [/effect]\n#endif\n#ifdef HARD\n [effect]\n apply_to=max_experience\n increase=20%\n [/effect]\n#endif\n [/advancement]\n#enddef\n\n#define AMLA_OPTION_MALIN_RANGED\n [advancement]\n max_times=2\n description=_\"+1 ranged damage\"\n image=attacks/iceball.png\n id=malin_keshar_amla_ranged\n strict_amla=yes\n [effect]\n apply_to=attack\n range=ranged\n increase_damage=1\n [/effect]\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n#ifdef EASY\n [effect]\n apply_to=max_experience\n increase=27%\n [/effect]\n#endif\n#ifdef NORMAL\n [effect]\n apply_to=max_experience\n increase=30%\n [/effect]\n#endif\n#ifdef HARD\n [effect]\n apply_to=max_experience\n increase=33%\n [/effect]\n#endif\n [/advancement]\n#enddef\n\n#define AMLA_OPTION_VITALIZE\n [advancement]\n max_times=1\n id=malin_melee_vitalize_amla\n description= _ \"Improves the vitalize special\"\n strict_amla=yes\n exclude_amla=malin_melee_vitalize2\n require_amla=malin_melee_vitalize,malin_keshar_amla_melee\n image=attacks/baneblade.png\n [effect]\n apply_to=attack\n range=melee\n remove_specials=did_vitalize1\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n [set_specials]\n {WEAPON_SPECIAL_VITALIZE2}\n mode=append\n [/set_specials]\n [/effect]\n [effect]\n apply_to=max_experience\n increase=50\n [/effect]\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n [/advancement]\n#enddef\n\n#define AMLA_OPTION_CORPSE_LAUNCHER\n [advancement]\n max_times=1\n description=_\"Gains the corpse launch attack\"\n image=\"attacks/dragonstaff.png\"\n id=malin_corpse_launch_amla\n strict_amla=yes\n require_amla=malin_melee_plague\n exclude_amla=malin_corpse_launcher\n [effect]\n apply_to=new_attack\n name=corpse launch\n description= _\"corpse launch\"\n type=impact\n range=ranged\n damage=0\n number=1\n [specials]\n {WEAPON_SPECIAL_CORPSE_LAUNCHER}\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n icon=attacks/dragonstaff.png\n [/effect]\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=40\n [/effect]\n [/advancement]\n#enddef\n\n#define AMLA_OPTION_CORPSE_MASTER\n [advancement]\n max_times=1\n description=_\"Gains the corpse master ability\"\n image=\"attacks/touch-zombie.png\"\n id=malin_corpse_master_amla\n strict_amla=yes\n require_amla=malin_melee_plague\n exclude_amla=malin_corpse_master\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_CORPSE_MASTER}\n [/abilities]\n [/effect]\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=40\n [/effect]\n [/advancement]\n#enddef\n\n#define AMLA_OPTION_ZOMBIE_FRENZY\n [advancement]\n max_times=1\n description=_\"Gains the zombie frenzy ability\"\n image=\"attacks/frenzy.png\"\n id=malin_zombie_frenzy_amla\n strict_amla=yes\n require_amla=malin_melee_plague,malin_keshar_amla_melee\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_ZOMBIE_FRENZY}\n [/abilities]\n [/effect]\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=60\n [/effect]\n [/advancement]\n#enddef\n\n############## DROGAN GHOUL OPTIONS ##############\n\n#define AMLA_OPTION_GHOUL_MELEE\n [advancement]\n max_times=5\n description=_\"+1 melee damage\"\n image=attacks/fangs.png\n id=ghast_melee\n strict_amla=yes\n [effect]\n apply_to=attack\n name=bite\n increase_damage=1\n [/effect]\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n#ifdef EASY\n [effect]\n apply_to=max_experience\n increase=8%\n [/effect]\n#endif\n#ifdef NORMAL\n [effect]\n apply_to=max_experience\n increase=9%\n [/effect]\n#endif\n#ifdef HARD\n [effect]\n apply_to=max_experience\n increase=10%\n [/effect]\n#endif\n [/advancement]\n#enddef\n\n#define AMLA_OPTION_GHOUL_RESIST\n [advancement]\n max_times=4\n description=_\"+5% resistance to blade and impact\"\n image=icons/potion_red_small.png\n id=ghast_resist\n strict_amla=yes\n [effect]\n apply_to=resistance\n [resistance]\n blade=-5\n impact=-5\n [/resistance]\n [/effect]\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n#ifdef EASY\n [effect]\n apply_to=max_experience\n increase=6%\n [/effect]\n#endif\n#ifdef NORMAL\n [effect]\n apply_to=max_experience\n increase=7%\n [/effect]\n#endif\n#ifdef HARD\n [effect]\n apply_to=max_experience\n increase=8%\n [/effect]\n#endif\n [/advancement]\n#enddef\n\n#define AMLA_OPTION_CANNIBALIZE1\n [advancement]\n max_times=1\n description=_\"Gains the cannibalize ability\"\n image=\"attacks/staff-necromantic.png\"\n id=ghast_cannibalize1\n strict_amla=yes\n require_amla=ghast_melee\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_CANNIBALIZE1}\n [/abilities]\n [/effect]\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=30\n [/effect]\n [/advancement]\n#enddef\n\n#define AMLA_OPTION_CANNIBALIZE2\n [advancement]\n max_times=1\n description=_\"Improves the cannibalize ability\"\n image=\"attacks/staff-necromantic.png\"\n id=ghast_cannibalize2\n strict_amla=yes\n require_amla=ghast_melee,ghast_melee,ghast_resist,ghast_cannibalize1\n [effect]\n apply_to=remove_ability\n [abilities]\n {ABILITY_CANNIBALIZE1}\n [/abilities]\n [/effect]\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_CANNIBALIZE2}\n [/abilities]\n [/effect]\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=60\n [/effect]\n [/advancement]\n#enddef\n\n#define AMLA_OPTION_DEATH_CLOUD\n [advancement]\n max_times=1\n description=_\"Gains the death cloud ability\"\n image=\"attacks/wail.png\"\n id=ghast_death_cloud\n strict_amla=yes\n require_amla=ghast_melee,ghast_resist,ghast_resist,ghast_resist,ghast_cannibalize1\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_DEATH_CLOUD}\n [/abilities]\n [/effect]\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=50\n [/effect]\n [/advancement]\n#enddef\n"} {"text": "#textdomain wesnoth-did\n\n#define STORYTXT_BACKGROUND_BIGMAP_DID\n [background_layer]\n image=maps/background.jpg\n scale_vertically=yes\n scale_horizontally=no\n keep_aspect_ratio=yes\n [/background_layer]\n [background_layer]\n image=maps/did.png\n scale_vertically=yes\n scale_horizontally=no\n keep_aspect_ratio=yes\n base_layer=yes\n [/background_layer]\n#enddef\n\n# Generic macro for showing storytext background images\n#define STORYTXT_BACKGROUND IMAGE\n [background_layer]\n image=story/{IMAGE}\n scale=no\n [/background_layer]\n#enddef\n\n#define DID_TRACK STAGE\n [story]\n [part]\n show_title=yes\n {STORYTXT_BACKGROUND_BIGMAP_DID}\n {STAGE}\n [/part]\n [/story]\n#enddef\n\n#undef NEW_JOURNEY\n\n#define NEW_JOURNEY X Y\n [image]\n x,y={X},{Y}\n file=misc/new-journey.png\n delay=300\n centered=yes\n [/image]\n#enddef\n\n#define NEW_JOURNEY_BLUE X Y\n [image]\n x,y={X},{Y}\n file=misc/new-journey-blue.png\n delay=300\n centered=yes\n [/image]\n#enddef\n\n#define JOURNEY_01_NEW\n {NEW_BATTLE 866 693}\n#enddef\n\n#define JOURNEY_01_OLD\n {OLD_BATTLE 866 693}\n#enddef\n\n#define JOURNEY_02_NEW\n {JOURNEY_01_OLD}\n {NEW_JOURNEY 890 702}\n {NEW_JOURNEY 915 709}\n {NEW_JOURNEY 940 715}\n {NEW_JOURNEY 966 720}\n {NEW_JOURNEY 991 723}\n {NEW_JOURNEY 1017 725}\n {NEW_JOURNEY 1043 723}\n {NEW_JOURNEY 1069 719}\n {NEW_JOURNEY 1093 711}\n {NEW_JOURNEY 1116 699}\n {NEW_JOURNEY 1135 682}\n {NEW_BATTLE 1150 661}\n#enddef\n\n#define JOURNEY_02_OLD\n {JOURNEY_01_OLD}\n {OLD_JOURNEY 890 702}\n {OLD_JOURNEY 915 709}\n {OLD_JOURNEY 940 715}\n {OLD_JOURNEY 966 720}\n {OLD_JOURNEY 991 723}\n {OLD_JOURNEY 1017 725}\n {OLD_JOURNEY 1043 723}\n {OLD_JOURNEY 1069 719}\n {OLD_JOURNEY 1093 711}\n {OLD_JOURNEY 1116 699}\n {OLD_JOURNEY 1135 682}\n {OLD_BATTLE 1150 661}\n#enddef\n\n#define JOURNEY_03_NEW\n {JOURNEY_02_OLD}\n {NEW_JOURNEY 1127 649}\n {NEW_JOURNEY 1105 635}\n {NEW_JOURNEY 1091 614}\n {NEW_BATTLE 1093 588}\n#enddef\n\n#define JOURNEY_03_OLD\n {JOURNEY_02_OLD}\n {OLD_JOURNEY 1127 649}\n {OLD_JOURNEY 1105 635}\n {OLD_JOURNEY 1091 614}\n {OLD_BATTLE 1093 588}\n#enddef\n\n#define JOURNEY_04_NEW\n {JOURNEY_03_OLD}\n {NEW_JOURNEY 1101 564}\n {NEW_JOURNEY 1116 544}\n {NEW_JOURNEY 1136 528}\n {NEW_JOURNEY 1142 505}\n {NEW_JOURNEY 1134 481}\n {NEW_BATTLE 1124 458}\n#enddef\n\n#define JOURNEY_04_OLD\n {JOURNEY_03_OLD}\n {OLD_JOURNEY 1101 564}\n {OLD_JOURNEY 1116 544}\n {OLD_JOURNEY 1136 528}\n {OLD_JOURNEY 1142 505}\n {OLD_JOURNEY 1134 481}\n {OLD_BATTLE 1124 458}\n#enddef\n\n#define JOURNEY_05_NEW\n {JOURNEY_04_OLD}\n {NEW_JOURNEY 1101 445}\n {NEW_JOURNEY 1079 432}\n {NEW_JOURNEY 1057 418}\n {NEW_JOURNEY 1036 402}\n {NEW_JOURNEY 1016 386}\n {NEW_JOURNEY 998 368}\n {NEW_JOURNEY 982 347}\n {NEW_JOURNEY 969 325}\n {NEW_JOURNEY 963 300}\n {NEW_JOURNEY 967 274}\n {NEW_JOURNEY 982 254}\n {NEW_JOURNEY 1005 241}\n {NEW_JOURNEY 1030 236}\n {NEW_JOURNEY 1056 239}\n {NEW_JOURNEY 1080 248}\n {NEW_BATTLE 1101 264}\n#enddef\n\n#define JOURNEY_05_OLD\n {JOURNEY_04_OLD}\n {OLD_JOURNEY 1101 445}\n {OLD_JOURNEY 1079 432}\n {OLD_JOURNEY 1057 418}\n {OLD_JOURNEY 1036 402}\n {OLD_JOURNEY 1016 386}\n {OLD_JOURNEY 998 368}\n {OLD_JOURNEY 982 347}\n {OLD_JOURNEY 969 325}\n {OLD_JOURNEY 963 300}\n {OLD_JOURNEY 967 274}\n {OLD_JOURNEY 982 254}\n {OLD_JOURNEY 1005 241}\n {OLD_JOURNEY 1030 236}\n {OLD_JOURNEY 1056 239}\n {OLD_JOURNEY 1080 248}\n {OLD_BATTLE 1101 264}\n#enddef\n\n#define JOURNEY_06_NEW\n {JOURNEY_05_OLD}\n {NEW_JOURNEY_BLUE 1095 276}\n {NEW_JOURNEY_BLUE 1082 300}\n {NEW_JOURNEY 1088 288}\n {NEW_JOURNEY_BLUE 1072 325}\n {NEW_JOURNEY 1077 312}\n {NEW_JOURNEY_BLUE 1065 351}\n {NEW_JOURNEY 1068 338}\n {NEW_JOURNEY_BLUE 1061 377}\n {NEW_JOURNEY 1062 364}\n {NEW_JOURNEY_BLUE 1058 405}\n {NEW_JOURNEY 1060 391}\n {NEW_JOURNEY_BLUE 1052 430}\n {NEW_JOURNEY 1057 418}\n {NEW_JOURNEY_BLUE 1043 456}\n {NEW_JOURNEY 1048 442}\n {NEW_JOURNEY_BLUE 1033 483}\n {NEW_JOURNEY 1039 469}\n {NEW_JOURNEY_BLUE 1020 509}\n {NEW_JOURNEY 1027 497}\n {NEW_JOURNEY_BLUE 1005 532}\n {NEW_JOURNEY 1013 521}\n {NEW_JOURNEY_BLUE 992 556}\n {NEW_JOURNEY 998 544}\n {NEW_JOURNEY_BLUE 970 568}\n {NEW_JOURNEY 985 567}\n {NEW_JOURNEY_BLUE 950 585}\n {NEW_JOURNEY 986 594}\n {NEW_JOURNEY 980 622}\n {NEW_JOURNEY_BLUE 926 596}\n {NEW_JOURNEY 965 645}\n {NEW_JOURNEY 941 657}\n {NEW_JOURNEY_BLUE 901 605}\n {NEW_JOURNEY 914 660}\n {NEW_JOURNEY 888 655}\n {NEW_JOURNEY_BLUE 883 624}\n {NEW_JOURNEY 868 666}\n {NEW_BATTLE 866 693}\n#enddef\n\n#define JOURNEY_06_OLD\n {JOURNEY_05_OLD}\n {OLD_JOURNEY 1088 288}\n {OLD_JOURNEY 1077 312}\n {OLD_JOURNEY 1068 338}\n {OLD_JOURNEY 1062 364}\n {OLD_JOURNEY 1060 391}\n {OLD_JOURNEY 1057 418}\n {OLD_JOURNEY 1048 442}\n {OLD_JOURNEY 1039 469}\n {OLD_JOURNEY 1027 497}\n {OLD_JOURNEY 1013 521}\n {OLD_JOURNEY 998 544}\n {OLD_JOURNEY 985 567}\n {OLD_JOURNEY 986 594}\n {OLD_JOURNEY 980 622}\n {OLD_JOURNEY 965 645}\n {OLD_JOURNEY 941 657}\n {OLD_JOURNEY 914 660}\n {OLD_JOURNEY 888 655}\n {OLD_JOURNEY 868 666}\n {OLD_BATTLE 866 693}\n#enddef\n\n#define JOURNEY_07_NEW\n {JOURNEY_06_OLD}\n {NEW_JOURNEY 868 666}\n {NEW_JOURNEY 860 640}\n {NEW_JOURNEY 845 617}\n {NEW_JOURNEY 826 598}\n {NEW_JOURNEY 803 583}\n {NEW_JOURNEY 778 573}\n {NEW_JOURNEY 751 571}\n {NEW_JOURNEY 725 580}\n {NEW_JOURNEY 704 594}\n {NEW_JOURNEY 683 608}\n {NEW_JOURNEY 662 623}\n {NEW_JOURNEY 642 638}\n {NEW_JOURNEY 621 654}\n {NEW_JOURNEY 601 669}\n {NEW_JOURNEY 581 685}\n {NEW_JOURNEY 561 700}\n {NEW_JOURNEY 540 714}\n {NEW_JOURNEY 518 727}\n {NEW_JOURNEY 495 738}\n {NEW_JOURNEY 471 746}\n {NEW_JOURNEY 446 751}\n {NEW_JOURNEY 421 753}\n {NEW_JOURNEY 395 752}\n {NEW_JOURNEY 370 749}\n {NEW_JOURNEY 345 745}\n {NEW_JOURNEY 320 738}\n {NEW_BATTLE 296 731}\n#enddef\n\n#define JOURNEY_07_OLD\n {JOURNEY_06_OLD}\n {OLD_JOURNEY 868 666}\n {OLD_JOURNEY 860 640}\n {OLD_JOURNEY 845 617}\n {OLD_JOURNEY 826 598}\n {OLD_JOURNEY 803 583}\n {OLD_JOURNEY 778 573}\n {OLD_JOURNEY 751 571}\n {OLD_JOURNEY 725 580}\n {OLD_JOURNEY 704 594}\n {OLD_JOURNEY 683 608}\n {OLD_JOURNEY 662 623}\n {OLD_JOURNEY 642 638}\n {OLD_JOURNEY 621 654}\n {OLD_JOURNEY 601 669}\n {OLD_JOURNEY 581 685}\n {OLD_JOURNEY 561 700}\n {OLD_JOURNEY 540 714}\n {OLD_JOURNEY 518 727}\n {OLD_JOURNEY 495 738}\n {OLD_JOURNEY 471 746}\n {OLD_JOURNEY 446 751}\n {OLD_JOURNEY 421 753}\n {OLD_JOURNEY 395 752}\n {OLD_JOURNEY 370 749}\n {OLD_JOURNEY 345 745}\n {OLD_JOURNEY 320 738}\n {OLD_BATTLE 296 731}\n#enddef\n\n#define JOURNEY_08_NEW\n {JOURNEY_07_OLD}\n {NEW_JOURNEY 273 716}\n {NEW_JOURNEY 266 689}\n {NEW_JOURNEY 270 662}\n {NEW_BATTLE 279 635}\n#enddef\n\n#define JOURNEY_08_OLD\n {JOURNEY_07_OLD}\n {OLD_JOURNEY 273 716}\n {OLD_JOURNEY 266 689}\n {OLD_JOURNEY 270 662}\n {OLD_BATTLE 279 635}\n#enddef\n\n#define JOURNEY_09_NEW\n {JOURNEY_08_OLD}\n {NEW_JOURNEY 250 630}\n {NEW_JOURNEY 224 616}\n {NEW_JOURNEY 198 602}\n {NEW_JOURNEY 168 599}\n {NEW_JOURNEY 139 602}\n {NEW_JOURNEY 152 578}\n {NEW_JOURNEY 175 562}\n {NEW_JOURNEY 201 552}\n {NEW_JOURNEY 225 537}\n {NEW_JOURNEY 238 513}\n {NEW_JOURNEY 246 489}\n {NEW_JOURNEY 257 466}\n {NEW_JOURNEY 272 446}\n {NEW_JOURNEY 290 428}\n {NEW_JOURNEY 310 412}\n {NEW_JOURNEY 331 398}\n {NEW_JOURNEY 353 385}\n {NEW_JOURNEY 376 374}\n {NEW_JOURNEY 399 364}\n {NEW_JOURNEY 423 355}\n {NEW_JOURNEY 446 346}\n {NEW_JOURNEY 470 337}\n {NEW_JOURNEY 494 328}\n {NEW_JOURNEY 517 318}\n {NEW_JOURNEY 539 306}\n {NEW_BATTLE 556 287}\n#enddef\n\n#define JOURNEY_09_OLD\n {JOURNEY_08_OLD}\n {OLD_JOURNEY 250 630}\n {OLD_JOURNEY 224 616}\n {OLD_JOURNEY 198 602}\n {OLD_JOURNEY 168 599}\n {OLD_JOURNEY 139 602}\n {OLD_JOURNEY 152 578}\n {OLD_JOURNEY 175 562}\n {OLD_JOURNEY 201 552}\n {OLD_JOURNEY 225 537}\n {OLD_JOURNEY 238 513}\n {OLD_JOURNEY 246 489}\n {OLD_JOURNEY 257 466}\n {OLD_JOURNEY 272 446}\n {OLD_JOURNEY 290 428}\n {OLD_JOURNEY 310 412}\n {OLD_JOURNEY 331 398}\n {OLD_JOURNEY 353 385}\n {OLD_JOURNEY 376 374}\n {OLD_JOURNEY 399 364}\n {OLD_JOURNEY 423 355}\n {OLD_JOURNEY 446 346}\n {OLD_JOURNEY 470 337}\n {OLD_JOURNEY 494 328}\n {OLD_JOURNEY 517 318}\n {OLD_JOURNEY 539 306}\n {OLD_BATTLE 556 287}\n#enddef\n\n#define JOURNEY_10_NEW\n {JOURNEY_09_OLD}\n {NEW_BATTLE 566 264}\n#enddef\n"} {"text": "#textdomain wesnoth-did\n\n#define CHARACTER_STATS_MALIN_KESHAR\n type=Malin Keshar\n variation=AM1\n id=Malin Keshar\n name= _ \"Malin Keshar\"\n profile=portraits/malin_young.png\n canrecruit=yes\n unrenamable=yes\n#enddef\n\n#define CHARACTER_STATS_MAL_KESHAR\n type=Mal Keshar\n variation=MKL1\n id=Mal Keshar\n name= _ \"Mal Keshar\"\n profile=portraits/malin_lich.png\n canrecruit=yes\n unrenamable=yes\n#enddef\n\n#define CHARACTER_STATS_DELA_KESHAR\n type=Frontier Baroness\n id=Dela Keshar\n name= _ \"Dela Keshar\"\n profile=portraits/dela.png\n canrecruit=yes\n unrenamable=yes\n#enddef\n\n#define CHARACTER_STATS_DARKEN_VOLK\n type=Dark Sorcerer\n id=Darken Volk\n name= _ \"Darken Volk\"\n profile=portraits/darken_volk.png\n unrenamable=yes\n random_traits=no\n [modifications]\n # NOTE: if you change these, make sure you don't break the\n # removal of the loyal trait in 'Alone at Last\n [trait]\n id=loyal\n name= _ \"loyal\"\n description= _ \"to himself\"\n [effect]\n apply_to=loyal\n [/effect]\n [effect]\n apply_to=ellipse\n ellipse=misc/ellipse-hero\n [/effect]\n [effect]\n apply_to=overlay\n add=misc/hero-icon.png\n [/effect]\n [/trait]\n {TRAIT_QUICK}\n [object]\n [effect]\n apply_to=image_mod\n # This shifts the Dark Sorcerer and Necromancer hair and\n # robe colors a bit; first the hair, then the robes\n replace=\"PAL(E3DCDC,C9C3BE,999188,6E675C,514A3F>C1C1C1,919191,646464,444444,080808)~PAL(889880,506858,283028>7C999B,4C546C,262C31)\"\n [/effect]\n [/object]\n [/modifications]\n#enddef\n"} {"text": "#textdomain wesnoth-did\n\n#define HERODEATH_MALIN\n [event]\n name=last breath\n [filter]\n id=Malin Keshar\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"I\u2019m not ready to die yet...\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n#enddef\n\n#define HERODEATH_MALIN_LICH\n [event]\n name=last breath\n [filter]\n id=Mal Keshar\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"... Then my battle against the orcs is lost!\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n#enddef\n\n#define HERODEATH_VOLK\n [event]\n name=last breath\n [filter]\n id=Darken Volk\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Fool boy! With my demise, none in this world will aid you...\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n#enddef\n\n#define HERODEATH_VOLK_B\n [event]\n name=last breath\n [filter]\n id=Darken Volk\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"No! I was so close... to achieving my goal... of so many years...\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n#enddef\n\n#define TIME_OVER_DEFEAT\n [event]\n name=time over\n\n [message]\n speaker=Darken Volk\n message= _ \"Your incompetence at this simple task is appalling. You will never grow strong enough to be of use to me.\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n#enddef\n"} {"text": "#textdomain wesnoth-did\n\n#define GIVE_MALIN_EXPERIENCE EXP\n [store_unit]\n [filter]\n id=Malin Keshar\n [/filter]\n variable=malin\n [/store_unit]\n\n {VARIABLE experience_gained {EXP}}\n {VARIABLE_OP malin.experience add $experience_gained|}\n [floating_text]\n x,y=$malin.x,$malin.y\n text=\"\" + _ \"+$experience_gained| exp\" + \"\"\n [/floating_text]\n {CLEAR_VARIABLE experience_gained}\n\n [unstore_unit]\n variable=malin\n [/unstore_unit]\n\n {CLEAR_VARIABLE malin}\n#enddef\n\n#define CLEAR_CORPSE_HORDE\n [kill]\n type=Walking Corpse\n [not]\n variation=drake,dwarf,goblin,gryphon,mounted,saurian,spider,swimmer,troll,wose,wolf,bat\n [/not]\n side=1\n [filter_wml]\n experience=0\n [/filter_wml]\n [/kill]\n#enddef\n\n# MODIFY_ONE_UNIT alters a unit variable for a single unit\n#define MODIFY_ONE_UNIT FILTER WML\n [store_unit]\n [filter]\n {FILTER}\n [/filter]\n variable=MODIFY_UNIT_store\n kill=no\n [/store_unit]\n\n [modify_unit]\n [filter]\n id=$MODIFY_UNIT_store[0].id\n [/filter]\n {WML}\n [/modify_unit]\n\n {CLEAR_VARIABLE MODIFY_UNIT_store}\n#enddef\n\n# Create a new ghost-type \"advisor\" if Malin doesn't already have one\n#define CREATE_ADVISOR\n [if]\n [have_unit]\n side=1\n role=advisor\n search_recall_list=yes\n [/have_unit]\n [then]\n # Recall an advisor if we have one\n [recall]\n role=advisor\n [/recall]\n [/then]\n [else]\n # Else, make a new advisor from a ghost unit\n [role]\n role=advisor\n side=1\n type=Eidolon,Phantom,Spectral Servant,Spectre,Nightgaunt,Wraith,Shadow,Ghost\n search_recall_list=yes\n [auto_recall][/auto_recall]\n [else]\n # If that fails too, make a brand new ghost advisor\n [unit]\n type=Ghost\n side=1\n role=advisor\n animate=yes\n placement=leader\n [/unit]\n [/else]\n [/role]\n [/else]\n [/if]\n#enddef\n\n#define MANOR_DOORS ALLOWED_SIDES\n # Triggers when moving next to any door terrain and will replace it\n # with an 'opened' variant.\n\n [event]\n name=moveto\n first_time_only=no\n\n [filter]\n side={ALLOWED_SIDES}\n\n [filter_location]\n [filter_adjacent_location]\n terrain=*^Pr*\n [/filter_adjacent_location]\n [/filter_location]\n [not]\n [filter_location]\n [filter_adjacent_location]\n terrain=*^Pr/o,*^Pr\\o,*^Pr|o\n [/filter_adjacent_location]\n [/filter_location]\n [/not]\n [/filter]\n\n [store_locations]\n terrain=*^Pr*\n\n [filter_adjacent_location]\n x,y=$x1,$y1\n [/filter_adjacent_location]\n\n variable=door_to_open\n [/store_locations]\n\n [terrain]\n x,y=$door_to_open.x,$door_to_open.y\n terrain=\"$door_to_open.terrain|o\" # Append 'o' to the terrain string to get open variant.\n layer=both\n [/terrain]\n\n [redraw]\n side=$unit.side\n [/redraw]\n\n {CLEAR_VARIABLE door_to_open}\n [/event]\n#enddef\n\n#define SET_GOT_INSIDE_MANOR\n {MODIFY_UNIT (\n side=1\n {NOT_ON_RECALL_LIST}\n [not]\n id=Malin Keshar\n\n [or]\n id=Darken Volk\n [/or]\n [/not]\n ) variables.got_inside_manor yes}\n#enddef\n"} {"text": "#textdomain wesnoth-did\n\n#define TRAIT_MAIMED\n [trait]\n id=maimed\n male_name= _ \"maimed\"\n female_name= _ \"female^maimed\"\n help_text= _ \"text='Maimed' units have 3 less movement points than usual.\"\n [effect]\n apply_to=movement\n increase=-3\n [/effect]\n [/trait]\n#enddef\n"} {"text": "#textdomain wesnoth-Genesis\n\n[about]\n title= _ \"Creator and Lead Designer\"\n [entry]\n name=\"nemaara\"\n wikiuser=\"nemaara\"\n comment=\"Designer, storywriter, and developer.\"\n [/entry]\n[/about]\n[about]\n title= _ \"Graphics\"\n\t[entry]\n name=\"nemaara\"\n comment=\"Sprite and pixel art drawing\"\n [/entry]\n [entry]\n name=\"Iris Morelle (shadowm)\"\n comment=\"\n- Custom sprites drawn for fae and Guardians\n- Sprites taken or adapted from AtS (see AtS credits for original creators)\n\"\n [/entry]\n [entry]\n name=\"duwi\"\n comment=\"Portrait for Luna (tumblr @duwido)\"\n [/entry]\n [entry]\n name=\"doofus-01\"\n comment=\"Terrains from Archaic Resources (reproduced in Genesis Resources with revision)\"\n [/entry]\n[/about]\n[about]\n title= _ \"Music\"\n\t[entry]\n name=\"nemaara\"\n comment=\"Wind3, Grey Skies versions 1 and 2, Waves\"\n [/entry]\n [entry]\n name=\"Jeremy Nicoll (jeremy2)\"\n comment=\"Lonely Snowfall\"\n [/entry]\n [entry]\n name=\"Mattias Westlund (West)\"\n comment=\"Ambuscade\"\n [/entry]\n[/about]\n[about]\n title= _ \"Additional Thanks to\"\n [entry]\n name=\"Iris Morelle (shadowm)\"\n comment=\"Suggestions for plot and lore.\"\n [/entry]\n\t[entry]\n name=\"EoZ/Elder\"\n comment=\"Additional playtesting and balancing suggestions.\"\n [/entry]\n[/about]\n"} {"text": "#textdomain wesnoth-Genesis\n\n# taken from Invasion from the Unknown\n# code written by shadowm\n\n[lua]\n code = <<\n GENESIS = '>>+\"{~add-ons/Genesis/dist/VERSION}\"+<<'\n\n -- Global helper function table.\n helper = wesnoth.require \"lua/helper.lua\"\n\n -- Load local code files.\n for i, file in ipairs {\n 'skip_more_stuff.lua',\n 'lib.lua',\n 'on_event.lua',\n\n 'hex.lua',\n 'common.lua',\n 'optimizations.lua',\n 'spawner.lua',\n 'overrides.lua',\n 'wlp.lua',\n 'interface-utils.lua',\n\n 'gui/transient_message.lua',\n\n 'version.lua',\n }\n do\n wesnoth.dofile('~add-ons/Genesis/lua/' .. file)\n end\n >>\n[/lua]\n\n{~add-ons/Genesis/sounds}\n{~add-ons/Genesis/utils}\n\n[+units]\n {~add-ons/Genesis/units}\n[/units]\n\n#ifdef CAMPAIGN_GENESIS_EPISODE_I\n[lua]\n code = <<\n for i, file in ipairs {\n 'character-utils.lua',\n }\n do\n wesnoth.dofile('~add-ons/Genesis/episode1/lua/' .. file)\n end\n >>\n[/lua]\n{~add-ons/Genesis/episode1/utils}\n[+units]\n {~add-ons/Genesis/episode1/units/}\n {~add-ons/Genesis/episode1/units/demons}\n {~add-ons/Genesis/episode1/units/undead}\n {~add-ons/Genesis/episode1/units/faeries}\n {~add-ons/Genesis/episode1/units/fae}\n {~add-ons/Genesis/episode1/units/fake}\n[/units]\n{~add-ons/Genesis/episode1/storytxt.cfg}\n{~add-ons/Genesis/episode1/deaths.cfg}\n{~add-ons/Genesis/episode1/scenarios}\n#endif\n\n#ifdef CAMPAIGN_GENESIS_EPISODE_II\n[lua]\n code = <<\n for i, file in ipairs {\n 'character-utils.lua',\n 'spells.lua',\n }\n do\n wesnoth.dofile('~add-ons/Genesis/episode2/lua/' .. file)\n end\n >>\n[/lua]\n{~add-ons/Genesis/episode2/utils}\n[+units]\n {~add-ons/Genesis/episode2/units/}\n {~add-ons/Genesis/episode2/units/halflings}\n[/units]\n{~add-ons/Genesis/episode2/storytxt.cfg}\n{~add-ons/Genesis/episode2/scenarios}\n#endif\n"} {"text": "#\n# File automatically generated by Wesnoth to keep track\n# of version information on installed add-ons. DO NOT EDIT!\n#\n[info]\n\tcore=\"\"\n\tdependencies=\"Genesis_Resources\"\n\ttitle=\"Genesis\"\n\ttype=\"campaign\"\n\tuploads=5\n\tversion=\"0.2.3\"\n[/info]\n"} {"text": "#textdomain wesnoth-Genesis\n\n# wmlscope: set export=no\n[textdomain]\n name=\"wesnoth-Genesis\"\n[/textdomain]\n\n#ifdef CAMPAIGN_GENESIS_MENU_ENTRY_SHAREDINFO\n#undef CAMPAIGN_GENESIS_MENU_ENTRY_SHAREDINFO\n#endif\n\n#textdomain wesnoth-Genesis\n\ndependencies=Genesis_Resources\n\n#define CAMPAIGN_GENESIS_MENU_ENTRY_SHAREDINFO EPISODE_ID_SUFFIX EPISODE_SUBTITLE EPISODE_DESCRIPTION\n id=GENESIS_{EPISODE_ID_SUFFIX}\n define=CAMPAIGN_GENESIS\n extra_defines=CAMPAIGN_GENESIS_EPISODE_{EPISODE_ID_SUFFIX}\n version={~add-ons/Genesis/dist/VERSION}\n difficulties=EASY,NORMAL,HARD\n name= _ \"Genesis\"+\"\n\"+{EPISODE_SUBTITLE}\n description={EPISODE_DESCRIPTION}+\"\n\n\"+_\"\"+\"\n\"+_\"Version:\"+\" {~add-ons/Genesis/dist/VERSION} \"+_\"(requires Wesnoth 1.14 or later)\"+\"\"\n\n {~add-ons/Genesis/about.cfg}\n#enddef\n\n[campaign]\n {CAMPAIGN_GENESIS_MENU_ENTRY_SHAREDINFO I ( _ \"Episode I\") ( _ \"Twilight shrouds the frozen sky,\nWhere sunlight fades to silent night.\nBeneath the blood sea dead souls cry,\nBlind to blue moon's ashen light.\nImpetuous force stirs blackened flame,\nErasing her forsaken name.\nThe iron crescent reaps all lives,\nIn dreams of darkness, spirit dies.\n\n(Expert level - 23 scenarios)\")}\n\n end_text= _ \"To be continued...\"\n first_scenario=01_Ash\n abbrev= _ \"Gns-1\"\n icon=\"data/add-ons/Genesis/images/units/fae/esther.png\"\n image=\"data/add-ons/Genesis/images/story/moonlit-lake.png\"\n\n {CAMPAIGN_DIFFICULTY EASY \"data/add-ons/Genesis_Resources/images/units/faeries-other/sprite.png~RC(magenta>green)\" ( _ \"Sprite\") ( _ \"Easy\")}\n {CAMPAIGN_DIFFICULTY NORMAL \"data/add-ons/Genesis_Resources/images/units/faeries-other/fire.png~RC(magenta>green)\" ( _ \"Nymph\") ( _ \"Normal\")} {DEFAULT_DIFFICULTY}\n {CAMPAIGN_DIFFICULTY HARD \"data/add-ons/Genesis_Resources/images/units/faeries-other/dryad.png~RC(magenta>green)\" ( _ \"Dryad\") ( _ \"Hard\")}\n[/campaign]\n\n[campaign]\n {CAMPAIGN_GENESIS_MENU_ENTRY_SHAREDINFO II ( _ \"Episode II\") ( _ \"Alone in faded slumber, dreaming,\nWicked things traverse unending nightmares.\nSoulless beings of the darkness, they say,\nWe have no souls, but neither do you.\n\nHall of grey, stoned faces,\nUnblinking eyes stare open widely,\nAs if questioningly, but ever silent,\nFrozen screams etched in eternity.\n\nYou've slain them all, wherefore?\nThey drop dead, one by one,\n\n(Expert level - 1 scenario)\")}\n\n end_text= _ \"To be continued...\"\n first_scenario=00_Cutscene\n abbrev= _ \"Gns-2\"\n icon=\"data/add-ons/Genesis/images/units/fae/aryel.png\"\n image=\"data/add-ons/Genesis/images/story/moonlit-lake.png\"\n difficulty_descriptions={MENU_IMG_TXT2 \"data/add-ons/Genesis/images/units/demons/fiend/fiend-female.png~RC(magenta>red)\" _\"difficulty_menu^Fiend\" (\"\"+_\"(Easy)\"+\"\")} + \";*\" + {MENU_IMG_TXT2 \"data/add-ons/Genesis/images/units/demons/fiend/berserker-female.png~RC(magenta>red)\" _\"difficulty_menu^Brute\" (\"\"+_\"(Normal)\"+\"\")} + \";\" + {MENU_IMG_TXT2 \"data/add-ons/Genesis/images/units/demons/fiend/hellion-female.png~RC(magenta>red)\" _\"difficulty_menu^Hellion\" (\"\"+_\"(Difficult)\"+\"\")}\n[/campaign]\n\n#ifdef CAMPAIGN_GENESIS_EPISODE_I\n[binary_path]\n path=data/add-ons/Genesis_Resources/\n[/binary_path]\n{~add-ons/Genesis_Resources/utils}\n{~add-ons/Genesis_Resources/music}\n\n[binary_path]\n path=data/add-ons/Genesis/\n[/binary_path]\n\n{~add-ons/Genesis/loader.cfg}\n#endif\n\n#ifdef CAMPAIGN_GENESIS_EPISODE_II\n[binary_path]\n path=data/add-ons/Genesis_Resources/\n[/binary_path]\n{~add-ons/Genesis_Resources/utils}\n{~add-ons/Genesis_Resources/music}\n\n[binary_path]\n path=data/add-ons/Genesis/\n[/binary_path]\n\n{~add-ons/Genesis/loader.cfg}\n#endif"} {"text": "#textdomain wesnoth-Genesis\n#define FAE_DEATHS2\n\n [event]\n name=last breath\n [filter]\n id=Yumi\n [/filter]\n [message]\n speaker=Yumi\n message= _ \"(gasps)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yumi!\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(chokes)\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Esther\n [/filter]\n [message]\n speaker=Esther\n message= _ \"(cough) I-I can't breathe-\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Aryel\n [/filter]\n [message]\n speaker=Aryel\n message= _ \"Ugh. (gasp) It hurts-\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n#enddef\n#define FAE_DEATHS\n\n [event]\n name=last breath\n [filter]\n id=Yumi\n [/filter]\n [message]\n speaker=Yumi\n message= _ \"Es...ther... (gasp)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yumi!\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Esther\n [/filter]\n [message]\n speaker=Esther\n message= _ \"Yumi- (cough) -run... be safe...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Esther! Esther, please, you can't leave me...\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Aryel\n [/filter]\n [message]\n speaker=Aryel\n message= _ \"I-can't die- (gasp) -now...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Aryel, no! Esther, Esther, we have to save her-\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n#enddef\n"} {"text": "#textdomain wesnoth-Genesis\n\n#define CAMPAIGN_INTRO_HEADER\n title=\"!\" # wmllint: ignore\n title_alignment=center\n show_title=yes\n#enddef\n\n#define CAMPAIGN_INTRO_PADDING\n \"\n\n\" #enddef\n\n#define CAMPAIGN_INTRO_WARNING_TITLE\n \"\"+\n _ \"Warning!\"+\"\n\n\" #enddef\n\n# wmlindent: start ignoring\n#define CAMPAIGN_INTRO_GAMEPLAY_WARNING\n _ \"Many scenarios of this campaign work significantly different from normal Wesnoth gameplay. It is especially important to pay close attention to the mission objectives and not necessarily try to kill every single enemy, especially on shrouded maps, or in places where enemies seem to respawn continuously.\" #enddef\n\n#define CAMPAIGN_INTRO_CONTENT_WARNING\n _ \"This campaign is the prequel to Invasion from the Unknown and After the Storm. It may be useful, but is not necessary to play these campaigns before playing Genesis.\" #enddef\n\n#define CAMPAIGN_INTRO_OPTIONS_WARNING\n _ \"A game screen resolution of 800x600 or greater is recommended. Some sequences make use of floating labels, halos, and standing unit animations, so you might want to make sure these options are enabled under Preferences ? Display.\" #enddef\n\n#define STORYTXT_TITLE_CARD _ID _MAIN_TITLE _ALTERNATE_TITLE\n title={_MAIN_TITLE}+\" (\"+{_ALTERNATE_TITLE}+\")\n\"+{_ID}+\"\"\n#enddef\n\n#define STORYTXT_TITLE_CARD_SIMPLE _ID _MAIN_TITLE\n title={_MAIN_TITLE}+\"\n\"+{_ID}+\"\"\n#enddef\n\n#define STORYTXT_CAPTION _TEXT\n \"\"+{_TEXT}+\"\n\n\" #enddef\n\n#define STORYTXT_INIT_WARNING\n [story]\n [part]\n music=\"data/core/sounds/ambient/wardrums.ogg\"\n\n {CAMPAIGN_INTRO_HEADER}\n\n story={CAMPAIGN_INTRO_WARNING_TITLE}+{CAMPAIGN_INTRO_GAMEPLAY_WARNING}+{CAMPAIGN_INTRO_PADDING}+{CAMPAIGN_INTRO_CONTENT_WARNING}\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_ASH\n [story]\n [part]\n music=journeys_end.ogg\n story= _ \"In our universe, there exist ten worlds, one for each of the ten aspects of creation.\"\n [/part]\n [part]\n story= _ \"Life, Water, Thunder, Earth, Fire, Darkness, Light, Air, Ice, and Existence. Ten Guardians embody each one of these aspects, deities who channel the essence of these elements to foster the growth of their worlds and their peoples. Our world, Irdya, is that of Earth and the home to the faerie. Though we are protected by the Guardian Xia'el against the many demons from the other worlds, our relatively peaceful lives are still often fraught with battle.\"\n [/part]\n [part]\n story= _ \"War is more common than peace. The disunity among the Guardians prevents their personal intervention to maintain order, even among those who desire harmony. There are plenty of them who do not...\"\n [/part]\n [part]\n story= _ \"I don't know what to think. The Guardians that are meant to protect us seem to only relish bloodshed. They pit their powers and their peoples against one another, treating precious life like trifles for their amusement. They sit back and watch as ash rains from the sky and the dry wind carries demon fire, burning away our beautiful forests... We're left to fight on our own.\"\n [/part]\n [part]\n story= _ \"... they're coming again. The demons. There's no end to this carnage, is there? Fine. I'm not afraid of fighting. I can't be.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_RED_PEAKS\n [story]\n [part]\n music=elvish-theme.ogg\n story= _ \"Yumi always seems to be apathetic about everything, but I think secretly, she does care a lot. Come to think of it, she probably didn't want to leave because she had gotten kind of attached to our home. I guess even she can be kind of sentimental at times.\"\n [/part]\n [part]\n story= _ \"To tell the truth, the real reason I wanted to leave was that those Urdemons seemed to be targeting Yumi and me. Maybe it was just my imagination or maybe I'm just being paranoid, but it's always a possibility that they know that we're not exactly real faerie. It's not like the demons would be interested in that. On the other hand, some of the Guardians might be...\"\n [/part]\n [part]\n story= _ \"I wish we knew more about what's going on. Demons attacks aren't something new, but them specifically being Urdemons is. It would be best if we could find Xia'el or Uria, since they're supposed to be the ones handling this mess being Guardians and all, but they've got their own agenda. I doubt we can really rely on them. We'll have to figure this mess out by ourselves.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_NORTHLANDS\n [story]\n [switch]\n variable=prev_scenario\n [case]\n value=\"none\"\n\n [part]\n story={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"Thanks to those Stromguardes finally showing up, we actually made it past those volcanoes. The rest of our journey to the northlands was fortunately very quiet, though I can't say that I'm totally at ease. There's no mistaking that those demons were definitely after Yumi and me, so that means they'll be back for us sometime.\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"For now, though, it's peaceful enough. There's plentiful forests in the northlands to settle in - a couple of the faerie decided to stick with us, but most of them have gone off and found new homes up here. It's not really a bad thing to have fewer people around anyway. The less there are, the less Yumi and I risk getting found out and the less attention we'll draw to ourselves. I suppose I don't really mind being social, but Yumi...\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"Yumi worries me. I can't make sense of her most of the time. She gets so nervous over the littlest things but seems so indifferent over anything important. I don't get it. She's puzzling. Times like these make me miss Aryel. She's a bit odd, but she's fun and even Yumi seems to relax a little when she's around. We'll need to find out where she went.\"\n [/part]\n [/case]\n [case]\n value=\"White City\"\n [part]\n story={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"So we definitely need Aryel now. If Yumi's right and that thing is filled with demon magic, it might be a clue as to how and why the Urdemons are attacking us. On the flip side, I'm surprised that the humans were so agreeable this time. Usually, even if they're not exactly enemies, they're not really friendly to the faerie. I can't imagine they'd be amicable to us either, if they knew what we were...\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"Well, I digress. If we go back, we'll just have to be extra nice to them and hope for the best.\"\n [/part]\n [/case]\n [case]\n value=\"Glacial Shrine\"\n [part]\n story={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"We tried to be helpful, but obviously we couldn't tell the humans too much. We talked about what we had learned a little bit, but ultimately it wasn't anything too new, except for the few inscriptions on the last glyph. Those were really different, but we can't really make any assumptions based on those yet, not without more information.\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"Surprisingly, though, the general allowed some of his men to follow us. I guess it would get boring just staying in that fort for weeks, especially with nothing but snow and ice around them. The extra help should be useful, but of course, this means that we'll have to be careful not to give them any hints that we're not normal faerie.\"\n [/part]\n [/case]\n [case]\n value=\"Black Cauldron\"\n [part]\n story={STORYTXT_CAPTION ( _ \"Aryel\")} + _ \"Yumi's the youngest of us by quite a bit. Well, okay, so I'm not technically that much older, but it's just the way she acts. She just seems so... so shy. I don't know what to make of it. It always feels like she's hiding something from everyone. Maybe she really is. Is it just because she's afraid? It's not like we're out to get her. Yes, I tease her sometimes, but she knows we won't hurt her. It just doesn't make sense.\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Aryel\")} + _ \"Maybe I don't have a right to be worried. Esther's been taking care of her just fine. Right now, the demons are the bigger issue...\"\n [/part]\n [/case]\n [/switch]\n [/story]\n#enddef\n\n#define STORYTXT_BLUE_MOON\n [story]\n [part]\n music=silence.ogg\n story= _ \"Where... am I?\"\n [/part]\n [part]\n story= _ \"I feel... weird.\"\n [/part]\n [part]\n story= _ \"Everything is so dark. I can't see. It's cold...\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_BLACK_CAULDRON\n [story]\n [part]\n story={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"I know I probably sound overly enthusiastic at times, but I feel like it's necessary since Yumi's so... passive all the time. I definitely can't let my own nervousness show. She's already anxious enough for the both of us. I need to be the level-headed one.\"\n [/part]\n [part]\n music=silence.ogg\n story={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"Anyway, Yumi actually knows Aryel better than I do, so I don't doubt her when she says Aryel's probably here.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_WHITE_CITY\n [story]\n [part]\n music=silence.ogg\n story={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"It might seem silly to go to a human city to look for information, but Caerleon was actually built atop the ruins of other settlements. With a little luck, we might actually be able to find something. On the other hand, Yumi doesn't seem particularly fond of humans. It almost feels like she might be more scared of them than she is of the demons. So, I guess we'll limit our exploration a little bit.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_CRYPT\n [story]\n [part]\n music=silence.ogg\n story={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"We got a bit of a stern lecture from the humans, but considering how wary they are of our magic, it could have been much worse. They still agreed to let us open the crypt as long as we put up a barrier around it. I'm not sure how effective our spell will be, especially if we encounter demons, but it's still worth a shot.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_CAERLEON\n [story]\n [switch]\n variable=prev_scenario\n [case]\n value=\"none\"\n [part]\n story={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"Xia'el left pretty quickly, but before she did, she told us not to open the crypt again. Must be something inside that chamber that's so important that even we shouldn't mess with it. Guardian stuff and all that. She also told us to stay out of trouble, as if she's expecting something to happen. Maybe it's because all these demons are around? I'm not sure. She seemed somewhat troubled by something else. I wonder what it was.\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"Maybe I should talk to Aryel about it. She might have some ideas. We can't rely on Xia'el for sure. Sad to say that, but at the same time, we can't be crying to her for help all the time either. We need to figure out what's going on with these Urdemons and who's controlling them. Actually, quite honestly, Yumi probably has a better idea of what's happening but asking her for answers is like pulling teeth, so...\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"On a side note, some of the humans have taken a liking to our little group. I can't imagine why, but a little help here and there never hurts.\"\n [/part]\n [/case]\n [case]\n value=\"Pantheon\"\n [part]\n story={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"The text on the statues was mildly troubling, but we'll have to see if anything comes of the humans' disregard for Xia'el. Not that we think so highly of her or anything, but she's the Guardian of Irdya after all. We should at least respect her.\"\n [/part]\n [/case]\n [case]\n value=\"Colosseum\"\n [part]\n story={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"Typical Aryel. She always likes to show off. Funny how she can go from being so unsociable one moment to hogging the spotlight all to herself the next. Well, I suppose it's not bad that she gets some fun sometimes. I just worry that she draws too much attention to herself.\"\n [/part]\n [/case]\n [/switch]\n [/story]\n#enddef\n\n#define STORYTXT_UPPER_DISTRICT\n [story]\n [switch]\n variable=prev_scenario\n [case]\n value=\"Arcaneum\"\n [part]\n story={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"The magi were grateful, of course, but a little cold. I can't help but think that they just don't like faeries very much. It seems strange, since we've been nothing but helpful to them. But it is what it is. We don't really have to deal with them if we don't want to. Then again, not all of them were that full of themselves, so maybe there's a little hope to make some friends. It'd be nice to have some of them on our side, no matter what Aryel thinks of them.\"\n [/part]\n [/case]\n [/switch]\n [/story]\n#enddef\n\n#define STORYTXT_ARCANEUM\n [story]\n [part]\n story={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"We had to pass through a powerful containment spell - no surprise there - but it's weird that we haven't seen any magi yet so far. Guess they're all hiding away from the undead. It seems like Aryel was right about these humans. They don't like cleaning up after their own messes.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_IMPETUS\n [story]\n [part]\n music=silence.ogg\n story={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"It's been a few uneventful weeks. It's great that we haven't been attacked by more demons, but this period of calm is troubling rather than serene. It's just that things won't stay this way forever, and the fact that demons haven't shown up again makes me think that they, or I guess the person controlling them, are planning something. For that matter, we don't even know if Xia'el is still here or if she's left again. I know we can't really rely on her, but somehow her being here felt more reassuring.\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"We settled down with some of the faerie in the forests to the east. Despite Caerleon being a rather pretty city, a lot of the humans are somewhat cold and rude. Well, I suppose the few that came traveling with us are not unpleasant, but the whole air around Caerleon is a little bit disconcerting. As much as it's sometimes nice to socialize around them, staying for too long makes even me uncomfortable. Nevermind Aryel and Yumi, hah.\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"I suppose not having to do anything is nice in a way. Even if I'm not afraid of it, it's not like I enjoy fighting all the time. All I want is to keep Yumi and Aryel safe. If anything, peace is definitely a better option, but I just wonder how long things will stay like this.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_SIEGE_OF_HELEMOOR\n [story]\n [part]\n music=silence.ogg\n story={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"Aryel was very fussy the whole night. I would have reassured her that I was fine, but I was pretty tired and ended up sleeping very early.\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"I woke up in the middle of the night. The wind had died down and the freshly fallen snow was soft and very cold. The moon was almost completely dark, but I was feeling a little better so I got up and walked around a bit. I caught sight of Yumi staring at the sky through the trees - her eyes were very dark, almost completely black.\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"I know she realized I was looking, but didn't she pay any attention to me. She seemed to be thinking about something? I wonder what it was. What goes on in that head of hers? I don't know what to do. Should I try to pry information out of her, or should I give her her space? The thing is, I don't think anything good will come of trying to force things out of her... nor do I want to. At the same time, her hiding things from us is troublesome...\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"Honestly, dealing with this is a little stressful. Aryel's being really skittish right now, and Yumi is, well... Yumi. I suppose the best thing I can do is try to be stable. As long as they can rely on me, I hope we won't get into more trouble.\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"When I woke up in the morning, I found Aryel taking care of one of the humans' messenger hawks. Apparently, she found it with a bruised wing. Looked like it was from the impact of an arrow, but the bird was okay and its message was intact. Apparently, the King of Caerleon sent a large army toward Fort Helemoor in the northwest a few days ago. So the humans are even fighting each other now?\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"We're heading north toward the fort, in case things do go sour and we're needed there. Hopefully we'll be able to get some clues as to why the humans are acting so strangely.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_ASHEN_HEARTS\n [story]\n [part]\n music=silence.ogg\n story={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"We flew as fast as we could, but the humans made it to Caerleon before us. Aryel said that we weren't too far behind though. Hopefully they've just put her somewhere alone and aren't going to do anything with her at the moment. I hope.\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"Talya said that they would probably take Yumi to one of the prisons near the arcaneum area. Aryel also sensed her in that general direction, so we need to head there first. We can figure out what to do with the rest of these humans later. Whatever's going on among their high ranking officers and in their councils... as Talya put it, everyone seems to have gone insane. At the moment, I no longer have the patience nor the time to put up with this. If we need to fight through them, we'll do just that.\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"I've aired on the side of mercy in the past. In some sense, we're supposed to be the caretakers of Irdya. This is our home, and we are the ones who have kept everyone safe all this time. Even humans. That's how I felt before. But now...\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"If they do anything to Yumi, I'm not willing to forgive them.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_BLACK_FIRE\n [story]\n [part]\n story={STORYTXT_CAPTION ( _ \"Talya\")} + _ \"We cleaned up and napped a little bit, but there wasn't much time. By the time I woke up, General Haart informed me that the demons were already near the gates. They couldn't have been more than a couple hours away, and given the size of their army, we would need a lot of help.\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Talya\")} + _ \"I went to go look for Esther and found her chatting quietly with Aryel. They were talking a bit about Yumi, who I guess was still sleeping. I joined them for a bit of food, then Aryel said she had to go back to check on Yumi. Those two seem to hang out together a lot. I wonder if they have something going on between them...\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Talya\")} + _ \"Well, Esther did say that they used to run off alone all the time. They're probably not that used to being around other people. Maybe that's why Esther told them to go check out the palace first on their own. I just hope we're strong enough to defend against those demons. If we can keep them out of the city and back from the gates, maybe we can fight them off long enough to go help Aryel and Yumi.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_ROYAL_PALACE\n [story]\n [part]\n story={STORYTXT_CAPTION ( _ \"Aryel\")} + _ \"Talya and Esther came by earlier. I actually wanted to get going at about the same time they set off, but Yumi was still sleeping. I didn't have the heart to wake her either. She looked so very tired.\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Aryel\")} + _ \"The sun had gone down by the time she got up. I gave her a bit of pudding to eat. She refused everything else. Something wasn't quite right with her. It felt like she was thinking about something she didn't want anyone else to know about. Well, she always is. I asked her about it and she gave me her usual response. That she wasn't hiding anything. Of course.\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Aryel\")} + _ \"You know, if I lost a hair for every secret Yumi kept from me, I'd be bald by now. Ugh. I mean, I like Yumi, but sometimes that girl really stresses me out. I don't know what to do. She definitely knows something important, but she must feel that telling me would be harmful somehow. I wonder why.\"\n [/part]\n [part]\n story={STORYTXT_CAPTION ( _ \"Aryel\")} + _ \"Blegh. I can't worry about this right now. We've got to figure out what's wrong with the human king and his advisors. Let's just sort out one thing at a time first.\"\n [/part]\n [/story]\n#enddef\n\n"} {"text": "#textdomain wesnoth-Genesis\n\n[scenario]\n id=01_Ash\n name= _ \"Ash\"\n map_data=\"{~add-ons/Genesis/episode1/maps/01_Ash.map}\"\n {TURNS 21 19 17}\n theme=Cutscene_Minimal\n next_scenario=02_Red_Peaks\n\n {STORYTXT_INIT_WARNING}\n {STORYTXT_ASH}\n\n {EXTENDED_TIME2}\n current_time=8\n\n {FAE_DEATHS}\n\n [side]\n {PLAYER_FAE}\n {FAERIE_RECRUITS}\n variation=FF1\n facing=se\n [modifications]\n {TRAIT_FEARLESS}\n [/modifications]\n # profile=portraits/esther.png\n unrenamable=yes\n side=1\n {GOLD 150 120 70}\n [/side]\n\n [side]\n {ETHEA_ENEMY_SIDE}\n {AGGRESSIVE_SIDE}\n type=Demon Warrior\n id=Azzarae\n name= _ \"Azzarae\"\n unrenamable=yes\n canrecruit=yes\n side=2\n recruit=Demon,Winged Demon,Chaos Hound\n {GOLD 60 80 100}\n {INCOME 4 7 10}\n [/side]\n\n {STARTING_VILLAGES_ALL 1}\n {STARTING_VILLAGES 2 8}\n\n #ifdef HARD\n {RESPAWN_POINT (\"Winged Demon\") 2 39 20 7}\n {RESPAWN_POINT (\"Winged Demon\") 2 44 20 7}\n {RESPAWN_POINT (\"Winged Demon\") 2 45 17 7}\n {RESPAWN_POINT (\"Winged Demon\") 2 44 13 7}\n {RESPAWN_POINT (\"Winged Demon\") 2 46 8 7}\n #endif\n #ifdef NORMAL\n {RESPAWN_POINT (\"Winged Demon\") 2 39 20 14}\n {RESPAWN_POINT (\"Winged Demon\") 2 44 20 14}\n {RESPAWN_POINT (\"Winged Demon\") 2 45 17 14}\n {RESPAWN_POINT (\"Winged Demon\") 2 44 13 14}\n {RESPAWN_POINT (\"Winged Demon\") 2 46 8 14}\n #endif\n #ifdef EASY\n {RESPAWN_POINT (\"Winged Demon\") 2 39 20 17}\n {RESPAWN_POINT (\"Winged Demon\") 2 44 20 17}\n {RESPAWN_POINT (\"Winged Demon\") 2 45 17 17}\n {RESPAWN_POINT (\"Winged Demon\") 2 44 13 17}\n {RESPAWN_POINT (\"Winged Demon\") 2 46 8 17}\n #endif\n\n [event]\n name=prestart\n\n {FADE_SCREEN}\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [kill]\n id=Esther\n [/kill]\n [modify_side]\n side=1\n shroud=yes\n [/modify_side]\n [place_shroud]\n side=1\n x=1-47\n y=1-21\n [/place_shroud]\n\n [set_variable]\n name=turn_fire_dmg\n value=0\n [/set_variable]\n [/event]\n\n [event]\n name=start\n\n {DELAY 1500}\n\n [credits_text]\n title= _ \"GENESIS\"\n duration=3000\n [/credits_text]\n\n [credits_text]\n title= _ \"Episode I\"\n duration=2500\n [/credits_text]\n [fade_out_music]\n duration=1500\n [/fade_out_music]\n {REPLACE_SCENARIO_MUSIC silence.ogg}\n {SCROLL_TO 18 10}\n [change_theme]\n theme=\n [/change_theme]\n [modify_side]\n side=1\n shroud=no\n [/modify_side]\n [remove_shroud]\n side=1\n x=1-47\n y=1-21\n [/remove_shroud]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n {UNFADE_SCREEN}\n [unstore_unit]\n variable=esther\n [/unstore_unit]\n [unhide_unit]\n [filter][/filter]\n [/unhide_unit]\n {CLEAR_VARIABLE esther}\n\n {REPLACE_SCENARIO_MUSIC revelation.ogg}\n\n [message]\n speaker=Esther\n message= _ \"Yumi? Yumi, wake up. Yumi...\"\n [/message]\n\n [unit]\n side=1\n type=Shadow Fae\n variation=SF1\n canrecruit=yes\n x,y=9,7\n name= _ \"Yumi\"\n id=Yumi\n unrenamable=yes\n # profile=portraits/yumi.png\n animate=yes\n facing=se\n [/unit]\n\n {DELAY 750}\n\n [message]\n speaker=Yumi\n message= _ \"(yawns)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Rise and shine, we've got visitors.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(squints)\"\n [/message]\n\n [scroll_to]\n x,y=38,15\n [/scroll_to]\n\n {DELAY 2000}\n\n [message]\n speaker=Yumi\n message= _ \"I thought demons didn't live here on Irdya.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"They don't. These ones look like they're from Ethea, the world of Life. Wonder why they're here.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"... Yumi?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"...hello? You paying attention?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"They're here to kill us.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Well... they sure look hostile, but I guess I should try to be optimistic around miss gloomy.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Don't be like that. We're allies with Ethea. They're probably just here to like, I don't know, pass us a message or something.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(rolls eyes) They also probably just burned down the forest on accident too.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I guess you have a point. Well, just in case, we'd better wake the faeries in the villages. You stay back and out of danger, okay?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shrugs)\"\n [/message]\n [unit]\n side=1\n generate_name=yes\n type=Faerie Sprite\n random_traits=no\n animate=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_INTELLIGENT}\n [/modifications]\n x,y=16,16\n [/unit]\n [unit]\n side=1\n generate_name=yes\n type=Dusk Faerie\n random_traits=no\n animate=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_INTELLIGENT}\n [/modifications]\n x,y=12,13\n [/unit]\n [unit]\n side=1\n generate_name=yes\n type=Yousei Briar Maiden\n random_traits=no\n animate=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_STRONG}\n [/modifications]\n x,y=22,8\n [/unit]\n [unit]\n side=1\n generate_name=yes\n type=Faerie Shaman\n random_traits=no\n animate=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n x,y=20,13\n [/unit]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Defeat Azzarae\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Turns run out\")}\n {OBJECTIVE_CARRYOVER}\n [/objectives]\n\n {REPLACE_SCENARIO_MUSIC battle.ogg}\n {APPEND_MUSIC battle-epic.ogg}\n {APPEND_MUSIC casualties_of_war.ogg}\n {APPEND_MUSIC nunc_dimittis.ogg}\n {APPEND_MUSIC knolls.ogg}\n [/event]\n\n [event]\n name=new turn\n first_time_only=no\n [if]\n [variable]\n name=turn_fire_dmg\n numerical_not_equals=0\n [/variable]\n [then]\n [store_unit]\n [filter]\n side=1\n [not]\n id=Esther\n [/not]\n [/filter]\n variable=fire_dmg_unit\n [/store_unit]\n {PLAY_SOUND \"fire.wav\"}\n [/then]\n [/if]\n [for]\n array=fire_dmg_unit\n [do]\n [if]\n [variable]\n name=fire_dmg_unit[$i].hitpoints\n greater_than=$turn_fire_dmg\n [/variable]\n\n [then]\n {VARIABLE_OP fire_dmg_unit[$i].hitpoints sub $turn_fire_dmg}\n [/then]\n [else]\n [set_variable]\n name=fire_dmg_unit[$i].hitpoints\n value=1\n [/set_variable]\n [/else]\n [/if]\n [unstore_unit]\n variable=fire_dmg_unit[$i]\n find_vacant=no\n text= _ \"burned\"\n {COLOR_HARM}\n [/unstore_unit]\n [/do]\n [/for]\n {CLEAR_VARIABLE fire_dmg_unit}\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n id=Yumi\n x,y=18,10\n [/filter]\n\n [message]\n speaker=Yumi\n message= _ \"I don't know about this, Esther...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Stop worrying! You'll do great!\"\n [/message]\n [/event]\n\n [event]\n name=attack\n first_time_only=yes\n [filter]\n side=2\n [/filter]\n [filter_second]\n id=Yumi\n [/filter_second]\n\n [message]\n speaker=Esther\n message= _ \"Be careful! You'll get hurt!\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n side=2\n [not]\n type=Chaos Hound, Demonic Hound, Hellhound\n [/not]\n [/filter]\n [filter_second]\n id=Esther\n [/filter_second]\n\n [message]\n speaker=Esther\n message= _ \"Why are you here? Who ordered you to attack us?\"\n [/message]\n [message]\n speaker=unit\n message= _ \"(stares)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Can you hear me? Answer me.\"\n [/message]\n [message]\n speaker=unit\n message= _ \"(stares)\"\n [/message]\n\n [if]\n [variable]\n name=unit.gender\n equals=male\n [/variable]\n [then]\n [message]\n speaker=Yumi\n message= _ \"He's not talking. Just kill him.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Yumi\n message= _ \"She's not talking. Just kill her.\"\n [/message]\n [/else]\n [/if]\n [/event]\n\n [event]\n name=attack\n first_time_only=yes\n [filter]\n side=2\n [/filter]\n\n [message]\n speaker=Esther\n message= _ \"Ah, they're attacking us after all.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Why wouldn't they?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Like I said, we're allies with Ethea, and Xia'el and Uria are friends. It doesn't make sense for the Urdemons to do this. They're usually pretty nice to us.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(tilts head)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Xia'el and Uria are the Guardians of Earth and Life, remember? They're supposed to keep peace on our worlds, Irdya and Ethea. If any of the Urdemons get out of control, Uria's supposed to stop them. She's usually pretty strict with them you know.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"So... where is she?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Obviously not here. I guess speculating about this right now isn't helpful. Let's worry about surviving first.\"\n [/message]\n [/event]\n\n [event]\n name=turn 5 end\n\n [message]\n speaker=Esther\n message= _ \"Look out, it looks like the demon leader's casting some kind of spell!\"\n [/message]\n [animate_unit]\n [filter]\n id=Azzarae\n [/filter]\n [primary_attack]\n range=ranged\n [/primary_attack]\n flag=attack\n [/animate_unit]\n {DELAY 750}\n [animate_unit]\n [filter]\n id=Azzarae\n [/filter]\n [primary_attack]\n range=ranged\n [/primary_attack]\n flag=attack\n [/animate_unit]\n {DELAY 300}\n [animate_unit]\n [filter]\n id=Azzarae\n [/filter]\n [primary_attack]\n range=ranged\n [/primary_attack]\n flag=attack\n [/animate_unit]\n {DELAY 150}\n #ifndef HARD\n [set_variable]\n name=turn_fire_dmg\n value=2\n [/set_variable]\n #endif\n #ifdef HARD\n [set_variable]\n name=turn_fire_dmg\n value=3\n [/set_variable]\n #endif\n\n {FLASH_RED_EXTREME ({DELAY 1500})}\n {COLOR_ADJUST 50 0 0}\n [/event]\n [event]\n name=side 1 turn 6\n\n [message]\n speaker=Yumi\n message= _ \"Ow!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yumi! Are you okay?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I'm... fine. What was that?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Seems like he's trying to use the heat from the lava to fry us.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Ugh, I hate fire.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I know you do, but I can't do anything about it without getting rid of that lava. We've got to beat them first.\"\n [/message]\n [/event]\n [event]\n name=turn 10 end\n\n #ifndef HARD\n [set_variable]\n name=turn_fire_dmg\n value=3\n [/set_variable]\n #endif\n #ifdef HARD\n [set_variable]\n name=turn_fire_dmg\n value=4\n [/set_variable]\n #endif\n\n {COLOR_ADJUST 75 0 0}\n [/event]\n [event]\n name=side 1 turn 11\n\n [message]\n speaker=Yumi\n message= _ \"Oww...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Hang in there! Don't give up on me.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I'm trying...\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=2\n [filter_location]\n terrain=G*^F*\n [/filter_location]\n [/filter]\n\n [message]\n speaker=Esther\n message= _ \"They're burning the forest!\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Wonderful.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=2\n [filter_location]\n terrain=G*^F*,G*^V*\n [/filter_location]\n [/filter]\n {PLAY_SOUND \"torch.ogg\"}\n [terrain]\n x,y=$x1,$y1\n radius=1\n terrain=Rd\n [/terrain]\n [terrain]\n x,y=$x1,$y1\n terrain=Rd^Ecf\n [/terrain]\n [redraw][/redraw]\n [/event]\n [event]\n name=side 1 turn 15\n\n {CLEAR_VARIABLE tmp_lava_dmg}\n {CLEAR_VARIABLE lava_hex}\n #ifndef HARD\n [set_variable]\n name=turn_fire_dmg\n value=6\n [/set_variable]\n #endif\n #ifdef HARD\n [set_variable]\n name=turn_fire_dmg\n value=9\n [/set_variable]\n #endif\n {COLOR_ADJUST 100 0 0}\n\n [message]\n speaker=Esther\n message= _ \"We've got to finish them off before everyone gets burned to death!\"\n [/message]\n [/event]\n\n # victory events\n [event]\n name=last breath\n [filter]\n id=Azzarae\n [/filter]\n\n [message]\n speaker=Esther\n message= _ \"Talk!\"\n [/message]\n [message]\n speaker=Azzarae\n message= _ \"... I cannot...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Answer me!\"\n [/message]\n [message]\n speaker=Azzarae\n message= _ \"I am bound...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"The leader's acting strange too? Oh well.\"\n [/message]\n\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/event]\n\n [event]\n name=victory\n [message]\n speaker=Esther\n message= _ \"Smile, Yumi! We won!\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Ugh.\"\n [/message]\n\n [scroll_to]\n x,y=38,6\n [/scroll_to]\n\n {DELAY 1250}\n\n [scroll_to]\n x,y=31,15\n [/scroll_to]\n\n {DELAY 1250}\n\n [scroll_to]\n x,y=38,15\n [/scroll_to]\n\n {DELAY 1250}\n\n [message]\n speaker=Yumi\n message= _ \"We won. Awesome.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"On the bright side at least we're still alive. Right?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"We're still alive, at least...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Anyway, we can't stay here any longer. We have to- what are you doing?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Going to sleep. I'm tired.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"But-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(pouts)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(sighs) Okay, but we really shouldn't stay here for too long. After you wake up, we have to get going. Otherwise the demons will hunt us down. Okay?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shrugs)\"\n [/message]\n\n {CLEAR_VARIABLE turn_fire_dmg}\n [/event]\n\n # defeat\n [event]\n name=time over\n\n {PLAY_SOUND \"dragonstick.ogg\"}\n {FLASH_RED_EXTREME ({DELAY 1500})}\n\n [message]\n speaker=Yumi\n message= _ \"Great, now we're going to be roasted alive...\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n[/scenario]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[scenario]\n id=02_Red_Peaks\n name= _ \"Red Peaks\"\n map_data=\"{~add-ons/Genesis/episode1/maps/02_Red_Peaks.map}\"\n {TURNS 33 30 27}\n next_scenario=03_Northlands\n victory_when_enemies_defeated=no\n {DEFAULT_SCHEDULE}\n {STORYTXT_RED_PEAKS}\n\n {SCENARIO_MUSIC battle-epic.ogg}\n {EXTRA_SCENARIO_MUSIC nunc_dimittis.ogg}\n {EXTRA_SCENARIO_MUSIC breaking_the_chains.ogg}\n {EXTRA_SCENARIO_MUSIC the_king_is_dead.ogg}\n\n {FAE_DEATHS}\n\n [side]\n {PLAYER_FAE}\n {FAERIE_RECRUITS}\n side=1\n {GOLD 275 225 150}\n {INCOME 5 3 0}\n fog=yes\n [/side]\n\n {STARTING_VILLAGES 1 6}\n\n [side]\n {ETHEA_ENEMY_SIDE}\n {AGGRESSIVE_SIDE}\n side=2\n no_leader=yes\n [/side]\n\n [side]\n side=3\n {AGGRESSIVE_SIDE}\n no_leader=yes\n team_name=etheademon\n user_team_name= _ \"team_name^Imps\"\n color=ethea\n [/side]\n\n [side]\n side=4\n {AGGRESSIVE_SIDE}\n no_leader=yes\n team_name=fae\n hidden=yes\n share_view=yes\n color=ethea\n [/side]\n\n #ifdef HARD\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\",\"Demon Windlasher\") 2 16 18 39 42 16}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 13 15 39 42 15}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\",\"Demon Windlasher\") 2 10 12 39 42 16}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 3 7 48 52 15}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\",\"Demon Windlasher\") 2 27 31 37 40 16}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\",\"Demon Windlasher\") 2 25 29 29 33 16}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 28 31 30 34 15}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 3 8 42 47 15}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 25 30 29 31 15}\n #endif\n #ifdef NORMAL\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\",\"Demon Windlasher\") 2 16 18 39 42 24}\n {RESPAWN_POINT_RANDOM (\"Winged Demon\") 2 13 15 39 42 16}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 10 12 39 42 24}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 3 7 48 52 24}\n {RESPAWN_POINT_RANDOM (\"Winged Demon\") 2 27 31 37 40 16}\n {RESPAWN_POINT_RANDOM (\"Winged Demon\") 2 25 29 29 33 16}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\",\"Demon Windlasher\") 2 28 31 30 34 24}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 3 8 42 47 24}\n {RESPAWN_POINT_RANDOM (\"Winged Demon\") 2 25 30 29 31 16}\n #endif\n #ifdef EASY\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 16 18 39 42 24}\n {RESPAWN_POINT_RANDOM (\"Winged Demon\") 2 13 15 39 42 20}\n {RESPAWN_POINT_RANDOM (\"Winged Demon\") 2 10 12 39 42 20}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 3 7 48 52 24}\n {RESPAWN_POINT_RANDOM (\"Winged Demon\") 2 27 31 37 40 20}\n {RESPAWN_POINT_RANDOM (\"Winged Demon\") 2 25 29 29 33 20}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 28 31 30 34 24}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 3 8 42 47 24}\n {RESPAWN_POINT_RANDOM (\"Winged Demon\") 2 25 30 29 31 20}\n #endif\n\n # variable set\n [event]\n name=prestart\n [set_variable]\n name=turn_counter\n value=0\n [/set_variable]\n [set_variable]\n name=new_spawns\n value=0\n [/set_variable]\n\n {SPAWN (\"Winged Demon\") 2 16 41}\n {SPAWN (\"Winged Demon\") 2 30 34}\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=Esther\n message= _ \"You awake yet?\"\n [/message]\n\n {RECALL_YUMI 32 46}\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n [message]\n speaker=Yumi\n message= _ \"Kind of. Where are we going?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"North.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Why north?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Because other people live there... why are you looking at me like that?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"You're talking about Aryel, aren't you?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"What's wrong with Aryel?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Nothing...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Why are you blushing?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"It's nothing! She's just... uhm...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I thought you liked her. You seemed kind of sad when she left to go 'spread her wings' or whatever she was doing.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(sulks) Yeah and you wouldn't let me go with her.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Well cheer up little miss gloomy, we're going to find her now.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I'm... gloomy? Sorry...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"What do you have to be sorry about? Come on, we're going on an adventure to find Aryel. Isn't that something to be excited about?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I guess...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"This girl is so shy. Then let's get going.\"\n [/message]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Reach the end of the mountain pass\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Turns run out\")}\n {OBJECTIVE_CARRYOVER}\n [/objectives]\n [/event]\n\n # also damages fire fae and shadow fae\n # do not get caught in lava!\n #define KILL_UNITS_ON_LAVA\n [store_locations]\n variable=lava_hex\n terrain=Qlf\n [/store_locations]\n [for]\n array=lava_hex\n [do]\n [if]\n [have_unit]\n x,y=$lava_hex[$i].x,$lava_hex[$i].y\n [not]\n type=Fire Fae, Shadow Fae, Winged Demon, Demon Zephyr, Demon Windlasher, Demon Stormbringer, Demon Galerunner,Demon Stromguarde,Serpent Messenger\n [/not]\n [/have_unit]\n [then]\n [kill]\n x,y=$lava_hex[$i].x,$lava_hex[$i].y\n animate=yes\n fire_event=yes\n [/kill]\n [/then]\n [/if]\n [/do]\n [/for]\n {CLEAR_VARIABLE lava_hex}\n #enddef\n\n [event]\n name=side 1 turn\n first_time_only=no\n [store_locations]\n variable=lava_hex\n terrain=Qlf\n [/store_locations]\n #ifndef HARD\n {VARIABLE tmp_lava_dmg 10}\n #endif\n #ifdef HARD\n {VARIABLE tmp_lava_dmg 15}\n #endif\n [for]\n array=lava_hex\n [do]\n [if]\n [have_unit]\n x,y=$lava_hex[$i].x,$lava_hex[$i].y\n type=Fire Fae, Shadow Fae\n [/have_unit]\n [then]\n {PLAY_SOUND \"fire.wav\"}\n [harm_unit]\n [filter]\n x,y=$lava_hex[$i].x,$lava_hex[$i].y\n [/filter]\n amount=$tmp_lava_dmg\n damage_type=fire\n animate=yes\n kill=no\n fire_event=yes\n [/harm_unit]\n [/then]\n [/if]\n [/do]\n [/for]\n {CLEAR_VARIABLE tmp_lava_dmg}\n {CLEAR_VARIABLE lava_hex}\n [/event]\n\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n side=2\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [message]\n speaker=Esther\n message= _ \"Watch out, the demons are still following us! Stick together and don't get picked off!\"\n [/message]\n [/event]\n\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n side=3\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [message]\n speaker=Esther\n message= _ \"They brought imps too? Looks like we might have more of a problem on our hands than I initially thought.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Why? And what are imps?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I forget you've never seen them before. Imps are just lesser demons, usually the servants of proper demon lords and the like. They're not that dangerous by themselves, but them being here probably means someone troublesome is commanding them.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(frowns) Okay.\"\n [/message]\n [/event]\n\n [event]\n name=turn 3\n\n [message]\n speaker=Yumi\n message= _ \"Hey, Esther.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yes?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Do you ever wonder about, ah...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"What is it?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"... do you think the others know that we're not the same as them?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"What do you mean?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Erm... well...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"... never mind.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yumi...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Sorry...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(sighs) It's okay, you don't need to be scared of me, you know? Anyway, if you meant that we're not exactly faeries, I think only Aryel knows about that. The most we can do is do our best to keep it a secret.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Okay.\"\n [/message]\n [/event]\n\n [event]\n name=turn 5\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=0\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Yumi\n message= _ \"I think I see smoke.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"From the volcanoes? Hmm, we should probably start moving faster.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"... Yumi? Hello?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Come on, you don't want to get caught if those volcanoes erupt on us.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(nods)\"\n [/message]\n [/event]\n\n # if you haven't set off the volcanoes by now, it's time to get moving\n [event]\n name=turn 8\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=0\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Esther\n message= _ \"We should hurry up.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x=8-15\n y=16-21\n side=1\n [/filter]\n\n [message]\n speaker=Esther\n message= _ \"Hey, I think I see an abandoned human castle. Maybe we can rally everyone there.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Uhm, with all this lava around us?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Ah, right.\"\n [/message]\n [/event]\n\n # volcano lava events\n # only do all the fancy interface stuff for the first turn this happens\n # spawns for the volcano event\n # these numbers can be tweaked\n #ifdef HARD\n {RESPAWN_POINT_CONDITIONAL (\"Demon Zephyr\",\"Demon Windlasher\") 2 5 26 17 (\"turn_counter\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Zephyr\",\"Demon Windlasher\") 2 4 24 17 (\"turn_counter\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Zephyr\",\"Demon Windlasher\") 2 6 23 17 (\"turn_counter\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Zephyr\",\"Demon Windlasher\") 2 24 23 17 (\"turn_counter\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Zephyr\",\"Demon Windlasher\") 2 27 24 17 (\"turn_counter\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Zephyr\",\"Demon Windlasher\") 2 27 26 17 (\"turn_counter\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Zephyr\",\"Demon Windlasher\") 2 11 11 17 (\"turn_counter\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Zephyr\",\"Demon Windlasher\") 2 13 10 17 (\"turn_counter\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Zephyr\",\"Demon Windlasher\") 2 15 11 17 (\"turn_counter\")}\n #endif\n #ifdef NORMAL\n {RESPAWN_POINT_CONDITIONAL (\"Demon Zephyr\") 2 5 26 29 (\"turn_counter\")}\n {RESPAWN_POINT_CONDITIONAL (\"Winged Demon\") 2 4 24 25 (\"turn_counter\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Zephyr\",\"Demon Windlasher\") 2 6 23 29 (\"turn_counter\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Zephyr\",\"Demon Windlasher\") 2 24 23 29 (\"turn_counter\")}\n {RESPAWN_POINT_CONDITIONAL (\"Winged Demon\") 2 27 24 25 (\"turn_counter\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Zephyr\") 2 27 26 29 (\"turn_counter\")}\n {RESPAWN_POINT_CONDITIONAL (\"Winged Demon\") 2 11 11 25 (\"turn_counter\")}\n {RESPAWN_POINT_CONDITIONAL (\"Winged Demon\") 2 13 10 25 (\"turn_counter\")}\n {RESPAWN_POINT_CONDITIONAL (\"Winged Demon\") 2 15 11 25 (\"turn_counter\")}\n #endif\n #ifdef EASY\n {RESPAWN_POINT_CONDITIONAL (\"Demon Zephyr\") 2 5 26 34 (\"turn_counter\")}\n {RESPAWN_POINT_CONDITIONAL (\"Winged Demon\") 2 4 24 29 (\"turn_counter\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Zephyr\",\"Demon Windlasher\") 2 6 23 34 (\"turn_counter\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Zephyr\",\"Demon Windlasher\") 2 24 23 34 (\"turn_counter\")}\n {RESPAWN_POINT_CONDITIONAL (\"Winged Demon\") 2 27 24 29 (\"turn_counter\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Zephyr\") 2 27 26 34 (\"turn_counter\")}\n {RESPAWN_POINT_CONDITIONAL (\"Winged Demon\") 2 11 11 29 (\"turn_counter\")}\n {RESPAWN_POINT_CONDITIONAL (\"Winged Demon\") 2 13 10 29 (\"turn_counter\")}\n {RESPAWN_POINT_CONDITIONAL (\"Winged Demon\") 2 15 11 29 (\"turn_counter\")}\n #endif\n\n #ifdef HARD\n {RESPAWN_POINT_CONDITIONAL (\"Blood Imp\") 3 23 15 11 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Blood Imp\") 3 23 17 10 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Blood Imp\") 3 26 16 11 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Blood Imp\") 3 24 13 10 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Blood Imp\") 3 24 15 11 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Blood Imp\") 3 27 14 10 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Serpent Messenger\") 3 4 24 7 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Serpent Messenger\") 3 27 24 7 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Serpent Messenger\") 3 13 10 7 (\"new_spawns\")}\n #endif\n #ifdef NORMAL\n {RESPAWN_POINT_CONDITIONAL (\"Blood Imp\") 3 23 15 19 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Blood Imp\") 3 23 17 19 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Imp\") 3 26 16 15 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Imp\") 3 24 13 15 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Blood Imp\") 3 27 14 19 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Blood Imp\") 3 24 15 19 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Serpent Messenger\") 3 4 24 11 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Serpent Messenger\") 3 27 24 11 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Serpent Messenger\") 3 13 10 11 (\"new_spawns\")}\n #endif\n #ifdef EASY\n {RESPAWN_POINT_CONDITIONAL (\"Imp\") 3 23 15 19 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Blood Imp\") 3 23 17 22 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Imp\") 3 26 16 19 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Blood Imp\") 3 24 13 22 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Imp\") 3 27 14 19 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Imp\") 3 24 15 19 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Serpent Messenger\") 3 4 24 14 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Serpent Messenger\") 3 27 24 14 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Serpent Messenger\") 3 13 10 14 (\"new_spawns\")}\n #endif\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x=8-28\n y=27-31\n side=1\n [/filter]\n\n [message]\n speaker=Yumi\n message= _ \"Do you hear something?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yes. It sounds like-\"\n [/message]\n\n # 5 seems to be good, but it could be a little less or more\n # the repeat for sound makes it more impressive, more eruption-like\n {REPEAT 5 ({QUAKE_FIXED \"rumble.ogg\"})}\n {REPEAT 3 ({PLAY_SOUND \"dragonstick.ogg\"})}\n\n {REPLACE_SCENARIO_MUSIC frantic.ogg}\n {APPEND_MUSIC the_city_falls.ogg}\n {APPEND_MUSIC vengeful.ogg}\n\n {DELAY 1000}\n {PLAY_SOUND \"rumble.ogg\"}\n\n # the broken up scrolls and redraws make it seem like the lava is flowing\n [scroll_to]\n x,y=7,37\n [/scroll_to]\n\n [terrain]\n x=0,0\n y=36,39\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n {DELAY 1000}\n\n [terrain]\n x=1,1,1,1\n y=37,38,39,40\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n {DELAY 1000}\n\n [terrain]\n x=2\n y=39\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n {KILL_UNITS_ON_LAVA}\n {DELAY 1000}\n {PLAY_SOUND \"rumble.ogg\"}\n\n [scroll_to]\n x,y=9,25\n [/scroll_to]\n\n [terrain]\n x=6\n y=25\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n {DELAY 1000}\n\n [terrain]\n x=7,7\n y=25,26\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n {KILL_UNITS_ON_LAVA}\n {DELAY 1000}\n {PLAY_SOUND \"rumble.ogg\"}\n\n [scroll_to]\n x,y=24,25\n [/scroll_to]\n\n [terrain]\n x=26\n y=25\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n {DELAY 1000}\n\n [terrain]\n x=25,25\n y=25,26\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n {KILL_UNITS_ON_LAVA}\n {DELAY 1000}\n\n # here are some enemies\n #ifdef HARD\n {SPAWN (\"Demon Zephyr\",\"Demon Windlasher\") 2 5 26}\n {SPAWN (\"Demon Zephyr\",\"Demon Windlasher\") 2 6 23}\n {SPAWN (\"Demon Zephyr\",\"Demon Windlasher\") 2 24 23}\n {SPAWN (\"Demon Zephyr\",\"Demon Windlasher\") 2 27 26}\n {SPAWN (\"Winged Demon\") 2 11 11}\n {SPAWN (\"Winged Demon\") 2 15 11}\n #endif\n #ifdef NORMAL\n {SPAWN (\"Winged Demon\") 2 5 26}\n {SPAWN (\"Winged Demon\") 2 6 23}\n {SPAWN (\"Winged Demon\") 2 24 23}\n {SPAWN (\"Winged Demon\") 2 27 26}\n {SPAWN (\"Demon Zephyr\") 2 11 11}\n {SPAWN (\"Demon Zephyr\",\"Demon Windlasher\") 2 15 11}\n #endif\n #ifdef EASY\n {SPAWN (\"Winged Demon\") 2 5 26}\n {SPAWN (\"Winged Demon\") 2 6 23}\n {SPAWN (\"Winged Demon\") 2 24 23}\n {SPAWN (\"Winged Demon\") 2 27 26}\n {SPAWN (\"Winged Demon\") 2 11 11}\n {SPAWN (\"Winged Demon\") 2 15 11}\n #endif\n\n [message]\n speaker=Esther\n message= _ \"Oh dear, this is bad. Really bad. Stay off the lava, and stay close! We can't let them pick us off alone!\"\n [/message]\n\n # since we don't know which turn this occurs on, use a counter to track it\n [set_variable]\n name=turn_counter\n value=1\n [/set_variable]\n\n # highlight for next few hexes that get lavaed\n [item]\n x=3,4,4,0,0,0,1,1,7,8,8,24,25,23,22,8,13\n y=39,38,37,45,46,47,46,47,27,24,26,25,27,25,24,23,12\n halo=halo/fire-beam.png\n visible_in_fog=no\n [/item]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Reach the end of the mountain pass\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Turns run out\")}\n {OBJECTIVE_CARRYOVER}\n {OBJECTIVE_NOTE ( _ \"Do not step on the lava.\")}\n [/objectives]\n [/event]\n\n [event]\n name=turn refresh\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [set_variable]\n name=turn_counter\n value=2\n [/set_variable]\n [/event]\n\n # make more lava, etc\n [event]\n name=new turn\n first_time_only=yes\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=2\n [/variable]\n [/filter_condition]\n\n {PLAY_SOUND \"rumble.ogg\"}\n\n [terrain]\n x=3,4,4,0,0,0,1,1\n y=39,38,37,45,46,47,46,47\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=7,8,8\n y=27,24,26\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=24,25,23,22,8\n y=25,27,25,24,23\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=13\n y=12\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n {KILL_UNITS_ON_LAVA}\n\n [remove_item]\n x=3,4,4,0,0,0,1,1,7,8,8,24,25,23,22,8,13\n y=39,38,37,45,46,47,46,47,27,24,26,25,27,25,24,23,12\n [/remove_item]\n\n [item]\n x=5,5,5,2,2,3,7,9,8,9,21,22,24,26,23,12,14,10,17\n y=37,38,39,46,47,47,28,27,23,24,25,23,27,27,28,12,12,12,11\n halo=halo/fire-beam.png\n visible_in_fog=no\n [/item]\n\n [set_variable]\n name=turn_counter\n value=3\n [/set_variable]\n [/event]\n\n [event]\n name=turn refresh\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=3\n [/variable]\n [/filter_condition]\n [set_variable]\n name=turn_counter\n value=4\n [/set_variable]\n [/event]\n\n [event]\n name=new turn\n first_time_only=yes\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=4\n [/variable]\n [/filter_condition]\n\n {PLAY_SOUND \"rumble.ogg\"}\n\n [terrain]\n x=5,5,5\n y=37,38,39\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=2,2,3\n y=46,47,47\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=7,9,8,9\n y=28,27,23,24\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=21,22,24,26,23\n y=25,23,27,27,28\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=12,14,10,17\n y=12,12,12,11\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n {KILL_UNITS_ON_LAVA}\n\n [remove_item]\n x=5,5,5,2,2,3,7,9,8,9,21,22,24,26,23,12,14,10,17\n y=37,38,39,46,47,47,28,27,23,24,25,23,27,27,28,12,12,12,11\n [/remove_item]\n\n [item]\n x=5,6,4-5,8,7,10,9,10,26,26,22,24,20,21,22,17,18,16,11,9\n y=36,36-39,46-47,28,29,27,23,24,28,29,28,26,25,23,22,10,10,12,13,13\n halo=halo/fire-beam.png\n visible_in_fog=no\n [/item]\n\n [set_variable]\n name=turn_counter\n value=5\n [/set_variable]\n [/event]\n\n [event]\n name=turn refresh\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=5\n [/variable]\n [/filter_condition]\n [set_variable]\n name=turn_counter\n value=6\n [/set_variable]\n [/event]\n\n [event]\n name=new turn\n first_time_only=yes\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=6\n [/variable]\n [/filter_condition]\n\n {PLAY_SOUND \"rumble.ogg\"}\n\n [terrain]\n x=5,6\n y=36,36-39\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=4-5\n y=46-47\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=8,7,10,9,10\n y=28,29,27,23,24\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=26,26,22,24,20,21,22\n y=28,29,28,26,25,23,22\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=17,18,16,11,9\n y=10,10,12,13,13\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n {KILL_UNITS_ON_LAVA}\n\n [remove_item]\n x=5,6,4-5,8,7,10,9,10,26,26,22,24,20,21,22,17,18,16,11,9\n y=36,36-39,46-47,28,29,27,23,24,28,29,28,26,25,23,22,10,10,12,13,13\n [/remove_item]\n\n [set_variable]\n name=turn_counter\n value=7\n [/set_variable]\n [/event]\n\n [event]\n name=turn refresh\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=7\n [/variable]\n [/filter_condition]\n [set_variable]\n name=turn_counter\n value=8\n [/set_variable]\n [/event]\n [event]\n name=new turn\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=8\n [/variable]\n [/filter_condition]\n [set_variable]\n name=turn_counter\n value=9\n [/set_variable]\n\n [item]\n x=7,8,8,6,7,5,6,6,7,8,7,7,10,11,10,6,9,25,27,21,22,20,8,9,15,16,12,13\n y=37,36,37,40,40,45,44,46,47,47,23,22,22,25,26,29,29,30,30,26,21,22,13,14,13,13,7,7\n halo=halo/fire-beam.png\n visible_in_fog=no\n [/item]\n [/event]\n [event]\n name=turn refresh\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=9\n [/variable]\n [/filter_condition]\n [set_variable]\n name=turn_counter\n value=10\n [/set_variable]\n [/event]\n\n [event]\n name=new turn\n first_time_only=yes\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=10\n [/variable]\n [/filter_condition]\n\n {PLAY_SOUND \"rumble.ogg\"}\n\n [terrain]\n x=7,8,8,6,7\n y=37,36,37,40,40\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=5,6,6,7,8\n y=45,44,46,47,47\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=7,7,10,11,10,6,9\n y=23,22,22,25,26,29,29\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=25,27,21,22,20\n y=30,30,26,21,22\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=8,9,15,16,12,13\n y=13,14,13,13,7,7\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n {KILL_UNITS_ON_LAVA}\n\n [remove_item]\n x=7,8,8,6,7,5,6,6,7,8,7,7,10,11,10,6,9,25,27,21,22,20,8,9,15,16,12,13\n y=37,36,37,40,40,45,44,46,47,47,23,22,22,25,26,29,29,30,30,26,21,22,13,14,13,13,7,7\n [/remove_item]\n\n [item]\n x=9,7,8,10,6,9-12,13,5,6,9,10,8,9,11,11,12,10,6,7,28,28,26,24,21,22,22,19,19,19,18,22,23,7,8,13,11,17,11,12\n y=37,41,41,37,43,48,49,31,30,30,29,27,28,26,28,24,21,21,21,30,31,30,30,29,29,27,25,26,22,22,20,21,13,14,13,14,9,7,6\n halo=halo/fire-beam.png\n visible_in_fog=no\n [/item]\n\n [set_variable]\n name=turn_counter\n value=11\n [/set_variable]\n [/event]\n\n [event]\n name=turn refresh\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=11\n [/variable]\n [/filter_condition]\n [set_variable]\n name=turn_counter\n value=12\n [/set_variable]\n [/event]\n\n [event]\n name=new turn\n first_time_only=yes\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=12\n [/variable]\n [/filter_condition]\n\n {PLAY_SOUND \"rumble.ogg\"}\n\n [terrain]\n x=9,7,8,10\n y=37,41,41,37\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=6,9-12,13\n y=43,48,49\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=5,6,9,10,8,9,11,11,12,10,6,7\n y=31,30,30,29,27,28,26,28,24,21,21,21\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=28,28,26,24,21,22,22,19,19,19,18,22,23\n y=30,31,30,30,29,29,27,25,26,22,22,20,21\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=7,8,13,11,17,11,12\n y=13,14,13,14,9,7,6\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n {KILL_UNITS_ON_LAVA}\n\n [remove_item]\n x=9,7,8,10,6,9-12,13,5,6,9,10,8,9,11,11,12,10,6,7,28,28,26,24,21,22,22,19,19,19,18,22,23,7,8,13,11,17,11,12\n y=37,41,41,37,43,48,49,31,30,30,29,27,28,26,28,24,21,21,21,30,31,30,30,29,29,27,25,26,22,22,20,21,13,14,13,14,9,7,6\n [/remove_item]\n\n [item]\n x=7,9,10,11,11,7,8,13-14,15,4,5,11,11,12,12-13,11,12,13,8,8,6,7,27,27,23,21,20,21,19,20,18,17,21,22,24,30,5-6,7-8,10,12,12,16,17,19,19,14,15,10\n y=42-43,42,41,42,37,38-39,39-40,50,51,31,32,30,31,28,26,23,23,24,22,20,20,21,32,33,31,30,28,27,26,27,25,23,22,19,20,21,13,15,14,14,15,14,14,11,12,6-7,7,7\n halo=halo/fire-beam.png\n visible_in_fog=no\n [/item]\n\n [set_variable]\n name=turn_counter\n value=13\n [/set_variable]\n [set_variable]\n name=new_spawns\n value=1\n [/set_variable]\n [/event]\n\n [event]\n name=turn refresh\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=13\n [/variable]\n [/filter_condition]\n [set_variable]\n name=turn_counter\n value=14\n [/set_variable]\n [/event]\n\n [event]\n name=new turn\n first_time_only=yes\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=14\n [/variable]\n [/filter_condition]\n\n {PLAY_SOUND \"rumble.ogg\"}\n\n [terrain]\n x=7,9,10,11,11\n y=42-43,42,41,42,37\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=7,8\n y=38-39,39-40\n terrain=Ql\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=13-14,15\n y=50,51\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=4,5,11,11,12,12-13,11,12,13,8,8,6,7\n y=31,32,30,31,28,26,23,23,24,22,20,20,21\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=27,27,23,21,20,21,19,20,18,17,21,22,24,30\n y=32,33,31,30,28,27,26,27,25,23,22,19,20,21\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=5-6,7-8,10,12,12,16,17,19,19,14,15,10\n y=13,15,14,14,15,14,14,11,12,6-7,7,7\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n {KILL_UNITS_ON_LAVA}\n\n [remove_item]\n x=7,9,10,11,11,7,8,13-14,15,4,5,11,11,12,12-13,11,12,13,8,8,6,7,27,27,23,21,20,21,19,20,18,17,21,22,24,30,5-6,7-8,10,12,12,16,17,19,19,14,15,10\n y=42-43,42,41,42,37,38-39,39-40,50,51,31,32,30,31,28,26,23,23,24,22,20,20,21,32,33,31,30,28,27,26,27,25,23,22,19,20,21,13,15,14,14,15,14,14,11,12,6-7,7,7\n [/remove_item]\n\n [set_variable]\n name=turn_counter\n value=15\n [/set_variable]\n [/event]\n\n [event]\n name=turn refresh\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=15\n [/variable]\n [/filter_condition]\n [set_variable]\n name=turn_counter\n value=16\n [/set_variable]\n [/event]\n [event]\n name=new turn\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=16\n [/variable]\n [/filter_condition]\n [set_variable]\n name=turn_counter\n value=17\n [/set_variable]\n\n [item]\n x=11-12,12,12-13,8,6,8,9,10,9-10,16,15,14,15,14,2-3,3,6,6,7-8,12,12,13,13,14,14,13,11,11,10,7,8,4,26,28,26,23,23,25,22,23,19,20,19,18,17,18,18,17,21,23,25,29,30,31,3,4,5,7,8-9,11-12,14,15,16,13,19,20,17,16,15,15\n y=36,35,41-42,42,45,38,41,40,38,51,52,52,53,53,31,32,32,33,30,29,31,29,28,26,23,23,24,21,20,20,19,20,33,33,32,30,32,28,25,27,29,30,28,27,27,26,24,24,24,19,20,21,20,22,13,12,14,14,16,16,13,15,15,16,13,12,12,7-8,6,5\n halo=halo/fire-beam.png\n visible_in_fog=no\n [/item]\n [/event]\n [event]\n name=turn refresh\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=17\n [/variable]\n [/filter_condition]\n [set_variable]\n name=turn_counter\n value=18\n [/set_variable]\n [/event]\n\n [event]\n name=new turn\n first_time_only=yes\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=18\n [/variable]\n [/filter_condition]\n\n {PLAY_SOUND \"rumble.ogg\"}\n\n [terrain]\n x=11-12,12,12-13,8,6\n y=36,35,41-42,42,45\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=8,9,10,9-10\n y=38,41,40,38\n terrain=Ql\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=16,15,14,15,14\n y=51,52,52,53,53\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=2-3,3,6,6,7-8,12,12,13,13,14,14,13,11,11,10,7,8,4\n y=31,32,32,33,30,29,31,29,28,26,23,23,24,21,20,20,19,20\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=26,28,26,23,23,25,22,23,19,20,19,18,17,18,18,17,21,23,25,29,30,31\n y=33,33,32,30,32,28,25,27,29,30,28,27,27,26,24,24,24,19,20,21,20,22\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=3,4,5,7,8-9,11-12,14,15,16,13,19,20,17,16,15,15\n y=13,12,14,14,16,16,13,15,15,16,13,12,12,7-8,6,5\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n {KILL_UNITS_ON_LAVA}\n\n [remove_item]\n x=11-12,12,12-13,8,6,8,9,10,9-10,16,15,14,15,14,2-3,3,6,6,7-8,12,12,13,13,14,14,13,11,11,10,7,8,4,26,28,26,23,23,25,22,23,19,20,19,18,17,18,18,17,21,23,25,29,30,31,3,4,5,7,8-9,11-12,14,15,16,13,19,20,17,16,15,15\n y=36,35,41-42,42,45,38,41,40,38,51,52,52,53,53,31,32,32,33,30,29,31,29,28,26,23,23,24,21,20,20,19,20,33,33,32,30,32,28,25,27,29,30,28,27,27,26,24,24,24,19,20,21,20,22,13,12,14,14,16,16,13,15,15,16,13,12,12,7-8,6,5\n [/remove_item]\n\n [item]\n x=13,14,14,15,14,15,6,9,9,11,11-12,11,14,15,11-13,12,10,1-2,6,5,8,11,13,13,13,14,15,14,10,14,15,12,12,9,9,6,3-4,12,26,27,27,22,24,22,21,18,19,20,23,20,17,17,18,32,33,31,28,26,23,16,16,3-4,4,6,5-6,8-9,10,14,12,17,11,21,14,15,18\n y=36,35,36,36,41,42,41,39,40,38,40,41,54-56,57,53,52,52,30,34,35,29,29,32,33,30,29,30,27,23,25,26,21,22,19,20,19,19,25,34,34,35,32,32,31,32,31,31,29,26,24,25,28,28,22,23,21,20,19,18,22,23,14,13,15,16,17,15,15,17,16,15,13,4,4,9\n halo=halo/fire-beam.png\n visible_in_fog=no\n [/item]\n\n [message]\n speaker=Esther\n message= _ \"We have to keep moving! We can't get caught here or the lava's going to kill us all!\"\n [/message]\n\n [set_variable]\n name=turn_counter\n value=19\n [/set_variable]\n [/event]\n\n [event]\n name=turn refresh\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=19\n [/variable]\n [/filter_condition]\n [set_variable]\n name=turn_counter\n value=20\n [/set_variable]\n [/event]\n\n [event]\n name=new turn\n first_time_only=yes\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=20\n [/variable]\n [/filter_condition]\n\n {PLAY_SOUND \"rumble.ogg\"}\n\n [terrain]\n x=13,14,14,15,14,15,6\n y=36,35,36,36,41,42,41\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=9,9,11,11-12,11\n y=39,40,38,40,41\n terrain=Ql\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=14,15,11-13,12,10\n y=54-56,57,53,52,52\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=1-2,6,5,8,11,13,13,13,14,15,14,10,14,15,12,12,9,9,6,3-4,12\n y=30,34,35,29,29,32,33,30,29,30,27,23,25,26,21,22,19,20,19,19,25\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=26,27,27,22,24,22,21,18,19,20,23,20,17,17,18,32,33,31,28,26,23,16,16\n y=34,34,35,32,32,31,32,31,31,29,26,24,25,28,28,22,23,21,20,19,18,22,23\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=3-4,4,6,5-6,8-9,10,14,12,17,11,21,14,15,18\n y=14,13,15,16,17,15,15,17,16,15,13,4,4,9\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n {KILL_UNITS_ON_LAVA}\n\n [remove_item]\n x=13,14,14,15,14,15,6,9,9,11,11-12,11,14,15,11-13,12,10,1-2,6,5,8,11,13,13,13,14,15,14,10,14,15,12,12,9,9,6,3-4,12,26,27,27,22,24,22,21,18,19,20,23,20,17,17,18,32,33,31,28,26,23,16,16,3-4,4,6,5-6,8-9,10,14,12,17,11,21,14,15,18\n y=36,35,36,36,41,42,41,39,40,38,40,41,54-56,57,53,52,52,30,34,35,29,29,32,33,30,29,30,27,23,25,26,21,22,19,20,19,19,25,34,34,35,32,32,31,32,31,31,29,26,24,25,28,28,22,23,21,20,19,18,22,23,14,13,15,16,17,15,15,17,16,15,13,4,4,9\n [/remove_item]\n\n [item]\n x=15,16,16,15,16,4,3,10,11,12,13,14,13,14,15,15,16,16,6-9,0,13,14,6-7,12,13,12,12,15,14,14,14,15,12,13,11,13,14,12,13,7,8,11,27-28,27,25,22,21,21,23,18,19,18,17,18,17,20,21,29,30,27,26,24,15,4-5,4,5,7,10,12,14,15,21,22,18,17,9,8,13,14\n y=37,36,37,41,41,45,46,39,39,37,37,37,40,40,58,59,59,60,53,29,34,33,35,30,31,32,34,33,30,31,28,29,27,27,22,25,24,20,20,19,18,20,36-37,31,33,30,31,33,33,30,30,29,31,32,29,27,28,30,29,20,18,18,22,15,17,17,16,16,13,16,16,14,13,11,8,7,6,4,3\n halo=halo/fire-beam.png\n visible_in_fog=no\n [/item]\n\n [set_variable]\n name=turn_counter\n value=21\n [/set_variable]\n [/event]\n\n [event]\n name=turn refresh\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=21\n [/variable]\n [/filter_condition]\n [set_variable]\n name=turn_counter\n value=22\n [/set_variable]\n [/event]\n\n [event]\n name=new turn\n first_time_only=yes\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=22\n [/variable]\n [/filter_condition]\n\n {PLAY_SOUND \"rumble.ogg\"}\n\n [terrain]\n x=15,16,16,15,16,4,3\n y=37,36,37,41,41,45,46\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=10,11,12,13,14,13,14\n y=39,39,37,37,37,40,40\n terrain=Ql\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=15,15,16,16,6-9\n y=58,59,59,60,53\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=0,13,14,6-7,12,13,12,12,15,14,14,14,15,12,13,11,13,14,12,13,7,8,11\n y=29,34,33,35,30,31,32,34,33,30,31,28,29,27,27,22,25,24,20,20,19,18,20\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=27-28,27,25,22,21,21,23,18,19,18,17,18,17,20,21,29,30,27,26,24,15\n y=36-37,31,33,30,31,33,33,30,30,29,31,32,29,27,28,30,29,20,18,18,22\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=4-5,4,5,7,10,12,14,15,21,22,18,17,9,8,13,14\n y=15,17,17,16,16,13,16,16,14,13,11,8,7,6,4,3\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n {KILL_UNITS_ON_LAVA}\n\n [remove_item]\n x=15,16,16,15,16,4,3,10,11,12,13,14,13,14,15,15,16,16,6-9,0,13,14,6-7,12,13,12,12,15,14,14,14,15,12,13,11,13,14,12,13,7,8,11,27-28,27,25,22,21,21,23,18,19,18,17,18,17,20,21,29,30,27,26,24,15,4-5,4,5,7,10,12,14,15,21,22,18,17,9,8,13,14\n y=37,36,37,41,41,45,46,39,39,37,37,37,40,40,58,59,59,60,53,29,34,33,35,30,31,32,34,33,30,31,28,29,27,27,22,25,24,20,20,19,18,20,36-37,31,33,30,31,33,33,30,30,29,31,32,29,27,28,30,29,20,18,18,22,15,17,17,16,16,13,16,16,14,13,11,8,7,6,4,3\n [/remove_item]\n\n [item]\n x=15,16,16,15,16,4,3,10,11,12,13,14,13,14,15,15,16,16,6-9,0,13,14,6-7,12,13,12,12,15,14,14,14,15,12,13,11,13,14,12,13,7,8,11,27-28,27,25,22,21,21,23,18,19,18,17,18,17,20,21,29,30,27,26,24,15,4-5,4,5,7,10,12,14,15,21,22,18,17,9,8,13,14\n y=37,36,37,41,41,45,46,39,39,37,37,37,40,40,58,59,59,60,53,29,34,33,35,30,31,32,34,33,30,31,28,29,27,27,22,25,24,20,20,19,18,20,36-37,31,33,30,31,33,33,30,30,29,31,32,29,27,28,30,29,20,18,18,22,15,17,17,16,16,13,16,16,14,13,11,8,7,6,4,3\n halo=halo/fire-beam.png\n visible_in_fog=no\n [/item]\n\n [set_variable]\n name=turn_counter\n value=23\n [/set_variable]\n [/event]\n\n [event]\n name=turn refresh\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=23\n [/variable]\n [/filter_condition]\n [set_variable]\n name=turn_counter\n value=24\n [/set_variable]\n [/event]\n\n [event]\n name=new turn\n first_time_only=yes\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=24\n [/variable]\n [/filter_condition]\n\n {PLAY_SOUND \"rumble.ogg\"}\n\n [terrain]\n x=15,16,16,15,16,4,3\n y=37,36,37,41,41,45,46\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=10,11,12,13,14,13,14\n y=39,39,37,37,37,40,40\n terrain=Ql\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=15,15,16,16,6-9\n y=58,59,59,60,53\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=0,13,14,6-7,12,13,12,12,15,14,14,14,15,12,13,11,13,14,12,13,7,8,11\n y=29,34,33,35,30,31,32,34,33,30,31,28,29,27,27,22,25,24,20,20,19,18,20\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=27-28,27,25,22,21,21,23,18,19,18,17,18,17,20,21,29,30,27,26,24,15\n y=36-37,31,33,30,31,33,33,30,30,29,31,32,29,27,28,30,29,20,18,18,22\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=4-5,4,5,7,10,12,14,15,21,22,18,17,9,8,13,14\n y=15,17,17,16,16,13,16,16,14,13,11,8,7,6,4,3\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n {KILL_UNITS_ON_LAVA}\n\n [remove_item]\n x=15,16,16,15,16,4,3,10,11,12,13,14,13,14,15,15,16,16,6-9,0,13,14,6-7,12,13,12,12,15,14,14,14,15,12,13,11,13,14,12,13,7,8,11,27-28,27,25,22,21,21,23,18,19,18,17,18,17,20,21,29,30,27,26,24,15,4-5,4,5,7,10,12,14,15,21,22,18,17,9,8,13,14\n y=37,36,37,41,41,45,46,39,39,37,37,37,40,40,58,59,59,60,53,29,34,33,35,30,31,32,34,33,30,31,28,29,27,27,22,25,24,20,20,19,18,20,36-37,31,33,30,31,33,33,30,30,29,31,32,29,27,28,30,29,20,18,18,22,15,17,17,16,16,13,16,16,14,13,11,8,7,6,4,3\n [/remove_item]\n\n [item]\n x=16-17,1-2,0,2-3,7,5,2-3,4,14,15,12,14,12-13,0,0,1,14,15,16,17,15,11,10,5,2-3,29,30,26,29,31,22,24,25,19,20,19,33,25,23,27,6,4-5,13,15,18,9,10,11,10,21,14,15\n y=38-40,45,44,38,36,54,54,53,51,38-40,39,39,38,30,31,31,32,32,29,30,31,27,28,20,18,38,38,37,31,29,26,31,31,23,31,32,22,19,20,18,14,18,14,14,12,18,17,17,19,15,2,3\n halo=halo/fire-beam.png\n visible_in_fog=no\n [/item]\n\n [message]\n speaker=Esther\n message= _ \"Are you still okay?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Just splendid.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Okay, well hang on and I'll get us out of here...\"\n [/message]\n\n [set_variable]\n name=turn_counter\n value=25\n [/set_variable]\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x=4-21\n y=19-24\n side=1\n [/filter]\n {PLAY_SOUND \"thunder1.wav\"}\n\n [scroll_to]\n x,y=13,12\n [/scroll_to]\n\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x=10-16\n y=10-12\n multiturn=no\n [/lift_fog]\n\n {DELAY 1500}\n\n {SPAWN_ID (\"Demon Zephyr\") 2 11 11 (\"pursuer1\") (\"male\")}\n {SPAWN_ID (\"Demon Windlasher\") 2 13 10 (\"pursuer2\") (\"female\")}\n {SPAWN_ID (\"Demon Zephyr\") 2 15 11 (\"pursuer3\") (\"male\")}\n\n [message]\n speaker=pursuer2\n message= _ \"Capture the fire lady and the little girl... dispose of the rest.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Uh oh. Stay close! Don't get caught alone!\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Her eyes look funny. She's still being controlled.\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n id=pursuer1\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"... my will is unbound.\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n id=pursuer2\n [/filter]\n\n [message]\n speaker=Esther\n message= _ \"Who sent you? Why are you chasing us?\"\n [/message]\n [message]\n speaker=unit\n message= _ \"...\"\n [/message]\n\n {FLASH_RED_EXTREME ({DELAY 250})}\n\n [message]\n speaker=Esther\n message= _ \"Talk!\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Just kill her... she's not worth the effort.\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n id=pursuer3\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"You... cannot resist...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Just die already.\"\n [/message]\n [/event]\n\n [event]\n name=turn refresh\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=25\n [/variable]\n [/filter_condition]\n [set_variable]\n name=turn_counter\n value=26\n [/set_variable]\n [/event]\n\n [event]\n name=new turn\n first_time_only=yes\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=26\n [/variable]\n [/filter_condition]\n\n {PLAY_SOUND \"rumble.ogg\"}\n\n [terrain]\n x=16-17,1-2,0,2-3,7,5,2-3,4,14\n y=38-40,45,44,38,36,54,54,53,51\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=15,12,14,12-13\n y=38-40,39,39,38\n terrain=Ql\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=0,0,1,14,15,16,17,15,11,10,5,2-3\n y=30,31,31,32,32,29,30,31,27,28,20,18\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=29,30,26,29,31,22,24,25,19,20,19,33,25,23,27\n y=38,38,37,31,29,26,31,31,23,31,32,22,19,20,18\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=6,4-5,13,15,18,9,10,11,10,21,14,15\n y=14,18,14,14,12,18,17,17,19,15,2,3\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n {KILL_UNITS_ON_LAVA}\n\n [remove_item]\n x=16-17,1-2,0,2-3,7,5,2-3,4,14,15,12,14,12-13,0,0,1,14,15,16,17,15,11,10,5,2-3,29,30,26,29,31,22,24,25,19,20,19,33,25,23,27,6,4-5,13,15,18,9,10,11,10,21,14,15\n y=38-40,45,44,38,36,54,54,53,51,38-40,39,39,38,30,31,31,32,32,29,30,31,27,28,20,18,38,38,37,31,29,26,31,31,23,31,32,22,19,20,18,14,18,14,14,12,18,17,17,19,15,2,3\n [/remove_item]\n\n [item]\n x=0,1,12,13,13,14,2-3,9,10,13,16,16,3,5,8,30,32,28,25,26,25,25,31,31,28,29,27,28,33,33,18,23,17,13,15,16,16,7,9,13,23,23,20,13,14,16\n y=54-56,55-56,49,51,39,38,37,36,36,35,30,31,20,19,21,30,28,32,32,31,37,38,38,39,35,39,17,17,21,20,23,17,26,21,21,27,28,17,15,15,13,14,13,2,1,3\n halo=halo/fire-beam.png\n visible_in_fog=no\n [/item]\n\n [set_variable]\n name=turn_counter\n value=27\n [/set_variable]\n [/event]\n\n [event]\n name=turn refresh\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=27\n [/variable]\n [/filter_condition]\n [set_variable]\n name=turn_counter\n value=28\n [/set_variable]\n [/event]\n\n [event]\n name=new turn\n first_time_only=yes\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=28\n [/variable]\n [/filter_condition]\n\n {PLAY_SOUND \"rumble.ogg\"}\n\n [terrain]\n x=0,1,12,13\n y=54-56,55-56,49,51\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=13,14\n y=39,38\n terrain=Ql\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=2-3,9,10,13,16,16,3,5,8\n y=37,36,36,35,30,31,20,19,21\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=30,32,28,25,26,25,25,31,31,28,29,27,28,33,33,18,23,17,13,15,16,16\n y=30,28,32,32,31,37,38,38,39,35,39,17,17,21,20,23,17,26,21,21,27,28\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=7,9,13,23,23,20,13,14,16\n y=17,15,15,13,14,13,2,1,3\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n {KILL_UNITS_ON_LAVA}\n\n [remove_item]\n x=0,1,12,13,13,14,2-3,9,10,13,16,16,3,5,8,30,32,28,25,26,25,25,31,31,28,29,27,28,33,33,18,23,17,13,15,16,16,7,9,13,23,23,20,13,14,16\n y=54-56,55-56,49,51,39,38,37,36,36,35,30,31,20,19,21,30,28,32,32,31,37,38,38,39,35,39,17,17,21,20,23,17,26,21,21,27,28,17,15,15,13,14,13,2,1,3\n [/remove_item]\n\n [item]\n x=12,13,12,11,11,10,4,8,14,15,15,16,16,24,24,24,25,32,33,32,33,33,32,32,19,20,15,15,13,16,16,27,28,22,26,9,9,10-11,11,6-7,15,15,18,14,20,24,24,24,16,16,14,13,13\n y=50,52,33,32,35,35,36,35,34,34,35,32,33,36,37,38,39,37,37,39,28,29,20,21,24,23,27,28,22,26,24,16,15,17,17,22,21,18,19,18,20,19,16,14,15,14,12,11,6,5,0,0,3\n halo=halo/fire-beam.png\n visible_in_fog=no\n [/item]\n\n [set_variable]\n name=turn_counter\n value=29\n [/set_variable]\n [/event]\n\n [event]\n name=turn refresh\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=29\n [/variable]\n [/filter_condition]\n [set_variable]\n name=turn_counter\n value=30\n [/set_variable]\n [/event]\n\n [event]\n name=new turn\n first_time_only=yes\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=30\n [/variable]\n [/filter_condition]\n\n {PLAY_SOUND \"rumble.ogg\"}\n\n [terrain]\n x=12,13,12,11,11,10,4,8,14,15,15,16,16\n y=50,52,33,32,35,35,36,35,34,34,35,32,33\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=24,24,24,25,32,33,32,33,33,32,32,19,20,15,15,13,16,16,27,28,22,26\n y=36,37,38,39,37,37,39,28,29,20,21,24,23,27,28,22,26,24,16,15,17,17\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=9,9,10-11,11,6-7,15,15,18,14,20,24,24,24,16,16,14,13,13\n y=22,21,18,19,18,20,19,16,14,15,14,12,11,6,5,0,0,3\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n {KILL_UNITS_ON_LAVA}\n\n [remove_item]\n x=12,13,12,11,11,10,4,8,14,15,15,16,16,24,24,24,25,32,33,32,33,33,32,32,19,20,15,15,13,16,16,27,28,22,26,9,9,10-11,11,6-7,15,15,18,14,20,24,24,24,16,16,14,13,13\n y=50,52,33,32,35,35,36,35,34,34,35,32,33,36,37,38,39,37,37,39,28,29,20,21,24,23,27,28,22,26,24,16,15,17,17,22,21,18,19,18,20,19,16,14,15,14,12,11,6,5,0,0,3\n [/remove_item]\n\n [item]\n x=4,9,10,10,17,20,23,23,23,22,25,32,33,33,33,32,33,29,24,16,15,15,15,14,16,12,13,14,26,27,27,29,25,29,29,22,24,25,25,12,13,16,17,12,11,15,6\n y=35,35,30,31,32,32,34,35,37,36,40,40,40,39,38,29,30,40,19,25,25,24,23,22,18,19,17,18,15,15,19,20,17,15,16,15,10,11,12,0,1,4,7,1,2,0,17\n halo=halo/fire-beam.png\n visible_in_fog=no\n [/item]\n\n [set_variable]\n name=turn_counter\n value=31\n [/set_variable]\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x=16-22\n y=12-18\n side=1\n [/filter]\n\n {PLAY_SOUND \"thunder1.wav\"}\n [scroll_to]\n x,y=13,12\n [/scroll_to]\n\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x=10-16\n y=10-12\n multiturn=no\n [/lift_fog]\n\n {SPAWN_ID (\"Demon Zephyr\") 2 11 11 (\"pursuer4\") (\"male\")}\n {SPAWN_ID (\"Demon Windlasher\") 2 13 10 (\"pursuer5\") (\"female\")}\n {SPAWN_ID (\"Demon Zephyr\") 2 15 11 (\"pursuer6\") (\"male\")}\n\n #ifdef HARD\n {SPAWN (\"Blood Imp\") 3 23 15}\n {SPAWN (\"Blood Imp\") 3 23 17}\n {SPAWN (\"Blood Imp\") 3 26 16}\n {SPAWN (\"Blood Imp\") 3 24 13}\n {SPAWN (\"Blood Imp\") 3 27 14}\n #endif\n #ifdef NORMAL\n {SPAWN (\"Blood Imp\") 3 23 15}\n {SPAWN (\"Blood Imp\") 3 26 16}\n #endif\n #ifdef EASY\n {SPAWN (\"Blood Imp\") 3 23 15}\n #endif\n\n [message]\n speaker=pursuer5\n message= _ \"Eyes on the prey. The quarry shall soon be our prisoner.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I don't think we can make it...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"We can. Don't look back and keep flying as fast as you can. We can fight them off.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"But they're so strong...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"So are you. You can do it. Trust yourself.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(tilts head)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Right, scratch that. Stay close to me. I'll protect you and get us out of here. Trust me, Yumi.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(nods slowly)\"\n [/message]\n [/event]\n\n [event]\n name=turn refresh\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=31\n [/variable]\n [/filter_condition]\n [set_variable]\n name=turn_counter\n value=32\n [/set_variable]\n [/event]\n\n [event]\n name=new turn\n first_time_only=yes\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=32\n [/variable]\n [/filter_condition]\n\n {PLAY_SOUND \"rumble.ogg\"}\n\n [terrain]\n x=4,9,10,10,17,20,23,23,23,22,25,32,33,33,33,32,33,29\n y=35,35,30,31,32,32,34,35,37,36,40,40,40,39,38,29,30,40\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=24,16,15,15,15,14,16,12,13,14,26,27,27,29,25,29,29,22,24,25,25\n y=19,25,25,24,23,22,18,19,17,18,15,15,19,20,17,15,16,15,10,11,12\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=12,13,16,17,12,11,15,6\n y=0,1,4,7,1,2,0,17\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n {KILL_UNITS_ON_LAVA}\n\n [remove_item]\n x=4,9,10,10,17,20,23,23,23,22,25,32,33,33,33,32,33,29,24,16,15,15,15,14,16,12,13,14,26,27,27,29,25,29,29,22,24,25,25,12,13,16,17,12,11,15,6\n y=35,35,30,31,32,32,34,35,37,36,40,40,40,39,38,29,30,40,19,25,25,24,23,22,18,19,17,18,15,15,19,20,17,15,16,15,10,11,12,0,1,4,7,1,2,0,17\n [/remove_item]\n\n [item]\n x=9,9,24,23,22,22,18,16,21,21,32,33,30,31,26,26,28,29,14,14,14,28,18,19,13,12,17,21,25,26,23,24,30,31,24,23,17,18,18,17,17,19,19,21,29,30,31,29,16,23,24,28,29,24,13,14,15,20,9,12,9,10,8,11,15,16\n y=31,32,35,36,33,34,33,34,36,37,38,41,39,30,36,35,40,41,19,20,21,19,13,14,19,18,18,17,18,16,15,15,15,15,13,10,37,37,36,33,36,34,35,34,42,42,43,33,17,22,21,16,17,17,18,17,18,14,3,2,2,2,2,3,1,0\n halo=halo/fire-beam.png\n visible_in_fog=no\n [/item]\n\n [set_variable]\n name=turn_counter\n value=33\n [/set_variable]\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x=23-29\n y=12-18\n side=1\n [/filter]\n\n [scroll_to]\n x,y=28,13\n [/scroll_to]\n {SPAWN_ID (\"Demon Stromguarde\") 4 27 13 (\"lord1\") (\"male\")}\n {SPAWN_ID (\"Demon Stromguarde\") 4 28 13 (\"lord2\") (\"male\")}\n {SPAWN_ID (\"Demon Stromguarde\") 4 29 13 (\"lord3\") (\"male\")}\n\n [object]\n [filter]\n id=lord1\n [/filter]\n silent=yes\n [effect]\n apply_to=movement_costs\n replace=yes\n [movement_costs]\n unwalkable=1\n [/movement_costs]\n [/effect]\n [/object]\n\n [message]\n speaker=lord3\n message= _ \"By the order of Lady Uria, Guardian of Life, Mistress of all Ethea, stand down!\"\n [/message]\n [message]\n speaker=lord1\n message= _ \"What were you thinking, coming to Irdya and attacking the faerie?\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"(silence)\"\n [/message]\n [message]\n speaker=lord2\n message= _ \"Have you all nothing to say?\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"(silence)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Umm, hello. Are you here to help us?\"\n [/message]\n [message]\n speaker=lord1\n message= _ \"Yes. Lady Uria sends her blessings. We are here to maintain order.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Well, it seems like your warriors aren't acting of their own free will. It looks like someone's controlling them.\"\n [/message]\n [message]\n speaker=lord3\n message= _ \"That can be resolved later. You faerie should focus on escaping this lava. Leave the troublesome details to us.\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n first_time_only=no\n [filter]\n id=lord1\n [/filter]\n\n [heal_unit]\n [filter]\n id=lord1\n [/filter]\n amount=full\n [/heal_unit]\n [/event]\n [event]\n name=last breath\n first_time_only=no\n [filter]\n id=lord2\n [/filter]\n\n [heal_unit]\n [filter]\n id=lord2\n [/filter]\n amount=full\n [/heal_unit]\n [/event]\n [event]\n name=last breath\n first_time_only=no\n [filter]\n id=lord3\n [/filter]\n\n [heal_unit]\n [filter]\n id=lord3\n [/filter]\n amount=full\n [/heal_unit]\n [/event]\n\n [event]\n name=turn refresh\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=33\n [/variable]\n [/filter_condition]\n [set_variable]\n name=turn_counter\n value=34\n [/set_variable]\n [/event]\n\n [event]\n name=new turn\n first_time_only=yes\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=34\n [/variable]\n [/filter_condition]\n\n {PLAY_SOUND \"rumble.ogg\"}\n\n [terrain]\n x=9,9,24,23,22,22,18,16,21,21,32,33,30,31,26,26,28,29\n y=31,32,35,36,33,34,33,34,36,37,38,41,39,30,36,35,40,41\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=14,14,14,28,18,19,13,12,17,21,25,26,23,24,30,31,24,23\n y=19,20,21,19,13,14,19,18,18,17,18,16,15,15,15,15,13,10\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=17,18,18,17,17,19,19,21,29,30,31,29,16\n y=37,37,36,33,36,34,35,34,42,42,43,33,17\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=23,24,28,29,24,13,14,15,20\n y=22,21,16,17,17,18,17,18,14\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=9,12\n y=3,2\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=9,10,8,11,15,16\n y=2,2,2,3,1,0\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n {KILL_UNITS_ON_LAVA}\n\n [remove_item]\n x=9,9,24,23,22,22,18,16,21,21,32,33,30,31,26,26,28,29,14,14,14,28,18,19,13,12,17,21,25,26,23,24,30,31,24,23,17,18,18,17,17,19,19,21,29,30,31,29,16,23,24,28,29,24,13,14,15,20,9,12,9,10,8,11,15,16\n y=31,32,35,36,33,34,33,34,36,37,38,41,39,30,36,35,40,41,19,20,21,19,13,14,19,18,18,17,18,16,15,15,15,15,13,10,37,37,36,33,36,34,35,34,42,42,43,33,17,22,21,16,17,17,18,17,18,14,3,2,2,2,2,3,1,0\n [/remove_item]\n\n [item]\n x=19,20,16,17,22,19,19,23,22,32,33,31,31,32,29,25,26,15,16,17,18,22,20,16,17,10,12\n y=33,33,35,35,35,37,38,39,38,43,44,44,16,15,14,13,10,17,16,17,18,14,17,19,19,3,3\n halo=halo/fire-beam.png\n visible_in_fog=no\n [/item]\n\n [set_variable]\n name=turn_counter\n value=35\n [/set_variable]\n [/event]\n\n [event]\n name=turn refresh\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=35\n [/variable]\n [/filter_condition]\n [set_variable]\n name=turn_counter\n value=36\n [/set_variable]\n [/event]\n\n [event]\n name=new turn\n first_time_only=yes\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=36\n [/variable]\n [/filter_condition]\n\n {PLAY_SOUND \"rumble.ogg\"}\n\n [terrain]\n x=19,20,16,17,22,19,19,23,22,32,33,31\n y=33,33,35,35,35,37,38,39,38,43,44,44\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=31,32,29,25,26,15,16,17,18,22,20,16,17\n y=16,15,14,13,10,17,16,17,18,14,17,19,19\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=10,12\n y=3,3\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n {KILL_UNITS_ON_LAVA}\n\n [remove_item]\n x=19,20,16,17,22,19,19,23,22,32,33,31,31,32,29,25,26,15,16,17,18,22,20,16,17,10,12\n y=33,33,35,35,35,37,38,39,38,43,44,44,16,15,14,13,10,17,16,17,18,14,17,19,19,3,3\n [/remove_item]\n\n [item]\n x=17,18,18,21,20,21,20,32,33,31,22,23,22,31,32,31,32,30,26,28,18,19,19,20,21,32,33,33,33,24,24,25,18,18,21,20,20,21,18,20,22,23,22,30,30,33,27,22,23,24,25,26,18,24,19,19,20,23,19,20,21,22,25,25\n y=34,34,35,35,34,38,37,44,45,45,39,40,40,14,13,17,16,16,14,14,17,17,16,16,16,45,46,43,42,39,40,41,39,40,40,40,39,39,38,36,37,41,41,17,14,17,14,16,16,16,16,11,19,41,39,40,38,38,36,35,18,18,14,15\n halo=halo/fire-beam.png\n visible_in_fog=no\n [/item]\n\n [set_variable]\n name=turn_counter\n value=37\n [/set_variable]\n [/event]\n\n [event]\n name=turn refresh\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=37\n [/variable]\n [/filter_condition]\n [set_variable]\n name=turn_counter\n value=38\n [/set_variable]\n [/event]\n\n [event]\n name=new turn\n first_time_only=yes\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=38\n [/variable]\n [/filter_condition]\n\n {PLAY_SOUND \"rumble.ogg\"}\n\n [terrain]\n x=17,18,18,21,20,21,20,32,33,31,22,23,22\n y=34,34,35,35,34,38,37,44,45,45,39,40,40\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=31,32,31,32,30,26,28,18,19,19,20,21\n y=14,13,17,16,16,14,14,17,17,16,16,16\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=32,33,33,33,24,24,25,18,18,21,20,20,21,18,20,22,23,22\n y=45,46,43,42,39,40,41,39,40,40,40,39,39,38,36,37,41,41\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=30,30,33,27,22,23,24,25,26,18\n y=17,14,17,14,16,16,16,16,11,19\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=24,19,19,20,23,19,20\n y=41,39,40,38,38,36,35\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [terrain]\n x=21,22,25,25\n y=18,18,14,15\n terrain=Qlf\n [/terrain]\n [redraw][/redraw]\n\n [message]\n speaker=Esther\n message= _ \"I think it's finally stopping.\"\n [/message]\n\n {KILL_UNITS_ON_LAVA}\n\n [remove_item]\n x=17,18,18,21,20,21,20,32,33,31,22,23,22,31,32,31,32,30,26,28,18,19,19,20,21,32,33,33,33,24,24,25,18,18,21,20,20,21,18,20,22,23,22,30,30,33,27,22,23,24,25,26,18,24,19,19,20,23,19,20,21,22,25,25\n y=34,34,35,35,34,38,37,44,45,45,39,40,40,14,13,17,16,16,14,14,17,17,16,16,16,45,46,43,42,39,40,41,39,40,40,40,39,39,38,36,37,41,41,17,14,17,14,16,16,16,16,11,19,41,39,40,38,38,36,35,18,18,14,15\n [/remove_item]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x=25-32\n y=1-4\n id=Yumi,Esther\n [/filter]\n\n {CLEAR_VARIABLE turn_counter}\n {CLEAR_VARIABLE new_spawns}\n\n [message]\n speaker=Yumi\n message= _ \"Oh my god.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(breathes)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Fresh air...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(laughs) Poor Yumi. You really don't like heat, huh.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Lava's more your thing.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Actually, if it's in excess, it can still hurt me. Even though, you know-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(whispers) Shush! Do you want everyone to know that we're...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) I did say that we should try to keep this a secret between us, but there's no way anyone around here could possibly know-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(whispers) They do!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) Aren't you a bit paranoid? All the demons are gone now. There's only the faerie girls here and they're our friends.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(sulks)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) Come on, you know it's true.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(frowns)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Aww, don't be mad at me. I'm just concerned about you. You always seem so on edge.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I'm fine.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I'm not sure about that.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I really am.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I know you say that, but...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Please, Esther...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Ah, I don't mean to be pushy. But seriously, you should try to open up sometimes, okay?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I- I'll try.\"\n [/message]\n\n # set variables for next scenario\n [set_variable]\n name=lady_of_the_lake\n value=0\n [/set_variable]\n [set_variable]\n name=woodland_dreams\n value=0\n [/set_variable]\n [set_variable]\n name=blue_moon\n value=0\n [/set_variable]\n [set_variable]\n name=white_city\n value=0\n [/set_variable]\n [set_variable]\n name=black_cauldron\n value=0\n [/set_variable]\n [set_variable]\n name=glacial_shrine\n value=0\n [/set_variable]\n [set_variable]\n name=prev_scenario\n value=\"none\"\n [/set_variable]\n\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/event]\n\n [event]\n name=time over\n\n [message]\n speaker=Yumi\n message= _ \"Ugh, we're going to be buried under all this lava...\"\n [/message]\n {CLEAR_VARIABLE turn_counter}\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n[/scenario]"} {"text": "#textdomain wesnoth-Genesis\n[scenario]\n id=03_Northlands\n name= _ \"Northlands\"\n map_data=\"{~add-ons/Genesis/episode1/maps/03_Northlands.map}\"\n next_scenario=05_Crypt\n theme=Cutscene\n victory_when_enemies_defeated=no\n turns=-1\n {DEFAULT_SCHEDULE_AFTERNOON}\n\n {STORYTXT_NORTHLANDS}\n\n {SCENARIO_MUSIC wanderer.ogg}\n\n [side]\n {PLAYER_FAE}\n {NO_GOLD_SIDE}\n side=1\n recruit=\n [/side]\n\n [side]\n side=2\n no_leader=yes\n {HUMAN_ALLY}\n {VILLAGE 24 11}\n {VILLAGE 25 12}\n {VILLAGE 27 12}\n {VILLAGE 24 13}\n {VILLAGE 25 14}\n {VILLAGE 27 14}\n {VILLAGE 29 14}\n {VILLAGE 30 11}\n {VILLAGE 30 13}\n {VILLAGE 29 12}\n [/side]\n\n [side]\n side=3\n no_leader=yes\n team_name=fae\n user_team_name= _ \"team_name^Faerie\"\n color=green\n [/side]\n\n {SPAWN_POINT (\"Royal Guard\") 2 26 15}\n {SPAWN_POINT (\"Royal Guard\") 2 27 16}\n {SPAWN_POINT (\"Royal Guard\") 2 28 15}\n\n [event]\n name=prestart\n [if]\n [variable]\n name=lady_of_the_lake\n numerical_equals=2\n [/variable]\n [then]\n [terrain]\n x=4\n y=20\n terrain=Gg\n [/terrain]\n [terrain]\n x=3\n y=19-20\n terrain=Ww\n [/terrain]\n [terrain]\n x=2,3,4,4\n y=19,18,18,19\n terrain=Ai\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=woodland_dreams\n greater_than=0\n [/variable]\n [then]\n [terrain]\n x=13,13,14,14,15,15\n y=23,24,22,24,23,24\n terrain=Gll^Fp\n [/terrain]\n [terrain]\n x=14\n y=23\n terrain=Gg^Fet\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=black_cauldron\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x=43,44\n y=7,6\n terrain=Ur\n [/terrain]\n [terrain]\n x=45\n y=6\n terrain=Qxe\n [/terrain]\n [/then]\n [/if]\n\n [label]\n x,y=11,7\n text = _ \"Fort Helemoor\"\n [/label]\n [label]\n x,y=41,31\n text = _ \"Myrefall\"\n [/label]\n [label]\n x,y=27,10\n text = _ \"Caerleon\"\n [/label]\n [label]\n x,y=14,23\n text = _ \"The Great Tree\"\n [/label]\n [label]\n x,y=3,19\n text = _ \"The Lake\"\n [/label]\n [label]\n x,y=44,6\n text = _ \"Pit of Despair\"\n [/label]\n [switch]\n variable=prev_scenario\n [case]\n value=\"Lady of the Lake\"\n [move_unit]\n id=Esther\n to_x,to_y=5,21\n [/move_unit]\n [/case]\n [case]\n value=\"Woodland Dreams\"\n [move_unit]\n id=Esther\n to_x,to_y=13,23\n [/move_unit]\n [/case]\n [case]\n value=\"Blue Moon\"\n [move_unit]\n id=Esther\n to_x,to_y=40,30\n [/move_unit]\n [/case]\n [case]\n value=\"White City\"\n [move_unit]\n id=Esther\n to_x,to_y=25,19\n [/move_unit]\n [/case]\n [case]\n value=\"Glacial Shrine\"\n [move_unit]\n id=Esther\n to_x,to_y=11,8\n [/move_unit]\n [/case]\n [case]\n value=\"Black Cauldron\"\n [move_unit]\n id=Esther\n to_x,to_y=41,7\n [/move_unit]\n [/case]\n [/switch]\n [set_recruit]\n side=1\n recruit=\n [/set_recruit]\n [/event]\n\n [event]\n name=start\n [if]\n [variable]\n name=black_cauldron\n numerical_equals=0\n [/variable]\n [then]\n [switch]\n variable=prev_scenario\n [case]\n value=\"Lady of the Lake\"\n {RECALL_YUMI 6 20}\n [/case]\n [case]\n value=\"Woodland Dreams\"\n {RECALL_YUMI 13 24}\n\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n\n #ifdef EASY\n {VARIABLE_OP esther.experience add 125}\n {VARIABLE_OP yumi.experience add 125}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+125 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+125 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef NORMAL\n {VARIABLE_OP esther.experience add 110}\n {VARIABLE_OP yumi.experience add 110}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+110 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+110 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef HARD\n {VARIABLE_OP esther.experience add 55}\n {VARIABLE_OP yumi.experience add 55}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+55 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+55 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n [/case]\n [case]\n value=\"White City\"\n {RECALL_YUMI 26 19}\n [/case]\n [case]\n value=\"Glacial Shrine\"\n {RECALL_YUMI 12 7}\n [/case]\n [case]\n value=\"none\"\n {RECALL_YUMI 6 29}\n\n [message]\n speaker=Esther\n message= _ \"We should probably find Aryel as soon as we can. Any ideas where we should start looking?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Dark places. Like caves.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Right, she's basically a troglodyte. Kind of like you.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Aryel's not like me at all...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"What I meant was she likes living in the same places you do. Dark and gloomy, definitely without sunlight. It fits you though.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Yeah, sorry...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Sheesh Yumi, stop apologizing for everything. You should try having a little more confidence in yourself.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Okay...\"\n [/message]\n [/case]\n [/switch]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Explore\")}\n {OBJECTIVE_NOTE ( _ \"Look for lit areas and keeps.\")}\n {OBJECTIVE_NOTE ( _ \"It might be prudent to find Aryel before exploring the rest of the map.\")}\n {OBJECTIVE_NOTE ( _ \"There are a total of six possible scenarios that may be played, one for each labelled location.\")}\n [/objectives]\n [/then]\n [else]\n [switch]\n variable=prev_scenario\n [case]\n value=\"Lady of the Lake\"\n {RECALL_YUMI 6 20}\n {RECALL_ARYEL 5 22}\n [/case]\n [case]\n value=\"Woodland Dreams\"\n {RECALL_YUMI 13 24}\n {RECALL_ARYEL 14 24}\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n\n #ifdef EASY\n {VARIABLE_OP aryel.experience add 125}\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+125 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef NORMAL\n {VARIABLE_OP aryel.experience add 110}\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+110 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef HARD\n {VARIABLE_OP aryel.experience add 55}\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"55 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n\n #ifdef EASY\n {VARIABLE_OP esther.experience add 125}\n {VARIABLE_OP yumi.experience add 125}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+125 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+125 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef NORMAL\n {VARIABLE_OP esther.experience add 110}\n {VARIABLE_OP yumi.experience add 110}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+110 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+110 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef HARD\n {VARIABLE_OP esther.experience add 55}\n {VARIABLE_OP yumi.experience add 55}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+55 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+55 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n [/case]\n [case]\n value=\"Blue Moon\"\n {RECALL_YUMI 40 31}\n {RECALL_ARYEL 39 31}\n\n [message]\n speaker=Esther\n message= _ \"Yumi? Yumi, you okay? You look terrible.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I, uhm... couldn't sleep last night.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(frowns)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You're hiding something again.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I'm not. Aryel...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"What? You know we can tell when you don't tell us the truth. Right, Esther?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yes, but-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"You don't understand. I'm fine! You don't need to baby me.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I promise I'll tell you if something's wrong, okay?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"... Esther, shall we beat an answer out of her?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"That's unnecessary. Though it really would be good if you would talk to us, Yumi.\"\n [/message]\n\n {DELAY 1000}\n\n [message]\n speaker=Esther\n message= _ \"Yumi?\"\n [/message]\n\n {DELAY 1000}\n\n [message]\n speaker=Yumi\n message= _ \"It's... not important. You don't need to worry.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Really?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Really, I mean it!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"When I get my hands on you...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Oh, just leave her alone. She's just being stubborn again.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(glares) I'll get you later.\"\n [/message]\n [/case]\n [case]\n value=\"Glacial Shrine\"\n {RECALL_YUMI 12 7}\n {RECALL_ARYEL 12 6}\n [/case]\n [case]\n value=\"Black Cauldron\"\n {RECALL_YUMI 42 7}\n {RECALL_ARYEL 42 8}\n [/case]\n [/switch]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Explore\")}\n {OBJECTIVE_NOTE ( _ \"Return to Caerleon if you are done exploring this map.\")}\n {OBJECTIVE_NOTE ( _ \"There are a total of six possible scenarios that may be played, one for each labelled location.\")}\n [/objectives]\n [/else]\n [/if]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Esther\n [/filter]\n {MODIFY_UNIT (id=Esther) moves 10}\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Yumi\n [/filter]\n {MODIFY_UNIT (id=Yumi) moves 10}\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Aryel\n [/filter]\n {MODIFY_UNIT (id=Aryel) moves 10}\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=3-4,4,2\n y=19-20,18,19\n side=1\n [/filter]\n [if]\n [variable]\n name=black_cauldron\n numerical_equals=0\n [/variable]\n [then]\n [switch]\n variable=lady_of_the_lake\n [case]\n value=0\n [move_unit]\n id=Esther\n to_x,to_y=5,21\n [/move_unit]\n [move_unit]\n id=Yumi\n to_x,to_y=6,20\n [/move_unit]\n\n [message]\n speaker=Yumi\n message= _ \"I think I see someone out on the lake.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"A human? Or a faerie, or-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Uhh, not exactly. It looks like something else.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"As in...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"A spirit, I think. She seemed familiar.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Let's go check it out then.\"\n [/message]\n\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=04a_The_Lady_of_the_Lake\n [/endlevel]\n [/case]\n [case]\n value=1\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=04a_The_Lady_of_the_Lake\n [/endlevel]\n [/case]\n [/switch]\n [/then]\n [else]\n [switch]\n variable=lady_of_the_lake\n [case]\n value=0\n [move_unit]\n id=Esther\n to_x,to_y=5,21\n [/move_unit]\n [move_unit]\n id=Yumi\n to_x,to_y=6,20\n [/move_unit]\n [move_unit]\n id=Aryel\n to_x,to_y=5,22\n [/move_unit]\n\n [message]\n speaker=Yumi\n message= _ \"I think I see someone out on the lake.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"A human? Or a faerie, or-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Uhh, not exactly. It looks like something else.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Oooooh, spooky.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(glares)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"So what was it?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"A ghost, clearly.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"... I'm not being jumpy or anything. I swear I saw something!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"So... what was it?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"It seemed like a faerie spirit. She looked familiar.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Let's go check it out then.\"\n [/message]\n\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=04a_The_Lady_of_the_Lake\n [/endlevel]\n [/case]\n [case]\n value=1\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=04a_The_Lady_of_the_Lake\n [/endlevel]\n [/case]\n [/switch]\n [/else]\n [/if]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=13-15,14\n y=23-24,22\n side=1\n [/filter]\n\n [if]\n [variable]\n name=black_cauldron\n numerical_equals=0\n [/variable]\n [then]\n [move_unit]\n id=Esther\n to_x,to_y=13,23\n [/move_unit]\n [move_unit]\n id=Yumi\n to_x,to_y=13,24\n [/move_unit]\n [switch]\n variable=woodland_dreams\n [case]\n value=0\n {SPAWN (\"Faerie Dryad\") 3 14 23}\n [message]\n speaker=Esther\n message= _ \"Whoa. What happened here?\"\n [/message]\n [message]\n speaker=spawn_14_23\n message= _ \"We don't know. It's been like that for a couple weeks. Nobody's been able to figure out what happened to the tree.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yumi?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"What are you looking at me for?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"This is your kind of thing. You know, mysterious magics and stuff.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"... I guess...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(puts hands on tree)\"\n [/message]\n\n {DELAY 750}\n {FLASH_DARK ({DELAY 250})}\n\n [message]\n speaker=Yumi\n message= _ \"(sways) I feel woozy. Everything's so dark- I-\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yumi? Yumi, hello? Yuu-\"\n [/message]\n\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=04b_Woodland_Dreams\n [/endlevel]\n [/case]\n [case]\n value=1\n {SPAWN (\"Faerie Dryad\") 3 14 23}\n [message]\n speaker=spawn_14_23\n message= _ \"Thank you so much for all your help! It's so wonderful to see the tree blooming again.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"It was no problem at all. We'll be sure to stop by and visit in the future. Say hi to our kinsfolk for me!\"\n [/message]\n [message]\n speaker=spawn_14_23\n message= _ \"Of course. Safe travels!\"\n [/message]\n [set_variable]\n name=woodland_dreams\n value=2\n [/set_variable]\n [/case]\n [/switch]\n [/then]\n [else]\n [move_unit]\n id=Esther\n to_x,to_y=13,23\n [/move_unit]\n [move_unit]\n id=Yumi\n to_x,to_y=13,24\n [/move_unit]\n [move_unit]\n id=Aryel\n to_x,to_y=14,24\n [/move_unit]\n [switch]\n variable=woodland_dreams\n [case]\n value=0\n {SPAWN (\"Faerie Dryad\") 3 14 23}\n [message]\n speaker=Esther\n message= _ \"Whoa. What happened here?\"\n [/message]\n [message]\n speaker=spawn_14_23\n message= _ \"We don't know. It's been like that for a couple weeks. Nobody's been able to figure out what happened to the tree.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yumi?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"What are you looking at me for?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"This is your kind of thing. You know, mysterious magics and stuff.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I can too!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Shh! I'm trying to get her to be more active!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Oh, haha! Of course. Go ahead.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(sighs)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(puts hands on tree)\"\n [/message]\n\n {DELAY 750}\n {FLASH_DARK ({DELAY 500})}\n\n [message]\n speaker=Yumi\n message= _ \"(sways) I feel woozy. Everything's so dark- I-\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yumi? Yumi, hello? Yuu-\"\n [/message]\n\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=04b_Woodland_Dreams\n [/endlevel]\n [/case]\n [case]\n value=1\n {SPAWN (\"Faerie Dryad\") 3 14 23}\n [message]\n speaker=spawn_14_23\n message= _ \"Thank you so much for all your help! It's so wonderful to see the tree blooming again.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"It was no problem at all. We'll be sure to stop by and visit in the future. Say hi to our kinsfolk for me!\"\n [/message]\n [message]\n speaker=spawn_14_23\n message= _ \"Of course. Safe travels!\"\n [/message]\n [set_variable]\n name=woodland_dreams\n value=2\n [/set_variable]\n [/case]\n [/switch]\n [/else]\n [/if]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=41\n y=31\n [/filter]\n [if]\n [variable]\n name=black_cauldron\n numerical_equals=0\n [/variable]\n [then]\n [message]\n speaker=Esther\n message= _ \"This seems like a nice village. Want to stay here for a night?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Esther...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Come on, Yumi. It doesn't hurt to socialize a little.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Should we be doing this before we've found Aryel?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Hmm, I guess not. We can come back later.\"\n [/message]\n [/then]\n [else]\n [switch]\n variable=blue_moon\n [case]\n value=0\n [move_unit]\n id=Esther\n to_x,to_y=42,30\n [/move_unit]\n [move_unit]\n id=Yumi\n to_x,to_y=42,31\n [/move_unit]\n [move_unit]\n id=Aryel\n to_x,to_y=41,32\n [/move_unit]\n\n [message]\n speaker=Esther\n message= _ \"There's a nice inn in town. Shall we stay a night?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Esther...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Come on, it's not like the humans are infested with the plague or anything.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(frowns)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I'm with her on this one. What is it with you and your fascination with humans?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Call me curious. You two don't have to come. You can even sleep in the forest, if that's what you like.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(rolls eyes) As long as I don't have to deal with humans.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(sighs) I don't want to talk to people.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"But you should!\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(holds hand to head) I feel strange... Please, no.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Fine, fine. You and Aryel can go crawl back under your rocks and be all unsociable. I'm going to go have fun!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You do that, sunshine.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Why does my head hurt? I'm going to sleep.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Okay, good night then.\"\n [/message]\n\n {FADE_SCREEN}\n {DELAY 1000}\n\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=04c_Blue_Moon\n [/endlevel]\n [/case]\n [case]\n value=1\n [message]\n speaker=Yumi\n message= _ \"Let's not stay here again.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Why?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Please...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I told you she was hiding something.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Oh just let her be.\"\n [/message]\n [set_variable]\n name=blue_moon\n value=2\n [/set_variable]\n [/case]\n [/switch]\n [/else]\n [/if]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=43,44,45\n y=7,6,6\n [/filter]\n [if]\n [variable]\n name=black_cauldron\n numerical_equals=0\n [/variable]\n [then]\n [message]\n speaker=Yumi\n message= _ \"Aryel's probably in here somewhere.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Let's go!\"\n [/message]\n\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=04d_Black_Cauldron\n [/endlevel]\n [/then]\n [/if]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=26,27,28\n y=16,17,16\n [/filter]\n [switch]\n variable=white_city\n [case]\n value=0\n [message]\n speaker=Esther\n message= _ \"Ooh, the great human city, Caerleon. We could go see if there's anything inside. Though, even if there isn't, you'll get to see the humans up close at least.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(rolls eyes) Esther...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Don't be so shy! Come on, it'll be fun!\"\n [/message]\n\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=04e_The_White_City\n [/endlevel]\n [/case]\n [case]\n value=1\n [message]\n speaker=Esther\n message= _ \"Probably no point in going back before we find Aryel.\"\n [/message]\n [/case]\n [case]\n value=2\n\n [message]\n speaker=Aryel\n message= _ \"Ready to go open that crypt, ladies?\"\n [/message]\n [message]\n speaker=Esther\n [option]\n message= _ \"Let's go!\"\n\n [command]\n {CLEAR_VARIABLE lady_of_the_lake}\n {CLEAR_VARIABLE woodland_dreams}\n {CLEAR_VARIABLE blue_moon}\n {CLEAR_VARIABLE white_city}\n {CLEAR_VARIABLE black_cauldron}\n {CLEAR_VARIABLE glacial_shrine}\n {CLEAR_VARIABLE prev_scenario}\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=05_Crypt\n [/endlevel]\n [/command]\n [/option]\n [option]\n message= _ \"Let's wait a bit.\"\n [/option]\n [/message]\n [/case]\n [/switch]\n [/event]\n\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=11\n y=7\n [/filter]\n [switch]\n variable=glacial_shrine\n [case]\n value=0\n {SPAWN (\"Spearman\") 2 11 7}\n [message]\n speaker=spawn_11_7\n message= _ \"Hello faeries. What brings you all the way out to Fort Helemoor?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Just travelling around, checking out new places, seeing if there's anything we can help with and such.\"\n [/message]\n [message]\n speaker=spawn_11_7\n message= _ \"Oh, in that case, we could use your aid. There's this shrine out in the wilderness with some weird magical artifacts inside. We haven't been able to make them do anything, but this seems like stuff faeries would be good at.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Sure, we could take a look.\"\n [/message]\n [message]\n speaker=spawn_11_7\n message= _ \"Okay, follow me. I'll take you to the commander.\"\n [/message]\n\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=04f_Glacial_Shrine\n [/endlevel]\n [/case]\n [case]\n value=1\n [message]\n speaker=Esther\n message= _ \"We've already been here. Let's go somewhere else for now.\"\n [/message]\n [/case]\n [/switch]\n [/event]\n[/scenario]\n"} {"text": "#textdomain wesnoth-Genesis\n[scenario]\n id=04a_The_Lady_of_the_Lake\n name= _ \"The Lady of the Lake\"\n map_data=\"{~add-ons/Genesis/episode1/maps/04a_The_Lady_of_the_Lake.map}\"\n next_scenario=03_Northlands\n victory_when_enemies_defeated=no\n turns=12\n {EXTENDED_TIME3_MORNING}\n\n {SCENARIO_MUSIC silvan_sanctuary.ogg}\n {EXTRA_SCENARIO_MUSIC traveling_minstrels.ogg}\n\n {FAE_DEATHS}\n [side]\n {PLAYER_FAE}\n {NO_GOLD_SIDE}\n side=1\n recruit=\n fog=yes\n [/side]\n\n [side]\n side=2\n {MONSTER_SIDE}\n {AGGRESSIVE_SIDE}\n [/side]\n\n [side]\n side=3\n no_leader=yes\n hidden=yes\n controller=ai\n team_name=fae\n color=ethea\n [/side]\n\n# map generation\n#define GENERATE_ICE\n # avoid putting ice near deep water\n [store_locations]\n variable=water_hex\n terrain=Ww\n [not]\n [filter_adjacent_location]\n terrain=Wo\n [/filter_adjacent_location]\n [/not]\n [/store_locations]\n [for]\n array=water_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..15\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$water_hex[$i].x,$water_hex[$i].y\n terrain=Ai\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE water_hex}\n\n # generate clusters of ice\n [store_locations]\n variable=water_hex\n terrain=Ww\n [filter_adjacent_location]\n terrain=Ai\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=water_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..2\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$water_hex[$i].x,$water_hex[$i].y\n terrain=Ai\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE water_hex}\n#enddef\n#define GENERATE_REEF\n # avoid putting reef near deep water\n [store_locations]\n variable=water_hex\n terrain=Ww\n [not]\n [filter_adjacent_location]\n terrain=Wo\n [/filter_adjacent_location]\n [/not]\n [/store_locations]\n [for]\n array=water_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..12\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$water_hex[$i].x,$water_hex[$i].y\n terrain=Wwr\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE water_hex}\n\n # generate clusters of reef\n [store_locations]\n variable=water_hex\n terrain=Ww\n [filter_adjacent_location]\n terrain=Wwr\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=water_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..4\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$water_hex[$i].x,$water_hex[$i].y\n terrain=Wwr\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE water_hex}\n#enddef\n\n# split into two parts\n#define GENERATE_DEEP_WATER_INIT\n [set_variable]\n name=x_coord\n rand=7..14\n [/set_variable]\n [set_variable]\n name=y_coord\n rand=6..10\n [/set_variable]\n [terrain]\n x=$x_coord\n y=$y_coord\n terrain=Wo\n [/terrain]\n {CLEAR_VARIABLE x_coord}\n {CLEAR_VARIABLE y_coord}\n#enddef\n#define GENERATE_DEEP_WATER\n [store_locations]\n variable=water_hex\n terrain=Ww\n [filter_adjacent_location]\n terrain=Wo\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=water_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..3\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$water_hex[$i].x,$water_hex[$i].y\n terrain=Wo\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE water_hex}\n#enddef\n\n\n# this method actually works okay for the rest of the terrains, since clustering isn't as much of an issue\n\n#define GENERATE_LAKE_VILLAGE\n [set_variable]\n name=x_coord\n rand=3..7,14..18\n [/set_variable]\n [set_variable]\n name=y_coord\n rand=2..5,11..15\n [/set_variable]\n [terrain]\n x=$x_coord\n y=$y_coord\n terrain=Ww^Vm\n [/terrain]\n {CLEAR_VARIABLE x_coord}\n {CLEAR_VARIABLE y_coord}\n#enddef\n#define GENERATE_LIT_SHALLOW\n [store_locations]\n variable=water_hex\n terrain=Wo\n [filter_adjacent_location]\n terrain=Ww\n [/filter_adjacent_location]\n [/store_locations]\n {VARIABLE_OP change_terrain rand \"0..$($water_hex.length - 1)\"}\n [terrain]\n x,y=$water_hex[$change_terrain].x,$water_hex[$change_terrain].y\n terrain=Ww^Ii\n [/terrain]\n {CLEAR_VARIABLE change_terrain}\n {CLEAR_VARIABLE water_hex}\n#enddef\n#define GENERATE_LIT_DEEP\n [store_locations]\n variable=water_hex\n terrain=Wo\n [/store_locations]\n {VARIABLE_OP change_terrain rand \"0..$($water_hex.length - 1)\"}\n [terrain]\n x,y=$water_hex[$change_terrain].x,$water_hex[$change_terrain].y\n terrain=Wo^Ii\n [/terrain]\n {CLEAR_VARIABLE change_terrain}\n {CLEAR_VARIABLE water_hex}\n#enddef\n\n [event]\n name=prestart\n {REPEAT 25 ({GENERATE_DEEP_WATER_INIT})}\n {REPEAT 4 ({GENERATE_DEEP_WATER})}\n {REPEAT 5 ({GENERATE_LAKE_VILLAGE})}\n {REPEAT 4 ({GENERATE_LIT_SHALLOW})}\n {REPEAT 4 ({GENERATE_LIT_DEEP})}\n {GENERATE_ICE}\n {GENERATE_REEF}\n [set_variable]\n name=x_coord\n rand=1..4,16..20\n [/set_variable]\n [set_variable]\n name=y_coord\n rand=1..4,12..16\n [/set_variable]\n [move_unit]\n id=Esther\n to_x,to_y=$x_coord,$y_coord\n [/move_unit]\n {CLEAR_VARIABLE x_coord}\n {CLEAR_VARIABLE y_coord}\n [/event]\n\n# monster spawns\n {RESPAWN_POINT_RANDOM (\"Tentacle of the Deep\") 2 1 4 1 5 11}\n {RESPAWN_POINT_RANDOM (\"Tentacle of the Deep\") 2 1 4 6 10 11}\n {RESPAWN_POINT_RANDOM (\"Tentacle of the Deep\") 2 1 4 11 15 11}\n {RESPAWN_POINT_RANDOM (\"Tentacle of the Deep\") 2 16 20 1 5 11}\n {RESPAWN_POINT_RANDOM (\"Tentacle of the Deep\") 2 16 20 6 10 11}\n {RESPAWN_POINT_RANDOM (\"Tentacle of the Deep\") 2 16 20 11 15 11}\n {RESPAWN_POINT_RANDOM (\"Tentacle of the Deep\") 2 1 5 1 4 11}\n {RESPAWN_POINT_RANDOM (\"Tentacle of the Deep\") 2 6 10 1 4 11}\n {RESPAWN_POINT_RANDOM (\"Tentacle of the Deep\") 2 11 15 1 4 11}\n {RESPAWN_POINT_RANDOM (\"Tentacle of the Deep\") 2 16 20 1 4 11}\n {RESPAWN_POINT_RANDOM (\"Tentacle of the Deep\") 2 1 5 11 15 11}\n {RESPAWN_POINT_RANDOM (\"Tentacle of the Deep\") 2 6 10 11 15 11}\n {RESPAWN_POINT_RANDOM (\"Tentacle of the Deep\") 2 11 15 11 15 11}\n {RESPAWN_POINT_RANDOM (\"Tentacle of the Deep\") 2 16 20 11 15 11}\n\n {RESPAWN_POINT_RANDOM (\"Cuttle Fish\",\"Water Serpent\") 2 8 12 6 10 10}\n {RESPAWN_POINT_RANDOM (\"Cuttle Fish\",\"Water Serpent\") 2 8 12 6 10 10}\n {RESPAWN_POINT_RANDOM (\"Cuttle Fish\",\"Water Serpent\") 2 8 12 6 10 10}\n {RESPAWN_POINT_RANDOM (\"Cuttle Fish\",\"Water Serpent\") 2 8 12 6 10 10}\n #ifdef NORMAL\n {RESPAWN_POINT_RANDOM (\"Sea Serpent\") 2 8 12 6 10 9}\n #endif\n #ifdef HARD\n {RESPAWN_POINT_RANDOM (\"Sea Serpent\") 2 8 12 6 10 6}\n #endif\n\n [event]\n name=start\n [if]\n [variable]\n name=black_cauldron\n numerical_equals=0\n [/variable]\n [then]\n {RECALL_YUMI_NOLOC}\n [switch]\n variable=lady_of_the_lake\n [case]\n value=0\n [message]\n speaker=Yumi\n message= _ \"Uh, I swear I saw her somewhere here.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Look over there. There's some lights on the water. We'll probably find her near one of them.\"\n [/message]\n [/case]\n [case]\n value=1\n [message]\n speaker=Esther\n message= _ \"Here we go again.\"\n [/message]\n [/case]\n [/switch]\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Find the spirit of the lake\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_CARRYOVER}\n {OBJECTIVE_NOTE ( _ \"Look for lit areas.\")}\n [/objectives]\n [/then]\n [else]\n {RECALL_YUMI_NOLOC}\n {RECALL_ARYEL_NOLOC}\n [switch]\n variable=lady_of_the_lake\n [case]\n value=0\n [message]\n speaker=Yumi\n message= _ \"Uh, I swear I saw her somewhere here.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Are you sure you're not just hallucinating?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I'm not!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Relax. You're always so fretful.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(grumbles) Am not.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You totally are. Want me to prove it?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Nooo, get away from me!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"If you two are done flirting, we have a-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"We're not flirting...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Speak for yourself, ehehe.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(rolls eyes)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(sighs) You two are horrible.\"\n [/message]\n [/case]\n [case]\n value=1\n [message]\n speaker=Esther\n message= _ \"Here we go again.\"\n [/message]\n [/case]\n [/switch]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Find the spirit of the lake\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryl\")}\n {OBJECTIVE_FULL_CARRYOVER}\n {OBJECTIVE_NOTE ( _ \"Look for lit areas.\")}\n [/objectives]\n [/else]\n [/if]\n [/event]\n\n # store the hexes for victory\n [event]\n name=turn 1\n [store_locations]\n terrain=Ww^Ii,Wo^Ii\n variable=lit_hex\n [/store_locations]\n [set_variable]\n name=loc1\n rand=0..7\n [/set_variable]\n #ifndef HARD\n [set_variable]\n name=loc2\n rand=0..7\n [/set_variable]\n #endif\n [/event]\n\n # if you move to the correct locations...\n # only one place if hard, two otherwise\n [event]\n name=moveto\n #ifndef HARD\n [filter]\n x=$lit_hex[$loc1].x,$lit_hex[$loc2].x\n y=$lit_hex[$loc1].y,$lit_hex[$loc2].y\n side=1\n [/filter]\n #endif\n\n #ifdef HARD\n [filter]\n x=$lit_hex[$loc1].x\n y=$lit_hex[$loc1].y\n side=1\n [/filter]\n #endif\n\n [store_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n variable=move_unit\n [/store_unit]\n\n {SPAWN_ID_NAME (\"Lady Lake\") 3 $move_unit.x $move_unit.y (\"Lady Lake\") (\"female\") (\"Lady of the Lake\")}\n\n [message]\n speaker=Esther\n message= _ \"Whoa. Hello?\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"(silence)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(whispers) Maybe we should just leave.\"\n [/message]\n\n [switch]\n variable=black_cauldron\n [case]\n value=0\n [message]\n speaker=Esther\n message= _ \"(whispers) But we came here to meet her, right?\"\n [/message]\n [message]\n speaker=Lady Lake\n message= _ \"You did, did you not?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"!!!\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(whispers) She talked!\"\n [/message]\n [message]\n speaker=Lady Lake\n message= _ \"Of course, I came here specifically to seek out you and your friend. Your kind is rare and powerful, enough to merit plenty of unwanted attention.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"You know about us?\"\n [/message]\n [message]\n speaker=Lady Lake\n message= _ \"Indeed. Do not worry, I have no intention of harming you. The others, however, I cannot make promises for.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"The others?\"\n [/message]\n [message]\n speaker=Lady Lake\n message= _ \"I will tell you more should the situation require it. I can only say that you should consider me your friend\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Who are you?\"\n [/message]\n [message]\n speaker=Lady Lake\n message= _ \"You will find out when the time is right. Until then, be safe.\"\n [/message]\n [kill]\n id=Lady Lake\n animate=no\n [/kill]\n [message]\n speaker=Esther\n message= _ \"That was weird, but she did seem familiar after all. I wonder who she is?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Uhh... who knows...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Hmm. Mysterious as ever. Okay.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"What's that supposed to mean?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Nothing. Let's head back.\"\n [/message]\n [/case]\n [case]\n value=1\n [message]\n speaker=Aryel\n message= _ \"So scared as always. Come on now, who was the one who wanted to find this 'spirit'? No point in running away now.\"\n [/message]\n [message]\n speaker=Lady Lake\n message= _ \"Indeed, that is true.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"!!!\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(whispers) She talked!\"\n [/message]\n [message]\n speaker=Lady Lake\n message= _ \"Of course, I came here specifically to seek out you and your friends. Your kind is rare and powerful, enough to merit plenty of unwanted attention.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You know about us?\"\n [/message]\n [message]\n speaker=Lady Lake\n message= _ \"Indeed. Do not worry, I have no intention of harming you. The others, however, I cannot make promises for.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"The others? What are you talking about?\"\n [/message]\n [message]\n speaker=Lady Lake\n message= _ \"It has to deal with what you are. The essence of your beings is quite unique, not entirely unlike what we are. It is this that some rather disreputable forces covet for themselves.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"How would they know about us? Can we stop them?\"\n [/message]\n [message]\n speaker=Lady Lake\n message= _ \"I do not know. For now, I can say that it is difficult to move against them. I would like to avoid war unless it is absolutely necessary.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I hate to say it, but aren't we already fighting one over here?\"\n [/message]\n [message]\n speaker=Lady Lake\n message= _ \"So far, all you have experienced are small battles in the grander scheme of things. A true war would ravage your world and mine far beyond anything you have witnessed. I hope that you will never have to be confronted with that.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Who are you?\"\n [/message]\n [message]\n speaker=Lady Lake\n message= _ \"You will find out when the time is right. Until then, be safe.\"\n [/message]\n [kill]\n id=Lady Lake\n animate=no\n [/kill]\n [message]\n speaker=Aryel\n message= _ \"I don't like this. She was hiding a lot of things like our little friend always does.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I don't hide things!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Aryel, stop teasing her so much. We have to figure out what to do about this spirit.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"What's there to do? She's gone now. If you're talking about who she is, well, I can agree with Yumi that she did seem familiar. Oh, I know! Maybe she's one of those souls I resurrected to torture for all eternity-\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Aryel!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Haha, I'm just joking. I'm not thaaaat sadistic.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Not true...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You shush! Anyway, if you want a real answer, I'd guess that she's a demon lady from Ethea. But, with her gone, it's not like we can pry any more information out of her.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"No use speculating on it for now then. Let's head back.\"\n [/message]\n #ifdef EASY\n [add_exp]\n [filter]\n id=Aryel\n [/filter]\n experience=75\n [/add_exp]\n #endif\n #ifdef NORMAL\n [add_exp]\n [filter]\n id=Aryel\n [/filter]\n experience=60\n [/add_exp]\n #endif\n #ifdef HARD\n [add_exp]\n [filter]\n id=Aryel\n [/filter]\n experience=35\n [/add_exp]\n #endif\n [/case]\n [/switch]\n #ifdef EASY\n [add_exp]\n [filter]\n id=Esther\n [/filter]\n experience=75\n [/add_exp]\n [add_exp]\n [filter]\n id=Yumi\n [/filter]\n experience=75\n [/add_exp]\n #endif\n #ifdef NORMAL\n [add_exp]\n [filter]\n id=Esther\n [/filter]\n experience=60\n [/add_exp]\n [add_exp]\n [filter]\n id=Yumi\n [/filter]\n experience=60\n [/add_exp]\n #endif\n #ifdef HARD\n [add_exp]\n [filter]\n id=Esther\n [/filter]\n experience=35\n [/add_exp]\n [add_exp]\n [filter]\n id=Yumi\n [/filter]\n experience=35\n [/add_exp]\n #endif\n\n {DELAY 500}\n\n [set_variable]\n name=lady_of_the_lake\n value=2\n [/set_variable]\n [set_variable]\n name=prev_scenario\n value=\"Lady of the Lake\"\n [/set_variable]\n\n {CLEAR_VARIABLE move_unit}\n {CLEAR_VARIABLE lit_hex}\n {CLEAR_VARIABLE loc1}\n #ifndef HARD\n {CLEAR_VARIABLE loc2}\n #endif\n\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 100}\n next_scenario=03_Northlands\n [/endlevel]\n [/event]\n\n # have more than one chance\n [event]\n name=time over\n [message]\n speaker=Esther\n message= _ \"It's getting dark and the lights are disappearing. We should go back ashore and try again tomorrow.\"\n [/message]\n [set_variable]\n name=lady_of_the_lake\n value=1\n [/set_variable]\n [set_variable]\n name=prev_scenario\n value=\"Lady of the Lake\"\n [/set_variable]\n {CLEAR_VARIABLE lit_hex}\n {CLEAR_VARIABLE loc1}\n #ifndef HARD\n {CLEAR_VARIABLE loc2}\n #endif\n\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 40}\n carryover_report=no\n linger_mode=no\n next_scenario=03_Northlands\n [/endlevel]\n [/event]\n[/scenario]\n\n#undef GENERATE_DEEP_WATER_INIT\n#undef GENERATE_DEEP_WATER\n#undef GENERATE_LAKE_VILLAGE\n#undef GENERATE_LIT_SHALLOW\n#undef GENERATE_LIT_DEEP\n#undef GENERATE_ICE\n#undef GENERATE_REEF\n"} {"text": "#textdomain wesnoth-Genesis\n[scenario]\n id=04b_Woodland_Dreams\n name= _ \"Woodland Dreams\"\n map_data=\"{~add-ons/Genesis/episode1/maps/04b_Woodland_Dreams.map}\"\n next_scenario=03_Northlands\n victory_when_enemies_defeated=no\n disallow_recall=yes\n {TURNS 15 14 13}\n {ETERNALDARKSWAMP}\n\n {SCENARIO_MUSIC underground.ogg}\n {EXTRA_SCENARIO_MUSIC weight_of_revenge.ogg}\n {EXTRA_SCENARIO_MUSIC transience.ogg}\n\n {FAE_DEATHS}\n [side]\n {PLAYER_FAE}\n side=1\n recruit=\n {GOLD 150 120 60}\n fog=yes\n shroud=yes\n [/side]\n\n [side]\n side=2\n no_leader=yes\n {SPIRIT_ENEMY_SIDE}\n {AGGRESSIVE_SIDE}\n [/side]\n\n [side]\n side=3\n no_leader=yes\n team_name=fae\n controller=ai\n user_team_name= _ \"team_name^Spirits\"\n fog=no\n shroud=no\n {AGGRESSIVE_SIDE}\n color=lightblue\n [/side]\n\n # allied ghosts\n\n #ifdef HARD\n {RESPAWN_POINT_RANDOM_NONAME (\"Manifestation\") 3 5 12 21 25 3}\n {RESPAWN_POINT_RANDOM_NONAME (\"Manifestation\") 3 18 22 23 26 3}\n {RESPAWN_POINT_RANDOM_NONAME (\"Manifestation\") 3 1 5 17 20 3}\n #endif\n #ifdef NORMAL\n {RESPAWN_POINT_RANDOM_NONAME (\"Manifestation\") 3 5 12 21 25 2}\n {RESPAWN_POINT_RANDOM_NONAME (\"Manifestation\") 3 18 22 23 26 2}\n {RESPAWN_POINT_RANDOM_NONAME (\"Manifestation\") 3 1 5 17 20 2}\n #endif\n #ifdef EASY\n {RESPAWN_POINT_RANDOM_NONAME (\"Manifestation\") 3 5 12 21 25 1}\n {RESPAWN_POINT_RANDOM_NONAME (\"Manifestation\") 3 18 22 23 26 2}\n {RESPAWN_POINT_RANDOM_NONAME (\"Manifestation\") 3 1 5 17 20 1}\n #endif\n\n # enemy ghosts\n\n #ifdef HARD\n {RESPAWN_POINT_RANDOM (\"Wraith\",\"Shadow\") 2 1 4 1 3 12}\n {RESPAWN_POINT_RANDOM (\"Wraith\",\"Shadow\") 2 19 24 19 22 12}\n {RESPAWN_POINT (\"Wraith\",\"Shadow\") 2 17 4 12}\n {RESPAWN_POINT (\"Wraith\",\"Shadow\") 2 13 3 12}\n {RESPAWN_POINT (\"Wraith\") 2 14 6 8}\n {RESPAWN_POINT (\"Wraith\") 2 17 8 8}\n {RESPAWN_POINT (\"Wraith\") 2 15 13 8}\n {RESPAWN_POINT (\"Wraith\") 2 20 10 8}\n {RESPAWN_POINT (\"Wraith\") 2 26 9 8}\n {RESPAWN_POINT (\"Wraith\") 2 24 11 8}\n {RESPAWN_POINT (\"Wraith\") 2 25 13 8}\n {RESPAWN_POINT (\"Wraith\",\"Shadow\") 2 25 17 12}\n {RESPAWN_POINT (\"Wraith\",\"Shadow\") 2 21 16 12}\n #endif\n #ifdef NORMAL\n {RESPAWN_POINT_RANDOM (\"Wraith\",\"Shadow\") 2 1 4 1 3 18}\n {RESPAWN_POINT_RANDOM (\"Wraith\",\"Shadow\") 2 19 24 19 22 18}\n {RESPAWN_POINT (\"Wraith\",\"Shadow\") 2 17 4 18}\n {RESPAWN_POINT (\"Wraith\",\"Shadow\") 2 13 3 18}\n {RESPAWN_POINT (\"Wraith\") 2 14 6 12}\n {RESPAWN_POINT (\"Wraith\") 2 17 8 12}\n {RESPAWN_POINT (\"Wraith\") 2 15 13 12}\n {RESPAWN_POINT (\"Wraith\") 2 20 10 12}\n {RESPAWN_POINT (\"Wraith\") 2 26 9 12}\n {RESPAWN_POINT (\"Wraith\") 2 24 11 12}\n {RESPAWN_POINT (\"Wraith\") 2 25 13 12}\n {RESPAWN_POINT (\"Wraith\",\"Shadow\") 2 25 17 18}\n {RESPAWN_POINT (\"Wraith\",\"Shadow\") 2 21 16 18}\n #endif\n #ifdef EASY\n {RESPAWN_POINT_RANDOM (\"Wraith\",\"Shadow\") 2 1 4 1 3 21}\n {RESPAWN_POINT_RANDOM (\"Wraith\",\"Shadow\") 2 19 24 19 22 21}\n {RESPAWN_POINT (\"Wraith\",\"Shadow\") 2 17 4 21}\n {RESPAWN_POINT (\"Wraith\",\"Shadow\") 2 13 3 21}\n {RESPAWN_POINT (\"Wraith\") 2 14 6 16}\n {RESPAWN_POINT (\"Wraith\") 2 17 8 16}\n {RESPAWN_POINT (\"Wraith\") 2 15 13 16}\n {RESPAWN_POINT (\"Wraith\") 2 20 10 16}\n {RESPAWN_POINT (\"Wraith\") 2 26 9 16}\n {RESPAWN_POINT (\"Wraith\") 2 24 11 16}\n {RESPAWN_POINT (\"Wraith\") 2 25 13 16}\n {RESPAWN_POINT (\"Wraith\",\"Shadow\") 2 25 17 21}\n {RESPAWN_POINT (\"Wraith\",\"Shadow\") 2 21 16 21}\n #endif\n {RESPAWN_POINT_RANDOM_NONAME (\"Manifestation\") 2 9 19 15 19 8}\n {RESPAWN_POINT_RANDOM_NONAME (\"Manifestation\") 2 9 19 15 19 8}\n {RESPAWN_POINT_RANDOM_NONAME (\"Manifestation\") 2 9 19 15 19 8}\n {RESPAWN_POINT_RANDOM_NONAME (\"Manifestation\") 2 9 19 15 19 8}\n {RESPAWN_POINT_RANDOM_NONAME (\"Manifestation\") 2 9 19 15 19 8}\n {RESPAWN_POINT_RANDOM_NONAME (\"Manifestation\") 2 9 19 15 19 8}\n {RESPAWN_POINT_RANDOM_NONAME (\"Manifestation\") 2 9 19 15 19 8}\n {RESPAWN_POINT_RANDOM_NONAME (\"Manifestation\") 2 9 19 15 19 8}\n {RESPAWN_POINT_RANDOM_NONAME (\"Manifestation\") 2 9 19 15 19 8}\n\n [event]\n name=start\n [if]\n [variable]\n name=black_cauldron\n numerical_equals=0\n [/variable]\n [then]\n {RECALL_YUMI_NOLOC}\n\n [message]\n speaker=Yumi\n message= _ \"Ughh, my head...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"You okay? Are you hurt?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I'm fine.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Hmm, alright. So where are we?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I'm not sure.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Something feels off. This place somehow feels not quite... real. I don't know if that makes sense.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(nods) So that's where we are.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"There's something trapping us here. We need to hurry up or else we'll get stuck.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"We'd better get going then.\"\n [/message]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Find a way to escape\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Turns run out\")}\n {OBJECTIVE_FULL_CARRYOVER}\n {OBJECTIVE_NOTE ( _ \"Units will automatically spawn to help you fight enemies.\")}\n {OBJECTIVE_NOTE ( _ \"You may recruit Manifestations from hexes adjacent to Yumi.\")}\n {OBJECTIVE_NOTE ( _ \"Recruited Manifestations will die at the end of the scenario.\")}\n {OBJECTIVE_NOTE ( _ \"Search to the north-east.\")}\n [/objectives]\n [/then]\n [else]\n {RECALL_YUMI_NOLOC}\n {RECALL_ARYEL_NOLOC}\n\n [message]\n speaker=Yumi\n message= _ \"Ughh, my head...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"You okay? Are you hurt?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I'm fine.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Hmm, alright. So where are we?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Let's see... well it seems like some kind of spell. (turns)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"It feels like something Yumi did, but at the same time not..?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shivers)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Something feels off. This place somehow feels not quite... real. I don't know if that makes sense.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(nods) So that's where we are.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(glances at Yumi) Kind of. There's something trapping us here. We need to hurry up or else we'll be stuck.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"We'd better get going then.\"\n [/message]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Find a way to escape\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_DEFEAT ( _ \"Turns run out\")}\n {OBJECTIVE_CARRYOVER}\n {OBJECTIVE_NOTE ( _ \"Units will automatically spawn to help you fight enemies.\")}\n {OBJECTIVE_NOTE ( _ \"You may recruit Manifestations from hexes adjacent to Yumi.\")}\n {OBJECTIVE_NOTE ( _ \"Recruited Manifestations will die at the end of the scenario.\")}\n {OBJECTIVE_NOTE ( _ \"Search to the north-east.\")}\n [/objectives]\n [/else]\n [/if]\n\n [set_menu_item]\n id=recruit_ghost\n description= _ \"Recruit Ghost\"\n image=\"attacks/wail.png~SCALE(18,18)\"\n [show_if]\n [variable]\n name=side_number\n numerical_equals=1\n [/variable]\n [/show_if]\n [filter_location]\n [not]\n [filter][/filter]\n [/not]\n [filter_adjacent_location]\n [filter]\n side=1\n id=Aryel\n [/filter]\n [/filter_adjacent_location]\n [/filter_location]\n [command]\n [store_gold]\n [filter_side]\n side=1\n [/filter_side]\n variable=side1gold\n [/store_gold]\n [if]\n [variable]\n name=side1gold\n less_than=20\n [/variable]\n [then]\n {MESSAGE_NOT_ENOUGH_GOLD}\n [/then]\n [else]\n [unit]\n side=1\n type=Ghost\n x,y=$x1,$y1\n moves,attacks_left=0,0\n animate=yes\n [/unit]\n {VARIABLE_OP side1gold sub 20}\n [modify_side]\n side=1\n gold=$side1gold\n [/modify_side]\n {CLEAR_VARIABLE side1gold}\n [/else]\n [/if]\n [/command]\n [/set_menu_item]\n [set_menu_item]\n id=recruit_manifestation\n description= _ \"Recruit Manifestation\"\n image=\"attacks/wail.png~SCALE(18,18)\"\n [show_if]\n [variable]\n name=side_number\n numerical_equals=1\n [/variable]\n [/show_if]\n [filter_location]\n [not]\n [filter][/filter]\n [/not]\n [filter_adjacent_location]\n [filter]\n side=1\n id=Yumi\n [/filter]\n [/filter_adjacent_location]\n [/filter_location]\n [command]\n [store_gold]\n [filter_side]\n side=1\n [/filter_side]\n variable=side1gold\n [/store_gold]\n [if]\n [variable]\n name=side1gold\n less_than=6\n [/variable]\n [then]\n {MESSAGE_NOT_ENOUGH_GOLD}\n [/then]\n [else]\n [unit]\n side=1\n type=Manifestation\n x,y=$x1,$y1\n moves,attacks_left=0,0\n animate=yes\n upkeep=free\n [modifications]\n {TRAIT_LOYAL}\n [/modifications]\n [/unit]\n {VARIABLE_OP side1gold sub 6}\n [modify_side]\n side=1\n gold=$side1gold\n [/modify_side]\n {CLEAR_VARIABLE side1gold}\n [/else]\n [/if]\n [/command]\n [/set_menu_item]\n [/event]\n\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n side=2\n [/filter]\n\n [message]\n speaker=Esther\n message= _ \"Spirits? Strange. I would've thought that demons would be behind this.\"\n [/message]\n [if]\n [variable]\n name=black_cauldron\n numerical_equals=1\n [/variable]\n [then]\n [message]\n speaker=Aryel\n message= _ \"Some of them appear to be on our side too. That's odd.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Yumi\n message= _ \"Not all of them are against us...\"\n [/message]\n [/else]\n [/if]\n [message]\n speaker=Esther\n message= _ \"That's good. Maybe we'll have an easier time then.\"\n [/message]\n [/event]\n\n [event]\n name=turn 3\n\n [message]\n speaker=narrator\n message= _ \"Can you feel it? By this point, a sensitive one like you surely must have realized...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(holds head)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Ugh...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Is something wrong?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"No... it's nothing.\"\n [/message]\n\n [if]\n [variable]\n name=black_cauldron\n numerical_equals=0\n [/variable]\n [then]\n [message]\n speaker=narrator\n message= _ \"You must think that this is all just your imagination. You shouldn't underestimate that. The imagination is a powerful thing, especially yours.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"It's not just... just...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yumi? Snap out of it!\"\n [/message]\n\n {DELAY 1500}\n\n [message]\n speaker=Yumi\n message= _ \"(shakes head) I'm okay... I just realized, this is a fake world. It'll collapse more the longer we stay here.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Okay, but there's something else you haven't said.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I haven't figured anything else out yet. Sorry.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"That's not what I meant.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(bites lip) I wasn't going to say anything else.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Sure, you weren't.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I wasn't! Esther, nothing's wrong. I promise.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(sighs)\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Aryel\n message= _ \"(frowns) She's lying-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I'm not..!\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"You must think that this is all just your imagination. You shouldn't underestimate that. The imagination is a powerful thing, especially yours.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"It's not just... just...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yumi? Snap out of it!\"\n [/message]\n\n {DELAY 1500}\n\n [message]\n speaker=Aryel\n message= _ \"Yumi. Yuuumi.\"\n [/message]\n\n {DELAY 1000}\n\n [message]\n speaker=Yumi\n message= _ \"(shakes head) I'm okay... I just realized, this is a fake world. It'll collapse more the longer we stay here.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Like I couldn't figure out that much. You're keeping something from us.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I'm not!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Liar! Seriously, why do you insist on making us worry?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"We're your friends, right? You don't have to hide from us.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(bites lip) I wasn't going to say anything else. There's nothing else to say.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Right.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Nothing's wrong. I promise.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(sighs)\"\n [/message]\n [/else]\n [/if]\n [/event]\n\n [event]\n name=turn 6\n [message]\n speaker=narrator\n message= _ \"Why do you hide from everyone? What do you fear?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I'm afraid? ...even if I am, why does that matter?\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"The more you fear, the more things fall apart. In a way, you are the trigger.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"... what do you mean?\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Surely you must have some grasp of your own powers.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"... I'm just a normal faerie?\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Normal is hardly the word to describe you.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I'm not special at all. I'm definitely not. I don't want to be.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yumi? Hello?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Huh? Oh, I thought I saw something, but it was just a weirdly shaped tree.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"... right. Okay.\"\n [/message]\n [/event]\n\n [event]\n name=turn 9\n\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n\n [message]\n speaker=Yumi\n message= _ \"(pales)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yumi? You don't look so good.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I... feel... sick. (cough)\"\n [/message]\n\n [if]\n [variable]\n name=black_cauldron\n numerical_equals=0\n [/variable]\n [then]\n [message]\n speaker=Esther\n message= _ \"That's- I don't want to be pushy, but I can't just let her be... Tell me what's wrong.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I... I...\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Your own fear will be the destruction of yourself.\"\n [/message]\n [if]\n [variable]\n name=yumi.hitpoints\n numerical_equals=1\n [/variable]\n [then]\n [harm_unit]\n [filter]\n id=Yumi\n [/filter]\n amount=0\n animate=yes\n [/harm_unit]\n [/then]\n [else]\n [harm_unit]\n [filter]\n id=Yumi\n [/filter]\n amount=2\n kill=no\n animate=yes\n [/harm_unit]\n [/else]\n [/if]\n [message]\n speaker=Esther\n message= _ \"Are you okay? Yumi? Please, look at me.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Try-ing - (gasps)\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Your own potential will be the destruction of yourself.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"If you cannot control it, it will be the end.\"\n [/message]\n [if]\n [variable]\n name=yumi.hitpoints\n numerical_equals=1\n [/variable]\n [then]\n [harm_unit]\n [filter]\n id=Yumi\n [/filter]\n amount=0\n animate=yes\n [/harm_unit]\n [/then]\n [else]\n [harm_unit]\n [filter]\n id=Yumi\n [/filter]\n amount=2\n kill=no\n animate=yes\n [/harm_unit]\n [/else]\n [/if]\n\n {DELAY 300}\n\n [if]\n [variable]\n name=yumi.hitpoints\n numerical_equals=1\n [/variable]\n [then]\n [harm_unit]\n [filter]\n id=Yumi\n [/filter]\n amount=0\n animate=yes\n [/harm_unit]\n [/then]\n [else]\n [harm_unit]\n [filter]\n id=Yumi\n [/filter]\n amount=3\n kill=no\n animate=yes\n [/harm_unit]\n [/else]\n [/if]\n [message]\n speaker=Esther\n message= _ \"Yumi!\"\n [/message]\n\n {DELAY 1500}\n\n [message]\n speaker=Yumi\n message= _ \"(breathes deeply)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Sorry... sorry, something got in my head and... I don't know...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yumi...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I'm okay, Esther. I really am. I just want to get out of here. I'll be fine once we are.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Are you sure..?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shakes head) You don't believe me?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Not exactly, but I can't just say that, can I? I... suppose I do. You're right, we should focus on getting out of here before it's too late.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(nods)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I wonder what she's hiding this time, hmm.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Aryel\n message= _ \"Stop hiding things from us! Whatever it is, you don't have to deal with it alone!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yumi, there's no need to be scared of us. We're here to help you!\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I... I...\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Your own fear will be the destruction of yourself.\"\n [/message]\n [if]\n [variable]\n name=yumi.hitpoints\n numerical_equals=1\n [/variable]\n [then]\n [harm_unit]\n [filter]\n id=Yumi\n [/filter]\n amount=0\n animate=yes\n [/harm_unit]\n [/then]\n [else]\n [harm_unit]\n [filter]\n id=Yumi\n [/filter]\n amount=2\n kill=no\n animate=yes\n [/harm_unit]\n [/else]\n [/if]\n [message]\n speaker=Esther\n message= _ \"Are you okay? Please, look at me.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Try-ing - (gasps)\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Your own potential will be the destruction of yourself.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"If you cannot control it, it will be the end.\"\n [/message]\n [if]\n [variable]\n name=yumi.hitpoints\n numerical_equals=1\n [/variable]\n [then]\n [harm_unit]\n [filter]\n id=Yumi\n [/filter]\n amount=0\n animate=yes\n [/harm_unit]\n [/then]\n [else]\n [harm_unit]\n [filter]\n id=Yumi\n [/filter]\n amount=2\n kill=no\n animate=yes\n [/harm_unit]\n [/else]\n [/if]\n\n {DELAY 300}\n\n [if]\n [variable]\n name=yumi.hitpoints\n numerical_equals=1\n [/variable]\n [then]\n [harm_unit]\n [filter]\n id=Yumi\n [/filter]\n amount=0\n animate=yes\n [/harm_unit]\n [/then]\n [else]\n [harm_unit]\n [filter]\n id=Yumi\n [/filter]\n amount=3\n kill=no\n animate=yes\n [/harm_unit]\n [/else]\n [/if]\n [message]\n speaker=Aryel\n message= _ \"Yumi! We have to help her!\"\n [/message]\n [move_unit]\n id=Aryel\n to_x=$yumi.x\n to_y=$yumi.y\n [/move_unit]\n\n {DELAY 1500}\n\n [message]\n speaker=Yumi\n message= _ \"(breathes deeply)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Sorry... sorry, something got in my head and... I don't know...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(holds head) I'm not keeping secrets on purpose. I just want to get out of here. I'll be fine once we're out.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I'm being serious!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I don't believe you.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shakes head) I'm actually okay. I'm not making it up. Esther, you believe me, right?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Uhm... I think... well, she seems like she's being honest about that.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(glares) Trust me, she's lying.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I'm not! Aryel, please.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You totally are.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(pouts)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Ugh, whatever. You're hopeless...\"\n [/message]\n [/else]\n [/if]\n {CLEAR_VARIABLE yumi}\n [/event]\n\n [event]\n name=turn 11\n [message]\n speaker=Yumi\n message= _ \"We should hurry up...\"\n [/message]\n [/event]\n [event]\n name=turn 12\n [message]\n speaker=Yumi\n message= _ \"We really should get out of here.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n [filter_location]\n x,y=23,3\n radius=7\n [/filter_location]\n side=1\n [/filter]\n [message]\n speaker=Esther\n message= _ \"Forests! And look, I see a dead tree over there. Yumi, you should come here and take a look at it. That might be our way out of here!\"\n [/message]\n [/event]\n [event]\n name=moveto\n [filter]\n x,y=23,3\n id=Esther,Aryel\n [/filter]\n [message]\n speaker=unit\n message= _ \"Yumi, you should come take a look at this.\"\n [/message]\n [/event]\n [event]\n name=moveto\n [filter]\n x,y=23,3\n id=Yumi\n [/filter]\n\n [switch]\n variable=black_cauldron\n [case]\n value=0\n [message]\n speaker=Yumi\n message= _ \"Something is sapping the life from the tree.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Can you heal it?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I think so. Let me try.\"\n [/message]\n\n {DELAY 500}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 500}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 500}\n\n [message]\n speaker=Yumi\n message= _ \"I think that worked. It should start healing soon.\"\n [/message]\n\n {DELAY 750}\n [terrain]\n x=34\n y=4\n terrain=Gg^Fet\n [/terrain]\n {DELAY 750}\n\n [message]\n speaker=Esther\n message= _ \"I feel a little woozy.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Me too.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Hopefully we'll be out of here in a moment...\"\n [/message]\n\n {DELAY 750}\n [/case]\n [case]\n value=1\n [message]\n speaker=Yumi\n message= _ \"Something is sapping the life from the tree.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Not just something. It's another bit of magic that feels suspiciously like Yumi's... there's no way she hasn't recognized that.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Can you heal it?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I think so. Let me try.\"\n [/message]\n\n {DELAY 500}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 500}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 500}\n\n [message]\n speaker=Yumi\n message= _ \"I think that worked. It should start healing soon.\"\n [/message]\n\n {DELAY 750}\n [terrain]\n x=34\n y=4\n terrain=Gg^Fet\n [/terrain]\n {DELAY 750}\n\n [message]\n speaker=Esther\n message= _ \"I feel a little woozy.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Me too.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"The spell's lifting. We should be out of here any minute now.\"\n [/message]\n\n {DELAY 750}\n [/case]\n [/switch]\n\n {PLAY_SOUND \"lightning.ogg\"}\n {DELAY 500}\n [clear_menu_item]\n id=recruit_ghost,recruit_manifestation\n [/clear_menu_item]\n [set_variable]\n name=woodland_dreams\n value=1\n [/set_variable]\n [set_variable]\n name=prev_scenario\n value=\"Woodland Dreams\"\n [/set_variable]\n [kill]\n side=1\n type=Manifestation\n [/kill]\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 100}\n carryover_report=no\n linger_mode=no\n next_scenario=03_Northlands\n [/endlevel]\n [/event]\n\n [event]\n name=time over\n [message]\n speaker=Yumi\n message= _ \"We're going to be stuck in here forever...\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n[/scenario]\n"} {"text": "#textdomain wesnoth-Genesis\n[scenario]\n id=04c_Blue_Moon\n name= _ \"Blue Moon\"\n map_data=\"{~add-ons/Genesis/episode1/maps/04c_Blue_Moon.map}\"\n next_scenario=03_Northlands\n victory_when_enemies_defeated=no\n disallow_recall=yes\n turns=19\n {ETERNALDARKDREAM}\n {STORYTXT_BLUE_MOON}\n\n {SCENARIO_MUSIC into_the_shadows.ogg}\n {EXTRA_SCENARIO_MUSIC returning_in_time.ogg}\n {EXTRA_SCENARIO_MUSIC snowfall.ogg}\n {EXTRA_SCENARIO_MUSIC wind3.ogg}\n\n [side]\n {PLAYER_FAE}\n side=1\n recruit=\n {GOLD 180 160 120}\n {NO_INCOME_SIDE}\n fog=yes\n shroud=yes\n [/side]\n\n [side]\n {YUURE_SIDE}\n side=2\n [ai]\n aggression=1\n caution=0\n grouping=false\n [goal]\n [criteria]\n id=Yumi\n [/criteria]\n value=200\n [/goal]\n [/ai]\n [/side]\n\n [side]\n side=3\n no_leader=yes\n hidden=yes\n controller=ai\n team_name=yuure\n color=green\n [/side]\n\n#define GENERATE_ICE\n [set_variable]\n name=x_coord\n rand=1..33,6..28\n [/set_variable]\n [set_variable]\n name=y_coord\n rand=1..33,6..28\n [/set_variable]\n [terrain]\n x=$x_coord\n y=$y_coord\n terrain=Ai\n [/terrain]\n {CLEAR_VARIABLE x_coord}\n {CLEAR_VARIABLE y_coord}\n [store_locations]\n variable=hex\n [filter_adjacent_location]\n terrain=Ai\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..25\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$hex[$i].x,$hex[$i].y\n terrain=Ai\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n#enddef\n\n#define GENERATE_SNOW\n [set_variable]\n name=x_coord\n rand=1..33,6..28\n [/set_variable]\n [set_variable]\n name=y_coord\n rand=1..33,6..28\n [/set_variable]\n [terrain]\n x=$x_coord\n y=$y_coord\n terrain=Aa\n [/terrain]\n {CLEAR_VARIABLE x_coord}\n {CLEAR_VARIABLE y_coord}\n [store_locations]\n variable=hex\n [filter_adjacent_location]\n terrain=Aa\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..25\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$hex[$i].x,$hex[$i].y\n terrain=Aa\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n#enddef\n\n#define GENERATE_SNOW_PINE_FOREST\n [set_variable]\n name=x_coord\n rand=1..33,6..28,10..24\n [/set_variable]\n [set_variable]\n name=y_coord\n rand=1..33,6..28,10..24\n [/set_variable]\n [terrain]\n x=$x_coord\n y=$y_coord\n terrain=Aa^Fpa\n [/terrain]\n {CLEAR_VARIABLE x_coord}\n {CLEAR_VARIABLE y_coord}\n [store_locations]\n variable=hex\n [filter_adjacent_location]\n terrain=Aa^Fma,Aa^Fpa\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..20\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$hex[$i].x,$hex[$i].y\n terrain=Aa^Fpa\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n#enddef\n\n#define GENERATE_SNOW_MIXED_FOREST\n [set_variable]\n name=x_coord\n rand=1..33,6..28,10..24\n [/set_variable]\n [set_variable]\n name=y_coord\n rand=1..33,6..28,10..24\n [/set_variable]\n [terrain]\n x=$x_coord\n y=$y_coord\n terrain=Aa^Fma\n [/terrain]\n {CLEAR_VARIABLE x_coord}\n {CLEAR_VARIABLE y_coord}\n [store_locations]\n variable=hex\n [filter_adjacent_location]\n terrain=Aa^Fma,Aa^Fpa\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..20\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$hex[$i].x,$hex[$i].y\n terrain=Aa^Fma\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n#enddef\n#define GENERATE_SNOW_HILLS\n [set_variable]\n name=x_coord\n rand=1..33,6..28,10..24\n [/set_variable]\n [set_variable]\n name=y_coord\n rand=1..33,6..28,10..24\n [/set_variable]\n [terrain]\n x=$x_coord\n y=$y_coord\n terrain=Ha\n [/terrain]\n {CLEAR_VARIABLE x_coord}\n {CLEAR_VARIABLE y_coord}\n [store_locations]\n variable=hex\n [filter_adjacent_location]\n terrain=Ha\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..15\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$hex[$i].x,$hex[$i].y\n terrain=Ha\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n#enddef\n#define GENERATE_SHALLOW_WATER\n [set_variable]\n name=x_coord\n rand=1..33\n [/set_variable]\n [set_variable]\n name=y_coord\n rand=1..33\n [/set_variable]\n [terrain]\n x=$x_coord\n y=$y_coord\n terrain=Wwg\n [/terrain]\n {CLEAR_VARIABLE x_coord}\n {CLEAR_VARIABLE y_coord}\n [store_locations]\n variable=hex\n [filter_adjacent_location]\n terrain=Wwg\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..40\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$hex[$i].x,$hex[$i].y\n terrain=Wwg\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n#enddef\n#define GENERATE_DEEP_WATER\n [set_variable]\n name=x_coord\n rand=1..33\n [/set_variable]\n [set_variable]\n name=y_coord\n rand=1..33\n [/set_variable]\n [terrain]\n x=$x_coord\n y=$y_coord\n terrain=Wog\n [/terrain]\n {CLEAR_VARIABLE x_coord}\n {CLEAR_VARIABLE y_coord}\n [store_locations]\n variable=hex\n [filter_adjacent_location]\n terrain=Wog\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..40\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$hex[$i].x,$hex[$i].y\n terrain=Wog\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n#enddef\n\n\n# enemy spawns\n\n #ifdef HARD\n {RESPAWN_POINT_RANDOM (\"Demon Dreamwalker\",\"Demon Apparition\") 2 4 30 4 30 9}\n {RESPAWN_POINT_RANDOM (\"Demon Dreamwalker\",\"Demon Apparition\") 2 4 30 4 30 9}\n {RESPAWN_POINT_RANDOM (\"Demon Dreamwalker\",\"Demon Apparition\") 2 4 30 4 30 9}\n {RESPAWN_POINT_RANDOM (\"Demon Dreamwalker\",\"Demon Apparition\") 2 4 30 4 30 9}\n {RESPAWN_POINT_RANDOM (\"Demon Dreamwalker\",\"Demon Apparition\") 2 4 30 4 30 9}\n {RESPAWN_POINT_RANDOM (\"Demon Dreamwalker\",\"Demon Apparition\") 2 4 30 4 30 9}\n {RESPAWN_POINT_RANDOM (\"Demon Dreamwalker\",\"Demon Apparition\") 2 4 30 4 30 9}\n {RESPAWN_POINT_RANDOM (\"Demon Dreamwalker\",\"Demon Apparition\") 2 4 30 4 30 9}\n {RESPAWN_POINT_RANDOM (\"Demon Dreamwalker\",\"Demon Apparition\") 2 4 30 4 30 9}\n #endif\n #ifdef NORMAL\n {RESPAWN_POINT_RANDOM (\"Demon Dreamwalker\",\"Demon Apparition\") 2 4 30 4 30 18}\n {RESPAWN_POINT_RANDOM (\"Demon Dreamwalker\") 2 4 30 4 30 18}\n {RESPAWN_POINT_RANDOM (\"Demon Dreamwalker\",\"Demon Apparition\") 2 4 30 4 30 18}\n {RESPAWN_POINT_RANDOM (\"Demon Dreamwalker\") 2 4 30 4 30 18}\n {RESPAWN_POINT_RANDOM (\"Demon Dreamwalker\",\"Demon Apparition\") 2 4 30 4 30 18}\n {RESPAWN_POINT_RANDOM (\"Blue Demon\") 2 4 30 4 30 9}\n {RESPAWN_POINT_RANDOM (\"Blue Demon\") 2 4 30 4 30 9}\n {RESPAWN_POINT_RANDOM (\"Blue Demon\") 2 4 30 4 30 9}\n {RESPAWN_POINT_RANDOM (\"Blue Demon\") 2 4 30 4 30 9}\n {RESPAWN_POINT_RANDOM (\"Blue Demon\") 2 4 30 4 30 9}\n #endif\n #ifdef EASY\n {RESPAWN_POINT_RANDOM (\"Demon Dreamwalker\") 2 4 30 4 30 24}\n {RESPAWN_POINT_RANDOM (\"Demon Dreamwalker\",\"Demon Apparition\") 2 4 30 4 30 24}\n {RESPAWN_POINT_RANDOM (\"Demon Dreamwalker\") 2 4 30 4 30 24}\n {RESPAWN_POINT_RANDOM (\"Demon Dreamwalker\",\"Demon Apparition\") 2 4 30 4 30 24}\n {RESPAWN_POINT_RANDOM (\"Demon Dreamwalker\") 2 4 30 4 30 24}\n {RESPAWN_POINT_RANDOM (\"Blue Demon\") 2 4 30 4 30 12}\n {RESPAWN_POINT_RANDOM (\"Blue Demon\") 2 4 30 4 30 12}\n {RESPAWN_POINT_RANDOM (\"Blue Demon\") 2 4 30 4 30 12}\n {RESPAWN_POINT_RANDOM (\"Blue Demon\") 2 4 30 4 30 12}\n {RESPAWN_POINT_RANDOM (\"Blue Demon\") 2 4 30 4 30 12}\n #endif\n\n [event]\n name=prestart\n\n # be very careful about the number of repeats\n # adding an extra one can have drastic results\n # mixing up the generation also seems to give better performance\n\n {REPEAT 20 ({GENERATE_SHALLOW_WATER})}\n {REPEAT 7 ({GENERATE_ICE})}\n {REPEAT 7 ({GENERATE_SNOW})}\n {REPEAT 10 ({GENERATE_SHALLOW_WATER})}\n {REPEAT 6 ({GENERATE_ICE})}\n {REPEAT 6 ({GENERATE_SNOW})}\n {REPEAT 10 ({GENERATE_SHALLOW_WATER})}\n {REPEAT 5 ({GENERATE_ICE})}\n {REPEAT 5 ({GENERATE_SNOW})}\n {REPEAT 5 ({GENERATE_SNOW_HILLS})}\n {REPEAT 3 ({GENERATE_SNOW_PINE_FOREST})}\n {REPEAT 3 ({GENERATE_SNOW_MIXED_FOREST})}\n {REPEAT 3 ({GENERATE_ICE})}\n {REPEAT 3 ({GENERATE_SNOW})}\n {REPEAT 5 ({GENERATE_SNOW_HILLS})}\n {REPEAT 3 ({GENERATE_SNOW_PINE_FOREST})}\n {REPEAT 3 ({GENERATE_SNOW_MIXED_FOREST})}\n {REPEAT 2 ({GENERATE_ICE})}\n {REPEAT 2 ({GENERATE_SNOW})}\n {REPEAT 2 ({GENERATE_SNOW_HILLS})}\n {REPEAT 2 ({GENERATE_SNOW_PINE_FOREST})}\n {REPEAT 2 ({GENERATE_SNOW_MIXED_FOREST})}\n {RECALL_YUMI_NOLOC}\n [set_variable]\n name=x_coord\n rand=9..25\n [/set_variable]\n [set_variable]\n name=y_coord\n rand=9..25\n [/set_variable]\n [move_unit]\n id=Yumi\n to_x,to_y=$x_coord,$y_coord\n [/move_unit]\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther_tmp\n [/store_unit]\n [kill]\n id=Esther\n [/kill]\n\n # recruiting code for this scenario\n [set_menu_item]\n id=recruit_manifestation\n description= _ \"Recruit Manifestation\"\n image=\"attacks/wail.png~SCALE(18,18)\"\n [show_if]\n [variable]\n name=side_number\n numerical_equals=1\n [/variable]\n [/show_if]\n [filter_location]\n [not]\n [filter][/filter]\n [/not]\n [filter_adjacent_location]\n [filter]\n side=1\n id=Yumi\n [/filter]\n [/filter_adjacent_location]\n [/filter_location]\n [command]\n [store_gold]\n [filter_side]\n side=1\n [/filter_side]\n variable=side1gold\n [/store_gold]\n [if]\n [variable]\n name=side1gold\n less_than=6\n [/variable]\n [then]\n {MESSAGE_NOT_ENOUGH_GOLD}\n [/then]\n [else]\n [unit]\n side=1\n type=Manifestation\n x,y=$x1,$y1\n moves,attacks_left=0,0\n animate=yes\n upkeep=free\n [modifications]\n {TRAIT_LOYAL}\n [/modifications]\n [/unit]\n {VARIABLE_OP side1gold sub 6}\n [modify_side]\n side=1\n gold=$side1gold\n [/modify_side]\n {CLEAR_VARIABLE side1gold}\n [/else]\n [/if]\n [/command]\n [/set_menu_item]\n {CLEAR_VARIABLE x_coord}\n {CLEAR_VARIABLE y_coord}\n [/event]\n\n [event]\n name=start\n [message]\n speaker=Yumi\n message= _ \"(shivers)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Is this a dream..?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Is anyone else here? Anyone?\"\n [/message]\n\n [multi_turn_unit]\n [filter]\n id=Yumi\n [/filter]\n times=5\n [/multi_turn_unit]\n\n [message]\n speaker=Yumi\n message= _ \"(sighs) Why does all the weird stuff happen to me..?\"\n [/message]\n\n {DELAY 1000}\n\n [message]\n speaker=Yumi\n message= _ \"There are more demons around.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I wonder if they're going to attack me.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"...\"\n [/message]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Survive until the end of turns\")}\n {OBJECTIVE_VICTORY ( _ \"OR: Find a way to escape\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_FULL_CARRYOVER}\n {OBJECTIVE_NOTE ( _ \"You may recruit by right clicking on a hex next to Yumi.\")}\n [/objectives]\n [/event]\n\n [event]\n name=menu item recruit_manifestation\n first_time_only=yes\n [message]\n speaker=Yumi\n message= _ \"I can make spirits just by thinking.\"\n [/message]\n [/event]\n\n\n [event]\n name=new turn\n first_time_only=no\n\n {REPEAT 5 ({GENERATE_SHALLOW_WATER})}\n {GENERATE_ICE}\n {GENERATE_SNOW}\n {GENERATE_SNOW_HILLS}\n {GENERATE_SNOW_PINE_FOREST}\n {GENERATE_SNOW_MIXED_FOREST}\n {REPEAT 5 ({GENERATE_DEEP_WATER})}\n [/event]\n\n [event]\n name=turn 4\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n [message]\n speaker=narrator\n message= _ \"(feminine voice) Yumi... Yuummiii\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shudders)\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Yumi, I'm coming. I'm coming for you...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"... Esther?\"\n [/message]\n\n [unit]\n id=Fake Esther\n type=Fake Fire Fae\n side=3\n x,y=$yumi.x,$yumi.y\n name= _ \"Esther\"\n random_traits=no\n [modifications]\n {TRAIT_FEARLESS}\n [/modifications]\n [/unit]\n [message]\n speaker=Fake Esther\n message= _ \"Hello Yumi.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Esther! Oh, thank goodness you're here. I was-\"\n [/message]\n\n {DELAY 1000}\n\n [message]\n speaker=Yumi\n message= _ \"Wait a second.\"\n [/message]\n [message]\n speaker=Fake Esther\n message= _ \"Yes?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"S-something's not right. You're- you're not her. You're a fake.\"\n [/message]\n [message]\n speaker=Fake Esther\n message= _ \"What are you talking about?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"You're not actually Esther. You can't be-\"\n [/message]\n [message]\n speaker=Fake Esther\n message= _ \"Are you feeling okay? You seem a bit... hello? Yumi? Are you paying attention?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(frowns) S-stop it. Stop trying to trick me.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Not feeling nervous now, are you?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Stop!\"\n [/message]\n [message]\n speaker=Fake Esther\n message= _ \"Yumi, calm down! You're really starting to worry me. I just want to help you!\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I can take care of myself! I don't need a babysitter. I can handle my own problems.\"\n [/message]\n [message]\n speaker=Fake Esther\n message= _ \"Yumi, please...\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Listen to her.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(pales) You're not Esther... you're not...\"\n [/message]\n\n {CLEAR_VARIABLE yumi}\n [/event]\n [event]\n name=turn 9\n\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n\n {SPAWN_ID_NAME (\"Fake Blood Fae\") 3 $yumi.x $yumi.y (\"Fake Aryel\") (\"female\") (\"Aryel\")}\n\n [message]\n speaker=Yumi\n message= _ \"Ugh, not more...\"\n [/message]\n [message]\n speaker=Fake Aryel\n message= _ \"... You're crazy, you know that? I went through the trouble of finding you and-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Liar. You're not Aryel.\"\n [/message]\n [message]\n speaker=Fake Aryel\n message= _ \"Then who am I supposed to be? Sheesh, you're so irrational at times.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I- that's...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"... I really hope you're not her...\"\n [/message]\n [message]\n speaker=Fake Aryel\n message= _ \"What are you talking about?\"\n [/message]\n [message]\n speaker=Fake Aryel\n message= _ \"Are you crazy? Snap out of it. Just let me-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"No! Stay back, or I'll- I'll...\"\n [/message]\n [message]\n speaker=Fake Aryel\n message= _ \"You'll do what? Stupid Yumi, sometimes I wonder why you're so weird. Now quit being dumb and come here.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Stay away!\"\n [/message]\n [message]\n speaker=Fake Aryel\n message= _ \"I've had enough of you. Looks like we have to do this the hard way.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(whispers) Aryel would never threaten me like that. You're not her.\"\n [/message]\n {CLEAR_VARIABLE yumi}\n [/event]\n\n [event]\n name=turn 14\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n\n {SPAWN_ID_NAME (\"Fake Shadow Fae\") 3 $yumi.x $yumi.y (\"Fake Yumi\") (\"female\") (\"Yumi\")}\n\n [message]\n speaker=Yumi\n message= _ \"You have got to be kidding me.\"\n [/message]\n [message]\n speaker=Fake Yumi\n message= _ \"Hello.\"\n [/message]\n\n {WHITE_SCREEN}\n {DELAY 500}\n\n [message]\n speaker=Yumi\n message= _ \"Ugh, my head-\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"(feminine voice) Look at her. What do you see?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"... I-I don't know...\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Yourself? Who are you? What are you?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I... don't know. I'm... not normal.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Is this why are you are shunned by the other faerie?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"...\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"(feminine voice) And what about your friends?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"They don't know...\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"What don't they know?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I-it hurts... (shivers)\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"(feminine voice) What are you? What is she?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"... she's me?\"\n [/message]\n\n {UNWHITE_SCREEN}\n\n [message]\n speaker=Yumi\n message= _ \"(holds head) Ugh, my head feels like it's going to explode...\"\n [/message]\n [message]\n speaker=Fake Yumi\n message= _ \"Hello.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(mutters) Not even going to bother with you.\"\n [/message]\n\n {CLEAR_VARIABLE yumi}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Fake Aryel\n [/filter]\n\n [message]\n speaker=Fake Aryel\n message= _ \"(gasps)\"\n [/message]\n [message]\n speaker=Fake Aryel\n message= _ \"Wa-it-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"...\"\n [/message]\n [message]\n speaker=Fake Aryel\n message= _ \"Why... do you... hate me?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(closes eyes)\"\n [/message]\n\n {DELAY 1000}\n\n [message]\n speaker=Yumi\n message= _ \"(breathes deeply)\"\n [/message]\n\n {FLASH_RED_EXTREME ({DELAY 500})}\n\n [kill]\n id=Fake Aryel\n animate=yes\n [/kill]\n [/event]\n [event]\n name=last breath\n [filter]\n id=Fake Esther\n [/filter]\n\n [message]\n speaker=Fake Esther\n message= _ \"Yumi... (gasp) ... why?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"You- you're not real. (turns away) Esther would never attack me.\"\n [/message]\n [message]\n speaker=Fake Esther\n message= _ \"Yumi... no... you're hurting me...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Go away.\"\n [/message]\n [message]\n speaker=Fake Esther\n message= _ \"Yu-mi-I-need-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Get away from me!\"\n [/message]\n\n [kill]\n id=Fake Esther\n animate=yes\n [/kill]\n\n {DELAY 1500}\n\n [message]\n speaker=Yumi\n message= _ \"Ugh.\"\n [/message]\n [/event]\n [event]\n name=last breath\n [filter]\n id=Fake Yumi\n [/filter]\n\n [message]\n speaker=Fake Yumi\n message= _ \"...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Who are you?\"\n [/message]\n [message]\n speaker=Fake Yumi\n message= _ \"Who are you?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"...\"\n [/message]\n [message]\n speaker=Fake Yumi\n message= _ \"Why do you hunt me?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Why are you hunting me?\"\n [/message]\n [message]\n speaker=Fake Yumi\n message= _ \"I-\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"(feminine voice) She is fading.\"\n [/message]\n [message]\n speaker=Fake Yumi\n message= _ \"But-\"\n [/message]\n [kill]\n id=Fake Yumi\n animate=yes\n [/kill]\n [message]\n speaker=Yumi\n message= _ \"What's going on..?\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Do not fret. Close your eyes. Rest.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Uhh, but...\"\n [/message]\n\n {FLASH_DARK ({DELAY 500})}\n\n [message]\n speaker=Yumi\n message= _ \"What... was... that?\"\n [/message]\n\n {FLASH_DARK ({DELAY 500})}\n\n [message]\n speaker=narrator\n message= _ \"(feminine voice) Sleep...\"\n [/message]\n\n {FADE_SCREEN}\n {DELAY 1250}\n\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 100}\n carryover_report=no\n linger_mode=no\n next_scenario=03_Northlands\n [/endlevel]\n [/event]\n\n [event]\n name=time over\n [message]\n speaker=Yumi\n message= _ \"I think... I think I hear someone calling my name.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Yumi... Yumi, wake up... \"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(squints)\"\n [/message]\n\n {FLASH_DARK ({DELAY 750})}\n\n [message]\n speaker=Yumi\n message= _ \"(swaying) I feel... strange.\"\n [/message]\n\n {FLASH_DARK ({DELAY 1000})}\n\n [message]\n speaker=Yumi\n message= _ \"(closes eyes)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(yawns)\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"It's time to get up, sleepyhead... \"\n [/message]\n\n {FADE_SCREEN}\n\n {DELAY 1250}\n\n\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 100}\n carryover_report=no\n linger_mode=no\n next_scenario=03_Northlands\n [/endlevel]\n [/event]\n\n\n # don't forget to unstore Esther\n [event]\n name=victory\n [kill]\n side=1\n type=Manifestation\n [/kill]\n [set_variable]\n name=blue_moon\n value=1\n [/set_variable]\n [set_variable]\n name=prev_scenario\n value=\"Blue Moon\"\n [/set_variable]\n [unstore_unit]\n variable=esther_tmp\n find_vacant=yes\n [/unstore_unit]\n [unhide_unit]\n [filter]\n id=Esther\n [/filter]\n [/unhide_unit]\n [clear_menu_item]\n id=recruit_manifestation\n [/clear_menu_item]\n {CLEAR_VARIABLE esther_tmp}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Yumi\n [/filter]\n [message]\n speaker=Yumi\n message= _ \"I- can't... breathe - (gasp)\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n[/scenario]\n\n#undef GENERATE_DEEP_WATER\n#undef GENERATE_SHALLOW_WATER\n#undef GENERATE_ICE\n#undef GENERATE_SNOW\n#undef GENERATE_SNOW_HILLS\n#undef GENERATE_SNOW_PINE_FOREST\n#undef GENERATE_SNOW_MIXED_FOREST\n"} {"text": "#textdomain wesnoth-Genesis\n[scenario]\n id=04d_Black_Cauldron\n name= _ \"Black Cauldron\"\n map_data=\"{~add-ons/Genesis/episode1/maps/04d_Black_Cauldron.map}\"\n next_scenario=03_Northlands\n victory_when_enemies_defeated=no\n turns=6\n {UNDERGROUND}\n {STORYTXT_BLACK_CAULDRON}\n\n {FAE_DEATHS}\n {SCENARIO_MUSIC underground.ogg}\n {EXTRA_SCENARIO_MUSIC siege_of_laurelmor.ogg}\n {EXTRA_SCENARIO_MUSIC knalgan_theme.ogg}\n {EXTRA_SCENARIO_MUSIC waves.ogg}\n {EXTRA_SCENARIO_MUSIC the_dangerous_symphony.ogg}\n\n [side]\n {PLAYER_FAE}\n side=1\n recruit=\n {GOLD 200 170 100}\n {INCOME 6 5 4}\n fog=yes\n shroud=yes\n [/side]\n [side]\n {ETHEA_ENEMY_SIDE}\n {AGGRESSIVE_SIDE}\n side=2\n type=Demon Stromguarde\n id=boss\n canrecruit=yes\n [/side]\n {STARTING_VILLAGES 2 6}\n [side]\n {ETHEA_ENEMY_SIDE}\n {AGGRESSIVE_SIDE}\n side=3\n no_leader=yes\n [/side]\n [side]\n side=4\n no_leader=yes\n {SPIRIT_ENEMY_SIDE}\n {AGGRESSIVE_SIDE}\n [/side]\n [side]\n side=5\n no_leader=yes\n controller=ai\n team_name=spirits\n hidden=yes\n color=black\n {AGGRESSIVE_SIDE}\n [/side]\n\n {PLACE_IMAGE items/bones.png 52 35}\n\n#define GENERATE_FUNGUS\n [store_locations]\n variable=cave_hex\n terrain=Uu\n [filter_adjacent_location]\n terrain=Xu,Xuc,Xue,Xuce\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=cave_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..6\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$cave_hex[$i].x,$cave_hex[$i].y\n terrain=Uu^Uf\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE cave_hex}\n [store_locations]\n variable=cave_hex\n terrain=Uu\n [/store_locations]\n [for]\n array=cave_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..15\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$cave_hex[$i].x,$cave_hex[$i].y\n terrain=Uu^Uf\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE cave_hex}\n\n # we can do this for cave hills too, for a bit of visual variety\n [store_locations]\n variable=cave_hill_hex\n terrain=Uh\n [filter_adjacent_location]\n terrain=Xu,Xuc,Xue,Xuce\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=cave_hill_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..5\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$cave_hill_hex[$i].x,$cave_hill_hex[$i].y\n terrain=Uh^Uf\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE cave_hill_hex}\n [store_locations]\n variable=cave_hill_hex\n terrain=Uh\n [filter_adjacent_location]\n terrain=Uu^Uf\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=cave_hill_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..2\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$cave_hill_hex[$i].x,$cave_hill_hex[$i].y\n terrain=Uh^Uf\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE cave_hill_hex}\n#enddef\n\n#define GENERATE_CAVE_HILL\n [store_locations]\n variable=cave_hex\n terrain=Uu\n [filter_adjacent_location]\n terrain=Xu,Xuc,Xue,Xuce\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=cave_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..5\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$cave_hex[$i].x,$cave_hex[$i].y\n terrain=Uh\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE cave_hex}\n [store_locations]\n variable=cave_hex\n terrain=Uu\n [not]\n [filter_adjacent_location]\n terrain=Xu,Xuc,Xue,Xuce,Wwg\n [/filter_adjacent_location]\n [/not]\n [/store_locations]\n [for]\n array=cave_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..15\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$cave_hex[$i].x,$cave_hex[$i].y\n terrain=Uh\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE cave_hex}\n [store_locations]\n variable=cave_hex\n terrain=Uu\n [filter_adjacent_location]\n terrain=Wwg\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=cave_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..30\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$cave_hex[$i].x,$cave_hex[$i].y\n terrain=Uh\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE cave_hex}\n#enddef\n\n#define GENERATE_CAVE_PATH\n [store_locations]\n variable=cave_hex\n terrain=Uu\n [not]\n [filter_adjacent_location]\n terrain=Ur\n [/filter_adjacent_location]\n [/not]\n [/store_locations]\n [for]\n array=cave_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..10\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$cave_hex[$i].x,$cave_hex[$i].y\n terrain=Ur\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE cave_hex}\n [store_locations]\n variable=cave_hex\n terrain=Uu\n [filter_adjacent_location]\n terrain=Ur\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=cave_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..2\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$cave_hex[$i].x,$cave_hex[$i].y\n terrain=Ur\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE cave_hex}\n#enddef\n\n # ghost spawns\n\n {RESPAWN_POINT (\"Ghost\") 4 4 12 12}\n {RESPAWN_POINT (\"Ghost\") 4 20 12 12}\n {RESPAWN_POINT (\"Ghost\") 4 26 15 12}\n {RESPAWN_POINT (\"Ghost\") 4 15 13 12}\n {RESPAWN_POINT (\"Ghost\") 4 21 19 12}\n {RESPAWN_POINT (\"Ghost\") 4 5 15 12}\n {RESPAWN_POINT (\"Ghost\") 4 4 20 12}\n {RESPAWN_POINT (\"Ghost\") 4 12 10 12}\n\n #ifdef HARD\n {RESPAWN_POINT (\"Demon\",\"Red Demon,Imp\") 3 52 21 18}\n {RESPAWN_POINT (\"Demon\",\"Red Demon,Imp\") 3 47 19 18}\n {RESPAWN_POINT (\"Demon\",\"Red Demon,Imp\") 3 40 15 18}\n {RESPAWN_POINT (\"Demon\",\"Red Demon,Imp\") 3 40 20 18}\n {RESPAWN_POINT (\"Demon\",\"Red Demon,Imp\") 3 44 21 18}\n {RESPAWN_POINT (\"Demon\",\"Red Demon,Imp\") 3 45 23 18}\n {RESPAWN_POINT (\"Demon\",\"Red Demon,Imp\") 3 43 24 18}\n {RESPAWN_POINT (\"Demon\",\"Red Demon,Imp\") 3 50 18 18}\n {RESPAWN_POINT (\"Demon\",\"Red Demon,Imp\") 3 41 16 18}\n {RESPAWN_POINT (\"Demon Sword Dancer\",\"Demon Grunt\",\"Fire Demon\") 3 51 15 32}\n {RESPAWN_POINT (\"Demon Sword Dancer\",\"Demon Grunt\",\"Fire Demon\") 3 53 15 32}\n {RESPAWN_POINT (\"Demon Sword Dancer\",\"Demon Grunt\",\"Fire Demon\") 3 44 14 32}\n {RESPAWN_POINT (\"Demon Sword Dancer\",\"Demon Grunt\",\"Fire Demon\") 3 42 14 32}\n {RESPAWN_POINT (\"Demon Sword Dancer\",\"Demon Grunt\",\"Fire Demon\") 3 56 18 32}\n {RESPAWN_POINT (\"Demon Sword Dancer\",\"Demon Grunt\",\"Fire Demon\") 3 48 16 32}\n {RESPAWN_POINT (\"Demon Sword Dancer\",\"Demon Grunt\",\"Fire Demon\") 3 49 17 32}\n {RESPAWN_POINT (\"Demon Sword Dancer\",\"Demon Grunt\",\"Fire Demon\") 3 55 18 32}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 54 58 14 17 28}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 46 50 12 16 28}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 57 61 14 19 28}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 38 40 21 23 28}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 42 45 24 25 28}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 37 39 25 27 28}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 56 60 9 13 28}\n #endif\n #ifdef NORMAL\n {RESPAWN_POINT (\"Demon\",\"Red Demon,Imp\") 3 52 21 24}\n {RESPAWN_POINT (\"Demon\",\"Red Demon,Imp\") 3 47 19 24}\n {RESPAWN_POINT (\"Demon\",\"Red Demon,Imp\") 3 40 15 24}\n {RESPAWN_POINT (\"Demon\",\"Red Demon,Imp\") 3 40 20 24}\n {RESPAWN_POINT (\"Demon\",\"Red Demon,Imp\") 3 44 21 24}\n {RESPAWN_POINT (\"Demon\",\"Red Demon,Imp\") 3 45 23 24}\n {RESPAWN_POINT (\"Demon\",\"Red Demon,Imp\") 3 43 24 24}\n {RESPAWN_POINT (\"Demon\",\"Red Demon,Imp\") 3 50 18 24}\n {RESPAWN_POINT (\"Demon\",\"Red Demon,Imp\") 3 41 16 24}\n {RESPAWN_POINT (\"Demon Sword Dancer\",\"Demon Grunt\",\"Fire Demon\") 3 51 15 40}\n {RESPAWN_POINT (\"Demon Sword Dancer\",\"Demon Grunt\",\"Fire Demon\") 3 53 15 40}\n {RESPAWN_POINT (\"Demon Sword Dancer\",\"Demon Grunt\",\"Fire Demon\") 3 44 14 40}\n {RESPAWN_POINT (\"Demon Sword Dancer\",\"Demon Grunt\",\"Fire Demon\") 3 42 14 40}\n {RESPAWN_POINT (\"Demon Sword Dancer\",\"Demon Grunt\",\"Fire Demon\") 3 56 18 40}\n {RESPAWN_POINT (\"Demon Sword Dancer\",\"Demon Grunt\",\"Fire Demon\") 3 48 16 40}\n {RESPAWN_POINT (\"Demon Sword Dancer\",\"Demon Grunt\",\"Fire Demon\") 3 49 17 40}\n {RESPAWN_POINT (\"Demon Sword Dancer\",\"Demon Grunt\",\"Fire Demon\") 3 55 18 40}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 54 58 14 17 38}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 46 50 12 16 38}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 57 61 14 19 38}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 38 40 21 23 38}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 42 45 24 25 38}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 37 39 25 27 38}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 56 60 9 13 38}\n #endif\n #ifdef EASY\n {RESPAWN_POINT (\"Demon\",\"Red Demon,Imp\") 3 52 21 30}\n {RESPAWN_POINT (\"Demon\",\"Red Demon,Imp\") 3 47 19 30}\n {RESPAWN_POINT (\"Demon\",\"Red Demon,Imp\") 3 40 15 30}\n {RESPAWN_POINT (\"Demon\",\"Red Demon,Imp\") 3 40 20 30}\n {RESPAWN_POINT (\"Demon\",\"Red Demon,Imp\") 3 44 21 30}\n {RESPAWN_POINT (\"Demon\",\"Red Demon,Imp\") 3 45 23 30}\n {RESPAWN_POINT (\"Demon\",\"Red Demon,Imp\") 3 43 24 30}\n {RESPAWN_POINT (\"Demon\",\"Red Demon,Imp\") 3 50 18 30}\n {RESPAWN_POINT (\"Demon\",\"Red Demon,Imp\") 3 41 16 30}\n {RESPAWN_POINT (\"Demon Sword Dancer\",\"Demon Grunt\",\"Fire Demon\") 3 51 15 44}\n {RESPAWN_POINT (\"Demon Sword Dancer\",\"Demon Grunt\",\"Fire Demon\") 3 53 15 44}\n {RESPAWN_POINT (\"Demon Sword Dancer\",\"Demon Grunt\",\"Fire Demon\") 3 44 14 44}\n {RESPAWN_POINT (\"Demon Sword Dancer\",\"Demon Grunt\",\"Fire Demon\") 3 42 14 44}\n {RESPAWN_POINT (\"Demon Sword Dancer\",\"Demon Grunt\",\"Fire Demon\") 3 56 18 44}\n {RESPAWN_POINT (\"Demon Sword Dancer\",\"Demon Grunt\",\"Fire Demon\") 3 48 16 44}\n {RESPAWN_POINT (\"Demon Sword Dancer\",\"Demon Grunt\",\"Fire Demon\") 3 49 17 44}\n {RESPAWN_POINT (\"Demon Sword Dancer\",\"Demon Grunt\",\"Fire Demon\") 3 55 18 44}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 54 58 14 17 42}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 46 50 12 16 42}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 57 61 14 19 42}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 38 40 21 23 42}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 42 45 24 25 42}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 37 39 25 27 42}\n {RESPAWN_POINT_RANDOM (\"Demon Zephyr\") 2 56 60 9 13 42}\n #endif\n\n\n # generate some terrain and do some housekeeping\n [event]\n name=prestart\n {GENERATE_CAVE_HILL}\n {GENERATE_FUNGUS}\n {GENERATE_CAVE_PATH}\n {RECALL_YUMI_NOLOC}\n\n [set_variable]\n name=have_aryel\n value=0\n [/set_variable]\n [set_variable]\n name=lose_ghost\n value=0\n [/set_variable]\n [set_variable]\n name=volcano\n value=0\n [/set_variable]\n [set_recruit]\n side=1\n recruit=\n [/set_recruit]\n\n {SPAWN (\"Demon Grunt\") 2 55 9}\n {SPAWN (\"Demon Grunt\") 2 61 12}\n {SPAWN (\"Demon Sword Dancer\") 2 57 12}\n {SPAWN (\"Fire Demon\") 2 59 9}\n {SPAWN (\"Ghost\") 4 15 13}\n [/event]\n\n [event]\n name=start\n [message]\n speaker=Yumi\n message= _ \"(shivers)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Esther, there are demons here.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Then we should get moving and find Aryel before they do. Can you sense where she is?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Somewhere to the south, I think.\"\n [/message]\n {DELAY 250}\n [move_unit]\n id=Yumi\n to_x,to_y=8,7\n [/move_unit]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n {DELAY 250}\n [message]\n speaker=Esther\n message= _ \"That way? Alright.\"\n [/message]\n [move_unit]\n id=Esther\n to_x,to_y=8,6\n [/move_unit]\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Find Aryel\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Turns run out\")}\n {OBJECTIVE_CARRYOVER}\n [/objectives]\n [/event]\n\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n side=2,3\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [message]\n speaker=unit\n message= _ \"There they are! Seize them!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Run!\"\n [/message]\n [/event]\n\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n side=4\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [message]\n speaker=Esther\n message= _ \"Undead?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Aryel likes necromancy...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I know that. That's not what surprised me. What's strange is that they seem hostile. Aryel wouldn't attack us...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Maybe she lost control. (bites lip) Maybe she... got hurt.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"More reason to find her as soon as we can.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x,y=13,18\n side=1\n [/filter]\n\n [message]\n speaker=Yumi\n message= _ \"Umm, hello? Aryel, are you there?\"\n [/message]\n\n {DELAY 1000}\n\n [unit]\n side=1\n type=Blood Fae\n variation=BF1\n canrecruit=yes\n x,y=13,18\n name= _ \"Aryel\"\n id=Aryel\n unrenamable=yes\n # profile=portraits/aryel.png\n animate=yes\n experience=37\n [/unit]\n\n [message]\n speaker=Aryel\n message= _ \"Shush! Do you intend to draw all those spirits over here?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I thought you were controlling them...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I was until the demons came here. Something about their energy breaks my hold on them. Annoying pests.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Aryel, listen, the demons-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I already know. Irdya's being invaded. It's another war.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"It's not exactly all out war yet. I guess they're trying to keep it small for now so Xia'el doesn't have a reason to wipe them out.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Right, like that matters. Thinking a Guardian is going to do anything but sit on their butt and watch us die.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"She'd help us if we really needed it.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Uh huh. Then where is she? You know the demons are specifically targeting us. We're already in trouble.\"\n [/message]\n [if]\n [variable]\n name=white_city\n numerical_equals=1\n [/variable]\n [then]\n [message]\n speaker=Esther\n message= _ \"Let's say you're right and we can't afford to wait around. In that case, there's a crypt in Caerleon that Yumi said you could open. We were planning to go there.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"That place? Yes, we could go there, but I don't know what you're expecting. (turns to Yumi)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yumi? Hello? Wake up, daydreamer.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Uhm... I don't know. I thought I sensed something inside of it.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Esther\n message= _ \"Let's say you're right and we can't afford to wait around. We need to come up with a plan. Do something.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Hmm. Well, the first thing that comes to mind is the crypt in Caerleon. There's definitely some powerful magic inside of it, though I'm not exactly sure what it's for.\"\n [/message]\n [/else]\n [/if]\n [message]\n speaker=Esther\n message= _ \"I suppose it wouldn't hurt to pay a visit, would it?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"We could go, but it was locked up a long time ago. Xia'el helped me do it, actually. Apparently she didn't want the humans messing with stuff obviously beyond their grasp. I shoved the key down somewhere deep in these caves.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Then let's go get it. Think you can summon up some help?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Maybe, but I can't guarantee that I'll be able to maintain control with the demons around. We might have to brute force our way through them.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Not like you mind...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Of course not. Actually, it would be my pleasure.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(rolls eyes)\"\n [/message]\n\n [modify_side]\n side=1\n {UNDEAD_RECRUITS}\n [/modify_side]\n\n [set_variable]\n name=have_aryel\n value=1\n [/set_variable]\n\n # recruiting code for this scenario\n [set_menu_item]\n id=recruit_ghost\n description= _ \"Recruit Ghost\"\n image=\"attacks/wail.png~SCALE(18,18)\"\n [show_if]\n [variable]\n name=side_number\n numerical_equals=1\n [/variable]\n [/show_if]\n [filter_location]\n [not]\n [filter][/filter]\n [/not]\n [filter_adjacent_location]\n [filter]\n side=1\n id=Aryel\n [/filter]\n [/filter_adjacent_location]\n [/filter_location]\n [command]\n [store_gold]\n [filter_side]\n side=1\n [/filter_side]\n variable=side1gold\n [/store_gold]\n [if]\n [variable]\n name=side1gold\n less_than=20\n [/variable]\n [then]\n {MESSAGE_NOT_ENOUGH_GOLD}\n [/then]\n [else]\n [unit]\n side=1\n type=Ghost\n x,y=$x1,$y1\n moves,attacks_left=0,0\n animate=yes\n [/unit]\n {VARIABLE_OP side1gold sub 20}\n [modify_side]\n side=1\n gold=$side1gold\n [/modify_side]\n {CLEAR_VARIABLE side1gold}\n [/else]\n [/if]\n [/command]\n [/set_menu_item]\n\n [remove_shroud]\n side=1\n x=52,51,51,52,50,53\n y=29,30,29,28,30,29\n [/remove_shroud]\n\n {SCROLL_TO 51 30}\n\n {DELAY 1000}\n\n [modify_turns]\n value=50\n [/modify_turns]\n [modify_unit]\n [filter]\n id=Yumi,Esther,Aryel\n [/filter]\n moves=6\n attacks_left=1\n [/modify_unit]\n {SCROLL_TO 18 13}\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Proceed southeast to locate the key to the crypt of Caerleon\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_DEFEAT ( _ \"Turns run out\")}\n {OBJECTIVE_NOTE ( _ \"You may recruit ghosts by right-clicking a hex next to Aryel.\")}\n {OBJECTIVE_NOTE ( _ \"Every turn, you have a chance to lose control of ghosts.\")}\n [/objectives]\n [/event]\n\n # side 5 spawns\n #ifdef HARD\n {RESPAWN_POINT_CONDITIONAL (\"Wraith\") 5 12 32 12 (\"have_aryel\")}\n {RESPAWN_POINT_CONDITIONAL (\"Wraith\") 5 7 34 12 (\"have_aryel\")}\n {RESPAWN_POINT_CONDITIONAL (\"Wraith\") 5 14 33 12 (\"have_aryel\")}\n {RESPAWN_POINT_CONDITIONAL (\"Wraith\") 5 28 35 12 (\"have_aryel\")}\n {RESPAWN_POINT_CONDITIONAL (\"Wraith\") 5 26 39 12 (\"have_aryel\")}\n {RESPAWN_POINT_CONDITIONAL (\"Wraith\") 5 27 32 12 (\"have_aryel\")}\n {RESPAWN_POINT_CONDITIONAL (\"Wraith,Shadow\") 5 22 44 15 (\"have_aryel\")}\n {RESPAWN_POINT_CONDITIONAL (\"Wraith,Shadow\") 5 4 37 15 (\"have_aryel\")}\n {RESPAWN_POINT_CONDITIONAL (\"Wraith,Shadow\") 5 27 44 15 (\"have_aryel\")}\n #endif\n #ifdef NORMAL\n {RESPAWN_POINT_CONDITIONAL (\"Wraith\") 5 12 32 18 (\"have_aryel\")}\n {RESPAWN_POINT_CONDITIONAL (\"Wraith\") 5 7 34 18 (\"have_aryel\")}\n {RESPAWN_POINT_CONDITIONAL (\"Wraith\") 5 14 33 18 (\"have_aryel\")}\n {RESPAWN_POINT_CONDITIONAL (\"Wraith\") 5 28 35 18 (\"have_aryel\")}\n {RESPAWN_POINT_CONDITIONAL (\"Wraith\") 5 26 39 18 (\"have_aryel\")}\n {RESPAWN_POINT_CONDITIONAL (\"Wraith\") 5 27 32 18 (\"have_aryel\")}\n {RESPAWN_POINT_CONDITIONAL (\"Wraith\") 5 22 44 18 (\"have_aryel\")}\n {RESPAWN_POINT_CONDITIONAL (\"Wraith,Shadow\") 5 4 37 20 (\"have_aryel\")}\n {RESPAWN_POINT_CONDITIONAL (\"Wraith,Shadow\") 5 27 44 20 (\"have_aryel\")}\n #endif\n #ifdef EASY\n {RESPAWN_POINT_CONDITIONAL (\"Wraith\") 5 12 32 21 (\"have_aryel\")}\n {RESPAWN_POINT_CONDITIONAL (\"Wraith\") 5 7 34 21 (\"have_aryel\")}\n {RESPAWN_POINT_CONDITIONAL (\"Wraith\") 5 14 33 21 (\"have_aryel\")}\n {RESPAWN_POINT_CONDITIONAL (\"Wraith\") 5 28 35 21 (\"have_aryel\")}\n {RESPAWN_POINT_CONDITIONAL (\"Wraith\") 5 26 39 21 (\"have_aryel\")}\n {RESPAWN_POINT_CONDITIONAL (\"Wraith\") 5 27 32 21 (\"have_aryel\")}\n {RESPAWN_POINT_CONDITIONAL (\"Wraith\") 5 22 44 21 (\"have_aryel\")}\n {RESPAWN_POINT_CONDITIONAL (\"Wraith,Shadow\") 5 4 37 24 (\"have_aryel\")}\n {RESPAWN_POINT_CONDITIONAL (\"Wraith,Shadow\") 5 27 44 24 (\"have_aryel\")}\n #endif\n\n # lose ghosts event\n [event]\n name=new turn\n first_time_only=no\n [store_unit]\n [filter]\n type=Ghost\n side=1\n [/filter]\n variable=ghosts\n [/store_unit]\n [for]\n array=ghosts\n [do]\n [set_variable]\n name=change_side\n rand=1..30\n [/set_variable]\n [if]\n [variable]\n name=change_side\n numerical_equals=1\n [/variable]\n [then]\n [set_variable]\n name=ghosts[$i].side\n value=4\n [/set_variable]\n [unstore_unit]\n variable=ghosts[$i]\n find_vacant=no\n [/unstore_unit]\n # only do this once\n [if]\n [variable]\n name=lose_ghost\n numerical_equals=0\n [/variable]\n [then]\n [message]\n speaker=Aryel\n message= _ \"Damn it. Stupid demon magic.\"\n [/message]\n [set_variable]\n name=lose_ghost\n value=1\n [/set_variable]\n [/then]\n [/if]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_side}\n [/do]\n [/for]\n {CLEAR_VARIABLE ghosts}\n [/event]\n\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n side=2,3\n [/filter]\n [filter_second]\n id=Aryel\n [/filter_second]\n [message]\n speaker=Aryel\n message= _ \"Mmmmm, you feel that? Savor your last breaths before I send you back to hell with everyone else.\"\n [/message]\n\n [kill]\n id=unit\n animate=yes\n [/kill]\n\n [message]\n speaker=Esther\n message= _ \"Getting kind of excited, aren't you?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Can you blame me? It's been years since I got to let loose.\"\n [/message]\n [/event]\n\n [event]\n name=turn 9\n\n [message]\n speaker=Esther\n message= _ \"So... Aryel, remind me when you moved down here into this rat dump again. Why'd you even come here?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"That wasn't really so long ago. I just came back up here to keep an eye on those humans. They've been more troublesome lately.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"You sure it wasn't to get away from people?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Hah. There was some of that in it too. I'm not really a social butterfly, like you.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"It's not that bad. All you have to do is talk a bit. Act as normal as possible.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"And you've always been miss goody goody sunshine. Must be easy for you.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Come on. You, of all people, should know better than to judge me like that.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(smirks) Yeah, yeah. Just teasing.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Wait, what is Esther really like?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Don't ask silly questions! What you see is what you get.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(frowns)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Just be content with the way things are.\"\n [/message]\n [/event]\n\n [event]\n name=turn 12\n\n [message]\n speaker=Yumi\n message= _ \"(whispers) Aryel?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yes?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(whispers) Is Esther scary?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Wha-? What kind of question is that?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(whispers) Shhh!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(whispers) I don't get it. Don't you think you can trust her?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(whispers) I... it's not that...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(whispers) You're so dumb sometimes, you know that? Of all people, why wouldn't you trust Esther?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Is something going on that I should be aware about?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"N-no. W-we were just, you know... uhh...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"This brat, how do you deal with her...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Haha, just be patient. Give her some room and she might open up in time.\"\n [/message]\n [/event]\n\n [event]\n name=turn 19\n\n [message]\n speaker=Aryel\n message= _ \"Esther, do you still remember what happened the last time the demons invaded?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"What, when the Valdemons started running amuck when Shardia and Valdir had another one of their feuds?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yeah. I'm pretty sure Xia'el stepped in to help us then, right?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"... what are you two talking about?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I keep forgetting how young you are. There are other worlds besides our own, like how the Guardian of Life Uria is from Ethea. The Valdemons are from Norsula, the world of Water and Fire. They're a particularly bloodthirsty lot and they're always fighting against Shardia's subjects, but sometimes they invade other worlds too. Last time, Xia'el took care of business rather quickly.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Why would the demons attack us? Or each other?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Power. The more land and peoples they can conquer, the more power is available to them. A lot of the time, they fight under the orders of a strong demon lord or even a Guardian. You have to understand, most of the Guardians positively hate each other and don't mind letting their subjects fight.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You're giving them too much credit. They're a bunch of egotistical tyrants who couldn't give a crap about anything but themselves. Well, not Xia'el, but she's got a different problem. She doesn't do anything useful. She's too passive.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"So that's why we're being ditched now...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Exactly. The only puzzling thing is why the Urdemons are suddenly involved this time, since they're usually on our side. Of all the Guardians, Uria and Xia'el are the chummiest.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Who knows! I've never met Uria, personally. And Xia'el only a couple times. She seemed kind of scatterbrained, to be honest.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You said it. I guess it's better than living under that brute Valdir though. But that means we've really got to fend for ourselves.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Pretty much.\"\n [/message]\n [/event]\n\n [event]\n name=enter_hex\n first_time_only=yes\n [filter]\n x=15-21\n y=25-30\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=have_aryel\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [message]\n speaker=Esther\n message= _ \"Uhh, which way?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"The path east leads to our intended destination. The path south leads through the chasm. I've never been there myself, but it might be worth checking out if we have the time.\"\n [/message]\n [/event]\n\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n side=5\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [message]\n speaker=Esther\n message= _ \"Those spirits look pretty dangerous.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I never had any control over the ones from the chasms. They're not that hard to kill, but certainly stronger than your average ghost.\"\n [/message]\n [/event]\n\n # reach the volcano peak\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=12,41\n id=Esther,Yumi,Aryel\n [/filter]\n\n # this gets set to 1 if we complete the event, so you can't get the bonuses over and over\n [filter_condition]\n [variable]\n name=have_aryel\n numerical_equals=1\n [/variable]\n [variable]\n name=volcano\n numerical_equals=0\n [/variable]\n [/filter_condition]\n\n # everyone should be nearby\n [if]\n [have_unit]\n id=Aryel\n [filter_location]\n x,y=12,41\n radius=6\n [/filter_location]\n [/have_unit]\n [and]\n [have_unit]\n id=Esther\n [filter_location]\n x,y=12,41\n radius=6\n [/filter_location]\n [/have_unit]\n [/and]\n [and]\n [have_unit]\n id=Yumi\n [filter_location]\n x,y=12,41\n radius=6\n [/filter_location]\n [/have_unit]\n [/and]\n [then]\n [move_unit]\n id=Esther\n to_x,to_y=11,42\n [/move_unit]\n [move_unit]\n id=Yumi\n to_x,to_y=12,42\n [/move_unit]\n [move_unit]\n id=Aryel\n to_x,to_y=13,42\n [/move_unit]\n [message]\n speaker=Aryel\n message= _ \"Try touching the lava.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"But-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Don't be a chicken. Just do it.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Well, uhm...\"\n [/message]\n\n {DELAY 1000}\n\n [move_unit]\n id=Yumi\n to_x,to_y=12,41\n [/move_unit]\n\n [message]\n speaker=Yumi\n message= _ \"It stings a little. Almost like iron.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Just stay there for a moment. Esther, you come too.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"What exactly is supposed to happen?\"\n [/message]\n\n {WHITE_SCREEN}\n {DELAY 500}\n {UNWHITE_SCREEN}\n\n [object]\n [filter]\n id=Esther\n [/filter]\n [effect]\n apply_to=resistance\n [resistance]\n blade=-10\n impact=-10\n pierce=-10\n [/resistance]\n [/effect]\n silent=yes\n duration=forever\n [/object]\n [object]\n [filter]\n id=Yumi\n [/filter]\n [effect]\n apply_to=resistance\n [resistance]\n blade=-10\n impact=-10\n pierce=-10\n [/resistance]\n [/effect]\n silent=yes\n duration=forever\n [/object]\n [object]\n [filter]\n id=Aryel\n [/filter]\n [effect]\n apply_to=resistance\n [resistance]\n blade=-10\n impact=-10\n pierce=-10\n [/resistance]\n [/effect]\n silent=yes\n duration=forever\n [/object]\n\n [message]\n speaker=Aryel\n message= _ \"It doesn't hurt any more, right?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Whoa. What did you do?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Negated our natural weakness to cold iron. Physical attacks shouldn't hurt as much now.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"That's so helpful! It's amazing that you can do that!\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Yeah, amazing.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You jealous? (smirks)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(sticks tongue out)\"\n [/message]\n [set_variable]\n name=volcano\n value=1\n [/set_variable]\n [/then]\n [else]\n [if]\n [have_unit]\n id=Yumi\n x,y=12,41\n [/have_unit]\n [then]\n [message]\n speaker=Yumi\n message= _ \"Esther? Aryel? I think I found something.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=unit\n message= _ \"You two should check this out.\"\n [/message]\n [/else]\n [/if]\n [/else]\n [/if]\n [/event]\n\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n id=boss\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [message]\n speaker=boss\n message= _ \"Faerie like you have no business challenging a demon!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Faerie like us are not as docile as you think. We're not afraid of you.\"\n [/message]\n [message]\n speaker=boss\n message= _ \"So be it! My blood boils for the glory of battle!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Your blood boils? Let me show you what happens when your blood really boils.\"\n [/message]\n\n {DELAY 500}\n {PLAY_SOUND \"fire.wav\"}\n {DELAY 250}\n [harm_unit]\n [filter]\n id=boss\n [/filter]\n [filter_second]\n id=Aryel\n [/filter_second]\n [primary_attack]\n name=blood boil\n [/primary_attack]\n [secondary_attack]\n name=blood boil\n [/secondary_attack]\n animate=yes\n amount=11\n [/harm_unit]\n\n [message]\n speaker=boss\n message= _ \"Aaargh! Insignificant wretch! Prepare to die!\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(whispers) Aryel, you're just making him angry...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Who cares? There's no need to be scared of a little fighting. In fact, this is the perfect time to see how strong these demons really are.\"\n [/message]\n [/event]\n [event]\n name=last breath\n [filter]\n id=boss\n [/filter]\n [message]\n speaker=boss\n message= _ \"I... shall return.\"\n [/message]\n\n [kill]\n id=boss\n animate=no\n [/kill]\n\n [message]\n speaker=Yumi\n message= _ \"That was scary...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"He seemed fairly strong, at least more so than the small fry we've been fighting up until now.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Hmph. Still wasn't on the level of real demon lords.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Well, do you really want to fight a demon lord?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"It'd be interesting, at least.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"She's crazy, Esther, I told you!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"So what? You're not planning to tell me you're normal, are you?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(pouts)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(sighs) You two. We still have to get that key and get out of here, so save it for later.\"\n [/message]\n [/event]\n\n [event]\n name=turn 25\n\n [message]\n speaker=Esther\n message= _ \"Geez, sometimes I wonder how you two can handle so much darkness. It really gets to you after a while.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Maybe it gets to you, but some of us enjoy it. I, for one, bet Yumi doesn't like it when you force her to get up at dawn. Right, Yumi?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"... uh huh...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"If you like the dark so much, go live on Yrathid. Sheesh.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"The world of darkness?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yup. And, no thanks. Merthiaal isn't as nice as Xia'el. Actually, she's honestly pretty creepy most of the time.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Not unlike both of you. Maybe she just has self image issues, like Yumi.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(sulks)\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x=51,52\n y=30,29\n side=1\n [not]\n id=Aryel\n [/not]\n [/filter]\n [filter_condition]\n [variable]\n name=destroy_wall_one\n numerical_not_equals=1\n [/variable]\n [/filter_condition]\n [message]\n speaker=Yumi\n message= _ \"There's something behind this wall.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Looks like we need Aryel to get through.\"\n [/message]\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Move Aryel to the lit hexes\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_DEFEAT ( _ \"Turns run out\")}\n {OBJECTIVE_CARRYOVER}\n [/objectives]\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x=51,52\n y=30,29\n id=Aryel\n [/filter]\n [message]\n speaker=Aryel\n message= _ \"It takes some skill to notice that this wall blocks off a hidden path. It's not the easiest thing to open either, so give me a moment.\"\n [/message]\n\n {DELAY 750}\n\n [terrain]\n x=51,52\n y=30,29\n terrain=Uu\n [/terrain]\n [redraw]\n clear_shroud=yes\n [/redraw]\n\n [terrain]\n x=51,52\n y=31,30\n terrain=Uu\n [/terrain]\n {DELAY 250}\n\n [message]\n speaker=Aryel\n message= _ \"There. Follow me.\"\n [/message]\n [set_variable]\n name=destroy_wall_one\n value=1\n [/set_variable]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=52,35\n side=1\n [/filter]\n [message]\n speaker=narrator\n message= _ \"Here lies Wodahs Retsam. She never found the way out.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x=59,60,58\n y=35,34,34\n side=1\n [not]\n id=Aryel\n [/not]\n [/filter]\n [filter_condition]\n [variable]\n name=destroy_wall_two\n numerical_not_equals=1\n [/variable]\n [/filter_condition]\n [message]\n speaker=Esther\n message= _ \"Aryel, it seems that we need you again.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x=59,60,58\n y=35,34,34\n id=Aryel\n [/filter]\n [message]\n speaker=Aryel\n message= _ \"Stand back.\"\n [/message]\n\n {DELAY 250}\n [terrain]\n x=60,59,58\n y=35,36,35\n terrain=Uue\n [/terrain]\n [redraw][/redraw]\n\n [set_variable]\n name=destroy_wall_two\n value=1\n [/set_variable]\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=1\n [filter_location]\n x,y=59,41\n radius=5\n [/filter_location]\n [/filter]\n\n [remove_shroud]\n side=1\n x,y=59,47\n radius=10\n [/remove_shroud]\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x,y=59,47\n radius=10\n multiturn=yes\n [/lift_fog]\n\n [scroll_to]\n x,y=59,47\n [/scroll_to]\n\n {DELAY 2000}\n\n [message]\n speaker=Esther\n message= _ \"Whoa.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You like it? I found this place a while ago and thought it'd be a good hideout. Had to make a few modifications so that the trees could grow, of course.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"What was it originally?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"A shrine to Xia'el. If you get closer to the center, you can see the light coming down in the form of her symbol. The energies here used to be stronger, but they've faded with time. I guess it's because she doesn't bless this place with her presence any more.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"And I thought Yumi was supposed to be the sarcastic one. 'Bless this place with her presence'. You have quite the sense of humor.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"... I don't get it.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Xia'el hasn't shown up in several decades, dear. She really leaves us to figure things out by ourselves. I guess in an ironic sort of way, she really would be blessing us if she decided to appear all of a sudden.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yeah. The best place to live is probably Ethea, since Uria usually keeps a tighter grip on her subjects. Remember that if you're ever left on your own, Yumi.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I... don't want to think about that.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yeah, no need to talk like that. Let's get that key and get out of here.\"\n [/message]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Move Aryel to the center of the chamber\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_DEFEAT ( _ \"Turns run out\")}\n {OBJECTIVE_CARRYOVER}\n [/objectives]\n [/event]\n\n # we don't need any conditions since if Aryel moves here, you win\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x,y=59,47\n side=1\n [not]\n id=Aryel\n [/not]\n [/filter]\n [message]\n speaker=unit\n message= _ \"Aryel should be the one to look at this.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x,y=59,47\n id=Aryel\n [/filter]\n\n [message]\n speaker=Yumi\n message= _ \"... where's the key you were talking about?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Silly girl. It's not a physical key. As if I would leave such a thing lying around for anyone else to use.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(sulks)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Well, that's all taken care of. I do wonder what's inside that crypt. I never really explored thoroughly enough before.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"You don't seem like you're scared.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Not really, I'm not. It's just that dealing with powerful magics draws unwanted attention. And lately, we've been getting enough of that.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"But, you are okay with opening it.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Like I said, I'm also not scared. There's no need to be. Right, Yumi?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(looks away)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Hmph. Well, it's up to us, I guess. Shall we give it a shot, or do we sit on our butts and wait for Xia'el to miraculously do something for once?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"We might as well act on our own. We can't rely on anyone else right now. Besides, dabbling in dangerous magic is kind of something we're built to do.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Fine. Then let's get out of here before more demons come.\"\n [/message]\n\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 40}\n next_scenario=03_Northlands\n [/endlevel]\n [/event]\n\n\n # cleaning up some variables\n [event]\n name=victory\n\n {CLEAR_VARIABLE volcano}\n {CLEAR_VARIABLE destroy_wall_one}\n {CLEAR_VARIABLE destroy_wall_two}\n {CLEAR_VARIABLE have_aryel}\n {CLEAR_VARIABLE lose_ghost}\n [clear_menu_item]\n id=recruit_ghost\n [/clear_menu_item]\n [set_variable]\n name=black_cauldron\n value=1\n [/set_variable]\n [set_variable]\n name=white_city\n value=2\n [/set_variable]\n [set_variable]\n name=prev_scenario\n value=\"Black Cauldron\"\n [/set_variable]\n [/event]\n\n [event]\n name=turn 47\n\n [message]\n speaker=Yumi\n message= _ \"(shudders) The demons are coming again. Strong ones. Really strong ones.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I can feel it too. We'd better hurry up.\"\n [/message]\n [/event]\n\n\n [event]\n name=time over\n\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n [message]\n speaker=Yumi\n message= _ \"Uhh, Esther? I sense something. Something really bad.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"What is it-\"\n [/message]\n\n {FLASH_RED_EXTREME ({DELAY 500})}\n\n {SPAWN_ID (\"Demon Stromguarde\") 2 $yumi.x $yumi.y (\"boss1\") (\"male\")}\n {SPAWN_ID (\"Demon Stromguarde\") 2 $yumi.x $yumi.y (\"boss2\") (\"male\")}\n {SPAWN_ID (\"Demon Stromguarde\") 2 $yumi.x $yumi.y (\"boss3\") (\"male\")}\n {SPAWN_ID (\"Demon Stromguarde\") 2 $esther.x $esther.y (\"boss4\") (\"male\")}\n {SPAWN_ID (\"Demon Stromguarde\") 2 $esther.x $esther.y (\"boss5\") (\"male\")}\n {SPAWN_ID (\"Demon Stromguarde\") 2 $esther.x $esther.y (\"boss6\") (\"male\")}\n {SPAWN_ID (\"Demon Stromguarde\") 2 $aryel.x $aryel.y (\"boss7\") (\"male\")}\n {SPAWN_ID (\"Demon Stromguarde\") 2 $aryel.x $aryel.y (\"boss8\") (\"male\")}\n {SPAWN_ID (\"Demon Stromguarde\") 2 $aryel.x $aryel.y (\"boss9\") (\"male\")}\n\n {CLEAR_VARIABLE yumi}\n {CLEAR_VARIABLE esther}\n {CLEAR_VARIABLE aryel}\n\n [message]\n speaker=boss1\n message= _ \"Meet your makers, heathens!\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Ugh, we're totally doomed now.\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n[/scenario]\n\n#undef GENERATE_CAVE_HILL\n#undef GENERATE_FUNGUS\n#undef GENERATE_CAVE_PATH\n"} {"text": "#textdomain wesnoth-Genesis\n[scenario]\n id=04e_The_White_City\n name= _ \"The White City\"\n map_data=\"{~add-ons/Genesis/episode1/maps/04e_The_White_City.map}\"\n next_scenario=03_Northlands\n victory_when_enemies_defeated=no\n theme=Cutscene\n turns=-1\n {DEFAULT_SCHEDULE_24H}\n {STORYTXT_WHITE_CITY}\n\n {SCENARIO_MUSIC wanderer.ogg}\n {EXTRA_SCENARIO_MUSIC silvan_sanctuary.ogg}\n\n [side]\n {PLAYER_FAE}\n {NO_GOLD_SIDE}\n side=1\n recruit=\n [/side]\n\n [side]\n side=2\n no_leader=yes\n {HUMAN_ALLY}\n [/side]\n\n [event]\n name=prestart\n\n [label]\n x,y=7,19\n text = _ \"Colosseum\"\n [/label]\n [label]\n x,y=36,20\n text = _ \"Marketplace\"\n [/label]\n [label]\n x,y=2,1\n text = _ \"Upper District\"\n [/label]\n [label]\n x,y=3,9\n text = _ \"Temple\"\n [/label]\n [label]\n x,y=38,2\n text = _ \"Crypt\"\n [/label]\n [set_recruit]\n side=1\n recruit=\n [/set_recruit]\n [set_variable]\n name=bought_peach\n value=0\n [/set_variable]\n [/event]\n\n {SPAWN_POINT (\"Royal Guard\") 2 20 35}\n {SPAWN_POINT (\"Royal Guard\") 2 22 35}\n {SPAWN_POINT (\"Master Bowman\") 2 31 29}\n {SPAWN_POINT (\"Master Bowman\") 2 37 29}\n {SPAWN_POINT (\"Master Bowman\") 2 8 29}\n {SPAWN_POINT (\"Master Bowman\") 2 12 29}\n {SPAWN_POINT (\"Master Bowman\") 2 17 31}\n {SPAWN_POINT (\"Master Bowman\") 2 19 31}\n {SPAWN_POINT (\"Master Bowman\") 2 23 31}\n {SPAWN_POINT (\"Master Bowman\") 2 25 31}\n {SPAWN_POINT (\"Master at Arms\") 2 10 22}\n {SPAWN_POINT (\"Peasant\") 2 34 21}\n {SPAWN_POINT (\"Peasant\") 2 38 21}\n {SPAWN_POINT (\"Peasant\") 2 33 19}\n {SPAWN_POINT (\"Peasant\") 2 37 19}\n {SPAWN_POINT (\"White Mage\") 2 1 10}\n {SPAWN_POINT (\"Royal Guard\") 2 17 8}\n {SPAWN_POINT (\"Royal Guard\") 2 18 8}\n {SPAWN_POINT (\"Royal Guard\") 2 19 8}\n {SPAWN_POINT (\"Royal Guard\") 2 37 2}\n {SPAWN_POINT (\"Royal Guard\") 2 38 2}\n {SPAWN_POINT (\"Royal Guard\") 2 39 2}\n\n [event]\n name=start\n\n {RECALL_YUMI_NOLOC}\n [message]\n speaker=Yumi\n message= _ \"(looks up)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Impressed? It's pretty grand for a human settlement.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shrugs)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"No? Oh well. Let's go in and see what we can find.\"\n [/message]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Explore\")}\n {OBJECTIVE_NOTE ( _ \"Move next to other units to trigger events.\")}\n [/objectives]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Esther\n [/filter]\n {MODIFY_UNIT (id=Esther) moves 10}\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Yumi\n [/filter]\n {MODIFY_UNIT (id=Yumi) moves 10}\n [/event]\n\n# reach the gate\n [event]\n name=moveto\n [filter]\n x=19-23\n y=36\n side=1\n [/filter]\n [message]\n speaker=spawn_20_35\n message= _ \"Welcome to Caerleon, faeries. What brings you here?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Just looking around. We might go buy some food from the marketplace.\"\n [/message]\n [message]\n speaker=spawn_22_35\n message= _ \"Very well. Abide by the law of the city while you are inside. No magic is permitted without a license and fighting is strictly forbidden except within the Colosseum.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yes, of course.\"\n [/message]\n [move_unit]\n id=spawn_20_35\n to_x,to_y=19,36\n [/move_unit]\n [move_unit]\n id=spawn_22_35\n to_x,to_y=23,36\n [/move_unit]\n [terrain]\n x=20,22\n y=34,34\n terrain=Brym^Sy|\n [/terrain]\n [/event]\n\n# if you get to the colosseum\n [event]\n name=moveto\n [filter]\n x=9-11,11\n y=23,22\n side=1\n [/filter]\n [message]\n speaker=spawn_10_22\n message= _ \"Sorry ladies, the Colosseum is closed today. Come back some other time to place bets or watch a fight!\"\n [/message]\n [/event]\n\n# shops\n [event]\n name=moveto\n [filter]\n x=33,34,35,33-35\n y=21,20,21,22\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=bought_peach\n numerical_equals=0\n [/variable]\n [/filter_condition]\n [message]\n speaker=spawn_34_21\n message= _ \"Fresh fruits and vegetables! Come and get them while they last!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Hey, Yumi, some of these look pretty good. Want me to get you a peach?\"\n [/message]\n [message]\n speaker=Yumi\n\n [option]\n message= _ \"Uhhh sure.\"\n\n [command]\n [message]\n speaker=spawn_34_21\n message= _ \"One for each of you? That'll be 2 gold pieces.\"\n [/message]\n [store_gold]\n [filter_side]\n side=1\n [/filter_side]\n variable=side1gold\n [/store_gold]\n {VARIABLE_OP side1gold sub 2}\n [modify_side]\n side=1\n gold=$side1gold\n [/modify_side]\n {CLEAR_VARIABLE side1gold}\n [message]\n speaker=Esther\n message= _ \"Thanks.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Mmm... yummy... \"\n [/message]\n\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n\n {VARIABLE_OP esther.max_hitpoints add 1}\n {VARIABLE_OP esther.hitpoints add 1}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE esther}\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n\n {VARIABLE_OP yumi.max_hitpoints add 1}\n {VARIABLE_OP yumi.hitpoints add 1}\n\n [unstore_unit]\n variable=yumi\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE yumi}\n [set_variable]\n name=bought_peach\n value=1\n [/set_variable]\n [/command]\n [/option]\n\n [option]\n message= _ \"Maybe some other time.\"\n\n [command]\n [message]\n speaker=Esther\n message= _ \"Okay.\"\n [/message]\n [/command]\n [/option]\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x=32,33,34,32-34\n y=19,20,19,18\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=bought_cloak\n numerical_equals=0\n [/variable]\n [/filter_condition]\n [message]\n speaker=spawn_33_19\n message= _ \"Hello ladies. Could I interest you in some of my fine cloaks or dresses?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I'm okay. Yumi, what about you? You want one?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shakes head)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Hmm, alright. Not today, sorry.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x=36,37,38,36-38\n y=19,20,19,18\n side=1\n [/filter]\n [message]\n speaker=spawn_37_19\n message= _ \"Need to get somewhere fast? Buy a horse here!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Maybe some other time.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x=37,38,39,37-39\n y=21,20,21,22\n side=1\n [/filter]\n [message]\n speaker=spawn_38_21\n message= _ \"Weapons and armor! Only the finest steel and leather, all at the most affordable prices!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Ehhh, that kind of stuff isn't really my thing.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x=2-4,3\n y=8-9,10\n side=1\n [/filter]\n\n [if]\n [have_unit]\n x=2-4,3\n y=8-9,10\n id=Esther\n [/have_unit]\n [then]\n [message]\n speaker=Esther\n message= _ \"Whoa, what's up with this water?\"\n [/message]\n [message]\n speaker=spawn_1_10\n message= _ \"The water is blessed by the priests within the temple. Many of the citizens in the upper district come here to drink it. It is good for your soul.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Hey, Yumi! You should come here and check this out!\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Yumi\n message= _ \"(sips)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"This tastes good...\"\n [/message]\n [message]\n speaker=spawn_1_10\n message= _ \"This is blessed water, young faerie. May it bring you strength and good health.\"\n [/message]\n [/else]\n [/if]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x=16,20,17-19\n y=8,8,9\n side=1\n [/filter]\n [message]\n speaker=spawn_18_8\n message= _ \"Halt! You do not have the proper authority to enter the Pantheon and the king is not seeing visitors at this time.\"\n [/message]\n [/event]\n [event]\n name=moveto\n [filter]\n x=37-39,36,40\n y=3,2,2\n side=1\n [/filter]\n\n [message]\n speaker=spawn_38_2\n message= _ \"Halt! This crypt is infested with powerful magics! The mage council has closed it off to regular civilians- oh wait. You girls are faeries, huh. What can I do for you?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"We want to know what's inside there.\"\n [/message]\n [message]\n speaker=spawn_38_2\n message= _ \"I do not know. I am told this crypt has been sealed since before Caerleon itself was built. The mage council divined that there were powerful enchantments inside, but were unable to open these doors.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Would it be okay if we tried to open it?\"\n [/message]\n [message]\n speaker=spawn_38_2\n message= _ \"I do not have the proper authority to grant that request, but I can pass along your appeal to the mage council. What is it that you seek inside?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"If you must know, the magics that your magi sensed are of faerie work. Naturally, we came here to investigate.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(raises eyebrows)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) Shhh!\"\n [/message]\n [message]\n speaker=spawn_38_2\n message= _ \"Well, that sounds reasonable... but we must have your word that you will not do anything that could jeopardize the order of our city.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Of course.\"\n [/message]\n [message]\n speaker=spawn_38_2\n message= _ \"Good. I will inform the magi of your request, so please return in a few days and you may then be allowed to open the crypt. You may have a look from the outside for now, if you like.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Well, hmm. It doesn't seem like I even know how to break the enchantments on the doors. That's really sealed up nice and tight. Yumi?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shakes head)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(whispers) There's a little bit of Aryel's magic in the seal. The rest isn't faerie magic, it's demon sorcery.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) All the more reason to investigate this crypt. We really need to find Aryel, then. If she's been through here, she might have some idea of what's inside.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Sorry about that, we'll be back later.\"\n [/message]\n\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n carryover_report=no\n linger_mode=no\n next_scenario=03_Northlands\n [/endlevel]\n [/event]\n\n # cleaning up some variables\n [event]\n name=victory\n\n {CLEAR_VARIABLE bought_peach}\n {CLEAR_VARIABLE bought_cloak}\n [set_variable]\n name=white_city\n value=1\n [/set_variable]\n [set_variable]\n name=prev_scenario\n value=\"White City\"\n [/set_variable]\n [/event]\n[/scenario]\n"} {"text": "#textdomain wesnoth-Genesis\n[scenario]\n id=04f_Glacial_Shrine\n name= _ \"Glacial Shrine\"\n map_data=\"{~add-ons/Genesis/episode1/maps/04f_Glacial_Shrine.map}\"\n next_scenario=03_Northlands\n victory_when_enemies_defeated=no\n {TURNS 17 16 15}\n {DEFAULT_SCHEDULE_24H}\n\n {SCENARIO_MUSIC loyalists.ogg}\n {EXTRA_SCENARIO_MUSIC knolls.ogg}\n {EXTRA_SCENARIO_MUSIC battle.ogg}\n {FAE_DEATHS}\n\n [side]\n {PLAYER_FAE}\n side=1\n controller=human\n recruit=Spearman,Bowman,Horseman,Cavalryman\n {GOLD 150 120 60}\n shroud=yes\n fog=yes\n [/side]\n\n [side]\n type=General\n id=Humanleader4f\n generate_name=yes\n canrecruit=yes\n side=2\n recruit=\n gold=100\n shroud=yes\n fog=yes\n {DEFENSIVE_SIDE}\n {HUMAN_ALLY}\n [/side]\n\n [side]\n side=3\n {MONSTER_SIDE}\n {AGGRESSIVE_SIDE}\n [/side]\n\n [side]\n no_leader=yes\n side=4\n {SPIRIT_ENEMY_SIDE}\n {AGGRESSIVE_SIDE}\n [/side]\n\n#define GENERATE_MOUNTAIN\n [store_locations]\n variable=ice_hex\n terrain=Ai,Ha\n [not]\n [filter_adjacent_location]\n terrain=Xu\n [/filter_adjacent_location]\n [/not]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..100\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ms\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [filter_adjacent_location]\n terrain=Ms\n count=1,2\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..4\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=4\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ms\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n#enddef\n#define GENERATE_HILL\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [filter_adjacent_location]\n terrain=Ms\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..4\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=4\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ha\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [not]\n [filter_adjacent_location]\n terrain=Xu\n [/filter_adjacent_location]\n [/not]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..20\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ha\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [filter_adjacent_location]\n terrain=Ha\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..4\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ha\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n#enddef\n\n#define GENERATE_FOREST\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [not]\n [filter_adjacent_location]\n terrain=Xu\n [/filter_adjacent_location]\n [/not]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..40\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=5\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa^Fpa\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=5\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa^Fma\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [filter_adjacent_location]\n terrain=Aa^Fpa,Aa^Fma\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..15\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=4\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa^Fpa\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=4\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa^Fma\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=hill_hex\n terrain=Ha\n [/store_locations]\n [for]\n array=hill_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..15\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=3\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Ha^Fpa\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=3\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Ha^Fma\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hill_hex}\n [store_locations]\n variable=hill_hex\n terrain=Ha\n [filter_adjacent_location]\n terrain=Aa^Fpa,Aa^Fma,Ha^Fpa,Ha^Fma\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=hill_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..6\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=4\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Ha^Fpa\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=4\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Ha^Fma\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hill_hex}\n#enddef\n\n#define GENERATE_SNOW\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [not]\n [filter_adjacent_location]\n terrain=Xu\n [/filter_adjacent_location]\n [/not]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..10\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [filter_adjacent_location]\n terrain=Aa\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..3\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n#enddef\n\n#define GENERATE_VILLAGE\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [not]\n [filter_adjacent_location]\n terrain=Xu,Ai^V*a,Aa^V*a\n [/filter_adjacent_location]\n [/not]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..400\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ai^Vea\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=2\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ai^Vha\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=3\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ai^Vca\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=4\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ai^Vla\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=5\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa^Vea\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=6\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa^Vha\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=7\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa^Vca\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=8\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa^Vla\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=hill_hex\n terrain=Ha\n [not]\n [filter_adjacent_location]\n terrain=Ai^V*a,Aa^V*a,Ha^Vhha\n [/filter_adjacent_location]\n [/not]\n [/store_locations]\n [for]\n array=hill_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..100\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Ha^Vhha\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hill_hex}\n#enddef\n\n\n {PLACE_IMAGE items/crystal-glyph-message.png 5 9}\n {PLACE_IMAGE items/crystal-glyph-message.png 11 5}\n {PLACE_IMAGE items/crystal-glyph-message.png 3 7}\n {PLACE_IMAGE items/crystal-glyph-message.png 9 3}\n {PLACE_IMAGE items/crystal-glyph-message.png 4 3}\n\n # generate some terrain\n [event]\n name=prestart\n {GENERATE_MOUNTAIN}\n {GENERATE_HILL}\n {GENERATE_FOREST}\n {GENERATE_SNOW}\n {GENERATE_VILLAGE}\n {GUARDIAN_NOID (\"Iron Mauler\") 2 31 20}\n {GUARDIAN_NOID (\"Iron Mauler\") 2 29 21}\n {GUARDIAN_NOID (\"Iron Mauler\") 2 28 22}\n {GUARDIAN_NOID (\"Iron Mauler\") 2 30 22}\n {GUARDIAN_NOID (\"Iron Mauler\") 2 32 21}\n [set_variable]\n name=turn_dmg\n value=0\n [/set_variable]\n [set_variable]\n name=num_found\n value=0\n [/set_variable]\n [if]\n [variable]\n name=black_cauldron\n numerical_equals=1\n [/variable]\n [then]\n [set_recruit]\n side=1\n recruit=Ghost,Skeleton,Skeleton Archer,Bowman,Spearman,Horseman,Cavalryman\n [/set_recruit]\n [/then]\n [/if]\n [/event]\n\n # let's do spawns a bit differently this time\n [event]\n name=new turn\n first_time_only=no\n [store_locations]\n variable=hill_hex\n terrain=Ha,Ha^Fpa,Ha^Fma\n [not]\n x=35-53\n y=15-32\n [/not]\n [/store_locations]\n [for]\n array=hill_hex\n [do]\n #ifdef HARD\n [set_variable]\n name=spawn_val\n rand=1..500\n [/set_variable]\n #endif\n #ifdef NORMAL\n [set_variable]\n name=spawn_val\n rand=1..800\n [/set_variable]\n #endif\n #ifdef EASY\n [set_variable]\n name=spawn_val\n rand=1..1000\n [/set_variable]\n #endif\n [if]\n [variable]\n name=spawn_val\n less_than=3\n [/variable]\n [then]\n {SPAWN_NOID (\"Wolf\") 3 $hill_hex[$i].x $hill_hex[$i].y}\n [/then]\n [/if]\n [if]\n [variable]\n name=spawn_val\n numerical_equals=20\n [/variable]\n [then]\n {SPAWN_NOID (\"Great Wolf\") 3 $hill_hex[$i].x $hill_hex[$i].y}\n [/then]\n [/if]\n {CLEAR_VARIABLE spawn_val}\n [/do]\n [/for]\n {CLEAR_VARIABLE hill_hex}\n [store_locations]\n variable=hill_hex\n terrain=Ms\n [not]\n x=35-53\n y=15-32\n [/not]\n [/store_locations]\n [for]\n array=hill_hex\n [do]\n #ifdef HARD\n [set_variable]\n name=spawn_val\n rand=1..600\n [/set_variable]\n #endif\n #ifdef NORMAL\n [set_variable]\n name=spawn_val\n rand=1..900\n [/set_variable]\n #endif\n #ifdef EASY\n [set_variable]\n name=spawn_val\n rand=1..1100\n [/set_variable]\n #endif\n [if]\n [variable]\n name=spawn_val\n numerical_equals=1\n [/variable]\n [then]\n {SPAWN_NOID (\"Direwolf\") 3 $hill_hex[$i].x $hill_hex[$i].y}\n [/then]\n [/if]\n {CLEAR_VARIABLE spawn_val}\n [/do]\n [/for]\n {CLEAR_VARIABLE hill_hex}\n [store_locations]\n variable=hill_hex\n terrain=Ms\n [not]\n x=35-53\n y=15-32\n [/not]\n [/store_locations]\n [for]\n array=hill_hex\n [do]\n #ifdef HARD\n [set_variable]\n name=spawn_val\n rand=1..2000\n [/set_variable]\n #endif\n #ifdef NORMAL\n [set_variable]\n name=spawn_val\n rand=1..3000\n [/set_variable]\n #endif\n #ifdef EASY\n [set_variable]\n name=spawn_val\n rand=1..3500\n [/set_variable]\n #endif\n [if]\n [variable]\n name=spawn_val\n numerical_equals=1\n [/variable]\n [then]\n {SPAWN_NOID (\"Yeti\") 3 $hill_hex[$i].x $hill_hex[$i].y}\n [/then]\n [/if]\n {CLEAR_VARIABLE spawn_val}\n [/do]\n [/for]\n {CLEAR_VARIABLE hill_hex}\n [store_locations]\n variable=ice_hex\n terrain=Aa,Ai\n [not]\n x=35-53\n y=15-32\n [/not]\n [and]\n [not]\n [filter_adjacent_location]\n terrain=Xu\n [/filter_adjacent_location]\n [/not]\n [/and]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n #ifdef HARD\n [set_variable]\n name=spawn_val\n rand=1..300\n [/set_variable]\n #endif\n #ifdef NORMAL\n [set_variable]\n name=spawn_val\n rand=1..400\n [/set_variable]\n #endif\n #ifdef EASY\n [set_variable]\n name=spawn_val\n rand=1..450\n [/set_variable]\n #endif\n [if]\n [variable]\n name=spawn_val\n numerical_equals=1\n [/variable]\n [then]\n {SPAWN_NOID (\"Ghost\") 4 $ice_hex[$i].x $ice_hex[$i].y}\n [/then]\n [/if]\n {CLEAR_VARIABLE spawn_val}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [/event]\n\n # turn on turn_dmg to invoke this event\n # for snowstorm\n [event]\n name=new turn\n first_time_only=no\n [if]\n [variable]\n name=turn_dmg\n numerical_not_equals=0\n [/variable]\n [then]\n [store_unit]\n [filter]\n side=1,2\n [not]\n id=Yumi\n [/not]\n [and]\n [not]\n race=undead\n [/not]\n [/and]\n [/filter]\n variable=frozen_unit\n [/store_unit]\n {PLAY_SOUND \"gust.wav\"}\n [/then]\n [/if]\n [for]\n array=frozen_unit\n [do]\n [if]\n [variable]\n name=frozen_unit[$i].hitpoints\n greater_than=$turn_dmg\n [/variable]\n\n [then]\n {VARIABLE_OP frozen_unit[$i].hitpoints sub $turn_dmg}\n [/then]\n [else]\n {VARIABLE frozen_unit[$i].hitpoints 1}\n [/else]\n [/if]\n [unstore_unit]\n variable=frozen_unit[$i]\n find_vacant=no\n text= _ \"CHILLED\"\n blue=255\n [/unstore_unit]\n [/do]\n [/for]\n {CLEAR_VARIABLE frozen_unit}\n [/event]\n\n [event]\n name=recruit\n first_time_only=no\n [filter]\n race=human\n side=1\n [/filter]\n [object]\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=movement_costs\n replace=yes\n [movement_costs]\n frozen=1\n [/movement_costs]\n [/effect]\n [effect]\n apply_to=defense\n replace=yes\n [defense]\n frozen=70\n [/defense]\n [/effect]\n [/object]\n [/event]\n\n [event]\n name=start\n [if]\n [variable]\n name=black_cauldron\n numerical_equals=0\n [/variable]\n [then]\n {RECALL_YUMI_NOLOC}\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Explore to the northwest\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Turns run out\")}\n {OBJECTIVE_CARRYOVER}\n {OBJECTIVE_NOTE ( _ \"Human recruits will be modified to gain bonus movement and defense on snow and ice.\")}\n [/objectives]\n [/then]\n [else]\n {RECALL_YUMI_NOLOC}\n {RECALL_ARYEL_NOLOC}\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Explore to the northwest\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_DEFEAT ( _ \"Turns run out\")}\n {OBJECTIVE_CARRYOVER}\n {OBJECTIVE_NOTE ( _ \"Human recruits will be modified to gain bonus movement and defense on snow and ice.\")}\n [/objectives]\n [/else]\n [/if]\n\n [message]\n speaker=Humanleader4f\n message= _ \"Welcome to Fort Helemoor, faeries. What brings you here?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"One of your men told us that there was some sort of temple a little ways away from here.\"\n [/message]\n [message]\n speaker=Humanleader4f\n message= _ \"Ah, yes, that place. As far as our notes document, that place has been devoid of all life.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"For how long?\"\n [/message]\n [message]\n speaker=Humanleader4f\n message= _ \"This fort has stood for several decades, but we have never ventured into the temple. Supposedly, my predecessor led an excursion there, but all they found were some indecipherable glyphs which were of no use to us. However, perhaps you may have better luck with them. If you wish to go, I can send some men with you to keep you safe. The wolves can be dangerous in large numbers.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Maybe. Why the interest in the temple now?\"\n [/message]\n [message]\n speaker=Humanleader4f\n message= _ \"Not now, in particular, but rarely do faeries such as yourselves come up here. It is a bit of an opportunity for my guards, I suppose. A little excursion now and then is healthy.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Alright. Let's get going, then.\"\n [/message]\n [/event]\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n type=Yeti\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Raawrrrgg!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Oh dear.\"\n [/message]\n [if]\n [variable]\n name=black_cauldron\n numerical_equals=1\n [/variable]\n [then]\n [message]\n speaker=Aryel\n message= _ \"Better stay clear of that thing.\"\n [/message]\n [/then]\n [/if]\n [/event]\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n side=4\n [/filter]\n [message]\n speaker=Esther\n message= _ \"More spirits, huh.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Looks like they're the ghosts of people who died out here... or got eaten by the wolves.\"\n [/message]\n [/event]\n [event]\n name=turn 5 end\n\n #ifndef HARD\n [set_variable]\n name=turn_dmg\n value=2\n [/set_variable]\n #endif\n #ifdef HARD\n [set_variable]\n name=turn_dmg\n value=3\n [/set_variable]\n #endif\n\n {COLOR_ADJUST 0 0 30}\n\n [message]\n speaker=Yumi\n message= _ \"It's getting colder. Esther, I think a snowstorm is coming.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"We should start moving faster.\"\n [/message]\n [/event]\n [event]\n name=turn 9 end\n\n #ifndef HARD\n [set_variable]\n name=turn_dmg\n value=4\n [/set_variable]\n #endif\n #ifdef HARD\n [set_variable]\n name=turn_dmg\n value=6\n [/set_variable]\n #endif\n\n {COLOR_ADJUST 0 0 60}\n\n [message]\n speaker=Yumi\n message= _ \"Are you... okay? You look kind of pale.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(shivers) It's cold.\"\n [/message]\n [if]\n [variable]\n name=black_cauldron\n numerical_equals=1\n [/variable]\n [then]\n [message]\n speaker=Aryel\n message= _ \"We'll need to get to that temple quickly before Esther freezes out here.\"\n [/message]\n [/then]\n [/if]\n [/event]\n [event]\n name=turn 13 end\n\n #ifndef HARD\n [set_variable]\n name=turn_dmg\n value=6\n [/set_variable]\n #endif\n #ifdef HARD\n [set_variable]\n name=turn_dmg\n value=8\n [/set_variable]\n #endif\n\n {COLOR_ADJUST 0 0 90}\n\n [message]\n speaker=Esther\n message= _ \"W-we r-really need t-to hur-ry up.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x=4,9,11,3,5\n y=3,3,5,7,9\n [and]\n [not]\n id=Esther,Aryel,Yumi\n [/not]\n [not]\n race=undead\n [/not]\n [/and]\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"I can't make sense of this.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x,y=11,5\n id=Esther,Aryel,Yumi\n [/filter]\n\n [message]\n speaker=narrator\n message= _ \"Of all the races to emerge following the rebirth after the War of the First Gods, the fae most closely resemble the Guardians of the new universe. While the Guardians are typically thought of as the most powerful entities in the universe, barring the Arcane Lord himself, the most powerful among the fae can reach levels of power similar to those of the Guardians. It is not known how the fae emerged nor where their power stems from.\"\n [/message]\n\n {VARIABLE_OP num_found add 1}\n [/event]\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x,y=5,9\n id=Esther,Aryel,Yumi\n [/filter]\n\n [message]\n speaker=narrator\n message= _ \"The demons are perhaps the most diverse and widespread race, although each subgroup of demons is generally significantly homogeneous. Among the demons, there exist powerful demon lords who possess powers apparently unrelated to those of normal demons, raising questions about the nature of demonkind itself.\"\n [/message]\n\n {VARIABLE_OP num_found add 1}\n [/event]\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x,y=9,3\n id=Esther,Aryel,Yumi\n [/filter]\n\n [message]\n speaker=narrator\n message= _ \"There exist ten worlds, each of which is presided over by a Guardian. It is unclear what, exactly, the Guardians are and what their role is in governing these worlds. Despite their name, the Guardians are often warlike and apathetic toward mortal races, with the exception of Xia'el, the Guardian of Earth, and Uria, the Guardian of Life. They are at odds with those like the Guardian of Water, Valdir, who revel only in bloodshed and chaos.\"\n [/message]\n\n {VARIABLE_OP num_found add 1}\n [/event]\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x,y=3,7\n id=Esther,Aryel,Yumi\n [/filter]\n\n [message]\n speaker=narrator\n message= _ \"Each of the ten worlds is associated with one of the ten aspects of the universe. Irdya's aspect is that of Earth, the shelter and promise of life, which fosters its growth and allows it to prosper. Closely related is the aspect of Life itself, which is connected to the world of Ethea. The two Guardians of these worlds, Xia'el and Uria, are purported to be the favorites of the Arcane Lord, Yarae.\"\n [/message]\n\n {VARIABLE_OP num_found add 1}\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=4,3\n id=Esther,Aryel\n [/filter]\n [filter_condition]\n [variable]\n name=num_found\n numerical_not_equals=4\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=unit\n message= _ \"I can't seem to decipher this one, but the energies are similar to those on the other glyphs. Maybe we need to look at the others first.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=4,3\n id=Yumi\n [/filter]\n [filter_condition]\n [variable]\n name=num_found\n numerical_not_equals=4\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Yumi\n message= _ \"This one doesn't make sense...\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x,y=4,3\n id=Esther,Aryel,Yumi\n [/filter]\n [filter_condition]\n [variable]\n name=num_found\n numerical_equals=4\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=narrator\n message= _ \"In the beginning, there existed only the First Gods.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Powerful and knowledgeable, they built a mighty society stretching across the entire universe to probe its secrets. Yet, despite their wisdom, the day came when a cataclysm ravaged their civilization, leaving almost nothing behind in its wake. Some surmise that this was a corruption in the universe itself. Other speculate that the First Gods themselves had a hand in their own demise.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"On the precipice of annihilation, the remnants of the First Gods banded together created the new world. Among them, one is known to us as Yarae. Through his efforts, life was birthed in the new universe... ten worlds, each corresponding to an aspect of creation, and ten Guardians to govern them.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"However, the Guardians do not possess the same power as the First Gods, who themselves could not avoid utter destruction. Our worlds are chaos and death, where each Guardian curries favor with Yarae in hopes that he will reveal to them the secret of creation - how to combine the elements and to create life itself. Yet in the end, he is merely a remnant of a band of false idols who could not save themselves.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Yarae is the demented king of a long dead civilization who the Guardians accept as lord due to reputation only. To stop the force that destroyed even his people, we must find something that will allow us to rise beyond the power of Yarae and the First Gods, that will allow us to dispel the encroaching void and prevent the destruction of our world.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"But the other Guardians fail to realize this! They are too self-absorbed with their own agendas! They know only how to play with those petty little mortal races, to war with one another as sport. They are blind to the trepidation that awaits us, thinking Yarae has the power, the wisdom to save us... but these eyes that have peered into the depths of the void know that there is only one way to stop it. It's up to me.\"\n [/message]\n\n [if]\n [variable]\n name=black_cauldron\n numerical_equals=1\n [/variable]\n [then]\n [message]\n speaker=Esther\n message= _ \"Whoa. The last few lines were really different.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Sounds like a bunch of rambling to me.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Maybe, but what if it's true? What if our universe is really falling apart and we can't stop it?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"There's always talk about the 'corruption of the universe' or whatnot. Sure, it could be true, but what are we supposed to do about it?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I guess there's too much that we don't know. Not yet, at least.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"The Guardians tend to do their own thing. Even if we were to try to get involved, I doubt they'd let us help. Besides, it might just turn out to be a bunch of crap.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"But don't you think that whoever wrote this is somehow linked to the demons?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Isn't that a stretch?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I... think Esther's right.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Really.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Well, the demons are after us for some reason. Not just any normal faerie, but specifically us. It's not impossible that we possess powers that the Guardians are interested in-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(looks around) Yes, yes. It's not impossible. But let's discuss this some other time, when there are less people around.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Oops, yeah. And we should probably get out of here before we get snowed in too hard.\"\n [/message]\n\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n\n #ifdef EASY\n {VARIABLE_OP aryel.experience add 125}\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+125 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef NORMAL\n {VARIABLE_OP aryel.experience add 110}\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+110 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef HARD\n {VARIABLE_OP aryel.experience add 55}\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"55 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n [/then]\n [else]\n [message]\n speaker=Esther\n message= _ \"Whoa. The last few lines were really different.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"They seemed creepy... talking about the void, how it was going to destroy our universe, how nobody was listening to them...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Doesn't it seem like whoever wrote that is linked to these demons?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Maybe...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"The demons are after us specifically, right? Us, not ordinary faerie. We probably possess something that they're looking for. So the combination of elements-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(looks around) Esther, there are lots of people around.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Oops, yeah. We can talk about this later. And we should probably get out of here before we get snowed in too hard.\"\n [/message]\n [/else]\n [/if]\n\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n\n #ifdef EASY\n {VARIABLE_OP esther.experience add 125}\n {VARIABLE_OP yumi.experience add 125}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+125 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+125 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef NORMAL\n {VARIABLE_OP esther.experience add 110}\n {VARIABLE_OP yumi.experience add 110}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+110 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+110 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef HARD\n {VARIABLE_OP esther.experience add 55}\n {VARIABLE_OP yumi.experience add 55}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+55 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+55 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n\n {DELAY 500}\n\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 100}\n next_scenario=03_Northlands\n [/endlevel]\n [/event]\n\n # cleaning up some variables\n [event]\n name=victory\n\n {CLEAR_VARIABLE esther}\n {CLEAR_VARIABLE yumi}\n {CLEAR_VARIABLE aryel}\n {CLEAR_VARIABLE turn_dmg}\n {CLEAR_VARIABLE num_found}\n\n [set_variable]\n name=glacial_shrine\n value=1\n [/set_variable]\n [set_variable]\n name=prev_scenario\n value=\"Glacial Shrine\"\n [/set_variable]\n [/event]\n\n [event]\n name=time over\n\n [message]\n speaker=Esther\n message= _ \"(teeth chattering) Yumi... (shivers) it's... so cold...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shudders) We're going to freeze to death out here.\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n[/scenario]\n\n#undef GENERATE_MOUNTAIN\n#undef GENERATE_HILL\n#undef GENERATE_FOREST\n#undef GENERATE_SNOW\n#undef GENERATE_VILLAGE\n"} {"text": "#textdomain wesnoth-Genesis\n[scenario]\n id=05_Crypt\n name= _ \"Crypt\"\n map_data=\"{~add-ons/Genesis/episode1/maps/05_Crypt.map}\"\n next_scenario=06_Caerleon\n victory_when_enemies_defeated=no\n {TURNS 50 45 40}\n {UNDERGROUND}\n {STORYTXT_CRYPT}\n\n {FAE_DEATHS2}\n {SCENARIO_MUSIC suspense.ogg}\n {EXTRA_SCENARIO_MUSIC siege_of_laurelmor.ogg}\n {EXTRA_SCENARIO_MUSIC heroes_rite.ogg}\n {EXTRA_SCENARIO_MUSIC underground.ogg}\n {EXTRA_SCENARIO_MUSIC weight_of_revenge.ogg}\n\n [side]\n {PLAYER_FAE}\n side=1\n recruit=\n {GOLD 180 150 90}\n fog=yes\n shroud=yes\n [/side]\n {STARTING_VILLAGES_ALL 1}\n [side]\n {YUURE_SIDE}\n {AGGRESSIVE_SIDE}\n side=2\n hidden=yes\n [/side]\n [side]\n {BLACK_DEMON_SIDE}\n {AGGRESSIVE_SIDE}\n side=3\n hidden=yes\n [/side]\n [side]\n {ETHEA_ENEMY_SIDE}\n {AGGRESSIVE_SIDE}\n side=4\n no_leader=yes\n income=5\n#ifdef EASY\n recruit=Winged Demon,Demon,Red Demon,Imp\n#else\n recruit=Fire Demon,Demon Grunt,Demon Zephyr,Demon Sword Dancer,Blood Imp\n#endif\n hidden=yes\n [/side]\n [side]\n {ETHEA_ENEMY_SIDE}\n {AGGRESSIVE_SIDE}\n side=5\n no_leader=yes\n income=5\n recruit=Fire Demon,Demon Grunt,Demon Zephyr,Demon Sword Dancer,Blood Imp\n hidden=yes\n [/side]\n [side]\n {ETHEA_ENEMY_SIDE}\n {AGGRESSIVE_SIDE}\n side=6\n no_leader=yes\n income=5\n recruit=Fire Demon,Demon Grunt,Demon Zephyr,Demon Sword Dancer,Blood Imp\n hidden=yes\n [/side]\n [side]\n {ETHEA_ENEMY_SIDE}\n {AGGRESSIVE_SIDE}\n side=7\n no_leader=yes\n income=5\n#ifdef EASY\n recruit=Winged Demon,Demon,Red Demon,Imp\n#else\n recruit=Fire Demon,Demon Grunt,Demon Zephyr,Demon Sword Dancer,Blood Imp\n#endif\n hidden=yes\n [/side]\n [side]\n {ETHEA_ENEMY_SIDE}\n {AGGRESSIVE_SIDE}\n side=8\n no_leader=yes\n income=5\n recruit=Winged Demon,Demon,Red Demon,Imp\n hidden=yes\n [/side]\n [side]\n side=9\n no_leader=yes\n team_name=fae\n controller=ai\n color=green\n hidden=yes\n user_team_name= _ \"team_name^Guardians\"\n [/side]\n\n#define GENERATE_FUNGUS\n [store_locations]\n variable=cave_hex\n terrain=Uu*\n [filter_adjacent_location]\n terrain=Xu,Xuc,Xue,Xuce\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=cave_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..24\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$cave_hex[$i].x,$cave_hex[$i].y\n layer=overlay\n terrain=*^Uf\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=2\n [/variable]\n [then]\n [terrain]\n x,y=$cave_hex[$i].x,$cave_hex[$i].y\n layer=overlay\n terrain=*^Emf\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE cave_hex}\n [store_locations]\n variable=cave_hex\n terrain=Uu*\n [/store_locations]\n [for]\n array=cave_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..40\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$cave_hex[$i].x,$cave_hex[$i].y\n layer=overlay\n terrain=*^Uf\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=2\n [/variable]\n [then]\n [terrain]\n x,y=$cave_hex[$i].x,$cave_hex[$i].y\n layer=overlay\n terrain=*^Emf\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=3\n [/variable]\n [then]\n [terrain]\n x,y=$cave_hex[$i].x,$cave_hex[$i].y\n layer=overlay\n terrain=*^Em\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=4\n [/variable]\n [then]\n [terrain]\n x,y=$cave_hex[$i].x,$cave_hex[$i].y\n layer=overlay\n terrain=*^Em\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=5\n [/variable]\n [then]\n [terrain]\n x,y=$cave_hex[$i].x,$cave_hex[$i].y\n layer=overlay\n terrain=*^Es\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE cave_hex}\n\n # we can do this for cave hills too, for a bit of visual variety\n [store_locations]\n variable=cave_hill_hex\n terrain=Uh\n [filter_adjacent_location]\n terrain=Xu,Xuc,Xue,Xuce\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=cave_hill_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..8\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$cave_hill_hex[$i].x,$cave_hill_hex[$i].y\n terrain=Uh^Uf\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE cave_hill_hex}\n [store_locations]\n variable=cave_hill_hex\n terrain=Uh\n [filter_adjacent_location]\n terrain=Uue^Uf\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=cave_hill_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..8\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$cave_hill_hex[$i].x,$cave_hill_hex[$i].y\n terrain=Uh^Uf\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE cave_hill_hex}\n [store_locations]\n variable=cave_hex\n terrain=Uu*,Uh\n [filter_adjacent_location]\n terrain=*^Uf\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=cave_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..9\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$cave_hex[$i].x,$cave_hex[$i].y\n terrain=*^Emf\n layer=overlay\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=2\n [/variable]\n [then]\n [terrain]\n x,y=$cave_hex[$i].x,$cave_hex[$i].y\n terrain=*^Em\n layer=overlay\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=3\n [/variable]\n [then]\n [terrain]\n x,y=$cave_hex[$i].x,$cave_hex[$i].y\n terrain=*^Em\n layer=overlay\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=4\n [/variable]\n [then]\n [terrain]\n x,y=$cave_hex[$i].x,$cave_hex[$i].y\n terrain=*^Es\n layer=overlay\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE cave_hex}\n#enddef\n\n#define GENERATE_CAVE_HILL\n [store_locations]\n variable=cave_hex\n terrain=Uue\n [filter_adjacent_location]\n terrain=Xu,Xuc,Xue,Xuce\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=cave_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..9\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$cave_hex[$i].x,$cave_hex[$i].y\n terrain=Uh\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE cave_hex}\n [store_locations]\n variable=cave_hex\n terrain=Uue\n [not]\n [filter_adjacent_location]\n terrain=Xu,Xuc,Xue,Xuce,Wwg\n [/filter_adjacent_location]\n [/not]\n [/store_locations]\n [for]\n array=cave_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..18\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$cave_hex[$i].x,$cave_hex[$i].y\n terrain=Uh\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE cave_hex}\n [store_locations]\n variable=cave_hex\n terrain=Uue\n [filter_adjacent_location]\n terrain=Uh\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=cave_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..8\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$cave_hex[$i].x,$cave_hex[$i].y\n terrain=Uh\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n#enddef\n\n#define GENERATE_CAVE_PATH\n [store_locations]\n variable=cave_hex\n terrain=Uue\n [not]\n [filter_adjacent_location]\n terrain=Ur\n [/filter_adjacent_location]\n [/not]\n [/store_locations]\n [for]\n array=cave_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..10\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$cave_hex[$i].x,$cave_hex[$i].y\n terrain=Ur\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE cave_hex}\n [store_locations]\n variable=cave_hex\n terrain=Uue\n [filter_adjacent_location]\n terrain=Ur\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=cave_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..3\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$cave_hex[$i].x,$cave_hex[$i].y\n terrain=Ur\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE cave_hex}\n#enddef\n\n#define GENERATE_CAVE\n [store_locations]\n variable=cave_hex\n terrain=Uue\n [/store_locations]\n [for]\n array=cave_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..6\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$cave_hex[$i].x,$cave_hex[$i].y\n terrain=Uu\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE cave_hex}\n [store_locations]\n variable=cave_hex\n terrain=Uue\n [filter_adjacent_location]\n terrain=Uu\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=cave_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..3\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$cave_hex[$i].x,$cave_hex[$i].y\n terrain=Uu\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE cave_hex}\n#enddef\n\n\n #ifdef HARD\n {RESPAWN_POINT_CONDITIONAL (\"Demon Apparition\",\"Demon Dreamwalker\") 2 7 31 2 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Apparition\",\"Demon Dreamwalker\") 2 12 36 3 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Apparition\",\"Demon Dreamwalker\") 2 13 32 2 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Apparition\",\"Demon Dreamwalker\") 2 10 29 3 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Apparition\",\"Demon Dreamwalker\") 2 17 30 2 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Apparition\",\"Demon Dreamwalker\") 2 14 27 3 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Apparition\",\"Demon Dreamwalker\") 2 20 26 2 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Apparition\",\"Demon Dreamwalker\") 2 18 24 3 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Voidhunter\",\"Demon Voidreaver\") 3 10 4 7 (\"black_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Voidhunter\",\"Demon Voidreaver\") 3 14 4 7 (\"black_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Voidhunter\",\"Demon Voidreaver\") 3 18 4 7 (\"black_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Voidhunter\",\"Demon Voidreaver\") 3 22 4 7 (\"black_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Voidhunter\",\"Demon Voidreaver\") 3 25 4 7 (\"black_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Voidhunter\",\"Demon Voidreaver\") 3 29 4 7 (\"black_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Voidhunter\",\"Demon Voidreaver\") 3 33 4 7 (\"black_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Voidhunter\",\"Demon Voidreaver\") 3 36 3 7 (\"black_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Voidhunter\",\"Demon Voidreaver\") 3 38 5 7 (\"black_spawns\")}\n #endif\n #ifdef NORMAL\n {RESPAWN_POINT_CONDITIONAL (\"Demon Apparition\",\"Demon Dreamwalker\") 2 7 31 5 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Blue Demon\") 2 12 36 4 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Blue Demon\") 2 13 32 4 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Apparition\",\"Demon Dreamwalker\") 2 10 29 5 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Apparition\",\"Demon Dreamwalker\") 2 17 30 5 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Blue Demon\") 2 14 27 4 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Apparition\",\"Demon Dreamwalker\") 2 20 26 5 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Blue Demon\") 2 18 24 4 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Black Demon\") 3 10 4 12 (\"black_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Voidhunter\",\"Demon Voidreaver\") 3 14 4 15 (\"black_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Black Demon\") 3 18 4 12 (\"black_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Black Demon\") 3 22 4 12 (\"black_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Voidhunter\",\"Demon Voidreaver\") 3 25 4 15 (\"black_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Voidhunter\",\"Demon Voidreaver\") 3 29 4 15 (\"black_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Black Demon\") 3 33 4 12 (\"black_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Voidhunter\",\"Demon Voidreaver\") 3 36 3 15 (\"black_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Black Demon\") 3 38 5 12 (\"black_spawns\")}\n #endif\n #ifdef EASY\n {RESPAWN_POINT_CONDITIONAL (\"Blue Demon\") 2 7 31 6 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Blue Demon\") 2 12 36 6 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Blue Demon\") 2 13 32 6 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Apparition\",\"Demon Dreamwalker\") 2 10 29 6 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Apparition\",\"Demon Dreamwalker\") 2 17 30 6 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Blue Demon\") 2 14 27 6 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Apparition\",\"Demon Dreamwalker\") 2 20 26 6 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Apparition\",\"Demon Dreamwalker\") 2 18 24 6 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Black Demon\") 3 10 4 15 (\"black_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Black Demon\") 3 14 4 15 (\"black_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Black Demon\") 3 18 4 15 (\"black_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Black Demon\") 3 22 4 15 (\"black_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Black Demon\") 3 25 4 15 (\"black_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Voidhunter\",\"Demon Voidreaver\") 3 29 4 18 (\"black_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Black Demon\") 3 33 4 15 (\"black_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Voidhunter\",\"Demon Voidreaver\") 3 36 3 18 (\"black_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Black Demon\") 3 38 5 15 (\"black_spawns\")}\n #endif\n\n {PLACE_IMAGE items/crystal-glyph-message.png 8 24}\n {PLACE_IMAGE items/crystal-glyph-message.png 3 21}\n {PLACE_IMAGE items/crystal-glyph-message.png 3 23}\n {PLACE_IMAGE items/crystal-glyph-message.png 13 21}\n {PLACE_IMAGE items/crystal-glyph-message.png 13 23}\n {PLACE_IMAGE items/book3.png 9 26}\n {PLACE_IMAGE items/book3.png 35 11}\n\n [event]\n name=prestart\n {GENERATE_CAVE_HILL}\n {GENERATE_CAVE_HILL}\n {GENERATE_FUNGUS}\n {GENERATE_CAVE_PATH}\n {GENERATE_CAVE}\n {GENERATE_FUNGUS}\n {RECALL_YUMI_NOLOC}\n {RECALL_ARYEL_NOLOC}\n\n [set_recruit]\n side=1\n recruit=Spearman,Bowman,Ghost,Skeleton,Skeleton Archer\n [/set_recruit]\n [set_variable]\n name=blue_spawns\n value=0\n [/set_variable]\n [set_variable]\n name=black_spawns\n value=0\n [/set_variable]\n [set_variable]\n name=door_open\n value=0\n [/set_variable]\n [set_variable]\n name=puzzle_done\n value=0\n [/set_variable]\n [set_variable]\n name=wall_open\n value=0\n [/set_variable]\n [set_variable]\n name=turn_counter\n value=0\n [/set_variable]\n [/event]\n\n [event]\n name=start\n [message]\n speaker=Esther\n message= _ \"So, here we are. Another cave.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Hey, some of us like caves.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"That's because you're basically a troglodyte.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"But am I a pretty troglodyte?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Errmmm, sure. Haha, a beautiful troglodyte.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I'll take it.\"\n [/message]\n\n [unit]\n type=Royal Guard\n id=guardsman\n x,y=7,46\n animate=yes\n side=1\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n [unit]\n type=Swordsman\n x,y=8,46\n animate=yes\n side=1\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n [unit]\n type=Swordsman\n x,y=7,47\n animate=yes\n side=1\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n [message]\n speaker=guardsman\n message= _ \"Whew! Finally caught up. The captain ordered us to accompany you into the crypt. For everyone's safety.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(bites lip)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Clearly they don't trust us. Sure, come right along.\"\n [/message]\n [message]\n speaker=guardsman\n message= _ \"So we're all curious... why the interest in this crypt now? None of the other faerie have asked about it before. Did you find out some sort of secret about it?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"No, no, nothing like that. While visiting a while ago, we just happened to notice magic emanating from within. We thought that it would be good if we investigated. You know, powerful unknown magics and all that - they can be kind of dangerous.\"\n [/message]\n [message]\n speaker=guardsman\n message= _ \"What kind of unknown magics?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Something odd. Partly of faerie work, partly of something else. Demon sorcery.\"\n [/message]\n [message]\n speaker=guardsman\n message= _ \"Odd magic, huh. As odd as summoning undead creatures?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Haha, you know about that?\"\n [/message]\n [message]\n speaker=guardsman\n message= _ \"Yes, our mages are technically allowed to practice it, but they are asked to keep it to within the guilds. For a faerie, though... I've never heard of one with an affinity for the dead. It seems so different than the usual elements you all work with.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(pales)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Ah, a common misconception. Think about it this way. It's a lot about the flow of energy in living beings. Sometimes, you can sense when a fresh soul has been lost and longs to take definite form once again. Or sometimes, one stumbles upon empty bodies, rotten flesh rife with death and decay. In whichever case, I can breathe a little life back into the dead form, allowing it a sense of stability once again.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(whispers) But mostly I just do it for fun. (grins)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(rolls eyes)\"\n [/message]\n [message]\n speaker=guardsman\n message= _ \"I pray that it is not a corrupting influence.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Like any other magic, it only is if you let it be.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Like the magic we intend to investigate in here. Shall we stop stalling and get going?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Sure.\"\n [/message]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Open the door to the crypt\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_FULL_CARRYOVER}\n [/objectives]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=6,42\n side=1\n [and]\n [not]\n id=Aryel,Esther,Yumi\n [/not]\n [not]\n race=undead\n [/not]\n [/and]\n [/filter]\n [filter_condition]\n [variable]\n name=door_open\n numerical_equals=0\n [/variable]\n [/filter_condition]\n [message]\n speaker=unit\n message= _ \"I can't open this.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=6\n y=42\n side=1\n id=Esther\n [/filter]\n [filter_condition]\n [variable]\n name=door_open\n numerical_equals=0\n [/variable]\n [/filter_condition]\n [message]\n speaker=unit\n message= _ \"Aryel? We need you.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=6\n y=42\n side=1\n id=Yumi\n [/filter]\n [filter_condition]\n [variable]\n name=door_open\n numerical_equals=0\n [/variable]\n [/filter_condition]\n [message]\n speaker=unit\n message= _ \"(looks at Aryel)\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=6\n y=42\n side=1\n id=Aryel\n [/filter]\n [filter_condition]\n [variable]\n name=door_open\n numerical_equals=0\n [/variable]\n [/filter_condition]\n [message]\n speaker=Aryel\n message= _ \"Give me a moment and I'll have this open.\"\n [/message]\n {DELAY 550}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n [terrain]\n x,y=6,41\n terrain=Uue\n [/terrain]\n [terrain]\n x,y=6,42\n terrain=Brym\n [/terrain]\n [redraw]\n clear_shroud=yes\n [/redraw]\n {DELAY 450}\n [message]\n speaker=Aryel\n message= _ \"Alright, there. There's definitely something inside, so we should be careful.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Something like what?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Demons. I'm not entirely sure. Just be on your toes.\"\n [/message]\n\n {SPAWN (\"Demon Apparition\") 2 7 33}\n [set_variable]\n name=blue_spawns\n value=1\n [/set_variable]\n [set_variable]\n name=door_open\n value=1\n [/set_variable]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Explore\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_FULL_CARRYOVER}\n [/objectives]\n [/event]\n\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n side=2\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [message]\n speaker=guardsman\n message= _ \"Demons! We're being invaded!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Stay calm! There's not many of them and they don't seem very aggressive. It looks like they're searching for something. And what kind of demons are these? I've never seen anything like them before...\"\n [/message]\n [message]\n speaker=guardsman\n message= _ \"Are you sure?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(glances at Esther) Yes, are you sure?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shifts nervously)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"We can handle them. (looks at Aryel) For now, we don't need to tell the humans too much. We don't want them to panic.\"\n [/message]\n [message]\n speaker=guardsman\n message= _ \"Even if that may be the case, we should be prepared for the worst. If this is only the vanguard and there is a demon army at the ready-\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Don't jump to conclusions. Raising your alarms right now is unnecessary. Just have a messenger on standby or something in the event that there really is trouble.\"\n [/message]\n [message]\n speaker=guardsman\n message= _ \"Very well. We will fend them off on our own for now.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"... (looks at Yumi)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(stares blankly)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"She's scared for some reason...\"\n [/message]\n [/event]\n\n [event]\n name=attack\n first_time_only=yes\n [filter]\n side=1\n [and]\n [not]\n id=Aryel,Yumi\n [/not]\n [not]\n race=undead\n [/not]\n [/and]\n [/filter]\n [filter_second]\n side=2\n [/filter_second]\n [kill]\n x,y=$x2,$y2\n [/kill]\n\n [message]\n speaker=unit\n message= _ \"What in the world? As soon as I attacked, it just disappeared.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yes, something's not quite right...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(frowns)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Hmm, does she recognize these things?\"\n [/message]\n [/event]\n\n [event]\n name=new turn\n first_time_only=no\n [store_unit]\n [filter]\n side=2\n [/filter]\n variable=bluedemons\n [/store_unit]\n [for]\n array=bluedemons\n [do]\n [set_variable]\n name=kill_unit\n rand=1..5\n [/set_variable]\n [if]\n [variable]\n name=kill_unit\n numerical_equals=1\n [/variable]\n [then]\n [kill]\n x,y=$bluedemons[$i].x,$bluedemons[$i].y\n [/kill]\n [/then]\n [/if]\n {CLEAR_VARIABLE kill_unit}\n [/do]\n [/for]\n {CLEAR_VARIABLE bluedemons}\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x,y=9,26\n side=1\n [/filter]\n\n [message]\n speaker=narrator\n message= _ \"To bridge the chasm, one requires the element of stability. Binding life first demands the flesh - all energies require a conduit. Matter is the starting point that shelters all of creation and is the medium that allows life to grow and prosper.\"\n [/message]\n {DELAY 750}\n [terrain]\n x,y=7-9,25\n terrain=Uue\n [/terrain]\n [redraw]\n clear_shroud=yes\n [/redraw]\n\n {DELAY 450}\n [message]\n speaker=Esther\n message= _ \"Hmm. There are some glyphs in the next room. I guess we'll have to activate them in the correct order before we can proceed.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"A puzzle? I have to use my brain? Boring.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(snorts) If you want to fight so badly, you could always go back there and fight those demons, you big brute.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Sure, I'll go do that.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(rolls eyes)\"\n [/message]\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Activate the glyphs in the correct order\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_FULL_CARRYOVER}\n [/objectives]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=3,21\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=glyph_counter\n numerical_not_equals=5\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=narrator\n message= _ \"E - Existence was birthed when Yarae and the remaining First Gods utilized 'creation' to make the living worlds as we know them. Most of these First Gods faded into obscurity, but Yarae remained to watch over the Guardians and aid them in maintaining stability.\n\nHowever, the passage of time has reduced the Arcane Lord's influence and the Guardians of the new worlds are interested only in what benefits themselves. We have strayed from our original purpose and are the facilitators of war.\"\n [/message]\n\n {REMOVE_IMAGE 3 21}\n {PLACE_IMAGE items/crystal-glyph.png 3 21}\n\n [set_variable]\n name=glyph_counter\n value=1\n [/set_variable]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=8,24\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=glyph_counter\n numerical_not_equals=5\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=narrator\n message= _ \"A - Areza, the world designated as that of Fire, was the only world whose creation was unsuccessful. In a catastrophic failure of unimaginable proportions, Areza was destroyed and the seed of Fire dropped to Norsula, the world of Water. The Guardians of these two elements are Valdir of Water, and Shardia of Fire, existing as two antithetical forces on the same world.\n\nThe result is a chaotic, unstable realm - a belligerent, bloodthirsty beast, Valdir often antagonizes Shardia, who embodies love and warmth. We on Iryda, the world of Earth, align ourselves with Shardia as messengers of peace.\"\n [/message]\n\n [if]\n [variable]\n name=glyph_counter\n numerical_equals=1\n [/variable]\n [then]\n {REMOVE_IMAGE 8 24}\n {PLACE_IMAGE items/crystal-glyph.png 8 24}\n\n [set_variable]\n name=glyph_counter\n value=2\n [/set_variable]\n [/then]\n [else]\n [set_variable]\n name=glyph_counter\n value=0\n [/set_variable]\n\n {REMOVE_IMAGE 8 24}\n {REMOVE_IMAGE 3 21}\n {REMOVE_IMAGE 3 23}\n {REMOVE_IMAGE 13 21}\n {REMOVE_IMAGE 13 23}\n {PLACE_IMAGE items/crystal-glyph-message.png 8 24}\n {PLACE_IMAGE items/crystal-glyph-message.png 3 21}\n {PLACE_IMAGE items/crystal-glyph-message.png 3 23}\n {PLACE_IMAGE items/crystal-glyph-message.png 13 21}\n {PLACE_IMAGE items/crystal-glyph-message.png 13 23}\n [/else]\n [/if]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=13,23\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=glyph_counter\n numerical_not_equals=5\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=narrator\n message= _ \"R - Reality is governed by ten aspects: Life, Water, Thunder, Earth, Fire, Darkness, Light, Air, Ice, and Existence. A Guardian may exist for each of these, governing a world associated with each element. The exception is Norsula, in which Fire and Water are combined into one. The conflict between the Guardians is the greatest here, where unending war ravages the deep oceans to the high mountains.\n\nIn contrast, Ethea, the world of Life is usually the most peaceful, with Irdya of Earth as a near second. Of the remaining worlds, Yrathid, the world of Darkness, is home to the youngest Guardian, who often defers to the mightier demon lords in her realm. There does not yet exist a Guardian governing the aspect of Existence.\"\n [/message]\n\n [if]\n [variable]\n name=glyph_counter\n numerical_equals=2\n [/variable]\n [then]\n [set_variable]\n name=glyph_counter\n value=3\n [/set_variable]\n [/then]\n [else]\n [set_variable]\n name=glyph_counter\n value=0\n [/set_variable]\n\n {REMOVE_IMAGE 8 24}\n {REMOVE_IMAGE 3 21}\n {REMOVE_IMAGE 3 23}\n {REMOVE_IMAGE 13 21}\n {REMOVE_IMAGE 13 23}\n {PLACE_IMAGE items/crystal-glyph-message.png 8 24}\n {PLACE_IMAGE items/crystal-glyph-message.png 3 21}\n {PLACE_IMAGE items/crystal-glyph-message.png 3 23}\n {PLACE_IMAGE items/crystal-glyph-message.png 13 21}\n {PLACE_IMAGE items/crystal-glyph-message.png 13 23}\n [/else]\n [/if]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=13,21\n side=1\n [/filter]\n\n [message]\n speaker=narrator\n message= _ \"T - Terror. Fear is the origin of life and progress, but also the force that limits growth. For most beings, the greatest terror is from the sea of vast and all-consuming war. The fear of insignificance and death, being cast away as trifling lives without meaning, this is what plagues the lesser creatures.\n\nWe Guardians are different. For us, it is the burden of being the caretakers of the new world, to safeguard the rebirthed universe after the catastrophe that destroyed our predecessors, the First Gods. As calamities continue to ravage our worlds, there may come a time when our worlds turn in on themselves and disintegrate into the void. In each Guardian's interest to achieve the greatest power for their own element, they often neglect the others, perpetuating unnecessary conflict.\"\n [/message]\n\n [if]\n [variable]\n name=glyph_counter\n numerical_equals=3\n [/variable]\n [then]\n {REMOVE_IMAGE 13 21}\n {PLACE_IMAGE items/crystal-glyph.png 13 21}\n\n [set_variable]\n name=glyph_counter\n value=4\n [/set_variable]\n [/then]\n [else]\n [set_variable]\n name=glyph_counter\n value=0\n [/set_variable]\n\n {REMOVE_IMAGE 8 24}\n {REMOVE_IMAGE 3 21}\n {REMOVE_IMAGE 3 23}\n {REMOVE_IMAGE 13 21}\n {REMOVE_IMAGE 13 23}\n {PLACE_IMAGE items/crystal-glyph-message.png 8 24}\n {PLACE_IMAGE items/crystal-glyph-message.png 3 21}\n {PLACE_IMAGE items/crystal-glyph-message.png 3 23}\n {PLACE_IMAGE items/crystal-glyph-message.png 13 21}\n {PLACE_IMAGE items/crystal-glyph-message.png 13 23}\n [/else]\n [/if]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=3,23\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=glyph_counter\n numerical_not_equals=5\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=narrator\n message= _ \"H - Hopelessness is the deciding factor. To us, it is the knowledge that we might be doomed, like the First Gods. If, in the end, fate deems that we will all be destroyed, why try to stop it at all? Must we suffer through staring into the jaws of impending annihilation?\n\nNo. We can avoid it. Not through peace and stability, but by gaining power through progress - finding a way to obtain strength surpassing that of the Yarae and the First Gods. The question is, how does one achieve this?\"\n [/message]\n\n [if]\n [variable]\n name=glyph_counter\n numerical_equals=4\n [/variable]\n [then]\n {REMOVE_IMAGE 3 23}\n {PLACE_IMAGE items/crystal-glyph.png 3 23}\n\n [terrain]\n x=8\n y=17-18\n terrain=Qxe^Bs|\n [/terrain]\n [terrain]\n x=7,9\n y=17-18,17-18\n terrain=Qxe\n [/terrain]\n [redraw]\n clear_shroud=yes\n [/redraw]\n [message]\n speaker=Esther\n message= _ \"We did it!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Talk about a lot of information. Too bad it was mostly useless, since it was all so vague. Wish these Guardians would learn to be more helpful, but figures they'd never tell us anything.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) Well, it's all we've got while Xia'el isn't here.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(whispers) Not like she's going to show up anyway. All these demons are crawling around and she's still doing anything about it. She can jabber on all she wants about being protective and whatnot, but it's useless until she acts on it.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) Yes, well maybe the time will come when she'll prove us wrong. (looks up) Don't be so quick to judge, there's still a lot more to explore!\"\n [/message]\n\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n\n #ifdef EASY\n {VARIABLE_OP esther.experience add 250}\n {VARIABLE_OP yumi.experience add 250}\n {VARIABLE_OP aryel.experience add 250}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+250 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+250 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+250 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef NORMAL\n {VARIABLE_OP esther.experience add 175}\n {VARIABLE_OP yumi.experience add 175}\n {VARIABLE_OP aryel.experience add 175}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+175 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+175 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+175 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef HARD\n {VARIABLE_OP esther.experience add 75}\n {VARIABLE_OP yumi.experience add 75}\n {VARIABLE_OP aryel.experience add 75}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+75 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+75 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+75 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n\n {CLEAR_VARIABLE esther}\n {CLEAR_VARIABLE yumi}\n {CLEAR_VARIABLE aryel}\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Explore\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_FULL_CARRYOVER}\n [/objectives]\n [set_variable]\n name=blue_spawns\n value=0\n [/set_variable]\n [set_variable]\n name=glyph_counter\n value=5\n [/set_variable]\n [set_variable]\n name=black_spawns\n value=1\n [/set_variable]\n {SPAWN (\"Demon Voidreaver\") 3 12 5}\n [/then]\n [else]\n [set_variable]\n name=glyph_counter\n value=0\n [/set_variable]\n\n {REMOVE_IMAGE 8 24}\n {REMOVE_IMAGE 3 21}\n {REMOVE_IMAGE 3 23}\n {REMOVE_IMAGE 13 21}\n {REMOVE_IMAGE 13 23}\n {PLACE_IMAGE items/crystal-glyph-message.png 8 24}\n {PLACE_IMAGE items/crystal-glyph-message.png 3 21}\n {PLACE_IMAGE items/crystal-glyph-message.png 3 23}\n {PLACE_IMAGE items/crystal-glyph-message.png 13 21}\n {PLACE_IMAGE items/crystal-glyph-message.png 13 23}\n [/else]\n [/if]\n [/event]\n\n\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n side=3\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [message]\n speaker=Esther\n message= _ \"Oh dear, what are those things?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(eyes narrowed) Their appearance is kind of like demons, but their energies are somewhat like the undead. Kind of, but just... emptier.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Whatever they are, they seem to be very powerful, especially around the chasm. We should get away from here as soon as possible.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x,y=35,11\n side=1\n [/filter]\n\n [message]\n speaker=narrator\n message= _ \"Beyond the flesh, what else is needed for life? The mind and soul? The essence? The bridge between the inanimate and the sentient is brought about by the aspects. Sentience is formed from the combination of the elements, but only special souls are possessed of essence itself.\"\n [/message]\n {DELAY 750}\n [terrain]\n x=34,35,36\n y=11,12,11\n terrain=Uue\n [/terrain]\n [redraw]\n clear_shroud=yes\n [/redraw]\n\n {DELAY 450}\n [message]\n speaker=Esther\n message= _ \"Another puzzle. (whispers) Looks like something related to us. Matching our 'essence', is that what it is?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(frowns) Seems like it.\"\n [/message]\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Solve the puzzle\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_FULL_CARRYOVER}\n {OBJECTIVE_NOTE ( _ \"To solve the puzzle, you need to have three units on the correct locations simultaneously.\")}\n [/objectives]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=28,13\n side=1\n [and]\n [not]\n id=Aryel,Yumi\n [/not]\n [not]\n race=undead\n [/not]\n [/and]\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle_done\n numerical_equals=0\n [/variable]\n [/filter_condition]\n [message]\n speaker=unit\n message= _ \"It's... cold. I feel... numb...\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=42,13\n side=1\n [and]\n [not]\n id=Aryel,Yumi\n [/not]\n [not]\n race=undead\n [/not]\n [/and]\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle_done\n numerical_equals=0\n [/variable]\n [/filter_condition]\n [message]\n speaker=unit\n message= _ \"It's thick and sticky, almost like blood.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=42,15\n side=1\n [and]\n [not]\n id=Aryel,Yumi\n [/not]\n [not]\n race=undead\n [/not]\n [/and]\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle_done\n numerical_equals=0\n [/variable]\n [/filter_condition]\n [message]\n speaker=unit\n message= _ \"It's... so bright.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=28,15\n side=1\n [and]\n [not]\n id=Aryel,Yumi\n [/not]\n [not]\n race=undead\n [/not]\n [/and]\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle_done\n numerical_equals=0\n [/variable]\n [/filter_condition]\n [message]\n speaker=unit\n message= _ \"Something about this tree feels comforting.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=42,17\n side=1\n [and]\n [not]\n id=Aryel,Esther\n [/not]\n [not]\n race=undead\n [/not]\n [/and]\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle_done\n numerical_equals=0\n [/variable]\n [/filter_condition]\n [message]\n speaker=unit\n message= _ \"It's... so warm...\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=28,17\n side=1\n [and]\n [not]\n id=Yumi\n [/not]\n [not]\n race=undead\n [/not]\n [/and]\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle_done\n numerical_equals=0\n [/variable]\n [/filter_condition]\n [message]\n speaker=unit\n message= _ \"...\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=28,13\n id=Yumi\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle_done\n numerical_equals=0\n [/variable]\n [/filter_condition]\n [message]\n speaker=Yumi\n message= _ \"(stares at reflection)\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=28,13\n id=Aryel\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle_done\n numerical_equals=0\n [/variable]\n [/filter_condition]\n [message]\n speaker=Aryel\n message= _ \"Cold and frigid, like death. Ah, how wonderful.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=42,13\n id=Yumi\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle_done\n numerical_equals=0\n [/variable]\n [/filter_condition]\n [message]\n speaker=Yumi\n message= _ \"(draws circles in water)\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=42,13\n id=Aryel\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle_done\n numerical_equals=0\n [/variable]\n [/filter_condition]\n [message]\n speaker=Aryel\n message= _ \"(sips at water) Strange. This water tastes like blood.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=42,15\n id=Yumi,Aryel\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle_done\n numerical_equals=0\n [/variable]\n [/filter_condition]\n [message]\n speaker=unit\n message= _ \"(squints)\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=28,15\n id=Yumi\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle_done\n numerical_equals=0\n [/variable]\n [/filter_condition]\n [message]\n speaker=Yumi\n message= _ \"(looks at Aryel)\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=42,17\n id=Yumi\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle_done\n numerical_equals=0\n [/variable]\n [/filter_condition]\n [message]\n speaker=Yumi\n message= _ \"(steps back)\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=28,15\n id=Aryel\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle_done\n numerical_equals=0\n [/variable]\n [/filter_condition]\n [message]\n speaker=Aryel\n message= _ \"There's something weird about this tree. The sensation from it is really intense... something about it resonates with my body.\"\n [/message]\n [if]\n [have_unit]\n x,y=42,17\n id=Esther\n [/have_unit]\n [and]\n [have_unit]\n x,y=28,17\n id=Yumi\n [/have_unit]\n [/and]\n [then]\n [fire_event]\n name=puzzle_complete\n [/fire_event]\n [/then]\n [/if]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=42,17\n id=Esther\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle_done\n numerical_equals=0\n [/variable]\n [/filter_condition]\n [message]\n speaker=Esther\n message= _ \"This fire is unlike anything I've ever felt before. It's warm and comforting, not hot, and it pulsates, almost like a heartbeat.\"\n [/message]\n [if]\n [have_unit]\n x,y=28,15\n id=Aryel\n [/have_unit]\n [and]\n [have_unit]\n x,y=28,17\n id=Yumi\n [/have_unit]\n [/and]\n [then]\n [fire_event]\n name=puzzle_complete\n [/fire_event]\n [/then]\n [/if]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=28,17\n id=Yumi\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle_done\n numerical_equals=0\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Yumi\n message= _ \"(stares)\"\n [/message]\n\n [if]\n [have_unit]\n x,y=28,15\n id=Aryel\n [/have_unit]\n [and]\n [have_unit]\n x,y=42,17\n id=Esther\n [/have_unit]\n [/and]\n [then]\n [fire_event]\n name=puzzle_complete\n [/fire_event]\n [/then]\n [/if]\n [/event]\n\n [event]\n name=puzzle_complete\n\n [terrain]\n x=35\n y=20-21\n terrain=Qxe^Bs|\n [/terrain]\n [terrain]\n x=34,36\n y=20-21,20-21\n terrain=Qxe\n [/terrain]\n [redraw]\n clear_shroud=yes\n [/redraw]\n\n {DELAY 500}\n\n [message]\n speaker=Esther\n message= _ \"Hmm, there's a bridge there now. That was... interesting.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(whispers) The puzzle only activated for us. You know what this means, right? (looks at Yumi)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shivers)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(whispers) They have their eyes on us.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) That's if they know.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(whispers) There's no way they don't.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) There's no way Xia'el doesn't, I agree. But I can't imagine how the others might have found out. Though, even if they have, I wonder if that'll end up being a problem?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(whispers) Of course it is! They'll use us like pigs! Given the chance, every single one of them would eat up our power for their own purposes.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) Even Xia'el? You don't think she's trustworthy?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(whispers) Are any of them?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(frowns)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) Well, I think that at least she'd try to make an effort to protect us. Besides, we've managed fine so far on our own.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(whispers) We won't be fine if more of them come!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) Relax. Don't be so nervous. Sheesh, I think Yumi's rubbing off on you.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(whispers) Well... I don't know. That actually might be true. I can't help but feel nervous, the way she's acting...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(sulks)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) We'll have to talk about this later. When less people are around.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(glances at Yumi) Right.\"\n [/message]\n\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n\n #ifdef EASY\n {VARIABLE_OP esther.experience add 250}\n {VARIABLE_OP yumi.experience add 250}\n {VARIABLE_OP aryel.experience add 250}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+250 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+250 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+250 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef NORMAL\n {VARIABLE_OP esther.experience add 175}\n {VARIABLE_OP yumi.experience add 175}\n {VARIABLE_OP aryel.experience add 175}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+175 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+175 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+175 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef HARD\n {VARIABLE_OP esther.experience add 75}\n {VARIABLE_OP yumi.experience add 75}\n {VARIABLE_OP aryel.experience add 75}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+75 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+75 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+75 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n\n {CLEAR_VARIABLE esther}\n {CLEAR_VARIABLE yumi}\n {CLEAR_VARIABLE aryel}\n\n [set_variable]\n name=black_spawns\n value=0\n [/set_variable]\n [set_variable]\n name=puzzle_done\n value=1\n [/set_variable]\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x=34-38\n y=24-26\n side=1\n [/filter]\n\n [message]\n speaker=Esther\n message= _ \"Here's a keep. And the air is getting warmer.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(eyes narrowed) That means demons.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"We should be on guard. Everyone, stick together and don't get separated!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(whispers) They're totally after us. The demons. That's the only reason they would've shown up here so quickly.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) Even if they are, so what? It's not like we're going to run away now. You of all people wouldn't shy away from a fight, right?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(whispers) Hah. I guess not.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=32-33\n y=28\n [and]\n [not]\n id=Esther,Aryel,Yumi\n [/not]\n [not]\n race=undead\n [/not]\n [/and]\n [/filter]\n [filter_condition]\n [variable]\n name=wall_open\n numerical_equals=0\n [/variable]\n [/filter_condition]\n [message]\n speaker=unit\n message= _ \"I can't get past this.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x=32-33\n y=28\n id=Esther,Aryel,Yumi\n [/filter]\n\n [terrain]\n x=31-33,34\n y=29,28\n terrain=Uue\n [/terrain]\n [redraw]\n clear_shroud=yes\n [/redraw]\n\n {DELAY 500}\n [message]\n speaker=Esther\n message= _ \"Hmm. Do you gals hear something?\"\n [/message]\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n [message]\n speaker=Aryel\n message= _ \"Uh.\"\n [/message]\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n [message]\n speaker=Esther\n message= _ \"Not good.\"\n [/message]\n {REPEAT 3 ({QUAKE_FIXED \"rumble.ogg\"})}\n\n [remove_shroud]\n side=1\n x=19-44\n y=30-41\n [/remove_shroud]\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x=19-44\n y=30-41\n multiturn=yes\n [/lift_fog]\n\n [scroll_to]\n x,y=21,33\n [/scroll_to]\n [unit]\n side=4\n type=Demon Zephyr\n animate=yes\n canrecruit=yes\n id=s5l4\n random_gender=yes\n x,y=21,33\n [/unit]\n {DELAY 500}\n\n [scroll_to]\n x,y=20,38\n [/scroll_to]\n [unit]\n side=5\n type=Demon Stormbringer\n animate=yes\n canrecruit=yes\n id=s5l5\n random_gender=yes\n x,y=20,38\n [/unit]\n {DELAY 500}\n\n [scroll_to]\n x,y=43,40\n [/scroll_to]\n [unit]\n side=6\n type=Demon Zephyr\n animate=yes\n canrecruit=yes\n id=s5l6\n random_gender=yes\n x,y=43,40\n [/unit]\n {DELAY 500}\n\n [scroll_to]\n x,y=43,34\n [/scroll_to]\n [unit]\n side=7\n type=Demon Stormbringer\n animate=yes\n canrecruit=yes\n id=s5l7\n random_gender=yes\n x,y=43,34\n [/unit]\n {DELAY 500}\n\n [scroll_to]\n x,y=36,25\n [/scroll_to]\n [unit]\n side=8\n type=Demon Grunt\n animate=yes\n canrecruit=yes\n id=s5l8\n random_gender=yes\n x,y=36,25\n [/unit]\n {DELAY 500}\n\n [message]\n speaker=Aryel\n message= _ \"So, Esther, not an invasion, huh.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"So scared of these little small fry, Aryel?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Pff. I'm not scared for me.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"For Yumi, huh. Alright, well let's take them down quickly before they make any trouble.\"\n [/message]\n\n [modify_side]\n [filter_side]\n side=4-8\n [/filter_side]\n #ifdef HARD\n gold=200\n #endif\n #ifdef NORMAL\n gold=140\n #endif\n #ifdef EASY\n gold=110\n #endif\n [/modify_side]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Fend off the demons\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_FULL_CARRYOVER}\n [/objectives]\n\n [set_variable]\n name=wall_open\n value=1\n [/set_variable]\n [set_variable]\n name=turn_counter\n value=1\n [/set_variable]\n [modify_turns]\n value=-1\n [/modify_turns]\n [/event]\n\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_not_equals=0\n [/variable]\n [/filter_condition]\n {VARIABLE_OP turn_counter add 1}\n [/event]\n\n [event]\n name=side 1 turn\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=7\n [/variable]\n [/filter_condition]\n\n [unit]\n side=4\n type=Demon Stormbringer\n animate=yes\n canrecruit=yes\n id=s5l4_2\n random_gender=yes\n x,y=21,33\n [/unit]\n [unit]\n side=5\n type=Demon Stormbringer\n animate=yes\n canrecruit=yes\n id=s5l5_2\n random_gender=yes\n x,y=20,38\n [/unit]\n [unit]\n side=6\n type=Demon Stormbringer\n animate=yes\n canrecruit=yes\n id=s5l6_2\n random_gender=yes\n x,y=43,40\n [/unit]\n [unit]\n side=7\n type=Demon Stormbringer\n animate=yes\n canrecruit=yes\n id=s5l7_2\n random_gender=yes\n x,y=43,34\n [/unit]\n [unit]\n side=8\n type=Demon Grunt\n animate=yes\n canrecruit=yes\n id=s5l8_2\n random_gender=yes\n x,y=36,25\n [/unit]\n\n [message]\n speaker=Aryel\n message= _ \"(pant) They keep coming... (pant)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Just... keep fighting.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(takes a deep breath) Esther, I don't think-\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"What else can we do? If we don't hold them here, they'll follow us out into the city and all of the humans will be in trouble. And before you say anything, that's a terrible thing to let happen.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I wasn't about to suggest that! Even I'm not that mean. Don't you worry, I still have plenty of fight left in me.\"\n [/message]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Fend off the demons\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_FULL_CARRYOVER}\n [/objectives]\n\n [modify_side]\n [filter_side]\n side=4-8\n [/filter_side]\n #ifdef HARD\n gold=250\n #endif\n #ifdef NORMAL\n gold=175\n #endif\n #ifdef EASY\n gold=150\n #endif\n [/modify_side]\n [/event]\n\n [event]\n name=side 1 turn\n [filter_condition]\n [variable]\n name=turn_counter\n numerical_equals=11\n [/variable]\n [/filter_condition]\n\n\n {SPAWN_ID (\"Demon Stromguarde\") 7 33 32 (\"demonboss\") (\"male\")}\n {SPAWN (\"Demon Stromguarde\") 7 31 32}\n {SPAWN (\"Demon Stromguarde\") 7 35 32}\n {SPAWN (\"Demon Stromguarde\") 5 31 38}\n {SPAWN (\"Demon Stromguarde\") 5 33 38}\n {SPAWN (\"Demon Stromguarde\") 5 35 38}\n\n [message]\n speaker=Esther\n message= _ \"Oh dear...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(steps back)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Well... they brought some pretty tough guys, huh. Not sure how we're gonna make it out of this one, ladies.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Ugh... here, listen. Aryel, maybe you can take Yumi and get out of here. I can probably hold them-\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"That won't be necessary.\"\n [/message]\n\n {DELAY 750}\n\n [unit]\n type=Guardian of Earth\n id=Xia'el\n name=_\"Xia'el\"\n x,y=33,35\n animate=yes\n side=9\n random_traits=no\n [/unit]\n\n [message]\n speaker=Xia'el\n message= _ \"I really have to say, I'm surprised. Uria usually controls her subjects much better than this. What has gotten into you all?\"\n [/message]\n [message]\n speaker=demonboss\n message= _ \"(remains silent)\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Nothing to say? As much as I hate to do it, there has to be some punishment for invading my world like this. I'm not going to just tell you to get out and leave it at that.\"\n [/message]\n [message]\n speaker=demonboss\n message= _ \"... tell her... nothing!\"\n [/message]\n\n [kill]\n type=Demon Stromguarde\n animate=yes\n [/kill]\n\n [message]\n speaker=Xia'el\n message= _ \"Wait- hmm. That was unexpected. Now why would they do such a thing?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Lady Guardian, we, erm-\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Just call me Xia'el, dear.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Right. We've been seeing more of them recently. It seems like they might not be under Uria's command.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"I'm well aware. Hold that thought for a moment.\"\n [/message]\n\n {WHITE_SCREEN}\n {DELAY 250}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n [kill]\n side=2,3,4,5,6,7,8\n animate=yes\n [/kill]\n {DELAY 250}\n {UNWHITE_SCREEN}\n {DELAY 750}\n\n [message]\n speaker=Xia'el\n message= _ \"It pains me to do such a thing, but their minds have already been warped beyond repair. It is better to put them out of their misery.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(looks at Aryel) See, she did show up after all.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"For like five minutes. I still don't trust her.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Right, now that that's taken care of, I need to have a word with you three. Away from everyone else. Is that okay?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Of course.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Good.\"\n [/message]\n\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n {PLAY_SOUND \"lightning.ogg\"}\n [kill]\n id=Esther\n [/kill]\n [unstore_unit]\n variable=esther\n x,y=32,45\n [/unstore_unit]\n {CLEAR_VARIABLE esther}\n\n {DELAY 500}\n\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n {PLAY_SOUND \"lightning.ogg\"}\n [kill]\n id=Aryel\n [/kill]\n [unstore_unit]\n variable=aryel\n x,y=33,46\n [/unstore_unit]\n {CLEAR_VARIABLE aryel}\n\n {DELAY 500}\n\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n {PLAY_SOUND \"lightning.ogg\"}\n [kill]\n id=Yumi\n [/kill]\n [unstore_unit]\n variable=yumi\n x,y=31,46\n [/unstore_unit]\n {CLEAR_VARIABLE yumi}\n\n {DELAY 500}\n\n [store_unit]\n [filter]\n id=Xia'el\n [/filter]\n variable=xiael\n [/store_unit]\n {PLAY_SOUND \"lightning.ogg\"}\n [kill]\n id=Xia'el\n [/kill]\n [unstore_unit]\n variable=xiael\n x,y=32,47\n [/unstore_unit]\n {CLEAR_VARIABLE xiael}\n\n [redraw]\n clear_shroud=yes\n [/redraw]\n [scroll_to]\n x,y=32,47\n [/scroll_to]\n\n {DELAY 500}\n\n [message]\n speaker=Esther\n message= _ \"Wow, the energy in here is amazing. So this is what we were feeling out there. Where are we?\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"A very secret place that is not meant for humans or even faerie to know about. This is why I had your friend here help me seal it off all those years ago.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Oh, so I probably should have left it closed? Whoops, haha.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"So you do know what we are.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Of course. I've been watching you three for a very long time. Realize that the other Guardians have been as well. Some of them view the rarity of your kind as a sort of prize.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(tilts head)\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Confused?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"She's a lot younger than us. We might need to explain things in a little more detail so she knows what's going on.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Of course. I assume you are aware of the Guardians and their function in our universe?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(nods slowly)\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Rather shy, aren't you? There's no need to be afraid. (smiles encouragingly)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(bites lip)\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Hmm, she's weird. I thought she was like the other two but there's something different about her.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"(clears throat) This is something all three of you need to hear. Fae like yourselves possess powers that are similar to our own. I am not referring to the scale or magnitude of what you can accomplish, but the nature of what you are. I can imagine that some of the other Guardians might be interested in such a thing, but I'm not sure exactly what they want to do with your power, nor how they would try to harness it.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"The other Guardians? This time, we've only been attacked by demons from Ethea so far. But Uria wouldn't be after us, right?\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Correct, she is not. There are circumstances on Ethea that are troubling her right now, enough so that she could not come to restrain these renegades.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"These obviously aren't just your ordinary rebellious demons, though. They're clearly being controlled, like... by their brains! (waves hands around)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Aryel is so weird sometimes too...\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"That is correct as well. Perhaps this is the work of a powerful demon lord, or perhaps another Guardian... Valdir, Yukiria, maybe Merthiaal.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"The Guardians of Water, Ice, and Darkness, Yumi. A bunch of creepers, basically.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"They all have their own reasons. Valdir relishes battle and Yukiria is an expert at manipulation. I suppose that Valdir is always looking for advantages in his battle with Shardia, the Guardian of Fire. Those two are always at each others' throats. Merthiaal, she's hard to read, but controlling other demons is in her realm of prowess. Though, I can't imagnie why she would want to do that. She's very shy and passive most of the time.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"So, then Yukiria or Valdir?\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"They both have distinct powers and neither would be likely to have a direct hand in this affair. It must be done through a lackey.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(looks at Yumi) But that still begs the question of why they're coming after us. Like, how they want to use our powers. It's not like we're just going to fight for them willingly.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"You three, as fae, are not physical creatures. You are inherently composed of magic. I suspect there may be a way to indirectly utilize that power. And before you ask, while that sounds similar to you being elementals, you clearly are not.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yeah, we know that much. It's whatever that difference is that's bugging me. Like...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"We don't exactly understand what we are. We just know that we're not normal creatures.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Would it be a good idea to tell her that?\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Unfortunately, I am not really able to answer that. I do not know the answer, but it is not out of the question that another Guardian might.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(frowns)\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"(glances at Yumi) She knows much more than she lets on. Something's not quite right about her.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"So that's it then? That's all you wanted to tell us? (huffs)\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"(laughs) In time, I will let you know more. Knowledge is a burden. We Guardians are troubled with more than you know.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Right, is that why you were gone for so long? Where did you go? Why weren't you here to-\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(puts a hand over Aryel's mouth) Don't be rude! She's a-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(blushes) I didn't mean to sound like that. It's just-\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"No, it's quite alright. I know that it is hard for you to fend for yourselves. I must apologize. But it is a necessity for me to continue to maintain reasonable relations with the other Guardians, and our personal intervention is usually seen as unnecessary meddling. I will try to protect you when I can, but please, don't do anything reckless. I have all of Irdya to consider as well.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(looks at Aryel) Of course. We'll just hang out here. Explore Caerleon a bit or something. Right, girls?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(nods)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(sighs) Right. See? She's so reluctant to lift a finger and help us when she totally could.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Glad to hear it. I will have to keep an eye on those two. One seems reckless, and the other... I can't read her at all. Maybe she's not exactly what I originally thought she was.\"\n [/message]\n [kill]\n id=Xia'el\n [/kill]\n\n [endlevel]\n result=victory\n {NEW_GOLD_CARRYOVER 100}\n next_scenario=06_Caerleon\n [/endlevel]\n [/event]\n\n\n [event]\n name=victory\n\n {CLEAR_VARIABLE turn_counter}\n {CLEAR_VARIABLE wall_open}\n {CLEAR_VARIABLE puzzle_done}\n {CLEAR_VARIABLE door_open}\n {CLEAR_VARIABLE glyph_counter}\n {CLEAR_VARIABLE blue_spawns}\n {CLEAR_VARIABLE black_spawns}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=guardsman\n [/filter]\n\n [message]\n speaker=guardsman\n message= _ \"I knew... opening this place... was a bad idea-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Fool. He should've stayed back and let me do the fighting for him. Now the idiot's dead. But, maybe I can still make use of him...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Aryel, I don't think the humans would appreciate that...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(shrugs) Oh, fine, have it your way.\"\n [/message]\n [/event]\n [event]\n name=time over\n\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n {FLASH_RED_EXTREME ({DELAY 500})}\n\n {SPAWN_ID (\"Demon Stromguarde\") 2 $yumi.x $yumi.y (\"boss1\") (\"male\")}\n {SPAWN_ID (\"Demon Stromguarde\") 2 $yumi.x $yumi.y (\"boss2\") (\"male\")}\n {SPAWN_ID (\"Demon Stromguarde\") 2 $yumi.x $yumi.y (\"boss3\") (\"male\")}\n {SPAWN_ID (\"Demon Stromguarde\") 2 $esther.x $esther.y (\"boss4\") (\"male\")}\n {SPAWN_ID (\"Demon Stromguarde\") 2 $esther.x $esther.y (\"boss5\") (\"male\")}\n {SPAWN_ID (\"Demon Stromguarde\") 2 $esther.x $esther.y (\"boss6\") (\"male\")}\n {SPAWN_ID (\"Demon Stromguarde\") 2 $aryel.x $aryel.y (\"boss7\") (\"male\")}\n {SPAWN_ID (\"Demon Stromguarde\") 2 $aryel.x $aryel.y (\"boss8\") (\"male\")}\n {SPAWN_ID (\"Demon Stromguarde\") 2 $aryel.x $aryel.y (\"boss9\") (\"male\")}\n\n {CLEAR_VARIABLE yumi}\n {CLEAR_VARIABLE esther}\n {CLEAR_VARIABLE aryel}\n\n [message]\n speaker=boss1\n message= _ \"... slay them all...\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n[/scenario]\n\n#undef GENERATE_CAVE_HILL\n#undef GENERATE_CAVE_HILL\n#undef GENERATE_FUNGUS\n#undef GENERATE_CAVE_PATH\n#undef GENERATE_CAVE\n#undef GENERATE_FUNGUS\n"} {"text": "#textdomain wesnoth-Genesis\n[scenario]\n id=06_Caerleon\n name= _ \"Caerleon\"\n map_data=\"{~add-ons/Genesis/episode1/maps/04e_The_White_City.map}\"\n next_scenario=08_Impetus\n disallow_recall=yes\n theme=Cutscene\n victory_when_enemies_defeated=no\n turns=-1\n {DEFAULT_SCHEDULE_24H}\n\n {SCENARIO_MUSIC wanderer.ogg}\n {EXTRA_SCENARIO_MUSIC silvan_sanctuary.ogg}\n {STORYTXT_CAERLEON}\n\n [side]\n {PLAYER_FAE}\n {NO_GOLD_SIDE}\n side=1\n recruit=\n [/side]\n\n [side]\n side=2\n no_leader=yes\n {HUMAN_ALLY}\n [/side]\n\n [side]\n side=3\n no_leader=yes\n hidden=yes\n team_name=gladiators1\n defeat_condition=never\n color=white\n [/side]\n\n [side]\n side=4\n no_leader=yes\n hidden=yes\n team_name=gladiators2\n defeat_condition=never\n color=white\n [/side]\n\n [event]\n name=prestart\n\n [label]\n x,y=7,19\n text = _ \"Colosseum\"\n [/label]\n [label]\n x,y=36,20\n text = _ \"Marketplace\"\n [/label]\n [label]\n x,y=2,1\n text = _ \"Upper District\"\n [/label]\n [label]\n x,y=3,9\n text = _ \"Temple\"\n [/label]\n [label]\n x,y=38,2\n text = _ \"Crypt\"\n [/label]\n [label]\n x,y=18,2\n text = _ \"To the Pantheon\"\n [/label]\n [set_recruit]\n side=1\n recruit=\n [/set_recruit]\n\n [switch]\n variable=prev_scenario\n [case]\n value=\"Upper District\"\n [move_unit]\n id=Esther\n to_x,to_y=3,3\n [/move_unit]\n {RECALL_YUMI_NOLOC}\n {RECALL_ARYEL_NOLOC}\n [/case]\n [case]\n value=\"Temple\"\n [move_unit]\n id=Esther\n to_x,to_y=3,9\n [/move_unit]\n {RECALL_YUMI_NOLOC}\n {RECALL_ARYEL_NOLOC}\n [/case]\n [case]\n value=\"Colosseum\"\n [move_unit]\n id=Esther\n to_x,to_y=9,24\n [/move_unit]\n {RECALL_YUMI 9 25}\n [/case]\n [case]\n value=\"Pantheon\"\n [move_unit]\n id=Esther\n to_x,to_y=18,9\n [/move_unit]\n {RECALL_YUMI_NOLOC}\n {RECALL_ARYEL_NOLOC}\n [/case]\n [else]\n [move_unit]\n id=Esther\n to_x,to_y=38,3\n [/move_unit]\n {RECALL_YUMI 38 4}\n {RECALL_ARYEL 37 4}\n [/else]\n [/switch]\n [/event]\n\n {SPAWN_POINT (\"Royal Guard\") 2 20 35}\n {SPAWN_POINT (\"Royal Guard\") 2 22 35}\n {SPAWN_POINT (\"Master Bowman\") 2 31 29}\n {SPAWN_POINT (\"Master Bowman\") 2 37 29}\n {SPAWN_POINT (\"Master Bowman\") 2 8 29}\n {SPAWN_POINT (\"Master Bowman\") 2 12 29}\n {SPAWN_POINT (\"Master Bowman\") 2 17 31}\n {SPAWN_POINT (\"Master Bowman\") 2 19 31}\n {SPAWN_POINT (\"Master Bowman\") 2 23 31}\n {SPAWN_POINT (\"Master Bowman\") 2 25 31}\n {SPAWN_POINT (\"Master at Arms\") 2 10 22}\n {SPAWN_POINT (\"Peasant\") 2 34 21}\n {SPAWN_POINT (\"Peasant\") 2 38 21}\n {SPAWN_POINT (\"Peasant\") 2 33 19}\n {SPAWN_POINT (\"Peasant\") 2 37 19}\n {SPAWN_POINT (\"White Mage\") 2 1 10}\n {SPAWN_POINT (\"Royal Guard\") 2 17 8}\n {SPAWN_POINT (\"Royal Guard\") 2 18 8}\n {SPAWN_POINT (\"Royal Guard\") 2 19 8}\n {SPAWN_POINT (\"Royal Guard\") 2 37 2}\n {SPAWN_POINT (\"Royal Guard\") 2 38 2}\n {SPAWN_POINT (\"Royal Guard\") 2 39 2}\n\n [event]\n name=start\n [switch]\n variable=prev_scenario\n [case]\n value=\"Upper District\"\n [move_unit]\n id=Esther\n to_x,to_y=3,3\n [/move_unit]\n {RECALL_YUMI_NOLOC}\n {RECALL_ARYEL_NOLOC}\n [/case]\n [case]\n value=\"Temple\"\n [move_unit]\n id=Esther\n to_x,to_y=3,9\n [/move_unit]\n {RECALL_YUMI_NOLOC}\n {RECALL_ARYEL_NOLOC}\n [/case]\n [case]\n value=\"Colosseum\"\n\n {DELAY 500}\n {RECALL_ARYEL 8 24}\n [message]\n speaker=Aryel\n message= _ \"I'm back!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Have fun with the fans?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"It was alright. (lowers voice) As much fun as one can have with humans, anyway.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Haha, told ya. Knew they'd get to you eventually.\"\n [/message]\n [/case]\n [case]\n value=\"Pantheon\"\n [move_unit]\n id=Esther\n to_x,to_y=18,9\n [/move_unit]\n {RECALL_YUMI_NOLOC}\n {RECALL_ARYEL_NOLOC}\n [/case]\n [else]\n [move_unit]\n id=Esther\n to_x,to_y=38,3\n [/move_unit]\n {RECALL_YUMI 38 4}\n {RECALL_ARYEL 37 4}\n [/else]\n [/switch]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Explore\")}\n {OBJECTIVE_NOTE ( _ \"There are a total of three possible scenarios that may be played on this map.\")}\n {OBJECTIVE_NOTE ( _ \"Moving to the Upper District will take you to another map.\")}\n {OBJECTIVE_NOTE ( _ \"Moving next to other units will trigger events.\")}\n {OBJECTIVE_NOTE ( _ \"Leave the city if you are done exploring.\")}\n [/objectives]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Esther\n [/filter]\n {MODIFY_UNIT (id=Esther) moves 10}\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Yumi\n [/filter]\n {MODIFY_UNIT (id=Yumi) moves 10}\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Aryel\n [/filter]\n {MODIFY_UNIT (id=Aryel) moves 10}\n [/event]\n\n [event]\n name=colosseum battle\n first_time_only=no\n\n [message]\n speaker=spawn_10_22\n message= _ \"Excellent. Contestants!\"\n [/message]\n\n {SPAWN_ID (\"Swordsman\",\"Javelineer\",\"Longbowman\",\"Duelist\",\"Pikeman\",\"Shock Trooper\",\"Bandit\",\"Rogue\",\"Outlaw\",\"Trapper\") 3 4 19 (\"gladiator1\") (\"male\")}\n {SPAWN_ID (\"Swordsman\",\"Javelineer\",\"Longbowman\",\"Duelist\",\"Pikeman\",\"Shock Trooper\",\"Bandit\",\"Rogue\",\"Outlaw\",\"Trapper\") 4 10 19 (\"gladiator2\") (\"male\")}\n\n [store_unit]\n [filter]\n id=gladiator1\n [/filter]\n variable=glad1\n [/store_unit]\n [store_unit]\n [filter]\n id=gladiator2\n [/filter]\n variable=glad2\n [/store_unit]\n\n [while]\n [variable]\n name=glad2.type\n equals=$glad1.type\n [/variable]\n [do]\n [kill]\n id=gladiator2\n [/kill]\n\n {SPAWN_ID (\"Swordsman\",\"Javelineer\",\"Longbowman\",\"Duelist\",\"Pikeman\",\"Shock Trooper\",\"Bandit\",\"Rogue\",\"Outlaw\",\"Trapper\") 4 10 19 (\"gladiator2\") (\"male\")}\n\n {CLEAR_VARIABLE glad2}\n [store_unit]\n [filter]\n id=gladiator2\n [/filter]\n variable=glad2\n [/store_unit]\n [/do]\n [/while]\n\n [redraw][/redraw]\n\n [scroll_to]\n x,y=7,19\n [/scroll_to]\n {DELAY 750}\n\n [message]\n speaker=spawn_10_22\n message= _ \"So, who will you bet on?\"\n [/message]\n\n [store_gold]\n [filter_side]\n side=1\n [/filter_side]\n variable=side1gold\n [/store_gold]\n\n [message]\n speaker=Aryel\n [option]\n message= _ \"Let's bet on the \" + $glad1.type + \".\"\n\n [command]\n [message]\n speaker=spawn_10_22\n message= _ \"And the amount to bet?\"\n [/message]\n {VARIABLE chosen_fighter 1}\n [message]\n speaker=Aryel\n [option]\n message= _ \"5 gold.\"\n [command]\n [set_variable]\n name=bet_gold\n value=5\n [/set_variable]\n [/command]\n [/option]\n [option]\n message= _ \"10 gold.\"\n [command]\n [set_variable]\n name=bet_gold\n value=10\n [/set_variable]\n [/command]\n [/option]\n [option]\n message= _ \"15 gold.\"\n [command]\n [set_variable]\n name=bet_gold\n value=15\n [/set_variable]\n [/command]\n [/option]\n [/message]\n [/command]\n [/option]\n [option]\n message= _ \"Let's bet on the \" + $glad2.type + \".\"\n\n [command]\n [message]\n speaker=spawn_10_22\n message= _ \"And the amount to bet?\"\n [/message]\n {VARIABLE chosen_fighter 2}\n [message]\n speaker=Aryel\n [option]\n message= _ \"5 gold.\"\n [command]\n [set_variable]\n name=bet_gold\n value=5\n [/set_variable]\n [/command]\n [/option]\n [option]\n message= _ \"10 gold.\"\n [command]\n [set_variable]\n name=bet_gold\n value=10\n [/set_variable]\n [/command]\n [/option]\n [option]\n message= _ \"15 gold.\"\n [command]\n [set_variable]\n name=bet_gold\n value=15\n [/set_variable]\n [/command]\n [/option]\n [/message]\n [/command]\n [/option]\n [/message]\n\n [message]\n speaker=spawn_10_22\n message= _ \"It looks like we are set to go. Contestants, steel yourselves! Let the battle begin!\"\n [/message]\n\n {VARIABLE_OP side1gold sub $bet_gold}\n [modify_side]\n side=1\n gold=$side1gold\n [/modify_side]\n\n [set_variable]\n name=win_bet\n rand=1..100\n [/set_variable]\n\n [move_unit]\n id=gladiator1\n to_x,to_y=5,19\n [/move_unit]\n [move_unit]\n id=gladiator2\n to_x,to_y=9,19\n [/move_unit]\n [move_unit]\n id=gladiator1\n to_x,to_y=6,19\n [/move_unit]\n [move_unit]\n id=gladiator2\n to_x,to_y=8,19\n [/move_unit]\n {DELAY 100}\n [move_unit]\n id=gladiator1\n to_x,to_y=7,19\n [/move_unit]\n [harm_unit]\n [filter]\n id=gladiator2\n [/filter]\n [filter_second]\n id=gladiator1\n [/filter_second]\n [primary_attack]\n range=melee\n [/primary_attack]\n [secondary_attack]\n range=melee\n [/secondary_attack]\n animate=yes\n amount=5\n [/harm_unit]\n [harm_unit]\n [filter]\n id=gladiator1\n [/filter]\n [filter_second]\n id=gladiator2\n [/filter_second]\n [primary_attack]\n range=melee\n [/primary_attack]\n [secondary_attack]\n range=melee\n [/secondary_attack]\n animate=yes\n amount=5\n [/harm_unit]\n [harm_unit]\n [filter]\n id=gladiator2\n [/filter]\n [filter_second]\n id=gladiator1\n [/filter_second]\n [primary_attack]\n range=melee\n [/primary_attack]\n [secondary_attack]\n range=melee\n [/secondary_attack]\n animate=yes\n amount=6\n [/harm_unit]\n [harm_unit]\n [filter]\n id=gladiator1\n [/filter]\n [filter_second]\n id=gladiator2\n [/filter_second]\n [primary_attack]\n range=melee\n [/primary_attack]\n [secondary_attack]\n range=melee\n [/secondary_attack]\n animate=yes\n amount=6\n [/harm_unit]\n [harm_unit]\n [filter]\n id=gladiator2\n [/filter]\n [filter_second]\n id=gladiator1\n [/filter_second]\n [primary_attack]\n range=melee\n [/primary_attack]\n [secondary_attack]\n range=melee\n [/secondary_attack]\n animate=yes\n amount=7\n [/harm_unit]\n [harm_unit]\n [filter]\n id=gladiator1\n [/filter]\n [filter_second]\n id=gladiator2\n [/filter_second]\n [primary_attack]\n range=melee\n [/primary_attack]\n [secondary_attack]\n range=melee\n [/secondary_attack]\n animate=yes\n amount=7\n [/harm_unit]\n\n [if]\n [variable]\n name=win_bet\n greater_than=50\n [/variable]\n [then]\n [if]\n [variable]\n name=chosen_fighter\n numerical_equals=1\n [/variable]\n [then]\n [harm_unit]\n [filter]\n id=gladiator2\n [/filter]\n [filter_second]\n id=gladiator1\n [/filter_second]\n [primary_attack]\n range=melee\n [/primary_attack]\n [secondary_attack]\n range=melee\n [/secondary_attack]\n animate=yes\n amount=3\n [/harm_unit]\n [kill]\n id=gladiator2\n animate=yes\n [/kill]\n\n [set_variable]\n name=won_bet\n value=3\n [/set_variable]\n [/then]\n [else]\n [harm_unit]\n [filter]\n id=gladiator1\n [/filter]\n [filter_second]\n id=gladiator2\n [/filter_second]\n [primary_attack]\n range=melee\n [/primary_attack]\n [secondary_attack]\n range=melee\n [/secondary_attack]\n animate=yes\n amount=3\n [/harm_unit]\n [kill]\n id=gladiator1\n animate=yes\n [/kill]\n [set_variable]\n name=won_bet\n value=2\n [/set_variable]\n [/else]\n [/if]\n [/then]\n [else]\n [if]\n [variable]\n name=chosen_fighter\n numerical_equals=1\n [/variable]\n [then]\n [harm_unit]\n [filter]\n id=gladiator1\n [/filter]\n [filter_second]\n id=gladiator2\n [/filter_second]\n [primary_attack]\n range=melee\n [/primary_attack]\n [secondary_attack]\n range=melee\n [/secondary_attack]\n animate=yes\n amount=3\n [/harm_unit]\n [kill]\n id=gladiator1\n animate=yes\n [/kill]\n [set_variable]\n name=won_bet\n value=1\n [/set_variable]\n [/then]\n [else]\n [harm_unit]\n [filter]\n id=gladiator2\n [/filter]\n [filter_second]\n id=gladiator1\n [/filter_second]\n [primary_attack]\n range=melee\n [/primary_attack]\n [secondary_attack]\n range=melee\n [/secondary_attack]\n animate=yes\n amount=3\n [/harm_unit]\n [kill]\n id=gladiator2\n animate=yes\n [/kill]\n [set_variable]\n name=won_bet\n value=0\n [/set_variable]\n [/else]\n [/if]\n [/else]\n [/if]\n\n [if]\n [variable]\n name=won_bet\n greater_than=1\n [/variable]\n [then]\n [message]\n speaker=spawn_10_22\n message= _ \"Congratulations! You won your bet! Here's your money.\"\n [/message]\n\n {VARIABLE_OP side1gold add $bet_gold}\n {VARIABLE_OP side1gold add $bet_gold}\n [modify_side]\n side=1\n gold=$side1gold\n [/modify_side]\n [/then]\n [else]\n [message]\n speaker=spawn_10_22\n message= _ \"How unfortunate. You lost your bet. Better luck next time!\"\n [/message]\n [/else]\n [/if]\n\n [kill]\n id=gladiator1\n [/kill]\n [kill]\n id=gladiator2\n [/kill]\n\n {CLEAR_VARIABLE glad1}\n {CLEAR_VARIABLE glad2}\n {CLEAR_VARIABLE side1gold}\n #{CLEAR_VARIABLE won_bet}\n #{CLEAR_VARIABLE win_bet}\n {CLEAR_VARIABLE bet_gold}\n #{CLEAR_VARIABLE chosen_fighter}\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=9-11,11\n y=23,22\n side=1\n [/filter]\n\n [switch]\n variable=colosseum\n [case]\n value=1\n [message]\n speaker=spawn_10_22\n message= _ \"Welcome back, faerie girl! That was a great fight you had!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Thanks. Got any more left for me?\"\n [/message]\n [message]\n speaker=spawn_10_22\n message= _ \"Not right now, unfortunately. Most of our shows are planned in advance, so there's no room to fit you in. However, you can still bet on a match that piques your interest.\"\n [/message]\n\n [message]\n speaker=Aryel\n [option]\n message= _ \"Sure. Let's bet on one.\"\n\n [command]\n [fire_event]\n name=colosseum battle\n [/fire_event]\n [set_variable]\n name=colosseum\n value=2\n [/set_variable]\n [/command]\n [/option]\n [option]\n message= _ \"Not today.\"\n\n [command]\n [set_variable]\n name=colosseum\n value=2\n [/set_variable]\n [/command]\n [/option]\n [/message]\n [/case]\n [case]\n value=2\n [message]\n speaker=spawn_10_22\n message= _ \"Hello again! Care to place some bets?\"\n [/message]\n\n [message]\n speaker=Aryel\n [option]\n message= _ \"Sure. Let's bet on one.\"\n\n [command]\n [fire_event]\n name=colosseum battle\n [/fire_event]\n [/command]\n [/option]\n [option]\n message= _ \"Not today.\"\n [/option]\n [/message]\n [/case]\n [else]\n [message]\n speaker=spawn_10_22\n message= _ \"Welcome, welcome! The Colosseum will be hosting a number of battles today. Care to place a bet on one? Or, perhaps you'd even dare to participate!\"\n [/message]\n\n [message]\n speaker=Aryel\n [option]\n message= _ \"Hmph. I'll take you up on that offer.\"\n\n [command]\n [message]\n speaker=Esther\n message= _ \"You're nuts!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(scoffs) Please. Like I'd lose.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(rolls eyes)\"\n [/message]\n [message]\n speaker=spawn_10_22\n message= _ \"Excellent. I'll add you to the contestants for the upcoming free-for-all. See you soon.\"\n [/message]\n\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=07a_Colosseum\n [/endlevel]\n [/command]\n [/option]\n [option]\n message= _ \"Hey, girls. Let's bet on one.\"\n\n [command]\n [fire_event]\n name=colosseum battle\n [/fire_event]\n [/command]\n [/option]\n [option]\n message= _ \"Not today.\"\n [/option]\n [/message]\n [/else]\n [/switch]\n [/event]\n\n# shops\n [event]\n name=moveto\n [filter]\n x=33,34,35,33-35\n y=21,20,21,22\n side=1\n [/filter]\n [message]\n speaker=spawn_34_21\n message= _ \"What're ye lookin' at? Get outta here 'fre I smack ye.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Have a nice day too, old fart.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x=32,33,34,32-34\n y=19,20,19,18\n side=1\n [/filter]\n [message]\n speaker=spawn_33_19\n message= _ \"Say... ladies... want some of that good leaf?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Uhh, no thanks.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=36,37,38,36-38\n y=19,20,19,18\n side=1\n [/filter]\n [message]\n speaker=spawn_37_19\n message= _ \"The finest chocolates and wine. Care to sample anything?\"\n [/message]\n [message]\n speaker=Esther\n [option]\n message= _ \"How about some chocolate?\"\n [command]\n [message]\n speaker=spawn_37_19\n message= _ \"A box for each of you? 6 gold pieces, please.\"\n [/message]\n [store_gold]\n [filter_side]\n side=1\n [/filter_side]\n variable=side1gold\n [/store_gold]\n {VARIABLE_OP side1gold sub 6}\n [modify_side]\n side=1\n gold=$side1gold\n [/modify_side]\n {CLEAR_VARIABLE side1gold}\n [message]\n speaker=Esther\n message= _ \"Thanks.\"\n [/message]\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n\n {VARIABLE_OP esther.experience add 1}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE esther}\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n\n {VARIABLE_OP yumi.experience add 1}\n [unstore_unit]\n variable=yumi\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE yumi}\n\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n\n {VARIABLE_OP aryel.experience add 1}\n [unstore_unit]\n variable=aryel\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE aryel}\n [/command]\n [/option]\n [option]\n message= _ \"A bottle of wine?\"\n [command]\n [message]\n speaker=spawn_37_19\n message= _ \"An excellent choice. That will be 5 gold pieces.\"\n [/message]\n [store_gold]\n [filter_side]\n side=1\n [/filter_side]\n variable=side1gold\n [/store_gold]\n {VARIABLE_OP side1gold sub 5}\n [modify_side]\n side=1\n gold=$side1gold\n [/modify_side]\n {CLEAR_VARIABLE side1gold}\n [message]\n speaker=Esther\n message= _ \"(sips)\"\n [/message]\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=modunits\n [/store_unit]\n\n [for]\n array=modunits\n [do]\n {VARIABLE_OP modunits.experience add 1}\n [/do]\n [/for]\n\n [unstore_unit]\n variable=modunits\n find_vacant=no\n fire_event=yes\n [/unstore_unit]\n {CLEAR_VARIABLE modunits}\n [/command]\n [/option]\n [option]\n message= _ \"Maybe some other time.\"\n [/option]\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x=37,38,39,37-39\n y=21,20,21,22\n side=1\n [/filter]\n [message]\n speaker=spawn_38_21\n message= _ \"Embroidery and clothing, spun of only the best fabric! Care to try anything?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(mutters) What hideous looking things.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"No thank you.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_adjacent]\n type=Master Bowman\n [/filter_adjacent]\n [/filter]\n\n [message]\n type=Master Bowman\n [filter_adjacent]\n x,y=$x1,$y1\n [/filter_adjacent]\n message= _ \"Move along, citizen.\"\n [/message]\n [/event]\n\n# crypt\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=37-39,36,40\n y=3,2,2\n side=1\n [/filter]\n\n [message]\n speaker=Esther\n message= _ \"We're not supposed to go back in. Remember?\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x=1-3\n y=1-2\n side=1\n [/filter]\n\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=07b_Upper_District\n [/endlevel]\n [/event]\n\n# temple\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=2-4,3\n y=8-9,10\n side=1\n [/filter]\n\n [switch]\n variable=temple\n [case]\n value=1\n [message]\n speaker=Aryel\n message= _ \"We've already been here. Any point in going again?\"\n [/message]\n [message]\n speaker=Esther\n [option]\n message= _ \"Sure, why not?\"\n\n [command]\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=07c_Temple\n [/endlevel]\n [/command]\n [/option]\n [option]\n message= _ \"I guess not.\"\n [/option]\n [/message]\n [/case]\n [else]\n [message]\n speaker=spawn_1_10\n message= _ \"Hello, faeries. Have you come to visit the temple of healing?\"\n [/message]\n [message]\n speaker=Esther\n [option]\n message= _ \"Uhh, sure. Let's take a look.\"\n\n [command]\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=07c_Temple\n [/endlevel]\n [/command]\n [/option]\n [option]\n message= _ \"Hmm, not today.\"\n [/option]\n [/message]\n [/else]\n [/switch]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=16,20,17-19\n y=8,8,9\n side=1\n [/filter]\n\n [switch]\n variable=pantheon\n [case]\n value=1\n [message]\n speaker=Aryel\n message= _ \"We've already been there. Any point in going again?\"\n [/message]\n [message]\n speaker=Esther\n [option]\n message= _ \"Sure, why not?\"\n\n [command]\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=07d_Pantheon\n [/endlevel]\n [/command]\n [/option]\n [option]\n message= _ \"I guess not.\"\n [/option]\n [/message]\n [/case]\n [else]\n [message]\n speaker=spawn_18_8\n message= _ \"Halt! The Royal Palace is not open to visitors right now. You are permitted to enter the Pantheon, but remember to keep your voices down while inside. Weaponry is not permitted within and the use of magic is strictly forbidden.\"\n [/message]\n [message]\n speaker=Esther\n [option]\n message= _ \"Let's take a look at what's inside.\"\n\n [command]\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=07d_Pantheon\n [/endlevel]\n [/command]\n [/option]\n [option]\n message= _ \"We'll be on our way.\"\n [/option]\n [/message]\n [/else]\n [/switch]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=20,22\n y=33,33\n side=1\n [/filter]\n\n [message]\n speaker=Aryel\n message= _ \"Are we leaving?\"\n [/message]\n [message]\n speaker=Esther\n [option]\n message= _ \"Nothing else to do here.\"\n\n [command]\n {CLEAR_VARIABLE prev_scenario}\n {CLEAR_VARIABLE pantheon}\n {CLEAR_VARIABLE upper_district}\n {CLEAR_VARIABLE temple}\n {CLEAR_VARIABLE garden}\n {CLEAR_VARIABLE aryel_tree_exp}\n {CLEAR_VARIABLE yumi_tree_exp}\n {CLEAR_VARIABLE colosseum}\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=08_Impetus\n [/endlevel]\n [/command]\n [/option]\n [option]\n message= _ \"Not quite yet.\"\n [/option]\n [/message]\n [/event]\n[/scenario]\n"} {"text": "#textdomain wesnoth-Genesis\n[scenario]\n id=07a_Colosseum\n name= _ \"Colosseum\"\n map_data=\"{~add-ons/Genesis/episode1/maps/07a_Colosseum.map}\"\n next_scenario=06_Caerleon\n disallow_recall=yes\n victory_when_enemies_defeated=yes\n turns=-1\n {DEFAULT_SCHEDULE_24H}\n\n {SCENARIO_MUSIC battle.ogg}\n\n [side]\n {PLAYER_FAE}\n {NO_GOLD_SIDE}\n side=1\n recruit=\n fog=yes\n [/side]\n\n [side]\n side=2\n no_leader=yes\n team_name=fae\n controller=null\n user_team_name= _ \"team_name^Spectators\"\n color=white\n [/side]\n [side]\n side=3\n no_leader=yes\n team_name=gladiator1\n controller=ai\n user_team_name= _ \"team_name^Gladiators\"\n color=white\n [/side]\n [side]\n side=4\n no_leader=yes\n team_name=gladiator2\n controller=ai\n user_team_name= _ \"team_name^Gladiators\"\n defeat_condition=no_units_left\n color=white\n [/side]\n [side]\n side=5\n no_leader=yes\n team_name=gladiator3\n controller=ai\n user_team_name= _ \"team_name^Gladiators\"\n defeat_condition=no_units_left\n color=white\n [/side]\n [side]\n side=6\n no_leader=yes\n team_name=gladiator4\n controller=ai\n user_team_name= _ \"team_name^Gladiators\"\n defeat_condition=no_units_left\n color=white\n [/side]\n [side]\n side=7\n no_leader=yes\n team_name=gladiator5\n controller=ai\n user_team_name= _ \"team_name^Gladiators\"\n defeat_condition=no_units_left\n color=white\n [/side]\n [side]\n {MONSTER_SIDE}\n side=8\n defeat_condition=always\n [/side]\n\n#define GENERATE_OBSTACLES\n [store_locations]\n variable=floor_hex\n terrain=Rrc\n [not]\n x=12,21,21,12,4,12,4\n y=12-13,8,18,22,18,3,7\n [/not]\n [and]\n [not]\n [filter_adjacent_location]\n terrain=Cmy^Xo\n [/filter_adjacent_location]\n [/not]\n [/and]\n [/store_locations]\n [for]\n array=floor_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..8\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$floor_hex[$i].x,$floor_hex[$i].y\n terrain=Xomy\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE floor_hex}\n [store_locations]\n variable=floor_hex\n terrain=Rrc\n [not]\n x=12,21,21,12,4,12,4\n y=12-13,8,18,22,18,3,7\n [/not]\n [and]\n [filter_adjacent_location]\n terrain=Xomy\n [/filter_adjacent_location]\n [/and]\n [and]\n [not]\n [filter_adjacent_location]\n terrain=Cmy^Xo\n [/filter_adjacent_location]\n [/not]\n [/and]\n [/store_locations]\n [for]\n array=floor_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..6\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$floor_hex[$i].x,$floor_hex[$i].y\n terrain=Xomy\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE floor_hex}\n#enddef\n#define GENERATE_FLOOR_TEXTURE\n [store_locations]\n variable=floor_hex\n terrain=Rrc\n [/store_locations]\n [for]\n array=floor_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..10\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$floor_hex[$i].x,$floor_hex[$i].y\n terrain=Rp\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE floor_hex}\n [store_locations]\n variable=floor_hex\n terrain=Rrc\n [and]\n [filter_adjacent_location]\n terrain=Rp\n [/filter_adjacent_location]\n [/and]\n [/store_locations]\n [for]\n array=floor_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..4\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$floor_hex[$i].x,$floor_hex[$i].y\n terrain=Rp\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE floor_hex}\n\n [store_locations]\n variable=floor_hex\n terrain=R*\n [/store_locations]\n [for]\n array=floor_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..8\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$floor_hex[$i].x,$floor_hex[$i].y\n layer=overlay\n terrain=^Edb\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE floor_hex}\n [store_locations]\n variable=floor_hex\n terrain=R*\n [and]\n [filter_adjacent_location]\n terrain=R*^Edb\n [/filter_adjacent_location]\n [/and]\n [/store_locations]\n [for]\n array=floor_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..5\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$floor_hex[$i].x,$floor_hex[$i].y\n layer=overlay\n terrain=^Edb\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE floor_hex}\n#enddef\n\n# monster spawns\n {RESPAWN_POINT (\"Giant Mudcrawler\",\"Giant Scorpion\",\"Giant Spider\",\"Great Wolf\",\"Wolf\",\"Fire Guardian\",\"Ogre\",\"Blood Bat\",\"Dread Bat\",\"Gryphon\") 8 12 12 4}\n {RESPAWN_POINT (\"Giant Mudcrawler\",\"Giant Scorpion\",\"Giant Spider\",\"Great Wolf\",\"Wolf\",\"Fire Guardian\",\"Ogre\",\"Blood Bat\",\"Dread Bat\",\"Gryphon\") 8 12 13 4}\n\n [event]\n name=prestart\n\n {GENERATE_OBSTACLES}\n {GENERATE_FLOOR_TEXTURE}\n {GENERATE_FLOOR_TEXTURE}\n\n {RECALL_YUMI 1 7}\n\n [store_locations]\n variable=castle_hex\n terrain=Cmy,Kmy\n [not]\n x=1-4\n y=4-10\n [/not]\n [/store_locations]\n [for]\n array=castle_hex\n [do]\n [set_variable]\n name=spawn_val\n rand=1..10\n [/set_variable]\n [if]\n [variable]\n name=spawn_val\n numerical_equals=1\n [/variable]\n [then]\n {SPAWN_NOID (\"Peasant,Woodsman\") 2 $castle_hex[$i].x $castle_hex[$i].y}\n [/then]\n [/if]\n {CLEAR_VARIABLE spawn_val}\n [/do]\n [/for]\n {CLEAR_VARIABLE castle_hex}\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n terrain=Cmy,Kmy,Cmy^Xo\n multiturn=yes\n [/lift_fog]\n [set_recruit]\n side=1\n recruit=\n [/set_recruit]\n [/event]\n\n [event]\n name=start\n\n [redraw][/redraw]\n {SPAWN_ID (\"Master at Arms\") 2 12 1 (\"Host\") (\"male\")}\n [message]\n speaker=Host\n message= _ \"Welcome, welcome all to the Colosseum! Today, we will be hosting a grand free-for-all battle, featuring six contestants facing off in a fight to the death! And as an added bonus, we'll be throwing in some wild beasts to mix things up!\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"(crowd cheers)\"\n [/message]\n [message]\n speaker=Host\n message= _ \"Now, bring the contestants into the arena!\"\n [/message]\n\n {RECALL_ARYEL 4 7}\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n #ifdef EASY\n {SPAWN_ID (\"Swordsman\",\"Pikeman\",\"Knight\",\"Longbowman\",\"Shock Trooper\",\"Rogue\",\"Outlaw\",\"Bandit\",\"Trapper\",\"Duelist\") 3 21 8 (\"glad1\") (\"male\")}\n {SPAWN_ID (\"Swordsman\",\"Pikeman\",\"Knight\",\"Longbowman\",\"Shock Trooper\",\"Rogue\",\"Outlaw\",\"Bandit\",\"Trapper\",\"Duelist\") 4 21 18 (\"glad2\") (\"male\")}\n {SPAWN_ID (\"Swordsman\",\"Pikeman\",\"Knight\",\"Longbowman\",\"Shock Trooper\",\"Rogue\",\"Outlaw\",\"Bandit\",\"Trapper\",\"Duelist\") 5 12 22 (\"glad3\") (\"male\")}\n {SPAWN_ID (\"Swordsman\",\"Pikeman\",\"Knight\",\"Longbowman\",\"Shock Trooper\",\"Rogue\",\"Outlaw\",\"Bandit\",\"Trapper\",\"Duelist\") 6 4 18 (\"glad4\") (\"male\")}\n {SPAWN_ID (\"Swordsman\",\"Pikeman\",\"Knight\",\"Longbowman\",\"Shock Trooper\",\"Rogue\",\"Outlaw\",\"Bandit\",\"Trapper\",\"Duelist\") 7 12 3 (\"glad5\") (\"male\")}\n #endif\n #ifndef EASY\n {SPAWN_ID (\"Royal Guard\",\"Halberdier\",\"Grand Knight\",\"Master Bowman\",\"Iron Mauler\",\"Assassin\",\"Fugitive\",\"Highwayman\",\"Huntsman\",\"Ranger\") 3 21 8 (\"glad1\") (\"male\")}\n {SPAWN_ID (\"Royal Guard\",\"Halberdier\",\"Grand Knight\",\"Master Bowman\",\"Iron Mauler\",\"Assassin\",\"Fugitive\",\"Highwayman\",\"Huntsman\",\"Ranger\") 4 21 18 (\"glad2\") (\"male\")}\n {SPAWN_ID (\"Royal Guard\",\"Halberdier\",\"Grand Knight\",\"Master Bowman\",\"Iron Mauler\",\"Assassin\",\"Fugitive\",\"Highwayman\",\"Huntsman\",\"Ranger\") 5 12 22 (\"glad3\") (\"male\")}\n {SPAWN_ID (\"Royal Guard\",\"Halberdier\",\"Grand Knight\",\"Master Bowman\",\"Iron Mauler\",\"Assassin\",\"Fugitive\",\"Highwayman\",\"Huntsman\",\"Ranger\") 6 4 18 (\"glad4\") (\"male\")}\n {SPAWN_ID (\"Royal Guard\",\"Halberdier\",\"Grand Knight\",\"Master Bowman\",\"Iron Mauler\",\"Assassin\",\"Fugitive\",\"Highwayman\",\"Huntsman\",\"Ranger\") 7 12 3 (\"glad5\") (\"male\")}\n #endif\n\n [message]\n speaker=Aryel\n message= _ \"Sweet. Let's do this.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(sighs) Look at her, getting so excited about such a barbaric sport.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(stares at Aryel)\"\n [/message]\n [message]\n speaker=Host\n message= _ \"Contestants prepare yourselves. On my mark. Ready... fight!\"\n [/message]\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Defeat the other gladiators\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_CARRYOVER}\n {OBJECTIVE_NOTE ( _ \"You can take control of monsters by right clicking on them. This will cost 4 movement points per use.\")}\n {OBJECTIVE_NOTE ( _ \"When you complete this scenario and return to Caerleon, you will need to reload the Caerleon scenario to continue playing.\")}\n [/objectives]\n [set_menu_item]\n id=possess\n description= _ \"Possess\"\n image=\"attacks/wail.png~SCALE(18,18)\"\n [show_if]\n [variable]\n name=side_number\n numerical_equals=1\n [/variable]\n [/show_if]\n [filter_location]\n [filter]\n side=8\n [/filter]\n [/filter_location]\n [command]\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n [if]\n [variable]\n name=aryel.moves\n less_than=4\n [/variable]\n [then]\n [message]\n speaker=narrator\n message= _ \"You cannot use this spell right now!\"\n [/message]\n [/then]\n [else]\n [store_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n variable=monster\n [/store_unit]\n [set_variable]\n name=monster.side\n value=1\n [/set_variable]\n {VARIABLE_OP aryel.moves sub 4}\n {PLAY_SOUND \"wail.wav\"}\n [unstore_unit]\n variable=monster\n find_vacant=no\n [/unstore_unit]\n [unstore_unit]\n variable=aryel\n find_vacant=no\n [/unstore_unit]\n {CLEAR_VARIABLE monster}\n [/else]\n [/if]\n {CLEAR_VARIABLE aryel}\n [/command]\n [/set_menu_item]\n [/event]\n [event]\n name=menu item possess\n first_time_only=yes\n [message]\n speaker=Aryel\n message= _ \"Aha, looks like these creatures are weak enough for me to control. Excellent.\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=glad1\n [/filter]\n\n [message]\n speaker=glad1\n message= _ \"I cannot die like this! I am- ack!\"\n [/message]\n [/event]\n [event]\n name=last breath\n [filter]\n id=glad2\n [/filter]\n\n [message]\n speaker=glad2\n message= _ \"Nooo! Victory, oh sweet victory...\"\n [/message]\n [/event]\n [event]\n name=last breath\n [filter]\n id=glad3\n [/filter]\n\n [message]\n speaker=glad3\n message= _ \"I can't possibly lose to the likes of-\"\n [/message]\n [/event]\n [event]\n name=last breath\n [filter]\n id=glad4\n [/filter]\n\n [message]\n speaker=glad4\n message= _ \"How could I lose to such pitiful worms...\"\n [/message]\n [/event]\n [event]\n name=last breath\n [filter]\n id=glad5\n [/filter]\n\n [message]\n speaker=glad5\n message= _ \"Argh!\"\n [/message]\n [/event]\n\n\n [event]\n name=victory\n\n [message]\n speaker=Host\n message= _ \"Ladies and gentlemen, we have a winner! Looks like it's the faerie!\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"(crowd goes wild)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(smirks at Esther) See? What'd I say?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(snorts) Wouldn't expect any less from you.\"\n [/message]\n [message]\n speaker=Host\n message= _ \"For winning today's free-for-all, you've earned yourself 100 gold! Congratulations!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(grins) See? And you thought this was a bad idea.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I said nothing like that!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You totally thought so.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Hmph. Now come on, get out of there before everyone starts crowding you.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"And disappoint my new fans? Are you kidding? You two go on, I'll catch up with you later.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(rolls eyes)\"\n [/message]\n\n [store_gold]\n [filter_side]\n side=1\n [/filter_side]\n variable=side1gold\n [/store_gold]\n {VARIABLE_OP side1gold add 100}\n [modify_side]\n side=1\n gold=$side1gold\n [/modify_side]\n {CLEAR_VARIABLE side1gold}\n\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n\n #ifdef EASY\n {VARIABLE_OP aryel.experience add 125}\n\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+125 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef NORMAL\n {VARIABLE_OP aryel.experience add 100}\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+100 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef HARD\n {VARIABLE_OP aryel.experience add 50}\n\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+50 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n\n {CLEAR_VARIABLE aryel}\n {DELAY 500}\n\n [kill]\n side=1\n [not]\n id=Aryel,Esther,Yumi\n [/not]\n [and]\n [not]\n x,y=recall,recall\n [/not]\n [/and]\n [/kill]\n\n [clear_menu_item]\n id=possess\n [/clear_menu_item]\n [set_variable]\n name=colosseum\n value=1\n [/set_variable]\n [set_variable]\n name=prev_scenario\n value=\"Colosseum\"\n [/set_variable]\n [endlevel]\n result=victory\n {NEW_GOLD_CARRYOVER 100}\n carryover_report=no\n linger_mode=no\n next_scenario=06_Caerleon\n [/endlevel]\n [/event]\n [event]\n name=last breath\n [filter]\n id=Aryel\n [/filter]\n\n [message]\n speaker=Aryel\n message= _ \"Ugh, whoops... I- ahh-\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n[/scenario]\n\n#undef GENERATE_OBSTACLES\n#undef GENERATE_FLOOR_TEXTURE\n"} {"text": "#textdomain wesnoth-Genesis\n[scenario]\n id=07b_Upper_District\n name= _ \"Upper District\"\n map_data=\"{~add-ons/Genesis/episode1/maps/07b_Upper_District.map}\"\n next_scenario=06_Caerleon\n victory_when_enemies_defeated=no\n turns=-1\n {DEFAULT_SCHEDULE_24H}\n\n {SCENARIO_MUSIC silvan_sanctuary.ogg}\n {EXTRA_SCENARIO_MUSIC traveling_minstrels.ogg}\n {STORYTXT_UPPER_DISTRICT}\n\n [side]\n {PLAYER_FAE}\n {NO_GOLD_SIDE}\n side=1\n recruit=\n [/side]\n\n [side]\n {HUMAN_ALLY}\n side=2\n no_leader=yes\n [/side]\n\n {SPAWN_POINT (\"Royal Guard\") 2 9 5}\n {SPAWN_POINT (\"Royal Guard\") 2 11 7}\n {SPAWN_POINT (\"Red Mage\") 2 30 8}\n {SPAWN_POINT (\"Arch Mage\") 2 21 3}\n {SPAWN_POINT (\"Silver Mage\") 2 23 5}\n\n [event]\n name=prestart\n\n [label]\n x,y=12,2\n text = _ \"Gardens\"\n [/label]\n [label]\n x,y=4,7\n text = _ \"Arcaneum\"\n [/label]\n [label]\n x,y=27,5\n text = _ \"Library\"\n [/label]\n\n [switch]\n variable=prev_scenario\n [case]\n value=\"Arcaneum\"\n [move_unit]\n id=Esther\n to_x,to_y=4,8\n [/move_unit]\n {RECALL_ARYEL 4 9}\n {RECALL_YUMI 5 9}\n [/case]\n [case]\n value=\"Lore\"\n [move_unit]\n id=Esther\n to_x,to_y=27,6\n [/move_unit]\n {RECALL_YUMI 26 6}\n {RECALL_ARYEL 25 6}\n [/case]\n [else]\n {RECALL_ARYEL 30 16}\n {RECALL_YUMI 32 16}\n [/else]\n [/switch]\n [set_recruit]\n side=1\n recruit=\n [/set_recruit]\n [/event]\n [event]\n name=start\n\n [if]\n [variable]\n name=prev_scenario\n equals=\"Arcaneum\"\n [/variable]\n [then]\n {SPAWN_ID_NAME (\"Mage\") 2 4 7 (\"student\") (\"female\") (\"Kacy\")}\n [message]\n speaker=student\n message= _ \"Thank you, thank you, thank you! You have no idea how worried I was- I thought for sure they would expel us or something- I mean, there's a chance they still might, but at least all those things are gone, and, oh my goodness-\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Relax. You're going to run out of breath if you talk like that for too long.\"\n [/message]\n [message]\n speaker=student\n message= _ \"(breathes) Sorry. It's too bad I have nothing to give you in return for your trouble. I'm not one of the rich kids-\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"It's fine. Really, no worries. We just thought we could help a bit, so don't fret, okay?\"\n [/message]\n [message]\n speaker=student\n message= _ \"(smiles) Okay. Thanks again, though.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"No problem.\"\n [/message]\n [/then]\n [/if]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Explore\")}\n {OBJECTIVE_NOTE ( _ \"There are two extra scenarios on this map.\")}\n {OBJECTIVE_NOTE ( _ \"There are a few bonuses that Esther can obtain.\")}\n {OBJECTIVE_NOTE ( _ \"Look for labels or move next to other units to trigger events.\")}\n {OBJECTIVE_NOTE ( _ \"Move back to the great tree (35,17) to return to Caerleon.\")}\n [/objectives]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Esther\n [/filter]\n {MODIFY_UNIT (id=Esther) moves 10}\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Yumi\n [/filter]\n {MODIFY_UNIT (id=Yumi) moves 10}\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Aryel\n [/filter]\n {MODIFY_UNIT (id=Aryel) moves 10}\n [/event]\n\n [event]\n name=moveto\n [filter]\n x=27\n y=5-6\n side=1\n [/filter]\n\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=07f_Lore\n [/endlevel]\n [/event]\n\n\n [event]\n name=moveto\n [filter]\n x=4,4\n y=6,7\n side=1\n [/filter]\n\n [filter_condition]\n [variable]\n name=upper_district\n numerical_not_equals=1\n [/variable]\n [/filter_condition]\n\n {SPAWN_ID_NAME (\"Mage\") 2 4 8 (\"student\") (\"female\") (\"Kacy\")}\n\n [message]\n speaker=student\n message= _ \"Oh, thank goodness! I-I was scared to death. I thought, oh my gosh-\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Calm down! What seems to be the problem?\"\n [/message]\n [message]\n speaker=student\n message= _ \"I-it's inside! Some of my friends were j-just playing around with spells from a book, and suddenly there were... there were... s-skeletons everywhere! And ghosts! Oh, the headmaster is going to have a fit!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(glances at Aryel) Maybe we can help.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Wha-? Oh, well, hmm. I don't care either way. Human troubles are so mundane.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Don't be so mean! Of course we'll help.\"\n [/message]\n [message]\n speaker=student\n message= _ \"Thank you so much!\"\n [/message]\n\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=07e_Arcaneum\n [/endlevel]\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n id=Yumi,Aryel\n [filter_adjacent]\n type=Arch Mage\n [/filter_adjacent]\n [/filter]\n\n [message]\n speaker=spawn_21_3\n message= _ \"Blasted experiments... I have no time for you - come back some other day!\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Esther\n [filter_adjacent]\n type=Arch Mage\n [/filter_adjacent]\n [/filter]\n\n [switch]\n variable=garden\n [case]\n value=1\n [message]\n speaker=spawn_21_3\n message= _ \"You... you have the mark of fire upon you!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Me?\"\n [/message]\n [message]\n speaker=spawn_21_3\n message= _ \"Yes, indeed. Indeed, this is incredible! I have never felt anything like this before. What raw power!\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shifts nervously)\"\n [/message]\n [message]\n speaker=spawn_21_3\n message= _ \"Perhaps... yes, could you come here for a moment?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(frowns)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I... well, sure.\"\n [/message]\n [move_unit]\n id=Esther\n to_x,to_y=20,3\n [/move_unit]\n [message]\n speaker=spawn_21_3\n message= _ \"Hold out your hand.\"\n [/message]\n {DELAY 750}\n\n {PLAY_SOUND \"flame-big.ogg\"}\n [object]\n [filter]\n id=Esther\n [/filter]\n silent=yes\n duration=forever\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_KINDLE}\n [/abilities]\n [/effect]\n [effect]\n apply_to=remove_ability\n [abilities]\n {ABILITY_REGENERATES}\n [/abilities]\n [/effect]\n [/object]\n {DELAY 750}\n [message]\n speaker=spawn_21_3\n message= _ \"Fascinating, simply fascinating. It would appear that the resonance between our two modes of pyromancy strengthens both of our energies. This is quite a revelation! So that was what was missing. It required the innate power of a faerie to supplement my generators. With this, it is now possible for me to advance my studies even further. The title of 'Great Mage' is mine!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Erm... that's good.\"\n [/message]\n [message]\n speaker=spawn_21_3\n message= _ \"Good? Oh yes, it is excellent. Very excellent. Now, if you will excuse me, I have some work to attend to...\"\n [/message]\n\n [set_variable]\n name=garden\n value=2\n [/set_variable]\n [/case]\n [else]\n [message]\n speaker=spawn_21_3\n message= _ \"Someone like me is certain to be elected to the mage council sooner or later.\"\n [/message]\n [/else]\n [/switch]\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=1\n [filter_adjacent]\n type=Silver Mage\n [/filter_adjacent]\n [/filter]\n\n [switch]\n variable=upper_district\n [case]\n value=1\n [message]\n speaker=spawn_23_5\n message= _ \"You got rid of those pesky undead creatures? Great. Now, let me go check if my office is fixed yet...\"\n [/message]\n [kill]\n id=spawn_23_5\n [/kill]\n [message]\n speaker=Aryel\n message= _ \"(whispers) These humans are so impatient.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) It's to be expected. They don't live very long, so they're always in a hurry.\"\n [/message]\n [/case]\n [else]\n [message]\n speaker=spawn_23_5\n message= _ \"Oh? What are a bunch of faeries doing all the way up here?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Just visiting.\"\n [/message]\n [message]\n speaker=spawn_23_5\n message= _ \"Hmph, well stay out of trouble. The students are causing enough problems as it is.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"What kind of problems?\"\n [/message]\n [message]\n speaker=spawn_23_5\n message= _ \"Something to do with not being able to control their creations properly. Stay clear of the Arcaneum, if you know what's good for you.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Right.\"\n [/message]\n [/else]\n [/switch]\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=1\n [filter_adjacent]\n type=Red Mage\n [/filter_adjacent]\n [/filter]\n\n [switch]\n variable=upper_district\n [case]\n value=1\n [message]\n speaker=spawn_30_8\n message= _ \"Heard what you three did. Good bit of work at the Arcaneum. Always wondered when them damned conjurers were going to lose control of those undead.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Not a fan of the undead, huh. (mutters) Maybe I should show you how fun they can be.\"\n [/message]\n [message]\n speaker=spawn_30_8\n message= _ \"They're fine if you can control 'em, but I've got no clue why they thought a bunch of blasted students could do it. Incompetent fools.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Least we took care of it. Come on, let's not bother the man any more than we need to.\"\n [/message]\n [/case]\n [else]\n [message]\n speaker=spawn_30_8\n message= _ \"I have no time for idle chatter.\"\n [/message]\n [/else]\n [/switch]\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=1\n [filter_adjacent]\n type=Royal Guard\n [/filter_adjacent]\n [/filter]\n\n [if]\n [variable]\n name=garden\n numerical_not_equals=1\n [/variable]\n [and]\n [variable]\n name=garden\n numerical_not_equals=2\n [/variable]\n [/and]\n [and]\n [variable]\n name=garden\n numerical_not_equals=3\n [/variable]\n [/and]\n [then]\n [message]\n speaker=Esther\n message= _ \"What is this place?\"\n [/message]\n [message]\n speaker=spawn_9_5\n message= _ \"Just a simple garden. The magi sometimes come here to meditate or commune with nature. You are free to enjoy, but please keep your voices down inside.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Of course.\"\n [/message]\n [/then]\n [/if]\n [terrain]\n x=10,10,11\n y=4,5,6\n terrain=Gg\n [/terrain]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=12,1\n id=Esther\n [/filter]\n [message]\n speaker=narrator\n message= _ \"It is warm and comfortable here and the presence of the sun is strong. There is an alien feeling, one wholly different from that of human magic, a more pure and raw fire that resonantes with the magic flowing through her body. Its power surges and ebbs in rhythm, like a heartbeat, pulsating with energy. The feeling is quite unfamiliar, but welcome.\"\n [/message]\n [switch]\n variable=garden\n [case]\n value=1\n [/case]\n [case]\n value=2\n [/case]\n [else]\n [message]\n speaker=narrator\n message= _ \"As the energy surges again, there is a brief moment when it feels as if it's flowing into fae's body itself, imbuing everything with a heat that does not burn, but rather fosters a pleasant, sheltering warmth. A moment later, it feels as if some spark of energy has been kindled.\"\n [/message]\n [object]\n [filter]\n id=Esther\n [/filter]\n silent=yes\n duration=forever\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_BLESSING_SHARDIA}\n [/abilities]\n [/effect]\n [/object]\n [set_variable]\n name=garden\n value=1\n [/set_variable]\n [/else]\n [/switch]\n [/event]\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x,y=12,1\n id=Aryel\n [/filter]\n [filter_condition]\n [variable]\n name=aryel_tree_exp\n numerical_not_equals=1\n [/variable]\n [/filter_condition]\n [message]\n speaker=narrator\n message= _ \"In Caerleon, high up in the mountains, the air is usually thin and cold. But here, there seems to be a strange warmth of sensation, where everything in the ambient is rife with life and vitality, belying the cold blocks of white marble and unblinking statues of the long dead. This place is pleasant, and it is not hard to see why the human magi like it.\"\n [/message]\n\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n\n #ifdef EASY\n {VARIABLE_OP aryel.experience add 60}\n\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+60 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef NORMAL\n {VARIABLE_OP aryel.experience add 50}\n\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+50 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef HARD\n {VARIABLE_OP aryel.experience add 25}\n\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+25 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n\n {CLEAR_VARIABLE aryel}\n {VARIABLE aryel_tree_exp 1}\n [/event]\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x,y=12,1\n id=Yumi\n [/filter]\n [filter_condition]\n [variable]\n name=yumi_tree_exp\n numerical_not_equals=1\n [/variable]\n [/filter_condition]\n [message]\n speaker=narrator\n message= _ \"It is quiet and serene. There is very little to disturb the silence, but there is plenty of sensation that emanates from the earth itself. Or perhaps it's flowing through the air. Or perhaps it's raining down from the sunlight. It's a faint rumble, or maybe a pinprick of emotion, like a little spark running through her. She's not really sure what it is, but one thing is for certain - the bright light reflecting off the white marble is somewhat irritating and disconcerting.\"\n [/message]\n\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n\n #ifdef EASY\n {VARIABLE_OP yumi.experience add 60}\n\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+60 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef NORMAL\n {VARIABLE_OP yumi.experience add 50}\n\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+50 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef HARD\n {VARIABLE_OP yumi.experience add 25}\n\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+25 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n\n {CLEAR_VARIABLE yumi}\n {VARIABLE yumi_tree_exp 1}\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x,y=35,17\n side=1\n [/filter]\n [set_variable]\n name=prev_scenario\n value=\"Upper District\"\n [/set_variable]\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=06_Caerleon\n [/endlevel]\n [/event]\n[/scenario]\n"} {"text": "#textdomain wesnoth-Genesis\n[scenario]\n id=07c_Temple\n name= _ \"Temple\"\n map_data=\"{~add-ons/Genesis/episode1/maps/07c_Temple.map}\"\n disallow_recall=yes\n next_scenario=06_Caerleon\n theme=Cutscene\n victory_when_enemies_defeated=no\n turns=-1\n {DEFAULT_SCHEDULE_24H}\n\n {SCENARIO_MUSIC silvan_sanctuary.ogg}\n {EXTRA_SCENARIO_MUSIC traveling_minstrels.ogg}\n\n [side]\n {PLAYER_FAE}\n {NO_GOLD_SIDE}\n side=1\n recruit=\n [/side]\n\n [side]\n side=2\n no_leader=yes\n team_name=fae\n controller=ai\n user_team_name= _ \"team_name^Monks\"\n color=white\n [/side]\n\n [side]\n side=3\n no_leader=yes\n hidden=yes\n team_name=fae\n controller=ai\n color=green\n [/side]\n\n [event]\n name=prestart\n\n {RECALL_YUMI_NOLOC}\n {RECALL_ARYEL_NOLOC}\n [set_recruit]\n side=1\n recruit=\n [/set_recruit]\n [set_variable]\n name=visited_fountain\n value=0\n [/set_variable]\n [label]\n x,y=7,24\n text = _ \"Monks' quarters\"\n [/label]\n [label]\n x,y=23,24\n text = _ \"Monks' quarters\"\n [/label]\n [label]\n x,y=15,16\n text = _ \"Gardens\"\n [/label]\n [label]\n x,y=15,3\n text = _ \"Fountain\"\n [/label]\n [/event]\n\n [event]\n name=start\n\n [switch]\n variable=temple\n [case]\n value=1\n\n [message]\n speaker=Esther\n message= _ \"Come on! Let's get going!\"\n [/message]\n [/case]\n [else]\n value=0\n [message]\n speaker=Esther\n message= _ \"Wow! This place looks amazing.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(blinks)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"It does look kind of nice, but isn't it really bright in here?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"That's just you talking. For me, the more light there is, the better!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I already knew that, sunshine.\"\n [/message]\n [/else]\n [/switch]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Explore the temple\")}\n {OBJECTIVE_NOTE ( _ \"Look for labels to trigger events.\")}\n {OBJECTIVE_NOTE ( _ \"Move to the bottom edge of the map to return to Caerleon.\")}\n [/objectives]\n [/event]\n\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Esther\n [/filter]\n {MODIFY_UNIT (id=Esther) moves 10}\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Yumi\n [/filter]\n {MODIFY_UNIT (id=Yumi) moves 10}\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Aryel\n [/filter]\n {MODIFY_UNIT (id=Aryel) moves 10}\n [/event]\n\n [event]\n name=moveto\n [filter]\n x=7,23\n y=24,24\n side=1\n [/filter]\n [if]\n [have_unit]\n side=1\n x,y=3,24\n [/have_unit]\n [then]\n {SPAWN_ID (\"Mage of Light\") 2 2 25 (\"wmage\") (\"female\")}\n [/then]\n [else]\n {SPAWN_ID (\"Mage of Light\") 2 17 24 (\"wmage\") (\"female\")}\n [/else]\n [/if]\n\n [switch]\n variable=temple\n [case]\n value=1\n\n [message]\n speaker=wmage\n message= _ \"Welcome back, faeries. There are still others who would wish to follow you, if it is not a problem.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Not at all.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"You may recruit White Magi for this scenario only. Recruiting will not incur upkeep penalties.\"\n [/message]\n [/case]\n [else]\n [message]\n speaker=wmage\n message= _ \"Hello, fair maidens. I have not seen you here before. What brings faeries such as yourselves to our temple today?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Just having a look around. It's beautiful in here! Is this a place of worship?\"\n [/message]\n [message]\n speaker=wmage\n message= _ \"Yes, in a way. Many of the city's citizens come here to relax or to seek the aid of the temple's caretakers. This is also a place of healing. The waters from the spring have calming properties.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"So you are mostly healers.\"\n [/message]\n [message]\n speaker=wmage\n message= _ \"Yes. However, it is a pity that unlike you faeries, we cannot explore the world so freely and lend our aid to others. Healers are rare and precious in our kingdom, and so it is frowned upon for us to leave the safety of Caerleon whenever there is war. It is unfortunate, since there have even been rumors that Urdemons from Ethea are attacking our villages now...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(glances at Aryel) So I've heard. It must get monotonous staying in here forever, though.\"\n [/message]\n [message]\n speaker=wmage\n message= _ \"I suppose so. Some of the younger priests and priestesses do get quite restless oftentimes... hmm. I suppose you being here is a rare opportunity for us. Do you think some of our students could accompany you in your journies? It is usually not safe for ones such as us to travel alone, but if it is possible, you could offer them some protection.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(raises eyebrows)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Sure, I don't see why not.\"\n [/message]\n [message]\n speaker=wmage\n message= _ \"Thank you. I promise they will not be a burden.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"You may recruit White Magi for this scenario only (use the hotkey ctrl + r). Recruiting will not incur upkeep penalties.\"\n [/message]\n [/else]\n [/switch]\n\n [set_recruit]\n side=1\n recruit=White Mage\n [/set_recruit]\n [/event]\n\n [event]\n name=recruit\n first_time_only=no\n\n [filter]\n type=White Mage\n [/filter]\n [object]\n [filter]\n x,y=$x1,$y1\n [/filter]\n silent=yes\n duration=scenario\n [effect]\n apply_to=loyal\n [/effect]\n [/object]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x=14-16,15\n y=15-16,17\n side=1\n [/filter]\n\n {SPAWN_ID (\"Mage of Light\") 2 15 16 (\"wmage2\") (\"male\")}\n\n [switch]\n variable=temple\n [case]\n value=1\n\n [message]\n speaker=Esther\n message= _ \"Want to buy some more jelly from the priests?\"\n [/message]\n [message]\n speaker=Aryel\n\n [option]\n message= _ \"Sure.\"\n\n [command]\n [message]\n speaker=wmage2\n message= _ \"A jar for your journey? That'll be 6 gold pieces.\"\n [/message]\n [store_gold]\n [filter_side]\n side=1\n [/filter_side]\n variable=side1gold\n [/store_gold]\n {VARIABLE_OP side1gold sub 6}\n [modify_side]\n side=1\n gold=$side1gold\n [/modify_side]\n {CLEAR_VARIABLE side1gold}\n [message]\n speaker=Esther\n message= _ \"Thanks.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Mmm...\"\n [/message]\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n\n {VARIABLE_OP esther.experience add 1}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE esther}\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n\n {VARIABLE_OP yumi.experience add 1}\n [unstore_unit]\n variable=yumi\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE yumi}\n\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n\n {VARIABLE_OP aryel.experience add 1}\n [unstore_unit]\n variable=aryel\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE aryel}\n [/command]\n [/option]\n\n [option]\n message= _ \"Maybe some other time.\"\n\n [command]\n [message]\n speaker=Esther\n message= _ \"Okay.\"\n [/message]\n [/command]\n [/option]\n [/message]\n [/case]\n [else]\n [message]\n speaker=wmage2\n message= _ \"Enjoying the gardens?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"It's quite pleasant in here. Are those greenhouses around the fountains?\"\n [/message]\n [message]\n speaker=wmage2\n message= _ \"Indeed. I would show you inside, but unfortunately we are in the middle of harvesting the fruit. I'm afraid it would be too embarrassing to show you our gardens in such disarray. I can offer you a little something, however.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Oh, no. That's quite alright. We wouldn't want to be-\"\n [/message]\n [message]\n speaker=wmage2\n message= _ \"Nonsense. It is not a big deal. I am certain faerie maidens such as yourselves have never tried something like this before. You must have a taste! It is our temple's specialty. Pear jelly!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(frowns) Pear... jelly. So you took the fruit and mashed it up, then added sugar, and... hmm...\"\n [/message]\n [message]\n speaker=wmage2\n message= _ \"It is a blend of many fruits to give it texture, but pear is the primary flavor in this one. Please, enjoy.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(licks fingers)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"This is... really good! How did you even come up with something like this?\"\n [/message]\n [message]\n speaker=wmage2\n message= _ \"Actually, it is quite an odd story. Supposedly, there was once a master gardener named Ellerom who took on a young apprentice. The master was particularly famous for the fruit she grew, especially her pears. Somehow, the fruits from her garden were always the most delicious and lasted the longest - she also managed to figure out how to grow them quickly and efficiently, no matter what type of weather Irdya decided to send her.\"\n [/message]\n [message]\n speaker=wmage2\n message= _ \"Naturally, the apprentice was jealous of his master's abilities, but knowing that he could never match his teacher's skills, he had to come up with something new. It took him a long time, but eventually, he figured it out.\"\n [/message]\n [message]\n speaker=wmage2\n message= _ \"Here in the north, it is hard to come by fruit in the winter, so the apprentice thought of creating some form of preserved fruit specifically for enjoyment during the months of snow. The task was not straightforward, but eventually he found that the taste could be preserved by cooking the fruits for a long time until they had mostly turned into a thick fluid. Adding in spices and sugar would enhance the flavor further, to make up for the loss of freshness.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(blinks) It does taste good. Maybe we could buy a jar to take with us?\"\n [/message]\n [message]\n speaker=wmage2\n message= _ \"We will give you one for free. A gift.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Wow, thank you! We appreciate the kindness.\"\n [/message]\n [message]\n speaker=wmage2\n message= _ \"Of course.\"\n [/message]\n [/else]\n [/switch]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x=1-24\n y=5-11\n side=1\n [/filter]\n\n [switch]\n variable=temple\n [case]\n value=1\n [/case]\n [else]\n value=0\n [message]\n speaker=Esther\n message= _ \"We should take a look at that fountain.\"\n [/message]\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Move Esther, Aryel, and Yumi to the center of the fountain on the uppermost level\")}\n [/objectives]\n [set_variable]\n name=visited_fountain\n value=1\n [/set_variable]\n [/else]\n [/switch]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x=1-24\n y=1-5\n id=Esther\n [/filter]\n\n [switch]\n variable=temple\n [case]\n value=1\n [message]\n speaker=Esther\n message= _ \"I wonder what's going on between Aryel and Yumi? Aryel keeps trying really hard to get Yumi to open up. I guess that's not necessarily bad, but just the way she's going about it...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Hmm, there's also the matter of why Yumi keeps looking at her. I mean, Aryel's pretty, yes, but that's not usually something that grabs her attention. Maybe there's something else?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(sighs) These two are so much trouble.\"\n [/message]\n [/case]\n [else]\n [message]\n speaker=Esther\n message= _ \"(looks up)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(looks down)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"It's warm here. It's really comfortable. This place is filled with energy, vivacious and vibrant, but also soft and tempered. It's not like the type of magic that humans usually use.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(closes eyes) What kind of power is this? It feels soothing, almost protecting, but at the same time it's not stable like Earth should be. This is fluid, like water, but without the darker undercurrent of blood that often accompanies the element. So something else?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"This isn't human work. Human magic is distinctly different from faerie or even demon magic. It's not always weaker, but it's somehow... artificial. With the exception of necromancy, it lacks the same connection to the Aspects.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Clearly this isn't faerie magic either, and without a strong presence of demons on our world, that seems unlikely as well. Then... a Guardian? Could this be Uria's influence extending beyond Ethea?\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"She breathes in deeply and steadily. The sounds around her fade away. It's like she's suddenly isolated, trapped in a bubble removed from the now distant world. A different current of energy runs through, cold and eerie. It lingers there without revealing itself, a dark presence that seems to morph as quickly as thought.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"The feeling transforms further. It's now an ever transforming oceanscape of water that's not exactly water, filled with demons that aren't demons, a mirrored mockery of the real world that is a different form of reality in itself. In a flash, the facets change and the water turns to blood, and trees and grass and life turn to a barren wasteland.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"And then it's gone and she steps back, the reverie already half forgotten.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(shakes head) I'm imagining things. Maybe Yumi's rubbing off on me. This is just a humble temple built by humans. It's a nice place, but human magic has limits to what it can achieve. There's nothing special here and the likelihood that some outside force would use humans for insidious purposes is really low. I'm reading too much into it.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I need to relax. This pool is built for meditation, so I'm just going to do that and stop worrying.\"\n [/message]\n {VARIABLE_OP visited_fountain add 1}\n [/else]\n [/switch]\n [if]\n [variable]\n name=visited_fountain\n numerical_equals=4\n [/variable]\n [then]\n {DELAY 500}\n [fire_event]\n name=fountain done\n [/fire_event]\n [/then]\n [/if]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x=1-24\n y=1-5\n id=Aryel\n [/filter]\n\n [switch]\n variable=temple\n [case]\n value=1\n [message]\n speaker=Aryel\n message= _ \"(fixes hair)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(sticks out chest)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(looks over)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(frowns)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(slouches)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"She's avoiding me...\"\n [/message]\n [/case]\n [else]\n [message]\n speaker=Aryel\n message= _ \"(stares at reflection)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(smooths out hair)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(flutters wings)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(glances at Yumi) I wonder what she's thinking about.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"She looks tired and paler than usual. Maybe she hasn't been sleeping well. I think she always used to have nightmares... I wonder if she still does? Should I be worried? Eh, well...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(stares back at reflection) I know she notices when I try to get her attention. Though she's kind of distant and absentminded in some ways, she's also really observant. She just doesn't seem to want to talk to me. Is she avoiding me? Should I leave her alone, or..?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Even if I wanted to, I wonder how I could get her to talk. I've tried so many different ways...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Heh, I guess being even more beautiful than I am now wouldn't be enough for her to want to open up.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Hmm... what I can do...\"\n [/message]\n {VARIABLE_OP visited_fountain add 1}\n [/else]\n [/switch]\n [if]\n [variable]\n name=visited_fountain\n numerical_equals=4\n [/variable]\n [then]\n {DELAY 500}\n [fire_event]\n name=fountain done\n [/fire_event]\n [/then]\n [/if]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x=1-24\n y=1-5\n id=Yumi\n [/filter]\n\n [switch]\n variable=temple\n [case]\n value=1\n [message]\n speaker=Yumi\n message= _ \"(stares at water)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(glances at Aryel)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(bites lip)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(closes eyes)\"\n [/message]\n [/case]\n [else]\n [message]\n speaker=Yumi\n message= _ \"(stares vacantly)\"\n [/message]\n {SPAWN_ID_NAME (\"Fake Shadow Fae\") 3 $x1 $y1 (\"Fake Yumi\") (\"female\") (\"Yumi\")}\n [message]\n speaker=Fake Yumi\n message= _ \"Hello.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(frowns)\"\n [/message]\n [message]\n speaker=Fake Yumi\n message= _ \"Why are you so nervous? What are you afraid of?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(bites lip)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(fiddles with hair)\"\n [/message]\n [message]\n speaker=Fake Yumi\n message= _ \"I guess the others are hard to trust. I mean, they're your friends and they mean the best, but... well, you can't trust anyone. Right?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shakes head)\"\n [/message]\n [message]\n speaker=Fake Yumi\n message= _ \"They wouldn't hurt you. I think. Or is it that you're capable of hurting them?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shrugs)\"\n [/message]\n [message]\n speaker=Fake Yumi\n message= _ \"You're different from them. Don't you think they can feel that, having been around you all this time? They're afraid of you. And just think, they don't even know just what you're capable of. But you do. It's definitely scary.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(sighs)\"\n [/message]\n [message]\n speaker=Fake Yumi\n message= _ \"One day, they're going to figure out what you are and what your powers can do, and then you'll see if they'll still want to be your friends. But, who knows? If you work hard to make them like you, maybe they'll still be on your side.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(turns away and covers ears)\"\n [/message]\n [message]\n speaker=Fake Yumi\n message= _ \"Having the social skills of an orange isn't going to help you though.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(closes eyes)\"\n [/message]\n [kill]\n id=Fake Yumi\n [/kill]\n {VARIABLE_OP visited_fountain add 1}\n [/else]\n [/switch]\n [if]\n [variable]\n name=visited_fountain\n numerical_equals=4\n [/variable]\n [then]\n {DELAY 500}\n [fire_event]\n name=fountain done\n [/fire_event]\n [/then]\n [/if]\n [/event]\n\n [event]\n name=fountain done\n\n [message]\n speaker=Esther\n message= _ \"This water feels... it's odd, but not unpleasant.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(shrugs) It's different, yes. It's a strange fountain.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"It certainly seems to have our friend thinking about something.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(frowns) I've been meaning to ask you about that.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(takes a deep breath) Well, I've long since learned that trying to pry too hard won't do anything. You won't get anything out of her by doing that, and you'll probably just end up making her upset. Best thing to do is let her have her space.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"There has to be a limit to that...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(sulks)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Come on, Yumi. Talk!\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(looks away)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Ugh.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yumi, you know we're here for you, right? If there's anything wrong, you can tell us.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(stares)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I mean it. If there's anything wrong, you should let us know. There's no need to be afraid.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(nods slowly)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"As long as you understand.\"\n [/message]\n\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n\n #ifdef EASY\n {VARIABLE_OP esther.experience add 60}\n {VARIABLE_OP yumi.experience add 60}\n {VARIABLE_OP aryel.experience add 60}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+60 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+60 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+60 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef NORMAL\n {VARIABLE_OP esther.experience add 50}\n {VARIABLE_OP yumi.experience add 50}\n {VARIABLE_OP aryel.experience add 50}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+50 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+50 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+50 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef HARD\n {VARIABLE_OP esther.experience add 25}\n {VARIABLE_OP yumi.experience add 25}\n {VARIABLE_OP aryel.experience add 25}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+25 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+25 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+25 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n\n {CLEAR_VARIABLE esther}\n {CLEAR_VARIABLE yumi}\n {CLEAR_VARIABLE aryel}\n\n [set_variable]\n name=visited_fountain\n value=0\n [/set_variable]\n [set_variable]\n name=temple\n value=1\n [/set_variable]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Explore the temple\")}\n {OBJECTIVE_NOTE ( _ \"Look for labels to trigger events.\")}\n {OBJECTIVE_NOTE ( _ \"Move to the bottom edge of the map to return to Caerleon.\")}\n [/objectives]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=1-24\n y=30\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=visited_fountain\n numerical_equals=0\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Aryel\n message= _ \"Are we leaving?\"\n [/message]\n [message]\n speaker=Esther\n [option]\n message= _ \"Nothing else to see here.\"\n\n [command]\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=06_Caerleon\n [/endlevel]\n [/command]\n [/option]\n [option]\n message= _ \"Not yet.\"\n [/option]\n [/message]\n [/event]\n [event]\n name=victory\n\n {CLEAR_VARIABLE visited_fountain}\n [set_variable]\n name=prev_scenario\n value=\"Temple\"\n [/set_variable]\n [/event]\n[/scenario]\n"} {"text": "#textdomain wesnoth-Genesis\n[scenario]\n id=07d_Pantheon\n name= _ \"Pantheon\"\n map_data=\"{~add-ons/Genesis/episode1/maps/07d_Pantheon.map}\"\n next_scenario=06_Caerleon\n theme=Cutscene\n victory_when_enemies_defeated=no\n turns=-1\n {DEFAULT_SCHEDULE_24H}\n\n {SCENARIO_MUSIC silvan_sanctuary.ogg}\n {EXTRA_SCENARIO_MUSIC traveling_minstrels.ogg}\n\n [side]\n {PLAYER_FAE}\n {NO_GOLD_SIDE}\n side=1\n recruit=\n [/side]\n\n [side]\n side=2\n no_leader=yes\n team_name=fae\n controller=ai\n user_team_name= _ \"team_name^Guards\"\n color=white\n [/side]\n [side]\n side=3\n no_leader=yes\n team_name=statues\n color=white\n hidden=yes\n controller=null\n [/side]\n\n [event]\n name=prestart\n\n [unit]\n side=3\n type=Guardian of Earth Statue\n x,y=14,3\n generate_name=no\n random_traits=no\n facing=s\n ellipse=none\n [/unit]\n [unit]\n side=3\n type=Demon Stromguarde Statue\n x,y=1,8\n generate_name=no\n random_traits=no\n facing=se\n ellipse=none\n [/unit]\n [unit]\n side=3\n type=Grand Marshal Statue\n x,y=27,8\n generate_name=no\n random_traits=no\n facing=sw\n ellipse=none\n [/unit]\n [unit]\n side=3\n type=Great Mage Statue\n x,y=1,21\n generate_name=no\n random_traits=no\n gender=female\n facing=ne\n ellipse=none\n [/unit]\n [unit]\n side=3\n type=Mage of Light Statue\n x,y=27,21\n generate_name=no\n random_traits=no\n gender=male\n facing=nw\n ellipse=none\n [/unit]\n [unit]\n side=3\n type=Faerie Dryad Statue\n x,y=9,9\n generate_name=no\n random_traits=no\n facing=se\n ellipse=none\n [/unit]\n [unit]\n side=3\n type=Cavalier Statue\n x,y=19,9\n generate_name=no\n random_traits=no\n gender=male\n facing=sw\n ellipse=none\n [/unit]\n [unit]\n side=3\n type=Paladin Statue\n x,y=9,19\n generate_name=no\n random_traits=no\n gender=male\n facing=ne\n ellipse=none\n [/unit]\n [unit]\n side=3\n type=Eventide Dancer Statue\n x,y=19,19\n generate_name=no\n random_traits=no\n facing=nw\n ellipse=none\n [/unit]\n [label]\n x,y=14,25\n text = _ \"Exit\"\n [/label]\n\n [set_recruit]\n side=1\n recruit=\n [/set_recruit]\n {RECALL_ARYEL_NOLOC}\n {RECALL_YUMI_NOLOC}\n [/event]\n\n {SPAWN_POINT (\"Royal Guard\") 2 5 5}\n {SPAWN_POINT (\"Royal Guard\") 2 23 5}\n {SPAWN_POINT (\"Royal Guard\") 2 1 12}\n {SPAWN_POINT (\"Royal Guard\") 2 27 12}\n {SPAWN_POINT (\"Royal Guard\") 2 1 17}\n {SPAWN_POINT (\"Royal Guard\") 2 27 17}\n {SPAWN_POINT (\"Royal Guard\") 2 9 4}\n {SPAWN_POINT (\"Royal Guard\") 2 19 4}\n\n [event]\n name=start\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Explore\")}\n {OBJECTIVE_NOTE ( _ \"Move next to statues to trigger events.\")}\n {OBJECTIVE_NOTE ( _ \"Move to exit label to return to Caerleon.\")}\n [/objectives]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Esther\n [/filter]\n {MODIFY_UNIT (id=Esther) moves 10}\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Yumi\n [/filter]\n {MODIFY_UNIT (id=Yumi) moves 10}\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Aryel\n [/filter]\n {MODIFY_UNIT (id=Aryel) moves 10}\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_adjacent]\n type=Royal Guard\n [/filter_adjacent]\n [/filter]\n\n [message]\n type=Royal Guard\n [filter_adjacent]\n x,y=$x1,$y1\n [/filter_adjacent]\n message= _ \"Do not touch the statues.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_adjacent]\n type=Guardian of Earth Statue\n [/filter_adjacent]\n [/filter]\n [message]\n speaker=narrator\n message= _ \"The Guardian of our world, Xia'el, is suspected to be a faerie. Though she is largely absent, our kingdom is nevertheless peaceful and secure. Most attacks occur on the very outskirts and are targeted more at the faerie than at humankind. Thus, our Guardian's role is thought to be more of a symbol of station and less of serving any practical purpose. With the shadow of Ethea over our world, the mighty power of Uria, the Guardian of Life seems to have a more direct influence on our order.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Based on what our scholars have learned from the faerie over the years, Xia'el is the champion of peace among the Guardians, whereas the others are often at war with one another. Her endeavors have purportedly failed due to the stubborn nature of the other Guardians, who spurn any advice given to them by others. Not much else is known about her at this point in time.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_adjacent]\n type=Demon Stromguarde Statue\n [/filter_adjacent]\n [/filter]\n [message]\n speaker=narrator\n message= _ \"Though demons are commonly thought of as aggressive and warlike, the Stromguardes are notably exempt from this line of thought. Serving as keepers of order on Ethea, they also sometimes come to Irdya to quell invasions from other demons and even ally themselves with faeries when necessary. The Stromguardes are friendly with humankind and much of our knowledge of Uria and Ethea comes from them.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_adjacent]\n type=Grand Marshal Statue\n [/filter_adjacent]\n [/filter]\n [message]\n speaker=narrator\n message= _ \"The king of Caerleon is the commander of the military and trained as a general. Succession is determined by a system of nomination and confirmation. The highest ranking generals will choose one whom they deem worthy of the position, and the council of magi is left to approve the choice. In the rare circumstance that a decision cannot be reached, duels are called between the contenders and the victor is crowned king. In this manner, only the most worthy and most fit are allowed to lead.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_adjacent]\n type=Great Mage Statue\n [/filter_adjacent]\n [/filter]\n [message]\n speaker=narrator\n message= _ \"The daughter of a curious couple between a human and a faerie, Caranya was said to be possessed of both incredible and unusual abilities. Where the versatility and creativity of humans and the raw power of the faerie met, miraculous things could happen. Mastery of several elements afforded her untold prowess in combat, while knowledge of the natural abilities of the faerie gave her incredible healing abilities. What she is most remembered for, however, is an acute affinity with the nature of life itself. Her dabbling in said magic eventually resulted in what we now know as the first occurrences of necromancy.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) Hey look! Your predecessor.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(scoffs) Bet I'm better than her.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_adjacent]\n type=Mage of Light Statue\n [/filter_adjacent]\n [/filter]\n [message]\n speaker=narrator\n message= _ \"Long ago, the order of priests was founded by a man who was said to be the incarnation of light itself. It is told that he had originally come from Norsula, the world of Water and Fire, where he had battled with a powerful demon lord in order to win him and his people their freedom. He had chosen to come here, to Irdya, where it is supposed that he founded a small village somewhere to the south of the Red Peaks. In time, he and his people made their way north to more secure lands and settled the surrounding areas. Eventually, a large city was built in these mountains and has since become Caerleon as we know it today.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_adjacent]\n type=Faerie Dryad Statue\n [/filter_adjacent]\n [/filter]\n [message]\n speaker=narrator\n message= _ \"The faerie are rarely directly involved with us humans, but it is remembered that in the early days of Caerleon, when the winters were especially harsh and the wild beasts especially savage, one faerie came to help us construct our fledgling homes. Her knowledge of healing helped cure the sick and injured of their ailments, while her knowledge of nature helped sow the first crops in the previously barren plains. Since then, in times of great need, a few faeries have always come to the aid of humankind, never asking anything in return.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"While the Guardian of our world is said to be the caretaker of life on Irdya, it is believed that she has assigned this responsibility to the faeries, whose affinity with nature have allowed them and their allies to prosper. We erect this statue to honor the faeries and acknowledge their role as the protectors of Irdya in the absence of our Guardian.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_adjacent]\n type=Cavalier Statue\n [/filter_adjacent]\n [/filter]\n [message]\n speaker=narrator\n message= _ \"The fastest steeds and the most able of riders compose the cavaliers, but among them, only one is promoted to 'Captain' at any given time. It is a long and grueling trial to determine the one worthy for this task, and an even more difficult undertaking once the position is assigned. It is the Captain's responsibility to maintain order in these Northlands and to regularly ride to the villages to ensure the security of our kingdom. More importantly, however, the Captain is charged with scouring the land and raising the alarms at the first sign of war, so that proper aid can be prepared to resist any potential invasion.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"The amount of travel and combat the Captain sees is far beyond that of a normal soldier, and many a sacrifice has been made to maintain peace in these lands. As such, we raise this statue to commemorate all the men who gave their lives to keep our people safe.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_adjacent]\n type=Paladin Statue\n [/filter_adjacent]\n [/filter]\n [message]\n speaker=narrator\n message= _ \"Long ago, there was a powerful sorcerer who had gained the powers of darkness itself. His might was so great that he was able to cover these lands in a perpetual shroud, covering the sun and never allowing any light to come through. During this time, it is said that reality itself was subverted by the machinations of this warlock, and that the physical world was plunged into that of dreams. In a hell where the manifestation of this sorcerer's will became reality, there was one man who rose up against this oppressor, calling forth the power of light to banish the darkness.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"In a climactic battle against the menace, our hero was blessed by the power of Light from the Guardian Luceith\u2019el and cast the warlock forth from our world. The energy, however, was too much for his body to bear and he perished shortly after, for no mere mortal can hold the power of the Guardians. This statue was raised to commemorate the memory of this hero, who saved our world from the darkness.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_adjacent]\n type=Eventide Dancer Statue\n [/filter_adjacent]\n [/filter]\n [message]\n speaker=narrator\n message= _ \"Night has never been the friend of humanity, but instead is the domain of demons and some faeries. Commonly thought of as the secretive maidens of the forests, faeries of the night are a different sort than those who serve as nature's wardens. Rarely seen and difficult to approach, they are known to be less friendly than other faeries and far more manipulative. It is believed that they possess some of the element of darkness.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Though darkness is usually associated with fear and despair, legends tell us of a world where the darkness was banished by the light of two suns. In the absence of shadow, the burning stars scorched the earth until all had become arid and infertile deserts. When darkness finally returned, it shrouded the burning light and allowed new life to regrow and prosper once again.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x=13-15,14\n y=14-15,13\n side=1\n [/filter]\n [message]\n speaker=narrator\n message= _ \"Uria is said to be the mother of all humanity. As the Guardian of Life, she is intimately related to the nature of order and maintains a disciplined, controlled society on Ethea. Although she has never been sighted by humans, her peacekeepers often travel between our worlds, to repel unwanted invaders or even to help advance the growth of our civilization.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"While Xia'el is the Guardian of our world, the influence of Uria is more direct in Caerleon. Our scholars commonly refer to her as the 'Protector', who commands her Stromguarde keepers to watch over us from the nearby world of Ethea. Her powers have greatly impacted our livelihood in these northlands, where the once harsh winters and austere terrain have now been supplanted by new life energies. For this, we erect this statue and mark her sigil in this shrine.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(whispers) You've got to be kidding me. That's like... an insult to Xia'el. I mean, I know she and Uria are on good terms, but seriously...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) These humans seem to view Xia'el as relatively unimportant. They're more into Uria's enforced order. It just seems like the way humans operate.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(whispers) That could cause problems... if they view us as allied with Xia'el, but then see us fighting the Urdemons... wouldn't they get the wrong idea?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) You never know what could happen. Humans are a tricky bunch.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(whispers) Or worse, we know that something is controlling the Urdemons, and Uria can't or won't stop it. So what if the same thing happens to the humans?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) With all the strange stuff that's been going on, anything is possible. I'm not worried about them attacking us directly, though. I'm more worried about other possibilities. You know, political drama, infighting. Stuff like that.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(whispers) Oh. Psh. If they want a bloodbath among themselves, who cares? If they want to kill each other, let them be.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) You know it's our responsibility. The humans said it themselves. Xia'el doesn't pay much attention to them. It's up to us to help.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(whispers) Ugh. Messing with human affairs is so pointless.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) Come on, where's that fun and energetic Aryel I'm used to?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(whispers) Pff. Alright, alright. Guess it wouldn't hurt. In the event that something does happen, I'm down to fight.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) Aryel, that's not what I meant...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(smirks) Yeah, yeah.\"\n [/message]\n\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n\n #ifdef EASY\n {VARIABLE_OP esther.experience add 60}\n {VARIABLE_OP yumi.experience add 60}\n {VARIABLE_OP aryel.experience add 60}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+60 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+60 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+60 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef NORMAL\n {VARIABLE_OP esther.experience add 50}\n {VARIABLE_OP yumi.experience add 50}\n {VARIABLE_OP aryel.experience add 50}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+50 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+50 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+50 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef HARD\n {VARIABLE_OP esther.experience add 25}\n {VARIABLE_OP yumi.experience add 25}\n {VARIABLE_OP aryel.experience add 25}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+25 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+25 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+25 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n\n {CLEAR_VARIABLE esther}\n {CLEAR_VARIABLE yumi}\n {CLEAR_VARIABLE aryel}\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=14\n y=25\n side=1\n [/filter]\n [message]\n speaker=Aryel\n message= _ \"Shall we leave, then?\"\n [/message]\n [message]\n speaker=Esther\n [option]\n message= _ \"Sure.\"\n\n [command]\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=06_Caerleon\n [/endlevel]\n [/command]\n [/option]\n [option]\n message= _ \"Not yet.\"\n [/option]\n [/message]\n [/event]\n\n [event]\n name=victory\n\n [set_variable]\n name=pantheon\n value=1\n [/set_variable]\n [set_variable]\n name=prev_scenario\n value=\"Pantheon\"\n [/set_variable]\n [/event]\n[/scenario]\n"} {"text": "#textdomain wesnoth-Genesis\n[scenario]\n id=07e_Arcaneum\n name= _ \"Arcaneum\"\n map_data=\"{~add-ons/Genesis/episode1/maps/07e_Arcaneum.map}\"\n next_scenario=07b_Upper_District\n victory_when_enemies_defeated=no\n turns=-1\n {DARK_INDOORS}\n\n {SCENARIO_MUSIC knalgan_theme.ogg}\n {EXTRA_SCENARIO_MUSIC weight_of_revenge.ogg}\n {EXTRA_SCENARIO_MUSIC the_deep_path.ogg}\n {EXTRA_SCENARIO_MUSIC the_king_is_dead.ogg}\n\n {FAE_DEATHS2}\n {STORYTXT_ARCANEUM}\n\n [side]\n {PLAYER_FAE}\n side=1\n recruit=\n {GOLD 270 240 150}\n fog=yes\n shroud=yes\n [/side]\n\n [side]\n {SPIRIT_ENEMY_SIDE}\n {AGGRESSIVE_SIDE}\n side=2\n id=udleaderspirit2\n type=Spectre\n recruit=Ghost,Wraith,Shadow\n {GOLD 50 60 75}\n {INCOME 4 6 10}\n [/side]\n\n [side]\n {SPIRIT_ENEMY_SIDE}\n {AGGRESSIVE_SIDE}\n side=3\n id=udleaderspirit3\n type=Spectre\n recruit=Ghost,Wraith,Shadow\n {GOLD 50 60 75}\n {INCOME 4 6 10}\n [/side]\n\n [side]\n side=4\n type=Draug\n id=udleaderskeleton\n team_name=spirits\n recruit=Skeleton,Skeleton Archer\n controller=ai\n user_team_name= _ \"team_name^Skeletons\"\n {GOLD 50 75 100}\n {INCOME 6 9 15}\n color=lightblue\n {AGGRESSIVE_SIDE}\n [/side]\n\n [side]\n side=5\n type=Arch Mage\n generate_name=yes\n id=humanleader7e\n team_name=fae\n controller=ai\n recruit=Mage,Red Mage,White Mage\n user_team_name= _ \"team_name^Magi\"\n fog=yes\n shroud=yes\n share_maps=yes\n share_view=yes\n {GOLD 200 150 100}\n {INCOME 15 12 9}\n color=white\n [/side]\n\n [event]\n name=prestart\n\n [set_variable]\n name=recruited_ud\n value=0\n [/set_variable]\n [set_variable]\n name=new_spawns\n value=0\n [/set_variable]\n [set_variable]\n name=num_closed\n value=0\n [/set_variable]\n [set_recruit]\n side=1\n recruit=Spearman,Bowman,Ghost,Skeleton,Skeleton Archer\n [/set_recruit]\n {RECALL_ARYEL_NOLOC}\n {RECALL_YUMI_NOLOC}\n [/event]\n\n {STARTING_VILLAGES 1 9}\n {STARTING_VILLAGES 5 9}\n\n {RESPAWN_POINT_CONDITIONAL (\"Draug\",\"Banebow\") 4 14 21 2 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Draug\",\"Banebow\") 4 21 22 1 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Draug\",\"Banebow\") 4 28 21 2 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Draug\",\"Banebow\") 4 29 30 1 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Draug\",\"Banebow\") 4 20 32 1 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Draug\",\"Banebow\") 4 10 29 2 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Draug\",\"Banebow\") 4 16 24 1 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Draug\",\"Banebow\") 4 25 31 2 (\"new_spawns\")}\n\n {RESPAWN_POINT_CONDITIONAL (\"Spectre\",\"Nightgaunt\") 2 20 32 1 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre\",\"Nightgaunt\") 2 10 29 2 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre\",\"Nightgaunt\") 3 16 24 1 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre\",\"Nightgaunt\") 3 25 31 2 (\"new_spawns\")}\n\n\n {RESPAWN_POINT_CONDITIONAL (\"Spectre\",\"Nightgaunt\") 2 11 39 1 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre\",\"Nightgaunt\") 2 14 43 1 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre\",\"Nightgaunt\") 2 15 40 2 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre\",\"Nightgaunt\") 2 5 38 2 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre\",\"Nightgaunt\") 3 26 39 1 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre\",\"Nightgaunt\") 3 25 45 1 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre\",\"Nightgaunt\") 3 22 41 2 (\"new_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre\",\"Nightgaunt\") 3 31 39 2 (\"new_spawns\")}\n\n\n #ifdef HARD\n {RESPAWN_POINT_RANDOM (\"Revenant\",\"Deathblade\",\"Bone Shooter\") 4 16 19 22 25 2}\n {RESPAWN_POINT_RANDOM (\"Revenant\",\"Deathblade\",\"Bone Shooter\") 4 23 28 20 22 2}\n {RESPAWN_POINT_RANDOM (\"Revenant\",\"Deathblade\",\"Bone Shooter\") 4 19 24 29 32 1}\n {RESPAWN_POINT_RANDOM (\"Wraith\",\"Shadow\") 2 7 17 38 44 3}\n {RESPAWN_POINT_RANDOM (\"Wraith\",\"Shadow\") 3 7 17 38 44 4}\n {RESPAWN_POINT_RANDOM (\"Wraith\",\"Shadow\") 2 7 17 38 44 3}\n {RESPAWN_POINT_RANDOM (\"Wraith\",\"Shadow\") 3 7 17 38 44 4}\n {RESPAWN_POINT_RANDOM (\"Wraith\",\"Shadow\") 2 19 20 38 44 3}\n {RESPAWN_POINT_RANDOM (\"Wraith\",\"Shadow\") 3 19 20 38 44 4}\n {RESPAWN_POINT_RANDOM (\"Wraith\",\"Shadow\") 2 19 20 38 44 3}\n {RESPAWN_POINT_RANDOM (\"Wraith\",\"Shadow\") 3 19 20 38 44 4}\n #endif\n #ifdef NORMAL\n {RESPAWN_POINT_RANDOM (\"Revenant\",\"Deathblade\",\"Bone Shooter\") 4 16 19 22 25 3}\n {RESPAWN_POINT_RANDOM (\"Revenant\",\"Deathblade\",\"Bone Shooter\") 4 23 28 20 22 3}\n {RESPAWN_POINT_RANDOM (\"Revenant\",\"Deathblade\",\"Bone Shooter\") 4 19 24 29 32 2}\n {RESPAWN_POINT_RANDOM (\"Wraith\",\"Shadow\") 2 7 17 38 44 8}\n {RESPAWN_POINT_RANDOM (\"Wraith\",\"Shadow\") 3 7 17 38 44 8}\n {RESPAWN_POINT_RANDOM (\"Wraith\",\"Shadow\") 2 7 17 38 44 8}\n {RESPAWN_POINT_RANDOM (\"Wraith\",\"Shadow\") 3 7 17 38 44 8}\n {RESPAWN_POINT_RANDOM (\"Wraith\",\"Shadow\") 2 19 20 38 44 8}\n {RESPAWN_POINT_RANDOM (\"Wraith\",\"Shadow\") 3 19 20 38 44 8}\n {RESPAWN_POINT_RANDOM (\"Wraith\",\"Shadow\") 2 19 20 38 44 8}\n {RESPAWN_POINT_RANDOM (\"Wraith\",\"Shadow\") 3 19 20 38 44 8}\n #endif\n #ifdef EASY\n {RESPAWN_POINT_RANDOM (\"Skeleton\",\"Skeleton Archer\") 4 16 19 22 25 3}\n {RESPAWN_POINT_RANDOM (\"Skeleton\",\"Skeleton Archer\") 4 23 28 20 22 3}\n {RESPAWN_POINT_RANDOM (\"Skeleton\",\"Skeleton Archer\") 4 19 24 29 32 2}\n {RESPAWN_POINT_RANDOM (\"Wraith\",\"Shadow\") 3 7 17 38 44 12}\n {RESPAWN_POINT_RANDOM (\"Wraith\") 2 7 17 38 44 12}\n {RESPAWN_POINT_RANDOM (\"Wraith\",\"Shadow\") 3 7 17 38 44 12}\n {RESPAWN_POINT_RANDOM (\"Wraith\") 2 7 17 38 44 12}\n {RESPAWN_POINT_RANDOM (\"Wraith\",\"Shadow\") 3 19 20 38 44 12}\n {RESPAWN_POINT_RANDOM (\"Wraith\") 2 19 20 38 44 12}\n {RESPAWN_POINT_RANDOM (\"Wraith\",\"Shadow\") 3 19 20 38 44 12}\n {RESPAWN_POINT_RANDOM (\"Wraith\") 2 19 20 38 44 12}\n #endif\n\n [event]\n name=start\n\n [message]\n speaker=humanleader7e\n message= _ \"Who let you in here? Who are you? You had better be here to help...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"What's going on here? Why is everyone so jumpy?\"\n [/message]\n [message]\n speaker=humanleader7e\n message= _ \"Corina's blasted students. They meddled in spells that were far too advanced for them. Now look what's happened! All these creatures are completely out of control!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Exactly how many of them are there?\"\n [/message]\n [message]\n speaker=humanleader7e\n message= _ \"Who knows! (throws hands up in disgust) And the council chose me, of all people, to deal with this mess. As if I was their janitor! Disgusting, snobby pricks... and the nerve of them, telling me to go fix this disaster without telling me any details at all. Why, I only just got through the containment spells!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Hmm. Looks like we do this the hard way.\"\n [/message]\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Defeat the undead\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_FULL_CARRYOVER}\n {OBJECTIVE_NOTE ( _ \"It is highly recommended to finish by turn 23.\")}\n [/objectives]\n [/event]\n\n [event]\n name=recruit_ud_text\n [message]\n speaker=Aryel\n message= _ \"Watch and learn. I'll show you all how to really control undead.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Right... then while you're at it, don't you think you could take control of the other ones too?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Unfortunately, it doesn't work that easily when they've been summoned by someone else. Despite losing control, the person who created them still has a 'contract' with the undead. So unless I can break that, I can't do it.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Alright. But it's not like you mind a battle, so no loss there.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(grins) Of course.\"\n [/message]\n [/event]\n [event]\n name=recruit\n [filter]\n side=1\n race=undead\n [/filter]\n [filter_condition]\n [variable]\n name=recruited_ud\n numerical_equals=0\n [/variable]\n [/filter_condition]\n [fire_event]\n name=recruit_ud_text\n [/fire_event]\n [set_variable]\n name=recruited_ud\n value=1\n [/set_variable]\n [/event]\n [event]\n name=recall\n [filter]\n side=1\n race=undead\n [/filter]\n [filter_condition]\n [variable]\n name=recruited_ud\n numerical_equals=0\n [/variable]\n [/filter_condition]\n [fire_event]\n name=recruit_ud_text\n [/fire_event]\n [set_variable]\n name=recruited_ud\n value=1\n [/set_variable]\n [/event]\n\n [event]\n name=turn 5\n [message]\n speaker=Esther\n message= _ \"Is it just me or is it unnaturally dark in here?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"It's just you.\"\n [/message]\n [message]\n speaker=humanleader7e\n message= _ \"It must be a byproduct of the undead being here. The lights in here are usually much brighter.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(rolls eyes) Right, I thought so. I'm not really a blind cave rat like you are, Aryel.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Riiight. Joke's on you, I'm not blind. And I'm not ugly, either.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(turns)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"See?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(blushes)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Okay, okay. Let's focus here, girls.\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n side=4\n [/filter]\n [filter_second]\n id=Aryel\n [/filter_second]\n [message]\n speaker=Aryel\n message= _ \"Filthy skeletons. Die!\"\n [/message]\n\n [kill]\n id=unit\n animate=yes\n [/kill]\n\n [message]\n speaker=Esther\n message= _ \"Uhh, not to rain on your parade, but you make skeletons too.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yeah but mine are prettier.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Umm, sure thing. (mutters) Crazy girl.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I'm not. I'm perfectly normal. Right, Yumi?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shrugs)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(grumbles)\"\n [/message]\n [/event]\n\n [event]\n name=turn 10\n [message]\n speaker=Esther\n message= _ \"Yumi?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(tilts head)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"You should be more careful. I don't want you to get hurt.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shrugs)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I just want you to be safe.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(nods)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"As long as you know that.\"\n [/message]\n [/event]\n\n [event]\n name=turn 15\n [message]\n speaker=Yumi\n message= _ \"(frowns)\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Imagine losing control of your own power like this... with the humans, it becomes only a minor inconvenience. But if you did...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(holds head)\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Are you afraid?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(covers ears)\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"You should be.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shakes head)\"\n [/message]\n [/event]\n\n [event]\n name=turn 20\n [message]\n speaker=Aryel\n message= _ \"Hey, Esther.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yes?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I just had a thought. You like fighting too, don't you?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Me? What makes you think that?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(smirks) Come on. Secretly, you enjoy it.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"N-not at all. Not the way you do, at least. I'm not a sadist.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Whatever you say.\"\n [/message]\n [/event]\n\n [event]\n name=turn 23\n\n {REPEAT 2 ({PLAY_SOUND \"skeleton-big-die.ogg\"})}\n {REPEAT 2 ({PLAY_SOUND \"wail.wav\"})}\n\n [message]\n speaker=Aryel\n message= _ \"Did you hear that?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Sounds like trouble.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yeah, sounds like we have company... we'd better figure out how to get rid of these undead fast, before their numbers grow out of control.\"\n [/message]\n\n [set_variable]\n name=new_spawns\n value=1\n [/set_variable]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=udleaderskeleton\n [/filter]\n [message]\n speaker=udleaderskeleton\n message= _ \"Freedom...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Are they always like that when you kill them?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Not mine. I actually have the decency to make them brainless while they serve me.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Is that... supposed to be a good thing?\"\n [/message]\n [/event]\n [event]\n name=last breath\n [filter]\n id=udleaderspirit2\n [/filter]\n [message]\n speaker=udleaderspirit2\n message= _ \"Release...\"\n [/message]\n [/event]\n [event]\n name=last breath\n [filter]\n id=udleaderspirit3\n [/filter]\n [message]\n speaker=udleaderspirit3\n message= _ \"At last...\"\n [/message]\n [/event]\n [event]\n name=last breath\n [filter]\n id=humanleader7e\n [/filter]\n [message]\n speaker=humanleader7e\n message= _ \"Ugh, I told them I was the wrong person for the job...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Rest in pieces, poor jelly bag.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Aryel!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(snickers) Sorry. I meant, poor man, your sacrifice won't be in vain, especially not when I raise you as one of my minions in a few minutes.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(sighs)\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x=32,33,33,31,30,30\n y=30,30,28,28,28,29\n side=1\n [/filter]\n [message]\n speaker=Aryel\n message= _ \"Ooh, a dark pit. Spooky.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(rolls eyes)\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x=14-22\n y=37-40\n side=1\n [/filter]\n [message]\n speaker=Esther\n message= _ \"And this must be where they keep all their clutter! Not really as pretty as the rest of this place.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(kicks an iron beam) You don't say.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Hey, I thought you liked places like these.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(looks at reflection in panel) Nope. I actually have an eye for beauty.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Right, if you say so.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x=7-13,23-29\n y=39-45,39-45\n side=1\n [/filter]\n [message]\n speaker=Aryel\n message= _ \"Oh, now I see. The fools opened a portal to the land of the dead! Wait, not just one. Two of them.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Hmm. So we'll have to close them? But how?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I can take care of that. But seriously. What kind of idiot does that? Even I'm not confident enough to try that.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) Well, that is the way with humans after all. They try to defy the order of the world.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Hmph. You don't say.\"\n [/message]\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Use Aryel to close both portals (5,42 and 31,42)\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_CARRYOVER_NO_BONUS}\n {OBJECTIVE_NOTE ( _ \"It is highly recommended to finish by turn 23.\")}\n [/objectives]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x,y=5,42\n id=Aryel\n [/filter]\n [message]\n speaker=Aryel\n message= _ \"Let's see. I wonder how I can close this thing.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Hmm...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Maybe I can just blow it up.\"\n [/message]\n {FLASH_RED_EXTREME ({DELAY 250})}\n [terrain]\n x,y=5,42\n radius=1\n terrain=Uzw\n [/terrain]\n [redraw][/redraw]\n [if]\n [variable]\n name=num_closed\n value=0\n [/variable]\n [then]\n [store_unit]\n [filter]\n side=2,3,4\n [not]\n id=udleaderspirit2,udleaderspirit3\n [/not]\n [/filter]\n variable=enemies\n [/store_unit]\n [for]\n array=enemies\n [do]\n [set_variable]\n name=to_kill\n rand=1..4\n [/set_variable]\n [if]\n [variable]\n name=to_kill\n value=1\n [/variable]\n [then]\n [kill]\n x,y=$enemies[$i].x,$enemies[$i].y\n animate=yes\n [/kill]\n [/then]\n [/if]\n {CLEAR_VARIABLE to_kill}\n [/do]\n [/for]\n {CLEAR_VARIABLE enemies}\n [/then]\n [/if]\n [message]\n speaker=Aryel\n message= _ \"There. Looks like I got an added bonus too. Sweet.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Wasn't that a bit violent?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"They're just dead bodies. Who cares?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I suppose.\"\n [/message]\n\n {VARIABLE_OP num_closed add 1}\n\n [if]\n [variable]\n name=num_closed\n numerical_equals=2\n [/variable]\n [then]\n [fire_event]\n name=defeated undead\n [/fire_event]\n [/then]\n [/if]\n [/event]\n [event]\n name=moveto\n [filter]\n x,y=31,42\n id=Aryel\n [/filter]\n [message]\n speaker=Aryel\n message= _ \"Give me a moment.\"\n [/message]\n {DELAY 250}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 500}\n [message]\n speaker=Aryel\n message= _ \"Hmm, that didn't work. Let me try this.\"\n [/message]\n {FLASH_RED_EXTREME ({DELAY 250})}\n [terrain]\n x,y=31,42\n radius=1\n terrain=Uzw\n [/terrain]\n [redraw][/redraw]\n [message]\n speaker=Aryel\n message= _ \"Aha.\"\n [/message]\n\n {VARIABLE_OP num_closed add 1}\n\n [if]\n [variable]\n name=num_closed\n numerical_equals=2\n [/variable]\n [then]\n [fire_event]\n name=defeated undead\n [/fire_event]\n [/then]\n [/if]\n [/event]\n\n [event]\n name=defeated undead\n\n [kill]\n side=2,3,4\n animate=yes\n [/kill]\n\n {DELAY 500}\n\n [message]\n speaker=Esther\n message= _ \"Looks like we did it.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Great. We got rid of them. Now let's get out of here.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"In a hurry, are we?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(shrugs) Not really. (whispers) Just, these magi make me uncomfortable. They seem all suspicious of us. Looks like Yumi has the same feeling.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I know, I feel that way as well. But, it would be kind of rude if we just disappeared.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Rude? We just solved their not-so-little problem for them!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yes, but I don't want them remembering us for the wrong reasons. That could make trouble in the future.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Then we'll say goodbye on our way out. Come on!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I guess that's okay...\"\n [/message]\n\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n next_scenario=07b_Upper_District\n [/endlevel]\n [/event]\n\n [event]\n name=victory\n\n {CLEAR_VARIABLE recruited_ud}\n {CLEAR_VARIABLE num_closed}\n {CLEAR_VARIABLE new_spawns}\n [set_variable]\n name=upper_district\n value=1\n [/set_variable]\n [set_variable]\n name=prev_scenario\n value=\"Arcaneum\"\n [/set_variable]\n [/event]\n[/scenario]\n"} {"text": "#textdomain wesnoth-Genesis\n[scenario]\n id=07f_Lore\n name= _ \"Library\"\n map_data=\"{~add-ons/Genesis/episode1/maps/07f_Lore.map}\"\n next_scenario=03_Northlands\n victory_when_enemies_defeated=no\n turns=-1\n theme=Cutscene\n {DEFAULT_SCHEDULE_24H}\n\n {SCENARIO_MUSIC wanderer.ogg}\n {EXTRA_SCENARIO_MUSIC silvan_sanctuary.ogg}\n [side]\n {PLAYER_FAE}\n {NO_GOLD_SIDE}\n side=1\n recruit=\n shroud=no\n fog=no\n [/side]\n\n {PLACE_IMAGE items/crystal-glyph-message.png 2 8}\n {PLACE_IMAGE items/crystal-glyph-message.png 2 4}\n {PLACE_IMAGE items/crystal-glyph-message.png 12 4}\n {PLACE_IMAGE items/crystal-glyph-message.png 12 8}\n\n [event]\n name=prestart\n {RECALL_YUMI 6 10}\n {RECALL_ARYEL 8 10}\n [/event]\n\n [event]\n name=start\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Read the text in the crystals\")}\n {OBJECTIVE_NOTE ( _ \"Move to the door (7,11-13) to return to Caerleon.\")}\n [/objectives]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=2,8\n side=1\n [/filter]\n\n [message]\n speaker=narrator\n message= _ \"The Guardians\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"There exist ten aspects of creation in the universe: Life, Water, Thunder, Earth, Fire, Darkness, Light, Air, Ice, and Existence. The ten Guardians each embody one of these concepts and are charged with fostering a world associated with each aspect. However, the tug of power between these worlds and the Guardians has resulted in frequent strife and endless bloodshed. In spite of their name, most Guardians are neither protectors nor peacekeepers.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"The Guardians' powers stem from the Tree of Life, the source of energy that created the souls of all living creatures in the current Cycle. The Guardians' link to the Tree bestows upon them a degree of immortality, rendering them immune to the abilities of lesser creatures. They are also possessed of incredible regenerative abilities, being able to draw upon the energies of the Tree itself to sustain their physical forms. Along with their impressive set of defensive capabilities, each Guardian is granted a set of powers pertaining to each aspect, allowing them varying degrees of mystic and combative powers. In general, their strength is incomprehensible for most beings, even demon lords.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=2,4\n side=1\n [/filter]\n\n [message]\n speaker=narrator\n message= _ \"The Aspects\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Life: Uria, the Guardian of Life, is the protector of the world Ethea, where the Urdemons reside. Powerful and authoritarian, she maintains strict order in her homeworld through her legions of Stromguarde keepers. Legends state that humanity was created in her image on Ethea, but their perceived weakness drew the ire of the Urdemons. However, Uria decided to protect the fledgling race from its stronger predecessor, sheltering the humans for long enough until they could live in peace with the demons. While the humans later spread to other worlds, the largest population of humans still exists on Ethea today. For these reasons, Uria is known as the Mother of Humanity.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Water: Valdir, the Guardian of Water, the Beast, and the God of War, is known as the most destructive and warmongerish Guardian. The Valdemons under his command are known to be bloodthirsty and violent, warped creatures that know no restraint when it comes to battle. Their homeworld, Norsula, is equally stormy and distorted by constant war with Shardia's cohorts. It is rumored that Valdir's personal prowess in combat is unrivaled, though this has yet to be proven despite his frequent exercise of his excessive power on lesser creatures.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Thunder: Kaarul, the Guardian of Thunder, resides on the chaotic world of Baathar. He is known as the arbitrator and the Harbinger of Judgment, he who seeks to mediate just conclusions to conflict by any means necessary. Though seeking to take on the role of conciliator, Kaarul holds little influence over other Guardians who either relish in conflict, or disdain his propensity for often brutal punishment.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Earth: Xia'el, the Guardian of Earth, is said to have been created of golden dust by Yarae himself. Her presence allowed for faerie-kind to exist peacefully in an otherwise demon-dominated universe. Her homeworld, Irdya, is noted for having the greatest natural beauty, as well as being the only world in which more significant populations of faerie exist than demons. As the Goddess of the Forests and the Protector of Peace, she is staunch allies with Uria and rumored to be Yarae's favored Guardian.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Fire: Shardia, the Guardian of Fire, was originally to possess the world of Areza, but a cataclysmic event sent Areza crashing into Norsula, the world of Water. As two opposing forces, she and Valdir are at eternal odds with one another and their frequent bickering has turned Norsula into a near constant battleground between their aspects. While claiming to be the Guardian representing love and warmth, Shardia is no stranger to battle herself and her personal strength has been noted to be impressive, even to Valdir.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Darkness: Merthiaal, the Guardian of Darkness, is the youngest of the Guardians and governs the world of Yrathid. Mysterious and aloof, not much is known about her.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Light: Luceith\u2019el is the Guardian of Light and Metal, sometimes called the Morning Star. He resides on Kressal with the Lumeril demons, who wield the power of light to bring order to an otherwise chaotic universe. Whereas darkness is the element of mystery and introspection, light is the exuberant beacon that is half protector, half oppressor.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Air: Kazith is the Guardian of Air, the Goddess of the Ether, as unpredictable and restless as the wind. She is the Lady of the Skies and the mistress of the world Erial, an eternal wanderer and oft abstracted mystic unconcerned with the day-to-day politics of the other Guardians. It is said that, when she can be found, her presence is like the effulgent breath of life - vivacious and energetic, but fleeting. The governance of her world is left mostly to her demon lords, who are at odds with those from Baathar.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Ice: Yukiria, the Guardian of Ice and the Keeper of Death, is the queen of Siaria, a white wasteland known as the land of the dead. As cold as the frozen world in which she lives, Yukiria is the silent watcher of the unraveling universe, waiting patiently as the strings of life are plucked away by fate. One by one, they fall away, the silken strands of life, into the white expanse beneath her fingertips.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Existence: there is no Guardian of Existence at this time.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=12,8\n side=1\n [/filter]\n\n [message]\n speaker=narrator\n message= _ \"The Fae\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Bearing great resemblance to the faerie and some demon races, the Fae are a mysterious group whose existence is only known by a few Guardians and mystic demons. Even those that know about the Fae are usually unable to distinguish them from regular faerie or demons, except, occasionally, via careful observation over long periods of time. This is exacerbated by the fact that Fae themselves are typically very aware of the distinctions between them and the other races, prompting them to hide their existence as much as possible.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Exactly what is a Fae? The distinction between them and the other races is not immediately obvious. While there usually is a clear difference in power, mature Fae typically do not outmatch the strongest demon lords by anything more than slim margins. When using their powers to their fullest potentials, a Fae may pose a slight threat to a weak Guardian, though it is rarely in their nature to brazenly seek combat. As beings composed inherently of magic, they possess a greater connection to their respective aspect than regular creatures and can thus perform feats that are usually limited to Guardians alone.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Exceedingly rare, there may exist only a handful of Fae in the entire universe. While some of the Guardians have taken an interest in them for their unusual powers, finding the Fae is usually impossible given their elusiveness. In fact, it is only the Fae who can identify others of their kind on sight, being more attuned to the uncanny nature of their being.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x,y=12,4\n side=1\n [/filter]\n\n [message]\n speaker=narrator\n message= _ \"The First Gods\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"The following is taken from the journal of an unknown Guardian.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"The First Gods existed in an era, or a Cycle, prior to the present one. They were present at the start of creation, the ageless overseers of the growth of the univese in its infancy. Not much is known about their civilization, other than that through the endless eons of time, they were the mystic claimants of knowledge, and the arcane wardens of the universe's secrets. Never stagnant, always advancing in their eternal thirst for knowledge, the First Gods' society ceaselessly progressed until they had uncovered the secrets of life and death. Legends even spoke of a few who had knowledge of creation itself. At their most glorious state, the First Gods seemed exactly that - the immortal wardens of the universe.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"However, the timelessness of the First Gods did nothing to prevent the cataclysmic end of their civilization. Not much is known about what brought about the First Gods' downfall. Some surmise that it was something that corrupted the universe, or the First Gods themselves. Another possibility is that the universe itself rebelled against them, those beings which had learned too much about the secrets of Life and Creation. Perhaps it was nothing but a byproduct of natural order - as all is created, all eventually comes to an end as well.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"What is known is that almost all of the First Gods' knowledge and creations were quickly destroyed along with the majority of their kind. The few who remained banded together and, in the twilight of the old world, used the entirety of their knowledge to bring about the birth of a new universe. When creation had dwindled down to a singularity, and the pulse of the universe had faded, then, and only then could the cosmos begin anew. From there, the Tree of Life became the foundation of the new world and the source of all its energies. Of the First Gods that survived, we know of only one - his name is Yarae.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Channeling the energies of the Tree of Life, Yarae brought about the birth of the first ten new worlds, one each corresponding to an aspect of creation. Along with them, the Seeds were planted for ten Guardians to follow - ten protectors to stop the universe from descending into chaos, as it had during the First Gods' time. To each Guardian, Yarae granted immense powers associated with each aspect, but witheld the secrets of Life and Creation discovered by the First Gods.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"He alone would retain that, for such knowledge is knowledge of the profane and not meant to be possessed by any being, mortal or god alike.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Esther\n [/filter]\n {MODIFY_UNIT (id=Esther) moves 10}\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Yumi\n [/filter]\n {MODIFY_UNIT (id=Yumi) moves 10}\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Aryel\n [/filter]\n {MODIFY_UNIT (id=Aryel) moves 10}\n [/event]\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x=7\n y=11-13\n side=1\n [/filter]\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=07b_Upper_District\n [/endlevel]\n [/event]\n\n\n # cleaning up some variables\n [event]\n name=victory\n\n [set_variable]\n name=prev_scenario\n value=\"Lore\"\n [/set_variable]\n [/event]\n[/scenario]\n"} {"text": "#textdomain wesnoth-Genesis\n[scenario]\n id=08_Impetus\n name= _ \"Impetus\"\n map_data=\"{~add-ons/Genesis/episode1/maps/08_Impetus.map}\"\n next_scenario=09_Blackout\n victory_when_enemies_defeated=no\n turns=-1\n\n {EXTENDED_TIME3}\n current_time=8\n\n {SCENARIO_MUSIC loyalists.ogg}\n {EXTRA_SCENARIO_MUSIC casualties_of_war.ogg}\n {EXTRA_SCENARIO_MUSIC battle.ogg}\n {EXTRA_SCENARIO_MUSIC the_city_falls.ogg}\n {EXTRA_SCENARIO_MUSIC siege_of_laurelmor.ogg}\n {FAE_DEATHS2}\n {STORYTXT_IMPETUS}\n\n [side]\n {PLAYER_FAE}\n {FULL_RECRUIT_LIST}\n side=1\n {GOLD 350 275 150}\n facing=sw\n shroud=yes\n [/side]\n\n [side]\n {HUMAN_ENEMY}\n type=General\n id=humanleader82\n generate_name=yes\n canrecruit=yes\n side=2\n recruit=Swordsman,Pikeman,Javelineer,Longbowman,Dragoon\n {GOLD 200 275 400}\n {INCOME 8 12 20}\n facing=e\n [ai]\n aggression=0.75\n caution=0.25\n [/ai]\n [/side]\n\n [side]\n {HUMAN_ENEMY}\n type=General\n id=humanleader83\n generate_name=yes\n canrecruit=yes\n side=3\n recruit=Swordsman,Pikeman,Javelineer,Longbowman,Dragoon\n {GOLD 200 275 400}\n {INCOME 8 12 20}\n facing=ne\n [ai]\n aggression=0.75\n caution=0.25\n [/ai]\n [/side]\n\n [side]\n {ETHEA_ENEMY_SIDE}\n no_leader=yes\n side=4\n hidden=yes\n {GOLD 200 275 400}\n income=-2\n recruit=Demon Fiend,Demon Berserker,Red Demon,Fire Demon,Blood Imp,Demonic Hound\n [ai]\n leader_aggression=1\n aggression=1\n caution=0\n grouping=false\n [goal]\n [criteria]\n side=5\n [/criteria]\n value=-1000\n [/goal]\n [/ai]\n [/side]\n\n [side]\n {YUURE_SIDE}\n team_name=etheademon\n side=5\n hidden=yes\n defeat_condition=always\n [ai]\n aggression=1\n caution=0\n grouping=false\n [goal]\n [criteria]\n side=4\n [/criteria]\n value=-1000\n [/goal]\n [/ai]\n [/side]\n\n#define GENERATE_HILL\n [store_locations]\n variable=grass_hex\n terrain=Gg\n [and]\n x,y=37,8\n radius=11\n [or]\n x,y=43,7\n radius=7\n [/or]\n [or]\n x,y=35,2\n radius=5\n [/or]\n [/and]\n [/store_locations]\n [for]\n array=grass_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..15\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Hh\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE grass_hex}\n [store_locations]\n variable=grass_hex\n terrain=Gg\n [filter_adjacent_location]\n terrain=Hh\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=grass_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..13\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Hh\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE grass_hex}\n#enddef\n\n#define GENERATE_FOREST\n [store_locations]\n variable=grass_hex\n terrain=Gg\n [and]\n x,y=33,12\n radius=14\n [or]\n x,y=43,11\n radius=9\n [/or]\n [or]\n x,y=25,1\n radius=5\n [/or]\n [/and]\n [/store_locations]\n [for]\n array=grass_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..2100\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=40\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs^Fp\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=43\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=40\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs^Fds\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=49\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=46\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs^Fms\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=70\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=50\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Fp\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=71\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Fds\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=72\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Fms\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE grass_hex}\n [store_locations]\n variable=grass_hex\n terrain=Gg\n [filter_adjacent_location]\n terrain=G*^F*,Hh^F*\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=grass_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..450\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=40\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs^Fp\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=53\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=40\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs^Fds\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=66\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=53\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs^Fms\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=75\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=66\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs^Fdf\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=84\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=75\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs^Fmf\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=95\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=85\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Fp\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=99\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=95\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Fds\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=103\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=99\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Fms\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=106\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=103\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Fdf\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=109\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=106\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Fmf\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE grass_hex}\n [store_locations]\n variable=hill_hex\n terrain=Hh\n [/store_locations]\n [for]\n array=hill_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..150\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=10\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Hh^Fp\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=11\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Hh^Fds\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=12\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Hh^Fms\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hill_hex}\n [store_locations]\n variable=hill_hex\n terrain=Hh\n [filter_adjacent_location]\n terrain=Hh^Fms,Hh^Fda,Hh^Fp\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=hill_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..150\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=4\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Hh^Fp\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=5\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Hh^Fds\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=6\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Hh^Fms\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hill_hex}\n#enddef\n\n#define GENERATE_VILLAGE\n [store_locations]\n variable=grass_hex\n terrain=Gg\n [not]\n [filter_adjacent_location]\n terrain=G*^V*,G*^F*,G*\n [and]\n [filter_adjacent_location]\n terrain=G*^V*,G*^F*\n [/filter_adjacent_location]\n [/and]\n [/filter_adjacent_location]\n [/not]\n [not]\n [filter_adjacent_location]\n terrain=G*^V*,G*^F*,C*\n [/filter_adjacent_location]\n [/not]\n [not]\n x=0,46\n [or]\n y=0,36\n [/or]\n [/not]\n [/store_locations]\n [for]\n array=grass_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..130\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=3\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Vh\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=3\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Vc\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=4\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Vwm\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=6\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Vct\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE grass_hex}\n [store_locations]\n variable=forest_hex\n terrain=G*^F*\n [not]\n [filter_adjacent_location]\n terrain=G*^V*,G*,C*\n [/filter_adjacent_location]\n [/not]\n [not]\n x=0,46\n [or]\n y=0,36\n [/or]\n [/not]\n [/store_locations]\n [for]\n array=forest_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..40\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$forest_hex[$i].x,$forest_hex[$i].y\n terrain=Gs^Ve\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE forest_hex}\n#enddef\n\n#define GENERATE_GRASS\n [store_locations]\n variable=grass_hex\n terrain=Gg\n [/store_locations]\n [for]\n array=grass_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..800\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=30\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=34\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=30\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gd\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=50\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gll\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=55\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Re\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE grass_hex}\n [store_locations]\n variable=grass_hex\n terrain=Gg\n [filter_adjacent_location]\n terrain=Gs\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=grass_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..50\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=10\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=13\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=10\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gd\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=15\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gll\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=20\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Re\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE grass_hex}\n [store_locations]\n variable=grass_hex\n terrain=Gg\n [filter_adjacent_location]\n terrain=Gd\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=grass_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..50\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=10\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=13\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=10\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gd\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=15\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gll\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=20\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Re\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE grass_hex}\n [store_locations]\n variable=grass_hex\n terrain=Gg\n [filter_adjacent_location]\n terrain=G*^F*\n count=4,5,6\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=grass_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..5\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE grass_hex}\n#enddef\n\n#define GENERATE_TEXTURE\n [store_locations]\n variable=floor_hex\n terrain=*\n [and]\n [filter_adjacent_location]\n terrain=*^F*\n [/filter_adjacent_location]\n [/and]\n [/store_locations]\n [for]\n array=floor_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..24\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$floor_hex[$i].x,$floor_hex[$i].y\n layer=overlay\n terrain=^Em\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE floor_hex}\n [store_locations]\n variable=floor_hex\n terrain=*\n [and]\n [filter_adjacent_location]\n terrain=*^F*\n count=3-6\n [/filter_adjacent_location]\n [/and]\n [/store_locations]\n [for]\n array=floor_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..60\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$floor_hex[$i].x,$floor_hex[$i].y\n layer=overlay\n terrain=^Emf\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE floor_hex}\n [store_locations]\n variable=floor_hex\n terrain=G*\n [not]\n [filter_adjacent_location]\n terrain=*^F*\n [/filter_adjacent_location]\n [/not]\n [/store_locations]\n [for]\n array=floor_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..32\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$floor_hex[$i].x,$floor_hex[$i].y\n layer=overlay\n terrain=^Gvs\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE floor_hex}\n [store_locations]\n variable=floor_hex\n terrain=G*\n [/store_locations]\n [for]\n array=floor_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..16\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$floor_hex[$i].x,$floor_hex[$i].y\n layer=overlay\n terrain=^Efm\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE floor_hex}\n [store_locations]\n variable=floor_hex\n terrain=G*\n [and]\n [filter_adjacent_location]\n terrain=*^F*\n [/filter_adjacent_location]\n [/and]\n [/store_locations]\n [for]\n array=floor_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..12\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$floor_hex[$i].x,$floor_hex[$i].y\n layer=overlay\n terrain=^Efm\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE floor_hex}\n [store_locations]\n variable=floor_hex\n terrain=G*,R*,H*\n [/store_locations]\n [for]\n array=floor_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..16\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$floor_hex[$i].x,$floor_hex[$i].y\n layer=overlay\n terrain=^Es\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE floor_hex}\n#enddef\n\n [event]\n name=prestart\n {GENERATE_HILL}\n {REPEAT 2 ({GENERATE_FOREST})}\n {GENERATE_HILL}\n {REPEAT 2 ({GENERATE_FOREST})}\n {GENERATE_HILL}\n {REPEAT 5 ({GENERATE_FOREST})}\n {REPEAT 2 ({GENERATE_VILLAGE})}\n {REPEAT 3 ({GENERATE_GRASS})}\n {GENERATE_TEXTURE}\n {GENERATE_TEXTURE}\n [remove_shroud]\n side=1\n [/remove_shroud]\n [set_variable]\n name=blue_spawns\n value=0\n [/set_variable]\n [set_variable]\n name=fire_spawns\n value=0\n [/set_variable]\n {CAPTURE_VILLAGES 1 39 8 10}\n [/event]\n\n [event]\n name=start\n [message]\n speaker=humanleader83\n message= _ \"So here we are, the forest of Ethiel. We shall have to take them by surprise before they can-\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Humans? Ah, generals. Hmm, this doesn't look too good. Generals! Can I help you?\"\n [/message]\n [message]\n speaker=humanleader82\n message= _ \"(whispers) Perhaps we can reason with them. A direct confrontation would not be preferable.\"\n [/message]\n [message]\n speaker=humanleader83\n message= _ \"Yes, you may. By the order of the king, all faerie are to leave the Northlands immediately. We have orders to consolidate Caerleon's power in this land to maintain the security and order of our kingdom. You faerie have been deemed to be a threat to our lands, and we will not tolerate your presence. We are asking you to leave to avoid unnecessary bloodshed.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"... Excuse me, did I hear that right? You want us to leave? We were just in Caerleon about a month ago, and nothing was said to us then.\"\n [/message]\n [message]\n speaker=humanleader82\n message= _ \"The order was given four days ago. We are merely here to carry out the king's demands, not to question him.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"We haven't even done anything to you! We certainly don't mean to try to usurp the king's power or to harm you in any way. We've only ever tried to help you.\"\n [/message]\n [message]\n speaker=humanleader83\n message= _ \"It is not our place to disobey our liege's orders. Will you leave? It will make everything easier. No battle will have to be fought if you do.\"\n [/message]\n [unit]\n x,y=40,8\n type=Lieutenant\n id=supporter8\n generate_name=yes\n side=1\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_STRONG}\n [/modifications]\n animate=yes\n facing=sw\n [/unit]\n [message]\n speaker=supporter8\n message= _ \"Excuse me, generals, but I can vouch for the faerie as well. They have only been pleasant and accommodating thus far. I was not even informed of such an order-\"\n [/message]\n [message]\n speaker=humanleader82\n message= _ \"Be silent! Our second order was to detain all those who have defected and joined the faerie. Resist and you will be executed! Come with us, and you may yet be allowed to live.\"\n [/message]\n [message]\n speaker=supporter8\n message= _ \"That seems unreasonable-\"\n [/message]\n [message]\n speaker=humanleader83\n message= _ \"It is also not your place to question his majesty's orders. I would add that, in this regard, he has the support of the council of magi. You would do well to surrender yourselves to us. This decision will not be overturned.\"\n [/message]\n {RECALL_ARYEL_NOLOC}\n [message]\n speaker=Aryel\n message= _ \"What in blazes is going on- oh. Oh, I see. (frowns) So that's how it is.\"\n [/message]\n [message]\n speaker=humanleader82\n message= _ \"Do not resist! We will not hesitate to kill you if we must!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Oh, reaaallly. Come on, then. I'd like to see you try.\"\n [/message]\n [message]\n speaker=supporter8\n message= _ \"(whispers) I do not mean to offend, but it would be best if we could avoid fighting them...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yeah, right. Look, it seems like the leadership in your kingdom suddenly just went off the deep end. Not just your king, but his generals and the mage council too. You sure you want to just go back to them and follow all their crazy orders?\"\n [/message]\n [message]\n speaker=supporter8\n message= _ \"(whispers) Well...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"No, you don't. And don't think for a moment that they present a real threat to us. You hear that? We're going to fight. And you better bet that we're not the ones who should be afraid.\"\n [/message]\n [message]\n speaker=humanleader82\n message= _ \"V-very well. Fair warning was given. It seems like there is no alternative...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Aryel, there are quite a few of them.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"So? They can't take us.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Even if they could, it's not that. A slaughter would be bad.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"So? Do you think we have a choice? Would you rather us abandon the other faerie instead?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"No, but we could do as they ask and try to find a new home- well...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"See? Even you think that's a terrible idea. Besides, something's fishy about this whole situation. I've got a feeling that someone is manipulating them, just like with the Urdemons. We might be able to figure something out if we can capture one of them.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I suppose you're right. Where's Yumi by the way?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Hmm. Good question.\"\n [/message]\n\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n [kill]\n id=Yumi\n [/kill]\n [set_variable]\n name=fire_spawns2\n value=0\n [/set_variable]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Defeat all enemy leaders\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_FULL_CARRYOVER}\n [/objectives]\n [/event]\n\n [event]\n name=turn 3\n [message]\n speaker=Aryel\n message= _ \"(mutters) Seriously, where is this girl?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) Sleeping? She's usually nocturnal, like you.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(whispers) She's usually awake by now. It's already dusk.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"It's fine. We should keep her out of this anyway, if we can.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I would like that too, but that's not what's bothering me. Yumi's usually a light sleeper. This noise probably would have woken her. And it's not like her to just ditch us at the first sign of trouble.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"She usually tries to find somewhere quiet to sleep. That, or she throws up barriers around herself. Or are you worried that something's happened to her?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Like I said, someone's probably manipulating these humans into attacking us. What if it's that same person controlling the Urdemons and trying to get at us a different way?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"But demons would be more effective since they're actually dangerous...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"True, but this could be some kind of plot.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"A diversion? To confuse us so that person can get to Yumi? Maybe we should check on her.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Problem is, we have a fight on our hands right now...\"\n [/message]\n [/event]\n\n [event]\n name=attack\n first_time_only=yes\n [filter]\n side=2,3\n [/filter]\n\n [message]\n speaker=humanleader83\n message= _ \"Now we shall see how powerful you faerie really are.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"More than a match for you.\"\n [/message]\n [/event]\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n side=2,3\n [/filter]\n [filter_second]\n id=Aryel\n [/filter_second]\n\n [message]\n speaker=unit\n message= _ \"W-wait, please-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"And why should I do that?\"\n [/message]\n [message]\n speaker=unit\n message= _ \"I-I'm only a lowly foot soldier. I have nothing to do with this-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Right, like I'm going to take that as an excuse. Even if your superiors are the ones giving orders, you lot are the ones carrying them out in the end.\"\n [/message]\n [message]\n speaker=unit\n message= _ \"But-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"No buts. Bye bye!\"\n [/message]\n [/event]\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n side=2,3\n [/filter]\n [filter_second]\n id=Esther\n [/filter_second]\n\n [message]\n speaker=unit\n message= _ \"Mercy!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(frowns) Why should I spare you?\"\n [/message]\n [message]\n speaker=unit\n message= _ \"I-I have a family. And children. Please, I didn't want to fight you. But the generals-\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yet here you are, fighting against us right now.\"\n [/message]\n [message]\n speaker=unit\n message= _ \"I-I am sorry. Please...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(sighs) What else can I do? Go, leave.\"\n [/message]\n [message]\n speaker=unit\n message= _ \"T-thank you.\"\n [/message]\n [kill]\n id=unit\n [/kill]\n [message]\n speaker=Aryel\n message= _ \"You've got some guts, Esther. That, or you're an idiot.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Some of both, I suppose.\"\n [/message]\n [/event]\n\n [event]\n name=turn 6\n [message]\n speaker=Aryel\n message= _ \"Esther, I... really should go see if she's okay.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(frowns) We really should, but... you said it yourself. We kind of need you here too.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yes, but what if she needs us? I really don't want anything to happen to her. You know Yumi can't handle herself.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"But what about everyone else?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(whispers) Bah, I don't care about them!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) You don't really mean that.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(whispers) I... well...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"But-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(sighs) I guess you're right. Ugh. Sometimes it feels like...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"It feels like what, Aryel?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"It feels like we don't try hard enough. I don't know. I just don't know how to deal with her.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"We'll figure it out, and even she knows you really like her. But right now, we have a problem right in front of us that we have to deal with.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I guess so...\"\n [/message]\n [/event]\n\n [event]\n name=turn 7\n [message]\n speaker=Aryel\n message= _ \"Damn it, Yumi. Where are you?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Calm down, Aryel. Sheesh. You're only going to make yourself more stressed the more you think about it.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Rrgh.\"\n [/message]\n [/event]\n\n [event]\n name=turn 9\n [unstore_unit]\n variable=yumi\n x,y=42,3\n find_vacant=yes\n [/unstore_unit]\n {CLEAR_VARIABLE yumi}\n [message]\n speaker=Yumi\n message= _ \"(blinks)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yumi! Where in the world were you?! Do you have any idea how- how worried I was...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(tilts head)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Shhh, shhh. Relax, she didn't do anything wrong. Aryel was just concerned for your safety.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(grumbles) Was not.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Right. You totally weren't freaking out at all.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(stares at humans)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yumi, it might be best if you go back to sleep. We can handle this.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shudders)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yes, you should go. It's just a bunch of humans, anyway. Not a big deal.\"\n [/message]\n {DELAY 1500}\n [message]\n speaker=Aryel\n message= _ \"Or not. Are you even paying attention?\"\n [/message]\n {DELAY 1000}\n [message]\n speaker=Aryel\n message= _ \"Damn it, Yumi.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Just let her be.\"\n [/message]\n [/event]\n [event]\n name=turn 11\n [message]\n speaker=Yumi\n message= _ \"(looks around)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"What is it?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I guess she thinks that someone's coming? Enemies, probably, given our luck.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"What kind of enemies?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I don't know. I can't sense anything. Probably just Yumi being typical, neurotic Yumi. Or maybe not. Who knows, really.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(sulks)\"\n [/message]\n [/event]\n [event]\n name=turn 13\n first_time_only=yes\n [replace_schedule]\n {MIDNIGHT}\n [/replace_schedule]\n [message]\n speaker=Esther\n message= _ \"Is it just me or does this night seem longer than usual?\"\n [/message]\n {DELAY 500}\n {PLAY_SOUND \"explosion.ogg\"}\n {DELAY 500}\n [message]\n speaker=Aryel\n message= _ \"Hmm.\"\n [/message]\n {QUAKE_FIXED \"rumble.ogg\"}\n {PLAY_SOUND \"dragonstick.ogg\"}\n {DELAY 550}\n {QUAKE_FIXED \"rumble.ogg\"}\n {PLAY_SOUND \"lightning.ogg\"}\n {DELAY 550}\n [message]\n speaker=Aryel\n message= _ \"It's not just you. What the hell is going on?\"\n [/message]\n {DELAY 550}\n {PLAY_SOUND \"lightning.ogg\"}\n {DELAY 550}\n {QUAKE_FIXED \"rumble.ogg\"}\n {PLAY_SOUND \"explosion.ogg\"}\n {DELAY 550}\n {PLAY_SOUND \"lightning.ogg\"}\n {QUAKE_FIXED \"rumble.ogg\"}\n {DELAY 1000}\n [message]\n speaker=Esther\n message= _ \"You're asking me.\"\n [/message]\n {DELAY 750}\n {REPEAT 3 ({PLAY_SOUND \"melee-fire.ogg\"})}\n [unit]\n side=4\n id=demonleader8\n generate_name=yes\n type=Demon Hellion\n random_traits=yes\n canrecruit=yes\n animate=yes\n facing=nw\n x,y=40,31\n [/unit]\n [terrain]\n x,y=40,31\n radius=1\n terrain=Urb^Cov\n [/terrain]\n [terrain]\n x,y=40,31\n terrain=Urb^Kov\n [/terrain]\n [redraw][/redraw]\n {DELAY 1000}\n [message]\n speaker=Esther\n message= _ \"Oh boy. And now a bunch of demons show up. Can things get any worse?\"\n [/message]\n [message]\n speaker=humanleader83\n message= _ \"Demons too? I didn't sign up for this...\"\n [/message]\n [message]\n speaker=humanleader82\n message= _ \"... this may be somewhat of a problem to deal with.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(grimaces) 'Somewhat of a problem'. This is really starting to get troublesome...\"\n [/message]\n [modify_side]\n side=4\n {INCOME 20 25 35}\n [/modify_side]\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Defeat all enemy leaders\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_FULL_CARRYOVER}\n {OBJECTIVE_NOTE ( _ \"Be very careful around Fiends and Berserkers.\")}\n [/objectives]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=4\n [filter_location]\n terrain=G*^F*\n [/filter_location]\n [/filter]\n [terrain]\n x=$x1\n y=$y1\n terrain=Rd\n [/terrain]\n [redraw][/redraw]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=4\n [filter_location]\n terrain=G*^V*\n [/filter_location]\n [/filter]\n [store_locations]\n variable=village_hex\n x,y=$x1,$y1\n terrain=G*^V*\n [/store_locations]\n {PLAY_SOUND \"torch.ogg\"}\n [for]\n array=village_hex\n [do]\n [terrain]\n x=$village_hex[$j].x\n y=$village_hex[$j].y\n terrain=Rd\n [/terrain]\n [/do]\n [/for]\n [redraw][/redraw]\n {CLEAR_VARIABLE village_hex}\n [/event]\n\n [event]\n name=turn 15\n {FLASH_DARK (\n {DELAY 750}\n [place_shroud]\n [filter_location]\n [/filter_location]\n side=1\n [/place_shroud]\n [modify_side]\n side=1\n fog=yes\n [/modify_side]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n {DELAY 750}\n )}\n [message]\n speaker=Aryel\n message= _ \"Ugh. Now what?\"\n [/message]\n {DELAY 350}\n {PLAY_SOUND \"wail.wav\"}\n {DELAY 500}\n [modify_unit]\n [filter]\n id=Aryel\n [/filter]\n facing=sw\n [/modify_unit]\n {PLAY_SOUND \"wail.wav\"}\n {DELAY 550}\n [modify_unit]\n [filter]\n id=Aryel\n [/filter]\n facing=se\n [/modify_unit]\n {PLAY_SOUND \"wail-sml.wav\"}\n {DELAY 550}\n {PLAY_SOUND \"wail.wav\"}\n {DELAY 550}\n [modify_unit]\n [filter]\n id=Aryel\n [/filter]\n facing=sw\n [/modify_unit]\n {PLAY_SOUND \"wail.wav\"}\n {DELAY 550}\n [modify_unit]\n [filter]\n id=Aryel\n [/filter]\n facing=se\n [/modify_unit]\n {PLAY_SOUND \"wail-sml.wav\"}\n {DELAY 750}\n [message]\n speaker=Esther\n message= _ \"Uh.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(mimicking Esther) Can things get any worse? You just had to ask it. Now look at what you've done.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"The universe just hates me, huh.\"\n [/message]\n {DELAY 750}\n {PLAY_SOUND \"wail.wav\"}\n {DELAY 550}\n {PLAY_SOUND \"wail-sml.wav\"}\n {DELAY 550}\n {PLAY_SOUND \"wail.wav\"}\n {DELAY 750}\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n {SPAWN_NOID (\"Demon Apparition\",\"Demon Dreamwalker\") 5 $aryel.x $aryel.y}\n {DELAY 750}\n [message]\n speaker=Aryel\n message= _ \"(steps back) No, it apparently hates me.\"\n [/message]\n {DELAY 750}\n {SPAWN_NOID (\"Demon Apparition\",\"Demon Dreamwalker\") 5 $aryel.x $aryel.y}\n {SPAWN_NOID (\"Demon Apparition\",\"Demon Dreamwalker\") 5 $aryel.x $aryel.y}\n {DELAY 750}\n [message]\n speaker=Aryel\n message= _ \"Girls, I could use a little help here.\"\n [/message]\n {DELAY 750}\n {SPAWN_NOID (\"Demon Apparition\",\"Demon Dreamwalker\") 5 $aryel.x $aryel.y}\n {SPAWN_NOID (\"Demon Apparition\",\"Demon Dreamwalker\") 5 $aryel.x $aryel.y}\n {DELAY 750}\n [message]\n speaker=Aryel\n message= _ \"Umm, please?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"One second, I'm coming!\"\n [/message]\n {FLASH_DARK (\n {DELAY 1000}\n [message]\n speaker=Esther\n message= _ \"Where are you?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Right here. Might want to hurry up before they start tearing me apart-\"\n [/message]\n {DELAY 500}\n [kill]\n side=5\n [/kill]\n {DELAY 750}\n )}\n [message]\n speaker=Aryel\n message= _ \"Or... not?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"You okay?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I guess. They just disappeared.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Ugh, those pesky blue monsters again. We should stick together. Don't get separated.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yeah, and don't get surrounded. (shivers)\"\n [/message]\n {CLEAR_VARIABLE aryel}\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Defeat all enemy leaders\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_FULL_CARRYOVER}\n {OBJECTIVE_NOTE ( _ \"Be very careful around Fiends and Berserkers.\")}\n [/objectives]\n [set_variable]\n name=blue_spawns\n value=1\n [/set_variable]\n [/event]\n\n #ifdef HARD\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Apparition\",\"Demon Dreamwalker\") 5 1 45 1 35 2 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Apparition\",\"Demon Dreamwalker\") 5 1 45 1 35 2 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Apparition\",\"Demon Dreamwalker\") 5 1 45 1 35 2 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Apparition\",\"Demon Dreamwalker\") 5 1 45 1 35 2 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Apparition\",\"Demon Dreamwalker\") 5 1 45 1 35 2 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Apparition\",\"Demon Dreamwalker\") 5 1 45 1 35 2 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Apparition\",\"Demon Dreamwalker\") 5 1 45 1 35 2 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Apparition\",\"Demon Dreamwalker\") 5 1 45 1 35 2 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Blue Demon\") 5 1 45 1 35 2 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Blue Demon\") 5 1 45 1 35 2 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Blue Demon\") 5 1 45 1 35 2 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Blue Demon\") 5 1 45 1 35 2 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Blue Demon\") 5 1 45 1 35 2 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Blue Demon\") 5 1 45 1 35 2 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Blue Demon\") 5 1 45 1 35 2 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Blue Demon\") 5 1 45 1 35 2 (\"blue_spawns\")}\n #endif\n #ifdef NORMAL\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Apparition\",\"Demon Dreamwalker\") 5 1 45 1 35 5 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Apparition\",\"Demon Dreamwalker\") 5 1 45 1 35 5 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Apparition\",\"Demon Dreamwalker\") 5 1 45 1 35 5 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Apparition\",\"Demon Dreamwalker\") 5 1 45 1 35 5 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Apparition\",\"Demon Dreamwalker\") 5 1 45 1 35 5 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Apparition\",\"Demon Dreamwalker\") 5 1 45 1 35 5 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Apparition\",\"Demon Dreamwalker\") 5 1 45 1 35 5 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Apparition\",\"Demon Dreamwalker\") 5 1 45 1 35 5 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Blue Demon\") 5 1 45 1 35 3 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Blue Demon\") 5 1 45 1 35 3 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Blue Demon\") 5 1 45 1 35 3 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Blue Demon\") 5 1 45 1 35 3 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Blue Demon\") 5 1 45 1 35 3 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Blue Demon\") 5 1 45 1 35 3 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Blue Demon\") 5 1 45 1 35 3 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Blue Demon\") 5 1 45 1 35 3 (\"blue_spawns\")}\n #endif\n #ifdef EASY\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Apparition\",\"Demon Dreamwalker\") 5 1 45 1 35 7 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Apparition\",\"Demon Dreamwalker\") 5 1 45 1 35 7 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Apparition\",\"Demon Dreamwalker\") 5 1 45 1 35 7 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Apparition\",\"Demon Dreamwalker\") 5 1 45 1 35 7 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Apparition\",\"Demon Dreamwalker\") 5 1 45 1 35 7 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Apparition\",\"Demon Dreamwalker\") 5 1 45 1 35 7 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Apparition\",\"Demon Dreamwalker\") 5 1 45 1 35 7 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Apparition\",\"Demon Dreamwalker\") 5 1 45 1 35 7 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Blue Demon\") 5 1 45 1 35 4 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Blue Demon\") 5 1 45 1 35 4 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Blue Demon\") 5 1 45 1 35 4 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Blue Demon\") 5 1 45 1 35 4 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Blue Demon\") 5 1 45 1 35 4 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Blue Demon\") 5 1 45 1 35 4 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Blue Demon\") 5 1 45 1 35 4 (\"blue_spawns\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Blue Demon\") 5 1 45 1 35 4 (\"blue_spawns\")}\n #endif\n [event]\n name=new turn\n first_time_only=no\n [store_unit]\n [filter]\n side=5\n [/filter]\n variable=bluedemons\n [/store_unit]\n [for]\n array=bluedemons\n [do]\n [set_variable]\n name=kill_unit\n rand=1..4\n [/set_variable]\n [if]\n [variable]\n name=kill_unit\n numerical_equals=1\n [/variable]\n [then]\n [kill]\n x,y=$bluedemons[$i].x,$bluedemons[$i].y\n [/kill]\n [/then]\n [/if]\n {CLEAR_VARIABLE kill_unit}\n [/do]\n [/for]\n {CLEAR_VARIABLE bluedemons}\n [/event]\n\n [event]\n name=attack\n first_time_only=yes\n [filter]\n side=4\n race=demon\n [/filter]\n [filter_second]\n side=2,3\n [/filter_second]\n\n [message]\n speaker=unit\n message= _ \"Filthy humans. Die!\"\n [/message]\n [message]\n speaker=second_unit\n message= _ \"Aieee!\"\n [/message]\n [/event]\n [event]\n name=attack\n first_time_only=yes\n [filter]\n side=4\n race=demon\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [message]\n speaker=unit\n message= _ \"Burn!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Get back! Be careful!\"\n [/message]\n [/event]\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n id=humanleader82\n [/filter]\n [message]\n speaker=unit\n message= _ \"I-I knew this was a bad idea.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Then why did you do it?\"\n [/message]\n [message]\n speaker=unit\n message= _ \"The... king's orders... are absolute...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yeah, right. And what would happen if you were to disobey?\"\n [/message]\n [message]\n speaker=unit\n message= _ \"I- I- just...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Answer the question. Why did you attack us? And why would your king order you to attack us?\"\n [/message]\n [message]\n speaker=unit\n message= _ \"I- don't-\"\n [/message]\n {FLASH_RED_EXTREME ({DELAY 250})}\n [message]\n speaker=Aryel\n message= _ \"Well?\"\n [/message]\n [message]\n speaker=unit\n message= _ \"Please-\"\n [/message]\n {FLASH_RED_EXTREME ({DELAY 250})}\n [message]\n speaker=Aryel\n message= _ \"Talk.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Aryel, that's cruel.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Shush. I'm trying to get answers.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"By prolonging his death? Aryel, that's-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Whatever. Fine. I'll just let him die then.\"\n [/message]\n [fire_event]\n name=turn 13\n [/fire_event]\n [/event]\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n id=humanleader83\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"No! Why are you doing this?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Why are we killing you? How about, why are you attacking us?\"\n [/message]\n [message]\n speaker=unit\n message= _ \"Because... because they told us to!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"And who might 'they' be?\"\n [/message]\n [message]\n speaker=unit\n message= _ \"T-them. Just them. I cannot say anymore. I don't-\"\n [/message]\n {FLASH_RED_EXTREME ({DELAY 250})}\n [message]\n speaker=Aryel\n message= _ \"Spill your guts.\"\n [/message]\n [message]\n speaker=unit\n message= _ \"No!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Fine, then I'll do it for you.\"\n [/message]\n [fire_event]\n name=turn 13\n [/fire_event]\n [/event]\n [event]\n name=turn 17\n [message]\n speaker=Yumi\n message= _ \"(flinches)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"It's getting warmer.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Don't look at me. That's not my fault.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"That's what I'm worried about.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"So even more of them are coming, huh.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Maybe. We'll just have to see.\"\n [/message]\n [/event]\n [event]\n name=turn 19\n first_time_only=yes\n {QUAKE_FIXED \"rumble.ogg\"}\n [message]\n speaker=Aryel\n message= _ \"Let me guess...\"\n [/message]\n {DELAY 500}\n {QUAKE_FIXED \"rumble.ogg\"}\n [unit]\n side=4\n id=boss1\n generate_name=yes\n type=Demon Harbinger\n random_traits=yes\n canrecruit=yes\n animate=yes\n facing=nw\n x,y=40,31\n [/unit]\n [unit]\n side=4\n id=boss2\n generate_name=yes\n type=Demon Harbinger\n random_traits=yes\n canrecruit=yes\n animate=yes\n facing=nw\n x,y=40,31\n [/unit]\n [message]\n speaker=boss1\n message= _ \"The air is rife with the scent of charred flesh.\"\n [/message]\n [message]\n speaker=boss2\n message= _ \"So it seems. The Yuure ones are here as well. This battle shall be a massacre.\"\n [/message]\n [message]\n speaker=boss1\n message= _ \"Let us put them out of their misery.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) More demons! And ones who are actually talking properly! That's new.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(mutters) Hmph. Nice to meet you too. You guys are really friendly. Think we'd be best friends if I wasn't about to kill you.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) It's not just the two of them... I think they brought friends.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(grumbles) Whatever. Won't make much of a difference.\"\n [/message]\n\n [set_variable]\n name=fire_spawns\n value=1\n [/set_variable]\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Defeat all enemy leaders\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_FULL_CARRYOVER}\n {OBJECTIVE_NOTE ( _ \"Be very careful around Fiends and Berserkers.\")}\n {OBJECTIVE_NOTE ( _ \"Finish the enemy leaders as quickly as possible before you are overwhelmed (turn 27 recommended).\")}\n [/objectives]\n [/event]\n [event]\n name=turn 27\n [set_variable]\n name=fire_spawns2\n value=1\n [/set_variable]\n [/event]\n\n {RESPAWN_POINT_CONDITIONAL (\"Demon Stormbringer\") 4 38 30 2 (\"fire_spawns2\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Stormbringer\") 4 42 30 2 (\"fire_spawns2\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Stormbringer\") 4 40 33 2 (\"fire_spawns2\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Stormbringer\") 4 38 32 2 (\"fire_spawns2\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Stormbringer\") 4 42 32 2 (\"fire_spawns2\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Stormbringer\") 4 40 29 2 (\"fire_spawns2\")}\n\n #ifdef HARD\n {RESPAWN_POINT_CONDITIONAL (\"Demon Stormbringer\") 4 38 30 3 (\"fire_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Stormbringer\") 4 42 30 3 (\"fire_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Stormbringer\") 4 40 33 3 (\"fire_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Zephyr\") 4 38 32 3 (\"fire_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Zephyr\") 4 42 32 3 (\"fire_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Zephyr\") 4 40 29 3 (\"fire_spawns\")}\n #endif\n #ifdef NORMAL\n {RESPAWN_POINT_CONDITIONAL (\"Demon Stormbringer\") 4 38 30 6 (\"fire_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Zephyr\") 4 42 30 4 (\"fire_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Zephyr\") 4 40 33 4 (\"fire_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Zephyr\") 4 38 32 4 (\"fire_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Stormbringer\") 4 42 32 6 (\"fire_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Zephyr\") 4 40 29 4 (\"fire_spawns\")}\n #endif\n #ifdef EASY\n {RESPAWN_POINT_CONDITIONAL (\"Demon Stormbringer\") 4 38 30 6 (\"fire_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Zephyr\") 4 42 30 5 (\"fire_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Zephyr\") 4 40 33 5 (\"fire_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Zephyr\") 4 38 32 5 (\"fire_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Zephyr\") 4 42 32 5 (\"fire_spawns\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Zephyr\") 4 40 29 5 (\"fire_spawns\")}\n #endif\n\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n id=boss1\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"So they were not as weak as we presumed...\"\n [/message]\n [kill]\n id=boss1\n [/kill]\n [message]\n speaker=Esther\n message= _ \"Damn, she just disappeared. Probably got away.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Pff. Coward's way out.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I was more thinking that we got no information from her.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(shrugs) Not like they'd talk easily anyway. The ones back in that crypt killed themselves before we could even do anything.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"True.\"\n [/message]\n [/event]\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n id=boss2\n [/filter]\n [message]\n speaker=unit\n message= _ \"You claim the victory this time, but more shall come.\"\n [/message]\n [kill]\n id=boss2\n [/kill]\n [message]\n speaker=Aryel\n message= _ \"Blah blah blah. Looks like they're all talk, but don't have anything to show. Least she could've done is provide more of a challenge.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(sighs) Bloodthirsty to the last.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(smirks) Whatever.\"\n [/message]\n [/event]\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n id=demonleader8\n [/filter]\n [message]\n speaker=unit\n message= _ \"...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Who sent you here?\"\n [/message]\n [message]\n speaker=unit\n message= _ \"...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Speak, or else-\"\n [/message]\n [message]\n speaker=unit\n message= _ \"(silence)\"\n [/message]\n [kill]\n id=demonleader8\n animate=yes\n [/kill]\n [message]\n speaker=Aryel\n message= _ \"Or... he can do that. Stupid demons, can't get any information from them.\"\n [/message]\n [fire_event]\n name=turn 19\n [/fire_event]\n [/event]\n [event]\n name=enemies defeated\n\n [message]\n speaker=Esther\n message= _ \"So that's it then. The rest of them are fleeing.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Great. Still doesn't explain why the humans suddenly decided to attack us. Or those two demons actually talking this time.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I wonder if it's possible that some of them are attacking us of their own free will? Besides that, I'm thinking these blue demons or whatever that one called them are manipulating the humans.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"It would make sense. The humans' attitude toward us wouldn't change that drastically in such a short period. But it's kind of hard to know for sure unless we go digging around in Caerleon. That would basically mean muscling our way in.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"And what about the demons? Those huge ones seemed to be acting freely.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"But the other one clearly wasn't. This whole thing is a mess and I haven't a clue what's going on. (looks at Yumi)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(frowns)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"And for the record, Xia'el didn't show up. She wasn't kidding about ditching us.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I wonder if something's happened to her.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Doubt it. The Guardians wouldn't go so far as to seriously attack each other...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"... would they?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"At this point, your guess is as good as mine.\"\n [/message]\n\n [endlevel]\n result=victory\n {NEW_GOLD_CARRYOVER 100}\n next_scenario=09_Blackout\n [/endlevel]\n [/event]\n\n [event]\n name=victory\n {CLEAR_VARIABLE fire_spawns}\n {CLEAR_VARIABLE fire_spawns2}\n {CLEAR_VARIABLE blue_spawns}\n [/event]\n[/scenario]\n\n#undef GENERATE_HILL\n#undef GENERATE_FOREST\n#undef GENERATE_VILLAGE\n#undef GENERATE_GRASS\n#undef GENERATE_TEXTURE\n"} {"text": "#textdomain wesnoth-Genesis\n\n[scenario]\n id=09_Blackout\n name= _ \"Blackout\"\n map_data=\"{~add-ons/Genesis/episode1/maps/09_Blackout.map}\"\n turns=-1\n next_scenario=10_Incubus\n theme=Cutscene_Minimal\n {DARK_INDOORS}\n\n {SCENARIO_MUSIC underground.ogg}\n\n [side]\n side=1\n no_leader=yes\n controller=human\n team_name=fae\n {NO_GOLD_SIDE}\n user_team_name= _ \"team_name^Xia'el\"\n shroud=yes\n color=green\n [/side]\n\n [side]\n no_leader=yes\n side=2\n color=black\n controller=ai\n team_name=fae\n {NO_GOLD_SIDE}\n user_team_name= _ \"team_name^Merthiaal\"\n share_view=yes\n shroud=yes\n [/side]\n [side]\n {YUURE_SIDE}\n side=3\n hidden=yes\n [/side]\n\n {STARTING_VILLAGES_ALL 2}\n\n [event]\n name=prestart\n [label]\n x,y=31,7\n text = _ \"The Blue Room\"\n [/label]\n [/event]\n\n [event]\n name=start\n\n {FADE_SCREEN}\n [unit]\n type=Guardian of Earth\n name= _ \"Xia'el\"\n id=Xia'el\n facing=n\n canrecruit=yes\n unrenamable=yes\n side=1\n x,y=14,32\n [/unit]\n [unit]\n type=Guardian of Darkness\n id=Merthiaal\n facing=s\n name= _ \"Merthiaal\"\n unrenamable=yes\n canrecruit=yes\n side=2\n x,y=13,24\n [/unit]\n [hide_unit]\n [filter]\n [/filter]\n [/hide_unit]\n [scroll_to]\n x,y=14,32\n [/scroll_to]\n [remove_shroud]\n side=1\n x=1-20,21-36\n y=22-36,25-36\n [/remove_shroud]\n [redraw]\n clear_shroud=yes\n [/redraw]\n {UNFADE_SCREEN}\n {DELAY 500}\n [message]\n speaker=Merthiaal\n message= _ \"Xia'el. Hello. It has been a while.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"It has, but perhaps not long enough.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"... nice to see you too?\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"I would say 'likewise', but I'm here regarding something important, unfortunately.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"I'm not sure what you mean by that.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Your influence, Merthiaal. We all know what you're capable of. It needs to stop.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"I'm sorry, I really don't know what you mean.\"\n [/message]\n [move_unit]\n id=Xia'el\n to_x,to_y=14,31\n [/move_unit]\n {DELAY 250}\n [message]\n speaker=Xia'el\n message= _ \"It's no use playing dumb. Listen, I just want us to get along, okay? We don't need to fight. So please, there's no need for you to do this.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Do what, exactly?\"\n [/message]\n {DELAY 1000}\n [message]\n speaker=Xia'el\n message= _ \"(sighs) You've been controlling some of Uria's subjects and even some of those of other guardians. They have been attacking Irdya, my world, and have been harassing my faerie-\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"And you believe it's my doing. Really, Xia'el? (shakes head) You can't just come marching in here and accusing me of that.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"But you-\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"What makes you think it's me?\"\n [/message]\n {DELAY 250}\n [move_unit]\n id=Xia'el\n to_x,to_y=14,32\n [/move_unit]\n [modify_unit]\n [filter]\n id=Xia'el\n [/filter]\n facing=n\n [/modify_unit]\n {DELAY 250}\n [message]\n speaker=Xia'el\n message= _ \"I thought... you had something to do with it... you're the Guardian of Darkness. The Aspect of Darkness that you hold, it grants you the power to control the minds of other creatures.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Obviously someone as strong as you would be able to sense if I were doing that. Besides, if I really were somehow manipulating Uria's subjects into attacking you, we wouldn't even be having this conversation. You'd probably just take it up with Yarae and get him to-\"\n [/message]\n {DELAY 250}\n [move_unit]\n id=Xia'el\n to_x,to_y=14,30\n [/move_unit]\n [modify_unit]\n [filter]\n id=Xia'el\n [/filter]\n facing=n\n [/modify_unit]\n {DELAY 250}\n [message]\n speaker=Xia'el\n message= _ \"Is that what you think? That I'd just go running to Yarae for every little dispute we have?\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Sort of. Well, it's just...\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"(mutters) You and Uria, you're his favorites. I don't see why you wouldn't be. (coughs) Nevermind. I'm not responsible for whatever is happening on your world. However, I would be glad to help, if you need it. Of course, you're quite strong, yourself, so I doubt you will want help from a weakling like me...\"\n [/message]\n {DELAY 250}\n [move_unit]\n id=Xia'el\n to_x,to_y=14,24\n [/move_unit]\n {DELAY 250}\n [modify_unit]\n [filter]\n id=Xia'el\n [/filter]\n facing=nw\n [/modify_unit]\n {DELAY 250}\n [modify_unit]\n [filter]\n id=Merthiaal\n [/filter]\n facing=se\n [/modify_unit]\n {DELAY 500}\n [message]\n speaker=Xia'el\n message= _ \"Come on, Merthiaal. I know we have our differences, but it's not like I hold a grudge against you or anything. We're not Shardia and Valdir. I'm sorry I accused you of doing something like that. I really thought you might have had some connection to it because of their odd behavior. I didn't mean to try to pick a fight with you. We can be friends.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Friends, right.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"I don't see why you think I'm not being sincere. I'm trying, Xia'el. I really am. I don't want to be your enemy either-\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Nobody said you were.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"I suppose not. But sometimes, it just feels like... ah, never mind.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"...\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"(sighs) So, what exactly has been going on again?\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"The Urdemons have been attacking Irdya. I know it's not Uria's doing. She's been trying to do what she can, but her method of 'control' usually just means quelling the rebels. Which is obviously bad and she doesn't want to keep doing that.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Of course.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"I suspect that there are other demons among them as well, but mostly they have been Uria's subjects. Ethea is in turmoil. And you were right, I haven't been able to identify how they are being controlled, if at all.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"None of the other aspects hold control over the mind like Darkness. I suppose one of the demon lords here could be responsible, but... (closes eyes) I would probably know about it, if that were the case. Although I'm not sure I could even do anything about it...\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Come on, Merthiaal. I know you're young, but you're a Guardian! You definitely have the right and the power to control your world.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Yrathid is huge... and I'm weak... no. No, nevermind. You're right, I shouldn't think like that. So, any other clues?\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Hmm, the only other thing I can think of is that there were some sightings of the Yuure Demons. And the Void Demons.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Those ones? Hmm. I never liked the Void Demons to begin with. They are merely mindless killing machines. Too dangerous to be dealt with. And I've always felt that the Yuure Demons were rather weak. Maybe they could control humans, but other demons? I don't think so.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Is that so? Then, what could it be?\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Well, I've heard that...\"\n [/message]\n {DELAY 1000}\n [message]\n speaker=Xia'el\n message= _ \"What is it?\"\n [/message]\n {DELAY 750}\n {MODIFY_UNIT (id=Merthiaal) facing nw}\n {DELAY 500}\n [message]\n speaker=Xia'el\n message= _ \"What are you doing? Merthiaal, look at me.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"(softly) You won't like me if I tell you.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Come on. I won't hate you.\"\n [/message]\n {DELAY 750}\n [message]\n speaker=Merthiaal\n message= _ \"I... I've heard rumors. There's been trouble on Norsula. Okay, so there's always trouble on Norsula, obviously since it has both the Aspects of Water and Fire, but I've heard that the Guardians there have started setting their eyes on other worlds. Valdir and Shardia. They're don't just want to use their own minions to fight. They want to drag others in with them.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"That's been a rumor since forever.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"But that's not all! Recently, some of the demons here on Yrathid have begun attacking each other! I managed to subdue them, but day by day, their numbers grow, and in some places, it's turned into all out war! I tried to step in when the demon lords seemed like they couldn't handle it, but I made a huge, bloody mess of the whole thing so I don't even know what to do anymore, and ah...\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Sounds like Ethea right now. So you've been having the same troubles? I'm sorry to hear that.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"... it's fine. I let the demon lords do their own thing anyway. But as for the sudden trouble, I suspected that one of Valdir or Shardia had something to do with it, so I went to Yarae. I thought he might have some advice for me.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"And... what did he say?\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"(sighs)\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"I couldn't find him. No, he wouldn't let me find him.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"What do you mean? He's always standing guard at the Well of Life.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"He wouldn't let me through. There was a barrier there. I could sense a fantastic energy beyond it, the power of several elements mingled simultaneously. Yarae... he was doing something with that energy. He didn't want me to know. He doesn't want us to know anything. Xia'el... I'm sure he knows what's going on. I know he knows why my- our worlds are suddenly going crazy.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"The thing is, he's not doing anything about it. He doesn't want to help. I think... he doesn't care. No, not just that. He actually wants us to... to fight with each other like dogs while he runs his mad experiments on his own!\"\n [/message]\n {DELAY 1500}\n [message]\n speaker=Xia'el\n message= _ \"Merthiaal.\"\n [/message]\n {DELAY 750}\n [message]\n speaker=Xia'el\n message= _ \"Look at me.\"\n [/message]\n {DELAY 1500}\n [message]\n speaker=Xia'el\n message= _ \"(reaches forward)\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"(flinches) I thought you said you wouldn't hate-\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"I don't. I just was surprised. That's quite the accusation to be making. Yarae does things with the Tree of Life all the time. He made it and knows all its secrets. Of course he has some things that he doesn't want to share with us. And I'm sure there's an explanation for why the demons have gone berserk as well. I'll bet you Yarae will give us a solution if we ask nicely.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Ugh. You don't get it.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"... I don't.\"\n [/message]\n {DELAY 750}\n {MODIFY_UNIT (id=Merthiaal) facing se}\n {DELAY 500}\n [message]\n speaker=Merthiaal\n message= _ \"Of course you don't. You always think everything is okay when it's really not. Optimists like you never see the real truth.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Our worlds are collapsing. You think our subjects fighting each other is our only problem? No. I'm sure you've seen it already. The power of the void is growing and it's already begun to seep into our universe. For all we know, the void's corrupting influence could be the thing causing everyone to go crazy, and that's just the first, tiniest little thing it can do.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"The thing is, the catastrophe that destroyed the First Gods and their civilization won't just go away. It'll happen to us too. Don't forget that Yarae's people, for all their knowledge and glory, were destroyed, and whatever did that to them could just as easily do that to us.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Merthiaal.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"We aren't even as strong as they are! Yarae is one of the few of the First Gods that remain, and he's way beyond us, because he keeps all of his power and secrets to himself. He doesn't share anything with us! He even locked me out of the Well that our powers spring from! That's not fair! He wouldn't treat you like that.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Merthiaal.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"And now he's just- just ignoring me! He doesn't care. He's watching and doing nothing as the void permeates our universe more and more with each passing moment. There's no way someone as strong as you can't see it. If, say, the armageddon arrives on our doorstep tomorrow, what could we do about it? Nothing. Absolutely nothing. Oh, Xia'el, I don't want to go on like this-\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Merthiaal!\"\n [/message]\n {DELAY 1000}\n [message]\n speaker=Xia'el\n message= _ \"Please, calm down. Nothing like that is going to happen.\"\n [/message]\n {DELAY 750}\n [message]\n speaker=Merthiaal\n message= _ \"You don't know that.\"\n [/message]\n {DELAY 1500}\n [message]\n speaker=Xia'el\n message= _ \"If we work together, we'll be able to figure something out. I promise. But seriously, what's gotten into you lately? You seem so...\"\n [/message]\n {DELAY 500}\n {MODIFY_UNIT (id=Merthiaal) facing nw}\n {DELAY 1000}\n [message]\n speaker=Merthiaal\n message= _ \"Let's talk somewhere else. With less of a chance of being overheard.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Umm, what? But- err... (frowns) okay.\"\n [/message]\n [move_unit]\n id=Merthiaal\n to_x,to_y=1,23\n [/move_unit]\n [move_unit]\n id=Xia'el\n to_x,to_y=1,24\n [/move_unit]\n [redraw]\n clear_shroud=yes\n [/redraw]\n {DELAY 500}\n [message]\n speaker=Xia'el\n message= _ \"This is new. I don't remember there being anything here before.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"(shrugs)\"\n [/message]\n {DELAY 250}\n [move_unit]\n id=Merthiaal\n to_x,to_y=8,18\n [/move_unit]\n [move_unit]\n id=Xia'el\n to_x,to_y=7,19\n [/move_unit]\n [redraw]\n clear_shroud=yes\n [/redraw]\n [move_unit]\n id=Merthiaal\n to_x,to_y=12,13\n [/move_unit]\n [move_unit]\n id=Xia'el\n to_x,to_y=12,14\n [/move_unit]\n [redraw]\n clear_shroud=yes\n [/redraw]\n {DELAY 500}\n [message]\n speaker=Xia'el\n message= _ \"I know I've said this before, but maybe you shouldn't live in such dreary places. I can't help but feel that it doesn't help your anxiety.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"I'm the Guardian of Darkness, Xia'el. What else would you expect from me?\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"I guess you have a point.\"\n [/message]\n [move_unit]\n id=Merthiaal\n to_x,to_y=20,11\n [/move_unit]\n [move_unit]\n id=Xia'el\n to_x,to_y=17,10\n [/move_unit]\n [redraw]\n clear_shroud=yes\n [/redraw]\n {DELAY 500}\n [message]\n speaker=Merthiaal\n message= _ \"Is something wrong?\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"I feel a bit lightheaded.\"\n [/message]\n {DELAY 250}\n [move_unit]\n id=Xia'el\n to_x,to_y=18,10\n [/move_unit]\n {DELAY 750}\n [move_unit]\n id=Xia'el\n to_x,to_y=19,11\n [/move_unit]\n {DELAY 500}\n [message]\n speaker=Merthiaal\n message= _ \"Are you okay?\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"I... think so.\"\n [/message]\n {DELAY 500}\n [move_unit]\n id=Merthiaal\n to_x,to_y=24,16\n [/move_unit]\n [redraw]\n clear_shroud=yes\n [/redraw]\n [move_unit]\n id=Xia'el\n to_x,to_y=21,12\n [/move_unit]\n {DELAY 250}\n [move_unit]\n id=Xia'el\n to_x,to_y=23,13\n [/move_unit]\n {DELAY 500}\n [move_unit]\n id=Xia'el\n to_x,to_y=25,14\n [/move_unit]\n {DELAY 500}\n [message]\n speaker=Merthiaal\n message= _ \"You look rather pale. Is something the matter?\"\n [/message]\n {DELAY 250}\n [move_unit]\n id=Xia'el\n to_x,to_y=25,16\n [/move_unit]\n [message]\n speaker=Xia'el\n message= _ \"I'm... not sure...\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"You don't look so good. We can talk later. I think you need to rest.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"(shakes head slowly) But I... need to... get back...\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Your world isn't going to implode if you aren't there for one day. Besides, it doesn't look like you're in any condition to travel. Not safely, at least. Come on, I can give you somewhere to stay. It might not be to your tastes, but at least nobody will bother you there.\"\n [/message]\n {DELAY 1000}\n [message]\n speaker=Merthiaal\n message= _ \"Xia'el?\"\n [/message]\n {DELAY 750}\n [message]\n speaker=Xia'el\n message= _ \"Uhh... sure... (holds head) I don't know what's wrong with me... I don't want to trouble you...\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"It's fine. It's not a big deal.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"If you say so...\"\n [/message]\n {DELAY 500}\n [move_unit]\n id=Merthiaal\n to_x,to_y=27,22\n [/move_unit]\n [redraw]\n clear_shroud=yes\n [/redraw]\n {DELAY 500}\n [move_unit]\n id=Xia'el\n to_x,to_y=26,21\n [/move_unit]\n {DELAY 500}\n [move_unit]\n id=Merthiaal\n to_x,to_y=34,19\n [/move_unit]\n [redraw]\n clear_shroud=yes\n [/redraw]\n {DELAY 750}\n [move_unit]\n id=Xia'el\n to_x,to_y=34,20\n [/move_unit]\n {DELAY 500}\n [move_unit]\n id=Merthiaal\n to_x,to_y=32,16\n [/move_unit]\n {DELAY 750}\n [move_unit]\n id=Xia'el\n to_x,to_y=33,17\n [/move_unit]\n {DELAY 250}\n [message]\n speaker=Merthiaal\n message= _ \"Just a moment.\"\n [/message]\n {DELAY 500}\n [terrain]\n x,y=32,15\n terrain=Myb\n [/terrain]\n [redraw]\n clear_shroud=yes\n [/redraw]\n {DELAY 250}\n [move_unit]\n id=Merthiaal\n to_x,to_y=31,10\n [/move_unit]\n [redraw]\n clear_shroud=yes\n [/redraw]\n [move_unit]\n id=Xia'el\n to_x,to_y=31,11\n [/move_unit]\n [move_unit]\n id=Merthiaal\n to_x,to_y=30,4\n [/move_unit]\n [redraw]\n clear_shroud=yes\n [/redraw]\n [move_unit]\n id=Xia'el\n to_x,to_y=31,5\n [/move_unit]\n {DELAY 250}\n [message]\n speaker=Merthiaal\n message= _ \"There. Not the most comfortable room, but it is a private one. Nobody will bother you here.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Thanks, Merthiaal.\"\n [/message]\n [move_unit]\n id=Xia'el\n to_x,to_y=34,1\n [/move_unit]\n [redraw]\n clear_shroud=yes\n [/redraw]\n {DELAY 500}\n [message]\n speaker=Merthiaal\n message= _ \"Sleep well.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Mmm...\"\n [/message]\n {DELAY 250}\n [hide_unit]\n id=Xia'el\n [/hide_unit]\n {DELAY 500}\n [message]\n speaker=Merthiaal\n message= _ \"I should get going.\"\n [/message]\n {DELAY 500}\n [hide_unit]\n id=Merthiaal\n [/hide_unit]\n {DELAY 500}\n {SPAWN (\"Demon Nightmare\") 3 24 3}\n {SPAWN (\"Demon Nightmare\") 3 26 5}\n {SPAWN (\"Demon Nightmare\") 3 29 7}\n {SPAWN (\"Demon Nightmare\") 3 33 8}\n {DELAY 1500}\n [move_unit]\n id=spawn_24_3\n to_x,to_y=27,3\n [/move_unit]\n [move_unit]\n id=spawn_26_5\n to_x,to_y=28,4\n [/move_unit]\n [move_unit]\n id=spawn_29_7\n to_x,to_y=30,5\n [/move_unit]\n [move_unit]\n id=spawn_33_8\n to_x,to_y=33,6\n [/move_unit]\n [move_unit]\n id=spawn_24_3\n to_x,to_y=30,2\n [/move_unit]\n [move_unit]\n id=spawn_26_5\n to_x,to_y=30,3\n [/move_unit]\n [move_unit]\n id=spawn_29_7\n to_x,to_y=31,4\n [/move_unit]\n [move_unit]\n id=spawn_33_8\n to_x,to_y=33,4\n [/move_unit]\n [move_unit]\n id=spawn_24_3\n to_x,to_y=32,1\n [/move_unit]\n [move_unit]\n id=spawn_26_5\n to_x,to_y=32,2\n [/move_unit]\n [move_unit]\n id=spawn_29_7\n to_x,to_y=33,3\n [/move_unit]\n [move_unit]\n id=spawn_33_8\n to_x,to_y=34,3\n [/move_unit]\n {DELAY 2000}\n [kill]\n side=3\n [/kill]\n {DELAY 2000}\n {FADE_SCREEN}\n [endlevel]\n result=victory\n bonus=no\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=10_Incubus\n [/endlevel]\n [/event]\n[/scenario]\n"} {"text": "#textdomain wesnoth-Genesis\n[scenario]\n id=10_Incubus\n name= _ \"Incubus\"\n map_data=\"{~add-ons/Genesis/episode1/maps/10_Incubus.map}\"\n next_scenario=11_Frozen_Skies\n victory_when_enemies_defeated=no\n disallow_recall=yes\n turns=29\n {ETERNALDARKDREAM}\n\n {SCENARIO_MUSIC wind3.ogg}\n {EXTRA_SCENARIO_MUSIC returning_in_time.ogg}\n {EXTRA_SCENARIO_MUSIC snowfall.ogg}\n {EXTRA_SCENARIO_MUSIC underground.ogg}\n\n [side]\n {PLAYER_FAE}\n side=1\n recruit=\n {GOLD 400 360 280}\n {NO_INCOME_SIDE}\n fog=yes\n shroud=yes\n [/side]\n\n [side]\n {YUURE_SIDE}\n side=2\n [ai]\n aggression=1\n caution=0\n grouping=false\n [goal]\n [criteria]\n id=Yumi\n [/criteria]\n value=200\n [/goal]\n [/ai]\n [/side]\n\n [side]\n side=3\n no_leader=yes\n team_name=yuure\n controller=ai\n user_team_name= _ \"team_name^Humans\"\n color=white\n [ai]\n aggression=1\n caution=0\n grouping=false\n [goal]\n [criteria]\n id=Yumi\n [/criteria]\n value=200\n [/goal]\n [/ai]\n [/side]\n\n [side]\n side=4\n no_leader=yes\n hidden=yes\n controller=null\n team_name=yuure\n color=black\n [/side]\n\n [side]\n {YUURE_SIDE}\n side=5\n hidden=yes\n [ai]\n aggression=1\n caution=0\n grouping=false\n [goal]\n [criteria]\n id=Yumi\n [/criteria]\n value=200\n [/goal]\n [/ai]\n [/side]\n\n[event]\n name=switch_terrain\n first_time_only=no\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$hex[$i].x,$hex[$i].y\n terrain=Ai\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=2\n [/variable]\n [then]\n [terrain]\n x,y=$hex[$i].x,$hex[$i].y\n terrain=Aa\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n[/event]\n#define GENERATE_BLACK_SHALLOW\n [store_locations]\n variable=hex\n [filter_adjacent_location]\n terrain=Wwby\n [/filter_adjacent_location]\n [not]\n terrain=Woby\n [/not]\n [/store_locations]\n [for]\n array=hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..3\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$hex[$i].x,$hex[$i].y\n terrain=Wwby\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n#enddef\n#define REGENERATE_TERRAIN\n [store_locations]\n variable=hex\n [not]\n terrain=Aa^Fma,Aa^Fpa,Wwby,Woby\n [/not]\n [/store_locations]\n [for]\n array=hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..50\n [/set_variable]\n [fire_event]\n name=switch_terrain\n [/fire_event]\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n [store_locations]\n variable=hex\n terrain=Aa^Fma,Aa^Fpa\n [not]\n terrain=Wwby,Woby\n [/not]\n [/store_locations]\n [for]\n array=hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..160\n [/set_variable]\n [fire_event]\n name=switch_terrain\n [/fire_event]\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n#enddef\n#define GENERATE_ICE\n [set_variable]\n name=x_coord\n rand=1..27,7..21\n [/set_variable]\n [set_variable]\n name=y_coord\n rand=1..27,7..21\n [/set_variable]\n [terrain]\n x=$x_coord\n y=$y_coord\n terrain=Ai\n [/terrain]\n {CLEAR_VARIABLE x_coord}\n {CLEAR_VARIABLE y_coord}\n [store_locations]\n variable=hex\n [filter_adjacent_location]\n terrain=Ai\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..12\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$hex[$i].x,$hex[$i].y\n terrain=Ai\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n#enddef\n\n#define GENERATE_SNOW\n [set_variable]\n name=x_coord\n rand=1..27,7..21\n [/set_variable]\n [set_variable]\n name=y_coord\n rand=1..27,7..21\n [/set_variable]\n [terrain]\n x=$x_coord\n y=$y_coord\n terrain=Aa\n [/terrain]\n {CLEAR_VARIABLE x_coord}\n {CLEAR_VARIABLE y_coord}\n [store_locations]\n variable=hex\n [filter_adjacent_location]\n terrain=Aa\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..12\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$hex[$i].x,$hex[$i].y\n terrain=Aa\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n#enddef\n\n#define GENERATE_SNOW_PINE_FOREST\n [set_variable]\n name=x_coord\n rand=5..23,10..18\n [/set_variable]\n [set_variable]\n name=y_coord\n rand=5..23,10..18\n [/set_variable]\n [terrain]\n x=$x_coord\n y=$y_coord\n terrain=Aa^Fpa\n [/terrain]\n {CLEAR_VARIABLE x_coord}\n {CLEAR_VARIABLE y_coord}\n [store_locations]\n variable=hex\n [filter_adjacent_location]\n terrain=Aa^Fma,Aa^Fpa\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..15\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$hex[$i].x,$hex[$i].y\n terrain=Aa^Fpa\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n#enddef\n\n#define GENERATE_SNOW_MIXED_FOREST\n [set_variable]\n name=x_coord\n rand=5..23,10..18\n [/set_variable]\n [set_variable]\n name=y_coord\n rand=5..23,10..18\n [/set_variable]\n [terrain]\n x=$x_coord\n y=$y_coord\n terrain=Aa^Fma\n [/terrain]\n {CLEAR_VARIABLE x_coord}\n {CLEAR_VARIABLE y_coord}\n [store_locations]\n variable=hex\n [filter_adjacent_location]\n terrain=Aa^Fma,Aa^Fpa\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..15\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$hex[$i].x,$hex[$i].y\n terrain=Aa^Fma\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n#enddef\n#define GENERATE_SNOW_HILLS\n [set_variable]\n name=x_coord\n rand=5..23,10..18\n [/set_variable]\n [set_variable]\n name=y_coord\n rand=5..23,10..18\n [/set_variable]\n [terrain]\n x=$x_coord\n y=$y_coord\n terrain=Ha\n [/terrain]\n {CLEAR_VARIABLE x_coord}\n {CLEAR_VARIABLE y_coord}\n [store_locations]\n variable=hex\n [filter_adjacent_location]\n terrain=Ha\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..10\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$hex[$i].x,$hex[$i].y\n terrain=Ha\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n#enddef\n#define GENERATE_SHALLOW_WATER\n [set_variable]\n name=x_coord\n rand=1..27\n [/set_variable]\n [set_variable]\n name=y_coord\n rand=1..27\n [/set_variable]\n [terrain]\n x=$x_coord\n y=$y_coord\n terrain=Wwg\n [/terrain]\n {CLEAR_VARIABLE x_coord}\n {CLEAR_VARIABLE y_coord}\n [store_locations]\n variable=hex\n [filter_adjacent_location]\n terrain=Wwg\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..30\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$hex[$i].x,$hex[$i].y\n terrain=Wwg\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n#enddef\n#define GENERATE_DEEP_WATER\n [set_variable]\n name=x_coord\n rand=1..27\n [/set_variable]\n [set_variable]\n name=y_coord\n rand=1..27\n [/set_variable]\n [terrain]\n x=$x_coord\n y=$y_coord\n terrain=Wog\n [/terrain]\n {CLEAR_VARIABLE x_coord}\n {CLEAR_VARIABLE y_coord}\n [store_locations]\n variable=hex\n [filter_adjacent_location]\n terrain=Wog\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..30\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$hex[$i].x,$hex[$i].y\n terrain=Wog\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n#enddef\n\n# enemy spawns\n\n #ifdef HARD\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Shadow Demon\") 5 7 21 7 21 7 (\"new_terrain\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Shadow Demon\") 5 7 21 7 21 7 (\"new_terrain\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Shadow Demon\") 5 7 21 7 21 7 (\"new_terrain\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Shadow Demon\") 5 7 21 7 21 7 (\"new_terrain\")}\n #endif\n #ifdef NORMAL\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Shadow Demon\") 5 7 21 7 21 14 (\"new_terrain\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Shadow Demon\") 5 7 21 7 21 14 (\"new_terrain\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Shadow Demon\") 5 7 21 7 21 14 (\"new_terrain\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Shadow Demon\") 5 7 21 7 21 14 (\"new_terrain\")}\n #endif\n #ifdef EASY\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Shadow Demon\") 5 7 21 7 21 19 (\"new_terrain\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Shadow Demon\") 5 7 21 7 21 19 (\"new_terrain\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Shadow Demon\") 5 7 21 7 21 19 (\"new_terrain\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Shadow Demon\") 5 7 21 7 21 19 (\"new_terrain\")}\n #endif\n\n [event]\n name=new turn\n first_time_only=no\n [store_locations]\n variable=hex\n terrain=Ha^*,Aa,Ai,Ha,Aa^*,Wwg,Wog\n [/store_locations]\n [for]\n array=hex\n [do]\n #ifdef HARD\n [set_variable]\n name=spawn_val\n rand=1..1800\n [/set_variable]\n #endif\n #ifdef NORMAL\n [set_variable]\n name=spawn_val\n rand=1..3000\n [/set_variable]\n #endif\n #ifdef EASY\n [set_variable]\n name=spawn_val\n rand=1..3600\n [/set_variable]\n #endif\n [if]\n [variable]\n name=spawn_val\n less_than=3\n [/variable]\n [then]\n {SPAWN_NOID (\"Dream Dragoon\",\"Dream Swordsman\",\"Dream Javelineer\",\"Dream Knight\",\"Dream Longbowman\",\"Dream Red Mage\",\"Dream White Mage\",\"Dream Pikeman\",\"Dream Shock Trooper\") 3 $hex[$i].x $hex[$i].y}\n [/then]\n [/if]\n [if]\n [variable]\n name=spawn_val\n numerical_equals=4\n [/variable]\n [then]\n {SPAWN_NOID (\"Demon Dreamweaver\",\"Demon Nightmare\") 2 $hex[$i].x $hex[$i].y}\n [/then]\n [/if]\n {CLEAR_VARIABLE spawn_val}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n [store_locations]\n variable=hex\n terrain=Wwby\n [/store_locations]\n [for]\n array=hex\n [do]\n [set_variable]\n name=spawn_val\n rand=1..700\n [/set_variable]\n [if]\n [variable]\n name=spawn_val\n numerical_equals=1\n [/variable]\n [then]\n {SPAWN_NOID (\"Shadow Demon\") 5 $hex[$i].x $hex[$i].y}\n [/then]\n [/if]\n {CLEAR_VARIABLE spawn_val}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n [/event]\n\n [event]\n name=prestart\n {REPEAT 15 ({GENERATE_SHALLOW_WATER})}\n {REPEAT 7 ({GENERATE_ICE})}\n {REPEAT 7 ({GENERATE_SNOW})}\n {REPEAT 5 ({GENERATE_SHALLOW_WATER})}\n {REPEAT 5 ({GENERATE_ICE})}\n {REPEAT 5 ({GENERATE_SNOW})}\n {REPEAT 5 ({GENERATE_SHALLOW_WATER})}\n {REPEAT 3 ({GENERATE_ICE})}\n {REPEAT 3 ({GENERATE_SNOW})}\n {REPEAT 5 ({GENERATE_SNOW_HILLS})}\n {REPEAT 5 ({GENERATE_SNOW_PINE_FOREST})}\n {REPEAT 5 ({GENERATE_SNOW_MIXED_FOREST})}\n {REPEAT 3 ({GENERATE_ICE})}\n {REPEAT 3 ({GENERATE_SNOW})}\n {REPEAT 3 ({GENERATE_SNOW_HILLS})}\n {REPEAT 3 ({GENERATE_SNOW_PINE_FOREST})}\n {REPEAT 3 ({GENERATE_SNOW_MIXED_FOREST})}\n {RECALL_YUMI_NOLOC}\n [set_variable]\n name=x_coord\n rand=9..19\n [/set_variable]\n [set_variable]\n name=y_coord\n rand=9..19\n [/set_variable]\n [move_unit]\n id=Yumi\n to_x,to_y=$x_coord,$y_coord\n [/move_unit]\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther_tmp\n [/store_unit]\n [kill]\n id=Esther\n [/kill]\n\n # recruiting code for this scenario\n [set_menu_item]\n id=recruit_manifestation\n description= _ \"Recruit Manifestation\"\n image=\"attacks/wail.png~SCALE(18,18)\"\n [show_if]\n [variable]\n name=side_number\n numerical_equals=1\n [/variable]\n [/show_if]\n [filter_location]\n [not]\n [filter][/filter]\n [/not]\n [filter_adjacent_location]\n [filter]\n side=1\n id=Yumi\n [/filter]\n [/filter_adjacent_location]\n [/filter_location]\n [command]\n [store_gold]\n [filter_side]\n side=1\n [/filter_side]\n variable=side1gold\n [/store_gold]\n [if]\n [variable]\n name=side1gold\n less_than=5\n [/variable]\n [then]\n {MESSAGE_NOT_ENOUGH_GOLD}\n [/then]\n [else]\n [unit]\n side=1\n type=Manifestation\n x,y=$x1,$y1\n moves,attacks_left=0,0\n animate=yes\n upkeep=free\n [modifications]\n {TRAIT_LOYAL}\n [/modifications]\n [/unit]\n {VARIABLE_OP side1gold sub 5}\n [modify_side]\n side=1\n gold=$side1gold\n [/modify_side]\n {CLEAR_VARIABLE side1gold}\n [/else]\n [/if]\n [/command]\n [/set_menu_item]\n {CLEAR_VARIABLE x_coord}\n {CLEAR_VARIABLE y_coord}\n [sound_source]\n id=s10dark1\n x=14\n y=14\n sounds=\"dark-2.ogg\"\n full_range=100\n delay=0\n loop=-1\n check_fogged=no\n check_shrouded=no\n [/sound_source]\n [set_variable]\n name=new_terrain\n value=0\n [/set_variable]\n [/event]\n\n [event]\n name=start\n [message]\n speaker=Yumi\n message= _ \"(rubs eyes)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Again?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shivers)\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"It's here, that power. It wants you to use it.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(nods)\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"But you do not want to. You do not trust it. You do not trust yourself.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"... (nods)\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"It will not simply disappear if you ignore it. What will you do?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(covers ears)\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"So you're giving up.\"\n [/message]\n {DELAY 1000}\n [message]\n speaker=Yumi\n message= _ \"(shakes head)\"\n [/message]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Survive until end of turns\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_FULL_CARRYOVER}\n {OBJECTIVE_NOTE ( _ \"You may recruit by right clicking on a hex next to Yumi.\")}\n [/objectives]\n [/event]\n\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=new_terrain\n numerical_equals=0\n [/variable]\n [/filter_condition]\n\n {REPEAT 5 ({GENERATE_SHALLOW_WATER})}\n {GENERATE_ICE}\n {GENERATE_SNOW}\n {GENERATE_SNOW_HILLS}\n {GENERATE_SNOW_PINE_FOREST}\n {GENERATE_SNOW_MIXED_FOREST}\n {REPEAT 5 ({GENERATE_DEEP_WATER})}\n [/event]\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=new_terrain\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n {REGENERATE_TERRAIN}\n {REPEAT 3 ({GENERATE_BLACK_SHALLOW})}\n [/event]\n\n [event]\n name=attack\n [filter]\n side=3\n [/filter]\n [filter_second]\n id=Yumi\n [/filter_second]\n [message]\n speaker=unit\n message= _ \"Die, faerie scum!\"\n [/message]\n [harm_unit]\n [filter]\n id=Yumi\n [/filter]\n [filter_second]\n x,y=$x1,$y1\n [/filter_second]\n [primary_attack]\n range=melee\n [/primary_attack]\n [secondary_attack]\n range=melee\n [/secondary_attack]\n animate=yes\n amount=4\n [/harm_unit]\n {DELAY 250}\n [message]\n speaker=Yumi\n message= _ \"Ugh. Why would they attack us? What did we do to deserve this?\"\n [/message]\n [message]\n speaker=unit\n message= _ \"Say something!\"\n [/message]\n {DELAY 350}\n [harm_unit]\n [filter]\n id=Yumi\n [/filter]\n [filter_second]\n x,y=$x1,$y1\n [/filter_second]\n [primary_attack]\n range=melee\n [/primary_attack]\n [secondary_attack]\n range=melee\n [/secondary_attack]\n amount=0\n animate=yes\n [/harm_unit]\n [message]\n speaker=unit\n message= _ \"What's the matter? Cat got your tongue?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(steps back) I hate this.\"\n [/message]\n [/event]\n\n [event]\n name=turn 4\n [message]\n speaker=narrator\n message= _ \"You are so quiet.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Is there something wrong with that?\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"You keep so much to yourself. Why are you afraid of telling people things? You should not be so scared of opening up.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I'm not afraid.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"No?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"No.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"You seem upset. Or maybe angry.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Do I?\"\n [/message]\n {DELAY 1500}\n [message]\n speaker=Yumi\n message= _ \"(shakes head) I just feel strange.\"\n [/message]\n [/event]\n [event]\n name=turn 7\n [message]\n speaker=Yumi\n message= _ \"(looks up)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(eyes gleam)\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"You see what will happen if you use that power? Blood rains from the sky. Everything crumbles into the void. This is your doing.\"\n [/message]\n {DELAY 500}\n {TURN_UNIT5 \"Yumi\"}\n {DELAY 500}\n [message]\n speaker=narrator\n message= _ \"You are horrifying, are you not?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(remains silent)\"\n [/message]\n [/event]\n [event]\n name=turn 11\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n {FADE_SCREEN}\n {DELAY 250}\n {PLAY_SOUND \"dark-1.ogg\"}\n [message]\n speaker=Yumi\n message= _ \"(shudders)\"\n [/message]\n {DELAY 750}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 550}\n [message]\n speaker=Yumi\n message= _ \"Something is coming.\"\n [/message]\n {DELAY 500}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 400}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 500}\n {UNFADE_SCREEN}\n {SPAWN_ID (\"Demon Incubus\") 2 $yumi.x $yumi.y (\"boss1\") (\"male\")}\n {SPAWN_ID (\"Demon Incubus\") 2 $yumi.x $yumi.y (\"boss2\") (\"male\")}\n [message]\n speaker=Yumi\n message= _ \"Uhh...\"\n [/message]\n [message]\n speaker=boss1\n message= _ \"Why, she is only a child. The poor thing.\"\n [/message]\n [message]\n speaker=boss2\n message= _ \"One must show a limited amount of empathy for such a creature.\"\n [/message]\n [message]\n speaker=boss1\n message= _ \"That is true.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"They look strong... should I try to fight or run?\"\n [/message]\n [message]\n speaker=boss2\n message= _ \"She is frightened.\"\n [/message]\n [message]\n speaker=boss1\n message= _ \"So you suppose. Will you come quietly?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(frowns)\"\n [/message]\n [message]\n speaker=boss2\n message= _ \"She is silent. So be it.\"\n [/message]\n [message]\n speaker=boss1\n message= _ \"We will have to subdue her by force.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(holds head)\"\n [/message]\n {CLEAR_VARIABLE yumi}\n [/event]\n [event]\n name=last breath\n [filter]\n id=boss1\n [/filter]\n [message]\n speaker=boss1\n message= _ \"She is powerful, even in our domain. But she cannot resist forever...\"\n [/message]\n [kill]\n id=boss1\n [/kill]\n [/event]\n [event]\n name=last breath\n [filter]\n id=boss2\n [/filter]\n [message]\n speaker=boss2\n message= _ \"Sooner or later... you will belong to us.\"\n [/message]\n [kill]\n id=boss2\n [/kill]\n [message]\n speaker=Yumi\n message= _ \"All I am is a toy to them...\"\n [/message]\n [/event]\n [event]\n name=turn 17\n [message]\n speaker=Yumi\n message= _ \"(winces) It hurts...\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"The more you think about it the more harm it will do. You are letting it slip out of control.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(stares at hands)\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"All that passes through your dreams comes into reality.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(remains silent)\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Are you afraid of the future?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Am I?\"\n [/message]\n {DELAY 1500}\n [message]\n speaker=Yumi\n message= _ \"...I don't know how I feel.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Esther... Aryel...\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"They cannot help you. They cannot stand before it. You are the only one with that power.\"\n [/message]\n [/event]\n [event]\n name=turn 21\n {FADE_SCREEN}\n [terrain]\n x,y=14,14\n radius=2\n terrain=Wwby\n [/terrain]\n [terrain]\n x,y=14,14\n radius=1\n terrain=Woby\n [/terrain]\n [redraw][/redraw]\n [message]\n speaker=Yumi\n message= _ \"...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"It's so dark.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"...\"\n [/message]\n {UNFADE_SCREEN}\n {DELAY 500}\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n [if]\n [variable]\n name=yumi.x\n numerical_equals=14\n [/variable]\n [and]\n [variable]\n name=yumi.y\n numerical_equals=14\n [/variable]\n [/and]\n [then]\n [move_unit]\n id=Yumi\n to_x,to_y=14,15\n [/move_unit]\n [/then]\n [/if]\n {CLEAR_VARIABLE yumi}\n [message]\n speaker=Yumi\n message= _ \"(flinches)\"\n [/message]\n {DELAY 750}\n [remove_shroud]\n side=1\n x,y=14,14\n radius=4\n [/remove_shroud]\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x,y=14,14\n radius=4\n multiturn=yes\n [/lift_fog]\n [redraw]\n clear_shroud=yes\n [/redraw]\n [unit]\n type=Guardian of Darkness\n id=Merthiaal\n name= _ \"Merthiaal\"\n x,y=14,14\n side=4\n random_traits=no\n [/unit]\n {DELAY 500}\n [message]\n speaker=Yumi\n message= _ \"(pales)\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Hello. Do you know who I am?\"\n [/message]\n {DELAY 1000}\n [message]\n speaker=Merthiaal\n message= _ \"I'm going to assume you do. I'm sure you don't know why I'm here, though.\"\n [/message]\n {DELAY 1000}\n [message]\n speaker=Merthiaal\n message= _ \"Are you afraid of me?\"\n [/message]\n {DELAY 2000}\n [message]\n speaker=Merthiaal\n message= _ \"How strange. I can't tell what she is thinking at all. This is a first.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shudders)\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"I'm not going to hurt you. I just want to help. Please come here.\"\n [/message]\n {DELAY 1500}\n [message]\n speaker=Merthiaal\n message= _ \"She's a difficult one.\"\n [/message]\n [set_variable]\n name=new_terrain\n value=1\n [/set_variable]\n [/event]\n [event]\n name=attack\n first_time_only=no\n [filter]\n [/filter]\n [filter_second]\n id=Merthiaal\n [/filter_second]\n [message]\n speaker=Merthiaal\n message= _ \"You don't really want to attack me.\"\n [/message]\n [store_unit]\n [filter]\n id=Merthiaal\n [/filter]\n variable=merthiaal\n [/store_unit]\n [kill]\n x,y=$x2,$y2\n [/kill]\n [unit]\n type=Guardian of Darkness\n id=Merthiaal\n name= _ \"Merthiaal\"\n x,y=$merthiaal.x,$merthiaal.y\n side=4\n random_traits=no\n facing=$merthiaal.facing\n [/unit]\n {CLEAR_VARIABLE merthiaal}\n [/event]\n [event]\n name=turn 22\n {COLOR_ADJUST -10 -10 -10}\n [/event]\n [event]\n name=turn 23\n [message]\n speaker=Merthiaal\n message= _ \"Why are you afraid of me?\"\n [/message]\n {COLOR_ADJUST -20 -20 -20}\n [/event]\n [event]\n name=side 3 turn 23\n [message]\n speaker=Merthiaal\n message= _ \"I haven't even done anything to you. The humans and the demons are the ones attacking you. Come here, I'll protect you against them.\"\n [/message]\n [/event]\n [event]\n name=turn 24\n {DELAY 500}\n [message]\n speaker=Yumi\n message= _ \"(holds head)\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Are you hurt? Maybe I can help you.\"\n [/message]\n {COLOR_ADJUST -30 -30 -30}\n [/event]\n [event]\n name=turn 25\n [message]\n speaker=Merthiaal\n message= _ \"Listen, I'm friends with Xia'el. You don't need to fear me.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shakes head)\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"What's wrong? I just want to protect you. Xia'el trusts me. Don't you trust her?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(looks away)\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Ah, she doesn't trust anyone. I see. I suppose I can empathize.\"\n [/message]\n {COLOR_ADJUST -40 -40 -40}\n [/event]\n [event]\n name=turn 26\n [message]\n speaker=narrator\n message= _ \"You two are not so different.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(looks up)\"\n [/message]\n {TURN_UNIT5 \"Yumi\"}\n [message]\n speaker=Merthiaal\n message= _ \"(eyes narrow) She can feel it too? I thought so.\"\n [/message]\n {COLOR_ADJUST -50 -50 -50}\n [/event]\n [event]\n name=side 5 turn 26\n [message]\n speaker=Merthiaal\n message= _ \"Perhaps she is more similar to me than I had originally thought.\"\n [/message]\n [/event]\n [event]\n name=turn 27\n [message]\n speaker=narrator\n message= _ \"She is the one. She has seen it too. She knows what must be done to stop it.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(turns)\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"(frowns) She's looking at me now? But it's not because of anything I said. What could she be thinking?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(tenses) Should I trust her?\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"What do you think?\"\n [/message]\n {COLOR_ADJUST -60 -60 -60}\n [/event]\n [event]\n name=turn 28\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n [unit]\n type=Fake Shadow Fae\n id=Fake Yumi\n name=_ \"Yumi\"\n random_traits=no\n side=4\n x,y=$yumi.x,$yumi.y\n [/unit]\n {CLEAR_VARIABLE yumi}\n {DELAY 500}\n [message]\n speaker=Yumi\n message= _ \"(eyes widen)\"\n [/message]\n [message]\n speaker=Fake Yumi\n message= _ \"What can you do? If they knew, Esther and Aryel wouldn't care enough to help you. And even if they did...\"\n [/message]\n [kill]\n id=Fake Yumi\n [/kill]\n [message]\n speaker=narrator\n message= _ \"They would not be able to.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(whispers) ... they do care. They'll help me. They'll help me stop it!\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Who?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(holds hand over mouth) I- I shouldn't have said that-\"\n [/message]\n {COLOR_ADJUST -70 -70 -70}\n [/event]\n [event]\n name=turn 29\n [message]\n speaker=Yumi\n message= _ \"I guess... it doesn't matter. We're all doomed anyway. It's better if they don't know about it. At least that way, they'll still like me.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Is that what you have concluded?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shrugs)\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"They will find out about it sooner or later, and when they do, all of your secrets will be revealed. What will they think then? Do you think they will give up like you have?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"... don't want to give up.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"(speaks slowly) Are you talking to someone?\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"But what can you do? You do not have what it takes to fight the void on your own.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I'm... so weak.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"(frowns) Aren't we all?\"\n [/message]\n {COLOR_ADJUST -80 -80 -80}\n [/event]\n\n [event]\n name=time over\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n [unit]\n type=Fake Shadow Fae\n id=Fake Yumi\n name=_ \"Yumi\"\n random_traits=no\n side=4\n x,y=$yumi.x,$yumi.y\n [/unit]\n {CLEAR_VARIABLE yumi}\n {DELAY 500}\n [message]\n speaker=Fake Yumi\n message= _ \"Why do you keep fighting?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Because... because-\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"You think it is a power you can use. That may be true, but it is not something you can control.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"But- I-\"\n [/message]\n [message]\n speaker=Fake Yumi\n message= _ \"Shouldn't we just give up?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(whispers) Give up?\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Give up on what?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(whispers) Shouldn't we try?\"\n [/message]\n {DELAY 1500}\n {COLOR_ADJUST -85 -85 -85}\n [message]\n speaker=Fake Yumi\n message= _ \"That takes too much effort. Let's let it all disappear.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(whispers) But, my friends..!\"\n [/message]\n [message]\n speaker=Fake Yumi\n message= _ \"They're not really-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"They are! They'll prove you wrong. I trust them. I'm not scared of them.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Of... course. Who exactly are you referring to?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(bites lip)\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"She is the one. She has seen it too. The other two cannot help you, but she could... if you would just let her.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"You don't have to be afraid. You can tell me your secrets. This'll all stay between us. Okay? I won't tell anyone else.\"\n [/message]\n [message]\n speaker=Fake Yumi\n message= _ \"Let's just let her handle it. A small sacrifice is nothing if she actually knows how to stop it.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I... don't... want to.\"\n [/message]\n {COLOR_ADJUST -90 -90 -90}\n [message]\n speaker=Merthiaal\n message= _ \"Excuse me?\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"You and your friends, you are powerless by yourselves.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"We're not helpless!\"\n [/message]\n {COLOR_ADJUST -95 -95 -95}\n [message]\n speaker=Merthiaal\n message= _ \"So she is not talking to me. That means...\"\n [/message]\n [message]\n speaker=Fake Yumi\n message= _ \"She's looking at you. Are you just going to stand there?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(holds head in hands) No! No, I mean, I know, but-\"\n [/message]\n {COLOR_ADJUST -100 -100 -100}\n [message]\n speaker=narrator\n message= _ \"You would fight a Guardian?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"N-no no no. I just...\"\n [/message]\n {COLOR_ADJUST -105 -105 -105}\n [message]\n speaker=Merthiaal\n message= _ \"Tell me. Who are you talking to? And what are you referring to as 'we'? Friends, perhaps?\"\n [/message]\n [message]\n speaker=Fake Yumi\n message= _ \"She knows about Esther and Aryel.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I-I don't have friends.\"\n [/message]\n {COLOR_ADJUST -110 -110 -110}\n [message]\n speaker=Merthiaal\n message= _ \"That's not true. You can't lie to me. You are going to tell me everything-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(looks around frantically) No!\"\n [/message]\n {COLOR_ADJUST -115 -115 -115}\n [message]\n speaker=Merthiaal\n message= _ \"She's starting to panic. Is it because of me, or because of something else?\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Come now. It won't hurt. I'm just trying to-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shakes head vehemently) S-stop! Please... please- j-just... get out of my head!\"\n [/message]\n {COLOR_ADJUST -120 -120 -120}\n [message]\n speaker=Fake Yumi\n message= _ \"We have to get out of here, now!\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"There is no escape. It is coming.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Get out!\"\n [/message]\n {COLOR_ADJUST -140 -140 -140}\n [message]\n speaker=Merthiaal\n message= _ \"What the-\"\n [/message]\n {COLOR_ADJUST -170 -170 -170}\n [message]\n speaker=Merthiaal\n message= _ \"She's forcibly removing us from her mind! She has that kind of power?\"\n [/message]\n [kill]\n side=2\n [/kill]\n [kill]\n side=3\n [/kill]\n [kill]\n side=5\n [/kill]\n {DELAY 750}\n {COLOR_ADJUST -210 -210 -210}\n [message]\n speaker=Yumi\n message= _ \"Leave!\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"But-\"\n [/message]\n [kill]\n id=Merthiaal\n [/kill]\n {DELAY 750}\n {COLOR_ADJUST -255 -255 -255}\n [hide_unit]\n [/hide_unit]\n {DELAY 2000}\n\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=11_Frozen_Skies\n [/endlevel]\n [/event]\n\n\n # don't forget to unstore Esther\n [event]\n name=victory\n [kill]\n side=1\n type=Manifestation\n [/kill]\n [unstore_unit]\n variable=esther_tmp\n find_vacant=yes\n [/unstore_unit]\n [clear_menu_item]\n id=recruit_manifestation\n [/clear_menu_item]\n {CLEAR_VARIABLE esther_tmp}\n {CLEAR_VARIABLE new_terrain}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Yumi\n [/filter]\n [message]\n speaker=Yumi\n message= _ \"(gasps)\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n[/scenario]\n\n#undef GENERATE_DEEP_WATER\n#undef GENERATE_SHALLOW_WATER\n#undef GENERATE_ICE\n#undef GENERATE_SNOW\n#undef GENERATE_SNOW_HILLS\n#undef GENERATE_SNOW_PINE_FOREST\n#undef GENERATE_SNOW_MIXED_FOREST\n#undef REGENERATE_TERRAIN\n"} {"text": "#textdomain wesnoth-Genesis\n\n[scenario]\n id=11_Frozen_Skies\n name= _ \"Frozen Skies\"\n map_data=\"{~add-ons/Genesis/episode1/maps/11_Frozen_Skies.map}\"\n victory_when_enemies_defeated=no\n disallow_recall=yes\n turns=25\n next_scenario=12_Siege_of_Fort_Helemoor\n {LIMBO}\n\n {SCENARIO_MUSIC into_the_shadows.ogg}\n {EXTRA_SCENARIO_MUSIC returning_in_time.ogg}\n {EXTRA_SCENARIO_MUSIC snowfall.ogg}\n {EXTRA_SCENARIO_MUSIC underground.ogg}\n\n [side]\n {PLAYER_FAE}\n side=1\n recruit=\n {GOLD 350 300 200}\n {INCOME 6 4 0}\n village_gold=0\n village_support=1\n income=-2\n fog=yes\n shroud=yes\n [/side]\n [side]\n side=2\n no_leader=yes\n hidden=yes\n controller=null\n team_name=fae\n color=black\n share_view=yes\n [/side]\n [side]\n {YUURE_SIDE}\n side=3\n hidden=yes\n fog=no\n shroud=no\n [ai]\n aggression=1\n caution=0\n grouping=false\n [goal]\n [criteria]\n id=Yumi\n [/criteria]\n value=500\n [/goal]\n [/ai]\n [/side]\n [side]\n {MONSTER_SIDE}\n side=4\n hidden=yes\n [ai]\n aggression=1\n caution=0\n grouping=false\n [goal]\n [criteria]\n id=Aryel\n [/criteria]\n value=200\n [/goal]\n [goal]\n [criteria]\n side=6\n [/criteria]\n value=-1000\n [/goal]\n [avoid]\n x,y=55,13\n radius=10\n [/avoid]\n [/ai]\n [/side]\n [side]\n side=5\n no_leader=yes\n hidden=yes\n controller=ai\n team_name=merthiaal\n color=black\n [/side]\n [side]\n side=6\n no_leader=yes\n hidden=yes\n controller=ai\n team_name=fae\n color=black\n [/side]\n\n#define REGENERATE_STARTING_TERRAIN\n [store_locations]\n variable=water_hex\n terrain=Woby\n [/store_locations]\n [for]\n array=water_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..4\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$water_hex[$i].x,$water_hex[$i].y\n terrain=Aa^Fpa\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=2\n [/variable]\n [then]\n [terrain]\n x,y=$water_hex[$i].x,$water_hex[$i].y\n terrain=Aa^Fma\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=3\n [/variable]\n [then]\n [terrain]\n x,y=$water_hex[$i].x,$water_hex[$i].y\n terrain=Ai\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=4\n [/variable]\n [then]\n [terrain]\n x,y=$water_hex[$i].x,$water_hex[$i].y\n terrain=Aa\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE water_hex}\n [store_locations]\n variable=cave_wall\n terrain=Xu\n [/store_locations]\n [for]\n array=cave_wall\n [do]\n [set_variable]\n name=change_terrain\n rand=1..7\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=4\n [/variable]\n [then]\n [terrain]\n x,y=$cave_wall[$i].x,$cave_wall[$i].y\n terrain=Aa^Fpa\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=4\n [/variable]\n [then]\n [terrain]\n x,y=$cave_wall[$i].x,$cave_wall[$i].y\n terrain=Aa^Fma\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=5\n [/variable]\n [then]\n [terrain]\n x,y=$cave_wall[$i].x,$cave_wall[$i].y\n terrain=Ai\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n greater_than=5\n [/variable]\n [then]\n [terrain]\n x,y=$cave_wall[$i].x,$cave_wall[$i].y\n terrain=Aa\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE cave_wall}\n#enddef\n\n#define GENERATE_MOUNTAIN\n [store_locations]\n variable=ice_hex\n terrain=Ai,Ha\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..200\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ms\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [filter_adjacent_location]\n terrain=Ms\n count=1,2\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..5\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=5\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ms\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n#enddef\n#define GENERATE_HILL\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [filter_adjacent_location]\n terrain=Ms\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..8\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=4\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ha\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..30\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ha\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [filter_adjacent_location]\n terrain=Ha\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..10\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ha\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n#enddef\n\n#define GENERATE_FOREST\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..30\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=5\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa^Fpa\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=5\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa^Fma\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [filter_adjacent_location]\n terrain=Aa^Fpa,Aa^Fma\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..20\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=4\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa^Fpa\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=4\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa^Fma\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=hill_hex\n terrain=Ha\n [/store_locations]\n [for]\n array=hill_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..15\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=3\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Ha^Fpa\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=3\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Ha^Fma\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hill_hex}\n [store_locations]\n variable=hill_hex\n terrain=Ha\n [filter_adjacent_location]\n terrain=Aa^Fpa,Aa^Fma,Ha^Fpa,Ha^Fma\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=hill_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..7\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=4\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Ha^Fpa\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=4\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Ha^Fma\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hill_hex}\n#enddef\n\n#define GENERATE_SNOW\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..7\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..21\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Spay\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [filter_adjacent_location]\n terrain=Aa\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..3\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [filter_adjacent_location]\n terrain=Spay\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..4\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Spay\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n#enddef\n#define GENERATE_VILLAGE\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [not]\n [filter_adjacent_location]\n terrain=Xu,Ai^V*a,Aa^V*a\n [/filter_adjacent_location]\n [/not]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..400\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ai^Vea\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=2\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ai^Vha\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=3\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ai^Vca\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=4\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ai^Vla\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=5\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa^Vea\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=6\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa^Vha\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=7\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa^Vca\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=8\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa^Vla\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=hill_hex\n terrain=Ha\n [not]\n [filter_adjacent_location]\n terrain=Ai^V*a,Aa^V*a,Ha^Vhha\n [/filter_adjacent_location]\n [/not]\n [/store_locations]\n [for]\n array=hill_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..100\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Ha^Vhha\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hill_hex}\n#enddef\n\n#define GENERATE_TEXTURE\n [store_locations]\n variable=floor_hex\n terrain=A*,H*\n [and]\n [filter_adjacent_location]\n terrain=*^F*\n [/filter_adjacent_location]\n [/and]\n [/store_locations]\n [for]\n array=floor_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..25\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$floor_hex[$i].x,$floor_hex[$i].y\n layer=overlay\n terrain=^Em\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE floor_hex}\n [store_locations]\n variable=floor_hex\n terrain=A*,H*\n [and]\n [filter_adjacent_location]\n terrain=*^F*\n count=3-6\n [/filter_adjacent_location]\n [/and]\n [/store_locations]\n [for]\n array=floor_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..200\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$floor_hex[$i].x,$floor_hex[$i].y\n layer=overlay\n terrain=^Emf\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE floor_hex}\n [store_locations]\n variable=floor_hex\n terrain=A*,H*,S*\n [/store_locations]\n [for]\n array=floor_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..25\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$floor_hex[$i].x,$floor_hex[$i].y\n layer=overlay\n terrain=^Es\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE floor_hex}\n#enddef\n\n [event]\n name=prestart\n\n {RECALL_ARYEL_NOLOC}\n {RECALL_YUMI_NOLOC}\n [move_unit]\n id=Yumi\n to_x,to_y=55,13\n [/move_unit]\n [move_unit]\n id=Aryel\n to_x,to_y=51,12\n [/move_unit]\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [kill]\n id=Esther\n [/kill]\n [set_variable]\n name=spirit_spawns\n value=1\n [/set_variable]\n [set_variable]\n name=monster_spawns\n value=0\n [/set_variable]\n [set_variable]\n name=blue_spawns\n value=0\n [/set_variable]\n [set_variable]\n name=turn_counter\n numerical_equals=0\n [/set_variable]\n [set_variable]\n name=turn_counter1\n numerical_equals=0\n [/set_variable]\n [set_variable]\n name=turn_counter2\n numerical_equals=0\n [/set_variable]\n\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n [kill]\n id=Yumi\n [/kill]\n\n [set_variable]\n name=yumi.side\n value=2\n [/set_variable]\n\n [unstore_unit]\n variable=yumi\n [/unstore_unit]\n\n {CLEAR_VARIABLE yumi}\n\n [hide_unit]\n [filter]\n [/filter]\n [/hide_unit]\n\n {COLOR_ADJUST -255 -255 -255}\n [/event]\n\n [event]\n name=start\n\n {COLOR_ADJUST -255 -255 -255}\n {DELAY 500}\n [message]\n speaker=Aryel\n message= _ \"(blinks) Yumi?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Why the hell is it so dark?\"\n [/message]\n {DELAY 350}\n [unhide_unit]\n id=Aryel\n [/unhide_unit]\n {DELAY 350}\n [message]\n speaker=Aryel\n message= _ \"Hello?\"\n [/message]\n {DELAY 750}\n {COLOR_ADJUST -215 -215 -215}\n {DELAY 100}\n {COLOR_ADJUST -145 -145 -145}\n {DELAY 100}\n {COLOR_ADJUST -95 -95 -95}\n {DELAY 100}\n {COLOR_ADJUST -75 -75 -75}\n {DELAY 100}\n {COLOR_ADJUST -60 -60 -60}\n {DELAY 100}\n {COLOR_ADJUST -50 -50 -50}\n {DELAY 500}\n [unhide_unit]\n id=Yumi\n [/unhide_unit]\n {DELAY 250}\n [message]\n speaker=Aryel\n message= _ \"Yuuuuumi?\"\n [/message]\n {DELAY 750}\n [move_unit]\n id=Aryel\n to_x,to_y=54,13\n [/move_unit]\n [redraw]\n clear_shroud=yes\n [/redraw]\n {DELAY 750}\n [message]\n speaker=Yumi\n message= _ \"(stares blankly)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You paying attention?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(eyes glow)\"\n [/message]\n {DELAY 250}\n {REPEAT 3 ({PLAY_SOUND \"wail.wav\"})}\n {DELAY 500}\n [message]\n speaker=Aryel\n message= _ \"Oh boy.\"\n [/message]\n {SPAWN_ID (\"Phantasm1\",\"Phantasm2\") 3 58 11 (\"Phantom1\") (\"male\")}\n {DELAY 250}\n [message]\n speaker=Aryel\n message= _ \"Uh.\"\n [/message]\n {SPAWN_ID (\"Phantasm1\",\"Phantasm2\") 3 55 16 (\"Phantom2\") (\"male\")}\n {REPEAT 2 ({PLAY_SOUND \"wail.wav\"})}\n {DELAY 250}\n [message]\n speaker=Aryel\n message= _ \"Yumi?\"\n [/message]\n {SPAWN_ID (\"Phantasm1\",\"Phantasm2\") 3 52 11 (\"Phantom3\") (\"male\")}\n {DELAY 250}\n [message]\n speaker=Aryel\n message= _ \"My god, what is she even dreaming about?\"\n [/message]\n {REPEAT 2 ({PLAY_SOUND \"wail.wav\"})}\n [message]\n speaker=Aryel\n message= _ \"Damn it, Yumi, wake up.\"\n [/message]\n {DELAY 100}\n {REPEAT 2 ({PLAY_SOUND \"wail.wav\"})}\n {DELAY 400}\n [move_unit]\n id=Phantom1\n to_x,to_y=57,12\n [/move_unit]\n {DELAY 100}\n [move_unit]\n id=Phantom2\n to_x,to_y=55,15\n [/move_unit]\n {DELAY 100}\n [move_unit]\n id=Phantom3\n to_x,to_y=53,12\n [/move_unit]\n {DELAY 250}\n {REPEAT 2 ({PLAY_SOUND \"wail.wav\"})}\n [message]\n speaker=Aryel\n message= _ \"Y-Yumi? Uhh...\"\n [/message]\n {DELAY 100}\n [move_unit]\n id=Phantom1\n to_x,to_y=56,12\n [/move_unit]\n {DELAY 100}\n [move_unit]\n id=Phantom2\n to_x,to_y=55,14\n [/move_unit]\n {DELAY 100}\n [move_unit]\n id=Phantom3\n to_x,to_y=54,12\n [/move_unit]\n {DELAY 250}\n {REPEAT 3 ({PLAY_SOUND \"wail.wav\"})}\n {DELAY 250}\n [harm_unit]\n [filter]\n id=Yumi\n [/filter]\n [filter_second]\n id=Phantom1\n [/filter_second]\n [primary_attack]\n range=melee\n [/primary_attack]\n [secondary_attack]\n range=melee\n [/secondary_attack]\n animate=yes\n amount=0\n [/harm_unit]\n {DELAY 250}\n [message]\n speaker=Aryel\n message= _ \"Stop!\"\n [/message]\n {DELAY 150}\n {REPEAT 2 ({PLAY_SOUND \"wail.wav\"})}\n [harm_unit]\n [filter]\n id=Yumi\n [/filter]\n [filter_second]\n id=Phantom2\n [/filter_second]\n [primary_attack]\n range=melee\n [/primary_attack]\n [secondary_attack]\n range=melee\n [/secondary_attack]\n animate=yes\n amount=0\n [/harm_unit]\n {DELAY 250}\n [message]\n speaker=Aryel\n message= _ \"Get away from her!\"\n [/message]\n {FLASH_RED_EXTREME ({DELAY 500})}\n {COLOR_ADJUST -13 -13 -13}\n {COLOR_ADJUST -26 -26 -26}\n {COLOR_ADJUST -38 -38 -38}\n {COLOR_ADJUST -50 -50 -50}\n [kill]\n id=Phantom1\n [/kill]\n [kill]\n id=Phantom2\n [/kill]\n [kill]\n id=Phantom3\n [/kill]\n {DELAY 750}\n [message]\n speaker=Aryel\n message= _ \"(sighs)\"\n [/message]\n\n [set_menu_item]\n id=recruit_ghost\n description= _ \"Recruit Ghost\"\n image=\"attacks/wail.png~SCALE(18,18)\"\n [show_if]\n [variable]\n name=side_number\n numerical_equals=1\n [/variable]\n [/show_if]\n [filter_location]\n [not]\n [filter][/filter]\n [/not]\n [filter_adjacent_location]\n [filter]\n side=1\n id=Aryel\n [/filter]\n [/filter_adjacent_location]\n [/filter_location]\n [command]\n [store_gold]\n [filter_side]\n side=1\n [/filter_side]\n variable=side1gold\n [/store_gold]\n [if]\n [variable]\n name=side1gold\n less_than=20\n [/variable]\n [then]\n {MESSAGE_NOT_ENOUGH_GOLD}\n [/then]\n [else]\n [unit]\n side=1\n type=Ghost\n x,y=$x1,$y1\n moves,attacks_left=0,0\n animate=yes\n [/unit]\n {VARIABLE_OP side1gold sub 20}\n [modify_side]\n side=1\n gold=$side1gold\n [/modify_side]\n {CLEAR_VARIABLE side1gold}\n [/else]\n [/if]\n [/command]\n [/set_menu_item]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Defend Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_FULL_CARRYOVER}\n {OBJECTIVE_NOTE ( _ \"You may recruit ghosts by right clicking on a hex next to Aryel.\")}\n [/objectives]\n [/event]\n\n #ifdef HARD\n {ADVANCED_RESPAWN (\"Phantasm1\",\"Phantasm2\") 3 55 13 7 5 (\"spirit_spawns\")}\n {ADVANCED_RESPAWN (\"Phantasm1\",\"Phantasm2\") 3 55 13 7 5 (\"spirit_spawns\")}\n {ADVANCED_RESPAWN (\"Phantasm1\",\"Phantasm2\") 3 55 13 7 5 (\"spirit_spawns\")}\n {ADVANCED_RESPAWN (\"Phantasm1\",\"Phantasm2\") 3 55 13 7 5 (\"spirit_spawns\")}\n #endif\n #ifdef NORMAL\n {ADVANCED_RESPAWN (\"Phantasm1\",\"Phantasm2\") 3 55 13 7 7 (\"spirit_spawns\")}\n {ADVANCED_RESPAWN (\"Phantasm1\",\"Phantasm2\") 3 55 13 7 7 (\"spirit_spawns\")}\n {ADVANCED_RESPAWN (\"Phantasm1\",\"Phantasm2\") 3 55 13 7 7 (\"spirit_spawns\")}\n {ADVANCED_RESPAWN (\"Phantasm1\",\"Phantasm2\") 3 55 13 7 7 (\"spirit_spawns\")}\n #endif\n #ifdef EASY\n {ADVANCED_RESPAWN (\"Phantasm1\",\"Phantasm2\") 3 55 13 7 8 (\"spirit_spawns\")}\n {ADVANCED_RESPAWN (\"Phantasm1\",\"Phantasm2\") 3 55 13 7 8 (\"spirit_spawns\")}\n {ADVANCED_RESPAWN (\"Phantasm1\",\"Phantasm2\") 3 55 13 7 8 (\"spirit_spawns\")}\n {ADVANCED_RESPAWN (\"Phantasm1\",\"Phantasm2\") 3 55 13 7 8 (\"spirit_spawns\")}\n #endif\n\n [event]\n name=turn 2\n {GENERATE_MOUNTAIN}\n {GENERATE_MOUNTAIN}\n [/event]\n [event]\n name=turn 3\n {GENERATE_HILL}\n {GENERATE_HILL}\n [/event]\n [event]\n name=turn 4\n {GENERATE_FOREST}\n {GENERATE_SNOW}\n [/event]\n [event]\n name=turn 5\n {GENERATE_VILLAGE}\n [/event]\n\n [event]\n name=side 5 turn 3\n\n [store_unit]\n [filter]\n side=1,3\n [/filter]\n variable=placeholder\n kill=yes\n [/store_unit]\n {COLOR_ADJUST 33 33 33}\n {DELAY 100}\n {COLOR_ADJUST 67 67 67}\n {DELAY 100}\n {COLOR_ADJUST 100 100 100}\n {DELAY 100}\n {COLOR_ADJUST 133 133 133}\n {DELAY 250}\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x,y=55,13\n radius=6\n multiturn=no\n [/lift_fog]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n [unit]\n type=Guardian of Darkness\n id=Merthiaal\n name= _ \"Merthiaal\"\n x,y=59,11\n side=5\n random_traits=no\n facing=sw\n [/unit]\n {DELAY 250}\n [message]\n speaker=Yumi\n message= _ \"(gasps)\"\n [/message]\n {DELAY 100}\n {MODIFY_UNIT (id=Yumi) facing ne}\n {DELAY 250}\n [message]\n speaker=Merthiaal\n message= _ \"Relax. Don't be afraid. You know who I am, don't you?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"N-no...\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"You're lying to me.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shakes head slowly)\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"You know much more than you let on. You've seen the void.\"\n [/message]\n {DELAY 1250}\n [message]\n speaker=Merthiaal\n message= _ \"Well?\"\n [/message]\n {DELAY 750}\n [message]\n speaker=Merthiaal\n message= _ \"Answer me.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(winces in pain)\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Don't give me that look. I know that you know.\"\n [/message]\n {DELAY 750}\n {MODIFY_UNIT (id=Yumi) facing sw}\n {DELAY 400}\n [message]\n speaker=Merthiaal\n message= _ \"Look at me.\"\n [/message]\n {DELAY 750}\n [move_unit]\n id=Merthiaal\n to_x,to_y=58,11\n [/move_unit]\n [message]\n speaker=Merthiaal\n message= _ \"It doesn't have to be like this.\"\n [/message]\n {DELAY 500}\n [move_unit]\n id=Merthiaal\n to_x,to_y=57,12\n [/move_unit]\n [message]\n speaker=Merthiaal\n message= _ \"I'm only asking you about what you know. I don't want to hurt you. Just tell me.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shakes head)\"\n [/message]\n {DELAY 350}\n [move_unit]\n id=Merthiaal\n to_x,to_y=56,12\n [/move_unit]\n [message]\n speaker=Merthiaal\n message= _ \"(eyes glowing) You don't want to make this difficult for me.\"\n [/message]\n {DELAY 350}\n [harm_unit]\n [filter]\n id=Yumi\n [/filter]\n animate=yes\n amount=0\n [/harm_unit]\n [message]\n speaker=Merthiaal\n message= _ \"Look at me.\"\n [/message]\n {DELAY 1250}\n {MODIFY_UNIT (id=Yumi) facing ne}\n {DELAY 250}\n [message]\n speaker=Merthiaal\n message= _ \"Good girl. Now hold still.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"(eyes glow)\"\n [/message]\n {COLOR_ADJUST 167 167 167}\n {DELAY 100}\n {COLOR_ADJUST 200 200 200}\n {DELAY 100}\n {COLOR_ADJUST 233 233 233}\n {DELAY 100}\n {COLOR_ADJUST 255 255 255}\n [message]\n speaker=Yumi\n message= _ \"(gasps)\"\n [/message]\n {DELAY 250}\n [harm_unit]\n [filter]\n id=Yumi\n [/filter]\n animate=yes\n amount=0\n [/harm_unit]\n {DELAY 400}\n [harm_unit]\n [filter]\n id=Yumi\n [/filter]\n animate=yes\n amount=0\n [/harm_unit]\n {DELAY 100}\n [harm_unit]\n [filter]\n id=Yumi\n [/filter]\n animate=yes\n amount=0\n [/harm_unit]\n {DELAY 50}\n [harm_unit]\n [filter]\n id=Yumi\n [/filter]\n animate=yes\n amount=0\n [/harm_unit]\n [message]\n speaker=Yumi\n message= _ \"(whimpers)\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Shhh... shhh... it'll be okay. It's going to be okay. You don't need to be afrai-\"\n [/message]\n [kill]\n id=Merthiaal\n [/kill]\n {COLOR_ADJUST 233 233 233}\n {DELAY 100}\n {COLOR_ADJUST 200 200 200}\n {DELAY 100}\n {COLOR_ADJUST 167 167 167}\n [for]\n array=placeholder\n [do]\n [unstore_unit]\n variable=placeholder[$i]\n [/unstore_unit]\n [/do]\n [/for]\n {CLEAR_VARIABLE placeholder}\n {COLOR_ADJUST 133 133 133}\n {DELAY 100}\n {COLOR_ADJUST 100 100 100}\n {DELAY 100}\n {COLOR_ADJUST 67 67 67}\n {DELAY 100}\n {COLOR_ADJUST 33 33 33}\n {DELAY 100}\n {COLOR_ADJUST 0 0 0}\n {COLOR_ADJUST -13 -13 -13}\n {COLOR_ADJUST -26 -26 -26}\n {COLOR_ADJUST -38 -38 -38}\n {COLOR_ADJUST -50 -50 -50}\n [/event]\n\n [event]\n name=turn 5\n [message]\n speaker=Aryel\n message= _ \"(stares at Yumi) She seems a little more agitated. I wonder what she's thinking about.\"\n [/message]\n [/event]\n\n [event]\n name=side 5 turn 6\n\n [store_unit]\n [filter]\n side=1,3\n [/filter]\n variable=placeholder\n kill=yes\n [/store_unit]\n {COLOR_ADJUST 33 33 33}\n {DELAY 100}\n {COLOR_ADJUST 67 67 67}\n {DELAY 100}\n {COLOR_ADJUST 100 100 100}\n {DELAY 100}\n {COLOR_ADJUST 133 133 133}\n {DELAY 250}\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x,y=55,13\n radius=6\n multiturn=no\n [/lift_fog]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n [unit]\n type=Guardian of Darkness\n id=Merthiaal\n name= _ \"Merthiaal\"\n x,y=56,12\n side=5\n random_traits=no\n facing=sw\n [/unit]\n {MODIFY_UNIT (id=Yumi) facing ne}\n {DELAY 250}\n [message]\n speaker=Merthiaal\n message= _ \"The force was a bit stronger than I expected. Are you hurt?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(covers face)\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Don't be like that. I was just testing something. You can hear it, can't you? It's near. The void.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(closes eyes)\"\n [/message]\n {DELAY 400}\n {PLAY_SOUND \"voices.ogg\"}\n {DELAY 1500}\n [message]\n speaker=Yumi\n message= _ \"I-I...\"\n [/message]\n {PLAY_SOUND \"voices.ogg\"}\n {PLAY_SOUND \"wail.wav\"}\n {DELAY 250}\n {PLAY_SOUND \"wail.wav\"}\n {PLAY_SOUND \"voices.ogg\"}\n {DELAY 100}\n {PLAY_SOUND \"voices.ogg\"}\n {DELAY 750}\n [message]\n speaker=Yumi\n message= _ \"(breathes slowly)\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Your friends can't protect you from it.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"But you can't either...\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Nobody can. Not at this moment. It is relentless.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"You know what I want to do, right? You, of all people should know. You know what my plan is.\"\n [/message]\n {DELAY 1250}\n [message]\n speaker=Merthiaal\n message= _ \"Please tell me you understand.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Why should you care what I think..?\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"(snaps) You already know the answer to that. If you would talk more, it would make this conversation go more easily.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(mutters) Sorry.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"(rubs temples) I don't get it. You know that I'm right. I'm the only one with the guts to do what has to be done to stop it. Why do you still try to fight me?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(whispers) I-I'm n-not.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Is it out of loyalty to your friends?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I-i-it's-\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Are you afraid of creatures of darkness?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"N-no-\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"... or have you already given up?\"\n [/message]\n {DELAY 400}\n [kill]\n id=Merthiaal\n [/kill]\n {DELAY 250}\n {COLOR_ADJUST 133 133 133}\n {DELAY 100}\n {COLOR_ADJUST 100 100 100}\n {DELAY 100}\n {COLOR_ADJUST 67 67 67}\n {DELAY 100}\n {COLOR_ADJUST 33 33 33}\n {DELAY 100}\n\n [for]\n array=placeholder\n [do]\n [unstore_unit]\n variable=placeholder[$i]\n [/unstore_unit]\n [/do]\n [/for]\n {CLEAR_VARIABLE placeholder}\n\n {COLOR_ADJUST 0 0 0}\n {COLOR_ADJUST -13 -13 -13}\n {COLOR_ADJUST -26 -26 -26}\n {COLOR_ADJUST -38 -38 -38}\n {COLOR_ADJUST -50 -50 -50}\n [/event]\n [event]\n name=turn 8\n [message]\n speaker=Aryel\n message= _ \"Damn it Yumi, just wake up. Please wake up.\"\n [/message]\n [/event]\n [event]\n name=side 5 turn 10\n\n [store_unit]\n [filter]\n side=1,3\n [/filter]\n variable=placeholder\n kill=yes\n [/store_unit]\n {COLOR_ADJUST 33 33 33}\n {DELAY 100}\n {COLOR_ADJUST 67 67 67}\n {DELAY 100}\n {COLOR_ADJUST 100 100 100}\n {DELAY 100}\n {COLOR_ADJUST 133 133 133}\n {DELAY 250}\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x,y=55,13\n radius=6\n multiturn=no\n [/lift_fog]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n [sound_source]\n id=s11dark1\n x=55\n y=13\n sounds=\"dark-2.ogg\"\n full_range=100\n delay=0\n loop=-1\n check_fogged=no\n check_shrouded=no\n [/sound_source]\n [sound_source]\n id=s11dark2\n x=55\n y=13\n sounds=\"voices.ogg\"\n full_range=100\n delay=0\n loop=-1\n check_fogged=no\n check_shrouded=no\n [/sound_source]\n [unit]\n type=Guardian of Darkness\n id=Merthiaal\n name= _ \"Merthiaal\"\n x,y=56,12\n side=5\n random_traits=no\n facing=sw\n [/unit]\n {MODIFY_UNIT (id=Yumi) facing ne}\n {DELAY 250}\n [message]\n speaker=Merthiaal\n message= _ \"Do you trust them? Your friends.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"They're... my friends...\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Of course they are, dear.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"How much do they mean to you? How much do you mean to them?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Well-\"\n [/message]\n {DELAY 250}\n [sound_source]\n id=s11dark3\n x=55\n y=13\n sounds=\"dark-1.ogg\"\n full_range=100\n delay=0\n loop=-1\n check_fogged=no\n check_shrouded=no\n [/sound_source]\n {DELAY 250}\n [message]\n speaker=Yumi\n message= _ \"(holds head)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"They... care for me...\"\n [/message]\n [sound_source]\n id=s11dark4\n x=55\n y=13\n sounds=\"dark-3.ogg\"\n full_range=100\n delay=0\n loop=-1\n check_fogged=no\n check_shrouded=no\n [/sound_source]\n {DELAY 500}\n [message]\n speaker=Merthiaal\n message= _ \"Is something the matter?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(breathes deeply) N-no.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"No?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(voice steadies) No.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"You seem unsettled.\"\n [/message]\n {DELAY 500}\n [sound_source]\n id=s11dark5\n x=55\n y=13\n sounds=\"voices.ogg\"\n full_range=100\n delay=0\n loop=-1\n check_fogged=no\n check_shrouded=no\n [/sound_source]\n [sound_source]\n id=s11dark6\n x=55\n y=13\n sounds=\"dark-1.ogg\"\n full_range=100\n delay=0\n loop=-1\n check_fogged=no\n check_shrouded=no\n [/sound_source]\n [sound_source]\n id=s11dark7\n x=55\n y=13\n sounds=\"voices.ogg\"\n full_range=100\n delay=0\n loop=-1\n check_fogged=no\n check_shrouded=no\n [/sound_source]\n {DELAY 250}\n [message]\n speaker=Yumi\n message= _ \"I'm not.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"(frowns) If you say so.\"\n [/message]\n [sound_source]\n id=s11dark8\n x=55\n y=13\n sounds=\"dark-3.ogg\"\n full_range=100\n delay=0\n loop=-1\n check_fogged=no\n check_shrouded=no\n [/sound_source]\n {DELAY 250}\n [message]\n speaker=Merthiaal\n message= _ \"Others might not see it this way, but you know I'm doing the right thing. I'm trying to act before it's too late. Before we are all-\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"(looks up)\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"(eyes widen)\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"I must go. I have a... visitor.\"\n [/message]\n [kill]\n id=Merthiaal\n [/kill]\n {DELAY 500}\n {MODIFY_UNIT (id=Yumi) facing sw}\n [message]\n speaker=Yumi\n message= _ \"(bites lip)\"\n [/message]\n {DELAY 750}\n {MODIFY_UNIT (id=Yumi) facing ne}\n [message]\n speaker=Yumi\n message= _ \"But I...\"\n [/message]\n {DELAY 700}\n {MODIFY_UNIT (id=Yumi) facing sw}\n {DELAY 1250}\n\n [remove_sound_source]\n id=s11dark4\n [/remove_sound_source]\n [remove_sound_source]\n id=s11dark5\n [/remove_sound_source]\n [remove_sound_source]\n id=s11dark6\n [/remove_sound_source]\n [remove_sound_source]\n id=s11dark7\n [/remove_sound_source]\n [remove_sound_source]\n id=s11dark8\n [/remove_sound_source]\n {COLOR_ADJUST 133 133 133}\n {DELAY 100}\n {COLOR_ADJUST 100 100 100}\n {DELAY 100}\n {COLOR_ADJUST 67 67 67}\n {DELAY 100}\n {COLOR_ADJUST 33 33 33}\n {DELAY 100}\n [remove_sound_source]\n id=s11dark2\n [/remove_sound_source]\n [remove_sound_source]\n id=s11dark3\n [/remove_sound_source]\n\n [for]\n array=placeholder\n [do]\n [unstore_unit]\n variable=placeholder[$i]\n [/unstore_unit]\n [/do]\n [/for]\n {CLEAR_VARIABLE placeholder}\n\n {COLOR_ADJUST 0 0 0}\n {COLOR_ADJUST -13 -13 -13}\n {COLOR_ADJUST -26 -26 -26}\n [remove_sound_source]\n id=s11dark1\n [/remove_sound_source]\n {COLOR_ADJUST -38 -38 -38}\n {COLOR_ADJUST -50 -50 -50}\n [set_variable]\n name=spirit_spawns\n value=0\n [/set_variable]\n [set_variable]\n name=monster_spawns\n value=1\n [/set_variable]\n [/event]\n [event]\n name=turn 11\n\n [fade_out_music][/fade_out_music]\n {REPLACE_SCENARIO_MUSIC \"silence.ogg\"}\n [message]\n speaker=Aryel\n message= _ \"Yumi?\"\n [/message]\n {DELAY 500}\n [move_unit]\n id=Aryel\n to_x,to_y=54,13\n [/move_unit]\n [redraw]\n clear_shroud=yes\n [/redraw]\n {DELAY 500}\n [message]\n speaker=Aryel\n message= _ \"I swear I saw her move...\"\n [/message]\n {DELAY 500}\n {COLOR_ADJUST -50 -50 -50}\n {DELAY 50}\n {COLOR_ADJUST -75 -75 -75}\n {DELAY 50}\n {COLOR_ADJUST -100 -100 -100}\n {DELAY 50}\n {COLOR_ADJUST -125 -125 -125}\n {DELAY 50}\n {COLOR_ADJUST -150 -150 -150}\n {DELAY 50}\n {COLOR_ADJUST -175 -175 -175}\n [store_unit]\n [filter]\n side=1\n [not]\n id=Aryel\n [/not]\n [/filter]\n variable=placeholder\n kill=yes\n [/store_unit]\n {DELAY 50}\n {COLOR_ADJUST -200 -200 -200}\n {DELAY 50}\n {COLOR_ADJUST -225 -225 -225}\n {DELAY 50}\n {COLOR_ADJUST -250 -250 -250}\n {DELAY 500}\n [message]\n speaker=Aryel\n message= _ \"Ugh, what is it now?\"\n [/message]\n {DELAY 750}\n [kill]\n side=3\n [/kill]\n {DELAY 250}\n [move_unit]\n id=Yumi\n to_x,to_y=48,16\n [/move_unit]\n [message]\n speaker=Aryel\n message= _ \"Wait!\"\n [/message]\n [move_unit]\n id=Aryel\n to_x,to_y=49,16\n [/move_unit]\n [redraw]\n clear_shroud=yes\n [/redraw]\n {DELAY 1250}\n [message]\n speaker=Aryel\n message= _ \"(reaches forward) Uh...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(gasps)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yu-\"\n [/message]\n\n {COLOR_ADJUST -225 -225 -225}\n {COLOR_ADJUST -200 -200 -200}\n {COLOR_ADJUST -175 -175 -175}\n {COLOR_ADJUST -150 -150 -150}\n {COLOR_ADJUST -125 -125 -125}\n {COLOR_ADJUST -100 -100 -100}\n {COLOR_ADJUST -75 -75 -75}\n {COLOR_ADJUST -50 -50 -50}\n {COLOR_ADJUST -25 -25 -25}\n {WHITE_SCREEN}\n {REGENERATE_STARTING_TERRAIN}\n {GENERATE_TEXTURE}\n\n [terrain]\n x,y=55,13\n terrain=Aa^Fet\n [/terrain]\n [redraw][/redraw]\n {DELAY 250}\n\n [set_variable]\n name=x_loc\n rand=20..40\n [/set_variable]\n\n [set_variable]\n name=y_loc\n rand=10..30\n [/set_variable]\n\n [modify_unit]\n [filter]\n id=Yumi\n [/filter]\n side=6\n x,y=$x_loc,$y_loc\n [/modify_unit]\n [micro_ai]\n side=6\n ai_type=coward\n action=add\n id=Yumi\n [filter_second]\n side=1\n [/filter_second]\n distance=7\n [/micro_ai]\n [micro_ai]\n side=4\n ai_type=big_animals\n action=add\n [filter]\n side=4\n [/filter]\n\n [avoid_unit]\n id=Yumi\n [/avoid_unit]\n [/micro_ai]\n [modify_side]\n side=4\n hidden=no\n [/modify_side]\n\n {CLEAR_VARIABLE x_loc}\n {CLEAR_VARIABLE y_loc}\n [replace_schedule]\n {DEFAULT_SCHEDULE_24H}\n [/replace_schedule]\n\n {DELAY 250}\n {UNWHITE_SCREEN}\n\n [message]\n speaker=Aryel\n message= _ \"-mi?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"... great. Now where did she go?\"\n [/message]\n {DELAY 750}\n {TURN_UNIT5 \"Aryel\"}\n {DELAY 500}\n [message]\n speaker=Aryel\n message= _ \"(sighs) This kid...\"\n [/message]\n\n [for]\n array=placeholder\n [do]\n [unstore_unit]\n variable=placeholder[$i]\n [/unstore_unit]\n [/do]\n [/for]\n {CLEAR_VARIABLE placeholder}\n\n [set_variable]\n name=find_yumi\n value=1\n [/set_variable]\n [set_variable]\n name=turn_counter2\n value=1\n [/set_variable]\n\n {REPLACE_SCENARIO_MUSIC wanderer.ogg}\n {APPEND_MUSIC wind3.ogg}\n {APPEND_MUSIC greyskiesv2.ogg}\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Find Yumi and move Aryel next to her\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_FULL_CARRYOVER}\n {OBJECTIVE_NOTE ( _ \"You may recruit ghosts by right clicking on a hex next to Aryel.\")}\n {OBJECTIVE_NOTE ( _ \"Yumi will flee if you get too close.\")}\n [/objectives]\n [/event]\n\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=turn_counter2\n greater_than=0\n [/variable]\n [/filter_condition]\n {VARIABLE_OP turn_counter2 add 1}\n [/event]\n\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=monster_spawns\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [store_unit]\n [filter]\n side=4\n [/filter]\n variable=monsterunits\n [/store_unit]\n [if]\n [variable]\n name=monsterunits.length\n greater_than=15\n [/variable]\n [then]\n [/then]\n [else]\n [fire_event]\n name=spawnmonsters\n [/fire_event]\n [/else]\n [/if]\n {CLEAR_VARIABLE monsterunits}\n [/event]\n\n [event]\n name=spawnmonsters\n first_time_only=no\n [store_locations]\n variable=hill_hex\n terrain=Ha,Ha^Fpa,Ha^Fma\n [not]\n x=35-53\n y=15-32\n [/not]\n [/store_locations]\n [for]\n array=hill_hex\n [do]\n #ifdef HARD\n [set_variable]\n name=spawn_val\n rand=1..450\n [/set_variable]\n #endif\n #ifdef NORMAL\n [set_variable]\n name=spawn_val\n rand=1..750\n [/set_variable]\n #endif\n #ifdef EASY\n [set_variable]\n name=spawn_val\n rand=1..900\n [/set_variable]\n #endif\n [if]\n [variable]\n name=spawn_val\n less_than=4\n [/variable]\n [then]\n {SPAWN_NOID (\"Wolf\") 4 $hill_hex[$i].x $hill_hex[$i].y}\n [/then]\n [/if]\n [if]\n [variable]\n name=spawn_val\n numerical_equals=20\n [/variable]\n [then]\n {SPAWN_NOID (\"Great Wolf\") 4 $hill_hex[$i].x $hill_hex[$i].y}\n [/then]\n [/if]\n {CLEAR_VARIABLE spawn_val}\n [/do]\n [/for]\n {CLEAR_VARIABLE hill_hex}\n [store_locations]\n variable=hill_hex\n terrain=Ms\n [not]\n x=35-53\n y=15-32\n [/not]\n [/store_locations]\n [for]\n array=hill_hex\n [do]\n #ifdef HARD\n [set_variable]\n name=spawn_val\n rand=1..450\n [/set_variable]\n #endif\n #ifdef NORMAL\n [set_variable]\n name=spawn_val\n rand=1..600\n [/set_variable]\n #endif\n #ifdef EASY\n [set_variable]\n name=spawn_val\n rand=1..700\n [/set_variable]\n #endif\n [if]\n [variable]\n name=spawn_val\n numerical_equals=1\n [/variable]\n [then]\n {SPAWN_NOID (\"Direwolf\") 4 $hill_hex[$i].x $hill_hex[$i].y}\n [/then]\n [/if]\n {CLEAR_VARIABLE spawn_val}\n [/do]\n [/for]\n {CLEAR_VARIABLE hill_hex}\n [store_locations]\n variable=hill_hex\n terrain=Ms\n [not]\n x=35-53\n y=15-32\n [/not]\n [/store_locations]\n [for]\n array=hill_hex\n [do]\n #ifdef HARD\n [set_variable]\n name=spawn_val\n rand=1..5000\n [/set_variable]\n #endif\n #ifdef NORMAL\n [set_variable]\n name=spawn_val\n rand=1..8000\n [/set_variable]\n #endif\n #ifdef EASY\n [set_variable]\n name=spawn_val\n rand=1..9000\n [/set_variable]\n #endif\n [if]\n [variable]\n name=spawn_val\n numerical_equals=1\n [/variable]\n [then]\n {SPAWN_NOID (\"Yeti\") 4 $hill_hex[$i].x $hill_hex[$i].y}\n [/then]\n [/if]\n {CLEAR_VARIABLE spawn_val}\n [/do]\n [/for]\n {CLEAR_VARIABLE hill_hex}\n [/event]\n\n [event]\n name=new turn\n first_time_only=yes\n [filter_condition]\n [variable]\n name=turn_counter2\n numerical_equals=4\n [/variable]\n [/filter_condition]\n [message]\n speaker=Aryel\n message= _ \"Stop running! Can't you see? It's me! Your friend.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Come on...\"\n [/message]\n [/event]\n [event]\n name=new turn\n first_time_only=yes\n [filter_condition]\n [variable]\n name=turn_counter2\n numerical_equals=7\n [/variable]\n [and]\n [variable]\n name=find_yumi\n numerical_equals=1\n [/variable]\n [/and]\n [/filter_condition]\n [message]\n speaker=Aryel\n message= _ \"Do you really think I'm going to attack you or something?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Since when have I ever done anything to... well...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Okay, so I might be a bit brash sometimes, but you know I'm not going to actually hurt you.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(whispers) You just worry me.\"\n [/message]\n [/event]\n [event]\n name=new turn\n first_time_only=yes\n [filter_condition]\n [variable]\n name=turn_counter2\n numerical_equals=10\n [/variable]\n [and]\n [variable]\n name=find_yumi\n numerical_equals=1\n [/variable]\n [/and]\n [/filter_condition]\n [message]\n speaker=Aryel\n message= _ \"Yumi, please...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"We're friends, right?\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n id=Aryel\n [filter_adjacent]\n id=Yumi\n [/filter_adjacent]\n [/filter]\n [filter_condition]\n [variable]\n name=find_yumi\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [set_variable]\n name=find_yumi\n value=2\n [/set_variable]\n\n [message]\n speaker=Aryel\n message= _ \"Stop running, will you?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(squirms)\"\n [/message]\n [harm_unit]\n [filter]\n id=Aryel\n [/filter]\n [filter_second]\n id=Yumi\n [/filter_second]\n [primary_attack]\n range=ranged\n [/primary_attack]\n [secondary_attack]\n name=faerie fire\n [/secondary_attack]\n animate=yes\n amount=0\n [/harm_unit]\n [message]\n speaker=Aryel\n message= _ \"Ow! Yumi, seriously! Stop struggling!\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(blinks rapidly)\"\n [/message]\n {DELAY 1000}\n [message]\n speaker=Yumi\n message= _ \"(eyes flutter)\"\n [/message]\n {DELAY 500}\n [modify_unit]\n [filter]\n id=Yumi\n [/filter]\n side=1\n [/modify_unit]\n {DELAY 500}\n [message]\n speaker=Yumi\n message= _ \"(gasps)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Have you come to your senses yet?\"\n [/message]\n {DELAY 1000}\n [message]\n speaker=Aryel\n message= _ \"Are you even going to say anything?\"\n [/message]\n {DELAY 1000}\n [message]\n speaker=Aryel\n message= _ \"Yumi, you haven't spoken in weeks. Like it or not, you are going to tal-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(whispers) S-sorry...\"\n [/message]\n {DELAY 1500}\n [message]\n speaker=Aryel\n message= _ \"(shakes head slowly) You're unbelievable.\"\n [/message]\n {DELAY 1000}\n [message]\n speaker=Aryel\n message= _ \"Are you willing to talk to me yet?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I can't.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"What do you mean you can't?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I just can't.\"\n [/message]\n {DELAY 1500}\n [message]\n speaker=Yumi\n message= _ \"(pouts) Are you mad at me?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(sighs)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I don't even...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"... just...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"... nevermind.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I'm sorry...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Maybe you should just leave me...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Don't say stupid things like that.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"But-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Like it or not, we're not leaving you behind. Don't even think about it.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I'm just a burden...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You're not.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"But you- you...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I don't hate you, if that's what you're trying to say. And I'm not mad either.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(tilts head)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"... just very frustrated. Ugh. It doesn't matter. Don't worry about it.\"\n [/message]\n {DELAY 1250}\n [message]\n speaker=Aryel\n message= _ \"Come on, let's go back to camp where everyone else is.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Which way?\"\n [/message]\n {DELAY 250}\n {TURN_UNIT3 \"Aryel\"}\n {DELAY 500}\n [message]\n speaker=Aryel\n message= _ \"... I hate everything.\"\n [/message]\n {DELAY 500}\n {REPEAT 3 ({PLAY_SOUND \"gust.wav\"})}\n {DELAY 500}\n [message]\n speaker=Aryel\n message= _ \"And a snowstorm is coming. Wonderful. Looks like we're lost.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Can I give up now?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"No. Let's just head back to where we were before. At least we'll have some shelter from the trees. No arguments, okay?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Okay...\"\n [/message]\n\n [set_variable]\n name=turn_counter2\n value=0\n [/set_variable]\n [set_variable]\n name=turn_counter\n value=1\n [/set_variable]\n\n [set_variable]\n name=added_turns\n value=10\n [/set_variable]\n\n {VARIABLE_OP added_turns sub 25}\n {VARIABLE_OP added_turns add $turn_number}\n\n [if]\n [variable]\n name=added_turns\n less_than=3\n [/variable]\n [then]\n [set_variable]\n name=added_turns\n value=3\n [/set_variable]\n [/then]\n [/if]\n [modify_turns]\n add=$added_turns\n [/modify_turns]\n {CLEAR_VARIABLE added_turns}\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Move Yumi and Aryel near the starting location (55,13)\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_FULL_CARRYOVER}\n {OBJECTIVE_NOTE ( _ \"You may recruit ghosts by right clicking on a hex next to Aryel.\")}\n [/objectives]\n [/event]\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=turn_counter\n greater_than=0\n [/variable]\n [/filter_condition]\n {VARIABLE_OP turn_counter add 1}\n\n [if]\n [variable]\n name=turn_counter\n less_than=10\n [/variable]\n [then]\n [set_variable]\n name=color_adjust1\n value=-22\n [/set_variable]\n [set_variable]\n name=color_adjust2\n value=-18\n [/set_variable]\n {VARIABLE_OP color_adjust1 mult $turn_counter}\n {VARIABLE_OP color_adjust2 mult $turn_counter}\n {PLAY_SOUND \"gust.wav\"}\n [color_adjust]\n red=$color_adjust1\n green=$color_adjust1\n blue=$color_adjust2\n [/color_adjust]\n {CLEAR_VARIABLE color_adjust1}\n {CLEAR_VARIABLE color_adjust2}\n [/then]\n [/if]\n [/event]\n\n #ifdef HARD\n {ADVANCED_RESPAWN (\"Demon Nightmare\",\"Demon Dreamweaver\") 3 55 13 7 2 (\"blue_spawns\")}\n {ADVANCED_RESPAWN (\"Demon Nightmare\",\"Demon Dreamweaver\") 3 55 13 7 1 (\"blue_spawns\")}\n {ADVANCED_RESPAWN (\"Demon Nightmare\",\"Demon Dreamweaver\") 3 55 13 7 2 (\"blue_spawns\")}\n {ADVANCED_RESPAWN (\"Demon Nightmare\",\"Demon Dreamweaver\") 3 55 13 7 1 (\"blue_spawns\")}\n #endif\n #ifdef NORMAL\n {ADVANCED_RESPAWN (\"Demon Nightmare\",\"Demon Dreamweaver\") 3 55 13 7 3 (\"blue_spawns\")}\n {ADVANCED_RESPAWN (\"Demon Nightmare\",\"Demon Dreamweaver\") 3 55 13 7 3 (\"blue_spawns\")}\n {ADVANCED_RESPAWN (\"Demon Nightmare\",\"Demon Dreamweaver\") 3 55 13 7 3 (\"blue_spawns\")}\n {ADVANCED_RESPAWN (\"Demon Nightmare\",\"Demon Dreamweaver\") 3 55 13 7 3 (\"blue_spawns\")}\n #endif\n #ifdef EASY\n {ADVANCED_RESPAWN (\"Demon Nightmare\",\"Demon Dreamweaver\") 3 55 13 7 4 (\"blue_spawns\")}\n {ADVANCED_RESPAWN (\"Demon Nightmare\",\"Demon Dreamweaver\") 3 55 13 7 4 (\"blue_spawns\")}\n {ADVANCED_RESPAWN (\"Demon Nightmare\",\"Demon Dreamweaver\") 3 55 13 7 4 (\"blue_spawns\")}\n {ADVANCED_RESPAWN (\"Demon Nightmare\",\"Demon Dreamweaver\") 3 55 13 7 4 (\"blue_spawns\")}\n #endif\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Yumi,Aryel\n [filter_location]\n x,y=55,13\n radius=7\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=find_yumi\n numerical_equals=2\n [/variable]\n [and]\n [have_unit]\n id=Yumi\n [filter_location]\n x,y=55,13\n radius=7\n [/filter_location]\n [/have_unit]\n [/and]\n [and]\n [have_unit]\n id=Aryel\n [filter_location]\n x,y=55,13\n radius=7\n [/filter_location]\n [/have_unit]\n [/and]\n [/filter_condition]\n [set_variable]\n name=find_yumi\n value=3\n [/set_variable]\n [set_variable]\n name=turn_counter1\n value=1\n [/set_variable]\n [set_variable]\n name=blue_spawns\n value=1\n [/set_variable]\n [set_variable]\n name=monster_spawns\n value=0\n [/set_variable]\n [store_unit]\n [filter]\n side=4\n [/filter]\n variable=monsters\n kill=yes\n [/store_unit]\n {CLEAR_VARIABLE monsters}\n\n [modify_side]\n side=3\n color=blue\n [/modify_side]\n [message]\n speaker=Aryel\n message= _ \"Whew. Okay. I guess we can just hang out here for a bit while the snowstorm passes.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shivers)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yes? What is it?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I feel something.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Like...\"\n [/message]\n\n {DELAY 500}\n {SPAWN (\"Demon Nightmare\",\"Demon Dreamweaver\") 3 58 11}\n {DELAY 500}\n {SPAWN (\"Demon Nightmare\",\"Demon Dreamweaver\") 3 55 16}\n {DELAY 500}\n {SPAWN (\"Demon Nightmare\",\"Demon Dreamweaver\") 3 52 11}\n [redraw][/redraw]\n [scroll_to]\n x,y=55,13\n [/scroll_to]\n {DELAY 900}\n [message]\n speaker=Aryel\n message= _ \"Oh. Not this again...\"\n [/message]\n\n [modify_turns]\n value=-1\n [/modify_turns]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Survive\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_FULL_CARRYOVER}\n {OBJECTIVE_NOTE ( _ \"You may recruit ghosts by right clicking on a hex next to Aryel.\")}\n {OBJECTIVE_NOTE ( _ \"Avoid moving outside of the starting region (7 unit radius around 55,13)\")}\n [/objectives]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Yumi,Aryel\n [not]\n [filter_location]\n x,y=55,13\n radius=7\n [/filter_location]\n [/not]\n [/filter]\n [filter_condition]\n [variable]\n name=turn_counter1\n greater_than=0\n [/variable]\n [/filter_condition]\n {PLAY_SOUND \"gust.wav\"}\n [harm_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n amount=5\n animate=yes\n kill=no\n [/harm_unit]\n [modify_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n attacks_left=0\n moves=0\n [status]\n slowed=yes\n [/status]\n [/modify_unit]\n [/event]\n\n [event]\n name=new turn\n first_time_only=no\n [store_unit]\n [filter]\n side=3\n [/filter]\n variable=bluedemons\n [/store_unit]\n [filter_condition]\n [variable]\n name=blue_spawns\n greater_than=0\n [/variable]\n [/filter_condition]\n [for]\n array=bluedemons\n [do]\n [set_variable]\n name=kill_unit\n rand=1..6\n [/set_variable]\n [if]\n [variable]\n name=kill_unit\n numerical_equals=1\n [/variable]\n [then]\n [kill]\n x,y=$bluedemons[$i].x,$bluedemons[$i].y\n [/kill]\n [/then]\n [/if]\n {CLEAR_VARIABLE kill_unit}\n [/do]\n [/for]\n {CLEAR_VARIABLE bluedemons}\n [/event]\n\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=turn_counter1\n greater_than=0\n [/variable]\n [/filter_condition]\n {VARIABLE_OP turn_counter1 add 1}\n [/event]\n [event]\n name=new turn\n first_time_only=yes\n [filter_condition]\n [variable]\n name=turn_counter1\n numerical_equals=3\n [/variable]\n [/filter_condition]\n [message]\n speaker=Yumi\n message= _ \"(holds head)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(looks up)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"What is it?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I thought I felt someone coming, but they're gone now.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Your voice is hoarse.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shrugs)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"And you look kind of pale.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(eyes shift away) I'm just... tired.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Are you okay? Please be honest with me, Yumi.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I'm fine.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"... like anyone would believe that.\"\n [/message]\n [/event]\n [event]\n name=new turn\n first_time_only=yes\n [filter_condition]\n [variable]\n name=turn_counter1\n numerical_equals=7\n [/variable]\n [/filter_condition]\n {PLAY_SOUND \"fire.wav\"}\n {DELAY 500}\n [message]\n speaker=Aryel\n message= _ \"Did you hear that?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Isn't that-\"\n [/message]\n {PLAY_SOUND \"fire.wav\"}\n [store_unit]\n [filter]\n side=3\n [/filter]\n variable=bluedemons\n [/store_unit]\n [for]\n array=bluedemons\n [do]\n [set_variable]\n name=kill_unit\n rand=1..3\n [/set_variable]\n [if]\n [variable]\n name=kill_unit\n numerical_equals=1\n [/variable]\n [then]\n [kill]\n x,y=$bluedemons[$i].x,$bluedemons[$i].y\n [/kill]\n [/then]\n [/if]\n {CLEAR_VARIABLE kill_unit}\n [/do]\n [/for]\n {CLEAR_VARIABLE bluedemons}\n {DELAY 1000}\n {PLAY_SOUND \"fire.wav\"}\n [store_unit]\n [filter]\n side=3\n [/filter]\n variable=bluedemons\n [/store_unit]\n [for]\n array=bluedemons\n [do]\n [set_variable]\n name=kill_unit\n rand=1..3\n [/set_variable]\n [if]\n [variable]\n name=kill_unit\n numerical_equals=1\n [/variable]\n [then]\n [kill]\n x,y=$bluedemons[$i].x,$bluedemons[$i].y\n [/kill]\n [/then]\n [/if]\n {CLEAR_VARIABLE kill_unit}\n [/do]\n [/for]\n {CLEAR_VARIABLE bluedemons}\n {DELAY 500}\n {PLAY_SOUND \"fire.wav\"}\n [store_unit]\n [filter]\n side=3\n [/filter]\n variable=bluedemons\n kill=yes\n [/store_unit]\n {CLEAR_VARIABLE bluedemons}\n\n [set_variable]\n name=esther.hitpoints\n rand=4..9\n [/set_variable]\n {DELAY 500}\n [unstore_unit]\n variable=esther\n find_vacant=yes\n animate=yes\n x,y=61,18\n [/unstore_unit]\n [redraw]\n clear_shroud=yes\n [/redraw]\n {MODIFY_UNIT (id=Yumi) facing se}\n {MODIFY_UNIT (id=Aryel) facing se}\n [scroll_to]\n x,y=61,18\n [/scroll_to]\n {DELAY 750}\n [message]\n speaker=Aryel\n message= _ \"Oh my god.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(shivering) I-I've been l-looking e-everywhere for y-you t-two.\"\n [/message]\n [move_unit]\n id=Esther\n to_x,to_y=57,16\n [/move_unit]\n {DELAY 250}\n [move_unit]\n id=Aryel\n to_x,to_y=57,16\n [/move_unit]\n {DELAY 250}\n [message]\n speaker=Aryel\n message= _ \"Esther! You're freezing to death! Why in the world would you fly through that storm just to find us?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(teeth chatter)\"\n [/message]\n {DELAY 500}\n [move_unit]\n id=Yumi\n to_x,to_y=57,16\n [/move_unit]\n {DELAY 500}\n [message]\n speaker=Yumi\n message= _ \"(bites lip)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"This is all my fault...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I-I... needed to make s-sure that-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Shush. J-just... (sighs)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Let's make a fire and warm you up.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"O-okay.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(turns) And don't you feel guilty about this. You hear me?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(looks away)\"\n [/message]\n\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n\n #ifdef EASY\n {VARIABLE_OP esther.experience add 150}\n {VARIABLE_OP yumi.experience add 150}\n {VARIABLE_OP aryel.experience add 150}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+150 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+150 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+150 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n\n {CLEAR_VARIABLE esther}\n {CLEAR_VARIABLE yumi}\n {CLEAR_VARIABLE aryel}\n #endif\n #ifdef NORMAL\n {VARIABLE_OP esther.experience add 100}\n {VARIABLE_OP yumi.experience add 100}\n {VARIABLE_OP aryel.experience add 100}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+100 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+100 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+100 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n\n {CLEAR_VARIABLE esther}\n {CLEAR_VARIABLE yumi}\n {CLEAR_VARIABLE aryel}\n #endif\n #ifdef HARD\n {VARIABLE_OP esther.experience add 25}\n {VARIABLE_OP yumi.experience add 25}\n {VARIABLE_OP aryel.experience add 25}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+25 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+25 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+25 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n\n {CLEAR_VARIABLE esther}\n {CLEAR_VARIABLE yumi}\n {CLEAR_VARIABLE aryel}\n #endif\n\n {DELAY 500}\n\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 100}\n next_scenario=12_Siege_of_Fort_Helemoor\n [/endlevel]\n [/event]\n\n [event]\n name=victory\n [clear_menu_item]\n id=recruit_ghost\n [/clear_menu_item]\n {CLEAR_VARIABLE esther}\n {CLEAR_VARIABLE new_terrain}\n {CLEAR_VARIABLE spirit_spawns}\n {CLEAR_VARIABLE monster_spawns}\n {CLEAR_VARIABLE blue_spawns}\n {CLEAR_VARIABLE find_yumi}\n {CLEAR_VARIABLE turn_counter}\n {CLEAR_VARIABLE turn_counter1}\n {CLEAR_VARIABLE turn_counter2}\n [/event]\n [event]\n name=last breath\n [filter]\n id=Yumi\n [/filter]\n [message]\n speaker=Yumi\n message= _ \"(gasps)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yumi!\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n [event]\n name=last breath\n [filter]\n id=Aryel\n [/filter]\n [message]\n speaker=Aryel\n message= _ \"I-I-... (chokes)\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n [event]\n name=time over\n [if]\n [variable]\n name=find_yumi\n numerical_equals=1\n [/variable]\n [then]\n [kill]\n id=Yumi\n [/kill]\n [message]\n speaker=Aryel\n message= _ \"Well that's just great. Now she's disappeared. Ugh.\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/then]\n [else]\n {PLAY_SOUND \"gust.wav\"}\n [message]\n speaker=Aryel\n message= _ \"We're going to freeze to death out here...\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/else]\n [/if]\n\n [/event]\n[/scenario]\n\n#undef GENERATE_HILL\n#undef GENERATE_FOREST\n#undef GENERATE_VILLAGE\n#undef GENERATE_MOUNTAIN\n#undef GENERATE_SNOW\n#undef GENERATE_TEXTURE\n#undef REGENERATE_STARTING_TERRAIN\n"} {"text": "#textdomain wesnoth-Genesis\n[scenario]\n id=12_Siege_of_Fort_Helemoor\n name= _ \"Siege of Fort Helemoor\"\n map_data=\"{~add-ons/Genesis/episode1/maps/12_Siege_of_Fort_Helemoor.map}\"\n next_scenario=13_Blood_Sea\n victory_when_enemies_defeated=no\n turns=-1\n\n {DAWN}\n {DAWN_NO_SOUND}\n {MORNING}\n {MORNING}\n {MORNING}\n {MIDDAY}\n {MIDDAY}\n {MIDDAY}\n {AFTERNOON}\n {AFTERNOON}\n {AFTERNOON}\n {DUSK}\n {DUSK_NO_SOUND}\n {DUSK_NO_SOUND}\n {FIRST_WATCH}\n {FIRST_WATCH}\n {FIRST_WATCH}\n {MIDNIGHT}\n {MIDNIGHT}\n {MIDNIGHT}\n\n {SCENARIO_MUSIC loyalists.ogg}\n {EXTRA_SCENARIO_MUSIC battle.ogg}\n {EXTRA_SCENARIO_MUSIC battle-epic.ogg}\n {EXTRA_SCENARIO_MUSIC knalgan_theme.ogg}\n {FAE_DEATHS2}\n {STORYTXT_SIEGE_OF_HELEMOOR}\n [side]\n {PLAYER_FAE}\n {FULL_RECRUIT_LIST}\n side=1\n {GOLD 350 300 200}\n village_gold=2\n village_support=1\n income=4\n facing=sw\n [/side]\n\n [side]\n {DEFENSIVE_SIDE}\n type=General\n id=humanleader122\n generate_name=yes\n canrecruit=yes\n side=2\n controller=ai\n recruit=Swordsman,Pikeman,Javelineer,Longbowman,Dragoon\n {GOLD 300 250 150}\n {INCOME 15 10 5}\n facing=e\n team_name=fae\n color=grey\n village_support=2\n user_team_name= _ \"team_name^Northern Humans\"\n [/side]\n\n [side]\n {DEFENSIVE_SIDE}\n type=General\n id=humanleader123\n generate_name=yes\n canrecruit=yes\n side=3\n controller=ai\n recruit=Swordsman,Pikeman,Javelineer,Longbowman,Dragoon\n {GOLD 300 250 150}\n {INCOME 10 8 5}\n facing=ne\n team_name=fae\n color=grey\n village_support=2\n user_team_name= _ \"team_name^Northern Humans\"\n [/side]\n\n [side]\n {HUMAN_ENEMY}\n type=Grand Marshal\n id=humanleader124\n name= _ \"Marshal Briggs\"\n canrecruit=yes\n side=4\n recruit=Swordsman,Pikeman,Javelineer,Longbowman,Dragoon,Red Mage,Shock Trooper\n {GOLD 300 350 500}\n {INCOME 20 25 30}\n facing=ne\n village_gold=3\n village_support=2\n [ai]\n aggression=0.1\n caution=0.9\n [/ai]\n [/side]\n\n [side]\n {HUMAN_ENEMY}\n type=General\n id=humanleader125\n generate_name=yes\n canrecruit=yes\n side=5\n recruit=Swordsman,Pikeman,Javelineer,Longbowman,Dragoon\n {GOLD 175 225 350}\n {INCOME 15 20 25}\n facing=ne\n village_gold=2\n village_support=2\n [ai]\n aggression=0.25\n caution=0.75\n [/ai]\n [/side]\n\n [side]\n {HUMAN_ENEMY}\n type=General\n id=humanleader126\n generate_name=yes\n canrecruit=yes\n side=6\n recruit=Swordsman,Pikeman,Javelineer,Longbowman,Dragoon\n {GOLD 175 225 350}\n {INCOME 15 20 25}\n facing=ne\n village_gold=2\n village_support=2\n [ai]\n aggression=0.25\n caution=0.75\n [/ai]\n [/side]\n\n {STARTING_VILLAGES 4 3}\n {STARTING_VILLAGES 5 3}\n {STARTING_VILLAGES 6 3}\n\n#define GENERATE_MOUNTAIN\n [store_locations]\n variable=ice_hex\n terrain=Ai,Ha\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..1200\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ms\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [filter_adjacent_location]\n terrain=Ms\n count=1\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..10\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=7\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ms\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [filter_adjacent_location]\n terrain=Ms\n count=2\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..10\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=5\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ms\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [filter_adjacent_location]\n terrain=Ms\n count=3\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..15\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=3\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ms\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [filter_adjacent_location]\n terrain=Ms\n count=4\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..10\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ms\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [filter_adjacent_location]\n terrain=Ms\n count=5,6\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..5\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ms\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n#enddef\n#define GENERATE_HILL\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [filter_adjacent_location]\n terrain=Ms\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..8\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=4\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ha\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..30\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ha\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [filter_adjacent_location]\n terrain=Ha\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..10\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ha\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n#enddef\n\n#define GENERATE_FOREST\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..30\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=5\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa^Fpa\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=5\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa^Fma\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [filter_adjacent_location]\n terrain=Aa^Fpa,Aa^Fma\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..20\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=4\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa^Fpa\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=4\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa^Fma\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=hill_hex\n terrain=Ha\n [/store_locations]\n [for]\n array=hill_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..15\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=3\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Ha^Fpa\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=3\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Ha^Fma\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hill_hex}\n [store_locations]\n variable=hill_hex\n terrain=Ha\n [filter_adjacent_location]\n terrain=Aa^Fpa,Aa^Fma,Ha^Fpa,Ha^Fma\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=hill_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..7\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=4\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Ha^Fpa\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=4\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Ha^Fma\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hill_hex}\n#enddef\n\n#define GENERATE_SNOW\n [store_locations]\n variable=road_hex\n terrain=Rrc\n [/store_locations]\n [for]\n array=road_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..7\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$road_hex[$i].x,$road_hex[$i].y\n terrain=Aa\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE road_hex}\n [store_locations]\n variable=road_hex\n terrain=Rrc\n [filter_adjacent_location]\n terrain=Aa,Ai\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=road_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..12\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=3\n [/variable]\n [then]\n [terrain]\n x,y=$road_hex[$i].x,$road_hex[$i].y\n terrain=Aa\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE road_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..7\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..21\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Spay\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [filter_adjacent_location]\n terrain=Aa\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..3\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [filter_adjacent_location]\n terrain=Spay\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..4\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Spay\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n#enddef\n#define GENERATE_VILLAGE\n [store_locations]\n variable=ice_hex\n terrain=Ai,Aa\n [not]\n [filter_adjacent_location]\n terrain=Xu,Ai^V*a,Aa^V*a\n [/filter_adjacent_location]\n [/not]\n [not]\n x=0,46\n [or]\n y=0,51\n [/or]\n [/not]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..400\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ai^Vea\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=2\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ai^Vha\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=3\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ai^Vca\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=4\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ai^Vla\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=5\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa^Vea\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=6\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa^Vha\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=7\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa^Vca\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=8\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa^Vla\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=hill_hex\n terrain=Ha\n [not]\n [filter_adjacent_location]\n terrain=Ai^V*a,Aa^V*a,Ha^Vhha\n [/filter_adjacent_location]\n [/not]\n [/store_locations]\n [for]\n array=hill_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..50\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Ha^Vhha\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hill_hex}\n [store_locations]\n variable=road_hex\n terrain=Rrc\n [not]\n x=0,46\n [or]\n y=0,51\n [/or]\n [/not]\n [not]\n [filter_adjacent_location]\n terrain=Aa^Fyak\n [/filter_adjacent_location]\n [/not]\n [/store_locations]\n [for]\n array=road_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..35\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=5\n [/variable]\n [then]\n [terrain]\n x,y=$road_hex[$i].x,$road_hex[$i].y\n terrain=Rrc^Vhca\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=5\n [/variable]\n [then]\n [terrain]\n x,y=$road_hex[$i].x,$road_hex[$i].y\n terrain=Rrc^Vhc\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE road_hex}\n#enddef\n\n#define GENERATE_TEXTURE\n [store_locations]\n variable=floor_hex\n terrain=A*,H*\n [and]\n [filter_adjacent_location]\n terrain=*^F*\n [/filter_adjacent_location]\n [/and]\n [/store_locations]\n [for]\n array=floor_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..20\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$floor_hex[$i].x,$floor_hex[$i].y\n layer=overlay\n terrain=^Em\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE floor_hex}\n [store_locations]\n variable=floor_hex\n terrain=A*,H*\n [and]\n [filter_adjacent_location]\n terrain=*^F*\n count=3-6\n [/filter_adjacent_location]\n [/and]\n [/store_locations]\n [for]\n array=floor_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..100\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$floor_hex[$i].x,$floor_hex[$i].y\n layer=overlay\n terrain=^Emf\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE floor_hex}\n [store_locations]\n variable=floor_hex\n terrain=A*,H*,S*\n [/store_locations]\n [for]\n array=floor_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..20\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$floor_hex[$i].x,$floor_hex[$i].y\n layer=overlay\n terrain=^Es\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE floor_hex}\n#enddef\n\n [event]\n name=prestart\n {REPEAT 5 ({GENERATE_MOUNTAIN})}\n {REPEAT 3 ({GENERATE_HILL})}\n {GENERATE_FOREST}\n {GENERATE_SNOW}\n {GENERATE_SNOW}\n {GENERATE_VILLAGE}\n {GENERATE_TEXTURE}\n\n {CAPTURE_VILLAGES 2 8 3 4}\n {CAPTURE_VILLAGES 3 3 6 4}\n {CAPTURE_VILLAGES 2 8 3 3}\n {RECALL_ARYEL_NOLOC}\n\n [unit]\n side=4\n generate_name=yes\n type=Royal Guard\n random_traits=yes\n upkeep=loyal\n x,y=27,32\n ai_special=guardian\n [/unit]\n [unit]\n side=4\n generate_name=yes\n type=Royal Guard\n random_traits=yes\n upkeep=loyal\n x,y=24,33\n ai_special=guardian\n [/unit]\n [unit]\n side=4\n generate_name=yes\n type=Royal Guard\n random_traits=yes\n upkeep=loyal\n x,y=24,30\n ai_special=guardian\n [/unit]\n [unit]\n side=5\n generate_name=yes\n type=Royal Guard\n random_traits=yes\n upkeep=loyal\n x,y=29,18\n ai_special=guardian\n [/unit]\n [unit]\n side=5\n generate_name=yes\n type=Royal Guard\n random_traits=yes\n upkeep=loyal\n x,y=29,21\n ai_special=guardian\n [/unit]\n [unit]\n side=5\n generate_name=yes\n type=Royal Guard\n random_traits=yes\n upkeep=loyal\n x,y=32,19\n ai_special=guardian\n [/unit]\n [unit]\n side=6\n generate_name=yes\n type=Royal Guard\n random_traits=yes\n upkeep=loyal\n x,y=12,24\n ai_special=guardian\n [/unit]\n [unit]\n side=6\n generate_name=yes\n type=Royal Guard\n random_traits=yes\n upkeep=loyal\n x,y=12,27\n ai_special=guardian\n [/unit]\n [unit]\n side=6\n generate_name=yes\n type=Royal Guard\n random_traits=yes\n upkeep=loyal\n x,y=15,26\n ai_special=guardian\n [/unit]\n [unit]\n side=2\n generate_name=yes\n type=Shock Trooper\n random_traits=yes\n upkeep=loyal\n x,y=12,12\n ai_special=guardian\n [/unit]\n [unit]\n side=2\n generate_name=yes\n type=Iron Mauler\n random_traits=yes\n upkeep=loyal\n x,y=14,11\n ai_special=guardian\n [/unit]\n [unit]\n side=2\n generate_name=yes\n type=Shock Trooper\n random_traits=yes\n upkeep=loyal\n x,y=16,10\n ai_special=guardian\n [/unit]\n [unit]\n side=2\n generate_name=yes\n type=Shock Trooper\n random_traits=yes\n upkeep=loyal\n x,y=16,8\n ai_special=guardian\n [/unit]\n [unit]\n side=2\n generate_name=yes\n type=Shock Trooper\n random_traits=yes\n upkeep=loyal\n x,y=9,13\n ai_special=guardian\n [/unit]\n [unit]\n side=2\n generate_name=yes\n type=Shock Trooper\n random_traits=yes\n upkeep=loyal\n x,y=16,6\n ai_special=guardian\n [/unit]\n [unit]\n side=2\n generate_name=yes\n type=Shock Trooper\n random_traits=yes\n upkeep=loyal\n x,y=6,13\n ai_special=guardian\n [/unit]\n [unit]\n side=2\n generate_name=yes\n type=Iron Mauler\n random_traits=yes\n upkeep=loyal\n x,y=9,11\n ai_special=guardian\n [/unit]\n [unit]\n side=2\n generate_name=yes\n type=Iron Mauler\n random_traits=yes\n upkeep=loyal\n x,y=14,7\n ai_special=guardian\n [/unit]\n [/event]\n\n\n [event]\n name=start\n\n [modify_unit]\n [filter]\n race=human\n side=2,3,4,5,6\n [/filter]\n [object]\n silent=yes\n [filter]\n x,y=humanunits[$i].x,humanunits[$i].y\n [/filter]\n [effect]\n apply_to=movement_costs\n replace=yes\n [movement_costs]\n frozen=2\n [/movement_costs]\n [/effect]\n [effect]\n apply_to=defense\n replace=yes\n [defense]\n frozen=70\n [/defense]\n [/effect]\n [/object]\n [/modify_unit]\n\n\n {DELAY 500}\n {SCROLL_TO 13 26}\n {DELAY 500}\n {SCROLL_TO 30 19}\n {DELAY 500}\n {SCROLL_TO 25 32}\n {DELAY 750}\n\n {SCROLL_TO 11 8}\n {DELAY 500}\n [unit]\n side=1\n type=Mistral Maiden\n variation=MM2\n canrecruit=no\n x,y=3,3\n [modifications]\n {TRAIT_LOYAL}\n [/modifications]\n name= _ \"Talya\"\n id=Talya\n unrenamable=yes\n canrecruit=yes\n random_traits=no\n # profile=portraits/talya.png\n animate=yes\n facing=se\n [/unit]\n [unit]\n side=1\n type=Mage\n canrecruit=no\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n x,y=2,3\n animate=yes\n facing=se\n random_gender=yes\n [/unit]\n [unit]\n side=1\n type=Mage\n canrecruit=no\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_INTELLIGENT}\n [/modifications]\n x,y=3,2\n animate=yes\n facing=se\n random_gender=yes\n [/unit]\n {DELAY 500}\n [message]\n speaker=Esther\n message= _ \"(whispers) Looks like we made it just in time.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(whispers) Yeah. Doesn't look like anything good is about to happen.\"\n [/message]\n {DELAY 500}\n [message]\n speaker=Talya\n message= _ \"Marshal Briggs, what a surprise. We were unaware that you would be visiting us today. How can we help you?\"\n [/message]\n [message]\n speaker=humanleader124\n message= _ \"It has come to our attention that you have been aiding the faerie in their wicked endeavors. The King and the other members of the Council of Magi have ordered for your immediate presence in Caerleon where the status of your rank shall be reviewed and possibly withdrawn. Come quietly and no blood has to be shed.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"... aiding faerie? Since when have we been forbidden to help the faerie? They have only ever been helpful to us. We most certainly were not notified of any such order.\"\n [/message]\n [message]\n speaker=humanleader124\n message= _ \"You may tell that to the Council during your hearing. Come quietly.\"\n [/message]\n [message]\n speaker=humanleader123\n message= _ \"With all due respect, sir, have you gone mad? There was no such order, and besides, the faerie are our friends-\"\n [/message]\n [message]\n speaker=humanleader124\n message= _ \"Come now, generals, do you think I am stupid? You may feign ignorance all you like, but fact of the matter is, your faerie allies are arriving right now to help you resist us!\"\n [/message]\n [message]\n speaker=humanleader122\n message= _ \"They are here of their own volition, not because we called them here!\"\n [/message]\n [message]\n speaker=humanleader124\n message= _ \"My patience is not endless. I will repeat one more time. Will you come quietly, or will we have to take you in by force?\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"...\"\n [/message]\n [message]\n speaker=humanleader122\n message= _ \"...\"\n [/message]\n [message]\n speaker=humanleader123\n message= _ \"...\"\n [/message]\n [message]\n speaker=humanleader124\n message= _ \"Then I have my answer.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) Something fishy is going on in Caerleon. Let's try to subdue their leaders and see if we can get any information out of them.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(whispers) Sure, but...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) Hmmm?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(looks around) Where's Yumi?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(shrugs) I went to check on her an hour ago - she was sleeping. And she's seemed very tired lately, so I didn't really want to disturb her. I don't think we really need her for this battle, anyway. We can probably handle this ourselves.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(frowns) Maybe, but that's a lot of humans. You sure they won't overrun the fort before we can stop them?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"If you're so worried about that, then go distract them by charging into them like you always do.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Hah, you got it.\"\n [/message]\n\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n [kill]\n id=Yumi\n [/kill]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Defend Fort Helemoor\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Talya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of allied human leaders\")}\n [/objectives]\n [/event]\n\n [event]\n name=recruit\n first_time_only=no\n [filter]\n race=human\n side=2,3,4,5,6\n [/filter]\n [object]\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=movement_costs\n replace=yes\n [movement_costs]\n frozen=2\n [/movement_costs]\n [/effect]\n [effect]\n apply_to=defense\n replace=yes\n [defense]\n frozen=70\n [/defense]\n [/effect]\n [/object]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=humanleader123\n [/filter]\n [message]\n speaker=humanleader123\n message= _ \"Argh- you fool-\"\n [/message]\n [message]\n speaker=humanleader124\n message= _ \"You, the fool, die a fool's death for something so meaningless.\"\n [/message]\n [kill]\n x,y=$x1,$y1\n animate=yes\n [/kill]\n {DELAY 500}\n [if]\n [have_unit]\n id=humanleader122\n [/have_unit]\n [then]\n [message]\n speaker=Esther\n message= _ \"Not good. We don't want the fort to fall, otherwise we'll have no human allies on our side.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Pah, I'm beginning to think the humans are useless anyway. They're dropping dead like flies out there.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"So you'd like to be hounded by both the demons and humans at the same time?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"... well, no, that would be unpleasant.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=humanleader124\n message= _ \"Good. That's the last of the traitors. Round up the others. Generals, you will be in charge of their punishment. I must return to Caerleon to report to the Council.\"\n [/message]\n [message]\n speaker=humanleader125\n message= _ \"As you order, sir.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Rest in pieces, poor meatbags.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Somehow I feel like this could have gone better...\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/else]\n [/if]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Talya\n [/filter]\n\n [message]\n speaker=Talya\n message= _ \"Wait, I- augh!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Somehow I feel like this could have gone better...\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=humanleader122\n [/filter]\n [message]\n speaker=humanleader122\n message= _ \"Ugh- I'll never go- alive-\"\n [/message]\n [message]\n speaker=humanleader124\n message= _ \"Then we'll take you dead.\"\n [/message]\n [kill]\n x,y=$x1,$y1\n animate=yes\n [/kill]\n {DELAY 500}\n [if]\n [have_unit]\n id=humanleader123\n [/have_unit]\n [then]\n [message]\n speaker=Esther\n message= _ \"Not good. We don't want the fort to fall, otherwise we'll have no human allies on our side.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Pah, I'm beginning to think the humans are useless anyway. They're dropping dead like flies out there.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"So you'd like to be hounded by both the demons and humans at the same time?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"... well, no, that would be unpleasant.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=humanleader124\n message= _ \"Good. That's the last of the traitors. Round up the others. Generals, you will be in charge of their punishment. I must return to Caerleon to report to the Council.\"\n [/message]\n [message]\n speaker=humanleader125\n message= _ \"As you order, sir.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Rest in pieces, poor meatbags.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Somehow I feel like this could have gone better...\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/else]\n [/if]\n [/event]\n [event]\n name=last breath\n first_time_only=no\n [filter]\n id=humanleader124\n [/filter]\n [filter_condition]\n [variable]\n name=turn_number\n less_than=21\n [/variable]\n [/filter_condition]\n [store_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n variable=tmp\n [/store_unit]\n [message]\n speaker=unit\n message= _ \"Argh- you treacherous fools- do not think you can... defeat me- so easily.\"\n [/message]\n [store_gold]\n side=4\n variable=side4gold\n [/store_gold]\n {VARIABLE_OP side4gold add 50}\n [modify_side]\n side=4\n gold=$side4gold\n [/modify_side]\n {CLEAR_VARIABLE side4gold}\n [set_variable]\n name=tmp.hitpoints\n rand=5..10\n [/set_variable]\n [unstore_unit]\n variable=tmp\n [/unstore_unit]\n {CLEAR_VARIABLE tmp}\n [/event]\n [event]\n name=die\n first_time_only=no\n [filter]\n id=humanleader124\n [/filter]\n [filter_condition]\n [variable]\n name=turn_number\n less_than=21\n [/variable]\n [/filter_condition]\n [store_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n variable=tmp\n [/store_unit]\n [set_variable]\n name=tmp.hitpoints\n rand=5..10\n [/set_variable]\n [unstore_unit]\n variable=tmp\n find_vacant=yes\n [/unstore_unit]\n [redraw][/redraw]\n {CLEAR_VARIABLE tmp}\n [/event]\n [event]\n name=attack\n first_time_only=yes\n [filter]\n side=2,3\n [/filter]\n\n [message]\n speaker=humanleader124\n message= _ \"You are condemning yourselves to a fate worse than death.\"\n [/message]\n [/event]\n [event]\n name=attack\n first_time_only=yes\n [filter]\n side=1\n [not]\n id=Aryel\n [/not]\n [and]\n [not]\n type=Mage\n [/not]\n [/and]\n [and]\n [not]\n type=Mistral Maiden\n [/not]\n [/and]\n [/filter]\n\n [message]\n speaker=Talya\n message= _ \"You're getting yourselves into our mess, you know.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"We are aware.\"\n [/message]\n [/event]\n [event]\n name=attack\n first_time_only=yes\n [filter]\n id=Aryel\n [/filter]\n\n [message]\n speaker=Aryel\n message= _ \"Before we fight, I want to let you know that when you die, I'll make sure to keep your corpse as intact as possible. Makes for prettier servants.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Aryel! My goodness.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Haha, just kidding.\"\n [/message]\n [/event]\n [event]\n name=attack\n first_time_only=yes\n [filter_second]\n id=Aryel\n [/filter_second]\n\n [message]\n speaker=Aryel\n message= _ \"You've got quite the nerve.\"\n [/message]\n [/event]\n [event]\n name=attack\n first_time_only=yes\n [filter]\n side=2,3\n [/filter]\n [filter_second]\n id=humanleader124\n [/filter_second]\n\n [message]\n speaker=humanleader124\n message= _ \"Good, my blade could use a drink from the blood of traitors.\"\n [/message]\n [/event]\n [event]\n name=attack\n first_time_only=yes\n [filter]\n side=1\n [/filter]\n [filter_second]\n id=humanleader124\n [/filter_second]\n\n [message]\n speaker=humanleader124\n message= _ \"No matter what power you wield, flesh is flesh. And my sword shall cleave it in two.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Try it.\"\n [/message]\n [/event]\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n side=4,5,6\n [not]\n id=humanleader124,humanleader125,humanleader126\n [/not]\n [/filter]\n [filter_second]\n id=Aryel\n [/filter_second]\n\n [message]\n speaker=unit\n message= _ \"Arrgh, noooo! It- it burns!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"It does? Great.\"\n [/message]\n [message]\n speaker=unit\n message= _ \"Please! It hurts! It-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yes, I'm sure it does.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(sighs) Must we go through this every time? Aryel, there's a limit to the fun you can have.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Is there?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I don't understand how you can feed on the pain of others like that. Stop it.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Mkay.\"\n [/message]\n {DELAY 500}\n [kill]\n x,y=$x1,$y1\n animate=yes\n [/kill]\n {DELAY 500}\n [message]\n speaker=Aryel\n message= _ \"Besides, it's not really feeding on their pain. It's more... you know, showing them the error of their ways. For attacking us.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Whatever you want to call it.\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n side=4,5,6\n [not]\n id=humanleader124,humanleader125,humanleader126\n [/not]\n [/filter]\n [filter_second]\n id=Talya\n [/filter_second]\n\n [message]\n speaker=humanleader124\n message= _ \"Traitor!\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"I'm only defending myself!\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n side=4,5,6\n [not]\n id=humanleader124,humanleader125,humanleader126\n [/not]\n [/filter]\n [filter_second]\n id=Esther\n [/filter_second]\n\n [message]\n speaker=unit\n message= _ \"N-nooo! Spare me!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"As much as I would like to, one has to be decisive some times.\"\n [/message]\n [message]\n speaker=unit\n message= _ \"B-but-\"\n [/message]\n [kill]\n x,y=$x1,$y1\n animate=yes\n [/kill]\n [message]\n speaker=Aryel\n message= _ \"Wow, that was surprisingly cruel, coming from Miss Sunshine.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Says you.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(grins)\"\n [/message]\n [/event]\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n id=humanleader125\n [/filter]\n [message]\n speaker=unit\n message= _ \"I... have failed.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Sure, buddy. Well, now that you've failed so miserably, care to talk? Who's giving these orders? You guys wouldn't be so shamelessly charging into these suicide missions if it was just your king telling you to do it. There's someone or something else behind it.\"\n [/message]\n [message]\n speaker=unit\n message= _ \"As if... I'd tell you anything.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You want to do this the hard way? Fine.\"\n [/message]\n {FLASH_RED_EXTREME ({DELAY 250})}\n [message]\n speaker=humanleader124\n message= _ \"The fool! Kill him quickly!\"\n [/message]\n {PLAY_SOUND \"throwing-knife.ogg\"}\n [harm_unit]\n [filter]\n id=humanleader125\n [/filter]\n amount=0\n animate=yes\n [/harm_unit]\n [kill]\n x,y=$x1,$y1\n animate=yes\n [/kill]\n [message]\n speaker=Aryel\n message= _ \"Tch. Annoying pests.\"\n [/message]\n [/event]\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n id=humanleader126\n [/filter]\n [message]\n speaker=unit\n message= _ \"You got me. Congratulations\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Why thank you-\"\n [/message]\n [message]\n speaker=unit\n message= _ \"But don't think you'll get anything out of me.\"\n [/message]\n {PLAY_SOUND \"throwing-knife.ogg\"}\n [harm_unit]\n [filter]\n id=humanleader125\n [/filter]\n amount=0\n animate=yes\n [/harm_unit]\n [kill]\n x,y=$x1,$y1\n animate=yes\n [/kill]\n [message]\n speaker=Aryel\n message= _ \"Hmph. Okay then.\"\n [/message]\n [/event]\n\n [event]\n name=turn 4\n [message]\n speaker=humanleader124\n message= _ \"It seems that they truly intend to resist us. Generals, press the assault.\"\n [/message]\n [message]\n speaker=humanleader125\n message= _ \"Aye.\"\n [/message]\n [message]\n speaker=humanleader126\n message= _ \"Yes, sir!\"\n [/message]\n [modify_ai]\n side=4,5,6\n [ai]\n aggression=1\n caution=0\n [/ai]\n [/modify_ai]\n [unit]\n side=4\n generate_name=yes\n type=Iron Mauler\n random_traits=yes\n animate=yes\n upkeep=loyal\n x,y=27,32\n [/unit]\n [unit]\n side=4\n generate_name=yes\n type=Iron Mauler\n random_traits=yes\n animate=yes\n upkeep=loyal\n x,y=24,33\n [/unit]\n [unit]\n side=4\n generate_name=yes\n type=Iron Mauler\n random_traits=yes\n animate=yes\n upkeep=loyal\n x,y=24,30\n [/unit]\n [unit]\n side=5\n generate_name=yes\n type=Iron Mauler\n random_traits=yes\n animate=yes\n upkeep=loyal\n x,y=29,18\n [/unit]\n [unit]\n side=5\n generate_name=yes\n type=Iron Mauler\n random_traits=yes\n animate=yes\n upkeep=loyal\n x,y=29,21\n [/unit]\n [unit]\n side=5\n generate_name=yes\n type=Iron Mauler\n random_traits=yes\n animate=yes\n upkeep=loyal\n x,y=32,19\n [/unit]\n [unit]\n side=6\n generate_name=yes\n type=Iron Mauler\n random_traits=yes\n animate=yes\n upkeep=loyal\n x,y=12,24\n [/unit]\n [unit]\n side=6\n generate_name=yes\n type=Iron Mauler\n random_traits=yes\n animate=yes\n upkeep=loyal\n x,y=12,27\n [/unit]\n [unit]\n side=6\n generate_name=yes\n type=Iron Mauler\n random_traits=yes\n animate=yes\n upkeep=loyal\n x,y=15,26\n [/unit]\n [modify_unit]\n [filter]\n race=human\n side=2,3,4,5,6\n [/filter]\n [object]\n silent=yes\n [filter]\n x,y=humanunits[$i].x,humanunits[$i].y\n [/filter]\n [effect]\n apply_to=movement_costs\n replace=yes\n [movement_costs]\n frozen=2\n [/movement_costs]\n [/effect]\n [effect]\n apply_to=defense\n replace=yes\n [defense]\n frozen=70\n [/defense]\n [/effect]\n [/object]\n [/modify_unit]\n [/event]\n\n [event]\n name=turn 8\n [unit]\n side=4\n generate_name=yes\n id=cavalryleader12\n type=Cavalier\n random_traits=yes\n animate=yes\n upkeep=loyal\n x,y=40,47\n [/unit]\n [unit]\n side=4\n generate_name=yes\n type=Dragoon\n random_traits=yes\n animate=yes\n upkeep=loyal\n x,y=40,48\n [/unit]\n [unit]\n side=4\n generate_name=yes\n type=Dragoon\n random_traits=yes\n animate=yes\n upkeep=loyal\n x,y=41,48\n [/unit]\n [unit]\n side=4\n generate_name=yes\n type=Dragoon\n random_traits=yes\n animate=yes\n upkeep=loyal\n x,y=40,49\n [/unit]\n [unit]\n side=4\n generate_name=yes\n type=Dragoon\n random_traits=yes\n animate=yes\n upkeep=loyal\n x,y=41,49\n [/unit]\n [unit]\n side=4\n generate_name=yes\n type=Dragoon\n random_traits=yes\n animate=yes\n upkeep=loyal\n x,y=40,50\n [/unit]\n [unit]\n side=4\n generate_name=yes\n type=Dragoon\n random_traits=yes\n animate=yes\n upkeep=loyal\n x,y=41,50\n [/unit]\n [modify_unit]\n [filter]\n race=human\n side=2,3,4,5,6\n [/filter]\n [object]\n silent=yes\n [filter]\n x,y=humanunits[$i].x,humanunits[$i].y\n [/filter]\n [effect]\n apply_to=movement_costs\n replace=yes\n [movement_costs]\n frozen=2\n [/movement_costs]\n [/effect]\n [effect]\n apply_to=defense\n replace=yes\n [defense]\n frozen=70\n [/defense]\n [/effect]\n [/object]\n [/modify_unit]\n [message]\n speaker=cavalryleader12\n message= _ \"At your order, sir.\"\n [/message]\n [message]\n speaker=humanleader124\n message= _ \"Fight to kill. However, take the generals and the mage alive if possible.\"\n [/message]\n [message]\n speaker=cavalryleader12\n message= _ \"As you wish.\"\n [/message]\n [store_gold]\n side=4\n variable=side4gold\n [/store_gold]\n {VARIABLE_OP side4gold add 75}\n [modify_side]\n side=4\n gold=$side4gold\n [/modify_side]\n {CLEAR_VARIABLE side4gold}\n [store_gold]\n side=5\n variable=side5gold\n [/store_gold]\n {VARIABLE_OP side5gold add 75}\n [modify_side]\n side=5\n gold=$side5gold\n [/modify_side]\n {CLEAR_VARIABLE side5gold}\n [store_gold]\n side=6\n variable=side6gold\n [/store_gold]\n {VARIABLE_OP side6gold add 75}\n [modify_side]\n side=6\n gold=$side6gold\n [/modify_side]\n {CLEAR_VARIABLE side6gold}\n [/event]\n\n [event]\n name=turn 12\n [unstore_unit]\n variable=yumi\n x,y=41,43\n find_vacant=yes\n [/unstore_unit]\n {CLEAR_VARIABLE yumi}\n [message]\n speaker=Yumi\n message= _ \"(blinks sleepily)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(turns) Yumi! You're awake! What are you doing?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"... helping?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Well, we're doing fine on our own. You can go back to sleep.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shudders)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(whispers) No thank you.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Did you say something?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"No. You don't need to baby me, Aryel. I can fight too.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I don't doubt that, but... hmm, what should I say..?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Well you don't hold back when you fight so you cause a lot of destruction and- ah that's a terrible excuse... well, nevermind...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(bites lip) I'm... destructive?\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Yes, you are.\"\n [/message]\n [/event]\n\n [event]\n name=turn 13\n [unit]\n side=4\n generate_name=yes\n id=horseleader12\n type=Grand Knight\n random_traits=yes\n animate=yes\n upkeep=loyal\n x,y=40,47\n [/unit]\n [unit]\n side=4\n generate_name=yes\n type=Knight\n random_traits=yes\n animate=yes\n upkeep=loyal\n x,y=40,48\n [/unit]\n [unit]\n side=4\n generate_name=yes\n type=Knight\n random_traits=yes\n animate=yes\n upkeep=loyal\n x,y=41,48\n [/unit]\n [unit]\n side=4\n generate_name=yes\n type=Lancer\n random_traits=yes\n animate=yes\n upkeep=loyal\n x,y=40,49\n [/unit]\n [unit]\n side=4\n generate_name=yes\n type=Lancer\n random_traits=yes\n animate=yes\n upkeep=loyal\n x,y=41,49\n [/unit]\n [unit]\n side=4\n generate_name=yes\n type=Lancer\n random_traits=yes\n animate=yes\n upkeep=loyal\n x,y=40,50\n [/unit]\n [unit]\n side=4\n generate_name=yes\n type=Lancer\n random_traits=yes\n animate=yes\n upkeep=loyal\n x,y=41,50\n [/unit]\n [modify_unit]\n [filter]\n race=human\n side=2,3,4,5,6\n [/filter]\n [object]\n silent=yes\n [filter]\n x,y=humanunits[$i].x,humanunits[$i].y\n [/filter]\n [effect]\n apply_to=movement_costs\n replace=yes\n [movement_costs]\n frozen=2\n [/movement_costs]\n [/effect]\n [effect]\n apply_to=defense\n replace=yes\n [defense]\n frozen=70\n [/defense]\n [/effect]\n [/object]\n [/modify_unit]\n [message]\n speaker=horseleader12\n message= _ \"At your call.\"\n [/message]\n [message]\n speaker=humanleader124\n message= _ \"Leave none alive.\"\n [/message]\n [store_gold]\n side=4\n variable=side4gold\n [/store_gold]\n {VARIABLE_OP side4gold add 75}\n [modify_side]\n side=4\n gold=$side4gold\n [/modify_side]\n {CLEAR_VARIABLE side4gold}\n [store_gold]\n side=5\n variable=side5gold\n [/store_gold]\n {VARIABLE_OP side5gold add 75}\n [modify_side]\n side=5\n gold=$side5gold\n [/modify_side]\n {CLEAR_VARIABLE side5gold}\n [store_gold]\n side=6\n variable=side6gold\n [/store_gold]\n {VARIABLE_OP side6gold add 75}\n [modify_side]\n side=6\n gold=$side6gold\n [/modify_side]\n {CLEAR_VARIABLE side6gold}\n [/event]\n [event]\n name=attack\n first_time_only=yes\n [filter]\n id=Yumi\n [/filter]\n [filter_second]\n [not]\n id=humanleader124,humanleader125,humanleader126\n [/not]\n [/filter_second]\n [filter_condition]\n [variable]\n name=turn_number\n greater_than=15\n [/variable]\n [/filter_condition]\n [store_locations]\n x,y=$x2,$y2\n radius=3\n variable=blastradius\n [/store_locations]\n [harm_unit]\n [filter]\n x,y=$x2,$y2\n [/filter]\n [filter_second]\n id=Yumi\n [/filter_second]\n [primary_attack]\n range=ranged\n name=faerie fire\n [/primary_attack]\n [secondary_attack]\n range=ranged\n name=faerie fire\n [/secondary_attack]\n amount=999\n animate=yes\n kill=yes\n fire_event=yes\n [/harm_unit]\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 500}\n [message]\n speaker=Yumi\n message= _ \"(shudders)\"\n [/message]\n {DELAY 750}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 500}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 500}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 250}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {PLAY_SOUND \"magic-dark-big.ogg\"}\n {DELAY 250}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {PLAY_SOUND \"magic-dark-big.ogg\"}\n {DELAY 250}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 250}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {PLAY_SOUND \"magic-dark-big.ogg\"}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {PLAY_SOUND \"fire.ogg\"}\n [terrain]\n x,y=$x2,$y2\n radius=3\n terrain=Wwb\n [/terrain]\n [redraw][/redraw]\n\n [for]\n array=blastradius\n [do]\n [if]\n [have_unit]\n x,y=$blastradius[$i].x,$blastradius[$i].y\n [not]\n side=1\n [/not]\n [and]\n [not]\n id=humanleader124,humanleader123,humanleader122,humanleader125,humanleader126\n [/not]\n [/and]\n [/have_unit]\n [then]\n [harm_unit]\n [filter]\n x,y=$blastradius[$i].x,$blastradius[$i].y\n [/filter]\n amount=999\n animate=yes\n kill=yes\n delay=0\n fire_event=yes\n [/harm_unit]\n [/then]\n [/if]\n [/do]\n [/for]\n {CLEAR_VARIABLE blastradius}\n\n [message]\n speaker=Yumi\n message= _ \"(gasps)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yumi! What happened?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(covers face) I-I didn't mean-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Are you okay?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I-I couldn't c-control-\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"You have made that power your own. Are you afraid of it?\"\n [/message]\n [message]\n speaker=humanleader124\n message= _ \"Form ranks, men! She may just look like a girl, but she's clearly a monster in disguise! These faerie are wicked and deceptive. We will need to employ our full strength to bring them down.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"S-sorry-\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"But truthfully, you are not really sorry about killing them. Otherwise, you wouldn't have used that power.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shakes)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yumi, relax, it's okay. Don't freak out. There's no need to make a big deal out of it. It was a mistake.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(bites lip) It wasn't really...\"\n [/message]\n [store_gold]\n side=4\n variable=side4gold\n [/store_gold]\n {VARIABLE_OP side4gold add 100}\n [modify_side]\n side=4\n gold=$side4gold\n [/modify_side]\n {CLEAR_VARIABLE side4gold}\n [/event]\n#define DRAW_DARKNESS\n [store_locations]\n variable=blood_hex\n terrain=*\n [not]\n terrain=Gd^Fetd\n [/not]\n [filter_adjacent_location]\n terrain=Woby\n count=1-3\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..8\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Woby\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [store_locations]\n variable=blood_hex\n terrain=*\n [not]\n terrain=Gd^Fetd\n [/not]\n [filter_adjacent_location]\n terrain=Woby\n count=4-6\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..30\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Woby\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [redraw][/redraw]\n#enddef\n#define DRAW_BLOOD\n [store_locations]\n variable=blood_hex\n terrain=*\n [not]\n terrain=Aa^Fyak,Woby\n [/not]\n [filter_adjacent_location]\n terrain=Wwb\n count=1-2\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..10\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Wwb\n [/terrain]\n [redraw][/redraw]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n#enddef\n#define DRAW_BLOOD_NO_REDRAW\n [store_locations]\n variable=blood_hex\n terrain=*\n [not]\n terrain=Aa^Fyak,Woby\n [/not]\n [filter_adjacent_location]\n terrain=Wwb\n count=1-2\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..10\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=8\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Wwb\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [redraw][/redraw]\n#enddef\n#define DRAW_BLOOD_KILL\n [store_locations]\n variable=blood_hex\n terrain=*\n [not]\n terrain=Aa^Fyak,Woby\n [/not]\n [filter_adjacent_location]\n terrain=Wwb\n count=1-3\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..10\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Wwb\n [/terrain]\n [/then]\n [/if]\n [if]\n [have_unit]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n [not]\n id=humanleader124,humanleader125,humanleader126,humanleader122,humanleader123\n [/not]\n [and]\n [not]\n side=1\n [/not]\n [/and]\n [/have_unit]\n [then]\n [kill]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n animate=no\n [/kill]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [redraw][/redraw]\n#enddef\n\n [event]\n name=turn 18\n\n {INCIDENTAL_MUSIC vengeful.ogg}\n {REPEAT 3 ({QUAKE_FIXED \"rumble.ogg\"})}\n {DELAY 250}\n [message]\n speaker=Aryel\n message= _ \"Uh.\"\n [/message]\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {PLAY_SOUND \"magic-dark-big.ogg\"}\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n\n [store_unit]\n [filter]\n side=4-6\n [not]\n id=humanleader124\n [/not]\n [/filter]\n variable=enemies\n [/store_unit]\n [for]\n array=enemies\n [do]\n [set_variable]\n name=die\n rand=1..3\n [/set_variable]\n [if]\n [variable]\n name=die\n numerical_equals=1\n [/variable]\n [then]\n [kill]\n x,y=$enemies[$i].x,$enemies[$i].y\n animate=yes\n [/kill]\n [terrain]\n x,y=$enemies[$i].x,$enemies[$i].y\n terrain=Wwb\n [/terrain]\n [redraw][/redraw]\n [/then]\n [/if]\n {CLEAR_VARIABLE die}\n [/do]\n [/for]\n {CLEAR_VARIABLE enemies}\n\n [message]\n speaker=Esther\n message= _ \"What in the world-\"\n [/message]\n\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {PLAY_SOUND \"magic-dark-big.ogg\"}\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n\n [store_unit]\n [filter]\n side=4-6\n [not]\n id=humanleader124,humanleader125,humanleader126\n [/not]\n [/filter]\n variable=enemies\n [/store_unit]\n [for]\n array=enemies\n [do]\n [set_variable]\n name=die\n rand=1..3\n [/set_variable]\n [if]\n [variable]\n name=die\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$enemies[$i].x,$enemies[$i].y\n terrain=Wwb\n [/terrain]\n [redraw][/redraw]\n [kill]\n x,y=$enemies[$i].x,$enemies[$i].y\n animate=yes\n [/kill]\n [/then]\n [/if]\n {CLEAR_VARIABLE die}\n [/do]\n [/for]\n {CLEAR_VARIABLE enemies}\n\n {REPEAT 3 ({QUAKE_FIXED \"rumble.ogg\"})}\n [message]\n speaker=Yumi\n message= _ \"(covers eyes) It's happening...\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"And there's nothing you can do to stop it.\"\n [/message]\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n {REPEAT 2 ({PLAY_SOUND \"dragonstick.ogg\"})}\n {SCROLL_TO 13 10}\n [store_locations]\n variable=castle_hex\n terrain=Cha,Kha\n [/store_locations]\n [for]\n array=castle_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..2\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$castle_hex[$i].x,$castle_hex[$i].y\n terrain=Chr\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE castle_hex}\n [redraw][/redraw]\n\n [message]\n speaker=Talya\n message= _ \"Oh gods! Stay close, I'm going to get us out of here! Let's regroup with the faerie.\"\n [/message]\n\n {DELAY 500}\n\n [hide_unit]\n side=1\n type=Mage\n [/hide_unit]\n\n [store_unit]\n [filter]\n id=Talya\n [/filter]\n variable=talya\n [/store_unit]\n\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n\n [kill]\n id=Talya\n [/kill]\n\n [scroll_to]\n x,y=$esther.x,$esther.y\n [/scroll_to]\n\n [unstore_unit]\n variable=talya\n find_vacant=yes\n x,y=$esther.x,$esther.y\n [/unstore_unit]\n {CLEAR_VARIABLE esther}\n {CLEAR_VARIABLE talya}\n\n {DELAY 500}\n {DRAW_BLOOD_KILL}\n {DELAY 250}\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n [message]\n speaker=Aryel\n message= _ \"Uh, Esther, what do we do?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"How should I know?\"\n [/message]\n {REPEAT 2 ({PLAY_SOUND \"dragonstick.ogg\"})}\n [store_unit]\n [filter]\n side=2,3,4,5,6\n [not]\n id=humanleader122,humanleader123,humanleader124,humanleader125,humanleader126\n [/not]\n [/filter]\n variable=enemies\n [/store_unit]\n [for]\n array=enemies\n [do]\n [set_variable]\n name=die\n rand=1..3\n [/set_variable]\n [if]\n [variable]\n name=die\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$enemies[$i].x,$enemies[$i].y\n terrain=Wwb\n [/terrain]\n [kill]\n x,y=$enemies[$i].x,$enemies[$i].y\n animate=no\n [/kill]\n [/then]\n [/if]\n {CLEAR_VARIABLE die}\n [/do]\n [/for]\n {CLEAR_VARIABLE enemies}\n [redraw][/redraw]\n {DELAY 250}\n {SCROLL_TO 13 10}\n [store_locations]\n variable=castle_hex\n terrain=Cha,Kha\n [/store_locations]\n [for]\n array=castle_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..2\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$castle_hex[$i].x,$castle_hex[$i].y\n terrain=Chr\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE castle_hex}\n [redraw][/redraw]\n {DELAY 500}\n [store_locations]\n variable=castle_hex\n terrain=Chr\n [/store_locations]\n [for]\n array=castle_hex\n [do]\n [terrain]\n x,y=$castle_hex[$i].x,$castle_hex[$i].y\n terrain=Wwb\n [/terrain]\n [/do]\n [/for]\n {CLEAR_VARIABLE castle_hex}\n [redraw][/redraw]\n {DELAY 500}\n\n [message]\n speaker=Yumi\n message= _ \"It... hurts...\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Such pitiful creatures.\"\n [/message]\n {DRAW_BLOOD_KILL}\n {DELAY 250}\n\n {REPEAT 1 ({QUAKE_FIXED \"rumble.ogg\"})}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {PLAY_SOUND \"magic-dark-big.ogg\"}\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n [message]\n speaker=humanleader125\n message= _ \"Oh gods...\"\n [/message]\n [message]\n speaker=humanleader123\n message= _ \"Ack-\"\n [/message]\n [kill]\n id=humanleader123\n animate=yes\n [/kill]\n [kill]\n id=humanleader125\n animate=yes\n [/kill]\n [message]\n speaker=humanleader126\n message= _ \"What in blazes-\"\n [/message]\n [message]\n speaker=humanleader122\n message= _ \"Lords of Light save us...\"\n [/message]\n [kill]\n id=humanleader122\n animate=yes\n [/kill]\n [kill]\n id=humanleader126\n animate=yes\n [/kill]\n {DELAY 500}\n [message]\n speaker=Talya\n message= _ \"My god. They're all going to die! Can't you two do something about this?\"\n [/message]\n {DELAY 300}\n [modify_unit]\n [filter]\n id=Aryel\n [/filter]\n facing=sw\n [/modify_unit]\n {DELAY 300}\n [message]\n speaker=Aryel\n message= _ \"I don't know! Esther, do you have any ideas? We can't just sit back and watch them implode.\"\n [/message]\n {REPEAT 2 ({PLAY_SOUND \"dragonstick.ogg\"})}\n [message]\n speaker=Esther\n message= _ \"Let's focus on staying alive for the moment. Everyone, retreat back to the forests!\"\n [/message]\n {REPEAT 2 ({PLAY_SOUND \"dragonstick.ogg\"})}\n [store_unit]\n [filter]\n side=2,3,4,5,6\n [not]\n id=humanleader124\n [/not]\n [/filter]\n variable=enemies\n [/store_unit]\n [for]\n array=enemies\n [do]\n [set_variable]\n name=die\n rand=1..5\n [/set_variable]\n [if]\n [variable]\n name=die\n less_than=4\n [/variable]\n [then]\n [terrain]\n x,y=$enemies[$i].x,$enemies[$i].y\n terrain=Wwb\n [/terrain]\n [kill]\n x,y=$enemies[$i].x,$enemies[$i].y\n animate=no\n [/kill]\n [/then]\n [/if]\n {CLEAR_VARIABLE die}\n [/do]\n [/for]\n {CLEAR_VARIABLE enemies}\n [redraw][/redraw]\n {DELAY 300}\n {REPEAT 2 ({PLAY_SOUND \"dragonstick.ogg\"})}\n [store_locations]\n variable=castle_hex\n terrain=Chr,Cha,Kha\n [/store_locations]\n [for]\n array=castle_hex\n [do]\n [terrain]\n x,y=$castle_hex[$i].x,$castle_hex[$i].y\n terrain=Wwb\n [/terrain]\n [/do]\n [/for]\n {CLEAR_VARIABLE castle_hex}\n [redraw][/redraw]\n\n {DRAW_BLOOD_NO_REDRAW}\n {DELAY 300}\n\n [message]\n speaker=humanleader124\n message= _ \"You fools! You won't get away with this- I will- I'll-\"\n [/message]\n [kill]\n id=humanleader124\n animate=yes\n [/kill]\n [message]\n speaker=Yumi\n message= _ \"I can't... stop it.\"\n [/message]\n\n {REPEAT 2 ({PLAY_SOUND \"dragonstick.ogg\"})}\n [store_unit]\n [filter]\n side=2,3,4,5,6\n [/filter]\n variable=enemies\n [/store_unit]\n [for]\n array=enemies\n [do]\n [set_variable]\n name=die\n rand=1..10\n [/set_variable]\n [if]\n [variable]\n name=die\n less_than=8\n [/variable]\n [then]\n [terrain]\n x,y=$enemies[$i].x,$enemies[$i].y\n terrain=Wwb\n [/terrain]\n [kill]\n x,y=$enemies[$i].x,$enemies[$i].y\n animate=no\n [/kill]\n [/then]\n [/if]\n {CLEAR_VARIABLE die}\n [/do]\n [/for]\n {CLEAR_VARIABLE enemies}\n {DRAW_BLOOD_NO_REDRAW}\n {DELAY 300}\n\n [message]\n speaker=Yumi\n message= _ \"Everyone's going to die...\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"It is not picky about its victims.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Why is this even happening...\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Don't you understand? This is your fault.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I know... so I have to figure out a way to fix this...\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"It is a pointless effort.\"\n [/message]\n [store_unit]\n [filter]\n side=2,3,4,5,6\n [/filter]\n variable=enemies\n [/store_unit]\n [for]\n array=enemies\n [do]\n [terrain]\n x,y=$enemies[$i].x,$enemies[$i].y\n terrain=Wwb\n [/terrain]\n [redraw][/redraw]\n [kill]\n x,y=$enemies[$i].x,$enemies[$i].y\n animate=yes\n [/kill]\n [/do]\n [/for]\n {CLEAR_VARIABLE enemies}\n\n [message]\n speaker=Yumi\n message= _ \"I need to do something...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yumi?\"\n [/message]\n\n [message]\n speaker=Yumi\n message= _ \"(eyes glow)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yumi, what are you doing?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yumi, come on! We need to get out of here.\"\n [/message]\n {REPEAT 2 ({QUAKE_FIXED \"magic-faeriefire.ogg\"})}\n {SCROLL_TO 2 2}\n [terrain]\n x,y=2,2\n radius=1\n terrain=Woby\n [/terrain]\n [terrain]\n x,y=2,2\n terrain=Gd^Fetd\n [/terrain]\n [redraw][/redraw]\n {DELAY 500}\n {QUAKE_FIXED \"magic-faeriefire.ogg\"}\n {DRAW_BLOOD_NO_REDRAW}\n {DELAY 300}\n {DRAW_BLOOD_NO_REDRAW}\n {DELAY 300}\n {DRAW_DARKNESS}\n {DELAY 500}\n [message]\n speaker=Talya\n message= _ \"Ladies? Everyone else is leaving. Are you two just going to stand there, or...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I don't know. If we just leave, is this going to keep spreading? There's a chance that if we don't stop it now, we won't be able to later.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"And do you have any idea how to do that?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Not really...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Exactly. Our first priority should be making sure that the others - yes, the humans too - are in a safe place. Then, we can come back here and see if we can figure something out.\"\n [/message]\n {DELAY 500}\n [message]\n speaker=Aryel\n message= _ \"But Esther-\"\n [/message]\n {DELAY 500}\n [message]\n speaker=Esther\n message= _ \"Come on, let's go! Yumi, that means you too!\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(eyes glow brighter)\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Yes, let the energy flow through you.\"\n [/message]\n {SCROLL_TO 2 2}\n {REPEAT 2 ({QUAKE_FIXED \"magic-faeriefire.ogg\"})}\n {DRAW_DARKNESS}\n {DELAY 300}\n {DRAW_DARKNESS}\n {DELAY 300}\n [hide_unit]\n side=1\n [not]\n id=Esther,Aryel,Yumi\n [/not]\n [/hide_unit]\n {REPEAT 1 ({QUAKE_FIXED \"magic-faeriefire.ogg\"})}\n {DRAW_DARKNESS}\n {DELAY 300}\n {DRAW_DARKNESS}\n {DELAY 300}\n {REPEAT 2 ({QUAKE_FIXED \"magic-faeriefire.ogg\"})}\n [message]\n speaker=Esther\n message= _ \"Aryel, come on.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"But what about Yumi?\"\n [/message]\n {SCROLL_TO 2 2}\n {REPEAT 1 ({QUAKE_FIXED \"magic-faeriefire.ogg\"})}\n {DRAW_DARKNESS}\n {DELAY 300}\n {DRAW_DARKNESS}\n {DELAY 300}\n {DRAW_DARKNESS}\n {DELAY 300}\n {REPEAT 1 ({QUAKE_FIXED \"magic-faeriefire.ogg\"})}\n [message]\n speaker=Esther\n message= _ \"You don't know what'll happen if that blackness touches you.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"But Yumi-\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"-is usually fine around these kinds of weird things, and she looks like she knows what she's doing. We don't, so let's go back and regroup!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I mean, yes, but, well... Esther's probably right, but I don't really want to just leave her...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"We'll be back to help her in a few minutes, once we get everyone to safety and have a better idea of what's going on, okay?\"\n [/message]\n {SCROLL_TO 2 2}\n {REPEAT 1 ({QUAKE_FIXED \"magic-faeriefire.ogg\"})}\n {DRAW_DARKNESS}\n {DELAY 300}\n {DRAW_DARKNESS}\n {DELAY 300}\n {DRAW_DARKNESS}\n {DELAY 300}\n {REPEAT 1 ({QUAKE_FIXED \"magic-faeriefire.ogg\"})}\n [message]\n speaker=Aryel\n message= _ \"It's fine. You lead everyone away. I'll stay behind.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"... that's-\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Damn it, Aryel. You two are my whole world. You're making it really hard to be responsible right now.\"\n [/message]\n {SCROLL_TO 2 2}\n {REPEAT 1 ({QUAKE_FIXED \"magic-faeriefire.ogg\"})}\n {DRAW_DARKNESS}\n {DELAY 300}\n {DRAW_DARKNESS}\n {DELAY 300}\n {REPEAT 1 ({QUAKE_FIXED \"magic-faeriefire.ogg\"})}\n [move_unit]\n id=Yumi\n to_x,to_y=2,2\n [/move_unit]\n [message]\n speaker=Aryel\n message= _ \"... I know. I'm sorry, Esther, but I'm going after her. You take care of the others.\"\n [/message]\n {SCROLL_TO 2 2}\n {DELAY 500}\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi_tmp\n [/store_unit]\n [kill]\n id=Yumi\n [/kill]\n {DELAY 500}\n [message]\n speaker=Esther\n message= _ \"(takes a deep breath)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I'll be back as quickly as I can. Stay safe. And make sure Yumi does too.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Alright. I'll do my best.\"\n [/message]\n [hide_unit]\n [filter]\n id=Esther\n [/filter]\n [/hide_unit]\n [move_unit]\n id=Aryel\n to_x,to_y=2,2\n [/move_unit]\n {DELAY 500}\n [hide_unit]\n [filter]\n id=Aryel\n [/filter]\n [/hide_unit]\n {DELAY 500}\n {FADE_SCREEN}\n [unstore_unit]\n variable=yumi_tmp\n find_vacant=yes\n [/unstore_unit]\n [hide_unit]\n [filter]\n id=Yumi\n [/filter]\n [/hide_unit]\n {CLEAR_VARIABLE yumi_tmp}\n\n [store_locations]\n terrain=*\n variable=siege_map\n [/store_locations]\n\n {DELAY 1000}\n\n [endlevel]\n result=victory\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=13_Blood_Sea\n [/endlevel]\n [/event]\n[/scenario]\n\n#undef GENERATE_HILL\n#undef GENERATE_FOREST\n#undef GENERATE_VILLAGE\n#undef GENERATE_MOUNTAIN\n#undef GENERATE_SNOW\n#undef GENERATE_TEXTURE\n#undef DRAW_DARKNESS\n#undef DRAW_BLOOD\n#undef DRAW_BLOOD_KILL\n#undef DRAW_BLOOD_NO_REDRAW\n"} {"text": "#textdomain wesnoth-Genesis\n[scenario]\n id=13_Blood_Sea\n name= _ \"Blood Sea\"\n map_data=\"{~add-ons/Genesis/episode1/maps/13_Blood_Sea.map}\"\n next_scenario=14_Iron_Crescent\n victory_when_enemies_defeated=no\n disallow_recall=yes\n turns=25\n {ETERNALDARK}\n\n {SCENARIO_MUSIC snowfall.ogg}\n {EXTRA_SCENARIO_MUSIC returning_in_time.ogg}\n {EXTRA_SCENARIO_MUSIC underground.ogg}\n\n [side]\n {PLAYER_FAE}\n side=1\n recruit=\n {GOLD 370 320 220}\n {NO_INCOME_SIDE}\n fog=yes\n shroud=yes\n [/side]\n\n [side]\n {YUURE_SIDE}\n side=2\n fog=no\n shroud=no\n [ai]\n aggression=1\n caution=0\n grouping=false\n [goal]\n [criteria]\n id=Yumi\n [/criteria]\n value=200\n [/goal]\n [goal]\n [criteria]\n id=Aryel\n [/criteria]\n value=200\n [/goal]\n [goal]\n [criteria]\n side=3\n [/criteria]\n value=-1000\n [/goal]\n [/ai]\n [/side]\n [side]\n {BLACK_DEMON_SIDE}\n side=3\n fog=no\n shroud=no\n [ai]\n aggression=1\n caution=0\n grouping=false\n [goal]\n [criteria]\n id=Yumi\n [/criteria]\n value=200\n [/goal]\n [goal]\n [criteria]\n id=Aryel\n [/criteria]\n value=200\n [/goal]\n [goal]\n [criteria]\n side=3\n [/criteria]\n value=-1000\n [/goal]\n [/ai]\n [/side]\n\n#define CAVE_WALL_SEED\n [store_locations]\n variable=blood_hex\n terrain=Wwb\n [and]\n [not]\n [filter_adjacent_location]\n terrain=Xu,Xue\n [/filter_adjacent_location]\n [/not]\n [/and]\n [and]\n [not]\n [filter]\n [/filter]\n [/not]\n [/and]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..50\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Xu\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [redraw][/redraw]\n#enddef\n\n#define TERRAIN_GEN1\n [store_locations]\n variable=blood_hex\n terrain=Wwb\n [and]\n [not]\n [filter_adjacent_location]\n terrain=Xue\n [/filter_adjacent_location]\n [/not]\n [/and]\n [and]\n [not]\n [filter]\n [/filter]\n [/not]\n [/and]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..60\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=3\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Qxv\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n#enddef\n\n#define TERRAIN_GEN2\n [store_locations]\n variable=blood_hex\n terrain=Wwb\n [and]\n [filter_adjacent_location]\n terrain=Qxv\n [/filter_adjacent_location]\n [/and]\n [and]\n [not]\n [filter_adjacent_location]\n terrain=Xue\n [/filter_adjacent_location]\n [/not]\n [/and]\n [and]\n [not]\n [filter]\n [/filter]\n [/not]\n [/and]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..10\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=3\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Qxv\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [redraw][/redraw]\n#enddef\n#define REGEN_ABYSS\n [store_locations]\n variable=blood_hex\n terrain=Wwb\n [and]\n [not]\n [filter]\n [/filter]\n [/not]\n [/and]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..300\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Qxv\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [store_locations]\n variable=blood_hex\n terrain=Wwb\n [and]\n [not]\n [filter]\n [/filter]\n [/not]\n [/and]\n [and]\n [filter_adjacent_location]\n terrain=Qxv\n [/filter_adjacent_location]\n [/and]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..50\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Qxv\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [redraw][/redraw]\n#enddef\n\n#define DRAW_WALLS\n [store_locations]\n variable=blood_hex\n terrain=Wwb,Qxv\n [filter_adjacent_location]\n terrain=Xu\n count=1\n [/filter_adjacent_location]\n [and]\n [not]\n [filter_adjacent_location]\n terrain=Xue\n [/filter_adjacent_location]\n [/not]\n [/and]\n [and]\n [not]\n [filter]\n [/filter]\n [/not]\n [/and]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..30\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Xu\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [redraw][/redraw]\n#enddef\n\n#define DRAW_WALLS2\n [store_locations]\n variable=blood_hex\n terrain=Wwb,Qxv\n [filter_adjacent_location]\n terrain=Xu\n count=2\n [/filter_adjacent_location]\n [and]\n [not]\n [filter_adjacent_location]\n terrain=Xue\n [/filter_adjacent_location]\n [/not]\n [/and]\n [and]\n [not]\n [filter]\n [/filter]\n [/not]\n [/and]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..70\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Xu\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [redraw][/redraw]\n#enddef\n\n#define DRAW_WALLS3\n [store_locations]\n variable=blood_hex\n terrain=Wwb,Qxv\n [filter_adjacent_location]\n terrain=Xu\n count=3\n [/filter_adjacent_location]\n [and]\n [not]\n [filter_adjacent_location]\n terrain=Xue\n [/filter_adjacent_location]\n [/not]\n [/and]\n [and]\n [not]\n [filter]\n [/filter]\n [/not]\n [/and]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..150\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Xu\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [redraw][/redraw]\n#enddef\n\n#define DRAW_WALLS4\n [store_locations]\n variable=blood_hex\n terrain=Wwb,Qxv\n [filter_adjacent_location]\n terrain=Xu\n count=4\n [/filter_adjacent_location]\n [and]\n [not]\n [filter_adjacent_location]\n terrain=Xue\n [/filter_adjacent_location]\n [/not]\n [/and]\n [and]\n [not]\n [filter]\n [/filter]\n [/not]\n [/and]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..250\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Xu\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [redraw][/redraw]\n#enddef\n\n#define BREAK_WALLS\n [store_locations]\n variable=blood_hex\n terrain=Xu\n [filter_adjacent_location]\n terrain=Wwb,Qxv\n count=3,4\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..100\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Wwb\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [redraw][/redraw]\n#enddef\n\n\n#define DRAW_DARKNESS1\n [store_locations]\n variable=blood_hex\n terrain=Wwb,Xu,Qxv\n [not]\n terrain=Gd^Fyok\n [/not]\n [filter_adjacent_location]\n terrain=Woby\n count=1-2\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..10\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Woby\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [redraw][/redraw]\n#enddef\n\n#define DRAW_DARKNESS2\n [store_locations]\n variable=blood_hex\n terrain=Wwb,Xu,Qxv\n [not]\n terrain=Gd^Fyok\n [/not]\n [filter_adjacent_location]\n terrain=Woby\n count=3-4\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..25\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Woby\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [store_locations]\n variable=blood_hex\n terrain=Wwb,Xu\n [not]\n terrain=Gd^Fyok,Xue\n [/not]\n [filter_adjacent_location]\n terrain=Woby\n count=5-6\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..50\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Woby\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [redraw][/redraw]\n#enddef\n\n#define SWITCH_WALLS\n [store_locations]\n variable=hex\n terrain=Xue\n [/store_locations]\n [for]\n array=hex\n [do]\n [terrain]\n x,y=$hex[$i].x,$hex[$i].y\n terrain=Xu\n [/terrain]\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n#enddef\n\n# enemy spawns\n\n #spawns\n [event]\n name=side 2 turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=boss_battle\n numerical_equals=0\n [/variable]\n [/filter_condition]\n [store_locations]\n variable=hex\n terrain=Qxv\n [/store_locations]\n [for]\n array=hex\n [do]\n #ifdef HARD\n [set_variable]\n name=spawn_val\n rand=1..300\n [/set_variable]\n #endif\n #ifdef NORMAL\n [set_variable]\n name=spawn_val\n rand=1..500\n [/set_variable]\n #endif\n #ifdef EASY\n [set_variable]\n name=spawn_val\n rand=1..600\n [/set_variable]\n #endif\n [if]\n [variable]\n name=spawn_val\n numerical_equals=4\n [/variable]\n [then]\n {SPAWN_NOID (\"Demon Voidhunter\",\"Demon Voidreaver\") 3 $hex[$i].x $hex[$i].y}\n [/then]\n [/if]\n {CLEAR_VARIABLE spawn_val}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n [store_locations]\n variable=hex\n terrain=Wwb\n [/store_locations]\n [for]\n array=hex\n [do]\n #ifdef HARD\n [set_variable]\n name=spawn_val\n rand=1..1000\n [/set_variable]\n #endif\n #ifdef NORMAL\n [set_variable]\n name=spawn_val\n rand=1..1600\n [/set_variable]\n #endif\n #ifdef EASY\n [set_variable]\n name=spawn_val\n rand=1..1800\n [/set_variable]\n #endif\n [if]\n [variable]\n name=spawn_val\n numerical_equals=4\n [/variable]\n [then]\n {SPAWN_NOID (\"Demon Nightmare\") 2 $hex[$i].x $hex[$i].y}\n [/then]\n [/if]\n {CLEAR_VARIABLE spawn_val}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n [store_locations]\n variable=hex\n terrain=Woby\n [/store_locations]\n [for]\n array=hex\n [do]\n #ifdef HARD\n [set_variable]\n name=spawn_val\n rand=1..750\n [/set_variable]\n #endif\n #ifdef NORMAL\n [set_variable]\n name=spawn_val\n rand=1..1200\n [/set_variable]\n #endif\n #ifdef EASY\n [set_variable]\n name=spawn_val\n rand=1..1400\n [/set_variable]\n #endif\n [if]\n [variable]\n name=spawn_val\n numerical_equals=4\n [/variable]\n [then]\n {SPAWN_NOID (\"Shadow Demon\") 2 $hex[$i].x $hex[$i].y}\n [/then]\n [/if]\n {CLEAR_VARIABLE spawn_val}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n [/event]\n\n #REDRAW THE MAZE\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=boss_battle\n numerical_equals=0\n [/variable]\n [/filter_condition]\n\n [if]\n [variable]\n name=faster_spread\n numerical_equals=0\n [/variable]\n [then]\n {DRAW_DARKNESS1}\n {BREAK_WALLS}\n {DRAW_WALLS}\n {DRAW_WALLS}\n {DRAW_WALLS2}\n {BREAK_WALLS}\n {DRAW_WALLS2}\n {DRAW_WALLS3}\n {DRAW_WALLS3}\n {DRAW_WALLS4}\n {BREAK_WALLS}\n {REGEN_ABYSS}\n [/then]\n [/if]\n [if]\n [variable]\n name=faster_spread\n numerical_equals=1\n [/variable]\n [then]\n {DRAW_DARKNESS1}\n {DRAW_DARKNESS1}\n {DRAW_DARKNESS2}\n {BREAK_WALLS}\n {DRAW_WALLS}\n {DRAW_WALLS}\n {DRAW_WALLS2}\n {BREAK_WALLS}\n {DRAW_WALLS2}\n {DRAW_WALLS3}\n {DRAW_WALLS3}\n {DRAW_WALLS4}\n {BREAK_WALLS}\n {REGEN_ABYSS}\n {DRAW_DARKNESS1}\n {DRAW_DARKNESS2}\n [/then]\n [/if]\n [/event]\n\n [event]\n name=prestart\n\n {CAVE_WALL_SEED}\n {CAVE_WALL_SEED}\n {DRAW_WALLS}\n {DRAW_WALLS}\n {DRAW_WALLS2}\n {TERRAIN_GEN1}\n {TERRAIN_GEN2}\n\n [set_variable]\n name=faster_spread\n value=0\n [/set_variable]\n [set_variable]\n name=boss_battle\n value=0\n [/set_variable]\n [set_variable]\n name=turn_damage\n value=0\n [/set_variable]\n\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther_tmp\n [/store_unit]\n [kill]\n id=Esther\n [/kill]\n\n # recruiting code for this scenario\n [set_menu_item]\n id=recruit_manifestation\n description= _ \"Recruit Manifestation\"\n image=\"attacks/wail.png~SCALE(18,18)\"\n [show_if]\n [variable]\n name=side_number\n numerical_equals=1\n [/variable]\n [/show_if]\n [filter_location]\n [not]\n [filter][/filter]\n [/not]\n [filter_adjacent_location]\n [filter]\n side=1\n id=Yumi\n [/filter]\n [/filter_adjacent_location]\n [/filter_location]\n [command]\n [store_gold]\n [filter_side]\n side=1\n [/filter_side]\n variable=side1gold\n [/store_gold]\n [if]\n [variable]\n name=side1gold\n less_than=4\n [/variable]\n [then]\n {MESSAGE_NOT_ENOUGH_GOLD}\n [/then]\n [else]\n [unit]\n side=1\n type=Manifestation\n x,y=$x1,$y1\n moves,attacks_left=0,0\n animate=yes\n upkeep=free\n [modifications]\n {TRAIT_LOYAL}\n [/modifications]\n [/unit]\n {VARIABLE_OP side1gold sub 4}\n [modify_side]\n side=1\n gold=$side1gold\n [/modify_side]\n {CLEAR_VARIABLE side1gold}\n [/else]\n [/if]\n [/command]\n [/set_menu_item]\n [sound_source]\n id=s10dark1\n x=14\n y=14\n sounds=\"dark-2.ogg\"\n full_range=100\n delay=0\n loop=-1\n check_fogged=no\n check_shrouded=no\n [/sound_source]\n [/event]\n\n [event]\n name=start\n\n {FADE_SCREEN}\n {SCROLL_TO 29 34}\n [remove_shroud]\n side=1\n x=29\n y=34\n radius=6\n [/remove_shroud]\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x=29\n y=34\n radius=6\n multiturn=no\n [/lift_fog]\n {UNFADE_SCREEN}\n {DELAY 1000}\n {RECALL_YUMI 29 34}\n {DELAY 1250}\n [message]\n speaker=Yumi\n message= _ \"(stares)\"\n [/message]\n {DELAY 1250}\n\n [remove_shroud]\n side=1\n x=37\n y=37\n radius=6\n [/remove_shroud]\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x=37\n y=37\n radius=9\n multiturn=no\n [/lift_fog]\n\n {SCROLL_TO 37 37}\n {DELAY 750}\n {RECALL_ARYEL 37 37}\n [message]\n speaker=Aryel\n message= _ \"Yumi?\"\n [/message]\n {DELAY 500}\n {MODIFY_UNIT (id=Aryel) facing se}\n {DELAY 750}\n {MODIFY_UNIT (id=Aryel) facing sw}\n {DELAY 500}\n [move_unit]\n id=Aryel\n to_x,to_y=29,34\n [/move_unit]\n [message]\n speaker=Aryel\n message= _ \"Where are we?\"\n [/message]\n {DELAY 1500}\n [message]\n speaker=Aryel\n message= _ \"Are you paying attention?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yu-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(blinks) Aryel?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yumi, what in the world is going on?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Should I tell her?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"... maybe not yet.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(sighs) I'm not going to get anything out of you, am I? At least stop running off on your own, especially with everyone exploding in pools of blood right now-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I think I can stop it.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You do? How?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"It's the tree. We have to find the tree.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"... A tree? Does she mean the one that was growing in the fort's courtyard? I thought that was just an ordinary tree. It shouldn't have had anything to do with this... but Yumi's intuition about these things is usually correct. It's probably a good idea to listen to her.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Okay. And where is this tree?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(frowns) I don't know.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"... I see. Guess we have to look for it.\"\n [/message]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Explore\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_NOTE ( _ \"You may recruit by right clicking on a hex next to Yumi.\")}\n {OBJECTIVE_NOTE ( _ \"Explore northwest.\")}\n {OBJECTIVE_NOTE ( _ \"The main objective becomes available on turn 15.\")}\n [/objectives]\n\n {DRAW_WALLS3}\n {DRAW_WALLS}\n {DRAW_WALLS2}\n {DRAW_WALLS4}\n {BREAK_WALLS}\n {TERRAIN_GEN1}\n {TERRAIN_GEN2}\n\n {SPAWN_NOID (\"Demon Nightmare\") 2 36 22}\n {SPAWN_NOID (\"Demon Nightmare\") 2 29 24}\n {SPAWN_NOID (\"Demon Nightmare\") 2 16 29}\n {SPAWN_NOID (\"Demon Nightmare\") 2 14 34}\n {SPAWN_NOID (\"Demon Voidreaver\") 3 20 21}\n #ifdef NORMAL\n {SPAWN_NOID (\"Demon Voidreaver\") 3 19 22}\n {SPAWN_NOID (\"Shadow Demon\") 2 14 11}\n {SPAWN_NOID (\"Shadow Demon\") 2 17 10}\n #endif\n #ifdef HARD\n {SPAWN_NOID (\"Shadow Demon\") 2 14 11}\n {SPAWN_NOID (\"Shadow Demon\") 2 17 10}\n {SPAWN_NOID (\"Demon Voidreaver\") 3 19 22}\n {SPAWN_NOID (\"Demon Voidreaver\") 3 10 14}\n {SPAWN_NOID (\"Demon Voidreaver\") 3 20 11}\n #endif\n\n [/event]\n\n #damage\n [event]\n name=new turn\n first_time_only=no\n [if]\n [variable]\n name=turn_damage\n numerical_not_equals=0\n [/variable]\n [then]\n [store_unit]\n [filter]\n side=1\n [/filter]\n variable=fire_dmg_unit\n [/store_unit]\n [/then]\n [/if]\n [for]\n array=fire_dmg_unit\n [do]\n [if]\n [variable]\n name=fire_dmg_unit[$i].hitpoints\n greater_than=$turn_damage\n [/variable]\n\n [then]\n {VARIABLE_OP fire_dmg_unit[$i].hitpoints sub $turn_damage}\n [/then]\n [else]\n {VARIABLE fire_dmg_unit[$i].hitpoints 1}\n [/else]\n [/if]\n [unstore_unit]\n variable=fire_dmg_unit[$i]\n find_vacant=no\n text= _ \"harmed\"\n {COLOR_HARM}\n [/unstore_unit]\n [/do]\n [/for]\n {CLEAR_VARIABLE fire_dmg_unit}\n [/event]\n\n\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n side=2,3\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n [message]\n speaker=Aryel\n message= _ \"These demons again? Ugh. What a pain.\"\n [/message]\n [/event]\n\n [event]\n name=turn 2\n {SWITCH_WALLS}\n [/event]\n\n [event]\n name=turn 3\n\n [message]\n speaker=Aryel\n message= _ \"Yumi?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Hmm?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Why are the walls moving?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I don't know.\"\n [/message]\n [/event]\n [event]\n name=turn 4\n\n [message]\n speaker=Aryel\n message= _ \"Where are we, exactly?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I don't know that either.\"\n [/message]\n [/event]\n\n [event]\n name=turn 5 end\n\n #ifndef HARD\n [set_variable]\n name=turn_damage\n value=1\n [/set_variable]\n #endif\n #ifdef HARD\n [set_variable]\n name=turn_damage\n value=2\n [/set_variable]\n #endif\n [/event]\n [event]\n name=side 1 turn 6\n {PLAY_SOUND \"magic-dark.ogg\"}\n [message]\n speaker=Yumi\n message= _ \"(flinches)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Ow! What was that?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(rubs arms) Something's there. It's taking our energy.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Something? Like what?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"It's like a demon.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Like a demon?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"It's like a demon, but not a demon.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"... oookay. So a demon lord? Well, probably not that, I could sense 'it' if it were. So something else.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"It's hiding.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Hiding. Riiiight.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yumi, are you sure that this is a good idea? I know you said that you know what's going on, but...\"\n [/message]\n {DELAY 750}\n [message]\n speaker=Aryel\n message= _ \"Yumi.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yuuuumi.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"You don't believe me?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"It's... just that I have no clue what's going on, and you're not telling me anything-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Sorry. Aryel...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"What is it?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shakes head) This is my fault.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"What makes you say that? Yumi? Hello? Yuumi.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Ugh.\"\n [/message]\n [/event]\n [event]\n name=turn 7\n\n [message]\n speaker=Aryel\n message= _ \"I don't get why you have to be like this.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I want to tell you. I really do.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"And you can't because..?\"\n [/message]\n [/event]\n [event]\n name=turn 8\n\n [message]\n speaker=Aryel\n message= _ \"You can't hide everything forever, Yumi. I know you try to pretend like you're fine, and that you're in the dark about everything like us, but it's not true. And no matter how much you insist otherwise, you aren't going to fool me.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(fidgets nervously)\"\n [/message]\n [/event]\n [event]\n name=turn 9\n\n [message]\n speaker=Aryel\n message= _ \"Esther lets you off the hook too often. I mean, I do too, but not this time.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"But-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"No buts! And I dont want to hear anything about protecting us. We're in this together. You can trust me, can't you?\"\n [/message]\n [/event]\n [event]\n name=turn 10\n\n [message]\n speaker=Yumi\n message= _ \"I trust you.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"So what's the problem?\"\n [/message]\n [/event]\n [event]\n name=turn 10 end\n\n #ifndef HARD\n [set_variable]\n name=turn_damage\n value=2\n [/set_variable]\n #endif\n #ifdef HARD\n [set_variable]\n name=turn_damage\n value=3\n [/set_variable]\n #endif\n [/event]\n [event]\n name=turn 11\n\n [message]\n speaker=Yumi\n message= _ \"The problem is me.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"No, it's not. Stop pretending like this is all your fault. You don't need to hide yourself from me.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"We both know you don't have the emotions of a potato, Yumi.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Won't you talk to me?\"\n [/message]\n [/event]\n\n [event]\n name=turn 12\n\n [message]\n speaker=Yumi\n message= _ \"Aryel...I just...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(whispers) I'm afraid.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Why?\"\n [/message]\n [/event]\n\n [event]\n name=side 2 turn 12\n\n [message]\n speaker=Yumi\n message= _ \"(breathes deeply) They're always in my dreams. The demons. The nightmares.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Whenever I close my eyes, they're there. They won't leave my head.\"\n [/message]\n [/event]\n [event]\n name=side 3 turn 12\n\n [message]\n speaker=Yumi\n message= _ \"I can't sleep anymore. I can't sleep. Aryel...\"\n [/message]\n [set_variable]\n name=faster_spread\n value=1\n [/set_variable]\n [/event]\n\n [event]\n name=turn 13\n\n [message]\n speaker=Yumi\n message= _ \"They're always there waiting for me.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"They just won't leave me alone.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"But they're not hunting me.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"It's there, lurking in the shadows. They want me to use it. But if I do, everyone will die. You saw what happened to all those humans. If I can't control it, it'll keep eating everything. Esther, you... everyone.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"But if I don't, it'll eventually come anyway...\"\n [/message]\n [/event]\n [event]\n name=side 2 turn 13\n\n [message]\n speaker=Yumi\n message= _ \"I keep trying, but I feel like I can't do anything.\"\n [/message]\n [/event]\n [event]\n name=side 3 turn 13\n\n [message]\n speaker=Yumi\n message= _ \"I'm useless. I'm... weak.\"\n [/message]\n [/event]\n\n [event]\n name=turn 14\n\n [message]\n speaker=Yumi\n message= _ \"Aryel...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I can't take it anymore.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"They keep showing me what's going to happen. What they're going to do- what it's going to do.\"\n [/message]\n [/event]\n [event]\n name=side 3 turn 14\n\n [message]\n speaker=Yumi\n message= _ \"In my dream, there's blood everywhere... everything, people, plants, even the ground, it all turns into a sea of blood. That's just the start. It's a warning.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"And then it comes, turning everything to darkness. Everything's going to be just... gone.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"It's going to destroy everything. All the humans, the demons, the faerie...\"\n [/message]\n [/event]\n [event]\n name=turn 15\n\n [message]\n speaker=Yumi\n message= _ \"(whispers) Even Esther and you.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I don't want you two to leave me...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(breathes)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Sorry... I talk too much...\"\n [/message]\n {DELAY 1500}\n [message]\n speaker=Aryel\n message= _ \"(sighs)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I should have said something earlier. I knew something was up but...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yumi. None of this is your fault. You hear me? Stop blaming yourself.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shakes head)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"If anything, it's my fault. I shouldn't have... ugh. For goodness sake, you've been fighting these demons alone! You've been keeping it to yourself this whole time, and you still think that this is all-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"They're not the ones causing this.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"But you said-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"It's the other ones. The ones that you can't see. The ones that aren't demons. And part of it is me...\"\n [/message]\n {DELAY 1000}\n [message]\n speaker=Aryel\n message= _ \"Yumi, we're not giving up. We're getting to the bottom of this. I'm not going to sit by while they do this to you.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"But you can't stop them! They'll- they'll hurt you...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"So? What do you want me to do, Yumi? You think I can just sit back while you're suffering?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(remains silent)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I thought so. Look, Yumi. Esther and I aren't going to leave you. We're your friends. We want to protect you.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"... I'm just a burden.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Don't be ridiculous. Now come on. Stay close to me, okay? I'm not going to let you give up so easily.\"\n [/message]\n [terrain]\n x,y=14,9\n terrain=Gd^Fyok\n [/terrain]\n [/event]\n [event]\n name=turn 15 end\n\n #ifndef HARD\n [set_variable]\n name=turn_damage\n value=3\n [/set_variable]\n #endif\n #ifdef HARD\n [set_variable]\n name=turn_damage\n value=4\n [/set_variable]\n #endif\n [/event]\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=1\n [filter_location]\n terrain=Gd^Fyok\n [/filter_location]\n [and]\n [not]\n id=Yumi\n [/not]\n [/and]\n [/filter]\n [message]\n speaker=Aryel\n message= _ \"Yumi, I found your tree.\"\n [/message]\n [/event]\n#define S13_SPAWN_ILLUSION_NOID X Y R\n [store_locations]\n [and]\n x,y={X},{Y}\n radius={R}\n [/and]\n\n [not]\n [filter]\n [/filter]\n\n [or]\n [filter_adjacent_location]\n [filter]\n [/filter]\n [/filter_adjacent_location]\n [/or]\n [/not]\n variable=spawn_points\n [/store_locations]\n\n [set_variable]\n name=tmp\n rand=0..$($spawn_points.length-1)\n [/set_variable]\n\n [set_variable]\n name=x_loc\n value=$spawn_points[$tmp].x\n [/set_variable]\n\n [set_variable]\n name=y_loc\n value=$spawn_points[$tmp].y\n [/set_variable]\n\n [unit]\n type=Illusory Angel Illusion\n animate=yes\n side=2\n x,y=$x_loc,$y_loc\n random_traits=no\n generate_name=no\n gender=female\n moves=1\n hitpoints=$luna.hitpoints\n [/unit]\n\n [clear_variable]\n name=x_loc,y_loc,spawn_points,tmp\n [/clear_variable]\n#enddef\n#define S13_SPAWN_ILLUSION ID\n [store_locations]\n [and]\n x,y=14,9\n radius=7\n [/and]\n\n [not]\n [filter]\n [/filter]\n\n [or]\n [filter_adjacent_location]\n [filter]\n [/filter]\n [/filter_adjacent_location]\n [/or]\n [/not]\n variable=spawn_points\n [/store_locations]\n\n [set_variable]\n name=tmp\n rand=0..$($spawn_points.length-1)\n [/set_variable]\n\n [set_variable]\n name=x_loc\n value=$spawn_points[$tmp].x\n [/set_variable]\n\n [set_variable]\n name=y_loc\n value=$spawn_points[$tmp].y\n [/set_variable]\n\n [unit]\n id={ID}\n type=Illusory Angel Illusion\n animate=yes\n side=2\n x,y=$x_loc,$y_loc\n random_traits=no\n generate_name=no\n gender=female\n [/unit]\n\n [clear_variable]\n name=x_loc,y_loc,spawn_points,tmp\n [/clear_variable]\n#enddef\n\n#define REGENERATE_ILLUSIONS\n [store_unit]\n [filter]\n id=Luna\n [/filter]\n variable=luna\n [/store_unit]\n [kill]\n side=2\n animate=yes\n [/kill]\n [set_variable]\n name=generator\n rand=1..5\n [/set_variable]\n [set_variable]\n name=gen_counter\n value=0\n [/set_variable]\n [set_variable]\n name=rev_gen\n value=5\n [/set_variable]\n {VARIABLE_OP rev_gen sub $generator}\n {VARIABLE_OP rev_gen sub 1}\n\n [while]\n [variable]\n name=gen_counter\n less_than=$generator\n [/variable]\n [do]\n {S13_SPAWN_ILLUSION_NOID 14 9 7}\n {VARIABLE_OP gen_counter add 1}\n [/do]\n [/while]\n\n [set_variable]\n name=gen_counter\n value=0\n [/set_variable]\n\n [store_locations]\n [and]\n x,y=14,9\n radius=7\n [/and]\n [not]\n [filter]\n [/filter]\n\n [or]\n [filter_adjacent_location]\n [filter]\n [/filter]\n [/filter_adjacent_location]\n [/or]\n [/not]\n variable=spawn_points\n [/store_locations]\n\n [set_variable]\n name=tmp\n rand=0..$($spawn_points.length-1)\n [/set_variable]\n\n [set_variable]\n name=x_loc\n value=$spawn_points[$tmp].x\n [/set_variable]\n [set_variable]\n name=y_loc\n value=$spawn_points[$tmp].y\n [/set_variable]\n [unit]\n id=Luna\n type=Illusory Angel\n hitpoints=$luna.hitpoints\n animate=yes\n side=2\n x,y=$x_loc,$y_loc\n random_traits=no\n generate_name=no\n gender=female\n moves=1\n [/unit]\n [clear_variable]\n name=x_loc,y_loc,spawn_points,tmp\n [/clear_variable]\n\n [while]\n [variable]\n name=gen_counter\n less_than=$rev_gen\n [/variable]\n [do]\n {S13_SPAWN_ILLUSION_NOID 14 9 7}\n {VARIABLE_OP gen_counter add 1}\n [/do]\n [/while]\n #ifdef NORMAL\n {S13_SPAWN_ILLUSION_NOID 14 9 7}\n #endif\n #ifdef HARD\n {S13_SPAWN_ILLUSION_NOID 14 9 7}\n {S13_SPAWN_ILLUSION_NOID 14 9 7}\n {S13_SPAWN_ILLUSION_NOID 14 9 7}\n #endif\n\n\n [clear_variable]\n name=gen_counter,rev_gen,generator,luna\n [/clear_variable]\n#enddef\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=1\n [filter_location]\n terrain=Gd^Fyok\n [/filter_location]\n [and]\n id=Yumi\n [/and]\n [/filter]\n\n {DELAY 300}\n\n [heal_unit]\n [filter]\n id=Yumi\n [/filter]\n amount=full\n [/heal_unit]\n [heal_unit]\n [filter]\n id=Aryel\n [/filter]\n amount=full\n [/heal_unit]\n\n [message]\n speaker=Yumi\n message= _ \"(frowns)\"\n [/message]\n\n {DELAY 500}\n\n [kill]\n side=1\n type=Manifestation\n [/kill]\n\n [kill]\n side=2\n [/kill]\n\n [kill]\n side=3\n [/kill]\n\n {DELAY 500}\n {TURN_UNIT5 \"Aryel\"}\n {DELAY 500}\n\n [move_unit]\n id=Aryel\n to_x,to_y=13,10\n [/move_unit]\n\n [message]\n speaker=Aryel\n message= _ \"Huh. All the demons and ghosts just disappeared.\"\n [/message]\n\n {DELAY 1000}\n [move_unit]\n id=Yumi\n to_x,to_y=14,10\n [/move_unit]\n {FADE_SCREEN}\n {DELAY 1000}\n [message]\n speaker=Aryel\n message= _ \"Is it working?\"\n [/message]\n\n [terrain]\n x,y=14,9\n radius=10\n terrain=Xue\n [/terrain]\n {DELAY 1000}\n [message]\n speaker=Yumi\n message= _ \"I don't think so.\"\n [/message]\n [terrain]\n x,y=14,9\n radius=8\n terrain=Woby\n [/terrain]\n\n [terrain]\n x,y=14,9\n terrain=Gd^Fyok\n [/terrain]\n [redraw][/redraw]\n\n {DELAY 500}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 750}\n {DELAY 500}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 500}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 500}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 500}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 1000}\n\n [message]\n speaker=Yumi\n message= _ \"It's coming.\"\n [/message]\n\n [message]\n speaker=Aryel\n message= _ \"(squeaks) Itttt?\"\n [/message]\n\n {DELAY 750}\n\n [message]\n speaker=Yumi\n message= _ \"(shudders)\"\n [/message]\n\n [modify_unit]\n [filter]\n id=Yumi\n [/filter]\n attacks_left=1\n moves=6\n [/modify_unit]\n [modify_unit]\n [filter]\n id=Aryel\n [/filter]\n attacks_left=1\n moves=6\n [/modify_unit]\n\n {DELAY 750}\n\n [fade_out_music][/fade_out_music]\n\n\n {REPLACE_SCENARIO_MUSIC everlasting_night.ogg}\n {APPEND_MUSIC into_the_shadows.ogg}\n\n\n [place_shroud]\n side=1\n [/place_shroud]\n [reset_fog]\n [filter_side]\n side=1\n [/filter_side]\n [/reset_fog]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n [remove_shroud]\n side=1\n x,y=14,9\n radius=8\n [/remove_shroud]\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x,y=14,9\n radius=6\n multiturn=yes\n [/lift_fog]\n\n {DELAY 750}\n\n {UNFADE_SCREEN}\n\n {DELAY 500}\n {SCROLL_TO 14 9}\n {PLAY_SOUND \"magic-dark.ogg\"}\n [terrain]\n x,y=14,9\n terrain=Woby\n [/terrain]\n [redraw][/redraw]\n {DELAY 250}\n [move_unit]\n id=Aryel\n to_x,to_y=12,10\n [/move_unit]\n {DELAY 250}\n [terrain]\n x,y=14,9\n terrain=Gd^Fyok\n [/terrain]\n [redraw][/redraw]\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 250}\n [move_unit]\n id=Yumi\n to_x,to_y=14,11\n [/move_unit]\n {DELAY 250}\n [terrain]\n x,y=14,9\n terrain=Woby\n [/terrain]\n [redraw][/redraw]\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 250}\n [move_unit]\n id=Aryel\n to_x,to_y=11,11\n [/move_unit]\n {DELAY 250}\n {PLAY_SOUND \"magic-dark.ogg\"}\n [terrain]\n x,y=14,9\n terrain=Gd^Fyok\n [/terrain]\n [redraw][/redraw]\n {DELAY 250}\n [move_unit]\n id=Yumi\n to_x,to_y=14,12\n [/move_unit]\n {DELAY 250}\n {PLAY_SOUND \"magic-dark.ogg\"}\n [terrain]\n x,y=14,9\n terrain=Woby\n [/terrain]\n [redraw][/redraw]\n {DELAY 250}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 500}\n\n [unit]\n id=Luna\n type=Illusory Angel\n animate=yes\n side=2\n x,y=14,9\n random_traits=no\n generate_name=no\n gender=female\n [/unit]\n\n {DELAY 1000}\n\n [message]\n speaker=Luna\n message= _ \"Welcome, young faerie. I see you brought a friend with you this time.\"\n [/message]\n\n [message]\n speaker=Yumi\n message= _ \"(whimpers)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yumi?\"\n [/message]\n\n [message]\n speaker=Luna\n message= _ \"You know what I am here for.\"\n [/message]\n\n [message]\n speaker=Yumi\n message= _ \"(holds head)\"\n [/message]\n [move_unit]\n id=Aryel\n to_x,to_y=14,11\n [/move_unit]\n [message]\n speaker=Aryel\n message= _ \"You stay away from her!\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"You cannot stop me.\"\n [/message]\n [kill]\n id=Luna\n animate=yes\n [/kill]\n [unit]\n id=Luna\n type=Illusory Angel\n animate=yes\n side=2\n x,y=14,13\n random_traits=no\n generate_name=no\n gender=female\n [/unit]\n [message]\n speaker=Aryel\n message= _ \"I won't let you!\"\n [/message]\n {PLAY_SOUND \"melee-fire.ogg\"}\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n [primary_attack]\n range=ranged\n name=blood boil\n [/primary_attack]\n [secondary_attack]\n range=ranged\n name=blood boil\n [/secondary_attack]\n amount=999\n animate=yes\n kill=yes\n fire_event=no\n [/harm_unit]\n\n {DELAY 500}\n\n [store_locations]\n [and]\n x,y=14,9\n radius=7\n [/and]\n\n [not]\n [filter]\n [/filter]\n\n [or]\n [filter_adjacent_location]\n [filter]\n [/filter]\n [/filter_adjacent_location]\n [/or]\n [/not]\n variable=spawn_points\n [/store_locations]\n\n [set_variable]\n name=tmp\n rand=0..$($spawn_points.length-1)\n [/set_variable]\n\n [set_variable]\n name=x_loc\n value=$spawn_points[$tmp].x\n [/set_variable]\n\n [set_variable]\n name=y_loc\n value=$spawn_points[$tmp].y\n [/set_variable]\n\n [unit]\n id=Luna\n type=Illusory Angel\n animate=yes\n side=2\n x,y=$x_loc,$y_loc\n random_traits=no\n generate_name=no\n gender=female\n [/unit]\n\n [message]\n speaker=Aryel\n message= _ \"What? How are you-\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"That was a fake.\"\n [/message]\n\n {PLAY_SOUND \"melee-fire.ogg\"}\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n [primary_attack]\n range=ranged\n name=blood boil\n [/primary_attack]\n [secondary_attack]\n range=ranged\n name=blood boil\n [/secondary_attack]\n amount=999\n animate=yes\n kill=yes\n fire_event=no\n [/harm_unit]\n\n {DELAY 500}\n\n [store_locations]\n [and]\n x,y=14,9\n radius=7\n [/and]\n\n [not]\n [filter]\n [/filter]\n\n [or]\n [filter_adjacent_location]\n [filter]\n [/filter]\n [/filter_adjacent_location]\n [/or]\n [/not]\n variable=spawn_points\n [/store_locations]\n\n [set_variable]\n name=tmp\n rand=0..$($spawn_points.length-1)\n [/set_variable]\n\n [set_variable]\n name=x_loc\n value=$spawn_points[$tmp].x\n [/set_variable]\n\n [set_variable]\n name=y_loc\n value=$spawn_points[$tmp].y\n [/set_variable]\n\n [unit]\n id=Luna\n type=Illusory Angel\n animate=yes\n side=2\n x,y=$x_loc,$y_loc\n random_traits=no\n generate_name=no\n gender=female\n [/unit]\n\n [message]\n speaker=Luna\n message= _ \"That one too.\"\n [/message]\n\n {PLAY_SOUND \"melee-fire.ogg\"}\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n [primary_attack]\n range=ranged\n name=blood boil\n [/primary_attack]\n [secondary_attack]\n range=ranged\n name=blood boil\n [/secondary_attack]\n amount=999\n animate=yes\n kill=yes\n fire_event=no\n [/harm_unit]\n\n {DELAY 500}\n\n [store_locations]\n [and]\n x,y=14,9\n radius=7\n [/and]\n\n [not]\n [filter]\n [/filter]\n\n [or]\n [filter_adjacent_location]\n [filter]\n [/filter]\n [/filter_adjacent_location]\n [/or]\n [/not]\n variable=spawn_points\n [/store_locations]\n\n [set_variable]\n name=tmp\n rand=0..$($spawn_points.length-1)\n [/set_variable]\n\n [set_variable]\n name=x_loc\n value=$spawn_points[$tmp].x\n [/set_variable]\n\n [set_variable]\n name=y_loc\n value=$spawn_points[$tmp].y\n [/set_variable]\n\n [unit]\n id=Luna\n type=Illusory Angel\n animate=yes\n side=2\n x,y=$x_loc,$y_loc\n random_traits=no\n generate_name=no\n gender=female\n [/unit]\n\n [message]\n speaker=Luna\n message= _ \"Stubborn, aren't you?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I'll do this all night if I have to.\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"I can see that.\"\n [/message]\n\n [kill]\n id=Luna\n animate=yes\n [/kill]\n\n {DELAY 500}\n\n {S13_SPAWN_ILLUSION (\"Illusion1\")}\n {S13_SPAWN_ILLUSION (\"Illusion2\")}\n [store_locations]\n [and]\n x,y=14,9\n radius=7\n [/and]\n\n [not]\n [filter]\n [/filter]\n\n [or]\n [filter_adjacent_location]\n [filter]\n [/filter]\n [/filter_adjacent_location]\n [/or]\n [/not]\n variable=spawn_points\n [/store_locations]\n\n\n [set_variable]\n name=tmp\n rand=0..$($spawn_points.length-1)\n [/set_variable]\n\n [set_variable]\n name=x_loc\n value=$spawn_points[$tmp].x\n [/set_variable]\n [set_variable]\n name=y_loc\n value=$spawn_points[$tmp].y\n [/set_variable]\n [unit]\n id=Luna\n type=Illusory Angel\n animate=yes\n side=2\n x,y=$x_loc,$y_loc\n random_traits=no\n generate_name=no\n gender=female\n [/unit]\n [clear_variable]\n name=x_loc,y_loc,spawn_points,tmp\n [/clear_variable]\n {S13_SPAWN_ILLUSION (\"Illusion3\")}\n {S13_SPAWN_ILLUSION (\"Illusion4\")}\n\n [clear_variable]\n name=x_loc,y_loc,spawn_points,tmp\n [/clear_variable]\n\n\n [message]\n speaker=Illusion1\n message= _ \"This would be much easier if you did not resist.\"\n [/message]\n [message]\n speaker=Illusion3\n message= _ \"Alas, it seems that I must subdue you by force.\"\n [/message]\n [message]\n speaker=Illusion4\n message= _ \"But, do not worry. There will be no pain.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Oh you have got to be joking...\"\n [/message]\n\n [modify_turns]\n value=-1\n [/modify_turns]\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Defeat the Illusory Angel\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_NOTE ( _ \"The damage you take on each turn will increase as time passes.\")}\n {OBJECTIVE_NOTE ( _ \"If you kill all the illusions, more will automatically spawn.\")}\n [/objectives]\n\n [set_variable]\n name=boss_battle\n value=1\n [/set_variable]\n [set_variable]\n name=illusions_hit\n value=0\n [/set_variable]\n [set_variable]\n name=real_hit\n value=0\n [/set_variable]\n [set_variable]\n name=mirrored\n value=0\n [/set_variable]\n [/event]\n\n [event]\n name=side 2 turn\n first_time_only=no\n [store_unit]\n [filter]\n ability=dreamwalk\n [/filter]\n variable=heal_unit\n [/store_unit]\n\n [for]\n array=heal_unit\n [do]\n {VARIABLE heal_health $heal_unit[$i].max_hitpoints}\n {VARIABLE_OP heal_health sub $heal_unit[$i].hitpoints}\n {VARIABLE_OP heal_health multiply 0.2}\n\n [if]\n [variable]\n name=heal_health\n greater_than=0\n [/variable]\n [then]\n [heal_unit]\n [filter]\n x,y=$heal_unit[$i].x,$heal_unit[$i].y\n [/filter]\n amount=$heal_health\n animate=yes\n restore_statuses=yes\n [/heal_unit]\n [/then]\n [/if]\n {CLEAR_VARIABLE heal_health}\n [/do]\n [/for]\n {CLEAR_VARIABLE heal_unit}\n [/event]\n\n [event]\n name=defender hits\n first_time_only=yes\n [filter_condition]\n [variable]\n name=boss_battle\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [filter]\n type=Blood Fae,Shadow Fae\n [/filter]\n [filter_second]\n type=Illusory Angel,Illusory Angel Illusion\n [/filter_second]\n [filter_attack]\n [not]\n name=void assault\n [/not]\n [/filter_attack]\n [filter_condition]\n [variable]\n name=mirrored\n numerical_equals=0\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Aryel\n message= _ \"She's copying our attacks! That's- that's cheating!\"\n [/message]\n [message]\n speaker=second_unit\n message= _ \"Call it what you will.\"\n [/message]\n {VARIABLE_OP mirrored add 1}\n [/event]\n\n [event]\n name=attacker hits\n first_time_only=yes\n [filter_condition]\n [variable]\n name=boss_battle\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [filter]\n type=Illusory Angel,Illusory Angel Illusion\n [/filter]\n [filter_second]\n type=Blood Fae,Shadow Fae\n [/filter_second]\n [filter_second_attack]\n [not]\n name=void assault\n [/not]\n [/filter_second_attack]\n [filter_condition]\n [variable]\n name=mirrored\n numerical_equals=0\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Aryel\n message= _ \"She's copying our attacks! That's- that's cheating!\"\n [/message]\n [message]\n speaker=unit\n message= _ \"Call it what you will.\"\n [/message]\n {VARIABLE_OP mirrored add 1}\n [/event]\n [event]\n name=attacker hits\n first_time_only=yes\n [filter_condition]\n [variable]\n name=boss_battle\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [filter]\n type=Shadow Fae\n [/filter]\n [filter_second]\n type=Illusory Angel\n [/filter_second]\n [filter_attack]\n name=void assault\n [/filter_attack]\n\n [message]\n speaker=second_unit\n message= _ \"What is this sorcery?\"\n [/message]\n [/event]\n\n#define ILLUSION_TEXT\n [if]\n [variable]\n name=boss_battle\n numerical_equals=1\n [/variable]\n [then]\n [switch]\n variable=illusions_hit\n [case]\n value=3\n [message]\n speaker=Aryel\n message= _ \"Is every single one of these things fake? Geez.\"\n [/message]\n {VARIABLE_OP illusions_hit add 1}\n [/case]\n [case]\n value=9\n [message]\n speaker=narrator\n message= _ \"You won't hit me like that.\"\n [/message]\n {VARIABLE_OP illusions_hit add 1}\n [/case]\n [case]\n value=15\n [message]\n speaker=Aryel\n message= _ \"This is getting irritating.\"\n [/message]\n {VARIABLE_OP illusions_hit add 1}\n [/case]\n [case]\n value=21\n [message]\n speaker=Yumi\n message= _ \"(frowns) They're all fake...\"\n [/message]\n {VARIABLE_OP illusions_hit add 1}\n [/case]\n [case]\n value=27\n [message]\n speaker=Aryel\n message= _ \"Will you just come out here and fight us properly?\"\n [/message]\n {VARIABLE_OP illusions_hit add 1}\n [/case]\n [case]\n value=33\n [message]\n speaker=narrator\n message= _ \"The more mirrors you shatter, the more shall appear.\"\n [/message]\n {VARIABLE_OP illusions_hit add 1}\n [/case]\n [case]\n value=40\n [message]\n speaker=Yumi\n message= _ \"Which one is the real one..?\"\n [/message]\n {VARIABLE_OP illusions_hit add 1}\n [/case]\n [else]\n {VARIABLE_OP illusions_hit add 1}\n [/else]\n [/switch]\n [/then]\n [/if]\n [if]\n [have_unit]\n type=Illusory Angel Illusion\n [/have_unit]\n [then][/then]\n [else]\n {REGENERATE_ILLUSIONS}\n [/else]\n [/if]\n#enddef\n\n [event]\n name=attacker hits\n first_time_only=no\n\n [filter_second]\n type=Illusory Angel Illusion\n [/filter_second]\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n [kill]\n x,y=$x2,$y2\n [/kill]\n [filter_condition]\n [variable]\n name=boss_battle\n numerical_equals=1\n [/variable]\n [and]\n [variable]\n name=second_unit.hitpoints\n less_than=90\n [/variable]\n [/and]\n [/filter_condition]\n\n {ILLUSION_TEXT}\n [/event]\n\n [event]\n name=defender hits\n first_time_only=no\n [filter_condition]\n [variable]\n name=boss_battle\n numerical_equals=1\n [/variable]\n [and]\n [variable]\n name=unit.hitpoints\n less_than=90\n [/variable]\n [/and]\n [/filter_condition]\n [filter]\n type=Illusory Angel Illusion\n [/filter]\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n [kill]\n x,y=$x1,$y1\n [/kill]\n\n {ILLUSION_TEXT}\n [/event]\n\n [event]\n name=attack end\n first_time_only=no\n [filter_condition]\n [variable]\n name=boss_battle\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [if]\n [have_unit]\n x,y=$x1,$y1\n type=Illusory Angel\n [or]\n x,y=$x2,$y2\n type=Illusory Angel\n [/or]\n [/have_unit]\n [then]\n [switch]\n variable=real_hit\n [case]\n value=0\n [message]\n speaker=Aryel\n message= _ \"Gotcha!\"\n [/message]\n {DELAY 250}\n {REGENERATE_ILLUSIONS}\n {DELAY 250}\n [message]\n speaker=Aryel\n message= _ \"... or not.\"\n [/message]\n {VARIABLE_OP real_hit add 1}\n [/case]\n [case]\n value=1\n [message]\n speaker=Luna\n message= _ \"Not this time.\"\n [/message]\n {DELAY 250}\n {REGENERATE_ILLUSIONS}\n {DELAY 250}\n {VARIABLE_OP real_hit add 1}\n [/case]\n [case]\n value=3\n [message]\n speaker=Aryel\n message= _ \"Quit running away!\"\n [/message]\n {REGENERATE_ILLUSIONS}\n {VARIABLE_OP real_hit add 1}\n [/case]\n [case]\n value=6\n [message]\n speaker=Yumi\n message= _ \"She won't stay still...\"\n [/message]\n {DELAY 250}\n {REGENERATE_ILLUSIONS}\n {DELAY 250}\n {VARIABLE_OP real_hit add 1}\n [/case]\n [else]\n {VARIABLE_OP real_hit add 1}\n {REGENERATE_ILLUSIONS}\n [/else]\n [/switch]\n [/then]\n [/if]\n [/event]\n\n # and the damage goes up and up and up\n [event]\n name=turn 20 end\n [filter_condition]\n [variable]\n name=boss_battle\n less_than=2\n [/variable]\n [/filter_condition]\n #ifndef HARD\n [set_variable]\n name=turn_damage\n value=3\n [/set_variable]\n #endif\n #ifdef HARD\n [set_variable]\n name=turn_damage\n value=5\n [/set_variable]\n #endif\n [/event]\n [event]\n name=turn 25 end\n [filter_condition]\n [variable]\n name=boss_battle\n less_than=2\n [/variable]\n [/filter_condition]\n #ifdef EASY\n [set_variable]\n name=turn_damage\n value=4\n [/set_variable]\n #endif\n #ifdef NORMAL\n [set_variable]\n name=turn_damage\n value=5\n [/set_variable]\n #endif\n #ifdef HARD\n [set_variable]\n name=turn_damage\n value=6\n [/set_variable]\n #endif\n [/event]\n [event]\n name=turn 30 end\n [filter_condition]\n [variable]\n name=boss_battle\n less_than=2\n [/variable]\n [/filter_condition]\n #ifdef EASY\n [set_variable]\n name=turn_damage\n value=5\n [/set_variable]\n #endif\n #ifdef NORMAL\n [set_variable]\n name=turn_damage\n value=6\n [/set_variable]\n #endif\n #ifdef HARD\n [set_variable]\n name=turn_damage\n value=7\n [/set_variable]\n #endif\n [/event]\n # you really ought to finish phase 1 by turn 35 ish\n [event]\n name=turn 35 end\n [filter_condition]\n [variable]\n name=boss_battle\n less_than=2\n [/variable]\n [/filter_condition]\n #ifdef EASY\n [set_variable]\n name=turn_damage\n value=7\n [/set_variable]\n #endif\n #ifdef NORMAL\n [set_variable]\n name=turn_damage\n value=8\n [/set_variable]\n #endif\n #ifdef HARD\n [set_variable]\n name=turn_damage\n value=9\n [/set_variable]\n #endif\n [/event]\n [event]\n name=turn 40 end\n [filter_condition]\n [variable]\n name=boss_battle\n less_than=2\n [/variable]\n [/filter_condition]\n [set_variable]\n name=turn_damage\n value=10\n [/set_variable]\n [/event]\n\n#define VOID_SEED\n [store_locations]\n variable=blood_hex\n terrain=Wwb,Woby,Xu,Qxv\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..100\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=3\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Qxua\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [redraw][/redraw]\n#enddef\n\n#define DRAW_VOID\n [store_locations]\n variable=blood_hex\n terrain=Wwb,Woby,Xu,Qxv\n [filter_adjacent_location]\n terrain=Qxua\n count=1-3\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..25\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Qxua\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [store_locations]\n variable=blood_hex\n terrain=Wwb,Xu\n [not]\n terrain=Gd^Fyok,Xue\n [/not]\n [filter_adjacent_location]\n terrain=Qxua\n count=4-6\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..50\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Qxua\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [redraw][/redraw]\n#enddef\n\n [event]\n name=last breath\n [filter]\n id=Luna\n [/filter]\n [filter_condition]\n [variable]\n name=boss_battle\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n [kill]\n type=Illusory Angel Illusion\n animate=yes\n [/kill]\n\n [fade_out_music][/fade_out_music]\n\n\n {REPLACE_SCENARIO_MUSIC silence.ogg}\n {DELAY 750}\n\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n\n #ifdef EASY\n {VARIABLE_OP yumi.experience add 250}\n {VARIABLE_OP aryel.experience add 250}\n\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+250 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+250 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n #endif\n #ifdef NORMAL\n {VARIABLE_OP yumi.experience add 200}\n {VARIABLE_OP aryel.experience add 200}\n\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+200 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+200 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n #endif\n #ifdef HARD\n {VARIABLE_OP yumi.experience add 100}\n {VARIABLE_OP aryel.experience add 100}\n\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+100 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+100 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n #endif\n\n {CLEAR_VARIABLE yumi}\n {CLEAR_VARIABLE aryel}\n {DELAY 750}\n [message]\n speaker=Luna\n message= _ \"Well done.\"\n [/message]\n {DELAY 750}\n [message]\n speaker=Luna\n message= _ \"However...\"\n [/message]\n\n [store_unit]\n [filter]\n id=Luna\n [/filter]\n variable=luna\n [/store_unit]\n [unit]\n id=Dummy\n type=Guardian of Darkness\n name=_ \"Illusory Angel\"\n animate=no\n side=2\n x,y=1,39\n hitpoints=1\n max_hitpoints=127\n random_traits=no\n generate_name=no\n gender=female\n facing=$luna.facing\n [/unit]\n [store_unit]\n [filter]\n id=Dummy\n [/filter]\n variable=tmp\n [/store_unit]\n\n [kill]\n id=Dummy\n [/kill]\n\n {DELAY 250}\n [unstore_unit]\n variable=tmp\n x,y=$luna.x,$luna.y\n find_vacant=no\n check_passability=no\n [/unstore_unit]\n {DELAY 500}\n\n\n [message]\n speaker=Dummy\n message= _ \"Your efforts are pointless.\"\n [/message]\n\n [set_variable]\n name=luna.hitpoints\n value=1\n [/set_variable]\n\n [unstore_unit]\n variable=luna\n find_vacant=no\n check_passability=no\n [/unstore_unit]\n {DELAY 250}\n\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n\n [terrain]\n x,y=14,9\n terrain=Qxua\n [/terrain]\n [redraw][/redraw]\n {DELAY 250}\n [terrain]\n x,y=14,9\n terrain=Woby\n [/terrain]\n [redraw][/redraw]\n {DELAY 250}\n [terrain]\n x,y=14,9\n terrain=Qxua\n [/terrain]\n [redraw][/redraw]\n {DELAY 250}\n [terrain]\n x,y=14,9\n terrain=Woby\n [/terrain]\n [redraw][/redraw]\n {DELAY 250}\n [terrain]\n x,y=14,9\n terrain=Qxua\n [/terrain]\n [redraw][/redraw]\n {DELAY 500}\n [terrain]\n x,y=14,9\n radius=1\n terrain=Qxua\n [/terrain]\n [redraw][/redraw]\n {DELAY 500}\n {DRAW_VOID}\n {DELAY 500}\n {DRAW_VOID}\n {DELAY 500}\n {DRAW_VOID}\n {DELAY 500}\n {DRAW_VOID}\n\n {DELAY 250}\n [unstore_unit]\n variable=tmp\n x,y=$luna.x,$luna.y\n find_vacant=no\n check_passability=no\n [/unstore_unit]\n {DELAY 750}\n\n [message]\n speaker=Dummy\n message= _ \"It is coming.\"\n [/message]\n {DELAY 250}\n\n [kill]\n id=Dummy\n [/kill]\n\n [unit]\n id=Luna\n type=Illusory Angel\n animate=no\n side=2\n x,y=$luna.x,$luna.y\n random_traits=no\n generate_name=no\n gender=female\n hitpoints=1\n [/unit]\n\n {DELAY 250}\n {FADE_SCREEN}\n [reset_fog]\n [filter_side]\n side=1\n [/filter_side]\n [/reset_fog]\n [store_locations]\n variable=wall\n terrain=Xue\n [/store_locations]\n [for]\n array=wall\n [do]\n [terrain]\n x,y=$wall[$i].x,$wall[$i].y\n terrain=Woby\n [/terrain]\n [/do]\n [/for]\n {CLEAR_VARIABLE wall}\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n {DELAY 250}\n {VOID_SEED}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 500}\n {DRAW_VOID}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 500}\n {DRAW_VOID}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 250}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 500}\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n #ifdef NORMAL\n {DRAW_VOID}\n #endif\n #ifdef HARD\n {DRAW_VOID}\n {DRAW_VOID}\n #endif\n\n [fade_out_music][/fade_out_music]\n\n {REPLACE_SCENARIO_MUSIC frantic.ogg}\n\n [store_locations]\n x,y=36,36\n radius=3\n variable=spawn_points\n [/store_locations]\n\n [set_variable]\n name=loc\n rand=0..$($spawn_points.length-1)\n [/set_variable]\n\n [set_variable]\n name=x_loc\n value=$spawn_points[$loc].x\n [/set_variable]\n\n [set_variable]\n name=y_loc\n value=$spawn_points[$loc].y\n [/set_variable]\n\n [terrain]\n x,y=$x_loc,$y_loc\n terrain=Gd^Fyok\n [/terrain]\n [redraw][/redraw]\n [modify_unit]\n [filter]\n id=Luna\n [/filter]\n hitpoints=127\n [/modify_unit]\n\n {UNFADE_SCREEN}\n [modify_unit]\n [filter]\n id=Yumi\n [/filter]\n attacks_left=1\n moves=6\n [/modify_unit]\n [modify_unit]\n [filter]\n id=Aryel\n [/filter]\n attacks_left=1\n moves=6\n [/modify_unit]\n {DELAY 250}\n [harm_unit]\n [filter]\n type=Manifestation\n [/filter]\n amount=4\n animate=no\n kill=no\n slowed=yes\n [/harm_unit]\n {DELAY 400}\n [harm_unit]\n [filter]\n id=Aryel\n [/filter]\n amount=1\n animate=yes\n kill=no\n slowed=no\n [/harm_unit]\n [modify_unit]\n [filter]\n id=Aryel\n [/filter]\n moves=5\n [/modify_unit]\n [message]\n speaker=Aryel\n message= _ \"Owwww...\"\n [/message]\n {DELAY 500}\n [harm_unit]\n [filter]\n id=Aryel\n [/filter]\n amount=1\n animate=yes\n kill=no\n slowed=no\n [/harm_unit]\n [modify_unit]\n [filter]\n id=Aryel\n [/filter]\n moves=4\n [/modify_unit]\n {DELAY 250}\n [message]\n speaker=Aryel\n message= _ \"I-it's cold-\"\n [/message]\n {DELAY 500}\n [harm_unit]\n [filter]\n id=Aryel\n [/filter]\n amount=1\n animate=yes\n kill=no\n slowed=no\n [/harm_unit]\n {DELAY 250}\n [message]\n speaker=Aryel\n message= _ \"I can't...\"\n [/message]\n {DELAY 250}\n [message]\n speaker=Yumi\n message= _ \"It's hurting Aryel! I have to stop it...\"\n [/message]\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 500}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n [harm_unit]\n [filter]\n id=Aryel\n [/filter]\n amount=1\n animate=yes\n kill=no\n slowed=no\n [/harm_unit]\n {DELAY 350}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 500}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n [harm_unit]\n [filter]\n id=Aryel\n [/filter]\n amount=1\n animate=yes\n kill=no\n slowed=no\n [/harm_unit]\n [modify_unit]\n [filter]\n id=Aryel\n [/filter]\n moves=3\n [/modify_unit]\n {DELAY 250}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 250}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 250}\n [message]\n speaker=Aryel\n message= _ \"(breathes) Ow.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Are you... okay?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(shudders) Just cold. Really cold.\"\n [/message]\n {DELAY 500}\n [message]\n speaker=Yumi\n message= _ \"(bites lip) This was a bad idea. We shouldn't have come.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"No- no... just...\"\n [/message]\n {DELAY 250}\n [harm_unit]\n [filter]\n id=Aryel\n [/filter]\n amount=1\n kill=no\n slowed=no\n [/harm_unit]\n {DELAY 350}\n [harm_unit]\n [filter]\n id=Aryel\n [/filter]\n amount=0\n kill=no\n slowed=no\n [/harm_unit]\n {DELAY 500}\n [message]\n speaker=Aryel\n message= _ \"Let's just get out of here. I don't think we can just stand here and fight her anymore.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Okay.\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"You should not run from me. If they catch you, it will be even worse.\"\n [/message]\n\n\n {S13_SPAWN_ILLUSION_NOID 32 32 6}\n {S13_SPAWN_ILLUSION_NOID 32 32 6}\n {S13_SPAWN_ILLUSION_NOID 32 32 6}\n\n #ifdef NORMAL\n {S13_SPAWN_ILLUSION_NOID 32 32 6}\n #endif\n #ifdef HARD\n {S13_SPAWN_ILLUSION_NOID 32 32 6}\n {S13_SPAWN_ILLUSION_NOID 32 32 6}\n {S13_SPAWN_ILLUSION_NOID 32 32 6}\n #endif\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Escape\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_NOTE ( _ \"Avoid stepping on void tiles.\")}\n {OBJECTIVE_NOTE ( _ \"Search near the starting location.\")}\n {OBJECTIVE_NOTE ( _ \"Do not fight the Illusory Angel.\")}\n [/objectives]\n\n [set_variable]\n name=turn_damage\n value=3\n [/set_variable]\n\n [set_variable]\n name=boss_battle\n value=2\n [/set_variable]\n\n {CLEAR_VARIABLE luna}\n {CLEAR_VARIABLE tmp}\n {CLEAR_VARIABLE loc}\n {CLEAR_VARIABLE spawn_points}\n [/event]\n\n [event]\n name=last breath\n first_time_only=no\n [filter]\n id=Luna\n [/filter]\n [filter_condition]\n [variable]\n name=boss_battle\n numerical_equals=2\n [/variable]\n [/filter_condition]\n [store_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n variable=tmp\n [/store_unit]\n [set_variable]\n name=tmp.hitpoints\n rand=127\n [/set_variable]\n [unstore_unit]\n variable=tmp\n [/unstore_unit]\n {CLEAR_VARIABLE tmp}\n [/event]\n\n [event]\n name=side 2 turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=boss_battle\n numerical_equals=2\n [/variable]\n [/filter_condition]\n [store_locations]\n variable=hex\n terrain=Qxua\n [/store_locations]\n [for]\n array=hex\n [do]\n #ifdef HARD\n [set_variable]\n name=spawn_val\n rand=1..300\n [/set_variable]\n #endif\n #ifdef NORMAL\n [set_variable]\n name=spawn_val\n rand=1..450\n [/set_variable]\n #endif\n #ifdef EASY\n [set_variable]\n name=spawn_val\n rand=1..550\n [/set_variable]\n #endif\n [if]\n [variable]\n name=spawn_val\n numerical_equals=4\n [/variable]\n [then]\n [unit]\n type=Illusory Angel Illusion\n animate=no\n side=2\n x,y=$hex[$i].x,$hex[$i].y\n random_traits=no\n generate_name=no\n gender=female\n [/unit]\n [/then]\n [/if]\n {CLEAR_VARIABLE spawn_val}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n\n {PLAY_SOUND \"rumble.ogg\"}\n {DRAW_VOID}\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n id=Yumi\n [filter_location]\n terrain=Qxua\n [/filter_location]\n [/filter]\n\n [filter_condition]\n [variable]\n name=boss_battle\n numerical_equals=2\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Aryel\n message= _ \"That doesn't hurt you?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"... no?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(shivers) Okay then.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n [not]\n type=Illusory Angel, Illusory Angel Illusion, Shadow Fae\n [/not]\n [filter_location]\n terrain=Qxua\n [/filter_location]\n [/filter]\n\n [filter_condition]\n [variable]\n name=boss_battle\n numerical_equals=2\n [/variable]\n [/filter_condition]\n #ifdef HARD\n [set_variable]\n name=damage\n value=4\n [/set_variable]\n #endif\n #ifdef NORMAL\n [set_variable]\n name=damage\n value=3\n [/set_variable]\n #endif\n #ifdef EASY\n [set_variable]\n name=damage\n value=2\n [/set_variable]\n #endif\n [harm_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n amount=$damage\n animate=yes\n kill=no\n slowed=yes\n [/harm_unit]\n {CLEAR_VARIABLE damage}\n [/event]\n\n [event]\n name=attacker hits\n first_time_only=no\n\n [filter_second]\n type=Illusory Angel Illusion\n [/filter_second]\n [filter_condition]\n [variable]\n name=boss_battle\n numerical_equals=2\n [/variable]\n [and]\n [variable]\n name=second_unit.hitpoints\n less_than=95\n [/variable]\n [/and]\n [/filter_condition]\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n [kill]\n x,y=$x2,$y2\n [/kill]\n [/event]\n\n [event]\n name=defender hits\n first_time_only=no\n [filter_condition]\n [variable]\n name=boss_battle\n numerical_equals=2\n [/variable]\n [and]\n [variable]\n name=unit.hitpoints\n less_than=95\n [/variable]\n [/and]\n [/filter_condition]\n [filter]\n type=Illusory Angel Illusion\n [/filter]\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n [kill]\n x,y=$x1,$y1\n [/kill]\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=1\n [filter_location]\n terrain=Gd^Fyok\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=boss_battle\n numerical_equals=2\n [/variable]\n [/filter_condition]\n\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi_tmp\n [/store_unit]\n\n {DELAY 750}\n [kill]\n id=Yumi\n [/kill]\n {DELAY 750}\n [fade_out_music][/fade_out_music]\n\n {REPLACE_SCENARIO_MUSIC silence.ogg}\n [message]\n speaker=Aryel\n message= _ \"Yumi?\"\n [/message]\n {DELAY 500}\n {TURN_UNIT5 \"Aryel\"}\n {DELAY 500}\n [message]\n speaker=Aryel\n message= _ \"... where'd she go?\"\n [/message]\n {DELAY 500}\n [message]\n speaker=Aryel\n message= _ \"Seriously?\"\n [/message]\n\n [message]\n speaker=Luna\n message= _ \"She will not escape.\"\n [/message]\n\n [message]\n speaker=Aryel\n message= _ \"(growls) Tell me where you took her!\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"Silly faerie.\"\n [/message]\n {DELAY 500}\n [kill]\n type=Illusory Angel Illusion\n [/kill]\n [kill]\n type=Illusory Angel\n animate=yes\n [/kill]\n {DELAY 300}\n [message]\n speaker=Aryel\n message= _ \"What are you-\"\n [/message]\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel_tmp\n [/store_unit]\n {DELAY 300}\n [unit]\n id=Luna\n type=Illusory Angel\n animate=yes\n side=2\n x,y=$aryel_tmp.x,$aryel_tmp.y\n random_traits=no\n generate_name=no\n gender=female\n [/unit]\n {DELAY 500}\n\n {PLAY_SOUND \"magic-dark.ogg\"}\n [harm_unit]\n [filter]\n id=Aryel\n [/filter]\n [primary_attack]\n range=ranged\n name=mirror_range\n [/primary_attack]\n [secondary_attack]\n range=ranged\n name=mirror_range\n [/secondary_attack]\n amount=1\n animate=yes\n kill=no\n fire_event=no\n slowed=yes\n [/harm_unit]\n {DELAY 500}\n [message]\n speaker=Aryel\n message= _ \"(gasps)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You-\"\n [/message]\n {PLAY_SOUND \"magic-dark.ogg\"}\n [harm_unit]\n [filter]\n id=Aryel\n [/filter]\n [primary_attack]\n range=ranged\n name=mirror_range\n [/primary_attack]\n [secondary_attack]\n range=ranged\n name=mirror_range\n [/secondary_attack]\n amount=1\n animate=yes\n kill=no\n fire_event=no\n slowed=yes\n [/harm_unit]\n {DELAY 300}\n [message]\n speaker=Aryel\n message= _ \"I won't-\"\n [/message]\n {DELAY 300}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {PLAY_SOUND \"petrified.ogg\"}\n [harm_unit]\n [filter]\n id=Aryel\n [/filter]\n [primary_attack]\n range=ranged\n name=mirror_range\n [/primary_attack]\n [secondary_attack]\n range=ranged\n name=mirror_range\n [/secondary_attack]\n amount=1\n animate=yes\n kill=no\n fire_event=no\n [/harm_unit]\n {DELAY 250}\n [message]\n speaker=Aryel\n message= _ \"-let you-\"\n [/message]\n {DELAY 250}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {PLAY_SOUND \"petrified.ogg\"}\n [harm_unit]\n [filter]\n id=Aryel\n [/filter]\n [primary_attack]\n range=ranged\n name=mirror_range\n [/primary_attack]\n [secondary_attack]\n range=ranged\n name=mirror_range\n [/secondary_attack]\n amount=1\n animate=yes\n kill=no\n fire_event=no\n [/harm_unit]\n {DELAY 250}\n [message]\n speaker=Aryel\n message= _ \"-go after Yumi...\"\n [/message]\n {DELAY 250}\n [harm_unit]\n [filter]\n id=Aryel\n [/filter]\n [primary_attack]\n range=ranged\n name=mirror_range\n [/primary_attack]\n [secondary_attack]\n range=ranged\n name=mirror_range\n [/secondary_attack]\n amount=1\n animate=yes\n kill=no\n fire_event=no\n petrified=yes\n [/harm_unit]\n {DELAY 750}\n\n [message]\n speaker=Luna\n message= _ \"Cute. Now be a good girl and don't move. I'll be back shortly.\"\n [/message]\n\n [kill]\n id=Luna\n animate=yes\n [/kill]\n\n {FADE_SCREEN}\n [kill]\n id=Aryel\n [/kill]\n {DELAY 500}\n\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=14_Iron_Crescent\n [/endlevel]\n [/event]\n\n [event]\n name=turn 19\n first_time_only=no\n [filter_condition]\n [variable]\n name=boss_battle\n numerical_equals=0\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Yumi\n message= _ \"(holds head)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Ugh... it hurts...\"\n [/message]\n [/event]\n [event]\n name=turn 23\n first_time_only=no\n [filter_condition]\n [variable]\n name=boss_battle\n numerical_equals=0\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Yumi\n message= _ \"(rubs temples) My head...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yumi, you don't look so good.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"It hurts... my head...\"\n [/message]\n [/event]\n [event]\n name=turn 24\n first_time_only=no\n [filter_condition]\n [variable]\n name=boss_battle\n numerical_equals=0\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Yumi\n message= _ \"We really need to hurry up and find the tree.\"\n [/message]\n [/event]\n [event]\n name=turn 25\n first_time_only=no\n [filter_condition]\n [variable]\n name=boss_battle\n numerical_equals=0\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Aryel\n message= _ \"Ow...\"\n [/message]\n [/event]\n\n [event]\n name=time over\n\n [message]\n speaker=Yumi\n message= _ \"(pales)\"\n [/message]\n {DELAY 750}\n [message]\n speaker=Aryel\n message= _ \"Yumi?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(faints)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yumi!\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n\n # don't forget to unstore Esther\n [event]\n name=victory\n [kill]\n side=1\n type=Manifestation\n [/kill]\n [unstore_unit]\n variable=esther_tmp\n find_vacant=yes\n [/unstore_unit]\n [clear_menu_item]\n id=recruit_manifestation\n [/clear_menu_item]\n {CLEAR_VARIABLE esther_tmp}\n {CLEAR_VARIABLE turn_damage}\n {CLEAR_VARIABLE faster_spread}\n {CLEAR_VARIABLE boss_battle}\n {CLEAR_VARIABLE illusions_hit}\n {CLEAR_VARIABLE real_hit}\n {CLEAR_VARIABLE mirrored}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Yumi\n [/filter]\n [message]\n speaker=Yumi\n message= _ \"(gasps)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yumi!\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n [event]\n name=last breath\n [filter]\n id=Aryel\n [/filter]\n [message]\n speaker=Aryel\n message= _ \"Ugh... i-it... hurts...\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n[/scenario]\n\n#undef CAVE_WALL_SEED\n#undef TERRAIN_GEN1\n#undef TERRAIN_GEN2\n#undef REGEN_ABYSS\n#undef DRAW_WALLS\n#undef DRAW_WALLS2\n#undef DRAW_WALLS3\n#undef DRAW_WALLS4\n#undef BREAK_WALLS\n#undef DRAW_DARKNESS1\n#undef DRAW_DARKNESS2\n#undef SWITCH_WALLS\n#undef S13_SPAWN_ILLUSION_NOID X Y R\n#undef S13_SPAWN_ILLUSION ID\n#undef REGENERATE_ILLUSIONS\n#undef VOID_SEED\n#undef DRAW_VOID\n#undef ILLUSION_TEXT\n"} {"text": "#textdomain wesnoth-Genesis\n[scenario]\n id=14_Iron_Crescent\n name= _ \"Iron Crescent\"\n map_data=\"{~add-ons/Genesis/episode1/maps/12_Siege_of_Fort_Helemoor.map}\"\n next_scenario=15_Silent_Night\n victory_when_enemies_defeated=no\n turns=-1\n\n {BLOODMOON}\n\n {SCENARIO_MUSIC heroes_rite.ogg}\n {EXTRA_SCENARIO_MUSIC casualties_of_war.ogg}\n {EXTRA_SCENARIO_MUSIC the_king_is_dead.ogg}\n {EXTRA_SCENARIO_MUSIC weight_of_revenge.ogg}\n\n [side]\n {PLAYER_FAE}\n side=1\n recruit=\n {GOLD 200 150 100}\n village_gold=0\n village_support=1\n income=-2\n facing=sw\n fog=yes\n [/side]\n\n [side]\n side=2\n no_leader=yes\n team_name=demons\n controller=ai\n color=black\n fog=no\n shroud=no\n hidden=yes\n [ai]\n aggression=2\n caution=0\n [/ai]\n [/side]\n\n [side]\n {HUMAN_ENEMY}\n {AGGRESSIVE_SIDE}\n side=3\n no_leader=yes\n hidden=yes\n [/side]\n\n [event]\n name=prestart\n\n [store_locations]\n terrain=*\n variable=tmp_map\n [/store_locations]\n\n [for]\n array=tmp_map\n [do]\n [terrain]\n x,y=$tmp_map[$i].x,$tmp_map[$i].y\n terrain=$siege_map[$i].terrain\n [/terrain]\n [/do]\n [/for]\n {CLEAR_VARIABLE tmp_map}\n [redraw][/redraw]\n {CLEAR_VARIABLE siege_map}\n [move_unit]\n id=Esther\n to_x,to_y=35,45\n [/move_unit]\n\n [store_locations]\n terrain=Ke\n variable=swap\n [/store_locations]\n [for]\n array=swap\n [do]\n [terrain]\n x,y=$swap[$i].x,$swap[$i].y\n terrain=Wwb\n [/terrain]\n [/do]\n [/for]\n {CLEAR_VARIABLE swap}\n\n {FADE_SCREEN}\n [/event]\n#define DRAW_DARKNESS\n [store_locations]\n variable=blood_hex\n terrain=*\n [not]\n terrain=Gd^Fetd,Xu\n [/not]\n [filter_adjacent_location]\n terrain=Woby\n count=1-3\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..8\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Woby\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [store_locations]\n variable=blood_hex\n terrain=*\n [not]\n terrain=Gd^Fetd,Xu\n [/not]\n [filter_adjacent_location]\n terrain=Woby\n count=4-6\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..30\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Woby\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [redraw][/redraw]\n#enddef\n#define DRAW_BLOOD_NO_REDRAW\n [store_locations]\n variable=blood_hex\n terrain=*\n [not]\n terrain=Aa^Fyak,Woby,Xu\n [/not]\n [filter_adjacent_location]\n terrain=Wwb\n count=1-2\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..10\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=8\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Wwb\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [redraw][/redraw]\n#enddef\n#define DRAW_VOID\n [store_locations]\n variable=blood_hex\n terrain=*\n [filter_adjacent_location]\n terrain=Qxua\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..17\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Qxua\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [redraw][/redraw]\n#enddef\n\n #ifdef HARD\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Void Shambler\") 2 3 14 3 13 12 (\"stage\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Void Shambler\") 2 3 14 3 13 12 (\"stage\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Void Shambler\") 2 3 14 3 13 12 (\"stage\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Void Shambler\") 2 3 14 3 13 12 (\"stage\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Void Shambler\") 2 3 14 3 13 12 (\"stage\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Void Shambler\") 2 3 14 3 13 12 (\"stage\")}\n #endif\n #ifdef NORMAL\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Void Shambler\") 2 3 14 3 13 12 (\"stage\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Void Shambler\") 2 3 14 3 13 12 (\"stage\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Void Shambler\") 2 3 14 3 13 12 (\"stage\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Void Shambler\") 2 3 14 3 13 12 (\"stage\")}\n #endif\n #ifdef EASY\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Void Shambler\") 2 3 14 3 13 12 (\"stage\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Void Shambler\") 2 3 14 3 13 12 (\"stage\")}\n {RESPAWN_POINT_CONDITIONAL_RANDOM (\"Demon Void Shambler\") 2 3 14 3 13 12 (\"stage\")}\n #endif\n\n [event]\n name=start\n\n {UNFADE_SCREEN}\n {DELAY 500}\n\n [move_unit]\n id=Esther\n to_x,to_y=34,43\n [/move_unit]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n {DELAY 750}\n [move_unit]\n id=Esther\n to_x,to_y=34,41\n [/move_unit]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n [message]\n speaker=Esther\n message= _ \"What a disaster.\"\n [/message]\n {DELAY 500}\n [move_unit]\n id=Esther\n to_x,to_y=33,39\n [/move_unit]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n [message]\n speaker=Esther\n message= _ \"(whispers) I really hope Yumi and Aryel are okay.\"\n [/message]\n {DELAY 350}\n {PLAY_SOUND \"rumble.ogg\"}\n {DRAW_BLOOD_NO_REDRAW}\n {DRAW_DARKNESS}\n {DELAY 350}\n {PLAY_SOUND \"rumble.ogg\"}\n {DRAW_BLOOD_NO_REDRAW}\n {DRAW_DARKNESS}\n {DELAY 500}\n {DRAW_BLOOD_NO_REDRAW}\n {DRAW_DARKNESS}\n {DELAY 750}\n\n [message]\n speaker=Esther\n message= _ \"The blood's still spreading.\"\n [/message]\n\n {DELAY 750}\n\n {RECALL_TALYA 34 39}\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n {DELAY 500}\n\n [message]\n speaker=Talya\n message= _ \"Whew. Finally caught up.\"\n [/message]\n {DELAY 1000}\n [message]\n speaker=Talya\n message= _ \"... you okay?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(sighs)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yes. Just distracted.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(shakes head) Anyway, what are you doing here? I thought you were going to take the other humans to somewhere safe.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Safest place right now is with you faerie. It's not like we have anywhere else to go. Not with the leadership in Caerleon suddenly going insane.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I understand. Even so, this isn't exactly the place for you to be. It's dangerous.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Same to you. Why'd you come back here?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I need to try to find Yumi and Aryel. Knowing them, they're still around here somewhere.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Uh huh. Well, looking for them in this mess has to be kind of hard. I'll give you a hand.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I don't think-\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"You're not going to tell me to leave, are you? Even some of the other faeries came back to help. Right, girls?\"\n [/message]\n\n {DELAY 500}\n\n [unit]\n side=1\n generate_name=yes\n type=Faerie Intermediary\n random_traits=no\n animate=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n [/modifications]\n x,y=34,42\n experience=97\n [/unit]\n [unit]\n side=1\n generate_name=yes\n type=Forest Nymph\n random_traits=no\n animate=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n {TRAIT_INTELLIGENT}\n [/modifications]\n x,y=35,42\n experience=22\n [/unit]\n [unit]\n side=1\n generate_name=yes\n type=Yousei Bristler\n random_traits=no\n animate=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_QUICK}\n {TRAIT_STRONG}\n [/modifications]\n x,y=35,43\n experience=67\n [/unit]\n [unit]\n side=1\n generate_name=yes\n type=Night Nymph\n random_traits=no\n animate=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_INTELLIGENT}\n {TRAIT_DEXTROUS}\n [/modifications]\n x,y=34,43\n experience=55\n [/unit]\n [unit]\n side=1\n generate_name=yes\n type=Fire Faerie\n random_traits=no\n animate=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n {TRAIT_QUICK}\n [/modifications]\n x,y=35,44\n experience=70\n [/unit]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n [message]\n type=Faerie Guardian\n message= _ \"Sorry, Esther. I know you told us to wait back with the others, but we were worried and thought you could use the help.\"\n [/message]\n [message]\n x,y=34,43\n message= _ \"The human girl's right. We're in this together! We have to look out for each other in times like these.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"The name's Talya, by the way. But, I agree. When you say we should stick together, that includes you too. You can't just fight everything alone.\"\n [/message]\n {DELAY 750}\n [message]\n speaker=Esther\n message= _ \"You have a point. I suppose I just got too used to looking after those two misfits.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"In that case, follow me and stay close. I have a hunch as to where they are.\"\n [/message]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Reach the dead tree (2,2)\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Talya\")}\n [/objectives]\n\n {SPAWN_NOID (\"Demon Void Shambler\") 2 4 5}\n #ifdef NORMAL\n {SPAWN_NOID (\"Demon Void Shambler\") 2 3 6}\n #endif\n #ifdef HARD\n {SPAWN_NOID (\"Demon Void Shambler\") 2 3 6}\n {SPAWN_NOID (\"Demon Void Shambler\") 2 8 3}\n #endif\n [set_variable]\n name=stage\n value=1\n [/set_variable]\n [/event]\n\n [event]\n name=turn 4\n\n [message]\n speaker=Talya\n message= _ \"It's so quiet. After all that ruckus earlier, it's kind of eerie, actually.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yes, something's not quite right. We should be on guard.\"\n [/message]\n [/event]\n\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n side=2\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n [message]\n speaker=Talya\n message= _ \"What the devil are these things?\"\n [/message]\n [/event]\n\n [event]\n name=defender hits\n first_time_only=yes\n [filter]\n side=1\n [not]\n id=Esther\n [/not]\n [/filter]\n [filter_second]\n side=2\n [/filter_second]\n [filter_second_attack]\n name=shambler void assault\n [/filter_second_attack]\n [message]\n speaker=unit\n message= _ \"Ow! I-it feels like it's eating away at my mind!\"\n [/message]\n [/event]\n [event]\n name=defender hits\n first_time_only=yes\n [filter]\n side=1\n id=Esther\n [/filter]\n [filter_second]\n side=2\n [/filter_second]\n [filter_second_attack]\n name=shambler void assault\n [/filter_second_attack]\n [message]\n speaker=Esther\n message= _ \"This power reminds me of Yumi..!\"\n [/message]\n [/event]\n\n [event]\n name=die\n first_time_only=yes\n [filter]\n side=2\n type=Demon Void Shambler\n [/filter]\n [filter_second]\n side=1\n [not]\n id=Esther\n [/not]\n [/filter_second]\n [harm_unit]\n [filter]\n x,y=$x2,$y2\n [/filter]\n amount=0\n animate=yes\n kill=no\n slowed=yes\n fire_event=no\n [/harm_unit]\n {DELAY 250}\n [message]\n speaker=second_unit\n message= _ \"Ack- it's... so cold...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(grimaces) Whatever these things are, we can't fight them. We've got to keep moving and find a way around them.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [not]\n id=Esther\n [/not]\n [filter_location]\n x,y=2,2\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [message]\n speaker=unit\n message= _ \"Esther should be the one to look at this.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=1\n id=Esther\n [filter_location]\n x,y=2,2\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [message]\n speaker=Esther\n message= _ \"Hmm.\"\n [/message]\n {DELAY 750}\n [move_unit]\n id=Talya\n to_x,to_y=2,2\n [/move_unit]\n [message]\n speaker=Talya\n message= _ \"Is something happening..?\"\n [/message]\n [store_unit]\n [filter]\n side=1\n [not]\n id=Talya,Esther\n [/not]\n [/filter]\n variable=units\n [/store_unit]\n [for]\n array=units\n [do]\n [move_unit]\n x,y=$units[$i].x,$units[$i].y\n to_x,to_y=2,2\n [/move_unit]\n [/do]\n [/for]\n {CLEAR_VARIABLE units}\n [kill]\n side=2\n [/kill]\n [set_variable]\n name=stage\n value=0\n [/set_variable]\n\n {FADE_SCREEN}\n\n [heal_unit]\n [filter]\n side=1\n [/filter]\n amount=full\n moves=full\n restore_attacks=yes\n restore_statues=yes\n [/heal_unit]\n\n [terrain]\n x,y=7,5\n radius=8\n terrain=Xu\n [/terrain]\n [terrain]\n x,y=7,5\n radius=6\n terrain=Woby\n [/terrain]\n {DELAY 1000}\n [modify_side]\n side=1\n shroud=yes\n [/modify_side]\n [reset_fog]\n [filter_side]\n side=1\n [/filter_side]\n [/reset_fog]\n [place_shroud]\n side=1\n [/place_shroud]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n {DRAW_BLOOD_NO_REDRAW}\n {DRAW_BLOOD_NO_REDRAW}\n {DRAW_BLOOD_NO_REDRAW}\n {DRAW_DARKNESS}\n {DRAW_DARKNESS}\n {DRAW_DARKNESS}\n\n [unit]\n id=Statue\n side=3\n generate_name=no\n type=Fake Blood Fae\n random_traits=no\n animate=no\n [status]\n petrified=yes\n [/status]\n x,y=7,5\n [/unit]\n {UNFADE_SCREEN}\n\n {PLACE_IMAGE items/crystal-glyph-message.png 13 8}\n\n {DELAY 500}\n [message]\n speaker=Esther\n message= _ \"Oh my.\"\n [/message]\n [move_unit]\n id=Esther\n to_x,to_y=7,5\n [/move_unit]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n [message]\n speaker=Esther\n message= _ \"This looks like... Aryel?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(touches stone)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"No... it's just a statue. Strange.\"\n [/message]\n [move_unit]\n id=Talya\n to_x,to_y=7,5\n [/move_unit]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n [message]\n speaker=Talya\n message= _ \"Uhm. I don't know about you, but this is creeping me out.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"It's making me a bit unsettled too. Why is there a statue here, and why does it look exactly like Aryel?\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"You're sure it's not actually her, right? I've heard stories of horrible beasts that can turn people to stone. Even demons and faerie.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"That's a type of magic that can be reversed. No, I'm pretty sure that this is just a statue. It doesn't feel like something that was ever living.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"...I hope.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Hmm.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I guess we should have a look around.\"\n [/message]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Solve the puzzle\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Talya\")}\n {OBJECTIVE_NOTE ( _ \"Objects and glyphs must be activated in a specific order.\")}\n {OBJECTIVE_NOTE ( _ \"Text from the glyph at (13,8) provides clues.\")}\n [/objectives]\n\n [set_variable]\n name=puzzle\n value=0\n [/set_variable]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [/filter_condition]\n {MODIFY_UNIT (x,y=$x1,$y1) moves 6}\n [/event]\n\n#define PUZZLE_TEXT1\n [message]\n speaker=narrator\n message= _ \"She was the daughter of a now deceased demon lord.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"The youngest, and weakest of four, she was attended to the least and spurned the most. On a world where might made right, the feeble, fledgling offspring of a supposedly powerful overlord was nothing but an eyesore.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"They kept her locked in a small room, in utter isolation. It was considered an act of kindness, given that it would have been much easier to just kill her.\"\n [/message]\n#enddef\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=1\n [filter_location]\n x,y=13,8\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=0\n [/variable]\n [/and]\n [/filter_condition]\n\n [move_unit]\n x,y=$x1,$y1\n to_x,to_y=12,7\n [/move_unit]\n\n {PUZZLE_TEXT1}\n\n {DELAY 500}\n {PLACE_IMAGE items/cage.png 5 8}\n {PLACE_IMAGE items/coffin-closed.png 9 2}\n {PLACE_IMAGE items/bones.png 3 6}\n {PLACE_IMAGE items/ankh-necklace.png 4 3}\n {PLACE_IMAGE items/anvil.png 10 5}\n {DELAY 500}\n [message]\n speaker=Talya\n message= _ \"Huh, a lot of objects just appeared out of nowhere.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Maybe they have something to do with the statue.\"\n [/message]\n [set_variable]\n name=puzzle\n value=1\n [/set_variable]\n [/event]\n ################################################################################\n ################################ PUZZLE STAGE 1 ################################\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=13,8\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=1\n [/variable]\n [/and]\n [/filter_condition]\n\n {PUZZLE_TEXT1}\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=9,2\n [or]\n x,y=3,6\n [/or]\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=1\n [/variable]\n [/and]\n [/filter_condition]\n\n [message]\n speaker=unit\n message= _ \"This doesn't seem to be doing anything.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=4,3\n [or]\n x,y=10,5\n [/or]\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=1\n [/variable]\n [/and]\n [/filter_condition]\n\n [message]\n speaker=unit\n message= _ \"Nothing's happening.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=5,8\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=1\n [/variable]\n [/and]\n [/filter_condition]\n {DELAY 750}\n [modify_unit]\n [filter]\n id=Statue\n [/filter]\n max_hitpoints=46\n hitpoints=46\n [/modify_unit]\n\n {DELAY 500}\n\n {REMOVE_IMAGE 5 8}\n {REMOVE_IMAGE 9 2}\n {REMOVE_IMAGE 3 6}\n {REMOVE_IMAGE 4 3}\n {REMOVE_IMAGE 10 5}\n\n {DELAY 500}\n\n [message]\n speaker=Talya\n message= _ \"The statue... moved? Well not moved, but it's different now.\"\n [/message]\n\n [message]\n speaker=Esther\n message= _ \"Hmm. You're right. That's odd. I suppose this means we should keep going.\"\n [/message]\n\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [store_unit]\n [filter]\n id=Talya\n [/filter]\n variable=talya\n [/store_unit]\n\n #ifdef EASY\n {VARIABLE_OP esther.experience add 25}\n {VARIABLE_OP talya.experience add 25}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+25 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n find_vacant=no\n text= _ \"+25 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef NORMAL\n {VARIABLE_OP esther.experience add 20}\n {VARIABLE_OP talya.experience add 20}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+20 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n find_vacant=no\n text= _ \"+20 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef HARD\n {VARIABLE_OP esther.experience add 15}\n {VARIABLE_OP talya.experience add 15}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+15 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n find_vacant=no\n text= _ \"+15 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n\n {CLEAR_VARIABLE esther}\n {CLEAR_VARIABLE talya}\n\n [set_variable]\n name=puzzle\n value=2\n [/set_variable]\n [/event]\n ################################################################\n ################################################################\n\n#define PUZZLE_TEXT2\n [message]\n speaker=narrator\n message= _ \"She had only a few things in her room. A bed, a closet, and a mirror. And a window.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Through the glassy pane, she could see a flower garden a little ways away. Their petals bloomed everlasting through sunlight and rain, fire and snow, bright colors illuminating the monochromatic limbo of her prison.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Not too far off, there was a windmill where they milled bread to be served to the demon lord and the other inhabitants of his stronghold. This was also the only thing they ever gave to her to eat.\"\n [/message]\n#enddef\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=1\n [filter_location]\n x,y=13,8\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=2\n [/variable]\n [/and]\n [/filter_condition]\n\n [move_unit]\n x,y=$x1,$y1\n to_x,to_y=12,7\n [/move_unit]\n\n {PUZZLE_TEXT2}\n\n {DELAY 500}\n {PLACE_IMAGE items/chest.png 7 7}\n {PLACE_IMAGE items/flower1.png 2 4}\n {PLACE_IMAGE items/bones.png 3 8}\n {PLACE_IMAGE items/ankh-necklace.png 10 3}\n {PLACE_IMAGE items/burial.png 6 2}\n {PLACE_IMAGE items/grain-sheaf.png 10 7}\n {DELAY 500}\n [message]\n speaker=Esther\n message= _ \"I guess we have to do it again.\"\n [/message]\n [set_variable]\n name=puzzle\n value=3\n [/set_variable]\n [/event]\n ################################################################################\n ################################ PUZZLE STAGE 2 ################################\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=13,8\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=3\n [/variable]\n [/and]\n [/filter_condition]\n\n {PUZZLE_TEXT2}\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=7,7\n [or]\n x,y=3,8\n [/or]\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=3\n [/variable]\n [/and]\n [/filter_condition]\n\n [message]\n speaker=unit\n message= _ \"This doesn't seem useful.\"\n [/message]\n [set_variable]\n name=puzzle_counter\n value=0\n [/set_variable]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=10,3\n [or]\n x,y=6,2\n [/or]\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=3\n [/variable]\n [/and]\n [/filter_condition]\n\n [message]\n speaker=unit\n message= _ \"It's not doing anything.\"\n [/message]\n [set_variable]\n name=puzzle_counter\n value=0\n [/set_variable]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=2,4\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=3\n [/variable]\n [/and]\n [/filter_condition]\n\n [message]\n speaker=unit\n message= _ \"It's so colorful. It feels like it's still alive!\"\n [/message]\n\n [set_variable]\n name=puzzle_counter\n value=1\n [/set_variable]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=10,7\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=3\n [/variable]\n [/and]\n [/filter_condition]\n\n [if]\n [variable]\n name=puzzle_counter\n numerical_equals=1\n [/variable]\n [then]\n\n {DELAY 750}\n [modify_unit]\n [filter]\n id=Statue\n [/filter]\n max_hitpoints=37\n hitpoints=37\n [/modify_unit]\n\n {DELAY 500}\n\n {REMOVE_IMAGE 7 7}\n {REMOVE_IMAGE 2 4}\n {REMOVE_IMAGE 3 8}\n {REMOVE_IMAGE 10 3}\n {REMOVE_IMAGE 6 2}\n {REMOVE_IMAGE 10 7}\n\n {DELAY 750}\n\n [message]\n speaker=Talya\n message= _ \"So... are we making progress?\"\n [/message]\n\n [message]\n speaker=Esther\n message= _ \"Something's happening for sure.\"\n [/message]\n\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [store_unit]\n [filter]\n id=Talya\n [/filter]\n variable=talya\n [/store_unit]\n\n #ifdef EASY\n {VARIABLE_OP esther.experience add 30}\n {VARIABLE_OP talya.experience add 30}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+30 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n find_vacant=no\n text= _ \"+30 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef NORMAL\n {VARIABLE_OP esther.experience add 25}\n {VARIABLE_OP talya.experience add 25}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+25 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n find_vacant=no\n text= _ \"+25 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef HARD\n {VARIABLE_OP esther.experience add 20}\n {VARIABLE_OP talya.experience add 20}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+20 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n find_vacant=no\n text= _ \"+20 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n\n {CLEAR_VARIABLE esther}\n {CLEAR_VARIABLE talya}\n\n [set_variable]\n name=puzzle\n value=4\n [/set_variable]\n [set_variable]\n name=puzzle_counter\n value=0\n [/set_variable]\n [/then]\n [else]\n [set_variable]\n name=puzzle_counter\n value=0\n [/set_variable]\n [message]\n speaker=Esther\n message= _ \"Grain. Hmm. The glyph did say something about this. Perhaps we're just not using the objects in the right order.\"\n [/message]\n [/else]\n [/if]\n [/event]\n ################################################################\n ################################################################\n\n#define PUZZLE_TEXT3\n [message]\n speaker=narrator\n message= _ \"They kept her emaciated and weak, trapped no matter how much she roiled and raged at the bars. Perhaps it was just an outlet for their sadistic nature. Perhaps it was a result of their own insecurities, knowing that as she was weaker than they, they were also weaker than those above them. Maybe this was why they tormented her so - their own flesh and blood - as a way to prove to themselves their own superiority.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"She prayed to the Guardians to set her free, but they could not, would not help her. She wept at the door, crying for her sisters to free her, but they turned a blind eye to her plight. Shunned and tormented by all, she could only wait as time went by in endless isolation.\"\n [/message]\n#enddef\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=1\n [filter_location]\n x,y=13,8\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=4\n [/variable]\n [/and]\n [/filter_condition]\n\n [move_unit]\n x,y=$x1,$y1\n to_x,to_y=12,7\n [/move_unit]\n\n {PUZZLE_TEXT3}\n\n {DELAY 500}\n {PLACE_IMAGE items/altar.png 3 6}\n {PLACE_IMAGE items/eye.png 10 3}\n {PLACE_IMAGE items/hourglass.png 7 2}\n {PLACE_IMAGE items/bonestack.png 4 3}\n {PLACE_IMAGE items/book1.png 6 8}\n {PLACE_IMAGE items/book2.png 9 8}\n {DELAY 500}\n\n [set_variable]\n name=puzzle\n value=5\n [/set_variable]\n [/event]\n ################################################################################\n ################################ PUZZLE STAGE 3 ################################\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=13,8\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=5\n [/variable]\n [/and]\n [/filter_condition]\n\n {PUZZLE_TEXT3}\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=4,3\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=5\n [/variable]\n [/and]\n [/filter_condition]\n\n [message]\n speaker=unit\n message= _ \"Nope, this isn't working.\"\n [/message]\n [set_variable]\n name=puzzle_counter\n value=0\n [/set_variable]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=6,8\n [or]\n x,y=9,8\n [/or]\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=5\n [/variable]\n [/and]\n [/filter_condition]\n\n [message]\n speaker=unit\n message= _ \"Not this one.\"\n [/message]\n [set_variable]\n name=puzzle_counter\n value=0\n [/set_variable]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=3,6\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=5\n [/variable]\n [/and]\n [/filter_condition]\n\n [message]\n speaker=unit\n message= _ \"This altar's warm for some reason. Maybe it's important somehow.\"\n [/message]\n\n [set_variable]\n name=puzzle_counter\n value=1\n [/set_variable]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=10,3\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=5\n [/variable]\n [/and]\n [/filter_condition]\n\n [message]\n speaker=unit\n message= _ \"Ick, an eye. Something like this couldn't possibly be useful... could it?\"\n [/message]\n\n [if]\n [variable]\n name=puzzle_counter\n numerical_equals=1\n [/variable]\n [then]\n [set_variable]\n name=puzzle_counter\n value=2\n [/set_variable]\n [/then]\n [else]\n [set_variable]\n name=puzzle_counter\n value=0\n [/set_variable]\n [/else]\n [/if]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=7,2\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=5\n [/variable]\n [/and]\n [/filter_condition]\n\n [if]\n [variable]\n name=puzzle_counter\n numerical_equals=2\n [/variable]\n [then]\n\n {DELAY 750}\n [modify_unit]\n [filter]\n id=Statue\n [/filter]\n max_hitpoints=28\n hitpoints=28\n [/modify_unit]\n\n {DELAY 500}\n\n {REMOVE_IMAGE 3 6}\n {REMOVE_IMAGE 10 3}\n {REMOVE_IMAGE 7 2}\n {REMOVE_IMAGE 4 3}\n {REMOVE_IMAGE 6 8}\n {REMOVE_IMAGE 9 8}\n\n {DELAY 500}\n\n [message]\n speaker=Talya\n message= _ \"I think the statue's crumbling a little.\"\n [/message]\n\n [message]\n speaker=Esther\n message= _ \"Looks like it.\"\n [/message]\n\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [store_unit]\n [filter]\n id=Talya\n [/filter]\n variable=talya\n [/store_unit]\n\n #ifdef EASY\n {VARIABLE_OP esther.experience add 30}\n {VARIABLE_OP talya.experience add 30}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+30 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n find_vacant=no\n text= _ \"+30 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef NORMAL\n {VARIABLE_OP esther.experience add 25}\n {VARIABLE_OP talya.experience add 25}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+25 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n find_vacant=no\n text= _ \"+25 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef HARD\n {VARIABLE_OP esther.experience add 20}\n {VARIABLE_OP talya.experience add 20}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+20 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n find_vacant=no\n text= _ \"+20 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n\n {CLEAR_VARIABLE esther}\n {CLEAR_VARIABLE talya}\n\n [set_variable]\n name=puzzle\n value=6\n [/set_variable]\n [/then]\n [else]\n [set_variable]\n name=puzzle_counter\n value=0\n [/set_variable]\n [message]\n speaker=Esther\n message= _ \"I think this hourglass is useful somehow. We ought to try touching the objects in a different order.\"\n [/message]\n [/else]\n [/if]\n [/event]\n ################################################################\n ################################################################\n\n#define PUZZLE_TEXT4\n [message]\n speaker=narrator\n message= _ \"Then, one day, she heard a voice in her head. At first, it was a whisper so quiet that no discernable words could be heard, but over time, the voice grew in volume until she could make it out distinctly from the other voices ravaging her mind.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"'Serve me, and I will grant you untold power. Listen, and I shall wreak vengeance on those who have wronged you. Obey, and I will set you free.'\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"That was what it told her. What did she have to lose?\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Then again, it wasn't that simple. There had to be a price. There was always a price, especially when dealing with demon lords or Guardians. It must have been, right? Who else would be able to peer into her prison and observe her plight from afar? That made it all the more threatening.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"'You have never tasted freedom. You have always been entombed within the unending darkness of your prison. Every moment in your waking life is torment and every moment spent asleep is a nightmare. But I am giving you a chance to change that. You have the power to alter the course of your own fate.'\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"'Rise, rise and drive the spear of vengeance through their bodies. Raze your prison to the ground. I will grant you the power to do whatever you desire, as long as you pledge yourself to me. Listen to your heart. You can trust me.'\"\n [/message]\n#enddef\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=1\n [filter_location]\n x,y=13,8\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=6\n [/variable]\n [/and]\n [/filter_condition]\n\n [move_unit]\n x,y=$x1,$y1\n to_x,to_y=12,7\n [/move_unit]\n\n {PUZZLE_TEXT4}\n\n {DELAY 500}\n {PLACE_IMAGE items/key.png 7 8}\n {PLACE_IMAGE items/book5.png 10 6}\n {PLACE_IMAGE items/spear-fancy.png 12 3}\n {PLACE_IMAGE items/heart.png 9 2}\n {PLACE_IMAGE items/brazier-lit1.png 6 1}\n {PLACE_IMAGE items/axe.png 3 3}\n {PLACE_IMAGE items/box.png 4 7}\n {DELAY 500}\n\n [set_variable]\n name=puzzle\n value=7\n [/set_variable]\n [set_variable]\n name=puzzle_counter\n value=0\n [/set_variable]\n [/event]\n ################################################################################\n ################################ PUZZLE STAGE 4 ################################\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=13,8\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=7\n [/variable]\n [/and]\n [/filter_condition]\n\n {PUZZLE_TEXT4}\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=7,8\n [or]\n x,y=10,6\n [/or]\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=7\n [/variable]\n [/and]\n [/filter_condition]\n\n [message]\n speaker=unit\n message= _ \"It's not doing anything.\"\n [/message]\n [set_variable]\n name=puzzle_counter\n value=0\n [/set_variable]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=3,3\n [or]\n x,y=4,7\n [/or]\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=7\n [/variable]\n [/and]\n [/filter_condition]\n\n [message]\n speaker=unit\n message= _ \"This isn't what we're looking for.\"\n [/message]\n [set_variable]\n name=puzzle_counter\n value=0\n [/set_variable]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=12,3\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=7\n [/variable]\n [/and]\n [/filter_condition]\n\n [message]\n speaker=unit\n message= _ \"Hmm, a pointy spear.\"\n [/message]\n\n [set_variable]\n name=puzzle_counter\n value=1\n [/set_variable]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=6,1\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=7\n [/variable]\n [/and]\n [/filter_condition]\n\n [message]\n speaker=unit\n message= _ \"Ouch, it's really hot!\"\n [/message]\n\n [if]\n [variable]\n name=puzzle_counter\n numerical_equals=1\n [/variable]\n [then]\n [set_variable]\n name=puzzle_counter\n value=2\n [/set_variable]\n [/then]\n [else]\n [set_variable]\n name=puzzle_counter\n value=0\n [/set_variable]\n [/else]\n [/if]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=9,2\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=7\n [/variable]\n [/and]\n [/filter_condition]\n\n [if]\n [variable]\n name=puzzle_counter\n numerical_equals=2\n [/variable]\n [then]\n\n {DELAY 750}\n [modify_unit]\n [filter]\n id=Statue\n [/filter]\n max_hitpoints=19\n hitpoints=19\n [/modify_unit]\n\n {DELAY 500}\n\n\n {REMOVE_IMAGE 7 8}\n {REMOVE_IMAGE 10 6}\n {REMOVE_IMAGE 12 3}\n {REMOVE_IMAGE 9 2}\n {REMOVE_IMAGE 6 1}\n {REMOVE_IMAGE 3 3}\n {REMOVE_IMAGE 4 7}\n\n {DELAY 500}\n\n [message]\n speaker=Esther\n message= _ \"We're getting somewhere...\"\n [/message]\n\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [store_unit]\n [filter]\n id=Talya\n [/filter]\n variable=talya\n [/store_unit]\n\n #ifdef EASY\n {VARIABLE_OP esther.experience add 35}\n {VARIABLE_OP talya.experience add 35}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+35 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n find_vacant=no\n text= _ \"+35 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef NORMAL\n {VARIABLE_OP esther.experience add 30}\n {VARIABLE_OP talya.experience add 30}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+30 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n find_vacant=no\n text= _ \"+30 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef HARD\n {VARIABLE_OP esther.experience add 25}\n {VARIABLE_OP talya.experience add 25}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+25 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n find_vacant=no\n text= _ \"+25 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n\n {CLEAR_VARIABLE esther}\n {CLEAR_VARIABLE talya}\n\n [set_variable]\n name=puzzle\n value=8\n [/set_variable]\n [/then]\n [else]\n [set_variable]\n name=puzzle_counter\n value=0\n [/set_variable]\n [message]\n speaker=Talya\n message= _ \"It's beating. Creeeeepy.\"\n [/message]\n [/else]\n [/if]\n [/event]\n ################################################################\n ################################################################\n\n#define PUZZLE_TEXT5\n [message]\n speaker=narrator\n message= _ \"She looked at herself in the mirror. Her appearance was pale and weak, pasty and ill-looking from being oppressed for years. The shadows sculpting her gaunt face blended with the dusky hue of her skin, a ghostly, faded visage replacing what flesh and blood once was.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Outside, in the sky, the moon irradiated its faded hue onto the ashen world below. It was a pale reflection of the golden warmth of day, a mirror casting its illusory glow into the night.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Ivory light cascaded onto azure flowers, soft petals wilted slightly with the onset of snow. She clasped her hands around the charm adorning her neck - a cheap, metallic thing that had been the only trinket her sisters had given her - and murmured a quiet, mourning song.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"What was to be the price of her freedom? It could have been a hell worse than the one she was in... but it also might not have been. Was it worth taking the risk and pledging herself to a force of unknown power and possibly malevolent intent, or could she continue to bear her miserable existence alone? Both sounded horrible.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"'You hold the key to your own fate. I shall not make the decision for you. I only ask that you look into yourself and find what you truly desire. You may loathe the idea of willingly selling yourself to me as a servant, but surely you don't believe that it can be worse than the state you are in now, hmm?'\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"'Still, in the end, it's your choice.'\"\n [/message]\n#enddef\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=1\n [filter_location]\n x,y=13,8\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=8\n [/variable]\n [/and]\n [/filter_condition]\n\n [move_unit]\n x,y=$x1,$y1\n to_x,to_y=12,7\n [/move_unit]\n\n {PUZZLE_TEXT5}\n\n {DELAY 500}\n {PLACE_IMAGE items/mirror.png 11 7}\n {PLACE_IMAGE items/flower2.png 6 6}\n {PLACE_IMAGE items/ankh-necklace.png 4 5}\n {PLACE_IMAGE items/key.png 7 3}\n {PLACE_IMAGE items/potion-red.png 7 9}\n {PLACE_IMAGE items/holy-water.png 5 4}\n {PLACE_IMAGE items/hammer-runic.png 10 2}\n {PLACE_IMAGE items/armor-golden.png 12 3}\n {DELAY 500}\n\n [set_variable]\n name=puzzle\n value=9\n [/set_variable]\n [set_variable]\n name=puzzle_counter\n value=0\n [/set_variable]\n [/event]\n ################################################################################\n ################################ PUZZLE STAGE 5 ################################\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=13,8\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=9\n [/variable]\n [/and]\n [/filter_condition]\n\n {PUZZLE_TEXT5}\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=7,9\n [or]\n x,y=5,4\n [/or]\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=9\n [/variable]\n [/and]\n [/filter_condition]\n\n [message]\n speaker=unit\n message= _ \"Not this one.\"\n [/message]\n [set_variable]\n name=puzzle_counter\n value=0\n [/set_variable]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=12,3\n [or]\n x,y=10,2\n [/or]\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=9\n [/variable]\n [/and]\n [/filter_condition]\n\n [message]\n speaker=unit\n message= _ \"We should look for something else.\"\n [/message]\n [set_variable]\n name=puzzle_counter\n value=0\n [/set_variable]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=11,7\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=9\n [/variable]\n [/and]\n [/filter_condition]\n\n [message]\n speaker=unit\n message= _ \"It's... shiny...\"\n [/message]\n\n [set_variable]\n name=puzzle_counter\n value=1\n [/set_variable]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=6,6\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=9\n [/variable]\n [/and]\n [/filter_condition]\n\n [message]\n speaker=unit\n message= _ \"The petals are falling off of this flower.\"\n [/message]\n\n [if]\n [variable]\n name=puzzle_counter\n numerical_equals=1\n [/variable]\n [then]\n [set_variable]\n name=puzzle_counter\n value=2\n [/set_variable]\n [/then]\n [else]\n [set_variable]\n name=puzzle_counter\n value=0\n [/set_variable]\n [/else]\n [/if]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=4,5\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=9\n [/variable]\n [/and]\n [/filter_condition]\n\n [message]\n speaker=unit\n message= _ \"This amulet's really cold.\"\n [/message]\n\n [if]\n [variable]\n name=puzzle_counter\n numerical_equals=2\n [/variable]\n [then]\n [set_variable]\n name=puzzle_counter\n value=3\n [/set_variable]\n [/then]\n [else]\n [set_variable]\n name=puzzle_counter\n value=0\n [/set_variable]\n [/else]\n [/if]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=7,3\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=9\n [/variable]\n [/and]\n [/filter_condition]\n\n [if]\n [variable]\n name=puzzle_counter\n numerical_equals=3\n [/variable]\n [then]\n\n {DELAY 750}\n [modify_unit]\n [filter]\n id=Statue\n [/filter]\n max_hitpoints=10\n hitpoints=10\n [/modify_unit]\n\n {DELAY 500}\n\n {REMOVE_IMAGE 11 7}\n {REMOVE_IMAGE 6 6}\n {REMOVE_IMAGE 4 5}\n {REMOVE_IMAGE 7 3}\n {REMOVE_IMAGE 7 9}\n {REMOVE_IMAGE 5 4}\n {REMOVE_IMAGE 10 2}\n {REMOVE_IMAGE 12 3}\n\n {DELAY 500}\n\n [message]\n speaker=narrator\n message= _ \"In the glass pane, her reflection was a little distorted, a faux imitation of herself, an imperfect illusion staring with eyes the color of midnight.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Then, it flickered.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"It flashed between the eerie, disfigured version of herself, and a shadowy form garbed in utter darkness. It flashed back and forth, back and forth more and more rapidly until the two images were nearly blended into one. She knew what it meant. Despite its probably immortality, the being's patience was running out.\"\n [/message]\n\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [store_unit]\n [filter]\n id=Talya\n [/filter]\n variable=talya\n [/store_unit]\n\n #ifdef EASY\n {VARIABLE_OP esther.experience add 40}\n {VARIABLE_OP talya.experience add 40}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+40 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n find_vacant=no\n text= _ \"+40 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef NORMAL\n {VARIABLE_OP esther.experience add 35}\n {VARIABLE_OP talya.experience add 35}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+35 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n find_vacant=no\n text= _ \"+35 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef HARD\n {VARIABLE_OP esther.experience add 30}\n {VARIABLE_OP talya.experience add 30}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+30 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n find_vacant=no\n text= _ \"+30 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n\n {CLEAR_VARIABLE esther}\n {CLEAR_VARIABLE talya}\n\n [set_variable]\n name=puzzle\n value=10\n [/set_variable]\n [/then]\n [else]\n [set_variable]\n name=puzzle_counter\n value=0\n [/set_variable]\n [message]\n speaker=unit\n message= _ \"A key! But what's it for?\"\n [/message]\n [/else]\n [/if]\n [/event]\n ################################################################\n ################################################################\n\n#define PUZZLE_TEXT6\n [message]\n speaker=narrator\n message= _ \"Her voice was breathy and soft as she spoke, evoking her thoughts more so than actual speech.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Mirror, mirror on the wall...\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"She made up her mind. No matter the price, living like this wasn't worth living. Anything would have been better, she thought. Still, her hands trembled as she gripped the mirror.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"I hear your summons and heed your call.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"In the darkness of night and the moon's blue hue...\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"I pledge my soul to forever serve you.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"...\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"'Good girl. Hold still.'\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"She felt a tingle. It was the faintest sensation, totally belying the jarring transformation she saw in the mirror. She gasped and cried, and those were the last two things she did in that form.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"'Shhh... shhh. It will be okay.'\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"The eerie thing about it was that she felt nothing. It changed and changed, flesh and blood warped into something beyond recognition, a distorted form that was only vaguely humanoid, otherwise composed of impossible geometries and nightmarish color. The gaunt features of her face disappeared, faded into a pale cerulean, leaving nothing but a stark pane masking the thing trapped within.\"\n [/message]\n#enddef\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=1\n [filter_location]\n x,y=13,8\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=10\n [/variable]\n [/and]\n [/filter_condition]\n\n [move_unit]\n x,y=$x1,$y1\n to_x,to_y=12,7\n [/move_unit]\n\n {PUZZLE_TEXT6}\n\n {DELAY 500}\n {PLACE_IMAGE items/crystal-glyph-message.png 11 5}\n {PLACE_IMAGE items/crystal-glyph-message.png 3 5}\n {PLACE_IMAGE items/crystal-glyph-message.png 7 2}\n {PLACE_IMAGE items/crystal-glyph-message.png 7 8}\n {DELAY 500}\n\n [set_variable]\n name=puzzle\n value=11\n [/set_variable]\n [set_variable]\n name=puzzle_counter\n value=0\n [/set_variable]\n [/event]\n ################################################################################\n ################################ PUZZLE STAGE 6 ################################\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=13,8\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=11\n [/variable]\n [/and]\n [/filter_condition]\n\n {PUZZLE_TEXT6}\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=7,2\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=11\n [/variable]\n [/and]\n [/filter_condition]\n\n [message]\n speaker=narrator\n message= _ \"She had no nose so she could not breathe. The scent of flowers and the breath of air were lost in the murky depths of deep, crepuscular water. In time, even the memory of the fragrance from her beloved flowers would be lost in the endless seas of frozen dreams.\"\n [/message]\n\n [set_variable]\n name=puzzle_counter\n value=1\n [/set_variable]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=3,5\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=11\n [/variable]\n [/and]\n [/filter_condition]\n\n [message]\n speaker=narrator\n message= _ \"She had no arms, so she could not act. She was left as a silent observer, infesting the nightmares of restless dreamers, tainting and warping their minds so long as they slept. But beyond that, she could no longer do anything, except wait, and watch.\"\n [/message]\n\n [if]\n [variable]\n name=puzzle_counter\n numerical_equals=1\n [/variable]\n [then]\n [set_variable]\n name=puzzle_counter\n value=2\n [/set_variable]\n [/then]\n [else]\n [set_variable]\n name=puzzle_counter\n value=0\n [/set_variable]\n [/else]\n [/if]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=11,5\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=11\n [/variable]\n [/and]\n [/filter_condition]\n\n [message]\n speaker=narrator\n message= _ \"She had no mouth so she could not speak. She would have screamed - at the unfairness of the world, at the freedom she was not granted, at the very fact that she had ever been born - but that was an impossibility. Even so much as a single word was no longer feasible.\"\n [/message]\n\n [if]\n [variable]\n name=puzzle_counter\n numerical_equals=2\n [/variable]\n [then]\n [set_variable]\n name=puzzle_counter\n value=3\n [/set_variable]\n [/then]\n [else]\n [set_variable]\n name=puzzle_counter\n value=0\n [/set_variable]\n [/else]\n [/if]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=7,8\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=puzzle\n numerical_equals=11\n [/variable]\n [/and]\n [/filter_condition]\n\n [message]\n speaker=narrator\n message= _ \"She had no eyes, so she could not cry. Tears of blood rained from the sky as the castle of her father and her sisters came tumbling down to the ground, but she felt nothing, not even when they knelt and begged for their lives, not even when they were smouldering ruins. She could not even see them, for the only place she had vision was in the world of dreams.\"\n [/message]\n\n [if]\n [variable]\n name=puzzle_counter\n numerical_equals=3\n [/variable]\n [then]\n\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [store_unit]\n [filter]\n id=Talya\n [/filter]\n variable=talya\n [/store_unit]\n\n #ifdef EASY\n {VARIABLE_OP esther.experience add 360}\n {VARIABLE_OP talya.experience add 120}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+300 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n find_vacant=no\n text= _ \"+100 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef NORMAL\n {VARIABLE_OP esther.experience add 300}\n {VARIABLE_OP talya.experience add 100}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+225 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n find_vacant=no\n text= _ \"+75 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef HARD\n {VARIABLE_OP esther.experience add 150}\n {VARIABLE_OP talya.experience add 50}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"150 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n find_vacant=no\n text= _ \"+50 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n\n {CLEAR_VARIABLE esther}\n {CLEAR_VARIABLE talya}\n\n {DELAY 750}\n [modify_unit]\n [filter]\n id=Statue\n [/filter]\n max_hitpoints=1\n hitpoints=1\n [/modify_unit]\n\n {DELAY 750}\n\n {REMOVE_IMAGE 11 5}\n {REMOVE_IMAGE 3 5}\n {REMOVE_IMAGE 7 2}\n {REMOVE_IMAGE 7 8}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 1000}\n [kill]\n x,y=7,5\n [/kill]\n {DELAY 750}\n {FADE_SCREEN}\n\n [store_unit]\n [filter]\n side=1\n [not]\n x,y=recall,recall\n [/not]\n [/filter]\n variable=units\n [/store_unit]\n [kill]\n side=1\n [not]\n x,y=recall,recall\n [/not]\n [/kill]\n\n {REMOVE_IMAGE 13 8}\n\n [terrain]\n x,y=7,5\n radius=10\n terrain=Qxua\n [/terrain]\n {DELAY 500}\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 250}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n {DELAY 250}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 500}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n {DELAY 500}\n\n [set_variable]\n name=aryel_tmp.hitpoints\n value=1\n [/set_variable]\n {UNFADE_SCREEN}\n\n [unstore_unit]\n variable=aryel_tmp\n x,y=7,5\n [/unstore_unit]\n\n [petrify]\n id=Aryel\n [/petrify]\n {DELAY 400}\n [unpetrify]\n id=Aryel\n [/unpetrify]\n {DELAY 750}\n [message]\n speaker=Aryel\n message= _ \"(gasps)\"\n [/message]\n {DELAY 550}\n [petrify]\n id=Aryel\n [/petrify]\n {DELAY 400}\n [unpetrify]\n id=Aryel\n [/unpetrify]\n {DELAY 400}\n [petrify]\n id=Aryel\n [/petrify]\n {DELAY 400}\n [unpetrify]\n id=Aryel\n [/unpetrify]\n {DELAY 750}\n [message]\n speaker=Aryel\n message= _ \"Yumi!\"\n [/message]\n {DELAY 550}\n [petrify]\n id=Aryel\n [/petrify]\n {DELAY 400}\n [unpetrify]\n id=Aryel\n [/unpetrify]\n {DELAY 400}\n [petrify]\n id=Aryel\n [/petrify]\n {DELAY 400}\n [unpetrify]\n id=Aryel\n [/unpetrify]\n {DELAY 400}\n [petrify]\n id=Aryel\n [/petrify]\n {DELAY 400}\n [unpetrify]\n id=Aryel\n [/unpetrify]\n\n {DELAY 1000}\n [message]\n speaker=Aryel\n message= _ \"(clutches chest)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(winces)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Ugh, it hurts... I can't... ow...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"... agh... but I can't just let them take Yumi away like that...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"... I've got to...\"\n [/message]\n [move_unit]\n id=Aryel\n to_x,to_y=8,5\n [/move_unit]\n {DELAY 750}\n [message]\n speaker=Aryel\n message= _ \"Move, Aryel, move!\"\n [/message]\n {DELAY 500}\n [move_unit]\n id=Aryel\n to_x,to_y=9,6\n [/move_unit]\n {DELAY 500}\n [move_unit]\n id=Aryel\n to_x,to_y=10,6\n [/move_unit]\n {DELAY 250}\n [move_unit]\n id=Aryel\n to_x,to_y=11,7\n [/move_unit]\n {DELAY 750}\n [message]\n speaker=Aryel\n message= _ \"Ah... this is bad...\"\n [/message]\n {DELAY 500}\n [kill]\n id=Aryel\n [/kill]\n {FADE_SCREEN}\n\n [terrain]\n x,y=7,5\n radius=10\n terrain=Woby\n [/terrain]\n\n {DRAW_BLOOD_NO_REDRAW}\n {DRAW_BLOOD_NO_REDRAW}\n {DRAW_BLOOD_NO_REDRAW}\n {DRAW_DARKNESS}\n {DRAW_DARKNESS}\n {DRAW_BLOOD_NO_REDRAW}\n {DRAW_BLOOD_NO_REDRAW}\n {DRAW_DARKNESS}\n {DRAW_DARKNESS}\n {DRAW_DARKNESS}\n\n [modify_side]\n side=1\n shroud=no\n [/modify_side]\n [reset_fog]\n [filter_side]\n side=1\n [/filter_side]\n [/reset_fog]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n {UNFADE_SCREEN}\n\n [for]\n array=units\n [do]\n [unstore_unit]\n variable=units[$i]\n x,y=14,7\n find_vacant=yes\n [/unstore_unit]\n [/do]\n [/for]\n {CLEAR_VARIABLE units}\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n [unhide_unit]\n [filter]\n side=1\n [/filter]\n [/unhide_unit]\n {DELAY 750}\n\n [message]\n speaker=Esther\n message= _ \"Uhm...\"\n [/message]\n\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n\n {DELAY 500}\n [terrain]\n x,y=7,5\n terrain=Qxua\n [/terrain]\n [redraw][/redraw]\n {DELAY 400}\n {PLAY_SOUND \"shaxthal-roam-1.ogg\"}\n {DELAY 350}\n {PLAY_SOUND \"shaxthal-roam-2.ogg\"}\n {DELAY 400}\n {DRAW_VOID}\n {DELAY 400}\n {PLAY_SOUND \"shaxthal-roam-1.ogg\"}\n {DRAW_VOID}\n {DELAY 750}\n\n [message]\n speaker=Talya\n message= _ \"What is that?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I'm... not really sure.\"\n [/message]\n {DELAY 300}\n {DRAW_VOID}\n {DELAY 300}\n [message]\n speaker=Talya\n message= _ \"Well, in that case, let's get out of here!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"But Aryel and Yumi-\"\n [/message]\n {DELAY 300}\n {DRAW_VOID}\n {DELAY 300}\n [message]\n speaker=Talya\n message= _ \"They're obviously not here. Come on, let's go before we get caught in that stuff!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"But-\"\n [/message]\n {DELAY 300}\n {DRAW_VOID}\n {DELAY 300}\n\n {SCROLL_TO 39 47}\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x=39\n y=48\n radius=5\n multiturn=no\n [/lift_fog]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n [unit]\n side=3\n generate_name=yes\n id=cavalryleader14\n type=Cavalier\n random_traits=yes\n animate=yes\n upkeep=loyal\n x,y=40,47\n [/unit]\n [unit]\n side=3\n generate_name=yes\n type=Cavalier\n random_traits=yes\n animate=yes\n upkeep=loyal\n x,y=40,48\n [/unit]\n [unit]\n side=3\n generate_name=yes\n type=Cavalier\n random_traits=yes\n animate=yes\n upkeep=loyal\n x,y=41,48\n [/unit]\n [unit]\n side=3\n generate_name=yes\n type=Cavalier\n random_traits=yes\n animate=yes\n upkeep=loyal\n x,y=40,49\n [/unit]\n [unit]\n side=3\n generate_name=yes\n type=Cavalier\n random_traits=yes\n animate=yes\n upkeep=loyal\n x,y=41,49\n [/unit]\n [unit]\n side=3\n generate_name=yes\n type=Cavalier\n random_traits=yes\n animate=yes\n upkeep=loyal\n x,y=40,50\n [/unit]\n [unit]\n side=3\n generate_name=yes\n type=Cavalier\n random_traits=yes\n animate=yes\n upkeep=loyal\n x,y=41,50\n [/unit]\n {DELAY 500}\n [message]\n speaker=cavalryleader14\n message= _ \"By the gods! We were too late... I had heard of reports that the faerie came to turn the tides of this battle, but to think that they would cause this much bloodshed...\"\n [/message]\n [message]\n speaker=cavalryleader14\n message= _ \"(grits teeth)\"\n [/message]\n [message]\n speaker=cavalryleader14\n message= _ \"They will pay for this atrocity! Search for survivors! If you encounter any of those accursed faerie, give no quarter. We cannot let them upset the order of our kingdom any longer. And send a messenger back to Caerleon with a detailed report of our findings.\"\n [/message]\n [reset_fog]\n [filter_side]\n side=1\n [/filter_side]\n [/reset_fog]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n {DELAY 500}\n [message]\n speaker=Talya\n message= _ \"Esther, we reaaaally should get out of here. Especially now that more people are showing up. There's nothing you can do for those two anyway just by sitting here.\"\n [/message]\n {DELAY 500}\n [message]\n speaker=Talya\n message= _ \"(panicking) And that stuff is getting even closer to us now! Come onnnn!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"... I guess you're right. Us being here poses a problem as well, since it seems these riders believe we caused this calamity.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"(fidgeting) Yeah, right, that's really bad. I mean, even you have no clue what happened, so it's not like we can explain ourselves.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(sighs) I doubt they would listen to explanation I could come up with anyway. I mean no offense - but lately, all these people have done is persecute us on what seems to be a whim. It's getting frustrating.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"(antsy) Yup, it's annoying for me too. That Marshal Briggs didn't even want to listen to me at all even though I'm pretty high ranked in the Magi Council. Well, probably was at this point.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Oh, you are?\"\n [/message]\n {DELAY 350}\n {PLAY_SOUND \"shaxthal-roam-1.ogg\"}\n {DELAY 350}\n {DRAW_VOID}\n {PLAY_SOUND \"shaxthal-roam-2.ogg\"}\n {DELAY 500}\n [message]\n speaker=Esther\n message= _ \"Ah, you'll have to tell me about that later. I think more of those demons are coming too.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Yeah, let's get moving.\"\n [/message]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Escape to the bottom right corner of the map with Esther or Talya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Talya\")}\n {OBJECTIVE_NOTE ( _ \"Do not let the void tiles catch up to you.\")}\n [/objectives]\n\n [set_variable]\n name=stage\n value=2\n [/set_variable]\n [set_variable]\n name=turn_counter\n value=0\n [/set_variable]\n [set_variable]\n name=puzzle\n value=99\n [/set_variable]\n {CLEAR_VARIABLE puzzle_counter}\n [/then]\n [else]\n [set_variable]\n name=puzzle_counter\n value=0\n [/set_variable]\n [/else]\n [/if]\n [/event]\n ################################################################\n ################################################################\n\n #define KILL_UNITS_ON_VOID\n [store_locations]\n variable=hex\n terrain=Qxua\n [/store_locations]\n [for]\n array=hex\n [do]\n [if]\n [have_unit]\n x,y=$hex[$i].x,$hex[$i].y\n [not]\n type=Fire Fae, Demon Void Shambler, Demon Voidhunter, Demon Voidreaver, Black Demon\n [/not]\n [/have_unit]\n [then]\n [kill]\n x,y=$hex[$i].x,$hex[$i].y\n animate=yes\n fire_event=yes\n [/kill]\n [/then]\n [/if]\n [if]\n [have_unit]\n x,y=$hex[$i].x,$hex[$i].y\n id=Esther\n [/have_unit]\n [then]\n [harm_unit]\n [filter]\n x,y=$hex[$i].x,$hex[$i].y\n [/filter]\n amount=5\n animate=yes\n kill=no\n slowed=yes\n fire_event=yes\n [/harm_unit]\n [/then]\n [/if]\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n #enddef\n\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=2\n [/variable]\n [/filter_condition]\n\n {VARIABLE_OP turn_counter add 1}\n\n {DRAW_VOID}\n {DRAW_VOID}\n {DRAW_VOID}\n\n [if]\n [variable]\n name=turn_counter\n greater_than=3\n [/variable]\n [then]\n {DRAW_VOID}\n {DRAW_VOID}\n {DRAW_VOID}\n [/then]\n [/if]\n [if]\n [variable]\n name=turn_counter\n greater_than=7\n [/variable]\n [then]\n {DRAW_VOID}\n {DRAW_VOID}\n [/then]\n [/if]\n [if]\n [variable]\n name=turn_counter\n greater_than=11\n [/variable]\n [then]\n {DRAW_VOID}\n {DRAW_VOID}\n {DRAW_VOID}\n [/then]\n [/if]\n\n {KILL_UNITS_ON_VOID}\n\n [switch]\n variable=turn_counter\n [case]\n value=1\n [message]\n speaker=Esther\n message= _ \"I really shouldn't have let those two run off alone... ugh. I'll have to figure out a way to find them later.\"\n [/message]\n [/case]\n [case]\n value=2\n [message]\n speaker=Esther\n message= _ \"It's just so hard to be responsible sometimes.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"In times like these, when there's so much death and destruction everywhere, what am I supposed to do?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I can't just stand by and watch while everyone else dies. It wouldn't be right.\"\n [/message]\n [/case]\n [case]\n value=3\n [message]\n speaker=Esther\n message= _ \"... but I can't just let Aryel and Yumi go off by themselves. They're like a couple of children, those two, always getting into trouble the moment I look away.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"They're a pain sometimes, but I ought to do my best to look after them.\"\n [/message]\n [/case]\n [case]\n value=5\n [message]\n speaker=Esther\n message= _ \"Those two are all that I really have...\"\n [/message]\n [/case]\n [case]\n value=7\n [message]\n speaker=Esther\n message= _ \"... I really hope they're okay.\"\n [/message]\n [/case]\n [case]\n value=9\n [message]\n speaker=Esther\n message= _ \"If I could just catch a little break, I could try to sense where they are. It's just that all this ruckus is making it really hard.\"\n [/message]\n [/case]\n [case]\n value=10\n [message]\n speaker=Esther\n message= _ \"Please don't be hurt.\"\n [/message]\n [/case]\n [/switch]\n [/event]\n\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n side=3\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=2\n [/variable]\n [/filter_condition]\n [message]\n speaker=unit\n message= _ \"There they are! Those filthy faerie, they're here!\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Yo, don't call them filthy...\"\n [/message]\n [message]\n speaker=unit\n message= _ \"It's the traitor, too! Slay them all!\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Right, like that's happening.\"\n [/message]\n [/event]\n\n #spawns\n [event]\n name=side 2 turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=2\n [/variable]\n [/filter_condition]\n [store_locations]\n variable=hex\n terrain=Qxua\n [/store_locations]\n [for]\n array=hex\n [do]\n #ifdef HARD\n [set_variable]\n name=spawn_val\n rand=1..300\n [/set_variable]\n #endif\n #ifdef NORMAL\n [set_variable]\n name=spawn_val\n rand=1..450\n [/set_variable]\n #endif\n #ifdef EASY\n [set_variable]\n name=spawn_val\n rand=1..500\n [/set_variable]\n #endif\n [if]\n [variable]\n name=spawn_val\n numerical_equals=3\n [/variable]\n [then]\n {SPAWN_NOID (\"Demon Voidhunter\",\"Demon Voidreaver\") 2 $hex[$i].x $hex[$i].y}\n [/then]\n [/if]\n [if]\n [variable]\n name=spawn_val\n less_than=3\n [/variable]\n [then]\n {SPAWN_NOID (\"Black Demon\") 2 $hex[$i].x $hex[$i].y}\n [/then]\n [/if]\n {CLEAR_VARIABLE spawn_val}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n id=Esther,Talya\n [filter_location]\n x,y=42,47\n radius=3\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=stage\n numerical_equals=2\n [/variable]\n [/filter_condition]\n [message]\n speaker=Talya\n message= _ \"Let's go!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(breathes deeply)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Aryel, Yumi... ah, they're not here. They're...\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Esther! Stop staring, you're going to get caught!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Maybe I can sense where they are. Aryel's... somewhere south of here, but I can't sense Yumi at all. She's usually hard to track, though...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Maybe it's okay. Maybe I'm worrying about nothing. It's just... at least Aryel's fine, by the looks of it. I just need to get to her and see if Yumi's with her. Everything else can come later. I hope.\"\n [/message]\n\n [message]\n speaker=Talya\n message= _ \"Estherrrr...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(shakes head) Right. Let's go.\"\n [/message]\n\n {FADE_SCREEN}\n\n {CLEAR_VARIABLE stage}\n {CLEAR_VARIABLE puzzle}\n {CLEAR_VARIABLE turn_counter}\n\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=15_Silent_Night\n [/endlevel]\n [/event]\n\n\n [event]\n name=last breath\n [filter]\n id=Talya\n [/filter]\n\n [message]\n speaker=Talya\n message= _ \"I-I can't...\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Esther\n [/filter]\n\n [message]\n speaker=Esther\n message= _ \"Aryel... Yumi... I'm sorry...\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n\n [event]\n name=last breath\n first_time_only=no\n [filter]\n id=cavalryleader14\n [/filter]\n [message]\n speaker=unit\n message= _ \"I... always knew... the faerie... were evil...\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"You know, you brought this upon yourself.\"\n [/message]\n [message]\n speaker=unit\n message= _ \"You will pay... miserable turncoat...\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Hey! That's rude!\"\n [/message]\n [/event]\n[/scenario]\n\n#undef DRAW_DARKNESS\n#undef DRAW_BLOOD_NO_REDRAW\n#undef DRAW_VOID\n#undef KILL_UNITS_ON_VOID\n#undef PUZZLE_TEXT1\n#undef PUZZLE_TEXT2\n#undef PUZZLE_TEXT3\n#undef PUZZLE_TEXT4\n#undef PUZZLE_TEXT5\n#undef PUZZLE_TEXT6\n"} {"text": "#textdomain wesnoth-Genesis\n[scenario]\n id=15_Silent_Night\n name= _ \"Silent Night\"\n map_data=\"{~add-ons/Genesis/episode1/maps/15_Silent_Night.map}\"\n next_scenario=16_Black_Forest\n victory_when_enemies_defeated=no\n turns=-1\n {ETERNALDARK}\n\n {SCENARIO_MUSIC silence.ogg}\n\n [side]\n {PLAYER_FAE}\n side=1\n recruit=\n {GOLD 350 300 200}\n {NO_INCOME_SIDE}\n fog=yes\n shroud=yes\n [/side]\n\n [side]\n {BLACK_DEMON_SIDE}\n side=2\n fog=no\n shroud=no\n [ai]\n aggression=1\n caution=0\n grouping=false\n [goal]\n [criteria]\n id=Yumi\n [/criteria]\n value=200\n [/goal]\n [goal]\n [criteria]\n id=Aryel\n [/criteria]\n value=200\n [/goal]\n [/ai]\n [/side]\n [side]\n {BLACK_DEMON_SIDE}\n side=3\n fog=no\n shroud=no\n hidden=yes\n [ai]\n aggression=1\n caution=0\n grouping=false\n [goal]\n [criteria]\n id=Aryel\n [/criteria]\n value=200\n [/goal]\n [/ai]\n [/side]\n [side]\n {HUMAN_ENEMY}\n side=4\n no_leader=yes\n fog=no\n shroud=no\n hidden=yes\n [/side]\n\n#define GENERATE_MOUNTAIN\n [store_locations]\n variable=ice_hex\n terrain=Ai,Ha\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..450\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Xu\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [filter_adjacent_location]\n terrain=Xue\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..9\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=8\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Xu\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [filter_adjacent_location]\n terrain=Xu,Xue\n count=1,2\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..10\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=8\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Xu\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [filter_adjacent_location]\n terrain=Xu\n count=3,4\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..10\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=5\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Xu\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [filter_adjacent_location]\n terrain=Xu\n count=5,6\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..7\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Xu\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n#enddef\n\n#define SWAP_TO_WALL\n [store_locations]\n variable=ice_hex\n terrain=Ms\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Xu\n [/terrain]\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Mm^Xm\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Xue\n [/terrain]\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n#enddef\n#define SWAP_TO_MOUNTAIN\n [store_locations]\n variable=ice_hex\n terrain=Xu\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ms\n [/terrain]\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Xue\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Mm^Xm\n [/terrain]\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n#enddef\n\n#define GENERATE_HILL\n [store_locations]\n variable=ice_hex\n terrain=Ai,Aa\n [filter_adjacent_location]\n terrain=Xu\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..7\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=4\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Uh\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai,Wwb\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..25\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Uh\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai,Aa\n [filter_adjacent_location]\n terrain=Uh\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..5\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Uh\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n#enddef\n\n#define SWAP_TO_HILL\n [store_locations]\n variable=ice_hex\n terrain=Uh\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ha\n [/terrain]\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n#enddef\n#define SWAP_TO_CAVEHILL\n [store_locations]\n variable=ice_hex\n terrain=Ha\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Uh\n [/terrain]\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n#enddef\n\n#define GENERATE_FOREST\n [store_locations]\n variable=ice_hex\n terrain=Ai,Aa\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..27\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=4\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Woby^Edt\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=5\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Woby^Edb\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai,Aa\n [filter_adjacent_location]\n terrain=Woby^Edt,Woby^Edb\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..23\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=4\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Woby^Edt\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=4\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Woby^Edb\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=hill_hex\n terrain=Uh\n [/store_locations]\n [for]\n array=hill_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..15\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=3\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Uh^Edt\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=3\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Uh^Edb\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hill_hex}\n [store_locations]\n variable=hill_hex\n terrain=Uh\n [filter_adjacent_location]\n terrain=Woby^Edt,Woby^Edb,Uh^Edt,Uh^Edb\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=hill_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..7\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=4\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Uh^Edt\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=4\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Uh^Edb\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hill_hex}\n#enddef\n#define SWAP_TO_FOREST\n [store_locations]\n variable=ice_hex\n terrain=Woby^Edt\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa^Fpa\n [/terrain]\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Woby^Edb\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa^Fma\n [/terrain]\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Uh^Edb\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ha^Fma\n [/terrain]\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Uh^Edt\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ha^Fpa\n [/terrain]\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n#enddef\n#define SWAP_TO_REMAINS\n [store_locations]\n variable=ice_hex\n terrain=Aa^Fpa\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Woby^Edt\n [/terrain]\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Aa^Fma\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Woby^Edb\n [/terrain]\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ha^Fma\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Uh^Edb\n [/terrain]\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ha^Fpa\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Uh^Edt\n [/terrain]\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n#enddef\n\n#define GENERATE_SNOW\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..11\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Wwb\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [filter_adjacent_location]\n terrain=Wwb\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..3\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Wwb\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n#enddef\n#define SWAP_TO_SNOW\n [store_locations]\n variable=ice_hex\n terrain=Wwb\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Aa\n [/terrain]\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n#enddef\n#define SWAP_TO_BLOOD\n [store_locations]\n variable=ice_hex\n terrain=Aa\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Wwb\n [/terrain]\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n#enddef\n#define SWAP_TO_ICE\n [store_locations]\n variable=ice_hex\n terrain=Woby\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Ai\n [/terrain]\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n#enddef\n#define SWAP_TO_WATER\n [store_locations]\n variable=ice_hex\n terrain=Ai\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Woby\n [/terrain]\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n#enddef\n#define REGENERATE_TERRAIN\n [store_locations]\n variable=ice_hex\n [not]\n terrain=Qxu,Qxua,Xue,Gg\n [/not]\n [filter_adjacent_location]\n terrain=Xu,Xue\n [/filter_adjacent_location]\n [and]\n [filter_adjacent_location]\n [filter]\n side=1\n id=Yumi\n [/filter]\n radius=11\n [/filter_adjacent_location]\n [/and]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..20\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Xu\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n [not]\n terrain=Qxu,Qxua,Xue,Gg\n [/not]\n [filter_adjacent_location]\n terrain=Xu,Uh\n [/filter_adjacent_location]\n [and]\n [filter_adjacent_location]\n [filter]\n side=1\n id=Yumi\n [/filter]\n radius=11\n [/filter_adjacent_location]\n [/and]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..20\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=4\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Uh\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n\n [store_locations]\n variable=ice_hex\n [not]\n terrain=Qxu,Qxua,Xue,Gg\n [/not]\n [filter_adjacent_location]\n terrain=Woby^Edt,Woby^Edb\n [/filter_adjacent_location]\n [and]\n [filter_adjacent_location]\n [filter]\n side=1\n id=Yumi\n [/filter]\n radius=11\n [/filter_adjacent_location]\n [/and]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..25\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=4\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Woby^Edt\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=4\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Woby^Edb\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=hill_hex\n terrain=Uh\n [and]\n [filter_adjacent_location]\n [filter]\n side=1\n id=Yumi\n [/filter]\n radius=11\n [/filter_adjacent_location]\n [/and]\n [/store_locations]\n [for]\n array=hill_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..20\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=3\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Uh^Edt\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=3\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Uh^Edb\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hill_hex}\n [store_locations]\n variable=hill_hex\n terrain=Uh\n [filter_adjacent_location]\n terrain=Woby^Edt,Woby^Edb,Uh^Edt,Uh^Edb\n [/filter_adjacent_location]\n [and]\n [filter_adjacent_location]\n [filter]\n side=1\n id=Yumi\n [/filter]\n radius=11\n [/filter_adjacent_location]\n [/and]\n [/store_locations]\n [for]\n array=hill_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..10\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=4\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Uh^Edt\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=4\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Uh^Edb\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hill_hex}\n [store_locations]\n variable=ice_hex\n [not]\n terrain=Qxu,Qxua,Xue,Gg\n [/not]\n [filter_adjacent_location]\n terrain=Woby\n [/filter_adjacent_location]\n [and]\n [filter_adjacent_location]\n [filter]\n side=1\n id=Yumi\n [/filter]\n radius=11\n [/filter_adjacent_location]\n [/and]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..10\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Woby\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n [not]\n terrain=Qxu,Qxua,Xue,Gg\n [/not]\n [filter_adjacent_location]\n terrain=Wwb\n [/filter_adjacent_location]\n [and]\n [filter_adjacent_location]\n [filter]\n side=1\n id=Yumi\n [/filter]\n radius=11\n [/filter_adjacent_location]\n [/and]\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..10\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$ice_hex[$i].x,$ice_hex[$i].y\n terrain=Wwb\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n#enddef\n\n#define DRAW_VOID\n [store_locations]\n variable=blood_hex\n [and]\n [not]\n terrain=Mm^Xm,Qxua\n [/not]\n [/and]\n [and]\n [filter_adjacent_location]\n terrain=Qxua,Qxu\n count=1-3\n [/filter_adjacent_location]\n [/and]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..20\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Qxu\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [store_locations]\n variable=blood_hex\n [and]\n [not]\n terrain=Mm^Xm,Qxua\n [/not]\n [/and]\n [and]\n [filter_adjacent_location]\n terrain=Qxua,Qxu\n count=4-6\n [/filter_adjacent_location]\n [/and]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..40\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Qxu\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [redraw][/redraw]\n#enddef\n\n # regenerate the terrain\n [event]\n name=new turn\n first_time_only=no\n\n {REGENERATE_TERRAIN}\n [if]\n [variable]\n name=aryel_spawns\n numerical_equals=1\n [/variable]\n [then]\n {DRAW_VOID}\n [/then]\n [/if]\n [/event]\n\n [event]\n name=prestart\n\n {FADE_SCREEN}\n {GENERATE_MOUNTAIN}\n {GENERATE_SNOW}\n {GENERATE_MOUNTAIN}\n {GENERATE_HILL}\n {GENERATE_SNOW}\n {GENERATE_HILL}\n {GENERATE_FOREST}\n {GENERATE_FOREST}\n {SWAP_TO_WATER}\n\n [unstore_unit]\n variable=yumi_tmp\n find_vacant=yes\n x,y=23,4\n [/unstore_unit]\n\n {CLEAR_VARIABLE yumi_tmp}\n\n [modify_unit]\n [filter]\n id=Yumi\n [/filter]\n vision=8\n [/modify_unit]\n\n [if]\n [have_unit]\n id=Yumi\n ability=clairvoyance\n [/have_unit]\n [then]\n [set_variable]\n name=inc_moves\n value=0\n [/set_variable]\n [/then]\n [else]\n [modify_unit]\n [filter]\n id=Yumi\n [/filter]\n max_moves=8\n [/modify_unit]\n [set_variable]\n name=inc_moves\n value=1\n [/set_variable]\n [/else]\n [/if]\n\n [heal_unit]\n [filter]\n id=Yumi\n [/filter]\n amount=full\n moves=full\n [/heal_unit]\n\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther_tmp\n [/store_unit]\n [kill]\n id=Esther\n [/kill]\n [set_variable]\n name=turn_count\n value=0\n [/set_variable]\n [set_variable]\n name=yumi_spawns\n value=0\n [/set_variable]\n [set_variable]\n name=aryel_spawns\n value=0\n [/set_variable]\n\n [store_locations]\n x=23,21,21,25,25,23\n y=137,138,139,138,139,140\n variable=sound_hex\n [/store_locations]\n # recruiting code for this scenario\n [set_menu_item]\n id=recruit_manifestation\n description= _ \"Recruit Manifestation\"\n image=\"attacks/wail.png~SCALE(18,18)\"\n [show_if]\n [variable]\n name=side_number\n numerical_equals=1\n [/variable]\n [/show_if]\n [filter_location]\n [not]\n [filter][/filter]\n [/not]\n [filter_adjacent_location]\n [filter]\n side=1\n id=Yumi\n [/filter]\n [/filter_adjacent_location]\n [/filter_location]\n [command]\n [store_gold]\n [filter_side]\n side=1\n [/filter_side]\n variable=side1gold\n [/store_gold]\n [if]\n [variable]\n name=side1gold\n less_than=5\n [/variable]\n [then]\n {MESSAGE_NOT_ENOUGH_GOLD}\n [/then]\n [else]\n [unit]\n side=1\n type=Manifestation2\n x,y=$x1,$y1\n moves,attacks_left=0,0\n animate=yes\n upkeep=free\n [modifications]\n {TRAIT_LOYAL}\n [/modifications]\n [/unit]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n {VARIABLE_OP side1gold sub 5}\n [modify_side]\n side=1\n gold=$side1gold\n [/modify_side]\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi_tmp\n [/store_unit]\n {VARIABLE_OP yumi_tmp.moves sub 1}\n [unstore_unit]\n variable=yumi_tmp\n [/unstore_unit]\n {CLEAR_VARIABLE yumi_tmp}\n {CLEAR_VARIABLE side1gold}\n [/else]\n [/if]\n [/command]\n [/set_menu_item]\n [set_menu_item]\n id=recruit_ethereal_warden\n description= _ \"Recruit Ethereal Warden\"\n image=\"attacks/wail.png~SCALE(18,18)\"\n [show_if]\n [variable]\n name=side_number\n numerical_equals=1\n [/variable]\n [/show_if]\n [filter_location]\n [not]\n [filter][/filter]\n [/not]\n [filter_adjacent_location]\n [filter]\n side=1\n id=Yumi\n [/filter]\n [/filter_adjacent_location]\n [/filter_location]\n [command]\n [store_gold]\n [filter_side]\n side=1\n [/filter_side]\n variable=side1gold\n [/store_gold]\n [if]\n [variable]\n name=side1gold\n less_than=5\n [/variable]\n [then]\n {MESSAGE_NOT_ENOUGH_GOLD}\n [/then]\n [else]\n [unit]\n side=1\n type=Ethereal Warden\n x,y=$x1,$y1\n moves,attacks_left=0,0\n animate=yes\n upkeep=free\n [modifications]\n {TRAIT_LOYAL}\n [/modifications]\n [/unit]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n {VARIABLE_OP side1gold sub 5}\n [modify_side]\n side=1\n gold=$side1gold\n [/modify_side]\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi_tmp\n [/store_unit]\n {VARIABLE_OP yumi_tmp.moves sub 1}\n [unstore_unit]\n variable=yumi_tmp\n [/unstore_unit]\n {CLEAR_VARIABLE yumi_tmp}\n {CLEAR_VARIABLE side1gold}\n [/else]\n [/if]\n [/command]\n [/set_menu_item]\n [set_menu_item]\n id=recruit_black_spirit\n description= _ \"Recruit Black Spirit\"\n image=\"attacks/wail.png~SCALE(18,18)\"\n [show_if]\n [variable]\n name=side_number\n numerical_equals=1\n [/variable]\n [/show_if]\n [filter_location]\n [not]\n [filter][/filter]\n [/not]\n [filter_adjacent_location]\n [filter]\n side=1\n id=Yumi\n [/filter]\n [/filter_adjacent_location]\n [/filter_location]\n [command]\n [store_gold]\n [filter_side]\n side=1\n [/filter_side]\n variable=side1gold\n [/store_gold]\n [if]\n [variable]\n name=side1gold\n less_than=5\n [/variable]\n [then]\n {MESSAGE_NOT_ENOUGH_GOLD}\n [/then]\n [else]\n [unit]\n side=1\n type=Black Spirit\n x,y=$x1,$y1\n moves,attacks_left=0,0\n animate=yes\n upkeep=free\n [modifications]\n {TRAIT_LOYAL}\n [/modifications]\n [/unit]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n {VARIABLE_OP side1gold sub 5}\n [modify_side]\n side=1\n gold=$side1gold\n [/modify_side]\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi_tmp\n [/store_unit]\n {VARIABLE_OP yumi_tmp.moves sub 1}\n [unstore_unit]\n variable=yumi_tmp\n [/unstore_unit]\n {CLEAR_VARIABLE yumi_tmp}\n {CLEAR_VARIABLE side1gold}\n [/else]\n [/if]\n [/command]\n [/set_menu_item]\n # yumi abilities\n [set_menu_item]\n id=consume_ghost\n description= _ \"Consume Ethereal Warden\"\n image=\"attacks/faerie-fire.png~SCALE(18,18)\"\n [show_if]\n [variable]\n name=side_number\n numerical_equals=1\n [/variable]\n [/show_if]\n [filter_location]\n [filter]\n side=1\n type=Ethereal Warden\n [/filter]\n [filter_adjacent_location]\n [filter]\n side=1\n id=Yumi\n [/filter]\n radius=3\n [/filter_adjacent_location]\n [/filter_location]\n [command]\n [kill]\n x,y=$x1,$y1\n animate=yes\n [/kill]\n [heal_unit]\n [filter]\n id=Yumi\n [/filter]\n amount=6\n animate=yes\n [/heal_unit]\n [/command]\n [/set_menu_item]\n [set_menu_item]\n id=destroy_hex\n description= _ \"Annul\"\n image=\"attacks/dark-missile.png~SCALE(18,18)\"\n [show_if]\n [variable]\n name=side_number\n numerical_equals=1\n [/variable]\n [/show_if]\n [filter_location]\n [filter]\n side=2\n [/filter]\n [filter_adjacent_location]\n [filter]\n side=1\n id=Yumi\n [/filter]\n radius=5\n [/filter_adjacent_location]\n [/filter_location]\n [command]\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi_tmp\n [/store_unit]\n [if]\n [variable]\n name=yumi_tmp.hitpoints\n less_than=9\n [/variable]\n [then]\n [message]\n speaker=narrator\n message= _ \"Yumi is not healthy enough to cast this spell.\"\n [/message]\n [/then]\n [else]\n {PLAY_SOUND \"magic-dark-big.ogg\"}\n [terrain]\n x,y=$x1,$y1\n terrain=Qxu\n [/terrain]\n [redraw][/redraw]\n [kill]\n x,y=$x1,$y1\n animate=yes\n [/kill]\n {VARIABLE_OP yumi_tmp.experience add 16}\n [unstore_unit]\n variable=yumi_tmp\n find_vacant=no\n advance=yes\n fire_event=yes\n [/unstore_unit]\n [harm_unit]\n [filter]\n id=Yumi\n [/filter]\n amount=9\n kill=no\n [/harm_unit]\n [/else]\n [/if]\n {CLEAR_VARIABLE yumi_tmp}\n [/command]\n [/set_menu_item]\n\n # aryel ability\n [set_menu_item]\n id=possess_ghost\n description= _ \"Possess\"\n image=\"attacks/dark-missile.png~SCALE(18,18)\"\n [show_if]\n [variable]\n name=side_number\n numerical_equals=1\n [/variable]\n [/show_if]\n [filter_location]\n [filter]\n side=2\n [/filter]\n [filter_adjacent_location]\n [filter]\n side=1\n id=Aryel\n [/filter]\n radius=3\n [/filter_adjacent_location]\n [/filter_location]\n [command]\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel_tmp\n [/store_unit]\n [if]\n [variable]\n name=aryel_tmp.hitpoints\n less_than=9\n [/variable]\n [then]\n [message]\n speaker=narrator\n message= _ \"Aryel is not healthy enough to cast this spell.\"\n [/message]\n [/then]\n [else]\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n [harm_unit]\n [filter]\n id=Aryel\n [/filter]\n amount=9\n kill=no\n [/harm_unit]\n [modify_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n side=1\n attacks_left=1\n moves=7\n [/modify_unit]\n [/else]\n [/if]\n {CLEAR_VARIABLE aryel_tmp}\n [/command]\n [/set_menu_item]\n\n [sound_source]\n id=s15dark1\n x=14\n y=14\n sounds=\"dark-2.ogg\"\n full_range=1000\n delay=0\n loop=-1\n check_fogged=no\n check_shrouded=no\n [/sound_source]\n [/event]\n\n [event]\n name=start\n\n {UNFADE_SCREEN}\n {DELAY 750}\n [message]\n speaker=Yumi\n message= _ \"(gasps)\"\n [/message]\n {DELAY 300}\n\n [harm_unit]\n [filter]\n id=Yumi\n [/filter]\n amount=0\n animate=yes\n [/harm_unit]\n {DELAY 100}\n [harm_unit]\n [filter]\n id=Yumi\n [/filter]\n amount=1\n animate=yes\n [/harm_unit]\n {DELAY 750}\n [message]\n speaker=Yumi\n message= _ \"(looks up)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"They're coming.\"\n [/message]\n {DELAY 1500}\n [message]\n speaker=Yumi\n message= _ \"Aryel...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"... where did she go?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Aryel?\"\n [/message]\n {DELAY 750}\n [message]\n speaker=Yumi\n message= _ \"I hope she's okay...\"\n [/message]\n\n {DELAY 150}\n [harm_unit]\n [filter]\n id=Yumi\n [/filter]\n amount=1\n animate=yes\n [/harm_unit]\n {DELAY 100}\n [harm_unit]\n [filter]\n id=Yumi\n [/filter]\n amount=0\n animate=yes\n [/harm_unit]\n {DELAY 350}\n [message]\n speaker=Yumi\n message= _ \"They're getting closer. I can't stay... but Aryel's still back there! I can't just leave her.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"What do I do?\"\n [/message]\n {DELAY 500}\n [harm_unit]\n [filter]\n id=Yumi\n [/filter]\n amount=0\n animate=yes\n [/harm_unit]\n {DELAY 500}\n [message]\n speaker=Yumi\n message= _ \"Ugh. Well, I can't just stand here. I can't let them catch me.\"\n [/message]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Escape to the south\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_NOTE ( _ \"You may recruit by right clicking on a hex next to Yumi.\")}\n {OBJECTIVE_NOTE ( _ \"Yumi can regain hitpoints by sacrificing ethereal wardens.\")}\n {OBJECTIVE_NOTE ( _ \"Yumi can destroy nearby hexes and any units on them at the cost of 9 hp.\")}\n [/objectives]\n [/event]\n\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=turn_count\n numerical_greater_than=0\n [/variable]\n [/filter_condition]\n {VARIABLE_OP turn_count add 1}\n [/event]\n\n # swap to Aryel\n [event]\n name=turn end\n first_time_only=no\n [filter_condition]\n [variable]\n name=turn_count\n numerical_equals=5\n [/variable]\n [/filter_condition]\n\n {FADE_SCREEN}\n {SWAP_TO_HILL}\n {SWAP_TO_FOREST}\n {SWAP_TO_ICE}\n {SWAP_TO_MOUNTAIN}\n {SWAP_TO_SNOW}\n [store_unit]\n [filter]\n side=1\n [/filter]\n variable=yumi_units\n kill=yes\n [/store_unit]\n [store_unit]\n [filter]\n side=2\n [/filter]\n variable=yumi_enemies\n kill=yes\n [/store_unit]\n [set_variable]\n name=aryel_spawns\n value=1\n [/set_variable]\n [set_variable]\n name=yumi_spawns\n value=0\n [/set_variable]\n [remove_sound_source]\n id=s15dark1\n [/remove_sound_source]\n [remove_sound_source]\n id=s15dark2\n [/remove_sound_source]\n [remove_sound_source]\n id=s15dark3\n [/remove_sound_source]\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Find Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_NOTE ( _ \"Aryel can possess nearby enemies at the cost of 9 hp.\")}\n silent=yes\n [/objectives]\n [/event]\n [event]\n name=side 1 turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=turn_count\n numerical_equals=6\n [/variable]\n [/filter_condition]\n [for]\n array=aryel_units\n [do]\n [unstore_unit]\n variable=aryel_units[$i]\n find_vacant=yes\n [/unstore_unit]\n [/do]\n [/for]\n [for]\n array=aryel_enemies\n [do]\n [unstore_unit]\n variable=aryel_enemies[$i]\n find_vacant=yes\n [/unstore_unit]\n [/do]\n [/for]\n {UNFADE_SCREEN}\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n [/event]\n # swap to Yumi\n [event]\n name=turn end\n first_time_only=no\n [filter_condition]\n [variable]\n name=turn_count\n numerical_equals=10\n [/variable]\n [/filter_condition]\n\n {FADE_SCREEN}\n {SWAP_TO_CAVEHILL}\n {SWAP_TO_REMAINS}\n {SWAP_TO_WATER}\n {SWAP_TO_WALL}\n {SWAP_TO_BLOOD}\n [store_unit]\n [filter]\n side=1\n [/filter]\n variable=aryel_units\n kill=yes\n [/store_unit]\n [store_unit]\n [filter]\n side=2,3\n [/filter]\n variable=aryel_enemies\n kill=yes\n [/store_unit]\n [set_variable]\n name=aryel_spawns\n value=0\n [/set_variable]\n [set_variable]\n name=yumi_spawns\n value=1\n [/set_variable]\n [sound_source]\n id=s15dark1\n x=14\n y=14\n sounds=\"dark-2.ogg\"\n full_range=1000\n delay=0\n loop=-1\n check_fogged=no\n check_shrouded=no\n [/sound_source]\n [sound_source]\n id=s15dark2\n x=15\n y=15\n sounds=\"dark-1.ogg\"\n full_range=1000\n delay=0\n loop=-1\n check_fogged=no\n check_shrouded=no\n [/sound_source]\n [sound_source]\n id=s15dark3\n x=16\n y=16\n sounds=\"dark-3.ogg\"\n full_range=1000\n delay=0\n loop=-1\n check_fogged=no\n check_shrouded=no\n [/sound_source]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Escape to the south\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_NOTE ( _ \"You may recruit by right clicking on a hex next to Yumi.\")}\n {OBJECTIVE_NOTE ( _ \"Yumi can regain hitpoints by sacrificing ethereal wardens.\")}\n {OBJECTIVE_NOTE ( _ \"Yumi can destroy nearby hexes and any units on them at the cost of 9 hp.\")}\n silent=yes\n [/objectives]\n [/event]\n [event]\n name=side 1 turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=turn_count\n numerical_equals=11\n [/variable]\n [/filter_condition]\n\n [for]\n array=yumi_units\n [do]\n [unstore_unit]\n variable=yumi_units[$i]\n find_vacant=yes\n [/unstore_unit]\n [/do]\n [/for]\n [for]\n array=yumi_enemies\n [do]\n [unstore_unit]\n variable=yumi_enemies[$i]\n find_vacant=yes\n [/unstore_unit]\n [/do]\n [/for]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n [set_variable]\n name=turn_count\n value=1\n [/set_variable]\n {UNFADE_SCREEN}\n [/event]\n\n [event]\n name=side 1 turn 6\n\n [unstore_unit]\n variable=aryel_tmp\n find_vacant=yes\n x,y=23,4\n [/unstore_unit]\n [reset_fog]\n [filter_side]\n side=1\n [/filter_side]\n [/reset_fog]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n {SCROLL_TO 23 4}\n {CLEAR_VARIABLE aryel_tmp}\n\n [heal_unit]\n [filter]\n id=Aryel\n [/filter]\n amount=full\n moves=full\n [/heal_unit]\n {DELAY 500}\n {TURN_UNIT5 \"Aryel\"}\n {DELAY 500}\n\n [message]\n speaker=Aryel\n message= _ \"I swear I just heard her voice. Where is she?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yumi? Hello? You there?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Looks like I have go search for her.\"\n [/message]\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Find Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_NOTE ( _ \"Aryel can possess nearby enemies at the cost of 9 hp.\")}\n [/objectives]\n [/event]\n\n [event]\n name=turn 1 end\n\n [set_variable]\n name=yumi_spawns\n value=1\n [/set_variable]\n [/event]\n\n # yumi's spawns\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=yumi_spawns\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi_loc\n [/store_unit]\n [set_variable]\n name=yumi_loc2\n value=$yumi_loc.y\n [/set_variable]\n {VARIABLE_OP yumi_loc.y sub 12}\n {VARIABLE_OP yumi_loc2 add 15}\n [store_locations]\n variable=hex\n y=$yumi_loc.y-$yumi_loc2\n [not]\n terrain=Xu,Xue,Qxua\n [/not]\n [and]\n [filter_adjacent_location]\n [filter]\n side=1\n id=Yumi\n [/filter]\n radius=14\n [/filter_adjacent_location]\n [/and]\n [and]\n [not]\n [filter_adjacent_location]\n [filter]\n side=1\n id=Yumi\n [/filter]\n radius=11\n [/filter_adjacent_location]\n [/not]\n [/and]\n [and]\n [not]\n [filter][/filter]\n [/not]\n [/and]\n [/store_locations]\n [for]\n array=hex\n [do]\n #ifdef HARD\n [set_variable]\n name=spawn_val\n rand=1..65\n [/set_variable]\n #endif\n #ifdef NORMAL\n [set_variable]\n name=spawn_val\n rand=1..100\n [/set_variable]\n #endif\n #ifdef EASY\n [set_variable]\n name=spawn_val\n rand=1..120\n [/set_variable]\n #endif\n [if]\n [variable]\n name=spawn_val\n numerical_equals=4\n [/variable]\n [then]\n {SPAWN_NOID_NONAME (\"Demon Reaper\") 2 $hex[$i].x $hex[$i].y}\n [/then]\n [/if]\n {CLEAR_VARIABLE spawn_val}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n {CLEAR_VARIABLE yumi_loc}\n {CLEAR_VARIABLE yumi_loc2}\n [/event]\n\n # aryel's spawns\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=aryel_spawns\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [store_locations]\n variable=hex\n [not]\n terrain=Mm^Xm\n [/not]\n [and]\n [filter_adjacent_location]\n [filter]\n side=1\n id=Aryel\n [/filter]\n radius=15\n [/filter_adjacent_location]\n [/and]\n [and]\n [not]\n [filter_adjacent_location]\n [filter]\n side=1\n id=Aryel\n [/filter]\n radius=10\n [/filter_adjacent_location]\n [/not]\n [/and]\n [and]\n [not]\n [filter][/filter]\n [/not]\n [/and]\n [/store_locations]\n [for]\n array=hex\n [do]\n #ifdef HARD\n [set_variable]\n name=spawn_val\n rand=1..550\n [/set_variable]\n #endif\n #ifdef NORMAL\n [set_variable]\n name=spawn_val\n rand=1..700\n [/set_variable]\n #endif\n #ifdef EASY\n [set_variable]\n name=spawn_val\n rand=1..850\n [/set_variable]\n #endif\n [if]\n [variable]\n name=spawn_val\n numerical_equals=4\n [/variable]\n [then]\n {SPAWN_NOID_NONAME (\"Spectre\") 2 $hex[$i].x $hex[$i].y}\n [/then]\n [/if]\n [if]\n [variable]\n name=spawn_val\n numerical_equals=3\n [/variable]\n [then]\n {SPAWN_NOID_NONAME (\"Wraith\") 2 $hex[$i].x $hex[$i].y}\n [/then]\n [/if]\n {CLEAR_VARIABLE spawn_val}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n [store_locations]\n variable=hex\n terrain=Qxu\n [/store_locations]\n [for]\n array=hex\n [do]\n #ifdef HARD\n [set_variable]\n name=spawn_val\n rand=1..100\n [/set_variable]\n #endif\n #ifdef NORMAL\n [set_variable]\n name=spawn_val\n rand=1..170\n [/set_variable]\n #endif\n #ifdef EASY\n [set_variable]\n name=spawn_val\n rand=1..200\n [/set_variable]\n #endif\n [if]\n [variable]\n name=spawn_val\n numerical_equals=4\n [/variable]\n [then]\n {SPAWN_NOID_NONAME (\"Demon Void Stalker\") 3 $hex[$i].x $hex[$i].y}\n [/then]\n [/if]\n {CLEAR_VARIABLE spawn_val}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n [/event]\n\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n side=2\n [/filter]\n [filter_second]\n side=1\n type=Manifestation2,Ethereal Warden,Shadow Fae\n [/filter_second]\n\n [message]\n speaker=Yumi\n message= _ \"They're here!\"\n [/message]\n [sound_source]\n id=s15dark2\n x=15\n y=15\n sounds=\"dark-1.ogg\"\n full_range=1000\n delay=0\n loop=-1\n check_fogged=no\n check_shrouded=no\n [/sound_source]\n {DELAY 750}\n [message]\n speaker=Yumi\n message= _ \"(holds head) Their voices... it hurts...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I don't think I can fight them, but...\"\n [/message]\n {DELAY 500}\n [message]\n speaker=narrator\n message= _ \"You must flee!\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"But what about Aryel?\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"You're no match for those things.\"\n [/message]\n {DELAY 750}\n [message]\n speaker=Yumi\n message= _ \"I know, but ah-\"\n [/message]\n {DELAY 750}\n [message]\n speaker=Yumi\n message= _ \"I don't care if they chase me. Just-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"They're after me, right? So please, don't hurt Aryel...\"\n [/message]\n {DELAY 1500}\n [message]\n speaker=Yumi\n message= _ \"I have to run.\"\n [/message]\n [sound_source]\n id=s15dark3\n x=16\n y=16\n sounds=\"dark-3.ogg\"\n full_range=1000\n delay=0\n loop=-1\n check_fogged=no\n check_shrouded=no\n [/sound_source]\n [/event]\n [event]\n name=attack\n first_time_only=yes\n [filter]\n side=2\n [/filter]\n [filter_second]\n id=Yumi\n [/filter_second]\n [message]\n speaker=Yumi\n message= _ \"(gasps)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Stay away!\"\n [/message]\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 150}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n [terrain]\n x,y=$x1,$y1\n terrain=Qxua\n [/terrain]\n [redraw][/redraw]\n {DELAY 500}\n [kill]\n x,y=$x1,$y1\n animate=yes\n [/kill]\n\n [message]\n speaker=Yumi\n message= _ \"(breathes heavily)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shudders)\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Shh... shh... it's okay. There's no need to panic. Just focus on getting away from them.\"\n [/message]\n [/event]\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n side=2\n [/filter]\n [filter_second]\n side=1\n type=Ghost,Blood Fae\n [/filter_second]\n\n [message]\n speaker=Aryel\n message= _ \"That's weird, why are there spirits here?\"\n [/message]\n [/event]\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n side=3\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [message]\n speaker=Aryel\n message= _ \"What is that thing?\"\n [/message]\n [/event]\n [event]\n name=die\n first_time_only=yes\n [filter]\n side=3\n [/filter]\n [message]\n speaker=Aryel\n message= _ \"Somehow, I get the feeling that fighting these things isn't a good idea.\"\n [/message]\n [/event]\n\n [event]\n name=side 4 turn 5 end\n\n [message]\n speaker=Yumi\n message= _ \"Aryel, where are you..?\"\n [/message]\n [/event]\n [event]\n name=side 4 turn 10 end\n\n [message]\n speaker=Aryel\n message= _ \"Where is she? I'm sure I can feel her nearby, but for some reason I can't find her. Hmm.\"\n [/message]\n [/event]\n [event]\n name=side 1 turn 11\n\n [message]\n speaker=Yumi\n message= _ \"More of them are coming. I can't stay.\"\n [/message]\n [/event]\n [event]\n name=side 4 turn 15 end\n\n [message]\n speaker=Yumi\n message= _ \"I wish Aryel was here.\"\n [/message]\n [/event]\n [event]\n name=side 1 turn 16\n\n [message]\n speaker=Aryel\n message= _ \"(looks up) She just called out for me. Yumi? Yumi, can you hear me?\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"(silence)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Geez, why is this girl always so hard to find?\"\n [/message]\n [/event]\n [event]\n name=side 4 turn 20 end\n\n [message]\n speaker=Aryel\n message= _ \"She's getting farther away. She must be running from something. But I don't sense anything that could be a threat to her. What is she fleeing from?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"She doesn't think I'm going to hurt her... does she?\"\n [/message]\n [/event]\n [event]\n name=side 4 turn 25 end\n\n [message]\n speaker=Yumi\n message= _ \"Aryel... please help...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(whispers) I don't want to be alone.\"\n [/message]\n [/event]\n [event]\n name=side 1 turn 26\n\n [message]\n speaker=Aryel\n message= _ \"That was definitely her voice. She needs me. I'm coming, Yumi!\"\n [/message]\n [/event]\n [event]\n name=side 4 turn 30 end\n\n [message]\n speaker=Aryel\n message= _ \"Ugh. Her voice is gone again. I really hope she's okay. I just wonder why I can't find her.\"\n [/message]\n [/event]\n [event]\n name=side 1 turn 31\n\n [message]\n speaker=Yumi\n message= _ \"(looks up) That's Aryel! She's coming toward me. Or is she running from something?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Maybe if I wait a little, she'll catch up-\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"You'll never make it. Those things will tear you to shreds.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(looks back) I guess... but what if they're after Aryel too?\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"(silence)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Hello?\"\n [/message]\n {DELAY 750}\n [message]\n speaker=Yumi\n message= _ \"(frowns)\"\n [/message]\n [/event]\n [event]\n name=side 4 turn 35 end\n\n [message]\n speaker=Yumi\n message= _ \"(flutters wings) So tired...\"\n [/message]\n [/event]\n [event]\n name=side 1 turn 36\n\n [message]\n speaker=Aryel\n message= _ \"(jumps) Huh? I thought I felt something brush against me. Something cold. Really, really cold.\"\n [/message]\n [/event]\n [event]\n name=side 4 turn 40 end\n\n [message]\n speaker=Aryel\n message= _ \"Is it just me or has it gotten colder?\"\n [/message]\n [/event]\n [event]\n name=side 1 turn 41\n\n [message]\n speaker=Yumi\n message= _ \"They just keep coming...\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=1\n [filter_location]\n x,y=23,131\n radius=2\n [/filter_location]\n [and]\n id=Yumi\n [/and]\n [/filter]\n\n {FADE_SCREEN}\n\n [set_variable]\n name=turn_count\n value=-100\n [/set_variable]\n\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi_tmp\n [/store_unit]\n [kill]\n id=Yumi\n [/kill]\n\n {DELAY 750}\n\n {UNFADE_SCREEN}\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n [remove_shroud]\n side=1\n x,y=23,138\n radius=5\n [/remove_shroud]\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x,y=23,138\n radius=5\n multiturn=no\n [/lift_fog]\n\n [unstore_unit]\n variable=yumi_tmp\n x,y=23,136\n [/unstore_unit]\n {CLEAR_VARIABLE yumi_tmp}\n [unhide_unit]\n [filter][/filter]\n [/unhide_unit]\n\n {SCROLL_TO 23 136}\n [sound_source]\n id=s15drum\n x=20\n y=20\n sounds=\"drums.ogg\"\n full_range=1000\n delay=0\n loop=-1\n check_fogged=no\n check_shrouded=no\n [/sound_source]\n\n {PLACE_IMAGE items/crystal-glyph.png 23 135}\n {PLACE_IMAGE items/crystal-glyph-message.png 23 137}\n {PLACE_IMAGE items/crystal-glyph-message.png 21 138}\n {PLACE_IMAGE items/crystal-glyph-message.png 21 139}\n {PLACE_IMAGE items/crystal-glyph-message.png 25 138}\n {PLACE_IMAGE items/crystal-glyph-message.png 25 139}\n {PLACE_IMAGE items/crystal-glyph-message.png 23 140}\n\n\n # randomize puzzle\n\n\n [set_variable]\n name=swap1\n rand=0..2\n [/set_variable]\n [set_variable]\n name=swap2\n rand=3..5\n [/set_variable]\n [set_variable]\n name=x_tmp\n value=$sound_hex[$swap1].x\n [/set_variable]\n [set_variable]\n name=y_tmp\n value=$sound_hex[$swap1].y\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap1].x\n value=$sound_hex[$swap2].x\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap1].y\n value=$sound_hex[$swap2].y\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap2].x\n value=$x_tmp\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap2].y\n value=$y_tmp\n [/set_variable]\n\n [set_variable]\n name=swap1\n rand=0..2\n [/set_variable]\n [set_variable]\n name=swap2\n rand=3..5\n [/set_variable]\n [set_variable]\n name=x_tmp\n value=$sound_hex[$swap1].x\n [/set_variable]\n [set_variable]\n name=y_tmp\n value=$sound_hex[$swap1].y\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap1].x\n value=$sound_hex[$swap2].x\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap1].y\n value=$sound_hex[$swap2].y\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap2].x\n value=$x_tmp\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap2].y\n value=$y_tmp\n [/set_variable]\n\n [set_variable]\n name=swap1\n rand=0..2\n [/set_variable]\n [set_variable]\n name=swap2\n rand=3..5\n [/set_variable]\n [set_variable]\n name=x_tmp\n value=$sound_hex[$swap1].x\n [/set_variable]\n [set_variable]\n name=y_tmp\n value=$sound_hex[$swap1].y\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap1].x\n value=$sound_hex[$swap2].x\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap1].y\n value=$sound_hex[$swap2].y\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap2].x\n value=$x_tmp\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap2].y\n value=$y_tmp\n [/set_variable]\n\n [set_variable]\n name=swap1\n rand=0..2\n [/set_variable]\n [set_variable]\n name=swap2\n rand=3..5\n [/set_variable]\n [set_variable]\n name=x_tmp\n value=$sound_hex[$swap1].x\n [/set_variable]\n [set_variable]\n name=y_tmp\n value=$sound_hex[$swap1].y\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap1].x\n value=$sound_hex[$swap2].x\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap1].y\n value=$sound_hex[$swap2].y\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap2].x\n value=$x_tmp\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap2].y\n value=$y_tmp\n [/set_variable]\n [set_variable]\n name=swap1\n rand=0..2\n [/set_variable]\n [set_variable]\n name=swap2\n rand=3..5\n [/set_variable]\n [set_variable]\n name=x_tmp\n value=$sound_hex[$swap1].x\n [/set_variable]\n [set_variable]\n name=y_tmp\n value=$sound_hex[$swap1].y\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap1].x\n value=$sound_hex[$swap2].x\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap1].y\n value=$sound_hex[$swap2].y\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap2].x\n value=$x_tmp\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap2].y\n value=$y_tmp\n [/set_variable]\n\n {CLEAR_VARIABLE swap1}\n {CLEAR_VARIABLE swap2}\n {CLEAR_VARIABLE x_tmp}\n {CLEAR_VARIABLE y_tmp}\n\n {DELAY 300}\n {TURN_UNIT5 \"Yumi\"}\n {DELAY 500}\n\n [message]\n speaker=Yumi\n message= _ \"(heart pounds)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I'm trapped.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(holds head)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"There has to be a way out. There has to. Don't panic... don't panic...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(breathes rapidly)\"\n [/message]\n\n {PLAY_SOUND \"wail.wav\"}\n {DELAY 150}\n {PLAY_SOUND \"wail-long.wav\"}\n {DELAY 150}\n {PLAY_SOUND \"wail.wav\"}\n\n {DELAY 500}\n [message]\n speaker=Yumi\n message= _ \"I have to hurry.\"\n [/message]\n\n [set_variable]\n name=puzzle_counter\n value=0\n [/set_variable]\n [kill]\n side=2\n [/kill]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Solve the puzzle\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_NOTE ( _ \"Sound effects will help you solve the puzzle.\")}\n {OBJECTIVE_NOTE ( _ \"You may recruit by right clicking on a hex next to Yumi.\")}\n {OBJECTIVE_NOTE ( _ \"Yumi can regain hitpoints by sacrificing ethereal wardens.\")}\n {OBJECTIVE_NOTE ( _ \"Yumi can destroy nearby hexes and any units on them at the cost of 9 hp.\")}\n [/objectives]\n [/event]\n ################################################################################\n #################################### PUZZLE ####################################\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=23,135\n [/filter_location]\n [/filter]\n\n [message]\n speaker=narrator\n message= _ \"The hellish screams pierced the silent night. Through eternal darkness, death hunted her in ceaseless, tireless pursuit. They hounded her at every corner, their ghastly wails tearing through blood and flesh alike, ripping through physical matter with the scythes of the void. She fled blindly into opaque darkness, hoping that she could escape.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Hearing her pleas, it granted her wish. In a rising arpeggio of plucked strings, the climbing strum of the harp broke the eerie darkness. And, like a mirror, the spell was shattered.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=$sound_hex[0].x,$sound_hex[0].y\n [/filter_location]\n [/filter]\n\n {DELAY 150}\n {PLAY_SOUND \"harp_g#.ogg\"}\n {PLACE_IMAGE items/crystal-glyph-message-dark.png $sound_hex[0].x $sound_hex[0].y}\n\n [set_variable]\n name=puzzle_counter\n value=1\n [/set_variable]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=$sound_hex[1].x,$sound_hex[1].y\n [/filter_location]\n [/filter]\n\n {DELAY 150}\n {PLAY_SOUND \"harp_b.ogg\"}\n {PLACE_IMAGE items/crystal-glyph-message-dark-1.png $sound_hex[1].x $sound_hex[1].y}\n\n [if]\n [variable]\n name=puzzle_counter\n numerical_equals=1\n [/variable]\n [then]\n [set_variable]\n name=puzzle_counter\n value=2\n [/set_variable]\n [/then]\n [else]\n [set_variable]\n name=puzzle_counter\n value=0\n [/set_variable]\n [/else]\n [/if]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=$sound_hex[2].x,$sound_hex[2].y\n [/filter_location]\n [/filter]\n\n {DELAY 150}\n {PLAY_SOUND \"harp_d#.ogg\"}\n\n [if]\n [variable]\n name=puzzle_counter\n numerical_equals=2\n [/variable]\n [then]\n [set_variable]\n name=puzzle_counter\n value=3\n [/set_variable]\n [/then]\n [else]\n [set_variable]\n name=puzzle_counter\n value=0\n [/set_variable]\n [/else]\n [/if]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=$sound_hex[3].x,$sound_hex[3].y\n [/filter_location]\n [/filter]\n\n {DELAY 150}\n {PLAY_SOUND \"harp_f#.ogg\"}\n {PLACE_IMAGE items/crystal-glyph.png $sound_hex[3].x $sound_hex[3].y}\n\n [if]\n [variable]\n name=puzzle_counter\n numerical_equals=3\n [/variable]\n [then]\n [set_variable]\n name=puzzle_counter\n value=4\n [/set_variable]\n [/then]\n [else]\n [set_variable]\n name=puzzle_counter\n value=0\n [/set_variable]\n [/else]\n [/if]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=$sound_hex[4].x,$sound_hex[4].y\n [/filter_location]\n [/filter]\n\n {DELAY 150}\n {PLAY_SOUND \"harp_a#.ogg\"}\n {PLACE_IMAGE items/crystal-glyph-light.png $sound_hex[4].x $sound_hex[4].y}\n\n [if]\n [variable]\n name=puzzle_counter\n numerical_equals=4\n [/variable]\n [then]\n [set_variable]\n name=puzzle_counter\n value=5\n [/set_variable]\n [/then]\n [else]\n [set_variable]\n name=puzzle_counter\n value=0\n [/set_variable]\n [/else]\n [/if]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=$sound_hex[5].x,$sound_hex[5].y\n [/filter_location]\n [/filter]\n\n {DELAY 150}\n {PLAY_SOUND \"harp_c#.ogg\"}\n {PLACE_IMAGE items/crystal-glyph-light-1.png $sound_hex[5].x $sound_hex[5].y}\n\n [if]\n [variable]\n name=puzzle_counter\n numerical_equals=5\n [/variable]\n [then]\n {CLEAR_VARIABLE puzzle_counter}\n\n {DELAY 500}\n\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n\n #ifdef EASY\n {VARIABLE_OP yumi.experience add 240}\n\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+240 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n #endif\n #ifdef NORMAL\n {VARIABLE_OP yumi.experience add 200}\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+200 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n #endif\n #ifdef HARD\n {VARIABLE_OP yumi.experience add 100}\n\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+100 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n #endif\n\n {CLEAR_VARIABLE yumi}\n\n {DELAY 750}\n {REMOVE_IMAGE 23 135}\n {REMOVE_IMAGE 23 137}\n {REMOVE_IMAGE 21 138}\n {REMOVE_IMAGE 21 139}\n {REMOVE_IMAGE 25 138}\n {REMOVE_IMAGE 25 139}\n {REMOVE_IMAGE 23 140}\n [redraw][/redraw]\n\n {DELAY 350}\n\n [kill]\n side=1\n type=Manifestation,Manifestation2,Ethereal Warden,Black Spirit\n [/kill]\n [kill]\n side=2\n [/kill]\n\n {DELAY 350}\n\n {TURN_UNIT5 \"Yumi\"}\n [move_unit]\n id=Yumi\n to_x,to_y=23,141\n [/move_unit]\n [fire_event]\n name=endscene\n [/fire_event]\n [/then]\n [else]\n [set_variable]\n name=puzzle_counter\n value=0\n [/set_variable]\n [/else]\n [/if]\n [/event]\n ################################################################\n ################################################################\n\n#define GENERATE_GRASS_HILL\n [store_locations]\n variable=grass_hex\n terrain=Gg\n [filter_adjacent_location]\n terrain=Mm\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=grass_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..2\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Hh\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE grass_hex}\n [store_locations]\n variable=grass_hex\n terrain=Gg\n [filter_adjacent_location]\n terrain=Hh\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=grass_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..4\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Hh\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE grass_hex}\n#enddef\n\n#define GENERATE_GRASS_FOREST\n [store_locations]\n variable=grass_hex\n terrain=Gg\n [/store_locations]\n [for]\n array=grass_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..1500\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=40\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs^Fp\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=43\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=40\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs^Fds\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=49\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=46\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs^Fms\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=70\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=50\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Fp\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=71\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Fds\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=72\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Fms\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE grass_hex}\n [store_locations]\n variable=grass_hex\n terrain=Gg\n [filter_adjacent_location]\n terrain=G*^F*,Hh^F*\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=grass_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..400\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=40\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs^Fp\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=53\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=40\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs^Fds\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=66\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=53\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs^Fms\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=75\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=66\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs^Fdf\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=84\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=75\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs^Fmf\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=95\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=85\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Fp\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=99\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=95\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Fds\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=103\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=99\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Fms\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=106\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=103\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Fdf\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=109\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=106\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Fmf\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE grass_hex}\n [store_locations]\n variable=hill_hex\n terrain=Hh\n [/store_locations]\n [for]\n array=hill_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..75\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=10\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Hh^Fp\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=11\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Hh^Fds\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=12\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Hh^Fms\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hill_hex}\n [store_locations]\n variable=hill_hex\n terrain=Hh\n [filter_adjacent_location]\n terrain=Hh^Fms,Hh^Fda,Hh^Fp\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=hill_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..50\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=4\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Hh^Fp\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=5\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Hh^Fds\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=6\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Hh^Fms\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hill_hex}\n#enddef\n\n [event]\n name=endscene\n\n [for]\n array=aryel_units\n [do]\n [unstore_unit]\n variable=aryel_units[$i]\n find_vacant=yes\n [/unstore_unit]\n [/do]\n [/for]\n\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel_tmp\n [/store_unit]\n\n [modify_unit]\n [filter]\n id=Yumi\n [/filter]\n vision=6\n [/modify_unit]\n\n [if]\n [variable]\n name=inc_moves\n numerical_equals=1\n [/variable]\n [then]\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi_tmp\n [/store_unit]\n\n {VARIABLE_OP yumi_tmp.max_moves sub 2}\n\n [modify_unit]\n [filter]\n id=Yumi\n [/filter]\n max_moves=$yumi_tmp.max_moves\n [/modify_unit]\n\n {CLEAR_VARIABLE yumi_tmp}\n [/then]\n [/if]\n\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi_tmp\n [/store_unit]\n\n [store_unit]\n [filter]\n side=1\n [not]\n id=Yumi,Aryel\n [/not]\n [/filter]\n variable=aryel_units\n [/store_unit]\n\n [kill]\n side=1\n [not]\n id=Yumi\n [/not]\n [/kill]\n\n {DELAY 500}\n\n {SPAWN_ID (\"Demon Reaper\") 2 20 139 (\"Reaper1\") (\"male\")}\n {SPAWN_ID (\"Demon Reaper\") 2 23 138 (\"Reaper2\") (\"male\")}\n {SPAWN_ID (\"Demon Reaper\") 2 26 139 (\"Reaper3\") (\"male\")}\n [redraw][/redraw]\n {DELAY 250}\n [message]\n speaker=Yumi\n message= _ \"!\"\n [/message]\n [move_unit]\n id=Yumi\n to_x,to_y=23,142\n [/move_unit]\n {DELAY 350}\n {TURN_UNIT5 \"Yumi\"}\n {DELAY 350}\n [move_unit]\n id=Reaper1\n to_x,to_y=21,140\n [/move_unit]\n {DELAY 100}\n [move_unit]\n id=Reaper2\n to_x,to_y=23,139\n [/move_unit]\n {DELAY 100}\n [move_unit]\n id=Reaper3\n to_x,to_y=25,140\n [/move_unit]\n {DELAY 100}\n [move_unit]\n id=Reaper1\n to_x,to_y=22,140\n [/move_unit]\n {DELAY 100}\n [move_unit]\n id=Reaper2\n to_x,to_y=23,140\n [/move_unit]\n {DELAY 100}\n [move_unit]\n id=Reaper3\n to_x,to_y=24,140\n [/move_unit]\n {DELAY 500}\n [message]\n speaker=Yumi\n message= _ \"(gasps)\"\n [/message]\n {DELAY 100}\n [move_unit]\n id=Reaper1\n to_x,to_y=22,141\n [/move_unit]\n {DELAY 100}\n [move_unit]\n id=Reaper2\n to_x,to_y=23,141\n [/move_unit]\n {DELAY 100}\n [move_unit]\n id=Reaper3\n to_x,to_y=24,141\n [/move_unit]\n {DELAY 300}\n {CLEAR_VARIABLE aryel_enemies}\n {CLEAR_VARIABLE yumi_enemies}\n {CLEAR_VARIABLE yumi_units}\n\n {FADE_SCREEN}\n {DELAY 250}\n {PLAY_SOUND \"human-female-hit-2.ogg\"}\n {DELAY 500}\n {PLAY_SOUND \"human-female-hit-3.ogg\"}\n {DELAY 650}\n {PLAY_SOUND \"human-female-hit-1.ogg\"}\n {DELAY 650}\n {SWAP_TO_HILL}\n {SWAP_TO_FOREST}\n {SWAP_TO_ICE}\n {SWAP_TO_MOUNTAIN}\n [kill]\n side=1,2\n [/kill]\n [terrain]\n [and]\n terrain=Mm^Xm\n [/and]\n terrain=Mm\n [/terrain]\n {DELAY 350}\n {SWAP_TO_SNOW}\n {GENERATE_GRASS_HILL}\n {GENERATE_GRASS_HILL}\n {GENERATE_GRASS_FOREST}\n {GENERATE_GRASS_HILL}\n {GENERATE_GRASS_FOREST}\n {GENERATE_GRASS_FOREST}\n {UNFADE_SCREEN}\n [remove_sound_source]\n id=s15dark2\n [/remove_sound_source]\n [remove_sound_source]\n id=s15dark3\n [/remove_sound_source]\n [remove_sound_source]\n id=s15drum\n [/remove_sound_source]\n\n [set_variable]\n name=yumi_tmp.hitpoints\n value=1\n [/set_variable]\n\n [unstore_unit]\n variable=yumi_tmp\n x,y=23,146\n [/unstore_unit]\n\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n [remove_shroud]\n side=1\n x,y=23,147\n radius=8\n [/remove_shroud]\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x,y=23,147\n radius=8\n multiturn=no\n [/lift_fog]\n [redraw][/redraw]\n {DELAY 750}\n [message]\n speaker=Yumi\n message= _ \"I'm... bleeding? But I don't bleed..?\"\n [/message]\n {DELAY 750}\n [move_unit]\n id=Yumi\n to_x,to_y=23,147\n [/move_unit]\n [redraw][/redraw]\n {DELAY 400}\n [move_unit]\n id=Yumi\n to_x,to_y=23,148\n [/move_unit]\n [redraw][/redraw]\n {DELAY 600}\n [move_unit]\n id=Yumi\n to_x,to_y=23,149\n [/move_unit]\n [redraw][/redraw]\n {DELAY 350}\n\n [message]\n speaker=Yumi\n message= _ \"It... hurts...\"\n [/message]\n {DELAY 600}\n [message]\n speaker=Yumi\n message= _ \"I can't... it's getting... so dark... ah...\"\n [/message]\n {DELAY 500}\n {COLOR_ADJUST -33 -33 -33}\n {DELAY 500}\n\n {SPAWN_ID (\"Royal Guard\") 4 26 150 (\"Guard1\") (\"male\")}\n {SPAWN_ID (\"Iron Mauler\") 4 27 150 (\"Guard2\") (\"male\")}\n [redraw][/redraw]\n {DELAY 550}\n\n [message]\n speaker=Guard1\n message= _ \"Hey, isn't that one of those faeries we were ordered to capture?\"\n [/message]\n [message]\n speaker=Guard2\n message= _ \"The ones that attacked Fort Helemoor, you mean.\"\n [/message]\n [message]\n speaker=Guard1\n message= _ \"Yes, them. I'm going to go take a look.\"\n [/message]\n {DELAY 350}\n [move_unit]\n id=Guard1\n to_x,to_y=24,149\n [/move_unit]\n {DELAY 350}\n [message]\n speaker=Guard1\n message= _ \"She's unconscious. It seems like she's injured somehow. We ought to do something.\"\n [/message]\n [message]\n speaker=Guard2\n message= _ \"And what are we supposed to do about it? Neither of us knows anything about healing.\"\n [/message]\n [message]\n speaker=Guard1\n message= _ \"Our orders were to capture as many faerie as we could. Alive. Especially the girl with dark hair. Along with the other two-\"\n [/message]\n [message]\n speaker=Guard2\n message= _ \"Well she's still breathing, isn't she?\"\n [/message]\n [message]\n speaker=Guard1\n message= _ \"Yes.\"\n [/message]\n [message]\n speaker=Guard2\n message= _ \"Then let's hurry up and get out of here. This place is making me uncomfortable. We can get her fixed up at the camp.\"\n [/message]\n [message]\n speaker=Guard1\n message= _ \"Sure thing.\"\n [/message]\n\n {DELAY 1000}\n {SCROLL_TO 23 139}\n [unstore_unit]\n variable=aryel_tmp\n x,y=23,139\n [/unstore_unit]\n [unhide_unit]\n [filter][/filter]\n [/unhide_unit]\n [redraw][/redraw]\n {CLEAR_VARIABLE aryel_tmp}\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n [remove_shroud]\n side=1\n x,y=23,141\n radius=8\n [/remove_shroud]\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x,y=23,141\n radius=8\n multiturn=no\n [/lift_fog]\n\n {DELAY 250}\n [message]\n speaker=Aryel\n message= _ \"Yumi!\"\n [/message]\n [move_unit]\n id=Aryel\n to_x,to_y=23,140\n [/move_unit]\n {DELAY 150}\n {PLAY_SOUND \"wail.wav\"}\n\n {SPAWN_ID (\"Demon Reaper\") 2 21 140 (\"Reaper4\") (\"male\")}\n {SPAWN_ID (\"Demon Reaper\") 2 21 142 (\"Reaper5\") (\"male\")}\n {SPAWN_ID (\"Demon Reaper\") 2 25 140 (\"Reaper6\") (\"male\")}\n {SPAWN_ID (\"Demon Reaper\") 2 25 142 (\"Reaper7\") (\"male\")}\n [redraw][/redraw]\n [message]\n speaker=Aryel\n message= _ \"Damn it, Yumi, wake up...\"\n [/message]\n [move_unit]\n id=Aryel\n to_x,to_y=23,141\n [/move_unit]\n {DELAY 350}\n [move_unit]\n id=Reaper4\n to_x,to_y=22,140\n [/move_unit]\n {DELAY 100}\n [move_unit]\n id=Reaper5\n to_x,to_y=22,141\n [/move_unit]\n {DELAY 100}\n [move_unit]\n id=Reaper6\n to_x,to_y=24,140\n [/move_unit]\n {DELAY 100}\n [move_unit]\n id=Reaper7\n to_x,to_y=24,141\n [/move_unit]\n {DELAY 250}\n [message]\n speaker=Aryel\n message= _ \"Rrrgh, get out of the way! I've got to stop those humans!\"\n [/message]\n [harm_unit]\n [filter]\n id=Reaper7\n [/filter]\n [filter_second]\n id=Aryel\n [/filter_second]\n [primary_attack]\n name=blood boil\n [/primary_attack]\n [secondary_attack]\n name=blood boil\n [/secondary_attack]\n animate=yes\n amount=5\n [/harm_unit]\n {DELAY 100}\n [harm_unit]\n [filter]\n id=Reaper7\n [/filter]\n [filter_second]\n id=Aryel\n [/filter_second]\n [primary_attack]\n name=blood boil\n [/primary_attack]\n [secondary_attack]\n name=blood boil\n [/secondary_attack]\n animate=yes\n amount=5\n [/harm_unit]\n\n [message]\n speaker=Aryel\n message= _ \"Move!\"\n [/message]\n {DELAY 350}\n {PLAY_SOUND \"wail.wav\"}\n {DELAY 150}\n {PLAY_SOUND \"wail-sml.wav\"}\n {DELAY 150}\n {PLAY_SOUND \"wail-long.wav\"}\n {DELAY 150}\n {PLAY_SOUND \"wail.wav\"}\n {DELAY 350}\n {SPAWN_ID (\"Demon Reaper\") 2 23 139 (\"Reaper8\") (\"male\")}\n {SPAWN_ID (\"Demon Reaper\") 2 23 143 (\"Reaper9\") (\"male\")}\n [redraw][/redraw]\n {DELAY 350}\n [message]\n speaker=Aryel\n message= _ \"Oh...\"\n [/message]\n {DELAY 150}\n [move_unit]\n id=Reaper8\n to_x,to_y=23,140\n [/move_unit]\n {DELAY 100}\n [move_unit]\n id=Reaper9\n to_x,to_y=23,142\n [/move_unit]\n {DELAY 250}\n {SPAWN (\"Demon Reaper\") 2 21 140}\n {SPAWN (\"Demon Reaper\") 2 25 140}\n {SPAWN (\"Demon Reaper\") 2 21 142}\n {SPAWN (\"Demon Reaper\") 2 25 142}\n {SPAWN (\"Demon Reaper\") 2 23 139}\n {SPAWN (\"Demon Reaper\") 2 23 143}\n {DELAY 750}\n [message]\n speaker=Aryel\n message= _ \"Uh oh.\"\n [/message]\n {DELAY 500}\n {FADE_SCREEN}\n [kill]\n side=1-4\n [not]\n id=Aryel\n [/not]\n [/kill]\n [for]\n array=aryel_units\n [do]\n [unstore_unit]\n variable=aryel_units[$i]\n find_vacant=yes\n [/unstore_unit]\n [/do]\n [/for]\n {CLEAR_VARIABLE aryel_units}\n\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=16_Black_Forest\n [/endlevel]\n\n [/event]\n\n # clean up variables\n [event]\n name=victory\n\n [unstore_unit]\n variable=esther_tmp\n find_vacant=yes\n [/unstore_unit]\n [clear_menu_item]\n id=recruit_manifestation,recruit_black_spirit,recruit_ethereal_warden,consume_ghost,destroy_hex,possess_ghost\n [/clear_menu_item]\n\n {CLEAR_VARIABLE esther_tmp}\n {CLEAR_VARIABLE yumi_spawns}\n {CLEAR_VARIABLE aryel_spawns}\n {CLEAR_VARIABLE turn_count}\n {CLEAR_VARIABLE sound_hex}\n {CLEAR_VARIABLE inc_moves}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Yumi\n [/filter]\n [message]\n speaker=Yumi\n message= _ \"(gasps)\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n [event]\n name=last breath\n [filter]\n id=Aryel\n [/filter]\n [message]\n speaker=Aryel\n message= _ \"Ugh...\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n[/scenario]\n\n#undef GENERATE_MOUNTAIN\n#undef SWAP_TO_WALL\n#undef SWAP_TO_MOUNTAIN\n#undef GENERATE_HILL\n#undef SWAP_TO_HILL\n#undef SWAP_TO_CAVEHILL\n#undef GENERATE_FOREST\n#undef SWAP_TO_FOREST\n#undef SWAP_TO_REMAINS\n#undef GENERATE_SNOW\n#undef SWAP_TO_SNOW\n#undef SWAP_TO_BLOOD\n#undef SWAP_TO_ICE\n#undef SWAP_TO_WATER\n#undef REGENERATE_TERRAIN\n#undef DRAW_VOID\n#undef GENERATE_GRASS_HILL\n#undef GENERATE_GRASS_FOREST\n"} {"text": "#textdomain wesnoth-Genesis\n[scenario]\n id=16_Black_Forest\n name= _ \"Black Forest\"\n map_data=\"{~add-ons/Genesis/episode1/maps/16_Black_Forest.map}\"\n next_scenario=17a_Ashen_Hearts\n victory_when_enemies_defeated=yes\n {TURNS 19 18 17}\n\n {EXTENDED_TIME2}\n\n {SCENARIO_MUSIC wanderer.ogg}\n {EXTRA_SCENARIO_MUSIC elvish-theme.ogg}\n {EXTRA_SCENARIO_MUSIC loyalists.ogg}\n {EXTRA_SCENARIO_MUSIC battle.ogg}\n\n [side]\n {PLAYER_FAE}\n {FULL_RECRUIT_LIST}\n side=1\n {GOLD 260 230 160}\n {INCOME 2 1 -1}\n shroud=yes\n fog=yes\n [/side]\n\n [side]\n {HUMAN_ENEMY}\n type=General\n id=humanleader162\n generate_name=yes\n canrecruit=yes\n side=2\n recruit=Swordsman,Pikeman,Javelineer,Longbowman,Dragoon\n {GOLD 100 125 200}\n {INCOME 15 20 25}\n [ai]\n aggression=0.75\n caution=0.25\n [/ai]\n [/side]\n\n [side]\n {HUMAN_ENEMY}\n type=General\n id=humanleader163\n generate_name=yes\n canrecruit=yes\n side=3\n recruit=Swordsman,Pikeman,Javelineer,Longbowman,Dragoon\n {GOLD 100 125 200}\n {INCOME 15 20 25}\n [ai]\n aggression=0.75\n caution=0.25\n [/ai]\n [/side]\n\n [side]\n no_leader=yes\n side=4\n controller=ai\n team_name=woses\n hidden=yes\n color=black\n [/side]\n\n#define GENERATE_HILL\n [store_locations]\n variable=grass_hex\n terrain=Gg\n [and]\n x,y=10,8\n radius=11\n [or]\n x,y=15,4\n radius=7\n [/or]\n [or]\n x,y=4,15\n radius=7\n [/or]\n [/and]\n [/store_locations]\n [for]\n array=grass_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..15\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Hh\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE grass_hex}\n [store_locations]\n variable=grass_hex\n terrain=Gg\n [filter_adjacent_location]\n terrain=Hh\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=grass_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..8\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Hh\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE grass_hex}\n#enddef\n\n#define GENERATE_FOREST\n [store_locations]\n variable=grass_hex\n terrain=Gg\n [and]\n x,y=10,9\n radius=13\n [or]\n x,y=3,17\n radius=7\n [/or]\n [or]\n x,y=19,6\n radius=10\n [/or]\n [/and]\n [/store_locations]\n [for]\n array=grass_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..1600\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=40\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs^Fp\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=43\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=40\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs^Fds\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=49\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=46\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs^Fms\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=70\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=50\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Fp\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=71\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Fds\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=72\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Fms\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE grass_hex}\n [store_locations]\n variable=grass_hex\n terrain=Gg\n [filter_adjacent_location]\n terrain=G*^F*,Hh^F*\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=grass_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..300\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=40\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs^Fp\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=53\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=40\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs^Fds\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=66\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=53\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs^Fms\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=75\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=66\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs^Fdf\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=84\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=75\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs^Fmf\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=95\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=85\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Fp\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=99\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=95\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Fds\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=103\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=99\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Fms\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=106\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=103\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Fdf\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=109\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=106\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Fmf\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE grass_hex}\n [store_locations]\n variable=hill_hex\n terrain=Hh\n [/store_locations]\n [for]\n array=hill_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..75\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=10\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Hh^Fp\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=11\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Hh^Fds\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=12\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Hh^Fms\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hill_hex}\n [store_locations]\n variable=hill_hex\n terrain=Hh\n [filter_adjacent_location]\n terrain=Hh^Fms,Hh^Fda,Hh^Fp\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=hill_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..75\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=4\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Hh^Fp\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=5\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Hh^Fds\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=6\n [/variable]\n [then]\n [terrain]\n x,y=$hill_hex[$i].x,$hill_hex[$i].y\n terrain=Hh^Fms\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hill_hex}\n#enddef\n\n#define GENERATE_VILLAGE\n [store_locations]\n variable=grass_hex\n terrain=Gg\n [not]\n [filter_adjacent_location]\n terrain=G*^V*,G*^F*,G*\n [and]\n [filter_adjacent_location]\n terrain=G*^V*,G*^F*\n [/filter_adjacent_location]\n [/and]\n [/filter_adjacent_location]\n [/not]\n [not]\n [filter_adjacent_location]\n terrain=G*^V*,G*^F*,C*\n [/filter_adjacent_location]\n [/not]\n [not]\n x=0,45\n [or]\n y=0,45\n [/or]\n [/not]\n [/store_locations]\n [for]\n array=grass_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..130\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=3\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Vh\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=3\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Vc\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=4\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Vwm\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=6\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gg^Vct\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE grass_hex}\n [store_locations]\n variable=forest_hex\n terrain=G*^F*\n [not]\n [filter_adjacent_location]\n terrain=G*^V*,G*,C*\n [/filter_adjacent_location]\n [/not]\n [not]\n x=0,46\n [or]\n y=0,36\n [/or]\n [/not]\n [/store_locations]\n [for]\n array=forest_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..40\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$forest_hex[$i].x,$forest_hex[$i].y\n terrain=Gs^Ve\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE forest_hex}\n#enddef\n\n#define GENERATE_GRASS\n [store_locations]\n variable=grass_hex\n terrain=Gg\n [/store_locations]\n [for]\n array=grass_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..800\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=30\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=34\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=30\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gd\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=50\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gll\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE grass_hex}\n [store_locations]\n variable=grass_hex\n terrain=Gg\n [filter_adjacent_location]\n terrain=Gs\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=grass_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..50\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=10\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=13\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=10\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gd\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=15\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gll\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE grass_hex}\n [store_locations]\n variable=grass_hex\n terrain=Gg\n [filter_adjacent_location]\n terrain=Gd\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=grass_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..50\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=10\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n less_than=13\n [/variable]\n [and]\n [variable]\n name=change_terrain\n greater_than=10\n [/variable]\n [/and]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gd\n [/terrain]\n [/then]\n [/if]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=15\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gll\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE grass_hex}\n [store_locations]\n variable=grass_hex\n terrain=Gg\n [filter_adjacent_location]\n terrain=G*^F*\n count=4,5,6\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=grass_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..5\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$grass_hex[$i].x,$grass_hex[$i].y\n terrain=Gs\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE grass_hex}\n#enddef\n\n#define GENERATE_TEXTURE\n [store_locations]\n variable=floor_hex\n terrain=*\n [and]\n [filter_adjacent_location]\n terrain=*^F*\n [/filter_adjacent_location]\n [/and]\n [/store_locations]\n [for]\n array=floor_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..24\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$floor_hex[$i].x,$floor_hex[$i].y\n layer=overlay\n terrain=^Em\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE floor_hex}\n [store_locations]\n variable=floor_hex\n terrain=*\n [and]\n [filter_adjacent_location]\n terrain=*^F*\n count=3-6\n [/filter_adjacent_location]\n [/and]\n [/store_locations]\n [for]\n array=floor_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..60\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$floor_hex[$i].x,$floor_hex[$i].y\n layer=overlay\n terrain=^Emf\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE floor_hex}\n [store_locations]\n variable=floor_hex\n terrain=G*\n [not]\n [filter_adjacent_location]\n terrain=*^F*\n [/filter_adjacent_location]\n [/not]\n [/store_locations]\n [for]\n array=floor_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..32\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$floor_hex[$i].x,$floor_hex[$i].y\n layer=overlay\n terrain=^Gvs\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE floor_hex}\n [store_locations]\n variable=floor_hex\n terrain=G*\n [/store_locations]\n [for]\n array=floor_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..16\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$floor_hex[$i].x,$floor_hex[$i].y\n layer=overlay\n terrain=^Efm\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE floor_hex}\n [store_locations]\n variable=floor_hex\n terrain=G*\n [and]\n [filter_adjacent_location]\n terrain=*^F*\n [/filter_adjacent_location]\n [/and]\n [/store_locations]\n [for]\n array=floor_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..12\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$floor_hex[$i].x,$floor_hex[$i].y\n layer=overlay\n terrain=^Efm\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE floor_hex}\n [store_locations]\n variable=floor_hex\n terrain=G*,R*,H*\n [/store_locations]\n [for]\n array=floor_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..16\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$floor_hex[$i].x,$floor_hex[$i].y\n layer=overlay\n terrain=^Es\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE floor_hex}\n#enddef\n\n [event]\n name=prestart\n {GENERATE_HILL}\n {REPEAT 2 ({GENERATE_FOREST})}\n {GENERATE_HILL}\n {REPEAT 2 ({GENERATE_FOREST})}\n {GENERATE_HILL}\n {REPEAT 2 ({GENERATE_FOREST})}\n {REPEAT 2 ({GENERATE_VILLAGE})}\n {REPEAT 3 ({GENERATE_GRASS})}\n {GENERATE_TEXTURE}\n {GENERATE_TEXTURE}\n [set_variable]\n name=tree_spawns\n value=0\n [/set_variable]\n\n {FADE_SCREEN}\n [/event]\n\n [event]\n name=start\n\n {UNFADE_SCREEN}\n {RECALL_TALYA 3 3}\n\n [message]\n speaker=Talya\n message= _ \"Well, we got away from those things, but we didn't find your friends. What do we do now?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I don't know. I just keep thinking about it.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"About?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"The statue. It looked exactly like Aryel.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Don't you think you're a little too hung up over that?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I'm worried about her. And Yumi. Look, I know you just met them and don't know them that well, but-\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"It's not like I don't care.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"So you should understand why I keep thinking about that.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Yes, but we can't just keep wandering around aimlessly. You've literally been flying here in circles here all night!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(snaps) I know! I just have no idea where they are, and those two like to put themselves in terrible danger for no reason. Oh, I shouldn't have let them go alone...\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Sorry, my intention wasn't to criticize you-\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(shakes head)\"\n [/message]\n\n {RECALL_ARYEL 11 8}\n\n [object]\n [filter]\n id=Aryel\n [/filter]\n [effect]\n apply_to=new_ability\n [abilities]\n [regenerate]\n value=-7\n id=injured\n name= _ \"injured\"\n female_name= _ \"female^injured\"\n description= _ \"This unit has reduced hitpoints and loses 7 health per turn.\"\n affect_self=yes\n [/regenerate]\n [/abilities]\n [/effect]\n [effect]\n apply_to=hitpoints\n increase_total=-40%\n [/effect]\n silent=yes\n duration=scenario\n [/object]\n\n [modify_unit]\n [filter]\n id=Aryel\n [/filter]\n hitpoints=1\n [/modify_unit]\n [move_unit]\n id=Esther\n to_x,to_y=6,4\n [/move_unit]\n [message]\n speaker=Talya\n message= _ \"I wish there were something I could do-\"\n [/message]\n {DELAY 250}\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n {DELAY 500}\n {SCROLL_TO 11 8}\n {DELAY 500}\n [message]\n speaker=Talya\n message= _ \"(gasps)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Aryel? Aryel!\"\n [/message]\n [move_unit]\n id=Esther\n to_x,to_y=10,7\n [/move_unit]\n [move_unit]\n id=Talya\n to_x,to_y=11,7\n [/move_unit]\n [message]\n speaker=Esther\n message= _ \"Aryel, look at me. Please be okay.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Ugh... not so loud, Esther. My head's killing me.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"My apologies. Talya, go get one of the healers.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"On it.\"\n [/message]\n [move_unit]\n id=Talya\n to_x,to_y=1,1\n [/move_unit]\n [store_unit]\n [filter]\n id=Talya\n [/filter]\n variable=talya\n [/store_unit]\n [kill]\n id=Talya\n [/kill]\n [message]\n speaker=Esther\n message= _ \"Don't worry, Aryel. You're safe. We're going to get someone to heal you right away.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"... mmm. Great.\"\n [/message]\n {DELAY 500}\n [unstore_unit]\n variable=talya\n x,y=1,1\n [/unstore_unit]\n {CLEAR_VARIABLE talya}\n [move_unit]\n id=Talya\n to_x,to_y=10,6\n [/move_unit]\n [unit]\n side=1\n generate_name=yes\n type=Faerie Guardian\n random_traits=no\n animate=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_INTELLIGENT}\n [/modifications]\n x,y=11,7\n experience=101\n [/unit]\n [unit]\n side=1\n generate_name=yes\n type=Faerie Siren\n random_traits=no\n animate=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n x,y=10,8\n experience=19\n [/unit]\n\n [message]\n speaker=Talya\n message= _ \"Is she... okay?\"\n [/message]\n [message]\n x,y=11,7\n message= _ \"She's hurt badly. Give her a little room.\"\n [/message]\n {DELAY 500}\n\n [heal_unit]\n [filter]\n id=Aryel\n [/filter]\n amount=0\n animate=yes\n [/heal_unit]\n {DELAY 250}\n [heal_unit]\n [filter]\n id=Aryel\n [/filter]\n amount=0\n animate=yes\n [/heal_unit]\n {DELAY 250}\n [heal_unit]\n [filter]\n id=Aryel\n [/filter]\n amount=0\n animate=yes\n [/heal_unit]\n [message]\n x,y=10,8\n message= _ \"There is a dense energy running through her whole body. It's stopping me from healing her properly.\"\n [/message]\n\n [message]\n speaker=Esther\n message= _ \"(softly) What in the world happened to you?\"\n [/message]\n {DELAY 500}\n\n [heal_unit]\n [filter]\n id=Aryel\n [/filter]\n amount=0\n animate=yes\n [/heal_unit]\n {DELAY 250}\n [heal_unit]\n [filter]\n id=Aryel\n [/filter]\n amount=0\n animate=yes\n [/heal_unit]\n {DELAY 250}\n [message]\n speaker=Aryel\n message= _ \"(breathes)\"\n [/message]\n {DELAY 250}\n [heal_unit]\n [filter]\n id=Aryel\n [/filter]\n amount=1\n animate=yes\n [/heal_unit]\n {DELAY 250}\n [message]\n speaker=Aryel\n message= _ \"There were... demons... but they weren't demons. They were so cold. Their scythes didn't feel like blades. They cut me... but it didn't hurt. I just felt numb. I still feel numb.\"\n [/message]\n {DELAY 250}\n [heal_unit]\n [filter]\n id=Aryel\n [/filter]\n amount=1\n animate=yes\n [/heal_unit]\n {DELAY 250}\n [message]\n speaker=Aryel\n message= _ \"There were so many of them. They were... terrifying. I couldn't fight them all. Not alone. Nobody was there to help me-\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) I'm sorry.\"\n [/message]\n {DELAY 250}\n [heal_unit]\n [filter]\n id=Aryel\n [/filter]\n amount=2\n animate=yes\n [/heal_unit]\n {DELAY 250}\n [message]\n speaker=Aryel\n message= _ \"I was trying to stop them. They were- they were...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(stands)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"What are you doing? You've got to rest!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"E-Esther, there was a bunch of them chasing Yumi! They were hunting her! I saw them corner her and then, and then...\"\n [/message]\n {DELAY 250}\n [heal_unit]\n [filter]\n id=Aryel\n [/filter]\n amount=3\n animate=yes\n [/heal_unit]\n {DELAY 250}\n [message]\n speaker=Talya\n message= _ \"Take it easy. Nice and slow. Don't panic.\"\n [/message]\n {DELAY 500}\n [message]\n speaker=Aryel\n message= _ \"(breathes)\"\n [/message]\n {DELAY 500}\n [message]\n speaker=Aryel\n message= _ \"They disappeared. I don't know what happened, but suddenly they were all gone. I saw her- she was far and she was hurt- I tried to get to her, but some of the humans found her first and took her away- I tried to follow, but I was tired... and then the demons or whatever they were, they came and they surrounded me-\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Aryel, slow down. You're hyperventilating.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I managed to fight off some of them and follow the humans- I sensed them taking her south... but I couldn't outrun the demons, and they just-\"\n [/message]\n {DELAY 500}\n [message]\n speaker=Aryel\n message= _ \"(breathes)\"\n [/message]\n {DELAY 500}\n [message]\n speaker=Aryel\n message= _ \"It was so dark... and so cold... I couldn't catch up to her...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Aryel- Aryel, it's okay. The demons are gone. We're here now-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"It's not okay! The humans took Yumi! Who knows what they're going to do to her?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I'm worried too, but you can't throw yourself into danger like that. What if something happens to you?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I- ah. You're right, but I wasn't thinking straight in the moment... (shivers)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(shaking head) Even so, I'm, well, mostly okay now, so we've gotta focus on getting to Yumi.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"You said they were taking her south? They haven't done anything to her yet, have they? They better not have...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"She's still alive. But she's far. Getting close to Caerleon now.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Okay. Alright. In that case, Talya, you and me will go after Yumi-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Don't you mean all of us?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"No, I mean Talya and me. You're staying here until you've recovered a bit.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"No, I'm coming too-\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Aryel, you're hurt really badly, and I'm not going to let you just follow us into more danger like that. You get into enough trouble already. Stop being so hotheaded-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"That's- I'm just-\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Actually, before you two go on a mad dash through the forest, you might want to consider that we're getting close to the plains. So there's probably going to be some outposts nearby that we might have to fight through.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I'll charge through them if I have to.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"That would be bad, wouldn't it?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Well, maybe, but-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Esther, I went on a mad dash to try to save Yumi too. Trust me, being that rash is not a good idea.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Then I can sneak around them by myself. You and Talya and the girls can stay back here.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Esther, you're not going to just get up and leave without me, are you?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I... for your own good, I want to. (sighs) But I guess there's no talking sense into you, is there? Fine. We'll go together, but promise you'll stay behind me.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(nods) I'll stay close.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"She's still hurt really badly. Aryel's normally never this agreeable. I guess that'll have to be good enough for now. She'll have time to heal on our way to Caerleon, I'll just have to keep an eye on her to make sure she's okay.\"\n [/message]\n\n [terrain]\n x,y=10,7\n radius=1\n terrain=Ce\n [/terrain]\n [terrain]\n x,y=10,7\n terrain=Ke\n [/terrain]\n [redraw][/redraw]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Travel southeast\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n [/objectives]\n [/event]\n\n # spawns\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=tree_spawns\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [store_locations]\n terrain=*^F*\n variable=hex\n [/store_locations]\n [for]\n array=hex\n [do]\n #ifdef HARD\n [set_variable]\n name=spawn_val\n rand=1..350\n [/set_variable]\n #endif\n #ifdef NORMAL\n [set_variable]\n name=spawn_val\n rand=1..500\n [/set_variable]\n #endif\n #ifdef EASY\n [set_variable]\n name=spawn_val\n rand=1..600\n [/set_variable]\n #endif\n [if]\n [variable]\n name=spawn_val\n numerical_equals=4\n [/variable]\n [then]\n {SPAWN_NOID_NONAME (\"Ashen Wose\") 4 $hex[$i].x $hex[$i].y}\n [terrain]\n x,y=$hex[$i].x,$hex[$i].y\n terrain=Zw\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE spawn_val}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n [redraw][/redraw]\n [/event]\n\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n side=2,3\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n [message]\n speaker=unit\n message= _ \"Eek! It's the faerie! Commander, commander, it's the faerie!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Boo.\"\n [/message]\n [message]\n speaker=unit\n message= _ \"Aaaaahhhh!\"\n [/message]\n [message]\n speaker=humanleader162\n message= _ \"Sound the alarms! We're under attack!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"If it's a fight you're looking for...\"\n [/message]\n [message]\n speaker=unit\n message= _ \"Stay away! Get back or I won't hesitate to fight you!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Riiight. Esther, what about the other plan of sneaking around them? It might be faster than fighting them.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"In such a big group? I don't think that'll work very well. This is why I wanted to come alone.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"(whispers) If we fight them here, that's only going to hurt our relationship with Caerleon even more. It's going to be really hard to make peace with them again, at least until we figure out what's going on with the king and the rest of the Council.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) They already attack us on sight. I don't think diplomacy is going to work anymore, and I'm honestly tired of it.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"You've got a point.\"\n [/message]\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Defeat all enemy leaders\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Talya\")}\n {OBJECTIVE_CARRYOVER}\n [/objectives]\n [/event]\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n side=2,3\n [/filter]\n [filter_second]\n id=Aryel\n [/filter_second]\n\n [message]\n speaker=unit\n message= _ \"Augh! Help, help! She's sucking out my soul!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Actually, I'm not. But I could totally do that if you wanted me to.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Poor guy's in for a lot of pain.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Tch. I would love to give him the torment that he deserves, but moving on is more important.\"\n [/message]\n [/event]\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n side=2,3\n [/filter]\n [filter_second]\n id=Talya\n [/filter_second]\n\n [message]\n speaker=unit\n message= _ \"Traitor!\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Oh sure, that's me. Definitely miss traitor here, killing all of you 'cause I went mad.\"\n [/message]\n [/event]\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n side=4\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [message]\n speaker=Esther\n message= _ \"I highly doubt fighting these things is a good idea.\"\n [/message]\n [/event]\n [event]\n name=turn 3\n [message]\n speaker=Esther\n message= _ \"How are you doing, Aryel?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I'm... honestly... not too good. But better than before.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"You're still hurt pretty bad. Shouldn't you rest up a bit more and stick next to one of the healers?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"No, it's okay. I just need to take it slowly.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Alright, if you say so. But geez, you're a pretty tough girl. Even our biggest, strongest dudes would be totally out of it with the kind of beating you took.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"You really ought to be more careful, Aryel. You're so reckless when you fight.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yumi was in trouble. I had to help her.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yes, we need Yumi to be safe. But we also need you to be safe too, Aryel. Please don't put yourself in unnecessary danger.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(sighs) Yes, mother.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"She still looks so pale, poor thing. But, at least she's got her sarcasm back.\"\n [/message]\n [/event]\n\n [event]\n name=turn 8 end\n\n [set_variable]\n name=tree_spawns\n value=1\n [/set_variable]\n [/event]\n\n [event]\n name=turn 9\n\n [store_locations]\n variable=hex\n terrain=*^F*\n [and]\n [filter_adjacent_location]\n x,y=19,18\n radius=4\n [/filter_adjacent_location]\n [/and]\n [and]\n [not]\n [filter][/filter]\n [/not]\n [/and]\n [/store_locations]\n [remove_shroud]\n side=1\n x,y=19,18\n radius=4\n [/remove_shroud]\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x,y=19,18\n radius=4\n multiturn=no\n [/lift_fog]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n {SCROLL_TO 19 18}\n [set_variable]\n name=i\n rand=0..$($hex.length-1)\n [/set_variable]\n {DELAY 500}\n {PLAY_SOUND \"wail.wav\"}\n {DELAY 500}\n {SPAWN_NOID_NONAME (\"Ashen Wose\") 4 $hex[$i].x $hex[$i].y}\n [terrain]\n x,y=$hex[$i].x,$hex[$i].y\n terrain=Zw\n [/terrain]\n [redraw][/redraw]\n {CLEAR_VARIABLE i}\n {CLEAR_VARIABLE hex}\n [message]\n speaker=Talya\n message= _ \"What is that?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"It feels unnaturally cold... a lot like those creatures we fought against before at Fort Helemoor.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Ugh. Just when I thought I had gotten away from all this weird stuff...\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"(shivers)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Calm down, you two. We can get through this. Everyone, just stick together! Remember that any of the trees could turn into those monsters, so please be careful!\"\n [/message]\n [/event]\n\n [event]\n name=turn 15\n [message]\n speaker=Aryel\n message= _ \"You know, Esther.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yes?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I kind of miss when the demons were our only enemies. Having to fight all the humans along with these weird creatures is really just...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"It's hard, being hounded by everyone and everything.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Don't forget the everywhere.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Right. I'm no stranger to fighting either, but it's difficult when the people who are supposed to be your allies suddenly start attacking you. First the Urdemons, now the humans-\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Not all of us are against you!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I know, we really appreciate the help. But Caerleon is truly becoming a problem if their generals are just going to attack us on sight. Even if Aryel doesn't think much of their armies-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"They're getting annoying.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"I know, I know. It's a problem for us too, right? So we're in this together.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yes, we are. See Aryel? It's not so bad when you've got friends. We're here to support each other.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(sighs) You're right. I guess I'm still just a bit shaken from fighting all those... things.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"It's okay. We're here with you now. You're not alone. We're your friends for a reason.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Right? I mean, as long as you don't mind being friends with a human.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(rolls eyes) I don't mind. Thanks, you two.\"\n [/message]\n [/event]\n [event]\n name=turn 12\n\n [message]\n speaker=Aryel\n message= _ \"Ugh, this is taking too long. We need to catch up to Yumi before they do anything to her.\"\n [/message]\n [/event]\n [event]\n name=turn 14\n\n [message]\n speaker=Aryel\n message= _ \"Come on, we've got to beat these guys and get going.\"\n [/message]\n [/event]\n [event]\n name=turn 16\n\n [message]\n speaker=Esther\n message= _ \"We can't just stay here fighting. Yumi's in danger!\"\n [/message]\n [/event]\n [event]\n name=turn 17\n\n [message]\n speaker=Aryel\n message= _ \"She's getting farther and farther away...\"\n [/message]\n [/event]\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n id=humanleader163\n [/filter]\n\n [message]\n speaker=humanleader163\n message= _ \"Argh! Slain by a violent bunch of savages...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Violent? You thought that was violent? Allow me to demonstrate the error in your thought process.\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n id=humanleader162\n [/filter]\n\n [message]\n speaker=humanleader162\n message= _ \"Urgh- send a messenger... to Caerleon... the faeries are invading...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Right. Because we faerie definitely are known for being conquerers. We totally just would love to take over your city and enslave you humans.\"\n [/message]\n [message]\n speaker=humanleader162\n message= _ \"Hurry... and warn the king...\"\n [/message]\n [kill]\n id=humanleader162\n animate=yes\n [/kill]\n [message]\n speaker=Esther\n message= _ \"Nothing like a little propaganda to keep everyone on edge. That, or they've just gone crazy.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Yeah. The most recent order I remember was the one to drive you faerie out of the northlands, and that was pretty stupid already. I mean, the only thing you faerie really like is forests, so no idea what's gotten into their heads.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Tell me about it.\"\n [/message]\n [/event]\n\n [event]\n name=enemies defeated\n\n {DELAY 750}\n [message]\n speaker=Esther\n message= _ \"Finally. That took a lot longer than I was hoping it would.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yes, it did. So let's hurry up and go after Yumi.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Right behind you.\"\n [/message]\n\n [endlevel]\n result=victory\n {NEW_GOLD_CARRYOVER 40}\n next_scenario=17a_Ashen_Hearts\n [/endlevel]\n [/event]\n [event]\n name=last breath\n [filter]\n id=Esther\n [/filter]\n\n [message]\n speaker=Esther\n message= _ \"I... failed...\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n [event]\n name=last breath\n [filter]\n id=Aryel\n [/filter]\n\n [message]\n speaker=Aryel\n message= _ \"(gasps)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Aryel, no!\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n [event]\n name=last breath\n [filter]\n id=Talya\n [/filter]\n\n [message]\n speaker=Talya\n message= _ \"Ow!\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n [event]\n name=time over\n\n [message]\n speaker=Aryel\n message= _ \"Great. Those humans probably took Yumi to Caerleon by now.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"We really needed to not get stuck here for so long.\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n [event]\n name=victory\n {CLEAR_VARIABLE tree_spawns}\n [/event]\n[/scenario]\n\n#undef GENERATE_HILL\n#undef GENERATE_FOREST\n#undef GENERATE_VILLAGE\n#undef GENERATE_GRASS\n#undef GENERATE_TEXTURE\n"} {"text": "#textdomain wesnoth-Genesis\n\n[scenario]\n id=17a_Ashen_Hearts\n name= _ \"Ashen Hearts - I\"\n map_data=\"{~add-ons/Genesis/episode1/maps/04e_The_White_City.map}\"\n next_scenario=17b_Ashen_Hearts\n disallow_recall=yes\n victory_when_enemies_defeated=no\n theme=Cutscene\n turns=-1\n {DEFAULT_SCHEDULE_24H}\n\n {SCENARIO_MUSIC journeys_end.ogg}\n {STORYTXT_ASHEN_HEARTS}\n\n [side]\n {PLAYER_FAE}\n {NO_GOLD_SIDE}\n side=1\n recruit=\n [/side]\n\n [side]\n {HUMAN_ALLY}\n side=2\n no_leader=yes\n [/side]\n\n [side]\n side=3\n no_leader=yes\n team_name=fae\n color=white\n user_team_name= _ \"team_name^Magi\"\n [/side]\n\n [side]\n {HUMAN_ENEMY}\n side=4\n no_leader=yes\n hidden=yes\n [/side]\n\n [side]\n {HUMAN_ENEMY}\n side=5\n no_leader=yes\n hidden=yes\n [/side]\n\n [side]\n {YUURE_SIDE}\n side=6\n hidden=yes\n [/side]\n\n [event]\n name=prestart\n\n # for some reason my save has some random variables in it so I'm just clearing them here\n {CLEAR_VARIABLE to_kill}\n {CLEAR_VARIABLE heal_amount}\n\n [label]\n x,y=7,19\n text = _ \"Colosseum\"\n [/label]\n [label]\n x,y=36,20\n text = _ \"Marketplace\"\n [/label]\n [label]\n x,y=2,1\n text = _ \"Upper District\"\n [/label]\n [label]\n x,y=3,9\n text = _ \"Temple\"\n [/label]\n [label]\n x,y=38,2\n text = _ \"Crypt\"\n [/label]\n [label]\n x,y=18,2\n text = _ \"Pantheon\"\n [/label]\n [set_recruit]\n side=1\n recruit=\n [/set_recruit]\n\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n [kill]\n id=Aryel\n [/kill]\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [kill]\n id=Esther\n [/kill]\n\n [unit]\n side=1\n id=Esther_Fake\n name= _ \"Esther\"\n type=Fire Fae Wingless\n random_traits=no\n animate=no\n x,y=21,40\n canrecruit=yes\n unrenamable=yes\n [/unit]\n [unit]\n side=1\n id=Aryel_Fake\n name= _ \"Aryel\"\n type=Blood Fae Wingless\n random_traits=no\n animate=no\n x,y=20,40\n canrecruit=yes\n unrenamable=yes\n [/unit]\n [set_variable]\n name=found_kid\n value=0\n [/set_variable]\n [set_variable]\n name=turn_count\n value=0\n [/set_variable]\n [set_variable]\n name=part1\n value=1\n [/set_variable]\n [set_variable]\n name=part2\n value=0\n [/set_variable]\n [set_variable]\n name=part3\n value=0\n [/set_variable]\n [/event]\n\n {SPAWN_POINT (\"Royal Guard\") 2 20 35}\n {SPAWN_POINT (\"Royal Guard\") 2 22 35}\n {SPAWN_POINT (\"Master Bowman\") 2 31 29}\n {SPAWN_POINT (\"Master Bowman\") 2 37 29}\n {SPAWN_POINT (\"Master Bowman\") 2 8 29}\n {SPAWN_POINT (\"Master Bowman\") 2 12 29}\n {SPAWN_POINT (\"Master Bowman\") 2 17 31}\n {SPAWN_POINT (\"Master Bowman\") 2 19 31}\n {SPAWN_POINT (\"Master Bowman\") 2 23 31}\n {SPAWN_POINT (\"Master Bowman\") 2 25 31}\n {SPAWN_POINT (\"Master at Arms\") 2 10 22}\n {SPAWN_POINT (\"Peasant\") 2 34 21}\n {SPAWN_POINT (\"Peasant\") 2 33 19}\n {SPAWN_POINT (\"Peasant\") 2 37 19}\n {SPAWN_POINT (\"Royal Guard\") 2 17 8}\n {SPAWN_POINT (\"Royal Guard\") 2 18 8}\n {SPAWN_POINT (\"Royal Guard\") 2 19 8}\n {SPAWN_POINT (\"Royal Guard\") 2 37 2}\n {SPAWN_POINT (\"Royal Guard\") 2 38 2}\n {SPAWN_POINT (\"Royal Guard\") 2 39 2}\n\n # magi spawn\n {SPAWN_POINT (\"Mage\") 3 30 20}\n {SPAWN_POINT (\"Mage\") 3 32 8}\n {SPAWN_POINT (\"Mage\") 3 20 17}\n {SPAWN_POINT (\"Mage\") 3 8 8}\n\n [event]\n name=start\n\n {RECALL_TALYA 22 40}\n [message]\n speaker=Esther_Fake\n message= _ \"Nice work on the glamour, Aryel. Now they won't be able to see our wings.\"\n [/message]\n [message]\n speaker=Aryel_Fake\n message= _ \"You'd hope so, but I'm not as good at this kind of thing as Yumi is. So some of the more magically adept humans might be able to see through it. Also, what about you, Talya?\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Me?\"\n [/message]\n [message]\n speaker=Aryel_Fake\n message= _ \"Won't they recognize you?\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Naw. See?\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"(puts on glasses)\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Now they won't. Well, the people from the guild might. But we have to avoid them anyway.\"\n [/message]\n [message]\n speaker=Aryel_Fake\n message= _ \"Right, because putting on a pair of glasses is the best disguise ever.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Hey, you know those stories about legendary ultra super heroes and stuff? They wear glasses as disguises and even their super smart nemesises can't figure out their secret identities. So if it works for them, it should work for me!\"\n [/message]\n [message]\n speaker=Esther_Fake\n message= _ \"Right. Anyway, remember the plan. We head straight for the Upper District and find Yumi. But we have to stay away from the mages, just in case they'll recognize us. From there, Talya and I will confront the magi, should they attempt to stop us. Aryel will go find Yumi.\"\n [/message]\n [message]\n speaker=Aryel_Fake\n message= _ \"Esther, I know I'm injured, but I can fight-\"\n [/message]\n [message]\n speaker=Esther_Fake\n message= _ \"No, it's because you're the only one who can sense where she is exactly.\"\n [/message]\n [message]\n speaker=Aryel_Fake\n message= _ \"Ah. Right. Of course. Well then, sounds good to me. Let's get going.\"\n [/message]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Reach the Upper District\")}\n {OBJECTIVE_DEFEAT ( _ \"Get caught by a mage\")}\n {OBJECTIVE_NOTE ( _ \"There are a few small bonuses that can be obtained on this map.\")}\n {OBJECTIVE_NOTE ( _ \"Magi only move to within 3 hexes of their current location.\")}\n [/objectives]\n [/event]\n# reach the gate\n [event]\n name=moveto\n [filter]\n x=19-23\n y=36\n id=Talya\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [message]\n speaker=spawn_20_35\n message= _ \"Halt! State your business.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Hey there, handsome. I live in the Upper District with my dad. Just bringing some friends with me to see the gardens. And the statues.\"\n [/message]\n [message]\n speaker=spawn_20_35\n message= _ \"I-I see. What's your name, girl?\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"I'm Tali! Miss Ginger over there's Ethiel, and Miss Gloomy here is Arya. Friends from my hometown.\"\n [/message]\n [message]\n speaker=Aryel_Fake\n message= _ \"(raises eyebrow)\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"(shrugs)\"\n [/message]\n [message]\n speaker=spawn_20_35\n message= _ \"Ah, I see. Well, you three seem like nice girls. Where is your home?\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Rostenham, to the east.\"\n [/message]\n [message]\n speaker=spawn_22_35\n message= _ \"Right. And you expect us to believe that three weak, young girls like you would be traveling alone during a time like this? I'm sure you know about the faerie problem we're having.\"\n [/message]\n [message]\n speaker=Aryel_Fake\n message= _ \"(whispers) Weak? We're not weak! Why, I'll show him-\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"(whispers) Shush, you.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Of course we know about those dastardly faerie! My dad hired some men from our hometown to take care of us. They guarded us most of the way here, but wanted to get back to their families. I'm sure a nice guy like you could understand.\"\n [/message]\n [message]\n speaker=spawn_22_35\n message= _ \"Actually, I don't have a family. And I'm not nice.\"\n [/message]\n [message]\n speaker=spawn_20_35\n message= _ \"Come on, lighten up. She's just a young girl. They don't seem like the troublesome type, either.\"\n [/message]\n [message]\n speaker=spawn_22_35\n message= _ \"We are guardsmen. We can't just let anyone in the city willy-nilly, or there would be no order.\"\n [/message]\n [message]\n speaker=spawn_20_35\n message= _ \"Sure, but the girl lives here. And you said it yourself. They're tiny and weak. No way we couldn't subdue 'em if anything happened. Erm, not that I think you three ladies will go stirring up trouble. Cute glasses, by the way.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Ehehe, you like them?\"\n [/message]\n [message]\n speaker=spawn_22_35\n message= _ \"Hmph. Fine, you can go in.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Thanks!\"\n [/message]\n\n [move_unit]\n id=spawn_20_35\n to_x,to_y=19,36\n [/move_unit]\n [move_unit]\n id=spawn_22_35\n to_x,to_y=23,36\n [/move_unit]\n [terrain]\n x=20,22\n y=34,34\n terrain=Brym^Sy|\n [/terrain]\n [redraw][/redraw]\n [/event]\n\n# mage movement\n [event]\n name=side 3 turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [store_locations]\n variable=hex\n x=28-40\n y=18-23\n [and]\n [filter_adjacent_location]\n [filter]\n id=spawn_30_20\n [/filter]\n radius=2\n [/filter_adjacent_location]\n [/and]\n [and]\n [not]\n [filter]\n id=spawn_30_20\n [/filter]\n [/not]\n [/and]\n [/store_locations]\n [set_variable]\n name=i\n rand=0..$($hex.length-1)\n [/set_variable]\n [move_unit]\n id=spawn_30_20\n to_x,to_y=$hex[$i].x,$hex[$i].y\n fire_event=yes\n [/move_unit]\n\n [store_locations]\n variable=hex\n x=16-27\n y=15-18\n [and]\n [filter_adjacent_location]\n [filter]\n id=spawn_20_17\n [/filter]\n radius=2\n [/filter_adjacent_location]\n [/and]\n [and]\n [not]\n [filter]\n id=spawn_20_17\n [/filter]\n [/not]\n [/and]\n [/store_locations]\n [set_variable]\n name=i\n rand=0..$($hex.length-1)\n [/set_variable]\n [move_unit]\n id=spawn_20_17\n to_x,to_y=$hex[$i].x,$hex[$i].y\n fire_event=yes\n [/move_unit]\n\n [store_locations]\n variable=hex\n x=27-38\n y=4-8\n [and]\n [filter_adjacent_location]\n [filter]\n id=spawn_32_8\n [/filter]\n radius=2\n [/filter_adjacent_location]\n [/and]\n [and]\n [not]\n [filter]\n id=spawn_32_8\n [/filter]\n [/not]\n [/and]\n [/store_locations]\n [set_variable]\n name=i\n rand=0..$($hex.length-1)\n [/set_variable]\n [move_unit]\n id=spawn_32_8\n to_x,to_y=$hex[$i].x,$hex[$i].y\n fire_event=yes\n [/move_unit]\n\n [store_locations]\n variable=hex\n x=1-21\n y=2-10\n [and]\n [filter_adjacent_location]\n [filter]\n id=spawn_8_8\n [/filter]\n radius=2\n [/filter_adjacent_location]\n [/and]\n [and]\n [not]\n [filter]\n id=spawn_8_8\n [/filter]\n [/not]\n [/and]\n [/store_locations]\n [set_variable]\n name=i\n rand=0..$($hex.length-1)\n [/set_variable]\n [move_unit]\n id=spawn_8_8\n to_x,to_y=$hex[$i].x,$hex[$i].y\n fire_event=yes\n [/move_unit]\n\n {CLEAR_VARIABLE i}\n {CLEAR_VARIABLE hex}\n [/event]\n\n# shops\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x=33,34,35,33-35\n y=21,20,21,22\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [message]\n speaker=spawn_34_21\n message= _ \"Say, haven't I seen you before?\"\n [/message]\n [message]\n speaker=Aryel_Fake\n message= _ \"Uhm, I don't think so? First time in the city.\"\n [/message]\n [message]\n speaker=spawn_34_21\n message= _ \"You look like one of the gals back home. Pretty girl.\"\n [/message]\n [message]\n speaker=Aryel_Fake\n message= _ \"Riiight. Sorry, but I don't have time to chat right now, old man. Got to go.\"\n [/message]\n [message]\n speaker=Aryel_Fake\n message= _ \"Phew, close one. Getting caught here would be a bit annoying.\"\n [/message]\n {VARIABLE_OP aryel.experience add 10}\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x=32,33,34,32-34\n y=19,20,19,18\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [message]\n speaker=spawn_33_19\n message= _ \"(whistles) What's up, little ladies? Wanna go... hang out? Have some fun with a handsome guy like me?\"\n [/message]\n [message]\n speaker=spawn_33_19\n message= _ \"C'mon, you know you want to.\"\n [/message]\n [message]\n speaker=Esther_Fake\n message= _ \"Just ignore him.\"\n [/message]\n [message]\n speaker=Aryel_Fake\n message= _ \"Sheesh, these people have even less manners than your regular human.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Yep, Caerleon's not filled with the nicest people everywhere. Especially around here. Let's just keep going.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=36,37,38,36-38\n y=19,20,19,18\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=found_kid\n numerical_equals=0\n [/variable]\n [and]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/and]\n [/filter_condition]\n [message]\n speaker=spawn_37_19\n message= _ \"You seen a little boy 'round here? 'bout yay tall, brown hair, green eyes...\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Lost kid? I guess we could have a look around to see if we could find him.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x=36,37,38,36-38\n y=19,20,19,18\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=found_kid\n numerical_equals=1\n [/variable]\n [and]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/and]\n [/filter_condition]\n [move_unit]\n id=kid\n to_x,to_y=37,19\n [/move_unit]\n [modify_unit]\n [filter]\n id=kid\n [/filter]\n side=2\n [/modify_unit]\n [message]\n speaker=spawn_37_19\n message= _ \"There you are! Now, ya better listen 'ere young man-\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Kid was just looking in one of the shops for candy. Go easy on him.\"\n [/message]\n [message]\n speaker=spawn_37_19\n message= _ \"Hmph. Here's somethin' for yer trouble. (turns) Now, like I was sayin', I told ya not ta keep runnin' off like that! Sheesh!\"\n [/message]\n [message]\n speaker=kid\n message= _ \"Sorry, dad...\"\n [/message]\n [message]\n speaker=spawn_37_19\n message= _ \"And look at me when yer talkin' to me!\"\n [/message]\n [message]\n speaker=kid\n message= _ \"Sorry...\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"(whispers) Let's go.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"You received some gold!\"\n [/message]\n [store_gold]\n [filter_side]\n side=1\n [/filter_side]\n variable=side1gold\n [/store_gold]\n {VARIABLE_OP side1gold add 30}\n [modify_side]\n side=1\n gold=$side1gold\n [/modify_side]\n {CLEAR_VARIABLE side1gold}\n\n #ifdef EASY\n {VARIABLE_OP esther.experience add 50}\n {VARIABLE_OP aryel.experience add 50}\n #endif\n #ifdef NORMAL\n {VARIABLE_OP esther.experience add 40}\n {VARIABLE_OP aryel.experience add 40}\n #endif\n #ifdef HARD\n {VARIABLE_OP esther.experience add 20}\n {VARIABLE_OP aryel.experience add 20}\n #endif\n [store_unit]\n [filter]\n id=Talya\n [/filter]\n variable=talya\n [/store_unit]\n #ifdef EASY\n {VARIABLE_OP talya.experience add 50}\n #endif\n #ifdef NORMAL\n {VARIABLE_OP talya.experience add 40}\n #endif\n #ifdef HARD\n {VARIABLE_OP talya.experience add 20}\n #endif\n [unstore_unit]\n variable=talya\n find_vacant=no\n advance=no\n [/unstore_unit]\n {CLEAR_VARIABLE talya}\n [/event]\n [event]\n name=moveto\n [filter]\n x,y=39,22\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [unit]\n side=1\n id=kid\n name= _ \"Timmy\"\n type=Human Child\n random_traits=no\n x,y=39,22\n animate=yes\n find_vacant=yes\n unrenamable=yes\n [/unit]\n\n [set_variable]\n name=found_kid\n value=1\n [/set_variable]\n\n [/event]\n\n# crypt\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x=37-39,36,40\n y=3,2,2\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Esther_Fake\n message= _ \"There's some incredible power emanating from within, way more pronounced than it was before. That wouldn't be Yumi, would it?\"\n [/message]\n [message]\n speaker=Aryel_Fake\n message= _ \"It's definitely not.\"\n [/message]\n [message]\n speaker=Esther_Fake\n message= _ \"But you feel it too, don't you?\"\n [/message]\n [message]\n speaker=Aryel_Fake\n message= _ \"Yeah, but we can worry about that after we find Yumi.\"\n [/message]\n [message]\n speaker=Esther_Fake\n message= _ \"Right.\"\n [/message]\n\n #ifdef EASY\n {VARIABLE_OP esther.experience add 25}\n {VARIABLE_OP aryel.experience add 25}\n #endif\n #ifdef NORMAL\n {VARIABLE_OP esther.experience add 20}\n {VARIABLE_OP aryel.experience add 20}\n #endif\n #ifdef HARD\n {VARIABLE_OP esther.experience add 10}\n {VARIABLE_OP aryel.experience add 10}\n #endif\n [/event]\n\n# colosseum\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x=9-11,11\n y=23,22\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [message]\n speaker=spawn_10_22\n message= _ \"Hey there! Come to watch a fight at the colosseum- hey, haven't I seen you before?\"\n [/message]\n [message]\n speaker=Aryel_Fake\n message= _ \"Who, me?\"\n [/message]\n [message]\n speaker=spawn_10_22\n message= _ \"Yes... weren't you a contestant here once upon a time?\"\n [/message]\n [message]\n speaker=Aryel_Fake\n message= _ \"No way. This is my first time here. Besides, I abhor violence.\"\n [/message]\n [message]\n speaker=Esther_Fake\n message= _ \"(rolls eyes)\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"(snickers)\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Yeah, she's my friend. Just showing her around the city. We were thinking about catching a fight later.\"\n [/message]\n [message]\n speaker=spawn_10_22\n message= _ \"I see. Well, when you decide you want to watch a battle, come back and I'll get you some tickets.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Sure thing.\"\n [/message]\n\n #ifdef EASY\n {VARIABLE_OP aryel.experience add 25}\n #endif\n #ifdef NORMAL\n {VARIABLE_OP aryel.experience add 20}\n #endif\n #ifdef HARD\n {VARIABLE_OP aryel.experience add 10}\n #endif\n [store_unit]\n [filter]\n id=Talya\n [/filter]\n variable=talya\n [/store_unit]\n #ifdef EASY\n {VARIABLE_OP talya.experience add 25}\n #endif\n #ifdef NORMAL\n {VARIABLE_OP talya.experience add 20}\n #endif\n #ifdef HARD\n {VARIABLE_OP talya.experience add 10}\n #endif\n [unstore_unit]\n variable=talya\n find_vacant=no\n advance=no\n [/unstore_unit]\n {CLEAR_VARIABLE talya}\n [/event]\n\n# temple\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x=2-4,3\n y=8-9,10\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Esther_Fake\n message= _ \"We don't have time to go in there right now.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"We're already here, though. You might as well at least let me wash my face. I feel gross after traveling for so long without a bath.\"\n [/message]\n [message]\n speaker=Aryel_Fake\n message= _ \"I guess my hair could use a good rinse too.\"\n [/message]\n [message]\n speaker=Esther_Fake\n message= _ \"Well, okay, but make it fast.\"\n [/message]\n [store_unit]\n [filter]\n id=Talya\n [/filter]\n variable=talya\n [/store_unit]\n\n {VARIABLE_OP talya.max_hitpoints add 1}\n {VARIABLE_OP aryel.max_hitpoints add 1}\n [unstore_unit]\n variable=talya\n find_vacant=no\n [/unstore_unit]\n {CLEAR_VARIABLE talya}\n [/event]\n\n# pantheon\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=16,20,17-19\n y=8,8,9\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [message]\n speaker=Aryel_Fake\n message= _ \"We need to find Yumi before we go there.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Talya,Aryel_Fake,Esther_Fake\n [filter_adjacent]\n side=3\n [/filter_adjacent]\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [message]\n speaker=spawn_20_17\n message= _ \"Hey, aren't you- faerie! Help, help! The faerie are invading!\"\n [/message]\n [message]\n speaker=Esther_Fake\n message= _ \"We really needed to not get caught here...\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=3\n [filter_adjacent]\n id=Talya,Aryel_Fake,Esther_Fake\n [/filter_adjacent]\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [message]\n speaker=unit\n message= _ \"Hey, aren't you- faerie! Help, help! The faerie are invading!\"\n [/message]\n [message]\n speaker=Esther_Fake\n message= _ \"We really needed to not get caught here...\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n\n [event]\n name=moveto\n [filter]\n x=1-3\n y=1-2\n side=1\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Let's go!\"\n [/message]\n {CLEAR_VARIABLE found_kid}\n\n [kill]\n side=2,3\n [/kill]\n [store_unit]\n [filter]\n id=Talya\n [/filter]\n variable=talya\n [/store_unit]\n [kill]\n id=Esther_Fake,Aryel_Fake,Talya\n [/kill]\n\n {FADE_SCREEN}\n [label]\n x,y=7,19\n text = _ \"\"\n [/label]\n [label]\n x,y=36,20\n text = _ \"\"\n [/label]\n [label]\n x,y=2,1\n text = _ \"\"\n [/label]\n [label]\n x,y=3,9\n text = _ \"\"\n [/label]\n [label]\n x,y=38,2\n text = _ \"\"\n [/label]\n [label]\n x,y=18,2\n text = _ \"\"\n [/label]\n [label]\n x,y=4,7\n text = _ \"Arcaneum\"\n [/label]\n {DELAY 750}\n\n [replace_map]\n map=\"{~add-ons/Genesis/episode1/maps/07b_Upper_District.map}\"\n expand=yes\n shrink=yes\n [/replace_map]\n\n {UNFADE_SCREEN}\n [unstore_unit]\n variable=talya\n find_vacant=no\n x,y=32,16\n [/unstore_unit]\n [unit]\n side=1\n id=Esther_Fake\n name= _ \"Esther\"\n type=Fire Fae Wingless\n random_traits=no\n animate=yes\n x,y=31,16\n canrecruit=yes\n unrenamable=yes\n [/unit]\n [unit]\n side=1\n id=Aryel_Fake\n name= _ \"Aryel\"\n type=Blood Fae Wingless\n random_traits=no\n animate=yes\n x,y=30,16\n canrecruit=yes\n unrenamable=yes\n [/unit]\n\n {DELAY 500}\n {TURN_UNIT5 \"Aryel_Fake\"}\n\n [message]\n speaker=Aryel_Fake\n message= _ \"Whoa. Isn't it a bit empty here?\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Maybe they're all in a meeting? Or, hmm. I mean, they did just capture Yumi, so maybe everyone has their hands full.\"\n [/message]\n [message]\n speaker=Esther_Fake\n message= _ \"I don't think so. There's something up here, and by that I mean I have the same feeling as when we opened that crypt before. This whole place feels a bit off. We'd better be careful. Aryel, which way?\"\n [/message]\n [message]\n speaker=Aryel_Fake\n message= _ \"Right to the Arcaneum. They're keeping her inside it and there isn't another entrance. Figures.\"\n [/message]\n [message]\n speaker=Esther_Fake\n message= _ \"Of course. We'll have to enter by force.\"\n [/message]\n [message]\n speaker=Aryel_Fake\n message= _ \"And if they try to stop us?\"\n [/message]\n [message]\n speaker=Esther_Fake\n message= _ \"I'll take care of it.\"\n [/message]\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Reach the Arcaneum\")}\n [/objectives]\n [set_variable]\n name=turn_count\n value=1\n [/set_variable]\n [set_variable]\n name=part1\n value=0\n [/set_variable]\n [set_variable]\n name=part2\n value=1\n [/set_variable]\n [/event]\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=part2\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n {VARIABLE_OP turn_count add 1}\n [/event]\n [event]\n name=side 1 turn\n\n [filter_condition]\n [variable]\n name=turn_count\n numerical_equals=2\n [/variable]\n [and]\n [variable]\n name=part2\n numerical_equals=1\n [/variable]\n [/and]\n [/filter_condition]\n [message]\n speaker=Esther_Fake\n message= _ \"By the way, Talya. You don't have to come with us if you don't want to. I don't want to force you to fight against your colleagues-\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"This is my problem as much as it is yours. Besides, between you and me, my 'colleagues' aren't really that nice. It'd be better if you didn't hurt the cute apprentices, though. I don't think they'll oppose you.\"\n [/message]\n [message]\n speaker=Esther_Fake\n message= _ \"Hopefully we won't have to hurt anyone...\"\n [/message]\n [message]\n speaker=Aryel_Fake\n message= _ \"Yeah, that's not happening.\"\n [/message]\n [message]\n speaker=Esther_Fake\n message= _ \"... but if it comes to violence, we have no choice.\"\n [/message]\n [/event]\n [event]\n name=side 1 turn\n\n [filter_condition]\n [variable]\n name=turn_count\n numerical_equals=4\n [/variable]\n [variable]\n name=part2\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [message]\n speaker=Talya\n message= _ \"(whispers) Is it just me, or does Esther seem... different?\"\n [/message]\n [message]\n speaker=Aryel_Fake\n message= _ \"(whispers) She's mad.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"(whispers) Really? She doesn't seem that angry.\"\n [/message]\n [message]\n speaker=Aryel_Fake\n message= _ \"(whispers) Not yet, she doesn't. If she decides to show it, it won't be pretty.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"(whispers) Oh. I see.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n\n [filter]\n x=4,4\n y=6,7\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=part2\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [set_variable]\n name=part2\n value=0\n [/set_variable]\n [message]\n speaker=Aryel_Fake\n message= _ \"Talya was sort of right. There's a lot of them in a meeting right now. There's also a lot of guards by the prison entrance. Pretty unlikely that they'll just let us waltz by.\"\n [/message]\n [message]\n speaker=Esther_Fake\n message= _ \"We'll have to convince them to let us pass.\"\n [/message]\n [message]\n speaker=Aryel_Fake\n message= _ \"I don't think words are going to solve our problem-\"\n [/message]\n [message]\n speaker=Esther_Fake\n message= _ \"(turns) Aryel, maybe it's best if you get past the guards and go look for Yumi once we're inside. Talya, you might want to go with her too.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Erm... sure. If we can't talk them down at all, I'll go with Aryel. Even if I don't really like some of my colleagues, I'd rather not fight them if I don't have to.\"\n [/message]\n [message]\n speaker=Esther_Fake\n message= _ \"Of course, that's understandable. So, are you two ready?\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"As ready as I'll ever be, I guess.\"\n [/message]\n [message]\n speaker=Aryel_Fake\n message= _ \"Let's break down that door.\"\n [/message]\n {DELAY 500}\n [store_unit]\n [filter]\n id=Talya\n [/filter]\n variable=talya\n [/store_unit]\n [kill]\n id=Esther_Fake,Aryel_Fake,Talya\n [/kill]\n {FADE_SCREEN}\n {DELAY 550}\n {PLAY_SOUND \"dragonstick.ogg\"}\n {DELAY 1250}\n\n [replace_map]\n map=\"{~add-ons/Genesis/episode1/maps/17a_Ashen_Hearts.map}\"\n expand=yes\n shrink=yes\n [/replace_map]\n [modify_side]\n side=1\n shroud=yes\n [/modify_side]\n [label]\n x,y=4,7\n text = _ \"\"\n [/label]\n {GUARDIAN_ID \"Mage\" 3 15 20 \"apprentice\" \"female\"}\n\n {GUARDIAN_NOID \"Red Mage\" 4 6 12}\n {GUARDIAN_NOID \"Red Mage\" 4 3 8}\n {GUARDIAN_NOID \"Red Mage\" 4 18 13}\n {GUARDIAN_NOID \"White Mage\" 4 21 12}\n {GUARDIAN_NOID \"White Mage\" 4 18 10}\n {GUARDIAN_NOID \"Red Mage\" 4 21 9}\n\n {GUARDIAN_ID \"Mage of Light\" 5 9 7 \"mage1\" \"male\"}\n {GUARDIAN_ID \"Necromancer\" 5 15 7 \"mage2\" \"male\"}\n {GUARDIAN_ID \"Silver Mage\" 5 15 5 \"mage3\" \"male\"}\n {GUARDIAN_ID \"Arch Mage\" 5 9 5 \"mage4\" \"male\"}\n {GUARDIAN_ID \"Arch Mage\" 5 12 8 \"mage5\" \"male\"}\n {GUARDIAN_ID_NAME \"Great Mage\" 5 12 3 \"mage6\" \"male\" \"Chairman Gereon\"}\n\n [unstore_unit]\n variable=aryel\n x,y=19,25\n find_vacant=no\n advance=no\n [/unstore_unit]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n {SCROLL_TO 19 24}\n [kill]\n id=Aryel\n [/kill]\n [change_theme]\n theme=\n [/change_theme]\n {UNFADE_SCREEN}\n\n [unstore_unit]\n variable=aryel\n x,y=19,25\n find_vacant=no\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=esther\n x,y=19,24\n find_vacant=no\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n x,y=20,24\n find_vacant=no\n advance=no\n [/unstore_unit]\n {CLEAR_VARIABLE talya}\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n [message]\n speaker=Talya\n message= _ \"The main meeting chamber is straight ahead. There's an entrance to one of the prisons near it, but there are other ones as well. We might have to look around-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"No. Yumi's there. They're taking her down right now.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"And in the meeting chamber?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"There are quite a few of the magi there. The entrance to the prison is guarded as well.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"So we won't be sneaking around. In that case, we'd better be prepared to fight.\"\n [/message]\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Reach the prison door\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Talya\")}\n [/objectives]\n {CLEAR_VARIABLE turn_count}\n [set_variable]\n name=part3\n value=1\n [/set_variable]\n [/event]\n\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n side=3\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n [filter_condition]\n [variable]\n name=part3\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n {DELAY 250}\n {GUARDIAN_NOID \"Mage\" 3 14 19}\n {GUARDIAN_NOID \"Mage\" 3 14 20}\n [redraw][/redraw]\n\n [message]\n speaker=apprentice\n message= _ \"Eek! It's the-\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Shhh!\"\n [/message]\n [message]\n speaker=apprentice\n message= _ \"P-professor? Is that you?\"\n [/message]\n [move_unit]\n id=Talya\n to_x,to_y=16,20\n [/move_unit]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n [message]\n speaker=Talya\n message= _ \"(takes off glasses) Yes. As you can see, I've brought back some friends-\"\n [/message]\n [message]\n speaker=apprentice\n message= _ \"But consorting with faerie is illegal now! Didn't you hear?\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"I'm aware. Listen, all of you. Haven't you noticed something going on with the rest of the mage council? And the rest of the city? You don't really think the faerie are evil, do you?\"\n [/message]\n [message]\n speaker=apprentice\n message= _ \"N-no, but...\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Exactly, so hush up and listen. Someone's manipulating the leadership here and we're here to figure out who that might be and how to stop them. I promise everything will go back to normal soon.\"\n [/message]\n [message]\n speaker=apprentice\n message= _ \"W-well, it's just... you were kind of my favorite professor, a-and I wouldn't want to see you get hurt or anything...\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Awh. That's sweet, but you know I've got my responsibilities. In the meantime, I want you apprentices to stay hidden, okay? You have nothing to do with this, so there's no reason for you to needlessly involve yourselves in any of this dangerous mess.\"\n [/message]\n [message]\n speaker=apprentice\n message= _ \"Okay...\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Besides, isn't it that time of year when examinations are coming up? You lot should have quite some studying to be doing, right now.\"\n [/message]\n [message]\n speaker=apprentice\n message= _ \"(blushes) E-erm, yes ma'am. We'll get back to studying.\"\n [/message]\n {DELAY 500}\n [kill]\n side=3\n [/kill]\n {DELAY 350}\n [message]\n speaker=Talya\n message= _ \"Good grief. Sorry about that. Let's keep going.\"\n [/message]\n [/event]\n\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n side=4\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n [filter_condition]\n [variable]\n name=part3\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [message]\n speaker=unit\n message= _ \"Intruders! Faerie! And they brought the traitor with them!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Here we go again...\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Guys, guys. We're not here to fight you-\"\n [/message]\n [message]\n speaker=unit\n message= _ \"Sound the alarms! Kill the traitor and subdue the faerie!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yep. Knew he'd say something like that. And actually, Talya, I think we kind of are here to fight them.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"(sighs) I guess so. Well, I can't say I wasn't expecting it at all.\"\n [/message]\n [/event]\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n side=5\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n [filter_condition]\n [variable]\n name=part3\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [message]\n speaker=unit\n message= _ \"Chairman, the intruders have come! And they have brought the traitor! What shall we do?\"\n [/message]\n [message]\n speaker=mage6\n message= _ \"How did they- never mind. Grant them an audience.\"\n [/message]\n [message]\n speaker=unit\n message= _ \"But-\"\n [/message]\n [message]\n speaker=mage6\n message= _ \"We'll listen to what they have to say. It will be much easier for both us and the blue one if they're agreeable, don't you think?\"\n [/message]\n [message]\n speaker=unit\n message= _ \"Fine. Yes, sir.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"The blue one..?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Suspicious...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Just be ready for anything. Talya, stay back a little.\"\n [/message]\n {FADE_SCREEN}\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n [store_unit]\n [filter]\n id=Talya\n [/filter]\n variable=talya\n [/store_unit]\n [kill]\n id=Esther,Aryel,Talya\n [/kill]\n [kill]\n side=4\n [/kill]\n\n [modify_side]\n side=1\n shroud=no\n [/modify_side]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n {DELAY 500}\n [change_theme]\n theme=Cutscene_Minimal\n [/change_theme]\n {UNFADE_SCREEN}\n\n {GUARDIAN_ID \"Royal Guard\" 4 9 10 \"guard1\" \"male\"}\n {GUARDIAN_ID \"Royal Guard\" 4 15 10 \"guard2\" \"male\"}\n {GUARDIAN_ID \"Royal Guard\" 4 7 9 \"guard3\" \"male\"}\n {GUARDIAN_ID \"Royal Guard\" 4 17 9 \"guard4\" \"male\"}\n {GUARDIAN_ID \"Iron Mauler\" 4 1 7 \"guard5\" \"male\"}\n\n [unstore_unit]\n variable=aryel\n x,y=11,12\n find_vacant=no\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=esther\n x,y=12,11\n find_vacant=no\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n x,y=13,12\n find_vacant=no\n advance=no\n [/unstore_unit]\n [unhide_unit]\n [filter][/filter]\n [/unhide_unit]\n {CLEAR_VARIABLE esther}\n {CLEAR_VARIABLE aryel}\n {CLEAR_VARIABLE talya}\n\n [fade_out_music][/fade_out_music]\n [message]\n speaker=mage6\n message= _ \"Welcome to Caerleon, faeries. Forgive the lack of manners from my subordinates-\"\n [/message]\n [move_unit]\n id=Esther\n to_x,to_y=12,10\n [/move_unit]\n [message]\n speaker=Esther\n message= _ \"Cut the fake pleasantries. You kidnapped our friend. Let her go.\"\n [/message]\n {DELAY 1000}\n [message]\n speaker=mage4\n message= _ \"(chuckles) Interesting.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"What's so funny?\"\n [/message]\n [message]\n speaker=mage3\n message= _ \"The arrogance of you faeries knows no bounds.\"\n [/message]\n [message]\n speaker=mage1\n message= _ \"You attack our armies, kill our people-\"\n [/message]\n [message]\n speaker=mage2\n message= _ \"Invade our city, threaten our apprentices-\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"We did no such thing!\"\n [/message]\n [message]\n speaker=mage5\n message= _ \"And you march into our council to make such ridiculous requests.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(breathes)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Maybe I wasn't clear. What I said earlier was not a request. It was a demand. Let her go.\"\n [/message]\n [message]\n speaker=mage6\n message= _ \"This is what we mean by arrogance. There are three of you and six of us, along with all of our guards, and you have the gall to demand anything out of us-\"\n [/message]\n {REPEAT 3 ({QUAKE_FIXED \"rumble.ogg\"})}\n [message]\n speaker=Esther\n message= _ \"One more time. Let her go.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Seriously. What do you even want with her?\"\n [/message]\n [message]\n speaker=mage6\n message= _ \"I was requested by an - ahem - colleague to bring her in for study. What that colleague wants to do with her is none of your business.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"It most certainly is. Even Talya thinks you're wrong for kidnapping Yumi.\"\n [/message]\n [message]\n speaker=mage6\n message= _ \"What that traitor thinks is not of any concern to us. Although, we must thank you for bringing her back. We'll be taking custody of her now.\"\n [/message]\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n [message]\n speaker=Esther\n message= _ \"Aryel. You and Talya go.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"But-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Okay. We'll be back soon.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"But Aryel-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"We discussed this before. We're getting out of here.\"\n [/message]\n [message]\n speaker=mage6\n message= _ \"Foolish girls. As if we would just let you go. Guards!\"\n [/message]\n [move_unit]\n id=guard1\n to_x,to_y=10,10\n [/move_unit]\n [move_unit]\n id=guard2\n to_x,to_y=14,10\n [/move_unit]\n [message]\n speaker=Esther\n message= _ \"I don't think so.\"\n [/message]\n {REPEAT 3 ({QUAKE_FIXED \"rumble.ogg\"})}\n {FLASH_RED_EXTREME ({DELAY 250})}\n {DELAY 150}\n {PLAY_SOUND \"melee-fire.ogg\"}\n {DELAY 250}\n [kill]\n id=guard1\n animate=yes\n [/kill]\n [kill]\n id=guard2\n animate=yes\n [/kill]\n [message]\n speaker=mage4\n message= _ \"Y-you fiend! How dare you!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(eyes narrow) Shut up.\"\n [/message]\n {FLASH_RED_EXTREME ({DELAY 250})}\n {DELAY 150}\n {PLAY_SOUND \"melee-fire.ogg\"}\n [harm_unit]\n [filter]\n id=mage4\n [/filter]\n amount=25\n animate=yes\n [/harm_unit]\n [message]\n speaker=Esther\n message= _ \"Go, you two.\"\n [/message]\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n {FLASH_RED_EXTREME ({DELAY 250})}\n {PLAY_SOUND \"melee-fire.ogg\"}\n [message]\n speaker=Aryel\n message= _ \"Come onnn!\"\n [/message]\n [move_unit]\n id=Aryel\n to_x,to_y=1,8\n [/move_unit]\n [move_unit]\n id=Talya\n to_x,to_y=2,7\n [/move_unit]\n {SCROLL_TO 1 7}\n [message]\n speaker=Aryel\n message= _ \"Get out of the way!\"\n [/message]\n [message]\n speaker=guard5\n message= _ \"You'll have to make me.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Easy enough.\"\n [/message]\n [harm_unit]\n [filter]\n id=guard5\n [/filter]\n [filter_second]\n id=Aryel\n [/filter_second]\n [primary_attack]\n name=blood boil\n [/primary_attack]\n [secondary_attack]\n name=blood boil\n [/secondary_attack]\n animate=yes\n amount=30\n [/harm_unit]\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n [message]\n speaker=guard5\n message= _ \"Agh!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Let us pass and I won't kill you.\"\n [/message]\n [message]\n speaker=guard5\n message= _ \"Never!\"\n [/message]\n [harm_unit]\n [filter]\n id=guard5\n [/filter]\n [filter_second]\n id=Aryel\n [/filter_second]\n [primary_attack]\n name=blood boil\n [/primary_attack]\n [secondary_attack]\n name=blood boil\n [/secondary_attack]\n animate=yes\n kill=yes\n amount=99\n [/harm_unit]\n [message]\n speaker=Aryel\n message= _ \"Let's go.\"\n [/message]\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n [store_unit]\n [filter]\n id=Talya\n [/filter]\n variable=talya\n [/store_unit]\n [move_unit]\n id=Aryel\n to_x,to_y=1,6\n [/move_unit]\n [kill]\n id=Aryel\n [/kill]\n [move_unit]\n id=Talya\n to_x,to_y=1,6\n [/move_unit]\n [kill]\n id=Talya\n [/kill]\n {DELAY 550}\n {SCROLL_TO 12 10}\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n {PLAY_SOUND \"flame-big.ogg\"}\n [terrain]\n x,y=12,10\n terrain=Uzw\n [/terrain]\n [redraw][/redraw]\n {DELAY 350}\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n {PLAY_SOUND \"flame-big.ogg\"}\n [terrain]\n x,y=12,10\n radius=1\n terrain=Uzw\n [/terrain]\n [redraw][/redraw]\n [message]\n speaker=mage6\n message= _ \"I always knew the faerie were evil. Get her!\"\n [/message]\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n {PLAY_SOUND \"melee-fire.ogg\"}\n {DELAY 150}\n {PLAY_SOUND \"dragonstick.ogg\"}\n {FLASH_RED_EXTREME ({DELAY 250})}\n {DELAY 150}\n {PLAY_SOUND \"dragonstick.ogg\"}\n {DELAY 250}\n [kill]\n id=guard3\n animate=yes\n [/kill]\n [kill]\n id=guard4\n animate=yes\n [/kill]\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n [terrain]\n x,y=12,10\n radius=2\n terrain=Uzw\n [/terrain]\n [redraw][/redraw]\n {DELAY 250}\n {PLAY_SOUND \"melee-fire.ogg\"}\n {DELAY 150}\n {PLAY_SOUND \"dragonstick.ogg\"}\n [kill]\n id=mage5\n animate=yes\n [/kill]\n [kill]\n id=mage3\n animate=yes\n [/kill]\n {DELAY 250}\n [message]\n speaker=Esther\n message= _ \"Evil? You humans drive us out of our homes, hound us across the entire northland, then take a helpless girl captive, and you think we are evil? Aryel was right. I've been far too merciful for too long.\"\n [/message]\n {REPEAT 3 ({QUAKE_FIXED \"rumble.ogg\"})}\n {DELAY 250}\n {PLAY_SOUND \"dragonstick.ogg\"}\n {DELAY 250}\n {COLOR_ADJUST 67 0 0}\n {DELAY 100}\n {COLOR_ADJUST 100 0 0}\n {DELAY 100}\n {COLOR_ADJUST 133 0 0}\n {DELAY 350}\n [kill]\n id=mage2\n animate=yes\n [/kill]\n [kill]\n id=mage4\n animate=yes\n [/kill]\n [kill]\n id=mage1\n animate=yes\n [/kill]\n {DELAY 150}\n {COLOR_ADJUST 167 0 0}\n {DELAY 100}\n {COLOR_ADJUST 200 0 0}\n {DELAY 100}\n {COLOR_ADJUST 255 0 0}\n {DELAY 750}\n {FADE_SCREEN}\n\n {DELAY 750}\n\n {CLEAR_VARIABLE part1}\n {CLEAR_VARIABLE part2}\n {CLEAR_VARIABLE part3}\n\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=17b_Ashen_Hearts\n [/endlevel]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Yumi\n [/filter]\n\n [message]\n speaker=Yumi\n message= _ \"(gasp)\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n [event]\n name=last breath\n [filter]\n id=Esther\n [/filter]\n\n [message]\n speaker=Esther\n message= _ \"I... failed...\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n [event]\n name=last breath\n [filter]\n id=Aryel\n [/filter]\n\n [message]\n speaker=Aryel\n message= _ \"Ah...\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n [event]\n name=last breath\n [filter]\n id=Talya\n [/filter]\n\n [message]\n speaker=Talya\n message= _ \"Ow!\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n[/scenario]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[scenario]\n id=17b_Ashen_Hearts\n name= _ \"Ashen Hearts - II\"\n map_data=\"{~add-ons/Genesis/episode1/maps/17b_Ashen_Hearts.map}\"\n next_scenario=18_Black_Fire\n disallow_recall=yes\n victory_when_enemies_defeated=no\n turns=-1\n {SLIGHTLY_DARK_INDOORS}\n\n {SCENARIO_MUSIC suspense.ogg}\n {EXTRA_SCENARIO_MUSIC underground.ogg}\n {EXTRA_SCENARIO_MUSIC nunc_dimittis.ogg}\n\n [side]\n {PLAYER_FAE}\n {NO_GOLD_SIDE}\n side=1\n recruit=\n [/side]\n\n [side]\n {HUMAN_ALLY}\n side=2\n no_leader=yes\n [/side]\n\n [side]\n side=3\n no_leader=yes\n team_name=fae\n color=white\n user_team_name= _ \"team_name^Magi\"\n [/side]\n\n [side]\n {HUMAN_ENEMY}\n side=4\n no_leader=yes\n hidden=yes\n [/side]\n\n [side]\n {HUMAN_ENEMY}\n side=5\n no_leader=yes\n hidden=yes\n [/side]\n\n [side]\n {YUURE_SIDE}\n side=6\n hidden=yes\n [/side]\n\n#define SPAWN_DOOR X Y\n [unit]\n id={X}_{Y}\n side=4\n type=GNS_Gate\n random_traits=no\n generate_name=no\n animate=no\n x,y={X},{Y}\n [/unit]\n#enddef\n [event]\n name=prestart\n\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [kill]\n id=Esther\n [/kill]\n [unstore_unit]\n variable=aryel\n x,y=3,2\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n x,y=2,2\n [/unstore_unit]\n [heal_unit]\n [filter]\n id=Talya,Aryel\n [/filter]\n moves=full\n restore_attacks=yes\n [/heal_unit]\n {CLEAR_VARIABLE aryel}\n {CLEAR_VARIABLE talya}\n\n # doors\n {SPAWN_DOOR 7 6}\n {SPAWN_DOOR 8 5}\n {SPAWN_DOOR 9 5}\n {SPAWN_DOOR 6 15}\n {SPAWN_DOOR 7 16}\n {SPAWN_DOOR 8 16}\n {SPAWN_DOOR 3 25}\n {SPAWN_DOOR 7 23}\n {SPAWN_DOOR 12 22}\n {SPAWN_DOOR 42 3}\n {SPAWN_DOOR 45 7}\n {SPAWN_DOOR 17 28}\n {SPAWN_DOOR 27 30}\n {SPAWN_DOOR 19 31}\n {SPAWN_DOOR 26 40}\n {SPAWN_DOOR 46 42}\n {SPAWN_DOOR 40 49}\n {SPAWN_DOOR 33 50}\n\n # enemies\n {GUARDIAN_ID \"Prison Guard\" 4 6 5 \"guard1\" \"male\"}\n {GUARDIAN_ID \"Prison Guard\" 4 8 4 \"guard2\" \"male\"}\n {GUARDIAN_ID \"General\" 4 14 8 \"general\" \"male\"}\n {GUARDIAN_ID \"Shock Trooper\" 4 13 9 \"guard3\" \"male\"}\n {GUARDIAN_ID \"Shock Trooper\" 4 15 8 \"guard4\" \"male\"}\n {GUARDIAN_ID \"White Mage\" 5 14 9 \"mage1\" \"male\"}\n {GUARDIAN_ID \"Red Mage\" 5 15 9 \"mage2\" \"male\"}\n {GUARDIAN_ID \"Prison Guard\" 4 7 15 \"guard5\" \"male\"}\n {GUARDIAN_ID \"Prison Guard\" 4 9 16 \"guard6\" \"male\"}\n {GUARDIAN_ID \"Red Mage\" 5 20 16 \"mage3\" \"male\"}\n {GUARDIAN_ID \"Shock Trooper\" 4 35 5 \"guard7\" \"male\"}\n {GUARDIAN_ID \"Shock Trooper\" 4 37 5 \"guard8\" \"male\"}\n {GUARDIAN_ID \"Prison Guard\" 4 35 10 \"guard9\" \"male\"}\n {GUARDIAN_ID \"Prison Guard\" 4 37 10 \"guard10\" \"male\"}\n {GUARDIAN_ID \"Shock Trooper\" 4 47 15 \"guard11\" \"male\"}\n {GUARDIAN_ID \"Shock Trooper\" 4 44 12 \"guard12\" \"male\"}\n {GUARDIAN_ID \"Iron Mauler\" 4 25 26 \"guard13\" \"male\"}\n {GUARDIAN_ID \"Shock Trooper\" 4 32 31 \"guard14\" \"male\"}\n {GUARDIAN_ID \"Shock Trooper\" 4 34 31 \"guard15\" \"male\"}\n {GUARDIAN_ID \"Iron Mauler\" 4 30 41 \"guard16\" \"male\"}\n {GUARDIAN_ID \"Iron Mauler\" 4 37 44 \"guard17\" \"male\"}\n {GUARDIAN_ID \"Prison Guard\" 4 33 46 \"guard18\" \"male\"}\n {GUARDIAN_ID \"Prison Guard\" 4 32 43 \"guard19\" \"male\"}\n {GUARDIAN_ID \"Prison Guard\" 4 35 43 \"guard20\" \"male\"}\n {GUARDIAN_ID \"Iron Mauler\" 4 33 42 \"guard21\" \"male\"}\n\n {GUARDIAN_ID \"Prison Guard\" 4 32 22 \"guard22\" \"male\"}\n {GUARDIAN_ID \"Prison Guard\" 4 33 23 \"guard23\" \"male\"}\n\n {GUARDIAN_ID \"Mage\" 5 41 30 \"mage4\" \"male\"}\n {GUARDIAN_ID \"White Mage\" 5 44 31 \"mage5\" \"male\"}\n {GUARDIAN_ID \"Red Mage\" 5 47 29 \"mage6\" \"male\"}\n {GUARDIAN_ID \"Mage\" 5 45 28 \"mage7\" \"male\"}\n {GUARDIAN_ID \"Red Mage\" 5 43 29 \"mage8\" \"male\"}\n {GUARDIAN_ID \"Necromancer\" 5 32 64 \"mage9\" \"male\"}\n {GUARDIAN_ID \"Necromancer\" 5 31 64 \"mage10\" \"female\"}\n\n [time_area]\n id=area1\n current_time=0\n x=1-25,25-45\n y=44-68,52-68\n [time]\n name= _ \"Indoors\"\n image=misc/time-schedules/schedule-indoors.png\n lawful_bonus=-30\n red=-45\n green=-45\n blue=-15\n [/time]\n [/time_area]\n\n [time_area]\n id=area2\n current_time=0\n x=40-49,30-45,19-26\n y=37-47,48-51,37-42\n [time]\n name= _ \"Indoors\"\n image=misc/time-schedules/schedule-indoors.png\n lawful_bonus=-25\n red=-40\n green=-35\n blue=-15\n [/time]\n [/time_area]\n [time_area]\n id=area3\n current_time=0\n x=27-39,12-17,17-21,24-28,41-48\n y=33-47,27-31,31-35,30-35,1-7\n [time]\n name= _ \"Indoors\"\n image=misc/time-schedules/schedule-indoors.png\n lawful_bonus=-20\n red=-35\n green=-30\n blue=-10\n [/time]\n [/time_area]\n [time_area]\n id=area4\n current_time=0\n x=41-49,34-49,29-33,18-28,19\n y=8-16,12-32,20-32,22-29,30\n [time]\n name= _ \"Indoors\"\n image=misc/time-schedules/schedule-indoors.png\n lawful_bonus=-10\n red=-25\n green=-20\n blue=-5\n [/time]\n [/time_area]\n [time_area]\n id=area5\n current_time=0\n x=32-40,1-4,4-11,11-18\n y=6-11,23-29,22-28,21-25\n [time]\n name= _ \"Indoors\"\n image=misc/time-schedules/schedule-indoors.png\n lawful_bonus=-5\n red=-20\n green=-15\n blue=-5\n [/time]\n [/time_area]\n [modify_side]\n side=1\n shroud=yes\n [/modify_side]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n [set_variable]\n name=part1\n value=1\n [/set_variable]\n [set_variable]\n name=part2\n value=0\n [/set_variable]\n [set_variable]\n name=engine1\n value=0\n [/set_variable]\n [set_variable]\n name=engine2\n value=0\n [/set_variable]\n [set_variable]\n name=blockade\n value=0\n [/set_variable]\n [/event]\n\n [event]\n name=start\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Talya\n message= _ \"Is it really a good idea to leave Esther back there alone?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"It's fine. Of all of us, I would be the least worried about Esther. And if you're worried that she might cause unnecessary destruction, let's just say that she won't kill anyone who doesn't deserve it.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"I hope the apprentices listened to me and stayed hidden. They'll be in trouble if they get caught in the crossfire.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I can't speak for your magi, but Esther won't hurt them. If there's anyone who knows how to pacify her enemies without harming them, it's Esther. Right now, I'd be more worried about Yumi.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"And us. Those burly guards look kind of strong.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Pah, those weaklings won't stop me.\"\n [/message]\n\n [move_unit]\n id=Aryel\n to_x,to_y=5,3\n [/move_unit]\n\n [message]\n speaker=Aryel\n message= _ \"Stand aside, fools.\"\n [/message]\n [message]\n speaker=guard1\n message= _ \"It's the faerie! To arms- ack!\"\n [/message]\n {DELAY 250}\n {PLAY_SOUND \"melee-fire.ogg\"}\n {DELAY 250}\n [kill]\n id=guard1\n animate=yes\n [/kill]\n {DELAY 350}\n [message]\n speaker=guard2\n message= _ \"You'll have to go through my dead body if you want pass!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Easy enough.\"\n [/message]\n {DELAY 250}\n {PLAY_SOUND \"melee-fire.ogg\"}\n {DELAY 250}\n [kill]\n id=guard2\n animate=yes\n [/kill]\n {DELAY 350}\n [message]\n speaker=Talya\n message= _ \"Remind me to never make you two angry.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Don't do anything stupid like kidnap our friend, and you'll be fine.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Right. Speaking of which, we'd better hurry and find her, since they know we broke in now.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yeah. Let's go.\"\n [/message]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Find Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Talya\")}\n [/objectives]\n [/event]\n\n [event]\n name=sighted\n [filter]\n id=general\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [remove_shroud]\n side=1\n x,y=14,8\n radius=6\n [/remove_shroud]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n [message]\n speaker=general\n message= _ \"Intruders! Seize them!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Everyone's so hostile nowadays.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Hey, at least this guy doesn't want to kill us on sight.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"How optimistic.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [/filter]\n\n [if]\n [have_unit]\n side=2,3,4,5,6\n [not]\n type=GNS_Gate\n [/not]\n [filter_vision]\n side=1\n [/filter_vision]\n [/have_unit]\n [then][/then]\n [else]\n {MODIFY_UNIT (x,y=$x1,$y1) moves 6}\n {MODIFY_UNIT (x,y=$x1,$y1) attacks_left 1}\n [/else]\n [/if]\n [/event]\n# prisoners\n\n [event]\n name=die\n [filter]\n id=3_25\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [remove_shroud]\n side=1\n x,y=2,27\n radius=1\n [/remove_shroud]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n [message]\n speaker=Aryel\n message= _ \"Empty, huh.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Not all of the cells get filled here. Usually, we're in charge of keeping track of prisoners with high affinities for magic. Most of the other prisoners are actually kept close to the Royal Palace.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Makes sense.\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=7_23\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [remove_shroud]\n side=1\n x,y=8,25\n radius=1\n [/remove_shroud]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n {DELAY 500}\n [unit]\n side=1\n id=hana17b\n generate_name=yes\n type=Yousei Hana\n random_traits=no\n animate=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n {TRAIT_QUICK}\n [/modifications]\n x,y=8,25\n [/unit]\n [message]\n speaker=hana17b\n message= _ \"Aryel, is that you?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"It's me. I've brought help. Are you hurt?\"\n [/message]\n [message]\n speaker=hana17b\n message= _ \"No, I'm fine. But those humans captured a few others, too. I don't know if they got injured or not.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Don't worry, we'll go free them. Stay close to us.\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=12_22\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [remove_shroud]\n side=1\n x,y=15,24\n radius=1\n [/remove_shroud]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n {DELAY 500}\n [unit]\n side=1\n id=minerva\n name= _ \"Minerva\"\n type=White Mage\n gender=female\n random_traits=no\n animate=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n {TRAIT_QUICK}\n [/modifications]\n x,y=15,24\n [/unit]\n [message]\n speaker=Talya\n message= _ \"Minerva? They even stuck you down here?\"\n [/message]\n [message]\n speaker=minerva\n message= _ \"Talya! Thank goodness, I thought they had captured you too. So many weird things have been going on with the council lately. First they decree that the faeries are our enemies, then they ban us from leaving Caerleon, and then they even start throwing us in jail for asking questions about it!\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Something's definitely fishy, and we're going to get to the bottom of this. Want to come along?\"\n [/message]\n [message]\n speaker=minerva\n message= _ \"Definitely. I'm sick of being cooped up in there. Let's go kick some butt.\"\n [/message]\n [/event]\n [event]\n name=die\n [filter]\n id=45_7\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [remove_shroud]\n side=1\n x,y=46,5\n radius=1\n [/remove_shroud]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n {DELAY 500}\n [unit]\n side=4\n generate_name=no\n type=Necrophage\n random_traits=no\n animate=yes\n x,y=46,5\n [/unit]\n [message]\n speaker=Aryel\n message= _ \"Ugh, how foul.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"I mean, necromancy is allowed here. And, you know, sometimes when an experiment goes wrong-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Oh, I'm familiar. But sheesh, couldn't they make anything a little less disgusting than this? The souls I make are way prettier.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"I guess not everyone has the talent!\"\n [/message]\n [/event]\n [event]\n name=die\n [filter]\n id=42_3\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [remove_shroud]\n side=1\n x,y=44,2\n radius=1\n [/remove_shroud]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n {DELAY 500}\n [unit]\n side=1\n id=Haart\n name= _ \"General Haart\"\n type=General\n random_traits=no\n animate=yes\n experience=91\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_STRONG}\n [/modifications]\n x,y=44,2\n [/unit]\n [message]\n speaker=Haart\n message= _ \"Talya! My sources told me you were returning to the city. It seems that you brought some allies as well.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Yep. I take it they didn't take kindly to your dissent on my removal from the council.\"\n [/message]\n [message]\n speaker=Haart\n message= _ \"Nor on the ban on faerie. We cannot be fighting like this when the demons threaten our lands.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Demons?\"\n [/message]\n [message]\n speaker=Haart\n message= _ \"Aye. I overheard the guards talking about a demon assault on a village near here. They burned the whole thing to the ground. Left no one alive. My guess is that they're coming this way to attack the city. And between you and me, I have a hunch that one of them has the Councilman wrapped around their finger.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"That makes sense, but yikes. Looks like we might have yet another problem on our hands to deal with. Anyway, General, what do you think about joining our little group? You don't seem like the type to just sit around doing nothing.\"\n [/message]\n [message]\n speaker=Haart\n message= _ \"Certainly. If we escape from here, I have some men still loyal to me in the city. We can enlist in their aid if the situation calls for it.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Great! Let's get going.\"\n [/message]\n [/event]\n [event]\n name=die\n [filter]\n id=19_31\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [remove_shroud]\n side=1\n x,y=19,33\n radius=1\n [/remove_shroud]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n {DELAY 500}\n [unit]\n side=4\n generate_name=no\n type=Ghast\n random_traits=no\n animate=yes\n x,y=19,33\n [/unit]\n [message]\n speaker=Aryel\n message= _ \"Gross. Why did they give this thing so many mouths?\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Necromancers are pretty weird people. They come up with the most bizarre ideas.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Hey, don't look at me. I might be weird, but I'm not like... weird.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Ehe, if you say so.\"\n [/message]\n [/event]\n [event]\n name=die\n [filter]\n id=27_30\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [remove_shroud]\n side=1\n x,y=26,32\n radius=1\n [/remove_shroud]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n {DELAY 500}\n [unit]\n side=1\n id=firefaerie17b\n generate_name=yes\n type=Fire Faerie\n random_traits=no\n animate=yes\n hitpoints=27\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_INTELLIGENT}\n {TRAIT_DEXTROUS}\n [/modifications]\n x,y=26,32\n [/unit]\n [message]\n speaker=firefaerie17b\n message= _ \"Aryel? Oh, thank goodness. I thought I was going to be trapped here forever.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Not on my watch. How are you doing? Are you hurt at all?\"\n [/message]\n [message]\n speaker=firefaerie17b\n message= _ \"A little, but I think I'll be okay if you give me a little water.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Of course.\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=46_42\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [remove_shroud]\n side=1\n x,y=46,40\n radius=1\n [/remove_shroud]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n {DELAY 500}\n [unit]\n side=1\n generate_name=yes\n id=nightnymph17b\n type=Night Nymph\n random_traits=no\n animate=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_STRONG}\n {TRAIT_INTELLIGENT}\n [/modifications]\n hitpoints=11\n x,y=46,39\n [/unit]\n [message]\n speaker=nightnymph17b\n message= _ \"Ugh... who turned on the lights?\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Oh boy, she doesn't look like she's doing too well.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yeah, she's cut up quite badly. Poor girl. Let me see what I can do.\"\n [/message]\n {DELAY 550}\n [heal_unit]\n [filter]\n id=nightnymph17b\n [/filter]\n amount=17\n animate=yes\n [/heal_unit]\n {DELAY 650}\n [message]\n speaker=Aryel\n message= _ \"Feel any better?\"\n [/message]\n [message]\n speaker=nightnymph17b\n message= _ \"... Aryel? Ow, my head's killing me.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Sorry. Here, stick close and I'll try to heal you as much as I can.\"\n [/message]\n [/event]\n\n # yumi\n [event]\n name=die\n [filter]\n id=26_40\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [remove_shroud]\n side=1\n x,y=23,40\n radius=1\n [/remove_shroud]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n {DELAY 500}\n {FADE_SCREEN}\n {DELAY 600}\n {SCROLL_TO 23 40}\n {UNFADE_SCREEN}\n\n [unstore_unit]\n variable=yumi_tmp\n x,y=23,40\n [/unstore_unit]\n [unhide_unit]\n [filter][/filter]\n [/unhide_unit]\n {CLEAR_VARIABLE yumi_tmp}\n [message]\n speaker=Aryel\n message= _ \"Yumi? Oh my. I'll be right there.\"\n [/message]\n [move_unit]\n id=Aryel\n to_x,to_y=24,39\n [/move_unit]\n {DELAY 500}\n [heal_unit]\n [filter]\n id=Yumi\n [/filter]\n amount=5\n animate=yes\n [/heal_unit]\n {DELAY 650}\n [heal_unit]\n [filter]\n id=Yumi\n [/filter]\n amount=9\n animate=yes\n [/heal_unit]\n {DELAY 550}\n [message]\n speaker=Yumi\n message= _ \"(eyes flutter)\"\n [/message]\n {DELAY 550}\n [heal_unit]\n [filter]\n id=Yumi\n [/filter]\n amount=11\n animate=yes\n [/heal_unit]\n {DELAY 550}\n [message]\n speaker=Yumi\n message= _ \"(breathes)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Thank goodness you're okay. I was so worried- Yumi? Can you hear me? Yumi? Hmm.\"\n [/message]\n {DELAY 750}\n [message]\n speaker=Talya\n message= _ \"It looks like she's in a trance.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"She probably is. She sometimes gets stuck in dreams and can't escape from them. It takes a little push from outside to help her.\"\n [/message]\n {DELAY 500}\n [heal_unit]\n [filter]\n id=Yumi\n [/filter]\n amount=8\n animate=yes\n [/heal_unit]\n {DELAY 1000}\n [message]\n speaker=Yumi\n message= _ \"... Aryel?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I'm here. You were having another nightmare, weren't you?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(nods)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"They're here.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"They?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shakes head) They hid something. Beneath us.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Who's they? And what's that something?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Nightmares.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"They hid nightmares beneath us?\"\n [/message]\n {DELAY 1000}\n [message]\n speaker=Aryel\n message= _ \"We'll have to go check that out, then.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Uh, excuse me for being dumb, but what does 'they hid nightmares beneath us' mean?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"It means the magi have done something here that they don't want anyone finding out about. And you and me are about to find out what.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"You make it sound like Yumi already knows.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"She probably does, but as frustrating as it is sometimes, you'll never get a straight answer out of her. The fact that she told us at all is already pretty good for her.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(frowns)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I'm just kidding. I'm glad you're okay. It's just-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(tilts head)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Never mind. If you're feeling up to it, let's go find those nightmares you were talking about. Now's not the right time. We've got some things to take care of first.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Okay.\"\n [/message]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Explore\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Talya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n [/objectives]\n [/event]\n\n# engine events\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n id=mage3\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [message]\n speaker=mage3\n message= _ \"Dern 'traption never workin' the way it's s'pposed to- och! It's 'dem faeries! And da traitor!\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Yeah, yeah 'it's the traitor, how dare she turn against us, blah, blah, blah'. Can't you say something different when you see me for once?\"\n [/message]\n [message]\n speaker=mage3\n message= _ \"How's 'bout: Die, betrayer, die!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"That the response you were looking for?\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"(shrugs) Least he seems excited about wanting to kill me.\"\n [/message]\n [/event]\n [event]\n name=moveto\n [filter]\n [filter_location]\n x,y=21,16\n radius=1\n [/filter_location]\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=narrator\n message= _ \"(click)\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Looks like that did something.\"\n [/message]\n [terrain]\n x,y=36,5\n terrain=Btym^Sy|\n [/terrain]\n [terrain]\n x,y=36,11\n terrain=Btym^Sy|\n [/terrain]\n [redraw][/redraw]\n [set_variable]\n name=engine1\n value=1\n [/set_variable]\n [/event]\n [event]\n name=moveto\n [filter]\n [filter_location]\n x,y=36,3\n radius=1\n [/filter_location]\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [and]\n [variable]\n name=engine1\n numerical_equals=0\n [/variable]\n [/and]\n [/filter_condition]\n\n [message]\n speaker=unit\n message= _ \"It's blocked! We've got to figure out another way down.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n [filter_location]\n x,y=14,29\n radius=1\n [/filter_location]\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=narrator\n message= _ \"(click)\"\n [/message]\n\n [terrain]\n x,y=33,33\n terrain=Btym^Sy|\n [/terrain]\n [redraw][/redraw]\n [set_variable]\n name=engine2\n value=1\n [/set_variable]\n [/event]\n [event]\n name=moveto\n [filter]\n [filter_location]\n x,y=33,31\n radius=1\n [/filter_location]\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [and]\n [variable]\n name=engine2\n numerical_equals=0\n [/variable]\n [/and]\n [/filter_condition]\n\n [message]\n speaker=unit\n message= _ \"We have to find a way to activate the stairs again.\"\n [/message]\n [/event]\n\n# kitchen\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n id=mage7\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [remove_shroud]\n side=1\n x,y=45,29\n radius=4\n [/remove_shroud]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n {DELAY 450}\n [message]\n speaker=mage7\n message= _ \"Faeries! It's the faeries!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Oh no! It's me, the oogley boogley girl! Run for your life!\"\n [/message]\n [message]\n speaker=mage7\n message= _ \"Monsters! Ahhh!\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"You're really getting a kick out of this, aren't you.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I've got to have some fun sometimes.\"\n [/message]\n [/event]\n# blockade to the lowest level\n [event]\n name=die\n [filter]\n id=33_50\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [and]\n [variable]\n name=blockade\n numerical_equals=0\n [/variable]\n [/and]\n [/filter_condition]\n\n [remove_shroud]\n side=1\n x,y=34,50\n [/remove_shroud]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n [message]\n speaker=Talya\n message= _ \"Rats, it's a dead end.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Hmm. I don't think so. We ought to have a look around. There's definitely something behind this wall. \"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n\n [filter]\n [filter_location]\n terrain=Woby\n [/filter_location]\n side=1\n [not]\n id=Yumi\n [/not]\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [and]\n [variable]\n name=blockade\n numerical_equals=0\n [/variable]\n [/and]\n [/filter_condition]\n [message]\n speaker=unit\n message= _ \"Yumi should take a look at this.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n\n [filter]\n [filter_location]\n terrain=Woby\n [/filter_location]\n side=1\n id=Yumi\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Yumi\n message= _ \"Water? Then she's here. That demon lady. She's not trying to hide from me. She wants me to know she's here?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Maybe she wants me to come. Maybe she's trying to trap me? But...\"\n [/message]\n {DELAY 1000}\n [message]\n speaker=Talya\n message= _ \"Yumi? Something wrong?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Shh. She's thinking.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Oops, sorry.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(fidgets nervously) I... I think I can fight her, but what if I accidentally hurt someone else? I need to stay far away from them. Maybe I can go first and stop them from following me.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shakes head) But what if I'm too weak and she just catches me? Ugh. Either way I'm just going to give Aryel more problems to deal with...\"\n [/message]\n {DELAY 1000}\n [terrain]\n x,y=34,51\n terrain=Brym\n [/terrain]\n [terrain]\n x,y=34,52\n terrain=Brym\n [/terrain]\n [redraw][/redraw]\n [message]\n speaker=Yumi\n message= _ \"(looks up)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Hmm? What's wrong?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Nothing. The wall was fake. It's open now.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I see. Well, that's excellent. Shall we go down?\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"That's what we came here to do, right?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yes, it is. Guess I'll need to keep an eye on Yumi, as usual.\"\n [/message]\n\n [set_variable]\n name=blockade\n value=1\n [/set_variable]\n [/event]\n\n# lowest level\n\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n id=mage9,mage10\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [message]\n speaker=mage9\n message= _ \"It's those damned faeries! We have to stop them!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Stop us from what, exactly?\"\n [/message]\n [message]\n speaker=mage10\n message= _ \"You won't live to find out.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Right. Sheesh, Talya. What is it with all you magi and being so secretive?\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Guess it's just a thing you get used to. Though I'm starting to think that they did they really shouldn't have...\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n [filter_location]\n x,y=13,60\n radius=5\n [/filter_location]\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n {FADE_SCREEN}\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n [store_unit]\n [filter]\n id=Talya\n [/filter]\n variable=talya\n [/store_unit]\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n [kill]\n id=Aryel,Talya,Yumi\n [/kill]\n [store_unit]\n [filter]\n side=1\n [/filter]\n variable=side1units\n [/store_unit]\n [kill]\n side=1\n [/kill]\n [for]\n array=side1units\n [do]\n [unstore_unit]\n variable=side1units[$i]\n x,y=recall,recall\n find_vacant=yes\n [/unstore_unit]\n [/do]\n [/for]\n {CLEAR_VARIABLE side1units}\n {UNFADE_SCREEN}\n\n [unstore_unit]\n variable=aryel\n x,y=12,61\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n x,y=13,62\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n x,y=13,61\n [/unstore_unit]\n [unhide_unit]\n [filter][/filter]\n [/unhide_unit]\n {DELAY 500}\n\n [message]\n speaker=Talya\n message= _ \"Water? There's water here? Is that all they've been doing down here?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"It's not just water. I know this feeling. It's the same as when... when Yumi and I were fighting that demoness... and-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(eyes narrow) Wait a second. That means these magi have been summoning demons in secret, or even making deals with them-\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"You mean those ones from Ethea? That doesn't make sense. They come to help us out sometimes already so I don't see why we'd need to summon them in secret, and it's not like-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Not them, these ones are different. Based on what I know, they can infect your dreams and take control of your mind.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Come again?\"\n [/message]\n {DELAY 500}\n [move_unit]\n id=Yumi\n to_x,to_y=13,58\n [/move_unit]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n {DELAY 500}\n [message]\n speaker=Aryel\n message= _ \"These magi have probably been using the demons to control the rest of your government. Maybe in a bid for power.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"And they wanted you faerie gone because you could probably tell if they were using demon energies to do it? Well, now that I think of it...\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"... Mr. Dastdardly Councilman would totally be the type to do that. That power hungry old fart.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"It also might be the demons manipulating them. It's hard to say without more information, not that it really matters in the end. But seriously, this is starting to look like a big conspiracy. First the Urdemons from Ethea attack us, then all these dream demons show up, and even with all this going on, Xia'el still hasn't done anything.\"\n [/message]\n {DELAY 500}\n [move_unit]\n id=Yumi\n to_x,to_y=13,56\n [/move_unit]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n {DELAY 500}\n [message]\n speaker=Aryel\n message= _ \"Yumi, what are you doing?\"\n [/message]\n [fade_out_music][/fade_out_music]\n {REPLACE_SCENARIO_MUSIC silence.ogg}\n {DELAY 750}\n [move_unit]\n id=Yumi\n to_x,to_y=13,53\n [/move_unit]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n {SCROLL_TO 13 52}\n {DELAY 750}\n [unit]\n id=Luna\n type=Illusory Angel\n animate=yes\n side=6\n x,y=13,52\n random_traits=no\n generate_name=no\n gender=female\n [/unit]\n {DELAY 500}\n [message]\n speaker=Aryel\n message= _ \"(gasps) It's her!\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Who? What? I don't see anything.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You can't see her? The demon?\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"No...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Ugh. Well sit tight. I'm going to go help-\"\n [/message]\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 250}\n [terrain]\n x,y=12,60\n terrain=Qxu\n [/terrain]\n [redraw][/redraw]\n {DELAY 250}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 250}\n [terrain]\n x,y=13,60\n terrain=Qxu\n [/terrain]\n [redraw][/redraw]\n {DELAY 250}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 250}\n [terrain]\n x,y=14,60\n terrain=Qxu\n [/terrain]\n [redraw][/redraw]\n {DELAY 250}\n [message]\n speaker=Aryel\n message= _ \"Yumi..?\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"She doesn't want you to interfere. She wants to fight by herself. What a silly girl.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(eyes glow)\"\n [/message]\n {DELAY 500}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 250}\n [terrain]\n x,y=13,52\n terrain=Qxu\n [/terrain]\n [redraw][/redraw]\n {DELAY 250}\n [kill]\n id=Luna\n animate=yes\n [/kill]\n {DELAY 1250}\n [unit]\n id=illusion1\n type=Illusory Angel Illusion\n animate=yes\n side=6\n x,y=11,54\n random_traits=no\n generate_name=no\n gender=female\n [/unit]\n [unit]\n id=illusion2\n type=Illusory Angel Illusion\n animate=yes\n side=6\n x,y=13,55\n random_traits=no\n generate_name=no\n gender=female\n [/unit]\n [unit]\n id=illusion3\n type=Illusory Angel Illusion\n animate=yes\n side=6\n x,y=15,54\n random_traits=no\n generate_name=no\n gender=female\n [/unit]\n [unit]\n id=illusion4\n type=Illusory Angel Illusion\n animate=yes\n side=6\n x,y=15,52\n random_traits=no\n generate_name=no\n gender=female\n [/unit]\n [unit]\n id=illusion5\n type=Illusory Angel Illusion\n animate=yes\n side=6\n x,y=13,51\n random_traits=no\n generate_name=no\n gender=female\n [/unit]\n [unit]\n id=illusion6\n type=Illusory Angel Illusion\n animate=yes\n side=6\n x,y=11,52\n random_traits=no\n generate_name=no\n gender=female\n [/unit]\n [message]\n speaker=illusion1\n message= _ \"Attacking immediately is not a bad strategy. However, it seems that you have forgotten our last battle. Such attacks will never hit me.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(glares)\"\n [/message]\n [message]\n speaker=illusion4\n message= _ \"You know what I am here for. Come quietly. I will not hurt anyone else if you do.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Don't listen to her, Yumi! You have to fight!\"\n [/message]\n [message]\n speaker=illusion3\n message= _ \"How many more souls must be sacrificed on your account, hmm? If you would just come with me, it could all end.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"She's lying!\"\n [/message]\n [message]\n speaker=illusion2\n message= _ \"It is true that I cannot promise anything about the Urdemons. They are not under my control. But I can promise this. If you come with me, there will be no more nightmares. No more haunted nights. I will take you to a world without darkness.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(eyes widen) Darkness?\"\n [/message]\n [message]\n speaker=illusion6\n message= _ \"Yes. What of it?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"You will take me... to a world without darkness?\"\n [/message]\n [message]\n speaker=illusion1\n message= _ \"Indeed.\"\n [/message]\n {DELAY 350}\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n {DELAY 350}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 350}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 350}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 350}\n [terrain]\n x,y=13,53\n terrain=Qxu\n [/terrain]\n [redraw][/redraw]\n [message]\n speaker=illusion5\n message= _ \"What are you-\"\n [/message]\n [terrain]\n x,y=13,53\n radius=1\n terrain=Qxu\n [/terrain]\n [redraw][/redraw]\n {DELAY 250}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 550}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 550}\n [terrain]\n x,y=13,53\n radius=2\n terrain=Qxu\n [/terrain]\n [redraw][/redraw]\n {DELAY 550}\n [terrain]\n x,y=13,53\n radius=3\n terrain=Qxu\n [/terrain]\n [redraw][/redraw]\n {DELAY 550}\n [terrain]\n x,y=13,53\n radius=4\n terrain=Qxu\n [/terrain]\n [redraw][/redraw]\n {DELAY 350}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 350}\n {COLOR_ADJUST 33 33 33}\n {DELAY 100}\n {COLOR_ADJUST 67 67 67}\n {DELAY 100}\n {COLOR_ADJUST 100 100 100}\n {DELAY 100}\n {COLOR_ADJUST 133 133 133}\n {DELAY 250}\n [message]\n speaker=illusion2\n message= _ \"This energy..!\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"You're just trying to trick me. In a world without darkness, neither of us would survive.\"\n [/message]\n {COLOR_ADJUST 167 167 167}\n {DELAY 100}\n {COLOR_ADJUST 200 200 200}\n {DELAY 100}\n {COLOR_ADJUST 233 233 233}\n {DELAY 100}\n {COLOR_ADJUST 255 255 255}\n {DELAY 350}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 350}\n [kill]\n type=Illusory Angel Illusion\n animate=yes\n [/kill]\n {DELAY 250}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 250}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 1000}\n {UNWHITE_SCREEN}\n [terrain]\n x,y=13,53\n radius=5\n terrain=Qxu\n [/terrain]\n [redraw][/redraw]\n {DELAY 600}\n [message]\n speaker=Talya\n message= _ \"(exhales) I never knew Yumi was so powerful. Yikes.\"\n [/message]\n {DELAY 350}\n [terrain]\n x,y=13,53\n radius=6\n terrain=Qxu\n [/terrain]\n [redraw][/redraw]\n {DELAY 550}\n [terrain]\n x,y=13,53\n radius=7\n terrain=Qxu\n [/terrain]\n [redraw][/redraw]\n {DELAY 500}\n [message]\n speaker=Aryel\n message= _ \"Yumi? Did you-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"They were fake. She got away.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Okay, but are you-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I'm okay.\"\n [/message]\n {DELAY 500}\n {TURN_UNIT3 \"Yumi\"}\n {DELAY 650}\n [move_unit]\n id=Yumi\n to_x,to_y=13,55\n [/move_unit]\n {DELAY 1000}\n [move_unit]\n id=Yumi\n to_x,to_y=13,57\n [/move_unit]\n {DELAY 650}\n [message]\n speaker=Yumi\n message= _ \"(holds head)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I'm... okay.\"\n [/message]\n [move_unit]\n id=Aryel\n to_x,to_y=13,58\n [/move_unit]\n {DELAY 500}\n {REPLACE_SCENARIO_MUSIC journeys_end.ogg}\n {APPEND_MUSIC heroes_rite.ogg}\n {APPEND_MUSIC underground.ogg}\n [message]\n speaker=Aryel\n message= _ \"Obviously not, but...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(frustrated) Look, Yumi. We've been over this a few times already. You said you would try to be more open. You promised-!\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"(whispers) Erm, Aryel, you're yelling.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Ah. (smooths hair)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You know, you don't have to keep your feelings bottled up. I know what you're thinking, that you're making trouble for us and we'll get dragged into your mess. And we both know that you're just being silly thinking that way. You know she was lying about leaving us all alone if you went with her. She wants all of us, not just you. Besides, there's no way we're letting you sacrifice yourself for us. I mean, look. Even these humans are figuring out how to sort out their own problems.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Erm. Sort of. I mean, yeah. Yes, we are!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"And you don't think Esther and I are weak, do you? It's not your job to protect all of us. We're capable of handling ourselves. You worry about yourself. Okay?\"\n [/message]\n {DELAY 1000}\n [message]\n speaker=Yumi\n message= _ \"Okay.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"... but what about the demon lady?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"We'll worry about her later. Right now, let's just get out of this stinky prison and regroup with Esther. We can talk about what to do after we get cleaned up and get something warm to eat.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(nods)\"\n [/message]\n {FADE_SCREEN}\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n [store_unit]\n [filter]\n id=Talya\n [/filter]\n variable=talya\n [/store_unit]\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n [kill]\n id=Aryel,Talya,Yumi\n [/kill]\n [kill]\n side=2,3,4,5,6\n [/kill]\n {CLEAR_VARIABLE engine1}\n {CLEAR_VARIABLE engine2}\n {CLEAR_VARIABLE blockade}\n {DELAY 750}\n\n [replace_map]\n map=\"{~add-ons/Genesis/episode1/maps/17c_Ashen_Hearts.map}\"\n expand=yes\n shrink=yes\n [/replace_map]\n [modify_side]\n side=1\n shroud=yes\n [/modify_side]\n [place_shroud]\n side=1\n x=1-41\n y=1-23\n [/place_shroud]\n [set_variable]\n name=part1\n value=0\n [/set_variable]\n [fire_event]\n name=part2\n [/fire_event]\n [/event]\n#define GENERATE_RUBBLE\n [store_locations]\n variable=hex\n terrain=Brym,Ur,Urb\n x=1-41\n y=1-17\n [not]\n x,y=2,2\n radius=2\n [/not]\n [/store_locations]\n [for]\n array=hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..100\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$hex[$i].x,$hex[$i].y\n terrain=$hex[$i].terrain^Dr\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n#enddef\n#define PLACE_BONES\n [store_locations]\n variable=hex\n terrain=Brym,Urb,Ur\n x=1-41\n y=1-17\n [not]\n x,y=2,2\n radius=2\n [/not]\n [/store_locations]\n [for]\n array=hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..200\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n {PLACE_IMAGE items/bones.png $hex[$i].x $hex[$i].y}\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n#enddef\n#define GENERATE_FIRE\n [store_locations]\n variable=hex\n terrain=Urb,Ur\n [not]\n x,y=2,2\n radius=2\n [/not]\n [/store_locations]\n [for]\n array=hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..50\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$hex[$i].x,$hex[$i].y\n terrain=$hex[$i].terrain^Ecf\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n [store_locations]\n variable=hex\n terrain=Urb,Ur\n [not]\n x,y=2,2\n radius=2\n [/not]\n [filter_adjacent_location]\n terrain=Urb^Ecf\n count=1-3\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..15\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$hex[$i].x,$hex[$i].y\n terrain=$hex[$i].terrain^Ecf\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n [store_locations]\n variable=hex\n terrain=Urb,Ur\n [not]\n x,y=2,2\n radius=2\n [/not]\n [filter_adjacent_location]\n terrain=Urb^Ecf,Ur^Ecf\n count=4-6\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..30\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$hex[$i].x,$hex[$i].y\n terrain=$hex[$i].terrain^Ecf\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n#enddef\n#define GENERATE_LIGHT\n [store_locations]\n variable=hex\n terrain=Brym,Urb,Ur,Wwb\n [not]\n x,y=2,2\n radius=2\n [/not]\n [/store_locations]\n [for]\n array=hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..40\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n numerical_equals=1\n [/variable]\n [then]\n [terrain]\n x,y=$hex[$i].x,$hex[$i].y\n terrain=$hex[$i].terrain^Ii\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n#enddef\n\n# part two - switch to arcaneum again\n\n [event]\n name=part2\n {DELAY 750}\n [replace_schedule]\n {LESS_DARK_INDOORS}\n [/replace_schedule]\n\n {PLACE_BONES}\n {GENERATE_RUBBLE}\n {PLACE_BONES}\n {GENERATE_RUBBLE}\n {GENERATE_FIRE}\n {GENERATE_FIRE}\n {GENERATE_FIRE}\n {GENERATE_LIGHT}\n {GENERATE_LIGHT}\n {PLACE_BONES}\n [time_area]\n id=area1,area2,area3,area4,area5\n remove=yes\n [/time_area]\n [unstore_unit]\n variable=aryel\n x,y=6,4\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n x,y=3,4\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n x,y=3,3\n [/unstore_unit]\n {CLEAR_VARIABLE aryel}\n {CLEAR_VARIABLE talya}\n {CLEAR_VARIABLE yumi}\n\n {GUARDIAN_ID \"Fake Fire Fae2\" 2 36 21 \"Esther_Fake\" \"female\"}\n [unhide_unit]\n [filter][/filter]\n [/unhide_unit]\n\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n [set_variable]\n name=part2\n value=1\n [/set_variable]\n\n {GUARDIAN_ID_NAME \"Great Mage\" 5 19 7 \"mage1\" \"male\" \"Chairman Gereon\"}\n [modify_unit]\n [filter]\n id=mage1\n [/filter]\n hitpoints=10\n [/modify_unit]\n {GUARDIAN_ID \"Shock Trooper\" 4 12 13 \"guard1\" \"male\"}\n {GUARDIAN_ID \"Shock Trooper\" 4 9 14 \"guard2\" \"male\"}\n [modify_unit]\n [filter]\n id=guard1\n [/filter]\n hitpoints=16\n [/modify_unit]\n [modify_unit]\n [filter]\n id=guard2\n [/filter]\n hitpoints=13\n [/modify_unit]\n {GUARDIAN_ID \"Arch Mage\" 5 32 9 \"mage2\" \"male\"}\n [modify_unit]\n [filter]\n id=mage2\n [/filter]\n hitpoints=21\n [/modify_unit]\n {GUARDIAN_ID \"Red Mage\" 5 24 17 \"mage3\" \"male\"}\n [modify_unit]\n [filter]\n id=mage3\n [/filter]\n hitpoints=18\n [/modify_unit]\n\n\n {SCROLL_TO 4 4}\n {UNFADE_SCREEN}\n [unhide_unit]\n [filter][/filter]\n [/unhide_unit]\n [message]\n speaker=Talya\n message= _ \"Whew. We finally made it out of there. Yikes. Looks like Esther did a number on everyone...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yep. Told you she was angry.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Yeah...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You don't need to be so nervous. I already told you, Esther won't attack anyone who isn't trying to actively kill her. Or harm us.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"It's not that. I guess I just didn't realize she was that powerful. Are all you faerie that strong?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shifts nervously)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Erm. Some of us. You know, it's like with you humans. Some of you are stronger than others.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Yeah, but I've seen what you three can do. It's honestly absurd. Uh, not in a bad way though.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(chews lip)\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Is something wrong? I didn't mean to offend you-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"No, I was just thinking that seeing Esther do something like this might scare some people after all. (glances at Yumi)\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Ah, yeah. Lucky for us, she's on our side.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yep.\"\n [/message]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Regroup with Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Talya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n [/objectives]\n [/event]\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n id=mage3\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [filter_condition]\n [variable]\n name=part2\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=mage3\n message= _ \"Eep! Faeries! And... Talya!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You know, if you don't try to fight us, we aren't going to just murder you.\"\n [/message]\n [message]\n speaker=mage3\n message= _ \"Really? But-\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"They're not evil, you know. Neither am I. I don't know what you heard from the council, but really. Do you think the faerie would turn into mass murderers over night?\"\n [/message]\n [message]\n speaker=mage3\n message= _ \"I-I don't know. It was a while ago. There was this missive - anyone harboring sympathies and alliances with the faerie would be put under trial. The rest of us were supposed to figure out ways to capture them. I-I heard that some of the magi who refused were p-put to death...\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Huh. So they didn't tell you anything?\"\n [/message]\n [message]\n speaker=mage3\n message= _ \"No.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Well, then, human. You have two options now. You can try to fight us, or you can scurry away and forget you saw us here. I'm sure you can figure out which of the options is better for you.\"\n [/message]\n [message]\n speaker=mage3\n message= _ \"Y-yes. I w-will forget I saw you here. I will be on m-my way.\"\n [/message]\n {DELAY 250}\n [kill]\n id=mage3\n [/kill]\n {DELAY 250}\n [message]\n speaker=Aryel\n message= _ \"Well, at least that one kept his wits about him.\"\n [/message]\n [/event]\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n id=mage2\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [filter_condition]\n [variable]\n name=part2\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=mage2\n message= _ \"(mutters) If I stay still maybe they won't notice me... and then I can assassinate that fool while-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"It works better if you avoid talking to yourself.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Yeah, and geez. I didn't know you all hated me that much. I was going to suggest working together too...\"\n [/message]\n [message]\n speaker=mage2\n message= _ \"Never! I'd rather die than have you back on the council!\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Ouch...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"And here I thought you were popular among the human magi.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Only the apprentices and some of the lower ranked guys. Lot of council members hated me though.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"That's pretty obvious.\"\n [/message]\n [/event]\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n id=mage1\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [filter_condition]\n [variable]\n name=part2\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=mage1\n message= _ \"Damned faeries. I can't believe they've done this- ah! Talya, you have returned! Good, good. Quickly, come here and help me.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"... And why would I do that?\"\n [/message]\n [message]\n speaker=mage1\n message= _ \"I am the chairman of the mage council! This is an order!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(snorts) Like you're in any position to be ordering anyone around.\"\n [/message]\n [message]\n speaker=mage1\n message= _ \"It is your duty to the order of magi and to humanity! Talya, it is not too late. Though you have betrayed us before-\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"I did nothing like that. You're just trying to save your own hide, Gereon.\"\n [/message]\n [message]\n speaker=mage1\n message= _ \"How dare you! T-this insolence! Very well, since you have set your mind on being an enemy of humanity, I have no choice but to destroy you and those pesky faeries.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Try it.\"\n [/message]\n [/event]\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n id=guard1,guard2\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [filter_condition]\n [variable]\n name=part2\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=unit\n message= _ \"It's the faeries! Stop them!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"If you couldn't fight us off before, what makes you think you can do it now while you're wounded like that?\"\n [/message]\n [/event]\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n id=mage2\n [/filter]\n\n [filter_condition]\n [variable]\n name=part2\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Aryel\n message= _ \"You know, had you just chosen to promise to work with our friend here, we wouldn't have had to do this.\"\n [/message]\n [message]\n speaker=mage2\n message= _ \"As if I would ever take orders from a woman..!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Oh, so you have a problem with women? What's the matter? You think they're dumb?\"\n [/message]\n [message]\n speaker=mage2\n message= _ \"A-argh! Stop, it burns!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Or weak?\"\n [/message]\n [message]\n speaker=mage2\n message= _ \"Aaaahhhh!!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"What's the matter? Well?\"\n [/message]\n {DELAY 250}\n [kill]\n id=mage2\n animate=yes\n [/kill]\n [message]\n speaker=Aryel\n message= _ \"Ah, he died. Oh well. Do all of them have such ridiculous attitudes?\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Most of 'em. Now you know why I couldn't stand them.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Totally. I guess that's also why you kinda looked pleased when Esther wiped out half of the council.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Yep!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Heh. So even you know how to play dirty politics, if just a little. And here I thought you were just a silly little girl who was honestly kind of an airhead.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Hey, it's not dirty politics, I just got some friends to help me get rid of the guys trying to kill me. Duh.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Of couuurse.\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n id=mage1\n [/filter]\n\n [filter_condition]\n [variable]\n name=part2\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=mage1\n message= _ \"Argh! Talya- I would have never thought... it would come to this...\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Might want to be careful who you pick a fight with, old man.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yep. So, Talya, will it cause a problem if we get rid of him?\"\n [/message]\n [message]\n speaker=mage1\n message= _ \"You wouldn't dare...\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Beats me. I mean, having the entire mage council gone in one day is bound to be messy, but then again, in that case, I can take my spot back without any opposition. The apprentices are still willing to listen to me, and I bet the others will come around too, just based on my rank.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"So you're saying this old guy will just be a problem.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Well, if you want to put it like that... uhm. Yes?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Great. Bye bye!\"\n [/message]\n [message]\n speaker=mage1\n message= _ \"No!\"\n [/message]\n [/event]\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n id=guard2\n [/filter]\n\n [filter_condition]\n [variable]\n name=part2\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=guard2\n message= _ \"Augh! Nooo! You cruel murderers!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Last I checked, they were the ones trying to kill us on sight. I wonder how that makes us the murderers.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Don't look at me. I'm not going to defend them. They're trying to kill me too!\"\n [/message]\n [/event]\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n id=guard1\n [/filter]\n\n [filter_condition]\n [variable]\n name=part2\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=guard1\n message= _ \"How... dare you... you monsters...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Say that after I turn you into a nice little ghostie.\"\n [/message]\n [/event]\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n id=Esther_Fake\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [filter_condition]\n [variable]\n name=part2\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [unstore_unit]\n variable=esther\n x,y=36,21\n find_vacant=no\n [/unstore_unit]\n [unhide_unit]\n [filter][/filter]\n [/unhide_unit]\n {CLEAR_VARIABLE esther}\n\n [message]\n speaker=Aryel\n message= _ \"Esther! There you are.\"\n [/message]\n\n [move_unit]\n id=Aryel\n to_x,to_y=36,20\n [/move_unit]\n [move_unit]\n id=Talya\n to_x,to_y=35,21\n [/move_unit]\n [move_unit]\n id=Yumi\n to_x,to_y=35,20\n [/move_unit]\n\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n [store_unit]\n [filter]\n id=Talya\n [/filter]\n variable=talya\n [/store_unit]\n\n #ifdef EASY\n {VARIABLE_OP esther.experience add 300}\n {VARIABLE_OP yumi.experience add 250}\n {VARIABLE_OP aryel.experience add 250}\n {VARIABLE_OP talya.experience add 100}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+300 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+250 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+250 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n find_vacant=no\n text= _ \"+100 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n #endif\n #ifdef NORMAL\n {VARIABLE_OP esther.experience add 250}\n {VARIABLE_OP yumi.experience add 200}\n {VARIABLE_OP aryel.experience add 200}\n {VARIABLE_OP talya.experience add 75}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+250 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+200 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+200 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n find_vacant=no\n text= _ \"+75 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n #endif\n #ifdef HARD\n {VARIABLE_OP esther.experience add 100}\n {VARIABLE_OP yumi.experience add 75}\n {VARIABLE_OP aryel.experience add 75}\n {VARIABLE_OP talya.experience add 25}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+100 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+75 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+75 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n find_vacant=no\n text= _ \"+25 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n #endif\n\n {CLEAR_VARIABLE esther}\n {CLEAR_VARIABLE yumi}\n {CLEAR_VARIABLE aryel}\n {CLEAR_VARIABLE talya}\n\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n [message]\n speaker=Esther\n message= _ \"Yumi? Oh thank goodness you're safe. The humans didn't hurt you, did they?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"No, I'm okay.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"That's good. You have no idea how worried I was. I was so afraid that- that-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Esther, I'm fine. I can handle myself.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"But Yumi...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I'm okay, Esther.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"No need to freak out too much. Though, I can't blame you for going berserk on those stupid magi. I would've done the same.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I wouldn't call it going berserk... though I certainly was not happy with them.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yep, not berserk. Nevermind their whole arcaneum being transformed into pools of blood and ashes. Sheesh, remind me to never make you mad.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(glances at Aryel) Esther did all that? I thought you said she wasn't scary...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I take that back. She's downright terrifying if you ever see her really angry.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Oh...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Hey, it's not that bad. It's not like she'll ever go nuts on us. Okay, maybe on me if I do something really stupid, but never on you. You know she just wants to protect you.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(coughs) You two are staring at each other again. Anything I should know about?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Err... well, uhm not really. But, oh yeah. While we were down there, we finally got a hunch as to what's happening with the humans. Seems like they're in cahoots with those creepy blue demons. Either they're using them to control the rest of the humans, or it's the demons manipulating them.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"And the Urdemons?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"The blue ones probably have something to do with that too. It's not really a surprise to even Talya here at this point, so I'll just say it. Obviously the goal is to catch us for whatever reason. Since the Urdemons seemed to be unsuccessful, they probably saw the humans as another opportunity.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"That's possible, but only a hunch at this point. Since I've well, inadvertently removed most of their mage council, that leaves only the King as their leadership if I'm not mistaken.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Him and the high ranking generals. So, still a lot of people. And don't look at me, I've got no real power anymore.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Right, then we'll have to go find them and maybe use some forceful persuasion to get them to stop attacking us. Or if that's impossible, we'll have to stop the blue demons first. Still, I have to wonder why humans would deal with something that could easily overpower and control them. It seems foolish to me.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"(shrugs) Some people are crazy. Mr. dumb and now dead Chairman was one of those guys.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"At this point, it's less of a question of who was responsible and more of how the demons came here and where they are. They're obviously the real threat. No offense to your pitiful warriors.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"None taken.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"You're right. So, any ideas?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(raises eyebrows) Yumi, do you know anything?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(chews lip)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"This is rather important, you know.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I know... but I don't want them to hear...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"And you're okay with me knowing?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(nods slowly)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Well, alright. We'll have to talk about it later.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Lot of the other council members were pretty secretive about their research, so I don't really know the 'how' behind these demons appearing. I guess if there's any more clues to be had, they'd probably be in the catacombs under the royal palace. I hear they were built on top of an old cultist temple.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Very well then. It's only natural for us to look there. In that case-\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Erm, but also, before that... General Haart - you know, the one we busted out of that prison - said that there was a report of a demon army marching toward here. So, I was wondering if, well, maybe...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"If maybe Esther could help you fend them off for a bit, and Yumi and I go to the royal palace?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Hold on there. I just got you two back here safely, and now you want to go wandering off again by yourselves? Aryel...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Hey, we managed to survive a bunch of creepy mind eating voidy creature things by ourselves. A snooty bunch of humans should be no problem. Besides, we'll rest a bit before going over there. So you'll be able to catch up quickly.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I still don't like that. You two have a propensity for getting into trouble whenever I'm not around.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Yeah, I mean it's not necessary for you guys to split up, right?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"But with those two around, Yumi doesn't seem to want to talk. I wonder why.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Hey, think of it this way. Those demons are way more dangerous. So we'll be staying out of trouble.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Well... Aryel must have some reason for wanting to go off alone with Yumi.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I guess a few humans shouldn't be a problem for you two. I'll go with Talya for a little bit, then.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"You sure about this?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yes, I want to help out. And, if the demons are running through the city, that's also a problem for us anyway. If we have to fight all of them along with the blue ones, it'll just become a big mess.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Alright. Let's get down to the gate. I think the generals are already preparing the defenses.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Right. You two make sure to not do anything silly.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yeah, yeah.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I mean it.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Sure thing, Esther.\"\n [/message]\n\n {DELAY 500}\n [hide_unit]\n side=1\n id=Esther,Talya\n [/hide_unit]\n {DELAY 500}\n {TURN_UNIT5 \"Aryel\"}\n {DELAY 250}\n\n [message]\n speaker=Aryel\n message= _ \"So?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I thought we were going to rest first?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Oh. Yeah. You must be exhausted. I'm pretty tired too.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(wrinkles nose) And you need a bath.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(blushes) Hey, you're not the cleanest either!\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"But I don't stink.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Rrrgh. Fine. But first, I need to find some food. And no, I'm not sharing any with you.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(pouts)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You called me stinky!\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"But you are... ah. I meant, uhm... you smell... really good...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"That's the spirit. Anyway, I think I saw some pudding in one of the kitchens around here. Let's go check it out.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(licks lips)\"\n [/message]\n\n {CLEAR_VARIABLE part1}\n {CLEAR_VARIABLE part2}\n\n [endlevel]\n result=victory\n {NEW_GOLD_CARRYOVER 100}\n next_scenario=18_Black_Fire\n [/endlevel]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Yumi\n [/filter]\n\n [message]\n speaker=Yumi\n message= _ \"(gasp)\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n [event]\n name=last breath\n [filter]\n id=Esther\n [/filter]\n\n [message]\n speaker=Esther\n message= _ \"I... failed...\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n [event]\n name=last breath\n [filter]\n id=Aryel\n [/filter]\n\n [message]\n speaker=Aryel\n message= _ \"Ah...\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n [event]\n name=last breath\n [filter]\n id=Talya\n [/filter]\n\n [message]\n speaker=Talya\n message= _ \"Ow!\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n[/scenario]\n\n#undef SPAWN_DOOR\n#undef GENERATE_RUBBLE\n#undef GENERATE_FIRE\n#undef GENERATE_LIGHT\n#undef PLACE_BONES\n"} {"text": "#textdomain wesnoth-Genesis\n\n[scenario]\n id=18_Black_Fire\n name= _ \"Black Fire\"\n map_data=\"{~add-ons/Genesis/episode1/maps/18_Black_Fire.map}\"\n next_scenario=19_Twilight_Vision\n victory_when_enemies_defeated=no\n turns=27\n\n {SECOND_WATCH}\n {SECOND_WATCH}\n {SECOND_WATCH}\n {DAWN}\n {DAWN_NO_SOUND}\n {DAWN_NO_SOUND}\n {MORNING}\n {MORNING}\n {MORNING}\n {MIDDAY}\n {MIDDAY}\n {MIDDAY}\n {AFTERNOON}\n {AFTERNOON}\n {AFTERNOON}\n {DUSK}\n {DUSK_NO_SOUND}\n {DUSK_NO_SOUND}\n {FIRST_WATCH}\n {FIRST_WATCH}\n {FIRST_WATCH}\n {MIDNIGHT}\n {MIDNIGHT}\n {MIDNIGHT}\n {SECOND_WATCH}\n {SECOND_WATCH}\n {SECOND_WATCH}\n\n {SCENARIO_MUSIC casualties_of_war.ogg}\n {EXTRA_SCENARIO_MUSIC battle.ogg}\n {EXTRA_SCENARIO_MUSIC the_city_falls.ogg}\n {EXTRA_SCENARIO_MUSIC siege_of_laurelmor.ogg}\n\n {STORYTXT_BLACK_FIRE}\n [side]\n {PLAYER_FAE}\n {FAERIE_RECRUITS}\n side=1\n {GOLD 240 200 120}\n {INCOME 2 0 -4}\n fog=yes\n shroud=no\n [/side]\n\n [side]\n {HUMAN_ALLY}\n type=General\n id=humanleader18\n generate_name=yes\n canrecruit=yes\n side=2\n recruit=Swordsman,Pikeman,Javelineer,Longbowman,Dragoon\n {GOLD 280 240 120}\n {INCOME 5 4 3}\n share_view=yes\n share_vision=all\n [ai]\n aggression=0.2\n caution=0.8\n [/ai]\n [/side]\n\n [side]\n {ETHEA_ENEMY_SIDE}\n {AGGRESSIVE_SIDE}\n type=Inferno Demon\n id=demonleader18a\n generate_name=yes\n canrecruit=yes\n side=3\n {GOLD 400 500 700}\n {INCOME 25 30 40}\n village_support=3\n recruit=Demon Grunt,Fire Demon,Demon Sword Dancer,Blood Imp\n [/side]\n\n [side]\n {ETHEA_ENEMY_SIDE}\n {AGGRESSIVE_SIDE}\n type=Demon Hellion\n id=demonleader18b\n generate_name=yes\n canrecruit=yes\n side=4\n {GOLD 400 500 700}\n {INCOME 25 30 40}\n village_support=3\n recruit=Demon Windlasher,Demon Zephyr,Demon Berserker,Demonic Hound\n [/side]\n\n {STARTING_VILLAGES_ALL 2}\n {STARTING_VILLAGES 1 8}\n {STARTING_VILLAGES 3 10}\n {STARTING_VILLAGES 4 10}\n\n [event]\n name=prestart\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n [kill]\n id=Yumi\n [/kill]\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n [kill]\n id=Yumi,Aryel\n [/kill]\n\n [if]\n [have_unit]\n id=Haart\n [/have_unit]\n [then][/then]\n [else]\n [unit]\n side=1\n id=Haart\n name= _ \"General Haart\"\n type=General\n random_traits=no\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_STRONG}\n [/modifications]\n x,y=recall,recall\n [/unit]\n [/else]\n [/if]\n [store_unit]\n [filter]\n id=Haart\n [/filter]\n variable=haart\n [/store_unit]\n [kill]\n id=Yumi,Aryel,Haart\n [/kill]\n\n {GUARDIAN_NOID \"Longbowman\" 2 15 21}\n {GUARDIAN_NOID \"Longbowman\" 2 19 10}\n {GUARDIAN_NOID \"Longbowman\" 2 6 25}\n {GUARDIAN_NOID \"Longbowman\" 2 2 25}\n {GUARDIAN_NOID \"Lieutenant\" 2 4 24}\n {GUARDIAN_NOID \"Longbowman\" 2 24 25}\n {GUARDIAN_NOID \"Longbowman\" 2 20 25}\n {GUARDIAN_NOID \"Lieutenant\" 2 22 24}\n {GUARDIAN_NOID \"Shock Trooper\" 2 14 11}\n {GUARDIAN_NOID \"Longbowman\" 2 14 14}\n {GUARDIAN_NOID \"Longbowman\" 2 19 14}\n {GUARDIAN_NOID \"Longbowman\" 2 10 15}\n {GUARDIAN_NOID \"Swordsman\" 2 9 25}\n {GUARDIAN_NOID \"Swordsman\" 2 17 25}\n [set_variable]\n name=turn_fire_dmg\n value=0\n [/set_variable]\n\n [unit]\n side=1\n id=fleure\n name= _ \"Fleure\"\n type=Red Mage\n gender=female\n random_traits=no\n animate=no\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n {TRAIT_QUICK}\n [/modifications]\n x,y=14,29\n hitpoints=35\n experience=68\n [/unit]\n [unit]\n side=2\n generate_name=yes\n type=Swordsman\n random_traits=yes\n animate=no\n x,y=11,29\n hitpoints=12\n experience=13\n [/unit]\n [unit]\n side=2\n generate_name=yes\n type=Pikeman\n random_traits=yes\n animate=no\n x,y=12,28\n hitpoints=28\n experience=15\n [/unit]\n [unit]\n side=2\n generate_name=yes\n type=Swordsman\n random_traits=yes\n animate=no\n x,y=15,29\n hitpoints=15\n experience=25\n [/unit]\n [unit]\n side=2\n generate_name=yes\n type=Javelineer\n random_traits=yes\n animate=no\n x,y=11,31\n hitpoints=10\n experience=40\n [/unit]\n [unit]\n side=2\n generate_name=yes\n type=Shock Trooper\n random_traits=yes\n animate=no\n x,y=13,32\n hitpoints=20\n experience=34\n [/unit]\n [unit]\n side=3\n generate_name=yes\n type=Fire Demon\n random_traits=yes\n animate=no\n x,y=10,29\n hitpoints=37\n experience=55\n [/unit]\n [unit]\n side=3\n generate_name=yes\n type=Demon Sword Dancer\n random_traits=yes\n animate=no\n x,y=11,32\n hitpoints=28\n experience=76\n [/unit]\n [unit]\n side=3\n generate_name=yes\n type=Demon Grunt\n random_traits=yes\n animate=no\n x,y=12,30\n hitpoints=32\n experience=44\n [/unit]\n [unit]\n side=3\n generate_name=yes\n type=Fire Demon\n random_traits=yes\n animate=no\n x,y=14,30\n hitpoints=25\n experience=27\n [/unit]\n [unit]\n side=3\n generate_name=yes\n type=Inferno Demon\n random_traits=yes\n animate=no\n x,y=14,33\n hitpoints=42\n experience=57\n [/unit]\n [unit]\n side=4\n generate_name=yes\n type=Demon Berserker\n random_traits=yes\n animate=no\n x,y=17,30\n hitpoints=17\n experience=16\n [/unit]\n [unit]\n side=4\n generate_name=yes\n type=Demon Zephyr\n random_traits=yes\n animate=no\n x,y=18,32\n hitpoints=22\n experience=36\n [/unit]\n [unit]\n side=4\n generate_name=yes\n type=Demon Berserker\n random_traits=yes\n animate=no\n x,y=15,31\n hitpoints=26\n experience=43\n [/unit]\n [unhide_unit]\n [filter][/filter]\n [/unhide_unit]\n [/event]\n\n [event]\n name=start\n\n {RECALL_TALYA 20 20}\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x,y=9,21\n radius=3\n multiturn=no\n [/lift_fog]\n\n [message]\n speaker=Talya\n message= _ \"General! How's the battle look?\"\n [/message]\n [message]\n speaker=humanleader18\n message= _ \"Not good. Where's General Haart?\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"He went to round up more men. We probably need the rest of the armies here to actually keep these demons out of the city.\"\n [/message]\n [message]\n speaker=humanleader18\n message= _ \"We're having enough trouble as it is, with only their advance forces here. And what about the king? There's still a warrant out for your arrest, as I believe even General Haart was imprisoned until not long ago.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Erm, it was actually us who broke him out. As for that warrant, well, I guess you can feel free to try and arrest me if you want.\"\n [/message]\n [message]\n speaker=humanleader18\n message= _ \"We clearly have more pressing matters and that order was stupid anyway. I'm more concerned about our defenses. Having fought alongside the Urdemons once or twice, I am quite cognizant of how powerful they are.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"(shrugs) General Haart will probably find a way. He said he would take a day to 'convince' them. So until he arrives, we're on our own. But I brought friends!\"\n [/message]\n [message]\n speaker=humanleader18\n message= _ \"Faeries, huh. This could get us in big trouble.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Relax. We're here to fight the demons, not you.\"\n [/message]\n [message]\n speaker=humanleader18\n message= _ \"I am not doubting you. It's just that the Council's mandate-\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"We, uhm, took care of that. About the king, the faerie will handle that too. We just have to focus on defending the city.\"\n [/message]\n [message]\n speaker=humanleader18\n message= _ \"Stirring up trouble, professor? Then again, I can't say I haven't done that before. Fine. To arms! Defend the gates!\"\n [/message]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Survive until end of turns\")}\n {OBJECTIVE_VICTORY ( _ \"OR: Defeat all enemy leaders\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Talya\")}\n {OBJECTIVE_DEFEAT ( _ \"Demons reach the upper right castle\")}\n {OBJECTIVE_CARRYOVER}\n [/objectives]\n [/event]\n [event]\n name=new turn\n first_time_only=no\n [if]\n [variable]\n name=turn_fire_dmg\n numerical_not_equals=0\n [/variable]\n [then]\n [store_unit]\n [filter]\n side=1\n [not]\n id=Esther\n [/not]\n [/filter]\n variable=fire_dmg_unit\n [/store_unit]\n {PLAY_SOUND \"fire.wav\"}\n [/then]\n [/if]\n [for]\n array=fire_dmg_unit\n [do]\n [if]\n [variable]\n name=fire_dmg_unit[$i].hitpoints\n greater_than=$turn_fire_dmg\n [/variable]\n\n [then]\n {VARIABLE_OP fire_dmg_unit[$i].hitpoints sub $turn_fire_dmg}\n [/then]\n [else]\n {VARIABLE fire_dmg_unit[$i].hitpoints 1}\n [/else]\n [/if]\n [unstore_unit]\n variable=fire_dmg_unit[$i]\n find_vacant=no\n text= _ \"burned\"\n {COLOR_HARM}\n [/unstore_unit]\n [/do]\n [/for]\n {CLEAR_VARIABLE fire_dmg_unit}\n [/event]\n [event]\n name=turn 7\n\n [message]\n speaker=Talya\n message= _ \"Man, there are so many of them.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"That's how it always feels like when fighting demons. Doesn't help that each one of them is quite powerful too.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Yeah, you're telling me. That last guy nearly burned me to a crisp!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Stay close, and I'll be able to keep them from getting to you, at least.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Alright, thanks.\"\n [/message]\n [/event]\n [event]\n name=turn 11\n\n [message]\n speaker=Talya\n message= _ \"Is it just me, or did it just get a bit warmer?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Hmm. You're right. The demons are preparing something.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Ugh. You're telling me they decided that bringing such a big army wasn't enough...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Demons are always a pain to deal with.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"You said it.\"\n [/message]\n [/event]\n\n [event]\n name=turn 13\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n\n {SPAWN_ID (\"Demon Windlasher\") 3 2 38 (\"demon1\") (\"female\")}\n {SPAWN_ID (\"Demon Windlasher\") 4 24 38 (\"demon2\") (\"female\")}\n\n {SPAWN_ID (\"Demon Zephyr\") 3 2 37 (\"demon3\") (\"male\")}\n\n {SPAWN_ID (\"Demon Zephyr\") 4 22 39 (\"demon4\") (\"male\")}\n\n\n #ifdef NORMAL\n {SPAWN (\"Demon Zephyr\") 3 4 39}\n {SPAWN (\"Demon Zephyr\") 4 24 37}\n #endif\n #ifdef HARD\n {SPAWN (\"Demon Zephyr\") 3 4 39}\n {SPAWN (\"Demon Zephyr\") 3 3 40}\n {SPAWN (\"Demon Stormbringer\") 4 24 37}\n {SPAWN (\"Demon Galerunner\") 4 24 36}\n #endif\n\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x=2,24,2,22\n y=38,38,37,39\n multiturn=no\n [/lift_fog]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n [message]\n speaker=demon1\n message= _ \"Their battlements still hold.\"\n [/message]\n [message]\n speaker=demon3\n message= _ \"Not for long.\"\n [/message]\n [message]\n speaker=demon2\n message= _ \"The winds of war lead us to battle.\"\n [/message]\n [message]\n speaker=demon4\n message= _ \"By the end of this day, all these humans shall be naught but ashes.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Oh boy. Those guys sound strong. This is going to turn into such a mess.\"\n [/message]\n [gold]\n amount={ON_DIFFICULTY 50 60 80}\n side=3\n [/gold]\n [gold]\n amount={ON_DIFFICULTY 50 60 80}\n side=4\n [/gold]\n [/event]\n [event]\n name=turn 14 end\n [filter_condition]\n [have_unit]\n id=demonleader18a\n [/have_unit]\n [/filter_condition]\n\n [set_variable]\n name=turn_fire_dmg\n value=3\n [/set_variable]\n [/event]\n [event]\n name=side 1 turn 15\n [filter_condition]\n [have_unit]\n id=demonleader18a\n [/have_unit]\n [/filter_condition]\n\n {COLOR_ADJUST 20 0 0}\n [message]\n speaker=Talya\n message= _ \"Ouch- it's... hot!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I've seen this trick before! There must be some lava or volcanoes nearby. The demons use the heat to power their sorcery.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Ugh. Can we do anything about it?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"We have to kill the demon channeling the magma's energies. Problem is, it's probably one of the enemy leaders doing it, so we have to get to them first.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"That is quite a problem. Most likely we'll just have to tough it out.\"\n [/message]\n [/event]\n [event]\n name=turn 18\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n {PLAY_SOUND \"dragonstick.ogg\"}\n\n [message]\n speaker=Talya\n message= _ \"Uuuhhh, that sound... don't tell me, there's more of those flying demons coming.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Unfortunately so.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"(groans)\"\n [/message]\n\n {SPAWN (\"Demon Windlasher\") 3 2 38}\n {SPAWN (\"Demon Windlasher\") 4 24 38}\n\n {SPAWN (\"Demon Zephyr\") 3 2 37}\n {SPAWN (\"Demon Zephyr\") 4 22 39}\n\n #ifdef NORMAL\n {SPAWN (\"Demon Zephyr\") 3 4 39}\n {SPAWN (\"Demon Stormbringer\") 4 24 37}\n #endif\n #ifdef HARD\n {SPAWN (\"Demon Zephyr\") 3 4 39}\n {SPAWN (\"Demon Stormbringer\") 3 3 40}\n {SPAWN (\"Demon Stormbringer\") 4 24 37}\n {SPAWN (\"Demon Galerunner\") 4 24 36}\n #endif\n [gold]\n amount={ON_DIFFICULTY 60 70 90}\n side=3\n [/gold]\n [gold]\n amount={ON_DIFFICULTY 60 70 90}\n side=4\n [/gold]\n [/event]\n\n [event]\n name=turn 19 end\n [filter_condition]\n [have_unit]\n id=demonleader18a\n [/have_unit]\n [/filter_condition]\n\n [set_variable]\n name=turn_fire_dmg\n value=4\n [/set_variable]\n [/event]\n [event]\n name=side 1 turn 20\n [filter_condition]\n [have_unit]\n id=demonleader18a\n [/have_unit]\n [/filter_condition]\n\n {COLOR_ADJUST 30 0 0}\n [message]\n speaker=Talya\n message= _ \"Ugh, feels like my skin's burning off.\"\n [/message]\n [/event]\n\n [event]\n name=turn 22\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n\n [message]\n speaker=Esther\n message= _ \"Here they come again.\"\n [/message]\n\n {SPAWN (\"Demon Windlasher\") 3 2 38}\n {SPAWN (\"Demon Windlasher\") 4 24 38}\n {SPAWN (\"Demon Stormbringer\") 3 2 37}\n {SPAWN (\"Demon Zephyr\") 4 22 39}\n\n\n #ifdef NORMAL\n {SPAWN (\"Demon Stormbringer\") 3 4 39}\n {SPAWN (\"Demon Stormbringer\") 4 24 37}\n #endif\n #ifdef HARD\n {SPAWN (\"Demon Zephyr\") 3 4 39}\n {SPAWN (\"Demon Stormbringer\") 3 3 40}\n {SPAWN (\"Demon Stormbringer\") 4 24 37}\n {SPAWN (\"Demon Galerunner\") 4 24 36}\n #endif\n [gold]\n amount={ON_DIFFICULTY 70 80 100}\n side=3\n [/gold]\n [gold]\n amount={ON_DIFFICULTY 70 80 100}\n side=4\n [/gold]\n [/event]\n\n [event]\n name=turn 23\n\n [message]\n speaker=Talya\n message= _ \"Ahhh, we just have to hold out a bit more. I'm sure General Haart will be back soon with reinforcements.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Did he really need a whole day to find his men and convince the other generals?\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Well, not exactly. My guess is he was planning to, uhm, take some more drastic measures. Like, incapacitate the ones who seem unlikely to cooperate. You know how these things go.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Is now really the time for that? The demons are nearly overrunning us already.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Better now, rather than when a bunch of jerks arrive in the middle of the fight and squash us without even caring about holding off the demons.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"So the politics have gotten that bad around here, huh.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Yeah...\"\n [/message]\n [/event]\n\n [event]\n name=turn 23 end\n [filter_condition]\n [have_unit]\n id=demonleader18a\n [/have_unit]\n [/filter_condition]\n\n [set_variable]\n name=turn_fire_dmg\n value=5\n [/set_variable]\n [/event]\n [event]\n name=side 1 turn 24\n [filter_condition]\n [have_unit]\n id=demonleader18a\n [/have_unit]\n [/filter_condition]\n\n {COLOR_ADJUST 40 0 0}\n [message]\n speaker=Talya\n message= _ \"Owwwww...\"\n [/message]\n [/event]\n\n [event]\n name=turn 25\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n\n {SPAWN (\"Demon Windlasher\") 3 2 38}\n {SPAWN (\"Demon Windlasher\") 4 24 38}\n\n {SPAWN (\"Demon Stormbringer\") 3 2 37}\n {SPAWN (\"Demon Zephyr\") 4 22 39}\n\n\n #ifdef NORMAL\n {SPAWN (\"Demon Stormbringer\") 3 4 39}\n {SPAWN (\"Demon Stormbringer\") 4 24 37}\n #endif\n #ifdef HARD\n {SPAWN (\"Demon Stormbringer\") 3 4 39}\n {SPAWN (\"Demon Stormbringer\") 3 3 40}\n {SPAWN (\"Demon Stormbringer\") 4 24 37}\n {SPAWN (\"Demon Galerunner\") 4 24 36}\n #endif\n [gold]\n amount={ON_DIFFICULTY 80 90 110}\n side=3\n [/gold]\n [gold]\n amount={ON_DIFFICULTY 80 90 110}\n side=4\n [/gold]\n [/event]\n\n [event]\n name=turn 26\n\n [message]\n speaker=Talya\n message= _ \"General Haart just sent a hawk. He's sending some reinforcements our way and will join us soon.\"\n [/message]\n [gold]\n amount={ON_DIFFICULTY 80 70 50}\n side=1\n [/gold]\n [message]\n speaker=Esther\n message= _ \"Great. Fighting off all these demons is pretty tiring.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=3,4\n [filter_location]\n x,y=19,20\n radius=4\n [/filter_location]\n [/filter]\n\n [message]\n speaker=Talya\n message= _ \"Uh oh. They're breaking into the city.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"We'll either have to force them back or retreat. Can't let them swarm over us.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=3,4\n [filter_location]\n x,y=7,12\n radius=4\n [/filter_location]\n [/filter]\n\n [message]\n speaker=Talya\n message= _ \"They just keep coming!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Don't give up! We have to keep fighting!\"\n [/message]\n [/event]\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n side=3,4\n [/filter]\n [filter_second]\n id=Talya\n [/filter_second]\n\n [message]\n speaker=unit\n message= _ \"Slain... by a human...\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Wow, I did it! Take that, you demons!\"\n [/message]\n [/event]\n\n [event]\n name=attack\n first_time_only=yes\n [filter]\n id=demon1,demon2\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Your soul is mine.\"\n [/message]\n [/event]\n [event]\n name=attack\n first_time_only=yes\n [filter]\n id=demon3,demon4\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Burn!\"\n [/message]\n [/event]\n\n [event]\n name=attack\n first_time_only=yes\n [filter]\n side=3,4\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Slay them all!\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n id=humanleader18\n [/filter]\n\n [message]\n speaker=humanleader18\n message= _ \"Eaugh! Fight on- without me...\"\n [/message]\n [/event]\n\n # wall breaking\n\n [event]\n name=wall_demolish\n first_time_only=yes\n\n [message]\n speaker=Esther\n message= _ \"They're breaking down the walls!\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"You're kidding me... I thought we were safe behind these things!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"You're never safe against these guys. We'll just need to try our best to keep them from coming through the gaps.\"\n [/message]\n [/event]\n [event]\n name=wall_demolish2\n first_time_only=yes\n\n [message]\n speaker=Talya\n message= _ \"Ugh, they're going to tear down the whole city.\"\n [/message]\n [/event]\n [event]\n name=wall_demolish3\n first_time_only=yes\n\n [message]\n speaker=Talya\n message= _ \"Uuuu, my poor home.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=3,4\n [filter_location]\n x,y=5,28\n [/filter_location]\n [/filter]\n {PLAY_SOUND \"dragonstick.ogg\"}\n [terrain]\n x,y=5,27\n terrain=Btym^Sy|\n [/terrain]\n [terrain]\n x,y=5,26\n terrain=Btym^Sy|\n [/terrain]\n [redraw][/redraw]\n\n [fire_event]\n name=wall_demolish\n [/fire_event]\n [/event]\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=3,4\n [filter_location]\n x,y=7,28\n [/filter_location]\n [/filter]\n {PLAY_SOUND \"dragonstick.ogg\"}\n [terrain]\n x,y=7,27\n terrain=Btym^Sy|\n [/terrain]\n [terrain]\n x,y=7,26\n terrain=Btym^Sy|\n [/terrain]\n [redraw][/redraw]\n\n [fire_event]\n name=wall_demolish\n [/fire_event]\n [/event]\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=3,4\n [filter_location]\n x,y=3,28\n [/filter_location]\n [/filter]\n {PLAY_SOUND \"dragonstick.ogg\"}\n [terrain]\n x,y=3,27\n terrain=Btym^Sy|\n [/terrain]\n [terrain]\n x,y=3,26\n terrain=Btym^Sy|\n [/terrain]\n [redraw][/redraw]\n\n [fire_event]\n name=wall_demolish\n [/fire_event]\n [/event]\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=3,4\n [filter_location]\n x,y=19,28\n [/filter_location]\n [/filter]\n {PLAY_SOUND \"dragonstick.ogg\"}\n [terrain]\n x,y=19,27\n terrain=Btym^Sy|\n [/terrain]\n [terrain]\n x,y=19,26\n terrain=Btym^Sy|\n [/terrain]\n [redraw][/redraw]\n\n [fire_event]\n name=wall_demolish\n [/fire_event]\n [/event]\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=3,4\n [filter_location]\n x,y=9,28\n [/filter_location]\n [/filter]\n {PLAY_SOUND \"dragonstick.ogg\"}\n [terrain]\n x,y=9,27\n terrain=Btym^Sy|\n [/terrain]\n [terrain]\n x,y=9,26\n terrain=Btym^Sy|\n [/terrain]\n [redraw][/redraw]\n\n [fire_event]\n name=wall_demolish\n [/fire_event]\n [/event]\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=3,4\n [filter_location]\n x,y=17,28\n [/filter_location]\n [/filter]\n {PLAY_SOUND \"dragonstick.ogg\"}\n [terrain]\n x,y=17,27\n terrain=Btym^Sy|\n [/terrain]\n [terrain]\n x,y=17,26\n terrain=Btym^Sy|\n [/terrain]\n [redraw][/redraw]\n\n [fire_event]\n name=wall_demolish\n [/fire_event]\n [/event]\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=3,4\n [filter_location]\n x,y=21,28\n [/filter_location]\n [/filter]\n {PLAY_SOUND \"dragonstick.ogg\"}\n [terrain]\n x,y=21,27\n terrain=Btym^Sy|\n [/terrain]\n [terrain]\n x,y=21,26\n terrain=Btym^Sy|\n [/terrain]\n [redraw][/redraw]\n\n [fire_event]\n name=wall_demolish\n [/fire_event]\n [/event]\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=3,4\n [filter_location]\n x,y=23,28\n [/filter_location]\n [/filter]\n {PLAY_SOUND \"dragonstick.ogg\"}\n [terrain]\n x,y=23,27\n terrain=Btym^Sy|\n [/terrain]\n [terrain]\n x,y=23,26\n terrain=Btym^Sy|\n [/terrain]\n [redraw][/redraw]\n\n [fire_event]\n name=wall_demolish\n [/fire_event]\n [/event]\n\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=3,4\n [filter_location]\n x,y=6,20\n [/filter_location]\n [/filter]\n {PLAY_SOUND \"dragonstick.ogg\"}\n [terrain]\n x,y=6,19\n terrain=Btym^Sy|\n [/terrain]\n [terrain]\n x,y=6,18\n terrain=Btym^Sy|\n [/terrain]\n [redraw][/redraw]\n\n [fire_event]\n name=wall_demolish2\n [/fire_event]\n [/event]\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=3,4\n [filter_location]\n x,y=17,17\n [/filter_location]\n [/filter]\n {PLAY_SOUND \"dragonstick.ogg\"}\n [terrain]\n x,y=17,16\n terrain=Btym^Sy|\n [/terrain]\n [terrain]\n x,y=17,15\n terrain=Btym^Sy|\n [/terrain]\n [redraw][/redraw]\n\n [fire_event]\n name=wall_demolish2\n [/fire_event]\n [/event]\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=3,4\n [filter_location]\n x,y=14,17\n [/filter_location]\n [/filter]\n {PLAY_SOUND \"dragonstick.ogg\"}\n [terrain]\n x,y=14,16\n terrain=Btym^Sy|\n [/terrain]\n [terrain]\n x,y=14,15\n terrain=Btym^Sy|\n [/terrain]\n [redraw][/redraw]\n\n [fire_event]\n name=wall_demolish2\n [/fire_event]\n [/event]\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=3,4\n [filter_location]\n x,y=10,18\n [/filter_location]\n [/filter]\n {PLAY_SOUND \"dragonstick.ogg\"}\n [terrain]\n x,y=10,17\n terrain=Btym^Sy|\n [/terrain]\n [terrain]\n x,y=10,16\n terrain=Btym^Sy|\n [/terrain]\n [redraw][/redraw]\n\n [fire_event]\n name=wall_demolish2\n [/fire_event]\n [/event]\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=3,4\n [filter_location]\n x,y=9,9\n [/filter_location]\n [/filter]\n {PLAY_SOUND \"dragonstick.ogg\"}\n [terrain]\n x,y=9,8\n terrain=Btym^Sy|\n [/terrain]\n [terrain]\n x,y=9,7\n terrain=Btym^Sy|\n [/terrain]\n [redraw][/redraw]\n\n [fire_event]\n name=wall_demolish3\n [/fire_event]\n [/event]\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=3,4\n [filter_location]\n x,y=15,9\n [/filter_location]\n [/filter]\n {PLAY_SOUND \"dragonstick.ogg\"}\n [terrain]\n x,y=15,8\n terrain=Btym^Sy|\n [/terrain]\n [terrain]\n x,y=15,7\n terrain=Btym^Sy|\n [/terrain]\n [redraw][/redraw]\n\n [fire_event]\n name=wall_demolish3\n [/fire_event]\n [/event]\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=3,4\n [filter_location]\n x,y=2,8\n [/filter_location]\n [/filter]\n {PLAY_SOUND \"dragonstick.ogg\"}\n [terrain]\n x,y=2,7\n terrain=Btym^Sy|\n [/terrain]\n [terrain]\n x,y=2,6\n terrain=Btym^Sy|\n [/terrain]\n [redraw][/redraw]\n\n [fire_event]\n name=wall_demolish3\n [/fire_event]\n [/event]\n\n # demon leader deaths\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n id=demonleader18a\n [/filter]\n\n [message]\n speaker=demonleader18a\n message= _ \"Argh! Defeated... by filthy mortals...\"\n [/message]\n\n [set_variable]\n name=turn_fire_dmg\n value=0\n [/set_variable]\n [/event]\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n id=demonleader18b\n [/filter]\n\n [message]\n speaker=demonleader18b\n message= _ \"The power! It slips away...\"\n [/message]\n [/event]\n\n # victory events\n [event]\n name=enemies defeated\n\n [message]\n speaker=Talya\n message= _ \"Great! We actually managed to push the demons back!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Not exactly. Look in the distance. That crimson glow on the horizon means more are coming.\"\n [/message]\n\n [message]\n speaker=Talya\n message= _ \"That's fine. We managed to hold them off so far. Esther, you should go help Aryel and Yumi.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Erm, well... I would love to go join them, but these demons are quite powerful-\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Yeah, I know we're not as strong as you guys, but we humans aren't that weak either. C'mon, you have to give us a chance to stand up for ourselves. We'll be able to beat them. We already did just now.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I sure hope so.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Don't look so conflicted. They're your friends.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I know. (sighs) I wish I could do more, but all I can do right now is run around and hope I can help.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"You've been plenty helpful. We wouldn't have made it out of Helemoor without you. And you know Aryel would've been in big trouble had you not found her.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"She and Yumi have a way of getting into trouble with me not around.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"All the more reason to go help them.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(nods) You'd better still be here when we get back.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"I will! Good luck!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Same to you.\"\n [/message]\n\n [endlevel]\n result=victory\n {NEW_GOLD_CARRYOVER 40}\n next_scenario=19_Twilight_Vision\n [/endlevel]\n [/event]\n [event]\n name=time over\n\n [store_unit]\n [filter]\n id=Talya\n [/filter]\n variable=talya\n [/store_unit]\n\n [unstore_unit]\n variable=haart\n find_vacant=yes\n x,y=$talya.x,$talya.y\n [/unstore_unit]\n [redraw][/redraw]\n\n [message]\n speaker=Haart\n message= _ \"Talya, there you are! I was looking for you.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"General Haart, just in time! How many men could you round up?\"\n [/message]\n [message]\n speaker=Haart\n message= _ \"I was able to convince some of the other generals to place their armies under my command. It wasn't too difficult, considering the city is under heavy assault. This way, all responsibility of aiding you or the faeries falls upon me should anyone ask.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Haha, I see. Esther, we'll handle things from here. You should go help Aryel and Yumi.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Is that... okay? I would love to go join them, but these demons are quite powerful-\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Yeah, I know we're not as strong as you guys, but we humans aren't that weak either. C'mon, you have to give us a chance to stand up for ourselves. We'll be able to beat them. We already did just now.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I sure hope so.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Don't look so conflicted. They're your friends.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I know. (sighs) I wish I could do more, but all I can do right now is run around and hope I can help.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"You've been plenty helpful. We wouldn't have made it out of Helemoor without you. And you know Aryel would've been in big trouble had you not found her.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"She and Yumi have a way of getting into trouble with me not around.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"All the more reason to go help them.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(nods) You'd better still be here when we get back.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"I will! Good luck!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Same to you.\"\n [/message]\n\n [endlevel]\n result=victory\n {NEW_GOLD_CARRYOVER 40}\n next_scenario=19_Twilight_Vision\n [/endlevel]\n [/event]\n\n [event]\n name=victory\n {CLEAR_VARIABLE turn_fire_dmg}\n [/event]\n\n # defeat events\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n side=3,4\n [filter_location]\n x,y=21,2\n radius=2\n [/filter_location]\n [/filter]\n\n [message]\n speaker=Talya\n message= _ \"Oh boy, now they're going to break into the rest of the residential areas. This is going to be a real slaughter...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"We really should have been able to do better than that.\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n [event]\n name=last breath\n [filter]\n id=Esther\n [/filter]\n\n [message]\n speaker=Esther\n message= _ \"Ugh...\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n [event]\n name=last breath\n [filter]\n id=Talya\n [/filter]\n\n [message]\n speaker=Talya\n message= _ \"Augh!\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n[/scenario]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[scenario]\n id=19_Twilight_Vision\n name= _ \"Twilight Vision\"\n map_data=\"{~add-ons/Genesis/episode1/maps/19_Twilight_Vision.map}\"\n victory_when_enemies_defeated=no\n turns=-1\n next_scenario=20_Royal_Palace\n theme=Cutscene\n {DARK_INDOORS}\n\n {SCENARIO_MUSIC underground.ogg}\n {EXTRA_SCENARIO_MUSIC returning_in_time.ogg}\n\n [side]\n side=1\n no_leader=yes\n controller=human\n team_name=fae\n user_team_name= _ \"team_name^Xia'el\"\n {NO_GOLD_SIDE}\n shroud=yes\n color=green\n [/side]\n\n [side]\n no_leader=yes\n side=2\n color=black\n controller=ai\n team_name=fae\n user_team_name= _ \"team_name^Merthiaal\"\n {NO_GOLD_SIDE}\n share_view=yes\n shroud=yes\n [/side]\n\n [side]\n side=3\n no_leader=yes\n controller=ai\n team_name=gates\n hidden=yes\n color=black\n [/side]\n\n#define RESET_PUZZLE_ONE\n [terrain]\n x,y=46,7\n terrain=Urb\n [/terrain]\n [terrain]\n x,y=46,4\n radius=1\n terrain=Wog\n [/terrain]\n [terrain]\n x,y=46,4\n terrain=Wog^Zulf\n [/terrain]\n [terrain]\n x,y=43,3\n terrain=Qlf\n [/terrain]\n [terrain]\n x,y=49,2\n terrain=Gd\n [/terrain]\n [redraw][/redraw]\n {PLACE_IMAGE items/straw-bale1.png 46 7}\n {REMOVE_IMAGE 46 4}\n#enddef\n\n#define RESET_PUZZLE_TWO\n [terrain]\n x,y=23,31\n terrain=Rb^Ecf\n [/terrain]\n [terrain]\n x,y=29,31\n terrain=Wwb^Ii\n [/terrain]\n [terrain]\n x,y=29,27\n terrain=Ww\n [/terrain]\n [terrain]\n x,y=23,27\n terrain=Gll^Fetd\n [/terrain]\n [terrain]\n x,y=26,28\n radius=1\n terrain=Aa\n [/terrain]\n [terrain]\n x=25,26\n y=26,26\n terrain=Aa\n [/terrain]\n [terrain]\n x,y=26,28\n terrain=Ayb\n [/terrain]\n [redraw][/redraw]\n#enddef\n#define RESET_PUZZLE_THREE\n [terrain]\n x,y=9,7\n radius=2\n terrain=Qlf\n [/terrain]\n [terrain]\n x=8,10,7,11,8,10\n y=5,5,7,7,8,8\n terrain=Urb\n [/terrain]\n [terrain]\n x,y=9,7\n terrain=Xu\n [/terrain]\n [terrain]\n x,y=9,10\n terrain=Gg^Fet\n [/terrain]\n [terrain]\n x,y=6,8\n terrain=Gll^Fdw\n [/terrain]\n [terrain]\n x,y=12,8\n terrain=Gll^Fp\n [/terrain]\n [terrain]\n x,y=12,5\n terrain=Gll^Fmw\n [/terrain]\n [terrain]\n x,y=9,4\n terrain=Gs^Fds\n [/terrain]\n [terrain]\n x,y=6,5\n terrain=Gd^Fyok\n [/terrain]\n [redraw][/redraw]\n#enddef\n\n [event]\n name=prestart\n\n {PLACE_IMAGE items/crystal-glyph-message.png 38 3}\n {PLACE_IMAGE items/crystal-glyph-message.png 34 6}\n {PLACE_IMAGE items/crystal-glyph-message.png 17 22}\n {PLACE_IMAGE items/crystal-glyph-message.png 50 14}\n {PLACE_IMAGE items/straw-bale1.png 46 7}\n\n [set_variable]\n name=puzzle1\n value=0\n [/set_variable]\n [set_variable]\n name=puzzle2\n value=0\n [/set_variable]\n [set_variable]\n name=puzzle3\n value=0\n [/set_variable]\n [/event]\n\n [event]\n name=start\n\n {FADE_SCREEN}\n [unit]\n type=Guardian of Earth\n name= _ \"Xia'el\"\n id=Xia'el\n facing=sw\n canrecruit=yes\n unrenamable=yes\n animate=yes\n side=1\n x,y=45,30\n [/unit]\n\n [scroll_to]\n x,y=45,30\n [/scroll_to]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n {UNFADE_SCREEN}\n {DELAY 1000}\n\n [message]\n speaker=Xia'el\n message= _ \"Oooh, my head...\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"(rubs temples)\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"... Merthiaal? Merthiaal, are you there?\"\n [/message]\n {DELAY 350}\n {TURN_UNIT5 \"Xia'el\"}\n {DELAY 350}\n [message]\n speaker=Xia'el\n message= _ \"Hmm. This all doesn't seem real. This is... a dream?\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"I can't tell either way. Maybe if I move around a little, I can figure out where I am.\"\n [/message]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Explore\")}\n {OBJECTIVE_NOTE ( _ \"There are 3 puzzles on this map.\")}\n {OBJECTIVE_NOTE ( _ \"Completion of each puzzle will reveal a crystal containing lore information.\")}\n {OBJECTIVE_NOTE ( _ \"The gates separate the sections between puzzles and will be destroyed upon completion of each puzzle.\")}\n [/objectives]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Xia'el\n [/filter]\n\n {MODIFY_UNIT (x,y=$x1,$y1) moves 7}\n {MODIFY_UNIT (x,y=$x1,$y1) attacks_left 1}\n [/event]\n [event]\n name=attack end\n first_time_only=no\n [filter]\n id=Xia'el\n [/filter]\n\n {MODIFY_UNIT (x,y=$x1,$y1) moves 7}\n {MODIFY_UNIT (x,y=$x1,$y1) attacks_left 1}\n [/event]\n\n # puzzle text\n\n [event]\n name=moveto\n [filter]\n side=1\n [filter_location]\n x,y=46,4\n radius=4\n [/filter_location]\n [/filter]\n\n [message]\n speaker=Xia'el\n message= _ \"Huh, interesting. Looks like I need to make a fire here?\"\n [/message]\n [/event]\n [event]\n name=moveto\n [filter]\n side=1\n [filter_location]\n x,y=26,28\n radius=4\n [/filter_location]\n [/filter]\n\n [message]\n speaker=Xia'el\n message= _ \"I think I need to bring that tree back to life.\"\n [/message]\n [/event]\n [event]\n name=moveto\n [filter]\n side=1\n [filter_location]\n x,y=9,7\n radius=4\n [/filter_location]\n [/filter]\n\n [message]\n speaker=Xia'el\n message= _ \"I wonder why the trees are all different around here.\"\n [/message]\n [/event]\n\n ################################################################################\n ################################## PUZZLE ONE ##################################\n\n#define ONE_ITEM_MESSAGE\n [message]\n speaker=narrator\n message= _ \"You can only pick up one thing at a time!\"\n [/message]\n#enddef\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=49,2\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle1\n less_than=10\n [/variable]\n [/filter_condition]\n [switch]\n variable=puzzle1\n [case]\n value=3\n {ONE_ITEM_MESSAGE}\n [/case]\n [case]\n value=5\n {ONE_ITEM_MESSAGE}\n [/case]\n [else]\n [terrain]\n x,y=49,2\n terrain=Woby\n [/terrain]\n [redraw][/redraw]\n [message]\n speaker=Xia'el\n message= _ \"I've got some earth.\"\n [/message]\n [set_variable]\n name=puzzle1\n value=1\n [/set_variable]\n [/else]\n [/switch]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=46,4\n terrain=Wog^Zulf\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle1\n less_than=10\n [/variable]\n [/filter_condition]\n\n [switch]\n variable=puzzle1\n [case]\n value=1\n [move_unit]\n id=Xia'el\n to_x,to_y=47,5\n [/move_unit]\n [terrain]\n x,y=46,4\n terrain=Gd^Zulf\n [/terrain]\n [redraw][/redraw]\n\n [set_variable]\n name=puzzle1\n value=2\n [/set_variable]\n [/case]\n [case]\n value=0\n [/case]\n [else]\n [message]\n speaker=Xia'el\n message= _ \"That didn't work.\"\n [/message]\n {RESET_PUZZLE_ONE}\n [set_variable]\n name=puzzle1\n value=0\n [/set_variable]\n [/else]\n [/switch]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=46,7\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle1\n less_than=10\n [/variable]\n [/filter_condition]\n [switch]\n variable=puzzle1\n [case]\n value=1\n {ONE_ITEM_MESSAGE}\n [/case]\n [case]\n value=5\n {ONE_ITEM_MESSAGE}\n [/case]\n [else]\n {REMOVE_IMAGE 46 7}\n\n [terrain]\n x,y=46,7\n terrain=Woby\n [/terrain]\n [redraw][/redraw]\n\n [message]\n speaker=Xia'el\n message= _ \"I've picked up some hay.\"\n [/message]\n [set_variable]\n name=puzzle1\n value=3\n [/set_variable]\n [/else]\n [/switch]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=46,4\n terrain=Gd^Zulf\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle1\n less_than=10\n [/variable]\n [/filter_condition]\n\n [switch]\n variable=puzzle1\n [case]\n value=3\n [move_unit]\n id=Xia'el\n to_x,to_y=47,5\n [/move_unit]\n {PLACE_IMAGE items/straw-bale1.png 46 4}\n [terrain]\n x,y=46,4\n terrain=Gs^Zulf\n [/terrain]\n [redraw][/redraw]\n [set_variable]\n name=puzzle1\n value=4\n [/set_variable]\n [/case]\n [case]\n value=2\n [/case]\n [else]\n [set_variable]\n name=puzzle1\n value=0\n [/set_variable]\n [message]\n speaker=Xia'el\n message= _ \"That didn't work.\"\n [/message]\n {RESET_PUZZLE_ONE}\n [/else]\n [/switch]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=43,3\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle1\n less_than=10\n [/variable]\n [/filter_condition]\n [switch]\n variable=puzzle1\n [case]\n value=1\n {ONE_ITEM_MESSAGE}\n [/case]\n [case]\n value=3\n {ONE_ITEM_MESSAGE}\n [/case]\n [else]\n [terrain]\n x,y=43,3\n terrain=Woby\n [/terrain]\n [redraw][/redraw]\n\n [message]\n speaker=Xia'el\n message= _ \"It's hot.\"\n [/message]\n [set_variable]\n name=puzzle1\n value=5\n [/set_variable]\n [/else]\n [/switch]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=46,4\n terrain=Gs^Zulf\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle1\n less_than=10\n [/variable]\n [/filter_condition]\n\n [switch]\n variable=puzzle1\n [case]\n value=5\n {REMOVE_IMAGE 46 4}\n [move_unit]\n id=Xia'el\n to_x,to_y=47,5\n [/move_unit]\n [terrain]\n x,y=46,4\n terrain=Gs^Ecf\n [/terrain]\n [redraw][/redraw]\n\n {DELAY 350}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 150}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 750}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 500}\n\n {PLACE_IMAGE items/crystal-glyph-message.png 46 4}\n [terrain]\n x,y=46,4\n terrain=Gs\n [/terrain]\n [redraw][/redraw]\n {DELAY 600}\n\n [message]\n speaker=Xia'el\n message= _ \"Interesting. It's some kind of message log.\"\n [/message]\n\n [remove_terrain_overlays]\n x=31,32,32,38\n y=10,9,11,15\n [/remove_terrain_overlays]\n {DELAY 150}\n {PLAY_SOUND \"gate-fall.ogg\"}\n {DELAY 150}\n [message]\n speaker=narrator\n message= _ \"A set of gates has been lowered.\"\n [/message]\n\n [set_variable]\n name=puzzle1\n value=99\n [/set_variable]\n [/case]\n [case]\n value=4\n [/case]\n [else]\n [set_variable]\n name=puzzle1\n value=0\n [/set_variable]\n [message]\n speaker=Xia'el\n message= _ \"That didn't work.\"\n [/message]\n {RESET_PUZZLE_ONE}\n [/else]\n [/switch]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=46,4\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle1\n numerical_equals=99\n [/variable]\n [/filter_condition]\n [message]\n speaker=narrator\n message= _ \"From the journal of Merthiaal.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"The Yuure demons have been acting extremely strangely. They're usually pretty reclusive, but lately some have begun materializing in large numbers. I thought maybe something happened, say one of the demon lords summoned them or maybe there was a reflection pool bridging the dream world to Yrathid, but as far as I can tell, everything seems to be the same as ever. I also spoke with Yukiria, the Guardian of Ice, and she said that many appeared to be materializing on Siaria as well. She didn't know why either. Yuure demons don't really materialize anywhere else besides... sometimes Norsula.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"I have heard that Valdir sometimes has contact with them, though I can't imagine why. Using them really doesn't seem like his style. He always prefers those muscly brutes that just physically destroy everything they come across. The Yuure demons' powers are mainly limited to mental acrobatics. That's not really that good in a direct fight.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Well, I would have gone to ask Valdir about it, but given his disposition... I heard that when Miss Guardian of Air Kazith showed up unannounced, he attacked her on sight. She got away because, well, she's the Guardian of Air, but I think he'd just crush me if I tried to confront him. So that wasn't really an option.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"I had to think of another way. Valdir is less versed in the more mystic arts, so I figured I might be able to watch him for a while as long as I wasn't too conspicuous about it. I hid in his shadow and waited and waited... funny thing is unlike me, most of the other Guardians still are somewhat like mortals in that they eat and sleep. Maybe there's long stretches between when they actually do, but eventually after he was done fighting, he went back into his fortress and straight to bed.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"I wasn't totally sure since they're really deceptive at times, but the nebulous energies that swarmed around him were very similar to those of the Yuure demons. It felt as if reality were warping around him, like nightmares were piercing the thin fabric of our world. The whole thing was a bit jarring.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"He spoke in his sleep, but it was all garbled. It might have been in a different tongue, one that I did not recognize, or maybe it was in common speech, but encoded somehow. I wanted to infiltrate his dream as well, but if the Yuure demons in his dream were on his side, they would have alerted him. I didn't want to stick around for too long, since he's quite a lot stronger than me - of course, basically everyone is...\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"I'll have to make another trip back there some time. If I can figure out how to deal with them a bit better, maybe they'll offer me some information so I can figure out exactly what he wants to do with them.\"\n [/message]\n [/event]\n\n ################################################################\n ################################################################\n\n ################################################################################\n ################################## PUZZLE TWO ##################################\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=23,31\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle2\n less_than=10\n [/variable]\n [/filter_condition]\n [switch]\n variable=puzzle2\n [case]\n value=3\n {ONE_ITEM_MESSAGE}\n [/case]\n [case]\n value=5\n {ONE_ITEM_MESSAGE}\n [/case]\n [case]\n value=7\n {ONE_ITEM_MESSAGE}\n [/case]\n [else]\n [terrain]\n x,y=23,31\n terrain=Qxv\n [/terrain]\n [redraw][/redraw]\n\n [message]\n speaker=Xia'el\n message= _ \"I've got some fire.\"\n [/message]\n [set_variable]\n name=puzzle2\n value=1\n [/set_variable]\n [/else]\n [/switch]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=26,28\n terrain=Ayb\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle2\n less_than=10\n [/variable]\n [/filter_condition]\n\n [switch]\n variable=puzzle2\n [case]\n value=1\n [move_unit]\n id=Xia'el\n to_x,to_y=25,29\n [/move_unit]\n [terrain]\n x,y=26,28\n radius=1\n terrain=Gd\n [/terrain]\n [terrain]\n x=25,26\n y=26,26\n terrain=Gd\n [/terrain]\n [terrain]\n x,y=26,28\n terrain=Dd\n [/terrain]\n [redraw][/redraw]\n\n [set_variable]\n name=puzzle2\n value=2\n [/set_variable]\n [/case]\n [case]\n value=0\n [/case]\n [else]\n [message]\n speaker=Xia'el\n message= _ \"That didn't work.\"\n [/message]\n {RESET_PUZZLE_TWO}\n [set_variable]\n name=puzzle2\n value=0\n [/set_variable]\n [/else]\n [/switch]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=23,27\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle2\n less_than=10\n [/variable]\n [/filter_condition]\n [switch]\n variable=puzzle2\n [case]\n value=1\n {ONE_ITEM_MESSAGE}\n [/case]\n [case]\n value=5\n {ONE_ITEM_MESSAGE}\n [/case]\n [case]\n value=7\n {ONE_ITEM_MESSAGE}\n [/case]\n [else]\n [terrain]\n x,y=23,27\n terrain=Qxv\n [/terrain]\n [redraw][/redraw]\n\n [message]\n speaker=Xia'el\n message= _ \"Here's a dead tree.\"\n [/message]\n [set_variable]\n name=puzzle2\n value=3\n [/set_variable]\n [/else]\n [/switch]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=26,28\n terrain=Dd\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle2\n less_than=10\n [/variable]\n [/filter_condition]\n\n [switch]\n variable=puzzle2\n [case]\n value=3\n [move_unit]\n id=Xia'el\n to_x,to_y=25,29\n [/move_unit]\n [terrain]\n x,y=26,28\n terrain=Dd^Fetd\n [/terrain]\n [redraw][/redraw]\n [set_variable]\n name=puzzle2\n value=4\n [/set_variable]\n [/case]\n [case]\n value=2\n [/case]\n [else]\n [set_variable]\n name=puzzle2\n value=0\n [/set_variable]\n [message]\n speaker=Xia'el\n message= _ \"That didn't work.\"\n [/message]\n {RESET_PUZZLE_TWO}\n [/else]\n [/switch]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=29,27\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle2\n less_than=10\n [/variable]\n [/filter_condition]\n [switch]\n variable=puzzle2\n [case]\n value=1\n {ONE_ITEM_MESSAGE}\n [/case]\n [case]\n value=3\n {ONE_ITEM_MESSAGE}\n [/case]\n [case]\n value=7\n {ONE_ITEM_MESSAGE}\n [/case]\n [else]\n [terrain]\n x,y=29,27\n terrain=Qxv\n [/terrain]\n [redraw][/redraw]\n\n [message]\n speaker=Xia'el\n message= _ \"This water is really clear.\"\n [/message]\n [set_variable]\n name=puzzle2\n value=5\n [/set_variable]\n [/else]\n [/switch]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=26,28\n terrain=Dd^Fetd\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle2\n less_than=10\n [/variable]\n [/filter_condition]\n\n [switch]\n variable=puzzle2\n [case]\n value=5\n [move_unit]\n id=Xia'el\n to_x,to_y=25,29\n [/move_unit]\n [terrain]\n x,y=26,28\n terrain=Gs^Fetd\n [/terrain]\n [redraw][/redraw]\n [set_variable]\n name=puzzle2\n value=6\n [/set_variable]\n [/case]\n [case]\n value=4\n [/case]\n [else]\n [set_variable]\n name=puzzle2\n value=0\n [/set_variable]\n [message]\n speaker=Xia'el\n message= _ \"That didn't work.\"\n [/message]\n {RESET_PUZZLE_TWO}\n [/else]\n [/switch]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=29,31\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle2\n less_than=10\n [/variable]\n [/filter_condition]\n [switch]\n variable=puzzle2\n [case]\n value=1\n {ONE_ITEM_MESSAGE}\n [/case]\n [case]\n value=3\n {ONE_ITEM_MESSAGE}\n [/case]\n [case]\n value=5\n {ONE_ITEM_MESSAGE}\n [/case]\n [else]\n [terrain]\n x,y=29,31\n terrain=Qxv\n [/terrain]\n [redraw][/redraw]\n\n [message]\n speaker=Xia'el\n message= _ \"It's bright here. And warm, like blood.\"\n [/message]\n [set_variable]\n name=puzzle2\n value=7\n [/set_variable]\n [/else]\n [/switch]\n [/event]\n\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=26,28\n terrain=Gs^Fetd\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle2\n less_than=10\n [/variable]\n [/filter_condition]\n\n [switch]\n variable=puzzle2\n [case]\n value=7\n [move_unit]\n id=Xia'el\n to_x,to_y=25,29\n [/move_unit]\n [terrain]\n x,y=26,28\n terrain=Gs^Fet\n [/terrain]\n [redraw][/redraw]\n\n {DELAY 350}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 150}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 750}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 500}\n\n {PLACE_IMAGE items/crystal-glyph-message.png 26 28}\n [terrain]\n x,y=26,28\n terrain=Gs\n [/terrain]\n [redraw][/redraw]\n {DELAY 600}\n\n [message]\n speaker=Xia'el\n message= _ \"Another message log.\"\n [/message]\n\n [remove_terrain_overlays]\n x=18,19,16,21\n y=17,18,11,8\n [/remove_terrain_overlays]\n\n {DELAY 150}\n {PLAY_SOUND \"gate-fall.ogg\"}\n {DELAY 150}\n [message]\n speaker=narrator\n message= _ \"A set of gates has been lowered.\"\n [/message]\n\n [set_variable]\n name=puzzle2\n value=99\n [/set_variable]\n [/case]\n [case]\n value=6\n [/case]\n [else]\n [set_variable]\n name=puzzle2\n value=0\n [/set_variable]\n [message]\n speaker=Xia'el\n message= _ \"That didn't work.\"\n [/message]\n {RESET_PUZZLE_TWO}\n [/else]\n [/switch]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=26,28\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle2\n numerical_equals=99\n [/variable]\n [/filter_condition]\n [message]\n speaker=narrator\n message= _ \"From the journal of Merthiaal.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Today was absolutely terrible. Ugh.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"First things first. It turns out Yuure demons have been infiltrating Ethea and Irdya, the worlds where Uria and Xia'el rule. Uria came barging in here like she was going to kill me! I was so scared- I didn't know what to do... I mean, I didn't think such a thing would happen to begin with. What reason would they have to go to the worlds of Life and Earth? They don't even like those elements. And I most certainly didn't order them to go there, if they can even be ordered around.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"The more I think about it, I think it's Valdir messing with them, but I can't just go saying that. If anyone goes telling him I said something like that, he would definitely kill me. Oh, I wish I was stronger...\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"So, now there's apparently a civil war going on in Ethea, and Uria is having a headache dealing with trying to subdue her subjects. I'm sure that she could easily kill them all if she wanted to, but that would be totally embarrassing for her to do and I guess it wouldn't accomplish anything since that wouldn't solve the root of the problem. Those Yuure demons are really hard to track down and basically impossible to actually destroy. I'm not sure if even I could do it. Only Yukiria might be able to.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"I don't know if Uria is even right about her hunch, but apparently, it's gotten so bad that the war among the Urdemons is even spilling over a little into Irdya. So now Xia'el is going to come after me and she's obviously going to yell at me and threaten me with whatever. And next thing you know, the problem will spread, and like maybe miss Guardian of Fire Shardia is going to barge in here and basically beat me up...\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"They all like to pick on me just because I'm the youngest...\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"I wanted to go to talk to Yarae about it, but I don't really know if he'd listen to me. He obviously likes Uria and Xia'el a lot more than me. Honestly, he'd probably just let them have their way with me, but I thought I might as well try explain my situation to him.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"I decided to try anyway, but you know what happened? He just ignored me! I tried to say things to him, but he just raised his stupid big barrier and shut me out. And it's not like I was being a brat or anything, he was totally hiding something from me! Oh, I feel like I've stuck my nose into something bad...\"\n [/message]\n [/event]\n\n ################################################################\n ################################################################\n\n ################################################################################\n ################################# PUZZLE THREE #################################\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=9,10\n terrain=Gg^Fet\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle3\n less_than=10\n [/variable]\n [/filter_condition]\n\n [terrain]\n x,y=9,10\n terrain=Qxu\n [/terrain]\n [redraw][/redraw]\n\n [message]\n speaker=Xia'el\n message= _ \"It disappeared!\"\n [/message]\n [set_variable]\n name=puzzle3\n value=1\n [/set_variable]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=9,4\n terrain=Gs^Fds\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle3\n less_than=10\n [/variable]\n [/filter_condition]\n\n [switch]\n variable=puzzle3\n [case]\n value=1\n\n [message]\n speaker=Xia'el\n message= _ \"It's so green.\"\n [/message]\n\n [terrain]\n x,y=9,4\n terrain=Qxu\n [/terrain]\n [redraw][/redraw]\n\n [set_variable]\n name=puzzle3\n value=2\n [/set_variable]\n [/case]\n [else]\n [message]\n speaker=Xia'el\n message= _ \"It's so green. But I think I got the order wrong.\"\n [/message]\n {RESET_PUZZLE_THREE}\n [set_variable]\n name=puzzle3\n value=0\n [/set_variable]\n [/else]\n [/switch]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=12,8\n terrain=Gll^Fp\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle3\n less_than=10\n [/variable]\n [/filter_condition]\n\n [switch]\n variable=puzzle3\n [case]\n value=2\n\n [message]\n speaker=Xia'el\n message= _ \"Smells like fresh pine cones.\"\n [/message]\n\n [terrain]\n x,y=12,8\n terrain=Qxu\n [/terrain]\n [terrain]\n x=7,7,9,9,11,11\n y=6,8,5,9,6,8\n terrain=Qxu\n [/terrain]\n [redraw][/redraw]\n\n [set_variable]\n name=puzzle3\n value=3\n [/set_variable]\n [/case]\n [else]\n [message]\n speaker=Xia'el\n message= _ \"Fresh pine cones. But the leaves aren't as green as the summer trees.\"\n [/message]\n {RESET_PUZZLE_THREE}\n [set_variable]\n name=puzzle3\n value=0\n [/set_variable]\n [/else]\n [/switch]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=12,5\n terrain=Gll^Fmw\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle3\n less_than=10\n [/variable]\n [/filter_condition]\n\n [switch]\n variable=puzzle3\n [case]\n value=3\n\n [message]\n speaker=Xia'el\n message= _ \"The leaves on these trees are a bit faded.\"\n [/message]\n\n [terrain]\n x,y=12,5\n terrain=Qxu\n [/terrain]\n [redraw][/redraw]\n\n [set_variable]\n name=puzzle3\n value=4\n [/set_variable]\n [/case]\n [else]\n [message]\n speaker=Xia'el\n message= _ \"The leaves on these trees are a bit faded. They look like they're getting ready for winter.\"\n [/message]\n {RESET_PUZZLE_THREE}\n [set_variable]\n name=puzzle3\n value=0\n [/set_variable]\n [/else]\n [/switch]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=6,8\n terrain=Gll^Fdw\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle3\n less_than=10\n [/variable]\n [/filter_condition]\n\n [switch]\n variable=puzzle3\n [case]\n value=4\n\n [message]\n speaker=Xia'el\n message= _ \"No leaves on these ones.\"\n [/message]\n [terrain]\n x,y=6,8\n terrain=Qxu\n [/terrain]\n [terrain]\n x,y=9,7\n radius=1\n terrain=Qxu\n [/terrain]\n [terrain]\n x,y=9,7\n terrain=Xu\n [/terrain]\n [redraw][/redraw]\n\n [set_variable]\n name=puzzle3\n value=5\n [/set_variable]\n [/case]\n [else]\n [message]\n speaker=Xia'el\n message= _ \"No leaves on these ones, but they're still alive.\"\n [/message]\n {RESET_PUZZLE_THREE}\n [set_variable]\n name=puzzle3\n value=0\n [/set_variable]\n [/else]\n [/switch]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=6,5\n terrain=Gd^Fyok\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle3\n less_than=10\n [/variable]\n [/filter_condition]\n\n [switch]\n variable=puzzle3\n [case]\n value=5\n\n [terrain]\n x,y=6,5\n terrain=Qxu\n [/terrain]\n [redraw][/redraw]\n\n {DELAY 350}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 150}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 750}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 500}\n [terrain]\n x,y=9,7\n terrain=Qxu\n [/terrain]\n [redraw][/redraw]\n {PLACE_IMAGE items/crystal-glyph-message.png 9 7}\n\n {DELAY 600}\n\n [message]\n speaker=Xia'el\n message= _ \"It's another message.\"\n [/message]\n\n [remove_terrain_overlays]\n x,y=7,20\n [/remove_terrain_overlays]\n {DELAY 150}\n {PLAY_SOUND \"gate-fall.ogg\"}\n {DELAY 150}\n [message]\n speaker=narrator\n message= _ \"A gate has been lowered.\"\n [/message]\n\n [set_variable]\n name=puzzle3\n value=99\n [/set_variable]\n [/case]\n [else]\n [set_variable]\n name=puzzle3\n value=0\n [/set_variable]\n [message]\n speaker=Xia'el\n message= _ \"Ah, it's dead. How unfortunate.\"\n [/message]\n {RESET_PUZZLE_THREE}\n [/else]\n [/switch]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=9,7\n [/filter]\n [filter_condition]\n [variable]\n name=puzzle3\n numerical_equals=99\n [/variable]\n [/filter_condition]\n [message]\n speaker=narrator\n message= _ \"From the memories of Valdir.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Today, my glorious Mistress of Fire, Shardia, graced me with her presence once again. She insisted that I halt my armies' assault on her subjects and to withdraw my forces from her lands. Hah! How asinine. As if an insignificant weakling like her could command me! So I told her exactly that. Perhaps if she were so inclined to make a show of her own personal strength in a duel with me, I might consider her request. Of course, she declined. She possesses no resolve.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Never does she learn, never does she change. She begs and cries and pleads like a child, hah! For one who so enjoys her monotonous discourse about love, she most certainly is not shy about sending her subjects to fight in her place. If she were truly set on protecting her peoples, she would not cower within the safety of her lofty spires while they die at her feet!\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"She is a disappointment. On the rare occasion in which she does venture into my domain, even the mere mention of battle is enough to send her scurrying away. She will not put her body where her tongue lies. Unmarred by war, she sits on her high throne as a poorly concealed tyrant.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"There is a clear break in time here.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"The seas are silent. She left for Ethea four weeks ago. Our armies still do battle on the ashen shores, but their insignificant struggles only bore me. Shardia's plot is more concerning at the moment. What is she planning?\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Shardia and Uria - though their relationship may be tenuous at times, they are undoubtedly allies. Shardia, who so dreads to do battle with her own might, must grovel and shudder behind her equally puny confederates. Yes... they are conspirators... they cannot face me alone, so they choose to draw strength in numbers like ants scurrying upon the ground. And they are willing to do so because they fear me!\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"So be it. If she refuses to challenge me with her own power, perhaps this will give her the confidence to fight. It shall be more interesting this way.\"\n [/message]\n\n [message]\n speaker=narrator\n message= _ \"There is another break in time here.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"At last, Shardia has returned to Norsula. Upon realizing this, I ordered the deepmasters to press the assault on the shores of her towers once again. I myself went to lead the tide toward her sanctuary, but she did not descend to greet me. I do not understand! This is so unlike her usual disposition. Where is her loudmouthed lecture about peace and civility? Why has she not come to lambaste my 'savage lust for blood'? I am here, at the foot of her very own castle, and yet she does not acknowledge my presence in the slightest.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Is she ignoring me? How dare she! I am Valdir, the mightiest of the Guardians, the God of War, the Beast of Water, he who is invincible in battle! As long as I am here, she will have to acknowledge me sooner or later...\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"That blasted witch. She is nothing but a smouldering piece of coal! She must think she has an edge on me now. She must think that I am weak - that I am no threat to her any longer. She thinks that frolicking together with Uria and Xia'el will provide her the means to subdue my armies - to subdue me! Fine. If that is her game, I shall have to show her the error of her ways.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"The following is a footnote from Merthiaal.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"I managed to get some small snippets of Valdir's memories using the Yuure demons. I'm so lucky he didn't notice, but I had to know if he was trying to do anything with them. I wasn't the most successful - everyone already knows about his obssession with Shardia - but he definitely sounded like he had some kind of plot of his own.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"The thing is, it's not like I can go tell anyone with what little evidence I have. Especially not with such disjointed pieces of his memories. And I'm a little scared to risk trying that again. What should I do? Ugh, I don't know, I mean... I kind of already know what's going to happen.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Uria will just get mad at me for being nosy, Xia'el will dismiss me and say I'm mistaken, Valdir would totally just kill me... nobody's willing to listen to me. I'm just a child to them. Everyone wants to pick on me and nobody takes me seriously. I guess I've got no choice then. I have to keep spying on him until I come up with something more conclusive.\"\n [/message]\n [/event]\n\n ################################################################\n ################################################################\n\n # non-puzzle message glyphs\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=38,3\n [/filter]\n [message]\n speaker=narrator\n message= _ \"From the journal of Merthiaal.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Today, Shardia, the Guardian of Fire, paid me a visit. She seemed like she was trying to be nice, but she looked kind of lost and tired. I suppose that makes sense.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"From what I remember, there was once a world dedicated solely to Fire. Its name was Areza. Like all the other worlds, Yarae planted a Seed on it, and though I don't know exactly what the Seeds are supposed to be used for, I know that it inexorably links each planet with its respective element of creation.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"But apparently, when planting the Seed on Areza, Yarae made a miscalculation and Areza was destroyed. Completely. It was a complete disaster that got even worse when the shattered remains of Areza crashed into the world of Norsula, where the Seed of Water had already been planted. So, Norsula turned into a world where two naturally opposing elements had to war unendingly for dominance.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"It keeps getting worse. Valdir, the Guardian of Water, is a brutish pig who just likes to fight. And Shardia doesn't seem to mind matching him, even if she claims she's all about love and peace and all that nonsense. Point is, she and Valdir are quite literally always fighting. I guess they'll be at it until the end of time or until one of them dies. I wonder what the consequences of that would be.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Either way, Shardia lives on a world that isn't her own, where she doesn't belong, constantly fighting against the Aspect direclty opposed to her own. You know what the funny thing is?\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"I don't think she hates Valdir. I don't think he hates her either. It's sort of complicated. They're totally obsessed with each other in a really messed up sort of way. I mean really, the only thing they ever talk about is each other, and even if most of it is complaining, they actually seem like... interested in each other.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"The way she talked about him...\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Well, that's probably why their world is torn the way it is.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=34,6\n [/filter]\n [message]\n speaker=narrator\n message= _ \"From the journal of Merthiaal.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Uria, the Guardian of Life, might be the scariest one of us. Maybe even scarier than Valdir. I think she likes me the least out of all the other Guardians, so I have no idea why I went to go see her when she invited me to Ethea. I was so uncomfortable over there - it felt like she could squash me like a bug any time she wanted to. Not that we're exactly enemies, but...\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Anyway, get this. She called me over to teach me of all things. She was all like 'you're a brat and you're uneducated, so I shall have to teach you about our history and your responsibilities myself'. Well okay, that was definitely not what I expected, but it was a welcome change from being bullied all the time. So, where do I start?\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"She said that in the universe prior to ours, an advanced civilization composed of cosmic beings existed. These were the immortal First Gods. They were so powerful and knowledgeable that they had unlocked most of the secrets of the universe, of the nature of life and of creation itself.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"However, the end of their society was brought about when an unknown force corrupted their essence and began to wipe them out. As the universe began to collapse into the void, Yarae, one of the First Gods, banded together with a few others and created the Tree of Life. From this Tree sprang energies that birthed the new worlds and provided the souls for new life to form. These energies exist in ten different types, the ten elements of Creation.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Most lesser beings do not have a direct connection to the Tree. They are bestowed souls from its innumerable leaves, but otherwise lack the means to channel its energies. In most cases, only we Guardians have that ability, but what are we supposed to use it for? Of course technically, we act as the caretakers of the universe and of each of our corresponding worlds, but that is most certainly a naive purpose Yarae has bestowed upon us for his own convenience.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Our worlds are chaos. We are not the preservers of life that we are said to be. Collectively, as a group, we stoke turmoil rather than prevent it. Yarae, however, pays that no attention. He must have some motive for allowing his purported creation - the Tree of Life, the entire universe - to descend into such disarray. He wouldn't have created us just to watch us fight.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Uria doesn't think so. She thinks Yarae allows us to act with minimal guidance in hopes that we will distance ourselves from the First Gods' mistakes. Yeah, sure. He basically has her wrapped around his little finger! As if I could believe something like that. He's using us somehow. I just have to figure out what he wants us for.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"If there was a force that destroyed the prior universe and it was something that he and his people could not overcome, perhaps he is using us as a way to try to circumvent such a thing from happening once again. But how? One thing is for sure. Without more knowledge, I can only guess at his intentions. To learn more - to better understand the nature of creation, more than just a single Aspect is needed...\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"The rest of the message is garbled beyond recognition.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=50,14\n [/filter]\n [message]\n speaker=narrator\n message= _ \"From the memories of Luna.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"They trapped me. Even when I was still an ordinary demon, I was trapped. My sisters and my father kept me caged for eternity.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"That one freed me from that cage and put me in another - it made me a cage out of my own body. It chained me with my own flesh, binding me to the world of dreams and nightmares. I descended into darkness. All was blackness.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"And then there was water. As far as I could sense, there was black water in an endless sea of lucid nightmares. Yes, I was sure it was water, and yet somehow, it felt more like blood. It felt as if all the blood had drained out of my body and I had become nothing more than an image, an illusion that floated about as a bodiless soul, trapped within an endless mire of darkness.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"I heard its voice. It made me an offer. I could stay within the ocean of black water forever, or I could do its bidding. It gave me a choice. It wasn't much of one. From one cage to another, it is all the same. I have no free will.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=17,22\n [/filter]\n [message]\n speaker=narrator\n message= _ \"From the memories of Luna.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"I cannot see. I have never seen the other one's face - the one who put me in this warped form. But, I know its voice. It is neither male nor female, nor does it ever settle on any one pitch. It is like a chorus of voices, one like a child, one a constant scream, one as cold as the void.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"The voice of voices speaks and melds together, waves floating away into a sea of dreams. They transform into the texture of water, enveloping my insubstantial form and bearing me away into the cold, empty ocean. Suffocating, I am buried beneath the waters, unseeing, unhearing, unspeaking, unfeeling.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"The voice speaks through the muted water. Numb within the plunging deeps, my distorted form degenerates into thoughts, into nightmares. My soul, my entire being becomes a mere idea, fleeting and floating away into the amorphous ocean. Identity is lost. The form is lost and the being becomes one with the water.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Time morphs into a vague mosaic of days and years and aeons. Floating through the waves, the swarm of thoughts becomes a swarm of voices, no longer just the one voice of many, but a hysterical frenzy of ill conceived whispers.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"And then this form surges from the depths and rises from the dark dream into another world of darkness. There is no light and there is no warmth, but it's... stable. In the steady stream of thought, this consciousness materializes and this amorphous form becomes me again. I am once again a being.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"The voice of voices speaks to me again, turning me toward its purpose. Whatever game it wants to use me for, I don't care. Please, I just don't want to be put back in that sea of black nightmares. I don't want to be put in cages anymore.\"\n [/message]\n [/event]\n\n # end scene\n [event]\n name=moveto\n [filter]\n side=1\n x,y=9,33\n [/filter]\n\n {REMOVE_IMAGE 38 3}\n {REMOVE_IMAGE 34 6}\n {REMOVE_IMAGE 17 22}\n {REMOVE_IMAGE 50 14}\n {REMOVE_IMAGE 26 28}\n {REMOVE_IMAGE 46 4}\n {REMOVE_IMAGE 9 7}\n\n {DELAY 350}\n {TURN_UNIT5 \"Xia'el\"}\n {DELAY 350}\n\n [message]\n speaker=Xia'el\n message= _ \"(yawns)\"\n [/message]\n\n {FADE_SCREEN}\n\n [kill]\n id=Xia'el\n [/kill]\n\n [replace_map]\n map=\"{~add-ons/Genesis/episode1/maps/09_Blackout.map}\"\n expand=yes\n shrink=yes\n [/replace_map]\n\n [place_shroud]\n side=1\n x=1-36\n y=1-36\n [/place_shroud]\n [redraw][/redraw]\n\n {SCROLL_TO 33 2}\n {DELAY 750}\n [message]\n speaker=narrator\n message= _ \"Xia'el.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"... Xia'el?\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Please wake up. Xia'el?\"\n [/message]\n {DELAY 500}\n [unit]\n type=Guardian of Earth\n name= _ \"Xia'el\"\n id=Xia'el\n facing=sw\n canrecruit=yes\n unrenamable=yes\n animate=no\n side=1\n x,y=34,1\n [/unit]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n {UNFADE_SCREEN}\n [unit]\n type=Guardian of Darkness\n id=Merthiaal\n facing=ne\n name= _ \"Merthiaal\"\n unrenamable=yes\n canrecruit=yes\n side=2\n x,y=33,2\n [/unit]\n [message]\n speaker=Merthiaal\n message= _ \"Xia'el!\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Merthiaal?\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"You were talking in your sleep. You said some very worrying things.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"I did? I see...\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"I don't know if it was a dream or a vision of some sort. It was all black, a whole world of darkness. There were glyphs with messages - or maybe memories imprinted on them, and there were some with your thoughts on them as well. You said some very troubling things. About Valdir...\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"(bites lip)\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"That wasn't just a dream, was it? Was what I read true? Merthiaal?\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"(sighs)\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Please, Merthiaal. I need to know. My world has been under attack, and- you wouldn't be having anything to do with it, would you?\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"(snaps) I thought we went over this.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"But you're still hiding things from me-\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"I just don't want to see you all fighting. I want us to get along...\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"I do too. So please be truthful with me, Merthiaal.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Look, what I wrote there is just my guess, okay? I didn't want to tell you everything in case I was wrong. That would've been bad.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Don't worry, I won't jump to conclusions.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"(nods) All I know is... so like, everyone knows Valdir and Shardia are always fighting. They've been that way since forever and that's why Norsula's so messed up. But I was thinking, since apparently Shardia went to Uria for help, Valdir wanted to look for an edge of his own.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"So you're saying Valdir is using these Yuure demons to mess with our worlds? I've heard your theory about that before. But even supposing what you saw in his memories was true, that seems very much unlike him. He wouldn't care about sowing chaos among our worlds. If he had a problem with us, he would come marching up directly to fight us. Though, even he couldn't do that while engaging Shardia at the same time.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"You're right. The chaos isn't his goal. I think he's looking for something specific on your worlds and he's using the Yuure demons as lackeys to do it. I'm not really sure what he's seeking though. I think it's some kind of weapon? I just... I just don't know. That's why I didn't want to tell you until I figured it out! And if he finds out... ohh, you don't understand, Xia'el. I'm not strong like you or Uria. I can't stand up to him-\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Relax, Merthiaal. I'm not going to tell anyone. Really, you don't need to freak out.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Promise?\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"I promise. Now please can you explain what you just said in more detail? You have an idea of what he's looking for.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"I... but- fine.\"\n [/message]\n\n [message]\n speaker=Merthiaal\n message= _ \"Before you came here, I went to Norsula. What I discovered was a little unsettling, so I haven't told anyone else yet. I think Valdir's goal is to obtain the powers of the other elements. Along with him, you and Uria are some of the other really strong Guardians, right? You've got amazing powers that would definitely benefit him in his fight with Shardia.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"I think he's looking for a way to obtain your powers, so he's looking for a way to do that on your worlds. But like you said it's not really like he can go march into Irdya or Ethea that easily, even he doesn't have enough manpower to do that. So he probably wanted to do it covertly, using the Yuure demons to control the Urdemons to go look for him.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Why not have the Yuure demons do it directly?\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"You don't know? Oh, I guess you haven't interacted with them enough. Yuure demons require a medium to materialize in the physical world. Some sort of anchor. Otherwise, they exist only in dreams. They can't really do anything on their own.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"I see. If what you say is true, that's troubling indeed. I'm not entirely sure I want to believe all this.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"I'm not trying to deceive you, Xia'el. Like I said, it's just a hunch.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Even so, it's definitely worth looking into. Merthiaal, thanks for all the help, I really appreciate it. I'd like to stay and talk more, but I really should get going now. I've troubled you too much, and I had better make sure everything is in order on Irdya.\"\n [/message]\n\n [message]\n speaker=Merthiaal\n message= _ \"It's okay. I don't mind. Just as long as you're not here to yell at me. Or hurt me-\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Oh, please, Merthiaal. I'm not going to do that. It would be very bad mannered of me to pick on you, especially when you've been so helpful. I'm sorry if I insulted in you in any way. I'm just trying to protect my world.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"I understand. Safe journey, Xia'el.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Goodbye for now.\"\n [/message]\n {WHITE_SCREEN}\n [kill]\n id=Xia'el\n [/kill]\n {UNWHITE_SCREEN}\n {COLOR_ADJUST -40 -30 -15}\n {DELAY 1000}\n\n [unit]\n id=Luna\n name= _ \"Luna\"\n type=Illusory Angel\n animate=yes\n side=2\n x,y=29,4\n random_traits=no\n generate_name=no\n gender=female\n facing=ne\n [/unit]\n {DELAY 750}\n {MODIFY_UNIT (id=Merthiaal) facing sw}\n {DELAY 750}\n\n [message]\n speaker=Merthiaal\n message= _ \"Tch. She already left. Hurry it up, you won't have much time before she gets back.\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"They are proving to be more difficult than I anticipated. The shadowy one is... strange.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"... I see. Do the best you can.\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"Very well.\"\n [/message]\n\n {DELAY 250}\n [kill]\n id=Luna\n animate=yes\n [/kill]\n {DELAY 500}\n [message]\n speaker=Merthiaal\n message= _ \"(sighs)\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Xia'el is giving those faerie an annoying amount of attention. Of course she is. Those pretty, delicate, fragile, stupid looking things were made in her image after all. They're part of the reason why she's Yarae's favorite. That lecher.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"I might need a better way to distract her. Luna's not exactly weak, but I don't think she has what it takes to overcome those 'faerie'. At least I still have the Norsula matter I can use. Now the other thing I need to do is figure out a way to get that girl alone again...\"\n [/message]\n {DELAY 500}\n {FADE_SCREEN}\n\n [endlevel]\n result=victory\n bonus=no\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=20_Royal_Palace\n [/endlevel]\n [/event]\n\n [event]\n name=victory\n {CLEAR_VARIABLE puzzle1}\n {CLEAR_VARIABLE puzzle2}\n {CLEAR_VARIABLE puzzle3}\n [/event]\n[/scenario]\n\n#undef RESET_PUZZLE_ONE\n#undef RESET_PUZZLE_TWO\n#undef RESET_PUZZLE_THREE\n#undef ONE_ITEM_MESSAGE\n"} {"text": "#textdomain wesnoth-Genesis\n\n[scenario]\n id=20_Royal_Palace\n name= _ \"Royal Palace\"\n map_data=\"{~add-ons/Genesis/episode1/maps/20a_Royal_Palace.map}\"\n next_scenario=21_Ashen_Hearts\n disallow_recall=yes\n victory_when_enemies_defeated=no\n turns=-1\n {DEFAULT_SCHEDULE_24H}\n\n {SCENARIO_MUSIC knolls.ogg}\n {EXTRA_SCENARIO_MUSIC nunc_dimittis.ogg}\n {EXTRA_SCENARIO_MUSIC siege_of_laurelmor.ogg}\n {STORYTXT_ROYAL_PALACE}\n\n [side]\n {PLAYER_FAE}\n {NO_GOLD_SIDE}\n side=1\n recruit=\n shroud=yes\n [/side]\n\n [side]\n {HUMAN_ENEMY}\n side=2\n no_leader=yes\n [/side]\n\n [side]\n side=3\n no_leader=yes\n team_name=humans\n color=white\n user_team_name= _ \"team_name^Magi\"\n [/side]\n\n [side]\n {YUURE_SIDE}\n side=4\n hidden=yes\n [/side]\n\n [event]\n name=prestart\n\n {GUARDIAN_ID (\"Swordsman\") 2 21 27 (\"guard1\") (\"male\")}\n {GUARDIAN_ID (\"Swordsman\") 2 23 27 (\"guard2\") (\"male\")}\n {GUARDIAN_NOID (\"Shock Trooper\") 2 37 9}\n {GUARDIAN_ID (\"Shock Trooper\") 2 38 9 (\"loreguard\") (\"male\")}\n {GUARDIAN_NOID (\"Shock Trooper\") 2 16 10}\n {GUARDIAN_NOID (\"Shock Trooper\") 2 22 16}\n {GUARDIAN_NOID (\"Swordsman\") 2 23 11}\n {GUARDIAN_NOID (\"Swordsman\") 2 16 16}\n {GUARDIAN_ID (\"Royal Guard\") 2 12 11 (\"gardenguard\") (\"male\")}\n {GUARDIAN_NOID (\"Swordsman\") 2 17 8}\n {GUARDIAN_NOID (\"Swordsman\") 2 19 8}\n {GUARDIAN_NOID (\"Royal Guard\") 2 10 3}\n {GUARDIAN_NOID (\"Royal Guard\") 2 17 3}\n {GUARDIAN_NOID (\"Royal Guard\") 2 19 3}\n\n # magi spawn\n {GUARDIAN_NOID (\"Red Mage\") 3 15 5}\n {GUARDIAN_NOID (\"Red Mage\") 3 21 5}\n {GUARDIAN_ID (\"Red Mage\") 3 18 3 (\"palacemage\") (\"male\")}\n\n [set_recruit]\n side=1\n recruit=\n [/set_recruit]\n\n [store_unit]\n [filter]\n id=Talya\n [/filter]\n variable=talya\n [/store_unit]\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [store_unit]\n [filter]\n id=Haart\n [/filter]\n variable=haart\n [/store_unit]\n [kill]\n id=Talya,Esther,Haart\n [/kill]\n [unstore_unit]\n variable=aryel\n x,y=25,33\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n x,y=26,33\n [/unstore_unit]\n {CLEAR_VARIABLE aryel}\n {CLEAR_VARIABLE yumi}\n\n\n [set_variable]\n name=part1\n value=1\n [/set_variable]\n [set_variable]\n name=part2\n value=0\n [/set_variable]\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=Aryel\n message= _ \"Alright, Yumi. When we get up to the palace, let me do the talking. Like Esther said before, we should sort this out without fighting them if possible. If that doesn't work, we'll take them together.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(nods)\"\n [/message]\n [move_unit]\n id=Aryel\n to_x,to_y=24,29\n [/move_unit]\n [move_unit]\n id=Yumi\n to_x,to_y=25,30\n [/move_unit]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n [message]\n speaker=guard1\n message= _ \"Halt! Who goes th- faeries!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"We're not here to fight-\"\n [/message]\n [message]\n speaker=guard2\n message= _ \"The faeries have returned! To arms, to arms!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(sighs) So much for that. I blew it already. Looks like we've got to fight our way to the palace.\"\n [/message]\n\n {PLACE_IMAGE items/chest.png 37 27}\n {PLACE_IMAGE items/crystal-glyph-message.png 37 4}\n {PLACE_IMAGE items/crystal-glyph-message.png 41 4}\n {PLACE_IMAGE items/crystal-glyph-message.png 37 2}\n {PLACE_IMAGE items/crystal-glyph-message.png 41 2}\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Reach the Royal Palace\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_NOTE ( _ \"There are a few small bonuses that can be obtained on this map.\")}\n [/objectives]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n id=Aryel\n [filter_location]\n x=37,37,41,41\n y=2,4,2,4\n [/filter_location]\n [/filter]\n\n [message]\n speaker=Aryel\n message= _ \"I can't understand this. Maybe Yumi should take a look at these glyphs.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n id=Yumi\n x,y=37,4\n [/filter]\n\n [message]\n speaker=narrator\n message= _ \"There are ten elements of creation. Ten Guardians govern each of these elements, with ten worlds imbued with their corresponding Seeds. These Guardians guide and protect creation, serving as the stewards of progress toward a perfect universe. This is their purpose, as dictated by the caretaker of the Tree of Life, Yarae.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n id=Yumi\n x,y=41,4\n [/filter]\n\n [message]\n speaker=narrator\n message= _ \"The Tree of Life is a mythical entity that contains all aspects of creation. It provides the energy for nearly all life in the current universe, and imbues most living beings with their respective souls. Legends say that at the end of their civilization, the First Gods created the Tree of Life as a means to create a new universe after the destruction of their own.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n id=Yumi\n x,y=41,2\n [/filter]\n\n [message]\n speaker=narrator\n message= _ \"The void refers to both the empty space between worlds, as well as that which lies outside of creation itself. Encompassed within it is an eponymous force that is the antithesis of creation. Where there is creation, there is destruction. As all can be made, all can be lost. It is a force that, when released completely, can utterly annihilate anything.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n id=Yumi\n x,y=37,2\n [/filter]\n\n [message]\n speaker=narrator\n message= _ \"When the first few Guardians were created, Yarae shared the story of creation with them. He spoke of how his civilization was destroyed by a cataclysmic force, how he and a few others used the entirety of their culture's knowledge to create the Tree of Life. They used its energies to bring forth a new universe, which Yarae personally guided in its infancy.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"He told them this story in hopes that they would aid him in a quest to stop the new universe from falling to the same fate as the old one. This is the story of creation as told by Yarae, the grand architect of the new universe.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n id=Aryel\n [filter_location]\n x,y=5,27\n radius=1\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Aryel\n message= _ \"(washes hair)\"\n [/message]\n [/event]\n [event]\n name=moveto\n [filter]\n side=1\n id=Yumi\n [filter_location]\n x,y=5,27\n radius=1\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Yumi\n message= _ \"(stares at reflection)\"\n [/message]\n [/event]\n [event]\n name=moveto\n [filter]\n side=1\n x,y=37,27\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Aryel\n message= _ \"Shiny. I guess this could be useful.\"\n [/message]\n\n [message]\n speaker=narrator\n message= _ \"You received some gold!\"\n [/message]\n [store_gold]\n [filter_side]\n side=1\n [/filter_side]\n variable=side1gold\n [/store_gold]\n {VARIABLE_OP side1gold add 100}\n [modify_side]\n side=1\n gold=$side1gold\n [/modify_side]\n {CLEAR_VARIABLE side1gold}\n {REMOVE_IMAGE 37 27}\n [/event]\n [event]\n name=moveto\n [filter]\n side=1\n id=Aryel\n x,y=6,10\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Aryel\n message= _ \"It's so warm! This tree is filled with energy.\"\n [/message]\n\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n {VARIABLE_OP aryel.max_hitpoints add 3}\n [unstore_unit]\n variable=aryel\n find_vacant=no\n [/unstore_unit]\n {CLEAR_VARIABLE aryel}\n\n [message]\n speaker=Aryel\n message= _ \"I feel different.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [/filter]\n\n [if]\n [have_unit]\n side=2,3,4,5,6\n [filter_vision]\n side=1\n [/filter_vision]\n [/have_unit]\n [then][/then]\n [else]\n {MODIFY_UNIT (x,y=$x1,$y1) moves 6}\n {MODIFY_UNIT (x,y=$x1,$y1) attacks_left 1}\n [/else]\n [/if]\n [/event]\n\n [event]\n name=moveto\n\n [filter]\n x,y=18,1\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=part1\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [set_variable]\n name=part1\n value=0\n [/set_variable]\n\n [message]\n speaker=Aryel\n message= _ \"You ready?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(nods)\"\n [/message]\n {DELAY 500}\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n [kill]\n id=Aryel,Yumi\n [/kill]\n [kill]\n side=2,3,4,5,6\n [/kill]\n {FADE_SCREEN}\n {DELAY 550}\n {PLAY_SOUND \"dragonstick.ogg\"}\n {DELAY 750}\n {REMOVE_IMAGE 37 27}\n {REMOVE_IMAGE 37 4}\n {REMOVE_IMAGE 41 4}\n {REMOVE_IMAGE 37 2}\n {REMOVE_IMAGE 41 2}\n\n [replace_map]\n map=\"{~add-ons/Genesis/episode1/maps/20b_Royal_Palace.map}\"\n expand=yes\n shrink=yes\n [/replace_map]\n [place_shroud]\n side=1\n x=1-24\n y=1-26\n [/place_shroud]\n\n {GUARDIAN_ID \"Shock Trooper\" 2 12 22 \"spawn_12_22\" \"male\"}\n {GUARDIAN_NOID \"Swordsman\" 2 7 20}\n {GUARDIAN_NOID \"Swordsman\" 2 17 20}\n {GUARDIAN_NOID \"Shock Trooper\" 2 12 17}\n {GUARDIAN_NOID \"Swordsman\" 2 11 17}\n {GUARDIAN_NOID \"Swordsman\" 2 13 17}\n {GUARDIAN_NOID \"Longbowman\" 2 7 15}\n {GUARDIAN_NOID \"Longbowman\" 2 17 15}\n {GUARDIAN_NOID \"Longbowman\" 2 16 9}\n {GUARDIAN_NOID \"Longbowman\" 2 8 9}\n {GUARDIAN_NOID \"Shock Trooper\" 2 12 9}\n {GUARDIAN_NOID \"Swordsman\" 2 11 9}\n {GUARDIAN_NOID \"Swordsman\" 2 13 9}\n {GUARDIAN_NOID \"Royal Guard\" 2 9 4}\n {GUARDIAN_ID \"Royal Guard\" 2 12 5 \"spawn_12_5\" \"male\"}\n {GUARDIAN_NOID \"Royal Guard\" 2 15 4}\n\n [unit]\n side=3\n id=mageoflight20\n generate_name=yes\n type=Mage of Light\n random_traits=no\n animate=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n {TRAIT_QUICK}\n [/modifications]\n random_gender=yes\n ai_special=guardian\n x,y=10,2\n [/unit]\n [unit]\n side=3\n id=archmage20\n generate_name=yes\n type=Arch Mage\n random_traits=no\n animate=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n {TRAIT_QUICK}\n [/modifications]\n random_gender=yes\n ai_special=guardian\n x,y=14,2\n [/unit]\n\n [unstore_unit]\n variable=aryel\n x,y=14,24\n find_vacant=no\n advance=no\n [/unstore_unit]\n {SCROLL_TO 14 24}\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n [kill]\n id=Aryel\n [/kill]\n\n {UNFADE_SCREEN}\n\n [unstore_unit]\n variable=aryel\n x,y=14,24\n find_vacant=no\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n x,y=15,25\n find_vacant=no\n advance=no\n [/unstore_unit]\n [unhide_unit]\n [filter][/filter]\n [/unhide_unit]\n {MODIFY_UNIT (id=Aryel) moves 6}\n {MODIFY_UNIT (id=Aryel) attacks_left 1}\n {MODIFY_UNIT (id=Yumi) moves 6}\n {MODIFY_UNIT (id=Yumi) attacks_left 1}\n {CLEAR_VARIABLE aryel}\n {CLEAR_VARIABLE yumi}\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n {DELAY 500}\n [message]\n speaker=spawn_12_22\n message= _ \"Intruders! To arms!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Whoa there. This doesn't have to turn into a bloodbath if you don't resist-\"\n [/message]\n [message]\n speaker=spawn_12_22\n message= _ \"I need backup! The faeries are planning to assassinate the king! Help!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"... of course, if you have a death wish, that's a different story. I'll be glad to help you on your way to the afterlife.\"\n [/message]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Find the King of Caerleon\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n [/objectives]\n [set_variable]\n name=part2\n value=1\n [/set_variable]\n [/event]\n\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n type=Longbowman\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n [filter_condition]\n [variable]\n name=part2\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=unit\n message= _ \"Faeries! Get them! Alert the king! Protect him at all costs!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You're not protecting anyone from us with those pathetic skills of yours, buddy.\"\n [/message]\n [/event]\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n id=spawn_12_5\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n [filter_condition]\n [variable]\n name=part2\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n {DELAY 500}\n\n [remove_shroud]\n side=1\n x,y=12,3\n radius=5\n [/remove_shroud]\n\n [message]\n speaker=unit\n message= _ \"My liege! The faeries draw closer! What shall we do?\"\n [/message]\n {SCROLL_TO 12 2}\n [unit]\n side=2\n id=Grahm\n name= _ \"Lord Grahm\"\n type=Grand Marshal\n random_traits=no\n animate=yes\n x,y=12,2\n [/unit]\n [message]\n speaker=Grahm\n message= _ \"Stand your ground, men! We must show no fear!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yeah, like you can stop us.\"\n [/message]\n [move_unit]\n id=Aryel\n to_x,to_y=12,4\n [/move_unit]\n [move_unit]\n id=Yumi\n to_x,to_y=13,5\n [/move_unit]\n [message]\n speaker=Grahm\n message= _ \"Do not falter before these vile adversaries!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(sighs) For the last time, we don't have to be your enemies!\"\n [/message]\n [message]\n speaker=Grahm\n message= _ \"What kind of fool do you take me for? You claim to not be our foes, yet you attack our troops, break into our city, kill my guards-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yeah, and you attacked us first. You practically hunted us the whole way across these northlands-\"\n [/message]\n [message]\n speaker=Grahm\n message= _ \"You liar!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"What's wrong with all of you? You can't honestly believe that we'd just attack you for no reason! Come on, you mages, you won't let him use you like this, right?\"\n [/message]\n [message]\n speaker=archmage20\n message= _ \"I don't know... we have heard countless reports of your brutality against our people, and Lord Grahm has ruled us wisely and justly for a great many years...\"\n [/message]\n [message]\n speaker=mageoflight20\n message= _ \"And you are here, breaking into the palace threatening our lives with your profane sorceries. You cannot possibly pretend to be diplomatic while terrorizing us like this...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"And you can't attack us and expect that we'd do nothing about it! Like seriously, you even kidnapped my friend here, and- Yumi?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(eyes glow)\"\n [/message]\n {FADE_SCREEN}\n {DELAY 350}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 550}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 350}\n [message]\n speaker=Grahm\n message= _ \"No! What are you doing! You evil monsters! You-!\"\n [/message]\n {PLAY_SOUND \"human-die-1.ogg\"}\n {DELAY 350}\n {PLAY_SOUND \"human-die-2.ogg\"}\n {DELAY 350}\n {PLAY_SOUND \"human-die-3.ogg\"}\n {DELAY 350}\n [kill]\n side=2\n [/kill]\n [message]\n speaker=Aryel\n message= _ \"Yumi- wait! What are you doing? You can't just kill all of them!\"\n [/message]\n {DELAY 350}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 350}\n {PLAY_SOUND \"human-die-2.ogg\"}\n {DELAY 350}\n {PLAY_SOUND \"human-die-1.ogg\"}\n {DELAY 350}\n [fade_out_music][/fade_out_music]\n {REPLACE_SCENARIO_MUSIC silence.ogg}\n {DELAY 750}\n [message]\n speaker=Aryel\n message= _ \"Yumi?\"\n [/message]\n {DELAY 500}\n\n [fade_out_music][/fade_out_music]\n [replace_schedule]\n {DARK_INDOORS}\n [/replace_schedule]\n {UNFADE_SCREEN}\n {REPLACE_SCENARIO_MUSIC silence.ogg}\n {APPEND_MUSIC into_the_shadows.ogg}\n\n [unit]\n id=Luna\n type=Illusory Angel\n animate=no\n side=4\n x,y=12,2\n random_traits=no\n generate_name=no\n gender=female\n [/unit]\n {SPAWN (\"Demon Nightmare\") 4 12 5}\n {SPAWN (\"Demon Dreamweaver\") 4 15 4}\n {SPAWN (\"Demon Dreamweaver\") 4 9 4}\n [redraw][/redraw]\n [message]\n speaker=archmage20\n message= _ \"No way. T-this is some kind of joke, right?\"\n [/message]\n [message]\n speaker=mageoflight20\n message= _ \"M-my liege... this can't be real...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(eyes narrow) So this was the game all along. The humans weren't insane. They were replaced right from the start.\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"Your reality is but an illusion.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"What do you want? Why are you invading our world? Why are you after us?\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"Why don't you ask your friend over there? She knows.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(turns) She does?\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"Of course she does. She knows things that even I do not know.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(shakes head) Somehow, I'm not surprised.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"This is getting out of hand.\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"So it seems.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(annoyed) Ugh. Yumi, we're seriously going to have a good long talk after we've finished our business here-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(eyes glow brighter)\"\n [/message]\n {DELAY 350}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 350}\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n amount=10\n animate=yes\n kill=no\n fire_event=no\n [/harm_unit]\n {DELAY 350}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 350}\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n amount=15\n animate=yes\n kill=no\n fire_event=no\n [/harm_unit]\n {DELAY 350}\n [message]\n speaker=Aryel\n message= _ \"You're not even listening to me! (grabs)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(gasps)\"\n [/message]\n {DELAY 350}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 600}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 350}\n {COLOR_ADJUST -255 -255 -255}\n [hide_unit]\n side=1,2,3,4\n [not]\n id=Aryel,Yumi,Luna\n [/not]\n [/hide_unit]\n {DELAY 350}\n [message]\n speaker=Luna\n message= _ \"You won't catch me like that.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You get back here! Stop running!\"\n [/message]\n [kill]\n id=Luna\n [/kill]\n {UNFADE_SCREEN}\n\n [message]\n speaker=Aryel\n message= _ \"Aaand she's gone. I swear... I'm actually about to lose my mind here.\"\n [/message]\n [unit]\n side=4\n id=boss1\n type=Demon Incubus\n gender=male\n generate_name=yes\n random_traits=no\n animate=yes\n x,y=12,2\n [/unit]\n [message]\n speaker=boss1\n message= _ \"I shall be happy to aid your descent into madness.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(snaps) And I'll be happy to send you to the wastes of oblivion, whelp.\"\n [/message]\n\n [message]\n speaker=boss1\n message= _ \"Such confidence does not befit one with your abilities.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You'll find that it's well-founded.\"\n [/message]\n [message]\n speaker=boss1\n message= _ \"Are you sure?\"\n [/message]\n [unit]\n side=4\n type=Demon Nightmare\n random_gender=yes\n generate_name=no\n random_traits=yes\n animate=yes\n x,y=8,9\n [/unit]\n [unit]\n side=4\n type=Demon Nightmare\n random_gender=yes\n generate_name=no\n random_traits=yes\n animate=yes\n x,y=16,9\n [/unit]\n [unit]\n side=4\n type=Demon Dreamweaver\n random_gender=yes\n generate_name=no\n random_traits=yes\n animate=yes\n x,y=12,9\n [/unit]\n\n [message]\n speaker=Aryel\n message= _ \"... oh. (sighs)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Life always has to be so complicated.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You there, humans. If you don't want to get shredded to pieces by these demons, help us out a little.\"\n [/message]\n [message]\n speaker=mageoflight20\n message= _ \"But-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Do you want to live or not?\"\n [/message]\n [message]\n speaker=mageoflight20\n message= _ \"Yes, but-\"\n [/message]\n [message]\n speaker=archmage20\n message= _ \"Shush! Yes, we'll help you. Let's fight off those demons!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Good. Let's get this little charade over with.\"\n [/message]\n [modify_unit]\n [filter]\n id=archmage20,mageoflight20\n [/filter]\n side=1\n [/modify_unit]\n\n # recruiting code for this scenario\n [set_menu_item]\n id=recruit_manifestation\n description= _ \"Recruit Manifestation\"\n image=\"attacks/wail.png~SCALE(18,18)\"\n [show_if]\n [variable]\n name=side_number\n numerical_equals=1\n [/variable]\n [/show_if]\n [filter_location]\n [not]\n [filter][/filter]\n [/not]\n [filter_adjacent_location]\n [filter]\n side=1\n id=Yumi\n [/filter]\n [/filter_adjacent_location]\n [/filter_location]\n [command]\n [store_gold]\n [filter_side]\n side=1\n [/filter_side]\n variable=side1gold\n [/store_gold]\n [if]\n [variable]\n name=side1gold\n less_than=5\n [/variable]\n [then]\n {MESSAGE_NOT_ENOUGH_GOLD}\n [/then]\n [else]\n [unit]\n side=1\n type=Manifestation\n x,y=$x1,$y1\n moves,attacks_left=0,0\n animate=yes\n upkeep=free\n [modifications]\n {TRAIT_LOYAL}\n [/modifications]\n [/unit]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n {VARIABLE_OP side1gold sub 5}\n [modify_side]\n side=1\n gold=$side1gold\n [/modify_side]\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi_tmp\n [/store_unit]\n {VARIABLE_OP yumi_tmp.moves sub 1}\n [unstore_unit]\n variable=yumi_tmp\n [/unstore_unit]\n {CLEAR_VARIABLE yumi_tmp}\n {CLEAR_VARIABLE side1gold}\n [/else]\n [/if]\n [/command]\n [/set_menu_item]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Defeat all of the demons\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_NOTE ( _ \"You may recruit by right clicking on a hex next to Yumi.\")}\n [/objectives]\n [/event]\n [event]\n name=last breath\n [filter]\n id=boss1\n [/filter]\n\n [filter_condition]\n [variable]\n name=part2\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [message]\n speaker=Aryel\n message= _ \"Back to the abyss with you!\"\n [/message]\n {DELAY 250}\n [/event]\n\n#define DRAW_DARKNESS\n [store_locations]\n variable=blood_hex\n terrain=*\n [not]\n terrain=Gd^Fetd,Btym,Btym^Sy|\n [/not]\n [filter_adjacent_location]\n terrain=Woby\n count=1-3\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..8\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Woby\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [store_locations]\n variable=blood_hex\n terrain=*\n [not]\n terrain=Gd^Fetd,Btym,Btym^Sy|\n [/not]\n [filter_adjacent_location]\n terrain=Woby\n count=4-6\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..14\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Woby\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [redraw][/redraw]\n#enddef\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n side=2\n [/filter]\n [filter_second]\n id=Aryel\n [/filter_second]\n [filter_condition]\n [variable]\n name=part2\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=unit\n message= _ \"N-no! Please, mercy!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Consider it mercy that I'm granting you a quick death.\"\n [/message]\n [/event]\n [event]\n name=die\n\n [filter]\n side=4\n [/filter]\n [filter_condition]\n [not]\n [have_unit]\n side=4\n [/have_unit]\n [/not]\n [and]\n [variable]\n name=part2\n numerical_equals=1\n [/variable]\n [/and]\n [/filter_condition]\n\n [kill]\n x,y=$x1,$y1\n [/kill]\n [redraw][/redraw]\n [message]\n speaker=Aryel\n message= _ \"Glad that's over with-\"\n [/message]\n {DELAY 250}\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n [kill]\n side=1\n type=Manifestation\n [/kill]\n {DELAY 1000}\n [message]\n speaker=Aryel\n message= _ \"Oh, what is it now?\"\n [/message]\n {DELAY 350}\n {REPEAT 1 ({QUAKE_FIXED \"rumble.ogg\"})}\n {DELAY 350}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 350}\n {SCROLL_TO 12 12}\n [terrain]\n x,y=12,12\n radius=1\n terrain=Woby\n [/terrain]\n [terrain]\n x,y=12,12\n terrain=Gd^Fyok\n [/terrain]\n [redraw][/redraw]\n\n [unit]\n id=Luna\n type=Illusory Angel\n animate=no\n side=4\n x,y=12,12\n random_traits=no\n generate_name=no\n gender=female\n [/unit]\n [message]\n speaker=Luna\n message= _ \"Hello.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You..! How many times are you going to come back before you realize you can't fight us?\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"As many as it takes.\"\n [/message]\n [terrain]\n x,y=12,12\n radius=2\n terrain=Woby\n [/terrain]\n [terrain]\n x,y=12,12\n terrain=Gd^Fyok\n [/terrain]\n [redraw][/redraw]\n [message]\n speaker=Aryel\n message= _ \"Why do you keep bothering us? Who put you up to this?\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"I am only a messenger. My goal is to take you to see my master.\"\n [/message]\n {SCROLL_TO 12 12}\n {DRAW_DARKNESS}\n [message]\n speaker=Aryel\n message= _ \"Right, like that's happening.\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"It will, sooner or later.\"\n [/message]\n {SCROLL_TO 12 12}\n {DRAW_DARKNESS}\n [message]\n speaker=Yumi\n message= _ \"(breathes)\"\n [/message]\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 350}\n {SCROLL_TO 12 12}\n {DRAW_DARKNESS}\n [message]\n speaker=Aryel\n message= _ \"Maybe I'm not a threat to you. But you had best not underestimate Yumi.\"\n [/message]\n {DELAY 350}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 350}\n {SCROLL_TO 12 12}\n {DRAW_DARKNESS}\n [message]\n speaker=Luna\n message= _ \"She is powerful, yes. But that will be her undoing.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"And yours too.\"\n [/message]\n {SCROLL_TO 12 12}\n {DELAY 350}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 350}\n\n [terrain]\n x,y=12,12\n terrain=Qxu\n [/terrain]\n [kill]\n id=Luna\n animate=yes\n [/kill]\n [redraw][/redraw]\n {DELAY 500}\n [terrain]\n x,y=12,12\n radius=1\n terrain=Qxu\n [/terrain]\n [redraw][/redraw]\n {DELAY 650}\n [terrain]\n x,y=12,12\n radius=2\n terrain=Qxu\n [/terrain]\n [redraw][/redraw]\n {DELAY 500}\n\n [message]\n speaker=Aryel\n message= _ \"She got away again, didn't she?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(nods) She went down into the tunnels below us.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Then we'll have to chase her. But before that, we have to talk.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"But-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yumi. You can't possibly think that keeping everything to yourself is going to help anyone.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Aryel...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"No. I'm not putting up with this. I'm sick of being kept in the dark about everything. I'm tired of your secrets. And it's not just me, even Esther gets frustrated with you sometimes! Look, Yumi. I need to know what's going on.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"(silence)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yumi... please.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(breathes) Maybe. Just... just not here.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(looks around) Fine. Let's find somewhere where we'll be alone, then you promise me you'll be truthful with me.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(chews lip)\"\n [/message]\n\n [clear_menu_item]\n id=recruit_manifestation\n [/clear_menu_item]\n {CLEAR_VARIABLE part1}\n {CLEAR_VARIABLE part2}\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n next_scenario=21_Ashen_Hearts\n [/endlevel]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=mageoflight20\n [/filter]\n\n [message]\n speaker=mageoflight20\n message= _ \"Augh! Noooooo!\"\n [/message]\n [/event]\n [event]\n name=last breath\n [filter]\n id=archmage20\n [/filter]\n\n [message]\n speaker=archmage20\n message= _ \"How could this happen...\"\n [/message]\n [/event]\n [event]\n name=last breath\n [filter]\n id=Yumi\n [/filter]\n\n [message]\n speaker=Yumi\n message= _ \"(gasp)\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n [event]\n name=last breath\n [filter]\n id=Aryel\n [/filter]\n\n [message]\n speaker=Aryel\n message= _ \"Ah...\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n[/scenario]\n\n#undef DRAW_DARKNESS\n"} {"text": "#textdomain wesnoth-Genesis\n\n[scenario]\n id=21_Ashen_Hearts\n name= _ \"Ashen Hearts - III\"\n map_data=\"{~add-ons/Genesis/episode1/maps/21_Ashen_Hearts.map}\"\n next_scenario=null\n next_scenario=22_Moonlit_Night\n disallow_recall=no\n theme=Cutscene\n victory_when_enemies_defeated=no\n turns=-1\n {DARK_INDOORS}\n\n {SCENARIO_MUSIC underground.ogg}\n {EXTRA_SCENARIO_MUSIC snowfall.ogg}\n\n [side]\n {PLAYER_FAE}\n {NO_INCOME_SIDE}\n side=1\n recruit=\n {GOLD 200 170 100}\n fog=yes\n shroud=yes\n [/side]\n [side]\n side=2\n no_leader=yes\n team_name=hybrids\n hidden=yes\n color=black\n {AGGRESSIVE_SIDE}\n [/side]\n [side]\n side=3\n no_leader=yes\n team_name=hybrids\n {GOLD 250 300 400}\n {INCOME 30 36 45}\n recruit=Wraith,Shadow\n hidden=yes\n color=black\n {AGGRESSIVE_SIDE}\n [/side]\n [side]\n {YUURE_SIDE}\n {AGGRESSIVE_SIDE}\n side=4\n hidden=yes\n [/side]\n [side]\n {BLACK_DEMON_SIDE}\n {AGGRESSIVE_SIDE}\n side=5\n hidden=yes\n [/side]\n [side]\n side=6\n no_leader=yes\n team_name=yuure\n user_team_name= _ \"team_name^Copies\"\n hidden=yes\n color=green\n {AGGRESSIVE_SIDE}\n [/side]\n [side]\n side=7\n no_leader=yes\n team_name=merthiaal\n hidden=yes\n color=black\n [/side]\n\n [event]\n name=prestart\n\n {VARIABLE part2 0}\n {VARIABLE part3 0}\n {VARIABLE part4 0}\n {VARIABLE boss_stage 0}\n {VARIABLE illusion_flag 0}\n {VARIABLE ud_spawns1 0}\n {VARIABLE ud_spawns2 0}\n {VARIABLE puzzle_counter 0}\n {VARIABLE turn_count 0}\n [/event]\n\n [event]\n name=unit placed\n first_time_only=no\n [filter]\n side=1\n [/filter]\n\n [object]\n silent=yes\n duration=scenario\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=loyal\n [/effect]\n [/object]\n [/event]\n\n [event]\n name=start\n\n {RECALL_ARYEL 10 2}\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n {RECALL_YUMI 9 2}\n [message]\n speaker=Aryel\n message= _ \"I guess we should find somewhere more secluded than this. Follow me.\"\n [/message]\n\n [move_unit]\n id=Aryel\n to_x,to_y=12,4\n [/move_unit]\n [move_unit]\n id=Yumi\n to_x,to_y=11,4\n [/move_unit]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n {TURN_UNIT5 \"Aryel\"}\n [message]\n speaker=Aryel\n message= _ \"That way.\"\n [/message]\n [move_unit]\n id=Aryel\n to_x,to_y=9,8\n [/move_unit]\n [move_unit]\n id=Yumi\n to_x,to_y=10,7\n [/move_unit]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n {DELAY 500}\n [move_unit]\n id=Aryel\n to_x,to_y=6,12\n [/move_unit]\n {DELAY 1500}\n [move_unit]\n id=Yumi\n to_x,to_y=6,11\n [/move_unit]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n [message]\n speaker=Aryel\n message= _ \"Why are you so nervous, Yumi? It's just us.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shrugs)\"\n [/message]\n [move_unit]\n id=Aryel\n to_x,to_y=10,16\n [/move_unit]\n [move_unit]\n id=Yumi\n to_x,to_y=9,16\n [/move_unit]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n {DELAY 500}\n [move_unit]\n id=Aryel\n to_x,to_y=14,16\n [/move_unit]\n [move_unit]\n id=Yumi\n to_x,to_y=15,17\n [/move_unit]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n {MODIFY_UNIT (id=Yumi) facing sw}\n [message]\n speaker=Aryel\n message= _ \"Okay, Yumi. Talk.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(bites lip)\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Is it wise to tell her?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Hello? Did you hear me?\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"She will become part of your nightmare. If you allow her to enter your thoughts, she will be in danger.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"But-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yumi.\"\n [/message]\n {TURN_UNIT5 \"Yumi\"}\n {MODIFY_UNIT (id=Yumi) facing sw}\n [message]\n speaker=Yumi\n message= _ \"I said I would tell her.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(rubs temples) I am getting so tired of this. I'm tired of being hunted by the demons day and night and I'm sick of not knowing who I can trust. And... the way you keep secrets from me... (quietly) sometimes it feels like I can't trust you either.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"B-but...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"But?\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"It will become her problem as well. Better frustrated than dead.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I can't say it.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(clenches hands)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Seriously?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"How many times are we going to have to go through this? It's always the same story. You can't tell me anything because if I sucked into your mess, I'll be in danger too, and blah blah blah-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(whispers) But it's true...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"No. No it's absolutely not. I've put up with this for long enough. Stop being a little brat. Tell me what you know. What are these blue demons? Who sent them here and why are they after us?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I-I... don't know...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yes you do! At this point, your excuse of being shy is not going to cut it either-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I'm not trying to make excuses-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You're just like a spoiled child! I've given you so much time and space, yet you still haven't come up with even one coherent sentence about why you're keeping all these secrets, let alone your idiotic behavior.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Aryel...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"But no matter what I say, you just won't listen. It's like my feelings don't even matter to you. You might think that you're protecting me by keeping me in the dark, and maybe that's true, but don't you think I can be the judge of that? Hmm?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I can't tell you...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You're kidding. How do you expect me to trust you when you act like this?\"\n [/message]\n {DELAY 750}\n {MODIFY_UNIT (id=Yumi) facing se}\n {DELAY 750}\n [message]\n speaker=Aryel\n message= _ \"At least have the decency to look at me while I'm talking.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Come on, stop this juvenile behavior.\"\n [/message]\n {DELAY 1750}\n {MODIFY_UNIT (id=Aryel) facing sw}\n {DELAY 250}\n [message]\n speaker=Aryel\n message= _ \"(frustrated) Ugh. Sometimes I wonder why we're even friends. I can't stand you when you get like this. You always say you want to be left alone and you tell us to stay out of it. Like seriously, if you keep saying that forever, I might as well just leave.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"There's no point in trying to talk to someone who doesn't even care at all. I shouldn't even bother with you. I shouldn't, but like-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(closes eyes)\"\n [/message]\n {FADE_SCREEN}\n\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n [kill]\n id=Yumi\n [/kill]\n [message]\n speaker=Aryel\n message= _ \"I-\"\n [/message]\n {DELAY 500}\n {UNFADE_SCREEN}\n {DELAY 500}\n [message]\n speaker=Aryel\n message= _ \"I-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yumi?\"\n [/message]\n {TURN_UNIT5 \"Aryel\"}\n {DELAY 250}\n [message]\n speaker=Aryel\n message= _ \"Oh my god. She ran away.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yumi? Yuuuumiii? Um. You there?\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"(silence)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(covers face) I was just so frustrated. I didn't mean to yell like that.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I'm so stupid.\"\n [/message]\n {DELAY 500}\n [move_unit]\n id=Aryel\n to_x,to_y=9,14\n [/move_unit]\n [message]\n speaker=Aryel\n message= _ \"I can't believe I let my emotions get out of control like that.\"\n [/message]\n {DELAY 500}\n [move_unit]\n id=Aryel\n to_x,to_y=7,9\n [/move_unit]\n [message]\n speaker=Aryel\n message= _ \"(sighs)\"\n [/message]\n {DELAY 500}\n [move_unit]\n id=Aryel\n to_x,to_y=12,5\n [/move_unit]\n {MODIFY_UNIT (id=Aryel) facing se}\n [message]\n speaker=Aryel\n message= _ \"I-I need to look for her.\"\n [/message]\n {DELAY 500}\n [unstore_unit]\n variable=esther\n x,y=6,1\n [/unstore_unit]\n [move_unit]\n id=Esther\n to_x,to_y=11,4\n [/move_unit]\n [message]\n speaker=Esther\n message= _ \"Looks like I finally caught up.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Aryel? You look distraught. Did something happen? Where's Yumi?\"\n [/message]\n {DELAY 250}\n {MODIFY_UNIT (id=Aryel) facing sw}\n {DELAY 250}\n [message]\n speaker=Aryel\n message= _ \"Esther...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Where's Yumi?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(in a tiny voice) I... kind of blew up at her. For being so secretive and not telling us anything.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"You what?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I cussed her out. Ohhh Esther, I can't believe I yelled at her like that... I must've made her feel terrible...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"You what?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I'm so, so stupid.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Ugh. You just had to-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(looks away) I'm sorry.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(takes deep breaths)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"What's done is done. Right now, we need to look for her. It looks like there's a couple paths leading away from here, so it'll be faster if we split up. Some of the faerie decided to come, so ask a few of them to help you look.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Esther...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Don't get me wrong. I still think it's ridiculous how much trouble you two get in when I leave you alone, but our first priority is finding Yumi. You know how reckless she gets when she's upset.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(quietly) I know.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"... and it looks like you feel bad enough already, so a lecture from me isn't really going help. Just... just find her and bring her back safely, okay?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(nods)\"\n [/message]\n {DELAY 250}\n {FADE_SCREEN}\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n [kill]\n id=Aryel,Esther\n [/kill]\n [place_shroud]\n side=1\n x=1-24\n y=1-19\n [/place_shroud]\n [replace_schedule]\n {ETERNALDARK}\n [/replace_schedule]\n {SCROLL_TO 43 4}\n [remove_shroud]\n side=1\n x,y=43,4\n radius=6\n [/remove_shroud]\n\n [fire_event]\n name=part2cutscene\n [/fire_event]\n [/event]\n\n [event]\n name=part2cutscene\n first_time_only=yes\n\n\n {UNFADE_SCREEN}\n\n [unstore_unit]\n variable=yumi\n x,y=43,4\n [/unstore_unit]\n {MODIFY_UNIT (id=Yumi) facing sw}\n {MODIFY_UNIT (id=Yumi) moves 6}\n [unhide_unit]\n [filter][/filter]\n [/unhide_unit]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n {DELAY 500}\n [message]\n speaker=Yumi\n message= _ \"Aryel...\"\n [/message]\n {DELAY 250}\n {COLOR_ADJUST 33 33 33}\n {DELAY 100}\n {COLOR_ADJUST 67 67 67}\n {DELAY 100}\n {COLOR_ADJUST 100 100 100}\n {DELAY 100}\n {COLOR_ADJUST 133 133 133}\n {DELAY 100}\n [unit]\n id=Fake Yumi\n type=Fake Shadow Fae\n side=7\n x,y=42,4\n name= _ \"Yumi\"\n random_traits=no\n animate=yes\n facing=ne\n [/unit]\n {DELAY 250}\n [message]\n speaker=Fake Yumi\n message= _ \"She hates you.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"She doesn't.\"\n [/message]\n [message]\n speaker=Fake Yumi\n message= _ \"She's sick of you being the way you are. She's tired of taking care of you.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"No.\"\n [/message]\n [message]\n speaker=Fake Yumi\n message= _ \"You're just a burden to them. She said it herself. Just give up.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"There's no point anyway. You cannot protect them. And by resisting the way you are, you're just making everyone's lives miserable.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(covers ears)\"\n [/message]\n [message]\n speaker=Fake Yumi\n message= _ \"You're just hurting her, you know. If you keep up like this, she really won't care about you anymore. It's not like they know the whole picture.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Why bother? They'll all die in the end.\"\n [/message]\n [message]\n speaker=Fake Yumi\n message= _ \"She wants to cherish them while they still live. Letting them into that little head of hers will only accelerate the process.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"What does it matter? She cannot protect them indefinitely. And this way, they will not hate her.\"\n [/message]\n [message]\n speaker=Fake Yumi\n message= _ \"Aryel already does.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shakes head)\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"She is stubborn.\"\n [/message]\n [message]\n speaker=Fake Yumi\n message= _ \"She always resists. Even with the void encroaching on her mind already, she tries to face it alone... in order to keep everyone else safe from it.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"She wants to try, but it will kill them sooner or later.\"\n [/message]\n {DELAY 2000}\n [message]\n speaker=Yumi\n message= _ \"No. I won't let it.\"\n [/message]\n {DELAY 250}\n [kill]\n id=Fake Yumi\n [/kill]\n {DELAY 100}\n {COLOR_ADJUST 100 100 100}\n {DELAY 100}\n {COLOR_ADJUST 67 67 67}\n {DELAY 100}\n {COLOR_ADJUST 33 33 33}\n {DELAY 100}\n {COLOR_ADJUST 0 0 0}\n {DELAY 100}\n\n [message]\n speaker=Yumi\n message= _ \"(clutches chest)\"\n [/message]\n {DELAY 750}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 500}\n [unit]\n type=Guardian of Darkness\n id=Merthiaal\n name= _ \"Merthiaal\"\n x,y=41,5\n side=7\n random_traits=no\n facing=ne\n [/unit]\n {DELAY 250}\n [message]\n speaker=Yumi\n message= _ \"(gasps)\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Relax. I'm just here to talk.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(glares) You want to take my friends from me.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"(snorts) Even if I wanted to, I wouldn't be able to just like that. It's not like this projection of mine can actually do anything.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"I just want to talk to you.\"\n [/message]\n {DELAY 750}\n {MODIFY_UNIT (id=Yumi) facing se}\n {DELAY 750}\n [message]\n speaker=Merthiaal\n message= _ \"Listen to me. The void grows more powerful day by day. You've seen what it can do to your world already. Just the tiniest sliver seeping through the cracks and you already were nearly overwhelmed trying to stop it. If we let it keep growing, it will destroy us all completely.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"The other Guardians aren't even trying to stop it. Yarae doesn't even care. He's too busy holed up at the Well of Life, trying to manipulate it and the Tree to preserve his own soul. He'd sooner leave us to rot than risk trying to save us. And everyone else would rather buy into his lies than think for themselves.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"So it's up to me to stop it. But I can't do it alone. I need your help.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"(silence)\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"... Look at me. I need to know that you're listening to me.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"...\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"I won't ask twice.\"\n [/message]\n {DELAY 750}\n [move_unit]\n id=Merthiaal\n to_x,to_y=42,4\n [/move_unit]\n {DELAY 2000}\n {MODIFY_UNIT (id=Yumi) facing sw}\n {DELAY 500}\n [message]\n speaker=Merthiaal\n message= _ \"Don't give me that face, brat. I'm not going to play these games with you anymore. I know what you are, and I know you can be useful to me. It's in your best interest to cooperate.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Why would I be useful to you? I'm just a faerie.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"No you're not. Faerie are physical beings who were birthed from the Tree of Life like almost everything else in our universe. You three are something else. You're made of pure energy that didn't come from the Tree or from any of the Guardians. You're from somewhere else entirely. Maybe you don't know the details, but you know I'm telling you the truth.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shrugs)\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"(snaps) Don't you get it? That means you're a completely separate embodiment of an Aspect. While I can't absorb the power of other Aspects that stem from the Tree of Life, I have the ability to utilize yours because you don't come from the Tree.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"So?\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"So, if you three lend me your powers, I might be able to figure out a way to stop the void from consuming us all. If you don't, we'll all just die miserably.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"She's telling the truth... but not entirely. She's not saying how she intends to use our powers?\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Please. You have to help me. Nobody else trusts me. They all treat me like a child because I'm the youngest. They think I'm a lunatic. It's the same with you, isn't it?\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"But that's because they haven't seen it. Not like you and I have. Your nightmares are visions of the future, where all of creation is slaughtered in a mass of blood and darkness and chaos consumes our worlds. They won't believe me. Half of the others aren't even aware of it, while the rest think it can be stopped. Yarae knows the truth, but he doesn't care to help us. I have no one else to confide in.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"I need you three to help me.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"... I should, but... I can't right now.\"\n [/message]\n {DELAY 750}\n {MODIFY_UNIT (id=Yumi) facing se}\n {DELAY 1750}\n {MODIFY_UNIT (id=Yumi) facing sw}\n {DELAY 750}\n [message]\n speaker=Yumi\n message= _ \"(eyes glow)\"\n [/message]\n {WHITE_SCREEN}\n {DELAY 500}\n [kill]\n id=Merthiaal\n [/kill]\n {DELAY 500}\n {UNWHITE_SCREEN}\n [message]\n speaker=Yumi\n message= _ \"She'll be back later.\"\n [/message]\n\n [fade_out_music][/fade_out_music]\n {REPLACE_SCENARIO_MUSIC silence.ogg}\n\n {DELAY 500}\n\n {PLACE_IMAGE items/crystal-glyph-message.png 35 4}\n {PLACE_IMAGE items/crystal-glyph-message.png 37 4}\n {PLACE_IMAGE items/crystal-glyph-message.png 39 4}\n {PLACE_IMAGE items/crystal-glyph.png 37 6}\n\n [set_variable]\n name=part2\n value=1\n [/set_variable]\n [store_locations]\n x=35,37,39\n y=4,4,4\n variable=sound_hex\n [/store_locations]\n\n [set_variable]\n name=swap1\n rand=0..1\n [/set_variable]\n [set_variable]\n name=swap2\n rand=1..2\n [/set_variable]\n [set_variable]\n name=x_tmp\n value=$sound_hex[$swap1].x\n [/set_variable]\n [set_variable]\n name=y_tmp\n value=$sound_hex[$swap1].y\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap1].x\n value=$sound_hex[$swap2].x\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap1].y\n value=$sound_hex[$swap2].y\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap2].x\n value=$x_tmp\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap2].y\n value=$y_tmp\n [/set_variable]\n [set_variable]\n name=swap1\n rand=0..1\n [/set_variable]\n [set_variable]\n name=swap2\n rand=1..2\n [/set_variable]\n [set_variable]\n name=x_tmp\n value=$sound_hex[$swap1].x\n [/set_variable]\n [set_variable]\n name=y_tmp\n value=$sound_hex[$swap1].y\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap1].x\n value=$sound_hex[$swap2].x\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap1].y\n value=$sound_hex[$swap2].y\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap2].x\n value=$x_tmp\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap2].y\n value=$y_tmp\n [/set_variable]\n [set_variable]\n name=swap1\n rand=0..1\n [/set_variable]\n [set_variable]\n name=swap2\n rand=1..2\n [/set_variable]\n [set_variable]\n name=x_tmp\n value=$sound_hex[$swap1].x\n [/set_variable]\n [set_variable]\n name=y_tmp\n value=$sound_hex[$swap1].y\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap1].x\n value=$sound_hex[$swap2].x\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap1].y\n value=$sound_hex[$swap2].y\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap2].x\n value=$x_tmp\n [/set_variable]\n [set_variable]\n name=sound_hex[$swap2].y\n value=$y_tmp\n [/set_variable]\n {CLEAR_VARIABLE swap1}\n {CLEAR_VARIABLE swap2}\n {CLEAR_VARIABLE x_tmp}\n {CLEAR_VARIABLE y_tmp}\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Solve the puzzle\")}\n [/objectives]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=part2\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n {MODIFY_UNIT (x,y=$x1,$y1) moves 6}\n {MODIFY_UNIT (x,y=$x1,$y1) attacks_left 1}\n [/event]\n\n ################################################################################\n #################################### PUZZLE ####################################\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=$sound_hex[1].x,$sound_hex[1].y\n [/filter_location]\n [/filter]\n\n {DELAY 150}\n {PLAY_SOUND \"flute_g#_high.ogg\"}\n {PLACE_IMAGE items/crystal-glyph-light-1.png $sound_hex[1].x $sound_hex[1].y}\n\n [if]\n [variable]\n name=puzzle_counter\n numerical_equals=1\n [/variable]\n [then]\n [set_variable]\n name=puzzle_counter\n value=2\n [/set_variable]\n [/then]\n [else]\n [set_variable]\n name=puzzle_counter\n value=0\n [/set_variable]\n [/else]\n [/if]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=$sound_hex[2].x,$sound_hex[2].y\n [/filter_location]\n [/filter]\n\n {DELAY 150}\n {PLAY_SOUND \"flute_f#.ogg\"}\n {PLACE_IMAGE items/crystal-glyph-light.png $sound_hex[2].x $sound_hex[2].y}\n\n [if]\n [variable]\n name=puzzle_counter\n numerical_equals=2\n [/variable]\n [then]\n [set_variable]\n name=puzzle_counter\n value=3\n [/set_variable]\n [/then]\n [else]\n [set_variable]\n name=puzzle_counter\n value=0\n [/set_variable]\n [/else]\n [/if]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=$sound_hex[0].x,$sound_hex[0].y\n [/filter_location]\n [/filter]\n\n {DELAY 150}\n {PLAY_SOUND \"flute_d#.ogg\"}\n\n [if]\n [variable]\n name=puzzle_counter\n numerical_equals=3\n [/variable]\n [then]\n {CLEAR_VARIABLE puzzle_counter}\n {DELAY 500}\n\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n\n #ifdef EASY\n {VARIABLE_OP yumi.experience add 100}\n\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+100 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n #endif\n #ifdef NORMAL\n {VARIABLE_OP yumi.experience add 75}\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+75 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n #endif\n #ifdef HARD\n {VARIABLE_OP yumi.experience add 25}\n\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+25 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n #endif\n\n {CLEAR_VARIABLE yumi}\n\n {DELAY 750}\n {REMOVE_IMAGE 35 4}\n {REMOVE_IMAGE 37 4}\n {REMOVE_IMAGE 39 4}\n {REMOVE_IMAGE 37 6}\n [redraw][/redraw]\n\n {DELAY 500}\n {TURN_UNIT5 \"Yumi\"}\n [fire_event]\n name=part3\n [/fire_event]\n [/then]\n [else]\n [set_variable]\n name=puzzle_counter\n value=1\n [/set_variable]\n [/else]\n [/if]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n x,y=37,6\n [/filter_location]\n [/filter]\n\n [message]\n speaker=narrator\n message= _ \"Her voice wept in a lonely melody. It started low, in a muted tone, then rose to a brittle, crystalline note. She breathed and her song dropped, just a little lower, before finally returning to its original tone. She hummed the four note sequence over and over, crying it out into the darkness.\"\n [/message]\n [/event]\n\n ###########################################################################################\n ##################################### PART 3 ##############################################\n ###########################################################################################\n\n #ifdef HARD\n {RESPAWN_POINT_CONDITIONAL (\"Spectre,Spectre,Nightgaunt\") 2 27 26 4 (\"ud_spawns1\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre,Spectre,Nightgaunt\") 2 19 25 4 (\"ud_spawns1\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre,Spectre,Nightgaunt\") 2 26 33 4 (\"ud_spawns1\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre,Spectre,Nightgaunt\") 2 22 35 4 (\"ud_spawns1\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre,Spectre,Nightgaunt\") 2 20 38 4 (\"ud_spawns1\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre,Spectre,Nightgaunt\") 2 25 41 4 (\"ud_spawns1\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre,Spectre,Nightgaunt\") 2 6 48 2 (\"ud_spawns2\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre,Spectre,Nightgaunt\") 2 28 50 2 (\"ud_spawns2\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre,Spectre,Nightgaunt\") 2 28 46 2 (\"ud_spawns2\")}\n #endif\n #ifdef NORMAL\n {RESPAWN_POINT_CONDITIONAL (\"Spectre,Spectre,Nightgaunt\") 2 27 26 8 (\"ud_spawns1\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre,Spectre,Nightgaunt\") 2 19 25 8 (\"ud_spawns1\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre,Spectre,Nightgaunt\") 2 26 33 8 (\"ud_spawns1\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre,Spectre,Nightgaunt\") 2 22 35 8 (\"ud_spawns1\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre,Spectre,Nightgaunt\") 2 20 38 8 (\"ud_spawns1\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre,Spectre,Nightgaunt\") 2 25 41 8 (\"ud_spawns1\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre,Spectre,Nightgaunt\") 2 6 48 4 (\"ud_spawns2\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre,Spectre,Nightgaunt\") 2 28 50 4 (\"ud_spawns2\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre,Spectre,Nightgaunt\") 2 28 46 4 (\"ud_spawns2\")}\n #endif\n #ifdef EASY\n {RESPAWN_POINT_CONDITIONAL (\"Spectre,Spectre,Nightgaunt\") 2 27 26 10 (\"ud_spawns1\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre,Spectre,Nightgaunt\") 2 19 25 10 (\"ud_spawns1\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre,Spectre,Nightgaunt\") 2 26 33 10 (\"ud_spawns1\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre,Spectre,Nightgaunt\") 2 22 35 10 (\"ud_spawns1\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre,Spectre,Nightgaunt\") 2 20 38 10 (\"ud_spawns1\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre,Spectre,Nightgaunt\") 2 25 41 10 (\"ud_spawns1\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre,Spectre,Nightgaunt\") 2 6 48 6 (\"ud_spawns2\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre,Spectre,Nightgaunt\") 2 28 50 6 (\"ud_spawns2\")}\n {RESPAWN_POINT_CONDITIONAL (\"Spectre,Spectre,Nightgaunt\") 2 28 46 6 (\"ud_spawns2\")}\n #endif\n\n [event]\n name=part3\n first_time_only=yes\n\n [fade_out_music][/fade_out_music]\n {REPLACE_SCENARIO_MUSIC underground.ogg}\n {APPEND_MUSIC suspense.ogg}\n\n [set_variable]\n name=part2\n value=0\n [/set_variable]\n {FADE_SCREEN}\n [place_shroud]\n side=1\n x=1-47\n y=1-15\n [/place_shroud]\n\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n [kill]\n id=Yumi\n [/kill]\n {SCROLL_TO 6 23}\n [remove_shroud]\n side=1\n x,y=6,23\n radius=4\n [/remove_shroud]\n [replace_schedule]\n {DARK_INDOORS}\n [/replace_schedule]\n {DELAY 500}\n [change_theme]\n theme=\n [/change_theme]\n\n {UNFADE_SCREEN}\n [set_variable]\n name=aryel.moves\n value=7\n [/set_variable]\n [unstore_unit]\n variable=aryel\n x,y=6,23\n [/unstore_unit]\n [unhide_unit]\n [filter][/filter]\n [/unhide_unit]\n {CLEAR_VARIABLE aryel}\n\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n [message]\n speaker=Aryel\n message= _ \"Yumi? Yumi, you here?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(softly) I'm... really sorry. I didn't mean to yell at you...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I'm such a jerk.\"\n [/message]\n\n {DELAY 500}\n [set_variable]\n name=talya.moves\n value=7\n [/set_variable]\n [unstore_unit]\n variable=talya\n x,y=6,17\n [/unstore_unit]\n [unhide_unit]\n [filter][/filter]\n [/unhide_unit]\n\n [message]\n speaker=Talya\n message= _ \"Aryel?\"\n [/message]\n\n [move_unit]\n id=Talya\n to_x,to_y=7,23\n [/move_unit]\n {CLEAR_VARIABLE talya}\n {DELAY 500}\n\n {MODIFY_UNIT (id=Aryel) facing se}\n {DELAY 500}\n [message]\n speaker=Talya\n message= _ \"Hey. I overheard you and Esther talking. You okay?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Ugh.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Come on, you need to relax a bit. You look so stressed.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(holds head) That's not an excuse...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I can't believe I yelled at Yumi like that. I've never done anything like that before.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Did you... make her cry or something? Or...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yumi doesn't cry. She doesn't show any emotion at all, in case you noticed.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"I've always wondered about that.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"She's... a little different. It's not like she doesn't have emotions, but they're all twisted and warped and she never lets them show. I don't know. She's really hard to read, but it's just... you know, she always used to run to me whenever she needed to be cheered up. And now she's running away from me because she doesn't trust me.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"That can't be true.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(shrugs) I don't know. Even for me, it's often hard to tell what she thinks. She's not very outwardly expressive.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"She's really shy. I don't think she's said even a full sentence to me yet.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"She has a lot of unpleasant secrets. I understand why she hides them. The only reason I nag her about it is because she's, well...\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"She's precious to you. Especially since you're two of a kind- ah.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(frowns) What did you just say?\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"You're, erm... well, you, Yumi, and Esther aren't regular faerie, right? That's why you all care about each other so much. N-not that that's the only reason, of course.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Of course you'd notice. I should have expected that. Being a hybrid yourself, you're more attuned to others who are different.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Haha, you knew that all along? That I was part faerie?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Of course. I might not be as good as Yumi at this kind of stuff, but I'm no slouch either. I just kind of didn't really want to bother you about it. You were obviously trying to fit in with the rest of the humans and it can be a sensitive issue.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Like with you.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yeah...\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Sorry. I shouldn't have brought it up. It kind of just slipped out, since well, I was thinking about your relationship with Yumi.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"For the record, I don't only care about Esther and her because we're three of a kind. I care about them because they're my friends. And Esther and I are especially protective of Yumi, because, well... she is who she is. You understand.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Yeah, I do. She's just so quiet. I can't imagine what goes on in her head.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I feel like she'd go to pieces if she were left alone. And she doesn't have a good sense of danger. Either that or she doesn't care about putting herself in danger. If we weren't around to protect her, she'd end up either dead, or totally miserable. I can't let that happen. That's why I've got to find her.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"I'm here to help!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(nods) Thanks. You're pretty cool for a human.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"(grins) Even if I'm not totally human, I'll take that as a compliment. Now, let's go find Yumi?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yeah.\"\n [/message]\n\n [unit]\n type=Demon Diviner\n canrecruit=yes\n generate_name=yes\n random_traits=no\n x,y=4,32\n animate=no\n side=3\n [/unit]\n [unit]\n type=Demon Diviner\n canrecruit=yes\n generate_name=yes\n random_traits=no\n x,y=21,29\n animate=no\n side=3\n [/unit]\n [unit]\n type=Demon Diviner\n canrecruit=yes\n generate_name=yes\n random_traits=no\n x,y=12,42\n animate=no\n side=3\n [/unit]\n\n [set_variable]\n name=ud_spawns1\n value=1\n [/set_variable]\n [set_variable]\n name=part3\n value=1\n [/set_variable]\n {VARIABLE turn_dmg 0}\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Find Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Talya\")}\n [/objectives]\n [/event]\n\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n type=Demon Diviner\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [message]\n speaker=Talya\n message= _ \"Demons? But they look way different than the Urdemons who've been attacking Caerleon.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(eyes narrow) Definitely not like any demons I've ever seen. It feels like the energies coming from them... are composed of multiple elements!\"\n [/message]\n [message]\n speaker=unit\n message= _ \"A mere faerie like you has the ability to ascertain our nature?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"A mere faerie? Don't give me that. You might be strong, but even you will still find that we're more than a match for you.\"\n [/message]\n [message]\n speaker=unit\n message= _ \"We shall see.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(whispers) Ugh, I don't really want to get bogged down here now, but looks like we have no choice but to fight. Can't just leave them here to ambush us later.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"(whispers) Yeah. But with how many undead they've got, we might need some help.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(whispers) I can summon some undead of my own, if we could get to that keep.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"(whispers) Some of the faerie also followed me and Esther down here just in case. Let's get the girls to help us.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(nods)\"\n [/message]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Defeat all enemies\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Talya\")}\n [/objectives]\n [/event]\n [event]\n name=die\n first_time_only=no\n [filter]\n type=Demon Diviner\n [/filter]\n\n [fire_event]\n name=diviner_death\n [/fire_event]\n\n [kill]\n x,y=$x1,$y1\n [/kill]\n [if]\n [have_unit]\n type=Demon Diviner\n side=3\n [/have_unit]\n [then][/then]\n [else]\n [set_variable]\n name=ud_spawns1\n value=0\n [/set_variable]\n [kill]\n side=2,3\n animate=yes\n [/kill]\n [message]\n speaker=Talya\n message= _ \"Guess with those demons gone, the undead have nothing to sustain them anymore.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Looks like it.\"\n [/message]\n [/else]\n [/if]\n [/event]\n [event]\n name=diviner_death\n first_time_only=yes\n\n [message]\n speaker=Aryel\n message= _ \"Tch. Even if we beat one of them, they are a lot stronger than your regular demons. Whatever they are, they might become a real problem in the future...\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"You're telling me. I feel like a direct hit from their magic would rip me apart.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"It very well might. Be careful.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Will do.\"\n [/message]\n [/event]\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=part3\n numerical_equals=1\n [/variable]\n [and]\n [variable]\n name=ud_spawns1\n numerical_equals=1\n [/variable]\n [/and]\n [/filter_condition]\n\n {VARIABLE_OP turn_count add 1}\n\n [switch]\n variable=turn_count\n [case]\n value=7\n [set_variable]\n name=turn_dmg\n value=4\n [/set_variable]\n [/case]\n [case]\n value=11\n [set_variable]\n name=turn_dmg\n value=6\n [/set_variable]\n [/case]\n [case]\n value=15\n [set_variable]\n name=turn_dmg\n value=8\n [/set_variable]\n [/case]\n [/switch]\n\n [if]\n [variable]\n name=turn_dmg\n greater_than=3\n [/variable]\n [then]\n [store_unit]\n [filter]\n side=1\n [not]\n id=Aryel\n [/not]\n [/filter]\n variable=fire_dmg_unit\n [/store_unit]\n {PLAY_SOUND \"magic-dark.ogg\"}\n [for]\n array=fire_dmg_unit\n [do]\n [if]\n [variable]\n name=fire_dmg_unit[$i].hitpoints\n greater_than=$turn_dmg\n [/variable]\n\n [then]\n {VARIABLE_OP fire_dmg_unit[$i].hitpoints sub $turn_dmg}\n [/then]\n [else]\n [set_variable]\n name=fire_dmg_unit[$i].hitpoints\n value=1\n [/set_variable]\n [/else]\n [/if]\n [unstore_unit]\n variable=fire_dmg_unit[$i]\n find_vacant=no\n text= _ \"harmed\"\n {COLOR_HARM}\n [/unstore_unit]\n [/do]\n [/for]\n {CLEAR_VARIABLE fire_dmg_unit}\n\n [switch]\n variable=turn_count\n [case]\n value=7\n [message]\n speaker=Talya\n message= _ \"Ow!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You okay?\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Peachy, but fine. I guess that was the demons' doing?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Seems like it. We've got to beat them to stop their spell.\"\n [/message]\n [/case]\n [case]\n value=11\n [message]\n speaker=Talya\n message= _ \"Ohhhh, that hurts...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Hang in there.\"\n [/message]\n [/case]\n [case]\n value=15\n [set_variable]\n name=turn_dmg\n value=8\n [/set_variable]\n [message]\n speaker=Aryel\n message= _ \"We really need to stop those demons.\"\n [/message]\n [/case]\n [/switch]\n [/then]\n [/if]\n [/event]\n\n [event]\n name=moveto\n [filter]\n [filter_location]\n x,y=17,46\n radius=5\n [/filter_location]\n side=1\n [/filter]\n\n [set_variable]\n name=ud_spawns2\n value=1\n [/set_variable]\n\n {FADE_SCREEN}\n {DELAY 750}\n {SCROLL_TO 17 46}\n [fade_out_music][/fade_out_music]\n {DELAY 250}\n {REPLACE_SCENARIO_MUSIC the_city_falls.ogg}\n {APPEND_MUSIC knalgan_theme.ogg}\n {DELAY 250}\n {UNFADE_SCREEN}\n [unit]\n id=S21Lamia\n type=Demon Lamia\n canrecruit=yes\n generate_name=yes\n random_traits=no\n x,y=17,46\n animate=no\n side=3\n [/unit]\n {DELAY 500}\n [message]\n speaker=Aryel\n message= _ \"Oh boy.\"\n [/message]\n [message]\n speaker=S21Lamia\n message= _ \"Oh? Where did a faerie like you come from? The others were supposed to guard the entrance.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Sorry, but we took care of them already. You're next.\"\n [/message]\n [message]\n speaker=S21Lamia\n message= _ \"A battle is not necessary. Turn back and we will not pursue you.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Too bad. I'm looking for my friend, and somehow I doubt that going back is going to help me find her. And something tells me you're not going to just let us get past you either.\"\n [/message]\n [message]\n speaker=S21Lamia\n message= _ \"You will jeopardize our operation. Leave.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"No.\"\n [/message]\n\n {DELAY 1000}\n [modify_side]\n side=3\n gold=250\n [/modify_side]\n\n [unit]\n type=Spectre\n generate_name=no\n random_traits=no\n x,y=16,46\n animate=yes\n side=2\n [/unit]\n [unit]\n type=Spectre\n generate_name=no\n random_traits=no\n x,y=17,45\n animate=yes\n side=2\n [/unit]\n [unit]\n type=Spectre\n generate_name=no\n random_traits=no\n x,y=18,46\n animate=yes\n side=2\n [/unit]\n\n [message]\n speaker=S21Lamia\n message= _ \"If you wish to fight, I will have no choice but to eradicate you.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Your pathetic little pets won't stop us.\"\n [/message]\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Defeat all enemies\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Talya\")}\n [/objectives]\n [/event]\n\n [event]\n name=side 3 turn\n first_time_only=no\n\n [filter_condition]\n [variable]\n name=ud_spawns2\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [store_unit]\n [filter]\n side=1\n [filter_location]\n radius=4\n [and]\n [filter]\n ability=decomposition\n [/filter]\n [/and]\n [/filter_location]\n [/filter]\n variable=harm_unit\n [/store_unit]\n [for]\n array=harm_unit\n [do]\n {VARIABLE_OP harm_unit[$i].hitpoints multiply 0.5}\n\n [unstore_unit]\n variable=harm_unit[$i]\n find_vacant=no\n text= _ \"harmed\"\n {COLOR_HARM}\n [/unstore_unit]\n [fire_event]\n name=lamia damage\n [/fire_event]\n [/do]\n [/for]\n {CLEAR_VARIABLE harm_unit}\n [/event]\n [event]\n name=lamia damage\n first_time_only=yes\n\n [message]\n speaker=Aryel\n message= _ \"What kind of sorcery is this? I didn't know normal demons could get that powerful. Definitely can't underestimate her.\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n type=Demon Lamia\n [/filter]\n\n [set_variable]\n name=ud_spawns1\n value=0\n [/set_variable]\n [set_variable]\n name=ud_spawns2\n value=0\n [/set_variable]\n [set_variable]\n name=turn_dmg\n value=0\n [/set_variable]\n\n [kill]\n side=2,3\n [not]\n type=Demon Lamia\n [/not]\n animate=yes\n [/kill]\n\n [message]\n speaker=Aryel\n message= _ \"Gotcha. Now, you're going to answer some questions for me.\"\n [/message]\n [message]\n speaker=S21Lamia\n message= _ \"Am I?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yes, you are. I want to know everything. About the blue demons, why they're attacking us, who sent them-\"\n [/message]\n [message]\n speaker=S21Lamia\n message= _ \"I'm afraid I know nothing about that. I was sent here to investigate as well.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(frowns)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(stares)\"\n [/message]\n {DELAY 1500}\n [message]\n speaker=Aryel\n message= _ \"She's not lying.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Who sent you? What is your purpose in coming here?\"\n [/message]\n [message]\n speaker=S21Lamia\n message= _ \"You will find out in due course. Suffice to say, we need not be enemies for the moment.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Says the one who attacked us first- Hey! Where do you think you're going-\"\n [/message]\n {FADE_SCREEN}\n [kill]\n id=S21Lamia\n [/kill]\n {DELAY 500}\n {UNFADE_SCREEN}\n [message]\n speaker=Aryel\n message= _ \"Rrrgh.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"That was strange. You sure she wasn't lying?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"She wasn't. It looks like there might be multiple demon factions at work here...\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"That's just great. As if the blue demons and the ones from Ethea weren't enough, now these weird multi-element ones show up.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Whatever. These new ones weren't really here to fight us. It looks like we just caught them in the middle of whatever they were doing. We can't worry about them right now.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Anxious to go find Yumi, huh?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yes. That stalled us for long enough already, so let's go.\"\n [/message]\n\n [remove_terrain_overlays]\n x,y=13,50\n [/remove_terrain_overlays]\n {DELAY 150}\n {PLAY_SOUND \"gate-fall.ogg\"}\n {DELAY 150}\n [message]\n speaker=narrator\n message= _ \"A gate has been lowered.\"\n [/message]\n\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n [store_unit]\n [filter]\n id=Talya\n [/filter]\n variable=talya\n [/store_unit]\n\n #ifdef EASY\n {VARIABLE_OP aryel.experience add 270}\n {VARIABLE_OP talya.experience add 90}\n\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+270 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n find_vacant=no\n text= _ \"+90 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef NORMAL\n {VARIABLE_OP aryel.experience add 210}\n {VARIABLE_OP talya.experience add 70}\n\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+210 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n find_vacant=no\n text= _ \"+70 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef HARD\n {VARIABLE_OP aryel.experience add 75}\n {VARIABLE_OP talya.experience add 25}\n\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+75 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n find_vacant=no\n text= _ \"+25 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n\n {CLEAR_VARIABLE aryel}\n {CLEAR_VARIABLE talya}\n\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Find Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Talya\")}\n [/objectives]\n [/event]\n ###########################################################################################\n ##################################### PART 4 ##############################################\n ###########################################################################################\n\n#define DRAW_VOID\n [store_locations]\n variable=hex\n terrain=Woby,Gll^Fet\n [filter_adjacent_location]\n terrain=Qxu\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..12\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$hex[$i].x,$hex[$i].y\n terrain=Qxu\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n [redraw][/redraw]\n#enddef\n\n [event]\n name=moveto\n [filter]\n [filter_location]\n x=9-16\n y=51-54\n [/filter_location]\n side=1\n [/filter]\n\n [set_variable]\n name=part3\n value=0\n [/set_variable]\n\n [message]\n speaker=Aryel\n message= _ \"Hmm. One sec. Let's see how far down this goes.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(throws pebble)\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"...\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"(dink)\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Long way down. Sure we want to go?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I have a feeling we'll find Yumi down there. Probably Esther too. They'll need us. And I need to apologize to Yumi...\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"'Kay. Let's get going, then.\"\n [/message]\n {FADE_SCREEN}\n [fade_out_music][/fade_out_music]\n {REPLACE_SCENARIO_MUSIC silence.ogg}\n {DELAY 750}\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n [store_unit]\n [filter]\n id=Talya\n [/filter]\n variable=talya\n [/store_unit]\n [kill]\n id=Aryel,Talya\n [/kill]\n\n [store_unit]\n [filter]\n side=1\n [/filter]\n variable=side1units\n [/store_unit]\n [kill]\n side=1\n [/kill]\n {DELAY 750}\n [for]\n array=side1units\n [do]\n [unstore_unit]\n variable=side1units[$i]\n x,y=recall,recall\n find_vacant=yes\n [/unstore_unit]\n [/do]\n [/for]\n {CLEAR_VARIABLE side1units}\n\n [place_shroud]\n side=1\n x=1-28\n y=16-57\n [/place_shroud]\n [remove_shroud]\n side=1\n x,y=36,24\n radius=2\n [/remove_shroud]\n [replace_schedule]\n {ETERNALDARK}\n [/replace_schedule]\n {SCROLL_TO 36 24}\n\n [gold]\n amount={ON_DIFFICULTY 50 40 30}\n side=1\n [/gold]\n\n {DELAY 750}\n {UNFADE_SCREEN}\n {REPLACE_SCENARIO_MUSIC into_the_shadows.ogg}\n {APPEND_MUSIC wind3.ogg}\n [unstore_unit]\n variable=yumi\n x,y=36,24\n [/unstore_unit]\n {MODIFY_UNIT (id=Yumi) facing sw}\n [unhide_unit]\n [filter][/filter]\n [/unhide_unit]\n {CLEAR_VARIABLE yumi}\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n [message]\n speaker=Yumi\n message= _ \"I'm... alone...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"No. Someone's coming?\"\n [/message]\n {DELAY 500}\n [unit]\n type=Fake Fire Fae2\n random_traits=no\n name= _ \"Esther\"\n x,y=35,25\n animate=yes\n side=1\n [/unit]\n [unstore_unit]\n variable=esther\n x,y=35,25\n [/unstore_unit]\n [unhide_unit]\n [filter][/filter]\n [/unhide_unit]\n {CLEAR_VARIABLE esther}\n\n [message]\n speaker=Esther\n message= _ \"Thank goodness. I finally caught up.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"... Yumi? Why the long face?\"\n [/message]\n {DELAY 500}\n {MODIFY_UNIT (id=Yumi) facing se}\n {DELAY 500}\n [message]\n speaker=Esther\n message= _ \"This is about Aryel, isn't it?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shrugs)\"\n [/message]\n {DELAY 500}\n {MODIFY_UNIT (id=Yumi) facing sw}\n {DELAY 500}\n [message]\n speaker=Yumi\n message= _ \"We can't stay. They're coming.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yumi, you're avoiding the question-\"\n [/message]\n\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n {DELAY 350}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 250}\n {DRAW_VOID}\n {SPAWN_NOID (\"Demon Voidhunter,Demon Voidreaver\") 5 39 21}\n {SPAWN_NOID (\"Demon Voidhunter,Demon Voidreaver\") 5 43 24}\n [redraw][/redraw]\n {DELAY 750}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 250}\n {DRAW_VOID}\n {SPAWN_NOID (\"Demon Voidhunter,Demon Voidreaver\") 5 30 23}\n {SPAWN_NOID (\"Demon Voidhunter,Demon Voidreaver\") 5 31 26}\n [redraw][/redraw]\n {DELAY 350}\n [message]\n speaker=Esther\n message= _ \"... okay, I see that you were being serious. Those things look really dangerous. I really ought to avoid those void areas.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(tugs Esther's sleeve)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Even so, can we talk while we find a way out?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shrugs)\"\n [/message]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Find Aryel\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_NOTE ( _ \"You may recruit by right clicking on a hex next to Yumi.\")}\n [/objectives]\n\n [set_menu_item]\n id=recruit_manifestation\n description= _ \"Recruit Manifestation\"\n image=\"attacks/wail.png~SCALE(18,18)\"\n [show_if]\n [variable]\n name=side_number\n numerical_equals=1\n [/variable]\n [/show_if]\n [filter_location]\n [not]\n [filter][/filter]\n [/not]\n [filter_adjacent_location]\n [filter]\n side=1\n id=Yumi\n [/filter]\n [/filter_adjacent_location]\n [/filter_location]\n [command]\n [store_gold]\n [filter_side]\n side=1\n [/filter_side]\n variable=side1gold\n [/store_gold]\n [if]\n [variable]\n name=side1gold\n less_than=6\n [/variable]\n [then]\n {MESSAGE_NOT_ENOUGH_GOLD}\n [/then]\n [else]\n [unit]\n side=1\n type=Manifestation\n x,y=$x1,$y1\n moves,attacks_left=0,0\n animate=yes\n upkeep=free\n [modifications]\n {TRAIT_LOYAL}\n [/modifications]\n [/unit]\n {VARIABLE_OP side1gold sub 6}\n [modify_side]\n side=1\n gold=$side1gold\n [/modify_side]\n {CLEAR_VARIABLE side1gold}\n [/else]\n [/if]\n [/command]\n [/set_menu_item]\n\n [set_variable]\n name=part4\n value=1\n [/set_variable]\n [set_variable]\n name=turn_count\n value=0\n [/set_variable]\n [/event]\n\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=part4\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n {VARIABLE_OP turn_count add 1}\n [switch]\n variable=turn_count\n [case]\n value=1\n [message]\n speaker=Esther\n message= _ \"I know Aryel gets mad, but that's only because she cares about you. You know she's quite high strung.\"\n [/message]\n [/case]\n [case]\n value=2\n [message]\n speaker=Esther\n message= _ \"You're not upset with her, are you?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shakes head)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"What did she say to you?\"\n [/message]\n [/case]\n [case]\n value=3\n [message]\n speaker=Esther\n message= _ \"Won't you talk a little, Yumi?\"\n [/message]\n [/case]\n [case]\n value=4\n [message]\n speaker=Yumi\n message= _ \"She yelled at me for keeping secrets from her. She says I know everything that's happening. About the demons, about the void destroying things...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"And she always says I run into danger alone.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"And let me guess, she also used some nasty language while she was at it?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(nods)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Of course she did. That's Aryel for you. Though, what she said is all true, isn't it?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(pouts)\"\n [/message]\n [/case]\n [case]\n value=5\n [message]\n speaker=Esther\n message= _ \"I know it sucks. Believe me, I've been on the receiving end of several of Aryel's tantrums.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"She's never yelled at me like that before...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"We've also never been in this kind of situation before. She gets stressed too and she freaks out a lot more easily than either of us. Except unlike you, she doesn't always bottle up all her feelings.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"... she also said she hated that about me. She doesn't like me.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"You know that's not true.\"\n [/message]\n [/case]\n [case]\n value=6\n [message]\n speaker=Yumi\n message= _ \"Do you hate me too?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"What? Don't be ridiculous.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(frowns)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I mean... (sighs)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"It's hard to deal with it sometimes, yes. You have so many secrets and a lot of them are directly related with all this weird stuff that's been happening. Of course Aryel would get upset.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"But what about you?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Me? Of course I would prefer if you at least told us a little bit, Yumi.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"But if I tell you, you'll be in danger. If you stay away, they won't chase you.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Maybe, but you know, we don't want you to get hurt either.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(holds head) I don't know what to do...\"\n [/message]\n [/case]\n [case]\n value=7\n [message]\n speaker=Esther\n message= _ \"Maybe I didn't phrase it well. What I meant was, it would be nice if you would be more open with us. I know that's not who you are and there's nothing wrong with that, but it's hard sometimes.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Aryel hates me for that. And you do too-\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"No, I don't. And Aryel doesn't either. Please, Yumi. We're your friends.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"But you don't like it when I'm like this.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yumi. You're not an open person. I understand. That's fine. I like you the way you are. Please don't feel like there's something wrong with you.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(looks up) You mean it?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Of course I do.\"\n [/message]\n [/case]\n [case]\n value=9\n [message]\n speaker=Esther\n message= _ \"Something still bothering you?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I just... wish all these demons would stop hunting us.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yeah, me too.\"\n [/message]\n [/case]\n [/switch]\n [/event]\n\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=part4\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n {PLAY_SOUND \"rumble.ogg\"}\n {DRAW_VOID}\n {DRAW_VOID}\n [if]\n [variable]\n name=turn_count\n greater_than=9\n [/variable]\n [then]\n {DRAW_VOID}\n {DRAW_VOID}\n [/then]\n [/if]\n [store_locations]\n variable=hex\n terrain=Qxu\n [/store_locations]\n [for]\n array=hex\n [do]\n #ifdef HARD\n [set_variable]\n name=spawn_val\n rand=1..100\n [/set_variable]\n #endif\n #ifdef NORMAL\n [set_variable]\n name=spawn_val\n rand=1..300\n [/set_variable]\n #endif\n #ifdef EASY\n [set_variable]\n name=spawn_val\n rand=1..450\n [/set_variable]\n #endif\n [switch]\n variable=spawn_val\n [case]\n value=5\n [unit]\n type=Demon Voidhunter\n animate=no\n side=5\n x,y=$hex[$i].x,$hex[$i].y\n random_gender=yes\n generate_name=no\n [/unit]\n [/case]\n [case]\n value=6\n [unit]\n type=Demon Voidreaver\n animate=no\n side=5\n x,y=$hex[$i].x,$hex[$i].y\n generate_name=no\n random_gender=yes\n [/unit]\n [/case]\n [/switch]\n [if]\n [have_unit]\n id=Esther\n x,y=$hex[$i].x,$hex[$i].y\n [/have_unit]\n [then]\n [harm_unit]\n [filter]\n x,y=$hex[$i].x,$hex[$i].y\n [/filter]\n amount=7\n animate=yes\n kill=no\n slowed=yes\n [/harm_unit]\n [/then]\n [/if]\n {CLEAR_VARIABLE spawn_val}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n type=Fire Fae\n [filter_location]\n terrain=Qxu\n [/filter_location]\n [/filter]\n\n [filter_condition]\n [variable]\n name=part4\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [harm_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n amount=7\n animate=yes\n kill=no\n slowed=yes\n [/harm_unit]\n {CLEAR_VARIABLE damage}\n [/event]\n\n ###########################################################################################\n ##################################### PART 5 ##############################################\n ###########################################################################################\n\n #ifdef HARD\n {RESPAWN_POINT_CONDITIONAL (\"Demon Nightmare,Demon Nightmare,Demon Dreamweaver\") 4 30 68 5 (\"boss_stage\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Nightmare,Demon Nightmare,Demon Dreamweaver\") 4 32 70 6 (\"boss_stage\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Nightmare,Demon Nightmare,Demon Dreamweaver\") 4 9 68 6 (\"boss_stage\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Nightmare,Demon Nightmare,Demon Dreamweaver\") 4 7 73 5 (\"boss_stage\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Nightmare,Demon Nightmare,Demon Dreamweaver\") 4 10 77 6 (\"boss_stage\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Nightmare,Demon Nightmare,Demon Dreamweaver\") 4 33 78 5 (\"boss_stage\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Nightmare,Demon Nightmare,Demon Dreamweaver\") 4 39 74 6 (\"boss_stage\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Nightmare,Demon Nightmare,Demon Dreamweaver\") 4 37 75 5 (\"boss_stage\")}\n #endif\n #ifdef NORMAL\n {RESPAWN_POINT_CONDITIONAL (\"Demon Nightmare,Demon Nightmare,Demon Dreamweaver\") 4 30 68 10 (\"boss_stage\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Nightmare,Demon Nightmare,Demon Dreamweaver\") 4 32 70 12 (\"boss_stage\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Nightmare,Demon Nightmare,Demon Dreamweaver\") 4 9 68 10 (\"boss_stage\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Nightmare,Demon Nightmare,Demon Dreamweaver\") 4 7 73 12 (\"boss_stage\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Nightmare,Demon Nightmare,Demon Dreamweaver\") 4 10 77 10 (\"boss_stage\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Nightmare,Demon Nightmare,Demon Dreamweaver\") 4 33 78 12 (\"boss_stage\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Nightmare,Demon Nightmare,Demon Dreamweaver\") 4 39 74 10 (\"boss_stage\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Nightmare,Demon Nightmare,Demon Dreamweaver\") 4 37 75 12 (\"boss_stage\")}\n #endif\n #ifdef EASY\n {RESPAWN_POINT_CONDITIONAL (\"Demon Nightmare,Demon Nightmare,Demon Dreamweaver\") 4 30 68 14 (\"boss_stage\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Nightmare,Demon Nightmare,Demon Dreamweaver\") 4 32 70 16 (\"boss_stage\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Nightmare,Demon Nightmare,Demon Dreamweaver\") 4 9 68 14 (\"boss_stage\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Nightmare,Demon Nightmare,Demon Dreamweaver\") 4 7 73 16 (\"boss_stage\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Nightmare,Demon Nightmare,Demon Dreamweaver\") 4 10 77 14 (\"boss_stage\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Nightmare,Demon Nightmare,Demon Dreamweaver\") 4 33 78 16 (\"boss_stage\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Nightmare,Demon Nightmare,Demon Dreamweaver\") 4 39 74 14 (\"boss_stage\")}\n {RESPAWN_POINT_CONDITIONAL (\"Demon Nightmare,Demon Nightmare,Demon Dreamweaver\") 4 37 75 16 (\"boss_stage\")}\n #endif\n [event]\n name=moveto\n [filter]\n side=1\n x,y=34,53\n [/filter]\n [set_variable]\n name=part4\n value=0\n [/set_variable]\n [message]\n speaker=Esther\n message= _ \"That way?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I don't know, but we can't stay. It's chasing us.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(shivers) Right. I'd rather not get caught by the void stuff.\"\n [/message]\n\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n\n #ifdef EASY\n {VARIABLE_OP esther.experience add 270}\n {VARIABLE_OP yumi.experience add 90}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+270 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+90 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef NORMAL\n {VARIABLE_OP esther.experience add 210}\n {VARIABLE_OP yumi.experience add 70}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+210 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+70 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n #ifdef HARD\n {VARIABLE_OP esther.experience add 75}\n {VARIABLE_OP yumi.experience add 25}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+75 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+25 XP\"\n red,green,blue=255,0,255\n [/unstore_unit]\n #endif\n\n {CLEAR_VARIABLE esther}\n {CLEAR_VARIABLE yumi}\n\n\n {FADE_SCREEN}\n\n [fade_out_music][/fade_out_music]\n {REPLACE_SCENARIO_MUSIC underground.ogg}\n {APPEND_MUSIC snowfall.ogg}\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n [kill]\n id=Esther,Yumi\n [/kill]\n [kill]\n type=Manifestation\n [/kill]\n\n [place_shroud]\n side=1\n x=29-47\n y=18-56\n [/place_shroud]\n [remove_shroud]\n side=1\n x,y=33,63\n radius=1\n [/remove_shroud]\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x,y=33,63\n radius=1\n multiturn=no\n [/lift_fog]\n {SCROLL_TO 33 63}\n\n [replace_schedule]\n {ETERNALDARK2}\n [/replace_schedule]\n\n [gold]\n amount={ON_DIFFICULTY 70 60 40}\n side=1\n [/gold]\n\n {UNFADE_SCREEN}\n [unstore_unit]\n variable=yumi\n x,y=32,62\n [/unstore_unit]\n [unstore_unit]\n variable=esther\n x,y=31,63\n [/unstore_unit]\n [unhide_unit]\n [filter][/filter]\n [/unhide_unit]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n {DELAY 250}\n {TURN_UNIT5 \"Esther\"}\n\n [message]\n speaker=Esther\n message= _ \"Looks like we got away. But now it looks like we're totally lost.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(frowns)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Something wrong?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(looks up) Aryel's here...\"\n [/message]\n {DELAY 250}\n\n [unstore_unit]\n variable=aryel\n x,y=23,63\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n x,y=24,61\n [/unstore_unit]\n\n [hide_unit]\n id=Aryel,Talya\n [/hide_unit]\n\n {SCROLL_TO 23 63}\n {DELAY 500}\n\n [unhide_unit]\n [filter][/filter]\n [/unhide_unit]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n {CLEAR_VARIABLE esther}\n {CLEAR_VARIABLE yumi}\n {CLEAR_VARIABLE aryel}\n {CLEAR_VARIABLE talya}\n\n [message]\n speaker=Talya\n message= _ \"Ugh. My legs are killing me. How far down did we even go?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(flutters wings) Far enough that I can barely feel my wings anymore.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"And what's with all this weird water? It's like the same stuff that was in the Arcaneum.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Probably the blue demons. We might be running into some soon.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"You really think Yumi's going to be down here?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"She has to be. I hope.\"\n [/message]\n\n {DELAY 750}\n\n [move_unit]\n id=Esther\n to_x,to_y=28,63\n [/move_unit]\n [move_unit]\n id=Yumi\n to_x,to_y=29,64\n [/move_unit]\n {DELAY 500}\n [message]\n speaker=Esther\n message= _ \"Hmm, I still don't see anything- oh, hold on. The tunnel's widening up ahead.\"\n [/message]\n {DELAY 500}\n [move_unit]\n id=Esther\n to_x,to_y=25,63\n [/move_unit]\n [move_unit]\n id=Yumi\n to_x,to_y=26,63\n [/move_unit]\n {DELAY 250}\n [message]\n speaker=Esther\n message= _ \"Wait, I think I see someone- Aryel? Talya?\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Esther!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(bites lip) And Yumi.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(fidgets with hair)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I... uh...\"\n [/message]\n {DELAY 1500}\n [message]\n speaker=Aryel\n message= _ \"Can we talk?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(nods)\"\n [/message]\n [move_unit]\n id=Aryel\n to_x,to_y=15,60\n [/move_unit]\n [move_unit]\n id=Yumi\n to_x,to_y=15,61\n [/move_unit]\n {DELAY 500}\n [message]\n speaker=Talya\n message= _ \"You were totally right. Those two get in so much trouble together.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(sighs) Tell me about it. They're like children.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"(laughs) It kind of makes them a little endearing though, doesn't it? You care a lot about them.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"How could I not? They're all that I have.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"(quietly) I understand. I asked Aryel about this, but she seemed kind of stressed so I didn't want to push her before. Do you mind if I ask you instead?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(sharply) This is about us not being normal faerie, is it?\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"How'd you know?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Give me some credit. I might not be a mind reader like Aryel or Yumi, but I'm not totally clueless.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Haha, fair enough. Yeah, I was wondering about that.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Well...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"It's complicated. I don't know the full truth of it. Neither does Aryel. Only Yumi might, but as you can tell, she rarely shares her thoughts. I guess we have some time to talk about it while Aryel and Yumi aren't here. But how did you end up noticing?\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"It's... sort of because I'm different too. Not exactly a normal human. Like I told Aryel, I'm actually part faerie.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"That explains quite a lot actually. You'll have to tell me more about that...\"\n [/message]\n\n {SCROLL_TO 15 60}\n {DELAY 350}\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n {DELAY 750}\n [message]\n speaker=Aryel\n message= _ \"Yumi.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I'm so sorry. I didn't mean to yell at you. I was just so frustrated.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yumi, please.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You know I care about you. That's the only reason I'd get mad like that.\"\n [/message]\n {DELAY 1500}\n [message]\n speaker=Yumi\n message= _ \"I know.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I've always tried to look out for you.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I know.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(shakes head) It's just that this whole demon mess is scaring me. Like, before, in that sea of blood, you told me about all your nightmares. And then when I was trying to find you and those creepy scythe demons showed up, and then when that illusion demon was hunting you...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"It's just that all the crazy stuff is happening to you and I don't know what to do about it. I know you're trying to protect us by keeping us out of it, but seriously, Yumi. We want to protect you too.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(closes eyes) B-but...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"But I know that it's complicated. And forcing you to talk about it might not be the best thing to do. I'm sorry. I didn't mean to upset you.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"It's okay. Aryel...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Hmm?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shaking) It's just... it's hard for me to tell you...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You already told me about your dreams, if that's what you're referring to?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shakes head) I didn't tell you everything. In my nightmares, I always see you and Esther. Sometimes... sometimes it's the demons killing you, and sometimes it's someone else... and sometimes... you two attack me and I have to- I have to...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yumi! Yumi. (breathes)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You're worried about us.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I don't want to see you get hurt. And I hate it when I have to attack you.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Ugh. I know. I couldn't imagine having to fight you in a nightmare. I don't know what to say. I'm... not really sure I can help you. But maybe if we get to the bottom of this blue demon mess, maybe your nightmares will stop. There's a chance of that.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"No, nothing can stop it. And, Aryel... the problem is, all my nightmares come true. Does this mean you and Esther will die?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Her eyes are so dark. What is she thinking about?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I wish there were something I could do to make you feel better.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"It's okay. I'm... okay. At least you're not mad at me anymore. I'm better now.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(sighs) I'm sorry about that. Here, let me make it up to you. When we get out of this stupid hole, I'll go find you the best pudding you've ever eaten. Just as soon as we figure out what's hiding down here.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Okay.\"\n [/message]\n {DELAY 500}\n [move_unit]\n id=Aryel\n to_x,to_y=21,63\n [/move_unit]\n [move_unit]\n id=Yumi\n to_x,to_y=20,62\n [/move_unit]\n {DELAY 500}\n [message]\n speaker=Esther\n message= _ \"Looks like you two had a nice long chat.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Looks like you did too. So let's not wait around any longer. With all this water around, there's bound to be blue demons down here somewhere.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"So you want to go hunting for them.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"That's what we came to do, right?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I suppose so. Let's go looking, shall we?\"\n [/message]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Explore\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Talya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n [/objectives]\n [/event]\n\n\n ########## BOSS FIGHT ##########\n#define SPAWN_ILLUSION_NOID X Y R\n [store_locations]\n [and]\n x,y={X},{Y}\n radius={R}\n [/and]\n [not]\n terrain=Wuy,Wuyb\n [/not]\n [not]\n [filter]\n [/filter]\n\n [or]\n [filter_adjacent_location]\n [filter]\n [/filter]\n [/filter_adjacent_location]\n [/or]\n [/not]\n variable=spawn_points\n [/store_locations]\n\n [set_variable]\n name=tmp\n rand=0..$($spawn_points.length-1)\n [/set_variable]\n\n [set_variable]\n name=x_loc\n value=$spawn_points[$tmp].x\n [/set_variable]\n\n [set_variable]\n name=y_loc\n value=$spawn_points[$tmp].y\n [/set_variable]\n\n [unit]\n type=Illusory Angel Illusion\n animate=yes\n side=4\n x,y=$x_loc,$y_loc\n random_traits=no\n generate_name=no\n gender=female\n moves=1\n hitpoints=$luna.hitpoints\n [/unit]\n\n [clear_variable]\n name=x_loc,y_loc,spawn_points,tmp\n [/clear_variable]\n#enddef\n\n#define REGENERATE_ILLUSIONS\n [store_unit]\n [filter]\n id=Luna\n [/filter]\n variable=luna\n [/store_unit]\n [kill]\n side=4\n type=Illusory Angel,Illusory Angel Illusion\n animate=yes\n [/kill]\n [set_variable]\n name=generator\n rand=1..7\n [/set_variable]\n [set_variable]\n name=gen_counter\n value=0\n [/set_variable]\n [set_variable]\n name=rev_gen\n value=7\n [/set_variable]\n {VARIABLE_OP rev_gen sub $generator}\n {VARIABLE_OP rev_gen sub 1}\n\n [while]\n [variable]\n name=gen_counter\n less_than=$generator\n [/variable]\n [do]\n {SPAWN_ILLUSION_NOID 22 73 5}\n {VARIABLE_OP gen_counter add 1}\n [/do]\n [/while]\n\n [set_variable]\n name=gen_counter\n value=0\n [/set_variable]\n\n [store_locations]\n [and]\n x,y=22,73\n radius=5\n [/and]\n [not]\n terrain=Wuy,Wuyb\n [/not]\n [not]\n [filter]\n [/filter]\n\n [or]\n [filter_adjacent_location]\n [filter]\n [/filter]\n [/filter_adjacent_location]\n [/or]\n [/not]\n variable=spawn_points\n [/store_locations]\n\n [set_variable]\n name=tmp\n rand=0..$($spawn_points.length-1)\n [/set_variable]\n\n [set_variable]\n name=x_loc\n value=$spawn_points[$tmp].x\n [/set_variable]\n [set_variable]\n name=y_loc\n value=$spawn_points[$tmp].y\n [/set_variable]\n [unit]\n id=Luna\n type=Illusory Angel\n hitpoints=$luna.hitpoints\n animate=yes\n side=4\n x,y=$x_loc,$y_loc\n random_traits=no\n generate_name=no\n gender=female\n moves=1\n [/unit]\n [clear_variable]\n name=x_loc,y_loc,spawn_points,tmp\n [/clear_variable]\n\n [while]\n [variable]\n name=gen_counter\n less_than=$rev_gen\n [/variable]\n [do]\n {SPAWN_ILLUSION_NOID 22 73 5}\n {VARIABLE_OP gen_counter add 1}\n [/do]\n [/while]\n #ifdef NORMAL\n {SPAWN_ILLUSION_NOID 22 73 5}\n #endif\n #ifdef HARD\n {SPAWN_ILLUSION_NOID 22 73 5}\n {SPAWN_ILLUSION_NOID 22 73 5}\n {SPAWN_ILLUSION_NOID 22 73 5}\n #endif\n\n [clear_variable]\n name=gen_counter,rev_gen,generator,luna\n [/clear_variable]\n#enddef\n\n [event]\n name=moveto\n [filter]\n [filter_location]\n x,y=22,75\n radius=6\n [/filter_location]\n side=1\n [/filter]\n\n {FADE_SCREEN}\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n [store_unit]\n [filter]\n id=Talya\n [/filter]\n variable=talya\n [/store_unit]\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [kill]\n id=Aryel,Talya,Yumi,Esther\n [/kill]\n\n {SCROLL_TO 22 75}\n [remove_shroud]\n side=1\n x,y=22,75\n radius=4\n [/remove_shroud]\n {UNFADE_SCREEN}\n\n [unstore_unit]\n variable=aryel\n x,y=22,70\n [/unstore_unit]\n [unstore_unit]\n variable=esther\n x,y=23,70\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n x,y=21,70\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n x,y=22,69\n [/unstore_unit]\n [unhide_unit]\n [filter][/filter]\n [/unhide_unit]\n\n {CLEAR_VARIABLE aryel}\n {CLEAR_VARIABLE talya}\n {CLEAR_VARIABLE yumi}\n {CLEAR_VARIABLE esther}\n {DELAY 500}\n\n\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n {DELAY 1000}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 500}\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n {DELAY 1000}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 500}\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n {DELAY 500}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 350}\n\n [fade_out_music][/fade_out_music]\n\n {REPLACE_SCENARIO_MUSIC everlasting_night.ogg}\n {APPEND_MUSIC into_the_shadows.ogg}\n\n [unit]\n id=Luna\n type=Illusory Angel\n animate=yes\n side=4\n x,y=22,75\n random_traits=no\n generate_name=no\n gender=female\n [/unit]\n\n [message]\n speaker=Luna\n message= _ \"Hello ladies.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Oh my.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"(pales)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"So, you've come out of hiding again. Let me guess. Same spiel as before, come quietly with you to meet your master, don't bother resisting, we can't possibly fight you off. Am I right?\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"My request has not changed.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"And my reply has not either. If you want us to come with you, you'll have to make us by force.\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"Very well then, I will.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(glances at Aryel) So, let me guess. She's behind the blue demon infiltration, and her goal is to capture us.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yes, and yes. I don't know too much of the specifics, but now's not the time to get into that anyway. She'll turn hostile soon enough.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Ohhh, so she's the one you and Yumi were fighting in the Arcaneum's prison. She seems dangerous.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yep. So don't let your guard down-\"\n [/message]\n {DELAY 500}\n {REGENERATE_ILLUSIONS}\n {DELAY 500}\n [message]\n speaker=Aryel\n message= _ \"Aaaand here she comes.\"\n [/message]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Defeat the Illusory Angel\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Talya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n [/objectives]\n [set_variable]\n name=boss_stage\n value=1\n [/set_variable]\n [set_variable]\n name=illusions_hit\n value=0\n [/set_variable]\n [set_variable]\n name=real_hit\n value=0\n [/set_variable]\n [/event]\n\n [event]\n name=side 4 turn\n first_time_only=no\n\n [filter_condition]\n [variable]\n name=boss_stage\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [store_unit]\n [filter]\n ability=dreamwalk\n [/filter]\n variable=heal_unit\n [/store_unit]\n [for]\n array=heal_unit\n [do]\n {VARIABLE heal_health $heal_unit[$i].max_hitpoints}\n {VARIABLE_OP heal_health sub $heal_unit[$i].hitpoints}\n {VARIABLE_OP heal_health multiply 0.2}\n\n [if]\n [variable]\n name=heal_health\n greater_than=0\n [/variable]\n [then]\n [heal_unit]\n [filter]\n x,y=$heal_unit[$i].x,$heal_unit[$i].y\n [/filter]\n amount=$heal_health\n animate=yes\n restore_statuses=yes\n [/heal_unit]\n [/then]\n [/if]\n {CLEAR_VARIABLE heal_health}\n [/do]\n [/for]\n {CLEAR_VARIABLE heal_unit}\n [/event]\n\n#define ILLUSION_TEXT\n [if]\n [variable]\n name=boss_stage\n numerical_equals=1\n [/variable]\n [then]\n [switch]\n variable=illusions_hit\n [case]\n value=5\n [message]\n speaker=Talya\n message= _ \"Okay, seriously. How are we supposed to tell which one's the real one?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You aren't.\"\n [/message]\n {VARIABLE_OP illusions_hit add 1}\n [/case]\n [case]\n value=9\n [message]\n speaker=Esther\n message= _ \"Another fake.\"\n [/message]\n {VARIABLE_OP illusions_hit add 1}\n [/case]\n [case]\n value=17\n [message]\n speaker=narrator\n message= _ \"Instead of dancing around like this, why don't you give up and come with me?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Like that'll happen.\"\n [/message]\n {VARIABLE_OP illusions_hit add 1}\n [/case]\n [case]\n value=25\n [message]\n speaker=Talya\n message= _ \"All these illusions are seriously throwing me for a loop.\"\n [/message]\n {VARIABLE_OP illusions_hit add 1}\n [/case]\n [case]\n value=31\n [message]\n speaker=Esther\n message= _ \"Can't seem to pin her down.\"\n [/message]\n {VARIABLE_OP illusions_hit add 1}\n [/case]\n [case]\n value=39\n [message]\n speaker=narrator\n message= _ \"I can keep this up forever.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"So can we.\"\n [/message]\n {VARIABLE_OP illusions_hit add 1}\n [/case]\n [else]\n {VARIABLE_OP illusions_hit add 1}\n [/else]\n [/switch]\n [/then]\n [/if]\n#enddef\n\n [event]\n name=attacker hits\n first_time_only=no\n\n [filter_second]\n type=Illusory Angel Illusion\n [/filter_second]\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n [kill]\n x,y=$x2,$y2\n [/kill]\n [filter_condition]\n [variable]\n name=boss_stage\n numerical_equals=1\n [/variable]\n [and]\n [variable]\n name=second_unit.hitpoints\n less_than=80\n [/variable]\n [/and]\n [/filter_condition]\n {ILLUSION_TEXT}\n [if]\n [have_unit]\n type=Illusory Angel Illusion\n [/have_unit]\n [then][/then]\n [else]\n {REGENERATE_ILLUSIONS}\n [/else]\n [/if]\n [/event]\n\n [event]\n name=defender hits\n first_time_only=no\n [filter_condition]\n [variable]\n name=boss_stage\n numerical_equals=1\n [/variable]\n [and]\n [variable]\n name=unit.hitpoints\n less_than=50\n [/variable]\n [/and]\n [/filter_condition]\n [filter]\n type=Illusory Angel Illusion\n [/filter]\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n [kill]\n x,y=$x1,$y1\n [/kill]\n {ILLUSION_TEXT}\n [if]\n [have_unit]\n type=Illusory Angel Illusion\n [/have_unit]\n [then][/then]\n [else]\n {REGENERATE_ILLUSIONS}\n [/else]\n [/if]\n [/event]\n\n [event]\n name=attack end\n first_time_only=no\n [filter_condition]\n [variable]\n name=boss_stage\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [if]\n [have_unit]\n x,y=$x1,$y1\n type=Illusory Angel\n [or]\n x,y=$x2,$y2\n type=Illusory Angel\n [/or]\n [/have_unit]\n [then]\n [switch]\n variable=real_hit\n [case]\n value=0\n [message]\n speaker=Talya\n message= _ \"We got her!\"\n [/message]\n {DELAY 250}\n {REGENERATE_ILLUSIONS}\n {DELAY 250}\n [message]\n speaker=Talya\n message= _ \"... oh. Never mind.\"\n [/message]\n {VARIABLE_OP real_hit add 1}\n [/case]\n [case]\n value=3\n [message]\n speaker=Aryel\n message= _ \"Is the only thing you can do run from us?\"\n [/message]\n {REGENERATE_ILLUSIONS}\n {VARIABLE_OP real_hit add 1}\n [/case]\n [case]\n value=6\n [message]\n speaker=Esther\n message= _ \"This is getting annoying...\"\n [/message]\n {DELAY 250}\n {REGENERATE_ILLUSIONS}\n {DELAY 250}\n {VARIABLE_OP real_hit add 1}\n [/case]\n [else]\n {VARIABLE_OP real_hit add 1}\n {REGENERATE_ILLUSIONS}\n [/else]\n [/switch]\n [/then]\n [/if]\n [/event]\n\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n id=Luna\n [/filter]\n\n [filter_condition]\n [variable]\n name=boss_stage\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n {DELAY 500}\n [kill]\n side=4\n type=Illusory Angel Illusion\n [/kill]\n {DELAY 500}\n\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n [store_unit]\n [filter]\n id=Talya\n [/filter]\n variable=talya\n [/store_unit]\n\n #ifdef EASY\n {VARIABLE_OP esther.experience add 150}\n {VARIABLE_OP yumi.experience add 150}\n {VARIABLE_OP aryel.experience add 150}\n {VARIABLE_OP talya.experience add 50}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+150 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+150 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+150 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n find_vacant=no\n text= _ \"+50 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n #endif\n #ifdef NORMAL\n {VARIABLE_OP esther.experience add 90}\n {VARIABLE_OP yumi.experience add 90}\n {VARIABLE_OP aryel.experience add 90}\n {VARIABLE_OP talya.experience add 30}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+90 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+90 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+90 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n find_vacant=no\n text= _ \"+30 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n #endif\n #ifdef HARD\n {VARIABLE_OP esther.experience add 30}\n {VARIABLE_OP yumi.experience add 30}\n {VARIABLE_OP aryel.experience add 30}\n {VARIABLE_OP talya.experience add 10}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+30 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+30 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+30 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n find_vacant=no\n text= _ \"+10 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n #endif\n\n {CLEAR_VARIABLE esther}\n {CLEAR_VARIABLE yumi}\n {CLEAR_VARIABLE aryel}\n {CLEAR_VARIABLE talya}\n\n [message]\n speaker=Luna\n message= _ \"We are at an impasse again.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"An impasse?! We're beating you! And besides, all you've done is copy our moves again! What makes you still think you can capture us?\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"Because I must.\"\n [/message]\n {DELAY 500}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 500}\n [kill]\n id=Luna\n animate=yes\n [/kill]\n\n [fade_out_music][/fade_out_music]\n {REPLACE_SCENARIO_MUSIC silence.ogg}\n {DELAY 250}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 250}\n [message]\n speaker=Aryel\n message= _ \"Wha-\"\n [/message]\n {DELAY 500}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 250}\n [message]\n speaker=Talya\n message= _ \"Uh oh.\"\n [/message]\n {DELAY 500}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 500}\n [unit]\n id=Luna\n type=Ephemeral Angel\n animate=yes\n side=4\n x,y=$x1,$y1\n random_traits=no\n generate_name=no\n gender=female\n [/unit]\n\n {REPLACE_SCENARIO_MUSIC end.ogg}\n {APPEND_MUSIC the_dangerous_symphony.ogg}\n\n [message]\n speaker=Aryel\n message= _ \"(eyes narrow) You finally intend to fight us for real this time.\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"You will not escape.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Over my dead body. I'll never let you hurt my friends ever again.\"\n [/message]\n {DELAY 250}\n {PLAY_SOUND \"fire.wav\"}\n {DELAY 250}\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n amount=7\n kill=no\n fire_event=no\n animate=yes\n [/harm_unit]\n {DELAY 500}\n {PLAY_SOUND \"fire.wav\"}\n {DELAY 250}\n #ifdef EASY\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n amount=40\n kill=no\n fire_event=no\n animate=yes\n [/harm_unit]\n #endif\n #ifdef NORMAL\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n amount=30\n kill=no\n fire_event=no\n animate=yes\n [/harm_unit]\n #endif\n #ifdef HARD\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n amount=15\n kill=no\n fire_event=no\n animate=yes\n [/harm_unit]\n #endif\n {DELAY 500}\n {PLAY_SOUND \"fire.wav\"}\n {DELAY 250}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 250}\n [message]\n speaker=Esther\n message= _ \"She stopped my attack!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Tch. Looks like we're doing this the hard way. You're going down, demon.\"\n [/message]\n\n [heal_unit]\n [filter]\n side=1\n [/filter]\n amount=full\n animate=no\n restore_attacks=no\n restore_statuses=yes\n [/heal_unit]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Defeat the Ephemeral Angel\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Talya\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n [/objectives]\n [set_variable]\n name=boss_stage\n value=2\n [/set_variable]\n [/event]\n\n [event]\n name=side 4 turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=boss_stage\n numerical_equals=2\n [/variable]\n [/filter_condition]\n [store_unit]\n [filter]\n [filter_adjacent]\n is_enemy=yes\n ability=dreamweave\n [/filter_adjacent]\n [/filter]\n variable=copy_unit\n [/store_unit]\n [for]\n array=copy_unit\n [do]\n [switch]\n variable=copy_unit[$i].id\n [case]\n value=\"Esther\"\n\n [unit]\n side=6\n animate=yes\n type=Fake Fire Fae\n generate_name=no\n random_traits=no\n gender=$copy_unit[$i].gender\n x,y=$copy_unit[$i].x,$copy_unit[$i].y\n [/unit]\n [fire_event]\n name=fae_copy\n [/fire_event]\n [/case]\n [case]\n value=\"Aryel\"\n\n [unit]\n side=6\n animate=yes\n type=Fake Blood Fae\n generate_name=no\n random_traits=no\n gender=$copy_unit[$i].gender\n x,y=$copy_unit[$i].x,$copy_unit[$i].y\n [/unit]\n [fire_event]\n name=fae_copy\n [/fire_event]\n [/case]\n [case]\n value=\"Yumi\"\n\n [fire_event]\n name=yumi_copy\n [/fire_event]\n [/case]\n [else]\n [unit]\n side=6\n animate=yes\n type=$copy_unit[$i].type\n generate_name=no\n random_traits=no\n gender=$copy_unit[$i].gender\n x,y=$copy_unit[$i].x,$copy_unit[$i].y\n [/unit]\n\n [fire_event]\n name=unit_copy\n [/fire_event]\n [/else]\n [/switch]\n [/do]\n [/for]\n {CLEAR_VARIABLE copy_unit}\n [/event]\n\n\n [event]\n name=unit_copy\n first_time_only=yes\n\n [message]\n speaker=Esther\n message= _ \"Be careful! She's making copies of everyone close to her!\"\n [/message]\n [/event]\n [event]\n name=fae_copy\n first_time_only=yes\n\n [message]\n speaker=Aryel\n message= _ \"It'll take more than that to copy us properly.\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"So it seems.\"\n [/message]\n [/event]\n [event]\n name=yumi_copy\n first_time_only=yes\n\n [message]\n speaker=Luna\n message= _ \"What? I can't duplicate the shadow one's energies.\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n first_time_only=yes\n [filter]\n id=Luna\n [/filter]\n\n [filter_condition]\n [variable]\n name=boss_stage\n numerical_equals=2\n [/variable]\n [/filter_condition]\n\n {DELAY 500}\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n [store_unit]\n [filter]\n id=Talya\n [/filter]\n variable=talya\n [/store_unit]\n\n #ifdef EASY\n {VARIABLE_OP esther.experience add 270}\n {VARIABLE_OP yumi.experience add 270}\n {VARIABLE_OP aryel.experience add 270}\n {VARIABLE_OP talya.experience add 90}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+270 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+270 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+270 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n find_vacant=no\n text= _ \"+90 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n #endif\n #ifdef NORMAL\n {VARIABLE_OP esther.experience add 210}\n {VARIABLE_OP yumi.experience add 210}\n {VARIABLE_OP aryel.experience add 210}\n {VARIABLE_OP talya.experience add 70}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+210 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+210 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+210 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n find_vacant=no\n text= _ \"+70 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n #endif\n #ifdef HARD\n {VARIABLE_OP esther.experience add 75}\n {VARIABLE_OP yumi.experience add 75}\n {VARIABLE_OP aryel.experience add 75}\n {VARIABLE_OP talya.experience add 25}\n\n [unstore_unit]\n variable=esther\n find_vacant=no\n text= _ \"+75 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n text= _ \"+75 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=aryel\n find_vacant=no\n text= _ \"+75 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n find_vacant=no\n text= _ \"+25 XP\"\n red,green,blue=255,0,255\n advance=no\n [/unstore_unit]\n #endif\n\n {CLEAR_VARIABLE esther}\n {CLEAR_VARIABLE yumi}\n {CLEAR_VARIABLE aryel}\n {CLEAR_VARIABLE talya}\n {DELAY 750}\n [kill]\n side=4,6\n [not]\n id=Luna\n [/not]\n [/kill]\n {DELAY 500}\n [message]\n speaker=Esther\n message= _ \"All the blue demons just disappeared!\"\n [/message]\n\n [fade_out_music][/fade_out_music]\n\n {REPLACE_SCENARIO_MUSIC weight_of_revenge.ogg}\n {DELAY 1500}\n\n [message]\n speaker=Luna\n message= _ \"(breathes)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"..!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"That's the first noise I've ever heard you make. It seems like you can be harmed after all.\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"The silent treatment, huh? You're not getting out of this one, you know. We beat you, even with your full powers.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"There's nowhere to run. It's in your best interest to cooperate with us and give us some answers.\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"I am bound by the master's energies. I cannot speak.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"That's not going to cut it. You are the one directing the humans to attack us, and you are at least partially responsible for corrupting the Urdemons. You're going to talk.\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"There is nothing I can tell you.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(eyes narrow) Then I'll make you speak.\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"(shifts uncomfortably)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Hmm, she's suddenly... afraid?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(frowns)\"\n [/message]\n {DELAY 500}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 500}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 500}\n [message]\n speaker=Esther\n message= _ \"(turns) Yumi, what are you doing?\"\n [/message]\n {DELAY 250}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 500}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 500}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 250}\n\n [message]\n speaker=Luna\n message= _ \"You won't catch me. Not here.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"She's trying to escape! Get her!\"\n [/message]\n {DELAY 250}\n {PLAY_SOUND \"fire.wav\"}\n {DELAY 250}\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n amount=0\n kill=no\n fire_event=no\n animate=yes\n [/harm_unit]\n {DELAY 250}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 250}\n [message]\n speaker=Luna\n message= _ \"I...\"\n [/message]\n {DELAY 250}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 250}\n [message]\n speaker=Luna\n message= _ \"It hurts...\"\n [/message]\n {DELAY 250}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 500}\n {PLAY_SOUND \"fire.wav\"}\n {DELAY 250}\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n amount=0\n kill=no\n fire_event=no\n animate=yes\n [/harm_unit]\n [message]\n speaker=Luna\n message= _ \"Stop...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Stop resisting us. We won't hurt you if you just stay still.\"\n [/message]\n {DELAY 250}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 250}\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n amount=0\n kill=no\n fire_event=no\n animate=yes\n [/harm_unit]\n {DELAY 250}\n [message]\n speaker=Luna\n message= _ \"(gasping) Please stop...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(eyes glow)\"\n [/message]\n {DELAY 250}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 250}\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n amount=0\n kill=no\n fire_event=no\n animate=yes\n [/harm_unit]\n {DELAY 250}\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n amount=0\n [/harm_unit]\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 250}\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n amount=0\n kill=no\n fire_event=no\n [/harm_unit]\n {DELAY 500}\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n amount=0\n [/harm_unit]\n {DELAY 200}\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n amount=0\n kill=no\n fire_event=no\n [/harm_unit]\n {DELAY 250}\n [message]\n speaker=Yumi\n message= _ \"(frowns)\"\n [/message]\n {DELAY 250}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 200}\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n amount=0\n kill=no\n fire_event=no\n [/harm_unit]\n {DELAY 500}\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n amount=0\n kill=no\n fire_event=no\n [/harm_unit]\n {DELAY 200}\n [kill]\n id=Luna\n animate=yes\n [/kill]\n {DELAY 250}\n [message]\n speaker=Aryel\n message= _ \"Wha-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(breathes)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"She got away.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Damn it. Damn it all. It looked like Yumi was keeping her down pretty well, too.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"... or not? Yumi?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shakes head)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"She was fighting something in her head. She was trying to break free. It was that Guardian.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I was trying to help her, but she was losing. It will take over her body again.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"And why were you-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"She is being controlled.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yes, I understood that much. It must've been the thing she's referring to as her 'master'. The question is, who is it?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(frowns) I definitely can't tell them that yet. If I tell them, she will get in trouble too...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I don't know.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(sighs) Of course you don't. It's always the same reply.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(pouts) I'm sorry. I really don't.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"... right. Let's see, then. So we know this demon, whoever she is, is at least as strong as your average demon lord. If what you say is true, for her to be controlled like that, the one doing it would either have to be an extremely powerful demon lord, or...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"The more likely case is a Guardian.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"That's what I was afraid you'd say.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"We can't worry about that right now. Even if it's really a Guardian behind this, that's not something we're equipped to deal with. We'd have to get Xia'el involved. For now, we have to first track down this demon. It's clear that she's being used to influence these blue demons somehow. Whatever information we can get out of her is secondary.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"That's a great idea, Esther, but... as you can see, she's gone.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"She's not.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(points)\"\n [/message]\n {SCROLL_TO 22 75}\n {DELAY 500}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 500}\n [terrain]\n x,y=22,75\n terrain=Qxu\n [/terrain]\n [redraw][/redraw]\n {DELAY 500}\n [terrain]\n x,y=22,75\n radius=1\n terrain=Qxu\n [/terrain]\n [redraw][/redraw]\n {DELAY 500}\n [terrain]\n x,y=22,75\n radius=2\n terrain=Qxu\n [/terrain]\n [redraw][/redraw]\n {DELAY 500}\n [message]\n speaker=Yumi\n message= _ \"She ran there.\"\n [/message]\n {DELAY 500}\n {SCROLL_TO 22 75}\n {PLAY_SOUND \"shaxthal-roam-1.ogg\"}\n {DELAY 500}\n {PLAY_SOUND \"shaxthal-roam-2.ogg\"}\n {DELAY 350}\n {PLAY_SOUND \"shaxthal-roam-1.ogg\"}\n {DELAY 1000}\n [message]\n speaker=Talya\n message= _ \"(shivers) Uhm, that place looks pretty dark...\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(shifts uncomfortably) I don't like it either.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shrugs)\"\n [/message]\n [move_unit]\n id=Yumi\n to_x,to_y=22,75\n [/move_unit]\n {DELAY 750}\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n [kill]\n id=Yumi\n [/kill]\n [redraw][/redraw]\n [message]\n speaker=Aryel\n message= _ \"Uh-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"This girl. She's always nervous and afraid except for when she needs to be. She really has a terrible sense of danger.\"\n [/message]\n [move_unit]\n id=Aryel\n to_x,to_y=22,75\n [/move_unit]\n {DELAY 250}\n [harm_unit]\n [filter]\n id=Aryel\n [/filter]\n amount=0\n [/harm_unit]\n {DELAY 500}\n [harm_unit]\n [filter]\n id=Aryel\n [/filter]\n amount=0\n [/harm_unit]\n {DELAY 250}\n [message]\n speaker=Aryel\n message= _ \"Ohhh, it's cold.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Can't let her go alone, though.\"\n [/message]\n {DELAY 250}\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n [kill]\n id=Aryel\n [/kill]\n [redraw][/redraw]\n {DELAY 1000}\n [message]\n speaker=Esther\n message= _ \"Those two... Talya, you stay up here.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Esther, don't tell me you're seriously thinking of going in there too.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I have to. As crazy as they might be, they're my friends.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Yeah, but remember what happened at Fort Helemoor? When the whole thing just collapsed into a bottomless pit? This thing looks exactly like that. For all we know, those brain draining monsters might start spawning out of it again. And you don't know what'll happen if you walk into it. It's dangerous! You'll probably get killed!\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"All the more reason I need to be there to help them.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"You don't look very convinced of yourself.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(sighs) I know. Aryel and Yumi are definitely more suited for this sort of thing. Mysticism was never my strong point. But I can't abandon them.\"\n [/message]\n [move_unit]\n id=Esther\n to_x,to_y=22,75\n [/move_unit]\n {DELAY 250}\n [harm_unit]\n [filter]\n id=Esther\n [/filter]\n amount=0\n [/harm_unit]\n {DELAY 250}\n [harm_unit]\n [filter]\n id=Esther\n [/filter]\n amount=0\n [/harm_unit]\n {DELAY 250}\n [message]\n speaker=Esther\n message= _ \"(shivers)\"\n [/message]\n {DELAY 250}\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [kill]\n id=Esther\n [/kill]\n [redraw][/redraw]\n {DELAY 500}\n [message]\n speaker=Talya\n message= _ \"Ugh.\"\n [/message]\n {TURN_UNIT5 \"Talya\"}\n [message]\n speaker=Talya\n message= _ \"Wait up, girls!\"\n [/message]\n [move_unit]\n id=Talya\n to_x,to_y=22,75\n [/move_unit]\n\n {DELAY 500}\n\n {FADE_SCREEN}\n [endlevel]\n result=victory\n carryover_report=no\n linger_mode=no\n {NEW_GOLD_CARRYOVER 100}\n next_scenario=22_Moonlit_Night\n [/endlevel]\n [/event]\n\n # CLEANUP\n [event]\n name=victory\n [kill]\n side=1\n type=Manifestation\n [/kill]\n {CLEAR_VARIABLE part2}\n {CLEAR_VARIABLE part3}\n {CLEAR_VARIABLE part4}\n {CLEAR_VARIABLE boss_stage}\n {CLEAR_VARIABLE illusions_hit}\n {CLEAR_VARIABLE illusion_flag}\n {CLEAR_VARIABLE real_hit}\n {CLEAR_VARIABLE ud_spawns1}\n {CLEAR_VARIABLE ud_spawns2}\n {CLEAR_VARIABLE turn_dmg}\n {CLEAR_VARIABLE sound_hex}\n [clear_menu_item]\n id=recruit_manifestation\n [/clear_menu_item]\n [/event]\n [event]\n name=last breath\n [filter]\n id=Yumi\n [/filter]\n\n [message]\n speaker=Yumi\n message= _ \"(gasp)\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n [event]\n name=last breath\n [filter]\n id=Esther\n [/filter]\n\n [message]\n speaker=Esther\n message= _ \"I... failed...\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n [event]\n name=last breath\n [filter]\n id=Aryel\n [/filter]\n\n [message]\n speaker=Aryel\n message= _ \"Ah...\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n [event]\n name=last breath\n [filter]\n id=Talya\n [/filter]\n\n [message]\n speaker=Talya\n message= _ \"Ow!\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n[/scenario]\n\n#undef REGENERATE_ILLUSIONS\n#undef DRAW_VOID\n#undef SPAWN_ILLUSION_NOID\n#undef ILLUSION_TEXT\n"} {"text": "#textdomain wesnoth-Genesis\n\n[scenario]\n id=22_Moonlit_Night\n name= _ \"Moonlit Night\"\n map_data=\"{~add-ons/Genesis/episode1/maps/22_Moonlit_Night.map}\"\n next_scenario=23_Dawn\n victory_when_enemies_defeated=no\n disallow_recall=no\n turns=-1\n {ETERNALDARK3}\n\n {SCENARIO_MUSIC into_the_shadows.ogg}\n\n [side]\n {PLAYER_FAE}\n {NO_INCOME_SIDE}\n {UNDEAD_RECRUITS}\n side=1\n {GOLD 600 500 300}\n fog=yes\n shroud=yes\n [/side]\n\n [side]\n {YUURE_SIDE}\n {AGGRESSIVE_SIDE}\n side=2\n fog=no\n hidden=yes\n shroud=no\n [/side]\n\n [side]\n side=3\n no_leader=yes\n team_name=yuure\n user_team_name= _ \"team_name^Copies\"\n hidden=yes\n controller=ai\n fog=no\n shroud=no\n color=green\n {AGGRESSIVE_SIDE}\n [/side]\n\n#define CAVE_WALL_SEED\n [store_locations]\n variable=blood_hex\n terrain=Woby\n [and]\n [not]\n [filter_adjacent_location]\n terrain=Wuyb\n [/filter_adjacent_location]\n [/not]\n [/and]\n [and]\n [not]\n [filter]\n [/filter]\n [/not]\n [/and]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..50\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Wuyb\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [redraw][/redraw]\n#enddef\n\n#define DRAW_WALLS\n [store_locations]\n variable=blood_hex\n terrain=Woby\n [filter_adjacent_location]\n terrain=Wuyb\n count=1\n [/filter_adjacent_location]\n [and]\n [not]\n [filter]\n [/filter]\n [/not]\n [/and]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..50\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Wuyb\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [redraw][/redraw]\n#enddef\n\n#define DRAW_WALLS2\n [store_locations]\n variable=blood_hex\n terrain=Woby\n [filter_adjacent_location]\n terrain=Wuyb\n count=2\n [/filter_adjacent_location]\n [and]\n [not]\n [filter]\n [/filter]\n [/not]\n [/and]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..150\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Wuyb\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [redraw][/redraw]\n#enddef\n\n#define DRAW_WALLS3\n [store_locations]\n variable=blood_hex\n terrain=Woby\n [filter_adjacent_location]\n terrain=Wuyb\n count=3\n [/filter_adjacent_location]\n [and]\n [not]\n [filter]\n [/filter]\n [/not]\n [/and]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..200\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Wuyb\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [redraw][/redraw]\n#enddef\n\n#define DRAW_WALLS4\n [store_locations]\n variable=blood_hex\n terrain=Woby\n [filter_adjacent_location]\n terrain=Wuyb\n count=4\n [/filter_adjacent_location]\n [and]\n [not]\n [filter]\n [/filter]\n [/not]\n [/and]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..300\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Wuyb\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [redraw][/redraw]\n#enddef\n\n#define BREAK_WALLS\n [store_locations]\n variable=blood_hex\n terrain=Wuyb\n [filter_adjacent_location]\n terrain=Woby\n count=2,3,4\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..65\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Woby\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [redraw][/redraw]\n#enddef\n\n [event]\n name=unit placed\n first_time_only=no\n [filter]\n side=1\n [/filter]\n\n [object]\n silent=yes\n duration=scenario\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=loyal\n [/effect]\n [/object]\n [/event]\n\n# enemy spawns\n\n #spawns\n [event]\n name=new turn\n first_time_only=no\n\n [filter_condition]\n [variable]\n name=boss_battle\n greater_than=0\n [/variable]\n [/filter_condition]\n\n [store_locations]\n variable=hex\n terrain=Woby\n [/store_locations]\n [for]\n array=hex\n [do]\n #ifdef HARD\n [set_variable]\n name=spawn_val\n rand=1..900\n [/set_variable]\n #endif\n #ifdef NORMAL\n [set_variable]\n name=spawn_val\n rand=1..1500\n [/set_variable]\n #endif\n #ifdef EASY\n [set_variable]\n name=spawn_val\n rand=1..1800\n [/set_variable]\n #endif\n [if]\n [variable]\n name=spawn_val\n less_than=3\n [/variable]\n [then]\n {SPAWN_NOID (\"Demon Nightmare\") 2 $hex[$i].x $hex[$i].y}\n [/then]\n [/if]\n [if]\n [variable]\n name=spawn_val\n numerical_equals=5\n [/variable]\n [then]\n {SPAWN_NOID (\"Demon Dreamweaver\") 2 $hex[$i].x $hex[$i].y}\n [/then]\n [/if]\n {CLEAR_VARIABLE spawn_val}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n [store_locations]\n variable=hex\n terrain=Woby\n [/store_locations]\n [for]\n array=hex\n [do]\n #ifdef HARD\n [set_variable]\n name=spawn_val\n rand=1..1700\n [/set_variable]\n #endif\n #ifdef NORMAL\n [set_variable]\n name=spawn_val\n rand=1..2700\n [/set_variable]\n #endif\n #ifdef EASY\n [set_variable]\n name=spawn_val\n rand=1..3000\n [/set_variable]\n #endif\n [if]\n [variable]\n name=spawn_val\n numerical_equals=4\n [/variable]\n [then]\n {SPAWN_NOID (\"Shadow Demon\") 2 $hex[$i].x $hex[$i].y}\n [/then]\n [/if]\n {CLEAR_VARIABLE spawn_val}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n [/event]\n\n#define DRAW_VOID\n [store_locations]\n variable=blood_hex\n terrain=Woby,Wuyb\n [filter_adjacent_location]\n terrain=Qxu,Qxu^*\n count=1-3\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..25\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Qxu\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [store_locations]\n variable=blood_hex\n terrain=Woby,Wuyb\n [filter_adjacent_location]\n terrain=Qxu,Qxu^*\n count=4-6\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..50\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Qxu\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [redraw][/redraw]\n#enddef\n#define DRAW_WATER\n [store_locations]\n variable=blood_hex\n terrain=Woby,Wuyb\n [filter_adjacent_location]\n terrain=Wo\n count=1-3\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..16\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Wo\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n [store_locations]\n variable=blood_hex\n terrain=Woby,Wuyb\n [filter_adjacent_location]\n terrain=Wo\n count=4-6\n [/filter_adjacent_location]\n [/store_locations]\n [for]\n array=blood_hex\n [do]\n [set_variable]\n name=change_terrain\n rand=1..21\n [/set_variable]\n [if]\n [variable]\n name=change_terrain\n less_than=6\n [/variable]\n [then]\n [terrain]\n x,y=$blood_hex[$i].x,$blood_hex[$i].y\n terrain=Wo\n [/terrain]\n [/then]\n [/if]\n {CLEAR_VARIABLE change_terrain}\n [/do]\n [/for]\n {CLEAR_VARIABLE blood_hex}\n#enddef\n #REDRAW THE MAZE\n [event]\n name=new turn\n first_time_only=no\n\n {BREAK_WALLS}\n {DRAW_WALLS}\n {DRAW_WALLS}\n {DRAW_WALLS2}\n {BREAK_WALLS}\n {DRAW_WALLS2}\n {DRAW_WALLS3}\n {DRAW_WALLS3}\n {DRAW_WALLS4}\n {BREAK_WALLS}\n\n [if]\n [variable]\n name=boss_battle\n numerical_equals=2\n [/variable]\n [then]\n {DRAW_VOID}\n {VARIABLE_OP turn_count add 1}\n {VARIABLE turn_dmg $turn_count}\n #ifdef HARD\n {VARIABLE_OP turn_dmg multiply 5}\n #endif\n #ifdef NORMAL\n {VARIABLE_OP turn_dmg multiply 8}\n #endif\n #ifdef EASY\n {VARIABLE_OP turn_dmg multiply 10}\n #endif\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n animate=no\n kill=no\n amount=$turn_dmg\n [/harm_unit]\n {CLEAR_VARIABLE turn_dmg}\n [/then]\n [/if]\n [/event]\n\n [event]\n name=prestart\n\n {CAVE_WALL_SEED}\n {CAVE_WALL_SEED}\n {DRAW_WALLS}\n {DRAW_WALLS}\n {DRAW_WALLS2}\n\n [set_variable]\n name=boss_battle\n value=0\n [/set_variable]\n\n {FADE_SCREEN}\n\n [store_unit]\n [filter]\n id=Talya\n [/filter]\n variable=talya\n [/store_unit]\n [kill]\n id=Aryel,Yumi,Esther,Talya\n [/kill]\n [unstore_unit]\n variable=yumi\n x,y=16,8\n [/unstore_unit]\n [unstore_unit]\n variable=aryel\n x,y=15,8\n [/unstore_unit]\n\n {CLEAR_VARIABLE aryel}\n {CLEAR_VARIABLE yumi}\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n\n # recruiting code for this scenario\n [set_menu_item]\n id=recruit_manifestation\n description= _ \"Recruit Manifestation\"\n image=\"attacks/wail.png~SCALE(18,18)\"\n [show_if]\n [variable]\n name=side_number\n numerical_equals=1\n [/variable]\n [/show_if]\n [filter_location]\n [not]\n [filter][/filter]\n [/not]\n [filter_adjacent_location]\n [filter]\n side=1\n id=Yumi\n [/filter]\n [/filter_adjacent_location]\n [/filter_location]\n [command]\n [store_gold]\n [filter_side]\n side=1\n [/filter_side]\n variable=side1gold\n [/store_gold]\n [if]\n [variable]\n name=side1gold\n less_than=5\n [/variable]\n [then]\n {MESSAGE_NOT_ENOUGH_GOLD}\n [/then]\n [else]\n [unit]\n side=1\n type=Manifestation\n x,y=$x1,$y1\n moves,attacks_left=0,0\n animate=yes\n upkeep=free\n [modifications]\n {TRAIT_LOYAL}\n [/modifications]\n [/unit]\n {VARIABLE_OP side1gold sub 5}\n [modify_side]\n side=1\n gold=$side1gold\n [/modify_side]\n {CLEAR_VARIABLE side1gold}\n [/else]\n [/if]\n [/command]\n [/set_menu_item]\n [sound_source]\n id=s22dark2\n x=14\n y=14\n sounds=\"dark-2.ogg\"\n full_range=100\n delay=0\n loop=-1\n check_fogged=no\n check_shrouded=no\n [/sound_source]\n [sound_source]\n id=s22dark1\n x=14\n y=14\n sounds=\"dark-1.ogg\"\n full_range=100\n delay=0\n loop=-1\n check_fogged=no\n check_shrouded=no\n [/sound_source]\n [/event]\n\n [event]\n name=recall\n first_time_only=no\n [filter]\n side=1\n [/filter]\n [object]\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=movement_costs\n replace=yes\n [movement_costs]\n deep_water=2\n unwalkable=3\n [/movement_costs]\n [/effect]\n [effect]\n apply_to=defense\n replace=yes\n [defense]\n deep_water=70\n unwalkable=70\n [/defense]\n [/effect]\n [/object]\n [/event]\n\n [event]\n name=start\n\n {UNFADE_SCREEN}\n [unhide_unit]\n [filter][/filter]\n [/unhide_unit]\n {DELAY 1000}\n\n [message]\n speaker=Yumi\n message= _ \"She can't run anymore.\"\n [/message]\n {TURN_UNIT5 \"Aryel\"}\n [message]\n speaker=Aryel\n message= _ \"That may be so, but...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(rubs arms) It's really cold down here. I don't feel good about this.\"\n [/message]\n\n {DELAY 1500}\n\n [unit]\n type=Fake Fire Fae2\n random_traits=no\n name= _ \"Esther\"\n x,y=14,7\n animate=yes\n side=1\n [/unit]\n [unit]\n type=Mistral Maiden\n random_traits=no\n name= _ \"Talya\"\n x,y=15,7\n animate=yes\n side=1\n [/unit]\n [unstore_unit]\n variable=esther\n x,y=14,7\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n x,y=15,7\n [/unstore_unit]\n\n {CLEAR_VARIABLE esther}\n {CLEAR_VARIABLE talya}\n\n [heal_unit]\n [filter]\n side=1\n [/filter]\n amount=full\n animate=no\n restore_attacks=no\n restore_statuses=yes\n [/heal_unit]\n\n [unhide_unit]\n [filter][/filter]\n [/unhide_unit]\n\n {TURN_UNIT5 \"Esther\"}\n {DELAY 500}\n [message]\n speaker=Esther\n message= _ \"Everything's so still. The darkness here is so thick, I can barely see anything. Talya looks really uncomfortable. Even Aryel seems scared.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yumi, I know we beat her before, but do you think we can actually fight her down here?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Mmm.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"That last fight was scary enough, but this place... really gives me the creeps.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"We can't just let her run free. And besides, Yumi can take her.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"(whispers) You think so? Yumi's the last person I'd want to fight a demon lady alone. And even you seem unsure of fighting down here.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(whispers) Don't underestimate her. If Yumi has her heart set on it, we need to back her up. Besides, she most certainly can handle herself. Aryel and I just look after her because we want to protect her, not because she needs to be babied.\"\n [/message]\n {DELAY 500}\n [move_unit]\n id=Yumi\n to_x,to_y=17,12\n [/move_unit]\n {DELAY 500}\n [message]\n speaker=Talya\n message= _ \"(whispers) Alright. I guess it looks like she's going to go fight, with or without our help.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(whispers) Yeah. If she actually makes up her mind about something, you'll never be able to talk her out of it. Let's just follow her for now.\"\n [/message]\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Explore\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Talya\")}\n {OBJECTIVE_NOTE ( _ \"You may recruit by right clicking on a hex next to Yumi or Aryel.\")}\n {OBJECTIVE_NOTE ( _ \"You may also recruit from the starting area.\")}\n [/objectives]\n [/event]\n\n [event]\n name=moveto\n [filter]\n [filter_location]\n x,y=15,30\n radius=9\n [/filter_location]\n side=1\n [/filter]\n\n [message]\n speaker=Aryel\n message= _ \"Wait up.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You feel that?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I think we found our little pest.\"\n [/message]\n {DELAY 500}\n [remove_shroud]\n side=1\n x=15\n y=30\n radius=7\n [/remove_shroud]\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x=15\n y=30\n radius=7\n multiturn=no\n [/lift_fog]\n {SCROLL_TO 15 30}\n {DELAY 500}\n [fade_out_music][/fade_out_music]\n\n [unit]\n id=Luna\n type=Ephemeral Angel\n animate=yes\n side=2\n x,y=15,30\n random_traits=no\n generate_name=no\n gender=female\n [/unit]\n\n {REPLACE_SCENARIO_MUSIC silence.ogg}\n\n [message]\n speaker=Luna\n message= _ \"This charade has gone on long enough.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yes, it has. We're not letting you get away again.\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"On the contrary, you are the ones who will be trying to escape when I'm through with you-\"\n [/message]\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 250}\n\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n amount=1\n kill=no\n fire_event=no\n animate=yes\n [/harm_unit]\n {DELAY 250}\n [message]\n speaker=Luna\n message= _ \"Wha-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(eyes glow)\"\n [/message]\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 250}\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n amount=5\n kill=no\n fire_event=no\n animate=yes\n [/harm_unit]\n {DELAY 250}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 250}\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n amount=6\n kill=no\n fire_event=no\n animate=yes\n [/harm_unit]\n {DELAY 250}\n [message]\n speaker=Talya\n message= _ \"(whispers) Looks like Yumi means business. I didn't even realize she was going to attack.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(whispers) Yumi can be pretty scary, you know. If she actually feels like fighting, she never wastes time by trying to talk it out.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"She has the right idea. There's no point in talking anymore. I hate to do it, but we need to bring this demon down.\"\n [/message]\n {DELAY 250}\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n amount=2\n kill=no\n fire_event=no\n animate=yes\n [/harm_unit]\n {DELAY 250}\n [message]\n speaker=Luna\n message= _ \"(shifts)\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"I...\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"It hurts...\"\n [/message]\n {DELAY 250}\n #ifdef HARD\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n amount=9\n kill=no\n slowed=yes\n fire_event=no\n animate=yes\n [/harm_unit]\n #endif\n #ifdef NORMAL\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n amount=29\n kill=no\n slowed=yes\n fire_event=no\n animate=yes\n [/harm_unit]\n #endif\n #ifdef EASY\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n amount=37\n kill=no\n slowed=yes\n fire_event=no\n animate=yes\n [/harm_unit]\n #endif\n {DELAY 250}\n [message]\n speaker=Luna\n message= _ \"Agh!\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"You will fight, Luna.\"\n [/message]\n {DELAY 500}\n {PLAY_SOUND \"magic-dark-big.ogg\"}\n {DELAY 500}\n [message]\n speaker=Luna\n message= _ \"Yes... I will fight. Since you have ordered it, I must fight...\"\n [/message]\n\n [fade_out_music][/fade_out_music]\n\n [unit]\n id=incubus1\n type=Demon Incubus\n animate=yes\n side=2\n x,y=15,28\n random_traits=no\n generate_name=yes\n [/unit]\n [unit]\n id=incubus2\n type=Demon Incubus\n animate=yes\n side=2\n x,y=13,31\n random_traits=no\n generate_name=yes\n [/unit]\n [unit]\n id=incubus3\n type=Demon Incubus\n animate=yes\n side=2\n x,y=17,31\n random_traits=no\n generate_name=yes\n [/unit]\n\n {REPLACE_SCENARIO_MUSIC frantic.ogg}\n {APPEND_MUSIC siege_of_laurelmor.ogg}\n\n [message]\n speaker=incubus3\n message= _ \"They step through the mirror of reality into the domain of dreams.\"\n [/message]\n [message]\n speaker=incubus2\n message= _ \"Though we hold sovereignty over the plane of nightmares, eyes of darkness shield their minds from our power.\"\n [/message]\n [message]\n speaker=incubus1\n message= _ \"It is no matter. What cannot be fought with the mind can be subdued by force.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"If it's a fight you want, it's a fight you're going to get. Actually, I take that back. We'll show them. Let's make this a slaughter, girls.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"You got it.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Always so dramatic, Aryel. But this time, I agree with you.\"\n [/message]\n [heal_unit]\n [filter]\n side=1\n [/filter]\n amount=full\n animate=no\n restore_attacks=yes\n restore_statuses=yes\n [/heal_unit]\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Defeat the Ephemeral Angel\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Talya\")}\n {OBJECTIVE_NOTE ( _ \"You may recruit by right clicking on a hex next to Yumi.\")}\n [/objectives]\n\n [set_variable]\n name=boss_battle\n value=1\n [/set_variable]\n [/event]\n [event]\n name=side 2 turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=boss_battle\n numerical_equals=1\n [/variable]\n [/filter_condition]\n [store_unit]\n [filter]\n [filter_adjacent]\n is_enemy=yes\n ability=dreamweave\n [/filter_adjacent]\n [/filter]\n variable=copy_unit\n [/store_unit]\n [for]\n array=copy_unit\n [do]\n [switch]\n variable=copy_unit[$i].id\n [case]\n value=\"Esther\"\n\n [unit]\n side=3\n animate=yes\n type=Fake Fire Fae\n generate_name=no\n random_traits=no\n gender=$copy_unit[$i].gender\n x,y=$copy_unit[$i].x,$copy_unit[$i].y\n [/unit]\n [/case]\n [case]\n value=\"Aryel\"\n\n [unit]\n side=3\n animate=yes\n type=Fake Blood Fae\n generate_name=no\n random_traits=no\n gender=$copy_unit[$i].gender\n x,y=$copy_unit[$i].x,$copy_unit[$i].y\n [/unit]\n [/case]\n [case]\n value=\"Yumi\"\n [/case]\n [else]\n [unit]\n side=3\n animate=yes\n type=$copy_unit[$i].type\n generate_name=no\n random_traits=no\n gender=$copy_unit[$i].gender\n x,y=$copy_unit[$i].x,$copy_unit[$i].y\n [/unit]\n [/else]\n [/switch]\n [/do]\n [/for]\n {CLEAR_VARIABLE copy_unit}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Luna\n [/filter]\n [filter_condition]\n [variable]\n name=boss_battle\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 750}\n [kill]\n side=3\n [/kill]\n [fade_out_music][/fade_out_music]\n\n\n {REPLACE_SCENARIO_MUSIC silence.ogg}\n {DELAY 750}\n\n [message]\n speaker=Luna\n message= _ \"Rrrghh!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Give it up already.\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"I-\"\n [/message]\n {DELAY 250}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 250}\n [message]\n speaker=Luna\n message= _ \"Can't-\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"You will do your duty.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"What's going on with her?\"\n [/message]\n {DELAY 250}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 250}\n [message]\n speaker=Luna\n message= _ \"Please-\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"You will obey.\"\n [/message]\n {DELAY 250}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 250}\n [kill]\n id=Luna\n animate=yes\n [/kill]\n {DELAY 250}\n [store_locations]\n [and]\n x,y=$x1,$y1\n radius=5\n [/and]\n [and]\n [not]\n [filter][/filter]\n [/not]\n [/and]\n [and]\n [not]\n terrain=Wuyb\n [/not]\n [/and]\n [and]\n [not]\n x,y=$x1,$y1\n radius=2\n [/not]\n [/and]\n variable=spawn_points\n [/store_locations]\n [set_variable]\n name=loc\n rand=0..$($spawn_points.length-1)\n [/set_variable]\n [unit]\n id=Luna\n type=Ephemeral Angel\n animate=yes\n side=2\n x,y=$spawn_points[$loc].x,$spawn_points[$loc].y\n random_traits=no\n generate_name=no\n gender=female\n hitpoints=45\n [/unit]\n [redraw][/redraw]\n {DELAY 250}\n [message]\n speaker=Luna\n message= _ \"Aghh-\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"She's... in pain?\"\n [/message]\n {DELAY 250}\n [kill]\n id=Luna\n animate=yes\n [/kill]\n {DELAY 250}\n\n [set_variable]\n name=loc\n rand=0..$($spawn_points.length-1)\n [/set_variable]\n [unit]\n id=Luna\n type=Ephemeral Angel\n animate=yes\n side=2\n x,y=$spawn_points[$loc].x,$spawn_points[$loc].y\n random_traits=no\n generate_name=no\n gender=female\n hitpoints=101\n [/unit]\n\n {CLEAR_VARIABLE spawn_points}\n {CLEAR_VARIABLE loc}\n {DELAY 250}\n [message]\n speaker=narrator\n message= _ \"You cannot flee.\"\n [/message]\n [kill]\n id=Luna\n animate=yes\n [/kill]\n {DELAY 250}\n [remove_shroud]\n side=1\n x=15\n y=30\n radius=7\n [/remove_shroud]\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x=15\n y=30\n radius=7\n multiturn=no\n [/lift_fog]\n {SCROLL_TO 15 30}\n {DELAY 500}\n [fade_out_music][/fade_out_music]\n {PLAY_SOUND \"lightning.ogg\"}\n {DELAY 500}\n [unit]\n id=Luna\n type=Ephemeral Angel\n variation=angel1\n animate=yes\n side=2\n x,y=15,30\n random_traits=no\n generate_name=no\n gender=female\n [/unit]\n\n {INCIDENTAL_MUSIC silence.ogg}\n\n [message]\n speaker=narrator\n message= _ \"(chaotic voices) You will all be mine in the end.\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"(chaotic voices) Beneath the black waters, the darkness will consume you all.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Her voice completely changed! It's like she's not even the same person. I won't just let you take my friends from me.\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"(mixed voices) Your resistance is but an irritation. However, you should take care-\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"(mixed voices) -if you do continue to fight me, I will have no choice but to add you all to my hall of statues.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"It's someone else speaking through her body! Her master?\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"(feminine voice) It's too bad the bodies of most demons are too weak to handle my power. But I suppose I can make good use of this conduit for at least a little while before it gives out.\"\n [/message]\n\n {REPLACE_SCENARIO_MUSIC overlive.ogg}\n {APPEND_MUSIC one_thousand_suns.ogg}\n {APPEND_MUSIC frantic.ogg}\n\n [unit]\n type=Demon Incubus\n variation=incubus1\n animate=yes\n side=2\n x,y=15,28\n random_traits=no\n generate_name=yes\n [/unit]\n [unit]\n type=Demon Incubus\n variation=incubus1\n animate=yes\n side=2\n x,y=13,31\n random_traits=no\n generate_name=yes\n [/unit]\n [unit]\n type=Demon Incubus\n variation=incubus1\n animate=yes\n side=2\n x,y=17,31\n random_traits=no\n generate_name=yes\n [/unit]\n\n [message]\n speaker=Talya\n message= _ \"Oh my...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yikes...\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(eyes narrow)\"\n [/message]\n\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n\n {REPEAT 2 ({QUAKE_FIXED \"rumble.ogg\"})}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n [terrain]\n x,y=$yumi.x,$yumi.y\n terrain=Qxu\n [/terrain]\n [terrain]\n x=14,14,15,15,15,16,16\n y=7,8,7,8,9,7,8\n terrain=Qxu\n [/terrain]\n {PLAY_SOUND \"rumble.ogg\"}\n {DRAW_VOID}\n [redraw][/redraw]\n {DELAY 500}\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n amount=2\n kill=no\n fire_event=no\n animate=yes\n [/harm_unit]\n\n {DELAY 500}\n {SCROLL_TO $yumi.x $yumi.y}\n [terrain]\n x,y=$yumi.x,$yumi.y\n radius=1\n terrain=Qxu\n [/terrain]\n {PLAY_SOUND \"rumble.ogg\"}\n {DRAW_VOID}\n [redraw][/redraw]\n {DELAY 500}\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n amount=4\n kill=no\n fire_event=no\n animate=yes\n [/harm_unit]\n {DELAY 500}\n {SCROLL_TO $yumi.x $yumi.y}\n {PLAY_SOUND \"rumble.ogg\"}\n {DRAW_VOID}\n [redraw][/redraw]\n {DELAY 500}\n #ifdef HARD\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n amount=7\n kill=no\n slowed=yes\n fire_event=no\n animate=yes\n [/harm_unit]\n #endif\n #ifdef NORMAL\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n amount=30\n kill=no\n slowed=yes\n fire_event=no\n animate=yes\n [/harm_unit]\n #endif\n #ifdef EASY\n [harm_unit]\n [filter]\n id=Luna\n [/filter]\n amount=45\n kill=no\n slowed=yes\n fire_event=no\n animate=yes\n [/harm_unit]\n #endif\n {DELAY 500}\n\n {CLEAR_VARIABLE yumi}\n [message]\n speaker=Luna\n message= _ \"(feminine voice) So you are hellbent on being rid of my lackey. Fine. Do as you will, but don't think I'm going to make it easy for you. You will have to fight for your victory.\"\n [/message]\n\n [heal_unit]\n [filter]\n side=1\n [/filter]\n amount=full\n animate=no\n restore_attacks=no\n restore_statuses=yes\n [/heal_unit]\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Defeat the Ephemeral Angel\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Talya\")}\n {OBJECTIVE_NOTE ( _ \"You may recruit by right clicking on a hex next to Yumi.\")}\n [/objectives]\n\n [set_variable]\n name=boss_battle\n value=2\n [/set_variable]\n [set_variable]\n name=turn_count\n value=0\n [/set_variable]\n {CLEAR_VARIABLE luna}\n {CLEAR_VARIABLE tmp}\n {CLEAR_VARIABLE loc}\n {CLEAR_VARIABLE spawn_points}\n [/event]\n\n [event]\n name=side 2 turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=boss_battle\n numerical_equals=2\n [/variable]\n [/filter_condition]\n [store_unit]\n [filter]\n side=1\n [filter_location]\n radius=3\n [and]\n [filter]\n ability=nocturne\n [/filter]\n [/and]\n [/filter_location]\n [/filter]\n variable=copy_unit\n [/store_unit]\n [for]\n array=copy_unit\n [do]\n [switch]\n variable=copy_unit[$i].id\n [case]\n value=\"Esther\"\n\n [unit]\n side=3\n animate=yes\n type=Fake Fire Fae\n generate_name=no\n random_traits=no\n gender=$copy_unit[$i].gender\n x,y=$copy_unit[$i].x,$copy_unit[$i].y\n [/unit]\n [/case]\n [case]\n value=\"Aryel\"\n\n [unit]\n side=3\n animate=yes\n type=Fake Blood Fae\n generate_name=no\n random_traits=no\n gender=$copy_unit[$i].gender\n x,y=$copy_unit[$i].x,$copy_unit[$i].y\n [/unit]\n [/case]\n [case]\n value=\"Yumi\"\n [/case]\n [else]\n [unit]\n side=3\n animate=yes\n type=$copy_unit[$i].type\n generate_name=no\n random_traits=no\n gender=$copy_unit[$i].gender\n x,y=$copy_unit[$i].x,$copy_unit[$i].y\n [/unit]\n [/else]\n [/switch]\n [/do]\n [/for]\n {CLEAR_VARIABLE copy_unit}\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n [not]\n type=Ephemeral Angel, Shadow Fae\n [/not]\n [filter_location]\n terrain=Qxu\n [/filter_location]\n [/filter]\n\n [filter_condition]\n [variable]\n name=boss_battle\n numerical_equals=2\n [/variable]\n [/filter_condition]\n [harm_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n amount=5\n animate=yes\n kill=no\n [/harm_unit]\n [if]\n [have_unit]\n x,y=$x1,$y1\n side=2,3\n [/have_unit]\n [then]\n #ifdef HARD\n [harm_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n amount=7\n animate=no\n kill=no\n [/harm_unit]\n #endif\n #ifdef NORMAL\n [harm_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n amount=12\n animate=no\n kill=no\n [/harm_unit]\n #endif\n #ifdef EASY\n [harm_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n amount=15\n animate=no\n kill=no\n [/harm_unit]\n #endif\n [/then]\n [/if]\n {CLEAR_VARIABLE damage}\n [/event]\n\n [event]\n name=last breath\n first_time_only=no\n [filter]\n id=Luna\n [/filter]\n [filter_condition]\n [variable]\n name=boss_battle\n numerical_equals=2\n [/variable]\n [/filter_condition]\n\n [remove_sound_source]\n id=s22dark1,s22dark2\n [/remove_sound_source]\n [fade_out_music][/fade_out_music]\n\n {REPLACE_SCENARIO_MUSIC silence.ogg}\n\n {DELAY 750}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 500}\n [terrain]\n x,y=15,30\n radius=2\n terrain=Woby\n [/terrain]\n [kill]\n side=2,3\n [not]\n id=Luna\n [/not]\n [/kill]\n {DELAY 750}\n [message]\n speaker=Luna\n message= _ \"(gasps)\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"I- can't... breathe...\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"It hurts...\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"The darkness... is fading...\"\n [/message]\n {DELAY 750}\n {FADE_SCREEN}\n [kill]\n id=Luna\n [/kill]\n {DELAY 500}\n\n [terrain]\n x=10,11,12,13,14,15,16,17,18,19,20\n y=39,39,38,38,37,37,37,38,38,39,39\n terrain=Woby\n [/terrain]\n [terrain]\n [and]\n terrain=Zdyd\n [/and]\n terrain=Woby\n [/terrain]\n [redraw][/redraw]\n [change_theme]\n theme=Cutscene_Minimal\n [/change_theme]\n [remove_shroud]\n side=1\n x=15\n y=42\n radius=5\n [/remove_shroud]\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x=15\n y=42\n radius=5\n multiturn=no\n [/lift_fog]\n {SCROLL_TO 15 42}\n {PLAY_SOUND \"magic-1.ogg\"}\n {DELAY 1500}\n {UNFADE_SCREEN}\n {DELAY 2500}\n [move_unit]\n id=Yumi\n to_x,to_y=14,41\n [/move_unit]\n {MODIFY_UNIT (id=Yumi) facing se}\n {DELAY 500}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 1000}\n [terrain]\n x,y=15,42\n terrain=Gll^Fet\n [/terrain]\n [redraw][/redraw]\n {DELAY 500}\n {REPLACE_SCENARIO_MUSIC snowfall.ogg}\n {DELAY 500}\n [unit]\n id=Luna\n name= _ \"Luna\"\n type=Illusory Angel\n animate=yes\n side=2\n x,y=15,42\n random_traits=no\n generate_name=no\n gender=female\n facing=nw\n [/unit]\n {DELAY 500}\n\n [message]\n speaker=Luna\n message= _ \"The darkness is gone. My mind is my own once more.\"\n [/message]\n\n {DELAY 500}\n [replace_schedule]\n {ETERNALDARK2}\n [/replace_schedule]\n {DELAY 250}\n [kill]\n x,y=15,42\n [/kill]\n [unit]\n id=Luna\n name= _ \"Luna\"\n profile=portraits/luna.png\n type=Demon Nightmare\n animate=no\n side=2\n x,y=15,42\n random_traits=no\n generate_name=no\n gender=female\n facing=nw\n [/unit]\n [message]\n speaker=Luna\n message= _ \"I can speak again. I can see again.\"\n [/message]\n {DELAY 500}\n [replace_schedule]\n {ETERNALDARK}\n [/replace_schedule]\n {DELAY 250}\n [kill]\n x,y=15,42\n [/kill]\n [unit]\n id=Luna\n name= _ \"Luna\"\n profile=portraits/luna.png\n type=Demon Apparition\n animate=no\n side=2\n x,y=15,42\n random_traits=no\n generate_name=no\n gender=female\n facing=nw\n [/unit]\n [message]\n speaker=Luna\n message= _ \"I can feel again. Ah- but...\"\n [/message]\n {DELAY 500}\n [replace_schedule]\n {MIDNIGHT}\n [/replace_schedule]\n {DELAY 250}\n [kill]\n x,y=15,42\n [/kill]\n [unit]\n id=Luna\n name= _ \"Luna\"\n profile=portraits/luna.png\n type=Blue Demon\n animate=no\n side=2\n x,y=15,42\n random_traits=no\n generate_name=no\n gender=female\n facing=nw\n [/unit]\n [message]\n speaker=Luna\n message= _ \"My body will not last much longer.\"\n [/message]\n {DELAY 500}\n [terrain]\n x,y=15,42\n radius=1\n terrain=Wo\n [/terrain]\n [terrain]\n x,y=15,42\n terrain=Gll^Fet\n [/terrain]\n [redraw][/redraw]\n {DELAY 250}\n [message]\n speaker=Luna\n message= _ \"Can they hear us?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"We are alone.\"\n [/message]\n {DRAW_WATER}\n {DRAW_WATER}\n [redraw][/redraw]\n {DELAY 1500}\n [message]\n speaker=Luna\n message= _ \"She put me in a cage of my own body. She took control of my mind. She said she would free me. She didn't say she would make me into a monster.\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"(trembles)\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"I've never been free before.\"\n [/message]\n {DRAW_WATER}\n {DRAW_WATER}\n [redraw][/redraw]\n {TURN_UNIT5 \"Luna\"}\n [message]\n speaker=Luna\n message= _ \"I was trapped in a shell. I couldn't see. I couldn't feel.\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"It was like being trapped in an endless nightmare, where I tried and tried, but could never wake up.\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"And if it was not the nightmares, then it was just a boundless sea of empty, black water. I couldn't bear to be alone like that. I couldn't stand not being able to feel anything.\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"The endless torment, where time itself slowed to a halt, where the darkness was at once filled with horrifying sensation and aching numbness... it trapped me in my mind, with my own body as the prison.\"\n [/message]\n {DRAW_WATER}\n {DRAW_WATER}\n [redraw][/redraw]\n {MODIFY_UNIT (id=Luna) hitpoints 20}\n {MODIFY_UNIT (id=Luna) max_hitpoints 20}\n [message]\n speaker=Luna\n message= _ \"(breathes)\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"Now, it's over.\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"It's been so long...\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"I barely even remember what it was like to see the moonlight with my own two eyes.\"\n [/message]\n {DELAY 700}\n {DRAW_WATER}\n {DRAW_WATER}\n [redraw][/redraw]\n {MODIFY_UNIT (id=Luna) facing nw}\n {MODIFY_UNIT (id=Luna) hitpoints 16}\n {MODIFY_UNIT (id=Luna) max_hitpoints 16}\n {DELAY 500}\n [message]\n speaker=Luna\n message= _ \"My whole life has been nothing but dreams of darkness. But now, I'm finally free.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(nods)\"\n [/message]\n {MODIFY_UNIT (id=Luna) hitpoints 12}\n {MODIFY_UNIT (id=Luna) max_hitpoints 12}\n {DRAW_WATER}\n {DRAW_WATER}\n [redraw][/redraw]\n [message]\n speaker=Luna\n message= _ \"I never wanted to fight you. I didn't have a choice.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I know.\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"She used me as a fake, to disguise her true intentions from everyone else.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"I know.\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"I've caused you so much trouble...\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"But at least now, with me gone, the Yuure demons will no longer hunt you here.\"\n [/message]\n {MODIFY_UNIT (id=Luna) hitpoints 8}\n {MODIFY_UNIT (id=Luna) max_hitpoints 8}\n {DRAW_WATER}\n {DRAW_WATER}\n [redraw][/redraw]\n [message]\n speaker=Luna\n message= _ \"Still, she will find another way. She wants to bring you to her world. She wants to use you - the energy that composes your radiant forms. You can't run - she won't stop. It won't stop.\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"She was cruel to me, she lied to me, she used me... but she is right. There's only one way to escape our crumbling reality. You know that.\"\n [/message]\n {DELAY 1000}\n {MODIFY_UNIT (id=Luna) hitpoints 4}\n {MODIFY_UNIT (id=Luna) max_hitpoints 4}\n {DRAW_WATER}\n {DRAW_WATER}\n [redraw][/redraw]\n {DELAY 500}\n [message]\n speaker=Yumi\n message= _ \"I know, but, I still have to try on my own first.\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"I understand.\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"Will you tell the other Guardians about her?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Not yet. I need to see what happens first.\"\n [/message]\n [message]\n speaker=Luna\n message= _ \"You need to see the other Guardians first, you mean. You can't trust any of them?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(nods)\"\n [/message]\n {TURN_UNIT5 \"Yumi\"}\n {DELAY 500}\n [message]\n speaker=Yumi\n message= _ \"(looks up)\"\n [/message]\n {DELAY 500}\n {DRAW_WATER}\n {DRAW_WATER}\n [redraw][/redraw]\n [replace_schedule]\n {SECOND_WATCH_HOUR6}\n [/replace_schedule]\n {MODIFY_UNIT (id=Luna) hitpoints 2}\n {MODIFY_UNIT (id=Luna) max_hitpoints 2}\n [message]\n speaker=Luna\n message= _ \"The sun is rising. The moon is dying. I wish I could help you more, but-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"It's okay. You've been hurt enough. Go be free.\"\n [/message]\n {MODIFY_UNIT (id=Luna) hitpoints 1}\n {MODIFY_UNIT (id=Luna) max_hitpoints 1}\n {DRAW_WATER}\n {DRAW_WATER}\n [redraw][/redraw]\n {DELAY 500}\n {COLOR_ADJUST 33 33 33}\n {DELAY 100}\n {COLOR_ADJUST 67 67 67}\n {DELAY 100}\n {COLOR_ADJUST 100 100 100}\n {DELAY 100}\n {COLOR_ADJUST 133 133 133}\n {DELAY 100}\n [message]\n speaker=Luna\n message= _ \"Thank you.\"\n [/message]\n {DELAY 750}\n [kill]\n id=Luna\n [/kill]\n {DELAY 750}\n {COLOR_ADJUST 167 167 167}\n {DELAY 100}\n {COLOR_ADJUST 200 200 200}\n {DELAY 100}\n {COLOR_ADJUST 233 233 233}\n {DELAY 100}\n {COLOR_ADJUST 255 255 255}\n {DELAY 1000}\n\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 0}\n replay_save=yes\n carryover_report=no\n linger_mode=no\n next_scenario=23_Dawn\n [/endlevel]\n [/event]\n\n [event]\n name=victory\n [kill]\n side=1\n type=Manifestation\n [/kill]\n [clear_menu_item]\n id=recruit_manifestation\n [/clear_menu_item]\n\n {CLEAR_VARIABLE boss_battle}\n {CLEAR_VARIABLE turn_count}\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Yumi\n [/filter]\n\n [message]\n speaker=Yumi\n message= _ \"(gasp)\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n [event]\n name=last breath\n [filter]\n id=Esther\n [/filter]\n\n [message]\n speaker=Esther\n message= _ \"I... failed...\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n [event]\n name=last breath\n [filter]\n id=Aryel\n [/filter]\n\n [message]\n speaker=Aryel\n message= _ \"Ah...\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n [event]\n name=last breath\n [filter]\n id=Talya\n [/filter]\n\n [message]\n speaker=Talya\n message= _ \"Ow!\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n[/scenario]\n\n#undef CAVE_WALL_SEED\n#undef DRAW_VOID\n#undef DRAW_WALLS\n#undef DRAW_WALLS2\n#undef DRAW_WALLS3\n#undef DRAW_WALLS4\n#undef DRAW_WATER\n#undef BREAK_WALLS\n"} {"text": "#textdomain wesnoth-Genesis\n\n[scenario]\n id=23_Dawn\n name= _ \"Dawn\"\n map_data=\"{~add-ons/Genesis/episode1/maps/23a_Dawn.map}\"\n turns=-1\n next_scenario=null\n\n theme=Cutscene_Minimal\n {DAWN}\n\n {SCENARIO_MUSIC journeys_end.ogg}\n\n [side]\n {PLAYER_FAE}\n {NO_GOLD_SIDE}\n side=1\n recruit=\n [/side]\n\n [side]\n {HUMAN_ALLY}\n type=Grand Marshal\n side=2\n id=Haart\n name= _ \"Marshal Haart\"\n canrecruit=yes\n hidden=yes\n [/side]\n\n [side]\n {ETHEA_ENEMY_SIDE}\n no_leader=yes\n side=3\n hidden=yes\n [/side]\n\n [side]\n side=4\n no_leader=yes\n controller=human\n team_name=fae\n color=green\n hidden=yes\n user_team_name= _ \"team_name^Xia'el\"\n [/side]\n\n [side]\n side=5\n no_leader=yes\n controller=human\n team_name=fae\n color=black\n hidden=yes\n share_view=yes\n user_team_name= _ \"team_name^Merthiaal\"\n [/side]\n\n [side]\n side=6\n no_leader=yes\n team_name=statues\n color=white\n hidden=yes\n controller=null\n [/side]\n\n [side]\n side=7\n no_leader=yes\n controller=human\n team_name=fae\n color=ethea\n hidden=yes\n user_team_name= _ \"team_name^Uria\"\n [/side]\n\n {STARTING_VILLAGES_ALL 3}\n {STARTING_VILLAGES 2 3}\n {STARTING_VILLAGES_AREA 2 15 13 3}\n {STARTING_VILLAGES_AREA 2 24 4 2}\n {STARTING_VILLAGES_AREA 2 4 6 3}\n\n [event]\n name=prestart\n\n {CLEAR_VARIABLE haart}\n [unit]\n id=S23hellion\n type=Demon Hellion\n canrecruit=yes\n side=3\n x,y=7,22\n generate_name=yes\n random_gender=yes\n random_traits=no\n [/unit]\n [unit]\n id=S23warrior\n type=Demon Warrior\n canrecruit=yes\n side=3\n x,y=19,30\n generate_name=yes\n random_gender=yes\n random_traits=no\n [/unit]\n [unit]\n id=S23inferno\n type=Inferno Demon\n canrecruit=yes\n side=3\n x,y=9,31\n generate_name=yes\n random_gender=yes\n random_traits=no\n [/unit]\n [unit]\n id=S23galerunner\n type=Demon Galerunner\n canrecruit=yes\n side=3\n x,y=4,47\n generate_name=yes\n random_gender=yes\n random_traits=no\n [/unit]\n [unit]\n id=S23stormbringer\n type=Demon Stormbringer\n canrecruit=yes\n side=3\n x,y=22,47\n generate_name=yes\n random_gender=yes\n random_traits=no\n [/unit]\n [unit]\n id=S23harbinger\n type=Demon Harbinger\n canrecruit=yes\n side=3\n x,y=13,43\n generate_name=yes\n random_gender=yes\n random_traits=no\n [/unit]\n [unit]\n id=S23general\n type=General\n canrecruit=yes\n side=2\n x,y=9,13\n generate_name=yes\n random_traits=no\n hitpoints=27\n [/unit]\n [unit]\n type=General\n canrecruit=yes\n side=2\n x,y=15,12\n generate_name=yes\n random_traits=no\n hitpoints=19\n [/unit]\n {SPAWN_NOID \"Demon Windlasher\" 3 2 47}\n {SPAWN_NOID \"Demon Windlasher\" 3 5 49}\n {SPAWN_NOID \"Demon Windlasher\" 3 7 44}\n {SPAWN_NOID \"Demon Windlasher\" 3 2 35}\n {SPAWN_NOID \"Demon Windlasher\" 3 8 46}\n {SPAWN_NOID \"Demon Windlasher\" 3 3 43}\n {SPAWN_NOID \"Demon Windlasher\" 3 17 47}\n {SPAWN_NOID \"Demon Windlasher\" 3 22 43}\n {SPAWN_NOID \"Demon Zephyr\" 3 12 47}\n {SPAWN_NOID \"Demon Zephyr\" 3 22 49}\n {SPAWN_NOID \"Demon Zephyr\" 3 24 46}\n {SPAWN_NOID \"Demon Zephyr\" 3 17 43}\n {SPAWN_NOID \"Demon Zephyr\" 3 19 45}\n {SPAWN_NOID \"Demon Zephyr\" 3 21 41}\n {SPAWN_NOID \"Demon Grunt\" 3 11 41}\n {SPAWN_NOID \"Demon Zephyr\" 3 7 40}\n {SPAWN_NOID \"Demon Zephyr\" 3 18 24}\n {SPAWN_NOID \"Demon Zephyr\" 3 6 35}\n {SPAWN_NOID \"Demon Grunt\" 3 13 39}\n {SPAWN_NOID \"Fire Demon\" 3 14 38}\n {SPAWN_NOID \"Demon Grunt\" 3 19 38}\n {SPAWN_NOID \"Fire Demon\" 3 5 32}\n {SPAWN_NOID \"Fire Demon\" 3 9 29}\n {SPAWN_NOID \"Fire Demon\" 3 11 33}\n {SPAWN_NOID \"Fire Demon\" 3 23 37}\n {SPAWN_NOID \"Fire Demon\" 3 11 26}\n {SPAWN_NOID \"Demon Grunt\" 3 22 34}\n {SPAWN_NOID \"Demon Grunt\" 3 20 35}\n {SPAWN_NOID \"Demon Sword Dancer\" 3 13 30}\n {SPAWN_NOID \"Demon Sword Dancer\" 3 18 27}\n {SPAWN_NOID \"Demon Sword Dancer\" 3 18 32}\n {SPAWN_NOID \"Demon Sword Dancer\" 3 8 19}\n {SPAWN_NOID \"Demon Sword Dancer\" 3 18 22}\n {SPAWN_NOID \"Demon Sword Dancer\" 3 6 21}\n {SPAWN_NOID \"Demon Sword Dancer\" 3 6 22}\n {SPAWN_NOID \"Demon Berserker\" 3 22 20}\n {SPAWN_NOID \"Demon Berserker\" 3 14 20}\n {SPAWN_NOID \"Demon Berserker\" 3 9 23}\n {SPAWN_NOID \"Demon Berserker\" 3 8 21}\n {SPAWN_NOID \"Demon Grunt\" 3 21 28}\n {SPAWN_NOID \"Demon Grunt\" 3 22 30}\n {SPAWN_NOID \"Demon Grunt\" 3 24 24}\n {SPAWN_NOID \"Demon Grunt\" 3 4 21}\n {SPAWN_NOID \"Master Bowman\" 2 13 7}\n {SPAWN_NOID \"Master Bowman\" 2 15 7}\n {SPAWN_NOID \"Master Bowman\" 2 24 7}\n {SPAWN_NOID \"Royal Guard\" 2 14 9}\n {SPAWN_NOID \"Royal Guard\" 2 22 10}\n {SPAWN_NOID \"Royal Guard\" 2 24 13}\n {SPAWN_NOID \"Royal Guard\" 2 24 10}\n {SPAWN_NOID \"Royal Guard\" 2 25 12}\n {SPAWN_NOID \"Iron Mauler\" 2 22 12}\n\n [unit]\n type=Shock Trooper\n side=2\n x,y=11,16\n generate_name=yes\n random_traits=yes\n hitpoints=5\n [/unit]\n [unit]\n type=Shock Trooper\n side=2\n x,y=14,15\n generate_name=yes\n random_traits=yes\n hitpoints=9\n [/unit]\n [unit]\n type=Shock Trooper\n side=2\n x,y=20,13\n generate_name=yes\n random_traits=yes\n hitpoints=39\n [/unit]\n [unit]\n type=Swordsman\n side=2\n x,y=13,12\n generate_name=yes\n random_traits=yes\n hitpoints=34\n [/unit]\n [unit]\n type=Swordsman\n side=2\n x,y=17,13\n generate_name=yes\n random_traits=yes\n hitpoints=39\n [/unit]\n [unit]\n type=Swordsman\n side=2\n x,y=7,13\n generate_name=yes\n random_traits=yes\n hitpoints=17\n [/unit]\n [unit]\n type=Javelineer\n side=2\n x,y=21,15\n generate_name=yes\n random_traits=yes\n hitpoints=23\n [/unit]\n [unit]\n type=Pikeman\n side=2\n x,y=8,14\n generate_name=yes\n random_traits=yes\n hitpoints=11\n [/unit]\n [unit]\n type=Longbowman\n side=2\n x,y=10,13\n generate_name=yes\n random_traits=yes\n hitpoints=25\n [/unit]\n [unit]\n type=Longbowman\n side=2\n x,y=17,15\n generate_name=yes\n random_traits=yes\n hitpoints=13\n [/unit]\n [unit]\n type=Longbowman\n side=2\n x,y=10,12\n generate_name=yes\n random_traits=yes\n hitpoints=31\n [/unit]\n [unit]\n type=Demon Bladestorm\n side=3\n x,y=7,14\n generate_name=yes\n random_traits=yes\n random_gender=yes\n hitpoints=35\n [/unit]\n [unit]\n type=Demon Bladestorm\n side=3\n x,y=11,17\n generate_name=yes\n random_traits=yes\n random_gender=yes\n hitpoints=41\n [/unit]\n [unit]\n type=Demon Berserker\n side=3\n x,y=6,15\n generate_name=yes\n random_traits=yes\n random_gender=yes\n hitpoints=12\n [/unit]\n [unit]\n type=Demon Zephyr\n side=3\n x,y=8,11\n generate_name=yes\n random_traits=yes\n random_gender=yes\n hitpoints=26\n [/unit]\n [unit]\n type=Demon Berserker\n side=3\n x,y=21,18\n generate_name=yes\n random_traits=yes\n random_gender=yes\n hitpoints=35\n [/unit]\n [unit]\n type=Demon Grunt\n side=3\n x,y=17,17\n generate_name=yes\n random_traits=yes\n random_gender=yes\n hitpoints=24\n [/unit]\n [unit]\n type=Demon Berserker\n side=3\n x,y=4,14\n generate_name=yes\n random_traits=yes\n random_gender=yes\n hitpoints=16\n [/unit]\n [unit]\n type=Demon Berserker\n side=3\n x,y=6,12\n generate_name=yes\n random_traits=yes\n random_gender=yes\n hitpoints=22\n [/unit]\n [unit]\n type=Fire Demon\n side=3\n x,y=17,16\n generate_name=yes\n random_traits=yes\n random_gender=yes\n hitpoints=16\n [/unit]\n [unit]\n type=Demon Sword Dancer\n side=3\n x,y=21,16\n generate_name=yes\n random_traits=yes\n random_gender=yes\n hitpoints=21\n [/unit]\n [unit]\n type=Demon Grunt\n side=3\n x,y=2,17\n generate_name=yes\n random_traits=yes\n random_gender=yes\n hitpoints=35\n [/unit]\n {FADE_SCREEN}\n [/event]\n\n [event]\n name=start\n {UNFADE_SCREEN}\n {DELAY 500}\n {RECALL_ARYEL_NOLOC}\n {RECALL_TALYA_NOLOC}\n {RECALL_YUMI_NOLOC}\n {DELAY 1500}\n {SCROLL_TO 8 13}\n {DELAY 2000}\n {SCROLL_TO 11 22}\n {DELAY 2000}\n {SCROLL_TO 14 30}\n {DELAY 2000}\n {SCROLL_TO 13 43}\n {DELAY 2000}\n\n [message]\n speaker=Esther\n message= _ \"Uh.\"\n [/message]\n {DELAY 500}\n [move_unit]\n id=Esther\n to_x,to_y=13,11\n [/move_unit]\n {SCROLL_TO 13 11}\n {DELAY 500}\n [message]\n speaker=Esther\n message= _ \"Jeez. We weren't even gone that long.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Yikes.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Looks like we're in for another hard fight...\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Yeah I don't know about you, but I don't have that much left in me. To be honest, you two don't look so good either. Even Yumi seems a little more tired than normal.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"What do you want to do? We can't just run away.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"That's true.\"\n [/message]\n {DELAY 500}\n [move_unit]\n id=Aryel\n to_x,to_y=18,12\n [/move_unit]\n {DELAY 500}\n [move_unit]\n id=Talya\n to_x,to_y=17,12\n [/move_unit]\n {SCROLL_TO 18 12}\n {DELAY 500}\n [message]\n speaker=Aryel\n message= _ \"General Haart!\"\n [/message]\n [message]\n speaker=Haart\n message= _ \"(turns) Ah, the faeries! And Tayla, you have returned! Your investigation went well, I take it?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yes, there was an issue with the upper echelon of your leadership, but we took care of it. Talya can fill you in on the details later. It seems like we have another problem right now though. How many men do you have left in reserve?\"\n [/message]\n [message]\n speaker=Haart\n message= _ \"Not many, I'm afraid. I don't want to pull the guards out from around the civilian areas, since we're stretched thin already. We've been able to hold them here for a while, but my scouts report that even more of them have just arrived to the south.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Is retreating an option?\"\n [/message]\n [message]\n speaker=Haart\n message= _ \"Only if you want the rest of the city to end up like this.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Ugh. We'll have to stand and fight.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"That won't be necessary.\"\n [/message]\n {DELAY 500}\n {TURN_UNIT5 \"Aryel\"}\n [message]\n speaker=Aryel\n message= _ \"Uhm.\"\n [/message]\n {DELAY 500}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 500}\n [message]\n speaker=Esther\n message= _ \"Is it just me or-\"\n [/message]\n {DELAY 500}\n {PLAY_SOUND \"magic-faeriefire-miss.ogg\"}\n {DELAY 1000}\n {PLAY_SOUND \"magic-faeriefire-miss.ogg\"}\n {DELAY 500}\n {SCROLL_TO 15 31}\n {DELAY 750}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 500}\n [unit]\n type=Guardian of Earth\n id=Xia'el\n name= _ \"Xia'el\"\n x,y=15,31\n side=4\n random_traits=no\n generate_name=no\n animate=yes\n [/unit]\n\n [message]\n speaker=S23warrior\n message= _ \"!\"\n [/message]\n [message]\n speaker=S23inferno\n message= _ \"!\"\n [/message]\n [message]\n speaker=S23harbinger\n message= _ \"!\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Oh dear. It looks like I arrived just in time.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Urdemons, you are intruding upon my realm and I must ask you to stand down. I do not approve of your aggression and neither does Uria-\"\n [/message]\n {DELAY 250}\n {PLAY_SOUND \"magic-missile-1.ogg\"}\n {DELAY 750}\n {PLAY_SOUND \"explosion.ogg\"}\n {DELAY 350}\n [unit]\n type=Guardian of Life\n id=Uria\n name= _ \"Uria\"\n x,y=14,43\n side=7\n random_traits=no\n generate_name=no\n animate=yes\n [/unit]\n [harm_unit]\n [filter]\n id=S23harbinger\n [/filter]\n [filter_second]\n id=Uria\n [/filter_second]\n [primary_attack]\n range=melee\n [/primary_attack]\n [secondary_attack]\n range=melee\n [/secondary_attack]\n animate=yes\n kill=yes\n amount=999\n [/harm_unit]\n {DELAY 500}\n [message]\n speaker=Uria\n message= _ \"Always so nice about it, Xia'el. That doesn't always work.\"\n [/message]\n [message]\n speaker=S23galerunner\n message= _ \"The Mistress of Life!\"\n [/message]\n [message]\n speaker=Uria\n message= _ \"When there is a problem, sometimes you need to exterminate it.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"They're your subjects. I didn't want to presume what you wanted to do.\"\n [/message]\n [message]\n speaker=Uria\n message= _ \"Sure, we normally are hands off as much as possible. But this? I need to make an example of this.\"\n [/message]\n {DELAY 250}\n {COLOR_ADJUST 33 33 33}\n {DELAY 100}\n {COLOR_ADJUST 67 67 67}\n {DELAY 100}\n {COLOR_ADJUST 100 100 100}\n {DELAY 100}\n {COLOR_ADJUST 133 133 133}\n {DELAY 100}\n [kill]\n x=1-25\n y=37-50\n [not]\n id=Uria\n [/not]\n animate=yes\n [/kill]\n [message]\n speaker=S23hellion\n message= _ \"M-m-mistress please...\"\n [/message]\n {DELAY 250}\n {COLOR_ADJUST 167 167 167}\n {DELAY 100}\n {COLOR_ADJUST 200 200 200}\n {DELAY 100}\n {COLOR_ADJUST 233 233 233}\n {DELAY 100}\n {COLOR_ADJUST 255 255 255}\n {DELAY 100}\n {DELAY 600}\n {PLAY_SOUND \"human-female-die-1.ogg\"}\n {DELAY 500}\n {PLAY_SOUND \"human-die-1.ogg\"}\n {DELAY 500}\n {PLAY_SOUND \"human-female-die-3.ogg\"}\n {DELAY 500}\n [kill]\n side=3\n [/kill]\n {DELAY 500}\n {UNWHITE_SCREEN}\n {DELAY 1000}\n [message]\n speaker=Talya\n message= _ \"Phew.\"\n [/message]\n [message]\n speaker=Haart\n message= _ \"Err, what just happened-\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"General, it is better if you stay out of this. Do not pry into what does not concern you.\"\n [/message]\n [message]\n speaker=Haart\n message= _ \"But-\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"You should probably listen to her.\"\n [/message]\n [message]\n speaker=Haart\n message= _ \"... right. I'll pull my men back.\"\n [/message]\n {DELAY 500}\n [kill]\n side=2\n [/kill]\n {DELAY 500}\n [message]\n speaker=Aryel\n message= _ \"(slumps) It's finally over. I'm so tired.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"(elbows Aryel) No sleeping yet, drowsy pants. They look like they want to talk to us.\"\n [/message]\n [message]\n speaker=Uria\n message= _ \"I do. I think Xia'el has some things to say as well.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Ugh. Now?\"\n [/message]\n [message]\n speaker=Uria\n message= _ \"Yes, now. Is there somewhere secure that we can speak? Preferably somewhere less destroyed.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"How about the Pantheon? It's not the most secluded place, but at least it's an enclosed area where we can talk.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"It should work. Uria?\"\n [/message]\n [message]\n speaker=Uria\n message= _ \"I'll clean this up first and meet you there. We'll make our little meeting quick as well, so you faerie can get some rest.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Thank goodness.\"\n [/message]\n\n {FADE_SCREEN}\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n [store_unit]\n [filter]\n id=Talya\n [/filter]\n variable=talya\n [/store_unit]\n [store_unit]\n [filter]\n id=Yumi\n [/filter]\n variable=yumi\n [/store_unit]\n [kill]\n side=1,2,3,4,5\n [/kill]\n [fire_event]\n name=scene2\n [/fire_event]\n [/event]\n [event]\n name=scene2\n\n [replace_map]\n map=\"{~add-ons/Genesis/episode1/maps/07d_Pantheon.map}\"\n expand=yes\n shrink=yes\n [/replace_map]\n {DELAY 500}\n {UNFADE_SCREEN}\n [unit]\n side=6\n type=Guardian of Earth Statue\n x,y=14,3\n generate_name=no\n random_traits=no\n facing=s\n ellipse=none\n [/unit]\n [unit]\n side=6\n type=Demon Stromguarde Statue\n x,y=1,8\n generate_name=no\n random_traits=no\n facing=se\n ellipse=none\n [/unit]\n [unit]\n side=6\n type=Grand Marshal Statue\n x,y=27,8\n generate_name=no\n random_traits=no\n facing=sw\n ellipse=none\n [/unit]\n [unit]\n side=6\n type=Great Mage Statue\n x,y=1,21\n generate_name=no\n random_traits=no\n gender=female\n facing=ne\n ellipse=none\n [/unit]\n [unit]\n side=6\n type=Mage of Light Statue\n x,y=27,21\n generate_name=no\n random_traits=no\n gender=male\n facing=nw\n ellipse=none\n [/unit]\n [unit]\n side=6\n type=Faerie Dryad Statue\n x,y=9,9\n generate_name=no\n random_traits=no\n facing=se\n ellipse=none\n [/unit]\n [unit]\n side=6\n type=Cavalier Statue\n x,y=19,9\n generate_name=no\n random_traits=no\n gender=male\n facing=sw\n ellipse=none\n [/unit]\n [unit]\n side=6\n type=Paladin Statue\n x,y=9,19\n generate_name=no\n random_traits=no\n gender=male\n facing=ne\n ellipse=none\n [/unit]\n [unit]\n side=6\n type=Eventide Dancer Statue\n x,y=19,19\n generate_name=no\n random_traits=no\n facing=nw\n ellipse=none\n [/unit]\n [petrify]\n side=6\n [/petrify]\n\n {SCROLL_TO 14 19}\n\n [unstore_unit]\n variable=esther\n x,y=14,19\n [/unstore_unit]\n [unstore_unit]\n variable=aryel\n x,y=17,20\n [/unstore_unit]\n [unstore_unit]\n variable=talya\n x,y=12,20\n [/unstore_unit]\n [unstore_unit]\n variable=yumi\n x,y=17,21\n [/unstore_unit]\n [unhide_unit]\n [filter][/filter]\n [/unhide_unit]\n {CLEAR_VARIABLE esther}\n {CLEAR_VARIABLE aryel}\n {CLEAR_VARIABLE talya}\n {DELAY 1250}\n\n [unit]\n type=Guardian of Earth\n id=Xia'el\n name= _ \"Xia'el\"\n x,y=16,17\n side=4\n random_traits=no\n generate_name=no\n animate=yes\n [/unit]\n\n [message]\n speaker=Xia'el\n message= _ \"One moment, girls. Uria's coming.\"\n [/message]\n {DELAY 2000}\n [unit]\n type=Guardian of Life\n id=Uria\n name= _ \"Uria\"\n x,y=11,16\n side=7\n random_traits=no\n generate_name=no\n animate=yes\n [/unit]\n {DELAY 1000}\n [message]\n speaker=Uria\n message= _ \"You sealed all the entrances?\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Should be safe from prying eyes and ears.\"\n [/message]\n [message]\n speaker=Uria\n message= _ \"And scrying?\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Should be. Only other Guardians I could think of who could spy on us right now are Yukiria and Merthiaal. But we wouldn't be able to stop them even if we tried.\"\n [/message]\n [message]\n speaker=Uria\n message= _ \"Yukiria's not the type to directly involve herself like that. I spoke with Merthiaal recently, I don't believe she has any reason to do so either. I believe you went to see her as well?\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"I did. She was neurotic and childish, like usual, but to her credit, she was pretty open with me this time. So I think we're on the same page. This is about Valdir, isn't it?\"\n [/message]\n [message]\n speaker=Uria\n message= _ \"Yes. Anyway...\"\n [/message]\n [message]\n speaker=Uria\n message= _ \"Perhaps we ought to explain this a bit to our friends here. But first, the human-\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Her name's Talya. She's seen basically everything with us already. There's no point in sending her away now. And before you ask, she can keep her mouth shut.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"I trust her as well.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"(whispers) Erm, you two sure I should be here?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(whispers) You're one of our friends and you're also pretty useful as an ally. Just promise you'll keep this stuff to yourself.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"(whispers) Okay, I promise.\"\n [/message]\n [message]\n speaker=Uria\n message= _ \"Xia'el? What do you think?\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Let her stay, this may end up concerning her as well.\"\n [/message]\n [message]\n speaker=Uria\n message= _ \"Very well.\"\n [/message]\n {DELAY 1500}\n [message]\n speaker=Uria\n message= _ \"Let's start with introductions. I am Uria, the Guardian of Life and the protector of the world Ethea. On my world, there exist the Urdemons, who have unfortunately been attacking you. Groups of them have defected from my control and it has been quite a hassle for me to rein them back in without completely destroying them.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"(nods) I think you all know me. Talya, we have met before as well.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(whispers) You have?\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"(whispers) Yeah, that's why we have a statue of her here. She sometimes reveals herself to the king and some of the mage council. I guess to make sure everything's fine with us and to keep us in check.\"\n [/message]\n [message]\n speaker=Uria\n message= _ \"It seems like you four know a little bit about us Guardians already. Good, this will keep my explanation short.\"\n [/message]\n [message]\n speaker=Uria\n message= _ \"As you likely already know, these attacks are not an accident. The dream demons were placed on our worlds, Irdya and Ethea, by either a demon lord or a Guardian. Their purpose was two-fold - to sow chaos among us, and to seek a weapon or a weakness of some sort. Right now, we do not know what they were looking for, or if they have already found it.\"\n [/message]\n [message]\n speaker=Uria\n message= _ \"Regarding this matter, it also came to my attention that a powerful demon lady was planted on your world to manipulate the humans into attacking the faerie.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Yeah, but we already beat her. Well, Yumi did.\"\n [/message]\n [message]\n speaker=Uria\n message= _ \"You defeated this demon lady by yourselves? Impressive. I came here to take care of that and extract some information from her.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"I'm afraid that's not possible. She disappeared after we - Yumi - defeated her. I'm not entirely sure, but-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"She's gone.\"\n [/message]\n [message]\n speaker=Uria\n message= _ \"I see. Well, no matter. We have plenty of other sources of information.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"You mean about the one who put that demon lady here?\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Yes. Right now, we think the one orchestrating these events is the Guardian of Water, Valdir.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(turns) That would make sense. Whenever we came across that demon, she was always around a lot of water.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"It does make sense, but why would Valdir want to mess with us..?\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Unlike the other Guardians, he and the Guardian of Fire, Shardia, share the same world. It is called Norsula, the plane of endless war. As two Guardians of opposed natures, Valdir and Shardia are always locked in combat-\"\n [/message]\n [message]\n speaker=Uria\n message= _ \"You're giving him too much credit. Valdir's an egotistical maniac. All he desires is bloodshed. To that end, he seeks power in whatever form he can obtain it. It's evident that Norsula wasn't enough for him, so now he wants to spread his war to our worlds. Remember, Valdir feeds on carnage and misery.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"Perhaps. I was thinking more along the lines of assimilating some of our own powers into his armies and himself. But what you say is definitely possible too.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Then why don't you stop him? If it's the three of you against him, you should be able to-\"\n [/message]\n [message]\n speaker=Uria\n message= _ \"He's strong. I can hold against him, but Xia'el will have a harder time. Shardia is unwilling to fight him as well.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"(sighs) Supposing we go together, we definitely have the power to confront him, but it's not something we want to take lightly. For one thing, Valdir definitely won't back down from a fight. For another, I don't think we can just subdue someone like him. He'd resist until his dying breath. And like Uria said, even outnumbered, he's still very dangerous.\"\n [/message]\n [message]\n speaker=Uria\n message= _ \"And another thing is that we cannot just kill him.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Because..?\"\n [/message]\n [message]\n speaker=Uria\n message= _ \"We Guardians embody the elements of creation and keep them in balance. Removing one of us from the equation is equivalent to eliminating an aspect of creation. This is a bit of a simplification, but it would likely have an extremely severe effect on the rest of us.\"\n [/message]\n [message]\n speaker=Uria\n message= _ \"Point is, we need to handle this carefully.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"That's where we come in. You want us to go to Norsula.\"\n [/message]\n [message]\n speaker=Uria\n message= _ \"Exactly. You three are powerful enough to infiltrate his domain and figure out what he's up to.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"But won't he realize we're just there to spy on him..?\"\n [/message]\n [message]\n speaker=Uria\n message= _ \"You might think you will stand out among the others, but there are all sorts of creatures living in Valdir's domain. In fact, there exist a few faerie there as well. Based on what I have observed, you are more than equipped to sneak in unnoticed.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"To be clear, we don't want you to take unnecessary risks and get into dangerous fights. It would be really bad if we had to show ourselves to bail you out of a bad situation.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"We need to be discreet, right. You don't want to be connected to this.\"\n [/message]\n [message]\n speaker=Uria\n message= _ \"That's right.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"And do we have any say in the matter? I really don't want to put Aryel and Yumi in more danger than is necessary. Can we just have one of us go-\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Right, Esther, because mysticism and illusions are totally your thing. If anyone's going to go alone, it should be me.\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"You do not have to go if you don't want to...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"We also can't just sit around and wait to be attacked by another army of demons. This kind of thing is only going to get worse the longer we let it go on.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Agreed. We have to do something.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Emphasis on we.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Aryel...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You're not going to waltz in there alone. If we're going, you need us.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"My brain tells me you're right. But my heart says no.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"(smirks) Well, you're the brains of our little group, so you better put your wisdom to good use. We're in this together.\"\n [/message]\n [message]\n speaker=Uria\n message= _ \"You also do not have to rush your decision. Before you go to Norsula, I want you to come to Ethea first. There are a few things I have discovered that may be of interest to you.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Oh, that's good! It would definitely give us time to think things over. Aryel, Yumi, what do you think?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Sure, why not? I've kind of been itching to go traveling, anyway.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shrugs)\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"And Talya? You're definitely welcome to come with us, if you want to.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"We'll also understand if you don't want to. You have your home here, after all.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Well, I mean...\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"I do feel a little bit obligated to help rebuild our city and set it back on the right track. After everything that's happened, I'm pretty sure they'll need me here for at least a little while. Don't get me wrong, Caerleon's not really been the nicest place for me either, but I do feel a sense of responsibility...\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"You guys are my friends too, though. Hmmm. Do you think... after you're finished with your stuff on Ethea... do you think I can tag along to Norsula with you?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"It'll be dangerous.\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Danger is my middle name.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You're sure?\"\n [/message]\n [message]\n speaker=Talya\n message= _ \"Totally.\"\n [/message]\n [message]\n speaker=Uria\n message= _ \"Xia'el?\"\n [/message]\n [message]\n speaker=Xia'el\n message= _ \"If it's fine with them, I'll be happy to help.\"\n [/message]\n [message]\n speaker=Uria\n message= _ \"Very well. You three will come with me, and the human - Talya - will stay here for now.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Actually, uhm, Lady-\"\n [/message]\n [message]\n speaker=Uria\n message= _ \"Just Uria is fine.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Uria, I'd like to go visit the other faeries one more time. To let them know that we'll be leaving for at least a little while and to make sure they'll be safe.\"\n [/message]\n [message]\n speaker=Uria\n message= _ \"Understandable. That's fine, Xia'el can send you over when you're ready. Anything else?\"\n [/message]\n {TURN_UNIT3 \"Esther\"}\n [message]\n speaker=Esther\n message= _ \"I think that's it.\"\n [/message]\n [message]\n speaker=Uria\n message= _ \"Good. I'll be seeing you all soon, then.\"\n [/message]\n\n {FADE_SCREEN}\n [fade_out_music][/fade_out_music]\n {REPLACE_SCENARIO_MUSIC underground.ogg}\n [replace_schedule]\n {DARK_INDOORS}\n [/replace_schedule]\n [kill]\n side=1,2,3,4,5,6,7\n [/kill]\n [fire_event]\n name=scene3\n [/fire_event]\n [/event]\n [event]\n name=scene3\n\n [replace_map]\n map=\"{~add-ons/Genesis/episode1/maps/23b_Dawn.map}\"\n expand=yes\n shrink=yes\n [/replace_map]\n\n {DELAY 500}\n\n {SCROLL_TO 9 16}\n\n [lock_view][/lock_view]\n {UNFADE_SCREEN}\n {DELAY 1000}\n [unit]\n type=Guardian of Darkness\n id=Merthiaal\n name= _ \"Merthiaal\"\n x,y=9,16\n side=5\n random_traits=no\n generate_name=no\n [/unit]\n {DELAY 1000}\n [message]\n speaker=Merthiaal\n message= _ \"Hmm.\"\n [/message]\n {DELAY 1000}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 500}\n {PLACE_IMAGE items/crystal-glyph-message.png 7 17}\n {PLACE_IMAGE items/crystal-glyph-message.png 7 15}\n {PLACE_IMAGE items/crystal-glyph-message.png 9 14}\n {PLACE_IMAGE items/crystal-glyph-message.png 9 18}\n {PLACE_IMAGE items/crystal-glyph-message.png 11 15}\n {PLACE_IMAGE items/crystal-glyph-message.png 11 17}\n {DELAY 500}\n [message]\n speaker=Merthiaal\n message= _ \"Was it supposed to be like this?\"\n [/message]\n {DELAY 1000}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 500}\n {PLACE_IMAGE items/crystal-glyph-gate.png 5 14}\n {PLACE_IMAGE items/crystal-glyph-gate.png 5 18}\n {PLACE_IMAGE items/crystal-glyph-gate.png 9 12}\n {PLACE_IMAGE items/crystal-glyph-gate.png 9 20}\n {PLACE_IMAGE items/crystal-glyph-gate.png 13 14}\n {PLACE_IMAGE items/crystal-glyph-gate.png 13 18}\n {DELAY 750}\n [message]\n speaker=Merthiaal\n message= _ \"No, no. The order's all wrong.\"\n [/message]\n {DELAY 750}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 500}\n {PLACE_IMAGE items/crystal-glyph-gate.png 7 17}\n {PLACE_IMAGE items/crystal-glyph-gate.png 7 15}\n {PLACE_IMAGE items/crystal-glyph-gate.png 9 14}\n {PLACE_IMAGE items/crystal-glyph-gate.png 9 18}\n {PLACE_IMAGE items/crystal-glyph-gate.png 11 15}\n {PLACE_IMAGE items/crystal-glyph-gate.png 11 17}\n {DELAY 500}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 500}\n {PLACE_IMAGE items/crystal-glyph-message.png 5 14}\n {PLACE_IMAGE items/crystal-glyph-message.png 5 18}\n {PLACE_IMAGE items/crystal-glyph-message.png 9 12}\n {PLACE_IMAGE items/crystal-glyph-message.png 9 20}\n {PLACE_IMAGE items/crystal-glyph-message.png 13 14}\n {PLACE_IMAGE items/crystal-glyph-message.png 13 18}\n {DELAY 500}\n {PLAY_SOUND \"magic-1.ogg\"}\n {DELAY 3500}\n [message]\n speaker=Merthiaal\n message= _ \"Hmm, so that's how their battle played out after all. I can't say I entirely expected that. I probably could have handled it better.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"... let's see about the others.\"\n [/message]\n {DELAY 500}\n {PLAY_SOUND \"magic-2.ogg\"}\n {DELAY 2000}\n {PLACE_IMAGE items/crystal-glyph-gate.png 5 18}\n {PLACE_IMAGE items/crystal-glyph-gate.png 9 12}\n {PLACE_IMAGE items/crystal-glyph-gate.png 13 18}\n {DELAY 1500}\n {PLACE_IMAGE items/crystal-glyph-message.png 7 17}\n {PLACE_IMAGE items/crystal-glyph-message.png 9 14}\n {PLACE_IMAGE items/crystal-glyph-message.png 11 17}\n {DELAY 750}\n [message]\n speaker=Merthiaal\n message= _ \"Valdir and Shardia are fighting again. No surprise there. But what about Uria and Xia'el?\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"... they have their eyes set on Norsula? As I expected. Let's see what they're saying...\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"It would be silly to try to confront him directly. Even if they can overpower him, nobody wants to kill another Guardian. That would definitely cause many more problems than just a few demons running rampant.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"... but they do want those three to go to Norsula. Risky, risky. I guess I'll need to keep an eye on them.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"That leaves only one more.\"\n [/message]\n {DELAY 500}\n {PLAY_SOUND \"magic-4.ogg\"}\n {DELAY 1500}\n {PLACE_IMAGE items/crystal-glyph-powerup.png 5 14}\n {PLACE_IMAGE items/crystal-glyph-powerup.png 5 18}\n {PLACE_IMAGE items/crystal-glyph-powerup.png 9 12}\n {PLACE_IMAGE items/crystal-glyph-powerup.png 9 20}\n {PLACE_IMAGE items/crystal-glyph-powerup.png 13 14}\n {PLACE_IMAGE items/crystal-glyph-powerup.png 13 18}\n {DELAY 750}\n {PLACE_IMAGE items/crystal-glyph-powerup.png 7 17}\n {PLACE_IMAGE items/crystal-glyph-powerup.png 7 15}\n {PLACE_IMAGE items/crystal-glyph-powerup.png 9 14}\n {PLACE_IMAGE items/crystal-glyph-powerup.png 9 18}\n {PLACE_IMAGE items/crystal-glyph-powerup.png 11 15}\n {PLACE_IMAGE items/crystal-glyph-powerup.png 11 17}\n {DELAY 1500}\n [message]\n speaker=Merthiaal\n message= _ \"So that's how it is.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Yarae is still tinkering with the Well of Life. He's ignoring us as usual. Figures. He's just hiding there in his little den, desperately trying to stop the void from taking his own life while he uses all of us to stall for him. What a pitiful excuse for a supposed almighty deity.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"I don't know what he expects. Unless he can completely absorb the powers of the Tree, he won't be able to do anything when it catches up with him. And judging by how long he's been holed up in there, it seems like he's not making much progress. Like, really. He hasn't left his bubble for a couple centuries now.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"(frowns) Yarae once told us that he and his brethren created the Tree of Life to bring the new universe to life after the old one died. I wonder if that's really true.\"\n [/message]\n {DELAY 500}\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n {DELAY 500}\n {REMOVE_IMAGE 5 14}\n {REMOVE_IMAGE 5 18}\n {REMOVE_IMAGE 9 12}\n {REMOVE_IMAGE 9 20}\n {REMOVE_IMAGE 13 14}\n {REMOVE_IMAGE 13 18}\n {REMOVE_IMAGE 7 17}\n {REMOVE_IMAGE 7 15}\n {REMOVE_IMAGE 9 14}\n {REMOVE_IMAGE 9 18}\n {REMOVE_IMAGE 11 15}\n {REMOVE_IMAGE 11 17}\n [redraw][/redraw]\n {DELAY 500}\n [message]\n speaker=Merthiaal\n message= _ \"Doesn't matter. With him not bothering any of us, it makes it easier for me to work with Uria and Xia'el. I just need to keep collecting the relevant materials and once that's settled, absorb the key for the next transfiguration and-\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Ah-\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Let's try something.\"\n [/message]\n [unlock_view][/unlock_view]\n {DELAY 500}\n [move_unit]\n id=Merthiaal\n to_x,to_y=5,5\n [/move_unit]\n {SCROLL_TO 5 5}\n {DELAY 1500}\n [message]\n speaker=Merthiaal\n message= _ \"Hmm.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Not this thing. But I think I'm forgetting- ah, right. I was supposed to use this to make some stuff. I can work on that later. First things first.\"\n [/message]\n {DELAY 500}\n [move_unit]\n id=Merthiaal\n to_x,to_y=13,6\n [/move_unit]\n {SCROLL_TO 13 6}\n {DELAY 500}\n [message]\n speaker=Merthiaal\n message= _ \"Ab alla ahrkrahm.\"\n [/message]\n\n {DELAY 500}\n [remove_terrain_overlays]\n x=13,14\n y=5,5\n [/remove_terrain_overlays]\n [redraw][/redraw]\n {DELAY 250}\n {PLAY_SOUND \"gate-fall.ogg\"}\n {DELAY 150}\n {DELAY 500}\n [move_unit]\n id=Merthiaal\n to_x,to_y=19,3\n [/move_unit]\n {SCROLL_TO 20 2}\n\n {FADE_SCREEN}\n [replace_schedule]\n {ETERNALDARK2}\n [/replace_schedule]\n [terrain]\n x=0-26\n y=0-30\n terrain=Woby\n [/terrain]\n [terrain]\n x,y=23,2\n terrain=Gg^Fet\n [/terrain]\n [redraw][/redraw]\n {DELAY 1000}\n [fade_out_music][/fade_out_music]\n {UNFADE_SCREEN}\n {DELAY 500}\n {SCROLL_TO 23 2}\n [lock_view][/lock_view]\n [unit]\n type=Fake Shadow Fae\n side=1\n x,y=23,2\n name= _ \"Yumi\"\n animate=yes\n [/unit]\n [unstore_unit]\n variable=yumi\n find_vacant=no\n x,y=23,2\n [/unstore_unit]\n [unhide_unit]\n [filter][/filter]\n [/unhide_unit]\n {REPLACE_SCENARIO_MUSIC everlasting_night.ogg}\n {DELAY 500}\n {MODIFY_UNIT (id=\"Yumi\") facing sw}\n {MODIFY_UNIT (id=\"Merthiaal\") facing ne}\n {DELAY 500}\n [message]\n speaker=Merthiaal\n message= _ \"What? I had intended to go find her, but she somehow managed to find me this time..!\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"I need to be more careful around her than I initially thought.\"\n [/message]\n {DELAY 1000}\n [message]\n speaker=Merthiaal\n message= _ \"Hmm. You didn't tell them about me.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Why?\"\n [/message]\n {DELAY 1500}\n [message]\n speaker=Merthiaal\n message= _ \"You clearly still don't trust me.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"You want to use my friends.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"In a manner of speaking, yes. Like I told you, I don't have to hurt you or the other two as long as you don't try to resist me. But you clearly don't believe that.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"You're just like the others after all, aren't you? It's just because I'm the Guardian of Darkness, isn't it? It's because I command an 'evil' power and I'm shy like you, so everyone thinks I'm hiding terrible secrets. They all think I'm untrustworthy. That's why they shun me. Even you-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"What about Luna?\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"What about her? She was just a pawn. It's not like you to care about the life of someone so insignificant.\"\n [/message]\n {DELAY 1500}\n [message]\n speaker=Yumi\n message= _ \"I...\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Look. Sacrifices have to be made for what I'm doing. You know that. If it's just one demon, that's a small price to pay for stopping the void. Even if it were a hundred, or a thousand, or a world of souls, better to lose that than to lose everything. Don't you agree?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"But you tortured her for no reason... are you going to do that to us too?\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"You know I'm right. That's why you didn't tell them about me. Because I'm the only one trying to stop it and you need me. And the others have neither the vision, nor the courage to do what I want to do. They're too busy being manipulated by Yarae into being complacent with what they have.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(nods slowly)\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"She knows a lot more than I suspected. But even to me, her mind is completely opaque. I wonder what she's thinking.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Yet you continue to follow Uria and Xia'el like a little pet. Why?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"They protect me.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"No, they don't. For all her kind words, Xia'el always leaves you to fend for yourself. Think about all the times you were in danger, think about when those void creatures chased you all across Irdya, and think about how many times she showed up to help. Almost never. And believe me, cross Uria once and you'll know what kind of monster she is.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shrugs)\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"So why? Is it because you find me creepy?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shakes head)\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Are you afraid of me?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"A little.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"But clearly not enough to run away either. You want to believe in me.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Maybe.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"But you're not ready to trust me just yet?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Maybe not.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"You need me. And I need you as well.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"As each day passes, the cracks in our universe distend further. The void seeps through and grows stronger. Already the seeds of chaos are sown and already it has begun to consume the souls of creation, cursing them to the vast nothingness of oblivion. We are running out of time.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shrugs)\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"Fine, I can see that you're not ready yet. But the more you stall, the harder this mess will be to fix. Eventually, it will come to a point where we cannot stop it.\"\n [/message]\n [message]\n speaker=Merthiaal\n message= _ \"You know I'm not lying to you. Think about it.\"\n [/message]\n {DELAY 500}\n {MODIFY_UNIT (id=\"Yumi\") facing se}\n {DELAY 2000}\n {MODIFY_UNIT (id=\"Yumi\") facing sw}\n {DELAY 500}\n [message]\n speaker=Yumi\n message= _ \"(eyes glow)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(mixed voices) We'll have to see what the future brings.\"\n [/message]\n {WHITE_SCREEN}\n [kill]\n id=Yumi\n [/kill]\n {UNWHITE_SCREEN}\n {TURN_UNIT5 \"Merthiaal\"}\n {DELAY 500}\n [message]\n speaker=Merthiaal\n message= _ \"So we shall.\"\n [/message]\n\n {FADE_SCREEN}\n {CLEAR_VARIABLE yumi}\n {DELAY 3000}\n\n [endlevel]\n carryover_report=no\n replay_save=no\n linger_mode=no\n [/endlevel]\n [/event]\n[/scenario]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[movetype]\n name=arcanefae\n flies=true\n {FAE_MOVE}\n [defense]\n deep_water=60\n shallow_water=60\n reef=60\n swamp_water=60\n flat=50\n sand=60\n forest=30\n hills=50\n mountains=40\n village=40\n castle=40\n cave=60\n frozen=60\n fungus=60\n unwalkable=30\n [/defense]\n [resistance]\n blade=120\n pierce=120\n impact=120\n fire=120\n cold=50\n arcane=50\n [/resistance]\n[/movetype]\n[movetype]\n name=firefae\n flies=true\n {FAE_MOVE}\n [defense]\n deep_water=70\n shallow_water=60\n reef=60\n swamp_water=60\n flat=50\n sand=60\n forest=30\n hills=50\n mountains=40\n village=40\n castle=40\n cave=60\n frozen=60\n fungus=60\n unwalkable=70\n [/defense]\n [resistance]\n blade=110\n pierce=110\n impact=110\n fire=30\n cold=100\n arcane=70\n [/resistance]\n[/movetype]\n[movetype]\n name=bloodfae\n flies=true\n {FAE_MOVE}\n [defense]\n deep_water=60\n shallow_water=60\n reef=60\n swamp_water=60\n flat=50\n sand=60\n forest=30\n hills=50\n mountains=40\n village=40\n castle=40\n cave=50\n frozen=60\n fungus=50\n unwalkable=50\n [/defense]\n [resistance]\n blade=110\n pierce=110\n impact=110\n fire=80\n cold=90\n arcane=70\n [/resistance]\n[/movetype]"} {"text": "#textdomain wesnoth-Genesis\n\n#define DREAM_WALK\n[movement_costs]\n deep_water=1\n shallow_water=1\n reef=1\n swamp_water=1\n flat=1\n sand=1\n forest=1\n hills=1\n mountains=1\n village=1\n castle=1\n cave=1\n frozen=1\n fungus=1\n unwalkable=1\n[/movement_costs]\n#enddef\n[movetype]\n name=windmage\n flies=true\n [movement_costs]\n deep_water=2\n shallow_water=1\n reef=1\n swamp_water=1\n flat=1\n sand=1\n forest=1\n hills=1\n mountains=2\n village=1\n castle=1\n cave=2\n frozen=1\n fungus=2\n unwalkable=3\n [/movement_costs]\n [defense]\n deep_water=70\n shallow_water=60\n reef=60\n swamp_water=60\n flat=50\n sand=60\n forest=40\n hills=50\n mountains=40\n village=40\n castle=40\n cave=60\n frozen=60\n fungus=60\n unwalkable=70\n [/defense]\n [resistance]\n blade=80\n pierce=80\n impact=100\n fire=120\n cold=80\n arcane=80\n [/resistance]\n[/movetype]\n\n{~add-ons/Genesis/episode1/units/humans}"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Ephemeral Angel\n name= _ \"Ephemeral Angel\"\n gender=female\n race=demon\n image=\"units/demons/yuure/ephemeral-angel.png\"\n profile=portraits/luna.png\n hitpoints=211\n movement_type=demonfly\n movement=7\n experience=300\n level=6\n hide_help=true\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=200\n usage=mixed fighter\n [resistance]\n blade=30\n pierce=30\n impact=30\n cold=50\n fire=90\n arcane=30\n [/resistance]\n description= _ \"There is no information available about this class of beings at this time.\"\n [defend]\n start_time=-126\n [if]\n hits=hit\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n\n hit_sound_start_time=-25\n [hit_sound_frame]\n sound=wail-sml.wav\n [/hit_sound_frame]\n [/if]\n [else]\n hits=kill\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n [/else]\n [else]\n hits=miss\n offset=0.0~-0.1:126,-0.1~0.0:126\n alpha=0.8~0.25:126,0.25~0.8:126\n [/else]\n [frame]\n image=units/demons/yuure/ephemeral-angel.png:1,units/demons/yuure/ephemeral-angel-melee2.png:250,units/demons/yuure/ephemeral-angel.png:1\n [/frame]\n [/defend]\n [abilities]\n {ABILITY_DREAMWEAVE}\n [/abilities]\n [attack]\n name=mirror force melee\n description= _ \"mirror force\"\n type=arcane\n range=melee\n [specials]\n {WEAPON_SPECIAL_MIRRORFORCE}\n [/specials]\n damage=11\n number=5\n icon=attacks/faerie-fire.png\n [/attack]\n [attack]\n name=mirror force range\n description= _ \"mirror force\"\n type=arcane\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MIRRORFORCE}\n [/specials]\n damage=11\n number=5\n icon=attacks/faerie-fire.png\n [/attack]\n {MIRRORFORCE}\n [attack_anim]\n [filter_attack]\n name=mirror force melee\n [/filter_attack]\n start_time=-600\n offset=0.0~-0.3:300,-0.3~1.2:300,1.0~0.0:350\n [frame]\n image=\"units/demons/yuure/ephemeral-angel-melee[1~2].png:150\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/ephemeral-angel-melee3.png:75\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/ephemeral-angel-melee4.png:225\"\n alpha=1~0:200\n [/frame]\n {SOUND:HIT_AND_MISS \"magic-dark-big.ogg\" \"magic-dark-big-miss.ogg\" -75}\n [frame]\n image=\"units/demons/yuure/ephemeral-angel-melee4.png:50\"\n alpha=0:50\n [/frame]\n [frame]\n image=\"units/demons/yuure/ephemeral-angel-melee[4~3].png:100\"\n alpha=0~1:200\n [/frame]\n [frame]\n image=\"units/demons/yuure/ephemeral-angel-melee1.png:75\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=mirror force range\n [/filter_attack]\n {MISSILE_FRAME_FAERIE_FIRE}\n start_time=-450\n {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -450}\n [frame]\n image=\"units/demons/yuure/ephemeral-angel-ranged[1~3].png:125\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/ephemeral-angel-ranged3.png:125\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/ephemeral-angel-ranged[3~1].png:50\"\n [/frame]\n [/attack_anim]\n [variation]\n variation_id=angel1\n inherit=no\n id=Ephemeral Angel\n name= _ \"Ephemeral Angel\"\n gender=female\n race=demon\n image=\"units/demons/yuure/ephemeral-angel.png\"\n profile=portraits/luna.png\n hitpoints=377\n movement_type=demonfly\n movement=7\n experience=350\n level=7\n hide_help=true\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=200\n usage=mixed fighter\n [resistance]\n blade=30\n pierce=30\n impact=30\n cold=30\n fire=70\n arcane=10\n [/resistance]\n description= _ \"\"\n [defend]\n start_time=-126\n [if]\n hits=hit\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n\n hit_sound_start_time=-25\n [hit_sound_frame]\n sound=wail-sml.wav\n [/hit_sound_frame]\n [/if]\n [else]\n hits=kill\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n [/else]\n [else]\n hits=miss\n offset=0.0~-0.1:126,-0.1~0.0:126\n alpha=0.8~0.25:126,0.25~0.8:126\n [/else]\n [frame]\n image=units/demons/yuure/ephemeral-angel.png:1,units/demons/yuure/ephemeral-angel-melee2.png:250,units/demons/yuure/ephemeral-angel.png:1\n [/frame]\n [/defend]\n [abilities]\n {ABILITY_NOCTURNE}\n [/abilities]\n [attack]\n name=mirror force melee\n description= _ \"mirror force\"\n type=arcane\n range=melee\n [specials]\n {WEAPON_SPECIAL_MIRRORFORCE}\n [/specials]\n damage=15\n number=5\n icon=attacks/faerie-fire.png\n [/attack]\n [attack]\n name=mirror force range\n description= _ \"mirror force\"\n type=arcane\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MIRRORFORCE}\n [/specials]\n damage=15\n number=5\n icon=attacks/faerie-fire.png\n [/attack]\n {MIRRORFORCE}\n [attack_anim]\n [filter_attack]\n name=mirror force melee\n [/filter_attack]\n start_time=-450\n offset=0.0~1.0:450,1.0~0.0:250\n [frame]\n image=\"units/demons/yuure/ephemeral-angel-melee[1~2].png:100\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/ephemeral-angel-melee3.png:50\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/ephemeral-angel-melee4.png:200\"\n alpha=1~0:200\n [/frame]\n {SOUND:HIT_AND_MISS \"magic-dark-big.ogg\" \"magic-dark-big-miss.ogg\" -75}\n [frame]\n image=\"units/demons/yuure/ephemeral-angel-melee4.png:50\"\n alpha=0:50\n [/frame]\n [frame]\n image=\"units/demons/yuure/ephemeral-angel-melee[4~3].png:50\"\n alpha=0~1:100\n [/frame]\n [frame]\n image=\"units/demons/yuure/ephemeral-angel-melee1.png:100\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=mirror force range\n [/filter_attack]\n {MISSILE_FRAME_FAERIE_FIRE}\n start_time=-450\n {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -450}\n [frame]\n image=\"units/demons/yuure/ephemeral-angel-ranged[1~3].png:125\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/ephemeral-angel-ranged3.png:125\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/ephemeral-angel-ranged[3~1].png:50\"\n [/frame]\n [/attack_anim]\n [/variation]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n#define MIRROR\n [event]\n id=mirror handler1\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n range=ranged\n [/filter_attack]\n [filter_second_attack]\n name=faerie fire\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_faerie_fire\n description= _ \"faerie fire\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_DRAIN30}\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=arcane\n range=ranged\n icon=attacks/faerie-fire.png\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler2\n first_time_only=no\n [filter_attack]\n name=faerie fire\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n range=ranged\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_faerie_fire\n description= _ \"faerie fire\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_DRAIN30}\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=arcane\n range=ranged\n icon=attacks/faerie-fire.png\n [/effect]\n [/object]\n [/event]\n\n [event]\n id=mirror handler3\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n range=ranged\n [/filter_attack]\n [filter_second_attack]\n name=void assault\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_void_assault\n description= _ \"void assault\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_SLOW}\n {WEAPON_SPECIAL_CHAOS}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=cold\n range=ranged\n icon=attacks/dark-missile.png\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler4\n first_time_only=no\n [filter_attack]\n name=void assault\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n range=ranged\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_void_assault\n description= _ \"void assault\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_SLOW}\n {WEAPON_SPECIAL_CHAOS}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=cold\n range=ranged\n icon=attacks/dark-missile.png\n [/effect]\n [/object]\n [/event]\n\n [event]\n id=mirror handler5\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n range=ranged\n [/filter_attack]\n [filter_second_attack]\n name=eviscerate\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_eviscerate\n description= _ \"eviscerate\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_SOUL_SIPHON}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=arcane\n range=ranged\n icon=attacks/faerie-fire.png\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler6\n first_time_only=no\n [filter_attack]\n name=eviscerate\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n range=ranged\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_eviscerate\n description= _ \"eviscerate\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_SOUL_SIPHON}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=arcane\n range=ranged\n icon=attacks/faerie-fire.png\n [/effect]\n [/object]\n [/event]\n\n [event]\n id=mirror handler7\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n range=ranged\n [/filter_attack]\n [filter_second_attack]\n name=blood boil\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_blood_boil\n description= _ \"blood boil\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_AGONY}\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=fire\n range=ranged\n icon=attacks/dark-missile.png\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler8\n first_time_only=no\n [filter_attack]\n name=blood boil\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n range=ranged\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_blood_boil\n description= _ \"blood boil\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_AGONY}\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=fire\n range=ranged\n icon=attacks/dark-missile.png\n [/effect]\n [/object]\n [/event]\n\n [event]\n id=mirror handler9\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n range=ranged\n [/filter_attack]\n [filter_second_attack]\n name=dissemble\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_wail\n description= _ \"dissemble\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=cold\n range=ranged\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler10\n first_time_only=no\n [filter_attack]\n name=dissemble\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n range=ranged\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_wail\n description= _ \"dissemble\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=cold\n range=ranged\n [/effect]\n [/object]\n [/event]\n\n [event]\n id=mirror handler11\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n range=ranged\n [/filter_attack]\n [filter_second_attack]\n name=ethereal storm\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_ethereal_storm\n description= _ \"ethereal storm\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_CHAOS}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=arcane\n range=ranged\n icon=attacks/faerie-fire.png\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler12\n first_time_only=no\n [filter_attack]\n name=ethereal storm\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n range=ranged\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_ethereal_storm\n description= _ \"ethereal storm\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_CHAOS}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=arcane\n range=ranged\n icon=attacks/faerie-fire.png\n [/effect]\n [/object]\n [/event]\n\n [event]\n id=mirror handler15\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n range=melee\n [/filter_attack]\n [filter_second_attack]\n name=manifest\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_melee\n description= _ \"manifest\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=arcane\n range=melee\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler16\n first_time_only=no\n [filter_attack]\n name=manifest\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n range=melee\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_melee\n description= _ \"manifest\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=arcane\n range=melee\n [/effect]\n [/object]\n [/event]\n\n [event]\n id=mirror handler17\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n range=melee\n [/filter_attack]\n [filter_second_attack]\n name=malefic whisper\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_melee\n description= _ \"malefic whisper\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_DRAIN100}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=arcane\n range=melee\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler18\n first_time_only=no\n [filter_attack]\n name=malefic whisper\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n range=melee\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_melee\n description= _ \"malefic whisper\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_DRAIN100}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=arcane\n range=melee\n [/effect]\n [/object]\n [/event]\n\n\n # ESTHER'S ATTACKS\n [event]\n id=mirror handler19\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n range=melee\n [/filter_attack]\n [filter_second_attack]\n name=faerie touch\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_melee\n description= _ \"faerie touch\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=impact\n range=melee\n [/effect]\n [/object]\n [/event]\n\n [event]\n id=mirror handler20\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n range=melee\n [/filter_attack]\n [filter_second_attack]\n name=flame aura\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_melee_flame\n description= _ \"flame aura\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=$second_weapon.type\n range=$second_weapon.range\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler21\n first_time_only=no\n [filter_attack]\n name=flame aura\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n range=melee\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_melee_flame\n description= _ \"flame aura\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=$weapon.type\n range=$weapon.range\n [/effect]\n [/object]\n [/event]\n [event]\n id=mirror handler22\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n range=melee\n [/filter_attack]\n [filter_second_attack]\n name=immolation\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_melee_flame\n description= _ \"immolation\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_IMMOLATE}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=$second_weapon.type\n range=$second_weapon.range\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler23\n first_time_only=no\n [filter_attack]\n name=immolation\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n range=melee\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_melee_flame\n description= _ \"immolation\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_IMMOLATE}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=$weapon.type\n range=$weapon.range\n [/effect]\n [/object]\n [/event]\n [event]\n id=mirror handler24\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n [/filter_attack]\n [filter_second_attack]\n name=infernal blast\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_range_flame\n description= _ \"infernal blast\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_BLAZE}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=$second_weapon.type\n range=$second_weapon.range\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler25\n first_time_only=no\n [filter_attack]\n name=infernal blast\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_range_flame\n description= _ \"infernal blast\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_BLAZE}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=$weapon.type\n range=$weapon.range\n [/effect]\n [/object]\n [/event]\n [event]\n id=mirror handler26\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n [/filter_attack]\n [filter_second_attack]\n name=storm,tempest\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_range_storm\n description=$second_weapon.description\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=$second_weapon.type\n range=$second_weapon.range\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler27\n first_time_only=no\n [filter_attack]\n name=storm,tempest\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_range_storm\n description=$weapon.description\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=$weapon.type\n range=$weapon.range\n [/effect]\n [/object]\n [/event]\n\n [event]\n name=attack\n id=mirror handler28\n first_time_only=no\n [filter_attack]\n name=faerie touch\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n range=melee\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_melee\n description= _ \"faerie touch\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=impact\n range=melee\n [/effect]\n [/object]\n [/event]\n\n # TALYA'S ATTACKS\n\n [event]\n id=mirror handler29\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n [/filter_attack]\n [filter_second_attack]\n name=flurry\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_range_flurry\n description=$second_weapon.description\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_MARKSMAN}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=$second_weapon.type\n range=$second_weapon.range\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler30\n first_time_only=no\n [filter_attack]\n name=flurry\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_range_flurry\n description=$weapon.description\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_MARKSMAN}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=$weapon.type\n range=$weapon.range\n [/effect]\n [/object]\n [/event]\n [event]\n id=mirror handler31\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n [/filter_attack]\n [filter_second_attack]\n name=whirlwind\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_whirlwind\n description=$second_weapon.description\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=$second_weapon.type\n range=$second_weapon.range\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler32\n first_time_only=no\n [filter_attack]\n name=whirlwind\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_whirlwind\n description=$weapon.description\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=$weapon.type\n range=$weapon.range\n [/effect]\n [/object]\n [/event]\n [event]\n id=mirror handler general1\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n [/filter_attack]\n [filter_second_attack]\n [not]\n name=dissemble,manifest,faerie fire,eviscerate,blood boil,void assault,malefic whisper,ethereal storm,faerie touch,flame aura,immolation,infernal blast,storm,tempest,flurry,whirlwind\n [/not]\n range=melee\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_melee\n description= _ \"mirror\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=$second_weapon.type\n range=$second_weapon.range\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler general2\n first_time_only=no\n [filter_attack]\n [not]\n name=dissemble,manifest,faerie fire,eviscerate,blood boil,void assault,malefic whisper,ethereal storm,faerie touch,flame aura,immolation,infernal blast,storm,tempest,flurry,whirlwind\n [/not]\n range=melee\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_melee\n description= _ \"mirror\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=$weapon.type\n range=$weapon.range\n [/effect]\n [/object]\n [/event]\n [event]\n id=mirror handler general3\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n [/filter_attack]\n [filter_second_attack]\n [not]\n name=dissemble,manifest,faerie fire,eviscerate,blood boil,void assault,malefic whisper,ethereal storm,faerie touch,flame aura,immolation,infernal blast,storm,tempest,flurry,whirlwind\n [/not]\n range=ranged\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_range\n description= _ \"mirror\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=$second_weapon.type\n range=$second_weapon.range\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler general4\n first_time_only=no\n [filter_attack]\n [not]\n name=dissemble,manifest,faerie fire,eviscerate,blood boil,void assault,malefic whisper,ethereal storm,faerie touch,flame aura,immolation,infernal blast,storm,tempest,flurry,whirlwind\n [/not]\n range=ranged\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_range\n description= _ \"mirror\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=$weapon.type\n range=$weapon.range\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack end\n id=mirror handler end1\n first_time_only=no\n\n [object]\n take_only_once=no\n silent=yes\n [filter]\n type=Illusory Angel,Illusory Angel Illusion\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_melee\n description= _ \"mirror\"\n type=arcane\n range=melee\n damage=10\n number=3\n icon=attacks/faerie-fire.png\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n [/specials]\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_range\n description= _ \"mirror\"\n type=arcane\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n [/specials]\n damage=10\n number=3\n icon=attacks/faerie-fire.png\n [/effect]\n [/object]\n [/event]\n\n [event]\n name=attack end\n id=mirror handler end2\n first_time_only=no\n\n [object]\n take_only_once=no\n silent=yes\n [filter]\n type=Illusory Angel,Illusory Angel Illusion\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_melee\n description= _ \"mirror\"\n type=arcane\n range=melee\n damage=10\n number=3\n icon=attacks/faerie-fire.png\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n [/specials]\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_range\n description= _ \"mirror\"\n type=arcane\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n [/specials]\n damage=10\n number=3\n icon=attacks/faerie-fire.png\n [/effect]\n [/object]\n [/event]\n#enddef\n[unit_type]\n id=Illusory Angel\n name= _ \"Illusory Angel\"\n gender=female\n race=demon\n image=\"units/demons/yuure/illusory-angel.png\"\n profile=portraits/luna.png\n hitpoints=127\n movement_type=demonfly\n movement=7\n experience=250\n level=5\n alignment=neutral\n advances_to=null\n hide_help=true\n {AMLA_DEFAULT}\n cost=200\n usage=mixed fighter\n [resistance]\n blade=40\n pierce=40\n impact=40\n cold=70\n fire=90\n arcane=50\n [/resistance]\n description= _ \"There is no information available about this class of beings at this time.\"\n [defend]\n start_time=-126\n [if]\n hits=hit\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n\n hit_sound_start_time=-25\n [hit_sound_frame]\n sound=wail-sml.wav\n [/hit_sound_frame]\n [/if]\n [else]\n hits=kill\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n [/else]\n [else]\n hits=miss\n offset=0.0~-0.1:126,-0.1~0.0:126\n alpha=0.8~0.25:126,0.25~0.8:126\n [/else]\n [frame]\n image=units/demons/yuure/illusory-angel.png:1,units/demons/yuure/illusory-angel-melee2.png:250,units/demons/yuure/illusory-angel.png:1\n [/frame]\n [/defend]\n [abilities]\n {ABILITY_DREAMWALK}\n [/abilities]\n [attack]\n name=mirror_melee\n description= _ \"mirror\"\n type=arcane\n range=melee\n damage=10\n number=3\n icon=attacks/faerie-fire.png\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n [/specials]\n [/attack]\n [attack]\n name=mirror_range\n description= _ \"mirror\"\n type=arcane\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n [/specials]\n damage=10\n number=3\n icon=attacks/faerie-fire.png\n [/attack]\n {SOUL_SIPHON \"mirror_eviscerate\" 1}\n {MIRROR}\n [attack_anim]\n [filter_attack]\n name=mirror_melee\n [/filter_attack]\n start_time=-600\n offset=0.0~-0.3:300,-0.3~1.2:300,1.0~0.0:350\n [frame]\n image=\"units/demons/yuure/illusory-angel-melee[1~2].png:150\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-melee3.png:75\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-melee4.png:225\"\n alpha=1~0:200\n [/frame]\n {SOUND:HIT_AND_MISS \"magic-dark-big.ogg\" \"magic-dark-big-miss.ogg\" -75}\n [frame]\n image=\"units/demons/yuure/illusory-angel-melee4.png:50\"\n alpha=0:50\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-melee[4~3].png:100\"\n alpha=0~1:200\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-melee1.png:75\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=mirror_melee_flame\n [/filter_attack]\n start_time=-600\n offset=0.0~-0.3:300,-0.3~1.2:300,1.0~0.0:350\n [frame]\n image=\"units/demons/yuure/illusory-angel-melee[1~2].png:150\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-melee3.png:75\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-melee4.png:225\"\n alpha=1~0:200\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-melee4.png:50\"\n alpha=0:50\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-melee[4~3].png:100\"\n alpha=0~1:200\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-melee1.png:75\"\n [/frame]\n attack_sound_start_time=-126\n [attack_sound_frame]\n duration=50\n sound=melee-fire.ogg\n [/attack_sound_frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=mirror_range,mirror_faerie_fire,mirror_void_assault,mirror_eviscerate,mirror_ethereal_storm\n [/filter_attack]\n {MISSILE_FRAME_FAERIE_FIRE}\n start_time=-450\n {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -450}\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged[1~3].png:125\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged3.png:125\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged[3~1].png:50\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=mirror_blood_boil,mirror_range_flame\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY -11 20}\n\n start_time=-470\n {SOUND:HIT_AND_MISS fire.wav fire.wav -470}\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged[1~3].png:125\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged3.png:125\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged[3~1].png:50\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=mirror_wail\n [/filter_attack]\n {MISSILE_FRAME_ICE}\n start_time=-350\n\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged[1~3].png:100\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged3.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged[3~1].png:50\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=mirror_range_flurry\n [/filter_attack]\n missile_start_time=-150\n [missile_frame]\n image=\"projectiles/icicles[1~3].png:75\"\n image_diagonal=\"projectiles/icicles-ne[1~3].png:75\"\n offset=0.5\n [/missile_frame]\n start_time=-250\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged[1~3].png:75\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged3.png:50\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged[3~1].png:50\"\n [/frame]\n\n attack_sound_start_time=-100\n [attack_sound_frame]\n sound=spear.ogg\n [/attack_sound_frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=mirror_whirlwind\n [/filter_attack]\n missile_start_time=-450\n [missile_frame]\n duration=500\n offset=1.0\n halo=\"projectiles/sand-storm-[1~8].png:40\"\n auto_vflip=no\n [/missile_frame]\n {SOUND:HIT_AND_MISS gust.wav gust.wav -450}\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged[1~3].png:125\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged3.png:125\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged[3~1].png:50\"\n [/frame]\n [/attack_anim]\n#define ANGEL_LIGHTNING DIRECTION_NUMBER\n [attack_anim]\n [filter_attack]\n name=mirror_range_storm\n [/filter_attack]\n\n {LIGHTNING_BOLT {DIRECTION_NUMBER} }\n\n start_time=-300\n {SOUND:HIT_AND_MISS lightning.ogg lightning-miss.ogg -300}\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged[1~3].png:80\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged3.png:90\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged[3~1].png:50\"\n [/frame]\n [/attack_anim]\n#enddef\n {ANGEL_LIGHTNING 1}\n {ANGEL_LIGHTNING 2}\n {ANGEL_LIGHTNING 3}\n[/unit_type]\n\n#undef MIRROR\n#undef ANGEL_LIGHTNING\n"} {"text": "#textdomain wesnoth-Genesis\n#define MIRROR\n [event]\n id=mirror handler1\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n range=ranged\n [/filter_attack]\n [filter_second_attack]\n name=faerie fire\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_faerie_fire\n description= _ \"faerie fire\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_DRAIN30}\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=arcane\n range=ranged\n icon=attacks/faerie-fire.png\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler2\n first_time_only=no\n [filter_attack]\n name=faerie fire\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n range=ranged\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_faerie_fire\n description= _ \"faerie fire\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_DRAIN30}\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=arcane\n range=ranged\n icon=attacks/faerie-fire.png\n [/effect]\n [/object]\n [/event]\n\n [event]\n id=mirror handler3\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n range=ranged\n [/filter_attack]\n [filter_second_attack]\n name=void assault\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_void_assault\n description= _ \"void assault\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_SLOW}\n {WEAPON_SPECIAL_CHAOS}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=cold\n range=ranged\n icon=attacks/dark-missile.png\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler4\n first_time_only=no\n [filter_attack]\n name=void assault\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n range=ranged\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_void_assault\n description= _ \"void assault\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_SLOW}\n {WEAPON_SPECIAL_CHAOS}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=cold\n range=ranged\n icon=attacks/dark-missile.png\n [/effect]\n [/object]\n [/event]\n\n [event]\n id=mirror handler5\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n range=ranged\n [/filter_attack]\n [filter_second_attack]\n name=eviscerate\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_eviscerate\n description= _ \"eviscerate\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_SOUL_SIPHON}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=arcane\n range=ranged\n icon=attacks/faerie-fire.png\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler6\n first_time_only=no\n [filter_attack]\n name=eviscerate\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n range=ranged\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_eviscerate\n description= _ \"eviscerate\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_SOUL_SIPHON}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=arcane\n range=ranged\n icon=attacks/faerie-fire.png\n [/effect]\n [/object]\n [/event]\n\n [event]\n id=mirror handler7\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n range=ranged\n [/filter_attack]\n [filter_second_attack]\n name=blood boil\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_blood_boil\n description= _ \"blood boil\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_AGONY}\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=fire\n range=ranged\n icon=attacks/dark-missile.png\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler8\n first_time_only=no\n [filter_attack]\n name=blood boil\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n range=ranged\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_blood_boil\n description= _ \"blood boil\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_AGONY}\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=fire\n range=ranged\n icon=attacks/dark-missile.png\n [/effect]\n [/object]\n [/event]\n\n [event]\n id=mirror handler9\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n range=ranged\n [/filter_attack]\n [filter_second_attack]\n name=dissemble\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_wail\n description= _ \"dissemble\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=cold\n range=ranged\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler10\n first_time_only=no\n [filter_attack]\n name=dissemble\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n range=ranged\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_wail\n description= _ \"dissemble\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=cold\n range=ranged\n [/effect]\n [/object]\n [/event]\n\n [event]\n id=mirror handler11\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n range=ranged\n [/filter_attack]\n [filter_second_attack]\n name=ethereal storm\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_ethereal_storm\n description= _ \"ethereal storm\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_CHAOS}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=arcane\n range=ranged\n icon=attacks/faerie-fire.png\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler12\n first_time_only=no\n [filter_attack]\n name=ethereal storm\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n range=ranged\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_ethereal_storm\n description= _ \"ethereal storm\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_CHAOS}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=arcane\n range=ranged\n icon=attacks/faerie-fire.png\n [/effect]\n [/object]\n [/event]\n\n [event]\n id=mirror handler15\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n range=melee\n [/filter_attack]\n [filter_second_attack]\n name=manifest\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_melee\n description= _ \"manifest\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=arcane\n range=melee\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler16\n first_time_only=no\n [filter_attack]\n name=manifest\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n range=melee\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_melee\n description= _ \"manifest\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=arcane\n range=melee\n [/effect]\n [/object]\n [/event]\n\n [event]\n id=mirror handler17\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n range=melee\n [/filter_attack]\n [filter_second_attack]\n name=malefic whisper\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_melee\n description= _ \"malefic whisper\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_DRAIN100}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=arcane\n range=melee\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler18\n first_time_only=no\n [filter_attack]\n name=malefic whisper\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n range=melee\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_melee\n description= _ \"malefic whisper\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_DRAIN100}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=arcane\n range=melee\n [/effect]\n [/object]\n [/event]\n\n\n # ESTHER'S ATTACKS\n [event]\n id=mirror handler19\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n range=melee\n [/filter_attack]\n [filter_second_attack]\n name=faerie touch\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_melee\n description= _ \"faerie touch\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=impact\n range=melee\n [/effect]\n [/object]\n [/event]\n\n [event]\n id=mirror handler20\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n range=melee\n [/filter_attack]\n [filter_second_attack]\n name=flame aura\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_melee_flame\n description= _ \"flame aura\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=$second_weapon.type\n range=$second_weapon.range\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler21\n first_time_only=no\n [filter_attack]\n name=flame aura\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n range=melee\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_melee_flame\n description= _ \"flame aura\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=$weapon.type\n range=$weapon.range\n [/effect]\n [/object]\n [/event]\n [event]\n id=mirror handler22\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n range=melee\n [/filter_attack]\n [filter_second_attack]\n name=immolation\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_melee_flame\n description= _ \"immolation\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_IMMOLATE}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=$second_weapon.type\n range=$second_weapon.range\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler23\n first_time_only=no\n [filter_attack]\n name=immolation\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n range=melee\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_melee_flame\n description= _ \"immolation\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_IMMOLATE}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=$weapon.type\n range=$weapon.range\n [/effect]\n [/object]\n [/event]\n [event]\n id=mirror handler24\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n [/filter_attack]\n [filter_second_attack]\n name=infernal blast\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_range_flame\n description= _ \"infernal blast\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_BLAZE}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=$second_weapon.type\n range=$second_weapon.range\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler25\n first_time_only=no\n [filter_attack]\n name=infernal blast\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_range_flame\n description= _ \"infernal blast\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_BLAZE}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=$weapon.type\n range=$weapon.range\n [/effect]\n [/object]\n [/event]\n [event]\n id=mirror handler26\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n [/filter_attack]\n [filter_second_attack]\n name=storm,tempest\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_range_storm\n description=$second_weapon.description\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=$second_weapon.type\n range=$second_weapon.range\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler27\n first_time_only=no\n [filter_attack]\n name=storm,tempest\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_range_storm\n description=$weapon.description\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=$weapon.type\n range=$weapon.range\n [/effect]\n [/object]\n [/event]\n\n [event]\n name=attack\n id=mirror handler28\n first_time_only=no\n [filter_attack]\n name=faerie touch\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n range=melee\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_melee\n description= _ \"faerie touch\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=impact\n range=melee\n [/effect]\n [/object]\n [/event]\n\n # TALYA'S ATTACKS\n\n [event]\n id=mirror handler29\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n [/filter_attack]\n [filter_second_attack]\n name=flurry\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_range_flurry\n description=$second_weapon.description\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_MARKSMAN}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=$second_weapon.type\n range=$second_weapon.range\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler30\n first_time_only=no\n [filter_attack]\n name=flurry\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_range_flurry\n description=$weapon.description\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_MARKSMAN}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=$weapon.type\n range=$weapon.range\n [/effect]\n [/object]\n [/event]\n [event]\n id=mirror handler31\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n [/filter_attack]\n [filter_second_attack]\n name=whirlwind\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_whirlwind\n description=$second_weapon.description\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=$second_weapon.type\n range=$second_weapon.range\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler32\n first_time_only=no\n [filter_attack]\n name=whirlwind\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_whirlwind\n description=$weapon.description\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=$weapon.type\n range=$weapon.range\n [/effect]\n [/object]\n [/event]\n [event]\n id=mirror handler general1\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n [/filter_attack]\n [filter_second_attack]\n [not]\n name=dissemble,manifest,faerie fire,eviscerate,blood boil,void assault,malefic whisper,ethereal storm,faerie touch,flame aura,immolation,infernal blast,storm,tempest,flurry,whirlwind\n [/not]\n range=melee\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_melee\n description= _ \"mirror\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=$second_weapon.type\n range=$second_weapon.range\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler general2\n first_time_only=no\n [filter_attack]\n [not]\n name=dissemble,manifest,faerie fire,eviscerate,blood boil,void assault,malefic whisper,ethereal storm,faerie touch,flame aura,immolation,infernal blast,storm,tempest,flurry,whirlwind\n [/not]\n range=melee\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_melee\n description= _ \"mirror\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=$weapon.type\n range=$weapon.range\n [/effect]\n [/object]\n [/event]\n [event]\n id=mirror handler general3\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n [/filter_attack]\n [filter_second_attack]\n [not]\n name=dissemble,manifest,faerie fire,eviscerate,blood boil,void assault,malefic whisper,ethereal storm,faerie touch,flame aura,immolation,infernal blast,storm,tempest,flurry,whirlwind\n [/not]\n range=ranged\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_range\n description= _ \"mirror\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n [/specials]\n damage=$second_weapon.damage\n number=$second_weapon.number\n type=$second_weapon.type\n range=$second_weapon.range\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack\n id=mirror handler general4\n first_time_only=no\n [filter_attack]\n [not]\n name=dissemble,manifest,faerie fire,eviscerate,blood boil,void assault,malefic whisper,ethereal storm,faerie touch,flame aura,immolation,infernal blast,storm,tempest,flurry,whirlwind\n [/not]\n range=ranged\n [/filter_attack]\n [filter_second_attack]\n special_id=mirror\n [/filter_second_attack]\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_range\n description= _ \"mirror\"\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n [/specials]\n damage=$weapon.damage\n number=$weapon.number\n type=$weapon.type\n range=$weapon.range\n [/effect]\n [/object]\n [/event]\n [event]\n name=attack end\n id=mirror handler end1\n first_time_only=no\n\n [object]\n take_only_once=no\n silent=yes\n [filter]\n type=Illusory Angel,Illusory Angel Illusion\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_melee\n description= _ \"mirror\"\n type=arcane\n range=melee\n damage=10\n number=3\n icon=attacks/faerie-fire.png\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n [/specials]\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_range\n description= _ \"mirror\"\n type=arcane\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n [/specials]\n damage=10\n number=3\n icon=attacks/faerie-fire.png\n [/effect]\n [/object]\n [/event]\n\n [event]\n name=attack end\n id=mirror handler end2\n first_time_only=no\n\n [object]\n take_only_once=no\n silent=yes\n [filter]\n type=Illusory Angel,Illusory Angel Illusion\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=remove_attacks\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_melee\n description= _ \"mirror\"\n type=arcane\n range=melee\n damage=10\n number=3\n icon=attacks/faerie-fire.png\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n [/specials]\n [/effect]\n [effect]\n apply_to=new_attack\n name=mirror_range\n description= _ \"mirror\"\n type=arcane\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n [/specials]\n damage=10\n number=3\n icon=attacks/faerie-fire.png\n [/effect]\n [/object]\n [/event]\n#enddef\n[unit_type]\n id=Illusory Angel Illusion\n name= _ \"Illusory Angel\"\n gender=female\n race=demon\n image=\"units/demons/yuure/illusory-angel.png\"\n profile=portraits/luna.png\n hitpoints=127\n movement_type=demonfly\n movement=7\n experience=250\n level=5\n alignment=neutral\n advances_to=null\n hide_help=true\n {AMLA_DEFAULT}\n cost=200\n usage=mixed fighter\n [resistance]\n blade=40\n pierce=40\n impact=40\n cold=70\n fire=90\n arcane=50\n [/resistance]\n description=\n [defend]\n start_time=-126\n [if]\n hits=hit\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n [/if]\n [else]\n hits=kill\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n [/else]\n [else]\n hits=miss\n offset=0.0~-0.1:126,-0.1~0.0:126\n alpha=0.8~0.25:126,0.25~0.8:126\n [/else]\n [frame]\n image=units/demons/yuure/illusory-angel.png:1,units/demons/yuure/illusory-angel-melee2.png:250,units/demons/yuure/illusory-angel.png:1\n [/frame]\n [/defend]\n [abilities]\n {ABILITY_DREAMWALK}\n [/abilities]\n [attack]\n name=mirror_melee\n description= _ \"mirror\"\n type=arcane\n range=melee\n damage=10\n number=3\n icon=attacks/faerie-fire.png\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n [/specials]\n [/attack]\n [attack]\n name=mirror_range\n description= _ \"mirror\"\n type=arcane\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MIRROR}\n [/specials]\n damage=10\n number=3\n icon=attacks/faerie-fire.png\n [/attack]\n {SOUL_SIPHON \"mirror_eviscerate\" 1}\n {MIRROR}\n [attack_anim]\n [filter_attack]\n name=mirror_melee\n [/filter_attack]\n start_time=-600\n offset=0.0~-0.3:300,-0.3~1.2:300,1.0~0.0:350\n [frame]\n image=\"units/demons/yuure/illusory-angel-melee[1~2].png:150\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-melee3.png:75\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-melee4.png:225\"\n alpha=1~0:200\n [/frame]\n {SOUND:HIT_AND_MISS \"magic-dark-big.ogg\" \"magic-dark-big-miss.ogg\" -75}\n [frame]\n image=\"units/demons/yuure/illusory-angel-melee4.png:50\"\n alpha=0:50\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-melee[4~3].png:100\"\n alpha=0~1:200\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-melee1.png:75\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=mirror_melee_flame\n [/filter_attack]\n start_time=-600\n offset=0.0~-0.3:300,-0.3~1.2:300,1.0~0.0:350\n [frame]\n image=\"units/demons/yuure/illusory-angel-melee[1~2].png:150\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-melee3.png:75\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-melee4.png:225\"\n alpha=1~0:200\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-melee4.png:50\"\n alpha=0:50\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-melee[4~3].png:100\"\n alpha=0~1:200\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-melee1.png:75\"\n [/frame]\n attack_sound_start_time=-126\n [attack_sound_frame]\n duration=50\n sound=melee-fire.ogg\n [/attack_sound_frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=mirror_range,mirror_faerie_fire,mirror_void_assault,mirror_eviscerate,mirror_ethereal_storm\n [/filter_attack]\n {MISSILE_FRAME_FAERIE_FIRE}\n start_time=-450\n {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -450}\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged[1~3].png:125\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged3.png:125\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged[3~1].png:50\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=mirror_blood_boil,mirror_range_flame\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY -11 20}\n\n start_time=-470\n {SOUND:HIT_AND_MISS fire.wav fire.wav -470}\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged[1~3].png:125\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged3.png:125\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged[3~1].png:50\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=mirror_wail\n [/filter_attack]\n {MISSILE_FRAME_ICE}\n start_time=-350\n\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged[1~3].png:100\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged3.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged[3~1].png:50\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=mirror_range_flurry\n [/filter_attack]\n missile_start_time=-150\n [missile_frame]\n image=\"projectiles/icicles[1~3].png:75\"\n image_diagonal=\"projectiles/icicles-ne[1~3].png:75\"\n offset=0.5\n [/missile_frame]\n start_time=-250\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged[1~3].png:75\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged3.png:50\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged[3~1].png:50\"\n [/frame]\n\n attack_sound_start_time=-100\n [attack_sound_frame]\n sound=spear.ogg\n [/attack_sound_frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=mirror_whirlwind\n [/filter_attack]\n missile_start_time=-450\n [missile_frame]\n duration=500\n offset=1.0\n halo=\"projectiles/sand-storm-[1~8].png:40\"\n auto_vflip=no\n [/missile_frame]\n {SOUND:HIT_AND_MISS gust.wav gust.wav -450}\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged[1~3].png:125\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged3.png:125\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged[3~1].png:50\"\n [/frame]\n [/attack_anim]\n#define ANGEL_LIGHTNING DIRECTION_NUMBER\n [attack_anim]\n [filter_attack]\n name=mirror_range_storm\n [/filter_attack]\n\n {LIGHTNING_BOLT {DIRECTION_NUMBER} }\n\n start_time=-300\n {SOUND:HIT_AND_MISS lightning.ogg lightning-miss.ogg -300}\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged[1~3].png:80\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged3.png:90\"\n [/frame]\n [frame]\n image=\"units/demons/yuure/illusory-angel-ranged[3~1].png:50\"\n [/frame]\n [/attack_anim]\n#enddef\n {ANGEL_LIGHTNING 1}\n {ANGEL_LIGHTNING 2}\n {ANGEL_LIGHTNING 3}\n[/unit_type]\n\n#undef MIRROR\n#undef ANGEL_LIGHTNING\n"} {"text": "#textdomain wesnoth-units\n[unit_type]\n id=Ethereal Warden\n name= _ \"Ethereal Warden\"\n race=demon\n gender=female\n image=\"units/demons/blue/ethereal-warden.png\"\n hitpoints=26\n movement_type=demonfly\n movement=4\n experience=50\n level=1\n alignment=chaotic\n advances_to=null\n num_traits=1\n {AMLA_DEFAULT}\n {TRAIT_SPIRIT}\n cost=15\n usage=scout\n hide_help=true\n description= _ \"The dream world is a strange one, in which imagination may become reality and the arcane plane may become one with the physical. Even the most inexperienced at manipulating this reality often find that they may manifest their thoughts into a semi-sentient being, one that may or may not be easily controlled, depending on the creator's willpower and affinity for arcane energies.\"\n die_sound=wail-long.wav\n [resistance]\n blade=50\n impact=50\n pierce=50\n cold=100\n fire=70\n arcane=70\n [/resistance]\n [movement_costs]\n deep_water=2\n shallow_water=2\n [/movement_costs]\n [defense]\n impassable=50\n [/defense]\n [event]\n name=unit placed\n first_time_only=no\n [filter]\n type=Ethereal Warden\n [/filter]\n [modify_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n name=\n [/modify_unit]\n [/event]\n [attack]\n name=ward\n description=_\"ward\"\n icon=attacks/touch-undead.png\n type=cold\n range=melee\n damage=3\n number=3\n [specials]\n {WEAPON_SPECIAL_TERROR}\n [/specials]\n [/attack]\n [attack]\n name=repel\n description=_\"repel\"\n type=cold\n range=ranged\n damage=3\n number=3\n [specials]\n {WEAPON_SPECIAL_TERROR}\n [/specials]\n icon=attacks/iceball.png\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=ward\n [/filter_attack]\n start_time=-300\n offset=0.0~1.2:300,1.5~0.0:450\n [frame]\n image=\"units/demons/blue/ethereal-warden.png:100\"\n alpha=1~0:100\n [/frame]\n [frame]\n image=\"units/demons/blue/ethereal-warden.png:200\"\n alpha=0:200\n [/frame]\n {SOUND:HIT_AND_MISS \"magic-dark-big.ogg\" \"magic-dark-big-miss.ogg\" -75}\n [frame]\n image=\"units/demons/blue/ethereal-warden.png:50\"\n alpha=0:50\n [/frame]\n [frame]\n image=\"units/demons/blue/ethereal-warden.png:400\"\n alpha=0~1:400\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=repel\n [/filter_attack]\n {MISSILE_FRAME_ICE}\n start_time=-350\n [frame]\n image=\"units/demons/blue/ethereal-warden.png:150\"\n [/frame]\n [frame]\n image=\"units/demons/blue/ethereal-warden.png:100\"\n [/frame]\n [/attack_anim]\n [defend]\n start_time=-126\n [if]\n hits=hit\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n\n hit_sound_start_time=-25\n [hit_sound_frame]\n sound=wail-sml.wav\n [/hit_sound_frame]\n [/if]\n [else]\n hits=kill\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n [/else]\n [else]\n hits=miss\n offset=0.0~-0.1:126,-0.1~0.0:126\n alpha=0.8~0.25:126,0.25~0.8:126\n [/else]\n [frame]\n image=units/demons/blue/ethereal-warden.png:1,units/demons/blue/ethereal-warden.png:250,units/demons/blue/ethereal-warden.png:1\n [/frame]\n [/defend]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n[unit_type]\n id=Manifestation\n name= _ \"Manifestation\"\n race=demon\n gender=female\n image=\"units/demons/blue/manifestation.png\"\n hitpoints=23\n movement_type=demonfly\n movement=6\n experience=50\n level=1\n alignment=chaotic\n advances_to=null\n num_traits=1\n {AMLA_DEFAULT}\n {TRAIT_SPIRIT}\n cost=17\n usage=scout\n hide_help=true\n description= _ \"The dream world is a strange one, in which imagination may become reality and the arcane plane may become one with the physical. Even the most inexperienced at manipulating this reality often find that they may manifest their thoughts into a semi-sentient being, one that may or may not be easily controlled, depending on the creator's willpower and affinity for arcane energies.\"\n die_sound=wail-long.wav\n [resistance]\n blade=50\n impact=50\n pierce=50\n cold=110\n fire=120\n arcane=130\n [/resistance]\n [movement_costs]\n deep_water=2\n shallow_water=2\n [/movement_costs]\n [event]\n name=unit placed\n first_time_only=no\n [filter]\n type=Manifestation\n [/filter]\n [modify_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n name=\n [/modify_unit]\n [/event]\n [attack]\n name=manifest\n description= _ \"manifest\"\n icon=\"attacks/wail.png\"\n type=arcane\n range=melee\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n damage=5\n number=3\n [/attack]\n [attack]\n name=dissemble\n description= _ \"dissemble\"\n type=cold\n range=ranged\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n damage=5\n number=3\n icon=attacks/iceball.png\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=manifest\n [/filter_attack]\n start_time=-300\n offset=0.0~1.2:300,1.5~0.0:450\n [frame]\n image=\"units/demons/blue/manifestation.png:100\"\n alpha=1~0:100\n [/frame]\n [frame]\n image=\"units/demons/blue/manifestation.png:200\"\n alpha=0:200\n [/frame]\n {SOUND:HIT_AND_MISS \"magic-dark-big.ogg\" \"magic-dark-big-miss.ogg\" -75}\n [frame]\n image=\"units/demons/blue/manifestation.png:50\"\n alpha=0:50\n [/frame]\n [frame]\n image=\"units/demons/blue/manifestation.png:400\"\n alpha=0~1:400\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=dissemble\n [/filter_attack]\n {MISSILE_FRAME_ICE}\n start_time=-350\n [frame]\n image=\"units/demons/blue/manifestation.png:150\"\n [/frame]\n [frame]\n image=\"units/demons/blue/manifestation.png:100\"\n [/frame]\n [/attack_anim]\n [defend]\n start_time=-126\n [if]\n hits=hit\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n\n hit_sound_start_time=-25\n [hit_sound_frame]\n sound=wail-sml.wav\n [/hit_sound_frame]\n [/if]\n [else]\n hits=kill\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n [/else]\n [else]\n hits=miss\n offset=0.0~-0.1:126,-0.1~0.0:126\n alpha=0.8~0.25:126,0.25~0.8:126\n [/else]\n [frame]\n image=units/demons/blue/manifestation.png:1,units/demons/blue/manifestation.png:250,units/demons/blue/manifestation.png:1\n [/frame]\n [/defend]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n[unit_type]\n id=Manifestation2\n name= _ \"Manifestation\"\n race=demon\n gender=female\n image=\"units/demons/blue/manifestation.png\"\n hitpoints=26\n movement_type=demonfly\n movement=6\n experience=50\n level=1\n alignment=chaotic\n advances_to=null\n num_traits=1\n {AMLA_DEFAULT}\n {TRAIT_SPIRIT}\n cost=19\n usage=scout\n hide_help=true\n description= _ \"The dream world is a strange one, in which imagination may become reality and the arcane plane may become one with the physical. Even the most inexperienced at manipulating this reality often find that they may manifest their thoughts into a semi-sentient being, one that may or may not be easily controlled, depending on the creator's willpower and affinity for arcane energies.\"\n die_sound=wail-long.wav\n [resistance]\n blade=50\n impact=50\n pierce=50\n cold=110\n fire=120\n arcane=130\n [/resistance]\n [movement_costs]\n deep_water=2\n shallow_water=2\n [/movement_costs]\n [event]\n name=unit placed\n first_time_only=no\n [filter]\n type=Manifestation2\n [/filter]\n [modify_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n name=\n [/modify_unit]\n [/event]\n [attack]\n name=manifest\n description= _ \"manifest\"\n icon=\"attacks/wail.png\"\n type=arcane\n range=melee\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n damage=6\n number=3\n [/attack]\n [attack]\n name=dissemble\n description= _ \"dissemble\"\n type=cold\n range=ranged\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n damage=6\n number=3\n icon=attacks/iceball.png\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=manifest\n [/filter_attack]\n start_time=-300\n offset=0.0~1.2:300,1.5~0.0:450\n [frame]\n image=\"units/demons/blue/manifestation.png:100\"\n alpha=1~0:100\n [/frame]\n [frame]\n image=\"units/demons/blue/manifestation.png:200\"\n alpha=0:200\n [/frame]\n {SOUND:HIT_AND_MISS \"magic-dark-big.ogg\" \"magic-dark-big-miss.ogg\" -75}\n [frame]\n image=\"units/demons/blue/manifestation.png:50\"\n alpha=0:50\n [/frame]\n [frame]\n image=\"units/demons/blue/manifestation.png:400\"\n alpha=0~1:400\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=dissemble\n [/filter_attack]\n {MISSILE_FRAME_ICE}\n start_time=-350\n [frame]\n image=\"units/demons/blue/manifestation.png:150\"\n [/frame]\n [frame]\n image=\"units/demons/blue/manifestation.png:100\"\n [/frame]\n [/attack_anim]\n [defend]\n start_time=-126\n [if]\n hits=hit\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n\n hit_sound_start_time=-25\n [hit_sound_frame]\n sound=wail-sml.wav\n [/hit_sound_frame]\n [/if]\n [else]\n hits=kill\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n [/else]\n [else]\n hits=miss\n offset=0.0~-0.1:126,-0.1~0.0:126\n alpha=0.8~0.25:126,0.25~0.8:126\n [/else]\n [frame]\n image=units/demons/blue/manifestation.png:1,units/demons/blue/manifestation.png:250,units/demons/blue/manifestation.png:1\n [/frame]\n [/defend]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n#define AMLA_BLOODFAE\n {AMLA_OPTION_BOIL_RANGE}\n {AMLA_OPTION_HEAL_RANGE}\n {AMLA_DEFAULT}\n#enddef\n#define AMLA_OPTION_BOIL_RANGE\n [advancement]\n max_times=-1\n description=_\"stronger bloodboil magic\"\n image=units/fae/aryel.png\n id=amla_boil_bloodfae\n strict_amla=yes\n [effect]\n apply_to=attack\n name=blood boil\n increase_damage=1\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=25%\n [/effect]\n [/advancement]\n#enddef\n#define AMLA_OPTION_HEAL_RANGE\n [advancement]\n max_times=-1\n description=_\"stronger eviscerate\"\n image=units/fae/aryel.png\n id=amla_eviscerate_bloodfae\n strict_amla=yes\n [effect]\n apply_to=attack\n name=eviscerate\n increase_damage=1\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=35%\n [/effect]\n [/advancement]\n#enddef\n\n#define ARYEL_ADVANCEMENT HP_INCREMENT XP_INCREMENT EFFECT_WML VARIATION_NAME\n [advancement]\n max_times=-1\n always_display=yes\n [effect]\n apply_to=hitpoints\n increase_total={HP_INCREMENT}\n increase={HP_INCREMENT}\n [/effect]\n [effect]\n apply_to=max_experience\n increase={XP_INCREMENT}\n [/effect]\n [effect]\n apply_to=variation\n name={VARIATION_NAME}\n [/effect]\n {EFFECT_WML}\n [/advancement]\n#enddef\n\n#define IRON_WARDEN_ABILITY VARIANT_NAME\n {ARYEL_ADVANCEMENT 5 0 (\n id=iron_warden_ability\n description= _ \"protects nearby units on defense\"\n image=units/fae/aryel.png\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_IRON_WARDEN}\n [/abilities]\n [/effect]\n [effect]\n apply_to=max_experience\n increase=-100%\n [/effect]\n [effect]\n apply_to=max_experience\n increase=70\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define TRANSFUSION_ABILITY VARIANT_NAME\n {ARYEL_ADVANCEMENT 3 0 (\n id=transfusion_ability\n description= _ \"damages nearby enemy units and heals based on damage dealt\"\n image=units/fae/aryel.png\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_TRANSFUSION}\n [/abilities]\n [/effect]\n [effect]\n apply_to=max_experience\n increase=-100%\n [/effect]\n [effect]\n apply_to=max_experience\n increase=70\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define ARYEL_STAT_BOOST VARIANT_NAME\n {ARYEL_ADVANCEMENT 6 150 (\n id=aryel_stat\n description= _ \"gains health, movement, and fire resistance\"\n image=units/fae/aryel.png\n [effect]\n apply_to=movement\n increase=1\n [/effect]\n [effect]\n apply_to=resistance\n [resistance]\n fire=-20\n [/resistance]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define ARYEL_IRON_BLOOD VARIANT_NAME\n {ARYEL_ADVANCEMENT 3 170 (\n id=aryel_iron_blood\n description= _ \"gains physical resistance on defense\"\n image=units/fae/aryel.png\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_IRON_BLOOD}\n [/abilities]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define ARYEL_IRON_BLOOD_STAT VARIANT_NAME\n {ARYEL_ADVANCEMENT 6 190 (\n id=aryel_iron_blood_stat\n description= _ \"gains physical resistance on defense and bonus health\"\n image=units/fae/aryel.png\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_IRON_BLOOD}\n [/abilities]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define ARYEL_IRON_BLOOD_DAMAGE VARIANT_NAME\n {ARYEL_ADVANCEMENT 1 230 (\n id=aryel_iron_blood_dmg\n description= _ \"gains physical resistance on defense and bonus damage\"\n image=units/fae/aryel.png\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_IRON_BLOOD}\n [/abilities]\n [/effect]\n [effect]\n apply_to=attack\n name=blood boil\n increase_damage=4\n [/effect]\n [effect]\n apply_to=attack\n name=eviscerate\n increase_damage=2\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n\n#define ARYEL_MALEFICE_SPECIAL VARIANT_NAME\n {ARYEL_ADVANCEMENT 0 125 (\n id=aryel_malefice\n description= _ \"gains melee damage upon killing enemies\"\n image=attacks/bow-elven.png\n [effect]\n apply_to=attack\n name=malefic whisper\n [set_specials]\n {WEAPON_SPECIAL_DRAIN100}\n {WEAPON_SPECIAL_MALEFICE}\n mode=replace\n [/set_specials]\n increase_attacks=1\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define ARYEL_BLOOD_BONUS VARIANT_NAME\n {ARYEL_ADVANCEMENT 4 40 (\n id=aryel_blood\n description= _ \"stronger blood boil attack\"\n image=attacks/sword-elven.png\n [effect]\n apply_to=attack\n name=blood boil\n increase_damage=4\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define ARYEL_HEAL_BONUS VARIANT_NAME\n {ARYEL_ADVANCEMENT 2 40 (\n id=aryel_heal\n description= _ \"stronger eviscerate attack\"\n image=attacks/bow-elven.png\n [effect]\n apply_to=attack\n name=eviscerate\n increase_damage=2\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define ARYEL_BLOOD_BONUS2 VARIANT_NAME\n {ARYEL_ADVANCEMENT 5 100 (\n id=aryel_blood2\n description= _ \"stronger blood boil attack\"\n image=attacks/sword-elven.png\n [effect]\n apply_to=attack\n name=blood boil\n increase_damage=4\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define ARYEL_HEAL_BONUS2 VARIANT_NAME\n {ARYEL_ADVANCEMENT 2 100 (\n id=aryel_heal2\n description= _ \"stronger eviscerate attack\"\n image=attacks/bow-elven.png\n [effect]\n apply_to=attack\n name=eviscerate\n increase_damage=2\n increase_attacks=1\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define ARYEL_BALANCED_BONUS VARIANT_NAME\n {ARYEL_ADVANCEMENT 2 170 (\n id=aryel_balanced\n description= _ \"stronger ranged attacks\"\n image=attacks/sword-elven.png\n [effect]\n apply_to=attack\n name=blood boil\n increase_damage=4\n [/effect]\n [effect]\n apply_to=attack\n name=eviscerate\n increase_damage=1\n increase_attacks=1\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define ARYEL_BALANCED_BONUS2 VARIANT_NAME\n {ARYEL_ADVANCEMENT 4 200 (\n id=aryel_balanced2\n description= _ \"stronger ranged attacks\"\n image=attacks/sword-elven.png\n [effect]\n apply_to=attack\n name=blood boil\n increase_damage=6\n [/effect]\n [effect]\n apply_to=attack\n name=eviscerate\n increase_damage=3\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define ARYEL_BALANCED_BONUS_MELEE VARIANT_NAME\n {ARYEL_ADVANCEMENT 0 230 (\n id=aryel_balanced_melee\n description= _ \"increased damage on all attacks\"\n image=attacks/sword-elven.png\n [effect]\n apply_to=attack\n name=blood boil\n increase_damage=4\n [/effect]\n [effect]\n apply_to=attack\n name=eviscerate\n increase_damage=2\n [/effect]\n [effect]\n apply_to=attack\n name=malefic whisper\n increase_attacks=1\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define ARYEL_HEAL_ABILITY VARIANT_NAME\n {ARYEL_ADVANCEMENT 4 30 (\n id=aryel_heal_ability\n description= _ \"gains the ability to heal allied units\"\n image=units/fae/aryel.png\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_INFUSE3}\n [/abilities]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define ARYEL_HEAL_ABILITY2 VARIANT_NAME\n {ARYEL_ADVANCEMENT 4 90 (\n id=aryel_heal_ability2\n description= _ \"better healing\"\n require_amla=aryel_heal_ability\n image=units/fae/aryel.png\n [effect]\n apply_to=remove_ability\n [abilities]\n {ABILITY_INFUSE3}\n [/abilities]\n [/effect]\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_INFUSE6}\n [/abilities]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define ARYEL_HEAL_ABILITY2_HEALTH VARIANT_NAME\n {ARYEL_ADVANCEMENT 6 110 (\n id=aryel_heal_ability2_health\n description= _ \"better healing and increased health\"\n require_amla=aryel_heal_ability\n image=units/fae/aryel.png\n [effect]\n apply_to=remove_ability\n [abilities]\n {ABILITY_INFUSE3}\n [/abilities]\n [/effect]\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_INFUSE6}\n [/abilities]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define ARYEL_HEAL_ABILITY2_RESIST VARIANT_NAME\n {ARYEL_ADVANCEMENT 0 130 (\n id=aryel_heal_ability2_resist\n description= _ \"better healing and gains resistances\"\n require_amla=aryel_heal_ability\n image=units/fae/aryel.png\n [effect]\n apply_to=remove_ability\n [abilities]\n {ABILITY_INFUSE3}\n [/abilities]\n [/effect]\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_INFUSE6}\n [/abilities]\n [/effect]\n [effect]\n apply_to=resistance\n [resistance]\n blade=-10\n impact=-10\n pierce=-10\n [/resistance]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define ARYEL_HEAL_ABILITY3 VARIANT_NAME\n {ARYEL_ADVANCEMENT 5 150 (\n id=aryel_heal_ability3\n description= _ \"better healing\"\n image=units/fae/aryel.png\n [effect]\n apply_to=remove_ability\n [abilities]\n {ABILITY_INFUSE6}\n [/abilities]\n [/effect]\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_INFUSE9}\n [/abilities]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define ARYEL_BASE\n id=Blood Fae\n race=fae\n gender=female\n name= _ \"Blood Fae\"\n image=\"units/fae/aryel.png\"\n halo=halo/elven/shyde-stationary-halo[1~6].png:150\n movement_type=bloodfae\n movement=6\n alignment=chaotic\n advances_to=null\n cost=60\n usage=mixed fighter\n description= _ \"There is no information available about this class of beings at this time.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [abilities]\n {ABILITY_STRUT}\n [/abilities]\n [attack]\n name=malefic whisper\n description=_\"malefic whisper\"\n icon=attacks/wail.png\n type=arcane\n [specials]\n {WEAPON_SPECIAL_DRAIN100}\n [/specials]\n range=melee\n damage=7\n number=2\n range=melee\n [/attack]\n [attack]\n name=blood boil\n description=_\"blood boil\"\n type=fire\n [specials]\n {WEAPON_SPECIAL_AGONY}\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=8\n number=3\n range=ranged\n icon=attacks/dark-missile.png\n [/attack]\n [attack]\n name=eviscerate\n description=_\"eviscerate\"\n type=arcane\n [specials]\n {WEAPON_SPECIAL_SOUL_SIPHON}\n [/specials]\n damage=6\n number=4\n range=ranged\n icon=attacks/faerie-fire.png\n [/attack]\n {STRUT}\n {MALEFICE}\n {SOUL_SIPHON \"eviscerate\" 1}\n {TRANSFUSION}\n {IRON_WARDEN 3}\n {DEFENSE_ANIM \"units/fae/aryel.png\" \"units/fae/aryel.png\" {SOUND_LIST:ELF_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=blood boil\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY -11 20}\n\n start_time=-470\n {SOUND:HIT_AND_MISS fire.wav fire.wav -470}\n [frame]\n image=\"units/fae/aryel.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=malefic whisper\n [/filter_attack]\n start_time=-240\n\n [frame]\n image=\"units/fae/aryel.png:520\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=eviscerate\n [/filter_attack]\n {MISSILE_FRAME_FAERIE_FIRE}\n\n start_time=-470\n {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -470}\n [frame]\n image=\"units/fae/aryel.png\"\n halo=halo/elven/faerie-fire-halo[1~7].png:75\n halo_x,halo_y=0,0\n [/frame]\n [/attack_anim]\n#enddef\n[unit_type]\n {ARYEL_BASE}\n hitpoints=41\n experience=30\n level=2\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=BF1\n inherit=no\n level=2\n hitpoints=41\n experience=50\n name= _ \"Blood Fae\"\n {ARYEL_BLOOD_BONUS BF2BLOOD}\n {ARYEL_HEAL_BONUS BF2HEAL}\n [/variation]\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=BF2BLOOD\n inherit=no\n level=2\n hitpoints=41\n experience=70\n name= _ \"Blood Fae\"\n {ARYEL_HEAL_ABILITY BF3HEAL}\n {ARYEL_HEAL_BONUS BF3}\n [/variation]\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=BF2HEAL\n inherit=no\n level=2\n hitpoints=41\n experience=70\n name= _ \"Blood Fae\"\n {ARYEL_HEAL_ABILITY BF3HEAL}\n {ARYEL_BLOOD_BONUS BF3}\n [/variation]\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=BF3HEAL\n inherit=no\n level=3\n hitpoints=41\n experience=110\n name= _ \"Blood Fae\"\n {ARYEL_MALEFICE_SPECIAL BF3MALHEAL}\n {ARYEL_BLOOD_BONUS2 BF3BLOOD}\n {ARYEL_HEAL_BONUS2 BF3ARCANE}\n [/variation]\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=BF3\n inherit=no\n level=3\n hitpoints=41\n experience=110\n name= _ \"Blood Fae\"\n {ARYEL_MALEFICE_SPECIAL BF3MAL}\n {ARYEL_HEAL_ABILITY BF3DELAYEDHEAL}\n [/variation]\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=BF3MAL\n inherit=no\n level=3\n hitpoints=41\n experience=150\n name= _ \"Blood Fae\"\n {ARYEL_BLOOD_BONUS2 BF4NOHEAL}\n {ARYEL_HEAL_BONUS2 BF4NOHEAL}\n {ARYEL_BALANCED_BONUS BF4NOHEAL}\n [/variation]\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=BF3MALHEAL\n inherit=no\n level=3\n hitpoints=41\n experience=150\n name= _ \"Blood Fae\"\n {ARYEL_BLOOD_BONUS2 BF4BOTHSPECIALS}\n {ARYEL_HEAL_BONUS2 BF4BOTHSPECIALS}\n [/variation]\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=BF3DELAYEDHEAL\n inherit=no\n level=3\n hitpoints=41\n experience=150\n name= _ \"Blood Fae\"\n {ARYEL_MALEFICE_SPECIAL BF4BOTHSPECIALS}\n {ARYEL_BALANCED_BONUS BF4NOMALHEAL}\n {ARYEL_HEAL_ABILITY2 BF4NOMAL}\n [/variation]\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=BF3BLOOD\n inherit=no\n level=3\n hitpoints=41\n experience=150\n name= _ \"Blood Fae\"\n {ARYEL_HEAL_BONUS2 BF4NOMALHEAL}\n {ARYEL_HEAL_ABILITY2 BF4NOMAL}\n {ARYEL_MALEFICE_SPECIAL BF4BOTHSPECIALS}\n [/variation]\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=BF3ARCANE\n inherit=no\n level=3\n hitpoints=41\n experience=150\n name= _ \"Blood Fae\"\n {ARYEL_BLOOD_BONUS2 BF4NOMALHEAL}\n {ARYEL_HEAL_ABILITY2 BF4NOMAL}\n {ARYEL_MALEFICE_SPECIAL BF4BOTHSPECIALS}\n [/variation]\n\n\n #level 4-1\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=BF4NOHEAL\n inherit=no\n level=4\n hitpoints=41\n experience=210\n name= _ \"Blood Sylph\"\n {ARYEL_IRON_BLOOD_STAT BF4IRON}\n {ARYEL_IRON_BLOOD_DAMAGE BF4IRON}\n [/variation]\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=BF4NOMALHEAL\n inherit=no\n level=4\n hitpoints=41\n experience=210\n name= _ \"Blood Sylph\"\n {ARYEL_MALEFICE_SPECIAL BF4NOEXTRAHEAL}\n {ARYEL_HEAL_ABILITY2 BF4DISABLEMAL}\n [/variation]\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=BF4NOMAL\n inherit=no\n level=4\n hitpoints=41\n experience=210\n name= _ \"Blood Sylph\"\n {ARYEL_MALEFICE_SPECIAL BF4ALLABILITIES}\n {ARYEL_BALANCED_BONUS BF4DISABLEMAL}\n [/variation]\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=BF4BOTHSPECIALS\n inherit=no\n level=4\n hitpoints=41\n experience=210\n name= _ \"Blood Sylph\"\n {ARYEL_HEAL_ABILITY2 BF4ALLABILITIES}\n {ARYEL_BALANCED_BONUS BF4NOEXTRAHEAL}\n [/variation]\n\n #level4-2\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=BF4ALLABILITIES\n inherit=no\n level=4\n hitpoints=41\n experience=250\n name= _ \"Blood Sylph\"\n {ARYEL_BALANCED_BONUS BF4FINAL}\n {ARYEL_STAT_BOOST BF4FINAL}\n [/variation]\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=BF4NOEXTRAHEAL\n inherit=no\n level=4\n hitpoints=41\n experience=250\n name= _ \"Blood Sylph\"\n {ARYEL_HEAL_ABILITY2_HEALTH BF4FINAL}\n {ARYEL_HEAL_ABILITY2_RESIST BF4FINAL}\n [/variation]\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=BF4DISABLEMAL\n inherit=no\n level=4\n hitpoints=41\n experience=250\n name= _ \"Blood Sylph\"\n {ARYEL_HEAL_ABILITY3 BF4FINALHEAL}\n {ARYEL_IRON_BLOOD_STAT BF4FINALIRON}\n {ARYEL_IRON_BLOOD_DAMAGE BF4FINALIRON}\n [/variation]\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=BF4IRON\n inherit=no\n level=4\n hitpoints=41\n experience=250\n name= _ \"Blood Sylph\"\n {ARYEL_BALANCED_BONUS BF4FINALNOHEAL}\n {ARYEL_STAT_BOOST BF4FINALNOHEAL}\n [/variation]\n\n #level 4-3\n\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=BF4FINAL\n inherit=no\n level=4\n hitpoints=41\n experience=300\n name= _ \"Blood Sylph\"\n {ARYEL_HEAL_ABILITY3 BF5}\n {ARYEL_IRON_BLOOD BF5}\n [/variation]\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=BF4FINALHEAL\n inherit=no\n level=4\n hitpoints=41\n experience=300\n name= _ \"Blood Sylph\"\n {ARYEL_IRON_BLOOD_STAT BF5}\n {ARYEL_IRON_BLOOD_DAMAGE BF5}\n [/variation]\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=BF4FINALIRON\n inherit=no\n level=4\n hitpoints=41\n experience=300\n name= _ \"Blood Sylph\"\n {ARYEL_HEAL_ABILITY3 BF5}\n [/variation]\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=BF4FINALNOHEAL\n inherit=no\n level=4\n hitpoints=41\n experience=300\n name= _ \"Blood Sylph\"\n {ARYEL_BALANCED_BONUS2 BF5}\n {ARYEL_BALANCED_BONUS_MELEE BF5}\n [/variation]\n\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=BF5\n inherit=no\n level=5\n hitpoints=41\n experience=370\n name= _ \"Blood Reaper\"\n {TRANSFUSION_ABILITY BF5FINAL}\n {IRON_WARDEN_ABILITY BF5FINAL}\n [/variation]\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=BF5FINAL\n inherit=no\n level=5\n hitpoints=41\n experience=250\n name= _ \"Blood Reaper\"\n {AMLA_BLOODFAE}\n [/variation]\n[/unit_type]"} {"text": "#textdomain wesnoth-Genesis\n[unit_type]\n id=Fake Blood Fae\n race=fae\n gender=female\n name= _ \"female^Blood Fae\"\n image=\"units/fae/aryel.png\"\n halo=halo/elven/shyde-stationary-halo[1~6].png:150\n hitpoints=55\n movement_type=bloodfae\n movement=6\n experience=150\n level=3\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=67\n usage=mixed fighter\n hide_help=true\n description= _ \"There is no information available about this class of beings at this time.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [abilities]\n {ABILITY_STRUT}\n {ABILITY_INFUSE6}\n [/abilities]\n [attack]\n name=malefic whisper\n description=_\"malefic whisper\"\n icon=attacks/wail.png\n type=arcane\n [specials]\n {WEAPON_SPECIAL_DRAIN100}\n [/specials]\n range=melee\n damage=7\n number=3\n range=melee\n [/attack]\n [attack]\n name=blood boil\n description=_\"blood boil\"\n type=fire\n [specials]\n {WEAPON_SPECIAL_AGONY}\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=10\n number=3\n range=ranged\n icon=attacks/dark-missile.png\n [/attack]\n [attack]\n name=eviscerate\n description=_\"eviscerate\"\n type=arcane\n [specials]\n {WEAPON_SPECIAL_SOUL_SIPHON}\n [/specials]\n damage=7\n number=4\n range=ranged\n icon=attacks/faerie-fire.png\n [/attack]\n {SOUL_SIPHON \"eviscerate\" 1}\n {STRUT}\n {DEFENSE_ANIM \"units/fae/aryel.png\" \"units/fae/aryel.png\" {SOUND_LIST:ELF_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=blood boil\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY -11 20}\n\n start_time=-450\n {SOUND:HIT_AND_MISS fire.wav fire.wav -450}\n [frame]\n image=\"units/fae/aryel.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=malefic whisper\n [/filter_attack]\n start_time=-240\n\n [frame]\n image=\"units/fae/aryel.png:520\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=eviscerate\n [/filter_attack]\n {MISSILE_FRAME_FAERIE_FIRE}\n\n start_time=-450\n {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -450}\n [frame]\n image=\"units/fae/aryel.png\"\n halo=halo/elven/faerie-fire-halo[1~7].png:75\n halo_x,halo_y=0,0\n [/frame]\n [/attack_anim]\n[/unit_type]"} {"text": "#textdomain wesnoth-Genesis\n[unit_type]\n id=Blood Fae Wingless\n race=fae\n gender=female\n name= _ \"female^Blood Fae\"\n image=\"units/fae/aryel-wingless.png\"\n halo=halo/elven/shyde-stationary-halo[1~6].png:150\n hitpoints=57\n movement_type=bloodfae\n movement=6\n experience=200\n level=4\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=67\n hide_help=true\n usage=mixed fighter\n description= _ \"There is no information available about this class of beings at this time.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n[/unit_type]"} {"text": "#textdomain wesnoth-Genesis\n\n#define AMLA_FIREFAE1\n {AMLA_OPTION_FIRE_MELEE}\n {AMLA_OPTION_BLAST_RANGE}\n {AMLA_OPTION_TEMPEST_RANGE}\n {AMLA_DEFAULT}\n#enddef\n#define AMLA_FIREFAE2\n {AMLA_OPTION_FIRE_MELEE}\n {AMLA_OPTION_BLAST_RANGE}\n {AMLA_DEFAULT}\n#enddef\n#define AMLA_OPTION_FIRE_MELEE\n [advancement]\n max_times=-1\n description=_\"increased physical strength\"\n image=units/fae/esther.png\n id=amla_melee_firefae\n strict_amla=yes\n [effect]\n apply_to=attack\n range=melee\n increase_damage=1\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=30%\n [/effect]\n [/advancement]\n#enddef\n#define AMLA_OPTION_BLAST_RANGE\n [advancement]\n max_times=-1\n description=_\"stronger fire magic\"\n image=units/fae/esther.png\n id=amla_blast_firefae\n strict_amla=yes\n [effect]\n apply_to=attack\n name=infernal blast\n increase_damage=1\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=30%\n [/effect]\n [/advancement]\n#enddef\n#define AMLA_OPTION_TEMPEST_RANGE\n [advancement]\n max_times=-1\n description=_\"stronger storm magic\"\n image=units/fae/esther.png\n id=amla_tempest_firefae\n strict_amla=yes\n [effect]\n apply_to=attack\n name=tempest\n increase_damage=3\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=30%\n [/effect]\n [/advancement]\n#enddef\n#define ESTHER_ADVANCEMENT HP_INCREMENT XP_INCREMENT EFFECT_WML VARIATION_NAME\n [advancement]\n max_times=-1\n always_display=yes\n [effect]\n apply_to=hitpoints\n increase_total={HP_INCREMENT}\n increase={HP_INCREMENT}\n [/effect]\n [effect]\n apply_to=max_experience\n increase={XP_INCREMENT}\n [/effect]\n [effect]\n apply_to=variation\n name={VARIATION_NAME}\n [/effect]\n {EFFECT_WML}\n [/advancement]\n#enddef\n#define ESTHER_STORM_SHIELD VARIANT_NAME\n {ESTHER_ADVANCEMENT 2 0 (\n id=esther_storm_shield\n description= _ \"returns damage upon being attacked\"\n image=units/fae/esther.png\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_STORM_SHIELD}\n [/abilities]\n [/effect]\n [effect]\n apply_to=max_experience\n increase=-100%\n [/effect]\n [effect]\n apply_to=max_experience\n increase=69\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define ESTHER_FIRE_SHIELD VARIANT_NAME\n {ESTHER_ADVANCEMENT 6 0 (\n id=esther_fire_shield\n description= _ \"gains damage and returns damage upon being attacked\"\n image=units/fae/esther.png\n [effect]\n apply_to=attack\n range=melee\n increase_damage=2\n [/effect]\n [effect]\n apply_to=attack\n name=infernal blast\n increase_damage=2\n [/effect]\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_FIRE_SHIELD}\n [/abilities]\n [/effect]\n [effect]\n apply_to=max_experience\n increase=-100%\n [/effect]\n [effect]\n apply_to=max_experience\n increase=69\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define ESTHER_TEMPEST VARIANT_NAME\n {ESTHER_ADVANCEMENT 4 0 (\n id=esther_tempest\n description= _ \"gains movement, damage, and +10% to physical resistances\"\n image=units/fae/esther.png\n [effect]\n apply_to=attack\n name=immolation\n increase_damage=2\n [/effect]\n [effect]\n apply_to=attack\n name=infernal blast\n increase_damage=2\n [/effect]\n [effect]\n apply_to=attack\n name=tempest\n increase_damage=8\n [/effect]\n [effect]\n apply_to=movement\n increase=1\n [/effect]\n [effect]\n apply_to=resistance\n [resistance]\n blade=-10\n pierce=-10\n impact=-10\n [/resistance]\n [/effect]\n [effect]\n apply_to=max_experience\n increase=-100%\n [/effect]\n [effect]\n apply_to=max_experience\n increase=69\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define ESTHER_INFERNAL VARIANT_NAME\n {ESTHER_ADVANCEMENT 6 0 (\n id=esther_infernal\n description= _ \"gains damage and +20% to physical resistances\"\n image=units/fae/esther.png\n [effect]\n apply_to=attack\n name=immolation\n increase_damage=1\n [/effect]\n [effect]\n apply_to=attack\n name=infernal blast\n increase_damage=1\n [/effect]\n [effect]\n apply_to=resistance\n [resistance]\n blade=-20\n pierce=-20\n impact=-20\n [/resistance]\n [/effect]\n [effect]\n apply_to=max_experience\n increase=-100%\n [/effect]\n [effect]\n apply_to=max_experience\n increase=69\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define FAE_LIGHTNING DIRECTION_NUMBER\n [attack_anim]\n [filter_attack]\n name=storm,tempest\n [/filter_attack]\n\n {LIGHTNING_BOLT {DIRECTION_NUMBER} }\n\n start_time=-300\n {SOUND:HIT_AND_MISS lightning.ogg lightning-miss.ogg -300}\n [frame]\n image=\"units/fae/esther.png:[100*2,200,100,50]\"\n [/frame]\n [/attack_anim]\n#enddef\n#define ESTHER_STORM_ATTACK VARIANT_NAME\n {ESTHER_ADVANCEMENT 2 150 (\n id=esther_storm_attack\n description= _ \"gains a powerful lightning attack and bonus resistances\"\n image=units/fae/esther.png\n [effect]\n apply_to=new_attack\n name=storm\n description= _\"storm\"\n type=fire\n range=ranged\n damage=27\n number=1\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n icon=attacks/faerie-fire.png\n [/effect]\n [effect]\n apply_to=new_animation\n\n {FAE_LIGHTNING 1}\n {FAE_LIGHTNING 2}\n {FAE_LIGHTNING 3}\n [/effect]\n [effect]\n apply_to=resistance\n [resistance]\n blade=-10\n pierce=-10\n impact=-10\n fire=-20\n [/resistance]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define ESTHER_BLAZE_SPECIAL VARIANT_NAME\n {ESTHER_ADVANCEMENT 3 110 (\n id=esther_blaze\n description= _ \"gains bonus damage on offense\"\n image=attacks/bow-elven.png\n [effect]\n apply_to=attack\n name=infernal blast\n increase_damage=2\n [/effect]\n [effect]\n apply_to=attack\n name=infernal blast\n [set_specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_BLAZE}\n mode=replace\n [/set_specials]\n [/effect]\n [effect]\n apply_to=resistance\n [resistance]\n fire=-20\n [/resistance]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define ESTHER_INCINERATE_SPECIAL VARIANT_NAME\n {ESTHER_ADVANCEMENT 5 150 (\n id=esther_incinerate\n description= _ \"gains bonus damage on offense\"\n image=attacks/bow-elven.png\n require_amla=esther_blaze\n [effect]\n apply_to=attack\n name=infernal blast\n [set_specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_INCINERATE}\n mode=replace\n [/set_specials]\n [/effect]\n [effect]\n apply_to=attack\n name=infernal blast\n increase_damage=1\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define ESTHER_INCINERATE_MELEE VARIANT_NAME\n {ESTHER_ADVANCEMENT 5 170 (\n id=esther_incinerate_melee\n description= _ \"gains bonus damage on offense\"\n image=attacks/bow-elven.png\n require_amla=esther_blaze\n [effect]\n apply_to=attack\n name=infernal blast\n [set_specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_INCINERATE}\n mode=replace\n [/set_specials]\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n increase_damage=2\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define ESTHER_INCINERATE_RANGE VARIANT_NAME\n {ESTHER_ADVANCEMENT 5 170 (\n id=esther_incinerate_range\n description= _ \"gains bonus damage on offense\"\n image=attacks/bow-elven.png\n require_amla=esther_blaze\n [effect]\n apply_to=attack\n name=infernal blast\n [set_specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_INCINERATE}\n mode=replace\n [/set_specials]\n [/effect]\n [effect]\n apply_to=attack\n name=infernal blast\n increase_damage=2\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define ESTHER_INCINERATE_TEMPEST VARIANT_NAME\n {ESTHER_ADVANCEMENT 3 0 (\n id=esther_incinerate_tempest\n description= _ \"gains bonus damage on offense\"\n image=attacks/bow-elven.png\n require_amla=esther_blaze\n [effect]\n apply_to=attack\n name=infernal blast\n [set_specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_INCINERATE}\n mode=replace\n [/set_specials]\n [/effect]\n [effect]\n apply_to=attack\n name=immolation\n increase_damage=1\n [/effect]\n [effect]\n apply_to=attack\n name=infernal blast\n increase_damage=1\n [/effect]\n [effect]\n apply_to=attack\n name=tempest\n increase_damage=8\n [/effect]\n [effect]\n apply_to=movement\n increase=1\n [/effect]\n [effect]\n apply_to=max_experience\n increase=-100%\n [/effect]\n [effect]\n apply_to=max_experience\n increase=69\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define ESTHER_IMMOLATE_SPECIAL VARIANT_NAME\n {ESTHER_ADVANCEMENT 4 190 (\n id=esther_immolate\n description= _ \"gains an area melee attack\"\n image=attacks/bow-elven.png\n [effect]\n apply_to=attack\n name=flame aura\n [set_specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_IMMOLATE}\n mode=replace\n [/set_specials]\n [/effect]\n [effect]\n apply_to=attack\n name=flame aura\n increase_damage=1\n [/effect]\n [effect]\n apply_to=attack\n name=flame aura\n set_name=immolation\n set_description= _ \"immolation\"\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define ESTHER_IMMOLATE_MELEE VARIANT_NAME\n {ESTHER_ADVANCEMENT 4 230 (\n id=esther_immolate_melee\n description= _ \"gains an area melee attack\"\n image=attacks/bow-elven.png\n [effect]\n apply_to=attack\n name=flame aura\n [set_specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_IMMOLATE}\n mode=replace\n [/set_specials]\n [/effect]\n [effect]\n apply_to=attack\n name=flame aura\n increase_damage=2\n [/effect]\n [effect]\n apply_to=attack\n name=flame aura\n set_name=immolation\n set_description= _ \"immolation\"\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define ESTHER_IMMOLATE_RANGE VARIANT_NAME\n {ESTHER_ADVANCEMENT 4 230 (\n id=esther_immolate_range\n description= _ \"gains an area melee attack\"\n image=attacks/bow-elven.png\n [effect]\n apply_to=attack\n name=flame aura\n [set_specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_IMMOLATE}\n mode=replace\n [/set_specials]\n [/effect]\n [effect]\n apply_to=attack\n name=infernal blast\n increase_damage=2\n [/effect]\n [effect]\n apply_to=attack\n name=flame aura\n set_name=immolation\n set_description= _ \"immolation\"\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define ESTHER_IMMOLATE_TEMPEST VARIANT_NAME\n {ESTHER_ADVANCEMENT 3 0 (\n id=esther_immolate_tempest\n description= _ \"gains an area melee attack\"\n image=attacks/bow-elven.png\n [effect]\n apply_to=attack\n name=flame aura\n [set_specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_IMMOLATE}\n mode=replace\n [/set_specials]\n [/effect]\n [effect]\n apply_to=attack\n name=flame aura\n increase_damage=1\n [/effect]\n [effect]\n apply_to=attack\n name=infernal blast\n increase_damage=1\n [/effect]\n [effect]\n apply_to=attack\n name=tempest\n increase_damage=8\n [/effect]\n [effect]\n apply_to=movement\n increase=1\n [/effect]\n [effect]\n apply_to=attack\n name=flame aura\n set_name=immolation\n set_description= _ \"immolation\"\n [/effect]\n [effect]\n apply_to=max_experience\n increase=-100%\n [/effect]\n [effect]\n apply_to=max_experience\n increase=69\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define ESTHER_OBLITERATE_SPECIAL VARIANT_NAME\n {ESTHER_ADVANCEMENT 5 170 (\n id=esther_obliterate\n description= _ \"storm attack gains bonus damage on hit\"\n image=attacks/bow-elven.png\n require_amla=esther_storm_attack\n [effect]\n apply_to=attack\n name=storm\n [set_specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_OBLITERATE}\n mode=replace\n [/set_specials]\n [/effect]\n [effect]\n apply_to=attack\n name=storm\n set_name=tempest\n set_description= _ \"tempest\"\n [/effect]\n [effect]\n apply_to=attack\n name=tempest\n increase_damage=4\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define ESTHER_OBLITERATE_MELEE VARIANT_NAME\n {ESTHER_ADVANCEMENT 5 210 (\n id=esther_obliterate_melee\n description= _ \"storm attack gains bonus damage on hit\"\n image=attacks/bow-elven.png\n require_amla=esther_storm_attack\n [effect]\n apply_to=attack\n name=storm\n [set_specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_OBLITERATE}\n mode=replace\n [/set_specials]\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n increase_damage=2\n [/effect]\n [effect]\n apply_to=attack\n name=storm\n set_name=tempest\n set_description= _ \"tempest\"\n [/effect]\n [effect]\n apply_to=attack\n name=tempest\n increase_damage=2\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define ESTHER_OBLITERATE_RANGE VARIANT_NAME\n {ESTHER_ADVANCEMENT 5 210 (\n id=esther_obliterate_range\n description= _ \"storm attack gains bonus damage on hit\"\n image=attacks/bow-elven.png\n require_amla=esther_storm_attack\n [effect]\n apply_to=attack\n name=storm\n [set_specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_OBLITERATE}\n mode=replace\n [/set_specials]\n [/effect]\n [effect]\n apply_to=attack\n name=infernal blast\n increase_damage=2\n [/effect]\n [effect]\n apply_to=attack\n name=storm\n increase_damage=6\n [/effect]\n [effect]\n apply_to=attack\n name=storm\n set_name=tempest\n set_description= _ \"tempest\"\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define ESTHER_OBLITERATE_TEMPEST VARIANT_NAME\n {ESTHER_ADVANCEMENT 4 0 (\n id=esther_obliterate_tempest\n description= _ \"storm attack gains bonus damage on hit\"\n image=attacks/bow-elven.png\n require_amla=esther_storm_attack\n [effect]\n apply_to=attack\n name=storm\n [set_specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_OBLITERATE}\n mode=replace\n [/set_specials]\n [/effect]\n [effect]\n apply_to=attack\n name=immolation\n increase_damage=1\n [/effect]\n [effect]\n apply_to=attack\n name=infernal blast\n increase_damage=1\n [/effect]\n [effect]\n apply_to=attack\n name=storm\n increase_damage=8\n [/effect]\n [effect]\n apply_to=movement\n increase=1\n [/effect]\n [effect]\n apply_to=attack\n name=storm\n set_name=tempest\n set_description= _ \"tempest\"\n [/effect]\n [effect]\n apply_to=max_experience\n increase=-100%\n [/effect]\n [effect]\n apply_to=max_experience\n increase=90\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define ESTHER_MELEE_BONUS VARIANT_NAME\n {ESTHER_ADVANCEMENT 5 40 (\n id=esther_melee_2\n description= _ \"stronger in melee combat\"\n image=attacks/sword-elven.png\n [effect]\n apply_to=attack\n range=melee\n increase_damage=2\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define ESTHER_BLAST_BONUS VARIANT_NAME\n {ESTHER_ADVANCEMENT 5 40 (\n id=esther_blast_2\n description= _ \"stronger fire magic\"\n image=attacks/sword-elven.png\n [effect]\n apply_to=attack\n name=infernal blast\n increase_damage=2\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define ESTHER_MELEE_BONUS2 VARIANT_NAME\n {ESTHER_ADVANCEMENT 5 80 (\n id=esther_melee_4\n description= _ \"stronger in melee combat\"\n image=attacks/sword-elven.png\n [effect]\n apply_to=attack\n range=melee\n increase_damage=4\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define ESTHER_BLAST_BONUS2 VARIANT_NAME\n {ESTHER_ADVANCEMENT 5 80 (\n id=esther_blast_4\n description= _ \"stronger fire magic\"\n image=attacks/sword-elven.png\n [effect]\n apply_to=attack\n name=infernal blast\n increase_damage=4\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define ESTHER_HP_RESIST VARIANT_NAME\n {ESTHER_ADVANCEMENT 6 90 (\n id=esther_hp_resist\n description= _ \"gains +20% to magical resistances\"\n image=attacks/heater-shield.png\n [effect]\n apply_to=resistance\n [resistance]\n fire=-20\n cold=-20\n arcane=-20\n [/resistance]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define ESTHER_BASE\n id=Fire Fae\n race=fae\n gender=female\n name= _ \"Fire Fae\"\n image=\"units/fae/esther.png\"\n halo=halo/elven/shyde-stationary-halo[1~6].png:150\n movement_type=firefae\n movement=6\n alignment=lawful\n advances_to=null\n cost=60\n usage=mixed fighter\n description= _ \"There is no information available about this class of beings at this time.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [abilities]\n {ABILITY_REGENERATES}\n [/abilities]\n [attack]\n name=flame aura\n description=_\"flame aura\"\n icon=attacks/touch-faerie.png\n type=fire\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=melee\n damage=9\n number=3\n [/attack]\n [attack]\n name=infernal blast\n description=_\"infernal blast\"\n type=fire\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=9\n number=3\n range=ranged\n icon=attacks/faerie-fire.png\n [/attack]\n {IMMOLATE}\n {FIRE_SHIELD}\n {STORM_SHIELD}\n {DEFENSE_ANIM \"units/fae/esther.png\" \"units/fae/esther.png\" {SOUND_LIST:ELF_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=infernal blast\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY -11 20}\n\n start_time=-450\n {SOUND:HIT_AND_MISS fire.wav fire.wav -450}\n [frame]\n image=\"units/fae/esther.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=flame aura,immolation\n [/filter_attack]\n start_time=-240\n\n [frame]\n image=\"units/fae/esther.png:520\"\n [/frame]\n\n {SOUND:HIT_AND_MISS melee-fire.ogg {SOUND_LIST:MISS} -450}\n [/attack_anim]\n#enddef\n[unit_type]\n {ESTHER_BASE}\n hitpoints=47\n experience=40\n level=2\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=FF1\n inherit=no\n level=2\n hitpoints=47\n experience=45\n name= _ \"Fire Fae\"\n {ESTHER_MELEE_BONUS FF2MELEE}\n {ESTHER_BLAST_BONUS FF2FIRE}\n [/variation]\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=FF2MELEE\n inherit=no\n level=2\n hitpoints=47\n experience=70\n name= _ \"Fire Fae\"\n {ESTHER_BLAST_BONUS FF3}\n {ESTHER_HP_RESIST FF3}\n [/variation]\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=FF2FIRE\n inherit=no\n level=2\n hitpoints=47\n experience=80\n name= _ \"Fire Fae\"\n {ESTHER_MELEE_BONUS FF3}\n {ESTHER_HP_RESIST FF3}\n [/variation]\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=FF3\n inherit=no\n level=3\n hitpoints=47\n experience=130\n name= _ \"Fire Fae\"\n {ESTHER_STORM_ATTACK FF3STORM}\n {ESTHER_BLAZE_SPECIAL FF3BLAZE}\n {ESTHER_MELEE_BONUS FF3NOSPECIALS}\n {ESTHER_BLAST_BONUS FF3NOSPECIALS}\n [/variation]\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=FF3NOSPECIALS\n inherit=no\n level=3\n hitpoints=47\n experience=170\n name= _ \"Fire Fae\"\n {ESTHER_STORM_ATTACK FF4NOBLAZE}\n {ESTHER_BLAZE_SPECIAL FF4NOSTORM}\n [/variation]\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=FF3STORM\n inherit=no\n level=3\n hitpoints=47\n experience=170\n name= _ \"Fire Fae\"\n {ESTHER_BLAZE_SPECIAL FF4}\n {ESTHER_MELEE_BONUS FF4NOBLAZE}\n {ESTHER_BLAST_BONUS FF4NOBLAZE}\n [/variation]\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=FF3BLAZE\n inherit=no\n level=3\n hitpoints=47\n experience=170\n name= _ \"Fire Fae\"\n {ESTHER_STORM_ATTACK FF4}\n {ESTHER_MELEE_BONUS FF4NOSTORM}\n {ESTHER_BLAST_BONUS FF4NOSTORM}\n [/variation]\n\n #level4\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=FF4NOSTORM\n inherit=no\n level=4\n hitpoints=47\n experience=210\n name= _ \"Fire Warden\"\n {ESTHER_STORM_ATTACK FF4BOTHSPECIALS}\n {ESTHER_MELEE_BONUS2 FF4REMOVESTORM}\n {ESTHER_BLAST_BONUS2 FF4REMOVESTORM}\n [/variation]\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=FF4NOBLAZE\n inherit=no\n level=4\n hitpoints=47\n experience=210\n name= _ \"Stormcaller\"\n {ESTHER_BLAZE_SPECIAL FF4BOTHSPECIALS}\n {ESTHER_MELEE_BONUS2 FF4REMOVEBLAZE}\n {ESTHER_BLAST_BONUS2 FF4REMOVEBLAZE}\n [/variation]\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=FF4\n inherit=no\n level=4\n hitpoints=47\n experience=210\n name= _ \"Stormcaller\"\n {ESTHER_MELEE_BONUS2 FF4BOTHSPECIALS}\n {ESTHER_BLAST_BONUS2 FF4BOTHSPECIALS}\n [/variation]\n\n #level4-2\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=FF4BOTHSPECIALS\n inherit=no\n level=4\n hitpoints=47\n experience=270\n name= _ \"Stormcaller\"\n {ESTHER_IMMOLATE_SPECIAL FF4IMMOLATE}\n {ESTHER_OBLITERATE_SPECIAL FF4OBLITERATE}\n {ESTHER_MELEE_BONUS2 FF4NOADVANCEDSPECIALS}\n {ESTHER_BLAST_BONUS2 FF4NOADVANCEDSPECIALS}\n [/variation]\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=FF4REMOVESTORM\n inherit=no\n level=4\n hitpoints=47\n experience=270\n name= _ \"Fire Warden\"\n {ESTHER_IMMOLATE_SPECIAL FF4IMMOLATENOSTORM}\n {ESTHER_MELEE_BONUS2 FF4NOIMMOLATENOSTORM}\n {ESTHER_BLAST_BONUS2 FF4NOIMMOLATENOSTORM}\n [/variation]\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=FF4REMOVEBLAZE\n inherit=no\n level=4\n hitpoints=47\n experience=270\n name= _ \"Stormcaller\"\n {ESTHER_OBLITERATE_SPECIAL FF4OBLITERATENOBLAZE}\n {ESTHER_IMMOLATE_SPECIAL FF4IMMOLATENOBLAZE}\n [/variation]\n\n #level4-3 both storm and blaze\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=FF4NOADVANCEDSPECIALS\n inherit=no\n level=4\n hitpoints=47\n experience=320\n name= _ \"Stormcaller\"\n {ESTHER_IMMOLATE_SPECIAL FF5NOOBLITERATE}\n {ESTHER_OBLITERATE_SPECIAL FF5NOIMMOLATE}\n [/variation]\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=FF4IMMOLATE\n inherit=no\n level=4\n hitpoints=47\n experience=320\n name= _ \"Stormcaller\"\n {ESTHER_OBLITERATE_SPECIAL FF5NOINCINERATE}\n {ESTHER_INCINERATE_SPECIAL FF5NOOBLITERATE}\n [/variation]\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=FF4OBLITERATE\n inherit=no\n level=4\n hitpoints=47\n experience=320\n name= _ \"Stormcaller\"\n {ESTHER_IMMOLATE_SPECIAL FF5NOINCINERATE}\n {ESTHER_INCINERATE_SPECIAL FF5NOIMMOLATE}\n [/variation]\n\n #level4-3 no blaze\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=FF4OBLITERATENOBLAZE\n inherit=no\n level=4\n hitpoints=47\n experience=320\n name= _ \"Stormcaller\"\n {ESTHER_IMMOLATE_MELEE FF5NOBLAZE}\n {ESTHER_IMMOLATE_RANGE FF5NOBLAZE}\n [/variation]\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=FF4IMMOLATENOBLAZE\n inherit=no\n level=4\n hitpoints=47\n experience=320\n name= _ \"Stormcaller\"\n {ESTHER_OBLITERATE_MELEE FF5NOBLAZE}\n {ESTHER_OBLITERATE_RANGE FF5NOBLAZE}\n [/variation]\n\n #level4-3 no storm\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=FF4IMMOLATENOSTORM\n inherit=no\n level=4\n hitpoints=47\n experience=320\n name= _ \"Fire Warden\"\n {ESTHER_INCINERATE_MELEE FF5NOSTORM}\n {ESTHER_INCINERATE_RANGE FF5NOSTORM}\n [/variation]\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=FF4NOIMMOLATENOSTORM\n inherit=no\n level=4\n hitpoints=47\n experience=320\n name= _ \"Fire Warden\"\n {ESTHER_IMMOLATE_MELEE FF5NOSTORM}\n {ESTHER_IMMOLATE_RANGE FF5NOSTORM}\n [/variation]\n\n #level5-1 no storm or no blaze\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=FF5NOBLAZE\n inherit=no\n level=5\n hitpoints=47\n experience=370\n name= _ \"Storm Warden\"\n {ESTHER_STORM_SHIELD FF5NOBLAZEFINAL}\n {ESTHER_TEMPEST FF5NOBLAZEFINAL}\n [/variation]\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=FF5NOSTORM\n inherit=no\n level=5\n hitpoints=47\n experience=370\n name= _ \"Fire Warden\"\n {ESTHER_FIRE_SHIELD FF5NOSTORMFINAL}\n {ESTHER_INFERNAL FF5NOSTORMFINAL}\n [/variation]\n\n #level5-1 both storm and blaze\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=FF5NOINCINERATE\n inherit=no\n level=5\n hitpoints=47\n experience=370\n name= _ \"Storm Warden\"\n {ESTHER_INCINERATE_TEMPEST FF5FINAL}\n [/variation]\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=FF5NOIMMOLATE\n inherit=no\n level=5\n hitpoints=47\n experience=370\n name= _ \"Storm Warden\"\n {ESTHER_IMMOLATE_TEMPEST FF5FINAL}\n [/variation]\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=FF5NOOBLITERATE\n inherit=no\n level=5\n hitpoints=47\n experience=370\n name= _ \"Storm Warden\"\n {ESTHER_OBLITERATE_TEMPEST FF5FINAL}\n [/variation]\n\n #level5-2\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=FF5FINAL\n inherit=no\n level=5\n hitpoints=47\n experience=250\n name= _ \"Tempest\"\n {AMLA_FIREFAE1}\n [/variation]\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=FF5NOBLAZEFINAL\n inherit=no\n level=5\n hitpoints=47\n experience=250\n name= _ \"Tempest\"\n {AMLA_FIREFAE1}\n [/variation]\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=FF5NOSTORMFINAL\n inherit=no\n level=5\n hitpoints=47\n experience=250\n name= _ \"Infernal\"\n {AMLA_FIREFAE2}\n [/variation]\n[/unit_type]"} {"text": "#textdomain wesnoth-Genesis\n[unit_type]\n id=Fake Fire Fae\n name= _ \"female^Fire Fae\"\n race=fae\n gender=female\n image=\"units/fae/esther.png\"\n halo=halo/elven/shyde-stationary-halo[1~6].png:150\n hitpoints=60\n movement_type=firefae\n movement=6\n experience=150\n level=3\n alignment=lawful\n advances_to=null\n {AMLA_DEFAULT}\n cost=67\n hide_help=true\n usage=mixed fighter\n description= _ \"There is no information available about this class of beings at this time.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [abilities]\n {ABILITY_REGENERATES}\n [/abilities]\n [attack]\n name=flame aura\n description=_\"flame aura\"\n icon=attacks/touch-faerie.png\n type=fire\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=melee\n damage=11\n number=3\n range=melee\n [/attack]\n [attack]\n name=infernal blast\n description=_\"infernal blast\"\n type=fire\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_BLAZE}\n [/specials]\n damage=11\n number=3\n range=ranged\n icon=attacks/faerie-fire.png\n [/attack]\n {DEFENSE_ANIM \"units/fae/esther.png\" \"units/fae/esther.png\" {SOUND_LIST:ELF_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=infernal blast\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY -11 20}\n\n start_time=-450\n {SOUND:HIT_AND_MISS fire.wav fire.wav -450}\n [frame]\n image=\"units/fae/esther.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=flame aura\n [/filter_attack]\n start_time=-240\n\n [frame]\n image=\"units/fae/esther.png:520\"\n [/frame]\n\n {SOUND:HIT_AND_MISS melee-fire.ogg {SOUND_LIST:MISS} -450}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n[unit_type]\n id=Fake Fire Fae2\n name= _ \"female^Fire Fae\"\n race=fae\n gender=female\n image=\"units/fae/esther.png\"\n halo=halo/elven/shyde-stationary-halo[1~6].png:150\n hitpoints=70\n movement_type=firefae\n movement=6\n experience=200\n level=4\n alignment=lawful\n advances_to=null\n {AMLA_DEFAULT}\n cost=67\n hide_help=true\n usage=mixed fighter\n description= _ \"There is no information available about this class of beings at this time.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n[unit_type]\n id=Fire Fae Wingless\n name= _ \"female^Fire Fae\"\n race=fae\n gender=female\n image=\"units/fae/esther-wingless.png\"\n halo=halo/elven/shyde-stationary-halo[1~6].png:150\n hitpoints=70\n movement_type=firefae\n movement=6\n experience=200\n level=4\n alignment=lawful\n advances_to=null\n {AMLA_DEFAULT}\n cost=67\n hide_help=true\n usage=mixed fighter\n description= _ \"There is no information available about this class of beings at this time.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n#define AMLA_ARCANEFAE\n {AMLA_OPTION_ARCANEMELEE}\n {AMLA_OPTION_YUMIVOID}\n {AMLA_OPTION_ARCANEFIRE}\n#enddef\n#define AMLA_OPTION_ARCANEMELEE\n [advancement]\n max_times=-1\n description=_\"increased physical strength\"\n image=units/fae/yumi.png\n id=amla_melee_arcanefae\n strict_amla=yes\n [effect]\n apply_to=attack\n name=faerie touch\n increase_damage=1\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=25%\n [/effect]\n [/advancement]\n#enddef\n#define AMLA_OPTION_YUMIVOID\n [advancement]\n max_times=-1\n description=_\"stronger void magic\"\n image=units/fae/yumi.png\n id=amla_void_arcanefae\n strict_amla=yes\n [effect]\n apply_to=attack\n name=void assault\n increase_attacks=1\n heal_full=yes\n [/effect]\n [effect]\n apply_to=attack\n name=ethereal storm\n increase_damage=2\n [/effect]\n [effect]\n apply_to=max_experience\n increase=20%\n [/effect]\n [/advancement]\n#enddef\n#define AMLA_OPTION_ARCANEFIRE\n [advancement]\n max_times=-1\n description=_\"stronger faerie fire\"\n image=units/fae/yumi.png\n id=amla_fire_arcanefae\n strict_amla=yes\n [effect]\n apply_to=attack\n name=faerie fire\n increase_damage=1\n heal_full=yes\n [/effect]\n [effect]\n apply_to=attack\n name=ethereal storm\n increase_damage=2\n [/effect]\n [effect]\n apply_to=max_experience\n increase=25%\n [/effect]\n [/advancement]\n#enddef\n\n#define YUMI_ADVANCEMENT HP_INCREMENT XP_INCREMENT EFFECT_WML VARIATION_NAME\n [advancement]\n max_times=-1\n always_display=yes\n [effect]\n apply_to=hitpoints\n increase_total={HP_INCREMENT}\n increase={HP_INCREMENT}\n [/effect]\n [effect]\n apply_to=max_experience\n increase={XP_INCREMENT}\n [/effect]\n [effect]\n apply_to=variation\n name={VARIATION_NAME}\n [/effect]\n {EFFECT_WML}\n [/advancement]\n#enddef\n\n#define CLAIRVOYANCE_SKILL VARIANT_NAME\n {YUMI_ADVANCEMENT 0 230 (\n id=clairvoyance_skill\n description= _ \"can teleport to allied units and gains cold and arcane resists\"\n image=units/fae/yumi.png\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_CLAIRVOYANCE}\n [/abilities]\n [/effect]\n [effect]\n apply_to=resistance\n [resistance]\n cold=-20\n arcane=-20\n [/resistance]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define ETHEREAL_STORM_ATTACK VARIANT_NAME\n {YUMI_ADVANCEMENT 4 200 (\n id=ethereal_storm_attack\n description= _ \"gains a powerful ranged attack\"\n image=units/fae/yumi.png\n [effect]\n apply_to=new_attack\n name=ethereal storm\n description= _\"ethereal storm\"\n type=cold\n range=ranged\n damage=47\n number=2\n [specials]\n {WEAPON_SPECIAL_CHAOS}\n [/specials]\n icon=attacks/faerie-fire.png\n [/effect]\n [effect]\n apply_to=new_animation\n [attack_anim]\n [filter_attack]\n name=ethereal storm\n [/filter_attack]\n {MISSILE_FRAME_FAERIE_FIRE}\n\n start_time=-450\n {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -450}\n [frame]\n image=\"units/fae/yumi.png\"\n halo=halo/elven/faerie-fire-halo[1~7].png:75\n halo_x,halo_y=0,0\n [/frame]\n [/attack_anim]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define CLARITY_AURA VARIANT_NAME\n {YUMI_ADVANCEMENT 0 200 (\n id=clarity_aura\n description= _ \"can shred enemies' cold and arcane resistances\"\n image=units/fae/yumi.png\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_CLARITY}\n [/abilities]\n [/effect]\n [effect]\n apply_to=resistance\n [resistance]\n cold=-20\n arcane=-20\n [/resistance]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define NIGHT_HUNTER_ABILITY VARIANT_NAME\n {YUMI_ADVANCEMENT 0 0 (\n id=night_hunter_ability\n description= _ \"gains the night hunter ability and gains movement\"\n image=units/fae/yumi.png\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_NIGHT_HUNTER}\n [/abilities]\n [/effect]\n [effect]\n apply_to=movement\n increase=1\n [/effect]\n [effect]\n apply_to=max_experience\n increase=-100%\n [/effect]\n [effect]\n apply_to=max_experience\n increase=49\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define VOID_WARDEN_ABILITY VARIANT_NAME\n {YUMI_ADVANCEMENT 4 0 (\n id=void_warden_ability\n description= _ \"gains the void warden ability\"\n image=units/fae/yumi.png\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_VOID_WARDEN}\n [/abilities]\n [/effect]\n [effect]\n apply_to=max_experience\n increase=-100%\n [/effect]\n [effect]\n apply_to=max_experience\n increase=49\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define YUMI_MELEE_BONUS VARIANT_NAME\n {YUMI_ADVANCEMENT 4 30 (\n id=yumi_melee_3\n description= _ \"stronger in melee combat\"\n image=attacks/sword-elven.png\n [effect]\n apply_to=attack\n name=faerie touch\n increase_damage=3\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define YUMI_VOID_BONUS VARIANT_NAME\n {YUMI_ADVANCEMENT 2 30 (\n id=void_no_melee\n description= _ \"stronger void attack\"\n image=attacks/sword-elven.png\n [effect]\n apply_to=attack\n name=void assault\n increase_attacks=2\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define ARCANEFIRE_BONUS VARIANT_NAME\n {YUMI_ADVANCEMENT 2 40 (\n id=fire_no_melee\n description= _ \"stronger faerie fire attack\"\n image=attacks/bow-elven.png\n [effect]\n apply_to=attack\n name=faerie fire\n increase_damage=2\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n# note that this no longer gives melee dmg despite the name\n#define YUMI_VOID_BONUS_MELEE VARIANT_NAME\n {YUMI_ADVANCEMENT 3 80 (\n id=void_with_melee\n description= _ \"stronger void attack\"\n image=attacks/sword-elven.png\n [effect]\n apply_to=attack\n name=void assault\n increase_attacks=4\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n# note that this no longer gives melee dmg despite the name\n#define ARCANEFIRE_BONUS_MELEE VARIANT_NAME\n {YUMI_ADVANCEMENT 3 90 (\n id=fire_with_melee\n description= _ \"stronger faerie fire attack\"\n image=attacks/bow-elven.png\n [effect]\n apply_to=attack\n name=faerie fire\n increase_damage=4\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define MELEE_RESIST VARIANT_NAME\n {YUMI_ADVANCEMENT 5 110 (\n id=melee_resist\n description= _ \"stronger in melee combat and gains +10% physical resistance\"\n image=attacks/sword-elven.png\n [effect]\n apply_to=attack\n name=faerie touch\n increase_damage=4\n [/effect]\n [effect]\n apply_to=resistance\n [resistance]\n blade=-10\n pierce=-10\n impact=-10\n [/resistance]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define DEFENSE_RESIST VARIANT_NAME\n {YUMI_ADVANCEMENT 4 170 (\n id=defense_resist\n description= _ \"gains +10% to physical resistances and bonus defenses on some terrain\"\n image=attacks/heater-shield.png\n [effect]\n apply_to=resistance\n [resistance]\n blade=-10\n pierce=-10\n impact=-10\n [/resistance]\n [/effect]\n [effect]\n apply_to=defense\n [defense]\n deep_water=-10\n shallow_water=-10\n reef=-10\n swamp_water=-10\n sand=-10\n hills=-10\n mountains=-10\n village=-10\n castle=-10\n cave=-10\n frozen=-10\n fungus=-10\n [/defense]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define DEFENSE_DAMAGE VARIANT_NAME\n {YUMI_ADVANCEMENT 4 200 (\n id=defense_resist\n description= _ \"gains bonus defenses on some terrain and gains damage\"\n image=attacks/heater-shield.png\n [effect]\n apply_to=attack\n name=faerie touch\n increase_damage=2\n [/effect]\n [effect]\n apply_to=attack\n name=faerie fire\n increase_damage=2\n [/effect]\n [effect]\n apply_to=attack\n name=void assault\n increase_attacks=2\n [/effect]\n [effect]\n apply_to=defense\n [defense]\n deep_water=-10\n shallow_water=-10\n reef=-10\n swamp_water=-10\n sand=-10\n hills=-10\n mountains=-10\n village=-10\n castle=-10\n cave=-10\n frozen=-10\n fungus=-10\n [/defense]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define DAMAGE_RESIST VARIANT_NAME\n {YUMI_ADVANCEMENT 3 200 (\n id=defense_resist\n description= _ \"gains +10% to physical resistances and gains damage\"\n image=attacks/heater-shield.png\n [effect]\n apply_to=resistance\n [resistance]\n blade=-10\n pierce=-10\n impact=-10\n [/resistance]\n [/effect]\n [effect]\n apply_to=attack\n name=faerie touch\n increase_damage=2\n [/effect]\n [effect]\n apply_to=attack\n name=faerie fire\n increase_damage=2\n [/effect]\n [effect]\n apply_to=attack\n name=void assault\n increase_attacks=2\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define YUMI_BASE\n id=Shadow Fae\n race=fae\n gender=female\n name= _ \"Shadow Fae\"\n image=\"units/fae/yumi.png\"\n halo=halo/elven/shyde-stationary-halo[1~6].png:150\n movement_type=arcanefae\n movement=6\n alignment=chaotic\n advances_to=null\n cost=60\n usage=mixed fighter\n description= _ \"There is no information available about this class of beings at this time.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [attack]\n name=faerie touch\n description=_\"faerie touch\"\n icon=attacks/touch-faerie.png\n type=impact\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=melee\n damage=7\n number=3\n range=melee\n [/attack]\n [attack]\n name=void assault\n description=_\"void assault\"\n type=cold\n [specials]\n {WEAPON_SPECIAL_SLOW}\n {WEAPON_SPECIAL_ABEYANCE}\n {WEAPON_SPECIAL_CHAOS}\n [/specials]\n damage=0\n number=9\n range=ranged\n icon=attacks/dark-missile.png\n [/attack]\n [attack]\n name=faerie fire\n description=_\"faerie fire\"\n type=arcane\n [specials]\n {WEAPON_SPECIAL_DRAIN40}\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=7\n number=5\n range=ranged\n icon=attacks/faerie-fire.png\n [/attack]\n {ABEYANCE \"void assault\" 5}\n {DEFENSE_ANIM \"units/fae/yumi.png\" \"units/fae/yumi.png\" {SOUND_LIST:ELF_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=faerie fire\n [/filter_attack]\n {MISSILE_FRAME_FAERIE_FIRE}\n\n start_time=-450\n {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -450}\n [frame]\n image=\"units/fae/yumi.png\"\n halo=halo/elven/faerie-fire-halo[1~7].png:75\n halo_x,halo_y=0,0\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=void assault\n [/filter_attack]\n\n {MISSILE_FRAME_SHADOW_WAVE}\n\n start_time=-350\n [frame]\n duration=100\n image=\"units/fae/yumi.png\"\n halo=halo/elven/faerie-fire-halo[1~7].png:75\n halo_x,halo_y=0,0\n sound=shaxthal-energy-prelude.ogg\n [/frame]\n [frame]\n duration=300\n image=\"units/fae/yumi.png\"\n halo=halo/elven/faerie-fire-halo[1~7].png:75\n halo_x,halo_y=0,0\n sound=shaxthal-energy-fire.ogg\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=faerie touch\n [/filter_attack]\n start_time=-240\n\n [frame]\n image=\"units/fae/yumi.png:520\"\n [/frame]\n\n [/attack_anim]\n [animation]\n apply_to=pre_teleport\n start_time=-600\n alpha=\"1.0~0.2\"\n blend_ratio=\"0.0~1.0:400,1.0:200\"\n blend_color=140,60,255\n [frame]\n duration=600\n image=units/fae/yumi.png\n [/frame]\n\n halo_start_time=-600\n halo_auto_vflip=no\n halo_halo_mod=\"~CS(-32,-128,0)~O(0.8)\"\n halo_halo_y=\"0~14\"\n\n [halo_frame]\n halo=\"halo/elven/druid-healing[1~5].png:80,halo/elven/druid-healing6.png~O(0.75):80,halo/elven/druid-healing7.png~O(0.5):80,halo/elven/druid-healing8.png~O(0.25):80\"\n [/halo_frame]\n [/animation]\n\n [animation]\n apply_to=post_teleport\n start_time=-600\n alpha=\"0.2~1.0\"\n blend_ratio=\"1.0:200,1.0~0.0:400\"\n blend_color=140,60,255\n [frame]\n duration=600\n image=units/fae/yumi.png\n [/frame]\n\n halo_start_time=-500\n halo_auto_vflip=no\n halo_halo_mod=\"~CS(-32,-128,0)~O(0.8)\"\n halo_halo_y=\"-4~10\"\n\n [halo_frame]\n halo=\"halo/elven/druid-healing[1~5].png:80,halo/elven/druid-healing6.png~O(0.75):80,halo/elven/druid-healing7.png~O(0.5):80,halo/elven/druid-healing8.png~O(0.25):80\"\n [/halo_frame]\n [/animation]\n#enddef\n[unit_type]\n {YUMI_BASE}\n hitpoints=23\n experience=50\n level=2\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=SF1\n inherit=no\n level=2\n hitpoints=23\n experience=50\n name= _ \"Shadow Fae\"\n {YUMI_MELEE_BONUS SF2MELEE}\n {YUMI_VOID_BONUS SF2VOID}\n {ARCANEFIRE_BONUS SF2FIRE}\n [/variation]\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=SF2VOID\n inherit=no\n level=2\n hitpoints=23\n experience=70\n name= _ \"Shadow Fae\"\n {ARCANEFIRE_BONUS SF3}\n {YUMI_MELEE_BONUS SF3}\n [/variation]\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=SF2FIRE\n inherit=no\n level=2\n hitpoints=23\n experience=80\n name= _ \"Shadow Fae\"\n {YUMI_VOID_BONUS SF3}\n {YUMI_MELEE_BONUS SF3}\n [/variation]\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=SF2MELEE\n inherit=no\n level=2\n hitpoints=23\n experience=80\n name= _ \"Shadow Fae\"\n {YUMI_VOID_BONUS SF3}\n {ARCANEFIRE_BONUS SF3}\n [/variation]\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=SF3\n inherit=no\n level=3\n hitpoints=25\n experience=120\n name= _ \"Shadow Fae\"\n {CLARITY_AURA SF3CLARITY}\n {YUMI_VOID_BONUS_MELEE SF3VOID}\n {ARCANEFIRE_BONUS_MELEE SF3FIRE}\n [/variation]\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=SF3CLARITY\n inherit=no\n level=3\n hitpoints=25\n experience=170\n name= _ \"Shadow Fae\"\n {YUMI_VOID_BONUS_MELEE SF4}\n {ARCANEFIRE_BONUS_MELEE SF4}\n {MELEE_RESIST SF4}\n [/variation]\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=SF3VOID\n inherit=no\n level=3\n hitpoints=25\n experience=170\n name= _ \"Shadow Fae\"\n {CLARITY_AURA SF4}\n {ARCANEFIRE_BONUS_MELEE SF4NOCLARITY}\n {MELEE_RESIST SF4NOCLARITY}\n [/variation]\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=SF3FIRE\n inherit=no\n level=3\n hitpoints=25\n experience=170\n name= _ \"Shadow Fae\"\n {CLARITY_AURA SF4}\n {YUMI_VOID_BONUS_MELEE SF4NOCLARITY}\n {MELEE_RESIST SF4NOCLARITY}\n [/variation]\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=SF4NOCLARITY\n inherit=no\n level=4\n hitpoints=27\n experience=230\n name= _ \"Shadow Nymph\"\n {CLARITY_AURA SF4CLARITY}\n {YUMI_VOID_BONUS_MELEE SF4RANGE}\n {ARCANEFIRE_BONUS_MELEE SF4RANGE}\n {MELEE_RESIST SF4MELEE}\n {CLAIRVOYANCE_SKILL SF4CLAIRV}\n [/variation]\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=SF4\n inherit=no\n level=4\n hitpoints=27\n experience=230\n name= _ \"Shadow Nymph\"\n {DEFENSE_DAMAGE SF4CLARITY}\n {DEFENSE_RESIST SF4CLARITY}\n {DAMAGE_RESIST SF4CLARITY}\n {CLAIRVOYANCE_SKILL SF4CLAIRV}\n [/variation]\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=SF4RANGE\n inherit=no\n level=4\n hitpoints=27\n experience=290\n name= _ \"Shadow Nymph\"\n {DEFENSE_DAMAGE SF4FINAL}\n {DEFENSE_RESIST SF4FINAL}\n {DAMAGE_RESIST SF4FINAL}\n {ETHEREAL_STORM_ATTACK SF4FINALVOID}\n {CLAIRVOYANCE_SKILL SF4FINALCLAIRV}\n [/variation]\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=SF4MELEE\n inherit=no\n level=4\n hitpoints=27\n experience=290\n name= _ \"Shadow Nymph\"\n {YUMI_VOID_BONUS_MELEE SF4FINAL}\n {ARCANEFIRE_BONUS_MELEE SF4FINAL}\n {ETHEREAL_STORM_ATTACK SF4FINALVOID}\n {CLAIRVOYANCE_SKILL SF4FINALCLAIRV}\n [/variation]\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=SF4CLARITY\n inherit=no\n level=4\n hitpoints=27\n experience=290\n name= _ \"Shadow Nymph\"\n {YUMI_VOID_BONUS_MELEE SF4FINAL}\n {ARCANEFIRE_BONUS_MELEE SF4FINAL}\n {ETHEREAL_STORM_ATTACK SF4FINALVOID}\n {CLAIRVOYANCE_SKILL SF4FINALCLAIRV}\n [/variation]\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=SF4CLAIRV\n inherit=no\n level=4\n hitpoints=27\n experience=290\n name= _ \"Shadow Nymph\"\n {YUMI_VOID_BONUS_MELEE SF4FINALCLAIRV}\n {ARCANEFIRE_BONUS_MELEE SF4FINALCLAIRV}\n {ETHEREAL_STORM_ATTACK SF4FINALVOIDCLAIRV}\n [/variation]\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=SF4FINAL\n inherit=no\n level=4\n hitpoints=27\n experience=330\n name= _ \"Shadow Nymph\"\n {CLAIRVOYANCE_SKILL SF5}\n {ETHEREAL_STORM_ATTACK SF5}\n [/variation]\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=SF4FINALVOID\n inherit=no\n level=4\n hitpoints=27\n experience=330\n name= _ \"Shadow Nymph\"\n {YUMI_VOID_BONUS_MELEE SF5}\n {ARCANEFIRE_BONUS_MELEE SF5}\n {CLAIRVOYANCE_SKILL SF5}\n [/variation]\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=SF4FINALCLAIRV\n inherit=no\n level=4\n hitpoints=27\n experience=330\n name= _ \"Shadow Nymph\"\n {YUMI_VOID_BONUS_MELEE SF5}\n {ARCANEFIRE_BONUS_MELEE SF5}\n {ETHEREAL_STORM_ATTACK SF5}\n [/variation]\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=SF4FINALVOIDCLAIRV\n inherit=no\n level=4\n hitpoints=27\n experience=330\n name= _ \"Shadow Nymph\"\n {DEFENSE_DAMAGE SF5}\n {DEFENSE_RESIST SF5}\n {DAMAGE_RESIST SF5}\n [/variation]\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=SF5\n inherit=no\n level=5\n hitpoints=29\n experience=410\n name= _ \"Void Angel\"\n {NIGHT_HUNTER_ABILITY SF5FINAL}\n {VOID_WARDEN_ABILITY SF5FINAL}\n [/variation]\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=SF5FINAL\n inherit=no\n level=5\n hitpoints=29\n experience=250\n name= _ \"Void Angel\"\n {AMLA_ARCANEFAE}\n [/variation]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n[unit_type]\n id=Fake Shadow Fae\n name= _ \"female^Shadow Fae\"\n race=fae\n gender=female\n image=\"units/fae/yumi.png\"\n halo=halo/elven/shyde-stationary-halo[1~6].png:150\n hitpoints=43\n movement_type=arcanefae\n movement=6\n experience=150\n level=3\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=67\n hide_help=true\n usage=mixed fighter\n description= _ \"There is no information available about this class of beings at this time.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [abilities]\n {ABILITY_CLARITY}\n [/abilities]\n [attack]\n name=faerie touch\n description=_\"faerie touch\"\n icon=attacks/touch-faerie.png\n type=impact\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=melee\n damage=11\n number=3\n range=melee\n [/attack]\n [attack]\n name=yumi void assault\n description=_\"void assault\"\n type=cold\n [specials]\n {WEAPON_SPECIAL_SLOW}\n {WEAPON_SPECIAL_ABEYANCE}\n {WEAPON_SPECIAL_CHAOS}\n [/specials]\n damage=0\n number=11\n range=ranged\n icon=attacks/dark-missile.png\n [/attack]\n [attack]\n name=faerie fire\n description=_\"faerie fire\"\n type=arcane\n [specials]\n {WEAPON_SPECIAL_DRAIN40}\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=9\n number=5\n range=ranged\n icon=attacks/faerie-fire.png\n [/attack]\n {ABEYANCE \"yumi void assault\" 5}\n {DEFENSE_ANIM \"units/fae/yumi.png\" \"units/fae/yumi.png\" {SOUND_LIST:ELF_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=faerie fire\n [/filter_attack]\n {MISSILE_FRAME_FAERIE_FIRE}\n\n start_time=-450\n {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -450}\n [frame]\n image=\"units/fae/yumi.png\"\n halo=halo/elven/faerie-fire-halo[1~7].png:75\n halo_x,halo_y=0,0\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=yumi void assault\n [/filter_attack]\n\n {MISSILE_FRAME_SHADOW_WAVE}\n\n start_time=-350\n [frame]\n duration=100\n image=\"units/fae/yumi.png\"\n halo=halo/elven/faerie-fire-halo[1~7].png:75\n halo_x,halo_y=0,0\n sound=shaxthal-energy-prelude.ogg\n [/frame]\n [frame]\n duration=300\n image=\"units/fae/yumi.png\"\n halo=halo/elven/faerie-fire-halo[1~7].png:75\n halo_x,halo_y=0,0\n sound=shaxthal-energy-fire.ogg\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=faerie touch\n [/filter_attack]\n start_time=-240\n\n [frame]\n image=\"units/fae/yumi.png:520\"\n [/frame]\n\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Dusk Faerie\n name= _ \"female^Dusk Faerie\"\n race=faerie\n gender=female\n image=\"units/faeries-other/dusk.png\"\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n ellipse=\"misc/ellipse\"\n hitpoints=28\n movement_type=faerie\n [resistance]\n fire=100\n cold=80\n [/resistance]\n movement=6\n level=1\n alignment=chaotic\n experience=46\n advances_to=Night Nymph\n cost=20\n usage=archer\n description= _ \"In the largest and densest forests of Irdya it is possible to find some of the most elusive and fascinating surface creatures, such as woses and forest faeries. However, a particular kind of faerie beings has always remained relatively unknown by outsiders and denizens of the forests alike.\n\nThe mysterious faeries of the darkness hide away from any form of civilization, dwelling in some of the most dangerous locations. Their rumored natural mastery of the shadows often leads the uneducated to liken them to necromancers, even though there is no recorded evidence of any involvement of their kind with such magic.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n {DEFENSE_ANIM_RANGE \"units/faeries-other/dusk.png\" \"units/faeries-other/dusk.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries-other/dusk.png\" \"units/faeries-other/dusk.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack]\n name=faerie touch\n description= _ \"faerie touch\"\n icon=attacks/touch-faerie.png\n type=impact\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n range=melee\n damage=6\n number=2\n [/attack]\n [attack]\n name=shadow wave\n description= _ \"shadow wave\"\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=9\n number=2\n icon=attacks/dark-missile.png\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=faerie touch\n [/filter_attack]\n start_time=-240\n\n [frame]\n image=\"units/faeries-other/dusk.png:220\"\n [/frame]\n [frame]\n image=\"units/faeries-other/dusk.png\"\n halo=\"halo/elven/shaman-heal-halo-[4~7].png~G(-50):75\"\n halo_x,halo_y=10,14\n [/frame]\n\n {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -50}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=shadow wave\n [/filter_attack]\n start_time=-300\n missile_start_time=-50\n\n [missile_frame]\n duration=200\n image=\"projectiles/darkmissile-n.png\"\n image_diagonal=\"projectiles/darkmissile-ne.png\"\n [/missile_frame]\n\n [frame]\n image=\"units/faeries-other/dusk.png\"\n halo=\"halo/undead/dark-magic-[1~6].png:50\"\n halo_x,halo_y=10,15\n [/frame]\n\n [frame]\n image=\"units/faeries-other/dusk.png:100\"\n [/frame]\n\n {SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -50}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Eventide Dancer\n name= _ \"female^Eventide Dancer\"\n race=faerie\n gender=female\n image=\"units/faeries-other/eventide-dancer.png\"\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n ellipse=\"misc/ellipse\"\n hitpoints=51\n movement_type=faerie\n [resistance]\n fire=100\n cold=70\n [/resistance]\n movement=6\n level=3\n alignment=chaotic\n experience=150\n advances_to=null\n {AMLA_EVENTIDE}\n cost=76\n usage=archer\n description= _ \"Many stories tell of unfortunate young men who wandered into the deep forest at night, and by chance laid their eyes upon a beautiful night nymph. Although a few were sufficiently prudent to immediately flee back to their brightly-lit homes instead of approaching the otherworldly maiden, they were often confronted and abducted in their way out.\n\nCombined with their remarkable mastery of the arcane flame of darkness, the rumored ability of these faeries to teleport between distant places at will would turn them into fearsome enemies \u2014 that is, if they were ever to abandon their natural environment.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n {DEFENSE_ANIM_RANGE \"units/faeries-other/eventide-dancer.png\" \"units/faeries-other/eventide-dancer.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries-other/eventide-dancer.png\" \"units/faeries-other/eventide-dancer.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack]\n name=faerie touch\n description= _ \"faerie touch\"\n icon=attacks/touch-faerie.png\n type=impact\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n range=melee\n damage=8\n number=2\n [/attack]\n [attack]\n name=forest chill\n description=_\"forest chill\"\n type=cold\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=15\n number=2\n icon=attacks/forest-chill.png\n [/attack]\n [attack]\n name=shadow wave\n description= _ \"shadow wave\"\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=12\n number=3\n icon=attacks/dark-missile.png\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=faerie touch\n [/filter_attack]\n start_time=-240\n\n [frame]\n image=\"units/faeries-other/eventide-dancer.png:220\"\n [/frame]\n [frame]\n image=\"units/faeries-other/eventide-dancer.png\"\n halo=\"halo/elven/shaman-heal-halo-[4~7].png~G(-50):75\"\n halo_x,halo_y=10,14\n [/frame]\n\n {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -50}\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=forest chill\n [/filter_attack]\n {MISSILE_FRAME_ICE}\n\n halo1_start_time=-400\n halo1_auto_vflip=false\n [halo1_frame]\n halo=\"halo/saurian-magic-halo-[1~7].png:100\"\n halo_y=-20\n [/halo1_frame]\n\n halo2_start_time=-450\n halo2_auto_vflip=false\n [halo2_frame]\n halo=\"halo/saurian-magic-halo-[7~1].png:100\"\n halo_y=0\n [/halo2_frame]\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=shadow wave\n [/filter_attack]\n start_time=-300\n missile_start_time=-50\n\n [missile_frame]\n duration=200\n image=\"projectiles/darkmissile-n.png\"\n image_diagonal=\"projectiles/darkmissile-ne.png\"\n [/missile_frame]\n\n [frame]\n image=\"units/faeries-other/eventide-dancer.png\"\n halo=\"halo/undead/dark-magic-[1~6].png:50\"\n halo_x,halo_y=10,15\n [/frame]\n\n [frame]\n image=\"units/faeries-other/eventide-dancer.png:100\"\n [/frame]\n\n {SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -50}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Night Nymph\n name= _ \"female^Night Nymph\"\n race=faerie\n gender=female\n image=\"units/faeries-other/night-nymph.png\"\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n ellipse=\"misc/ellipse\"\n hitpoints=40\n movement_type=faerie\n [resistance]\n fire=100\n cold=80\n [/resistance]\n movement=6\n level=2\n alignment=chaotic\n experience=105\n advances_to=Eventide Dancer\n cost=38\n usage=archer\n description= _ \"It is said that the dark faeries\u2019 secluded lives in hazardous environments has led them to lose any kind of empathy towards those who are not of their kind. Many fables revolve around men who were lured into following these beautiful temptresses to their homes, never to be seen ever again.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n {DEFENSE_ANIM_RANGE \"units/faeries-other/night-nymph.png\" \"units/faeries-other/night-nymph.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries-other/night-nymph.png\" \"units/faeries-other/night-nymph.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack]\n name=faerie touch\n description= _ \"faerie touch\"\n icon=attacks/touch-faerie.png\n type=impact\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n range=melee\n damage=7\n number=2\n [/attack]\n [attack]\n name=forest chill\n description=_\"forest chill\"\n type=cold\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=12\n number=2\n icon=attacks/forest-chill.png\n [/attack]\n [attack]\n name=shadow wave\n description= _ \"shadow wave\"\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=9\n number=3\n icon=attacks/dark-missile.png\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=faerie touch\n [/filter_attack]\n start_time=-240\n\n [frame]\n image=\"units/faeries-other/night-nymph.png:220\"\n [/frame]\n [frame]\n image=\"units/faeries-other/night-nymph.png\"\n halo=\"halo/elven/shaman-heal-halo-[4~7].png~G(-50):75\"\n halo_x,halo_y=10,14\n [/frame]\n\n {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -50}\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=forest chill\n [/filter_attack]\n {MISSILE_FRAME_ICE}\n {HALO_FRAME_SAURIAN}\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=shadow wave\n [/filter_attack]\n start_time=-300\n missile_start_time=-50\n\n [missile_frame]\n duration=200\n image=\"projectiles/darkmissile-n.png\"\n image_diagonal=\"projectiles/darkmissile-ne.png\"\n [/missile_frame]\n\n [frame]\n image=\"units/faeries-other/night-nymph.png\"\n halo=\"halo/undead/dark-magic-[1~6].png:50\"\n halo_x,halo_y=10,15\n [/frame]\n\n [frame]\n image=\"units/faeries-other/night-nymph.png:100\"\n [/frame]\n\n {SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -50}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Faerie Arbiter\n name= _ \"female^Faerie Arbiter\"\n race=faerie\n gender=female\n image=\"units/faeries/arbiter.png\"\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n ellipse=\"misc/ellipse\"\n hitpoints=51\n movement_type=faerie\n movement=6\n level=3\n alignment=neutral\n experience=150\n advances_to=null\n {AMLA_ARBITER}\n cost=77\n usage=archer\n description= _ \"Although most faerie do not have any formal organziational structures, sometimes respected sorceresses of equilibrium magic act as arbiters in situations that require it. While not maintaining any sort of authority in any manner, these faerie are typically the most well-equipped to handle leadership positions and can readily guide their sistren as well as resolve any disputes that might arise between them.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n {DEFENSE_ANIM_RANGE \"units/faeries/arbiter.png\" \"units/faeries/arbiter.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries/arbiter.png\" \"units/faeries/arbiter.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [resistance]\n fire=100\n cold=100\n arcane=100\n [/resistance]\n [abilities]\n {ABILITY_EQUILIBRIUM25}\n [/abilities]\n [attack]\n name=aura\n description= _ \"aura\"\n icon=attacks/magic-missile.png\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=melee\n damage=6\n number=3\n [/attack]\n [attack]\n name=white lotus\n description= _ \"white lotus\"\n type=arcane\n [specials]\n {WEAPON_SPECIAL_TRUE_STRIKE}\n [/specials]\n range=ranged\n damage=6\n number=3\n icon=attacks/thorns.png\n [/attack]\n [attack]\n name=black lotus\n description= _ \"black lotus\"\n type=blade\n [specials]\n {WEAPON_SPECIAL_PRECIPITOUS}\n [/specials]\n range=ranged\n damage=21\n number=3\n icon=attacks/thorns.png\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=aura\n [/filter_attack]\n start_time=-240\n\n [frame]\n image=\"units/faeries/arbiter.png:220\"\n [/frame]\n [frame]\n image=\"units/faeries/arbiter.png\"\n halo=\"halo/elven/shaman-heal-halo-[4~7].png~G(-50):75\"\n halo_x,halo_y=10,14\n [/frame]\n\n {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -50}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=white lotus\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=200\n image=\"projectiles/thorns.png\"\n image_diagonal=\"projectiles/thorns-ne.png\"\n [/missile_frame]\n\n start_time=-300\n [frame]\n image=\"units/faeries/arbiter.png\"\n halo=\"halo/elven/nature-halo[1~8].png\"\n halo_x,halo_y=0,-12\n [/frame]\n {SOUND:HIT_AND_MISS magic-thorns-[1,2].ogg magic-thorns-miss-[1,2].ogg -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=black lotus\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=200\n image=\"projectiles/thorns.png\"\n image_diagonal=\"projectiles/thorns-ne.png\"\n [/missile_frame]\n\n start_time=-300\n [frame]\n image=\"units/faeries/arbiter.png\"\n halo=\"halo/elven/nature-halo[1~8].png\"\n halo_x,halo_y=0,-12\n [/frame]\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Equipoise Faerie\n name= _ \"female^Equipoise Faerie\"\n race=faerie\n gender=female\n image=\"units/faeries/equipoise.png\"\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n ellipse=\"misc/ellipse\"\n hitpoints=27\n movement_type=faerie\n movement=6\n level=1\n alignment=neutral\n experience=50\n advances_to=Faerie Intermediary\n cost=21\n usage=healer\n description= _ \"One of the most nuanced and well-regarded magics among the faerie is known as 'equilibrium' or 'balance', a set of abilities that focus on compromise between the different facets of magic that the many types of faerie command. Since magic, in its very nature, is understood to be something volatile and unstable, the faerie study equilibrium spells in order to steady their sometimes disorderly abilities. In their most potent form, such equipoise enchantments can guarantee success of any spell the wielder chooses to cast, which can be very useful in situations that require careful precision.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n {DEFENSE_ANIM_RANGE \"units/faeries/equipoise.png\" \"units/faeries/equipoise.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries/equipoise.png\" \"units/faeries/equipoise.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [resistance]\n fire=100\n cold=100\n arcane=100\n [/resistance]\n [abilities]\n {ABILITY_EQUILIBRIUM10}\n [/abilities]\n [attack]\n name=aura\n description= _ \"aura\"\n icon=attacks/magic-missile.png\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=melee\n damage=3\n number=2\n [/attack]\n [attack]\n name=lotus\n description= _ \"lotus\"\n type=arcane\n [specials]\n {WEAPON_SPECIAL_TRUE_STRIKE}\n [/specials]\n range=ranged\n damage=4\n number=2\n icon=attacks/thorns.png\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=aura\n [/filter_attack]\n start_time=-240\n\n [frame]\n image=\"units/faeries/equipoise.png:220\"\n [/frame]\n [frame]\n image=\"units/faeries/equipoise.png\"\n halo=\"halo/elven/shaman-heal-halo-[4~7].png~G(-50):75\"\n halo_x,halo_y=10,14\n [/frame]\n\n {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -50}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=lotus\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=200\n image=\"projectiles/thorns.png\"\n image_diagonal=\"projectiles/thorns-ne.png\"\n [/missile_frame]\n\n start_time=-300\n [frame]\n image=\"units/faeries/equipoise.png\"\n halo=\"halo/elven/nature-halo[1~8].png\"\n halo_x,halo_y=0,-12\n [/frame]\n {SOUND:HIT_AND_MISS magic-thorns-[1,2].ogg magic-thorns-miss-[1,2].ogg -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Faerie Intermediary\n name= _ \"female^Faerie Intermediary\"\n race=faerie\n gender=female\n image=\"units/faeries/intermediary.png\"\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n ellipse=\"misc/ellipse\"\n hitpoints=39\n movement_type=faerie\n movement=6\n level=2\n alignment=neutral\n experience=130\n advances_to=Faerie Arbiter\n cost=48\n usage=archer\n description= _ \"For the faerie, the symbol of balance is the lotus, which they cherish as one of their most prized flowers and grow abundantly in their famed reflection pools. The flower's fragrance is typically said to have calming properties, which enhances the power of the equilibrium magics that the faerie so esteem. On the other hand, the petals of the unique 'black lotus' contain a mild venom that acts as a potent stimulant. Some faerie choose to ingest these in small quantities prior to partaking in magical endeavors, purposely disrupting their usual cadence in order to produce new, unexpected results. Applied to battle, the consequence is a spell that often fails, but is tremendously devastating when it happens to succeed.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n {DEFENSE_ANIM_RANGE \"units/faeries/intermediary.png\" \"units/faeries/intermediary.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries/intermediary.png\" \"units/faeries/intermediary.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [resistance]\n fire=100\n cold=100\n arcane=100\n [/resistance]\n [abilities]\n {ABILITY_EQUILIBRIUM15}\n [/abilities]\n [attack]\n name=aura\n description= _ \"aura\"\n icon=attacks/magic-missile.png\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=melee\n damage=6\n number=2\n [/attack]\n [attack]\n name=white lotus\n description= _ \"white lotus\"\n type=arcane\n [specials]\n {WEAPON_SPECIAL_TRUE_STRIKE}\n [/specials]\n range=ranged\n damage=4\n number=3\n icon=attacks/thorns.png\n [/attack]\n [attack]\n name=black lotus\n description= _ \"black lotus\"\n type=blade\n [specials]\n {WEAPON_SPECIAL_PRECIPITOUS}\n [/specials]\n range=ranged\n damage=16\n number=3\n icon=attacks/thorns.png\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=aura\n [/filter_attack]\n start_time=-240\n\n [frame]\n image=\"units/faeries/intermediary.png:220\"\n [/frame]\n [frame]\n image=\"units/faeries/intermediary.png\"\n halo=\"halo/elven/shaman-heal-halo-[4~7].png~G(-50):75\"\n halo_x,halo_y=10,14\n [/frame]\n\n {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -50}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=white lotus\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=200\n image=\"projectiles/thorns.png\"\n image_diagonal=\"projectiles/thorns-ne.png\"\n [/missile_frame]\n\n start_time=-300\n [frame]\n image=\"units/faeries/intermediary.png\"\n halo=\"halo/elven/nature-halo[1~8].png\"\n halo_x,halo_y=0,-12\n [/frame]\n {SOUND:HIT_AND_MISS magic-thorns-[1,2].ogg magic-thorns-miss-[1,2].ogg -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=black lotus\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=200\n image=\"projectiles/thorns.png\"\n image_diagonal=\"projectiles/thorns-ne.png\"\n [/missile_frame]\n\n start_time=-300\n [frame]\n image=\"units/faeries/intermediary.png\"\n halo=\"halo/elven/nature-halo[1~8].png\"\n halo_x,halo_y=0,-12\n [/frame]\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Faerie Dryad\n name= _ \"Dryad\"\n race=faerie\n gender=female\n image=\"units/faeries-other/dryad.png\"\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n profile=\"portraits/elves/druid.png\" # fits well IMO\n hitpoints=50\n movement_type=faerie\n [resistance]\n fire=60\n cold=100\n [/resistance]\n movement=5\n level=3\n alignment=lawful\n experience=150\n advances_to=null\n {AMLA_FIRE_FAERIE}\n cost=62\n usage=archer\n description= _ \"Dryads possess a closer affinity to their faerie nature than their brethren, yet at times exhibit a remarkable understanding of human nature. In fact, Dryads are more apt to engage the few travelers they meet in friendly conversation than seduce or murder them. Some elven scholars have proposed there exists a deeper connection between woodlandkind and humans as children of Earth; to many, this is unthinkable. For them, to even suggest such a connection between the violent, destructive humans and the ancient, illustrious elves constitutes heresy.\n\nIf there are those among the faerie with knowledge of this world\u2019s beginnings, they do not share it, preferring instead to lead peaceful, modest lives. Nonetheless, the Dryads\u2019 calm nature in no way means they are powerless. Their extensive knowledge of nature and its magical arts makes them a formidable opponent in any conflict.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n {DEFENSE_ANIM_RANGE \"units/faeries-other/dryad.png\" \"units/faeries-other/dryad.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries-other/dryad.png\" \"units/faeries-other/dryad.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack]\n name=fire aura\n description= _ \"fire aura\"\n icon=attacks/aura-fire.png\n type=fire\n range=melee\n damage=5\n number=5\n [/attack]\n [attack]\n name=mystic fire\n description= _ \"mystic fire\"\n icon=attacks/fireball.png\n type=fire\n range=ranged\n damage=7\n number=6\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=fire aura\n [/filter_attack]\n {MELEE_FRAME_FIRE_AURA \"units/faeries-other/dryad.png\" \"units/faeries-other/dryad.png\"}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=mystic fire\n [/filter_attack]\n\n start_time=-575\n [frame]\n duration=650\n image=\"units/faeries-other/dryad.png\"\n [/frame]\n\n {MISSILE_FRAME_FAERIE_MYSTIC_FIRE}\n [if]\n hits=yes\n {BURST_FRAME_FAERIE_MYSTIC_FIRE}\n [/if]\n\n fire_sound_start_time=-525\n [fire_sound_frame]\n sound=fire.wav\n [/fire_sound_frame]\n [/attack_anim]\n\n [variation]\n variation_id=tara\n inherit=yes\n hide_help=yes\n image=\"units/faeries-other/dryad-tara.png\"\n {DEFENSE_ANIM_RANGE \"units/faeries-other/dryad-tara.png\" \"units/faeries-other/dryad-tara.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries-other/dryad-tara.png\" \"units/faeries-other/dryad-tara.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n\n [attack_anim]\n [filter_attack]\n name=fire aura\n [/filter_attack]\n {MELEE_FRAME_FIRE_AURA \"units/faeries-other/dryad-tara.png\" \"units/faeries-other/dryad-tara.png\"}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=mystic fire\n [/filter_attack]\n [frame]\n image=\"units/faeries-other/dryad-tara.png\"\n [/frame]\n [/attack_anim]\n [/variation]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Fire Faerie\n name= _ \"Fire Faerie\"\n race=faerie\n gender=female\n image=\"units/faeries-other/fire.png\"\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n profile=\"portraits/elves/druid.png\" # fits well IMO\n hitpoints=38\n movement_type=faerie\n [resistance]\n fire=70\n cold=100\n [/resistance]\n movement=5\n level=2\n alignment=lawful\n experience=85\n advances_to=Faerie Dryad,Faerie Spirit\n cost=36\n usage=archer\n description= _ \"Forest faeries rarely take part in wars and conflicts, preferring instead to dance and frolic in their forest homes. They will, however, defend these to the death; to this end, the forest elves have proven allies of convenience. The elves themselves have long had respect for those with a close affinity with the Arcane Flame. It is due to this close relationship that faeries will sometimes be found by the elves\u2019 side in times of great need.\n\nThe more experienced faeries possess an even greater mastery of the fire element, allowing them to hurl balls of raging fire at their enemies, or to ignite them with a single touch. Some are even said to eventually burn away their corporeal forms entirely, becoming a spirit born of the rage of the Flame.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n {DEFENSE_ANIM_RANGE \"units/faeries-other/fire.png\" \"units/faeries-other/fire.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries-other/fire.png\" \"units/faeries-other/fire.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack]\n name=fire aura\n description= _ \"fire aura\"\n icon=attacks/aura-fire.png\n type=fire\n range=melee\n damage=5\n number=4\n [/attack]\n [attack]\n name=mystic fire\n description= _ \"mystic fire\"\n icon=attacks/fireball.png\n type=fire\n range=ranged\n damage=6\n number=5\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=fire aura\n [/filter_attack]\n {MELEE_FRAME_FIRE_AURA \"units/faeries-other/fire.png\" \"units/faeries-other/fire.png\"}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=mystic fire\n [/filter_attack]\n\n start_time=-300\n [frame]\n image=\"units/faeries-other/fire.png:350\"\n [/frame]\n\n {MISSILE_FRAME_FAERIE_MYSTIC_FIRE}\n [if]\n hits=yes\n {BURST_FRAME_FAERIE_MYSTIC_FIRE}\n [/if]\n\n {SOUND:HIT_AND_MISS flame-big.ogg flame-big-miss.ogg -300}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Faerie Spirit\n name= _ \"Forest Spirit\"\n race=faerie\n gender=female\n image=\"units/faeries-other/spirit.png\"\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n hitpoints=43\n movement_type=undeadspirit\n movement=6\n level=3\n alignment=lawful\n experience=150\n advances_to=null\n {AMLA_FIRE_FAERIE}\n {TRAIT_SPIRIT}\n cost=64\n [movement_costs]\n unwalkable={UNREACHABLE}\n [/movement_costs]\n [defense]\n forest=40\n [/defense]\n [resistance]\n fire=70\n cold=100\n [/resistance]\n [abilities]\n {ABILITY_SYLVAN_SPARK}\n [/abilities]\n usage=archer\n description= _ \"One of the greatest mysteries of life is the true nature of Faerie, a domain of existence beyond the grasp of mortal creatures and the source of a power said to predate Irdya\u2019s creation by an immensurable eternity. Even though elves and faeries have an innate affinity to the mystical energy within, their ability to channel it is severely constrained by their attachment to the physical realm. Breaking free of those bindings and fully embracing the arcane flame is not without its drawbacks, however.\n\nThese faerie phantasms are occasionally seen aimlessly wandering the forests during the twilight. Their warped minds are no longer able to discern our reality from theirs, and only gradually fading memories keep them anchored to the domain of the living.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n {DEFENSE_ANIM_RANGE \"units/faeries-other/spirit.png\" \"units/faeries-other/spirit.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries-other/spirit.png\" \"units/faeries-other/spirit.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n\n [attack]\n name=fire aura\n description= _ \"fire aura\"\n icon=attacks/aura-fire.png\n type=fire\n range=melee\n damage=6\n number=5\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack]\n name=mystic fire\n description= _ \"mystic fire\"\n icon=attacks/fireball.png\n type=fire\n range=ranged\n damage=6\n number=5\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n\n [standing_anim]\n start_time=0\n blend_color=123,153,182\n blend_ratio=\"0.00~0.15:625,0.15~0.10:625,0.10~0.15:625,0.15~0.00:625\"\n alpha=\"0.95~0.90:750,0.90~0.95:250,0.95~0.90:750,0.90~0.95:750\"\n [frame]\n image=\"units/faeries-other/spirit.png:2500\"\n [/frame]\n [/standing_anim]\n\n [attack_anim]\n [filter_attack]\n name=fire aura\n [/filter_attack]\n {MELEE_FRAME_FIRE_AURA \"units/faeries-other/spirit.png\" \"units/faeries-other/spirit.png\"}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=mystic fire\n [/filter_attack]\n\n start_time=-575\n [frame]\n duration=650\n image=\"units/faeries-other/spirit.png\"\n [/frame]\n\n {MISSILE_FRAME_FAERIE_MYSTIC_FIRE}\n [if]\n hits=yes\n {BURST_FRAME_FAERIE_MYSTIC_FIRE}\n [/if]\n\n fire_sound_start_time=-525\n [fire_sound_frame]\n sound=fire.wav\n [/fire_sound_frame]\n [/attack_anim]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Faerie Sprite\n name= _ \"Sprite\"\n race=faerie\n gender=female\n image=\"units/faeries-other/sprite.png\"\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n profile=\"portraits/elves/shaman.png\" # fits well IMO\n hitpoints=25\n movement_type=faerie\n [resistance]\n fire=80\n cold=100\n [/resistance]\n movement=5\n level=1\n alignment=lawful\n experience=38\n advances_to=Fire Faerie\n cost=17\n usage=archer\n description= _ \"To a creature of the forests, fire is a mortal enemy, yet to the Faerie Sprites, it is a weapon strangely antithetical to their wooded nature. Though not much is otherwise factually known about the Faerie race, rare as they are and despite their numbers having grown since the Fall, they have always been viewed as gentle, mischievous beings, if perhaps a little too apt to play with the hearts of men.\n\nTravelers who have encountered them speak of beautiful elfin women clad in simple robes, their gossamer-thin wings glinting like jewels in starlight. Rare is the man \u2014 or woman \u2014 whose breath is not lost upon the sight of these beings, and neither are their advances spurned. Some awaken the next morning alone, and move on, only to find a child on their doorsteps months later. A more unlucky number never again see the light of day; they are often found dead, lying contentedly amongst the fallen leaves.\n\nYet despite their reputations, faeries are by no means evil. Perhaps it is their strange sense of impish humor that leads them to do these things, or perhaps something deeper in their nature.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n {DEFENSE_ANIM_RANGE \"units/faeries-other/sprite.png\" \"units/faeries-other/sprite.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries-other/sprite.png\" \"units/faeries-other/sprite.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack]\n name=fire aura\n description= _ \"fire aura\"\n icon=attacks/aura-fire.png\n type=fire\n range=melee\n damage=3\n number=3\n [/attack]\n [attack]\n name=mystic fire\n description= _ \"mystic fire\"\n icon=attacks/fireball.png\n type=fire\n range=ranged\n damage=5\n number=4\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=fire aura\n [/filter_attack]\n {MELEE_FRAME_FIRE_AURA \"units/faeries-other/sprite.png\" \"units/faeries-other/sprite.png\"}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=mystic fire\n [/filter_attack]\n\n start_time=-300\n [frame]\n image=\"units/faeries-other/sprite.png:350\"\n [/frame]\n\n {MISSILE_FRAME_FAERIE_MYSTIC_FIRE}\n [if]\n hits=yes\n {BURST_FRAME_FAERIE_MYSTIC_FIRE}\n [/if]\n\n {SOUND:HIT_AND_MISS torch.ogg torch-miss.ogg -300}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Faerie Guardian\n name= _ \"Faerie Guardian\"\n race=faerie\n gender=female\n image=\"units/faeries/healer/guardian.png\"\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n profile=\"portraits/elves/druid.png\" # fits well IMO\n hitpoints=47\n movement_type=faerie\n movement=6\n level=3\n alignment=neutral\n experience=210\n advances_to=Faerie Warden\n cost=50\n usage=archer\n description= _ \"In order to keep unwanted visitors out of their forests, some faerie learn to channel their powers toward stifling the aggression of potential attackers. Like their other pacifistic kin, these guardians of the forests are rarely found engaging in combat with their enemies, preferring instead to mitigate attacks from afar. In their presence, all manner of blade, mace, and spear seem to dull in sharpness and lessen in force - even the bloodthirsty nature of many demons is greatly diminished. The protective nature of this ability has rightly earned it the nickname of 'guardian angel' and has stopped many a foe from encroaching on the faeries' homes.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n {DEFENSE_ANIM_RANGE \"units/faeries/healer/guardian.png\" \"units/faeries/healer/guardian.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries/healer/guardian.png\" \"units/faeries/healer/guardian.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [abilities]\n {ABILITY_GUARDIAN_ANGEL1}\n [/abilities]\n [attack]\n name=faerie touch\n description= _ \"faerie touch\"\n icon=attacks/touch-faerie.png\n type=impact\n range=melee\n damage=5\n number=3\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack]\n name=ensnare\n description= _ \"ensnare\"\n icon=attacks/entangle.png\n type=impact\n range=ranged\n damage=9\n number=3\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n [/attack]\n {GUARDIAN_ANGEL (Faerie Guardian) 20 2}\n [attack_anim]\n [filter_attack]\n name=faerie touch\n [/filter_attack]\n start_time=-240\n\n [frame]\n image=\"units/faeries/healer/guardian.png:520\"\n [/frame]\n\n {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -50}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=ensnare\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n offset=1.0\n duration=150\n image=\"projectiles/entangle.png\"\n image_diagonal=\"projectiles/entangle.png\"\n [/missile_frame]\n start_time=-450\n [frame]\n image=\"units/faeries/healer/guardian.png:350\"\n halo=halo/elven/nature-halo[1~6].png:75,halo/elven/nature-halo[7~8].png:50\n halo_x,halo_y=0,-12\n [/frame]\n attack_sound_start_time=-75\n [attack_sound_frame]\n sound=entangle.wav\n [/attack_sound_frame]\n [frame]\n image=\"units/faeries/healer/guardian.png:350\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Faerie Shaman\n name= _ \"Faerie Shaman\"\n race=faerie\n gender=female\n image=\"units/faeries/healer/shaman.png\"\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n profile=\"portraits/elves/shaman.png\"\n hitpoints=24\n movement_type=faerie\n movement=5\n level=1\n alignment=neutral\n experience=40\n advances_to=Forest Nymph\n cost=16\n usage=archer\n description= _ \"Caretakers of the forests and guardians of the wilds, many faerie spend long periods of time communing with nature, learn to utilize its energies to hamper their foes and heal their friends. While ill-suited and not disposed for combat, they nonetheless selflessly come to the aid of those who need them, be it other faerie or even humans and other races.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n {DEFENSE_ANIM_RANGE \"units/faeries/healer/shaman.png\" \"units/faeries/healer/shaman.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries/healer/shaman.png\" \"units/faeries/healer/shaman.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [abilities]\n {ABILITY_HEALS}\n [/abilities]\n [attack]\n name=faerie touch\n description= _ \"faerie touch\"\n icon=attacks/touch-faerie.png\n type=impact\n range=melee\n damage=3\n number=2\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack]\n name=ensnare\n description= _ \"ensnare\"\n icon=attacks/entangle.png\n type=impact\n range=ranged\n damage=3\n number=2\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=faerie touch\n [/filter_attack]\n start_time=-240\n\n [frame]\n image=\"units/faeries/healer/shaman.png:520\"\n [/frame]\n\n {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -50}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=ensnare\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n offset=1.0\n duration=150\n image=\"projectiles/entangle.png\"\n image_diagonal=\"projectiles/entangle.png\"\n [/missile_frame]\n start_time=-450\n [frame]\n image=\"units/faeries/healer/shaman.png:350\"\n halo=halo/elven/nature-halo[1~6].png:75,halo/elven/nature-halo[7~8].png:50\n halo_x,halo_y=0,-12\n [/frame]\n attack_sound_start_time=-75\n [attack_sound_frame]\n sound=entangle.wav\n [/attack_sound_frame]\n [frame]\n image=\"units/faeries/healer/shaman.png:350\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Faerie Siren\n name= _ \"Faerie Siren\"\n race=faerie\n gender=female\n image=\"units/faeries-other/siren.png\"\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n profile=\"portraits/elves/shyde.png\"\n hitpoints=50\n movement_type=faerie\n movement=6\n level=3\n alignment=neutral\n experience=150\n advances_to=null\n {AMLA_HEALER_FAERIE}\n cost=54\n usage=archer\n description= _ \"Faerie 'Sirens' take their name from the eponymous maidens of the water, not as an epithet indicating their intimate connection with nature, but rather as a nod to their ability to sing with unparalleled skill. As a common past time among faerie, singing is often heard in the forests, where many groups of faerie take turns gracing the trees with their songs. Though most are already reasonably skilled at the art, the 'Sirens' songs are truly entrancing, possessed of tone of ethereal beauty and masterful control. Fortunately for lost wanderers, the purpose of the Sirens' song is not of a malicious nature, unlike that of their mythological counterparts.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n {DEFENSE_ANIM_RANGE \"units/faeries-other/siren.png\" \"units/faeries-other/siren.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries-other/siren.png\" \"units/faeries-other/siren.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [abilities]\n {ABILITY_CURES}\n [/abilities]\n [attack]\n name=faerie touch\n description= _ \"faerie touch\"\n icon=attacks/touch-faerie.png\n type=impact\n range=melee\n damage=7\n number=2\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack]\n name=ensnare\n description= _ \"ensnare\"\n icon=attacks/entangle.png\n type=impact\n range=ranged\n damage=7\n number=4\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=faerie touch\n [/filter_attack]\n start_time=-240\n\n [frame]\n image=\"units/faeries-other/siren.png:520\"\n [/frame]\n\n {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -50}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=ensnare\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n offset=1.0\n duration=150\n image=\"projectiles/entangle.png\"\n image_diagonal=\"projectiles/entangle.png\"\n [/missile_frame]\n start_time=-450\n [frame]\n image=\"units/faeries-other/siren.png:350\"\n halo=halo/elven/nature-halo[1~6].png:75,halo/elven/nature-halo[7~8].png:50\n halo_x,halo_y=0,-12\n [/frame]\n attack_sound_start_time=-75\n [attack_sound_frame]\n sound=entangle.wav\n [/attack_sound_frame]\n [frame]\n image=\"units/faeries-other/siren.png:350\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Faerie Warden\n name= _ \"Faerie Warden\"\n race=faerie\n gender=female\n image=\"units/faeries/healer/warden.png\"\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n profile=\"portraits/elves/druid.png\" # fits well IMO\n hitpoints=59\n movement_type=faerie\n movement=6\n level=4\n alignment=neutral\n experience=200\n advances_to=null\n {AMLA_HEALER_FAERIE}\n cost=70\n usage=archer\n description= _ \"Mastery of nature's protective aura allows these faerie to render all manner of physical force useless in their presence. Wardens of the wild, these faerie live the majority of their lives isolated deep in the forests, but are often first to battle when their home is under threat. Unlike their kin, the Wardens' prowess with natural energy grants them a reasonable degree of ability in close combat, which they use to great effect in subduing their foes.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n {DEFENSE_ANIM_RANGE \"units/faeries/healer/warden.png\" \"units/faeries/healer/warden.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries/healer/warden.png\" \"units/faeries/healer/warden.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [abilities]\n {ABILITY_GUARDIAN_ANGEL2}\n [/abilities]\n [resistance]\n blade=90\n pierce=90\n impact=90\n [/resistance]\n [attack]\n name=faerie touch\n description= _ \"faerie touch\"\n icon=attacks/touch-faerie.png\n type=impact\n range=melee\n damage=7\n number=3\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack]\n name=ensnare\n description= _ \"ensnare\"\n icon=attacks/entangle.png\n type=impact\n range=ranged\n damage=12\n number=3\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n [/attack]\n\n {GUARDIAN_ANGEL (Faerie Warden) 40 2}\n [attack_anim]\n [filter_attack]\n name=faerie touch\n [/filter_attack]\n start_time=-240\n\n [frame]\n image=\"units/faeries/healer/warden.png:520\"\n [/frame]\n\n {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -50}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=ensnare\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n offset=1.0\n duration=150\n image=\"projectiles/entangle.png\"\n image_diagonal=\"projectiles/entangle.png\"\n [/missile_frame]\n start_time=-450\n [frame]\n image=\"units/faeries/healer/warden.png:350\"\n halo=halo/elven/nature-halo[1~6].png:75,halo/elven/nature-halo[7~8].png:50\n halo_x,halo_y=0,-12\n [/frame]\n attack_sound_start_time=-75\n [attack_sound_frame]\n sound=entangle.wav\n [/attack_sound_frame]\n [frame]\n image=\"units/faeries/healer/warden.png:350\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Forest Nymph\n name= _ \"Forest Nymph\"\n race=faerie\n gender=female\n image=\"units/faeries/healer/forest-nymph.png\"\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n profile=\"portraits/elves/druid.png\"\n hitpoints=36\n movement_type=faerie\n movement=6\n level=2\n alignment=neutral\n experience=93\n advances_to=Faerie Guardian,Faerie Siren\n cost=33\n usage=archer\n description= _ \"The idyll, pacifistic disposition of the faerie that inhabit the forests lends them the ability to better understand the surge and ebb of nature's energies. Their power is not that of fiery destruction, nor frigid winter, but involves the aspect of life itself, the mysterious force that binds soul to body and heart and mind to physical form. It is this ability that allows them to heal almost any wound, even those that are normally considered fatal by healers of other races.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n {DEFENSE_ANIM_RANGE \"units/faeries/healer/forest-nymph.png\" \"units/faeries/healer/forest-nymph.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries/healer/forest-nymph.png\" \"units/faeries/healer/forest-nymph.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [abilities]\n {ABILITY_HEAL6}\n {ABILITY_UNPOISON}\n [/abilities]\n [attack]\n name=faerie touch\n description= _ \"faerie touch\"\n icon=attacks/touch-faerie.png\n type=impact\n range=melee\n damage=5\n number=2\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack]\n name=ensnare\n description= _ \"ensnare\"\n icon=attacks/entangle.png\n type=impact\n range=ranged\n damage=6\n number=3\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=faerie touch\n [/filter_attack]\n start_time=-240\n\n [frame]\n image=\"units/faeries/healer/forest-nymph.png:520\"\n [/frame]\n\n {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -50}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=ensnare\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n offset=1.0\n duration=150\n image=\"projectiles/entangle.png\"\n image_diagonal=\"projectiles/entangle.png\"\n [/missile_frame]\n start_time=-450\n [frame]\n image=\"units/faeries/healer/forest-nymph.png:350\"\n halo=halo/elven/nature-halo[1~6].png:75,halo/elven/nature-halo[7~8].png:50\n halo_x,halo_y=0,-12\n [/frame]\n attack_sound_start_time=-75\n [attack_sound_frame]\n sound=entangle.wav\n [/attack_sound_frame]\n [frame]\n image=\"units/faeries/healer/forest-nymph.png:350\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Yousei Briar Maiden\n name= _ \"female^Briar Maiden\"\n race=faerie\n gender=female\n image=\"units/faeries/yousei/briarmaiden.png\"\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n ellipse=\"misc/ellipse\"\n hitpoints=31\n movement_type=yousei\n movement=6\n level=1\n alignment=neutral\n experience=39\n advances_to=Yousei Bristler,Yousei Hana\n cost=17\n usage=archer\n description= _ \"Sometimes mistaken for satyrs, the Yousei tend to be the hardiest and most physically adept subcategory among most faerie. Unlike the other faerie, who embody the protective or healing spirit of nature, the Yousei embrace its more wrathful aspect, turning its brambles and thorns against those who would threaten the natural order. While rarely the aggressors in any altercation, these faerie are the ones most often seen defending their homes against any form of intruder.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n {DEFENSE_ANIM_RANGE \"units/faeries/yousei/briarmaiden.png\" \"units/faeries/yousei/briarmaiden.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries/yousei/briarmaiden.png\" \"units/faeries/yousei/briarmaiden.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack]\n name=faerie touch\n description= _ \"faerie touch\"\n icon=attacks/touch-faerie.png\n type=impact\n range=melee\n damage=5\n number=3\n [/attack]\n [attack]\n name=thorns\n description=_\"thorns\"\n type=pierce\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=6\n number=3\n range=ranged\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=faerie touch\n [/filter_attack]\n start_time=-240\n\n [frame]\n image=\"units/faeries/yousei/briarmaiden.png:220\"\n [/frame]\n [frame]\n image=\"units/faeries/yousei/briarmaiden.png\"\n halo=\"halo/elven/shaman-heal-halo-[4~7].png~G(-50):75\"\n halo_x,halo_y=10,14\n [/frame]\n\n {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -50}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=thorns\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=200\n image=\"projectiles/thorns.png\"\n image_diagonal=\"projectiles/thorns-ne.png\"\n [/missile_frame]\n\n start_time=-300\n [frame]\n image=\"units/faeries/yousei/briarmaiden.png\"\n halo=\"halo/elven/nature-halo[1~8].png\"\n halo_x,halo_y=0,-12\n [/frame]\n {SOUND:HIT_AND_MISS magic-thorns-[1,2].ogg magic-thorns-miss-[1,2].ogg -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Yousei Bristler\n name= _ \"female^Yousei Bristler\"\n race=faerie\n gender=female\n image=\"units/faeries/yousei/bristler.png\"\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n ellipse=\"misc/ellipse\"\n hitpoints=47\n movement_type=yousei\n movement=6\n level=2\n alignment=neutral\n experience=88\n advances_to=Yousei Thorntress\n cost=42\n usage=archer\n description= _ \"As much as a faerie can be so, a Yousei maiden can be perfectly combative, and even hateful at times. Nurturing a particular dislike for demons, these forest dwellers are quickly provoked and can easily match their demonic counterparts in most disputes.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n {DEFENSE_ANIM_RANGE \"units/faeries/yousei/bristler.png\" \"units/faeries/yousei/bristler.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries/yousei/bristler.png\" \"units/faeries/yousei/bristler.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack]\n name=faerie touch\n description= _ \"faerie touch\"\n icon=attacks/touch-faerie.png\n type=impact\n range=melee\n damage=8\n number=3\n [/attack]\n [attack]\n name=thorns\n description=_\"thorns\"\n type=pierce\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=9\n number=3\n range=ranged\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=faerie touch\n [/filter_attack]\n start_time=-240\n\n [frame]\n image=\"units/faeries/yousei/bristler.png:220\"\n [/frame]\n [frame]\n image=\"units/faeries/yousei/bristler.png\"\n halo=\"halo/elven/shaman-heal-halo-[4~7].png~G(-50):75\"\n halo_x,halo_y=10,14\n [/frame]\n\n {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -50}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=thorns\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=200\n image=\"projectiles/thorns.png\"\n image_diagonal=\"projectiles/thorns-ne.png\"\n [/missile_frame]\n\n start_time=-300\n [frame]\n image=\"units/faeries/yousei/bristler.png\"\n halo=\"halo/elven/nature-halo[1~8].png\"\n halo_x,halo_y=0,-12\n [/frame]\n {SOUND:HIT_AND_MISS magic-thorns-[1,2].ogg magic-thorns-miss-[1,2].ogg -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Yousei Hana\n name= _ \"female^Yousei Hana\"\n race=faerie\n gender=female\n image=\"units/faeries/yousei/hana.png\"\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n ellipse=\"misc/ellipse\"\n hitpoints=44\n movement_type=yousei\n movement=6\n level=2\n alignment=neutral\n experience=110\n advances_to=Yousei Tsubaki\n cost=42\n usage=archer\n description= _ \"The Yousei have a saying that can roughly be translated to 'The hand that reaches for the rose will be scratched by the briar's thorn'. This concept is occasionally applied to battle, where some of these faerie forego traditional melee combat in favor of focusing on defensive and retaliative tactics. Accompanying this is their use of strange blooms, which grow larger and more beautiful with both the supplemental energies of their allies as well as the waning energies of their enemies.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n {DEFENSE_ANIM_RANGE \"units/faeries/yousei/hana.png\" \"units/faeries/yousei/hana.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries/yousei/hana.png\" \"units/faeries/yousei/hana.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [abilities]\n {ABILITY_BRIAR_ROSE}\n [/abilities]\n [attack]\n name=radiant bloom\n description=_\"radiant bloom\"\n type=pierce\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_BLOOM}\n [/specials]\n damage=8\n number=3\n range=ranged\n icon=attacks/thorns.png\n [/attack]\n [attack]\n name=vitalizing bloom\n description=_\"vitalizing bloom\"\n type=pierce\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n {WEAPON_SPECIAL_BLOOM}\n [/specials]\n damage=7\n number=3\n range=ranged\n icon=attacks/thorns.png\n [/attack]\n\n {BRIAR_ROSE}\n\n [attack_anim]\n [filter_attack]\n name=radiant bloom\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=200\n image=\"projectiles/thorns.png\"\n image_diagonal=\"projectiles/thorns-ne.png\"\n [/missile_frame]\n\n start_time=-300\n [frame]\n image=\"units/faeries/yousei/hana.png\"\n halo=\"halo/elven/nature-halo[1~8].png\"\n halo_x,halo_y=0,-12\n [/frame]\n {SOUND:HIT_AND_MISS magic-thorns-[1,2].ogg magic-thorns-miss-[1,2].ogg -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=vitalizing bloom\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=200\n image=\"projectiles/thorns.png\"\n image_diagonal=\"projectiles/thorns-ne.png\"\n [/missile_frame]\n\n start_time=-300\n [frame]\n image=\"units/faeries/yousei/hana.png\"\n halo=\"halo/elven/nature-halo[1~8].png\"\n halo_x,halo_y=0,-12\n [/frame]\n {SOUND:HIT_AND_MISS magic-thorns-[1,2].ogg magic-thorns-miss-[1,2].ogg -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Yousei Thorntress\n name= _ \"female^Yousei Thorntress\"\n race=faerie\n gender=female\n image=\"units/faeries/yousei/thorntress.png\"\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n ellipse=\"misc/ellipse\"\n hitpoints=60\n movement_type=yousei\n movement=6\n level=3\n alignment=neutral\n experience=150\n advances_to=null\n {AMLA_YOUSEI}\n cost=66\n usage=archer\n description= _ \"There is an unusual tale of a demon traveler who was said to have wandered all the lands of Irdya in his extensive journies. Having rested in the forests of the faerie many times, he was curiously on friendly terms with many of them, though they still would not permit him to enter their secret groves in the deepwoods. One day, somewhat in jest, he challenged the relatively diminutive faerie to a contest of strength, knowing that most could never match a demon's physical prowess.\n\n'It's a good deal,' he laughed. 'If I win, you let me enter your forbidden forest. And if you win, I will be your servant for ten years.'\n\nReplied the Yousai, 'Thanks for the offer, but I like girls. Still, your challenge sounds pretty fun. Let's try it.'\n\n'Typical faerie,' he jested, and readied himself to the task.\n\nIn front of them sat nine boulders, each larger than the last, with the final one being nearly the size of himself. Stepping forward, the demon rubbed his hands together and began lifting the stones one after another. By the fourth, he found his muscles burning, arms and legs aching all over. The fifth must have been ten times his own weight, but he persevered and continued on. He nearly collapsed under the weight of the sixth one, and by the seventh, he could continue no more. Still, he concluded, he had done a good job, since most faerie probably couldn't even have lifted the second stone.\n\nAnd then it was the Yousai's turn.\n\n'Remember,' he called out, 'No magic!'\n\n'No magic,' she agreed brightly, and set herself in position.\n\nTwo, three, and four... by boulder number five, he was shaking his head in disbelief, as the unusually sturdy faerie girl lifted the rocks one after another. The sixth, she lifted with some effort, and with a grunt, the seventh came off the ground too. Then eight and nine were a struggle, but when all was said and done, she dropped the last one and turned toward him with a smug look of victory.\n\n'I guess that settles it,' she intoned. 'Looks like you need to train some more.'\n\nThe demon groaned, but acknowledged his defeat. 'Just you wait, I'll be back someday and then you'll see! Next time, victory will be mine.'\n\nAnd with that, he left to go wander the lands of Irdya for another great many years. Rumor has it that when he returned, he had another challenge with the same Yousai girl, who once again beat him just as handily as she had the first time.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n {DEFENSE_ANIM_RANGE \"units/faeries/yousei/thorntress.png\" \"units/faeries/yousei/thorntress.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries/yousei/thorntress.png\" \"units/faeries/yousei/thorntress.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack]\n name=faerie touch\n description= _ \"faerie touch\"\n icon=attacks/touch-faerie.png\n type=impact\n range=melee\n damage=10\n number=3\n [/attack]\n [attack]\n name=thorns\n description=_\"thorns\"\n type=pierce\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_WHIPLASH}\n [/specials]\n damage=12\n number=3\n range=ranged\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=faerie touch\n [/filter_attack]\n start_time=-240\n\n [frame]\n image=\"units/faeries/yousei/thorntress.png:220\"\n [/frame]\n [frame]\n image=\"units/faeries/yousei/thorntress.png\"\n halo=\"halo/elven/shaman-heal-halo-[4~7].png~G(-50):75\"\n halo_x,halo_y=10,14\n [/frame]\n\n {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -50}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=thorns\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=200\n image=\"projectiles/thorns.png\"\n image_diagonal=\"projectiles/thorns-ne.png\"\n [/missile_frame]\n\n start_time=-300\n [frame]\n image=\"units/faeries/yousei/thorntress.png\"\n halo=\"halo/elven/nature-halo[1~8].png\"\n halo_x,halo_y=0,-12\n [/frame]\n {SOUND:HIT_AND_MISS magic-thorns-[1,2].ogg magic-thorns-miss-[1,2].ogg -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Yousei Tsubaki\n name= _ \"female^Yousei Tsubaki\"\n race=faerie\n gender=female\n image=\"units/faeries/yousei/tsubaki.png\"\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n ellipse=\"misc/ellipse\"\n hitpoints=56\n movement_type=yousei\n movement=6\n level=3\n alignment=neutral\n experience=150\n advances_to=null\n {AMLA_TSUBAKI}\n cost=70\n usage=archer\n description= _ \"While the diminutive 'Tsubaki' comes from the more mundane daily lives of these Yousei, they possess a special combative ability based around the sakura, or cherry blossom. Though the blossom in itself is not particularly harmful, those who come under its effects often speak of being disoriented by a 'sea of pink flowers', which blots out the vision and renders them helpless against other attacks. As quickly as the flowers bloom, they fade as well, leaving their beholders to perish in a fleeting cascade of petals.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n {DEFENSE_ANIM_RANGE \"units/faeries/yousei/tsubaki.png\" \"units/faeries/yousei/tsubaki.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries/yousei/tsubaki.png\" \"units/faeries/yousei/tsubaki.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [abilities]\n {ABILITY_BRIAR_ROSE}\n [/abilities]\n [attack]\n name=radiant bloom\n description=_\"radiant bloom\"\n type=pierce\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_BLOOM}\n [/specials]\n damage=12\n number=3\n range=ranged\n icon=attacks/thorns.png\n [/attack]\n [attack]\n name=vitalizing bloom\n description=_\"vitalizing bloom\"\n type=pierce\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n {WEAPON_SPECIAL_BLOOM}\n [/specials]\n damage=10\n number=3\n range=ranged\n icon=attacks/thorns.png\n [/attack]\n [attack]\n name=cherry blossom\n description=_\"cherry blossom\"\n type=pierce\n [specials]\n {WEAPON_SPECIAL_BLOSSOM}\n [/specials]\n damage=1\n number=1\n range=ranged\n icon=attacks/thorns.png\n [/attack]\n\n {CHERRY_BLOSSOM}\n {BRIAR_ROSE}\n\n [attack_anim]\n [filter_attack]\n name=radiant bloom\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=200\n image=\"projectiles/thorns.png\"\n image_diagonal=\"projectiles/thorns-ne.png\"\n [/missile_frame]\n\n start_time=-300\n [frame]\n image=\"units/faeries/yousei/tsubaki.png\"\n halo=\"halo/elven/nature-halo[1~8].png\"\n halo_x,halo_y=0,-12\n [/frame]\n {SOUND:HIT_AND_MISS magic-thorns-[1,2].ogg magic-thorns-miss-[1,2].ogg -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=vitalizing bloom\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=200\n image=\"projectiles/thorns.png\"\n image_diagonal=\"projectiles/thorns-ne.png\"\n [/missile_frame]\n\n start_time=-300\n [frame]\n image=\"units/faeries/yousei/tsubaki.png\"\n halo=\"halo/elven/nature-halo[1~8].png\"\n halo_x,halo_y=0,-12\n [/frame]\n {SOUND:HIT_AND_MISS magic-thorns-[1,2].ogg magic-thorns-miss-[1,2].ogg -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=cherry blossom\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=200\n image=\"projectiles/thorns.png\"\n image_diagonal=\"projectiles/thorns-ne.png\"\n [/missile_frame]\n\n start_time=-300\n [frame]\n image=\"units/faeries/yousei/tsubaki.png\"\n halo=\"halo/elven/nature-halo[1~8].png\"\n halo_x,halo_y=0,-12\n [/frame]\n {SOUND:HIT_AND_MISS magic-thorns-[1,2].ogg magic-thorns-miss-[1,2].ogg -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n[unit_type]\n id=Cavalier Statue\n name= _ \"Cavalier\"\n race=human\n image=\"units/human-loyalists/cavalier/cavalier.png\"\n hitpoints=64\n movement_type=null\n movement=0\n experience=150\n level=3\n alignment=lawful\n advances_to=null\n\thide_help=true\n {AMLA_DEFAULT}\n cost=52\n description=\n\t[event]\n\t\tname=prestart\n\t\t[petrify]\n\t\t\ttype=Cavalier Statue\n\t\t[/petrify]\n\t[/event]\n\t[event]\n\t\tname=new turn\n\t\t[petrify]\n\t\t\ttype=Cavalier Statue\n\t\t[/petrify]\n\t[/event]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Faerie Dryad Statue\n name= _ \"Dryad\"\n race=faerie\n gender=female\n image=\"units/faeries-other/dryad.png\"\n hitpoints=50\n movement_type=null\n movement=0\n level=3\n alignment=lawful\n experience=150\n advances_to=null\n {AMLA_DEFAULT}\n\thide_help=true\n cost=60\n description=\n\t[event]\n\t\tname=prestart\n\t\t[petrify]\n\t\t\ttype=Faerie Dryad Statue\n\t\t[/petrify]\n\t[/event]\n\t[event]\n\t\tname=new turn\n\t\t[petrify]\n\t\t\ttype=Faerie Dryad Statue\n\t\t[/petrify]\n\t[/event]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Era_of_Chaos\n\n[unit_type]\n id=Eventide Dancer Statue\n name= _ \"female^Eventide Dancer\"\n race=faerie\n gender=female\n image=\"units/faeries-other/eventide-dancer.png\"\n ellipse=\"misc/ellipse\"\n hitpoints=62\n movement_type=null\n movement=0\n level=3\n alignment=chaotic\n experience=150\n advances_to=null\n\thide_help=true\n {AMLA_DEFAULT}\n cost=80\n description=\n\t[event]\n\t\tname=prestart\n\t\t[petrify]\n\t\t\ttype=Eventide Dancer Statue\n\t\t[/petrify]\n\t[/event]\n\t[event]\n\t\tname=new turn\n\t\t[petrify]\n\t\t\ttype=Eventide Dancer Statue\n\t\t[/petrify]\n\t[/event]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n[unit_type]\n id=Grand Marshal Statue\n name= _ \"Grand Marshal\"\n race=human\n image=\"units/human-loyalists/marshal.png\"\n hitpoints=60\n movement_type=null\n movement=0\n experience=200\n level=4\n alignment=lawful\n advances_to=null\n {AMLA_DEFAULT}\n cost=66\n description=\n\thide_help=true\n\t[event]\n\t\tname=prestart\n\t\t[petrify]\n\t\t\ttype=Grand Marshal Statue\n\t\t[/petrify]\n\t[/event]\n\t[event]\n\t\tname=new turn\n\t\t[petrify]\n\t\t\ttype=Grand Marshal Statue\n\t\t[/petrify]\n\t[/event]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-units\n[unit_type]\n id=Great Mage Statue\n name= _ \"Great Mage\"\n race=human\n gender=male,female\n image=\"units/human-magi/great-mage.png\"\n hitpoints=65\n movement_type=null\n movement=0\n experience=200\n level=4\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=72\n hide_help=true\n description=\n\t[event]\n\t\tname=prestart\n\t\t[petrify]\n\t\t\ttype=Great Mage Statue\n\t\t[/petrify]\n\t[/event]\n\t[event]\n\t\tname=new turn\n\t\t[petrify]\n\t\t\ttype=Great Mage Statue\n\t\t[/petrify]\n\t[/event]\n [female]\n name= _ \"female^Great Mage\"\n gender=female\n image=\"units/human-magi/great-mage+female.png\"\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Guardian of Earth Statue\n name= _ \"female^Guardian of Earth\"\n race=faerie\n gender=female\n image=\"units/guardians/guardian-of-earth-xiael.png\"\n hitpoints=777\n movement_type=null\n movement=0\n experience=450\n level=9\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=820\n usage=healer\n hide_help=true\n undead_variation=null\n description=\n\t[event]\n\t\tname=prestart\n\t\t[petrify]\n\t\t\ttype=Guardian of Earth Statue\n\t\t[/petrify]\n\t[/event]\n\t[event]\n\t\tname=new turn\n\t\t[petrify]\n\t\t\ttype=Guardian of Earth Statue\n\t\t[/petrify]\n\t[/event]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n[unit_type]\n id=Human Child\n name= _ \"Child\"\n race=human\n gender=male\n image=\"units/humans/child.png\"\n hitpoints=11\n movement_type=smallfoot\n movement=5\n experience=50\n level=0\n alignment=lawful\n advances_to=null\n\t{AMLA_DEFAULT}\n cost=4\n hide_help=true\n usage=mixed fighter\n description=\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Lady Lake\n name= _ \"female^Lady of the Lake\"\n race=fae\n gender=female\n ignore_race_traits=yes\n image=\"units/guardians/uria-silhouette4.png\"\n hitpoints=90\n movement_type=arcanefae\n [defense]\n deep_water=0\n shallow_water=0\n swamp_water=0\n reef=0\n flat=0\n sand=0\n forest=0\n hills=0\n mountains=0\n village=0\n castle=0\n cave=0\n frozen=0\n unwalkable=0\n impassable=0\n fungus=0\n [/defense]\n [resistance]\n blade=0\n pierce=0\n impact=0\n fire=0\n cold=0\n arcane=0\n [/resistance]\n movement=10\n experience=1000\n level=10\n alignment=lawful\n cost=1000\n usage=archer\n undead_variation=null\n hide_help=true\n description= _ \"There is no accurate information available about this class of beings at this time.\"\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n[unit_type]\n id=Mage of Light Statue\n name= _ \"Mage of Light\"\n race=human\n gender=male,female\n image=\"units/human-magi/white-cleric.png\"\n hitpoints=47\n movement_type=null\n movement=0\n experience=150\n level=3\n alignment=lawful\n advances_to=null\n {AMLA_DEFAULT}\n cost=64\n\thide_help=true\n description=\n\t[event]\n\t\tname=prestart\n\t\t[petrify]\n\t\t\ttype=Mage of Light Statue\n\t\t[/petrify]\n\t[/event]\n\t[event]\n\t\tname=new turn\n\t\t[petrify]\n\t\t\ttype=Mage of Light Statue\n\t\t[/petrify]\n\t[/event]\n [female]\n name= _ \"female^Mage of Light\"\n gender=female\n image=\"units/human-magi/white-cleric+female.png\"\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n[unit_type]\n id=Paladin Statue\n name= _ \"Paladin\"\n race=human\n image=\"units/human-loyalists/paladin/paladin.png\"\n image_icon=\"units/human-loyalists/paladin/paladin.png~CROP(0,8,80,72)\"\n hitpoints=65\n movement_type=null\n movement=0\n experience=150\n level=3\n alignment=lawful\n advances_to=null\n\thide_help=true\n {AMLA_DEFAULT}\n cost=58\n description=\n\t[event]\n\t\tname=prestart\n\t\t[petrify]\n\t\t\ttype=Paladin Statue\n\t\t[/petrify]\n\t[/event]\n\t[event]\n\t\tname=new turn\n\t\t[petrify]\n\t\t\ttype=Paladin Statue\n\t\t[/petrify]\n\t[/event]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon Stromguarde Statue\n name= _ \"Stromguarde\"\n race=demon\n image=\"units/demons/stromguarde.png\"\n hitpoints=76\n movement_type=null\n movement=0\n experience=200\n level=4\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=110\n usage=mixed fighter\n hide_help=true\n description=\n\t[event]\n\t\tname=prestart\n\t\t[petrify]\n\t\t\ttype=Demon Stromguarde Statue\n\t\t[/petrify]\n\t[/event]\n\t[event]\n\t\tname=new turn\n\t\t[petrify]\n\t\t\ttype=Demon Stromguarde Statue\n\t\t[/petrify]\n\t[/event]\n[/unit_type]"} {"text": "#textdomain wesnoth-Genesis\n[unit_type]\n id=Dream Dragoon\n [base_unit]\n id=Dragoon\n [/base_unit]\n alignment=chaotic\n hide_help=yes\n do_not_list=yes\n {DREAM_WALK}\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n[unit_type]\n id=Dream Javelineer\n [base_unit]\n id=Javelineer\n [/base_unit]\n alignment=chaotic\n hide_help=yes\n do_not_list=yes\n {DREAM_WALK}\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n[unit_type]\n id=Dream Knight\n [base_unit]\n id=Knight\n [/base_unit]\n alignment=chaotic\n hide_help=yes\n do_not_list=yes\n {DREAM_WALK}\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n[unit_type]\n id=Dream Longbowman\n [base_unit]\n id=Longbowman\n [/base_unit]\n alignment=chaotic\n hide_help=yes\n do_not_list=yes\n {DREAM_WALK}\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n[unit_type]\n id=Dream Red Mage\n [base_unit]\n id=Red Mage\n [/base_unit]\n alignment=chaotic\n hide_help=yes\n do_not_list=yes\n {DREAM_WALK}\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n[unit_type]\n id=Dream White Mage\n [base_unit]\n id=White Mage\n [/base_unit]\n alignment=chaotic\n hide_help=yes\n do_not_list=yes\n {DREAM_WALK}\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n[unit_type]\n id=Dream Pikeman\n [base_unit]\n id=Pikeman\n [/base_unit]\n alignment=chaotic\n hide_help=yes\n do_not_list=yes\n {DREAM_WALK}\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n[unit_type]\n id=Dream Shock Trooper\n [base_unit]\n id=Shock Trooper\n [/base_unit]\n alignment=chaotic\n hide_help=yes\n do_not_list=yes\n {DREAM_WALK}\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n[unit_type]\n id=Dream Swordsman\n [base_unit]\n id=Swordsman\n [/base_unit]\n alignment=chaotic\n hide_help=yes\n do_not_list=yes\n {DREAM_WALK}\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n#define AMLA_WINDMAGE\n {AMLA_OPTION_WINDBLADE}\n {AMLA_OPTION_TALYAFLURRY}\n {AMLA_OPTION_WHIRLWIND}\n {AMLA_DEFAULT}\n#enddef\n#define AMLA_OPTION_WINDBLADE\n [advancement]\n max_times=-1\n description=_\"increased physical strength\"\n image=\"units/humans/talya.png\"\n id=amla_melee_windmage\n strict_amla=yes\n [effect]\n apply_to=attack\n name=wind blade\n increase_damage=1\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=40%\n [/effect]\n [/advancement]\n#enddef\n#define AMLA_OPTION_TALYAFLURRY\n [advancement]\n max_times=-1\n description=_\"more flurry hits\"\n image=\"units/humans/talya.png\"\n id=amla_flurry_windmage\n strict_amla=yes\n [effect]\n apply_to=attack\n name=flurry\n increase_attacks=1\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=40%\n [/effect]\n [/advancement]\n#enddef\n#define AMLA_OPTION_WHIRLWIND\n [advancement]\n max_times=-1\n description=_\"stronger whirlwind\"\n image=\"units/humans/talya.png\"\n id=amla_whirl_windmage\n strict_amla=yes\n [effect]\n apply_to=attack\n name=whirlwind\n increase_damage=2\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=40%\n [/effect]\n [/advancement]\n#enddef\n\n#define TALYA_ADVANCEMENT HP_INCREMENT XP_INCREMENT EFFECT_WML VARIATION_NAME\n [advancement]\n max_times=-1\n always_display=yes\n [effect]\n apply_to=hitpoints\n increase_total={HP_INCREMENT}\n increase={HP_INCREMENT}\n [/effect]\n [effect]\n apply_to=max_experience\n increase={XP_INCREMENT}\n [/effect]\n [effect]\n apply_to=variation\n name={VARIATION_NAME}\n [/effect]\n {EFFECT_WML}\n [/advancement]\n#enddef\n\n#define BLITZ_ABILITY VARIANT_NAME\n {TALYA_ADVANCEMENT 0 0 (\n id=talya_blitz_ability\n description= _ \"can attack thrice in a turn\"\n image=\"units/humans/talya.png\"\n [effect]\n apply_to=remove_ability\n [abilities]\n {ABILITY_BLITZ2}\n [/abilities]\n [/effect]\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_BLITZ}\n [/abilities]\n [/effect]\n [effect]\n apply_to=movement\n increase=1\n [/effect]\n [effect]\n apply_to=max_experience\n increase=-100%\n [/effect]\n [effect]\n apply_to=max_experience\n increase=89\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define TALYA_COUNTER VARIANT_NAME\n {TALYA_ADVANCEMENT 0 0 (\n id=talya_counter\n description= _ \"enemies cannot retaliate against wind blade\"\n image=attacks/sword-elven.png\n [effect]\n apply_to=attack\n name=wind blade\n [set_specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_COUNTERSTRIKE}\n mode=replace\n [/set_specials]\n [/effect]\n [effect]\n apply_to=attack\n name=wind blade\n increase_damage=4\n [/effect]\n [effect]\n apply_to=movement\n increase=1\n [/effect]\n [effect]\n apply_to=max_experience\n increase=-100%\n [/effect]\n [effect]\n apply_to=max_experience\n increase=89\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define TALYA_PIERCE VARIANT_NAME\n {TALYA_ADVANCEMENT 0 0 (\n id=talya_pierce\n description= _ \"enemies lose resistance on hit\"\n image=attacks/bow-elven.png\n [effect]\n apply_to=attack\n name=flurry\n [set_specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_PIERCE}\n mode=replace\n [/set_specials]\n [/effect]\n [effect]\n apply_to=movement\n increase=1\n [/effect]\n [effect]\n apply_to=attack\n name=flurry\n increase_attacks=2\n [/effect]\n [effect]\n apply_to=attack\n name=whirlwind\n increase_damage=3\n [/effect]\n [effect]\n apply_to=max_experience\n increase=-100%\n [/effect]\n [effect]\n apply_to=max_experience\n increase=89\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define TALYA_ATTK_BONUS VARIANT_NAME\n {TALYA_ADVANCEMENT 0 100 (\n id=talya_attk\n description= _ \"increased damage\"\n image=attacks/sword-elven.png\n [effect]\n apply_to=attack\n name=wind blade\n increase_damage=2\n [/effect]\n [effect]\n apply_to=attack\n name=flurry\n increase_attacks=2\n [/effect]\n [effect]\n apply_to=attack\n name=whirlwind\n increase_damage=3\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define TALYA_DEF_BONUS VARIANT_NAME\n {TALYA_ADVANCEMENT 8 75 (\n id=talya_def\n description= _ \"increased health and melee damage\"\n image=attacks/heater-shield.png\n [effect]\n apply_to=attack\n name=wind blade\n increase_damage=2\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define TALYA_RESIST_NODMG VARIANT_NAME\n {TALYA_ADVANCEMENT 6 90 (\n id=talya_resist\n description= _ \"gains +10% physical resistance and health\"\n image=attacks/heater-shield.png\n [effect]\n apply_to=resistance\n [resistance]\n blade=-10\n pierce=-10\n impact=-10\n [/resistance]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define TALYA_HEALTH VARIANT_NAME\n {TALYA_ADVANCEMENT 7 90 (\n id=talya_health\n description= _ \"gains +10% fire and cold resistance\"\n image=attacks/heater-shield.png\n [effect]\n apply_to=resistance\n [resistance]\n fire=-10\n cold=-10\n [/resistance]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define TALYA_RESIST_DMG VARIANT_NAME\n {TALYA_ADVANCEMENT 0 110 (\n id=talya_resist_dmg\n description= _ \"gains +10% physical resistance\"\n image=attacks/heater-shield.png\n [effect]\n apply_to=resistance\n [resistance]\n blade=-10\n pierce=-10\n impact=-10\n [/resistance]\n [/effect]\n [effect]\n apply_to=attack\n name=wind blade\n increase_damage=1\n [/effect]\n [effect]\n apply_to=attack\n name=flurry\n increase_attacks=1\n [/effect]\n [effect]\n apply_to=attack\n name=whirlwind\n increase_damage=1\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define TALYA_BASE\n id=Mistral Maiden\n race=human\n gender=female\n name= _ \"Mistral Maiden\"\n image=\"units/humans/talya.png\"\n hitpoints=43\n movement_type=windmage\n movement=6\n experience=80\n level=2\n alignment=neutral\n advances_to=null\n cost=60\n usage=healer\n description= _ \"Of the four 'elemental' magics of fire, water, earth, and air, mastery of the wind is often the most difficult for human magi to attain. It, in of itself, is of less practical use than the other three - the heat of fire wards off the cold winters and lights the dark nights - flows of water heal the wounded and cleanse the body - and towers of earth shelter their denizens and protect the weak from harm. But wind has neither the force of fire nor the sturdiness of earth - it is the element of journey and freedom, of transient life and constant change. Those who have mastered the wind are the wardens of the mystic flows of energy throughout the worlds and are more attuned to their spiritual and telestic natures than other magi.\"\n [abilities]\n {ABILITY_BLITZ2}\n {ABILITY_SKIRMISHER}\n [/abilities]\n {DEFENSE_ANIM \"units/humans/talya.png\" \"units/humans/talya.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n [attack]\n name=wind blade\n description=_\"wind blade\"\n icon=attacks/sword-holy.png\n type=blade\n [specials]\n {WEAPON_SPECIAL_MARKSMAN}\n [/specials]\n range=melee\n damage=6\n number=3\n [/attack]\n [attack]\n name=flurry\n description=_\"flurry\"\n icon=attacks/fireball.png\n type=pierce\n range=ranged\n damage=4\n number=7\n [specials]\n {WEAPON_SPECIAL_MARKSMAN}\n [/specials]\n [/attack]\n [attack]\n name=whirlwind\n description=_\"whirlwind\"\n icon=attacks/fireball.png\n type=impact\n range=ranged\n damage=12\n number=2\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n [/attack]\n {PIERCE \"flurry\"}\n {BLITZ2}\n {BLITZ}\n [attack_anim]\n [filter_attack]\n name=wind blade\n [/filter_attack]\n start_time=-200\n\n [frame]\n image=\"units/humans/talya.png:25\"\n [/frame]\n [frame]\n image=\"units/humans/talya.png:[100,150,50*2]\"\n [/frame]\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -75}\n [frame]\n image=\"units/humans/talya.png:25\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=flurry\n [/filter_attack]\n missile_start_time=-150\n [missile_frame]\n image=\"projectiles-new/flurry[1~3].png:75\"\n image_diagonal=\"projectiles-new/flurry-ne[1~3].png:75\"\n offset=0.5\n [/missile_frame]\n start_time=-225\n [frame]\n image=\"units/humans/talya.png:75\"\n sound=spear.ogg\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=whirlwind\n [/filter_attack]\n missile_start_time=-450\n [missile_frame]\n duration=500\n offset=1.0\n halo=\"projectiles/sand-storm-[1~8].png:40\"\n auto_vflip=no\n [/missile_frame]\n {SOUND:HIT_AND_MISS gust.wav gust.wav -450}\n [frame]\n image=\"units/humans/talya.png:75\"\n [/frame]\n [/attack_anim]\n#enddef\n[unit_type]\n {TALYA_BASE}\n hitpoints=43\n experience=80\n level=2\n [variation]\n {TALYA_BASE}\n hide_help=yes\n variation_id=MM2\n inherit=no\n level=2\n hitpoints=43\n experience=80\n name= _ \"Mistral Maiden\"\n {TALYA_ATTK_BONUS MM3ATTK}\n {TALYA_DEF_BONUS MM3DEF}\n [/variation]\n [variation]\n {TALYA_BASE}\n hide_help=yes\n variation_id=MM3ATTK\n inherit=no\n level=3\n hitpoints=43\n experience=120\n name= _ \"Sky Warden\"\n {TALYA_DEF_BONUS MM3}\n {TALYA_RESIST_NODMG MM3}\n [/variation]\n [variation]\n {TALYA_BASE}\n hide_help=yes\n variation_id=MM3DEF\n inherit=no\n level=3\n hitpoints=43\n experience=120\n name= _ \"Sky Warden\"\n {TALYA_ATTK_BONUS MM3}\n {TALYA_RESIST_DMG MM3}\n [/variation]\n [variation]\n {TALYA_BASE}\n hide_help=yes\n variation_id=MM3\n inherit=no\n level=3\n hitpoints=43\n experience=150\n name= _ \"Sky Warden\"\n {TALYA_RESIST_NODMG MM4}\n {TALYA_HEALTH MM4}\n [/variation]\n\n [variation]\n {TALYA_BASE}\n hide_help=yes\n variation_id=MM4\n inherit=no\n level=4\n hitpoints=43\n experience=200\n name= _ \"Aetherial Sylph\"\n {TALYA_COUNTER MMFINAL}\n {TALYA_PIERCE MMFINAL}\n {BLITZ_ABILITY MMFINAL}\n [/variation]\n [variation]\n {TALYA_BASE}\n hide_help=yes\n variation_id=MMFINAL\n inherit=no\n level=4\n hitpoints=43\n experience=100\n name= _ \"Aetherial Sylph\"\n {AMLA_WINDMAGE}\n [/variation]\n[/unit_type]"} {"text": "#textdomain wesnoth-units\n[unit_type]\n id=Prison Guard\n name= _ \"Prison Guard\"\n race=human\n image=\"units/human-loyalists/royalguard.png\"\n profile=\"portraits/humans/royal-guard.png\"\n hitpoints=63\n movement_type=smallfoot\n movement=5\n experience=100\n level=2\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=43\n usage=fighter\n description= _ \"\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/human-loyalists/royalguard-defend-2.png\" \"units/human-loyalists/royalguard-defend-1.png\" {SOUND_LIST:HUMAN_HIT} }\n [resistance]\n blade=80\n impact=80\n [/resistance]\n [portrait]\n size=400\n side=\"left\"\n mirror=\"false\"\n image=\"portraits/humans/transparent/royal-guard.png\"\n [/portrait]\n [portrait]\n size=400\n side=\"right\"\n mirror=\"true\"\n image=\"portraits/humans/transparent/royal-guard.png\"\n [/portrait]\n [attack]\n name=sword\n description=_\"longsword\"\n icon=attacks/greatsword-human.png\n type=blade\n range=melee\n damage=13\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n start_time=-300\n [frame]\n image=\"units/human-loyalists/royalguard.png:50\"\n offset=0.0~0.1\n [/frame]\n [frame]\n image=\"units/human-loyalists/royalguard-defend-1.png:50\"\n offset=0.1~0.15\n [/frame]\n [frame]\n image=\"units/human-loyalists/royalguard-attack-sword[1~5].png:[100,75,100,50,75]\"\n offset=0.15~0.35:100,0.35~0.45:75,0.45~0.5:100,0.5:20,0.5~0.4:30,0.4~0.2:75\n [/frame]\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}\n [frame]\n image=\"units/human-loyalists/royalguard.png:75\"\n offset=0.2~0.0\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n[unit_type]\n id=Ashen Wose\n name= _ \"Ashen Wose\"\n race=undead\n\timage=\"units/undead/soulless-wose.png\"\n {TRAIT_FEARLESS_MUSTHAVE}\n hitpoints=51\n movement_type=treefolk\n movement=4\n experience=50\n level=-1\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=13\n usage=fighter\n description= _ \"\"\n [resistance]\n arcane=50\n\t\tcold=30\n\t\tblade=70\n [/resistance]\n [attack]\n name=crush\n description=_\"crush\"\n icon=attacks/touch-zombie.png\n type=impact\n range=melee\n damage=13\n number=2\n [specials]\n {WEAPON_SPECIAL_CHAOS}\n [/specials]\n [/attack]\n\t\n die_sound=wose-die.ogg\n {DEFENSE_ANIM \"units/undead/soulless-wose-defend.png\" \"units/undead/soulless-wose.png\" wose-hit.ogg }\n [death]\n start_time=0\n [frame]\n image=\"units/undead/soulless-wose-die-[1~4].png:150,units/undead/soulless-die-[5~10].png:150\"\n [/frame]\n [/death]\n\t[attack_anim]\n [filter_attack]\n name=crush\n [/filter_attack]\n\t\tdirection=s\n start_time=-500\n {SOUND:HIT_AND_MISS wose-attack.ogg wose-miss.ogg -500}\n [frame]\n image=\"units/undead/soulless-wose-attack-s.png:400\"\n [/frame]\n [/attack_anim]\n\t[attack_anim]\n [filter_attack]\n name=crush\n [/filter_attack]\n\t\tdirection=n\n start_time=-500\n {SOUND:HIT_AND_MISS wose-attack.ogg wose-miss.ogg -500}\n [frame]\n image=\"units/undead/soulless-wose-attack-n.png:400\"\n [/frame]\n [/attack_anim]\n\t[attack_anim]\n [filter_attack]\n name=crush\n [/filter_attack]\n\t\tdirection=se,sw,ne,nw\n start_time=-500\n {SOUND:HIT_AND_MISS wose-attack.ogg wose-miss.ogg -500}\n [frame]\n image=\"units/undead/soulless-wose-attack.png:400\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-units\n[unit_type]\n id=Black Spirit\n name= _ \"Black Spirit\"\n race=undead\n image=\"units/undead/ghost-s-2.png\"\n profile=portraits/undead/ghost.png\n hitpoints=20\n movement_type=undeadspirit\n movement=5\n experience=50\n level=1\n alignment=chaotic\n advances_to=null\n\t{AMLA_DEFAULT}\n cost=21\n usage=scout\n hide_help=true\n description= _ \"The dream world is a strange one, in which imagination may become reality and the arcane plane may become one with the physical. Even the most inexperienced at manipulating this reality often find that they may manifest their thoughts into a semi-sentient being, one that may or may not be easily controlled, depending on the creator's willpower and affinity for arcane energies.\"\n die_sound=wail-long.wav\n [portrait]\n size=400\n side=\"left\"\n mirror=\"false\"\n image=\"portraits/undead/transparent/ghost.png\"\n [/portrait]\n [portrait]\n size=400\n side=\"right\"\n mirror=\"true\"\n image=\"portraits/undead/transparent/ghost.png\"\n [/portrait]\n [defend]\n start_time=-126\n [if]\n hits=hit\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n\n hit_sound_start_time=-25\n [hit_sound_frame]\n sound=wail-sml.wav\n [/hit_sound_frame]\n [/if]\n [else]\n hits=kill\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n [/else]\n [else]\n hits=miss\n offset=0.0~-0.1:126,-0.1~0.0:126\n alpha=0.8~0.25:126,0.25~0.8:126\n [/else]\n [if]\n direction=s,se,sw\n [frame]\n image=units/undead/ghost-s-2.png:1,units/undead/ghost-s-attack-1.png:250,units/undead/ghost-s-2.png:1\n [/frame]\n [/if]\n [else]\n direction=n,ne,nw\n [frame]\n image=units/undead/ghost-n-2.png:1,units/undead/ghost-n-attack-1.png:250,units/undead/ghost-n-2.png:1\n [/frame]\n [/else]\n [/defend]\n\t[resistance]\n\t\tblade=70\n\t\timpact=70\n\t\tpierce=70\n\t\tarcane=50\n [/resistance]\n\t[defense]\n impassable=50\n [/defense]\n [attack]\n name=touch\n description=_\"touch\"\n icon=attacks/touch-undead.png\n type=impact\n range=melee\n damage=7\n number=3\n [/attack]\n [attack]\n name=wail\n description=_\"wail\"\n type=impact\n range=ranged\n damage=6\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=wail\n [/filter_attack]\n {MISSILE_FRAME_WAIL}\n start_time=-200\n\n [if]\n direction=s,se,sw\n [frame]\n image=\"units/undead/ghost-s-2.png:25\"\n [/frame]\n [frame]\n image=\"units/undead/ghost-s-attack-[1,2,1].png:[75,150,75]\"\n [/frame]\n [frame]\n image=\"units/undead/ghost-s-2.png:25\"\n [/frame]\n [/if]\n [else]\n direction=n,ne,nw\n [frame]\n image=\"units/undead/ghost-n-2.png:25\"\n [/frame]\n [frame]\n image=\"units/undead/ghost-n-attack-[1,2,1].png:[75,150,75]\"\n [/frame]\n [/else]\n attack_sound_start_time=-100\n [attack_sound_frame]\n sound=wail-sml.wav\n [/attack_sound_frame]\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=touch\n [/filter_attack]\n start_time=-500\n offset=0.0~1.0:425,0.0:225\n alpha=0.8~0.0:425,0.0~0.8:225\n\n [if]\n direction=s,se,sw\n [frame]\n image=\"units/undead/ghost-s-2.png:25\"\n [/frame]\n [frame]\n image=\"units/undead/ghost-s-attack-[1~3,2,1].png:[175*2,100,75*2]\"\n [/frame]\n [frame]\n image=\"units/undead/ghost-s-2.png:25\"\n [/frame]\n [/if]\n [else]\n direction=n,ne,nw\n [frame]\n image=\"units/undead/ghost-n-2.png:25\"\n [/frame]\n [frame]\n image=\"units/undead/ghost-n-attack-[1~3,2,1].png:[175*2,100,75*2]\"\n [/frame]\n [frame]\n image=\"units/undead/ghost-n-2.png:25\"\n [/frame]\n [/else]\n\n attack_sound_start_time=-126\n [attack_sound_frame]\n duration=1\n [/attack_sound_frame]\n [attack_sound_frame]\n sound=wail-sml.wav\n [/attack_sound_frame]\n [/attack_anim]\n\n [standing_anim]\n direction=s,se,sw\n start_time=0\n alpha=0.8~0.4:1400,0.4~0.6:600,0.6~0.4:600,0.4~0.8:1400\n [frame]\n image=\"units/undead/ghost-s-[2,1~3,2,1~3,2,1~3,2,1~3].png:250\"\n [/frame]\n [/standing_anim]\n [standing_anim]\n direction=n,ne,nw\n start_time=0\n alpha=0.8~0.4:1400,0.4~0.6:600,0.6~0.4:600,0.4~0.8:1400\n [frame]\n image=\"units/undead/ghost-n-[2,1~3,2,1~3,2,1~3,2,1~3].png:250\"\n [/frame]\n [/standing_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n[unit_type]\n id=Phantasm1\n name= _ \"Phantasm\"\n race=undead\n image=\"units/undead/wraith-s.png\"\n profile=portraits/undead/wraith.png\n hitpoints=35\n movement_type=undeadspirit\n movement=7\n experience=100\n level=2\n alignment=chaotic\n advances_to=null\n hide_help=true\n\t{AMLA_DEFAULT}\n cost=38\n usage=scout\n description= _ \"\"\n [portrait]\n size=400\n side=\"left\"\n mirror=\"false\"\n image=\"portraits/undead/transparent/wraith.png\"\n [/portrait]\n [portrait]\n size=400\n side=\"right\"\n mirror=\"true\"\n image=\"portraits/undead/transparent/wraith.png\"\n [/portrait]\n [attack]\n name=baneblade\n description=_\"baneblade\"\t# wmllint: no spellcheck (until name->id)\n type=blade\n range=melee\n damage=9\n number=4\n [specials]\n {WEAPON_SPECIAL_TERROR}\n [/specials]\n [/attack]\n [standing_anim]\n start_time=0\n alpha=0.8~0.4:1100,0.4~0.6:450,0.6~0.4:450,0.4~0.8:1100\n [frame]\n image=\"units/undead/wraith-s-[1~4,1~4,1~4,1~4].png:200\"\n [/frame]\n [/standing_anim]\n [defend]\n start_time=-126\n [if]\n hits=hit\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n\n hit_sound_start_time=-25\n [hit_sound_frame]\n sound=wail-sml.wav\n [/hit_sound_frame]\n [/if]\n [else]\n hits=kill\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n [/else]\n [else]\n hits=miss\n offset=0.0~-0.1:126,-0.1~0.0:126\n alpha=0.8~0.25:126,0.25~0.8:126\n [/else]\n [frame]\n image=units/undead/wraith-s-2.png:1,units/undead/wraith-s-attack-1.png:250,units/undead/wraith-s-2.png:1\n [/frame]\n [/defend]\n\n [attack_anim]\n [filter_attack]\n name=baneblade\n [/filter_attack]\n alpha=0.8~0.5:126,0.5~0.8:126\n offset=0.0~0.3,0.3~0.45,0.45~0.3,0.3~0.0\n start_time=-250\n [frame]\n image=\"units/undead/wraith-s-attack-[1~5].png:[150,100*2,90,80]\"\n [/frame]\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -200}\n [frame]\n image=\"units/undead/wraith-s-defend-1.png:50\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n[unit_type]\n id=Phantasm2\n name= _ \"Phantasm\"\n race=undead\n image=\"units/undead/shadow-s-2.png\"\n profile=portraits/undead/shadow.png\n hitpoints=33\n movement_type=undeadspirit\n movement=7\n experience=100\n level=2\n alignment=chaotic\n advances_to=null\n hide_help=true\n\t{AMLA_DEFAULT}\n cost=38\n usage=scout\n description= _ \"\"\n [portrait]\n size=400\n side=\"left\"\n mirror=\"false\"\n image=\"portraits/undead/transparent/shadow.png\"\n [/portrait]\n [portrait]\n size=400\n side=\"right\"\n mirror=\"true\"\n image=\"portraits/undead/transparent/shadow.png\"\n [/portrait]\n [defend]\n start_time=-126\n [if]\n hits=hit\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n hit_sound_start_time=-25\n [hit_sound_frame]\n sound=wail-sml.wav\n [/hit_sound_frame]\n [/if]\n [else]\n hits=kill\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n [/else]\n [else]\n hits=miss\n offset=0.0~-0.1:126,-0.1~0.0:126\n alpha=0.8~0.25:126,0.25~0.8:126\n [/else]\n [if]\n direction=s,se,sw\n [frame]\n image=units/undead/shadow-s-2.png:1,units/undead/shadow-s-attack-1.png:250,units/undead/shadow-s-2.png:1\n [/frame]\n [/if]\n [else]\n direction=n,ne,nw\n [frame]\n image=units/undead/shadow-n-2.png:1,units/undead/shadow-n-attack-1.png:250,units/undead/shadow-n-2.png:1\n [/frame]\n [/else]\n [/defend]\n\n [attack]\n name=claws\n description=_\"claws\"\n type=blade\n icon=attacks/claws-undead.png\n range=melee\n damage=12\n number=3\n [specials]\n {WEAPON_SPECIAL_MARKSMAN}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n start_time=-500\n offset=0.0~1.0:550,0.0:225\n alpha=0.8~0.7:350,0.7~0.0:200,0.0~0.8:225\n direction=n,ne,nw\n\n [if]\n direction=s,se,sw\n [frame]\n image=\"units/undead/shadow-s-2.png:25\"\n [/frame]\n [frame]\n image=\"units/undead/shadow-s-attack-[1~6,2,1].png:[75*2,50*2,75,200,100*2]\"\n [/frame]\n [frame]\n image=\"units/undead/shadow-s-2.png:25\"\n [/frame]\n [/if]\n [else]\n direction=n,ne,nw\n [frame]\n image=\"units/undead/shadow-s-2.png:25\"\n [/frame]\n [frame]\n image=\"units/undead/shadow-s-attack-[1~6,2,1].png:[75*2,50*2,75,200,100*2]\"\n [/frame]\n [frame]\n image=\"units/undead/shadow-s-2.png:25\"\n [/frame]\n [/else]\n attack_sound_start_time=-325\n [attack_sound_frame]\n duration=50\n sound=wail-sml.wav\n [/attack_sound_frame]\n [if]\n hits=yes\n [attack_sound_frame]\n sound=claws.ogg\n [/attack_sound_frame]\n [/if]\n [else]\n hits=no\n [attack_sound_frame]\n sound={SOUND_LIST:MISS}\n [/attack_sound_frame]\n [/else]\n [/attack_anim]\n\n [standing_anim]\n direction=s,se,sw\n start_time=0\n alpha=0.8~0.4:1400,0.4~0.6:600,0.6~0.4:600,0.4~0.8:1400\n [frame]\n image=\"units/undead/shadow-s-[2,1~3,2,1~3,2,1~3,2,1~3].png:250\"\n [/frame]\n [/standing_anim]\n [standing_anim]\n direction=n,ne,nw\n start_time=0\n alpha=0.8~0.4:1400,0.4~0.6:600,0.6~0.4:600,0.4~0.8:1400\n [frame]\n image=\"units/undead/shadow-n-[2,1~3,2,1~3,2,1~3,2,1~3].png:250\"\n [/frame]\n [/standing_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n#define ABILITY_IRON_BLOOD\n [resistance]\n id=iron_blood\n apply_to=blade,impact,pierce\n add=20\n max_value=90\n name= _ \"iron blood\"\n female_name= _ \"female^iron blood\"\n description= _ \"This unit\u2019s physical resistances are increased by 20% when defending.\"\n affect_self=yes\n active_on=defense\n [/resistance]\n#enddef\n\n#define ABILITY_INFUSE_HEALING3\n [heals]\n value=3\n id=healing\n affect_allies=yes\n name= _ \"infuse\"\n female_name= _ \"female^infuse\"\n description= _ \"A unit cared for by this healer may heal up to 3 HP per turn or be cured of poison.\"\n affect_self=yes\n poison=cured\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [/affect_adjacent]\n [/heals]\n#enddef\n\n#define ABILITY_INFUSE_HEALING6\n [heals]\n value=6\n id=healing\n affect_allies=yes\n name= _ \"infuse\"\n female_name= _ \"female^infuse\"\n description= _ \"A unit cared for by this healer may heal up to 6 HP per turn or be cured of poison.\"\n affect_self=yes\n poison=cured\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [/affect_adjacent]\n [/heals]\n#enddef\n\n#define ABILITY_INFUSE_HEALING9\n [heals]\n value=9\n id=healing\n affect_allies=yes\n name= _ \"infuse\"\n female_name= _ \"female^infuse\"\n description= _ \"A unit cared for by this healer may heal up to 9 HP per turn or be cured of poison.\"\n affect_self=yes\n poison=cured\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [/affect_adjacent]\n [/heals]\n#enddef\n\n#define ABILITY_INFUSE3\n {ABILITY_UNPOISON}\n {ABILITY_INFUSE_HEALING3}\n#enddef\n\n#define ABILITY_INFUSE6\n {ABILITY_UNPOISON}\n {ABILITY_INFUSE_HEALING6}\n#enddef\n\n#define ABILITY_INFUSE9\n {ABILITY_UNPOISON}\n {ABILITY_INFUSE_HEALING9}\n#enddef\n\n#define WEAPON_SPECIAL_SOUL_SIPHON\n [dummy]\n id=soul_siphon\n name= _ \"reap\"\n name_inactive= _ \"reap\"\n description= _ \"A portion of the damage dealt by this attack is converted into healing energy and spread among nearby allies.\"\n description_inactive= _ \"A portion of the damage dealt by this attack is converted into healing energy and spread among nearby allies.\"\n [/dummy]\n#enddef\n\n#define SOUL_SIPHON WEAPON FACTOR\n [event]\n name=attacker_hits\n first_time_only=no\n [filter_attack]\n name={WEAPON}\n special_id=soul_siphon\n [/filter_attack]\n [store_unit]\n [filter]\n [filter_adjacent]\n x,y=$x1,$y1\n is_enemy=no\n [/filter_adjacent]\n [not]\n x,y=$x2,$y2\n [/not]\n [/filter]\n variable=ally\n [/store_unit]\n {VARIABLE counter 0}\n {VARIABLE heal_health $damage_inflicted}\n {VARIABLE_OP heal_health divide {FACTOR}}\n [for]\n array=ally\n [do]\n {VARIABLE_OP counter add 1}\n [/do]\n [/for]\n [if]\n [variable]\n name=counter\n greater_than=0\n [/variable]\n [then]\n {VARIABLE_OP heal_health divide $counter}\n [/then]\n [/if]\n [for]\n array=ally\n [do]\n [heal_unit]\n [filter]\n x,y=$ally[$i].x,$ally[$i].y\n [/filter]\n amount=$heal_health\n animate=yes\n restore_statuses=no\n [/heal_unit]\n [/do]\n [/for]\n {CLEAR_VARIABLE heal_health}\n {CLEAR_VARIABLE counter}\n {CLEAR_VARIABLE ally}\n [/event]\n [event]\n name=defender hits\n first_time_only=no\n [filter_second_attack]\n special_id=soul_siphon\n [/filter_second_attack]\n [store_unit]\n [filter]\n [filter_adjacent]\n x,y=$x2,$y2\n is_enemy=no\n [/filter_adjacent]\n [not]\n x,y=$x1,$y1\n [/not]\n [/filter]\n variable=ally\n [/store_unit]\n {VARIABLE counter 0}\n {VARIABLE heal_health $damage_inflicted}\n {VARIABLE_OP heal_health divide {FACTOR}}\n [for]\n array=ally\n [do]\n {VARIABLE_OP counter add 1}\n [/do]\n [/for]\n [if]\n [variable]\n name=counter\n greater_than=0\n [/variable]\n [then]\n {VARIABLE_OP heal_health divide $counter}\n [/then]\n [/if]\n [for]\n array=opp\n [do]\n [heal_unit]\n [filter]\n x,y=$ally[$i].x,$ally[$i].y\n [/filter]\n amount=$heal_health\n animate=yes\n restore_statuses=no\n [/heal_unit]\n [/do]\n [/for]\n {CLEAR_VARIABLE heal_health}\n {CLEAR_VARIABLE counter}\n {CLEAR_VARIABLE ally}\n [/event]\n#enddef\n\n#define WEAPON_SPECIAL_MALEFICE\n [dummy]\n id=malefice\n name= _ \"malefice\"\n description= _ \"When this attack kills a unit (level 3 and above), it gains 1 damage. Does not work against Undead and Demons.\"\n [/dummy]\n#enddef\n\n#define MALEFICE\n [event]\n id=special_malefice_die\n name=die\n first_time_only=no\n\n [filter]\n level=3\n [not]\n race=undead,demon,elemental,magical\n [/not]\n [or]\n level=4\n [not]\n race=undead,demon,elemental,magical\n [/not]\n [/or]\n [or]\n level=5\n [not]\n race=undead,demon,elemental,magical\n [/not]\n [/or]\n [or]\n level=6\n [not]\n race=undead,demon,elemental,magical\n [/not]\n [/or]\n [or]\n level=7\n [not]\n race=undead,demon,elemental,magical\n [/not]\n [/or]\n [and]\n [not]\n race=undead,demon,elemental,magical\n [/not]\n [/and]\n [/filter]\n\n [filter_second_attack]\n special_id=malefice\n [/filter_second_attack]\n\n [store_unit]\n [filter]\n x,y=$x2,$y2\n [/filter]\n [not]\n x,y=$x1,$y1\n [/not]\n [/store_unit]\n\n [object]\n [filter]\n x,y=$x2,$y2\n [/filter]\n duration=forever\n silent=yes\n [effect]\n apply_to=attack\n special_id=malefice\n increase_damage=1\n [/effect]\n [/object]\n [/event]\n#enddef\n\n#define WEAPON_SPECIAL_AGONY\n [damage]\n id=agony\n name= _ \"agony\"\n name_inactive= _ \"agony\"\n description= _ \"The immense pain resulting from this attack causes enemies to deal 30% less damage.\"\n description_inactive= _ \"The immense pain resulting from this attack causes enemies to deal 30% less damage.\"\n apply_to=opponent\n multiply=0.7\n [/damage]\n#enddef\n\n#define ABILITY_STRUT\n [dummy]\n id=strut\n name= _ \"strut\"\n name_inactive= _ \"strut\"\n description= _ \"Adjacent undead units gain 2 extra movement points on each new turn.\"\n description_inactive= _ \"Adjacent undead units gain 2 extra movement points on each new turn.\"\n [/dummy]\n#enddef\n\n#define STRUT\n [event]\n name=turn refresh\n first_time_only=no\n [store_unit]\n [filter]\n race=undead\n [filter_adjacent]\n ability=strut\n is_enemy=no\n [/filter_adjacent]\n [/filter]\n variable=fast_unit\n [/store_unit]\n [for]\n array=fast_unit\n [do]\n {VARIABLE_OP fast_unit[$i].moves add 2}\n\n [unstore_unit]\n variable=fast_unit[$i]\n find_vacant=no\n [/unstore_unit]\n [/do]\n [/for]\n {CLEAR_VARIABLE fast_unit}\n [/event]\n#enddef\n\n#define ABILITY_TRANSFUSION\n [dummy]\n id=transfusion\n name= _ \"transfusion\"\n name_inactive= _ \"transfusion\"\n description= _ \"This unit deals damage to nearby enemies on each new turn and heals for the damage dealt.\"\n description_inactive= _ \"This unit deals damage to nearby enemies on each new turn and heals for the damage dealt.\"\n [/dummy]\n#enddef\n\n#define TRANSFUSION\n [event]\n name=new turn\n first_time_only=no\n\n [store_unit]\n [filter]\n [filter_adjacent]\n ability=transfusion\n is_enemy=yes\n [/filter_adjacent]\n [/filter]\n variable=opp\n [/store_unit]\n [store_unit]\n [filter]\n ability=transfusion\n [/filter]\n variable=tunit\n [/store_unit]\n {VARIABLE counter 0}\n [for]\n array=opp\n [do]\n {VARIABLE_OP counter add 1}\n [/do]\n [/for]\n [for]\n array=opp\n [do]\n [harm_unit]\n [filter]\n x,y=$opp[$i].x,$opp[$i].y\n [/filter]\n fire_event=yes\n animate=yes\n amount=6\n delay=25\n [/harm_unit]\n [if]\n [have_unit]\n x,y=$opp[$i].x,$opp[$i].y\n [/have_unit]\n [else]\n {VARIABLE exp $opp[$i].level}\n {VARIABLE_OP exp multiply 8}\n {VARIABLE_OP tunit.experience add $exp}\n {CLEAR_VARIABLE exp}\n [unstore_unit]\n variable=tunit\n find_vacant=no\n [/unstore_unit]\n [/else]\n [/if]\n [/do]\n [/for]\n {VARIABLE_OP counter multiply 6}\n [heal_unit]\n [filter]\n ability=transfusion\n [/filter]\n amount=$counter\n animate=yes\n [/heal_unit]\n {CLEAR_VARIABLE opp}\n {CLEAR_VARIABLE tunit}\n {CLEAR_VARIABLE counter}\n [/event]\n#enddef\n\n#define ABILITY_IRON_WARDEN\n [dummy]\n id=iron warden\n name= _ \"iron warden\"\n name_inactive= _ \"iron warden\"\n description= _ \"When nearby allies are attacked by physical attacks, they heal for 30% of the damage dealt and return damage equal to the amount healed.\"\n description_inactive= _ \"When nearby allies are attacked by physical attacks, they heal for 30% of the damage dealt and return damage equal to the amount healed.\"\n [/dummy]\n#enddef\n\n#define IRON_WARDEN FACTOR\n [event]\n name=attacker_hits\n first_time_only=no\n\n [filter_attack]\n type=blade,impact,pierce\n [/filter_attack]\n\n [filter_second]\n [filter_adjacent]\n ability=iron warden\n is_enemy=no\n [/filter_adjacent]\n [/filter_second]\n\n [store_unit]\n [filter]\n x,y=$x2,$y2\n [filter_adjacent]\n ability=iron warden\n is_enemy=no\n [/filter_adjacent]\n [/filter]\n variable=shielded\n [/store_unit]\n [store_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n variable=opp\n [/store_unit]\n\n {VARIABLE heal_health $damage_inflicted}\n {VARIABLE_OP heal_health divide {FACTOR}}\n [if]\n [variable]\n name=second_unit.hitpoints\n greater_than=0\n [/variable]\n [then]\n [for]\n array=shielded\n [do]\n [heal_unit]\n [filter]\n x,y=$shielded[$i].x,$shielded[$i].y\n [/filter]\n amount=$heal_health\n animate=yes\n restore_statuses=no\n [/heal_unit]\n [/do]\n [/for]\n\n [harm_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n amount=$heal_health\n animate=yes\n fire_event=yes\n [/harm_unit]\n [/then]\n [/if]\n\n [if]\n [have_unit]\n x,y=$x1,$y1\n [/have_unit]\n [else]\n {VARIABLE exp $opp.level}\n {VARIABLE_OP exp multiply 8}\n {VARIABLE_OP second_unit.experience add $exp}\n {CLEAR_VARIABLE exp}\n [unstore_unit]\n variable=second_unit\n find_vacant=no\n [/unstore_unit]\n [/else]\n [/if]\n\n {CLEAR_VARIABLE opp}\n {CLEAR_VARIABLE heal_health}\n {CLEAR_VARIABLE shielded}\n [/event]\n#enddef\n"} {"text": "#textdomain wesnoth-Genesis\n\n#define WEAPON_SPECIAL_MIRRORFORCE\n [dummy]\n id=mirrorforce\n name= _ \"mirror force\"\n name_inactive= _ \"mirror force\"\n description= _ \"This attack reflects 50% of all damage.\"\n description_inactive= _ \"This attack reflects 50% of all damage.\"\n [/dummy]\n#enddef\n#define MIRRORFORCE\n [event]\n name=attacker hits\n first_time_only=no\n [filter_second_attack]\n special_id=mirrorforce\n [/filter_second_attack]\n [if]\n [variable]\n name=second_unit.hitpoints\n greater_than=1\n [/variable]\n [then]\n {VARIABLE_OP damage_inflicted multiply 0.5}\n [heal_unit]\n [filter]\n x,y=$x2,$y2\n [/filter]\n amount=$damage_inflicted\n animate=no\n restore_statuses=no\n [/heal_unit]\n [harm_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n kill=no\n amount=$damage_inflicted\n animate=no\n restore_statuses=no\n [/harm_unit]\n [/then]\n [/if]\n [/event]\n [event]\n name=defender hits\n first_time_only=no\n [filter_attack]\n special_id=mirrorforce\n [/filter_attack]\n [if]\n [variable]\n name=unit.hitpoints\n greater_than=1\n [/variable]\n [then]\n {VARIABLE_OP damage_inflicted multiply 0.5}\n [heal_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n amount=$damage_inflicted\n animate=no\n restore_statuses=no\n [/heal_unit]\n [harm_unit]\n [filter]\n x,y=$x2,$y2\n [/filter]\n kill=no\n amount=$damage_inflicted\n animate=no\n restore_statuses=no\n [/harm_unit]\n [/then]\n [/if]\n [/event]\n#enddef\n\n#define ABILITY_DREAMWALK\n [dummy]\n id=dreamwalk\n name= _ \"dreamwalk\"\n name_inactive= _ \"dreamwalk\"\n description= _ \"This unit heals 20% of its missing health a turn and can generate copies of itself.\"\n description_inactive= _ \"This unit heals 20% of its missing health a turn and can generate copies of itself.\"\n [/dummy]\n#enddef\n\n#define ABILITY_DREAMWEAVE\n [dummy]\n id=dreamweave\n name= _ \"dreamweave\"\n name_inactive= _ \"dreamweave\"\n description= _ \"This unit generates a copy of each adjacent unit on each turn.\"\n description_inactive= _ \"This unit generates a copy of each adjacent unit on each turn.\"\n [/dummy]\n#enddef\n\n#define ABILITY_NOCTURNE\n [dummy]\n id=nocturne\n name= _ \"nocturne\"\n female_name= _ \"female^nocturne\"\n description= _ \"This unit generates a copy of nearby units (within a radius of 3) on each turn.\"\n description_inactive= _ \"This unit generates a copy of nearby (within a radius of 3) units on each turn.\"\n [/dummy]\n#enddef\n\n#define WEAPON_SPECIAL_MIRROR\n [dummy]\n id=mirror\n name= _ \"mirror\"\n name_inactive= _ \"mirror\"\n description= _ \"This attack copies the attack used against it.\"\n description_inactive= _ \"This attack copies the attack used against it.\"\n [/dummy]\n#enddef\n\n# don't use this one for now, I can't get it to work\n#define MIRROR_DOESNOTWORK\n [event]\n id=mirror_dreamlord1\n name=attack\n first_time_only=no\n [filter_attack]\n special_id=mirror\n [/filter_attack]\n\n [store_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n variable=attacker\n [/store_unit]\n [store_unit]\n [filter]\n x,y=$x2,$y2\n [/filter]\n variable=defender\n [/store_unit]\n\n [set_variable]\n name=defender.image\n value=$attacker.image\n [/set_variable]\n [set_variable]\n name=defender.profile\n value=$attacker.profile\n [/set_variable]\n [set_variable]\n name=defender.small_profile\n value=$attacker.small_profile\n [/set_variable]\n [set_variable]\n name=defender.facing\n value=$attacker.facing\n [/set_variable]\n [set_variable]\n name=defender.advances_to\n value=$attacker.advances_to\n [/set_variable]\n [set_variable]\n name=defender.name\n value=$attacker.name\n [/set_variable]\n [set_variable]\n name=defender.alignment\n value=$attacker.alignment\n [/set_variable]\n [set_variable]\n name=defender.id\n value=$attacker.id\n [/set_variable]\n [set_variable]\n name=defender.race\n value=$attacker.race\n [/set_variable]\n [set_variable]\n name=defender.movement_type\n value=$attacker.movement_type\n [/set_variable]\n [set_variable]\n name=defender.level\n value=$attacker.level\n [/set_variable]\n [set_variable]\n name=defender.side\n value=$attacker.side\n [/set_variable]\n [set_variable]\n name=defender.flying\n value=$attacker.flying\n [/set_variable]\n [set_variable]\n name=defender.gender\n value=$attacker.gender\n [/set_variable]\n [set_variable]\n name=defender.max_experience\n value=$attacker.max_experience\n [/set_variable]\n [set_variable]\n name=defender.experience\n value=$attacker.experience\n [/set_variable]\n [set_variable]\n name=defender.max_hitpoints\n value=$attacker.max_hitpoints\n [/set_variable]\n [set_variable]\n name=defender.hitpoints\n value=$attacker.hitpoints\n [/set_variable]\n [set_variable]\n name=defender.type\n value=$attacker.type\n [/set_variable]\n\n [set_variable]\n name=attacker_mirror\n value=1\n [/set_variable]\n [set_variable]\n name=defender_mirror\n value=0\n [/set_variable]\n\n [unstore_unit]\n variable=defender\n x,y=$x1,$y1\n [/unstore_unit]\n\n [object]\n take_only_once=no\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=remove_attacks\n [not]\n name=$second_weapon.name\n [/not]\n [/effect]\n [/object]\n\n\n [/event]\n [event]\n name=attack end\n id=mirror_dreamlord_end\n first_time_only=no\n\n [if]\n [variable]\n name=attacker_mirror\n numerical_equals=1\n [/variable]\n [then]\n #[unstore_unit]\n # variable=attacker\n #[/unstore_unit]\n [/then]\n [/if]\n\n# {CLEAR_VARIABLE attacker_mirror}\n# {CLEAR_VARIABLE defender_mirror}\n# {CLEAR_VARIABLE attacker}\n# {CLEAR_VARIABLE defender}\n [/event]\n#enddef\n"} {"text": "#textdomain wesnoth-Genesis\n\n#define IMMOLATE\n [event]\n name=attacker_hits\n first_time_only=no\n [filter_attack]\n special_id=immolate\n [/filter_attack]\n [store_unit]\n [filter]\n [filter_adjacent]\n x,y=$x1,$y1\n is_enemy=yes\n [/filter_adjacent]\n [not]\n x,y=$x2,$y2\n [/not]\n [/filter]\n variable=opp\n [/store_unit]\n [for]\n array=opp\n [do]\n [harm_unit]\n [filter]\n x,y=$opp[$i].x,$opp[$i].y\n [/filter]\n fire_event=yes\n animate=yes\n amount=$damage_inflicted\n damage_type=fire\n delay=25\n [/harm_unit]\n [if]\n [have_unit]\n x,y=$opp[$i].x,$opp[$i].y\n [/have_unit]\n [else]\n {VARIABLE exp $opp[$i].level}\n {VARIABLE_OP exp multiply 8}\n {VARIABLE_OP unit.experience add \"$(max(4, $exp))\"}\n {CLEAR_VARIABLE exp}\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n [/else]\n [/if]\n [/do]\n [/for]\n {CLEAR_VARIABLE opp}\n [/event]\n#enddef\n#define WEAPON_SPECIAL_IMMOLATE\n [dummy]\n id=immolate\n name= _ \"immolate\"\n name_inactive= _ \"immolate\"\n description= _ \"The damage inflicted by this attack will spread to all nearby enemies.\"\n description_inactive= _ \"The damage inflicted by this attack will spread to all nearby enemies.\"\n [/dummy]\n#enddef\n#define WEAPON_SPECIAL_OBLITERATE\n [damage]\n id=obliterate\n name= _ \"obliterate\"\n description= _ \"When used offensively, this attack gains a large amount of damage.\"\n multiply=2.5\n active_on=offense\n [/damage]\n#enddef\n#define ABILITY_STORM_SHIELD\n [dummy]\n id=storm_shield\n name= _ \"storm shield\"\n name_inactive= _ \"storm shield\"\n description= _ \"This unit returns damage when attacked. This damage ignores resistances.\"\n description_inactive= _ \"This unit returns damage when attacked. This damage ignores resistances.\"\n [/dummy]\n#enddef\n#define STORM_SHIELD\n [event]\n name=attacker_hits\n first_time_only=no\n [filter_second]\n ability=storm_shield\n [/filter_second]\n [store_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n variable=self\n [/store_unit]\n [store_unit]\n [filter]\n x,y=$x2,$y2\n [/filter]\n variable=opp\n [/store_unit]\n {VARIABLE stormshield $damage_inflicted}\n {VARIABLE_OP stormshield multiply 0.67}\n [harm_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n fire_event=yes\n animate=yes\n amount=$stormshield\n delay=100\n [/harm_unit]\n [if]\n [have_unit]\n x,y=$x1,$y1\n [/have_unit]\n [else]\n {VARIABLE exp $self.level}\n {VARIABLE_OP exp multiply 8}\n {VARIABLE_OP opp.experience add \"$(max(4, $exp))\"}\n {CLEAR_VARIABLE exp}\n [unstore_unit]\n variable=opp\n find_vacant=no\n [/unstore_unit]\n [/else]\n [/if]\n {CLEAR_VARIABLE opp}\n {CLEAR_VARIABLE self}\n {CLEAR_VARIABLE stormshield}\n [/event]\n#enddef\n#define ABILITY_FIRE_SHIELD\n [dummy]\n id=fire_shield\n name= _ \"fire shield\"\n name_inactive= _ \"fire shield\"\n description= _ \"This unit returns fire damage when attacked by melee attacks.\"\n description_inactive= _ \"This unit returns fire damage when attacked by melee attacks.\"\n [/dummy]\n#enddef\n#define FIRE_SHIELD\n [event]\n name=attacker_hits\n first_time_only=no\n [filter_second]\n ability=fire_shield\n [/filter_second]\n [store_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n variable=self\n [/store_unit]\n [store_unit]\n [filter]\n x,y=$x2,$y2\n [/filter]\n variable=opp\n [/store_unit]\n {VARIABLE fireshield $damage_inflicted}\n {VARIABLE_OP fireshield multiply 0.5}\n [harm_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n fire_event=yes\n animate=yes\n amount=$fireshield\n damage_type=fire\n delay=100\n [/harm_unit]\n [if]\n [have_unit]\n x,y=$x1,$y1\n [/have_unit]\n [else]\n {VARIABLE exp $self.level}\n {VARIABLE_OP exp multiply 8}\n {VARIABLE_OP opp.experience add \"$(max(4, $exp))\"}\n {CLEAR_VARIABLE exp}\n [unstore_unit]\n variable=opp\n find_vacant=no\n [/unstore_unit]\n [/else]\n [/if]\n {CLEAR_VARIABLE opp}\n {CLEAR_VARIABLE self}\n {CLEAR_VARIABLE stormshield}\n [/event]\n#enddef\n#define OBLITERATE WEAPON DMG\n [event]\n id=obliterate handler\n name=attacker_hits\n first_time_only=no\n [filter_attack]\n name={WEAPON}\n special_id=obliterate\n [/filter_attack]\n [store_unit]\n [filter]\n x,y=$x2,$y2\n [/filter]\n variable=opp\n [/store_unit]\n {VARIABLE obliterate {DMG}}\n [harm_unit]\n [filter]\n x,y=$x2,$y2\n [/filter]\n fire_event=yes\n animate=yes\n amount=$obliterate\n delay=100\n [/harm_unit]\n [if]\n [have_unit]\n x,y=$x2,$y2\n [/have_unit]\n [else]\n {VARIABLE exp $opp.level}\n {VARIABLE_OP exp multiply 8}\n {VARIABLE_OP unit.experience add \"$(max(4, $exp))\"}\n {CLEAR_VARIABLE exp}\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n [/else]\n [/if]\n {CLEAR_VARIABLE opp}\n {CLEAR_VARIABLE obliterate}\n [/event]\n#enddef\n#define ABILITY_BLESSING_SHARDIA\n [leadership]\n id=blessing_shardia\n value=10\n cumulative=yes\n name= _ \"blessing of shardia\"\n female_name= _ \"female^blessing of shardia\"\n description= _ \"This unit gains 10% damage during the day.\"\n affect_self=yes\n [filter_self]\n [filter_location]\n time_of_day=lawful\n [/filter_location]\n [/filter_self]\n [/leadership]\n#enddef\n#define ABILITY_KINDLE\n [regenerate]\n value=11\n id=kindle\n name= _ \"kindle\"\n female_name= _ \"female^kindle\"\n description= _ \"The unit will heal itself 11 HP per turn. If it is poisoned, it will remove the poison instead of healing.\"\n affect_self=yes\n poison=cured\n [/regenerate]\n#enddef\n#define WEAPON_SPECIAL_INCINERATE\n [damage]\n id=incinerate\n name= _ \"incinerate\"\n description= _ \"When used offensively, this attack gains 50% damage.\"\n multiply=1.5\n active_on=offense\n [/damage]\n#enddef\n"} {"text": "#textdomain wesnoth-Genesis\n\n#define FAERIE_RECRUITS\n recruit=Faerie Sprite,Dusk Faerie,Faerie Shaman,Yousei Briar Maiden,Equipoise Faerie\n#enddef\n\n#define FULL_RECRUIT_LIST\n recruit=Faerie Sprite,Dusk Faerie,Faerie Shaman,Yousei Briar Maiden,Equipoise Faerie,Ghost,Skeleton,Skeleton Archer\n#enddef\n\n#define PLAYER_FAE\n type=Fire Fae\n name= _ \"Esther\"\n id=Esther\n team_name=fae\n user_team_name= _ \"team_name^Fae\"\n controller=human\n canrecruit=yes\n color=green\n#enddef\n\n#define HUMAN_ALLY\n team_name=fae\n user_team_name= _ \"team_name^Humans\"\n color=white\n controller=ai\n#enddef\n\n#define HUMAN_ENEMY\n team_name=humans\n user_team_name= _ \"team_name^Humans\"\n color=white\n controller=ai\n#enddef\n\n#define MONSTER_SIDE\n color=orange\n controller=ai\n team_name=monsters\n user_team_name= _ \"team_name^Monsters\"\n no_leader=yes\n#enddef\n\n#define SPIRIT_ENEMY_SIDE\n controller=ai\n team_name=spirits\n user_team_name= _ \"team_name^Spirits\"\n color=lightblue\n#enddef\n"} {"text": "#textdomain wesnoth-Genesis\n\n#define AMLA_FIRE_FAERIE\n {AMLA_OPTION_FIREFAERIEMELEE}\n {AMLA_OPTION_FIREFAERIERANGED}\n#enddef\n#define AMLA_OPTION_FIREFAERIEMELEE\n [advancement]\n max_times=-1\n description=_\"increased melee damage\"\n image=\"units/faeries-other/dryad.png\"\n id=amla_melee_firefaerie\n strict_amla=yes\n [effect]\n apply_to=attack\n name=fire aura\n increase_damage=1\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=40%\n [/effect]\n [/advancement]\n#enddef\n#define AMLA_OPTION_FIREFAERIERANGED\n [advancement]\n max_times=-1\n description=_\"stronger ranged attacks\"\n image=\"units/faeries-other/dryad.png\"\n id=amla_ranged_firefaerie\n strict_amla=yes\n [effect]\n apply_to=attack\n name=mystic fire\n increase_damage=1\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=40%\n [/effect]\n [/advancement]\n#enddef\n\n#define AMLA_EVENTIDE\n {AMLA_OPTION_EVENTIDEMELEE}\n {AMLA_OPTION_EVENTIDERANGED}\n#enddef\n#define AMLA_OPTION_EVENTIDEMELEE\n [advancement]\n max_times=-1\n description=_\"increased melee damage\"\n image=units/faeries-other/eventide-dancer.png\n id=amla_melee_eventide\n strict_amla=yes\n [effect]\n apply_to=attack\n name=faerie touch\n increase_damage=1\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=25%\n [/effect]\n [/advancement]\n#enddef\n#define AMLA_OPTION_EVENTIDERANGED\n [advancement]\n max_times=-1\n description=_\"stronger ranged attacks\"\n image=units/faeries-other/eventide-dancer.png\n id=amla_ranged_eventide\n strict_amla=yes\n [effect]\n apply_to=attack\n name=forest chill\n increase_damage=2\n heal_full=yes\n [/effect]\n [effect]\n apply_to=attack\n name=shadow wave\n increase_damage=1\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=40%\n [/effect]\n [/advancement]\n#enddef\n\n#define ABILITY_HEAL6\n [heals]\n value=6\n id=healing\n affect_allies=yes\n name= _ \"heals +6\"\n female_name= _ \"female^heals +6\"\n description= _ \"Allows the unit to heal adjacent allied units at the beginning of our turn.\n\nA unit cared for by this healer may heal up to 6 HP per turn, or stop poison from taking effect for that turn.\nA poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure.\"\n affect_self=no\n poison=slowed\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [/affect_adjacent]\n [/heals]\n#enddef\n\n\n#define ABILITY_GUARDIAN_ANGEL1\n [dummy]\n id=guardianangel1\n name= _ \"guardian angel\"\n female_name= _ \"female^guardian angel\"\n description= _ \"Nearby allies (within a radius of 2) have a 20% chance to mitigate half the damage from physical attacks on defense.\"\n [/dummy]\n#enddef\n#define ABILITY_GUARDIAN_ANGEL2\n [dummy]\n id=guardianangel2\n name= _ \"guardian angel\"\n female_name= _ \"female^guardian angel\"\n description= _ \"Nearby allies (within a radius of 2) have a 40% chance to mitigate half the damage from physical attacks on defense.\"\n [/dummy]\n#enddef\n\n#define GUARDIAN_ANGEL TYPE CHANCE FACTOR\n [event]\n name=attacker_hits\n first_time_only=no\n\n [filter_attack]\n type=blade,impact,pierce\n [/filter_attack]\n\n [store_unit]\n [filter]\n x,y=$x2,$y2\n [filter_location]\n radius=2\n [and]\n [filter]\n type={TYPE}\n ability=guardianangel1,guardianangel2\n side=$second_unit.side\n [/filter]\n [/and]\n [/filter_location]\n [/filter]\n variable=shielded\n [/store_unit]\n\n [set_variable]\n name=chance_to_heal\n rand=1..100\n [/set_variable]\n\n {VARIABLE heal_health $damage_inflicted}\n {VARIABLE_OP heal_health divide {FACTOR}}\n [if]\n [variable]\n name=second_unit.hitpoints\n greater_than=0\n [/variable]\n [and]\n [variable]\n name=chance_to_heal\n less_than_equal_to={CHANCE}\n [/variable]\n [/and]\n [then]\n [for]\n array=shielded\n [do]\n [heal_unit]\n [filter]\n x,y=$shielded[$i].x,$shielded[$i].y\n [/filter]\n amount=$heal_health\n animate=yes\n restore_statuses=no\n [/heal_unit]\n [/do]\n [/for]\n [/then]\n [/if]\n {CLEAR_VARIABLE heal_health}\n {CLEAR_VARIABLE shielded}\n {CLEAR_VARIABLE chance_to_heal}\n [/event]\n#enddef\n#define ABILITY_SYLVAN_SPARK\n [regenerate]\n value=5\n id=sylvan_spark\n name= _ \"sylvan spark\"\n description= _ \"While in vegetated terrains, the unit will heal itself 5 hp per turn. If it is poisoned, it will remove the poison instead of healing. Vegetated terrains are forest, great tree, farmland and mushroom grove hexes.\"\n name_inactive= _ \"sylvan spark\"\n description_inactive= _ \"While in vegetated terrains, the unit will heal itself 5 hp per turn. If it is poisoned, it will remove the poison instead of healing. Vegetated terrains are forest, great tree, farmland and mushroom grove hexes.\"\n affect_self=yes\n [filter_self]\n [filter_location]\n terrain=*^F*, *^Uf, *^Ufi, *^Gvs\n [/filter_location]\n [/filter_self]\n poison=cured\n [/regenerate]\n#enddef\n\n#define AMLA_HEALER_FAERIE\n {AMLA_OPTION_HEALERMELEE}\n {AMLA_OPTION_HEALERRANGED}\n#enddef\n#define AMLA_OPTION_HEALERMELEE\n [advancement]\n max_times=-1\n description=_\"increased melee damage\"\n image=attacks/touch-faerie.png\n id=amla_melee_healer\n strict_amla=yes\n [effect]\n apply_to=attack\n name=faerie touch\n increase_damage=1\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=20%\n [/effect]\n [/advancement]\n#enddef\n#define AMLA_OPTION_HEALERRANGED\n [advancement]\n max_times=-1\n description=_\"stronger ranged attacks\"\n image=attacks/entangle.png\n id=amla_ranged_healer\n strict_amla=yes\n [effect]\n apply_to=attack\n name=ensnare\n increase_damage=2\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=35%\n [/effect]\n [/advancement]\n#enddef\n\n#define WEAPON_SPECIAL_WHIPLASH\n [damage]\n id=whiplash\n name= _ \"whiplash\"\n name_inactive= _ \"whiplash\"\n description= _ \"The pain resulting from this attack causes enemies to deal 15% less damage.\"\n description_inactive= _ \"The pain resulting from this attack causes enemies to deal 15% less damage.\"\n apply_to=opponent\n multiply=0.85\n [/damage]\n#enddef\n#define WEAPON_SPECIAL_BLOOM\n [damage]\n id=bloom_display\n name= _ \"bloom\"\n name_inactive= _ \"bloom\"\n description= _ \"This attack gains 1 damage for every adjacent allied unit.\"\n description_inactive= _ \"This attack gains 1 damage for every adjacent allied unit.\"\n apply_to=self\n add=0\n [filter_self]\n [filter_adjacent]\n adjacent=n,ne,se,s,sw,nw\n count=1-6\n is_enemy=no\n [/filter_adjacent]\n [/filter_self]\n [/damage]\n [damage]\n id=bloom1\n name=\n apply_to=self\n add=1\n [filter_self]\n [filter_adjacent]\n adjacent=n,ne,se,s,sw,nw\n count=1\n is_enemy=no\n [/filter_adjacent]\n [/filter_self]\n [/damage]\n [damage]\n id=bloom2\n name=\n apply_to=self\n add=2\n [filter_self]\n [filter_adjacent]\n adjacent=n,ne,se,s,sw,nw\n count=2\n is_enemy=no\n [/filter_adjacent]\n [/filter_self]\n [/damage]\n [damage]\n id=bloom3\n name=\n apply_to=self\n add=3\n [filter_self]\n [filter_adjacent]\n adjacent=n,ne,se,s,sw,nw\n count=3\n is_enemy=no\n [/filter_adjacent]\n [/filter_self]\n [/damage]\n [damage]\n id=bloom4\n name=\n apply_to=self\n add=4\n [filter_self]\n [filter_adjacent]\n adjacent=n,ne,se,s,sw,nw\n count=4\n is_enemy=no\n [/filter_adjacent]\n [/filter_self]\n [/damage]\n [damage]\n id=bloom5\n name=\n apply_to=self\n add=5\n [filter_self]\n [filter_adjacent]\n adjacent=n,ne,se,s,sw,nw\n count=5\n is_enemy=no\n [/filter_adjacent]\n [/filter_self]\n [/damage]\n [damage]\n id=bloom6\n name=\n apply_to=self\n add=6\n [filter_self]\n [filter_adjacent]\n adjacent=n,ne,se,s,sw,nw\n count=6\n is_enemy=no\n [/filter_adjacent]\n [/filter_self]\n [/damage]\n#enddef\n\n#define WEAPON_SPECIAL_BLOSSOM\n [attacks]\n id=blossom\n name= _ \"blossom\"\n description= _ \"On offense, enemies cannot retaliate to this attack.\n\nIf this attack hits, the enemy loses 20% magic resistance for one turn.\n\nIf this attack misses, the enemy's defense is reduced by 20% for the remainder of the turn.\"\n value=0\n cumulative=no\n apply_to=opponent\n active_on=offense\n [/attacks]\n#enddef\n\n#define CHERRY_BLOSSOM\n [event]\n name=attacker_hits\n first_time_only=no\n [filter_attack]\n special_id=blossom\n [/filter_attack]\n [object]\n [filter]\n x,y=$x2,$y2\n [/filter]\n take_only_once=no\n duration=turn\n silent=yes\n [effect]\n apply_to=resistance\n [resistance]\n cold=20\n fire=20\n arcane=20\n [/resistance]\n [/effect]\n [/object]\n [/event]\n [event]\n name=attacker_misses\n first_time_only=no\n [filter_attack]\n special_id=blossom\n [/filter_attack]\n [object]\n [filter]\n x,y=$x2,$y2\n [/filter]\n take_only_once=no\n duration=turn\n silent=yes\n [effect]\n apply_to=defense\n [defense]\n deep_water=20\n shallow_water=20\n reef=20\n swamp_water=20\n flat=20\n sand=20\n forest=20\n hills=20\n mountains=20\n village=20\n castle=20\n cave=20\n unwalkable=20\n impassable=20\n frozen=20\n fungus=20\n [/defense]\n [/effect]\n [/object]\n [/event]\n#enddef\n\n#define ABILITY_BRIAR_ROSE\n [dummy]\n id=briar rose\n name= _ \"briar rose\"\n description= _ \"This unit poisons all nearby enemy units on the start of every new turn. Additionally, enemies that strike this unit with melee attacks are poisoned.\"\n [/dummy]\n#enddef\n\n#define BRIAR_ROSE\n [event]\n name=new turn\n first_time_only=no\n\n [store_unit]\n [filter]\n [filter_adjacent]\n ability=briar rose\n is_enemy=yes\n [/filter_adjacent]\n [/filter]\n variable=opp\n [/store_unit]\n\n [foreach]\n array=opp\n [do]\n [harm_unit]\n [filter]\n x,y=$opp[$i].x,$opp[$i].y\n [/filter]\n fire_event=yes\n animate=yes\n amount=0\n poisoned=yes\n delay=25\n [/harm_unit]\n [/do]\n [/foreach]\n {CLEAR_VARIABLE opp}\n [/event]\n [event]\n name=attacker_hits\n first_time_only=no\n [filter_attack]\n range=melee\n [/filter_attack]\n [filter_second]\n ability=briar rose\n [/filter_second]\n [harm_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n fire_event=yes\n animate=yes\n amount=0\n poisoned=yes\n delay=25\n [/harm_unit]\n [/event]\n#enddef\n\n#define AMLA_YOUSEI\n {AMLA_OPTION_YOUSEIMELEE}\n {AMLA_OPTION_YOUSEIRANGED}\n#enddef\n#define AMLA_TSUBAKI\n {AMLA_OPTION_YOUSEIRADIANT}\n {AMLA_OPTION_YOUSEIVITAL}\n {AMLA_OPTION_YOUSEICHERRY}\n#enddef\n#define AMLA_OPTION_YOUSEIMELEE\n [advancement]\n max_times=-1\n description=_\"increased melee damage\"\n image=attacks/touch-faerie.png\n id=amla_melee_yousei\n strict_amla=yes\n [effect]\n apply_to=attack\n range=melee\n increase_damage=1\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=30%\n [/effect]\n [/advancement]\n#enddef\n#define AMLA_OPTION_YOUSEIRANGED\n [advancement]\n max_times=-1\n description=_\"stronger ranged attacks\"\n image=attacks/thorns.png\n id=amla_ranged_yousei\n strict_amla=yes\n [effect]\n apply_to=attack\n range=ranged\n increase_damage=1\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=30%\n [/effect]\n [/advancement]\n#enddef\n#define AMLA_OPTION_YOUSEIRADIANT\n [advancement]\n max_times=-1\n description=_\"increases radiant bloom's damage\"\n image=attacks/thorns.png\n id=amla_radiant_yousei\n strict_amla=yes\n [effect]\n apply_to=attack\n name=radiant bloom\n increase_damage=1\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=25%\n [/effect]\n [/advancement]\n#enddef\n#define AMLA_OPTION_YOUSEIVITAL\n [advancement]\n max_times=-1\n description=_\"increases vitalizing bloom's damage\"\n image=attacks/thorns.png\n id=amla_vitalizing_yousei\n strict_amla=yes\n [effect]\n apply_to=attack\n name=vitalizing bloom\n increase_damage=1\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=25%\n [/effect]\n [/advancement]\n#enddef\n#define AMLA_OPTION_YOUSEICHERRY\n [advancement]\n max_times=2\n description=_\"increases cherry blossom's strikes\"\n image=attacks/thorns.png\n id=amla_cherry_yousei\n strict_amla=yes\n [effect]\n apply_to=attack\n name=cherry blossom\n increase_attacks=1\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=100%\n [/effect]\n [/advancement]\n#enddef\n\n\n#define WEAPON_SPECIAL_PRECIPITOUS\n [chance_to_hit]\n id=precipitous\n name= _ \"precipitous\"\n description= _ \"This attack always has a 30% chance to hit.\"\n value=30\n cumulative=no\n [/chance_to_hit]\n#enddef\n\n#define ABILITY_EQUILIBRIUM10\n [dummy]\n id=equilibrium_display\n name= _ \"equilibrium\"\n female_name= _ \"female^equilibrium\"\n description= _ \"This unit reduces the negative effects of time of day by 10% on adjacent allied units.\n\nAdjacent lawful units only receive a -15% damage penalty at night and adjacent chaotic units receive a -15% damage penalty during the day.\"\n [/dummy]\n [leadership]\n id=equilibrium10\n name=\n value=10\n cumulative=no\n affect_enemies=no\n [affect_adjacent]\n [filter]\n formula=\"alignment=lawful\"\n [filter_location]\n time_of_day=chaotic\n [/filter_location]\n [/filter]\n [/affect_adjacent]\n [affect_adjacent]\n [filter]\n formula=\"alignment=chaotic\"\n [filter_location]\n time_of_day=lawful\n [/filter_location]\n [/filter]\n [/affect_adjacent]\n [/leadership]\n#enddef\n\n#define ABILITY_EQUILIBRIUM15\n [dummy]\n id=equilibrium_display\n name= _ \"equilibrium\"\n female_name= _ \"female^equilibrium\"\n description= _ \"This unit reduces the negative effects of time of day by 15% on adjacent allied units.\n\nAdjacent lawful units only receive a -10% damage penalty at night and adjacent chaotic units receive a -10% damage penalty during the day.\"\n [/dummy]\n [leadership]\n id=equilibrium15\n name=\n value=15\n cumulative=no\n affect_enemies=no\n [affect_adjacent]\n [filter]\n formula=\"alignment=lawful\"\n [filter_location]\n time_of_day=chaotic\n [/filter_location]\n [/filter]\n [/affect_adjacent]\n [affect_adjacent]\n [filter]\n formula=\"alignment=chaotic\"\n [filter_location]\n time_of_day=lawful\n [/filter_location]\n [/filter]\n [/affect_adjacent]\n [/leadership]\n#enddef\n\n#define ABILITY_EQUILIBRIUM25\n [dummy]\n id=equilibrium_display\n name= _ \"equilibrium\"\n female_name= _ \"female^equilibrium\"\n description= _ \"This unit reduces the negative effects of time of day by 25% on adjacent allied units.\n\nAdjacent lawful units receive no damage penalty at night and adjacent chaotic units receive no damage penalty during the day.\"\n [/dummy]\n [leadership]\n id=equilibrium25\n name=\n value=25\n cumulative=no\n affect_enemies=no\n [affect_adjacent]\n [filter]\n formula=\"alignment=lawful\"\n [filter_location]\n time_of_day=chaotic\n [/filter_location]\n [/filter]\n [/affect_adjacent]\n [affect_adjacent]\n [filter]\n formula=\"alignment=chaotic\"\n [filter_location]\n time_of_day=lawful\n [/filter_location]\n [/filter]\n [/affect_adjacent]\n [/leadership]\n#enddef\n\n#define AMLA_ARBITER\n {AMLA_OPTION_ARBITERMELEE}\n {AMLA_OPTION_ARBITERWHITE}\n {AMLA_OPTION_ARBITERBLACK}\n#enddef\n#define AMLA_OPTION_ARBITERMELEE\n [advancement]\n max_times=-1\n description=_\"increased melee damage\"\n image=attacks/magic-missile.png\n id=amla_melee_arbiter\n strict_amla=yes\n [effect]\n apply_to=attack\n range=melee\n increase_damage=1\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=25%\n [/effect]\n [/advancement]\n#enddef\n#define AMLA_OPTION_ARBITERWHITE\n [advancement]\n max_times=-1\n description=_\"increases white lotus's damage\"\n image=attacks/thorns.png\n id=amla_arbiter_white\n strict_amla=yes\n [effect]\n apply_to=attack\n name=white lotus\n increase_damage=1\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=35%\n [/effect]\n [/advancement]\n#enddef\n#define AMLA_OPTION_ARBITERBLACK\n [advancement]\n max_times=-1\n description=_\"increases black lotus's damage\"\n image=attacks/thorns.png\n id=amla_arbiter_black\n strict_amla=yes\n [effect]\n apply_to=attack\n name=black lotus\n increase_damage=2\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=30%\n [/effect]\n [/advancement]\n#enddef\n"} {"text": "#textdomain wesnoth-Genesis\n\n#define WEAPON_SPECIAL_PIERCE\n [dummy]\n id=pierce\n name= _ \"pierce\"\n name_inactive= _ \"pierce\"\n description= _ \"This attack temporarily reduces physical resistance by 5% on hit.\"\n description_inactive= _ \"This attack temporarily reduces physical resistance by 5% on hit.\"\n [/dummy]\n#enddef\n#define PIERCE WEAPON\n [event]\n\t\tid=pierce handler1\n name=attacker hits\n first_time_only=no\n [filter_attack]\n\t\t\tname={WEAPON}\n\t\t\tspecial_id=pierce\n [/filter_attack]\n\t\t[object]\n\t\t\t[filter]\n\t\t\t\tx,y=$x2,$y2\n\t\t\t[/filter]\n\t\t\ttake_only_once=no\n\t\t\tduration=turn\n\t\t\tsilent=yes\n\t\t\t[effect]\n\t\t\t\tapply_to=resistance\n\t\t\t\t[resistance]\n\t\t\t\t\tblade=5\n\t\t\t\t\tpierce=5\n\t\t\t\t\timpact=5\n\t\t\t\t[/resistance]\n\t\t\t[/effect]\n\t\t[/object]\n\t[/event]\n [event]\n\t\tid=pierce handler2\n name=defender hits\n first_time_only=no\n [filter_second_attack]\n\t\t\tname={WEAPON}\n\t\t\tspecial_id=pierce\n [/filter_second_attack]\n\t\t[object]\n\t\t\t[filter]\n\t\t\t\tx,y=$x1,$y1\n\t\t\t[/filter]\n\t\t\ttake_only_once=no\n\t\t\tduration=turn\n\t\t\tsilent=yes\n\t\t\t[effect]\n\t\t\t\tapply_to=resistance\n\t\t\t\t[resistance]\n\t\t\t\t\tblade=5\n\t\t\t\t\tpierce=5\n\t\t\t\t\timpact=5\n\t\t\t\t[/resistance]\n\t\t\t[/effect]\n\t\t[/object]\n\t[/event]\n#enddef\n\n#define ABILITY_BLITZ2\n [dummy]\n id=blitz2\n name= _ \"blitz\"\n description= _\"This unit can attack twice in one turn.\"\n [/dummy]\n#enddef\n\n#define BLITZ2\n\t[event]\n\t\tname=new turn\n\t\tfirst_time_only=no\n\t\t[if]\n\t\t\t[have_unit]\n\t\t\t\tability=blitz2\n\t\t\t[/have_unit]\n\t\t\t[then]\n\t\t\t\t[modify_unit]\n\t\t\t\t\t[filter]\n\t\t\t\t\t\tability=blitz2\n\t\t\t\t\t[/filter]\n\t\t\t\t\tmax_attacks=2\n\t\t\t\t\tattacks_left=2\n\t\t\t\t[/modify_unit]\n\t\t\t[/then]\n\t\t[/if]\n\t[/event]\n\t[event]\n\t\tname=attack_end\n\t\tfirst_time_only=no\n\t\t[filter]\n\t\t\tability=blitz2\n\t\t\tx,y=$x1,$y1\n\t\t[/filter]\n\t\t[if]\n\t\t\t[have_unit]\n\t\t\t\tability=blitz2\n\t\t\t[/have_unit]\n\t\t\t[then]\n\t\t\t\t[modify_unit]\n\t\t\t\t\t[filter]\n\t\t\t\t\t\tability=blitz2\n\t\t\t\t\t[/filter]\n\t\t\t\t\tmoves=5\n\t\t\t\t[/modify_unit]\n\t\t\t[/then]\n\t\t[/if]\n\t[/event]\n#enddef\n"} {"text": "#textdomain wesnoth-Genesis\n\n#define WEAPON_SPECIAL_DRAIN70\n [drains]\n id=drain70\n value=70\n name= _ \"siphon\"\n description= _ \"This attack draws out small amounts of energy from the enemies it harms.\"\n [/drains]\n#enddef\n\n#define WEAPON_SPECIAL_DRAIN40\n [drains]\n id=drain40\n value=40\n name= _ \"siphon\"\n description= _ \"This attack draws out small amounts of energy from the enemies it harms.\"\n [/drains]\n#enddef\n\n#define WEAPON_SPECIAL_DRAIN30\n [drains]\n id=drain30\n value=30\n name= _ \"siphon\"\n description= _ \"This attack draws out small amounts of energy from the enemies it harms.\"\n [/drains]\n#enddef\n#define ABILITY_NIGHT_HUNTER\n [skirmisher]\n id=night_hunter_skirmish\n name= _ \"night hunter\"\n description= _ \"This unit ignores enemy zones of control and gains an additional 30% damage at night.\"\n affect_self=yes\n [filter_self]\n [filter_location]\n time_of_day=chaotic\n [/filter_location]\n [/filter_self]\n [/skirmisher]\n [leadership]\n id=night_hunter_dmg\n value=30\n cumulative=yes\n affect_self=yes\n [filter_self]\n [filter_location]\n time_of_day=chaotic\n [/filter_location]\n [/filter_self]\n [/leadership]\n#enddef\n#define ABILITY_VOID_WARDEN\n [resistance]\n id=void_warden_resist\n add=10\n max_value=90\n name= _ \"void warden\"\n description= _ \"This unit heals 6 HP and gains +10% to all resistances (up to 90%) at night.\"\n affect_self=yes\n affect_allies=no\n affect_enemies=no\n [filter_self]\n [filter_location]\n time_of_day=chaotic\n [/filter_location]\n [/filter_self]\n [/resistance]\n [regenerate]\n id=void_warden_regen\n value=6\n affect_self=yes\n [filter_self]\n [filter_location]\n time_of_day=chaotic\n [/filter_location]\n [/filter_self]\n poison=cured\n [/regenerate]\n#enddef\n#define ABILITY_CLARITY\n [resistance]\n id=clarity\n sub=10\n max_value=90\n apply_to=cold,arcane\n name= _ \"clarity\"\n female_name= _ \"female^clarity\"\n description= _ \"This unit reduces nearby enemies' cold and arcane resistances by 10% at level 3, 20% at level 4, and 30% at level 5.\"\n affect_self=no\n affect_allies=no\n affect_enemies=yes\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [filter]\n [filter_adjacent]\n ability=clarity\n level=3\n [/filter_adjacent]\n [/filter]\n [/affect_adjacent]\n [/resistance]\n [resistance]\n id=clarity\n sub=20\n max_value=90\n apply_to=cold,arcane\n affect_self=no\n affect_allies=no\n affect_enemies=yes\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [filter]\n [filter_adjacent]\n ability=clarity\n level=4\n [/filter_adjacent]\n [/filter]\n [/affect_adjacent]\n [/resistance]\n [resistance]\n id=clarity\n sub=30\n max_value=90\n apply_to=cold,arcane\n affect_self=no\n affect_allies=no\n affect_enemies=yes\n [affect_adjacent]\n [filter]\n [filter_adjacent]\n ability=clarity\n level=5,6,7,8,9,10\n [/filter_adjacent]\n [/filter]\n adjacent=n,ne,se,s,sw,nw\n [/affect_adjacent]\n [/resistance]\n#enddef\n#define ABILITY_CLAIRVOYANCE\n [teleport]\n id=clairvoyance\n name= _ \"clairvoyance\"\n female_name= _ \"female^clairvoyance\"\n description= _ \"This unit may teleport to allied units.\"\n [tunnel]\n id=clairvoyance\n [source]\n terrain=*\n [/source]\n [filter]\n ability=clairvoyance\n [/filter]\n [target]\n [filter_adjacent_location]\n [filter]\n side=$teleport_unit.side\n [/filter]\n [/filter_adjacent_location]\n [/target]\n [/tunnel]\n [/teleport]\n#enddef\n"} {"text": "#textdomain wesnoth-Genesis\n\n#define CAMPAIGN_INTRO_HEADER\n title=\"!\" # wmllint: ignore\n title_alignment=center\n show_title=yes\n#enddef\n\n#define CAMPAIGN_INTRO_PADDING\n \"\n\n\" #enddef\n\n#define CAMPAIGN_INTRO_WARNING_TITLE\n \"\"+\n _ \"Warning!\"+\"\n\n\" #enddef\n\n# wmlindent: start ignoring\n#define CAMPAIGN_INTRO_GAMEPLAY_WARNING\n _ \"Many scenarios of this campaign work significantly different from normal Wesnoth gameplay. It is especially important to pay close attention to the mission objectives and not necessarily try to kill every single enemy, especially on shrouded maps, or in places where enemies seem to respawn continuously.\" #enddef\n\n#define CAMPAIGN_INTRO_CONTENT_WARNING\n _ \"This campaign is the prequel to Invasion from the Unknown and After the Storm. It may be useful, but is not necessary to play these campaigns before playing Genesis. You should complete the first episode of Genesis before playing this episode.\" #enddef\n\n#define CAMPAIGN_INTRO_OPTIONS_WARNING\n _ \"A game screen resolution of 800x600 or greater is recommended. Some sequences make use of floating labels, halos, and standing unit animations, so you might want to make sure these options are enabled under Preferences ? Display.\" #enddef\n\t\n#define STORYTXT_TITLE_CARD _ID _MAIN_TITLE _ALTERNATE_TITLE\n title={_MAIN_TITLE}+\" (\"+{_ALTERNATE_TITLE}+\")\n\"+{_ID}+\"\"\n#enddef\n\n#define STORYTXT_TITLE_CARD_SIMPLE _ID _MAIN_TITLE\n title={_MAIN_TITLE}+\"\n\"+{_ID}+\"\"\n#enddef\n\n#define STORYTXT_CAPTION _TEXT\n \"\"+{_TEXT}+\"\n\n\" #enddef\n\n#define STORYTXT_INIT_WARNING\n [story]\n [part]\n music=\"data/core/sounds/ambient/wardrums.ogg\"\n\n {CAMPAIGN_INTRO_HEADER}\n\n story={CAMPAIGN_INTRO_WARNING_TITLE}+{CAMPAIGN_INTRO_GAMEPLAY_WARNING}+{CAMPAIGN_INTRO_PADDING}+{CAMPAIGN_INTRO_CONTENT_WARNING}\n [/part]\n [part]\n\n {CAMPAIGN_INTRO_HEADER}\n\n story= _ \"The \"hard\" difficulty setting is intended to present a challenge to experienced players. The other difficulty settings should be reasonable for newer players.\"\n [/part]\n [/story]\n#enddef\n\n#define STORYTXT_ETHEA\n [story]\n\t\t[switch]\n\t\t\tvariable=prev_scenario\n\t\t\t[case]\n\t\t\t\tvalue=\"none\"\n\t\t\t\t\n\t\t\t\t[part]\n\t\t\t\t\tstory={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"...\"\n\t\t\t\t[/part]\t\t\n\t\t\t[/case]\t\n\t\t\t[case]\n\t\t\t\tvalue=\"White City\"\n\t\t\t\t[part]\n\t\t\t\t\tstory={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"So we need Aryel for something, at least. Not really a surprise, since she's been living up here for a while and knows these parts better than I do. I'm also surprised the humans let us get close to that place. Usually, they're not terribly friendly to the faerie, even if we're not really enemies. They're just scared because faeries tend to be really strong compared to them. And if they knew what we were...\"\n\t\t\t\t[/part]\t\n\t\t\t\t[part]\n\t\t\t\t\tstory={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"Well, I digress. If we go back, we'll just have to make sure that we don't do anything silly. I'd hate to have to fight the humans, especially with the demons being a threat.\"\n\t\t\t\t[/part]\t\t\t\t\n\t\t\t[/case]\n\t\t\t[case]\n\t\t\t\tvalue=\"Glacial Shrine\"\n\t\t\t\t[part]\n\t\t\t\t\tstory={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"We tried to be helpful, but obviously we couldn't tell the humans too much. Can't let them get dragged into those kind of issues, or they'll all be killed. We talked about what we had learned a little bit, but ultimately it wasn't anything too new, except for the few inscriptions on the last glyph. Those were really different, but we can't really make any assumptions based on those yet, not without more information.\"\n\t\t\t\t[/part]\t\t\n\t\t\t\t[part]\n\t\t\t\t\tstory={STORYTXT_CAPTION ( _ \"Esther\")} + _ \"Surprisingly, though, the general allowed some of his men to follow us. I guess it would get boring just staying in that fort for weeks, especially with nothing but snow and ice around them. The extra help should be useful, but of course, this means that we'll have to be careful not to give them any hints that we're not normal faerie.\"\n\t\t\t\t[/part]\t\t\n\t\t\t[/case]\n\t\t\t[case]\n\t\t\t\tvalue=\"Black Cauldron\"\n\t\t\t\t[part]\n\t\t\t\t\tstory={STORYTXT_CAPTION ( _ \"Aryel\")} + _ \"Yumi's the youngest of us by quite a bit. I think she's probably only a few decades old. Okay, so I'm not that much older, but it's just the way she acts. She just seems so... so shy. I don't know what to make of it. It always feels like she's hiding something from us. Is it just because she's afraid? It's not like we're out to get her. Yes, I tease her sometimes, but she knows we won't hurt her. It just doesn't make sense.\"\n\t\t\t\t[/part]\t\n\t\t\t\t[part]\n\t\t\t\t\tstory={STORYTXT_CAPTION ( _ \"Aryel\")} + _ \"Maybe I don't have a right to be worried. Esther's been taking care of her just fine, anyway. Right now, the demons are the bigger issue...\"\n\t\t\t\t[/part]\t\t\t\t\t\n\t\t\t[/case]\t\t\t\t\n\t\t[/switch]\n [/story]\n#enddef\n"} {"text": "#textdomain wesnoth-Genesis\n\n[scenario]\n id=00_Cutscene\n map_data=\"{~add-ons/Genesis/episode1/maps/01_Ash.map}\"\n turns=-1\n #theme=Cutscene_Minimal\n victory_when_enemies_defeated=no\n next_scenario=01_Eventide_Song\n \n\t#{STORYTXT_INIT_WARNING}\n\t#{LIMBO}\n\t{ETERNALDARK}\n\t\n [side]\n type=Amberlight Fae\n variation=AF3\n name= _ \"Esther\"\n id=Esther\n facing=se\n [modifications]\n {TRAIT_FEARLESS}\n [/modifications]\n # profile=portraits/esther.png\n canrecruit=yes\n unrenamable=yes\n side=1\n controller=human\n recruit=\n\t\tfog=yes\n\t\tshroud=yes\n team_name=fae\n user_team_name= _ \"team_name^Fae\"\n [/side]\n\n [side]\n side=2\n no_leader=yes\n team_name=demons\n controller=ai\n color=black\n fog=no\n shroud=no\n hidden=yes\n [/side]\n\n [event]\n name=prestart\n\n #{FADE_SCREEN}\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [kill]\n id=Esther\n [/kill]\n [modify_side]\n side=1\n shroud=yes\n [/modify_side]\n [place_shroud]\n side=1\n x=1-50\n y=1-21\n [/place_shroud]\n [refresh_spell_menu]\n enable=1\n [/refresh_spell_menu]\n \n [initialize_spells][/initialize_spells]\n [yumi_spell_setup][/yumi_spell_setup]\n [aryel_spell_setup][/aryel_spell_setup]\n [esther_spell_setup][/esther_spell_setup]\n \n\t\t[add_siphon_yumi][/add_siphon_yumi]\n\t\t[add_void_blast_yumi][/add_void_blast_yumi]\n\t\t[add_ethereal_form_yumi][/add_ethereal_form_yumi]\n\t\t[add_astral_blood_yumi][/add_astral_blood_yumi]\n\t\t[add_null_flare_yumi][/add_null_flare_yumi]\n\t\t[add_shadow_walk_yumi][/add_shadow_walk_yumi]\n \n\t\t[add_infuse_aryel][/add_infuse_aryel]\n\t\t[add_malefice_aryel][/add_malefice_aryel]\n\t\t[add_blood_bind_aryel][/add_blood_bind_aryel]\n\t\t[add_harvest_soul_aryel][/add_harvest_soul_aryel]\n\t\t[add_eldritch_bolt_aryel][/add_eldritch_bolt_aryel]\n \n\t\t[add_firebolt_esther][/add_firebolt_esther]\n\t\t[add_sunlight_spark_esther][/add_sunlight_spark_esther]\n\t\t[add_ember_spear_esther][/add_ember_spear_esther]\n\t\t[add_ardent_flare_esther][/add_ardent_flare_esther]\n\t\t[add_blazing_star_esther][/add_blazing_star_esther]\n\t\t[add_lightning_bolt_esther][/add_lightning_bolt_esther]\n [/event]\n\n [event]\n name=start\n\n #{UNFADE_SCREEN}\n [unstore_unit]\n variable=esther\n [/unstore_unit]\n [unhide_unit]\n [filter][/filter]\n [/unhide_unit]\n {CLEAR_VARIABLE esther}\n\n {REPLACE_SCENARIO_MUSIC underground.ogg}\n\n [unit]\n side=1\n type=Dusk Fae\n variation=DF3\n canrecruit=yes\n x,y=9,7\n name= _ \"Yumi\"\n id=Yumi\n unrenamable=yes\n # profile=portraits/yumi.png\n animate=no\n [/unit]\n\t\t\n\t\t[unit]\n side=1\n type=Crimson Fae\n variation=CF3\n canrecruit=yes\n x,y=9,7\n name= _ \"Aryel\"\n id=Aryel\n unrenamable=yes\n # profile=portraits/aryel.png\n animate=no\n [/unit]\n\t\t\n [/event]\n\t[event]\n\t\tname=done\n\t\t\n\t\t[endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=01_Eventide_Song\n [/endlevel]\n\t[/event]\n[/scenario]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[scenario]\n id=01_Eventide_Song\n map_data=\"{~add-ons/Genesis/episode2/maps/01_Eventide_Song.map}\"\n\tname= _ \"Eventide Song\"\n turns=-1\n #theme=Cutscene\n victory_when_enemies_defeated=no\n next_scenario=02_Ethea\n\n\t{LIMBO}\n\t{SCENARIO_MUSIC \"silence.ogg\"}\n\t\n [side]\n type=Amberlight Fae\n variation=AF3\n name= _ \"Esther\"\n id=Esther\n facing=se\n [modifications]\n {TRAIT_FEARLESS}\n [/modifications]\n # profile=portraits/esther.png\n canrecruit=yes\n unrenamable=yes\n side=1\n controller=human\n recruit=\n\t\tfog=yes\n\t\tshroud=yes\n team_name=fae\n user_team_name= _ \"team_name^Fae\"\n [/side]\n\n [side]\n side=2\n no_leader=yes\n team_name=fae\n controller=ai\n color=black\n fog=no\n shroud=no\n hidden=yes\n [/side]\n\n [event]\n name=prestart\n\n {FADE_SCREEN}\n [store_unit]\n [filter]\n id=Esther\n [/filter]\n variable=esther\n [/store_unit]\n [kill]\n id=Esther\n [/kill] \n\t\t[store_unit]\n [filter]\n id=Aryel\n [/filter]\n variable=aryel\n [/store_unit]\n [kill]\n id=Aryel\n [/kill]\n [modify_side]\n side=1\n shroud=yes\n [/modify_side]\n [/event]\n\n \n # PUZZLE 1, make Yumi a cup of tea using flowers and holy water\n # grow the flower, add the flower seeds (flower terrain) to sunlight\n # heat the water first\n # then add the flower to the water\n \n # PUZZLE 2, fruit popsicle\n\t# get some fresh fruit from the first area, probably strawberries\n\t# take it to the \"blender\" to mash it up nicely\n\t# then take it to the \"freezer\" to turn it into a popsicle\n \n # PUZZLE 3, create some bread for Yumi\n\t# there is a windmill near a whirlpool, but it isn't moving\n\t# you need to first light a fire using the sceptre of fire and an unlit brazier\n\t# then place the fire into the whirlpool, and voila, you have steam to power the windmill\n\t# then put the grain in the windmill and you're good to go\n \n # PUZZLE 4, make some pudding\n\t# light the fire to a pot\n\t# add the milk\n\t# add the eggs\n\t# add the chocolate, vanilla, and sugar (any order, vanilla can be flower3 or flower4)\n\t# rest of the stuff needs to get drawn\n \n\t[event]\n\t\tname=preload\n\t\tfirst_time_only=no\n\t\t\n\t\t[lua]\n\t\t\tcode = << wesnoth.dofile('~add-ons/Genesis/episode2/lua/scenarios/01_Eventide_Song.lua') >>\n\t\t[/lua]\n\t[/event]\n\t\n [event]\n name=start\n\n\t\t[unit]\n side=1\n type=Dusk Fae\n variation=DF3\n canrecruit=yes\n x,y=10,5\n name= _ \"Yumi\"\n id=Yumi\n unrenamable=yes\n # profile=portraits/yumi.png\n animate=no\n [/unit]\n\t\t[redraw]\n\t\t\tside=1\n\t\t\tclear_shroud=yes\n\t\t[/redraw]\n\t\t\n {UNFADE_SCREEN}\n [unhide_unit]\n [filter][/filter]\n [/unhide_unit]\n\n\t\t[swap_starting_terrain][/swap_starting_terrain]\n\t\t[initialize_sound_puzzle][/initialize_sound_puzzle]\n\t\t\n\t\t#ifdef EASY\n\t\t\t[set_variable]\n\t\t\t\tname=large_puzzle_exp\n\t\t\t\tvalue=40\n\t\t\t[/set_variable]\n\t\t\t[set_variable]\n\t\t\t\tname=small_puzzle_exp\n\t\t\t\tvalue=25\n\t\t\t[/set_variable]\n\t\t#endif\n\t\t#ifdef NORMAL\n\t\t\t[set_variable]\n\t\t\t\tname=large_puzzle_exp\n\t\t\t\tvalue=30\n\t\t\t[/set_variable]\n\t\t\t[set_variable]\n\t\t\t\tname=small_puzzle_exp\n\t\t\t\tvalue=20\n\t\t\t[/set_variable]\n\t\t#endif\n\t\t#ifdef HARD\n\t\t\t[set_variable]\n\t\t\t\tname=large_puzzle_exp\n\t\t\t\tvalue=20\n\t\t\t[/set_variable]\n\t\t\t[set_variable]\n\t\t\t\tname=small_puzzle_exp\n\t\t\t\tvalue=10\n\t\t\t[/set_variable]\n\t\t#endif\n\t\t\n\t\t[objectives]\n\t\t\t{OBJECTIVE_VICTORY ( _ \"Solve the puzzle\")}\n\t\t[/objectives]\n [/event]\n \n ######### SOUND PUZZLE ###########\n\t[event]\n name=moveto\n first_time_only=no\n [filter]\n x=10\n y=7\n [/filter]\n\t\t[filter_condition]\n\t\t\t[variable]\n\t\t\t\tname=puzzle_sound.complete\n\t\t\t\tnumerical_equals=0\n\t\t\t[/variable]\n\t\t[/filter_condition]\n\t\t[message]\n\t\t\tspeaker=narrator\n\t\t\tmessage= _ \"Wind flows on high in the open sky.\nThrough parted clouds, barest light glimmers\nWhere streaming water rushes ceaselessly\nInto the eternal march of time.\nAlone, fallen leaves borne upon the silent gale,\nThey drift aimlessly into day and night,\nVoices muted by the aetherial gyre.\nAtop the peak and in the deep valley\nTerra's breath stirs to life,\nCarried through the blue heavens,\nGracing violet eyes with bright color.\nLips part and she sings\nA trio of notes, low to high,\nAnd she fades once more\nInto the timless flow of wind.\"\n\t\t[/message]\n\t[/event]\n\t\n\t[event]\n name=moveto\n first_time_only=no\n [filter]\n x=10\n y=3\n [/filter]\n [sound_hex_one][/sound_hex_one]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=8\n y=3\n [/filter]\n [sound_hex_two][/sound_hex_two]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=12\n y=3\n [/filter]\n [sound_hex_three][/sound_hex_three]\n [/event]\n \n [event]\n name=transition\n \n {REPLACE_SCENARIO_MUSIC wind.ogg}\n {APPEND_MUSIC wanderer.ogg}\n\t\t\n\t\t[objectives]\n\t\t\t{OBJECTIVE_VICTORY ( _ \"Explore\")}\n\t\t[/objectives]\n [/event]\n\t\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Yumi\n [/filter]\n {MODIFY_UNIT (id=Yumi) moves 10}\n [/event]\n \n\t######### EARTH PUZZLE ###########\n\t[event]\n name=moveto\n first_time_only=no\n [filter]\n x=15\n y=10\n [/filter]\n\t\t[filter_condition]\n\t\t\t[variable]\n\t\t\t\tname=puzzle_earth.complete\n\t\t\t\tnumerical_equals=0\n\t\t\t[/variable]\n\t\t[/filter_condition]\n\t\t[message]\n\t\t\tspeaker=narrator\n\t\t\tmessage= _ \"Children of earth, their tiny seeds burrow in the soil.\nSunlight graces their subterranean homes and their mauve leaves blossom.\nThe fire is lit, the water boils,\nAnd the fragrance of lavender perfuses the air.\"\n\t\t[/message]\n\t[/event]\n\t\n\t[event]\n name=moveto\n first_time_only=no\n [filter]\n x=10\n y=9\n [/filter]\n\t\t\n\t\t[puzzle_earth_flower_hex][/puzzle_earth_flower_hex]\n\t[/event]\n\t[event]\n name=moveto\n first_time_only=no\n [filter]\n x=13\n y=9\n [/filter]\n\t\t\n\t\t[puzzle_earth_sunlight_hex][/puzzle_earth_sunlight_hex]\n\t[/event]\n\t[event]\n name=moveto\n first_time_only=no\n [filter]\n x=14\n y=6\n [/filter]\n\t\t\n\t\t[puzzle_earth_water_hex][/puzzle_earth_water_hex]\n\t[/event]\n\t[event]\n name=moveto\n first_time_only=no\n [filter]\n x=18\n y=9\n [/filter]\n\t\t\n\t\t[puzzle_earth_fire_hex][/puzzle_earth_fire_hex]\n\t[/event]\n\t\n\t######### ICE PUZZLE ###########\n\t\n\t[event]\n name=moveto\n first_time_only=no\n [filter]\n x=43\n y=15\n [/filter]\n\t\t[filter_condition]\n\t\t\t[variable]\n\t\t\t\tname=puzzle_ice.complete\n\t\t\t\tnumerical_equals=0\n\t\t\t[/variable]\n\t\t[/filter_condition]\n\t\t[message]\n\t\t\tspeaker=narrator\n\t\t\tmessage= _ \"Ruby red crowned with emerald green, the strawberry lies in ice.\nChopped quickly, then frozen,\nA sweet and tasty treat awaits.\"\n\t\t[/message]\n\t[/event]\n\t\n\t[event]\n name=moveto\n first_time_only=no\n [filter]\n x=46\n y=12\n [/filter]\n\t\t\n\t\t[puzzle_ice_fruit_hex][/puzzle_ice_fruit_hex]\n\t[/event]\n\t[event]\n name=moveto\n first_time_only=no\n [filter]\n x=44\n y=3\n [/filter]\n\t\t\n\t\t[puzzle_ice_blender_hex][/puzzle_ice_blender_hex]\n\t[/event]\n\t[event]\n name=moveto\n first_time_only=no\n [filter]\n x=55-58\n y=5-9\n [/filter]\n\t\t\n\t\t[puzzle_ice_freezer_hexes][/puzzle_ice_freezer_hexes]\n\t[/event]\n\t\n\t######### WATER/FIRE PUZZLE ###########\n\t\n\t[event]\n name=moveto\n first_time_only=no\n [filter]\n x=31\n y=45\n [/filter]\n\t\t[filter_condition]\n\t\t\t[variable]\n\t\t\t\tname=puzzle_water_fire.complete\n\t\t\t\tnumerical_equals=0\n\t\t\t[/variable]\n\t\t[/filter_condition]\n\t\t[message]\n\t\t\tspeaker=narrator\n\t\t\tmessage= _ \"The whirling fan lies still over swirling waters.\nFire lights the darkness amidst the black sea.\nChurning and chruning, the mill springs to life,\nA touch of grain is ground to fresh bread.\"\n\t\t[/message]\n\t[/event]\n\t\n\t[event]\n name=moveto\n first_time_only=no\n [filter]\n x=3\n y=50\n [/filter]\n\t\t\n\t\t[puzzle_water_fire_scepter_hex][/puzzle_water_fire_scepter_hex]\n\t[/event]\n\t[event]\n name=moveto\n first_time_only=no\n [filter]\n x=9\n y=46\n [/filter]\n\t\t\n\t\t[puzzle_water_fire_brazier_hex][/puzzle_water_fire_brazier_hex]\n\t[/event]\n\t[event]\n name=moveto\n first_time_only=no\n [filter]\n x=28\n y=47\n [/filter]\n\t\t\n\t\t[puzzle_water_fire_whirlpool_hex][/puzzle_water_fire_whirlpool_hex]\n\t[/event]\n\t[event]\n name=moveto\n first_time_only=no\n [filter]\n x=24\n y=44\n [/filter]\n\t\t\n\t\t[puzzle_water_fire_grain_hex][/puzzle_water_fire_grain_hex]\n\t[/event]\n\t[event]\n name=moveto\n first_time_only=no\n [filter]\n x=29\n y=47\n [/filter]\n\t\t\n\t\t[puzzle_water_fire_windmill_hex][/puzzle_water_fire_windmill_hex]\n\t[/event]\n\t\n\t######### LIFE PUZZLE ###########\n\t\n\t[event]\n name=moveto\n first_time_only=no\n [filter]\n x=24\n y=27\n [/filter]\n\t\t[filter_condition]\n\t\t\t[variable]\n\t\t\t\tname=puzzle_life.complete\n\t\t\t\tnumerical_equals=0\n\t\t\t[/variable]\n\t\t[/filter_condition]\n\t\t[message]\n\t\t\tspeaker=narrator\n\t\t\tmessage= _ \"Milk and eggs over gentle heat,\nSharp vanilla mellows into sweet fragrance.\nChocolate and sugar melt in,\nShe stirs with slow strokes,\nThe taste of fresh pudding brings her senses to life.\"\n\t\t[/message]\n\t[/event]\n\t[event]\n name=moveto\n first_time_only=no\n [filter]\n x=22\n y=26\n [/filter]\n\t\t\n\t\t[puzzle_life_fire_hex][/puzzle_life_fire_hex]\n\t[/event]\n\t[event]\n name=moveto\n first_time_only=no\n [filter]\n x=23\n y=26\n [/filter]\n\t\t\n\t\t[puzzle_life_brazier_hex][/puzzle_life_brazier_hex]\n\t[/event]\n\t[event]\n name=moveto\n first_time_only=no\n [filter]\n x=11\n y=27\n [/filter]\n\t\t\n\t\t[puzzle_life_milk_hex][/puzzle_life_milk_hex]\n\t[/event]\n\t[event]\n name=moveto\n first_time_only=no\n [filter]\n x=30\n y=24\n [/filter]\n\t\t\n\t\t[puzzle_life_eggs_hex][/puzzle_life_eggs_hex]\n\t[/event]\n\t[event]\n name=moveto\n first_time_only=no\n [filter]\n x=35\n y=30\n [/filter]\n\t\t\n\t\t[puzzle_life_chocolate_hex][/puzzle_life_chocolate_hex]\n\t[/event]\n\t[event]\n name=moveto\n first_time_only=no\n [filter]\n x=13\n y=30\n [/filter]\n\t\t\n\t\t[puzzle_life_vanilla_hex][/puzzle_life_vanilla_hex]\n\t[/event]\n\t[event]\n name=moveto\n first_time_only=no\n [filter]\n x=21\n y=34\n [/filter]\n\t\t\n\t\t[puzzle_life_sugar_hex][/puzzle_life_sugar_hex]\n\t[/event]\n\t\n\t[event]\n name=moveto\n first_time_only=no\n [filter]\n x=44\n y=37\n [/filter]\n\t\t\n\t\t[endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=02_Ethea\n [/endlevel]\n\t[/event]\n\t\n\t[event]\n\t\tname=victory\n\t\t\n\t\t[unstore_unit]\n\t\t\tvariable=esther\n\t\t\tx,y=1,1\n\t\t[/unstore_unit]\n\t\t{CLEAR_VARIABLE esther}\n\t\t[unstore_unit]\n\t\t\tvariable=aryel\n\t\t\tx,y=1,2\n\t\t[/unstore_unit]\n\t\t{CLEAR_VARIABLE aryel}\n\t\t\n\t\t[set_ethea_variables]\n\t\t[/set_ethea_variables]\n\t[/event]\n\t\n [event]\n\t\tname=done\n\t\t\n\t\t[endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=02_Ethea\n [/endlevel]\n\t[/event]\n[/scenario]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[scenario]\n id=02_Ethea\n map_data=\"{~add-ons/Genesis/episode2/maps/02_Ethea.map}\"\n name= _ \"Ethea\"\n turns=-1\n theme=Cutscene\n victory_when_enemies_defeated=no\n next_scenario=03g_Amberlight_Shrine\n\n {DEFAULT_SCHEDULE}\n\n [side]\n type=Amberlight Fae\n name= _ \"Esther\"\n id=Esther\n canrecruit=yes\n side=1\n controller=human\n recruit=\n gold=0\n income=-2\n team_name=fae\n user_team_name= _ \"team_name^Fae\"\n [/side]\n\n [side]\n side=2\n no_leader=yes\n controller=ai\n color=yellow\n fog=no\n shroud=no\n recruit=\n gold=0\n income=-2\n team_name=fae\n user_team_name= _ \"team_name^Demons\"\n [/side]\n\n [side]\n side=3\n no_leader=yes\n controller=ai\n color=blue\n fog=no\n shroud=no\n recruit=\n gold=0\n income=-2\n team_name=critters\n hidden=yes\n [/side]\n\n\n # scenarios\n # Mirror lake (puzzle where you get ethereal form for Yumi, a Valdir scenario)\n # echo caverns (ice chamber where you see lots of copies of yourself, Yukiria scenario)\n # Bells of Aerlyn (village in a valley, the bells atop the hill held by rogue demons and no longer ring (mini-boss battle)) (after you finish this, you can play with the bells on the map)\n # Devil's Gorge (first incident of rogue demons, first recruiting scenario)\n # Shardia's light (atop the high mountain, Shardia's light has gone out, figure out how to fix it and get esther's sunlight spark spell, puzzle + valdemon beast)\n\n # ethea minigames\n # villager wants a vampire bat as a pet, catch one by killing it (it spawns at night, so you need to end turn)\n # the dirty river (river goes by a void hex and turns dirty, so you need to put a rock to block the way and make the river go around it)\n # the scorpion pit (help a demoness feed her pet scorpions by attracting flies with a scone)\n # ice fishing (help an old man catch some fish, you need to go to the thin ice, then heat it with some fire)\n # the big sundial in the temple (aligned at midnight, opens the way into the ancient temple, where you get a buff to your magic)\n # chicken queen will give yumi an egg to improve her HP a tiny bit\n\n # Uria's shrine (exit)\n\n [event]\n name=preload\n first_time_only=no\n\n [lua]\n code = << wesnoth.dofile('~add-ons/Genesis/episode2/lua/scenarios/02_Ethea.lua') >>\n [/lua]\n [initialize_puzzles][/initialize_puzzles]\n [/event]\n\n [event]\n name=prestart\n\n [label]\n x,y=54,22\n text = _ \"Mirror Lake\"\n [/label]\n [label]\n x,y=23,27\n text = _ \"Aerlyn\"\n [/label]\n [label]\n x,y=27,3\n text = _ \"Canyon\"\n [/label]\n [label]\n x,y=15,15\n text = _ \"Shrine\"\n [/label]\n [label]\n x,y=4,21\n text = _ \"Echo Caverns\"\n [/label]\n [label]\n x,y=35,17\n text = _ \"Firefly Summit\"\n [/label]\n\n [switch]\n variable=ethea.prev_scenario\n [case]\n value=\"Mirror Lake\"\n [move_unit]\n id=Esther\n to_x,to_y=54,22\n [/move_unit]\n [/case]\n [case]\n value=\"Echo Vale\"\n [move_unit]\n id=Esther\n to_x,to_y=6,20\n [/move_unit]\n [/case]\n [case]\n value=\"Devil Gorge\"\n [move_unit]\n id=Esther\n to_x,to_y=24,4\n [/move_unit]\n [/case]\n [case]\n value=\"The Bells of Aerlyn\"\n [move_unit]\n id=Esther\n to_x,to_y=17,24\n [/move_unit]\n [/case]\n [case]\n value=\"Firefly Summit\"\n [move_unit]\n id=Esther\n to_x,to_y=35,17\n [/move_unit]\n [/case]\n [/switch]\n [set_recruit]\n side=1\n recruit=\n [/set_recruit]\n#ifdef EASY\n {VARIABLE puzzle_exp 30}\n#endif\n#ifdef NORMAL\n {VARIABLE puzzle_exp 25}\n#endif\n#ifdef HARD\n {VARIABLE puzzle_exp 20}\n#endif\n {PLACE_IMAGE scenery/rune3.png 45 9}\n {PLACE_IMAGE scenery/rune4.png 45 14}\n [/event]\n\n [event]\n name=start\n\n {REPLACE_SCENARIO_MUSIC underground.ogg}\n\n [switch]\n variable=ethea.prev_scenario\n [case]\n value=\"Mirror Lake\"\n {RECALL_YUMI 53 22}\n {RECALL_ARYEL 54 21}\n [/case]\n [case]\n value=\"Echo Vale\"\n {RECALL_YUMI 5 21}\n {RECALL_ARYEL 5 20}\n [/case]\n [case]\n value=\"Devil Gorge\"\n {RECALL_YUMI 24 5}\n {RECALL_ARYEL 23 5}\n [/case]\n [case]\n value=\"The Bells of Aerlyn\"\n {RECALL_YUMI 17 25}\n {RECALL_ARYEL 18 24}\n [/case]\n [case]\n value=\"Firefly Summit\"\n {RECALL_YUMI 34 17}\n {RECALL_ARYEL 35 18}\n [/case]\n [case]\n value=\"none\"\n {RECALL_YUMI 19 16}\n {RECALL_ARYEL 20 15}\n [/case]\n [/switch]\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Explore\")}\n {OBJECTIVE_NOTE ( _ \"Go to the shrine if you are finished exploring the map.\")}\n [/objectives]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Aryel\n [/filter]\n {MODIFY_UNIT (id=Aryel) moves 10}\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Esther\n [/filter]\n {MODIFY_UNIT (id=Esther) moves 10}\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n id=Yumi\n [/filter]\n {MODIFY_UNIT (id=Yumi) moves 10}\n [/event]\n\n ######### MIRROR LAKE ###########\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=43\n y=15\n [/filter]\n\n [/event]\n\n\n ######### BAT LADY ###########\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=27\n y=13\n [/filter]\n\n [if]\n [not]\n [have_unit]\n id=Ebitta\n [/have_unit]\n [/not]\n [then]\n [unit]\n id=Ebitta\n name= _ \"Ebitta\"\n type=Demon\n gender=female\n side=2\n x,y=26,12\n unrenamable=yes\n [/unit]\n [/then]\n [/if]\n [if]\n [variable]\n name=ethea.bat\n numerical_equals=2\n [/variable]\n [then]\n [move_unit]\n id=Eksi\n to_x,to_y=26,12\n [/move_unit]\n [/then]\n [/if]\n [bat_dialogue_hex][/bat_dialogue_hex]\n [/event]\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [have_location]\n time_of_day_id=dusk\n [/have_location]\n [not]\n [have_unit]\n id=Eksi\n [/have_unit]\n [/not]\n [/filter_condition]\n\n [if]\n [variable]\n name=ethea.bat\n numerical_equals=1\n [/variable]\n [then]\n [store_locations]\n variable=locs\n x=27-30,29-31,31-32,32-38\n y=15-17,14-15,12-14,11-13\n [/store_locations]\n [set_variable]\n name=ind\n rand=0..39\n [/set_variable]\n [unit]\n id=Eksi\n name= _ \"Eksi\"\n type=Blood Bat\n side=2\n x,y=$locs[$ind].x,$locs[$ind].y\n unrenamable=yes\n [/unit]\n {CLEAR_VARIABLE locs}\n {CLEAR_VARIABLE ind}\n [/then]\n [/if]\n [/event]\n [event]\n name=moveto\n\n [filter]\n side=1\n [filter_adjacent]\n id=Eksi\n [/filter_adjacent]\n [/filter]\n [message]\n speaker=Eksi\n message= _ \"Neep!\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Looks like we found that bat.\"\n [/message]\n {VARIABLE ethea.bat 2}\n [/event]\n\n ######### SCORPION LADY ###########\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=8\n y=3\n [/filter]\n\n [if]\n [not]\n [have_unit]\n id=Mika\n [/have_unit]\n [/not]\n [then]\n [unit]\n id=Mika\n name= _ \"Mika\"\n type=Demon Berserker\n profile=unit_image\n gender=female\n side=2\n x,y=8,3\n unrenamable=yes\n [/unit]\n [/then]\n [/if]\n\n [scorpion_dialogue_hex][/scorpion_dialogue_hex]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=15\n y=2\n [/filter]\n\n [scorpion_sconce_hex][/scorpion_sconce_hex]\n [/event]\n\n ######### CHICKEN LADY ###########\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=27\n y=26\n [/filter]\n\n [if]\n [not]\n [have_unit]\n id=Kadishi\n [/have_unit]\n [/not]\n [then]\n [unit]\n id=Kadishi\n name= _ \"Kadishi\"\n type=Demon Windlasher\n profile=unit_image\n gender=female\n side=2\n x,y=27,26\n unrenamable=yes\n [/unit]\n [/then]\n [/if]\n\n [chicken_dialogue_hex][/chicken_dialogue_hex]\n [/event]\n\n ######### FISHERMAN ###########\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=56\n y=29\n [/filter]\n\n [if]\n [not]\n [have_unit]\n id=Xlzyx\n [/have_unit]\n [/not]\n [then]\n [unit]\n id=Xlzyx\n name= _ \"Xlzyx\"\n type=Demon Sword Dancer\n profile=unit_image\n gender=male\n side=2\n x,y=56,29\n unrenamable=yes\n [/unit]\n [/then]\n [/if]\n [fisherman_dialogue_hex][/fisherman_dialogue_hex]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=55\n y=32\n [/filter]\n\n [fishing_puzzle_hex][/fishing_puzzle_hex]\n [/event]\n\n ######### RIVER VILLAGE ###########\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=41\n y=26\n [/filter]\n\n [if]\n [not]\n [have_unit]\n id=Villager\n [/have_unit]\n [/not]\n [then]\n [unit]\n id=Villager\n type=Peasant\n gender=male\n side=2\n x,y=41,26\n generate_name=yes\n [/unit]\n [/then]\n [/if]\n [river_dialogue_hex][/river_dialogue_hex]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=53\n y=18\n [/filter]\n\n [river_stone_hex][/river_stone_hex]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=48\n y=17\n [/filter]\n\n [river_puzzle_hex][/river_puzzle_hex]\n [/event]\n [event]\n name=moveto\n [filter]\n x=47\n y=17\n [/filter]\n\n [message]\n speaker=Esther\n message= _ \"Well. That's nasty. Void crud always makes my skin crawl.\"\n [/message]\n [/event]\n\n ######### TEMPLE ###########\n\n [event]\n name=new turn\n first_time_only=no\n\n [temple_lights][/temple_lights]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=48\n y=7\n [/filter]\n\n [temple_puzzle_hex][/temple_puzzle_hex]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=56\n y=2\n [/filter]\n\n [message]\n speaker=Esther\n message= _ \"There's an inscription here.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"White stone \"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=58\n y=4\n [/filter]\n [filter_condition]\n [variable]\n name=ethea.temple\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [if]\n [have_location]\n x,y=45,14\n terrain=Bryd^Ii\n [/have_location]\n [then]\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 750}\n {PLAY_SOUND \"lightning.ogg\"}\n {DELAY 500}\n {PLAY_SOUND \"lightning.ogg\"}\n {DELAY 1000}\n\n [message]\n speaker=Esther\n message= _ \"Did you feel that? There's some kind of incredible energy about this tree.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"You said it. I don't know why, but I feel different somehow. Stronger, maybe? Like I could do more with my spells now.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Yeah, I think so. We'll probably find out when we have to fight some of those rogue demons.\"\n [/message]\n\n {VARIABLE_OP aryel_spell_params.aryel_spell_power add 1}\n {VARIABLE_OP esther_spell_params.esther_spell_power add 1}\n {VARIABLE_OP yumi_spell_params.yumi_spell_power add 1}\n {VARIABLE_OP ethea.temple add 1}\n [/then]\n [else]\n [message]\n speaker=Esther\n message= _ \"Hmm, nothing's happening.\"\n [/message]\n [/else]\n [/if]\n [/event]\n\n [event]\n name=victory\n\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x=14-17\n y=13-16\n [/filter]\n\n [message]\n speaker=Aryel\n message= _ \"Should we go to the shrine now?\"\n [/message]\n [message]\n speaker=Esther\n [option]\n message= _ \"Let's go!\"\n\n [command]\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=03g_Amberlight_Shrine\n [/endlevel]\n [/command]\n [/option]\n [option]\n message= _ \"Let's wait a bit.\"\n [/option]\n [/message]\n [/event]\n[/scenario]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[scenario]\n id=03a_Mirror_Lake\n map_data=\"{~add-ons/Genesis/episode2/maps/03a_Mirror_Lake.map}\"\n name= _ \"Mirror Lake\"\n turns=-1\n victory_when_enemies_defeated=no\n next_scenario=02_Ethea\n\n {MIDDAY}\n\n {SCENARIO_MUSIC snowfall.ogg}\n {EXTRA_SCENARIO_MUSIC returning_in_time.ogg}\n {EXTRA_SCENARIO_MUSIC underground.ogg}\n\n\n [side]\n type=Amberlight Fae\n name= _ \"Esther\"\n id=Esther\n canrecruit=yes\n side=1\n controller=human\n recruit=\n gold=0\n income=-2\n shroud=yes\n fog=yes\n team_name=fae\n user_team_name= _ \"team_name^Fae\"\n [/side]\n\n [side]\n side=2\n no_leader=yes\n controller=ai\n color=blue\n fog=no\n shroud=no\n recruit=\n gold=0\n income=-2\n team_name=demons\n hidden=yes\n [/side]\n\n [event]\n name=preload\n first_time_only=no\n\n [lua]\n code = << wesnoth.dofile('~add-ons/Genesis/episode2/lua/scenarios/03a_Mirror_Lake.lua') >>\n [/lua]\n [/event]\n\n {PLACE_IMAGE items/crystal-glyph-message.png 4 27}\n {PLACE_IMAGE items/crystal-glyph-message.png 42 2}\n {PLACE_IMAGE items/crystal-glyph-message.png 37 26}\n {PLACE_IMAGE items/crystal-glyph.png 23 17}\n\n [event]\n name=prestart\n\n {RECALL_YUMI_NOLOC}\n {RECALL_ARYEL_NOLOC}\n\n [set_recruit]\n side=1\n recruit=\n [/set_recruit]\n#ifdef EASY\n {VARIABLE puzzle_exp 20}\n#endif\n#ifdef NORMAL\n {VARIABLE puzzle_exp 15}\n#endif\n#ifdef HARD\n {VARIABLE puzzle_exp 10}\n#endif\n [init_puzzles][/init_puzzles]\n [/event]\n\n [event]\n name=start\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Explore\")}\n [/objectives]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=lake.scenario_stage\n numerical_equals=0\n [/variable]\n [/filter_condition]\n\n [if]\n [have_unit]\n side=2,3\n [filter_vision]\n side=1\n [/filter_vision]\n [/have_unit]\n [then][/then]\n [else]\n {MODIFY_UNIT (x,y=$x1,$y1) moves 6}\n {MODIFY_UNIT (x,y=$x1,$y1) attacks_left 1}\n [/else]\n [/if]\n [/event]\n\n ######### WATER PUZZLE ###########\n # fire onto blood makes iron, then quench with water into dark steel\n # easy puzzle exp\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=4\n y=27\n [/filter]\n [filter_condition]\n [variable]\n name=lake.scenario_stage\n numerical_equals=0\n [/variable]\n [/filter_condition]\n\n [if]\n [variable]\n name=lake.water_puzzle\n less_than=4\n [/variable]\n [then]\n [message]\n speaker=narrator\n message= _ \"Fire quenching blood to dessicated iron,\nSmothered by black water, drowned in the darkened depths,\nInto a rigid plate of obsidian steel.\"\n [/message]\n [/then]\n [/if]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=7,26\n [/filter]\n [filter_condition]\n [variable]\n name=lake.scenario_stage\n numerical_equals=0\n [/variable]\n [/filter_condition]\n\n [water_puzzle_hex][/water_puzzle_hex]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=3,29\n [/filter]\n [filter_condition]\n [variable]\n name=lake.scenario_stage\n numerical_equals=0\n [/variable]\n [/filter_condition]\n\n [water_puzzle_fire_hex][/water_puzzle_fire_hex]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=2,26\n [/filter]\n [filter_condition]\n [variable]\n name=lake.scenario_stage\n numerical_equals=0\n [/variable]\n [/filter_condition]\n\n [water_puzzle_water_hex][/water_puzzle_water_hex]\n [/event]\n ######### FIRE PUZZLE ###########\n # tree into pit, then lava into pit, then brick covering to make \"empty space\"\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=42\n y=2\n [/filter]\n [filter_condition]\n [variable]\n name=lake.scenario_stage\n numerical_equals=0\n [/variable]\n [/filter_condition]\n\n [if]\n [variable]\n name=lake.fire_puzzle\n less_than=6\n [/variable]\n [then]\n [message]\n speaker=narrator\n message= _ \"Ravaged lumber pitched into black fire,\nLit aflame and charred to ashen cinders,\nA sandy seal scorched into blackened stone.\"\n [/message]\n [/then]\n [/if]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=47,2\n [/filter]\n [filter_condition]\n [variable]\n name=lake.scenario_stage\n numerical_equals=0\n [/variable]\n [/filter_condition]\n\n [fire_puzzle_hex][/fire_puzzle_hex]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=44,2\n [/filter]\n [filter_condition]\n [variable]\n name=lake.scenario_stage\n numerical_equals=0\n [/variable]\n [/filter_condition]\n\n [fire_puzzle_tree_hex][/fire_puzzle_tree_hex]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=48,2\n [/filter]\n [filter_condition]\n [variable]\n name=lake.scenario_stage\n numerical_equals=0\n [/variable]\n [/filter_condition]\n\n [fire_puzzle_lava_hex][/fire_puzzle_lava_hex]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=45,5\n [/filter]\n [filter_condition]\n [variable]\n name=lake.scenario_stage\n numerical_equals=0\n [/variable]\n [/filter_condition]\n\n [fire_puzzle_brick_hex][/fire_puzzle_brick_hex]\n [/event]\n ######### ICE PUZZLE ###########\n # grid onto ice, then metal onto ice to form the metal keep\n # easy puzzle exp\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=37\n y=26\n [/filter]\n [filter_condition]\n [variable]\n name=lake.scenario_stage\n numerical_equals=0\n [/variable]\n [/filter_condition]\n\n [if]\n [variable]\n name=lake.ice_puzzle\n less_than=4\n [/variable]\n [then]\n [message]\n speaker=narrator\n message= _ \"Pane of crystal water amid deep sea,\nEtched by crosshatching girders,\nDense metal grown into a steel fortress.\"\n [/message]\n [/then]\n [/if]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=34,28\n [/filter]\n [filter_condition]\n [variable]\n name=lake.scenario_stage\n numerical_equals=0\n [/variable]\n [/filter_condition]\n\n [ice_puzzle_hex][/ice_puzzle_hex]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=40,28\n [/filter]\n [filter_condition]\n [variable]\n name=lake.scenario_stage\n numerical_equals=0\n [/variable]\n [/filter_condition]\n\n [ice_puzzle_grid_hex][/ice_puzzle_grid_hex]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=35,32\n [/filter]\n [filter_condition]\n [variable]\n name=lake.scenario_stage\n numerical_equals=0\n [/variable]\n [/filter_condition]\n\n [ice_puzzle_metal_hex][/ice_puzzle_metal_hex]\n [/event]\n\n ######### VOID SPAWNING ###########\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x,y=23,17\n [/filter]\n [filter_condition]\n [variable]\n name=lake.scenario_stage\n numerical_equals=0\n [/variable]\n [/filter_condition]\n\n [fire_event]\n name=crystal text\n [/fire_event]\n [message]\n speaker=Esther\n [option]\n message= _ \"Let's do this.\"\n\n [command]\n [place_shroud]\n side=1\n x=0-50\n y=0-40\n [/place_shroud]\n [redraw]\n side=1\n clear_shroud=yes\n [/redraw]\n [replace_schedule]\n {AFTERNOON}\n [/replace_schedule]\n [message]\n speaker=Aryel\n message= _ \"Hmm.\"\n [/message]\n [replace_schedule]\n {DUSK}\n [/replace_schedule]\n [terrain]\n [and]\n terrain=Gs^Fdw\n [/and]\n terrain=Aa^Fda\n [/terrain]\n [terrain]\n [and]\n terrain=Gd^Fdw\n [/and]\n terrain=Ai^Fda\n [/terrain]\n [terrain]\n [and]\n terrain=Gs^Fmw\n [/and]\n terrain=Aa^Fma\n [/terrain]\n [terrain]\n [and]\n terrain=Gd^Fmw\n [/and]\n terrain=Ai^Fma\n [/terrain]\n [terrain]\n [and]\n terrain=Gs^*\n [/and]\n terrain=Aa^Fpa\n [/terrain]\n [terrain]\n [and]\n terrain=Gd^*\n [/and]\n terrain=Ai^Fpa\n [/terrain]\n [redraw][/redraw]\n {DELAY 1000}\n [replace_schedule]\n {FIRST_WATCH}\n [/replace_schedule]\n [terrain]\n [and]\n terrain=Gs,Gg,Re\n [/and]\n terrain=Aa\n [/terrain]\n [terrain]\n [and]\n terrain=Gd,Rd,Ds\n [/and]\n terrain=Ai\n [/terrain]\n [redraw][/redraw]\n [message]\n speaker=Aryel\n message= _ \"Spooky.\"\n [/message]\n [terrain]\n [not]\n terrain=Ai,Ai^*,Aa,Aa^*,Ww,Wo,Woby,Wog,Xu\n [/not]\n terrain=Ww\n [/terrain]\n [redraw][/redraw]\n [replace_schedule]\n {MIDNIGHT}\n [/replace_schedule]\n {DELAY 1000}\n {PLAY_SOUND \"magic-faeriefire.ogg\"}\n {DELAY 1000}\n {PLAY_SOUND \"gate-fall.ogg\"}\n [terrain]\n [and]\n terrain=Xu\n [/and]\n terrain=Fypd\n [/terrain]\n [redraw][/redraw]\n {REMOVE_IMAGE 23 17}\n\n {DELAY 1500}\n \n [message]\n speaker=Aryel\n message= _ \"... okay. So now what?\"\n [/message]\n\n {DELAY 1500}\n\n [unit]\n type=Fire Faerie Fake\n side=2\n x,y=17,15\n animate=yes\n generate_name=no\n id=enemy1\n [/unit]\n\n [message]\n speaker=enemy1\n message= _ \"...\"\n [/message]\n\n [unit]\n type=Forest Nymph Fake\n side=2\n x,y=23,22\n animate=yes\n generate_name=no\n id=enemy2\n [/unit]\n\n [message]\n speaker=enemy2\n message= _ \"...\"\n [/message]\n\n [message]\n speaker=Esther\n message= _ \"Hmm. This is a bit different this time, isn't it?\"\n [/message]\n\n [unit]\n type=Night Nymph Fake\n side=2\n x,y=29,14\n animate=yes\n generate_name=no\n id=enemy3\n [/unit]\n\n [message]\n speaker=enemy3\n message= _ \"...\"\n [/message]\n\n [message]\n speaker=Yumi\n message= _ \"...\"\n [/message]\n\n [message]\n speaker=Aryel\n message= _ \"... faeries? Or...\"\n [/message]\n\n [message]\n speaker=Yumi\n message= _ \"They're fake.\"\n [/message]\n\n [message]\n speaker=Aryel\n message= _ \"Of course they are. So, what exactly are we supposed to do? Just fight?\"\n [/message]\n\n [message]\n speaker=Yumi\n message= _ \"(nods)\"\n [/message]\n\n [message]\n speaker=Aryel\n message= _ \"Well, I can do that.\"\n [/message]\n\n [message]\n speaker=Esther\n message= _ \"And you said you were scared.\"\n [/message]\n\n [message]\n speaker=Aryel\n message= _ \"Just a bit spooked! But you know me. I'm not afraid of a little brawl now and then.\"\n [/message]\n\n [message]\n speaker=Esther\n message= _ \"Then let's get to it.\"\n [/message]\n\n {VARIABLE lake.scenario_stage 1}\n [set_menu_item]\n id=recruit_manifestation\n description= _ \"Recruit Manifestation\"\n image=\"attacks/wail.png~SCALE(18,18)\"\n [show_if]\n [variable]\n name=side_number\n numerical_equals=1\n [/variable]\n [/show_if]\n [filter_location]\n [not]\n [filter][/filter]\n [/not]\n [filter_adjacent_location]\n [filter]\n side=1\n id=Yumi\n [/filter]\n [/filter_adjacent_location]\n [/filter_location]\n [command]\n [store_gold]\n [filter_side]\n side=1\n [/filter_side]\n variable=side1gold\n [/store_gold]\n [if]\n [variable]\n name=side1gold\n less_than=6\n [/variable]\n [then]\n [message]\n speaker=narrator\n message= _ \"You do not have enough gold!\"\n [/message]\n [/then]\n [else]\n [unit]\n side=1\n type=Manifestation\n x,y=$x1,$y1\n moves,attacks_left=0,0\n animate=yes\n upkeep=free\n [modifications]\n {TRAIT_LOYAL}\n [/modifications]\n [/unit]\n {VARIABLE_OP side1gold sub 6}\n [modify_side]\n side=1\n gold=$side1gold\n [/modify_side]\n {CLEAR_VARIABLE side1gold}\n [/else]\n [/if]\n [/command]\n [/set_menu_item]\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Survive\")}\n [/objectives]\n [/command]\n [/option]\n [option]\n message= _ \"Not yet.\"\n [/option]\n [/message]\n [/event]\n\n [event]\n name=crystal text\n\n [message]\n speaker=Aryel\n message= _ \"What is this random crystal doing here?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Not sure. Usually it's you or Yumi figuring this stuff out-\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"It's a fake looking glass.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"... what do you mean by that? A fake looking glass? You mean like a portal to a different reality, or, like... the other way?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shakes head)\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"Both.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"So that means you can use it.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(nods) But, they will be waiting.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"The dream demons?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"...\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"... oookay, the dream demons. On the one hand, if we go after them, we could learn more about who's commanding them to corrupt the Urdemons and how they're doing it. On the other hand, it's more fighting that might not get us anything.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Not that you'd mind that.\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Against normal enemies, maybe. But those things are freaky, Esther. You never know what kind of weird abilities they have and you can't even be sure that you've killed them since they reappear all the time. Besides, how do you even kill a dream?\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"Don't ask me, that's a question for Yumi.\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(shrugs)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Riiight. Anyway, should we use this thing or not?\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n type=Fire Faerie Fake,Forest Nymph Fake,Night Nymph Fake\n [/filter]\n\n {DELAY 1000}\n\n [message]\n speaker=Aryel\n message= _ \"Well?\"\n [/message]\n\n {DELAY 1000}\n\n [animate_unit]\n [filter]\n id=Yumi\n [/filter]\n [primary_attack]\n range=ranged\n [/primary_attack]\n flag=attack\n [/animate_unit]\n\n {DELAY 750}\n\n [kill]\n x,y=$x1,$y1\n [/kill]\n\n {PLAY_SOUND wail-sml.wav}\n\n [unit]\n x,y=$x1,$y1\n type=Demon Morphling\n side=2\n animate=yes\n generate_name=no\n hitpoints=16\n [/unit]\n\n [message]\n speaker=Aryel\n message= _ \"What is that?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"A mirror.\"\n [/message]\n [message]\n speaker=Esther\n message= _ \"You mean like she has the power to reflect things?\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"No, I think Yumi means that thing is a mirror. I'm not sure what that entails, though. Like, what, she's a piece of our reality or something?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(tilts head)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Sort of. Okay. We'll have to think about what that means, I guess.\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n first_time_only=no\n [filter]\n type=Fire Faerie Fake,Forest Nymph Fake,Night Nymph Fake\n [/filter]\n\n [kill]\n x,y=$x1,$y1\n [/kill]\n [set_variable]\n name=rand_hp\n rand=19..30\n [/set_variable]\n [unit]\n x,y=$x1,$y1\n type=Demon Morphling\n side=2\n animate=yes\n generate_name=no\n hitpoints=$rand_hp\n [/unit]\n {CLEAR_VARIABLE rand_hp}\n [/event]\n\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=lake.scenario_stage\n numerical_equals=1\n [/variable]\n [/filter_condition]\n\n [store_locations]\n variable=hex\n terrain=Wo,Wog,Woby\n [/store_locations]\n [for]\n array=hex\n [do]\n #ifdef HARD\n [set_variable]\n name=spawn_val\n rand=1..750\n [/set_variable]\n #endif\n #ifdef NORMAL\n [set_variable]\n name=spawn_val\n rand=1..1500\n [/set_variable]\n #endif\n #ifdef EASY\n [set_variable]\n name=spawn_val\n rand=1..1800\n [/set_variable]\n #endif\n [if]\n [variable]\n name=spawn_val\n less_than=3\n [/variable]\n [then]\n {SPAWN_NOID_NONAME (\"Fire Faerie Fake\",\"Forest Nymph Fake\",\"Night Nymph Fake\") 2 $hex[$i].x $hex[$i].y}\n [/then]\n [/if]\n {CLEAR_VARIABLE spawn_val}\n [/do]\n [/for]\n {CLEAR_VARIABLE hex}\n\n {VARIABLE_OP lake.counter add 1}\n [/event]\n\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=lake.counter\n numerical_equals=12\n [/variable]\n [/filter_condition]\n\n {SPAWN_NOID_NONAME (\"Demon Shardling\") 2 37 7}\n {SPAWN_NOID_NONAME (\"Demon Shardling\") 2 11 6}\n {SPAWN_NOID_NONAME (\"Demon Shardling\") 2 13 28}\n {SPAWN_NOID_NONAME (\"Demon Shardling\") 2 39 28}\n [/event]\n\n [event]\n name=sighted\n [filter]\n type=Demon Shardling\n [/filter]\n\n [message]\n speaker=Aryel\n message= _ \"Oh boy. So, let me guess, these things are 'bigger mirrors than the ones we've been fighting' or something?\"\n [/message]\n [message]\n speaker=Yumi\n message= _ \"(nods)\"\n [/message]\n [message]\n speaker=Aryel\n message= _ \"Okay then.\"\n [/message]\n [/event]\n [event]\n name=die\n [filter]\n type=Demon Shardling\n [/filter]\n [filter_condition]\n [not]\n [have_unit]\n type=Demon Shardling\n [/have_unit]\n [/not]\n [/filter_condition]\n \n [fire_event]\n name=end scene\n [/fire_event]\n [/event]\n\n\n [event]\n name=end scene\n\n {CLEAR_VARIABLE lake}\n [clear_menu_item]\n id=recruit_manifestation\n [/clear_menu_item]\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n replay_save=yes\n carryover_report=no\n linger_mode=no\n next_scenario=02_Ethea\n [/endlevel]\n [/event]\n\n [event]\n name=victory\n\n [/event]\n[/scenario]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[scenario]\n id=03b_The_Bells_of_Aerlyn\n map_data=\"{~add-ons/Genesis/episode2/maps/03b_The_Bells_of_Aerlyn.map}\"\n name= _ \"The Bells of Aerlyn\"\n turns=-1\n victory_when_enemies_defeated=no\n next_scenario=02_Ethea\n\n {AFTERNOON}\n\n {SCENARIO_MUSIC snowfall.ogg}\n {EXTRA_SCENARIO_MUSIC returning_in_time.ogg}\n {EXTRA_SCENARIO_MUSIC underground.ogg}\n\n\n [side]\n type=Amberlight Fae\n name= _ \"Esther\"\n id=Esther\n canrecruit=yes\n side=1\n controller=human\n recruit=\n gold=0\n income=-2\n fog=yes\n team_name=fae\n user_team_name= _ \"team_name^Fae\"\n [/side]\n\n [side]\n side=2\n no_leader=yes\n controller=ai\n color=yellow\n fog=no\n shroud=no\n recruit=\n gold=0\n income=-2\n team_name=demons\n user_team_name= _ \"team_name^Demons\"\n [ai]\n aggression=1\n caution=0\n grouping=false\n [/ai]\n [/side]\n\n [side]\n side=3\n no_leader=yes\n controller=ai\n color=black\n fog=no\n shroud=no\n recruit=\n gold=0\n income=-2\n team_name=demons\n hidden=yes\n [/side]\n\n {PLACE_IMAGE items-new/wind-chimes.png 10 6}\n {PLACE_IMAGE items-new/wind-chimes.png 12 9}\n {PLACE_IMAGE items-new/wind-chimes.png 7 9}\n\n [event]\n name=prestart\n\n {RECALL_YUMI_NOLOC}\n {RECALL_ARYEL_NOLOC}\n\n [set_recruit]\n side=1\n recruit=\n [/set_recruit]\n {SPAWN_NOID_NONAME (\"GNS_Monolith\") 3 13 10}\n {SPAWN_NOID_NONAME (\"GNS_Monolith\") 3 6 9}\n {SPAWN_NOID_NONAME (\"GNS_Monolith\") 3 11 7}\n\n [unit]\n type=Demon Warrior\n id=boss1\n x,y=6,14\n canrecruit=yes\n random_traits=no\n generate_name=yes\n side=2\n [/unit]\n [unit]\n type=Demon Stormbringer\n id=boss2\n x,y=23,5\n canrecruit=yes\n random_traits=no\n generate_name=yes\n side=2\n [/unit]\n\n {VARIABLE void_struck 0}\n [/event]\n\n# initial spawns\n\n [event]\n name=new turn\n first_time_only=no\n [store_locations]\n variable=lava_chasm\n terrain=Ql\n [/store_locations]\n [for]\n array=lava_chasm\n [do]\n #ifdef HARD\n [set_variable]\n name=spawn_val\n rand=1..56\n [/set_variable]\n #endif\n #ifdef NORMAL\n [set_variable]\n name=spawn_val\n rand=1..84\n [/set_variable]\n #endif\n #ifdef EASY\n [set_variable]\n name=spawn_val\n rand=1..98\n [/set_variable]\n #endif\n [if]\n [variable]\n name=spawn_val\n less_than=3\n [/variable]\n [then]\n {SPAWN_NOID (\"Winged Demon\") 2 $lava_chasm[$i].x $lava_chasm[$i].y}\n [/then]\n [/if]\n [if]\n [variable]\n name=spawn_val\n numerical_equals=3\n [/variable]\n [then]\n {SPAWN_NOID (\"Demon Zephyr\") 2 $lava_chasm[$i].x $lava_chasm[$i].y}\n [/then]\n [/if]\n [if]\n [variable]\n name=spawn_val\n numerical_equals=4\n [/variable]\n [then]\n {SPAWN_NOID (\"Demon Windlasher\") 2 $lava_chasm[$i].x $lava_chasm[$i].y}\n [/then]\n [/if]\n {CLEAR_VARIABLE spawn_val}\n [/do]\n [/for]\n {CLEAR_VARIABLE lava_chasm}\n [store_locations]\n variable=lava_hex\n terrain=Qlf,Qlf^*\n [/store_locations]\n [for]\n array=lava_hex\n [do]\n #ifdef HARD\n [set_variable]\n name=spawn_val\n rand=1..110\n [/set_variable]\n #endif\n #ifdef NORMAL\n [set_variable]\n name=spawn_val\n rand=1..165\n [/set_variable]\n #endif\n #ifdef EASY\n [set_variable]\n name=spawn_val\n rand=1..187\n [/set_variable]\n #endif\n [if]\n [variable]\n name=spawn_val\n less_than=3\n [/variable]\n [then]\n {SPAWN_NOID (\"Winged Demon\") 2 $lava_hex[$i].x $lava_hex[$i].y}\n [/then]\n [/if]\n [if]\n [variable]\n name=spawn_val\n numerical_equals=3\n [/variable]\n [then]\n {SPAWN_NOID (\"Demon Zephyr\") 2 $lava_hex[$i].x $lava_hex[$i].y}\n [/then]\n [/if]\n [if]\n [variable]\n name=spawn_val\n numerical_equals=4\n [/variable]\n [then]\n {SPAWN_NOID (\"Demon Windlasher\") 2 $lava_hex[$i].x $lava_hex[$i].y}\n [/then]\n [/if]\n {CLEAR_VARIABLE spawn_val}\n [/do]\n [/for]\n {CLEAR_VARIABLE lava_hex}\n [store_locations]\n variable=ice_hex\n terrain=Brym\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n #ifdef HARD\n [set_variable]\n name=spawn_val\n rand=1..40\n [/set_variable]\n #endif\n #ifdef NORMAL\n [set_variable]\n name=spawn_val\n rand=1..60\n [/set_variable]\n #endif\n #ifdef EASY\n [set_variable]\n name=spawn_val\n rand=1..70\n [/set_variable]\n #endif\n [if]\n [variable]\n name=spawn_val\n less_than=3\n [/variable]\n [then]\n {SPAWN_NOID (\"Demon\") 2 $ice_hex[$i].x $ice_hex[$i].y}\n [/then]\n [/if]\n [if]\n [variable]\n name=spawn_val\n numerical_equals=3\n [/variable]\n [then]\n {SPAWN_NOID (\"Demon Grunt\") 2 $ice_hex[$i].x $ice_hex[$i].y}\n [/then]\n [/if]\n [if]\n [variable]\n name=spawn_val\n numerical_equals=4\n [/variable]\n [then]\n {SPAWN_NOID (\"Demon Sword Dancer\") 2 $ice_hex[$i].x $ice_hex[$i].y}\n [/then]\n [/if]\n {CLEAR_VARIABLE spawn_val}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=ice_hex\n terrain=Spay\n [/store_locations]\n [for]\n array=ice_hex\n [do]\n #ifdef HARD\n [set_variable]\n name=spawn_val\n rand=1..55\n [/set_variable]\n #endif\n #ifdef NORMAL\n [set_variable]\n name=spawn_val\n rand=1..77\n [/set_variable]\n #endif\n #ifdef EASY\n [set_variable]\n name=spawn_val\n rand=1..88\n [/set_variable]\n #endif\n [if]\n [variable]\n name=spawn_val\n less_than=3\n [/variable]\n [then]\n {SPAWN_NOID (\"Demon\") 2 $ice_hex[$i].x $ice_hex[$i].y}\n [/then]\n [/if]\n [if]\n [variable]\n name=spawn_val\n numerical_equals=3\n [/variable]\n [then]\n {SPAWN_NOID (\"Demon Grunt\") 2 $ice_hex[$i].x $ice_hex[$i].y}\n [/then]\n [/if]\n [if]\n [variable]\n name=spawn_val\n numerical_equals=4\n [/variable]\n [then]\n {SPAWN_NOID (\"Demon Sword Dancer\") 2 $ice_hex[$i].x $ice_hex[$i].y}\n [/then]\n [/if]\n {CLEAR_VARIABLE spawn_val}\n [/do]\n [/for]\n {CLEAR_VARIABLE ice_hex}\n [store_locations]\n variable=void_hex\n terrain=Qxua\n [/store_locations]\n [for]\n array=void_hex\n [do]\n #ifdef HARD\n [set_variable]\n name=spawn_val\n rand=1..174\n [/set_variable]\n #endif\n #ifdef NORMAL\n [set_variable]\n name=spawn_val\n rand=1..261\n [/set_variable]\n #endif\n #ifdef EASY\n [set_variable]\n name=spawn_val\n rand=1..319\n [/set_variable]\n #endif\n [if]\n [variable]\n name=spawn_val\n less_than=3\n [/variable]\n [then]\n {SPAWN_NOID (\"Demon Void Shambler\") 2 $void_hex[$i].x $void_hex[$i].y}\n [/then]\n [/if]\n [if]\n [variable]\n name=spawn_val\n numerical_equals=3\n [/variable]\n [then]\n {SPAWN_NOID (\"Demon Void Stalker\") 2 $void_hex[$i].x $void_hex[$i].y}\n [/then]\n [/if]\n {CLEAR_VARIABLE spawn_val}\n [/do]\n [/for]\n {CLEAR_VARIABLE void_hex}\n [/event]\n\n [event]\n name=start\n\n [unit]\n type=Halfling Piercer\n x,y=37,26\n id=Midara_piercer\n name= _ \"Midara\"\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n animate=yes\n gender=female\n random_traits=no\n find_vacant=yes\n side=1\n [/unit]\n [unit]\n type=Halfling Distortionist\n x,y=37,26\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n animate=yes\n generate_name=yes\n random_traits=no\n random_gender=yes\n find_vacant=yes\n side=1\n [/unit]\n [unit]\n type=Halfling Spearer\n x,y=37,26\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n animate=yes\n generate_name=yes\n random_traits=no\n random_gender=yes\n find_vacant=yes\n side=1\n [/unit]\n [unit]\n type=Halfling Spearer\n x,y=37,26\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n animate=yes\n generate_name=yes\n random_traits=no\n random_gender=yes\n find_vacant=yes\n side=1\n [/unit]\n [unit]\n type=Halfling Spearer\n x,y=37,28\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n animate=yes\n generate_name=yes\n random_traits=no\n random_gender=yes\n find_vacant=yes\n side=1\n [/unit]\n [unit]\n type=Halfling Distortionist\n x,y=38,27\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n animate=yes\n generate_name=yes\n random_traits=no\n random_gender=yes\n find_vacant=yes\n side=1\n [/unit]\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Explore\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Yumi\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Esther\")}\n {OBJECTIVE_DEFEAT ( _ \"Death of Aryel\")}\n [/objectives]\n [/event]\n\n ######### BONUS ###########\n [event]\n name=moveto\n first_time_only=yes\n [filter]\n x,y=4,26\n id=Yumi\n [/filter]\n [filter_condition]\n [have_location]\n time_of_day=chaotic\n [/have_location]\n [/filter_condition]\n \n {VARIABLE_OP yumi_spell_params.yumi_max_mana add 1}\n {FLOAT_TEXT (\"Yumi\") \"00ffff\" \"+1 max mana\"}\n [/event]\n\n ######### BOSS FIGHT ###########\n\n [event]\n name=sighted\n first_time_only=yes\n [filter]\n type=GNS_Monolith\n [/filter]\n\n [fire_event]\n name=void spawning\n [/fire_event]\n\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x,y=12,9\n radius=3\n multiturn=yes\n [/lift_fog]\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x,y=7,9\n radius=3\n multiturn=yes\n [/lift_fog]\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x,y=10,6\n radius=3\n multiturn=yes\n [/lift_fog]\n\n {SCROLL_TO 10 8}\n {DELAY 500}\n\n [unit]\n animate=yes\n side=3\n x,y=5,9\n type=Demon Void Devourer\n generate_name=no\n random_traits=no\n find_vacant=yes\n [status]\n uncovered=yes\n [/status]\n [/unit]\n [unit]\n animate=yes\n side=3\n x,y=14,10\n type=Demon Void Devourer\n generate_name=no\n random_traits=no\n find_vacant=yes\n [status]\n uncovered=yes\n [/status]\n [/unit]\n [unit]\n animate=yes\n side=3\n x,y=12,6\n type=Demon Void Devourer\n generate_name=no\n random_traits=no\n find_vacant=yes\n [status]\n uncovered=yes\n [/status]\n [/unit]\n\n [/event]\n\n [event]\n name=turn 15\n\n [fire_event]\n name=void spawning\n [/fire_event]\n [/event]\n\n [event]\n name=void spawning\n \n [message]\n speaker=Aryel\n message= _ \"Wait a second. Do you sense that?\"\n [/message]\n {TURN_UNIT5 \"Esther\"}\n [message]\n speaker=Esther\n message= _ \"Sense what?\"\n [/message]\n {DELAY 1500}\n [replace_schedule]\n {DUSK_NO_SOUND}\n [/replace_schedule]\n {DELAY 800}\n [replace_schedule]\n {FIRST_WATCH}\n [/replace_schedule]\n {DELAY 600}\n [replace_schedule]\n {MIDNIGHT}\n [/replace_schedule]\n {DELAY 400}\n {COLOR_ADJUST -10 -10 -10}\n {DELAY 200}\n {COLOR_ADJUST -20 -20 -20}\n {DELAY 100}\n {COLOR_ADJUST -30 -30 -30}\n {DELAY 750}\n {SCROLL_TO 22 6}\n {DELAY 750}\n {PLAY_SOUND \"wail.wav\"}\n {DELAY 1000}\n {PLAY_SOUND \"wail.wav\"}\n {DELAY 500}\n {QUAKE_FIXED \"rumble.ogg\"}\n [terrain]\n [and]\n terrain=Ql\n [/and]\n terrain=Qxua\n [/terrain]\n [redraw][/redraw]\n {DELAY 500}\n {QUAKE \"rumble.ogg\"}\n [terrain]\n [and]\n terrain=Qlf,Qlf^*\n [/and]\n terrain=Qxua\n [/terrain]\n [redraw][/redraw]\n {DELAY 1000}\n {SCROLL_TO 7 16}\n {DELAY 750}\n {PLAY_SOUND \"magic-dark.ogg\"}\n {DELAY 500}\n {QUAKE \"rumble.ogg\"}\n [terrain]\n [and]\n terrain=Brym\n [/and]\n terrain=Qxua\n [/terrain]\n [redraw][/redraw]\n {DELAY 500}\n {QUAKE \"rumble.ogg\"}\n [terrain]\n [and]\n terrain=Spay\n [/and]\n terrain=Qxua\n [/terrain]\n [redraw][/redraw]\n \n {DELAY 1500}\n \n [store_unit]\n [filter]\n side=2\n [/filter]\n variable=swap_unit\n [/store_unit]\n [for]\n array=swap_unit\n [do]\n [switch]\n variable=swap_unit[$i].level\n [case]\n value=1\n\n [unit]\n side=3\n overwrite=yes\n find_vacant=no\n type=Demon Void Shambler\n generate_name=no\n random_traits=no\n x,y=$swap_unit[$i].x,$swap_unit[$i].y\n [/unit]\n [/case]\n [case]\n value=2\n\n [unit]\n side=3\n overwrite=yes\n find_vacant=no\n type=Demon Void Stalker\n generate_name=no\n random_traits=no\n x,y=$swap_unit[$i].x,$swap_unit[$i].y\n [/unit]\n [/case]\n [case]\n value=3\n\n [unit]\n side=3\n overwrite=yes\n find_vacant=no\n type=Demon Void Devourer\n generate_name=no\n random_traits=no\n x,y=$swap_unit[$i].x,$swap_unit[$i].y\n [/unit]\n [/case]\n [/switch]\n [/do]\n [/for]\n {CLEAR_VARIABLE swap_unit}\n [/event]\n\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=void_struck\n numerical_equals=0\n [/variable]\n [/filter_condition]\n\n [heal_unit]\n [filter]\n type=GNS_Monolith\n [/filter]\n amount=full\n animate=yes\n [/heal_unit]\n [/event]\n \n [event]\n name=attacker hits\n first_time_only=yes\n [filter_attack]\n name=void assault\n [/filter_attack]\n\n {VARIABLE_OP void_struck add 1}\n [/event]\n \n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=void_struck\n numerical_equals=1\n [/variable]\n [/filter_condition]\n \n [harm_unit]\n [filter]\n x,y=13,10\n [/filter]\n amount=250\n animate=no\n kill=no\n [/harm_unit]\n [if]\n [have_unit]\n x,y=13,10\n [/have_unit]\n [then]\n {FLOAT_TEXT_LOC \"13\" \"10\" \"ff0000\" \"250\"}\n [/then]\n [/if]\n \n [harm_unit]\n [filter]\n x,y=6,9\n [/filter]\n amount=250\n animate=no\n kill=no\n [/harm_unit]\n [if]\n [have_unit]\n x,y=6,9\n [/have_unit]\n [then]\n {FLOAT_TEXT_LOC \"6\" \"9\" \"ff0000\" \"250\"}\n [/then]\n [/if]\n \n [harm_unit]\n [filter]\n x,y=11,7\n [/filter]\n amount=250\n animate=no\n kill=no\n [/harm_unit]\n [if]\n [have_unit]\n x,y=11,7\n [/have_unit]\n [then]\n {FLOAT_TEXT_LOC \"11\" \"7\" \"ff0000\" \"250\"}\n [/then]\n [/if]\n [/event]\n\n\n [event]\n name=die\n first_time_only=no\n [filter]\n type=GNS_Monolith\n [/filter]\n\n [if]\n [not]\n [have_unit]\n type=GNS_Monolith\n [/have_unit]\n [/not]\n [then]\n#ifdef EASY\n [add_exp]\n [filter]\n id=Aryel\n [/filter]\n experience=40\n [/add_exp]\n [add_exp]\n [filter]\n id=Esther\n [/filter]\n experience=40\n [/add_exp]\n [add_exp]\n [filter]\n id=Yumi\n [/filter]\n experience=40\n [/add_exp]\n#endif\n#ifdef NORMAL\n [add_exp]\n [filter]\n id=Aryel\n [/filter]\n experience=30\n [/add_exp]\n [add_exp]\n [filter]\n id=Esther\n [/filter]\n experience=30\n [/add_exp]\n [add_exp]\n [filter]\n id=Yumi\n [/filter]\n experience=30\n [/add_exp]\n#endif\n#ifdef HARD\n [add_exp]\n [filter]\n id=Aryel\n [/filter]\n experience=20\n [/add_exp]\n [add_exp]\n [filter]\n id=Esther\n [/filter]\n experience=20\n [/add_exp]\n [add_exp]\n [filter]\n id=Yumi\n [/filter]\n experience=20\n [/add_exp]\n#endif\n \n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n replay_save=yes\n carryover_report=no\n linger_mode=no\n next_scenario=02_Ethea\n [/endlevel]\n [/then]\n [/if]\n [/event]\n\n [event]\n name=victory\n \n {VARIABLE ethea.prev_scenario \"The Bells of Aerlyn\"}\n {CLEAR_VARIABLE void_struck}\n [/event]\n[/scenario]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[scenario]\n id=03d_Echo_Caverns\n map_data=\"{~add-ons/Genesis/episode2/maps/03d_Echo_Caverns.map}\"\n name= _ \"Echo Caverns\"\n turns=-1\n victory_when_enemies_defeated=no\n next_scenario=02_Ethea\n\n {UNDERGROUND}\n\n {SCENARIO_MUSIC snowfall.ogg}\n {EXTRA_SCENARIO_MUSIC returning_in_time.ogg}\n {EXTRA_SCENARIO_MUSIC underground.ogg}\n\n\n [side]\n type=Amberlight Fae\n name= _ \"Esther\"\n id=Esther\n canrecruit=yes\n side=1\n controller=human\n recruit=\n gold=0\n income=-2\n shroud=yes\n fog=yes\n team_name=fae\n user_team_name= _ \"team_name^Fae\"\n [/side]\n\n [side]\n side=2\n no_leader=yes\n controller=ai\n color=black\n fog=no\n shroud=no\n recruit=\n gold=0\n income=-2\n team_name=fae\n hidden=yes\n [/side]\n\n [side]\n side=3\n no_leader=yes\n controller=ai\n color=blue\n fog=no\n shroud=no\n recruit=\n gold=0\n income=-2\n team_name=misc\n hidden=yes\n [/side]\n\n [event]\n name=preload\n first_time_only=no\n\n\t\t[lua]\n code = << wesnoth.dofile('~add-ons/Genesis/episode2/lua/scenarios/03d_Echo_Caverns.lua') >>\n\t\t[/lua]\n [/event]\n\n {PLACE_IMAGE items/crystal-glyph-message.png 36 9}\n {PLACE_IMAGE items/crystal-glyph-message.png 15 2}\n\n {PLACE_IMAGE items/crystal-glyph-message.png 40 11}\n {PLACE_IMAGE items/crystal-glyph-message.png 32 17}\n\n {PLACE_IMAGE items/crystal-glyph-light.png 13 3}\n {PLACE_IMAGE items/crystal-glyph-message-dark-1.png 2 6}\n {PLACE_IMAGE items/crystal-glyph-message.png 18 10}\n\n {PLACE_IMAGE items/crystal-glyph-light.png 9 20}\n {PLACE_IMAGE items/crystal-glyph-message.png 27 23}\n\n {PLACE_IMAGE items/crystal-glyph-light.png 20 27}\n\n {PLACE_IMAGE items/crystal-glyph-message.png 12 28}\n {PLACE_IMAGE items/crystal-glyph-message-dark-1.png 8 32}\n {PLACE_IMAGE items/crystal-glyph-light.png 19 31}\n {PLACE_IMAGE items/crystal-glyph-light.png 8 37}\n\n {PLACE_IMAGE items/crystal-glyph-light-1.png 28 29}\n\n [event]\n name=prestart\n\n {RECALL_YUMI_NOLOC}\n {RECALL_ARYEL_NOLOC}\n\n {SPAWN_NOID_NONAME (\"GNS_Mirror\") 3 14 11}\n {SPAWN_NOID_NONAME (\"GNS_Ice_Shard\") 3 41 18}\n {SPAWN_NOID_NONAME (\"GNS_Dreamcatcher\") 3 12 34}\n {SPAWN_NOID_NONAME (\"GNS_Dreamcatcher\") 3 14 32}\n {SPAWN_NOID_NONAME (\"GNS_Dreamcatcher\") 3 16 34}\n\n [set_recruit]\n side=1\n recruit=\n [/set_recruit]\n#ifdef EASY\n {VARIABLE puzzle_exp 30}\n#endif\n#ifdef NORMAL\n {VARIABLE puzzle_exp 25}\n#endif\n#ifdef HARD\n {VARIABLE puzzle_exp 20}\n#endif\n {MODIFY_UNIT (id=Esther) vision 3}\n {MODIFY_UNIT (id=Aryel) vision 3}\n {MODIFY_UNIT (id=Yumi) vision 3}\n\t\t\n\t\t[init_puzzles][/init_puzzles]\n [/event]\n\n [event]\n name=start\n\n [objectives]\n {OBJECTIVE_VICTORY ( _ \"Explore\")}\n [/objectives]\n [/event]\n\n ######### MESSAGES ###########\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=36\n y=9\n [/filter]\n [message]\n speaker=narrator\n message= _ \"'Yukiria, Yukiria, Yukiria!' They cry for me, hapless voices possessed by Guardians, but sounding of meager demons.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"'Yukiria, stop this nonsense. These dreamwalkers of yours have no business tormenting and twisting my subjects into your unwilling slaves!' In different forms, mirrored words, they have accused me many times over. Uria, Shardia, Xia'el, Luceith'el...\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"I have always echoed the same reply. Though I am the only Guardian capable of entering the pool of dreams, it is not my domain. I do not choose to set the nightmares on you - they do it of their own will. How about you stop complaining and try to make use of them when they do materialize, like Valdir did? He, at least, seems to be resourceful.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Of course, Uria would never even consider that. The blue ones are nothing more than abominations to her, after all. Creatures that exist only as thoughts, without flesh, without blood... it is incomprehensible to the Queen of Life, of course, but I suppose Uria and her two lackeys should not be of my concern. While Uria and Xia'el support Shardia in her endless war with Valdir, the unending stream of souls ripples from Ird to Vyx, from Being to Void. In waging this timeless battle, the Guardian of Life has forsaken her namesake and pandered to me, the Mistress of Death.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"I suppose I must thank her for her foolishness, but she will get no sympathy from me.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=15\n y=2\n [/filter]\n [message]\n speaker=narrator\n message= _ \"Valdir came to me with a proposition today. How unusual. He, the prideful Beast of Blood, actually seeking the help of another? Last we spoke, he was busying shaming Shardia for doing the same, claiming that her alliance with Uria was providing her an undue edge in their little feud. How mundane. Valdir, Shardia, Uria... it seems as if the other Guardians concern themselves only with the terrestrial, the carnal... war... and power. They are no better than the demons that they lord over.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Still, Valdir's offer is tempting. A teleportation network? What he purposes it to is not really of my concern, but its creation in of itself could be a stimulating exercise. I had an idea - it would be a path through Yuure, the realm of dreams. Vyx is out of the question, for no soul, demon, faerie, or Guardian, can pass through unmarred. But Yuure... in dreams, time and space have no meaning. The fabric of reality is torn by the shears of thought. It would be... a deconstruction of the matter into the mind, then reconstruction of the thought back into the physical. Yuure would be the bridge.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"It would, of course, be somewhat undermining Xia'el's power to generate portals between the terres firma, but that is of little concern to me. Unlike Valdir or Uria, she hardly has the power to fight me.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=13\n y=3\n [/filter]\n [message]\n speaker=narrator\n message= _ \"Light and darkness, Ird and Vyx, souls of the Tree of Life drifting through a sea of nothingness. Souls born of the Tree, Ird, are possessed of form, physical energy - that which we call Life, or Being. Though she is its Guardian, Uria seems to understand very little about the nature of her own power. Pity, but truly, she is as much a brute as Valdir is. Art and mysticism are lost upon her... all she wishes to do is fight. Pity. Her essence is possessed of so much wasted potential.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"'Jealous'... yes, that is what she called me. Envious that among us, she is the one bound most strongly to Ird... I admit, it sparks much more ire than it would normally, since for all her power, she has the disposition of nothing more than an oaf. She does not deserve what she has been bequeathed. I fail to understand why Yarae favors her so.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=2\n y=6\n [/filter]\n [message]\n speaker=narrator\n message= _ \"Vyx... nothingness, oblivion, Void. For a being of Ird, it is something wholly incomprehensible - mere contact would be utter annihilation for demons, faerie, and Guardians alike. Vyx is the darkness that is beyond the element Darkness, an absolute antithesis of creation. Even Merthiaal fears Vyx, perhaps more so than the rest of us... though I suspect that has more to do with her being merely a weak child. She is but a hair stronger than most demon lords, and I suspect a couple of Valdir's lackeys would even be able to best her in a straight fight. I could almost pity her, if she were not so pathetic.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=9\n y=20\n [/filter]\n [message]\n speaker=narrator\n message= _ \"Xia'el came here to Siaria today. Unannounced, of course, as always, but at the very least she is much less of an irritation than Uria is. This time, however, she posed me an interesting question. 'Yuki, why is it that some demons are able to survive exposure to the Void and others are destroyed immediately?'\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Besides her ridiculous shortening of my name, there was something about her question that was a bit suspicious. I am obviously aware of the growing spears of Vyx piercing through the veil of Ird on various worlds. That she is aware of it is not surprising. However, in the first place, demons that are capable of subsisting through the Void are extremely rare. I have never seen one myself. That she should raise this question means that she has encountered them, perhaps in... unpleasant... circumstances.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"The way she asked her question also suggested that she was not only referring to demons, but what else could she have seen? Humans? They definitely would be the first to perish to Vyx. Faerie? If there is one thing Xia'el certainly knows more than me about, it would be them. She must have discovered something else... something that she wishes to keep secret for now. It goes without saying that Xia'el is hardly secretive in general, so this must be fairly important.\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"Regardless, my response was the typical one. 'A demon does not truly survive when passing through Vyx. The physical form may, but the mind is always destroyed. What determines if the form remains depends on the creature's affinity to Ird. Normal demons are wholly possessed of the Tree's energies and are hapless against anything Void. Special ones, such as those from Yuure, stand a better chance.'\n\nShe seemed satisfied with my answer for the moment, but I'm sure she'll be back later.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=27\n y=23\n [/filter]\n [message]\n speaker=narrator\n message= _ \"Uria is unbelievably annoying. How can anyone stand her?\"\n [/message]\n [/event]\n\n ######### ICE SHARD PUZZLE ###########\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=40\n y=11\n [/filter]\n [message]\n speaker=narrator\n message= _ \"Whispers echoing through mirrored reality,\nA hush frozen still between crystal facets.\nBrittle panes reflecting brittle impressions,\nShattered by a smattering of oblivion.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=32\n y=17\n [/filter]\n [message]\n speaker=narrator\n message= _ \"Sparkling shards of scattered ice,\nFaux visages reflected between-\nThe physical embraces perception and waits,\nBridging feeling and form.\"\n [/message]\n [/event]\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=41\n y=18\n [/filter]\n\t\t[filter_condition]\n\t\t\t[variable]\n\t\t\t\tname=echo.ice_shard\n\t\t\t\tnumerical_equals=2\n\t\t\t[/variable]\n\t\t[/filter_condition]\n \n # Add a cutscene\n [/event]\n [event]\n name=attacker_hits\n first_time_only=no\n [filter_attack]\n type=fire\n [/filter_attack]\n [filter_second]\n type=GNS_Ice_Shard\n [/filter_second]\n [kill]\n x,y=41,18\n [/kill]\n [unit]\n x,y=41,18\n side=3\n type=GNS_Ice_Shard\n variation=iceshard_red\n animate=no\n [/unit]\n [/event]\n [event]\n name=attacker_hits\n first_time_only=no\n [filter_attack]\n type=cold\n [/filter_attack]\n [filter_second]\n type=GNS_Ice_Shard\n [/filter_second]\n [if]\n [have_unit]\n x,y=41,18\n type=GNS_Ice_Shard\n variation=iceshard_dark\n [/have_unit]\n [then]\n\t\t\t\t{PLAY_SOUND \"magic-faeriefire.ogg\"}\n\t\t\t\t[kill]\n\t\t\t\t\tx,y=41,18\n\t\t\t\t[/kill]\n\t\t\t\t{VARIABLE_OP yumi_spell_params.yumi_max_mana add 1}\n\t\t\t\t{FLOAT_TEXT (\"Yumi\") \"00ffff\" \"+1 max mana\"}\n\t\t\t\t{VARIABLE_OP aryel_spell_params.aryel_max_mana add 1}\n\t\t\t\t{FLOAT_TEXT (\"Aryel\") \"00ffff\" \"+1 max mana\"}\n\t\t\t\t{PLACE_IMAGE items/crystal-shard.png 42 17}\n\t\t\t\t{PLACE_IMAGE items/crystal-shard.png 40 17}\n\t\t\t\t{PLACE_IMAGE items/crystal-shard.png 40 18}\n\t\t\t\t{PLACE_IMAGE units/fae/yumi-silhouette.png 41 18}\n\t\t\t\t{VARIABLE_OP echo.ice_shard add 1}\n [/then]\n [else]\n [kill]\n x,y=41,18\n [/kill]\n [unit]\n x,y=41,18\n side=3\n type=GNS_Ice_Shard\n variation=iceshard_violet\n animate=no\n [/unit]\n [/else]\n [/if]\n [/event]\n [event]\n name=attacker_hits\n first_time_only=no\n [filter_attack]\n name=malefic whisper\n [/filter_attack]\n [filter_second]\n type=GNS_Ice_Shard\n [/filter_second]\n [kill]\n x,y=41,18\n [/kill]\n [unit]\n x,y=41,18\n side=3\n type=GNS_Ice_Shard\n variation=iceshard_dark\n animate=no\n [/unit]\n [/event]\n [event]\n name=attacker_hits\n first_time_only=no\n [filter_attack]\n type=arcane\n [not]\n name=malefic whisper\n [/not]\n [/filter_attack]\n [filter_second]\n type=GNS_Ice_Shard\n [/filter_second]\n [kill]\n x,y=41,18\n [/kill]\n [unit]\n x,y=41,18\n side=3\n type=GNS_Ice_Shard\n variation=iceshard_light\n animate=no\n [/unit]\n [/event]\n [event]\n name=attacker_hits\n first_time_only=no\n [filter_attack]\n\t\t\ttype=impact\n [/filter_attack]\n [filter_second]\n type=GNS_Ice_Shard\n [/filter_second]\n [kill]\n x,y=41,18\n [/kill]\n [unit]\n x,y=41,18\n side=3\n type=GNS_Ice_Shard\n variation=iceshard_light\n animate=no\n [/unit]\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n [/event] \n\t[event]\n name=new turn\n first_time_only=yes\n\t\t[filter_condition]\n\t\t\t[variable]\n\t\t\t\tname=echo.ice_shard\n\t\t\t\tnumerical_equals=1\n\t\t\t[/variable]\n\t\t\t[and]\n\t\t\t\t[have_unit]\n\t\t\t\t\tid=Yumi\n\t\t\t\t\tx,y=41,18\n\t\t\t\t[/have_unit]\n\t\t\t[/and]\n\t\t[/filter_condition]\n\t\t\n\t\t{VARIABLE_OP yumi_spell_params.yumi_max_mana add 1}\n\t\t{FLOAT_TEXT (\"Yumi\") \"00ffff\" \"+1 max mana\"}\n\t\t{REMOVE_IMAGE 41 18}\n\t\t{PLACE_IMAGE items/crystal-glyph-message-dark.png 41 18}\n\t\t{REMOVE_IMAGE 42 17}\n\t\t{REMOVE_IMAGE 40 17}\n\t\t{REMOVE_IMAGE 40 18}\n\t\t{VARIABLE_OP echo.ice_shard add 1}\n [/event]\n\n ######### MIRROR PUZZLE ###########\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n x=18\n y=10\n [/filter]\n [message]\n speaker=narrator\n message= _ \"Mirror echo, reflecting hidden forms,\nFacade - face and flesh, boiled away to reveal blood,\nThe mocking essence of Life.\nCruel crimson, clouded claret, \nClarion cries dripping from open veins...\nShe answers, extricating Life from its sinewy chains,\nLeaving nothing but black water.\"\n [/message]\n [/event]\n\t\n [event]\n name=attacker_hits\n first_time_only=no\n [filter_attack]\n type=fire\n\t\t\t[not]\n\t\t\t\tname=blood boil\n\t\t\t[/not]\n [/filter_attack]\n [filter_second]\n type=GNS_Mirror\n [/filter_second]\n\t\t[filter_condition]\n\t\t\t[variable]\n\t\t\t\tname=echo.mirror\n\t\t\t\tnumerical_equals=0\n\t\t\t[/variable]\n\t\t[/filter_condition]\n [terrain]\n x=12,13,14,14,15\n\t\t\ty=11-12,10,12,9-12,11\n\t\t\tterrain=Qlf\n [/terrain]\n\t\t[redraw][/redraw]\n [kill]\n x,y=14,11\n [/kill]\n [unit]\n x,y=14,11\n side=3\n type=GNS_Mirror\n animate=no\n [/unit]\n [/event]\n [event]\n name=attacker_hits\n first_time_only=no\n [filter_attack]\n\t\t\tname=blood boil\n [/filter_attack]\n [filter_second]\n type=GNS_Mirror\n [/filter_second]\n\t\t[filter_condition]\n\t\t\t[variable]\n\t\t\t\tname=echo.mirror\n\t\t\t\tnumerical_equals=0\n\t\t\t[/variable]\n\t\t[/filter_condition]\n [terrain]\n x=12,13,14,14,15\n\t\t\ty=11-12,10,12,9-12,11\n\t\t\tterrain=Wwb\n [/terrain]\n\t\t[redraw][/redraw]\n [kill]\n x,y=14,11\n [/kill]\n [unit]\n x,y=14,11\n side=3\n type=GNS_Mirror\n animate=no\n [/unit]\n [/event]\n [event]\n name=attacker_hits\n first_time_only=no\n [filter_attack]\n\t\t\tname=faerie fire\n [/filter_attack]\n [filter_second]\n type=GNS_Mirror\n [/filter_second]\n\t\t[filter_condition]\n\t\t\t[variable]\n\t\t\t\tname=echo.mirror\n\t\t\t\tnumerical_equals=0\n\t\t\t[/variable]\n\t\t[/filter_condition]\n [terrain]\n\t\t\tx=12,13,14,14,15\n\t\t\ty=11-12,10,12,9-12,11\n\t\t\tterrain=Qxyi\n [/terrain]\n\t\t[redraw][/redraw]\n [kill]\n x,y=14,11\n [/kill]\n [unit]\n x,y=14,11\n side=3\n type=GNS_Mirror\n animate=no\n [/unit]\n [/event]\n [event]\n name=attacker_hits\n first_time_only=no\n [filter_attack]\n\t\t\tname=void assault\n [/filter_attack]\n [filter_second]\n type=GNS_Mirror\n [/filter_second]\n\t\t[filter_condition]\n\t\t\t[variable]\n\t\t\t\tname=echo.mirror\n\t\t\t\tnumerical_equals=0\n\t\t\t[/variable]\n\t\t[/filter_condition]\n [terrain]\n\t\t\tx=12,13,14,14,15\n\t\t\ty=11-12,10,12,9-12,11\n\t\t\tterrain=Qxu\n [/terrain]\n\t\t[redraw][/redraw]\n [kill]\n x,y=14,11\n [/kill]\n [unit]\n x,y=14,11\n side=3\n type=GNS_Mirror\n animate=no\n [/unit]\n [/event]\n [event]\n name=attacker_hits\n first_time_only=no\n [filter_attack]\n\t\t\tname=malefic whisper,faerie touch\n [/filter_attack]\n [filter_second]\n type=GNS_Mirror\n [/filter_second]\n\t\t[filter_condition]\n\t\t\t[variable]\n\t\t\t\tname=echo.mirror\n\t\t\t\tnumerical_equals=0\n\t\t\t[/variable]\n\t\t[/filter_condition]\n [kill]\n x,y=14,11\n [/kill]\n [unit]\n x,y=14,11\n side=3\n type=GNS_Mirror\n animate=no\n [/unit]\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n [/event]\n [event]\n name=attacker_hits\n first_time_only=no\n [filter_attack]\n\t\t\tname=eviscerate\n [/filter_attack]\n [filter_second]\n type=GNS_Mirror\n [/filter_second]\n\t\t[filter_condition]\n\t\t\t[variable]\n\t\t\t\tname=echo.mirror\n\t\t\t\tnumerical_equals=0\n\t\t\t[/variable]\n\t\t[/filter_condition]\n [if]\n [have_location]\n x,y=14,10\n terrain=Wwb\n [/have_location]\n [then]\n\t\t\t\t{PLAY_SOUND \"magic-faeriefire.ogg\"}\n\t\t\t\t{VARIABLE_OP aryel_spell_params.aryel_max_mana add 1}\n\t\t\t\t{FLOAT_TEXT (\"Aryel\") \"00ffff\" \"+1 max mana\"}\n\t\t\t\t[terrain]\n\t\t\t\t\tx=12,13,14,14,15\n\t\t\t\t\ty=11-12,10,12,9-12,11\n\t\t\t\t\tterrain=Wwby\n\t\t\t\t[/terrain]\n\t\t\t\t[redraw][/redraw]\n\t\t\t\t[kill]\n\t\t\t\t\tx,y=14,11\n\t\t\t\t[/kill]\n\t\t\t\t[unit]\n\t\t\t\t\tx,y=14,11\n\t\t\t\t\tside=3\n\t\t\t\t\ttype=GNS_Mirror\n\t\t\t\t\tanimate=no\n\t\t\t\t[/unit]\n\t\t\t\t{VARIABLE_OP echo.mirror add 1}\n [/then]\n [else]\n\t\t\t\t[terrain]\n\t\t\t\t\tx=12,13,14,14,15\n\t\t\t\t\ty=11-12,10,12,9-12,11\n\t\t\t\t\tterrain=Ss\n\t\t\t\t[/terrain]\n\t\t\t\t[redraw][/redraw]\n\t\t\t\t[kill]\n\t\t\t\t\tx,y=14,11\n\t\t\t\t[/kill]\n\t\t\t\t[unit]\n\t\t\t\t\tx,y=14,11\n\t\t\t\t\tside=3\n\t\t\t\t\ttype=GNS_Mirror\n\t\t\t\t\tanimate=no\n\t\t\t\t[/unit]\n [/else]\n [/if]\n [/event]\n [event]\n name=attacker_hits\n first_time_only=no\n [filter_second]\n type=GNS_Mirror\n [/filter_second]\n\t\t[filter_condition]\n\t\t\t[variable]\n\t\t\t\tname=echo.mirror\n\t\t\t\tnumerical_equals=1\n\t\t\t[/variable]\n\t\t[/filter_condition]\n [kill]\n x,y=14,11\n [/kill]\n [unit]\n x,y=14,11\n side=3\n type=GNS_Mirror\n animate=no\n [/unit]\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n [/event]\n\t[event]\n\t\tname=firebolt spell\n first_time_only=yes\n\t\t\n [message]\n speaker=Esther\n message= _ \"asdf\"\n [/message]\n\t[/event]\n\t[event]\n\t\tname=firebolt spell\n first_time_only=no\n\t\t[firebolt_mirror][/firebolt_mirror]\n\t[/event]\n\t\n\t[event]\n\t\tname=new turn\n\t\tfirst_time_only=no\n\t\t[heal_unit]\n\t\t\t[filter]\n\t\t\t\ttype=GNS_Mirror,GNS_Ice_Shard,GNS_Dreamcatcher,Fake Nightmare,Fake Dreamwalker\n\t\t\t[/filter]\n\t\t\tamount=full\n\t\t[/heal_unit]\n\t[/event]\n\n ######### DREAMWEAVER PUZZLE ###########\n\n [event]\n name=attack end\n first_time_only=no\n [filter_second]\n type=Fake Nightmare\n [/filter_second]\n\t\t[heal_unit]\n\t\t\t[filter]\n\t\t\t\ttype=Fake Nightmare\n\t\t\t[/filter]\n\t\t\tamount=full\n\t\t[/heal_unit]\n\t\t[fire_event]\n\t\t\tname=nightmare text\n\t\t[/fire_event]\n [/event]\n\t[event]\n\t\tname=nightmare text\n\t\t\n [message]\n speaker=Aryel\n message= _ \"I don't think attacking that thing is going to work.\"\n [/message]\n\t[/event]\n [event]\n name=attacker_hits\n first_time_only=no\n [filter_attack]\n\t\t\t[not]\n\t\t\t\tname=dreamweave\n\t\t\t[/not]\n [/filter_attack]\n [filter_second]\n type=GNS_Dreamcatcher\n [/filter_second]\n [kill]\n x,y=$y2,$y2\n [/kill]\n [unit]\n x,y=$y2,$y2\n side=3\n type=GNS_Dreamcatcher\n animate=no\n [/unit]\n {PLAY_SOUND \"magic-dark-miss.ogg\"}\n [/event] \n [event]\n name=attacker_hits\n first_time_only=no\n [filter_attack]\n\t\t\tname=dreamweave\n [/filter_attack]\n [filter_second]\n type=GNS_Dreamcatcher\n\t\t\tx,y=12,34\n [/filter_second]\n [kill]\n x,y=$y2,$y2\n [/kill]\n\t\t{PLACE_IMAGE items-new/dreamcatcher1 12 34}\n\t\t\n\t\t[if]\n\t\t\t[not]\n\t\t\t\t[have_unit]\n\t\t\t\t\ttype=GNS_Dreamcatcher\n\t\t\t\t[/have_unit]\n\t\t\t[/not]\n\t\t\t[then]\n\t\t\t\t{PLAY_SOUND \"magic-dark.ogg\"}\n\t\t\t\t[terrain]\n\t\t\t\t\tx=12,13,14,15,16\n\t\t\t\t\ty=34,34,32-34,33,33-34\n\t\t\t\t\tterrain=Fyp\n\t\t\t\t[/terrain]\n\t\t\t\t[redraw][/redraw]\n\t\t\t\t{VARIABLE_OP echo.nightmare add 1}\n\t\t\t[/then]\n\t\t[/if]\n [/event] \n [event]\n name=attacker_hits\n first_time_only=no\n [filter_attack]\n\t\t\tname=dreamweave\n [/filter_attack]\n [filter_second]\n type=GNS_Dreamcatcher\n\t\t\tx,y=14,32\n [/filter_second]\n [kill]\n x,y=$y2,$y2\n [/kill]\n\t\t{PLACE_IMAGE items-new/dreamcatcher2 14 32}\n\t\t\n\t\t[if]\n\t\t\t[not]\n\t\t\t\t[have_unit]\n\t\t\t\t\ttype=GNS_Dreamcatcher\n\t\t\t\t[/have_unit]\n\t\t\t[/not]\n\t\t\t[then]\n\t\t\t\t{PLAY_SOUND \"magic-dark.ogg\"}\n\t\t\t\t[terrain]\n\t\t\t\t\tx=12,13,14,15,16\n\t\t\t\t\ty=34,34,32-34,33,33-34\n\t\t\t\t\tterrain=Fyp\n\t\t\t\t[/terrain]\n\t\t\t\t[redraw][/redraw]\n\t\t\t\t{VARIABLE_OP echo.nightmare add 1}\n\t\t\t[/then]\n\t\t[/if]\n [/event] \n [event]\n name=attacker_hits\n first_time_only=no\n [filter_attack]\n\t\t\tname=dreamweave\n [/filter_attack]\n [filter_second]\n type=GNS_Dreamcatcher\n\t\t\tx,y=16,34\n [/filter_second]\n [kill]\n x,y=$y2,$y2\n [/kill]\n\t\t{PLACE_IMAGE items-new/dreamcatcher3 16 34}\n\t\t\n\t\t[if]\n\t\t\t[not]\n\t\t\t\t[have_unit]\n\t\t\t\t\ttype=GNS_Dreamcatcher\n\t\t\t\t[/have_unit]\n\t\t\t[/not]\n\t\t\t[then]\n\t\t\t\t{PLAY_SOUND \"magic-dark.ogg\"}\n\t\t\t\t[terrain]\n\t\t\t\t\tx=12,13,14,15,16\n\t\t\t\t\ty=34,34,32-34,33,33-34\n\t\t\t\t\tterrain=Fyp\n\t\t\t\t[/terrain]\n\t\t\t\t[redraw][/redraw]\n\t\t\t\t{VARIABLE_OP echo.nightmare add 1}\n\t\t\t[/then]\n\t\t[/if]\n [/event] \n\t[event]\n name=new turn\n first_time_only=yes\n\t\t[filter_condition]\n\t\t\t[variable]\n\t\t\t\tname=echo.nightmare\n\t\t\t\tnumerical_equals=1\n\t\t\t[/variable]\n\t\t\t[and]\n\t\t\t\t[have_unit]\n\t\t\t\t\tid=Fake Nightmare\n\t\t\t\t\tterrain=Fyp\n\t\t\t\t[/have_unit]\n\t\t\t[/and]\n\t\t[/filter_condition]\n\t\t\n\t\t{VARIABLE_OP yumi_spell_params.yumi_max_mana add 1}\n\t\t{FLOAT_TEXT (\"Yumi\") \"00ffff\" \"+1 max mana\"}\n\t\t{PLACE_IMAGE items/crystal-glyph-message-dark.png 14 33}\n\t\t{REMOVE_IMAGE 12 34}\n\t\t{REMOVE_IMAGE 14 32}\n\t\t{REMOVE_IMAGE 16 34}\n\t\t{VARIABLE_OP echo.nightmare add 1}\n [/event]\n\t\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x=14-17\n y=13-16\n [/filter]\n\n [message]\n speaker=Aryel\n message= _ \"Should we go to the shrine now?\"\n [/message]\n [message]\n speaker=Esther\n [option]\n message= _ \"Let's go!\"\n\n [command]\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 100}\n replay_save=no\n carryover_report=no\n linger_mode=no\n next_scenario=03g_Amberlight_Shrine\n [/endlevel]\n [/command]\n [/option]\n [option]\n message= _ \"Let's wait a bit.\"\n [/option]\n [/message]\n [/event]\n\n [event]\n name=victory\n\n\n {MODIFY_UNIT (id=Esther) vision 6}\n {MODIFY_UNIT (id=Aryel) vision 6}\n {MODIFY_UNIT (id=Yumi) vision 6}\n [/event]\n[/scenario]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[movetype]\n\tname=duskfae\n\tflies=true\n\t{FAE_MOVE}\n\t[defense]\n\t\tdeep_water=50\n\t\tshallow_water=50\n\t\treef=50\n\t\tswamp_water=50\n\t\tflat=50\n\t\tsand=50\n\t\tforest=30\n\t\thills=50\n\t\tmountains=40\n\t\tvillage=40\n\t\tcastle=40\n\t\tcave=50\n\t\tfrozen=50\n\t\tfungus=50\n\t\tunwalkable=30\n\t[/defense]\n\t[resistance]\n\t\tblade=130\n\t\tpierce=130\n\t\timpact=130\n\t\tfire=110\n\t\tcold=30\n\t\tarcane=30\n\t[/resistance]\n[/movetype]\n[movetype]\n\tname=amberlightfae\n\tflies=true\n\t{FAE_MOVE}\n\t[defense]\n\t\tdeep_water=60\n\t\tshallow_water=60\n\t\treef=60\n\t\tswamp_water=60\n\t\tflat=50\n\t\tsand=50\n\t\tforest=30\n\t\thills=50\n\t\tmountains=40\n\t\tvillage=40\n\t\tcastle=40\n\t\tcave=50\n\t\tfrozen=60\n\t\tfungus=60\n\t\tunwalkable=70\n\t[/defense]\n\t[resistance]\n\t\tblade=120\n\t\tpierce=120\n\t\timpact=120\n\t\tfire=30\n\t\tcold=110\n\t\tarcane=50\n\t[/resistance]\n[/movetype]\n[movetype]\n name=crimsonfae\n flies=true\n {FAE_MOVE}\n [defense]\n deep_water=60\n shallow_water=60\n reef=60\n swamp_water=60\n flat=50\n sand=60\n forest=30\n hills=50\n mountains=40\n village=40\n castle=40\n cave=50\n frozen=60\n fungus=50\n unwalkable=50\n [/defense]\n [resistance]\n blade=120\n pierce=120\n impact=120\n fire=70\n cold=90\n arcane=50\n [/resistance]\n[/movetype]\n{~add-ons/Genesis/episode2/units/fae}\n{~add-ons/Genesis/episode2/units/faeries}\n"} {"text": "#textdomain wesnoth-Genesis\n\n[movetype]\n name=fakefly\n flies=true\n[/movetype]\n\n{~add-ons/Genesis/episode2/units/undead}\n{~add-ons/Genesis/episode2/units/fake}"} {"text": "#textdomain wesnoth-Genesis\n\n#define AMLA_AMBERLIGHTFAE\n {AMLA_OPTION_FIRE_MELEE}\n {AMLA_OPTION_BLAST_RANGE}\n {AMLA_OPTION_TEMPEST_RANGE}\n {AMLA_DEFAULT}\n#enddef\n#define AMLA_OPTION_FIRE_MELEE\n [advancement]\n max_times=-1\n description=_\"increased physical strength\"\n image=attacks/touch-faerie.png\n id=amla_melee_firefae\n strict_amla=yes\n [effect]\n apply_to=attack\n range=melee\n increase_damage=1\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=30%\n [/effect]\n [/advancement]\n#enddef\n#define AMLA_OPTION_BLAST_RANGE\n [advancement]\n max_times=-1\n description=_\"stronger fire magic\"\n image=attacks/fireball.png\n id=amla_blast_firefae\n strict_amla=yes\n [effect]\n apply_to=attack\n name=infernal blast\n increase_damage=1\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=30%\n [/effect]\n [/advancement]\n#enddef\n#define AMLA_OPTION_TEMPEST_RANGE\n [advancement]\n max_times=-1\n description=_\"stronger storm magic\"\n image=attacks/lightning.png\n id=amla_tempest_firefae\n strict_amla=yes\n [effect]\n apply_to=attack\n name=tempest\n increase_damage=3\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=30%\n [/effect]\n [/advancement]\n#enddef\n#define ESTHER_ADVANCEMENT HP_INCREMENT XP_INCREMENT EFFECT_WML VARIATION_NAME\n [advancement]\n max_times=-1\n always_display=yes\n [effect]\n apply_to=hitpoints\n increase_total={HP_INCREMENT}\n increase={HP_INCREMENT}\n [/effect]\n [effect]\n apply_to=max_experience\n increase={XP_INCREMENT}\n [/effect]\n [effect]\n apply_to=variation\n name={VARIATION_NAME}\n [/effect]\n {EFFECT_WML}\n [/advancement]\n#enddef\n\n#################### strong special abilities ###########################\n#define AMBERLIGHT_STORM_SHIELD VARIANT_NAME\n {ESTHER_ADVANCEMENT 1 150 (\n id=amberlight_storm_shield\n description= _ \"returns damage upon being attacked\"\n image=attacks/heater-shield.png\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_STORM_SHIELD}\n [/abilities]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define AMBERLIGHT_FIRE_SHIELD VARIANT_NAME\n {ESTHER_ADVANCEMENT 4 150 (\n id=amberlight_fire_shield\n description= _ \"returns fire damage upon being attacked and gains health\"\n image=attacks/heater-shield.png\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_FIRE_SHIELD}\n [/abilities]\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n increase_damage=2\n [/effect]\n [effect]\n apply_to=attack\n name=infernal blast\n increase_damage=2\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#########################################################################\n############################ ULTIMATES ##########################\n#define ESTHER_HELIOSPHERE VARIANT_NAME\n {ESTHER_ADVANCEMENT 8 0 (\n id=esther_heliosphere\n description= _ \"nearby units gain fire and cold resistance\"\n image=units/fae/esther.png\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_HELIOSPHERE}\n [/abilities]\n [/effect]\n [effect]\n apply_to=max_experience\n increase=-100%\n [/effect]\n [effect]\n apply_to=max_experience\n increase=69\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define ESTHER_PYROKINESIS VARIANT_NAME\n {ESTHER_ADVANCEMENT 4 0 (\n id=esther_pyrokinesis\n description= _ \"gains damage from adjacent allies\"\n image=units/fae/esther.png\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_PYROKINESIS}\n [/abilities]\n [/effect]\n\t\t[effect]\n apply_to=attack\n name=infernal blast\n increase_damage=2\n [/effect]\n\t\t[effect]\n apply_to=attack\n name=storm\n increase_damage=2\n [/effect]\n [effect]\n apply_to=max_experience\n increase=-100%\n [/effect]\n [effect]\n apply_to=max_experience\n increase=69\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#########################################################################\n#define ESTHER_INCINERATE VARIANT_NAME\n {ESTHER_ADVANCEMENT 3 110 (\n id=esther_incinerate\n description= _ \"gains bonus damage on offense and bonus fire resistance\"\n image=attacks/fireball.png\n [effect]\n apply_to=attack\n name=infernal blast\n [set_specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_INCINERATE}\n [/set_specials]\n [/effect]\n [effect]\n apply_to=resistance\n [resistance]\n fire=-20\n [/resistance]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n############## basic advancements #################\n#define AMBERLIGHT_MELEE_BONUS VARIANT_NAME\n {ESTHER_ADVANCEMENT 4 55 (\n id=amberlight_melee\n description= _ \"stronger in melee combat\"\n image=attacks/touch-faerie.png\n [effect]\n apply_to=attack\n range=melee\n increase_damage=1\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define AMBERLIGHT_BLAST_BONUS VARIANT_NAME\n {ESTHER_ADVANCEMENT 2 55 (\n id=amberlight_blast\n description= _ \"stronger fire magic\"\n image=attacks/fireball.png\n [effect]\n apply_to=attack\n name=infernal blast\n increase_damage=1\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define AMBERLIGHT_TEMPEST_BONUS VARIANT_NAME\n {ESTHER_ADVANCEMENT 2 55 (\n id=amberlight_tempest\n description= _ \"stronger storm magic\"\n image=attacks/lightning.png\n [effect]\n apply_to=attack\n name=storm\n increase_damage=3\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n####################################################\n################### better dmg bonuses #############\n#define ESTHER_MELEE_DAMAGE VARIANT_NAME\n {ESTHER_ADVANCEMENT 4 80 (\n id=esther_melee_damage\n description= _ \"stronger in melee combat\"\n image=attacks/touch-faerie.png\n [effect]\n apply_to=attack\n range=melee\n increase_damage=2\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define ESTHER_RANGE_DAMAGE VARIANT_NAME\n {ESTHER_ADVANCEMENT 2 80 (\n id=esther_range_damage\n description= _ \"increased range damage\"\n image=attacks/fireball.png\n [effect]\n apply_to=attack\n name=infernal blast\n increase_damage=1\n [/effect]\n [effect]\n apply_to=attack\n name=tempest\n increase_damage=3\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define ESTHER_HEALTH VARIANT_NAME\n {ESTHER_ADVANCEMENT 5 110 (\n id=esther_range_damage\n description= _ \"gains health and resistances\"\n image=attacks/heater-shield.png\n [effect]\n apply_to=resistance\n [resistance]\n blade=-10\n pierce=-10\n impact=-10\n [/resistance]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n####################################################\n#define FAE_LIGHTNING DIRECTION_NUMBER\n [attack_anim]\n [filter_attack]\n name=tempest\n [/filter_attack]\n\n {LIGHTNING_BOLT {DIRECTION_NUMBER} }\n\n start_time=-300\n {SOUND:HIT_AND_MISS lightning.ogg lightning-miss.ogg -300}\n [frame]\n image=\"units/fae/esther.png:[100*2,200,100,50]\"\n [/frame]\n [/attack_anim]\n#enddef\n#define ESTHER_BASE\n id=Amberlight Fae\n race=fae\n gender=female\n name= _ \"Amberlight Fae\"\n image=\"units/fae/esther.png\"\n {MAGENTA_IS_THE_TEAM_COLOR}\n halo=halo/elven/shyde-stationary-halo[1~6].png:150\n movement_type=amberlightfae\n movement=6\n alignment=lawful\n advances_to=null\n cost=60\n usage=mixed fighter\n description= _ \"There is no information available about this class of beings at this time.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [abilities]\n {ABILITY_KINDLE}\n [/abilities]\n [attack]\n name=immolation\n description=_\"immolation\"\n icon=attacks/touch-faerie.png\n type=fire\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_IMMOLATE}\n [/specials]\n range=melee\n damage=9\n number=3\n [/attack]\n [attack]\n name=infernal blast\n description=_\"infernal blast\"\n type=fire\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_BLAZE}\n [/specials]\n damage=9\n number=3\n range=ranged\n icon=attacks/fireball.png\n [/attack]\n [attack]\n name=tempest\n description=_\"tempest\"\n type=fire\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_OBLITERATE}\n [/specials]\n damage=23\n number=1\n range=ranged\n icon=attacks/lightning.png\n [/attack]\n {IMMOLATE}\n {FIRE_SHIELD}\n {STORM_SHIELD}\n\n {DEFENSE_ANIM \"units/fae/esther.png\" \"units/fae/esther.png\" {SOUND_LIST:ELF_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=infernal blast\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL}\n\n start_time=-450\n {SOUND:HIT_AND_MISS fire.wav fire.wav -450}\n [frame]\n image=\"units/fae/esther.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=immolation\n [/filter_attack]\n start_time=-240\n\n [frame]\n image=\"units/fae/esther.png:520\"\n [/frame]\n\n {SOUND:HIT_AND_MISS melee-fire.ogg {SOUND_LIST:MISS} -450}\n [/attack_anim]\n {FAE_LIGHTNING 1}\n {FAE_LIGHTNING 2}\n {FAE_LIGHTNING 3}\n#enddef\n[unit_type]\n {ESTHER_BASE}\n hitpoints=47\n experience=50\n level=3\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=AF3\n inherit=no\n level=3\n hitpoints=47\n experience=50\n name= _ \"Amberlight Fae\"\n {AMBERLIGHT_BLAST_BONUS AF3BLAST}\n {AMBERLIGHT_MELEE_BONUS AF3MELEE}\n {AMBERLIGHT_TEMPEST_BONUS AF3TEMPEST}\n [/variation]\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=AF3BLAST\n inherit=no\n level=3\n hitpoints=47\n experience=90\n name= _ \"Amberlight Fae\"\n {AMBERLIGHT_MELEE_BONUS AF4}\n {AMBERLIGHT_TEMPEST_BONUS AF4}\n [/variation]\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=AF3MELEE\n inherit=no\n level=3\n hitpoints=47\n experience=90\n name= _ \"Amberlight Fae\"\n {AMBERLIGHT_BLAST_BONUS AF4}\n {AMBERLIGHT_TEMPEST_BONUS AF4}\n [/variation]\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=AF3TEMPEST\n inherit=no\n level=3\n hitpoints=47\n experience=90\n name= _ \"Amberlight Fae\"\n {AMBERLIGHT_BLAST_BONUS AF4}\n {AMBERLIGHT_MELEE_BONUS AF4}\n [/variation]\n\n ######################## level 4 #########################\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=AF4\n inherit=no\n level=4\n hitpoints=47\n experience=130\n name= _ \"Ember Naiad\"\n {ESTHER_MELEE_DAMAGE AF4DMG}\n {ESTHER_RANGE_DAMAGE AF4DMG}\n {ESTHER_INCINERATE AF4SPECIAL}\n [/variation]\n\n ###################### level4-2 ############################\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=AF4DMG\n inherit=no\n level=4\n hitpoints=47\n experience=170\n name= _ \"Ember Naiad\"\n {AMBERLIGHT_FIRE_SHIELD AF4NOINC}\n {AMBERLIGHT_STORM_SHIELD AF4NOINC}\n {ESTHER_INCINERATE AF4NOSHIELD}\n [/variation]\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=AF4SPECIAL\n inherit=no\n level=4\n hitpoints=47\n experience=170\n name= _ \"Ember Naiad\"\n {AMBERLIGHT_FIRE_SHIELD AF4SHIELD}\n {AMBERLIGHT_STORM_SHIELD AF4SHIELD}\n {ESTHER_MELEE_DAMAGE AF4NOSHIELD}\n {ESTHER_RANGE_DAMAGE AF4NOSHIELD}\n [/variation]\n\n ###################### level4-3 ############################\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=AF4NOINC\n inherit=no\n level=4\n hitpoints=47\n experience=210\n name= _ \"Ember Naiad\"\n\n {ESTHER_INCINERATE AF4FINAL}\n {ESTHER_MELEE_DAMAGE AF4FINALNOINC}\n {ESTHER_RANGE_DAMAGE AF4FINALNOINC}\n {ESTHER_HEALTH AF4FINALNOINC}\n [/variation]\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=AF4SHIELD\n inherit=no\n level=4\n hitpoints=47\n experience=210\n name= _ \"Ember Naiad\"\n\n {ESTHER_MELEE_DAMAGE AF4FINAL}\n {ESTHER_RANGE_DAMAGE AF4FINAL}\n {ESTHER_HEALTH AF4FINAL}\n [/variation]\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=AF4NOSHIELD\n inherit=no\n level=4\n hitpoints=47\n experience=210\n name= _ \"Ember Naiad\"\n\n {AMBERLIGHT_FIRE_SHIELD AF4FINAL}\n {AMBERLIGHT_STORM_SHIELD AF4FINAL}\n {ESTHER_HEALTH AF4FINALNOSHIELD}\n [/variation]\n ###################### level4-4 ############################\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=AF4FINAL\n inherit=no\n level=4\n hitpoints=47\n experience=250\n name= _ \"Ember Naiad\"\n {ESTHER_MELEE_DAMAGE AF5}\n {ESTHER_RANGE_DAMAGE AF5}\n {ESTHER_HEALTH AF5}\n [/variation]\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=AF4FINALNOINC\n inherit=no\n level=4\n hitpoints=47\n experience=250\n name= _ \"Ember Naiad\"\n {ESTHER_INCINERATE AF5}\n {ESTHER_MELEE_DAMAGE AF5}\n {ESTHER_RANGE_DAMAGE AF5}\n {ESTHER_HEALTH AF5}\n [/variation]\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=AF4FINALNOSHIELD\n inherit=no\n level=4\n hitpoints=47\n experience=250\n name= _ \"Ember Naiad\"\n {AMBERLIGHT_FIRE_SHIELD AF5}\n {AMBERLIGHT_STORM_SHIELD AF5}\n {ESTHER_MELEE_DAMAGE AF5}\n {ESTHER_RANGE_DAMAGE AF5}\n {ESTHER_HEALTH AF5}\n [/variation]\n\n ###################### level 5 ############################\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=AF5\n inherit=no\n level=5\n hitpoints=47\n experience=330\n name= _ \"Pyre Warden\"\n {ESTHER_HELIOSPHERE AF5FINAL}\n {ESTHER_PYROKINESIS AF5FINAL}\n [/variation]\n [variation]\n {ESTHER_BASE}\n hide_help=yes\n variation_id=AF5FINAL\n inherit=no\n level=5\n hitpoints=47\n experience=250\n name= _ \"Pyre Warden\"\n {AMLA_AMBERLIGHTFAE}\n [/variation]\n[/unit_type]"} {"text": "#textdomain wesnoth-Genesis\n\n#define AMLA_CRIMSONFAE\n {AMLA_OPTION_MALEFICE_MELEE}\n {AMLA_OPTION_BOIL_RANGE}\n {AMLA_OPTION_HEAL_RANGE}\n {AMLA_DEFAULT}\n#enddef\n#define AMLA_OPTION_MALEFICE_MELEE\n [advancement]\n max_times=-1\n description=_\"stronger melee attack\"\n image=units/fae/aryel.png\n id=amla_boil_crimsonfae\n strict_amla=yes\n [effect]\n apply_to=attack\n name=malefic whisper\n increase_damage=1\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=25%\n [/effect]\n [/advancement]\n#enddef\n#define AMLA_OPTION_BOIL_RANGE\n [advancement]\n max_times=-1\n description=_\"stronger bloodboil magic\"\n image=units/fae/aryel.png\n id=amla_boil_crimsonfae\n strict_amla=yes\n [effect]\n apply_to=attack\n name=blood boil\n increase_damage=1\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=30%\n [/effect]\n [/advancement]\n#enddef\n#define AMLA_OPTION_HEAL_RANGE\n [advancement]\n max_times=-1\n description=_\"stronger eviscerate\"\n image=units/fae/aryel.png\n id=amla_eviscerate_crimsonfae\n strict_amla=yes\n [effect]\n apply_to=attack\n name=eviscerate\n increase_damage=1\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=30%\n [/effect]\n [/advancement]\n#enddef\n\n#define ARYEL_ADVANCEMENT HP_INCREMENT XP_INCREMENT EFFECT_WML VARIATION_NAME\n [advancement]\n max_times=-1\n always_display=yes\n [effect]\n apply_to=hitpoints\n increase_total={HP_INCREMENT}\n increase={HP_INCREMENT}\n [/effect]\n [effect]\n apply_to=max_experience\n increase={XP_INCREMENT}\n [/effect]\n [effect]\n apply_to=variation\n name={VARIATION_NAME}\n [/effect]\n {EFFECT_WML}\n [/advancement]\n#enddef\n\n\n#define ARYEL_EXTENERATE VARIANT_NAME\n {ARYEL_ADVANCEMENT 4 0 (\n id=aryel_extenerate\n description= _ \"eviscerate gains the magical special and doubles healing to allies\"\n image=attacks/faerie-fire.png\n [effect]\n apply_to=attack\n name=eviscerate\n [set_specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_SOUL_SIPHON}\n [/set_specials]\n [/effect]\n [effect]\n apply_to=attack\n name=eviscerate\n increase_damage=2\n [/effect]\n [effect]\n apply_to=attack\n name=eviscerate\n set_name=extenerate\n set_description= _ \"extenerate\"\n [/effect]\n\t\t[effect]\n apply_to=max_experience\n increase=-100%\n [/effect]\n [effect]\n apply_to=max_experience\n increase=69\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define MORTAL_MASQUE_SPECIAL VARIANT_NAME\n {ARYEL_ADVANCEMENT 7 0 (\n id=mortal_masque\n description= _ \"blood boil gains strikes with decreasing health\"\n image=attacks/fireball.png\n [effect]\n apply_to=attack\n name=blood boil\n [set_specials]\n {WEAPON_SPECIAL_AGONY}\n\t\t\t\t{WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_MORTAL_MASQUE}\n [/set_specials]\n [/effect]\n [effect]\n apply_to=attack\n name=blood boil\n increase_damage=2\n [/effect]\n [effect]\n apply_to=max_experience\n increase=-100%\n [/effect]\n [effect]\n apply_to=max_experience\n increase=69\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n############################### T4 ABILITIES ################################\n\n#define CRIMSON_IRON_WARDEN VARIANT_NAME\n {ARYEL_ADVANCEMENT 2 230 (\n id=crimson_iron_warden\n description= _ \"protects nearby units on defense\"\n image=attacks/heater-shield.png\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_IRON_WARDEN}\n [/abilities]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define CRIMSON_TRANSFUSION VARIANT_NAME\n {ARYEL_ADVANCEMENT 4 230 (\n id=crimson_transfusion\n description= _ \"damages nearby enemy units and heals based on damage dealt\"\n image=attacks/wail.png\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_TRANSFUSION}\n [/abilities]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define CRIMSON_HEALING VARIANT_NAME\n {ARYEL_ADVANCEMENT 7 200 (\n id=crimson_healing\n description= _ \"improved healing\"\n image=attacks/thorns.png\n [effect]\n apply_to=remove_ability\n [abilities]\n {ABILITY_INFUSE6}\n [/abilities]\n [/effect]\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_INFUSE9}\n [/abilities]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n############################### ADVANCED BONUSES ################################\n#define CRIMSON_MELEE2 VARIANT_NAME\n {ARYEL_ADVANCEMENT 5 140 (\n id=crimson_melee2\n description= _ \"stronger melee attacks\"\n image=attacks/wail.png\n [effect]\n apply_to=attack\n name=malefic whisper\n increase_damage=3\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define CRIMSON_RANGE VARIANT_NAME\n {ARYEL_ADVANCEMENT 2 140 (\n id=crimson_range\n description= _ \"stronger ranged attacks\"\n image=attacks/fireball.png\n [effect]\n apply_to=attack\n name=blood boil\n increase_damage=2\n [/effect]\n [effect]\n apply_to=attack\n name=eviscerate\n increase_damage=1\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define CRIMSON_BALANCED_HEALTH VARIANT_NAME\n {ARYEL_ADVANCEMENT 9 140 (\n id=crimson_balanced\n description= _ \"gains bonus health\"\n image=attacks/heater-shield.png\n [effect]\n apply_to=attack\n name=malefic whisper\n increase_damage=1\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n############################### BASIC BONUSES ################################\n#define CRIMSON_MELEE VARIANT_NAME\n {ARYEL_ADVANCEMENT 5 55 (\n id=crimson_melee\n description= _ \"increased melee damage\"\n image=attacks/wail.png\n [effect]\n apply_to=attack\n name=malefic whisper\n increase_damage=2\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define CRIMSON_BOIL VARIANT_NAME\n {ARYEL_ADVANCEMENT 3 50 (\n id=crimson_boil\n description= _ \"increased blood boil damage\"\n image=attacks/fireball.png\n [effect]\n apply_to=attack\n name=blood boil\n increase_damage=2\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define CRIMSON_EVISCERATE VARIANT_NAME\n {ARYEL_ADVANCEMENT 3 55 (\n id=crimson_eviscerate\n description= _ \"increased eviscerate damage\"\n image=attacks/faerie-fire.png\n [effect]\n apply_to=attack\n name=eviscerate\n increase_damage=1\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n##############################################################################\n\n#define ARYEL_BASE\n id=Crimson Fae\n race=fae\n gender=female\n name= _ \"Crimson Fae\"\n image=\"units/fae/aryel.png\"\n {MAGENTA_IS_THE_TEAM_COLOR}\n halo=halo/elven/shyde-stationary-halo[1~6].png:150\n movement_type=crimsonfae\n movement=6\n alignment=chaotic\n advances_to=null\n cost=60\n usage=mixed fighter\n description= _ \"There is no information available about this class of beings at this time.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [abilities]\n {ABILITY_INFUSE6}\n {ABILITY_IRON_BLOOD}\n [/abilities]\n [attack]\n name=malefic whisper\n description=_\"malefic whisper\"\n icon=attacks/wail.png\n type=arcane\n [specials]\n {WEAPON_SPECIAL_DRAIN100}\n [/specials]\n range=melee\n damage=9\n number=3\n range=melee\n [/attack]\n [attack]\n name=blood boil\n description=_\"blood boil\"\n type=fire\n [specials]\n {WEAPON_SPECIAL_AGONY}\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=9\n number=3\n range=ranged\n icon=attacks/dark-missile.png\n [/attack]\n [attack]\n name=eviscerate\n description=_\"eviscerate\"\n type=arcane\n [specials]\n {WEAPON_SPECIAL_SOUL_SIPHON}\n [/specials]\n damage=7\n number=4\n range=ranged\n icon=attacks/faerie-fire.png\n [/attack]\n {SOUL_SIPHON \"eviscerate\" 1}\n\t{SOUL_SIPHON \"extenerate\" 0.5}\n {TRANSFUSION}\n {IRON_WARDEN 3}\n {DEFENSE_ANIM \"units/fae/aryel.png\" \"units/fae/aryel.png\" {SOUND_LIST:ELF_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=blood boil\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL}\n\n start_time=-470\n {SOUND:HIT_AND_MISS fire.wav fire.wav -470}\n [frame]\n image=\"units/fae/aryel.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=malefic whisper\n [/filter_attack]\n start_time=-240\n\n [frame]\n image=\"units/fae/aryel.png:520\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=eviscerate,extenerate\n [/filter_attack]\n {MISSILE_FRAME_FAERIE_FIRE}\n\n start_time=-470\n {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -470}\n [frame]\n image=\"units/fae/aryel.png\"\n halo=halo/elven/faerie-fire-halo[1~7].png:75\n halo_x,halo_y=0,0\n [/frame]\n [/attack_anim]\n#enddef\n[unit_type]\n {ARYEL_BASE}\n hitpoints=41\n experience=70\n level=3\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=CF3\n inherit=no\n level=3\n hitpoints=41\n experience=70\n name= _ \"Crimson Fae\"\n {CRIMSON_MELEE CF3MELEE}\n {CRIMSON_BOIL CF3BOIL}\n {CRIMSON_EVISCERATE CF3EVI}\n [/variation]\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=CF3MELEE\n inherit=no\n level=3\n hitpoints=41\n experience=100\n name= _ \"Crimson Fae\"\n {CRIMSON_BOIL CF4}\n {CRIMSON_EVISCERATE CF4}\n [/variation]\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=CF3BOIL\n inherit=no\n level=3\n hitpoints=41\n experience=100\n name= _ \"Crimson Fae\"\n {CRIMSON_MELEE CF4}\n {CRIMSON_EVISCERATE CF4}\n [/variation]\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=CF3EVI\n inherit=no\n level=3\n hitpoints=41\n experience=100\n name= _ \"Crimson Fae\"\n {CRIMSON_MELEE CF4}\n {CRIMSON_BOIL CF4}\n [/variation]\n\n ##################### LEVEL 4 #########################\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=CF4\n inherit=no\n level=4\n hitpoints=41\n experience=140\n name= _ \"Scarlet Sylph\"\n {CRIMSON_MELEE CF4ABILITIES}\n {CRIMSON_BOIL CF4ABILITIES}\n {CRIMSON_EVISCERATE CF4ABILITIES}\n [/variation]\n\n #level4-2\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=CF4ABILITIES\n inherit=no\n level=4\n hitpoints=41\n experience=170\n name= _ \"Scarlet Sylph\"\n {CRIMSON_TRANSFUSION CF4TRANS}\n {CRIMSON_IRON_WARDEN CF4IRON}\n {CRIMSON_HEALING CF4HEAL}\n [/variation]\n\n ################ level 4-3 ###################\n\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=CF4TRANS\n inherit=no\n level=4\n hitpoints=41\n experience=220\n name= _ \"Scarlet Sylph\"\n {CRIMSON_IRON_WARDEN CF4FINALNOHEAL}\n {CRIMSON_HEALING CF4FINALNOIRON}\n {CRIMSON_MELEE2 CF4FINALTRANS}\n {CRIMSON_RANGE CF4FINALTRANS}\n {CRIMSON_BALANCED_HEALTH CF4FINALTRANS}\n [/variation]\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=CF4IRON\n inherit=no\n level=4\n hitpoints=41\n experience=220\n name= _ \"Scarlet Sylph\"\n {CRIMSON_TRANSFUSION CF4FINALNOHEAL}\n {CRIMSON_HEALING CF4FINALNOTRANS}\n {CRIMSON_MELEE2 CF4FINALIRON}\n {CRIMSON_RANGE CF4FINALIRON}\n {CRIMSON_BALANCED_HEALTH CF4FINALIRON}\n [/variation]\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=CF4HEAL\n inherit=no\n level=4\n hitpoints=41\n experience=220\n name= _ \"Scarlet Sylph\"\n {CRIMSON_TRANSFUSION CF4FINALNOIRON}\n {CRIMSON_IRON_WARDEN CF4FINALNOTRANS}\n {CRIMSON_MELEE2 CF4FINALHEAL}\n {CRIMSON_RANGE CF4FINALHEAL}\n {CRIMSON_BALANCED_HEALTH CF4FINALHEAL}\n [/variation]\n \n\n\t################ level 4-4 ##################\n\t[variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=CF4FINALNOHEAL\n inherit=no\n level=4\n hitpoints=41\n experience=270\n name= _ \"Scarlet Sylph\"\n {CRIMSON_HEALING CF5}\n {CRIMSON_MELEE2 CF5}\n {CRIMSON_RANGE CF5}\n {CRIMSON_BALANCED_HEALTH CF5}\n [/variation]\n\t[variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=CF4FINALNOIRON\n inherit=no\n level=4\n hitpoints=41\n experience=270\n name= _ \"Scarlet Sylph\"\n {CRIMSON_IRON_WARDEN CF5}\n {CRIMSON_MELEE2 CF5}\n {CRIMSON_RANGE CF5}\n {CRIMSON_BALANCED_HEALTH CF5}\n [/variation]\n\t[variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=CF4FINALNOTRANS\n inherit=no\n level=4\n hitpoints=41\n experience=270\n name= _ \"Scarlet Sylph\"\n {CRIMSON_TRANSFUSION CF5}\n {CRIMSON_MELEE2 CF5}\n {CRIMSON_RANGE CF5}\n {CRIMSON_BALANCED_HEALTH CF5}\n [/variation]\n\t[variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=CF4FINALTRANS\n inherit=no\n level=4\n hitpoints=41\n experience=270\n name= _ \"Scarlet Sylph\"\n {CRIMSON_IRON_WARDEN CF5}\n {CRIMSON_HEALING CF5}\n {CRIMSON_MELEE2 CF5}\n {CRIMSON_RANGE CF5}\n {CRIMSON_BALANCED_HEALTH CF5}\n [/variation]\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=CF4FINALIRON\n inherit=no\n level=4\n hitpoints=41\n experience=270\n name= _ \"Scarlet Sylph\"\n {CRIMSON_TRANSFUSION CF5}\n {CRIMSON_HEALING CF5}\n {CRIMSON_MELEE2 CF5}\n {CRIMSON_RANGE CF5}\n {CRIMSON_BALANCED_HEALTH CF5}\n [/variation]\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=CF4FINALHEAL\n inherit=no\n level=4\n hitpoints=41\n experience=270\n name= _ \"Scarlet Sylph\"\n {CRIMSON_TRANSFUSION CF5}\n {CRIMSON_IRON_WARDEN CF5}\n {CRIMSON_MELEE2 CF5}\n {CRIMSON_RANGE CF5}\n {CRIMSON_BALANCED_HEALTH CF5}\n [/variation]\n\t\n\t\n\t#################### LEVEL 5 #########################\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=CF5\n inherit=no\n level=5\n hitpoints=41\n experience=350\n name= _ \"Sanguine Reaper\"\n {ARYEL_EXTENERATE CF5FINAL}\n {MORTAL_MASQUE_SPECIAL CF5FINAL}\n [/variation]\n [variation]\n {ARYEL_BASE}\n hide_help=yes\n variation_id=CF5FINAL\n inherit=no\n level=5\n hitpoints=41\n experience=250\n name= _ \"Sanguine Reaper\"\n {AMLA_CRIMSONFAE}\n [/variation]\n[/unit_type]"} {"text": "#textdomain wesnoth-Genesis\n\n#define AMLA_ARCANEFAE\n {AMLA_OPTION_ARCANEMELEE}\n {AMLA_OPTION_YUMIVOID}\n {AMLA_OPTION_ARCANEFIRE}\n {AMLA_OPTION_ETHSTORM}\n#enddef\n#define AMLA_OPTION_ARCANEMELEE\n [advancement]\n max_times=-1\n description=_\"increased physical strength\"\n image=attacks/touch-faerie.png\n id=amla_melee_arcanefae\n strict_amla=yes\n [effect]\n apply_to=attack\n name=faerie touch\n increase_damage=1\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=25%\n [/effect]\n [/advancement]\n#enddef\n#define AMLA_OPTION_YUMIVOID\n [advancement]\n max_times=-1\n description=_\"stronger void magic\"\n image=attacks/dark-missile.png\n id=amla_void_arcanefae\n strict_amla=yes\n [effect]\n apply_to=attack\n name=void assault\n increase_attacks=1\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=20%\n [/effect]\n [/advancement]\n#enddef\n#define AMLA_OPTION_ARCANEFIRE\n [advancement]\n max_times=-1\n description=_\"stronger faerie fire\"\n image=attacks/faerie-fire.png\n id=amla_fire_arcanefae\n strict_amla=yes\n [effect]\n apply_to=attack\n name=faerie fire\n increase_damage=1\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=25%\n [/effect]\n [/advancement]\n#enddef\n#define AMLA_OPTION_ETHSTORM\n [advancement]\n max_times=-1\n description=_\"stronger ethereal storm\"\n image=attacks/faerie-fire.png\n id=amla_storm_duskfae\n\t\trequire_amla=dusk_ethereal_storm\n strict_amla=yes\n [effect]\n apply_to=attack\n name=ethereal storm\n increase_damage=3\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=25%\n [/effect]\n [/advancement]\n#enddef\n\n#define YUMI_ADVANCEMENT HP_INCREMENT XP_INCREMENT EFFECT_WML VARIATION_NAME\n [advancement]\n max_times=-1\n always_display=yes\n [effect]\n apply_to=hitpoints\n increase_total={HP_INCREMENT}\n increase={HP_INCREMENT}\n [/effect]\n [effect]\n apply_to=max_experience\n increase={XP_INCREMENT}\n [/effect]\n [effect]\n apply_to=variation\n name={VARIATION_NAME}\n [/effect]\n {EFFECT_WML}\n [/advancement]\n#enddef\n\n#define DRAIN_SPECIAL VARIANT_NAME\n {YUMI_ADVANCEMENT 4 0 (\n id=drain_special\n description= _ \"increases healing from faerie fire\"\n image=attacks/faerie-fire.png\n [effect]\n apply_to=attack\n name=faerie fire\n\t\t\tincrease_damage=2\n [set_specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_DRAIN70}\n [/set_specials]\n [/effect]\n [effect]\n apply_to=movement\n increase=1\n [/effect]\n [effect]\n apply_to=max_experience\n increase=-100%\n [/effect]\n [effect]\n apply_to=max_experience\n increase=49\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define ECLIPSE_SPECIAL VARIANT_NAME\n {YUMI_ADVANCEMENT 0 0 (\n id=eclipse_special\n description= _ \"increased void assault damage\"\n image=attacks/dark-missile.png\n [effect]\n apply_to=attack\n name=void assault\n [set_specials]\n {WEAPON_SPECIAL_SLOW}\n {WEAPON_SPECIAL_ABEYANCE}\n {WEAPON_SPECIAL_ECLIPSE}\n {WEAPON_SPECIAL_CHAOS}\n [/set_specials]\n [/effect]\n [effect]\n apply_to=movement\n increase=1\n [/effect]\n [effect]\n apply_to=max_experience\n increase=-100%\n [/effect]\n [effect]\n apply_to=max_experience\n increase=49\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n############### first set of abilities #################\n#define DUSK_NIGHT_HUNTER VARIANT_NAME\n {YUMI_ADVANCEMENT 0 230 (\n id=dusk_night_hunter\n description= _ \"gains damage at night\"\n image=units/fae/yumi.png\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_NIGHT_HUNTER}\n [/abilities]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define DUSK_VOID_WARDEN VARIANT_NAME\n {YUMI_ADVANCEMENT 4 210 (\n id=dusk_void_warden\n description= _ \"gains defense at night\"\n image=units/fae/yumi.png\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_VOID_WARDEN}\n [/abilities]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define DUSK_ETHEREAL_STORM VARIANT_NAME\n {YUMI_ADVANCEMENT 0 210 (\n id=dusk_ethereal_storm\n description= _ \"gains a powerful ranged attack\"\n image=attacks/faerie-fire.png\n [effect]\n apply_to=new_attack\n name=ethereal storm\n description= _\"ethereal storm\"\n type=cold\n range=ranged\n damage=41\n number=2\n [specials]\n {WEAPON_SPECIAL_CHAOS}\n [/specials]\n icon=attacks/faerie-fire.png\n [/effect]\n [effect]\n apply_to=new_animation\n [attack_anim]\n [filter_attack]\n name=ethereal storm\n [/filter_attack]\n {MISSILE_FRAME_FAERIE_FIRE}\n\n start_time=-450\n {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -450}\n [frame]\n image=\"units/fae/yumi.png\"\n halo=halo/elven/faerie-fire-halo[1~7].png:75\n halo_x,halo_y=0,0\n [/frame]\n [/attack_anim]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n############### basic advancements #################\n#define YUMI_MELEE VARIANT_NAME\n {YUMI_ADVANCEMENT 2 50 (\n id=duskfae_melee\n description= _ \"stronger in melee combat\"\n image=attacks/touch-faerie.png\n [effect]\n apply_to=attack\n name=faerie touch\n increase_damage=2\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define YUMI_VOID VARIANT_NAME\n {YUMI_ADVANCEMENT 2 60 (\n id=duskfae_void\n description= _ \"stronger void attack\"\n image=attacks/dark-missile.png\n [effect]\n apply_to=attack\n name=void assault\n increase_attacks=2\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define ARCANEFIRE VARIANT_NAME\n {YUMI_ADVANCEMENT 2 70 (\n id=duskfae_melee\n description= _ \"stronger faerie fire attack\"\n image=attacks/faerie-fire.png\n [effect]\n apply_to=attack\n name=faerie fire\n increase_damage=2\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define YUMI_STORM VARIANT_NAME\n {YUMI_ADVANCEMENT 2 60 (\n id=duskfae_storm\n description= _ \"stronger ethereal storm attack\"\n require_amla=dusk_ethereal_storm\n image=attacks/faerie-fire.png\n [effect]\n apply_to=attack\n name=ethereal storm\n increase_damage=3\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n###################################################\n############### resist amlas #################\n#define MELEE_RESIST VARIANT_NAME\n {YUMI_ADVANCEMENT 4 150 (\n id=dusk_melee_resist\n description= _ \"stronger in melee combat and gains +10% physical resistance\"\n image=attacks/touch-faerie.png\n [effect]\n apply_to=attack\n name=faerie touch\n increase_damage=2\n [/effect]\n [effect]\n apply_to=resistance\n [resistance]\n blade=-10\n pierce=-10\n impact=-10\n [/resistance]\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define RANGE_RESIST VARIANT_NAME\n {YUMI_ADVANCEMENT 2 150 (\n id=dusk_range_resist\n description= _ \"gains +10% to physical resistances and gains damage\"\n image=attacks/heater-shield.png\n [effect]\n apply_to=resistance\n [resistance]\n blade=-10\n pierce=-10\n impact=-10\n [/resistance]\n [/effect]\n [effect]\n apply_to=attack\n name=faerie fire\n increase_damage=1\n [/effect]\n [effect]\n apply_to=attack\n name=void assault\n increase_attacks=1\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n###################################################\n#define DUSK_MELEE_DOUBLE VARIANT_NAME\n {YUMI_ADVANCEMENT 4 140 (\n id=double_melee\n description= _ \"stronger in melee combat\"\n image=attacks/touch-faerie.png\n [effect]\n apply_to=attack\n name=faerie touch\n increase_damage=4\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define DUSK_VOID_DOUBLE VARIANT_NAME\n {YUMI_ADVANCEMENT 2 140 (\n id=double_void\n description= _ \"stronger void attack\"\n image=attacks/dark-missile.png\n [effect]\n apply_to=attack\n name=void assault\n increase_attacks=4\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n#define DUSK_FIRE_DOUBLE VARIANT_NAME\n {YUMI_ADVANCEMENT 2 160 (\n id=double_fire\n description= _ \"stronger faerie fire attack\"\n image=attacks/faerie-fire.png\n [effect]\n apply_to=attack\n name=faerie fire\n increase_damage=4\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define YUMI_STORM_DOUBLE VARIANT_NAME\n {YUMI_ADVANCEMENT 3 120 (\n id=duskfae_storm\n description= _ \"stronger ethereal storm attack\"\n require_amla=dusk_ethereal_storm\n image=attacks/faerie-fire.png\n [effect]\n apply_to=attack\n name=ethereal storm\n increase_damage=5\n [/effect]\n ) {VARIANT_NAME}}\n#enddef\n\n#define YUMI_BASE\n id=Dusk Fae\n race=fae\n gender=female\n name= _ \"Dusk Fae\"\n image=\"units/fae/yumi.png\"\n {MAGENTA_IS_THE_TEAM_COLOR}\n halo=halo/elven/shyde-stationary-halo[1~6].png:150\n movement_type=duskfae\n movement=6\n alignment=chaotic\n advances_to=null\n cost=60\n usage=mixed fighter\n description= _ \"There is no information available about this class of beings at this time.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [abilities]\n {ABILITY_CLARITY}\n {ABILITY_CLAIRVOYANCE}\n [/abilities]\n [attack]\n name=faerie touch\n description=_\"faerie touch\"\n icon=attacks/touch-faerie.png\n type=impact\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n {WEAPON_SPECIAL_DRAIN30}\n [/specials]\n range=melee\n damage=6\n number=3\n range=melee\n [/attack]\n [attack]\n name=void assault\n description=_\"void assault\"\n type=cold\n [specials]\n {WEAPON_SPECIAL_SLOW}\n {WEAPON_SPECIAL_ABEYANCE}\n {WEAPON_SPECIAL_CHAOS}\n [/specials]\n damage=0\n number=7\n range=ranged\n icon=attacks/dark-missile.png\n [/attack]\n [attack]\n name=faerie fire\n description=_\"faerie fire\"\n type=arcane\n [specials]\n {WEAPON_SPECIAL_DRAIN40}\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=7\n number=5\n range=ranged\n icon=attacks/faerie-fire.png\n [/attack]\n {ABEYANCE \"void assault\" 5}\n {ECLIPSE \"void assault\" 2}\n {DEFENSE_ANIM \"units/fae/yumi.png\" \"units/fae/yumi.png\" {SOUND_LIST:ELF_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=faerie fire\n [/filter_attack]\n {MISSILE_FRAME_FAERIE_FIRE}\n\n start_time=-450\n {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -450}\n [frame]\n image=\"units/fae/yumi.png\"\n halo=halo/elven/faerie-fire-halo[1~7].png:75\n halo_x,halo_y=0,0\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=void assault\n [/filter_attack]\n\n {MISSILE_FRAME_SHADOW_WAVE}\n\n start_time=-350\n [frame]\n duration=100\n image=\"units/fae/yumi.png\"\n halo=halo/elven/faerie-fire-halo[1~7].png:75\n halo_x,halo_y=0,0\n sound=shaxthal-energy-prelude.ogg\n [/frame]\n [frame]\n duration=300\n image=\"units/fae/yumi.png\"\n halo=halo/elven/faerie-fire-halo[1~7].png:75\n halo_x,halo_y=0,0\n sound=shaxthal-energy-fire.ogg\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=faerie touch\n [/filter_attack]\n start_time=-240\n\n [frame]\n image=\"units/fae/yumi.png:520\"\n [/frame]\n\n [/attack_anim]\n [animation]\n apply_to=pre_teleport\n start_time=-600\n alpha=\"1.0~0.2\"\n blend_ratio=\"0.0~1.0:400,1.0:200\"\n blend_color=140,60,255\n [frame]\n duration=600\n image=units/fae/yumi.png\n [/frame]\n\n halo_start_time=-600\n halo_auto_vflip=no\n halo_halo_mod=\"~CS(-32,-128,0)~O(0.8)\"\n halo_halo_y=\"0~14\"\n\n [halo_frame]\n\t\t\thalo=\"halo/elven/druid-healing[1~5].png:80,halo/elven/druid-healing6.png~O(0.75):80,halo/elven/druid-healing7.png~O(0.5):80,halo/elven/druid-healing8.png~O(0.25):80\"\n\t\t[/halo_frame]\n [/animation]\n\n [animation]\n apply_to=post_teleport\n start_time=-600\n alpha=\"0.2~1.0\"\n blend_ratio=\"1.0:200,1.0~0.0:400\"\n blend_color=140,60,255\n [frame]\n duration=600\n image=units/fae/yumi.png\n [/frame]\n\n halo_start_time=-500\n halo_auto_vflip=no\n halo_halo_mod=\"~CS(-32,-128,0)~O(0.8)\"\n halo_halo_y=\"-4~10\"\n\n [halo_frame]\n\t\t\thalo=\"halo/elven/druid-healing[1~5].png:80,halo/elven/druid-healing6.png~O(0.75):80,halo/elven/druid-healing7.png~O(0.5):80,halo/elven/druid-healing8.png~O(0.25):80\"\n\t\t[/halo_frame]\n [/animation]\n#enddef\n\n[unit_type]\n {YUMI_BASE}\n hitpoints=27\n experience=70\n level=3\n\n ########### level 3 ###########\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=DF3\n inherit=no\n level=3\n hitpoints=27\n experience=70\n name= _ \"Dusk Fae\"\n {YUMI_MELEE DF3MELEE}\n {YUMI_VOID DF3VOID}\n {ARCANEFIRE DF3FIRE}\n [/variation]\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=DF3FIRE\n inherit=no\n level=3\n hitpoints=27\n experience=110\n name= _ \"Dusk Fae\"\n {YUMI_VOID DF4}\n {YUMI_MELEE DF4}\n [/variation]\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=DF3VOID\n inherit=no\n level=3\n hitpoints=27\n experience=110\n name= _ \"Dusk Fae\"\n {YUMI_MELEE DF4}\n {ARCANEFIRE DF4}\n [/variation]\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=DF3MELEE\n inherit=no\n level=3\n hitpoints=27\n experience=110\n name= _ \"Dusk Fae\"\n {YUMI_VOID DF4}\n {ARCANEFIRE DF4}\n [/variation]\n ###############################\n ########### level 4 ###########\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=DF4\n inherit=no\n level=4\n hitpoints=27\n experience=150\n name= _ \"Eventide Nymph\"\n {RANGE_RESIST DF4RESIST}\n {MELEE_RESIST DF4RESIST}\n [/variation]\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=DF4RESIST\n inherit=no\n level=4\n hitpoints=27\n experience=190\n name= _ \"Eventide Nymph\"\n {DUSK_NIGHT_HUNTER DF4HUNTER}\n {DUSK_VOID_WARDEN DF4WARDEN}\n {DUSK_ETHEREAL_STORM DF4STORM}\n {YUMI_VOID DF4ABILITIES}\n {ARCANEFIRE DF4ABILITIES}\n [/variation]\n ###############################\n ########### level 4-3 ###########\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=DF4ABILITIES\n inherit=no\n level=4\n hitpoints=27\n experience=230\n name= _ \"Eventide Nymph\"\n {DUSK_NIGHT_HUNTER DF4FINALHUNTER}\n {DUSK_VOID_WARDEN DF4FINALWARDEN}\n {DUSK_ETHEREAL_STORM DF4FINALSTORM}\n [/variation]\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=DF4HUNTER\n inherit=no\n level=4\n hitpoints=27\n experience=230\n name= _ \"Eventide Nymph\"\n {DUSK_VOID_WARDEN DF4FINAL}\n {DUSK_ETHEREAL_STORM DF4FINAL}\n {YUMI_MELEE DF4FINALHUNTER}\n {YUMI_VOID DF4FINALHUNTER}\n {ARCANEFIRE DF4FINALHUNTER}\n [/variation]\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=DF4WARDEN\n inherit=no\n level=4\n hitpoints=27\n experience=230\n name= _ \"Eventide Nymph\"\n {DUSK_NIGHT_HUNTER DF4FINAL}\n {DUSK_ETHEREAL_STORM DF4FINAL}\n {YUMI_MELEE DF4FINALWARDEN}\n {YUMI_VOID DF4FINALWARDEN}\n {ARCANEFIRE DF4FINALWARDEN}\n [/variation]\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=DF4STORM\n inherit=no\n level=4\n hitpoints=27\n experience=230\n name= _ \"Eventide Nymph\"\n {DUSK_VOID_WARDEN DF4FINAL}\n {DUSK_NIGHT_HUNTER DF4FINAL}\n {YUMI_MELEE DF4FINALSTORM}\n {YUMI_VOID DF4FINALSTORM}\n {ARCANEFIRE DF4FINALSTORM}\n\t\t{YUMI_STORM DF4FINALSTORM}\n [/variation]\n ###############################\n ########### level 4-4 ###########\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=DF4FINAL\n inherit=no\n level=4\n hitpoints=27\n experience=270\n name= _ \"Eventide Nymph\"\n {DUSK_MELEE_DOUBLE DF5}\n {DUSK_VOID_DOUBLE DF5}\n {DUSK_FIRE_DOUBLE DF5}\n {YUMI_STORM_DOUBLE DF5}\n [/variation]\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=DF4FINALHUNTER\n inherit=no\n level=4\n hitpoints=27\n experience=270\n name= _ \"Eventide Nymph\"\n {DUSK_VOID_WARDEN DF5}\n {DUSK_ETHEREAL_STORM DF5}\n {DUSK_MELEE_DOUBLE DF5}\n {DUSK_VOID_DOUBLE DF5}\n {DUSK_FIRE_DOUBLE DF5}\n [/variation]\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=DF4FINALWARDEN\n inherit=no\n level=4\n hitpoints=27\n experience=270\n name= _ \"Eventide Nymph\"\n {DUSK_NIGHT_HUNTER DF5}\n {DUSK_ETHEREAL_STORM DF5}\n {DUSK_MELEE_DOUBLE DF5}\n {DUSK_VOID_DOUBLE DF5}\n [/variation]\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=DF4FINALSTORM\n inherit=no\n level=4\n hitpoints=27\n experience=270\n name= _ \"Eventide Nymph\"\n {DUSK_VOID_WARDEN DF5}\n {DUSK_NIGHT_HUNTER DF5}\n {DUSK_MELEE_DOUBLE DF5}\n {DUSK_VOID_DOUBLE DF5}\n {DUSK_FIRE_DOUBLE DF5}\n\t\t{YUMI_STORM_DOUBLE DF5}\n [/variation]\n ###############################\n ########### level 5 ###########\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=DF5\n inherit=no\n level=5\n hitpoints=27\n experience=370\n name= _ \"Void Angel\"\n {DRAIN_SPECIAL DF5FINAL}\n {ECLIPSE_SPECIAL DF5FINAL}\n [/variation]\n [variation]\n {YUMI_BASE}\n hide_help=yes\n variation_id=DF5FINAL\n inherit=no\n level=5\n hitpoints=27\n experience=250\n name= _ \"Void Angel\"\n {AMLA_ARCANEFAE}\n [/variation]\n[/unit_type]"} {"text": "#textdomain wesnoth-Era_of_Chaos\n\n[unit_type]\n id=Night Nymph Fake\n name= _ \"female^Night Nymph\"\n race=faerie\n gender=female\n image=\"units/faeries-other/night-nymph-ghost.png\"\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n {MAGENTA_IS_THE_TEAM_COLOR}\n ellipse=\"misc/ellipse\"\n hitpoints=45\n movement_type=faerie\n [resistance]\n fire=100\n cold=80\n [/resistance]\n movement=6\n level=2\n alignment=chaotic\n experience=96\n advances_to=null\n {AMLA_DEFAULT}\n\t{TRAIT_SPIRIT}\n cost=46\n usage=archer\n description= _ \"It is said that the dark faeries\u2019 secluded lives in hazardous environments has led them to lose any kind of empathy towards those who are not of their kind. Many fables revolve around men who were lured into following these beautiful temptresses to their homes, never to be seen ever again.\"+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_DRAIN}\n die_sound=wail.wav\n {DEFENSE_ANIM_RANGE \"units/faeries-other/night-nymph-ghost.png\" \"units/faeries-other/night-nymph-ghost.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries-other/night-nymph-ghost.png\" \"units/faeries-other/night-nymph-ghost.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack]\n name=faerie touch\n description= _ \"faerie touch\"\n icon=attacks/touch-faerie.png\n type=impact\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n range=melee\n damage=7\n number=3\n [/attack]\n [attack]\n name=forest chill\n description=_\"forest chill\"\n type=cold\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=13\n number=2\n icon=attacks/forest-chill.png\n [/attack]\n [attack]\n name=shadow wave\n description= _ \"shadow wave\"\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=9\n number=3\n icon=attacks/dark-missile.png\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=faerie touch\n [/filter_attack]\n start_time=-240\n\n [frame]\n image=\"units/faeries-other/night-nymph-ghost.png:220\"\n [/frame]\n [frame]\n image=\"units/faeries-other/night-nymph-ghost.png\"\n halo=\"halo/elven/shaman-heal-halo-[4~7].png~G(-50):75\"\n halo_x,halo_y=10,14\n [/frame]\n\n {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -50}\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=forest chill\n [/filter_attack]\n {MISSILE_FRAME_ICE}\n {HALO_FRAME_SAURIAN}\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=shadow wave\n [/filter_attack]\n start_time=-300\n missile_start_time=-50\n\n [missile_frame]\n duration=200\n image=\"projectiles/darkmissile-n.png\"\n image_diagonal=\"projectiles/darkmissile-ne.png\"\n [/missile_frame]\n\n [frame]\n image=\"units/faeries-other/night-nymph-ghost.png\"\n halo=\"halo/undead/dark-magic-[1~6].png:50\"\n halo_x,halo_y=10,15\n [/frame]\n\n [frame]\n image=\"units/faeries-other/night-nymph-ghost.png:100\"\n [/frame]\n\n {SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -50}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Fire Faerie Fake\n name= _ \"Fire Faerie\"\n race=faerie\n gender=female\n image=\"units/faeries-other/fire-ghost.png\"\n {MAGENTA_IS_THE_TEAM_COLOR}\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n hitpoints=38\n movement_type=faerie\n [resistance]\n fire=80\n cold=100\n [/resistance]\n movement=5\n level=2\n alignment=lawful\n experience=85\n advances_to=null\n {AMLA_DEFAULT}\n\t{TRAIT_SPIRIT}\n cost=42\n usage=archer\n description= _ \"Forest faeries rarely take part in wars and conflicts, preferring instead to dance and frolic in their forest homes. They will, however, defend these to the death; to this end, the forest elves have proven allies of convenience. The elves themselves have long had respect for those with a close affinity with the Arcane Flame. It is due to this close relationship that faeries will sometimes be found by the elves\u2019 side in times of great need.\n\nThe more experienced faeries possess an even greater mastery of the fire element, allowing them to hurl balls of raging fire at their enemies, or to ignite them with a single touch. Some are even said to eventually burn away their corporeal forms entirely, becoming a spirit born of the rage of the Flame.\"+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}\n die_sound=wail.wav\n {DEFENSE_ANIM_RANGE \"units/faeries-other/fire-ghost.png\" \"units/faeries-other/fire-ghost.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries-other/fire-ghost.png\" \"units/faeries-other/fire-ghost.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack]\n name=fire aura\n description= _ \"fire aura\"\n icon=attacks/aura-fire.png\n type=fire\n range=melee\n damage=6\n number=4\n [/attack]\n [attack]\n name=mystic fire\n description= _ \"mystic fire\"\n icon=attacks/fireball.png\n type=fire\n range=ranged\n damage=7\n number=5\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=fire aura\n [/filter_attack]\n {MELEE_FRAME_FIRE_AURA \"units/faeries-other/fire-ghost.png\" \"units/faeries-other/fire-ghost.png\"}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=mystic fire\n [/filter_attack]\n\n start_time=-300\n [frame]\n image=\"units/faeries-other/fire-ghost.png:350\"\n [/frame]\n\n {MISSILE_FRAME_FAERIE_MYSTIC_FIRE}\n [if]\n hits=yes\n {BURST_FRAME_FAERIE_MYSTIC_FIRE}\n [/if]\n\n {SOUND:HIT_AND_MISS flame-big.ogg flame-big-miss.ogg -300}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Forest Nymph Fake\n name= _ \"Forest Nymph\"\n race=faerie\n gender=female\n image=\"units/faeries-other/healer/forest-nymph-ghost.png\"\n {MAGENTA_IS_THE_TEAM_COLOR}\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n profile=\"portraits/elves/druid.png\"\n hitpoints=45\n movement_type=faerie\n movement=6\n level=2\n alignment=neutral\n experience=93\n advances_to=null\n {AMLA_DEFAULT}\n\t{TRAIT_SPIRIT}\n cost=33\n usage=archer\n description= _ \"The idyll, pacifistic disposition of the faerie that inhabit the forests lends them the ability to better understand the surge and ebb of nature's energies. Their power is not that of fiery destruction, nor frigid winter, but involves the aspect of life itself, the mysterious force that binds soul to body and heart and mind to physical form. It is this ability that allows them to heal almost any wound, even those that are normally considered fatal by healers of other races.\"\n die_sound=wail.wav\n {DEFENSE_ANIM_RANGE \"units/faeries-other/healer/forest-nymph-ghost.png\" \"units/faeries-other/healer/forest-nymph-ghost.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries-other/healer/forest-nymph-ghost.png\" \"units/faeries-other/healer/forest-nymph-ghost.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack]\n name=faerie touch\n description= _ \"faerie touch\"\n icon=attacks/touch-faerie.png\n type=impact\n range=melee\n damage=5\n number=3\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack]\n name=ensnare\n description= _ \"ensnare\"\n icon=attacks/entangle.png\n type=impact\n range=ranged\n damage=9\n number=3\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=faerie touch\n [/filter_attack]\n start_time=-240\n \n [frame]\n image=\"units/faeries-other/healer/forest-nymph-ghost.png:520\"\n [/frame]\n \n {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -50}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=ensnare\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n offset=1.0\n duration=150\n image=\"projectiles/entangle.png\"\n image_diagonal=\"projectiles/entangle.png\"\n [/missile_frame]\n start_time=-450\n [frame]\n image=\"units/faeries-other/healer/forest-nymph-ghost.png:350\"\n halo=halo/elven/nature-halo[1~6].png:75,halo/elven/nature-halo[7~8].png:50\n halo_x,halo_y=0,-12\n [/frame]\n attack_sound_start_time=-75\n [attack_sound_frame]\n sound=entangle.wav\n [/attack_sound_frame]\n {SOUND:SLOW}\n [frame]\n image=\"units/faeries-other/healer/forest-nymph-ghost.png:350\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=GNS_Dreamcatcher\n name= _ \"Dreamcatcher\"\n race=mechanical\n image=\"items-new/dreamcatcher4.png\"\n\timage_icon=\"items-new/dreamcatcher4.png\"\n ellipse=none\n hitpoints=1000\n movement_type=null\n movement=1\n level=0\n alignment=neutral\n advances_to=null\n cost=1\n usage=null\n hide_help=true\n description= _ \"\"\n {DEFENSE_ANIM \"items-new/dreamcatcher4.png\" \"items-new/dreamcatcher4.png\" gate.ogg}\n die_sound=gate-fall.ogg\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Fake Dreamwalker\n name= _ \"Dreamwalker\"\n race=demon\n gender=female\n image=\"units/demons/blue/dreamwalker.png\"\n hitpoints=1000\n movement_type=demonfoot\n movement=6\n experience=100\n level=2\n alignment=chaotic\n advances_to=null\n\t{AMLA_DEFAULT}\n cost=27\n usage=mixed fighter\n [resistance]\n blade=40\n impact=40\n pierce=40\n cold=110\n fire=110\n arcane=100\n [/resistance]\n [movement_costs]\n deep_water=2\n shallow_water=1\n frozen=1\n [/movement_costs]\n [defense]\n deep_water=60\n shallow_water=60\n frozen=50\n [/defense]\n [abilities]\n {ABILITY_ENERVATE20}\n [/abilities]\n description= _ \".\"\n die_sound=wail-long.wav\n [attack]\n name=lacerate\n description= _ \"lacerate\"\n icon=\"attacks/claws-undead.png\"\n type=blade\n range=melee\n [specials]\n {WEAPON_SPECIAL_POISON}\n [/specials]\n damage=1\n number=1\n [/attack]\n [attack]\n name=dreamweave\n description= _ \"dreamweave\"\n type=cold\n range=ranged\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n damage=1\n number=1\n icon=attacks/iceball.png\n [/attack]\n [attack_anim]\n [filter_attack]\n name=lacerate\n [/filter_attack]\n start_time=-600\n offset=0.0~1.2:600,1.2~0.0:350\n [frame]\n image=\"units/demons/blue/dreamwalker-melee1.png:150\"\n [/frame]\n [frame]\n image=\"units/demons/blue/dreamwalker-melee2.png:300\"\n [/frame]\n [frame]\n image=\"units/demons/blue/dreamwalker-melee3.png:50\"\n [/frame]\n [frame]\n image=\"units/demons/blue/dreamwalker-melee4.png:100\"\n alpha=1~0:100\n [/frame]\n {SOUND:HIT_AND_MISS \"claws.ogg\" {SOUND_LIST:MISS} -100}\n [frame]\n image=\"units/demons/blue/dreamwalker-melee4.png:150\"\n alpha=0~1:150\n [/frame]\n [frame]\n image=\"units/demons/blue/dreamwalker-melee5.png:200\"\n [/frame]\n [frame]\n image=\"units/demons/blue/dreamwalker.png:10\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=hallucination\n [/filter_attack]\n start_time=-350\n {MISSILE_FRAME_INFERNAL_CHILL}\n [frame]\n duration=50\n image=\"units/demons/blue/dreamwalker-ranged1.png\"\n halo=halo/saurian-magic-halo-1.png\n [/frame]\n [frame]\n duration=60\n image=\"units/demons/blue/dreamwalker-ranged2.png\"\n halo=halo/saurian-magic-halo-2.png\n sound=magicmissile.wav\n [/frame]\n [frame]\n duration=70\n image=\"units/demons/blue/dreamwalker-ranged2.png\"\n halo=halo/saurian-magic-halo-3.png\n [/frame]\n [frame]\n duration=80\n image=\"units/demons/blue/dreamwalker-ranged3.png\"\n halo=halo/saurian-magic-halo-4.png\n [/frame]\n [frame]\n duration=90\n image=\"units/demons/blue/dreamwalker-ranged3.png\"\n halo=halo/saurian-magic-halo-5.png\n [/frame]\n [frame]\n duration=100\n image=\"units/demons/blue/dreamwalker-ranged2.png\"\n halo=halo/saurian-magic-halo-6.png\n [/frame]\n [frame]\n duration=100\n image=\"units/demons/blue/dreamwalker-ranged1.png\"\n halo=halo/saurian-magic-halo-7.png\n [/frame]\n [/attack_anim]\n [defend]\n start_time=-200\n [if]\n hits=hit\n offset=0.0~-0.05:200,-0.05~0.0:200\n alpha=0.8~0.5:200,0.5~0.8:200\n\n hit_sound_start_time=-25\n [hit_sound_frame]\n sound=wail-sml.wav\n [/hit_sound_frame]\n [/if]\n [else]\n hits=kill\n offset=0.0~-0.05:200,-0.05~0.0:200\n alpha=0.8~0.5:200,0.5~0.8:200\n [/else]\n [else]\n hits=miss\n offset=0.0~-0.1:200,-0.1~0.0:200\n alpha=0.8~0.25:200,0.25~0.8:200\n [/else]\n [frame]\n image=units/demons/blue/dreamwalker.png:1,units/demons/blue/dreamwalker-defend.png:325,units/demons/blue/dreamwalker.png:1\n [/frame]\n [/defend]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Fake Nightmare\n name= _ \"Nightmare\"\n race=demon\n gender=female\n image=\"units/demons/blue/nightmare.png\"\n hitpoints=1000\n movement_type=demonfly\n movement=3\n experience=150\n level=3\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=55\n usage=scout\n [abilities]\n {ABILITY_INCORPOREAL}\n [/abilities]\n description= _ \".\"\n die_sound=wail-long.wav\n [resistance]\n blade=30\n impact=30\n pierce=30\n cold=100\n fire=100\n arcane=110\n [/resistance]\n [attack]\n name=infest\n description= _ \"infest\"\n icon=\"attacks/wail.png\"\n type=cold\n range=melee\n [specials]\n {WEAPON_SPECIAL_POISON}\n [/specials]\n damage=1\n number=3\n [/attack]\n [attack]\n name=hallucination\n description= _ \"hallucination\"\n type=cold\n range=ranged\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n damage=1\n number=4\n icon=attacks/iceball.png\n [/attack]\n [attack]\n name=nightmare\n description= _ \"nightmare\"\n type=blade\n range=ranged\n [specials]\n {WEAPON_SPECIAL_TERROR}\n [/specials]\n damage=1\n number=5\n icon=attacks/chakram.png\n [/attack]\n {GNS_INCORPOREAL \"Demon Nightmare\"}\n [attack_anim]\n [filter_attack]\n name=infest\n [/filter_attack]\n start_time=-600\n offset=0.0~-0.3:300,-0.3~1.2:300,1.2~0.0:250\n [frame]\n image=\"units/demons/blue/nightmare-melee[1~2].png:150\"\n [/frame]\n [frame]\n image=\"units/demons/blue/nightmare-melee3.png:50\"\n [/frame]\n [frame]\n image=\"units/demons/blue/nightmare-melee4.png:150\"\n alpha=1~0:200\n [/frame]\n {SOUND:HIT_AND_MISS \"magic-dark-big.ogg\" \"magic-dark-big-miss.ogg\" -75}\n [frame]\n image=\"units/demons/blue/nightmare-melee4.png:50\"\n alpha=0:50\n [/frame]\n [frame]\n image=\"units/demons/blue/nightmare-melee[4~3].png:50\"\n alpha=0~1:100\n [/frame]\n [frame]\n image=\"units/demons/blue/nightmare-melee1.png:100\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=hallucination\n [/filter_attack]\n {MISSILE_FRAME_ICE}\n start_time=-350\n [frame]\n image=\"units/demons/blue/nightmare-ranged[1~3].png:100\"\n [/frame]\n [frame]\n image=\"units/demons/blue/nightmare-ranged3.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/blue/nightmare-ranged[3~1].png:50\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=nightmare\n [/filter_attack]\n start_time=-350\n [missile_frame]\n duration=200\n image=\"projectiles/chakram.png\"\n image_diagonal=\"projectiles/chakram.png\"\n [/missile_frame]\n {SOUND:HIT_AND_MISS throwing-knife.ogg throwing-knife-miss.ogg -150}\n [frame]\n image=\"units/demons/blue/nightmare-ranged[1~3].png:100\"\n [/frame]\n [frame]\n image=\"units/demons/blue/nightmare-ranged3.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/blue/nightmare-ranged[3~1].png:50\"\n [/frame]\n [/attack_anim]\n [defend]\n start_time=-126\n [if]\n hits=hit\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n\n hit_sound_start_time=-25\n [hit_sound_frame]\n sound=wail-sml.wav\n [/hit_sound_frame]\n [/if]\n [else]\n hits=kill\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n [/else]\n [else]\n hits=miss\n offset=0.0~-0.1:126,-0.1~0.0:126\n alpha=0.8~0.25:126,0.25~0.8:126\n [/else]\n [frame]\n image=units/demons/blue/nightmare.png:1,units/demons/blue/nightmare-melee2.png:250,units/demons/blue/nightmare.png:1\n [/frame]\n [/defend]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=GNS_Ice_Shard\n name= _ \"Ice Shard\"\n race=mechanical\n image=\"items-new/iceshard.png\"\n\timage_icon=\"items-new/iceshard.png\"\n ellipse=none\n hitpoints=1000\n movement_type=null\n movement=1\n level=0\n alignment=neutral\n advances_to=null\n cost=1\n usage=null\n hide_help=true\n description= _ \"\"\n {DEFENSE_ANIM \"items-new/iceshard.png\" \"items-new/iceshard.png\" gate.ogg}\n die_sound=gate-fall.ogg\n\t[variation]\n\t\tvariation_id=iceshard_dark\n\t\tinherit=yes\n\t\timage=\"items-new/iceshard-dark.png\"\n\t\timage_icon=\"items-new/iceshard-dark.png\"\n\t\t{DEFENSE_ANIM \"items-new/iceshard-dark.png\" \"items-new/iceshard-dark.png\" gate.ogg}\n\t[/variation]\n\t[variation]\n\t\tvariation_id=iceshard_light\n\t\tinherit=yes\n\t\timage=\"items-new/iceshard-light.png\"\n\t\timage_icon=\"items-new/iceshard-light.png\"\n\t\t{DEFENSE_ANIM \"items-new/iceshard-light.png\" \"items-new/iceshard-light.png\" gate.ogg}\n\t[/variation]\n\t[variation]\n\t\tvariation_id=iceshard_red\n\t\tinherit=yes\n\t\timage=\"items-new/iceshard-red.png\"\n\t\timage_icon=\"items-new/iceshard-red.png\"\n\t\t{DEFENSE_ANIM \"items-new/iceshard-red.png\" \"items-new/iceshard-red.png\" gate.ogg}\n\t[/variation]\n\t[variation]\n\t\tvariation_id=iceshard_violet\n\t\tinherit=yes\n\t\timage=\"items-new/iceshard-violet.png\"\n\t\timage_icon=\"items-new/iceshard-violet.png\"\n\t\t{DEFENSE_ANIM \"items-new/iceshard-violet.png\" \"items-new/iceshard-violet.png\" gate.ogg}\n\t[/variation]\n\t[variation]\n\t\tvariation_id=iceshard_black\n\t\tinherit=yes\n\t\timage=\"items-new/iceshard-black.png\"\n\t\timage_icon=\"items-new/iceshard-black.png\"\n\t\t{DEFENSE_ANIM \"items-new/iceshard-black.png\" \"items-new/iceshard-black.png\" gate.ogg}\n\t[/variation]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=GNS_Mirror\n name= _ \"Mirror\"\n race=mechanical\n image=\"items/mirror.png\"\n\timage_icon=\"items/mirror.png\"\n ellipse=none\n hitpoints=1000\n movement_type=fakefly\n movement=0\n level=0\n alignment=neutral\n advances_to=null\n cost=1\n usage=null\n hide_help=true\n description= _ \"\"\n {DEFENSE_ANIM \"items/mirror.png\" \"items/mirror.png\" gate.ogg}\n die_sound=gate-fall.ogg\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=GNS_Monolith\n name= _ \"Monolith\"\n race=mechanical\n image=\"buildings/monolith.png\"\n\timage_icon=\"buildings/monolith.png~CROP(0,36,72,72)\"\n bar_offset_y=0\n ellipse=none\n hitpoints=1000\n movement_type=null\n movement=1\n level=0\n alignment=neutral\n advances_to=null\n cost=1\n usage=null\n hide_help=true\n description= _ \"\"\n {DEFENSE_ANIM \"buildings/monolith.png\" \"buildings/monolith.png\" gate.ogg}\n die_sound=gate-fall.ogg\n [abilities]\n {ABILITY_BLACK_BODY}\n [/abilities]\n \n {GNS_BLACK_BODY \"GNS_Monolith\"}\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Halfling Distortionist\n name= _ \"Distortionist\"\n race=halfling\n gender=male,female\n image=\"units/halflings/distortionist.png\"\n {MAGENTA_IS_THE_TEAM_COLOR}\n hitpoints=24\n movement_type=halflingfoot\n movement=5\n experience=50\n level=1\n alignment=neutral\n advances_to=Halfling Weaver,Halfling Obsidian Mage\n cost=18\n usage=mixed fighter\n description= _ \"\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/halflings/distortionist.png\" \"units/halflings/distortionist.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=distort\n description= _ \"distort\"\n type=arcane\n range=ranged\n damage=8\n number=3\n [specials]\n {WEAPON_SPECIAL_DISTORT}\n [/specials]\n icon=attacks/magic-missile.png\n [/attack]\n \n [attack_anim]\n [filter_attack]\n name=distort\n [/filter_attack]\n\n offset=0\n\n {MAGIC_MISSILE 11 -20}\n {MAGIC_MISSILE_STAFF_FLARE -750 600 11 -20}\n\n start_time=-800\n [frame]\n image=\"units/halflings/distortionist.png\"\n [/frame]\n {SOUND:HIT_AND_MISS magic-missile-[1~3].ogg magic-missile-[1~3]-miss.ogg -350}\n [/attack_anim]\n\n [female]\n name= _ \"female^Distortionist\"\n gender=female\n image=\"units/halflings/distortionist-female.png\"\n advances_to=Halfling Weaver,Halfling Hoarfrost Mage\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n {DEFENSE_ANIM \"units/halflings/distortionist-female.png\" \"units/halflings/distortionist-female.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=distort\n [/filter_attack]\n [frame]\n image=\"units/halflings/distortionist-female.png\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Halfling Hoarfrost Mage\n name= _ \"Hoarfrost Mage\"\n race=halfling\n gender=female\n image=\"units/halflings/hoarfrost.png\"\n {MAGENTA_IS_THE_TEAM_COLOR}\n hitpoints=24\n movement_type=halflingfoot\n movement=5\n experience=50\n level=1\n alignment=neutral\n advances_to=Halfling hoarfrost\n cost=18\n usage=mixed fighter\n description= _ \"\"\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n {DEFENSE_ANIM \"units/halflings/hoarfrost.png\" \"units/halflings/hoarfrost.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n [attack]\n name=distort\n description= _ \"distort\"\n type=arcane\n range=ranged\n damage=8\n number=3\n [specials]\n {WEAPON_SPECIAL_DISTORT}\n [/specials]\n icon=attacks/magic-missile.png\n [/attack]\n \n [attack_anim]\n [filter_attack]\n name=distort\n [/filter_attack]\n\n offset=0\n\n {MAGIC_MISSILE 11 -20}\n {MAGIC_MISSILE_STAFF_FLARE -750 600 11 -20}\n\n start_time=-800\n [frame]\n image=\"units/halflings/hoarfrost.png\"\n [/frame]\n {SOUND:HIT_AND_MISS magic-missile-[1~3].ogg magic-missile-[1~3]-miss.ogg -350}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Halfling Hunter\n name= _ \"Hunter\"\n race=halfling\n gender=male,female\n image=\"units/halflings/hunter.png\"\n {MAGENTA_IS_THE_TEAM_COLOR}\n hitpoints=40\n movement_type=halflingfoot\n movement=5\n experience=91\n level=2\n alignment=neutral\n advances_to=Halfling Ranger\n cost=27\n usage=mixed fighter\n description= _ \"\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/halflings/hunter.png\" \"units/halflings/hunter.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=spear\n description= _ \"spear\"\n icon=\"attacks/spear.png\"\n type=pierce\n range=melee\n damage=6\n number=3\n [/attack]\n [attack]\n name=javelin\n description= _ \"javelin\"\n type=pierce\n range=ranged\n damage=7\n number=4\n [specials]\n {WEAPON_SPECIAL_HARRY}\n [/specials]\n\t\ticon=\"attacks/javelin-human.png\"\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n image=\"units/halflings/hunter.png\"\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/halflings/hunter.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=200\n image=\"units/halflings/hunter.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=javelin\n [/filter_attack]\n missile_start_time=0\n [missile_frame]\n duration=150\n image=\"projectiles/spear-n.png\"\n image_diagonal=\"projectiles/spear-ne.png\"\n [/missile_frame]\n start_time=-250\n [frame]\n image=\"units/halflings/hunter.png\"\n [/frame]\n attack_sound_start_time=-50\n [attack_sound_frame]\n duration=100\n sound={SOUND_LIST:THROW}\n [/attack_sound_frame]\n [if]\n hits=yes\n [attack_sound_frame]\n sound=spear.ogg\n [/attack_sound_frame]\n [/if]\n [/attack_anim]\n\n [female]\n name= _ \"female^Hunter\"\n gender=female\n image=\"units/halflings/hunter-female.png\"\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n {DEFENSE_ANIM \"units/halflings/hunter-female.png\" \"units/halflings/hunter-female.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n [if]\n [frame]\n image=\"units/halflings/hunter-female.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/halflings/hunter-female.png\"\n [/frame]\n [/else]\n [frame]\n image=\"units/halflings/hunter-female.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=javelin\n [/filter_attack]\n [frame]\n image=\"units/halflings/hunter-female.png\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Halfling Impaler\n name= _ \"Impaler\"\n race=halfling\n gender=male,female\n image=\"units/halflings/impaler.png\"\n {MAGENTA_IS_THE_TEAM_COLOR}\n hitpoints=57\n movement_type=halflingfoot\n movement=5\n experience=150\n level=3\n alignment=neutral\n advances_to=null\n {AMLA_HALFLING_FIGHTER_HITPOINTS}\n {AMLA_HALFLING_FIGHTER_MELEE}\n cost=48\n usage=mixed fighter\n description= _ \"\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/halflings/impaler.png\" \"units/halflings/impaler.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=glaive\n description= _ \"glaive\"\n icon=\"attacks/glaive.png\"\n type=pierce\n range=melee\n damage=13\n number=3\n [specials]\n {WEAPON_SPECIAL_IMPALE50}\n [/specials]\n [/attack]\n [attack]\n name=glaive\n description= _ \"glaive\"\n icon=\"attacks/glaive.png\"\n type=blade\n range=melee\n damage=21\n number=2\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=glaive\n type=pierce\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n image=\"units/halflings/impaler.png\"\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/halflings/impaler.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=200\n image=\"units/halflings/impaler.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=glaive\n type=blade\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n image=\"units/halflings/impaler.png\"\n sound=axe.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/halflings/impaler.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=200\n image=\"units/halflings/impaler.png\"\n [/frame]\n [/attack_anim]\n [female]\n name= _ \"female^Impaler\"\n gender=female\n image=\"units/halflings/impaler-female.png\"\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n {DEFENSE_ANIM \"units/halflings/impaler-female.png\" \"units/halflings/impaler-female.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=glaive\n type=pierce\n [/filter_attack]\n [if]\n [frame]\n image=\"units/halflings/impaler-female.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/halflings/impaler-female.png\"\n [/frame]\n [/else]\n [frame]\n image=\"units/halflings/impaler-female.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=glaive\n type=blade\n [/filter_attack]\n [if]\n [frame]\n image=\"units/halflings/impaler-female.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/halflings/impaler-female.png\"\n [/frame]\n [/else]\n [frame]\n image=\"units/halflings/impaler-female.png\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Halfling Obsidian Mage\n name= _ \"Obsidian Mage\"\n race=halfling\n gender=male\n image=\"units/halflings/obsidian.png\"\n {MAGENTA_IS_THE_TEAM_COLOR}\n hitpoints=24\n movement_type=halflingfoot\n movement=5\n experience=50\n level=1\n alignment=neutral\n advances_to=Halfling obsidian\n cost=18\n usage=mixed fighter\n description= _ \"\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/halflings/obsidian.png\" \"units/halflings/obsidian.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=distort\n description= _ \"distort\"\n type=arcane\n range=ranged\n damage=8\n number=3\n [specials]\n {WEAPON_SPECIAL_DISTORT}\n [/specials]\n icon=attacks/magic-missile.png\n [/attack]\n \n [attack_anim]\n [filter_attack]\n name=distort\n [/filter_attack]\n\n offset=0\n\n {MAGIC_MISSILE 11 -20}\n {MAGIC_MISSILE_STAFF_FLARE -750 600 11 -20}\n\n start_time=-800\n [frame]\n image=\"units/halflings/obsidian.png\"\n [/frame]\n {SOUND:HIT_AND_MISS magic-missile-[1~3].ogg magic-missile-[1~3]-miss.ogg -350}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Halfling Piercer\n name= _ \"Piercer\"\n race=halfling\n gender=male,female\n image=\"units/halflings/piercer.png\"\n {MAGENTA_IS_THE_TEAM_COLOR}\n hitpoints=42\n movement_type=halflingfoot\n movement=5\n experience=84\n level=2\n alignment=neutral\n advances_to=Halfling Impaler\n cost=26\n usage=mixed fighter\n description= _ \"\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/halflings/piercer.png\" \"units/halflings/piercer.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=glaive\n description= _ \"glaive\"\n icon=\"attacks/glaive.png\"\n type=pierce\n range=melee\n damage=10\n number=3\n [specials]\n {WEAPON_SPECIAL_IMPALE25}\n [/specials]\n [/attack]\n [attack]\n name=glaive\n description= _ \"glaive\"\n icon=\"attacks/glaive.png\"\n type=blade\n range=melee\n damage=15\n number=2\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=glaive\n type=pierce\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n image=\"units/halflings/piercer.png\"\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/halflings/piercer.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=200\n image=\"units/halflings/piercer.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=glaive\n type=blade\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n image=\"units/halflings/piercer.png\"\n sound=axe.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/halflings/piercer.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=200\n image=\"units/halflings/piercer.png\"\n [/frame]\n [/attack_anim]\n [female]\n name= _ \"female^Piercer\"\n gender=female\n image=\"units/halflings/piercer-female.png\"\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n {DEFENSE_ANIM \"units/halflings/piercer-female.png\" \"units/halflings/piercer-female.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=glaive\n type=pierce\n [/filter_attack]\n [if]\n [frame]\n image=\"units/halflings/piercer-female.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/halflings/piercer-female.png\"\n [/frame]\n [/else]\n [frame]\n image=\"units/halflings/piercer-female.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=glaive\n type=blade\n [/filter_attack]\n [if]\n [frame]\n image=\"units/halflings/piercer-female.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/halflings/piercer-female.png\"\n [/frame]\n [/else]\n [frame]\n image=\"units/halflings/piercer-female.png\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Halfling Ranger\n name= _ \"Ranger\"\n race=halfling\n gender=male,female\n image=\"units/halflings/ranger.png\"\n {MAGENTA_IS_THE_TEAM_COLOR}\n hitpoints=53\n movement_type=halflingfoot\n movement=5\n experience=150\n level=3\n alignment=neutral\n advances_to=null\n {AMLA_HALFLING_FIGHTER_RANGED}\n {AMLA_HALFLING_FIGHTER_MELEE}\n cost=51\n usage=mixed fighter\n description= _ \"\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/halflings/ranger.png\" \"units/halflings/ranger.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=spear\n description= _ \"spear\"\n icon=\"attacks/spear.png\"\n type=pierce\n range=melee\n damage=7\n number=3\n [/attack]\n [attack]\n name=javelin\n description= _ \"javelin\"\n type=pierce\n range=ranged\n damage=8\n number=5\n [specials]\n {WEAPON_SPECIAL_HARRY}\n [/specials]\n\t\ticon=\"attacks/javelin-human.png\"\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n image=\"units/halflings/ranger.png\"\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/halflings/ranger.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=200\n image=\"units/halflings/ranger.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=javelin\n [/filter_attack]\n missile_start_time=0\n [missile_frame]\n duration=150\n image=\"projectiles/spear-n.png\"\n image_diagonal=\"projectiles/spear-ne.png\"\n [/missile_frame]\n start_time=-250\n [frame]\n image=\"units/halflings/ranger.png\"\n [/frame]\n attack_sound_start_time=-50\n [attack_sound_frame]\n duration=100\n sound={SOUND_LIST:THROW}\n [/attack_sound_frame]\n [if]\n hits=yes\n [attack_sound_frame]\n sound=spear.ogg\n [/attack_sound_frame]\n [/if]\n [/attack_anim]\n\n [female]\n name= _ \"female^Ranger\"\n gender=female\n image=\"units/halflings/ranger-female.png\"\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n {DEFENSE_ANIM \"units/halflings/ranger-female.png\" \"units/halflings/ranger-female.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n [if]\n [frame]\n image=\"units/halflings/ranger-female.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/halflings/ranger-female.png\"\n [/frame]\n [/else]\n [frame]\n image=\"units/halflings/ranger-female.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=javelin\n [/filter_attack]\n [frame]\n image=\"units/halflings/ranger-female.png\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Halfling Spearer\n name= _ \"Spearer\"\n race=halfling\n gender=male,female\n image=\"units/halflings/spearer.png\"\n {MAGENTA_IS_THE_TEAM_COLOR}\n hitpoints=28\n movement_type=halflingfoot\n movement=5\n experience=44\n level=1\n alignment=neutral\n advances_to=Halfling Piercer,Halfling Hunter\n cost=14\n usage=mixed fighter\n description= _ \"\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/halflings/spearer.png\" \"units/halflings/spearer.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=spear\n description= _ \"spear\"\n icon=\"attacks/spear.png\"\n type=pierce\n range=melee\n damage=9\n number=2\n [/attack]\n [attack]\n name=javelin\n description= _ \"javelin\"\n type=pierce\n range=ranged\n damage=6\n number=2\n\t\ticon=\"attacks/javelin-human.png\"\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n image=\"units/halflings/spearer.png\"\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/halflings/spearer.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=200\n image=\"units/halflings/spearer.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=javelin\n [/filter_attack]\n missile_start_time=0\n [missile_frame]\n duration=150\n image=\"projectiles/spear-n.png\"\n image_diagonal=\"projectiles/spear-ne.png\"\n [/missile_frame]\n start_time=-250\n [frame]\n image=\"units/halflings/spearer.png\"\n [/frame]\n attack_sound_start_time=-50\n [attack_sound_frame]\n duration=100\n sound={SOUND_LIST:THROW}\n [/attack_sound_frame]\n [if]\n hits=yes\n [attack_sound_frame]\n sound=spear.ogg\n [/attack_sound_frame]\n [/if]\n [/attack_anim]\n\n [female]\n name= _ \"female^Spearer\"\n gender=female\n image=\"units/halflings/spearer-female.png\"\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n {DEFENSE_ANIM \"units/halflings/spearer-female.png\" \"units/halflings/spearer-female.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n [if]\n [frame]\n image=\"units/halflings/spearer-female.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/halflings/spearer-female.png\"\n [/frame]\n [/else]\n [frame]\n image=\"units/halflings/spearer-female.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=javelin\n [/filter_attack]\n [frame]\n image=\"units/halflings/spearer-female.png\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Halfling Weaver\n name= _ \"Weaver\"\n race=halfling\n gender=male,female\n image=\"units/halflings/weaver.png\"\n {MAGENTA_IS_THE_TEAM_COLOR}\n hitpoints=24\n movement_type=halflingfoot\n movement=5\n experience=50\n level=1\n alignment=neutral\n advances_to=Halfling Weaver\n cost=18\n usage=mixed fighter\n description= _ \"\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/halflings/weaver.png\" \"units/halflings/weaver.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=distort\n description= _ \"distort\"\n type=arcane\n range=ranged\n damage=8\n number=3\n [specials]\n {WEAPON_SPECIAL_DISTORT}\n [/specials]\n icon=attacks/magic-missile.png\n [/attack]\n \n [attack_anim]\n [filter_attack]\n name=distort\n [/filter_attack]\n\n offset=0\n\n {MAGIC_MISSILE 11 -20}\n {MAGIC_MISSILE_STAFF_FLARE -750 600 11 -20}\n\n start_time=-800\n [frame]\n image=\"units/halflings/weaver.png\"\n [/frame]\n {SOUND:HIT_AND_MISS magic-missile-[1~3].ogg magic-missile-[1~3]-miss.ogg -350}\n [/attack_anim]\n\n [female]\n name= _ \"female^Weaver\"\n gender=female\n image=\"units/halflings/weaver-female.png\"\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n {DEFENSE_ANIM \"units/halflings/weaver-female.png\" \"units/halflings/weaver-female.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=distort\n [/filter_attack]\n [frame]\n image=\"units/halflings/weaver-female.png\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-units\n[unit_type]\n id=Eldritch Form\n name= _ \"Eldritch Form\"\n race=undead\n image=\"units/undead/ghost-s-2.png\"\n profile=portraits/undead/ghost.png\n {MAGENTA_IS_THE_TEAM_COLOR}\n hitpoints=10\n movement_type=undeadspirit\n movement=6\n experience=25\n level=0\n alignment=chaotic\n advances_to=null\n\t{AMLA_DEFAULT}\n cost=21\n usage=scout\n hide_help=true\n description= _ \"\"\n die_sound=wail-long.wav\n [portrait]\n size=400\n side=\"left\"\n mirror=\"false\"\n image=\"portraits/undead/transparent/ghost.png\"\n [/portrait]\n [portrait]\n size=400\n side=\"right\"\n mirror=\"true\"\n image=\"portraits/undead/transparent/ghost.png\"\n [/portrait]\n [defend]\n start_time=-126\n [if]\n hits=hit\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n\n hit_sound_start_time=-25\n [hit_sound_frame]\n sound=wail-sml.wav\n [/hit_sound_frame]\n [/if]\n [else]\n hits=kill\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n [/else]\n [else]\n hits=miss\n offset=0.0~-0.1:126,-0.1~0.0:126\n alpha=0.8~0.25:126,0.25~0.8:126\n [/else]\n [if]\n direction=s,se,sw\n [frame]\n image=units/undead/ghost-s-2.png:1,units/undead/ghost-s-attack-1.png:250,units/undead/ghost-s-2.png:1\n [/frame]\n [/if]\n [else]\n direction=n,ne,nw\n [frame]\n image=units/undead/ghost-n-2.png:1,units/undead/ghost-n-attack-1.png:250,units/undead/ghost-n-2.png:1\n [/frame]\n [/else]\n [/defend]\n\t[defense]\n impassable=50\n [/defense]\n [attack]\n name=touch\n description=_\"touch\"\n icon=attacks/touch-undead.png\n type=arcane\n range=melee\n damage=5\n number=3\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n [/attack]\n [attack]\n name=wail\n description=_\"wail\"\n type=cold\n range=ranged\n damage=5\n number=3\n\t\t[specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=wail\n [/filter_attack]\n {MISSILE_FRAME_WAIL}\n start_time=-200\n\n [if]\n direction=s,se,sw\n [frame]\n image=\"units/undead/ghost-s-2.png:25\"\n [/frame]\n [frame]\n image=\"units/undead/ghost-s-attack-[1,2,1].png:[75,150,75]\"\n [/frame]\n [frame]\n image=\"units/undead/ghost-s-2.png:25\"\n [/frame]\n [/if]\n [else]\n direction=n,ne,nw\n [frame]\n image=\"units/undead/ghost-n-2.png:25\"\n [/frame]\n [frame]\n image=\"units/undead/ghost-n-attack-[1,2,1].png:[75,150,75]\"\n [/frame]\n [/else]\n attack_sound_start_time=-100\n [attack_sound_frame]\n sound=wail-sml.wav\n [/attack_sound_frame]\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=touch\n [/filter_attack]\n start_time=-500\n offset=0.0~1.0:425,0.0:225\n alpha=0.8~0.0:425,0.0~0.8:225\n\n [if]\n direction=s,se,sw\n [frame]\n image=\"units/undead/ghost-s-2.png:25\"\n [/frame]\n [frame]\n image=\"units/undead/ghost-s-attack-[1~3,2,1].png:[175*2,100,75*2]\"\n [/frame]\n [frame]\n image=\"units/undead/ghost-s-2.png:25\"\n [/frame]\n [/if]\n [else]\n direction=n,ne,nw\n [frame]\n image=\"units/undead/ghost-n-2.png:25\"\n [/frame]\n [frame]\n image=\"units/undead/ghost-n-attack-[1~3,2,1].png:[175*2,100,75*2]\"\n [/frame]\n [frame]\n image=\"units/undead/ghost-n-2.png:25\"\n [/frame]\n [/else]\n\n attack_sound_start_time=-126\n [attack_sound_frame]\n duration=1\n [/attack_sound_frame]\n [attack_sound_frame]\n sound=wail-sml.wav\n [/attack_sound_frame]\n [/attack_anim]\n\n [standing_anim]\n direction=s,se,sw\n start_time=0\n alpha=0.8~0.4:1400,0.4~0.6:600,0.6~0.4:600,0.4~0.8:1400\n [frame]\n image=\"units/undead/ghost-s-[2,1~3,2,1~3,2,1~3,2,1~3].png:250\"\n [/frame]\n [/standing_anim]\n [standing_anim]\n direction=n,ne,nw\n start_time=0\n alpha=0.8~0.4:1400,0.4~0.6:600,0.6~0.4:600,0.4~0.8:1400\n [frame]\n image=\"units/undead/ghost-n-[2,1~3,2,1~3,2,1~3,2,1~3].png:250\"\n [/frame]\n [/standing_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-units\n[unit_type]\n id=Manifestation\n name= _ \"Manifestation\"\n race=undead\n image=\"units/undead/ghost-s-2.png\"\n profile=portraits/undead/ghost.png\n {MAGENTA_IS_THE_TEAM_COLOR}\n hitpoints=17\n movement_type=undeadspirit\n movement=7\n experience=50\n level=1\n alignment=chaotic\n advances_to=null\n\t{AMLA_DEFAULT}\n cost=21\n usage=scout\n hide_help=true\n description= _ \"The dream world is a strange one, in which imagination may become reality and the arcane plane may become one with the physical. Even the most inexperienced at manipulating this reality often find that they may manifest their thoughts into a semi-sentient being, one that may or may not be easily controlled, depending on the creator's willpower and affinity for arcane energies.\"+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN}+{SPECIAL_NOTES_SPIRIT}+{SPECIAL_NOTES_ARCANE}\n die_sound=wail-long.wav\n [portrait]\n size=400\n side=\"left\"\n mirror=\"false\"\n image=\"portraits/undead/transparent/ghost.png\"\n [/portrait]\n [portrait]\n size=400\n side=\"right\"\n mirror=\"true\"\n image=\"portraits/undead/transparent/ghost.png\"\n [/portrait]\n [defend]\n start_time=-126\n [if]\n hits=hit\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n\n hit_sound_start_time=-25\n [hit_sound_frame]\n sound=wail-sml.wav\n [/hit_sound_frame]\n [/if]\n [else]\n hits=kill\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n [/else]\n [else]\n hits=miss\n offset=0.0~-0.1:126,-0.1~0.0:126\n alpha=0.8~0.25:126,0.25~0.8:126\n [/else]\n [if]\n direction=s,se,sw\n [frame]\n image=units/undead/ghost-s-2.png:1,units/undead/ghost-s-attack-1.png:250,units/undead/ghost-s-2.png:1\n [/frame]\n [/if]\n [else]\n direction=n,ne,nw\n [frame]\n image=units/undead/ghost-n-2.png:1,units/undead/ghost-n-attack-1.png:250,units/undead/ghost-n-2.png:1\n [/frame]\n [/else]\n [/defend]\n\t[defense]\n impassable=50\n [/defense]\n [attack]\n name=touch\n description=_\"touch\"\n icon=attacks/touch-undead.png\n type=arcane\n range=melee\n damage=5\n number=3\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n [/attack]\n [attack]\n name=wail\n description=_\"wail\"\n type=cold\n range=ranged\n damage=5\n number=3\n\t\t[specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=wail\n [/filter_attack]\n {MISSILE_FRAME_WAIL}\n start_time=-200\n\n [if]\n direction=s,se,sw\n [frame]\n image=\"units/undead/ghost-s-2.png:25\"\n [/frame]\n [frame]\n image=\"units/undead/ghost-s-attack-[1,2,1].png:[75,150,75]\"\n [/frame]\n [frame]\n image=\"units/undead/ghost-s-2.png:25\"\n [/frame]\n [/if]\n [else]\n direction=n,ne,nw\n [frame]\n image=\"units/undead/ghost-n-2.png:25\"\n [/frame]\n [frame]\n image=\"units/undead/ghost-n-attack-[1,2,1].png:[75,150,75]\"\n [/frame]\n [/else]\n attack_sound_start_time=-100\n [attack_sound_frame]\n sound=wail-sml.wav\n [/attack_sound_frame]\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=touch\n [/filter_attack]\n start_time=-500\n offset=0.0~1.0:425,0.0:225\n alpha=0.8~0.0:425,0.0~0.8:225\n\n [if]\n direction=s,se,sw\n [frame]\n image=\"units/undead/ghost-s-2.png:25\"\n [/frame]\n [frame]\n image=\"units/undead/ghost-s-attack-[1~3,2,1].png:[175*2,100,75*2]\"\n [/frame]\n [frame]\n image=\"units/undead/ghost-s-2.png:25\"\n [/frame]\n [/if]\n [else]\n direction=n,ne,nw\n [frame]\n image=\"units/undead/ghost-n-2.png:25\"\n [/frame]\n [frame]\n image=\"units/undead/ghost-n-attack-[1~3,2,1].png:[175*2,100,75*2]\"\n [/frame]\n [frame]\n image=\"units/undead/ghost-n-2.png:25\"\n [/frame]\n [/else]\n\n attack_sound_start_time=-126\n [attack_sound_frame]\n duration=1\n [/attack_sound_frame]\n [attack_sound_frame]\n sound=wail-sml.wav\n [/attack_sound_frame]\n [/attack_anim]\n\n [standing_anim]\n direction=s,se,sw\n start_time=0\n alpha=0.8~0.4:1400,0.4~0.6:600,0.6~0.4:600,0.4~0.8:1400\n [frame]\n image=\"units/undead/ghost-s-[2,1~3,2,1~3,2,1~3,2,1~3].png:250\"\n [/frame]\n [/standing_anim]\n [standing_anim]\n direction=n,ne,nw\n start_time=0\n alpha=0.8~0.4:1400,0.4~0.6:600,0.6~0.4:600,0.4~0.8:1400\n [frame]\n image=\"units/undead/ghost-n-[2,1~3,2,1~3,2,1~3,2,1~3].png:250\"\n [/frame]\n [/standing_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n#define ABILITY_IRON_BLOOD\n [resistance]\n id=iron_blood\n apply_to=blade,impact,pierce\n add=20\n max_value=90\n name= _ \"iron blood\"\n female_name= _ \"female^iron blood\"\n description= _ \"This unit\u2019s physical resistances are increased by 20% when defending.\"\n affect_self=yes\n active_on=defense\n [/resistance]\n#enddef\n\n#define ABILITY_INFUSE_HEALING3\n [heals]\n value=3\n id=healing\n affect_allies=yes\n name= _ \"infuse\"\n female_name= _ \"female^infuse\"\n description= _ \"A unit cared for by this healer may heal up to 3 HP per turn or be cured of poison.\"\n affect_self=yes\n poison=cured\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [/affect_adjacent]\n [/heals]\n#enddef\n\n#define ABILITY_INFUSE_HEALING6\n [heals]\n value=6\n id=healing\n affect_allies=yes\n name= _ \"infuse\"\n female_name= _ \"female^infuse\"\n description= _ \"A unit cared for by this healer may heal up to 6 HP per turn or be cured of poison.\"\n affect_self=yes\n poison=cured\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [/affect_adjacent]\n [/heals]\n#enddef\n\n#define ABILITY_INFUSE_HEALING9\n [heals]\n value=9\n id=healing\n affect_allies=yes\n name= _ \"infuse\"\n female_name= _ \"female^infuse\"\n description= _ \"A unit cared for by this healer may heal up to 9 HP per turn or be cured of poison.\"\n affect_self=yes\n poison=cured\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [/affect_adjacent]\n [/heals]\n#enddef\n\n#define ABILITY_INFUSE3\n {ABILITY_UNPOISON}\n {ABILITY_INFUSE_HEALING3}\n#enddef\n\n#define ABILITY_INFUSE6\n {ABILITY_UNPOISON}\n {ABILITY_INFUSE_HEALING6}\n#enddef\n\n#define ABILITY_INFUSE9\n {ABILITY_UNPOISON}\n {ABILITY_INFUSE_HEALING9}\n#enddef\n\n#define WEAPON_SPECIAL_SOUL_SIPHON\n [dummy]\n id=soul_siphon\n name= _ \"reap\"\n name_inactive= _ \"reap\"\n description= _ \"A portion of the damage dealt by this attack is converted into healing energy and spread among nearby allies.\"\n description_inactive= _ \"A portion of the damage dealt by this attack is converted into healing energy and spread among nearby allies.\"\n [/dummy]\n#enddef\n\n#define SOUL_SIPHON WEAPON FACTOR\n [event]\n name=attacker_hits\n first_time_only=no\n [filter_attack]\n name={WEAPON}\n special=soul_siphon\n [/filter_attack]\n [store_unit]\n [filter]\n [filter_adjacent]\n x,y=$x1,$y1\n is_enemy=no\n [/filter_adjacent]\n [not]\n x,y=$x2,$y2\n [/not]\n [/filter]\n variable=ally\n [/store_unit]\n {VARIABLE counter 0}\n {VARIABLE heal_health $damage_inflicted}\n {VARIABLE_OP heal_health divide {FACTOR}}\n {FOREACH ally i}\n {VARIABLE_OP counter add 1}\n {NEXT i}\n [if]\n [variable]\n name=counter\n greater_than=0\n [/variable]\n [then]\n {VARIABLE_OP heal_health divide $counter}\n [/then]\n [/if]\n {FOREACH ally i}\n [heal_unit]\n [filter]\n x,y=$ally[$i].x,$ally[$i].y\n [/filter]\n amount=$heal_health\n animate=yes\n restore_statuses=no\n [/heal_unit]\n {NEXT i}\n {CLEAR_VARIABLE heal_health}\n {CLEAR_VARIABLE counter}\n {CLEAR_VARIABLE ally}\n [/event]\n [event]\n name=defender hits\n first_time_only=no\n [filter_second_attack]\n special=soul_siphon\n [/filter_second_attack]\n [store_unit]\n [filter]\n [filter_adjacent]\n x,y=$x2,$y2\n is_enemy=no\n [/filter_adjacent]\n [not]\n x,y=$x1,$y1\n [/not]\n [/filter]\n variable=ally\n [/store_unit]\n {VARIABLE counter 0}\n {VARIABLE heal_health $damage_inflicted}\n {VARIABLE_OP heal_health divide {FACTOR}}\n {FOREACH ally i}\n {VARIABLE_OP counter add 1}\n {NEXT i}\n [if]\n [variable]\n name=counter\n greater_than=0\n [/variable]\n [then]\n {VARIABLE_OP heal_health divide $counter}\n [/then]\n [/if]\n {FOREACH ally i}\n [heal_unit]\n [filter]\n x,y=$ally[$i].x,$ally[$i].y\n [/filter]\n amount=$heal_health\n animate=yes\n restore_statuses=no\n [/heal_unit]\n {NEXT i}\n {CLEAR_VARIABLE heal_health}\n {CLEAR_VARIABLE counter}\n {CLEAR_VARIABLE ally}\n [/event]\n#enddef\n\n#define WEAPON_SPECIAL_MALEFICE\n [dummy]\n id=malefice\n name= _ \"malefice\"\n description= _ \"When this attack kills a unit (level 3 and above), it gains 1 damage. Does not work against Undead and Demons.\"\n [/dummy]\n#enddef\n\n#define MALEFICE\n [event]\n id=special_malefice_die\n name=die\n first_time_only=no\n\n [filter]\n level=3\n [not]\n race=undead,demon,elemental,magical\n [/not]\n [or]\n level=4\n [not]\n race=undead,demon,elemental,magical\n [/not]\n [/or]\n [or]\n level=5\n [not]\n race=undead,demon,elemental,magical\n [/not]\n [/or]\n [or]\n level=6\n [not]\n race=undead,demon,elemental,magical\n [/not]\n [/or]\n [or]\n level=7\n [not]\n race=undead,demon,elemental,magical\n [/not]\n [/or]\n [and]\n [not]\n race=undead,demon,elemental,magical\n [/not]\n [/and]\n [/filter]\n\n [filter_second_attack]\n special=malefice\n [/filter_second_attack]\n\n [store_unit]\n [filter]\n x,y=$x2,$y2\n [/filter]\n [not]\n x,y=$x1,$y1\n [/not]\n [/store_unit]\n\n [object]\n [filter]\n x,y=$x2,$y2\n [/filter]\n duration=forever\n silent=yes\n [effect]\n apply_to=attack\n special=malefice\n increase_damage=1\n [/effect]\n [/object]\n [/event]\n#enddef\n\n#define WEAPON_SPECIAL_AGONY\n [damage]\n id=agony\n name= _ \"agony\"\n name_inactive= _ \"agony\"\n description= _ \"The immense pain resulting from this attack causes enemies to deal 30% less damage.\"\n description_inactive= _ \"The immense pain resulting from this attack causes enemies to deal 30% less damage.\"\n apply_to=opponent\n multiply=0.7\n [/damage]\n#enddef\n\n#define ABILITY_STRUT\n [dummy]\n id=strut\n name= _ \"strut\"\n name_inactive= _ \"strut\"\n description= _ \"Adjacent undead units gain 2 extra movement points on each new turn.\"\n description_inactive= _ \"Adjacent undead units gain 2 extra movement points on each new turn.\"\n [/dummy]\n#enddef\n\n#define STRUT\n [event]\n name=turn refresh\n first_time_only=no\n [store_unit]\n [filter]\n race=undead\n [filter_adjacent]\n ability=strut\n is_enemy=no\n [/filter_adjacent]\n [/filter]\n variable=fast_unit\n [/store_unit]\n [for]\n array=fast_unit\n [do]\n {VARIABLE_OP fast_unit[$i].moves add 2}\n\n [unstore_unit]\n variable=fast_unit[$i]\n find_vacant=no\n [/unstore_unit]\n [/do]\n [/for]\n {CLEAR_VARIABLE fast_unit}\n [/event]\n#enddef\n\n#define ABILITY_TRANSFUSION\n [dummy]\n id=transfusion\n name= _ \"transfusion\"\n name_inactive= _ \"transfusion\"\n description= _ \"This unit deals damage to nearby enemies on each new turn and heals for the damage dealt.\"\n description_inactive= _ \"This unit deals damage to nearby enemies on each new turn and heals for the damage dealt.\"\n [/dummy]\n#enddef\n\n#define TRANSFUSION\n [event]\n name=new turn\n first_time_only=no\n\n [store_unit]\n [filter]\n [filter_adjacent]\n ability=transfusion\n is_enemy=yes\n [/filter_adjacent]\n [/filter]\n variable=opp\n [/store_unit]\n [store_unit]\n [filter]\n ability=transfusion\n [/filter]\n variable=unit\n [/store_unit]\n {VARIABLE counter 0}\n {FOREACH opp i}\n {VARIABLE_OP counter add 1}\n {NEXT i}\n {FOREACH opp i}\n [harm_unit]\n [filter]\n x,y=$opp[$i].x,$opp[$i].y\n [/filter]\n fire_event=yes\n animate=yes\n amount=6\n delay=25\n [/harm_unit]\n [if]\n [have_unit]\n x,y=$opp[$i].x,$opp[$i].y\n [/have_unit]\n [else]\n {VARIABLE exp $opp[$i].level}\n {VARIABLE_OP exp multiply 8}\n {VARIABLE_OP unit.experience add $exp}\n {CLEAR_VARIABLE exp}\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n [/else]\n [/if]\n {NEXT i}\n {VARIABLE_OP counter multiply 6}\n [heal_unit]\n [filter]\n ability=transfusion\n [/filter]\n amount=$counter\n animate=yes\n [/heal_unit]\n {CLEAR_VARIABLE opp}\n {CLEAR_VARIABLE unit}\n {CLEAR_VARIABLE counter}\n [/event]\n#enddef\n\n#define ABILITY_IRON_WARDEN\n [dummy]\n id=iron warden\n name= _ \"iron warden\"\n name_inactive= _ \"iron warden\"\n description= _ \"When nearby allies are attacked by physical attacks, they heal for 30% of the damage dealt and return damage equal to the amount healed.\"\n description_inactive= _ \"When nearby allies are attacked by physical attacks, they heal for 30% of the damage dealt and return damage equal to the amount healed.\"\n [/dummy]\n#enddef\n\n#define IRON_WARDEN FACTOR\n [event]\n name=attacker_hits\n first_time_only=no\n\n [filter_attack]\n type=blade,impact,pierce\n [/filter_attack]\n\n [filter_second]\n [filter_adjacent]\n ability=iron warden\n is_enemy=no\n [/filter_adjacent]\n [/filter_second]\n\n [store_unit]\n [filter]\n x,y=$x2,$y2\n [filter_adjacent]\n ability=iron warden\n is_enemy=no\n [/filter_adjacent]\n [/filter]\n variable=shielded\n [/store_unit]\n [store_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n variable=opp\n [/store_unit]\n\n {VARIABLE heal_health $damage_inflicted}\n {VARIABLE_OP heal_health divide {FACTOR}}\n [if]\n [variable]\n name=second_unit.hitpoints\n greater_than=0\n [/variable]\n [then]\n {FOREACH shielded i}\n [heal_unit]\n [filter]\n x,y=$shielded[$i].x,$shielded[$i].y\n [/filter]\n amount=$heal_health\n animate=yes\n restore_statuses=no\n [/heal_unit]\n {NEXT i}\n\n [harm_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n amount=$heal_health\n animate=yes\n fire_event=yes\n [/harm_unit]\n [/then]\n [/if]\n\n [if]\n [have_unit]\n x,y=$x1,$y1\n [/have_unit]\n [else]\n {VARIABLE exp $opp.level}\n {VARIABLE_OP exp multiply 8}\n {VARIABLE_OP second_unit.experience add $exp}\n {CLEAR_VARIABLE exp}\n [unstore_unit]\n variable=second_unit\n find_vacant=no\n [/unstore_unit]\n [/else]\n [/if]\n\n {CLEAR_VARIABLE opp}\n {CLEAR_VARIABLE heal_health}\n {CLEAR_VARIABLE shielded}\n [/event]\n#enddef\n\n#define WEAPON_SPECIAL_MORTAL_MASQUE\n [swarm]\n id=mortal_masque\n name= _ \"mortal masque\"\n description= _ \"This attack gains up to 9 strikes when this unit is wounded.\"\n swarm_attacks_min=9\n [/swarm]\n#enddef\n"} {"text": "#textdomain wesnoth-Genesis\n\n#define IMMOLATE\n [event]\n name=attacker_hits\n first_time_only=no\n [filter_attack]\n special=immolate\n [/filter_attack]\n [store_unit]\n [filter]\n [filter_adjacent]\n x,y=$x1,$y1\n is_enemy=yes\n [/filter_adjacent]\n [not]\n x,y=$x2,$y2\n [/not]\n [/filter]\n variable=opp\n [/store_unit]\n {FOREACH opp i}\n [harm_unit]\n [filter]\n x,y=$opp[$i].x,$opp[$i].y\n [/filter]\n fire_event=yes\n animate=yes\n amount=$damage_inflicted\n damage_type=fire\n delay=25\n [/harm_unit]\n [if]\n [have_unit]\n x,y=$opp[$i].x,$opp[$i].y\n [/have_unit]\n [else]\n {VARIABLE exp $opp[$i].level}\n {VARIABLE_OP exp multiply 8}\n {VARIABLE_OP unit.experience add \"$(max(4, $exp))\"}\n {CLEAR_VARIABLE exp}\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n [/else]\n [/if]\n {NEXT i}\n {CLEAR_VARIABLE opp}\n [/event]\n#enddef\n#define WEAPON_SPECIAL_IMMOLATE\n [dummy]\n id=immolate\n name= _ \"immolate\"\n name_inactive= _ \"immolate\"\n description= _ \"The damage inflicted by this attack will spread to all nearby enemies.\"\n description_inactive= _ \"The damage inflicted by this attack will spread to all nearby enemies.\"\n [/dummy]\n#enddef\n#define WEAPON_SPECIAL_OBLITERATE\n [damage]\n id=obliterate\n name= _ \"obliterate\"\n description= _ \"When used offensively, this attack gains a large amount of damage.\"\n multiply=2.5\n active_on=offense\n [/damage]\n#enddef\n#define ABILITY_STORM_SHIELD\n [dummy]\n id=storm_shield\n name= _ \"storm shield\"\n name_inactive= _ \"storm shield\"\n description= _ \"This unit returns damage when attacked. This damage ignores resistances.\"\n description_inactive= _ \"This unit returns damage when attacked. This damage ignores resistances.\"\n [/dummy]\n#enddef\n#define STORM_SHIELD\n [event]\n name=attacker_hits\n first_time_only=no\n [filter_second]\n ability=storm_shield\n [/filter_second]\n [store_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n variable=self\n [/store_unit]\n [store_unit]\n [filter]\n x,y=$x2,$y2\n [/filter]\n variable=opp\n [/store_unit]\n {VARIABLE stormshield $damage_inflicted}\n {VARIABLE_OP stormshield multiply 0.67}\n [harm_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n fire_event=yes\n animate=yes\n amount=$stormshield\n delay=100\n [/harm_unit]\n [if]\n [have_unit]\n x,y=$x1,$y1\n [/have_unit]\n [else]\n {VARIABLE exp $self.level}\n {VARIABLE_OP exp multiply 8}\n {VARIABLE_OP opp.experience add \"$(max(4, $exp))\"}\n {CLEAR_VARIABLE exp}\n [unstore_unit]\n variable=opp\n find_vacant=no\n [/unstore_unit]\n [/else]\n [/if]\n {CLEAR_VARIABLE opp}\n {CLEAR_VARIABLE self}\n {CLEAR_VARIABLE stormshield}\n [/event]\n#enddef\n#define ABILITY_FIRE_SHIELD\n [dummy]\n id=fire_shield\n name= _ \"fire shield\"\n name_inactive= _ \"fire shield\"\n description= _ \"This unit returns fire damage when attacked by melee attacks.\"\n description_inactive= _ \"This unit returns fire damage when attacked by melee attacks.\"\n [/dummy]\n#enddef\n#define FIRE_SHIELD\n [event]\n name=attacker_hits\n first_time_only=no\n [filter_second]\n ability=fire_shield\n [/filter_second]\n [store_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n variable=self\n [/store_unit]\n [store_unit]\n [filter]\n x,y=$x2,$y2\n [/filter]\n variable=opp\n [/store_unit]\n {VARIABLE fireshield $damage_inflicted}\n {VARIABLE_OP fireshield multiply 0.5}\n [harm_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n fire_event=yes\n animate=yes\n amount=$fireshield\n damage_type=fire\n delay=100\n [/harm_unit]\n [if]\n [have_unit]\n x,y=$x1,$y1\n [/have_unit]\n [else]\n {VARIABLE exp $self.level}\n {VARIABLE_OP exp multiply 8}\n {VARIABLE_OP opp.experience add \"$(max(4, $exp))\"}\n {CLEAR_VARIABLE exp}\n [unstore_unit]\n variable=opp\n find_vacant=no\n [/unstore_unit]\n [/else]\n [/if]\n {CLEAR_VARIABLE opp}\n {CLEAR_VARIABLE self}\n {CLEAR_VARIABLE stormshield}\n [/event]\n#enddef\n#define OBLITERATE WEAPON DMG\n [event]\n id=obliterate handler\n name=attacker_hits\n first_time_only=no\n [filter_attack]\n name={WEAPON}\n special=obliterate\n [/filter_attack]\n [store_unit]\n [filter]\n x,y=$x2,$y2\n [/filter]\n variable=opp\n [/store_unit]\n {VARIABLE obliterate {DMG}}\n [harm_unit]\n [filter]\n x,y=$x2,$y2\n [/filter]\n fire_event=yes\n animate=yes\n amount=$obliterate\n delay=100\n [/harm_unit]\n [if]\n [have_unit]\n x,y=$x2,$y2\n [/have_unit]\n [else]\n {VARIABLE exp $opp.level}\n {VARIABLE_OP exp multiply 8}\n {VARIABLE_OP unit.experience add \"$(max(4, $exp))\"}\n {CLEAR_VARIABLE exp}\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n [/else]\n [/if]\n {CLEAR_VARIABLE opp}\n {CLEAR_VARIABLE obliterate}\n [/event]\n#enddef\n#define ABILITY_BLESSING_SHARDIA\n [leadership]\n id=blessing_shardia\n value=10\n cumulative=yes\n name= _ \"blessing of shardia\"\n female_name= _ \"female^blessing of shardia\"\n description= _ \"This unit gains 10% damage during the day.\"\n affect_self=yes\n [filter_self]\n [filter_location]\n time_of_day=lawful\n [/filter_location]\n [/filter_self]\n [/leadership]\n#enddef\n#define ABILITY_KINDLE\n [regenerate]\n value=11\n id=kindle\n name= _ \"kindle\"\n female_name= _ \"female^kindle\"\n description= _ \"The unit will heal itself 11 HP per turn. If it is poisoned, it will remove the poison instead of healing.\"\n affect_self=yes\n poison=cured\n [/regenerate]\n#enddef\n#define ABILITY_HELIOSPHERE\n [resistance]\n id=heliosphere\n name= _ \"heliosphere\"\n female_name= _ \"female^heliosphere\"\n description= _ \"Nearby allies gain 20% resistance to fire and cold damage.\"\n affect_self=yes\n\t\taffect_allies=yes\n apply_to=fire,cold\n add=20\n max_value=90\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [/affect_adjacent]\n [/resistance]\n#enddef\n#define ABILITY_PYROKINESIS\n [leadership]\n id=pyrokinesis1\n name=\n affect_self=yes\n affect_allies=no\n cumulative=yes\n value=7\n\t\t[filter]\n\t\t\t[filter_adjacent]\n\t\t\t\tadjacent=n,ne,se,s,sw,nw\n\t\t\t\tcount=1\n\t\t\t\tis_enemy=no\n\t\t\t\t[has_attack]\n\t\t\t\t type=fire\n\t\t\t\t[/has_attack]\n\t\t\t[/filter_adjacent]\n\t\t[/filter]\n [/leadership]\n [leadership]\n id=pyrokinesis2\n name=\n affect_self=yes\n affect_allies=no\n cumulative=yes\n value=14\n [filter]\n\t\t\t[filter_adjacent]\n\t\t\t\tadjacent=n,ne,se,s,sw,nw\n\t\t\t\tcount=2\n\t\t\t\tis_enemy=no\n\t\t\t\t[has_attack]\n\t\t\t\t type=fire\n\t\t\t\t[/has_attack]\n\t\t\t[/filter_adjacent]\n\t\t[/filter]\n [/leadership]\n [leadership]\n id=pyrokinesis3\n name=\n affect_self=yes\n affect_allies=no\n cumulative=yes\n value=21\n [filter]\n\t\t\t[filter_adjacent]\n\t\t\t\tadjacent=n,ne,se,s,sw,nw\n\t\t\t\tcount=3\n\t\t\t\tis_enemy=no\n\t\t\t\t[has_attack]\n\t\t\t\t type=fire\n\t\t\t\t[/has_attack]\n\t\t\t[/filter_adjacent]\n\t\t[/filter]\n [/leadership]\n [leadership]\n id=pyrokinesis4\n name=\n affect_self=yes\n affect_allies=no\n cumulative=yes\n value=28\n [filter]\n\t\t\t[filter_adjacent]\n\t\t\t\tadjacent=n,ne,se,s,sw,nw\n\t\t\t\tcount=4\n\t\t\t\tis_enemy=no\n\t\t\t\t[has_attack]\n\t\t\t\t type=fire\n\t\t\t\t[/has_attack]\n\t\t\t[/filter_adjacent]\n\t\t[/filter]\n [/leadership]\n [leadership]\n id=pyrokinesis5\n name=\n affect_self=yes\n affect_allies=no\n cumulative=yes\n value=35\n [filter]\n\t\t\t[filter_adjacent]\n\t\t\t\tadjacent=n,ne,se,s,sw,nw\n\t\t\t\tcount=5\n\t\t\t\tis_enemy=no\n\t\t\t\t[has_attack]\n\t\t\t\t type=fire\n\t\t\t\t[/has_attack]\n\t\t\t[/filter_adjacent]\n\t\t[/filter]\n [/leadership]\n [leadership]\n id=pyrokinesis6\n name=\n affect_self=yes\n affect_allies=no\n cumulative=yes\n value=42\n [filter]\n\t\t\t[filter_adjacent]\n\t\t\t\tadjacent=n,ne,se,s,sw,nw\n\t\t\t\tcount=6\n\t\t\t\tis_enemy=no\n\t\t\t\t[has_attack]\n\t\t\t\t type=fire\n\t\t\t\t[/has_attack]\n\t\t\t[/filter_adjacent]\n\t\t[/filter]\n [/leadership]\n\t[leadership]\n id=pyrokinesis_gui\n name= _ \"pyrokinesis\"\n female_name= _ \"female^pyrokinesis\"\n\t\tname_inactive= _ \"pyrokinesis\"\n\t\tdescription= _ \"Every adjacent unit with a fire attack increases this unit's damage by 7%.\"\n affect_self=yes\n affect_allies=no\n cumulative=yes\n value=0\n [filter]\n\t\t\t[filter_adjacent]\n\t\t\t\tadjacent=n,ne,se,s,sw,nw\n\t\t\t\tcount=1-6\n\t\t\t\tis_enemy=no\n\t\t\t\t[has_attack]\n\t\t\t\t type=fire\n\t\t\t\t[/has_attack]\n\t\t\t[/filter_adjacent]\n\t\t[/filter]\n [/leadership]\n#enddef\n#define WEAPON_SPECIAL_INCINERATE\n [damage]\n id=incinerate\n name= _ \"incinerate\"\n description= _ \"When used offensively, this attack gains 50% damage.\"\n multiply=1.5\n active_on=offense\n [/damage]\n#enddef\n"} {"text": "#textdomain wesnoth-Genesis\n\n#define AMLA_HALFLING_FIGHTER_MELEE\n [advancement]\n max_times=-1\n description=_\"increased melee damage\"\n image=\"attacks/spear.png\"\n id=amla_melee_halfling_fighter\n\t\tstrict_amla=yes\n [effect]\n apply_to=attack\n\t\t\trange=melee\n increase_damage=1\n\t\t\theal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=35%\n [/effect]\n [/advancement]\n#enddef\n#define AMLA_HALFLING_FIGHTER_RANGED\n [advancement]\n max_times=-1\n description=_\"stronger ranged attacks\"\n image=\"attacks/javelin-human.png\"\n id=amla_ranged_halfling_fighter\n\t\tstrict_amla=yes\n [effect]\n apply_to=attack\n\t\t\tname=mystic fire\n increase_damage=1\n\t\t\theal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=35%\n [/effect]\n [/advancement]\n#enddef\n#define AMLA_HALFLING_FIGHTER_HITPOINTS\n [advancement]\n strict_amla=yes\n max_times=-1\n id=amla_default\n description= _ \"increased hitpoints\"\n image=\"icons/amla-default.png\"\n [effect]\n apply_to=hitpoints\n increase_total=3\n heal_full=yes\n [/effect]\n [effect]\n apply_to=max_experience\n increase=50%\n [/effect]\n [effect]\n apply_to=status\n remove=poisoned\n [/effect]\n [effect]\n apply_to=status\n remove=slowed\n [/effect]\n [/advancement]\n#enddef\n\n#define WEAPON_SPECIAL_HARRY\n [slow]\n id=halfling_harry\n name= _ \"harry\"\n name_inactive= _ \"harry\"\n description= _ \"This attack slows enemies under 50% life.\"\n description_inactive= _ \"This attack slows enemies under 50% life.\"\n [filter_opponent]\n formula=self.(hitpoints<0.5*max_hitpoints)\n [/filter_opponent]\n [/slow]\n#enddef\n\n#define WEAPON_SPECIAL_IMPALE25\n [damage]\n id=halfling_impale25\n name= _ \"impale\"\n name_inactive= _ \"impale\"\n description= _ \"This attack deals 25% bonus damage to slowed enemies.\"\n description_inactive= _ \"This attack deals 25% bonus damage to slowed enemies.\"\n multiply=1.25\n [filter_opponent]\n status=slowed\n [/filter_opponent]\n [/damage]\n#enddef\n\n#define WEAPON_SPECIAL_IMPALE50\n [damage]\n id=halfling_impale50\n name= _ \"impale\"\n name_inactive= _ \"impale\"\n description= _ \"This attack deals 50% bonus damage to slowed enemies.\"\n description_inactive= _ \"This attack deals 50% bonus damage to slowed enemies.\"\n multiply=1.50\n [filter_opponent]\n status=slowed\n [/filter_opponent]\n [/damage]\n#enddef\n\n#define WEAPON_SPECIAL_DISTORT\n [chance_to_hit]\n id=halfling_distort\n name= _ \"distort\"\n description= _ \"This attack has a 90% chance to hit if the enemy's attack type is fire, cold, or arcane.\"\n value=90\n cumulative=no\n [filter_opponent]\n [filter_weapon]\n type=fire,cold,arcane\n [/filter_weapon]\n [/filter_opponent]\n [/chance_to_hit]\n#enddef\n\n#define WEAPON_SPECIAL_CONTORT\n [damage]\n id=halfling_contort_reduce\n name= _ \"contort\"\n name_inactive= _ \"contort\"\n description= _ \"This attack gains 30% damage on offense and drains \"\n description_inactive= _ \"Against fire, cold, and arcane attacks, this attack reduces damage by 30% and gains an equivalent amount of damage.\"\n apply_to=opponent\n multiply=0.7\n [/damage]\n [damage]\n id=halfling_contort_gain\n apply_to=self\n add=$($other_unit.\n [/damage]\n#enddef\n"} {"text": "#textdomain wesnoth-Genesis\n\n#define WEAPON_SPECIAL_DRAIN70\n [drains]\n id=drain70\n value=70\n name= _ \"siphon\"\n description= _ \"This attack draws out small amounts of energy from the enemies it harms.\"\n [/drains]\n#enddef\n\n#define WEAPON_SPECIAL_DRAIN40\n [drains]\n id=drain40\n value=40\n name= _ \"siphon\"\n description= _ \"This attack draws out small amounts of energy from the enemies it harms.\"\n [/drains]\n#enddef\n\n#define WEAPON_SPECIAL_DRAIN30\n [drains]\n id=drain30\n value=30\n name= _ \"siphon\"\n description= _ \"This attack draws out small amounts of energy from the enemies it harms.\"\n [/drains]\n#enddef\n#define ABILITY_NIGHT_HUNTER\n [skirmisher]\n id=night_hunter_skirmish\n name= _ \"night hunter\"\n description= _ \"This unit ignores enemy zones of control and gains an additional 30% damage at night.\"\n affect_self=yes\n [filter_self]\n [filter_location]\n time_of_day=chaotic\n [/filter_location]\n [/filter_self]\n [/skirmisher]\n [leadership]\n id=night_hunter_dmg\n value=30\n cumulative=yes\n affect_self=yes\n [filter_self]\n [filter_location]\n time_of_day=chaotic\n [/filter_location]\n [/filter_self]\n [/leadership]\n#enddef\n#define ABILITY_VOID_WARDEN\n [resistance]\n id=void_warden_resist\n add=10\n max_value=90\n name= _ \"void warden\"\n description= _ \"This unit heals 6 HP and gains +10% to all resistances (up to 90%) at night.\"\n affect_self=yes\n affect_allies=no\n affect_enemies=no\n [filter_self]\n [filter_location]\n time_of_day=chaotic\n [/filter_location]\n [/filter_self]\n [/resistance]\n [regenerate]\n id=void_warden_regen\n value=6\n affect_self=yes\n [filter_self]\n [filter_location]\n time_of_day=chaotic\n [/filter_location]\n [/filter_self]\n poison=cured\n [/regenerate]\n#enddef\n#define ABILITY_CLARITY\n [resistance]\n id=clarity\n sub=10\n max_value=90\n apply_to=cold,arcane\n name= _ \"clarity\"\n female_name= _ \"female^clarity\"\n description= _ \"This unit reduces nearby enemies' cold and arcane resistances by 10% at level 3, 20% at level 4, and 30% at level 5.\"\n affect_self=no\n affect_allies=no\n affect_enemies=yes\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [filter]\n [filter_adjacent]\n ability=clarity\n level=3\n [/filter_adjacent]\n [/filter]\n [/affect_adjacent]\n [/resistance]\n [resistance]\n id=clarity\n sub=20\n max_value=90\n apply_to=cold,arcane\n affect_self=no\n affect_allies=no\n affect_enemies=yes\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [filter]\n [filter_adjacent]\n ability=clarity\n level=4\n [/filter_adjacent]\n [/filter]\n [/affect_adjacent]\n [/resistance]\n [resistance]\n id=clarity\n sub=30\n max_value=90\n apply_to=cold,arcane\n affect_self=no\n affect_allies=no\n affect_enemies=yes\n [affect_adjacent]\n [filter]\n [filter_adjacent]\n ability=clarity\n level=5,6,7,8,9,10\n [/filter_adjacent]\n [/filter]\n adjacent=n,ne,se,s,sw,nw\n [/affect_adjacent]\n [/resistance]\n#enddef\n#define ABILITY_CLAIRVOYANCE\n [teleport]\n id=clairvoyance\n name= _ \"clairvoyance\"\n female_name= _ \"female^clairvoyance\"\n description= _ \"This unit may teleport to allied units.\"\n [tunnel]\n id=clairvoyance\n [source]\n terrain=*\n [/source]\n [filter]\n ability=clairvoyance\n [/filter]\n [target]\n [filter_adjacent_location]\n [filter]\n side=$teleport_unit.side\n [/filter]\n [/filter_adjacent_location]\n [/target]\n [/tunnel]\n [/teleport]\n#enddef\n#define WEAPON_SPECIAL_ECLIPSE\n [dummy]\n id=eclipse\n name= _ \"eclipse\"\n name_inactive= _ \"eclipse\"\n description= _ \"This attack reduces the enemy's hitpoints by 50% prior to combat.\"\n description_inactive= _ \"This attack reduces the enemy's hitpoints by 50% prior to combat.\"\n [/dummy]\n#enddef\n#define ECLIPSE WEAPON FACTOR\n [event]\n name=attack\n first_time_only=no\n [filter_attack]\n name={WEAPON}\n special=eclipse\n [/filter_attack]\n [store_unit]\n [filter]\n x,y=$x2,$y2\n [/filter]\n variable=opp\n [/store_unit]\n {VARIABLE obliterate $opp.hitpoints}\n {VARIABLE_OP obliterate divide {FACTOR}}\n [harm_unit]\n [filter]\n x,y=$x2,$y2\n [/filter]\n fire_event=yes\n animate=yes\n amount=$obliterate\n delay=50\n [/harm_unit]\n [if]\n [have_unit]\n x,y=$x2,$y2\n [/have_unit]\n [then][/then]\n [else]\n {VARIABLE exp $opp.level}\n {VARIABLE_OP exp multiply 8}\n {VARIABLE_OP unit.experience add \"$(max(4, $exp))\"}\n {CLEAR_VARIABLE exp}\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n [/else]\n [/if]\n #{CLEAR_VARIABLE opp}\n #{CLEAR_VARIABLE obliterate}\n [/event]\n [event]\n name=defender hits\n first_time_only=no\n [filter_second_attack]\n name={WEAPON}\n special=eclipse\n [/filter_second_attack]\n [store_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n variable=opp\n [/store_unit]\n {VARIABLE obliterate opp.hitpoints}\n {VARIABLE_OP obliterate divide {FACTOR}}\n [harm_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n fire_event=yes\n animate=yes\n amount=$obliterate\n delay=50\n [/harm_unit]\n [if]\n [have_unit]\n x,y=$x1,$y1\n [/have_unit]\n [then][/then]\n [else]\n {VARIABLE exp $opp.level}\n {VARIABLE_OP exp multiply 8}\n {VARIABLE_OP second_unit.experience add \"$(max(4, $exp))\"}\n {CLEAR_VARIABLE exp}\n [unstore_unit]\n variable=second_unit\n find_vacant=no\n [/unstore_unit]\n [/else]\n [/if]\n {CLEAR_VARIABLE opp}\n {CLEAR_VARIABLE obliterate}\n [/event]\n#enddef\n"} {"text": "#textdomain wesnoth-Genesis\n\n#define DEMON_NAMES\n markov_chain_size=2\n male_names=_ \"Abalam,Abbadon,Abigor,Adanor,Aderius,Adramalech,Agaliarept,Agares,Aim,Akvan,Alastar,Aldebaran,Alocer,Amducious,Amdusias,Amon,Ananiel,Andhaka,Andras,Andrealphus,Andromalius,Antares,Apep,Arael,Araqiel,Arioch,Arkanthor,Armaros,Asael,Asag,Asb'el,Ash,Asmodeus,Astaroth,Azazel,Baal,Baalberith,Balam,Balberith,Babeal,Baphomet,Baraqel,Barbas,Barbatos,Batariel,Bathin,Beball,Beelzebub,Behamoth,Behemoth,Beleth,Belial,Beliel,Belphegore,Belthazor,Belzebuth,Beowulf,Berith,Beur,Bezaliel,Bifrons,Botis,Buer,Bune,Caim,Calan,Camal,Carniveau,Caror,Castor,Cerberus,Chamos,Chazaqiel,Chul,Corson,Daalberith,Dagon,Daniel,Dantalion,Decarabia,Deimos,Delchor,Demogorgon,Devan,Dubhor,Dumah,Dun,Edan,Edoru,El,Elan,Eligos,Espro,Espreon,Eurynomous,Fomalhaut,Flauros,Flereous,Focalor,Foras,Forcas,Forneus,Furcas,Furfur,Gaap,Gader'el,Glasya-Labolas,Gusion,Gwiti,Haagenti,Hal,Hade,Hades,Humbaba,Hyperion,Iblis,Idoru,Ivan,Ixthal,Izilen,Ipos,Jetral,Jetrel,Jevan,Jevyan,Jutas,Juvart,Kabhanda,Kain,Kairus,Kakko,Kari,Kariel,Karo,Kasadya,Kasdaye,Kimaris,Kobal,Kokabiel,Kri,Krin,Kuno,Kuro,Landar,Lasaroth,Legion,Lempo,Lenthar,Lenvan,Leonard,Leraje,Lix Tetrax,Lor,Lorath,Loriel,Lorez,Lucifer,Lucifuge Rofocale,Maeglhir,Maeglhor,Magnus,Malal,Malphas,Malthus,Mammon,Marchocias,Maricha,Mastema,Melchom,Melchor,Mephisto,Mephistopholes,Mesphito,Merihim,Merloc,Moloch,Morax,Murdoc,Mulciber,Murmur,Naberius,Nale,Name,Nate,Nati,Nebiros,Neqa'el,Nergal,Nisroch,Noy,Noyga,Noyra,Noyze,Oeillet,Olivier,Optimus,Orcus,Orias,Ornias,Orobas,Ose,Oulotep,Pan,Paimon,Pazuzu,Penemue,Phlegathon,Phenex,Phobos,Pinem'e,Pithius,Piru,Pluto,Procell,Pruflas,Purson,Pytho,Python,Pythos,Rahab,Rahovart,Ramiel,Raum,Ravanal,Raven,Razakel,Regent,Regulus,Rimmon,Rhotomago,Ronove,Ronwe,Rosier,Sabnock,Sahaqel,Saleos,Samael,Samigina,Samyaza,Santa,Sariel,Satan,Satanachia,Satariel,Seir,Sephiroth,Sephit,Shaitan,Shamsiel,Shax,Shezmu,Sid,Sidragasum,Sin,Sith,Sitri,Sonnillon,Sorum,Soufflet,Spar,Stolas,Surgat,Tabaet,Taliz,Tamiel,Tan,Tannin,Tar,Taurus,Teeraal,Temeluchus,Thammuz,Theracar,Thor,Thorin,Thurin,Triel,Troy,Turiel,Turin,Turon,Umbriel,Urobach,Val,Valac,Valefar,Vapula,Vassago,Verrine,Vine,Vual,Xan,Xandros,Xaphan,Xen,Yael,Yanqui,Yeqon,Yeter'el,Yhangor,Yomiel,Yuki,Zagan,Zama,Zaqiel,Zepar,Zet,Zeth,Zhan,Zhangor,Zhunol,Zort,Zorg,Zudo,Zuno\"\n female_names=_ \"Aba,Ada,Aderi,Agiel,Agrat-bat-mahlaht,Alie,Aly,Alya,Ammit,Amy,Ania,Analia,Anadea,Anadya,Anna,Ariel,Ashtaroth,Astarte,Astoreth,Azura,Bellatrix,Beryla,Bruxe,Charis,Charybdis,Charon,Charusse,Chi,Chia,Dana,Dane,Dara,Darma,Dela,Delepitore,Delirya,Deluna,Demona,Deth,Devila,Devira,Devyan,Drama,Dul,Duna,Eisheth Zenunil,Elandra,Elenia,Elestria,Eloh,Elyna,Elynea,Elynia,Elyra,Elyria,Elyssa,Elyza,Empusa,Enea,Eryssa,Ethea,Euryale,Evila,Evira,Fae,Faira,Fania,Faria,Gaia,Gremory,Gresil,Hecate,Ira,Irda,Irdya,Irene,Iridya,Iril,Iruel,Isa,Issyl,Ivana,Ivyel,Izara,Jarla,Jevyan,Juno,Kaia,Kalah,Kalari,Kaleh,Kali,Kana,Karma,Kazen,Kendria,Kia,Kindite,Kuna,Kyrah,Lamashtu,Lamia,Lara,Leliel,Leviathan,Lilia,Lilim,Lilin,Lilith,Lilitu,Lilya,Listra,Liza,Lua,Lucia,Lucile,Luna,Lyda,Lyla,Lyra,Magna,Maia,Mara,Medusa,Melia,Melchiresa,Melusine,Midara,Mir,Mir Kaleh,Mistra,Moira,Moria,Musah,Myria,Naamah,Nadia,Naia,Nala,Nara,Narya,Nebula,Neura,Neuralger,Nidia,Nika,Nirvana,Nirvenia,Nora,Norma,Nyada,Nystra,Nyxa,Onoskelis,Pia,Prosperpine,Rangda,Rusalka,Sabata,Satana,Sela,Shar,Share,Sharael,Sheol,Selene,Shia,Sonnielion,Stheno,Sul,Summa,Sunna,Sycorax,Syl,Sylestria,Sylin,Sylith,Symia,Syn,Synara,Synestria,Tada,Talah,Talam,Taweret,Thanadria,Thea,Thia,Thiana,Thiara,Tial,Tora,Tundra,Turen,Tzitzimime,Uma,Umbria,Unarya,Unia,Unsere,Uzza,Vena,Verna,Verrier,Vepar,Vulpecula,Xandar,Xana,Xandria,Xeth,Xia,Xindra,Xindar,Yuki,Yun,Yuna,Yuni,Zana,Zephyr,Zhul,Zidya,Zilla,Zuna,Zynara,Zythara\"\n#enddef\n\n[race]\n id=demon\n male_name= _ \"race^Demon\"\n female_name= _ \"race+female^Demoness\"\n plural_name= _ \"race^Demons\"\n description= _ \"Often considered the most powerful 'true race', demons are the dominant species on most of the known worlds. Most demons are physically agile and powerful while also possessing an innate affinity for fire. The lesser demons, however, possess almost no ability to wield magic, the opposite of their counterparts in the Fae and faerie. Specifically, their own internal energies provide a conduit for the generation of fire, but it is virtually impossible for a regular demon to channel the latent magical energy in ambient world, or to direct their own fire with any reasonable accuracy. Despite this, the raw power that even a regular demon wields has earned them a reputation for being quite destructive, even if this is not entirely true.\n\nOn the other hand, there are the demon lords, who are notably different compared to the lesser demons that they command. It is a strange observation that the more powerful demon lords are not simply just a case of the 'strongest demons', but are actually possessed of wholly different characteristics than their brethren. For one thing, many demon lords do have an innate affinity to magic and use it as a primary tool in combat. For another, despite their great power, they may not be wholly combative: it is not uncommon that a demon lord will be protective of his or her subjects, which belies the often aggressive nature of the lesser ones. Physically, demon lords may even resemble faerie, which further lends to the suspicion that demon lords are actually of a separate species altogether.\n\nIt is known that the demons were the first race to be created when the ten worlds of the Guardians were first made, and it is also suspected that these demons were somehow modelled after the First Gods, albeit with drastically reduced power. However, there is very little known about Creation, and virtually no evidence to support or deny the origins of the demons or their rulers, the demon lords and the Guardians. The secrets known at the highest level are kept tightly concealed, for such knowledge could upset the balance of the universe and send it spiralling into ruin and chaos.\"\n {DEMON_NAMES}\n num_traits=2\n undead_variation=null\n ignore_global_traits=yes\n {TRAIT_FEARLESS}\n {TRAIT_STRONG}\n {TRAIT_DEXTROUS}\n {TRAIT_QUICK}\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n[/race]\n\n[race]\n id=halfling\n male_name= _ \"race^Halfling\"\n female_name= _ \"race+female^Halfling\"\n plural_name= _ \"race^Halflings\"\n description= _ \"Though demons typically look down upon humans as one of the 'lesser' races, their close proximity on Ethea inevitably leads to a good amount of crossbreeding. These resulting 'Halflings' are possessed of an odd mix of abilities - they are neither as physically agile or powerful as true demons, nor do they have the high propensity for channeling external magic like pure humans do. Instead, their very essence, as mixed-blood creatures, is an unstable one. Halfling energies are easily mutable and can be readily changed to suit the occasion, whether it is to catch an enemy by surprise through shapeshifting, or exploiting a weakness to a certain type of magic.\n\nHalflings are usually viewed warily by humans and with disdain by demons, in part because both races view these mixlings as a bastard byproduct of relationships that were never meant to be. Nevertheless, they exist in large enough numbers to form their own communities and fend for themselves should the need arise. Though typically thought of as weaker than regular demons, certain Halflings are exceedingly dangerous due to their essence-shifting abilities. In particular, powerful shapeshifters are known to be nearly impossible to truly kill and can even fight on par with demon lords.\"\n {DEMON_NAMES}\n num_traits=2\n undead_variation=null\n ignore_global_traits=yes\n {TRAIT_FEARLESS}\n {TRAIT_STRONG}\n {TRAIT_DEXTROUS}\n {TRAIT_QUICK}\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n[/race]\n\n[movetype]\n name=demonfoot\n [movement_costs]\n deep_water={UNREACHABLE}\n shallow_water=2\n reef=2\n swamp_water=2\n flat=1\n sand=2\n forest=2\n hills=2\n mountains=2\n village=1\n castle=1\n cave=2\n unwalkable={UNREACHABLE}\n impassable={UNREACHABLE}\n frozen=2\n fungus=2\n [/movement_costs]\n [defense]\n deep_water=70\n shallow_water=70\n reef=60\n swamp_water=50\n flat=50\n sand=50\n forest=30\n hills=40\n mountains=30\n village=30\n castle=30\n cave=40\n unwalkable=50\n impassable=90\n frozen=70\n fungus=30\n [/defense]\n [resistance]\n blade=100\n pierce=100\n impact=100\n fire=100\n cold=100\n arcane=110\n [/resistance]\n[/movetype]\n\n[movetype]\n name=demonfly\n flies=true\n [movement_costs]\n deep_water=1\n shallow_water=1\n reef=1\n swamp_water=1\n flat=1\n sand=1\n forest=1\n hills=1\n mountains=2\n village=1\n castle=1\n cave=2\n unwalkable=1\n impassable={UNREACHABLE}\n frozen=1\n fungus=2\n [/movement_costs]\n [defense]\n deep_water=50\n shallow_water=50\n reef=50\n swamp_water=50\n flat=50\n sand=50\n forest=50\n hills=50\n mountains=50\n village=50\n castle=50\n cave=50\n unwalkable=50\n impassable=50\n frozen=50\n fungus=50\n [/defense]\n [resistance]\n blade=100\n pierce=100\n impact=100\n fire=100\n cold=100\n arcane=110\n [/resistance]\n[/movetype]\n\n[movetype]\n name=voiddemon\n flies=true\n [movement_costs]\n deep_water=1\n shallow_water=1\n reef=1\n swamp_water=1\n flat=1\n sand=1\n forest=1\n hills=1\n mountains=1\n village=1\n castle=1\n cave=1\n unwalkable=1\n impassable=1\n frozen=1\n fungus=1\n [/movement_costs]\n [defense]\n deep_water=50\n shallow_water=50\n reef=50\n swamp_water=50\n flat=50\n sand=50\n forest=50\n hills=50\n mountains=50\n village=50\n castle=50\n cave=50\n unwalkable=30\n impassable=30\n frozen=50\n fungus=50\n [/defense]\n [resistance]\n blade=60\n pierce=60\n impact=60\n fire=90\n cold=30\n arcane=30\n [/resistance]\n[/movetype]\n\n[movetype]\n name=valdemonfoot\n [movement_costs]\n deep_water=3\n shallow_water=2\n reef=2\n swamp_water=2\n flat=1\n sand=2\n forest=2\n hills=2\n mountains=3\n village=1\n castle=1\n cave=1\n unwalkable={UNREACHABLE}\n impassable={UNREACHABLE}\n frozen=2\n fungus=2\n [/movement_costs]\n [defense]\n deep_water=60\n shallow_water=60\n reef=60\n swamp_water=60\n flat=70\n sand=70\n forest=60\n hills=50\n mountains=40\n village=60\n castle=60\n cave=60\n unwalkable=50\n impassable=90\n frozen=70\n fungus=60\n [/defense]\n [resistance]\n blade=80\n pierce=80\n impact=100\n fire=90\n cold=100\n arcane=110\n [/resistance]\n[/movetype]\n\n# A combination of demonfoot and armoredfoot\n\n[movetype]\n name=lumerilfoot\n [movement_costs]\n deep_water={UNREACHABLE}\n shallow_water=4\n reef=3\n swamp_water=4\n flat=1\n sand=2\n forest=2\n hills=3\n mountains={UNREACHABLE}\n village=1\n castle=1\n cave=2\n unwalkable={UNREACHABLE}\n impassable={UNREACHABLE}\n frozen=4\n fungus=2\n [/movement_costs]\n [defense]\n deep_water=90\n shallow_water=90\n reef=80\n swamp_water=90\n flat=70\n sand=80\n forest=60\n hills=60\n mountains=90\n village=60\n castle=50\n cave=60\n unwalkable=90\n impassable=90\n frozen=80\n fungus=60\n [/defense]\n [resistance]\n blade=50\n pierce=60\n impact=90\n fire=100\n cold=100\n arcane=110\n [/resistance]\n[/movetype]\n\n[movetype]\n name=halflingfoot\n [movement_costs]\n deep_water={UNREACHABLE}\n shallow_water=2\n reef=2\n swamp_water=2\n flat=1\n sand=2\n forest=2\n hills=2\n mountains=2\n village=1\n castle=1\n cave=2\n unwalkable={UNREACHABLE}\n impassable={UNREACHABLE}\n frozen=2\n fungus=2\n [/movement_costs]\n [defense]\n deep_water=80\n shallow_water=80\n reef=70\n swamp_water=70\n flat=60\n sand=60\n forest=40\n hills=50\n mountains=40\n village=40\n castle=40\n cave=50\n unwalkable=50\n impassable=90\n frozen=80\n fungus=50\n [/defense]\n [resistance]\n blade=100\n pierce=100\n impact=100\n fire=100\n cold=100\n arcane=100\n [/resistance]\n[/movetype]\n\n{~add-ons/Genesis/units/demons}\n{~add-ons/Genesis/units/demons/black}\n{~add-ons/Genesis/units/demons/red}\n{~add-ons/Genesis/units/demons/fiend}\n{~add-ons/Genesis/units/demons/void}\n{~add-ons/Genesis/units/demons/fighter}\n{~add-ons/Genesis/units/demons/hybrid}\n{~add-ons/Genesis/units/demons/yuure}\n"} {"text": "#textdomain wesnoth-Genesis\n\n#define TRAIT_SYLVAN\n [trait]\n id=sylvan\n availability=\"musthave\"\n male_name= _ \"sylvan\"\n female_name= _ \"female^sylvan\"\n description= _ \"Immune to poison and plague\"\n [effect]\n apply_to=status\n add=unpoisonable\n [/effect]\n [effect]\n apply_to=status\n add=unplagueable\n [/effect]\n [/trait]\n#enddef\n\n [race]\n id=fae\n male_name= _ \"race^Fae\"\n female_name= _ \"race+female^Fae\"\n plural_name= _ \"race^Fae\"\n description= _\"What is a Fae? Physically, the vast majority of these mysterious beings closely resemble the faerie peoples, and superficially, it is often impossible to tell the two apart. Fae are typically masters of mysticism and deception, allowing them to reside alongside their supposed kin usually without question.\n\nWhat separates the Fae from other creatures is that, they are not possessed of true flesh and blood; they are inherently magical creatures, capable of generating great energy from within themselves, rather than channeling the energies of the natural forces around them. It may appear that a Fae will bleed when cut and weaken when wounded, but this is a facade kept by the Fae in order to hide their identities. Most Fae are also highly resilient to magical attacks, depending on which element they have the most affinity to.\n\nAlthough they number extremely few, each Fae is a highly powerful being capable of great destruction. Possessed of enormous power, and utterly unpredictable, the Fae are often feared and shunned by mortal races, or sought after by the Guardians for their abilities. Fear of the Guardians and an inability to coexist with mortals (except when under the guise of their magics) usually drives the Fae to remain aloof.\"\n num_traits=0\n markov_chain_size=2\n {TRAIT_SYLVAN}\n [/race]\n#define FAE_MOVE\n [movement_costs]\n deep_water=1\n shallow_water=1\n reef=1\n swamp_water=1\n flat=1\n sand=1\n forest=1\n hills=1\n mountains=1\n village=1\n castle=1\n cave=1\n frozen=1\n fungus=1\n unwalkable=1\n [/movement_costs]\n#enddef\n\n[movetype]\n name=guardian\n flying=yes\n {FAE_MOVE}\n [defense]\n deep_water=50\n shallow_water=50\n reef=50\n swamp_water=50\n flat=50\n sand=50\n forest=30\n hills=40\n mountains=30\n village=30\n castle=30\n cave=50\n unwalkable=60\n impassable=60\n frozen=50\n fungus=50\n [/defense]\n [resistance]\n blade=100\n pierce=100\n impact=100\n fire=100\n cold=100\n arcane=50\n [/resistance]\n[/movetype]\n\n#{~add-ons/Genesis/units/fae}\n{~add-ons/Genesis/units/guardians}"} {"text": "#textdomain wesnoth-Genesis\n\n[race]\n id=faerie\n female_name= _ \"race^Faerie\"\n male_name= _ \"race+male^Faerie\"\n plural_name= _ \"race^Faeries\"\n description= _ \"Of all the races, the faerie were the second to be made at the start of Creation. Supposedly, these mystical beings were created in the likeness of the Guardian Xia'el and many inherited powers similar to hers: faerie show a deep connection to the earth and arcane, among other elements. It is for this reason that on Irdya alone, the faerie are the dominant race, and there exist no demons at all.\n\t\n\tThe distinct physical characteristics of the faerie make them easy to identify; even among all the different types, the wings and beauty of form are always evident. It is also typical to find faerie in natural settings, usually in deep forests, where they can commune with nature and where they are closest to the powers that birthed them. By nature, most faerie tend to be caring and observant, though sometimes mischievous in nature. Certainly, they can be somewhat aloof to lesser races, and especially to demons, whom they tend to view as the forces of destruction in the universe. Faerie usually show a deep connection to life-giving powers, and although they cannot create life on their own, they foster and nurture it, although their relatively high magical powers can just as easily destroy it as well. However, faerie are typically pacifistic and will not attack unless heavily provoked, much unlike the demons.\n\t\n\tIt is worth noting that faeries, while showing an innate affinity to magic, are still very much physical creatures: they are limited in their bodies, just like the other races. The abilities of a faerie heavily depends on the physical flesh. It is the soul that is tied to the physical body, and not the other way around; in other words, while wounds can be healed, regeneration is a different matter altogether. Physical strength is not common among faerie, though relative to lesser races like humans, the faerie can be deceptively strong. However, their greater physical abilities lie in endurance and agility, which they use to great advantage to outmaneuver their opponents, especially in the shadowed forests that they inhabit.\"\n num_traits=2\n ignore_global_traits=yes\n {TRAIT_QUICK}\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n\t{TRAIT_DEXTROUS}\n markov_chain_size=3\n {ELVISH_NAMES}\n undead_variation=null\n[/race]\n\n [movetype]\n name=faerie\n flies=yes\n [movement_costs]\n deep_water=2\n shallow_water=1\n reef=1\n swamp_water=1\n flat=1\n sand=1\n forest=1\n hills=1\n mountains=2\n village=1\n castle=1\n cave=1\n frozen=1\n fungus=1\n [/movement_costs]\n [defense]\n deep_water=60\n shallow_water=60\n reef=50\n swamp_water=60\n flat=50\n sand=60\n forest=40\n hills=50\n mountains=40\n village=40\n castle=40\n cave=60\n frozen=60\n fungus=50\n [/defense]\n [resistance]\n fire=90\n cold=90\n arcane=80\n blade=100\n pierce=100\n impact=100\n [/resistance]\n [/movetype]\n [movetype]\n name=yousei\n flies=yes\n [movement_costs]\n deep_water=2\n shallow_water=2\n reef=1\n swamp_water=1\n flat=1\n sand=1\n forest=1\n hills=1\n mountains=2\n village=1\n castle=1\n cave=2\n frozen=1\n fungus=1\n [/movement_costs]\n [defense]\n deep_water=70\n shallow_water=70\n reef=60\n swamp_water=60\n flat=50\n sand=60\n forest=40\n hills=50\n mountains=40\n village=40\n castle=40\n cave=60\n frozen=60\n fungus=50\n [/defense]\n [resistance]\n fire=100\n cold=100\n arcane=100\n blade=90\n pierce=90\n impact=90\n [/resistance]\n [/movetype]\n\n#{~add-ons/Genesis/units/faeries}\n"} {"text": "#textdomain wesnoth-Genesis\n\n{~add-ons/Genesis/units/fake}"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[race]\n id=imps\n male_name= _ \"race^Imp\"\n female_name= _ \"race+female^Imp\"\n plural_name= _ \"race^Imps\"\n description= _ \"Lesser demons are frequently and incorrectly classified in a separate group of their own. Although they generally lack the magic abilities and intellectual power of their better known relatives, their numbers and raw strength usually suffice to compensate.\"\n {DEMON_NAMES}\n num_traits=2\n ignore_global_traits=yes\n undead_variation=null\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n {TRAIT_RESILIENT}\n {TRAIT_WEAK}\n {TRAIT_SLOW}\n {TRAIT_DIM}\n[/race]\n\n[movetype]\n name=impfoot\n [movement_costs]\n deep_water={UNREACHABLE}\n shallow_water=2\n reef=2\n swamp_water=2\n flat=1\n sand=2\n forest=2\n hills=2\n mountains=3\n village=1\n castle=1\n cave=2\n unwalkable={UNREACHABLE}\n impassable={UNREACHABLE}\n frozen=3\n fungus=2\n [/movement_costs]\n [defense]\n deep_water=70\n shallow_water=70\n reef=60\n swamp_water=60\n flat=50\n sand=50\n forest=30\n hills=40\n mountains=30\n village=30\n castle=30\n cave=40\n unwalkable=50\n impassable=90\n frozen=70\n fungus=30\n [/defense]\n [resistance]\n blade=100\n pierce=100\n impact=100\n fire=100\n cold=110\n arcane=110\n [/resistance]\n[/movetype]\n\n{~add-ons/Genesis/units/imps}\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[movetype]\n name=houndfoot\n [movement_costs]\n deep_water={UNREACHABLE}\n shallow_water=2\n swamp_water=2\n reef=2\n flat=1\n sand=2\n forest=2\n hills=2\n mountains=3\n village=1\n castle=1\n cave=3\n unwalkable={UNREACHABLE}\n impassable={UNREACHABLE}\n frozen=2\n fungus=2\n [/movement_costs]\n [defense]\n deep_water=80\n shallow_water=80\n swamp_water=70\n reef=70\n flat=70\n sand=70\n forest=50\n hills=60\n mountains=50\n village=60\n castle=50\n cave=70\n unwalkable=50\n impassable=90\n frozen=80\n fungus=50\n [/defense]\n [resistance]\n blade=100\n pierce=110\n impact=100\n fire=100\n cold=100\n arcane=110\n [/resistance]\n[/movetype]\n\n{~add-ons/Genesis/units/monsters}\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon Galerunner\n name= _ \"Galerunner\"\n race=demon\n gender=male,female\n image=\"units/demons-other/galerunner.png\"\n hitpoints=46\n movement_type=demonfly\n movement=10\n experience=150\n level=3\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=60\n usage=scout\n [abilities]\n {ABILITY_SKIRMISHER}\n [/abilities]\n description= _ \"With extensive training, demons that focus most of their strength into their wings gain vastly improved maneuverability. The force of their wings can produce surprisingly powerful blasts of wind in unrelenting streams, while their speed allows them to strike first when engaging in melee combat. The combination of these abilities provides a potent tool for these demons to hunt down and kill isolated targets, allowing them to excel in skirmishes.\"\n {DEFENSE_ANIM \"units/demons-other/galerunner.png\" \"units/demons-other/galerunner.png\" {SOUND_LIST:HUMAN_HIT} }\n die_sound={SOUND_LIST:HUMAN_DIE}\n [attack]\n name=claws\n description=_\"claws\"\n icon=attacks/claws-undead.png\n type=blade\n range=melee\n damage=7\n number=4\n [specials]\n {WEAPON_SPECIAL_FIRSTSTRIKE}\n [/specials]\n [/attack]\n [attack]\n name=gale force\n description=_\"gale force\"\n icon=attacks/faerie-fire.png\n type=impact\n range=ranged\n damage=6\n number=7\n [specials]\n {WEAPON_SPECIAL_MARKSMAN}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n #image=\"units/demons-other/demon-winged-attack1.png\"\n image=\"units/demons-other/galerunner.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n #image=\"units/demons-other/demon-winged-attack1.png\"\n image=\"units/demons-other/galerunner.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=200\n #image=\"units/demons-other/demon-winged-attack2.png\"\n image=\"units/demons-other/galerunner.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=gale force\n [/filter_attack]\n {MISSILE_FRAME_FAERIE_FIRE}\n start_time=-450\n {SOUND:HIT_AND_MISS gust.wav gust.wav -450}\n [frame]\n image=\"units/demons-other/galerunner.png\"\n [/frame]\n [/attack_anim]\n\n [female]\n name= _ \"female^Galerunner\"\n gender=female\n image=\"units/demons-other/galerunner-female.png\"\n {DEFENSE_ANIM \"units/demons-other/galerunner-female.png\" \"units/demons-other/galerunner-female.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [if]\n [frame]\n #image=\"units/demons-other/demon-winged+female-attack1.png\"\n image=\"units/demons-other/galerunner-female.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n #image=\"units/demons-other/demon-winged+female-attack1.png\"\n image=\"units/demons-other/galerunner-female.png\"\n [/frame]\n [/else]\n [frame]\n #image=\"units/demons-other/demon-winged+female-attack2.png\"\n image=\"units/demons-other/galerunner-female.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=gale force\n [/filter_attack]\n [frame]\n image=\"units/demons-other/galerunner-female.png\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon Stormbringer\n name= _ \"Stormbringer\"\n race=demon\n gender=male,female\n image=\"units/demons-other/stormbringer.png\"\n hitpoints=54\n movement_type=demonfly\n movement=7\n experience=150\n level=3\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=56\n usage=scout\n [abilities]\n {ABILITY_SKIRMISHER}\n [/abilities]\n description= _ \"Often the harbingers of greater forces, 'Stormbringers' are usually used as the initial strike force in heavy assaults. Their abilities are well-suited to this task: fire, by its very nature, is more powerful used on the offensive, and the Stormbringers' mastery of it allows them to greatly weaken opposing armies before their other brethren arrive. In melee combat, their natural agility combined with the increased mobility from their wings allows them to use their claws to maximum effect, enough to slash straight through flesh and bone with ease.\"\n {DEFENSE_ANIM \"units/demons-other/stormbringer.png\" \"units/demons-other/stormbringer.png\" {SOUND_LIST:HUMAN_HIT} }\n die_sound={SOUND_LIST:HUMAN_DIE}\n [resistance]\n fire=70\n [/resistance]\n [attack]\n name=claws\n description= _ \"claws\"\n icon=attacks/claws-flaming.png\n type=blade\n range=melee\n damage=9\n number=3\n [/attack]\n [attack]\n name=storm\n description= _ \"storm\"\n icon=attacks/fireball.png\n type=fire\n range=ranged\n damage=12\n number=3\n [specials]\n {WEAPON_SPECIAL_BLAZE}\n {WEAPON_SPECIAL_FIRSTSTRIKE}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n #image=\"units/demons-other/demon-winged-attack1.png\"\n image=\"units/demons-other/stormbringer.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n #image=\"units/demons-other/demon-winged-attack1.png\"\n image=\"units/demons-other/stormbringer.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=200\n #image=\"units/demons-other/demon-winged-attack2.png\"\n image=\"units/demons-other/stormbringer.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=storm\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY -11 20}\n [frame]\n begin=-250\n end=-175\n #image=\"units/demons-other/demon-winged-range1.png\"\n image=\"units/demons-other/stormbringer.png\"\n [/frame]\n [frame]\n begin=-175\n end=-50\n #image=\"units/demons-other/demon-winged-range1.png\"\n image=\"units/demons-other/stormbringer.png\"\n sound=fire.wav\n [/frame]\n [frame]\n begin=-50\n end=50\n #image=\"units/demons-other/demon-winged-range2.png\"\n image=\"units/demons-other/stormbringer.png\"\n [/frame]\n [frame]\n begin=50\n end=100\n #image=\"units/demons-other/demon-winged-range3.png\"\n image=\"units/demons-other/stormbringer.png\"\n [/frame]\n [/attack_anim]\n\n [female]\n name= _ \"female^Stormbringer\"\n gender=female\n image=\"units/demons-other/stormbringer-female.png\"\n {DEFENSE_ANIM \"units/demons-other/stormbringer-female.png\" \"units/demons-other/stormbringer-female.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [if]\n [frame]\n #image=\"units/demons-other/demon-winged+female-attack1.png\"\n image=\"units/demons-other/stormbringer-female.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n #image=\"units/demons-other/demon-winged+female-attack1.png\"\n image=\"units/demons-other/stormbringer-female.png\"\n [/frame]\n [/else]\n [frame]\n #image=\"units/demons-other/demon-winged+female-attack2.png\"\n image=\"units/demons-other/stormbringer-female.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=storm\n [/filter_attack]\n [frame]\n #image=\"units/demons-other/demon-winged+female-range1.png\"\n image=\"units/demons-other/stormbringer-female.png\"\n [/frame]\n [frame]\n #image=\"units/demons-other/demon-winged+female-range1.png\"\n image=\"units/demons-other/stormbringer-female.png\"\n [/frame]\n [frame]\n #image=\"units/demons-other/demon-winged+female-range2.png\"\n image=\"units/demons-other/stormbringer-female.png\"\n [/frame]\n [frame]\n #image=\"units/demons-other/demon-winged+female-range3.png\"\n image=\"units/demons-other/stormbringer-female.png\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon Windlasher\n name= _ \"Windlasher\"\n race=demon\n gender=male,female\n image=\"units/demons-other/windlasher.png\"\n hitpoints=36\n movement_type=demonfly\n movement=8\n experience=100\n level=2\n alignment=chaotic\n advances_to=Demon Galerunner\n cost=27\n usage=scout\n [abilities]\n {ABILITY_SKIRMISHER}\n [/abilities]\n description= _ \"With training, a demon's wings can become surprisingly strong and can serve as a weapon in of themselves. By focusing their inner power into their wings some demons gain the ability to create powerful blasts of air in place of the usual fire that their kin produce. The increased strength in their wings also allows them to fly further and faster, making them both excellent skirmishers and scouts.\"\n {DEFENSE_ANIM \"units/demons-other/windlasher.png\" \"units/demons-other/windlasher.png\" {SOUND_LIST:HUMAN_HIT} }\n die_sound={SOUND_LIST:HUMAN_DIE}\n [attack]\n name=claws\n description= _ \"claws\"\n icon=attacks/claws-undead.png\n type=blade\n range=melee\n damage=6\n number=3\n [/attack]\n [attack]\n name=wind lash\n description=_\"wind lash\"\n icon=attacks/faerie-fire.png\n type=impact\n range=ranged\n damage=5\n number=6\n [specials]\n {WEAPON_SPECIAL_MARKSMAN}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n #image=\"units/demons-other/demon-winged-attack1.png\"\n image=\"units/demons-other/windlasher.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n #image=\"units/demons-other/demon-winged-attack1.png\"\n image=\"units/demons-other/windlasher.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=200\n #image=\"units/demons-other/demon-winged-attack2.png\"\n image=\"units/demons-other/windlasher.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=wind lash\n [/filter_attack]\n {MISSILE_FRAME_FAERIE_FIRE}\n start_time=-450\n {SOUND:HIT_AND_MISS gust.wav gust.wav -450}\n [frame]\n image=\"units/demons-other/windlasher.png\"\n [/frame]\n [/attack_anim]\n\n [female]\n name= _ \"female^Windlasher\"\n gender=female\n image=\"units/demons-other/windlasher-female.png\"\n {DEFENSE_ANIM \"units/demons-other/windlasher-female.png\" \"units/demons-other/windlasher-female.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [if]\n [frame]\n #image=\"units/demons-other/demon-winged+female-attack1.png\"\n image=\"units/demons-other/windlasher-female.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n #image=\"units/demons-other/demon-winged+female-attack1.png\"\n image=\"units/demons-other/windlasher-female.png\"\n [/frame]\n [/else]\n [frame]\n #image=\"units/demons-other/demon-winged+female-attack2.png\"\n image=\"units/demons-other/windlasher-female.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=wind lash\n [/filter_attack]\n [frame]\n image=\"units/demons-other/windlasher-female.png\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Winged Demon\n name= _ \"Winged Demon\"\n race=demon\n gender=male,female\n image=\"units/demons-other/winged.png\"\n hitpoints=28\n movement_type=demonfly\n movement=6\n experience=35\n level=1\n alignment=chaotic\n advances_to=Demon Zephyr, Demon Windlasher\n cost=14\n usage=scout\n description= _ \"Some demons go through a different maturing process and grow large webbed wings, which allow them to use their enormous strength to fly across great distances. As weapons and armor could only hinder them in flight, they must rely on their species\u2019 strong build, long and sharp claws, and their limited control of fire to strike at their prey from above.\"\n {DEFENSE_ANIM \"units/demons-other/winged.png\" \"units/demons-other/winged.png\" {SOUND_LIST:HUMAN_HIT} }\n die_sound={SOUND_LIST:HUMAN_DIE}\n [resistance]\n fire=90\n [/resistance]\n [attack]\n name=claws\n description= _ \"claws\"\n icon=attacks/claws-flaming.png\n type=blade\n range=melee\n damage=5\n number=3\n [/attack]\n [attack]\n name=fireball\n description= _ \"fireball\"\n icon=attacks/fireball.png\n type=fire\n range=ranged\n damage=5\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n #image=\"units/demons-other/demon-winged-attack1.png\"\n image=\"units/demons-other/winged.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n #image=\"units/demons-other/demon-winged-attack1.png\"\n image=\"units/demons-other/winged.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=200\n #image=\"units/demons-other/demon-winged-attack2.png\"\n image=\"units/demons-other/winged.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fireball\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY -11 20}\n [frame]\n begin=-250\n end=-175\n #image=\"units/demons-other/demon-winged-range1.png\"\n image=\"units/demons-other/winged.png\"\n [/frame]\n [frame]\n begin=-175\n end=-50\n #image=\"units/demons-other/demon-winged-range1.png\"\n image=\"units/demons-other/winged.png\"\n sound=fire.wav\n [/frame]\n [frame]\n begin=-50\n end=50\n #image=\"units/demons-other/demon-winged-range2.png\"\n image=\"units/demons-other/winged.png\"\n [/frame]\n [frame]\n begin=50\n end=100\n #image=\"units/demons-other/demon-winged-range3.png\"\n image=\"units/demons-other/winged.png\"\n [/frame]\n [/attack_anim]\n\n [female]\n name= _ \"female^Winged Demon\"\n gender=female\n image=\"units/demons-other/winged-female.png\"\n {DEFENSE_ANIM \"units/demons-other/winged-female.png\" \"units/demons-other/winged-female.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [if]\n [frame]\n #image=\"units/demons-other/demon-winged+female-attack1.png\"\n image=\"units/demons-other/winged-female.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n #image=\"units/demons-other/demon-winged+female-attack1.png\"\n image=\"units/demons-other/winged-female.png\"\n [/frame]\n [/else]\n [frame]\n #image=\"units/demons-other/demon-winged+female-attack2.png\"\n image=\"units/demons-other/winged-female.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fireball\n [/filter_attack]\n [frame]\n #image=\"units/demons-other/demon-winged+female-range1.png\"\n image=\"units/demons-other/winged-female.png\"\n [/frame]\n [frame]\n #image=\"units/demons-other/demon-winged+female-range1.png\"\n image=\"units/demons-other/winged-female.png\"\n [/frame]\n [frame]\n #image=\"units/demons-other/demon-winged+female-range2.png\"\n image=\"units/demons-other/winged-female.png\"\n [/frame]\n [frame]\n #image=\"units/demons-other/demon-winged+female-range3.png\"\n image=\"units/demons-other/winged-female.png\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon Zephyr\n name= _ \"Demon Zephyr\"\n race=demon\n gender=male,female\n image=\"units/demons-other/zephyr.png\"\n hitpoints=41\n movement_type=demonfly\n movement=7\n experience=90\n level=2\n alignment=chaotic\n advances_to=Demon Stormbringer\n cost=27\n usage=scout\n [abilities]\n {ABILITY_SKIRMISHER}\n [/abilities]\n description= _ \"As demons grow acclimated to their wings, they learn to use the increased mobility and height to their advantage. Though they do not necessarily grow physically stronger, the momentum from flight allows for increased force when slashing with their claws, and the leverage from the air allows them to gauge the weak points in an enemy's defense where their fireballs can do more damage.\"\n {DEFENSE_ANIM \"units/demons-other/zephyr.png\" \"units/demons-other/zephyr.png\" {SOUND_LIST:HUMAN_HIT} }\n die_sound={SOUND_LIST:HUMAN_DIE}\n [resistance]\n fire=80\n [/resistance]\n [attack]\n name=claws\n description= _ \"claws\"\n icon=attacks/claws-flaming.png\n type=blade\n range=melee\n damage=7\n number=3\n [/attack]\n [attack]\n name=fireball\n description= _ \"fireball\"\n icon=attacks/fireball.png\n type=fire\n range=ranged\n damage=9\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n #image=\"units/demons-other/demon-winged-attack1.png\"\n image=\"units/demons-other/zephyr.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n #image=\"units/demons-other/demon-winged-attack1.png\"\n image=\"units/demons-other/zephyr.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=200\n #image=\"units/demons-other/demon-winged-attack2.png\"\n image=\"units/demons-other/zephyr.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fireball\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY -11 20}\n [frame]\n begin=-250\n end=-175\n #image=\"units/demons-other/demon-winged-range1.png\"\n image=\"units/demons-other/zephyr.png\"\n [/frame]\n [frame]\n begin=-175\n end=-50\n #image=\"units/demons-other/demon-winged-range1.png\"\n image=\"units/demons-other/zephyr.png\"\n sound=fire.wav\n [/frame]\n [frame]\n begin=-50\n end=50\n #image=\"units/demons-other/demon-winged-range2.png\"\n image=\"units/demons-other/zephyr.png\"\n [/frame]\n [frame]\n begin=50\n end=100\n #image=\"units/demons-other/demon-winged-range3.png\"\n image=\"units/demons-other/zephyr.png\"\n [/frame]\n [/attack_anim]\n\n [female]\n name= _ \"female^Demoness Zephyr\"\n gender=female\n image=\"units/demons-other/zephyr+female.png\"\n {DEFENSE_ANIM \"units/demons-other/zephyr+female.png\" \"units/demons-other/zephyr+female.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [if]\n [frame]\n #image=\"units/demons-other/demon-winged+female-attack1.png\"\n image=\"units/demons-other/zephyr+female.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n #image=\"units/demons-other/demon-winged+female-attack1.png\"\n image=\"units/demons-other/zephyr+female.png\"\n [/frame]\n [/else]\n [frame]\n #image=\"units/demons-other/demon-winged+female-attack2.png\"\n image=\"units/demons-other/zephyr+female.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fireball\n [/filter_attack]\n [frame]\n #image=\"units/demons-other/demon-winged+female-range1.png\"\n image=\"units/demons-other/zephyr+female.png\"\n [/frame]\n [frame]\n #image=\"units/demons-other/demon-winged+female-range1.png\"\n image=\"units/demons-other/zephyr+female.png\"\n [/frame]\n [frame]\n #image=\"units/demons-other/demon-winged+female-range2.png\"\n image=\"units/demons-other/zephyr+female.png\"\n [/frame]\n [frame]\n #image=\"units/demons-other/demon-winged+female-range3.png\"\n image=\"units/demons-other/zephyr+female.png\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Black Demon\n name= _ \"Black Demon\"\n race=demon\n gender=male,female\n image=\"units/demons/black/black-male.png\"\n profile=\"portraits/demons/demon-black-male.png\"\n hitpoints=33\n movement_type=demonfly\n movement=5\n experience=100\n level=2\n alignment=chaotic\n advances_to=Demon Voidhunter,Demon Voidreaver\n cost=31\n usage=mixed fighter\n description= _ \"The area outside of the boundary of the universe is commonly referred to as the 'void', an empty space in which, it is supposed, no energy and life exists. Even brief exposure to the void corrupts the body and soul, sapping the life force of living beings and destroying their minds, no matter how powerful they are. Demons who have been touched by the void become creatures with immense destructive force, but warped minds and insatiable emptiness.\"\n {DEFENSE_ANIM \"units/demons/black/black-male.png\" \"units/demons/black/black-male.png\" {SOUND_LIST:HUMAN_HIT} }\n die_sound=lich-die.ogg\n [resistance]\n cold=70\n arcane=70\n [/resistance]\n [attack]\n name=claws\n description= _ \"claws\"\n icon=attacks/claws-flaming.png\n type=blade\n range=melee\n damage=10\n number=3\n [/attack]\n [attack]\n name=void essence\n description= _ \"void essence\"\n icon=attacks/fireball.png\n type=cold\n range=ranged\n damage=13\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n image=\"units/demons/black/black-male.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/demons/black/black-male.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=200\n image=\"units/demons/black/black-male.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=void essence\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY -11 20}\n [frame]\n begin=-250\n end=-175\n image=\"units/demons/black/black-male.png\"\n [/frame]\n [frame]\n begin=-175\n end=-50\n image=\"units/demons/black/black-male.png\"\n sound=fire.wav\n [/frame]\n [frame]\n begin=-50\n end=50\n image=\"units/demons/black/black-male.png\"\n [/frame]\n [frame]\n begin=50\n end=100\n image=\"units/demons/black/black-male.png\"\n [/frame]\n [/attack_anim]\n\n [female]\n name= _ \"female^Black Demoness\"\n gender=female\n image=\"units/demons/black/black.png\"\n profile=\"portraits/demons/demon-black.png\"\n {DEFENSE_ANIM \"units/demons/black/black.png\" \"units/demons/black/black.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n die_sound=lich-die.ogg\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [if]\n [frame]\n image=\"units/demons/black/black.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/demons/black/black.png\"\n [/frame]\n [/else]\n [frame]\n image=\"units/demons/black/black.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=void essence\n [/filter_attack]\n [frame]\n image=\"units/demons/black/black.png\"\n [/frame]\n [frame]\n image=\"units/demons/black/black.png\"\n [/frame]\n [frame]\n image=\"units/demons/black/black.png\"\n [/frame]\n [frame]\n image=\"units/demons/black/black.png\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon Reaper\n name= _ \"Reaper\"\n race=demon\n gender=male,female\n image=\"units/demons/black/reaper-male.png\"\n {TRAIT_UNDEAD}\n hitpoints=47\n movement_type=demonfly\n movement=9\n experience=200\n level=4\n bar_offset_x,bar_offset_y=0,0\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=96\n usage=scout\n description= _ \"With enough time spent in the void, a demon eventually loses both its soul and its living qualities, becoming an embodiment of nothingness itself. Usually its body is consumed entirely along with its spirit, but in some cases the body remains and eventually finds its way out of the void. Like their lesser cousins, these demons no longer possess any sort of sentience and have only one instinct, to hunt and kill in the name of the void. However, these demons are additionally imparted with the ability to open rifts into the void, allowing them to reap the souls of those they have slain and sacrifice them to the darkness. And, on very rare occasions, if the reaped soul manages to withstand the void for a prolonged period, it, too, is transformed into a reaper whose only purpose is to feed more energy into the void.\"\n {DEFENSE_ANIM \"units/demons/black/reaper-male.png\" \"units/demons/black/reaper-male.png\" wail.wav }\n die_sound=lich-die.ogg\n [resistance]\n blade=70\n pierce=70\n impact=70\n fire=80\n cold=60\n arcane=60\n [/resistance]\n [movement_costs]\n mountains=1\n cave=1\n fungus=1\n impassable=9\n [/movement_costs]\n [attack]\n name=void scythe\n description=_\"void scythe\"\n icon=attacks/claws-undead.png\n type=blade\n range=melee\n damage=17\n number=3\n [specials]\n {WEAPON_SPECIAL_BACKSTAB}\n [/specials]\n [/attack]\n [attack]\n name=abyss\n description=_\"abyss\"\n icon=attacks/hellbent-tide.png\n type=arcane\n range=ranged\n damage=25\n number=1\n [specials]\n {WEAPON_SPECIAL_ABYSS}\n [/specials]\n [/attack]\n {ABEYANCE \"abyss\" 15}\n [attack_anim]\n [filter_attack]\n name=void scythe\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n image=\"units/demons/black/reaper-male.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/demons/black/reaper-male.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=200\n image=\"units/demons/black/reaper-male.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=abyss\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY -11 20}\n [frame]\n begin=-250\n end=-175\n image=\"units/demons/black/reaper-male.png\"\n [/frame]\n [frame]\n begin=-175\n end=-50\n image=\"units/demons/black/reaper-male.png\"\n sound=fire.wav\n [/frame]\n [frame]\n begin=-50\n end=50\n image=\"units/demons/black/reaper-male.png\"\n [/frame]\n [frame]\n begin=50\n end=100\n image=\"units/demons/black/reaper-male.png\"\n [/frame]\n [/attack_anim]\n\n [female]\n name= _ \"female^Reaper\"\n gender=female\n image=\"units/demons/black/reaper.png\"\n {DEFENSE_ANIM \"units/demons/black/reaper.png\" \"units/demons/black/reaper.png\" wail-sml.wav }\n die_sound=lich-die.ogg\n [attack_anim]\n [filter_attack]\n name=void scythe\n [/filter_attack]\n [if]\n [frame]\n image=\"units/demons/black/reaper.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/demons/black/reaper.png\"\n [/frame]\n [/else]\n [frame]\n image=\"units/demons/black/reaper.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=abyss\n [/filter_attack]\n [frame]\n image=\"units/demons/black/reaper.png\"\n [/frame]\n [frame]\n image=\"units/demons/black/reaper.png\"\n [/frame]\n [frame]\n image=\"units/demons/black/reaper.png\"\n [/frame]\n [frame]\n image=\"units/demons/black/reaper.png\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon Voidhunter\n name= _ \"Voidhunter\"\n race=demon\n gender=male,female\n image=\"units/demons/black/voidhunter-male.png\"\n hitpoints=41\n movement_type=demonfly\n movement=7\n experience=300\n level=3\n alignment=chaotic\n advances_to=Demon Reaper\n cost=64\n usage=mixed fighter\n description= _ \"Incursions into the void are not only limited by number, but also by duration. An extended visit to the void entails certain death for the vast majority of creatures; however, some demons who possess an affinity to the void are able to stay within it for long periods of time and are imparted with even more of its essence than other demons. As such, they become powerful creatures who absorb the void's energies into themselves, allowing them to channel its power directly to decompose their targets. Yet the toll this takes on their bodies is enormous, for no ordinary mind can handle the purity of oblivion, and repeated use leaves these demons with nothing but the instinct to hunt in a futile attempt to sate the emptiness that oblivion incurs.\"\n {DEFENSE_ANIM \"units/demons/black/voidhunter-male.png\" \"units/demons/black/voidhunter-male.png\" {SOUND_LIST:HUMAN_HIT} }\n die_sound=lich-die.ogg\n [resistance]\n blade=80\n pierce=80\n impact=90\n fire=90\n cold=70\n arcane=70\n [/resistance]\n [attack]\n name=nether blade\n description=_\"nether blade\"\n icon=attacks/claws-undead.png\n type=blade\n range=melee\n damage=14\n number=3\n [specials]\n {WEAPON_SPECIAL_BACKSTAB}\n [/specials]\n [/attack]\n [attack]\n name=oblivion\n description=_\"oblivion\"\n icon=attacks/fireball.png\n type=arcane\n range=ranged\n damage=20\n number=1\n [specials]\n {WEAPON_SPECIAL_OBLIVION}\n [/specials]\n [/attack]\n\n {ABEYANCE \"oblivion\" 10}\n [attack_anim]\n [filter_attack]\n name=nether blade\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n image=\"units/demons/black/voidhunter-male.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/demons/black/voidhunter-male.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=200\n image=\"units/demons/black/voidhunter-male.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=oblivion\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY -11 20}\n [frame]\n begin=-250\n end=-175\n image=\"units/demons/black/voidhunter-male.png\"\n [/frame]\n [frame]\n begin=-175\n end=-50\n image=\"units/demons/black/voidhunter-male.png\"\n sound=fire.wav\n [/frame]\n [frame]\n begin=-50\n end=50\n image=\"units/demons/black/voidhunter-male.png\"\n [/frame]\n [frame]\n begin=50\n end=100\n image=\"units/demons/black/voidhunter-male.png\"\n [/frame]\n [/attack_anim]\n\n [female]\n name= _ \"female^Voidhunter\"\n gender=female\n image=\"units/demons/black/voidhunter.png\"\n {DEFENSE_ANIM \"units/demons/black/voidhunter.png\" \"units/demons/black/voidhunter.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n die_sound=lich-die.ogg\n [attack_anim]\n [filter_attack]\n name=nether blade\n [/filter_attack]\n [if]\n [frame]\n image=\"units/demons/black/voidhunter.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/demons/black/voidhunter.png\"\n [/frame]\n [/else]\n [frame]\n image=\"units/demons/black/voidhunter.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=oblivion\n [/filter_attack]\n [frame]\n image=\"units/demons/black/voidhunter.png\"\n [/frame]\n [frame]\n image=\"units/demons/black/voidhunter.png\"\n [/frame]\n [frame]\n image=\"units/demons/black/voidhunter.png\"\n [/frame]\n [frame]\n image=\"units/demons/black/voidhunter.png\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon Voidreaver\n name= _ \"Voidreaver\"\n race=demon\n gender=male,female\n image=\"units/demons/black/voidreaver-male.png\"\n hitpoints=43\n movement_type=demonfly\n movement=6\n experience=250\n level=3\n alignment=chaotic\n advances_to=Demon Voidwatcher\n cost=60\n usage=mixed fighter\n description= _ \"It is rare for one who has gazed into the abyss to return for more, but there exist those demons who dare to brave the void repeatedly. The fewer that survive return with the ability to summon the basic essence of the void, imbuing them with even greater destructive force. However, in return, their minds are consumed by the darkness and they are left with only two basic instincts - the instinct to survive, and kill.\"\n {DEFENSE_ANIM \"units/demons/black/voidreaver-male.png\" \"units/demons/black/voidreaver-male.png\" {SOUND_LIST:HUMAN_HIT} }\n die_sound=lich-die.ogg\n [resistance]\n fire=70\n cold=50\n arcane=60\n [/resistance]\n [attack]\n name=claws\n description= _ \"claws\"\n icon=attacks/claws-flaming.png\n type=blade\n range=melee\n damage=11\n number=3\n [/attack]\n [attack]\n name=void essence\n description= _ \"void essence\"\n icon=attacks/fireball.png\n type=cold\n range=ranged\n damage=18\n number=3\n [specials]\n {WEAPON_SPECIAL_CHAOS}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n image=\"units/demons/black/voidreaver-male.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/demons/black/voidreaver-male.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=200\n image=\"units/demons/black/voidreaver-male.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=void essence\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY -11 20}\n [frame]\n begin=-250\n end=-175\n image=\"units/demons/black/voidreaver-male.png\"\n [/frame]\n [frame]\n begin=-175\n end=-50\n image=\"units/demons/black/voidreaver-male.png\"\n sound=fire.wav\n [/frame]\n [frame]\n begin=-50\n end=50\n image=\"units/demons/black/voidreaver-male.png\"\n [/frame]\n [frame]\n begin=50\n end=100\n image=\"units/demons/black/voidreaver-male.png\"\n [/frame]\n [/attack_anim]\n\n [female]\n name= _ \"female^Voidreaver\"\n gender=female\n image=\"units/demons/black/voidreaver.png\"\n {DEFENSE_ANIM \"units/demons/black/voidreaver.png\" \"units/demons/black/voidreaver.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n die_sound=lich-die.ogg\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [if]\n [frame]\n image=\"units/demons/black/voidreaver.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/demons/black/voidreaver.png\"\n [/frame]\n [/else]\n [frame]\n image=\"units/demons/black/voidreaver.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=void essence\n [/filter_attack]\n [frame]\n image=\"units/demons/black/voidreaver.png\"\n [/frame]\n [frame]\n image=\"units/demons/black/voidreaver.png\"\n [/frame]\n [frame]\n image=\"units/demons/black/voidreaver.png\"\n [/frame]\n [frame]\n image=\"units/demons/black/voidreaver.png\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon Voidwatcher\n name= _ \"Voidwatcher\"\n race=demon\n gender=male,female\n {TRAIT_UNDEAD}\n image=\"units/demons/black/voidwatcher-male.png\"\n hitpoints=53\n movement_type=demonfly\n movement=6\n experience=200\n level=4\n alignment=chaotic\n advances_to=null\n {TRAIT_SPIRIT}\n {AMLA_DEFAULT}\n cost=90\n usage=mixed fighter\n description= _ \"With enough incursions into the void, a demon loses not only its mind, but also its soul, becoming a being trapped between life and death. Though their minds are already long withered away, their sheer instinct to survive and kill causes them to become agents of incredible destruction wrought by the void.\"\n {DEFENSE_ANIM \"units/demons/black/voidwatcher-male.png\" \"units/demons/black/voidwatcher-male.png\" wail.wav }\n die_sound=lich-die.ogg\n [resistance]\n fire=50\n cold=30\n arcane=50\n [/resistance]\n [attack]\n name=claws\n description=_\"claws\"\n icon=attacks/claws-undead.png\n type=blade\n range=melee\n damage=12\n number=3\n [/attack]\n [attack]\n name=vitiate\n description=_\"vitiate\"\n icon=attacks/fireball.png\n type=arcane\n range=ranged\n damage=13\n number=4\n [specials]\n {WEAPON_SPECIAL_DRAIN100}\n [/specials]\n [/attack]\n [attack]\n name=void blast\n description=_\"void blast\"\n icon=attacks/fireball.png\n type=cold\n range=ranged\n damage=23\n number=3\n [specials]\n {WEAPON_SPECIAL_CHAOS}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n image=\"units/demons/black/voidwatcher-male.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/demons/black/voidwatcher-male.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=200\n image=\"units/demons/black/voidwatcher-male.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=vitiate,void blast\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY -11 20}\n [frame]\n begin=-250\n end=-175\n image=\"units/demons/black/voidwatcher-male.png\"\n [/frame]\n [frame]\n begin=-175\n end=-50\n image=\"units/demons/black/voidwatcher-male.png\"\n sound=fire.wav\n [/frame]\n [frame]\n begin=-50\n end=50\n image=\"units/demons/black/voidwatcher-male.png\"\n [/frame]\n [frame]\n begin=50\n end=100\n image=\"units/demons/black/voidwatcher-male.png\"\n [/frame]\n [/attack_anim]\n\n [female]\n name= _ \"female^Voidwatcher\"\n gender=female\n image=\"units/demons/black/voidwatcher.png\"\n {DEFENSE_ANIM \"units/demons/black/voidwatcher.png\" \"units/demons/black/voidwatcher.png\" wail-sml.wav }\n die_sound=lich-die.ogg\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [if]\n [frame]\n image=\"units/demons/black/voidwatcher.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/demons/black/voidwatcher.png\"\n [/frame]\n [/else]\n [frame]\n image=\"units/demons/black/voidwatcher.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=vitiate,void blast\n [/filter_attack]\n [frame]\n image=\"units/demons/black/voidwatcher.png\"\n [/frame]\n [frame]\n image=\"units/demons/black/voidwatcher.png\"\n [/frame]\n [frame]\n image=\"units/demons/black/voidwatcher.png\"\n [/frame]\n [frame]\n image=\"units/demons/black/voidwatcher.png\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon Berserker\n name= _ \"Berserker\"\n race=demon\n gender=male,female\n image=\"units/demons/fiend/berserker.png\"\n profile=\"portraits/demons/demon-berserker.png\"\n hitpoints=46\n movement_type=demonfoot\n movement=5\n experience=100\n level=2\n alignment=chaotic\n advances_to=Demon Hellion\n cost=36\n usage=archer\n description= _ \"The acrobatic 'dance of embers' that these demons are renowned for relies on the use of their agility to skit around enemies while maintaining a constant stream of fire. This, of course, requires immense skill, for these demons must be able to both remain focused on dodging attacks and remaining just out of melee range, while still being able to release enough power to allow their flames to do any real damage.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/demons/fiend/berserker-defend.png\" \"units/demons/fiend/berserker.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=axe\n description= _ \"axe\"\n type=blade\n range=melee\n damage=10\n number=3\n icon=attacks/axe-undead.png\n [/attack]\n [attack]\n name=rage\n description= _ \"rage\"\n type=fire\n range=ranged\n damage=10\n number=3\n icon=attacks/fireball.png\n [specials]\n {WEAPON_SPECIAL_BERSERK}\n [/specials]\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=axe\n [/filter_attack]\n start_time=-325\n [frame]\n image=\"units/demons/fiend/berserker-melee[1~5].png:[125*2,75*2,100]\"\n [/frame]\n [frame]\n image=\"units/demons/fiend/berserker-melee4.png:75\"\n [/frame]\n [frame]\n image=\"units/demons/fiend/berserker-melee3.png:50\"\n [/frame]\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=rage\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY -11 20}\n start_time=-450\n [frame]\n image=\"units/demons/fiend/berserker-ranged[1~2].png:[125,75]\"\n [/frame]\n [frame]\n image=\"units/demons/fiend/berserker-ranged[3~4].png:75\"\n sound=fire.wav\n [/frame]\n [frame]\n image=\"units/demons/fiend/berserker-ranged4.png:150\"\n [/frame]\n [/attack_anim]\n\n [female]\n name= _ \"female^Berserker\"\n gender=female\n image=\"units/demons/fiend/berserker-female.png\"\n profile=\"portraits/demons/demon-berserker-female.png\"\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n {DEFENSE_ANIM \"units/demons/fiend/berserker-female-defend.png\" \"units/demons/fiend/berserker-female.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=axe\n [/filter_attack]\n start_time=-325\n [frame]\n image=\"units/demons/fiend/berserker-female-melee[1~5].png:[125*2,75*2,100]\"\n [/frame]\n [frame]\n image=\"units/demons/fiend/berserker-female-melee4.png:75\"\n [/frame]\n [frame]\n image=\"units/demons/fiend/berserker-female-melee3.png:50\"\n [/frame]\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=rage\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY -11 20}\n start_time=-450\n [frame]\n image=\"units/demons/fiend/berserker-female-ranged[1~2].png:[125,75]\"\n [/frame]\n [frame]\n image=\"units/demons/fiend/berserker-female-ranged[3~4].png:75\"\n sound=fire.wav\n [/frame]\n [frame]\n image=\"units/demons/fiend/berserker-female-ranged4.png:150\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon Fiend\n name= _ \"Fiend\"\n race=demon\n gender=male,female\n image=\"units/demons/fiend/fiend.png\"\n profile=\"portraits/demons/demon-fiend.png\"\n hitpoints=31\n movement_type=demonfoot\n movement=5\n experience=50\n level=1\n alignment=chaotic\n advances_to=Demon Berserker\n cost=19\n usage=archer\n description= _ \"Although most Urdemons are not noted for being particularly savage, a select few make war their specialty and are capable of matching even the most brutal among other demon subspecies. Dubbed 'Fiends' by their enemies, the name refers to the disposition of these warriors on the battlefield, where they fight in a skillful, agile frenzy. Fighting unrelentingly without pause, these demons hurl an endless stream of fire at their enemies from just out of melee range, dancing gracefully through blade and shield as they cut a path through enemy lines.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/demons/fiend/fiend-melee2.png\" \"units/demons/fiend/fiend.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=axe\n description= _ \"axe\"\n icon=\"attacks/axe-deathblade.png\"\n type=blade\n range=melee\n damage=6\n number=3\n [/attack]\n [attack]\n name=rage\n description= _ \"rage\"\n type=fire\n range=ranged\n damage=6\n number=3\n icon=attacks/fireball.png\n [specials]\n {WEAPON_SPECIAL_BERSERK}\n [/specials]\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=axe\n [/filter_attack]\n start_time=-325\n [frame]\n image=\"units/demons/fiend/fiend-melee[1~6].png:[125*2,75*2,150,100]\"\n [/frame]\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=rage\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY -11 20}\n start_time=-400\n [frame]\n image=\"units/demons/fiend/fiend-ranged[1~2].png:75\"\n [/frame]\n [frame]\n image=\"units/demons/fiend/fiend-ranged[3~4].png:75\"\n sound=fire.wav\n [/frame]\n [frame]\n image=\"units/demons/fiend/fiend-ranged4.png:150\"\n [/frame]\n [/attack_anim]\n\n [female]\n name= _ \"female^Fiend\"\n gender=female\n image=\"units/demons/fiend/fiend-female.png\"\n profile=\"portraits/demons/demon-fiend-female.png\"\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n {DEFENSE_ANIM \"units/demons/fiend/fiend-female-melee2.png\" \"units/demons/fiend/fiend-female.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=axe\n [/filter_attack]\n start_time=-325\n [frame]\n image=\"units/demons/fiend/fiend-female-melee[1~6].png:[125*2,75*2,150,100]\"\n [/frame]\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=rage\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY -11 20}\n start_time=-400\n [frame]\n image=\"units/demons/fiend/fiend-female-ranged[1~2].png:75\"\n [/frame]\n [frame]\n image=\"units/demons/fiend/fiend-female-ranged[3~4].png:75\"\n sound=fire.wav\n [/frame]\n [frame]\n image=\"units/demons/fiend/fiend-female-ranged4.png:150\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon Hellion\n name= _ \"Hellion\"\n race=demon\n gender=male,female\n image=\"units/demons/fiend/hellion.png\"\n profile=\"portraits/demons/demon-berserker.png\"\n hitpoints=60\n movement_type=demonfoot\n movement=5\n experience=150\n level=3\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=61\n usage=mixed fighter\n description= _ \"Unlike their lesser cousins, those dubbed 'Hellion' throw all caution to the winds when engaged in combat - whether by blade or by fire, the target of a Hellion's assault is locked in a duel to the death. Often times, the presence of just one of these demons is enough to break through enemy lines and plunge a battle into disarray, though the Hellions thrive most once the fight has already devolved into chaos and after ordered lines have been broken.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/demons/fiend/hellion-defend.png\" \"units/demons/fiend/hellion-defend.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=ragemelee\n description= _ \"rage\"\n type=blade\n range=melee\n damage=14\n number=3\n icon=attacks/axe-undead.png\n [specials]\n {WEAPON_SPECIAL_BERSERK}\n [/specials]\n [/attack]\n [attack]\n name=rageranged\n description= _ \"rage\"\n type=fire\n range=ranged\n damage=14\n number=3\n icon=attacks/fireball.png\n [specials]\n {WEAPON_SPECIAL_BERSERK}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=ragemelee\n [/filter_attack]\n start_time=-400\n [frame]\n image=\"units/demons/fiend/hellion-attack1.png:200\"\n [/frame]\n [frame]\n image=\"units/demons/fiend/hellion-melee2.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/fiend/hellion-melee3.png:75\"\n [/frame]\n [if]\n hits=yes\n [frame]\n image=\"units/demons/fiend/hellion-melee4.png:50\"\n sound=axe.ogg\n [/frame]\n [frame]\n image=\"units/demons/fiend/hellion-melee4.png:150\"\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n image=\"units/demons/fiend/hellion-melee4.png:200\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n image=\"units/demons/fiend/hellion-melee3.png:50\"\n [/frame]\n [frame]\n image=\"units/demons/fiend/hellion.png:100\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=rageranged\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY -11 20}\n start_time=-450\n [frame]\n image=\"units/demons/fiend/hellion-attack1.png:75\"\n [/frame]\n [frame]\n image=\"units/demons/fiend/hellion-ranged2.png:75\"\n [/frame]\n [frame]\n image=\"units/demons/fiend/hellion-ranged3.png:75\"\n [/frame]\n [frame]\n image=\"units/demons/fiend/hellion-ranged3.png:175\"\n sound=fire.wav\n [/frame]\n [frame]\n image=\"units/demons/fiend/hellion-attack1.png:50\"\n [/frame]\n [/attack_anim]\n\n [female]\n name= _ \"female^Hellion\"\n gender=female\n image=\"units/demons/fiend/hellion-female.png\"\n profile=\"portraits/demons/demon-berserker-female.png\"\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n {DEFENSE_ANIM \"units/demons/fiend/hellion-female-defend.png\" \"units/demons/fiend/hellion-female-defend.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=ragemelee\n [/filter_attack]\n start_time=-400\n [frame]\n image=\"units/demons/fiend/hellion-female-attack1.png:200\"\n [/frame]\n [frame]\n image=\"units/demons/fiend/hellion-female-melee2.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/fiend/hellion-female-melee3.png:75\"\n [/frame]\n [if]\n hits=yes\n [frame]\n image=\"units/demons/fiend/hellion-female-melee4.png:50\"\n sound=axe.ogg\n [/frame]\n [frame]\n image=\"units/demons/fiend/hellion-female-melee4.png:150\"\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n image=\"units/demons/fiend/hellion-female-melee4.png:200\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n image=\"units/demons/fiend/hellion-female-melee3.png:50\"\n [/frame]\n [frame]\n image=\"units/demons/fiend/hellion-female.png:100\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=rageranged\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY -11 20}\n start_time=-450\n [frame]\n image=\"units/demons/fiend/hellion-female-attack1.png:75\"\n [/frame]\n [frame]\n image=\"units/demons/fiend/hellion-female-ranged2.png:75\"\n [/frame]\n [frame]\n image=\"units/demons/fiend/hellion-female-ranged3.png:75\"\n [/frame]\n [frame]\n image=\"units/demons/fiend/hellion-female-ranged3.png:175\"\n sound=fire.wav\n [/frame]\n [frame]\n image=\"units/demons/fiend/hellion-female-attack1.png:50\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon Harbinger\n name= _ \"Harbinger\"\n race=demon\n gender=female\n image=\"units/demons/harbinger.png\"\n hitpoints=71\n movement_type=demonfoot\n movement=6\n experience=200\n level=4\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=110\n usage=mixed fighter\n [resistance]\n blade=80\n pierce=80\n impact=80\n cold=100\n fire=10\n arcane=80\n [/resistance]\n description= _ \"The counterpart to the Stromguarde caste, the Harbingers are powerful offensive combatants, usually used as special strike forces to destroy crucial enemy bases and supply lines. Their special ability, often referred to as 'Scorched Earth' by their enemies, is fitting of its name - anything that the Harbingers' power touches is razed to the ground, be it terrain, fortification, or living being alike. The same power is channeled into their blades, which burn more than they cut, inflicting unimaginable agony on those that are not outright killed by the Harbingers' attacks.\"\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n {DEFENSE_ANIM \"units/demons/harbinger.png\" \"units/demons/harbinger.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n [abilities]\n {ABILITY_BLITZ}\n [/abilities]\n [attack]\n name=ebony brand\n description= _ \"ebony brand\"\n type=fire\n range=melee\n damage=14\n number=4\n icon=attacks/battleaxe-undead.png\n [/attack]\n [attack]\n name=scorched earth\n description= _ \"scorched earth\"\n type=fire\n range=ranged\n damage=21\n number=2\n icon=attacks/lightning.png\n [specials]\n {WEAPON_SPECIAL_SCORCHED_EARTH}\n [/specials]\n [/attack]\n\n {SCORCHED_EARTH 10 3}\n {BLITZ}\n\n [attack_anim]\n [filter_attack]\n name=ebony brand\n [/filter_attack]\n start_time=-250\n [frame]\n duration=150\n image=\"units/demons/harbinger.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=200\n image=\"units/demons/harbinger.png\"\n sound=axe.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n image=\"units/demons/harbinger.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=75\n image=\"units/demons/harbinger.png\"\n [/frame]\n [/attack_anim]\n#define HARBINGER_LIGHTNING DIRECTION_NUMBER\n [attack_anim]\n [filter_attack]\n name=scorched earth\n [/filter_attack]\n\n {LIGHTNING_BOLT {DIRECTION_NUMBER} }\n\n start_time=-300\n {SOUND:HIT_AND_MISS lightning.ogg lightning-miss.ogg -300}\n [frame]\n image=\"units/demons/harbinger.png\"\n [/frame]\n [/attack_anim]\n#enddef\n\n {HARBINGER_LIGHTNING 1}\n {HARBINGER_LIGHTNING 2}\n {HARBINGER_LIGHTNING 3}\n[/unit_type]"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon Stromguarde\n name= _ \"Demon Stromguarde\"\n race=demon\n gender=male,female\n image=\"units/demons/stromguarde.png\"\n profile=\"portraits/demons/demon-stromguarde.png\"\n hitpoints=83\n movement_type=demonfoot\n movement=5\n experience=200\n level=4\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=110\n usage=mixed fighter\n [resistance]\n blade=70\n pierce=70\n impact=70\n cold=120\n fire=100\n arcane=120\n [/resistance]\n description= _ \"The Stromguarde caste is responsible for keeping order on Ethea and is comprised of demons who specialize in neutralizing magic. Unlike regular Urdemons, the Stromguardes are capable of channeling focused ambient energy, redirecting any sorcery targeted at them into their rune-enhanced blades. Stromguardes are rarely the aggressors in battle and do not see much combat, since most of the lesser demons and younger demon lords respect them based on reputation alone. Of course, this is a well-founded respect, for a brigade of Stromguardes have the knowledge and ability to nullify almost any threat - even powerful demon lords.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/demons/stromguarde.png\" \"units/demons/stromguarde.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=storm blade\n description= _ \"storm blade\"\n type=blade\n range=melee\n damage=12\n number=4\n icon=attacks/battleaxe-undead.png\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack]\n name=lightning\n description= _ \"lightning\"\n type=fire\n range=ranged\n damage=14\n number=4\n icon=attacks/lightning.png\n [/attack]\n [attack]\n name=black fire\n description= _ \"black fire\"\n type=arcane\n range=ranged\n damage=11\n number=3\n icon=attacks/faerie-fire.png\n [specials]\n {WEAPON_SPECIAL_SPELLBIND1}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=storm blade\n [/filter_attack]\n start_time=-250\n [frame]\n duration=150\n image=\"units/demons/stromguarde.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=200\n image=\"units/demons/stromguarde.png\"\n sound=axe.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n image=\"units/demons/stromguarde.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=75\n image=\"units/demons/stromguarde.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=black fire\n [/filter_attack]\n {MISSILE_FRAME_FAERIE_FIRE}\n start_time=-450\n {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -450}\n [frame]\n image=\"units/demons/stromguarde.png\"\n [/frame]\n [/attack_anim]\n#define STROMGUARDE_LIGHTNING DIRECTION_NUMBER\n [attack_anim]\n [filter_attack]\n name=lightning\n [/filter_attack]\n\n {LIGHTNING_BOLT {DIRECTION_NUMBER} }\n\n start_time=-300\n {SOUND:HIT_AND_MISS lightning.ogg lightning-miss.ogg -300}\n [frame]\n image=\"units/demons/stromguarde.png\"\n [/frame]\n [/attack_anim]\n#enddef\n\n {STROMGUARDE_LIGHTNING 1}\n {STROMGUARDE_LIGHTNING 2}\n {STROMGUARDE_LIGHTNING 3}\n\n [female]\n name= _ \"female^Demoness Stromguarde\"\n gender=female\n image=\"units/demons/stromguarde-female.png\"\n profile=\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n {DEFENSE_ANIM \"units/demons/stromguarde-female.png\" \"units/demons/stromguarde-female.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=storm blade\n [/filter_attack]\n [frame]\n image=\"units/demons/stromguarde-female.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n image=\"units/demons/stromguarde-female.png\"\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n image=\"units/demons/stromguarde-female.png\"\n [/frame]\n [/else]\n [frame]\n duration=75\n image=\"units/demons/stromguarde-female.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=black fire\n [/filter_attack]\n {MISSILE_FRAME_FAERIE_FIRE}\n [frame]\n image=\"units/demons/stromguarde-female.png\"\n [/frame]\n [/attack_anim]\n#define STROMGUARDE_FEMALE_LIGHTNING DIRECTION_NUMBER\n [attack_anim]\n [filter_attack]\n name=lightning\n [/filter_attack]\n\n {LIGHTNING_BOLT {DIRECTION_NUMBER} }\n\n [frame]\n image=\"units/demons/stromguarde-female.png\"\n [/frame]\n [/attack_anim]\n#enddef\n\n {STROMGUARDE_FEMALE_LIGHTNING 1}\n {STROMGUARDE_FEMALE_LIGHTNING 2}\n {STROMGUARDE_FEMALE_LIGHTNING 3}\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon Bladestorm\n name= _ \"Demon Bladestorm\"\n race=demon\n gender=male,female\n image=\"units/demons/fighter/bladestorm.png\"\n profile=\"portraits/demons/demon-bladestorm.png\"\n hitpoints=59\n movement_type=demonfoot\n movement=6\n experience=150\n level=3\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=63\n usage=fighter\n [resistance]\n cold=70\n fire=60\n [/resistance]\n description= _ \"In appearance alone, the only obvious distinguishing feature between these demons and their lesser cousins is the blackened color of their armor. Physically, they are slight of form, not much larger than the average human. They are not possessed of great raw strength, no more than those of other regular demons, nor are they capable of harnessing their inner energies to produce gouts of flame and ice, like their other kin. It is because of this that these demons are often underestimated by their foes. This, of course, is a fatal mistake to make, for what these demons lack in brute power, they make up for in blinding speed and agility, cutting apart their enemies before any chance of retaliation is possible.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/demons/fighter/bladestorm.png\" \"units/demons/fighter/bladestorm.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=bladestorm\n description= _ \"bladestorm\"\n type=fire\n range=melee\n damage=9\n number=7\n icon=attacks/axe-undead.png\n [/attack]\n [attack_anim]\n [filter_attack]\n name=bladestorm\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n image=\"units/demons/fighter/bladestorm.png\"\n sound=axe.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/demons/fighter/bladestorm.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=200\n image=\"units/demons/fighter/bladestorm.png\"\n [/frame]\n [/attack_anim]\n\n [female]\n name= _ \"female^Demoness Bladestorm\"\n gender=female\n image=\"units/demons/fighter/bladestorm-female.png\"\n profile=\"portraits/demons/fighter/demon-bladestorm-female.png\"\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n {DEFENSE_ANIM \"units/demons/fighter/bladestorm-female.png\" \"units/demons/fighter/bladestorm-female.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=bladestorm\n [/filter_attack]\n [if]\n [frame]\n image=\"units/demons/fighter/bladestorm-female.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/demons/fighter/bladestorm-female.png\"\n [/frame]\n [/else]\n [frame]\n image=\"units/demons/fighter/bladestorm-female.png\"\n [/frame]\n [/attack_anim]\n\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon\n name= _ \"Demon\"\n race=demon\n gender=male,female\n image=\"units/demons-other/demon.png\"\n hitpoints=33\n movement_type=demonfoot\n movement=5\n experience=38\n level=1\n alignment=chaotic\n#ifdef CAMPAIGN_GENESIS_EPISODE_I\n advances_to=Demon Grunt,Demon Sword Dancer\n#endif\n cost=15\n usage=mixed fighter\n description= _ \"Of the many species of demons, the subspecies known as 'Urdemons' are perhaps the most versatile. These demons primarily exist on Ethea under the sovereignty of Uria, where they usually coexist peacefully with humans. However, when motivated to fight, even the weakest Urdemons are capable of devastating destruction with minimal armament. As a race of great physical prowess and innate energy, it would be unwise to cross the Urdemons in battle without proper preparation.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/demons-other/demon-defend.png\" \"units/demons-other/demon-defend.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=axe\n description= _ \"axe\"\n icon=\"attacks/axe-deathblade.png\"\n type=blade\n range=melee\n damage=6\n number=3\n [/attack]\n [attack]\n name=fireball\n description= _ \"fireball\"\n type=fire\n range=ranged\n damage=6\n number=3\n icon=\"attacks/fireball.png\"\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=axe\n [/filter_attack]\n start_time=-400\n [frame]\n image=\"units/demons-other/demon-attack[1~3].png:25\"\n [/frame]\n [frame]\n image=\"units/demons-other/demon-melee1.png:50\"\n [/frame]\n [frame]\n image=\"units/demons-other/demon-melee2.png:225\"\n [/frame]\n [if]\n hits=yes\n [frame]\n image=\"units/demons-other/demon-melee3.png:50\"\n sound=axe.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n image=\"units/demons-other/demon-melee3.png:50\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n image=\"units/demons-other/demon-melee4.png:150\"\n [/frame]\n [frame]\n image=\"units/demons-other/demon-attack1.png:50\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fireball\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY -11 20}\n start_time=-400\n [frame]\n image=\"units/demons-other/demon-attack1.png:100\"\n [/frame]\n [frame]\n image=\"units/demons-other/demon-attack[2~3].png:50\"\n [/frame]\n [frame]\n image=\"units/demons-other/demon-ranged1.png:50\"\n sound=fire.wav\n [/frame]\n [frame]\n image=\"units/demons-other/demon-ranged2.png:200\"\n [/frame]\n [frame]\n image=\"units/demons-other/demon-ranged1.png:50\"\n [/frame]\n [frame]\n image=\"units/demons-other/demon-attack[3~2].png:50\"\n [/frame]\n [frame]\n image=\"units/demons-other/demon.png:50\"\n [/frame]\n [/attack_anim]\n\n [female]\n name= _ \"female^Demoness\"\n gender=female\n image=\"units/demons-other/demoness.png\"\n#ifdef CAMPAIGN_GENESIS_EPISODE_I\n advances_to=Demon Grunt,Demon Sword Dancer\n#endif\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n {DEFENSE_ANIM \"units/demons-other/demoness-defend.png\" \"units/demons-other/demoness-defend.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=axe\n [/filter_attack]\n start_time=-400\n [frame]\n image=\"units/demons-other/demoness-attack[1~3].png:25\"\n [/frame]\n [frame]\n image=\"units/demons-other/demoness-melee1.png:50\"\n [/frame]\n [frame]\n image=\"units/demons-other/demoness-melee2.png:225\"\n [/frame]\n [if]\n hits=yes\n [frame]\n image=\"units/demons-other/demoness-melee3.png:50\"\n sound=axe.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n image=\"units/demons-other/demoness-melee3.png:50\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n image=\"units/demons-other/demoness-melee4.png:150\"\n [/frame]\n [frame]\n image=\"units/demons-other/demoness-attack1.png:50\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fireball\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY -11 20}\n start_time=-400\n [frame]\n image=\"units/demons-other/demoness-attack1.png:100\"\n [/frame]\n [frame]\n image=\"units/demons-other/demoness-attack[2~3].png:50\"\n [/frame]\n [frame]\n image=\"units/demons-other/demoness-ranged1.png:50\"\n sound=fire.wav\n [/frame]\n [frame]\n image=\"units/demons-other/demoness-ranged2.png:200\"\n [/frame]\n [frame]\n image=\"units/demons-other/demoness-ranged1.png:50\"\n [/frame]\n [frame]\n image=\"units/demons-other/demoness-attack[3~2].png:50\"\n [/frame]\n [frame]\n image=\"units/demons-other/demoness.png:50\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon Grunt\n name= _ \"Demon Grunt\"\n race=demon\n gender=male,female\n image=\"units/demons-other/grunt.png\"\n hitpoints=50\n movement_type=demonfoot\n movement=5\n experience=105\n level=2\n alignment=chaotic\n advances_to=Demon Warrior\n cost=32\n usage=mixed fighter\n [resistance]\n blade=80\n impact=90\n cold=90\n [/resistance]\n description= _ \"The Urdemons possess a higher degree of adaptability compared to other subspecies of demons, allowing them to learn new tricks from other demons, faeries, or even humans. Some demons use their natural versatility to transform the very nature of their inner power, from a scorching fire into a searing cold. In this process, they also augment their natural resilience and physical prowess, becoming warriors capable of killing with remarkable efficiency.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/demons-other/grunt.png\" \"units/demons-other/grunt.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=axe\n description= _ \"axe\"\n type=blade\n range=melee\n damage=9\n number=3\n icon=attacks/axe-undead.png\n [/attack]\n [attack]\n name=infernal chill\n description= _ \"infernal chill\"\n type=cold\n range=ranged\n damage=9\n number=3\n icon=attacks/iceball.png\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=axe\n [/filter_attack]\n start_time=-100\n [if]\n hits=yes\n [frame]\n duration=200\n #image=\"units/demons-other/grunt-attack1.png\"\n image=\"units/demons-other/grunt.png\"\n sound=axe.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n #image=\"units/demons-other/grunt-attack1.png\"\n image=\"units/demons-other/grunt.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n #image=\"units/demons-other/grunt-attack2.png\"\n image=\"units/demons-other/grunt.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=infernal chill\n [/filter_attack]\n start_time=-300\n {MISSILE_FRAME_INFERNAL_CHILL}\n [frame]\n duration=50\n image=\"units/demons-other/grunt.png\"\n halo=halo/saurian-magic-halo-1.png\n [/frame]\n [frame]\n duration=60\n image=\"units/demons-other/grunt.png\"\n halo=halo/saurian-magic-halo-2.png\n sound=magicmissile.wav\n [/frame]\n [frame]\n duration=70\n image=\"units/demons-other/grunt.png\"\n halo=halo/saurian-magic-halo-3.png\n [/frame]\n [frame]\n duration=80\n image=\"units/demons-other/grunt.png\"\n halo=halo/saurian-magic-halo-4.png\n [/frame]\n [frame]\n duration=90\n image=\"units/demons-other/grunt.png\"\n halo=halo/saurian-magic-halo-5.png\n [/frame]\n [frame]\n duration=100\n image=\"units/demons-other/grunt.png\"\n halo=halo/saurian-magic-halo-6.png\n [/frame]\n [frame]\n duration=100\n image=\"units/demons-other/grunt.png\"\n halo=halo/saurian-magic-halo-7.png\n [/frame]\n [/attack_anim]\n\n [female]\n name= _ \"female^Demoness Grunt\"\n gender=female\n image=\"units/demons-other/grunt+female.png\"\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n {DEFENSE_ANIM \"units/demons-other/grunt+female.png\" \"units/demons-other/grunt+female.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=axe\n [/filter_attack]\n [if]\n [frame]\n #image=\"units/demons-other/grunt+female-attack1.png\"\n image=\"units/demons-other/grunt+female.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n #image=\"units/demons-other/grunt+female-attack1.png\"\n image=\"units/demons-other/grunt+female.png\"\n [/frame]\n [/else]\n [frame]\n #image=\"units/demons-other/grunt+female-attack2.png\"\n image=\"units/demons-other/grunt+female.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=infernal chill\n [/filter_attack]\n [frame]\n image=\"units/demons-other/grunt+female.png\"\n [/frame]\n [frame]\n image=\"units/demons-other/grunt+female.png\"\n [/frame]\n [frame]\n image=\"units/demons-other/grunt+female.png\"\n [/frame]\n [frame]\n image=\"units/demons-other/grunt+female.png\"\n [/frame]\n [frame]\n image=\"units/demons-other/grunt+female.png\"\n [/frame]\n [frame]\n image=\"units/demons-other/grunt+female.png\"\n [/frame]\n [frame]\n image=\"units/demons-other/grunt+female.png\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon Sword Dancer\n name= _ \"Demon Sword Dancer\"\n race=demon\n gender=male,female\n image=\"units/demons/fighter/sword-dancer.png\"\n profile=\"portraits/demons/demon-sworddancer.png\"\n hitpoints=46\n movement_type=demonfoot\n movement=6\n experience=90\n level=2\n alignment=chaotic\n advances_to=Demon Bladestorm\n cost=32\n usage=fighter\n [resistance]\n cold=90\n fire=80\n [/resistance]\n description= _ \"Versatility, physical prowess and inner energy - like their mistress, Uria, the Urdemons possess all in vast abundance. Some choose to focus on the former, adopting the myriad abilities of both friend and foe to their advantage. Others focus on the latter two, combining speed, agility, and innate energy simultaneously into a powerful sword technique that burns as it cuts and kills in the blink of an eye.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/demons/fighter/sword-dancer.png\" \"units/demons/fighter/sword-dancer.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=fire blade\n description= _ \"fire blade\"\n type=fire\n range=melee\n damage=8\n number=5\n icon=attacks/axe-undead.png\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=fire blade\n [/filter_attack]\n start_time=-100\n [if]\n hits=yes\n [frame]\n duration=200\n #image=\"units/demons/fighter/grunt-attack1.png\"\n image=\"units/demons/fighter/sword-dancer.png\"\n sound=axe.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n #image=\"units/demons/fighter/grunt-attack1.png\"\n image=\"units/demons/fighter/sword-dancer.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n #image=\"units/demons/fighter/grunt-attack2.png\"\n image=\"units/demons/fighter/sword-dancer.png\"\n [/frame]\n [/attack_anim]\n\n [female]\n name= _ \"female^Demoness Sword Dancer\"\n gender=female\n image=\"units/demons/fighter/sword-dancer-female.png\"\n profile=\"portraits/demons/fighter/demon-sworddancer-female.png\"\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n {DEFENSE_ANIM \"units/demons/fighter/sword-dancer-female.png\" \"units/demons/fighter/sword-dancer-female.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=fire blade\n [/filter_attack]\n [if]\n [frame]\n #image=\"units/demons/fighter/grunt+female-attack1.png\"\n image=\"units/demons/fighter/sword-dancer-female.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n #image=\"units/demons/fighter/grunt+female-attack1.png\"\n image=\"units/demons/fighter/sword-dancer-female.png\"\n [/frame]\n [/else]\n [frame]\n #image=\"units/demons/fighter/grunt+female-attack2.png\"\n image=\"units/demons/fighter/sword-dancer-female.png\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon Warrior\n name= _ \"Demon Warrior\"\n race=demon\n gender=male,female\n image=\"units/demons-other/warrior.png\"\n hitpoints=66\n movement_type=demonfoot\n movement=5\n experience=150\n level=3\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=60\n usage=mixed fighter\n [resistance]\n blade=80\n pierce=90\n impact=80\n cold=90\n [/resistance]\n description= _ \"Among regular demons, there exist those that are born with an unnatural share of power compared to the rest of their brethren. When encountered by other races, these demons are often mistaken for lesser demon lords, despite the innate differences between the regular demons and most of their sovereigns. For one thing, no regular demon possesses the ability to wield true magic, though at times, the skill with which they channel their own energies may provide a suitable replacement. For another, the very nature of their powers are different. Even the most powerful of regular demons rely on their own physical prowess and individual strength, whereas true demon lords are masters of their surroundings and of other beings, rather than of themselves. Still, the fact that a regular demon that has grown powerful enough to be compared to a demon lord is a frightening opponent to face, to say the least.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/demons-other/warrior.png\" \"units/demons-other/warrior.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=axe\n description= _ \"axe\"\n type=blade\n range=melee\n damage=10\n number=4\n icon=attacks/axe-undead.png\n [/attack]\n [attack]\n name=infernal chill\n description= _ \"infernal chill\"\n type=cold\n range=ranged\n damage=10\n number=4\n icon=attacks/iceball.png\n [/attack]\n [attack_anim]\n [filter_attack]\n name=axe\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n image=\"units/demons-other/warrior.png\"\n sound=axe.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/demons-other/warrior.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=200\n image=\"units/demons-other/warrior.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=infernal chill\n [/filter_attack]\n {MISSILE_FRAME_INFERNAL_CHILL}\n [frame]\n begin=-300\n end=-250\n image=\"units/demons-other/warrior.png\"\n halo=halo/saurian-magic-halo-1.png\n [/frame]\n [frame]\n begin=-250\n end=-190\n image=\"units/demons-other/warrior.png\"\n halo=halo/saurian-magic-halo-2.png\n sound=magicmissile.wav\n [/frame]\n [frame]\n begin=-190\n end=-120\n image=\"units/demons-other/warrior.png\"\n halo=halo/saurian-magic-halo-3.png\n [/frame]\n [frame]\n begin=-120\n end=-40\n image=\"units/demons-other/warrior.png\"\n halo=halo/saurian-magic-halo-4.png\n [/frame]\n [frame]\n begin=-40\n end=50\n image=\"units/demons-other/warrior.png\"\n halo=halo/saurian-magic-halo-5.png\n [/frame]\n [frame]\n begin=50\n end=150\n image=\"units/demons-other/warrior.png\"\n halo=halo/saurian-magic-halo-6.png\n [/frame]\n [frame]\n begin=150\n end=250\n image=\"units/demons-other/warrior.png\"\n halo=halo/saurian-magic-halo-7.png\n [/frame]\n [/attack_anim]\n\n [female]\n name= _ \"female^Demoness Warrior\"\n gender=female\n image=\"units/demons-other/warrior+female.png\"\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n {DEFENSE_ANIM \"units/demons-other/warrior+female.png\" \"units/demons-other/warrior+female.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=axe\n [/filter_attack]\n [if]\n [frame]\n image=\"units/demons-other/warrior+female.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/demons-other/warrior+female.png\"\n [/frame]\n [/else]\n [frame]\n image=\"units/demons-other/warrior+female.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=infernal chill\n [/filter_attack]\n [frame]\n image=\"units/demons-other/warrior+female.png\"\n [/frame]\n [frame]\n image=\"units/demons-other/warrior+female.png\"\n [/frame]\n [frame]\n image=\"units/demons-other/warrior+female.png\"\n [/frame]\n [frame]\n image=\"units/demons-other/warrior+female.png\"\n [/frame]\n [frame]\n image=\"units/demons-other/warrior+female.png\"\n [/frame]\n [frame]\n image=\"units/demons-other/warrior+female.png\"\n [/frame]\n [frame]\n image=\"units/demons-other/warrior+female.png\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon Diviner\n name= _ \"Diviner\"\n race=demon\n gender=female\n image=\"units/demons/hybrid/diviner.png\"\n hitpoints=61\n movement_type=demonfly\n movement=6\n experience=150\n level=3\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=80\n usage=scout\n description= _ \"There is no information available about this class of beings at this time.\"\n {DEFENSE_ANIM \"units/demons/hybrid/diviner.png\" \"units/demons/hybrid/diviner.png\" wail.wav }\n die_sound=lich-die.ogg\n [resistance]\n blade=90\n pierce=90\n impact=90\n fire=70\n cold=90\n arcane=30\n [/resistance]\n [attack]\n name=claws\n description=_\"claws\"\n icon=attacks/claws-undead.png\n type=blade\n range=melee\n damage=11\n number=3\n [/attack]\n [attack]\n name=celestial star\n description= _ \"celestial star\"\n type=arcane\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=14\n number=4\n icon=attacks/lightbeam.png\n [/attack]\n [attack]\n name=noctum\n description= _ \"noctum\"\n type=cold\n range=ranged\n [specials]\n {WEAPON_SPECIAL_CHAOS}\n [/specials]\n damage=19\n number=3\n icon=attacks/noctum.png\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n #image=\"units/demons/hybrid/demon-winged-attack1.png\"\n image=\"units/demons/hybrid/diviner.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n #image=\"units/demons/hybrid/demon-winged-attack1.png\"\n image=\"units/demons/hybrid/diviner.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=200\n #image=\"units/demons/hybrid/demon-winged-attack2.png\"\n image=\"units/demons/hybrid/diviner.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=celestial star\n [/filter_attack]\n {MISSILE_FRAME_LIGHT_BEAM}\n\n start_time=-395\n [frame]\n image=\"units/demons/hybrid/diviner.png:75\"\n [/frame]\n [frame]\n image=\"units/demons/hybrid/diviner.png\"\n halo=halo/holy/halo[6,1,3,5,6].png:[75*4,50]\n [/frame]\n {SOUND:HIT_AND_MISS {SOUND_LIST:HOLY} {SOUND_LIST:HOLY_MISS} -75}\n [frame]\n image=\"units/demons/hybrid/diviner.png:50\"\n [/frame]\n [/attack_anim]\n\n#define DIVINER_NOCTUM_ANIMATION _N1 _N2\n [attack_anim]\n [filter_attack]\n name=noctum\n [/filter_attack]\n start_time=-400\n\n offset=0.0\n\n beam_auto_vflip=no\n beam_start_time=-400\n beam_offset=1.0\n beam_halo_y=20\n\n beam_halo_mod=\"~O(0.8)\"\n\n [beam_frame]\n halo=\"halo/darkness-beam-[1~7,6~1].png:[30*6,130,70*6]\"\n [/beam_frame]\n\n bolt1_auto_vflip=no\n bolt1_start_time=-175\n bolt1_offset=1.0\n bolt1_halo_y=-125\n bolt1_halo_mod=\"~R(120)\"\n\n [bolt1_frame]\n halo=\"halo/lightning-bolt-\"+{_N1}+\"-3.png:100,halo/lightning-bolt-\"+{_N1}+\"-4.png:100\"\n [/bolt1_frame]\n\n bolt2_auto_vflip=no\n bolt2_start_time=-100\n bolt2_offset=1.0\n bolt2_halo_y=-125\n bolt2_halo_mod=\"~R(120)\"\n\n [bolt2_frame]\n halo=\"halo/lightning-bolt-\"+{_N2}+\"-4.png:100,halo/lightning-bolt-\"+{_N2}+\"-4.png~O(0.5):100\"\n [/bolt2_frame]\n\n {SOUND:HIT_AND_MISS lightning.ogg lightning-miss.ogg -175}\n\n [frame]\n duration=600\n [/frame]\n [/attack_anim]\n#enddef\n\n {DIVINER_NOCTUM_ANIMATION 1 2}\n {DIVINER_NOCTUM_ANIMATION 2 1}\n {DIVINER_NOCTUM_ANIMATION 2 3}\n {DIVINER_NOCTUM_ANIMATION 3 2}\n {DIVINER_NOCTUM_ANIMATION 1 3}\n {DIVINER_NOCTUM_ANIMATION 3 1}\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon Lamia\n name= _ \"Lamia\"\n race=demon\n gender=female\n image=\"units/demons/hybrid/lamia.png\"\n hitpoints=73\n movement_type=demonfly\n movement=7\n experience=200\n level=4\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=120\n usage=scout\n description= _ \"There is no information available about this class of beings at this time.\"\n {DEFENSE_ANIM \"units/demons/hybrid/lamia.png\" \"units/demons/hybrid/lamia.png\" wail.wav }\n die_sound=lich-die.ogg\n [abilities]\n {ABILITY_DECOMPOSITION}\n [/abilities]\n [resistance]\n blade=90\n pierce=90\n impact=90\n fire=60\n cold=70\n arcane=10\n [/resistance]\n [attack]\n name=claws\n description=_\"claws\"\n icon=attacks/claws-undead.png\n type=blade\n range=melee\n damage=16\n number=3\n [/attack]\n [attack]\n name=celestial star\n description= _ \"celestial star\"\n type=arcane\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=17\n number=4\n icon=attacks/lightbeam.png\n [/attack]\n [attack]\n name=noctum\n description= _ \"noctum\"\n type=cold\n range=ranged\n [specials]\n {WEAPON_SPECIAL_CHAOS}\n [/specials]\n damage=24\n number=3\n icon=attacks/noctum.png\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n image=\"units/demons/hybrid/lamia.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/demons/hybrid/lamia.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=200\n image=\"units/demons/hybrid/lamia.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=celestial star\n [/filter_attack]\n {MISSILE_FRAME_LIGHT_BEAM}\n\n start_time=-395\n [frame]\n image=\"units/demons/hybrid/lamia.png:75\"\n [/frame]\n [frame]\n image=\"units/demons/hybrid/lamia.png\"\n halo=halo/holy/halo[6,1,3,5,6].png:[75*4,50]\n [/frame]\n {SOUND:HIT_AND_MISS {SOUND_LIST:HOLY} {SOUND_LIST:HOLY_MISS} -75}\n [frame]\n image=\"units/demons/hybrid/lamia.png:50\"\n [/frame]\n [/attack_anim]\n\n#define LAMIA_NOCTUM_ANIMATION _N1 _N2\n [attack_anim]\n [filter_attack]\n name=noctum\n [/filter_attack]\n start_time=-400\n\n offset=0.0\n\n beam_auto_vflip=no\n beam_start_time=-400\n beam_offset=1.0\n beam_halo_y=20\n\n beam_halo_mod=\"~O(0.8)\"\n\n [beam_frame]\n halo=\"halo/darkness-beam-[1~7,6~1].png:[30*6,130,70*6]\"\n [/beam_frame]\n\n bolt1_auto_vflip=no\n bolt1_start_time=-175\n bolt1_offset=1.0\n bolt1_halo_y=-125\n bolt1_halo_mod=\"~R(120)\"\n\n [bolt1_frame]\n halo=\"halo/lightning-bolt-\"+{_N1}+\"-3.png:100,halo/lightning-bolt-\"+{_N1}+\"-4.png:100\"\n [/bolt1_frame]\n\n bolt2_auto_vflip=no\n bolt2_start_time=-100\n bolt2_offset=1.0\n bolt2_halo_y=-125\n bolt2_halo_mod=\"~R(120)\"\n\n [bolt2_frame]\n halo=\"halo/lightning-bolt-\"+{_N2}+\"-4.png:100,halo/lightning-bolt-\"+{_N2}+\"-4.png~O(0.5):100\"\n [/bolt2_frame]\n\n {SOUND:HIT_AND_MISS lightning.ogg lightning-miss.ogg -175}\n\n [frame]\n duration=600\n [/frame]\n [/attack_anim]\n#enddef\n\n {LAMIA_NOCTUM_ANIMATION 1 2}\n {LAMIA_NOCTUM_ANIMATION 2 1}\n {LAMIA_NOCTUM_ANIMATION 2 3}\n {LAMIA_NOCTUM_ANIMATION 3 2}\n {LAMIA_NOCTUM_ANIMATION 1 3}\n {LAMIA_NOCTUM_ANIMATION 3 1}\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Fire Demon\n name= _ \"Fire Demon\"\n race=demon\n gender=male,female\n image=\"units/demons/red/fire.png\"\n profile=\"portraits/demons/demon-fire.png\"\n hitpoints=44\n movement_type=demonfoot\n movement=5\n experience=120\n level=2\n alignment=chaotic\n advances_to=Inferno Demon\n cost=34\n usage=archer\n [resistance]\n fire=60\n [/resistance]\n description= _ \"Although inherently related to true Fire Demons in nature, Urdemons who have mastered fire often take on a more brutal appearance mirroring the bestial nature of Valdemons, the demons of water. These demons have the frenetic temperament of the inferno itself and the power to match, although their weakness in melee combat makes them susceptible if cornered in close quarters. Their true power shines in large assaults, where both front and flank are well-guarded by their brethren and these demons are free to exude fire at will. In large enough numbers, groups of so-called 'Fire Demons' are capable of razing vast areas within moments, be they occupied by opposing armies or fortified by stone and magic.\"\n die_sound=drake-die.ogg\n [attack]\n name=claws\n description= _ \"claws\"\n icon=attacks/claws-undead.png\n type=blade\n range=melee\n damage=6\n number=2\n [/attack]\n [attack]\n name=fireball\n description= _ \"fireball\"\n type=fire\n range=ranged\n damage=10\n number=4\n icon=attacks/fireball.png\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n start_time=-450\n offset=0.0~1.0:450,1.0~0.0:250\n [frame]\n image=\"units/demons/red/fire-melee1.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/red/fire-melee2.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/red/fire-melee3.png:50\"\n [/frame]\n [frame]\n image=\"units/demons/red/fire-melee4.png:175\"\n [/frame]\n [frame]\n image=\"units/demons/red/fire-melee5.png:25\"\n [/frame]\n {SOUND:HIT_AND_MISS \"claws.ogg\" {SOUND_LIST:MISS} -100}\n [frame]\n image=\"units/demons/red/fire-melee5.png:150\"\n [/frame]\n [frame]\n image=\"units/demons/red/fire-melee6.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/red/fire.png:10\"\n [/frame]\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=fireball\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY -11 20}\n start_time=-550\n [frame]\n image=\"units/demons/red/fire-ranged1.png:350\"\n [/frame]\n [frame]\n image=\"units/demons/red/fire-ranged2.png:100\"\n sound=fire.wav\n [/frame]\n [frame]\n image=\"units/demons/red/fire-ranged3.png:150\"\n [/frame]\n [/attack_anim]\n [defend]\n start_time=-200\n [if]\n hits=hit\n offset=0.0~-0.05:200,-0.05~0.0:200\n\n hit_sound_start_time=-25\n [hit_sound_frame]\n sound={SOUND_LIST:DRAKE_HIT}\n [/hit_sound_frame]\n [/if]\n [else]\n hits=kill\n offset=0.0~-0.05:200,-0.05~0.0:200\n [/else]\n [else]\n hits=miss\n offset=0.0~-0.1:200,-0.1~0.0:200\n [/else]\n [frame]\n image=units/demons/red/fire.png:1,units/demons/red/fire-defend.png:250,units/demons/red/fire.png:250\n [/frame]\n [/defend]\n [female]\n name= _ \"female^Fire Demoness\"\n gender=female\n image=\"units/demons/red/fire-female.png\"\n profile=\"portraits/demons/demon-fire-female.png\"\n die_sound=drake-die.ogg\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n start_time=-450\n offset=0.0~1.0:450,1.0~0.0:250\n [frame]\n image=\"units/demons/red/fire-female-melee1.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/red/fire-female-melee2.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/red/fire-female-melee3.png:50\"\n [/frame]\n [frame]\n image=\"units/demons/red/fire-female-melee4.png:175\"\n [/frame]\n [frame]\n image=\"units/demons/red/fire-female-melee5.png:25\"\n [/frame]\n {SOUND:HIT_AND_MISS \"claws.ogg\" {SOUND_LIST:MISS} -100}\n [frame]\n image=\"units/demons/red/fire-female-melee5.png:150\"\n [/frame]\n [frame]\n image=\"units/demons/red/fire-female-melee6.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/red/fire-female.png:10\"\n [/frame]\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=fireball\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY -11 20}\n start_time=-550\n [frame]\n image=\"units/demons/red/fire-female-ranged1.png:350\"\n [/frame]\n [frame]\n image=\"units/demons/red/fire-female-ranged2.png:100\"\n sound=fire.wav\n [/frame]\n [frame]\n image=\"units/demons/red/fire-female-ranged3.png:150\"\n [/frame]\n [/attack_anim]\n [defend]\n start_time=-200\n [if]\n hits=hit\n offset=0.0~-0.05:200,-0.05~0.0:200\n\n hit_sound_start_time=-25\n [hit_sound_frame]\n sound={SOUND_LIST:DRAKE_HIT}\n [/hit_sound_frame]\n [/if]\n [else]\n hits=kill\n offset=0.0~-0.05:200,-0.05~0.0:200\n [/else]\n [else]\n hits=miss\n offset=0.0~-0.1:200,-0.1~0.0:200\n [/else]\n [frame]\n image=units/demons/red/fire-female.png:1,units/demons/red/fire-female-defend.png:250,units/demons/red/fire-female.png:250\n [/frame]\n [/defend]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Inferno Demon\n name= _ \"Inferno Demon\"\n race=demon\n gender=male,female\n image=\"units/demons/red/inferno.png\"\n profile=\"portraits/demons/demon-inferno.png\"\n hitpoints=57\n movement_type=demonfoot\n movement=5\n experience=150\n level=3\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=65\n usage=archer\n [resistance]\n fire=40\n [/resistance]\n description= _ \"Aptly named, Inferno Demons embody the destructive aspect of fire to its fullest extent. Possessed of incredible natural energy, the power of these demons is so great that it seeps through their physical bodies, forming cracks in their very flesh and blood. Pure energy passively emerges from these fissures, usually taking the form of vast swaths of flame that burn all that they touch to ash - without even conscious effort from these warriors. When actively roused to battle, the Inferno Demons are an impetuous force that cannot be defended against by normal means. Most ordinary opponents have only the choices of either making a rapid retreat or charging forward to engage these demons in melee combat, where they become much easier to best.\"\n die_sound=drake-die.ogg\n [attack]\n name=claws\n description= _ \"claws\"\n icon=attacks/claws-undead.png\n type=blade\n range=melee\n damage=8\n number=2\n [/attack]\n [attack]\n name=inferno\n description= _ \"inferno\"\n type=fire\n range=ranged\n damage=12\n number=5\n icon=attacks/fireball.png\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n start_time=-400\n offset=0.0~1.0:400,1.0~0.0:225\n [frame]\n image=\"units/demons/red/inferno-melee1.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/red/inferno-melee2.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/red/inferno-melee3.png:125\"\n [/frame]\n [frame]\n image=\"units/demons/red/inferno-melee4.png:75\"\n [/frame]\n {SOUND:HIT_AND_MISS \"claws.ogg\" {SOUND_LIST:MISS} -100}\n [frame]\n image=\"units/demons/red/inferno-melee4.png:125\"\n [/frame]\n [frame]\n image=\"units/demons/red/inferno-melee5.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/red/inferno.png:10\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=inferno\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY -11 20}\n start_time=-550\n [frame]\n image=\"units/demons/red/inferno-ranged1.png:250\"\n [/frame]\n [frame]\n image=\"units/demons/red/inferno.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/red/inferno.png:50\"\n sound=fire.wav\n [/frame]\n [frame]\n image=\"units/demons/red/inferno-ranged2.png:150\"\n [/frame]\n [/attack_anim]\n [defend]\n start_time=-200\n [if]\n hits=hit\n offset=0.0~-0.05:200,-0.05~0.0:200\n\n hit_sound_start_time=-25\n [hit_sound_frame]\n sound={SOUND_LIST:DRAKE_HIT}\n [/hit_sound_frame]\n [/if]\n [else]\n hits=kill\n offset=0.0~-0.05:200,-0.05~0.0:200\n [/else]\n [else]\n hits=miss\n offset=0.0~-0.1:200,-0.1~0.0:200\n [/else]\n [frame]\n image=units/demons/red/inferno.png:1,units/demons/red/inferno-defend.png:250,units/demons/red/inferno.png:250\n [/frame]\n [/defend]\n [female]\n name= _ \"female^Inferno Demoness\"\n gender=female\n image=\"units/demons/red/inferno-female.png\"\n profile=\"portraits/demons/demon-inferno-female.png\"\n die_sound=drake-die.ogg\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n start_time=-400\n offset=0.0~1.0:400,1.0~0.0:225\n [frame]\n image=\"units/demons/red/inferno-female-melee1.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/red/inferno-female-melee2.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/red/inferno-female-melee3.png:125\"\n [/frame]\n [frame]\n image=\"units/demons/red/inferno-female-melee4.png:75\"\n [/frame]\n {SOUND:HIT_AND_MISS \"claws.ogg\" {SOUND_LIST:MISS} -100}\n [frame]\n image=\"units/demons/red/inferno-female-melee4.png:125\"\n [/frame]\n [frame]\n image=\"units/demons/red/inferno-female-melee5.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/red/inferno-female.png:10\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=inferno\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY -11 20}\n start_time=-550\n [frame]\n image=\"units/demons/red/inferno-female-ranged1.png:250\"\n [/frame]\n [frame]\n image=\"units/demons/red/inferno-female.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/red/inferno-female.png:50\"\n sound=fire.wav\n [/frame]\n [frame]\n image=\"units/demons/red/inferno-female-ranged2.png:150\"\n [/frame]\n [/attack_anim]\n [defend]\n start_time=-200\n [if]\n hits=hit\n offset=0.0~-0.05:200,-0.05~0.0:200\n\n hit_sound_start_time=-25\n [hit_sound_frame]\n sound={SOUND_LIST:DRAKE_HIT}\n [/hit_sound_frame]\n [/if]\n [else]\n hits=kill\n offset=0.0~-0.05:200,-0.05~0.0:200\n [/else]\n [else]\n hits=miss\n offset=0.0~-0.1:200,-0.1~0.0:200\n [/else]\n [frame]\n image=units/demons/red/inferno-female.png:1,units/demons/red/inferno-female-defend.png:250,units/demons/red/inferno-female.png:250\n [/frame]\n [/defend]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Red Demon\n name= _ \"Red Demon\"\n race=demon\n gender=male,female\n image=\"units/demons/red/red.png\"\n profile=\"portraits/demons/demon-red.png\"\n hitpoints=31\n movement_type=demonfoot\n movement=5\n experience=45\n level=1\n alignment=chaotic\n advances_to=Fire Demon\n cost=17\n usage=archer\n description= _ \"A cross between a Urdemon and a true Fire Demon, these so-called 'Red Demons' trade physical might for mastery of fire. The intense flame that they produce can burn straight through stone and armor, and is certainly capable of burning a human to ashes in mere moments. Prolonged use of this ability burns even their own skin, turning it to the characteristic ashen color that other demons know them by.\"\n die_sound=drake-die.ogg\n {DEFENSE_ANIM \"units/demons/red/red-defend.png\" \"units/demons/red/red.png\" {SOUND_LIST:DRAKE_HIT} }\n [resistance]\n fire=80\n [/resistance]\n [attack]\n name=claws\n description= _ \"claws\"\n icon=attacks/claws-undead.png\n type=blade\n range=melee\n damage=4\n number=2\n [/attack]\n [attack]\n name=fireball\n description= _ \"fireball\"\n type=fire\n range=ranged\n damage=9\n number=3\n icon=attacks/fireball.png\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n start_time=-450\n offset=0.0~1.0:450,1.0~0.0:250\n [frame]\n image=\"units/demons/red/red-melee1.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/red/red-melee2.png:125\"\n [/frame]\n [frame]\n image=\"units/demons/red/red-melee3.png:150\"\n [/frame]\n [frame]\n image=\"units/demons/red/red-melee4.png:75\"\n [/frame]\n {SOUND:HIT_AND_MISS \"claws.ogg\" {SOUND_LIST:MISS} -100}\n [frame]\n image=\"units/demons/red/red-melee4.png:150\"\n [/frame]\n [frame]\n image=\"units/demons/red/red-melee5.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/red/red.png:10\"\n [/frame]\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=fireball\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY -11 20}\n start_time=-400\n [frame]\n image=\"units/demons/red/red-ranged1.png:200\"\n [/frame]\n [frame]\n image=\"units/demons/red/red-ranged2.png:200\"\n sound=fire.wav\n [/frame]\n [frame]\n image=\"units/demons/red/red-ranged3.png:200\"\n [/frame]\n [/attack_anim]\n\n [female]\n name= _ \"female^Red Demoness\"\n gender=female\n image=\"units/demons/red/red-female.png\"\n profile=\"portraits/demons/demon-red-female.png\"\n die_sound=drake-die.ogg\n {DEFENSE_ANIM \"units/demons/red/red-female-defend.png\" \"units/demons/red/red-female.png\" {SOUND_LIST:DRAKE_HIT} }\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n start_time=-450\n offset=0.0~1.0:450,1.0~0.0:250\n [frame]\n image=\"units/demons/red/red-female-melee1.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/red/red-female-melee2.png:125\"\n [/frame]\n [frame]\n image=\"units/demons/red/red-female-melee3.png:150\"\n [/frame]\n [frame]\n image=\"units/demons/red/red-female-melee4.png:75\"\n [/frame]\n {SOUND:HIT_AND_MISS \"claws.ogg\" {SOUND_LIST:MISS} -100}\n [frame]\n image=\"units/demons/red/red-female-melee4.png:150\"\n [/frame]\n [frame]\n image=\"units/demons/red/red-female-melee5.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/red/red-female.png:10\"\n [/frame]\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=fireball\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY -11 20}\n start_time=-400\n [frame]\n image=\"units/demons/red/red-female-ranged1.png:200\"\n [/frame]\n [frame]\n image=\"units/demons/red/red-female-ranged2.png:200\"\n sound=fire.wav\n [/frame]\n [frame]\n image=\"units/demons/red/red-female-ranged3.png:200\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon Void Devourer\n name= _ \"Void Devourer\"\n race=demon\n gender=male\n\t{TRAIT_UNDEAD}\n image=\"units/demons/void/devourer.png\"\n hitpoints=48\n movement_type=voiddemon\n movement=5\n experience=150\n level=-3\n alignment=chaotic\n advances_to=null\n\t{AMLA_DEFAULT}\n cost=50\n usage=scout\n description= _ \"There is no information available about this class of beings at this time.\"\n {DEFENSE_ANIM \"units/demons/void/devourer.png\" \"units/demons/void/devourer.png\" {SOUND_LIST:LICH_HIT} }\n die_sound=lich-die.ogg\n [abilities]\n\t\t{ABILITY_GNS_INVISIBILITY}\n\t\t{ABILITY_DEVOUR}\n [/abilities]\n [attack]\n name=consume\n description=_\"consume\"\n icon=attacks/wail.png\n type=blade\n range=melee\n\t\t[specials]\n\t\t\t{WEAPON_SPECIAL_DRAIN}\n [/specials]\n damage=10\n number=3\n\t[/attack]\n [attack]\n name=devourer void assault\n description=_\"void assault\"\n icon=attacks/hellbent-tide.png\n type=cold\n range=ranged\n damage=0\n number=11\n\t\t[specials]\n\t\t\t{WEAPON_SPECIAL_ABEYANCE2}\n [/specials]\n\t\tattack_weight=1\n [/attack]\n\t{ABEYANCE \"devourer void assault\" 3}\n\t{ESSENCE_DEVOURING}\n [attack_anim]\n [filter_attack]\n name=consume\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n image=\"units/demons/void/devourer.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/demons/void/devourer.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=200\n image=\"units/demons/void/devourer.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=devourer void assault\n [/filter_attack]\n\n {MISSILE_FRAME_SHADOW_WAVE}\n\n start_time=-350\n [frame]\n duration=100\n image=\"units/demons/void/devourer.png\"\n sound=shaxthal-energy-prelude.ogg\n [/frame]\n [frame]\n duration=300\n image=\"units/demons/void/devourer.png\"\n sound=shaxthal-energy-fire.ogg\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon Void Shambler\n name= _ \"Void Shambler\"\n race=demon\n gender=male\n\t{TRAIT_UNDEAD}\n image=\"units/demons/void/shambler.png\"\n hitpoints=31\n movement_type=voiddemon\n movement=4\n experience=50\n level=-1\n alignment=chaotic\n advances_to=null\n\t{AMLA_DEFAULT}\n cost=15\n usage=scout\n description= _ \"There is no information available about this class of beings at this time.\"\n {DEFENSE_ANIM \"units/demons/void/shambler.png\" \"units/demons/void/shambler.png\" {SOUND_LIST:LICH_HIT} }\n die_sound=lich-die.ogg\n [abilities]\n\t\t{ABILITY_GNS_INVISIBILITY}\n [/abilities]\n [attack]\n name=claws\n description=_\"claws\"\n icon=attacks/claws-undead.png\n type=blade\n range=melee\n damage=6\n number=3\n\t[/attack]\n [attack]\n name=shambler void assault\n description=_\"void assault\"\n icon=attacks/hellbent-tide.png\n type=cold\n range=ranged\n damage=0\n number=5\n\t\t[specials]\n\t\t\t{WEAPON_SPECIAL_ABEYANCE2}\n [/specials]\n\t\tattack_weight=1\n [/attack] \n\t{ABEYANCE \"shambler void assault\" 3}\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n image=\"units/demons/void/shambler.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/demons/void/shambler.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=200\n image=\"units/demons/void/shambler.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=shambler void assault\n [/filter_attack]\n\n {MISSILE_FRAME_SHADOW_WAVE}\n\n start_time=-350\n [frame]\n duration=100\n image=\"units/demons/void/shambler.png\"\n sound=shaxthal-energy-prelude.ogg\n [/frame]\n [frame]\n duration=300\n image=\"units/demons/void/shambler.png\"\n sound=shaxthal-energy-fire.ogg\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon Void Stalker\n name= _ \"Void Stalker\"\n race=demon\n gender=female\n\t{TRAIT_UNDEAD}\n image=\"units/demons/void/stalker.png\"\n hitpoints=37\n movement_type=voiddemon\n movement=7\n experience=100\n level=-2\n alignment=chaotic\n advances_to=null\n\t{AMLA_DEFAULT}\n cost=15\n usage=scout\n description= _ \"There is no information available about this class of beings at this time.\"\n {DEFENSE_ANIM \"units/demons/void/stalker.png\" \"units/demons/void/stalker.png\" {SOUND_LIST:LICH_HIT} }\n die_sound=lich-die.ogg\n [abilities]\n\t\t{ABILITY_GNS_INVISIBILITY}\n\t\t{ABILITY_SKIRMISHER}\n [/abilities]\n [attack]\n name=claws\n description=_\"claws\"\n icon=attacks/claws-undead.png\n type=blade\n range=melee\n\t\t[specials]\n\t\t\t{WEAPON_SPECIAL_BACKSTAB}\n [/specials]\n damage=6\n number=3\n\t[/attack]\n [attack]\n name=stalker void assault\n description=_\"void assault\"\n icon=attacks/hellbent-tide.png\n type=cold\n range=ranged\n damage=0\n number=6\n\t\t[specials]\n\t\t\t{WEAPON_SPECIAL_ABEYANCE2}\n [/specials]\n\t\tattack_weight=1\n [/attack] \n\t{ABEYANCE \"stalker void assault\" 3}\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n image=\"units/demons/void/stalker.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/demons/void/stalker.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=200\n image=\"units/demons/void/stalker.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=stalker void assault\n [/filter_attack]\n\n {MISSILE_FRAME_SHADOW_WAVE}\n\n start_time=-350\n [frame]\n duration=100\n image=\"units/demons/void/stalker.png\"\n sound=shaxthal-energy-prelude.ogg\n [/frame]\n [frame]\n duration=300\n image=\"units/demons/void/stalker.png\"\n sound=shaxthal-energy-fire.ogg\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon Apparition\n name= _ \"Yuure Apparition\"\n race=demon\n gender=male,female\n image=\"units/demons/blue/apparition-male.png\"\n profile=\"portraits/demons/demon-apparition-male.png\"\n hitpoints=33\n movement_type=demonfly\n movement=7\n experience=74\n level=2\n alignment=chaotic\n advances_to=Demon Nightmare\n cost=27\n usage=scout\n [abilities]\n {ABILITY_INCORPOREAL}\n [/abilities]\n description= _ \"A demon of dreams can take on many forms - their very physical appearance can vary greatly from moment to moment, and at times, they do not even appear humanoid. Their strange resilience to physical damage is enhanced greatly, and especially in the world reams, they are nigh invulnerable to normal weaponry.\"\n die_sound=wail-long.wav\n [resistance]\n blade=40\n impact=40\n pierce=40\n cold=110\n fire=110\n arcane=120\n [/resistance]\n [attack]\n name=infest\n description= _ \"infest\"\n icon=\"attacks/wail.png\"\n type=cold\n range=melee\n [specials]\n {WEAPON_SPECIAL_POISON}\n [/specials]\n damage=7\n number=3\n [/attack]\n [attack]\n name=hallucination\n description= _ \"hallucination\"\n type=cold\n range=ranged\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n damage=3\n number=4\n icon=attacks/iceball.png\n [/attack]\n [attack]\n name=terror\n description= _ \"terror\"\n type=blade\n range=ranged\n [specials]\n {WEAPON_SPECIAL_TERROR}\n [/specials]\n damage=6\n number=4\n icon=attacks/chakram.png\n [/attack]\n {GNS_INCORPOREAL \"Demon Apparition\"}\n [attack_anim]\n [filter_attack]\n name=infest\n [/filter_attack]\n start_time=-400\n offset=0.0~-0.2:200,-0.2~1.1:200,1.1~0.0:250\n [frame]\n image=\"units/demons/blue/apparition-male-melee[1~2].png:100\"\n [/frame]\n [frame]\n image=\"units/demons/blue/apparition-male-melee3.png:50\"\n [/frame]\n [frame]\n image=\"units/demons/blue/apparition-male-melee4.png:150\"\n alpha=1~0:150\n [/frame]\n {SOUND:HIT_AND_MISS \"magic-dark-big.ogg\" \"magic-dark-big-miss.ogg\" -75}\n [frame]\n image=\"units/demons/blue/apparition-male-melee4.png:50\"\n alpha=0:50\n [/frame]\n [frame]\n image=\"units/demons/blue/apparition-male-melee[4~3].png:50\"\n alpha=0~1:100\n [/frame]\n [frame]\n image=\"units/demons/blue/apparition-male-melee1.png:100\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=hallucination\n [/filter_attack]\n {MISSILE_FRAME_ICE}\n start_time=-350\n [frame]\n image=\"units/demons/blue/apparition-male-ranged1.png:150\"\n [/frame]\n [frame]\n image=\"units/demons/blue/apparition-male-ranged2.png:100\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=terror\n [/filter_attack]\n start_time=-350\n [missile_frame]\n duration=200\n image=\"projectiles/chakram.png\"\n image_diagonal=\"projectiles/chakram.png\"\n [/missile_frame]\n {SOUND:HIT_AND_MISS throwing-knife.ogg throwing-knife-miss.ogg -150}\n [frame]\n image=\"units/demons/blue/apparition-male-ranged1.png:150\"\n [/frame]\n [frame]\n image=\"units/demons/blue/apparition-male-ranged2.png:100\"\n [/frame]\n [/attack_anim]\n [defend]\n start_time=-126\n [if]\n hits=hit\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n\n hit_sound_start_time=-25\n [hit_sound_frame]\n sound=wail.wav\n [/hit_sound_frame]\n [/if]\n [else]\n hits=kill\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n [/else]\n [else]\n hits=miss\n offset=0.0~-0.1:126,-0.1~0.0:126\n alpha=0.8~0.25:126,0.25~0.8:126\n [/else]\n [frame]\n image=units/demons/blue/apparition-male.png:1,units/demons/blue/apparition-male-melee2.png:250,units/demons/blue/apparition-male.png:1\n [/frame]\n [/defend]\n [death]\n start_time=0\n [frame]\n image=\"units/demons/blue/apparition-male-die[1~5].png:100\"\n [/frame]\n [frame]\n image=\"units/demons/blue/apparition-die[6~12].png:100\"\n alpha=1.0~0.6\n [/frame]\n [frame]\n image=\"units/demons/blue/apparition-die[13~18].png:75\"\n alpha=0.6~0.0\n [/frame]\n [frame]\n image=\"misc/blank-hex.png:10\"\n [/frame]\n [/death]\n\n [female]\n name= _ \"female^Yuure Apparition\"\n gender=female\n image=\"units/demons/blue/apparition.png\"\n profile=\"portraits/demons/demon-apparition.png\"\n die_sound=wail-long.wav\n [attack_anim]\n [filter_attack]\n name=infest\n [/filter_attack]\n start_time=-400\n offset=0.0~-0.2:200,-0.2~1.1:200,1.1~0.0:250\n [frame]\n image=\"units/demons/blue/apparition-melee[1~2].png:100\"\n [/frame]\n [frame]\n image=\"units/demons/blue/apparition-melee3.png:50\"\n [/frame]\n [frame]\n image=\"units/demons/blue/apparition-melee4.png:150\"\n alpha=1~0:150\n [/frame]\n {SOUND:HIT_AND_MISS \"magic-dark-big.ogg\" \"magic-dark-big-miss.ogg\" -75}\n [frame]\n image=\"units/demons/blue/apparition-melee4.png:50\"\n alpha=0:50\n [/frame]\n [frame]\n image=\"units/demons/blue/apparition-melee[4~3].png:50\"\n alpha=0~1:100\n [/frame]\n [frame]\n image=\"units/demons/blue/apparition-melee1.png:100\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=hallucination\n [/filter_attack]\n {MISSILE_FRAME_ICE}\n start_time=-350\n [frame]\n image=\"units/demons/blue/apparition-ranged1.png:150\"\n [/frame]\n [frame]\n image=\"units/demons/blue/apparition-ranged2.png:100\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=terror\n [/filter_attack]\n start_time=-350\n [missile_frame]\n duration=200\n image=\"projectiles/chakram.png\"\n image_diagonal=\"projectiles/chakram.png\"\n [/missile_frame]\n {SOUND:HIT_AND_MISS throwing-knife.ogg throwing-knife-miss.ogg -150}\n [frame]\n image=\"units/demons/blue/apparition-ranged1.png:150\"\n [/frame]\n [frame]\n image=\"units/demons/blue/apparition-ranged2.png:100\"\n [/frame]\n [/attack_anim]\n [defend]\n start_time=-126\n [if]\n hits=hit\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n\n hit_sound_start_time=-25\n [hit_sound_frame]\n sound=wail-sml.wav\n [/hit_sound_frame]\n [/if]\n [else]\n hits=kill\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n [/else]\n [else]\n hits=miss\n offset=0.0~-0.1:126,-0.1~0.0:126\n alpha=0.8~0.25:126,0.25~0.8:126\n [/else]\n [frame]\n image=units/demons/blue/apparition.png:1,units/demons/blue/apparition-melee2.png:250,units/demons/blue/apparition.png:1\n [/frame]\n [/defend]\n [death]\n start_time=0\n [frame]\n image=\"units/demons/blue/apparition-die[1~5].png:100\"\n [/frame]\n [frame]\n image=\"units/demons/blue/apparition-die[6~12].png:100\"\n alpha=1.0~0.6\n [/frame]\n [frame]\n image=\"units/demons/blue/apparition-die[13~18].png:75\"\n alpha=0.6~0.0\n [/frame]\n [frame]\n image=\"misc/blank-hex.png:10\"\n [/frame]\n [/death]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Blue Demon\n name= _ \"Yuure Demon\"\n race=demon\n gender=male,female\n image=\"units/demons/blue/blue-male.png\"\n profile=\"portraits/demons/demon-blue-male.png\"\n hitpoints=21\n movement_type=demonfoot\n movement=5\n experience=27\n level=1\n alignment=chaotic\n advances_to=Demon Dreamwalker,Demon Apparition\n cost=12\n usage=mixed fighter\n description= _ \"Yuure demons are commonly 'found' on Yrathid, Siaria, and occasionally Norsula, the worlds of Darkness, Ice, and Water and are commonly associated with dreams and inner thought. Their existence is somewhat of an anathema to that of regular demons, as they are inherently magical creatures rather than ones possessed of high physical prowess. In fact, most Blue Demons cannot manifest themselves in the physical world without a source of energy to anchor themselves around - their true residence is in the realm of nightmares, where their rule is nearly absolute and reality bends to their will.\"\n die_sound=wail-long.wav\n [resistance]\n blade=70\n impact=70\n pierce=70\n cold=110\n fire=110\n [/resistance]\n [movement_costs]\n deep_water=2\n shallow_water=1\n frozen=1\n [/movement_costs]\n [defense]\n deep_water=60\n shallow_water=60\n frozen=50\n [/defense]\n [attack]\n name=infest\n description= _ \"infest\"\n icon=\"attacks/wail.png\"\n type=cold\n range=melee\n [specials]\n {WEAPON_SPECIAL_POISON}\n [/specials]\n damage=3\n number=3\n [/attack]\n [attack]\n name=hallucination\n description= _ \"hallucination\"\n type=cold\n range=ranged\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n damage=3\n number=3\n icon=attacks/iceball.png\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=infest\n [/filter_attack]\n start_time=-300\n offset=0.0~1.2:300,1.5~0.0:450\n [frame]\n image=\"units/demons/blue/blue-male-melee.png:100\"\n alpha=1~0:100\n [/frame]\n [frame]\n image=\"units/demons/blue/blue-male-melee.png:200\"\n alpha=0:200\n [/frame]\n {SOUND:HIT_AND_MISS \"magic-dark-big.ogg\" \"magic-dark-big-miss.ogg\" -75}\n [frame]\n image=\"units/demons/blue/blue-male-melee.png:50\"\n alpha=0:50\n [/frame]\n [frame]\n image=\"units/demons/blue/blue-male-melee.png:400\"\n alpha=0~1:400\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=hallucination\n [/filter_attack]\n {MISSILE_FRAME_ICE}\n start_time=-350\n [frame]\n image=\"units/demons/blue/blue-male-ranged1.png:150\"\n [/frame]\n [frame]\n image=\"units/demons/blue/blue-male-ranged2.png:100\"\n [/frame]\n [/attack_anim]\n [defend]\n start_time=-126\n [if]\n hits=hit\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n\n hit_sound_start_time=-25\n [hit_sound_frame]\n sound=wail.wav\n [/hit_sound_frame]\n [/if]\n [else]\n hits=kill\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n [/else]\n [else]\n hits=miss\n offset=0.0~-0.1:126,-0.1~0.0:126\n alpha=0.8~0.25:126,0.25~0.8:126\n [/else]\n [frame]\n image=units/demons/blue/blue-male.png:1,units/demons/blue/blue-male-ranged1.png:250,units/demons/blue/blue-male.png:1\n [/frame]\n [/defend]\n [death]\n start_time=0\n [frame]\n image=\"units/demons/blue/blue-male-ranged1.png:50\"\n [/frame]\n [frame]\n image=\"units/demons/blue/blue-male-die[1~5].png:150\"\n alpha=1.0~0.5\n [/frame]\n [frame]\n image=\"units/demons/blue/blue-die[6~10].png:150\"\n alpha=0.5~0.0\n [/frame]\n [frame]\n image=\"misc/blank-hex.png:10\"\n [/frame]\n [/death]\n [female]\n name= _ \"female^Yuure Demoness\"\n gender=female\n image=\"units/demons/blue/blue.png\"\n profile=\"portraits/demons/demon-blue.png\"\n die_sound=wail-long.wav\n [defend]\n start_time=-126\n [if]\n hits=hit\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n\n hit_sound_start_time=-25\n [hit_sound_frame]\n sound=wail-sml.wav\n [/hit_sound_frame]\n [/if]\n [else]\n hits=kill\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n [/else]\n [else]\n hits=miss\n offset=0.0~-0.1:126,-0.1~0.0:126\n alpha=0.8~0.25:126,0.25~0.8:126\n [/else]\n [frame]\n image=units/demons/blue/blue.png:1,units/demons/blue/blue-ranged1.png:250,units/demons/blue/blue.png:1\n [/frame]\n [/defend]\n [death]\n start_time=0\n [frame]\n image=\"units/demons/blue/blue-ranged1.png:50\"\n [/frame]\n [frame]\n image=\"units/demons/blue/blue-die[1~5].png:150\"\n alpha=1.0~0.5\n [/frame]\n [frame]\n image=\"units/demons/blue/blue-die[6~10].png:150\"\n alpha=0.5~0.0\n [/frame]\n [frame]\n image=\"misc/blank-hex.png:10\"\n [/frame]\n [/death]\n [attack_anim]\n [filter_attack]\n name=infest\n [/filter_attack]\n offset=0.0~1.2:300,1.5~0.0:450\n start_time=-300\n [frame]\n image=\"units/demons/blue/blue-melee.png:100\"\n alpha=1~0:100\n [/frame]\n [frame]\n image=\"units/demons/blue/blue-melee.png:200\"\n alpha=0:200\n [/frame]\n {SOUND:HIT_AND_MISS \"magic-dark-big.ogg\" \"magic-dark-big-miss.ogg\" -75}\n [frame]\n image=\"units/demons/blue/blue-melee.png:50\"\n alpha=0:50\n [/frame]\n [frame]\n image=\"units/demons/blue/blue-melee.png:400\"\n alpha=0~1:400\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=hallucination\n [/filter_attack]\n [frame]\n image=\"units/demons/blue/blue-ranged1.png:150\"\n [/frame]\n [frame]\n image=\"units/demons/blue/blue-ranged2.png:100\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon Dreamwalker\n name= _ \"Yuure Dreamwalker\"\n race=demon\n gender=male,female\n image=\"units/demons/blue/dreamwalker-male.png\"\n profile=\"portraits/demons/demon-dreamwalker-male.png\"\n hitpoints=36\n movement_type=demonfoot\n movement=6\n experience=70\n level=2\n alignment=chaotic\n advances_to=Demon Dreamweaver\n cost=27\n usage=mixed fighter\n [resistance]\n blade=50\n impact=50\n pierce=50\n cold=110\n fire=110\n arcane=90\n [/resistance]\n [movement_costs]\n deep_water=2\n shallow_water=1\n frozen=1\n [/movement_costs]\n [defense]\n deep_water=60\n shallow_water=60\n frozen=50\n [/defense]\n [abilities]\n {ABILITY_ENERVATE20}\n [/abilities]\n description= _ \"Shifting between the physical world and that of dreams, those that walk the line between dimensions seem to manipulate reality itself. Dreamwalkers infect the dreams of their targets with nightmares, wearing them down through timeless sleep, where each moment becomes an eternity of illusion and surreal vision. The unrested mind grows more and more exhausted with each passing moment and eventually loses the ability to resist - all without the demon even needing to show itself.\"\n die_sound=wail-long.wav\n [attack]\n name=lacerate\n description= _ \"lacerate\"\n icon=\"attacks/claws-undead.png\"\n type=blade\n range=melee\n [specials]\n {WEAPON_SPECIAL_POISON}\n [/specials]\n damage=4\n number=4\n [/attack]\n [attack]\n name=hallucination\n description= _ \"hallucination\"\n type=cold\n range=ranged\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n damage=5\n number=4\n icon=attacks/iceball.png\n [/attack]\n [attack_anim]\n [filter_attack]\n name=lacerate\n [/filter_attack]\n start_time=-600\n offset=0.0~1.2:600,1.2~0.0:350\n [frame]\n image=\"units/demons/blue/dreamwalker-male-melee1.png:150\"\n [/frame]\n [frame]\n image=\"units/demons/blue/dreamwalker-male-melee2.png:300\"\n [/frame]\n [frame]\n image=\"units/demons/blue/dreamwalker-male-melee3.png:50\"\n [/frame]\n [frame]\n image=\"units/demons/blue/dreamwalker-male-melee4.png:100\"\n alpha=1~0:100\n [/frame]\n {SOUND:HIT_AND_MISS \"claws.ogg\" {SOUND_LIST:MISS} -100}\n [frame]\n image=\"units/demons/blue/dreamwalker-male-melee4.png:150\"\n alpha=0~1:150\n [/frame]\n [frame]\n image=\"units/demons/blue/dreamwalker-male-melee5.png:200\"\n [/frame]\n [frame]\n image=\"units/demons/blue/dreamwalker-male.png:10\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=hallucination\n [/filter_attack]\n start_time=-350\n {MISSILE_FRAME_INFERNAL_CHILL}\n [frame]\n duration=50\n image=\"units/demons/blue/dreamwalker-male-ranged1.png\"\n halo=halo/saurian-magic-halo-1.png\n [/frame]\n [frame]\n duration=60\n image=\"units/demons/blue/dreamwalker-male-ranged2.png\"\n halo=halo/saurian-magic-halo-2.png\n sound=magicmissile.wav\n [/frame]\n [frame]\n duration=70\n image=\"units/demons/blue/dreamwalker-male-ranged2.png\"\n halo=halo/saurian-magic-halo-3.png\n [/frame]\n [frame]\n duration=80\n image=\"units/demons/blue/dreamwalker-male-ranged3.png\"\n halo=halo/saurian-magic-halo-4.png\n [/frame]\n [frame]\n duration=90\n image=\"units/demons/blue/dreamwalker-male-ranged3.png\"\n halo=halo/saurian-magic-halo-5.png\n [/frame]\n [frame]\n duration=100\n image=\"units/demons/blue/dreamwalker-male-ranged2.png\"\n halo=halo/saurian-magic-halo-6.png\n [/frame]\n [frame]\n duration=100\n image=\"units/demons/blue/dreamwalker-male-ranged1.png\"\n halo=halo/saurian-magic-halo-7.png\n [/frame]\n [/attack_anim]\n [defend]\n start_time=-200\n [if]\n hits=hit\n offset=0.0~-0.05:200,-0.05~0.0:200\n alpha=0.8~0.5:200,0.5~0.8:200\n\n hit_sound_start_time=-25\n [hit_sound_frame]\n sound=wail.wav\n [/hit_sound_frame]\n [/if]\n [else]\n hits=kill\n offset=0.0~-0.05:200,-0.05~0.0:200\n alpha=0.8~0.5:200,0.5~0.8:200\n [/else]\n [else]\n hits=miss\n offset=0.0~-0.1:200,-0.1~0.0:200\n alpha=0.8~0.25:200,0.25~0.8:200\n [/else]\n [frame]\n image=units/demons/blue/dreamwalker-male.png:1,units/demons/blue/dreamwalker-male-defend.png:325,units/demons/blue/dreamwalker-male.png:1\n [/frame]\n [/defend]\n [female]\n name= _ \"female^Yuure Dreamwalker\"\n gender=female\n image=\"units/demons/blue/dreamwalker.png\"\n profile=\"portraits/demons/demon-dreamwalker.png\"\n die_sound=wail-long.wav\n [attack_anim]\n [filter_attack]\n name=lacerate\n [/filter_attack]\n start_time=-600\n offset=0.0~1.2:600,1.2~0.0:350\n [frame]\n image=\"units/demons/blue/dreamwalker-melee1.png:150\"\n [/frame]\n [frame]\n image=\"units/demons/blue/dreamwalker-melee2.png:300\"\n [/frame]\n [frame]\n image=\"units/demons/blue/dreamwalker-melee3.png:50\"\n [/frame]\n [frame]\n image=\"units/demons/blue/dreamwalker-melee4.png:100\"\n alpha=1~0:100\n [/frame]\n {SOUND:HIT_AND_MISS \"claws.ogg\" {SOUND_LIST:MISS} -100}\n [frame]\n image=\"units/demons/blue/dreamwalker-melee4.png:150\"\n alpha=0~1:150\n [/frame]\n [frame]\n image=\"units/demons/blue/dreamwalker-melee5.png:200\"\n [/frame]\n [frame]\n image=\"units/demons/blue/dreamwalker.png:10\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=hallucination\n [/filter_attack]\n [frame]\n image=\"units/demons/blue/dreamwalker-ranged1.png\"\n [/frame]\n [frame]\n image=\"units/demons/blue/dreamwalker-ranged2.png\"\n [/frame]\n [frame]\n image=\"units/demons/blue/dreamwalker-ranged2.png\"\n [/frame]\n [frame]\n image=\"units/demons/blue/dreamwalker-ranged3.png\"\n [/frame]\n [frame]\n image=\"units/demons/blue/dreamwalker-ranged3.png\"\n [/frame]\n [frame]\n image=\"units/demons/blue/dreamwalker-ranged2.png\"\n [/frame]\n [frame]\n image=\"units/demons/blue/dreamwalker-ranged1.png\"\n [/frame]\n [/attack_anim]\n [defend]\n start_time=-200\n [if]\n hits=hit\n offset=0.0~-0.05:200,-0.05~0.0:200\n alpha=0.8~0.5:200,0.5~0.8:200\n\n hit_sound_start_time=-25\n [hit_sound_frame]\n sound=wail-sml.wav\n [/hit_sound_frame]\n [/if]\n [else]\n hits=kill\n offset=0.0~-0.05:200,-0.05~0.0:200\n alpha=0.8~0.5:200,0.5~0.8:200\n [/else]\n [else]\n hits=miss\n offset=0.0~-0.1:200,-0.1~0.0:200\n alpha=0.8~0.25:200,0.25~0.8:200\n [/else]\n [frame]\n image=units/demons/blue/dreamwalker.png:1,units/demons/blue/dreamwalker-defend.png:325,units/demons/blue/dreamwalker.png:1\n [/frame]\n [/defend]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon Dreamweaver\n name= _ \"Yuure Dreamweaver\"\n race=demon\n gender=male,female\n image=\"units/demons/blue/dreamweaver-male.png\"\n profile=\"portraits/demons/demon-dreamweaver-male.png\"\n hitpoints=49\n movement_type=demonfoot\n movement=6\n experience=150\n level=3\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=47\n usage=mixed fighter\n [resistance]\n blade=40\n impact=40\n pierce=40\n cold=110\n fire=110\n arcane=80\n [/resistance]\n [movement_costs]\n deep_water=2\n shallow_water=1\n frozen=1\n [/movement_costs]\n [defense]\n deep_water=60\n shallow_water=60\n frozen=50\n [/defense]\n [abilities]\n {ABILITY_ENERVATE40}\n [/abilities]\n description= _ \"In the world of dreams, a single night stretches into timeless nightmare, where incomprehensible thought morphs into eerie hallucination over the course of countless hours. With skill and knowledge of the mind's fabric, a demon becomes able to weave the transient, bizarre thoughts of the target into violent nightmares, shaping time and reality at their own whim. Mastery of the psyche is a powerful tool, and these demons are experts at wearing down their prey from afar, proving to be effective even against those with much greater raw power than themselves.\"\n die_sound=wail-long.wav\n [attack]\n name=lacerate\n description= _ \"lacerate\"\n icon=\"attacks/wail.png\"\n type=blade\n range=melee\n [specials]\n {WEAPON_SPECIAL_POISON}\n [/specials]\n damage=6\n number=4\n [/attack]\n [attack]\n name=hallucination\n description= _ \"hallucination\"\n type=cold\n range=ranged\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n damage=7\n number=4\n icon=attacks/iceball.png\n [/attack]\n [attack_anim]\n [filter_attack]\n name=lacerate\n [/filter_attack]\n start_time=-700\n offset=0.0~1.2:700,1.2~0.0:400\n [frame]\n image=\"units/demons/blue/dreamweaver-male-ranged1.png:150\"\n [/frame]\n [frame]\n image=\"units/demons/blue/dreamweaver-male-ranged2.png:300\"\n [/frame]\n [frame]\n image=\"units/demons/blue/dreamweaver-male-melee3.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/blue/dreamweaver-male-melee4.png:150\"\n alpha=1~0:150\n [/frame]\n {SOUND:HIT_AND_MISS \"claws.ogg\" {SOUND_LIST:MISS} -100}\n [frame]\n image=\"units/demons/blue/dreamweaver-male-melee4.png:200\"\n alpha=0~1:200\n [/frame]\n [frame]\n image=\"units/demons/blue/dreamweaver-male-melee5.png:200\"\n [/frame]\n [frame]\n image=\"units/demons/blue/dreamweaver-male.png:10\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=hallucination\n [/filter_attack]\n start_time=-450\n {MISSILE_FRAME_INFERNAL_CHILL}\n [frame]\n duration=100\n image=\"units/demons/blue/dreamweaver-male-ranged1.png\"\n halo=halo/saurian-magic-halo-1.png\n [/frame]\n [frame]\n duration=80\n image=\"units/demons/blue/dreamweaver-male-ranged1.png\"\n halo=halo/saurian-magic-halo-2.png\n sound=magicmissile.wav\n [/frame]\n [frame]\n duration=80\n image=\"units/demons/blue/dreamweaver-male-ranged2.png\"\n halo=halo/saurian-magic-halo-3.png\n [/frame]\n [frame]\n duration=90\n image=\"units/demons/blue/dreamweaver-male-ranged2.png\"\n halo=halo/saurian-magic-halo-4.png\n [/frame]\n [frame]\n duration=90\n image=\"units/demons/blue/dreamweaver-male-ranged2.png\"\n halo=halo/saurian-magic-halo-5.png\n [/frame]\n [frame]\n duration=100\n image=\"units/demons/blue/dreamweaver-male-ranged2.png\"\n halo=halo/saurian-magic-halo-6.png\n [/frame]\n [frame]\n duration=100\n image=\"units/demons/blue/dreamweaver-male-ranged1.png\"\n halo=halo/saurian-magic-halo-7.png\n [/frame]\n [/attack_anim]\n [defend]\n start_time=-200\n [if]\n hits=hit\n offset=0.0~-0.05:200,-0.05~0.0:200\n alpha=0.8~0.5:200,0.5~0.8:200\n\n hit_sound_start_time=-25\n [hit_sound_frame]\n sound=wail.wav\n [/hit_sound_frame]\n [/if]\n [else]\n hits=kill\n offset=0.0~-0.05:200,-0.05~0.0:200\n alpha=0.8~0.5:200,0.5~0.8:200\n [/else]\n [else]\n hits=miss\n offset=0.0~-0.1:200,-0.1~0.0:200\n alpha=0.8~0.25:200,0.25~0.8:200\n [/else]\n [frame]\n image=units/demons/blue/dreamweaver-male.png:1,units/demons/blue/dreamweaver-male-defend.png:325,units/demons/blue/dreamweaver-male.png:1\n [/frame]\n [/defend]\n [female]\n name= _ \"female^Yuure Dreamweaver\"\n gender=female\n image=\"units/demons/blue/dreamweaver.png\"\n profile=\"portraits/demons/demon-dreamweaver.png\"\n die_sound=wail-long.wav\n [attack_anim]\n [filter_attack]\n name=lacerate\n [/filter_attack]\n start_time=-700\n offset=0.0~1.2:700,1.2~0.0:400\n [frame]\n image=\"units/demons/blue/dreamweaver-ranged1.png:150\"\n [/frame]\n [frame]\n image=\"units/demons/blue/dreamweaver-ranged2.png:300\"\n [/frame]\n [frame]\n image=\"units/demons/blue/dreamweaver-melee3.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/blue/dreamweaver-melee4.png:150\"\n alpha=1~0:150\n [/frame]\n {SOUND:HIT_AND_MISS \"claws.ogg\" {SOUND_LIST:MISS} -100}\n [frame]\n image=\"units/demons/blue/dreamweaver-melee4.png:200\"\n alpha=0~1:200\n [/frame]\n [frame]\n image=\"units/demons/blue/dreamweaver-melee5.png:200\"\n [/frame]\n [frame]\n image=\"units/demons/blue/dreamweaver.png:10\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=hallucination\n [/filter_attack]\n start_time=-450\n {MISSILE_FRAME_INFERNAL_CHILL}\n [frame]\n duration=100\n image=\"units/demons/blue/dreamweaver-ranged1.png\"\n halo=halo/saurian-magic-halo-1.png\n [/frame]\n [frame]\n duration=80\n image=\"units/demons/blue/dreamweaver-ranged1.png\"\n halo=halo/saurian-magic-halo-2.png\n sound=magicmissile.wav\n [/frame]\n [frame]\n duration=80\n image=\"units/demons/blue/dreamweaver-ranged2.png\"\n halo=halo/saurian-magic-halo-3.png\n [/frame]\n [frame]\n duration=90\n image=\"units/demons/blue/dreamweaver-ranged2.png\"\n halo=halo/saurian-magic-halo-4.png\n [/frame]\n [frame]\n duration=90\n image=\"units/demons/blue/dreamweaver-ranged2.png\"\n halo=halo/saurian-magic-halo-5.png\n [/frame]\n [frame]\n duration=100\n image=\"units/demons/blue/dreamweaver-ranged2.png\"\n halo=halo/saurian-magic-halo-6.png\n [/frame]\n [frame]\n duration=100\n image=\"units/demons/blue/dreamweaver-ranged1.png\"\n halo=halo/saurian-magic-halo-7.png\n [/frame]\n [/attack_anim]\n [defend]\n start_time=-200\n [if]\n hits=hit\n offset=0.0~-0.05:200,-0.05~0.0:200\n alpha=0.8~0.5:200,0.5~0.8:200\n\n hit_sound_start_time=-25\n [hit_sound_frame]\n sound=wail-sml.wav\n [/hit_sound_frame]\n [/if]\n [else]\n hits=kill\n offset=0.0~-0.05:200,-0.05~0.0:200\n alpha=0.8~0.5:200,0.5~0.8:200\n [/else]\n [else]\n hits=miss\n offset=0.0~-0.1:200,-0.1~0.0:200\n alpha=0.8~0.25:200,0.25~0.8:200\n [/else]\n [frame]\n image=units/demons/blue/dreamweaver.png:1,units/demons/blue/dreamweaver-defend.png:325,units/demons/blue/dreamweaver.png:1\n [/frame]\n [/defend]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon Formling\n name= _ \"Yuure Formling\"\n race=demon\n gender=female\n image=\"units/demons/blue/formling.png\"\n hitpoints=19\n movement_type=demonfly\n movement=6\n experience=41\n level=1\n alignment=chaotic\n advances_to=Demon Morphling\n cost=17\n usage=mixed fighter\n description= _ \"\"\n die_sound=wail-long.wav\n [abilities]\n {ABILITY_FAUX_VISAGE}\n [/abilities]\n [resistance]\n blade=30\n impact=30\n pierce=30\n cold=90\n fire=90\n arcane=110\n [/resistance]\n [attack]\n name=morph\n description= _ \"morph\"\n icon=\"attacks/wail.png\"\n type=arcane\n range=melee\n [specials]\n {WEAPON_SPECIAL_COUNTERSTRIKE}\n [/specials]\n damage=6\n number=3\n [/attack]\n [attack]\n name=morph_ranged\n description= _ \"morph\"\n type=arcane\n range=ranged\n [specials]\n {WEAPON_SPECIAL_COUNTERSTRIKE}\n [/specials]\n damage=6\n number=3\n icon=attacks/wail.png\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=morph\n [/filter_attack]\n start_time=-300\n offset=0.0~1.2:300,1.5~0.0:450\n [frame]\n image=\"units/demons/blue/formling.png:100\"\n alpha=1~0:100\n [/frame]\n [frame]\n image=\"units/demons/blue/formling.png:200\"\n alpha=0:200\n [/frame]\n {SOUND:HIT_AND_MISS \"magic-dark-big.ogg\" \"magic-dark-big-miss.ogg\" -75}\n [frame]\n image=\"units/demons/blue/formling.png:50\"\n alpha=0:50\n [/frame]\n [frame]\n image=\"units/demons/blue/formling.png:400\"\n alpha=0~1:400\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=morph_ranged\n [/filter_attack]\n {MISSILE_FRAME_FAERIE_FIRE}\n\t\tstart_time=-450\n {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -450}\n [frame]\n image=\"units/demons/blue/formling.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon Morphling\n name= _ \"Yuure Morphling\"\n race=demon\n gender=female\n image=\"units/demons/blue/morphling.png\"\n hitpoints=28\n movement_type=demonfly\n movement=6\n experience=95\n level=2\n alignment=chaotic\n advances_to=Demon Shardling\n cost=31\n usage=mixed fighter\n description= _ \"\"\n die_sound=wail-long.wav\n [abilities]\n {ABILITY_FAUX_VISAGE}\n [/abilities]\n [resistance]\n blade=20\n impact=20\n pierce=20\n cold=80\n fire=80\n arcane=110\n [/resistance]\n [attack]\n name=morph\n description= _ \"morph\"\n icon=\"attacks/wail.png\"\n type=arcane\n range=melee\n [specials]\n {WEAPON_SPECIAL_COUNTERSTRIKE}\n [/specials]\n damage=9\n number=3\n [/attack]\n [attack]\n name=morph_ranged\n description= _ \"morph\"\n type=arcane\n range=ranged\n [specials]\n {WEAPON_SPECIAL_COUNTERSTRIKE}\n [/specials]\n damage=9\n number=3\n icon=attacks/wail.png\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=morph\n [/filter_attack]\n start_time=-300\n offset=0.0~1.2:300,1.5~0.0:450\n [frame]\n image=\"units/demons/blue/morphling.png:100\"\n alpha=1~0:100\n [/frame]\n [frame]\n image=\"units/demons/blue/morphling.png:200\"\n alpha=0:200\n [/frame]\n {SOUND:HIT_AND_MISS \"magic-dark-big.ogg\" \"magic-dark-big-miss.ogg\" -75}\n [frame]\n image=\"units/demons/blue/morphling.png:50\"\n alpha=0:50\n [/frame]\n [frame]\n image=\"units/demons/blue/morphling.png:400\"\n alpha=0~1:400\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=morph_ranged\n [/filter_attack]\n {MISSILE_FRAME_FAERIE_FIRE}\n\t\tstart_time=-450\n {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -450}\n [frame]\n image=\"units/demons/blue/morphling.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon Nightmare\n name= _ \"Yuure Nightmare\"\n race=demon\n gender=male,female\n image=\"units/demons/blue/nightmare-male.png\"\n profile=\"portraits/demons/demon-nightmare-male.png\"\n hitpoints=46\n movement_type=demonfly\n movement=9\n experience=150\n level=3\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=51\n usage=scout\n [abilities]\n {ABILITY_INCORPOREAL}\n [/abilities]\n description= _ \"Hunters of dreams, some demons take on the form of the nightmares themselves. Rather than molding the mind from afar, these demons inject themselves into the visions of their targets, tearing it apart from within. Even those with greater power are under threat, for the inability to discern true physical hurt from imagined damage wreaks havoc on one's body, often translating the pain inflicted in a nightmare into actual, physical trauma. With a skilled enough hunter, death in the world of dreams cannot be distinguished from death in reality, and as the mind dies, so does the body.\"\n die_sound=wail-long.wav\n [resistance]\n blade=30\n impact=30\n pierce=30\n cold=110\n fire=110\n arcane=120\n [/resistance]\n [attack]\n name=infest\n description= _ \"infest\"\n icon=\"attacks/wail.png\"\n type=cold\n range=melee\n [specials]\n {WEAPON_SPECIAL_POISON}\n [/specials]\n damage=10\n number=3\n [/attack]\n [attack]\n name=hallucination\n description= _ \"hallucination\"\n type=cold\n range=ranged\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n damage=5\n number=4\n icon=attacks/iceball.png\n [/attack]\n [attack]\n name=nightmare\n description= _ \"nightmare\"\n type=blade\n range=ranged\n [specials]\n {WEAPON_SPECIAL_TERROR}\n [/specials]\n damage=7\n number=5\n icon=attacks/chakram.png\n [/attack]\n {GNS_INCORPOREAL \"Demon Nightmare\"}\n [attack_anim]\n [filter_attack]\n name=infest\n [/filter_attack]\n start_time=-600\n offset=0.0~-0.3:300,-0.3~1.2:300,1.2~0.0:250\n [frame]\n image=\"units/demons/blue/nightmare-male-melee[1~2].png:150\"\n [/frame]\n [frame]\n image=\"units/demons/blue/nightmare-male-melee3.png:50\"\n [/frame]\n [frame]\n image=\"units/demons/blue/nightmare-male-melee4.png:150\"\n alpha=1~0:200\n [/frame]\n {SOUND:HIT_AND_MISS \"magic-dark-big.ogg\" \"magic-dark-big-miss.ogg\" -75}\n [frame]\n image=\"units/demons/blue/nightmare-male-melee4.png:50\"\n alpha=0:50\n [/frame]\n [frame]\n image=\"units/demons/blue/nightmare-male-melee[4~3].png:50\"\n alpha=0~1:100\n [/frame]\n [frame]\n image=\"units/demons/blue/nightmare-male-melee1.png:100\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=hallucination\n [/filter_attack]\n {MISSILE_FRAME_ICE}\n start_time=-350\n [frame]\n image=\"units/demons/blue/nightmare-male-ranged[1~3].png:100\"\n [/frame]\n [frame]\n image=\"units/demons/blue/nightmare-male-ranged3.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/blue/nightmare-male-ranged[3~1].png:50\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=nightmare\n [/filter_attack]\n start_time=-350\n [missile_frame]\n duration=200\n image=\"projectiles/chakram.png\"\n image_diagonal=\"projectiles/chakram.png\"\n [/missile_frame]\n {SOUND:HIT_AND_MISS throwing-knife.ogg throwing-knife-miss.ogg -150}\n [frame]\n image=\"units/demons/blue/nightmare-male-ranged[1~3].png:100\"\n [/frame]\n [frame]\n image=\"units/demons/blue/nightmare-male-ranged3.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/blue/nightmare-male-ranged[3~1].png:50\"\n [/frame]\n [/attack_anim]\n [defend]\n start_time=-126\n [if]\n hits=hit\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n\n hit_sound_start_time=-25\n [hit_sound_frame]\n sound=wail.wav\n [/hit_sound_frame]\n [/if]\n [else]\n hits=kill\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n [/else]\n [else]\n hits=miss\n offset=0.0~-0.1:126,-0.1~0.0:126\n alpha=0.8~0.25:126,0.25~0.8:126\n [/else]\n [frame]\n image=units/demons/blue/nightmare-male.png:1,units/demons/blue/nightmare-male-melee2.png:250,units/demons/blue/nightmare-male.png:1\n [/frame]\n [/defend]\n\n [female]\n name= _ \"female^Yuure Nightmare\"\n gender=female\n image=\"units/demons/blue/nightmare.png\"\n profile=\"portraits/demons/demon-nightmare.png\"\n die_sound=wail-long.wav\n [attack_anim]\n [filter_attack]\n name=infest\n [/filter_attack]\n start_time=-600\n offset=0.0~-0.3:300,-0.3~1.2:300,1.2~0.0:250\n [frame]\n image=\"units/demons/blue/nightmare-melee[1~2].png:150\"\n [/frame]\n [frame]\n image=\"units/demons/blue/nightmare-melee3.png:50\"\n [/frame]\n [frame]\n image=\"units/demons/blue/nightmare-melee4.png:250\"\n alpha=1~0:200\n [/frame]\n {SOUND:HIT_AND_MISS \"magic-dark-big.ogg\" \"magic-dark-big-miss.ogg\" -75}\n [frame]\n image=\"units/demons/blue/nightmare-melee4.png:50\"\n alpha=0:50\n [/frame]\n [frame]\n image=\"units/demons/blue/nightmare-melee[4~3].png:50\"\n alpha=0~1:100\n [/frame]\n [frame]\n image=\"units/demons/blue/nightmare-melee1.png:100\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=hallucination\n [/filter_attack]\n {MISSILE_FRAME_ICE}\n start_time=-350\n [frame]\n image=\"units/demons/blue/nightmare-ranged[1~3].png:100\"\n [/frame]\n [frame]\n image=\"units/demons/blue/nightmare-ranged3.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/blue/nightmare-ranged[3~1].png:50\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=nightmare\n [/filter_attack]\n start_time=-350\n [missile_frame]\n duration=200\n image=\"projectiles/chakram.png\"\n image_diagonal=\"projectiles/chakram.png\"\n [/missile_frame]\n {SOUND:HIT_AND_MISS throwing-knife.ogg throwing-knife-miss.ogg -150}\n [frame]\n image=\"units/demons/blue/nightmare-ranged[1~3].png:100\"\n [/frame]\n [frame]\n image=\"units/demons/blue/nightmare-ranged3.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/blue/nightmare-ranged[3~1].png:50\"\n [/frame]\n [/attack_anim]\n [defend]\n start_time=-126\n [if]\n hits=hit\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n\n hit_sound_start_time=-25\n [hit_sound_frame]\n sound=wail-sml.wav\n [/hit_sound_frame]\n [/if]\n [else]\n hits=kill\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n [/else]\n [else]\n hits=miss\n offset=0.0~-0.1:126,-0.1~0.0:126\n alpha=0.8~0.25:126,0.25~0.8:126\n [/else]\n [frame]\n image=units/demons/blue/nightmare.png:1,units/demons/blue/nightmare-melee2.png:250,units/demons/blue/nightmare.png:1\n [/frame]\n [/defend]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Shadow Demon\n name= _ \"Yuure Shadow\"\n race=demon\n gender=female\n image=\"units/demons/blue/shadow.png\"\n profile=\"portraits/demons/demon-shadow.png\"\n hitpoints=33\n movement_type=demonfly\n movement=7\n experience=150\n level=3\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=53\n usage=scout\n [abilities]\n {ABILITY_INCORPOREAL}\n {ABILITY_ETHEREAL}\n [/abilities]\n description= _ \"In the dreams of mortals, there exist nightmarish creatures that appear to them with grotesque shapes of myriad form, hunting them through the darkness of the night. Then, there are those who remain hidden within the tiniest crevices of the warped realm of the mind, those who lurk at the edges of thought but disappear with any attention. They are the hidden terrors, the formless nightmares that are one with the shadows themselves, demons of darkness and terrors of the unknown.\"\n die_sound=wail-long.wav\n [resistance]\n blade=30\n impact=30\n pierce=30\n cold=70\n fire=30\n arcane=30\n [/resistance]\n [attack]\n name=tear\n description= _ \"tear\"\n icon=\"attacks/claws-undead.png\"\n type=blade\n range=melee\n [specials]\n {WEAPON_SPECIAL_BACKSTAB}\n [/specials]\n damage=7\n number=3\n [/attack]\n [attack]\n name=blackness\n description= _ \"blackness\"\n type=arcane\n range=ranged\n [specials]\n {WEAPON_SPECIAL_CHAOS}\n [/specials]\n damage=6\n number=5\n icon=attacks/noctum.png\n [/attack]\n {GNS_INCORPOREAL \"Shadow Demon\"}\n {ETHEREAL \"Shadow Demon\"}\n [attack_anim]\n [filter_attack]\n name=tear\n [/filter_attack]\n start_time=-450\n offset=0.0:250,0.0~1.2:200,1.2~0.0:350\n [frame]\n image=\"units/demons/blue/shadow-melee1.png:125\"\n [/frame]\n [frame]\n image=\"units/demons/blue/shadow-melee2.png:125\"\n [/frame]\n [frame]\n image=\"units/demons/blue/shadow-melee3.png:50\"\n [/frame]\n [frame]\n image=\"units/demons/blue/shadow-melee4.png:150\"\n alpha=1~0:100\n [/frame]\n {SOUND:HIT_AND_MISS \"claws.ogg\" {SOUND_LIST:MISS} -100}\n [frame]\n image=\"units/demons/blue/shadow-melee4.png:150\"\n alpha=0~1:150\n [/frame]\n [frame]\n image=\"units/demons/blue/shadow-melee5.png:200\"\n [/frame]\n [frame]\n image=\"units/demons/blue/shadow.png:10\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=blackness\n [/filter_attack]\n {MISSILE_FRAME_SHADOW_WAVE}\n start_time=-350\n [frame]\n image=\"units/demons/blue/shadow-ranged[1~3].png:100\"\n [/frame]\n {SOUND:HIT_AND_MISS \"magic-dark-big.ogg\" \"magic-dark-big-miss.ogg\" -75}\n [frame]\n image=\"units/demons/blue/shadow-ranged3.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/blue/shadow-ranged[3~1].png:50\"\n [/frame]\n [/attack_anim]\n [defend]\n start_time=-200\n [if]\n hits=hit\n offset=0.0~-0.05:200,-0.05~0.0:200\n alpha=0.8~0.5:200,0.5~0.8:200\n\n hit_sound_start_time=-25\n [hit_sound_frame]\n sound=wail-sml.wav\n [/hit_sound_frame]\n [/if]\n [else]\n hits=kill\n offset=0.0~-0.05:200,-0.05~0.0:200\n alpha=0.8~0.5:200,0.5~0.8:200\n [/else]\n [else]\n hits=miss\n offset=0.0~-0.1:200,-0.1~0.0:200\n alpha=0.8~0.25:200,0.25~0.8:200\n [/else]\n [frame]\n image=units/demons/blue/shadow.png:1,units/demons/blue/shadow-defend.png:325,units/demons/blue/shadow.png:1\n [/frame]\n [/defend]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon Shardling\n name= _ \"Yuure Shardling\"\n race=demon\n gender=female\n image=\"units/demons/blue/shardling.png\"\n hitpoints=41\n movement_type=demonfly\n movement=6\n experience=150\n level=3\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=31\n usage=mixed fighter\n description= _ \"\"\n die_sound=wail-long.wav\n [abilities]\n {ABILITY_FAUX_VISAGE}\n [/abilities]\n [resistance]\n blade=10\n impact=10\n pierce=10\n cold=70\n fire=70\n arcane=110\n [/resistance]\n [attack]\n name=morph\n description= _ \"morph\"\n icon=\"attacks/wail.png\"\n type=arcane\n range=melee\n [specials]\n {WEAPON_SPECIAL_COUNTERSTRIKE}\n [/specials]\n damage=12\n number=3\n [/attack]\n [attack]\n name=morph_ranged\n description= _ \"morph\"\n type=arcane\n range=ranged\n [specials]\n {WEAPON_SPECIAL_COUNTERSTRIKE}\n [/specials]\n damage=12\n number=3\n icon=attacks/wail.png\n [/attack]\n [attack]\n name=black shard\n description= _ \"black shard\"\n type=cold\n range=ranged\n [specials]\n {WEAPON_SPECIAL_CHAOS}\n [/specials]\n damage=17\n number=2\n icon=attacks/wail.png\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=morph\n [/filter_attack]\n start_time=-300\n offset=0.0~1.2:300,1.5~0.0:450\n [frame]\n image=\"units/demons/blue/shardling.png:100\"\n alpha=1~0:100\n [/frame]\n [frame]\n image=\"units/demons/blue/shardling.png:200\"\n alpha=0:200\n [/frame]\n {SOUND:HIT_AND_MISS \"magic-dark-big.ogg\" \"magic-dark-big-miss.ogg\" -75}\n [frame]\n image=\"units/demons/blue/shardling.png:50\"\n alpha=0:50\n [/frame]\n [frame]\n image=\"units/demons/blue/shardling.png:400\"\n alpha=0~1:400\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=morph_ranged\n [/filter_attack]\n {MISSILE_FRAME_FAERIE_FIRE}\n start_time=-450\n {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -450}\n [frame]\n image=\"units/demons/blue/shardling.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=black shard\n [/filter_attack]\n start_time=-300\n missile_start_time=-50\n\n [missile_frame]\n duration=200\n image=\"projectiles/darkmissile-n.png\"\n image_diagonal=\"projectiles/darkmissile-ne.png\"\n [/missile_frame]\n\n [frame]\n image=\"units/demons/blue/shardling.png\"\n halo=\"halo/undead/dark-magic-[1~6].png:50\"\n halo_x,halo_y=10,15\n [/frame]\n\n [frame]\n image=\"units/demons/blue/shardling.png:100\"\n [/frame]\n\n {SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -50}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demon Incubus\n name= _ \"Incubus\"\n race=demon\n image=\"units/demons/blue/incubus.png\"\n\tprofile=\"portraits/demons/demon-incubus.png\"\n hitpoints=67\n movement_type=demonfly\n movement=7\n experience=200\n level=4\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=110\n usage=mixed fighter\n [resistance]\n blade=30\n pierce=30\n impact=30\n cold=150\n fire=100\n arcane=100\n [/resistance]\n description= _ \"The counterpart to Succubi, Incubi represent infestations of the mind rather than that of the body. They are well versed in the psyche of mortals and demons alike, masters of manipulation and psychological torture. Incubi excel at conquering targets without physical battle, but when motivated to fight, are certainly capable of holding their own against other powerful demons as well.\"\n die_sound=wail-long.wav\n [abilities]\n {ABILITY_ETHEREAL}\n [/abilities]\n [attack]\n name=dreamwalk\n description= _ \"dreamwalk\"\n type=arcane\n range=melee\n damage=15\n number=3\n icon=attacks/wail.png\n [specials]\n {WEAPON_SPECIAL_COUNTERSTRIKE}\n [/specials]\n [/attack]\n [attack]\n name=nightmare\n description= _ \"nightmare\"\n type=blade\n range=ranged\n [specials]\n {WEAPON_SPECIAL_TERROR}\n [/specials]\n damage=10\n number=5\n icon=attacks/chakram.png\n [/attack]\n {ETHEREAL \"Demon Incubus\"}\n [attack_anim]\n [filter_attack]\n name=dreamwalk\n [/filter_attack]\n start_time=-600\n offset=0.0~-0.3:300,-0.3~1.2:300,1.0~0.0:350\n [frame]\n image=\"units/demons/blue/incubus-melee[1~2].png:150\"\n [/frame]\n [frame]\n image=\"units/demons/blue/incubus-melee3.png:75\"\n [/frame]\n [frame]\n image=\"units/demons/blue/incubus-melee4.png:225\"\n alpha=1~0:225\n [/frame]\n {SOUND:HIT_AND_MISS \"magic-dark-big.ogg\" \"magic-dark-big-miss.ogg\" -75}\n [frame]\n image=\"units/demons/blue/incubus-melee4.png:50\"\n alpha=0:50\n [/frame]\n [frame]\n image=\"units/demons/blue/incubus-melee[4~3].png:100\"\n alpha=0~1:200\n [/frame]\n [frame]\n image=\"units/demons/blue/incubus-melee1.png:75\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=nightmare\n [/filter_attack]\n start_time=-350\n [missile_frame]\n duration=200\n image=\"projectiles/chakram.png\"\n image_diagonal=\"projectiles/chakram.png\"\n [/missile_frame]\n {SOUND:HIT_AND_MISS throwing-knife.ogg throwing-knife-miss.ogg -150}\n [frame]\n image=\"units/demons/blue/incubus-ranged[1~3].png:100\"\n [/frame]\n [frame]\n image=\"units/demons/blue/incubus-ranged3.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/blue/incubus-ranged[3~1].png:50\"\n [/frame]\n [/attack_anim]\n [defend]\n start_time=-126\n [if]\n hits=hit\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n\n hit_sound_start_time=-25\n [hit_sound_frame]\n sound=wail.wav\n [/hit_sound_frame]\n [/if]\n [else]\n hits=kill\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n [/else]\n [else]\n hits=miss\n offset=0.0~-0.1:126,-0.1~0.0:126\n alpha=0.8~0.25:126,0.25~0.8:126\n [/else]\n [frame]\n image=units/demons/blue/incubus.png:1,units/demons/blue/incubus-defend.png:250,units/demons/blue/incubus.png:1\n [/frame]\n [/defend]\n\n [variation]\n variation_id=incubus1\n inherit=no\n id=Demon Incubus\n name= _ \"Incubus\"\n race=demon\n image=\"units/demons/blue/incubus.png\"\n hitpoints=83\n movement_type=demonfly\n movement=7\n experience=200\n level=4\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=110\n usage=mixed fighter\n description= _ \"The counterpart to Succubi, Incubi represent infestations of the mind rather than that of the body. They are well versed in the psyche of mortals and demons alike, masters of manipulation and psychological torture. Incubi excel at conquering targets without physical battle, but when motivated to fight, are certainly capable of holding their own against other powerful demons as well.\"\n die_sound=wail-long.wav\n [abilities]\n {ABILITY_ETHEREAL}\n [/abilities]\n [resistance]\n blade=30\n pierce=30\n impact=30\n cold=150\n fire=100\n arcane=100\n [/resistance]\n [attack]\n name=dreamwalk\n description= _ \"dreamwalk\"\n type=arcane\n range=melee\n damage=21\n number=3\n icon=attacks/wail.png\n [specials]\n {WEAPON_SPECIAL_COUNTERSTRIKE}\n [/specials]\n [/attack]\n [attack]\n name=nightmare\n description= _ \"nightmare\"\n type=blade\n range=ranged\n [specials]\n {WEAPON_SPECIAL_TERROR}\n [/specials]\n damage=15\n number=5\n icon=attacks/chakram.png\n [/attack]\n {ETHEREAL \"Demon Incubus\"}\n [attack_anim]\n [filter_attack]\n name=dreamwalk\n [/filter_attack]\n start_time=-600\n offset=0.0~-0.5:300,-0.5~1.2:300,1.0~0.0:350\n [frame]\n image=\"units/demons/blue/incubus-melee[1~2].png:150\"\n [/frame]\n [frame]\n image=\"units/demons/blue/incubus-melee3.png:75\"\n [/frame]\n [frame]\n image=\"units/demons/blue/incubus-melee4.png:250\"\n alpha=1~0:200\n [/frame]\n {SOUND:HIT_AND_MISS \"magic-dark-big.ogg\" \"magic-dark-big-miss.ogg\" -75}\n [frame]\n image=\"units/demons/blue/incubus-melee4.png:50\"\n alpha=0:50\n [/frame]\n [frame]\n image=\"units/demons/blue/incubus-melee[4~3].png:100\"\n alpha=0~1:200\n [/frame]\n [frame]\n image=\"units/demons/blue/incubus-melee1.png:75\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=nightmare\n [/filter_attack]\n start_time=-350\n [missile_frame]\n duration=200\n image=\"projectiles/chakram.png\"\n image_diagonal=\"projectiles/chakram.png\"\n [/missile_frame]\n {SOUND:HIT_AND_MISS throwing-knife.ogg throwing-knife-miss.ogg -150}\n [frame]\n image=\"units/demons/blue/incubus-ranged[1~3].png:100\"\n [/frame]\n [frame]\n image=\"units/demons/blue/incubus-ranged3.png:100\"\n [/frame]\n [frame]\n image=\"units/demons/blue/incubus-ranged[3~1].png:50\"\n [/frame]\n [/attack_anim]\n [defend]\n start_time=-126\n [if]\n hits=hit\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n\n hit_sound_start_time=-25\n [hit_sound_frame]\n sound=wail.wav\n [/hit_sound_frame]\n [/if]\n [else]\n hits=kill\n offset=0.0~-0.05:126,-0.05~0.0:126\n alpha=0.8~0.5:126,0.5~0.8:126\n [/else]\n [else]\n hits=miss\n offset=0.0~-0.1:126,-0.1~0.0:126\n alpha=0.8~0.25:126,0.25~0.8:126\n [/else]\n [frame]\n image=units/demons/blue/incubus.png:1,units/demons/blue/incubus-defend.png:250,units/demons/blue/incubus.png:1\n [/frame]\n [/defend]\n [/variation]\n[/unit_type]"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=GNS_Gate\n name= _ \"Gate\"\n race=mechanical\n image=\"misc/blank-hex.png\"\n\timage_icon=\"terrain/dark-gate-se.png\"\n ellipse=none\n hitpoints=8\n movement_type=null\n movement=1\n level=0\n alignment=neutral\n advances_to=null\n cost=1\n usage=null\n hide_help=true\n description= _ \"\"\n {DEFENSE_ANIM \"misc/blank-hex.png\" \"misc/blank-hex.png\" gate.ogg}\n die_sound=gate-fall.ogg\n [death]\n start_time=0\n [frame]\n duration,image=0,\"misc/blank-hex.png\"\n [/frame]\n [/death]\n\t[event]\n name=last breath\n first_time_only=no\n [filter]\n type=GNS_Gate\n [/filter]\n\n [remove_terrain_overlays]\n x,y=$x1,$y1\n [/remove_terrain_overlays]\n\n [redraw][/redraw]\n [/event]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Guardian of Darkness\n name= _ \"female^Guardian of Darkness\"\n race=demon\n gender=female\n image=\"units/guardians/merthiaal.png\"\n #profile=\"portraits/xiael.png\"\n hitpoints=630\n movement_type=guardian\n movement=11\n experience=450\n level=9\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=820\n usage=archer\n hide_help=true\n undead_variation=null\n description= _ \"There is no accurate information available about this class of beings at this time.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [attack]\n name=faerie touch\n description=_ \"faerie touch\"\n icon=attacks/touch-faerie.png\n type=impact\n damage=15\n number=3\n range=melee\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack]\n name=noctum\n description= _ \"noctum\"\n type=arcane\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=17\n number=6\n icon=attacks/noctum.png\n [/attack]\n\n {GUARDIAN_DEFENSE_ANIM 0 255 0 \"units/guardians/merthiaal.png\" \"units/guardians/merthiaal.png\" {SOUND_LIST:ELF_FEMALE_HIT} }\n\n [standing_anim]\n start_time=0\n direction=n,ne,se,s\n [frame]\n image=\"units/guardians/merthiaal.png:3000\"\n halo=\"halo/guardians/merthiaal-halo.png~O([60~100,100~60]%):75\"\n [/frame]\n [/standing_anim]\n\n [standing_anim]\n start_time=0\n direction=nw,sw\n [frame]\n image=\"units/guardians/merthiaal.png:3000\"\n halo=\"halo/guardians/merthiaal-halo.png~O([60~100,100~60]%):75\"\n [/frame]\n [/standing_anim]\n\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Guardian of Earth\n name= _ \"female^Guardian of Earth\"\n race=faerie\n gender=female\n image=\"units/guardians/guardian-of-earth-xiael.png\"\n image_icon=\"units/guardians/guardian-of-earth-xiael.png~CROP(32,28,72,72)\"\n profile=\"units/guardians/guardian-of-earth-xiael.png~CROP(27,28,79,71)\"\n #profile=\"portraits/xiael.png\"\n hitpoints=777\n movement_type=guardian\n movement=7\n experience=450\n level=9\n bar_offset_x,bar_offset_y=0,0\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=820\n usage=healer\n hide_help=true\n undead_variation=null\n description= _ \"There is no accurate information available about this class of beings at this time.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [attack]\n name=faerie touch\n description=_ \"faerie touch\"\n icon=attacks/touch-faerie.png\n type=impact\n damage=21\n number=3\n range=melee\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack]\n name=ensnare\n description=_ \"ensnare\"\n type=impact\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n damage=21\n number=4\n range=ranged\n icon=attacks/entangle.png\n [/attack]\n [attack]\n name=faerieborn blaze\n description= _ \"faerieborn blaze\"\n icon=attacks/arcane-rage.png\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=27\n number=5\n range=ranged\n [/attack]\n\n {GUARDIAN_DEFENSE_ANIM 0 255 0 \"units/guardians/guardian-of-earth-xiael.png\" \"units/guardians/guardian-of-earth-xiael.png\" {SOUND_LIST:ELF_FEMALE_HIT} }\n\n [standing_anim]\n start_time=0\n direction=n,ne,se,s\n [frame]\n image=\"units/guardians/guardian-of-earth-xiael.png:3000\"\n halo=\"halo/guardians/xiael-full.png~O([60~100,100~60]%):75\"\n [/frame]\n [/standing_anim]\n\n [standing_anim]\n start_time=0\n direction=nw,sw\n [frame]\n image=\"units/guardians/guardian-of-earth-xiael.png:3000\"\n halo=\"halo/guardians/xiael-full.png~O([60~100,100~60]%):75\"\n [/frame]\n [/standing_anim]\n\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Guardian of Life\n name= _ \"female^Guardian of Life\"\n race=demon\n gender=female\n image=\"units/guardians/guardian-of-life-uria.png\"\n # Fixes unit sprite alignment since we don't have a portrait yet.\n profile=\"units/guardians/guardian-of-life-uria.png~CROP(25,20,90,80)\"\n hitpoints=813\n movement_type=guardian\n movement=7\n experience=450\n level=9\n bar_offset_x,bar_offset_y=0,0\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=1180\n usage=healer\n hide_help=true\n undead_variation=null\n description= _ \"There is no information available about this class of beings at this time.\"\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n\n {DEFENSE_ANIM \"units/guardians/guardian-of-life-uria.png\" \"units/guardians/guardian-of-life-uria.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n\n [standing_anim]\n start_time=0\n direction=n,ne,se,s\n [frame]\n image=\"units/guardians/guardian-of-life-uria.png:3000\"\n halo=\"halo/guardians/uria-halo.png~O([60~100,100~60]%):75\"\n [/frame]\n [/standing_anim]\n\n [standing_anim]\n start_time=0\n direction=nw,sw\n [frame]\n image=\"units/guardians/guardian-of-life-uria.png:3000\"\n halo=\"halo/guardians/uria-halo.png~O([60~100,100~60]%):75\"\n [/frame]\n [/standing_anim]\n \n \n [attack]\n name=celestial star\n description= _ \"celestial star\"\n icon=attacks/mace-and-chain.png\n type=impact\n damage=17\n number=4\n range=melee\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack]\n name=blazing star\n description= _ \"blazing star\"\n icon=attacks/hellbent-tide.png\n type=fire\n damage=47\n number=3\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack]\n name=breath of thanatos\n description= _ \"breath of thanatos\"\n icon=attacks/breath-of-thanatos.png\n type=arcane\n damage=31\n number=5\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Armageddon Imp\n name= _ \"Armageddon Imp\"\n race=imps\n image=\"units/imps/imp-armageddon.png\"\n hitpoints=79\n movement_type=demonfoot\n movement=5\n experience=200\n level=4\n {AMLA_DEFAULT}\n alignment=chaotic\n advances_to=null\n cost=110\n usage=fighter\n description= _ \"The rumors about Imps big as a tree have been, unfortunately, confirmed. Never seen before, the Imps of Armageddon are the masterminds of Chaos, and albeit usually hidden at safe distance from the battlefield, they sometimes decide to charge themselves against the unwary enemies, who are nothing but dirt compared to these gigantic beasts. That, and their unnatural strength and endurance, is why their are feared, not only by the opponents of the Chaos Empire, but also by lesser imps and most demons of the same band.\n\nIf you ever get to face one of these colossal brutes, escape as soon as possible from the battlefield or be known to you that death is certain to arrive.\"\n die_sound={SOUND_LIST:IMP_DIE}\n [resistance]\n blade=80\n impact=80\n fire=70\n [/resistance]\n {DEFENSE_ANIM \"units/imps/imp-armageddon.png\" \"units/imps/imp-armageddon.png\" {SOUND_LIST:IMP_HIT} }\n [attack]\n name=blade of doom\n description=_\"blade of doom\"\n icon=attacks/baneblade.png\n type=blade\n range=melee\n damage=11\n number=4\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n [/attack]\n [attack]\n name=slime\n description=_\"slime spit\"\n icon=attacks/slime-thrown.png\n type=pierce\n range=ranged\n damage=8\n number=3\n [specials]\n {WEAPON_SPECIAL_POISON}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=blade of doom\n [/filter_attack]\n start_time=-225\n [frame]\n duration=125\n image=\"units/imps/imp-armageddon.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/imps/imp-armageddon.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/imps/imp-armageddon.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/imps/imp-armageddon.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=slime\n [/filter_attack]\n start_time=-180\n [missile_frame]\n begin=-150\n end=0\n image=\"projectiles/slime-glob.png\"\n image_diagonal=\"projectiles/slime-glob.png\"\n [/missile_frame]\n [if]\n hits=yes\n [frame]\n duration=80\n image=\"units/imps/imp-armageddon.png\"\n sound=squishy-strike.wav\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=80\n image=\"units/imps/imp-armageddon.png\"\n sound=squishy-miss.wav\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/imps/imp-armageddon.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Blood Imp\n name= _ \"Blood Imp\"\n race=imps\n image=\"units/imps/imp-blood.png\"\n hitpoints=44\n movement_type=demonfoot\n movement=5\n experience=70\n level=2\n alignment=chaotic\n advances_to=Gutwrencher Imp\n cost=30\n usage=fighter\n description= _ \"Some Imps grow stronger, bigger and more violent. That leads people to call them \u2018Blood\u2019 Imps. They can even be a menace to an lonely experienced fighter if he or she is alone.\"\n die_sound={SOUND_LIST:IMP_DIE}\n [resistance]\n fire=90\n [/resistance]\n {DEFENSE_ANIM \"units/imps/imp-blood.png\" \"units/imps/imp-blood.png\" {SOUND_LIST:IMP_HIT} }\n [attack]\n name=claws\n description=_ \"claws\"\n icon=attacks/claws-undead.png\n type=blade\n range=melee\n damage=6\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n start_time=-125\n [if]\n hits=yes\n [frame]\n duration=75\n image=\"units/imps/imp-blood.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=75\n image=\"units/imps/imp-blood.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=150\n image=\"units/imps/imp-blood.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Gutwrencher Imp\n name= _ \"Gutwrencher Imp\"\n race=imps\n image=\"units/imps/imp-gutwrencher.png\"\n hitpoints=58\n movement_type=demonfoot\n movement=5\n experience=220\n level=3\n alignment=chaotic\n advances_to=Armageddon Imp\n cost=57\n usage=fighter\n description= _ \"It is not usual for an Imp to grow much above the size they had when born, nor to acquire intellect, in any sense. However, the unusual happens, and then it is possible for some of them to grow stronger and smarter in their attacks, to the point that they, instead of being cannon-fodder or suicidal attack force of demons, get to lead small groups of them, not having any armor or weapons other than their natural toughness and brute strength. As they delight in tearing their prey to pieces, they have been titled the \u2018Gutwrenchers\u2019 by those who have survived the horrendous event.\n\nWith time, they have developed a new dreadful attack weapon: acid slime, which can melt a human, or even orc, in matter of seconds. They spit it towards they victim, wait until it has consumed most of its body, and then finish the job swallowing the remaining flesh and bones. Worse than worse, they can now drain vital energy from their victims at close contact.\n\nFortunately, abominations such as these are rarely seen in greater numbers. It is also said that there are Imps bigger than a full-grown Troll, but the rumors have not been confirmed... yet.\"\n die_sound={SOUND_LIST:IMP_DIE}\n [resistance]\n blade=90\n fire=80\n [/resistance]\n {DEFENSE_ANIM \"units/imps/imp-gutwrencher.png\" \"units/imps/imp-gutwrencher.png\" {SOUND_LIST:IMP_HIT} }\n [attack]\n name=claws\n description=_ \"claws\"\n icon=attacks/claws-undead.png\n type=blade\n range=melee\n damage=9\n number=4\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n [/attack]\n [attack]\n name=slime\n description=_\"slime spit\"\n icon=attacks/slime-thrown.png\n type=pierce\n range=ranged\n damage=6\n number=3\n [specials]\n {WEAPON_SPECIAL_POISON}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n start_time=-125\n [if]\n hits=yes\n [frame]\n duration=75\n image=\"units/imps/imp-gutwrencher.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=75\n image=\"units/imps/imp-gutwrencher.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=150\n image=\"units/imps/imp-gutwrencher.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=slime\n [/filter_attack]\n start_time=-180\n {MISSILE_FRAME_SLIME}\n [if]\n hits=yes\n [frame]\n duration=80\n image=\"units/imps/imp-gutwrencher.png\"\n sound=squishy-strike.wav\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=80\n image=\"units/imps/imp-gutwrencher.png\"\n sound=squishy-miss.wav\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/imps/imp-gutwrencher.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Imp\n name= _ \"Imp\"\n race=imps\n image=\"units/imps/imp.png\"\n hitpoints=31\n movement_type=impfoot\n movement=5\n experience=50\n level=1\n alignment=chaotic\n advances_to=Blood Imp\n cost=18\n usage=fighter\n description= _ \"Frequently considered lesser relatives of demons, the Imps are often underestimated due to their small size and lack of intellect. It is noteworthy, however, that a swarm of them is not a threat to ignore, even for an experienced soldier. They are mainly used by demonic attack forces as cannon-fodder to distract the enemy while the battle lords prepare the actual strike. However, it is rumored that some of these imps have grown bigger and stronger, enough to be a real strike force by themselves, which automatically promotes them to a higher level in the military ranks of Chaos.\"\n die_sound={SOUND_LIST:IMP_DIE}\n {DEFENSE_ANIM \"units/imps/imp.png\" \"units/imps/imp.png\" {SOUND_LIST:IMP_HIT} }\n [attack]\n name=claws\n description=_ \"claws\"\n icon=attacks/claws-undead.png\n type=blade\n range=melee\n damage=5\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n start_time=-125\n [if]\n hits=yes\n [frame]\n duration=75\n image=\"units/imps/imp.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=75\n image=\"units/imps/imp.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=150\n image=\"units/imps/imp.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Minor Imp\n name= _ \"Minor Imp\"\n race=imps\n image=\"units/imps/imp-minor.png\"\n hitpoints=19\n movement_type=impfoot\n movement=5\n experience=35\n level=0\n alignment=chaotic\n advances_to=Imp\n cost=6\n usage=fighter\n description= _ \"The recently born hatchlings of imps are called \u2018minor\u2019 by their enemies. Although they are rarely little more than a lesser annoyance in most situations, with time and proper raising, they can turn into real enemies, the medium-sized Imps.\"\n die_sound={SOUND_LIST:IMP_DIE}\n [resistance]\n impact=120\n [/resistance]\n {DEFENSE_ANIM \"units/imps/imp-minor.png\" \"units/imps/imp-minor.png\" {SOUND_LIST:IMP_HIT} }\n [attack]\n name=claws\n description=_ \"claws\"\n icon=attacks/claws-undead.png\n type=blade\n range=melee\n damage=4\n number=2\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n start_time=-125\n [if]\n hits=yes\n [frame]\n duration=75\n image=\"units/imps/imp-minor.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=75\n image=\"units/imps/imp-minor.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=150\n image=\"units/imps/imp-minor.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Serpent Messenger\n name= _ \"Serpent Messenger\"\n race=imps\n image=\"units/imps/serpent-messenger.png\"\n image_icon=\"units/imps/serpent-messenger.png~SCALE(72,72)\"\n hitpoints=63\n movement_type=demonfly\n movement=6\n experience=150\n {AMLA_DEFAULT}\n level=3\n alignment=chaotic\n advances_to=null\n cost=56\n usage=scout\n [abilities]\n {ABILITY_TERROR_LEVEL_3}\n [/abilities]\n description= _ \"Legend tells of the mighty serpent god who defied Uria and was shortly defeated by her. In order to set an example for other demon lords who could consider defying or betraying her, his soul was sealed into stone. His followers\u2014once worshipers of the power of light\u2014were turned to the darkness and changed into wretched creatures charged with the mission of spreading fear and panic to dishearten her victims.\n\nRegardless of the veracity of their origins, they can be quite effective against lesser creatures and the weak-willed, whereas brave and experienced warriors find them to be little more than a nuisance on the battlefield.\"\n die_sound=drake-die.ogg\n {DEFENSE_ANIM \"units/imps/serpent-messenger.png\" \"units/imps/serpent-messenger.png\" {SOUND_LIST:DRAKE_HIT} }\n [attack]\n name=fangs\n description=_ \"fangs\"\n icon=attacks/fangs-animal.png\n type=blade\n range=melee\n damage=10\n number=3\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=fangs\n [/filter_attack]\n [frame]\n begin=-350\n end=-250\n image=\"units/imps/serpent-messenger.png\"\n [/frame]\n [frame]\n begin=-250\n end=-100\n image=\"units/imps/serpent-messenger.png\"\n [/frame]\n [if]\n hits=no\n [frame]\n begin=-100\n end=-50\n image=\"units/imps/serpent-messenger.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n begin=-100\n end=-50\n image=\"units/imps/serpent-messenger.png\"\n sound=bite.ogg\n [/frame]\n [/else]\n [frame]\n begin=-50\n end=200\n image=\"units/imps/serpent-messenger.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-After_the_Storm\n\n[unit_type]\n id=Valdemon Basher\n name= _ \"Valdemon Basher\"\n race=imps\n image=\"units/imps/valdemon-basher.png\"\n hitpoints=52\n movement_type=valdemonfoot\n movement=5\n experience=100\n {AMLA_DEFAULT}\n level=2\n alignment=chaotic\n advances_to=null\n cost=34\n usage=fighter\n [abilities]\n {ABILITY_STEADFAST}\n [/abilities]\n description= _ \"While these behemoths\u2014native to the shores of Inferno\u2014are remarkably dumb, they are quite skilled at using their heads\u2014literally\u2014to knock their opponents out of the way, allowing their smarter allies to trespass their defenses.\"\n die_sound=yeti-die.ogg\n {DEFENSE_ANIM \"units/imps/valdemon-basher.png\" \"units/imps/valdemon-basher.png\" yeti-hit.ogg }\n [attack]\n name=ram\n description=_ \"ram\"\n icon=attacks/ram.png\n type=impact\n range=melee\n damage=11\n number=2\n [/attack]\n [attack]\n name=claws\n description=_ \"claws\"\n icon=attacks/claws-animal.png\n type=blade\n range=melee\n damage=8\n number=3\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=ram\n [/filter_attack]\n start_time=-300\n [frame]\n duration=225\n image=\"units/imps/valdemon-basher.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/imps/valdemon-basher.png\"\n sound=mace.wav\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/imps/valdemon-basher.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=300\n image=\"units/imps/valdemon-basher.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n start_time=-250\n [frame]\n duration=125\n image=\"units/imps/valdemon-basher.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=75\n image=\"units/imps/valdemon-basher.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=75\n image=\"units/imps/valdemon-basher.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=250\n image=\"units/imps/valdemon-basher.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Chaos Hound\n name= _ \"Rabid Hound\"\n race=monster\n image=\"units/monsters/hound.png\"\n hitpoints=22\n movement_type=houndfoot\n movement=7\n experience=40\n level=1\n alignment=chaotic\n advances_to=Demonic Hound\n cost=20\n usage=fighter\n undead_variation=saurian\n description= _ \"Quite fragile in combat, the Hounds of Chaos are directly affected by the magic of the chaos magi, resulting in them listening and obeying every command of their masters. The results are mindless effective assassins. Though they are easily taken care of by a tougher adversary, their nimble bodies allow them to penetrate far into enemy lines and severely damage their support units.\"\n die_sound={SOUND_LIST:WOLF_DIE}\n {DEFENSE_ANIM \"units/monsters/hound-defend.png\" \"units/monsters/hound.png\" {SOUND_LIST:WOLF_HIT} }\n [attack]\n name=fangs\n description= _ \"fangs\"\n icon=attacks/fangs-animal.png\n type=blade\n range=melee\n [specials]\n {WEAPON_SPECIAL_BERSERK}\n [/specials]\n damage=5\n number=2\n [/attack]\n [attack_anim]\n [filter_attack]\n name=fangs\n [/filter_attack]\n offset=0.0~-0.1:100,-0.1~0.0:50,0.0~0.3:50,0.3~0.5:100,0.5~0.6:50,0.6~0.4:100,0.4~0.2:50,0.2~0.0:100\n [frame]\n begin=-350\n end=-100\n image=\"units/monsters/hound-attack1.png\"\n sound={SOUND_LIST:WOLF_GROWL}\n [/frame]\n [if]\n hits=no\n [frame]\n begin=-100\n end=0\n image=\"units/monsters/hound-attack2.png\"\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n begin=-100\n end=0\n image=\"units/monsters/hound-attack2.png\"\n sound=bite.ogg\n [/frame]\n [/else]\n [frame]\n begin=0\n end=250\n image=\"units/monsters/hound-attack1.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Demonic Hound\n name= _ \"Demonic Hound\"\n race=monster\n image=\"units/monsters/rabid-hound.png\"\n [movement_anim]\n [frame]\n begin=0\n end=150\n image=\"units/monsters/rabid-hound-attack2.png\"\n [/frame]\n [/movement_anim]\n hitpoints=35\n movement_type=houndfoot\n movement=7\n experience=70\n level=2\n alignment=chaotic\n advances_to=Hellhound\n cost=40\n usage=fighter\n undead_variation=saurian\n description= _ \"Hounds who serve the power of Chaos are slowly consumed by its essence, just like their human masters and comrades. Aside from the involved removal of their souls and the increased bodily strength, demonic hounds acquire a more developed intellect, which turns them into more perilous foes who will not stop at anything but the accomplishment of their purpose and desire of bloodbath.\"\n die_sound={SOUND_LIST:WOLF_DIE}\n {DEFENSE_ANIM \"units/monsters/rabid-hound-defend.png\" \"units/monsters/rabid-hound.png\" {SOUND_LIST:WOLF_HIT} }\n [attack]\n name=fangs\n description= _ \"fangs\"\n icon=attacks/fangs-animal.png\n type=blade\n range=melee\n [specials]\n {WEAPON_SPECIAL_BERSERK}\n [/specials]\n damage=6\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=fangs\n [/filter_attack]\n offset=0.0~-0.1:100,-0.1~0.0:50,0.0~0.3:50,0.3~0.5:100,0.5~0.6:50,0.6~0.4:100,0.4~0.2:50,0.2~0.0:100\n [frame]\n begin=-350\n end=-100\n image=\"units/monsters/rabid-hound-attack1.png\"\n sound={SOUND_LIST:WOLF_GROWL}\n [/frame]\n [if]\n hits=no\n [frame]\n begin=-100\n end=0\n image=\"units/monsters/rabid-hound-attack2.png\"\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n begin=-100\n end=0\n image=\"units/monsters/rabid-hound-attack2.png\"\n sound=bite.ogg\n [/frame]\n [/else]\n [frame]\n begin=0\n end=250\n image=\"units/monsters/rabid-hound-attack1.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n[unit_type]\n id=Hellhound\n name= _ \"Hellhound\"\n race=monster\n image=\"units/monsters/hellhound.png\"\n [movement_anim]\n [frame]\n begin=0\n end=150\n image=\"units/monsters/hellhound.png\"\n [/frame]\n [/movement_anim]\n hitpoints=47\n movement_type=houndfoot\n movement=7\n experience=150\n level=3\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=74\n usage=fighter\n undead_variation=saurian\n description= _ \"These creatures are no longer the loyal companions of demonic assault parties. They turn into their leaders by the dread they inspire into other followers of Chaos, and the intelligence they have developed as heartless half-demons. Because it is not common for these hounds to acquire enough experience to evolve this further, as their frantic attacks usually harms them to death. Thus, at this point they are respected and treated as heroes by their comrades.\"\n die_sound={SOUND_LIST:WOLF_DIE}\n {DEFENSE_ANIM \"units/monsters/hellhound.png\" \"units/monsters/hellhound.png\" {SOUND_LIST:WOLF_HIT} }\n [attack]\n name=fangs\n description= _ \"fangs\"\n icon=attacks/fangs-animal.png\n type=blade\n range=melee\n [specials]\n {WEAPON_SPECIAL_BERSERK}\n [/specials]\n damage=8\n number=4\n [/attack]\n [attack_anim]\n [filter_attack]\n name=fangs\n [/filter_attack]\n offset=0.0~-0.1:100,-0.1~0.0:50,0.0~0.3:50,0.3~0.5:100,0.5~0.6:50,0.6~0.4:100,0.4~0.2:50,0.2~0.0:100\n [frame]\n begin=-350\n end=-100\n image=\"units/monsters/hellhound.png\"\n sound={SOUND_LIST:WOLF_GROWL}\n [/frame]\n [if]\n hits=no\n [frame]\n begin=-100\n end=0\n image=\"units/monsters/hellhound.png\"\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n begin=-100\n end=0\n image=\"units/monsters/hellhound.png\"\n sound=bite.ogg\n [/frame]\n [/else]\n [frame]\n begin=0\n end=250\n image=\"units/monsters/hellhound.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Genesis\n\n#define MISSILE_FRAME_INFERNAL_CHILL\n [missile_frame]\n begin=-150\n end=0\n image=\"projectiles/whitemissile-n.png\"\n image_diagonal=\"projectiles/whitemissile-ne.png\"\n [/missile_frame]\n#enddef\n\n#define MISSILE_FRAME_SLIME\n [missile_frame]\n begin=-150\n end=0\n image=\"projectiles/slime-glob.png\"\n image_diagonal=\"projectiles/slime-glob.png\"\n [/missile_frame]\n#enddef\n\n#define MELEE_FRAME_FIRE_AURA _MELEE_FRAME _BASE_FRAME\n start_time=-150\n [if]\n hits=no\n [frame]\n duration=50\n image={_BASE_FRAME}\n [/frame]\n [frame]\n duration=200\n image={_MELEE_FRAME}\n sound={SOUND_LIST:MISS}\n [/frame]\n [frame]\n duration=200\n image={_BASE_FRAME}\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n duration=50\n halo=projectiles/fire-burst-small-1.png\n image={_BASE_FRAME}\n sound=fire.wav\n [/frame]\n [frame]\n halo=\"projectiles/fire-burst-small-[1~4].png:50\"\n image={_MELEE_FRAME}\n [/frame]\n [frame]\n halo=\"projectiles/fire-burst-small-[5~8].png:50\"\n image={_BASE_FRAME}\n [/frame]\n [/else]\n#enddef\n\n#define BURST_FRAME_FAERIE_MYSTIC_FIRE\n burst_start_time=0\n burst_offset=0.8~1.0\n\n [burst_frame][/burst_frame]\n [burst_frame]\n image=\"projectiles/fire-burst-small-[1~8].png:75\"\n [/burst_frame]\n#enddef\n\n#define MISSILE_FRAME_FAERIE_MYSTIC_FIRE\n specialfx_auto_vflip=false\n specialfx_start_time=-331\n\n [specialfx_frame]\n halo=\"halo/saurian-magic-halo-[1~7].png:50\"\n [/specialfx_frame]\n\n {MISSILE_FRAME_FIRE_BREATH 12,-39 12,19 25,-26 27,19}\n#enddef\n\n#define FLAME_BLAST_FRAME _NUM _START_TIME _X _Y\n flame_blast_{_NUM}_start_time={_START_TIME}\n flame_blast_{_NUM}_auto_vflip=no\n flame_blast_{_NUM}_offset=1.0\n [flame_blast_{_NUM}_frame]\n halo=\"halo/flame-burst-[1~8].png:50\"\n halo_x={_X}\n halo_y={_Y}\n [/flame_blast_{_NUM}_frame]\n#enddef\n\n#define FLAME_BLAST_ANIMATION\n offset=0.0\n\n flame_sound_start_time=-400\n [flame_sound_frame]\n duration=100\n sound=fire.wav\n [/flame_sound_frame]\n\n {FLAME_BLAST_FRAME 1 -400 -22 0}\n\n {FLAME_BLAST_FRAME 2 -350 -14 9}\n\n {FLAME_BLAST_FRAME 3 -300 0 12}\n\n {FLAME_BLAST_FRAME 4 -250 14 9}\n\n {FLAME_BLAST_FRAME 5 -200 22 0}\n#enddef\n\n#define FLAME_BLAST_AFFECTS_SELF\n flame_blast_1_offset=0.0\n flame_blast_2_offset=0.0\n flame_blast_3_offset=0.0\n flame_blast_4_offset=0.0\n flame_blast_5_offset=0.0\n#enddef\n\n#define NOCTUM_BEAM_ANIMATION\n offset=0.0\n\n beam_auto_vflip=no\n beam_start_time=-400\n beam_offset=1.0\n beam_halo_y=20\n\n beam_halo_mod=\"~O(0.8)\"\n\n [beam_frame]\n halo=\"halo/darkness-beam-[1~7,6~1].png:[30*6,130,70*6]\"\n [/beam_frame]\n#enddef\n\n#define NOCTUM_FIRE_ANIMATION\n {FLAME_BLAST_ANIMATION}\n\n flame_blast_1_halo_mod=\"~B(120)\"\n flame_blast_2_halo_mod=\"~B(120)\"\n flame_blast_3_halo_mod=\"~B(120)\"\n flame_blast_4_halo_mod=\"~B(120)\"\n flame_blast_5_halo_mod=\"~B(120)\"\n#enddef\n\n#define NOCTUM_BOLT_ANIMATION _N1 _N2\n bolt1_auto_vflip=no\n bolt1_start_time=-175\n bolt1_offset=1.0\n bolt1_halo_y=-125\n bolt1_halo_mod=\"~R(120)\"\n\n [bolt1_frame]\n halo=\"halo/lightning-bolt-\"+{_N1}+\"-3.png:100,halo/lightning-bolt-\"+{_N1}+\"-4.png:100\"\n [/bolt1_frame]\n\n bolt2_auto_vflip=no\n bolt2_start_time=-100\n bolt2_offset=1.0\n bolt2_halo_y=-125\n bolt2_halo_mod=\"~R(120)\"\n\n [bolt2_frame]\n halo=\"halo/lightning-bolt-\"+{_N2}+\"-4.png:100,halo/lightning-bolt-\"+{_N2}+\"-4.png~O(0.5):100\"\n [/bolt2_frame]\n\n {SOUND:HIT_AND_MISS lightning.ogg lightning-miss.ogg -175}\n#enddef\n\n#define BLOOD_BOLT_ANIMATION _N1 _N2\n {NOCTUM_BOLT_ANIMATION ({_N1}) ({_N2})}\n\n #bolt1_halo_mod=\"~CS(120,-64,-64)\" purple\n #bolt2_halo_mod=\"~CS(120,-64,-64)\" purple\n\n bolt1_halo_mod=\"~CS(255,-32,-32)\"\n bolt2_halo_mod=\"~CS(255,-32,-32)\"\n#enddef\n\n#define GUARDIAN_DEFENSE_ANIM R G B REACTION_IMAGE BASE_IMAGE HIT_SOUND\n [defend]\n start_time=-175\n [frame]\n duration=25\n image={BASE_IMAGE}\n halo=\"halo/guardian-defense-halo.png\"\n halo_mod=\"~CS({R},{G},{B})~O(0.2)\"\n [/frame]\n [frame]\n duration=25\n image={BASE_IMAGE}\n halo=\"halo/guardian-defense-halo.png\"\n halo_mod=\"~CS({R},{G},{B})~O(0.4)\"\n [/frame]\n [frame]\n duration=50\n image={REACTION_IMAGE}\n halo=\"halo/guardian-defense-halo.png\"\n halo_mod=\"~CS({R},{G},{B})~O(0.6)\"\n [/frame]\n [frame]\n duration=50\n image={REACTION_IMAGE}\n halo=\"halo/guardian-defense-halo.png\"\n halo_mod=\"~CS({R},{G},{B})~O(0.8)\"\n [/frame]\n [if]\n hits=hit\n [frame]\n duration=100\n image={REACTION_IMAGE}\n sound={HIT_SOUND}\n halo=\"halo/guardian-defense-halo.png\"\n halo_mod=\"~CS({R},{G},{B})\"\n [/frame]\n [/if]\n [else]\n hits=miss,kill\n [frame]\n duration=100\n image={REACTION_IMAGE}\n halo=\"halo/guardian-defense-halo.png\"\n halo_mod=\"~CS({R},{G},{B})\"\n [/frame]\n [/else]\n [frame]\n duration=50\n image={REACTION_IMAGE}\n halo=\"halo/guardian-defense-halo.png\"\n halo_mod=\"~CS({R},{G},{B})~O(0.8)\"\n [/frame]\n [frame]\n duration=25\n image={BASE_IMAGE}\n halo=\"halo/guardian-defense-halo.png\"\n halo_mod=\"~CS({R},{G},{B})~O(0.6)\"\n [/frame]\n [frame]\n duration=25\n image={BASE_IMAGE}\n halo=\"halo/guardian-defense-halo.png\"\n halo_mod=\"~CS({R},{G},{B})~O(0.4)\"\n [/frame]\n [frame]\n duration=25\n image={BASE_IMAGE}\n halo=\"halo/guardian-defense-halo.png\"\n halo_mod=\"~CS({R},{G},{B})~O(0.2)\"\n [/frame]\n [/defend]\n#enddef\n"} {"text": "#textdomain wesnoth-Genesis\n\n#define ABILITY_FAUX_VISAGE\n [dummy]\n id=faux_visage\n name= _ \"faux visage\"\n description= _\"This unit sometimes takes on the form of a different unit.\"\n [/dummy]\n#enddef\n\n#define WEAPON_SPECIAL_OBLIVION\n [dummy]\n id=abeyance\n name= _ \"oblivion\"\n name_inactive= _ \"oblivion\"\n description= _ \"This attack will deal 10 bonus damage that ignores all resists.\"\n description_inactive= _ \"This attack will deal 10 bonus damage that ignores all resists.\"\n [/dummy]\n#enddef\n\n#define ABILITY_GNS_INVISIBILITY\n [hides]\n id=invisibility\n name= _ \"invisibility\"\n female_name= _ \"invisibility\"\n description= _ \"The unit is invisible.\n\nEnemy units cannot see this unit, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement.\"\n name_inactive= _ \"invisibility\"\n female_name_inactive= _ \"female^invisibility\"\n description_inactive= _ \"The unit is invisible.\n\nEnemy units cannot see this unit, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement.\"\n affect_self=yes\n [/hides]\n#enddef\n\n#define WEAPON_SPECIAL_ABEYANCE2\n [dummy]\n id=abeyance\n name= _ \"abeyance\"\n name_inactive= _ \"abeyance\"\n description= _ \"This attack does 3 damage that ignores all resists.\"\n description_inactive= _ \"This attack does 3 damage that ignores all resists.\"\n [/dummy]\n#enddef\n\n#define WEAPON_SPECIAL_ABYSS\n [dummy]\n id=abeyance\n name= _ \"abyss\"\n name_inactive= _ \"abyss\"\n description= _ \"This attack will deal 15 bonus damage that ignores all resists.\"\n description_inactive= _ \"This attack will deal 15 bonus damage that ignores all resists.\"\n [/dummy]\n#enddef\n\n#define ABILITY_TERROR_LEVEL_2\n [leadership]\n id=terror\n value=-45\n cumulative=no\n name= _ \"terror\"\n description= _ \"This unit can frighten enemy units that are next to it, making them fight worse.\n\nAdjacent enemy units of the same or lower level will do less damage in battle. When an enemy unit of the same or lower level is adjacent and engages in combat, its attacks do 15% less damage times the difference in their levels + 15%.\"\n affect_self=no\n affect_allies=no\n affect_enemies=yes\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [filter]\n level=0\n [/filter]\n [/affect_adjacent]\n [/leadership]\n [leadership]\n id=terror\n value=-30\n cumulative=no\n affect_self=no\n affect_allies=no\n affect_enemies=yes\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [filter]\n level=1\n [/filter]\n [/affect_adjacent]\n [/leadership]\n [leadership]\n id=terror\n value=-15\n cumulative=no\n affect_self=no\n affect_allies=no\n affect_enemies=yes\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [filter]\n level=2\n [/filter]\n [/affect_adjacent]\n [/leadership]\n#enddef\n\n#define ABILITY_TERROR_LEVEL_3\n [leadership]\n id=terror\n value=-60\n cumulative=no\n name= _ \"terror\"\n description= _ \"This unit can frighten enemy units that are next to it, making them fight worse.\n\nAdjacent enemy units of the same or lower level will do less damage in battle. When an enemy unit of the same or lower level is adjacent and engages in combat, its attacks do 15% less damage times the difference in their levels + 15%.\"\n affect_self=no\n affect_allies=no\n affect_enemies=yes\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [filter]\n level=0\n [/filter]\n [/affect_adjacent]\n [/leadership]\n [leadership]\n id=terror\n value=-45\n cumulative=no\n affect_self=no\n affect_allies=no\n affect_enemies=yes\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [filter]\n level=1\n [/filter]\n [/affect_adjacent]\n [/leadership]\n [leadership]\n id=terror\n value=-30\n cumulative=no\n affect_self=no\n affect_allies=no\n affect_enemies=yes\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [filter]\n level=2\n [/filter]\n [/affect_adjacent]\n [/leadership]\n [leadership]\n id=terror\n value=-15\n cumulative=no\n affect_self=no\n affect_allies=no\n affect_enemies=yes\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [filter]\n level=3\n [/filter]\n [/affect_adjacent]\n [/leadership]\n#enddef\n#define ABILITY_INCORPOREAL\n [dummy]\n id=gns_incorporeal\n name= _ \"incorporeal\"\n female_name= _ \"female^incorporeal\"\n description= _ \"This unit will not take damage from physical attacks, except for blows that will kill it.\"\n [/dummy]\n#enddef\n#define ABILITY_DECOMPOSITION\n [dummy]\n id=decomposition\n name= _ \"decomposition\"\n female_name= _ \"female^decomposition\"\n description= _ \"This unit will reduce the hitpoints of nearby enemies in half (within a radius of 4) on each new turn.\"\n [/dummy]\n#enddef\n\n#define GNS_INCORPOREAL TYPE\n [event]\n name=attacker hits\n first_time_only=no\n [filter_attack]\n type=impact\n [or]\n type=pierce\n [/or]\n [or]\n type=blade\n [/or]\n [/filter_attack]\n [filter_second]\n type={TYPE}\n ability=gns_incorporeal\n [/filter_second]\n [if]\n [variable]\n name=second_unit.hitpoints\n greater_than=1\n [/variable]\n [then]\n [heal_unit]\n [filter]\n x,y=$x2,$y2\n [/filter]\n amount=$damage_inflicted\n animate=yes\n restore_statuses=no\n [/heal_unit]\n [/then]\n [/if]\n [/event]\n [event]\n name=defender hits\n first_time_only=no\n [filter_second_attack]\n type=impact\n [or]\n type=pierce\n [/or]\n [or]\n type=blade\n [/or]\n [/filter_second_attack]\n [filter]\n type={TYPE}\n ability=gns_incorporeal\n [/filter]\n [if]\n [variable]\n name=unit.hitpoints\n greater_than=1\n [/variable]\n [then]\n [heal_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n amount=$damage_inflicted\n animate=yes\n restore_statuses=no\n [/heal_unit]\n [/then]\n [/if]\n [/event]\n#enddef\n\n#define ABILITY_ETHEREAL\n [dummy]\n id=gns_ethereal\n name= _ \"ethereal\"\n female_name= _ \"female^ethereal\"\n description= _ \"This unit will not take damage from arcane or fire attacks, except for those that will kill it.\"\n [/dummy]\n#enddef\n#define ETHEREAL TYPE\n [event]\n name=attacker hits\n first_time_only=no\n [filter_attack]\n type=fire\n [or]\n type=arcane\n [/or]\n [/filter_attack]\n [filter_second]\n type={TYPE}\n ability=gns_ethereal\n [/filter_second]\n [if]\n [variable]\n name=second_unit.hitpoints\n greater_than=1\n [/variable]\n [then]\n [heal_unit]\n [filter]\n x,y=$x2,$y2\n [/filter]\n amount=$damage_inflicted\n animate=yes\n restore_statuses=no\n [/heal_unit]\n [/then]\n [/if]\n [/event]\n [event]\n name=defender hits\n first_time_only=no\n [filter_second_attack]\n type=fire\n [or]\n type=arcane\n [/or]\n [/filter_second_attack]\n [filter]\n type={TYPE}\n ability=gns_ethereal\n [/filter]\n [if]\n [variable]\n name=unit.hitpoints\n greater_than=1\n [/variable]\n [then]\n [heal_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n amount=$damage_inflicted\n animate=yes\n restore_statuses=no\n [/heal_unit]\n [/then]\n [/if]\n [/event]\n#enddef\n\n#define WEAPON_SPECIAL_TRUE_STRIKE\n [chance_to_hit]\n id=truestrike\n name= _ \"true strike\"\n description= _ \"This attack always hits.\"\n value=100\n cumulative=no\n [/chance_to_hit]\n#enddef\n\n#define WEAPON_SPECIAL_COUNTERSTRIKE\n [attacks]\n id=counterstrike\n name= _ \"counterstrike\"\n description= _ \"The opponent has a 0% chance to hit when this attack is used offensively.\"\n value=0\n cumulative=no\n apply_to=opponent\n active_on=offense\n [/attacks]\n#enddef\n#define WEAPON_SPECIAL_TERROR\n [damage]\n id=terror\n name= _ \"terror\"\n name_inactive= _ \"terror\"\n description= _ \"Enemies deal half damage when this attack is used.\"\n description_inactive= _ \"Enemies deal half damage when this attack is used.\"\n apply_to=opponent\n multiply=0.5\n [/damage]\n#enddef\n\n#define WEAPON_SPECIAL_SPELLBIND1\n [damage]\n id=spellbind1\n name= _ \"spell bind\"\n name_inactive= _ \"spell bind\"\n description= _ \"When this attack is used, all spell damage taken will be reduced by 70%.\"\n description_inactive= _ \"When this attack is used, all spell damage taken will be reduced by 70%.\"\n [filter_opponent]\n [filter_weapon]\n type=fire,cold,arcane\n [/filter_weapon]\n [/filter_opponent]\n apply_to=opponent\n multiply=0.3\n [/damage]\n#enddef\n\n#define ABILITY_ENERVATE20\n [leadership]\n id=enervate20\n value=-20\n cumulative=no\n name= _ \"enervate\"\n female_name= _ \"female^enervate\"\n description= _ \"This unit reduces the damage of nearby enemies by 20%.\"\n affect_self=no\n affect_allies=no\n affect_enemies=yes\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [/affect_adjacent]\n [/leadership]\n#enddef\n\n#define ABILITY_ENERVATE40\n [leadership]\n id=enervate40\n value=-40\n cumulative=no\n name= _ \"enervate\"\n female_name= _ \"female^enervate\"\n description= _ \"This unit reduces the damage of nearby enemies by 40%.\"\n affect_self=no\n affect_allies=no\n affect_enemies=yes\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [/affect_adjacent]\n [/leadership]\n#enddef\n#define WEAPON_SPECIAL_SCORCHED_EARTH\n [dummy]\n id=scorched_earth\n name= _ \"scorched earth\"\n name_inactive= _ \"scorched earth\"\n description= _ \"On attack, this weapon burns the nearby ground that it strikes. Units that stand on patches of earth that have been struck within the last 10 turns are dealt 3 damage (stacking) upon turn refresh.\"\n description_inactive= _ \"On attack, this weapon burns the nearby ground that it strikes. Units that stand on patches of earth that have been struck within the last 10 turns are dealt 3 damage (stacking) upon turn refresh.\"\n [/dummy]\n#enddef\n#define SCORCHED_EARTH TURNS DMG\n [event]\n name=attacker_hits\n first_time_only=no\n [filter_attack]\n special_id=scorched_earth\n [/filter_attack]\n [store_unit]\n [filter]\n x,y=$x2,$y2\n [/filter]\n variable=opp\n [/store_unit]\n {PLAY_SOUND \"flame-big.ogg\"}\n [terrain]\n x,y=$x2,$y2\n radius=1\n terrain=Rd\n [/terrain]\n [item]\n x,y=$x2,$y2\n radius=1\n image=misc/blank-hex.png~NOP()~NOP()~NOP()~NOP()\n halo=scenery/flames[01~15].png:120\n [/item]\n [set_variables]\n name=searthloc\n mode=append\n [value]\n x=$x2\n y=$y2\n turn_num=0\n [/value]\n [/set_variables]\n {CLEAR_VARIABLE opp}\n [/event]\n [event]\n name=new turn\n first_time_only=no\n {VARIABLE sedmg {DMG}}\n {VARIABLE endturn {TURNS}}\n {VARIABLE_OP endturn add 1}\n [for]\n array=searthloc\n [do]\n {VARIABLE_OP searthloc[$i].turn_num add 1}\n [if]\n [have_unit]\n x,y=$searthloc[$i].x,$searthloc[$i].y\n [or]\n [filter_location]\n [filter_adjacent_location]\n x,y=$searthloc[$i].x,$searthloc[$i].y\n [/filter_adjacent_location]\n [/filter_location]\n [/or]\n [/have_unit]\n [and]\n [variable]\n name=searthloc[$i].turn_num\n less_than_equal={TURNS}\n [/variable]\n [/and]\n [then]\n {PLAY_SOUND \"flame-big.ogg\"}\n [harm_unit]\n [filter]\n x,y=$searthloc[$i].x,$searthloc[$i].y\n [or]\n [filter_location]\n [filter_adjacent_location]\n x,y=$searthloc[$i].x,$searthloc[$i].y\n [/filter_adjacent_location]\n [/filter_location]\n [/or]\n [/filter]\n fire_event=yes\n animate=yes\n type=fire\n amount=$sedmg\n delay=100\n [/harm_unit]\n [/then]\n [/if]\n [if]\n [variable]\n name=searthloc[$i].turn_num\n numerical_equals=$endturn\n [/variable]\n [then]\n [remove_item]\n x,y=$searthloc[$i].x,$searthloc[$i].y\n radius=1\n image=misc/blank-hex.png~NOP()~NOP()~NOP()~NOP()\n [/remove_item]\n [/then]\n [/if]\n [/do]\n [/for]\n {CLEAR_VARIABLE sedmg}\n [/event]\n [event]\n name=victory\n first_time_only=no\n {CLEAR_VARIABLE searthloc}\n [/event]\n#enddef\n#define ABILITY_BLITZ\n [dummy]\n id=blitz\n name= _ \"blitz\"\n description= _\"This unit can attack three times in one turn.\"\n [/dummy]\n#enddef\n\n#define BLITZ\n [event]\n name=new turn\n first_time_only=no\n [if]\n [have_unit]\n ability=blitz\n [/have_unit]\n [then]\n [modify_unit]\n [filter]\n ability=blitz\n [/filter]\n max_attacks=3\n attacks_left=3\n [/modify_unit]\n [/then]\n [/if]\n [/event]\n [event]\n name=attack_end\n first_time_only=no\n [filter]\n ability=blitz\n x,y=$x1,$y1\n [/filter]\n [if]\n [have_unit]\n ability=blitz\n x,y=$x1,$y1\n [/have_unit]\n [then]\n [modify_unit]\n [filter]\n ability=blitz\n x,y=$x1,$y1\n [/filter]\n moves=5\n [/modify_unit]\n [/then]\n [/if]\n [/event]\n#enddef\n\n#define WEAPON_SPECIAL_BLAZE\n [damage]\n id=blaze\n name= _ \"blaze\"\n description= _ \"When used offensively, this attack gains 25% damage.\"\n multiply=1.25\n active_on=offense\n [/damage]\n#enddef\n\n#define ABILITY_DEVOUR\n [dummy]\n id=essence_devouring\n name= _ \"devour\"\n name_inactive= _ \"devour\"\n description= _ \"This unit deals 3 damage to nearby enemies on each new turn and heals for half the damage dealt.\"\n description_inactive= _ \"This unit deals 3 damage to nearby enemies on each new turn and heals for half the damage dealt.\"\n [/dummy]\n#enddef\n\n#define ESSENCE_DEVOURING\n [event]\n name=new turn\n first_time_only=no\n\n [store_unit]\n [filter]\n [filter_adjacent]\n ability=essence_devouring\n is_enemy=yes\n [/filter_adjacent]\n [/filter]\n variable=opp\n [/store_unit]\n [store_unit]\n [filter]\n ability=essence_devouring\n [/filter]\n variable=unit\n [/store_unit]\n {VARIABLE counter 0}\n [for]\n array=opp\n [do]\n {VARIABLE_OP counter add 1}\n [/do]\n [/for]\n [for]\n array=opp\n [do]\n [harm_unit]\n [filter]\n x,y=$opp[$i].x,$opp[$i].y\n [/filter]\n fire_event=yes\n animate=yes\n amount=3\n delay=25\n [/harm_unit]\n [if]\n [have_unit]\n x,y=$opp[$i].x,$opp[$i].y\n [/have_unit]\n [else]\n {VARIABLE exp $opp[$i].level}\n {VARIABLE_OP exp multiply 8}\n {VARIABLE_OP unit.experience add $exp}\n {CLEAR_VARIABLE exp}\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n [/else]\n [/if]\n [/do]\n [/for]\n {VARIABLE_OP counter multiply 1.5}\n [heal_unit]\n [filter]\n ability=essence_devouring\n [/filter]\n amount=$counter\n animate=yes\n [/heal_unit]\n {CLEAR_VARIABLE opp}\n {CLEAR_VARIABLE unit}\n {CLEAR_VARIABLE counter}\n [/event]\n#enddef\n\n#define WEAPON_SPECIAL_DRAIN100\n [drains]\n id=drain100\n value=100\n name= _ \"vitiate\"\n description= _ \"This attack saps the life force of the enemies it harms.\"\n [/drains]\n#enddef\n\n#define WEAPON_SPECIAL_CHAOS\n [chance_to_hit]\n id=chaos\n name= _ \"chaos\"\n description= _ \"This attack has at least a 70% chance to hit at night.\"\n affect_self=yes\n [filter_self]\n [filter_location]\n time_of_day=chaotic\n [/filter_location]\n [/filter_self]\n value=70\n cumulative=yes\n [/chance_to_hit]\n#enddef\n\n#define WEAPON_SPECIAL_ABEYANCE\n [dummy]\n id=abeyance\n name= _ \"abeyance\"\n name_inactive= _ \"abeyance\"\n description= _ \"This attack does 5 damage that ignores all resists.\"\n description_inactive= _ \"This attack does 5 damage that ignores all resists.\"\n [/dummy]\n#enddef\n#define ABEYANCE WEAPON DMG\n [event]\n name=attacker_hits\n first_time_only=no\n [filter_attack]\n name={WEAPON}\n special_id=abeyance\n [/filter_attack]\n [store_unit]\n [filter]\n x,y=$x2,$y2\n [/filter]\n variable=opp\n [/store_unit]\n {VARIABLE obliterate {DMG}}\n [harm_unit]\n [filter]\n x,y=$x2,$y2\n [/filter]\n fire_event=yes\n animate=yes\n amount=$obliterate\n delay=50\n [/harm_unit]\n [if]\n [have_unit]\n x,y=$x2,$y2\n [/have_unit]\n [then][/then]\n [else]\n {VARIABLE exp $opp.level}\n {VARIABLE_OP exp multiply 8}\n {VARIABLE_OP unit.experience add \"$(max(4, $exp))\"}\n {CLEAR_VARIABLE exp}\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n [/else]\n [/if]\n {CLEAR_VARIABLE opp}\n {CLEAR_VARIABLE obliterate}\n [/event]\n [event]\n name=defender hits\n first_time_only=no\n [filter_second_attack]\n name={WEAPON}\n special_id=abeyance\n [/filter_second_attack]\n [store_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n variable=opp\n [/store_unit]\n {VARIABLE obliterate {DMG}}\n [harm_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n fire_event=yes\n animate=yes\n amount=$obliterate\n delay=50\n [/harm_unit]\n [if]\n [have_unit]\n x,y=$x1,$y1\n [/have_unit]\n [then][/then]\n [else]\n {VARIABLE exp $opp.level}\n {VARIABLE_OP exp multiply 8}\n {VARIABLE_OP second_unit.experience add \"$(max(4, $exp))\"}\n {CLEAR_VARIABLE exp}\n [unstore_unit]\n variable=second_unit\n find_vacant=no\n [/unstore_unit]\n [/else]\n [/if]\n {CLEAR_VARIABLE opp}\n {CLEAR_VARIABLE obliterate}\n [/event]\n#enddef\n"} {"text": "#textdomain wesnoth-Genesis\n\n#define SLIGHTLY_DARK_INDOORS\n [time]\n id=slightly_dark_indoors\n name= _ \"Indoors\"\n image=misc/time-schedules/schedule-indoors.png\n lawful_bonus=0\n red=-15\n green=-10\n blue=0\n [/time]\n#enddef\n\n#define LESS_DARK_INDOORS\n [time]\n id=slightly_dark_indoors\n name= _ \"Indoors\"\n image=misc/time-schedules/schedule-indoors.png\n lawful_bonus=0\n red=-25\n green=-20\n blue=-10\n [/time]\n#enddef\n\n#define DARK_INDOORS\n [time]\n id=dark_indoors\n name= _ \"Indoors\"\n image=misc/time-schedules/schedule-indoors.png\n lawful_bonus=-25\n red=-50\n green=-40\n blue=-25\n [/time]\n#enddef\n\n#define DAWN_NO_SOUND\n [time]\n id=dawn\n name= _ \"Dawn\"\n image=misc/time-schedules/default/schedule-dawn.png\n red=-20\n green=-20\n [/time]\n#enddef\n\n#define DUSK_NO_SOUND\n [time]\n id=dusk\n name= _ \"Dusk\"\n image=misc/time-schedules/default/schedule-dusk.png\n green=-20\n blue=-20\n [/time]\n#enddef\n\n#define LIMBO\n [time]\n id=limbo\n name= _ \"Limbo\"\n image=misc/time-schedules/after-the-fall/6shortdark.png\n lawful_bonus=0\n red=0\n green=0\n blue=0\n [/time]\n#enddef\n\n#define ETERNALDARKSWAMP\n [time]\n id=eternaldark1\n name= _ \"Eternal Darkness\"\n image=misc/time-schedules/after-the-fall/6shortdark.png\n lawful_bonus=-25\n red=-50\n green=-30\n blue=-40\n [/time]\n#enddef\n\n#define ETERNALDARKDREAM\n [time]\n id=eternaldark2\n name= _ \"Eternal Darkness\"\n image=misc/time-schedules/after-the-fall/6shortdark.png\n lawful_bonus=-25\n red=-100\n green=-80\n blue=-50\n [/time]\n#enddef\n\n#define ETERNALDARK\n [time]\n id=eternaldark\n name= _ \"Eternal Darkness\"\n image=misc/time-schedules/after-the-fall/6shortdark.png\n lawful_bonus=-30\n red=-45\n green=-45\n blue=-15\n [/time]\n#enddef\n\n#define BLOODMOON\n [time]\n id=eternaldark\n name= _ \"Blood Moon\"\n image=misc/time-schedules/after-the-fall/6shortdark.png\n lawful_bonus=-30\n red=-40\n green=-65\n blue=-35\n [/time]\n#enddef\n\n#define ETERNALDARK2\n [time]\n id=eternaldark2\n name= _ \"Eternal Darkness\"\n image=misc/time-schedules/after-the-fall/6shortdark.png\n lawful_bonus=-40\n red=-60\n green=-60\n blue=-15\n [/time]\n#enddef\n\n#define ETERNALDARK3\n [time]\n id=eternaldark3\n name= _ \"Eternal Darkness\"\n image=misc/time-schedules/after-the-fall/6shortdark.png\n lawful_bonus=-50\n red=-70\n green=-70\n blue=-25\n [/time]\n#enddef\n\n#define VOID\n [time]\n id=void\n name= _ \"Void\"\n image=misc/schedule-underground.png\n lawful_bonus=-100\n red=-110\n green=-110\n blue=-60\n [/time]\n#enddef\n\n#define EXTENDED_TIME2\n {DAWN}\n {DAWN_NO_SOUND}\n {MORNING}\n {MORNING}\n {MIDDAY}\n {MIDDAY}\n {AFTERNOON}\n {AFTERNOON}\n {DUSK}\n {DUSK_NO_SOUND}\n {FIRST_WATCH}\n {FIRST_WATCH}\n {MIDNIGHT}\n {MIDNIGHT}\n {SECOND_WATCH}\n {SECOND_WATCH}\n#enddef\n\n#define EXTENDED_TIME3\n {DAWN}\n {DAWN_NO_SOUND}\n {DAWN_NO_SOUND}\n {MORNING}\n {MORNING}\n {MORNING}\n {MIDDAY}\n {MIDDAY}\n {MIDDAY}\n {AFTERNOON}\n {AFTERNOON}\n {AFTERNOON}\n {DUSK}\n {DUSK_NO_SOUND}\n {DUSK_NO_SOUND}\n {FIRST_WATCH}\n {FIRST_WATCH}\n {FIRST_WATCH}\n {MIDNIGHT}\n {MIDNIGHT}\n {MIDNIGHT}\n {SECOND_WATCH}\n {SECOND_WATCH}\n {SECOND_WATCH}\n#enddef\n\n#define EXTENDED_TIME3_AFTERNOON\n {EXTENDED_TIME3}\n current_time=9\n#enddef\n\n#define EXTENDED_TIME3_DUSK\n {EXTENDED_TIME3}\n current_time=12\n#enddef\n\n#define EXTENDED_TIME3_MORNING\n {EXTENDED_TIME3}\n current_time=3\n#enddef\n\n#define EXTENDED_TIME5\n {DAWN}\n {DAWN_NO_SOUND}\n {DAWN_NO_SOUND}\n {MORNING}\n {MORNING}\n {MORNING}\n {MORNING}\n {MORNING}\n {MIDDAY}\n {MIDDAY}\n {MIDDAY}\n {AFTERNOON}\n {AFTERNOON}\n {AFTERNOON}\n {AFTERNOON}\n {AFTERNOON}\n {DUSK}\n {DUSK_NO_SOUND}\n {DUSK_NO_SOUND}\n {FIRST_WATCH}\n {FIRST_WATCH}\n {FIRST_WATCH}\n {FIRST_WATCH}\n {FIRST_WATCH}\n {MIDNIGHT}\n {MIDNIGHT}\n {MIDNIGHT}\n {SECOND_WATCH}\n {SECOND_WATCH}\n {SECOND_WATCH}\n {SECOND_WATCH}\n {SECOND_WATCH}\n#enddef\n"} {"text": "#textdomain wesnoth-Genesis\n\n#define DELAY TIME\n [delay]\n\t\ttime={TIME}\n\t[/delay]\n#enddef\n\n#define FLOAT_TEXT UNIT_ID COLOR TEXT\n\t[store_unit]\n\t\t[filter]\n\t\t\tid={UNIT_ID}\n\t\t[/filter]\n\t\tvariable=temp_unit\n\t[/store_unit]\n\t[floating_text]\n\t\tx,y=$temp_unit.x,$temp_unit.y\n\t\ttext=\"\" + _ {TEXT} + \"\"\n\t[/floating_text]\n\t{CLEAR_VARIABLE temp_unit}\n#enddef\n\n#define FLOAT_TEXT_LOC X Y COLOR TEXT\n\t[floating_text]\n\t\tx,y={X},{Y}\n\t\ttext=\"\" + _ {TEXT} + \"\"\n\t[/floating_text]\n#enddef\n\n#define FLASH_RED_EXTREME ACTION_WML\n # Flash the screen momentarily red.\n {COLOR_ADJUST 67 0 0}\n {COLOR_ADJUST 100 0 0}\n\t{COLOR_ADJUST 133 0 0}\n\t{COLOR_ADJUST 167 0 0}\n\t{COLOR_ADJUST 200 0 0}\n {ACTION_WML}\n\t{COLOR_ADJUST 167 0 0}\n\t{COLOR_ADJUST 100 0 0}\n {COLOR_ADJUST 33 0 0}\n {COLOR_ADJUST 0 0 0}\n#enddef\n\n\n#define FLASH_DARK ACTION_WML\n# turns the screen black and also hides all units (momentarily)\n {COLOR_ADJUST -67 -67 -67}\n\t{DELAY 100}\n {COLOR_ADJUST -100 -100 -100}\n\t{DELAY 100}\n\t{COLOR_ADJUST -133 -133 -133}\n\t{DELAY 100}\n\t{COLOR_ADJUST -167 -167 -167}\n\t{DELAY 100}\n\t{COLOR_ADJUST -200 -200 -200}\n\t[hide_unit]\n\t\t[filter]\n\t\t[/filter]\n\t[/hide_unit]\n {ACTION_WML}\n\t{COLOR_ADJUST -167 -167 -167}\n\t{DELAY 100}\n\t{COLOR_ADJUST -100 -100 -100}\n {DELAY 100}\n\t{COLOR_ADJUST -33 -33 -33}\n {DELAY 100}\n\t{COLOR_ADJUST 0 0 0}\n\t[unhide_unit]\n\t\t[filter]\n\t\t[/filter]\n\t[/unhide_unit]\n#enddef\n\n#define FADE_SCREEN\n# turns the screen black and also hides all units\n {COLOR_ADJUST -33 -33 -33}\n {DELAY 100}\n\t{COLOR_ADJUST -67 -67 -67}\n\t{DELAY 100}\n\t{COLOR_ADJUST -100 -100 -100}\n\t{DELAY 100}\n\t{COLOR_ADJUST -133 -133 -133}\n\t{DELAY 100}\n\t[hide_unit]\n\t\t[filter]\n\t\t[/filter]\n\t[/hide_unit]\n\t{COLOR_ADJUST -167 -167 -167}\n\t{DELAY 100}\n\t{COLOR_ADJUST -200 -200 -200}\n\t{DELAY 100}\n\t{COLOR_ADJUST -233 -233 -233}\n\t{DELAY 100}\n\t{COLOR_ADJUST -255 -255 -255}\n#enddef\n#define UNFADE_SCREEN\n# turns the screen back to normal\n\t{COLOR_ADJUST -233 -233 -233} \n {DELAY 100}\n\t{COLOR_ADJUST -200 -200 -200}\n\t{DELAY 100}\n\t{COLOR_ADJUST -167 -167 -167}\t\n\t{DELAY 100}\n\t{COLOR_ADJUST -133 -133 -133}\t\n\t{DELAY 100}\n\t[unhide_unit]\n\t\t[filter]\n\t\t[/filter]\n\t[/unhide_unit]\n\t{COLOR_ADJUST -100 -100 -100}\n\t{DELAY 100}\n\t{COLOR_ADJUST -67 -67 -67}\n\t{DELAY 100}\n\t{COLOR_ADJUST -33 -33 -33}\n\t{DELAY 100}\n\t{COLOR_ADJUST 0 0 0}\n#enddef\n\n#define WHITE_SCREEN\n# turns the screen bright\n {COLOR_ADJUST 33 33 33}\n {DELAY 100}\n\t{COLOR_ADJUST 67 67 67}\n\t{DELAY 100}\n\t{COLOR_ADJUST 100 100 100}\n\t{DELAY 100}\n\t{COLOR_ADJUST 133 133 133}\n\t{DELAY 100}\n\t{COLOR_ADJUST 167 167 167}\n\t{DELAY 100}\n\t{COLOR_ADJUST 200 200 200}\n\t{DELAY 100}\n\t{COLOR_ADJUST 233 233 233}\n\t{DELAY 100}\n\t{COLOR_ADJUST 255 255 255}\n#enddef\n\n#define UNWHITE_SCREEN\n# turns the screen back to normal\n {COLOR_ADJUST 233 233 233}\n {DELAY 100}\n\t{COLOR_ADJUST 200 200 200}\n\t{DELAY 100}\n\t{COLOR_ADJUST 167 167 167}\n\t{DELAY 100}\n\t{COLOR_ADJUST 133 133 133}\n\t{DELAY 100}\t\n\t{COLOR_ADJUST 100 100 100}\n\t{DELAY 100}\n\t{COLOR_ADJUST 67 67 67}\n\t{DELAY 100}\n\t{COLOR_ADJUST 33 33 33}\n\t{DELAY 100}\n\t{COLOR_ADJUST 0 0 0}\n#enddef\n\n#define RECALL_ESTHER X Y\n\t[recall]\n\t\tid=Esther\n\t\tx,y={X},{Y}\n\t[/recall]\n#enddef\n\n#define RECALL_YUMI X Y\n\t[recall]\n\t\tid=Yumi\n\t\tx,y={X},{Y}\n\t[/recall]\n#enddef\n\n#define RECALL_ARYEL X Y\n\t[recall]\n\t\tid=Aryel\n\t\tx,y={X},{Y}\n\t[/recall]\n#enddef\n\n#define RECALL_TALYA X Y\n\t[recall]\n\t\tid=Talya\n\t\tx,y={X},{Y}\n\t[/recall]\n#enddef\n\n\n#define RECALL_YUMI_NOLOC\n\t[recall]\n\t\tid=Yumi\n\t[/recall]\n#enddef\n\n#define RECALL_ARYEL_NOLOC\n\t[recall]\n\t\tid=Aryel\n\t[/recall]\n#enddef\n\n#define RECALL_TALYA_NOLOC\n\t[recall]\n\t\tid=Talya\n\t[/recall]\n#enddef\n\n#define QUAKE_FIXED SOUND\n # Visuals and sound for an earth tremor.\n [sound]\n name={SOUND}\n [/sound]\n [scroll]\n x=15\n y=0\n [/scroll]\n\t{DELAY 100}\n [scroll]\n x=-30\n y=0\n [/scroll]\n\t{DELAY 100}\n [scroll]\n x=15\n y=15\n [/scroll]\n\t{DELAY 100}\n [scroll]\n x=0\n y=-30\n [/scroll]\n\t{DELAY 100}\n [scroll]\n x=0\n y=15\n [/scroll]\n\t{DELAY 100}\n#enddef\n\n#define TURN_UNIT5 ID\n\t[modify_unit]\n\t\t[filter]\n\t\t\tid={ID}\n\t\t[/filter]\n\t\tfacing=se\n\t[/modify_unit]\n\t{DELAY 300}\n\t[modify_unit]\n\t\t[filter]\n\t\t\tid={ID}\n\t\t[/filter]\n\t\tfacing=sw\n\t[/modify_unit]\n\t{DELAY 300}\n\t[modify_unit]\n\t\t[filter]\n\t\t\tid={ID}\n\t\t[/filter]\n\t\tfacing=se\n\t[/modify_unit]\n\t{DELAY 300}\n\t[modify_unit]\n\t\t[filter]\n\t\t\tid={ID}\n\t\t[/filter]\n\t\tfacing=sw\n\t[/modify_unit]\n\t{DELAY 300}\n\t[modify_unit]\n\t\t[filter]\n\t\t\tid={ID}\n\t\t[/filter]\n\t\tfacing=se\n\t[/modify_unit]\n\t{DELAY 500}\n#enddef\n#define TURN_UNIT3 ID\n\t[modify_unit]\n\t\t[filter]\n\t\t\tid={ID}\n\t\t[/filter]\n\t\tfacing=se\n\t[/modify_unit]\n\t{DELAY 300}\n\t[modify_unit]\n\t\t[filter]\n\t\t\tid={ID}\n\t\t[/filter]\n\t\tfacing=sw\n\t[/modify_unit]\n\t{DELAY 300}\n\t[modify_unit]\n\t\t[filter]\n\t\t\tid={ID}\n\t\t[/filter]\n\t\tfacing=se\n\t[/modify_unit]\n\t{DELAY 500}\n#enddef"} {"text": "#textdomain wesnoth-Genesis\n\n#define OBJECTIVE_VICTORY _TEXT\n [objective]\n description={_TEXT}\n condition=win\n [/objective]\n#enddef\n\n#define OBJECTIVE_DEFEAT _TEXT\n [objective]\n description={_TEXT}\n condition=lose\n [/objective]\n#enddef\n\n#define OBJECTIVE_CARRYOVER\n [gold_carryover]\n bonus,carryover_percentage=yes,40\n [/gold_carryover]\n#enddef\n\n#define OBJECTIVE_CARRYOVER_NO_BONUS\n [gold_carryover]\n bonus,carryover_percentage=no,40\n [/gold_carryover]\n#enddef\n\n#define OBJECTIVE_NO_CARRYOVER\n [gold_carryover]\n bonus,carryover_percentage=no,0\n [/gold_carryover]\n#enddef\n\n#define OBJECTIVE_FULL_CARRYOVER\n [gold_carryover]\n bonus,carryover_percentage=no,100\n [/gold_carryover]\n#enddef\n\n#define OBJECTIVE_NOTE _TEXT\n [note]\n description={_TEXT}\n [/note]\n#enddef\n\n#define MESSAGE_NOT_ENOUGH_GOLD\n [message]\n speaker=narrator\n message= _ \"You do not have enough gold!\"\n [/message]\n#enddef\n"} {"text": "#textdomain wesnoth-Genesis\n\n#define ABILITY_BLACK_BODY\n [dummy]\n id=gns_black_body\n name= _ \"black body\"\n description= _\"This unit is immune to all regular damage.\"\n [/dummy]\n#enddef\n#define GNS_BLACK_BODY TYPE\n\t[event]\n name=attacker hits\n first_time_only=no\n\t\t[filter_second]\n type={TYPE}\n\t\t\tability=gns_black_body\n\t\t[/filter_second]\n\t\t[if]\n\t\t\t[variable]\n\t\t\t\tname=second_unit.hitpoints\n\t\t\t\tgreater_than=1\n\t\t\t[/variable]\n\t\t\t[then]\n\t\t\t\t[heal_unit]\n\t\t\t\t\t[filter]\n\t\t\t\t\t\tx,y=$x2,$y2\n\t\t\t\t\t[/filter]\n\t\t\t\t\tamount=$damage_inflicted\n\t\t\t\t\tanimate=yes\n\t\t\t\t\trestore_statuses=no\n\t\t\t\t[/heal_unit]\n\t\t\t[/then]\n\t\t[/if]\n\t[/event]\n\t[event]\n name=defender hits\n first_time_only=no\n\t\t[filter]\n type={TYPE}\n\t\t\tability=gns_black_body\n\t\t[/filter]\n\t\t[if]\n\t\t\t[variable]\n\t\t\t\tname=unit.hitpoints\n\t\t\t\tgreater_than=1\n\t\t\t[/variable]\n\t\t\t[then]\n\t\t\t\t[heal_unit]\n\t\t\t\t\t[filter]\n\t\t\t\t\t\tx,y=$x1,$y1\n\t\t\t\t\t[/filter]\n\t\t\t\t\tamount=$damage_inflicted\n\t\t\t\t\tanimate=yes\n\t\t\t\t\trestore_statuses=no\n\t\t\t\t[/heal_unit]\n\t\t\t[/then]\n\t\t[/if]\n\t[/event]\n#enddef"} {"text": "#textdomain wesnoth-Genesis\n\n#define UNDEAD_RECRUITS\n recruit=Ghost,Skeleton,Skeleton Archer\n#enddef\n\n#define ETHEA_ENEMY_SIDE\n team_name=etheademon\n user_team_name= _ \"team_name^Ethea\"\n color=ethea\n controller=ai\n#enddef\n\n#define YUURE_SIDE\n team_name=yuure\n user_team_name= _ \"team_name^Yuure\"\n color=yuure\n controller=ai\n no_leader=yes\n#enddef\n\n#define BLACK_DEMON_SIDE\n team_name=blackdemon\n user_team_name= _ \"team_name^Black Demons\"\n color=black\n controller=ai\n no_leader=yes\n#enddef\n\n#define AGGRESSIVE_SIDE\n [ai]\n aggression=1\n caution=0\n grouping=false\n [/ai]\n#enddef\n\n#define DEFENSIVE_SIDE\n [ai]\n aggression=0\n caution=1\n [/ai]\n#enddef\n\n#define NO_GOLD_SIDE\n income=-2\n gold=0\n village_gold=0\n village_support=0\n#enddef\n\n#define NO_INCOME_SIDE\n income=-2\n village_gold=0\n village_support=0\n#enddef\n\n[color_range]\n id=ethea\n name= _ \"team_color^Yellow\"\n rgb=E6CB00,FFFFFF,211900,FFEA00\n[/color_range]\n\n[color_range]\n id=yuure\n name= _ \"team_color^Midnight\"\n rgb=1e0060,FFFFFF,060030,3f0075\n[/color_range]\n\n[color_range]\n id=grey\n rgb=A3A3A3,FFFFFF,141414,E0E0E0\n name= _ \"Grey\"\n default=yes\n[/color_range]\n"} {"text": "#textdomain wesnoth-Genesis\n\n#define PLAY_SOUND _NAME\n [sound]\n name={_NAME}\n [/sound]\n#enddef\n\n#define SOUND_LIST:IMP_HIT\n{SOUND_LIST:OGRE_HIT}#enddef\n\n#define SOUND_LIST:IMP_DIE\n{SOUND_LIST:OGRE_DIE}#enddef\n"} {"text": "#textdomain wesnoth-Genesis\n\n#define SPAWN_ID_NAME TYPE_LIST SIDE X Y ID GENDER NAME\n [set_variable]\n name=spawn_gen.type\n rand={TYPE_LIST}\n [/set_variable]\n [set_variable]\n name=spawn_gen.facing\n rand=\"sw,se,n,s,nw,ne\"\n [/set_variable]\n\n [set_variables]\n name=spawn_gen\n mode=merge\n [value]\n id={ID}\n side={SIDE}\n x,y={X},{Y}\n random_traits=no\n name={NAME}\n gender={GENDER}\n [/value]\n [/set_variables]\n\n [unstore_unit]\n find_vacant=yes\n variable=spawn_gen\n [/unstore_unit]\n\n {CLEAR_VARIABLE spawn_gen}\n#enddef\n\n#define GUARDIAN_ID_NAME TYPE_LIST SIDE X Y ID GENDER NAME\n [set_variable]\n name=spawn_gen.type\n rand={TYPE_LIST}\n [/set_variable]\n [set_variable]\n name=spawn_gen.facing\n rand=\"sw,se,n,s,nw,ne\"\n [/set_variable]\n\n [set_variables]\n name=spawn_gen\n mode=merge\n [value]\n id={ID}\n side={SIDE}\n x,y={X},{Y}\n random_traits=no\n name={NAME}\n gender={GENDER}\n ai_special=guardian\n [/value]\n [/set_variables]\n\n [unstore_unit]\n find_vacant=yes\n variable=spawn_gen\n [/unstore_unit]\n\n {CLEAR_VARIABLE spawn_gen}\n#enddef\n#define GUARDIAN_ID TYPE_LIST SIDE X Y ID GENDER\n\n [set_variable]\n name=spawn_gen.type\n rand={TYPE_LIST}\n [/set_variable]\n [set_variable]\n name=spawn_gen.facing\n rand=\"sw,se,n,s,nw,ne\"\n [/set_variable]\n\n [set_variables]\n name=spawn_gen\n mode=merge\n [value]\n id={ID}\n side={SIDE}\n x,y={X},{Y}\n random_traits=yes\n generate_name=yes\n gender={GENDER}\n ai_special=guardian\n [/value]\n [/set_variables]\n\n [unstore_unit]\n find_vacant=yes\n variable=spawn_gen\n [/unstore_unit]\n\n {CLEAR_VARIABLE spawn_gen}\n#enddef\n\n#define GUARDIAN_UNIT TYPE_LIST SIDE X Y\n [set_variable]\n name=spawn_gen.type\n rand={TYPE_LIST}\n [/set_variable]\n [set_variable]\n name=spawn_gen.facing\n rand=\"sw,se,n,s,nw,ne\"\n [/set_variable]\n\n [set_variables]\n name=spawn_gen\n mode=merge\n [value]\n id=spawn_{X}_{Y}\n side={SIDE}\n x,y={X},{Y}\n random_traits=yes\n random_gender=yes\n generate_name=yes\n ai_special=guardian\n [/value]\n [/set_variables]\n\n [unstore_unit]\n find_vacant=yes\n variable=spawn_gen\n [/unstore_unit]\n\n {CLEAR_VARIABLE spawn_gen}\n#enddef\n\n#define GUARDIAN_NOID TYPE_LIST SIDE X Y\n [set_variable]\n name=spawn_gen.type\n rand={TYPE_LIST}\n [/set_variable]\n [set_variable]\n name=spawn_gen.facing\n rand=\"sw,se,n,s,nw,ne\"\n [/set_variable]\n\n [set_variables]\n name=spawn_gen\n mode=merge\n [value]\n side={SIDE}\n x,y={X},{Y}\n random_traits=yes\n generate_name=yes\n random_gender=yes\n ai_special=guardian\n [/value]\n [/set_variables]\n\n [unstore_unit]\n find_vacant=yes\n variable=spawn_gen\n [/unstore_unit]\n\n {CLEAR_VARIABLE spawn_gen}\n#enddef\n\n#define SPAWN_ID TYPE_LIST SIDE X Y ID GENDER\n [set_variable]\n name=spawn_gen.type\n rand={TYPE_LIST}\n [/set_variable]\n [set_variable]\n name=spawn_gen.facing\n rand=\"sw,se,n,s,nw,ne\"\n [/set_variable]\n\n [set_variables]\n name=spawn_gen\n mode=merge\n [value]\n id={ID}\n side={SIDE}\n x,y={X},{Y}\n random_traits=yes\n generate_name=yes\n gender={GENDER}\n [/value]\n [/set_variables]\n\n [unstore_unit]\n find_vacant=yes\n variable=spawn_gen\n [/unstore_unit]\n\n {CLEAR_VARIABLE spawn_gen}\n#enddef\n\n#define SPAWN TYPE_LIST SIDE X Y\n [set_variable]\n name=spawn_gen.type\n rand={TYPE_LIST}\n [/set_variable]\n [set_variable]\n name=spawn_gen.facing\n rand=\"sw,se,n,s,nw,ne\"\n [/set_variable]\n\n [set_variables]\n name=spawn_gen\n mode=merge\n [value]\n id=spawn_{X}_{Y}\n side={SIDE}\n x,y={X},{Y}\n random_traits=yes\n random_gender=yes\n generate_name=yes\n [/value]\n [/set_variables]\n\n [unstore_unit]\n find_vacant=yes\n variable=spawn_gen\n [/unstore_unit]\n\n {CLEAR_VARIABLE spawn_gen}\n#enddef\n\n#define SPAWN_NOID TYPE_LIST SIDE X Y\n [set_variable]\n name=spawn_gen.type\n rand={TYPE_LIST}\n [/set_variable]\n [set_variable]\n name=spawn_gen.facing\n rand=\"sw,se,n,s,nw,ne\"\n [/set_variable]\n\n [set_variables]\n name=spawn_gen\n mode=merge\n [value]\n side={SIDE}\n x,y={X},{Y}\n random_traits=yes\n random_gender=yes\n generate_name=yes\n [/value]\n [/set_variables]\n\n [unstore_unit]\n find_vacant=yes\n variable=spawn_gen\n [/unstore_unit]\n\n {CLEAR_VARIABLE spawn_gen}\n#enddef\n\n#define SPAWN_NOID_NONAME TYPE_LIST SIDE X Y\n [set_variable]\n name=spawn_gen.type\n rand={TYPE_LIST}\n [/set_variable]\n [set_variable]\n name=spawn_gen.facing\n rand=\"sw,se,n,s,nw,ne\"\n [/set_variable]\n\n [set_variables]\n name=spawn_gen\n mode=merge\n [value]\n side={SIDE}\n x,y={X},{Y}\n random_traits=yes\n random_gender=yes\n generate_name=no\n [/value]\n [/set_variables]\n\n [unstore_unit]\n find_vacant=yes\n variable=spawn_gen\n [/unstore_unit]\n\n {CLEAR_VARIABLE spawn_gen}\n#enddef\n#define RADIAL_SPAWN TYPES SIDE X Y R\n\n [store_locations]\n x,y={X},{Y}\n radius={R}\n variable=spawn_points\n [/store_locations]\n\n [set_variable]\n name=tmp\n rand=0..$($spawn_points.length-1)\n [/set_variable]\n\n [set_variable]\n name=x_loc\n value=$spawn_points[$tmp].x\n [/set_variable]\n\n [set_variable]\n name=y_loc\n value=$spawn_points[$tmp].y\n [/set_variable]\n\n {SPAWN_NOID ({TYPES}) ({SIDE}) ($x_loc|) ($y_loc|)}\n\n [clear_variable]\n name=x_loc,y_loc,spawn_points,tmp\n [/clear_variable]\n#enddef\n\n\n#define ADVANCED_RESPAWN TYPES SIDE X Y R FREQUENCY COND_VAR\n [event]\n name=new turn\n first_time_only=no\n\n [filter_condition]\n [variable]\n name={COND_VAR}\n numerical_not_equals=0\n [/variable]\n [/filter_condition]\n\n [store_locations]\n x,y={X},{Y}\n radius={R}\n variable=spawn_points\n [/store_locations]\n\n [set_variable]\n name=tmp\n rand=0..$($spawn_points.length-1)\n [/set_variable]\n\n [set_variable]\n name=x_loc\n value=$spawn_points[$tmp].x\n [/set_variable]\n\n [set_variable]\n name=y_loc\n value=$spawn_points[$tmp].y\n [/set_variable]\n\n [set_variable]\n name=chance_to_continue\n rand=1..100\n [/set_variable]\n\n [set_variable]\n name=chance_to_continue\n modulo={FREQUENCY}\n [/set_variable]\n\n [if]\n [variable]\n name=chance_to_continue\n numerical_equals=0\n [/variable]\n [then]\n {SPAWN_NOID ({TYPES}) ({SIDE}) ($x_loc|) ($y_loc|)}\n [/then]\n [/if]\n [clear_variable]\n name=chance_to_continue,x_loc,y_loc,spawn_points,tmp\n [/clear_variable]\n [/event]\n#enddef\n\n#define RESPAWN_POINT_RANDOM TYPES SIDE X1 X2 Y1 Y2 FREQUENCY\n [event]\n name=new turn\n first_time_only=no\n\n [set_variable]\n name=x_loc\n rand={X1}..{X2}\n [/set_variable]\n\n [set_variable]\n name=y_loc\n rand={Y1}..{Y2}\n [/set_variable]\n\n [set_variable]\n name=chance_to_continue\n rand=1..100\n [/set_variable]\n\n [set_variable]\n name=chance_to_continue\n modulo={FREQUENCY}\n [/set_variable]\n\n [if]\n [variable]\n name=chance_to_continue\n numerical_equals=0\n [/variable]\n [then]\n {SPAWN_NOID ({TYPES}) ({SIDE}) ($x_loc|) ($y_loc|)}\n [/then]\n [/if]\n [clear_variable]\n name=chance_to_continue,x_loc,y_loc\n [/clear_variable]\n [/event]\n#enddef\n\n#define RESPAWN_POINT_RANDOM_NONAME TYPES SIDE X1 X2 Y1 Y2 FREQUENCY\n [event]\n name=new turn\n first_time_only=no\n\n [set_variable]\n name=x_loc\n rand={X1}..{X2}\n [/set_variable]\n\n [set_variable]\n name=y_loc\n rand={Y1}..{Y2}\n [/set_variable]\n\n [set_variable]\n name=chance_to_continue\n rand=1..100\n [/set_variable]\n\n [set_variable]\n name=chance_to_continue\n modulo={FREQUENCY}\n [/set_variable]\n\n [if]\n [variable]\n name=chance_to_continue\n numerical_equals=0\n [/variable]\n [then]\n {SPAWN_NOID_NONAME ({TYPES}) ({SIDE}) ($x_loc|) ($y_loc|)}\n [/then]\n [/if]\n [clear_variable]\n name=chance_to_continue,x_loc,y_loc\n [/clear_variable]\n [/event]\n#enddef\n\n#define RESPAWN_POINT TYPES SIDE X Y FREQUENCY\n [event]\n name=new turn\n first_time_only=no\n\n [set_variable]\n name=chance_to_continue\n rand=1..100\n [/set_variable]\n\n [set_variable]\n name=chance_to_continue\n modulo={FREQUENCY}\n [/set_variable]\n\n [if]\n [variable]\n name=chance_to_continue\n numerical_equals=0\n [/variable]\n [then]\n {SPAWN_NOID ({TYPES}) ({SIDE}) ({X}) ({Y})}\n [/then]\n [/if]\n [clear_variable]\n name=chance_to_continue\n [/clear_variable]\n [/event]\n#enddef\n#define RESPAWN_POINT_CONDITIONAL_RANDOM TYPES SIDE X1 X2 Y1 Y2 FREQUENCY COND_VAR\n [event]\n name=new turn\n first_time_only=no\n\n [filter_condition]\n [variable]\n name={COND_VAR}\n numerical_not_equals=0\n [/variable]\n [/filter_condition]\n\n [set_variable]\n name=x_loc\n rand={X1}..{X2}\n [/set_variable]\n\n [set_variable]\n name=y_loc\n rand={Y1}..{Y2}\n [/set_variable]\n\n [set_variable]\n name=chance_to_continue\n rand=1..100\n [/set_variable]\n\n [set_variable]\n name=chance_to_continue\n modulo={FREQUENCY}\n [/set_variable]\n\n [if]\n [variable]\n name=chance_to_continue\n numerical_equals=0\n [/variable]\n [then]\n {SPAWN_NOID ({TYPES}) ({SIDE}) ($x_loc|) ($y_loc|)}\n [/then]\n [/if]\n [clear_variable]\n name=chance_to_continue,x_loc,y_loc\n [/clear_variable]\n [/event]\n#enddef\n#define RESPAWN_POINT_CONDITIONAL TYPES SIDE X Y FREQUENCY COND_VAR\n [event]\n name=new turn\n first_time_only=no\n\n [filter_condition]\n [variable]\n name={COND_VAR}\n numerical_not_equals=0\n [/variable]\n [/filter_condition]\n\n [set_variable]\n name=chance_to_continue\n rand=1..100\n [/set_variable]\n\n [set_variable]\n name=chance_to_continue\n modulo={FREQUENCY}\n [/set_variable]\n\n [if]\n [variable]\n name=chance_to_continue\n numerical_equals=0\n [/variable]\n [then]\n {SPAWN_NOID ({TYPES}) ({SIDE}) ({X}) ({Y})}\n [/then]\n [/if]\n [clear_variable]\n name=chance_to_continue\n [/clear_variable]\n [/event]\n#enddef\n#define SPAWN_POINT TYPES SIDE X Y\n [event]\n name=prestart\n {SPAWN ({TYPES}) ({SIDE}) ({X}) ({Y})}\n [/event]\n#enddef\n"} {"text": "#textdomain wesnoth-Genesis\n\n#define TRAIT_SPIRIT\n [trait]\n id=spirit\n availability=\"musthave\"\n male_name= _ \"spirit\"\n female_name= _ \"female^spirit\"\n description= _ \"Immune to drain, poison, and plague\"\n [effect]\n apply_to=status\n add=not_living\n [/effect]\n [/trait]\n#enddef\n"} {"text": "#textdomain wesnoth-Naia\n#\n# codename Naia - Project Ethea phase 1 campaigns shared library\n# Copyright (C) 2006 - 2023 by Iris Morelle \n#\n# See COPYING for usage terms.\n#\n\n# Add-ons may ship a local snapshot of Naia. If that is the case, they must\n# define NAIA_EMBEDDED with the add-on's folder name before including this\n# loader file so that WML and Lua path references will point to the snapshot\n# instead of a non-existent default path.\n\n#ifndef NAIA_EMBEDDED\n\n#define NAIA_PREFIX\n~add-ons/Naia#enddef\n#define NAIA_BINARY_PATH\ndata/add-ons/Naia#enddef\n\n#else\n\n#define NAIA_PREFIX\n~add-ons/{NAIA_EMBEDDED}/Naia#enddef\n#define NAIA_BINARY_PATH\ndata/add-ons/{NAIA_EMBEDDED}/Naia#enddef\n\n#endif\n\n[binary_path]\n path={NAIA_BINARY_PATH}\n[/binary_path]\n\n#define LN _PATH\n{{NAIA_PREFIX}/{_PATH}}#enddef\n\n#define NAIA_VERSION\n\"{LN dist/VERSION}\"#enddef\n\n{./core/i18n.cfg}\n\n#ifndef __WMLUNITS__\n{./terrain-graphics/}\n{./terrain.cfg}\n#endif\n\n#ifndef EDITOR\n\n{./core/debug.cfg}\n{./core/display.cfg}\n{./core/events.cfg}\n{./core/variables.cfg}\n{./core/variables-math.cfg}\n{./core/variables-persistent.cfg}\n\n{./macros/}\n\n[units]\n {./units/}\n[/units]\n\n#ifndef __WMLUNITS__\n\n{./ai/}\n\n[lua]\n code=\"wesnoth.dofile((...).prefix .. '/Naia.lua', ...)\"\n [args]\n version={NAIA_VERSION}\n prefix={NAIA_PREFIX}\n [init]\n {AMLA_MENU}\n [/init]\n [/args]\n[/lua]\n\n#endif\n\n#else\n\n[editor_group]\n id = \"wesnoth-UMC-Naia\"\n name = _ \"Project Ethea\"\n icon = \"group_custom\"\n[/editor_group]\n\n#endif\n\n# wmllint: general spellings Goliath shaxthal shaxthals verlissh verlisshi\n# wmllint: general spellings Zhangor Althurin Asthorgar Irdya Quenoth Merthiaal\n# wmllint: general spellings Armageddon golem golems goliath magus Uria demoness\n# wmllint: general spellings demonesses imp Inferno Adavyan Mindraider Psy\n# wmllint: general spellings faerie faeries gutwrencher razerman longbowman\n# wmllint: general spellings crossbowman hellhound Aragwaith Aragwaithi\n# wmllint: general spellings arcanister runemaster runesmith\n# wmllint: general spellings Ryth\u00e9 Ryth\u00e9nian Ryth\u00e9nians Argazar argazars\n# wmllint: general spellings strongbow longswordsmen headhunter\n# wmllint: general spellings soulhunter rayblade wyrm noctum ensnare\n# wmllint: general spellings biomechanical biomechanicals touchplate touchgem\n# wmllint: general spellings lorekeeper lorekeepers Irdyan facemask wisemen\n# wmllint: general spellings firestick loremaster loremasters dreadcrafter\n# wmllint: general spellings dreadcrafters spellcaster spellcasters nyx\n# wmllint: general spellings unliving elven elvenkind marchlands un-death\n\n# wmllint: general spellings amidst amongst onwards orchestrator\n# wmllint: general spellings single-handedly glyphs mayhap 'Tis\n# wmllint: general spellings saurians unexperienced reknit\n\n# wmllint: general spellings AMLAs\n"} {"text": "#textdomain wesnoth-Naia\n#\n# codename Naia - Project Ethea phase 1 campaigns shared library\n# Copyright (C) 2006 - 2019 by Iris Morelle \n#\n# See COPYING for usage terms.\n#\n\n#--------------------------------------------------------------------------#\n# BASE LAYER TERRAINS #\n#--------------------------------------------------------------------------#\n\n#\n# Cave terrains\n#\n\n[terrain_type]\n id=wasteland\n name= _ \"Wasteland\"\n symbol_image=wasteland\n string=Uzw\n aliasof=Ut\n editor_group=wesnoth-UMC-Naia\n[/terrain_type]\n\n[terrain_type]\n symbol_image=volcanic-abyss\n id=abyss-volcanic\n name={I18N:TERRAIN_CHASM}\n editor_name= _ \"Volcanic Abyss\"\n string=Qxv\n aliasof=Qt\n editor_group=wesnoth-UMC-Naia\n hide_help=yes\n[/terrain_type]\n\n#\n# Shaxthal hive terrains\n#\n\n[terrain_type]\n id=dark-hive-floor\n name= _ \"Dark Hive\"\n symbol_image=dark-hive/floor\n string=Yhr\n aliasof=Gt\n editor_group=wesnoth-UMC-Naia\n[/terrain_type]\n\n[terrain_type]\n id=dark-hive-surface\n name= _ \"Dark Hive\"\n symbol_image=dark-hive/surface\n string=Yhs\n aliasof=Gt\n editor_group=wesnoth-UMC-Naia\n hide_help=yes\n[/terrain_type]\n\n[terrain_type]\n id=dark-hive-lair\n name= _ \"Dark Hive\"\n symbol_image=dark-hive/lair\n string=Yhl\n aliasof=Gt\n editor_group=wesnoth-UMC-Naia\n hide_help=yes\n[/terrain_type]\n\n#--------------------------------------------------------------------------#\n# OVERLAY LAYER TERRAINS #\n#--------------------------------------------------------------------------#\n\n#\n# Decoration/item terrains\n#\n\n[terrain_type]\n id=overlay-great-tree-snow\n name={I18N:TERRAIN_GREAT_TREE}\n editor_name= _ \"Snowy Great Tree\"\n symbol_image=tile-icons/great-tree-snowy\n string=^Feza\n default_base=Aa\n aliasof=_bas,Ft\n mvt_alias=-,_bas,Ft\n editor_group=wesnoth-UMC-Naia\n[/terrain_type]\n\n[terrain_type]\n id=overlay-great-tree-oak-dead\n name={I18N:TERRAIN_GREAT_TREE}\n editor_name= _ \"Dead Great Oak Tree\"\n symbol_image=tile-icons/great-tree-oak-dead\n string=^Fezo\n default_base=Gd\n aliasof=_bas,Ft\n mvt_alias=-,_bas,Ft\n editor_group=wesnoth-UMC-Naia\n[/terrain_type]\n\n[terrain_type]\n id=overlay-banner-uria\n editor_name= _ \"Banner (Uria)\"\n symbol_image=tile-icons/banner-uria-wall\n string=^Ebur\n aliasof=_bas\n editor_group=wesnoth-UMC-Naia\n hide_help=yes\n[/terrain_type]\n\n[terrain_type]\n id=overlay-banner-merthiaal\n editor_name= _ \"Banner (Merthiaal)\"\n symbol_image=tile-icons/banner-yechnagoth-wall\n string=^Ebme\n aliasof=_bas\n editor_group=wesnoth-UMC-Naia\n hide_help=yes\n[/terrain_type]\n\n[terrain_type]\n id=overlay-statue-adavyan\n editor_name= _ \"Statue (Adavyan)\"\n symbol_image=tile-icons/statue-adavyan\n string=^Eza\n aliasof=_bas\n editor_group=wesnoth-UMC-Naia\n hide_help=yes\n[/terrain_type]\n\n[terrain_type]\n id=overlay-stone-wall-moss-se\n symbol_image=void/void\n editor_image=tile-icons/overlay-moss-se\n editor_name= _ \"Wall Moss\"\n string=^Xzm/\n aliasof=_bas\n editor_group=wesnoth-UMC-Naia\n hide_help=yes\n[/terrain_type]\n\n[terrain_type]\n id=overlay-stone-wall-moss-sw\n symbol_image=void/void\n editor_image=tile-icons/overlay-moss-sw\n editor_name= _ \"Wall Moss\"\n string=^Xzm\\\n aliasof=_bas\n editor_group=wesnoth-UMC-Naia\n hide_help=yes\n[/terrain_type]\n\n#\n# Gates (1.12)\n#\n\n[terrain_type]\n id=overlay-gate-se\n editor_name= _ \"Gate\"\n symbol_image=../scenery/gate-rusty-se\n string=^Z/\n aliasof=-, _bas, Xt\n editor_group=wesnoth-UMC-Naia\n hide_help=yes\n[/terrain_type]\n\n[terrain_type]\n id=overlay-gate-sw\n editor_name= _ \"Gate\"\n symbol_image=../scenery/gate-rusty-sw\n string=^Z\\\n aliasof=-, _bas, Xt\n editor_group=wesnoth-UMC-Naia\n hide_help=yes\n[/terrain_type]\n\n#\n# Gates (1.14)\n#\n\n[terrain_type]\n symbol_image=void/void\n editor_image=tile-icons/gate-golden-sw-tile\n id=portal_gate_golden_sw\n name={I18N:TERRAIN_GATE}\n editor_name= _ \"Event Gate\"\n string=^Zz\\\n aliasof=_bas,Xt\n mvt_alias=Xt\n editor_group=wesnoth-UMC-Naia\n hide_help=yes\n[/terrain_type]\n\n[terrain_type]\n symbol_image=void/void\n editor_image=tile-icons/gate-golden-se-tile\n id=portal_gate_golden_se\n name={I18N:TERRAIN_GATE}\n editor_name= _ \"Event Gate\"\n string=^Zz/\n aliasof=_bas,Xt\n mvt_alias=Xt\n editor_group=wesnoth-UMC-Naia\n hide_help=yes\n[/terrain_type]\n\n[terrain_type]\n symbol_image=void/void\n editor_image=tile-icons/gate-golden-n-tile\n id=portal_gate_golden_n\n name={I18N:TERRAIN_GATE}\n editor_name= _ \"Event Gate\"\n string=^Zz|\n aliasof=_bas,Xt\n mvt_alias=Xt\n editor_group=wesnoth-UMC-Naia\n hide_help=yes\n[/terrain_type]\n\n[terrain_type]\n symbol_image=void/void\n editor_image=tile-icons/gate-golden-open-sw-tile\n id=portal_gate_golden_open_sw\n name={I18N:TERRAIN_GATE}\n editor_name= _ \"Open Event Gate\"\n string=^Zz\\o\n aliasof=_bas\n editor_group=wesnoth-UMC-Naia\n hide_help=yes\n[/terrain_type]\n\n[terrain_type]\n symbol_image=void/void\n editor_image=tile-icons/gate-golden-open-se-tile\n id=portal_gate_golden_open_se\n name={I18N:TERRAIN_GATE}\n editor_name= _ \"Open Event Gate\"\n string=^Zz/o\n aliasof=_bas\n editor_group=wesnoth-UMC-Naia\n hide_help=yes\n[/terrain_type]\n\n[terrain_type]\n symbol_image=void/void\n editor_image=tile-icons/gate-golden-open-n-tile\n id=portal_gate_golden_open_n\n name={I18N:TERRAIN_GATE}\n editor_name= _ \"Open Event Gate\"\n string=^Zz|o\n aliasof=_bas\n editor_group=wesnoth-UMC-Naia\n hide_help=yes\n[/terrain_type]\n\n#\n# Shaxthal hive overlays\n#\n\n[terrain_type]\n id=overlay-pit\n editor_name= _ \"Hive Cell\"\n name= _ \"Dark Hive\"\n symbol_image=dark-hive/pit-2\n string=^Xp\n aliasof=_bas\n editor_group=wesnoth-UMC-Naia\n hide_help=yes\n[/terrain_type]\n\n#\n# Special\n#\n\n[terrain_type]\n id=overlay-flat\n editor_name= _ \"Flat Overlay\"\n symbol_image=void/void\n editor_image=tile-icons/overlay-flat\n string=^Gov\n aliasof=Gt\n submerge=0.0\n editor_group=wesnoth-UMC-Naia\n hide_help=yes\n[/terrain_type]\n\n[terrain_type]\n id=overlay-rough\n editor_name= _ \"Rough Overlay\"\n symbol_image=void/void\n editor_image=tile-icons/overlay-rough\n string=^Uov\n aliasof=Ut\n editor_group=wesnoth-UMC-Naia\n hide_help=yes\n[/terrain_type]\n\n[terrain_type]\n id=overlay-fakeshroud\n editor_name= _ \"Fake Shroud\"\n symbol_image=void/void\n editor_image=tile-icons/fake-shroud\n string=^Zok\n aliasof=_bas\n editor_group=wesnoth-UMC-Naia\n hide_help=yes\n[/terrain_type]\n"} {"text": "# wmllint: no translatables\n\n# wmlindent: start ignoring\n#define NPC_BIRD_UNIT_TYPES\nCrow,Falcon,Shaxthal Razorbird,Shaxthal Thunderbird,Shaxthal Worm#enddef\n# wmlindent: stop ignoring\n\n#define NPC_BIRD_BEHAVIOR _SIDE_NUMBER _X1 _X2 _Y1 _Y2\n [event]\n name=\"side \"+{_SIDE_NUMBER}+\" turn refresh\"\n first_time_only=no\n [npc_bird_behavior]\n types={NPC_BIRD_UNIT_TYPES}\n\n x1={_X1}\n y1={_Y1}\n\n x2={_X2}\n y2={_Y2}\n [/npc_bird_behavior]\n [/event]\n#enddef\n\n#define NPC_BIRD_BEHAVIOR_WHOLE_MAP _SIDE_NUMBER\n {NPC_BIRD_BEHAVIOR {_SIDE_NUMBER} () () () ()}\n#enddef\n"} {"text": "# wmllint: no translatables\n\n#\n# Code taken from the AI Modification Demos add-on by mattsc.\n#\n\n#\n# Boss AI targeting engine code.\n#\n# _TARGETS_LIST must be a valid Lua list.\n#\n#define AI_BOSS_TARGETING_ENGINE _TARGETS_LIST\n [engine]\n name=\"lua\"\n code= <<\n local ai = ...\n return wesnoth.require(\">>+{NAIA_PREFIX}+<>\n [/engine]\n [modify_ai]\n # wmllint: no-syntax-rewrite\n action=add\n path=\"stage[main_loop].candidate_action[]\"\n [candidate_action]\n engine=lua\n name=change_attacks_aspect\n id=change_attacks_aspect\n max_score=999999\n evaluation=\"return (...):change_attacks_aspect(\"+{_TARGETS_LIST}+\")\"\n execution=\"(...):change_attacks_aspect()\"\n [/candidate_action]\n [/modify_ai]\n#enddef\n"} {"text": "# wmllint: no translatables\n\n#define IS_HOSTILE_NPC\n {ai/aliases/stable_singleplayer.cfg}\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}\n {AI_SIMPLE_ALWAYS_ASPECT leader_value 0.0}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0.0}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no }\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.0}\n {AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}\n [/ai]\n#enddef\n\n#define TEAM_AI_KAMIKAZE\n {ai/aliases/stable_singleplayer.cfg}\n\n [ai]\n [goal]\n [criteria]\n canrecruit=yes\n [/criteria]\n value=7.0\n [/goal]\n\n {AI_SIMPLE_ALWAYS_ASPECT aggression 9.0}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.0}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n\n {AI_NO_SCOUTS}\n [/ai]\n#enddef\n"} {"text": "# wmllint: no translatables\n\n#\n# AI utility macros\n#\n\n#define AI_RECRUITMENT_ALWAYS_ASPECT _LIMITS\n [aspect]\n id=recruitment\n [facet]\n [value]\n name=ai_default::recruitment\n {_LIMITS}\n [/value]\n [/facet]\n [/aspect]\n#enddef\n\n#define AI_RECRUIT_LIMIT _TYPE _MAX\n [limit]\n type={_TYPE}\n max={_MAX}\n [/limit]\n#enddef\n\n#\n# Single value ToD-based aspects.\n#\n\n#define AI_SIMPLE_UTBS_DAY_ASPECT _ASPECT_ID _VALUE\n {AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY {_ASPECT_ID} day morning1,midday1,afternoon1,morning2,midday2,afternoon2 {_VALUE} }\n#enddef\n\n#define AI_SIMPLE_UTBS_TWILIGHT_ASPECT _ASPECT_ID _VALUE\n {AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY {_ASPECT_ID} twilight dawn1,dusk1,dawn2,dusk2 {_VALUE} }\n#enddef\n\n#define AI_SIMPLE_UTBS_NIGHT_ASPECT _ASPECT_ID _VALUE\n {AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY {_ASPECT_ID} night short_dark,long_dark1,long_dark2,long_dark3,long_dark4 {_VALUE} }\n#enddef\n\n#define AI_SIMPLE_UTBS_TOD_ASPECT _ASPECT_ID _DAY_VALUE _TWILIGHT_VALUE _NIGHT_VALUE\n {AI_SIMPLE_UTBS_DAY_ASPECT {_ASPECT_ID} {_DAY_VALUE} }\n {AI_SIMPLE_UTBS_TWILIGHT_ASPECT {_ASPECT_ID} {_TWILIGHT_VALUE} }\n {AI_SIMPLE_UTBS_NIGHT_ASPECT {_ASPECT_ID} {_NIGHT_VALUE} }\n#enddef\n\n#\n# Multiple value ToD-based aspects.\n#\n\n#define AI_SIMPLE_UTBS_DAY_ASPECT_VALUE _ASPECT_ID _VALUE\n {AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY_VALUE {_ASPECT_ID} day morning1,midday1,afternoon1,morning2,midday2,afternoon2 {_VALUE} }\n#enddef\n\n#define AI_SIMPLE_UTBS_TWILIGHT_ASPECT_VALUE _ASPECT_ID _VALUE\n {AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY {_ASPECT_ID} twilight dawn1,dusk1,dawn2,dusk2 {_VALUE} }\n#enddef\n\n#define AI_SIMPLE_UTBS_NIGHT_ASPECT_VALUE _ASPECT_ID _VALUE\n {AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY {_ASPECT_ID} night short_dark,long_dark1,long_dark2,long_dark3,long_dark4 {_VALUE} }\n#enddef\n\n#define AI_SIMPLE_UTBS_TOD_ASPECT_VALUE _ASPECT_ID _DAY_VALUE _TWILIGHT_VALUE _NIGHT_VALUE\n {AI_SIMPLE_UTBS_DAY_ASPECT_VALUE {_ASPECT_ID} {_DAY_VALUE} }\n {AI_SIMPLE_UTBS_TWILIGHT_ASPECT_VALUE {_ASPECT_ID} {_TWILIGHT_VALUE} }\n {AI_SIMPLE_UTBS_NIGHT_ASPECT_VALUE {_ASPECT_ID} {_NIGHT_VALUE} }\n#enddef\n\n#\n# Micro AI-related utility macros\n#\n\n# wmllint: unbalanced-on\n# wmlindent: start ignoring\n# wmlxgettext: [side]\n\n#define SIDE_MICRO_AI _SIDE _AI_TYPE _WML\n [/side]\n [event]\n name=prestart\n [micro_ai]\n side={_SIDE}\n ai_type={_AI_TYPE}\n action=add\n {_WML}\n [/micro_ai]\n [/event]\n [+side]\n#enddef\n\n# wmlxgettext: [/side]\n# wmlindent: stop ignoring\n# wmllint: unbalanced-off\n"} {"text": "#\n# codename Naia - Project Ethea phase 1 campaigns shared library\n# Copyright (C) 2006 - 2023 by Iris Morelle \n#\n# See COPYING for usage terms.\n#\n\n#define BUG _MESSAGE\n [bug]\n message={_MESSAGE}\n [/bug]\n#enddef\n\n#define BUG_ON _CONDITION _MESSAGE\n [bug]\n message={_MESSAGE}\n [condition]\n {_CONDITION}\n [/condition]\n [/bug]\n#enddef\n\n#define DIE _MESSAGE\n [bug]\n message={_MESSAGE}\n may_ignore=no\n [/bug]\n#enddef\n\n#define DIE_ON _CONDITION _MESSAGE\n [bug]\n message={_MESSAGE}\n may_ignore=no\n [condition]\n {_CONDITION}\n [/condition]\n [/bug]\n#enddef\n\n#\n# Quick mid-event gamestate inspector invocation macro.\n# Only useful for internal debugging, so it's not used in published code.\n#\n#define !\n #warning Inspector call\n [inspect][/inspect]\n#enddef\n\n#define LOG_NAIA_ERR _MSG\n {ERROR (\"[Naia] \"+{_MSG})}\n#enddef\n\n#define LOG_NAIA_WRN _MSG\n {WARNING (\"[Naia] \"+{_MSG})}\n#enddef\n\n#define LOG_NAIA_WARN _MSG\n {WARNING (\"[Naia] \"+{_MSG})}\n#enddef\n\n#define LOG_NAIA _MSG\n {LOG (\"[Naia] \"+{_MSG})}\n#enddef\n\n#ifdef DEBUG\n#define LOG_NAIA_DBG _MSG\n {DEBUG (\"[Naia] \"+{_MSG})}\n#enddef\n#else\n#define LOG_NAIA_DBG _MSG\n {LOG ({_MSG})}\n#enddef\n#endif\n\n"} {"text": "#textdomain wesnoth-Naia\n#\n# codename Naia - Project Ethea phase 1 campaigns shared library\n# Copyright (C) 2006 - 2023 by Iris Morelle \n#\n# See COPYING for usage terms.\n#\n\n[color_range]\n id=cyan\n name= _ \"team_color^Cyan\"\n rgb=00BEBE,00EEEE,333333,00EEEE\n[/color_range]\n\n[color_range]\n id=yellow\n name= _ \"team_color^Yellow\"\n rgb=EEE000,FFFFFF,100F00,FFF000\n[/color_range]\n\n[color_range]\n id=pink\n name= _ \"team_color^Pink\"\n rgb=FFAAFF,FFEEFF,503750,DD88DD\n[/color_range]\n\n[color_palette]\n shaxthal_drone_base=AEDCFF,8680FF,306287,503669,171745,1C0821\n shaxthal_drone_surface=D7BE8C,B0974C,675C22,4D3B59,442626,211313\n shaxthal_drone_brown=E0E0E8,AEA79B,8F6659,503669,171745,1C0821\n shaxthal_drone_purple=BDD2D3,AF81DE,306287,503669,171745,1C0821\n shaxthal_drone_cyan=AEDCFF,8DAAA0,306287,503669,171745,1C0821\n[/color_palette]\n"} {"text": "#\n# WML events library\n#\n# codename Naia - Project Ethea phase 1 campaigns shared library\n# Copyright (C) 2019 - 2023 by Iris Morelle \n#\n# See COPYING for usage terms.\n#\n\n#\n# Dispatches a new event while passing the current primary unit/attack and\n# secondary unit/attack without changes.\n#\n# NOTE: Both the primary and secondary unit must exist on the map.\n#\n#define EVENT_FORWARD_DISPATCH _EVENT_NAME\n [fire_event]\n name={_EVENT_NAME}\n\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [insert_tag]\n name=\"primary_attack\"\n variable=\"weapon\"\n [/insert_tag]\n\n [secondary_unit]\n x,y=$x2,$y2\n [/secondary_unit]\n [insert_tag]\n name=\"secondary_attack\"\n variable=\"second_weapon\"\n [/insert_tag]\n [/fire_event]\n#enddef\n\n#define EVENT_FORWARD_DISPATCH_SIMPLE _EVENT_NAME\n [fire_event]\n name={_EVENT_NAME}\n\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n\n [secondary_unit]\n x,y=$x2,$y2\n [/secondary_unit]\n [/fire_event]\n#enddef\n\n#\n# Dispatches a new event while passing the current primary unit/attack and\n# secondary unit/attack swapped - meaning primary becomes secondary and\n# secondary becomes primary.\n#\n# NOTE: Both the primary and secondary unit must exist on the map.\n#\n#define EVENT_INVERSE_DISPATCH _EVENT_NAME\n [fire_event]\n name={_EVENT_NAME}\n\n [secondary_unit]\n x,y=$x1,$y1\n [/secondary_unit]\n [insert_tag]\n name=\"secondary_attack\"\n variable=\"weapon\"\n [/insert_tag]\n\n [primary_unit]\n x,y=$x2,$y2\n [/primary_unit]\n [insert_tag]\n name=\"primary_attack\"\n variable=\"second_weapon\"\n [/insert_tag]\n [/fire_event]\n#enddef\n\n#define EVENT_INVERSE_DISPATCH_SIMPLE _EVENT_NAME\n [fire_event]\n name={_EVENT_NAME}\n\n [secondary_unit]\n x,y=$x1,$y1\n [/secondary_unit]\n\n [primary_unit]\n x,y=$x2,$y2\n [/primary_unit]\n [/fire_event]\n#enddef\n\n#\n# Global events need to be added to a [campaign] tag. The problem is, because\n# of the Ethea phase 1 campaigns' structure, the last defined [campaign] is not\n# necessarily the one that's being started -- it'll always be the last one\n# instead. Therefore the [+campaign] approach will not work.\n#\n# We use a simple kludge to get around this by having events be injected\n# directly by Lua. Note that this allows using pretty much any event WML at\n# this point, not just [event]s, but we should probably avoid getting too\n# clever here since the UI has not been fully initialized at this point.\n#\n# IMPORTANT NOTE:\n#\n# Do bear in mind that any code included here is executed every time the game\n# is set up, before preload. Therefore, if you do not include unique\n# identifiers for each event defined, they WILL stack up forever.\n#\n#define GLOBAL_EVENTS _CODE\n [lua]\n code=\"global_run_wml(...)\"\n [args]\n {_CODE}\n [/args]\n [/lua]\n#enddef\n"} {"text": "#\n# i18n/mainline strings library\n#\n# codename Naia - Project Ethea phase 1 campaigns shared library\n# Copyright (C) 2006 - 2023 by Iris Morelle \n#\n# See COPYING for usage terms.\n#\n\n#textdomain wesnoth\n\n#define I18N:YES\n _\"Yes\" #enddef\n#define I18N:NO\n _\"No\" #enddef\n\n#textdomain wesnoth-lib\n\n#define I18N:TERRAIN_SHROUD\n _\"Shroud\" #enddef\n#define I18N:TERRAIN_FOG\n _ \"Fog\" #enddef\n#define I18N:TERRAIN_VOID\n _ \"Void\" #enddef\n#define I18N:TERRAIN_CHASM\n _ \"Chasm\" #enddef\n#define I18N:TERRAIN_ROAD\n _ \"Road\" #enddef\n#define I18N:TERRAIN_FLAT\n _ \"Flat\" #enddef\n#define I18N:TERRAIN_CAVE\n _ \"Cave\" #enddef\n#define I18N:TERRAIN_CASTLE\n _ \"Castle\" #enddef\n#define I18N:TERRAIN_KEEP\n _ \"Keep\" #enddef\n#define I18N:TERRAIN_IMPASSABLE\n _ \"Impassable\" #enddef\n#define I18N:TERRAIN_UNWALKABLE\n _ \"Unwalkable\" #enddef\n#define I18N:TERRAIN_ROCKBOUND_CAVE\n _ \"Rockbound Cave\" #enddef\n#define I18N:TERRAIN_STONE_WALL\n _ \"Stone Wall\" #enddef\n#define I18N:TERRAIN_GATE\n _ \"Gate\" #enddef\n#define I18N:TERRAIN_GREAT_TREE\n _ \"Great Tree\" #enddef\n\n#textdomain wesnoth-units\n\n#define I18N:ATTACK_BOW\n _ \"bow\" #enddef\n#define I18N:ATTACK_CROSSBOW\n _ \"crossbow\" #enddef\n#define I18N:ATTACK_DAGGER\n _ \"dagger\" #enddef\n#define I18N:ATTACK_LONGSWORD\n _ \"longsword\" #enddef\n#define I18N:ATTACK_SHORT_SWORD\n _ \"short sword\" #enddef\n#define I18N:ATTACK_CLUB\n _ \"club\" #enddef\n#define I18N:ATTACK_JAVELIN\n _ \"javelin\" #enddef\n#define I18N:ATTACK_BATTLE_AXE\n _ \"battle axe\" #enddef\n#define I18N:ATTACK_MORNING_STAR\n _ \"morning star\" #enddef\n#define I18N:ATTACK_STAFF\n _ \"staff\" #enddef\n#define I18N:ATTACK_FIST\n _ \"fist\" #enddef\n#define I18N:ATTACK_SWORD\n _ \"sword\" #enddef\n#define I18N:ATTACK_SPEAR\n _ \"spear\" #enddef\n#define I18N:ATTACK_AXE\n _ \"axe\" #enddef\n#define I18N:ATTACK_FIREBALL\n _ \"fireball\" #enddef\n#define I18N:ATTACK_CLAWS\n _ \"claws\" #enddef\n#define I18N:ATTACK_FIRE_BREATH\n _ \"fire breath\" #enddef\n#define I18N:ATTACK_FIRE_CLAWS\n _ \"fire claws\" #enddef\n#define I18N:ATTACK_WATER_SPRAY\n _ \"water spray\" #enddef\n#define I18N:ATTACK_FANGS\n _ \"fangs\" #enddef\n#define I18N:ATTACK_TOUCH\n _ \"touch\" #enddef\n#define I18N:ATTACK_WAIL\n _ \"wail\" #enddef\n#define I18N:ATTACK_CRUSH\n _ \"crush\" #enddef\n#define I18N:ATTACK_TAIL\n _ \"tail\" #enddef\n#define I18N:ATTACK_TENTACLE\n _ \"tentacle\" #enddef\n#define I18N:ATTACK_WEB\n _ \"web\" #enddef\n#define I18N:CHILL_TEMPEST\n _ \"chill tempest\" #enddef\n#define I18N:ATTACK_ENTANGLE\n _ \"entangle\" #enddef\n#define I18N:ATTACK_ENSNARE\n _ \"ensnare\" #enddef\n#define I18N:ATTACK_FAERIE_TOUCH\n _ \"faerie touch\" #enddef\n#define I18N:ATTACK_FAERIE_FIRE\n _ \"faerie fire\" #enddef\n#define I18N:ATTACK_THORNS\n _ \"thorns\" #enddef\n#define I18N:ATTACK_GOSSAMER\n _ \"gossamer\" #enddef\n"} {"text": "#\n# WML variable operations library\n#\n# codename Naia - Project Ethea phase 1 campaigns shared library\n# Copyright (C) 2006 - 2023 by Iris Morelle \n#\n# See COPYING for usage terms.\n#\n\n############################################################################\n# ARITHMETIC OPERATIONS #\n############################################################################\n\n#\n# _VAR += _OPERAND\n#\n\n#define VARIABLE_ADD _VAR _OPERAND\n [set_variable]\n name={_VAR}\n add={_OPERAND}\n [/set_variable]\n#enddef\n\n#\n# _VAR -= _OPERAND\n#\n\n#define VARIABLE_MINUS _VAR _OPERAND\n [set_variable]\n name={_VAR}\n sub={_OPERAND}\n [/set_variable]\n#enddef\n\n#define VARIABLE_MIN _VAR _OPERAND\n {VARIABLE_MINUS {_VAR} {_OPERAND}}\n#enddef\n\n#\n# _VAR *= _OPERAND\n#\n\n#define VARIABLE_MULTIPLY _VAR _OPERAND\n [set_variable]\n name={_VAR}\n multiply={_OPERAND}\n [/set_variable]\n#enddef\n\n#define VARIABLE_MUL _VAR _OPERAND\n {VARIABLE_MULTIPLY {_VAR} {_OPERAND}}\n#enddef\n\n#\n# _VAR /= _OPERAND\n#\n\n#define VARIABLE_DIVIDE _VAR _OPERAND\n [set_variable]\n name={_VAR}\n divide={_OPERAND}\n [/set_variable]\n#enddef\n\n#define VARIABLE_DIV _VAR _OPERAND\n {VARIABLE_DIVIDE {_VAR} {_OPERAND}}\n#enddef\n\n#\n# _VAR %= _OPERAND\n#\n\n#define VARIABLE_MODULO _VAR _OPERAND\n [set_variable]\n name={_VAR}\n modulo={_OPERAND}\n [/set_variable]\n#enddef\n\n#define VARIABLE_MOD _VAR _OPERAND\n {VARIABLE_MODULO {_VAR} {_OPERAND}}\n#enddef\n\n#\n# _VAR *= -1\n#\n\n#define VARIABLE_NEG _VAR\n [set_variable]\n name={_VAR}\n multiply=-1\n [/set_variable]\n#enddef\n\n#\n# ++_VAR\n#\n\n#define VARIABLE_INC _VAR\n [set_variable]\n name={_VAR}\n add=1\n [/set_variable]\n#enddef\n\n#\n# --_VAR\n#\n\n#define VARIABLE_DEC _VAR\n [set_variable]\n name={_VAR}\n sub=1\n [/set_variable]\n#enddef\n\n############################################################################\n# COMPARISON OPERATORS #\n############################################################################\n\n#\n# _VAR == _VALUE\n#\n\n#define VARIABLE_NUMERICAL_EQUALS _VAR _VALUE\n [variable]\n name={_VAR}\n numerical_equals={_VALUE}\n [/variable]\n#enddef\n\n#\n# _VAR != _VALUE\n#\n\n#define VARIABLE_NUMERICAL_NOT_EQUALS _VAR _VALUE\n [variable]\n name={_VAR}\n numerical_not_equals={_VALUE}\n [/variable]\n#enddef\n\n#\n# _VAR < _VALUE\n#\n\n#define VARIABLE_NUMERICAL_LESS_THAN _VAR _VALUE\n [variable]\n name={_VAR}\n less_than={_VALUE}\n [/variable]\n#enddef\n\n#\n# _VAR > _VALUE\n#\n\n#define VARIABLE_NUMERICAL_GREATER_THAN _VAR _VALUE\n [variable]\n name={_VAR}\n greater_than={_VALUE}\n [/variable]\n#enddef\n\n#\n# _VAR <= _VALUE\n#\n\n#define VARIABLE_NUMERICAL_LESS_THAN_OR_EQUAL _VAR _VALUE\n [variable]\n name={_VAR}\n less_than_equal_to={_VALUE}\n [/variable]\n#enddef\n\n#\n# _VAR >= _VALUE\n#\n\n#define VARIABLE_NUMERICAL_GREATER_THAN_OR_EQUAL _VAR _VALUE\n [variable]\n name={_VAR}\n greater_than_equal_to={_VALUE}\n [/variable]\n#enddef\n\n#\n# _VAR % 2 == 0\n#\n\n#define VARIABLE_IS_EVEN _VAR\n [variable_is_even]\n name={_VAR}\n [/variable_is_even]\n#enddef\n\n#\n# _VAR % 2 != 0\n#\n\n#define VARIABLE_IS_ODD _VAR\n [not]\n [variable_is_even]\n name={_VAR}\n [/variable_is_even]\n [/not]\n#enddef\n\n#\n# _VAR >= _BOTTOM && _VAR <= _TOP\n#\n\n#define VARIABLE_NUMERICAL_IN_RANGE _VAR _BOTTOM _TOP\n [variable]\n name={_VAR}\n greater_than_equal_to={_BOTTOM}\n [/variable]\n [variable]\n name={_VAR}\n less_than_equal_to={_TOP}\n [/variable]\n#enddef\n\n#\n# _VAR.x == _X && _VAR.y == _Y\n#\n\n#define VARIABLE_POS_EQUALS _VAR _X _Y\n [position_equals]\n variable={_VAR}\n x={_X}\n y={_Y}\n [/position_equals]\n#enddef\n"} {"text": "#\n# Persistent WML variable operations library\n#\n# codename Naia - Project Ethea phase 1 campaigns shared library\n# Copyright (C) 2012 - 2023 by Iris Morelle \n#\n# See COPYING for usage terms.\n#\n\n# NOTE: Needs to match PERSISTENT_NS_NAIA in /lua/persistent.lua\n#define PERSISTENT_NS_NAIA\n\t\"Project_Ethea.Naia\" #enddef\n\n#define READ_GLOBAL_INTO_VARIABLE _FROM_GLOBAL_ID _TO_VAR_ID\n#arg NAMESPACE\n\t{PERSISTENT_NS_NAIA}\n#endarg\n\t[get_global_variable]\n\t\tnamespace={NAMESPACE}\n\n\t\tfrom_global={_FROM_GLOBAL_ID}\n to_local={_TO_VAR_ID}\n\t[/get_global_variable]\n#enddef\n\n#define WRITE_VARIABLE_INTO_GLOBAL _FROM_VAR_ID _TO_GLOBAL_ID\n#arg NAMESPACE\n\t{PERSISTENT_NS_NAIA}\n#endarg\n#arg IMMEDIATE\n\tyes\n#endarg\n\t[set_global_variable]\n\t\tnamespace={NAMESPACE}\n\t\timmediate={IMMEDIATE}\n\n\t\tfrom_local={_FROM_VAR_ID}\n\t\tto_global={_TO_GLOBAL_ID}\n\t[/set_global_variable]\n#enddef\n\n#define GLOBAL_TABLE:OPEN\n#arg NAMESPACE\n\t{PERSISTENT_NS_NAIA}\n#endarg\n\t[global_table]\n\t\tnamespace={NAMESPACE}\n#enddef\n\n#define GLOBAL_TABLE:READ _KEY\n\t[read]\n\t\tkey={_KEY}\n\t[/read]\n#enddef\n\n#define GLOBAL_TABLE:WRITE _KEY\n\t[write]\n\t\tkey={_KEY}\n\t[/write]\n#enddef\n\n#define GLOBAL_TABLE:DELETE _KEY\n\t[delete]\n\t\tkey={_KEY}\n\t[/delete]\n#enddef\n\n#define GLOBAL_TABLE:CLOSE\n\t[/global_table]\n#enddef\n"} {"text": "#\n# WML variable operations library\n#\n# codename Naia - Project Ethea phase 1 campaigns shared library\n# Copyright (C) 2006 - 2023 by Iris Morelle \n#\n# See COPYING for usage terms.\n#\n\n#define VARIABLE_FROM_STRLEN _VAR _VALUE\n [set_variable]\n name={_VAR}\n string_length={_VALUE}\n [/set_variable]\n#enddef\n\n#define VARIABLE_RANDOM _VAR _VALUE\n [set_variable]\n name={_VAR}\n rand={_VALUE}\n [/set_variable]\n#enddef\n\n#define VARIABLE_DEFAULT _VAR _VALUE\n [variable_default]\n name={_VAR}\n value={_VALUE}\n [/variable_default]\n#enddef\n\n#define VARIABLE_COPY _VAR_DST _VAR_SRC\n [set_variable]\n name={_VAR_DST}\n to_variable={_VAR_SRC}\n [/set_variable]\n#enddef\n\n#define VARIABLE_ARRAY_COPY _ARRAY_DST _ARRAY_SRC\n [set_variables]\n name={_ARRAY_DST}\n mode=replace\n to_variable={_ARRAY_SRC}\n [/set_variables]\n#enddef\n\n#define VARIABLE_IF_ELSE _VAR _VALUE_IF _VALUE_ELSE _COND\n [if]\n {_COND}\n [then]\n [set_variable]\n name={_VAR}\n value={_VALUE_IF}\n [/set_variable]\n [/then]\n [else]\n [set_variable]\n name={_VAR}\n value={_VALUE_ELSE}\n [/set_variable]\n [/else]\n [/if]\n#enddef\n\n#define VARIABLE_EVAL_CONDITIONAL _VAR _COND\n [set_conditional_variable]\n name={_VAR}\n [condition]\n {_COND}\n [/condition]\n [/set_conditional_variable]\n#enddef\n\n#define VARIABLE_LEXICAL_EQUALS _VAR _VALUE\n [variable]\n name={_VAR}\n equals={_VALUE}\n [/variable]\n#enddef\n\n#define VARIABLE_LEXICAL_NOT_EQUALS _VAR _VALUE\n [variable]\n name={_VAR}\n not_equals={_VALUE}\n [/variable]\n#enddef\n\n#define VARIABLE_LEXICAL_CONTAINS _VAR _VALUE\n [variable]\n name={_VAR}\n contains={_VALUE}\n [/variable]\n#enddef\n\n#define VARIABLE_LEXICAL_IN _VAR _VALUES\n [variable_in]\n name={_VAR}\n values={_VALUES}\n [/variable_in]\n#enddef\n\n#define VARIABLE_BOOLEAN_EQUALS _VAR _VALUE\n [variable]\n name={_VAR}\n boolean_equals={_VALUE}\n [/variable]\n#enddef\n\n#define VARIABLE_BOOLEAN_NOT_EQUALS _VAR _VALUE\n [variable]\n name={_VAR}\n boolean_not_equals={_VALUE}\n [/variable]\n#enddef\n\n#define VARIABLE_ARRAY_EMPTY VAR_ID\n [variable]\n name={VAR_ID}+\".length\"\n numerical_equals=0\n [/variable]\n#enddef\n\n#define VARIABLE_ARRAY_NOT_EMPTY VAR_ID\n [variable]\n name={VAR_ID}+\".length\"\n numerical_not_equals=0\n [/variable]\n#enddef\n\n#\n# ConditionalWML that always yields a true value.\n#\n#define TRUE\n [true][/true]\n#enddef\n\n#\n# ConditionalWML that always yields a false value.\n#\n#define FALSE\n [false][/false]\n#enddef\n"} {"text": "#textdomain wesnoth-Naia\n\n#\n# Implementation of event-based unit abilities.\n#\n\n#define ABILITY_TESTAMENT_EVENTS\n [event]\n id=ua_testament:death_handler\n name=die\n first_time_only=no\n [filter]\n ability=testament\n [/filter]\n\n [store_unit]\n [filter]\n [filter_adjacent]\n x,y=$x1,$y1\n [/filter_adjacent]\n\n [filter_side]\n [allied_with]\n side=$unit.side\n [/allied_with]\n [/filter_side]\n\n formula=\"(self.hitpoints < self.max_hitpoints * 0.50)\"\n [/filter]\n\n kill=no\n variable=temp_UA_TESTAMENT_targets\n [/store_unit]\n\n [foreach]\n array=temp_UA_TESTAMENT_targets\n [do]\n {VARIABLE temp_UA_TESTAMENT_heal_amount \"$(round($this_item.max_hitpoints * 0.50 - $this_item.hitpoints))\"}\n {VARIABLE this_item.hitpoints \"$($this_item.max_hitpoints * 0.50)\"}\n\n [unstore_unit]\n find_vacant=no\n variable=this_item\n text=$temp_UA_TESTAMENT_heal_amount\n {COLOR_HEAL}\n [/unstore_unit]\n [/do]\n [/foreach]\n\n [ua_testament_terraform][/ua_testament_terraform]\n\n {CLEAR_VARIABLE temp_UA_TESTAMENT_heal_amount,temp_UA_TESTAMENT_targets}\n [/event]\n#enddef\n"} {"text": "#textdomain wesnoth-Naia\n\n# wmlindent: start ignoring\n\n# wmllint: unbalanced-on\n\n#\n# Used as a convenience wrapper to include ability implementation details in\n# unit type definitions without copy-pasting the close-reopen tag boilerplate.\n# This requires that the macro actually holding the event WML for the ability\n# is named ABILITY__EVENTS:\n#\n# [dummy]\n# id=awesome_aura\n# [/dummy]\n#\n# {ABILITY_EVENTS AWESOME_AURA} # includes ABILITY_AWESOME_AURA_EVENTS\n#\n#define ABILITY_EVENTS _SUFFIX\n # wmlxgettext: [abilities]\n [/abilities]\n {ABILITY_{_SUFFIX}_EVENTS}\n [+abilities]\n # wmlxgettext: [/abilities]\n#enddef\n\n# wmllint: unbalanced-off\n\n# all forest terrains (tree, mushroom)\n#define VEGETATED_TERRAINS\n*^F*, *^Uf, *^Ufi #enddef\n\n#define NOTES_VEGETATED_TERRAINS\n \"\n\n\"+_ \"Note: Vegetated terrains include forest, great tree, and mushroom grove hexes.\"#enddef\n\n# wmlindent: stop ignoring\n\n#define ABILITY_OBSCURE\n [illuminates]\n id=obscure\n value=-25\n min_value=-25\n cumulative=no\n name= _ \"obscures\"\n description= _ \"This unit darkens the surrounding area, making chaotic units fight better, and lawful units fight worse.\n\nAny units adjacent to this unit will fight as if it were dusk when it is day, and as if it were night when it is dusk.\"\n special_note={SPECIAL_NOTE_OBSCURE}\n affect_self=yes\n [/illuminates]\n#enddef\n\n#define ABILITY_SYLVAN_SPARK\n [regenerate]\n value=5\n id=sylvan_spark\n name= _ \"sylvan spark\"\n description=_ \"While in vegetated terrains, the unit will heal itself 5 HP per turn. If it is poisoned, it will remove the poison instead of healing.\"+{NOTES_VEGETATED_TERRAINS}\n special_note={SPECIAL_NOTE_SYLVAN_SPARK}\n affect_self=yes\n [filter_self]\n [filter_location]\n terrain={VEGETATED_TERRAINS}\n [/filter_location]\n [/filter_self]\n poison=cured\n [/regenerate]\n#enddef\n\n#\n# Protection\n#\n\n#define ABILITY_PROTECTION\n [resistance]\n id=protection\n add=20\n max_value=50\n apply_to=blade,pierce,impact,fire,cold,arcane\n name= _ \"protection\"\n description= _ \"Adjacent units of lower level from this side receive a +20% bonus to all resistances (up to a maximum of 50%).\"\n affect_self=no\n [filter_base_value]\n less_than=50\n [/filter_base_value]\n [affect_adjacent]\n [filter]\n formula=\"level < other.level\"\n [/filter]\n [/affect_adjacent]\n [/resistance]\n#enddef\n\n#\n# Terror\n#\n\n#define ABILITY_TERROR\n [leadership]\n id=terror\n value=\"(-(15 * (level - other.level) + 15))\"\n cumulative=no\n name= _ \"terror\"\n description= _ \"This unit can frighten enemy units that are next to it, making them fight worse.\n\nAdjacent enemy units of lower level will do less damage in battle. When an enemy unit of lower level is adjacent and engages in combat, its attacks do 15% less damage times the difference in their levels + 15%.\"\n special_note={SPECIAL_NOTE_PROTECTION}\n affect_self=no\n affect_allies=no\n affect_enemies=yes\n [affect_adjacent]\n [filter]\n formula=\"level < other.level\"\n [/filter]\n [/affect_adjacent]\n [/leadership]\n#enddef\n\n#define ABILITY_BORE\n [hides]\n id=bore\n name= _ \"bore\"\n female_name= _ \"female^bore\"\n description= _ \"If somehow forced to move into cave or stone walls, this unit can hide inside them and deal 50% more damage on defense.\n\nEnemy units cannot see this unit while it is inside walls, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement.\"\n special_note={SPECIAL_NOTE_BORE}\n affect_self=yes\n [filter]\n [filter_location]\n terrain=Xo*,Xo*^*,Xu*,Xu*^*\n [/filter_location]\n [/filter]\n [/hides]\n\n [damage]\n id=bore_ws\n active_on=defense\n apply_to=self\n [filter_self]\n [filter_location]\n terrain=Xo*,Xo*^*,Xu*,Xu*^*\n [/filter_location]\n [/filter_self]\n value=\"( base_value * 1.5 )\"\n [/damage]\n#enddef\n\n#define ABILITY_ZEAL\n [resistance]\n id=zeal\n name= _ \"zeal\"\n female_name= _ \"female^zeal\"\n description= _ \"The zeal of this unit inspires adjacent units to resist enemy attacks better and deal increased damage.\n\nAdjacent own units of lower level will receive a +30% bonus to their resistances while defending, up to a maximum of 60% for non-arcane damage, or 30% for arcane damage. They will also deal 15% more damage times the difference in their levels on both defense and offense.\"\n special_note={SPECIAL_NOTE_ZEAL}\n affect_self=no\n apply_to=blade,pierce,impact,fire,cold\n add=30\n max_value=60\n [filter_base_value]\n less_than=60\n [/filter_base_value]\n [affect_adjacent]\n [filter]\n formula=\"level < other.level\"\n [/filter]\n [/affect_adjacent]\n [/resistance]\n\n [resistance]\n id=zeal_res_arcane\n affect_self=no\n apply_to=arcane\n add=30\n max_value=30\n [filter_base_value]\n less_than=30\n [/filter_base_value]\n [affect_adjacent]\n [filter]\n formula=\"level < other.level\"\n [/filter]\n [/affect_adjacent]\n [/resistance]\n\n [leadership]\n id=zeal_dmg_bonus\n affect_self=no\n value=\"(15 * (level - other.level))\"\n cumulative=no\n [affect_adjacent]\n [filter]\n formula=\"level < other.level\"\n [/filter]\n [/affect_adjacent]\n [/leadership]\n#enddef\n\n#define ABILITY_TESTAMENT\n [dummy]\n id=testament\n name= _ \"testament\"\n description= _ \"Upon the death of this unit, any wounded adjacent allies below 50% of their total HP will be healed back to said amount, although any negative status effects will not be removed. Additionally, if the unit is standing on clear walkable ground without any obstructions on it, a suitable testament to its existence will take its place.\"\n special_note={SPECIAL_NOTE_TESTAMENT}\n [/dummy]\n\n {ABILITY_EVENTS TESTAMENT}\n#enddef\n\n#define ABILITY_ENERGIZE_515\n {ABILITY_ENERGIZE:DEFINE energize_515\n 5 15 40\n ( _ \"energize+5/15%\")\n ( _ \"This unit heals adjacent allied units possessing the \u2018biomechanical\u2019 trait by 5 HP at the start of every turn, and grants them a 15% resistance bonus (up to a maximum of 40%).\")\n }\n#enddef\n\n#define ABILITY_ENERGIZE_1030\n {ABILITY_ENERGIZE:DEFINE energize_1030\n 10 30 70\n ( _ \"energize+10/30%\")\n ( _ \"This unit heals adjacent allied units possessing the \u2018biomechanical\u2019 trait by 10 HP at the start of every turn, and grants them a 30% resistance bonus (up to a maximum of 70%).\")\n }\n#enddef\n\n#define ABILITY_ENERGIZE:DEFINE _ID _HEAL_VAL _RES_VAL _RES_MAX _NAME _DESCRIPTION\n [heals]\n id={_ID}\n name={_NAME}\n description={_DESCRIPTION}\n special_note={SPECIAL_NOTE_ENERGIZE}\n value={_HEAL_VAL}\n affect_allies=yes\n affect_self=no\n poison=slowed\n {ABILITY_ENERGIZE:CONDITIONS}\n [/heals]\n\n [resistance]\n id={_ID}+\"_protection\"\n add={_RES_VAL}\n max_value={_RES_MAX}\n apply_to=blade,pierce,impact,fire,cold,arcane\n affect_allies=yes\n affect_self=no\n [filter_base_value]\n less_than={_RES_MAX}\n [/filter_base_value]\n {ABILITY_ENERGIZE:CONDITIONS}\n [/resistance]\n#enddef\n\n#define ABILITY_ENERGIZE:CONDITIONS\n [affect_adjacent]\n [filter]\n trait=biomechanical\n [/filter]\n [/affect_adjacent]\n#enddef\n\n############################################################################\n# #\n# UNIQUE UNIT OR AMLA ABILITIES #\n# #\n############################################################################\n\n#define ABILITY_SYLVAN_ESSENCE\n [heals]\n value=8\n id=sylvan_essence_healing_and_curing\n name= _ \"sylvan essence\"\n description= _ \"This unit can heal and cure friendly units on adjacent hexes every turn, to a base maximum of 8 HP. In vegetated terrains, it will conceal itself from its enemies. It can also regenerate (but not unpoison) 3 HP per-turn, but only on vegetated terrains.\"+{NOTES_VEGETATED_TERRAINS}\n special_note={SPECIAL_NOTE_SYLVAN_ESSENCE}\n affect_allies=yes\n affect_self=no\n poison=cured\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [/affect_adjacent]\n [/heals]\n [hides]\n id=sylvan_essence_conceal\n affect_self=yes\n [filter_self]\n [filter_location]\n terrain={VEGETATED_TERRAINS}\n [/filter_location]\n [/filter_self]\n [/hides]\n [regenerate]\n value=3\n # NOTE: AtS has special knowledge of this id (macros/amla-elynia.cfg)\n id=sylvan_essence_selfheal_L0\n affect_self=yes\n [filter_self]\n [filter_location]\n terrain={VEGETATED_TERRAINS}\n [/filter_location]\n [/filter_self]\n [/regenerate]\n#enddef\n\n#define ABILITY_SYLVAN_ESSENCE_UNION\n [illuminates]\n id=sylvan_essence_illum\n value=25\n max_value=25\n cumulative=no\n name= _ \"sylvan essence\"\n description=_\"This unit illuminates the surrounding area, making lawful units fight better, and chaotic units fight worse. Any units adjacent to this unit will fight as if it were dusk when it is night, and as if it were day when it is dusk.\n\nThe unit also can heal and cure friendly units on adjacent hexes every turn, to a base maximum of 8 HP. In vegetated terrains, it will conceal itself from its enemies. It can also regenerate (but not unpoison) 4 HP per-turn, but only in vegetated terrains.\"+{NOTES_VEGETATED_TERRAINS}\n special_note={SPECIAL_NOTE_SYLVAN_ESSENCE}\n affect_self=yes\n [/illuminates]\n [heals]\n value=8\n id=sylvan_essence_healing\n affect_allies=yes\n affect_self=no\n poison=cured\n [affect_adjacent]\n adjacent=n,ne,se,s,sw,nw\n [/affect_adjacent]\n [/heals]\n [hides]\n id=sylvan_essence_conceal\n affect_self=yes\n [filter_self]\n [filter_location]\n terrain={VEGETATED_TERRAINS}\n [/filter_location]\n [/filter_self]\n [/hides]\n [regenerate]\n value=4\n id=sylvan_essence_selfheal\n affect_self=yes\n [filter_self]\n [filter_location]\n terrain={VEGETATED_TERRAINS}\n [/filter_location]\n [/filter_self]\n [/regenerate]\n#enddef\n\n"} {"text": "#textdomain wesnoth-Naia\n\n#define AMLA_MENU\n [set_menu_item]\n id=amla_menu\n description= _ \"Unit Advancements\"\n image=\"icons/menu-advancements.png\"\n synced=no\n\n [show_if]\n [have_unit]\n x,y=$x1,$y1\n lua_function=\"naia_amla_menu_check\"\n [/have_unit]\n [/show_if]\n\n [command]\n [amla_list]\n x,y=$x1,$y1\n [/amla_list]\n [/command]\n [/set_menu_item]\n#enddef\n\n#define EFFECT_INCREASE_REQ_EXPERIENCE _AMOUNT\n [effect]\n apply_to=max_experience\n increase={_AMOUNT}\n [/effect]\n#enddef\n\n#define EFFECT_FULLHEAL\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n [effect]\n apply_to=status\n remove=poisoned\n [/effect]\n [effect]\n apply_to=status\n remove=slowed\n [/effect]\n#enddef\n\n#define CHARACTER_AMLA _ID _REQUIRES _ICON _DESCRIPTION _EFFECTS\n [advancement]\n id={_ID}\n image={_ICON}\n require_amla={_REQUIRES}\n max_times=1\n major_amla=yes\n description={_DESCRIPTION}+\" \"+_\"\u2039Max XP +15%\u203a\"\n\n {EFFECT_INCREASE_REQ_EXPERIENCE 15%}\n {EFFECT_FULLHEAL}\n\n {_EFFECTS}\n [/advancement]\n#enddef\n\n#define DISABLE_AMLA_WITH _EXCLUDE_LIST\n [+advancement]\n exclude_amla={_EXCLUDE_LIST}\n [/advancement]\n#enddef\n\n# This is an alternative version of the mainline AMLA that doesn't increase the\n# overall XP requirement more than regular upgrade AMLAs, so as to prevent\n# their XP pool from growing to the point it becomes impractical to keep\n# leveling them up once the rest of the tree becomes available later on.\n#define AMLA_VITALITY\n {CHARACTER_AMLA\n amla_vitality\n ()\n icons/amla-default.png ( _ \"Vitality: hitpoints +3\")\n (\n [effect]\n apply_to=hitpoints\n increase_total=3\n heal_full=yes\n [/effect]\n )}\n\n [+advancement]\n major_amla=no\n max_times=100\n [/advancement]\n#enddef\n"} {"text": "#textdomain wesnoth-Naia\n\n#define GENERIC_SWORD_ANIM NAME IMAGE\n [attack_anim]\n [filter_attack]\n name={NAME}\n [/filter_attack]\n\n start_time=-175\n\n [frame]\n image={IMAGE}:350\n [/frame]\n\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}\n [/attack_anim]\n#enddef\n\n#define GENERIC_AXE_ANIM NAME IMAGE\n [attack_anim]\n [filter_attack]\n name={NAME}\n [/filter_attack]\n\n start_time=-200\n\n [frame]\n image={IMAGE}:400\n [/frame]\n\n {SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -100}\n [/attack_anim]\n#enddef\n\n#define GENERIC_SPEAR_ANIM NAME IMAGE\n [attack_anim]\n [filter_attack]\n name={NAME}\n [/filter_attack]\n\n start_time=-175\n\n [frame]\n image={IMAGE}:325\n offset=0.0~0.1:75,0.1~0.9:100,0.9~0.0:125\n [/frame]\n\n {SOUND:HIT_AND_MISS spear.ogg spear-miss.ogg -75}\n [/attack_anim]\n#enddef\n\n#define GENERIC_CLUB_ANIM NAME IMAGE\n [attack_anim]\n [filter_attack]\n name={NAME}\n [/filter_attack]\n\n start_time=-175\n\n [frame]\n image={IMAGE}:350\n [/frame]\n\n {SOUND:HIT_AND_MISS club.ogg {SOUND_LIST:MISS} -75}\n [/attack_anim]\n#enddef\n\n#define GENERIC_STAFF_ANIM NAME IMAGE\n [attack_anim]\n [filter_attack]\n name={NAME}\n [/filter_attack]\n\n start_time=-125\n\n [frame]\n image={IMAGE}:300\n [/frame]\n\n {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125}\n [/attack_anim]\n#enddef\n\n#define GENERIC_MACE_ANIM NAME IMAGE\n [attack_anim]\n [filter_attack]\n name={NAME}\n [/filter_attack]\n\n start_time=-175\n\n [frame]\n image={IMAGE}:350\n [/frame]\n\n {SOUND:HIT_AND_MISS mace.wav {SOUND_LIST:MISS} -75}\n [/attack_anim]\n#enddef\n\n#define GENERIC_FLAIL_ANIM NAME IMAGE\n [attack_anim]\n [filter_attack]\n name={NAME}\n [/filter_attack]\n\n start_time=-225\n offset=0.0~0.8:225,0.8~0.0:175\n\n [frame]\n image={IMAGE}:400\n [/frame]\n\n {SOUND:HIT_AND_MISS flail.ogg flail-miss.ogg -125}\n [/attack_anim]\n#enddef\n\n#define GENERIC_BOW_ANIM NAME IMAGE\n [attack_anim]\n [filter_attack]\n name={NAME}\n [/filter_attack]\n\n start_time=-350\n missile_start_time=-150\n\n [missile_frame]\n duration=150\n image=\"projectiles/missile-n.png\"\n image_diagonal=\"projectiles/missile-ne.png\"\n [/missile_frame]\n\n [frame]\n image={IMAGE}:500\n [/frame]\n\n {SOUND:HIT_AND_MISS bow.ogg bow-miss.ogg -225}\n [/attack_anim]\n#enddef\n\n#define GENERIC_JAVELIN_ANIM NAME IMAGE\n [attack_anim]\n [filter_attack]\n name={NAME}\n [/filter_attack]\n\n start_time=-200\n missile_start_time=-150\n\n [missile_frame]\n duration=150\n image=\"projectiles/spear-n.png\"\n image_diagonal=\"projectiles/spear-ne.png\"\n [/missile_frame]\n\n [frame]\n image={IMAGE}:350\n sound={SOUND_LIST:THROW}\n [/frame]\n\n {SOUND:HIT spear.ogg 0}\n [/attack_anim]\n#enddef\n\n#define GENERIC_CROSSBOW_ANIM FILTER IMAGE\n [attack_anim]\n [filter_attack]\n {FILTER}\n [/filter_attack]\n\n start_time=-400\n missile_start_time=-150\n\n [missile_frame]\n duration=150\n image=\"projectiles/missile-n.png\"\n image_diagonal=\"projectiles/missile-ne.png\"\n [/missile_frame]\n\n [frame]\n image={IMAGE}:500\n [/frame]\n\n {SOUND:HIT_AND_MISS crossbow.ogg crossbow-miss.ogg -275}\n [/attack_anim]\n#enddef\n\n#define GENERIC_MOUNTED_SPEAR_ANIM NAME IMAGE\n [attack_anim]\n [filter_attack]\n name={NAME}\n [/filter_attack]\n\n start_time=-250\n horse_sound_start_time=-250\n\n [frame]\n image={IMAGE}:400\n offset=0.0~0.1:150,0.1~0.9:100,0.9~0.0:150\n [/frame]\n\n [horse_sound_frame]\n sound=horse-canter.wav\n [/horse_sound_frame]\n\n {SOUND:HIT_AND_MISS spear.ogg spear-miss.ogg -75}\n [/attack_anim]\n#enddef\n\n#define GENERIC_MOUNTED_SWORD_ANIM NAME IMAGE\n [attack_anim]\n [filter_attack]\n name={NAME}\n [/filter_attack]\n\n start_time=-250\n horse_sound_start_time=-250\n\n [frame]\n image={IMAGE}:400\n [/frame]\n\n [horse_sound_frame]\n sound=horse-canter.wav\n [/horse_sound_frame]\n\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}\n [/attack_anim]\n#enddef\n"} {"text": "#textdomain wesnoth-Naia\n\n#define MISSILE_FRAME_ETHEREAL_BLAST\n missile_start_time=-50\n [missile_frame]\n image=\"projectiles/chaosmissile-n.png\"\n image_diagonal=\"projectiles/chaosmissile-ne.png\"\n halo=\"halo/chaos-halo[1~8,9].png:[25*8,50]\"\n halo_x,halo_y=10,-2\n [/missile_frame]\n#enddef\n\n#define MISSILE_FRAME_ENERGY_SHOCK\n missile_start_time=-200\n [missile_frame]\n image=\"projectiles/energybeam-n.png\"\n image_diagonal=\"projectiles/energybeam-ne.png\"\n halo=\"halo/chaos-halo[1~8,9].png:[25*8,50]\"\n halo_x,halo_y=10,-2\n [/missile_frame]\n#enddef\n\n#define MISSILE_FRAME_BOLAS\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=projectiles/bolas-n.png\n image_diagonal=projectiles/bolas-ne.png\n [/missile_frame]\n#enddef\n\n#define MISSILE_FRAME_INFERNAL_CHILL\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=\"projectiles/whitemissile-n.png\"\n image_diagonal=\"projectiles/whitemissile-ne.png\"\n [/missile_frame]\n#enddef\n\n#define MISSILE_FRAME_SLIME\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=\"projectiles/slime-glob.png\"\n image_diagonal=\"projectiles/slime-glob.png\"\n [/missile_frame]\n#enddef\n\n#define MELEE_FRAME_FIRE_AURA _MELEE_FRAME _BASE_FRAME _SOUND\n start_time=-150\n [if]\n hits=no\n [frame]\n duration=50\n image={_BASE_FRAME}\n [/frame]\n [frame]\n duration=200\n image={_MELEE_FRAME}\n sound={SOUND_LIST:MISS}\n [/frame]\n [frame]\n duration=200\n image={_BASE_FRAME}\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n duration=50\n halo=projectiles/fire-burst-small-1.png\n image={_BASE_FRAME}\n sound={_SOUND}\n [/frame]\n [frame]\n halo=\"projectiles/fire-burst-small-[1~4].png:50\"\n image={_MELEE_FRAME}\n [/frame]\n [frame]\n halo=\"projectiles/fire-burst-small-[5~8].png:50\"\n image={_BASE_FRAME}\n [/frame]\n [/else]\n#enddef\n\n#define BURST_FRAME_FAERIE_MYSTIC_FIRE\n burst_start_time=0\n burst_offset=0.8~1.0\n\n [burst_frame][/burst_frame]\n [burst_frame]\n image=\"projectiles/fire-burst-small-[1~8].png:75\"\n [/burst_frame]\n#enddef\n\n#define MISSILE_FRAME_FAERIE_MYSTIC_FIRE\n specialfx_auto_vflip=false\n specialfx_start_time=-331\n\n [specialfx_frame]\n halo=\"halo/saurian-magic-halo-[1~7].png:50\"\n [/specialfx_frame]\n\n {MISSILE_FRAME_FIRE_BREATH 12,-39 12,19 25,-26 27,19}\n#enddef\n\n# _RIMG : reaction frame image\n# _BIMG : base frame image\n# _RSND : hit sound/soundlist\n#define FLYING_DEFENSE_ANIM _RIMG _BIMG _RSND\n [defend]\n [if]\n hits=miss\n offset=0.0~-0.15,-0.15~0.0\n [/if]\n start_time=-126\n [frame]\n duration=1\n image={_BIMG}\n [/frame]\n [frame]\n duration=100\n image={_RIMG}\n [/frame]\n [if]\n hits=hit\n [frame]\n duration=150\n image={_RIMG}\n sound={_RSND}\n [/frame]\n [/if]\n [else]\n hits=miss,kill\n [frame]\n duration=150\n image={_RIMG}\n [/frame]\n [/else]\n [frame]\n duration=1\n image={_BIMG}\n [/frame]\n [/defend]\n#enddef\n\n#define MISSILE_FRAME_TORPEDO\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=\"projectiles/flash-cannon-n.png\"\n image_diagonal=\"projectiles/flash-cannon-ne.png\"\n [/missile_frame]\n#enddef\n\n#define NOCTUM_BEAM_ANIMATION\n offset=0.0\n\n beam_auto_vflip=no\n beam_start_time=-400\n beam_offset=1.0\n beam_halo_y=20\n\n beam_halo_mod=\"~O(0.8)\"\n\n [beam_frame]\n halo=\"halo/darkness-beam-[1~7,6~1].png:[30*6,130,70*6]\"\n [/beam_frame]\n#enddef\n\n#define BOSS_EXPLOSION_FRAME _NUM _START_TIME _X _Y\n explosion_{_NUM}_start_time={_START_TIME}\n explosion_{_NUM}_auto_hflip=no\n explosion_{_NUM}_auto_vflip=no\n [explosion_{_NUM}_frame]\n halo=\"projectiles/fireball-impact-[1,1~16].png:50\"\n halo_x,halo_y={_X},{_Y}\n [/explosion_{_NUM}_frame]\n#enddef\n\n#define BOSS_BURST_FRAME _NUM _START_TIME _X _Y\n flame_burst_{_NUM}_start_time={_START_TIME}\n flame_burst_{_NUM}_auto_hflip=no\n flame_burst_{_NUM}_auto_vflip=no\n [flame_burst_{_NUM}_frame]\n halo=\"halo/flame-burst-[1~8].png:100\"\n halo_x,halo_y={_X},{_Y}\n [/flame_burst_{_NUM}_frame]\n#enddef\n\n#define BOSS_BURST_FRAME_IMAGE_MOD _NUM _MOD\n flame_burst_{_NUM}_halo_mod={_MOD}\n#enddef\n"} {"text": "#textdomain wesnoth-Naia\n\n# The pop-up message that appears when the players encounters\n# an enemy boss in the RPG scenarios. Made it a macro to keep it easier\n# to modify across the entire campaign.\n#define BOSS_POPUP\n [print]\n text= _ \"Enemy boss sighted!\"\n red,green,blue=255,127,0\n size=32\n duration=1500\n [/print]\n#enddef\n\n#define BOSS_MUSIC\n [music]\n name=vengeful.ogg\n immediate=yes\n append=no\n [/music]\n [music]\n name=ambuscade.ogg\n immediate=yes\n play_once=yes\n [/music]\n#enddef\n\n#define BOSS_AMBIENTANCE\n {BOSS_MUSIC}\n\n {BOSS_POPUP}\n#enddef\n\n#define BOSS_AMBIENTANCE_LOOPING\n {REPLACE_SCENARIO_MUSIC \"ambuscade-loop.ogg\"}\n {INCIDENTAL_MUSIC \"ambuscade-begin.ogg\"}\n\n {BOSS_POPUP}\n#enddef\n\n#define BOSS_UNIT_OVERLAY\n overlays=misc/boss-icon.png\n#enddef\n\n#define IS_BOSS\n {BOSS_UNIT_OVERLAY}\n random_traits=no\n#enddef\n\n#define BOSS_BOOST _HITPOINTS_INCREASE _MELEE_DMG_INCREASE _MELEE_STRIKES_INCREASE _RANGED_DMG_INCREASE _RANGED_STRIKES_INCREASE\n [object]\n silent=yes\n [effect]\n apply_to=hitpoints\n increase_total={_HITPOINTS_INCREASE}\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n increase_damage={_MELEE_DMG_INCREASE}\n increase_attacks={_MELEE_STRIKES_INCREASE}\n [/effect]\n [effect]\n apply_to=attack\n range=ranged\n increase_damage={_RANGED_DMG_INCREASE}\n increase_attacks={_RANGED_STRIKES_INCREASE}\n [/effect]\n [/object]\n#enddef\n"} {"text": "#textdomain wesnoth-Naia\n\n#define FULLSCREEN_CUTSCENE_UI\n theme=Cutscene_Minimal\n#enddef\n\n#define CUTSCENE_UI\n theme=Cutscene\n#enddef\n\n#define SET_THEME _THEME\n [change_theme]\n {_THEME}\n [/change_theme]\n#enddef\n\n#define RESET_THEME\n [change_theme][/change_theme]\n#enddef\n\n#define CLEAR_LABELS\n [clear_map_labels][/clear_map_labels]\n#enddef\n\n# Macro to remove a custom context menu item.\n\n#define REMOVE_MENU_ITEM _ID\n [clear_menu_item]\n id={_ID}\n [/clear_menu_item]\n#enddef\n\n# Lock/unlock user-driven viewport scrolling with the keyboard\n# or mouse (i.e. for cutscenes).\n\n#define LOCK_VIEW\n [lock_view][/lock_view]\n#enddef\n\n#define UNLOCK_VIEW\n [unlock_view][/unlock_view]\n#enddef\n\n#\n# Turns a view scrolling action into an instantaneous warp. It\n# should be included within the scrolling action WML node.\n#\n\n#define WARP\n immediate=yes\n#enddef\n"} {"text": "#textdomain wesnoth-Naia\n\n#define ITEM_GOAL _X _Y\n [item]\n # The ~NOP() image function is intended as a tag to prevent other stacked\n # blank-hex items on the same hex from being removed by ITEM_REMOVE_GOAL.\n image=\"misc/blank-hex.png~NOP()\"\n halo=\"misc/goal-highlight.png:1500,misc/blank-hex.png:1500\"\n x={_X}\n y={_Y}\n [/item]\n#enddef\n\n#define ITEM_REMOVE_GOAL _X _Y\n [remove_item]\n image=\"misc/blank-hex.png~NOP()\"\n x={_X}\n y={_Y}\n [/remove_item]\n#enddef\n\n#define ITEM_TOUCHPLATE _X _Y\n#arg COLOR\nbrightgreen #endarg\n [item]\n x={_X}\n y={_Y}\n halo=\"items/touchplate.png~RC(ellipse_red>\"+{COLOR}+\")~O([5,10,15,20,25,30,35,40,45,50,55,60,65,70,75,80,85,90,95,100]%):[1600,10*18,640],items/touchplate.png~RC(ellipse_red>\"+{COLOR}+\")~O([95,90,85,80,75,70,65,60,55,50,45,40,35,30,25,20,15,10]%):[10*18]\"\n [/item]\n#enddef\n\n# Shared graphics declaration for a crystal glyph that does nothing; use OBJ_*_GLYPH macros\n# if you want an interactive object, instead.\n\n# wmlindent: start ignoring\n#define _NAIA_CRYSTAL_GLYPH_HALO\nhalo/glyph-halo.png~O(0.[4,48,54,48]):[500,200*3] #enddef\n# wmlindent: stop ignoring\n\n#define ITEM_CRYSTAL_GLYPH _X _Y\n [item]\n x={_X}\n y={_Y}\n image=items/crystal-glyph.png\n halo={_NAIA_CRYSTAL_GLYPH_HALO}\n [/item]\n#enddef\n#define ITEM_CRYSTAL_GLYPH_POWERUP _X _Y\n [item]\n x={_X}\n y={_Y}\n image=items/crystal-glyph-powerup.png\n halo={_NAIA_CRYSTAL_GLYPH_HALO}\n [/item]\n#enddef\n#define ITEM_CRYSTAL_GLYPH_MESSAGE _X _Y\n [item]\n x={_X}\n y={_Y}\n image=items/crystal-glyph-message.png\n halo={_NAIA_CRYSTAL_GLYPH_HALO}\n [/item]\n#enddef\n#define ITEM_CRYSTAL_GLYPH_GATE _X _Y\n [item]\n x={_X}\n y={_Y}\n image=items/crystal-glyph-gate.png\n halo={_NAIA_CRYSTAL_GLYPH_HALO}\n [/item]\n#enddef\n\n#define MSG_GLYPH _MESSAGE\n [message]\n speaker=narrator\n image=items/crystal-glyph-message.png\n caption= _ \"Crystal Glyph\"\n message={_MESSAGE} # wmllint: ignore\n [/message]\n#enddef\n\n# wmllint: local spelling unslowed\n\n#define OBJ_HEALING_GLYPH _X _Y\n#arg CONDITIONS\n#endarg\n\n {ITEM_CRYSTAL_GLYPH {_X} {_Y} }\n\n [event]\n id=OBJ_HEALING_GLYPH_prestart_control_eh\n name=prestart\n\n {VARIABLE OBJ_HEALING_GLYPH_verbose yes}\n [/event]\n\n [event]\n id=OBJ_HEALING_GLYPH_victory_control_eh\n name=victory\n\n {CLEAR_VARIABLE OBJ_HEALING_GLYPH_verbose}\n [/event]\n\n [event]\n id=\"OBJ_HEALING_GLYPH_impl_\"+{_X}+\"_\"+{_Y} # wmllint: ignore\n name=moveto\n first_time_only=no\n [filter]\n side=1\n x={_X}\n y={_Y}\n [/filter]\n [filter_condition]\n {CONDITIONS}\n [/filter_condition]\n\n [redraw][/redraw]\n\n [if]\n [variable]\n name=OBJ_HEALING_GLYPH_verbose\n boolean_equals=yes\n [/variable]\n #\n # Using a macro here so wmllint stops trying to remove the translation marks\n #\n [then]\n {VARIABLE temp_OBJ_HEALING_GLYPH_msg (_\"Do you wish to be healed?\"+\"\n\n\"+_\"This magic glyph will completely restore this unit\u2019s health. It will also unslow and cure it of poison, if applicable.\"+\"\n\n\"+\n _\"Note: this glyph may be used only once; afterwards, it will fade out.\"+\"\")}\n {VARIABLE OBJ_HEALING_GLYPH_verbose no}\n [/then]\n [else]\n {VARIABLE temp_OBJ_HEALING_GLYPH_msg (_\"Do you wish to be healed?\"+\"\n\n\"+\n _\"Note: this glyph may be used only once; afterwards it will fade out.\"+\"\")}\n [/else]\n [/if]\n\n [message]\n speaker=narrator\n caption= _ \"Crystal Glyph of Health\"\n image=items/crystal-glyph.png\n message=$temp_OBJ_HEALING_GLYPH_msg\n [option]\n label={I18N:YES}\n [command]\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [remove_terrain_overlays]\n x,y=$x1,$y1\n [/remove_terrain_overlays]\n\n [heal_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n amount=\"full\"\n animate=yes\n restore_statuses=yes\n [/heal_unit]\n\n [sound]\n name=heal.wav\n [/sound]\n\n [set_variables]\n mode=merge\n name=unit\n [literal]\n moves=0\n [/literal]\n [/set_variables]\n\n [unstore_unit]\n variable=unit\n male_text= _ \"healed\"\n female_text= _ \"female^healed\"\n {COLOR_HEAL}\n [/unstore_unit]\n\n [redraw][/redraw]\n\n [remove_event]\n id=\"OBJ_HEALING_GLYPH_impl_\"+{_X}+\"_\"+{_Y} # wmllint: ignore\n [/remove_event]\n\n [transient_message]\n caption= _ \"Crystal Glyph of Health\"\n image=items/crystal-glyph.png\n message= _ \"The unit is fully healed, cured and unslowed.\"\n [/transient_message]\n [/command]\n [/option]\n [option]\n label={I18N:NO}\n [command]\n [allow_undo][/allow_undo]\n [/command]\n [/option]\n [/message]\n\n {CLEAR_VARIABLE temp_OBJ_HEALING_GLYPH_msg}\n [/event]\n#enddef\n\n#define GATE_GLYPH_ACTIONS _TARGET_X _TARGET_Y\n [redraw][/redraw]\n\n [message]\n speaker=narrator\n image=\"items/crystal-glyph-gate.png\"\n sound=\"magic-3.ogg\"\n message= _ \"Access granted.\"\n [/message]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n {REMOVE_EVENT_BARRIER (\"*^Zz\\,*^Zz/,*^Zz|\") ({_TARGET_X}) ({_TARGET_Y})}\n#enddef\n\n#define GATE_GLYPH _GLYPH_X _GLYPH_Y _TARGET_X _TARGET_Y\n {ITEM_CRYSTAL_GLYPH_GATE ({_GLYPH_X}) ({_GLYPH_Y})}\n\n [event]\n name=moveto\n [filter]\n side=1\n x={_GLYPH_X}\n y={_GLYPH_Y}\n [/filter]\n\n {LOCK_VIEW}\n\n {GATE_GLYPH_ACTIONS ({_TARGET_X}) ({_TARGET_Y})}\n\n {UNLOCK_VIEW}\n [/event]\n#enddef\n\n# wmllint: markcheck off\n# wmllint: display on\n\n#define PICK_UP _IMG _X _Y _CAN_USE_SUF _FOUND_MSG _CANNOT_USE_MSG _OBJECT_CODE_AND_ACTIONS\n#arg PLAYER_SIDES\n 1\n#endarg\n#arg ITEM_SOUND\n#endarg\n#arg REMOVE_MAP_ITEM\n yes\n#endarg\n\n [item]\n image={_IMG}\n x={_X}\n y={_Y}\n [/item]\n\n [event]\n id=\"PICK_UP:\"+{_X}+\"_\"+{_Y}\n name=moveto\n first_time_only=no\n [filter]\n side={PLAYER_SIDES}\n x={_X}\n y={_Y}\n [/filter]\n\n [message]\n speaker=unit\n {UNIT_SPEAKS_FOR_UNDEAD_MINION (\n side=$unit.side\n canrecruit=yes\n )}\n scroll=no\n message={_FOUND_MSG}\n [/message]\n\n [if]\n [have_unit]\n {_CAN_USE_SUF}\n x,y=$x1,$y1\n [/have_unit]\n [else]\n [message]\n speaker=unit\n {UNIT_SPEAKS_FOR_UNDEAD_MINION (\n side=$unit.side\n canrecruit=yes\n )}\n scroll=no\n message={_CANNOT_USE_MSG}\n [/message]\n\n [return][/return]\n [/else]\n [/if]\n\n [item_prompt]\n sound={ITEM_SOUND}\n [then]\n {_OBJECT_CODE_AND_ACTIONS}\n\n {VARIABLE temp_PU_remove_map_item {REMOVE_MAP_ITEM}}\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS temp_PU_remove_map_item yes}\n [then]\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n [/then]\n [/if]\n\n {CLEAR_VARIABLE temp_PU_remove_map_item}\n\n #\n # Never run this handler again.\n #\n\n [remove_event]\n id=\"PICK_UP:\"+{_X}+\"_\"+{_Y}\n [/remove_event]\n [/then]\n [/item_prompt]\n [/event]\n#enddef\n\n# wmllint: display off\n# wmllint: markcheck on\n"} {"text": "#textdomain wesnoth-Naia\n\n#define OBJECTIVES _OBJECTIVES\n [objectives]\n side=1\n {_OBJECTIVES}\n [/objectives]\n#enddef\n\n#define OBJECTIVE_VICTORY _TEXT\n [objective]\n description={_TEXT}\n condition=win\n [/objective]\n#enddef\n\n#define OBJECTIVE_VICTORY_END_OF_TURNS\n [objective]\n description= _ \"Resist until the end of turns\"\n condition=win\n show_turn_counter=yes\n [/objective]\n#enddef\n\n#define OBJECTIVE_DEFEAT _TEXT\n [objective]\n description={_TEXT}\n condition=lose\n [/objective]\n#enddef\n\n#define OBJECTIVE_OPTIONAL _TEXT\n [objective]\n {ALTERNATIVE_OBJECTIVE_CAPTION}\n description={_TEXT} # wmllint: ignore\n condition=win\n [/objective]\n#enddef\n\n#define OBJECTIVE_SHOW_IF _COND\n [+objective]\n [show_if]\n {_COND}\n [/show_if]\n [/objective]\n#enddef\n\n#define OBJECTIVE_CARRYOVER\n [gold_carryover]\n bonus,carryover_percentage=yes,40\n [/gold_carryover]\n#enddef\n\n#define OBJECTIVE_CARRYOVER_SHOW_IF _COND\n [+gold_carryover]\n [show_if]\n {_COND}\n [/show_if]\n [/gold_carryover]\n#enddef\n\n#define OBJECTIVE_CARRYOVER_NO_BONUS\n [gold_carryover]\n bonus,carryover_percentage=no,40\n [/gold_carryover]\n#enddef\n\n#define OBJECTIVE_NO_CARRYOVER\n [gold_carryover]\n bonus,carryover_percentage=no,0\n [/gold_carryover]\n#enddef\n\n#define OBJECTIVE_FULL_CARRYOVER\n [gold_carryover]\n bonus,carryover_percentage=no,100\n [/gold_carryover]\n#enddef\n\n#define OBJECTIVE_NOTE _TEXT\n [note]\n description={_TEXT}\n [/note]\n#enddef\n\n#define OBJECTIVE_NOTE_SHOW_IF _COND\n [+note]\n [show_if]\n {_COND}\n [/show_if]\n [/note]\n#enddef\n\n#define NO_UNIT_CARRYOVER_NOTE\n {OBJECTIVE_NOTE ( _ \"You will not be able to recall any units from this scenario later\")}\n#enddef\n"} {"text": "#textdomain wesnoth-Naia\n#\n# Lua versions of mainline WML macros to reduce the campaign's WML footprint\n# (memory and disk usage).\n#\n# See lua/optimizations.lua.\n#\n\n#undef QUAKE\n#define QUAKE _SOUND\n [quake]\n sound={_SOUND}\n [/quake]\n#enddef\n\n#undef FADE_TO_BLACK\n#define FADE_TO_BLACK\n [fade_to_black][/fade_to_black]\n#enddef\n\n#undef FADE_IN\n#define FADE_IN\n [fade_in][/fade_in]\n#enddef\n"} {"text": "#textdomain wesnoth-Naia\n\n#ifver WESNOTH_VERSION >= 1.15.0\n\n#undef SPECIAL_NOTES\n#textdomain wesnoth-help\n#define SPECIAL_NOTES\n \"\n\n\"+_\"Special Notes:\"#enddef\n#textdomain wesnoth-Naia\n\n#endif\n"} {"text": "#textdomain wesnoth-Naia\n\n#define NO_START_OF_SCENARIO_SAVE\n [+endlevel]\n save=no\n [/endlevel]\n#enddef\n\n#define NO_REPLAY_SAVE\n [+endlevel]\n replay_save=no\n [/endlevel]\n#enddef\n\n#define ENDLEVEL_QUIET\n [endlevel]\n result=victory\n bonus,linger_mode,carryover_report=no,no,no\n music=silence.ogg\n {NEW_GOLD_CARRYOVER 100}\n [/endlevel]\n#enddef\n\n#define ENDLEVEL_CONTINUE\n [endlevel]\n result=victory\n bonus,linger_mode,carryover_report=no,yes,no\n music=silence.ogg\n {NEW_GOLD_CARRYOVER 100}\n [/endlevel]\n#enddef\n\n#define ENDLEVEL_VICTORY BONUS\n [endlevel]\n result=victory\n bonus={BONUS}\n linger_mode,carryover_report=yes,yes\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n#enddef\n\n#define ENDLEVEL_VICTORY_NO_GOLD_CARRYOVER\n [endlevel]\n result=victory\n bonus=no\n linger_mode,carryover_report=yes,yes\n {NEW_GOLD_CARRYOVER 0}\n [/endlevel]\n#enddef\n\n#define ENDLEVEL_DEFEAT\n [endlevel]\n result=defeat\n [/endlevel]\n#enddef\n\n#define SIGHTED_SUF_BY_PLAYER _SPOTTED_UNIT_SUF\n name=sighted\n [filter]\n {_SPOTTED_UNIT_SUF}\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [redraw][/redraw]\n#enddef\n\n#define SIGHTED_SUF_BY_SIDE _SPOTTED_UNIT_SUF _SPOTTER_SIDE_NUM\n name=sighted\n [filter]\n {_SPOTTED_UNIT_SUF}\n [/filter]\n [filter_second]\n side={_SPOTTER_SIDE_NUM}\n [/filter_second]\n\n [redraw][/redraw]\n#enddef\n\n#define UNIT_VISIBLE_FOR_SIDE _SIDE\n [filter_vision]\n visible=yes\n side={_SIDE}\n [/filter_vision]\n#enddef\n\n#\n# Fires a custom event when stumbling upon a unit matching the\n# specified filter for the first time. The custom event should\n# be a one-time-only event or weird things may happen.\n#\n# The unit stumbled upon will be the secondary unit for the\n# custom event handler, while the player unit becomes the primary\n# unit.\n#\n#define FIRE_EVENT_ON_STUMBLE_UPON _EVT_ID _SUF\n [event]\n name=sighted\n [filter]\n {_SUF}\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n [redraw][/redraw]\n [fire_event]\n name={_EVT_ID}\n [primary_unit]\n x,y=$x2,$y2\n [/primary_unit]\n [secondary_unit]\n x,y=$x1,$y1\n [/secondary_unit]\n [/fire_event]\n [/event]\n [event]\n name=attack\n [filter]\n {_SUF}\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n [fire_event]\n name={_EVT_ID}\n [primary_unit]\n x,y=$x2,$y2\n [/primary_unit]\n [secondary_unit]\n x,y=$x1,$y1\n [/secondary_unit]\n [/fire_event]\n [/event]\n [event]\n name=attack\n [filter]\n side=1\n [/filter]\n [filter_second]\n {_SUF}\n [/filter_second]\n [fire_event]\n name={_EVT_ID}\n [primary_unit]\n x,y=$x1,$y1\n [/primary_unit]\n [secondary_unit]\n x,y=$x2,$y2\n [/secondary_unit]\n [/fire_event]\n [/event]\n#enddef\n\n#define RETRIEVE_GOLD _AMOUNT\n # It's mandatory to use a variable instead of a macro, as the latter causes the resultant text\n # not to be matched in the gettext source.\n {VARIABLE temp_gold_retrieval_amount ({_AMOUNT})}\n [message]\n speaker=narrator\n image=\"items/gold-coins-medium.png\"\n sound=gold.ogg\n message= _ \"You retrieve $temp_gold_retrieval_amount pieces of gold.\"\n [/message]\n [gold]\n side=1\n amount=$temp_gold_retrieval_amount\n [/gold]\n {CLEAR_VARIABLE temp_gold_retrieval_amount}\n#enddef\n\n#define RECEIVE_GOLD _AMOUNT\n # It's mandatory to use a variable instead of a macro, as the latter causes the resultant text\n # not to be matched in the gettext source.\n {VARIABLE temp_gold_retrieval_amount ({_AMOUNT})}\n [message]\n speaker=narrator\n image=\"items/gold-coins-medium.png\"\n sound=gold.ogg\n message= _ \"You receive $temp_gold_retrieval_amount pieces of gold!\"\n [/message]\n [gold]\n side=1\n amount=$temp_gold_retrieval_amount\n [/gold]\n {CLEAR_VARIABLE temp_gold_retrieval_amount}\n#enddef\n\n#define ADD_GOLD _SIDE _ONEASY _ONMEDIUM _ONHARD\n [gold]\n side={_SIDE}\n {QUANTITY amount {_ONEASY} {_ONMEDIUM} {_ONHARD} }\n [/gold]\n#enddef\n\n#define SET_GOLD _SIDE _ONEASY _ONMEDIUM _ONHARD\n [modify_side]\n side={_SIDE}\n {QUANTITY gold {_ONEASY} {_ONMEDIUM} {_ONHARD} }\n [/modify_side]\n#enddef\n\n#define SCROLL_TO_LOCATION_AND_RETURN_TO _X1 _Y1 _X2 _Y2\n [redraw][/redraw]\n\n [scroll_to]\n x={_X1}\n y={_Y1}\n [/scroll_to]\n\n [delay]\n time=250\n [/delay]\n\n [scroll_to]\n x={_X2}\n y={_Y2}\n [/scroll_to]\n#enddef\n\n#define SCROLL_TO_LOCATION_AND_RETURN_TO_PRIMARY_UNIT _X _Y\n {SCROLL_TO_LOCATION_AND_RETURN_TO ({_X}) ({_Y}) ($x1) ($y1)}\n#enddef\n\n#define SCROLL_TO_LOCATION_AND_RETURN_TO_SECONDARY_UNIT _X _Y\n {SCROLL_TO_LOCATION_AND_RETURN_TO ({_X}) ({_Y}) ($x2) ($y2)}\n#enddef\n\n#define CLEAR_CAVE_SHROUD _ADDITIONAL_SLF\n [remove_shroud]\n side=1\n terrain=!,X*,X*^*,*^X*\n [or]\n [filter_adjacent_location]\n terrain=!,X*,X*^*,*^X*\n [/filter_adjacent_location]\n [/or]\n [and]\n {_ADDITIONAL_SLF}\n [/and]\n [/remove_shroud]\n#enddef\n\n##\n# Removes an event barrier consisting of adjacent hexes matching\n# a terrain type filter (usually *^Zz\\,*^Zz/,*^Zz|) on the specified location\n# and highlights the affected locations for the player.\n##\n#define REMOVE_EVENT_BARRIER _TERRAIN_FILTER _TARGET_X _TARGET_Y\n [simplify_location_filter]\n x={_TARGET_X}\n y={_TARGET_Y}\n radius=6\n [filter_radius]\n terrain={_TERRAIN_FILTER}\n [/filter_radius]\n variable=temp_GATE_GLYPH_locs\n [/simplify_location_filter]\n\n [remove_terrain_overlays]\n x=$temp_GATE_GLYPH_locs.x\n y=$temp_GATE_GLYPH_locs.y\n [/remove_terrain_overlays]\n\n [remove_shroud]\n side=1\n x=$temp_GATE_GLYPH_locs.x\n y=$temp_GATE_GLYPH_locs.y\n [/remove_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [scroll_to]\n x={_TARGET_X}\n y={_TARGET_Y}\n [/scroll_to]\n\n {HIGHLIGHT_GOAL (\n x=$temp_GATE_GLYPH_locs.x\n y=$temp_GATE_GLYPH_locs.y\n )}\n\n [scroll_to]\n x,y=$x1,$y1\n [/scroll_to]\n\n [redraw][/redraw]\n\n {CLEAR_VARIABLE temp_GATE_GLYPH_locs}\n#enddef\n\n#define DISALLOW_END_TURN\n [disallow_end_turn][/disallow_end_turn]\n#enddef\n\n#define ALLOW_END_TURN\n [allow_end_turn][/allow_end_turn]\n#enddef\n\n#define DO_NOT_REMOVE_FROM_CARRYOVER_ON_DEFEAT\n remove_from_carryover_on_defeat=no\n#enddef\n\n#\n# Let someone else do the talking when an undead minion isn't expected to be\n# capable of speech (see patch.lua for implementation).\n#\n#define UNIT_SPEAKS_FOR_UNDEAD_MINION _FALLBACK_SUF\n [fallback_if]\n race=bats,undead\n [not]\n type=Lich,Death Knight,Death Baron,Draug,Revenant,Deathblade,Bone Shooter,Banebow,Wraith,Spectre,Shadow,Nightgaunt\n [/not]\n [/fallback_if]\n [fallback_to]\n {_FALLBACK_SUF}\n [/fallback_to]\n#enddef\n\n#\n# Stricter version of UNIT_SPEAKS_FOR_UNDEAD_MINION that doesn't allow even\n# high-level undead units to speak.\n#\n#define UNIT_SPEAKS_FOR_UNDEAD_MINION_STRICT _FALLBACK_SUF\n [fallback_if]\n race=bats,undead\n [not]\n type=Lich\n [/not]\n [/fallback_if]\n [fallback_to]\n {_FALLBACK_SUF}\n [/fallback_to]\n#enddef\n"} {"text": "#textdomain wesnoth-Naia\n\n#\n# Since 1.11.x the post-Fall ToD macros are in mainline, so #undef them first\n# to avoid warnings with 1.13.x.\n#\n\n#undef TWO_SUNS_DEFAULT_SCHEDULE\n#undef DAWN1\n#undef MORNING1\n#undef MIDDAY1\n#undef AFTERNOON1\n#undef DUSK1\n#undef SHORTDARK\n#undef DAWN2\n#undef MORNING2\n#undef MIDDAY2\n#undef AFTERNOON2\n#undef DUSK2\n#undef LONGDARK1\n#undef LONGDARK2\n#undef LONGDARK3\n#undef LONGDARK4\n\n#define TWO_SUNS_DEFAULT_SCHEDULE\n {DAWN1}\n {MORNING1}\n {MIDDAY1}\n {AFTERNOON1}\n {DUSK1}\n {SHORTDARK}\n {DAWN2}\n {MORNING2}\n {MIDDAY2}\n {AFTERNOON2}\n {DUSK2}\n {LONGDARK1}\n {LONGDARK2}\n {LONGDARK3}\n {LONGDARK4}\n#enddef\n\n#define TWO_SUNS_SCHEDULE_IMAGE X Y\n image=\"misc/schedule-twosuns.png~CROP({X},{Y},125,39)\"\n#enddef\n\n#define DAWN1\n [time]\n id=dawn1\n name= _ \"First Dawn\"\n {TWO_SUNS_SCHEDULE_IMAGE 1 1}\n red=0\n green=-10\n blue=-10\n sound=ambient/morning.ogg\n [/time]\n#enddef\n\n#define MORNING1\n [time]\n id=morning1\n name= _ \"First Morning\"\n {TWO_SUNS_SCHEDULE_IMAGE 127 1}\n red=5\n green=5\n blue=-5\n lawful_bonus=25\n [/time]\n#enddef\n\n#define MIDDAY1\n [time]\n id=midday1\n name= _ \"First Midday\"\n {TWO_SUNS_SCHEDULE_IMAGE 253 1}\n red=10\n green=5\n blue=0\n lawful_bonus=25\n [/time]\n#enddef\n\n#define AFTERNOON1\n [time]\n id=afternoon1\n name= _ \"First Afternoon\"\n {TWO_SUNS_SCHEDULE_IMAGE 1 41}\n red=10\n green=5\n blue=0\n lawful_bonus=25\n [/time]\n#enddef\n\n#define DUSK1\n [time]\n id=dusk1\n name= _ \"First Dusk\"\n {TWO_SUNS_SCHEDULE_IMAGE 127 41}\n red=15\n green=-15\n blue=-30\n sound=ambient/night.ogg\n [/time]\n#enddef\n\n#define SHORTDARK\n [time]\n id=short_dark\n name= _ \"The Short Dark\"\n {TWO_SUNS_SCHEDULE_IMAGE 253 41}\n red=-60\n green=-45\n blue=-15\n lawful_bonus=-25\n [/time]\n#enddef\n\n#define DAWN2\n [time]\n id=dawn2\n name= _ \"Second Dawn\"\n {TWO_SUNS_SCHEDULE_IMAGE 1 81}\n red=0\n green=-10\n blue=-10\n sound=ambient/morning.ogg\n [/time]\n#enddef\n\n#define MORNING2\n [time]\n id=morning2\n name= _ \"Second Morning\"\n {TWO_SUNS_SCHEDULE_IMAGE 127 81}\n red=5\n green=5\n blue=-5\n lawful_bonus=25\n [/time]\n#enddef\n\n#define MIDDAY2\n [time]\n id=midday2\n name= _ \"Second Midday\"\n {TWO_SUNS_SCHEDULE_IMAGE 253 81}\n red=10\n green=5\n blue=0\n lawful_bonus=25\n [/time]\n#enddef\n\n#define AFTERNOON2\n [time]\n id=afternoon2\n name= _ \"Second Afternoon\"\n {TWO_SUNS_SCHEDULE_IMAGE 1 121}\n red=10\n green=5\n blue=0\n lawful_bonus=25\n [/time]\n#enddef\n\n#define DUSK2\n [time]\n id=dusk2\n name= _ \"Second Dusk\"\n {TWO_SUNS_SCHEDULE_IMAGE 127 121}\n red=15\n green=-15\n blue=-30\n sound=ambient/night.ogg\n [/time]\n#enddef\n\n#define LONGDARK1\n [time]\n id=long_dark1\n name= _ \"The Long Dark \u2014 First Watch\"\n {TWO_SUNS_SCHEDULE_IMAGE 253 121}\n red=-70\n green=-50\n blue=-15\n lawful_bonus=-25\n [/time]\n#enddef\n\n#define LONGDARK2\n [time]\n id=long_dark2\n name= _ \"The Long Dark \u2014 Second Watch\"\n {TWO_SUNS_SCHEDULE_IMAGE 1 161}\n red=-70\n green=-50\n blue=-15\n lawful_bonus=-25\n [/time]\n#enddef\n\n#define LONGDARK3\n [time]\n id=long_dark3\n name= _ \"The Long Dark \u2014 Third Watch\"\n {TWO_SUNS_SCHEDULE_IMAGE 127 161}\n red=-70\n green=-50\n blue=-15\n lawful_bonus=-25\n [/time]\n#enddef\n\n#define LONGDARK4\n [time]\n id=long_dark4\n name= _ \"The Long Dark \u2014 Fourth Watch\"\n {TWO_SUNS_SCHEDULE_IMAGE 253 161}\n red=-70\n green=-50\n blue=-15\n lawful_bonus=-25\n [/time]\n#enddef\n\n#define INFERNO_NIGHT\n [time]\n id=inferno_night\n name= _ \"Inferno\"\n {TWO_SUNS_SCHEDULE_IMAGE 127 201}\n lawful_bonus=-30\n red=-20\n green=-40\n blue=-10\n [/time]\n#enddef\n\n#define ENDLESS_NIGHT\n [time]\n id=endless_night\n name= _ \"The Endless Night\"\n {TWO_SUNS_SCHEDULE_IMAGE 1 201}\n lawful_bonus=-25\n red=-30\n green=-30\n blue=-10\n [/time]\n#enddef\n"} {"text": "#textdomain wesnoth-Naia\n\n#define SCHEDULE_LIGHTING _R _G _B\n [+time]\n red={_R}\n green={_G}\n blue={_B}\n [/time]\n#enddef\n\n#\n# The actual schedule declarations follow\n#\n\n#define INDOORS_HIVE\n [time]\n id=indoors_hive\n name= _ \"Shaxthal Hive\"\n image=misc/schedule-indoors-darker.png\n lawful_bonus=-25\n red=-60\n green=-60\n blue=0\n [/time]\n#enddef\n\n#define NEUTRAL_TOD\n [time]\n id=neutral_tod\n name= _ \"Neutral time of day\"\n [/time]\n#enddef\n"} {"text": "#textdomain wesnoth-Naia\n\n#define RAGGED_FLAG\n {FLAG_VARIANT6 ragged}\n#enddef\n\n#define ELVISH_FLAG\n {FLAG_VARIANT long}\n#enddef\n\n#define CHAOS_FLAG\n {FLAG_VARIANT undead}\n#enddef\n\n#define ARAGWAITH_FLAG\n {FLAG_VARIANT loyalist}\n#enddef\n\n#define ALLIANCE_FLAG\n {FLAG_VARIANT long}\n#enddef\n\n#define DWARVISH_FLAG\n {FLAG_VARIANT knalgan}\n#enddef\n\n#define NO_ECONOMY\n gold,village_gold=0,0\n {NO_INCOME}\n#enddef\n\n#define SET_RECRUIT_LIST _SIDE _LIST\n [modify_side]\n side={_SIDE}\n recruit={_LIST}\n [/modify_side]\n#enddef\n\n#define REMOVE_RECRUIT_LIST _SIDE\n [set_recruit]\n side={_SIDE}\n recruit=\"\"\n [/set_recruit]\n#enddef\n\n#define ALLOW_RECRUIT _SIDE _LIST\n [allow_recruit]\n side={_SIDE}\n type={_LIST}\n [/allow_recruit]\n#enddef\n\n#define DISALLOW_RECRUIT _SIDE _LIST\n [disallow_recruit]\n side={_SIDE}\n type={_LIST}\n [/disallow_recruit]\n#enddef\n"} {"text": "#textdomain wesnoth-Naia\n\n#define CONTINUE_PLAYING_STORY_MUSIC_FIRST\n [+event]\n [+music]\n immediate=no\n [/music]\n [/event]\n#enddef\n\n#define SOUND_SOURCE _ID _X _Y _SNDLIST _TIMEOUT _TRIGGER_CHANCE_P_VAL\n [sound_source]\n id={_ID}\n x={_X}\n y={_Y}\n sounds={_SNDLIST}\n delay={_TIMEOUT}\n chance={_TRIGGER_CHANCE_P_VAL}\n [/sound_source]\n#enddef\n\n#define SOUND_SOURCE_IGNORE_FOGGED_LOCATION\n [+sound_source]\n check_fogged=false\n [/sound_source]\n#enddef\n\n#define SOUND_SOURCE_IGNORE_HIDDEN\n [+sound_source]\n check_fogged=false\n check_shrouded=false\n [/sound_source]\n#enddef\n\n#define CONTINUOUS_SOUND_SOURCE _ID _X _Y _SNDLIST\n {SOUND_SOURCE ({_ID}) ({_X}) ({_Y}) ({_SNDLIST}) (0) (100)}\n#enddef\n\n#define SOUND_SOURCE_RANGE _FULL _FADE\n [+sound_source]\n full_range={_FULL}\n fade_range={_FADE}\n [/sound_source]\n#enddef\n\n#define SOUND_SOURCE_ENTIRE_MAP\n {SOUND_SOURCE_RANGE 1000 1}\n#enddef\n\n#define REMOVE_SOUND_SOURCE _ID\n [remove_sound_source]\n id={_ID}\n [/remove_sound_source]\n#enddef\n\n#define CAVE_WATER_SOUND_SOURCE _X _Y\n [sound_source]\n id=\"__ss_cave_water_\"+{_X}+\"_\"+{_Y} # wmllint: ignore\n x={_X}\n y={_Y}\n sounds={SOUND_LIST:CAVE_DRIP}\n # Play every three seconds, don't loop on a single sound\n # (which unfortunately means the sound source won't continue\n # updating while a GUI dialog is running).\n delay,loop,chance=3000,0,100\n full_range,fade_range=10,6\n # Ignore fog, but do not ignore shroud.\n check_fogged,check_shrouded=no,yes\n [/sound_source]\n#enddef\n\n#define BACKGROUND_SOUND_SOURCE_GENERIC _ID _SOUND_LIST\n [sound_source]\n id={_ID}\n x,y=1,1\n sounds={_SOUND_LIST}\n # Loop continuously forever\n delay,loop,chance=0,-1,100\n full_range,fade_range={INFINITY},{INFINITY}\n check_fogged,check_shrouded=no,no\n [/sound_source]\n#enddef\n\n#define CAVE_NOISE_SOUND_SOURCE\n {BACKGROUND_SOUND_SOURCE_GENERIC __ss_cave_noise_all ambient/cave.ogg}\n#enddef\n\n#define HIVE_NOISE_2_SOUND_SOURCE\n {BACKGROUND_SOUND_SOURCE_GENERIC __ss_hive_noise_2_all ambient/dark-2.ogg}\n#enddef\n\n#define SOUND_LIST:BIOMECHANICAL_HIT\nshaxthal-hit-[1~4].ogg #enddef\n\n#define SOUND_LIST:BIOMECHANICAL_DIE\nshaxthal-die-[1~4].ogg #enddef\n\n#define SOUND_LIST:BIOMECHANICAL_ROAM\nambient/shaxthal-roam-[1~2].ogg,shaxthal-die-[1~4].ogg #enddef\n\n#define SOUND_LIST:IMP_HIT\n{SOUND_LIST:OGRE_HIT}#enddef\n\n#define SOUND_LIST:IMP_DIE\n{SOUND_LIST:OGRE_DIE}#enddef\n\n#define SOUND_LIST:PSY_HIT\n{SOUND_LIST:LICH_HIT}#enddef\n\n#define SOUND_LIST:PSY_DIE\nlich-die.ogg #enddef\n\n#define SOUND_LIST:ALIEN_HIT\nyeti-hit.ogg #enddef\n\n#define SOUND_LIST:ALIEN_DIE\nyeti-die.ogg #enddef\n\n#define SOUND_LIST:MATRIX_HIT\nmagic-dark.ogg,magic-dark-big.ogg #enddef\n\n#define SOUND_LIST:MATRIX_DIE\nmagic-dark-miss.ogg,magic-dark-big-miss.ogg #enddef\n\n#define SOUND_LIST:BOT_SMALL_HIT\nbot-small-hit-[1~2].wav #enddef\n\n#define SOUND_LIST:BOT_SMALL_DIE\nbot-small-explosion-[1~3].ogg #enddef\n\n#define SOUND_LIST:GUN_ACTIVATE\ngun-activate-[1~2].ogg #enddef\n\n#define SOUND_LIST:CAVE_DRIP\nambient/cave-drip-[1~5].ogg #enddef\n"} {"text": "#textdomain wesnoth-Naia\n\n##\n# Establishes a new timed unit respawn point. This can only be used in events.\n#\n# Example:\n# {TIMED_SPAWNER 4 (type=Shaxthal Assault Drone,Shaxthal Sentry Drone) 2 42 10}\n#\n# If you specify a comma-separated list of unit types in the UNIT_WML block, the spawn type\n# will be randomized every cycle.\n#\n# A respawn interval of 0 turns will cause units to respawn immediately after being\n# killed.\n##\n#define TIMED_SPAWNER _RESPAWN_TURNS _UNIT_WML _SIDE_NUMBER _X _Y\n {SPAWNER_BASE ({_RESPAWN_TURNS}) ({_UNIT_WML}) ({_SIDE_NUMBER}) ({_X}) ({_Y}) (yes)}\n#enddef\n\n##\n# Establishes a new one-time respawn point. This can only be used in events.\n#\n# Example:\n# {ONETIME_SPAWNER (type=Shaxthal War Drone,Shaxthal Enforcer Drone) 5 31 42}\n#\n# If you specify a comma-separated list of unit types in the UNIT_WML block, the spawn type\n# will be randomized every cycle.\n##\n#define ONETIME_SPAWNER _UNIT_WML _SIDE_NUMBER _X _Y\n {SPAWNER_BASE (0) ({_UNIT_WML}) ({_SIDE_NUMBER}) ({_X}) ({_Y}) (no)}\n#enddef\n\n##\n# Specialized timed drone spawner using a special passive-aggressive AI behavior.\n##\n#define TIMED_DRONE_SPAWNER _RESPAWN_TURNS _UNIT_WML _SIDE_NUMBER _X _Y\n {SPAWNER_BASE ({_RESPAWN_TURNS}) (\n {_UNIT_WML}\n {DRONE_SPAWNER_AI ({_X}) ({_Y})}\n ) ({_SIDE_NUMBER}) ({_X}) ({_Y}) (yes)}\n#enddef\n\n##\n# Specialized one-time drone spawner using a special passive-aggressive AI behavior.\n##\n#define ONETIME_DRONE_SPAWNER _UNIT_WML _SIDE_NUMBER _X _Y\n {SPAWNER_BASE (0) (\n {_UNIT_WML}\n {DRONE_SPAWNER_AI ({_X}) ({_Y})}\n ) ({_SIDE_NUMBER}) ({_X}) ({_Y}) (no)}\n#enddef\n\n##\n# This is the main spawner logic. This macro must be present somewhere in the\n# scenario at top level, preferably right before the first spawner macro inclusion.\n#\n# It is possible to disable all spawners in a scenario by setting the variable\n# spawner_controller_enabled to a false boolean value. This is initially set to\n# true.\n##\n#define SPAWN_CONTROLLER\n [event]\n name=prestart\n {VARIABLE spawner_controller_enabled yes}\n [/event]\n [event]\n name=victory\n {CLEAR_VARIABLE spawner_controller_enabled}\n [/event]\n [event]\n name=die\n first_time_only=no\n [filter_condition]\n {VARIABLE_BOOLEAN_EQUALS spawner_controller_enabled yes}\n [/filter_condition]\n [filter]\n [filter_wml]\n [variables]\n spawner_respawn=yes\n [/variables]\n [/filter_wml]\n [/filter]\n\n # See lua/spawner.lua.\n [run_spawn_controller][/run_spawn_controller]\n [/event]\n#enddef\n\n##\n# Implementation detail. Use TIMED_SPAWNER and ONE_TIME_SPAWNER instead.\n##\n#define SPAWNER_BASE _RESPAWN_TURNS _UNIT_WML _SIDE_NUMBER _X _Y _DO_RESPAWN\n [event]\n name=\"prestart,respawn:S{_SIDE_NUMBER}X{_X}Y{_Y}\"\n first_time_only=no\n delayed_variable_substitution=no\n\n # See lua/spawner.lua.\n [spawner_spawn]\n {_UNIT_WML}\n\n side={_SIDE_NUMBER}\n x={_X}\n y={_Y}\n\n can_respawn={_DO_RESPAWN}\n respawn_turns={_RESPAWN_TURNS}\n [/spawner_spawn]\n [/event]\n#enddef\n\n##\n# Implementation detail for TIMED_DRONE_SPAWNER and ONETIME_DRONE_SPAWNER.\n##\n#define DRONE_SPAWNER_AI _X _Y\n ai_special=guardian\n#enddef\n\n##\n# HACK used in IftU S22B\n##\n#define TRY_RESPAWN_NOW _SIDE_NUMBER _X _Y\n [fire_event]\n name=\"respawn:S{_SIDE_NUMBER}X{_X}Y{_Y}\"\n [/fire_event]\n#enddef\n"} {"text": "#textdomain wesnoth-Naia\n\n# wmlindent: start ignoring\n#define SPECIAL_NOTE_OBSCURE\n _ \"This unit darkens the surrounding area, making chaotic units fight better, and lawful units fight worse.\" #enddef\n\n#define SPECIAL_NOTE_SYLVAN_ESSENCE\n _ \"This unit\u2019s powers are increased by the Sylvan Essence.\" #enddef\n\n#define SPECIAL_NOTE_SYLVAN_SPARK\n _ \"This unit will regenerate 5 HP per turn in forest or mushroom grove terrains.\" #enddef\n\n#define SPECIAL_NOTE_DEFEND_ONLY\n _ \"Some of this unit\u2019s attacks are only available during defense.\" #enddef\n\n#define SPECIAL_NOTE_ATTACK_ONLY\n _ \"Some of this unit\u2019s attacks are only available during offense.\" #enddef\n\n#define SPECIAL_NOTE_ALWAYS_HITS\n _ \"This unit\u2019s attacks always hit its opponent.\" #enddef\n\n#define SPECIAL_NOTE_PRECISION\n _ \"This unit can attack very precisely, giving it a better chance to hit agile foes on the offense.\" #enddef\n\n#define SPECIAL_NOTE_PROTECTION\n _ \"Adjacent lower-level units of the same allegiance have their resistances increased by the sole presence of this unit.\" #enddef\n\n#define SPECIAL_NOTE_TERROR\n _ \"This unit can frighten enemy units that are next to it, making them fight worse.\" #enddef\n\n#define SPECIAL_NOTE_BORE\n _ \"This unit can hide in cave or stone walls to remain undetected by its enemies, as well as receive a 50% damage bonus on defense.\" #enddef\n\n#define SPECIAL_NOTE_RESTRICTED_TO_WATER\n _ \"This unit cannot move to terrains other than water, castle and villages.\" #enddef\n\n#define SPECIAL_NOTE_ZEAL\n _ \"The zeal of this unit inspires adjacent units to resist enemy attacks better and deal increased damage.\" #enddef\n\n#define SPECIAL_NOTE_NECROSIS\n _ \"This unit is able to infect victims with a powerful poison capable of killing and turning them into undead.\" #enddef\n\n#define SPECIAL_NOTE_TESTAMENT\n _ \"Upon death this unit heals adjacent allies and leaves a suitable testament to its existence on the map.\" #enddef\n\n#define SPECIAL_NOTE_MARK\n _ \"This unit is able to mark targets and increase damage dealt to them by all units until the controlling side\u2019s turn ends.\" #enddef\n\n#define SPECIAL_NOTE_ENERGIZE\n _ \"This unit improves resistances of adjacent biomechanical units and heals them at the start of each turn.\" #enddef\n\n# wmlindent: stop ignoring\n"} {"text": "#textdomain wesnoth-Naia\n\n#define CAMPAIGN_INTRO_HEADER\n title=\"!\" # wmllint: ignore\n title_alignment=center\n show_title=yes\n#enddef\n\n#define CAMPAIGN_INTRO_PADDING\n \"\n\n\" #enddef\n\n#define CAMPAIGN_INTRO_WARNING_TITLE\n \"\"+\n _ \"Warning!\"+\"\n\n\" #enddef\n\n# wmlindent: start ignoring\n#define CAMPAIGN_INTRO_GAMEPLAY_WARNING\n _ \"Some scenarios of this campaign work significantly different from normal Wesnoth gameplay. It is especially important to pay close attention to the mission objectives and not necessarily try to kill every single enemy, especially on shrouded maps, or in places where enemies seem to respawn continuously.\" #enddef\n\n#ifdef CAMPAIGN_INVASION_FROM_THE_UNKNOWN\n\n#define CAMPAIGN_INTRO_CONTENT_WARNING\n _ \"Although not strictly required, players are advised to become familiar with the stories, characters, and historical events presented in Under the Burning Suns, and (optionally) Descent into Darkness before playing this campaign.\" #enddef\n\n#else\n\n#define CAMPAIGN_INTRO_CONTENT_WARNING\n _ \"Although not strictly required, players are advised to become familiar with the stories, characters, and historical events presented in Under the Burning Suns, Invasion from the Unknown, and (optionally) Descent into Darkness before playing this campaign.\" #enddef\n\n#endif\n\n#define CAMPAIGN_INTRO_OPTIONS_WARNING\n _ \"Certain sequences make use of floating labels, halos, and standing unit animations, so you might want to make sure these options are enabled under Preferences \u2192 Display.\" #enddef\n\n# wmllint: markcheck off\n\n#define STORYTXT_TITLE_CARD _ID _MAIN_TITLE _ALTERNATE_TITLE\n title=\"\"+{_MAIN_TITLE}+\" (\"+{_ALTERNATE_TITLE}+\")\n\"+{_ID}+\"\"\n#enddef\n\n#define STORYTXT_TITLE_CARD_SIMPLE _ID _MAIN_TITLE\n title=\"\"+{_MAIN_TITLE}+\"\n\"+{_ID}+\"\"\n#enddef\n\n# wmllint: markcheck on\n\n# wmlindent: stop ignoring\n"} {"text": "#textdomain wesnoth-Naia\n\n# \"Armored\" trait for vehicles and shaxthals\n#define TRAIT_ARMORED\n [trait]\n id=armored\n male_name= _ \"armored\"\n female_name= _ \"female^armored\"\n description= _ \"+15% bonus for all resistances (except arcane), -1 movement points\"\n [effect]\n apply_to=resistance\n replace=no\n [resistance]\n blade=-15\n pierce=-15\n impact=-15\n fire=-15\n cold=-15\n [/resistance]\n [/effect]\n [effect]\n apply_to=movement\n increase=-1\n [/effect]\n [/trait]\n#enddef\n\n# Units with trait Biomechanical cannot be drained, poisoned or plagued.\n#define TRAIT_BIOMECHANICAL\n [trait]\n id=biomechanical\n availability=\"musthave\"\n male_name= _ \"biomechanical\"\n female_name= _ \"female^biomechanical\"\n description= _ \"Immune to drain, poison and plague\"\n [effect]\n apply_to=status\n add=not_living\n [/effect]\n [/trait]\n#enddef\n\n# Units with trait Spirit cannot be drained, poisoned or plagued.\n#define TRAIT_SPIRIT\n [trait]\n id=spirit\n availability=\"musthave\"\n male_name= _ \"spirit\"\n female_name= _ \"female^spirit\"\n description= _ \"Immune to drain, poison, and plague\"\n [effect]\n apply_to=status\n add=not_living\n [/effect]\n [/trait]\n#enddef\n\n#define TRAIT_DETERIORATED\n [trait]\n id=deteriorated\n male_name= _ \"deteriorated\"\n female_name= _ \"female^deteriorated\"\n description= _ \"This undead unit has become weaker with the pass of time.\"\n [effect]\n apply_to=\"hitpoints\"\n increase_total=\"-5%\"\n [/effect]\n # Not so easy first AMLA.\n [effect]\n apply_to=\"max_experience\"\n increase=\"50\"\n [/effect]\n [/trait]\n#enddef\n\n# Used in IftU S23B\n#define TRAIT_DETERIORATED_IFTU\n [trait]\n id=deteriorated\n male_name= _ \"deteriorated\"\n female_name= _ \"female^deteriorated\"\n description= _ \"This undead unit has become weaker with the pass of time.\"\n [effect]\n apply_to=\"hitpoints\"\n increase_total=\"-10%\"\n [/effect]\n [/trait]\n#enddef\n"} {"text": "#textdomain wesnoth-Naia\n\n# Used to negate {IS_HERO}.\n#define NO_OVERLAYS_NO_ELLIPSE\n overlays=\"\"\n ellipse=\"\" # wmllint: no ellipsecheck\n#enddef\n\n#define NO_UPKEEP_NO_OVERLAY\n [+unit]\n # dammit, esr\n upkeep=loyal\n [/unit]\n#enddef\n\n#define PETRIFIED\n [+unit]\n [status]\n petrified=yes\n [/status]\n [/unit]\n#enddef\n\n#define GENDER _GENDER\n [+unit]\n gender={_GENDER}\n [/unit]\n#enddef\n\n#define PLACEMENT _PLACEMENT\n [+unit]\n placement={_PLACEMENT}\n [/unit]\n#enddef\n\n#define PASSABLE\n [+unit]\n passable=yes\n [/unit]\n#enddef\n\n#define OVERWRITE\n [+unit]\n overwrite=yes\n [/unit]\n#enddef\n\n#define PALETTE _SRC _DEST\n [+unit]\n [+modifications]\n [object]\n [effect]\n apply_to=\"image_mod\"\n add=\"PAL(\"+{_SRC}+\">\"+{_DEST}+\")\"\n [/effect]\n [/object]\n [/modifications]\n [/unit]\n#enddef\n\n#define DOOR_TILES_TO_UNITS _DOOR_OWNER_SIDE\n [setup_doors]\n side={_DOOR_OWNER_SIDE}\n [/setup_doors]\n#enddef\n\n#define FACE_DIRECTION _SUF _DIRECTION\n [set_facing]\n [filter]\n {_SUF}\n [/filter]\n facing={_DIRECTION}\n [/set_facing]\n#enddef\n\n#define FACE_LOCATION _SUF _TARGET_SLF\n [set_facing]\n [filter]\n {_SUF}\n [/filter]\n [filter_location]\n {_TARGET_SLF}\n [/filter_location]\n [/set_facing]\n#enddef\n\n#define FACE_UNIT _SUF _TARGET_SUF\n [set_facing]\n [filter]\n {_SUF}\n [/filter]\n [filter_second]\n {_TARGET_SUF}\n [/filter_second]\n [/set_facing]\n#enddef\n\n#define OPPOSITE_FACING\n [+set_facing]\n opposite=yes\n [/set_facing]\n#enddef\n\n#define FAKE_RECRUIT _SIDE _TYPE _X _Y\n [unit]\n side={_SIDE}\n type={_TYPE}\n x={_X}\n y={_Y}\n random_gender=yes\n random_traits=yes\n generate_name=yes\n moves=0\n attacks_left=0\n animate=yes\n [/unit]\n#enddef\n\n# Makes a unit loyal without displaying it as a trait, since it's a waste of\n# real estate for hero units who are known to be close friends to the\n# protagonists and therefore don't need to be explicitly displayed as loyal.\n#define MOD_LOYAL_HERO\n [object]\n [effect]\n apply_to=loyal\n [/effect]\n [/object]\n#enddef\n\n# Adds a special ellipse to units intended for easily marking units. This is\n# not intended to be used in production and is here solely for debug purposes.\n#define MOD_DEBUG_ELLIPSE\n [object]\n [effect]\n apply_to=ellipse\n ellipse=\"misc/ellipse-debug\"\n [/effect]\n [/object]\n#enddef\n\n#define UNIT_PALETTE_SWITCH _SUF _FROM _TO\n [object]\n silent=yes\n [filter]\n {_SUF}\n [/filter]\n [effect]\n apply_to=image_mod\n add=\"PAL(\"+{_FROM}+\">\"+{_TO}+\")\"\n [/effect]\n [/object]\n#enddef\n\n#define MOBILIZE_GUARDIANS _SUF\n [store_unit]\n [filter]\n {_SUF}\n [/filter]\n variable=temp_MG_store\n [/store_unit]\n\n [foreach]\n array=temp_MG_store\n variable=u\n\n [do]\n {CLEAR_VARIABLE u.status.guardian,u.ai_special}\n\n [unstore_unit]\n variable=\"u\"\n find_vacant=no\n [/unstore_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE temp_MG_store}\n#enddef\n\n#define NO_EXPERIENCE_UNIT\n # The XP bar won't appear without any advancements.\n # experience=25\n # {AMLA_DEFAULT}\n # advances_to=null\n experience=1000\n#enddef\n\n# For use with MOVE_UNIT\n#define IGNORE_MOVEMENT_COSTS\n [+move_unit]\n check_passability=no\n [/move_unit]\n#enddef\n\n# Resets one or more on-map units to their default statuses (including\n# maximum HP, MP, and attacks.\n#define RESET_UNIT_STATUSES _SUF\n [store_unit]\n [filter]\n {_SUF}\n [/filter]\n variable=temp_RUS_store\n [/store_unit]\n\n [foreach]\n array=temp_RUS_store\n variable=u\n\n [do]\n {CLEAR_VARIABLE u.status.uncovered}\n {CLEAR_VARIABLE u.status.poisoned}\n {CLEAR_VARIABLE u.status.slowed}\n {CLEAR_VARIABLE u.status.petrified}\n\n [set_variables]\n name=u\n mode=merge\n [value]\n hitpoints=$u.max_hitpoints\n moves=$u.max_moves\n attacks_left=$u.max_attacks\n [/value]\n [/set_variables]\n\n [unstore_unit]\n variable=u\n find_vacant=no\n [/unstore_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE temp_RUS_store}\n#enddef\n\n#define RESET_AND_SEND_TO_RECALL_LIST _SUF\n [put_to_recall_list]\n {_SUF}\n heal=yes\n [/put_to_recall_list]\n#enddef\n\n#define ATTACH_EVENTS_TO_UNIT _SUF _EVENTS\n [store_unit]\n [filter]\n {_SUF}\n [/filter]\n variable=temp_AETU_store\n [/store_unit]\n\n [set_variables]\n name=temp_AETU_store_events\n [literal]\n {_EVENTS}\n [/literal]\n [/set_variables]\n\n [set_variables]\n name=temp_AETU_store.event\n mode=append\n to_variable=temp_AETU_store_events.event\n [/set_variables]\n\n [unstore_unit]\n variable=temp_AETU_store\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE temp_AETU_store,temp_AETU_store_events}\n#enddef\n\n#\n# Abort an attack sequence by temporarily removing the second unit from the\n# map. This is meant to be used in an 'attack' event handler.\n#\n#define ABORT_ATTACK\n [set_variables]\n name=temp_ABORT_ATTACK_unit\n mode=replace\n to_variable=second_unit\n [/set_variables]\n\n [kill]\n x,y=$x2,$y2\n [/kill]\n\n [event]\n name=attack end\n\n {VARIABLE_INC unit.attacks_left}\n\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n\n [unstore_unit]\n variable=temp_ABORT_ATTACK_unit\n find_vacant=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE temp_ABORT_ATTACK_unit}\n [/event]\n#enddef\n"} {"text": "#textdomain wesnoth-Naia\n\n#define BLACK_SCREEN\n [color_adjust]\n red,green,blue=-500,-500,-500\n [/color_adjust]\n#enddef\n\n#define WHITE_SCREEN\n [color_adjust]\n red,green,blue=500,500,500\n [/color_adjust]\n#enddef\n\n#define RED_SCREEN\n [color_adjust]\n red,green,blue=500,-500,-500\n [/color_adjust]\n#enddef\n\n#define RESET_SCREEN\n [reset_screen][/reset_screen]\n#enddef\n\n#define HIGHLIGHT_GOAL _SLF\n [highlight_goal]\n {_SLF}\n [/highlight_goal]\n#enddef\n\n#define UNIT_SPELL_POPUP _SUF _TEXT\n [floating_text]\n [filter]\n {_SUF}\n [/filter]\n text=\"\"+{_TEXT}+\"\" # wmllint: ignore\n [/floating_text]\n#enddef\n"} {"text": "#textdomain wesnoth-Naia\n\n#\n# SUF matching units that can cleanse the necrosis effect. This is a\n# hand-tailored list including abilities known to fit the bill in\n# Naia/IftU/AtS.\n#\n# (No, we can't use 'ability_type=heals' because not all healing abilities\n# in mainline or UMC remove poison.)\n#\n#define NECROSIS:CLEANSER_SUF\n ability=curing,sylvan_essence_healing_and_curing,sylvan_essence_healing\n#enddef\n\n#define NECROSIS:TICK_DAMAGE_AMOUNT\n 10 #enddef\n\n#define NECROSIS:STATUS_EFFECT_OBJECT_ID\n necrosis_effects #enddef\n\n#define NECROSIS:CLEANSE_UNIT_BY_ID _ID _DISPLAY_LABEL\n {VARIABLE necrosis_clear_id {_ID}}\n {VARIABLE necrosis_display_label {_DISPLAY_LABEL}}\n\n [fire_event]\n name=necrosis cleanse single unit\n [/fire_event]\n\n {CLEAR_VARIABLE necrosis_clear_id,necrosis_display_label}\n#enddef\n\n#define WEAPON_SPECIAL_NECROSIS_EVENTS\n [event]\n id=\"necrosis:attacker_hits\"\n name=attacker hits\n first_time_only=no\n [filter_attack]\n special=necrosis\n [/filter_attack]\n\n {EVENT_FORWARD_DISPATCH \"necrosis proc\"}\n [/event]\n\n [event]\n id=\"necrosis:defender_hits\"\n name=defender hits\n first_time_only=no\n [filter_second_attack]\n special=necrosis\n [/filter_second_attack]\n\n {EVENT_INVERSE_DISPATCH \"necrosis proc\"}\n [/event]\n\n [event]\n id=\"necrosis:main\"\n name=necrosis proc\n first_time_only=no\n [filter_second]\n [not]\n status=unpoisonable,not_living,necrosed\n [/not]\n [/filter_second]\n\n {VARIABLE second_unit.status.necrosed yes}\n {VARIABLE second_unit.variables.necrosis_side $unit.side}\n\n [unstore_unit]\n find_vacant=no\n variable=second_unit\n female_text= _ \"female^necrosed\"\n male_text= _ \"necrosed\"\n red,green,blue=64,32,128\n [/unstore_unit]\n\n [object]\n id={NECROSIS:STATUS_EFFECT_OBJECT_ID}\n take_only_once=no\n silent=yes\n duration=scenario\n\n [filter]\n x,y=$x2,$y2\n [/filter]\n\n [effect]\n apply_to=image_mod\n add=\"BLEND(64,32,128,0.4)\"\n [/effect]\n [/object]\n\n [sound]\n name=\"poison.ogg\"\n [/sound]\n [/event]\n\n #\n # Function event for implementing the removal of necrosis effects.\n #\n # Parameters in the global variable table:\n # - necrosis_clear_id \n # Id of the unit that needs to be cleansed.\n # - necrosis_display_label \n # Display floating label indicating the status change.\n #\n [event]\n id=\"necrosis:func:cleanse_single_unit\"\n name=necrosis cleanse single unit\n first_time_only=no\n\n [store_unit]\n [filter]\n id=$necrosis_clear_id\n [/filter]\n variable=necrosis_cleansee\n kill=no\n [/store_unit]\n\n {CLEAR_VARIABLE necrosis_cleansee.status.necrosed,necrosis_cleansee.variables.necrosis_side}\n\n [for]\n array=necrosis_cleansee.modifications.object\n reverse=yes\n [do]\n [if]\n {VARIABLE_LEXICAL_EQUALS necrosis_cleansee.modifications.object[$i].id {NECROSIS:STATUS_EFFECT_OBJECT_ID}}\n [then]\n {CLEAR_VARIABLE necrosis_cleansee.modifications.object[$i]}\n [/then]\n [/if]\n [/do]\n [/for]\n\n [if]\n {VARIABLE_BOOLEAN_EQUALS necrosis_display_label true}\n [then]\n [unstore_unit]\n variable=necrosis_cleansee\n find_vacant=no\n female_text= _ \"female^cleansed\"\n male_text= _ \"cleansed\"\n red,green,blue=0,255,0\n [/unstore_unit]\n [/then]\n [else]\n [unstore_unit]\n variable=necrosis_cleansee\n find_vacant=no\n [/unstore_unit]\n [/else]\n [/if]\n\n {CLEAR_VARIABLE necrosis_cleansee}\n [/event]\n\n #\n # Main damage per turn tick event.\n #\n [event]\n id=\"necrosis:tick\"\n name=turn refresh\n first_time_only=no\n\n [store_unit]\n [filter]\n side=$side_number\n status=necrosed\n [not]\n x,y=recall,recall\n [/not]\n [/filter]\n variable=necrosed_units\n kill=no\n [/store_unit]\n\n [foreach]\n array=necrosed_units\n [do]\n [if]\n [have_unit]\n x,y=$this_item.x,$this_item.y\n [and]\n # Next to a unit that can remove poison\n [filter_adjacent]\n {NECROSIS:CLEANSER_SUF}\n is_enemy=no\n [/filter_adjacent]\n # Or stationed on a village or oasis\n [or]\n [filter_location]\n formula=\"(healing > 0)\"\n [/filter_location]\n [/or]\n [/and]\n [/have_unit]\n [then]\n {NECROSIS:CLEANSE_UNIT_BY_ID $this_item.id yes}\n [/then]\n [else]\n [harm_unit]\n [filter]\n x,y=$this_item.x,$this_item.y\n [/filter]\n\n amount={NECROSIS:TICK_DAMAGE_AMOUNT}\n animate=yes\n kill=yes\n fire_event=yes\n [/harm_unit]\n [/else]\n [/if]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE necrosed_units}\n [/event]\n\n #\n # Necrosis death handler.\n #\n [event]\n id=\"necrosis:death\"\n name=die\n first_time_only=no\n [filter]\n status=necrosed\n [/filter]\n\n # NOTE: The resulting undead unit isn't loyal. This is intentional.\n\n [unit]\n type=Ghoul\n side=$unit.variables.necrosis_side\n name=$unit.name\n x,y=$x1,$y1\n overwrite=yes\n random_gender=yes # futureproofing x3\n random_traits=yes\n generate_name=yes\n [/unit]\n [/event]\n\n #\n # Cleanses all units on victory (SP).\n #\n [event]\n id=\"necrosis:scenario_cleanup\"\n name=victory\n\n [store_unit]\n [filter]\n status=necrosed\n [/filter]\n variable=necrosed_units\n kill=no\n [/store_unit]\n\n [foreach]\n array=necrosed_units\n [do]\n {NECROSIS:CLEANSE_UNIT_BY_ID $this_item.id no}\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE necrosed_units}\n [/event]\n#enddef\n\n#define WEAPON_SPECIAL_MARK_CLEAR_STATUS _EXTRA_SUF\n [store_unit]\n [filter]\n status=marked\n {_EXTRA_SUF}\n [/filter]\n kill=no\n variable=temp_SP_MARK_cleanup\n [/store_unit]\n\n [foreach]\n array=temp_SP_MARK_cleanup\n [do]\n {CLEAR_VARIABLE this_item.status.marked}\n\n [unstore_unit]\n find_vacant=no\n variable=this_item\n [/unstore_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE temp_SP_MARK_cleanup}\n#enddef\n\n#define WEAPON_SPECIAL_MARK_EVENTS\n [event]\n id=sp_mark:attacker_hits\n name=attacker hits\n first_time_only=no\n [filter_attack]\n special_id=mark\n [/filter_attack]\n [filter_second]\n [not]\n status=marked\n [/not]\n [/filter_second]\n\n {VARIABLE second_unit.status.marked yes}\n\n [unstore_unit]\n find_vacant=no\n variable=second_unit\n female_text = _ \"female^marked\"\n male_text= _ \"marked\"\n red,green,blue=128,196,196\n [/unstore_unit]\n\n [sp_mark_calculate_bonus]\n variable=temp_SP_MARK_res\n [/sp_mark_calculate_bonus]\n\n [object]\n silent=yes\n duration=turn end\n [filter]\n x,y=$x2,$y2\n [/filter]\n [effect]\n apply_to=image_mod\n add=\"CS(0,50,50)\"\n [/effect]\n [effect]\n apply_to=resistance\n [insert_tag]\n name=resistance\n variable=temp_SP_MARK_res\n [/insert_tag]\n [/effect]\n [/object]\n\n {CLEAR_VARIABLE temp_SP_MARK_res}\n\n [event]\n id=\"sp_mark:side$second_unit.side|_cleanup\"\n name=\"side $second_unit.side turn end\"\n delayed_variable_substitution=no\n\n {WEAPON_SPECIAL_MARK_CLEAR_STATUS side=$second_unit.side}\n\n [remove_event]\n id=\"sp_mark:side$second_unit.side|_cleanup\"\n [/remove_event]\n [/event]\n [/event]\n\n [event]\n id=sp_mark:scenario_cleanup\n name=victory\n\n {WEAPON_SPECIAL_MARK_CLEAR_STATUS ()}\n [/event]\n#enddef\n"} {"text": "#textdomain wesnoth-Naia\n\n# wmllint: unbalanced-on\n# wmlindent: start ignoring\n\n#\n# Used as a convenience wrapper to include weapon special implementation\n# details in unit type definitions without copy-pasting the close-reopen tag\n# boilerplate. This requires that the macro actually holding the event WML for\n# the weapon special is named WEAPON_SPECIAL__EVENTS:\n#\n# [dummy]\n# id=one_punch\n# [/dummy]\n#\n# {WEAPON_SPECIAL_EVENTS ONE_PUNCH} # includes WEAPON_SPECIAL_ONE_PUNCH_EVENTS\n#\n#define WEAPON_SPECIAL_EVENTS _SUFFIX\n # wmlxgettext: [attack]\n # wmlxgettext: [specials]\n [/specials]\n [/attack]\n {WEAPON_SPECIAL_{_SUFFIX}_EVENTS}\n [+attack]\n [+specials]\n # wmlxgettext: [/specials]\n # wmlxgettext: [/attack]\n#enddef\n\n# wmlindent: stop ignoring\n\n# Following two specials close the [specials] tag and open it later to\n# insert a weapon _weight value, eliminating the need to specify it manually\n# within the unit's WML file. Therefore, they are intentionally unbalanced WML\n\n#define WEAPON_SPECIAL_ATTACK_ONLY\n [damage]\n id=attack_only\n name= _ \"attack only\"\n name_inactive= _ \"attack only\"\n description= _ \"This weapon will never be used on defense.\"\n special_note={SPECIAL_NOTE_ATTACK_ONLY}\n multiply=0\n active_on=defense\n [/damage]\n# wmlindent: start ignoring\n# wmlxgettext: [specials]\n [/specials]\n defense_weight=0\n [+specials]\n# wmlxgettext: [/specials]\n# wmlindent: stop ignoring\n#enddef\n\n#define WEAPON_SPECIAL_DEFEND_ONLY\n [damage]\n id=defend_only\n name= _ \"defend only\"\n name_inactive= _ \"defend only\"\n description= _ \"This weapon will only be available for defense.\"\n special_note={SPECIAL_NOTE_DEFEND_ONLY}\n multiply=0\n active_on=offense\n [/damage]\n# wmlindent: start ignoring\n# wmlxgettext: [specials]\n [/specials]\n attack_weight=0\n [+specials]\n# wmlxgettext: [/specials]\n# wmlindent: stop ignoring\n#enddef\n\n# wmllint: unbalanced-off\n\n#define WEAPON_SPECIAL_ALWAYS_HITS\n [chance_to_hit]\n id=always_hits\n name= _ \"always hits\"\n description= _ \"This attack always has a 100% chance to hit regardless of the defensive ability of the unit being attacked.\"\n special_note={SPECIAL_NOTE_ALWAYS_HITS}\n value=100\n cumulative=no\n [/chance_to_hit]\n#enddef\n\n#define WEAPON_SPECIAL_PRECISION\n # Canned definition of the Precision ability to be included in a\n # [specials] clause.\n [chance_to_hit]\n id=precision\n name= _ \"precision\"\n description= _ \"When used offensively, this attack always has at least a 50% chance to hit.\"\n special_note={SPECIAL_NOTE_PRECISION}\n value=50\n cumulative=yes\n active_on=offense\n [/chance_to_hit]\n#enddef\n\n#define WEAPON_SPECIAL_NECROSIS\n [dummy]\n id=necrosis\n name= _ \"necrosis\"\n description= _ \"This attack infects living targets, causing them to lose 10 HP every turn until cured in a village or by a unit able to remove poison (regenerates does not counter necrosis). Any targets who die while necrosed become Ghouls belonging to the same side as the unit which originally infected them.\"\n special_note={SPECIAL_NOTE_NECROSIS}\n [/dummy]\n\n {WEAPON_SPECIAL_EVENTS NECROSIS}\n#enddef\n\n#define WEAPON_SPECIAL_MARK\n [dummy]\n id=mark\n name= _ \"mark\"\n description= _ \"When used offensively, this attack disrupts its opponent\u2019s stance, decreasing all resistances by 20% (down to a minimum of -50%) until the affected unit\u2019s turn ends.\"\n special_note={SPECIAL_NOTE_MARK}\n active_on=offense\n [/dummy]\n\n {WEAPON_SPECIAL_EVENTS MARK}\n#enddef\n"} {"text": "# wmllint: no translatables\n\n#define WALL_MOUNTED_BANNER_OVERLAY _TILE_STR _IMAGE\n [terrain_graphics]\n map=\"\n, *\n* , *\n, 1\n* , *\n, *\"\n [tile]\n pos=1\n type={_TILE_STR}\n [/tile]\n probability=100\n [image]\n layer=0\n name={_IMAGE}\n base=90,144\n center=82,138\n [/image]\n [/terrain_graphics]\n#enddef\n\n#define WALL_FLAGS_NW_N\n\"wall-s,wall-se\" #enddef\n\n#define WALL_FLAGS_N_NE\n\"wall-s,wall-sw\" #enddef\n\n# From IMAGE_NW_N\n#define WALL_OVERLAY_IMAGE_SE _BUILDER _IMAGESTEM\n [image]\n name={BUILD_IMAGE {_BUILDER} {_IMAGESTEM} -se}\n base=81,144\n center=90,130\n [/image]\n#enddef\n\n# From IMAGE_N_NE\n#define WALL_OVERLAY_IMAGE_SW _BUILDER _IMAGESTEM\n [image]\n name={BUILD_IMAGE {_BUILDER} {_IMAGESTEM} -sw}\n base=99,144\n center=90,134\n [/image]\n#enddef\n\n#define WALL_OVERLAY_SE _TERRAINLIST _ADJACENT _IMAGESTEM\n [terrain_graphics]\n map=\"\n, *\n2, *\n, 1\n*, *\n, *\"\n [tile]\n pos=1\n type={_ADJACENT}\n [/tile]\n [tile]\n pos=2\n type={_TERRAINLIST}\n set_no_flag=wall-moss-se\n [/tile]\n {WALL_OVERLAY_IMAGE_SE IMAGE_SINGLE {_IMAGESTEM}}\n [/terrain_graphics]\n#enddef\n\n#define WALL_OVERLAY_SW _TERRAINLIST _ADJACENT _IMAGESTEM\n [terrain_graphics]\n map=\"\n, *\n*, 2\n, 1\n*, *\n, *\"\n [tile]\n pos=1\n type={_ADJACENT}\n [/tile]\n [tile]\n pos=2\n type={_TERRAINLIST}\n set_no_flag=wall-moss-sw\n [/tile]\n {WALL_OVERLAY_IMAGE_SW IMAGE_SINGLE {_IMAGESTEM}}\n [/terrain_graphics]\n#enddef\n\n#define TERRAIN_P _P\n [+terrain_graphics]\n probability={_P}\n [/terrain_graphics]\n#enddef\n"} {"text": "# wmllint: no translatables\n\n#define GATE_FRAGMENT_OVERLAY TERRAIN LAYER FLAG IMAGESTEM X_SHIFT\n [terrain_graphics]\n map=\"\n, *\n* , *\n, 1\n* , *\n, *\"\n\n [tile]\n pos=1\n type={TERRAIN}\n set_no_flag={FLAG}\n [/tile]\n\n probability=100\n [image]\n # HACK: because I don't want to do the maths\n name=\"../misc/blank-hex.png~BLIT(terrain/\"+{IMAGESTEM}+\".png~CROP(\"+{X_SHIFT}+\",0,36,72),\"+{X_SHIFT}+\",0)\"\n variations=\";2;3;4;5;6;7;8;9;10;11\"\n layer={LAYER}\n base=90,144\n center=90,144\n [/image]\n [/terrain_graphics]\n#enddef\n\n#define GATE_OVERLAY TERRAIN WEST_LAYER EAST_LAYER IMAGESTEM\n {GATE_FRAGMENT_OVERLAY ({TERRAIN}) ({WEST_LAYER}) gate-west {IMAGESTEM} 0 }\n {GATE_FRAGMENT_OVERLAY ({TERRAIN}) ({EAST_LAYER}) gate-east {IMAGESTEM} 36}\n#enddef\n\n"} {"text": "# wmllint: no translatables\n\n#define RAIN_ON_TOD _TOD_LIST\n#arg FRAME_TIME\n80#endarg\n#arg RAINDROPS_FRAME_TIME\n300#endarg\n\n #\n # Main overlay\n #\n [terrain_graphics]\n map=\"\n1\n1\"\n\n set_flag=rain\n no_flag=rain\n\n [tile]\n pos=1\n [/tile]\n\n [image]\n layer=1\n name=weather/none.png\n [variant]\n tod={_TOD_LIST}\n name=weather/rain-1.png:{FRAME_TIME},weather/rain-2.png:{FRAME_TIME},weather/rain-3.png:{FRAME_TIME},weather/rain-4.png:{FRAME_TIME},weather/rain-5.png:{FRAME_TIME},weather/rain-6.png:{FRAME_TIME},weather/rain-7.png:{FRAME_TIME},weather/rain-8.png:{FRAME_TIME}\n random_start=no\n [/variant]\n [/image]\n [/terrain_graphics]\n\n #\n # Raindrops on water terrains\n #\n [terrain_graphics]\n [tile]\n x=1\n y=1\n type=W*,S*,Cm*,Km*\n\n [image]\n layer=-1\n name=weather/none.png\n [variant]\n tod={_TOD_LIST}\n name=weather/raindrops-3.png:{RAINDROPS_FRAME_TIME},weather/raindrops-4.png:{RAINDROPS_FRAME_TIME},weather/raindrops-1.png:{RAINDROPS_FRAME_TIME},weather/raindrops-2.png:{RAINDROPS_FRAME_TIME}\n random_start=yes\n [/variant]\n [/image]\n [/tile]\n [/terrain_graphics]\n#enddef\n\n#define SNOW_ON_TOD _TOD_LIST\n#arg FRAME_TIME\n800#endarg\n # was 500\n\n [terrain_graphics]\n map=\"\n1\n\n*\"\n no_flag=snow\n set_flag=snow\n\n [tile]\n pos=1\n [/tile]\n\n [image]\n layer=1\n name=weather/none.png\n [variant]\n tod={_TOD_LIST}\n name=weather/snow-1.png:{FRAME_TIME},weather/snow-2.png:{FRAME_TIME},weather/snow-3.png:{FRAME_TIME},weather/snow-4.png:{FRAME_TIME},weather/snow-5.png:{FRAME_TIME},weather/snow-6.png:{FRAME_TIME}\n random_start=no\n [/variant]\n [/image]\n [/terrain_graphics]\n#enddef\n"} {"text": "# wmllint: no translatables\n\n# Wasteland terrain graphics - below everything\n{TERRAIN_BASE Uzw wasteland } # AtS, IftU terrain codes\n\n{TRANSITION_COMPLETE_L Gs Uzw -260 grass/semi-dry-medium}\n{TRANSITION_COMPLETE_L Gg Uzw -261 grass/green-medium }\n{TRANSITION_COMPLETE_L Gd Uzw -262 grass/dry-medium }\n{TRANSITION_COMPLETE_LF Ai,W*,S* Uzw -223 inside cave/floor }\n\n# Dark hive floor terrain graphics\n{TERRAIN_BASE_P Yhr 8 dark-hive/floor3 }\n{TERRAIN_BASE_P Yhr 25 dark-hive/floor2 }\n{TERRAIN_BASE Yhr dark-hive/floor }\n{TERRAIN_BASE_P Yhl 8 dark-hive/lair3 }\n{TERRAIN_BASE_P Yhl 25 dark-hive/lair2 }\n{TERRAIN_BASE Yhl dark-hive/lair }\n{TERRAIN_BASE_P Yhs 8 dark-hive/surface3 }\n{TERRAIN_BASE_P Yhs 25 dark-hive/surface2 }\n{TERRAIN_BASE Yhs dark-hive/surface }\n\n# Dark hive floor's pits\n{OVERLAY_PL *^Xp 10 -1 dark-hive/pit-2 }\n{OVERLAY_PL *^Xp 11 -1 dark-hive/pit-3 }\n{OVERLAY_PL *^Xp 13 -1 dark-hive/pit-4 }\n{OVERLAY_PL *^Xp 14 -1 dark-hive/pit-5 }\n{OVERLAY_PL *^Xp 17 -1 dark-hive/pit-6 }\n{OVERLAY_PL *^Xp 20 -1 dark-hive/pit-7 }\n{OVERLAY_PL *^Xp 25 -1 dark-hive/pit-8 }\n{OVERLAY_L *^Xp -1 dark-hive/pit-1 }\n\n# Dark hive moss\n{WALL_OVERLAY_SE *^Xzm/ (!,Xo*) walls/moss3} {TERRAIN_P 33}\n{WALL_OVERLAY_SE *^Xzm/ (!,Xo*) walls/moss2} {TERRAIN_P 50}\n{WALL_OVERLAY_SE *^Xzm/ (!,Xo*) walls/moss}\n\n{WALL_OVERLAY_SW *^Xzm\\ (!,Xo*) walls/moss3} {TERRAIN_P 33}\n{WALL_OVERLAY_SW *^Xzm\\ (!,Xo*) walls/moss2} {TERRAIN_P 50}\n{WALL_OVERLAY_SW *^Xzm\\ (!,Xo*) walls/moss}\n\n# Statues\n{OVERLAY *^Eza ../scenery/statue-adavyan }\n\n# Big ass trees\n{OVERLAY *^Fezo oak-tree-dead }\n{OVERLAY *^Feza great-tree-snow }\n\n# Gate terrain graphics\n{GATE_OVERLAY *^Z/ () 1 dark-gate-se}\n{GATE_OVERLAY *^Z\\ 1 () dark-gate-sw}\n\n#define EVENT_GATE_IPF\n\"~CS(38,14,-34)\" #enddef\n\n{GATES_VERTICAL_NS_L \t\t(*^Zz|)\t\t(X*)\t0 \t{EVENT_GATE_IPF} \tportals/gate-rusty}\n{GATES_DIAGONAL_SW_L \t\t(*^Zz\\)\t\t(X*)\t0 \t{EVENT_GATE_IPF} \tportals/gate-rusty}\n{GATES_DIAGONAL_SE_L \t\t(*^Zz/)\t\t(X*)\t0 \t{EVENT_GATE_IPF} \tportals/gate-rusty}\n\n{GATES_VERTICAL_NS_L \t\t(*^Zz|o)\t(X*)\t0 \t{EVENT_GATE_IPF} \tportals/gate-rusty-open}\n{GATES_DIAGONAL_SW_L \t\t(*^Zz\\o)\t(X*)\t0 \t{EVENT_GATE_IPF} \tportals/gate-rusty-open}\n{GATES_DIAGONAL_SE_L \t\t(*^Zz/o)\t(X*)\t0 \t{EVENT_GATE_IPF} \tportals/gate-rusty-open}\n\n#undef EVENT_GATE_IPF\n\n# Banners\n\n{WALL_MOUNTED_BANNER_OVERLAY *^Ebur ../scenery/banner-uria-wall.png }\n{WALL_MOUNTED_BANNER_OVERLAY *^Ebme ../scenery/banner-yechnagoth-wall.png }\n\n{DISABLE_BASE_TRANSITIONS Qxv}\n\n# Dark hive transitions\n{NEW:BEACH (Yhr,Yhl,Yhs) W* flat/shore}\n\n# Don't replace transitions from specific \"dominant\" terrains such as rockbound\n# cave, sand, road, mountains, hills, etc.\n#\n# NOTE: (Naia #11, IftU #73, AtS #83)\n#\n# The deprecated Mushroom Grove gains compulsory Mycelium base graphics in\n# 1.16 with weird layering in order to enforce the Mycelium + Mushroom Grove\n# combination on almost all base terrains for no discernible reason. Wesnoth\n# devs, everyone!\n\n# This makes it first so no transitions are drawn into Mycelium/Deprecated\n# Mushroom Grove.\n{TRANSITION_RESTRICTED_L Yhr (!,Yhr,Uh*,H*,M*,Q*,Xo*,Urb,Rr,Rp,Ds,T*,*^Uf*) -499 (dark-hive/floor) }\n{TRANSITION_RESTRICTED_L Yhl (!,Yhl,Uh*,H*,M*,Q*,Xo*,Urb,Rr,Rp,Ds,T*,*^Uf*) -499 (dark-hive/lair) }\n{TRANSITION_RESTRICTED_L Yhs (!,Yhs,Uh*,H*,M*,Q*,Xo*,Urb,Rr,Rp,Ds,T*,*^Uf*) -499 (dark-hive/surface)}\n# Now we make a special case for Mycelium/Deprecated Mushroom Grove (which is\n# drawn at layer -319 as of 1.15.4) and force our transitions over it.\n{TRANSITION_RESTRICTED_L Yhr (T*,*^Uf*) -318 (dark-hive/floor) }\n{TRANSITION_RESTRICTED_L Yhl (T*,*^Uf*) -318 (dark-hive/lair) }\n{TRANSITION_RESTRICTED_L Yhs (T*,*^Uf*) -318 (dark-hive/surface)}\n# Note that we don't need to interfere with the new Mushroom Grove overlays\n# (^T*) because they don't force base graphics and transitions down our\n# throats.\n\n# HACK: Wesnoth 1.6 RC 1. Define a custom Re transition, as\n# the default mainline one is drawn below Yhs and looks awful.\n{TRANSITION_RESTRICTED_LF Yhr (Re,Rb,Rd) -331 transition3 (dark-hive/floor) }\n{TRANSITION_RESTRICTED_LF Yhl (Re,Rb,Rd) -332 transition3 (dark-hive/lair) }\n{TRANSITION_RESTRICTED_LF Yhs (Re,Rb,Rd) -333 transition3 (dark-hive/surface)}\n\n# Volcanic abyss terrain graphics\n{TERRAIN_BASE Qxv volcanic-abyss }\n{WALL_TRANSITION_LF Qxv (!,Qxv) -90 ground unwalkable/chasm}\n\n# Earthy rockbound cave\n{TRANSITION_COMPLETE_L Uhe (!,Uhe,W*,Ai) -200 cave/earthy-hills}\n\n# Fake shroud\n{OVERLAY_L *^Zok 1 void/void }\n{TRANSITION_RESTRICTED_LF *^Zok (!,*^Zok) 1 overlay void/void }\n\n#ifdef EDITOR\n\n{EDITOR_OVERLAY *^Gov tile-icons/overlay-flat}\n{EDITOR_OVERLAY *^Uov tile-icons/overlay-rough}\n\n{EDITOR_OVERLAY *^Zok tile-icons/fake-shroud}\n\n#endif\n"} {"text": "#textdomain wesnoth-Naia\n\n#define DEMON_NAMES\n markov_chain_size=2\n male_names=_ \"Abalam,Abbadon,Abigor,Adanor,Aderius,Adramalech,Agaliarept,Agares,Aim,Akvan,Alastar,Aldebaran,Alocer,Amducious,Amdusias,Amon,Ananiel,Andhaka,Andras,Andrealphus,Andromalius,Antares,Apep,Arael,Araqiel,Ares,Ariel,Arioch,Arkanthor,Armaros,Asael,Asag,Asb'el,Ash,Asmodeus,Astaroth,Azariel,Azazel,Baal,Baalberith,Balam,Balberith,Babeal,Baphomet,Baraqel,Barbas,Barbatos,Batariel,Bathin,Beball,Beelzebub,Behamoth,Behemoth,Beleth,Belial,Beliel,Belphegore,Belthazor,Belzebuth,Beowulf,Berith,Beur,Bezaliel,Bifrons,Botis,Buer,Bune,Caim,Calan,Camal,Carniveau,Caror,Castor,Cerberus,Chamos,Charon,Chazaqiel,Chul,Corson,Cronos,Daalberith,Dagon,Daniel,Dantalion,Decarabia,Deimos,Delchor,Demogorgon,Devan,Dubhor,Dumah,Dun,Edan,Edoru,El,Elan,Eligos,Erebus,Espro,Espreon,Eurynomous,Fomalhaut,Flauros,Flereous,Focalor,Foras,Forcas,Forneus,Furcas,Furfur,Gaap,Gader'el,Glasya-Labolas,Goliath,Gusion,Gwiti,Haagenti,Hal,Hade,Hades,Helios,Hephaestus,Humbaba,Hyperion,Iblis,Idoru,Ivan,Ixthal,Izilen,Ipos,Jetral,Jetrel,Jevan,Jevyan,Jutas,Juvart,Kabhanda,Kain,Kairus,Kakko,Kari,Kariel,Karo,Kasadya,Kasdaye,Kimaris,Kobal,Kokabiel,Kokytos,Kri,Krin,Kuno,Kuro,Landar,Lasaroth,Legion,Lempo,Lenthar,Lenvan,Leonard,Leraje,Lix Tetrax,Lor,Lorath,Loriel,Lorez,Lucifer,Lucifuge Rofocale,Maeglhir,Maeglhor,Magnus,Malal,Malphas,Malthus,Mammon,Marchocias,Maricha,Mastema,Melchom,Melchor,Mephisto,Mephistopholes,Mesphito,Merihim,Merloc,Moloch,Morax,Mu,Murdoc,Mulciber,Murmur,Naberius,Nale,Name,Nate,Nati,Nebiros,Neqa'el,Nergal,Nisroch,Noy,Noyga,Noyra,Noyze,Oeillet,Olivier,Optimus,Orcus,Orias,Ornias,Orobas,Ose,Oulotep,Pan,Paimon,Pazuzu,Penemue,Phlegathon,Phenex,Phobos,Pinem'e,Pithius,Piru,Pluto,Procell,Pruflas,Purson,Pytho,Python,Pythos,Rahab,Rahovart,Ramiel,Raum,Ravanal,Raven,Razakel,Regent,Regulus,Rimmon,Rhotomago,Ronove,Ronwe,Rosier,Sabnock,Sahaqel,Saleos,Samael,Samigina,Samyaza,Santa,Sariel,Satan,Satanachia,Satariel,Seir,Sephiroth,Sephit,Shaitan,Shamsiel,Shax,Shezmu,Sid,Sidragasum,Sin,Sith,Sitri,Sonnillon,Sorum,Soufflet,Spar,Stolas,Surgat,Tabaet,Taliz,Tamiel,Tan,Tannin,Tar,Tartaros,Taurus,Teeraal,Temeluchus,Thammuz,Thanatos,Theracar,Thor,Thorin,Thurin,Tityos,Triel,Troy,Turiel,Turin,Turon,Umbriel,Urobach,Val,Valac,Valefar,Vapula,Vassago,Verrine,Vine,Vual,Xan,Xandros,Xaphan,Xen,Yael,Yanqui,Yeqon,Yeter'el,Yhangor,Yomiel,Yuki,Zagan,Zama,Zaqiel,Zepar,Zephyros,Zet,Zeth,Zhan,Zhangor,Zhunol,Zort,Zorg,Zudo,Zuno\"\n female_names=_ \"Aba,Ada,Aderi,Agiel,Agrat-bat-mahlaht,Aisa,Alie,Aly,Alya,Ammit,Amy,Ania,Analia,Anadea,Anadya,Angelia,Anna,Areza,Ariadne,Artien,Ashtaroth,Astarte,Astoreth,Atropos,Azura,Bellatrix,Beryla,Bruxe,Calliope,Charis,Charybdis,Charusse,Chi,Chia,Dana,Dane,Dara,Darma,Decima,Dela,Delepitore,Delirya,Deluna,Demona,Deth,Devila,Devira,Devyan,Dione,Drama,Dul,Duna,Eidyia,Eisheth Zenunil,Elandra,Electra,Elenia,Elestria,Eloh,Elyna,Elynea,Elynia,Elyra,Elyria,Elyssa,Elyza,Empusa,Enea,Eos,Eris,Eryssa,Ethea,Euryale,Evila,Evira,Fae,Faira,Fania,Faria,Fine,Gaia,Gremory,Gresil,Hecate,Hemera,Ira,Irda,Irdya,Irene,Iridya,Iril,Iris,Iruel,Isa,Issyl,Ivana,Ivyel,Izara,Jarla,Jevyan,Juno,Kaia,Kalah,Kalari,Kaleh,Kali,Kana,Karma,Karyna,Kazen,Kendria,Kara,Kia,Kindite,Kuna,Kyrah,Lachesis,Lailah,Lamashtu,Lamia,Lara,Leliel,Lethe,Leviathan,Lilia,Lilim,Lilin,Lilith,Lilitu,Lilya,Listra,Liza,Lua,Lucia,Lucile,Lucina,Lucine,Luna,Lyda,Lyla,Lyra,Magna,Maia,Mara,Medusa,Melia,Melchiresa,Melusine,Mia,Midara,Mintha,Mir,Mir Kaleh,Mistra,Moira,Moria,Musah,Myria,Myriam,Naamah,Nadia,Naia,Nala,Nara,Narya,Nebula,Nemesis,Neura,Neuralger,Nidia,Nika,Nirvana,Nirvenia,Nona,Nora,Norma,Nyada,Nystra,Nyx,Nyxa,Onoskelis,Pia,Proserpine,Rangda,Rhea,Rusalka,Sabata,Satana,Scylla,Sela,Shar,Share,Sharael,Sheol,Selene,Shia,Sonnielion,Stheno,Styx,Sul,Summa,Sunna,Sycorax,Syl,Sylestria,Sylin,Sylith,Symia,Syn,Synara,Synestria,Tada,Talah,Talam,Taweret,Thanadria,Thanavryen,Thea,Thia,Thiana,Thiara,Tial,Tora,Tundra,Turen,Tzitzimime,Uma,Umbria,Unarya,Unia,Unsere,Urania,Uzza,Vena,Verna,Verrier,Vepar,Vulpecula,Xandar,Xana,Xandria,Xeth,Xia,Xindra,Xindar,Yuki,Yumi,Yun,Yuna,Yuni,Zana,Zhul,Zidya,Zilla,Zoe,Zoya,Zuna,Zynara,Zythara\"\n#enddef\n\n[race]\n id=demon\n male_name= _ \"race^Demon\"\n female_name= _ \"race+female^Demoness\"\n plural_name= _ \"race^Demons\"\n description= _ \"Legend has it that at the beginning of time, powerful creatures called \u2018demons\u2019 governed all that existed. The Lords of Light and Darkness, seeing the danger they posed for the balance of nature, banished them to a separate plane of existence, trapped with no means of escape from inside. But time and time again, different versions of the legend have been told by different peoples in different places. Presumably, whatever small amount of truth there was in the original version of the story has since been lost forever.\n\nEither by ignorance, or in an attempt to make sense of the fractured stories gathered from Chaos prisoners, the peoples of Irdya refer more generally to all the vastly heterogeneous races of Inferno by this generic designation. Some go as far as to claim that normal Irdyan creatures may become \u2018demonic\u2019 in some form or another, pointing at the Chaos Lorekeepers\u2019 powers and inscrutable nature.\"\n {DEMON_NAMES}\n num_traits=2\n undead_variation=null\n {TRAIT_FEARLESS}\n[/race]\n\n[movetype]\n name=demonfoot\n [movement_costs]\n deep_water={UNREACHABLE}\n shallow_water=2\n reef=2\n swamp_water=2\n flat=1\n sand=2\n forest=2\n hills=2\n mountains=3\n village=1\n castle=1\n cave=2\n unwalkable={UNREACHABLE}\n impassable={UNREACHABLE}\n frozen=3\n fungus=2\n [/movement_costs]\n [defense]\n deep_water=70\n shallow_water=70\n reef=60\n swamp_water=50\n flat=50\n sand=50\n forest=30\n hills=40\n mountains=30\n village=30\n castle=30\n cave=40\n unwalkable=50\n impassable=90\n frozen=70\n fungus=30\n [/defense]\n [resistance]\n blade=100\n pierce=100\n impact=100\n fire=100\n cold=100\n arcane=110\n [/resistance]\n[/movetype]\n\n[movetype]\n name=demonfly\n flies=true\n [movement_costs]\n deep_water=1\n shallow_water=1\n reef=1\n swamp_water=1\n flat=1\n sand=1\n forest=1\n hills=1\n mountains=2\n village=1\n castle=1\n cave=2\n unwalkable=1\n impassable={UNREACHABLE}\n frozen=1\n fungus=2\n [/movement_costs]\n [defense]\n deep_water=50\n shallow_water=50\n reef=50\n swamp_water=50\n flat=50\n sand=50\n forest=50\n hills=50\n mountains=50\n village=50\n castle=50\n cave=50\n unwalkable=50\n impassable=50\n frozen=50\n fungus=50\n [/defense]\n [resistance]\n blade=100\n pierce=100\n impact=100\n fire=80\n cold=100\n arcane=110\n [/resistance]\n[/movetype]\n\n{./demons/}\n"} {"text": "#textdomain wesnoth-Naia\n\n{./elves-wood/}\n"} {"text": "#textdomain wesnoth-Naia\n\n[race]\n id=faerie\n female_name= _ \"race^Faerie\"\n male_name= _ \"race+male^Faerie\"\n plural_name= _ \"race^Faeries\"\n description= _ \"Forests, caverns, mountains, and large bodies of water are propitious places to find many kinds of rare and mysterious creatures. Such environments are thus preferred by the remnants of the peoples said to antedate civilized life on Irdya, such as woses and merfolk, and the varied group of beings more commonly known as the true faeries.\"\n num_traits=2\n ignore_global_traits=yes\n {TRAIT_QUICK}\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n markov_chain_size=3\n {ELVISH_NAMES}\n undead_variation=null\n[/race]\n\n[movetype]\n name=elynia_lowfloat\n flies=true\n [movement_costs]\n deep_water=4\n shallow_water=2\n reef=2\n swamp_water=2\n flat=1\n sand=1\n forest=1\n hills=1\n mountains=2\n village=1\n castle=1\n cave=1\n frozen=1\n unwalkable={UNREACHABLE}\n impassable={UNREACHABLE}\n fungus=2\n [/movement_costs]\n\n [defense]\n deep_water=70\n shallow_water=60\n swamp_water=60\n reef=60\n flat=50\n sand=60\n forest=30\n hills=50\n mountains=40\n village=40\n castle=40\n cave=50\n frozen=60\n unwalkable=80\n impassable=70\n fungus=50\n [/defense]\n\n [resistance]\n blade=100\n pierce=100\n impact=100\n fire=90\n cold=100\n arcane=110\n [/resistance]\n[/movetype]\n\n[movetype]\n name=woodlandfaerie\n flying=yes\n [movement_costs]\n deep_water=2\n shallow_water=1\n reef=1\n swamp_water=1\n flat=1\n sand=1\n forest=1\n hills=1\n mountains=2\n village=1\n castle=1\n cave=1\n frozen=1\n fungus=2\n [/movement_costs]\n [defense]\n deep_water=70\n shallow_water=60\n reef=50\n swamp_water=60\n flat=50\n sand=60\n forest=40\n hills=50\n mountains=40\n village=40\n castle=40\n cave=50\n frozen=60\n fungus=50\n [/defense]\n [resistance]\n blade=100\n pierce=100\n impact=100\n fire=80\n cold=110\n arcane=110\n [/resistance]\n[/movetype]\n\n{./faeries/}\n"} {"text": "#textdomain wesnoth-Naia\n\n[race]\n id=aragwaith\n male_name= _ \"race^Aragwaith\"\n female_name= _ \"race+female^Aragwaith\"\n plural_name= _ \"race^Aragwaithi\"\n editor_icon=icons/unit-groups/race_human\n num_traits=2\n markov_chain_size=3\n {HUMAN_NAMES}\n description= _ \"During most of the Golden Age, the humans who inhabited the Great Continent were mostly Wesnothians, divided across various territories such as the Northlands, Elensefar and the kingdom of Wesnoth itself. However, there was once a time of great strife during which a new race of humans started to appear from nowhere. They were the \u2018Aragwaithi\u2019, which meant \u2018noble\u2019 in their native language.\n\nIt has been since then rumored that they came from the Vast Sea to settle in Wesnoth. They mostly lived as mercenaries in that time, until the Fall. After that, they supposedly moved to the northmost lands of the Continent, were the sands could not reach, and the green could survive.\n\nAlbeit being humans, many of their customs and racial features are strongly reminiscent of elves. Their sages have a mastery of magic that is not to be underestimated on the battlefield.\"\n[/race]\n\n[movetype]\n name=aragwaithfoot\n [movement_costs]\n deep_water={UNREACHABLE}\n shallow_water=3\n reef=2\n swamp_water=2\n flat=1\n sand=1\n forest=2\n hills=2\n mountains=2\n village=1\n castle=1\n cave=2\n frozen=2\n unwalkable={UNREACHABLE}\n impassable={UNREACHABLE}\n fungus=2\n [/movement_costs]\n [defense]\n deep_water=80\n shallow_water=80\n reef=70\n swamp_water=70\n flat=60\n sand=50\n forest=50\n hills=50\n mountains=40\n village=40\n castle=40\n cave=50\n frozen=60\n impassable=10\n fungus=50\n [/defense]\n [resistance]\n blade=100\n pierce=100\n impact=100\n fire=100\n cold=100\n arcane=80\n [/resistance]\n[/movetype]\n\n[movetype]\n name=aragwaithmounted\n [movement_costs]\n deep_water={UNREACHABLE}\n shallow_water=3\n reef=2\n swamp_water=2\n flat=1\n sand=1\n forest=2\n hills=2\n mountains=3\n village=1\n castle=1\n cave=3\n frozen=2\n unwalkable={UNREACHABLE}\n impassable={UNREACHABLE}\n fungus=3\n [/movement_costs]\n [defense]\n deep_water=80\n shallow_water=80\n reef=70\n swamp_water=70\n flat=60\n sand=60\n forest=70\n hills=60\n mountains=60\n village=60\n castle=60\n cave=60\n frozen=60\n impassable=10\n fungus=80\n [/defense]\n [resistance]\n blade=80\n pierce=120\n impact=70\n fire=100\n cold=100\n arcane=80\n [/resistance]\n[/movetype]\n\n[movetype]\n name=armorerfoot\n [movement_costs]\n deep_water={UNREACHABLE}\n shallow_water=4\n reef=3\n swamp_water=4\n flat=1\n sand=2\n forest=2\n hills=3\n mountains={UNREACHABLE}\n village=1\n castle=1\n cave=2\n unwalkable={UNREACHABLE}\n impassable={UNREACHABLE}\n frozen=4\n fungus=2\n [/movement_costs]\n [defense]\n deep_water=90\n shallow_water=90\n reef=80\n swamp_water=90\n flat=70\n sand=80\n forest=60\n hills=60\n mountains=80\n village=60\n castle=50\n cave=60\n unwalkable=80\n impassable=80\n frozen=80\n fungus=60\n [/defense]\n [resistance]\n blade=70\n pierce=70\n impact=80\n fire=90\n cold=100\n arcane=80\n [/resistance]\n[/movetype]\n\n{./humans/}\n"} {"text": "#textdomain wesnoth-Naia\n\n[race]\n id=imps\n male_name= _ \"race^Imp\"\n female_name= _ \"race+female^Imp\"\n plural_name= _ \"race^Imps\"\n description= _ \"Lesser demons are frequently and incorrectly classified in a separate group of their own. Although they generally lack the magic abilities and intellectual power of their better known relatives, their numbers and raw strength usually suffice to compensate.\"\n {DEMON_NAMES}\n num_traits=2\n ignore_global_traits=yes\n undead_variation=null\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n {TRAIT_RESILIENT}\n {TRAIT_WEAK}\n {TRAIT_SLOW}\n {TRAIT_DIM}\n[/race]\n\n[movetype]\n name=impfoot\n [movement_costs]\n deep_water={UNREACHABLE}\n shallow_water=2\n reef=2\n swamp_water=2\n flat=1\n sand=2\n forest=2\n hills=2\n mountains=3\n village=1\n castle=1\n cave=2\n unwalkable={UNREACHABLE}\n impassable={UNREACHABLE}\n frozen=3\n fungus=2\n [/movement_costs]\n [defense]\n deep_water=70\n shallow_water=70\n reef=60\n swamp_water=60\n flat=50\n sand=50\n forest=30\n hills=40\n mountains=30\n village=30\n castle=30\n cave=40\n unwalkable=50\n impassable=90\n frozen=70\n fungus=30\n [/defense]\n [resistance]\n blade=100\n pierce=100\n impact=100\n fire=100\n cold=110\n arcane=110\n [/resistance]\n[/movetype]\n\n{./imps/}\n"} {"text": "#textdomain wesnoth-Naia\n\n{./mechanical/}\n"} {"text": "#textdomain wesnoth-Naia\n\n[movetype]\n name=houndfoot\n [movement_costs]\n deep_water={UNREACHABLE}\n shallow_water=2\n swamp_water=2\n reef=2\n flat=1\n sand=2\n forest=2\n hills=2\n mountains=3\n village=1\n castle=1\n cave=3\n unwalkable={UNREACHABLE}\n impassable={UNREACHABLE}\n frozen=2\n fungus=2\n [/movement_costs]\n [defense]\n deep_water=80\n shallow_water=80\n swamp_water=70\n reef=70\n flat=70\n sand=70\n forest=50\n hills=60\n mountains=50\n village=60\n castle=50\n cave=70\n unwalkable=50\n impassable=90\n frozen=80\n fungus=50\n [/defense]\n [resistance]\n blade=100\n pierce=110\n impact=100\n fire=100\n cold=100\n arcane=110\n [/resistance]\n[/movetype]\n\n[movetype]\n name=fireafinity\n flies=true\n [movement_costs]\n deep_water=4\n shallow_water=3\n swamp_water=3\n reef=3\n flat=1\n sand=1\n forest=2\n hills=1\n mountains=1\n village=1\n castle=1\n cave=1\n unwalkable=1\n impassable={UNREACHABLE}\n frozen=4\n fungus=2\n [/movement_costs]\n [defense]\n deep_water=90\n shallow_water=80\n swamp_water=80\n reef=70\n flat=50\n sand=50\n forest=70\n hills=50\n mountains=50\n village=50\n castle=50\n cave=50\n unwalkable=30\n impassable=30\n frozen=90\n fungus=70\n [/defense]\n [resistance]\n blade=80\n pierce=80\n impact=90\n fire=40\n cold=160\n arcane=160\n [/resistance]\n[/movetype]\n\n[movetype]\n name=rockafinity\n [movement_costs]\n deep_water={UNREACHABLE}\n shallow_water=3\n swamp_water=3\n reef=3\n flat=1\n sand=2\n forest=2\n hills=2\n mountains=3\n village=1\n castle=1\n cave=1\n unwalkable={UNREACHABLE}\n impassable={UNREACHABLE}\n frozen=2\n fungus=2\n [/movement_costs]\n [defense]\n deep_water=90\n shallow_water=80\n swamp_water=80\n reef=50\n flat=40\n sand=40\n forest=60\n hills=50\n mountains=50\n village=40\n castle=40\n cave=40\n unwalkable=90\n impassable=30\n frozen=40\n fungus=60\n [/defense]\n [resistance]\n blade=80\n pierce=80\n impact=90\n fire=140\n cold=70\n arcane=160\n [/resistance]\n[/movetype]\n\n[movetype]\n name=waterdependency\n [movement_costs]\n deep_water=1\n shallow_water=1\n swamp_water=1\n reef=1\n flat={UNREACHABLE}\n sand={UNREACHABLE}\n forest={UNREACHABLE}\n hills={UNREACHABLE}\n mountains={UNREACHABLE}\n village=1\n castle=1\n cave={UNREACHABLE}\n unwalkable={UNREACHABLE}\n impassable={UNREACHABLE}\n frozen={UNREACHABLE}\n fungus={UNREACHABLE}\n [/movement_costs]\n [defense]\n deep_water=40\n shallow_water=40\n swamp_water=40\n reef=40\n flat=90\n sand=90\n forest=90\n hills=90\n mountains=90\n village=40\n castle=40\n cave=90\n unwalkable=90\n impassable=90\n frozen=90\n fungus=90\n [/defense]\n [resistance]\n blade=80\n pierce=80\n impact=80\n fire=90\n cold=70\n arcane=160\n [/resistance]\n [special_note]\n note={SPECIAL_NOTE_RESTRICTED_TO_WATER}\n [/special_note]\n[/movetype]\n\n{./monsters/}\n"} {"text": "#textdomain wesnoth-Naia\n\n#define SHAXTHAL_RACE_DESCRIPTION\n _ \"Of the many monstrosities comprising the Chaos legions, the most fearsome of them easily are these alien war-beasts known as the \u2018Shaxthals\u2019, always present among the front lines when the Overlords choose not to take any prisoners. Their unnatural strength and durable exoskeletons are completely unrivaled by any living creature native to Irdya, and their ability to decimate enemy armies and topple constructions with relative ease makes them an ideal companion for the demon hordes. Those few fools who attempt to fight them head-on almost never survive to tell the tale, as they either get their skulls shattered by a red energy blast originating from the creatures\u2019 maws, or are ripped to shreds in an instant by their teeth and claws.\"\n#enddef\n\n[race]\n id=shaxthal\n male_name= _ \"race^Shaxthal\"\n female_name= _ \"race+female^Shaxthal\"\n plural_name= _ \"race^Shaxthals\"\n#ifdef CAMPAIGN_AFTER_THE_STORM\n description= _ \"Long before the arrival of humans, an advanced people called the Argazar created a new lifeform combining characteristics from all other creatures known to them. These creatures known as the \u2018invincibles\u2019 or \u2018Shaxthals\u2019 were originally meant to become the basis for their research into attaining immortality. However, the enemy nation of Ryth\u00e9 forced the Argazar to repurpose their creations for warfare, thus attracting the attention of a mysterious and powerful foe.\n\nFollowing a devastating strike that poisoned the air and almost completely wiped out their civilization, the remnants of the Argazar found themselves forced to flee to a primitive world \u201cbeyond the veil\u201d called Irdya. As life on the surface proved impossible, the Argazar attempted to rebuild their civilization underground. However, the few Shaxthal creatures they brought with them unexpectedly manifested minds of their own and rebelled against their creators. In the process, they began to assimilate the survivors and spawn new generations with new and more sophisticated bodies.\n\nWith barely a few dozen Argazars left, they finally found a way to thwart the Shaxthals\u2019 reproductive capabilities, kill the majority of the creatures, and put a few specimens into hibernation for further research. As the last of their people perished, their historians\u2019 hope was that some day a new civilization would emerge and bring the Argazar back to life using the knowledge they recorded into their many crystal glyphs.\n\nUnbeknownst to them, the first race to discover their legacy would have no intention of using any of their findings for good.\"+\"\n\n\"+{SHAXTHAL_RACE_DESCRIPTION}\n#else\n description={SHAXTHAL_RACE_DESCRIPTION}\n#endif\n undead_variation=null\n ignore_global_traits=yes\n num_traits=2\n {TRAIT_BIOMECHANICAL}\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n {TRAIT_QUICK}\n {TRAIT_ARMORED}\n {TRAIT_INTELLIGENT}\n[/race]\n\n[movetype]\n name=biomechanical_smallfoot\n [movement_costs]\n deep_water={UNREACHABLE}\n shallow_water=3\n reef=2\n swamp_water=3\n flat=1\n sand=2\n forest=2\n hills=2\n mountains=3\n village=1\n castle=1\n cave=2\n frozen=2\n unwalkable={UNREACHABLE}\n impassable={UNREACHABLE}\n fungus=2\n [/movement_costs]\n [defense]\n deep_water=90\n shallow_water=80\n swamp_water=80\n reef=70\n flat=60\n sand=60\n forest=50\n hills=50\n mountains=40\n village=40\n castle=40\n cave=60\n frozen=70\n unwalkable=80\n impassable=60\n fungus=50\n [/defense]\n [resistance]\n blade=90\n pierce=70\n impact=100\n fire=110\n cold=90\n arcane=100\n [/resistance]\n[/movetype]\n\n[movetype]\n name=biomechanical_elusivefoot\n [movement_costs]\n deep_water=3\n shallow_water=2\n swamp_water=2\n reef=2\n flat=1\n sand=1\n forest=2\n hills=2\n mountains=3\n village=1\n castle=1\n cave=1\n frozen=2\n unwalkable={UNREACHABLE}\n impassable={UNREACHABLE}\n fungus=2\n [/movement_costs]\n [defense]\n deep_water=90\n shallow_water=70\n swamp_water=70\n reef=70\n flat=60\n sand=60\n forest=50\n hills=50\n mountains=40\n village=40\n castle=40\n cave=60\n frozen=70\n unwalkable=80\n impassable=60\n fungus=50\n [/defense]\n [resistance]\n blade=90\n pierce=70\n impact=100\n fire=110\n cold=90\n arcane=100\n [/resistance]\n[/movetype]\n\n[movetype]\n name=biomechanical_drone\n [movement_costs]\n deep_water=1\n shallow_water=1\n swamp_water=1\n reef=1\n flat=1\n sand=1\n forest=1\n hills=1\n mountains=1\n village=1\n castle=1\n cave=1\n frozen=1\n unwalkable=1\n impassable={UNREACHABLE}\n fungus=1\n [/movement_costs]\n [defense]\n deep_water=50\n shallow_water=50\n swamp_water=50\n reef=50\n flat=50\n sand=50\n forest=50\n hills=50\n mountains=50\n village=40\n castle=40\n cave=50\n frozen=50\n unwalkable=50\n impassable=80\n fungus=50\n [/defense]\n [resistance]\n blade=90\n pierce=70\n impact=100\n fire=110\n cold=90\n arcane=100\n [/resistance]\n[/movetype]\n\n#define SHAXTHAL_SET_SURFACE_VARIATIONS_FLAG\n [event]\n name=prestart\n {VARIABLE shaxthals_in_surface yes}\n [/event]\n\n [event]\n name=victory\n {CLEAR_VARIABLE shaxthals_in_surface}\n [/event]\n#enddef\n\n#define SHAXTHAL_ONRECRUIT_CHECK_SURFACE_FLAG _TYPE_SELF\n [event]\n name=prerecruit\n first_time_only=no\n [filter]\n type={_TYPE_SELF}\n [/filter]\n [filter_condition]\n [variable]\n name=shaxthals_in_surface\n boolean_equals=yes\n [/variable]\n [/filter_condition]\n\n [object]\n silent=yes\n [filter]\n x,y=$x1,$y1\n [/filter]\n [effect]\n apply_to=variation\n name=surface\n [/effect]\n [/object]\n [/event]\n#enddef\n\n#define SHAXTHAL_MAKE_SURFACE_VARIATION\n [+unit]\n variation=surface\n [/unit]\n#enddef\n\n#ifdef CAMPAIGN_AFTER_THE_STORM\n\n#define SHAXTHAL_ATS_ADVANCEMENT _PROMOTION_TYPE _LEVELUP_XP _AMLA_XP\nexperience={_LEVELUP_XP}\nadvances_to={_PROMOTION_TYPE}\n#enddef\n\n#else\n\n#define SHAXTHAL_ATS_ADVANCEMENT _PROMOTION_TYPE _LEVELUP_XP _AMLA_XP\nexperience={_AMLA_XP}\nadvances_to=null\n{AMLA_DEFAULT}\n#enddef\n\n#endif\n\n{./shaxthal/}\n"} {"text": "#textdomain wesnoth-Naia\n\n{./undead/}\n"} {"text": "#textdomain wesnoth-Naia\n\n[race]\n id=verlissh\n male_name= _ \"race^Verlissh\"\n female_name= _ \"race+female^Verlissh\"\n plural_name= _ \"race^Verlisshi\"\n description= _ \"In order to expand its frontiers and defend its territory more effectively, the Chaos Empire has resorted to summoning all sorts of previously unseen creatures to support its vast military force. Some are said to come from the darkest depths of Irdya; others are rumored to hail from the unknown lands beyond the sky itself. Very little is known for certain about these monsters beyond their evident connection to the Lorekeepers\u2019 arcane arts.\"\n undead_variation=null\n ignore_global_traits=yes\n num_traits=1\n {TRAIT_FEARLESS}\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n[/race]\n\n[movetype]\n name=verlissh_smallfoot\n [movement_costs]\n deep_water={UNREACHABLE}\n shallow_water=3\n reef=2\n swamp_water=3\n flat=1\n sand=1\n forest=2\n hills=2\n mountains=3\n village=1\n castle=1\n cave=1\n frozen=3\n unwalkable={UNREACHABLE}\n impassable={UNREACHABLE}\n fungus=2\n [/movement_costs]\n\n [defense]\n deep_water=80\n shallow_water=80\n reef=70\n swamp_water=80\n flat=60\n sand=60\n forest=50\n hills=50\n mountains=40\n village=40\n castle=40\n cave=60\n frozen=80\n unwalkable=80\n impassable=60\n fungus=50\n [/defense]\n\n [resistance]\n blade=100\n pierce=80\n impact=90\n fire=80\n cold=90\n arcane=100\n [/resistance]\n[/movetype]\n\n#define VERLISSH_MACHINE_STANDING_ANIMATION _BASEFRAME\n [standing_anim]\n start_time=0\n auto_hflip=no\n blend_color=0,255,255\n [frame]\n duration=2500\n image={_BASEFRAME}\n blend_ratio=\"0.00~0.05:800,0.05~0.02:400,0.02~0.06:800,0.06~0.00\"\n [/frame]\n [/standing_anim]\n#enddef\n\n#define VERLISSH_MACHINE_DEATH_ANIMATION _BASEFRAME\n [death]\n start_time=0\n auto_hflip=no\n [frame]\n duration=1\n image={_BASEFRAME}\n [/frame]\n [/death]\n#enddef\n\n#define VERLISSH_MACHINE_DEFENSE_ANIMATION _BASEFRAME\n [defend]\n start_time=-125\n sound_start_time=-26\n auto_hflip=no\n\n [frame]\n duration=250\n image={_BASEFRAME}\n [/frame]\n\n [sound_frame]\n duration=1\n [/sound_frame]\n\n [if]\n hits=hit\n [sound_frame]\n duration=150\n sound={SOUND_LIST:MATRIX_HIT}\n [/sound_frame]\n [/if]\n [else]\n hits=miss,kill\n [sound_frame]\n duration=150\n [/sound_frame]\n [/else]\n [/defend]\n#enddef\n\n#define VERLISSH_MACHINE_ENERGY_ANIMATION _BASEFRAME\n start_time=-100\n missile_start_time=-50\n sound_start_time=-101\n auto_hflip=no\n\n [missile_frame]\n duration=200\n image=\"projectiles/darkmissile-n.png\"\n image_diagonal=\"projectiles/darkmissile-ne.png\"\n [/missile_frame]\n\n [frame]\n duration=200\n image={_BASEFRAME}\n [/frame]\n\n [sound_frame]\n duration=1\n [/sound_frame]\n [if]\n hits=no\n [sound_frame]\n duration=200\n sound=magic-dark-miss.ogg\n [/sound_frame]\n [/if]\n [else]\n hits=yes\n [sound_frame]\n duration=200\n sound=magic-dark.ogg\n [/sound_frame]\n [/else]\n#enddef\n\n#define VERLISSH_MACHINE_GOO_ANIMATION _BASEFRAME\n start_time=-300\n sound_start_time=-301\n auto_hflip=no\n\n {MISSILE_FRAME_SLIME}\n\n [frame]\n duration=300\n image={_BASEFRAME}\n [/frame]\n\n [sound_frame]\n duration=1\n [/sound_frame]\n [if]\n hits=no\n [sound_frame]\n duration=200\n sound=squishy-miss.wav\n [/sound_frame]\n [/if]\n [else]\n hits=yes\n [sound_frame]\n duration=200\n sound=squishy-strike.wav\n [/sound_frame]\n [/else]\n\n#enddef\n\n#define VERLISSH_MACHINE_NAMES\n#ifdef ENABLE_VERLISSH_MACHINE_NAMES\n [event]\n id=verlissh_machine_name_generator\n name=unit placed\n first_time_only=no\n [filter]\n type=Verlissh Matrix Flow System,Verlissh Matrix Core\n [/filter]\n\n [verlissh_namegen][/verlissh_namegen]\n [/event]\n#endif\n#enddef\n\n{./verlissh/}\n"} {"text": "#textdomain wesnoth-Naia\n\n{./wolves/}\n\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Demon\n name= _ \"Demon\"\n race=demon\n gender=male,female\n image=\"units/demons/regular.png\"\n profile=\"portraits/demon-regular.png\"\n hitpoints=32\n movement_type=demonfoot\n movement=5\n experience=38\n level=1\n alignment=chaotic\n advances_to=Demon Grunt,Demon Zephyr\n cost=15\n usage=mixed fighter\n {TRAIT_DEXTROUS}\n description= _ \"Legend has it that at the beginning of time, powerful creatures called \u2018demons\u2019 governed all that existed. The Lords of Light and Darkness, seeing the danger they posed for the balance of nature, banished them to a separate plane of existence, trapped with no means of escape from inside. It would take eons before the combined effort of foolish sorcerers and the most dreadful Demon Lord to ever exist would allow Uria unleash her hordes on a ravaged land.\n\nThese fighter demons are nimble and sturdy creatures who have largely forgone the need for armor or clothing to protect themselves from physical damage. Although their sharp claws and unnatural strength allow them to tear opponents apart with ease, they usually prefer wielding crude blade weapons to appear even more intimidating in combat.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/demons/regular.png\" \"units/demons/regular.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=axe\n description={I18N:ATTACK_AXE}\n icon=\"attacks/axe-deathblade.png\"\n type=blade\n range=melee\n damage=5\n number=3\n [/attack]\n [attack]\n name=fireball\n description={I18N:ATTACK_FIREBALL}\n type=fire\n range=ranged\n damage=4\n number=3\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=axe\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n #image=\"units/demons/demon-attack1.png\"\n image=\"units/demons/regular.png\"\n sound=axe.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n #image=\"units/demons/demon-attack1.png\"\n image=\"units/demons/regular.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=200\n #image=\"units/demons/demon-attack2.png\"\n image=\"units/demons/regular.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fireball\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY 0 0}\n [frame]\n begin=-250\n end=-175\n #image=\"units/demons/demon-range1.png\"\n image=\"units/demons/regular.png\"\n [/frame]\n [frame]\n begin=-175\n end=-50\n #image=\"units/demons/demon-range1.png\"\n image=\"units/demons/regular.png\"\n sound=fire.wav\n [/frame]\n [frame]\n begin=-50\n end=50\n #image=\"units/demons/demon-range2.png\"\n image=\"units/demons/regular.png\"\n [/frame]\n [frame]\n begin=50\n end=100\n #image=\"units/demons/demon-range3.png\"\n image=\"units/demons/regular.png\"\n [/frame]\n [/attack_anim]\n\n [female]\n name= _ \"female^Demoness\"\n gender=female\n image=\"units/demons/regular+female.png\"\n profile=\"portraits/demon-regular+female.png\"\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n {DEFENSE_ANIM \"units/demons/regular+female.png\" \"units/demons/regular+female.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=axe\n [/filter_attack]\n [if]\n [frame]\n #image=\"units/demons/regular+female-attack1.png\"\n image=\"units/demons/regular+female.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n #image=\"units/demons/regular+female-attack1.png\"\n image=\"units/demons/regular+female.png\"\n [/frame]\n [/else]\n [frame]\n #image=\"units/demons/regular+female-attack2.png\"\n image=\"units/demons/regular+female.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fireball\n [/filter_attack]\n [frame]\n #image=\"units/demons/regular+female-range1.png\"\n image=\"units/demons/regular+female.png\"\n [/frame]\n [frame]\n #image=\"units/demons/regular+female-range1.png\"\n image=\"units/demons/regular+female.png\"\n [/frame]\n [frame]\n #image=\"units/demons/regular+female-range2.png\"\n image=\"units/demons/regular+female.png\"\n [/frame]\n [frame]\n #image=\"units/demons/regular+female-range3.png\"\n image=\"units/demons/regular+female.png\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Demon Grunt\n name= _ \"Demon Grunt\"\n race=demon\n gender=male,female\n image=\"units/demons/grunt.png\"\n profile=\"portraits/demon-regular.png\"\n hitpoints=43\n movement_type=demonfoot\n movement=5\n experience=90\n level=2\n alignment=neutral\n advances_to=Demon Warrior\n cost=28\n usage=mixed fighter\n [resistance]\n blade=80\n impact=90\n cold=90\n [/resistance]\n {TRAIT_DEXTROUS}\n description= _ \"The best demon fighters are renowned for their unrivaled strength and performance under any environmental conditions. They obtain and craft new weapons and armor using whatever they can salvage from defeated foes, and learn new combat skills as they adapt to the land to which they are sent by their overlords.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/demons/grunt.png\" \"units/demons/grunt.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=axe\n description={I18N:ATTACK_AXE}\n type=blade\n range=melee\n damage=7\n number=3\n icon=attacks/axe-undead.png\n [/attack]\n [attack]\n name=infernal chill\n description= _ \"infernal chill\"\n type=cold\n range=ranged\n damage=9\n number=3\n icon=attacks/iceball.png\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=axe\n [/filter_attack]\n start_time=-100\n [if]\n hits=yes\n [frame]\n duration=200\n #image=\"units/demons/grunt-attack1.png\"\n image=\"units/demons/grunt.png\"\n sound=axe.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n #image=\"units/demons/grunt-attack1.png\"\n image=\"units/demons/grunt.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n #image=\"units/demons/grunt-attack2.png\"\n image=\"units/demons/grunt.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=infernal chill\n [/filter_attack]\n start_time=-300\n {MISSILE_FRAME_INFERNAL_CHILL}\n [frame]\n duration=50\n image=\"units/demons/grunt.png\"\n halo=halo/saurian-magic-halo-1.png\n [/frame]\n [frame]\n duration=60\n image=\"units/demons/grunt.png\"\n halo=halo/saurian-magic-halo-2.png\n sound=magicmissile.wav\n [/frame]\n [frame]\n duration=70\n image=\"units/demons/grunt.png\"\n halo=halo/saurian-magic-halo-3.png\n [/frame]\n [frame]\n duration=80\n image=\"units/demons/grunt.png\"\n halo=halo/saurian-magic-halo-4.png\n [/frame]\n [frame]\n duration=90\n image=\"units/demons/grunt.png\"\n halo=halo/saurian-magic-halo-5.png\n [/frame]\n [frame]\n duration=100\n image=\"units/demons/grunt.png\"\n halo=halo/saurian-magic-halo-6.png\n [/frame]\n [frame]\n duration=100\n image=\"units/demons/grunt.png\"\n halo=halo/saurian-magic-halo-7.png\n [/frame]\n [/attack_anim]\n\n [female]\n name= _ \"female^Demoness Grunt\"\n gender=female\n image=\"units/demons/grunt+female.png\"\n profile=\"portraits/demon-regular+female.png\"\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n {DEFENSE_ANIM \"units/demons/grunt+female.png\" \"units/demons/grunt+female.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=axe\n [/filter_attack]\n [if]\n [frame]\n #image=\"units/demons/grunt+female-attack1.png\"\n image=\"units/demons/grunt+female.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n #image=\"units/demons/grunt+female-attack1.png\"\n image=\"units/demons/grunt+female.png\"\n [/frame]\n [/else]\n [frame]\n #image=\"units/demons/grunt+female-attack2.png\"\n image=\"units/demons/grunt+female.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=infernal chill\n [/filter_attack]\n [frame]\n image=\"units/demons/grunt+female.png\"\n [/frame]\n [frame]\n image=\"units/demons/grunt+female.png\"\n [/frame]\n [frame]\n image=\"units/demons/grunt+female.png\"\n [/frame]\n [frame]\n image=\"units/demons/grunt+female.png\"\n [/frame]\n [frame]\n image=\"units/demons/grunt+female.png\"\n [/frame]\n [frame]\n image=\"units/demons/grunt+female.png\"\n [/frame]\n [frame]\n image=\"units/demons/grunt+female.png\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Demon Warrior\n name= _ \"Demon Warrior\"\n race=demon\n gender=male,female\n image=\"units/demons/warrior.png\"\n profile=\"portraits/demon-regular.png\"\n hitpoints=59\n movement_type=demonfoot\n movement=5\n experience=150\n level=3\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=56\n usage=mixed fighter\n {TRAIT_DEXTROUS}\n [resistance]\n blade=80\n pierce=90\n impact=80\n cold=90\n [/resistance]\n description= _ \"The few natives of Irdya who have dared underestimate the might of these demonic warriors have invariably suffered horrific deaths at the hands of these blood-thirsty behemoths. The power of the armies of Chaos largely depends on the Lorekeepers\u2019 wisdom in selecting the best fighters to serve them with their undying loyalty to Uria\u2019s cause. But in time, a legendary warrior might rise from the ranks of servility and dethrone a mighty Demon Lord\u2014even their own\u2014and become him or herself a great vassal of Uria.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/demons/warrior.png\" \"units/demons/warrior.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=axe\n description={I18N:ATTACK_AXE}\n type=blade\n range=melee\n damage=9\n number=4\n icon=attacks/axe-undead.png\n [/attack]\n [attack]\n name=infernal chill\n description= _ \"infernal chill\"\n type=cold\n range=ranged\n damage=10\n number=4\n icon=attacks/iceball.png\n [/attack]\n [attack_anim]\n [filter_attack]\n name=axe\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n image=\"units/demons/warrior.png\"\n sound=axe.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/demons/warrior.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=200\n image=\"units/demons/warrior.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=infernal chill\n [/filter_attack]\n {MISSILE_FRAME_INFERNAL_CHILL}\n [frame]\n begin=-300\n end=-250\n image=\"units/demons/warrior.png\"\n halo=halo/saurian-magic-halo-1.png\n [/frame]\n [frame]\n begin=-250\n end=-190\n image=\"units/demons/warrior.png\"\n halo=halo/saurian-magic-halo-2.png\n sound=magicmissile.wav\n [/frame]\n [frame]\n begin=-190\n end=-120\n image=\"units/demons/warrior.png\"\n halo=halo/saurian-magic-halo-3.png\n [/frame]\n [frame]\n begin=-120\n end=-40\n image=\"units/demons/warrior.png\"\n halo=halo/saurian-magic-halo-4.png\n [/frame]\n [frame]\n begin=-40\n end=50\n image=\"units/demons/warrior.png\"\n halo=halo/saurian-magic-halo-5.png\n [/frame]\n [frame]\n begin=50\n end=150\n image=\"units/demons/warrior.png\"\n halo=halo/saurian-magic-halo-6.png\n [/frame]\n [frame]\n begin=150\n end=250\n image=\"units/demons/warrior.png\"\n halo=halo/saurian-magic-halo-7.png\n [/frame]\n [/attack_anim]\n\n [female]\n name= _ \"female^Demoness Warrior\"\n gender=female\n image=\"units/demons/warrior+female.png\"\n profile=\"portraits/demon-regular+female.png\"\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n {DEFENSE_ANIM \"units/demons/warrior+female.png\" \"units/demons/warrior+female.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=axe\n [/filter_attack]\n [if]\n [frame]\n image=\"units/demons/warrior+female.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/demons/warrior+female.png\"\n [/frame]\n [/else]\n [frame]\n image=\"units/demons/warrior+female.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=infernal chill\n [/filter_attack]\n [frame]\n image=\"units/demons/warrior+female.png\"\n [/frame]\n [frame]\n image=\"units/demons/warrior+female.png\"\n [/frame]\n [frame]\n image=\"units/demons/warrior+female.png\"\n [/frame]\n [frame]\n image=\"units/demons/warrior+female.png\"\n [/frame]\n [frame]\n image=\"units/demons/warrior+female.png\"\n [/frame]\n [frame]\n image=\"units/demons/warrior+female.png\"\n [/frame]\n [frame]\n image=\"units/demons/warrior+female.png\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Demon Zephyr\n name= _ \"Demon Zephyr\"\n race=demon\n gender=male,female\n image=\"units/demons/zephyr.png\"\n hitpoints=39\n movement_type=demonfly\n movement=6\n experience=100\n level=2\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=24\n usage=scout\n {TRAIT_DEXTROUS}\n [abilities]\n {ABILITY_SKIRMISHER}\n [/abilities]\n description= _ \"Some demons go through a different maturing process and grow large webbed wings, which allow them to use their enormous strength to fly across great distances. As weapons and armor could only hinder them in flight, they must rely on their species\u2019 strong build, long and sharp claws, and their limited control of fire to strike at their prey from above.\"\n {DEFENSE_ANIM \"units/demons/zephyr.png\" \"units/demons/zephyr.png\" {SOUND_LIST:HUMAN_HIT} }\n die_sound={SOUND_LIST:HUMAN_DIE}\n [attack]\n name=claws\n description={I18N:ATTACK_CLAWS}\n icon=attacks/claws-flaming.png\n type=blade\n range=melee\n damage=6\n number=3\n [/attack]\n [attack]\n name=fireball\n description={I18N:ATTACK_FIREBALL}\n type=fire\n range=ranged\n damage=7\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n #image=\"units/demons/demon-winged-attack1.png\"\n image=\"units/demons/zephyr.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n #image=\"units/demons/demon-winged-attack1.png\"\n image=\"units/demons/zephyr.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=100\n end=200\n #image=\"units/demons/demon-winged-attack2.png\"\n image=\"units/demons/zephyr.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fireball\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY 0 0}\n [frame]\n begin=-250\n end=-175\n #image=\"units/demons/demon-winged-range1.png\"\n image=\"units/demons/zephyr.png\"\n [/frame]\n [frame]\n begin=-175\n end=-50\n #image=\"units/demons/demon-winged-range1.png\"\n image=\"units/demons/zephyr.png\"\n sound=fire.wav\n [/frame]\n [frame]\n begin=-50\n end=50\n #image=\"units/demons/demon-winged-range2.png\"\n image=\"units/demons/zephyr.png\"\n [/frame]\n [frame]\n begin=50\n end=100\n #image=\"units/demons/demon-winged-range3.png\"\n image=\"units/demons/zephyr.png\"\n [/frame]\n [/attack_anim]\n\n [female]\n name= _ \"female^Demoness Zephyr\"\n gender=female\n image=\"units/demons/zephyr+female.png\"\n {DEFENSE_ANIM \"units/demons/zephyr+female.png\" \"units/demons/zephyr+female.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [if]\n [frame]\n #image=\"units/demons/demon-winged+female-attack1.png\"\n image=\"units/demons/zephyr+female.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n #image=\"units/demons/demon-winged+female-attack1.png\"\n image=\"units/demons/zephyr+female.png\"\n [/frame]\n [/else]\n [frame]\n #image=\"units/demons/demon-winged+female-attack2.png\"\n image=\"units/demons/zephyr+female.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fireball\n [/filter_attack]\n [frame]\n #image=\"units/demons/demon-winged+female-range1.png\"\n image=\"units/demons/zephyr+female.png\"\n [/frame]\n [frame]\n #image=\"units/demons/demon-winged+female-range1.png\"\n image=\"units/demons/zephyr+female.png\"\n [/frame]\n [frame]\n #image=\"units/demons/demon-winged+female-range2.png\"\n image=\"units/demons/zephyr+female.png\"\n [/frame]\n [frame]\n #image=\"units/demons/demon-winged+female-range3.png\"\n image=\"units/demons/zephyr+female.png\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Elvish Hunter\n name= _ \"Elvish Hunter\"\n race=elf\n gender=male,female\n image=\"units/elves-wood/hunter.png\"\n hitpoints=29\n movement_type=woodland\n movement=6\n cost=16\n experience=42\n level=1\n alignment=neutral\n advances_to=Elvish Trapper\n usage=mixed fighter\n [movement_costs]\n cave=2\n [/movement_costs]\n # These guys have a better defense in swamp water and sands\n [defense]\n swamp_water=60\n cave=50\n mountains=30\n hills=40\n sand=60\n [/defense]\n description= _ \"In order to protect their lands, the forest elves of the Valley of Elynia have developed new practices and formed special trained groups to patrol their frontiers. Their hunters are specialized in trapping unwary opponents from a safe distance to ease the task of the swordsmen.\"\n die_sound={SOUND_LIST:ELF_HIT}\n {DEFENSE_ANIM_RANGE \"units/elves-wood/hunter-sword-defend.png\" \"units/elves-wood/hunter.png\" {SOUND_LIST:ELF_HIT} melee }\n {DEFENSE_ANIM_RANGE \"units/elves-wood/hunter-ranged-defend.png\" \"units/elves-wood/hunter-ranged-4.png\" {SOUND_LIST:ELF_HIT} ranged }\n [attack]\n name=sword\n description={I18N:ATTACK_SWORD}\n type=blade\n range=melee\n damage=5\n number=4\n icon=attacks/sword-elven.png\n [/attack]\n [attack]\n name=bolas\n description= _\"bolas\"\n type=impact\n range=ranged\n damage=4\n number=2\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=bolas\n [/filter_attack]\n {MISSILE_FRAME_BOLAS}\n [frame]\n begin=-500\n end=-375\n image=\"units/elves-wood/hunter-ranged-1.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-375\n end=-250\n image=\"units/elves-wood/hunter-ranged-2.png\"\n sound=hatchet.wav\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-375\n end=-250\n image=\"units/elves-wood/hunter-ranged-2.png\"\n sound=hatchet-miss.wav\n [/frame]\n [/else]\n [frame]\n begin=-250\n end=-125\n image=\"units/elves-wood/hunter-ranged-3.png\"\n [/frame]\n [frame]\n begin=-125\n end=-100\n image=\"units/elves-wood/hunter-ranged-4.png\"\n [/frame]\n [frame]\n begin=-100\n end=0\n image=\"units/elves-wood/hunter-ranged-4.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n [frame]\n begin=-200\n end=-175\n image=\"units/elves-wood/hunter.png\"\n [/frame]\n [frame]\n begin=-175\n end=-75\n image=\"units/elves-wood/hunter-sword-1.png\"\n [/frame]\n [if]\n hits=no\n [frame]\n begin=-75\n end=75\n image=\"units/elves-wood/hunter-sword-2.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n begin=-75\n end=75\n image=\"units/elves-wood/hunter-sword-2.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/else]\n [frame]\n begin=75\n end=125\n image=\"units/elves-wood/hunter-sword-3.png\"\n [/frame]\n [frame]\n begin=125\n end=175\n image=\"units/elves-wood/hunter-sword-4.png\"\n [/frame]\n [frame]\n begin=175\n end=200\n image=\"units/elves-wood/hunter.png\"\n [/frame]\n [/attack_anim]\n [female]\n name= _ \"female^Elvish Hunter\"\n gender=female\n image=\"units/elves-wood/hunter+female.png\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n {DEFENSE_ANIM_RANGE \"units/elves-wood/hunter+female-sword-defend.png\" \"units/elves-wood/hunter+female.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_RANGE \"units/elves-wood/hunter+female-ranged-defend.png\" \"units/elves-wood/hunter+female-ranged-4.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack_anim]\n [filter_attack]\n name=bolas\n [/filter_attack]\n [frame]\n image=\"units/elves-wood/hunter+female-ranged-1.png\"\n [/frame]\n [if]\n [frame]\n image=\"units/elves-wood/hunter+female-ranged-2.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/elves-wood/hunter+female-ranged-2.png\"\n [/frame]\n [/else]\n [frame]\n image=\"units/elves-wood/hunter+female-ranged-3.png\"\n [/frame]\n [frame]\n image=\"units/elves-wood/hunter+female-ranged-4.png\"\n [/frame]\n [frame]\n image=\"units/elves-wood/hunter+female-ranged-4.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n [frame]\n image=\"units/elves-wood/hunter+female.png\"\n [/frame]\n [frame]\n image=\"units/elves-wood/hunter+female-sword-1.png\"\n [/frame]\n [if]\n [frame]\n image=\"units/elves-wood/hunter+female-sword-2.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/elves-wood/hunter+female-sword-2.png\"\n [/frame]\n [/else]\n [frame]\n image=\"units/elves-wood/hunter+female-sword-3.png\"\n [/frame]\n [frame]\n image=\"units/elves-wood/hunter+female-sword-4.png\"\n [/frame]\n [frame]\n image=\"units/elves-wood/hunter+female.png\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Elvish Prowler\n name= _ \"Elvish Prowler\"\n race=elf\n gender=male,female\n image=\"units/elves-wood/prowler.png\"\n hitpoints=54\n movement_type=woodland\n movement=6\n experience=150\n level=3\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=60\n usage=mixed fighter\n [abilities]\n {ABILITY_SKIRMISHER}\n {ABILITY_AMBUSH}\n [/abilities]\n [movement_costs]\n cave=2\n [/movement_costs]\n # These guys have a better defense in swamp water and sands\n [defense]\n swamp_water=60\n cave=50\n mountains=30\n hills=40\n sand=60\n [/defense]\n description= _ \"The best hunters are renowned for their skill in taking advantage of their surroundings to sneak past enemies unnoticed and strike at them by surprise. It is not unusual for incursion parties to be either disbanded or decimated by patrol teams led by a few veteran prowlers.\"\n die_sound={SOUND_LIST:ELF_HIT}\n {DEFENSE_ANIM \"units/elves-wood/prowler.png\" \"units/elves-wood/prowler.png\" {SOUND_LIST:ELF_HIT} }\n [attack]\n name=sword\n description={I18N:ATTACK_SWORD}\n type=blade\n range=melee\n damage=9\n number=4\n icon=attacks/sword-elven.png\n [/attack]\n [attack]\n name=bolas\n description= _\"bolas\"\n type=impact\n range=ranged\n damage=12\n number=2\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=bolas\n [/filter_attack]\n {MISSILE_FRAME_BOLAS}\n [if]\n hits=yes\n [frame]\n begin=-300\n end=-200\n #image=units/elves-desert/prowler-ranged-1.png\n image=\"units/elves-wood/prowler.png\"\n sound=hatchet.wav\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-300\n end=-200\n #image=units/elves-desert/prowler-ranged-1.png\n image=\"units/elves-wood/prowler.png\"\n sound=hatchet-miss.wav\n [/frame]\n [/else]\n [frame]\n begin=-200\n end=-100\n #image=units/elves-desert/prowler-ranged-2.png\n image=\"units/elves-wood/prowler.png\"\n [/frame]\n [frame]\n begin=-100\n end=0\n #image=units/elves-desert/prowler-ranged-3.png\n image=\"units/elves-wood/prowler.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n [frame]\n begin=-200\n end=-100\n #image=\"units/elves-wood/prowler-sword-1.png\"\n image=\"units/elves-wood/prowler.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n #image=\"units/elves-wood/prowler-sword-2.png\"\n image=\"units/elves-wood/prowler.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n #image=\"units/elves-wood/prowler-sword-2.png\"\n image=\"units/elves-wood/prowler.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [/attack_anim]\n [female]\n name= _ \"female^Elvish Prowler\"\n gender=female\n image=\"units/elves-wood/prowler+female.png\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n {DEFENSE_ANIM \"units/elves-wood/prowler+female.png\" \"units/elves-wood/prowler+female.png\" {SOUND_LIST:ELF_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=bolas\n [/filter_attack]\n [if]\n [frame]\n #image=units/elves-desert/prowler-ranged-1.png\n image=\"units/elves-wood/prowler+female.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n #image=units/elves-desert/prowler-ranged-1.png\n image=\"units/elves-wood/prowler+female.png\"\n [/frame]\n [/else]\n [frame]\n #image=units/elves-desert/prowler-ranged-2.png\n image=\"units/elves-wood/prowler+female.png\"\n [/frame]\n [frame]\n image=\"units/elves-wood/prowler+female.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n [frame]\n #image=\"units/elves-wood/prowler+female-sword-1.png\"\n image=\"units/elves-wood/prowler+female.png\"\n [/frame]\n [if]\n [frame]\n #image=\"units/elves-wood/prowler+female-sword-2.png\"\n image=\"units/elves-wood/prowler+female.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n #image=\"units/elves-wood/prowler+female-sword-2.png\"\n image=\"units/elves-wood/prowler+female.png\"\n [/frame]\n [/else]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Elvish Trapper\n name= _ \"Elvish Trapper\"\n race=elf\n gender=male,female\n image=\"units/elves-wood/trapper.png\"\n hitpoints=43\n movement_type=woodland\n movement=6\n experience=84\n level=2\n alignment=neutral\n advances_to=Elvish Prowler\n cost=34\n usage=mixed fighter\n [abilities]\n {ABILITY_SKIRMISHER}\n [/abilities]\n [movement_costs]\n cave=2\n [/movement_costs]\n # These guys have a better defense in swamp water and sands\n [defense]\n swamp_water=60\n cave=50\n mountains=30\n hills=40\n sand=60\n [/defense]\n description= _ \"Field experience has granted Elvish Trappers greater expertise in patrolling and defending their bases, utilizing decoys and swift moves to confound their enemies and attack them from behind. Their continuous training in swordplay also begins to prove advantageous, allowing them to operate better on their own.\"\n die_sound={SOUND_LIST:ELF_HIT}\n {DEFENSE_ANIM \"units/elves-wood/trapper.png\" \"units/elves-wood/trapper.png\" {SOUND_LIST:ELF_HIT} }\n [attack]\n name=sword\n description={I18N:ATTACK_SWORD}\n type=blade\n range=melee\n damage=7\n number=4\n icon=attacks/sword-elven.png\n [/attack]\n [attack]\n name=bolas\n description= _\"bolas\"\n type=impact\n range=ranged\n damage=8\n number=2\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=bolas\n [/filter_attack]\n {MISSILE_FRAME_BOLAS}\n [if]\n hits=yes\n [frame]\n begin=-300\n end=-200\n #image=units/elves-desert/trapper-ranged-1.png\n image=\"units/elves-wood/trapper.png\"\n sound=hatchet.wav\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-300\n end=-200\n #image=units/elves-desert/trapper-ranged-1.png\n image=\"units/elves-wood/trapper.png\"\n sound=hatchet-miss.wav\n [/frame]\n [/else]\n [frame]\n begin=-200\n end=-100\n #image=units/elves-desert/trapper-ranged-2.png\n image=\"units/elves-wood/trapper.png\"\n [/frame]\n [frame]\n begin=-100\n end=0\n #image=units/elves-desert/trapper-ranged-3.png\n image=\"units/elves-wood/trapper.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n [frame]\n begin=-200\n end=-100\n #image=\"units/elves-wood/trapper-sword-1.png\"\n image=\"units/elves-wood/trapper.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n #image=\"units/elves-wood/trapper-sword-2.png\"\n image=\"units/elves-wood/trapper.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n #image=\"units/elves-wood/trapper-sword-2.png\"\n image=\"units/elves-wood/trapper.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [/attack_anim]\n [female]\n name= _ \"female^Elvish Trapper\"\n gender=female\n image=\"units/elves-wood/trapper+female.png\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n {DEFENSE_ANIM \"units/elves-wood/trapper+female.png\" \"units/elves-wood/trapper+female.png\" {SOUND_LIST:ELF_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=bolas\n [/filter_attack]\n [if]\n [frame]\n #image=units/elves-desert/trapper-ranged-1.png\n image=\"units/elves-wood/trapper+female.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n #image=units/elves-desert/trapper-ranged-1.png\n image=\"units/elves-wood/trapper+female.png\"\n [/frame]\n [/else]\n [frame]\n #image=units/elves-desert/trapper-ranged-2.png\n image=\"units/elves-wood/trapper+female.png\"\n [/frame]\n [frame]\n #image=units/elves-desert/trapper-ranged-3.png\n image=\"units/elves-wood/trapper+female.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n [frame]\n #image=\"units/elves-wood/trapper+female-sword-1.png\"\n image=\"units/elves-wood/trapper+female.png\"\n [/frame]\n [if]\n [frame]\n #image=\"units/elves-wood/trapper+female-sword-2.png\"\n image=\"units/elves-wood/trapper+female.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n #image=\"units/elves-wood/trapper+female-sword-2.png\"\n image=\"units/elves-wood/trapper+female.png\"\n [/frame]\n [/else]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Faerie Dryad\n name= _ \"Dryad\"\n race=faerie\n gender=female\n image=\"units/faeries/dryad.png\"\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n profile=\"portraits/elves/druid.png\" # fits well IMO\n hitpoints=50\n movement_type=woodlandfaerie\n [resistance]\n fire=70\n cold=100\n [/resistance]\n movement=5\n level=3\n alignment=lawful\n experience=150\n advances_to=null\n {AMLA_DEFAULT}\n cost=60\n usage=archer\n description= _ \"Dryads possess a closer affinity to their faerie nature than their brethren, yet at times exhibit a remarkable understanding of human nature. In fact, Dryads are more apt to engage the few travelers they meet in friendly conversation than seduce or murder them. Some elven scholars have proposed there exists a deeper connection between woodlandkind and humans as children of Earth; to many, this is unthinkable. For them, to even suggest such a connection between the violent, destructive humans and the ancient, illustrious elves constitutes heresy.\n\nIf there are those among the faerie with knowledge of this world\u2019s beginnings, they do not share it, preferring instead to lead peaceful, modest lives. Nonetheless, the Dryads\u2019 calm nature in no way means they are powerless. Their extensive knowledge of nature and its magical arts makes them a formidable opponent in any conflict.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n {DEFENSE_ANIM_RANGE \"units/faeries/dryad.png\" \"units/faeries/dryad.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries/dryad.png\" \"units/faeries/dryad.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack]\n name=fire aura\n description= _ \"fire aura\"\n icon=attacks/aura-fire.png\n type=fire\n range=melee\n damage=5\n number=5\n [/attack]\n [attack]\n name=mystic fire\n description= _ \"mystic fire\"\n icon=attacks/fireball.png\n type=fire\n range=ranged\n damage=7\n number=6\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=fire aura\n [/filter_attack]\n {MELEE_FRAME_FIRE_AURA \"units/faeries/dryad.png\" \"units/faeries/dryad.png\" melee-fire.ogg}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=mystic fire\n [/filter_attack]\n\n start_time=-575\n [frame]\n duration=650\n image=\"units/faeries/dryad.png\"\n [/frame]\n\n {MISSILE_FRAME_FAERIE_MYSTIC_FIRE}\n [if]\n hits=yes\n {BURST_FRAME_FAERIE_MYSTIC_FIRE}\n [/if]\n\n fire_sound_start_time=-525\n [fire_sound_frame]\n sound=fire.wav\n [/fire_sound_frame]\n [/attack_anim]\n\n [variation]\n variation_id=tara\n inherit=yes\n hide_help=yes\n image=\"units/faeries/dryad-tara.png\"\n {DEFENSE_ANIM_RANGE \"units/faeries/dryad-tara.png\" \"units/faeries/dryad-tara.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries/dryad-tara.png\" \"units/faeries/dryad-tara.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n\n [attack_anim]\n [filter_attack]\n name=fire aura\n [/filter_attack]\n {MELEE_FRAME_FIRE_AURA \"units/faeries/dryad-tara.png\" \"units/faeries/dryad-tara.png\" melee-fire.ogg}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=mystic fire\n [/filter_attack]\n [frame]\n image=\"units/faeries/dryad-tara.png\"\n [/frame]\n [/attack_anim]\n [/variation]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Fire Faerie\n name= _ \"Fire Faerie\"\n race=faerie\n gender=female\n image=\"units/faeries/fire.png\"\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n profile=\"portraits/elves/druid.png\" # fits well IMO\n hitpoints=38\n movement_type=woodlandfaerie\n [resistance]\n cold=100\n [/resistance]\n movement=5\n level=2\n alignment=lawful\n experience=90\n advances_to=Faerie Dryad,Faerie Spirit\n cost=42\n usage=archer\n description= _ \"Forest faeries rarely take part in wars and conflicts, preferring instead to dance and frolic in their forest homes. They will, however, defend these to the death; to this end, the forest elves have proven allies of convenience. The elves themselves have long had respect for those with a close affinity with the Arcane Flame. It is due to this close relationship that faeries will sometimes be found by the elves\u2019 side in times of great need.\n\nThe more experienced faeries possess an even greater mastery of the fire element, allowing them to hurl balls of raging fire at their enemies, or to ignite them with a single touch. Some are even said to eventually burn away their corporeal forms entirely, becoming a spirit born of the rage of the Flame.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n {DEFENSE_ANIM_RANGE \"units/faeries/fire.png\" \"units/faeries/fire.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries/fire.png\" \"units/faeries/fire.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack]\n name=fire aura\n description= _ \"fire aura\"\n icon=attacks/aura-fire.png\n type=fire\n range=melee\n damage=4\n number=4\n [/attack]\n [attack]\n name=mystic fire\n description= _ \"mystic fire\"\n icon=attacks/fireball.png\n type=fire\n range=ranged\n damage=6\n number=5\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=fire aura\n [/filter_attack]\n {MELEE_FRAME_FIRE_AURA \"units/faeries/fire.png\" \"units/faeries/fire.png\" fire.wav}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=mystic fire\n [/filter_attack]\n\n start_time=-300\n [frame]\n image=\"units/faeries/fire.png:350\"\n [/frame]\n\n {MISSILE_FRAME_FAERIE_MYSTIC_FIRE}\n [if]\n hits=yes\n {BURST_FRAME_FAERIE_MYSTIC_FIRE}\n [/if]\n\n {SOUND:HIT_AND_MISS flame-big.ogg flame-big-miss.ogg -300}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Faerie Spirit\n name= _ \"Forest Spirit\"\n race=faerie\n gender=female\n image=\"units/faeries/spirit.png\"\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n hitpoints=45\n movement_type=undeadspirit\n movement=6\n level=3\n alignment=lawful\n experience=150\n advances_to=null\n {AMLA_DEFAULT}\n {TRAIT_SPIRIT}\n cost=60\n [abilities]\n {ABILITY_SYLVAN_SPARK}\n [/abilities]\n [defense]\n forest=30\n [/defense]\n [resistance]\n fire=80\n cold=90\n [/resistance]\n usage=archer\n description= _ \"One of the greatest mysteries of life is the true nature of Faerie, a domain of existence beyond the grasp of mortal creatures and the source of a power said to predate Irdya\u2019s creation by an immensurable eternity. Even though elves and faeries have an innate affinity to the mystical energy within, their ability to channel it is severely constrained by their attachment to the physical realm. Breaking free of those bindings and fully embracing the arcane flame is not without its drawbacks, however.\n\nThese faerie phantasms are occasionally seen aimlessly wandering the forests during the twilight. Their warped minds are no longer able to discern our reality from theirs, and only gradually fading memories keep them anchored to the domain of the living.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n {DEFENSE_ANIM_RANGE \"units/faeries/spirit.png\" \"units/faeries/spirit.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries/spirit.png\" \"units/faeries/spirit.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack]\n name=fire aura\n description= _ \"fire aura\"\n icon=attacks/aura-fire.png\n type=fire\n range=melee\n damage=6\n number=5\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack]\n name=mystic fire\n description= _ \"mystic fire\"\n icon=attacks/fireball.png\n type=fire\n range=ranged\n damage=6\n number=5\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n\n [standing_anim]\n start_time=0\n blend_color=123,153,182\n blend_ratio=\"0.00~0.15:625,0.15~0.10:625,0.10~0.15:625,0.15~0.00:625\"\n alpha=\"0.95~0.90:750,0.90~0.95:250,0.95~0.90:750,0.90~0.95:750\"\n [frame]\n image=\"units/faeries/spirit.png:2500\"\n [/frame]\n [/standing_anim]\n\n [attack_anim]\n [filter_attack]\n name=fire aura\n [/filter_attack]\n {MELEE_FRAME_FIRE_AURA \"units/faeries/spirit.png\" \"units/faeries/spirit.png\" melee-fire.ogg}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=mystic fire\n [/filter_attack]\n\n start_time=-575\n [frame]\n duration=650\n image=\"units/faeries/spirit.png\"\n [/frame]\n\n {MISSILE_FRAME_FAERIE_MYSTIC_FIRE}\n [if]\n hits=yes\n {BURST_FRAME_FAERIE_MYSTIC_FIRE}\n [/if]\n\n fire_sound_start_time=-525\n [fire_sound_frame]\n sound=fire.wav\n [/fire_sound_frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Faerie Hamadryad\n name= _ \"Hamadryad\"\n race=faerie\n gender=female\n image=\"units/faeries/hamadryad.png\"\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n profile=\"portraits/elves/druid.png\" # fits well IMO\n hitpoints=66\n movement_type=woodlandfaerie\n [resistance]\n impact=90\n fire=60\n cold=80\n arcane=90\n [/resistance]\n [movement_costs]\n unwalkable=1\n [/movement_costs]\n movement=6\n level=4\n alignment=neutral\n experience=200\n advances_to=null\n {AMLA_DEFAULT}\n cost=96\n [abilities]\n {ABILITY_TESTAMENT}\n {ABILITY_SYLVAN_SPARK}\n [/abilities]\n usage=mixed fighter\n description= _ \"Elven lore tells of faerie creatures back in the Golden Age who achieved an even more intimate connection to the earth than their fellow dryads and forest phantoms, able to assume the shape of majestic trees and enjoy an exceedingly long, albeit solitary existence in the deepest forests of Irdya.\n\nDespite the name, the \u201chamadryads\u201d were rumored to have more in common with woses than their comparatively mundane sisters. Their command of nature was unparalleled and said to surpass even the mightiest sylphs of yore, instilling such awe into them that some elven communities revered them as protector deities. To defile the sanctity of their domain\u2014be it with fire, bloodshed or the felling of healthy trees\u2014was considered a sin beyond redemption.\n\nFinding one of these mythical nymphs in humanoid form anywhere other than the heart of the forest is completely unheard of and would necessitate a magic disturbance of an unprecedented scale, or a highly improbable fluke.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n {DEFENSE_ANIM_RANGE \"units/faeries/hamadryad.png\" \"units/faeries/hamadryad.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries/hamadryad.png\" \"units/faeries/hamadryad.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack]\n name=suffocate\n description= _ \"suffocate\"\n icon=attacks/vines.png\n type=impact\n [specials]\n {WEAPON_SPECIAL_MARK}\n [/specials]\n range=melee\n damage=9\n number=3\n [/attack]\n [attack]\n name=ensnare\n description={I18N:ATTACK_ENSNARE}\n type=impact\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n damage=7\n number=5\n range=ranged\n icon=attacks/entangle.png\n [/attack]\n [attack]\n name=faerie fire\n description={I18N:ATTACK_FAERIE_FIRE}\n icon=attacks/faerie-fire.png\n type=arcane\n range=ranged\n damage=10\n number=5\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=suffocate\n [/filter_attack]\n\n start_time=-550\n #offset=0.0~-0.1:225,-0.1:125,-0.1~1.0:175,1.0:50,1.0~0.0:325\n offset=0.0~0.50:250,0.50~0.75:375,0.75~0.0:325\n [frame]\n image=\"units/faeries/hamadryad.png:725\"\n halo=\"halo/elven/nature-halo[1~8].png\"\n [/frame]\n\n {SOUND:HIT_AND_MISS mud-fist.ogg mud-fist-miss.ogg -400}\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=ensnare\n [/filter_attack]\n\n missile_start_time=-200\n [missile_frame]\n duration=250\n offset=1.0\n image=\"projectiles/entangle.png\"\n image_diagonal=\"projectiles/entangle.png\"\n [/missile_frame]\n\n start_time=-450\n [frame]\n image=\"units/faeries/hamadryad.png\"\n halo=\"halo/elven/nature-halo[1~8].png:75\"\n halo_x,halo_y=0,-12\n [/frame]\n\n attack_sound_start_time=-75\n [attack_sound_frame]\n sound=entangle.wav\n [/attack_sound_frame]\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=faerie fire\n [/filter_attack]\n {MISSILE_FRAME_FAERIE_FIRE}\n\n start_time=-450\n {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -450}\n [frame]\n image=\"units/faeries/hamadryad.png\"\n halo=halo/elven/faerie-fire-halo[1~7].png:75\n halo_x,halo_y=22,8\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Faerie Sprite\n name= _ \"Sprite\"\n race=faerie\n gender=female\n image=\"units/faeries/sprite.png\"\n halo=\"halo/elven/shyde-stationary-halo[1~6].png:150\"\n profile=\"portraits/elves/shaman.png\" # fits well IMO\n hitpoints=25\n movement_type=woodlandfaerie\n movement=5\n level=1\n alignment=lawful\n experience=50\n advances_to=Fire Faerie\n cost=20\n usage=archer\n description= _ \"To a creature of the forests, fire is a mortal enemy, yet to the Faerie Sprites, it is a weapon strangely antithetical to their wooded nature. Though not much is otherwise factually known about the Faerie race, rare as they are and despite their numbers having grown since the Fall, they have always been viewed as gentle, mischievous beings, if perhaps a little too apt to play with the hearts of men.\n\nTravelers who have encountered them speak of beautiful elfin women clad in simple robes, their gossamer-thin wings glinting like jewels in starlight. Rare is the man \u2014 or woman \u2014 whose breath is not lost upon the sight of these beings, and neither are their advances spurned. Some awaken the next morning alone, and move on, only to find a child on their doorsteps months later. A more unlucky number never again see the light of day; they are often found dead, lying contentedly amongst the fallen leaves.\n\nYet despite their reputations, faeries are by no means evil. Perhaps it is their strange sense of impish humor that leads them to do these things, or perhaps something deeper in their nature.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n {DEFENSE_ANIM_RANGE \"units/faeries/sprite.png\" \"units/faeries/sprite.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee }\n {DEFENSE_ANIM_ELVEN_RANGE \"units/faeries/sprite.png\" \"units/faeries/sprite.png\" {SOUND_LIST:ELF_FEMALE_HIT} ranged }\n [attack]\n name=fire aura\n description= _ \"fire aura\"\n icon=attacks/aura-fire.png\n type=fire\n range=melee\n damage=3\n number=3\n [/attack]\n [attack]\n name=mystic fire\n description= _ \"mystic fire\"\n icon=attacks/fireball.png\n type=fire\n range=ranged\n damage=5\n number=4\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=fire aura\n [/filter_attack]\n {MELEE_FRAME_FIRE_AURA \"units/faeries/sprite.png\" \"units/faeries/sprite.png\" fire.wav}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=mystic fire\n [/filter_attack]\n\n start_time=-300\n [frame]\n image=\"units/faeries/sprite.png:350\"\n [/frame]\n\n {MISSILE_FRAME_FAERIE_MYSTIC_FIRE}\n [if]\n hits=yes\n {BURST_FRAME_FAERIE_MYSTIC_FIRE}\n [/if]\n\n {SOUND:HIT_AND_MISS torch.ogg torch-miss.ogg -300}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Aragwaith Ancient Banner\n name= _ \"Ancient Banner\"\n race=aragwaith\n image=\"units/human-aragwaithi/ancient-banner.png\"\n image_icon=\"units/human-aragwaithi/ancient-banner.png~SCALE(72,72)\"\n [abilities]\n {ABILITY_LEADERSHIP}\n {ABILITY_PROTECTION}\n [/abilities]\n [resistance]\n blade=80\n pierce=80\n impact=80\n fire=90\n cold=90\n [/resistance]\n hitpoints=58\n movement_type=aragwaithfoot\n movement=5\n experience=200\n level=4\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=90\n usage=fighter\n description= _ \"TODO\"\n {DEFENSE_ANIM \"units/human-aragwaithi/ancient-banner.png\" \"units/human-aragwaithi/ancient-banner.png\" {SOUND_LIST:HUMAN_HIT} }\n {STANDING_ANIM_DIRECTIONAL \"units/human-aragwaithi/ancient-banner.png\" \"units/human-aragwaithi/ancient-banner-n.png\"}\n die_sound={SOUND_LIST:HUMAN_DIE}\n [attack]\n name=spear\n description={I18N:ATTACK_SPEAR}\n type=pierce\n range=melee\n damage=21\n number=2\n [/attack]\n [attack]\n name=scythe\n description= _ \"scythe\"\n icon=attacks/scythe.png\n type=blade\n range=melee\n damage=11\n number=4\n [/attack]\n {GENERIC_SPEAR_ANIM spear units/human-aragwaithi/ancient-banner.png}\n {GENERIC_SWORD_ANIM scythe units/human-aragwaithi/ancient-banner.png}\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Aragwaith Archer\n name= _ \"Archer\"\n race=aragwaith\n image=\"units/human-aragwaithi/archer.png\"\n hitpoints=28\n movement_type=aragwaithfoot\n movement=5\n experience=38\n level=1\n alignment=neutral\n advances_to=Aragwaith Strongbow\n cost=15\n usage=archer\n description= _ \"The Aragwaithi are a noble people, fragile in body, but their training makes them among the more deadly denizens of this world. Their archers are no exception. Their skills with a bow are comparable to those of some elves, and they are remarkably quick with their daggers.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n [standing_anim]\n direction=n,ne,nw\n start_time=0\n [frame]\n duration=100\n image=\"units/human-aragwaithi/archer-n.png\"\n [/frame]\n [/standing_anim]\n [standing_anim]\n direction=s,se,sw\n start_time=0\n [frame]\n duration=100\n image=\"units/human-aragwaithi/archer.png\"\n [/frame]\n [/standing_anim]\n [death]\n start_time=0\n [frame]\n duration=200\n image=\"units/human-aragwaithi/archer-die1.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/human-aragwaithi/archer-die2.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/human-aragwaithi/archer-die3.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/human-aragwaithi/archer-die4.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/human-aragwaithi/archer-die5.png\"\n [/frame]\n [/death]\n [defend]\n [filter_attack]\n range=ranged\n [/filter_attack]\n direction=n,ne,nw\n [frame]\n begin=-150\n end=-100\n image=\"units/human-aragwaithi/archer-bow-n.png\"\n [/frame]\n [frame]\n begin=-100\n end=-50\n image=\"units/human-aragwaithi/archer-ranged-attack-4-n.png\"\n [/frame]\n [if]\n hits=hit\n [frame]\n begin=-50\n end=0\n image=\"units/human-aragwaithi/archer-ranged-attack-4-n.png\"\n sound={SOUND_LIST:HUMAN_HIT}\n [/frame]\n [/if]\n [else]\n hits=miss,kill\n [frame]\n begin=-100\n end=0\n image=\"units/human-aragwaithi/archer-ranged-attack-1-n.png\"\n [/frame]\n [/else]\n [frame]\n begin=0\n end=150\n image=\"units/human-aragwaithi/archer-bow-n.png\"\n [/frame]\n [/defend]\n [defend]\n [filter_attack]\n range=ranged\n [/filter_attack]\n direction=s,se,sw\n [frame]\n begin=-200\n end=-150\n image=\"units/human-aragwaithi/archer-defend1.png\"\n [/frame]\n [frame]\n begin=-150\n end=-100\n image=\"units/human-aragwaithi/archer-defend2.png\"\n [/frame]\n [if]\n hits=hit\n [frame]\n begin=-100\n end=0\n image=\"units/human-aragwaithi/archer-defend4.png\"\n sound={SOUND_LIST:HUMAN_HIT}\n [/frame]\n [/if]\n [else]\n hits=miss,kill\n [frame]\n begin=-100\n end=0\n image=\"units/human-aragwaithi/archer-defend4.png\"\n [/frame]\n [/else]\n [frame]\n begin=0\n end=50\n image=\"units/human-aragwaithi/archer-defend5.png\"\n [/frame]\n [frame]\n begin=50\n end=150\n image=\"units/human-aragwaithi/archer-bow.png\"\n [/frame]\n [/defend]\n [defend]\n [filter_attack]\n range=melee\n [/filter_attack]\n [frame]\n begin=-200\n end=-150\n image=\"units/human-aragwaithi/archer-defend1.png\"\n [/frame]\n [frame]\n begin=-150\n end=-100\n image=\"units/human-aragwaithi/archer-defend2.png\"\n [/frame]\n [if]\n hits=hit\n [frame]\n begin=-100\n end=0\n image=\"units/human-aragwaithi/archer-defend3.png\"\n sound={SOUND_LIST:HUMAN_HIT}\n [/frame]\n [/if]\n [else]\n hits=miss,kill\n [frame]\n begin=-100\n end=0\n image=\"units/human-aragwaithi/archer-defend3.png\"\n [/frame]\n [/else]\n [frame]\n begin=0\n end=50\n image=\"units/human-aragwaithi/archer-defend4.png\"\n [/frame]\n [frame]\n begin=50\n end=100\n image=\"units/human-aragwaithi/archer-defend5.png\"\n [/frame]\n [if]\n direction=n,ne,nw\n [frame]\n begin=100\n end=150\n image=\"units/human-aragwaithi/archer-n.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n begin=100\n end=150\n image=\"units/human-aragwaithi/archer.png\"\n [/frame]\n [/else]\n [/defend]\n [attack]\n name=dagger\n description={I18N:ATTACK_DAGGER}\n icon=attacks/dagger-human.png\n type=blade\n range=melee\n damage=4\n number=3\n [/attack]\n [attack]\n name=bow\n description={I18N:ATTACK_BOW}\n type=pierce\n range=ranged\n damage=5\n number=4\n [/attack]\n [attack_anim]\n [filter_attack]\n name=dagger\n [/filter_attack]\n direction=n,nw,ne\n [frame]\n begin=-250\n end=-100\n image=\"units/human-aragwaithi/archer-attack1.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=50\n image=\"units/human-aragwaithi/archer-attack2.png\"\n sound=dagger-swish.wav\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=50\n image=\"units/human-aragwaithi/archer-attack2.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=50\n end=200\n image=\"units/human-aragwaithi/archer-attack3.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=dagger\n [/filter_attack]\n direction=se,sw,s\n [frame]\n begin=-250\n end=-100\n image=\"units/human-aragwaithi/archer-attack1.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=50\n image=\"units/human-aragwaithi/archer-attack2.png\"\n sound=dagger-swish.wav\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=50\n image=\"units/human-aragwaithi/archer-attack2.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=50\n end=200\n image=\"units/human-aragwaithi/archer-attack3.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=bow\n [/filter_attack]\n direction=s,se,sw\n start_time=-445\n [missile_frame]\n begin=-150\n end=0\n image=\"projectiles/missile-n.png\"\n image_diagonal=\"projectiles/missile-ne.png\"\n [/missile_frame]\n [frame]\n duration=65\n image=\"units/human-aragwaithi/archer-bow.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/human-aragwaithi/archer-ranged-attack-1.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/human-aragwaithi/archer-ranged-attack-2.png\"\n [/frame]\n [if]\n hits=no\n [frame]\n duration=100\n image=\"units/human-aragwaithi/archer-ranged-attack-3.png\"\n sound=bow-miss.ogg\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n duration=100\n image=\"units/human-aragwaithi/archer-ranged-attack-3.png\"\n sound=bow.ogg\n [/frame]\n [/else]\n [frame]\n duration=130\n image=\"units/human-aragwaithi/archer-ranged-attack-4.png\"\n [/frame]\n [frame]\n duration=65\n image=\"units/human-aragwaithi/archer-ranged-attack-1.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=bow\n [/filter_attack]\n direction=n,ne,nw\n start_time=-445\n [missile_frame]\n begin=-150\n end=0\n image=\"projectiles/missile-n.png\"\n image_diagonal=\"projectiles/missile-ne.png\"\n [/missile_frame]\n [frame]\n duration=65\n image=\"units/human-aragwaithi/archer-bow-n.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/human-aragwaithi/archer-ranged-attack-1-n.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/human-aragwaithi/archer-ranged-attack-2-n.png\"\n [/frame]\n [if]\n hits=no\n [frame]\n duration=100\n image=\"units/human-aragwaithi/archer-ranged-attack-3-n.png\"\n sound=bow-miss.ogg\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n duration=100\n image=\"units/human-aragwaithi/archer-ranged-attack-3-n.png\"\n sound=bow.ogg\n [/frame]\n [/else]\n [frame]\n duration=130\n image=\"units/human-aragwaithi/archer-ranged-attack-4-n.png\"\n [/frame]\n [frame]\n duration=65\n image=\"units/human-aragwaithi/archer-ranged-attack-1-n.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Aragwaith Captain\n name= _ \"Captain\"\n race=aragwaith\n image=\"units/human-aragwaithi/captain.png\"\n [abilities]\n {ABILITY_LEADERSHIP}\n [/abilities]\n [resistance]\n blade=90\n pierce=90\n impact=90\n [/resistance]\n hitpoints=55\n movement_type=aragwaithfoot\n movement=5\n experience=175\n level=3\n alignment=neutral\n advances_to=Aragwaith Ancient Banner\n cost=60\n usage=fighter\n description=\"\" # wmllint: ignore\n {DEFENSE_ANIM \"units/human-aragwaithi/captain-defend.png\" \"units/human-aragwaithi/captain.png\" {SOUND_LIST:HUMAN_HIT} }\n die_sound={SOUND_LIST:HUMAN_DIE}\n [attack]\n name=glaive-pierce\n description= _ \"glaive\"\n icon=attacks/glaive.png\n type=pierce\n range=melee\n damage=18\n number=2\n [/attack]\n [attack]\n name=glaive-blade\n description= _ \"glaive\"\n icon=attacks/glaive.png\n type=blade\n range=melee\n damage=10\n number=4\n [/attack]\n {GENERIC_SPEAR_ANIM glaive-pierce units/human-aragwaithi/captain.png}\n {GENERIC_SWORD_ANIM glaive-blade units/human-aragwaithi/captain.png}\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Aragwaith Eagle Master\n name= _ \"Eagle Master\"\n race=aragwaith\n image=\"units/human-aragwaithi/eagle-master.png\"\n hitpoints=45\n movement_type=fly\n movement=9\n experience=100\n level=2\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n undead_variation=gryphon\n cost=35\n usage=scout\n description= _ \"With experience, Eagle riders become more skilled and the relation with their winged friend become so strong that they act as one. As Eagle masters, they no longer need to give orders to their mounts, those anticipate them.\"\n {DEFENSE_ANIM \"units/human-aragwaithi/eagle-master-attack.png\" \"units/human-aragwaithi/eagle-master-flying-8.png\" {SOUND_LIST:GRYPHON_HIT} }\n die_sound={SOUND_LIST:GRYPHON_DIE}\n [defense]\n mountains=40\n [/defense]\n [attack]\n name=claws\n description={I18N:ATTACK_CLAWS}\n icon=attacks/claws-animal.png\n type=blade\n range=melee\n damage=10\n number=3\n [/attack]\n [attack]\n name=prey crush\n description= _ \"prey crush\"\n icon=attacks/blank-attack.png\n type=impact\n range=melee\n damage=16\n number=2\n [specials]\n {WEAPON_SPECIAL_ATTACK_ONLY}\n [/specials]\n [/attack]\n [standing_anim]\n start_time=0\n submerge=0.01\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-master-flying-1and3.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-master-flying-2.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-master-flying-1and3.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-master-flying-4.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-master-flying-5and7.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-master-flying-6.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-master-flying-5and7.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-master-flying-8.png\"\n [/frame]\n [/standing_anim]\n [movement_anim]\n start_time=0\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-master-flying-1and3.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-master-flying-2.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-master-flying-1and3.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-master-flying-4.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-master-flying-5and7.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-master-flying-6.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-master-flying-5and7.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-master-flying-8.png\"\n [/frame]\n [/movement_anim]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n start_time=-500\n [frame]\n duration=50 # end @ -450\n image=\"units/human-aragwaithi/eagle-master-flying-8.png\"\n offset=0.0~-0.2\n [/frame]\n [frame]\n duration=200 # end @ -250\n image=\"units/human-aragwaithi/eagle-master-attack.png\"\n offset=-0.2~-1.0\n [/frame]\n [frame]\n duration=150 # -100\n image=\"units/human-aragwaithi/eagle-master-attack.png\"\n offset=-1.0~0.0\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/human-aragwaithi/eagle-master-attack.png\"\n sound=claws.ogg\n offset=0.0~1.25\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/human-aragwaithi/eagle-master-attack.png\"\n sound={SOUND_LIST:MISS}\n offset=0.0~1.25\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/eagle-master-attack.png\"\n offset=1.25~0.75\n [/frame]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/eagle-master-flying-8.png\"\n offset=0.75~0.0\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=prey crush\n [/filter_attack]\n start_time=-500\n [frame]\n duration=50 # end @ -450\n image=\"units/human-aragwaithi/eagle-master-flying-8.png\"\n offset=0.0~-0.2\n [/frame]\n [frame]\n duration=200 # end @ -250\n image=\"units/human-aragwaithi/eagle-master-attack-crush.png\"\n offset=-0.2~-1.0\n [/frame]\n [frame]\n duration=150 # -100\n image=\"units/human-aragwaithi/eagle-master-attack-crush.png\"\n offset=-1.0~0.0\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/human-aragwaithi/eagle-master-attack-crush.png\"\n sound=fist.ogg\n offset=0.0~1.25\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/human-aragwaithi/eagle-master-attack-crush.png\"\n sound={SOUND_LIST:MISS}\n offset=0.0~1.25\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/eagle-master-attack.png\"\n offset=1.25~0.75\n [/frame]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/eagle-master-flying-8.png\"\n offset=0.75~0.0\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Aragwaith Eagle Rider\n name= _ \"Eagle Rider\"\n race=aragwaith\n image=\"units/human-aragwaithi/eagle-rider.png\"\n hitpoints=34\n movement_type=fly\n movement=9\n experience=36\n level=1\n alignment=neutral\n advances_to=Aragwaith Eagle Master\n undead_variation=mounted\n cost=23\n usage=scout\n description= _ \"Some Aragwaithi youths take young eagles as a pet. These are not the common eagles, but a race of noble, giant birds of prey. When they are grown enough, they usually willing to serve as a mount for their best friend, and their young mates learn the art of riding these giant birds.\"\n die_sound={SOUND_LIST:GRYPHON_DIE}\n {DEFENSE_ANIM \"units/human-aragwaithi/eagle-rider-attack.png\" \"units/human-aragwaithi/eagle-rider-flying-8.png\" {SOUND_LIST:GRYPHON_HIT} }\n [attack]\n name=claws\n description={I18N:ATTACK_CLAWS}\n icon=attacks/claws-animal.png\n type=blade\n range=melee\n damage=6\n number=3\n [/attack]\n [attack]\n name=prey crush\n description= _ \"prey crush\"\n icon=attacks/blank-attack.png\n type=impact\n range=melee\n damage=12\n number=2\n [specials]\n {WEAPON_SPECIAL_ATTACK_ONLY}\n [/specials]\n [/attack]\n [standing_anim]\n start_time=0\n submerge=0.01\n layer=55\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-rider-flying-1and3.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-rider-flying-2.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-rider-flying-1and3.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-rider-flying-4.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-rider-flying-5and7.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-rider-flying-6.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-rider-flying-5and7.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-rider-flying-8.png\"\n [/frame]\n [/standing_anim]\n [movement_anim]\n start_time=0\n layer=55\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-rider-flying-1and3.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-rider-flying-2.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-rider-flying-1and3.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-rider-flying-4.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-rider-flying-5and7.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-rider-flying-6.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-rider-flying-5and7.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/eagle-rider-flying-8.png\"\n [/frame]\n [/movement_anim]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n start_time=-500\n [frame]\n duration=50 # end @ -450\n image=\"units/human-aragwaithi/eagle-rider-flying-8.png\"\n offset=0.0~-0.2\n [/frame]\n [frame]\n duration=200 # end @ -250\n image=\"units/human-aragwaithi/eagle-rider-attack.png\"\n offset=-0.2~-1.0\n [/frame]\n [frame]\n duration=150 # -100\n image=\"units/human-aragwaithi/eagle-rider-attack.png\"\n offset=-1.0~0.0\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/human-aragwaithi/eagle-rider-attack.png\"\n sound=claws.ogg\n offset=0.0~1.25\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/human-aragwaithi/eagle-rider-attack.png\"\n sound={SOUND_LIST:MISS}\n offset=0.0~1.25\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/eagle-rider-attack.png\"\n offset=1.25~0.75\n [/frame]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/eagle-rider-flying-8.png\"\n offset=0.75~0.0\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=prey crush\n [/filter_attack]\n start_time=-500\n [frame]\n duration=50 # end @ -450\n image=\"units/human-aragwaithi/eagle-rider-flying-8.png\"\n offset=0.0~-0.2\n [/frame]\n [frame]\n duration=200 # end @ -250\n image=\"units/human-aragwaithi/eagle-rider-attack-crush.png\"\n offset=-0.2~-1.0\n [/frame]\n [frame]\n duration=150 # -100\n image=\"units/human-aragwaithi/eagle-rider-attack-crush.png\"\n offset=-1.0~0.0\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/human-aragwaithi/eagle-rider-attack-crush.png\"\n sound=fist.ogg\n offset=0.0~1.25\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/human-aragwaithi/eagle-rider-attack-crush.png\"\n sound={SOUND_LIST:MISS}\n offset=0.0~1.25\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/eagle-rider-attack.png\"\n offset=1.25~0.75\n [/frame]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/eagle-rider-flying-8.png\"\n offset=0.75~0.0\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Aragwaith Flagbearer\n name= _ \"Flagbearer\"\n race=aragwaith\n image=\"units/human-aragwaithi/flagbearer.png\"\n hitpoints=45\n [abilities]\n {ABILITY_LEADERSHIP}\n [/abilities]\n [resistance]\n blade=90\n [/resistance]\n movement_type=aragwaithfoot\n movement=5\n experience=100\n level=2\n alignment=neutral\n advances_to=Aragwaith Captain\n cost=40\n usage=fighter\n description= _ \"Flagbearers are the leaders on the battlefield. They wield large banners to lead and inspire the soldiers. They are also skilled with the glaive, which makes them dangerous in combat too.\"\n {DEFENSE_ANIM \"units/human-aragwaithi/flagbearer-defend.png\" \"units/human-aragwaithi/flagbearer.png\" {SOUND_LIST:HUMAN_HIT} }\n\n {STANDING_ANIM_DIRECTIONAL \"units/human-aragwaithi/flagbearer.png\" \"units/human-aragwaithi/flagbearer-n.png\"}\n die_sound={SOUND_LIST:HUMAN_DIE}\n [attack]\n name=glaive-stab\n description= _ \"glaive\"\n icon=attacks/glaive.png\n type=pierce\n range=melee\n damage=13\n number=2\n [/attack]\n [attack]\n name=glaive-slash\n description= _ \"glaive\"\n icon=attacks/glaive.png\n type=blade\n range=melee\n damage=7\n number=4\n [/attack]\n [attack_anim]\n [filter_attack]\n name=glaive-stab\n [/filter_attack]\n direction=n\n start_time=-150\n [frame]\n duration=50\n image=\"units/human-aragwaithi/flagbearer-attack-n-1.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=200\n image=\"units/human-aragwaithi/flagbearer-attack-n-2.png\"\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n image=\"units/human-aragwaithi/flagbearer-attack-n-2.png\"\n sound=spear-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=50\n image=\"units/human-aragwaithi/flagbearer-attack-n-1.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=glaive-stab\n [/filter_attack]\n direction=ne,nw\n start_time=-100\n [if]\n hits=yes\n [frame]\n duration=200\n image=\"units/human-aragwaithi/flagbearer-attack-ne.png\"\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n image=\"units/human-aragwaithi/flagbearer-attack-ne.png\"\n sound=spear-miss.ogg\n [/frame]\n [/else]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=glaive-stab\n [/filter_attack]\n direction=s\n start_time=-150\n [frame]\n duration=50\n image=\"units/human-aragwaithi/flagbearer-attack-s-1.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=200\n image=\"units/human-aragwaithi/flagbearer-attack-s-2.png\"\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n image=\"units/human-aragwaithi/flagbearer-attack-s-2.png\"\n sound=spear-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=50\n image=\"units/human-aragwaithi/flagbearer-attack-s-1.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=glaive-stab\n [/filter_attack]\n direction=se,sw\n start_time=-150\n [frame]\n duration=50\n image=\"units/human-aragwaithi/flagbearer-attack-se-1.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=200\n image=\"units/human-aragwaithi/flagbearer-attack-se-2.png\"\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n image=\"units/human-aragwaithi/flagbearer-attack-se-2.png\"\n sound=spear-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=50\n image=\"units/human-aragwaithi/flagbearer-attack-se-1.png\"\n [/frame]\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=glaive-slash\n [/filter_attack]\n direction=n\n start_time=-150\n [frame]\n duration=50\n image=\"units/human-aragwaithi/flagbearer-attack-n-1.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=200\n image=\"units/human-aragwaithi/flagbearer-attack-n-2.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n image=\"units/human-aragwaithi/flagbearer-attack-n-2.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=50\n image=\"units/human-aragwaithi/flagbearer-attack-n-1.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=glaive-slash\n [/filter_attack]\n direction=ne,nw\n start_time=-100\n [if]\n hits=yes\n [frame]\n duration=200\n image=\"units/human-aragwaithi/flagbearer-attack-ne.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n image=\"units/human-aragwaithi/flagbearer-attack-ne.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=glaive-slash\n [/filter_attack]\n direction=s\n start_time=-150\n [frame]\n duration=50\n image=\"units/human-aragwaithi/flagbearer-attack-s-1.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=200\n image=\"units/human-aragwaithi/flagbearer-attack-s-2.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n image=\"units/human-aragwaithi/flagbearer-attack-s-2.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=50\n image=\"units/human-aragwaithi/flagbearer-attack-s-1.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=glaive-slash\n [/filter_attack]\n direction=se,sw\n start_time=-150\n [frame]\n duration=50\n image=\"units/human-aragwaithi/flagbearer-attack-se-1.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=200\n image=\"units/human-aragwaithi/flagbearer-attack-se-2.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n image=\"units/human-aragwaithi/flagbearer-attack-se-2.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=50\n image=\"units/human-aragwaithi/flagbearer-attack-se-1.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Aragwaith Greatbow\n name= _ \"Greatbow\"\n race=aragwaith\n image=\"units/human-aragwaithi/greatbow.png\"\n hitpoints=46\n movement_type=aragwaithfoot\n movement=6\n experience=150\n level=3\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=45\n usage=archer\n description= _ \"Finally moving on from the dirk and dagger to the sword, the Greatbows are superior to the Strongbows in melee combat, although not as much as the Slayers. Their bows are masterpieces of military craftsmanship, designed and built by their users to their own particular requirements over the span of several months. Due to the large strength required to draw these bows, any person other than the owner trying to use them could suffer serious injuries.\"\n {DEFENSE_ANIM_FILTERED \"units/human-aragwaithi/greatbow-melee-draw-2.png\" \"units/human-aragwaithi/greatbow-defend.png\" {SOUND_LIST:HUMAN_HIT} (range=melee)}\n {DEFENSE_ANIM_FILTERED \"units/human-aragwaithi/greatbow-bow.png\" \"units/human-aragwaithi/greatbow-bow.png\" {SOUND_LIST:HUMAN_HIT} (range=ranged\n direction=sw,s,se)}\n {DEFENSE_ANIM_FILTERED \"units/human-aragwaithi/greatbow-bow-n.png\" \"units/human-aragwaithi/greatbow-bow-n.png\" {SOUND_LIST:HUMAN_HIT} (range=ranged\n direction=nw,n,ne)}\n {STANDING_ANIM_DIRECTIONAL \"units/human-aragwaithi/greatbow.png\" \"units/human-aragwaithi/greatbow-n.png\"}\n die_sound={SOUND_LIST:HUMAN_DIE}\n [attack]\n name=sword\n description={I18N:ATTACK_SWORD}\n icon=attacks/sword-human.png\n type=blade\n range=melee\n damage=10\n number=3\n [/attack]\n [attack]\n name=bow\n description={I18N:ATTACK_BOW}\n icon=attacks/bow-elven.png\n type=pierce\n range=ranged\n damage=12\n number=4\n [specials]\n {WEAPON_SPECIAL_PRECISION}\n [/specials]\n [/attack]\n [draw_weapon_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n start_time=0\n\n [frame]\n duration=200\n image=\"units/human-aragwaithi/greatbow-melee-draw-1.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/human-aragwaithi/greatbow-melee-draw-2.png\"\n [/frame]\n [/draw_weapon_anim]\n [sheath_weapon_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n start_time=0\n\n [frame]\n duration=200\n image=\"units/human-aragwaithi/greatbow-melee-draw-2.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/human-aragwaithi/greatbow-melee-draw-1.png\"\n [/frame]\n [/sheath_weapon_anim]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n start_time=-200\n\n [frame]\n duration=50\n image=\"units/human-aragwaithi/greatbow-melee-draw-2.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/greatbow-melee-attack-1.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/human-aragwaithi/greatbow-melee-attack-2.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/human-aragwaithi/greatbow-melee-attack-2.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/greatbow-melee-attack-3.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/greatbow-melee-attack-4.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=bow\n [/filter_attack]\n direction=sw,s,se\n\n start_time=-450\n missile_start_time=-150\n\n [missile_frame]\n duration=150\n image=\"projectiles/missile-n.png\"\n image_diagonal=\"projectiles/missile-ne.png\"\n [/missile_frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/greatbow-1.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/greatbow-2.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=150\n image=\"units/human-aragwaithi/greatbow-3.png\"\n sound=bow.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=150\n image=\"units/human-aragwaithi/greatbow-3.png\"\n sound=bow-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/greatbow-bow.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=bow\n [/filter_attack]\n direction=sw,n,ne\n\n start_time=-450\n missile_start_time=-150\n\n [missile_frame]\n duration=150\n image=\"projectiles/missile-n.png\"\n image_diagonal=\"projectiles/missile-ne.png\"\n [/missile_frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/greatbow-1.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/greatbow-2.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=150\n image=\"units/human-aragwaithi/greatbow-3.png\"\n sound=bow.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=150\n image=\"units/human-aragwaithi/greatbow-3.png\"\n sound=bow-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/greatbow-bow-n.png\"\n [/frame]\n [/attack_anim]\n [variation]\n variation_id=unhooded\n inherit=yes\n hide_help=yes\n image=\"units/human-aragwaithi/greatbow-alt.png\"\n {DEFENSE_ANIM_FILTERED \"units/human-aragwaithi/greatbow-melee-draw-2.png\" \"units/human-aragwaithi/greatbow-defend.png\" {SOUND_LIST:HUMAN_HIT} (range=melee)}\n {DEFENSE_ANIM_FILTERED \"units/human-aragwaithi/greatbow-bow-alt.png\" \"units/human-aragwaithi/greatbow-bow-alt.png\" {SOUND_LIST:HUMAN_HIT} (range=ranged\n direction=sw,s,se)}\n {DEFENSE_ANIM_FILTERED \"units/human-aragwaithi/greatbow-bow-n-alt.png\" \"units/human-aragwaithi/greatbow-bow-n-alt.png\" {SOUND_LIST:HUMAN_HIT} (range=ranged\n direction=nw,n,ne)}\n {STANDING_ANIM_DIRECTIONAL \"units/human-aragwaithi/greatbow-alt.png\" \"units/human-aragwaithi/greatbow-n-alt.png\"}\n [draw_weapon_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n start_time=0\n\n [frame]\n duration=200\n image=\"units/human-aragwaithi/greatbow-melee-draw-1-alt.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/human-aragwaithi/greatbow-melee-draw-2-alt.png\"\n [/frame]\n [/draw_weapon_anim]\n [sheath_weapon_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n start_time=0\n\n [frame]\n duration=200\n image=\"units/human-aragwaithi/greatbow-melee-draw-2-alt.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/human-aragwaithi/greatbow-melee-draw-1-alt.png\"\n [/frame]\n [/sheath_weapon_anim]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n start_time=-200\n\n [frame]\n duration=50\n image=\"units/human-aragwaithi/greatbow-melee-draw-2-alt.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/greatbow-melee-attack-1-alt.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/human-aragwaithi/greatbow-melee-attack-2-alt.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/human-aragwaithi/greatbow-melee-attack-2-alt.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/greatbow-melee-attack-3-alt.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/greatbow-melee-attack-4-alt.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=bow\n [/filter_attack]\n direction=sw,s,se\n\n start_time=-450\n missile_start_time=-150\n\n [missile_frame]\n duration=150\n image=\"projectiles/missile-n.png\"\n image_diagonal=\"projectiles/missile-ne.png\"\n [/missile_frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/greatbow-1-alt.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/greatbow-2-alt.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=150\n image=\"units/human-aragwaithi/greatbow-3-alt.png\"\n sound=bow.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=150\n image=\"units/human-aragwaithi/greatbow-3-alt.png\"\n sound=bow-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/greatbow-bow-alt.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=bow\n [/filter_attack]\n direction=sw,n,ne\n\n start_time=-450\n missile_start_time=-150\n\n [missile_frame]\n duration=150\n image=\"projectiles/missile-n.png\"\n image_diagonal=\"projectiles/missile-ne.png\"\n [/missile_frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/greatbow-1-alt.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/greatbow-2-alt.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=150\n image=\"units/human-aragwaithi/greatbow-3-alt.png\"\n sound=bow.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=150\n image=\"units/human-aragwaithi/greatbow-3-alt.png\"\n sound=bow-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/greatbow-bow-n-alt.png\"\n [/frame]\n [/attack_anim]\n [/variation]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Aragwaith Guard\n name= _ \"Guard\"\n race=aragwaith\n image=\"units/human-aragwaithi/guard.png\"\n hitpoints=54\n movement_type=aragwaithfoot\n [abilities]\n {ABILITY_STEADFAST}\n [/abilities]\n [resistance]\n pierce=90\n blade=80\n impact=90\n [/resistance]\n movement=4\n experience=74\n level=2\n alignment=lawful\n advances_to=Aragwaith Shield Guard\n cost=27\n usage=fighter\n description= _ \"Chosen from among the toughest Swordsmen, Aragwaith Guards opt to forgo their mobility in favor of the advantages that armor brings to their survivability. Whether posted to ceremonial units during times of peace, or to the battlefield during war, their role is always the same: defending their country\u2019s nobility.\"\n\n {DEFENSE_ANIM \"units/human-aragwaithi/guard-defend-1.png\" \"units/human-aragwaithi/guard.png\" {SOUND_LIST:HUMAN_HIT} }\n {DEFENSE_ANIM \"units/human-aragwaithi/guard-defend-2.png\" \"units/human-aragwaithi/guard.png\" {SOUND_LIST:HUMAN_HIT} }\n {STANDING_ANIM_DIRECTIONAL \"units/human-aragwaithi/guard.png\" \"units/human-aragwaithi/guard-n.png\"}\n die_sound={SOUND_LIST:HUMAN_DIE}\n [attack]\n name=sword\n description={I18N:ATTACK_SWORD}\n icon=attacks/greatsword-human.png\n type=blade\n range=melee\n damage=11\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n direction=s\n start_time=-100\n [if]\n hits=yes\n [frame]\n duration=150\n image=\"units/human-aragwaithi/guard-attack-1-s.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=150\n image=\"units/human-aragwaithi/guard-attack-1-s.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/guard-attack-2.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n # TODO\n direction=se,sw,ne,nw,n\n start_time=-150\n [frame]\n duration=50\n image=\"units/human-aragwaithi/guard-attack-1.png\"\n [/frame]\n [frame]\n duration=50\n image=\"units/human-aragwaithi/guard-attack-2.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=75\n image=\"units/human-aragwaithi/guard-attack-3.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=75\n image=\"units/human-aragwaithi/guard-attack-3.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=75\n image=\"units/human-aragwaithi/guard-defend-2.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Aragwaith Guardian\n name= _ \"Guardian\"\n race=aragwaith\n image=\"units/human-aragwaithi/guardian.png\"\n hitpoints=62\n movement_type=aragwaithfoot\n movement=5\n experience=150\n level=3\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=51\n usage=fighter\n description=\"\" # wmllint: ignore\n {DEFENSE_ANIM \"units/human-aragwaithi/guardian-defend.png\" \"units/human-aragwaithi/guardian.png\" {SOUND_LIST:HUMAN_HIT} }\n die_sound={SOUND_LIST:HUMAN_DIE}\n [resistance]\n blade=80\n pierce=80\n impact=90\n [/resistance]\n [attack]\n name=spear\n description={I18N:ATTACK_SPEAR}\n icon=attacks/spear.png\n type=pierce\n range=melee\n damage=24\n number=2\n [specials]\n {WEAPON_SPECIAL_FIRSTSTRIKE}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n direction=n\n start_time=-300\n [frame]\n duration=200\n image=\"units/human-aragwaithi/guardian.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/human-aragwaithi/guardian.png\"\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/human-aragwaithi/guardian.png\"\n sound=spear-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/guardian.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n direction=ne,nw\n start_time=-300\n [frame]\n duration=200\n image=\"units/human-aragwaithi/guardian.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/human-aragwaithi/guardian.png\"\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/human-aragwaithi/guardian.png\"\n sound=spear-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/guardian.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n direction=s\n start_time=-300\n [frame]\n duration=200\n image=\"units/human-aragwaithi/guardian.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/human-aragwaithi/guardian.png\"\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/human-aragwaithi/guardian.png\"\n sound=spear-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/guardian.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n direction=se,sw\n start_time=-300\n [frame]\n duration=200\n image=\"units/human-aragwaithi/guardian-attack-1.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/human-aragwaithi/guardian-attack-2.png\"\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/human-aragwaithi/guardian-attack-2.png\"\n sound=spear-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/guardian-attack-1.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Aragwaith Lancer\n name= _ \"Lancer\"\n race=aragwaith\n image=\"units/human-aragwaithi/lancer.png\"\n hitpoints=48\n movement_type=aragwaithmounted\n movement=8\n experience=80\n level=2\n alignment=neutral\n gender=male,female\n advances_to=Aragwaith Silver Shield\n undead_variation=mounted\n cost=34\n usage=scout\n die_sound=horse-die.ogg\n [defend]\n start_time=-150\n [frame]\n duration=100\n image=\"units/human-aragwaithi/lancer.png\"\n [/frame]\n [if]\n hits=hit\n [frame]\n duration=100\n image=\"units/human-aragwaithi/lancer-defend.png\"\n sound={SOUND_LIST:HORSE_HIT}\n [/frame]\n [/if]\n [else]\n hits=miss,kill\n [frame]\n duration=100\n image=\"units/human-aragwaithi/lancer-defend.png\"\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/lancer-defend.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/lancer.png\"\n [/frame]\n [/defend]\n [attack]\n name=spear\n description={I18N:ATTACK_SPEAR}\n type=pierce\n range=melee\n damage=11\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n direction=n\n start_time=-200\n [frame]\n duration=100\n image=\"units/human-aragwaithi/lancer.png\"\n sound=horse-canter.wav\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=200\n image=\"units/human-aragwaithi/lancer.png\"\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n image=\"units/human-aragwaithi/lancer.png\"\n sound=spear-miss.ogg\n [/frame]\n [/else]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n direction=ne,nw\n start_time=-200\n [frame]\n duration=100\n image=\"units/human-aragwaithi/lancer.png\"\n sound=horse-canter.wav\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=200\n image=\"units/human-aragwaithi/lancer.png\"\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n image=\"units/human-aragwaithi/lancer.png\"\n sound=spear-miss.ogg\n [/frame]\n [/else]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n direction=s,se,sw\n start_time=-200\n [frame]\n duration=100\n image=\"units/human-aragwaithi/lancer-moving.png\"\n sound=horse-canter.wav\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=200\n image=\"units/human-aragwaithi/lancer-moving.png\"\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n image=\"units/human-aragwaithi/lancer-moving.png\"\n sound=spear-miss.ogg\n [/frame]\n [/else]\n [/attack_anim]\n [female]\n gender=female\n name= _ \"female^Lancer\"\n image=\"units/human-aragwaithi/lancer-female.png\"\n [death]\n [frame]\n image=\"units/human-aragwaithi/lancer-female.png\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/lancer-female.png\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/lancer-female.png\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/lancer-female.png\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/lancer-female.png\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/lancer-female.png\"\n [/frame]\n [/death]\n [defend]\n [frame]\n image=\"units/human-aragwaithi/lancer-female.png\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/lancer-defend-female.png\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/lancer-defend-female.png\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/lancer-defend-female.png\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/lancer-defend-female.png\"\n [/frame]\n [/defend]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n direction=n\n [frame]\n image=\"units/human-aragwaithi/lancer-female.png\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/lancer-female.png\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/lancer-female.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n direction=ne,nw\n [frame]\n image=\"units/human-aragwaithi/lancer-female.png\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/lancer-female.png\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/lancer-female.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n direction=s,se,sw\n [frame]\n image=\"units/human-aragwaithi/lancer-moving-female.png\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/lancer-moving-female.png\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/lancer-moving-female.png\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Aragwaith Longswordsman\n name= _ \"Longswordsman\"\n race=aragwaith\n image=\"units/human-aragwaithi/longswordsman.png\"\n hitpoints=46\n movement_type=aragwaithfoot\n movement=6\n experience=88\n level=2\n alignment=neutral\n advances_to=Aragwaith Swordsmaster\n cost=27\n usage=fighter\n description= _ \"While Aragwaithi Swordsmen seem uncannily skilled to blade-wielders of other races, the Aragwaithi reserve their own admiration for Longswordsmen. These warriors have become so adept at the arts of thrust and parry that they have adopted a longer blade than the Swordsmen, yet they are able to wield it with equal grace and skill.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n [resistance]\n blade=90\n [/resistance]\n {DEFENSE_ANIM \"units/human-aragwaithi/longswordsman-defend-2.png\" \"units/human-aragwaithi/longswordsman-defend-1.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=long-sword\n description={I18N:ATTACK_LONGSWORD}\n icon=attacks/sword-human.png\n type=blade\n range=melee\n damage=9\n number=4\n [/attack]\n [attack_anim]\n [filter_attack]\n name=long-sword\n [/filter_attack]\n [frame]\n begin=-400\n end=-300\n image=\"units/human-aragwaithi/longswordsman-attack-1.png\"\n [/frame]\n [frame]\n begin=-300\n end=-100\n image=\"units/human-aragwaithi/longswordsman-attack-2.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=0\n image=\"units/human-aragwaithi/longswordsman-attack-3.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=0\n image=\"units/human-aragwaithi/longswordsman-attack-3.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=0\n end=100\n image=\"units/human-aragwaithi/longswordsman-attack-4.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Aragwaith Pikeman\n name= _ \"Pikeman\"\n race=aragwaith\n image=\"units/human-aragwaithi/pikeman.png\"\n hitpoints=50\n movement_type=aragwaithfoot\n movement=5\n experience=70\n level=2\n alignment=neutral\n advances_to=Aragwaith Guardian\n cost=28\n usage=fighter\n description=\"\" # wmllint: ignore\n {DEFENSE_ANIM_FILTERED \"units/human-aragwaithi/pikeman-defend.png\" \"units/human-aragwaithi/pikeman.png\" {SOUND_LIST:HUMAN_HIT} (direction=s,se,sw)}\n {DEFENSE_ANIM_FILTERED \"units/human-aragwaithi/pikeman-attack-n-1.png\" \"units/human-aragwaithi/pikeman-n.png\" {SOUND_LIST:HUMAN_HIT} (direction=n,ne,nw)}\n {STANDING_ANIM_DIRECTIONAL \"units/human-aragwaithi/pikeman.png\" \"units/human-aragwaithi/pikeman-n.png\"}\n die_sound={SOUND_LIST:HUMAN_DIE}\n [resistance]\n blade=90\n pierce=80\n [/resistance]\n [attack]\n name=spear\n description={I18N:ATTACK_SPEAR}\n icon=attacks/spear.png\n type=pierce\n range=melee\n damage=16\n number=2\n [specials]\n {WEAPON_SPECIAL_FIRSTSTRIKE}\n [/specials]\n [/attack]\n [death]\n start_time=0\n [frame]\n duration=200\n image=\"units/human-aragwaithi/pikeman-die1.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/human-aragwaithi/pikeman-die2.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/human-aragwaithi/pikeman-die3.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/human-aragwaithi/pikeman-die4.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/human-aragwaithi/pikeman-die5.png\"\n [/frame]\n [/death]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n direction=n\n start_time=-200\n [frame]\n duration=100\n image=\"units/human-aragwaithi/pikeman-attack-n-1.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=200\n image=\"units/human-aragwaithi/pikeman-attack-n-2.png\"\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n image=\"units/human-aragwaithi/pikeman-attack-n-2.png\"\n sound=spear-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=50\n image=\"units/human-aragwaithi/pikeman-attack-n-1.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n direction=ne,nw\n start_time=-200\n [frame]\n duration=150\n image=\"units/human-aragwaithi/pikeman-attack-ne.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=150\n image=\"units/human-aragwaithi/pikeman-attack-ne.png\"\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=150\n image=\"units/human-aragwaithi/pikeman-attack-ne.png\"\n sound=spear-miss.ogg\n [/frame]\n [/else]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n direction=s\n start_time=-150\n [frame]\n duration=100\n image=\"units/human-aragwaithi/pikeman-attack-s-1.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/human-aragwaithi/pikeman-attack-s-2.png\"\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/human-aragwaithi/pikeman-attack-s-2.png\"\n sound=spear-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=50\n image=\"units/human-aragwaithi/pikeman-attack-s-1.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n direction=se,sw\n start_time=-200\n [frame]\n duration=100\n image=\"units/human-aragwaithi/pikeman.png\"\n [/frame]\n [frame]\n duration=50\n image=\"units/human-aragwaithi/pikeman-attack-se-1.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/human-aragwaithi/pikeman-attack-se-2.png\"\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/human-aragwaithi/pikeman-attack-se-2.png\"\n sound=spear-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/pikeman.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Aragwaith Scout\n name= _ \"Scout\"\n race=aragwaith\n image=\"units/human-aragwaithi/scout.png\"\n hitpoints=36\n movement_type=aragwaithmounted\n movement=8\n experience=40\n level=1\n gender=male,female\n alignment=neutral\n advances_to=Aragwaith Lancer\n undead_variation=mounted\n cost=18\n usage=scout\n die_sound=horse-die.ogg\n {DEFENSE_ANIM \"units/human-aragwaithi/scout.png\" \"units/human-aragwaithi/scout-defend.png\" {SOUND_LIST:HORSE_HIT} }\n [attack]\n name=spear\n description={I18N:ATTACK_SPEAR}\n type=pierce\n range=melee\n damage=11\n number=2\n [/attack]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n [frame]\n begin=-200\n end=-100\n image=\"units/human-aragwaithi/scout-moving.png\"\n sound=horse-canter.wav\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n image=\"units/human-aragwaithi/scout-moving.png\"\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/human-aragwaithi/scout-moving.png\"\n sound=spear-miss.ogg\n [/frame]\n [/else]\n [frame]\n begin=100\n end=250\n image=\"units/human-aragwaithi/scout.png\"\n [/frame]\n [/attack_anim]\n [female]\n gender=female\n name= _ \"female^Scout\"\n image=\"units/human-aragwaithi/scout-female.png\"\n {DEFENSE_ANIM \"units/human-aragwaithi/scout-female.png\" \"units/human-aragwaithi/scout-female-defend.png\" {SOUND_LIST:HORSE_HIT} }\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n [frame]\n image=\"units/human-aragwaithi/scout-female-moving.png\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/scout-female-moving.png\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/scout-female-moving.png\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/scout-female.png\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Aragwaith Shield Guard\n name= _ \"Shield Guard\"\n race=aragwaith\n image=\"units/human-aragwaithi/shield-guard.png\"\n hitpoints=66\n movement_type=aragwaithfoot\n [abilities]\n {ABILITY_PROTECTION}\n {ABILITY_STEADFAST}\n [/abilities]\n [resistance]\n pierce=80\n impact=90\n blade=80\n [/resistance]\n movement=4\n experience=150\n level=3\n alignment=lawful\n advances_to=null\n {AMLA_DEFAULT}\n cost=45\n usage=fighter\n description= _ \"These warriors wear the old shields of their ancients. These ancients could hold the line in the great battles until the reinforcements arrived, but they paid a high price, not many survived the battle and many others died through their strong wounds. Now only the best warriors are allowed to carry these ancient shields to remind the world and to honor these brave man and their sacrifice.\"\n {DEFENSE_ANIM \"units/human-aragwaithi/shield-guard.png\" \"units/human-aragwaithi/shield-guard.png\" {SOUND_LIST:HUMAN_HIT} }\n die_sound={SOUND_LIST:HUMAN_DIE}\n [attack]\n name=sword\n description={I18N:ATTACK_SWORD}\n icon=attacks/greatsword-human.png\n type=blade\n range=melee\n damage=15\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n hits=yes\n direction=n,ne\n [frame]\n begin=-100\n end=0\n image=\"units/human-aragwaithi/shield-guard.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [frame]\n begin=0\n end=100\n image=\"units/human-aragwaithi/shield-guard.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n hits=no\n direction=n,ne\n [frame]\n begin=-100\n end=0\n image=\"units/human-aragwaithi/shield-guard.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [frame]\n begin=0\n end=100\n image=\"units/human-aragwaithi/shield-guard.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n hits=yes\n direction=e,se\n [frame]\n begin=-100\n end=0\n image=\"units/human-aragwaithi/shield-guard.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [frame]\n begin=0\n end=100\n image=\"units/human-aragwaithi/shield-guard.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n hits=no\n direction=e,se\n [frame]\n begin=-100\n end=0\n image=\"units/human-aragwaithi/shield-guard.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [frame]\n begin=0\n end=100\n image=\"units/human-aragwaithi/shield-guard.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n hits=yes\n direction=s,sw\n [frame]\n begin=-100\n end=0\n image=\"units/human-aragwaithi/shield-guard.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [frame]\n begin=0\n end=100\n image=\"units/human-aragwaithi/shield-guard.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n hits=no\n direction=s,sw\n [frame]\n begin=-100\n end=0\n image=\"units/human-aragwaithi/shield-guard.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [frame]\n begin=0\n end=100\n image=\"units/human-aragwaithi/shield-guard.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Aragwaith Silver Shield\n name= _ \"Silver Shield\"\n race=aragwaith\n image=\"units/human-aragwaithi/silver-shield.png\"\n hitpoints=62\n movement_type=aragwaithmounted\n movement=9\n experience=150\n level=3\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n undead_variation=mounted\n gender=male,female\n cost=48\n usage=scout\n {DEFENSE_ANIM \"units/human-aragwaithi/silver-shield-defend.png\" \"units/human-aragwaithi/silver-shield.png\" {SOUND_LIST:HORSE_HIT}}\n die_sound=horse-die.ogg\n [attack]\n name=spear\n description={I18N:ATTACK_SPEAR}\n type=pierce\n range=melee\n damage=12\n number=4\n [/attack]\n [movement_anim]\n [frame]\n begin=0\n end=150\n image=\"units/human-aragwaithi/silver-shield-moving.png\"\n [/frame]\n [/movement_anim]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n hits=yes\n direction=n\n [frame]\n begin=-200\n end=-100\n image=\"units/human-aragwaithi/silver-shield.png\"\n sound=horse-canter.wav\n [/frame]\n [frame]\n begin=-100\n end=100\n image=\"units/human-aragwaithi/silver-shield-moving.png\"\n sound=spear.ogg\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n hits=no\n direction=n\n [frame]\n begin=-200\n end=-100\n image=\"units/human-aragwaithi/silver-shield.png\"\n sound=horse-canter.wav\n [/frame]\n [frame]\n begin=-100\n end=100\n image=\"units/human-aragwaithi/silver-shield-moving.png\"\n sound=spear-miss.ogg\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n hits=yes\n direction=ne,nw\n [frame]\n begin=-200\n end=-100\n image=\"units/human-aragwaithi/silver-shield.png\"\n sound=horse-canter.wav\n [/frame]\n [frame]\n begin=-100\n end=100\n image=\"units/human-aragwaithi/silver-shield-moving.png\"\n sound=spear.ogg\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n hits=no\n direction=ne,nw\n [frame]\n begin=-200\n end=-100\n image=\"units/human-aragwaithi/silver-shield.png\"\n sound=horse-canter.wav\n [/frame]\n [frame]\n begin=-100\n end=100\n image=\"units/human-aragwaithi/silver-shield-moving.png\"\n sound=spear-miss.ogg\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n hits=yes\n direction=s\n [frame]\n begin=-200\n end=-100\n image=\"units/human-aragwaithi/silver-shield.png\"\n sound=horse-canter.wav\n [/frame]\n [frame]\n begin=-100\n end=100\n image=\"units/human-aragwaithi/silver-shield-moving.png\"\n sound=spear.ogg\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n hits=no\n direction=s\n [frame]\n begin=-200\n end=-100\n image=\"units/human-aragwaithi/silver-shield.png\"\n sound=horse-canter.wav\n [/frame]\n [frame]\n begin=-100\n end=100\n image=\"units/human-aragwaithi/silver-shield-moving.png\"\n sound=spear-miss.ogg\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n hits=yes\n direction=se,sw\n [frame]\n begin=-200\n end=-100\n image=\"units/human-aragwaithi/silver-shield.png\"\n sound=horse-canter.wav\n [/frame]\n [frame]\n begin=-100\n end=100\n image=\"units/human-aragwaithi/silver-shield-moving.png\"\n sound=spear.ogg\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n hits=no\n direction=se,sw\n [frame]\n begin=-200\n end=-100\n image=\"units/human-aragwaithi/silver-shield.png\"\n sound=horse-canter.wav\n [/frame]\n [frame]\n begin=-100\n end=100\n image=\"units/human-aragwaithi/silver-shield-moving.png\"\n sound=spear-miss.ogg\n [/frame]\n [/attack_anim]\n [female]\n name= _ \"female^Silver Shield\"\n image=\"units/human-aragwaithi/silver-shield-female.png\"\n gender=female\n {DEFENSE_ANIM \"units/human-aragwaithi/silver-shield-defend-female.png\" \"units/human-aragwaithi/silver-shield-female.png\" {SOUND_LIST:HORSE_HIT}}\n die_sound=horse-die.ogg\n [death]\n [frame]\n image=\"units/human-aragwaithi/silver-shield-female.png\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/silver-shield-female.png\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/silver-shield-female.png\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/silver-shield-female.png\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/silver-shield-female.png\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/silver-shield-female.png\"\n [/frame]\n [/death]\n [movement_anim]\n [frame]\n image=\"units/human-aragwaithi/silver-shield-moving-female.png\"\n [/frame]\n [/movement_anim]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n hits=yes\n direction=n\n [frame]\n image=\"units/human-aragwaithi/silver-shield-female.png\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/silver-shield-moving-female.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n hits=no\n direction=n\n [frame]\n image=\"units/human-aragwaithi/silver-shield-female.png\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/silver-shield-moving-female.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n hits=yes\n direction=ne,nw\n [frame]\n image=\"units/human-aragwaithi/silver-shield-female.png\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/silver-shield-moving-female.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n hits=no\n direction=ne,nw\n [frame]\n image=\"units/human-aragwaithi/silver-shield-female.png\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/silver-shield-moving-female.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n hits=yes\n direction=s\n [frame]\n image=\"units/human-aragwaithi/silver-shield-female.png\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/silver-shield-moving-female.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n hits=no\n direction=s\n [frame]\n image=\"units/human-aragwaithi/silver-shield-female.png\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/silver-shield-moving-female.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n hits=yes\n direction=se,sw\n [frame]\n image=\"units/human-aragwaithi/silver-shield-female.png\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/silver-shield-moving-female.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n hits=no\n direction=se,sw\n [frame]\n image=\"units/human-aragwaithi/silver-shield-female.png\"\n [/frame]\n [frame]\n image=\"units/human-aragwaithi/silver-shield-moving-female.png\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Aragwaith Slayer\n name= _ \"Slayer\"\n race=aragwaith\n image=\"units/human-aragwaithi/slayer.png\"\n hitpoints=53\n movement_type=aragwaithfoot\n movement=6\n experience=150\n level=3\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=62\n usage=mixed fighter\n description= _ \"While improving only marginally on the power of their bow, the Slayer abandons the blade in favor of training with a glaive, improving his skills in hand-to-hand combat. He is not as rugged as others of comparable skill, but far deadlier.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM_FILTERED \"units/human-aragwaithi/slayer-defend.png\" \"units/human-aragwaithi/slayer.png\" {SOUND_LIST:HUMAN_HIT} (range=melee)}\n {DEFENSE_ANIM_FILTERED \"units/human-aragwaithi/slayer-bow.png\" \"units/human-aragwaithi/slayer-bow.png\" {SOUND_LIST:HUMAN_HIT} (range=ranged)}\n {STANDING_ANIM_DIRECTIONAL \"units/human-aragwaithi/slayer.png\" \"units/human-aragwaithi/slayer-n.png\"}\n [attack]\n name=glaive\n description= _ \"glaive\"\n type=blade\n range=melee\n damage=11\n number=4\n [/attack]\n [attack]\n name=bow\n description={I18N:ATTACK_BOW}\n icon=attacks/bow-elven.png\n type=pierce\n range=ranged\n damage=9\n number=4\n [/attack]\n [attack_anim]\n [filter_attack]\n name=glaive\n [/filter_attack]\n direction=s\n start_time=-400\n [frame]\n duration=100\n image=\"units/human-aragwaithi/slayer-attack1.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/human-aragwaithi/slayer-attack2.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=200\n image=\"units/human-aragwaithi/slayer-attack3a.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n image=\"units/human-aragwaithi/slayer-attack3a.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/slayer-attack2.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=glaive\n [/filter_attack]\n direction=s\n start_time=-400\n [frame]\n duration=100\n image=\"units/human-aragwaithi/slayer-attack1.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/human-aragwaithi/slayer-attack2.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=200\n image=\"units/human-aragwaithi/slayer-attack3b.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n image=\"units/human-aragwaithi/slayer-attack3b.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/slayer-attack2.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=glaive\n [/filter_attack]\n direction=se,sw\n start_time=-400\n [frame]\n duration=100\n image=\"units/human-aragwaithi/slayer-attack1.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/human-aragwaithi/slayer-attack2.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=200\n image=\"units/human-aragwaithi/slayer-defend-attack6.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n image=\"units/human-aragwaithi/slayer-defend-attack6.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/slayer-attack2.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=glaive\n [/filter_attack]\n direction=n\n start_time=-400\n [frame]\n duration=300\n image=\"units/human-aragwaithi/slayer-attack4a.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=300\n image=\"units/human-aragwaithi/slayer-attack4a.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=300\n image=\"units/human-aragwaithi/slayer-attack4a.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=glaive\n [/filter_attack]\n direction=n\n start_time=-400\n [frame]\n duration=300\n image=\"units/human-aragwaithi/slayer-attack4b.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=300\n image=\"units/human-aragwaithi/slayer-attack4b.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=300\n image=\"units/human-aragwaithi/slayer-attack4b.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=glaive\n [/filter_attack]\n direction=ne,nw\n start_time=-400\n [frame]\n duration=300\n image=\"units/human-aragwaithi/slayer-attack4a.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=200\n image=\"units/human-aragwaithi/slayer-attack5a.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n image=\"units/human-aragwaithi/slayer-attack5a.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/slayer-attack4a.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=glaive\n [/filter_attack]\n direction=ne,nw\n start_time=-400\n [frame]\n duration=300\n image=\"units/human-aragwaithi/slayer-attack4a.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=200\n image=\"units/human-aragwaithi/slayer-attack5b.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n image=\"units/human-aragwaithi/slayer-attack5b.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/slayer-attack4a.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=bow\n [/filter_attack]\n direction=ne,nw\n [missile_frame]\n begin=-100\n end=0\n image=\"projectiles/missile-n.png\"\n image_diagonal=\"projectiles/missile-ne.png\"\n [/missile_frame]\n [frame]\n begin=-575\n end=-525\n image=\"units/human-aragwaithi/slayer-bow.png\"\n [/frame]\n [frame]\n begin=-525\n end=-450\n image=\"units/human-aragwaithi/slayer-attack1-ranged+defend-e.png\"\n [/frame]\n [frame]\n begin=-450\n end=-300\n image=\"units/human-aragwaithi/slayer-attack1-ranged+defend-e.png\"\n [/frame]\n [frame]\n begin=-300\n end=-150\n image=\"units/human-aragwaithi/slayer-attack2-ranged-e.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-150\n end=0\n image=\"units/human-aragwaithi/slayer-attack3-ranged-e.png\"\n sound=bow.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-150\n end=0\n image=\"units/human-aragwaithi/slayer-attack3-ranged-e.png\"\n sound=bow-miss.ogg\n [/frame]\n [/else]\n [frame]\n begin=0\n end=100\n image=\"units/human-aragwaithi/slayer-attack4-ranged-e.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=bow\n [/filter_attack]\n direction=n\n [missile_frame]\n begin=-100\n end=0\n image=\"projectiles/missile-n.png\"\n image_diagonal=\"projectiles/missile-ne.png\"\n [/missile_frame]\n [frame]\n begin=-575\n end=-525\n image=\"units/human-aragwaithi/slayer-bow.png\"\n [/frame]\n [frame]\n begin=-525\n end=-450\n image=\"units/human-aragwaithi/slayer-attack1+4-ranged-n.png\"\n [/frame]\n [frame]\n begin=-450\n end=-300\n image=\"units/human-aragwaithi/slayer-attack1+4-ranged-n.png\"\n [/frame]\n [frame]\n begin=-300\n end=-150\n image=\"units/human-aragwaithi/slayer-attack2-ranged-n.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-150\n end=0\n image=\"units/human-aragwaithi/slayer-attack3-ranged-n.png\"\n sound=bow.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-150\n end=0\n image=\"units/human-aragwaithi/slayer-attack3-ranged-n.png\"\n sound=bow-miss.ogg\n [/frame]\n [/else]\n [frame]\n begin=0\n end=100\n image=\"units/human-aragwaithi/slayer-attack1+4-ranged-n.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=bow\n [/filter_attack]\n direction=s,se,sw\n [missile_frame]\n begin=-100\n end=0\n image=\"projectiles/missile-n.png\"\n image_diagonal=\"projectiles/missile-ne.png\"\n [/missile_frame]\n [frame]\n begin=-575\n end=-525\n image=\"units/human-aragwaithi/slayer-bow.png\"\n [/frame]\n [frame]\n begin=-525\n end=-450\n image=\"units/human-aragwaithi/slayer-attack1-ranged-s.png\"\n [/frame]\n [frame]\n begin=-450\n end=-300\n image=\"units/human-aragwaithi/slayer-attack1-ranged-s.png\"\n [/frame]\n [frame]\n begin=-300\n end=-150\n image=\"units/human-aragwaithi/slayer-attack2-ranged-s.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-150\n end=0\n image=\"units/human-aragwaithi/slayer-attack3-ranged-s.png\"\n sound=bow.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-150\n end=0\n image=\"units/human-aragwaithi/slayer-attack3-ranged-s.png\"\n sound=bow-miss.ogg\n [/frame]\n [/else]\n [frame]\n begin=0\n end=100\n image=\"units/human-aragwaithi/slayer-attack4-ranged-s.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Aragwaith Sorceress\n name= _ \"female^Sorceress\"\n race=aragwaith\n gender=female\n image=\"units/human-aragwaithi/sorceress.png\"\n hitpoints=40\n movement_type=aragwaithfoot\n movement=6\n experience=150\n level=3\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=68\n usage=healer\n description= _ \"The mighty Aragwaith Sorceresses are agile like the wind. They can confound their opponents by standing in front of them seemingly defenseless; once the attacker hits, they realize their victim is actually behind them, ready to land her own killing blow. Because of their vast and intimate knowledge of both defensive and offensive magic, even the higher ranks of the Aragwaithi regard these women with great respect and caution.\"\n [abilities]\n {ABILITY_CURES}\n {ABILITY_TELEPORT}\n [/abilities]\n [healing_anim]\n start_time=-275\n [frame]\n duration=55\n image=\"units/human-aragwaithi/sorceress-heal.png\"\n [/frame]\n [frame]\n duration=55\n image=\"units/human-aragwaithi/sorceress-heal.png\"\n halo=\"halo/wizard+female-heal-halo-1.png\"\n [/frame]\n [frame]\n duration=55\n image=\"units/human-aragwaithi/sorceress-heal.png\"\n halo=\"halo/wizard+female-heal-halo-2.png\"\n [/frame]\n [frame]\n duration=55\n image=\"units/human-aragwaithi/sorceress-heal.png\"\n halo=\"halo/wizard+female-heal-halo-3.png\"\n [/frame]\n [frame]\n duration=55\n image=\"units/human-aragwaithi/sorceress-heal.png\"\n halo=\"halo/wizard+female-heal-halo-4.png\"\n [/frame]\n [frame]\n duration=55\n image=\"units/human-aragwaithi/sorceress-heal.png\"\n halo=\"halo/wizard+female-heal-halo-5.png\"\n [/frame]\n [frame]\n duration=55\n image=\"units/human-aragwaithi/sorceress-heal.png\"\n halo=\"halo/wizard+female-heal-halo-6.png\"\n [/frame]\n [frame]\n duration=55\n image=\"units/human-aragwaithi/sorceress-heal.png\"\n halo=\"halo/wizard+female-heal-halo-7.png\"\n [/frame]\n [frame]\n duration=55\n image=\"units/human-aragwaithi/sorceress-heal.png\"\n halo=\"halo/wizard+female-heal-halo-8.png\"\n [/frame]\n [frame]\n duration=55\n image=\"units/human-aragwaithi/sorceress-heal.png\"\n halo=\"halo/wizard+female-heal-halo-9.png\"\n [/frame]\n [frame]\n duration=55\n image=\"units/human-aragwaithi/sorceress-heal.png\"\n [/frame]\n [/healing_anim]\n {DEFENSE_ANIM \"units/human-aragwaithi/sorceress-defend-1.png\" \"units/human-aragwaithi/sorceress-defend-2.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n [attack]\n name=staff\n description={I18N:ATTACK_STAFF}\n icon=attacks/staff-magic.png\n type=impact\n range=melee\n damage=13\n number=2\n [/attack]\n [attack]\n name=fireball\n description={I18N:ATTACK_FIREBALL}\n icon=attacks/fireball.png\n type=fire\n range=ranged\n damage=15\n number=3\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=staff\n [/filter_attack]\n\n start_time=-200\n [frame]\n image=\"units/human-aragwaithi/sorceress.png:400\"\n [/frame]\n\n {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fireball\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY 0 0}\n [frame]\n begin=-240\n end=-180\n image=\"units/human-aragwaithi/sorceress.png\"\n [/frame]\n [frame]\n begin=-180\n end=-120\n image=\"units/human-aragwaithi/sorceress.png\"\n sound=fire.wav\n [/frame]\n [frame]\n begin=-120\n end=60\n image=\"units/human-aragwaithi/sorceress.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Aragwaith Spearman\n name= _ \"Spearman\"\n race=aragwaith\n image=\"units/human-aragwaithi/spearman.png\"\n hitpoints=34\n movement_type=aragwaithfoot\n movement=5\n experience=43\n level=1\n alignment=neutral\n advances_to=Aragwaith Pikeman,Aragwaith Flagbearer\n cost=15\n usage=fighter\n description= _ \"The less dextrous and stronger Aragwaith take up the spear. Useful in hunting, this weapon is also deadly on the battlefield. Many impetuous knights have found themselves or their mounts impaled on the point of an Aragwaithi spear.\"\n\n {DEFENSE_ANIM \"units/human-aragwaithi/spearman-defend.png\" \"units/human-aragwaithi/spearman.png\" {SOUND_LIST:HUMAN_HIT} }\n {DEFENSE_ANIM \"units/human-aragwaithi/spearman-defend-alt.png\" \"units/human-aragwaithi/spearman.png\" {SOUND_LIST:HUMAN_HIT} }\n\n die_sound={SOUND_LIST:HUMAN_DIE}\n [standing_anim]\n direction=n,ne,nw\n start_time=0\n [frame]\n duration=100\n image=\"units/human-aragwaithi/spearman-n.png\"\n [/frame]\n [/standing_anim]\n [standing_anim]\n direction=se,sw,s\n start_time=0\n [frame]\n duration=100\n image=\"units/human-aragwaithi/spearman.png\"\n [/frame]\n [/standing_anim]\n [movement_anim]\n direction=s,se,sw\n start_time=0\n [frame]\n duration=100\n image=\"units/human-aragwaithi/spearman-moving.png\"\n [/frame]\n [/movement_anim]\n [idle_anim]\n start_time=0\n {STANDARD_IDLE_FILTER}\n [frame]\n duration=1000\n image=\"units/human-aragwaithi/spearman-idle.png\"\n [/frame]\n [/idle_anim]\n [resistance]\n pierce=90\n [/resistance]\n [death]\n start_time=0\n [frame]\n duration=200\n image=\"units/human-aragwaithi/spearman-die-1.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/human-aragwaithi/spearman-die-2.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/human-aragwaithi/spearman-die-3.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/human-aragwaithi/spearman-die-4.png\"\n [/frame]\n [/death]\n [attack]\n name=spear\n description={I18N:ATTACK_SPEAR}\n type=pierce\n range=melee\n damage=12\n number=2\n [specials]\n {WEAPON_SPECIAL_FIRSTSTRIKE}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n direction=s\n [frame]\n begin=-200\n end=-150\n image=\"units/human-aragwaithi/spearman.png\"\n [/frame]\n [frame]\n begin=-150\n end=-50\n image=\"units/human-aragwaithi/spearman-attack-s-1.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-50\n end=100\n image=\"units/human-aragwaithi/spearman-attack-s-2.png\"\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-50\n end=100\n image=\"units/human-aragwaithi/spearman-attack-s-2.png\"\n sound=spear-miss.ogg\n [/frame]\n [/else]\n [frame]\n begin=100\n end=150\n image=\"units/human-aragwaithi/spearman-attack-s-1.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n direction=n\n [frame]\n begin=-200\n end=-150\n image=\"units/human-aragwaithi/spearman-n.png\"\n [/frame]\n [frame]\n begin=-150\n end=-50\n image=\"units/human-aragwaithi/spearman-attack-n-1.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-50\n end=100\n image=\"units/human-aragwaithi/spearman-attack-n-2.png\"\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-50\n end=100\n image=\"units/human-aragwaithi/spearman-attack-n-2.png\"\n sound=spear-miss.ogg\n [/frame]\n [/else]\n [frame]\n begin=100\n end=150\n image=\"units/human-aragwaithi/spearman-attack-n-1.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n direction=ne,nw\n [frame]\n begin=-200\n end=-100\n image=\"units/human-aragwaithi/spearman.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n image=\"units/human-aragwaithi/spearman-attack-ne.png\"\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/human-aragwaithi/spearman-attack-ne.png\"\n sound=spear-miss.ogg\n [/frame]\n [/else]\n [frame]\n begin=100\n end=150\n image=\"units/human-aragwaithi/spearman.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n direction=se,sw\n [frame]\n begin=-200\n end=-100\n image=\"units/human-aragwaithi/spearman-moving.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n image=\"units/human-aragwaithi/spearman-attack-se-2a.png\"\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/human-aragwaithi/spearman-attack-se-2a.png\"\n sound=spear-miss.ogg\n [/frame]\n [/else]\n [frame]\n begin=100\n end=150\n image=\"units/human-aragwaithi/spearman.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n direction=se,sw\n [frame]\n begin=-200\n end=-100\n image=\"units/human-aragwaithi/spearman-attack-se-1.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=100\n image=\"units/human-aragwaithi/spearman-attack-se-2.png\"\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=100\n image=\"units/human-aragwaithi/spearman-attack-se-2.png\"\n sound=spear-miss.ogg\n [/frame]\n [/else]\n [frame]\n begin=100\n end=150\n image=\"units/human-aragwaithi/spearman.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Aragwaith Strongbow\n name= _ \"Strongbow\"\n race=aragwaith\n image=\"units/human-aragwaithi/strongbow.png\"\n hitpoints=38\n movement_type=aragwaithfoot\n movement=6\n experience=85\n level=2\n alignment=neutral\n advances_to=Aragwaith Greatbow,Aragwaith Slayer\n cost=38\n usage=archer\n description= _ \"By wielding a stronger bow and training almost constantly, the Aragwaith Strongbow fires a far deadlier shot than the average archer. Their dirks are longer than the daggers used by the typical archer, and they wield them far more effectively.\"\n {STANDING_ANIM_DIRECTIONAL \"units/human-aragwaithi/strongbow.png\" \"units/human-aragwaithi/strongbow-n.png\"}\n {DEFENSE_ANIM \"units/human-aragwaithi/strongbow-defend-1.png\" \"units/human-aragwaithi/strongbow-bow.png\" {SOUND_LIST:HUMAN_HIT}}\n die_sound={SOUND_LIST:HUMAN_DIE}\n [death]\n start_time=0\n [frame]\n duration=150\n image=\"units/human-aragwaithi/strongbow-die-1.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/strongbow-die-2.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/strongbow-die-3.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/strongbow-die-4.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/strongbow-die-5.png\"\n [/frame]\n [frame]\n duration=150\n image=\"units/human-aragwaithi/strongbow-die-6.png\"\n [/frame]\n [/death]\n [attack]\n name=short sword\n description={I18N:ATTACK_SHORT_SWORD}\n icon=attacks/sword-human-short.png\n type=blade\n range=melee\n damage=7\n number=3\n [/attack]\n [attack]\n name=bow\n description={I18N:ATTACK_BOW}\n icon=attacks/bow-elven.png\n type=pierce\n range=ranged\n damage=9\n number=4\n [/attack]\n [attack_anim]\n [filter_attack]\n name=short sword\n [/filter_attack]\n [frame]\n begin=-200\n end=-100\n image=\"units/human-aragwaithi/strongbow-sword-1-5.png\"\n [/frame]\n [if]\n hits=no\n [frame]\n begin=-100\n end=0\n image=\"units/human-aragwaithi/strongbow-sword-2.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n begin=-100\n end=0\n image=\"units/human-aragwaithi/strongbow-sword-2.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/else]\n [frame]\n begin=0\n end=100\n image=\"units/human-aragwaithi/strongbow-sword-3.png\"\n [/frame]\n [frame]\n begin=100\n end=150\n image=\"units/human-aragwaithi/strongbow-sword-4.png\"\n [/frame]\n [frame]\n begin=150\n end=225\n image=\"units/human-aragwaithi/strongbow-sword-1-5.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=bow\n [/filter_attack]\n direction=se,sw,s\n [missile_frame]\n begin=-150\n end=0\n image=\"projectiles/missile-n.png\"\n image_diagonal=\"projectiles/missile-ne.png\"\n [/missile_frame]\n [frame]\n begin=-575\n end=-525\n image=\"units/human-aragwaithi/strongbow-1.png\"\n [/frame]\n [frame]\n begin=-525\n end=-450\n image=\"units/human-aragwaithi/strongbow-2.png\"\n [/frame]\n [frame]\n begin=-450\n end=-375\n image=\"units/human-aragwaithi/strongbow-3.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-375\n end=-300\n image=\"units/human-aragwaithi/strongbow-4.png\"\n sound=bow.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-375\n end=-300\n image=\"units/human-aragwaithi/strongbow-4.png\"\n sound=bow-miss.ogg\n [/frame]\n [/else]\n [frame]\n begin=-300\n end=-200\n image=\"units/human-aragwaithi/strongbow-2.png\"\n [/frame]\n [frame]\n begin=-200\n end=-100\n image=\"units/human-aragwaithi/strongbow-1.png\"\n [/frame]\n [frame]\n begin=-100\n end=100\n image=\"units/human-aragwaithi/strongbow-bow.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=bow\n [/filter_attack]\n direction=ne,nw,n\n [missile_frame]\n begin=-150\n end=0\n image=\"projectiles/missile-n.png\"\n image_diagonal=\"projectiles/missile-ne.png\"\n [/missile_frame]\n [frame]\n begin=-575\n end=-525\n image=\"units/human-aragwaithi/strongbow-n.png\"\n [/frame]\n [frame]\n begin=-525\n end=-450\n image=\"units/human-aragwaithi/strongbow-n-1.png\"\n [/frame]\n [frame]\n begin=-450\n end=-375\n image=\"units/human-aragwaithi/strongbow-n-2.png\"\n [/frame]\n [frame]\n begin=-375\n end=-300\n image=\"units/human-aragwaithi/strongbow-n-3.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-300\n end=-225\n image=\"units/human-aragwaithi/strongbow-n-4.png\"\n sound=bow.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-300\n end=-225\n image=\"units/human-aragwaithi/strongbow-n-4.png\"\n sound=bow-miss.ogg\n [/frame]\n [/else]\n [frame]\n begin=-225\n end=-150\n image=\"units/human-aragwaithi/strongbow-n-5.png\"\n [/frame]\n [frame]\n begin=-150\n end=0\n image=\"units/human-aragwaithi/strongbow-n-1.png\"\n [/frame]\n [frame]\n begin=0\n end=100\n image=\"units/human-aragwaithi/strongbow-n.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Aragwaith Swordsman\n name= _ \"Swordsman\"\n race=aragwaith\n image=\"units/human-aragwaithi/swordman.png\"\n hitpoints=32\n movement_type=aragwaithfoot\n movement=5\n experience=39\n level=1\n alignment=neutral\n advances_to=Aragwaith Guard,Aragwaith Longswordsman\n cost=14\n usage=fighter\n description= _ \"While the Aragwaithi are slight of body, they are also fast and nimble. These abilities, coupled with the intensive training given to the Aragwaith military, make for superb swordsmen. Swordsmen are clad in light chain mail \u2014 the better to resist the blades of their enemies.\"\n {STANDING_ANIM_DIRECTIONAL \"units/human-aragwaithi/swordman.png\" \"units/human-aragwaithi/swordman-n.png\"}\n [defend]\n start_time=-150\n [frame]\n duration=1\n image=\"units/human-aragwaithi/swordman.png\"\n [/frame]\n [frame]\n duration=149\n image=\"units/human-aragwaithi/swordman-defend-1.png\"\n [/frame]\n [if]\n hits=hit\n [frame]\n duration=1\n image=\"units/human-aragwaithi/swordman-defend-1.png\"\n sound={SOUND_LIST:HUMAN_HIT}\n [/frame]\n [/if]\n [else]\n hits=miss,kill\n [frame]\n duration=1\n image=\"units/human-aragwaithi/swordman-defend-1.png\"\n [/frame]\n [/else]\n [/defend]\n die_sound={SOUND_LIST:HUMAN_DIE}\n [attack]\n name=sword\n description={I18N:ATTACK_SWORD}\n icon=attacks/sword-human.png\n type=blade\n range=melee\n damage=6\n number=4\n [/attack]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n [frame]\n begin=-150\n end=-50\n image=\"units/human-aragwaithi/swordman-attack-1.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-50\n end=0\n image=\"units/human-aragwaithi/swordman-attack-2.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-50\n end=0\n image=\"units/human-aragwaithi/swordman-attack-2.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=0\n end=125\n image=\"units/human-aragwaithi/swordman-attack-2.png\"\n [/frame]\n [frame]\n begin=125\n end=200\n image=\"units/human-aragwaithi/swordman.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Aragwaith Swordsmaster\n name= _ \"Swordsmaster\"\n race=aragwaith\n image=\"units/human-aragwaithi/swordmaster.png\"\n hitpoints=52\n movement_type=aragwaithfoot\n movement=6\n experience=150\n level=3\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=43\n usage=fighter\n # wmllint: local spelling Swordsmasters\n description= _ \"Aragwaith Swordsmasters have endured years of rigorous military training, and survived countless ferocious battles. Their swordplay prowess is regarded with awe even by those few foes who have witnessed it and lived to tell the tale. Upon attaining the rank and the reputation that comes with it, they take up responsibility for teaching the young, passing the martial traditions of the Aragwaithi onto future generations.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n [resistance]\n blade=90\n [/resistance]\n [death]\n start_time=0\n [frame]\n duration=200\n image=\"units/human-aragwaithi/swordmaster.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/human-aragwaithi/swordmaster.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/human-aragwaithi/swordmaster.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/human-aragwaithi/swordmaster.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/human-aragwaithi/swordmaster.png\"\n [/frame]\n [/death]\n [defend]\n start_time=-200\n [frame]\n duration=100\n image=\"units/human-aragwaithi/swordmaster-attack-1.png\"\n [/frame]\n [if]\n hits=hit\n [frame]\n duration=100\n image=\"units/human-aragwaithi/swordmaster-defend-1.png\"\n sound={SOUND_LIST:HUMAN_HIT}\n [/frame]\n [/if]\n [else]\n hits=miss,kill\n [frame]\n duration=100\n image=\"units/human-aragwaithi/swordmaster-defend-1.png\"\n [/frame]\n [/else]\n [frame]\n duration=50\n image=\"units/human-aragwaithi/swordmaster-attack-1.png\"\n [/frame]\n [/defend]\n [attack]\n name=long-sword\n description={I18N:ATTACK_LONGSWORD}\n icon=attacks/sword-human.png\n type=blade\n range=melee\n damage=10\n number=5\n [specials]\n {WEAPON_SPECIAL_MARKSMAN}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=long-sword\n [/filter_attack]\n direction=s,sw,se\n start_time=-300\n [frame]\n duration=100\n image=\"units/human-aragwaithi/swordmaster-attack-1.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/swordmaster-attack-2.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/human-aragwaithi/swordmaster-attack-3.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/human-aragwaithi/swordmaster-attack-4.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/swordmaster.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=long-sword\n [/filter_attack]\n direction=ne,n,nw\n [frame]\n duration=100\n image=\"units/human-aragwaithi/swordmaster.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/human-aragwaithi/swordmaster.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/human-aragwaithi/swordmaster.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/human-aragwaithi/swordmaster.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/swordmaster.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/swordmaster.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n# Great sprites, only a shame the standing animation doesn't fit.\n[unit_type]\n id=Aragwaith Witch\n name= _ \"female^Witch\"\n race=aragwaith\n gender=female\n image=\"units/human-aragwaithi/witch+female.png\"\n hitpoints=22\n movement_type=aragwaithfoot\n movement=5\n experience=54\n level=1\n alignment=neutral\n advances_to=Aragwaith Wizard\n cost=22\n usage=healer\n [abilities]\n {ABILITY_HEALS}\n [/abilities]\n [healing_anim]\n start_time=-275\n [frame]\n duration=55\n image=\"units/human-aragwaithi/witch+female-heal.png\"\n [/frame]\n [frame]\n duration=55\n image=\"units/human-aragwaithi/witch+female-heal.png\"\n halo=\"halo/wizard+female-heal-halo-1.png\"\n [/frame]\n [frame]\n duration=55\n image=\"units/human-aragwaithi/witch+female-heal.png\"\n halo=\"halo/wizard+female-heal-halo-2.png\"\n [/frame]\n [frame]\n duration=55\n image=\"units/human-aragwaithi/witch+female-heal.png\"\n halo=\"halo/wizard+female-heal-halo-3.png\"\n [/frame]\n [frame]\n duration=55\n image=\"units/human-aragwaithi/witch+female-heal.png\"\n halo=\"halo/wizard+female-heal-halo-4.png\"\n [/frame]\n [frame]\n duration=55\n image=\"units/human-aragwaithi/witch+female-heal.png\"\n halo=\"halo/wizard+female-heal-halo-5.png\"\n [/frame]\n [frame]\n duration=55\n image=\"units/human-aragwaithi/witch+female-heal.png\"\n halo=\"halo/wizard+female-heal-halo-6.png\"\n [/frame]\n [frame]\n duration=55\n image=\"units/human-aragwaithi/witch+female-heal.png\"\n halo=\"halo/wizard+female-heal-halo-7.png\"\n [/frame]\n [frame]\n duration=55\n image=\"units/human-aragwaithi/witch+female-heal.png\"\n halo=\"halo/wizard+female-heal-halo-8.png\"\n [/frame]\n [frame]\n duration=55\n image=\"units/human-aragwaithi/witch+female-heal.png\"\n halo=\"halo/wizard+female-heal-halo-9.png\"\n [/frame]\n [frame]\n duration=55\n image=\"units/human-aragwaithi/witch+female-heal.png\"\n [/frame]\n [/healing_anim]\n description= _ \"The increasingly rare magically-gifted noblewomen of the Aragwaithi function as the lorekeepers of their unique civilization, possessing vast knowledge about the history of Irdya and the many trials faced by their ancestors. But the path to reach their status and earn the Grand Council\u2019s trust and respect is arduous, and much of their lives is spent training in the marches, far away from their kin. In those parts, the ability to create and control flames is highly versatile, as well as the mastery of the arts of healing.\"\n\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n [defend]\n start_time=-150\n [frame]\n duration=1\n image=\"units/human-aragwaithi/witch+female.png\"\n [/frame]\n [frame]\n duration=49\n image=\"units/human-aragwaithi/witch+female-defend-1.png\"\n [/frame]\n [frame]\n duration=50\n image=\"units/human-aragwaithi/witch+female-defend-2.png\"\n [/frame]\n [if]\n hits=hit\n [frame]\n duration=100\n image=\"units/human-aragwaithi/witch+female-defend-3.png\"\n sound={SOUND_LIST:HUMAN_FEMALE_HIT}\n [/frame]\n [/if]\n [else]\n hits=miss,kill\n [frame]\n duration=100\n image=\"units/human-aragwaithi/witch+female-defend-3.png\"\n [/frame]\n [/else]\n [frame]\n duration=1\n image=\"units/human-aragwaithi/witch+female.png\"\n [/frame]\n [/defend]\n\n [idle_anim]\n start_time=0\n {STANDARD_IDLE_FILTER}\n [frame]\n duration=1000\n image=\"units/human-aragwaithi/witch+female-idle.png\"\n [/frame]\n [/idle_anim]\n\n [attack]\n name=kick\n description= _ \"kick\"\n icon=attacks/fist-human.png\n type=impact\n range=melee\n damage=7\n number=1\n [/attack]\n [attack]\n name=fireball\n description={I18N:ATTACK_FIREBALL}\n icon=attacks/fireball.png\n type=fire\n range=ranged\n damage=7\n number=3\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=kick\n [/filter_attack]\n [frame]\n begin=-250\n end=-200\n image=\"units/human-aragwaithi/witch+female-attack-1.png\"\n [/frame]\n [frame]\n begin=-200\n end=-150\n image=\"units/human-aragwaithi/witch+female-attack-2.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-150\n end=0\n image=\"units/human-aragwaithi/witch+female-attack-3.png\"\n sound=fist.ogg\n [/frame]\n [/if]\n [else]\n [frame]\n begin=-150\n end=0\n image=\"units/human-aragwaithi/witch+female-attack-3.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=0\n end=50\n image=\"units/human-aragwaithi/witch+female-attack-4.png\"\n [/frame]\n [frame]\n begin=50\n end=100\n image=\"units/human-aragwaithi/witch+female-attack-5.png\"\n [/frame]\n [frame]\n begin=100\n end=150\n image=\"units/human-aragwaithi/witch+female-attack-6.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fireball\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY 0 0}\n [frame]\n begin=-240\n end=0\n image=\"units/human-aragwaithi/witch+female-ranged.png\"\n sound=fire.wav\n [/frame]\n [frame]\n begin=0\n end=60\n image=\"units/human-aragwaithi/witch+female.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Aragwaith Wizard\n name= _ \"female^Wizard\"\n race=aragwaith\n gender=female\n image=\"units/human-aragwaithi/wizard.png\"\n hitpoints=31\n movement_type=aragwaithfoot\n movement=5\n experience=132\n level=2\n alignment=neutral\n advances_to=Aragwaith Sorceress\n cost=43\n usage=healer\n [abilities]\n {ABILITY_CURES}\n [/abilities]\n description=\"\" # wmllint: ignore\n [idle_anim]\n start_time=0\n {STANDARD_IDLE_FILTER}\n [frame]\n duration=100\n image=\"units/human-aragwaithi/wizard-idle-1.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/wizard-idle-2.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/wizard-idle-3.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/wizard-idle-2.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/wizard-idle-3.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/human-aragwaithi/wizard-idle-1.png\"\n [/frame]\n [/idle_anim]\n [healing_anim]\n start_time=-275\n [frame]\n duration=55\n image=\"units/human-aragwaithi/wizard-heal.png\"\n [/frame]\n [frame]\n duration=55\n image=\"units/human-aragwaithi/wizard-heal.png\"\n halo=\"halo/wizard+female-heal-halo-1.png\"\n [/frame]\n [frame]\n duration=55\n image=\"units/human-aragwaithi/wizard-heal.png\"\n halo=\"halo/wizard+female-heal-halo-2.png\"\n [/frame]\n [frame]\n duration=55\n image=\"units/human-aragwaithi/wizard-heal.png\"\n halo=\"halo/wizard+female-heal-halo-3.png\"\n [/frame]\n [frame]\n duration=55\n image=\"units/human-aragwaithi/wizard-heal.png\"\n halo=\"halo/wizard+female-heal-halo-4.png\"\n [/frame]\n [frame]\n duration=55\n image=\"units/human-aragwaithi/wizard-heal.png\"\n halo=\"halo/wizard+female-heal-halo-5.png\"\n [/frame]\n [frame]\n duration=55\n image=\"units/human-aragwaithi/wizard-heal.png\"\n halo=\"halo/wizard+female-heal-halo-6.png\"\n [/frame]\n [frame]\n duration=55\n image=\"units/human-aragwaithi/wizard-heal.png\"\n halo=\"halo/wizard+female-heal-halo-7.png\"\n [/frame]\n [frame]\n duration=55\n image=\"units/human-aragwaithi/wizard-heal.png\"\n halo=\"halo/wizard+female-heal-halo-8.png\"\n [/frame]\n [frame]\n duration=55\n image=\"units/human-aragwaithi/wizard-heal.png\"\n halo=\"halo/wizard+female-heal-halo-9.png\"\n [/frame]\n [frame]\n duration=55\n image=\"units/human-aragwaithi/wizard-heal.png\"\n [/frame]\n [/healing_anim]\n {DEFENSE_ANIM \"units/human-aragwaithi/wizard-defend-1.png\" \"units/human-aragwaithi/wizard.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n [attack]\n name=staff\n description={I18N:ATTACK_STAFF}\n icon=attacks/staff-magic.png\n type=impact\n range=melee\n damage=7\n number=2\n [/attack]\n [attack]\n name=fireball\n description={I18N:ATTACK_FIREBALL}\n icon=attacks/fireball.png\n type=fire\n range=ranged\n damage=10\n number=3\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=staff\n [/filter_attack]\n\n start_time=-200\n [frame]\n image=\"units/human-aragwaithi/wizard-attack-[1~3].png:[50,150,150]\"\n [/frame]\n\n {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fireball\n [/filter_attack]\n {MISSILE_FRAME_FIREBALL_XY 0 0}\n start_time=-250\n [frame]\n duration=50\n image=\"units/human-aragwaithi/wizard-ranged.png\"\n [/frame]\n [frame]\n duration=250\n image=\"units/human-aragwaithi/wizard-ranged.png\"\n sound=fire.wav\n [/frame]\n [frame]\n duaration=50\n image=\"units/human-aragwaithi/wizard-ranged.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Chaos Bowman\n name= _ \"Chaos Bowman\"\n race=human\n image=\"units/human-chaos/bowman.png\"\n hitpoints=33\n movement_type=smallfoot\n movement=5\n experience=39\n level=1\n alignment=chaotic\n advances_to=Chaos Crossbowman,Chaos Longbowman\n cost=14\n usage=archer\n [defense]\n sand=60\n [/defense]\n description= _ \"Since time immemorial, humans have used and perfected the bow and arrow for hunting and defense. Even after the Fall, it continues to be the cheapest and most effective weapon a military can afford for its lowest-ranking soldiers. Archers seldom have adequate training or equipment to be effective in combat at close quarters, but they are nonetheless capable of defending themselves should the situation call for it.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n [attack]\n name=short sword\n description={I18N:ATTACK_SHORT_SWORD}\n icon=attacks/sword-human-short.png\n type=blade\n range=melee\n damage=4\n number=2\n [/attack]\n [attack]\n name=bow\n description={I18N:ATTACK_BOW}\n icon=attacks/bow-short-reinforced.png\n type=pierce\n range=ranged\n damage=6\n number=3\n [/attack]\n\n {DEFENSE_ANIM_RANGE \"units/human-chaos/bowman.png\" \"units/human-chaos/bowman.png\" {SOUND_LIST:HUMAN_HIT} melee}\n {DEFENSE_ANIM_RANGE \"units/human-chaos/bowman.png\" \"units/human-chaos/bowman.png\" {SOUND_LIST:HUMAN_HIT} ranged}\n\n [attack_anim]\n [filter_attack]\n name=bow\n [/filter_attack]\n start_time=-445\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=\"projectiles/missile-n.png\"\n image_diagonal=\"projectiles/missile-ne.png\"\n [/missile_frame]\n [frame]\n duration=65\n #image=\"units/human-loyalists/bowman-bow.png\"\n image=\"units/human-chaos/bowman.png\"\n [/frame]\n [frame]\n duration=75\n #image=\"units/human-loyalists/bowman-bow-attack-1.png\"\n image=\"units/human-chaos/bowman.png\"\n [/frame]\n [frame]\n duration=75\n #image=\"units/human-loyalists/bowman-bow-attack-2.png\"\n image=\"units/human-chaos/bowman.png\"\n [/frame]\n [if]\n hits=no\n [frame]\n duration=100\n #image=\"units/human-loyalists/bowman-bow-attack-3.png\"\n image=\"units/human-chaos/bowman.png\"\n sound=bow-miss.ogg\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n duration=100\n #image=\"units/human-loyalists/bowman-bow-attack-3.png\"\n image=\"units/human-chaos/bowman.png\"\n sound=bow.ogg\n [/frame]\n [/else]\n [frame]\n duration=130\n #image=\"units/human-loyalists/bowman-bow-attack-4.png\"\n image=\"units/human-chaos/bowman.png\"\n [/frame]\n [frame]\n duration=65\n #image=\"units/human-loyalists/bowman-bow-attack-1.png\"\n image=\"units/human-chaos/bowman.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=short sword\n [/filter_attack]\n start_time=-275\n [frame]\n duration=50\n #image=\"units/human-loyalists/bowman-melee-defend-1.png\"\n image=\"units/human-chaos/bowman.png\"\n [/frame]\n [frame]\n duration=100\n #image=\"units/human-loyalists/bowman-melee-attack-1.png\"\n image=\"units/human-chaos/bowman.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n #image=\"units/human-loyalists/bowman-melee-attack-2.png\"\n image=\"units/human-chaos/bowman.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n #image=\"units/human-loyalists/bowman-melee-attack-2.png\"\n image=\"units/human-chaos/bowman.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n #image=\"units/human-loyalists/bowman-melee-attack-3.png\"\n image=\"units/human-chaos/bowman.png\"\n [/frame]\n [frame]\n duration=100\n #image=\"units/human-loyalists/bowman-melee-attack-4.png\"\n image=\"units/human-chaos/bowman.png\"\n [/frame]\n [frame]\n duration=50\n #image=\"units/human-loyalists/bowman-melee-defend-1.png\"\n image=\"units/human-chaos/bowman.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Chaos Cataphract\n name= _ \"Chaos Cataphract\"\n race=human\n image=\"units/human-chaos/cataphract.png\"\n hitpoints=68\n movement_type=mounted\n movement=9\n experience=150\n level=3\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n undead_variation=mounted\n cost=52\n usage=scout\n # wmllint: local spelling Cataphracts\n description= _ \"Cataphracts are held in utmost respect by the Chaos military and serve as the legions\u2019 fearsome standard-bearers. When not carrying the Chaos flag into battle, they are often seen swiftly traversing the blood-stained battlefields to deliver news, commands, and supplies. Their most striking aspect is the symbiotic relationship they share with their mounts, however. Gentler emotions are seldom found amongst the Chaos ranks, but these riders have been known to pause and mourn their fallen steeds, even amidst the carnage of battle.\"\n die_sound=horse-die.ogg\n {DEFENSE_ANIM \"units/human-chaos/cataphract.png\" \"units/human-chaos/cataphract.png\" {SOUND_LIST:HORSE_HIT} }\n [defense]\n sand=60\n [/defense]\n [resistance]\n blade=70\n impact=60\n cold=80\n [/resistance]\n [attack]\n name=sword\n description={I18N:ATTACK_SWORD}\n icon=\"attacks/greatsword-orcish.png\"\n type=blade\n range=melee\n damage=10\n number=4\n [/attack]\n [attack]\n name=crossbow\n description={I18N:ATTACK_CROSSBOW}\n icon=\"attacks/crossbow-orcish.png\"\n type=pierce\n range=ranged\n damage=20\n number=1\n [/attack]\n [attack_anim]\n [filter_attack]\n name=crossbow\n [/filter_attack]\n start_time=-1100\n missile_start_time=-150\n [frame]\n duration=100\n #image=\"units/human-loyalists/cavalier-ranged-1.png\"\n image=\"units/human-chaos/cataphract.png\"\n [/frame]\n [frame]\n duration=100\n #image=\"units/human-loyalists/cavalier-ranged-2.png\"\n image=\"units/human-chaos/cataphract.png\"\n [/frame]\n [frame]\n duration=100\n #image=\"units/human-loyalists/cavalier-ranged-3.png\"\n image=\"units/human-chaos/cataphract.png\"\n [/frame]\n [frame]\n duration=100\n #image=\"units/human-loyalists/cavalier-ranged-4.png\"\n image=\"units/human-chaos/cataphract.png\"\n [/frame]\n [frame]\n duration=100\n #image=\"units/human-loyalists/cavalier-ranged-5.png\"\n image=\"units/human-chaos/cataphract.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=200\n #image=\"units/human-loyalists/cavalier-ranged-6.png\"\n image=\"units/human-chaos/cataphract.png\"\n sound=crossbow.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n #image=\"units/human-loyalists/cavalier-ranged-6.png\"\n image=\"units/human-chaos/cataphract.png\"\n sound=crossbow-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=300\n #image=\"units/human-loyalists/cavalier-ranged-7.png\"\n image=\"units/human-chaos/cataphract.png\"\n [/frame]\n [missile_frame]\n duration=150\n image=\"projectiles/missile-n.png\"\n image_diagonal=\"projectiles/missile-ne.png\"\n [/missile_frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n start_time=-225\n [frame]\n duration=25\n #image=\"units/human-loyalists/cavalier.png\"\n image=\"units/human-chaos/cataphract.png\"\n [/frame]\n [frame]\n duration=50\n #image=\"units/human-loyalists/cavalier-moving.png\"\n image=\"units/human-chaos/cataphract.png\"\n sound=horse-canter.wav\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=300\n #image=\"units/human-loyalists/cavalier-attack.png\"\n image=\"units/human-chaos/cataphract.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=300\n #image=\"units/human-loyalists/cavalier-attack.png\"\n image=\"units/human-chaos/cataphract.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=50\n #image=\"units/human-loyalists/cavalier-moving.png\"\n image=\"units/human-chaos/cataphract.png\"\n [/frame]\n [frame]\n duration=25\n #image=\"units/human-loyalists/cavalier.png\"\n image=\"units/human-chaos/cataphract.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Chaos Cavalier\n name= _ \"Chaos Cavalier\"\n race=human\n image=\"units/human-chaos/cavalier.png\"\n hitpoints=53\n movement_type=mounted\n movement=9\n experience=95\n level=2\n alignment=chaotic\n advances_to=Chaos Cataphract\n undead_variation=mounted\n cost=34\n usage=scout\n description= _ \"A rider and its mount achieve their maximum potential once they learn to trust each other and act in unison. Even if it may seem unusual at first glance, there are such horsemen fighting under Uria\u2019s banner, and they treat their companions as an extension of themselves in all regards.\"\n die_sound=horse-die.ogg\n {DEFENSE_ANIM \"units/human-chaos/cavalier.png\" \"units/human-chaos/cavalier.png\" {SOUND_LIST:HORSE_HIT} }\n [defense]\n sand=60\n [/defense]\n [resistance]\n blade=70\n impact=60\n cold=80\n [/resistance]\n [attack]\n name=sword\n description={I18N:ATTACK_SWORD}\n icon=\"attacks/sword-orcish.png\"\n type=blade\n range=melee\n damage=6\n number=4\n [/attack]\n [attack]\n name=crossbow\n description={I18N:ATTACK_CROSSBOW}\n icon=\"attacks/crossbow-orcish.png\"\n type=pierce\n range=ranged\n damage=12\n number=1\n [/attack]\n [attack_anim]\n [filter_attack]\n name=crossbow\n [/filter_attack]\n start_time=-1100\n missile_start_time=-150\n [frame]\n duration=100\n #image=\"units/human-loyalists/cavalier-ranged-1.png\"\n image=\"units/human-chaos/cavalier.png\"\n [/frame]\n [frame]\n duration=100\n #image=\"units/human-loyalists/cavalier-ranged-2.png\"\n image=\"units/human-chaos/cavalier.png\"\n [/frame]\n [frame]\n duration=100\n #image=\"units/human-loyalists/cavalier-ranged-3.png\"\n image=\"units/human-chaos/cavalier.png\"\n [/frame]\n [frame]\n duration=100\n #image=\"units/human-loyalists/cavalier-ranged-4.png\"\n image=\"units/human-chaos/cavalier.png\"\n [/frame]\n [frame]\n duration=100\n #image=\"units/human-loyalists/cavalier-ranged-5.png\"\n image=\"units/human-chaos/cavalier.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=200\n #image=\"units/human-loyalists/cavalier-ranged-6.png\"\n image=\"units/human-chaos/cavalier.png\"\n sound=crossbow.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n #image=\"units/human-loyalists/cavalier-ranged-6.png\"\n image=\"units/human-chaos/cavalier.png\"\n sound=crossbow-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=300\n #image=\"units/human-loyalists/cavalier-ranged-7.png\"\n image=\"units/human-chaos/cavalier.png\"\n [/frame]\n [missile_frame]\n duration=150\n image=\"projectiles/missile-n.png\"\n image_diagonal=\"projectiles/missile-ne.png\"\n [/missile_frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n start_time=-225\n [frame]\n duration=25\n #image=\"units/human-loyalists/cavalier.png\"\n image=\"units/human-chaos/cavalier.png\"\n [/frame]\n [frame]\n duration=50\n #image=\"units/human-loyalists/cavalier-moving.png\"\n image=\"units/human-chaos/cavalier.png\"\n sound=horse-canter.wav\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=300\n #image=\"units/human-loyalists/cavalier-attack.png\"\n image=\"units/human-chaos/cavalier.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=300\n #image=\"units/human-loyalists/cavalier-attack.png\"\n image=\"units/human-chaos/cavalier.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=50\n #image=\"units/human-loyalists/cavalier-moving.png\"\n image=\"units/human-chaos/cavalier.png\"\n [/frame]\n [frame]\n duration=25\n #image=\"units/human-loyalists/cavalier.png\"\n image=\"units/human-chaos/cavalier.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Chaos Crossbowman\n name= _ \"Chaos Crossbowman\"\n race=human\n image=\"units/human-chaos/crossbowman.png\"\n hitpoints=48\n movement_type=smallfoot\n movement=5\n experience=70\n level=2\n alignment=chaotic\n advances_to=Chaos Arbalestier\n cost=36\n usage=archer\n [defense]\n sand=60\n [/defense]\n [resistance]\n blade=90\n [/resistance]\n description=_\"While most bowmen at the Chaos Empire\u2019s service choose to specialize further in their craft with larger and more powerful bows, some opt for a less conventional approach to attaining greater combat prowess. These soldiers not only replace their rustic bows with crossbows \u2014 an absolute luxury for an army which can barely afford full body armor \u2014 but they also trade their short swords for heavier axes. While this does improve their efficacy in battle to some extent, it does so at the expense of speed and accuracy.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n\n [attack]\n name=axe\n description={I18N:ATTACK_AXE}\n type=blade\n range=melee\n damage=6\n number=3\n icon=attacks/axe-undead.png\n [/attack]\n [attack]\n name=crossbow\n description={I18N:ATTACK_CROSSBOW}\n icon=attacks/crossbow-human.png\n type=pierce\n range=ranged\n damage=8\n number=3\n [/attack]\n\n {DEFENSE_ANIM \"units/human-chaos/crossbowman.png\" \"units/human-chaos/crossbowman.png\" {SOUND_LIST:HUMAN_HIT} }\n\n [attack_anim]\n [filter_attack]\n name=axe\n [/filter_attack]\n start_time=-200\n [frame]\n duration=400\n image=\"units/human-chaos/crossbowman.png\"\n [/frame]\n {SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=crossbow\n [/filter_attack]\n start_time=-350\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=\"projectiles/missile-n.png\"\n image_diagonal=\"projectiles/missile-ne.png\"\n [/missile_frame]\n [if]\n hits=yes\n [frame]\n duration=400\n #image=\"units/human-loyalists/crossbowman-ranged.png\"\n image=\"units/human-chaos/crossbowman.png\"\n sound=crossbow.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=400\n #image=\"units/human-loyalists/crossbowman-ranged.png\"\n image=\"units/human-chaos/crossbowman.png\"\n sound=crossbow-miss.ogg\n [/frame]\n [/else]\n [/attack_anim]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Chaos Arbalestier\n name= _ \"Chaos Arbalestier\"\n race=human\n image=\"units/human-chaos/crossbowman-arbalestier.png\"\n hitpoints=65\n movement_type=smallfoot\n movement=5\n experience=150\n {AMLA_DEFAULT}\n level=3\n alignment=chaotic\n advances_to=null\n cost=56\n usage=archer\n [defense]\n sand=60\n [/defense]\n [resistance]\n blade=80\n [/resistance]\n # wmllint: local spelling arbalest arbalests\n description= _ \"Going a step further than most, these elite Chaos soldiers are equipped with a more sophisticated variation on the basic crossbow, able to shoot bolts with much greater penetrating force. Because of the increased reload times and maintenance cost, these \u2018arbalests\u2019 are rarely seen on the battlefield in an active role, their owners often carrying them unloaded as a status symbol instead.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n\n [attack]\n name=axe\n description={I18N:ATTACK_AXE}\n type=blade\n range=melee\n damage=9\n number=3\n icon=attacks/axe-undead.png\n [/attack]\n [attack]\n name=arbalest\n description= _ \"arbalest\"\n icon=attacks/crossbow-iron.png\n type=pierce\n range=ranged\n damage=11\n number=3\n [/attack]\n\n {DEFENSE_ANIM \"units/human-chaos/crossbowman-arbalestier.png\" \"units/human-chaos/crossbowman-arbalestier.png\" {SOUND_LIST:HUMAN_HIT} }\n\n [attack_anim]\n [filter_attack]\n name=axe\n [/filter_attack]\n start_time=-200\n [frame]\n duration=400\n image=\"units/human-chaos/crossbowman-arbalestier.png\"\n [/frame]\n {SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=arbalest\n [/filter_attack]\n start_time=-350\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=\"projectiles/missile-n.png\"\n image_diagonal=\"projectiles/missile-ne.png\"\n [/missile_frame]\n [if]\n hits=yes\n [frame]\n duration=400\n #image=\"units/human-loyalists/crossbowman-ranged.png\"\n image=\"units/human-chaos/crossbowman-arbalestier.png\"\n sound=crossbow.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=400\n #image=\"units/human-loyalists/crossbowman-ranged.png\"\n image=\"units/human-chaos/crossbowman-arbalestier.png\"\n sound=crossbow-miss.ogg\n [/frame]\n [/else]\n [/attack_anim]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Dark Knight\n name= _ \"Knight of Chaos\"\n image=\"units/human-chaos/dark-knight.png\"\n profile=\"portraits/dark-knight.png\"\n [movement_anim]\n [frame]\n begin=0\n end=150\n image=\"units/human-chaos/dark-knight-attack1.png\"\n [/frame]\n [/movement_anim]\n race=human\n hitpoints=51\n movement_type=smallfoot\n movement=5\n experience=95\n level=2\n alignment=chaotic\n advances_to=Chaos Razerman\n cost=32\n description= _ \"Mastering the art of dual wielding is no small feat in and of itself, but its applications in real combat are limited by the impracticality of coordinating swings and balancing the wielder\u2019s weight while under pressure. This hardly deters Chaos infantries from trying, however, usually with decent results. To inexperienced opponents, the mere sight of an approaching man suited in full armor hurling guttural screams is terrifying enough without him furiously swinging a sword and axe in either hand.\"\n usage=fighter\n [resistance]\n fire=90\n [/resistance]\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/human-chaos/dark-knight-defend.png\" \"units/human-chaos/dark-knight.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=sword\n description={I18N:ATTACK_SWORD}\n type=blade\n range=melee\n damage=8\n number=4\n icon=attacks/greatsword-orcish.png\n [/attack]\n [attack]\n name=axe\n description={I18N:ATTACK_AXE}\n type=blade\n range=melee\n damage=14\n number=2\n icon=attacks/axe-undead.png\n [/attack]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=0\n image=\"units/human-chaos/dark-knight-attack1.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=0\n image=\"units/human-chaos/dark-knight-attack1.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=0\n end=100\n image=\"units/human-chaos/dark-knight-attack2.png\"\n [/frame]\n [frame]\n begin=100\n end=200\n image=\"units/human-chaos/dark-knight-attack3.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=axe\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=0\n image=\"units/human-chaos/dark-knight-axe1.png\"\n sound=axe.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=0\n image=\"units/human-chaos/dark-knight-axe1.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=0\n end=100\n image=\"units/human-chaos/dark-knight-axe2.png\"\n [/frame]\n [frame]\n begin=100\n end=200\n image=\"units/human-chaos/dark-knight-axe3.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Doom Guard\n name= _ \"Doom Guard\"\n race=human\n image=\"units/human-chaos/doom-guard.png\"\n hitpoints=52\n movement_type=armorerfoot\n movement=4\n experience=90\n [abilities]\n {ABILITY_STEADFAST}\n [/abilities]\n level=2\n alignment=chaotic\n advances_to=Hell Guardian\n cost=35\n usage=fighter\n description= _ \"Although the Chaos Empire is a staunch believer in the principle of defense through offense, its leadership is also well aware of the importance of defending its borders against hostile incursions, as well as the occasional civil revolt. Guards tasked with the protection of the Empire\u2019s strongholds are provided with specially-crafted armor and enjoy privileges normally reserved only for those who have proven their worth in battle. They are also occasionally granted troops and assigned to assault missions whenever a considerable amount of resistance may be expected.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/human-chaos/doom-guard.png\" \"units/human-chaos/doom-guard.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=sword\n description={I18N:ATTACK_SWORD}\n type=blade\n range=melee\n damage=9\n number=3\n icon=attacks/sword-orcish.png\n [/attack]\n [attack]\n name=shield\n description= _ \"shield\"\n type=impact\n range=melee\n defense_weight=2.1\n damage=15\n number=1\n icon=attacks/rectangular-shield.png\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-200\n end=0\n image=\"units/human-chaos/doom-guard.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-200\n end=0\n image=\"units/human-chaos/doom-guard.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=-0\n end=100\n image=\"units/human-chaos/doom-guard.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=shield\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-200\n end=0\n image=\"units/human-chaos/doom-guard.png\"\n sound=mace.wav\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-200\n end=0\n image=\"units/human-chaos/doom-guard.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=0\n end=100\n image=\"units/human-chaos/doom-guard.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Chaos Headhunter\n name= _ \"Headhunter\"\n race=human\n image=\"units/human-chaos/headhunter.png\"\n hitpoints=34\n movement_type=smallfoot\n movement=7\n experience=40\n level=1\n alignment=chaotic\n [resistance]\n blade=130\n pierce=120\n impact=120\n [/resistance]\n [abilities]\n {ABILITY_SKIRMISHER}\n [/abilities]\n advances_to=Chaos Marauder\n cost=18\n usage=scout\n description= _ \"The Chaos Empire relies extensively on its charismatic Lorekeepers to attract and convert outsiders \u2014 chiefly barbarians \u2014 to its cause. Those who lack the ability or knowledge to join the ranks of the Chaos Magi are given the most basic equipment and assigned to raiding missions where their undisciplined brutality may be put to use to terrorize and confuse their victims, often at the cost of their own lives.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/human-chaos/headhunter.png\" \"units/human-chaos/headhunter.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=club\n description={I18N:ATTACK_CLUB}\n icon=attacks/club-small.png\n type=impact\n range=melee\n damage=5\n number=2\n [/attack]\n [attack]\n name=javelin\n description={I18N:ATTACK_JAVELIN}\n icon=attacks/javelin-orcish.png\n type=pierce\n range=ranged\n damage=5\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=javelin\n [/filter_attack]\n [missile_frame]\n begin=-150\n end=0\n image=\"projectiles/spear-n.png\"\n image_diagonal=\"projectiles/spear-ne.png\"\n [/missile_frame]\n [if]\n hits=yes\n [frame]\n begin=-200\n end=200\n image=\"units/human-chaos/headhunter.png\"\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-200\n end=200\n image=\"units/human-chaos/headhunter.png\"\n sound=spear-miss.ogg\n [/frame]\n [/else]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=club\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=0\n image=\"units/human-chaos/headhunter.png\"\n sound=club.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=0\n image=\"units/human-chaos/headhunter.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=0\n end=200\n image=\"units/human-chaos/headhunter.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Hell Guardian\n name= _ \"Hell Guardian\"\n race=human\n image=\"units/human-chaos/hell-guardian.png\"\n hitpoints=63\n movement_type=armorerfoot\n movement=4\n experience=150\n [abilities]\n {ABILITY_STEADFAST}\n [/abilities]\n level=3\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=80\n usage=fighter\n description= _ \"Only the very best guards in the Empire\u2019s service are allowed access to equipment forged by blacksmiths from Inferno. These men are said to be able to withstand a rockslide if need be, protected by their stalwart devotion to the ruling lords of Inferno.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/human-chaos/hell-guardian.png\" \"units/human-chaos/hell-guardian.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=sword\n description={I18N:ATTACK_SWORD}\n icon=attacks/sword-orcish.png\n type=blade\n range=melee\n damage=9\n number=4\n [/attack]\n [attack]\n name=shield\n description= _ \"shield\"\n icon=attacks/rectangular-shield.png\n type=impact\n range=melee\n defense_weight=2.1\n damage=20\n number=1\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-200\n end=0\n image=\"units/human-chaos/hell-guardian.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-200\n end=0\n image=\"units/human-chaos/hell-guardian.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=-0\n end=100\n image=\"units/human-chaos/hell-guardian.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=shield\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-200\n end=0\n image=\"units/human-chaos/hell-guardian.png\"\n sound=mace.wav\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-200\n end=0\n image=\"units/human-chaos/hell-guardian.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=0\n end=100\n image=\"units/human-chaos/hell-guardian.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Hell Overlord\n name= _ \"Overlord\"\n image=\"units/human-chaos/overlord.png\"\n profile=\"portraits/dark-knight.png\"\n race=human\n hitpoints=90\n movement_type=smallfoot\n movement=6\n experience=200\n level=4\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n usage=fighter\n undead_variation=mounted\n cost=70\n [resistance]\n fire=90\n [/resistance]\n description= _ \"There are very few things able to make Chaos soldiers cower in fear, and even fewer humans who have earned the genuine respect of the demon lords of Inferno. While their subordinates torture and kill for pleasure, the Chaos Overlords hardly ever participate in battle, instead preferring to observe the action from a safe distance. On the exceedingly rare occasions where they do join the fray, they perform in an almost mechanical fashion, mowing down anything that gets in their way without even attempting to dodge enemy fire. It is because of their stoic disposition that many \u2014 enemies and allies alike \u2014 speculate that they have surrendered their very souls to Uria in exchange for their unnatural strength and resilience.\n\nSuffice it to say, only someone who has somehow drawn the ire of the Chaos Empire would ever find themselves facing a Chaos Overlord on the battle field.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/human-chaos/overlord.png\" \"units/human-chaos/overlord.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=sword\n description={I18N:ATTACK_SWORD}\n type=blade\n range=melee\n damage=12\n number=5\n icon=attacks/greatsword-orcish.png\n [/attack]\n [attack]\n name=battle axe\n description={I18N:ATTACK_BATTLE_AXE}\n type=blade\n range=melee\n damage=20\n number=2\n icon=attacks/battleaxe-undead.png\n [/attack]\n [attack_anim]\n [filter_attack]\n name=battle axe\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=0\n image=\"units/human-chaos/overlord.png\"\n sound=axe.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=0\n image=\"units/human-chaos/overlord.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=0\n end=200\n image=\"units/human-chaos/overlord.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=0\n image=\"units/human-chaos/overlord.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=0\n image=\"units/human-chaos/overlord.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=0\n end=200\n image=\"units/human-chaos/overlord.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Chaos Invader\n name= _ \"Chaos Invader\"\n image=\"units/human-chaos/invader.png\"\n [movement_anim]\n [frame]\n begin=0\n end=150\n image=\"units/human-chaos/invader-move.png\"\n [/frame]\n [/movement_anim]\n race=human\n hitpoints=36\n movement_type=smallfoot\n movement=5\n experience=39\n [resistance]\n fire=90\n [/resistance]\n level=1\n alignment=chaotic\n advances_to=Dark Knight,Doom Guard\n cost=15\n description= _ \"These dark soldiers fight for a cause they mostly ignore, many of them reveling instead in the glory of senseless bloodshed and destruction. But there are those amongst their ranks willing to pay heed to the sermons of the Chaos Magi and place their trust in fallen gods from a long forgotten era.\"\n usage=fighter\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/human-chaos/invader-defend.png\" \"units/human-chaos/invader.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=sword\n description={I18N:ATTACK_SWORD}\n type=blade\n range=melee\n damage=8\n number=3\n icon=attacks/sword-orcish.png\n [/attack]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=0\n image=\"units/human-chaos/invader-attack1.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=0\n image=\"units/human-chaos/invader-attack1.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=0\n end=100\n image=\"units/human-chaos/invader-attack2.png\"\n [/frame]\n [frame]\n begin=100\n end=200\n image=\"units/human-chaos/invader-attack3.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Chaos Invoker\n name= _ \"Chaos Invoker\"\n race=human\n image=\"units/human-chaos/invoker.png\"\n hitpoints=30\n movement_type=smallfoot\n [resistance]\n fire=80\n cold=80\n [/resistance]\n movement=5\n experience=48\n level=1\n alignment=chaotic\n advances_to=Chaos Magus\n cost=19\n [abilities]\n {ABILITY_LEADERSHIP}\n [/abilities]\n usage=archer\n description= _ \"There is much speculation as to the origins of the religious groups that eventually joined to form the Chaos Empire. Amongst scholars, the most popular theory postulates the creation of two separate cults by the same prophet approximately four centuries ago: the cult of Yechnagoth, centered around the western seaboard, and the cult of Chaos, which existed primarily throughout the eastern wastes.\n\nAs time went on, the more prolific Chaos Magi\u2019s sphere of influence expanded and absorbed Yechnagoth\u2019s worshipers, reshaping their tenets and giving way to a unified religion worshiping Uria as the goddess who brought the Dark Lady back from the dead.\n\nLow-ranking initiates \u2014 colloquially known as \u201cInvokers\u201d by their enemies \u2014 lack the sophisticated knowledge that defines their order; they have much yet to learn before they can attain a formal title and be entrusted with the leadership of the demonic hordes. Nonetheless, they are a cornerstone of the Chaos military, always ready to provide their services and proselytize to captives and outsiders with elaborate displays of power.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/human-chaos/invoker-defend.png\" \"units/human-chaos/invoker.png\" {SOUND_LIST:HUMAN_HIT} }\n [leading_anim]\n start_time=-100\n [frame]\n duration=200\n image=\"units/human-chaos/invoker.png\"\n [/frame]\n [/leading_anim]\n [attack]\n name=fist\n description={I18N:ATTACK_FIST}\n icon=attacks/fist-human.png\n type=impact\n range=melee\n damage=2\n number=1\n [/attack]\n [attack]\n name=ethereal blast\n description= _ \"ethereal blast\"\n icon=attacks/missile-chaos.png\n type=arcane\n range=ranged\n damage=6\n number=3\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=fist\n [/filter_attack]\n [frame]\n begin=-200\n end=-150\n image=\"units/human-chaos/invoker-magic-1.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-150\n end=-25\n image=\"units/human-chaos/invoker-melee.png\"\n sound=fist.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-150\n end=-25\n image=\"units/human-chaos/invoker-melee.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=-25\n end=75\n image=\"units/human-chaos/invoker-magic-1.png\"\n [/frame]\n [frame]\n begin=75\n end=150\n image=\"units/human-chaos/invoker.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=ethereal blast\n [/filter_attack]\n {MISSILE_FRAME_ETHEREAL_BLAST}\n [frame]\n begin=-450\n end=-420\n image=\"units/human-chaos/invoker.png\"\n [/frame]\n [frame]\n begin=-420\n end=-395\n image=\"units/human-chaos/invoker-magic-1.png\"\n [/frame]\n [frame]\n begin=-395\n end=-320\n image=\"units/human-chaos/invoker-magic-2.png\"\n [/frame]\n [frame]\n begin=-320\n end=-300\n image=\"units/human-chaos/invoker-magic-3.png\"\n [/frame]\n [frame]\n begin=-300\n end=-250\n image=\"units/human-chaos/invoker-magic-3.png\"\n halo=halo/undead/dark-magic-1.png\n halo_x,halo_y=0,-12\n [/frame]\n [frame]\n begin=-250\n end=-200\n image=\"units/human-chaos/invoker-magic-3.png\"\n halo=halo/undead/dark-magic-2.png\n halo_x,halo_y=0,-12\n [/frame]\n [frame]\n begin=-200\n end=-150\n image=\"units/human-chaos/invoker-magic-3.png\"\n halo=halo/undead/dark-magic-3.png\n halo_x,halo_y=0,-12\n [/frame]\n [frame]\n begin=-150\n end=-100\n image=\"units/human-chaos/invoker-magic-3.png\"\n halo=halo/undead/dark-magic-4.png\n halo_x,halo_y=0,-12\n [/frame]\n [frame]\n begin=-100\n end=-50\n image=\"units/human-chaos/invoker-magic-3.png\"\n halo=halo/undead/dark-magic-5.png\n halo_x,halo_y=0,-12\n [/frame]\n [if]\n hits=no\n [frame]\n begin=-50\n end=0\n image=\"units/human-chaos/invoker-magic-3.png\"\n halo=halo/undead/dark-magic-6.png\n halo_x,halo_y=0,-12\n sound=magic-dark-miss.ogg\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n begin=-50\n end=0\n image=\"units/human-chaos/invoker-magic-3.png\"\n halo=halo/undead/dark-magic-6.png\n halo_x,halo_y=0,-12\n sound=magic-dark.ogg\n [/frame]\n [/else]\n [frame]\n begin=0\n end=50\n image=\"units/human-chaos/invoker-magic-2.png\"\n [/frame]\n [frame]\n begin=50\n end=90\n image=\"units/human-chaos/invoker-magic-1.png\"\n [/frame]\n [frame]\n begin=90\n end=100\n image=\"units/human-chaos/invoker.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Chaos Lorekeeper\n name= _ \"Chaos Lorekeeper\"\n race=human\n image=\"units/human-chaos/lorekeeper.png\"\n hitpoints=51\n movement_type=smallfoot\n [resistance]\n fire=80\n cold=80\n arcane=110\n [/resistance]\n movement=5\n experience=150\n level=3\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=80\n [abilities]\n {ABILITY_LEADERSHIP}\n [/abilities]\n usage=archer\n description= _ \"In a world where savage men fight each other over what little water and food they can find, knowledge remains one of the few tools left to bring a semblance of order to their pathetic lives. But humans can only do so much to change the flawed reality in which they dwell, and their chaotic, vicious nature surfaces at every turn. The cultists of Chaos believe that only Uria, Mother of all demons, Goddess of Life and Mistress of the Void, can reshape and improve this decaying world. They dedicate their very souls to doing her bidding and spreading her message to every corner of Irdya.\n\nThe dreaded Chaos Lorekeepers govern both the military and their subordinate Magi. They are indisputably regarded as sacred figures akin to demigods by Uria\u2019s and Yechnagoth\u2019s worshippers alike. Their dedication to their craft borders on irrational, and the wars they wage often serve much darker purposes. Those unlucky enough to survive are taken captive, fated to undergo unfathomable horrors in the name of the Lorekeepers\u2019 unending search for knowledge. It is this, more than anything else, that keeps their subjects in line; they are well aware of the consequences should they disobey an order even slightly.\n\nBut as unlikely as it might sound, the Lorekeepers are not alone in ruling over the wicked legions of Uria...\"\n die_sound={SOUND_LIST:HUMAN_OLD_DIE}\n {DEFENSE_ANIM \"units/human-chaos/lorekeeper.png\" \"units/human-chaos/lorekeeper.png\" {SOUND_LIST:HUMAN_OLD_HIT} }\n [leading_anim]\n start_time=-100\n [frame]\n duration=200\n image=\"units/human-chaos/lorekeeper.png\"\n [/frame]\n [/leading_anim]\n [attack]\n name=staff\n description={I18N:ATTACK_STAFF}\n type=impact\n range=melee\n damage=7\n number=2\n icon=attacks/staff-necromantic.png\n [/attack]\n [attack]\n name=infernal chill\n description= _ \"infernal chill\"\n type=cold\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=13\n number=2\n icon=attacks/iceball.png\n [/attack]\n [attack]\n name=ethereal blast\n description= _ \"ethereal blast\"\n type=arcane\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=9\n number=4\n icon=attacks/missile-chaos.png\n [/attack]\n [attack_anim]\n [filter_attack]\n name=staff\n [/filter_attack]\n\n start_time=-200\n [frame]\n image=\"units/human-chaos/lorekeeper.png:400\"\n [/frame]\n\n {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=ethereal blast\n [/filter_attack]\n [missile_frame]\n begin=-200\n end=50\n image=\"projectiles/chaosmissile-n.png\"\n image_diagonal=\"projectiles/chaosmissile-ne.png\"\n halo=halo/chaos-halo1.png:25,halo/chaos-halo2.png:25,halo/chaos-halo3.png:25,halo/chaos-halo4.png:25,halo/chaos-halo5.png:25,halo/chaos-halo6.png:25,halo/chaos-halo7.png:25,halo/chaos-halo8.png:25,halo/chaos-halo9.png:50\n halo_x,halo_y=10,-2\n [/missile_frame]\n [frame]\n begin=-300\n end=-200\n image=\"units/human-chaos/lorekeeper.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-200\n end=100\n image=\"units/human-chaos/lorekeeper.png\"\n sound=magic-missile-1.ogg,magic-missile-2.ogg,magic-missile-3.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-200\n end=100\n image=\"units/human-chaos/lorekeeper.png\"\n sound=magic-missile-1-miss.ogg,magic-missile-2-miss.ogg,magic-missile-3-miss.ogg\n [/frame]\n [/else]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=infernal chill\n [/filter_attack]\n {MISSILE_FRAME_INFERNAL_CHILL}\n [frame]\n begin=-300\n end=-250\n image=\"units/human-chaos/lorekeeper.png\"\n halo=halo/saurian-magic-halo-1.png\n [/frame]\n [frame]\n begin=-250\n end=-190\n image=\"units/human-chaos/lorekeeper.png\"\n halo=halo/saurian-magic-halo-2.png\n sound=magicmissile.wav\n [/frame]\n [frame]\n begin=-190\n end=-120\n image=\"units/human-chaos/lorekeeper.png\"\n halo=halo/saurian-magic-halo-3.png\n [/frame]\n [frame]\n begin=-120\n end=-40\n image=\"units/human-chaos/lorekeeper.png\"\n halo=halo/saurian-magic-halo-4.png\n [/frame]\n [frame]\n begin=-40\n end=50\n image=\"units/human-chaos/lorekeeper.png\"\n halo=halo/saurian-magic-halo-5.png\n [/frame]\n [frame]\n begin=50\n end=150\n image=\"units/human-chaos/lorekeeper.png\"\n halo=halo/saurian-magic-halo-6.png\n [/frame]\n [frame]\n begin=150\n end=250\n image=\"units/human-chaos/lorekeeper.png\"\n halo=halo/saurian-magic-halo-7.png\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Chaos Magus\n name= _ \"Chaos Magus\"\n race=human\n image=\"units/human-chaos/magus.png\"\n hitpoints=42\n movement_type=smallfoot\n [resistance]\n fire=80\n cold=80\n arcane=90\n [/resistance]\n movement=5\n experience=90\n level=2\n alignment=chaotic\n advances_to=Chaos Lorekeeper\n cost=40\n [abilities]\n {ABILITY_LEADERSHIP}\n [/abilities]\n usage=archer\n description= _ \"When not busy sermonising their devout followers, the Chaos Magi put their craft to use supporting the Empire\u2019s troops with fearsome infernal magic. The power they wield comes at a cost, however, as their bodies gradually succumb to a force not meant for humans to control, rendering them more vulnerable to certain forms of magic. Thus, researching new methods to elude death becomes paramount if they are to achieve \u2014 or surpass \u2014 the greatness of their elders.\"\n die_sound={SOUND_LIST:HUMAN_OLD_DIE}\n {DEFENSE_ANIM \"units/human-chaos/magus.png\" \"units/human-chaos/magus.png\" {SOUND_LIST:HUMAN_OLD_HIT} }\n [leading_anim]\n start_time=-100\n [frame]\n duration=200\n image=\"units/human-chaos/magus.png\"\n [/frame]\n [/leading_anim]\n [attack]\n name=staff\n description={I18N:ATTACK_STAFF}\n type=impact\n range=melee\n damage=6\n number=1\n icon=attacks/staff-necromantic.png\n [/attack]\n [attack]\n name=ethereal blast\n description= _ \"ethereal blast\"\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=7\n number=4\n icon=attacks/missile-chaos.png\n [/attack]\n [attack_anim]\n [filter_attack]\n name=staff\n [/filter_attack]\n\n start_time=-200\n [frame]\n image=\"units/human-chaos/magus.png:400\"\n [/frame]\n\n {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=ethereal blast\n [/filter_attack]\n {MISSILE_FRAME_ETHEREAL_BLAST}\n [frame]\n begin=-300\n end=-200\n image=\"units/human-chaos/magus.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-200\n end=100\n image=\"units/human-chaos/magus.png\"\n sound=magic-missile-1.ogg,magic-missile-2.ogg,magic-missile-3.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-200\n end=100\n image=\"units/human-chaos/magus.png\"\n sound=magic-missile-1-miss.ogg,magic-missile-2-miss.ogg,magic-missile-3-miss.ogg\n [/frame]\n [/else]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Chaos Longbowman\n name= _ \"Chaos Longbowman\"\n race=human\n image=\"units/human-chaos/longbowman.png\"\n hitpoints=51\n movement_type=smallfoot\n movement=5\n experience=68\n level=2\n alignment=chaotic\n advances_to=Chaos Heavy Longbowman\n cost=26\n usage=archer\n [defense]\n sand=60\n [/defense]\n description= _ \"Even though the Chaos Empire\u2019s soldiers are more adept at fighting hand-to-hand, they also understand the importance of being able to keep their adversaries at bay and take them down before they can retaliate. Chaos Longbowmen carry more powerful weapons than the average archer; the subtle improvements made to their bows and arrowheads enable their projectiles to fly farther and penetrate even thick armor. Making matters worse are the lethal fluids of dubious origin into which the arrows are dipped prior to shooting.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n [attack]\n name=sword\n description={I18N:ATTACK_SWORD}\n icon=attacks/sword-human.png\n type=blade\n range=melee\n damage=8\n number=2\n [/attack]\n [attack]\n name=bow\n description={I18N:ATTACK_BOW}\n type=pierce\n range=ranged\n damage=9\n number=3\n [specials]\n {WEAPON_SPECIAL_POISON}\n [/specials]\n [/attack]\n\n {DEFENSE_ANIM_RANGE \"units/human-chaos/longbowman.png\" \"units/human-chaos/longbowman.png\" {SOUND_LIST:HUMAN_HIT} melee}\n {DEFENSE_ANIM_RANGE \"units/human-chaos/longbowman.png\" \"units/human-chaos/longbowman.png\" {SOUND_LIST:HUMAN_HIT} ranged}\n\n [attack_anim]\n [filter_attack]\n name=bow\n [/filter_attack]\n start_time=-445\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=\"projectiles/missile-n.png\"\n image_diagonal=\"projectiles/missile-ne.png\"\n [/missile_frame]\n [frame]\n duration=65\n #image=\"units/human-loyalists/bowman-bow.png\"\n image=\"units/human-chaos/longbowman.png\"\n [/frame]\n [frame]\n duration=75\n #image=\"units/human-loyalists/bowman-bow-attack-1.png\"\n image=\"units/human-chaos/longbowman.png\"\n [/frame]\n [frame]\n duration=75\n #image=\"units/human-loyalists/bowman-bow-attack-2.png\"\n image=\"units/human-chaos/longbowman.png\"\n [/frame]\n [if]\n hits=no\n [frame]\n duration=100\n #image=\"units/human-loyalists/bowman-bow-attack-3.png\"\n image=\"units/human-chaos/longbowman.png\"\n sound=bow-miss.ogg\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n duration=100\n #image=\"units/human-loyalists/bowman-bow-attack-3.png\"\n image=\"units/human-chaos/longbowman.png\"\n sound=bow.ogg\n [/frame]\n [/else]\n [frame]\n duration=130\n #image=\"units/human-loyalists/bowman-bow-attack-4.png\"\n image=\"units/human-chaos/longbowman.png\"\n [/frame]\n [frame]\n duration=65\n #image=\"units/human-loyalists/bowman-bow-attack-1.png\"\n image=\"units/human-chaos/longbowman.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n start_time=-275\n [frame]\n duration=50\n #image=\"units/human-loyalists/bowman-melee-defend-1.png\"\n image=\"units/human-chaos/longbowman.png\"\n [/frame]\n [frame]\n duration=100\n #image=\"units/human-loyalists/bowman-melee-attack-1.png\"\n image=\"units/human-chaos/longbowman.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n #image=\"units/human-loyalists/bowman-melee-attack-2.png\"\n image=\"units/human-chaos/longbowman.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n #image=\"units/human-loyalists/bowman-melee-attack-2.png\"\n image=\"units/human-chaos/longbowman.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n #image=\"units/human-loyalists/bowman-melee-attack-3.png\"\n image=\"units/human-chaos/longbowman.png\"\n [/frame]\n [frame]\n duration=100\n #image=\"units/human-loyalists/bowman-melee-attack-4.png\"\n image=\"units/human-chaos/longbowman.png\"\n [/frame]\n [frame]\n duration=50\n #image=\"units/human-loyalists/bowman-melee-defend-1.png\"\n image=\"units/human-chaos/longbowman.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Chaos Heavy Longbowman\n name= _ \"Chaos Heavy Longbowman\"\n race=human\n image=\"units/human-chaos/longbowman-heavy.png\"\n hitpoints=67\n movement_type=smallfoot\n movement=5\n experience=150\n level=3\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=46\n usage=archer\n [defense]\n sand=60\n [/defense]\n description= _ \"Reloading and aiming is a time-consuming process and a window of opportunity for assailants to strike down the defenseless archer. The most valued bowmen in the Chaos Empire\u2019s service earn their prestige by attaining an elf-like proficiency with the longbow, shooting more than a dozen arrows a minute without tiring or missing their mark \u2014 or so the rumors go, anyway.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n [attack]\n name=sword\n description={I18N:ATTACK_SWORD}\n icon=attacks/sword-human.png\n type=blade\n range=melee\n damage=8\n number=3\n [/attack]\n [attack]\n name=bow\n description={I18N:ATTACK_BOW}\n type=pierce\n range=ranged\n damage=9\n number=4\n [specials]\n {WEAPON_SPECIAL_POISON}\n [/specials]\n [/attack]\n\n {DEFENSE_ANIM_RANGE \"units/human-chaos/longbowman-heavy.png\" \"units/human-chaos/longbowman-heavy.png\" {SOUND_LIST:HUMAN_HIT} melee}\n {DEFENSE_ANIM_RANGE \"units/human-chaos/longbowman-heavy.png\" \"units/human-chaos/longbowman-heavy.png\" {SOUND_LIST:HUMAN_HIT} ranged}\n\n [attack_anim]\n [filter_attack]\n name=bow\n [/filter_attack]\n start_time=-445\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=\"projectiles/missile-n.png\"\n image_diagonal=\"projectiles/missile-ne.png\"\n [/missile_frame]\n [frame]\n duration=65\n #image=\"units/human-loyalists/bowman-bow.png\"\n image=\"units/human-chaos/longbowman-heavy.png\"\n [/frame]\n [frame]\n duration=75\n #image=\"units/human-loyalists/bowman-bow-attack-1.png\"\n image=\"units/human-chaos/longbowman-heavy.png\"\n [/frame]\n [frame]\n duration=75\n #image=\"units/human-loyalists/bowman-bow-attack-2.png\"\n image=\"units/human-chaos/longbowman-heavy.png\"\n [/frame]\n [if]\n hits=no\n [frame]\n duration=100\n #image=\"units/human-loyalists/bowman-bow-attack-3.png\"\n image=\"units/human-chaos/longbowman-heavy.png\"\n sound=bow-miss.ogg\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n duration=100\n #image=\"units/human-loyalists/bowman-bow-attack-3.png\"\n image=\"units/human-chaos/longbowman-heavy.png\"\n sound=bow.ogg\n [/frame]\n [/else]\n [frame]\n duration=130\n #image=\"units/human-loyalists/bowman-bow-attack-4.png\"\n image=\"units/human-chaos/longbowman-heavy.png\"\n [/frame]\n [frame]\n duration=65\n #image=\"units/human-loyalists/bowman-bow-attack-1.png\"\n image=\"units/human-chaos/longbowman-heavy.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n start_time=-275\n [frame]\n duration=50\n #image=\"units/human-loyalists/bowman-melee-defend-1.png\"\n image=\"units/human-chaos/longbowman-heavy.png\"\n [/frame]\n [frame]\n duration=100\n #image=\"units/human-loyalists/bowman-melee-attack-1.png\"\n image=\"units/human-chaos/longbowman-heavy.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n #image=\"units/human-loyalists/bowman-melee-attack-2.png\"\n image=\"units/human-chaos/longbowman-heavy.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n #image=\"units/human-loyalists/bowman-melee-attack-2.png\"\n image=\"units/human-chaos/longbowman-heavy.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n #image=\"units/human-loyalists/bowman-melee-attack-3.png\"\n image=\"units/human-chaos/longbowman-heavy.png\"\n [/frame]\n [frame]\n duration=100\n #image=\"units/human-loyalists/bowman-melee-attack-4.png\"\n image=\"units/human-chaos/longbowman-heavy.png\"\n [/frame]\n [frame]\n duration=50\n #image=\"units/human-loyalists/bowman-melee-defend-1.png\"\n image=\"units/human-chaos/longbowman-heavy.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Chaos Marauder\n name= _ \"Marauder\"\n race=human\n image=\"units/human-chaos/marauder.png\"\n hitpoints=38\n movement_type=smallfoot\n movement=7\n experience=70\n level=2\n alignment=chaotic\n [resistance]\n blade=130\n pierce=120\n impact=120\n [/resistance]\n [abilities]\n {ABILITY_SKIRMISHER}\n [/abilities]\n advances_to=Chaos Soulhunter\n cost=40\n usage=scout\n description= _ \"Even barbarian brutes can hone their skills given enough time. Those in the Chaos Empire\u2019s service who manage to survive long enough to do so are given plenty of opportunities to broaden their horizons and brandish better arms against their adversaries.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/human-chaos/marauder.png\" \"units/human-chaos/marauder.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=club\n description={I18N:ATTACK_CLUB}\n type=impact\n range=melee\n damage=6\n number=3\n [/attack]\n [attack]\n name=axe\n description={I18N:ATTACK_AXE}\n type=blade\n icon=attacks/axe-undead.png\n range=melee\n damage=8\n number=2\n [/attack]\n [attack]\n name=javelin\n description={I18N:ATTACK_JAVELIN}\n type=pierce\n icon=attacks/javelin-orcish.png\n range=ranged\n damage=7\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=javelin\n [/filter_attack]\n [missile_frame]\n begin=-150\n end=0\n image=\"projectiles/spear-n.png\"\n image_diagonal=\"projectiles/spear-ne.png\"\n [/missile_frame]\n [if]\n hits=yes\n [frame]\n begin=-200\n end=200\n image=\"units/human-chaos/marauder.png\"\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-200\n end=200\n image=\"units/human-chaos/marauder.png\"\n sound=spear-miss.ogg\n [/frame]\n [/else]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=axe\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=0\n image=\"units/human-chaos/marauder.png\"\n sound=axe.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=0\n image=\"units/human-chaos/marauder.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=0\n end=200\n image=\"units/human-chaos/marauder.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=club\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=0\n image=\"units/human-chaos/marauder.png\"\n sound=club.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=0\n image=\"units/human-chaos/marauder.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=0\n end=200\n image=\"units/human-chaos/marauder.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Chaos Raider\n name= _ \"Chaos Raider\"\n race=human\n image=\"units/human-chaos/raider.png\"\n hitpoints=38\n movement_type=mounted\n movement=8\n experience=40\n level=1\n alignment=chaotic\n advances_to=Chaos Cavalier\n undead_variation=mounted\n cost=17\n usage=scout\n description= _ \"For most desert dwellers, horses and other equines have become an increasingly scarce commodity, to the point that they are used in battle only as a last resort in the direst of situations. This is not the case for the Chaos Empire, however, which somehow maintains a steady supply of horses for their numerous raiding parties. Those unaccustomed to the animals usually flee before them, their impressions not improved by the creatures\u2019 fierce disposition and tendency to trample anything underfoot.\"\n die_sound=horse-die.ogg\n # [movement_anim]\n # [frame]\n # begin=0\n # end=150\n # image=\"units/human-loyalists/cavalryman-moving.png\"\n # [/frame]\n # [/movement_anim]\n {DEFENSE_ANIM \"units/human-chaos/raider.png\" \"units/human-chaos/raider.png\" {SOUND_LIST:HORSE_HIT} }\n [defense]\n sand=60\n [/defense]\n [resistance]\n blade=70\n impact=60\n cold=80\n [/resistance]\n [attack]\n name=sword\n description={I18N:ATTACK_SWORD}\n icon=\"attacks/sword-orcish.png\"\n type=blade\n range=melee\n damage=6\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n start_time=-225\n [frame]\n duration=25\n image=\"units/human-chaos/raider.png\"\n [/frame]\n [frame]\n duration=50\n image=\"units/human-chaos/raider.png\"\n sound=horse-canter.wav\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=300\n image=\"units/human-chaos/raider.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=300\n image=\"units/human-chaos/raider.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=75\n image=\"units/human-chaos/raider.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Chaos Razerman\n name= _ \"Chaos Razerman\"\n image=\"units/human-chaos/razerman.png\"\n profile=\"portraits/dark-knight.png\"\n [movement_anim]\n [frame]\n begin=0\n end=150\n image=\"units/human-chaos/razerman-attack1.png\"\n [/frame]\n [/movement_anim]\n race=human\n hitpoints=75\n movement_type=smallfoot\n movement=5\n experience=150\n level=3\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n usage=fighter\n [resistance]\n fire=90\n [/resistance]\n cost=42\n description= _ \"To become legion commanders in the Chaos army, soldiers must shed what little remains of their humanity and thoroughly embrace the bloodshed, becoming relentless killing machines. But these demon-like creatures rarely content themselves with simply murdering every living thing in their way. Instead, they take great delight in inflicting as much pain as possible on their hapless victims, with methods such as flaying and mutilation comprising only a small part of their repertoire. Their sadism is rivaled only by that of the Chaos Lorekeepers, and the Mother of Inferno herself.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/human-chaos/razerman-defend.png\" \"units/human-chaos/razerman.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=sword\n description={I18N:ATTACK_SWORD}\n type=blade\n range=melee\n damage=12\n number=4\n icon=attacks/greatsword-orcish.png\n [/attack]\n [attack]\n name=axe\n description={I18N:ATTACK_AXE}\n type=blade\n range=melee\n damage=18\n number=2\n icon=attacks/axe-undead.png\n [/attack]\n [attack_anim]\n [filter_attack]\n name=axe\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=0\n image=\"units/human-chaos/razerman-axe1.png\"\n sound=axe.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=0\n image=\"units/human-chaos/razerman-axe1.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=0\n end=200\n image=\"units/human-chaos/razerman-axe2.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=0\n image=\"units/human-chaos/razerman-attack1.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=0\n image=\"units/human-chaos/razerman-attack1.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=0\n end=100\n image=\"units/human-chaos/razerman-attack2.png\"\n [/frame]\n [frame]\n begin=100\n end=200\n image=\"units/human-chaos/razerman-attack3.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Chaos Soulhunter\n name= _ \"Soulhunter\"\n race=human\n image=\"units/human-chaos/soulhunter.png\"\n hitpoints=46\n movement_type=smallfoot\n movement=7\n experience=150\n level=3\n alignment=chaotic\n [resistance]\n blade=130\n pierce=120\n impact=120\n [/resistance]\n [abilities]\n {ABILITY_SKIRMISHER}\n [/abilities]\n advances_to=null\n {AMLA_DEFAULT}\n cost=100\n usage=scout\n description= _ \"Most human civilizations throughout history have held the dead in great respect regardless of their origin and allegiance. Once society crumbled after the Fall, however, it became relatively increasingly common for humans to desecrate the bodies of their deceased for purposes ranging from the practical to the obscene.\n\nHigher-ranking Chaos brutes flaunt their strength and experience by daubing the blood of their fallen enemies on their visages and torsos, and wearing their bones as necklaces, face masks, and other ornamental gear. Dubbed \u201cSoulhunters\u201d by their equally amoral peers, they relish the thrill of battle and are more than willing to put their lives on the line in the hope that, some day, Uria will reward them with unending life and godlike strength to rule over all on Irdya.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n {DEFENSE_ANIM \"units/human-chaos/soulhunter.png\" \"units/human-chaos/soulhunter.png\" {SOUND_LIST:HUMAN_HIT} }\n [attack]\n name=club\n description={I18N:ATTACK_CLUB}\n type=impact\n range=melee\n damage=8\n number=3\n [/attack]\n [attack]\n name=battle-axe\n description={I18N:ATTACK_BATTLE_AXE}\n icon=attacks/battleaxe-undead.png\n type=blade\n range=melee\n damage=12\n number=2\n [/attack]\n [attack]\n name=javelin\n description={I18N:ATTACK_JAVELIN}\n type=pierce\n range=ranged\n damage=9\n number=3\n icon=attacks/javelin-orcish.png\n [/attack]\n [attack_anim]\n [filter_attack]\n name=javelin\n [/filter_attack]\n [missile_frame]\n begin=-150\n end=0\n image=\"projectiles/spear-n.png\"\n image_diagonal=\"projectiles/spear-ne.png\"\n [/missile_frame]\n [if]\n hits=yes\n [frame]\n begin=-200\n end=200\n image=\"units/human-chaos/soulhunter.png\"\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-200\n end=200\n image=\"units/human-chaos/soulhunter.png\"\n sound=spear-miss.ogg\n [/frame]\n [/else]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=battle-axe\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=0\n image=\"units/human-chaos/soulhunter.png\"\n sound=axe.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=0\n image=\"units/human-chaos/soulhunter.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=0\n end=200\n image=\"units/human-chaos/soulhunter.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=club\n [/filter_attack]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=0\n image=\"units/human-chaos/soulhunter.png\"\n sound=club.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=0\n image=\"units/human-chaos/soulhunter.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=0\n end=200\n image=\"units/human-chaos/soulhunter.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Armageddon Imp\n name= _ \"Armageddon Imp\"\n race=imps\n image=\"units/imps/imp-armageddon.png\"\n hitpoints=79\n movement_type=demonfoot\n movement=5\n experience=200\n level=4\n {AMLA_DEFAULT}\n alignment=chaotic\n advances_to=null\n cost=110\n usage=fighter\n description= _ \"Although most would find the notion preposterous, the truth is that imps larger than the biggest of trolls do exist. These behemoths rarely make an appearance on the battle field, but when they do, they announce themselves with roars able to shake mountains, and stomps that fracture and sink down the ground beneath. One has to wonder exactly how the Chaos Overlords \u2014 comically puny by comparison \u2014 manage to rein in these titans and have them do their bidding without using any kind of mind-control magic.\"\n die_sound={SOUND_LIST:IMP_DIE}\n [resistance]\n blade=80\n impact=80\n fire=70\n [/resistance]\n {DEFENSE_ANIM \"units/imps/imp-armageddon.png\" \"units/imps/imp-armageddon.png\" {SOUND_LIST:IMP_HIT} }\n [attack]\n name=blade of doom\n description=_\"blade of doom\"\n icon=attacks/baneblade.png\n type=blade\n range=melee\n damage=11\n number=4\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n [/attack]\n [attack]\n name=slime\n description=_\"slime spit\"\n icon=attacks/slime-thrown.png\n type=pierce\n range=ranged\n damage=8\n number=3\n [specials]\n {WEAPON_SPECIAL_POISON}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=blade of doom\n [/filter_attack]\n start_time=-225\n [frame]\n duration=125\n image=\"units/imps/imp-armageddon.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/imps/imp-armageddon.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/imps/imp-armageddon.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/imps/imp-armageddon.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=slime\n [/filter_attack]\n start_time=-180\n [missile_frame]\n begin=-150\n end=0\n image=\"projectiles/slime-glob.png\"\n image_diagonal=\"projectiles/slime-glob.png\"\n [/missile_frame]\n [if]\n hits=yes\n [frame]\n duration=80\n image=\"units/imps/imp-armageddon.png\"\n sound=ink.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=80\n image=\"units/imps/imp-armageddon.png\"\n sound=ink-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/imps/imp-armageddon.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Blood Imp\n name= _ \"Blood Imp\"\n race=imps\n image=\"units/imps/imp-blood.png\"\n hitpoints=44\n movement_type=demonfoot\n movement=5\n experience=70\n level=2\n alignment=chaotic\n advances_to=Gutwrencher Imp\n cost=30\n usage=fighter\n description= _ \"Most imps do not enjoy a particularly long lifespan, in no small part due to their demon overlords being all too prone to regarding them as disposable canon fodder. It is no small feat for an imp to survive past childhood, and those who do become a much more credible threat to Irdyan creatures.\"\n die_sound={SOUND_LIST:IMP_DIE}\n [resistance]\n fire=90\n [/resistance]\n {DEFENSE_ANIM \"units/imps/imp-blood.png\" \"units/imps/imp-blood.png\" {SOUND_LIST:IMP_HIT} }\n [attack]\n name=claws\n description={I18N:ATTACK_CLAWS}\n icon=attacks/claws-undead.png\n type=blade\n range=melee\n damage=6\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n start_time=-125\n [if]\n hits=yes\n [frame]\n duration=75\n image=\"units/imps/imp-blood.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=75\n image=\"units/imps/imp-blood.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=150\n image=\"units/imps/imp-blood.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Gutwrencher Imp\n name= _ \"Gutwrencher Imp\"\n race=imps\n image=\"units/imps/imp-gutwrencher.png\"\n hitpoints=58\n movement_type=demonfoot\n movement=5\n experience=220\n level=3\n alignment=chaotic\n advances_to=Armageddon Imp\n cost=57\n usage=fighter\n description= _ \"Adult imps come in many forms and sizes, betraying the fact that they are neither related to the better-known demon warriors, nor belonging to a single species of their own. They are much stronger and sharper of mind than it is generally expected of their kind, to the point that it is not unheard of for them to lead some of their demon cousins in battle.\n\n\u2018Gutwrenchers\u2019 are renowned for their great appetite, and their razor-sharp claws which allow them to swiftly tear their prey to bits. For any hapless creature targeted by one of these monsters there is little hope \u2014 even if they somehow manage to extricate themselves from the imp\u2019s crushing grip, odds are their flesh is already melting away thanks to the imp\u2019s corrosive saliva.\"\n die_sound={SOUND_LIST:IMP_DIE}\n [resistance]\n blade=90\n fire=80\n [/resistance]\n {DEFENSE_ANIM \"units/imps/imp-gutwrencher.png\" \"units/imps/imp-gutwrencher.png\" {SOUND_LIST:IMP_HIT} }\n [attack]\n name=claws\n description={I18N:ATTACK_CLAWS}\n icon=attacks/claws-undead.png\n type=blade\n range=melee\n damage=9\n number=4\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n [/attack]\n [attack]\n name=slime\n description=_\"slime spit\"\n icon=attacks/slime-thrown.png\n type=pierce\n range=ranged\n damage=6\n number=3\n [specials]\n {WEAPON_SPECIAL_POISON}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n start_time=-125\n [if]\n hits=yes\n [frame]\n duration=75\n image=\"units/imps/imp-gutwrencher.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=75\n image=\"units/imps/imp-gutwrencher.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=150\n image=\"units/imps/imp-gutwrencher.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=slime\n [/filter_attack]\n start_time=-180\n {MISSILE_FRAME_SLIME}\n [if]\n hits=yes\n [frame]\n duration=80\n image=\"units/imps/imp-gutwrencher.png\"\n sound=ink.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=80\n image=\"units/imps/imp-gutwrencher.png\"\n sound=ink-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/imps/imp-gutwrencher.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Imp\n name= _ \"Imp\"\n race=imps\n image=\"units/imps/imp.png\"\n hitpoints=31\n movement_type=impfoot\n movement=5\n experience=50\n level=1\n alignment=chaotic\n advances_to=Blood Imp\n cost=18\n usage=fighter\n description= _ \"Frequently \u2014 and incorrectly \u2014 considered a lesser class of creatures separate from the fearsome demons, Imps are often underestimated due to their smaller builds and evident lack of of mental prowess. Furthering this misconception, Demon leaders often dispatch them in large numbers as cheap cannon-fodder.\"\n die_sound={SOUND_LIST:IMP_DIE}\n {DEFENSE_ANIM \"units/imps/imp.png\" \"units/imps/imp.png\" {SOUND_LIST:IMP_HIT} }\n [attack]\n name=claws\n description={I18N:ATTACK_CLAWS}\n icon=attacks/claws-undead.png\n type=blade\n range=melee\n damage=5\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n start_time=-125\n [if]\n hits=yes\n [frame]\n duration=75\n image=\"units/imps/imp.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=75\n image=\"units/imps/imp.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=150\n image=\"units/imps/imp.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Minor Imp\n name= _ \"Minor Imp\"\n race=imps\n image=\"units/imps/imp-minor.png\"\n hitpoints=19\n movement_type=impfoot\n movement=5\n experience=35\n level=0\n alignment=chaotic\n advances_to=Imp\n cost=6\n usage=fighter\n description= _ \"Imp whelps are extremely small and frail, and pose no threat whatsoever to any properly-trained soldier. However, coming across a swarm of these creatures spells trouble regardless, as they almost never stray too far away from their progenitors.\"\n die_sound={SOUND_LIST:IMP_DIE}\n [resistance]\n impact=120\n [/resistance]\n {DEFENSE_ANIM \"units/imps/imp-minor.png\" \"units/imps/imp-minor.png\" {SOUND_LIST:IMP_HIT} }\n [attack]\n name=claws\n description={I18N:ATTACK_CLAWS}\n icon=attacks/claws-undead.png\n type=blade\n range=melee\n damage=4\n number=2\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n start_time=-125\n [if]\n hits=yes\n [frame]\n duration=75\n image=\"units/imps/imp-minor.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=75\n image=\"units/imps/imp-minor.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=150\n image=\"units/imps/imp-minor.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Automaton\n name= _ \"Automaton\"\n race=mechanical\n image=\"units/mechanical/automaton.png\"\n hitpoints=38\n movement_type=armoredfoot\n movement=5\n experience=50\n level=1\n alignment=neutral\n advances_to=Iron Golem\n cost=18\n usage=fighter\n [resistance]\n arcane=50\n cold=70\n fire=80\n [/resistance]\n [movement_costs]\n mountains=4\n hills=3\n sand=1\n frozen=4\n deep_water=4\n shallow_water=3\n reef=2\n swamp_water=3\n [/movement_costs]\n description= _ \"These small metallic beings seem not to require food or water to fight, very much like the undead. Heavily armored and wielding a steel mace and rectangular shield, these \u2018automatons\u2019 are said to have been originally created by the dwarves before a clan was captured by the forces of Chaos. Their primary drawback is their apparent unease when navigating rough terrains such as hills and mountains.\"\n die_sound={SOUND_LIST:BOT_SMALL_DIE}\n {DEFENSE_ANIM \"units/mechanical/automaton.png\" \"units/mechanical/automaton.png\" {SOUND_LIST:BOT_SMALL_HIT} }\n [abilities]\n {ABILITY_SUBMERGE}\n [/abilities]\n [attack]\n name=morning star\n description={I18N:ATTACK_MORNING_STAR}\n icon=\"attacks/mace-spiked.png\"\n type=impact\n range=melee\n damage=8\n number=2\n [/attack]\n [attack]\n name=rectangular-shield\n description= _ \"rectangular shield\"\n icon=attacks/rectangular-shield.png\n type=impact\n range=melee\n damage=6\n number=2\n [specials]\n {WEAPON_SPECIAL_DEFEND_ONLY}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=morning star\n [/filter_attack]\n start_time=-260\n [if]\n hits=yes\n [frame]\n duration=85\n image=\"units/mechanical/automaton.png\"\n sound=flail.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=85\n image=\"units/mechanical/automaton.png\"\n sound=flail-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=175\n image=\"units/mechanical/automaton.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/mechanical/automaton.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=rectangular-shield\n [/filter_attack]\n start_time=-50\n [if]\n hits=no\n [frame]\n duration=100\n sound={SOUND_LIST:MISS}\n image=\"units/mechanical/automaton.png\"\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n duration=100\n sound=mace.wav\n image=\"units/mechanical/automaton.png\"\n [/frame]\n [/else]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Door\n name= _ \"Door\"\n race=mechanical\n image=\"misc/blank-hex.png\"\n image_icon=\"terrain/dark-gate-se.png\"\n ellipse=none\n hitpoints=8\n movement_type=none\n movement=1\n level=0\n alignment=neutral\n advances_to=null\n cost=1\n usage=null\n hide_help=true\n [abilities]\n {ABILITY_STEADFAST}\n [/abilities]\n description= _ \"The door will open only to those who are allied with its owners, unless struck down by their enemies first.\"\n {DEFENSE_ANIM \"misc/blank-hex.png\" \"misc/blank-hex.png\" gate.ogg}\n die_sound=gate-fall.ogg\n [death]\n start_time=0\n [frame]\n duration,image=0,\"misc/blank-hex.png\"\n [/frame]\n [/death]\n\n #\n # Core Gate terrains\n #\n [event]\n id=naia_door_handler_1\n name=last breath\n first_time_only=no\n [filter]\n type=Door\n [filter_location]\n terrain=\"*^P*/,*^P*\\,*^P*|\"\n [/filter_location]\n [/filter]\n\n [lua]\n [args]\n x,y=$x1,$y1\n [/args]\n\n code=<<\n local loc = ...\n local newtile = wesnoth.get_terrain(loc.x, loc.y) .. \"o\"\n wesnoth.set_terrain(loc.x, loc.y, newtile, \"overlay\")\n >>\n [/lua]\n\n [redraw]\n side=1\n [/redraw]\n [/event]\n\n #\n # Legacy IftU/AtS Gate terrain\n #\n [event]\n id=naia_door_handler_2\n name=last breath\n first_time_only=no\n [filter]\n type=Door\n [filter_location]\n terrain=\"*^Z/,*^Z\\\"\n [/filter_location]\n [/filter]\n\n [remove_terrain_overlays]\n x,y=$x1,$y1\n [/remove_terrain_overlays]\n\n [redraw]\n side=1\n [/redraw]\n [/event]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Goliath\n name= _ \"Mechanical Goliath\"\n race=mechanical\n image=\"units/mechanical/goliath.png\"\n hitpoints=61\n movement_type=armoredfoot\n movement=5\n experience=150\n level=3\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=67\n usage=fighter\n [resistance]\n arcane=50\n cold=70\n fire=60\n [/resistance]\n [movement_costs]\n mountains=3\n hills=2\n sand=1\n frozen=2\n deep_water=3\n shallow_water=2\n reef=2\n swamp_water=2\n [/movement_costs]\n description= _ \"Giant metallic beasts under the command of the forces of Chaos, the Mechanical Goliaths can crush in a matter of seconds any man, skeleton, or even troll. They seem immune to poison, drain, and other hazards that would normally pose a great danger for a living being. Because of this, it\u2019s been suggested that they are magically animated constructions of rock and steel.\n\nTo make things even worse, it is said that they can destroy entire armies from a distance with a sudden flash of red light, in an attack that is both powerful and accurate.\"\n die_sound=bot-huge-explosion.ogg\n {DEFENSE_ANIM \"units/mechanical/goliath.png\" \"units/mechanical/goliath.png\" {SOUND_LIST:DRAKE_HIT} }\n [abilities]\n {ABILITY_SUBMERGE}\n [/abilities]\n [attack]\n name=fist\n description={I18N:ATTACK_FIST}\n icon=attacks/fist-troll.png\n type=impact\n range=melee\n damage=14\n number=2\n [/attack]\n [attack]\n name=flash cannon\n description= _ \"flash cannon\"\n type=impact\n range=ranged\n damage=19\n number=1\n icon=attacks/flash-cannon.png\n [specials]\n {WEAPON_SPECIAL_MARKSMAN}\n [/specials]\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=fist\n [/filter_attack]\n start_time=-200\n [frame]\n duration=50\n image=\"units/mechanical/goliath.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=250\n image=\"units/mechanical/goliath-melee.png\"\n sound=fist.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=250\n image=\"units/mechanical/goliath-melee.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/mechanical/goliath.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=flash cannon\n [/filter_attack]\n start_time=-900\n\n {MISSILE_FRAME_TORPEDO}\n\n [frame]\n duration=300\n image=\"units/mechanical/goliath.png\"\n sound=gun-energy-huge-fire-prelude.ogg\n [/frame]\n [frame]\n duration=200\n image=\"units/mechanical/goliath.png\"\n sound=gun-activate-1.ogg,gun-activate-2.ogg\n [/frame]\n [frame]\n duration=250\n image=\"units/mechanical/goliath-melee.png\"\n [/frame]\n\n torpedo_blast_start_time=-1\n torpedo_blast_offset=1.0\n torpedo_blast_auto_vflip=no\n [torpedo_blast_frame]\n duration=1\n [/torpedo_blast_frame]\n [if]\n hits=yes\n [frame]\n duration=150\n offset=0.0~-0.2:50,-0.2~0.0:100\n image=\"units/mechanical/goliath.png\"\n sound=gun-energy-huge-fire.ogg\n [/frame]\n [torpedo_blast_frame]\n duration=540\n halo=\"projectiles/fireball-impact-7.png:60,projectiles/fireball-impact-8.png:60,projectiles/fireball-impact-9.png:60,projectiles/fireball-impact-10.png:60,projectiles/fireball-impact-11.png:60,projectiles/fireball-impact-12.png:60,projectiles/fireball-impact-13.png:60,projectiles/fireball-impact-14.png:60,projectiles/fireball-impact-15.png:60,projectiles/fireball-impact-16.png:60\"\n [/torpedo_blast_frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=150\n offset=0.0\n image=\"units/mechanical/goliath.png\"\n [/frame]\n [torpedo_blast_frame]\n duration=540\n halo=\"misc/blank-hex.png\"\n [/torpedo_blast_frame]\n [/else]\n [torpedo_blast_frame]\n duration=1\n [/torpedo_blast_frame]\n [/attack_anim]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Iron Golem\n name= _ \"Iron Golem\"\n race=mechanical\n image=\"units/mechanical/golem-iron.png\"\n hitpoints=48\n movement_type=armoredfoot\n movement=5\n experience=70\n level=2\n alignment=neutral\n advances_to=Goliath\n cost=30\n usage=fighter\n [resistance]\n arcane=50\n cold=70\n fire=70\n [/resistance]\n [movement_costs]\n mountains=3\n hills=2\n sand=1\n frozen=2\n deep_water=3\n shallow_water=2\n reef=2\n swamp_water=2\n [/movement_costs]\n description= _ \"Some automatons mysteriously grow in size overnight, gaining greater strength and taller bodies in a process that is unknown to anyone but the less commonly seen Lorekeepers of Chaos. They drop their shield and mace in favor of harder and stronger armor, and fists that can crush the rock with minimal effort \u2014 compensating for the lack of close range weapons.\n\nLess commonly, they may fire a powerful weapon that is said to resemble the great firesticks of the dwarven lords in both shape and destructive effect. \"\n die_sound=bot-huge-explosion.ogg\n {DEFENSE_ANIM \"units/mechanical/golem-iron.png\" \"units/mechanical/golem-iron.png\" {SOUND_LIST:DRAKE_HIT} }\n [abilities]\n {ABILITY_SUBMERGE}\n [/abilities]\n [attack]\n name=fist\n description={I18N:ATTACK_FIST}\n icon=attacks/fist-troll.png\n type=impact\n range=melee\n damage=11\n number=2\n [/attack]\n [attack]\n name=flash cannon\n description= _ \"flash cannon\"\n type=impact\n range=ranged\n damage=13\n number=1\n icon=attacks/flash-cannon.png\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=fist\n [/filter_attack]\n start_time=-200\n [frame]\n duration=50\n image=\"units/mechanical/golem-iron.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=250\n image=\"units/mechanical/golem-iron.png\"\n sound=fist.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=250\n image=\"units/mechanical/golem-iron.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/mechanical/golem-iron.png\"\n [/frame]\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=flash cannon\n [/filter_attack]\n start_time=-900\n\n {MISSILE_FRAME_TORPEDO}\n\n [frame]\n duration=300\n image=\"units/mechanical/golem-iron.png\"\n sound=gun-energy-huge-fire-prelude.ogg\n [/frame]\n [frame]\n duration=200\n image=\"units/mechanical/golem-iron.png\"\n sound=gun-activate-1.ogg,gun-activate-2.ogg\n [/frame]\n [frame]\n duration=250\n image=\"units/mechanical/golem-iron.png\"\n [/frame]\n\n torpedo_blast_start_time=-1\n torpedo_blast_offset=1.0\n torpedo_blast_auto_vflip=no\n [torpedo_blast_frame]\n duration=1\n [/torpedo_blast_frame]\n [if]\n hits=yes\n [frame]\n duration=150\n offset=0.0~-0.2:50,-0.2~0.0:100\n image=\"units/mechanical/golem-iron.png\"\n sound=gun-energy-huge-fire.ogg\n [/frame]\n [torpedo_blast_frame]\n duration=540\n halo=\"projectiles/fireball-impact-7.png:60,projectiles/fireball-impact-8.png:60,projectiles/fireball-impact-9.png:60,projectiles/fireball-impact-10.png:60,projectiles/fireball-impact-11.png:60,projectiles/fireball-impact-12.png:60,projectiles/fireball-impact-13.png:60,projectiles/fireball-impact-14.png:60,projectiles/fireball-impact-15.png:60,projectiles/fireball-impact-16.png:60\"\n [/torpedo_blast_frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=150\n offset=0.0\n image=\"units/mechanical/golem-iron.png\"\n [/frame]\n [torpedo_blast_frame]\n duration=540\n halo=\"misc/blank-hex.png\"\n [/torpedo_blast_frame]\n [/else]\n [torpedo_blast_frame]\n duration=1\n [/torpedo_blast_frame]\n [/attack_anim]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Worker Droid\n name= _ \"Worker Droid\"\n race=mechanical\n image=\"units/mechanical/worker.png\"\n hitpoints=20\n movement_type=armoredfoot\n movement=5\n # As if these weaklings would EVER get this much XP amount in a natural manner\n experience=25\n level=0\n alignment=neutral\n advances_to=Automaton\n cost=5\n usage=fighter\n [resistance]\n arcane=50\n cold=70\n [/resistance]\n [movement_costs]\n mountains=4\n hills=3\n sand=1\n frozen=4\n deep_water=4\n shallow_water=4\n reef=3\n swamp_water=4\n [/movement_costs]\n # FIXME: I'm too lazy right now to make up something better for a description.\n description= _ \"These tiny metal gnomes are known as the \u2018worker droids\u2019 by the Chaos overlords. It is not known what nature drives their acts; in fact, nobody knows, aside from their creators, if they are living beings, undead, or animated rocks.\"\n die_sound={SOUND_LIST:BOT_SMALL_DIE}\n {DEFENSE_ANIM \"units/mechanical/worker.png\" \"units/mechanical/worker.png\" {SOUND_LIST:BOT_SMALL_HIT} }\n [abilities]\n {ABILITY_SUBMERGE}\n [/abilities]\n [attack]\n name=oil\n description=_\"oil\"\n icon=attacks/slime-thrown.png\n type=impact\n range=ranged\n damage=3\n number=2\n [/attack]\n [attack_anim]\n [filter_attack]\n name=oil\n [/filter_attack]\n start_time=-180\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=\"projectiles/slime-glob.png\"\n image_diagonal=\"projectiles/slime-glob.png\"\n [/missile_frame]\n [if]\n hits=yes\n [frame]\n duration=280\n image=\"units/mechanical/worker.png\"\n sound=squishy-strike.wav\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=280\n image=\"units/mechanical/worker.png\"\n sound=squishy-miss.wav\n [/frame]\n [/else]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Abomination\n name= _ \"Abomination\"\n race=monster\n image=\"units/monsters/abomination.png\"\n hitpoints=35\n movement_type=gruefoot\n movement=4\n experience=100\n level=2\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=34\n usage=fighter\n undead_variation=troll\n description= _ \"The origin of these hideous creatures is uncertain. Some speculate that they might be humans, orcs, dwarves or trolls that were somehow changed into their current aspect. Others claim that they are failed attempts at breeding a new race of demon soldiers by the Chaos forces.\n\nHowever they came into existence, they appear to be highly sensitive to light and avoid leaving the safety of their dark caverns.\"\n die_sound={SOUND_LIST:TROLL_DIE}\n {DEFENSE_ANIM \"units/monsters/abomination.png\" \"units/monsters/abomination.png\" {SOUND_LIST:TROLL_HIT} }\n [attack]\n name=crush\n description={I18N:ATTACK_CRUSH}\n type=impact\n range=melee\n damage=11\n number=2\n icon=attacks/fist-troll.png\n [/attack]\n [attack_anim]\n [filter_attack]\n name=crush\n [/filter_attack]\n start_time=-150\n [if]\n hits=yes\n [frame]\n duration=150\n image=\"units/monsters/abomination.png\"\n sound=fist.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=150\n image=\"units/monsters/abomination.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=200\n image=\"units/monsters/abomination.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Fire Wisp\n name= _ \"Fire Wisp\"\n race=monster\n {TRAIT_ELEMENTAL}\n image=\"units/monsters/firewisp.png\"\n {DEFENSE_ANIM \"units/monsters/firewisp-defend.png\" \"units/monsters/firewisp.png\" {SOUND_LIST:DRAKE_HIT} }\n hitpoints=11\n movement_type=fireafinity\n movement=6\n experience=40\n level=0\n alignment=neutral\n advances_to=Fire Guardian\n cost=12\n usage=mixed fighter\n description= _ \"Fire Wisps are minor spirits of flame. They like to frolic in pools of lava, and take great delight in burning anything they can reach. They should not be a great challenge to unexperienced fighters, except when found in swarms.\"\n die_sound=drake-die.ogg\n [attack]\n name=fire bash\n description= _ \"fire bash\"\n type=fire\n icon=attacks/fireball.png\n range=melee\n damage=4\n number=3\n [/attack]\n [attack]\n name=fire breath\n description={I18N:ATTACK_FIRE_BREATH}\n icon=attacks/fireball.png\n type=fire\n range=ranged\n damage=4\n number=2\n [/attack]\n [death]\n start_time=0\n [frame]\n duration=50\n image=units/monsters/firewisp.png\n [/frame]\n [frame]\n duration=100\n image=units/monsters/firewisp-death1.png\n [/frame]\n [frame]\n duration=100\n image=units/monsters/firewisp-death2.png\n [/frame]\n [frame]\n duration=100\n image=units/monsters/firewisp-death3.png\n [/frame]\n [frame]\n duration=100\n image=units/monsters/firewisp-death4.png\n [/frame]\n [frame]\n duration=100\n image=units/monsters/firewisp-death5.png\n [/frame]\n [/death]\n [attack_anim]\n [filter_attack]\n name=fire bash\n [/filter_attack]\n start_time=-200\n [frame]\n duration=100\n image=units/monsters/firewisp-ranged1.png\n [/frame]\n [frame]\n duration=150\n image=units/monsters/firewisp-attack.png\n sound=fire.wav\n [/frame]\n [frame]\n duration=50\n image=units/monsters/firewisp-ranged1.png\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fire breath\n [/filter_attack]\n start_time=-500\n {MISSILE_FRAME_FIRE_BREATH 11,-34 11,15 24,-22 26,10}\n [frame]\n duration=100\n image=units/monsters/firewisp-ranged1.png\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=50\n image=units/monsters/firewisp-ranged2.png\n sound=flame-big.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=50\n image=units/monsters/firewisp-ranged2.png\n sound=flame-big-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=200\n image=units/monsters/firewisp-ranged1.png\n [/frame]\n [frame]\n duration=150\n image=units/monsters/firewisp.png\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Fungoid\n name= _ \"Fungoid\"\n race=monster\n image=\"units/monsters/fungoid.png\"\n hitpoints=24\n movement_type=treefolk\n movement=4\n [movement_costs]\n fungus=1\n cave=2\n [/movement_costs]\n [defense]\n fungus=60\n cave=60\n [/defense]\n experience=25\n {AMLA_DEFAULT}\n level=0\n alignment=chaotic\n advances_to=null\n # experience=80\n # advances_to=Giant Mushroom\n cost=4\n usage=fighter\n undead_variation=null\n # wmllint: local spelling fungoids\n description= _ \"Fungoids are mushroom-like creatures that can multiply very quickly. Their soft bodies and delicious taste once seasoned make them a prime target for inexperienced adventurers.\"\n die_sound=squishy-hit.wav,wose-hit.ogg\n {DEFENSE_ANIM \"units/monsters/fungoid.png\" \"units/monsters/fungoid.png\" \"squishy-hit.wav,wose-hit.ogg\" }\n [attack]\n name=crush\n description={I18N:ATTACK_CRUSH}\n icon=attacks/crush-wose.png\n type=impact\n range=melee\n damage=4\n number=2\n [/attack]\n [attack]\n name=tentacle\n description={I18N:ATTACK_TENTACLE}\n type=pierce\n range=melee\n damage=4\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=crush\n [/filter_attack]\n start_time=-500\n [if]\n hits=yes\n [frame]\n duration=400\n image=\"units/monsters/fungoid.png\"\n sound=wose-attack.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=400\n image=\"units/monsters/fungoid.png\"\n sound=wose-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=150\n image=\"units/monsters/fungoid.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/monsters/fungoid.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=tentacle\n [/filter_attack]\n start_time=-225\n [frame]\n duration=75\n image=\"units/monsters/fungoid.png\"\n [/frame]\n [frame]\n duration=75\n image=\"units/monsters/fungoid.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/monsters/fungoid.png\"\n sound=squishy-hit.wav\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/monsters/fungoid.png\"\n sound=squishy-miss.wav\n [/frame]\n [/else]\n [frame]\n duration=75\n image=\"units/monsters/fungoid.png\"\n [/frame]\n [frame]\n duration=50\n image=\"units/monsters/fungoid.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Lesser Giant Spider\n name= _ \"Lesser Giant Spider\"\n race=monster\n image=\"units/monsters/giant-spider-lesser.png\"\n hitpoints=39\n movement_type=mountainfoot\n movement=6\n experience=130\n level=2\n alignment=chaotic\n advances_to=Giant Spider\n cost=38\n usage=fighter\n undead_variation=null\n description= _ \"Smaller and weaker Giant Spiders are very common underground. They usually prey on single insects roaming around, but sometimes it is possible to find dwarven or human corpses trapped in their webs, which suggests they have little problem in eating big individuals fool enough to fall in their traps.\"\n die_sound=hiss-die.wav\n {DEFENSE_ANIM \"units/monsters/giant-spider-lesser.png\" \"units/monsters/giant-spider-lesser.png\" {SOUND_LIST:BAT_HIT} }\n [attack]\n name=fangs\n description={I18N:ATTACK_FANGS}\n icon=attacks/fangs-spider.png\n type=blade\n range=melee\n damage=12\n number=2\n [specials]\n {WEAPON_SPECIAL_POISON}\n [/specials]\n [/attack]\n [attack]\n name=web\n description={I18N:ATTACK_WEB}\n type=impact\n range=ranged\n damage=6\n number=3\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=fangs\n [/filter_attack]\n [frame]\n begin=-225\n end=-175\n image=\"units/monsters/giant-spider-lesser.png\"\n [/frame]\n [frame]\n begin=-175\n end=-100\n image=\"units/monsters/giant-spider-lesser.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-100\n end=-50\n image=\"units/monsters/giant-spider-lesser.png\"\n sound=bite-small.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-100\n end=-50\n image=\"units/monsters/giant-spider-lesser.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=-50\n end=100\n image=\"units/monsters/giant-spider-lesser.png\"\n [/frame]\n [frame]\n begin=100\n end=175\n image=\"units/monsters/giant-spider-lesser.png\"\n [/frame]\n [frame]\n begin=175\n end=200\n image=\"units/monsters/giant-spider-lesser.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=web\n [/filter_attack]\n [missile_frame]\n begin=-200\n end=0\n image=\"projectiles/web.png\"\n image_diagonal=\"projectiles/web.png\"\n [/missile_frame]\n [frame]\n begin=-200\n end=-150\n image=\"units/monsters/giant-spider-lesser.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-150\n end=-75\n image=\"units/monsters/giant-spider-lesser.png\"\n sound=net.wav\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-150\n end=-75\n image=\"units/monsters/giant-spider-lesser.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=-75\n end=100\n image=\"units/monsters/giant-spider-lesser.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Leech\n name= _ \"Leech\"\n race=monster\n image=\"units/monsters/leech.png\"\n hitpoints=42\n movement_type=smallfoot\n [movement_costs]\n deep_water={UNREACHABLE}\n shallow_water={UNREACHABLE}\n reef={UNREACHABLE}\n swamp_water={UNREACHABLE}\n flat={UNREACHABLE}\n sand={UNREACHABLE}\n forest={UNREACHABLE}\n hills={UNREACHABLE}\n mountains={UNREACHABLE}\n village={UNREACHABLE}\n castle={UNREACHABLE}\n cave={UNREACHABLE}\n frozen={UNREACHABLE}\n unwalkable={UNREACHABLE}\n impassable={UNREACHABLE}\n fungus={UNREACHABLE}\n [/movement_costs]\n [resistance]\n blade=120\n pierce=90\n impact=90\n fire=120\n cold=100\n arcane=110\n [/resistance]\n movement=1\n experience=50\n level=1\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=70\n usage=mixed fighter\n undead_variation=null\n description= _ \"Leeches are universally known for their common diet, the warm blood of various bigger creatures. However, this is exactly why they are often used for medicinal purposes.\n\nAlthough not directly related, the same name is applied to groups of strange worms attached to the ground, found under caves, who are not a great danger as they cannot move around to search for prey. Instead, they await unwary victims who get close enough for them to be able to trap them in their deadly tentacles and then swallow their blood, which increases their strength and heals their wounds.\n\nIt is fortunate that they have not developed legs; otherwise, they would be an almost unstoppable menace to explorers and dwellers of the caves they inhabit.\"\n die_sound=squishy-hit.wav\n {DEFENSE_ANIM \"units/monsters/leech.png\" \"units/monsters/leech.png\" squishy-hit.wav }\n [abilities]\n {ABILITY_REGENERATES}\n {ABILITY_FEEDING}\n [/abilities]\n [attack]\n name=drainer\n icon=attacks/fangs.png\n description= _ \"drainer\"\n type=pierce\n range=melee\n damage=9\n number=2\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=drainer\n [/filter_attack]\n start_time=-100\n [if]\n hits=yes\n [frame]\n duration=200\n image=\"units/monsters/leech.png\"\n sound=squishy-strike.wav\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n image=\"units/monsters/leech.png\"\n sound=squishy-miss.wav\n [/frame]\n [/else]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Animated Rock\n name= _ \"Animated Rock\"\n race=monster\n {TRAIT_ELEMENTAL}\n image=\"units/monsters/animated-rock.png\"\n hitpoints=26\n movement_type=rockafinity\n movement=5\n experience=40\n level=0\n alignment=neutral\n advances_to=Rock Golem\n cost=8\n usage=fighter\n description= _ \"Animated Rocks are rather slow creatures made out of solid, living rock. They have a weak attack, but are incredibly hard to destroy. It is rumored that these magical constructs can only be summoned by powerful magi.\"\n die_sound=drake-die.ogg\n [abilities]\n {ABILITY_STEADFAST}\n [/abilities]\n [attack]\n name=fist\n description={I18N:ATTACK_FIST}\n icon=attacks/fist-troll.png\n type=impact\n range=melee\n damage=5\n number=3\n [/attack]\n {DEFENSE_ANIM \"units/monsters/animated-rock-defend.png\" \"units/monsters/animated-rock.png\" {SOUND_LIST:DRAKE_HIT} }\n [attack_anim]\n [filter_attack]\n name=fist\n [/filter_attack]\n start_time=-200\n [frame]\n duration=50\n image=units/monsters/animated-rock.png\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=250\n image=units/monsters/animated-rock-attack.png\n sound=fist.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=250\n image=units/monsters/animated-rock-attack.png\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n image=units/monsters/animated-rock.png\n [/frame]\n [/attack_anim]\n [death]\n start_time=0\n [frame]\n duration=50\n image=units/monsters/animated-rock.png\n [/frame]\n [frame]\n duration=100\n image=units/monsters/animated-rock-die1.png\n [/frame]\n [frame]\n duration=100\n image=units/monsters/animated-rock-die2.png\n [/frame]\n [frame]\n duration=100\n image=units/monsters/animated-rock-die3.png\n [/frame]\n [/death]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Rock Golem\n name= _ \"Rock Golem\"\n race=monster\n {TRAIT_ELEMENTAL}\n image=\"units/monsters/rock-golem.png\"\n hitpoints=44\n movement_type=rockafinity\n movement=4\n experience=50\n level=1\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=19\n usage=fighter\n description= _ \"Rock Golems are giant, slow, and heavy creatures made out of solid, living rock. Their fists can crush any skeleton in matter of seconds.\"\n die_sound=drake-die.ogg\n [abilities]\n {ABILITY_STEADFAST}\n [/abilities]\n [attack]\n name=fist\n description={I18N:ATTACK_FIST}\n icon=attacks/fist-troll.png\n type=impact\n range=melee\n damage=8\n number=3\n [/attack]\n {DEFENSE_ANIM \"units/monsters/rock-golem-defend.png\" \"units/monsters/rock-golem.png\" {SOUND_LIST:DRAKE_HIT} }\n [attack_anim]\n [filter_attack]\n name=fist\n [/filter_attack]\n start_time=-200\n [frame]\n duration=50\n image=units/monsters/rock-golem.png\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=150\n image=units/monsters/rock-golem-attack.png\n sound=fist.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=150\n image=units/monsters/rock-golem-attack.png\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=100\n image=units/monsters/rock-golem.png\n [/frame]\n [/attack_anim]\n [death]\n start_time=0\n [frame]\n duration=50\n image=units/monsters/rock-golem.png\n [/frame]\n [frame]\n duration=100\n image=units/monsters/rock-golem-die-1.png\n [/frame]\n [frame]\n duration=100\n image=units/monsters/rock-golem-die-2.png\n [/frame]\n [frame]\n duration=100\n image=units/monsters/rock-golem-die-3.png\n [/frame]\n [/death]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Water Spirit\n name= _ \"female^Water Spirit\"\n gender=female\n race=monster\n {TRAIT_ELEMENTAL}\n image=\"units/monsters/water.png\"\n {DEFENSE_ANIM \"units/monsters/water.png\" \"units/monsters/water.png\" mermaid-hit.ogg }\n hitpoints=24\n movement_type=waterdependency\n movement=7\n experience=50\n level=1\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=23\n usage=mixed fighter\n description= _ \"Tidal waves of water have been known to acquire their own consciousness and mind and break free of their summoners\u2019 influence. The result is a more corporeal water being, embodying the might and whim of the water and its denizens.\"\n die_sound=mermaid-die.ogg\n [attack]\n name=water punch\n description=_\"water punch\"\n icon=attacks/waterspray.png\n type=impact\n range=melee\n damage=8\n number=3\n [/attack]\n [attack]\n name=water spray\n description={I18N:ATTACK_WATER_SPRAY}\n icon=attacks/waterspray.png\n type=impact\n range=ranged\n damage=7\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=water punch\n [/filter_attack]\n start_time=-100\n [frame]\n duration=200\n image=\"units/monsters/water.png\"\n sound=water-blast.wav\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=water spray\n [/filter_attack]\n start_time=-150\n missile_start_time=-165\n [missile_frame]\n duration=165\n image=\"projectiles/water-spray.png\"\n image_diagonal=\"projectiles/water-spray.png\"\n [/missile_frame]\n [frame]\n duration=90\n iimage=\"units/monsters/water.png\"\n [/frame]\n [frame]\n duration=160\n image=\"units/monsters/water.png\"\n sound=water-blast.wav\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Water Tidal\n name= _ \"female^Water Tidal\"\n gender=female\n race=monster\n {TRAIT_ELEMENTAL}\n image=\"units/monsters/water-tidal.png\"\n {DEFENSE_ANIM \"units/monsters/water-tidal.png\" \"units/monsters/water-tidal.png\" mermaid-hit.ogg }\n hitpoints=10\n movement_type=waterdependency\n movement=7\n experience=26\n level=0\n alignment=neutral\n advances_to=Water Spirit\n cost=10\n usage=mixed fighter\n description= _ \"It is said that the world is mostly composed of water. It would be natural, then, to conjecture that water may have its own will and that its power can be summoned by expert magi for nefarious purposes.\"\n die_sound=mermaid-die.ogg\n [attack]\n name=water punch\n description=_\"water punch\"\n icon=attacks/waterspray.png\n type=impact\n range=melee\n damage=5\n number=3\n [/attack]\n [attack]\n name=water spray\n description={I18N:ATTACK_WATER_SPRAY}\n icon=attacks/waterspray.png\n type=impact\n range=ranged\n damage=4\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=water punch\n [/filter_attack]\n [frame]\n begin=-100\n end=100\n image=\"units/monsters/water-tidal-attack.png\"\n sound=water-blast.wav\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=water spray\n [/filter_attack]\n start_time=-150\n missile_start_time=-165\n [missile_frame]\n duration=165\n image=\"projectiles/water-spray.png\"\n image_diagonal=\"projectiles/water-spray.png\"\n [/missile_frame]\n [frame]\n duration=90\n image=\"units/monsters/water-tidal-ranged-1.png\"\n [/frame]\n [frame]\n duration=10\n image=\"units/monsters/water-tidal-ranged-1.png\"\n sound=water-blast.wav\n [/frame]\n [frame]\n duration=150\n image=\"units/monsters/water-tidal-ranged-2.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Shaxthal Assault Drone\n name= _ \"Assault Drone\"\n race=shaxthal\n image=\"units/shaxthal/drone-assault.png\"\n hitpoints=47\n movement_type=biomechanical_drone\n movement=7\n level=2\n alignment=neutral\n {SHAXTHAL_ATS_ADVANCEMENT (\"Shaxthal War Drone\") 100 100}\n cost=28\n usage=mixed fighter\n description= _ \"The Shaxthal Assault Drones are among the most effective members of the Chaos Empire\u2019s offensive arsenal. While their more sedentary counterparts \u2014 the Sentry Drones \u2014 guard the Empire\u2019s strongholds, the Assault Drones\u2019 formidable brute strength and superior mobility make them excellent siege machines. As such, they are found in large numbers amongst the Chaos legions. Many a particularly stubborn foe has succumbed to these creatures\u2019 assault; neither earth nor stone proves an obstacle as they carry out their missions with brutal efficiency.\"\n die_sound={SOUND_LIST:BIOMECHANICAL_DIE}\n {DEFENSE_ANIM \"units/shaxthal/drone-assault.png\" \"units/shaxthal/drone-assault.png\" {SOUND_LIST:BIOMECHANICAL_HIT} }\n [abilities]\n {ABILITY_SUBMERGE}\n [/abilities]\n [attack]\n name=fangs\n description={I18N:ATTACK_FANGS}\n type=pierce\n range=melee\n damage=8\n number=2\n [specials]\n {WEAPON_SPECIAL_POISON}\n [/specials]\n [/attack]\n [attack]\n name=claws\n description={I18N:ATTACK_CLAWS}\n icon=attacks/claws-drake.png\n type=blade\n range=melee\n damage=9\n number=3\n [/attack]\n [attack]\n name=energy shock\n description= _ \"energy shock\"\n icon=attacks/energy-shock.png\n type=impact\n range=ranged\n damage=11\n number=4\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n start_time=-300\n [frame]\n duration=150\n image=\"units/shaxthal/drone-assault.png\"\n [/frame]\n [if]\n hits=no\n [frame]\n duration=100\n image=\"units/shaxthal/drone-assault.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n duration=100\n image=\"units/shaxthal/drone-assault.png\"\n sound=claws.ogg\n [/frame]\n [/else]\n [frame]\n duration=150\n image=\"units/shaxthal/drone-assault.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fangs\n [/filter_attack]\n start_time=-300\n [frame]\n duration=150\n image=\"units/shaxthal/drone-assault.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/shaxthal/drone-assault.png\"\n sound=bite.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/shaxthal/drone-assault.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=150\n image=\"units/shaxthal/drone-assault.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/shaxthal/drone-assault.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=energy shock\n [/filter_attack]\n start_time=-300\n {MISSILE_FRAME_ENERGY_SHOCK}\n [frame]\n duration=100\n image=\"units/shaxthal/drone-assault.png\"\n sound=shaxthal-energy-prelude.ogg\n [/frame]\n [frame]\n duration=300\n image=\"units/shaxthal/drone-assault.png\"\n sound=shaxthal-energy-fire.ogg\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Shaxthal Drone\n name= _ \"Drone\"\n race=shaxthal\n {SHAXTHAL_ONRECRUIT_CHECK_SURFACE_FLAG \"Shaxthal Drone\"}\n image=\"units/shaxthal/drone.png\"\n hitpoints=32\n movement_type=biomechanical_drone\n movement=5\n experience=60\n level=1\n alignment=neutral\n advances_to=Shaxthal Sentry Drone,Shaxthal Assault Drone\n cost=11\n usage=mixed fighter\n # Weaker than their cousins to most physical damage types\n [resistance]\n blade=110\n pierce=120\n impact=100\n cold=100\n [/resistance]\n description= _ \"Unnatural. Bloodcurdling. Abominations. Of the many words used to describe the mechanical creatures known as the Shaxthals, these are the most often heard. Amongst their many legions, the lowly Drone is by far the most common, yet even it can tear down an enemy in an instant. A menacing hiss echoing through the gloom is enough to herald approaching death, either by the powerful blasts of energy they unleash from their maws or the Chaos legions never far behind.\n\nBut among the few accounts that remain of the Shaxthals\u2019 conquests, the most terrifying detail floating creatures of metal, the light glinting off a demonic, unwavering grin as they dispense death from above.\"\n die_sound={SOUND_LIST:BIOMECHANICAL_DIE}\n {DEFENSE_ANIM \"units/shaxthal/drone.png\" \"units/shaxthal/drone.png\" {SOUND_LIST:BIOMECHANICAL_HIT} }\n [abilities]\n {ABILITY_SUBMERGE}\n [/abilities]\n [attack]\n name=fangs\n description={I18N:ATTACK_FANGS}\n type=pierce\n range=melee\n damage=7\n number=2\n [specials]\n {WEAPON_SPECIAL_POISON}\n [/specials]\n [/attack]\n [attack]\n name=claws\n description={I18N:ATTACK_CLAWS}\n icon=attacks/claws-drake.png\n type=blade\n range=melee\n damage=6\n number=2\n [/attack]\n [attack]\n name=energy shock\n description= _ \"energy shock\"\n icon=attacks/energy-shock.png\n type=impact\n range=ranged\n damage=7\n number=2\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n start_time=-300\n [frame]\n duration=150\n image=\"units/shaxthal/drone.png\"\n [/frame]\n [if]\n hits=no\n [frame]\n duration=100\n image=\"units/shaxthal/drone.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n duration=100\n image=\"units/shaxthal/drone.png\"\n sound=claws.ogg\n [/frame]\n [/else]\n [frame]\n duration=150\n image=\"units/shaxthal/drone.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fangs\n [/filter_attack]\n start_time=-300\n [frame]\n duration=150\n image=\"units/shaxthal/drone.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/shaxthal/drone.png\"\n sound=bite.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/shaxthal/drone.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=150\n image=\"units/shaxthal/drone.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/shaxthal/drone.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=energy shock\n [/filter_attack]\n start_time=-300\n {MISSILE_FRAME_ENERGY_SHOCK}\n [frame]\n duration=100\n image=\"units/shaxthal/drone.png\"\n sound=shaxthal-energy-prelude.ogg\n [/frame]\n [frame]\n duration=300\n image=\"units/shaxthal/drone.png\"\n sound=shaxthal-energy-fire.ogg\n [/frame]\n [/attack_anim]\n [variation]\n variation_id=surface\n inherit=yes\n hide_help=yes\n image=\"units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n {DEFENSE_ANIM \"units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\" \"units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\" {SOUND_LIST:BIOMECHANICAL_HIT} }\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [frame]\n image=\"units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [if]\n [frame]\n image=\"units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [/else]\n [frame]\n image=\"units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fangs\n [/filter_attack]\n [frame]\n image=\"units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [if]\n [frame]\n image=\"units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [/else]\n [frame]\n image=\"units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [frame]\n image=\"units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=energy shock\n [/filter_attack]\n [frame]\n image=\"units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [frame]\n image=\"units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [/attack_anim]\n [/variation]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n#ifdef CAMPAIGN_AFTER_THE_STORM\n\n[unit_type]\n id=Shaxthal Enforcer Drone\n name= _ \"Enforcer Drone\"\n race=shaxthal\n {SHAXTHAL_ONRECRUIT_CHECK_SURFACE_FLAG \"Shaxthal Enforcer Drone\"}\n image=\"units/shaxthal/drone-enforcer.png\"\n hitpoints=65\n movement_type=biomechanical_drone\n movement=8\n experience=150\n level=3\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=49\n usage=mixed fighter\n # Weaker than their cousins to most physical damage types\n [resistance]\n blade=100\n pierce=100\n impact=100\n fire=120\n cold=100\n [/resistance]\n description= _ \"Bulkier and seemingly smarter versions of the Sentry drones are said to dwell in the deepest reaches of the Shaxthal hives protecting their offspring and territory.\"\n die_sound={SOUND_LIST:BIOMECHANICAL_DIE}\n {DEFENSE_ANIM \"units/shaxthal/drone-enforcer.png\" \"units/shaxthal/drone-enforcer.png\" {SOUND_LIST:BIOMECHANICAL_HIT} }\n [abilities]\n {ABILITY_SUBMERGE}\n [/abilities]\n [attack]\n name=fangs\n description={I18N:ATTACK_FANGS}\n type=pierce\n range=melee\n damage=11\n number=2\n [specials]\n {WEAPON_SPECIAL_POISON}\n [/specials]\n [/attack]\n [attack]\n name=claws\n description={I18N:ATTACK_CLAWS}\n icon=attacks/claws-drake.png\n type=blade\n range=melee\n damage=10\n number=3\n [/attack]\n [attack]\n name=energy shock\n description= _ \"energy shock\"\n icon=attacks/energy-shock.png\n type=impact\n range=ranged\n damage=10\n number=4\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [frame]\n begin=-300\n end=-150\n image=\"units/shaxthal/drone-enforcer.png\"\n [/frame]\n [if]\n hits=no\n [frame]\n begin=-150\n end=-50\n image=\"units/shaxthal/drone-enforcer.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n begin=-150\n end=-50\n image=\"units/shaxthal/drone-enforcer.png\"\n sound=claws.ogg\n [/frame]\n [/else]\n [frame]\n begin=-50\n end=100\n image=\"units/shaxthal/drone-enforcer.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fangs\n [/filter_attack]\n [frame]\n begin=-300\n end=-200\n #image=\"units/shaxthal/drone-enforcer-move-attack-1.png\"\n image=\"units/shaxthal/drone-enforcer.png\"\n [/frame]\n [frame]\n begin=-200\n end=-150\n #image=\"units/shaxthal/drone-enforcer-attack-2.png\"\n image=\"units/shaxthal/drone-enforcer.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-150\n end=-50\n #image=\"units/shaxthal/drone-enforcer-attack-2.png\"\n image=\"units/shaxthal/drone-enforcer.png\"\n sound=bite.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-150\n end=-50\n #image=\"units/shaxthal/drone-enforcer-attack-2.png\"\n image=\"units/shaxthal/drone-enforcer.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=-50\n end=100\n #image=\"units/shaxthal/drone-enforcer-move-attack-1.png\"\n image=\"units/shaxthal/drone-enforcer.png\"\n [/frame]\n [frame]\n begin=100\n end=200\n image=\"units/shaxthal/drone-enforcer.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=energy shock\n [/filter_attack]\n {MISSILE_FRAME_ENERGY_SHOCK}\n [frame]\n begin=-300\n end=-200\n image=\"units/shaxthal/drone-enforcer.png\"\n sound=shaxthal-energy-prelude.ogg\n [/frame]\n [frame]\n begin=-200\n end=100\n image=\"units/shaxthal/drone-enforcer.png\"\n sound=shaxthal-energy-fire.ogg\n [/frame]\n [/attack_anim]\n [variation]\n variation_id=surface\n inherit=yes\n hide_help=yes\n image=\"units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n {DEFENSE_ANIM \"units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\" \"units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\" {SOUND_LIST:BIOMECHANICAL_HIT} }\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [frame]\n image=\"units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [if]\n [frame]\n image=\"units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [/else]\n [frame]\n image=\"units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fangs\n [/filter_attack]\n [frame]\n image=\"units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [frame]\n image=\"units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [if]\n [frame]\n image=\"units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [/else]\n [frame]\n image=\"units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [frame]\n image=\"units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [frame]\n image=\"units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=energy shock\n [/filter_attack]\n [frame]\n image=\"units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [frame]\n image=\"units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [/attack_anim]\n [/variation]\n[/unit_type]\n\n#endif\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Shaxthal Protector Drone\n name= _ \"Protector Drone\"\n race=shaxthal\n image=\"units/shaxthal/drone-protector.png\"\n hitpoints=45\n movement_type=biomechanical_smallfoot\n movement=6\n experience=100\n level=2\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=36\n usage=mixed fighter\n description= _ \"Some drones develop their flexibility and deftness more than others. The Protectors have chosen the path of endurance and attack strength, becoming heavier and slower, yet lethal weapons of mass destruction. Their unusual attack accuracy makes them especially dangerous.\"\n die_sound={SOUND_LIST:BIOMECHANICAL_DIE}\n {DEFENSE_ANIM \"units/shaxthal/drone-protector.png\" \"units/shaxthal/drone-protector.png\" {SOUND_LIST:BIOMECHANICAL_HIT} }\n [abilities]\n {ABILITY_SUBMERGE}\n {ABILITY_STEADFAST}\n [/abilities]\n [attack]\n name=fangs\n description={I18N:ATTACK_FANGS}\n type=pierce\n range=melee\n damage=7\n number=2\n [/attack]\n [attack]\n name=claws\n description={I18N:ATTACK_CLAWS}\n icon=attacks/claws-drake.png\n type=blade\n range=melee\n damage=8\n number=4\n [/attack]\n [attack]\n name=energy shock\n description= _ \"energy shock\"\n icon=attacks/energy-shock.png\n type=impact\n range=ranged\n damage=9\n number=3\n [specials]\n {WEAPON_SPECIAL_MARKSMAN}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [frame]\n begin=-300\n end=-150\n image=\"units/shaxthal/drone-protector.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-150\n end=-50\n image=\"units/shaxthal/drone-protector.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-150\n end=-50\n image=\"units/shaxthal/drone-protector.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=-50\n end=100\n image=\"units/shaxthal/drone-protector.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fangs\n [/filter_attack]\n [frame]\n begin=-300\n end=-50\n image=\"units/shaxthal/drone-protector.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-50\n end=100\n image=\"units/shaxthal/drone-protector.png\"\n sound=bite.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-50\n end=100\n image=\"units/shaxthal/drone-protector.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=energy shock\n [/filter_attack]\n {MISSILE_FRAME_ENERGY_SHOCK}\n [frame]\n begin=-300\n end=-200\n image=\"units/shaxthal/drone-protector.png\"\n sound=shaxthal-energy-prelude.ogg\n [/frame]\n [frame]\n begin=-200\n end=100\n image=\"units/shaxthal/drone-protector.png\"\n sound=shaxthal-energy-fire.ogg\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Shaxthal Runner Drone\n name= _ \"Runner Drone\"\n race=shaxthal\n image=\"units/shaxthal/drone-runner.png\"\n hitpoints=31\n movement_type=biomechanical_smallfoot\n movement=6\n experience=40\n level=1\n alignment=neutral\n advances_to=Shaxthal Protector Drone,Shaxthal Rayblade\n cost=15\n usage=mixed fighter\n description= _ \"These bipedal Shaxthal creatures are better adapted for speed, agility and accuracy at ground level. On their own they don\u2019t pose a great threat, but swarms of these can be highly dangerous.\"\n die_sound={SOUND_LIST:BIOMECHANICAL_DIE}\n {DEFENSE_ANIM \"units/shaxthal/drone-runner.png\" \"units/shaxthal/drone-runner.png\" {SOUND_LIST:BIOMECHANICAL_HIT} }\n [abilities]\n {ABILITY_SUBMERGE}\n [/abilities]\n [attack]\n name=fangs\n description={I18N:ATTACK_FANGS}\n type=pierce\n range=melee\n damage=6\n number=2\n [/attack]\n [attack]\n name=claws\n description={I18N:ATTACK_CLAWS}\n icon=attacks/claws-drake.png\n type=blade\n range=melee\n damage=5\n number=4\n [/attack]\n [attack]\n name=energy shock\n description= _ \"energy shock\"\n icon=attacks/energy-shock.png\n type=impact\n range=ranged\n damage=7\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [frame]\n begin=-300\n end=-150\n image=\"units/shaxthal/drone-runner.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-150\n end=-50\n image=\"units/shaxthal/drone-runner.png\"\n sound=claws.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-150\n end=-50\n image=\"units/shaxthal/drone-runner.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=-50\n end=100\n image=\"units/shaxthal/drone-runner.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fangs\n [/filter_attack]\n [frame]\n begin=-300\n end=-50\n image=\"units/shaxthal/drone-runner.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-50\n end=100\n image=\"units/shaxthal/drone-runner.png\"\n sound=bite.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-50\n end=100\n image=\"units/shaxthal/drone-runner.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=energy shock\n [/filter_attack]\n {MISSILE_FRAME_ENERGY_SHOCK}\n [frame]\n begin=-300\n end=-200\n image=\"units/shaxthal/drone-runner.png\"\n sound=shaxthal-energy-prelude.ogg\n [/frame]\n [frame]\n begin=-200\n end=100\n image=\"units/shaxthal/drone-runner.png\"\n sound=shaxthal-energy-fire.ogg\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Shaxthal Sentry Drone\n name= _ \"Sentry Drone\"\n race=shaxthal\n {SHAXTHAL_ONRECRUIT_CHECK_SURFACE_FLAG \"Shaxthal Sentry Drone\"}\n image=\"units/shaxthal/drone-sentry.png\"\n hitpoints=51\n movement_type=biomechanical_drone\n movement=8\n experience=92\n level=2\n alignment=neutral\n {SHAXTHAL_ATS_ADVANCEMENT (\"Shaxthal Enforcer Drone\") 92 100}\n cost=26\n usage=mixed fighter\n # Weaker than their cousins to most physical damage types\n [resistance]\n blade=100\n pierce=100\n impact=100\n cold=100\n [/resistance]\n description= _ \"From the dark, echoing labyrinths of the Shaxthal hives to the shadowy fortresses of the Chaos Empire await guardians who can neither be swayed by words or gold: the Sentry Drones. Silent and deadly, these sentinels were engineered to quickly and efficiently eliminate any trespassers into the Empire\u2019s domain. Any unlucky enough to attract their attention have but one recourse: flight \u2014 that is, if they can outpace them. Should the fleeing intruder fall victim to the drones\u2019 scalding blasts of energy, their vicious teeth and claws will make short work of what remains.\"\n die_sound={SOUND_LIST:BIOMECHANICAL_DIE}\n {DEFENSE_ANIM \"units/shaxthal/drone-sentry.png\" \"units/shaxthal/drone-sentry.png\" {SOUND_LIST:BIOMECHANICAL_HIT} }\n [abilities]\n {ABILITY_SUBMERGE}\n [/abilities]\n [attack]\n name=fangs\n description={I18N:ATTACK_FANGS}\n type=pierce\n range=melee\n damage=9\n number=2\n [specials]\n {WEAPON_SPECIAL_POISON}\n [/specials]\n [/attack]\n [attack]\n name=claws\n description={I18N:ATTACK_CLAWS}\n icon=attacks/claws-drake.png\n type=blade\n range=melee\n damage=9\n number=3\n [/attack]\n [attack]\n name=energy shock\n description= _ \"energy shock\"\n icon=attacks/energy-shock.png\n type=impact\n range=ranged\n damage=8\n number=4\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [frame]\n begin=-300\n end=-150\n image=\"units/shaxthal/drone-sentry.png\"\n [/frame]\n [if]\n hits=no\n [frame]\n begin=-150\n end=-50\n image=\"units/shaxthal/drone-sentry.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n begin=-150\n end=-50\n image=\"units/shaxthal/drone-sentry.png\"\n sound=claws.ogg\n [/frame]\n [/else]\n [frame]\n begin=-50\n end=100\n image=\"units/shaxthal/drone-sentry.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fangs\n [/filter_attack]\n [frame]\n begin=-300\n end=-200\n #image=\"units/shaxthal/drone-sentry-move-attack-1.png\"\n image=\"units/shaxthal/drone-sentry.png\"\n [/frame]\n [frame]\n begin=-200\n end=-150\n #image=\"units/shaxthal/drone-sentry-attack-2.png\"\n image=\"units/shaxthal/drone-sentry.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-150\n end=-50\n #image=\"units/shaxthal/drone-sentry-attack-2.png\"\n image=\"units/shaxthal/drone-sentry.png\"\n sound=bite.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-150\n end=-50\n #image=\"units/shaxthal/drone-sentry-attack-2.png\"\n image=\"units/shaxthal/drone-sentry.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=-50\n end=100\n #image=\"units/shaxthal/drone-sentry-move-attack-1.png\"\n image=\"units/shaxthal/drone-sentry.png\"\n [/frame]\n [frame]\n begin=100\n end=200\n image=\"units/shaxthal/drone-sentry.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=energy shock\n [/filter_attack]\n {MISSILE_FRAME_ENERGY_SHOCK}\n [frame]\n begin=-300\n end=-200\n image=\"units/shaxthal/drone-sentry.png\"\n sound=shaxthal-energy-prelude.ogg\n [/frame]\n [frame]\n begin=-200\n end=100\n image=\"units/shaxthal/drone-sentry.png\"\n sound=shaxthal-energy-fire.ogg\n [/frame]\n [/attack_anim]\n [variation]\n variation_id=surface\n inherit=yes\n hide_help=yes\n image=\"units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n {DEFENSE_ANIM \"units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\" \"units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\" {SOUND_LIST:BIOMECHANICAL_HIT} }\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n [frame]\n image=\"units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [if]\n [frame]\n image=\"units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [/else]\n [frame]\n image=\"units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fangs\n [/filter_attack]\n [frame]\n image=\"units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [frame]\n image=\"units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [if]\n [frame]\n image=\"units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [/else]\n [frame]\n image=\"units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [frame]\n image=\"units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [frame]\n image=\"units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=energy shock\n [/filter_attack]\n [frame]\n image=\"units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [frame]\n image=\"units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)\"\n [/frame]\n [/attack_anim]\n [/variation]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n#ifdef CAMPAIGN_AFTER_THE_STORM\n\n[unit_type]\n id=Shaxthal War Drone\n name= _ \"War Drone\"\n race=shaxthal\n image=\"units/shaxthal/drone-war.png\"\n hitpoints=62\n movement_type=biomechanical_drone\n movement=7\n experience=150\n level=3\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=50\n usage=mixed fighter\n description= _ \"Recent developments appear to have led to the creation of more advanced types of Shaxthal drones designed for swiftly obliterating front lines and base defenses using aerial strikes. With the frightening accuracy of the Protectors and the formidable strength of Assault drones combined, these notably rare War drones can quickly bring reinforced stone walls down and crush anyone foolish enough to confront them without the use of magic support.\"\n die_sound={SOUND_LIST:BIOMECHANICAL_DIE}\n {DEFENSE_ANIM \"units/shaxthal/drone-war.png\" \"units/shaxthal/drone-war.png\" {SOUND_LIST:BIOMECHANICAL_HIT} }\n [abilities]\n {ABILITY_SUBMERGE}\n [/abilities]\n [resistance]\n blade=80\n cold=80\n [/resistance]\n [attack]\n name=fangs\n description={I18N:ATTACK_FANGS}\n type=pierce\n range=melee\n damage=10\n number=2\n [specials]\n {WEAPON_SPECIAL_POISON}\n [/specials]\n [/attack]\n [attack]\n name=warblades\n description= _ \"war-blades\"\n icon=attacks/razor-feathers.png\n type=blade\n range=melee\n damage=9\n number=4\n [/attack]\n [attack]\n name=energy burst\n description= _ \"energy burst\"\n icon=attacks/energy-shock.png\n type=impact\n range=ranged\n damage=11\n number=5\n [specials]\n {WEAPON_SPECIAL_MARKSMAN}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=warblades\n [/filter_attack]\n start_time=-300\n [frame]\n duration=150\n image=\"units/shaxthal/drone-war.png\"\n [/frame]\n [if]\n hits=no\n [frame]\n duration=100\n image=\"units/shaxthal/drone-war.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n duration=100\n image=\"units/shaxthal/drone-war.png\"\n sound=claws.ogg\n [/frame]\n [/else]\n [frame]\n duration=150\n image=\"units/shaxthal/drone-war.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fangs\n [/filter_attack]\n start_time=-300\n [frame]\n duration=150\n image=\"units/shaxthal/drone-war.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/shaxthal/drone-war.png\"\n sound=bite.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/shaxthal/drone-war.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=150\n image=\"units/shaxthal/drone-war.png\"\n [/frame]\n [frame]\n duration=100\n image=\"units/shaxthal/drone-war.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=energy burst\n [/filter_attack]\n start_time=-300\n {MISSILE_FRAME_ENERGY_SHOCK}\n [frame]\n duration=100\n image=\"units/shaxthal/drone-war.png\"\n sound=shaxthal-energy-prelude.ogg\n [/frame]\n [frame]\n duration=300\n image=\"units/shaxthal/drone-war.png\"\n sound=shaxthal-energy-fire.ogg\n [/frame]\n [/attack_anim]\n[/unit_type]\n\n#endif\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Shaxthal Razorbird\n name= _ \"Razorbird\"\n race=shaxthal\n image=\"units/shaxthal/razorbird.png\"\n hitpoints=28\n movement_type=biomechanical_drone\n movement=8\n experience=35\n level=1\n alignment=neutral\n advances_to=Shaxthal Thunderbird\n cost=19\n usage=scout\n description= _ \"Since Shaxthal drones began to be regularly spotted in the battle-field, other new biomechanical lifeforms have appeared, seemingly as the result of the Shaxthalkind\u2019s mere presence on Irdya. Amongst those, metallic birds with sharp knives for feathers are frequently seen near the surface entrances of the creatures\u2019 hives. Being clad in metal makes them slower than normal birds, and also more dangerous.\"\n die_sound={SOUND_LIST:BIOMECHANICAL_DIE}\n # Weaker than their cousins to most physical damage types\n [resistance]\n pierce=90\n impact=100\n fire=120\n cold=100\n [/resistance]\n {FLYING_DEFENSE_ANIM \"units/shaxthal/razorbird.png\" \"units/shaxthal/razorbird.png\" {SOUND_LIST:BIOMECHANICAL_HIT} }\n [attack]\n name=beak\n description=_\"beak\"\n type=pierce\n range=melee\n damage=8\n number=1\n icon=attacks/beak-shaxthal.png\n [/attack]\n [attack]\n name=blade shower\n description=_\"blade shower\"\n type=blade\n range=ranged\n damage=5\n number=3\n icon=attacks/razor-feathers.png\n [/attack]\n # Thanks Espreon for the original code and idea\n # for a new beak animation.\n [attack_anim]\n [filter_attack]\n name=beak\n [/filter_attack]\n start_time=-500\n [frame]\n duration=50 # end @ -450\n image=\"units/shaxthal/razorbird.png\"\n offset=0.0~-0.2\n [/frame]\n [frame]\n duration=200 # end @ -250\n image=\"units/shaxthal/razorbird-attack.png\"\n offset=-0.2~-1.0\n [/frame]\n [frame]\n duration=150 # -100\n image=\"units/shaxthal/razorbird-attack.png\"\n offset=-1.0~0.0\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/shaxthal/razorbird-attack.png\"\n sound=spear.ogg\n offset=0.0~1.25\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/shaxthal/razorbird-attack.png\"\n sound={SOUND_LIST:MISS}\n offset=0.0~1.25\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/shaxthal/razorbird-attack.png\"\n offset=1.25~0.75\n [/frame]\n [frame]\n duration=100\n image=\"units/shaxthal/razorbird.png\"\n offset=0.75~0.0\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=blade shower\n [/filter_attack]\n [frame]\n begin=-200\n end=-150\n image=\"units/shaxthal/razorbird.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-150\n end=50\n image=\"units/shaxthal/razorbird-attack.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-150\n end=50\n image=\"units/shaxthal/razorbird-attack.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=50\n end=150\n image=\"units/shaxthal/razorbird-attack.png\"\n [/frame]\n [frame]\n begin=150\n end=200\n image=\"units/shaxthal/razorbird.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Shaxthal Thunderbird\n name= _ \"Thunderbird\"\n race=shaxthal\n image=\"units/shaxthal/thunderbird.png\"\n hitpoints=41\n movement_type=biomechanical_drone\n movement=8\n experience=100\n level=2\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=38\n usage=scout\n description= _ \"More advanced bird-like Shaxthal creatures can produce deadly lightning with their sharp feather-blades to attack enemies at a distance, as well as dive and charge into their heads using their powerful metallic beaks.\"\n die_sound={SOUND_LIST:BIOMECHANICAL_DIE}\n # Weaker than their cousins to most physical damage types\n [resistance]\n pierce=80\n impact=100\n fire=120\n cold=100\n [/resistance]\n {FLYING_DEFENSE_ANIM \"units/shaxthal/thunderbird.png\" \"units/shaxthal/thunderbird.png\" {SOUND_LIST:BIOMECHANICAL_HIT} }\n [attack]\n name=beak\n description=_\"beak\"\n type=pierce\n range=melee\n damage=10\n number=1\n icon=attacks/beak-shaxthal.png\n [specials]\n {WEAPON_SPECIAL_CHARGE}\n [/specials]\n [/attack]\n [attack]\n name=blade shower\n description=_\"blade shower\"\n type=blade\n range=ranged\n damage=8\n number=3\n icon=attacks/razor-feathers.png\n [/attack]\n [attack]\n name=thunderbolt\n description=_\"thunderbolt\"\n type=fire\n range=ranged\n damage=10\n number=2\n icon=attacks/lightning.png\n [/attack]\n # Thanks Espreon for the original code and idea\n # for a new beak animation.\n [attack_anim]\n [filter_attack]\n name=beak\n [/filter_attack]\n start_time=-500\n [frame]\n duration=50 # end @ -450\n image=\"units/shaxthal/thunderbird.png\"\n offset=0.0~-0.2\n [/frame]\n [frame]\n duration=200 # end @ -250\n image=\"units/shaxthal/thunderbird-attack.png\"\n offset=-0.2~-1.0\n [/frame]\n [frame]\n duration=150 # -100\n image=\"units/shaxthal/thunderbird-attack.png\"\n offset=-1.0~0.0\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=100\n image=\"units/shaxthal/thunderbird-attack.png\"\n sound=spear.ogg\n offset=0.0~1.25\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=100\n image=\"units/shaxthal/thunderbird-attack.png\"\n sound={SOUND_LIST:MISS}\n offset=0.0~1.25\n [/frame]\n [/else]\n [frame]\n duration=100\n image=\"units/shaxthal/thunderbird-attack.png\"\n offset=1.25~0.75\n [/frame]\n [frame]\n duration=100\n image=\"units/shaxthal/thunderbird.png\"\n offset=0.75~0.0\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=blade shower\n [/filter_attack]\n [frame]\n begin=-200\n end=-150\n image=\"units/shaxthal/thunderbird.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n begin=-150\n end=50\n image=\"units/shaxthal/thunderbird-attack.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-150\n end=50\n image=\"units/shaxthal/thunderbird-attack.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n begin=50\n end=150\n image=\"units/shaxthal/thunderbird-attack.png\"\n [/frame]\n [frame]\n begin=150\n end=200\n image=\"units/shaxthal/thunderbird.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=thunderbolt\n [/filter_attack]\n [missile_frame]\n begin=-100\n end=0\n image=\"projectiles/lightning-n.png\"\n image_diagonal=\"projectiles/lightning-ne.png\"\n [/missile_frame]\n [if]\n hits=yes\n [frame]\n begin=-200\n end=-50\n image=\"units/shaxthal/thunderbird.png\"\n sound=lightning.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n begin=-200\n end=-50\n image=\"units/shaxthal/thunderbird.png\"\n sound=lightning-miss.ogg\n [/frame]\n [/else]\n [frame]\n begin=-50\n end=100\n image=\"units/shaxthal/thunderbird-attack.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Shaxthal Worm\n name= _ \"Worm\"\n race=shaxthal\n image=\"units/shaxthal/worm+a.png\"\n hitpoints=23\n # A mixture of the Drone and Naga movetypes\n movement_type=biomechanical_drone\n [movement_costs]\n flat=2\n forest=4\n hills=5\n mountains={UNREACHABLE}\n village=1\n castle=2\n cave=2\n frozen=3\n unwalkable={UNREACHABLE}\n fungus=2\n [/movement_costs]\n [defense]\n shallow_water=40\n swamp_water=40\n reef=40\n flat=90\n sand=80\n forest=90\n hills=90\n mountains=90\n village=50\n castle=50\n frozen=80\n unwalkable=80\n impassable=50\n fungus=60\n [/defense]\n [resistance]\n blade=90\n pierce=90\n impact=90\n fire=110\n cold=110\n [/resistance]\n movement=7\n experience=25\n level=0\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=9\n usage=fighter\n description= _ \"Despite being creatures of artificial origins, Shaxthal lifeforms have been reported to vary wildly in shape, size and behavior. Since very little is known about their life cycles, it\u2019s not clear whether certain forms \u2014 such as these biomechanical worms \u2014 are in reality just different growth stages of the same creature.\n\nThe Shaxthal worms dwell inside the great dark hives and they are almost never seen elsewhere. Some evidence gathered and analyzed by scholars would indicate these creatures are extremely vulnerable in the open.\"\n die_sound=hiss-die.wav\n {DEFENSE_ANIM \"units/shaxthal/worm+a.png\" \"units/shaxthal/worm+a.png\" hiss-hit.wav }\n [abilities]\n {ABILITY_BORE}\n {ABILITY_SUBMERGE}\n [/abilities]\n [attack]\n name=fangs\n description={I18N:ATTACK_FANGS}\n icon=attacks/fangs-animal.png\n type=pierce\n range=melee\n damage=8\n number=2\n [/attack]\n [attack]\n name=tail\n description={I18N:ATTACK_TAIL}\n icon=attacks/tail-shaxthal.png\n type=impact\n range=melee\n damage=13\n number=1\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=tail\n [/filter_attack]\n start_time=-300\n [frame]\n duration=50\n image=\"units/shaxthal/worm+a.png\"\n [/frame]\n [if]\n hits=no\n [frame]\n duration=450\n image=\"units/shaxthal/worm+a.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n duration=450\n image=\"units/shaxthal/worm+a.png\"\n sound=tail.ogg\n [/frame]\n [/else]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fangs\n [/filter_attack]\n start_time=-100\n [if]\n hits=yes\n [frame]\n duration=200\n image=\"units/shaxthal/worm+a.png\"\n sound=bite-small.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n image=\"units/shaxthal/worm+a.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [/attack_anim]\n\n#define SHAXTHAL_WORM_VARIATION _VARIATION_SUFFIX\n [variation]\n variation_id={_VARIATION_SUFFIX}\n inherit=yes\n hide_help=yes\n image=\"units/shaxthal/worm+{_VARIATION_SUFFIX}.png\"\n\n {DEFENSE_ANIM (\"units/shaxthal/worm+{_VARIATION_SUFFIX}.png\") (\"units/shaxthal/worm+{_VARIATION_SUFFIX}.png\") hiss-hit.wav}\n\n [attack_anim]\n [filter_attack]\n name=tail\n [/filter_attack]\n [frame]\n image=\"units/shaxthal/worm+{_VARIATION_SUFFIX}.png\"\n [/frame]\n [if]\n [frame]\n image=\"units/shaxthal/worm+{_VARIATION_SUFFIX}.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/shaxthal/worm+{_VARIATION_SUFFIX}.png\"\n [/frame]\n [/else]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fangs\n [/filter_attack]\n [if]\n [frame]\n image=\"units/shaxthal/worm+{_VARIATION_SUFFIX}.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/shaxthal/worm+{_VARIATION_SUFFIX}.png\"\n [/frame]\n [/else]\n [/attack_anim]\n [/variation]\n#enddef\n\n {SHAXTHAL_WORM_VARIATION a}\n {SHAXTHAL_WORM_VARIATION b}\n {SHAXTHAL_WORM_VARIATION c}\n\n#undef SHAXTHAL_WORM_VARIATION\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Shaxthal Rayblade\n name= _ \"Rayblade\"\n race=shaxthal\n image=\"units/shaxthal/rayblade.png\"\n hitpoints=39\n movement_type=biomechanical_elusivefoot\n movement=5\n level=2\n alignment=neutral\n {SHAXTHAL_ATS_ADVANCEMENT (\"Shaxthal Stormblade\") 110 100}\n cost=32\n usage=fighter\n description= _ \"The majority of Shaxthal drones are at best mediocre in close combat, their bodies lacking the precision required for countering blows effectively. As one would expect, the Chaos Lorekeepers realized this and devised a solution: the Shaxthal Rayblades. Not only have they forgone claws and energy blasts in exchange for their namesake arm blades, but they also possess the fearsome ability to spin their torsos rapidly and slice through enemy lines like butter.\"\n die_sound={SOUND_LIST:BIOMECHANICAL_DIE}\n {DEFENSE_ANIM \"units/shaxthal/rayblade.png\" \"units/shaxthal/rayblade.png\" {SOUND_LIST:BIOMECHANICAL_HIT} }\n [abilities]\n {ABILITY_SUBMERGE}\n [/abilities]\n [attack]\n name=rayblade\n description= _ \"weapon^rayblade\"\n type=blade\n range=melee\n damage=6\n number=6\n [/attack]\n [attack_anim]\n [filter_attack]\n name=rayblade\n [/filter_attack]\n start_time=-200\n [frame]\n duration=50\n image=\"units/shaxthal/rayblade.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=200\n image=\"units/shaxthal/rayblade.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n image=\"units/shaxthal/rayblade.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=50\n image=\"units/shaxthal/rayblade.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n#ifdef CAMPAIGN_AFTER_THE_STORM\n\n[unit_type]\n id=Shaxthal Stormblade\n name= _ \"Stormblade\"\n race=shaxthal\n image=\"units/shaxthal/stormblade.png\"\n hitpoints=54\n movement_type=biomechanical_elusivefoot\n movement=5\n experience=150\n level=3\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=58\n usage=mixed fighter\n [resistance]\n fire=90\n [/resistance]\n description= _ \"Because of their comparatively expensive design, Stormblade drones are a rarer sight on the battlefield than other Shaxthal creatures. Their deadly long arm-blades combined with the recovered ability to retaliate against ranged attacks makes them extremely dangerous opponents.\"\n die_sound={SOUND_LIST:BIOMECHANICAL_DIE}\n {DEFENSE_ANIM \"units/shaxthal/stormblade.png\" \"units/shaxthal/stormblade.png\" {SOUND_LIST:BIOMECHANICAL_HIT} }\n [abilities]\n {ABILITY_SUBMERGE}\n [/abilities]\n [attack]\n name=rayblade\n description= _ \"weapon^rayblade\"\n type=blade\n range=melee\n damage=7\n number=6\n [specials]\n {WEAPON_SPECIAL_FIRSTSTRIKE}\n [/specials]\n [/attack]\n [attack]\n name=energy shock\n description= _ \"energy shock\"\n icon=attacks/energy-shock.png\n type=impact\n range=ranged\n damage=8\n number=2\n [/attack]\n [attack_anim]\n [filter_attack]\n name=rayblade\n [/filter_attack]\n start_time=-200\n [frame]\n duration=50\n image=\"units/shaxthal/stormblade.png\"\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=200\n image=\"units/shaxthal/stormblade.png\"\n sound={SOUND_LIST:SWORD_SWISH}\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=200\n image=\"units/shaxthal/stormblade.png\"\n sound={SOUND_LIST:MISS}\n [/frame]\n [/else]\n [frame]\n duration=50\n image=\"units/shaxthal/stormblade.png\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=energy shock\n [/filter_attack]\n {MISSILE_FRAME_ENERGY_SHOCK}\n [frame]\n begin=-300\n end=-200\n image=\"units/shaxthal/stormblade.png\"\n sound=shaxthal-energy-prelude.ogg\n [/frame]\n [frame]\n begin=-200\n end=100\n image=\"units/shaxthal/stormblade.png\"\n sound=shaxthal-energy-fire.ogg\n [/frame]\n [/attack_anim]\n[/unit_type]\n\n#endif\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Chaos Cardinal\n name= _ \"Chaos Cardinal\"\n race=undead\n image=\"units/undead-necromancers/chaos-cardinal.png\"\n profile=\"portraits/mal-hekuba.png\"\n hitpoints=89\n movement_type=undeadfoot\n movement=6\n experience=200\n level=4\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=120\n usage=mixed fighter\n description= _ \"Two centuries before the birth of the Chaos Empire, its forefathers and their revered Dark Lady found themselves challenged by a barbaric people hailing from the Great Southern Desert: the Quenoth Elves. In spite of the superior weaponry and magic skill at the Iron Council\u2019s disposal, the invaders\u2019 cunning tactics and unrelenting ferocity proved decisive in turning the tide of battle in their favor. And although the Iron Council ultimately repelled their assault, the elves did not abandon the Council\u2019s sanctuary without first taking the life of the most revered priest of Yechnagoth, the de facto leader of the Iron Triad in the absence of their true master.\n\nOver three centuries later, Mal Hekuba continues to roam Irdya carrying out the orders of the living goddess who promises a new era of restoration and unity, in the hope that some day, the Dark Lady will too rise once more and purge all non-believers from this tainted earth.\"\n die_sound=lich-die.ogg\n {DEFENSE_ANIM \"units/undead-necromancers/chaos-cardinal.png\" \"units/undead-necromancers/chaos-cardinal.png\" {SOUND_LIST:LICH_HIT} }\n [movement_costs]\n shallow_water=3\n [/movement_costs]\n [abilities]\n {ABILITY_ZEAL}\n {ABILITY_SUBMERGE}\n [/abilities]\n [attack]\n name=necrotic shard\n description=_\"necrotic shard\"\n icon=attacks/staff-hekuba.png\n type=arcane\n range=melee\n damage=9\n number=3\n [specials]\n {WEAPON_SPECIAL_NECROSIS}\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n [/attack]\n [attack]\n name=chill tempest\n description={I18N:CHILL_TEMPEST}\n type=cold\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=13\n number=5\n icon=attacks/iceball.png\n [/attack]\n [attack]\n name=breath of nyx\n description=_\"breath of nyx\"\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=9\n number=5\n icon=attacks/dark-missile.png\n [/attack]\n\n [idle_anim]\n {STANDARD_IDLE_FILTER}\n start_time=0\n [frame]\n duration=2310\n image=\"units/undead-necromancers/chaos-cardinal.png\"\n halo=halo/undead/idle-flash-[1~21].png\n halo_x=6~0,0\n halo_y=-6~0,0\n [/frame]\n [/idle_anim]\n\n [recruiting_anim]\n [filter_second]\n race=undead\n [/filter_second]\n start_time=-300\n [frame]\n image=\"units/undead-necromancers/chaos-cardinal.png:150\"\n [/frame]\n [frame]\n image=\"units/undead-necromancers/chaos-cardinal.png\"\n halo=halo/undead/black-magic-[1~5].png:[75*4,50]\n [/frame]\n sound_start_time=-75\n [sound_frame]\n sound=magic-dark-big.ogg\n [/sound_frame]\n [frame]\n image=\"units/undead-necromancers/chaos-cardinal.png:100\"\n [/frame]\n [frame]\n image=\"units/undead-necromancers/chaos-cardinal.png:1\"\n [/frame]\n [/recruiting_anim]\n [attack_anim]\n [filter_attack]\n name=chill tempest\n [/filter_attack]\n\n offset=0\n\n {MISSILE_FRAME_CHILL_TEMPEST 0 -15}\n\n start_time=-355\n [frame]\n image=\"units/undead-necromancers/chaos-cardinal.png:150\"\n [/frame]\n [frame]\n image=\"units/undead-necromancers/chaos-cardinal.png\"\n halo=halo/undead/black-magic-[1~5].png:[75*4,50]\n [/frame]\n {SOUND:HIT_AND_MISS magic-dark-big.ogg magic-dark-big-miss.ogg -150}\n [frame]\n image=\"units/undead-necromancers/chaos-cardinal.png:100\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=breath of nyx\n [/filter_attack]\n\n {MISSILE_FRAME_SHADOW_WAVE}\n\n start_time=-675\n [frame]\n image=\"units/undead-necromancers/chaos-cardinal.png:150\"\n [/frame]\n [frame]\n image=\"units/undead-necromancers/chaos-cardinal.png\"\n halo=halo/undead/black-magic-[1~5].png:[75*4,50]\n [/frame]\n [frame]\n image=\"units/undead-necromancers/chaos-cardinal.png:200\"\n [/frame]\n {SOUND:HIT_AND_MISS magic-dark-big.ogg magic-dark-big-miss.ogg -50}\n [frame]\n image=\"units/undead-necromancers/chaos-cardinal.png:100\"\n [/frame]\n [frame]\n image=\"units/undead-necromancers/chaos-cardinal.png:50\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=necrotic shard\n [/filter_attack]\n start_time=-250\n [frame]\n duration=125\n [/frame]\n [if]\n hits=yes\n [frame]\n duration=25\n sound=magic-dark.ogg\n [/frame]\n [frame]\n duration=200\n sound=spear.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n duration=25\n [/frame]\n [frame]\n duration=200\n sound=spear-miss.ogg\n [/frame]\n [/else]\n [frame]\n duration=75\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Errant Soul\n name= _ \"Errant Soul\"\n [base_unit]\n id=Ghost\n [/base_unit]\n hitpoints=12\n movement=6\n experience=25\n level=0\n advances_to=null\n {AMLA_DEFAULT}\n cost=9\n description= _ \"These lost souls have wandered the barren wastelands of Irdya ever since the Fall, trapped in ethereal bodies that only vaguely resemble their former living appearances.\"\n [movement_costs]\n village={UNREACHABLE}\n [/movement_costs]\n [attack]\n name=touch\n description={I18N:ATTACK_TOUCH}\n damage,number=3,3\n [/attack]\n [attack]\n name=wail\n description={I18N:ATTACK_WAIL}\n damage,number=2,2\n [/attack]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Verlissh Matrix Core\n name= _ \"Matrix Core\"\n race=verlissh\n ignore_race_traits=yes\n image=\"units/alien-verlissh/matrix-core.png\"\n # the unit box in sidebar and help screen is really limited to 72x72...\n image_icon=\"units/alien-verlissh/matrix-core.png~SCALE(72,72)\"\n hitpoints=64\n movement_type=none\n movement=1\n experience=150\n {AMLA_DEFAULT}\n level=3\n alignment=chaotic\n advances_to=null\n cost=80\n usage=archer\n undead_variation=null\n [abilities]\n {ABILITY_ENERGIZE_1030}\n {ABILITY_REGENERATES}\n [/abilities]\n {VERLISSH_MACHINE_NAMES}\n description= _ \"These unfathomable, purportedly living constructs are usually found underground near Shaxthal hives. Fully immobile by nature, they have very limited means of self-defense. Given their disproportionate size, they may be a hindrance when found in narrow underground passages.\"\n die_sound={SOUND_LIST:MATRIX_DIE}\n [attack]\n name=energy ray\n description= _ \"energy ray\"\n icon=attacks/dark-missile.png\n type=cold\n range=ranged\n damage=15\n number=3\n [/attack]\n [attack]\n name=hot goo\n description= _ \"hot goo\"\n icon=attacks/slime-thrown.png\n type=fire\n range=ranged\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n damage=11\n number=2\n [/attack]\n\n {VERLISSH_MACHINE_STANDING_ANIMATION \"units/alien-verlissh/matrix-core.png\"}\n {VERLISSH_MACHINE_DEFENSE_ANIMATION \"units/alien-verlissh/matrix-core.png\"}\n\n [attack_anim]\n [filter_attack]\n name=energy ray\n [/filter_attack]\n {VERLISSH_MACHINE_ENERGY_ANIMATION \"units/alien-verlissh/matrix-core.png\"}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=hot goo\n [/filter_attack]\n {VERLISSH_MACHINE_GOO_ANIMATION \"units/alien-verlissh/matrix-core.png\"}\n [/attack_anim]\n\n [death]\n start_time=0\n die_sound_start_time=0\n auto_hflip=no\n auto_vflip=no\n\n [die_sound_frame]\n duration=600\n sound=explosion.ogg\n [/die_sound_frame]\n [die_sound_frame]\n duration=800\n sound=lich-hit-1.ogg\n [/die_sound_frame]\n [die_sound_frame]\n duration=400\n sound=explosion.ogg\n [/die_sound_frame]\n [die_sound_frame]\n duration=800\n sound=lich-hit-2.ogg\n [/die_sound_frame]\n [die_sound_frame]\n duration=900\n sound=explosion.ogg\n [/die_sound_frame]\n [die_sound_frame]\n duration=600\n sound=lich-die.ogg\n [/die_sound_frame]\n [die_sound_frame]\n duration=800\n sound=explosion.ogg\n [/die_sound_frame]\n\n {BOSS_BURST_FRAME 1 0 -9 17}\n {BOSS_BURST_FRAME 2 600 18 0}\n {BOSS_BURST_FRAME 3 1200 -9 -18}\n {BOSS_BURST_FRAME 4 1800 9 17}\n {BOSS_BURST_FRAME 5 2400 8 -18}\n {BOSS_BURST_FRAME 6 3000 -18 0}\n\n {BOSS_EXPLOSION_FRAME 1 1800 -9 17}\n {BOSS_EXPLOSION_FRAME 2 2300 18 0}\n {BOSS_EXPLOSION_FRAME 3 2800 -9 -18}\n {BOSS_EXPLOSION_FRAME 4 3300 9 17}\n {BOSS_EXPLOSION_FRAME 5 3800 8 -18}\n {BOSS_EXPLOSION_FRAME 6 4300 -18 0}\n\n [frame]\n duration=2500\n image=\"units/alien-verlissh/matrix-core.png\"\n blend_color=255,255,255\n blend_ratio=0.0~1.0\n [/frame]\n [frame]\n duration=2600\n image=\"units/alien-verlissh/matrix-core.png\"\n blend_color=255,255,255\n blend_ratio=1.0\n alpha=1.0~0.0\n [/frame]\n [frame]\n duration=1\n image=\"misc/blank-hex.png\"\n [/frame]\n [/death]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Verlissh Matrix Flow System\n name= _ \"Matrix Structural\"\n race=verlissh\n ignore_race_traits=yes\n image=\"units/alien-verlissh/matrix-flowsystem.png\"\n bar_offset_x,bar_offset_y=0,0\n # the unit box in sidebar and help screen is really limited to 72x72...\n image_icon=\"units/alien-verlissh/matrix-flowsystem.png~SCALE(72,72)\"\n hitpoints=35\n movement_type=none\n movement=1\n experience=25\n {AMLA_DEFAULT}\n level=0\n alignment=chaotic\n advances_to=null\n cost=20\n usage=archer\n undead_variation=null\n [abilities]\n {ABILITY_ENERGIZE_515}\n {ABILITY_REGENERATES}\n [/abilities]\n {VERLISSH_MACHINE_NAMES}\n description= _ \"These unfathomable, purportedly living constructs are usually found underground near Shaxthal hives. Fully immobile by nature, they have very limited means of self-defense. Given their disproportionate size, they may be a hindrance when found in narrow underground passages.\"\n die_sound={SOUND_LIST:MATRIX_DIE}\n [attack]\n name=energy ray\n description= _ \"energy ray\"\n icon=attacks/dark-missile.png\n type=cold\n range=ranged\n damage=6\n number=1\n [/attack]\n [attack]\n name=goo\n description= _ \"goo\"\n icon=attacks/slime-thrown.png\n type=pierce\n range=ranged\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n damage=5\n number=2\n [/attack]\n\n {VERLISSH_MACHINE_STANDING_ANIMATION \"units/alien-verlissh/matrix-flowsystem.png\"}\n {VERLISSH_MACHINE_DEATH_ANIMATION \"units/alien-verlissh/matrix-flowsystem.png\"}\n {VERLISSH_MACHINE_DEFENSE_ANIMATION \"units/alien-verlissh/matrix-flowsystem.png\"}\n\n [attack_anim]\n [filter_attack]\n name=energy ray\n [/filter_attack]\n {VERLISSH_MACHINE_ENERGY_ANIMATION \"units/alien-verlissh/matrix-flowsystem.png\"}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=goo\n [/filter_attack]\n {VERLISSH_MACHINE_GOO_ANIMATION \"units/alien-verlissh/matrix-flowsystem.png\"}\n [/attack_anim]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Psy Crawler\n name= _ \"Psy Crawler\"\n race=verlissh\n image=\"units/alien-psy/crawler.png\"\n hitpoints=33\n movement_type=largefoot\n movement=4\n experience=50\n level=1\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=15\n usage=archer\n undead_variation=null\n description= _ \"These tentacled creatures are often found underground within Shaxthal hives, wandering aimlessly and preying upon smaller lifeforms when not magically commanded by the dreaded Lorekeepers. Being rather slow and weak, it is very unusual for them to be seen on the surface, and even more unusual for them to be sent away from their habitat.\"\n die_sound={SOUND_LIST:PSY_DIE}\n [attack]\n name=fangs\n description={I18N:ATTACK_FANGS}\n icon=attacks/fangs-animal.png\n type=blade\n range=melee\n damage=8\n number=2\n [/attack]\n [attack]\n name=energy ray\n description= _\"energy ray\"\n icon=attacks/dark-missile.png\n type=cold\n range=ranged\n damage=7\n number=3\n [/attack]\n {DEFENSE_ANIM \"units/alien-psy/crawler-defend.png\" units/alien-psy/crawler.png {SOUND_LIST:PSY_HIT} }\n [death]\n start_time=0\n [frame]\n duration=200\n image=\"units/alien-psy/crawler-melee2.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/alien-psy/crawler-die-1.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/alien-psy/crawler-die-2.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/alien-psy/crawler-die-3.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/alien-psy/crawler-die-4.png\"\n [/frame]\n [frame]\n duration=200\n image=\"units/alien-psy/crawler-die-5.png\"\n [/frame]\n [/death]\n [attack_anim]\n [filter_attack]\n name=fangs\n [/filter_attack]\n start_time=-200\n [frame]\n duration=150\n image=units/alien-psy/crawler-melee1.png\n [/frame]\n [if]\n hits=yes\n [frame]\n sound=bite-small.ogg\n duration=200\n image=units/alien-psy/crawler-melee2.png\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n sound={SOUND_LIST:MISS}\n duration=200\n image=units/alien-psy/crawler-melee2.png\n [/frame]\n [/else]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=energy ray\n [/filter_attack]\n start_time=-300\n missile_start_time=-200\n [missile_frame]\n duration=200\n image=\"projectiles/darkmissile-n.png\"\n image_diagonal=\"projectiles/darkmissile-ne.png\"\n [/missile_frame]\n [frame]\n duration=100\n image=units/alien-psy/crawler-ranged1.png\n [/frame]\n [if]\n hits=no\n [frame]\n sound=magic-dark-miss.ogg\n duration=250\n image=units/alien-psy/crawler-ranged2.png\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n sound=magic-dark.ogg\n duration=250\n image=units/alien-psy/crawler-ranged2.png\n [/frame]\n [/else]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Psy Mindraider\n name= _ \"Psy Mindraider\"\n race=verlissh\n image=\"units/alien-psy/mindraider.png\"\n hitpoints=59\n movement_type=largefoot\n movement=5\n experience=150\n {AMLA_DEFAULT}\n level=3\n alignment=chaotic\n advances_to=null\n cost=64\n usage=mixed fighter\n undead_variation=null\n description= _ \"Assumed to be related to the wandering crawlers at the Lorekeepers\u2019 service, these fearsome creatures are said to have the ability to pierce into the very minds of any living opponents, replenishing their vital energy and accelerating their growth in the process. Needless to say, this makes them especially dangerous to approach.\"\n die_sound={SOUND_LIST:PSY_DIE}\n [abilities]\n {ABILITY_FEEDING}\n [/abilities]\n [attack]\n name=tentacle\n description={I18N:ATTACK_TENTACLE}\n type=impact\n range=melee\n [specials]\n {WEAPON_SPECIAL_SWARM}\n [/specials]\n damage=3\n number=10\n [/attack]\n [attack]\n name=mind probe\n description= _ \"mind probe\"\n icon=attacks/curse.png\n type=arcane\n range=ranged\n damage=8\n number=4\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n [/attack]\n {DEFENSE_ANIM \"units/alien-psy/mindraider.png\" \"units/alien-psy/mindraider.png\" {SOUND_LIST:PSY_HIT} }\n [attack_anim]\n [filter_attack]\n name=tentacle\n [/filter_attack]\n start_time=-200\n [frame]\n duration=50\n image=units/alien-psy/mindraider.png\n [/frame]\n [if]\n hits=yes\n [frame]\n sound=squishy-strike.wav\n duration=200\n image=units/alien-psy/mindraider.png\n [/frame]\n [/if]\n [else]\n hits=no\n [frame]\n sound=squishy-miss.wav\n duration=200\n image=units/alien-psy/mindraider.png\n [/frame]\n [/else]\n [frame]\n duration=50\n image=units/alien-psy/mindraider.png\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=mind probe\n [/filter_attack]\n start_time=-300\n missile_start_time=0\n [missile_frame]\n duration=300\n halo=\"halo/elven/ice-halo1.png:50,halo/elven/ice-halo2.png:50,halo/elven/ice-halo3.png:50,halo/elven/ice-halo4.png:50,halo/elven/ice-halo5.png:50,halo/elven/ice-halo6.png:50\"\n offset=1.0~0.0:300\n [/missile_frame]\n [frame]\n duration=100\n image=units/alien-psy/mindraider.png\n [/frame]\n [if]\n hits=no\n [frame]\n sound=magic-dark-miss.ogg\n duration=250\n image=units/alien-psy/mindraider.png\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n sound=magic-dark.ogg\n duration=250\n image=units/alien-psy/mindraider.png\n [/frame]\n [/else]\n [/attack_anim]\n[/unit_type]\n\n# kate: indent-mode normal; encoding utf-8; space-indent on;\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Chaos Hound\n name= _ \"Hound of Chaos\"\n race=wolf\n image=\"units/wolves/hound.png\"\n hitpoints=22\n movement_type=houndfoot\n movement=7\n experience=40\n level=1\n alignment=chaotic\n advances_to=Demonic Hound\n cost=18\n usage=fighter\n undead_variation=wolf\n description= _ \"Exceedingly few communities have continued to breed domesticated dogs after the Fall, not only because of the harsher climate and scarce resources with which to feed captive animals, but also on account of an overabundance of larger and more dangerous predators. The Chaos Empire, on the other hand, not content with using slaves and barbarian mercenaries in warfare, has turned dog breeding into more than a mere pastime. To their quadrupedal companions anything unfamiliar constitutes prey, and these vicious canines never yield in a fight until either their target or themselves has been reduced to bloody bits.\"\n die_sound={SOUND_LIST:WOLF_DIE}\n {DEFENSE_ANIM \"units/wolves/hound-defend.png\" \"units/wolves/hound.png\" {SOUND_LIST:WOLF_HIT} }\n [attack]\n name=fangs\n description={I18N:ATTACK_FANGS}\n icon=attacks/fangs-animal.png\n type=blade\n range=melee\n [specials]\n {WEAPON_SPECIAL_BERSERK}\n [/specials]\n damage=5\n number=2\n [/attack]\n [attack_anim]\n [filter_attack]\n name=fangs\n [/filter_attack]\n offset=0.0~-0.1:100,-0.1~0.0:50,0.0~0.3:50,0.3~0.5:100,0.5~0.6:50,0.6~0.4:100,0.4~0.2:50,0.2~0.0:100\n [frame]\n begin=-350\n end=-100\n image=\"units/wolves/hound-attack1.png\"\n sound={SOUND_LIST:WOLF_GROWL}\n [/frame]\n [if]\n hits=no\n [frame]\n begin=-100\n end=0\n image=\"units/wolves/hound-attack2.png\"\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n begin=-100\n end=0\n image=\"units/wolves/hound-attack2.png\"\n sound=bite.ogg\n [/frame]\n [/else]\n [frame]\n begin=0\n end=250\n image=\"units/wolves/hound-attack1.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Demonic Hound\n name= _ \"Demonic Hound\"\n race=wolf\n image=\"units/wolves/rabid-hound.png\"\n [movement_anim]\n [frame]\n begin=0\n end=150\n image=\"units/wolves/rabid-hound-attack2.png\"\n [/frame]\n [/movement_anim]\n hitpoints=35\n movement_type=houndfoot\n movement=7\n experience=70\n level=2\n alignment=chaotic\n advances_to=Hellhound\n cost=40\n usage=fighter\n undead_variation=wolf\n description= _ \"It is relatively rare for a Chaos Hound to survive even a year in service on account of their relatively frail build, which makes them prime targets for arrows and sling bullets; and their temperament, which more often than not leads to in-fighting. Those that do, however, quickly earn the Chaos Magi\u2019s attentions \u2014 which tend to entail subjecting the beasts to all manner of reprehensible experiments, turning them into sturdier and deadlier killing machines.\n\nIt is rumored some Chaos Overlords delight in keeping these hellish hounds as pets. If so, this an even greater deterrent to anyone who would dare enter an Overlord\u2019s stronghold uninvited.\"\n die_sound={SOUND_LIST:WOLF_DIE}\n {DEFENSE_ANIM \"units/wolves/rabid-hound-defend.png\" \"units/wolves/rabid-hound.png\" {SOUND_LIST:WOLF_HIT} }\n [attack]\n name=fangs\n description={I18N:ATTACK_FANGS}\n icon=attacks/fangs-animal.png\n type=blade\n range=melee\n [specials]\n {WEAPON_SPECIAL_BERSERK}\n [/specials]\n damage=6\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=fangs\n [/filter_attack]\n offset=0.0~-0.1:100,-0.1~0.0:50,0.0~0.3:50,0.3~0.5:100,0.5~0.6:50,0.6~0.4:100,0.4~0.2:50,0.2~0.0:100\n [frame]\n begin=-350\n end=-100\n image=\"units/wolves/rabid-hound-attack1.png\"\n sound={SOUND_LIST:WOLF_GROWL}\n [/frame]\n [if]\n hits=no\n [frame]\n begin=-100\n end=0\n image=\"units/wolves/rabid-hound-attack2.png\"\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n begin=-100\n end=0\n image=\"units/wolves/rabid-hound-attack2.png\"\n sound=bite.ogg\n [/frame]\n [/else]\n [frame]\n begin=0\n end=250\n image=\"units/wolves/rabid-hound-attack1.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-Naia\n\n[unit_type]\n id=Hellhound\n name= _ \"Hellhound\"\n race=wolf\n image=\"units/wolves/hellhound.png\"\n [movement_anim]\n [frame]\n begin=0\n end=150\n image=\"units/wolves/hellhound.png\"\n [/frame]\n [/movement_anim]\n hitpoints=47\n movement_type=houndfoot\n movement=7\n experience=150\n level=3\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=74\n usage=fighter\n undead_variation=wolf\n description= _ \"It should come as no surprise to anyone that the followers of Uria have perfected techniques for extracting and transplanting souls. Very little information about it has reached any outsider, but the little extant evidence indicates that it is a common disciplinary action against those who have failed in their missions or otherwise displeased their superiors. They are then given a last chance to clear their names and prove their worth, usually with new bodies seldom fit for the task.\n\nIt is suspected that most of the Chaos Hounds who manage to survive their masters\u2019 research have had their souls replaced with those of these fallen demons, either because their original souls break down from the horrors, or simply because it is much easier to strip a tortured soul from its vessel. The denizens of Inferno have found that there could hardly be anything more humiliating than being forced to carry on their lives confined to the bodies of beasts that even their Irdyan allies despise: walking on all fours, sleeping next to their own excrement, and eventually succumbing to their low instincts. Having long since realized that regaining their honor is a lost cause, these miserable creatures determine that there are only two remaining options: either to embrace death at the hands of their enemies, or turn against their masters and pray that they do not decide to prolong the torment.\"\n die_sound={SOUND_LIST:WOLF_DIE}\n {DEFENSE_ANIM \"units/wolves/hellhound.png\" \"units/wolves/hellhound.png\" {SOUND_LIST:WOLF_HIT} }\n [attack]\n name=fangs\n description={I18N:ATTACK_FANGS}\n icon=attacks/fangs-animal.png\n type=blade\n range=melee\n [specials]\n {WEAPON_SPECIAL_BERSERK}\n [/specials]\n damage=8\n number=4\n [/attack]\n [attack_anim]\n [filter_attack]\n name=fangs\n [/filter_attack]\n offset=0.0~-0.1:100,-0.1~0.0:50,0.0~0.3:50,0.3~0.5:100,0.5~0.6:50,0.6~0.4:100,0.4~0.2:50,0.2~0.0:100\n [frame]\n begin=-350\n end=-100\n image=\"units/wolves/hellhound.png\"\n sound={SOUND_LIST:WOLF_GROWL}\n [/frame]\n [if]\n hits=no\n [frame]\n begin=-100\n end=0\n image=\"units/wolves/hellhound.png\"\n [/frame]\n [/if]\n [else]\n hits=yes\n [frame]\n begin=-100\n end=0\n image=\"units/wolves/hellhound.png\"\n sound=bite.ogg\n [/frame]\n [/else]\n [frame]\n begin=0\n end=250\n image=\"units/wolves/hellhound.png\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n# by Asa Swain\n\n[textdomain]\n name=\"wesnoth-utbs\"\n[/textdomain]\n\n# wmlscope: set export=no\n[campaign]\n id=Under_the_Burning_Suns\n name= _ \"Under the Burning Suns\"\n icon=\"data/campaigns/Under_the_Burning_Suns/images/units/quenoth/kaleh.png~RC(magenta>red)\"\n image=\"data/campaigns/Under_the_Burning_Suns/images/campaign_image.png\"\n abbrev= _ \"UtBS\"\n rank=205\n year=\"300 AF\"\n define=CAMPAIGN_UNDER_THE_BURNING_SUNS\n first_scenario=01_The_Morning_After\n\n description= _ \"In the distant future a small band of elves struggles to survive amidst the ruins of fallen empires. Lead your people out of the desert on an epic journey to find a new home.\n\n\" + _\"(Expert level, 10 scenarios.)\"\n\n # Old difficulty levels are not selectable anymore, but for now loading saves using them should still work.\n\n {CAMPAIGN_DIFFICULTY EASY \"data/campaigns/Under_the_Burning_Suns/images/units/quenoth/fighter.png~RC(magenta>red)\" ( _ \"Fighter\") ( _ \"Challenging\")}\n {CAMPAIGN_DIFFICULTY NORMAL \"data/campaigns/Under_the_Burning_Suns/images/units/quenoth/warrior.png~RC(magenta>red)\" ( _ \"Warrior\") ( _ \"Difficult\")} {DEFAULT_DIFFICULTY}\n {CAMPAIGN_DIFFICULTY HARD \"data/campaigns/Under_the_Burning_Suns/images/units/quenoth/champion.png~RC(magenta>red)\" ( _ \"Champion\") ( _ \"Nightmare\")}\n\n # UTBS credits\n [about]\n title= _ \"Campaign Design\"\n [entry]\n name= \"Asa Swain\"\n [/entry]\n [entry]\n name= \"Piotr Cychowski (Mist/cycholka)\"\n [/entry]\n [/about]\n [about]\n title= _ \"Campaign Maintenance\"\n [entry]\n name= \"Iris Morelle (Irydacea/shadowm)\"\n [/entry]\n [entry]\n name= \"Jan Rietema (Rhuvaen)\"\n [/entry]\n [entry]\n name = \"Lari Nieminen (zookeeper)\"\n [/entry]\n [entry]\n name= \"Piotr Cychowski (Mist/cycholka)\"\n [/entry]\n [entry]\n name= \"Simon Forsyth (Alarantalara)\"\n [/entry]\n [entry]\n name= \"Steven Panek (Espreon)\"\n [/entry]\n [/about]\n [about]\n title= _ \"Artwork and Graphics Design\"\n [entry]\n name= \"Dan Gerhards (beetlenaut)\"\n comment= \"new Flesh Golem sprites\"\n [/entry]\n [entry]\n name = \"Kwandulin\"\n comment = \"New Kaleh and Nym sprites\"\n [/entry]\n [entry]\n name= \"doofus-01\"\n comment = \"Monster Crab sprite\"\n [/entry]\n [entry]\n name= \"Hogne Haskjold (Frame)\"\n [/entry]\n [entry]\n name= \"Iris Morelle (Irydacea/shadowm)\"\n [/entry]\n [entry]\n name= \"J.W. Bjerk (Eleazar)\"\n [/entry]\n [entry]\n name= \"James Woo (Pickslide)\"\n [/entry]\n [entry]\n name= \"Javier Hoyos (Vendanna)\"\n [/entry]\n [entry]\n name = \"Marcus Ros\u00e9n (sleepwalker)\"\n comment = \"Dark Assassin sprite and animations\"\n [/entry]\n [entry]\n name= \"Mark Goodenough (Ranger M)\"\n [/entry]\n [entry]\n name= \"Mikolaj Machowski (Emdot)\"\n [/entry]\n [entry]\n name= \"Murray Cook (Zhukov)\"\n [/entry]\n [entry]\n name= \"Peter Geinitz (Shadow)\"\n [/entry]\n [entry]\n name= \"Richard Kettering (Jetrel)\"\n [/entry]\n [entry]\n name= \"Sangel\"\n [/entry]\n [entry]\n name= \"Samuel Wilson (megane)\"\n [/entry]\n [entry]\n name= \"Scott Klempner\"\n [/entry]\n [entry]\n name = \"Vincent Langner (Vyncyn)\"\n comment = \"Spider Lich and Human Commander sprites\"\n [/entry]\n [entry]\n name= \"Zerovirus\"\n comment = \"Naga Hunter sprite\"\n [/entry]\n [/about]\n [about]\n title= _ \"Miscellaneous\"\n [entry]\n name= \"Fabian M\u00fcller (Fabi/Fendrin)\"\n [/entry]\n [entry]\n name= \"Mark Polo\"\n [/entry]\n [entry]\n name=\"Matthias Schoeck (mattsc)\"\n comment=\"Messenger AI\"\n [/entry]\n [entry]\n name= \"Isaac\"\n [/entry]\n [entry]\n name= \"Ringcaat (Thorin N. Tatge)\"\n [/entry]\n [entry]\n name=_\"And special thanks to everyone else who I forgot to mention.\"\n [/entry]\n [/about]\n[/campaign]\n\n#ifdef CAMPAIGN_UNDER_THE_BURNING_SUNS\n\n[binary_path]\n path=data/campaigns/Under_the_Burning_Suns\n[/binary_path]\n\n# Define macro that expands into include paths for this campaign\n#define UTBS_INCLUDE TARGET_VALUE\n {campaigns/Under_the_Burning_Suns/{TARGET_VALUE}}\n#enddef\n\n# Define macro that expands into map_data keys that include this campaign's path\n#define UTBS_MAP TARGET_VALUE\n map_file=campaigns/Under_the_Burning_Suns/maps/{TARGET_VALUE}\n#enddef\n\n#Append utils folder\n{UTBS_INCLUDE utils}\n\n# Add global events\n# wmllint: validate-off\n[+campaign]\n {WEAPON_SPECIAL_DAZE_EVENTS}\n {ABILITY_DISENGAGE_EVENTS}\n {ABILITY_SUPPORT_EVENTS}\n # On recruit, this switches the higher-recruit-cost units to the normal\n # types, so that the different cost variations don't need to be taken into\n # account for example in unit filters.\n#define DISCARD_RECRUIT_COST_HELPER_UNITS TYPE\n [event]\n name=recruit\n first_time_only=no\n\n [filter]\n race=quenoth,elf\n [/filter]\n\n [filter_condition]\n [variable]\n name=unit.type\n contains={TYPE}\n [/variable]\n\n [variable]\n name=unit.type\n not_equals={TYPE}\n [/variable]\n [/filter_condition]\n\n {VARIABLE unit.type {TYPE}}\n\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n [/event]\n#enddef\n\n {DISCARD_RECRUIT_COST_HELPER_UNITS \"Quenoth Fighter\"}\n {DISCARD_RECRUIT_COST_HELPER_UNITS \"Quenoth Scout\"}\n {DISCARD_RECRUIT_COST_HELPER_UNITS \"Quenoth Mystic\"}\n {DISCARD_RECRUIT_COST_HELPER_UNITS \"Tauroch Rider\"}\n[/campaign]\n# wmllint: validate-on\n\n#Append Units, including the movetypes and race definition\n[units]\n {UTBS_INCLUDE units/units.cfg}\n {UTBS_INCLUDE units/quenoth}\n {UTBS_INCLUDE units/humans}\n {UTBS_INCLUDE units/monsters}\n {UTBS_INCLUDE units/nagas}\n {UTBS_INCLUDE units/other}\n {UTBS_INCLUDE units/undead}\n[/units]\n\n{UTBS_INCLUDE scenarios}\n\n[lua]\n code=\"wesnoth.require 'campaigns/Under_the_Burning_Suns/lua/theme.lua'\"\n[/lua]\n\n#endif\n\n#ifdef EDITOR\n[binary_path]\n path=data/campaigns/Under_the_Burning_Suns\n[/binary_path]\n\n[editor_group]\n id=utbs\n name= _ \"Under the Burning Suns\"\n icon=\"group_mainline\"\n[/editor_group]\n\n{campaigns/Under_the_Burning_Suns/utils/terrain.cfg}\n{campaigns/Under_the_Burning_Suns/utils/terrain_graphics.cfg}\n#endif\n\n# wmllint: directory spellings Kaleh Nym Zhul Garak Quenoth Eloh Uria Tanuil\n# wmllint: directory spellings Melusand Esanoo Zurg Grimnir Tanstafaal\n# wmllint: directory spellings Yechnagoth Zocthanol Zhangor Sela Naia Keratur\n# wmllint: directory spellings Jarl Rogrimir\n"} {"text": "#textdomain wesnoth-utbs\n\n[scenario]\n id=01_The_Morning_After\n name= _ \"The Morning After\"\n {UTBS_MAP 01_The_Morning_After.map}\n next_scenario=02_Across_the_Harsh_Sands\n {TURNS 36 34 32}\n\n # Since the scenario can't end until all the elves are rescued we\n # can't allow it to end with the death of the necromancer\n victory_when_enemies_defeated=no\n\n {TWO_SUNS_DEFAULT_SCHEDULE}\n\n {INTRO_AND_SCENARIO_MUSIC \"elf-land.ogg\" \"revelation.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"nunc_dimittis.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"elvish-theme.ogg\"}\n\n {STORY_THE_MORNING_AFTER}\n\n [terrain_graphics]\n map=\"\n., *, .\n, *, *,\n*, 1, *\n, *, *,\n., *, .\"\n [tile]\n pos=1\n [/tile]\n x,y=23,27\n [image]\n name=great-tree-smashed.png\n layer=0\n base=108,108\n center=144,108\n [/image]\n [/terrain_graphics]\n\n # Set sides - elves, monsters and necromancer\n # wmllint: validate-off\n [side]\n side=1\n controller=human\n # Kaleh's start villages will support his initial recruits.\n gold=0\n income=-2\n village_gold=0\n user_team_name= _ \"team_name^Quenoth Elves\"\n {FLAG_VARIANT long}\n\n # wmllint: recognize Kaleh\n {KALEH}\n\n shroud=yes\n\n # Start with Nym\n [unit]\n # wmllint: who NYM is Nym\n {NYM}\n x,y=17,21\n [/unit]\n\n [village]\n x,y=14,20\n [/village]\n [/side]\n # wmllint: validate-on\n\n # Monster side : mudcrawlers and cuttlefish\n\n [side]\n side=2\n controller=ai\n team_name=monsters\n user_team_name= _ \"Monsters\"\n no_leader=yes\n\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.0}\n [/ai]\n [/side]\n\n # Undead side, doesn't start with a leader\n [side]\n side=3\n controller=ai\n # Gold and income set when Necromancer appears\n#ifndef HARD\n recruit=Skeleton, Skeleton Archer, Vampire Bat, Ghoul, Dark Adept\n#endif\n#ifdef HARD\n recruit=Revenant, Bone Shooter, Blood Bat, Necrophage, Dark Adept, Deathblade\n#endif\n team_name=evil\n user_team_name= _ \"Evil\"\n {FLAG_VARIANT undead}\n no_leader=yes\n\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 0.80}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.10}\n#ifdef HARD\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern scout,fighter,fighter,fighter,archer}\n#else\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern scout,fighter,archer,fighter}\n#endif\n [/ai]\n [/side]\n\n [event]\n name=prestart\n\n # Can't end scenario until all elves have been rescued (5 events)\n [objectives]\n [objective]\n description= _ \"Rescue surviving elves\"\n condition=win\n [/objective]\n [objective]\n description= _ \"Defeat Xanthos\"\n condition=win\n [show_if]\n [have_unit]\n # wmllint: recognize Xanthos\n id=Xanthos\n [/have_unit]\n [/show_if]\n [/objective]\n [objective]\n description= _ \"Death of Kaleh\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Nym\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Garak\"\n condition=lose\n [show_if]\n # We could just use [have_unit], but if Garak or Zhul dies and the player\n # checks the objectives, the respective objective won't be displayed,\n # and disappearing objectives for no good reason would look buggy.\n [variable]\n name=found_garak\n boolean_equals=yes\n [/variable]\n [/show_if]\n [/objective]\n [objective]\n description= _ \"Death of Zhul\"\n condition=lose\n [show_if]\n [variable]\n name=found_zhul\n boolean_equals=yes\n [/variable]\n [/show_if]\n [/objective]\n\n {TURNS_RUN_OUT}\n\n [gold_carryover]\n bonus=no\n carryover_percentage=0\n [/gold_carryover]\n [/objectives]\n\n # (as of 1.14.0+) There are no female fighter, etc. versions, maybe this will change some day.\n # Commented out rather than removed the gender stuff so it is a reminder\n\n # Setting up the village occupants\n # 2 fighters, 2 archers, 2 hunters (if not HARD), 2 scouts\n [set_variables]\n name=elf_pool\n [value]\n type=\"Quenoth Fighter\"\n name= _ \"Lreu\"\n gender=male\n # name= _ \"Lrea\"\n # gender=female\n [/value]\n [value]\n type=\"Quenoth Fighter\"\n name= _ \"Piyru\"\n gender=male\n [/value]\n [value]\n type=\"Quenoth Fighter\"\n name= _ \"Feru\"\n gender=male\n # name= _ \"Frea\"\n # gender=female\n [/value]\n [value]\n type=\"Quenoth Scout\"\n name= _ \"Danu\"\n gender=male\n [/value]\n [value]\n type=\"Quenoth Scout\"\n name= _ \"Hamuil\"\n gender=male\n [/value]\n [value]\n type=\"Quenoth Scout\"\n name= _ \"Anioh\"\n gender=male\n [/value]\n [value]\n type=\"Tauroch Rider\"\n name= _ \"Vemuil\"\n gender=male\n [/value]\n [value]\n type=\"Tauroch Rider\"\n name= _ \"Taliu\"\n gender=male\n [/value]\n [/set_variables]\n [/event]\n\n # Dialog at start of scenario\n [event]\n name=start\n\n [message]\n speaker=Nym\n message= _ \"Hey Kaleh, are you in there?\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Nym, is that you?\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Yes, come on out already. The storm has passed. With the morning light Naia has ended the terrible night.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Has the sky really stopped falling?\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"I already told you, the sky is clear and empty. Now come quickly, silly, others may need our help.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"What\u2019s happened? Oh Eloh, the craters are everywhere, everything is gone, ruined. I can hardly recognize our village. I didn\u2019t think it could be this bad.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Come on, Kaleh, we have to go see if anyone is hurt or needs help. I think I hear people calling from the south. Now is not a time for fear, we must be strong. After all you are the nephew of Tanuil, our leader, and you must answer the call of duty. Perhaps in the light of day things won\u2019t be as bad as you think. Let\u2019s explore the village and see who else has survived the night.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Wait, our keep is just to the east. Our leader Tanuil must surely be recruiting others to help deal with the devastation. Perhaps we should go to the keep, before we explore the rest of the village.\"\n [/message]\n [/event]\n\n # Dialog when Nym and Kaleh see the ruined keep\n [event]\n name=moveto\n [filter]\n x=27-34\n y=19-26\n side=1\n [/filter]\n\n [allow_undo][/allow_undo]\n\n [message]\n speaker=Kaleh\n message= _ \"Tanuil\u2019s keep, our beautiful fortress, it is destroyed. How will we summon our people to battle?\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"We must rally those survivors we can find amidst the rubble. It doesn\u2019t look like anyone survived, but at least we can thank Eloh it was a quick death. But come on, we can\u2019t dwell on the dead, we must help the living.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"But if Tanuil is dead, who will lead us?\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"That\u2019s a question for another time. Let\u2019s keep exploring the wreckage.\"\n [/message]\n [/event]\n\n # There are 3 mudcrawler encounter spots, in the NW and SW corner\n # and in the barracks. Depending on which way you circle around\n # the village, you will encounter the NW or barracks first.\n\n # Survivors - two mudcrawler events, Garak event, Zhul event, scout events\n # Handle all events within the oasis boundary.\n # This includes finding all the elves that we have to rescue, dealing with\n # mudcrawlers and lake monster.\n # ! -- Depends on\n # $rescued_elves, $seen_mudcrawler\n\n # North-West mudcrawler/villager encounter\n # Easy: 1 giant mudcrawler, 3 small mudcrawlers\n # Medium: 2 giant mudcrawlers, 2 small mudcrawlers\n # Hard: 3 giant mudcrawlers, 1 small mudcrawler\n\n # wmllint: local spelling Yasi\n\n # First mudcrawler encounter event trigger\n [event]\n name=moveto\n [filter]\n x=9-18\n y=23-28\n side=1\n [/filter]\n\n # Activate the event\n [fire_event]\n name=first_mudcrawler_encounter\n [/fire_event]\n [/event]\n\n [event]\n name=first_mudcrawler_encounter\n\n [set_variable]\n name=rescued_elves\n add=1\n [/set_variable]\n\n {NAMED_GENERIC_UNIT 1 \"Quenoth Fighter\" 15 26 \"Vecnu\" ( _ \"Vecnu\")}\n {NAMED_GENERIC_UNIT 1 \"Quenoth Fighter\" 15 28 \"Eranor\" ( _ \"Eranor\")}\n {NAMED_GENERIC_UNIT 1 \"Tauroch Rider\" 12 26 \"Seil\" ( _ \"Seil\")}\n # {NAMED_GENERIC_UNIT 1 \"Tauroch Rider\" 12 26 \"Seela\" ( _ \"Seela\")}\n # [+unit]\n # gender=female\n # [/unit]\n\n # Again core macro, monsters shouldn\u2019t have traits\n {NOTRAIT_UNIT 2 \"Giant Mudcrawler\" 11 25}\n\n#ifdef HARD\n {NOTRAIT_UNIT 2 \"Giant Mudcrawler\" 11 26}\n#else\n {NOTRAIT_UNIT 2 \"Small Mudcrawler\" 11 26}\n#endif\n#ifdef EASY\n {NOTRAIT_UNIT 2 \"Small Mudcrawler\" 14 28}\n {NOTRAIT_UNIT 2 \"Small Mudcrawler\" 16 29}\n#else\n {NOTRAIT_UNIT 2 \"Giant Mudcrawler\" 14 28}\n {NOTRAIT_UNIT 2 \"Small Mudcrawler\" 15 29}\n#endif\n\n [if]\n [variable]\n name=seen_mudcrawler\n boolean_equals=no\n [/variable]\n [then]\n # Haven't seen a mudcrawler yet, set the flag and perform\n # what-the-hell-is-that routine.\n {VARIABLE seen_mudcrawler yes}\n\n [message]\n speaker=Vecnu\n message= _ \"Kaleh, Nym, help us!\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"What in Uria\u2019s name is that?\"\n image=portraits/nym_moody.png\n [/message]\n\n [message]\n speaker=Vecnu\n message= _ \"They came with the stones that fell from the sky. I know not what they are, but more seem to be emerging from the craters. If we don\u2019t stop them there will be nothing left of our village or our people.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"To battle, my friends! There are still those left who can fight.\"\n [/message]\n [/then]\n [else]\n # Seen a mudcrawler, do let's-kick-their-ass routine\n [message]\n speaker=Kaleh\n message= _ \"There are more of our people fighting the mud monsters!\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Then let\u2019s join the battle!\"\n [/message]\n [/else]\n [/if]\n [/event]\n\n # South-West mudcrawler/villager encounter\n # Easy: 2 giant mudcrawler, 2 small mudcrawlers\n # Medium: 3 giant mudcrawlers, 1 small mudcrawlers\n # Hard: 4 giant mudcrawlers\n\n # Second mudcrawler encounter event trigger\n [event]\n name=moveto\n [filter]\n x=12-22\n y=32-37\n side=1\n [/filter]\n\n [fire_event]\n name=second_mudcrawler_encounter\n [/fire_event]\n [/event]\n\n [event]\n name=second_mudcrawler_encounter\n\n [set_variable]\n name=rescued_elves\n add=1\n [/set_variable]\n\n {NAMED_GENERIC_UNIT 1 \"Tauroch Rider\" 18 34 \"Eloshi\" ( _ \"Eloshi\")}\n {NAMED_GENERIC_UNIT 1 \"Quenoth Scout\" 13 33 \"Illuvin\" ( _ \"Illuvin\")}\n # {NAMED_GENERIC_UNIT 1 \"Quenoth Scout\" 13 33 \"Illuvia\" ( _ \"Illuvia\")}\n # [+unit]\n # gender=female\n # [/unit]\n#ifdef HARD\n {NAMED_GENERIC_UNIT 1 \"Quenoth Fighter\" 15 35 \"Raynor\" ( _ \"Raynor\")}\n#else\n {NAMED_GENERIC_UNIT 1 \"Tauroch Rider\" 15 35 \"Raynor\" ( _ \"Raynor\")}\n#endif\n\n {NOTRAIT_UNIT 2 \"Giant Mudcrawler\" 19 34}\n {NOTRAIT_UNIT 2 \"Giant Mudcrawler\" 15 36}\n#ifdef HARD\n {NOTRAIT_UNIT 2 \"Giant Mudcrawler\" 18 35}\n#else\n {NOTRAIT_UNIT 2 \"Small Mudcrawler\" 18 35}\n#endif\n#ifdef EASY\n {NOTRAIT_UNIT 2 \"Small Mudcrawler\" 14 34}\n#else\n {NOTRAIT_UNIT 2 \"Giant Mudcrawler\" 14 34}\n#endif\n\n [message]\n speaker=Kaleh\n message=_ \"More of these muddy crawlies, let\u2019s get rid of them with haste.\"\n [/message]\n [/event]\n\n # Training ground encounter\n # Easy: 3 giant mudcrawler, 2 small mudcrawlers\n # Medium: 4 giant mudcrawlers, 1 small mudcrawlers\n # Hard: 5 giant mudcrawlers\n\n # Third mudcrawler encounter event trigger\n [event]\n name=moveto\n [filter]\n x=26-33\n y=32-36\n side=1\n [/filter]\n\n [fire_event]\n name=third_mudcrawler_encounter\n [primary_unit]\n id=$unit.id\n [/primary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=third_mudcrawler_encounter\n\n # We want this village captured to allow player move through it\n # without losing the turn\n [capture_village]\n side=1\n x,y=30,34\n [/capture_village]\n\n [set_variable]\n name=rescued_elves\n add=1\n [/set_variable]\n\n # wmllint: recognize Rocky Horror\n {UNIT 2 \"Giant Mudcrawler\" 28 33 (\n role=\"Rocky Horror\"\n generate_name,random_traits,random_gender=yes,no,yes\n )}\n {UNIT 2 \"Giant Mudcrawler\" 28 34 (\n role=\"Rocky Horror\"\n generate_name,random_traits,random_gender=yes,no,yes\n )}\n {UNIT 2 \"Giant Mudcrawler\" 28 35 (\n role=\"Rocky Horror\"\n generate_name,random_traits,random_gender=yes,no,yes\n )}\n#ifdef HARD\n {UNIT 2 \"Giant Mudcrawler\" 29 33 (\n role=\"Rocky Horror\"\n generate_name,random_traits,random_gender=yes,no,yes\n )}\n#else\n {UNIT 2 \"Small Mudcrawler\" 29 33 (\n role=\"Rocky Horror\"\n generate_name,random_traits,random_gender=yes,no,yes\n )}\n#endif\n#ifdef EASY\n {UNIT 2 \"Small Mudcrawler\" 30 32 (\n role=\"Rocky Horror\"\n generate_name,random_traits,random_gender=yes,no,yes\n )}\n#else\n {UNIT 2 \"Giant Mudcrawler\" 30 32 (\n role=\"Rocky Horror\"\n generate_name,random_traits,random_gender=yes,no,yes\n )}\n#endif\n\n [unit]\n # wmllint: who GARAK is Garak\n {GARAK}\n side=1\n x,y=29,34\n {ABILITY_TEACHING_EVENT}\n [/unit]\n\n {NAMED_GENERIC_UNIT 1 \"Quenoth Fighter\" 30 33 \"Jorazan\" ( _ \"Jorazan\")}\n {NAMED_GENERIC_UNIT 1 \"Quenoth Fighter\" 29 34 \"Zyar\" ( _ \"Zyar\")}\n # {NAMED_GENERIC_UNIT 1 \"Quenoth Fighter\" 29 34 \"Zyara\" ( _ \"Zyara\")}\n # [+unit]\n # gender=female\n # [/unit]\n\n [message]\n speaker=unit\n message= _ \"This is our training ground. And look, there is Garak, the captain of the guard. He and his fighters have survived the night!\"\n [/message]\n\n [if]\n [variable]\n name=seen_mudcrawler\n boolean_equals=no\n [/variable]\n [then]\n # Again, haven't seen a mudcrawler yet, set the flag and perform what-the-hell-is-that routine.\n {VARIABLE seen_mudcrawler yes}\n\n [message]\n speaker=Garak\n message= _ \"Kaleh, Nym, help us!\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"What in Uria\u2019s name is that?\"\n image=portraits/nym_moody.png\n [/message]\n\n [message]\n speaker=Garak\n message= _ \"They came with the stones that fell from the sky. I know not what they are, but more seem to be emerging from the craters. If we don\u2019t stop them there will be nothing left of our village or our people.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"To battle, my friends! There are still those left who can fight.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Kaleh\n message= _ \"But they are fighting many mud creatures. Quick, we must help them!\"\n [/message]\n [/else]\n [/if]\n\n {VARIABLE found_garak yes}\n\n [show_objectives][/show_objectives]\n [/event]\n\n # Garak's speech when they kill the last of training grounds\n # mudcrawlers. For this we use die event that on each\n # occurrence checks if there are any more training ground\n # mudcrawlers alive.\n [event]\n name=die\n [filter]\n role=\"Rocky Horror\"\n [/filter]\n [filter_condition]\n [have_unit]\n role=\"Rocky Horror\"\n count=0\n [/have_unit]\n [/filter_condition]\n\n [message]\n speaker=second_unit\n message= _ \"Ha! They\u2019re destroyed at last.\"\n [/message]\n\n [message]\n speaker=Garak\n message= _ \"Thanks for the help. I am glad to see that so many have survived the night. But there\u2019s no time to talk, we must save the rest of our people and crush these earthen abominations.\"\n [/message]\n [/event]\n\n # The following three events are nested, because they are supposed to\n # occur in that particular sequence with none of them bypassed.\n # Thanks to this only one of them is loaded in memory at any given\n # time before resolution.\n\n # Approaching bridge dialog\n [event]\n name=moveto\n [filter]\n x=24-26\n y=29-35\n side=1\n [/filter]\n\n # Allow to undo the move before the event is triggered\n [allow_undo][/allow_undo]\n\n [message]\n speaker=Kaleh\n message= _ \"This bridge leads to the holy island at the center of our lake.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Hmmmm. Some of the druids that worship on the island may still be alive. We should go check.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Be careful. The bridge is broken, so we\u2019ll have to wade through the shallow water.\"\n [/message]\n\n # Finding druids\n [event]\n name=moveto\n [filter]\n x=24-26\n y=27-29\n side=1\n [/filter]\n\n [set_variable]\n name=rescued_elves\n add=1\n [/set_variable]\n\n [message]\n speaker=Kaleh\n message= _ \"The great tree! It has been buried under the rocks. Our most holy sanctuary, defiled. Oh, Eloh, what shall we do?\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Is anyone still alive?\"\n [/message]\n\n [unit]\n # wmllint: who ZHUL is Zhul\n {ZHUL}\n side=1\n x,y=25,27\n [/unit]\n#ifndef HARD\n {NAMED_GENERIC_UNIT 1 \"Quenoth Mystic\" 26 27 \"Ryoko\" ( _ \"Ryoko\")}\n#endif\n {NAMED_GENERIC_UNIT 1 \"Quenoth Mystic\" 24 27 \"Yuni\" ( _ \"Yuni\")}\n\n [message]\n speaker=Zhul\n message= _ \"Finally! We were worried that no one else had survived.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Mother priestess, are you all right?\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"There\u2019s no time to stand on ceremony. I\u2019m fine. I\u2019m afraid only a few of us survived, but we will lend you what skills we have. Show me to those who need healing.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"But the great tree, it has been destroyed!\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"All things of this world come to an end, but the power of Eloh endures. A new one shall grow in its place. Come now, let us see to the needs of our people.\"\n [/message]\n\n {VARIABLE found_zhul yes}\n\n [show_objectives][/show_objectives]\n\n # Lake monster event\n [event]\n name=moveto\n [filter]\n x=24-26\n y=29-32\n side=1\n [/filter]\n\n [unit]\n x,y=26,30\n side=2\n type=Cuttle Fish\n name= _ \"Deep One\"\n description= _ \"The Deep Ones are gigantic aquatic monsters that lurk in the dark places of the world. Rarely do they come to the surface, and when they do the best way to survive an encounter with these monsters is to remain ashore. They can grab their opponents with strong tentacles, or spit a poisonous black ink from a distance.\"\n # Deep one is basically a weakened Cuttlefish, it\n # would be pretty much unbeatable if left without change\n [modifications]\n [trait]\n id=Deep_one\n [effect]\n apply_to=attack\n range=melee\n increase_attacks={ON_DIFFICULTY -4 -3 -2}\n [/effect]\n [effect]\n apply_to=hitpoints\n increase_total={ON_DIFFICULTY -30 -24 -18}\n [/effect]\n#ifndef HARD\n [effect]\n apply_to=defense\n replace=yes\n [defense]\n shallow_water=50\n [/defense]\n [/effect]\n#endif\n [/trait]\n [/modifications]\n [/unit]\n\n [message]\n speaker=narrator\n message= _ \"The water of the lake suddenly goes dark and unsettled, only to erupt in a swarm of tentacles the moment the first elf set foot off the island.\"\n image=wesnoth-icon.png\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"What in Uria\u2019s name is that?\"\n image=portraits/nym_moody.png\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"I felt a great darkness in this lake, but I knew not what it was. The falling rocks must have woken it from its sleep.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Protect the priestesses, we shall send this monstrosity back to the depths it came from!\"\n [/message]\n [/event]\n [/event]\n [/event]\n\n # Grasslands dialog, when Kaleh and Nym approach the eastern fields,\n # this will show only the first time player enters the stables area\n [event]\n name=moveto\n [filter]\n x=31-38\n y=26-33\n side=1\n [/filter]\n\n [message]\n speaker=Kaleh\n message= _ \"These fields seem strangely vacant. Where are the dustboks?\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Maybe they\u2019re hiding in the stables. Let\u2019s go check.\"\n [/message]\n [/event]\n\n # These two events actually do the same thing on two different\n # villages.\n\n#define STABLE X Y\n [event]\n name=moveto\n [filter]\n [filter_location]\n x={X}\n y={Y}\n radius=1\n [/filter_location]\n side=1\n [/filter]\n\n [fire_event]\n name=stable found\n [primary_unit]\n x=$x1\n y=$y1\n [/primary_unit]\n [/fire_event]\n [/event]\n#enddef\n\n {STABLE 37 29}\n {STABLE 37 32}\n\n#undef STABLE\n\n # Moved to stables and found a scout. We have none, spawn Naru\n [event]\n name=stable found\n\n {NAMED_GENERIC_UNIT 1 \"Quenoth Scout\" $x1 $y1 \"Naru\" (_\"Naru\")}\n\n [message]\n speaker=Naru\n message= _ \"Is it safe to come out? I was so scared.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Where are all the other dustboks?\"\n [/message]\n\n [message]\n speaker=Naru\n message= _ \"A hunting party left just yesterday, so unless the rocks fell all over the land, many of the dustboks have probably survived. The few that remained here were scared by the falling rocks and fled into the night. It took all my skill to calm Yasi and keep him from running.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"We\u2019ll need your help in checking to see if the outer settlements survived. Who knows what kinds of damage they suffered in the night? And perhaps some of the people out in the desert have been able to round up some of the loose dusties.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"We can only hope that hunting party returns soon.\"\n [/message]\n\n # We have Naru, spawn Nisa\n # This event replaces containing event to ensure units are found in order\n [event]\n name=stable found\n\n [message]\n speaker=unit\n message= _ \"Hey, Nisen, the rocks have stopped falling. You can come out now!\"\n # message= _ \"Hey, Nisa, the rocks have stopped falling. You can come out now!\"\n [/message]\n\n {NAMED_UNIT 1 \"Quenoth Scout\" $x1 $y1 \"Nisen\" (_\"Nisen\") (gender=male)}\n # {NAMED_UNIT 1 \"Quenoth Scout\" $x1 $y1 \"Nisa\" (_\"Nisa\") (gender=female)}\n\n [set_variable]\n name=rescued_elves\n add=1\n [/set_variable]\n\n [message]\n speaker=Nisen\n # speaker=Nisa\n message= _ \"Oh, thank Eloh, I thought they would never stop.\"\n [/message]\n [/event]\n [/event]\n\n # The following start and two capture events handle the discovery of\n # random elves in the outer villages. If the player captures a village\n # before an undead unit does, he has a chance of finding a random elf\n # (picked from the $elf_pool array set up in prestart) to join him. However,\n # if an undead unit had captured the village first, there's nothing left.\n #\n # The information about who captured a village first and whether the player\n # has visited the village already is stored in a container unique to each\n # village location, set when someone steps on the village for the first\n # time. For example if the undead capture the village at 30,8 first, the\n # following container would be set:\n #\n # [village_at_30_8]\n # captured_by=undead\n # [/village_at_30_8]\n\n [event]\n name=start\n\n # There is a number of houses inside the oasis and even more tents\n # by the necromancer's fort, we need to make sure that these are\n # ignored. To do this we store coordinates ([store_locations]) of\n # all desert villages (Dd^Vt) that are not ([not]) within\n # rectangle defined by points 34,1 50,12 (x=34-50, y=1-12) or\n # ([or]) rectangle defined by 13,37 20,34 . First rectangle\n # includes all villages near necromancer, the second covers whole\n # oasis. These coordinates are stored to array called\n # outer_villages (variable=outer_villages).\n [store_locations]\n variable=outer_villages\n terrain=*^Vdt,*^Vda,*^\n [not]\n x,y=32-50,1-12\n [or]\n x,y=13-37,20-34\n [/or]\n [/not]\n [/store_locations]\n [/event]\n\n [event]\n name=capture\n first_time_only=no\n [filter]\n side=1\n [filter_location]\n find_in=outer_villages\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=village_at_$x1|_$y1|.visited_by_player\n not_equals=yes\n [/variable]\n [/filter_condition]\n\n {VARIABLE village_at_$x1|_$y1|.visited_by_player yes}\n\n [if]\n [variable]\n name=village_at_$x1|_$y1|.captured_by\n not_equals=undead\n [/variable]\n\n # if this village wasn't captured by undead first, the\n # player has a chance of finding a random elf\n [then]\n {VARIABLE_OP fate rand \"1..100\"}\n\n # And check if it's lower than a threshold of\n # finding an unit that's dependent on difficulty\n # level: 60% on easy, 50% on normal, 40% on\n # hard. We use preprocesor to choose appropriate\n # chance\n [if]\n [variable]\n name=fate\n less_than_equal_to={ON_DIFFICULTY 60 50 40}\n [/variable]\n [then]\n # So the RNG smiled upon the player, time to pick a\n # random elf from pool we defined in prestart\n\n {VARIABLE_OP random_elf_pool_index rand \"1..$elf_pool.length\"}\n {VARIABLE_OP random_elf_pool_index sub 1}\n\n [unit]\n side=1\n type=$elf_pool[$random_elf_pool_index].type\n x,y=$x1,$y1\n name=$elf_pool[$random_elf_pool_index].name\n gender=$elf_pool[$random_elf_pool_index].gender\n random_traits=yes\n#ifdef EASY\n [modifications]\n {TRAIT_LOYAL}\n [/modifications]\n#endif\n [/unit]\n\n # When done remove unit from the pool\n {CLEAR_VARIABLE elf_pool[$random_elf_pool_index]}\n {CLEAR_VARIABLE random_elf_pool_index}\n\n # And write joyful message\n [message]\n speaker=unit\n message= _ \"Oh good, some elves have survived in this outer settlement. They\u2019ve agreed to help us search for other survivors.\"\n [/message]\n [/then]\n # And when RNG plays hardball we need to\n # inform the player he's out of luck\n [else]\n [message]\n speaker=unit\n message= _ \"The encampment is empty. I wonder what happened to the inhabitants?\"\n [/message]\n [/else]\n [/if]\n {CLEAR_VARIABLE fate}\n [/then]\n\n # If this village was captured by undead first, the player\n # can't find any elves there anymore\n [else]\n [message]\n speaker=unit\n message= _ \"This encampment has been abandoned. There are signs of a struggle and a few bloodstains but nothing else. I fear for those elves who lived out here.\"\n [/message]\n [/else]\n [/if]\n [/event]\n\n [event]\n name=capture\n first_time_only=no\n\n [filter]\n side=3\n\n [filter_location]\n find_in=outer_villages\n [/filter_location]\n [/filter]\n\n {VARIABLE village_at_$x1|_$y1|.captured_by undead}\n [/event]\n\n # Necromancer - spawning the bad guy both on time and prematurely\n # and victory event.\n\n # Normal necromancer placement, happens around turn 10 depending on\n # difficulty level\n [event]\n name=\"turn {ON_DIFFICULTY 11 10 9}\"\n\n # If Xanthos does not exist, create him\n # No need for test as event will do nothing if it already ran\n [fire_event]\n name=xanthos_appearance\n [/fire_event]\n [/event]\n\n # Xanthos appearance event\n [event]\n name=xanthos_appearance\n\n # Place the bad guy, give him proper gold and income\n [unit]\n#ifdef HARD\n type=Necromancer\n#else\n type=Dark Sorcerer\n#endif\n id=Xanthos\n name= _ \"Xanthos\"\n canrecruit=yes\n x,y=37,5\n side=3\n [/unit]\n\n [modify_side]\n side=3\n {GOLD 180 240 300}\n {INCOME 12 18 24}\n [/modify_side]\n\n [remove_shroud]\n side=1\n x=35-39\n y=3-7\n [/remove_shroud]\n\n [message]\n speaker=Xanthos\n message= _ \"This place reeks of death, I could smell it from miles away. Oh, how I love it, it is the smell of power, the inevitable triumph of death over life. Puny elves, I shall use the corpses of your families to create an army of undead! All shall bow down before Xanthos the Necromancer!\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"His timing couldn\u2019t be worse. I know that undead cultists often prey on small targets, but they haven\u2019t had the guts to attack us for years. Why has Eloh heaped so much misfortune upon us?\"\n image=portraits/nym_moody.png\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Have some more faith, girl, the goddess does not send us more than we can handle. With Eloh\u2019s grace we shall yet triumph over this pretender.\"\n [/message]\n\n [message]\n speaker=Garak\n message= _ \"Bah, I\u2019ve fought these dark cultists before. They can be killed just like anyone else, and our riders can easily defeat their skeleton armies.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"I have heard of your kind, foul necromancer. You travel the sands, daring to bring back and enslave those who have passed on. But we will prove to you that death is not all-powerful. You shall not desecrate the bodies of my kith and kin! You shall learn to fear the wrath of Eloh and the Quenoth Elves!\"\n [/message]\n\n [place_shroud]\n side=1\n x=35-39\n y=3-7\n [/place_shroud]\n\n [show_objectives]\n [/show_objectives]\n [/event]\n\n # This event prevents player from running to the dark sorcerer's base\n # before he shows up on turn 11. If the player approaches his base\n # before turn 11 he appears and attacks. Either way the unit moving\n # into the area also comments on the plight of those elves who lived\n # out in the open sands.\n [event]\n name=moveto\n [filter]\n x=30-50\n y=1-12\n side=1\n [/filter]\n\n [fire_event]\n name=xanthos_appearance\n [/fire_event]\n\n [message]\n speaker=unit\n message= _ \"Some of our people felt crowded in the village, and wanted to live out on the open sands. They thought they could flee to the safety of our walls if danger came. I shudder to imagine what may have become of them.\"\n [/message]\n [/event]\n\n # When the dark sorcerer dies, check to make sure elves have been rescued\n # before ending the scenario. If no set an event that checks if that\n # changed on each move. It's ugly but there is no better way of doing\n # that at the moment\n\n [event]\n name=die\n [filter]\n id=Xanthos\n [/filter]\n\n [sound]\n name=wail-long.wav\n [/sound]\n\n [kill]\n side=3\n animate=yes\n [not]\n id=Xanthos\n [/not]\n [/kill]\n\n [message]\n speaker=Kaleh\n message= _ \"The necromancer is finally vanquished.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"And at last the dead shall have their rest.\"\n [/message]\n\n [if]\n [variable]\n name=rescued_elves\n not_equals=5\n [/variable]\n [then]\n [message]\n speaker=Kaleh\n message= _ \"The necromancer is dead, but I don\u2019t think we\u2019ve explored the entire village. There may still be elves that need rescuing. We should go back and check.\"\n [/message]\n\n [event]\n name=moveto\n [filter]\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=rescued_elves\n equals=5\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Kaleh\n message= _ \"We\u2019ve explored the village, and I think we\u2019ve rescued the last of the survivors.\"\n [/message]\n\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/event]\n [/then]\n [else]\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/else]\n [/if]\n [/event]\n\n # Elvish hunting party shows up on turn 16\n [event]\n name=turn 16\n [fire_event]\n name=hunting party\n [/fire_event]\n [/event]\n\n [event]\n name=hunting party\n\n [remove_shroud]\n side=1\n x=14-22\n y=1-6\n [/remove_shroud]\n\n {NAMED_GENERIC_UNIT 1 \"Quenoth Scout\" 19 4 \"Pythos\" ( _ \"Pythos\")}\n#ifndef HARD\n {NAMED_GENERIC_UNIT 1 \"Quenoth Fighter\" 18 4 \"Shea\" ( _ \"Shea\")}\n#endif\n {NAMED_GENERIC_UNIT 1 \"Quenoth Fighter\" 19 3 \"Narn\" ( _ \"Narn\")}\n#ifdef EASY\n {NAMED_GENERIC_UNIT 1 \"Quenoth Scout\" 17 4 \"Jokli\" ( _ \"Jokli\")}\n#endif\n {NAMED_GENERIC_UNIT 1 \"Quenoth Scout\" 18 3 \"Lyer\" ( _ \"Lyer\")}\n # {NAMED_GENERIC_UNIT 1 \"Quenoth Scout\" 18 3 \"Lyia\" ( _ \"Lyia\")}\n # [+unit]\n # gender=female\n # [/unit]\n\n [message]\n speaker=Pythos\n message= _ \"Hail, is anyone still alive?\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Yes, and we could certainly use your help. A necromancer has been attacking us, he intends to use our fallen comrades as fodder for his evil magics. Where have you been?\"\n [/message]\n\n [message]\n speaker=Pythos\n message= _ \"We were out far in the sands, searching for prey and roaming orcs. As soon as we saw the rock storm we raced back as fast as we could. I only wish we could have come sooner.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"No use crying over spilt water. But we\u2019re sure glad you\u2019re here now.\"\n [/message]\n [/event]\n\n [event]\n name=victory\n\n # Elvish hunting party arrives if the necromancer died before turn 16.\n [fire_event]\n name=hunting party\n [/fire_event]\n\n [message]\n speaker=Nym\n message= _ \"It seems that we finally have some peace. But what do we do now?\"\n [/message]\n\n [message]\n speaker=Garak\n message= _ \"Where is Tanuil and his family?\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"The keep has been crushed by the rocks. We could find no survivors.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Too many have died this night.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Our village is in ruins. The walls that were built by our ancestors over generations have been demolished in a space of hours. Most of our dwellings are destroyed. And the great tree itself is no more. One thing is obvious, we cannot stay here.\"\n image=portraits/nym_moody.png\n [/message]\n\n [message]\n speaker=Garak\n message= _ \"You are a fool to despair. This has always been our home. The water here is good, we know this land. We can rebuild; Eloh willing, we can thrive again.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Think for a moment. Who else has seen the rock storm? What other foes are coming to pick over the remains of our people? There is no mercy in the desert, and we have many enemies who would seek to gain in our time of weakness.\"\n image=portraits/nym_moody.png\n [/message]\n\n [message]\n speaker=Garak\n message= _ \"Impudent girl, you should not speak so to your elders, or to your betters.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"I have a right to speak my mind!\"\n image=portraits/nym_moody.png\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Peace, please calm yourselves. In chaos there is nothing but death and destruction. Even in this time of trial we must show our fortitude, and follow our laws. Without laws we are like beasts in the desert, fighting over scraps of meat. Among the survivors Kaleh is by heritage the closest relative to Tanuil and thus our leader. What say you Kaleh?\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Last night, before the rock storm, I heard a voice in my sleep. It sounded like sweet music, and somehow I knew it was Eloh. I still remember her exact words: \u201cYou must be strong, young elf, for you enter a time of peril. The home you know will be destroyed, and you must lead your people to a new land. To the north you will find salvation and peace. Cross the desert and head to the mountains. Fear not, for I will guide you and protect you.\u201d I\u2019m not sure why I\u2019m the one she chose to appeal to, but if this is her will, I will see it done. Our home is gone and the desert is a harsh place. If Eloh has prepared a new home for us, then I will lead us there.\"\n [/message]\n\n [message]\n speaker=Garak\n message= _ \"I fear what dangers lurk in the harsh sands and beyond to the north, but because you are our leader, I will follow where you go.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Then let us collect what supplies we can from the wreckage and head north with great haste. Our home is protection no longer, we must find a new haven for our people.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"What about the bodies of the dead? We can\u2019t leave them to be torn by crows or desecrated by other dark mages.\"\n image=portraits/nym_moody.png\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"I agree, we should not forget our dead. We should build a huge pyre and burn them with proper ceremony, so that the smoke may carry them on to the next realm.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Kaleh, I don\u2019t want to tarry longer than necessary, but I agree that we must see to the dead before we leave. Garak, you and your men start collecting our dead. Nym, help me find oil and wood so that we may build a pyre.\"\n [/message]\n\n [message]\n speaker=narrator\n message= _ \"And so it was done. The dead were laid reverently on top of what little wood we could find. But the fire was big enough to burn the bodies to ashes and speed their souls to the hereafter. I remember at the time that the death of so many of our people was not the best omen for the start of such a large journey. They were the first of our people to die in this great endeavor, but they were to be far from the last.\"\n image=wesnoth-icon.png\n [/message]\n\n # Unstore all unspawned units from the pool into the recall list.\n # Provides extra loyal units on easy, and eventually discounted units on all difficulties.\n # Reduces luck issues based on which units were found.\n\n [foreach]\n array=elf_pool\n [do]\n [unit]\n side=1\n type=$this_item.type\n name=$this_item.name\n gender=$this_item.gender\n x=recall\n y=recall\n random_traits=yes\n#ifdef EASY\n [modifications]\n {TRAIT_LOYAL}\n [/modifications]\n#endif\n [/unit]\n [/do]\n [/foreach]\n\n # Clear variables\n {CLEAR_VARIABLE seen_mudcrawler}\n {CLEAR_VARIABLE rescued_elves}\n {CLEAR_VARIABLE found_garak}\n {CLEAR_VARIABLE found_zhul}\n\n # This clears all those village-specific containers that were holding\n # information about who had visited the village\n [foreach]\n array=outer_villages\n [do]\n {CLEAR_VARIABLE village_at_$this_item.x|_$this_item.y|}\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE elf_pool}\n {CLEAR_VARIABLE outer_villages}\n [/event]\n\n [event]\n name=time over\n\n [message]\n speaker=Kaleh\n message= _ \"What\u2019s that to the north? It looks like even more undead! The rock storm must have attracted other necromancers. There\u2019s no way we can defeat them all. We\u2019ve run out of time. There\u2019s no escape. Eloh save us!\"\n [/message]\n [/event]\n\n # Common death events for heroes\n#define UTBS_GARAK_MUST_LIVE\n#enddef\n {UTBS_INCLUDE utils/deaths.cfg}\n#undef UTBS_GARAK_MUST_LIVE\n[/scenario]\n"} {"text": "#textdomain wesnoth-utbs\n\n[scenario]\n id=02_Across_the_Harsh_Sands\n name= _ \"Across the Harsh Sands\"\n {UTBS_MAP 02_Across_the_Harsh_Sands.map}\n next_scenario=03_Stirring_in_the_Night\n {TURNS 62 58 54}\n victory_when_enemies_defeated=no\n\n {TWO_SUNS_DEFAULT_SCHEDULE}\n\n {INTRO_AND_SCENARIO_MUSIC \"knolls.ogg\" \"wanderer.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"battle.ogg\"}\n\n {STORY_ACROSS_THE_HARSH_SANDS}\n\n # Load dehydration stuff\n {DEHYDRATION_EVENTS}\n\n #elves\n [side]\n side=1\n id=Kaleh\n type=Quenoth Youth\n canrecruit=yes\n {GOLD 250 200 150}\n {INCOME 19 15 11}\n controller=human\n recruit=Quenoth Fighter,Tauroch Rider,Quenoth Scout,Quenoth Mystic\n shroud=yes\n fog=yes\n {FLAG_VARIANT long}\n user_team_name= _ \"team_name^Quenoth Elves\"\n [/side]\n\n #Outlaw side\n [side]\n side=2\n no_leader=yes\n income=-2\n gold=0\n controller=ai\n shroud=yes\n fog=yes\n team_name=bandits\n user_team_name=_\"Bandits\"\n#ifdef EASY\n recruit=Thug,Bandit,Poacher,Trapper,Footpad\n#endif\n#ifdef NORMAL\n recruit=Bandit,Thug,Poacher,Footpad,Outlaw\n#endif\n#ifdef HARD\n recruit=Bandit,Thug,Trapper,Poacher,Footpad,Outlaw\n#endif\n\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 0.8}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.2}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern {ON_DIFFICULTY (scout,fighter,archer,fighter) (fighter,mixed fighter,archer,scout,fighter) (fighter,mixed fighter,archer,scout,fighter)}}\n\n [goal]\n value=3\n [criteria]\n side=1\n [/criteria]\n [/goal]\n\n [goal]\n name=protect_location\n value=10\n [criteria]\n x,y=21,9\n [/criteria]\n [/goal]\n [/ai]\n # limit recruitment to one bandit and trapper\n [ai]\n [aspect]\n id=recruitment_instructions\n [facet]\n [value]\n [limit]\n type=Bandit\n max=1\n [/limit]\n [limit]\n type=Trapper\n max=1\n [/limit]\n [/value]\n [/facet]\n [/aspect]\n [/ai]\n {FLAG_VARIANT6 ragged}\n [/side]\n\n #Random monster side: ogres, scorpions\n # they target side 1 much more than side 2\n [side]\n no_leader=yes\n side=3\n controller=ai\n shroud=no\n fog=no\n team_name=monsters\n user_team_name=_\"Monsters\"\n\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.00}\n#ifdef EASY\n # monsters are extra dumb\n {AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes} # TODO: do research about simple_targeting and the new AI\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n#endif\n#ifdef NORMAL\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n#endif\n\n [goal]\n value=40\n [criteria]\n side=1\n [/criteria]\n [/goal]\n\n [goal]\n value=2\n [criteria]\n side=2\n [/criteria]\n [/goal]\n [/ai]\n [/side]\n\n #undead side, used to control wandering ghosts and walking dead\n [side]\n no_leader=yes\n side=4\n gold=0\n income=0\n controller=ai\n shroud=no\n fog=no\n team_name=undead\n user_team_name=_\"Undead\"\n recruit=Skeleton,Skeleton Archer,Ghost,Walking Corpse,Ghoul\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.0}\n {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern scout,fighter,fighter,archer}\n {AI_SIMPLE_ALWAYS_ASPECT grouping no}\n\n [goal]\n value=3\n [criteria]\n side=1\n [/criteria]\n [/goal]\n\n [goal]\n value=1\n [criteria]\n side=2\n [/criteria]\n [/goal]\n\n [goal]\n value=1\n [criteria]\n side=3\n [/criteria]\n [/goal]\n\n [goal]\n name=protect_location\n [criteria]\n x,y=34,27\n [/criteria]\n [/goal]\n [/ai]\n {FLAG_VARIANT undead}\n [/side]\n\n # prestart events:\n # Set starting scenario objectives\n # Recall Nym, Zhul and Garak\n # Prestart variable initiation\n\n [event]\n name=prestart\n\n # Set starting scenario objectives\n\n [objectives]\n [objective]\n description= _ \"Kaleh must reach the northern edge of the desert\"\n condition=win\n [/objective]\n [objective]\n description= _ \"Defeat outlaw leader\"\n condition=win\n [show_if]\n [have_unit]\n # wmllint: recognize Thorn\n id=Thorn\n [/have_unit]\n [/show_if]\n [/objective]\n [objective]\n description= _ \"Death of Kaleh\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Nym\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Garak\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Zhul\"\n condition=lose\n [/objective]\n\n {TURNS_RUN_OUT}\n\n [note]\n description= _ \"Your units become dehydrated during the day, losing hitpoints and damage when they are not on a water hex\"\n [/note]\n [note]\n description= _ \"Units are refreshed at the start of your turn when they are on a water or oasis hex\"\n [/note]\n [note]\n description= _ \"Healers can prevent dehydration from getting worse, but cannot heal it\"\n [/note]\n [note]\n description= _ \"Healers are unable to heal adjacent units during the day\"\n [/note]\n\n [gold_carryover]\n bonus=yes\n carryover_percentage=40\n [/gold_carryover]\n [/objectives]\n\n # Recall Nym, Zhul and Garak\n [recall]\n id=Nym\n [/recall]\n\n [recall]\n id=Garak\n [/recall]\n\n [recall]\n id=Zhul\n [/recall]\n\n [label]\n x,y=22,9\n text= _ \"Pinnacle Rock\"\n [/label]\n\n # shroud MUST be removed in prestart for the label\n # info to get updated correctly before the player\u2019s turn\n [remove_shroud]\n side=1\n x=19-23,20-22,21\n y= 9-10, 8,11\n [/remove_shroud]\n\n [remove_shroud]\n side=1\n x=0-8\n y=66-74\n [/remove_shroud]\n [/event]\n\n [event]\n name=start\n\n [message]\n speaker=Garak\n message= _ \"I have crossed these sands long ago, when I was a youth, and we went on a great raid against a foul necromancer who was hiding out in one of the ruins, creating an army of undead. It was a nasty battle, especially after nightfall, but all his magics couldn\u2019t save him when we cut off his head. Ah, those were the days...\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Do you remember anything about these sands?\"\n [/message]\n\n [scroll_to]\n x,y=22,9\n [/scroll_to]\n\n [message]\n speaker=narrator\n caption=_ \"Garak\"\n image=portraits/garak.png\n message= _ \"Do you see that brown spot sticking up on the northern horizon? That\u2019s Pinnacle Rock. It\u2019s the highest land for miles around, and has a spring at its base, or did the last time I camped there. If we make it to Pinnacle Rock we will be just a few miles from the edge of the mountains.\"\n [/message]\n\n [message]\n speaker=Garak\n message= _ \"But between here and there is a particularly barren stretch of the sands, with only a few oases and watering holes. Luckily I think there used to be an old caravan route leading north, which went from oasis to oasis. The oases aren\u2019t easy to find but occasionally the sands blow away, revealing old stone roads that lead from oasis to oasis. Once the path must have formed a great thoroughfare for commerce.\"\n [/message]\n\n [place_shroud]\n side=1\n x=19-23,20-22,21\n y= 9-10, 8,11\n [/place_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [message]\n speaker=Zhul\n message= _ \"I believe that there was once a great empire in these lands, long ago, before the sands came.\"\n [/message]\n\n #!***Extended message -> Hints about new ambush logic and the need of scouting***\n [message]\n speaker=Garak\n message= _ \"I\u2019ve seen the ancient remains of stone castles and markers in the sands. The paths of the ancients may serve us yet again. If we follow the paths from oasis to oasis, we may be able to survive the thirst and heat of the desert. But there are worse dangers in these sands than thirst, we must be wary and scout our way carefully.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Unfortunately, because of our hasty flight from our village, we are short on water-skins and rations. We\u2019ll have enough if we move quickly and eat as little as possible, but we won\u2019t last long in the wastes if we can\u2019t find more sources of water. As it is, between the heat of the day and the cold of the night, this journey will be hard on our people.\"\n [/message]\n\n # Rewritten message -> explains new dehydration rules\n [message]\n speaker=narrator\n message= _ \"During the daytime (Dawn, Morning, Midday, Afternoon, and Dusk) at the beginning of each your turns, every unit in a sand, road, rubble or sand dune hex will suffer from thirst. Each turn of thirst reduces a unit\u2019s attack damage and causes $dehydration_loss hitpoints of damage. Healers can prevent dehydration from becoming worse, but cannot heal it. Only by refreshing at an oasis (any water hex) at the start of your turn will your units regain full attack strength.\"\n image=wesnoth-icon.png\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Kaleh, be careful you don\u2019t recruit too many guards to go with us. I doubt we\u2019re going to find any other villages out in the sands, so the income that we have right now is all we\u2019re going to get. Remember that as our people get more experienced they often require more support, so we don\u2019t want to run out of supplies halfway across the desert.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Well, the sooner we reach Pinnacle Rock, the better. Onwards!\"\n [/message]\n\n # setup ghost difficulty\n {VARIABLE max_ghosts {ON_DIFFICULTY 6 7 8} }\n {VARIABLE ghosts_to_kill \"$(ceil($($max_ghosts / 3.0)))\"}\n [/event]\n\n # Special Encounter events\n\n # Encounter 1: Scorpions attack\n\n#define SCORPION_PLACEMENT\n {SCATTER_UNITS {ON_DIFFICULTY 6 7 8} \"Giant Scorpion\" 0 x,y,radius=29,62,2 (\n side=3\n name= _ \"Scuttler\"\n variation=scuttler\n ai_special=guardian\n animate=yes\n )}\n#enddef\n\n [event]\n name=moveto\n id=scorpions_spotted\n\n [filter]\n side=1\n\n [filter_location]\n x,y=29,62\n radius=8\n [/filter_location]\n\n [filter_wml]\n usage=scout\n [/filter_wml]\n [/filter]\n\n [message]\n speaker=unit\n message=_\"Wait. I think I spotted something ahead of us...\"\n [/message]\n [message]\n speaker=Kaleh\n message=_\"What? I don\u2019t see a thing.\"\n [/message]\n [message]\n speaker=unit\n message=_\"See those shining speckles ahead? Scorpions. Large. Whole nest of them.\"\n [/message]\n\n {SCORPION_PLACEMENT}\n\n [message]\n speaker=Garak\n message=_\"Do you want us to fight? We can still avoid them, but they are between us and the next oasis.\"\n [/message]\n\n [remove_event]\n id=scorpion_ambush\n [/remove_event]\n [/event]\n\n [event]\n name=moveto\n id=scorpion_ambush\n\n [filter]\n side=1\n\n [filter_location]\n x,y=29,62\n radius=3\n [/filter_location]\n\n [not]\n [filter_wml]\n usage=scout\n [/filter_wml]\n [/not]\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Scorpions! We must have stumbled across a nest of them.\"\n [/message]\n\n {SCORPION_PLACEMENT}\n\n [remove_event]\n id=scorpions_spotted\n [/remove_event]\n [/event]\n\n [event]\n name=die\n\n [filter]\n type=Giant Scorpion\n [/filter]\n\n [filter_condition]\n [not]\n [have_unit]\n type=Giant Scorpion\n [/have_unit]\n [/not]\n [/filter_condition]\n\n [item]\n x=$x1\n y=$y1\n image=items/ring-white.png\n [/item]\n\n [message]\n speaker=Kaleh\n message= _ \"The scorpions were devouring some poor person\u2019s body. There doesn\u2019t seem to be much of him left, but wait\u2014 What\u2019s this? It looks like a tiny gold ring. I think I see elvish runes on the inside, but I can barely make them out. This seems to be a ring of travel! Those who wear it will not suffer from thirst or hunger, nor cold, nor heat. I\u2019ve heard tales of such magical items, and we can certainly use it now.\"\n [/message]\n\n [message]\n speaker=narrator\n message= _ \"One unit wearing this ring is immune to any damage caused during the day by the heat of the desert.\"\n image=wesnoth-icon.png\n [/message]\n\n [store_locations]\n x,y=$x1,$y1\n variable=ring_loc\n [/store_locations]\n\n [event]\n name=moveto\n id=take_traveler_ring\n delayed_variable_substitution=yes\n first_time_only=no\n\n [filter]\n side=1\n [not]\n type=Dust Devil\n [/not]\n [filter_location]\n find_in=ring_loc\n [/filter_location]\n [/filter]\n\n [message]\n # wmllint: deathcheck off\n speaker=unit\n # wmllint: deathcheck on\n\n message= _ \"Should I take this ring?\"\n [option]\n label= _ \"Yes, I\u2019ll take it.\"\n\n [command]\n [object]\n id=Travelring\n name= _ \"Traveler\u2019s Ring\"\n image=items/ring-white.png\n description= _ \"The unit wearing this ring will not become dehydrated by the desert.\"\n [filter]\n x=$x1\n y=$y1\n side=1\n [/filter]\n [effect]\n apply_to=overlay\n add=\"misc/silver-ring-icon.png\"\n [/effect]\n [/object]\n\n {APPLY_HYDRATION_EFFECT (x,y=$x1,$y1)}\n\n [remove_item]\n x=$x1\n y=$y1\n [/remove_item]\n\n [role]\n role=immune\n x=$x1\n y=$y1\n [/role]\n\n [remove_event]\n id=take_traveler_ring\n [/remove_event]\n\n {CLEAR_VARIABLE ring_loc}\n [/command]\n [/option]\n\n [option]\n label= _ \"No, I think someone else should wear it.\"\n\n [command]\n [allow_undo]\n [/allow_undo]\n [/command]\n [/option]\n [/message]\n [/event]\n [/event]\n\n#undef SCORPION_PLACEMENT\n\n #Encounter 1.5: Second Oasis, remind player of healing properties\n [event]\n name=moveto\n\n [filter]\n x=27-38\n y=55-65\n side=1\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Look, an oasis! Its refreshing water will allow our people to regain strength and rest safely on the grass during the heat of the day.\"\n [/message]\n [/event]\n\n #Encounter 2 Ogre Ambush\n\n#define OGRE_PLACEMENT\n {SCATTER_UNITS 5 \"Ogre,Ogre,Young Ogre,Young Ogre,Young Ogre\" 0 x,y,radius=17,49,3 (\n side=3\n name= _ \"Hunting Ogre\"\n role=Hunting Ogre\n random_traits=no\n ai_special=guardian\n animate=yes\n )}\n\n {VARIABLE ogres_killed 0}\n#enddef\n\n [event]\n name=moveto\n id=ogres_spotted\n\n [filter]\n side=1\n\n [filter_location]\n x,y=17,49\n radius=8\n [/filter_location]\n\n [filter_wml]\n usage=scout\n [/filter_wml]\n [/filter]\n\n [remove_event]\n id=ogre_ambush\n [/remove_event]\n\n {OGRE_PLACEMENT}\n\n [message]\n speaker=unit\n message=_ \"Shh... ogres ahead. Behind that dune there, we have to pass them if we want to reach the next oasis.\"\n [/message]\n [message]\n speaker=Kaleh\n message=_ \"No chance to sneak around?\"\n [/message]\n [message]\n speaker=unit\n message=_ \"We would have to cover extra distance in difficult terrain. If you want to bypass them I suggest going straight north in the hopes of finding an oasis there.\"\n [/message]\n\n # move into the inner area to alert ogres\n [event]\n name=moveto\n\n [filter]\n side=1\n\n [filter_location]\n [filter]\n role=Hunting Ogre\n [/filter]\n\n [and]\n x,y=17,49\n radius=3\n [/and]\n [/filter_location]\n [/filter]\n\n [message]\n type=Ogre\n role=Hunting Ogre\n message= _ \"Fresh meat!\"\n [/message]\n [/event]\n [/event]\n\n [event]\n name=moveto\n id=ogre_ambush\n\n [filter]\n side=1\n\n [filter_location]\n x,y=17,49\n radius=3\n [/filter_location]\n\n [not]\n [filter_wml]\n usage=scout\n [/filter_wml]\n [/not]\n [/filter]\n\n [remove_event]\n id=ogres_spotted\n [/remove_event]\n\n {OGRE_PLACEMENT}\n\n [message]\n speaker=Kaleh\n message= _ \"Ogre ambush!\"\n [/message]\n\n [message]\n type=Ogre\n message= _ \"Fresh meat!\"\n [/message]\n\n [message]\n speaker=unit\n message= _ \"Ugh, they smell as bad as they look. And they\u2019re huge! Well, the bigger they are, the harder they fall.\"\n [/message]\n [/event]\n\n [event]\n name=die\n\n [filter]\n role=\"Hunting Ogre\"\n [/filter]\n\n [filter_condition]\n [have_unit]\n role=\"Hunting Ogre\"\n count=0\n [/have_unit]\n [/filter_condition]\n\n [kill]\n role=\"Hunting Ogre\"\n [/kill]\n\n [redraw]\n [/redraw]\n\n [item]\n x=$x1\n y=$y1\n image=items/potion-grey.png\n [/item]\n\n [message]\n speaker=Kaleh\n message= _ \"That\u2019s the last of them. This looks like a hunting party, they must have a camp around here somewhere.\"\n [/message]\n\n [message]\n speaker=Nym\n message=_\"Hey! Look there, they dropped something... A stone bottle, sealed. I wonder what\u2019s inside...\"\n [/message]\n\n # Move Nym to the bottle, but don't move her if she's already adjacent to it\n # if she landed the killing blow, moving her now means that she doesn't get the XP.\n\n [if]\n [not]\n [have_unit]\n id=Nym\n [filter_location]\n x,y=$x1,$y1\n radius=1\n [/filter_location]\n [/have_unit]\n [/not]\n [then]\n {MOVE_UNIT id=Nym $x1 $y1}\n [/then]\n [/if]\n\n [message]\n speaker=Zhul\n message=_\"Nym! No! Don\u2019t open\u2014\"\n [/message]\n\n [remove_item]\n x=$x1\n y=$y1\n [/remove_item]\n\n [message]\n speaker=Nym\n message=_\"Too late. And it\u2019s just sand inside. Not worth... Whoa! What\u2019s happening?!\"\n [/message]\n\n [unit]\n type=Dust Devil\n id=Dust Devil\n name=_\"Dust Devil\"\n side=1\n [modifications]\n {TRAIT_LOYAL}\n [/modifications]\n x=$x1\n y=$y1\n [/unit]\n\n [redraw]\n [/redraw]\n\n [message]\n speaker=Garak\n message=_\"It\u2019s a dust devil, but I have never seen one so small before.\"\n [/message]\n\n [store_locations]\n [not]\n [filter]\n [/filter]\n [/not]\n\n [and]\n x,y=$x1,$y1\n radius=1\n [/and]\n\n variable=locs_around_nym\n [/store_locations]\n\n [hide_unit]\n id=Dust Devil\n [/hide_unit]\n\n {VARIABLE dust_devil_path.x $stored_dust_devil.x}\n {VARIABLE dust_devil_path.y $stored_dust_devil.y}\n\n {VARIABLE dust_devil_retpath.x $stored_dust_devil.x}\n {VARIABLE dust_devil_retpath.y $stored_dust_devil.y}\n\n [foreach]\n array=locs_around_nym\n [do]\n {VARIABLE dust_devil_path.x \"$dust_devil_path.x|,$this_item.x\"}\n {VARIABLE dust_devil_path.y \"$dust_devil_path.y|,$this_item.y\"}\n\n {VARIABLE dust_devil_retpath.x \"$this_item.x|,$dust_devil_retpath.x|\"}\n {VARIABLE dust_devil_retpath.y \"$this_item.y|,$dust_devil_retpath.y|\"}\n [/do]\n [/foreach]\n\n [move_unit_fake]\n type=Dust Devil\n side=1\n x=$dust_devil_path.x|,$dust_devil_retpath.x\n y=$dust_devil_path.y|,$dust_devil_retpath.y\n [/move_unit_fake]\n\n [unhide_unit]\n id=Dust Devil\n [/unhide_unit]\n\n {CLEAR_VARIABLE locs_around_nym,dust_devil_path,dust_devil_retpath}\n\n [message]\n speaker=Kaleh\n message=_\"It seems to like you, looks like you just got yourself a pet.\"\n [/message]\n\n [message]\n speaker=Zhul\n message=_\"Girl, I told you not to open it. Let\u2019s go, I\u2019d really like to get to an oasis soon.\"\n [/message]\n\n {CLEAR_VARIABLE ogres_killed}\n [/event]\n\n#undef OGRE_PLACEMENT\n\n # These are related to the ogre ambush. A player unit being killed by an ogre,\n # or an ogre being killed by a player unit, changes the behavior of the bandits\n # whenever they are encountered.\n [event]\n name=mobilize_black_hand_bandits\n [filter_condition]\n [variable]\n name=bandits_mobilized\n boolean_equals=no\n [/variable]\n [have_unit]\n role=\"Black Lieutenant\"\n [or]\n role=\"Black Hand Bandit\"\n [/or]\n [/have_unit]\n [/filter_condition]\n\n [store_unit]\n variable=bandits\n kill=yes\n [filter]\n role=\"Black Lieutenant\"\n [or]\n role=\"Black Hand Bandit\"\n [/or]\n [/filter]\n [/store_unit]\n [foreach]\n array=bandits\n [do]\n {CLEAR_VARIABLE this_item.ai_special,this_item.status.guardian}\n [unstore_unit]\n variable=this_item\n [/unstore_unit]\n [/do]\n [/foreach]\n {CLEAR_VARIABLE bandits}\n\n {VARIABLE bandits_mobilized yes}\n [/event]\n\n [event]\n name=die\n [filter]\n side=1\n [/filter]\n [filter_second]\n side=3\n race=ogre\n [/filter_second]\n\n [fire_event]\n name=mobilize_black_hand_bandits\n [/fire_event]\n [/event]\n\n [event]\n name=die\n first_time_only=no\n [filter]\n side=3\n race=ogre\n [/filter]\n\n [if]\n [variable]\n name=ogres_killed\n equals=3\n [/variable]\n [then]\n [fire_event]\n name=mobilize_black_hand_bandits\n [/fire_event]\n [/then]\n [else]\n {VARIABLE_OP ogres_killed add 1}\n [/else]\n [/if]\n [/event]\n\n #Encounter 3: Black Hand Ambush\n [event]\n name=moveto\n\n [filter]\n side=1\n x=1-20\n y=40-54\n [/filter]\n\n {RANDOM_PLACEMENT_AREA 6 43 3}\n\n {VARIABLE trappers {ON_DIFFICULTY 1 1 2} }\n {VARIABLE thugs {ON_DIFFICULTY 3 3 3} }\n {VARIABLE poachers {ON_DIFFICULTY 3 3 3} }\n {VARIABLE bandits {ON_DIFFICULTY 0 1 2} }\n\n {PLACE_UNITS_RANDOMLY $trappers 2 \"Trapper\" \"Black Lieutenant\" ( _ \"Black Lieutenant\") (ai_special=\"guardian\")}\n {PLACE_UNITS_RANDOMLY $thugs 2 \"Thug\" \"Black Hand Bandit\" ( _ \"Black Hand Bandit\") (ai_special=\"guardian\")}\n {PLACE_UNITS_RANDOMLY $poachers 2 \"Trapper\" \"Black Hand Bandit\" ( _ \"Black Hand Bandit\") (ai_special=\"guardian\")}\n {PLACE_UNITS_RANDOMLY $bandits 2 \"Bandit\" \"Black Hand Bandit\" ( _ \"Black Hand Bandit\") (ai_special=\"guardian\")}\n\n {CLEAR_VARIABLE trappers}\n {CLEAR_VARIABLE thugs}\n {CLEAR_VARIABLE poachers}\n {CLEAR_VARIABLE bandits}\n\n {CLEAR_PLACEMENT_AREA}\n\n [if]\n [have_unit]\n side=1\n x=1-17\n y=37-51\n [/have_unit]\n\n [then]\n [scroll_to_unit]\n type=Thug\n [/scroll_to_unit]\n\n {CLEAR_FOG 1 8 44 2}\n\n [message]\n type=Thug\n message= _ \"And I thought it was going to be another boring patrol. You there! Elf! This is our oasis, and we will water it with your blood!\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"We need that water, and if we have to go through you to get it, so be it.\"\n [/message]\n\n {UNCLEAR_FOG}\n\n [fire_event]\n name=mobilize_black_hand_bandits\n [/fire_event]\n [/then]\n\n [else]\n [event]\n name=sighted\n [filter]\n side=2\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [scroll_to_unit]\n role=Black Lieutenant\n [/scroll_to_unit]\n\n {CLEAR_FOG 1 8 44 2}\n\n [message]\n role=Black Lieutenant\n message= _ \"We don\u2019t know who you are, and we don\u2019t much care. Tremble before the might of the Black Hand!\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"We need that water, and if we have to go through you to get it, so be it.\"\n [/message]\n\n {UNCLEAR_FOG}\n\n [fire_event]\n name=mobilize_black_hand_bandits\n [/fire_event]\n [/event]\n [/else]\n [/if]\n [/event]\n\n #Encounter 4 Undead Fire Mage combat\n #y coor: 1 to (35-39)\n\n #Encounter happens right after player moves to the location\n\n [event]\n name=moveto\n\n [filter]\n x=1-28,29-39\n y=23-36,14-21\n side=1\n [/filter]\n\n [unit]\n type=Red Mage\n id=Elyssa\n name= _ \"Elyssa\"\n unrenamable=yes\n profile=portraits/elyssa.png\n gender=female\n experience=15\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_QUICK}\n # boost Elyssa's movement on sand\n # - she'll be dragging her feet, anyway\n # drop her quick trait instead\n [object]\n [effect]\n apply_to=movement_costs\n replace=yes\n [movement_costs]\n sand=1\n [/movement_costs]\n [/effect]\n [/object]\n [/modifications]\n x=\"$($x1 - 2)\"\n y=\"$($y1 - 4)\"\n side=1\n [/unit]\n\n {RANDOM_PLACEMENT_AREA \"$($x1 + 7)\" \"$($y1 - 1)\" 3}\n\n {VARIABLE skeletons {ON_DIFFICULTY 2 2 2} }\n {VARIABLE archers {ON_DIFFICULTY 2 2 1} }\n {VARIABLE shooters {ON_DIFFICULTY 1 1 2} }\n {VARIABLE revenants {ON_DIFFICULTY 0 1 2} }\n\n {PLACE_UNITS_RANDOMLY 1 4 \"Revenant\" \"ElyssaUndead\" ( _ \"Go\u2019hag\") ( id=\"Go'hag\" )}\n {PLACE_UNITS_RANDOMLY $skeletons 4 \"Skeleton\" \"ElyssaUndead\" ( _ \"Undead Raider\") ()}\n {PLACE_UNITS_RANDOMLY $archers 4 \"Bone Shooter\" \"ElyssaUndead\" ( _ \"Undead Raider\") ()}\n {PLACE_UNITS_RANDOMLY $revenants 4 \"Revenant\" \"ElyssaUndead\" ( _ \"Undead Raider\") ()}\n {PLACE_UNITS_RANDOMLY $shooters 4 \"Bone Shooter\" \"ElyssaUndead\" ( _ \"Undead Raider\") ()}\n # wmllint: recognize Go'hag\n\n {CLEAR_VARIABLE skeletons}\n {CLEAR_VARIABLE archers}\n {CLEAR_VARIABLE shooters}\n {CLEAR_VARIABLE revenants}\n\n {CLEAR_PLACEMENT_AREA}\n\n [message]\n speaker=Elyssa\n message= _ \"Back, you fiends! Or I\u2019ll kill you a second time!\"\n [/message]\n\n#ifdef HARD\n\n [message]\n speaker=\"Go'hag\"\n message= _ \"You have defied our master for the last time. Now you shall die! And I shall personally make it slow and painful, to thank you for that scorching you gave me.\"\n [/message]\n\n#else\n\n [message]\n speaker=\"Go'hag\"\n message= _ \"You have defied our master for the last time. Now you shall die!\"\n [/message]\n\n#endif\n\n [message]\n speaker=Elyssa\n message= _ \"Stupid undead, they never listen. Then have a taste of my flame!\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"She looks like she\u2019s in trouble. We should help her.\"\n [/message]\n\n [event]\n name=die\n [filter]\n role=\"ElyssaUndead\"\n [/filter]\n\n [filter_condition]\n [have_unit]\n role=\"ElyssaUndead\"\n count=0\n [/have_unit]\n [/filter_condition]\n\n [if]\n [have_unit]\n id=Elyssa\n [/have_unit]\n\n [then]\n [message]\n speaker=Nym\n message= _ \"Whew! Looks like that\u2019s the last of them.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Thanks for the help! That was a little too close for comfort.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"That was a lot of undead. Why were they coming after you?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"I accidentally managed to anger a powerful necromancer a while ago... It\u2019s a long story. But who are you? You almost look like elves.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"We are, we\u2019re the Quenoth Elves and we are traveling north. You look like you\u2019re a mage, but I thought your kind were all gone.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"I am, I\u2019m a fire mage. I\u2019ve been traveling for quite a while now, exploring and learning. But these sands seem particularly inhospitable! I\u2019ve been meaning to check out the northern mountains; mind if I join you for a while in your travels?\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"We\u2019d be glad to have the help of someone with the mastery of fire.\"\n [/message]\n [/then]\n\n [else]\n {CHECK_SPEAKER}\n [message]\n speaker=$speaking_unit.id\n message= _ \"The undead are defeated, but we lost her in the fight as well. Darn, if only we could have saved her.\"\n [/message]\n {CLEAR_VARIABLE speaking_unit}\n [/else]\n [/if]\n [/event]\n [/event]\n\n #Encounter 5 Castle/Ogre Camp\n #Encounter happens right after player moves near castle\n\n [event]\n name=moveto\n\n [filter]\n side=1\n x=25-40\n y=22-33\n [/filter]\n\n [if]\n [have_unit]\n side=1\n x=28-39\n y=22-33\n [filter_location]\n [not]\n time_of_day=lawful\n [/not]\n [/filter_location]\n [/have_unit]\n\n #!***Do wraith event***\n [then]\n [modify_side]\n {INCOME 16 23 30}\n {GOLD 55 70 80}\n side=4\n [/modify_side]\n\n [unit]\n type=Wraith\n id=Vengeful Lord\n name= _ \"Vengeful Lord\"\n side=4\n x=34\n y=25\n canrecruit=yes\n [/unit]\n\n {CLEAR_FOG 1 34 26 3}\n\n {NAMED_UNIT 4 \"Ghost\" 33 25 () ( _ \"Honor Guard\") (animate=yes)}\n {NAMED_UNIT 4 \"Ghost\" 35 25 () ( _ \"Honor Guard\") (animate=yes)}\n\n#ifndef EASY\n {NAMED_UNIT 4 \"Ghost\" 33 26 () ( _ \"Honor Guard\") (animate=yes)}\n {NAMED_UNIT 4 \"Ghost\" 35 26 () ( _ \"Honor Guard\") (animate=yes)}\n#endif\n\n [message]\n speaker=Vengeful Lord\n message= _ \"The most hated living in my castle! To me! To me stray souls of the deserts! Let\u2019s cleanse this pollution!\"\n [/message]\n\n [message]\n speaker=Vengeful Lord\n message=_\"Elf of the sands, I remember you. You thought me defeated, but I am back even more powerful than before. Death reigns eternal, your scorched bones and lifeless body will join my host.\"\n [/message]\n\n [message]\n speaker=Garak\n message= _ \"Still singing the same tune. We defeated you once before, we can do so again!\"\n [/message]\n\n {UNCLEAR_FOG}\n\n [event]\n name=last breath\n\n [filter]\n id=Vengeful Lord\n [/filter]\n\n [message]\n speaker=Vengeful Lord\n message= _ \"Noo... (Fades)\"\n [/message]\n\n [sound]\n name=gold.ogg\n [/sound]\n\n {CHECK_SPEAKER}\n [message]\n speaker=$speaking_unit.id\n message= _ \"Searching his castle, we found a chest filled with gold.\"\n [/message]\n {CLEAR_VARIABLE speaking_unit}\n\n [gold]\n amount={ON_DIFFICULTY 100 75 50}\n side=1\n [/gold]\n [/event]\n [/then]\n\n #!***Do ogre event***\n [else]\n#ifdef EASY\n {VARIABLE ogres \"Ogre,Young Ogre,Young Ogre,Ogre\"}\n#endif\n#ifdef NORMAL\n {VARIABLE ogres \"Ogre,Ogre,Young Ogre,Ogre\"}\n#endif\n#ifdef HARD\n {VARIABLE ogres \"Ogre,Ogre,Ogre,Ogre\"}\n#endif\n {SCATTER_UNITS 4 $ogres 1 x,y,radius=34,27,3 (\n side=3\n name= _ \"Ogre Nomad\"\n role=Ogre Nomad\n random_traits=no\n animate=yes\n )}\n\n {CLEAR_VARIABLE ogres}\n\n {CLEAR_FOG 1 34 27 3}\n\n [message]\n type=Ogre\n message= _ \"Elves! Kill them all!\"\n [/message]\n\n [message]\n speaker=Garak\n message= _ \"This ruined castle must be where the ogres make their home. Well, if it\u2019s a fight they want, it\u2019s a fight they\u2019ll get.\"\n [/message]\n\n {UNCLEAR_FOG}\n\n [event]\n name=die\n\n [filter]\n role=Ogre Nomad\n [/filter]\n\n [filter_condition]\n [have_unit]\n role=Ogre Nomad\n count=0\n [/have_unit]\n [/filter_condition]\n\n [message]\n speaker=Kaleh\n message= _ \"That\u2019s the last of those stinking beasts. They should trouble us no more.\"\n [/message]\n\n [message]\n speaker=Garak\n message= _ \"This ruin looks oddly familiar.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Yuck, there\u2019s still dried blood on the stones. It\u2019s kind of spooky.\"\n image=portraits/nym_moody.png\n [/message]\n [/event]\n [/else]\n [/if]\n [/event]\n\n #Encounter #6 Outlaw Sign\n #y coor: 1 to (20-21)\n #Sign appears as soon as player moves to the location\n #Outlaw leader is given money and units\n [event]\n name=moveto\n\n [filter]\n y=1-20\n side=1\n [/filter]\n\n [item]\n x=$x1\n y=$y1\n image=items/orcish-flag2.png\n [/item]\n\n [message]\n speaker=narrator\n message= _ \"This land belongs to the Black Hand. Trespass and you will die.\"\n image=scenery/signpost.png\n [/message]\n\n {CHECK_EXPLORER}\n [message]\n speaker=$explorer.id\n message= _ \"Bandits. If they get in our way, they\u2019re going to be sorry.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"There\u2019s no way we can get all our people safely across the desert with outlaws harassing us. We must defeat them before we can continue.\"\n [/message]\n\n [message]\n speaker=$explorer.id\n message= _ \"Did you see that? I think I just saw someone disappear behind that dune over there. I think we\u2019re being watched. I suspect there are more of these bandits lurking in these dunes than we originally thought.\"\n [/message]\n {CLEAR_VARIABLE explorer}\n\n [unit]\n side=2\n id=Thorn\n name= _ \"Thorn\"\n type=Outlaw\n gender=female\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_STRONG}\n [/modifications]\n canrecruit=yes\n x=22\n y=6\n [/unit]\n\n [modify_side]\n side=2\n {INCOME 12 16 20}\n {GOLD 150 200 250}\n [/modify_side]\n\n [show_objectives]\n [/show_objectives]\n [/event]\n\n #Encounter 7 Mirage\n #Oasis disappears as soon as player moves to the location\n [event]\n name=moveto\n\n [filter]\n side=1\n x=9-13\n y=13-19\n [/filter]\n\n [terrain]\n terrain=Dd\n x=10,10,11,11,11,12,12\n y=14,15,15,16,17,15,16\n [/terrain]\n\n {CHECK_EXPLORER}\n [message]\n speaker=$explorer.id\n message= _ \"Dang. I was sure I saw an oasis here. Must have been a mirage. I\u2019ve been out in the sand for too long.\"\n [/message]\n {CLEAR_VARIABLE explorer}\n [/event]\n\n # Encounter 7.5 Pinnacle Rock\n # first unit to see the rock comments on the outlaws there\n [event]\n name=moveto\n\n [filter]\n x=14-29\n y=1-14\n side=1\n [/filter]\n\n [allow_undo]\n [/allow_undo]\n\n {CLEAR_FOG 1 21 8 3}\n\n {CHECK_EXPLORER}\n [message]\n speaker=$explorer.id\n message= _ \"So, the outlaws have made a base around Pinnacle Rock. It\u2019s a good location, but we will drive them from it all the same.\"\n [/message]\n {CLEAR_VARIABLE explorer}\n\n {UNCLEAR_FOG}\n [/event]\n\n #Encounter 8: Death of outlaw leader\n\n [event]\n name=last breath\n\n [filter]\n id=Thorn\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"I surrender! I mean we surrender. Just please don\u2019t kill me.\"\n [/message]\n\n [message]\n speaker=unit\n message= _ \"Please, have mercy on us. We\u2019re just trying to survive in this horrible land.\"\n [/message]\n\n#ifdef HARD\n\n [message]\n speaker=Kaleh\n message= _ \"I will not kill you in cold blood. But leave these lands, and never darken our path again. Or I will show you no mercy.\"\n [/message]\n\n#else\n\n [item]\n x=$x1\n y=$y1\n image=items/holy-water.png\n [/item]\n\n [message]\n speaker=unit\n message= _ \"Here, take this vial of holy water. You\u2019ll need it with all the undead around.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"I will take this vial, in exchange for your life. But leave these lands, and never darken our path again. Or I will show you no mercy.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"It\u2019s Holy Water. When anointed on a weapon it makes it deadly to magical creatures. Vials such as these are rare and valuable. We should choose carefully who will use it.\"\n [/message]\n\n # Holy Water item event\n # If unit moves to hex after outlaw leader dies, it gets the holy water\n [event]\n name=moveto\n id=take_holy_water\n delayed_variable_substitution=no\n first_time_only=no\n\n [filter]\n x=$x1\n y=$y1\n side=1\n [not]\n type=Dust Devil\n [/not]\n [/filter]\n\n [message]\n speaker=unit\n\n message= _ \"Should I take the holy water?\"\n [option]\n label= _ \"Yes, I\u2019ll take it.\"\n\n [command]\n [object]\n id=PureWater\n name= _ \"Holy Water\"\n image=items/holy-water.png\n description= _ \"This water will make your melee weapons arcane, and thus especially powerful against the undead.\"\n\n [effect]\n apply_to=attack\n range=melee\n set_type=arcane\n [/effect]\n [/object]\n\n [remove_item]\n x=$x1\n y=$y1\n [/remove_item]\n\n [remove_event]\n id=take_holy_water\n [/remove_event]\n [/command]\n [/option]\n\n [option]\n label= _ \"No, I think someone else should take it.\"\n\n [command]\n [allow_undo]\n [/allow_undo]\n [/command]\n [/option]\n [/message]\n [/event]\n#endif\n\n #all surviving outlaws flee, so kill all units\n [kill]\n side=2\n animate=no\n fire_event=no\n [/kill]\n\n [show_objectives]\n [/show_objectives]\n [/event]\n\n #if Kaleh moves to north edge of map but outlaw leader isn't defeated\n #then this warns the player that he must go back and kill outlaw leader\n #first to complete the scenario\n\n [event]\n name=moveto\n first_time_only=no\n\n [filter]\n y=1\n side=1\n id=Kaleh\n [/filter]\n\n [if]\n [have_unit]\n id=Thorn\n [/have_unit]\n\n [then]\n [message]\n speaker=Kaleh\n message= _ \"The Black Hand outlaws still threaten the others. While their leader still fights we won\u2019t be able to get all our people across the sands safely. We must deal with the Black Hand before we can progress further.\"\n [/message]\n\n [allow_undo][/allow_undo]\n [/then]\n\n [else]\n [message]\n speaker=Kaleh\n message= _ \"The outlaws are defeated and we\u2019ve made it across these blasted sands. The hills are just a few miles to the north. We should be able to find water and rest there.\"\n [/message]\n\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/else]\n [/if]\n [/event]\n\n [event]\n name=victory\n\n [if]\n [have_unit]\n id=Elyssa\n [/have_unit]\n\n [then]\n [message]\n speaker=Kaleh\n message= _ \"Now that we have a moment of peace, I have to ask you, Elyssa, what were you really doing out in the middle of the desert? It\u2019s a rather barren place to be traveling.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"I\u2019ve been searching for secrets from the past. Did you know that this entire land used to be a huge empire? Apparently all this used to be great plains and farmland, before the sands came.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"It\u2019s hard to imagine. There\u2019s barely enough rain here now to support these tiny cacti, let alone crops.\"\n [/message]\n\n [message]\n speaker=Garak\n message= _ \"And yet the great ruins that I have seen scattered across these sands are a testament that something was here before us. Perhaps in a time long ago when the land was more forgiving.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Before the Great Fall, there were huge cities, with great schools of magery, libraries of books, vast repositories of knowledge. Most of it was destroyed in the ensuing chaos and years of decay, but I\u2019m searching for the little fragments that are left. For example, have you ever heard of the Sceptre of Fire?\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"No, I haven\u2019t. What is it?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"I\u2019m not sure. I\u2019ve read various references to it, but nothing specific. I\u2019ve been searching for it for a long time. All I know is that it was a very powerful magical wand and that it was some sort of symbol of royalty in the old empire, but I have no idea where it might be. So I scour the land, learning all I can about the olden days. I\u2019m sure it must be somewhere.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Perhaps. But it has been so long, and so much has been lost. Who can say?\"\n [/message]\n [/then]\n [/if]\n # clearing variables\n {CLEAR_VARIABLE bandits_mobilized}\n {CLEAR_VARIABLE ghosts}\n {CLEAR_VARIABLE ghosts_already_spawned}\n {CLEAR_VARIABLE ghosts_killed}\n {CLEAR_VARIABLE max_ghosts}\n {CLEAR_VARIABLE ghosts_to_kill}\n [/event]\n\n #time over defeat event\n\n [event]\n name=time over\n\n [message]\n speaker=Kaleh\n message= _ \"We\u2019ve run out of provisions and our people are exhausted. We\u2019ve taken too long crossing the desert, I fear we shall never reach the other side.\"\n [/message]\n [/event]\n\n # These events happen continually throughout the scenario\n\n # LOST SOULS:\n # changed spawning of lost soul to happen in the vicinity of player units\n # spawn a number of ghosts each turn depending on how \"exposed\"\n # the player units are. Only units in the middle of the desert attract\n # ghosts.\n\n # LOST SOUL DISAPPEARANCE at first daylight\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [have_location]\n time_of_day_id=dawn1,dawn2\n [/have_location]\n [/filter_condition]\n\n # reset the ghosts' counters\n {VARIABLE ghosts_already_spawned 0}\n {VARIABLE ghosts_killed 0}\n [kill]\n role=LostSoul\n animate=no\n fire_event=no\n [/kill]\n [/event]\n\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [have_location]\n time_of_day_id=dusk1,dusk2\n [or]\n time_of_day=chaotic\n [/or]\n [/have_location]\n [variable]\n name=ghosts_already_spawned\n less_than=$max_ghosts\n [/variable]\n [/filter_condition]\n\n # store \"exposed\" units - those surrounded by a lot of desert\n [store_locations]\n variable=ghost_spawn_locs\n [filter]\n side=1\n [/filter]\n terrain=Hd^*, Dd^*, Ds^*, Rr^*\n [filter_adjacent_location]\n count=\"5,6\"\n adjacent=\"n,ne,se,s,sw,nw\"\n terrain=Hd^*, Dd^*, Ds^*, Rr^*\n [/filter_adjacent_location]\n [/store_locations]\n\n [if]\n [variable]\n name=ghost_spawn_locs.length\n greater_than=0\n [/variable]\n [then]\n # 1 ghost per 4/3/2 exposed units (roughly) per turn\n {VARIABLE ghosts_per_unit \"$($ghost_spawn_locs.length / {ON_DIFFICULTY 4 3 2})\"}\n\n # spawn more rapidly as time goes by\n {VARIABLE ghosts_per_turn \"$(($turn_number / 21) + {ON_DIFFICULTY 1 2 3})\"}\n\n {VARIABLE ghost_limit \"$($max_ghosts - $ghosts_already_spawned)\"}\n\n {VARIABLE ghosts \"$(min([$ghosts_per_unit, $ghosts_per_turn, $ghost_limit]))\"}\n\n {CLEAR_VARIABLE ghosts_per_unit,ghosts_per_turn,ghost_limit}\n\n # store all possible spawn locations in range\n # pick one random ghost_spawn from which\n # to store all locations in range\n {RANDOM \"0..$($ghost_spawn_locs.length - 1)\"}\n\n [store_locations]\n variable=spawn\n terrain=Hd^*, Dd^*, Ds^*, Rr^*\n [filter_adjacent_location]\n [filter]\n side=1\n [/filter]\n [/filter_adjacent_location]\n [and]\n x=$ghost_spawn_locs[$random].x\n y=$ghost_spawn_locs[$random].y\n radius=8\n [/and]\n [/store_locations]\n\n {CLEAR_VARIABLE ghost_spawn_locs}\n\n [repeat]\n times=$ghosts\n\n [do]\n {RANDOM \"0..$($spawn.length - 1)\"}\n\n # wmlindent: start ignoring\n {NAMED_UNIT 4 \"Ghost\" $spawn[$random].x $spawn[$random].y () ( _ \"Lost Soul\") (\n animate=yes\n role=\"LostSoul\")}\n # wmlindent: stop ignoring\n\n {VARIABLE_OP ghosts_already_spawned add 1}\n [/do]\n [/repeat]\n\n {CLEAR_VARIABLE spawn,random}\n\n # some ghosts dialogue\n [fire_event]\n name=ghosts_talk\n [/fire_event]\n [/then]\n [/if]\n [/event]\n\n [event]\n name=ghosts_talk\n\n [message]\n speaker=Garak\n message= _ \"The sands are haunted with the spirits of tortured souls long since dead. At dusk they rise again, and during the Long Dark they can be particularly nasty. They disappear again at dawn, but personally I prefer the heat of the day to the horrors of the night.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"The combination of the heat of the day and the rising undead make dusk a particularly dangerous time of day.\"\n [/message]\n [/event]\n\n # If player kills more than 33% of the maximum number of lost souls, the rest flee\n\n [event]\n name=die\n first_time_only=no\n\n [filter]\n role=LostSoul\n [/filter]\n\n [if]\n [variable]\n name=ghosts_killed\n numerical_not_equals=$ghosts_to_kill\n [/variable]\n\n [then]\n {VARIABLE_OP ghosts_killed add 1}\n [/then]\n\n [else]\n [kill]\n role=LostSoul\n animate=no\n fire_event=no\n [/kill]\n\n # don't respawn ghosts this night\n {VARIABLE ghosts_already_spawned $max_ghosts}\n {VARIABLE ghosts_killed 0}\n\n [fire_event]\n name=ghosts_leave\n [/fire_event]\n [/else]\n [/if]\n [/event]\n\n [event]\n name=ghosts_leave\n\n [message]\n speaker=Kaleh\n message= _ \"What happened? The undead spirits all just disappeared.\"\n [/message]\n\n [message]\n speaker=Garak\n message= _ \"These spirits are weak. They seek to prey on the helpless, but when they encounter strong resistance they flee.\"\n [/message]\n\n [event]\n name=ghosts_talk\n\n [message]\n speaker=Kaleh\n message= _ \"You come and rise again, spirits? Have we not defeated you before?\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"These lost souls cannot hold onto anything but memories of lives long gone. They will rise to plague us again, night after night.\"\n [/message]\n [/event]\n\n [event]\n name=ghosts_leave\n\n [message]\n speaker=Kaleh\n message= _ \"Flee, you craven spirits, and leave us in peace!\"\n [/message]\n [/event]\n [/event]\n\n#define UTBS_GARAK_MUST_LIVE\n#enddef\n {UTBS_INCLUDE utils/deaths.cfg}\n#undef UTBS_GARAK_MUST_LIVE\n[/scenario]\n"} {"text": "#textdomain wesnoth-utbs\n\n# Scenario should work under following assumptions:\n# -- Player finds himself on the battlefield between feuding undead.\n# -- Undead deploy champions (one each).\n# -- Number of tents saved from destruction affects unit cost later in campaign\n# -- Character Garak is removed from campaign at this stage.\n# -- There is an orc raid in second half.\n# -- There is no timeflow, scenario takes place at night.\n\n[scenario]\n id=03_Stirring_in_the_Night\n next_scenario=04_Descending_into_Darkness\n name= _ \"A Stirring in the Night\"\n {UTBS_MAP 03_A_Stirring_in_the_Night.map}\n {LONGDARK4}\n [+time]\n # po: Use the same translation as for the string in the wesnoth-help textdomain.\n name= _ \"The Long Dark\"\n [/time]\n # Set initial turns to 12 to give impression that that is how long player needs to\n # survive.\n turns=12\n victory_when_enemies_defeated=no\n\n {INTRO_AND_SCENARIO_MUSIC \"transience.ogg\" \"frantic.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"the_deep_path.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"the_king_is_dead.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"siege_of_laurelmor.ogg\"}\n\n {STORY_STIRRING_IN_THE_NIGHT}\n\n # Side 1 elves\n [side]\n side=1\n id=Kaleh\n type=Quenoth Youth\n canrecruit=yes\n controller=human\n recruit=Quenoth Fighter,Tauroch Rider,Quenoth Scout,Quenoth Mystic\n {GOLD 250 200 150}\n {INCOME 4 1 -2}\n {FLAG_VARIANT long}\n user_team_name= _ \"team_name^Quenoth Elves\"\n [/side]\n\n # Side 2 undead, starts with pet revenant, Zur\n [side]\n side=2\n id=Azkotep\n name= _ \"Azkotep\"\n type=Lich\n canrecruit=yes\n controller=ai\n {GOLD 120 180 240}\n {INCOME 15 21 27}\n\n recruit=Skeleton,Skeleton Archer,Skeleton Rider\n\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 0.9}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.0}\n {AI_SIMPLE_ALWAYS_ASPECT passive_leader yes}\n\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0}\n {AI_SIMPLE_ALWAYS_ASPECT scout_village_targeting 0}\n {AI_NO_SCOUTS}\n #!-- Do not target sides 1 and 4, thay are an annoyance not an enemy\n #!-- Unless on HARD of course, death to the living\n [goal]\n value=10\n [criteria]\n side=3\n [/criteria]\n [/goal]\n\n [goal]\n value=20\n [criteria]\n id=Grak\n [/criteria]\n [/goal]\n\n#ifdef HARD\n [goal]\n value=5\n [criteria]\n side=1\n [/criteria]\n [/goal]\n\n [goal]\n value=5\n [criteria]\n side=4\n [/criteria]\n [/goal]\n#endif\n [/ai]\n {FLAG_VARIANT undead}\n [/side]\n\n # Side 3 undead, starts with pet wraith, Grak\n [side]\n side=3\n id=Ystara\n name= _ \"Ystara\"\n type=Death Knight\n canrecruit=yes\n controller=ai\n {GOLD 120 180 240}\n {INCOME 15 21 27}\n\n recruit=Vampire Bat,Ghoul,Ghost,Walking Corpse\n\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 0.9}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.0}\n {AI_SIMPLE_ALWAYS_ASPECT passive_leader yes}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0}\n {AI_SIMPLE_ALWAYS_ASPECT scout_village_targeting 0}\n {AI_NO_SCOUTS}\n\n [goal]\n value=10\n [criteria]\n side=2\n [/criteria]\n [/goal]\n\n [goal]\n value=20\n [criteria]\n id=Zur\n [/criteria]\n [/goal]\n#ifdef HARD\n [goal]\n value=5\n [criteria]\n side=1\n [/criteria]\n [/goal]\n\n [goal]\n value=5\n [criteria]\n side=4\n [/criteria]\n [/goal]\n#endif\n [/ai]\n {FLAG_VARIANT undead}\n [/side]\n\n # Side 4, Orcish Raiders\n # Raider shouldn\u2019t usually capture the elves' keep, but if they do, they can\n # summon more units.\n [side]\n side=4\n no_leader=yes\n controller=ai\n\n recruit=Orcish Grunt, Orcish Archer, Goblin Spearman, Orcish Assassin\n shroud=no\n fog=no\n\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.0}\n {AI_SIMPLE_ALWAYS_ASPECT scout_village_targeting 0}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0}\n [/ai]\n {FLAG_VARIANT6 ragged}\n [/side]\n\n {STARTING_VILLAGES 1 30}\n\n #! -- setting up objectives,variables and map objects\n #! -- sets variables : $sneak_up, $defiant_death,\n #! -- $casualties_count\n [event]\n name=prestart\n\n # set starting scenario objectives\n [objectives]\n [objective]\n description= _ \"Survive until dawn\"\n condition=win\n show_turn_counter=yes\n [show_if]\n {VARIABLE_CONDITIONAL turn_number less_than 12}\n [/show_if]\n [/objective]\n [objective]\n {ALTERNATIVE_OBJECTIVE_CAPTION}\n description= _ \"Defeat all undead leaders\"\n condition=win\n [show_if]\n {VARIABLE_CONDITIONAL turn_number less_than 12}\n [/show_if]\n [/objective]\n [objective]\n description= _ \"Defeat all undead leaders\"\n condition=win\n [show_if]\n {VARIABLE_CONDITIONAL defiant_death boolean_equals yes}\n [/show_if]\n [/objective]\n [objective]\n description= _ \"Defeat Possessed Garak\"\n condition=win\n [show_if]\n [have_unit]\n # wmllint: recognize Possessed Garak\n id=Possessed Garak\n [/have_unit]\n [/show_if]\n [/objective]\n [objective]\n {ALTERNATIVE_OBJECTIVE_CAPTION}\n description= _ \"Defeat Azkotep\"\n condition=win\n [show_if]\n [have_unit]\n id=Possessed Garak\n [/have_unit]\n [have_unit]\n id=Azkotep\n [/have_unit]\n [/show_if]\n [/objective]\n [objective]\n {ALTERNATIVE_OBJECTIVE_CAPTION}\n description= _ \"Defeat Ystara\"\n condition=win\n [show_if]\n [have_unit]\n id=Possessed Garak\n [/have_unit]\n [have_unit]\n id=Ystara\n [/have_unit]\n [/show_if]\n [/objective]\n [objective]\n description= _ \"Death of Kaleh\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Nym\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Garak\"\n condition=lose\n [show_if]\n {VARIABLE_CONDITIONAL turn_number less_than 12}\n [/show_if]\n [/objective]\n [objective]\n description= _ \"Death of Zhul\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"You lose control (even temporarily) of more than 6 villages\"\n condition=lose\n [/objective]\n\n [gold_carryover]\n bonus=yes\n carryover_percentage=40\n [/gold_carryover]\n [/objectives]\n\n #recall heroes\n [recall]\n id=Nym\n [/recall]\n\n [recall]\n id=Elyssa\n [/recall]\n\n [recall]\n id=Zhul\n [/recall]\n\n [recall]\n id=Garak\n [/recall]\n\n [recall]\n id=Dust Devil\n [/recall]\n\n [item]\n x=14\n y=10\n halo=halo/fire-aura.png\n [/item]\n\n [item]\n x=16\n y=15\n halo=halo/fire-aura.png\n [/item]\n\n [item]\n x=13\n y=20\n halo=halo/fire-aura.png\n [/item]\n\n {VARIABLE sneak_up no}\n {VARIABLE defiant_death no}\n {VARIABLE casualties_count 0}\n\n # Time Areas correspond with halos around campfires\n [time_area]\n x=14,16,13\n y=10,15,20\n id=campfires\n radius=2\n {DAWN}\n [+time]\n # po: Use the same translation as for the string in the wesnoth-help textdomain.\n name= _ \"The Long Dark\"\n image=misc/time-schedules/after-the-fall/15longdark4.png~BLIT(misc/tod-bright.png)\n [/time]\n [/time_area]\n [/event]\n\n # Start of scenario event. It sets up\n # initial undead units and plays intro dialogue\n\n [event]\n name=start\n\n#ifdef EASY\n {NAMED_NOTRAIT_UNIT 2 (Revenant) 20 22 (Zur) ( _ \"Zur\") }\n {NAMED_NOTRAIT_UNIT 3 (Wraith) 22 7 (Grak) ( _ \"Grak\")}\n\n # On medium and hard change champions type to more menacing\n # and give them some help\n\n#else\n {NOTRAIT_UNIT 2 (Skeleton Rider) 20 23}\n {NOTRAIT_UNIT 2 (Skeleton Rider) 21 23}\n {NOTRAIT_UNIT 3 (Necrophage) 22 6}\n {NOTRAIT_UNIT 3 (Necrophage) 23 7}\n#endif\n\n#ifdef NORMAL\n {NAMED_NOTRAIT_UNIT 2 (Deathblade) 20 22 (Zur) (_\"Zur\") }\n {NAMED_NOTRAIT_UNIT 3 (Wraith) 22 7 (Grak) (_\"Grak\")}\n#endif\n\n#ifdef HARD\n {NAMED_NOTRAIT_UNIT 2 (Draug) 20 22 (Zur) (_\"Zur\") }\n {NAMED_NOTRAIT_UNIT 3 (Spectre) 22 7 (Grak) (_\"Grak\")}\n#endif\n\n # give the champs an icon so they stand out, but make it gray since they are not loyal\n [unit_overlay]\n id=Grak,Zur\n image=misc/loyal-icon.png~GS()\n [/unit_overlay]\n\n [message]\n speaker=Nym\n message= _ \"Kaleh, wake up! Sentries report movement in the sands!\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"Orcs?\"\n [/message]\n [message]\n speaker=Nym\n message= _ \"I don\u2019t...\"\n [/message]\n [message]\n speaker=Azkotep\n message= _ \"We meet again, Ystara.\"\n [/message]\n [message]\n speaker=Ystara\n message= _ \"You think you can take me, Azkotep?\"\n [/message]\n [message]\n speaker=Azkotep\n message= _ \"My champion, Zur shall slice you to shreds like the puny adept you once were.\"\n [/message]\n [message]\n speaker=Ystara\n message= _ \"You always were an arrogant little bastard. Grak will swallow your soul, or what\u2019s left of it.\"\n [/message]\n [message]\n speaker=Azkotep\n message= _ \"You spurned me once and I will make you pay. To battle, my minions! Become my wrath!\"\n [/message]\n [message]\n speaker=Nym\n message= _ \"... think so. You really know how to pick a campsite, Kaleh.\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"Where did they come from? I swear those castles weren\u2019t there at sunset.\"\n [/message]\n [message]\n speaker=Zhul\n message= _ \"Many strange things can happen during the long dark. But despite their wraith-like forms, I have no doubt that their cold steel can still bite flesh.\"\n [/message]\n [message]\n speaker=Elyssa\n message= _ \"Like I haven\u2019t killed enough undead recently. Why can\u2019t these creeps just stay dead?\"\n [/message]\n [message]\n speaker=Garak\n message= _ \"Our encampment is out of the direct line of attack, so we should be somewhat safe, at least.\"\n [/message]\n [message]\n speaker=Zhul\n message= _ \"But if the battle spills around our people will be slaughtered by the undead hordes!\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"There\u2019s no way we can escape the battle in time. We must protect the camp from the undead.\"\n [/message]\n [message]\n speaker=Zhul\n message= _ \"I fear that if we lose more than half of the tents we will not have the strength to go on. Garak, wake your men. We must hold off the undead until dawn.\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"To arms my people, to arms!\"\n [/message]\n [/event]\n\n # At the end of the initial dialogue Kaleh raises a war cry,\n # some elves will wake up and respond\n # Recall a random number of troops among the tents to make the\n # glorious victory achieveable on harder levels.\n # Internal variables: $tents, $rally_chance, $random\n\n [event]\n name=turn 1\n\n [store_villages]\n variable=tents\n [/store_villages]\n\n {VARIABLE rally_chance {ON_DIFFICULTY 60 45 30}}\n\n [foreach]\n array=tents\n [do]\n {RANDOM 0..100}\n {VARIABLE_OP random sub $this_item.y}\n [if]\n [variable]\n name=random\n less_than=$rally_chance\n [/variable]\n\n [then]\n [recall]\n side=1\n x=$this_item.x\n y=$this_item.y\n [/recall]\n {VARIABLE_OP rally_chance sub 3}\n [/then]\n [/if]\n [/do]\n [/foreach]\n {CLEAR_VARIABLE random}\n {CLEAR_VARIABLE tents}\n {CLEAR_VARIABLE rally_chance}\n\n # depending on what units rally, and where, player can lose a village to the north champion purely to RNG, this scout can block that without being too wonderful otherwise\n#ifndef HARD\n [recall]\n type=Quenoth Scout\n x,y=16,14\n facing=se\n [/recall]\n [if]\n [have_unit]\n x,y=16,14\n [/have_unit]\n [else]\n [unit]\n type=Quenoth Scout\n side=1\n x,y=16,14\n facing=se\n [/unit]\n [/else]\n [/if]\n#endif\n [/event]\n\n # The first capture of an elven_camp has some speech\n [event]\n name=capture\n first_time_only=yes\n [filter]\n side=2,3\n [/filter]\n\n [message]\n speaker=Nym\n message= _ \"They\u2019re raising the corpses of our fallen! What a horrible fate!\"\n image=portraits/nym_moody.png\n [/message]\n [message]\n speaker=Elyssa\n message= _ \"Then we shall have to give them a proper cremation.\"\n [/message]\n [/event]\n\n # Count destroyed tents, each lost makes future scenarios harder\n # Includes defeat by loss of tents\n # Affects variables : $elven_camps\n # Each tent lost to undead spawns a WC\n [event]\n name=prestart\n\n [store_villages]\n variable=camps\n [/store_villages]\n\n # give player villages to protect\n {VARIABLE elven_camps $camps.length}\n\n #This generates and stores an event for every camp.\n #That way we can avoid to store information about each village\n #by using the first_time_only feature.\n [foreach]\n array=camps\n [do]\n [set_variables]\n name=camp_event\n mode=replace\n [value]\n name=capture\n first_time_only=yes\n [filter]\n side=2,3,4\n x=$this_item.x\n y=$this_item.y\n [/filter]\n\n [if]\n [variable]\n name=unit.side\n not_equals=4\n [/variable]\n [then]\n#ifdef HARD\n {NOTRAIT_UNIT $|unit.side (Soulless) $|x1 $|y1}\n#endif\n#ifdef NORMAL\n {RANDOM (Walking Corpse,Soulless)}\n {NOTRAIT_UNIT $|unit.side $|random $|x1 $|y1}\n#endif\n#ifdef EASY\n {NOTRAIT_UNIT $|unit.side (Walking Corpse) $|x1 $|y1}\n#endif\n [/then]\n [/if]\n\n [gold]\n amount={ON_DIFFICULTY 10 20 30}\n side=$|unit.side\n [/gold]\n\n {VARIABLE_OP elven_camps sub 1}\n\n [if]\n [variable]\n name=elven_camps\n equals=5\n [/variable]\n [then]\n [message]\n speaker=Kaleh\n message= _ \"Too many of our people have been killed. We will surely be overwhelmed by the undead now. All is lost!\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/then]\n [/if]\n [/value]\n [/set_variables]\n [insert_tag]\n name=event\n variable=camp_event\n [/insert_tag]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE camps}\n {CLEAR_VARIABLE camp_event}\n [/event]\n\n # Instead with providing AI with higher lvl units on medium\n # and hard give it highly experienced lvl1's\n\n#ifndef EASY\n # Change the difficulty increase model from having computer\n # recruit some lvl2 and 3 units outright to advancing or\n # half-advancing recruited lvl 1. At the same time, guarantees\n # broader spectrum of opposing units, as AI advancement is random.\n # Internal variables : $factor\n [event]\n name=recruit\n first_time_only=no\n [filter]\n side=2,3,4\n [/filter]\n\n {VARIABLE min_experience \"$(floor($unit.max_experience * {ON_DIFFICULTY 0 0.5 0.75}))\"}\n {RANDOM \"$min_experience..$($unit.max_experience - 1)\"}\n {VARIABLE unit.experience $random}\n [unstore_unit]\n variable=unit\n [/unstore_unit]\n {CLEAR_VARIABLE min_experience,random}\n [/event]\n#endif\n\n # If opposing champion wasn't attacked by the player yet Garak\n # can issue a challenge. Affects variables : $garak_killed_grak,\n # $garak_killed_zur\n # Inform the player about the possibility of challenge and\n # adjust Garak accordingly. Perform the challenge, set the\n # death events where required.\n # Internal variables : $challenged\n [event]\n name=turn 2\n\n [message]\n speaker=Garak\n message=_\"These champions... I will challenge them. Zhul, bless my weapons with light of Eloh.\"\n [/message]\n [message]\n speaker=Zhul\n message=_\"Garak, but the suns...\"\n [/message]\n [message]\n speaker=Kaleh\n message=_\"You will not do any such thing, anyone trying to fight these creeps singlehanded will surely die. We need you, we will not make it without you.\"\n [/message]\n [message]\n speaker=Garak\n message=_\"I had dreams of this night Kaleh, full of gloom and darkness, my journey will end here one way or another.\"\n [/message]\n [message]\n speaker=Kaleh\n message=_\"No! That\u2019s not true, our future is what we make of it, stay behind for this fight and...\"\n [/message]\n [message]\n speaker=Garak\n message=_\"And what? You\u2019ll help me become a coward? I lived long, I\u2019m not afraid of the end, just let me give it some meaning.\"\n [/message]\n [message]\n speaker=Zhul\n message=_\"I bless you with the light that will come, I bless you with the memory and the promise. Lay down your shield, champion, and let your blade shine in the dark.\"\n [/message]\n\n [object]\n id=Garak_vow\n silent=yes\n [filter]\n id=Garak\n [/filter]\n\n # Garak doesn't have ranged attacks anymore\n#ifdef __UNUSED__\n [effect]\n apply_to=remove_attacks\n range=ranged\n [/effect]\n#endif\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_STEADFAST}\n [/abilities]\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n [set_specials]\n [berserk]\n id=berserk\n name= _ \"righteous rage\"\n name_inactive=\"\"\n description= _ \"If used offensively or defensively against champions Grak or Zur, this attack presses the engagement until one of the combatants is slain, or 30 rounds of attacks have occurred.\"\n value=30\n [filter_opponent]\n id=Grak,Zur\n [/filter_opponent]\n [/berserk]\n#ifndef HARD\n [chance_to_hit]\n id=magical\n name= _ \"true strike\"\n name_inactive=\"\"\n description= _ \"This attack always has a 70% chance to hit regardless of the defensive ability of the champion being attacked.\"\n value=70\n cumulative=no\n [filter_opponent]\n id=Grak,Zur\n [/filter_opponent]\n [/chance_to_hit]\n#endif\n mode=append\n [/set_specials]\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n # the type=blade is needed in case Garak picked up the holy\n # water in the second scenario - in that case he gets to keep it\n type=blade\n set_type=fire\n [/effect]\n [/object]\n [/event]\n\n [event]\n name=attack\n first_time_only=no\n [filter]\n id=Garak,Grak,Zur\n [/filter]\n [filter_second]\n id=Garak,Grak,Zur\n [/filter_second]\n\n # Identify who was challenged\n # could be none if Zur fights Grak\n [if]\n [variable]\n name=unit.id\n equals=Garak\n [/variable]\n [then]\n {VARIABLE challenged $second_unit.id}\n [/then]\n [else]\n [if]\n [variable]\n name=second_unit.id\n equals=Garak\n [/variable]\n [then]\n {VARIABLE challenged $unit.id}\n [/then]\n [/if]\n [/else]\n [/if]\n\n # if Zur or Grak is challenged, display appropriate dialog\n [if]\n [variable]\n name=challenged\n equals=Grak\n [/variable]\n [then]\n [message]\n speaker=Garak\n message=_\"You there! Creep! Stand and face me, shade! I challenge you!\"\n [/message]\n [if]\n [variable]\n name=garak_killed_zur\n boolean_equals=no\n [/variable]\n [then]\n [message]\n speaker=Grak\n message=_\"Foolish mortal... For daring to challenge me, I\u2019ll devour your soul and torment it for all eternity...\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Grak\n message=_\"So you destroyed Zur... Come mortal, let\u2019s cross our blades... It\u2019s time for you to take his place...\"\n [/message]\n [/else]\n [/if]\n [event]\n name=die\n [filter]\n id=Grak\n [/filter]\n\n {VARIABLE garak_killed_grak yes}\n [/event]\n [/then]\n [else]\n [if]\n [variable]\n name=challenged\n equals=Zur\n [/variable]\n [then]\n [message]\n speaker=Garak\n message=_\"You there! Pile of bones! I challenge you, stand and face me!\"\n [/message]\n [if]\n [variable]\n name=garak_killed_grak\n boolean_equals=no\n [/variable]\n [then]\n [message]\n speaker=Zur\n message=_\"Puny elf... Time to die...\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Zur\n message=_\"Grak was weak... But still you deserve respect... Meet my axe and take his place...\"\n [/message]\n [/else]\n [/if]\n [event]\n name=die\n [filter]\n id=Zur\n [/filter]\n\n {VARIABLE garak_killed_zur yes}\n [/event]\n [/then]\n [/if]\n [/else]\n [/if]\n\n {CLEAR_VARIABLE challenged}\n [/event]\n\n [event]\n name=die\n [filter]\n id=Garak\n [/filter]\n [filter_second]\n id=Grak,Zur\n [/filter_second]\n [message]\n speaker=$second_unit.id\n message=_\"And so it ends... Your champion is dead, elves... Come join him...\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Garak\n [/filter]\n [filter_second]\n [not]\n id=Grak,Zur\n [/not]\n [/filter_second]\n [message]\n speaker=Kaleh\n message=_\"Where is Garak? Has anybody seen him?\"\n [/message]\n [message]\n speaker=Zhul\n message=_\"I saw him jumping into deep darkness pursuing a group of enemies. Let\u2019s hope nothing happened to him.\"\n [/message]\n [/event]\n\n # Most of the following events rely on \"lich_lord\" and \"other_lord\"\n # variables, which will correspond to either Azkotep or Ystara,\n # depending on the situation.\n # We need to store both leaders when they are alive. Note that \"x\"\n # and \"y\" correspond to their starting location.\n [event]\n name=start\n\n [store_unit]\n [filter]\n id=Azkotep\n [/filter]\n variable=azkotep\n [/store_unit]\n\n [store_unit]\n [filter]\n id=Ystara\n [/filter]\n variable=ystara\n [/store_unit]\n [/event]\n\n # Called on turn 12\n # Internal variables: $ElvishGarak\n # Sets variable: $defiant_death\n # Depends on variables: $lich_lord, $other_lord\n [event]\n name=lich_lord_fails_possession\n\n # Garak will die - store him for resurrection dialogs.\n [store_unit]\n [filter]\n id=Garak\n [/filter]\n variable=ElvishGarak\n kill=no\n [/store_unit]\n\n [if]\n [variable]\n name=lich_lord.id\n equals=\"Azkotep\"\n [/variable]\n [then]\n [message]\n speaker=$lich_lord.id\n message= _ \"No! This contest is not over yet, Ystara. I shall show you a taste of my true power.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=$lich_lord.id\n message= _ \"No! This contest is not over yet, Azkotep. I shall show you a taste of my true power.\"\n [/message]\n [/else]\n [/if]\n\n [kill]\n id=$lich_lord.id\n animate=yes\n fire_event=no\n [/kill]\n [kill]\n id=Garak\n animate=yes\n fire_event=no\n [/kill]\n\n {NAMED_NOTRAIT_UNIT $lich_lord.side (Corrupted Quenoth Elf) $ElvishGarak.x $ElvishGarak.y (Possessed Garak) ( _ \"Possessed Garak\")}\n\n [message]\n speaker=Zhul\n message= _ \"Eloh protect us, what has he done?\"\n [/message]\n [message]\n speaker=Possessed Garak\n message= _ \"I live again! I can feel!\"\n [/message]\n\n [kill]\n id=Possessed Garak\n animate=no\n fire_event=no\n [/kill]\n [unstore_unit]\n variable=ElvishGarak\n find_vacant=yes\n [/unstore_unit]\n\n [message]\n speaker=Garak\n message=_\"I will... not... yield... I defeated... your... champion... I... will... overcome... you...\"\n [/message]\n\n [kill]\n id=Garak\n animate=no\n fire_event=no\n [/kill]\n {NAMED_NOTRAIT_UNIT 2 (Corrupted Quenoth Elf) $ElvishGarak.x $ElvishGarak.y (Possessed Garak) ( _ \"Possessed Garak\")}\n\n [message]\n speaker=Possessed Garak\n message=_\"No, fool! Stop!\"\n [/message]\n\n [kill]\n id=Possessed Garak\n animate=no\n fire_event=no\n [/kill]\n [unstore_unit]\n variable=ElvishGarak\n find_vacant=yes\n [/unstore_unit]\n\n [message]\n speaker=Garak\n message=_\"The dark lord... is no more...\"\n [/message]\n [message]\n speaker=narrator\n message=_\"Garak collapses to the ground with his own blade sticking from his chest.\"\n image=wesnoth-icon.png\n [/message]\n\n [kill]\n id=Garak\n animate=yes\n fire_event=no\n [/kill]\n\n [message]\n speaker=$other_lord.id\n message= _\"No! How dare you? I shall have my vengeance upon you for spoiling this contest! Darkness shall reign until I have triumphed!\"\n [/message]\n\n {VARIABLE defiant_death yes}\n {CLEAR_VARIABLE ElvishGarak}\n [/event]\n\n # Count (or store) dying elves and orcs, they will make a host\n # for possessed Garak. Possessed Garak's minions will depend on\n # his side (i.e. which undead side killed them).\n # Sets variables: $undead_casualties[]\n # Depends on variable: $casualties_count\n [event]\n name=die\n first_time_only=no\n [filter]\n side=1,4\n [/filter]\n [filter_second]\n side=2,3\n [/filter_second]\n [filter_condition]\n [variable]\n name=turn_number\n less_than=12\n [/variable]\n [/filter_condition]\n\n#ifdef HARD\n [store_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n mode=append\n variable=undead_casualties\n kill=no\n [/store_unit]\n\n {VARIABLE undead_casualties[$casualties_count].side $second_unit.side}\n {VARIABLE undead_casualties[$casualties_count].hitpoints $unit.max_hitpoints}\n {VARIABLE undead_casualties[$casualties_count].status.poisoned \"no\"}\n#endif\n#ifdef NORMAL\n {RANDOM (Walking Corpse,Soulless)}\n [unit]\n type=$random\n side=$second_unit.side\n x=$unit.x\n y=$unit.y\n to_variable=undead_casualties[$casualties_count]\n [/unit]\n {CLEAR_VARIABLE random}\n#endif\n#ifdef EASY\n [unit]\n type=Walking Corpse\n side=$second_unit.side\n x=$unit.x\n y=$unit.y\n to_variable=undead_casualties[$casualties_count]\n [/unit]\n#endif\n {VARIABLE_OP casualties_count add 1}\n [/event]\n\n # Called by \"place_corrupted_garak\"\n # Internal variables: $coords\n # Depends on variable: $lich_lord\n [event]\n name=create_garak_minions\n\n [store_locations]\n [filter]\n id=Possessed Garak\n [/filter]\n variable=coords\n [/store_locations]\n\n [foreach]\n array=undead_casualties\n\n [do]\n [if]\n [variable]\n name=this_item.side\n equals=$lich_lord.side\n [/variable]\n [then]\n [unstore_unit]\n variable=this_item\n x=$coords.x\n y=$coords.y\n find_vacant=yes\n [/unstore_unit]\n [/then]\n [/if]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE coords}\n [/event]\n\n # Called by \"place_corrupted_garak\"\n [event]\n name=garak_gloats\n\n [message]\n speaker=Possessed Garak\n message=_\"Hahaha...!\"\n [/message]\n [message]\n speaker=Zhul\n message= _ \"Eloh protect us, what is happening?\"\n [/message]\n\n [redraw]\n side=1\n [/redraw]\n\n [message]\n speaker=Possessed Garak\n message= _ \"I live again! I can feel!\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"Garak?\"\n [/message]\n [message]\n speaker=Possessed Garak\n message= _ \"Hahaha! Your puny friend is no more. With his body I shall crush you all. Arise again my minions and feast in the slaughter!\"\n [/message]\n [/event]\n\n # Called by \"lich_lord_possesses_garak\" and\n # \"lich_lord_resuscitates_inside_garak\".\n # Depends on variables: $lich_lord, $other_lord\n [event]\n name=place_corrupted_garak\n\n [kill]\n id=Garak\n animate=yes\n fire_event=no\n [/kill]\n [modify_side]\n side=1\n shroud=yes\n reset_maps=yes\n [/modify_side]\n\n {NAMED_NOTRAIT_UNIT $lich_lord.side (Corrupted Quenoth Elf) $lich_lord.x $lich_lord.y (Possessed Garak) ( _ \"Possessed Garak\")}\n\n [fire_event]\n name=create_garak_minions\n [/fire_event]\n [fire_event]\n name=garak_gloats\n [/fire_event]\n [/event]\n\n # Called on turn 12\n # Depends on variables: $lich_lord, $other_lord\n [event]\n name=lich_lord_possesses_garak\n\n [message]\n speaker=$lich_lord.id\n message= _ \"No, I shall have my revenge. I shall show you that darkness is strongest just before dawn. Death and decay, grant me my vengeance!\"\n [/message]\n [message]\n speaker=$other_lord.id\n message= _ \"In this I shall support you, the darkness will not lift until one of us is victorious.\"\n [/message]\n\n [kill]\n id=$lich_lord.id\n animate=yes\n fire_event=no\n [/kill]\n\n [fire_event]\n name=place_corrupted_garak\n [/fire_event]\n [/event]\n\n # Called on turn 12\n # Depends on variables: $lich_lord, $other_lord\n [event]\n name=lich_lord_resuscitates_inside_garak\n\n [fire_event]\n name=place_corrupted_garak\n [/fire_event]\n\n [message]\n speaker=Possessed Garak\n message= _ \"I told you, I will be back, you fools! Now I shall have my vengeance upon you all. Darkness shall reign until I have triumphed!\"\n [/message]\n [message]\n speaker=$other_lord.id\n message= _ \"In this I shall support you, the darkness shall not lift until one of us is victorious.\"\n [/message]\n [/event]\n\n#define BOOL_CHECK VARIABLE VALUE\n {VARIABLE_CONDITIONAL {VARIABLE} boolean_equals {VALUE}}\n#enddef\n\n # Turn 12\n # -- The sun should rise, it won't need dialogue\n\n # -- If any undead leader is alive and his champion is too\n # Garak gets possessed\n # -- If an undead leader is dead but his champion is alive\n # Garak gets possessed by the dead leader (*not* by the\n # one alive)\n # -- If Garak killed both champions\n # Garak's possession fails\n # -- If an undead leader is dead and Garak killed his champion\n # Garak's possession fails\n # The undead lord who tries to take possession of Garak will\n # die in any case.\n\n # Internal variables : $event_to_fire\n # Sets variables: $lich_lord, $other_lord\n # Depends on variables: $azkotep_is_dead, $ystara_is_dead\n # $garak_killed_grak, $garak_killed_zur\n # Clears variables: $undead_casualties[], $casualties_count,\n # $lich_lord, $other_lord\n [event]\n name=turn 12\n\n [message]\n speaker=Nym\n message= _\"Look, dawn is nigh, our salvation is almost at hand. Even the long dark can\u2019t last forever, and with the light of the sun the undead power wanes and their dark magics unravel.\"\n [/message]\n\n {VARIABLE event_to_fire \"\"}\n\n [if]\n {BOOL_CHECK azkotep_is_dead no}\n {BOOL_CHECK ystara_is_dead no}\n {BOOL_CHECK garak_killed_grak yes}\n {BOOL_CHECK garak_killed_zur yes}\n\n [then]\n [set_variables]\n name=lich_lord\n to_variable=ystara\n [/set_variables]\n [set_variables]\n name=other_lord\n to_variable=azkotep\n [/set_variables]\n\n {VARIABLE event_to_fire \"lich_lord_fails_possession\"}\n [/then]\n [/if]\n [if]\n {BOOL_CHECK azkotep_is_dead no}\n {BOOL_CHECK ystara_is_dead no}\n {BOOL_CHECK garak_killed_grak yes}\n {BOOL_CHECK garak_killed_zur no}\n\n [then]\n [set_variables]\n name=lich_lord\n to_variable=azkotep\n [/set_variables]\n [set_variables]\n name=other_lord\n to_variable=ystara\n [/set_variables]\n\n {VARIABLE event_to_fire \"lich_lord_possesses_garak\"}\n [/then]\n [/if]\n [if]\n {BOOL_CHECK azkotep_is_dead no}\n {BOOL_CHECK ystara_is_dead no}\n {BOOL_CHECK garak_killed_grak no}\n\n [then]\n [set_variables]\n name=lich_lord\n to_variable=ystara\n [/set_variables]\n [set_variables]\n name=other_lord\n to_variable=azkotep\n [/set_variables]\n\n {VARIABLE event_to_fire \"lich_lord_possesses_garak\"}\n [/then]\n [/if]\n [if]\n {BOOL_CHECK azkotep_is_dead no}\n {BOOL_CHECK ystara_is_dead yes}\n {BOOL_CHECK garak_killed_grak yes}\n\n [then]\n [set_variables]\n name=lich_lord\n to_variable=ystara\n [/set_variables]\n [set_variables]\n name=other_lord\n to_variable=azkotep\n [/set_variables]\n\n {VARIABLE event_to_fire \"lich_lord_fails_possession\"}\n [/then]\n [/if]\n [if]\n {BOOL_CHECK azkotep_is_dead no}\n {BOOL_CHECK ystara_is_dead yes}\n {BOOL_CHECK garak_killed_grak no}\n\n [then]\n [set_variables]\n name=lich_lord\n to_variable=ystara\n [/set_variables]\n [set_variables]\n name=other_lord\n to_variable=azkotep\n [/set_variables]\n\n {VARIABLE event_to_fire \"lich_lord_resuscitates_inside_garak\"}\n [/then]\n [/if]\n [if]\n {BOOL_CHECK azkotep_is_dead yes}\n {BOOL_CHECK ystara_is_dead no}\n {BOOL_CHECK garak_killed_zur yes}\n\n [then]\n [set_variables]\n name=lich_lord\n to_variable=azkotep\n [/set_variables]\n [set_variables]\n name=other_lord\n to_variable=ystara\n [/set_variables]\n\n {VARIABLE event_to_fire \"lich_lord_fails_possession\"}\n [/then]\n [/if]\n [if]\n {BOOL_CHECK azkotep_is_dead yes}\n {BOOL_CHECK ystara_is_dead no}\n {BOOL_CHECK garak_killed_zur no}\n\n [then]\n [set_variables]\n name=lich_lord\n to_variable=azkotep\n [/set_variables]\n [set_variables]\n name=other_lord\n to_variable=ystara\n [/set_variables]\n\n {VARIABLE event_to_fire \"lich_lord_resuscitates_inside_garak\"}\n [/then]\n [/if]\n\n [fire_event]\n name=$event_to_fire\n [/fire_event]\n\n [message]\n speaker=Nym\n message= _ \"Maybe I spoke too soon. Curse Uria, he has even blotted out the stars, all is darkness. Kaleh, our course is clear, we must destroy that abomination.\"\n image=portraits/nym_moody.png\n [/message]\n\n [if]\n [have_unit]\n id=Possessed Garak\n [/have_unit]\n [then]\n [message]\n speaker=Zhul\n message= _ \"But to kill Garak? How can we?\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"That thing is not Garak. This night has lasted long enough, and too many of our people have died. How many more would you sacrifice for Garak\u2019s sake? Just protecting our encampments isn\u2019t enough, darkness and chaos will overwhelm us if we can\u2019t end this battle soon. We must destroy one of those two evils, whatever the cost. I do not intend to let that... thing keep control of the body of our friend.\"\n [/message]\n [message]\n speaker=$other_lord.id\n message= _ \"The stench of death is in the air.\"\n [/message]\n [message]\n speaker=Possessed Garak\n message= _ \"Yes, let us end this once and for all.\"\n [/message]\n [/then]\n [/if]\n\n [modify_turns]\n value=-1\n [/modify_turns]\n [show_objectives]\n [/show_objectives]\n\n {CLEAR_VARIABLE event_to_fire,undead_casualties,casualties_count,lich_lord,other_lord}\n [/event]\n\n#undef BOOL_CHECK\n\n # Somewhere around turn 8 an orc raiding party makes an entrance.\n # Internal variables: $ambush_turn\n # Creates orcs on random turn around turn 8\n # Creates warning about incoming orcs two turns before they show up\n [event]\n name=prestart\n#ifdef EASY\n {VARIABLE_OP ambush_turn rand 7..9}\n#endif\n#ifdef NORMAL\n {VARIABLE_OP ambush_turn rand 6..8}\n#endif\n#ifdef HARD\n {VARIABLE_OP ambush_turn rand 6..8}\n#endif\n\n [event]\n name=turn_$ambush_turn\n delayed_variable_substitution=no\n\n [unit]\n#ifdef EASY\n type=Orcish Leader\n#else\n type=Orcish Ruler\n#endif\n id=Ganthos\n name= _ \"Ganthos\"\n canrecruit=yes\n side=4\n x=3\n y=4\n [/unit]\n#ifdef HARD\n {GENERIC_UNIT 4 (Goblin Pillager) 2 4}\n {GENERIC_UNIT 4 (Goblin Pillager) 3 3}\n#else\n {GENERIC_UNIT 4 (Wolf Rider) 2 4}\n {GENERIC_UNIT 4 (Wolf Rider) 3 3}\n#endif\n#ifdef HARD\n {GENERIC_UNIT 4 (Orcish Crossbowman) 1 5}\n {GENERIC_UNIT 4 (Orcish Crossbowman) 3 2}\n#else\n {GENERIC_UNIT 4 (Orcish Archer) 1 5}\n {GENERIC_UNIT 4 (Orcish Archer) 3 2}\n#endif\n#ifdef NORMAL\n {GENERIC_UNIT 4 (Orcish Assassin) 2 5}\n {GENERIC_UNIT 4 (Orcish Assassin) 4 2}\n#endif\n#ifdef HARD\n {GENERIC_UNIT 4 (Orcish Slayer) 2 5}\n {GENERIC_UNIT 4 (Orcish Slayer) 4 2}\n#endif\n#ifdef EASY\n {GENERIC_UNIT 4 (Orcish Grunt) 3 6}\n {GENERIC_UNIT 4 (Orcish Grunt) 5 3}\n#else\n {GENERIC_UNIT 4 (Orcish Warrior) 3 6}\n {GENERIC_UNIT 4 (Orcish Warrior) 5 3}\n#endif\n #give orcs an income, if they ever capture a keep to use it\n [modify_side]\n side=4\n {INCOME 20 25 30}\n {GOLD 75 100 125}\n [/modify_side]\n [message]\n speaker=Ganthos\n # wmllint: local spelling Stinkin'\n message= _ \"What\u2019s this on our borders? Stinkin\u2019 elves and more undead? We\u2019ll teach them a lesson they won\u2019t soon forget. Attack!\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"If those raiders capture any of our encampments, I fear our people\u2019s fate will be just as bad as if it was captured by the undead.\"\n [/message]\n [/event]\n\n {VARIABLE_OP ambush_turn sub 2}\n\n [event]\n name=turn_$ambush_turn\n delayed_variable_substitution=no\n\n {NAMED_UNIT 1 (Quenoth Scout) 1 1 (Elven Scout) ( _ \"Wounded Elven Scout\") (upkeep=free)}\n [message]\n speaker=Elven Scout\n message=_\"Orcs... Not far behind me... From the hills...\"\n [/message]\n\n [kill]\n id=Elven Scout\n animate=yes\n fire_event=no\n [/kill]\n [/event]\n\n {CLEAR_VARIABLE ambush_turn}\n [/event]\n\n # Die event for orcish boss and reward for killing him\n # Affects variables: $sneak_up\n [event]\n name=last breath\n [filter]\n id=Ganthos\n [/filter]\n [if]\n [variable]\n name=second_unit.side\n equals=1\n [/variable]\n [then]\n [message]\n speaker=Ganthos\n message=_\"You got me, elf... But you won\u2019t be so lucky with the tribes of the hills... (Cough)\"\n [/message]\n [message]\n speaker=Ganthos\n message=_\"I deeply regret... I won\u2019t be able to see that...\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Ganthos\n message=_\"Killed by a dead creep... (Cough)\"\n [/message]\n [/else]\n [/if]\n [item]\n x,y=$x1,$y1\n image=\"items/parchment.png\"\n [/item]\n [message]\n speaker=Nym\n message=_\"Look, he dropped something! I wonder what it is...\"\n [/message]\n\n [event]\n name=moveto\n delayed_variable_substitution=no\n\n [filter]\n x=$x1\n y=$y1\n [/filter]\n [if]\n [variable]\n name=unit.side\n equals=1\n [/variable]\n [then]\n [message]\n speaker=unit\n message=_\"It\u2019s some sort of a map. I think I recognize some of those hills ahead on it.\"\n [/message]\n [message]\n speaker=Nym\n message=_\"And these look like camps and patrol routes. A lot of camps and patrol routes. Kaleh, do you think we could sneak up between them?\"\n [/message]\n [message]\n speaker=Kaleh\n message=_\"Difficult, but worth a try I guess. But first we must try to survive this mess.\"\n [/message]\n [message]\n speaker=Nym\n message=_\"Right, sorry. Damn creeps.\"\n [/message]\n {VARIABLE sneak_up yes}\n [/then]\n [else]\n [message]\n speaker=Nym\n message=_\"And now we\u2019ll never know what was on that parchment. Shame.\"\n [/message]\n [/else]\n [/if]\n [remove_item]\n x=$x1\n y=$y1\n [/remove_item]\n [/event]\n#ifdef EASY\n [if]\n [have_unit]\n race=orc\n [/have_unit]\n [then]\n [message]\n race=orc\n message=_\"Chief has fallen! Flee!\"\n [/message]\n [/then]\n [else]\n # The wolf rider line are wolves, so must include both\n # goblins (for recruited spearmen) and wolves\n [message]\n race=goblin,wolf\n message=_\"Boss dead! Run!\"\n [/message]\n [/else]\n [/if]\n [kill]\n side=4\n animate=no\n fire_event=no\n [/kill]\n#endif\n [/event]\n\n # Handles evil guys deaths and victory events, lots of dialogue.\n # Includes both normal and glorious victory.\n # Depends on variables : $defiant_death\n # Internal variables : $other_creep\n [event]\n name=last breath\n first_time_only=no\n [filter]\n id=Azkotep,Ystara\n [/filter]\n [if]\n [variable]\n name=unit.id\n equals=Azkotep\n [/variable]\n [then]\n {VARIABLE other_creep \"Ystara\"}\n {VARIABLE azkotep_is_dead yes}\n [/then]\n [else]\n {VARIABLE other_creep \"Azkotep\"}\n {VARIABLE ystara_is_dead yes}\n [/else]\n [/if]\n [if]\n [have_unit]\n id=$other_creep\n [/have_unit]\n [then]\n [message]\n speaker=$unit.id\n message= _ \"You think you have defeated me, don\u2019t you? Foolish boy, I shall assume a new form more powerful and horrible than you could ever imagine!\"\n [/message]\n [message]\n speaker=$other_creep\n message= _ \"How dare you interfere in our contest! I did not need your help. I shall teach you not to cross a lord of darkness.\"\n [/message]\n [/then]\n [/if]\n [if]\n [variable]\n name=turn_number\n greater_than=11\n [/variable]\n [then]\n [message]\n speaker=Kaleh\n message= _ \"Finally. It is over.\"\n [/message]\n [if]\n [have_unit]\n id=Possessed Garak\n [/have_unit]\n [then]\n [message]\n speaker=Possessed Garak\n message= _ \"See, I told you I was more powerful. This game is over, now I can leave this shell of a body.\"\n [/message]\n [store_unit]\n [filter]\n id=Possessed Garak\n [/filter]\n variable=PossGarak\n kill=no\n [/store_unit]\n [unit]\n side=$unit.side\n type=Defeated Corrupted Quenoth Elf\n name= _ \"Garak\"\n hitpoints=1\n id=Garak_defeated\n x,y=$PossGarak.x,$PossGarak.y\n overwrite=yes\n [/unit]\n {CLEAR_VARIABLE PossGarak}\n [message]\n speaker=Zhul\n message= _ \"He\u2019s... he\u2019s still breathing!\"\n [/message]\n [message]\n speaker=Garak_defeated\n message= _ \"Protect the boy for me Zhul, (cough) I go to a better place.\"\n [/message]\n [kill]\n id=Garak_defeated\n animate=yes\n fire_event=no\n [/kill]\n [/then]\n [else]\n [message]\n speaker=Nym\n message=_\"What about Garak?\"\n [/message]\n [if]\n [variable]\n name=defiant_death\n boolean_equals=no\n [/variable]\n [then]\n [message]\n speaker=Kaleh\n message=_\"I\u2019ve asked and looked around, there is no sign of him or his body\"\n [/message]\n [message]\n speaker=Zhul\n message=_\"He\u2019s probably dead, then, but he died as a warrior. Let\u2019s respect his wishes and remember him for that.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Zhul\n message=_\"He died as a hero. Remember that and tell the tale, for it\u2019s worth it.\"\n [/message]\n [/else]\n [/if]\n [/else]\n [/if]\n\n [fire_event]\n name=garak_eulogy\n [/fire_event]\n\n [fire_event]\n name=count_final_camps\n [/fire_event]\n\n {CLEAR_VARIABLE other_creep}\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/then]\n [/if]\n [if]\n [not]\n [have_unit]\n id=$other_creep\n [/have_unit]\n [/not]\n [variable]\n name=turn_number\n less_than=12\n [/variable]\n [then]\n [message]\n speaker=Kaleh\n message= _ \"The undead lords are defeated at last.\"\n [/message]\n [message]\n speaker=Ganthos\n message= _ \"There\u2019s too many of them and the night is almost gone. Pull back you wretches, pull back!\"\n [/message]\n [message]\n speaker=Nym\n message= _ \"I can see the first rays of Naia shining over the horizon. She never looked so beautiful. The undead forces have crumbled into dust and the remaining orcs are retreating with the dawn.\"\n [/message]\n [message]\n speaker=Zhul\n message= _ \"That was a very brave thing you did, Kaleh, defeating both of those Undead Lords. It took great courage and strength. Because of your daring attack, we did not have to wait for the dawn to save us. You were our savior. And many fewer of our people died than would have if we had had to wait out the long night.\"\n [/message]\n [message]\n speaker=Nym\n message= _ \"Though we saved almost all our people this time, we won\u2019t always be so lucky. While elves who have fought with you in the past will gladly return, if the numbers of our people dwindle, it\u2019s going to become more and more costly to recruit new warriors. It would be wise to stockpile gold against this eventuality.\"\n [/message]\n [message]\n speaker=Ystara\n message= _ \"You have triumphed for the moment, but think not that the dark lords can be so easily vanquished. We shall return, and shall rule long after your bones have crumbled to dust. This is our land, and none shall leave it unscathed.\"\n [/message]\n [message]\n speaker=Azkotep\n message= _ \"You fought so hard to protect your precious people, young elf. No great deed should go unpunished.\"\n [/message]\n [if]\n [have_unit]\n id=Garak\n [/have_unit]\n [then]\n [message]\n id=Ystara,Azkotep\n message= _ \"A token to remember us by...\"\n [/message]\n [message]\n speaker=Garak\n message= _ \"Aauugghh!\"\n [/message]\n [message]\n speaker=Zhul\n message= _ \"He just collapsed!\"\n [/message]\n [message]\n speaker=Garak\n message= _ \"Protect the boy for me Zhul, (cough) I go to a better place.\"\n [/message]\n [kill]\n id=Garak\n animate=yes\n fire_event=no\n [/kill]\n [/then]\n [else]\n [message]\n id=Ystara,Azkotep\n message=_\"You will never see your champion again. And we will torment his soul for the rest of the eternity.\"\n [/message]\n [message]\n speaker=Zhul\n message=_\"Don\u2019t listen to them, they are powerless in their defeat. Even if Garak fell in battle his soul went to a better place and they can\u2019t reach him there.\"\n [/message]\n [/else]\n [/if]\n\n [fire_event]\n name=garak_eulogy\n [/fire_event]\n\n {CLEAR_VARIABLE other_creep}\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/then]\n [/if]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Possessed Garak\n [/filter]\n [if]\n [have_unit]\n id=Azkotep\n [/have_unit]\n [then]\n [message]\n speaker=Azkotep\n message= _ \"Hah, now you have learned the flesh is always weaker than the powers of the undead.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Ystara\n message= _ \"My undead zombies shall always defeat the living.\"\n [/message]\n [/else]\n [/if]\n [message]\n speaker=Kaleh\n message= _ \"Finally. It is over.\"\n [/message]\n [unit]\n side=$unit.side\n type=Defeated Corrupted Quenoth Elf\n name= _ \"Garak\"\n hitpoints=1\n id=Garak_defeated\n x,y=$unit.x,$unit.y\n overwrite=yes\n [/unit]\n [message]\n speaker=Zhul\n message= _ \"He\u2019s... he\u2019s still breathing!\"\n [/message]\n [message]\n speaker=Garak_defeated\n message= _ \"Protect the boy for me Zhul, (cough) I go to a better place.\"\n [/message]\n [kill]\n id=Garak_defeated\n animate=yes\n fire_event=no\n [/kill]\n\n [fire_event]\n name=garak_eulogy\n [/fire_event]\n\n [fire_event]\n name=count_final_camps\n [/fire_event]\n\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/event]\n\n [event]\n name=garak_eulogy\n\n [message]\n speaker=Kaleh\n message= _ \"From the sands he came, to the sands he will return. We remember and honor his sacrifice, and I vow that his death will not be in vain.\"\n [/message]\n [message]\n speaker=Zhul\n message= _ \"Goodbye, old friend. May Eloh shine her light eternal upon you.\"\n [/message]\n [message]\n speaker=Elyssa\n message= _ \"He was as brave and valiant a fighter as I have ever seen in my travels.\"\n [/message]\n [message]\n speaker=Nym\n message= _ \"He was a bastard at times... But... but why did he have to die? It... it just doesn\u2019t make sense.\"\n image=portraits/nym_moody.png\n [/message]\n [/event]\n\n # Final dialog concerning survival of camps\n # Depends on variables : $elven_camps\n [event]\n name=count_final_camps\n [if]\n [variable]\n name=elven_camps\n equals=12\n [/variable]\n [then]\n [message]\n speaker=Zhul\n message= _ \"Miraculously, all of our encampments survived the night.\"\n [/message]\n [message]\n speaker=Nym\n message= _ \"Though we saved almost all our people this time, we won\u2019t always be so lucky. While elves who have fought with you in the past will gladly return, if the numbers of our people dwindle, it\u2019s going to become more and more costly to recruit new warriors. It would be wise to stockpile gold against this eventuality.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Zhul\n message= _ \"Well, only $elven_camps encampments remain, but we will survive.\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"Yes, but at what cost?\"\n [/message]\n [if]\n [variable]\n name=elven_camps\n greater_than=8\n [/variable]\n [then]\n [message]\n speaker=Nym\n message= _ \"Though we saved almost all our people this time, we won\u2019t always be so lucky. While elves who have fought with you in the past will gladly return, as the numbers of our people dwindle, it\u2019s going to become more and more costly to recruit new warriors. It would be wise to stockpile gold against this eventuality.\"\n [/message]\n [/then]\n [else]\n [if]\n [variable]\n name=elven_camps\n greater_than=6\n [/variable]\n [then]\n [message]\n speaker=Nym\n message= _ \"We have suffered losses, but we are not broken yet. We have saved most of our people tonight. But while elves who have fought with you in the past will gladly return, as the numbers of our people dwindle, it\u2019s going to become more and more costly to recruit new warriors. It would be wise to stockpile gold against this eventuality.\"\n [/message]\n\n {INCREASE_RECRUIT_COSTS 1}\n [/then]\n [else]\n [message]\n speaker=Nym\n message= _ \"We have suffered grievous losses, but we are not broken yet. Long will this slaughter be remembered by our people. Where was Eloh during the darkness? And I\u2019m afraid that while elves who have fought with you in the past will gladly return, as the numbers of our people dwindle, it\u2019s going to become more and more costly to recruit new warriors. It would be wise to stockpile gold against this eventuality.\"\n [/message]\n\n {INCREASE_RECRUIT_COSTS 2}\n [/else]\n [/if]\n [/else]\n [/if]\n [/else]\n [/if]\n\n [message]\n speaker=Kaleh\n message= _ \"All this death and destruction. What were those shades arguing over? Was this all just some sort of demented game?\"\n [/message]\n [message]\n speaker=Zhul\n message= _ \"The lords of the dead are powerful and twisted indeed. Only Eloh knows the truth of what happened tonight.\"\n [/message]\n [message]\n speaker=Nym\n message= _ \"I don\u2019t want to be here tomorrow night to find out. The hills to the north are close. Let\u2019s be far away before another nightfall.\"\n [/message]\n [/event]\n\n # victory\n # clear all variables potentially not cleared\n [event]\n name=scenario_end\n\n {CLEAR_VARIABLE defiant_death}\n {CLEAR_VARIABLE garak_killed_zur}\n {CLEAR_VARIABLE garak_killed_grak}\n {CLEAR_VARIABLE ystara_is_dead}\n {CLEAR_VARIABLE azkotep_is_dead}\n {CLEAR_VARIABLE azkotep}\n {CLEAR_VARIABLE ystara}\n {CLEAR_VARIABLE undead_casualties}\n {CLEAR_VARIABLE elven_camps}\n [/event]\n\n#define UTBS_GARAK_MUST_LIVE\n#enddef\n {UTBS_INCLUDE utils/deaths.cfg}\n#undef UTBS_GARAK_MUST_LIVE\n[/scenario]\n"} {"text": "#textdomain wesnoth-utbs\n\n[scenario]\n id=04_Descending_into_Darkness\n name= _ \"Descending into Darkness\"\n next_scenario=05_A_Subterranean_Struggle\n {UTBS_MAP 04_Descending_into_Darkness.map}\n victory_when_enemies_defeated=no\n\n {TWO_SUNS_DEFAULT_SCHEDULE}\n {TURNS 50 47 44}\n\n {INTRO_AND_SCENARIO_MUSIC \"northerners.ogg\" \"suspense.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"vengeful.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"frantic.ogg\"}\n\n {STORY_DESCENDING_INTO_DARKNESS}\n\n [side]\n side=1\n id=Kaleh\n type=Quenoth Youth\n canrecruit=yes\n {GOLD 250 200 150}\n {INCOME 5 4 3}\n controller=human\n shroud=yes\n fog=no\n {FLAG_VARIANT long}\n user_team_name= _ \"team_name^Quenoth Elves\"\n [/side]\n\n # Orcish leaders\n\n # The front line leader is a goblin who recruits goblins and orcs,\n # more scouts/weaker units than the other orcs.\n # He is also more aggressive.\n [side]\n side=2\n id=Panok\n name= _ \"Panok\"\n#ifdef HARD\n type=Direwolf Rider\n#else\n type=Goblin Knight\n#endif\n canrecruit=yes\n\n {INCOME 8 12 16}\n {GOLD 80 120 160}\n controller=ai\n shroud=no\n fog=no\n team_name=evil\n user_team_name=_\"Evil\"\n#ifdef EASY\n recruit=Orcish Grunt,Wolf Rider,Goblin Spearman,Orcish Archer\n#endif\n#ifdef NORMAL\n recruit=Orcish Grunt,Wolf Rider,Goblin Impaler,Orcish Archer,Goblin Knight\n#endif\n#ifdef HARD\n recruit=Orcish Warrior,Wolf Rider,Goblin Impaler,Orcish Crossbowman,Goblin Knight\n#endif\n [ai]\n #orc leader guarding front lines is more aggressive\n aggression=0.8\n caution=0.1\n\n#ifdef EASY\n recruitment_pattern=scout,scout,fighter,fighter,archer\n#endif\n#ifdef NORMAL\n recruitment_pattern=scout,scout,fighter,fighter,fighter,archer\n#endif\n#ifdef HARD\n recruitment_pattern=scout,scout,fighter,fighter,archer,fighter\n#endif\n [/ai]\n {FLAG_VARIANT6 ragged}\n [/side]\n\n # this orc tribe specialized in ranged combat\n [side]\n side=3\n id=Turg\n name= _ \"Turg\"\n#ifdef EASY\n type=Orcish Warrior\n#else\n type=Orcish Warlord\n#endif\n canrecruit=yes\n\n {INCOME 10 15 20}\n {GOLD 100 150 200}\n controller=ai\n shroud=no\n fog=no\n team_name=evil\n user_team_name=_\"Evil\"\n#ifdef EASY\n recruit=Orcish Grunt,Wolf Rider,Orcish Archer,Orcish Assassin,Orcish Crossbowman\n#endif\n#ifdef NORMAL\n recruit=Orcish Grunt,Wolf Rider,Orcish Archer,Orcish Crossbowman,Orcish Slayer,Orcish Warrior\n#endif\n#ifdef HARD\n recruit=Orcish Warrior,Wolf Rider,Orcish Crossbowman,Orcish Slayer\n#endif\n\n [ai]\n aggression=0.5\n recruitment_pattern=scout,fighter,archer,fighter,archer,mixed fighter\n\n#ifdef EASY\n recruitment_pattern=scout,fighter,archer,fighter,fighter,mixed fighter\n#endif\n [/ai]\n {FLAG_VARIANT6 ragged}\n [/side]\n\n # this orc tribe specialized in melee combat\n [side]\n side=4\n id=\"Ug'lok\"\n name= _ \"Ug\u2019lok\"\n#ifdef EASY\n type=Orcish Warrior\n#else\n type=Orcish Warlord\n#endif\n canrecruit=yes\n {INCOME 10 15 20}\n {GOLD 100 150 200}\n controller=ai\n shroud=no\n fog=no\n team_name=evil\n user_team_name=_\"Evil\"\n#ifdef EASY\n recruit=Orcish Grunt,Wolf Rider,Orcish Archer,Orcish Assassin,Orcish Warrior\n#endif\n#ifdef NORMAL\n recruit=Orcish Warrior,Wolf Rider,Orcish Archer,Orcish Slayer,Orcish Crossbowman\n#endif\n#ifdef HARD\n recruit=Orcish Warrior,Wolf Rider,Orcish Crossbowman,Orcish Slayer\n#endif\n\n [ai]\n aggression=0.5\n recruitment_pattern=scout,fighter,archer,fighter,archer,mixed fighter\n [/ai]\n {FLAG_VARIANT6 ragged}\n [/side]\n\n # assassin's side\n [side]\n side=5\n no_leader=yes\n controller=ai\n shroud=no\n fog=no\n team_name=evil\n user_team_name=_\"Evil\"\n\n [ai]\n aggression=1.0\n caution=0.0\n [goal]\n name=target\n [criteria]\n id=Kaleh\n [/criteria]\n value=1000\n [/goal]\n [/ai]\n [/side]\n\n # Prestart functions:\n # set scenario objectives\n # increase cost of recruiting units\n # recall main heroes\n # initialize starting variables\n # added extra NW bridge in EASY\n # randomly close one of the two exit tunnels at north of map\n # if EASY open up NW cave entrance bottleneck\n # give side 3 (green) control of cave villages\n # place features on map\n # increase speed of goblin knight Panok\n\n [event]\n name=prestart\n\n [objectives]\n summary= _ \"Objectives:\"\n [objective]\n description= _ \"Kaleh must reach the exit tunnel at the north edge of the map\"\n condition=win\n [/objective]\n\n [objective]\n description= _ \"Death of Kaleh\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Nym\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Zhul\"\n condition=lose\n [/objective]\n\n {TURNS_RUN_OUT}\n\n [gold_carryover]\n bonus=yes\n carryover_percentage=40\n [/gold_carryover]\n [/objectives]\n\n #recall heroes\n [recall]\n id=Nym\n [/recall]\n\n [recall]\n id=Zhul\n [/recall]\n\n [recall]\n id=Elyssa\n [/recall]\n\n #initialize variables\n {VARIABLE naga_ambush no}\n\n #close one of the two northern tunnels\n {RANDOM 1..10}\n\n [if]\n [variable]\n name=random\n less_than_equal_to=5\n [/variable]\n [then]\n #Western tunnel\n #to cavewall: 10,4\n\n [terrain]\n x=10\n y=4\n terrain=Xu\n [/terrain]\n [/then]\n\n [else]\n #Eastern tunnel\n #to cavewall: 25,4 25,6 26,6 also 26,5 24,4 and 25,3 24,2\n #to shallow water 25,5\n\n [terrain]\n x=24,25,25,26,26,25,24\n y=4,4,6,5,6,3,2\n terrain=Xu\n [/terrain]\n\n [terrain]\n x=25\n y=5\n terrain=Wwg\n [/terrain]\n [/else]\n [/if]\n\n #on EASY difficulty, weaken orcs by deleting 2 towns\n#ifdef EASY\n [terrain]\n x= 4,23\n y=19,11\n terrain=Uu\n [/terrain]\n#endif\n\n # green (side 4) should control southern 4 cave villages at start\n # 2,15 4,19 6,17 9,16\n [capture_village]\n side=3\n x= 2, 4, 6, 9\n y=15,19,17,16\n [/capture_village]\n\n #side 1 (player) controls two villages at start\n [capture_village]\n side=1\n x=33,39\n y=39,38\n [/capture_village]\n\n {PLACE_IMAGE items/orcish-flag.png 36 33}\n {PLACE_IMAGE items/orcish-flag2.png 30 33}\n {PLACE_IMAGE items/orcish-flag.png 30 37}\n\n {PLACE_IMAGE items/orcish-flag3.png 31 16}\n {PLACE_IMAGE items/orcish-flag2.png 33 16}\n {PLACE_IMAGE items/orcish-flag.png 10 25}\n {PLACE_IMAGE items/orcish-flag.png 11 24}\n\n {PLACE_IMAGE scenery/signpost.png 7 1}\n\n #increase max moves by 1 (game engine will increase current moves to match)\n [object]\n id=FastGoblinKnight\n silent=yes\n\n [effect]\n apply_to=movement\n increase=1\n [/effect]\n\n [filter]\n id=Panok\n [/filter]\n [/object]\n\n # show the area outside the cave if the player found the map last scenario\n [if]\n [variable]\n name=sneak_up\n boolean_equals=yes\n [/variable]\n [then]\n [remove_shroud]\n [not]\n time_of_day_id=underground\n [/not]\n radius=1\n side=1\n [/remove_shroud]\n [/then]\n [/if]\n\n {CLEAR_VARIABLE random,sneak_up}\n [/event]\n\n # starting dialogue\n [event]\n name=start\n\n [message]\n speaker=Nym\n message= _ \"Those mountains are huge! I never thought they would be so big. And what\u2019s that white stuff on the tops of the peaks?\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"I wish Garak were here, he\u2019d know more about these lands than I do. I\u2019ve never been up here, but I heard stories from the few who have made the journey and returned. That white stuff is called snow, Nym, and the mountains are very cold. These smaller hills aren\u2019t as hard to cross, but they are filled with orcs and goblins. It may look peaceful now, but they hide in the many caves and tunnels beneath the surface.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"I had another vision last night, Eloh told me that we had to continue north, but instead of trying to go over the mountains, she said that we had to go underneath them.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Underneath them? But how?\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Orcs and goblins have been living here for hundreds of years and their network of tunnels and caves is more extensive than you might think. Who knows how far they go underground? We are ill-prepared for trekking over those frozen peaks. As much as I dislike those pitch-black caves, if we want to cross these mountains we may have no choice.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Other creatures besides orcs dig tunnels in the earth. Long ago dwarves mined mountains such as these, and huge trolls like to hide in the deep dark places under the earth. If your god is as omniscient as you seem to think, Kaleh, I wouldn\u2019t be surprised if there were a way to cross under these mountains. I fear no darkness, and you won\u2019t be lacking a source of fire or light.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Well if we are going to go under these mountains, we\u2019re certainly going to have our hands full fighting all those orcs and goblins.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Indeed. I want to warn you again, Kaleh, this isn\u2019t the desert. The orcs love fighting in hills and caves, and we won\u2019t have the advantages of fighting on the open sands. And with our recent losses we don\u2019t have the numerical advantage we are used to. So we\u2019d best be extra careful. Still if we can clear a path in the hills ahead of us, we should be able to escort our people into the tunnels. And hopefully underground it will be easier to protect them than out in the open.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Strike hard and fast and also be careful\u2014right, this is going to be fun.\"\n [/message]\n [/event]\n\n # underground area should always have \"underground\" time,\n [time_area]\n x= 0-2, 3, 4, 5, 6, 7, 8, 9, 10, 11,12-13,14-15,16-17,18-21,22-25,26-31, 32, 33,34-38,39-41\n y=0-41,0-37,0-34,0-32,0-31,0-29,0-28,0-26,0-23,0-22, 0-21, 0-20, 0-19, 0-18, 0-17, 0-15,0-14,0-15, 0-14, 0-15\n {UNDERGROUND}\n [/time_area]\n\n # Event 1: goblins appear in nearby foothills\n\n # ambushes player at start of player\u2019s turn after player invades hills\n\n [event]\n name=moveto\n\n [filter]\n x=30-40,23-31\n y=28-35,30-40\n side=1\n [/filter]\n\n [event]\n name=side 1 turn\n\n #If Easy: 5 goblins\n\n {NAMED_GENERIC_UNIT 2 (Goblin Spearman) 28 37 (Goblin Coward) ( _ \"Goblin Coward\")}\n [+unit]\n profile=\"portraits/goblins/spearman-2.png\"\n facing=se\n [/unit]\n {NAMED_GENERIC_UNIT 2 (Goblin Spearman) 29 33 (Goblin Scout) ( _ \"Goblin Scout\")}\n [+unit]\n facing=se\n [/unit]\n {NAMED_GENERIC_UNIT 2 (Goblin Spearman) 38 31 () ( _ \"Goblin Scout\")}\n [+unit]\n facing=se\n [/unit]\n {NAMED_GENERIC_UNIT 2 (Goblin Spearman) 37 34 () ( _ \"Goblin Scout\")}\n [+unit]\n facing=se\n [/unit]\n {NAMED_GENERIC_UNIT 2 (Goblin Spearman) 25 39 () ( _ \"Goblin Scout\")}\n [+unit]\n facing=ne\n [/unit]\n\n#ifndef EASY\n #If Medium: +3 goblins (8)\n\n {NAMED_GENERIC_UNIT 2 (Goblin Spearman) 26 35 () ( _ \"Goblin Scout\")}\n [+unit]\n facing=se\n [/unit]\n {NAMED_GENERIC_UNIT 2 (Goblin Spearman) 33 32 () ( _ \"Goblin Scout\")}\n [+unit]\n facing=se\n [/unit]\n {NAMED_GENERIC_UNIT 2 (Goblin Spearman) 27 32 () ( _ \"Goblin Scout\")}\n [+unit]\n facing=se\n [/unit]\n\n #If Hard: +3 goblins (11)\n#ifdef HARD\n {NAMED_GENERIC_UNIT 2 (Goblin Spearman) 29 36 () ( _ \"Goblin Scout\")}\n [+unit]\n facing=se\n [/unit]\n {NAMED_GENERIC_UNIT 2 (Goblin Spearman) 33 34 () ( _ \"Goblin Scout\")}\n [+unit]\n facing=se\n [/unit]\n {NAMED_GENERIC_UNIT 2 (Goblin Spearman) 31 31 () ( _ \"Goblin Scout\")}\n [+unit]\n facing=se\n [/unit]\n\n#endif\n\n#endif\n\n [message]\n speaker=Goblin Scout\n message= _ \"Attack!\"\n [/message]\n\n [message]\n speaker=Goblin Coward\n message= _ \"Run away!\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Goblins are so predictable.\"\n [/message]\n [/event]\n [/event]\n\n # Event 2: naga appear around western guardpost\n\n # when player approches western guardpost have a few goblins jump out of\n # the eastern hills, and a naga or three appear in the lake\n\n # Easy:\n # 1 orcish assassin 23,33\n # 3 naga fighters: 20,34 19,33 20,35\n # 2 goblins spearmen: 23,32 24,32 24,33\n\n # Medium: 1 orcish slayer, 2 goblin impalers, 1 naga warrior, 2 naga fighters\n # Hard: 1 orcish slayer, 2 goblin impalers, 3 naga warriors\n [event]\n name=naga_attack\n\n #1 orcish assassin/slayer summons/leads any goblins\n\n#ifdef EASY\n {NAMED_GENERIC_UNIT 2 (Orcish Assassin) 20 31 (Orac) ( _ \"Orac\")}\n#else\n {NAMED_GENERIC_UNIT 2 (Orcish Slayer) 20 31 (Orac) ( _ \"Orac\")}\n#endif\n\n #2 nagas appear at edge of lake\n\n#ifdef EASY\n {NAMED_GENERIC_UNIT 2 (Naga Fighter) 17 34 (Scylla) ( _ \"Scylla\")}\n#else\n {NAMED_GENERIC_UNIT 2 (Naga Warrior) 17 34 (Scylla) ( _ \"Scylla\")}\n#endif\n #hack to make Scylla female\n [+unit]\n gender=female\n [/unit]\n\n#ifdef HARD\n {NAMED_GENERIC_UNIT 2 (Naga Warrior) 16 34 () ( _ \"Lake Naga\")}\n {NAMED_GENERIC_UNIT 2 (Naga Warrior) 16 35 () ( _ \"Lake Naga\")}\n#else\n {NAMED_GENERIC_UNIT 2 (Naga Fighter) 16 34 () ( _ \"Lake Naga\")}\n {NAMED_GENERIC_UNIT 2 (Naga Fighter) 16 35 () ( _ \"Lake Naga\")}\n#endif\n\n {VARIABLE naga_ambush yes}\n [/event]\n\n [event]\n name=moveto\n\n [filter]\n x=17-24\n y=29-36\n side=1\n [/filter]\n\n [filter_condition]\n [variable]\n name=naga_ambush\n boolean_equals=no\n [/variable]\n [/filter_condition]\n\n [fire_event]\n name=naga_attack\n [/fire_event]\n\n#ifdef EASY\n {NAMED_GENERIC_UNIT 2 (Goblin Spearman) 21 30 () ( _ \"Goblin Scout\")}\n {NAMED_GENERIC_UNIT 2 (Goblin Spearman) 17 31 () ( _ \"Goblin Scout\")}\n#else\n {NAMED_GENERIC_UNIT 2 (Goblin Impaler) 21 30 () ( _ \"Goblin Scout\")}\n {NAMED_GENERIC_UNIT 2 (Goblin Impaler) 17 31 () ( _ \"Goblin Scout\")}\n#endif\n\n [message]\n speaker=Orac\n message= _ \"Come forth, creatures of the lake! Fulfill the oaths you have made and help us drive these hated creatures from our lands.\"\n [/message]\n\n [message]\n speaker=Scylla\n message= _ \"Yesss, we remember the oath... Sssslay them all!\" # wmllint: no spellcheck\n # leaving this here because it might have been a reference to the alien? It really isn't clear.\n # message= _ \"Sssslay them all! In the name of the Ssscaled One!\" # wmllint: no spellcheck\n [/message]\n [/event]\n\n #Event 3: The Goblin and The Ring (and maybe the Naga)\n\n # When the elves see Panok moving they notice how fast he is\n [event]\n name=moveto\n\n [filter]\n id=Panok\n [filter_vision]\n side=1\n [/filter_vision]\n [/filter]\n\n [message]\n speaker=Panok\n message= _ \"These elves are stronger than we thought. Send for more reinforcements!\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"How can he move that fast? He is faster than any goblin rider I have ever seen. It\u2019s almost unnatural.\"\n [/message]\n [/event]\n\n # When Panok dies player gets ring and naga ambush is triggered if it\n # hasn't been already\n [event]\n name=last breath\n\n [filter]\n id=Panok\n [/filter]\n\n [message]\n speaker=Panok\n message= _ \"Gaaghh!!\" # wmllint: no spellcheck\n [/message]\n\n [kill]\n id=Panok\n animate=yes\n [/kill]\n\n {PLACE_IMAGE items/ring-silver.png $x1 $y1}\n\n {CHECK_SPEAKER}\n [message]\n speaker=$speaking_unit.id\n message= _ \"Wait a minute. He was wearing a silver ring on one of his fingers. I think the ring might be magical. Maybe that\u2019s why he was moving so fast.\"\n [/message]\n {CLEAR_VARIABLE speaking_unit}\n\n # Commented out, since Kaleh has 6 MP now\n#ifdef __UNUSED__\n [message]\n speaker=Nym\n message= _ \"I think, Kaleh, that you should take the ring.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Why me?\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Because you tend to move slowly and if we\u2019re going into the caves you\u2019ll need all the speed you can get. And besides, we can\u2019t afford to lose you; you never know when being able to run a bit faster might be the difference between life and death.\"\n [/message]\n#endif\n\n # Get Ring event\n [event]\n name=moveto\n id=take_ring\n delayed_variable_substitution=no\n first_time_only=no\n\n [filter]\n x=$x1\n y=$y1\n side=1\n [not]\n type=Dust Devil\n [/not]\n [/filter]\n\n [message]\n speaker=unit\n\n message= _ \"Should I take this ring?\"\n [option]\n label= _ \"Yes, I\u2019ll take it.\"\n\n [command]\n [object]\n id=SpeedyRing\n name= _ \"Ring of Speed\"\n image=items/ring-gold.png\n description= _ \"This ring will increase your maximum speed by 1.\"\n [filter]\n x=$x1\n y=$y1\n side=1\n [/filter]\n\n [effect]\n apply_to=movement\n increase=1\n [/effect]\n [/object]\n\n [remove_item]\n x=$x1\n y=$y1\n [/remove_item]\n\n [remove_event]\n id=take_ring\n [/remove_event]\n [/command]\n [/option]\n\n [option]\n label= _ \"No, I think someone else should wear it.\"\n\n [command]\n [allow_undo]\n [/allow_undo]\n [/command]\n [/option]\n [/message]\n [/event]\n\n #when Panok dies, if player hasn't triggered naga ambush, then units attack\n\n#ifndef EASY\n [if]\n [variable]\n name=naga_ambush\n boolean_equals=no\n [/variable]\n\n [then]\n [fire_event]\n name=naga_attack\n [/fire_event]\n\n [message]\n speaker=Orac\n message= _ \"The elves have killed Panok the goblin! The other goblins may flee to the caves, but we will not give up these hills without a fight. Come forth, creatures of the lake! Fulfill the oaths you have made and help us drive these hated creatures from our lands.\"\n [/message]\n\n [message]\n speaker=Scylla\n message= _ \"Yesss, we remember the oath... Sssslay them all!\" # wmllint: no spellcheck\n [/message]\n [/then]\n [/if]\n#endif\n [/event]\n\n # Event 4: elvish unit afraid when entering underground tunnels\n [event]\n name=moveto\n\n [filter]\n [filter_location]\n time_of_day_id=underground\n [/filter_location]\n side=1\n race=quenoth,elf\n [not]\n # Exclude Kaleh lest he potentially talks to himself if he is the first to enter the cave\n id=Kaleh\n [/not]\n [/filter]\n\n [allow_undo]\n [/allow_undo]\n\n [message]\n speaker=$unit.id\n message= _ \"Ugh! These tunnels are pitch black! It\u2019s as bad as fighting in a moonless night, and it stinks of orc filth. I can hardly think of a place I would less like to go into.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"We have no choice. We cannot cross over these mountains, so we must go beneath them. If the orcs skulk in their tunnels and block our way, we must enter their dark places and fight them, no matter what the conditions.\"\n [/message]\n\n [message]\n speaker=Zhul\n # TODO: Could give more tips here\n message= _ \"Remember, Kaleh, it\u2019s nasty fighting underground. We will be at a disadvantage against orcs and other things that prefer the darkness.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Also, any time you find a particularly tough orc blocking a passage, my fireballs can blast him quick enough.\"\n [/message]\n [/event]\n\n # Event 5: Goblin guards a chest in NE corner of map\n\n [event]\n name=moveto\n\n [filter]\n x=31-37\n y=6-9\n side=1\n [/filter]\n\n {NAMED_NOTRAIT_UNIT 4 (Goblin Impaler) 35 7 (Greebo) ( _ \"Greebo\")}\n\n {PLACE_IMAGE items/chest-plain-closed.png 35 6}\n\n [message]\n speaker=Greebo\n # wmllint: local spelling shinies orcses\n message= _ \"Greebo keeps shinies safe from nasty orcses. And \u2019specially stinking elves.\"\n [/message]\n [/event]\n\n # Chest contains gold for player\n\n [event]\n name=moveto\n\n [filter]\n x=35\n y=6\n side=1\n [/filter]\n\n {PLACE_IMAGE items/chest-plain-open.png 35 6}\n\n [sound]\n name=gold.ogg\n [/sound]\n\n {CHECK_EXPLORER}\n [message]\n speaker=$explorer.id\n message= _ \"Looks like he\u2019s been squirreling away his stolen loot in this cave. Not that he had much. Must be hard times.\"\n [/message]\n {CLEAR_VARIABLE explorer}\n\n [gold]\n amount={ON_DIFFICULTY 80 60 40}\n side=1\n [/gold]\n [/event]\n\n #Event 6: Cold dagger\n\n [event]\n name=moveto\n id=find_dagger\n first_time_only=no\n\n [filter]\n x=12\n y=17\n side=1\n [not]\n type=Dust Devil\n [/not]\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"How odd. Someone has carved a crude fountain out of the stone at the end of the passage. The freezing water pours out into a large pool. At the bottom of the pool I can see a skeleton still gripping a sword. The blade seems to glow faintly blue. The pool isn\u2019t very deep, I could easily wade in and pick it up. But someone else has carved a crude message in the wall. \u201cIf you dare to take this blade here, your greatest fear will surely appear.\u201d It looks like a nice sword, but do I dare chance it?\"\n [option]\n label= _ \"I fear no creature, I will take the blade!\"\n [command]\n [message]\n speaker=unit\n message= _ \"The blade is chill to the touch and gives off a cold glow. I wonder how it came to be here.\"\n [/message]\n\n [object]\n [filter]\n x=12\n y=17\n side=1\n [/filter]\n\n id=ColdBlade\n name= _ \"Cold Blade\"\n description= _ \"The unit who wields this blade will deal cold damage with its melee attack.\"\n\n [effect]\n apply_to=attack\n range=melee\n set_type=cold\n [/effect]\n [/object]\n\n {NAMED_NOTRAIT_UNIT 3 (Dawarf) 18 14 (Purple Abomination) ( _ \"Purple Abomination\")}\n\n [message]\n speaker=Purple Abomination\n message= _ \"I am an abomination, please kill me.\"\n [/message]\n\n [message]\n speaker=unit\n message= _ \"I\u2019ve seen some ugly creatures in my day, but that thing is just wrong.\"\n [/message]\n\n [message]\n speaker=Purple Abomination\n message= _ \"The voices say I have no choice, I must attack!\"\n [/message]\n\n [remove_event]\n id=find_dagger\n [/remove_event]\n [/command]\n [/option]\n\n [option]\n label= _ \"I don\u2019t like the sound of this. I\u2019m out of here.\"\n [/option]\n [/message]\n [/event]\n\n #Event 7: End of the River\n\n [event]\n name=moveto\n\n # Dust devil is supposed to be mute. This isn't like the other cases,\n # where Nym could plausibly speak the line, so we just don't trigger the event.\n [filter]\n x=3\n y=10\n side=1\n [not]\n type=Dust Devil\n [/not]\n [/filter]\n\n [allow_undo]\n [/allow_undo]\n\n [message]\n speaker=$unit.id\n message= _ \"This is the end of the line. The water is too deep for me to continue any further. I\u2019m freezing cold, wet, and I can\u2019t see a thing. I\u2019m not exactly sure what I\u2019m doing up here. Some strange influence made me want to come up here, but I don\u2019t know what made me think it could be of any good.\"\n [/message]\n [/event]\n\n # Event 8: Enter the Assassin/Cloaked Figure (same guy, two names)\n\n # When Kaleh enters one of the caves, the cloaked figure pops up next turn\n # and attacks in a dramatic manner\n\n [event]\n name=moveto\n\n [filter]\n id=Kaleh\n [filter_location]\n time_of_day_id=underground\n [/filter_location]\n [/filter]\n\n [event]\n # Find the location of Kaleh and then find an adjacent\n # hex the cloaked figure can pop up in. (any hex that is not impassable)\n name=new turn\n\n [store_locations]\n [filter]\n id=Kaleh\n [/filter]\n\n variable=dark_assassin_location\n [/store_locations]\n\n [unit]\n type=Dark Assassin Cloaked\n id=Cloaked Figure\n name= _ \"Cloaked Figure\"\n side=5\n x,y=$dark_assassin_location.x,$dark_assassin_location.y\n placement=map\n passable=yes\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n {STORE_UNIT_VAR (id=\"Cloaked Figure\") max_hitpoints temp}\n {VARIABLE_OP temp sub 16}\n {MODIFY_UNIT (id=\"Cloaked Figure\") max_hitpoints $temp}\n {MODIFY_UNIT (id=\"Cloaked Figure\") hitpoints $temp}\n {CLEAR_VARIABLE temp}\n [modify_unit]\n [filter]\n id=Cloaked Figure\n [/filter]\n [effect]\n apply_to=attack\n increase_damage=-1\n [/effect]\n [/modify_unit]\n {CLEAR_VARIABLE dark_assassin_location}\n\n [delay]\n time=200\n [/delay]\n\n [message]\n speaker=Cloaked Figure\n image=portraits/cloaked.png\n message= _ \"Kaleh, I am death incarnate.\"\n [/message]\n\n [message]\n speaker=Cloaked Figure\n image=portraits/cloaked.png\n message= _ \"And I shall avenge all those you have killed!\"\n [/message]\n [/event]\n [/event]\n\n # Death event for dark assassin\n\n [event]\n name=last breath\n\n [filter]\n id=Cloaked Figure\n [/filter]\n\n [message]\n speaker=Cloaked Figure\n message= _ \"I promise we shall meet again.\"\n [/message]\n\n [kill]\n id=Cloaked Figure\n animate=no\n fire_event=no\n [/kill]\n\n [message]\n speaker=Kaleh\n message= _ \"He just disappeared. That\u2019s odd.\"\n [/message]\n [/event]\n\n #Event 10: victory if Kaleh moves to north edge of map\n\n [event]\n name=moveto\n\n [filter]\n y=1\n side=1\n id=Kaleh\n [/filter]\n\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/event]\n\n #victory event\n [event]\n name=victory\n\n [message]\n speaker=Kaleh\n message= _ \"This passage seems different from the other tunnels and caves. It is wide and smooth and leads sharply downwards. I bet this was the way that Eloh was talking about.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"This is no natural passage, and the walls are too well carved and smooth to be made by orcs. I wouldn\u2019t be surprised if this was once carved out by dwarves. I wonder if there are any still left in these mountains...\"\n [/message]\n\n [if]\n [not]\n [have_unit]\n side=2,3,4\n canrecruit=yes\n [/have_unit]\n [/not]\n\n [then]\n [message]\n speaker=Zhul\n message= _ \"Having killed all the orc and goblin leaders in the immediate vicinity, we can take our time and should have no trouble bringing the rest of our people down this way. It\u2019s odd, I guess we\u2019re trading the dangers we know for the dangers we don\u2019t. We really are putting our lives in Eloh\u2019s palm; may she guide us as well as she has before.\"\n [/message]\n [/then]\n\n [else]\n [message]\n speaker=Zhul\n message= _ \"Now that you\u2019ve found the way we should be able to get the rest of our people past the orcs. It\u2019s odd, I guess we\u2019re trading the dangers we know for the dangers we don\u2019t. We really are putting our lives in Eloh\u2019s palm, may she guide as well as she has before.\"\n [/message]\n [/else]\n [/if]\n\n [message]\n speaker=Nym\n message= _ \"I\u2019ll just be happy when I can breathe fresh air again and see the suns and stars. Still, who knows what we\u2019ll encounter deep under the earth?\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Well, there\u2019s only one way to find out.\"\n [/message]\n\n {CLEAR_VARIABLE naga_ambush}\n [/event]\n\n # if player runs out of time, display time over message\n [event]\n name=time over\n [message]\n speaker=Kaleh\n message= _ \"We\u2019ve taken too long to get our people into the tunnels! Even more orcs are coming across the foothills from the east and west and flanking us. There\u2019s no way we can kill all these orcs and goblins. We\u2019ll never make it to safety now.\"\n [/message]\n [/event]\n\n {UTBS_INCLUDE utils/deaths.cfg}\n[/scenario]\n"} {"text": "#textdomain wesnoth-utbs\n\n# wmllint: directory spelling Griknagh\n\n[scenario]\n id=05_A_Subterranean_Struggle\n name= _ \"A Subterranean Struggle\"\n next_scenario=06a_In_the_Tunnels_of_the_Trolls\n\n {UTBS_MAP 05_A_Subterranean_Struggle.map}\n victory_when_enemies_defeated=no\n\n {UNDERGROUND}\n {TURNS 48 44 40}\n\n #TODO add extra music\n {SCENARIO_MUSIC \"underground.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"legends_of_the_north.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"the_dangerous_symphony.ogg\"}\n\n {STORY_A_SUBTERRANEAN_STRUGGLE}\n\n [side]\n side=1\n id=Kaleh\n type=Quenoth Youth\n canrecruit=yes\n {GOLD 240 180 120}\n {INCOME 8 6 4}\n controller=human\n shroud=yes\n fog=no\n {FLAG_VARIANT long}\n user_team_name= _ \"team_name^Quenoth Elves\"\n [/side]\n\n #Side=2 troll 1 (blue)\n [side]\n no_leader=yes\n side=2\n gold=0\n income=0\n controller=ai\n shroud=no\n fog=no\n hidden=yes\n team_name=trolls\n user_team_name= _ \"team_name^Trolls\"\n\n recruit=Troll Whelp, Troll, Troll Rocklobber\n [ai]\n recruitment_pattern=fighter,fighter,mixed fighter\n aggression=0.8\n caution=0.05\n grouping=offensive\n # as an ally, the AI can block the first keep\n [avoid]\n x,y=28-30,26-27\n [/avoid]\n\n [goal]\n name=target\n [criteria]\n side=1\n [/criteria]\n value=10\n [/goal]\n [goal]\n name=target\n [criteria]\n side=4\n [/criteria]\n value=9\n [/goal]\n [goal]\n name=target\n [criteria]\n side=5\n [/criteria]\n value=9\n [/goal]\n [/ai]\n [/side]\n\n #Side=3 troll 2 (green)\n [side]\n side=3\n no_leader=yes\n gold=0\n income=0\n controller=ai\n shroud=no\n fog=no\n hidden=yes\n team_name=trolls\n user_team_name= _ \"team_name^Trolls\"\n\n recruit=Troll Whelp, Troll, Troll Rocklobber\n\n [ai]\n recruitment_pattern=fighter,fighter,mixed fighter\n\n aggression=0.8\n caution=0.05\n grouping=offensive\n # as an ally, the AI can block the first keep\n [avoid]\n x,y=28-30,26-27\n [/avoid]\n\n [goal]\n name=target\n [criteria]\n side=1\n [/criteria]\n value=10\n [/goal]\n [goal]\n name=target\n [criteria]\n side=4\n [/criteria]\n value=9\n [/goal]\n [goal]\n name=target\n [criteria]\n side=5\n [/criteria]\n value=9\n [/goal]\n [/ai]\n [/side]\n\n #Side=4 dwarf 1 (yellow)\n [side]\n side=4\n no_leader=yes\n gold=0\n income=0\n controller=ai\n shroud=no\n fog=no\n hidden=yes\n team_name=dwarves\n user_team_name= _ \"team_name^Dwarves\"\n\n recruit=Dwarvish Fighter, Dwarvish Steelclad, Dwarvish Thunderer, Dwarvish Guardsman\n\n [ai]\n aggression=0.8\n caution=0.05\n grouping=offensive\n # as an ally, the AI can block the first keep\n [avoid]\n x,y=28-30,26-27\n [/avoid]\n\n [goal]\n name=target\n [criteria]\n side=1\n [/criteria]\n value=10\n [/goal]\n [goal]\n name=target\n [criteria]\n side=2\n [/criteria]\n value=9\n [/goal]\n [goal]\n name=target\n [criteria]\n side=3\n [/criteria]\n value=9\n [/goal]\n [/ai]\n {FLAG_VARIANT knalgan}\n [/side]\n\n #Side=5 dwarf 2 (purple)\n [side]\n side=5\n no_leader=yes\n gold=0\n income=0\n controller=ai\n shroud=no\n fog=no\n hidden=yes\n team_name=dwarves\n user_team_name= _ \"team_name^Dwarves\"\n\n recruit=Dwarvish Fighter, Dwarvish Steelclad, Dwarvish Thunderer, Dwarvish Guardsman\n\n [ai]\n aggression=0.8\n caution=0.05\n grouping=offensive\n # as an ally, the AI can block the first keep\n [avoid]\n x,y=28-30,26-27\n [/avoid]\n\n [goal]\n name=target\n [criteria]\n side=1\n [/criteria]\n value=10\n [/goal]\n [goal]\n name=target\n [criteria]\n side=2\n [/criteria]\n value=9\n [/goal]\n [goal]\n name=target\n [criteria]\n side=3\n [/criteria]\n value=9\n [/goal]\n [/ai]\n {FLAG_VARIANT knalgan}\n [/side]\n\n #Side=6 Ants\n [side]\n side=6\n no_leader=yes\n gold=0\n income=0\n controller=ai\n shroud=no\n fog=no\n hidden=yes\n color=white\n\n [ai]\n aggression=0.8\n caution=0.1\n\n village_value=0\n\n recruitment_pattern=fighter,fighter,fighter,fighter\n\n #causes ants to target cave spider\n [goal]\n name=target\n [criteria]\n type=Cave Spider\n [/criteria]\n value=150\n [/goal]\n\n [goal]\n name=target\n [criteria]\n side=1\n [/criteria]\n value=100\n [/goal]\n\n passive_leader=yes\n [/ai]\n [/side]\n\n #Side=7 Assassin & Cave Spider\n [side]\n side=7\n no_leader=yes\n gold=0\n income=0\n controller=ai\n shroud=yes\n fog=no\n hidden=yes\n color=teal\n\n [ai]\n aggression=0.90\n caution=0.10\n [/ai]\n [/side]\n\n # Prestart functions:\n # set starting scenario objectives\n # increase cost of recruiting units\n # place item images on map\n # recall main heroes\n # initialize starting variable\n # create elf units\n # create AI=guardian starting units\n # initiate assassin trigger variable\n\n #fires lighting central cavern\n {ANIMATED_CAMPFIRE 31 32}\n {ANIMATED_CAMPFIRE 33 21}\n\n [event]\n name=prestart\n\n #set starting scenario objectives\n\n [objectives]\n [objective]\n description= _ \"Explore underground\"\n condition=win\n [show_if]\n [have_unit]\n race=troll,dwarf\n count=0\n [/have_unit]\n [/show_if]\n [/objective]\n [objective]\n description= _ \"Defeat troll leaders\"\n condition=win\n [show_if]\n {VARIABLE_CONDITIONAL ally_race equals \"dwarf\"}\n [have_unit]\n canrecruit=yes\n race=troll\n [/have_unit]\n [/show_if]\n [/objective]\n [objective]\n description= _ \"Defeat dwarf leaders\"\n condition=win\n [show_if]\n {VARIABLE_CONDITIONAL ally_race equals \"troll\"}\n [have_unit]\n canrecruit=yes\n race=dwarf\n [/have_unit]\n [/show_if]\n [/objective]\n [objective]\n description= _ \"Defeat the Cloaked Figure\"\n condition=win\n [show_if]\n [have_unit]\n # wmllint: recognize Cloaked Figure\n id=Cloaked Figure\n [/have_unit]\n [/show_if]\n [/objective]\n [objective]\n description= _ \"Death of Kaleh\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Nym\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Zhul\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Fundin\"\n condition=lose\n [show_if]\n {VARIABLE_CONDITIONAL ally_race equals \"dwarf\"}\n [/show_if]\n [/objective]\n [objective]\n description= _ \"Death of Nori\"\n condition=lose\n [show_if]\n {VARIABLE_CONDITIONAL ally_race equals \"dwarf\"}\n [/show_if]\n [/objective]\n [objective]\n description= _ \"Death of Thungar\"\n condition=lose\n [show_if]\n {VARIABLE_CONDITIONAL ally_race equals \"troll\"}\n [/show_if]\n [/objective]\n [objective]\n description= _ \"Death of Gnarl\"\n condition=lose\n [show_if]\n {VARIABLE_CONDITIONAL ally_race equals \"troll\"}\n [/show_if]\n [/objective]\n\n {TURNS_RUN_OUT}\n\n [gold_carryover]\n bonus=yes\n carryover_percentage=40\n [/gold_carryover]\n [/objectives]\n\n {INCREASE_RECRUIT_COSTS 1}\n\n #central cavern furnishings\n\n {PLACE_IMAGE items/rock-cairn3.png 42 21} # this image is in a different folder because it is not in core, just campaign\n {PLACE_IMAGE scenery/rock-cairn.png 38 20}\n {PLACE_IMAGE scenery/rock-cairn2.png 30 20}\n\n {PLACE_IMAGE items/burial.png 27 33}\n {PLACE_IMAGE items/burial2.png 35 34}\n {PLACE_IMAGE items/burial.png 43 33}\n\n #recall heroes\n [recall]\n id=Nym\n [/recall]\n\n [recall]\n id=Zhul\n [/recall]\n\n [recall]\n id=Elyssa\n [/recall]\n\n # If Elyssa the Mage isn't there, boost starting group a bit\n\n [if]\n [not]\n [have_unit]\n id=Elyssa\n [/have_unit]\n [/not]\n [then]\n [unit]\n type=Quenoth Flanker\n name= _ \"Rygar\"\n x=6\n y=24\n side=1\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n [unit]\n type=Quenoth Fighter\n name= _ \"Nantheos\"\n x=5\n y=25\n side=1\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n [/then]\n [/if]\n\n {VARIABLE assassin_triggered no}\n [/event]\n\n # starting events\n\n [event]\n name=start\n\n # starting dialogue\n\n [if]\n [have_unit]\n id=Elyssa\n [/have_unit]\n\n [then]\n [message]\n speaker=Kaleh\n message= _ \"You mentioned that dwarves and trolls often lived underground, Elyssa. I\u2019ve only heard myths, have you ever met a dwarf or a troll?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"No I haven\u2019t, I don\u2019t often explore underground unless I have to. There are lots of nasty things that lurk far away from the light of the suns. But I\u2019ve read a bit about them, and have even met a few people who had dealings with dwarves.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"What are dwarves like?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"They\u2019re a proud people, and some would say greedy. They love their gold and fine metals, and forge many beautiful things. I should warn you, they have little liking for elves. There was some betrayal many years ago, though I don\u2019t know what happened.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"And what about trolls? I\u2019m not sure I\u2019d want to meet one face to face.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Trolls and dwarves are natural enemies, living so close together. And many would say trolls are little more than brutes and savages. Trolls are huge and very strong, with skin as hard as stone, and can be fearsome foes. But I knew one man long ago who traded with a group of trolls and said they were quite honorable, as long as you didn\u2019t try to cheat them.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Well, with Eloh\u2019s guidance, I hope we find these tunnels deserted. I\u2019ll be happy if our biggest problem is not getting lost. I have little wish to meet either dwarves or trolls. But Eloh will watch over us.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Will she? I got the impression she was powerless underground.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Where did you get that idea? Certainly Eloh is strongest during the day, when the suns are shining down on us. But it is said that even in the darkest of nights she will protect her faithful. And back during the Golden Age holy elven warriors led great crusades against orcs and other foul things that hid underground, killing them with Eloh\u2019s aid. Faith is our shield, Kaleh. I think you should keep your doubts to yourself; it would not do to unduly worry our people. Eloh will always protect us, if we follow her path.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Then let us hope the rest of our journey may be as uneventful as it has been this far.\"\n [/message]\n [/then]\n\n [else]\n [message]\n speaker=Kaleh\n message= _ \"I\u2019ve heard of dwarves, but do you have any idea, Zhul, what kinds of creatures we might encounter underground?\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"These tunnels are foreign to me; I know little more than you do. All I know about dwarves is from the few tales from the Golden Age.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"What are they like?\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"They lived deep under the earth, mining gold and fine metals and forging many beautiful things. We were once allies during the Golden Age, but in the strife and chaos of the fall we lost all contact. I don\u2019t know if any survived. But in the golden age they were very helpful in our wars against the orcs and trolls.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"What are trolls?\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Trolls were huge gray creatures as big as giants and very strong. They were reclusive creatures, hiding underground. We never had much contact with them, though some fought with the orcs in the great wars. They were mighty warriors. I\u2019m sure they have all died off; I certainly would never want to meet one face to face.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"But with Eloh\u2019s guidance, I hope we find these tunnels deserted. I\u2019d be happy if our biggest problem is not getting lost. Still, even underground Eloh will watch over us.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Will she? I got the impression she was powerless underground.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Where did you get that idea? Certainly Eloh is strongest during the day, when the suns are shining down on us. But it is said that even in the darkest of nights she will protect her faithful. And back during the Golden Age holy elven warriors led great crusades against orcs and other foul things that hid underground, killing them with Eloh\u2019s aid. Faith is our shield, Kaleh. I think you should keep your doubts to yourself; it would not do to unduly worry our people. Eloh will always protect us, if we follow her path.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Then let us hope the rest of our journey may be as uneventful as it has been this far.\"\n [/message]\n [/else]\n [/if]\n [/event]\n\n # Event 1: Spider and Ants\n\n [event]\n name=moveto\n\n [filter]\n x=12-18\n y=20-29\n side=1\n [/filter]\n\n [message]\n speaker=Nym\n message= _ \"All I\u2019m saying is that these tunnels aren\u2019t as bad as I expected.\"\n [/message]\n\n [message]\n speaker=Kaleh\n # wmllint: local spelling Shhh\n message= _ \"Shhh! Did you hear something?\"\n [/message]\n\n [remove_shroud]\n side=1\n x=11-19\n y=24-27\n [/remove_shroud]\n\n #make ants easy: 3 medium: 4 hard: 5\n\n {NOTRAIT_UNIT 6 (Giant Ant) 17 26}\n {NOTRAIT_UNIT 6 (Giant Ant) 17 27}\n {NOTRAIT_UNIT 6 (Giant Ant) 18 26}\n\n#ifndef EASY\n {NOTRAIT_UNIT 6 (Giant Ant) 18 27}\n#endif\n\n#ifdef HARD\n {NOTRAIT_UNIT 6 (Giant Ant) 19 27}\n#endif\n\n #make spider\n {NOTRAIT_UNIT 7 (Cave Spider) 4 25}\n\n [redraw]\n [/redraw]\n\n [scroll_to_unit]\n type=Giant Ant\n [/scroll_to_unit]\n\n [delay]\n time=400\n [/delay]\n\n [message]\n speaker=Zhul\n message= _ \"Ants. Very big ants. Maybe they won\u2019t be hostile.\"\n [/message]\n\n [scroll_to_unit]\n type=Cave Spider\n [/scroll_to_unit]\n\n [delay]\n time=400\n [/delay]\n\n [message]\n speaker=Kaleh\n message= _ \"On the other hand, that spider probably is.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Caught between a spider and its prey. Not a good place to be.\"\n [/message]\n [/event]\n\n # If player escapes cave spider, then reward player by killing it\n\n [event]\n name=moveto\n\n [filter]\n x=18-24\n y=26-29\n side=1\n [/filter]\n\n [if]\n [have_unit]\n type=Cave Spider\n [/have_unit]\n\n [then]\n [kill]\n type=Cave Spider\n animate=yes\n [/kill]\n\n [message]\n speaker=Nym\n message= _ \"Whoa! Did you see that? That huge stalactite just fell and crushed the spider. Aren\u2019t we lucky!\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Eloh must indeed be watching over us.\"\n [/message]\n [/then]\n [/if]\n [/event]\n\n # When player approaches large cavern, a dying dwarf runs out and yells a warning.\n\n [event]\n name=moveto\n\n [filter]\n x=18-24\n y=26-28\n side=1\n [/filter]\n\n [message]\n speaker=Nym\n message= _ \"You know, if all we discover down here are insects, I\u2019ll be very disappointed.\"\n [/message]\n\n [if]\n [have_unit]\n id=Elyssa\n [/have_unit]\n\n [then]\n [message]\n speaker=Elyssa\n message= _ \"Spiders aren\u2019t insects.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Thanks for the clarification.\"\n [/message]\n [/then]\n [/if]\n [unit]\n type=Dwarvish Fighter\n side=4\n hitpoints=12\n id=Wounded Dwarf\n x=25\n y=28\n [/unit]\n [move_unit]\n id=Wounded Dwarf\n to_x=25,24,23,22,21\n to_y=28,28,29,28,29\n [/move_unit]\n\n [message]\n speaker=Wounded Dwarf\n message= _ \"Help! They\u2019re everywhere!\"\n [/message]\n\n [kill]\n id=Wounded Dwarf\n animate=yes\n [/kill]\n\n [message]\n speaker=Kaleh\n message= _ \"Nym, your timing is impeccable.\"\n [/message]\n\n [if]\n [have_unit]\n id=Elyssa\n [/have_unit]\n\n [then]\n [message]\n speaker=Elyssa\n message= _ \"That\u2019s a dwarf, but it looks like he\u2019s been beaten to a pulp.\"\n [/message]\n [/then]\n\n [else]\n [message]\n speaker=Zhul\n message= _ \"Short and hairy, he must be a dwarf. But he\u2019s been beaten to a pulp.\"\n [/message]\n [/else]\n [/if]\n\n [message]\n speaker=Kaleh\n message= _ \"I don\u2019t know what \u2018they\u2019 are, but we can\u2019t go back. Prepare yourselves for anything, everyone.\"\n [/message]\n [/event]\n\n # Event 2: Entering the large cavern\n\n #player chooses one side (trolls or dwarves) then:\n\n #assign allies\n #create troll and dwarf leaders\n #create dwarf and troll defenders, make one side attackers\n #change ally and enemy gold/income\n #capture all villages, destroy ally's tunnel villages\n #seal off exits from allies caves\n\n [event]\n name=moveto\n\n [filter]\n x=24-74\n y=20-34\n side=1\n [/filter]\n\n #create 14 dwarves and 12 trolls\n\n #dwarves:\n # 2 dwarvish steelclads, 3 dwarvish fighters, 1 dwarvish thunderguard, 2 dwarvish thunderers, 2 dwarvish guardsmen, 1 dwarvish ulfserker, 1 dwarvish steelclad (captain), and 1 dwarvish pathfinder and 1 dwarvish scout\n\n #trolls:\n # 6 troll whelps, 2 trolls, 2 troll rocklobbers, 1 shaman, 1 shaman leader\n\n # on EASY and NORMAL, reduce number of trolls and dwarves\n # if EASY:\n # Dwarves: remove 1 fighter (39,21), and 1 thunderer (35,20)\n # Trolls: remove 2 troll whelps (37,32) (34,34)\n # turn troll rocklobber into a whelp (33,32)\n\n # if NORMAL:\n # Dwarves: remove 1 fighter (39,21)\n # Trolls: remove 2 troll whelps (37,32) (34,34)\n\n #Western side\n #battling over the castle\n #1 dwarvish fighter, 1 dwarvish thunderer, 1 dwarvish guardsman\n\n#define DEFENDER SIDE TYPE X Y ROLE_STRING NAME_STRING\n [unit]\n side={SIDE}\n type={TYPE}\n name={NAME_STRING}\n x={X}\n y={Y}\n random_traits=yes\n role={ROLE_STRING}\n [/unit]\n#enddef\n\n {NAMED_UNIT 4 (Dwarvish Fighter) 30 27 first_dwarf ( _ \"Dwarf Defender\") (role=Dwarf Defender)}\n {NAMED_UNIT 4 (Dwarvish Thunderer) 30 25 second_dwarf ( _ \"Dwarf Defender\") (role=Dwarf Defender)}\n {DEFENDER 4 (Dwarvish Guardsman) 29 30 (Dwarf Defender) ( _ \"Dwarf Defender\")}\n\n #2 troll whelps\n {DEFENDER 3 (Troll Whelp) 31 30 (Troll Defender) ( _ \"Troll Defender\")}\n {DEFENDER 2 (Troll Whelp) 29 28 (Troll Defender) ( _ \"Troll Defender\")}\n\n #western reinforcements\n\n #1 dwarvish berserker, 1 dwarvish steelclad (captain), 1 dwarvish fighter, (added: 1 dwarvish scout)\n\n {DEFENDER 4 (Dwarvish Ulfserker) 30 21 (Dwarf Defender) ( _ \"Dwarf Defender\")}\n {NAMED_GENERIC_UNIT 4 (Dwarvish Steelclad) 32 20 (Dwarf Leader) ( _ \"Dwarf Leader\")}\n {DEFENDER 5 (Dwarvish Fighter) 34 22 (Dwarf Defender) ( _ \"Dwarf Defender\")}\n\n {DEFENDER 4 (Dwarvish Scout) 34 26 (Dwarf Defender) ( _ \"Dwarf Defender\")}\n\n #2 troll whelps, 1 troll rocklobber, 1 shaman (captain)\n\n {DEFENDER 2 (Troll Whelp) 29 31 (Troll Defender) ( _ \"Troll Defender\")}\n\n #unit was originally a troll\n#ifdef HARD\n {DEFENDER 2 (Troll Whelp) 34 31 (Troll Defender) ( _ \"Troll Defender\")}\n#endif\n\n#ifdef EASY\n {DEFENDER 2 (Troll Whelp) 33 32 (Troll Defender) ( _ \"Troll Defender\")}\n#else\n {DEFENDER 2 (Troll Rocklobber) 33 32 (Troll Defender) ( _ \"Troll Defender\")}\n#endif\n\n {NAMED_GENERIC_UNIT 2 (Troll Shaman) 28 33 (Troll Leader) ( _ \"Troll Leader\")}\n\n #Center\n #1 dwarvish thunderer (N village)\n\n#ifndef EASY\n {DEFENDER 5 (Dwarvish Thunderer) 35 20 (Dwarf Defender) ( _ \"Dwarf Defender\")}\n#endif\n\n #Eastern side\n #battling over the center\n\n #1 dwarvish steelclad, 1 dwarvish guardsman, 1 dwarvish thunderer\n #1 dwarvish pathfinder\n {DEFENDER 5 (Dwarvish Steelclad) 40 26 (Dwarf Defender) ( _ \"Dwarf Defender\")}\n {DEFENDER 5 (Dwarvish Guardsman) 39 24 (Dwarf Defender) ( _ \"Dwarf Defender\")}\n {DEFENDER 5 (Dwarvish Thunderer) 42 23 (Dwarf Defender) ( _ \"Dwarf Defender\")}\n {DEFENDER 5 (Dwarvish Pathfinder) 44 26 (Dwarf Defender) ( _ \"Dwarf Defender\")}\n\n #1 troll whelp, 1 troll, 1 troll rocklobber\n {DEFENDER 2 (Troll Whelp) 41 27 (Troll Defender) ( _ \"Troll Defender\")}\n {DEFENDER 3 (Troll) 42 29 (Troll Defender) ( _ \"Troll Defender\")}\n {DEFENDER 3 (Troll Rocklobber) 39 29 (Troll Defender) ( _ \"Troll Defender\")}\n\n #eastern reinforcements\n\n #1 dwarvish steelclad, 1 dwarvish fighter\n\n {DEFENDER 5 (Dwarvish Steelclad) 42 21 (Dwarf Defender) ( _ \"Dwarf Defender\")}\n\n#ifdef HARD\n {DEFENDER 5 (Dwarvish Fighter) 39 21 (Dwarf Defender) ( _ \"Dwarf Defender\")}\n#endif\n\n #2 troll whelps, 1 shaman\n\n#ifdef HARD\n {DEFENDER 3 (Troll Whelp) 37 32 (Troll Defender) ( _ \"Troll Defender\")}\n#endif\n {DEFENDER 3 (Troll Whelp) 42 32 (Troll Defender) ( _ \"Troll Defender\")}\n {DEFENDER 3 (Troll Shaman) 44 31 (Troll Defender) ( _ \"Troll Defender\")}\n\n#undef DEFENDER\n\n # wmllint: recognize Dwarf Defender\n # wmllint: recognize Troll Defender\n\n [redraw]\n [/redraw]\n\n #reveal large cave x: 25-47 y: 19-35\n [remove_shroud]\n side=1\n x=25-47\n y=19-35\n [/remove_shroud]\n\n #dwarf/troll/elf dialogue\n\n {CHECK_EXPLORER}\n [message]\n speaker=$explorer.id\n message= _ \"Whoa.\"\n [/message]\n\n # Unhide the dwarves' and trolls' sides\n [modify_side]\n side=2,3,4,5\n hidden=no\n [/modify_side]\n\n [scroll_to_unit]\n x,y=34,22\n [/scroll_to_unit]\n\n [delay]\n time=400\n [/delay]\n\n [scroll_to_unit]\n x,y=42,23\n [/scroll_to_unit]\n\n [delay]\n time=400\n [/delay]\n\n [scroll_to_unit]\n x,y=42,29\n [/scroll_to_unit]\n\n [delay]\n time=400\n [/delay]\n\n [scroll_to_unit]\n x,y=33,32\n [/scroll_to_unit]\n\n [delay]\n time=400\n [/delay]\n\n [scroll_to_unit]\n x,y=29,27\n [/scroll_to_unit]\n\n [delay]\n time=400\n [/delay]\n\n [message]\n speaker=Nym\n message= _ \"I think I preferred the spider and the ants...\"\n [/message]\n\n [message]\n speaker=Dwarf Leader\n message= _ \"Stand firm, boys, here they come!\"\n [/message]\n\n [message]\n speaker=Troll Leader\n message= _ \"You invade our tunnels, you slaughter our people, by Griknagh we will make you pay!\"\n [/message]\n\n [message]\n speaker=Dwarf Leader\n message= _ \"Tenacious savages, aren\u2019t they? But these tunnels are rich in ore, and we won\u2019t let a couple of trolls keep them from us.\"\n [/message]\n\n [message]\n speaker=Troll Leader\n message= _ \"Wait... What... Who are you?\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Uh...\"\n [/message]\n\n [message]\n speaker=Dwarf Leader\n message= _ \"What by the names of my forefathers are they?\"\n [/message]\n\n [message]\n speaker=first_dwarf\n message= _ \"Wait a minute... Vacuous eyes, pointy ears \u2014 they must be elves.\"\n [/message]\n\n [message]\n speaker=second_dwarf\n message= _ \"Elves?! What in the nine hells are elves doing down here?\"\n [/message]\n\n [message]\n speaker=Dwarf Leader\n message= _ \"Never mind that, who are you?\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"I am Kaleh, and we are the Quenoth Elves. What in Eloh\u2019s name is going on here?\"\n [/message]\n\n [message]\n speaker=Troll Leader\n message= _ \"They invade our land and kill our young. Dwarves always want more, always greedy for glittery rocks.\"\n [/message]\n\n [message]\n speaker=Dwarf Leader\n message= _ \"Those monsters killed me boys. Kaleh, if you be of stout heart, help us drive these lummoxes from our tunnels.\"\n [/message]\n\n [message]\n speaker=Troll Leader\n message= _ \"No, this is our home. Help us, little ones, and we will help you.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"There\u2019s too many of them for us to try to take them both on, and besides with all these branching tunnels we\u2019ll have no idea which way to go. I think we should take them up on their offer; ally ourselves with one of the factions so we can get their help in finding a way back to the surface.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"But even if we do, what about all of our people? How can we safely escort them through this war zone?\"\n image=portraits/nym_moody.png\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"We won\u2019t. If we keep the majority of our people hidden back up the passage we should be able to protect them, at least for a little while. In the meantime, we\u2019ll go ahead and try to sort out this mess. I think you\u2019re right Zhul, if we\u2019re lucky we may just be able to negotiate a safe passage out of here.\"\n [/message]\n\n #choose side to ally with\n\n #set ally variable (1=dwarf 2=troll) and change elvish allegiance\n\n [message]\n speaker=$explorer.id\n message= _ \"But they both look evenly matched. Who should we ally with?\"\n\n [option]\n label= _ \"Let\u2019s aid the dwarves.\"\n\n [command]\n [set_variable]\n name=ally_race\n value=\"dwarf\"\n [/set_variable]\n\n [modify_side]\n side=1\n team_name=dwarves\n user_team_name= _ \"team_name^Dwarves\"\n [/modify_side]\n\n [message]\n speaker=Troll Leader\n message= _ \"Bah! Your kind all the same. Everyone turns on trolls. But you\u2019ll see, Griknagh will smash you all.\"\n [/message]\n [/command]\n [/option]\n\n [option]\n label= _ \"Let\u2019s aid the trolls.\"\n\n [command]\n [set_variable]\n name=ally_race\n value=\"troll\"\n [/set_variable]\n\n [modify_side]\n side=1\n team_name=trolls\n user_team_name= _ \"team_name^Trolls\"\n [/modify_side]\n\n [message]\n speaker=Dwarf Leader\n message= _ \"I knew elves couldn\u2019t be trusted. Foolish boy, you will regret your betrayal. Taste dwarven steel!\"\n [/message]\n [/command]\n [/option]\n [/message]\n\n # change music playing\n\n [music]\n name=battle.ogg\n immediate=yes\n [/music]\n\n [message]\n speaker=$explorer.id\n message= _ \"There seems to be an abandoned dwarvish fortress right in front of us. If we can fight our way to the keep, we should be able to start rallying our warriors to help in the battle.\"\n [/message]\n {CLEAR_VARIABLE explorer}\n\n #add enemy units in tunnels who will arrive in main cavern at turn 2\n\n [if]\n [variable]\n name=ally_race\n equals=\"dwarf\"\n [/variable]\n\n [then]\n # EASY: add 3 troll whelps, MED: add 3 trolls HARD: add 4 trolls\n # (on easier difficulties, remove trolls closest to elves)\n\n#ifdef HARD\n {NAMED_GENERIC_UNIT 2 (Troll Whelp) 25 36 () ( _ \"Troll Skirmisher\")}\n#endif\n {NAMED_GENERIC_UNIT 3 (Troll Whelp) 33 38 () ( _ \"Troll Skirmisher\")}\n {NAMED_GENERIC_UNIT 3 (Troll Whelp) 42 35 () ( _ \"Troll Skirmisher\")}\n\n {NAMED_GENERIC_UNIT 3 (Troll Whelp) 46 35 () ( _ \"Troll Skirmisher\")}\n [/then]\n\n [else]\n # add 3-4 dwarf enemies\n # if EASY difficulty, then remove Dwarvish Thunderer\n\n # (was a dwarvish steelclad)\n {NAMED_GENERIC_UNIT 4 (Dwarvish Fighter) 26 18 () ( _ \"Dwarf Skirmisher\")}\n\n {NAMED_GENERIC_UNIT 4 (Dwarvish Pathfinder) 28 18 () ( _ \"Dwarf Skirmisher\")}\n\n {NAMED_GENERIC_UNIT 5 (Dwarvish Berserker) 38 18 () ( _ \"Dwarf Skirmisher\")}\n\n#ifndef EASY\n {NAMED_GENERIC_UNIT 5 (Dwarvish Thunderguard) 44 19 (Dwarf Thunderer) ( _ \"Dwarf Thunderer\")}\n#endif\n\n {NAMED_GENERIC_UNIT 5 (Dwarvish Scout) 43 18 () ( _ \"Dwarf Skirmisher\")}\n [/else]\n [/if]\n\n #increase recruitment options for enemies\n #set gold/income for allies and enemies\n\n # I think the trolls are slightly more powerful than the dwarves\n # So I'm giving trolls 2 less income than dwarves\n\n [if]\n [variable]\n name=ally_race\n equals=dwarf\n [/variable]\n\n [then]\n #ally with dwarves\n\n [allow_recruit]\n type=Troll Shaman\n side=2,3\n [/allow_recruit]\n\n #allies\n [modify_side]\n [filter_side]\n side=4,5\n [/filter_side]\n {INCOME -2 -3 -4}\n {GOLD 50 40 30}\n [/modify_side]\n\n #enemies\n [modify_side]\n [filter_side]\n side=2,3\n [/filter_side]\n {INCOME 8 12 16}\n {GOLD 100 150 200}\n [/modify_side]\n\n [modify_unit]\n [filter]\n role=Troll Defender\n [/filter]\n name= _ \"Troll Skirmisher\"\n [/modify_unit]\n\n # destroy dwarvish villages in tunnels and add troll villages\n [terrain]\n x=28,35\n y=19,14\n terrain=Uu\n [/terrain]\n\n [terrain]\n x=36,43\n y=17,18\n terrain=Xu\n [/terrain]\n\n [terrain]\n x=25,34,47,37\n y=36,37,36,47\n terrain=Uu^Vu\n [/terrain]\n [/then]\n\n [else]\n #ally with trolls\n\n #ulfserkers are too deadly, especially for elves with no defense\n\n [allow_recruit]\n type=Dwarvish Pathfinder\n side=4,5\n [/allow_recruit]\n\n #allies\n [modify_side]\n [filter_side]\n side=2,3\n [/filter_side]\n {INCOME -2 -3 -4}\n {GOLD 50 40 30}\n [/modify_side]\n\n #enemies\n [modify_side]\n [filter_side]\n side=4,5\n [/filter_side]\n {INCOME 9 13 17}\n {GOLD 100 150 200}\n [/modify_side]\n\n [modify_unit]\n [filter]\n role=Dwarf Defender\n [/filter]\n name= _ \"Dwarf Skirmisher\"\n [/modify_unit]\n [/else]\n [/if]\n\n #create 2 dwarf leaders (26,12) (45,13)\n [unit]\n type=Dwarvish Explorer\n id=Fundin\n name= _ \"Fundin\"\n canrecruit=yes\n x=26\n y=12\n side=4\n [modifications]\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [unit]\n type=Dwarvish Explorer\n id=Nori\n name= _ \"Nori\"\n canrecruit=yes\n x=45\n y=13\n side=5\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n #create 2 troll leaders (26,40) (46,42)\n [unit]\n type=Troll Warrior\n id=Thungar\n name= _ \"Thungar\"\n canrecruit=yes\n x=26\n y=40\n side=2\n [modifications]\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [unit]\n type=Troll Warrior\n id=Gnarl\n name= _ \"Gnarl\"\n canrecruit=yes\n x=46\n y=42\n side=3\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n # capture villages for each troll/dwarf leader\n\n # troll 1 (side2)\n\n # in troll cave and western tunnels\n [capture_village]\n x,y=22-35,36-43\n side=2\n [/capture_village]\n\n # in main cavern\n [capture_village]\n x,y=36,32\n side=2\n [/capture_village]\n\n # troll 2 (side3)\n\n # in troll cave and eastern tunnels\n [capture_village]\n x,y=37-50,36-47\n side=3\n [/capture_village]\n\n # in main cavern\n [capture_village]\n x,y=31,30\n side=3\n [/capture_village]\n\n [capture_village]\n x,y=26,28\n side=3\n # This village is closest to the cavern entrance and could be captured by the player as the event is triggered\n [not]\n owner_side=1\n [/not]\n [/capture_village]\n\n # dwarf 1 (side4)\n\n # in dwarf cave and western tunnels\n [capture_village]\n x,y=24-35,8-19\n side=4\n [/capture_village]\n\n # in main cavern\n [capture_village]\n x,y=28,24\n side=4\n [/capture_village]\n\n [capture_village]\n x,y=35,27\n side=4\n [/capture_village]\n\n [capture_village]\n x,y=35,27\n side=4\n [/capture_village]\n\n # dwarf 2 (side5)\n\n # in dwarf cave and eastern tunnels\n [capture_village]\n x,y=36-51,10-18\n side=5\n [/capture_village]\n\n # in main cavern\n [capture_village]\n x,y=40,26\n side=5\n [/capture_village]\n\n [show_objectives]\n [/show_objectives]\n\n [fire_event]\n name=queue_battle_events\n [/fire_event]\n [/event]\n\n # Event 3: Enemy counter-attack (Battle Turn 3)\n\n # if fighting dwarves: (3,4,5)\n # run 2 dwarvish thunderguards down to western threatre,\n # and 1 down to eastern bottleneck\n\n # if fighting trolls: (3,4,5)\n # run 2 troll shamans up to western threatre, and 1 up to eastern\n # bottleneck (reduced to 1 on each side)\n\n [event]\n name=enemy_attack\n\n [if]\n [variable]\n name=ally_race\n equals=dwarf\n [/variable]\n\n [then]\n #if allied with dwarves\n\n #west side\n\n [move_unit_fake]\n type=Troll Shaman\n side=2\n x=27,27,28\n y=39,33,32\n [/move_unit_fake]\n\n {NAMED_GENERIC_UNIT 2 (Troll Shaman) 28 32 (Troll Flamecaster) ( _ \"Troll Flamecaster\")}\n\n#ifdef HARD\n\n [move_unit_fake]\n type=Troll Shaman\n side=2\n x=33,33,32\n y=39,33,32\n [/move_unit_fake]\n\n {NAMED_GENERIC_UNIT 2 (Troll Shaman) 32 32 () ( _ \"Troll Flamecaster\")}\n#endif\n\n #east side\n\n [move_unit_fake]\n type=Troll Shaman\n side=3\n x=38,42,42,41\n y=37,35,29,29\n [/move_unit_fake]\n\n {NAMED_GENERIC_UNIT 3 (Troll Shaman) 41 29 () ( _ \"Troll Flamecaster\")}\n\n#ifndef EASY\n\n [move_unit_fake]\n type=Troll Shaman\n side=3\n x=45,45\n y=40,30\n [/move_unit_fake]\n\n {NAMED_GENERIC_UNIT 3 (Troll Shaman) 45 30 () ( _ \"Troll Flamecaster\")}\n#endif\n\n [message]\n speaker=Troll Flamecaster\n message= _ \"Burn, burn and die!\"\n [/message]\n\n [color_adjust]\n red,green,blue=255,0,0\n [/color_adjust]\n\n [redraw]\n [/redraw]\n\n [sound]\n name=fire.wav\n [/sound]\n\n [delay]\n time=100\n [/delay]\n\n [color_adjust]\n red,green,blue=0,0,0\n [/color_adjust]\n\n [redraw]\n [/redraw]\n\n [message]\n speaker=Dwarf Leader\n message= _ \"Dive for cover!\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Those new troll shamans are decimating the dwarves with blasts of fire! This doesn\u2019t look good.\"\n [/message]\n\n [store_unit]\n [filter]\n role=\"Dwarf Defender\"\n x=24-46\n y=19-35\n [/filter]\n variable=victims\n kill=no\n [/store_unit]\n\n #if easy kill 50%\n #if medium kill 60%\n #if hard kill 80%\n\n {VARIABLE deaths $victims.length}\n {VARIABLE_OP deaths multiply {ON_DIFFICULTY 0.6 0.7 0.8}}\n {VARIABLE_OP deaths round 0}\n\n #{DEBUG_MSG \"Killing $deaths defenders out of $victims.length\"}\n\n {VARIABLE i 1}\n {REPEAT $deaths (\n {RANDOM \"1..$victims.length\"}\n {VARIABLE_OP random sub 1}\n\n {VARIABLE casualty $victims[$random].id}\n\n #have some dwarves scream as they die\n [switch]\n variable=i\n\n [case]\n value=1\n\n [message]\n id=$casualty\n message= _ \"Aauughh!\"\n [/message]\n [/case]\n\n [case]\n value=2\n\n [message]\n id=$casualty\n message= _ \"No...!\"\n [/message]\n [/case]\n\n [case]\n value=3\n\n [message]\n id=$casualty\n message= _ \"Help me!!\"\n [/message]\n [/case]\n [/switch]\n\n [kill]\n id=$casualty\n animate=yes\n fire_event=no\n [/kill]\n\n {VARIABLE_OP i add 1}\n\n # Update the victims array\n [store_unit]\n [filter]\n find_in=victims\n [not]\n id=$casualty\n [/not]\n [/filter]\n\n variable=victims\n kill=no\n [/store_unit]\n )}\n\n [message]\n speaker=Dwarf Leader\n message= _ \"More accursed troll magic. Fall back!\"\n [/message]\n\n [message]\n speaker=Dwarf Leader\n # wmllint: local spelling hurtin'\n message= _ \"I need to go back and rally more reinforcements. We\u2019re hurtin\u2019, Kaleh, I\u2019ll need your men to cover for us. Do your best, boy, and may your ancestors watch over you.\"\n [/message]\n\n [kill]\n id=Dwarf Leader\n animate=no\n [/kill]\n [/then]\n\n [else]\n #if allied with trolls\n\n #west side\n [move_unit_fake]\n type=Dwarvish Thunderguard\n side=4\n x=26,27,28,29,30,30,30,30\n y=18,19,19,19,19,20,21,22\n [/move_unit_fake]\n\n {NAMED_GENERIC_UNIT 4 (Dwarvish Thunderguard) 30 22 (Dwarf Grenadier) ( _ \"Dwarf Grenadier\")}\n\n [move_unit_fake]\n type=Dwarvish Thunderguard\n side=4\n x=26,27,28,29,30,30,31,32,32\n y=18,19,19,19,19,20,21,21,22\n [/move_unit_fake]\n\n {NAMED_GENERIC_UNIT 4 (Dwarvish Thunderguard) 32 22 () ( _ \"Dwarf Grenadier\")}\n\n#ifdef HARD\n\n [move_unit_fake]\n type=Dwarvish Thunderguard\n side=4\n x=26,27,28,29,30,30,31,32,33,34\n y=18,19,19,19,19,20,21,21,22,22\n [/move_unit_fake]\n\n {NAMED_GENERIC_UNIT 4 (Dwarvish Thunderguard) 34 22 () ( _ \"Dwarf Grenadier\")}\n#endif\n\n #east side\n\n [move_unit_fake]\n type=Dwarvish Thunderguard\n side=5\n x=45,44,44,43,42,41,41,40\n y=18,18,19,20,20,21,22,22\n [/move_unit_fake]\n\n {NAMED_GENERIC_UNIT 5 (Dwarvish Thunderguard) 40 22 () ( _ \"Dwarf Grenadier\")}\n\n#ifndef EASY\n\n [move_unit_fake]\n type=Dwarvish Thunderguard\n side=5\n x=45,44,44,43,43,42,42\n y=18,18,19,20,21,21,22\n [/move_unit_fake]\n\n {NAMED_GENERIC_UNIT 5 (Dwarvish Thunderguard) 42 22 () ( _ \"Dwarf Grenadier\")}\n#endif\n\n [message]\n speaker=Dwarf Grenadier\n message= _ \"Let\u2019s blast those monsters back to the pits they spawned from! Fire in the hole!\"\n [/message]\n\n [color_adjust]\n red,green,blue=255,0,0\n [/color_adjust]\n\n [redraw]\n [/redraw]\n\n [sound]\n name=thunderstick.ogg\n [/sound]\n\n [delay]\n time=100\n [/delay]\n\n [color_adjust]\n red,green,blue=0,0,0\n [/color_adjust]\n\n [redraw]\n [/redraw]\n\n [message]\n speaker=Troll Leader\n message= _ \"More dwarven trickery! Fall back!\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Those new dwarves are lobbing explosives at the trolls with devastating effect! I don\u2019t think the trolls can take this much longer.\"\n [/message]\n\n [store_unit]\n [filter]\n role=\"Troll Defender\"\n x=24-46\n y=19-35\n [/filter]\n variable=victims\n kill=no\n [/store_unit]\n\n #if easy kill 50%\n #if medium kill 60%\n #if hard kill 75%\n\n {VARIABLE deaths $victims.length}\n {VARIABLE_OP deaths multiply {ON_DIFFICULTY 0.5 0.6 0.75}}\n {VARIABLE_OP deaths round 0}\n\n #{DEBUG_MSG \"Killing $deaths defenders out of $victims.length\"}\n\n {VARIABLE i 1}\n {REPEAT $deaths (\n {RANDOM \"1..$victims.length\"}\n {VARIABLE_OP random sub 1}\n\n {VARIABLE casualty $victims[$random].id}\n\n #have some trolls scream as they die\n [switch]\n variable=i\n\n [case]\n value=1\n\n [message]\n id=$casualty\n message= _ \"Aaughh!\"\n [/message]\n [/case]\n\n [case]\n value=2\n\n [message]\n id=$casualty\n message= _ \"No...!\"\n [/message]\n [/case]\n\n [case]\n value=3\n\n [message]\n id=$casualty\n message= _ \"Gaaghh!\" # wmllint: no spellcheck\n [/message]\n [/case]\n [/switch]\n\n [kill]\n id=$casualty\n animate=yes\n fire_event=no\n [/kill]\n\n {VARIABLE_OP i add 1}\n\n # Update the victims array\n [store_unit]\n [filter]\n find_in=victims\n [not]\n id=$casualty\n [/not]\n [/filter]\n\n variable=victims\n kill=no\n [/store_unit]\n )}\n\n [message]\n speaker=Troll Leader\n message= _ \"I must go back and find more trolls to fight. You must hold them back, Kaleh. Be strong like rock. Griknagh will be with you.\"\n [/message]\n\n [kill]\n id=Troll Leader\n animate=no\n [/kill]\n [/else]\n [/if]\n\n {CLEAR_VARIABLE casualty,deaths,victims,i}\n [/event]\n\n # Event 4: Ally reinforcements\n # message: ally leader sent us to help you\n\n#define ALLY_REINFORCEMENTS\n\n [if]\n [variable]\n name=ally_race\n equals=\"troll\"\n [/variable]\n\n [then]\n # Troll\n # Easy: 3 whelps 1 troll shaman, 1 rock lobber\n # Medium: 3 whelps 1 troll shaman, 1 rock lobber\n # Hard: 2 whelps 1 troll shaman, 1 rock lobber\n\n [unit]\n type=Troll Shaman\n id=\"Thu'lok\"\n name= _ \"Thu\u2019lok\"\n x=34\n y=32\n side=1\n unrenamable=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n role=ally\n [/unit]\n\n [unit]\n type=Troll Whelp\n id=Harpo\n name= _ \"Harpo\"\n x=33\n y=33\n side=1\n unrenamable=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_STRONG}\n [/modifications]\n role=ally\n [/unit]\n\n [unit]\n type=Troll Whelp\n id=Groucho\n name= _ \"Groucho\"\n x=34\n y=33\n side=1\n unrenamable=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_INTELLIGENT}\n [/modifications]\n role=ally\n [/unit]\n\n#ifndef HARD\n [unit]\n type=Troll Whelp\n name= _ \"Chico\"\n id=Chico\n x=35\n y=33\n side=1\n unrenamable=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n role=ally\n [/unit]\n#endif\n\n [unit]\n type=Troll Rocklobber\n name= _ \"Groo\"\n id=Groo\n x=33\n y=34\n side=1\n unrenamable=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_QUICK}\n [/modifications]\n role=ally\n [/unit]\n\n [message]\n speaker=\"Thu'lok\"\n message= _ \"Our leader sent us to help you. We fight for you until all the dwarves are dead. We will avenge the deaths of our people!\"\n [/message]\n\n #dwarf cairns\n [event]\n name=moveto\n [filter]\n x=30,38,42\n y=20,20,21\n side=1\n [/filter]\n\n [message]\n role=ally\n message= _ \"The dwarves use stone cairns to mark their territory. What a waste of good throwing stones.\"\n [/message]\n\n [allow_undo]\n [/allow_undo]\n [/event]\n [/then]\n\n [else]\n # Dwarves\n # Easy: 2 dwarvish fighters, 1 thunderer, 1 berserker,\n # 1 dwarvish scout\n # Medium: 2 dwarvish fighters, 1 thunderer, 1 berserker,\n # 1 dwarvish scout\n # Hard: 1 dwarvish fighter, 1 thunderer, 1 berserker,\n # 1 dwarvish scout\n\n [unit]\n type=Dwarvish Fighter\n id=Dwalim\n name= _ \"Dwalim\"\n x=36\n y=21\n side=1\n unrenamable=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_STRONG}\n [/modifications]\n role=ally\n placement=map\n passable=yes\n [/unit]\n\n [unit]\n type=Dwarvish Pathfinder\n id=Moin\n name= _ \"Moin\"\n x=35\n y=21\n side=1\n unrenamable=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_QUICK}\n [/modifications]\n role=ally\n placement=map\n passable=yes\n [/unit]\n\n [unit]\n type=Dwarvish Thunderer\n id=Nordi\n name= _ \"Nordi\"\n x=37\n y=21\n side=1\n unrenamable=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_INTELLIGENT}\n [/modifications]\n role=ally\n placement=map\n passable=yes\n [/unit]\n\n [unit]\n type=Dwarvish Berserker\n id=Byorn\n name= _ \"Byorn\"\n x=38\n y=20\n side=1\n unrenamable=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n role=ally\n placement=map\n passable=yes\n [/unit]\n\n#ifndef HARD\n\n [unit]\n type=Dwarvish Fighter\n id=Runin\n name= _ \"Runin\"\n x=35\n y=20\n side=1\n unrenamable=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_QUICK}\n [/modifications]\n role=ally\n placement=map\n passable=yes\n [/unit]\n#endif\n\n [message]\n speaker=Dwalim\n message= _ \"Looks like we came just in time. Our chief told us we\u2019re to fight with you until all the trolls are dead. Tell us where to go \u2014 I want to kill me some troll!\"\n [/message]\n\n #troll totems\n [event]\n name=moveto\n\n [filter]\n x=27,35,43\n y=33,34,33\n side=1\n [/filter]\n\n [message]\n role=ally\n message= _ \"The trolls display the skulls of their enemies as a way of marking their territory. How barbaric.\"\n [/message]\n\n [allow_undo]\n [/allow_undo]\n [/event]\n [/else]\n [/if]\n\n#enddef\n\n # Event 29: Return of the Assassin/Cloaked Figure (same guy, two names)\n\n # Find the location of Kaleh and then find an adjacent\n # hex the cloaked figure can pop up in. (any hex that is not impassable)\n\n [event]\n name=call_assassin\n\n first_time_only=yes\n [store_locations]\n [filter]\n id=Kaleh\n [/filter]\n\n variable=dark_assassin_location\n [/store_locations]\n\n {VARIABLE assassin_triggered yes}\n\n [unit]\n type=Dark Assassin Cloaked\n id=Cloaked Figure\n name= _ \"Cloaked Figure\"\n side=7\n x,y=$dark_assassin_location.x,$dark_assassin_location.y\n placement=map\n passable=yes\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n {STORE_UNIT_VAR (id=\"Cloaked Figure\") max_hitpoints temp}\n {VARIABLE_OP temp sub 8}\n {MODIFY_UNIT (id=\"Cloaked Figure\") max_hitpoints $temp}\n {MODIFY_UNIT (id=\"Cloaked Figure\") hitpoints $temp}\n {CLEAR_VARIABLE temp}\n\n [micro_ai]\n side=7\n ai_type=assassin\n action=add\n\n [filter]\n id=Cloaked Figure\n [/filter]\n [filter_second]\n id=Kaleh\n [/filter_second]\n [/micro_ai]\n\n [message]\n speaker=Cloaked Figure\n image=portraits/cloaked.png\n message= _ \"Did you think you had escaped me, Kaleh? I am your shadow, I will always be there until you pay for what you have done.\"\n [/message]\n\n [message]\n speaker=Cloaked Figure\n image=portraits/cloaked.png\n message= _ \"You want to flee, don\u2019t you? But you cannot. They couldn\u2019t escape her either. Even death could not save them. She will devour us all. But first I shall have my revenge. Do the dance of death for me, Kaleh! Dance! Dance!\"\n [/message]\n {CLEAR_VARIABLE dark_assassin_location}\n [/event]\n\n [event]\n name=queue_battle_events\n\n [event]\n name=\"turn $($turn_number+3)\"\n delayed_variable_substitution=no\n\n [fire_event]\n name=enemy_attack\n [/fire_event]\n [/event]\n\n [event]\n name=\"turn $($turn_number+6)\"\n delayed_variable_substitution=no\n {ALLY_REINFORCEMENTS}\n [/event]\n\n [set_variable]\n name=assassin_turn\n rand=13..18\n [/set_variable]\n [event]\n name=\"turn $($turn_number|+$assassin_turn|)\"\n delayed_variable_substitution=no\n [fire_event]\n name=call_assassin\n [/fire_event]\n [/event]\n {CLEAR_VARIABLE assassin_turn}\n [/event]\n\n # Event 5: Sighted dwarf/troll leader events\n\n [event]\n name=sighted\n first_time_only=no\n [filter]\n side=2,3,4,5\n canrecruit=yes\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n [filter_condition]\n [not]\n [have_unit]\n id=$unit.id\n find_in=leaders_who_spoke\n [/have_unit]\n [/not]\n [/filter_condition]\n\n [switch]\n variable=ally_race\n\n [case]\n value=dwarf\n\n [switch]\n variable=unit.id\n\n [case]\n value=Thungar\n\n [message]\n speaker=unit\n message= _ \"Nasty dwarves and stinkin\u2019 elves, we will smash you all!\"\n [/message]\n [/case]\n [case]\n value=Gnarl\n\n [message]\n speaker=unit\n message= _ \"Kill the elves! We must stop them here. This is our land, crush the intruders!\"\n [/message]\n [/case]\n [else]\n [message]\n speaker=unit\n message= _ \"What are you doing back here? The trolls hide in the southern tunnels, not this way.\"\n [/message]\n [/else]\n [/switch]\n [/case]\n [case]\n value=troll\n\n [switch]\n variable=unit.id\n\n [case]\n value=Fundin\n\n [message]\n speaker=unit\n message= _ \"Treacherous elves, how can you fight with such horrid creatures as trolls? I will cleave all in two with my axe!\"\n [/message]\n [/case]\n [case]\n value=Nori\n\n [message]\n speaker=unit\n message= _ \"If you think you can take these caves from us, then you are fools. We are masters of fighting underground and we will die to defend our home. Fight on, my brothers!\"\n [/message]\n [/case]\n [else]\n [message]\n speaker=unit\n message= _ \"What you doing back here? Nasty dwarves are to the north, no dwarves this way. Go back and fight bravely.\"\n [/message]\n [/else]\n [/switch]\n [/case]\n [/switch]\n\n [set_variables]\n name=leaders_who_spoke\n mode=append\n\n [value]\n id=$unit.id\n [/value]\n [/set_variables]\n [/event]\n\n # Event 6: death events for each leader\n\n #for each death check to see if other leader is dead, if so\n #also send in dwarf/troll messenger with victory congratulations\n\n [event]\n name=last breath\n\n [filter]\n id=Fundin\n [/filter]\n\n [message]\n speaker=Fundin\n message= _ \"The rest is silence...\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n\n [filter]\n id=Nori\n [/filter]\n\n [message]\n speaker=Nori\n message= _ \"I go to my ancestors...\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n\n [filter]\n id=Thungar\n [/filter]\n\n [message]\n speaker=Thungar\n message= _ \"Arrghh!!\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n\n [filter]\n id=Gnarl\n [/filter]\n\n [message]\n speaker=Gnarl\n message= _ \"I will be avenged...\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n canrecruit=yes\n [filter_side]\n [allied_with]\n side=1\n [/allied_with]\n [/filter_side]\n [not]\n side=1\n [/not]\n [/filter]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n\n [event]\n name=die\n first_time_only=no\n [filter]\n canrecruit=yes\n [/filter]\n [filter_condition]\n [have_unit]\n canrecruit=yes\n [filter_side]\n [enemy_of]\n side=1\n [/enemy_of]\n [/filter_side]\n [not]\n id=$unit.id\n [/not]\n\n count=0\n [/have_unit]\n [/filter_condition]\n\n [kill]\n id=$unit.id\n fire_event=no\n animate=no\n [/kill]\n\n [if]\n [variable]\n name=assassin_triggered\n equals=yes\n [/variable]\n [else]\n [fire_event]\n name=call_assassin\n [/fire_event]\n [/else]\n [/if]\n\n {CLEAR_VARIABLE assassin_triggered}\n\n [switch]\n variable=ally_race\n\n [case]\n value=\"troll\"\n\n [fire_event]\n name=troll_victory_test\n [/fire_event]\n [/case]\n [case]\n value=\"dwarf\"\n\n [fire_event]\n name=dwarf_victory_test\n [/fire_event]\n [/case]\n [/switch]\n [/event]\n\n [event]\n name=troll_victory_test\n\n [terrain]\n x=22,21,20,19,19,18,17\n y=14,14,14,15,16,16,17\n terrain=Uu\n [/terrain]\n\n {NAMED_NOTRAIT_UNIT 2 (Troll Shaman) 20 14 (Zurg) ( _ \"Zurg\")}\n\n [remove_shroud]\n x=19-23\n y=12-16\n side=1\n [/remove_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [delay]\n time=200\n [/delay]\n\n [message]\n speaker=Zurg\n message= _ \"Congratulations! Some of trolls didn\u2019t think you strong enough to beat dwarves.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Where did you come from?\"\n [/message]\n\n [message]\n speaker=Zurg\n message= _ \"There many secret tunnels that you sun dwellers not know of. Only troll know. We smarter than you think. Zurg would have killed dwarves himself, but he was just sent back from where real fighting is.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"The real fighting? I thought that was what we were waist-deep in?\"\n [/message]\n\n [message]\n speaker=Zurg\n # wmllint: local spelling tricksy\n message= _ \"While you fighting, another clan of dwarves sneak around and flank us. They tricksy like that. We must leave you and run back to defend women and little trolls. Dwarves never give up, many trolls die today, very hard fighting. But dwarves make mistake, you stronger than dwarf or troll thought. You trolls\u2019 secret weapon.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"How do you mean?\"\n [/message]\n\n [message]\n speaker=Zurg\n message= _ \"Right before battle, we find secret passage just to the north leading straight to big dwarf stronghold. Hiding in stronghold is big important dwarf, directing the battle. Dwarves always think they best fighters around so they leave only a few dwarves guarding their stronghold. If you elves can break through dwarf defenses and kill dwarf chieftain, then it will do much damage to dwarves, make them afraid and confused, easy prey for trolls. You do this and we can drive them back. Then troll leader can help show you how to return to surface. You come with Zurg, he show you way to secret passage.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Their knowledge of these tunnels is uncanny. I could have sworn a minute ago that that wall was solid rock.\"\n [/message]\n\n [if]\n [have_unit]\n id=Cloaked Figure\n [/have_unit]\n\n [then]\n [message]\n speaker=Kaleh\n message= _ \"Wait a moment, Zurg, we must deal with this mysterious cloaked figure before we can follow you.\"\n [/message]\n\n [show_objectives]\n [/show_objectives]\n [/then]\n\n [else]\n [message]\n speaker=Kaleh\n message= _ \"It sounds like our work is not yet done. Very well, gather yourselves together, we must follow Zurg.\"\n [/message]\n\n [endlevel]\n result=victory\n next_scenario=06b_In_the_Domain_of_the_Dwarves\n bonus=yes\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/else]\n [/if]\n [/event]\n\n [event]\n name=dwarf_victory_test\n\n [terrain]\n x=24,23,22,21,20,19,18\n y=44,45,45,46,46,46,45\n terrain=Uu\n [/terrain]\n\n [delay]\n time=200\n [/delay]\n\n {NAMED_NOTRAIT_UNIT 5 (Dwarvish Pathfinder) 21 46 (Grimnir) ( _ \"Grimnir\")}\n\n [remove_shroud]\n x=20-26\n y=43-46\n side=1\n [/remove_shroud]\n\n [redraw]\n side=1\n [/redraw]\n\n [message]\n speaker=Grimnir\n message= _ \"Congratulations, some of me boys didn\u2019t think you could beat the trolls.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Where did you come from?\"\n [/message]\n\n [message]\n speaker=Grimnir\n message= _ \"Don\u2019t think you know all the tunnels and passages that twist through these caves, elf. I would have killed him myself, but I was just sent back from the main front of the battle.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"The front? I thought this was the front.\"\n [/message]\n\n [message]\n speaker=Grimnir\n message= _ \"While you were fighting, a separate clan of trolls sneaked around our sentries and flanked us, attacking our supply depots. There are more of those stinking buggers than we had originally thought. To tell you the truth, we are hard pressed. We\u2019re going to have to pull back all our forces in these caves to reinforce the back lines. But your victory here has produced a unexpected opportunity.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"It has?\"\n [/message]\n\n [message]\n speaker=Grimnir\n message= _ \"Right before the trolls overran this area of the mines, our scouts had found an old tunnel south of here that leads almost straight to the main lair of this tribe of trolls. We believe that protected in the lair is one of their main leaders who is directing the battle. We were going to try to sneak in and lead a surprise attack, but frankly we didn\u2019t have enough dwarves to spare. If by using this passage you can sneak past their front lines and kill him, then it will throw the trolls into disarray and relieve the pressure on our front lines. If you do this our king has promised to help you return your people to the sunlit lands. When you\u2019re ready I\u2019ll show you the way. It\u2019s not far.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Their knowledge of these tunnels is uncanny. I could have sworn a minute ago that that wall was solid rock.\"\n [/message]\n\n [if]\n [have_unit]\n id=Cloaked Figure\n [/have_unit]\n\n [then]\n [message]\n speaker=Kaleh\n message= _ \"Wait a moment, Grimnir, we must deal with this mysterious cloaked figure before we can follow you.\"\n [/message]\n\n [show_objectives]\n [/show_objectives]\n [/then]\n\n [else]\n [message]\n speaker=Kaleh\n message= _ \"It sounds like our work is not yet done. Very well, gather yourselves together, we must follow Grimnir.\"\n [/message]\n\n [endlevel]\n result=victory\n next_scenario=06a_In_the_Tunnels_of_the_Trolls\n bonus=yes\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/else]\n [/if]\n [/event]\n\n # When cloaked figure dies and if player has already killed both enemy\n # leaders, then go to victory\n\n [event]\n name=die\n\n [filter]\n id=Cloaked Figure\n [/filter]\n\n [kill]\n id=Cloaked Figure\n animate=no\n fire_event=no\n [/kill]\n\n [micro_ai]\n side=7\n ai_type=assassin\n action=delete\n [/micro_ai]\n\n [message]\n speaker=Kaleh\n message= _ \"Where did he go? How does he disappear like that? And what in Uria\u2019s name was he ranting about? Whoever that is is starting to make me get edgy.\"\n [/message]\n\n # if cloaked figure was delaying victory event from firing\n\n [if]\n [have_unit]\n race=dwarf\n canrecruit=yes\n count=0\n [/have_unit]\n\n [then]\n [message]\n speaker=Kaleh\n message= _ \"The cloaked figure is gone. Still, our work is not yet done. Gather yourselves together; we must follow Zurg.\"\n [/message]\n\n [endlevel]\n result=victory\n next_scenario=06b_In_the_Domain_of_the_Dwarves\n bonus=yes\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/then]\n [/if]\n\n [if]\n [have_unit]\n race=troll\n canrecruit=yes\n count=0\n [/have_unit]\n\n [then]\n [message]\n speaker=Kaleh\n message= _ \"The cloaked figure is gone. Still, our work is not yet done. Gather yourselves together; we must follow Grimnir.\"\n [/message]\n\n [endlevel]\n result=victory\n next_scenario=06a_In_the_Tunnels_of_the_Trolls\n bonus=yes\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/then]\n [/if]\n [/event]\n\n #at victory, clear variables:\n [event]\n name=victory\n\n {CLEAR_VARIABLE leaders_who_spoke}\n [/event]\n\n # if player runs out of time, display time over message\n [event]\n name=time over\n\n [message]\n speaker=Kaleh\n message= _ \"Oh no, we took too long and enemy reinforcements have arrived. We\u2019ll surely be overwhelmed now!\"\n [/message]\n [/event]\n\n {UTBS_INCLUDE utils/deaths.cfg}\n[/scenario]\n"} {"text": "#textdomain wesnoth-utbs\n\n#define UNDEAD_TROLL_DESCRIPTION\n _ \"These undead trolls fight again in death as they did in life, except this time they smell much worse.\"\n#enddef\n\n[scenario]\n id=06a_In_the_Tunnels_of_the_Trolls\n name= _ \"In the Tunnels of the Trolls\"\n\n {UTBS_MAP 06a_In_the_Tunnels_of_the_Trolls.map}\n\n {STORY_IN_THE_TUNNELS_OF_THE_TROLLS}\n\n {SCENARIO_MUSIC \"the_deep_path.ogg\"}\n\n next_scenario=07a_Dealing_with_Dwarves\n {TURNS 60 58 56}\n victory_when_enemies_defeated=no\n\n {UNDERGROUND}\n\n #Elf player\n\n [side]\n side=1\n #this is the default\n color=red\n id=Kaleh\n type=Quenoth Youth\n canrecruit=yes\n {GOLD 235 190 135}\n {INCOME 6 3 0}\n controller=human\n shroud=yes\n fog=no\n team_name=dwarf_ally\n user_team_name= _ \"team_name^Quenoth Elves\"\n {FLAG_VARIANT long}\n [/side]\n\n #Side=2 dwarf 1 (dwarf allies)\n [side]\n side=2\n color=orange\n no_leader=yes\n gold=0\n income=0\n controller=ai\n shroud=no\n fog=no\n team_name=dwarf_ally\n user_team_name=_\"Dwarf Ally\"\n {FLAG_VARIANT knalgan}\n [/side]\n\n #Side=3 troll 1 (advance guard trolls at outpost)\n [side]\n side=3\n color=green\n no_leader=yes\n gold=0\n income=0\n controller=ai\n shroud=no\n fog=no\n team_name=monster\n user_team_name=_\"Monsters\"\n\n#ifdef EASY\n recruit=Troll Whelp, Troll\n#endif\n\n#ifdef NORMAL\n recruit=Troll Whelp, Troll, Troll Rocklobber\n#endif\n\n#ifdef HARD\n recruit=Troll Whelp, Troll, Troll Rocklobber, Troll Shaman\n#endif\n\n [ai]\n#ifdef EASY\n recruitment_pattern=fighter,fighter\n#endif\n#ifdef NORMAL\n recruitment_pattern=fighter,fighter,mixed fighter\n#endif\n#ifdef HARD\n recruitment_pattern=fighter,fighter,mixed fighter\n#endif\n\n aggression=0.6\n [/ai]\n [/side]\n\n #Side=4 troll 2 (elite trolls in main lair)\n [side]\n side=4\n color=brown\n no_leader=yes\n gold=0\n {NO_INCOME}\n controller=ai\n shroud=no\n fog=no\n team_name=monster\n user_team_name=_\"Monsters\"\n\n#ifdef EASY\n recruit=Troll Whelp, Troll, Troll Rocklobber\n#endif\n\n#ifdef NORMAL\n recruit=Troll Whelp, Troll, Troll Rocklobber, Troll Shaman\n#endif\n\n#ifdef HARD\n recruit=Troll Whelp, Troll, Troll Rocklobber, Troll Shaman\n#endif\n\n [ai]\n recruitment_pattern=fighter,fighter,mixed fighter\n aggression=0.6\n [/ai]\n [/side]\n\n #Side=5 fire guardians\n [side]\n side=5\n color=white\n no_leader=yes\n gold=0\n income=0\n controller=ai\n shroud=no\n fog=no\n team_name=monster\n user_team_name=_\"Monsters\"\n\n#ifdef EASY\n recruit=Vampire Bat, Blood Bat\n#endif\n\n#ifdef NORMAL\n recruit=Vampire Bat, Blood Bat, Dread Bat\n#endif\n\n#ifdef HARD\n recruit=Vampire Bat, Blood Bat, Dread Bat\n#endif\n\n [ai]\n aggression=0.9\n caution=0.1\n\n village_value=0\n\n #fire guardians can't leave lava cavern\n [avoid]\n x=39-46, 30-34\n y=77-81,92-100\n [/avoid]\n [/ai]\n [/side]\n\n # Prestart functions:\n # set starting scenario objectives\n # increase cost of recruiting units\n # place item images on map\n # recall main heroes\n # initialize starting variables\n # remove keep\n # create elf units\n # create AI=guardian starting units\n\n [event]\n name=prestart\n\n #set starting scenario objectives\n\n [objectives]\n summary= _ \"Starting Objectives:\"\n [objective]\n description= _ \"Kill troll leader\"\n condition=win\n [/objective]\n [objective]\n description= _ \"Death of Kaleh\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Nym\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Zhul\"\n condition=lose\n [/objective]\n\n {TURNS_RUN_OUT}\n\n [gold_carryover]\n bonus=yes\n carryover_percentage=40\n [/gold_carryover]\n [/objectives]\n\n {INCREASE_RECRUIT_COSTS 1}\n\n # show where to go at start\n {PLACE_IMAGE items/gohere.png 15 7}\n\n #secret troll tomb furnishings\n {PLACE_IMAGE items/coffin-closed.png 3 28}\n {PLACE_IMAGE items/bones.png 6 24}\n\n #troll burial grounds furnishings\n\n {PLACE_IMAGE items/burial.png 36 27}\n {PLACE_IMAGE items/burial.png 33 26}\n {PLACE_IMAGE items/burial.png 40 23}\n\n {PLACE_IMAGE items/bonestack.png 37 23}\n {PLACE_IMAGE items/bonestack.png 39 27}\n\n {PLACE_IMAGE scenery/monolith1.png 34 25}\n {PLACE_IMAGE scenery/monolith4.png 34 28}\n\n #other furnishings\n\n {PLACE_IMAGE items/bones.png 14 12}\n\n #recall heroes\n [recall]\n id=Nym\n [/recall]\n\n [recall]\n id=Zhul\n [/recall]\n\n [recall]\n id=Elyssa\n [/recall]\n\n #initialize starting variables\n\n # heat damage by just standing in the lava cavern\n\n [set_variable]\n name=heat_damage\n value={ON_DIFFICULTY 2 4 6}\n [/set_variable]\n\n # create AI=guardian units. They can't move unless an enemy\n # moves nearby. I create them at the beginning because when the\n # player sees them, events will fire.\n\n [unit]\n type=Dwarvish Pathfinder\n id=Grimnir\n name= _ \"Grimnir\"\n x=7\n y=6\n side=2\n ai_special=guardian\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n # Event 2.1\n #Troll interrogators guardian\n\n [unit]\n type=Troll\n id=Troll Interrogator\n name= _ \"Troll Interrogator\"\n x=34\n y=5\n side=3\n ai_special=guardian\n facing=sw\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_INTELLIGENT}\n [/modifications]\n [/unit]\n\n [unit]\n type=Troll Whelp\n id=Troll Assistant\n name= _ \"Troll Assistant\"\n x=32\n y=5\n side=3\n ai_special=guardian\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [unit]\n type=Troll Whelp\n id=Ulg\n name= _ \"Ulg\"\n x=33\n y=7\n side=3\n ai_special=guardian\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n\n#ifdef HARD\n [unit]\n type=Troll Whelp\n name= _ \"Troll Assistant\"\n x=31\n y=4\n side=3\n ai_special=guardian\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n#endif\n\n # Event 3: Troll High Shamans guarding lava maze\n\n [unit]\n type=Troll Shaman\n role=Troll High Shaman\n name= _ \"Troll High Shaman\"\n x=16\n y=22\n side=4\n ai_special=guardian\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_INTELLIGENT}\n [object]\n id=t3\n [effect]\n apply_to=movement_costs\n replace=yes\n [movement_costs]\n cave={UNREACHABLE}\n flat={UNREACHABLE}\n [/movement_costs]\n [/effect]\n [/object]\n [/modifications]\n [/unit]\n\n [unit]\n type=Troll Shaman\n role=Troll High Shaman\n name= _ \"Troll High Shaman\"\n x=18\n y=23\n side=4\n ai_special=guardian\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [object]\n id=t4\n [effect]\n apply_to=movement_costs\n replace=yes\n [movement_costs]\n cave={UNREACHABLE}\n flat={UNREACHABLE}\n [/movement_costs]\n [/effect]\n [/object]\n [/modifications]\n [/unit]\n\n # reveal a bit of the escape passage to the player\n [remove_shroud]\n x,y=5-8,4-6\n side=1\n [/remove_shroud]\n [/event]\n\n # starting events\n\n [event]\n name=start\n\n # starting dialogue\n\n [message]\n speaker=Grimnir\n message= _ \"This passage leads very close to the trolls\u2019 main lair; you can hear them tromping back and forth just past the eastern wall. All that separates us from the trolls is a thin wall of stone. I\u2019ve had me boys mine the end of the tunnel with explosives; when you move a unit adjacent to the final wall, I\u2019ll blow the charges and open the way. The troll leader should only be lightly defended; he\u2019s sent most of his best warriors to the front. You\u2019ll know the head troll when you see him \u2014 he\u2019s big, gray and extra ugly.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"I thought that\u2019s what all the trolls looked like. I suppose we\u2019ll just try to find the one that shouts the loudest.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"So you dug these tunnels all by yourselves?\"\n [/message]\n\n [message]\n speaker=Grimnir\n message= _ \"Long ago, before the damned trolls invaded, we spent our days digging tunnels all through these mountains. Oh the ore and precious stones we mined! The mines were filled with the joyful sound of dwarven hammer and dwarven song and our jeweled halls glowed as brightly as the sun. Human and elf princes would pay us royally for the craftsmanship of our forges. But now the tunnels are silent and we spend our days hunting those accursed trolls. But there\u2019s no point dwelling on the past. There\u2019s more work to be done! Still, we have our honor and I promise you, do this for us and you will be rewarded handsomely.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"It shall be done.\"\n [/message]\n [/event]\n\n # Event 1: Blow up wall, encounter advance troll guards\n\n # when player moves next wall trigger variable\n [event]\n name=moveto\n\n [filter]\n x,y=15,7\n side=1\n [/filter]\n\n [message]\n speaker=Grimnir\n message= _ \"Once you are done moving your people into position, I will blow the charges.\"\n [/message]\n\n {REMOVE_IMAGE 15 7}\n\n # at start of player\u2019s next turn, blow charges and destroy wall\n [event]\n name=new turn\n\n # Modify troll's income\n\n [modify_side]\n side=3\n {INCOME 9 13 17}\n {GOLD 75 100 125}\n [/modify_side]\n\n # Place troll guards\n\n # EASY: 1 Troll Leader, 2 troll whelps, 1 rocklobber\n # NORMAL: 1 Troll Leader, 3 troll whelps, 1 rocklobber\n # HARD: 1 Troll Leader, 3 troll whelps, 1 rocklobber, 1 troll\n\n # 1 Troll Leader\n [unit]\n id=Troll Brute\n name= _ \"Troll Brute\"\n type=Troll\n x=23\n y=9\n side=3\n canrecruit=yes\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n # 1 Troll Rocklobber\n {NAMED_NOTRAIT_UNIT 3 (Troll Rocklobber) 23 8 () ( _ \"Troll Guard\")}\n\n # 0-1 extra Trolls\n {NAMED_NOTRAIT_UNIT 3 (Troll) 21 9 (Troll Guard) ( _ \"Troll Guard\")}\n\n # 2-3 troll whelps occupy base and villages\n # 2 troll whelps in villages\n {NAMED_NOTRAIT_UNIT 3 (Troll Whelp) 21 5 () ( _ \"Troll Guard\")}\n {NAMED_NOTRAIT_UNIT 3 (Troll Whelp) 23 6 () ( _ \"Troll Guard\")}\n\n#ifndef EASY\n {NAMED_NOTRAIT_UNIT 3 (Troll Whelp) 21 19 () ( _ \"Troll Guard\")}\n#endif\n\n # Have Grimnir blow the explosives to destroy the wall\n\n [message]\n speaker=Grimnir\n message= _ \"Fire in the hole!\"\n [/message]\n\n [sound]\n name=fuse.ogg\n [/sound]\n\n # Have screen flash red\n\n [color_adjust]\n red,green,blue=255,0,0\n [/color_adjust]\n\n [redraw]\n [/redraw]\n\n [delay]\n time=1000\n [/delay]\n\n [color_adjust]\n red,green,blue=0,0,0\n [/color_adjust]\n\n [redraw]\n [/redraw]\n\n [sound]\n name=explosion.ogg\n [/sound]\n\n # Have wall shake, then be replaced by dirt, then add rubble\n {UTBS_SHAKE_SCREEN}\n\n [terrain]\n x,y=16,7\n terrain=Re\n [/terrain]\n\n [redraw]\n [/redraw]\n\n {PLACE_IMAGE scenery/rubble.png 16 7}\n\n # Reveal dwarven cavern\n [remove_shroud]\n x=16-25\n y=3-10\n side=1\n [/remove_shroud]\n\n # Have Grimnir say goodbye\n\n [message]\n speaker=Grimnir\n message= _ \"My work here is done. I must report back to my king. I have many more things to do before the day is done, but I will return once you finish your mission. Fight well!\"\n [/message]\n\n # Have him leave\n [kill]\n id=Grimnir\n animate=no\n fire_event=no\n [/kill]\n\n [move_unit_fake]\n type=Dwarvish Pathfinder\n side=2\n x=7,6,5,4,3,2,1\n y=6,5,5,4,5,4,4\n [/move_unit_fake]\n\n [terrain]\n x=0-2,1\n y=4,5\n terrain=Xu\n [/terrain]\n\n {PLACE_IMAGE scenery/rubble.png 3 5}\n\n [redraw][/redraw]\n\n # Have troll guards talk\n\n [message]\n speaker=Troll Guard\n message= _ \"Intruders! Kill them!\"\n [/message]\n [/event]\n [/event]\n\n # Event 2.1: Troll Interrogators\n\n # When player appears 3 trolls are interrogating a wounded dwarf\n # When they see the player they kill the dwarf. The other says\n # \"The prisoners must not be allowed to escape. Kill the other prisoner\n # while we hold them off!\"\n\n # Troll and Troll whelp try to hold off player\n\n # I create trolls well in advance of player entering cave\n # this makes sure that player can't move into trolls hexes\n # I am forced to make trolls into guardians to keep them\n # from moving prematurely\n\n # Moveto version (sighted version is disabled)\n\n [event]\n name=interrogation\n\n [remove_shroud]\n x=28-35\n y=3-9\n side=1\n [/remove_shroud]\n\n [unit]\n type=Dwarvish Fighter\n id=Wounded Dwarf\n name= _ \"Wounded Dwarf\"\n x=33\n y=6\n side=2\n hitpoints=5\n [/unit]\n\n [message]\n speaker=Troll Interrogator\n message= _ \"Tell us where your leader is hiding!\"\n [/message]\n\n [message]\n speaker=Wounded Dwarf\n message= _ \"Never!\"\n [/message]\n\n [message]\n speaker=Troll Assistant\n message= _ \"Master, look!\"\n [/message]\n\n [message]\n speaker=Troll Interrogator\n message= _ \"Hah! You think you can save your friends. You are wrong. Ulg, go kill the other prisoner. We will deal with these fools.\"\n [/message]\n\n [message]\n speaker=Ulg\n message= _ \"Yes master, I\u2019ll make him suffer.\"\n [/message]\n\n {MOVE_UNIT id=Ulg 40 4}\n\n [animate_unit]\n [filter]\n id=Troll Interrogator\n [/filter]\n flag=attack\n hits=yes\n [primary_attack]\n name=club\n [/primary_attack]\n [facing]\n [filter]\n id=Wounded Dwarf\n [/filter]\n [/facing]\n\n [animate]\n [filter]\n id=Wounded Dwarf\n [/filter]\n flag=defend\n hits=yes\n [secondary_attack]\n name=axe\n [/secondary_attack]\n [facing]\n [filter]\n id=Troll Interrogator\n [/filter]\n [/facing]\n [/animate]\n [/animate_unit]\n\n [message]\n speaker=Wounded Dwarf\n message= _ \"Aaahh!\" # wmllint: no spellcheck\n [/message]\n\n [kill]\n id=Wounded Dwarf\n animate=yes\n [/kill]\n\n [message]\n speaker=$explorer.id\n message= _ \"If we move fast we might be able to save the other prisoner before he gets killed too.\"\n [/message]\n {CLEAR_VARIABLE explorer}\n [/event]\n\n [event]\n name=rogrimir\n\n [unit]\n type=Dwarvish Stalwart\n id=Rogrimir\n name= _ \"Rogrimir\"\n profile=portraits/dwarves/fighter-2.png\n x=41\n y=4\n side=2\n hitpoints=20\n unrenamable=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n [remove_shroud]\n x=34-37,38,39-41\n y=4-8,3-7,3-6\n side=1\n [/remove_shroud]\n\n [message]\n speaker=Ulg\n message= _ \"I\u2019m gonna make you squeal, dwarf!\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n\n [filter_condition]\n [have_unit]\n id=Troll Interrogator,Ulg\n [filter_vision]\n visible=yes\n side=1\n [/filter_vision]\n [/have_unit]\n [/filter_condition]\n\n {CHECK_EXPLORER}\n [fire_event]\n name=interrogation\n [/fire_event]\n\n # Event 2.2: Wounded Dwarf\n\n # Troll whelp tries to kill wounded Dwarvish Stalwart\n\n [event]\n name=moveto\n\n [filter_condition]\n [have_unit]\n id=Ulg\n side=3\n [filter_vision]\n visible=yes\n side=1\n [/filter_vision]\n [/have_unit]\n [/filter_condition]\n\n [fire_event]\n name=rogrimir\n [/fire_event]\n [/event]\n [/event]\n\n # when Ulg dies, Rogrimir thanks player\n\n [event]\n name=die\n\n [filter]\n id=Ulg\n [/filter]\n\n {VARIABLE saved_rogrimir yes}\n\n [message]\n speaker=Rogrimir\n message= _ \"I owe you my life. I can\u2019t believe I was captured when those all around me died fighting gloriously. I\u2019m so ashamed. I could not protect them... but I will guard you with my life, even if I have to follow you to the ends of the earth. Now lead me to the trolls and let me avenge my friends\u2019 deaths!\"\n [/message]\n\n [modify_unit]\n [filter]\n id=Rogrimir\n [/filter]\n side=1\n moves=5\n [/modify_unit]\n [/event]\n\n # Event 3: Troll Lava Maze\n\n # At the start of each turn, all units except winged ones standing\n # on a lava hex take 25 damage. This damage can kill units.\n\n [event]\n name=new turn\n first_time_only=no\n\n # damage done by standing in lava used to be\n # 30 hp at Challenging and Hard difficulty\n\n [harm_unit]\n [filter]\n side=1,3,4\n [not]\n type=Quenoth Sun Sylph,Quenoth Shyde,Dust Devil\n [/not]\n [filter_location]\n terrain=*^Yl\n [/filter_location]\n [/filter]\n amount=25\n damage_type=fire\n animate=yes\n [/harm_unit]\n [/event]\n\n # At the start of each turn, all units in main cavern standing on a cave\n # floor hex, or lava hex, or a dirt hex or a road hex take 2,3,4 damage\n # from the heat. This damage is non-lethal.\n\n [event]\n name=new turn\n first_time_only=no\n\n [harm_unit]\n [filter]\n side=1,3,4\n [not]\n type=Dust Devil\n [/not]\n [filter_location]\n x=1-33\n y=11-27\n terrain=!,*^Yl,Wwg\n [/filter_location]\n [/filter]\n amount=$heat_damage\n damage_type=fire\n kill=no\n [/harm_unit]\n [/event]\n\n #Initial moveto event to enter lava cavern\n\n [event]\n name=moveto\n\n [filter]\n x,y=22-30,10-20\n side=1\n [/filter]\n\n [remove_shroud]\n x=11-33\n y=11-24\n side=1\n [/remove_shroud]\n\n [remove_shroud]\n x=20-29\n y=23-27\n side=1\n [/remove_shroud]\n\n [remove_shroud]\n x=29-31\n y=13-15\n side=1\n [/remove_shroud]\n\n [place_shroud]\n x=13-14\n y=11-13\n side=1\n [/place_shroud]\n\n [place_shroud]\n x=11-12\n y=26-27\n side=1\n [/place_shroud]\n\n [redraw]\n [/redraw]\n\n {CHECK_EXPLORER}\n [message]\n speaker=$explorer.id\n message= _ \"Whoa. This place is hot.\"\n [/message]\n\n [message]\n speaker=$explorer.id\n message= _ \"This cavern is so hot it\u2019s stifling; I can already feel my armor heating up. If we tarry here too long we\u2019ll roast alive. I don\u2019t even want to think about what would happen if I tried to walk across the lava. On the other hand, the lava does light up the cavern nicely. I\u2019m just thankful the trolls constructed a bridge across the lava.\"\n [/message]\n\n [message]\n role=Troll High Shaman\n message= _ \"They have broken through the outer guard-line. Destroy the bridge, they must not pass!\"\n [/message]\n\n [sound]\n name=rumble.ogg\n [/sound]\n\n # Have screen flash red\n\n [color_adjust]\n red,green,blue=255,0,0\n [/color_adjust]\n\n [redraw]\n [/redraw]\n\n [delay]\n time=200\n [/delay]\n\n [color_adjust]\n red,green,blue=0,0,0\n [/color_adjust]\n\n [redraw]\n [/redraw]\n\n [sound]\n name=flame-big.ogg\n [/sound]\n\n # Have screen shake, then destroy most of bridge\n\n {UTBS_SHAKE_SCREEN}\n\n [terrain]\n x=16,17,18,18,19,19,20,20,21,22,22,23,23,23,24,24,24\n y=20,22,20,19,20,19,19,17,17,17,16,17,16,15,16,15,14\n terrain=Qlf^Yl\n [/terrain]\n\n [redraw][/redraw]\n\n [message]\n speaker=$explorer.id\n message= _ \"Uh, I take that back. Still, the trolls don\u2019t seem to be advancing. I guess they think the lava can hold us back. Well, we\u2019ll show them. It will take more than a little heat to stop us!\"\n [/message]\n {CLEAR_VARIABLE explorer}\n\n [message]\n speaker=narrator\n message= _ \"Any unit that ends its turn on a lava hex, except those who can fly over the lava, will take 25 damage at the beginning of the next turn. This lava damage can kill units. Flying units will just take $heat_damage damage per turn when flying over lava, though they too can die if they spend too much time over it. Also because of the heat in the cavern, all units on cave floor hexes will take $heat_damage damage at the start of each turn. This heat damage can reduce a unit to 1 hit point, but it can\u2019t kill it.\"\n image=wesnoth-icon.png\n [/message]\n\n [event]\n name=new turn\n\n [message]\n role=Troll High Shaman\n message= _ \"Arise! Arise and engulf the intruders in your holy fire!\"\n [/message]\n\n [fire_event]\n name=evoke_flame_guardian\n [/fire_event]\n\n [message]\n side=1\n x,y=16-29,11-23\n message= _ \"What the heck is that? It sure doesn\u2019t look good. The last thing we need in here is even more fire.\"\n [/message]\n\n {VARIABLE summon_flame_guardian yes}\n {VARIABLE flame_guardian_turn_counter 0}\n [/event]\n [/event]\n\n # pool of water lets player heal halfway\n\n [event]\n name=moveto\n\n [filter]\n x,y=22,26\n side=1\n [/filter]\n\n {CHECK_EXPLORER}\n [message]\n speaker=$explorer.id\n message= _ \"There is a small pool of water here. It must come from some spring deep underground. The water is cool and refreshing. Let me bathe in it a while and recover from the heat of that blasted cavern.\"\n [/message]\n {CLEAR_VARIABLE explorer}\n\n [message]\n speaker=narrator\n message= _ \"At the start of each turn, any unit currently in this pool will heal 10 hitpoints and will not be affected by the heat in the cavern. Of course, if the unit leaves this pool, it will suffer the standard $heat_damage damage each turn from the heat.\"\n image=wesnoth-icon.png\n [/message]\n [/event]\n\n # unit heals 10 hp a turn\n\n [event]\n name=new turn\n first_time_only=no\n\n [heal_unit]\n [filter]\n x,y=22,26\n [/filter]\n amount=10\n animate=yes\n [/heal_unit]\n {CLEAR_VARIABLE heal_amount}\n [/event]\n\n [event]\n name=evoke_flame_guardian\n first_time_only=no\n\n {FLASH_RED (\n [unit]\n side=5\n type={ON_DIFFICULTY (Fire Guardian) (Fire Guardian2) (Fire Guardian3)}\n x,y=26,21\n name= _ \"Guardian Phoenix\"\n role=\"Guardian Phoenix\"\n random_traits=no\n [/unit]\n\n [sound]\n name=flame-big.ogg\n [/sound]\n )}\n\n [scroll_to_unit]\n x,y=26,21\n [/scroll_to_unit]\n\n [delay]\n time=250\n [/delay]\n [/event]\n\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=summon_flame_guardian\n boolean_equals=yes\n [/variable]\n [/filter_condition]\n\n {VARIABLE_OP flame_guardian_turn_counter sub 1}\n\n [if]\n [variable]\n name=flame_guardian_turn_counter\n numerical_equals=0\n [/variable]\n [then]\n [fire_event]\n name=evoke_flame_guardian\n [/fire_event]\n\n [message]\n side=1\n x,y=16-29,11-23\n message= _ \"That thing just won\u2019t stay dead!\"\n [/message]\n [/then]\n [/if]\n [/event]\n\n [event]\n name=die\n first_time_only=no\n\n [filter]\n role=Guardian Phoenix\n [/filter]\n [filter_condition]\n [variable]\n name=summon_flame_guardian\n boolean_equals=yes\n [/variable]\n [/filter_condition]\n\n {VARIABLE flame_guardian_turn_counter {ON_DIFFICULTY 5 5 4}}\n [/event]\n\n # Troll shamans raise more Fire Guardians out of the lava\n\n # Lava monster 1: y=18\n # Lava monster 2: y=25\n # Lava monster 3: x=20-21 y=18-19\n\n [event]\n name=moveto\n\n [filter]\n x=11-32\n y=18-25\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=summon_flame_guardian\n boolean_equals=yes\n [/variable]\n [/filter_condition]\n\n [message]\n role=Troll High Shaman\n message= _ \"Arise, hallowed guardians, and destroy them!\"\n [/message]\n\n [scroll_to]\n x,y=26,17\n [/scroll_to]\n\n {NAMED_NOTRAIT_UNIT 5 (Fire Guardian2) 26 17 () ( _ \"Fire Guardian\")}\n {NAMED_NOTRAIT_UNIT 5 (Fire Guardian2) 26 18 () ( _ \"Fire Guardian\")}\n\n#ifdef HARD\n {NAMED_NOTRAIT_UNIT 5 (Fire Guardian3) 25 18 () ( _ \"Fire Guardian\")}\n#endif\n\n {CHECK_EXPLORER}\n [message]\n speaker=$explorer.id\n message= _ \"Look, more fire guardians!\"\n [/message]\n {CLEAR_VARIABLE explorer}\n [/event]\n\n [event]\n name=moveto\n\n [filter]\n x=23-29\n y=25-26\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=summon_flame_guardian\n boolean_equals=yes\n [/variable]\n [/filter_condition]\n\n [message]\n role=Troll High Shaman\n message= _ \"Arise and attack them now, while they are vulnerable!\"\n [/message]\n\n [scroll_to]\n x,y=42,91\n [/scroll_to]\n\n {NAMED_NOTRAIT_UNIT 5 (Fire Guardian3) 26 22 () ( _ \"Fire Guardian\")}\n {NAMED_NOTRAIT_UNIT 5 (Fire Guardian3) 27 22 () ( _ \"Fire Guardian\")}\n#ifdef HARD\n {NAMED_NOTRAIT_UNIT 5 (Fire Guardian3) 26 21 () ( _ \"Fire Guardian\")}\n#endif\n\n {CHECK_EXPLORER}\n [message]\n speaker=$explorer.id\n message= _ \"Oh great, even more fire guardians. When I get through this inferno I\u2019m going to kill those trolls.\"\n [/message]\n {CLEAR_VARIABLE explorer}\n [/event]\n\n [event]\n name=moveto\n\n [filter]\n x=12-21\n y=17-24\n side=1\n [/filter]\n [filter_condition]\n [variable]\n name=summon_flame_guardian\n boolean_equals=yes\n [/variable]\n [/filter_condition]\n\n [message]\n role=Troll High Shaman\n message= _ \"They must not be allowed to cross to the other side! Kill them!\"\n [/message]\n\n [scroll_to]\n x,y=22,16\n [/scroll_to]\n\n {NAMED_NOTRAIT_UNIT 5 (Fire Guardian3) 23 17 () ( _ \"Fire Guardian\")}\n {NAMED_NOTRAIT_UNIT 5 (Fire Guardian3) 22 16 () ( _ \"Fire Guardian\")}\n#ifdef HARD\n {NAMED_NOTRAIT_UNIT 5 (Fire Guardian3) 22 17 () ( _ \"Fire Guardian\")}\n#endif\n {CHECK_EXPLORER}\n [message]\n speaker=$explorer.id\n message= _ \"How surprising, more fire guardians. I\u2019m going to be really glad to get out of this cavern.\"\n [/message]\n {CLEAR_VARIABLE explorer}\n [/event]\n\n #at end of lava cavern, trolls come alive\n [event]\n name=moveto\n\n [filter]\n x=17-18,13-21\n y=18-19,20-28\n side=1\n [/filter]\n\n {VARIABLE summon_flame_guardian no}\n\n [message]\n x,y=18,23\n message= _ \"Despite the fire guardians, the elves have almost crossed the lava!\"\n [/message]\n\n [message]\n x,y=16,22\n message= _ \"They obviously weren\u2019t enough. You go alert the others and summon reinforcements. I will hold them off for as long as I can.\"\n [/message]\n\n [message]\n x,y=18,23\n message= _ \"May Griknagh protect you. I\u2019ll be back soon!\"\n [/message]\n\n #replace with a new troll shaman that can move\n [kill]\n x,y=16,22\n animate=no\n [/kill]\n\n [unit]\n type=Troll Shaman\n role=Troll High Shaman\n name= _ \"Troll High Shaman\"\n x=16\n y=22\n side=4\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_INTELLIGENT}\n [/modifications]\n [/unit]\n\n [kill]\n x,y=18,23\n animate=no\n [/kill]\n\n [move_unit_fake]\n type=Troll Shaman\n side=3\n x=18,17,16,16,17,18,19,20,21\n y=23,24,24,25,26,27,28,28,29\n [/move_unit_fake]\n\n # Create reinforcements for shaman to return with\n # Create 2 troll whelps and on Challening and Hard add a troll shaman\n\n {NAMED_GENERIC_UNIT 3 (Troll Whelp) 27 29 () ( _ \"Troll Reinforcements\")}\n {NAMED_GENERIC_UNIT 3 (Troll Whelp) 28 28 () ( _ \"Troll Reinforcements\")}\n\n #on challenging/hard add a troll shaman\n#ifndef EASY\n\n [unit]\n type=Troll Shaman\n role=Troll High Shaman\n name= _ \"Troll High Shaman\"\n x=26\n y=29\n side=4\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n#endif\n [/event]\n\n # Event 23: Trigger Troll Lord's side\n\n [event]\n name=moveto\n\n [filter]\n x=27-44\n y=27-30\n side=1\n [/filter]\n\n #create troll leader\n [unit]\n type=Great Troll\n id=Troll Chieftain\n name= _ \"Troll Chieftain\"\n canrecruit=yes\n x=48\n y=22\n side=4\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [modify_side]\n side=4\n {INCOME 10 15 20}\n {GOLD 100 140 180}\n [/modify_side]\n\n #capture troll chieftan's villages\n\n [capture_village]\n x,y=39-49,20-29\n side=4\n [/capture_village]\n [/event]\n\n #reveal cavern when player enters\n\n [event]\n name=moveto\n\n [filter]\n x=33-39\n y=24-28\n side=1\n [/filter]\n\n #create troll defenders\n\n {NAMED_GENERIC_UNIT 4 (Troll Whelp) 36 25 () ( _ \"Troll Guard\")}\n {NAMED_GENERIC_UNIT 4 (Troll Whelp) 37 29 () ( _ \"Troll Guard\")}\n {NAMED_GENERIC_UNIT 4 (Troll Rocklobber) 39 27 () ( _ \"Troll Guard\")}\n\n#ifdef EASY\n {NAMED_GENERIC_UNIT 4 (Troll Whelp) 42 25 () ( _ \"Troll Guard\")}\n#else\n {NAMED_GENERIC_UNIT 4 (Troll) 42 25 () ( _ \"Troll Guard\")}\n#endif\n\n [remove_shroud]\n x=33-50\n y=19-29\n side=1\n [/remove_shroud]\n\n [unit]\n type=Troll Shaman\n id=High Advisor\n name= _ \"High Advisor\"\n x=48\n y=23\n side=4\n ai_special=guardian\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [message]\n speaker=High Advisor\n message= _ \"Invade our most holy cavern at your peril. Long have we protected our sacred burial grounds from your foul kind, and we shall scatter your bones next to those of our ancestors.\"\n [/message]\n\n [message]\n speaker=Troll Chieftain\n message= _ \"Destroy the invaders! Make them pay for the murders they have done!\"\n [/message]\n [/event]\n\n # Event 24: Troll Undead Uprising\n\n # count number of elves that have entered the trolls cave. Once 3 elves\n # are in the cave, then activate the troll undead uprising\n\n [event]\n name=new turn\n\n [filter_condition]\n [have_unit]\n x=35-50\n y=23-29\n side=1\n count=3-infinity\n [/have_unit]\n [/filter_condition]\n\n [message]\n speaker=High Advisor\n message= _ \"Arise, our brothers of ages past! Arise and destroy the intruders!\"\n [/message]\n\n {UNIT 4 (Walking Corpse) 39 22 (variation=troll)}\n {UNIT 4 (Walking Corpse) 40 28 (variation=troll)}\n {UNIT 4 (Walking Corpse) 36 23 (variation=troll)}\n {UNIT 4 (Walking Corpse) 37 29 (variation=troll)}\n\n#ifdef NORMAL\n {UNIT 4 (Walking Corpse) 34 25 (variation=troll)}\n {UNIT 4 (Walking Corpse) 34 28 (variation=troll)}\n#endif\n\n#ifdef HARD\n {UNIT 4 (Soulless) 42 21 (variation=troll)}\n {UNIT 4 (Soulless) 43 26 (variation=troll)}\n#endif\n [modify_unit]\n [filter]\n type=Walking Corpse\n variation=troll\n [/filter]\n\n description={UNDEAD_TROLL_DESCRIPTION}\n [/modify_unit]\n\n [gold]\n amount={ON_DIFFICULTY 80 120 160}\n side=4\n [/gold]\n [/event]\n\n [event]\n name=last breath\n\n [filter]\n id=Troll Chieftain\n [/filter]\n\n [message]\n speaker=Troll Chieftain\n message= _ \"Argh! Curse you! May you never live to see daylight again!\"\n [/message]\n\n {CHECK_SPEAKER}\n [message]\n speaker=$speaking_unit.id\n message= _ \"And so, at last, it ends.\"\n [/message]\n {CLEAR_VARIABLE speaking_unit}\n\n [message]\n side=4\n # wmllint: local spelling Da\n message= _ \"Da big troll is dead. Run for your lives!\"\n [/message]\n\n [kill]\n side=4\n animate=no\n [/kill]\n\n [terrain]\n x=41,41,42,43,44,45,45\n y=15,16,16,17,17,18,19\n terrain=Uu\n [/terrain]\n\n [move_unit_fake]\n type=Dwarvish Scout\n side=2\n x=41,41,42,43,44,45,45\n y=15,16,16,17,17,18,19\n [/move_unit_fake]\n\n {NAMED_NOTRAIT_UNIT 2 (Dwarvish Pathfinder) 45 19 (Grimnir) ( _ \"Grimnir\")}\n\n [remove_shroud]\n x=43-46\n y=17-20\n side=1\n [/remove_shroud]\n\n [redraw][/redraw]\n\n [delay]\n time=200\n [/delay]\n\n [message]\n speaker=Grimnir\n message= _ \"News travels fast. The chaos you have sown has caused the foul trolls to start retreating. And now the architect of our suffering is dead. This war is far from over, but with your help we won this battle. You have our gratitude. Our king has instructed us to bring you to him; he wants to talk with you and reward you. He waits in our most hallowed hall, a place that no elf has seen for generations upon generations. It is a great honor, but you have done great deeds this day. Elves killing a troll chieftain! We will tell this story for years.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"With their knowledge of all these secret tunnels, you\u2019d think they could have led us straight here instead of making us go through those \u2018light defenses\u2019. It would have saved us a lot of unnecessary fighting in actually getting to the troll chieftain.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Perhaps they wanted to further test our prowess in battle. And besides, every troll we kill is one they don\u2019t have to. Still, I think we caused a bigger distraction than they were expecting.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Shhhh, you two. Yes, of course, we would be honored to come and meet your king. But first, we left many of our people back up near the entrance to the great cave where you first met us and I fear that even now those caves aren\u2019t safe. Can you help us escort my people to safety?\"\n [/message]\n\n [message]\n speaker=Grimnir\n message= _ \"Hmmmm, yes, after what you have done, I think I could arrange something. We have a few larger halls that should hold your people, a bit cramped, but safe. Since you first arrived, we\u2019ve had a few lads watch over them; you hid your folk in a good defensive location, but you can never be too sure. I\u2019ll get them to help escort your people to safety. We certainly wouldn\u2019t want any surprises.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"You are full of surprises. But I feel better knowing a few of your kind were watching out for the rest of my people. All right everyone, no celebrating yet, we still have work left to do!\"\n [/message]\n\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/event]\n\n # TROLL EASTER EGG EVENTS\n\n # Event 25: Dwarf Ghost\n\n [event]\n name=moveto\n\n [filter]\n x=7-11\n y=17-21\n side=1\n [/filter]\n\n [remove_shroud]\n x=7-12\n y=17-21\n side=1\n [/remove_shroud]\n\n {CHECK_EXPLORER}\n\n [message]\n speaker=$explorer.id\n message= _ \"It\u2019s cooler here, there seems to be a draft to the west.\"\n [/message]\n\n [terrain]\n x,y=8,22\n terrain=Uu\n [/terrain]\n\n {NAMED_NOTRAIT_UNIT 2 (Haunt) 8 20 (Dwarf Ghost) ( _ \"Dwarf Ghost\")}\n\n [redraw][/redraw]\n\n [delay]\n time=300\n [/delay]\n\n [message]\n speaker=Dwarf Ghost\n message= _ \"Hail, friend. Ages ago, I too fought the trolls and came to this place. But by ill luck I was burned to death by the lava and died nearby unblessed and unhonored. Find my body and grant me the peace I so dearly wish for. Do this and I will let you pass.\"\n [/message]\n\n {CLEAR_VARIABLE explorer}\n [/event]\n\n # Event 26: Dwarf Corpse\n\n [event]\n name=moveto\n\n [filter]\n x=14\n y=12-13\n side=1\n [/filter]\n\n [filter_condition]\n [have_unit]\n id=Dwarf Ghost\n [/have_unit]\n [/filter_condition]\n\n [message]\n speaker=unit\n message= _ \"Look, a crumbling skeleton. I think this might be the body of the dwarven ghost. It shouldn\u2019t take long to dig a shallow grave.\"\n [/message]\n\n [redraw]\n [/redraw]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=unit\n message= _ \"May Eloh, or whatever god you worship, grant you peace and safe passage to the afterlife. We will avenge your death.\"\n [/message]\n\n # kills dwarf ghost blocking passage\n [kill]\n id=Dwarf Ghost\n animate=no\n [/kill]\n\n [terrain]\n x=7-9\n y=23\n terrain=Re\n [/terrain]\n\n # create new unit so that ghost can deliver final dialogue before leaving\n {NAMED_NOTRAIT_UNIT 2 (Haunt) 14 13 (Dwarf Ghost) ( _ \"Dwarf Ghost\")}\n\n [redraw]\n [/redraw]\n\n [message]\n speaker=Dwarf Ghost\n message= _ \"Thank you. You have done for me what all my dwarven kin never could. I will no longer block your way. I leave now for the halls of my ancestors...\"\n [/message]\n\n [kill]\n id=Dwarf Ghost\n animate=yes\n [/kill]\n [/event]\n\n # Event 27: Troll Crypt Guardian\n\n [event]\n name=moveto\n\n [filter]\n x=7-9\n y=20-25\n side=1\n [/filter]\n\n {NAMED_UNIT 4 (Soulless) 7 25 cryptguard ( _ \"Crypt Guardian\") (variation=troll)}\n [modify_unit]\n [filter]\n id=cryptguard\n [/filter]\n\n description={UNDEAD_TROLL_DESCRIPTION}\n [/modify_unit]\n\n {CHECK_EXPLORER}\n\n [message]\n speaker=$explorer.id\n message= _ \"This looks like a troll crypt. Whoever it was must have been very important, because they have their own undead guardian.\"\n [/message]\n\n {CLEAR_VARIABLE explorer}\n [/event]\n\n # Event 28: Troll Coffin\n\n [event]\n name=moveto\n\n [filter]\n x=5-6\n y=26\n side=1\n [/filter]\n\n {CHECK_EXPLORER}\n\n [message]\n speaker=$explorer.id\n message= _ \"There is a chasm here cutting off the end of the crypt. It must be rather recent; the edges are still raw and crumbling. It cuts off the path leading to a rather ornate stone coffin.\"\n [/message]\n\n {CLEAR_VARIABLE explorer}\n [/event]\n\n # Ransack Troll Coffin\n\n [event]\n name=moveto\n id=take_wand\n first_time_only=no\n\n [filter]\n x=3\n y=28\n side=1\n [not]\n type=Dust Devil\n [/not]\n [/filter]\n\n [message]\n speaker=unit\n\n message= _ \"For a troll this is quite an ornate tomb. The coffin itself is quite impressive. Inside, the skeleton has crumbled to dust and there are a few colored stones and trinkets, but what really sticks out is this emerald wand. I don\u2019t have much experience with magical items, but the asp with emerald eyes and large fangs carved around its shaft leave little doubt as to its power. We may find this useful before our journey is over.\"\n [option]\n label= _ \"It might be useful, I\u2019ll take it.\"\n [command]\n [remove_event]\n id=take_wand\n [/remove_event]\n\n [message]\n speaker=unit\n message= _ \"The wand fits comfortably in my hand. It doesn\u2019t seem to have much of a range, but in close combat it could be quite useful.\"\n [/message]\n\n [object]\n [filter]\n x,y=$x1,$y1\n [/filter]\n\n id=Troll Wand\n name= _ \"Emerald Wand of Poison\"\n description= _ \"This wand makes this unit\u2019s melee attacks deal poison damage.\"\n\n [effect]\n apply_to=attack\n range=melee\n [set_specials]\n mode=append\n {WEAPON_SPECIAL_POISON}\n [/set_specials]\n [/effect]\n [effect]\n apply_to=attack\n range=melee\n increase_damage=2\n [/effect]\n [/object]\n [/command]\n [/option]\n\n [option]\n label= _ \"On second thought, it\u2019s better to leave the dead in peace.\"\n\n [command]\n [allow_undo]\n [/allow_undo]\n [/command]\n [/option]\n [/message]\n [/event]\n\n #at victory, clear variables:\n\n [event]\n name=victory\n\n {CLEAR_VARIABLE heat_damage}\n {CLEAR_VARIABLE summon_flame_guardian}\n {CLEAR_VARIABLE flame_guardian_turn_counter}\n [/event]\n\n [event]\n name=time over\n\n [message]\n speaker=Kaleh\n message= _ \"Oh no, we took too long and enemy reinforcements have arrived. We\u2019ll surely be overwhelmed now!\"\n [/message]\n [/event]\n\n {UTBS_INCLUDE utils/deaths.cfg}\n[/scenario]\n"} {"text": "#textdomain wesnoth-utbs\n\n[scenario]\n id=06b_In_the_Domain_of_the_Dwarves\n name= _ \"In the Domain of the Dwarves\"\n\n {UTBS_MAP 06b_In_the_Domain_of_the_Dwarves.map}\n\n {STORY_IN_THE_DOMAIN_OF_THE_DWARVES}\n\n {SCENARIO_MUSIC \"knolls.ogg\"}\n\n next_scenario=07b_Talking_with_Trolls\n {TURNS 60 58 56}\n\n victory_when_enemies_defeated=no\n\n {UNDERGROUND}\n\n #Side=1 elf player\n [side]\n side=1\n id=Kaleh\n type=Quenoth Youth\n canrecruit=yes\n {GOLD 235 190 135}\n {INCOME 8 6 4}\n controller=human\n shroud=yes\n fog=no\n team_name=Allies\n user_team_name= _ \"team_name^Quenoth Elves\"\n {FLAG_VARIANT long}\n [/side]\n\n #Side=2 dwarf 1 (guarding advance base)\n [side]\n side=2\n color=orange\n no_leader=yes\n gold=0\n income=0\n controller=ai\n shroud=no\n fog=no\n #so that the lake bats won't go after dwarves\n team_name=enemies\n user_team_name=_\"Enemies\"\n\n [ai]\n aggression=0.9\n caution=0.1\n\n #defend advance outpost, don't retreat\n [avoid]\n x=19-26,16-18\n y=30-32,33-35\n [/avoid]\n [/ai]\n {FLAG_VARIANT knalgan}\n [/side]\n\n #Side=3 troll 3 (troll allies)\n [side]\n side=3\n no_leader=yes\n gold=0\n income=0\n controller=ai\n shroud=no\n fog=no\n team_name=Allies\n user_team_name=_\"Allies\"\n [/side]\n\n #Side=4 vampire bats\n [side]\n side=4\n no_leader=yes\n gold=0\n {NO_INCOME}\n color=white\n controller=ai\n shroud=no\n fog=no\n team_name=enemies\n user_team_name=_\"Enemies\"\n\n#ifdef EASY\n recruit=Vampire Bat, Blood Bat\n#endif\n\n#ifdef NORMAL\n recruit=Vampire Bat, Blood Bat, Dread Bat\n#endif\n\n#ifdef HARD\n recruit=Vampire Bat, Blood Bat, Dread Bat\n#endif\n\n [ai]\n aggression=0.8\n caution=0.1\n\n village_value=0\n\n recruitment_pattern=scout\n\n #bats can't go down SW tunnel or go west and attack dwarves\n [avoid]\n x=24-42,33-35\n y=23-50,13-15\n [/avoid]\n\n passive_leader=yes\n [/ai]\n [/side]\n\n #Side=5 Secrets & Tentacles\n [side]\n side=5\n no_leader=yes\n gold=0\n income=0\n controller=ai\n shroud=yes\n fog=no\n team_name=enemies\n user_team_name=_\"Enemies\"\n color=brown\n\n [ai]\n aggression=0.90\n caution=0.10\n [/ai]\n [/side]\n\n #Side=6 dwarf 2 (main base guards)\n [side]\n side=6\n type=Dwarvish Lord\n id=Dwarf Chieftain\n name= _ \"Dwarf Chieftain\"\n canrecruit=yes\n color=purple\n x=6\n y=16\n side=6\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n gold=0\n # set income extra low to compensate for prestart villages\n income=-20\n controller=ai\n shroud=no\n fog=no\n #so that lake bats won't go after dwarves\n team_name=enemies\n user_team_name=_\"Enemies\"\n\n#ifdef EASY\n recruit=Dwarvish Fighter, Dwarvish Steelclad, Dwarvish Thunderer, Dwarvish Berserker, Dwarvish Thunderguard, Dwarvish Guardsman, Dwarvish Pathfinder\n#endif\n\n#ifdef NORMAL\n recruit=Dwarvish Fighter, Dwarvish Steelclad, Dwarvish Thunderer, Dwarvish Berserker, Dwarvish Thunderguard, Dwarvish Guardsman, Dwarvish Pathfinder, Dwarvish Explorer\n#endif\n\n#ifdef HARD\n recruit=Dwarvish Fighter, Dwarvish Steelclad, Dwarvish Thunderer, Dwarvish Berserker, Dwarvish Thunderguard, Dwarvish Guardsman, Dwarvish Dragonguard, Dwarvish Sentinel, Dwarvish Pathfinder, Dwarvish Explorer\n#endif\n\n [ai]\n#ifdef EASY\n recruitment_pattern=scout,fighter,mixed fighter,mixed fighter,fighter\n#endif\n\n#ifdef NORMAL\n recruitment_pattern=scout,fighter,mixed fighter,mixed fighter,fighter\n#endif\n\n#ifdef HARD\n recruitment_pattern=scout,fighter,mixed fighter,mixed fighter,fighter,archer\n#endif\n\n aggression=0.6\n # makes the guards avoid weird retreats, has to be modified after guards are defeated\n [avoid]\n x=12-15,22-27\n y=19-22,18-25\n [/avoid]\n # makes the dwarves group defensively\n grouping=defensive\n [/ai]\n {FLAG_VARIANT knalgan}\n [/side]\n\n#ifdef EASY\n {LIMIT_CONTEMPORANEOUS_RECRUITS 4 \"Vampire Bat\" 2}\n {LIMIT_CONTEMPORANEOUS_RECRUITS 4 \"Blood Bat\" 2}\n#else\n {LIMIT_CONTEMPORANEOUS_RECRUITS 4 \"Dread Bat\" 2}\n#endif\n\n # Prestart functions:\n # set starting scenario objectives\n # increase cost of recruiting units\n # place item images on map\n # recall main heroes\n # initialize starting variables\n # create tentacle location variable\n # remove keep\n # create elf units\n # create AI=guardian starting units\n # create Grog\n\n [event]\n name=prestart\n\n #set starting scenario objectives\n [objectives]\n summary= _ \"Starting Objectives:\"\n [objective]\n description= _ \"Kill dwarf chieftain\"\n condition=win\n [/objective]\n\n [objective]\n description= _ \"Death of Kaleh\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Nym\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Zhul\"\n condition=lose\n [/objective]\n\n {TURNS_RUN_OUT}\n\n [gold_carryover]\n bonus=yes\n carryover_percentage=40\n [/gold_carryover]\n [/objectives]\n\n {INCREASE_RECRUIT_COSTS 1}\n\n # Try simulating tentacles preferring Kaleh as a target.\n # No more than 2 tentacles should focus him, the others\n # will choose other victims.\n [micro_ai]\n side=5\n ai_type=simple_attack\n action=add\n\n [filter_second]\n id=Kaleh\n [not]\n [filter_adjacent]\n side=5\n count=3-6\n [/filter_adjacent]\n [/not]\n [/filter_second]\n [/micro_ai]\n\n #secret tomb furnishings\n {PLACE_IMAGE items/rune-violet2.png 45 21}\n {PLACE_IMAGE items/coffin-closed.png 49 24}\n\n #recall heroes\n [recall]\n id=Nym\n [/recall]\n\n [recall]\n id=Zhul\n [/recall]\n\n [recall]\n id=Elyssa\n [/recall]\n\n #initialize starting variables\n\n [set_variable]\n name=tentacle_count\n value=0\n [/set_variable]\n\n {VARIABLE Grog_found no}\n {VARIABLE hermit_trigger no}\n\n #possible locations for tentacle spawning (27-30 & 13-17 -> 4*5=20)\n\n [for]\n end=20\n [do]\n [store_locations]\n x=27-30\n y=13-17\n terrain=Ww*, Wo*\n variable=locs\n [/store_locations]\n [/do]\n [/for]\n\n # Pre-set units\n\n # Event 2.1\n # Dwarvish sergeant guardian\n\n [unit]\n type=Dwarvish Steelclad\n id=Dwarf Sergeant\n name= _ \"Dwarf Sergeant\"\n x=11\n y=36\n side=2\n ai_special=guardian\n facing=nw\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n\n # Event 2.2\n # Vengeful Dwarf\n\n [unit]\n type=Dwarvish Fighter\n id=Vengeful Dwarf\n name= _ \"Vengeful Dwarf\"\n x=7\n y=29\n side=2\n ai_special=guardian\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n #Troll ally shaman, doesn't move\n {NAMED_NOTRAIT_UNIT 3 (Troll Shaman) 33 30 (Zurg) ( _ \"Zurg\")} {GUARDIAN}\n\n # Event 3: Tunnel cave-ins\n\n [unit]\n type=Dwarvish Stalwart\n id=East Scout\n name= _ \"Dwarf Scout\"\n x=22\n y=30\n side=6\n ai_special=guardian\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [object]\n id=o1\n [effect]\n apply_to=movement_costs\n replace=yes\n [movement_costs]\n cave={UNREACHABLE}\n flat={UNREACHABLE}\n [/movement_costs]\n [/effect]\n [/object]\n [/modifications]\n [/unit]\n\n [unit]\n type=Dwarvish Stalwart\n id=West Scout\n name= _ \"Dwarf Scout\"\n x=17\n y=31\n side=6\n ai_special=guardian\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [object]\n id=o2\n [effect]\n apply_to=movement_costs\n replace=yes\n [movement_costs]\n cave={UNREACHABLE}\n flat={UNREACHABLE}\n [/movement_costs]\n [/effect]\n [/object]\n [/modifications]\n [/unit]\n\n #capture dwarf chieftan's villages\n\n [capture_village]\n x= 6, 8, 9,14,11\n y=11,14,19,16,10\n side=6\n [/capture_village]\n\n # show where to go at start\n {PLACE_IMAGE items/gohere.png 28 32}\n\n # create Grog\n\n [unit]\n type=Troll\n id=Grog\n name= _ \"Grog\"\n profile=portraits/trolls/troll-hero-alt.png\n x=7\n y=28\n side=3\n unrenamable=yes\n hitpoints=25\n facing=s\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n [/event]\n\n # starting events\n\n [event]\n name=start\n\n # starting dialogue\n\n [message]\n speaker=Zurg\n message= _ \"This amazing tunnel, it leads very close to dwarves\u2019 main lair. You can hear their tiny footsteps just on other side of wall. All that separates us from the dwarves is a thin wall of stone. When you move a unit adjacent to the final wall, on your order Zurg will destroy it with fire magic. Dwarf chieftain is only lightly guarded, he send best warriors to hunt trolls. Heh, we give you easy task. You know dwarf chieftain when you see him, he shorter and uglier than most.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Did you dig these tunnels all by yourselves?\"\n [/message]\n\n [message]\n speaker=Zurg\n message= _ \"No, most are tiny dwarf tunnels. We like natural tunnels, big and tall enough for mighty trolls. When the world was young, Griknagh cut many tunnels and caverns into the rock far below us. We traveled deep deep down, following the trickle of ancient streams, far deeper than the puny dwarves. But now we come back up, great leader say there bad things now deep below. Bad for trolls. We come back up to reclaim ancient lands. But we find them filled with many many little stinky dwarves. All the beautiful stones are gone, greedy dwarves take them all. So we fight to reclaim our lands. But Zurg talk too much. We have job to do. Find dwarven leader and kill him and we will reward you well.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"It shall be done.\"\n [/message]\n [/event]\n\n # Event 1: Blow up wall, encounter advance dwarf guards\n\n # when player moves next wall trigger variable\n [event]\n name=moveto\n\n [filter]\n x,y=28,32\n side=1\n [/filter]\n\n [message]\n speaker=Zurg\n message= _ \"Once you done moving into position, Zurg will destroy wall.\"\n [/message]\n\n {REMOVE_IMAGE 28 32}\n\n # at start of player\u2019s next turn, blow charges and destroy wall\n [event]\n name=new turn\n\n # Place dwarf guards\n\n # EASY: 1 dwarf steelclad, 2 thunderer, 3 scouts\n # NORMAL: 1 dwarf steelclad, 2 thunderguard, 3 scouts\n # HARD: 1 dwarf steelclad, 2 thunderguard, 3 pathfinders\n\n # 1 Dwarf Sergeant\n {NAMED_NOTRAIT_UNIT 2 (Dwarvish Steelclad) 22 33 (Advance Sergeant) ( _ \"Dwarf Sergeant\")}\n\n # 2 Dwarf shooters\n#ifdef EASY\n {NAMED_NOTRAIT_UNIT 2 (Dwarvish Thunderer) 21 34 (Dwarf Guard) ( _ \"Dwarf Guard\")}\n {NAMED_NOTRAIT_UNIT 2 (Dwarvish Thunderer) 23 34 () ( _ \"Dwarf Guard\")}\n#else\n {NAMED_NOTRAIT_UNIT 2 (Dwarvish Thunderguard) 21 34 (Dwarf Guard) ( _ \"Dwarf Guard\")}\n {NAMED_NOTRAIT_UNIT 2 (Dwarvish Thunderguard) 23 34 () ( _ \"Dwarf Guard\")}\n#endif\n\n # 3 dwarf scouts occupy base and villages\n\n#ifdef HARD\n {NAMED_NOTRAIT_UNIT 2 (Dwarvish Pathfinder) 22 34 () ( _ \"Dwarf Guard\")}\n {NAMED_NOTRAIT_UNIT 2 (Dwarvish Pathfinder) 20 34 () ( _ \"Dwarf Guard\")}\n {NAMED_NOTRAIT_UNIT 2 (Dwarvish Pathfinder) 24 34 () ( _ \"Dwarf Guard\")}\n#else\n {NAMED_NOTRAIT_UNIT 2 (Dwarvish Scout) 22 34 () ( _ \"Dwarf Guard\")}\n {NAMED_NOTRAIT_UNIT 2 (Dwarvish Scout) 20 34 () ( _ \"Dwarf Guard\")}\n {NAMED_NOTRAIT_UNIT 2 (Dwarvish Scout) 24 34 () ( _ \"Dwarf Guard\")}\n#endif\n\n # Have Zurg cast spell to destroy wall\n\n [message]\n speaker=Zurg\n message= _ \"Fist and fire, crumble stone!\"\n [/message]\n\n # Have screen flash red\n\n [color_adjust]\n red,green,blue=255,0,0\n [/color_adjust]\n\n [redraw]\n [/redraw]\n\n [sound]\n name=explosion.ogg\n [/sound]\n\n [delay]\n time=100\n [/delay]\n\n [color_adjust]\n red,green,blue=0,0,0\n [/color_adjust]\n\n [redraw]\n [/redraw]\n\n # Have wall shake, then be replaced by dirt, then add rubble\n\n {UTBS_SHAKE_SCREEN}\n [sound]\n name=rumble.ogg\n [/sound]\n\n [terrain]\n x=27-28\n y=33\n terrain=Re\n [/terrain]\n\n {PLACE_IMAGE scenery/rubble.png 27 33}\n {PLACE_IMAGE scenery/rubble.png 28 33}\n\n # Reveal dwarven cavern\n [remove_shroud]\n x=19-30\n y=32-39\n side=1\n [/remove_shroud]\n\n [redraw][/redraw]\n\n # Have Zurg say goodbye\n\n [message]\n speaker=Zurg\n message= _ \"My work here is done. Zurg must report back to Great Leader. Many things to do and dwarves to kill before rest. Zurg return later to see how little elves are doing. Fight well!\"\n [/message]\n\n # Have Zurg leave\n\n [move_unit]\n id=Zurg\n to_x=39\n to_y=31\n [/move_unit]\n\n [kill]\n id=Zurg\n animate=no\n fire_event=no\n [/kill]\n\n [terrain]\n x,y=48,38\n terrain=Xu\n [/terrain]\n\n {PLACE_IMAGE scenery/rubble.png 44 35}\n\n # Have dwarf guards talk\n\n [message]\n speaker=Dwarf Guard\n message= _ \"Intruders! Sound the alarm!\"\n [/message]\n\n # If player tries to go back up escape passage\n [event]\n name=moveto\n\n [filter]\n x,y=47-48,37\n side=1\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Zurg must have collapsed the tunnel. Perhaps he didn\u2019t want to give the dwarves an easy access route if they defeated us. So much for an escape route, I guess we\u2019ll just have to be sure not to fail.\"\n [/message]\n [/event]\n [/event]\n [/event]\n\n # Event 2.1 2.2: Dwarf Sergeant and his Conscripts\n\n # moveto version, when dwarf sees enemy (sighted version disabled)\n\n [event]\n name=moveto\n\n [filter]\n x,y=9-16,35-38\n side=1\n [/filter]\n\n # make sure the sergeant is not facing the player's unit\n [modify_unit]\n [filter]\n id=Dwarf Sergeant\n [/filter]\n facing=nw\n [/modify_unit]\n\n [remove_shroud]\n side=1\n x=8-14\n y=33-38\n [/remove_shroud]\n\n # if Hard, add a third Dwarf Conscript\n\n {NAMED_GENERIC_UNIT 2 (Dwarvish Thunderer) 9 36 (Dwarf Conscript) ( _ \"Dwarf Conscript\")}\n {NAMED_GENERIC_UNIT 2 (Dwarvish Scout) 10 34 () ( _ \"Dwarf Conscript\")}\n\n#ifdef HARD\n {NAMED_GENERIC_UNIT 2 (Dwarvish Fighter) 9 35 () ( _ \"Dwarf Conscript\")}\n#endif\n\n [message]\n speaker=Dwarf Sergeant\n message= _ \"Do you know what the first task of any dwarven warrior is, runt?\"\n [/message]\n\n [message]\n x,y=10,34\n message= _ \"Sir?\"\n [/message]\n\n [message]\n speaker=Dwarf Sergeant\n message= _ \"Constant vigilance, boys; the enemy could be anywhere!\"\n [/message]\n\n [message]\n x,y=9,36\n message= _ \"But sir\u2014\"\n [/message]\n\n [message]\n speaker=Dwarf Sergeant\n message= _ \"Did I give you permissions to speak? Did I?\"\n [/message]\n\n [message]\n speaker=Dwarf Sergeant\n message= _ \"I was killing trolls when you were in swaddling clothes. I wrote the book on killing trolls. And you\u2019re not going anywhere until I\u2019m done with you.\"\n [/message]\n\n [message]\n x,y=10,34\n message= _ \"But sir, behind you...!\"\n [/message]\n\n [message]\n speaker=Dwarf Sergeant\n message= _ \"Oh let me guess, a big nasty troll, right? And when I turn around you flee like the cowards you are. Do you think I\u2019m stupid enough to fall for that one?\"\n [/message]\n\n [switch]\n variable=unit.race\n [case]\n value=quenoth, elf\n [message]\n x,y=9,36\n message= _ \"No, it\u2019s an elf!\"\n [/message]\n [modify_unit]\n [filter]\n id=Dwarf Sergeant\n [/filter]\n facing=se\n [/modify_unit]\n [message]\n id=Dwarf Sergeant\n message= _ \"What...?! Right... First task, boys, kill the intruder!\"\n [/message]\n [/case]\n [case]\n value=troll\n [message]\n x,y=9,36\n message= _ \"I\u2019m too young to die, save me!\"\n [/message]\n [modify_unit]\n [filter]\n id=Dwarf Sergeant\n [/filter]\n facing=se\n [/modify_unit]\n [message]\n speaker=Dwarf Sergeant\n message= _ \"Oh, grow a backbone... Huh? Hey, for once the runt was telling the truth. Come on, boys, kill the intruder!\"\n [/message]\n [/case]\n [case]\n value=human\n [message]\n x,y=10,34\n message= _ \"No, it\u2019s a... human?\"\n [/message]\n [modify_unit]\n [filter]\n id=Dwarf Sergeant\n [/filter]\n facing=se\n [/modify_unit]\n [message]\n speaker=Dwarf Sergeant\n message= _ \"What is a human doing here? Come on, boys, kill the intruder!\"\n [/message]\n [/case]\n [case]\n value=monster\n [message]\n x,y=10,34\n #po: \"it\" is referring to the dust devil\n message= _ \"No, it\u2019s a... what is that?\"\n [/message]\n [modify_unit]\n [filter]\n id=Dwarf Sergeant\n [/filter]\n facing=se\n [/modify_unit]\n [message]\n speaker=Dwarf Sergeant\n #po: 'earth\u2019s guts' references the underground. What is being talked about is the dust devil.\n message= _ \"What in the earth\u2019s guts is that? Kill it!\"\n [/message]\n [/case]\n [else]\n [message]\n x,y=9,36\n message= _ \"No, look behind you!\"\n [/message]\n [modify_unit]\n [filter]\n id=Dwarf Sergeant\n [/filter]\n facing=se\n [/modify_unit]\n [message]\n id=Dwarf Sergeant\n message= _ \"What...?! Right... First task, boys, kill the intruder!\"\n [/message]\n [/else]\n [/switch]\n [/event]\n\n # funny death message from one of the conscripts\n [event]\n name=last breath\n\n [filter]\n id=Dwarf Conscript\n [/filter]\n\n [filter_condition]\n [have_unit]\n id=Dwarf Sergeant\n [/have_unit]\n [/filter_condition]\n\n [message]\n speaker=unit\n message= _ \"I love you, Sarge...\"\n [/message]\n [/event]\n\n # Event 2.2: Wounded Troll\n\n # When player sees Vengeful Dwarf and troll prisoner (sighted version disabled)\n\n # Grog and the Dwarf cannot kill eachother unless dwarf advances (many turns)\n\n [event]\n name=attack\n first_time_only=no\n\n [filter]\n id=Grog, Vengeful Dwarf\n [/filter]\n\n [store_unit]\n [filter]\n id=Grog\n [/filter]\n variable=Grog_var\n [/store_unit]\n [store_unit]\n [filter]\n id=Vengeful Dwarf\n [/filter]\n variable=VDwarf_var\n [/store_unit]\n [/event]\n\n {FORCE_CHANCE_TO_HIT id=\"Vengeful Dwarf\" id=Grog 0 (\n [variable]\n name=Grog_var.hitpoints\n less_than_equal_to=24\n [/variable]\n [variable]\n name=VDwarf_var.level\n equals=1\n [/variable]\n )}\n {FORCE_CHANCE_TO_HIT id=Grog id=\"Vengeful Dwarf\" 0 (\n [variable]\n name=VDwarf_var.hitpoints\n less_than_equal_to=31\n [/variable]\n [variable]\n name=VDwarf_var.level\n equals=1\n [/variable]\n )}\n\n # Everytime Grog is attacked, he loses 1 xp and the dwarf loses 2 xp until the fight is found\n\n [event]\n name=attack end\n first_time_only=no\n\n [filter]\n id=Vengeful Dwarf, Grog\n [/filter]\n\n [filter_second]\n id=Grog, Vengeful Dwarf\n [/filter_second]\n\n [filter_condition]\n [and]\n [variable]\n name=Grog_found\n equals=no\n [/variable]\n [/and]\n [/filter_condition]\n\n [modify_unit]\n [filter]\n id=Grog\n [/filter]\n [effect]\n apply_to=experience\n set=0\n [/effect]\n [/modify_unit]\n\n [modify_unit]\n [filter]\n id=Vengeful Dwarf\n [/filter]\n [effect]\n apply_to=experience\n set=0\n [/effect]\n [/modify_unit]\n [/event]\n\n # When Grog is found, the following event triggers.\n\n [event]\n name=moveto\n\n [filter]\n x,y=6-8,28-34\n side=1\n [/filter]\n\n [remove_shroud]\n side=1\n x=5-9\n y=27-34\n [/remove_shroud]\n\n {CLEAR_VARIABLE Grog_found}\n\n [message]\n speaker=Vengeful Dwarf\n message= _ \"Ha, you\u2019re trapped. I\u2019ve got you right where I want you, and this time no one is gonna save you.\"\n [/message]\n\n {CHECK_SPEAKER}\n [message]\n speaker=$speaking_unit.id\n message= _ \"How did a troll get stuck all the way back here?\"\n [/message]\n {CLEAR_VARIABLE speaking_unit}\n [/event]\n\n # When Vengeful Dwarf dies\n [event]\n name=die\n\n [filter]\n id=Vengeful Dwarf\n [/filter]\n\n [filter_condition]\n [have_unit]\n id=Grog\n [/have_unit]\n [/filter_condition]\n\n {VARIABLE saved_grog yes}\n\n [message]\n speaker=Grog\n message= _ \"Thank you. Grog got lost and there were so many smelly dwarves. If you hadn\u2019t come Grog would have been killed. Grog owes you his life.\"\n [/message]\n\n [modify_unit]\n [filter]\n id=Grog\n [/filter]\n side=1\n moves=5\n [/modify_unit]\n [/event]\n\n # Event 3: Tunnel cave-ins\n\n # Eastern tunnel\n [event]\n name=moveto\n\n [filter]\n x,y=22-24,30-32\n side=1\n [/filter]\n\n [if]\n [have_location]\n x,y=16,31\n terrain=Xu\n count=0\n [/have_location]\n\n [then]\n [delay]\n time=200\n [/delay]\n\n [message]\n speaker=\"East Scout\"\n message= _ \"Here they come! Blow the charges!\"\n [/message]\n\n [kill]\n id=\"East Scout\"\n animate=no\n [/kill]\n\n [move_unit_fake]\n type=Dwarvish Stalwart\n side=6\n x=22,21,20,20,20,19,18,18\n y=30,30,29,28,27,27,26,25\n [/move_unit_fake]\n\n [sound]\n name=explosion.ogg\n [/sound]\n {UTBS_SHAKE_SCREEN}\n [sound]\n name=rumble.ogg\n [/sound]\n\n [terrain]\n x,y=22,30\n terrain=Xu\n [/terrain]\n {SCROLL_TO 22 30}\n {PLACE_IMAGE scenery/rubble.png 21 30}\n {PLACE_IMAGE scenery/rubble.png 23 30}\n [/then]\n\n [else]\n [message]\n speaker=\"East Scout\"\n message= _ \"They\u2019re coming this way too! Blow the charges!\"\n [/message]\n\n [redraw]\n [/redraw]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=\"East Scout\"\n message= _ \"What?! Nothing happened! Who rigged the darn charges anyway? I\u2019m going to have to hold them off by myself.\"\n [/message]\n [/else]\n [/if]\n [/event]\n\n # Western tunnel\n\n [event]\n name=moveto\n\n [filter]\n x,y=15-16,31-34\n side=1\n [/filter]\n\n [if]\n [have_location]\n x,y=22,30\n terrain=Xu\n count=0\n [/have_location]\n\n [then]\n [delay]\n time=200\n [/delay]\n\n [message]\n speaker=West Scout\n message= _ \"Here they come! Blow the charges!\"\n [/message]\n\n [kill]\n id=West Scout\n animate=no\n [/kill]\n\n [move_unit_fake]\n type=Dwarvish Stalwart\n side=6\n x=17,18,18,18,18,18,18,18,17,17\n y=31,30,29,28,27,26,25,24,24,23\n [/move_unit_fake]\n\n [sound]\n name=explosion.ogg\n [/sound]\n {UTBS_SHAKE_SCREEN}\n [sound]\n name=rumble.ogg\n [/sound]\n\n [terrain]\n x,y=16,31\n terrain=Xu\n [/terrain]\n {SCROLL_TO 16 31}\n [if]\n [have_unit]\n x,y=16,31\n [/have_unit]\n [then]\n [teleport]\n [filter]\n x,y=16,31\n [/filter]\n x=15\n y=32\n [/teleport]\n [/then]\n [/if]\n\n {PLACE_IMAGE scenery/rubble.png 15 32}\n {PLACE_IMAGE scenery/rubble.png 17 31}\n [/then]\n\n [else]\n [message]\n speaker=\"West Scout\"\n message= _ \"They\u2019re coming this way too! Blow the charges!\"\n [/message]\n\n [redraw]\n [/redraw]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=\"West Scout\"\n message= _ \"What?! Nothing happened! Who rigged the darn charges anyway? I\u2019m going to have to hold them off by myself.\"\n [/message]\n [/else]\n [/if]\n [/event]\n\n # Event 4: Bridge/Chasm Fight\n\n # Dwarf guards challenge elves to stand and fight, Jorgi doesn't want\n # to have to resort to trickery\n\n [event]\n name=moveto\n\n [filter]\n x=17-21\n y=24-31\n side=1\n [/filter]\n\n [remove_shroud]\n x=16-23\n y=23-32\n side=1\n [/remove_shroud]\n\n {NAMED_GENERIC_UNIT 6 (Dwarvish Sentinel) 19 25 (Jorgi) ( _ \"Jorgi\")}\n\n#ifdef HARD\n {NAMED_GENERIC_UNIT 6 (Dwarvish Steelclad) 18 26 () ( _ \"Dwarf Guard\")}\n {NAMED_GENERIC_UNIT 6 (Dwarvish Steelclad) 19 27 () ( _ \"Dwarf Guard\")}\n {NAMED_GENERIC_UNIT 6 (Dwarvish Steelclad) 20 26 () ( _ \"Dwarf Guard\")}\n#else\n {NAMED_GENERIC_UNIT 6 (Dwarvish Fighter) 18 26 () ( _ \"Dwarf Guard\")}\n {NAMED_GENERIC_UNIT 6 (Dwarvish Steelclad) 19 27 () ( _ \"Dwarf Guard\")}\n {NAMED_GENERIC_UNIT 6 (Dwarvish Fighter) 20 26 () ( _ \"Dwarf Guard\")}\n#endif\n\n {NAMED_GENERIC_UNIT 6 (Dwarvish Pathfinder) 18 25 () ( _ \"Dwarf Guard\")}\n#ifdef HARD\n {NAMED_GENERIC_UNIT 6 (Dwarvish Explorer) 20 25 () ( _ \"Dwarf Guard\")}\n#else\n {NAMED_GENERIC_UNIT 6 (Dwarvish Pathfinder) 20 25 () ( _ \"Dwarf Guard\")}\n#endif\n\n#ifdef EASY\n {NAMED_GENERIC_UNIT 6 (Dwarvish Thunderguard) 19 26 () ( _ \"Dwarf Guard\")}\n#else\n {NAMED_GENERIC_UNIT 6 (Dwarvish Dragonguard) 19 26 () ( _ \"Dwarf Guard\")}\n#endif\n\n [message]\n speaker=Jorgi\n message= _ \"It was a mistake to depend on trickery. We will defeat you fighting face to face. A true dwarf always looks his opponent in the eye when he kills him!\"\n [/message]\n\n [message]\n speaker=Jorgi\n message= _ \"So I challenge you, man to man. If you are not cowards, step out onto these bridges and meet your fate!\"\n [/message]\n [/event]\n\n # defines macro to explode backup charges to destroy tunnel leading\n # directly to main dwarf base\n\n#define BACKUP_CHARGES\n [sound]\n name=explosion.ogg\n [/sound]\n {UTBS_SHAKE_SCREEN}\n [sound]\n name=rumble.ogg\n [/sound]\n\n [terrain]\n x=12,12\n y=19,20\n terrain=Xu\n [/terrain]\n\n {PLACE_IMAGE scenery/rubble.png 11 19}\n {PLACE_IMAGE scenery/rubble.png 13 21}\n#enddef\n\n # When Jorgi dies, blow charges to destroy tunnel leading to dwarf base\n\n [event]\n name=last breath\n id=death_blows_charges\n\n [filter]\n id=Jorgi\n [/filter]\n\n [message]\n speaker=Jorgi\n message= _ \"I couldn\u2019t do it. Blow the backup charges! If we can\u2019t stop them then maybe the black lake will.\"\n [/message]\n\n {BACKUP_CHARGES}\n\n [remove_event]\n id=move_blows_charges\n [/remove_event]\n [/event]\n\n # if player crosses bridge before killing Jorgi, then blow charges\n # to destroy tunnel leading to dwarf base\n\n [event]\n name=moveto\n id=move_blows_charges\n\n [filter]\n x=12-21\n y=19-26\n side=1\n [/filter]\n\n [message]\n speaker=Jorgi\n message= _ \"They\u2019ve crossed the chasm! Blow the backup charges! If we can\u2019t stop them then maybe the black lake will.\"\n [/message]\n\n {BACKUP_CHARGES}\n\n [remove_event]\n id=death_blows_charges\n [/remove_event]\n [/event]\n\n # Event 5: Vampire Bats\n\n [event]\n name=moveto\n\n [filter]\n x=25-34\n y=10-22\n side=1\n [/filter]\n\n {CHECK_EXPLORER}\n [message]\n speaker=$explorer.id\n message= _ \"It\u2019s a huge underground lake. The water looks dark and deep and is cold to the touch. There also seems to be some glowing moss on the walls which illuminates the cavern, making it easier to see.\"\n [/message]\n {CLEAR_VARIABLE explorer}\n [/event]\n\n #activate bats and create dwarvish hermit unit\n\n [event]\n name=moveto\n\n [filter]\n x=26-28\n y=15-20\n side=1\n [/filter]\n\n [unit]\n id=Extra Hairy Bat\n name= _ \"Extra Hairy Bat\"\n type=Dread Bat\n x=42\n y=9\n side=4\n canrecruit=yes\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n #on easy, don't allow side to recruit dread bats, but create one at start\n\n#ifdef EASY\n [unit]\n type=Dread Bat\n side=4\n x=41\n y=10\n moves=0\n [/unit]\n#endif\n\n [modify_side]\n side=4\n {INCOME 8 12 16}\n {GOLD 75 110 145}\n [/modify_side]\n\n [unit]\n type=Dwarvish Stalwart\n id=Dwarf Hermit\n name= _ \"Dwarf Hermit\"\n x=21\n y=6\n side=6\n ai_special=guardian\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n [capture_village]\n x,y=22,5\n side=6\n [/capture_village]\n [/event]\n\n # when player sees bats\n\n [event]\n name=sighted\n\n [filter]\n type=Vampire Bat,Blood Bat,Dread Bat\n [/filter]\n\n [filter_second]\n side=1\n [/filter_second]\n\n {CHECK_SPEAKER}\n [message]\n speaker=$speaking_unit.id\n message= _ \"Incoming! Ugh, it\u2019s big, hairy, and nasty. I hate bats, I really hate bats.\"\n [/message]\n {CLEAR_VARIABLE speaking_unit}\n [/event]\n\n [event]\n name=last breath\n\n # wmllint: recognize Big Hairy Bat\n [filter]\n id=Big Hairy Bat\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Graaawk!\" # wmllint: no spellcheck\n [/message]\n\n {CHECK_SPEAKER}\n [message]\n speaker=$speaking_unit.id\n message= _ \"Good riddance.\"\n [/message]\n {CLEAR_VARIABLE speaking_unit}\n [/event]\n\n # Event 6: Tentacles attack\n\n # (2-3 level 1 tentacles appear every turn that player\n # is in 27-30,13-16) Give warning when player reaches edge of ledge\n\n # tentacles appear at start of player\u2019s turn\n\n [event]\n name=enter_hex\n\n [filter]\n x=27-29,28-29\n y=17,18\n side=1\n [/filter]\n\n {CHECK_EXPLORER}\n\n [message]\n speaker=$explorer.id\n message= _ \"The ledge just drops off here. The water might be shallow enough to wade across, but I think I vaguely see something moving underneath the surface. Maybe it\u2019s just fish, but I don\u2019t like the look of it.\"\n [/message]\n\n {CLEAR_VARIABLE explorer}\n [/event]\n\n#define CREATE_TENTACLE\n {RANDOM 1..$locs.length}\n {VARIABLE_OP random sub 1}\n [unit]\n type=Tentacle of the Deep\n side=5\n x=$locs[$random].x\n y=$locs[$random].y\n placement=map\n passable=yes\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n [/modifications]\n role=large_tentacles\n [/unit]\n#enddef\n\n # create a bunch of tentacles every time a side 1 unit is in area\n # do this 3 times, then stop\n\n [event]\n name=new turn\n first_time_only=no\n\n [filter_condition]\n [have_unit]\n x=27-30\n y=13-17\n side=1\n [/have_unit]\n [variable]\n name=tentacle_count\n less_than=3\n [/variable]\n [/filter_condition]\n\n {CREATE_TENTACLE}\n {CREATE_TENTACLE}\n#ifndef EASY\n {CREATE_TENTACLE}\n#endif\n#ifdef HARD\n {CREATE_TENTACLE}\n#endif\n\n #choose what message to say\n [if]\n [variable]\n name=tentacle_count\n numerical_equals=0\n [/variable]\n\n [then]\n [message]\n x,y=24-30,12-20\n side=1\n message= _ \"What are those?!\"\n [/message]\n [/then]\n\n [else]\n [message]\n x,y=24-30,12-20\n side=1\n message= _ \"Here come more of them!\"\n [/message]\n [/else]\n [/if]\n\n [set_variable]\n name=tentacle_count\n add=1\n [/set_variable]\n\n [if]\n [variable]\n name=tentacle_count\n equals=3\n [/variable]\n [then]\n [event]\n name=die\n\n [filter]\n type=Tentacle of the Deep\n [/filter]\n\n [filter_condition]\n [have_unit]\n role=large_tentacles\n count=0\n [/have_unit]\n [/filter_condition]\n\n [message]\n x,y=21-30,12-19\n side=1\n message= _ \"The movement under the water has stopped. I think we killed the last of them. Whatever \u2018them\u2019 was.\"\n [/message]\n\n #once all the tentacles have been killed, locs is no longer needed\n {CLEAR_VARIABLE locs}\n\n [modify_side]\n side=4\n income=2\n [/modify_side]\n [/event]\n [/then]\n [/if]\n [/event]\n\n # Event 7: Trigger Dwarf Lord's side\n\n [event]\n name=moveto\n\n [filter]\n x=13-22\n y=11-17\n side=1\n [/filter]\n\n [modify_side]\n side=6\n {INCOME 10 15 20}\n {GOLD 100 150 200}\n [/modify_side]\n # Delete the avoidance factor\n [modify_ai]\n side=6\n action=delete\n path=aspect[avoid].facet[*]\n [/modify_ai]\n\n #create dwarven defenders:\n\n #on EASY difficulty, don't create Dwarvish Pathfinder\n\n#ifdef HARD\n {NAMED_GENERIC_UNIT 6 (Dwarvish Steelclad) 11 10 () ( _ \"Dwarf High Guard\")}\n#else\n {NAMED_GENERIC_UNIT 6 (Dwarvish Fighter) 11 10 () ( _ \"Dwarf High Guard\")}\n#endif\n#ifndef EASY\n {NAMED_GENERIC_UNIT 6 (Dwarvish Pathfinder) 5 13 () ( _ \"Dwarf High Guard\")}\n#endif\n {NAMED_GENERIC_UNIT 6 (Dwarvish Thunderguard) 7 15 () ( _ \"Dwarf High Guard\")}\n {NAMED_GENERIC_UNIT 6 (Dwarvish Stalwart) 7 19 () ( _ \"Dwarf High Guard\")}\n [/event]\n\n # Event 8: Dwarf Lord sighted event and death event\n\n [event]\n name=sighted\n\n [filter]\n id=Dwarf Chieftain\n [/filter]\n\n [filter_second]\n side=1\n [/filter_second]\n\n [message]\n speaker=Dwarf Chieftain\n message= _ \"So you\u2019ve come at last. Let it end, here and now!\"\n [/message]\n\n [gold]\n amount={ON_DIFFICULTY 80 120 160}\n side=6\n [/gold]\n [/event]\n\n [event]\n name=last breath\n\n [filter]\n id=Dwarf Chieftain\n [/filter]\n\n [message]\n speaker=Dwarf Chieftain\n message= _ \"Faugh! Even in death I curse you! You will never escape these tunnels alive!\"\n [/message]\n\n {CHECK_SPEAKER}\n [message]\n speaker=$speaking_unit.id\n message= _ \"And so, at last, it ends.\"\n [/message]\n {CLEAR_VARIABLE speaking_unit}\n\n [message]\n side=6\n [not]\n canrecruit=yes\n [/not]\n message= _ \"The chieftain has fallen! Flee for your lives!\"\n [/message]\n\n [kill]\n side=6\n animate=no\n [/kill]\n\n [terrain]\n x=0,1,2,3,4,5,5,6\n y=20,21,21,22,21,21,20,19\n terrain=Uu\n [/terrain]\n\n [remove_shroud]\n x=2-7\n y=18-22\n side=1\n [/remove_shroud]\n\n [redraw][/redraw]\n\n [move_unit_fake]\n type=Troll Shaman\n side=2\n x=1,6\n y=21,19\n [/move_unit_fake]\n\n {NAMED_NOTRAIT_UNIT 3 (Troll Shaman) 6 19 (Zurg) ( _ \"Zurg\")}\n\n [delay]\n time=200\n [/delay]\n\n [message]\n speaker=Zurg\n message= _ \"Little elves fight good. Zurg impressed. With dwarf chieftain dead, cowardly dwarves flee before us. Our struggle not over, still much more fighting, but elf and troll have won this battle. We thank you. Great Leader has allowed you to come speak with him. Great honor, never has one of your kind been allowed in his presence. But he wishes to talk with you and reward you. Please come with me.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"With their knowledge of all these secret tunnels, you\u2019d think they could have led us straight here instead of making us go through those \u2018light defenses\u2019. It would have saved us a lot of unnecessary fighting in actually getting to the dwarf chieftain.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Perhaps they wanted to further test our prowess in battle. And besides, every dwarf we kill is one they don\u2019t have to. Still, I think we caused a bigger distraction than they were expecting.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Shh, you two. Yes, of course, we would be honored to come and meet the Great Leader. But first, we left many of our people back up near the entrance to the great cave where you first met us and I fear that even now those caves aren\u2019t safe. Can you help us escort my people to safety?\"\n [/message]\n\n [message]\n speaker=Zurg\n message= _ \"Hmm, yes, yes we can help. We have a few big caves you little people can stay in, and I get some big trolls to help escort you there. The Great Leader wouldn\u2019t want any unpleasant surprises. Show me where your people are hiding and we will help you move them to our caves.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"I thank you. Come on people, no celebrating yet, we still have work left to do!\"\n [/message]\n\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/event]\n\n # DWARF EASTER EGG EVENTS\n\n # Event 19: Hermit Intro and Death events (sighted intro version disabled)\n\n # Hermit lives alone on island in the lake, guarding his amulet\n\n # The two following events are mutually exclusive\n\n [event]\n name=moveto\n\n [filter]\n x,y=18-24,3-8\n side=1\n [/filter]\n\n [if]\n [variable]\n name=hermit_trigger\n equals=no\n [/variable]\n [then]\n [message]\n speaker=Dwarf Hermit\n message= _ \"They\u2019ve come for my precious. It\u2019s mine, yes it is. They shan\u2019t have it, no they shan\u2019t. We shall kill them all, yes, yes we will.\"\n [/message]\n {CLEAR_VARIABLE hermit_trigger}\n [/then]\n [/if]\n [/event]\n\n [event]\n name=attack\n\n [filter]\n id=Dwarf Hermit\n [/filter]\n\n [if]\n [variable]\n name=hermit_trigger\n equals=no\n [/variable]\n [then]\n [message]\n speaker=Dwarf Hermit\n message= _ \"They\u2019ve come for my precious. It\u2019s mine, yes it is. They shan\u2019t have it, no they shan\u2019t. We shall kill them all, yes, yes we will.\"\n [/message]\n {CLEAR_VARIABLE hermit_trigger}\n [/then]\n [/if]\n [/event]\n\n [event]\n name=last breath\n\n [filter]\n id=Dwarf Hermit\n [/filter]\n\n [message]\n speaker=Dwarf Hermit\n message= _ \"Curse them! We hates them!\"\n [/message]\n\n {CHECK_SPEAKER}\n [message]\n speaker=$speaking_unit.id\n message= _ \"What\u2019s this? His clothes were in rags, and yet he had this ancient jeweled amulet hanging around his neck. It contains a huge amethyst that seems to glow faintly with a strange purple light. I wonder where he got such a trinket?\"\n [/message]\n {CLEAR_VARIABLE speaking_unit}\n\n [event]\n name=open_door\n\n [message]\n speaker=unit\n message= _ \"Hey, wait a minute, that amulet glows the same color as this rune. Maybe if I put the amulet on and step into the rune...\"\n [/message]\n\n [color_adjust]\n red,green,blue=246,0,243\n [/color_adjust]\n\n {UTBS_SHAKE_SCREEN}\n\n [terrain]\n x,y=46,21\n terrain=Uu\n [/terrain]\n\n {PLACE_IMAGE scenery/rubble.png 46 21}\n\n [redraw][/redraw]\n\n [color_adjust]\n red,green,blue=0,0,0\n [/color_adjust]\n\n [remove_item]\n x,y=45,21\n [/remove_item]\n\n [message]\n speaker=unit\n message= _ \"Whoa. That was pretty impressive. The amulet stopped glowing and the rune is gone, but what have they revealed?\"\n [/message]\n\n [remove_event]\n id=door_message\n [/remove_event]\n [/event]\n [/event]\n\n # Event 19.5 baby tentacles attack any unit that tries to walk around\n # the edge of cave (except for flying shyde/star)\n # 2 if easy difficulty, 3 if challenging or hard difficulty\n\n [event]\n name=moveto\n\n [filter]\n [not]\n type=Quenoth Sun Sylph,Quenoth Shyde\n [/not]\n x=17-21\n y=8-11\n side=1\n [/filter]\n\n#ifdef HARD\n [unit]\n type=Tentacle of the Deep\n side=5\n x,y=18,10\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n#endif\n\n [unit]\n type=Tentacle of the Deep\n id=Smaller Tentacle\n side=5\n x,y=19,9\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n [unit]\n type=Tentacle of the Deep\n side=5\n x,y=20,10\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n [message]\n speaker=Smaller Tentacle\n message= _ \"Splash! Splash!\"\n [/message]\n\n {CHECK_EXPLORER}\n [message]\n speaker=$explorer.id\n message= _ \"More tentacles?! What, did that thing have a baby?\"\n [/message]\n {CLEAR_VARIABLE explorer}\n [/event]\n\n # Event 20: Moveto rune statue, open door events\n\n [event]\n name=moveto\n\n [filter]\n x,y=45,21\n side=1\n [not]\n type=Dust Devil\n [/not]\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"What in Eloh\u2019s name is this? Someone has carved a glowing purple rune in the floor at the end of this passage. It must be magical. And this passage ends suddenly in a smooth stone wall. This can\u2019t be a coincidence. But the wall seems quite solid. I wonder who carved that rune and why?\"\n [/message]\n\n [fire_event]\n name=open_door\n [primary_unit]\n id=$unit.id\n [/primary_unit]\n [/fire_event]\n\n [event]\n name=moveto\n first_time_only=no\n id=door_message\n\n [filter]\n x,y=45,21\n side=1\n [not]\n type=Dust Devil\n [/not]\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"The rune is still there, glowing mysteriously. I still have no idea why it was put here, but it\u2019s obviously powerful and magical, a combination of things which I am hesitant to mess with.\"\n [/message]\n\n [fire_event]\n name=open_door\n [primary_unit]\n id=$unit.id\n [/primary_unit]\n [/fire_event]\n [/event]\n [/event]\n\n # Event 21: Ransack Dwarven Tomb\n\n [event]\n name=moveto\n id=take_belt\n first_time_only=no\n\n [filter]\n x=49\n y=24\n side=1\n [not]\n type=Dust Devil\n [/not]\n [/filter]\n\n [message]\n speaker=unit\n\n message= _ \"Based on the runes covering the walls this must be the tomb of some ancient dwarf. The tomb seems empty except for this ornate stone coffin. The skeleton inside the coffin has long since vanished into dust. All that\u2019s left are a few ceremonial trinkets and this shining golden belt. Inscribed on this inside are the words: \u201cMay you have the toughness to stay standing long after your enemies fall.\u201d Grave robbing is never a good thing to do, but this belt looks magical and its former owner certainly won\u2019t miss it.\"\n [option]\n label= _ \"I fear no ghosts, I\u2019ll take it.\"\n [command]\n [remove_event]\n id=take_belt\n [/remove_event]\n\n [message]\n speaker=unit\n message= _ \"The belt fits perfectly! Somehow I feel stronger and tougher. This is too easy, there seem to have been no traps set upon the coffin. Today\u2019s my lucky day.\"\n [/message]\n\n [object]\n [filter]\n x=49\n y=24\n side=1\n [/filter]\n\n id=DwarvenBelt\n name= _ \"Dwarven Belt\"\n description= _ \"The maximum hit points of the unit who wears this belt will increase by 12.\"\n\n [effect]\n apply_to=hitpoints\n increase_total=12\n [/effect]\n [/object]\n\n {NAMED_NOTRAIT_UNIT 5 (Ghost) 47 22 (Angry Ghost) ( _ \"Angry Ghost\")}\n\n [message]\n speaker=Angry Ghost\n message= _ \"You who disturb my rest, come and join me in death!\"\n [/message]\n\n [message]\n speaker=unit\n message= _ \"Then again, maybe I spoke too soon.\"\n [/message]\n [/command]\n [/option]\n\n [option]\n label= _ \"On second thought, it\u2019s better to leave the dead in peace.\"\n\n [command]\n [allow_undo]\n [/allow_undo]\n [/command]\n [/option]\n [/message]\n [/event]\n\n #at victory, clear variables:\n [event]\n name=victory\n\n [micro_ai]\n side=5\n ai_type=simple_attack\n action=delete\n [/micro_ai]\n\n {CLEAR_VARIABLE tentacle_count,Grog_var,VDwarf_var}\n [/event]\n\n [event]\n name=time over\n\n [message]\n speaker=Kaleh\n message= _ \"Oh no, we took too long and enemy reinforcements have arrived. We\u2019ll surely be overwhelmed now!\"\n [/message]\n [/event]\n\n {UTBS_INCLUDE utils/deaths.cfg}\n[/scenario]\n"} {"text": "#textdomain wesnoth-utbs\n\n[scenario]\n id=07a_Dealing_with_Dwarves\n name= _ \"Dealing with Dwarves\"\n\n {UTBS_MAP 07a_Dealing_with_Dwarves.map}\n\n {STORY_DEALING_WITH_DWARVES}\n\n {SCENARIO_MUSIC \"knalgan_theme.ogg\"}\n\n next_scenario=08_Out_of_the_Frying_Pan\n turns=unlimited\n victory_when_enemies_defeated=no\n\n {UNDERGROUND}\n\n [side]\n side=1\n id=Kaleh\n type=Quenoth Youth\n canrecruit=yes\n gold=0\n {NO_INCOME}\n controller=human\n shroud=no\n fog=no\n team_name=ally\n user_team_name= _ \"team_name^Quenoth Elves\"\n {FLAG_VARIANT long}\n [/side]\n\n #side=2 Dwarf king\n [side]\n id=King Thurongar\n name= _ \"King Thurongar\"\n type=Dwarvish Lord\n side=2\n canrecruit=no\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n [/modifications]\n ai_special=guardian\n gold=0\n income=0\n controller=ai\n shroud=no\n fog=no\n team_name=ally\n user_team_name=_\"Allies\"\n {FLAG_VARIANT knalgan}\n [/side]\n\n # Prestart functions:\n # set starting scenario objectives\n # keep cost of recruiting units the same\n # recall main heroes\n # initialize starting variables\n # create starting guards\n\n [event]\n name=prestart\n\n # set starting scenario objectives\n\n [objectives]\n summary= _ \"Starting Objectives:\"\n [objective]\n description= _ \"Choose a unit to take the Fire Blade\"\n condition=win\n [/objective]\n [/objectives]\n\n #add furnishings\n [item]\n image=items/dragonstatue.png\n x,y=8,7\n [/item]\n\n [item]\n image=items/dragonstatue.png~FL()\n x,y=12,7\n [/item]\n\n #recall heroes\n\n [recall]\n id=Nym\n x,y=9,10\n [/recall]\n\n [recall]\n id=Zhul\n x,y=11,10\n [/recall]\n\n [recall]\n id=Elyssa\n x,y=10,11\n [/recall]\n\n #recall other dwarves\n [recall]\n id=Rogrimir\n x,y=8,12\n [/recall]\n\n [recall]\n id=Dwalim\n x,y=12,12\n [/recall]\n [recall]\n id=Moin\n x,y=11,13\n [/recall]\n [recall]\n id=Nordi\n x,y=13,12\n [/recall]\n [recall]\n id=Byorn\n x,y=12,13\n [/recall]\n [recall]\n id=Runin\n x,y=13,13\n [/recall]\n\n [modify_unit]\n [filter]\n id=Dwalim,Moin,Nordi,Byorn,Runin\n [/filter]\n side=2\n [/modify_unit]\n\n #initialize starting variables\n\n [if]\n [have_unit]\n id=Rogrimir\n [/have_unit]\n\n [then]\n [set_variable]\n name=ally_name\n value=Rogrimir\n [/set_variable]\n [/then]\n\n [else]\n [set_variable]\n name=ally_name\n value=Jarl\n [/set_variable]\n\n # Jarl's traits are intentionally inferior to Rogrimir's\n [unit]\n type=Dwarvish Stalwart\n id=Jarl\n name= _ \"Jarl\"\n profile=portraits/dwarves/fighter-2.png\n x=8\n y=12\n side=1\n unrenamable=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_INTELLIGENT}\n [/modifications]\n [/unit]\n [/else]\n [/if]\n\n #create starting dwarf guards\n #all have special AI guardian, so that they won't move\n\n [unit]\n type=Dwarvish Sentinel\n name= _ \"Dwarf Guard\"\n x=9\n y=14\n side=2\n ai_special=guardian\n facing=se\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [unit]\n type=Dwarvish Sentinel\n name= _ \"Dwarf Guard\"\n x=11\n y=14\n side=2\n ai_special=guardian\n facing=sw\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n [unit]\n type=Dwarvish Steelclad\n name= _ \"Dwarf Guard\"\n x=9\n y=6\n side=2\n ai_special=guardian\n facing=se\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n\n [unit]\n type=Dwarvish Steelclad\n name= _ \"Dwarf Guard\"\n x=11\n y=6\n side=2\n ai_special=guardian\n facing=se\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_INTELLIGENT}\n [/modifications]\n [/unit]\n\n [unit]\n type=Dwarvish Berserker\n name= _ \"Dwarf Guard\"\n x=7\n y=8\n side=2\n ai_special=guardian\n facing=se\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n [unit]\n type=Dwarvish Berserker\n name= _ \"Dwarf Guard\"\n x=13\n y=8\n side=2\n ai_special=guardian\n facing=sw\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [unit]\n type=Dwarvish Dragonguard\n name= _ \"Dwarf Guard\"\n x=6\n y=9\n side=2\n ai_special=guardian\n facing=se\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [unit]\n type=Dwarvish Dragonguard\n name= _ \"Dwarf Guard\"\n x=6\n y=11\n side=2\n ai_special=guardian\n facing=se\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [unit]\n type=Dwarvish Dragonguard\n name= _ \"Dwarf Guard\"\n x=14\n y=9\n side=2\n ai_special=guardian\n facing=sw\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [unit]\n type=Dwarvish Dragonguard\n name= _ \"Dwarf Guard\"\n x=14\n y=11\n side=2\n ai_special=guardian\n facing=sw\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n [/event]\n\n # starting dialogue\n [event]\n name=start\n\n [message]\n speaker=narrator\n message= _ \"This chamber is beautifully decorated. Ornate frescoes and dwarven runes cover the walls, and the room is dominated by a large intricately-carved stone throne. Flanking the throne are two detailed statues of some sort of beast you aren\u2019t familiar with. The floor is covered in dark slate, and a path of smooth tiles directs visitors up to a small stone seat which faces the throne.\"\n image=wesnoth-icon.png\n [/message]\n\n # wmllint: local spelling Thurongar\n [message]\n speaker=King Thurongar\n message= _ \"Hail Kaleh, I am Thurongar, King of the Dwarves.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"I am Kaleh, leader of the Quenoth Elves.\"\n [/message]\n\n [message]\n speaker=King Thurongar\n message= _ \"I\u2019ve heard of your recent exploits against the troll menace. They\u2019ve been quite a thorn in our side for a while now. They used to be just an occasional pest, but now wherever we go we find another infestation. They\u2019ve been getting smarter with their tactics; we\u2019ve lost several of our outlying settlements to their attacks. Still, we\u2019re not done fighting and with your recent victory perhaps this battle is turning in our favor. But tell me, what are so many elves doing so deep under the earth?\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"It\u2019s a long story, but we come from the south, where we lived in the desert. Our village was destroyed, and I am leading my people on a journey to find a new home. Our god Eloh appeared to me in a vision, and told me to go north, but when we came to the mountains she said I should go under them instead of trying to cross the snowy peaks. So that\u2019s how several thousand of us ended up down here.\"\n [/message]\n\n [message]\n speaker=King Thurongar\n message= _ \"Interesting. We\u2019d offer to let you live with us, but I\u2019m afraid we don\u2019t have much free space; this city is almost filled to capacity. And looking at you, I don\u2019t think that the under-realm is quite the place for your kind. I think your god may have somewhere else intended for you.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Indeed, although I admire this great city you have carved from the rock, I think many of my people find these tunnels scary and alien. All we really want to do is to find a way back to the surface on the northern side of the mountains.\"\n [/message]\n\n [message]\n speaker=King Thurongar\n message= _ \"That I may be able to help you with. We haven\u2019t sent anyone to the surface in years, but we do know of a passage that leads to the ancient northern gate. Several generations ago we used to trade heavily with humans that lived north of the mountains, but then some new human came to power and decreed that all contact with us should be cut off. We sent messengers to find out why, but they never returned.\"\n [/message]\n\n [if]\n [variable]\n name=ally_name\n equals=Rogrimir\n [/variable]\n\n [then]\n [message]\n speaker=King Thurongar\n message= _ \"But dwarves are excellent delvers, and we keep meticulous maps of all the tunnels we have explored. We should still have maps of the tunnels leading back to the surface. Of course I doubt you would be able to understand them, so, Rogrimir here has volunteered to lead you to the surface.\"\n [/message]\n [/then]\n\n [else]\n [message]\n speaker=King Thurongar\n message= _ \"But dwarves are excellent delvers, and we keep meticulous maps of all the tunnels we have explored. We should still have maps of the tunnels leading back to the surface. Of course I doubt you would be able to understand them, so, Jarl here has volunteered to lead you to the surface.\"\n [/message]\n [/else]\n [/if]\n\n [if]\n [variable]\n name=saved_rogrimir\n boolean_equals=yes\n [/variable]\n\n [then]\n [message]\n speaker=Rogrimir\n message= _ \"You saved my life and my debt to you is still unpaid. Showing you the way to the surface and protecting you is the least I can do.\"\n [/message]\n\n [message]\n speaker=Jarl\n message= _ \"You rescued my brother, and though he died fighting, he died a warrior\u2019s death instead of a coward\u2019s. For that I thank you. I will take his place and help you get to the surface.\"\n [/message]\n [/then]\n\n [else]\n [message]\n speaker=$ally_name\n message= _ \"You did a great service for my brothers. In exchange, as much as I hate the light, I am the one who knows the upper tunnels the best, so I\u2019ll be your guide.\"\n [/message]\n [/else]\n [/if]\n {CLEAR_VARIABLE saved_rogrimir}\n\n [if]\n [variable]\n name=ally_name\n equals=Rogrimir\n [/variable]\n\n [then]\n [message]\n speaker=Kaleh\n message= _ \"Thank you very much for your help. We were worried about getting lost in all these twisting tunnels. And we would be honored to have you come with us, Rogrimir.\"\n [/message]\n [/then]\n\n [else]\n [message]\n speaker=Kaleh\n message= _ \"Thank you very much for your help. We were worried about getting lost in all these twisting tunnels. And we would be honored to have you come with us, Jarl.\"\n [/message]\n [/else]\n [/if]\n\n [if]\n [have_unit]\n x,y=12-14,12-14\n [/have_unit]\n\n [then]\n [message]\n speaker=King Thurongar\n message= _ \"The dwarves who fought by your side have come to pay their respects as well.\"\n [/message]\n\n [message]\n x,y=12-14,12-14\n message= _ \"You helped us strike a huge blow against those savages and it was an honor to fight by your side. You are the bravest elves we have ever known. We\u2019d like to come with you, but, well, we don\u2019t like going that close to the surface, and besides there\u2019s still lots of fighting to be done down here. Don\u2019t you worry, we won\u2019t rest until we have killed every one of trolls.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"I understand. Thank you, you were a huge help to us. It was an honor to fight by your side.\"\n [/message]\n [/then]\n [/if]\n\n [if]\n [have_unit]\n id=Elyssa\n [/have_unit]\n\n [then]\n [message]\n speaker=Elyssa\n message= _ \"I\u2019m afraid, Kaleh, that the time has come for our paths to separate.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"What?!\"\n [/message]\n\n [message]\n speaker=Elyssa\n #the sceptre of fire always has the 're' writing, this is intentional!\n message= _ \"I have learned a lot about the dwarves in my time here, and yet there\u2019s so much more to learn. Have you seen their forges? They really know how to work fire and use it in amazing ways. They have some interesting ideas about how they might improve their smithing with my magical fire. And have you seen their records? They have kept records of their dealings that go back generations upon generations. They even know of the dwarven clan who helped craft the Sceptre of Fire. Imagine if I could find the dwarves who helped build such an artifact!\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"But we need you! What would we do without you?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"With the help of the dwarves, I think you will do just fine. I don\u2019t know what home your god has planned for you, Kaleh, but I believe in you, and I know that you will find a place for your people. My place is here, with the dwarves. And you don\u2019t really need me, you have each other.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"If your mind is set, then I won\u2019t try to convince you. But we will miss you.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"I thank Eloh for the brief time that she has let you spend with us.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"You take care of yourself, and someday maybe we\u2019ll meet again.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Thank you. And I owe you so much for helping me meet the dwarves. I never would have come down here myself. With some help from the dwarves I have enchanted this fire blade for you. May its flames always light your path, and strike down your enemies. I give this to all of you as a token of my gratitude.\"\n [/message]\n\n {PLACE_IMAGE items/flame-sword.png 10 10}\n\n [message]\n speaker=Kaleh\n message= _ \"A flaming sword. That\u2019s amazing. I just don\u2019t know who should use it.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"I will let you decide; use it in the best way that you see fit.\"\n [/message]\n\n [message]\n speaker=narrator\n message= _ \"You can choose which unit you want to take the flaming sword. If you want another unit to wield the sword, Kaleh can recruit or recall other units.\"\n image=wesnoth-icon.png\n [/message]\n\n # here we store the player\u2019s actual gold and set it to 100 instead,\n # since otherwise they might be unable to recruit or recall due to\n # lack of gold\n [store_side]\n side=1\n variable=stored_side_1\n [/store_side]\n\n [modify_side]\n side=1\n gold=100\n [/modify_side]\n [/then]\n\n [else]\n [message]\n speaker=King Thurongar\n message= _ \"And now I think you should be off as soon as possible. The trolls have retreated into their holes for the present, but who knows when they will strike again.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"This is a marvelous city, but I for one can\u2019t wait to feel the sun upon my face again and the wind in my hair.\"\n [/message]\n\n [endlevel]\n result=victory\n carryover_report=no\n {NEW_GOLD_CARRYOVER 100}\n [/endlevel]\n [/else]\n [/if]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n\n [filter]\n x=10\n y=10\n [not]\n id=Elyssa\n [/not]\n [not]\n type=Dust Devil\n [/not]\n side=1\n [/filter]\n\n [message]\n speaker=unit\n\n message= _ \"Should I take this sword?\"\n [option]\n label= _ \"Yes, I\u2019ll take it.\"\n\n [command]\n [object]\n [filter]\n # TODO: decide which units should be able to take it,\n # or change the item into something else\n x=10\n y=10\n side=1\n [/filter]\n\n id=FlamingSword\n image=attacks/sword-flaming.png\n name= _ \"Flaming Sword\"\n description= _ \"This sword will make all your melee attacks do fire damage.\"\n\n [effect]\n apply_to=attack\n range=melee\n set_type=fire\n [set_specials]\n mode=append\n {WEAPON_SPECIAL_MAGICAL}\n [/set_specials]\n [/effect]\n [/object]\n\n [message]\n speaker=unit\n message= _ \"I will wield this blade proudly, and whenever I look upon it I shall remember you, Elyssa.\"\n [/message]\n\n [message]\n speaker=King Thurongar\n message= _ \"And now I think you should be off as soon as possible. The trolls have retreated back into their holes for the present, but who knows when they will strike again.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"This is a marvelous city, but I for one can\u2019t wait to feel the sun upon my face again and the wind in my hair.\"\n [/message]\n\n # let's give the player their actual starting gold back\n [modify_side]\n side=1\n gold=$stored_side_1.gold\n [/modify_side]\n\n {CLEAR_VARIABLE stored_side_1}\n\n [endlevel]\n result=victory\n carryover_report=no\n {NEW_GOLD_CARRYOVER 100}\n [/endlevel]\n [/command]\n [/option]\n\n [option]\n label= _ \"No, I think someone else should wield it.\"\n\n [command]\n [allow_undo]\n [/allow_undo]\n [/command]\n [/option]\n [/message]\n [/event]\n[/scenario]\n"} {"text": "#textdomain wesnoth-utbs\n\n[scenario]\n id=07b_Talking_with_Trolls\n name= _ \"Talking with Trolls\"\n\n {UTBS_MAP 07b_Talking_with_Trolls.map}\n\n {STORY_TALKING_WITH_TROLLS}\n\n {SCENARIO_MUSIC \"northerners.ogg\"}\n\n next_scenario=08_Out_of_the_Frying_Pan\n turns=unlimited\n victory_when_enemies_defeated=no\n\n {UNDERGROUND}\n\n [side]\n side=1\n id=Kaleh\n type=Quenoth Youth\n canrecruit=yes\n gold=0\n {NO_INCOME}\n controller=human\n shroud=no\n fog=no\n team_name=ally\n user_team_name= _ \"team_name^Quenoth Elves\"\n {FLAG_VARIANT long}\n [/side]\n\n #side=2 Troll Leader\n [side]\n id=Great Leader Darmog\n name= _ \"Great Leader Darmog\"\n # wmllint: local spelling Darmog\n type=Great Troll\n side=2\n canrecruit=no\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_STRONG}\n [/modifications]\n ai_special=guardian\n gold=0\n income=0\n controller=ai\n shroud=no\n fog=no\n team_name=ally\n user_team_name=_\"Allies\"\n [/side]\n\n # Prestart functions:\n # set starting scenario objectives\n # keep cost of recruiting units the same\n # recall main heroes\n # initialize starting variables\n # create starting guards\n\n [event]\n name=prestart\n\n # set starting scenario objectives\n\n [objectives]\n summary= _ \"Starting Objectives:\"\n [objective]\n description= _ \"Choose a unit to take the Fire Blade\"\n condition=win\n [/objective]\n [/objectives]\n\n #add rubble and other items\n {PLACE_IMAGE scenery/rubble.png 9 9}\n {PLACE_IMAGE scenery/rubble.png 12 9}\n {PLACE_IMAGE scenery/rubble.png 11 7}\n {PLACE_IMAGE scenery/rubble.png 13 10}\n {PLACE_IMAGE scenery/rubble.png 7 12}\n\n {PLACE_IMAGE scenery/rubble.png 8 7}\n {PLACE_IMAGE scenery/rubble.png 12 7}\n\n #recall heroes\n [recall]\n id=Nym\n x,y=9,10\n [/recall]\n\n [recall]\n id=Zhul\n x,y=11,10\n [/recall]\n\n [recall]\n id=Elyssa\n x,y=10,11\n [/recall]\n\n #recall other trolls\n [recall]\n id=Grog\n x,y=8,12\n [/recall]\n\n [recall]\n id=\"Thu'lok\"\n x,y=12,12\n [/recall]\n [recall]\n id=Harpo\n x,y=11,13\n [/recall]\n [recall]\n id=Groucho\n x,y=13,12\n [/recall]\n [recall]\n id=Chico\n x,y=12,13\n [/recall]\n [recall]\n id=Groo\n x,y=13,13\n [/recall]\n\n [modify_unit]\n [filter]\n id=\"Thu'lok,Groucho,Harpo,Chico,Groo\"\n [/filter]\n side=2\n [/modify_unit]\n\n #initialize starting variables\n\n [if]\n [have_unit]\n id=Grog\n [/have_unit]\n\n [then]\n [set_variable]\n name=ally_name\n value=Grog\n [/set_variable]\n [/then]\n\n [else]\n [set_variable]\n name=ally_name\n value=Nog\n [/set_variable]\n\n # Nog's traits are intentionally inferior to Grog's\n [unit]\n type=Troll\n id=Nog\n name= _ \"Nog\"\n profile=portraits/trolls/troll-hero-alt.png\n x=8\n y=12\n side=1\n unrenamable=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n [/else]\n [/if]\n\n #create starting dwarf guards\n #all have special AI guardian, so that they won't move\n\n [unit]\n type=Troll\n name= _ \"Troll Guard\"\n x=9\n y=14\n side=2\n ai_special=guardian\n facing=se\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [unit]\n type=Troll\n name= _ \"Troll Guard\"\n x=11\n y=14\n side=2\n ai_special=guardian\n facing=sw\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n [unit]\n type=Troll Shaman\n id=Spiritual Advisor\n name= _ \"Spiritual Advisor\"\n x=9\n y=6\n side=2\n ai_special=guardian\n facing=se\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n\n [unit]\n type=Troll Shaman\n name= _ \"Spiritual Advisor\"\n x=11\n y=6\n side=2\n ai_special=guardian\n facing=se\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_INTELLIGENT}\n [/modifications]\n [/unit]\n\n [unit]\n type=Troll Rocklobber\n name= _ \"Troll Guard\"\n x=7\n y=8\n side=2\n ai_special=guardian\n facing=se\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n [unit]\n type=Troll Rocklobber\n name= _ \"Troll Guard\"\n x=13\n y=8\n side=2\n ai_special=guardian\n facing=sw\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [unit]\n type=Troll Whelp\n name= _ \"Troll Guard\"\n x=6\n y=9\n side=2\n ai_special=guardian\n facing=se\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [unit]\n type=Troll Whelp\n name= _ \"Troll Guard\"\n x=6\n y=11\n side=2\n ai_special=guardian\n facing=se\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [unit]\n type=Troll Whelp\n name= _ \"Troll Guard\"\n x=14\n y=9\n side=2\n ai_special=guardian\n facing=sw\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [unit]\n type=Troll Whelp\n name= _ \"Troll Guard\"\n x=14\n y=11\n side=2\n ai_special=guardian\n facing=sw\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n [/event]\n\n # starting dialogue\n [event]\n name=start\n\n [message]\n speaker=narrator\n message= _ \"It is clear that this chamber used to be quite ornately decorated, but almost all of it has been destroyed, revealing a stone and dirt floor. What remains is a large stone throne, which has been covered with skulls and animal skins and bright paint. The walls were once covered with frescoes and dwarven runes, but several trolls are busy chipping them off. The floor was once tiled in dark slate, but only two small patches of tiles remain around the two chairs in this chamber. You\u2019re surprised to see that small tile path running up the center of the chamber has been left untouched. It leads to a small stone chair facing the large throne.\"\n image=wesnoth-icon.png\n [/message]\n\n [message]\n speaker=Great Leader Darmog\n message= _ \"I, Great Leader Darmog, greet you, Kaleh.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"I Kaleh, leader of the Quenoth Elves, thank you for meeting with me.\"\n [/message]\n\n [message]\n speaker=Great Leader Darmog\n message= _ \"On behalf of all trolls, Darmog thank you for great victory over the dwarves. You have helped drive back the nasty dwarves and given us time to strengthen our defenses. Us trolls not always enemies of dwarves. Until recently we not have much contact with small people. But dwarves invade our tunnels, defile our holy places and kill our women and young. Dwarf not care about anything except gold and pretty gems. The shamans say that the spirits of our kin cry out for vengeance and Darmog will not rest until every dwarf is dead!\"\n [/message]\n\n [message]\n speaker=Spiritual Advisor\n message= _ \"But I am curious, we do not know of your kind. We thank you for your help, but who are you and why do you come down here with so many of your people?\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"It\u2019s a long story, but we come from the south, where we lived above ground in the desert. Our village was destroyed, and I am leading my people on a journey to find a new home. Our god Eloh appeared to me in a vision, and told me to go north, but when we came to the mountains she said I should go under them instead of trying to cross the snowy peaks. We do not want to live down here, we are just trying to find a way to the other side of the mountains.\"\n [/message]\n\n [message]\n speaker=Great Leader Darmog\n message= _ \"Darmog has never been above ground, but Darmog understand your story. A leader must protect and care for his people. Every people deserve to find their own home. If we can help you we will.\"\n [/message]\n\n [if]\n [variable]\n name=ally_name\n equals=Grog\n [/variable]\n\n [then]\n [message]\n speaker=Spiritual Advisor\n message= _ \"We may be able to help you find a way back to the sunlit lands. In our temples we do keep records of the past. We have not walked above the earth for many many generations, not since the darkness drove us underground. But we are masters of the underground lands, and we have explored many tunnels. Recently one of our scouts found a path that leads north back to the sunlit lands, I think it may be the way you are trying to go. In reward for your achievements, we will help you. Grog has volunteered to protect you and lead you back to the sunlight lands.\"\n [/message]\n [/then]\n\n [else]\n [message]\n speaker=Spiritual Advisor\n message= _ \"We may be able to help you find a way back to the sunlit lands. In our temples we do keep records of the past. We have not walked above the earth for many many generations, not since the darkness drove us underground. But we are masters of the underground lands, and we have explored many tunnels. Recently one of our scouts found a path that leads north back to the sunlit lands, I think it may be the way you are trying to go. In reward for your achievements, we will help you. Nog has volunteered to protect you and lead you back to the sunlight lands.\"\n [/message]\n [/else]\n [/if]\n\n [if]\n [variable]\n name=saved_grog\n boolean_equals=yes\n [/variable]\n\n [then]\n [message]\n speaker=Grog\n message= _ \"You saved Grog\u2019s life. Grog still owe you a debt of thanks. In return Grog will protect little elves and show them the way back to lighted lands.\"\n [/message]\n\n [message]\n speaker=Nog\n message= _ \"You rescued Nog\u2019s brother, and he died like a warrior in battle, not like a coward in chains. Nog is very grateful. You proved yourselves to be brave strong warriors, and Nog will help you find way back to lighted lands.\"\n [/message]\n [/then]\n\n [else]\n [message]\n speaker=Nog\n message= _ \"You did trolls big service. Nog like to wander in tunnels, and Chief say that he knows the upper tunnels the best. Nog want to help elves so even though he not want to leave battle, he agrees to show elves way back to lighted lands.\"\n [/message]\n [/else]\n [/if]\n {CLEAR_VARIABLE saved_grog}\n\n [if]\n [variable]\n name=ally_name\n equals=Grog\n [/variable]\n\n [then]\n [message]\n speaker=Kaleh\n message= _ \"Thank you very much for your help. We were worried about getting lost in all these twisting tunnels. And we would be honored to have you come with us, Grog.\"\n [/message]\n [/then]\n\n [else]\n [message]\n speaker=Kaleh\n message= _ \"Thank you very much for your help. We were worried about getting lost in all these twisting tunnels. And we would be honored to have you come with us, Nog.\"\n [/message]\n [/else]\n [/if]\n\n [if]\n [have_unit]\n x,y=12-14,12-14\n [/have_unit]\n\n [then]\n [message]\n speaker=Great Leader Darmog\n message= _ \"The trolls who fought with you also want to thank you. They tell great tales of your valor.\"\n [/message]\n\n [message]\n x,y=12-14,12-14\n message= _ \"We thank you for all you have done for trolls. You are bravest small people we know. We will tell stories of your battles to all our families so that none will forget. We wish we could come with you and fight more, but Great Leader need us to protect this city. Many dwarves still left, much fighting still to do. Griknagh will protect us, may he watch over you too.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"I understand. Thank you, you were a huge help to us. It was an honor to fight by your side.\"\n [/message]\n [/then]\n [/if]\n\n [if]\n [have_unit]\n id=Elyssa\n [/have_unit]\n\n [then]\n [message]\n speaker=Elyssa\n message= _ \"I\u2019m afraid, Kaleh, that the time has come for our paths to separate.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"What?!\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"I have learned a lot about the trolls in my time here, and yet there\u2019s so much more to learn. Their magic is amazing. Have you seen their shamans? They make fire with their bare hands. They are very interested in my magic and they have offered to teach me how they create fire. I thought I was one of the last people still practicing magic, who knew I would find trolls still teaching it deep under the earth? There is just so much that I can learn from them, I can\u2019t leave now.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"But we need you! What would we do without you?\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"With the help of the trolls, I think you will do just fine. I don\u2019t know what home your god has planned for you, Kaleh, but I believe in you, and I know that you will find a place for your people. My place is here, with the trolls. And you don\u2019t really need me, you have each other.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"If your mind is set, then I won\u2019t try to convince you. But we will miss you.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"I thank Eloh for the brief time that she has let you spend with us.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"You take care of yourself, and someday maybe we\u2019ll meet again.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"Thank you. And I owe you so much for helping me discover the trolls. I never would have come down here myself. I found this sword when we were fighting the dwarves and with some help from the trolls I have enchanted this fire blade for you. May its flames always light your path, and strike down your enemies. I give this to all of you as a token of my gratitude.\"\n [/message]\n\n {PLACE_IMAGE items/flame-sword.png 10 10}\n\n [message]\n speaker=Kaleh\n message= _ \"A flaming sword. That\u2019s amazing. I just don\u2019t know who should use it.\"\n [/message]\n\n [message]\n speaker=Elyssa\n message= _ \"I will let you decide; use it in the best way that you see fit.\"\n [/message]\n\n [message]\n speaker=narrator\n message= _ \"You can choose which unit you want to take the flaming sword. If you want another unit to wield the sword, Kaleh can recruit or recall other units.\"\n image=wesnoth-icon.png\n [/message]\n\n # here we store the player\u2019s actual gold and set it to 100 instead,\n # since otherwise they might be unable to recruit or recall due to\n # lack of gold\n [store_side]\n side=1\n variable=stored_side_1\n [/store_side]\n\n [modify_side]\n side=1\n gold=100\n [/modify_side]\n [/then]\n\n [else]\n [message]\n speaker=Great Leader Darmog\n message= _ \"And now Darmog think you should be off as soon as possible. The dwarves are sneaky, they retreat today but may attack again tomorrow. The sooner you leave the safer you will be.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"I heartily agree, I for one can\u2019t wait to feel the sun upon my face again and the wind in my hair.\"\n [/message]\n\n [endlevel]\n result=victory\n carryover_report=no\n {NEW_GOLD_CARRYOVER 100}\n [/endlevel]\n [/else]\n [/if]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n\n [filter]\n x=10\n y=10\n [not]\n id=Elyssa\n [/not]\n [not]\n type=Dust Devil\n [/not]\n side=1\n [/filter]\n\n [message]\n speaker=unit\n\n message= _ \"Should I take this sword?\"\n [option]\n label= _ \"Yes, I\u2019ll take it.\"\n\n [command]\n [object]\n [filter]\n # TODO: decide which units should be able to take it,\n # or change the item into something else\n x=10\n y=10\n side=1\n [/filter]\n\n id=FlamingSword\n image=attacks/sword-flaming.png\n name= _ \"Flaming Sword\"\n description= _ \"This sword will make all your melee attacks do fire damage.\"\n\n [effect]\n apply_to=attack\n range=melee\n set_type=fire\n [/effect]\n [/object]\n\n [message]\n speaker=unit\n message= _ \"I will wield this blade proudly, and whenever I look upon it I shall remember you, Elyssa.\"\n [/message]\n\n [message]\n speaker=Great Leader Darmog\n message= _ \"And now Darmog think you should be off as soon as possible. The dwarves are sneaky, they retreat today but may attack again tomorrow. The sooner you leave the safer you will be.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"This is a marvelous city, but I for one can\u2019t wait to feel the sun upon my face again and the wind in my hair.\"\n [/message]\n\n # let's give the player their actual starting gold back\n [modify_side]\n side=1\n gold=$stored_side_1.gold\n [/modify_side]\n\n [endlevel]\n result=victory\n carryover_report=no\n {NEW_GOLD_CARRYOVER 100}\n [/endlevel]\n [/command]\n [/option]\n\n [option]\n label= _ \"No, I think someone else should wield it.\"\n\n [command]\n [allow_undo]\n [/allow_undo]\n [/command]\n [/option]\n [/message]\n [/event]\n[/scenario]\n"} {"text": "#textdomain wesnoth-utbs\n\n[scenario]\n id=08_Out_of_the_Frying_Pan\n name= _ \"Out of the Frying Pan\"\n next_scenario=09_Blood_is_Thicker_Than_Water\n {UTBS_MAP 08_Out_of_the_Frying_Pan.map}\n\n {STORY_OUT_OF_THE_FRYING_PAN}\n\n {SCENARIO_MUSIC \"underground.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"loyalists.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"suspense.ogg\"}\n #TODO redo the playlist\n\n {TURNS 76 72 68}\n\n victory_when_enemies_defeated=no\n\n {TWO_SUNS_DEFAULT_SCHEDULE}\n\n #Side 1: elves\n [side]\n side=1\n id=Kaleh\n type=Quenoth Youth\n canrecruit=yes\n {GOLD 160 120 80}\n # this basically forces you to lose all your gold this scenario unless you recall a small number of loyals only\n {INCOME 2 1 0}\n controller=human\n shroud=yes\n fog=no\n team_name=elf_ally\n user_team_name= _ \"team_name^Quenoth Elves\"\n {FLAG_VARIANT long}\n [/side]\n\n #Side 2: Human forces (blue)\n [side]\n side=2\n no_leader=yes\n gold=0\n income=0\n controller=ai\n team_name=human_ally\n user_team_name=_\"Humans\"\n {FLAG_VARIANT undead}\n#ifdef EASY\n recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Bowman, Longbowman\n#else\n recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Bowman, Longbowman, Dragoon\n#endif\n [ai]\n recruitment_pattern=scout,fighter,archer\n\n aggression=0.6\n caution=0.1\n\n passive_leader=yes\n\n [goal]\n name=target\n [criteria]\n side=1\n [/criteria]\n value=10\n [/goal]\n [/ai]\n [/side]\n\n #Side=3 undead cultists (green)\n [side]\n side=3\n no_leader=yes\n gold=0\n income=0\n controller=ai\n team_name=cultists\n user_team_name=_\"Cultists\"\n {FLAG_VARIANT undead}\n [ai]\n aggression=0.8\n caution=0.1\n [/ai]\n {FLAG_VARIANT undead}\n [/side]\n\n #Side=4 confused ants (yellow)\n [side]\n side=4\n no_leader=yes\n gold=0\n income=0\n controller=ai\n hidden=yes\n [ai]\n aggression=-0.99\n caution=0.99\n\n #keep ants from running too far down the tunnel\n [avoid]\n x=31-36\n y=45-49\n [/avoid]\n [/ai]\n [/side]\n\n #Side=5 Vengeful Undead\n [side]\n side=5\n no_leader=yes\n gold=0\n income=0\n controller=ai\n team_name=human_ally\n user_team_name=_\"Human Ally\"\n {FLAG_VARIANT undead}\n recruit=EGhost, EWraith, EShadow\n hidden=yes\n [ai]\n aggression=0.75\n caution=0.1\n\n recruitment_pattern=scout\n\n # keep undead away from player\u2019s base\n # option 1 is to avoid x=1-19 (let them enter cave but not\n # sneak around behind base)\n # option 2 is to avoid x=1-25 (lets them get near cave\n # but not enter it)\n\n [avoid]\n x,y=1-25,1-60\n [/avoid]\n [/ai]\n {FLAG_VARIANT undead}\n [/side]\n\n #Side=6 dwarf/troll pursuers\n [side]\n side=6\n no_leader=yes\n gold=0\n income=0\n controller=ai\n hidden=yes\n\n [ai]\n aggression=0.8\n caution=0.1\n [/ai]\n [/side]\n\n #Side=7 Assassin/Cloaked Figure's side\n [side]\n side=7\n no_leader=yes\n gold=0\n income=0\n controller=ai\n team_name=monster\n hidden=yes\n\n [ai]\n aggression=0.90\n caution=0.10\n\n [avoid]\n x=10-20\n y=10-18\n [/avoid]\n [goal]\n name=target\n [criteria]\n id=Kaleh\n [/criteria]\n value=20\n [/goal]\n [/ai]\n [/side]\n\n #Side=8 Human messengers\n [side]\n side=8\n no_leader=yes\n gold=0\n income=0\n controller=ai\n team_name=human_ally\n user_team_name=_\"Humans\"\n {FLAG_VARIANT undead}\n [/side]\n\n {LOYALIST_COLOR_SHIFT}\n\n # Prestart functions:\n # insert items onto map\n # kill Elyssa to keep her from being recruited\n # increase cost of recruiting units\n # place item images on map\n # recall main heroes\n # initialize starting variables\n # remove shroud surrounding starting position\n # add more dirt at easier difficulties\n # set starting scenario objectives\n\n [event]\n name=prestart\n\n # add items to map\n\n # main gate guardian runes\n {PLACE_IMAGE items/rune2-burning.png 23 48}\n {PLACE_IMAGE items/rune2-burning.png 20 45}\n\n # wizard chamber guardian rune\n {PLACE_IMAGE items/rune4-burning.png 18 34}\n\n # wizard's monster trapping runes\n {PLACE_IMAGE items/rune3-burning.png 17 32}\n {PLACE_IMAGE items/rune3-burning.png 19 32}\n\n # wizard's magic circle\n {PLACE_IMAGE items/magiccircle-nw.png 17 29}\n {PLACE_IMAGE items/magiccircle-n.png 18 28}\n {PLACE_IMAGE items/magiccircle-ne.png 19 29}\n {PLACE_IMAGE items/magiccircle-sw.png 17 30}\n {PLACE_IMAGE items/magiccircle-s.png 18 30}\n {PLACE_IMAGE items/magiccircle-se.png 19 30}\n\n # golem trapped in magic circle\n {PLACE_IMAGE \"units/monsters/flesh-golem.png~RC(magenta>red)\" 18 29}\n\n # Miscellaneous potions\n {PLACE_IMAGE items/potion-poison.png 18 27}\n {PLACE_IMAGE items/potion-red.png 17 28}\n {PLACE_IMAGE items/potion-grey.png 19 28}\n {PLACE_IMAGE items/potion-yellow.png 16 29}\n {PLACE_IMAGE items/potion-green.png 20 29}\n\n # wizard's dragon statues\n [item]\n image=items/dragonstatue.png\n x,y=16,28\n [/item]\n\n [item]\n image=items/dragonstatue.png~FL()\n x,y=20,28\n [/item]\n\n # center chamber healing runes\n {PLACE_IMAGE items/rune-lightblue-small.png 17 44}\n {PLACE_IMAGE items/rune-lightblue-small.png 19 43}\n\n # kitchen trash + rocks\n {PLACE_IMAGE scenery/trash.png 12 46}\n {PLACE_IMAGE scenery/trash.png 10 49}\n {PLACE_IMAGE scenery/trash.png 9 47}\n {PLACE_IMAGE scenery/rubble.png 10 48}\n\n # barracks trash + rocks\n {PLACE_IMAGE scenery/trash.png 15 40}\n {PLACE_IMAGE scenery/trash.png 14 36}\n {PLACE_IMAGE scenery/trash.png 13 39}\n {PLACE_IMAGE scenery/rubble.png 15 38}\n {PLACE_IMAGE scenery/rubble.png 18 39}\n {PLACE_IMAGE items/bones.png 15 36}\n {PLACE_IMAGE items/bones.png 16 39}\n\n # training hall skeletons (remains of students + trainer)\n {PLACE_IMAGE items/bones.png 9 40}\n {PLACE_IMAGE items/bones.png 9 43}\n {PLACE_IMAGE items/bones.png 11 41}\n {PLACE_IMAGE items/bones.png 12 42}\n\n # crypt coffins + rocks\n {PLACE_IMAGE items/coffin-closed.png 10 26}\n {PLACE_IMAGE items/coffin-closed.png 10 28}\n {PLACE_IMAGE items/coffin-closed.png 12 25}\n {PLACE_IMAGE items/coffin-closed.png 12 27}\n {PLACE_IMAGE scenery/rubble.png 12 28}\n\n # cloaked figure chamber\n {PLACE_IMAGE scenery/rubble.png 8 21}\n\n # temple altar\n {PLACE_IMAGE items/altar-evil.png 6 33}\n {PLACE_IMAGE items/bones.png 7 36}\n\n # rocks in human outpost/elves base cave\n {PLACE_IMAGE scenery/rubble.png 16 17}\n\n # chest of gold in human outpost at cave mouth\n {PLACE_IMAGE items/chest-plain-closed.png 17 21}\n\n # kill Elyssa to keep her from being recruited\n\n [kill]\n id=Elyssa\n animate=no\n fire_event=no\n [/kill]\n\n {INCREASE_RECRUIT_COSTS 1}\n\n # Place units in the encampment\n [recall]\n id=Nym\n x,y=52,42\n [/recall]\n\n [recall]\n id=Zhul\n x,y=52,41\n [/recall]\n\n # recall dwarf/troll ally\n [recall]\n id=$ally_name\n x,y=51,43\n [/recall]\n\n # wmllint: recognize Grog\n # wmllint: recognize Nog\n # wmllint: recognize Rogrimir\n # wmllint: recognize Jarl\n\n # put hero icon on troll/dwarf ally\n [unit_overlay]\n id=$ally_name\n image=misc/hero-icon.png\n [/unit_overlay]\n\n # initialize starting variables\n\n [set_variable]\n name=ally_must_live\n value=yes\n [/set_variable]\n\n [set_variable]\n name=healing_rune1\n value=1\n [/set_variable]\n\n#ifdef EASY\n [set_variable]\n name=healing_rune2\n value=2\n [/set_variable]\n#else\n [set_variable]\n name=healing_rune2\n value=1\n [/set_variable]\n#endif\n\n # timer to store when to send off a human messenger\n [set_variable]\n name=messenger_timer\n value=0\n [/set_variable]\n\n #remove shroud surrounding starting position\n [remove_shroud]\n x=48-64,48-57\n y=41-49,38-42\n side=1\n [/remove_shroud]\n\n # add more dirt to secret passage at easier difficulties\n\n#ifndef HARD\n [terrain]\n x,y=20,51\n terrain=Re\n [/terrain]\n#endif\n\n#ifdef EASY\n [terrain]\n x,y=17,51\n terrain=Re\n [/terrain]\n#endif\n\n # set starting scenario objectives\n [objectives]\n [objective]\n description= _ \"Escape the caves\"\n condition=win\n [show_if]\n {VARIABLE_CONDITIONAL ally_must_live boolean_equals yes}\n [/show_if]\n [/objective]\n [objective]\n description= _ \"Explore outside\"\n condition=win\n [show_if]\n [not]\n [have_unit]\n # wmllint: recognize Sergeant Durstrag\n # wmllint: recognize Esanoo\n id=Sergeant Durstrag,Esanoo\n [/have_unit]\n [/not]\n {VARIABLE_CONDITIONAL ally_must_live boolean_equals no}\n [/show_if]\n [/objective]\n [objective]\n description= _ \"Defeat Sergeant Durstrag\"\n condition=win\n [show_if]\n [have_unit]\n id=Sergeant Durstrag\n [/have_unit]\n [/show_if]\n [/objective]\n [objective]\n description= _ \"Death of Kaleh\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Nym\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Zhul\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Grog\"\n condition=lose\n [show_if]\n {VARIABLE_CONDITIONAL ally_name equals \"Grog\"}\n {VARIABLE_CONDITIONAL ally_must_live boolean_equals yes}\n [/show_if]\n [/objective]\n [objective]\n description= _ \"Death of Nog\"\n condition=lose\n [show_if]\n {VARIABLE_CONDITIONAL ally_name equals \"Nog\"}\n {VARIABLE_CONDITIONAL ally_must_live boolean_equals yes}\n [/show_if]\n [/objective]\n [objective]\n description= _ \"Death of Rogrimir\"\n condition=lose\n [show_if]\n {VARIABLE_CONDITIONAL ally_name equals \"Rogrimir\"}\n {VARIABLE_CONDITIONAL ally_must_live boolean_equals yes}\n [/show_if]\n [/objective]\n [objective]\n description= _ \"Death of Jarl\"\n condition=lose\n [show_if]\n {VARIABLE_CONDITIONAL ally_name equals \"Jarl\"}\n {VARIABLE_CONDITIONAL ally_must_live boolean_equals yes}\n [/show_if]\n [/objective]\n [objective]\n description= _ \"A human messenger escapes the valley\"\n condition=lose\n [show_if]\n {VARIABLE_CONDITIONAL messengers_incoming boolean_equals yes}\n [/show_if]\n [/objective]\n\n {TURNS_RUN_OUT}\n\n [note]\n description= _ \"The messenger is the leader of the special white colored units\"\n [show_if]\n {VARIABLE_CONDITIONAL messengers_incoming boolean_equals yes}\n [/show_if]\n [/note]\n\n [gold_carryover]\n bonus=yes\n carryover_percentage=40\n [/gold_carryover]\n [/objectives]\n [/event]\n\n # Event 1: Starting dialogue & dwarves/troll appear\n\n [event]\n name=start\n\n [message]\n speaker=$ally_name\n message= _ \"We\u2019ve come far and we\u2019re almost to the surface. But first we should stop and rest here for a while.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"That\u2019s a big river; the water is really moving fast.\"\n [/message]\n\n [if]\n [variable]\n name=ally_race\n equals=dwarf\n [/variable]\n\n [then]\n [message]\n speaker=$ally_name\n message= _ \"Yes, this time of year the snow melts from the mountains, and rivers like this often go deep underground. Sometimes the rivers break through and flood caverns, a deadly accident that has occasionally befallen my kind.\"\n [/message]\n [/then]\n\n [else]\n [message]\n speaker=$ally_name\n message= _ \"Deep and dark are the waters that flow in our caves. Sometimes raging waters flood tunnels without warning. A stream can sustain a village, a sudden flood can destroy it.\"\n [/message]\n [/else]\n [/if]\n\n [message]\n speaker=Nym\n message= _ \"Well, the faster we get out of here, the happier I\u2019ll be.\"\n [/message]\n\n [sound]\n name=cave-in.ogg\n [/sound]\n\n {UTBS_SHAKE_SCREEN}\n\n [message]\n speaker=Zhul\n message= _ \"Wait, did you feel that?\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"What?\"\n image=portraits/nym_moody.png\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"It felt like a distant rumbling. And what\u2019s that roaring sound?\"\n [/message]\n\n # create trolls/dwarves\n\n #in easier difficulties, I wound troll/dwarf units\n\n [if]\n [variable]\n name=ally_race\n equals=dwarf\n [/variable]\n\n [then]\n [move_unit_fake]\n type=Troll Rocklobber\n side=6\n x=52,52,53,53,53,53,52,51\n y=50,49,49,48,47,46,45,45\n [/move_unit_fake]\n\n [unit]\n type=Troll Rocklobber\n name= _ \"Troll Avenger\"\n side=6\n x=51\n y=45\n#ifdef EASY\n hitpoints=36\n#endif\n#ifdef NORMAL\n hitpoints=42\n#endif\n [/unit]\n\n [move_unit_fake]\n type=Troll Whelp\n side=6\n x=52,52,53,53,53,53,52,52\n y=50,49,49,48,47,46,45,44\n [/move_unit_fake]\n\n [unit]\n type=Troll Whelp\n name= _ \"Troll Avenger\"\n side=6\n x=52\n y=44\n#ifdef EASY\n hitpoints=28\n#endif\n#ifdef NORMAL\n hitpoints=32\n#endif\n [/unit]\n\n [move_unit_fake]\n type=Troll Shaman\n side=6\n x=52,52,53,53,53,53,52\n y=50,49,49,48,47,46,45\n [/move_unit_fake]\n\n [unit]\n type=Troll Shaman\n name= _ \"Troll Avenger\"\n role=avenger\n side=6\n x=52\n y=45\n#ifdef EASY\n hitpoints=34\n#endif\n#ifdef NORMAL\n hitpoints=38\n#endif\n [/unit]\n\n [message]\n role=avenger\n message= _ \"Foul elves, you not escaped us yet. Great Leader will be avenged! We plugged river and you all drown with us!\"\n [/message]\n [/then]\n\n [else]\n [move_unit_fake]\n type=Dwarvish Fighter\n side=6\n x=52,52,53,53,53,53,52,51\n y=50,49,49,48,47,46,45,45\n [/move_unit_fake]\n\n [unit]\n type=Dwarvish Fighter\n name= _ \"Dwarf Avenger\"\n side=6\n x=51\n y=45\n#ifdef EASY\n hitpoints=26\n#endif\n#ifdef NORMAL\n hitpoints=30\n#endif\n [/unit]\n\n [move_unit_fake]\n type=Dwarvish Thunderguard\n side=6\n x=52,52,53,53,53,53,52,52\n y=50,49,49,48,47,46,45,44\n [/move_unit_fake]\n\n [unit]\n type=Dwarvish Thunderguard\n name= _ \"Dwarf Avenger\"\n side=6\n x=52\n y=44\n#ifdef EASY\n hitpoints=31\n#endif\n#ifdef NORMAL\n hitpoints=37\n#endif\n [/unit]\n\n [move_unit_fake]\n type=Dwarvish Pathfinder\n side=6\n x=52,52,53,53,53,53,52\n y=50,49,49,48,47,46,45\n [/move_unit_fake]\n\n [unit]\n type=Dwarvish Pathfinder\n name= _ \"Dwarf Avenger\"\n role=avenger\n side=6\n x=52\n y=45\n#ifdef EASY\n hitpoints=25\n#endif\n#ifdef NORMAL\n hitpoints=32\n#endif\n [/unit]\n\n [message]\n role=avenger\n message= _ \"Foul elves, you have not escaped yet. Our chieftain shall be avenged! We have dammed the river and soon all shall drown in its dark waters. Come join us in death!\"\n [/message]\n [/else]\n [/if]\n\n [message]\n speaker=Kaleh\n message= _ \"That sound must be the rushing water. We have to get our people out of here, and fast!\"\n [/message]\n\n [message]\n speaker=$ally_name\n message= _ \"Quick, the southern passage!\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"We haven\u2019t a moment to lose!\"\n [/message]\n [/event]\n\n # Event 2: confused ants\n\n #EASY: 3 fleeing ants, 1 normal ant\n #NORMAL: 3 fleeing ants, 2 normal ants\n #HARD: 3 fleeing ants, 3 normal ants\n\n [event]\n name=moveto\n\n [filter]\n x=36-42\n y=45-53\n side=1\n [not]\n type=Dust Devil\n [/not]\n [/filter]\n\n #create confused ants\n\n [unit]\n type=Giant Ant\n x=42\n y=49\n side=4\n goto_x=39\n goto_y=49\n [/unit]\n\n [unit]\n type=Giant Ant\n x=40\n y=52\n side=4\n goto_x=38\n goto_y=50\n [/unit]\n\n [unit]\n type=Giant Ant\n x=43\n y=51\n side=4\n goto_x=38\n goto_y=49\n [/unit]\n\n [unit]\n type=Giant Ant\n x=39\n y=50\n side=4\n [/unit]\n\n#ifndef EASY\n [unit]\n type=Giant Ant\n x=38\n y=52\n side=4\n [/unit]\n#endif\n\n#ifdef HARD\n [unit]\n type=Giant Ant\n x=41\n y=52\n side=4\n [/unit]\n#endif\n\n [remove_shroud]\n side=1\n x=37-46\n y=46-53\n [/remove_shroud]\n\n [if]\n # The ally has not seen the first set of ants, so has a different reaction.\n [variable]\n name=unit.id\n equals=$ally_name\n [/variable]\n [then]\n [message]\n speaker=unit\n message= _ \"Hey look, ants!\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=unit\n message= _ \"Hey look, more ants!\"\n [/message]\n [/else]\n [/if]\n\n [if]\n # check to see if Nym is the unit that triggered this event\n # to keep her from talking to herself during the dialogue\n [variable]\n name=unit.id\n not_equals=Nym\n [/variable]\n\n [then]\n [message]\n speaker=Nym\n message= _ \"Are you sure there aren\u2019t any spiders?\"\n [/message]\n\n [message]\n speaker=unit\n message= _ \"No, but the water is rising to the southeast as well. The river must lead to more tunnels than we first thought.\"\n [/message]\n [/then]\n\n [else]\n [message]\n speaker=unit\n message= _ \"I don\u2019t see any spiders, but the water is rising to the southeast as well. The river must lead to more tunnels than we first thought.\"\n [/message]\n [/else]\n [/if]\n\n [message]\n speaker=Zhul\n message= _ \"The ants must be fleeing from the flood too.\"\n [/message]\n\n [message]\n speaker=unit\n message= _ \"They seem confused, leaderless. I guess it\u2019s every ant for itself. Uh, oh. Some of them seem to have noticed us.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Well, we have to get out of here too. Looks like we don\u2019t have any choice but to fight our way through the chaos.\"\n [/message]\n [/event]\n\n # Event 3: human explorers / cave delvers / spelunkers\n\n [event]\n name=moveto\n\n [filter]\n x=30-34\n y=43-48\n side=1\n [not]\n type=Dust Devil\n [/not]\n [/filter]\n\n [remove_shroud]\n side=1\n x=29-35,28-30\n y=41-49,44-46\n [/remove_shroud]\n\n [move_unit_fake]\n type=Javelineer\n side=2\n x=36,35,34,33\n y=42,43,43,44\n image_mods={ARMOR_SHIFT_IPF}\n [/move_unit_fake]\n\n {NAMED_UNIT 2 (Javelineer) 33 44 (Bellerin) ( _ \"Bellerin\") (upkeep,role,facing=free,human_scout,sw)}\n\n [move_unit_fake]\n type=Halberdier\n side=2\n x=36,35,34,34\n y=42,43,43,44\n image_mods={ARMOR_SHIFT_IPF}\n [/move_unit_fake]\n\n {NAMED_UNIT 2 (Halberdier) 34 44 (Durth) ( _ \"Durth\") (upkeep,role,facing=free,human_scout,sw)}\n\n [move_unit_fake]\n type={ON_DIFFICULTY (Longbowman) (Longbowman) (Master Bowman)}\n side=2\n x=36,35,34\n y=42,43,43\n image_mods={ARMOR_SHIFT_IPF}\n [/move_unit_fake]\n\n {NAMED_UNIT 2 {ON_DIFFICULTY (Longbowman) (Longbowman) (Master Bowman)} 34 43 (Othgar) ( _ \"Othgar\") (upkeep,role,facing=free,human_scout,sw)}\n\n [message]\n speaker=Durth\n # wmllint: local spelling durn\n message= _ \"Huff, huff. First the boss tells us to patrol these caves, and then these durn caves start flooding. What next?\"\n [/message]\n\n [message]\n speaker=Bellerin\n message= _ \"Shut up and keep running, or we\u2019ll be fish-bait for sure!\"\n [/message]\n\n [switch]\n variable=unit.race\n [case]\n value=troll\n [message]\n speaker=Othgar\n message= _ \"Hey look! It\u2019s a troll!\"\n [/message]\n [message]\n speaker=Durth\n message= _ \"Huh? A troll?\"\n [/message]\n [message]\n speaker=Bellerin\n message= _ \"Yeah, just like my old grandmam used to tell us: dark gray skin, beady red eyes, hulking brutes with brains as small as a barnacle. They lurk deep in the earth and hate everything that lives above ground. This must be an invasion! The trolls must have started the flood!\"\n [/message]\n\n [set_variable]\n name=sealife_response\n value= _ \"Fish bait? Barnacles? Who are these humans and what were they talking about?\"\n [/set_variable]\n [/case]\n [case]\n value=dwarf\n [message]\n speaker=Othgar\n message= _ \"Hey look! It\u2019s a dwarf!\"\n [/message]\n [message]\n speaker=Durth\n message= _ \"Huh? A dwarf?\"\n [/message]\n [message]\n speaker=Bellerin\n message= _ \"Yeah, just like my old grandmam used to tell us: short and stocky, long beards, filthy bastards who are as sneaky as a cuttlefish. They lurk underground and only come up to steal whatever valuables they can get their hands on. This must part of their plot. The dwarves must have started the flood!\"\n [/message]\n [set_variable]\n name=sealife_response\n value= _ \"Fish bait? Cuttlefish? Who are these humans and what were they talking about?\"\n [/set_variable]\n [/case]\n [else]\n [message]\n speaker=Othgar\n message= _ \"Hey look! Those must be elves!\"\n [/message]\n [message]\n speaker=Durth\n message= _ \"Huh? Elves?\"\n [/message]\n [message]\n speaker=Bellerin\n message= _ \"Yeah, just like my old grandmam used to tell us: pointy ears, those shifty eyes, hearts as hard as a hermit crab\u2019s shell. It must be an invasion! They must have started the flood!\"\n [/message]\n\n [set_variable]\n name=sealife_response\n value= _ \"Fish bait? Hermit Crabs? Who are these humans and what were they talking about?\"\n [/set_variable]\n [/else]\n [/switch]\n\n [message]\n speaker=Othgar\n message= _ \"Then let\u2019s kill them!\"\n [/message]\n\n [message]\n speaker=Durth\n message= _ \"Yeah!\"\n [/message]\n\n [message]\n speaker=unit\n message= _ \"They\u2019re definitely of the \u2018attack first, ask questions later\u2019 variety.\"\n [/message]\n [/event]\n\n # when all humans are dead, play victory conversation\n\n [event]\n name=die\n\n [filter]\n side=2\n role=human_scout\n [/filter]\n\n [filter_condition]\n [have_unit]\n role=human_scout\n count=0\n [/have_unit]\n [/filter_condition]\n\n # Vary dialogue depending on what kind of sea life the humans originally\n # mentioned. Also if last human died from drowning instead of being killed\n # have Kaleh ask the question, instead of the victorious unit.\n\n # Set speaker before checking for dialog\n [if]\n # Checks if the unit was killed by the player or whether it drowned\n [have_unit]\n side=1\n x,y=$x2,$y2\n [/have_unit]\n [then]\n {CHECK_SPEAKER}\n [/then]\n [else]\n [set_variable]\n name=speaking_unit.id\n value=Kaleh\n [/set_variable]\n [/else]\n [/if]\n\n # Ensure all humans are removed from display\n [kill]\n role=human_scout\n [/kill]\n\n [message]\n speaker=$speaking_unit.id\n message=$sealife_response\n [/message]\n {CLEAR_VARIABLE speaking_unit,sealife_response}\n\n [message]\n speaker=Zhul\n message= _ \"No time for questions now, the water shows no signs of stopping. We\u2019ve got to get out of here while we still can!\"\n [/message]\n\n [message]\n speaker=$ally_name\n message= _ \"Curses, the water is rising too fast. That tunnel those humans were fleeing down was the fastest way out of here, but it\u2019s already flooding.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"There must be another way out. There must!\"\n [/message]\n\n [message]\n speaker=$ally_name\n message= _ \"There might be, but I don\u2019t\u2014\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Then show us the way already! We\u2019re running out of time.\"\n [/message]\n\n [message]\n speaker=$ally_name\n message= _ \"Fine. Just keep going west, but be careful.\"\n [/message]\n [/event]\n\n # Event 4: Discovers Cultists Fort\n\n [event]\n name=moveto\n\n [filter]\n x=20-27\n y=45-50\n side=1\n [/filter]\n\n [remove_shroud]\n x=20-27\n y=45-50\n side=1\n [/remove_shroud]\n\n [if]\n [variable]\n name=unit.id\n not_equals=$ally_name\n [/variable]\n\n [then]\n {CHECK_EXPLORER}\n [message]\n speaker=$explorer.id\n message= _ \"Whoa, what is this place? It sure seems well protected.\"\n [/message]\n {CLEAR_VARIABLE explorer}\n\n [message]\n speaker=$ally_name\n message= _ \"This is an ancient fortress. Who lived here I do not know, but it has been long since abandoned.\"\n [/message]\n [/then]\n\n [else]\n [message]\n speaker=$ally_name\n message= _ \"Behold, we come now to an ancient fortress. Who lived here I do not know, but it has been long since abandoned.\"\n [/message]\n [/else]\n [/if]\n\n [message]\n speaker=Nym\n message= _ \"You\u2019ve been this way before?\"\n [/message]\n\n [message]\n speaker=$ally_name\n message= _ \"Yes, but I didn\u2019t explore very far. This foul place is still protected by wards and guards. It reeks of dark magic.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"I wish there was another path, but it seems we have no choice.\"\n [/message]\n\n [message]\n speaker=$ally_name\n message= _ \"Wait. The chamber in front of us is probably trapped and well guarded. There is another way. When I explored here before, I found a secret passage that bypassed the main gate. Search along the southern wall of this cave and you should find it. The only problem is that the passage is long and windy, and it will cost us precious minutes. With the water rising that may be time we don\u2019t have to spend. I leave the final decision up to you, Kaleh.\"\n [/message]\n [/event]\n\n # Event 4a: discover entrance to secret tunnel\n\n [event]\n name=moveto\n\n [filter]\n x=24\n y=49\n side=1\n [not]\n type=Dust Devil\n [/not]\n [/filter]\n\n [if]\n [have_unit]\n x,y=$x1,$y1\n id=$ally_name\n [/have_unit]\n\n [then]\n [message]\n speaker=unit\n message= _ \"Hmmm, the entrance to the secret tunnel should be right around here somewhere.\"\n [/message]\n\n [message]\n speaker=unit\n message= _ \"Got it!\"\n [/message]\n [/then]\n\n [else]\n [message]\n speaker=unit\n message= _ \"I think I see a door-shaped crack in this wall.\"\n [/message]\n\n [message]\n speaker=$ally_name\n message= _ \"Good, that should be the entrance to the secret tunnel. Now just push hard inwards.\"\n [/message]\n\n [message]\n speaker=unit\n message= _ \"Got it!\"\n [/message]\n [/else]\n [/if]\n\n [terrain]\n x,y=24,50\n terrain=Uu\n [/terrain]\n\n [redraw]\n clear_shroud=yes\n [/redraw]\n [/event]\n\n # Event 4b: discover exit from secret tunnel\n\n [event]\n name=moveto\n\n [filter]\n x=13\n y=50\n side=1\n [not]\n type=Dust Devil\n [/not]\n [/filter]\n\n [if]\n [have_unit]\n x,y=$x1,$y1\n id=$ally_name\n [/have_unit]\n\n [then]\n [message]\n speaker=unit\n message= _ \"Well, this is the end of the tunnel. Which means the other secret door should be right here.\"\n [/message]\n\n [message]\n speaker=unit\n message= _ \"Hold on, I think I\u2019ve found it.\"\n [/message]\n [/then]\n\n [else]\n [message]\n speaker=unit\n message= _ \"The passage just halts at a dead end.\"\n [/message]\n\n [message]\n speaker=$ally_name\n message= _ \"You didn\u2019t expect the other end to be left wide open did you? There should be another secret door hidden right in front of you.\"\n [/message]\n\n [message]\n speaker=unit\n message= _ \"Oh, right. Hold on, I think I\u2019ve found it.\"\n [/message]\n [/else]\n [/if]\n\n [terrain]\n x,y=13,49\n terrain=Uu\n [/terrain]\n\n [redraw]\n clear_shroud=yes\n [/redraw]\n [/event]\n\n # Event 5: Enter warded cave\n\n # remove runes at 20,45 and 23,48\n # do 25% 30% 35% damage to unit\n # awaken guardian undead:\n\n # EASY: 2 ghouls, 2 revenants, 1 skeleton\n # NORMAL: 1 ghoul, 1 necrophage, 3 revenants\n # HARD: 2 necrophages, 2 skeletons\n\n [event]\n name=moveto\n\n [filter]\n x,y=23,48\n side=1\n [not]\n type=Dust Devil\n [/not]\n [/filter]\n\n [color_adjust]\n red,green,blue=255,0,0\n [/color_adjust]\n\n [redraw]\n [/redraw]\n\n [sound]\n name=magic-dark-big-miss.ogg\n [/sound]\n\n [delay]\n time=100\n [/delay]\n\n [color_adjust]\n red,green,blue=0,0,0\n [/color_adjust]\n\n [redraw]\n [/redraw]\n\n [remove_item]\n x,y=20,45\n [/remove_item]\n\n [remove_item]\n x,y=23,48\n [/remove_item]\n\n [terrain]\n x=22,23\n y=47,47\n layer=overlay\n terrain=\"^\"\n [/terrain]\n\n [object]\n [filter]\n x=$x1\n y=$y1\n [/filter]\n\n id=RuneDamage\n silent=yes\n\n [effect]\n apply_to=hitpoints\n increase={ON_DIFFICULTY (-25%) (-30%) (-35%)}\n [/effect]\n [/object]\n\n # EASY: 1 ghoul, 1 soulless, 2 skeletons\n # NORMAL: 1 ghoul, 1 necrophage, 2 skeletons\n # HARD: 2 necrophages, 2 skeletons\n\n#ifdef EASY\n {NAMED_UNIT 3 (Ghoul) 21 48 () ( _ \"Gate Guard\") (upkeep=free)}\n {NAMED_UNIT 3 (Ghoul) 24 46 () ( _ \"Gate Guard\") (upkeep=free)}\n#endif\n\n#ifdef NORMAL\n {NAMED_UNIT 3 (Ghoul) 21 48 () ( _ \"Gate Guard\") (upkeep=free)}\n {NAMED_UNIT 3 (Necrophage) 24 46 () ( _ \"Gate Guard\") (upkeep=free)}\n#endif\n\n#ifdef HARD\n {NAMED_UNIT 3 (Necrophage) 21 48 () ( _ \"Gate Guard\") (upkeep=free)}\n {NAMED_UNIT 3 (Necrophage) 24 46 () ( _ \"Gate Guard\") (upkeep=free)}\n#endif\n\n#ifdef HARD\n {NAMED_UNIT 3 (Draug) 20 45 () ( _ \"Gate Guard\") (upkeep=free)}\n#else\n {NAMED_UNIT 3 (Revenant) 20 45 () ( _ \"Gate Guard\") (upkeep=free)}\n#endif\n {NAMED_UNIT 3 (Revenant) 19 47 () ( _ \"Gate Guard\") (upkeep=free)}\n#ifdef EASY\n {NAMED_UNIT 3 (Skeleton) 22 45 () ( _ \"Gate Guard\") (upkeep=free)}\n#else\n {NAMED_UNIT 3 (Revenant) 22 45 () ( _ \"Gate Guard\") (upkeep=free)}\n#endif\n\n [store_unit]\n [filter]\n side=3\n x=18-24\n y=45-48\n [/filter]\n\n variable=guards\n [/store_unit]\n\n [foreach]\n array=guards\n\n [do]\n [object]\n [filter]\n id=$this_item.id\n [/filter]\n silent=yes\n [effect]\n apply_to=movement_costs\n replace=yes\n [movement_costs]\n cave={UNREACHABLE}\n flat={UNREACHABLE}\n [/movement_costs]\n [/effect]\n [/object]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE guards}\n [/event]\n\n # Event 6: Enter central cave\n\n [event]\n name=moveto\n\n [filter]\n x=16-21\n y=41-45\n side=1\n [not]\n type=Dust Devil\n [/not]\n [/filter]\n\n [remove_shroud]\n x=15-22,15-20\n y=41-44,45\n side=1\n [/remove_shroud]\n\n [if]\n [variable]\n name=unit.id\n not_equals=$ally_name\n [/variable]\n\n [then]\n {MESSAGE_DEPEND_ON_ALLY\n (\n [message]\n speaker=unit\n message= _ \"This cave seems pretty empty, except for those two glowing runes in the center. This fort must have once been heavily occupied because countless feet have left well worn paths leading in several directions. Grog, which way should we go?\"\n [/message]\n )\n (\n [message]\n speaker=unit\n message= _ \"This cave seems pretty empty, except for those two glowing runes in the center. This fort must have once been heavily occupied because countless feet have left well worn paths leading in several directions. Nog, which way should we go?\"\n [/message]\n )\n (\n [message]\n speaker=unit\n message= _ \"This cave seems pretty empty, except for those two glowing runes in the center. This fort must have once been heavily occupied because countless feet have left well worn paths leading in several directions. Rogrimir, which way should we go?\"\n [/message]\n )\n (\n [message]\n speaker=unit\n message= _ \"This cave seems pretty empty, except for those two glowing runes in the center. This fort must have once been heavily occupied because countless feet have left well worn paths leading in several directions. Jarl, which way should we go?\"\n [/message]\n )}\n\n [message]\n speaker=$ally_name\n message= _ \"I don\u2019t know. When I last came this way I got scared by all the runes and things moving in the shadows, and I explored no further.\"\n [/message]\n [/then]\n\n [else]\n [message]\n speaker=unit\n message= _ \"The many tracks left by countless feet clearly show that this fort must have once been heavily occupied, but now this area is empty, except for those two glowing runes in the center. When I last came this way I got scared by the runes and other things moving in the shadows and explored no further. I\u2019m afraid I cannot advise you which way to go from here.\"\n [/message]\n [/else]\n [/if]\n\n [message]\n speaker=Nym\n message= _ \"Well, we can\u2019t spend all day thinking about it. Pick a direction, Kaleh.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Wait, those runes are giving off a cool blue light and for some reason they don\u2019t seem as threatening as the burning red ones we saw before. Perhaps some of the magic left behind here could help us, if someone was brave enough to step into them.\"\n [/message]\n [/event]\n\n # Event 6a: Step on healing runes (17,44) (19,43)\n\n # EASY: rune1 heals 1 time, rune2 heals 2 times\n # NORMAL: rune1 heals 1 times, rune2 heals 1 time\n # HARD: rune1 heals 1 time, rune2 heals 1 time\n\n # when a unit steps on the runes, it is healed\n#define UTBS_HEALING_RUNE X Y RUNE_VAR\n [event]\n name=moveto\n first_time_only=no\n\n [filter]\n x={X}\n y={Y}\n side=1\n [not]\n type=Dust Devil\n [/not]\n [/filter]\n\n [filter_condition]\n [variable]\n name={RUNE_VAR}\n greater_than=0\n [/variable]\n [/filter_condition]\n\n [color_adjust]\n red,green,blue=31,122,255\n [/color_adjust]\n\n [redraw]\n [/redraw]\n\n [sound]\n name=heal.wav\n [/sound]\n\n [delay]\n time=100\n [/delay]\n\n [color_adjust]\n red,green,blue=0,0,0\n [/color_adjust]\n\n [redraw]\n [/redraw]\n\n [heal_unit]\n [/heal_unit]\n {CLEAR_VARIABLE heal_amount}\n\n [message]\n speaker=unit\n message= _ \"I feel refreshed and rejuvenated!\"\n [/message]\n\n [set_variable]\n name={RUNE_VAR}\n sub=1\n [/set_variable]\n\n [if]\n [variable]\n name={RUNE_VAR}\n numerical_equals=0\n [/variable]\n\n [then]\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n [message]\n speaker=unit\n message= _ \"The rune is gone. I guess the magic only had limited uses.\"\n [/message]\n [/then]\n [/if]\n [/event]\n#enddef\n\n {UTBS_HEALING_RUNE 17 44 healing_rune1}\n {UTBS_HEALING_RUNE 19 43 healing_rune2}\n#undef UTBS_HEALING_RUNE\n\n # Event 7: Enter dining cavern\n\n # water pours in from the west\n # 1/2/3 water snakes come out of the water and attack\n\n [event]\n name=moveto\n\n [filter]\n x=7-14\n y=46-49\n side=1\n [/filter]\n\n [remove_shroud]\n x=5-11,12-15\n y=46-51,46-49\n side=1\n [/remove_shroud]\n\n {CHECK_EXPLORER}\n [message]\n speaker=$explorer.id\n message= _ \"There isn\u2019t much left of the furnishings of this room. I think it was some sort of storeroom, but it looks like scavengers have taken anything useful.\"\n [/message]\n\n [message]\n speaker=$explorer.id\n message= _ \"Curse Uria! The water is rising over here as well. Already the western end of this chamber is flooded. And I think I see shapes rising out of the water. Whatever they are, it can\u2019t be good.\"\n [/message]\n\n {NOTRAIT_UNIT 3 (Water Serpent) 7 48}\n {NOTRAIT_UNIT 3 (Water Serpent) 6 49}\n#ifndef EASY\n {NOTRAIT_UNIT 3 (Water Serpent) 8 49}\n#endif\n#ifdef HARD\n {NOTRAIT_UNIT 3 (Water Serpent) 7 49}\n#endif\n [/event]\n\n # Event 8: Training Hall\n\n # one turn after you enter the hall, ghostly warriors arise and attack\n # should be harder because it's the fast path\n\n [event]\n name=moveto\n\n [filter]\n x=8-13\n y=40-44\n side=1\n [not]\n type=Dust Devil\n [/not]\n [/filter]\n\n [remove_shroud]\n x=7-12,13-14\n y=39-45,40-45\n side=1\n [/remove_shroud]\n\n [message]\n speaker=unit\n message= _ \"This looks like a training hall. There are still a few old swords and spears lying in the corners. But otherwise it seems quite abandoned.\"\n [/message]\n\n [event]\n #at next turn create haunt trainer and ghost novices\n name=new turn\n [fire_event]\n name=start training\n [/fire_event]\n [/event]\n [/event]\n\n [event]\n name=start training\n\n # create wraith and ghosts\n {NAMED_UNIT 3 (Haunt) 9 40 (Blessed Kali) ( _ \"Blessed Kali\") (upkeep=free)}\n [fire_event]\n name=respawn_trainees\n [/fire_event]\n\n # wmllint: local spelling Kali Pior Iona Dani\n # wmllint: recognize Novice Pior\n # wmllint: recognize Novice Dani\n # wmllint: recognize Novice Iona\n\n [message]\n speaker=Blessed Kali\n message= _ \"All right you runts, let\u2019s try this again. Pior, remember to swing your sword with your whole body, not just your arms.\"\n [/message]\n\n [message]\n speaker=Novice Pior\n message= _ \"Yes, sir.\"\n [/message]\n\n [message]\n speaker=Blessed Kali\n message= _ \"Dani, keep your feet moving. If you stand still you\u2019re a dead man.\"\n [/message]\n\n [message]\n speaker=Novice Dani\n message= _ \"Right, sir.\"\n [/message]\n\n [message]\n speaker=Blessed Kali\n message= _ \"Iona, try to vary your attacks more. You\u2019re becoming too predictable.\"\n [/message]\n\n [message]\n speaker=Novice Iona\n message= _ \"I\u2019ll try, sir.\"\n [/message]\n\n [message]\n speaker=Blessed Kali\n message= _ \"And remember, everyone, we\u2019re going to keep practicing until I\u2019m satisfied. So, ready... attack!\"\n [/message]\n\n [message]\n x,y=8-14,40-45\n side=1\n [not]\n type=Dust Devil\n [/not]\n message= _ \"Wait a minute, I don\u2019t see any targets or practice dummies. Who are they supposed to be attacking?\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"I believe that would be us. But perhaps we can give them a few lessons in proper fighting style.\"\n [/message]\n [/event]\n\n # while trainer is alive, replace any defeated ghosts\n\n [event]\n name=new turn\n first_time_only=no\n\n [filter_condition]\n [have_unit]\n id=Blessed Kali\n [/have_unit]\n\n [not]\n [have_unit]\n id=Novice Iona,Novice Dani,Novice Pior\n count=3\n [/have_unit]\n [/not]\n [/filter_condition]\n\n [message]\n speaker=Blessed Kali\n message= _ \"Come on! I ain\u2019t going anywhere for the rest of the day, and unless you can fight better than that, neither are you. Now get your sorry behinds up off the ground and do it all over again. You numbskulls aren\u2019t getting the easy treatment on my watch, no sir!\"\n [/message]\n\n [fire_event]\n name=respawn_trainees\n [/fire_event]\n [/event]\n\n #when blessed kali dies, the rest of his ghost students leave too\n\n [event]\n name=die\n\n [filter]\n id=Blessed Kali\n [/filter]\n\n [kill]\n id=Blessed Kali\n animate=no\n fire_event=no\n [/kill]\n\n [fire_event]\n name=respawn_trainees\n [/fire_event]\n\n [message]\n speaker=Novice Pior\n message= _ \"Finally, we get to take a break. I am so sick of fighting practice.\"\n [/message]\n\n [message]\n speaker=Novice Dani\n message= _ \"Kali\u2019s just a hardass because he\u2019s bitter that he never became a high priest.\"\n [/message]\n\n [message]\n speaker=Novice Iona\n # wmllint: local spelling c'mon\n message= _ \"Hey, c\u2019mon, maybe we can grab some food from the kitchen before we have to go to prayers.\"\n [/message]\n\n [message]\n speaker=Novice Pior\n message= _ \"Good idea! I hope they let us go outside tomorrow; I so miss the sun.\"\n [/message]\n\n [kill]\n id=Novice Iona,Novice Dani,Novice Pior\n animate=no\n fire_event=no\n [/kill]\n\n [message]\n speaker=Nym\n message= _ \"Still lambasting those novices after all these years, that guy definitely had too much of a work ethic.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Sniff, who were those children? Why did they die, in the dark, so many years ago? May Eloh shine her eternal light upon their souls.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"The past is the past, and there\u2019s nothing we can do about it. Right now we have our own people to worry about.\"\n [/message]\n [/event]\n\n [event]\n name=respawn_trainees\n first_time_only=no\n\n [if]\n [not]\n [have_unit]\n id=Novice Dani\n [/have_unit]\n [/not]\n\n [then]\n {NAMED_UNIT 3 (Ghost) 12 42 (Novice Dani) ( _ \"Novice Dani\") (upkeep=free)}\n [+unit]\n animate=yes\n [/unit]\n [/then]\n [/if]\n\n [if]\n [not]\n [have_unit]\n id=Novice Iona\n [/have_unit]\n [/not]\n\n [then]\n {NAMED_UNIT 3 (Ghost) 11 41 (Novice Iona) ( _ \"Novice Iona\") (upkeep=free)}\n [+unit]\n animate=yes\n [/unit]\n [/then]\n [/if]\n\n [if]\n [not]\n [have_unit]\n id=Novice Pior\n [/have_unit]\n [/not]\n\n [then]\n {NAMED_UNIT 3 (Ghost) 9 43 (Novice Pior) ( _ \"Novice Pior\") (upkeep=free)}\n [+unit]\n animate=yes\n [/unit]\n [/then]\n [/if]\n [/event]\n\n # Event 9: Enter sleeping area\n\n # several skeletons arise and attack\n # EASY: 1 revenant, 1 skeletons, 1 bone shooter\n # NORMAL: 1 revenant, 1 skeleton, 1 bone shooter, 1 skeleton archer\n # HARD: 1 deathblade, 1 skeleton, 2 bone shooters\n\n [event]\n name=moveto\n\n [filter]\n x=13-19\n y=36-40\n side=1\n [/filter]\n\n [remove_shroud]\n x=11-20\n y=35-39\n side=1\n [/remove_shroud]\n\n [remove_shroud]\n x=14-17\n y=38-41\n side=1\n [/remove_shroud]\n\n {CHECK_EXPLORER}\n\n [message]\n speaker=$explorer.id\n message= _ \"This must have been the barracks. Remains of cots and beds litter the floor. Whatever happened here, it must have been sudden. Several skeletons still lie in their beds, sleeping for eternity.\"\n [/message]\n\n {CLEAR_VARIABLE explorer}\n\n {NAMED_UNIT 3 (Skeleton) 15 40 () ( _ \"Restless Dead\") (upkeep,animate=free,yes)}\n {NAMED_UNIT 3 (Bone Shooter) 14 36 () ( _ \"Restless Dead\") (upkeep,animate=free,yes)}\n\n#ifdef HARD\n {NAMED_UNIT 3 (Deathblade) 13 39 () ( _ \"Restless Dead\") (upkeep,animate=free,yes)}\n#else\n {NAMED_UNIT 3 (Revenant) 13 39 () ( _ \"Restless Dead\") (upkeep,animate=free,yes)}\n#endif\n\n#ifdef HARD\n {NAMED_UNIT 3 (Bone Shooter) 17 37 () ( _ \"Restless Dead\") (upkeep,animate=free,yes)}\n#endif\n\n#ifdef NORMAL\n {NAMED_UNIT 3 (Skeleton Archer) 17 37 () ( _ \"Restless Dead\") (upkeep,animate=free,yes)}\n#endif\n\n [message]\n side=3\n type=Skeleton\n x,y=14-16,39-41\n message= _ \"Revenge!\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Well, so much for sleeping for eternity.\"\n [/message]\n [/event]\n\n # event for secret door to wizard's lair\n\n [event]\n name=moveto\n\n [filter]\n x=17\n y=36\n side=1\n [not]\n type=Dust Devil\n [/not]\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Hey, what\u2019s this? There seems to be an outline of a door in this wall. Maybe if I give it a push...\"\n [/message]\n\n [terrain]\n x,y=18,35\n terrain=Uu\n [/terrain]\n\n [redraw]\n clear_shroud=yes\n [/redraw]\n\n [message]\n speaker=unit\n message= _ \"What do you know? A secret door!\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Well, what\u2019s behind the door?\"\n [/message]\n\n [message]\n speaker=unit\n message= _ \"Uh oh. The path is blocked by another of those red glowing runes. I\u2019m not sure crossing it would be a good idea.\"\n [/message]\n [/event]\n\n # Event 10: Enter Wizard's Lair\n\n # strange monsters are trapped on the runes\n\n # Kromph offers to help you (10-3 impact berserk chaotic)\n\n [event]\n name=moveto\n\n [filter]\n x=16-20\n y=27-34\n side=1\n [not]\n type=Dust Devil\n [/not]\n [/filter]\n\n [remove_shroud]\n x=15-21\n y=27-34\n side=1\n [/remove_shroud]\n\n # upon entering chamber, remove entry rune and damage and\n # poison invading unit\n\n [color_adjust]\n red,green,blue=255,0,0\n [/color_adjust]\n\n [redraw]\n [/redraw]\n\n [sound]\n name=magic-dark-big-miss.ogg\n [/sound]\n\n [delay]\n time=100\n [/delay]\n\n [color_adjust]\n red,green,blue=0,0,0\n [/color_adjust]\n\n [redraw]\n [/redraw]\n\n [remove_item]\n x,y=18,34\n [/remove_item]\n\n [store_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n variable=unitstats\n [/store_unit]\n\n [harm_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n amount=$($unitstats.max_hitpoints/{ON_DIFFICULTY 5 4 3})\n kill=no\n poisoned=yes\n [/harm_unit]\n\n {CLEAR_VARIABLE unitstats}\n\n {NAMED_UNIT 3 (Crab Man) 17 32 (Failed Experiment 1) ( _ \"Failed Experiment\") (upkeep=free)}\n {NAMED_UNIT 3 (Young Ogre) 19 32 (Failed Experiment 2) ( _ \"Failed Experiment\") (upkeep=free)}\n\n [message]\n speaker=unit\n message= _ \"This chamber seems to have been some sort of laboratory. The floor is littered with broken bottles and other strange equipment. What is more striking are the glowing runes and the creatures that just appeared on them. Some sort of clawed creature and a tortured young ogre. And behind them is some huge beast floating in the middle of a magic circle. The beast seems asleep, but the front two are very much awake. And boy do they seem angry.\"\n [/message]\n\n [message]\n speaker=Failed Experiment 1\n message= _ \"Graaww!\" # wmllint: no spellcheck\n [/message]\n\n [message]\n speaker=Failed Experiment 2\n message= _ \"Make pain end!\"\n [/message]\n [/event]\n\n #disrupt magical circle\n\n [event]\n name=moveto\n id=break_circle\n first_time_only=no\n\n [filter]\n x=17-19\n y=28-30\n side=1\n [not]\n type=Dust Devil\n [/not]\n [/filter]\n\n [message]\n speaker=unit\n\n message= _ \"In the center of this circle is a huge creature, with surging muscles and bloodshot eyes. I would think it was just a very big man, except for the fine stitches that cover its entire body. In fact it seems to be composed of many body parts all sewn together. It seems to be floating asleep in the center of the glowing magical circle. I could scratch out part of the circle and break it, but I have no idea what the consequences would be. I\u2019m not sure I want something with that kind of strength attacking me.\"\n [option]\n label= _ \"Break the circle.\"\n [command]\n [remove_event]\n id=break_circle\n [/remove_event]\n\n [remove_item]\n x,y=$x1,$y1\n [/remove_item]\n\n # Kill old unit which couldn\u2019t move and\n # Just replace with new version of unit\n # since new golem is on player\u2019s side, it is\n # no longer allied with undead\n\n [remove_item]\n x,y=18,29\n [/remove_item]\n\n {NAMED_UNIT 1 (Flesh Golem) 18 29 (Kromph) ( _ \"Kromph\") (upkeep=loyal)}\n\n [message]\n speaker=Kromph\n message= _ \"Master, what is your command?\"\n [/message]\n\n [message]\n speaker=unit\n message= _ \"What?!\"\n [/message]\n\n [message]\n speaker=Kromph\n message= _ \"Kromph need command. Command me!\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Follow us. Attack our enemies.\"\n [/message]\n\n [message]\n speaker=Kromph\n message= _ \"Yes, mistress. Kromph follow you. Kill enemies.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Quick thinking, Nym. It seems to be some sort of magical creation. Lucky that it thought we were its master.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Looks like you have your own rather large pet, Nym.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"It wouldn\u2019t have been my first choice. But it could prove useful. I wonder what it likes to eat?\"\n [/message]\n [/command]\n [/option]\n\n [option]\n label= _ \"Leave that thing alone.\"\n\n [command]\n [allow_undo]\n [/allow_undo]\n [/command]\n [/option]\n [/message]\n [/event]\n\n # Event 11: Enter Unholy Sanctuary\n\n [event]\n name=moveto\n\n [filter]\n x=5-10\n y=32-37\n side=1\n [not]\n type=Dust Devil,Flesh Golem\n [/not]\n [/filter]\n\n [remove_shroud]\n x=3-11\n y=31-37\n side=1\n [/remove_shroud]\n\n [message]\n speaker=unit\n message= _ \"All the paths lead to this chamber. Is this just a dead end? It seems to be some sort of temple, but it has obviously been abandoned for a long time. All that is left is that stone altar. What god they were worshiping I have no idea, but the dried blood and cracked bones on the altar do not bode well.\"\n [/message]\n\n [message]\n speaker=$ally_name\n message= _ \"I don\u2019t like the smell of this place.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"I feel some sort of presence... Ugh... it makes my skin crawl.\"\n [/message]\n\n {MESSAGE_DEPEND_ON_ALLY\n (\n [message]\n speaker=Nym\n message= _ \"Grog, I thought you said that you\u2019d been here before? Where are we supposed to go from here?\"\n [/message]\n )\n (\n [message]\n speaker=Nym\n message= _ \"Nog, I thought you said that you\u2019d been here before? Where are we supposed to go from here?\"\n [/message]\n )\n (\n [message]\n speaker=Nym\n message= _ \"Rogrimir, I thought you said that you\u2019d been here before? Where are we supposed to go from here?\"\n [/message]\n )\n (\n [message]\n speaker=Nym\n message= _ \"Jarl, I thought you said that you\u2019d been here before? Where are we supposed to go from here?\"\n [/message]\n )}\n\n [message]\n speaker=$ally_name\n message= _ \"I never explored this deep into the complex. But every lair has to have a back door somewhere.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Well I refuse to give up. There must be some way out. Search everywhere, people.\"\n [/message]\n\n [event]\n name=new turn\n\n [color_adjust]\n red,green,blue=255,0,0\n [/color_adjust]\n\n [redraw]\n [/redraw]\n\n [sound]\n name=magic-dark-big-miss.ogg\n [/sound]\n\n [delay]\n time=100\n [/delay]\n\n [color_adjust]\n red,green,blue=0,0,0\n [/color_adjust]\n\n [redraw]\n [/redraw]\n\n {NAMED_UNIT 3 (Ixthala Demon) 5 35 (Ancient Guardian 1) ( _ \"Ancient Guardian\") (upkeep=free)}\n {NAMED_UNIT 3 (Ixthala Demon) 8 33 (Ancient Guardian 2) ( _ \"Ancient Guardian\") (upkeep=free)}\n#ifdef HARD\n {NAMED_UNIT 3 (Ixthala Demon) 5 33 (Ancient Guardian 3) ( _ \"Ancient Guardian\") (upkeep=free)}\n#endif\n [message]\n speaker=Ancient Guardian 1\n message= _ \"Zantoff tharqan yur glit zarf!\" # wmllint: no spellcheck\n [/message]\n\n [message]\n speaker=Ancient Guardian 2\n message= _ \"Uqtor dunil olgluck vara nir!\" # wmllint: no spellcheck\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"It seems that the temple had some power left in it after all.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"I have no idea what they just said, but their meaning is quite clear.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Actions speak louder than words, and I intend to send them back to whatever stygian pits they came from!\"\n [/message]\n [/event]\n [/event]\n\n # Altar contains hidden lever which open secret exit\n\n [event]\n name=moveto\n id=pull_lever\n first_time_only=no\n\n [filter]\n [filter_location]\n x,y=6,33\n radius=1\n [/filter_location]\n side=1\n [not]\n type=Dust Devil,Flesh Golem\n [/not]\n [/filter]\n\n [message]\n speaker=unit\n\n message= _ \"What\u2019s this? Hidden underneath the edge of the altar is an iron lever. It looks slightly rusted, but with some effort I could pull it. I have no idea what it will do, but we\u2019re running out of options.\"\n [option]\n label= _ \"Pull the lever.\"\n [command]\n [remove_event]\n id=pull_lever\n [/remove_event]\n\n {UTBS_SHAKE_SCREEN}\n [sound]\n name=rumble.ogg\n [/sound]\n\n [terrain]\n x=9,9,3\n y=31,32,33\n terrain=Uu\n [/terrain]\n\n [redraw]\n [/redraw]\n\n [message]\n speaker=unit\n message= _ \"What?! Two secret passages? What do you think this once was, a trap? Or possibly a back door?\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"I can\u2019t even begin to fathom what these cultists were up to. But more importantly, which way do we go?\"\n [/message]\n\n [if]\n [variable]\n name=turn_number\n less_than=31\n [/variable]\n [then]\n [message]\n speaker=unit\n message= _ \"I think I hear the sound of rushing water down the western passage; it might already be flooding! It must connect back somehow to the other tunnels.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=unit\n message= _ \"Look, the western passage is already flooding! It must connect back somehow to the other tunnels.\"\n [/message]\n [/else]\n [/if]\n\n [message]\n speaker=Nym\n message= _ \"There\u2019s no time to ponder the history of this place. We\u2019ve got to get out of here!\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Right, the eastern passage it is. I have no idea where it goes, but with the water rising, soon anywhere will be better than here.\"\n [/message]\n [/command]\n [/option]\n\n [option]\n label= _ \"Leave it alone.\"\n\n [command]\n [allow_undo]\n [/allow_undo]\n [/command]\n [/option]\n [/message]\n [/event]\n\n # Event 12: Enter Secret Crypt\n\n [event]\n name=moveto\n\n [filter]\n x=8-14\n y=24-30\n side=1\n [/filter]\n\n [remove_shroud]\n x=8-14\n y=24-31\n side=1\n [/remove_shroud]\n\n {CHECK_EXPLORER}\n [message]\n speaker=$explorer.id\n message= _ \"This looks like some kind of burial chamber.\"\n [/message]\n {CLEAR_VARIABLE explorer}\n\n [message]\n speaker=Zhul\n message= _ \"Crypts like these are often heavily guarded, we would do well not to disturb the sarcophagi.\"\n [/message]\n\n #create crypt guardian unit\n\n {REMOVE_IMAGE 12 25}\n {PLACE_IMAGE items/coffin-open.png 12 25}\n {NAMED_UNIT 3 (Spider Lich) 12 25 (Crypt Guardian) ( _ \"Crypt Guardian\") (upkeep=free)}\n\n [message]\n speaker=Crypt Guardian\n message= _ \"I have long waited for fools such as yourselves to dare to disturb our rest, elf. Pay the price of all such defilers!\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Got any other timely advice, Zhul?\"\n [/message]\n\n [message]\n speaker=$ally_name\n message= _ \"We\u2019re in luck, a fissure has opened up a crack in the northern wall. We may be able to escape that way.\"\n [/message]\n [/event]\n\n # Event 13: Encounter Cloaked Figure for a third time\n\n [event]\n name=moveto\n\n [filter]\n x=8-12\n y=19-23\n side=1\n [/filter]\n\n [remove_shroud]\n x=7-13\n y=19-24\n side=1\n [/remove_shroud]\n\n [unit]\n type=Dark Assassin Cloaked\n id=Cloaked Figure\n name= _ \"Cloaked Figure\"\n side=7\n x=10\n y=19\n placement=map\n passable=yes\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [message]\n speaker=Cloaked Figure\n image=portraits/cloaked.png\n message= _ \"You run, but you shall not escape death!\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"In Eloh\u2019s name, not you again. Must I fight you a third time?\"\n [/message]\n\n [message]\n speaker=Cloaked Figure\n image=portraits/cloaked.png\n message= _ \"You abandoned them, Kaleh, to eternal suffering and torment. And now you shall pay the price! You too shall watch the black waters consume those you love. Embrace the darkness, Kaleh, it is coming for you too.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Even you shall not stop me. You shall taste the might of the Quenoth Elves!\"\n [/message]\n\n [message]\n speaker=Cloaked Figure\n image=portraits/cloaked.png\n message= _ \"Ha! Foolish boy, you know nothing.\"\n [/message]\n [/event]\n\n # Event 14: Defeat of Cloaked Figure (kaleh carries him himself)\n\n [event]\n name=last breath\n\n [filter]\n id=Cloaked Figure\n [/filter]\n\n [message]\n speaker=Kaleh\n message= _ \"Quick, grab him! Don\u2019t let him escape again.\"\n [/message]\n\n [message]\n speaker=Cloaked Figure\n image=portraits/cloaked.png\n message= _ \"No, no, no more escaping. Please kill me, just make the pain end.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"No, you have hounded me with your riddles for too long. I want some answers. Who are you? What\u2019s behind that black mask?\"\n [/message]\n\n [transform_unit]\n id=Cloaked Figure\n transform_to=Dark Assassin Uncloaked\n [/transform_unit]\n\n [message]\n speaker=Cloaked Figure\n message= _ \"Behold, Kaleh, your own worst enemy. Do you now see the irony?\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Oh Eloh save us, it\u2019s... it\u2019s an elf.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Keratur, son of Tanuil. What in Eloh\u2019s name are you doing here? How could you do this? We thought you were dead.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Kaleh, we don\u2019t have time for questions. The water is still rising and we must get our people to safety.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"No matter what you have done, you are one of us, Keratur, and I will not leave you here to die in the darkness. I will carry you myself if I have to.\"\n [/message]\n\n [message]\n speaker=Cloaked Figure\n image=portraits/uncloaked.png\n message= _ \"So be it. I care not.\"\n [/message]\n\n # storing and modifying so whatever XP, traits, etc. he got are carried over to his final dialog\n\n [store_unit]\n [filter]\n id=Cloaked Figure\n [/filter]\n kill=yes\n variable=cloaked_figure\n [/store_unit]\n\n [set_variable]\n name=cloaked_figure.name\n value=\"Keratur\"\n [/set_variable]\n\n [set_variable]\n name=cloaked_figure.hitpoints\n value=5\n [/set_variable]\n\n [set_variable]\n name=cloaked_figure.side\n value=1\n [/set_variable]\n\n # When a unit moves into human outpost cavern, they see the human base\n # and the dead guards. If unit is not Kaleh, Kaleh comes up to see.\n # Then Cloaked Figure asks Kaleh to put him down and a conversation ensues.\n [event]\n name=moveto\n\n [filter]\n x=17-24\n y=15-23\n side=1\n [/filter]\n\n # reveal interior of entrance cave\n [remove_shroud]\n x=16-21,21-24\n y=15-22,17-21\n side=1\n [/remove_shroud]\n\n {CHECK_EXPLORER}\n [message]\n speaker=$explorer.id\n message= _ \"Look, daylight! I think we finally made it out of the caves!\"\n [/message]\n\n [find_path]\n [traveler]\n id=Nym\n [/traveler]\n [destination]\n x=$explorer.x\n y=$explorer.y\n [/destination]\n allow_multiple_turns=yes\n variable=nym_path\n [/find_path]\n\n [if]\n [variable]\n name=explorer.id\n not_equals=Nym\n [/variable]\n [and]\n [variable]\n name=nym_path.hexes\n numerical_equals=0\n [/variable]\n [/and]\n [then]\n # Nym is blocked by deep water\n [message]\n speaker=Nym\n message= _ \"Kaleh? Zhul? I\u2019m still stuck back here...\"\n image=portraits/nym_moody.png\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n\n [return]\n [/return]\n [/then]\n [/if]\n\n [message]\n speaker=$explorer.id\n message= _ \"What\u2019s this? Someone has built an outpost at the end of the cave. Where are its occupants?\"\n [/message]\n\n [if]\n [variable]\n name=unit.id\n not_equals=Kaleh\n [/variable]\n\n [then]\n [message]\n speaker=$explorer.id\n message= _ \"Kaleh, I think you should come up and see this.\"\n [/message]\n\n [find_path]\n [traveler]\n id=Kaleh\n [/traveler]\n [destination]\n x=$explorer.x\n y=$explorer.y\n [/destination]\n allow_multiple_turns=yes\n variable=kaleh_path\n [/find_path]\n\n [if]\n [variable]\n name=kaleh_path.hexes\n numerical_equals=0\n [/variable]\n [then]\n # Kaleh is blocked by deep water\n [message]\n speaker=Kaleh\n message= _ \"Ack, I\u2019m surrounded by water!\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n\n [return]\n [/return]\n [/then]\n [/if]\n\n {MOVE_UNIT (id=Kaleh) $x1 $y1}\n [/then]\n [/if]\n\n {CLEAR_VARIABLE explorer,kaleh_path,nym_path}\n\n [message]\n speaker=Kaleh\n message= _ \"Oh, Eloh. They\u2019re all dead. Butchered. Quick, we have to clean this up, we don\u2019t want the rest of our people to have to see such horror.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Now, Keratur, I will have my answers. Did you have a hand in this?\"\n [/message]\n\n #unstore keratur in a blank space near kaleh\n\n [unstore_unit]\n variable=cloaked_figure\n x,y=$x1,$y1\n find_vacant=yes\n advance=no\n [/unstore_unit]\n\n {CLEAR_VARIABLE cloaked_figure}\n\n [message]\n speaker=Cloaked Figure\n message= _ \"They heard me and... and they got in the way. But they aren\u2019t even elves, what do they matter?\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"You idiot\u2014\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Quiet, Nym. But I still don\u2019t understand how you got here. We were sure you were dead. We searched and searched, but never found your body.\"\n [/message]\n\n [message]\n speaker=Cloaked Figure\n message= _ \"Heh, heh, no you didn\u2019t find me. I awoke trapped under the rubble, and when I finally escaped the village was deserted. Just the stink of death and destruction. And then I saw them, hordes of undead pouring down from across the dunes. A cabal of necromancers... they found me and made me watch, they made me watch it all!\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Watch what?\"\n [/message]\n\n [message]\n speaker=Cloaked Figure\n message= _ \"They brought some humans, bound up tight. So beautiful... she had flaming red hair... they cut her... I can still hear her screaming. But that was only the beginning. They chanted words of power, and spilled the hot blood onto the sand and then I heard their screams of agony and pain...\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"From the humans?\"\n [/message]\n\n [message]\n speaker=Cloaked Figure\n message= _ \"Faugh. No, I heard the screams of the dead, torn from their rest, their souls rose into the air howling in agony.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"But, but we burned the bodies so they couldn\u2019t be raised.\"\n [/message]\n\n [message]\n speaker=Cloaked Figure\n message= _ \"Fool. That did not stop their dark power. Nothing could stop them. I felt the rush of flying spirits, and the unbearable cold, so cold. For a moment I felt their torment. But no, they wouldn\u2019t kill me. They let me go as a witness and laughed as I scrambled over the dunes.\"\n [/message]\n\n [message]\n speaker=Cloaked Figure\n message= _ \"I was able to follow your trail, and I slipped among your people. No one noticed me, no I was too sneaky. And you wondered how I managed to follow you through the tunnels? Hah, you escorted me.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"But why, why did you want to kill us?\"\n [/message]\n\n [message]\n speaker=Cloaked Figure\n message= _ \"You abandoned them! The pain, the agony, I still see their ghostly faces and hear their wails. And the necromancers kept chanting one name over and over: Yechnagoth, Yechnagoth, it reverberated in my ears. And every time I sleep I hear that name, and laughter, hideous laughter. She kept telling me it was your fault. And I believed her. Kaleh, forgive me, I just wanted to make the pain stop.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"I... I forgive you.\"\n [/message]\n\n [message]\n speaker=Cloaked Figure\n message= _ \"I do not fear death any more.\"\n [/message]\n\n #kill keratur\n\n [kill]\n id=Cloaked Figure\n animate=yes\n fire_event=no\n [/kill]\n\n [message]\n speaker=Kaleh\n message= _ \"He\u2019s dead. Rest in peace. Oh, what have I done? All our dead kin, desecrated and tormented for eternity.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"As you said yourself, the past is the past, there is nothing you can do now.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Don\u2019t blame yourself. You didn\u2019t know. If we had stayed behind we too would have been killed by the undead; we could not have defended our village against so many. We had no choice.\"\n image=portraits/nym_moody.png\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"That is small consolation. My deeds have turned to ashes in my mouth. Eloh forgive me. I did not know.\"\n [/message]\n\n [delay]\n time=1000\n [/delay]\n\n # Nym asks to be allowed to scout outside\n\n [message]\n speaker=Nym\n message= _ \"With your permission, Kaleh, I think I should go scout around a bit outside. We have no idea what lies out there. And I can sneak around unseen many places you can\u2019t.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"You can go Nym, just be careful.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"I\u2019m always careful. I\u2019ll be back soon.\"\n [/message]\n\n [store_unit]\n [filter]\n id=Nym\n [/filter]\n kill=yes\n variable=Nymstats\n [/store_unit]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Kaleh\n message= _ \"Well, at least we can use this outpost to rally our surviving troops. How many of our people made it out of the caves, Zhul?\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"We\u2019re still trying to get a head count, but between the underground horrors and the water, we lost quite a few. Recruiting new warriors is going to be even more difficult. Still we should thank Eloh, and you, Kaleh, that so many of us did survive.\"\n [/message]\n\n {INCREASE_RECRUIT_COSTS 2}\n\n [message]\n speaker=Kaleh\n message= _ \"Well, Nym\u2019s right, we don\u2019t know what\u2019s out there. So we should set up a perimeter guard around the cave mouth and start discovering what this side of the mountains looks like.\"\n [/message]\n\n {VARIABLE ally_must_live no}\n\n [show_objectives]\n [/show_objectives]\n\n [event]\n name=new turn\n [fire_event]\n name=ally_conversation\n [/fire_event]\n [/event]\n\n # change the music playing\n [music]\n name=elf-land.ogg\n immediate=yes\n [/music]\n\n # remove hero icon from troll/dwarf ally\n\n [remove_unit_overlay]\n id=$ally_name\n image=misc/hero-icon.png\n [/remove_unit_overlay]\n [/event]\n [/event]\n\n [event]\n name=moveto\n\n [filter]\n x=12-20\n y=1-18\n side=1\n [not]\n type=Dust Devil,Flesh Golem\n [/not]\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Look, the tunnel slopes sharply downwards to the left. And it\u2019s big enough that it should divert most of the rising water.\"\n [/message]\n\n [message]\n speaker=unit\n message= _ \"And I think I see a faint light off to the right.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Could it be? Could we actually be almost out of this seemingly never-ending darkness?\"\n [/message]\n [/event]\n\n # The conversation between Kaleh and the dwarf/troll ally\n # occurs the turn after the player finds the exit and Keratur dies.\n # Use custom event to clarify structure\n\n [event]\n name=ally_conversation\n\n {MESSAGE_DEPEND_ON_ALLY\n (\n [message]\n speaker=Kaleh\n message= _ \"Grog, thank you so much for leading us out of the caves. We never would have found our way without your help. But with the tunnels flooded, how are you going to find your way back to your people?\"\n [/message]\n\n [message]\n speaker=Grog\n message= _ \"Grog proud of little elves too. He would not have made it this far without all your help. Grog is surprised by your bravery and strength.\"\n [/message]\n\n [message]\n speaker=Grog\n message= _ \"Truth is that Grog not know much of sunlight lands. Sun and stars are scary, everything is open, exposed, no safe places to hide. But Grog cannot go back through all that water. And Grog doesn\u2019t know where to find other tunnels back to his home. He is as lost as elves are.\"\n [/message]\n\n [message]\n speaker=Grog\n message= _ \"But Grog not afraid. Great leader told Grog to guide and protect elves, and Grog will keep his oath. Grog will follow elves wherever they may go and protect them from danger as best he can. Maybe later, Grog will find another way back down to the caves of his people. But for now, Grog will continue to serve and protect you.\"\n [/message]\n )\n (\n [message]\n speaker=Kaleh\n message= _ \"Nog, thank you so much for leading us out of the caves. We never would have found our way without your help. But with the tunnels flooded, how are you going to find your way back to your people?\"\n [/message]\n\n [message]\n speaker=Nog\n message= _ \"Nog proud of little elves too. He would not have made it this far without all your help. Nog is surprised by your bravery and strength.\"\n [/message]\n\n [message]\n speaker=Nog\n message= _ \"Truth is that Nog not know much of sunlight lands. Sun and stars are scary, everything is open, exposed, no safe places to hide. But Nog cannot go back through all that water. And Nog doesn\u2019t know where to find other tunnels back to his home. He is as lost as elves are.\"\n [/message]\n\n [message]\n speaker=Nog\n message= _ \"But Nog not afraid. Great leader told Nog to guide and protect elves, and Nog will keep his oath. Nog will follow elves wherever they may go and protect them from danger as best he can. Maybe later, Nog will find another way back down to the caves of his people. But for now, Nog will continue to serve and protect you.\"\n [/message]\n )\n (\n [message]\n speaker=Kaleh\n message= _ \"Rogrimir, I want to thank you so much for guiding us out of the caves. We never would have found our way without your help. But with the tunnels flooded, how are you going to find your way back to your people?\"\n [/message]\n\n [message]\n speaker=Rogrimir\n message= _ \"Och, it is I who should be congratulating you, laddie. I showed you the way, but it was you and your people who defeated the many perils and obstacles to your escape. In all my years such bravery and courage I have rarely seen.\"\n [/message]\n\n [message]\n speaker=Rogrimir\n message= _ \"But truly I cannot return the way I came and even if there are other tunnels which lead back down to my homeland, I do not know where to search for them. I know as little about the land above ground as you do.\"\n [/message]\n\n [message]\n speaker=Rogrimir\n message= _ \"But my king told me to protect you from all dangers, and I plan to keep that oath. I do not like the above ground, it is too open and exposed; I feel that I could be attacked from any direction. But an oath is an oath and so I will follow you and your people wherever you may go and protect you as best I can. The tunnels cannot stay flooded forever; later perhaps if am able to return this way, I may be able to find my way back to my homeland. But for now I am yours to command.\"\n [/message]\n )\n (\n [message]\n speaker=Kaleh\n message= _ \"Jarl, I want to thank you so much for guiding us out of the caves. We never would have found our way without your help. But with the tunnels flooded, how are you going to find your way back to your people?\"\n [/message]\n\n [message]\n speaker=Jarl\n message= _ \"Och, it is I who should be congratulating you, laddie. I showed you the way, but it was you and your people who defeated the many perils and obstacles to your escape. In all my years such bravery and courage I have rarely seen.\"\n [/message]\n\n [message]\n speaker=Jarl\n message= _ \"But truly I cannot return the way I came and even if there are other tunnels which lead back down to my homeland, I do not know where to search for them. I know as little about the land above ground as you do.\"\n [/message]\n\n [message]\n speaker=Jarl\n message= _ \"But my king told me to protect you from all dangers, and I plan to keep that oath. I do not like the above ground, it is too open and exposed; I feel that I could be attacked from any direction. But an oath is an oath and so I will follow you and your people wherever you may go and protect you as best I can. The tunnels cannot stay flooded forever; later perhaps if am able to return this way, I may be able to find my way back to my homeland. But for now I am yours to command.\"\n [/message]\n )}\n\n [message]\n speaker=Kaleh\n message= _ \"Your loyalty is a credit to your people. I am glad indeed to have you fighting by my side.\"\n [/message]\n [/event]\n\n # This rather long macro ensures that if Kaleh is asked to come up next to\n # the unit that fires the event he doesn't appear in a cave wall. Instead\n # the macro finds an empty hex next to the unit. Since this event fires\n # the first time any unit moves into target area, I am sure there will\n # be an empty spot adjacent to the unit.\n\n # Event 14.5 Player discovers human\u2019s chest of gold at cave mouth\n\n [event]\n name=moveto\n\n [filter]\n x,y=17,21\n side=1\n [not]\n type=Dust Devil,Flesh Golem\n [/not]\n [/filter]\n\n {PLACE_IMAGE items/chest-plain-open.png 17 21}\n\n [sound]\n name=gold.ogg\n [/sound]\n\n [message]\n speaker=unit\n message= _ \"Looks like the guards at this outpost had been saving away a bit of loot. I don\u2019t suppose they\u2019re going to mind anymore if we made use of it.\"\n [/message]\n\n # Modify gold as though the scenario had ended (multiply by 0.4 then add new award)\n # However, ensure that players receive at least 50 gold if they are doing well\n # This reduces the tomato surprise aspect of adding a fight at the end and\n # reduces the reward that careful players will receive, making it slightly harder for them\n [store_gold]\n side=1\n variable=gold_amount\n [/store_gold]\n {VARIABLE min_gold {ON_DIFFICULTY 150 120 90}}\n\n [if]\n [variable]\n name=gold_amount\n greater_than=0\n [/variable]\n [then]\n {VARIABLE profit \"$(max([50, $min_gold - $($gold_amount * 6/10)]))\"}\n\n [gold]\n side=1\n amount=$profit\n [/gold]\n\n {CLEAR_VARIABLE profit}\n [/then]\n [else]\n [modify_side]\n side=1\n gold=$min_gold\n [/modify_side]\n [/else]\n [/if]\n\n {CLEAR_VARIABLE gold_amount,min_gold}\n [/event]\n\n # Event 15: Elves step out into the daylight, Eloh appears\n\n # asks for Kaleh, he goes outside, conversation ensues\n # human leader rides up, talks, leaves\n\n [event]\n name=moveto\n\n #event should only fire when unit steps several hexes out into the dunes\n\n [filter]\n x=25-50\n y=19-31\n side=1\n [/filter]\n\n # in case Kromph or the dust devil trigger the event the unit variable is set to track a different unit\n [if]\n [have_unit]\n x,y=$x1,$y1\n type=Dust Devil,Flesh Golem\n [/have_unit]\n [then]\n # if the player only has Zhul and Kaleh, a new unit has to be recalled or respawned, else reassign. Nym should never be\n # on the map when this is triggered but is being counted anyway to prevent future problems.\n [role]\n race=quenoth,elf\n [not]\n id=Zhul,Nym,Kaleh\n [/not]\n search_recall_list=no\n role=talker\n [else]\n [if]\n [have_unit]\n search_recall_list=yes\n x,y=recall,recall\n level=1\n race=elf,quenoth\n [/have_unit]\n [then]\n [recall]\n race=elf,quenoth\n x,y=19,20\n level=1\n [/recall]\n [role]\n race=elf,quenoth\n level=1\n [not]\n id=Zhul,Nym,Kaleh\n [/not]\n role=talker\n [/role]\n [/then]\n [else]\n {UNIT 1 (Quenoth Fighter) 19 20 (role=talker)}\n [+unit]\n passable=yes\n [/unit]\n [/else]\n [/if]\n [/else]\n [/role]\n\n # There will always be a talker role unit here, whether it has been recalled or \"recruited\"\n [store_unit]\n [filter]\n role=talker\n [/filter]\n variable=talking_unit\n [/store_unit]\n {VARIABLE reassigned yes}\n [/then]\n [else]\n # If the unit that triggers the event is not the Dust devil nor Flesh golem (e.g. any elf)\n [store_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n variable=talking_unit\n [/store_unit]\n {VARIABLE reassigned no}\n [/else]\n [/if]\n\n [if]\n [have_unit]\n x,y=$x1,$y1\n race=quenoth,elf\n [/have_unit]\n\n [then]\n [message]\n speaker=unit\n message= _ \"Praise Eloh, it is so good to be outside again. To see the sky stretching out above me, to feel the wind in my face...\"\n [/message]\n [/then]\n [/if]\n\n [if]\n [have_unit]\n x,y=$x1,$y1\n id=$ally_name\n [/have_unit]\n\n [then]\n {MESSAGE_DEPEND_ON_ALLY\n (\n [message]\n speaker=unit\n message= _ \"We made it. Outside look strange to Grog, Grog not used to big open spaces.\"\n [/message]\n )\n (\n [message]\n speaker=unit\n message= _ \"We made it. Outside look strange to Nog, Nog not used to big open spaces.\"\n [/message]\n )\n (\n [message]\n speaker=unit\n message= _ \"I think we finally made it outside. I\u2019d forgotten how big the sky is and how windy it can be.\"\n [/message]\n )\n (\n [message]\n speaker=unit\n message= _ \"I think we finally made it outside. I\u2019d forgotten how big the sky is and how windy it can be.\"\n [/message]\n )}\n [/then]\n [/if]\n\n #from an elf still in the cave\n [message]\n x,y=12-23,15-20\n side=1\n race=quenoth,elf\n [not]\n id=$talking_unit.id\n [/not]\n message= _ \"Can you see very far? Do you have any idea where we are?\"\n [/message]\n\n [if]\n [variable]\n name=reassigned\n equals=yes\n [/variable]\n [then]\n [move_unit]\n role=talker\n to_x=24\n to_y=22\n [/move_unit]\n [/then]\n [/if]\n\n [message]\n speaker=$talking_unit.id\n message= _ \"We\u2019ve come out on the side of a mountain, overlooking a large valley. The land seems to be much the same as the foothills south of the mountains. The valley is filled with sand dunes, though the center is flat. There seems to be some sort of settlement in the center of the valley. And far to the north I can see something sparkling on the horizon, but I don\u2019t know what it is.\"\n [/message]\n\n #reveal most of the valley to player\n\n #central corridor\n [remove_shroud]\n x=26-49\n y=0-30\n side=1\n [/remove_shroud]\n\n #NW cave wall right above unit\n [remove_shroud]\n x=25-31\n y=19-20\n side=1\n [/remove_shroud]\n\n #SW edge of valley, southern cave wall near player\n\n [remove_shroud]\n x=21-31,23-31,25-31\n y=27 ,28 ,29\n side=1\n [/remove_shroud]\n\n #South and SE edge of valley\n [remove_shroud]\n x=48-56,48-54,48-53,48-51,27-49,29-31,35-47\n y=17-26,27 ,28 ,29-30,31 ,32 ,32\n side=1\n [/remove_shroud]\n\n #eloh appears\n\n {NAMED_UNIT 2 (Divine Avatar) 30 22 (Eloh) ( _ \"Eloh\") (\n upkeep=free\n facing=sw\n random_traits=no\n profile=portraits/eloh.png\n )}\n\n [if]\n [variable]\n name=unit.id\n not_equals=Kaleh\n [/variable]\n\n [then]\n #if Kaleh isn't the unit moving outside then Eloh calls for him\n\n [message]\n speaker=Eloh\n message= _ \"Kaleh, Kaleh, come to me.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"What is the voice? It sounds so familiar.\"\n [/message]\n\n [message]\n speaker=Eloh\n message= _ \"Come out so that I might see you. Your god calls to you.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Am I dreaming? Is this real? I\u2019m coming, I\u2019m coming.\"\n [/message]\n\n {MOVE_UNIT (id=Kaleh) 25 23}\n [/then]\n\n [else]\n [message]\n speaker=Eloh\n message= _ \"Hail Kaleh, it is I, Eloh.\"\n [/message]\n [/else]\n [/if]\n\n [message]\n speaker=Kaleh\n message= _ \"But I am not asleep? And yet I can see you? How is this possible?\"\n [/message]\n\n [message]\n speaker=Eloh\n message= _ \"Do you doubt my powers? You have come out of the darkness, and I appear unto you to congratulate you.\"\n [/message]\n\n # if kaleh didn't go outside first, the unit who did asks kaleh who is\n # is talking to. Otherwise Zhul asks him.\n\n [if]\n [variable]\n name=unit.id\n not_equals=Kaleh\n [/variable]\n\n [then]\n [message]\n speaker=$talking_unit.id\n message= _ \"Kaleh, who are you talking to?\"\n [/message]\n\n [message]\n speaker=Eloh\n message= _ \"For now, I appear only to you, for you, Kaleh, are special, you are the Chosen One.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"$talking_unit.name, be quiet, I\u2019ll explain it all later.\"\n [/message]\n [/then]\n\n [else]\n [message]\n speaker=Zhul\n message= _ \"Kaleh, who are you talking to?\"\n [/message]\n\n [message]\n speaker=Eloh\n message= _ \"For now, I appear only to you, for you, Kaleh, are special, you are the Chosen One.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Be quiet Zhul, I\u2019ll explain it all later.\"\n [/message]\n [/else]\n [/if]\n\n [message]\n speaker=Eloh\n message= _ \"Yes, I have chosen you as the one to lead my people out of danger and death and into a life of eternal salvation. Crossing under the mountains was a very important step, and your destruction of the unbelievers proves your\u2014\"\n [/message]\n\n #troll/dwarf ally teleports to just outside of cave\n\n {MOVE_UNIT (id=$ally_name) 21 23}\n\n [message]\n speaker=$ally_name\n message= _ \"Kaleh, a quick question\u2014\"\n [/message]\n\n {MESSAGE_DEPEND_ON_ALLY\n (\n [message]\n speaker=Kaleh\n message= _ \"Not now Grog, I\u2019m busy.\"\n [/message]\n )\n (\n [message]\n speaker=Kaleh\n message= _ \"Not now Nog, I\u2019m busy.\"\n [/message]\n )\n (\n [message]\n speaker=Kaleh\n message= _ \"Not now Rogrimir, I\u2019m busy.\"\n [/message]\n )\n (\n [message]\n speaker=Kaleh\n message= _ \"Not now Jarl, I\u2019m busy.\"\n [/message]\n )}\n\n [message]\n speaker=Eloh\n message= _ \"What\u2019s this? You did not kill the unbelievers?!\"\n [/message]\n\n [if]\n [variable]\n name=ally_race\n equals=dwarf\n [/variable]\n\n [then]\n [message]\n speaker=Kaleh\n message= _ \"I am sorry I could not have fulfilled your command, but we found ourselves in the middle of a war. We were vastly outnumbered and we needed help. In fact the dwarves have been very helpful. They helped protect us from the trolls and without their guidance we would not have made it out of the caves alive.\"\n [/message]\n [/then]\n\n [else]\n [message]\n speaker=Kaleh\n message= _ \"I am sorry I could not have fulfilled your command, but we found ourselves in the middle of a war. We were vastly outnumbered and we needed help. In fact the trolls have been very helpful. They helped protect us from the dwarves and without them we would not have made it out of the caves alive.\"\n [/message]\n [/else]\n [/if]\n\n [message]\n speaker=Eloh\n message= _ \"You were weak and foolish, but I forgive you. You must remember, Kaleh, that without my guidance, your people would have died out years ago. Believe in me, I alone can save you.\"\n [/message]\n\n [message]\n speaker=Eloh\n message= _ \"Now, in the valley live a group of humans who have also seen the light. They may seem strange, but they are my obedient followers. You must trust them, they will show you the way north. Follow them and they will lead you to me.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"What do you mean \u2018lead you to me\u2019? You are a god, don\u2019t you exist everywhere? I thought you were going to show us our new home.\"\n [/message]\n\n [message]\n speaker=Eloh\n message= _ \"Of course I am! Oh, how little you understand. Do not worry yourself with such distractions, come to me and all will be made clear.\"\n [/message]\n\n [delay]\n time=100\n [/delay]\n\n # wmllint: directory spelling Durstrag\n {NAMED_UNIT 2 (Human Commander) 30 25 (Sergeant Durstrag) ( _ \"Sergeant Durstrag\") (facing=nw)}\n {NAMED_UNIT 2 (Dragoon) 31 25 () ( _ \"Human Guard\") (facing=nw)}\n {NAMED_UNIT 2 (Dragoon) 31 26 () ( _ \"Human Guard\") (facing=nw)}\n {NAMED_UNIT 2 (Swordsman) 30 24 () ( _ \"Human Guard\") (facing=nw)}\n {NAMED_UNIT 2 (Longbowman) 30 26 () ( _ \"Human Guard\") (facing=nw)}\n\n [message]\n speaker=Sergeant Durstrag\n message= _ \"I saw the distress signal from the outpost on the bluff. Who in the Dark Lady\u2019s name are you and what have you done with my men?\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"My name is Kaleh, and these are my people. We come from the south and unfortunately we found your men dead\u2014\"\n [/message]\n\n [message]\n speaker=Sergeant Durstrag\n message= _ \"Dead?! You \u2018found\u2019 them you say? You\u2019ll pardon me if I don\u2019t take you at your word. We haven\u2019t seen elves for generations, but we remember your ancient betrayal. What are elves doing sneaking up through the caves out onto our back doorstep?\"\n [/message]\n\n [message]\n speaker=$ally_name\n message= _ \"Well, actually they were fleeing from\u2014\"\n [/message]\n\n [if]\n [variable]\n name=ally_race\n equals=troll\n [/variable]\n\n [then]\n [message]\n speaker=Sergeant Durstrag\n message= _ \"A troll! This just gets better and better. We haven\u2019t seen one of your kind up here for many years, but I have a long memory. I still remember the troll raids when I was a youth.\"\n [/message]\n [/then]\n\n [else]\n [message]\n speaker=Sergeant Durstrag\n message= _ \"A dwarf! This just gets better and better. We haven\u2019t seen one of your kind up here for many years, but we have long memories. I remember how your \u2018traders\u2019 used to come up and cheat us out of our valuables. You\u2019ll find we\u2019re not so easy to fool this time.\"\n [/message]\n [/else]\n [/if]\n\n [message]\n speaker=Kaleh\n message= _ \"Look, if you\u2019ll just let me explain\u2014\"\n [/message]\n\n [if]\n [variable]\n name=ally_race\n equals=troll\n [/variable]\n\n [then]\n [message]\n speaker=Sergeant Durstrag\n message= _ \"Oh there is no need to explain, it\u2019s pretty obvious what you\u2019re up to. Here we have a whole legion of elves, consorting with trolls, sneaking up behind our defenses. This looks an awful lot like an invasion to me.\"\n [/message]\n [/then]\n\n [else]\n [message]\n speaker=Sergeant Durstrag\n message= _ \"Oh there\u2019s no need to explain, it\u2019s pretty obvious what you\u2019re up to. Here we have a whole legion of elves, consorting with dwarves, sneaking up behind our defenses. This looks an awful lot like an invasion to me.\"\n [/message]\n [/else]\n [/if]\n\n [message]\n speaker=Kaleh\n message= _ \"No, no. You don\u2019t understand! We were told you could help us.\"\n [/message]\n\n [message]\n side=2\n type=Swordsman\n message= _ \"Sir, remember the edict passed down by councilman Noblis? About any foreigners spotted on the borders?\"\n [/message]\n\n [message]\n speaker=Sergeant Durstrag\n message= _ \"I have no idea what you\u2019re babbling about, elf, but you\u2019re just lucky you caught me on a good day. You get to explain everything to the Iron Council. Now you and your people just lay down your weapons and we will take you into custody to be judged. They\u2019ll deal with you as they see fit.\"\n [/message]\n\n [message]\n speaker=Eloh\n message= _ \"Everything will be fine. Do as he says.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"I am my own master. I will not be ordered around, not even by you, Eloh.\"\n [/message]\n\n [message]\n speaker=Sergeant Durstrag\n message= _ \"What\u2019s that, boy? Are you talking back to me? This isn\u2019t a negotiation. You are on my land, and under my jurisdiction. Lay down your weapons and submit peacefully or I\u2019ll make you sorry you didn\u2019t.\"\n [/message]\n\n [message]\n speaker=Eloh\n # wmllint: local spelling Ishtar\n message= _ \"Kaleh, I am Eloh, bearer of the staff of Ishtar and slayer of the demon-god Zhangor. Submit to him or I shall abandon your people to suffering and death. Your bones will litter the sand dunes, and vultures shall pick at your flesh. I am a just god, Kaleh, but no more forgiving than the harsh desert sun.\"\n image=portraits/eloh_rage.png\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Then kill me if you must, but I will not give myself over to those who threaten me and my people. I have not come through peril and darkness just to surrender to one such as you.\"\n [/message]\n\n [message]\n speaker=Sergeant Durstrag\n message= _ \"You dare defy me?! All who refuse to submit to the authority of the Iron Council shall be killed. By the Dark Lady, I shall not put up with this bickering any longer. To battle, men! Drive those heathens back into the caves!\"\n [/message]\n\n # Move Durstag and his guards back to human base\n\n [kill]\n side=2\n [not]\n id=Eloh\n [/not]\n animate=no\n fire_event=no\n [/kill]\n\n [unit]\n type=Human Commander\n id=Sergeant Durstrag\n name= _ \"Sergeant Durstrag\"\n canrecruit=yes\n x=44\n y=27\n side=2\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n {NAMED_NOTRAIT_UNIT 2 (Dragoon) 43 28 () ( _ \"Human Guard\")}\n {NAMED_NOTRAIT_UNIT 2 (Dragoon) 44 26 () ( _ \"Human Guard\")}\n {NAMED_NOTRAIT_UNIT 2 (Swordsman) 43 27 () ( _ \"Human Guard\")}\n {NAMED_NOTRAIT_UNIT 2 (Longbowman) 44 27 () ( _ \"Human Guard\")}\n\n [message]\n speaker=Eloh\n message= _ \"You disappoint me, Kaleh. You are weak, and not worthy of my guidance... Do as you like, but know that while you may be the appointed leader of your people, I am your god, and you defy me at your peril!\"\n [/message]\n\n [kill]\n id=Eloh\n animate=no\n fire_event=no\n [/kill]\n\n [message]\n speaker=Kaleh\n message= _ \"You are not the god I grew up with. You may be all-powerful, but I will not be your puppet. I am still their leader and as long as I draw breath I will do what I think is best for my people.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Kaleh, would you mind telling me what in Uria\u2019s name is going on.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"There\u2019s no time. Right now we have to prepare ourselves for another battle. I\u2019d better head back to the outpost and rally our troops. I fear a whole lot of hurt is going to be coming up through those hills very soon.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Well, now we\u2019re really in for it. I hope you know what you\u2019re doing, Kaleh.\"\n [/message]\n\n {MOVE_UNIT (id=Kaleh) 18 19}\n\n {MESSAGE_DEPEND_ON_ALLY\n (\n [message]\n speaker=Grog\n message= _ \"Grog no like humans either. They mean. But they sound great when they go squish.\"\n [/message]\n )\n (\n [message]\n speaker=Nog\n message= _ \"Nog no like humans either. They mean. But they sound great when they go squish.\"\n [/message]\n )\n (\n [message]\n speaker=Rogrimir\n message= _ \"I never liked humans much anyway. I\u2019ll be glad to be fighting something besides undead.\"\n [/message]\n )\n (\n [message]\n speaker=Jarl\n message= _ \"I never liked humans much anyway. I\u2019ll be glad to be fighting something besides undead.\"\n [/message]\n )}\n\n [modify_side]\n side=2\n {INCOME 15 24 33}\n {GOLD 150 210 270}\n [/modify_side]\n\n #capture some of the nearby villages\n [capture_village]\n x,y=34-37,25-26\n side=2\n [/capture_village]\n\n [capture_village]\n x,y=41-43,19-23\n side=2\n [/capture_village]\n\n [show_objectives]\n [/show_objectives]\n\n [event]\n name=new turn\n [fire_event]\n name=nym_return\n [/fire_event]\n [/event]\n\n # change the music playing\n [music]\n name=loyalists.ogg\n immediate=yes\n [/music]\n # Clear unnecesary variables\n {CLEAR_VARIABLE talking_unit,reassigned,2}\n [/event]\n\n # Event 16: Nym returns\n\n # Next turn after big Eloh/Durstrag conversation, Nym returns and\n # tells Kaleh that Durstrag plans to send for reinforcements\n\n [event]\n name=nym_return\n\n [store_unit]\n [filter]\n id=Kaleh\n [/filter]\n variable=kaleh_location\n kill=no\n [/store_unit]\n\n [unstore_unit]\n variable=Nymstats\n find_vacant=yes\n check_passability=yes\n x=$kaleh_location.x\n y=$kaleh_location.y\n [/unstore_unit]\n\n {CLEAR_VARIABLE Nymstats,kaleh_location}\n\n [message]\n speaker=Nym\n message= _ \"I\u2019m back, Kaleh.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Ah! You scared me, Nym. I didn\u2019t hear you coming.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Of course you didn\u2019t. That\u2019s why it\u2019s called sneaking.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Anyway you\u2019ve really gotten us into a mess. The good news is that the outpost isn\u2019t guarded as heavily as you might think. The garrison seems only half-manned. They obviously didn\u2019t expect any serious attack to come from this direction.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"And what\u2019s the bad news?\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"The bad news is that I overheard the commander ordering a special group of his men to get ready to ride north and summon reinforcements. It seems that the humans have a bigger village to the north. This outpost is lightly guarded enough that we might be able to defeat them, but in our weakened state if they bring the full strength of their army against us I fear we may be crushed.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Then we\u2019ll just have to make sure that no messenger escapes this valley to summon reinforcements.\"\n [/message]\n\n #set messenger timer at 2, so first messenger goes in 6,5,4 turns\n\n [set_variable]\n name=messenger_timer\n value=2\n [/set_variable]\n {VARIABLE messengers_incoming yes}\n\n [show_objectives]\n [/show_objectives]\n\n # schedule events that occur after the humans start fighting\n [event]\n name=new turn\n\n [filter_condition]\n # The first night after meeting the humans\n [have_location]\n x,y=44,27 # location of Sgt Durstrag's keep - should be in normal time\n time_of_day_id=dusk1,dusk2,short_dark,long_dark1,long_dark2,long_dark3,long_dark4\n [/have_location]\n [/filter_condition]\n\n [fire_event]\n name=undead_emissary\n [/fire_event]\n [/event]\n\n [event]\n name=new turn\n first_time_only=no\n\n [if]\n [variable]\n name=messenger_timer\n numerical_equals=1\n [/variable]\n\n [then]\n [fire_event]\n name=human_conversation\n [/fire_event]\n [/then]\n [/if]\n\n [fire_event]\n name=messengers\n [/fire_event]\n [/event]\n [/event]\n\n # Event 17: Undead Emissary\n\n [event]\n name=undead_emissary\n\n [move_unit_fake]\n type=ENightgaunt\n side=5\n x=34,35,36,36,35\n y=32,32,31,30,30\n [/move_unit_fake]\n\n {NAMED_UNIT 5 (ENightgaunt) 35 30 (Undead Emissary) ( _ \"Undead Emissary\") ()}\n\n [message]\n speaker=Undead Emissary\n message= _ \"Cursed elves, you tracked your filth through our halls and you defiled our sanctuary. You have besmirched our honor, and we will have our revenge. We are the Order of the Crimson Talon, and even death shall not stop us. You shall rue the day that you ever trespassed into our lair!\"\n [/message]\n\n [kill]\n id=Undead Emissary\n animate=no\n [/kill]\n\n [move_unit_fake]\n type=ENightgaunt\n side=5\n x=35,35,35,35\n y=30,31,32,33\n [/move_unit_fake]\n\n [message]\n speaker=Nym\n message= _ \"Can\u2019t the dead ever just stay dead? And aren\u2019t they trapped by the flooded tunnels and caves?\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Undead don\u2019t have to breathe and I don\u2019t think a little water is going to stop them. Besides, you saw how the ghost just flew through the rock; if they can move through walls then what do they care about flooded tunnels?\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Great. So now we\u2019re fighting in a haunted valley.\"\n [/message]\n\n [modify_side]\n side=5\n {INCOME 15 24 33}\n {GOLD 100 150 200}\n [/modify_side]\n\n [unit]\n type=Spectre\n id=Undead Leader\n name= _ \"Undead Leader\"\n canrecruit=yes\n side=5\n x=28\n y=37\n [/unit]\n [/event]\n\n #Event 17.5 A conversation about the humans\n\n [event]\n name=human_conversation\n\n [message]\n speaker=Kaleh\n message= _ \"I don\u2019t understand. What are these humans doing here? I\u2019ve never seen so many in one place before.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Humans aren\u2019t just the bandits and outlaws you\u2019re familiar with from the deserts, Kaleh. Remember that long ago the great human empire of Wesnoth spread all across the known lands. Some of our people say that it was the humans who brought the Great Fall upon us. But to blame others is folly. Eloh says that it was not the darkness without, but the darkness within us that was the cause of our corruption and downfall.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"But now is not a time for preaching. Humans once spread to many lands, and despite all the ravages of time, I have no doubt that at least a few of them have survived. They are a hardy people and quickly adapt to new conditions. I only wish that the same could be said of our brethren.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"There might be other elves somewhere. We can\u2019t be sure.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"No, we can\u2019t. But for now we must deal with the problem at hand. Thank you for the information, Zhul; these humans are good fighters but they are no match for our speed and skill. I grew up fighting in dunes such as these, and I will not be bested by a bunch of ruffians.\"\n [/message]\n [/event]\n\n # Event 18: Sending for Reinforcements\n\n # EASY: 1 dragoon, 2 cavalryman, 1 spearman, 1 bowman\n # NORMAL: 2 dragoons, 1 cavalryman, 1 javelineer, 1 bowman\n # HARD: 3 dragoons, 1 swordsman, 1 longbowman\n\n # EASY: once every 7 turns\n # NORMAL: once every 6 turns\n # HARD: once every 5 turns\n\n [event]\n name=messengers\n first_time_only=no\n\n # timer to store when to send off a human messenger\n [set_variable]\n name=messenger_timer\n add=1\n [/set_variable]\n\n [if]\n [variable]\n name=messenger_timer\n numerical_equals={ON_DIFFICULTY 7 6 5}\n [/variable]\n\n [then]\n [set_variable]\n name=messenger_timer\n value=0\n [/set_variable]\n\n [message]\n speaker=Sergeant Durstrag\n message= _ \"Send forth the messenger and his escort. Go north and bring help as soon as possible!\"\n [/message]\n\n [set_variable]\n name=loc_x\n rand=44..51\n [/set_variable]\n\n [set_variable]\n name=loc_y\n rand=23..25\n [/set_variable]\n\n [unit]\n type=Dragoon\n id=messenger\n name= _ \"Human Messenger\"\n canrecruit=yes\n x=$loc_x\n y=$loc_y\n side=8\n [/unit]\n\n [unit]\n type={ON_DIFFICULTY (Cavalryman) (Cavalryman) (Dragoon)}\n name= _ \"Human Escort\"\n upkeep=free\n x=$loc_x\n y=$loc_y\n side=8\n [/unit]\n\n [unit]\n type={ON_DIFFICULTY (Cavalryman) (Dragoon) (Dragoon)}\n name= _ \"Human Escort\"\n upkeep=free\n x=$loc_x\n y=$loc_y\n side=8\n [/unit]\n\n [unit]\n type={ON_DIFFICULTY (Spearman) (Javelineer) (Swordsman)}\n name= _ \"Human Escort\"\n upkeep=free\n x=$loc_x\n y=$loc_y\n side=8\n [/unit]\n\n [unit]\n type={ON_DIFFICULTY (Bowman) (Bowman) (Longbowman)}\n name= _ \"Human Escort\"\n upkeep=free\n x=$loc_x\n y=$loc_y\n side=8\n [/unit]\n\n [message]\n speaker=Kaleh\n message= _ \"If that messenger escapes the valley, we\u2019ll be in trouble. We have to stop him!\"\n [/message]\n\n {CLEAR_VARIABLE loc_x}\n {CLEAR_VARIABLE loc_y}\n\n # Set up the Messenger Escort Micro AI\n [micro_ai]\n side=8\n ai_type=messenger_escort\n action=add\n\n [filter]\n id=messenger\n [/filter]\n waypoint_x,waypoint_y=42,1\n [/micro_ai]\n [/then]\n [/if]\n [/event]\n\n # Event 18.5: Messenger Dies\n\n [event]\n name=last breath\n\n [filter]\n id=messenger\n [/filter]\n\n [message]\n speaker=messenger\n message= _ \"No! I must get help!\"\n [/message]\n [/event]\n\n [event]\n name=die\n\n [filter]\n id=messenger\n [/filter]\n\n [message]\n speaker=Kaleh\n message= _ \"Good. We\u2019re safe for now. We just have to defeat Durstrag before he sends another messenger for reinforcements.\"\n [/message]\n\n # Remaining units of the messenger side must remain active\n [modify_ai]\n side=8\n action=add\n path=goal[]\n [goal]\n [criteria]\n side=1\n [/criteria]\n value=10\n [/goal]\n [/modify_ai]\n [/event]\n\n # Event 19: Messenger Escapes!\n\n [event]\n name=moveto\n\n [filter]\n side=8\n id=messenger\n y=1\n [/filter]\n\n [kill]\n id=messenger\n animate=no\n fire_event=no\n [/kill]\n\n [message]\n speaker=Kaleh\n message= _ \"The messenger has escaped! He will surely return with reinforcements. We are doomed!\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n\n # Event 20: Defeat of Sergeant Durstrag\n\n [event]\n name=last breath\n\n [filter]\n id=Sergeant Durstrag\n [/filter]\n\n [message]\n speaker=Kaleh\n message= _ \"Don\u2019t worry. We\u2019re not the monsters you seem to think we are. I will not kill you in cold blood.\"\n [/message]\n\n [message]\n speaker=Sergeant Durstrag\n message= _ \"Faugh, boy, you know nothing! There are fates worse than death.\"\n [/message]\n\n [kill]\n id=Sergeant Durstrag\n animate=yes\n fire_event=no\n [/kill]\n\n [message]\n speaker=Nym\n message= _ \"He killed himself rather than surrender to us!\"\n [/message]\n\n [message]\n side=2\n message= _ \"They killed Sergeant Durstrag! Run for your lives!\"\n [/message]\n\n [kill]\n side=2\n animate=no\n fire_event=no\n [/kill]\n\n [kill]\n side=5\n animate=no\n fire_event=no\n [/kill]\n\n [message]\n speaker=Zhul\n message= _ \"The rest of the humans are fleeing.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Let them go. We have won this battle and I am weary of all this bloodshed.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"What was it that the human Durstrag was so afraid of?\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"I don\u2019t know, but I fear we may find out.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"You\u2019re being very cryptic, Kaleh. Now that the battle is over would you care to explain to us who you were talking to back when we first met the humans?\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"No, not yet.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"What\u2019s wrong, Kaleh? Don\u2019t you trust us?\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Yes, yes of course I do. But it\u2019s just a theory. I don\u2019t want to say more until I have proof. Give me until tomorrow night, then I\u2019ll tell you everything.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Very well. I\u2019ve trusted your decisions and your leadership so far; I\u2019ll wait a little longer.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"So what do we do now? The land seems to be about the same on the northern side of the mountains as it was on the south. And we can\u2019t hang around here forever. The humans will be back with reinforcements eventually, and the valley is still haunted with undead.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Yes, I think the sooner we leave this valley the better. But we don\u2019t know anything about the surrounding terrain. Without anyone to guide us, we have no idea what perils may be nearby. I don\u2019t like sending our people across foreign lands when I don\u2019t know what\u2019s in front of us. We\u2019ve lost too many people already. I don\u2019t want to lead us into a trap.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"When I was scouting around I think I saw a small oasis near the entrance to this valley. If we move out there we should be out of range of the undead. I think it would be safe, at least for the short term.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Indeed. Undead ghosts such as these are often bound to the places they died: the farther away they travel, the weaker they are. So if we move out of the immediate vicinity we should be pretty safe.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Good, we\u2019ll move our people out and camp by the oasis. Now, Nym, you know who our best scouts are; I want you to lead a few elves to do some reconnaissance. We\u2019ll send out small groups of scouts to the north, northeast and northwest. Don\u2019t go too far, try not to be seen, and please don\u2019t do anything dangerous. But I want to know what\u2019s out there.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"But hasn\u2019t Eloh told you where to go and what dangers you face?\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"She was... rather vague. I know we\u2019re supposed to generally go north, but I want more information before I commit us to a direction.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Don\u2019t you worry about us, Kaleh. We\u2019ll be careful. I\u2019ll organize five bands to scout out the nearby lands. We should be back in about half a day.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Good, until then we\u2019ll settle around that oasis and set up as good a defense as we can. Until I know what\u2019s out there, I\u2019m not taking any chances.\"\n [/message]\n\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/event]\n\n # Flooding algorithm\n\n # At the end of each turn:\n\n # Turn shallow water hexes to deep water and\n # Turn all cave tiles within one hex of water to shallow water\n\n # Step by Step Process:\n # 1. change all shallow water hexes to deep water\n # 2. change all hexes adjacent to water to shallow water\n # 3. destroy any items in the new deep water\n # 4. kill any units in deep water\n\n [event]\n name=new turn\n id=do_flooding\n first_time_only=no\n\n [filter_condition]\n # don't flood before first turn\n [variable]\n name=turn_number\n greater_than=1\n [/variable]\n [/filter_condition]\n\n [store_locations]\n terrain=Ww*\n # some pools outside of the cave mustn't be turned to deep water.\n [not]\n x = 35, 35, 36, 42, 42, 43, 43, 60, 60, 61, 61, 62\n y = 25, 26, 25, 20, 21, 21, 22, 4, 5, 4, 5, 5\n [/not]\n variable=shallow_to_deep_locs\n [/store_locations]\n\n [terrain]\n terrain=Wwgz\n\n [filter_adjacent_location]\n find_in=shallow_to_deep_locs\n [/filter_adjacent_location]\n [and]\n terrain=!,Xu,M*^Xm,Md,W*,Xo*\n [/and]\n [/terrain]\n\n [terrain]\n terrain=Wo\n find_in=shallow_to_deep_locs\n [/terrain]\n\n [remove_item]\n find_in=shallow_to_deep_locs\n [/remove_item]\n\n [fire_event]\n name=kill_submerged_units\n [/fire_event]\n\n [fire_event]\n name=check_flood_end\n [/fire_event]\n\n {CLEAR_VARIABLE shallow_to_deep_locs}\n [/event]\n\n # Killing of units who ended up in deep water\n [event]\n name=kill_submerged_units\n first_time_only=no\n\n [store_unit]\n [filter]\n [filter_location]\n terrain=Wo*\n [/filter_location]\n\n # Only units which cannot move in deep water can drown\n movement_cost=99\n [/filter]\n\n kill=no\n variable=drowning_units\n [/store_unit]\n\n [redraw]\n [/redraw]\n\n # If at least one side 1 unit died then display a death message\n [message]\n find_in=drowning_units\n side=1\n [not]\n type=Dust Devil,Flesh Golem\n [/not]\n\n message= _ \"Help, I\u2019m drowning!\"\n [/message]\n\n [kill]\n find_in=drowning_units\n animate=yes\n fire_event=yes\n [/kill]\n\n {CLEAR_VARIABLE drowning_units}\n [/event]\n\n # when water reaches escape passage, stop flooding and make it pour out\n # into the valley\n\n [event]\n name=check_flood_end\n\n [filter_condition]\n [have_location]\n x=12\n y=18\n terrain=Ww*, Wo*\n [/have_location]\n [/filter_condition]\n\n [remove_event]\n id=do_flooding\n [/remove_event]\n\n # flood the secret room\n [terrain]\n x=17-19, 16, 20,18,18\n y=28-34,28-30,28-30,27,35\n terrain=Wo\n [/terrain]\n\n [remove_item]\n x=17-19, 16, 20,18,18\n y=28-34,28-30,28-30,27,35\n [/remove_item]\n\n # flood rest of side passage with deep water\n [terrain]\n x=12,12,12,12,13,14,15,16,17,18,19,20,21,22,23,23,24,25,25,26\n y=18,17,16,15,15,15,15,14,14,14,14,13,14,13,14,15,15,16,17,17\n terrain=Wo\n [/terrain]\n\n # create shallow water stream in valley\n [terrain]\n x=27,28,29,30,31,32,33,34,35,35,36,37,38,39,40,41,41,42,42,42,43,43\n y=18,18,18,17,18,17,17,16,16,15,14,14,14,14,14,14,15,13,14,15,13,14\n terrain=Ww\n [/terrain]\n\n [fire_event]\n name=kill_submerged_units\n [/fire_event]\n\n [if]\n [have_unit]\n x=21-25,26-50\n y=18-33,1-33\n side=1\n [not]\n type=Dust Devil,Flesh Golem\n [/not]\n [/have_unit]\n\n [then]\n [message]\n x=21-25,26-50\n y=18-33,1-33\n side=1\n [not]\n type=Dust Devil,Flesh Golem\n [/not]\n message= _ \"Look, the water is pouring out the side tunnel into the valley! That\u2019s a lot of water: it\u2019s even creating a small river. I sure wouldn\u2019t want to be downstream of that deluge right now.\"\n [/message]\n [/then]\n\n [else]\n # the player didn't see water when it flooded out into the valley\n # as soon as he does move a unit out into the valley, comment on it\n [event]\n name=moveto\n\n [filter]\n x=26-50\n y=1-33\n side=1\n [not]\n type=Dust Devil,Flesh Golem\n [/not]\n [/filter]\n\n [allow_undo]\n [/allow_undo]\n\n [message]\n speaker=unit\n message= _ \"Look, up there in the valley. The water has poured out of the side tunnel and created a small river and lake. I\u2019m glad we weren\u2019t downstream of that deluge when the water came rushing out of the tunnel.\"\n [/message]\n [/event]\n [/else]\n [/if]\n [/event]\n\n #time over event\n\n [event]\n name=time over\n\n [message]\n speaker=Kaleh\n message= _ \"I can see human reinforcements arriving on the horizon. We\u2019ll surely be overwhelmed now! If only we had moved faster.\"\n [/message]\n [/event]\n\n #victory event\n\n [event]\n name=victory\n\n # reveal map in-between starting valley and location elves move to\n [remove_shroud]\n x=45-60\n y=1-6\n side=1\n [/remove_shroud]\n\n [teleport]\n [filter]\n id=Kaleh\n [/filter]\n x,y=61,6\n [/teleport]\n\n [teleport]\n [filter]\n id=Zhul\n [/filter]\n x,y=63,5\n [/teleport]\n\n [teleport]\n [filter]\n id=$ally_name\n [/filter]\n x,y=60,6\n [/teleport]\n\n [store_unit]\n [filter]\n id=Nym\n [/filter]\n kill=yes\n variable=Nymstats\n [/store_unit]\n\n {UNIT 1 (Quenoth Fighter) 66 2 (id,upkeep,generate_name=Dummy Unit1,free,no)}\n {UNIT 1 (Quenoth Fighter) 57 3 (id,upkeep,generate_name=Dummy Unit2,free,no)}\n {UNIT 1 (Quenoth Scout) 65 3 (id,upkeep,generate_name=Dummy Unit3,free,no)}\n {UNIT 1 (Quenoth Scout) 59 2 (id,upkeep,generate_name=Dummy Unit4,free,no)}\n {UNIT 1 (Quenoth Scout) 58 5 (id,upkeep,generate_name=Dummy Unit5,free,no)}\n {UNIT 1 (Quenoth Mystic) 62 2 (id,upkeep,generate_name=Dummy Unit6,free,no)}\n\n [scroll_to_unit]\n id=Kaleh\n [/scroll_to_unit]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=narrator\n message= _ \"Several hours pass...\"\n image=wesnoth-icon.png\n [/message]\n\n {UNIT 1 (Quenoth Scout) 59 2 (id,upkeep,name=Dummy Unit7,free,_ \"Jezhar\")}\n {MOVE_UNIT (id=Dummy Unit7) 66 2}\n [message]\n speaker=Dummy Unit7\n message= _ \"Eastern scouts, reporting back! If you like sand and hot dust, there\u2019s plenty more out there! No water, or signs of others, we had to turn back.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"No shame in that, Jezhar. Of all the scouts, only Tanstafaal and Nym have yet to return.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"And that has me worried. What if-\"\n [/message]\n\n [move_unit_fake]\n type=$Nymstats.type\n gender=female\n side=1\n x=51,52,53,54,55,56,57,57,58,59,60,60\n y=1,1,1,1,1,1,1,2,2,2,2,3\n [/move_unit_fake]\n\n [set_variable]\n name=Nymstats.hitpoints\n value=12\n [/set_variable]\n\n [unstore_unit]\n variable=Nymstats\n x,y=60,3\n [/unstore_unit]\n\n {CLEAR_VARIABLE Nymstats}\n\n [message]\n speaker=Zhul\n message= _ \"In Eloh\u2019s name, Nym, you look terrible. Are you well?\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Yes. Just... let me... catch... my breath.\"\n [/message]\n\n [delay]\n time=100\n [/delay]\n\n [move_unit_fake]\n type=Merman Netcaster\n side=1\n x=51,52,53,54,55,56,57,58,59,59,60\n y=1,1,1,1,2,1,2,2,3,4,4\n [/move_unit_fake]\n\n [unit]\n type=Merman Netcaster\n id=Esanoo\n name= _ \"Esanoo\"\n hitpoints=10\n x=60\n y=4\n side=1\n unrenamable=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [delay]\n time=200\n [/delay]\n\n [message]\n speaker=Esanoo\n message= _ \"Water. Sweet water. By the gods, I thought my scales would fall off.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"What in Uria\u2019s name is that?\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Relax, he\u2019s a friend. Just let me explain.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"You\u2019re really beat up, Nym. Are you sure you\u2019re fine?\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"I\u2019m fine. But I found someone who really wanted to speak with you.\"\n [/message]\n\n [message]\n speaker=$ally_name\n message= _ \"He looks like a half-man half-fish.\"\n [/message]\n\n [message]\n speaker=Esanoo\n message= _ \"Indeed. I come from the ocean, and long have I been looking for you.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"The ocean? What are you talking about?\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Don\u2019t try to explain, Esanoo. We\u2019ll have to show them instead.\"\n [/message]\n\n # original dialog makes extensive use of \"my master\" for Esanoo, which might makes sense for a goblin, but seems a bit off here\n # I went with \"wise leader\", can probably be improved\n [message]\n speaker=Esanoo\n message= _ \"It\u2019s not important. What\u2019s important is that I am an emissary from one who much desires to speak with you, Kaleh. Despite the danger, our wise leader sent me and my brethren to scour the dry land searching for you.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"There are more of you? Where are the others?\"\n [/message]\n\n [message]\n speaker=Esanoo\n message= _ \"They have been captured by the foul humans. I just barely managed to hide and escape, with the help of your friend.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"And why should we trust anything you say?\"\n [/message]\n\n [message]\n speaker=Esanoo\n message= _ \"Our leader thought you might be suspicious. She said that what we must talk with you about concerns the fate of your people. Apparently it concerns \u2018Yechnagoth\u2019 and \u2018Zhangor\u2019. She said that you would understand, Kaleh.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Hmmmm... Yes, yes I think I do. I don\u2019t know why, but I trust you.\"\n [/message]\n\n [message]\n speaker=Esanoo\n message= _ \"Thank you, Kaleh. Now I have a favor to ask of you. Our instructions were to find you and to bring you and your people to meet with our wise leader. The problem is that I don\u2019t know where she is hiding.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"You don\u2019t know where to find your master?\"\n [/message]\n\n [message]\n speaker=Esanoo\n message= _ \"It\u2019s complicated, and I don\u2019t know how much I am allowed to tell you. My people are fighting a desperate war against... against a powerful foe. Many times our enemy has tried to assassinate our wise leader, so she worried that her presence was a danger to the rest of us. So right after she sent us on our mission she went into hiding. I am the youngest member of our group, and so I wasn\u2019t told the location. You must understand, there are spies everywhere. Only the leaders of our group knew, but the rest of them were all captured by those foul humans. They are being held in the settlement to the north. If we are to have any chance of finding our wise leader, we must first rescue them. I would do it myself, but...\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"...It would be suicide for you to try to rescue them alone. Of course we will help you!\"\n [/message]\n\n [message]\n speaker=Esanoo\n message= _ \"Thank you, Nym. I am not very good at fighting on the dry ground.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"With you back, Nym, the only scouts yet to return are Tanstafaal\u2019s group.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"They were sent due north. From Esanoo\u2019s description it sounds like they were headed right for the human settlement. I hope nothing bad has happened to them.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Things are coming to a head, Tanstafaal and our new friends are in trouble. Time is of the essence, so let\u2019s move out as soon as possible.\"\n [/message]\n\n [kill]\n id=Dummy Unit1,Dummy Unit2,Dummy Unit3,Dummy Unit4,Dummy Unit5,Dummy Unit6,Dummy Unit7\n animate=no\n [/kill]\n\n {CLEAR_VARIABLE healing_rune1,healing_rune2}\n\n {CLEAR_VARIABLE messenger_timer,messengers_incoming}\n [/event]\n\n # set time for all underground areas to be always night/underground\n [time_area]\n x=0-1,2-3,4-19,10-16,12,14,20-21,20,20-22,22-23,23-24,24,25,25-26,26,26,27,27,27,28,28-36,32-34,37-42,38,40,43-45,46,47,48-49,50,51,52-53,54-55,56,57,58,59,60,61,62-63,64-65,66-67,68-69,70-71,72-73,74-75,76,77\n y=9-54,8-54,7-54,6,5,5,7-22,26,27-54,7-21,28-54,7-20,8-20,29-54,8-10,14-18,9-10,16-17,30-54,31,32-54,31,33-56,32,32,34-54,33-54,32-54,31-54,30-54,29-54,28-54,26-54,21-54,19-54,17-54,15-54,13-54,12-54,11-54,10-54,9-54,8-54,6-54,5-54,4-54,2-54,1-54\n {UNDERGROUND}\n [/time_area]\n\n {UTBS_INCLUDE utils/deaths.cfg}\n[/scenario]\n"} {"text": "#textdomain wesnoth-utbs\n\n# This scenario happens in three parts:\n# * rescuing the merfolk,\n# * fighting the elvish rebels in the north-east,\n# * fighting the Iron Council in the north-west\n\n[scenario]\n id=09_Blood_is_Thicker_Than_Water\n name= _ \"Blood is Thicker than Water\"\n next_scenario=10_Speaking_with_the_Fishes\n {UTBS_MAP 09_Blood_is_Thicker_Than_Water.map}\n victory_when_enemies_defeated=no\n {TURNS 58 54 50}\n\n [music]\n name=loyalists.ogg\n [/music]\n\n {STORY_BLOOD_IS_THICKER_THAN_WATER}\n\n {TWO_SUNS_DEFAULT_SCHEDULE}\n\n # side 1: elves\n [side]\n side=1\n id=Kaleh\n type=Quenoth Youth\n canrecruit=yes\n {GOLD 270 210 150}\n {INCOME 8 5 2}\n village_gold=1\n controller=human\n shroud=yes\n fog=no\n {FLAG_VARIANT long}\n user_team_name= _ \"team_name^Quenoth Elves\"\n [/side]\n\n # Side 2: Darius, leader of Human forces (blue)\n [side]\n side=2\n type=Human Commander\n id=Darius\n name= _ \"Darius\"\n canrecruit=yes\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n {GOLD 100 150 200}\n {INCOME 10 15 20}\n controller=ai\n shroud=no\n fog=no\n team_name=human_ally\n user_team_name=_\"Human Allies\"\n {FLAG_VARIANT undead}\n#ifdef EASY\n recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Bowman, Longbowman, Heavy Infantryman\n#endif\n#ifdef NORMAL\n recruit=Pikeman, Swordsman, Javelineer, Dragoon, Bowman, Longbowman, Heavy Infantryman, Shock Trooper\n#endif\n#ifdef HARD\n recruit=Pikeman, Swordsman, Javelineer, Dragoon, Longbowman, Shock Trooper\n#endif\n [ai]\n recruitment_pattern=scout, fighter, archer\n aggression=0.75\n caution=0.1\n\n passive_leader=yes\n [/ai]\n [/side]\n\n # Side=3 traitorous elves (green)\n [side]\n side=3\n no_leader=yes\n gold=0\n income=0\n controller=ai\n shroud=no\n fog=no\n team_name=human_ally\n user_team_name=_\"Human Allies\"\n recruit=Quenoth Fighter,Tauroch Rider,Quenoth Scout,Quenoth Warrior,Quenoth Flanker,Tauroch Vanguard,Quenoth Archer,Quenoth Pathfinder\n [ai]\n recruitment_pattern=fighter, mixed fighter, fighter, mixed fighter, scout\n aggression=0.75\n caution=0.25\n passive_leader=yes\n [/ai]\n {FLAG_VARIANT long}\n [/side]\n\n # Side=4 Iron Council (yellow)\n\n [side]\n side=4\n no_leader=yes\n gold=0\n income=0\n controller=ai\n shroud=no\n fog=no\n team_name=human_ally\n user_team_name=_\"Iron Council\"\n {FLAG_VARIANT undead}\n#ifdef EASY\n recruit=Pikeman, Swordsman, Javelineer, Longbowman, Heavy Infantryman, Necromancer, Skeleton, Skeleton Archer, Bone Shooter\n#endif\n#ifdef NORMAL\n recruit=Pikeman, Swordsman, Javelineer, Dragoon, Longbowman, Shock Trooper, Necromancer, Revenant, Bone Shooter\n#endif\n#ifdef HARD\n recruit=Pikeman, Swordsman, Javelineer, Dragoon, Longbowman, Shock Trooper, Necromancer, Revenant, Bone Shooter\n#endif\n [ai]\n#ifdef EASY\n recruitment_pattern=fighter, archer, mixed fighter\n#else\n recruitment_pattern=scout, fighter, archer, mixed fighter\n#endif\n aggression=0.8\n caution=0.1\n passive_leader=yes\n [/ai]\n [/side]\n\n # Side=5 Zelgant Human Lieutenant\n [side]\n side=5\n type=Shock Trooper\n id=Zelgant\n name= _ \"Zelgant\"\n canrecruit=yes\n [modifications]\n {TRAIT_STRONG}\n [/modifications]\n {GOLD 90 120 150}\n {INCOME 8 12 16}\n controller=ai\n shroud=no\n fog=no\n team_name=human_ally\n user_team_name=_\"Human Allies\"\n {FLAG_VARIANT undead}\n#ifdef EASY\n recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Bowman, Longbowman, Heavy Infantryman\n#endif\n#ifdef NORMAL\n recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Dragoon, Bowman, Longbowman, Shock Trooper\n#endif\n#ifdef HARD\n recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Dragoon, Bowman, Longbowman, Shock Trooper\n#endif\n [ai]\n recruitment_pattern=scout, fighter, archer\n aggression=0.6\n caution=0.25\n passive_leader=yes\n [/ai]\n [/side]\n\n # Side=6 Alastra Human Lieutenant\n [side]\n side=6\n type=Javelineer\n id=Alastra\n name= _ \"Alastra\"\n canrecruit=yes\n [modifications]\n {TRAIT_RESILIENT}\n {TRAIT_INTELLIGENT}\n [/modifications]\n {GOLD 90 120 150}\n {INCOME 8 12 16}\n controller=ai\n shroud=no\n fog=no\n team_name=human_ally\n user_team_name=_\"Human Allies\"\n {FLAG_VARIANT undead}\n#ifdef EASY\n recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Bowman, Longbowman, Heavy Infantryman\n#endif\n#ifdef NORMAL\n recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Dragoon, Bowman, Longbowman, Shock Trooper\n#endif\n#ifdef HARD\n recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Dragoon, Bowman, Longbowman, Shock Trooper\n#endif\n [ai]\n#ifdef EASY\n recruitment_pattern=scout, fighter, archer\n#endif\n\n#ifdef NORMAL\n recruitment_pattern=scout, fighter, archer\n#endif\n\n#ifdef HARD\n recruitment_pattern=scout, fighter, archer\n#endif\n\n aggression=0.6\n caution=0.25\n passive_leader=yes\n [/ai]\n [/side]\n\n # Side=7 Crab Man's side\n [side]\n side=7\n no_leader=yes\n gold=0\n income=0\n controller=ai\n shroud=no\n fog=no\n [/side]\n\n # Side=8 Eloh\u2019s side\n [side]\n side=8\n no_leader=yes\n gold=0\n income=0\n controller=ai\n shroud=no\n fog=no\n team_name=human_ally\n user_team_name=_\"Human Allies\"\n [/side]\n\n {LOYALIST_COLOR_SHIFT}\n\n # Prestart functions:\n # increase cost of all units by 1\n # insert items onto map\n # increase cost of recruiting units\n # place item images on map\n # recall main heroes\n # initialize starting variables\n # remove shroud surrounding starting position\n # set starting scenario objectives\n # capture elves' starting villages\n\n [event]\n name=prestart\n\n {INCREASE_RECRUIT_COSTS 1}\n\n # add items to map\n\n # merfolk trapped in cages\n {PLACE_IMAGE \"units/merfolk/warrior.png~RC(magenta>red)\" 25 36}\n {PLACE_IMAGE items/cage.png 25 36}\n\n {PLACE_IMAGE \"units/merfolk/warrior.png~RC(magenta>red)\" 34 31}\n {PLACE_IMAGE items/cage.png 34 31}\n\n {PLACE_IMAGE \"units/merfolk/spearman.png~RC(magenta>red)\" 18 32}\n {PLACE_IMAGE items/cage.png 18 32}\n\n {PLACE_IMAGE \"units/merfolk/priestess.png~RC(magenta>red)\" 31 25}\n {PLACE_IMAGE items/cage.png 31 25}\n\n {PLACE_IMAGE \"units/merfolk/enchantress.png~RC(magenta>red)\" 27 19}\n {PLACE_IMAGE items/cage.png 27 19}\n\n # human ships\n {PLACE_IMAGE \"units/transport/galleon.png~RC(magenta>purple)\" 12 10}\n {PLACE_IMAGE \"units/transport/galleon.png~RC(magenta>purple)\" 9 12}\n {PLACE_IMAGE \"units/transport/galleon.png~RC(magenta>purple)\" 15 14}\n {PLACE_IMAGE \"units/transport/galleon.png~RC(magenta>purple)\" 10 15}\n\n # recall heroes\n\n [recall]\n id=Nym\n [/recall]\n\n [recall]\n id=Zhul\n [/recall]\n\n # recall dwarf/troll\n [recall]\n id=$ally_name\n [/recall]\n # wmllint: recognize Grog\n # wmllint: recognize Nog\n # wmllint: recognize Rogrimir\n # wmllint: recognize Jarl\n [recall]\n id=Esanoo\n x,y=46,42\n [/recall]\n [recall]\n id=Kromph\n [/recall]\n\n #initialize starting variables\n\n [set_variable]\n name=number_merfolk_caged\n value=5\n [/set_variable]\n [set_variable]\n name=number_merfolk_deaths\n value=0\n [/set_variable]\n\n #remove shroud surrounding starting position\n [remove_shroud]\n x=37-55\n y=41-51\n side=1\n [/remove_shroud]\n\n # set starting scenario objectives\n\n [objectives]\n [objective]\n description= _ \"Rescue at least two merfolk by turn 16\"\n condition=win\n [show_if]\n {VARIABLE_CONDITIONAL number_merfolk_caged greater_than 0}\n [/show_if]\n [/objective]\n [objective]\n description= _ \"Defeat Tanstafaal and Eloh\"\n condition=win\n [show_if]\n [have_unit]\n # wmllint: recognize Tanstafaal\n # wmllint: recognize Eloh\n id=Tanstafaal,Eloh\n [/have_unit]\n [/show_if]\n [/objective]\n [objective]\n description= _ \"Capture all 4 human ships\"\n condition=win\n [show_if]\n {VARIABLE_CONDITIONAL capture_ships boolean_equals yes}\n [/show_if]\n [/objective]\n [objective]\n description= _ \"Three merfolk must survive\"\n condition=win\n [/objective]\n [objective]\n description= _ \"Death of Kaleh\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Nym\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Zhul\"\n condition=lose\n [/objective]\n\n {TURNS_RUN_OUT}\n\n [gold_carryover]\n bonus=yes\n carryover_percentage=40\n [/gold_carryover]\n [/objectives]\n\n # capture elves' starting villages\n [capture_village]\n x=42-49\n y=45-47\n side=1\n [/capture_village]\n [/event]\n\n # Event 1: Starting dialogue & humans jump out of forest and attack Esanoo\n\n [event]\n name=start\n [message]\n speaker=Kaleh\n message= _ \"Now that we\u2019re down off the hills, you can\u2019t even see all that water, it\u2019s hidden by the trees. I never thought I would see so many trees in one place.\"\n [/message]\n [message]\n speaker=Zhul\n message= _ \"Compared to the desert it seems almost like a paradise. All this growth and vegetation, I can feel it pulsing with life.\"\n [/message]\n [message]\n speaker=Nym\n message= _ \"And yet these trees seem different, the forest seems darker, somehow. I prefer to stay out in the open where I can see my enemies coming.\"\n [/message]\n\n {MESSAGE_DEPEND_ON_ALLY\n (\n [message]\n speaker=Grog\n message= _ \"Trees look big and strong, like trolls. Dark, too. Grog tired of walking under hot sun.\"\n [/message]\n )\n (\n [message]\n speaker=Nog\n message= _ \"Trees look big and strong, like trolls. Dark, too. Nog tired of walking under hot sun.\"\n [/message]\n )\n (\n [message]\n speaker=Rogrimir\n message= _ \"It looks nice and dark under the trees, less exposed to that blazing sun. I\u2019m exhausted after walking across all that harsh sand.\"\n [/message]\n )\n (\n [message]\n speaker=Jarl\n message= _ \"It looks nice and dark under the trees, less exposed to that blazing sun. I\u2019m exhausted after walking across all that harsh sand.\"\n [/message]\n )}\n\n [message]\n speaker=Esanoo\n message= _ \"This is where the human encampments lie, to the northwest. They have settled a chain of islands along the coast of the water. If you break through these trees you will soon see them. I think that\u2019s where they are holding the rest of my group.\"\n [/message]\n [message]\n speaker=Esanoo\n message= _ \"Our leader wanted to make sure that if one of us was captured, we couldn\u2019t betray her location. So she didn\u2019t tell us where she was, but she taught us a simple spell to divine her hiding place. But it requires three merfolk to cast. So in order to find her, we must rescue at least two of my people. Though I hope we can save all of them.\"\n [/message]\n [message]\n speaker=Zhul\n message= _ \"And you said that there are only five others in your group left?\"\n [/message]\n [message]\n speaker=Esanoo\n message= _ \"We originally numbered much more, but we were ambushed by a band of naga on the way here. Half of our force held off the naga while the rest of us fled. By the time we got to these shores, only six of us were left. But for the grace of the Sea God I managed to hide when the rest of my group was ambushed and captured. I doubt that they have been broken yet, but I do not know how long they can last. Remember, without three of us, you will not be able to find our leader.\"\n [/message]\n [message]\n speaker=Nym\n message= _ \"Wait, did you hear that?\"\n image=portraits/nym_moody.png\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"Someone\u2019s coming. Quick, hide!\"\n [/message]\n [message]\n speaker=Esanoo\n message= _ \"What? Huh?\"\n [/message]\n [scroll_to]\n x=46\n y=39\n [/scroll_to]\n\n {NAMED_UNIT 2 \"Spearman\" 45 42 (scout1) ( _ \"Human Scout\") (animate=yes)}\n {NAMED_UNIT 2 \"Javelineer\" 47 42 (scout2) ( _ \"Human Scout\") (animate=yes)}\n\n [redraw]\n [/redraw]\n\n [message]\n id=scout1\n message= _ \"Hey, what do we have here?\"\n [/message]\n [message]\n speaker=Esanoo\n message= _ \"Uh... Uh...\"\n [/message]\n [message]\n id=scout2\n message= _ \"It\u2019s another one of those fish creatures. It must have come back to try to rescue its friends.\"\n [/message]\n [message]\n id=scout1\n message= _ \"Ha, stupid creature. But we\u2019re in luck, the Council was looking for the last of these spies.\"\n [/message]\n [message]\n id=scout2\n message= _ \"We\u2019d better get him back to the base. They\u2019re going to sacrifice them all in some big holy ceremony at dawn just two days from now.\"\n [/message]\n [message]\n id=scout1\n message= _ \"Yeah, we\u2019ll be heroes!\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"Not if we gut you first. Attack!\"\n [/message]\n [message]\n id=scout1\n message= _ \"The Dark Lady protect us, they\u2019re elves!\"\n [/message]\n [message]\n id=scout2\n message= _ \"There\u2019s tons of them! Flee, we must warn the others!\"\n [/message]\n [move_unit]\n id=scout1\n to_x=44\n to_y=38\n [/move_unit]\n [move_unit]\n id=scout2\n to_x=46\n to_y=38\n [/move_unit]\n [kill]\n id=scout1,scout2\n animate=no\n [/kill]\n [message]\n speaker=Nym\n message= _ \"Well, so much for the element of surprise.\"\n [/message]\n [message]\n speaker=Esanoo\n message= _ \"Thank you. I\u2019m sorry, I don\u2019t know what came over me. They just jumped out of nowhere.\"\n [/message]\n [message]\n speaker=Nym\n message= _ \"It\u2019s fine, you\u2019re not used to being on dry ground, and you\u2019ve been through a lot. Even if the humans know we\u2019re coming, we can still take them. Just be careful and stay in the back until we reach the water again.\"\n [/message]\n [message]\n speaker=Esanoo\n message= _ \"I sure will look forward to that. I\u2019m afraid my scales have all dried out again. It itches something terrible.\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"Well if we\u2019re going to save those merfolk, then we don\u2019t have any time to lose. The humans said they would be sacrificed in just two days. We\u2019d better set up camp here and push on north west as soon as possible. I just hope we can make it in time.\"\n [/message]\n [terrain]\n x,y=45, 46\n terrain=Ke\n [/terrain]\n [terrain]\n x=44, 45, 46, 44, 45, 46\n y=45, 45, 45, 46, 47, 46\n terrain=Ce\n [/terrain]\n\n #add human scouts to jungle\n\n #western peninsula\n {NAMED_GENERIC_UNIT 6 (Swordsman) 28 43 () ( _ \"Human Scout\")}\n\n #central peninsula\n\n {NAMED_GENERIC_UNIT 2 (Javelineer) 34 40 () ( _ \"Human Scout\")}\n {NAMED_GENERIC_UNIT 2 (Bowman) 26 38 () ( _ \"Human Scout\")}\n\n#ifndef EASY\n {NAMED_GENERIC_UNIT 2 (Spearman) 32 37 () ( _ \"Human Scout\")}\n#endif\n #north eastern peninsula\n {NAMED_GENERIC_UNIT 5 (Cavalryman) 42 34 () ( _ \"Human Scout\")}\n\n#ifndef EASY\n {NAMED_GENERIC_UNIT 5 (Heavy Infantryman) 42 37 () ( _ \"Human Scout\")}\n#endif\n\n {NAMED_GENERIC_UNIT 5 (Spearman) 46 36 () ( _ \"Human Scout\")}\n\n #add a few human soldiers to islands\n\n #two southern islands with caged merfolk\n #{NAMED_GENERIC_UNIT 6 (Spearman) 25 34 () ( _ \"Human Soldier\")}\n {NAMED_GENERIC_UNIT 5 (Bowman) 34 30 () ( _ \"Human Soldier\")}\n\n #western island with base\n {NAMED_GENERIC_UNIT 6 (Heavy Infantryman) 20 33 () ( _ \"Human Soldier\")}\n\n #north eastern island with base\n {NAMED_GENERIC_UNIT 5 (Pikeman) 33 26 () ( _ \"Human Soldier\")}\n\n #central island\n {NAMED_GENERIC_UNIT 2 (Cavalryman) 23 30 () ( _ \"Human Soldier\")}\n\n #capture villages\n\n [capture_village]\n x,y=16-44, 22-45\n side=2\n [/capture_village]\n [capture_village]\n x=30, 35, 16\n y=45, 42, 35\n side=6\n [/capture_village]\n [capture_village]\n x=44, 42, 32\n y=37, 34, 31\n side=5\n [/capture_village]\n [/event]\n\n # (event 3): check if all merfolk have been freed\n\n # if number_merfolk_caged = 0\n # have humans retreat, go to eloh event\n\n # I need to put this before events 2 (rescuing of merfolk) because this\n # is actually a macro that gets called by events 2\n\n#define CHECK_IF_FREED_ALL_MERFOLK\n [set_variable]\n name=number_merfolk_caged\n sub=1\n [/set_variable]\n [fire_event]\n name=merfolk_all_freed\n [/fire_event]\n#enddef\n\n [event]\n name=merfolk_all_freed\n\n [filter_condition]\n [variable]\n name=number_merfolk_caged\n numerical_equals=0\n [/variable]\n [/filter_condition]\n\n [if]\n [have_unit]\n id=Esanoo\n [/have_unit]\n [then]\n [message]\n speaker=Esanoo\n message= _ \"Wonderful! We have rescued all of my band from the humans. I cannot thank you enough.\"\n [/message]\n [message]\n race=merman\n [not]\n id=Esanoo\n [/not]\n message= _ \"Indeed, we owe you a great debt. You have done well Esanoo, better than I could have hoped.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Nym\n message= _ \"Esanoo said there were five merfolk left in his band. I think we have rescued them all!\"\n [/message]\n [message]\n race=merman\n message= _ \"Indeed, I think you have now freed all of us. We owe you a great debt. We are sorry that Esanoo has fallen, but we will honor him and tell everyone the story of his great deeds. Glad are we that he found you and brought you to us. Even the smallest fish can change the course of the sea.\"\n [/message]\n [/else]\n [/if]\n\n # have humans retreat\n [if]\n [have_unit]\n id=Darius\n [/have_unit]\n [then]\n [remove_shroud]\n x,y=22,23\n radius=2\n side=1\n [/remove_shroud]\n [message]\n speaker=Darius\n message= _ \"Curse them! The elves have freed the merfolk. We will have our vengeance. Keep fighting, and execute plan C!\"\n [/message]\n [/then]\n [/if]\n\n [fire_event]\n name=human_retreat\n [/fire_event]\n [fire_event]\n name=eloh_appears\n [/fire_event]\n [/event]\n\n # Event 2: Freeing Merfolk\n\n # locations of first 4 merfolk\n # x=25, 34, 18, 31\n # y=36, 31, 32, 25\n # 1 Merman Warrior Urruga (1st NW island) - quick\n # 2 Merman Warrior Nuvassa (1st NE island) - strong\n # 3 Merman Spearman Yantili (2nd NW sandy island) - resilient\n # 4 Mermaid Priestess Il-tian (2nd NE grass island) - quick\n\n # 5 Mermaid Enchantress is in NE cave 9 - intelliegt\n\n [event]\n name=first_rescue_response_male\n\n [if]\n [have_unit]\n id=Esanoo\n [/have_unit]\n [then]\n [message]\n speaker=Esanoo\n message= _ \"I have returned with the elves we sought. They have agreed to help me rescue the rest of our group from the foul humans.\"\n [/message]\n [message]\n speaker=unit\n message= _ \"Indeed you have done well, far better than I could have hoped. We shall talk more later, but for now we have to free the rest of our brethren.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Kaleh\n message= _ \"Greetings. Esanoo told us that you were looking for us, and he bravely led us here. Though he has fallen in combat, we have come to rescue the rest of your kind.\"\n [/message]\n [message]\n speaker=unit\n message= _ \"Yes, I recognize your face, young elf. We will remember Esanoo\u2019s sacrifice. But for now we must rescue the rest of my brethren before they too are slain by the foul humans.\"\n [/message]\n [message]\n speaker=Nym\n message= _ \"How could he recognize your face? We\u2019ve never seen him before.\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"We\u2019ll ask later, for now we\u2019ve got to keep fighting.\"\n [/message]\n [/else]\n [/if]\n [/event]\n\n [event]\n name=first_rescue_response_female\n\n [if]\n [have_unit]\n id=Esanoo\n [/have_unit]\n [then]\n [message]\n speaker=Esanoo\n message= _ \"I have returned with the elves we sought. They have agreed to help me rescue the rest of our group from the foul humans.\"\n [/message]\n [message]\n speaker=unit\n # wmllint: local spelling female_speaker\n message= _ \"female_speaker^Indeed you have done well, far better than I could have hoped. We shall talk more later, but for now we have to free the rest of our brethren.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Kaleh\n # wmllint: local spelling female_addressed\n message= _ \"female_addressed^Greetings. Esanoo told us that you were looking for us, and he bravely led us here. Though he has fallen in combat, we have come to rescue the rest of your kind.\"\n [/message]\n [message]\n speaker=unit\n message= _ \"female_speaker^Yes, I recognize your face, young elf. We will remember Esanoo\u2019s sacrifice. But for now we must rescue the rest of my brethren before they too are slain by the foul humans.\"\n [/message]\n [message]\n speaker=Nym\n message= _ \"How could she recognize your face? We\u2019ve never seen her before.\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"We\u2019ll ask later, for now we\u2019ve got to keep fighting.\"\n [/message]\n [/else]\n [/if]\n [/event]\n\n # Merman Warrior Urruga (1st NW island)\n\n [event]\n name=moveto\n id=rescue_urruga\n\n [filter]\n x,y=25, 36\n side=1\n [/filter]\n\n [remove_item]\n x,y=25, 36\n [/remove_item]\n [unit]\n type=Merman Warrior\n id=Urruga\n name= _ \"Urruga\"\n side=1\n x=25\n y=36\n unrenamable=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n [if]\n [variable]\n name=number_merfolk_caged\n numerical_equals=5\n [/variable]\n [then]\n [message]\n speaker=Urruga\n message= _ \"Free at last! Thanks be to the Sea God. But wait a minute, you\u2019re elves?!\"\n [/message]\n [fire_event]\n name=first_rescue_response_male\n [primary_unit]\n id=Urruga\n [/primary_unit]\n [/fire_event]\n [/then]\n [else]\n [message]\n speaker=Urruga\n message= _ \"Thank you for rescuing me. We\u2019ll show those humans the true fury of the merfolk!\"\n [/message]\n [/else]\n [/if]\n {CHECK_IF_FREED_ALL_MERFOLK}\n [/event]\n\n # Merman Warrior Nuvassa (1st NE island)\n\n [event]\n name=moveto\n id=rescue_nuvassa\n [filter]\n x,y=34, 31\n side=1\n [/filter]\n\n [remove_item]\n x,y=34, 31\n [/remove_item]\n [unit]\n type=Merman Warrior\n id=Nuvassa\n name= _ \"Nuvassa\"\n side=1\n x=34\n y=31\n unrenamable=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n [if]\n [variable]\n name=number_merfolk_caged\n numerical_equals=5\n [/variable]\n [then]\n [fire_event]\n name=first_rescue_response_male\n [primary_unit]\n id=Nuvassa\n [/primary_unit]\n [/fire_event]\n [/then]\n [else]\n [message]\n speaker=Nuvassa\n message= _ \"Thank you for rescuing me. You elves are very skilled at fighting on the dry land. I envy you.\"\n [/message]\n [message]\n speaker=$unit.id\n race=quenoth,elf\n message= _ \"As I envy your kind\u2019s prowess when fighting in the water.\"\n [/message]\n [/else]\n [/if]\n {CHECK_IF_FREED_ALL_MERFOLK}\n [/event]\n\n # Merman Spearman Yantili (2nd NW sandy island)\n\n [event]\n name=moveto\n id=rescue_yantili\n [filter]\n x,y=18, 32\n side=1\n [/filter]\n\n [remove_item]\n x,y=18, 32\n [/remove_item]\n [unit]\n type=Merman Spearman\n id=Yantili\n name= _ \"Yantili\"\n side=1\n x=18\n y=32\n unrenamable=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n [if]\n [variable]\n name=number_merfolk_caged\n numerical_equals=5\n [/variable]\n [then]\n [fire_event]\n name=first_rescue_response_male\n [primary_unit]\n id=Yantili\n [/primary_unit]\n [/fire_event]\n [/then]\n [else]\n [message]\n speaker=Yantili\n message= _ \"Thank you for rescuing me. I never imagined that we would actually be able to find you elves. Our leader was right after all. But more of that later...\"\n [/message]\n [/else]\n [/if]\n {CHECK_IF_FREED_ALL_MERFOLK}\n [/event]\n\n # Mermaid Priestess Il-tian (2nd NE grass island)\n\n [event]\n name=moveto\n id=rescue_iltian\n [filter]\n x,y=31, 25\n side=1\n [/filter]\n\n [remove_item]\n x,y=31, 25\n [/remove_item]\n [unit]\n type=Mermaid Priestess\n id=Il-tian\n name= _ \"Il-tian\"\n side=1\n x=31\n y=25\n unrenamable=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n [if]\n [variable]\n name=number_merfolk_caged\n numerical_equals=5\n [/variable]\n [then]\n [fire_event]\n name=first_rescue_response_female\n [primary_unit]\n id=Il-tian\n [/primary_unit]\n [/fire_event]\n [/then]\n [else]\n [message]\n speaker=Il-tian\n message= _ \"Thank you for rescuing me. May the Sea God\u2019s bounty bless you and protect you. If you have any wounded I can help heal them. The blades of the vile humans are terrible indeed.\"\n [/message]\n [/else]\n [/if]\n {CHECK_IF_FREED_ALL_MERFOLK}\n [/event]\n\n # We-jial Mermaid Enchantress, trapped in cave\n\n # when unit enters cave\n\n [event]\n name=moveto\n [filter]\n x=27-32\n y=17-20\n side=1\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"What a dark nasty place. Something smells horrible.\"\n [/message]\n#ifdef EASY\n {NAMED_UNIT 4 (Walking Corpse) 27 18 () ( _ \"Undead Warden\") (upkeep=free)}\n {NAMED_UNIT 4 (Walking Corpse) 28 19 () ( _ \"Undead Warden\") (upkeep=free)}\n#else\n {NAMED_UNIT 4 (Soulless) 27 18 () ( _ \"Undead Warden\") (upkeep=free)}\n {NAMED_UNIT 4 (Soulless) 28 19 () ( _ \"Undead Warden\") (upkeep=free)}\n#endif\n [/event]\n\n # freeing mermaid enhcantress trapped in cave\n\n [event]\n name=moveto\n id=rescue_wejial\n [filter]\n x,y=27, 19\n side=1\n [/filter]\n\n [remove_item]\n x,y=27, 19\n [/remove_item]\n [unit]\n type=Mermaid Enchantress\n id=We-jial\n name= _ \"We-jial\"\n side=1\n x=29\n y=19\n unrenamable=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_INTELLIGENT}\n [/modifications]\n [/unit]\n [message]\n speaker=We-jial\n message= _ \"Thank you for rescuing me. How did you manage to escape?\"\n [/message]\n {CHECK_EXPLORER}\n [if]\n [variable]\n name=explorer.id\n equals=Esanoo\n [/variable]\n [then]\n [message]\n speaker=$explorer.id\n message= _ \"One of the elves we were searching for helped me get away before I was caught. I can\u2019t believe the humans imprisoned you in such a horrible place. To be stuck in the darkness with those undead. We will make them pay for what they have done!\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=$explorer.id\n message= _ \"Esanoo found the elves that we were searching for. He brought them back and they helped free us. I can\u2019t believe the humans imprisoned you in such a horrible place. To be stuck in the darkness with those undead. We will make them pay for what they have done!\"\n [/message]\n [/else]\n [/if]\n [message]\n speaker=We-jial\n message= _ \"Do not worry yourself, now that I am free all will be set to rights. It is not our mission to defeat all the evil in this world. Protecting the elves is most important. We must bring them to our leader; all else is secondary.\"\n [/message]\n [message]\n speaker=$explorer.id\n message= _ \"Yes, you are right, of course. Pardon me.\"\n [/message]\n {CLEAR_VARIABLE explorer}\n {CHECK_IF_FREED_ALL_MERFOLK}\n [/event]\n\n # Event 2.1: Merfolk death counter\n\n # Each time a merfolk dies after caged merfolk have been killed,\n # increment death count\n # if death count = 4, then the number of merfolk alive (in cages and free) < 3 -> defeat\n\n [event]\n name=die\n first_time_only=no\n\n [filter]\n race=merman\n side=1\n [/filter]\n\n [set_variable]\n name=number_merfolk_deaths\n add=1\n [/set_variable]\n\n [if]\n [variable]\n name=number_merfolk_deaths\n greater_than_equal_to=4\n [/variable]\n [then]\n [if]\n [variable]\n name=number_merfolk_caged\n equals=0\n [/variable]\n [then]\n # no merfolk left in cages\n [message]\n speaker=Kaleh\n message= _ \"No, too many merfolk have died! There are not enough of them left to divine the location of their master. We should have protected the merfolk more carefully. Now our search is hopeless.\"\n [/message]\n [/then]\n [else]\n # still some in cages\n [message]\n speaker=Kaleh\n message= _ \"Too many merfolk have died! Even if we save the rest, there will not be enough for them to divine the location of their master. We should have protected the merfolk more carefully. Now our search is hopeless.\"\n [/message]\n [/else]\n [/if]\n [endlevel]\n result=defeat\n [/endlevel]\n [/then]\n [/if]\n [/event]\n\n # Event 2.2 Elves discover salt water\n\n [event]\n name=moveto\n\n [filter]\n side=1\n race=quenoth,elf\n [filter_location]\n terrain=W*\n [/filter_location]\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Whoa, this water is warm. Imagine if we had this back home, more water than I could drink in a lifetime! Hey... wait a minute. Faugh! This water is salty! It tastes terrible, I can\u2019t drink this! What use is all this water if you can\u2019t drink it?\"\n [/message]\n [allow_undo]\n [/allow_undo]\n [/event]\n\n # Event 2.3 Easter egg message\n # If an elf or merfolk goes out to the end of the island chain\n\n # if unit is an elf\n\n [event]\n name=moveto\n\n [filter]\n x,y=6, 38\n side=1\n race=quenoth,elf\n [/filter]\n\n [if]\n [have_unit]\n id=Eloh\n [/have_unit]\n [then]\n [message]\n speaker=unit\n message= _ \"It really is beautiful out here, looking out over the sparkling water. If I didn\u2019t have vile humans and traitorous elves at my back I could spend all day just sitting out here. But I really should get back to the battle. Ah, it\u2019s a hard knock life.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=unit\n message= _ \"It really is beautiful out here, looking out over the sparkling water. If I didn\u2019t have vile humans and Eloh knows what else at my back I could spend all day just sitting out here. But I really should get back to the battle. Ah, it\u2019s a hard knock life.\"\n [/message]\n [/else]\n [/if]\n [/event]\n\n # if unit is a merfolk\n\n [event]\n name=moveto\n [filter]\n x,y=6, 38\n side=1\n race=merman\n [/filter]\n [message]\n speaker=unit\n message= _ \"If I were a landwalker, I might think the view from this sandbar to be amazing. But I am a creature of the sea and I see views like this every day.\"\n [/message]\n [/event]\n\n # Event 2.5 Elves encounter human leaders\n\n [event]\n name=moveto\n id=approach_zelgant\n [filter]\n x=27-35\n y=23-28\n side=1\n [/filter]\n [filter_condition]\n [have_unit]\n id=Zelgant\n [/have_unit]\n [/filter_condition]\n\n [message]\n speaker=Zelgant\n message= _ \"You trespass upon our land at your own peril. All who oppose the will of the Iron Council shall be crushed!\"\n [/message]\n [/event]\n [event]\n name=moveto\n id=approach_alastra\n [filter]\n x=15-21\n y=31-36\n side=1\n [/filter]\n [filter_condition]\n [have_unit]\n id=Alastra\n [/have_unit]\n [/filter_condition]\n\n [message]\n speaker=Alastra\n message= _ \"Foolish elves. We have heard of your pitiful kind. You are but worms compared to the might of the Dark Lady. Coming here shall be your undoing.\"\n [/message]\n [/event]\n [event]\n name=moveto\n id=approach_darius\n [filter]\n x=19-26\n y=22-26\n side=1\n [/filter]\n [filter_condition]\n [have_unit]\n id=Darius\n [/have_unit]\n [/filter_condition]\n\n [message]\n speaker=Darius\n message= _ \"She said you would come. You may be able to defeat us, but none can defy her. You will bow down in the end. It is your destiny.\"\n [/message]\n [/event]\n\n # Event 4: Time runs out\n\n # turn = 16 and number_merfolk_caged > 0\n # kill all captured merfolk\n # (if all merfolk have been freed except hidden mermaid enchantress\n # then change the message that gets displayed, because player will not\n # see mermaid die)\n # then set merfolk_freed to 5\n # if number_merfolk_deaths is >= 4, defeat\n # else, have humans retreat, go to eloh event\n\n [event]\n name=new turn\n first_time_only=no\n [filter_condition]\n [variable]\n name=turn_number\n less_than=16\n [/variable]\n [and]\n [variable]\n name=number_merfolk_caged\n greater_than=0\n [/variable]\n [/and]\n [/filter_condition]\n\n # Print a reminder of the time limit\n [print]\n text= _ \"$(16 - $turn_number) turns remain to free $number_merfolk_caged| merfolk\"\n size=24\n duration=5000\n color=200,200,255\n [/print]\n [/event]\n\n # Introduce new necromancer triad member, standing on the mountains of the north-west area. He\n # appears as part of the events when all cages have either opened or are about to catch fire; in\n # addition to providing flavor this is a hint about where the final part of this scenario will\n # be.\n #\n # Note: this event expects to be first_time_only=yes (the default). If the player reaches turn\n # 16 with some merfolk still caged but enough freed to continue then the `turn 16` event fires\n # the `human_retreat` event, and both of those will `[fire_event]name=enter_hekuba`.\n [event]\n name=enter_hekuba\n\n [remove_shroud]\n x,y=16,17\n radius=1\n side=1\n [/remove_shroud]\n\n {NAMED_NOTRAIT_UNIT 4 (Necromancer) 16 17 (Hekuba) ( _ \"Hekuba\")}\n [+unit]\n random_gender=no\n [/unit]\n [/event]\n\n [event]\n name=turn 16\n\n [filter_condition]\n [variable]\n name=number_merfolk_caged\n greater_than=0\n [/variable]\n [/filter_condition]\n\n # Remove any remaining rescue events\n [remove_event]\n id=rescue_urruga\n [/remove_event]\n [remove_event]\n id=rescue_nuvassa\n [/remove_event]\n [remove_event]\n id=rescue_yantili\n [/remove_event]\n [remove_event]\n id=rescue_iltian\n [/remove_event]\n [remove_event]\n id=rescue_wejial\n [/remove_event]\n\n # Member of the Iron Council watching from the north-west mountains. Assuming that the\n # player has rescued enough merfolk to avoid immediate defeat, this event will trigger\n # human_retreat, which will remove the Hekuba spawned here.\n [fire_event]\n name=enter_hekuba\n [/fire_event]\n\n [message]\n speaker=Hekuba\n message= _ \"The time has come, my brethren. On this most holy day, let us sacrifice these infidels unto The Dark Lady. Their suffering shall be a testament to her power and glory!\"\n [/message]\n\n #have screen flash red\n\n [color_adjust]\n red,green,blue=255, 0, 0\n [/color_adjust]\n [redraw]\n [/redraw]\n [delay]\n time=100\n [/delay]\n [color_adjust]\n red,green,blue=0, 0, 0\n [/color_adjust]\n [redraw]\n [/redraw]\n\n [if]\n [have_location]\n x,y=27,19\n [filter_vision]\n side=1\n visible=no\n respect_fog=no\n [/filter_vision]\n [/have_location]\n\n [variable]\n name=number_merfolk_caged\n numerical_equals=1\n [/variable]\n [then]\n [if]\n [have_unit]\n id=Esanoo\n [/have_unit]\n [then]\n [message]\n speaker=Esanoo\n message= _ \"Oh no! Our enchantress, We-jial. Where did they hide her? What horrible fate has befallen her? If only we could have saved her in time.\"\n [/message]\n [message]\n race=merman\n message= _ \"The Sea God will carry her soul out to sea and bear it to the deeps. May he watch over her until the day we are all together again.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Zhul\n message= _ \"Esanoo said there were five merfolk captured. We only found four. Where did they hide the last one? What horrible acts have these humans committed?\"\n [/message]\n\n [message]\n race=merman\n message= _ \"They took We-jial, our enchantress, away from us. But she is at peace now. The Sea God will carry her soul out to sea and bear it to the deeps. May he watch over her until the day we are all together again.\"\n [/message]\n [/else]\n [/if]\n [/then]\n [else]\n [message]\n speaker=Kaleh\n message= _ \"The bars of the cages are smoking and glowing red hot!\"\n [/message]\n [if]\n [have_unit]\n id=Esanoo\n [/have_unit]\n [then]\n [message]\n speaker=Esanoo\n message= _ \"May the Sea God protect us. They are being burnt alive! It\u2019s terrible, I can\u2019t bear to watch.\"\n [/message]\n [message]\n race=merman\n message= _ \"The Sea God will carry their souls out to sea and bear them to the deeps. May he watch over them until the day we are all together again.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Zhul\n message= _ \"Eloh protect us. They are being burnt alive! I do not know what the purpose of the unholy sacrifice is, but it is sickening to watch.\"\n [/message]\n [message]\n race=merman\n message= _ \"The Sea God will carry their souls out to sea and bear them to the deeps. May he watch over them until the day we are all together again.\"\n [/message]\n [/else]\n [/if]\n [/else]\n [/if]\n\n # destroy images of captured merfolk\n [remove_item]\n x=25,34,18,31,27\n y=36,31,32,25,19\n [/remove_item]\n\n [set_variable]\n name=number_merfolk_deaths\n add=$number_merfolk_caged\n [/set_variable]\n [set_variable]\n name=number_merfolk_caged\n value=0\n [/set_variable]\n\n # if player hasn't kept 3 merfolk alive then defeat\n [if]\n [variable]\n name=number_merfolk_deaths\n greater_than_equal_to=4\n [/variable]\n [then]\n [message]\n speaker=Esanoo\n message= _ \"They are all dead. We were too late. Forgive me, wise leader!\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"We couldn\u2019t save enough of the merfolk. We have failed. Now we shall never be able to meet the merfolk\u2019s leader!\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/then]\n\n # Else Esanoo laments those who died\n # Assume that at least some merfolk have died because\n # if all 5 merfolk were saved this event would never have fired\n\n [else]\n [message]\n speaker=Esanoo\n message= _ \"Oh Master, forgive me. I could not save them all in time. Vile humans, you shall pay twice over for what you have done!\"\n [/message]\n\n # have humans retreat\n\n [if]\n [have_unit]\n id=Darius\n [/have_unit]\n [then]\n [remove_shroud]\n x,y=22,23\n radius=2\n side=1\n [/remove_shroud]\n [message]\n speaker=Darius\n # wmllint: local spelling stinkin'\n message= _ \"The stinkin\u2019 elves have freed some of the merfolk. And still they fight on. Execute plan B. And kill those merfolk!\"\n [/message]\n [/then]\n [/if]\n\n [fire_event]\n name=human_retreat\n [/fire_event]\n [fire_event]\n name=eloh_appears\n [/fire_event]\n [/else]\n [/if]\n [/event]\n\n [event]\n name=human_retreat\n\n [fire_event]\n name=enter_hekuba\n [/fire_event]\n\n [if]\n [have_unit]\n id=Darius\n [/have_unit]\n [then]\n [message]\n speaker=Darius\n message= _ \"I must go report to the Iron Council. Keep fighting!\"\n [/message]\n [store_unit]\n [filter]\n id=Darius\n [/filter]\n\n kill=yes\n variable=stored_Darius\n [/store_unit]\n [/then]\n [/if]\n\n [if]\n [have_unit]\n id=Zelgant\n [/have_unit]\n [then]\n [message]\n speaker=Zelgant\n message= _ \"I go to marshal reinforcements. Do not lose heart, we will crush these puny elves.\"\n [/message]\n [store_unit]\n [filter]\n id=Zelgant\n [/filter]\n\n kill=yes\n variable=stored_Zelgant\n [/store_unit]\n [/then]\n [/if]\n [if]\n [have_unit]\n id=Alastra\n [/have_unit]\n [then]\n [message]\n speaker=Alastra\n message= _ \"I must leave for now, fight on in my stead.\"\n [show_if]\n [variable]\n name=stored_Darius.length\n equals=1\n [/variable]\n [/show_if]\n [/message]\n [message]\n speaker=Alastra\n message= _ \"I must go report to the Iron Council. Keep fighting!\"\n [show_if]\n [variable]\n name=stored_Darius.length\n equals=0\n [/variable]\n [/show_if]\n [/message]\n [store_unit]\n [filter]\n id=Alastra\n [/filter]\n\n kill=yes\n variable=stored_Alastra\n [/store_unit]\n [/then]\n [/if]\n\n # If Darius is still alive then he'll have said something about plan B or plan C in the\n # event that fired this one. If not, have Hekuba respond as his generals come in to report.\n # There's no significance to whether the new plan is \"B\" or \"C\".\n [message]\n speaker=Hekuba\n message= _ \"Curse them! The elves have stolen our offering to the Lady. We will have our vengeance. Keep fighting and execute plan C!\"\n [show_if]\n [variable]\n name=stored_Darius.length\n equals=0\n [/variable]\n [/show_if]\n [/message]\n\n # Hekuba disappears again\n [scroll_to_unit]\n id=Hekuba\n [/scroll_to_unit]\n [delay]\n time=500\n [/delay]\n {MOVE_UNIT (id=Hekuba) (17) (15)}\n [kill]\n id=Hekuba\n animate=no\n fire_event=no\n [/kill]\n [message]\n speaker=Nym\n # po: Nym is talking about Hekuba, the male necromancer who is the final enemy leader in\n # the last part of this scenario. This line is at the end of the rescuing-merfolk part,\n # so far Hekuba has either watched silently (if Darius is still alive), or has said\n # versions of Darius' lines about the sacrifice.\n #\n # Either way, he just walked into the shrouded area in the north-west.\n message= _ \"Who was that?\"\n [/message]\n [message]\n race=merman\n # po: subject is a male necromancer\n message= _ \"That was one of the Iron Triad. Rarely do they leave their sanctuary. They prefer to let their minions do the dirty work.\"\n [/message]\n [/event]\n\n # Event 4.5:\n # Appearance of Eloh and Tanstafaal\n # Kaleh can no longer recruit elves\n # Merfolk offer to help Kaleh cross the water\n\n # Event 5 (nested): One turn after Eloh appears Zhul leaves Kaleh and is imprisoned\n\n # Event 6 (nested): If Flesh Golem is alive, 6 turns after eloh appears\n # he turns against the elves\n\n [event]\n name=eloh_appears\n\n #cut income for side 2, 5, 6\n [modify_side]\n [filter_side]\n side=2,5,6\n [/filter_side]\n income=0\n gold=0\n [/modify_side]\n\n [remove_shroud]\n x=51-55\n y=14-17\n side=1\n [/remove_shroud]\n [unit]\n type=Quenoth Champion\n id=Tanstafaal\n name= _ \"Tanstafaal\"\n side=3\n x=52\n y=15\n canrecruit=yes\n facing=sw\n [modifications]\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n # conversation between Tanstafaal, Eloh and Elves\n\n [message]\n # wmllint: directory spelling Tanstafaal\n speaker=Tanstafaal\n message= _ \"Hail, my brothers, I have returned!\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"Tanstafaal, where have you been? We have been looking for you.\"\n [/message]\n [message]\n speaker=Tanstafaal\n message= _ \"I have gone on a journey and I have seen the light. No longer will I blindly follow in your footsteps, Kaleh. I have come back to lead our people on the true path. She has spoken to me, and I am but an implement of her divine will.\"\n [/message]\n [message]\n speaker=Nym\n message= _ \"Who has spoken to you?\"\n [/message]\n [unit]\n type=Divine Avatar\n id=Eloh\n name= _ \"Eloh\"\n side=8\n x,y=53, 16\n ai_special=guardian\n random_traits=no\n facing=sw\n [/unit]\n [scroll_to_unit]\n id=Eloh\n [/scroll_to_unit]\n [message]\n speaker=Tanstafaal\n message= _ \"Behold, our goddess has returned to us. All bow down to Eloh, our savior!\"\n [/message]\n\n [role]\n type_adv_tree=Quenoth Mystic\n side=1\n [not]\n id=Zhul\n [/not]\n role=mystic_speaker\n [/role]\n [role]\n type_adv_tree=Quenoth Fighter\n side=1\n role=fighter_speaker\n [/role]\n [role]\n type_adv_tree=Quenoth Scout\n side=1\n role=scout_speaker\n [/role]\n [role]\n type_adv_tree=Tauroch Rider\n side=1\n role=rider_speaker\n [/role]\n\n [message]\n role=mystic_speaker\n message= _ \"The Goddess!\"\n [/message]\n [message]\n role=fighter_speaker\n message= _ \"Forgive me my sins!\"\n [/message]\n [message]\n speaker=Zhul\n message= _ \"That I am so blessed to gaze upon Eloh herself...\"\n [/message]\n [message]\n speaker=Eloh\n message= _ \"Hail my people. In your time of trial I appear to you, to save you yet again.\"\n [/message]\n [message]\n speaker=Eloh\n message= _ \"I come to you with dire news: one of you has betrayed me, and is a traitor to your cause.\"\n [/message]\n [message]\n role=mystic_speaker\n message= _ \"What?\"\n [/message]\n [message]\n role=scout_speaker\n message= _ \"No!\"\n [/message]\n [message]\n role=rider_speaker\n message= _ \"Who?\"\n [/message]\n [message]\n speaker=Eloh\n message= _ \"Did I not say that I would deliver you from evil and bring you to the promised land? I have shepherded you out of the harsh deserts and under the mountains. And your salvation was almost at hand.\"\n [/message]\n [message]\n speaker=Eloh\n message= _ \"But there was one who grew corrupted by his power and rejected my divine plan. He sought to usurp my authority. He had no faith and believed that he knew better than me, I who have watched over you for generations. He wanted to lead you astray. In these perilous lands, the fate of your journey stands upon the edge of a knife, falter once and all shall fail.\"\n [/message]\n [message]\n speaker=Eloh\n message= _ \"Yes, I speak of your so-called leader, Kaleh. I did call out to him initially because I thought he was one of the faithful, but he betrayed my trust. The humans you are slaughtering wanted to help you, until Kaleh foolishly attacked them. And now Kaleh has you serving the evil merfolk and their insidious plans. Follow his path and he would have you bow down and serve the merfolk\u2019s foul god.\"\n [/message]\n [message]\n speaker=Eloh\n message= _ \"That is why I called out to Tanstafaal, one of my loyal followers. All is not yet lost. Follow him and I can still deliver you from your peril. But first, come back to me, stop fighting these humans, and kill this heretic Kaleh and his cronies.\"\n [/message]\n [if]\n [variable]\n name=ally_race\n equals=dwarf\n [/variable]\n [then]\n [message]\n speaker=Kaleh\n message= _ \"Wait, my people, do not be deceived. This thing that appears by Tanstafaal\u2019s side is not our god. I too was fooled at first, but I have come to realize by her actions that she is an impostor. When she appeared to me the night before Garak died, she told me to kill all that lived under the mountains, even the dwarves who ended up helping us. Likewise when we escaped from the caves, she appeared to me again, and told me to bow down to the humans, else she would destroy me. Never has Eloh threatened one of us or dictated our actions.\"\n [/message]\n [message]\n role=fighter_speaker\n message= _ \"Why should we trust you? We have not heard Eloh\u2019s words directly. Only now that you have led us into this folly has Eloh appeared to us.\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"She claims to be the one who has shepherded us during this journey, but who protected you across the harsh sands, who fought the orcs and led you under the mountains, who led you out again, against all odds? I did. I have bled for you, every step of the way. If you will not trust me based on my words, then trust me based on my actions. I have done the best I could for my people, and I stand by my actions. I believe that the merfolk are our friends, as the dwarves were. I refuse to bow down to harsh words and threats; we elves have always been free to make our own choices. We are not slaves, and will not blindly follow either humans or some false god.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Kaleh\n message= _ \"Wait, my people, do not be deceived. This thing that appears by Tanstafaal\u2019s side is not our god. I too was fooled at first, but I have come to realize by her actions that she is an impostor. When she appeared to me the night before Garak died, she told me to kill all that lived under the mountains, even the trolls who ended up helping us. Likewise when we escaped from the caves, she appeared to me again, and told me to bow down to the humans, else she would destroy me. Never has Eloh threatened one of us or dictated our actions.\"\n [/message]\n [message]\n role=fighter_speaker\n message= _ \"Why should we trust you? We have not heard these words directly. Only now that you have led us into this folly has she appeared to us.\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"She claims to be the one who has shepherded us during this journey, but who protected you across the harsh sands, who fought the orcs and led you under the mountains, who led you out again, against all odds? I did. I have bled for you, every step of the way. If you will not trust me based on my words, then trust me based on my actions. I have done the best I could for my people, and I stand by my actions. I believe that the merfolk are our friends, as the trolls were. I refuse to bow down to harsh words and threats; we elves have always been free to make our own choices. We are not slaves, and will not blindly follow either the humans or some false god.\"\n [/message]\n [/else]\n [/if]\n [message]\n speaker=Tanstafaal\n message= _ \"Your words are meaningless, Kaleh. My brethren, Eloh has appeared to you. She has spoken. Defy her at your own peril. I declare all who oppose Eloh heretics. All who are faithful, join me and let us kill the usurpers!\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"Eloh would never ask elf to kill elf. But it seems I have little choice. My people, I have led you this far, join with me and help me crush this new rebellion!\"\n [/message]\n [message]\n speaker=Nym\n message= _ \"I have followed you this far Kaleh, I will not abandon you now. But I admit that my faith is shaken. If that is not our god, then what is it?\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"I do not know, but given what I have seen of the humans, I think following her would lead us down a dark road indeed. One that I personally do not want to discover the end of.\"\n [/message]\n [message]\n speaker=Zhul\n message= _ \"Forgive me, Kaleh. I do not know what to believe. I... I have to ponder this.\"\n [/message]\n\n {MESSAGE_DEPEND_ON_ALLY\n (\n [message]\n speaker=Grog\n message= _ \"Great Leader told Grog to serve you, and so Grog will still follow your command. But other elves must be out on a separate island. How will we cross deep water?\"\n [/message]\n )\n (\n [message]\n speaker=Nog\n message= _ \"Great Leader told Nog to serve you, and so Nog will still follow your command. But other elves must be out on a separate island. How will we cross deep water?\"\n [/message]\n )\n (\n [message]\n speaker=Rogrimir\n message= _ \"The chieftain told me to serve you, and it will take more than this to shatter my confidence in you, lad. But those elves must be out on a different island, how will we cross the deep water?\"\n [/message]\n )\n (\n [message]\n speaker=Jarl\n message= _ \"The chieftain told me to serve you, and it will take more than this to shatter my confidence in you, lad. But those elves must be out on a different island, how will we cross the deep water?\"\n [/message]\n )}\n # merfolk offer to help\n\n [message]\n race=merman\n message= _ \"I believe that in this we can help. We are very grateful for all you have done for us Kaleh, and though we assure that we mean you no harm, you are right that actions speak louder than words. We are more familiar with the waters than you are, and we noticed that there are two shallow paths leading to the island where the other elves must be. We can show you these paths and help you across so that you may put down this rebellion.\"\n [/message]\n\n # change water terrain\n\n #western bridge\n\n [terrain]\n terrain=Ww\n x=36, 37, 37, 37, 37, 38, 39, 39, 39, 39, 40, 40, 40, 41\n y=23, 23, 24, 25, 26, 24, 22, 23, 24, 25, 21, 22, 23, 24\n [/terrain]\n [terrain]\n terrain=Wwr # wmllint: ignore\n x=36, 38, 40, 41\n y=24, 23, 24, 23\n [/terrain]\n\n #southern bridge\n\n [terrain]\n terrain=Ww\n x=48, 50, 50, 50, 51, 51, 51, 52, 52, 52, 53\n y=27, 27, 28, 30, 28, 29, 30, 26, 28, 29, 30\n [/terrain]\n [terrain]\n terrain=Wwr # wmllint: ignore\n x=51, 52, 50, 49, 51\n y=31, 30, 29, 28, 27\n [/terrain]\n\n [message]\n speaker=Kaleh\n message= _ \"Thank you, I\u2019m sure you will be very useful in the shallow waters. All right people, I don\u2019t want to kill any more than I have to. Too much blood has been spilled already. Knock \u2019em out, wound them, kill them only if you must. But we must stop Tanstafaal in his lunacy before he destroys us entirely.\"\n [/message]\n [message]\n speaker=Nym\n message= _ \"We who have fought by your side before will stand with you Kaleh, but many of our people are fleeing and joining Tanstafaal. I\u2019m afraid that while you can recall past warriors, you won\u2019t be able to recruit any new ones.\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"Then we will make do with those few that we have.\"\n [/message]\n\n [show_objectives]\n [/show_objectives]\n\n # move tanstafaal to keep\n\n [teleport]\n [filter]\n id=Tanstafaal\n [/filter]\n x,y=50, 17\n [/teleport]\n\n # give tanstafaal some recruits\n\n {NAMED_GENERIC_UNIT 3 (Quenoth Fighter) 48 16 () ( _ \"Elvish Rebel\")}\n {NAMED_GENERIC_UNIT 3 (Tauroch Rider) 48 18 () ( _ \"Elvish Rebel\")}\n {NAMED_GENERIC_UNIT 3 (Quenoth Scout) 51 19 () ( _ \"Elvish Rebel\")}\n {NAMED_GENERIC_UNIT 3 (Quenoth Warrior) 47 18 () ( _ \"Elvish Rebel\")}\n {NAMED_GENERIC_UNIT 3 (Quenoth Pathfinder) 50 20 () ( _ \"Elvish Rebel\")}\n\n # modify income and gold for rebels\n\n [modify_side]\n side=3\n {INCOME 24 32 40}\n {GOLD 240 320 400}\n [/modify_side]\n\n # cut off all recruiting for side 1 elves\n [store_side]\n side=1\n variable=stored_side_1\n [/store_side]\n [set_recruit]\n side=1\n recruit=\"\"\n [/set_recruit]\n\n # Event 5: Zhul & Eloh conversation\n [event]\n name=\"turn $($turn_number+2)\"\n delayed_variable_substitution=no\n\n [filter_condition]\n [have_unit]\n id=Eloh\n [/have_unit]\n [/filter_condition]\n\n [message]\n speaker=Zhul\n message= _ \"I\u2019m sorry Kaleh, I cannot let our people slaughter each other. There must be a way to stop this.\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"No, don\u2019t...\"\n [/message]\n [message]\n speaker=Zhul\n message= _ \"I have no choice, goodbye.\"\n [/message]\n [teleport]\n [filter]\n id=Zhul\n [/filter]\n x,y=52, 15\n [/teleport]\n [message]\n speaker=Zhul\n message= _ \"Oh Eloh, you know how long I have faithfully served you. I ask you now a boon in return. Do not kill the boy Kaleh, he is just doing what his heart tells him to do. Did you not say, \u201cTo err is elven, but to forgive divine\u201d?\"\n [/message]\n\n [message]\n speaker=Eloh\n message= _ \"You dare to lecture me? I am a god and you are but a mortal. You of all people should know that your position is to enforce my will, not question it!\"\n [/message]\n [message]\n speaker=Zhul\n message= _ \"But you yourself can see that many of our people\u2019s faith is wavering. You cannot gain their loyalty by slaughtering the boy and his friends. Be merciful and kind, as you have always been, and there may be no need for this self-annihilating conflict.\"\n [/message]\n [message]\n speaker=Eloh\n message= _ \"Times have changed. Mercy is a sign of weakness. Let this be a lesson to everyone, absolute loyalty is absolute strength. It is clear that you do not understand this concept, Zhul. My people, now is a time to tear down the old guard and create a new empire of strength, fealty and glory! I shall grant those who are loyal eternal life and we will triumph over all enemies!\"\n [/message]\n [message]\n speaker=Zhul\n message= _ \"No, I\u2014\"\n [/message]\n [message]\n speaker=Eloh\n message= _ \"No, I don\u2019t think you shall pester me any more. You shall be as a statue, forced to watch events unfold and helpless to interfere. Yes, I think this will be an appropriate punishment. Then perhaps you will learn not to question my divine will.\"\n [/message]\n\n [petrify]\n id=Zhul\n [/petrify]\n [/event]\n\n # Event 6: Kromph gets controlled by Eloh\n\n [event]\n name=\"turn $($turn_number+5)\"\n delayed_variable_substitution=no\n\n [filter_condition]\n [have_unit]\n id=Eloh\n [/have_unit]\n [have_unit]\n id=Kromph\n [/have_unit]\n [/filter_condition]\n\n [message]\n speaker=Kromph\n message= _ \"Aarrggh! Voices in my head, make them stop!\"\n [/message]\n [message]\n speaker=Nym\n message= _ \"What? What do you hear?\"\n [/message]\n [message]\n speaker=Kromph\n message= _ \"Must... Can\u2019t... Must... Help me!\"\n [/message]\n [/event]\n [event]\n name=\"turn $($turn_number+6)\"\n delayed_variable_substitution=no\n\n [filter_condition]\n [have_unit]\n id=Eloh\n [/have_unit]\n [have_unit]\n id=Kromph\n [/have_unit]\n [/filter_condition]\n\n [message]\n speaker=Kromph\n message= _ \"Must obey... Can\u2019t resist... I... Yes, Mistress, I am yours.\"\n [/message]\n [message]\n speaker=Kromph\n message= _ \"Pretty lady say elves bad. Kill elves. Kill!\"\n [/message]\n\n [modify_unit]\n [filter]\n id=Kromph\n [/filter]\n side=3\n [/modify_unit]\n\n [event]\n name=die\n [filter]\n id=Eloh\n [/filter]\n\n # If Kromph is under Eloh\u2019s control, Eloh\u2019s\n # death causes Kromph's as well.\n [filter_condition]\n [have_unit]\n id=Kromph\n side=3\n [/have_unit]\n [/filter_condition]\n\n [message]\n speaker=Kromph\n message= _ \"Mistress gone, must follow commands, but Nym master too, Nym say must protect elves, but mistress say must kill elves, but must protect, must kill, protect, kill, protect, kill, augghh!!\"\n [/message]\n [kill]\n id=Kromph\n fire_event=no\n animate=yes\n [/kill]\n [message]\n speaker=Kaleh\n message= _ \"He just collapsed, the conflicting orders must have been too much for him.\"\n [/message]\n [message]\n speaker=Nym\n message= _ \"Poor Kromph, at least he\u2019s finally at rest.\"\n [/message]\n [/event]\n [/event]\n [/event]\n\n # Event 7: Crabmen attack elves\n\n [event]\n name=moveto\n [filter]\n x=46-54\n y=26-30\n side=1\n [/filter]\n\n {SCATTER_UNITS 3 \"Crab Man\" 1 x,y,radius=50,28,3 (\n side=7\n name= _ \"Angry Crab\"\n role=Angry Crab\n animate=yes\n )}\n\n [message]\n speaker=unit\n message= _ \"Where did those things come from? They look dangerous.\"\n [/message]\n [/event]\n [event]\n name=moveto\n [filter]\n x=39-43\n y=21-26\n side=1\n [/filter]\n\n {SCATTER_UNITS 3 \"Crab Man\" 1 x,y,radius=41,23,3 (\n side=7\n name= _ \"Angry Crab\"\n role=Angry Crab\n animate=yes\n )}\n\n [message]\n speaker=unit\n message= _ \"What are those things? They looked like ticked off giant crabs.\"\n [/message]\n [/event]\n\n # Event 8: Meeting and Death of Eloh\n\n [event]\n name=moveto\n [filter]\n x=51-55\n y=14-18\n side=1\n [/filter]\n [filter_condition]\n [have_unit]\n id=Eloh\n [/have_unit]\n [/filter_condition]\n\n [message]\n speaker=Eloh\n message= _ \"You think you can strike me down. This is just a small part of my true power.\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"Small part or no, if it is mortally possible to destroy you, I shall. Your hands are stained in our blood; you are not our god.\"\n [/message]\n [/event]\n\n # Eloh\u2019s death frees Zhul from her stasis\n\n [event]\n name=last breath\n [filter]\n id=Eloh\n [/filter]\n\n [message]\n speaker=Eloh\n message= _ \"Don\u2019t worry Kaleh, we will see each other again... I promise.\"\n [/message]\n [kill]\n id=Eloh\n fire_event=yes # Needed to off Kromph properly\n [/kill]\n [message]\n speaker=Nym\n message= _ \"She freaks me out, but at least it seems that she can be destroyed.\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"That was just an apparition, but if we meet again I will make her pay for all that she has done.\"\n [/message]\n\n [scroll_to_unit]\n id=Zhul\n [/scroll_to_unit]\n [unpetrify]\n id=Zhul\n [/unpetrify]\n\n [message]\n speaker=Zhul\n message= _ \"I\u2019m sorry, Kaleh. My faith clouded my reason. But I wanted so very much to believe.\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"You do not need to apologize. What you did was very brave. I wish to... to whatever god still watches over us, that this bloodshed was not necessary. But I could not let half my people be co-opted by that thing. As horrible as it sounds, even death is a better fate.\"\n [/message]\n [message]\n speaker=Zhul\n message= _ \"So when you had the strange encounter with that human Durstrag and his guards, just after we escaped the caves, you were talking to Eloh, or whatever she is?\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"Yes, she appeared only to me and demanded that I surrender to the humans. When I refused she threatened me, saying she would kill me if I refused. That\u2019s when I really started to get suspicious.\"\n [/message]\n [message]\n speaker=Zhul\n message= _ \"It is clear that that thing was not our god. I do not know what it was, but I have to keep believing that Eloh is out there somewhere. Without our faith, what do we have left?\"\n [/message]\n [message]\n speaker=Nym\n message= _ \"We have each other.\"\n [/message]\n [message]\n speaker=Zhul\n message= _ \"That\u2019s not enough. Look, you\u2019re a wonderful girl Nym, and Kaleh, you\u2019ve shown yourself to be a great leader, but our actions have to mean something more than just our day-to-day survival. There has to be a higher purpose, Eloh must have some sort of plan for us. We have to keep believing.\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"Peace, Zhul, we can discuss theology later. We still have work to do.\"\n [/message]\n\n [fire_event]\n name=tanstafaal_and_eloh_gone\n [/fire_event]\n [/event]\n\n # Event 9: Meeting and Death of Tanstafaal\n\n [event]\n name=moveto\n\n [filter]\n side=1\n [filter_adjacent]\n id=Tanstafaal\n [/filter_adjacent]\n [/filter]\n\n [message]\n speaker=Tanstafaal\n message= _ \"You cannot defeat me, I am protected by the goddess now. Finally, Kaleh, I will show everyone who is stronger!\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"Oh Tanstafaal, I pity you. This battle was never about you.\"\n [/message]\n\n [allow_undo]\n [/allow_undo]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Tanstafaal\n [/filter]\n\n [message]\n speaker=Kaleh\n message= _ \"No, do not kill him. He may deserve it, but he will not die at my hands.\"\n [/message]\n [message]\n speaker=Tanstafaal\n message= _ \"Never Kaleh. I will not be your lackey again!\"\n [/message]\n [kill]\n id=Tanstafaal\n animate=yes\n fire_event=no\n [/kill]\n [message]\n speaker=Kaleh\n message= _ \"Why did he have to kill himself? Oh, poor misguided Tanstafaal. We have lost too many elves today.\"\n [/message]\n [message]\n speaker=Nym\n message= _ \"Do not blame yourself too much, it is Eloh who persuaded him to rebel.\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"Yes, she too will pay for her part in all of this.\"\n [/message]\n [fire_event]\n name=tanstafaal_and_eloh_gone\n [/fire_event]\n [/event]\n\n # event: Grand Appearance of the Iron Council\n # which happens when both Tanstafaal and Eloh die\n\n [event]\n name=tanstafaal_and_eloh_gone\n [filter_condition]\n [have_unit]\n id=Tanstafaal,Eloh\n count=0\n [/have_unit]\n [/filter_condition]\n\n [message]\n speaker=Kaleh\n message= _ \"It is finished. See, my people, Tanstafaal has been killed by his own hand, and the thing pretending to be our god is gone.\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"You who call yourself Eloh, I challenge you, if you are truly our god, then show yourself, and strike me down where I stand!\"\n [/message]\n [delay]\n time=1000\n [/delay]\n [message]\n speaker=Kaleh\n message= _ \"Nothing. Eloh may still watch over us, but that thing was not her. And yet, I do not hold a grudge against all of you who rebelled. I too was deceived at first, and unlike the pretender, I am merciful. For there are too few of us left for us to slaughter each other over minor grievances. Let us declare a general amnesty and unite again, going forward hand in hand, for, god or no god, I will help us find a better land, or die trying.\"\n [/message]\n\n # convert all rebel elves into loyal elves\n\n [message]\n side=3\n message= _ \"I think I speak for all of us when I say that we accept your offer of amnesty and will follow you again. You have proved yourself capable as a leader and we too tire of this bloodshed. In hindsight perhaps we were wrong about Eloh and Tanstafaal; we shall have to think about this long and hard.\"\n [/message]\n\n [modify_unit]\n [filter]\n side=3\n [/filter]\n side=1\n # If the player kept as many of the rebels alive as possible it's possible for income to become negative when they join Kaleh's side.\n # Make the units loyal as a reward for saving them - there will not be much more of the campaign to make use of them anyway.\n {TRAIT_LOYAL}\n [/modify_unit]\n [redraw]\n clear_shroud=yes\n [/redraw]\n\n [message]\n speaker=Kaleh\n message= _ \"Thank you. And I have also not forgotten the pledge I made to our merfolk friends. If it is possible, I would like to meet with your master. Your conduct is a testament to your people, and I, at least, trust you.\"\n [/message]\n [message]\n race=merman\n message= _ \"Thank you.\"\n [/message]\n\n [remove_shroud]\n x=8-10\n y=8-10\n side=1\n [/remove_shroud]\n\n # create iron council triad members\n\n [unit]\n side=4\n type=Necromancer\n id=Hekuba\n name= _ \"Hekuba\"\n canrecruit=yes\n x,y=9, 9\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n [unit]\n side=4\n type=Necromancer\n id=Zilchis\n name= _ \"Zilchis\"\n x,y=10, 8\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n [unit]\n side=4\n type=Necromancer\n id=Sultaria\n name= _ \"Sultaria\"\n x,y=8, 8\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n [message]\n speaker=Hekuba\n message= _ \"And what about us, little elf, did you forget about us?\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"I could never forget what you did to those merfolk.\"\n [/message]\n [message]\n speaker=Hekuba\n message= _ \"Good, for that is just a taste. You are fools to interfere with our affairs, and the Iron Council does not tolerate fools. The Dark Lady shall swallow your souls and you shall writhe in eternal torment. Arise my brethren, by her power those who have died shall rise up and join us! The very rocks too shall rise up out of the water to aid our crossing. Like a plague we shall pour forth and drive the non-believers before us!\"\n [/message]\n\n # edit terrain to open entrance to NW island lagoon\n\n [terrain]\n terrain=Wwt\n x=15\n y=17\n [/terrain]\n\n # edit terrain to add paths to NW island\n\n # NE path\n\n [terrain]\n terrain=Wwt\n x=18, 20, 20, 20, 20, 21, 21, 21, 21\n y=17, 16, 17, 18, 20, 16, 18, 20, 21\n [/terrain]\n [terrain]\n terrain=Wwf # wmllint: ignore\n x=18, 19, 19, 20, 20, 21, 21, 22\n y=16, 16, 17, 19, 21, 17, 19, 20\n [/terrain]\n\n # SW path\n\n [terrain]\n terrain=Wwt\n x=12, 14, 14, 15, 15, 16, 17, 18, 18, 18\n y=20, 20, 21, 20, 22, 22, 22, 22, 23, 24\n [/terrain]\n [terrain]\n terrain=Wwf # wmllint: ignore\n x=13, 14, 14, 15, 16, 17\n y=20, 18, 19, 21, 21, 23\n [/terrain]\n\n # create undead units on islands\n\n # NW base island\n\n {NAMED_UNIT 4 (Revenant) 17 14 () ( _ \"Arisen Warrior\") (upkeep=free)}\n {NAMED_UNIT 4 (Bone Shooter) 11 18 () ( _ \"Arisen Warrior\") (upkeep=free)}\n {NAMED_UNIT 4 (Revenant) 8 12 () ( _ \"Arisen Warrior\") (upkeep=free)}\n {NAMED_UNIT 4 (Bone Shooter) 14 10 () ( _ \"Arisen Warrior\") (upkeep=free)}\n\n [message]\n speaker=Nym\n message= _ \"Gosh, just when things were starting to calm down.\"\n [/message]\n [message]\n speaker=Zhul\n message= _ \"Our people are scattered and exhausted, where will we go now Kaleh? Shall we retreat into the dunes?\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"Before I decide, I have just one question: How did you merfolk plan on bringing us to meet your master, if she dwells far beneath the sea?\"\n [/message]\n [message]\n race=merman\n [not]\n id=Esanoo\n [/not]\n message= _ \"Actually we prefer to dwell in the shallow waters, where we may frolic in the great coral reefs under the sun and moon. But I digress, we realize that you people cannot swim like us, and I believe I may have a solution.\"\n [/message]\n [message]\n race=merman\n [not]\n id=Esanoo\n [/not]\n message= _ \"The humans of the Iron Council dwell in a large island to the northwest; I was taken there several times for interrogation. It is a fearsome place, full of black rock and tall peaks, but in the center is a lagoon. In the lagoon, I saw several ships anchored, which we might be able to use to transport your people across the waves.\"\n [/message]\n [message]\n speaker=Zhul\n message= _ \"Across the waves?! We are a people of the desert, we know nothing of piloting such vessels! And I do not like the idea of putting my life at the mercy of some human-built ship.\"\n [/message]\n [if]\n [have_unit]\n type=Mermaid Priestess,Mermaid Diviner,Mermaid Enchantress,Mermaid Siren\n [/have_unit]\n [then]\n [message]\n type=Mermaid Priestess,Mermaid Diviner,Mermaid Enchantress,Mermaid Siren\n message= _ \"We have picked up some knowledge of piloting while spying on the humans and we have some magical skill for controlling the winds. Once out on the open sea, our journey should be swift and safe from danger. Besides, time is pressing and our leader lives too far out in the waters to make this voyage twice.\"\n [/message]\n [/then]\n [else]\n [message]\n race=merman\n message= _ \"We have picked up some knowledge of piloting while spying on the humans and we have some magical skill for controlling the winds. Once out on the open sea, our journey should be swift and safe from danger. Besides, time is pressing and our leader lives too far out in the waters to make this voyage twice.\"\n [/message]\n [/else]\n [/if]\n [message]\n speaker=Kaleh\n message= _ \"We have already gone to many strange places and survived. I trust the merfolk. If they believe that they can transport us safely across the waters, then I will put my life in their hands.\"\n [/message]\n [message]\n speaker=Nym\n message= _ \"Wherever you go Kaleh, I will follow.\"\n [/message]\n [message]\n speaker=Zhul\n message= _ \"Very well. You have not led us astray so far, I will not leave you now.\"\n [/message]\n\n {MESSAGE_DEPEND_ON_ALLY\n (\n [message]\n speaker=Grog\n message= _ \"Grog scared of big water and bright sun, but Grog will not dishonor Great Leader. Great Leader say follow Kaleh, and Grog will do so.\"\n [/message]\n )\n (\n [message]\n speaker=Nog\n message= _ \"Nog scared of big water and bright sun, but Nog will not dishonor Great Leader. Great Leader say follow Kaleh, and Nog will do so.\"\n [/message]\n )\n (\n [message]\n speaker=Rogrimir\n message= _ \"Ouch, being stuck between the water and the sun is a terrible place to be, but where you go I will follow.\"\n [/message]\n )\n (\n [message]\n speaker=Jarl\n message= _ \"Ouch, being stuck between the water and the sun is a terrible place to be, but where you go I will follow.\"\n [/message]\n )}\n\n [message]\n race=merman\n message= _ \"We have attacked the humans in the past, when their boats trespass in our waters, and so they fear us greatly. Their dark mages have cast protective spells upon their boats, preventing any of our kind from boarding them. I am afraid that we cannot capture the boats for you. We will, of course, help you hold off the humans. Later, once we escape, with your help I think we can dispel the protections, but for now you must seize them yourselves.\"\n [/message]\n [message]\n race=merman\n message= _ \"There are four boats in the lagoon. Once you have captured each of the four then we can help you steer them out into the open water and to freedom. Then we can pilot them to shore, safely away from the humans, and load the rest of your people on board. But we will need all four boats to fit all of your remaining people.\"\n [/message]\n [message]\n speaker=Nym\n message= _ \"Truly, there are not as many of us as there once were.\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"Though the cost be high, we do what we must. Come let us go capture those boats.\"\n [/message]\n\n {VARIABLE capture_ships yes}\n\n [show_objectives]\n [/show_objectives]\n\n # allow player\u2019s elves to recruit units again\n [set_recruit]\n side=1\n recruit=$stored_side_1.recruit\n [/set_recruit]\n {CLEAR_VARIABLE stored_side_1}\n\n # modify side 4 iron council to add income and gold\n\n [modify_side]\n side=4\n {INCOME 24 30 36}\n {GOLD 150 250 350}\n [/modify_side]\n\n # capture villages for Iron Council (side 4)\n\n [capture_village]\n x,y=7-18, 9-17\n side=4\n [/capture_village]\n\n # bring back Alastra, Darius and Zelgant if they haven't died\n # Get rid of events for approaching their old keeps\n [remove_event]\n id=approach_darius\n [/remove_event]\n [remove_event]\n id=approach_alastra\n [/remove_event]\n [remove_event]\n id=approach_zelgant\n [/remove_event]\n\n [if]\n [variable]\n name=stored_Alastra.length\n equals=1\n [/variable]\n [then]\n [unstore_unit]\n variable=stored_Alastra\n find_vacant=yes\n x,y=9,14\n [/unstore_unit]\n [/then]\n [/if]\n [if]\n [variable]\n name=stored_Zelgant.length\n equals=1\n [/variable]\n [then]\n [unstore_unit]\n variable=stored_Zelgant\n find_vacant=yes\n x,y=15,12\n [/unstore_unit]\n [/then]\n [/if]\n [if]\n [variable]\n name=stored_Darius.length\n equals=1\n [/variable]\n [then]\n [unstore_unit]\n variable=stored_Darius\n find_vacant=yes\n x,y=11,10\n [/unstore_unit]\n [/then]\n [/if]\n\n {CLEAR_VARIABLE stored_Alastra,stored_Zelgant,stored_Darius}\n\n # the ship events have now been moved into the council\n # macro to prevent capricious players from capturing\n # the ships before the council appears\n\n # Capturing ships by elves\n # each ship is actually a village, when player captures a village\n # check for ownership of 4 of the special village type.\n\n #elf captures a ship\n\n [event]\n name=capture\n first_time_only=no\n\n [filter]\n side=1\n\n [filter_location]\n terrain=*^Wyc\n [/filter_location]\n [/filter]\n\n [remove_item]\n x,y=$x1, $y1\n [/remove_item]\n\n {PLACE_IMAGE \"units/transport/galleon.png~RC(magenta>red)\" $x1 $y1}\n\n [if]\n [have_location]\n terrain=*^Wyc\n owner_side=1\n count=4\n [/have_location]\n\n [then]\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/then]\n [/if]\n [/event]\n\n #enemy captures a ship\n\n [event]\n name=capture\n first_time_only=no\n\n [filter]\n [not]\n side=1\n [/not]\n\n [filter_location]\n terrain=*^Wyc\n [/filter_location]\n [/filter]\n\n [remove_item]\n x,y=$x1, $y1\n [/remove_item]\n\n {PLACE_IMAGE \"units/transport/galleon.png~RC(magenta>purple)\" $x1 $y1}\n [/event]\n [/event]\n\n # Event 10: time over event\n\n [event]\n name=time over\n [message]\n speaker=Kaleh\n message= _ \"We\u2019ve run out of time. The humans are gaining strength and will surely overwhelm us now.\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n\n # Event 11: VICTORY!\n\n [event]\n name=victory\n [message]\n speaker=Nym\n message= _ \"We\u2019ve captured all four boats!\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"Good, then let\u2019s get out of here. The merfolk will help you guide the ships. I\u2019ll muster the rest of our people and retreat from this bloody battlefield. We\u2019ll meet you along the coastline west of here. Don\u2019t worry about losing us, we\u2019ll stick to the coast and the merfolk will help us keep in contact. Once we\u2019ve escaped and are out of range of any counterattacks by the humans, we can load the rest of our people onto the ships.\"\n [/message]\n [if]\n [have_unit]\n type=Mermaid Priestess,Mermaid Diviner,Mermaid Enchantress,Mermaid Siren\n [/have_unit]\n [then]\n [message]\n type=Mermaid Priestess,Mermaid Diviner,Mermaid Enchantress,Mermaid Siren\n message= _ \"Then by the Sea God\u2019s hand I call forth the winds. May they confound our enemies and blow these ships to safety!\"\n [/message]\n [/then]\n [else]\n [message]\n race=merman\n message= _ \"Then by the Sea God\u2019s hand I call forth the winds. May they confound our enemies and blow these ships to safety!\"\n [/message]\n [/else]\n [/if]\n # Elves and troll/dwarf get in the ships, enemies disappear (the enemy side won't persist to the next scenario)\n [put_to_recall_list]\n [not]\n race=merman\n [/not]\n heal=yes\n [/put_to_recall_list]\n\n # Removes the ^Wyc overlay from any location which has it\n [terrain]\n terrain=^\n layer=overlay\n [and]\n terrain=*^Wyc\n [/and]\n [/terrain]\n\n [remove_item]\n x,y=10, 15\n [/remove_item]\n [sound]\n name=ambient/ship.ogg\n [/sound]\n [move_unit_fake]\n type=Galleon\n side=1\n x=10, 11, 12, 13, 14, 15, 15, 15, 15, 15, 14, 13, 13, 12, 11, 10, 9, 8, 7\n y=15, 15, 15, 16, 16, 17, 18, 19, 20, 21, 21, 22, 23, 23, 24, 24, 25, 25, 25\n [/move_unit_fake]\n {PLACE_IMAGE \"units/transport/galleon.png~RC(magenta>red)~FL()\" 7 25}\n [remove_item]\n x,y=9, 12\n [/remove_item]\n [move_unit_fake]\n type=Galleon\n side=1\n x=9, 10, 11, 11, 11, 12, 13, 14, 15, 15, 15, 15, 15, 14, 13, 13, 12, 11, 10, 9, 8\n y=12, 12, 13, 14, 15, 15, 16, 16, 17, 18, 19, 20, 21, 21, 22, 23, 23, 24, 24, 25, 24\n [/move_unit_fake]\n {PLACE_IMAGE \"units/transport/galleon.png~RC(magenta>red)~FL()\" 8 24}\n [remove_item]\n x,y=12, 10\n [/remove_item]\n [sound]\n name=ambient/ship.ogg\n [/sound]\n [move_unit_fake]\n type=Galleon\n side=1\n x=12, 12, 12, 13, 14, 14, 14, 14, 15, 15, 15, 15, 15, 14, 13, 13, 12, 11, 10, 9, 8\n y=10, 11, 12, 13, 13, 14, 15, 16, 17, 18, 19, 20, 21, 21, 22, 23, 23, 24, 24, 25, 25\n [/move_unit_fake]\n {PLACE_IMAGE \"units/transport/galleon.png~RC(magenta>red)~FL()\" 8 25}\n [remove_item]\n x,y=15, 14\n [/remove_item]\n [move_unit_fake]\n type=Galleon\n side=1\n x=15, 14, 14, 15, 15, 15, 15, 15, 15, 14, 13, 13, 12, 11, 10, 9\n y=14, 14, 15, 16, 17, 18, 19, 20, 21, 21, 22, 23, 23, 24, 24, 25\n [/move_unit_fake]\n {PLACE_IMAGE \"units/transport/galleon.png~RC(magenta>red)~FL()\" 9 25}\n {CLEAR_VARIABLE number_merfolk_caged}\n {CLEAR_VARIABLE number_merfolk_deaths}\n {CLEAR_VARIABLE capture_ships}\n [/event]\n\n {UTBS_INCLUDE utils/deaths.cfg}\n[/scenario]\n"} {"text": "#textdomain wesnoth-utbs\n\n[scenario]\n id=10_Speaking_with_the_Fishes\n name= _ \"Speaking with the Fishes\"\n\n {UTBS_MAP 10_Speaking_with_the_Fishes.map}\n\n {STORY_SPEAKING_WITH_THE_FISHES}\n\n {SCENARIO_MUSIC \"traveling_minstrels.ogg\"}\t# Talk only, no intro\n\n next_scenario=11_Battle_for_Zocthanol_Isle\n\n turns=\"-1\"\n victory_when_enemies_defeated=no\n theme=Cutscene_Minimal\n\n {DAWN1}\n\n [side]\n side=1\n id=Kaleh\n type=Quenoth Youth\n canrecruit=yes\n gold=0\n {NO_INCOME}\n controller=human\n shroud=no\n fog=no\n team_name=ally\n user_team_name= _ \"team_name^Quenoth Elves\"\n {FLAG_VARIANT long}\n [/side]\n\n #side=2 Merfolk\n [side]\n id=Melusand\n name= _ \"Melusand\"\n type=Mermaid Diviner\n profile=portraits/melusand.png\n side=2\n canrecruit=yes\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n [/modifications]\n controller=ai\n team_name=ally\n user_team_name=_\"Allies\"\n [/side]\n\n # Prestart functions:\n # recall main heroes\n\n [event]\n name=prestart\n\n #add furnishings\n\n {PLACE_IMAGE \"units/transport/galleon.png~RC(magenta>red)\" 5 15 }\n {PLACE_IMAGE \"units/transport/galleon.png~RC(magenta>red)\" 7 16 }\n {PLACE_IMAGE \"units/transport/galleon.png~RC(magenta>red)\" 5 17 }\n {PLACE_IMAGE \"units/transport/galleon.png~RC(magenta>red)\" 8 18 }\n\n #recall heroes\n [recall]\n id=Nym\n x,y=12,13\n [/recall]\n\n [recall]\n id=Zhul\n x,y=15,15\n [/recall]\n\n [recall]\n id=$ally_name\n x,y=13,15\n [/recall]\n\n # wmllint: recognize Grog\n # wmllint: recognize Nog\n # wmllint: recognize Rogrimir\n # wmllint: recognize Jarl\n\n # create 6 merfolk guards to protect the seer\n [unit]\n type=Merman Warrior\n name= _ \"Merfolk Guard\"\n x=8\n y=12\n side=2\n [/unit]\n\n [unit]\n type=Merman Warrior\n name= _ \"Merfolk Guard\"\n x=17\n y=10\n side=2\n [/unit]\n\n [unit]\n type=Merman Warrior\n name= _ \"Merfolk Guard\"\n x=17\n y=17\n side=2\n [/unit]\n\n [unit]\n type=Merman Hoplite\n name= _ \"Merfolk Guard\"\n x=11\n y=16\n side=2\n [/unit]\n\n [unit]\n type=Merman Spearman\n name= _ \"Merfolk Guard\"\n x=21\n y=11\n side=2\n [/unit]\n\n [unit]\n type=Merman Entangler\n name= _ \"Merfolk Guard\"\n x=13\n y=9\n side=2\n [/unit]\n\n [modify_unit]\n [filter]\n id=Kaleh\n [/filter]\n facing=ne\n [/modify_unit]\n [/event]\n\n # starting dialogue\n [event]\n name=start\n\n [message]\n speaker=Melusand\n message= _ \"Hail Kaleh, long have I waited to see you in person.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Greetings. I\u2019m afraid I am at a disadvantage, for you know my name and I do not know yours.\"\n [/message]\n\n [message]\n speaker=Melusand\n message= _ \"I am known as Melusand. I am what you might call a high priest among my people.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"This is\u2014\"\n [/message]\n\n [if]\n [have_unit]\n id=$ally_name\n [/have_unit]\n\n [then]\n {MESSAGE_DEPEND_ON_ALLY\n (\n [message]\n speaker=Melusand\n message= _ \"No, you don\u2019t have to introduce yourselves. I already know who you are and why you have been journeying all this way. And I must say, Grog, that your recent actions and indeed your presence with these fine folk speaks well for your people.\"\n [/message]\n\n [message]\n speaker=Grog\n message= _ \"Grog says thank you.\"\n [/message]\n )\n (\n [message]\n speaker=Melusand\n message= _ \"No, you don\u2019t have to introduce yourselves. I already know who you are and why you have been journeying all this way. And I must say, Nog, that your recent actions and indeed your presence with these fine folk speaks well for your people.\"\n [/message]\n\n [message]\n speaker=Nog\n message= _ \"Nog says thank you.\"\n [/message]\n )\n (\n [message]\n speaker=Melusand\n message= _ \"No, you don\u2019t have to introduce yourselves. I already know who you are and why you have been journeying all this way. And I must say, Rogrimir, that your recent actions and indeed your presence with these fine folk speaks well for your people.\"\n [/message]\n\n [message]\n speaker=Rogrimir\n message= _ \"Thank you for your kindness.\"\n [/message]\n )\n (\n [message]\n speaker=Melusand\n message= _ \"No, you don\u2019t have to introduce yourselves. I already know who you are and why you have been journeying all this way. And I must say, Jarl, that your recent actions and indeed your presence with these fine folk speaks well for your people.\"\n [/message]\n\n [message]\n speaker=Jarl\n message= _ \"Thank you for your kindness.\"\n [/message]\n )}\n [/then]\n\n [else]\n [message]\n speaker=Melusand\n message= _ \"No, you don\u2019t have to introduce yourselves. I already know who you are and why you have been journeying all this way.\"\n [/message]\n [/else]\n [/if]\n\n [message]\n speaker=Nym\n message= _ \"If you know so much why did you drag us all the way out here?\"\n [/message]\n\n [message]\n speaker=Melusand\n message= _ \"Patience, young lady. All will be revealed in good time.\"\n [/message]\n\n [message]\n speaker=Melusand\n message= _ \"I have been watching your progress with great interest, but I could not contact you directly. That is why I sent out my most trusted followers to find you. I apologize for the difficulty of arranging a meeting. Oh, and I hope you do not mind my guards. But her spies are everywhere and I had to be certain that we could converse without being overheard. Besides, it never hurts to be too careful.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Whose spies?\"\n [/message]\n\n [message]\n speaker=Melusand\n message= _ \"Perhaps I should start at the beginning, for that is a good place to start. Make yourselves comfortable, this may take a while. I want to tell you a tale, it is a story of the fall of what you refer to as \u2018The Golden Age\u2019.\"\n [/message]\n\n {REPLACE_SCENARIO_MUSIC \"revelation.ogg\"}\n\n [message]\n speaker=Melusand\n message= _ \"A long time ago there was a great empire of humans known as the Empire of Wesnoth. They lived peacefully alongside elves and dwarves, and drove the dark powers deep under the earth. It was a time of peace, light, and prosperity for all.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Yes, we know about this age.\"\n [/message]\n\n [message]\n speaker=Melusand\n message= _ \"This will go much faster if you don\u2019t interrupt me. Now, as I was saying, the Empire of Wesnoth was very learned in the magical arts and had vast repositories of knowledge. Back then there was only one sun in the sky, the sun you call Sela. But the king decreed that he would raise a second sun into the heavens, to lengthen their days and shorten the darkness. All the mages, sorcerers and wise men came together and cast a mountain into the sky and made it glow as bright as the sun. They sent this second sun, the one you call Naia, hurtling through the sky so that only a few hours of darkness remained each night. Though some had called the attempt foolish, it was a resounding success and stood as a tribute to the power and might of the humans. The golden age glowed brighter than ever and many believed that they had dispelled evil and darkness forever.\"\n [/message]\n\n [message]\n speaker=Melusand\n message= _ \"But with their prosperity and power, over the generations the humans grew arrogant. One day a young descendant of the original king decreed that darkness should be abolished altogether from the land, so that light and goodness would shine forth everywhere. But the people had grown lazy and complacent and the ranks of mages who still trained hard to harness the magical arts had decreased greatly. Still the king believed he was all-powerful and would not listen to the mages\u2019 protests. So, seeking to duplicate the previous success of their ancestors, the mages tried to lift a second mountain into the sky. But a great evil befell them that day; their power failed and the mountain crashed down onto the human capital, crushing all within. In an instant the center of the Empire of Wesnoth was utterly destroyed.\"\n [/message]\n\n [message]\n speaker=Melusand\n message= _ \"The king and his family were all killed, and soon petty warlords tore apart the empire as all the known lands fell into chaos. Elves and dwarves were drawn into the conflicts, orcs and trolls spread forth from the dark places, and chaos and darkness swallowed the lands.\"\n [/message]\n\n [message]\n speaker=Melusand\n message= _ \"The two suns, a monument to the power and hubris of the fallen Empire of Wesnoth, scorched the earth. The fields dried up, forests died, and swamps turned into mud-cracked plains. Since then the path of the second sun has shifted in the sky, creating the long dark that you are so familiar with every other night. And much evil has spread forth across the lands. The mages of the Empire of Wesnoth still haunt their domains as the undead lords that plague your sands. The surviving humans have descended into barbarity and squalor. Orcs cover the lands killing each other and any that fall into their grasp. The dwarves and trolls hide in their tunnels, in the dark, fighting an endless war. I do not mean to offend your friend, but the majority of them care little for the fate of the surface dwellers. And without their forests the elves have mostly died out, another victim of the chaos and evil that dominates our lands.\"\n [/message]\n\n [message]\n speaker=Melusand\n message= _ \"What can we merfolk do? We see much with our magics, but we do not have the numbers, nor the power, to bring back order to the domains of the land dwellers. And even the sea is not free from the darkness; we struggle to survive against the naga and far worse things that have crept forth from the dark places. We are barely holding our own in the waters, but you saw how ill-suited we were when we went ashore.\"\n [/message]\n\n [message]\n speaker=Melusand\n message= _ \"You are probably wondering why I know all this history. Far out in the sea is a string of islands that was once colonized by some humans from the Empire of Wesnoth. During the Golden Age ships traveled often to the mainland carrying trade goods and news. Apparently the colony was led by a group of mages who wanted a safe place to perform their experiments. Protected by their magic and their isolation, these colonists held out longer than most after the fall of the empire. What happened to them we do not know for certain, but many years ago my people discovered the ruins of their settlements. While exploring the ruins we found a library full of letters and several journals. With our magics and knowledge we were able to decipher the writings and thus we could piece together the history of the end of the Golden Age.\"\n [/message]\n\n [message]\n speaker=Melusand\n message= _ \"The islands seemed lush and bountiful so we decided to settle in the shallow waters. But we discovered that the largest island was a strange and sinister place. The interior of the island was choked with a thick jungle, and at the center we could see several tall rocky peaks. On the tallest peak was built some sort of stronghold and occasionally at night we saw strange lights emanating from it. We sent several expeditions into the jungle to explore the building, but none ever returned. Soon afterwards merfolk sleeping on the shores would disappear at night, leaving only bloody trails leading into the dense jungle. It was clear that something was lurking in the jungle, but we knew not what. Our priests felt a strange presence that they could not understand, and darkness clouded our attempts at scrying.\"\n [/message]\n\n [message]\n speaker=Melusand\n message= _ \"The island was declared cursed, and we stayed as far away from it as we could. Some said we should flee the islands, but the waters were great for hunting, and the cursed naga who often raided our settlements did not trouble us here. So we remained and told ourselves that if we kept our distance everything would be fine.\"\n [/message]\n\n [message]\n speaker=Melusand\n message= _ \"But then that night came, I still remember it, as if it was yesterday. As the sun set a darkness spread forth from the tower, blotting out the moon and stars. From the sea came harsh battle cries and a great host of naga appeared from out of the depths. Even worse, from that large island the bodies of long-dead humans rose again and marched through the water, killing soundlessly. We were not prepared for such a powerful assault, and we were forced to flee for our lives. Indeed we were lucky to save as many as we did.\"\n [/message]\n\n [message]\n speaker=Melusand\n message= _ \"In hindsight I blame the humans. With their experiments I think they woke something, something evil. Years later, we still suffer from the legacy of their cursed arrogance and hubris. Something festers on that island, corrupting all that it touches. Since we fled, those islands have become a haven to dark and terrible things. Naga prowl the seas, and undead and other horrors lurk in that twisted jungle. The few creatures that we have captured alive speak of a dark goddess, one they serve blindly unto death. It seems that she has taken control of the humans you saw as well.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Does she have a name?\"\n image=portraits/nym_moody.png\n [/message]\n\n [message]\n speaker=Melusand\n message= _ \"She has many names. We call her the Eater of Souls. But in the old tongue her name is Yechnagoth.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"No!\"\n [/message]\n\n [message]\n speaker=Melusand\n message= _ \"Yes, I thought that name would be familiar to you. Always is she looking for new followers. I believe that it is she who appeared unto your people in the guise of your god. But her lust for even greater power may be her undoing. For she underestimated your strength of will; you are not as easily controlled as those she dominated before. She brought you here to be her followers, but I believe that you may be just the ones who can destroy her.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"You seem powerful, why can\u2019t you destroy her yourselves?\"\n [/message]\n\n [message]\n speaker=Melusand\n message= _ \"Years of battle have taken their toll; my people are few in number and have not the strength to strike at her alone. But I see in you a strength and determination that gives me hope. With your help we may have a chance.\"\n [/message]\n\n [message]\n speaker=Melusand\n message= _ \"You must realize that if she is not stopped, who knows how far her pestilence might spread? I have scryed far and wide and there are few that have the strength to stand up to such a force. If we do not, who will?\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"How can we trust you? How do we know you aren\u2019t servants of Yechnagoth, sent to trick us?\"\n [/message]\n\n [message]\n speaker=Melusand\n message= _ \"If you knew anything about us you would not ask such a question! The idea is an anathema to all that we stand for! You saw how my brethren risked life and limb to find you and protect you and your kind against the humans. You saw how the humans treated us in return. Are not our actions proof enough?\"\n [/message]\n\n [message]\n speaker=Melusand\n message= _ \"Because in the end, I\u2019m afraid you just have to trust us. If we wanted to capture you we could have already. But we are not here to force you to do anything. Feel free to leave if you want, we can take you back to land. But you will find few friends among the wilds north of the mountains, and the humans will be searching for you. Yechnagoth\u2019s reach is long and her vengeance is terrible.\"\n [/message]\n\n [message]\n speaker=Melusand\n message= _ \"Indeed, that is what she is expecting. Like the few others that have resisted her for a time, she expects you to flee from her, to run away as far as you can. Long has it been since she has been seriously attacked; it is the one thing she will not be anticipating. I doubt that she even considers your kind a threat, but we have a real chance here to show her that there is still power in the known lands that she does not control.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"You have given us much to think about. But we cannot make such an important decision in an instant. Please give us time to talk among ourselves and discuss this matter.\"\n [/message]\n\n [message]\n speaker=Melusand\n message= _ \"Of course. We will withdraw to the shallows and give you some privacy. But do not ponder for too long, for we do not have a lot of time. I will return ere long.\"\n [/message]\n\n {MOVE_UNIT id=Melusand 20 4}\n\n {MOVE_UNIT x,y=13,9 19 5}\n\n {MOVE_UNIT x,y=17,10 20 5}\n\n {MOVE_UNIT x,y=21,11 21 5}\n\n {MOVE_UNIT x,y=8,12 3 14}\n\n {MOVE_UNIT x,y=11,16 4 19}\n\n {MOVE_UNIT x,y=17,17 11 21}\n\n [modify_unit]\n [filter]\n id=Kaleh\n [/filter]\n facing=sw\n [/modify_unit]\n\n [message]\n speaker=Kaleh\n message= _ \"Well, what do you all think?\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"It\u2019s a heck of a story.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"I\u2019m not sure what to think. It\u2019s all so much information.\"\n [/message]\n\n {MESSAGE_DEPEND_ON_ALLY\n (\n [message]\n speaker=Grog\n message= _ \"Grog not sure if he trust fish lady. What if she just want you elves to fight her war for her?\"\n [/message]\n )\n (\n [message]\n speaker=Nog\n message= _ \"Nog not sure if he trust fish lady. What if she just want you elves to fight her war for her?\"\n [/message]\n )\n (\n [message]\n speaker=Rogrimir\n message= _ \"I\u2019m still not sure I trust her. What if she\u2019s just trying to get you all to fight her war for her?\"\n [/message]\n )\n (\n [message]\n speaker=Jarl\n message= _ \"I\u2019m still not sure I trust her. What if she\u2019s just trying to get you all to fight her war for her?\"\n [/message]\n )}\n [message]\n speaker=Kaleh\n message= _ \"The point is, it\u2019s not her fight, it\u2019s our fight too. I for one believe her tale. With all the power that Melusand says Yechnagoth has, how do we know that Yechnagoth wasn\u2019t the one who rained those rocks down upon our village all those weeks ago? What if this is all just part of a plot to turn our people into a group of mindless followers?\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Whether this was all planned or not, what\u2019s important is what should we do with ourselves now? We have a duty to protect our people.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"No, no, no! Too much blood has been spilled. This has gone on way too far for us to just end it now and walk away. You saw what she did to Keratur and Tanstafaal, their blood is on my hands and I will have vengeance!\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Even if we turn around and leave now, where will we go?\"\n image=portraits/nym_moody.png\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"I admit that Melusand does have a point. We cannot return under the mountains the way we came, the humans will be heavily guarding that path for sure by now. We could ask the merfolk to return us back to the coasts to the north or south of where we came, but I do not know these lands at all. We would be wandering aimlessly through the wilderness. Oh, if only we did have Eloh to guide us. We need her now more than ever.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"This entire journey has been based on a lie\u2014\"\n image=portraits/nym_moody.png\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"I know! I know! Would you like me to kill myself as punishment, or step down as leader? Imagine how I feel. I heard her voice, it was just as you had told us since we were children, Zhul. The voice of our god, speaking to us for the first time since the olden days. And I believed, I wanted to believe so badly, that I could take our people away from the horror and the death. I see them now whenever I sleep, I see their faces, all of our brethren who have died on the accursed journey. Oh, I wish none of this had ever happened!\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"No, no, no one is blaming you, Kaleh.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Many who have seen dark times wish they could go back and remake the past. But that is not in our power, all we can do now is do what seems right in the time that is allotted to us. Do not succumb to despair Kaleh, or else Yechnagoth has already won.\"\n [/message]\n\n [if]\n [variable]\n name=ally_race\n equals=dwarf\n [/variable]\n\n [then]\n [message]\n speaker=$ally_name\n message= _ \"Yes, remember boy, the fight is not yet lost while we still draw breath.\"\n [/message]\n [/then]\n\n [else]\n [message]\n speaker=$ally_name\n message= _ \"Do not give up yet, little one. The battle is not yet lost while we still fight.\"\n [/message]\n [/else]\n [/if]\n\n [message]\n speaker=Kaleh\n message= _ \"You are right. I believe Melusand, strange as her tale sounds. From all I have seen Yechnagoth truly is a scourge on this earth, and I would gladly give up my life for a chance to destroy her once and for all. But this is not a choice that I can make for all of our people.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"She should be made to pay for all that she has done to our people, and if I should die in the attempt, then so be it. I will not leave your side now, Kaleh.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"As strange as it may sound, there are some things in this world that are more important than the fate of our people. Years from now the suns shall rise anew, a seed will grow into a flower, a child will be born. And I believe that if Yechnagoth is victorious then all that is good and beautiful will be corrupted and twisted and destroyed. This is a harsh world that we live in, but there is beauty and goodness in it, and no matter what may happen to us, I would gladly give my life to see that beauty and goodness survive.\"\n [/message]\n\n {MESSAGE_DEPEND_ON_ALLY\n (\n [message]\n speaker=Grog\n message= _ \"Even in deepest tunnels my people could not escape Yechnagoth\u2019s power forever if she is not stopped. Against such evil I am sure the Great Leader would give you whole army of trolls, but I am afraid you only have Grog. Still, Grog will do what he can to see her destroyed.\"\n [/message]\n )\n (\n [message]\n speaker=Nog\n message= _ \"Even in deepest tunnels my people could not escape Yechnagoth\u2019s power forever if she is not stopped. Against such evil I am sure the Great Leader would give you whole army of trolls, but I am afraid you only have Nog. Still, Nog will do what he can to see her destroyed.\"\n [/message]\n )\n (\n [message]\n speaker=Rogrimir\n message= _ \"Even in the deepest tunnels underground we could not forever escape Yechnagoth\u2019s power if she remains unchecked. Against such evil I am sure my king would give you a whole army of dwarves, but I am afraid you only have me. Still, I will do what I can to see her destroyed.\"\n [/message]\n )\n (\n [message]\n speaker=Jarl\n message= _ \"Even in the deepest tunnels underground we could not forever escape Yechnagoth\u2019s power if she remains unchecked. Against such evil I am sure my king would give you a whole army of dwarves, but I am afraid you only have me. Still, I will do what I can to see her destroyed.\"\n [/message]\n )}\n [message]\n speaker=Kaleh\n message= _ \"Then it is decided. Still in this matter we cannot speak for all our people. Those who go on this quest may never return, and this battle is certainly no place for the young or the elderly. Let all who are afraid or cannot fight stay behind with the merfolk. I will ask Melusand to arrange that if we fail, they be taken far away from here, that they might live out their lives in what peace they can find.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"That is very compassionate of you, but I doubt that many of our surviving people will wish to stay behind. You are our leader Kaleh, and where you go, we will follow.\"\n [/message]\n\n [message]\n speaker=narrator\n message= _ \"Time passes.\"\n image=wesnoth-icon.png\n [/message]\n\n {MOVE_UNIT id=Melusand 15 12}\n\n [modify_unit]\n [filter]\n id=Kaleh\n [/filter]\n facing=ne\n [/modify_unit]\n\n [message]\n speaker=Melusand\n message= _ \"Have you come to a decision?\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Yes we have. Yechnagoth has played us like fools. We have all lost loved ones because of her machinations. Her arrogance will not go unchallenged; we will aid you in your cause.\"\n [/message]\n\n [message]\n speaker=Melusand\n message= _ \"Excellent. Due to our limited numbers, we cannot mount a full frontal assault against all her forces. Instead a sneak attack may allow us to bypass her defenses and strike at her heart. There are many among my people who yearn to strike against the Eater of Souls. I will help orchestrate an attack on one of the outermost northern islands to create a diversion. I also want to thank you for rescuing my brethren from the humans. They owe you their lives and they wish to return their debt of gratitude. They have volunteered to guide and escort you to your destination.\"\n [/message]\n\n [message]\n speaker=Melusand\n message= _ \"Although her magic has clouded the isles from my scrying, it is the largest island, which we call Zocthanol Isle, where I sense the strongest power.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Why is it called Zocthanol Isle?\"\n [/message]\n\n [message]\n speaker=Melusand\n message= _ \"Because Zocthanol means accursed in our tongue. Anyway, it is there that I think you will find the source of the corruption. We will not be able to continue our attack for long, but it should give you enough time to slip through the outer defenses and reach Zocthanol Isle. You must explore the island, find the source of the darkness that infests it and destroy it before the rest of Yechnagoth\u2019s minions have time to return.\"\n [/message]\n\n [message]\n speaker=Melusand\n message= _ \"And on a related subject I can offer you a glimmer of hope in this dark time. I know that you have been searching for a home for your people. These corrupted islands were once rich and bountiful. If this darkness can truly be destroyed, then such a place might be the home you have been looking for. And I promise you that if you help us, we will help you adapt to these new lands. But that is talk for another day.\"\n [/message]\n\n [message]\n speaker=Melusand\n message= _ \"Before you go I have one thing to give you. I\u2019m afraid that where you are going my magical power will be of little help. However I want you to have these brooches. They are made from the rarest shells that are found in our waters and I have blessed them with the power of the Sea God. As long as you wear them I will be able to track your progress. You may find that they protect you in other ways as well.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"We thank you for such beautiful gifts. We will wear them with honor.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"We have one favor to ask of you.\"\n [/message]\n\n [message]\n speaker=Melusand\n message= _ \"Yes, anything.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"We go into this darkness knowing that perhaps none of us will return alive. But I cannot ask all my people to go with me against their will. This battle is also no place for our children or our elders. I ask that you protect those that we leave behind, and should the fight go ill, please take them as far away from here as possible. At the least perhaps they can get some peace and happiness in the distant wilds.\"\n [/message]\n\n [message]\n speaker=Melusand\n message= _ \"I will do as you ask. It is only fair. But if this battle goes ill I do not think there will be many safe places left in the known lands.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Before we leave, there\u2019s one thing I don\u2019t understand. When he first met Kaleh, Esanoo said this all concerned Yechnagoth and Zhangor. We know about Yechnagoth, but who is Zhangor?\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"I remember when Yechnagoth was posing as Eloh, she said she was the slayer of the demon lord Zhangor.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"I wonder where Yechnagoth heard of the story of the demon lord Zhangor. It is a sad tale and has not been told for ages, but perhaps now is the right time.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"It all started in the years before the Great Fall. The elves of Wesmere Forest were masters of the arcane magics. They valued knowledge above all else and specialized in divination, seeking to scry out the secrets of the other races. In their scrying they attracted the notice of the demon Zhangor.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Zhangor appeared to them in the guise of a beautiful elven youth and told them that a great darkness was coming, which would destroy all the knowledge that they had collected. He said if they worshiped him as a god he would protect them and reveal unto them knowledge and magics that they could only dream of. But he wanted more; he demanded a blood sacrifice of one elf a month. Some of the elves were revolted, but most were tempted by the prospect of even greater power, and so they bowed down and worshiped him as their god. Those few who protested his ascendancy were the first to be thrown into jails and sacrificed.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"And so as the rest of the lands succumbed to darkness and chaos, Wesmere Forest was one of the few islands of peace and safety. But Zhangor played upon the elves\u2019 fears and demanded more from his followers. He declared that all other elves were heretics and did not deserve life. So the Wesmere elves gave sanctuary to refugees, and then they turned them over to their dark priests, who sacrificed them on Zhangor\u2019s bloody altars. Zhangor feasted on these sacrifices and grew stronger and more powerful. He wanted even more. When no more refugees came, the priests ordered raiding parties to go out and bring back any poor souls they could find. When no more elves could be found they preyed upon humans, dwarves, orcs, anyone they could find in the nearby lands.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"By this point most of the other forests had been burned, and Eloh was leading our people south across the plains. We were surprised to find the Wesmere Forest still standing, and even more surprised when an elvish raiding party came out of the forest and attacked us at night, stealing several of our children. Eloh, in her wisdom, revealed in a dream the terrible things that happened in that dark forest. We were appalled at the depths to which our brethren had sunk, and though we were loath to attack our own kind, we decided that we could not let these abominable practices continue. We vowed to avenge the sacrifice of our children, and we attacked with all our might.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Driven on by their dark priests and by their fear of Zhangor\u2019s wrath, the Wesmere elves fought stubbornly against our superior numbers. The fighting was horrible indeed; that once beautiful forest was drenched in blood, and corpses littered the sunny glades. The battle culminated with Zhangor himself appearing in his true form above the forest. He flew over the land, raining down fire on defenders and attackers alike, delighting in the death and destruction. We had not the power to combat one as strong as him, and we called out to Eloh to save us in our hour of need. In a great avatar of light she appeared and they battled back and forth above the burning forest. In the end she beheaded him and smote his body down upon the earth.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"By this point the entire forest was being engulfed by flame, and friend and foe alike fled from the inferno. With the death of their god the Wesmere elves surrendered and begged for forgiveness, telling us the entire sorry story. We took pity on them and cared for them as best we could, but we were afraid that some of the devout priests might try to secretly continue the worship of Zhangor. For Eloh told us that she had not killed Zhangor, but merely banished him from this world. We did not want to risk Zhangor ever dividing our people again. So we decided that the dark priests who organized the sacrifices must be executed, but that all others who renounced Zhangor might be saved.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Our priests also declared that Zhangor\u2019s name and his story were forbidden knowledge, to speak of him meant death. Their constant vigilance was rewarded; in a few generations only the high priests knew of the tale, and so it was passed down to me. Though these measures may seem harsh, I believe they were justified. If Zhangor was ever summoned back I don\u2019t think we could have survived another schism. And so the story of Zhangor was passed down from generation to generation to remind us guardians of knowledge of the folly of valuing knowledge higher than the welfare of our people.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"I wonder what other forbidden lore you\u2019ve been taught.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Foolish girl! Do not ask such a question. Trust me, it is better not to know. Knowledge can be a terrible weight, and not one that I would want a youth such as yourself to bear. Treasure the beautiful things in this life and pry not into the darker secrets. Eloh forgive me, I have probably told you too much already, but in these dark times I felt that you should know a little bit of the truth.\"\n [/message]\n\n [message]\n speaker=Melusand\n message= _ \"That is very interesting. In truth, I\u2019d never heard of Zhangor before when I told Esanoo to mention him to you, Kaleh. Let me explain. When Eloh appeared to you, I was able to use my powers to eavesdrop on your conversation. I did not know how much you suspected, but I did not want to cause panic by openly revealing who was actually speaking to you. I had hoped to convince you to come here so I could reveal the truth to you in person. That\u2019s why I made those elusive references to Yechnagoth and Zhangor, hoping that Kaleh would make the connection between Eloh and Yechnagoth, and be curious enough to seek me out. My mistake was that I did not realize that Yechnagoth would move so fast. I am sorry that discovering her true identity carried such a high price for your people.\"\n [/message]\n\n [message]\n speaker=Melusand\n message= _ \"And now I must bid you farewell. The merfolk you rescued will help show you the path to the island, and I must go orchestrate our diversion. We will begin our attack at the end of the next long night, so by dawn the large island should be left relatively unguarded. I will pray for our success, with luck we shall all meet again.\"\n [/message]\n\n [endlevel]\n result=victory\n linger_mode=no\n carryover_report=no\n {NEW_GOLD_CARRYOVER 100}\n [/endlevel]\n [/event]\n[/scenario]\n"} {"text": "#textdomain wesnoth-utbs\n\n[scenario]\n id=11_Battle_for_Zocthanol_Isle\n name= _ \"The Battle for Zocthanol Isle\"\n\n next_scenario=12_The_Final_Confrontation\n\n {UTBS_MAP 11_Battle_for_Zocthanol_Isle.map}\n\n {STORY_BATTLE_FOR_ZOCTHANOL_ISLAND}\n\n {SCENARIO_MUSIC \"wanderer.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"vengeful.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"heroes_rite.ogg\"}\n\n victory_when_enemies_defeated=no\n {TURNS 51 48 45}\n\n {TWO_SUNS_DEFAULT_SCHEDULE}\n\n # citadel terrain graphics\n [terrain_graphics]\n map=\"\n., *, .\n, *, *,\n*, 1, *\n, *, *,\n*, *, *\n, *, *,\n*, *, *\n, *, *,\n., *, .\"\n [tile]\n pos=1\n [/tile]\n x,y=24,16\n [image]\n name=citadel_zocthanol_clouds.png\n layer=5\n base=108,290\n center=144,162\n [/image]\n [image]\n name=citadel_zocthanol.png\n layer=0\n base=108,290\n center=144,162\n [/image]\n [image]\n name=citadel_zocthanol_sub.png\n layer=-10\n base=108,290\n center=144,162\n [/image]\n [/terrain_graphics]\n\n #Side 1: elves\n [side]\n side=1\n id=Kaleh\n type=Quenoth Youth\n canrecruit=yes\n {GOLD 320 240 160}\n {INCOME 8 6 4}\n controller=human\n shroud=yes\n fog=yes\n team_name=elf_ally\n user_team_name= _ \"team_name^Quenoth Elves\"\n {FLAG_VARIANT long}\n [/side]\n\n #Side 2: Saurians (blue)\n [side]\n side=2\n type=Saurian Oracle\n id=Boyicht\n name= _ \"Boyicht\"\n canrecruit=yes\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n [/modifications]\n # gold and income will be set later - this ensures saurians have no gold until then\n gold=0\n income=-50\n controller=ai\n team_name=eloh_ally\n user_team_name=_\"Eloh Cultists\"\n {FLAG_VARIANT undead}\n\n#ifdef EASY\n recruit=Saurian Skirmisher, Saurian Augur\n#endif\n\n#ifdef NORMAL\n recruit=Saurian Skirmisher, Saurian Augur, Saurian Ambusher\n#endif\n\n#ifdef HARD\n recruit=Saurian Skirmisher, Saurian Augur, Saurian Ambusher, Saurian Soothsayer, Saurian Oracle\n#endif\n\n [ai]\n#ifdef HARD\n recruitment_pattern=scout, healer, scout, archer\n#else\n recruitment_pattern=scout, healer, scout\n#endif\n aggression=0.75\n caution=0.1\n\n passive_leader=yes\n [/ai]\n [/side]\n\n #Side 3: Undead (green)\n [side]\n side=3\n type=Draug\n id=Kelur\n name= _ \"Kelur\"\n canrecruit=yes\n {GOLD 160 240 320}\n {INCOME 15 25 35}\n controller=ai\n team_name=eloh_ally\n user_team_name=_\"Eloh Cultists\"\n {FLAG_VARIANT undead}\n\n#ifdef EASY\n recruit=Blood Bat, Ghost, Wraith, Revenant, Deathblade, Bone Shooter, Necrophage, Banebow\n#endif\n\n#ifdef NORMAL\n recruit=Blood Bat, Ghost, Wraith, Revenant, Deathblade, Bone Shooter, Necrophage, Banebow, Spectre\n#endif\n\n#ifdef HARD\n recruit=Blood Bat, Ghost, Wraith, Revenant, Deathblade, Bone Shooter, Necrophage, Banebow, Spectre, Draug\n#endif\n\n [ai]\n recruitment_pattern=scout,fighter,archer,fighter\n aggression=0.8\n caution=0.1\n [/ai]\n [/side]\n\n #Side 4: Orcs (yellow)\n [side]\n side=4\n type=Orcish Sovereign\n id=Graghht\n name= _ \"Graghht\"\n canrecruit=yes\n [modifications]\n {TRAIT_STRONG}\n {TRAIT_RESILIENT}\n [/modifications]\n {GOLD 160 240 320}\n {INCOME 15 25 35}\n controller=ai\n team_name=eloh_ally\n user_team_name=_\"Eloh Cultists\"\n {FLAG_VARIANT undead}\n\n#ifdef EASY\n recruit=Orcish Warrior, Orcish Crossbowman, Orcish Slayer, Goblin Knight, Goblin Pillager, Direwolf Rider, Orcish Warlord\n#endif\n\n#ifdef NORMAL\n recruit=Orcish Warrior, Orcish Crossbowman, Orcish Slayer, Goblin Knight, Goblin Pillager, Direwolf Rider, Orcish Warlord, Orcish Slurbow\n#endif\n\n#ifdef HARD\n recruit=Orcish Warrior, Orcish Crossbowman, Orcish Slayer, Goblin Knight, Goblin Pillager, Direwolf Rider, Orcish Warlord, Orcish Slurbow\n#endif\n\n [ai]\n recruitment_pattern=scout, fighter, archer, fighter, mixed fighter\n aggression=0.8\n caution=0.1\n [/ai]\n [/side]\n\n #Side 5: Eloh\n [side]\n side=5\n no_leader=yes\n gold=0\n controller=null\n team_name=eloh_ally\n user_team_name=_\"Eloh Cultists\"\n {FLAG_VARIANT undead}\n [/side]\n\n #Side 6: Vampire bats\n [side]\n side=6\n no_leader=yes\n gold=0\n controller=ai\n team_name=eloh_ally\n user_team_name=_\"Eloh Cultists\"\n {FLAG_VARIANT undead}\n [/side]\n\n [side]\n side=7\n no_leader=yes\n gold=0\n controller=ai\n team_name=eloh_ally\n user_team_name=_\"Eloh Cultists\"\n {FLAG_VARIANT undead}\n\n#ifdef EASY\n recruit=Naga Fighter, Naga Warrior, Naga Guardian, Naga Hunter\n#endif\n\n#ifdef NORMAL\n recruit=Naga Fighter, Naga Warrior, Naga Guardian, Naga Hunter, Naga Warden\n#endif\n\n#ifdef HARD\n recruit=Naga Fighter, Naga Warrior, Naga Guardian, Naga Hunter, Naga Warden, Naga Myrmidon\n#endif\n\n [ai]\n aggression=0.75\n caution=0.1\n\n recruitment_pattern=fighter, archer, fighter, fighter\n\n#ifdef EASY\n passive_leader=yes\n#endif\n [/ai]\n [/side]\n\n #Side 8: Eastern Naga\n [side]\n side=8\n no_leader=yes\n gold=0\n controller=ai\n team_name=eloh_ally\n user_team_name=_\"Eloh Cultists\"\n {FLAG_VARIANT undead}\n\n#ifdef EASY\n recruit=Naga Fighter, Naga Warrior, Naga Guardian, Naga Hunter\n#endif\n\n#ifdef NORMAL\n recruit=Naga Fighter, Naga Warrior, Naga Guardian, Naga Warden, Naga Hunter\n#endif\n\n#ifdef HARD\n recruit=Naga Fighter, Naga Warrior, Naga Myrmidon, Naga Warden, Naga Guardian, Naga Hunter\n#endif\n\n [ai]\n aggression=0.75\n caution=0.1\n\n recruitment_pattern=fighter, archer, fighter, fighter\n\n#ifdef EASY\n passive_leader=yes\n#endif\n [/ai]\n [/side]\n\n # Prestart functions:\n # increase cost of all units by 2\n # place item images on map\n # recall main heroes\n # initialize starting variables\n # remove shroud surrounding starting position\n # set starting scenario objectives\n\n [event]\n name=prestart\n\n {INCREASE_RECRUIT_COSTS 2}\n\n # add items to map\n\n # add elven ship to landing point\n\n {PLACE_IMAGE \"units/transport/galleon.png~RC(magenta>red)\" 39 44}\n\n # wrecked ship was 13,14\n\n {PLACE_IMAGE scenery/wreck.png 13 9}\n\n # trapped merman in cage\n\n {PLACE_IMAGE \"units/merfolk/triton.png~RC(magenta>red)\" 10 5}\n {PLACE_IMAGE items/cage.png 10 5}\n\n [unit]\n type=Merman Triton\n id=\"Trapped Merman\"\n name= _ \"Trapped Merman\"\n x,y=10,5\n side=2\n random_traits=no\n max_moves=1\n ai_special=guardian\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n # recall heroes\n\n [recall]\n id=Nym\n [/recall]\n\n [recall]\n id=Zhul\n [/recall]\n\n # recall dwarf/troll\n [recall]\n id=$ally_name\n [/recall]\n\n # wmllint: recognize Grog\n # wmllint: recognize Nog\n # wmllint: recognize Rogrimir\n # wmllint: recognize Jarl\n\n #recall merfolk\n\n [recall]\n id=Esanoo\n x,y=41,43\n [/recall]\n [recall]\n id=Urruga\n x,y=41,42\n [/recall]\n [recall]\n id=Nuvassa\n x,y=42,41\n [/recall]\n [recall]\n id=Yantili\n x,y=43,42\n [/recall]\n [recall]\n id=Il-tian\n x,y=43,43\n [/recall]\n [recall]\n id=We-jial\n x,y=42,43\n [/recall]\n\n #initialize starting variables\n\n {VARIABLE found_door no}\n\n # set starting scenario objectives\n\n [objectives]\n [objective]\n description= _ \"Kaleh must capture a keep\"\n condition=win\n [show_if]\n {VARIABLE_CONDITIONAL keep_reached boolean_equals no}\n [/show_if]\n [/objective]\n [objective]\n description= _ \"Reach the black citadel in the center of the island\"\n condition=win\n [show_if]\n {VARIABLE_CONDITIONAL keep_reached boolean_equals yes}\n {VARIABLE_CONDITIONAL found_door boolean_equals no}\n [/show_if]\n [/objective]\n [objective]\n description= _ \"Defeat enemy leaders, find both keys\"\n condition=win\n [show_if]\n {VARIABLE_CONDITIONAL found_door boolean_equals yes}\n [have_unit]\n canrecruit=yes\n side=3,4\n [/have_unit]\n [/show_if]\n [/objective]\n [objective]\n description= _ \"Any unit must reach the black citadel\"\n condition=win\n [show_if]\n {VARIABLE_CONDITIONAL found_door boolean_equals yes}\n [not]\n [have_unit]\n canrecruit=yes\n side=3,4\n [/have_unit]\n [/not]\n [/show_if]\n [/objective]\n [objective]\n description= _ \"Death of Kaleh\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Nym\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Zhul\"\n condition=lose\n [/objective]\n\n {TURNS_RUN_OUT}\n\n [gold_carryover]\n carryover_percentage=0\n [/gold_carryover]\n [/objectives]\n\n #create starting undead and orc guards\n\n [unit]\n type=Revenant\n side=3\n x,y=25,20\n ai_special=guardian\n [modifications]\n {TRAIT_LOYAL}\n [/modifications]\n [/unit]\n\n [unit]\n type=Orcish Warrior\n side=4\n x,y=27,20\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_RESILIENT}\n [/modifications]\n ai_special=guardian\n [/unit]\n [/event]\n\n # Event 1: Starting dialogue\n\n [event]\n name=start\n\n [message]\n speaker=Nym\n message= _ \"Where did this fog come from? I can\u2019t see a thing!\"\n [/message]\n\n [message]\n race=merman\n message= _ \"Fog and darkness cloud this place, but we can use it to our advantage. The other ships will be safe hidden out in the deep water.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"We should find a fort before we land the rest of our people. I do not like the idea of landing everyone without a fort to protect us. Shrouded by the fog, they will be safe for the moment. Once we find a place to rally our people, we can bring the rest of them in and start fighting in earnest.\"\n [/message]\n\n [message]\n race=merman\n message= _ \"I think there were some human ruins in the southwestern part of the island. If you explore the land to the west, then we will swim through the shallows and see what we can find.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"That is a good plan. First find a fort, then we can explore the rest of the island.\"\n [/message]\n\n # remove merfolk from map\n [store_unit]\n [filter]\n side=1\n race=merman\n {EVERYWHERE}\n [/filter]\n kill=yes\n variable=merfolk_units\n [/store_unit]\n\n # capture villages for saurians\n\n [capture_village]\n x=8-29\n y=38-45\n side=2\n [/capture_village]\n [/event]\n\n # Event 2: Jungle Warning\n\n # keep player from entering jungle too early\n\n [event]\n name=moveto\n id=jungle_warning\n\n [filter]\n x=31-36\n y=32-37\n side=1\n [/filter]\n\n [message]\n speaker=Zhul\n message= _ \"Ugh. That jungle seems dark and foreboding. Do you see those eyes? There are things staring at us from the depths of the jungle, but I can\u2019t tell what they are. As much as I love plants and trees, I don\u2019t like the look of it.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Indeed. It seems much more open to the south. The merfolk mentioned that there were human ruins to the southwest. Maybe we should explore there first. I don\u2019t think I want to hack through the jungle until we have more elves at our side.\"\n [/message]\n [/event]\n\n # Event 3: Silence and Suspense\n\n [event]\n name=moveto\n\n [filter]\n x=1-27\n y=37-41\n side=1\n [/filter]\n\n [message]\n speaker=Nym\n message= _ \"I don\u2019t get it. All we see are ruins, bones, some sand and patches of grass. I thought we would be attacked the moment we set foot on this island. Where is everybody?\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"That\u2019s what worries me. I keep thinking that something is going to jump out from behind the next rock or stone wall and attack, but everything is silent. Too silent.\"\n [/message]\n [/event]\n\n # Event 4: Encountering the Saurians\n\n [event]\n name=sighted\n\n [filter]\n id=Boyicht\n [/filter]\n\n [filter_second]\n side=1\n [/filter_second]\n\n [message]\n speaker=Boyicht\n message= _ \"You trespass on holy ground, The One says you must die!\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Faugh! Little one, you are not worth our time. We are the Quenoth Elves! Flee and trouble us no longer or we will squash you like a bug.\"\n [/message]\n\n [message]\n speaker=Boyicht\n message= _ \"No, you are not The One. You no command Boyicht. Attack!\"\n [/message]\n\n # Saurian ambush\n\n#ifdef EASY\n {NAMED_GENERIC_UNIT 2 (Saurian Skirmisher) 17 39 () ( _ \"Fanatical Saurian\")}\n {NAMED_GENERIC_UNIT 2 (Saurian Skirmisher) 16 43 () ( _ \"Fanatical Saurian\")}\n {NAMED_GENERIC_UNIT 2 (Saurian Augur) 20 42 () ( _ \"Fanatical Saurian\")}\n#endif\n\n#ifdef NORMAL\n {NAMED_GENERIC_UNIT 2 (Saurian Ambusher) 17 39 () ( _ \"Fanatical Saurian\")}\n {NAMED_GENERIC_UNIT 2 (Saurian Skirmisher) 16 43 () ( _ \"Fanatical Saurian\")}\n {NAMED_GENERIC_UNIT 2 (Saurian Augur) 20 42 () ( _ \"Fanatical Saurian\")}\n#endif\n\n#ifdef HARD\n {NAMED_GENERIC_UNIT 2 (Saurian Ambusher) 17 39 () ( _ \"Fanatical Saurian\")}\n {NAMED_GENERIC_UNIT 2 (Saurian Skirmisher) 16 43 () ( _ \"Fanatical Saurian\")}\n {NAMED_GENERIC_UNIT 2 (Saurian Oracle) 20 42 () ( _ \"Fanatical Saurian\")}\n#endif\n\n [modify_side]\n side=2\n {INCOME 3 4 5}\n {GOLD 20 30 40}\n [/modify_side]\n [/event]\n\n # Death of Boyicht\n\n [event]\n name=last breath\n\n [filter]\n id=Boyicht\n [/filter]\n\n [message]\n speaker=Boyicht\n message= _ \"My death matters not. The One will kill you all. None can resist her.\"\n [/message]\n\n [kill]\n id=Boyicht\n animate=yes\n fire_event=no\n [/kill]\n\n {CHECK_SPEAKER}\n [message]\n speaker=$speaking_unit.id\n # wmllint: local spelling creeped\n message= _ \"I say good riddance. He creeped me out.\"\n [/message]\n {CLEAR_VARIABLE speaking_unit}\n [/event]\n\n # Event 4.5 Naga leaders appear, activate sides 7 + 8\n\n # side 8 naga on eastern side of island are a bit stronger\n # than side 7 than those on western side\n\n [event]\n name=turn 4\n\n [unit]\n type=Naga Myrmidon\n name= _ \"Naga Leader\"\n canrecruit=yes\n side=7\n x,y=3,23\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n\n [modify_side]\n side=7\n {INCOME 6 12 18}\n {GOLD 90 120 150}\n [/modify_side]\n\n [unit]\n type=Naga Myrmidon\n name= _ \"Naga Leader\"\n canrecruit=yes\n side=8\n x,y=46,28\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [modify_side]\n side=8\n {INCOME 10 15 20}\n {GOLD 80 120 160}\n [/modify_side]\n [/event]\n\n # Event 5: Capture the castle, merfolk and elves return\n\n [event]\n name=moveto\n\n [filter]\n id=Kaleh\n x,y=13,41\n [/filter]\n\n [message]\n speaker=Kaleh\n message= _ \"I have captured the keep. This castle is somewhat ruined, but it will serve our purposes. Now, I wonder where the merfolk are?\"\n [/message]\n\n [foreach]\n array=merfolk_units\n [do]\n [unstore_unit]\n variable=this_item\n find_vacant=yes\n x,y=6,42\n [/unstore_unit]\n [/do]\n [/foreach]\n\n {CLEAR_VARIABLE merfolk_units}\n\n [redraw]\n side=1\n [/redraw]\n\n [message]\n race=merman\n message= _ \"Fear not, here we are! We have explored the southern half of the island. And except for those lizards you found, and some abandoned villages, it seem to be empty. We captured those villages for you, to help support your troops.\"\n [/message]\n\n [capture_village]\n x=8-29\n y=42-45\n side=1\n [/capture_village]\n\n [message]\n speaker=Nym\n message= _ \"Thanks, I think we\u2019re going to need all the support we can get.\"\n [/message]\n\n [remove_shroud]\n x=0-52\n y=37-52\n side=1\n [/remove_shroud]\n\n [message]\n race=merman\n message= _ \"Now that you have found a fortress to protect your people, we can bring in the other ships.\"\n [/message]\n\n # animations of ships landing\n\n [sound]\n name=ambient/ship.ogg\n [/sound]\n\n [move_unit_fake]\n type=Galleon\n side=1\n x=1,2,3,4,5,6,7,8,9,10\n y=41,40,40,39,39,38,38,37,38,38\n [/move_unit_fake]\n\n {PLACE_IMAGE \"units/transport/galleon.png~RC(magenta>red)\" 10 38}\n\n [move_unit_fake]\n type=Galleon\n side=1\n x=1,2,3,4,5,6,7,8,9\n y=42,41,41,40,40,39,40,39,39\n [/move_unit_fake]\n\n {PLACE_IMAGE \"units/transport/galleon.png~RC(magenta>red)\" 9 39}\n\n [move_unit_fake]\n type=Galleon\n side=1\n x=1,2,3,4,5,6,7,8,9\n y=43,42,42,41,41,40,40,39,40\n [/move_unit_fake]\n\n {PLACE_IMAGE \"units/transport/galleon.png~RC(magenta>red)\" 9 40}\n\n [message]\n speaker=Zhul\n message= _ \"Good, now we can start recruiting and recalling our warriors. Of course with so few people left, training new warriors will be very difficult and expensive. But if we lose this battle, then what use will gold be to us?\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Now that we\u2019ve set up a base of operations we should make our way to the black citadel in the mountains at the center of the island. I bet it\u2019s somewhere in the middle of that dark jungle.\"\n [/message]\n\n [message]\n race=merman\n message= _ \"In our exploration we found a group of reinforcements, who were sent to help you, compliments of Melusand. You can recruit them into service at your base, if you wish. We may not be much use to you on land, but we will protect you against any threats from the water.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Thank you. I\u2019m sure the reinforcements will be very useful.\"\n [/message]\n\n [allow_recruit]\n type=Mermaid Initiate, Merman Fighter, Merman Hunter\n side=1\n [/allow_recruit]\n\n [remove_event]\n id=jungle_warning\n [/remove_event]\n\n {VARIABLE keep_reached yes}\n\n [show_objectives]\n [/show_objectives]\n\n # change the music playing\n [music]\n name=battle.ogg\n immediate=yes\n [/music]\n [/event]\n\n # Event 6: Encounter the undead leader\n\n [event]\n name=sighted\n\n [filter]\n id=Kelur\n [/filter]\n\n [filter_second]\n side=1\n [/filter_second]\n\n [message]\n speaker=Kelur\n message= _ \"Feel the cold touch of death!\"\n [/message]\n [/event]\n\n # Event 7: Encounter the orc leader\n\n [event]\n name=sighted\n\n [filter]\n id=Graghht\n [/filter]\n\n [filter_second]\n side=1\n [/filter_second]\n\n [message]\n speaker=Graghht\n message= _ \"I will slaughter you all and bathe in your blood!\"\n [/message]\n [/event]\n\n # Event 8: Encounter stone citadel\n\n [event]\n name=moveto\n\n [filter]\n x=25-27\n y=19-20\n side=1\n [not]\n type=Dust Devil\n [/not]\n [/filter]\n\n [remove_shroud]\n [filter_side]\n side=1\n [/filter_side]\n x,y=24-28,16-20\n [/remove_shroud]\n [message]\n speaker=unit\n message= _ \"We\u2019ve reached what looks like the citadel, but it is surrounded by a huge perfectly smooth obsidian wall. I can\u2019t find any way to get in.\"\n [/message]\n\n [if]\n [variable]\n name=unit.id\n equals=Kaleh\n [/variable]\n [then]\n [message]\n speaker=Kaleh\n message= _ \"There\u2019s got to be something here. The orc and skeleton must have been guarding some sort of entrance.\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Kaleh\n message= _ \"Are you sure? Search carefully. The orc and skeleton must have been guarding some sort of entrance.\"\n [/message]\n [/else]\n [/if]\n\n [message]\n speaker=unit\n message= _ \"Wait a minute. There\u2019s a tiny outline of a door in the stone. But there\u2019s no way to open it. All I see are what look like two tiny keyholes in the stone. Now I wonder where we might find the right keys?\"\n [/message]\n\n [if]\n [have_unit]\n canrecruit=yes\n side=3,4\n count=0\n [/have_unit]\n\n [then]\n [message]\n speaker=Kaleh\n message= _ \"Hey, what about the two keys that we found on the bodies of the undead and orc leaders?\"\n [/message]\n [/then]\n\n [else]\n [message]\n speaker=Kaleh\n message= _ \"I have an idea. I bet Eloh has given them to those she trusts most. And one orc and one skeleton were guarding the door. The keys must be being held by one of each faction. I bet the leaders would be in charge of such valuable objects.\"\n [/message]\n\n {VARIABLE found_door yes}\n\n [show_objectives]\n [/show_objectives]\n [/else]\n [/if]\n [/event]\n\n # Defeat both leaders, now have to take keys back to citadel door\n [event]\n name=found_both_keys_and_door\n\n [filter_condition]\n [have_unit]\n canrecruit=yes\n side=3,4\n count=0\n [/have_unit]\n\n [variable]\n name=found_door\n boolean_equals=yes\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Kaleh\n message= _ \"We\u2019ve found both keys. Now we just have to take them and open the door to the black citadel. I tire of all this bloodshed. Wherever Yechnagoth hides, we will find her and make her pay for all she has done.\"\n [/message]\n\n [show_objectives]\n [/show_objectives]\n [remove_shroud]\n [filter_side]\n side=1\n [/filter_side]\n x,y=24-28,16-20\n [/remove_shroud]\n [/event]\n\n # Event 9: Defeat the undead leader\n\n [event]\n name=last breath\n\n [filter]\n id=Kelur\n [/filter]\n\n [message]\n speaker=Kelur\n message= _ \"Aaaargh!\"\n [/message]\n\n [kill]\n id=Kelur\n animate=yes\n fire_event=no\n [/kill]\n\n {CHECK_SPEAKER}\n [if]\n [variable]\n name=found_door\n boolean_equals=yes\n [/variable]\n\n [then]\n [message]\n speaker=$speaking_unit.id\n message= _ \"Look, I found a gold key on a chain around his neck. This must be one of the keys needed to enter the black citadel.\"\n [/message]\n [/then]\n\n [else]\n [message]\n speaker=$speaking_unit.id\n message= _ \"Look, I found a gold key on a chain around his neck. I wonder what this key is for? I bet it will become useful eventually. I\u2019ll keep it just in case.\"\n [/message]\n [/else]\n [/if]\n {CLEAR_VARIABLE speaking_unit}\n\n [fire_event]\n name=found_both_keys_and_door\n [/fire_event]\n [/event]\n\n # Event 10: Defeat the orc leader\n\n [event]\n name=last breath\n\n [filter]\n id=Graghht\n [/filter]\n\n [message]\n speaker=Graghht\n message= _ \"Nooo!!\"\n [/message]\n\n [kill]\n id=Graghht\n animate=yes\n fire_event=no\n [/kill]\n\n {CHECK_SPEAKER}\n [if]\n [variable]\n name=found_door\n boolean_equals=yes\n [/variable]\n\n [then]\n [message]\n speaker=$speaking_unit.id\n message= _ \"Look, I found an iron key on a chain around his neck. This must be one of the keys needed to enter the black citadel.\"\n [/message]\n [/then]\n\n [else]\n [message]\n speaker=$speaking_unit.id\n message= _ \"Look, I found an iron key on a chain around his neck. I wonder what this key is for? I bet it will become useful eventually. I\u2019ll keep it just in case.\"\n [/message]\n [/else]\n [/if]\n {CLEAR_VARIABLE speaking_unit}\n\n [fire_event]\n name=found_both_keys_and_door\n [/fire_event]\n [/event]\n\n # Event 11: An elf goes to open the doors\n\n [event]\n name=moveto\n\n [filter]\n side=1\n x=25-27\n y=19-21\n [/filter]\n\n [filter_condition]\n [have_unit]\n canrecruit=yes\n side=3,4\n count=0\n [/have_unit]\n [/filter_condition]\n\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 0}\n [/endlevel]\n [/event]\n\n # Event 12: Player gets close to trapped merman\n\n [event]\n name=sighted\n\n [filter]\n id=Trapped Merman\n [/filter]\n\n [filter_second]\n side=1\n [/filter_second]\n\n {CHECK_SPEAKER}\n [message]\n speaker=Trapped Merman\n message= _ \"Help me...\"\n [/message]\n\n [message]\n speaker=$speaking_unit.id\n message= _ \"A merman! He looks like he\u2019s in bad shape.\"\n [/message]\n {CLEAR_VARIABLE speaking_unit}\n\n [kill]\n id=Trapped Merman\n animate=no\n fire_event=no\n [/kill]\n [/event]\n\n # Event 13: Player gets close to wrecked ship\n\n [event]\n name=moveto\n\n [filter]\n side=1\n [not]\n type=Dust Devil\n [/not]\n [filter_location]\n radius=5\n x,y=13,9\n [filter_radius]\n terrain=W*\n [/filter_radius]\n [/filter_location]\n [/filter]\n\n {NAMED_GENERIC_UNIT 2 (Sea Serpent) 13 9 (Sea Serpent) ( _ \"Sea Serpent\")}\n\n [message]\n speaker=Sea Serpent\n message= _ \"Raurrgghhh!!\" # wmllint: no spellcheck\n [/message]\n\n [message]\n speaker=second_unit\n message= _ \"A sea serpent! That thing must be 20 cubits long! It must have been living among the wreckage of that ship. I shudder to think what it was feasting on.\"\n [/message]\n [/event]\n\n # Event 14: Player rescues trapped merman\n\n [event]\n name=moveto\n\n [filter]\n x,y=10,5\n side=1\n [not]\n type=Dust Devil\n [/not]\n [/filter]\n\n [remove_item]\n x,y=10,5\n [/remove_item]\n\n [unit]\n type=Merman Triton\n id=Grateful Merman\n name= _ \"Grateful Merman\"\n x,y=10,5\n side=1\n hitpoints=12\n unrenamable=yes\n [modifications]\n {TRAIT_LOYAL}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n [message]\n speaker=Grateful Merman\n message= _ \"Thank you. I got captured by the naga and have been trapped here for ages, I don\u2019t know how long. So close to the water, but so far. I don\u2019t think I could have lasted much longer. It was horrible.\"\n [/message]\n\n [message]\n speaker=unit\n message= _ \"Well, help us get revenge on the naga. We are here to destroy Yechnagoth.\"\n [/message]\n\n [message]\n speaker=Grateful Merman\n message= _ \"Gladly. Just let me recover my strength first.\"\n [/message]\n [/event]\n\n # player find gold in wrecked ship\n\n [event]\n name=moveto\n\n [filter]\n x,y=13,9\n side=1\n [not]\n type=Dust Devil\n [/not]\n [/filter]\n\n [sound]\n name=gold.ogg\n [/sound]\n\n [message]\n speaker=unit\n message= _ \"I found a chest in the hold of this wrecked ship. It looks like sunken treasure!\"\n [/message]\n\n [gold]\n amount={ON_DIFFICULTY 100 75 50}\n side=1\n [/gold]\n [/event]\n\n # Event 15: time over event\n\n [event]\n name=time over\n\n [message]\n speaker=Kaleh\n message= _ \"We\u2019ve run out of time! The forces that the merfolk helped distract have returned and will surely kill us all.\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n\n # Event 16: VICTORY!\n\n [event]\n name=victory\n\n [terrain]\n x,y=26,19\n terrain=Uu\n [/terrain]\n\n [unit]\n type=Divine Avatar\n id=Eloh\n name= _ \"Eloh\"\n side=5\n x,y=26,19\n random_traits=no\n [/unit]\n\n [redraw]\n [/redraw]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Eloh\n message= _ \"So I see that you have finally slain both of my lieutenants. I wondered how long it would take you.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"We have your keys. You cannot hide from us now.\"\n [/message]\n\n [message]\n speaker=Eloh\n message= _ \"Did you really think something as simple as a pair of keys was needed to enter and leave my sanctum? The entire thing was just a charade to see how much trouble you would go through on your pathetic little quest.\"\n [/message]\n\n [message]\n speaker=Eloh\n message= _ \"Sigh, you elves are so predictable.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Talk all you want, we will have our vengeance!\"\n [/message]\n\n [message]\n speaker=Eloh\n message= _ \"Is that what you want? I suppose I do owe Kaleh a personal audience, after all I have put him through. Well here\u2019s your chance. Come to me boy, and prove that you have what it takes. All you others, stay away unless you want a slow and painful death. I will deal with you later.\"\n [/message]\n\n [kill]\n id=Eloh\n animate=no\n [/kill]\n\n [redraw]\n [/redraw]\n\n [delay]\n time=300\n [/delay]\n\n [message]\n speaker=Kaleh\n message= _ \"I must go and end this. But first I want to thank you all for your faith in me throughout this long journey. If I do not prevail then please flee this place with the merfolk and find somewhere where you can have peace and safety. My last wish is that no matter what happens you all live long and fruitful lives. Don\u2019t let our sacrifices be forgotten...\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Kaleh, you can\u2019t just go in there alone. She\u2019ll kill you!\"\n image=portraits/nym_moody.png\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"I must. Too many others have died because of my actions. I couldn\u2019t face losing you, Nym. Now it is time for me to finish it, alone.\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"May Eloh protect you.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Her will be done.\"\n [/message]\n\n # Kaleh disappears\n\n [hide_unit]\n id=Kaleh\n [/hide_unit]\n\n [redraw]\n [/redraw]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Zhul\n message= _ \"Well, now we just have to wait...\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"You aren\u2019t actually going to let him face her alone?!\"\n image=portraits/nym_moody.png\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Yes, I am. In the end it is his decision.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"I\u2019ve saved his sorry ass all this way, I\u2019m not going to let him go and let himself get killed now!\"\n image=portraits/nym_moody.png\n [/message]\n\n [message]\n speaker=Zhul\n # wmllint: local spelling Nymphtessa\n message= _ \"Nymphtessa, my darling, you have always been a rebel. But eventually you must learn to respect your leaders\u2019 decisions. Kaleh has made his choice, and if Eloh wills it he will prevail. You see how all our losses weigh upon him. He would not want us to disobey him and sacrifice our lives too.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"I don\u2019t care! Do you think I\u2019m going to let him go in there and fight alone? He\u2019ll be slaughtered! He needs our help. Without us he never would have even made it out of the desert. The rest of you can just sit on your hands and pray, but I\u2019m going in there!\"\n image=portraits/nym_moody.png\n [/message]\n\n # Nym disappears\n\n [hide_unit]\n id=Nym\n [/hide_unit]\n\n [redraw]\n [/redraw]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Zhul\n message= _ \"Curse that girl! She\u2019ll be the death of me. But still she doesn\u2019t stand a chance without me. Kaleh is one thing, but Nym needs my protection. All right, I\u2019m going in. The rest of you stand guard, if we don\u2019t come out in half an hour then flee the island with the merfolk.\"\n [/message]\n\n # Zhul disappears\n\n [hide_unit]\n id=Zhul\n [/hide_unit]\n\n {MESSAGE_DEPEND_ON_ALLY\n (\n [message]\n speaker=Grog\n message= _ \"Grog not going to just sit here while Kaleh does all the fighting. Kaleh will need strong fighter like Grog. Other elves may be scared, but Grog fear no dark place. Grog just hope there still something to smash when he gets there.\"\n [/message]\n )\n (\n [message]\n speaker=Nog\n message= _ \"Nog not going to just sit here while Kaleh does all the fighting. Kaleh will need strong fighter like Nog. Other elves may be scared, but Nog fear no dark place. Nog just hope there still something to smash when he gets there.\"\n [/message]\n )\n (\n [message]\n speaker=Rogrimir\n message= _ \"I\u2019ve followed that boy this far, I\u2019m not going to just let him march in there without me. Besides, whoever heard of a dwarf being afraid of going underground? I just hope they save some of the fighting for me.\"\n [/message]\n )\n (\n [message]\n speaker=Jarl\n message= _ \"I\u2019ve followed that boy this far, I\u2019m not going to just let him march in there without me. Besides, whoever heard of a dwarf being afraid of going underground? I just hope they save some of the fighting for me.\"\n [/message]\n )}\n\n {CLEAR_VARIABLE found_door}\n {CLEAR_VARIABLE keep_reached}\n [/event]\n\n # create bats at dusk function\n\n # at first dusk, Kaleh comments strange noises in jungle\n [event]\n name=bat_noise_reaction\n [message]\n speaker=Kaleh\n message= _ \"What\u2019s that strange screeching sound coming from the jungle?\"\n [/message]\n [/event]\n\n [event]\n name=new turn\n first_time_only=no\n\n [filter_condition]\n [have_location]\n time_of_day_id=dusk1,dusk2\n [/have_location]\n [/filter_condition]\n\n [fire_event]\n name=bat_noise_reaction\n [/fire_event]\n\n # create vampire bats and blood bats\n# wmlindent: start ignoring\n {SCATTER_UNITS {ON_DIFFICULTY 5 3 3} (Vampire Bat) 2 (terrain=Gs^Ftr) (\n side=6\n name= _ \"Nocturnal Pest\"\n upkeep=free)}\n\n # create blood bats on medium and hard difficulties\n#ifndef EASY\n {SCATTER_UNITS {ON_DIFFICULTY 0 3 4} (Blood Bat) 2 (terrain=Gs^Ftr) (\n side=6\n name= _ \"Nocturnal Pest\"\n upkeep=free)}\n#endif\n# wmlindent: stop ignoring\n [/event]\n\n # destroy all bats at morning\n\n # at first morning, Nym comments on bats fleeing\n [event]\n name=bat_leave_reaction\n [message]\n speaker=Nym\n message= _ \"That\u2019s odd. Why did those bats suddenly fly off?\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"They must be nocturnal.\"\n [/message]\n [/event]\n\n [event]\n name=new turn\n first_time_only=no\n\n [filter_condition]\n [have_location]\n time_of_day_id=dawn1,dawn2\n [/have_location]\n [have_unit]\n side=6\n [/have_unit]\n [/filter_condition]\n\n [kill]\n side=6\n animate=no\n fire_event=no\n [/kill]\n\n [fire_event]\n name=bat_leave_reaction\n [/fire_event]\n [/event]\n\n {UTBS_INCLUDE utils/deaths.cfg}\n[/scenario]\n"} {"text": "#textdomain wesnoth-utbs\n\n[scenario]\n id=12_The_Final_Confrontation\n name= _ \"The Final Confrontation\"\n next_scenario=13_Epilogue\n\n {UTBS_MAP 12_The_Final_Confrontation.map}\n\n {STORY_THE_FINAL_CONFRONTATION}\n\n {SCENARIO_MUSIC \"the_deep_path.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"revelation.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"the_city_falls.ogg\"}\n\n victory_when_enemies_defeated=no\n turns=\"-1\"\n\n {UNDERGROUND}\n\n #########################################################################################################\n # Events table (stuff that can be triggered with 'fire') #\n #########################################################################################################\n # eloh_death : causes the post-Eloh events to occur #\n # create_minion : spawns one of Yechnagoth's minions #\n # yechnagoth_regenerate : causes Yechnagoth to fully heal #\n # yechnagoth_special_attack : trigger Yechnagoth's special slowing attack #\n # yechnagoth_vulnerate : vulnerates Yechnagoth #\n # yechnagoth_death : triggers Yechnagoth's death event #\n #########################################################################################################\n\n # Side 1: elves\n [side]\n side=1\n id=Kaleh\n type=Quenoth Youth\n canrecruit=yes\n gold=0\n {NO_INCOME}\n controller=human\n shroud=no\n fog=no\n {FLAG_VARIANT long}\n user_team_name= _ \"team_name^Quenoth Elves\"\n [/side]\n\n # Side 2: Eloh\n [side]\n side=2\n no_leader=yes\n gold=0\n income=0\n controller=ai\n shroud=no\n fog=no\n team_name=eloh\n user_team_name=_\"Eloh\"\n {FLAG_VARIANT undead}\n [ai]\n aggression=0.95\n caution=0.1\n\n # change AI so that enemies target Kaleh's friends\n # more than Kaleh himself. I want to threaten\n # other units more, since Kaleh's death leads to\n # immediate defeat\n\n [goal]\n name=target\n [criteria]\n id=Kaleh\n [/criteria]\n value=1\n [/goal]\n [goal]\n name=target\n [criteria]\n id=Nym\n [/criteria]\n value=3\n [/goal]\n [goal]\n name=target\n [criteria]\n id=Zhul\n [/criteria]\n value=3\n [/goal]\n\n [goal]\n name=target\n [criteria]\n id=$ally_name\n [/criteria]\n value=3\n [/goal]\n [/ai]\n [/side]\n\n # Side 3: Brainwashed Elves\n [side]\n side=3\n no_leader=yes\n gold=0\n income=0\n controller=ai\n shroud=no\n fog=no\n team_name=eloh\n user_team_name=_\"Eloh\"\n\n [ai]\n aggression=0.95\n caution=0.1\n\n [goal]\n name=target\n [criteria]\n id=Kaleh\n [/criteria]\n value=1\n [/goal]\n [goal]\n name=target\n [criteria]\n id=Nym\n [/criteria]\n value=3\n [/goal]\n [goal]\n name=target\n [criteria]\n id=Zhul\n [/criteria]\n value=3\n [/goal]\n\n [goal]\n name=target\n [criteria]\n id=$ally_name\n [/criteria]\n value=3\n [/goal]\n [/ai]\n {FLAG_VARIANT long}\n [/side]\n\n # Side 4: Pulsing Spires\n [side]\n side=4\n no_leader=yes\n gold=0\n income=0\n controller=ai\n shroud=no\n fog=no\n team_name=eloh\n user_team_name=_\"Eloh\"\n {FLAG_VARIANT undead}\n\n [ai]\n aggression=-1.0\n caution=1.0\n\n [goal]\n name=target\n [criteria]\n id=Kaleh\n [/criteria]\n value=1\n [/goal]\n [goal]\n name=target\n [criteria]\n id=Nym\n [/criteria]\n value=3\n [/goal]\n [goal]\n name=target\n [criteria]\n id=Zhul\n [/criteria]\n value=3\n [/goal]\n\n [goal]\n name=target\n [criteria]\n id=$ally_name\n [/criteria]\n value=3\n [/goal]\n [/ai]\n [/side]\n\n # Prestart functions:\n # insert items onto map\n # place item images on map\n # recall main heroes\n # store/remove kaleh\n # initialize starting variables\n # set starting scenario objectives\n\n [event]\n name=prestart\n\n # add items to map\n\n {PLACE_IMAGE \"items/kaleh-dead.png~NO_TOD_SHIFT()\" 10 13}\n\n # recall heroes\n [recall]\n id=Nym\n x,y=10,16\n [/recall]\n\n [recall]\n id=Zhul\n x,y=11,17\n [/recall]\n\n # wmllint: unwho ALL\n\n # recall dwarf/troll\n [recall]\n id=$ally_name\n x,y=9,17\n [/recall]\n\n # wmllint: recognize Grog\n # wmllint: recognize Nog\n # wmllint: recognize Rogrimir\n # wmllint: recognize Jarl\n\n # store/remove kaleh\n\n [store_unit]\n [filter]\n id=Kaleh\n [/filter]\n kill=yes\n variable=stored_kaleh\n [/store_unit]\n\n #initialize starting variables\n\n {VARIABLE allies_killed 0}\n {VARIABLE ally_died_in_final_fight no}\n {VARIABLE number_minions_to_spawn 0}\n\n # set starting scenario objectives\n\n [objectives]\n [objective]\n description= _ \"Defeat the false Eloh\"\n condition=win\n [show_if]\n [have_unit]\n # wmllint: recognize Eloh\n id=Eloh\n [/have_unit]\n [/show_if]\n [/objective]\n [objective]\n description= _ \"Defeat Yechnagoth\"\n condition=win\n [show_if]\n [have_unit]\n # wmllint: recognize Yechnagoth\n id=Yechnagoth\n [/have_unit]\n [/show_if]\n [/objective]\n [objective]\n description= _ \"Death of Kaleh\"\n condition=lose\n [/objective]\n\n {IS_LAST_SCENARIO}\n [/objectives]\n [/event]\n\n # Event 1: Starting dialogue\n\n [event]\n name=start\n\n [scroll_to]\n x,y=10,13\n [/scroll_to]\n\n [redraw]\n [/redraw]\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Nym\n message= _ \"Kaleh! No!\"\n image=portraits/nym_moody.png\n [/message]\n\n [redraw]\n [/redraw]\n\n [delay]\n time=500\n [/delay]\n\n # Nym runs to Kaleh's side\n\n {MOVE_UNIT id=Nym 10 14}\n\n [delay]\n time=300\n [/delay]\n\n # Zhul runs to Kaleh's side\n\n {MOVE_UNIT id=Zhul 11 14}\n {MODIFY_UNIT (id=Zhul) facing nw}\n\n [message]\n speaker=Zhul\n message= _ \"He\u2019s still breathing. Eloh, what grace I have, give unto him.\"\n [/message]\n\n [delay]\n time=300\n [/delay]\n\n [message]\n speaker=Nym\n message= _ \"He\u2019s stirring.\"\n [/message]\n\n # Ally runs to Kaleh's side\n\n {MOVE_UNIT id=$ally_name 9 14}\n\n [delay]\n time=300\n [/delay]\n\n [if]\n [variable]\n name=ally_race\n equals=dwarf\n [/variable]\n\n [then]\n [message]\n speaker=$ally_name\n message= _ \"Aye, there\u2019s still life in the boy. But where is the foul creature that did this to him?\"\n [/message]\n [/then]\n\n [else]\n [message]\n speaker=$ally_name\n message= _ \"The little one is not dead yet. But where is evil lady that did this to him?\"\n [/message]\n [/else]\n [/if]\n\n [redraw]\n [/redraw]\n\n [delay]\n time=300\n [/delay]\n\n [unit]\n type=Divine Incarnation\n id=Eloh\n name= _ \"Eloh\"\n profile=portraits/eloh.png\n x,y=10,11\n upkeep=free\n side=2\n [modifications]\n {TRAIT_INTELLIGENT}\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Eloh\n message= _ \"So, the elf\u2019s puny friends think they can save him. But you are too late. He is already mine!\"\n [/message]\n\n [remove_item]\n x,y=10,13\n [/remove_item]\n\n {VARIABLE_OP stored_kaleh.hitpoints sub 10}\n {VARIABLE stored_kaleh.facing n}\n\n [unstore_unit]\n variable=stored_kaleh\n find_vacant=yes\n [/unstore_unit]\n\n [if]\n [have_unit]\n id=$ally_name\n [/have_unit]\n\n [then]\n {MESSAGE_DEPEND_ON_ALLY\n (\n [message]\n speaker=Kaleh\n message= _ \"Nym, Zhul, Grog, you shouldn\u2019t have.\"\n [/message]\n )\n (\n [message]\n speaker=Kaleh\n message= _ \"Nym, Zhul, Nog, you shouldn\u2019t have.\"\n [/message]\n )\n (\n [message]\n speaker=Kaleh\n message= _ \"Nym, Zhul, Rogrimir, you shouldn\u2019t have.\"\n [/message]\n )\n\n (\n [message]\n speaker=Kaleh\n message= _ \"Nym, Zhul, Jarl, you shouldn\u2019t have.\"\n [/message]\n )}\n [/then]\n\n [else]\n [message]\n speaker=Kaleh\n message= _ \"Nym, Zhul, you shouldn\u2019t have.\"\n [/message]\n [/else]\n [/if]\n\n [message]\n speaker=Eloh\n message= _ \"Your struggles were mildly entertaining, but futile in the end. For I am powerful beyond your imagining, and this is the seat of my power!\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"You are not Eloh. You are but a pitiful mockery of her power and glory!\"\n [/message]\n\n [message]\n speaker=Eloh\n message= _ \"Is that what you think? I shall prove you wrong. Look out upon your people and despair!\"\n [/message]\n\n [move_unit_fake]\n type=Quenoth Fighter\n side=3\n x=9,8\n y=20,16\n [/move_unit_fake]\n\n [unit]\n type=Quenoth Fighter\n id=Anarion\n name= _ \"Anarion\"\n x=8\n y=16\n side=3\n [modifications]\n {TRAIT_QUICK}\n {TRAIT_STRONG}\n [/modifications]\n [/unit]\n\n [redraw]\n [/redraw]\n\n [delay]\n time=100\n [/delay]\n\n [move_unit_fake]\n type=Tauroch Rider\n side=3\n x=11,12\n y=20,16\n [/move_unit_fake]\n\n [unit]\n type=Tauroch Rider\n id=Zylea\n name= _ \"Zylea\"\n x=12\n y=16\n side=3\n [modifications]\n {TRAIT_DEXTROUS}\n {TRAIT_RESILIENT}\n [/modifications]\n [/unit]\n\n [message]\n speaker=Anarion\n message= _ \"All hail Eloh!\"\n [/message]\n\n [message]\n speaker=Zylea\n message= _ \"Death to the heretics!\"\n [/message]\n\n [message]\n speaker=Eloh\n message= _ \"They worship their true god.\"\n [/message]\n\n [message]\n speaker=Eloh\n message= _ \"Come and bow down before your true master, boy.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Your wish is my command.\"\n [/message]\n\n [redraw]\n [/redraw]\n\n [delay]\n time=300\n [/delay]\n\n # Kaleh moves over to Eloh\n\n {MOVE_UNIT id=Kaleh 10 12}\n\n [harm_unit]\n [filter]\n id=Eloh\n [/filter]\n\n [filter_second]\n id=Kaleh\n [/filter_second]\n\n [primary_attack]\n name=sword\n [/primary_attack]\n animate=yes\n # Do damage according to Kaleh's first, sword attack\n amount=$stored_kaleh.attack[0].damage\n alignment=lawful\n damage_type=blade\n [/harm_unit]\n\n {CLEAR_VARIABLE stored_kaleh}\n\n [redraw]\n [/redraw]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Eloh\n image=portraits/eloh_rage.png\n message= _ \"Argh, you stabbed me!\"\n [/message]\n\n [message]\n speaker=Kaleh\n # wmllint: local spelling Kalehssar\n message= _ \"I have crossed deserts, mountains, and oceans and watched my people bleed every step of the way. I did not come all this way to give up now. I am tired of being called boy; I am Kalehssar, the leader of my people and I will fight you until my dying breath!\"\n [/message]\n\n [message]\n speaker=Eloh\n image=portraits/eloh_rage.png\n message= _ \"I command you to stop this foolishness!\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Never!\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"The shell brooches Melusand gave us, they\u2019re glowing!\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"You will never dominate us, not while hope survives!\"\n [/message]\n\n [message]\n speaker=Eloh\n image=portraits/eloh_rage.png\n message= _ \"So be it. You choose death? Then you shall receive it from those you hold most dear. Kill the unbelievers, let none survive!\"\n [/message]\n\n [message]\n speaker=Anarion\n message= _ \"Yes mistress.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Ignore our brethren, we must destroy her!\"\n [/message]\n [/event]\n\n # Create an alien minion\n [event]\n name=create_minion\n first_time_only=no\n {SCATTER_UNITS 1 (Crawling Horror) 0 (\n x=6-14\n y=7-14\n terrain=Rr,Uu\n\n [not]\n [filter]\n [/filter]\n [/not]\n ) (\n side=2\n upkeep=free\n )}\n [/event]\n\n # Event 1: The Death of Eloh and the revealing of the true monster\n\n [event]\n name=last breath\n\n [filter]\n id=Eloh\n [/filter]\n\n [fire_event]\n name=eloh_death\n [/fire_event]\n [/event]\n\n [event]\n name=eloh_death\n\n [message]\n speaker=Eloh\n image=portraits/eloh_rage.png\n message= _ \"You think you killed me? You have no idea what you are facing.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Who is she really? Could it be Zhangor, back to avenge his imprisonment?\"\n image=portraits/nym_moody.png\n [/message]\n\n [message]\n speaker=Eloh\n image=portraits/eloh_rage.png\n message= _ \"Nonsense. Unlike that fool, I do not care about petty things like revenge. Nor do I depend on mortals to enact my will. No, I shall destroy you myself!\"\n [/message]\n\n [kill]\n id=Eloh\n animate=no\n fire_event=no\n [/kill]\n\n [modify_unit]\n [filter]\n side=3\n [/filter]\n side=1\n [/modify_unit]\n\n [message]\n type=Quenoth Fighter, Tauroch Rider\n message= _ \"Huh? What happened?\"\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Her spell has been broken. But I don\u2019t think we have won yet. Come aid us!\"\n [/message]\n\n [message]\n type=Quenoth Fighter, Tauroch Rider\n message= _ \"Yes priestess.\"\n [/message]\n\n [scroll]\n x=25\n [/scroll]\n [scroll]\n x=-25\n [/scroll]\n [scroll]\n x=25\n [/scroll]\n [scroll]\n x=-25\n [/scroll]\n [scroll]\n x=25\n [/scroll]\n [scroll]\n x=-25\n [/scroll]\n\n [redraw]\n [/redraw]\n\n [delay]\n time=400\n [/delay]\n\n [color_adjust]\n red,green,blue=40,0,100\n [/color_adjust]\n\n [redraw]\n [/redraw]\n\n [delay]\n time=250\n [/delay]\n\n [color_adjust]\n red,green,blue=0,0,0\n [/color_adjust]\n\n [redraw]\n [/redraw]\n\n # main body appears\n\n [terrain]\n terrain=Urb # wmllint: ignore\n x,y=10,10\n [/terrain]\n\n # create main body unit here\n\n [unit]\n type=Central Body1\n id=Yechnagoth\n name= _ \"Yechnagoth\"\n side=2\n x,y=10,10\n [/unit]\n#define UTBS_YECH_CS\n CS(-240,30,20)#enddef\n [item]\n halo=halo/illuminates-aura.png~{UTBS_YECH_CS}\n x,y=10,10\n [/item]\n\n # add roots around central body\n\n #{PLACE_IMAGE scenery/castle-ruins.png 9 11}\n #{PLACE_IMAGE scenery/castle-ruins.png 10 11}\n #{PLACE_IMAGE scenery/castle-ruins.png 11 11}\n #{PLACE_IMAGE scenery/castle-ruins.png 9 10}\n #{PLACE_IMAGE scenery/castle-ruins.png 10 9}\n #{PLACE_IMAGE scenery/castle-ruins.png 11 10}\n\n # Pulsing Spires appear\n\n {RANDOM 0..1}\n\n [if]\n [variable]\n name=random\n numerical_equals=1\n [/variable]\n\n [then]\n [terrain]\n terrain=Uu\n x=8,8,14\n y=7,13,10\n [/terrain]\n\n # create Pulsing Spires at:\n # (8,7) (8,13) (14,10)\n\n [unit]\n type=Pulsing Spire\n side=4\n x,y=8,7\n [/unit]\n\n [unit]\n type=Pulsing Spire\n side=4\n x,y=8,13\n [/unit]\n\n [unit]\n type=Pulsing Spire\n side=4\n x,y=14,10\n [/unit]\n [/then]\n\n [else]\n [terrain]\n terrain=Uu\n x=6,12,12\n y=10,7,13\n [/terrain]\n\n # create Pulsing Spires at:\n # (6,10) (12,7) (12,13)\n\n [unit]\n type=Pulsing Spire\n side=4\n x,y=6,10\n [/unit]\n\n [unit]\n type=Pulsing Spire\n side=4\n x,y=12,7\n [/unit]\n\n [unit]\n type=Pulsing Spire\n side=4\n x,y=12,13\n [/unit]\n [/else]\n [/if]\n\n [redraw]\n [/redraw]\n\n [message]\n speaker=Nym\n message= _ \"What is that thing?!\"\n image=portraits/nym_moody.png\n [/message]\n\n [message]\n speaker=Zhul\n message= _ \"Eloh protect us!\"\n [/message]\n\n [color_adjust]\n red,green,blue=33,181,140\n [/color_adjust]\n\n [redraw]\n [/redraw]\n\n [delay]\n time=250\n [/delay]\n\n [color_adjust]\n red,green,blue=0,0,0\n [/color_adjust]\n\n [redraw]\n [/redraw]\n\n # create 3/4/5 bugs\n [fire_event]\n name=create_minion\n [/fire_event]\n [fire_event]\n name=create_minion\n [/fire_event]\n [fire_event]\n name=create_minion\n [/fire_event]\n#ifdef NORMAL\n [fire_event]\n name=create_minion\n [/fire_event]\n#endif\n#ifdef HARD\n [fire_event]\n name=create_minion\n [/fire_event]\n [fire_event]\n name=create_minion\n [/fire_event]\n#endif\n\n [redraw]\n [/redraw]\n\n [delay]\n time=500\n [/delay]\n\n [message]\n speaker=Zhul\n message= _ \"Curse Uria, more abominations!\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Is it even possible to kill this thing? It\u2019s huge!\"\n image=portraits/nym_moody.png\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"It must have some sort of weak point. Look at those pulsing spires, I thought they were stone, but they seem to be alive. Maybe if we destroy them it will weaken the creature. No matter what horrors appear, we must keep attacking it. We can\u2019t stop now!\"\n [/message]\n\n [show_objectives]\n [/show_objectives]\n\n # Start spawning minions, increasing the number each turn.\n {VARIABLE number_minions_to_spawn 1}\n [event]\n name=\"turn $($turn_number+{ON_DIFFICULTY 2 2 1})\"\n delayed_variable_substitution=no\n {VARIABLE number_minions_to_spawn 2}\n [/event]\n [event]\n name=\"turn $($turn_number+{ON_DIFFICULTY 5 4 3})\"\n delayed_variable_substitution=no\n {VARIABLE number_minions_to_spawn 3}\n [/event]\n [event]\n name=\"turn $($turn_number+{ON_DIFFICULTY 8 7 6})\"\n delayed_variable_substitution=no\n {VARIABLE number_minions_to_spawn 4}\n [/event]\n [event]\n name=\"turn $($turn_number+{ON_DIFFICULTY 14 12 10})\"\n delayed_variable_substitution=no\n {VARIABLE number_minions_to_spawn 5}\n [/event]\n [event]\n name=\"turn $($turn_number+{ON_DIFFICULTY 19 17 15})\"\n delayed_variable_substitution=no\n {VARIABLE number_minions_to_spawn 6}\n [/event]\n [event]\n name=\"turn $($turn_number+{ON_DIFFICULTY 25 23 21})\"\n delayed_variable_substitution=no\n {VARIABLE number_minions_to_spawn 7}\n [/event]\n\n # Also give everyone their movement back so it doesn't feel so bad right after you kill fake Eloh\n\n [heal_unit]\n [filter]\n side=1\n [/filter]\n\n amount=0\n moves=full\n restore_statuses=yes\n restore_attacks=yes\n [/heal_unit]\n {CLEAR_VARIABLE heal_amount}\n [/event]\n\n [event]\n name=new turn\n first_time_only=no\n\n [filter_condition]\n [have_unit]\n id=Yechnagoth\n [/have_unit]\n [/filter_condition]\n\n {VARIABLE helper_level 4}\n [while]\n [variable]\n name=helper_level\n greater_than=0\n [/variable]\n [variable]\n name=possible_helpers.length\n equals=0\n [/variable]\n [do]\n [store_unit]\n [filter]\n side=1\n level=$helper_level\n x,y=recall,recall\n [not]\n race=merman\n [/not]\n [/filter]\n\n kill=no\n variable=possible_helpers\n [/store_unit]\n {VARIABLE_OP helper_level sub 1}\n [/do]\n [/while]\n {CLEAR_VARIABLE helper_level}\n\n [if]\n [variable]\n name=possible_helpers.length\n greater_than=0\n [/variable]\n\n [then]\n {VARIABLE_OP random_helper_i rand \"1..$possible_helpers.length\"}\n {VARIABLE_OP random_helper_i sub 1}\n\n [move_unit_fake]\n type=$possible_helpers[$random_helper_i].type\n side=1\n x=10,10\n y=20,18\n [/move_unit_fake]\n\n [recall]\n id=$possible_helpers[$random_helper_i].id\n x,y=10,18\n show=no\n [/recall]\n\n {CLEAR_VARIABLE random_helper_i}\n [/then]\n [/if]\n {CLEAR_VARIABLE possible_helpers}\n [/event]\n\n # Event 2: New minions are created each turn\n [event]\n name=new turn\n first_time_only=no\n\n [repeat]\n times=$number_minions_to_spawn\n\n [do]\n [fire_event]\n name=create_minion\n [/fire_event]\n [/do]\n [/repeat]\n [/event]\n\n # Event 3: Central Body heals fully each turn\n # let's move this to the unit type, rather than an event, so there are some indications for the player that tactics like poison won't work.\n\n [event]\n name=new turn\n first_time_only=no\n\n [filter_condition]\n [have_unit]\n type=Central Body\n [/have_unit]\n [/filter_condition]\n\n [fire_event]\n name=yechnagoth_regenerate\n [/fire_event]\n [/event]\n\n [event]\n name=yechnagoth_regenerate\n first_time_only=no\n\n [store_unit]\n [filter]\n type=Central Body\n [/filter]\n variable=stored_alien\n [/store_unit]\n\n [set_variable]\n name=temp\n value=$stored_alien.hitpoints\n [/set_variable]\n\n [if]\n [variable]\n name=temp\n less_than=$stored_alien.max_hitpoints\n [/variable]\n\n [then]\n [fire_event]\n name=invulnerable_comment\n [/fire_event]\n [/then]\n [/if]\n\n {CLEAR_VARIABLE (temp,stored_alien)}\n [/event]\n\n [event]\n name=invulnerable_comment\n\n [message]\n speaker=Kaleh\n message= _ \"That central body is healing faster than we can damage it. It\u2019s almost as if our attacks are doing no damage at all. We got to try another tactic, and fast!\"\n [/message]\n [/event]\n\n # Event 4: Special attack by Central Body each turn\n\n [event]\n name=new turn\n first_time_only=no\n\n [filter_condition]\n [have_unit]\n id=Yechnagoth\n [/have_unit]\n [/filter_condition]\n\n [fire_event]\n name=yechnagoth_special_attack\n [/fire_event]\n [/event]\n\n [event]\n name=yechnagoth_special_attack\n first_time_only=no\n\n [store_unit]\n [filter]\n side=1\n {EVERYWHERE}\n [/filter]\n\n kill=no\n variable=elf_list\n [/store_unit]\n\n {VARIABLE_OP victim_i rand \"1..$elf_list.length\"}\n {VARIABLE_OP victim_i sub 1}\n\n {VARIABLE victim_id $elf_list[$victim_i].id}\n {CLEAR_VARIABLE (elf_list,victim_i)}\n\n #used to be 140,255,247\n\n [color_adjust]\n red,green,blue=40,0,100\n [/color_adjust]\n\n [redraw]\n [/redraw]\n\n [delay]\n time=250\n [/delay]\n\n [color_adjust]\n red,green,blue=0,0,0\n [/color_adjust]\n\n [redraw]\n [/redraw]\n\n [delay]\n time=100\n [/delay]\n\n # Add two effects slow unit and damage it\n # 1: do damage to unit (9/12/15 based on difficulty?-stops healing)\n # 2: slow unit\n [sound]\n name=squishy-strike.wav\n [/sound]\n\n [harm_unit]\n [filter]\n id=$victim_id\n [/filter]\n\n amount={ON_DIFFICULTY 9 12 15}\n alignment=chaotic\n damage_type=fire\n kill=no\n slowed=yes\n [/harm_unit]\n\n [if]\n [variable]\n name=hit_by_special_attack\n not_equals=yes\n [/variable]\n\n [then]\n {VARIABLE hit_by_special_attack yes}\n\n [message]\n speaker=$victim_id\n message= _ \"What the heck? That central creature just hit me with some sort of slime. It hurts and I\u2014 I\u2019m stuck!\"\n [/message]\n [/then]\n\n [else]\n [message]\n speaker=$victim_id\n message= _ \"Ow, I\u2019m stuck!\"\n [/message]\n [/else]\n [/if]\n\n {CLEAR_VARIABLE victim_id}\n [/event]\n\n # Event 5: When player destroys all 3 Pulsing Spires, Central Body is weakened\n\n [event]\n name=die\n first_time_only=no\n\n [filter]\n type=Pulsing Spire\n [/filter]\n\n [filter_condition]\n [have_unit]\n type=Pulsing Spire\n count=2\n [/have_unit]\n [/filter_condition]\n\n [remove_item]\n x,y=10,10\n [/remove_item]\n [item]\n halo=halo/illuminates-aura.png~{UTBS_YECH_CS}:500,halo/illuminates-aura.png~{UTBS_YECH_CS}~O(0.6):100\n x,y=10,10\n [/item]\n [/event]\n\n [event]\n name=die\n first_time_only=no\n\n [filter]\n type=Pulsing Spire\n [/filter]\n\n [filter_condition]\n [have_unit]\n type=Pulsing Spire\n count=1\n [/have_unit]\n [/filter_condition]\n\n [remove_item]\n x,y=10,10\n [/remove_item]\n [item]\n halo=halo/illuminates-aura.png~{UTBS_YECH_CS}~O(0.6):200,halo/illuminates-aura.png~{UTBS_YECH_CS}~O(0.2):400\n x,y=10,10\n [/item]\n [/event]\n\n [event]\n name=die\n first_time_only=no\n\n [filter]\n type=Pulsing Spire\n [/filter]\n\n [filter_condition]\n [have_unit]\n type=Pulsing Spire\n count=0\n [/have_unit]\n [/filter_condition]\n\n [remove_item]\n x,y=10,10\n [/remove_item]\n [fire_event]\n name=yechnagoth_vulnerate\n [/fire_event]\n [/event]\n\n [event]\n name=yechnagoth_vulnerate\n\n # when all 3 spires are destroyed, weaken main body\n [kill]\n type=Pulsing Spire\n fire_event=no\n animate=no\n [/kill]\n\n [scroll]\n x=20\n [/scroll]\n [scroll]\n x=-20\n [/scroll]\n [scroll]\n x=20\n [/scroll]\n [scroll]\n x=-20\n [/scroll]\n [scroll]\n x=20\n [/scroll]\n [scroll]\n x=-20\n [/scroll]\n\n [message]\n speaker=narrator\n message= _ \"Aaaurrgghh!!\"\n image= # wmllint: no-icon\n [/message]\n\n [kill]\n type=Central Body1\n animate=no\n fire_event=no\n [/kill]\n\n [unit]\n type=Central Body2\n id=Yechnagoth\n name= _ \"Yechnagoth\"\n side=2\n x,y=10,10\n [/unit]\n\n [redraw]\n [/redraw]\n\n [message]\n speaker=Kaleh\n message= _ \"I think we\u2019re finally doing some damage. We must attack the central body, while it remains vulnerable!\"\n [/message]\n [/event]\n\n # Event 6: Death of weakened Central Body\n\n [event]\n name=last breath\n\n [filter]\n type=Central Body2\n [/filter]\n\n # shake cavern\n\n [scroll]\n x=40\n [/scroll]\n [scroll]\n x=-40\n [/scroll]\n [scroll]\n x=40\n [/scroll]\n [scroll]\n x=-40\n [/scroll]\n [scroll]\n x=40\n [/scroll]\n [scroll]\n x=-40\n [/scroll]\n\n # flash dark blue, light blue, very light blue,\n\n # dark blue\n\n [color_adjust]\n red,green,blue=40,0,100\n [/color_adjust]\n\n [redraw]\n [/redraw]\n\n [delay]\n time=300\n [/delay]\n\n #light blue\n\n [color_adjust]\n red,green,blue=33,181,140\n [/color_adjust]\n\n [redraw]\n [/redraw]\n\n [delay]\n time=300\n [/delay]\n\n # very light blue\n\n [color_adjust]\n red,green,blue=140,255,247\n [/color_adjust]\n\n [redraw]\n [/redraw]\n\n [delay]\n time=300\n [/delay]\n\n # back to normal\n\n [color_adjust]\n red,green,blue=0,0,0\n [/color_adjust]\n\n [redraw]\n [/redraw]\n [/event]\n\n [event]\n name=die\n\n [filter]\n type=Central Body2\n [/filter]\n\n [fire_event]\n name=yechnagoth_death\n [/fire_event]\n [/event]\n\n [event]\n name=yechnagoth_death\n\n # have a minion scream\n\n [message]\n type=Crawling Horror\n message= _ \"Aiiee!!\" # wmllint: no spellcheck\n [/message]\n\n [redraw]\n [/redraw]\n\n # kill minions\n\n [kill]\n type=Crawling Horror,Pulsing Spire\n animate=yes\n fire_event=no\n [/kill]\n\n [redraw]\n [/redraw]\n\n # wait\n [delay]\n time=2500\n [/delay]\n\n #ending conversation\n\n [message]\n speaker=Kaleh\n message= _ \"At last. It is finished.\"\n [/message]\n\n [if]\n [have_unit]\n id=Nym\n [/have_unit]\n\n [then]\n [message]\n speaker=Nym\n message= _ \"Is Yechnagoth really dead?\"\n image=portraits/nym_moody.png\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Yes, she\u2019s dead Nym.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"I almost can\u2019t believe it.\"\n [/message]\n [/then]\n [/if]\n\n [message]\n speaker=Zhul\n message= _ \"Behold, the pretender has been defeated. Eloh\u2019s might has prevailed.\"\n [/message]\n\n {MESSAGE_DEPEND_ON_ALLY\n (\n [message]\n speaker=Grog\n message= _ \"Ugh. Grog is covered in blood and guts and nasty blue goo. Whatever creature was, she doesn\u2019t smell any better dead than she did alive.\"\n [/message]\n )\n (\n [message]\n speaker=Nog\n message= _ \"Ugh. Nog is covered in blood and guts and nasty blue goo. Whatever creature was, she doesn\u2019t smell any better dead than she did alive.\"\n [/message]\n )\n (\n [message]\n speaker=Rogrimir\n message= _ \"Ugh. I\u2019m covered in blood and guts, and this nasty blue stuff. I don\u2019t know what in the nine hells we were fighting, but she doesn\u2019t smell any better dead than she did alive.\"\n [/message]\n )\n (\n [message]\n speaker=Jarl\n message= _ \"Ugh. I\u2019m covered in blood and guts, and this nasty blue stuff. I don\u2019t know what in the nine hells we were fighting, but she doesn\u2019t smell any better dead than she did alive.\"\n [/message]\n )}\n\n [if]\n [have_unit]\n id=Nym,Zhul,$ally_name\n [/have_unit]\n\n [then]\n [message]\n speaker=Kaleh\n message= _ \"Let\u2019s get out of here.\"\n [/message]\n [/then]\n [/if]\n\n {CLEAR_VARIABLE number_minions_to_spawn}\n {CLEAR_VARIABLE hit_by_special_attack}\n\n [endlevel]\n result=victory\n bonus=no\n carryover_report=no\n linger_mode=no\n {NEW_GOLD_CARRYOVER 0}\n [/endlevel]\n [/event]\n\n#define UTBS_IN_FINAL_FIGHT\n#enddef\n {UTBS_INCLUDE utils/deaths.cfg}\n#undef UTBS_IN_FINAL_FIGHT\n[/scenario]\n"} {"text": "#textdomain wesnoth-utbs\n\n[scenario]\n id=13_Epilogue\n name= _ \"Epilogue\"\n\n {UTBS_MAP 13_Epilogue.map}\n\n {SCENARIO_MUSIC \"elf-land.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"journeys_end.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"love_theme.ogg\"}\n\n victory_when_enemies_defeated=no\n turns=unlimited\n theme=Cutscene_Minimal\n\n {DAWN1}\n\n #side 1: elves\n [side]\n side=1\n id=Kaleh\n type=Quenoth Youth\n canrecruit=yes\n gold=0\n {NO_INCOME}\n controller=human\n shroud=no\n fog=no\n {FLAG_VARIANT long}\n user_team_name= _ \"team_name^Quenoth Elves\"\n [/side]\n\n # These two are referred to for searching the recall list, but wmllint\n # will still complain about \"unknown '' referred to by id\" without\n # these comments.\n #\n # wmllint: recognize Nym\n # wmllint: recognize Zhul\n\n # Prestart functions:\n\n [event]\n name=prestart\n\n # capture all villages for side 1\n [capture_village]\n x=0-50\n y=0-50\n side=1\n [/capture_village]\n [/event]\n\n # Event 1: Starting dialogue\n\n [event]\n name=start\n\n [message]\n speaker=Kaleh\n message= _ \"I stumbled out into the daylight, scarcely believing that we were victorious. Looking out over the island it took me a moment to realize what had changed. The fetid darkness had lifted from the land and I saw the suns shining brightly for what seemed like the first time in ages. Gazing across the bright green trees and sparkling ocean I realized that once this had been a place of beauty. Several of our brethren were waiting for me and I was overjoyed to discover that they were no longer the mindless slaves I had seen before. They too had broken free from their enchantment.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Indeed with Yechnagoth\u2019s death it seems that all of her minions reverted to their original chaotic tendencies. Luckily we had already destroyed most of the island\u2019s foul inhabitants, and lacking their former discipline we had no trouble exterminating the remaining orcs and undead. The naga too fled before us, and they have not bothered us since. For once we seemed to be safe from imminent danger.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"A few days later Melusand herself appeared and she declared the cleansing of this island a miracle. We made a pact between elf and merfolk and vowed to live together in peace and prosperity. Melusand blessed the island, and named it \u2018Quenoth Isle\u2019 in honor of our people. The merfolk have been very helpful in teaching us how to adapt to this strange land, though I still have trouble getting used to being surrounded by water. It used to be more precious than gold. Still, I could hardly imagine a better home for my people. Between the bounty of the sea and the many fruits of the jungle there is no shortage of food. We are isolated from the chaos on the mainland and the merfolk guard the waters. Melusand says now is a time for peace and prosperity. Part of me didn\u2019t think we would survive our journey, there were so many close calls. Coming here almost does seem like a miracle. If only I could forget the price we paid...\"\n [/message]\n\n # change depending on how many friends died\n\n [if]\n [variable]\n name=allies_killed\n numerical_equals=0\n [/variable]\n\n [then]\n [message]\n speaker=Kaleh\n message= _ \"If you had told me at the start of our journey the price I was to pay in blood, I do not know if I would have had the strength to take that first step. I suppose I should have known that my friends would not let me confront Yechnagoth alone. And it is only through Eloh\u2019s grace and a good bit of luck that none of them died in that bloody battle. But so many others that I grew up with were not so lucky. Why did so many of us have to die? I wish I could go back and do it all over again.\"\n [/message]\n [/then]\n\n [else]\n {INCIDENTAL_MUSIC sad.ogg}\n [/else]\n [/if]\n\n # if only 1 friend dies, then have 3 different texts depending on who died\n\n [if]\n [variable]\n name=allies_killed\n numerical_equals=1\n [/variable]\n\n [then]\n [if]\n [have_unit]\n id=Nym\n search_recall_list=yes\n count=0\n [/have_unit]\n\n [then]\n [message]\n speaker=Kaleh\n message= _ \"If you had told me at the start of our journey the price I was to pay in blood, I do not know if I would have had the strength to take that first step. I suppose I should have known that my friends would not let me confront Yechnagoth alone. But I would gladly give up my life today if I could bring Nym back. She followed me faithfully and fought by my side for so long, to lose her at the end... I wish I could go back and do it all over again.\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"Although I believe that our battle in the black citadel was our finest hour, I am still haunted by Nym\u2019s death in that dark place. And so every morning at sunrise I come out to the southeastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that Nym was willing to sacrifice her life to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But sometimes that seems a small consolation.\"\n [/message]\n [/then]\n [/if]\n\n [if]\n [have_unit]\n id=Zhul\n search_recall_list=yes\n count=0\n [/have_unit]\n\n [then]\n [message]\n speaker=Kaleh\n message= _ \"If you had told me at the start of our journey the price I was to pay in blood, I do not know if I would have had the strength to take that first step. I suppose I should have known that my friends would not let me confront Yechnagoth alone. But I would gladly give up my life today if I could bring Zhul back. She followed me faithfully and fought by my side for so long, to lose her at the end... I wish I could go back and do it all over again.\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"Although I believe that our battle in the black citadel was our finest hour, I am still haunted by Zhul\u2019s death in that dark place. And so every morning at sunrise I come out to the southeastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that Zhul was willing to sacrifice her life to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But sometimes that seems a small consolation.\"\n [/message]\n [/then]\n [/if]\n\n [if]\n [variable]\n name=ally_died_in_final_fight\n boolean_equals=yes\n [/variable]\n\n [then]\n {MESSAGE_DEPEND_ON_ALLY\n (\n [message]\n speaker=Kaleh\n message= _ \"If you had told me at the start of our journey the price I was to pay in blood, I do not know if I would have had the strength to take that first step. I suppose I should have known that my friends would not let me confront Yechnagoth alone. But I would gladly give up my life today if I could bring Grog back. He left his homeland to fight faithfully by my side, and then to lose him at the end... I wish I could go back and do it all over again.\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"Although I believe that our battle in the black citadel was our finest hour, I am still haunted by the death of Grog in that dark place. And so every morning at sunrise I come out to the southeastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that Grog was willing to sacrifice his life to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But when I think of the desperate war that his people are probably still fighting underground, it seems a small consolation.\"\n [/message]\n )\n (\n [message]\n speaker=Kaleh\n message= _ \"If you had told me at the start of our journey the price I was to pay in blood, I do not know if I would have had the strength to take that first step. I suppose I should have known that my friends would not let me confront Yechnagoth alone. But I would gladly give up my life today if I could bring Nog back. He left his homeland to fight faithfully by my side, and then to lose him at the end... I wish I could go back and do it all over again.\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"Although I believe that our battle in the black citadel was our finest hour, I am still haunted by the death of Nog in that dark place. And so every morning at sunrise I come out to the southeastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that Nog was willing to sacrifice his life to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But when I think of the desperate war that his people are probably still fighting underground, it seems a small consolation.\"\n [/message]\n )\n (\n [message]\n speaker=Kaleh\n message= _ \"If you had told me at the start of our journey the price I was to pay in blood, I do not know if I would have had the strength to take that first step. I suppose I should have known that my friends would not let me confront Yechnagoth alone. But I would gladly give up my life today if I could bring Rogrimir back. He left his homeland to fight faithfully by my side, and then to lose him at the end... I wish I could go back and do it all over again.\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"Although I believe that our battle in the black citadel was our finest hour, I am still haunted by the death of Rogrimir in that dark place. And so every morning at sunrise I come out to the southeastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that Rogrimir was willing to sacrifice his life to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But when I think of the desperate war that his people are probably still fighting underground, it seems a small consolation.\"\n [/message]\n )\n (\n [message]\n speaker=Kaleh\n message= _ \"If you had told me at the start of our journey the price I was to pay in blood, I do not know if I would have had the strength to take that first step. I suppose I should have known that my friends would not let me confront Yechnagoth alone. But I would gladly give up my life today if I could bring Jarl back. He left his homeland to fight faithfully by my side, and then to lose him at the end... I wish I could go back and do it all over again.\"\n [/message]\n [message]\n speaker=Kaleh\n message= _ \"Although I believe that our battle in the black citadel was our finest hour, I am still haunted by the death of Jarl in that dark place. And so every morning at sunrise I come out to the southeastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that Jarl was willing to sacrifice his life to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But when I think of the desperate war that his people are probably still fighting underground, it seems a small consolation.\"\n [/message]\n )}\n [/then]\n [/if]\n [/then]\n [/if]\n\n [if]\n [variable]\n name=allies_killed\n greater_than=1\n [/variable]\n\n [then]\n [message]\n speaker=Kaleh\n message= _ \"If you had told me at the start of our journey the price I was to pay in blood, I do not know if I would have had the strength to take that first step. I suppose I should have known that my friends would not let me confront Yechnagoth alone. But I would gladly give up my life today if I could bring any one of them back. They followed me faithfully and fought by my side for so long, to lose them at the end... I wish I could go back and do it all over again.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Although I believe that our battle in the black citadel was our finest hour, I am still haunted by my friends\u2019 deaths in that dark place. And so every morning at sunrise I come out to the southeastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that they were willing to sacrifice their lives to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But I still miss each one of them horribly.\"\n [/message]\n [/then]\n [/if]\n\n [if]\n [have_unit]\n id=Nym\n search_recall_list=yes\n count=0\n [/have_unit]\n\n [then]\n [message]\n speaker=Kaleh\n image=portraits/nym.png\n message= _ \"We carried Nym to a small island to the north which had a single peak with a beautiful view of the surrounding islands. It seemed to me to be a lookout that Nym would appreciate. So I and a few others climbed to the top of the peak and dug a grave for Nym so that she might always look down upon us and see all that we accomplished with her gift. For she gave us the gift of life, and every day I strive to make the most use of it I can. I will always remember her. Nym, who was with me ever since I was a child and during every step of the journey, who was always faithful, but never hesitated to speak her mind, who managed to crack a joke no matter how grim the situation. How I miss her laugh, her smile, her...\"\n [/message]\n [/then]\n [/if]\n\n [if]\n [have_unit]\n id=Zhul\n search_recall_list=yes\n count=0\n [/have_unit]\n\n [then]\n [message]\n speaker=Kaleh\n image=portraits/zhul_shyde.png\n message= _ \"Zhul\u2019s funeral was a huge ceremony, like those she told us about from ages ago. I led a procession of our few remaining priestesses and all of the faithful around the entire island, so that she might see all that she had given to us. Being a priestess of the desert sands we buried her in one of the large beaches at the northwest end of the island. At the final battle she was one of the oldest elves left and I suppose I should thank Eloh that she did not die during our journey. She was my guide and my faith and my link to the past. I am sorry that she did not live to see the fruits of her labors, but I hope that she is with Eloh now, in a better place.\"\n [/message]\n [/then]\n [/if]\n\n # if ally dies in the final battle\n [if]\n [variable]\n name=ally_died_in_final_fight\n boolean_equals=yes\n [/variable]\n\n [then]\n {MESSAGE_DEPEND_ON_ALLY\n (\n [message]\n speaker=Kaleh\n image=portraits/trolls/troll-hero-alt.png\n message= _ \"I am saddened by the death of Grog, but by saving my life in the end he did fulfill his life debt to me. I think he also would have been glad to have died in battle. I considered leading an expedition to go back and return his body to his people, but my fellow elves have been weakened by our long journey and I do not want to risk losing any more. Instead I searched all across the islands and at last in the rocky outcroppings to the northwest I found a series of caves. They were not as deep as his homeland but I thought Grog would have appreciated being laid to rest under some solid rock. And so we buried him with much honor and will long remember the service that his kind has done for our people.\"\n [/message]\n )\n (\n [message]\n speaker=Kaleh\n image=portraits/trolls/troll-hero-alt.png\n message= _ \"I am saddened by the death of Nog, but by saving my life in the end he did fulfill his life debt to me. I think he also would have been glad to have died in battle. I considered leading an expedition to go back and return his body to his people, but my fellow elves have been weakened by our long journey and I do not want to risk losing any more. Instead I searched all across the islands and at last in the rocky outcroppings to the northwest I found a series of caves. They were not as deep as his homeland but I thought Nog would have appreciated being laid to rest under some solid rock. And so we buried him with much honor and will long remember the service that his kind has done for our people.\"\n [/message]\n )\n (\n [message]\n speaker=Kaleh\n image=portraits/dwarves/fighter-2.png\n message= _ \"I am saddened by the death of Rogrimir, but by saving my life in the end he did fulfill his life debt to me. I think he also would have been glad to have died in battle. I considered leading an expedition to go back and return his body to his people, but my fellow elves have been weakened by our long journey and I do not want to risk losing any more. Instead I searched all across the islands and at last in the rocky outcroppings to the northwest I found a series of caves. They were not as deep as his homeland but I thought Rogrimir would have appreciated being laid to rest under some solid rock. And so we buried him with much honor and will long remember the service that his kind has done for our people.\"\n [/message]\n )\n (\n [message]\n speaker=Kaleh\n image=portraits/dwarves/fighter-2.png\n message= _ \"I am saddened by the death of Jarl, but by saving my life in the end he did fulfill his life debt to me. I think he also would have been glad to have died in battle. I considered leading an expedition to go back and return his body to his people, but my fellow elves have been weakened by our long journey and I do not want to risk losing any more. Instead I searched all across the islands and at last in the rocky outcroppings to the northwest I found a series of caves. They were not as deep as his homeland but I thought Jarl would have appreciated being laid to rest under some solid rock. And so we buried him with much honor and will long remember the service that his kind has done for our people.\"\n [/message]\n )}\n [/then]\n [/if]\n\n # if nym doesn't die\n [if]\n [have_unit]\n id=Nym\n search_recall_list=yes\n [/have_unit]\n\n [then]\n [message]\n speaker=Kaleh\n image=portraits/nym.png\n message= _ \"Although I am not as devout as Zhul is, I thank Eloh every day that Nym survived that horrible battle in the Black Citadel. No one has been more enthusiastic than she in embracing our life among the islands. She delights in swimming and sailing among the shallows and spends so much time in the water that sometimes I think she is half mermaid herself. Her sparkling laugh and quick wit are a daily gift to us. She entertains the children with thrilling (though often slightly embellished) tales of our great journey, and at times when I get moody, she reminds me what a joy it is to be alive in this great land. She is a living testament to the fact that even though we were born among the sands we can thrive anywhere we have the will to live.\"\n [/message]\n [/then]\n [/if]\n\n # if zhul doesn't die\n [if]\n [have_unit]\n id=Zhul\n search_recall_list=yes\n [/have_unit]\n\n [then]\n [message]\n speaker=Kaleh\n image=portraits/zhul.png\n message= _ \"The oldest of the surviving elves, Zhul is moving slower now, but she still has that sparkle in her eye. Despite the hardships of our journey and Yechnagoth\u2019s deceptions, our victory has only strengthened her faith. She will be as quick as always to correct the error of your ways if you ever express a disbelief in the powers of Eloh. She told me recently that all the trials and triumphs of our journey were but parts of Eloh\u2019s great plan for us, and this new home is our reward. She is spending her time now teaching a whole new generation of priestesses and telling all the old stories to the children so that they won\u2019t be forgotten. She has started designing a sacred grove in the jungle for Eloh, as our people did in the olden times. I am still not quite used to seeing so many trees, but perhaps, as some people say, it is a sign that the peace and prosperity of old has come again.\"\n [/message]\n [/then]\n [/if]\n\n # if ally doesn't die\n [if]\n [have_unit]\n id=$ally_name\n search_recall_list=yes\n [/have_unit]\n\n [then]\n {MESSAGE_DEPEND_ON_ALLY\n (\n [message]\n speaker=Kaleh\n image=portraits/trolls/troll-hero-alt.png\n message= _ \"By saving my life, Grog fulfilled his life debt to me, but we convinced him to hang around for a while and revel in the celebrations that we held after our great victory. We celebrated for days and days, thanking Eloh and the merfolk\u2019s god, and delighting in the bounty and beauty of our new home. And afterwards we set to work building new dwellings for our people. Grog stayed to help us with the construction, he was the hardest worker among us. But after a while he came to me and told me that he had to return to his own people. Grog said his time with us had been like a wonderful dream, and he promised he would remember us always, but his people needed him and he had to go back home. He said that someday he would return and visit us again, but I doubt I shall ever see him again in life. All the same I treasure the memory of him and his kind, and I will long remember his steadfast loyalty and all that he did to aid us in our struggle.\"\n [/message]\n )\n (\n [message]\n speaker=Kaleh\n image=portraits/trolls/troll-hero-alt.png\n message= _ \"By saving my life, Nog fulfilled his life debt to me, but we convinced him to hang around for a while and revel in the celebrations that we held after our great victory. We celebrated for days and days, thanking Eloh and the merfolk\u2019s god, and delighting in the bounty and beauty of our new home. And afterwards we set to work building new dwellings for our people. Nog stayed to help us with the construction, he was the hardest worker among us. But after a while he came to me and told me that he had to return to his own people. Nog said his time with us had been like a wonderful dream, and he promised he would remember us always, but his people needed him and he had to go back home. He said that someday he would return and visit us again, but I doubt I shall ever see him again in life. All the same I treasure the memory of him and his kind, and I will long remember his steadfast loyalty and all that he did to aid us in our struggle.\"\n [/message]\n )\n (\n [message]\n speaker=Kaleh\n image=portraits/dwarves/fighter-2.png\n message= _ \"By saving my life, Rogrimir fulfilled his life debt to me, but we convinced him to hang around for a while and revel in the celebrations that we held after our great victory. We celebrated for days and days, thanking Eloh and the merfolk\u2019s god, and delighting in the bounty and beauty of our new home. Afterwards we set to work building new dwellings for our people. Rogrimir stayed to help us with the construction, he was the hardest worker among us. But after a while he came to me and told me that he had to return to his own people. Rogrimir said his time with us had been like a wonderful dream, and he promised he would remember us always, but his people needed him and he had to go back home. He said that someday he would return and visit us again, but I doubt I shall ever see him again in life. All the same I treasure the memory of him and his kind, and I will long remember his steadfast loyalty and all that he did to aid us in our struggle.\"\n [/message]\n )\n (\n [message]\n speaker=Kaleh\n image=portraits/dwarves/fighter-2.png\n message= _ \"By saving my life, Jarl fulfilled his life debt to me, but we convinced him to hang around for a while and revel in the celebrations that we held after our great victory. We celebrated for days and days, thanking Eloh and the merfolk\u2019s god, and delighting in the bounty and beauty of our new home. Afterwards we set to work building new dwellings for our people. Jarl stayed to help us with the construction, he was the hardest worker among us. But after a while he came to me and told me that he had to return to his own people. Jarl said his time with us had been like a wonderful dream, and he promised he would remember us always, but his people needed him and he had to go back home. He said that someday he would return and visit us again, but I doubt I shall ever see him again in life. All the same I treasure the memory of him and his kind, and I will long remember his steadfast loyalty and all that he did to aid us in our struggle.\"\n [/message]\n )}\n [/then]\n [/if]\n\n # if ally died before the final battle\n [if]\n [have_unit]\n id=$ally_name\n search_recall_list=yes\n count=0\n [/have_unit]\n\n [variable]\n name=ally_died_in_final_fight\n boolean_equals=no\n [/variable]\n\n [then]\n {MESSAGE_DEPEND_ON_ALLY\n (\n [message]\n speaker=Kaleh\n image=portraits/trolls/troll-hero-alt.png\n message= _ \"And I will always remember Grog who died along our journey. A braver warrior I have never seen, and though he was taken from us too soon, I am glad for the short time that I knew him.\"\n [/message]\n )\n (\n [message]\n speaker=Kaleh\n image=portraits/trolls/troll-hero-alt.png\n message= _ \"And I will always remember Nog who died along our journey. A braver warrior I have never seen, and though he was taken from us too soon, I am glad for the short time that I knew him.\"\n [/message]\n )\n (\n [message]\n speaker=Kaleh\n image=portraits/dwarves/fighter-2.png\n message= _ \"And I will always remember Rogrimir who died along our journey. A braver warrior I have never seen, and though he was taken from us too soon, I am glad for the short time that I knew him.\"\n [/message]\n )\n (\n [message]\n speaker=Kaleh\n image=portraits/dwarves/fighter-2.png\n message= _ \"And I will always remember Jarl who died along our journey. A braver warrior I have never seen, and though he was taken from us too soon, I am glad for the short time that I knew him.\"\n [/message]\n )}\n [/then]\n [/if]\n\n [message]\n speaker=Kaleh\n image=portraits/garak.png\n message= _ \"So much has happened since we left the desert, but looking back upon our journey I do not want to forget Garak and his sacrifice. I doubt that we would have made it out of the sands alive if it was not for his strength and guidance. I remember how he used to smile when charging into battle, and how he would pray over the bodies of his fallen friends afterwards. I think of him sometimes, buried in the sands with his fellow warriors. I think he would have been proud of us. He was both a great warrior and a great teacher. He will be remembered.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"As for the Black Citadel, after much discussion we decided to go back to the ancient rituals for purifying unclean land, with fire. We filled the entire structure with wood and oil and set the place ablaze to make sure that any remnants of Yechnagoth\u2019s infestation would be purged by holy fire. We then tore the citadel down, stone by stone. I was tempted to save the stones for construction in the future, but I did not know what foul magics might still linger in them, and I did not want to take any chances. So with the help of the merfolk, we carried the stones far out into the water and cast them down to the bottom of the ocean. Once the last stone had been removed, we decided that no matter what we built or grew around it, that area would be left bare as a reminder of the evil that once dwelt here and all those who gave their lives to destroy it.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"It has been several years since the events that I chronicle here, and I\u2019m not quite as spry and limber as I used to be, so I decided it was about time that I write this all down lest something happen to me. My one wish is that our descendants do not forget all those who made the ultimate sacrifice so that there might be a future for our people. Looking at the ruins of the ancient empires, I know that time erases all things. We have forgotten so much about the Golden Age. Do not let our story suffer the same fate. For as long as the tales of those now departed are still told, in some sense they are still alive and still with us. Honor those who have died. Remember our mistakes so you will not repeat them. And most of all, treasure every day, for it is a gift, from us to you.\"\n [/message]\n\n # if both Nym and Zhul survived, then play special bonus conclusion\n [if]\n [have_unit]\n id=Nym,Zhul\n search_recall_list=yes\n count=2\n [/have_unit]\n\n [then]\n [store_unit]\n [filter]\n id=Nym\n x,y=recall,recall\n [/filter]\n variable=stored_unit\n [/store_unit]\n\n [move_unit_fake]\n type=$stored_unit.type\n gender=female\n side=1\n x=30,31,32,32,33,34,34,35,36\n y=38,38,38,39,40,40,41,42,42\n [/move_unit_fake]\n\n [unstore_unit]\n variable=stored_unit\n x,y=36,42\n [/unstore_unit]\n\n [redraw]\n [/redraw]\n\n [delay]\n time=300\n [/delay]\n\n [message]\n speaker=Nym\n message= _ \"Hey Kaleh, how\u2019s the writing going?\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Actually I just finished.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"You\u2019ve been working on that thing for months. I\u2019m impressed.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"Yes, it feels good to finally be done.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Well, your timing was perfect. Zhul is dedicating the new grove to Eloh, and you know there\u2019ll be one heck of a celebration afterwards.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"I suppose we wouldn\u2019t want to miss that. I wonder if they will still have any of that wine left from last year?\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"We\u2019ll just have to find out. Come on!\"\n [/message]\n\n [redraw]\n [/redraw]\n\n [hide_unit]\n id=Nym\n [/hide_unit]\n\n [move_unit_fake]\n type=$stored_unit.type\n gender=female\n side=1\n x=36,35,35,34,34,33,33,33,33\n y=42,42,41,40,39,39,38,37,36\n [/move_unit_fake]\n\n [store_unit]\n [filter]\n id=Kaleh\n [/filter]\n variable=stored_unit\n [/store_unit]\n\n [hide_unit]\n id=Kaleh\n [/hide_unit]\n\n [move_unit_fake]\n type=$stored_unit.type\n side=1\n x=37,36,35,35,34,34,33,33,33,33,33\n y=44,43,43,42,41,40,40,39,38,37,36\n [/move_unit_fake]\n\n {CLEAR_VARIABLE stored_unit}\n\n [delay]\n time=1500\n [/delay]\n [/then]\n\n [else]\n [redraw]\n [/redraw]\n\n [delay]\n time=2000\n [/delay]\n [/else]\n [/if]\n\n [endlevel]\n carryover_report=no\n replay_save=no\n linger_mode=no\n [/endlevel]\n [/event]\n[/scenario]\n"} {"text": "#textdomain wesnoth-utbs\n[race]\n id=quenoth\n help_taxonomy=elf\n male_name= _ \"race^Quenoth Elf\"\n female_name= _ \"race+female^Quenoth Elf\"\n plural_name= _ \"race^Quenoth Elves\"\n description= _\"Compared to the elves of the Great Continent around the time of Wesnoth, the Quenoth Elves are far more suited to life in the desert.\"\n num_traits=2\n markov_chain_size=2\n {ELVISH_NAMES}\n {TRAIT_DEXTROUS}\n[/race]\n[race]\n id=hidden_race\n male_name= _ \"Unknown\"\n female_name= _ \"Unknown\"\n plural_name= _ \"Unknown\"\n description=\"src=units/unknown-unit.png~RC(magenta>red) align=left float=yes\" + _ \"\n\nThe race of this unit cannot be revealed yet. You must discover it in the game to be allowed to see its description.\"\n num_traits=2\n markov_chain_size=2\n {ELVISH_NAMES}\n {TRAIT_DEXTROUS}\n[/race]\n\n#desert elves move fast across the sands, but are not used to forests\n#they are also a bit faster in caves\n[movetype]\n name=quenoth_foot\n [movement_costs]\n shallow_water=3\n reef=2\n swamp_water=2\n flat=1\n sand=1\n forest=2\n hills=2\n mountains=3\n village=1\n castle=1\n cave=2\n frozen=3\n fungus=2\n [/movement_costs]\n [vision_costs]\n deep_water=3\n unwalkable=3\n [/vision_costs]\n [defense]\n shallow_water=80\n reef=70\n swamp_water=70\n flat=60\n sand=40\n forest=50\n hills=50\n mountains=40\n village=40\n castle=40\n cave=70\n frozen=70\n fungus=50\n [/defense]\n {WOODLAND_RESISTANCE}\n[/movetype]\n\n[movetype]\n name=quenoth_beast\n [movement_costs]\n shallow_water=2\n reef=2\n swamp_water=2\n flat=1\n sand=1\n forest=2\n hills=2\n mountains=3\n village=1\n castle=1\n cave=2\n frozen=2\n fungus=2\n [/movement_costs]\n [vision_costs]\n deep_water=3\n unwalkable=3\n [/vision_costs]\n [defense]\n shallow_water=70\n reef=70\n swamp_water=70\n flat=70\n sand=50\n forest=60\n hills=60\n mountains=60\n village=70\n castle=60\n cave=70\n frozen=60\n fungus=70\n [/defense]\n [resistance]\n blade=80\n pierce=100\n impact=80\n fire=90\n cold=80\n arcane=110\n [/resistance]\n[/movetype]\n\n[movetype]\n name=quenoth_horse\n [movement_costs]\n shallow_water=3\n reef=2\n swamp_water=2\n flat=1\n sand=1\n forest=2\n hills=2\n mountains=3\n village=1\n castle=1\n cave=2\n frozen=3\n fungus=2\n [/movement_costs]\n [vision_costs]\n deep_water=3\n unwalkable=3\n [/vision_costs]\n [defense]\n shallow_water=80\n reef=70\n swamp_water=70\n flat=50\n sand=50\n forest=60\n hills=50\n mountains=60\n village=50\n castle=50\n cave=70\n frozen=70\n fungus=70\n [/defense]\n {WOODLAND_RESISTANCE}\n [+resistance]\n pierce=120\n [/resistance]\n[/movetype]\n\n[movetype]\n name=quenoth_float\n flying=yes\n [movement_costs]\n deep_water={UNREACHABLE}\n shallow_water=1\n reef=1\n swamp_water=1\n flat=1\n sand=1\n forest=2\n hills=1\n mountains=2\n village=1\n castle=1\n cave=1\n unwalkable=2\n frozen=2\n fungus=2\n [/movement_costs]\n [vision_costs]\n deep_water=3\n [/vision_costs]\n [defense]\n deep_water=70\n shallow_water=60\n reef=50\n swamp_water=60\n flat=50\n sand=40\n forest=50\n hills=50\n mountains=40\n village=40\n castle=40\n cave=70\n frozen=60\n fungus=50\n unwalkable=70\n [/defense]\n {WOODLAND_RESISTANCE}\n[/movetype]\n"} {"text": "#textdomain wesnoth-utbs\n[unit_type]\n id=Human Commander\n name= _ \"Human Commander\"\n race=human\n image=\"units/humans/human-commander.png\"\n profile=\"portraits/commander.png\"\n {LEADING_ANIM \"units/humans/human-commander.png\" \"units/humans/human-commander.png\" 11,-21}\n {DEFENSE_ANIM \"units/humans/human-commander.png\" \"units/humans/human-commander.png\" {SOUND_LIST:HUMAN_HIT} }\n hitpoints=72\n movement_type=smallfoot\n [movement_costs]\n hills=1\n sand=1\n [/movement_costs]\n [defense]\n hills=50\n sand=40\n [/defense]\n movement=6\n experience=150\n {AMLA_DEFAULT}\n level=3\n alignment=chaotic\n advances_to=null\n cost=60\n [abilities]\n {ABILITY_LEADERSHIP}\n [/abilities]\n usage=fighter\n description= _ \"In this new harsh world, might often makes right and these commanders are strong enough to rise to positions of leadership. Leading small groups of warriors, commanders rally their troops around them and show no mercy to their enemies, striking fiercely with both sword and bow.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n [attack]\n name=sword\n #textdomain wesnoth-units\n description= _\"sword\"\n type=blade\n range=melee\n damage=9\n number=4\n icon=attacks/sword-human.png\n [/attack]\n [attack]\n name=bow\n description= _\"bow\"\n #textdomain wesnoth-utbs\n type=pierce\n range=ranged\n damage=11\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=bow\n [/filter_attack]\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=projectiles/missile-n.png\n image_diagonal=projectiles/missile-ne.png\n [/missile_frame]\n start_time=-350\n [frame]\n image=\"units/humans/human-commander.png:500\"\n [/frame]\n {SOUND:HIT_AND_MISS bow.ogg bow-miss.ogg -350}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n start_time=-300\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n [frame]\n image=\"units/humans/human-commander.png:450\"\n [/frame]\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n# This is the Alien Central Body with his immune to attacks\n[unit_type]\n id=Central Body Base\n name= _ \"Central Body\"\n race=monster\n image=units/alien/core-compact.png\n image_icon=\"units/alien/core-compact.png~SCALE(72,72)\"\n [standing_anim]\n [frame]\n duration=100\n image=\"units/alien/core-compact.png\"\n auto_hflip=no\n [/frame]\n [/standing_anim]\n hitpoints=150\n movement_type=smallfoot\n [movement_costs]\n cave={UNREACHABLE}\n flat={UNREACHABLE}\n [/movement_costs]\n [resistance]\n blade=0\n pierce=0\n impact=0\n fire=0\n cold=0\n arcane=0\n [/resistance]\n movement=7\n experience=150\n {AMLA_DEFAULT}\n level=3\n alignment=chaotic\n advances_to=null\n cost=20\n usage=fighter\n do_not_list=yes\n description= _ \"This thing is impossible to describe, no one has seen anything like it before.\"\n {DEFENSE_ANIM_FILTERED (\"units/alien/core-compact.png\") (\"units/alien/core-compact.png\") (\"wail.wav\") (direction=n,ne,se,s)}\n {DEFENSE_ANIM_FILTERED (\"units/alien/core-compact.png~FL(horiz)\") (\"units/alien/core-compact.png~FL(horiz)\") (\"wail.wav\") (direction=nw,sw)}\n\n [attack]\n name=energy ray\n description= _\"energy ray\"\n icon=attacks/energyray.png\n type=cold\n range=melee\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=10\n number=3\n [/attack]\n [attack]\n name=energy ray\n description= _\"energy ray\"\n icon=attacks/energyray.png\n type=cold\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=10\n number=3\n [/attack]\n [attack_anim]\n # NOTE: The following attack filter deliberately matches both ranged and melee.\n [filter_attack]\n name=energy ray\n [/filter_attack]\n start_time=-100\n missile_start_time=-50\n [missile_frame]\n duration=200\n image=\"projectiles/darkmissile-n.png\"\n image_diagonal=\"projectiles/darkmissile-ne.png\"\n [/missile_frame]\n [frame]\n image=\"units/alien/core-compact.png:200\"\n auto_hflip=no\n [/frame]\n {SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -100}\n [/attack_anim]\n[/unit_type]\n\n# This is the Alien Central Body which is vulnerable to attacks\n[unit_type]\n [base_unit]\n id=Central Body Base\n [/base_unit]\n id=Central Body1\n hide_help=yes\n do_not_list=yes\n [abilities]\n [regenerate]\n value=150\n id=regenerates_yec\n name= _ \"alien regenerates\"\n female_name= _ \"female^alien regenerates\"\n description= _ \"The unit will heal itself 150 HP per turn. If it is poisoned, it will remove the poison instead of healing.\"\n affect_self=yes\n poison=cured\n [/regenerate]\n [/abilities]\n[/unit_type]\n\n# This is the Alien Central Body which is vulnerable to attacks\n[unit_type]\n [base_unit]\n id=Central Body Base\n [/base_unit]\n id=Central Body2\n name= _ \"Weakened Central Body\"\n hitpoints={ON_DIFFICULTY 80 100 120}\n [resistance]\n blade=110\n pierce=110\n impact=80\n fire=150\n cold=150\n arcane=200\n [/resistance]\n\n hide_help=yes\n do_not_list=yes\n die_sound=wail-long.wav\n\n [attack]\n damage=4\n [/attack]\n [attack]\n damage=4\n [/attack]\n\n [death]\n [die_sound_frame]\n duration=600\n sound=explosion.ogg\n [/die_sound_frame]\n [die_sound_frame]\n duration=800\n sound=lich-hit-1.ogg\n [/die_sound_frame]\n [die_sound_frame]\n duration=400\n sound=explosion.ogg\n [/die_sound_frame]\n [die_sound_frame]\n duration=800\n sound=lich-hit-2.ogg\n [/die_sound_frame]\n [die_sound_frame]\n duration=900\n sound=explosion.ogg\n [/die_sound_frame]\n [die_sound_frame]\n duration=600\n sound=lich-die.ogg\n [/die_sound_frame]\n [die_sound_frame]\n duration=800\n sound=explosion.ogg\n [/die_sound_frame]\n\n # Creating timed explosions at POS\n#define BURST_FRAME NUMBER TIME DELAY POS\n burst_{NUMBER}_start_time={TIME}\n [burst_{NUMBER}_frame]\n duration={DELAY}\n halo=halo/flame-burst-[1~8].png:50,misc/blank-hex.png:1\n halo_x,halo_y={POS}\n auto_hflip=no\n auto_vflip=no\n [/burst_{NUMBER}_frame]\n [burst_{NUMBER}_frame]\n halo=projectiles/fireball-impact-[1,1~16].png,misc/blank-hex.png:1\n halo_x,halo_y={POS}\n auto_hflip=no\n auto_vflip=no\n [/burst_{NUMBER}_frame]\n#enddef\n\n {BURST_FRAME 1 0 1800 -9,17}\n {BURST_FRAME 2 600 1700 18,0}\n {BURST_FRAME 3 1200 1600 -9,-18}\n {BURST_FRAME 4 1800 1500 9,17}\n {BURST_FRAME 5 2400 1400 8,-18}\n {BURST_FRAME 6 3000 1300 -18,0}\n\n#undef BURST_FRAME\n\n [frame]\n duration=2500\n image=\"units/alien/core-compact.png\"\n blend_color=255,255,255\n blend_ratio=0.0~1.0\n auto_hflip=no\n [/frame]\n [frame]\n duration=2600\n image=\"units/alien/core-compact.png\"\n blend_color=255,255,255\n blend_ratio=1.0\n alpha=1.0~0.0\n auto_hflip=no\n [/frame]\n [frame]\n duration=1\n image=\"misc/blank-hex.png\"\n [/frame]\n [/death]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n[unit_type]\n id=Crawling Horror\n name= _ \"Crawling Horror\"\n race=monster\n image=units/alien/orb-small.png\n hitpoints=30\n movement_type=largefoot\n movement=5\n [resistance]\n blade=100\n pierce=100\n impact=90\n fire=110\n cold=90\n arcane=120\n [/resistance]\n experience=150\n {AMLA_DEFAULT}\n level=0\n alignment=chaotic\n advances_to=null\n cost=20\n usage=fighter\n do_not_list=yes\n description= _ \"This thing is impossible to describe, no one has seen anything like it before.\"\n die_sound=wail-long.wav\n # used to be 6-2 and 4-3\n [attack]\n name=fangs\n #textdomain wesnoth-units\n description= _\"fangs\"\n #textdomain wesnoth-utbs\n icon=attacks/fangs-horror.png\n type=blade\n range=melee\n damage={ON_DIFFICULTY 7 9 11}\n number=2\n [/attack]\n [attack]\n name=energy ray\n description= _\"energy ray\"\n icon=attacks/energyray.png\n type=cold\n range=ranged\n damage={ON_DIFFICULTY 4 5 6}\n number=3\n [/attack]\n {DEFENSE_ANIM \"units/alien/orb-small-defend.png\" units/alien/orb-small.png wail-sml.wav }\n [attack_anim]\n [filter_attack]\n name=energy ray\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=200\n image=\"projectiles/darkmissile-n.png\"\n image_diagonal=\"projectiles/darkmissile-ne.png\"\n [/missile_frame]\n start_time=-300\n [frame]\n image=units/alien/orb-small-ranged[1~2].png:[100,250]\n [/frame]\n {SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -200}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fangs\n [/filter_attack]\n start_time=-200\n [frame]\n image=units/alien/orb-small-melee[1~2].png:[150,200]\n [/frame]\n {SOUND:HIT_AND_MISS bite-small.ogg {SOUND_LIST:MISS} -50}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n[unit_type]\n id=Pulsing Spire\n name= _ \"Pulsing Spire\"\n race=monster\n image=units/alien/spire.png\n image_icon=\"units/alien/spire.png~SCALE(72,72)\"\n [standing_anim]\n [frame]\n duration=100\n image=\"units/alien/spire.png\"\n auto_hflip=no\n [/frame]\n [/standing_anim]\n hitpoints={ON_DIFFICULTY 60 80 100}\n movement_type=smallfoot\n [movement_costs]\n cave={UNREACHABLE}\n flat={UNREACHABLE}\n [/movement_costs]\n [defense]\n cave=50\n [/defense]\n movement=1\n experience=150\n {AMLA_DEFAULT}\n level=0\n alignment=chaotic\n advances_to=null\n cost=20\n usage=fighter\n do_not_list=yes\n description= _ \"This thing is impossible to describe, no one has seen anything like it before.\"\n die_sound=wail.wav\n {DEFENSE_ANIM_FILTERED (\"units/alien/spire.png\") (\"units/alien/spire.png\") (\"wail-sml.wav\") (direction=n,ne,se,s)}\n {DEFENSE_ANIM_FILTERED (\"units/alien/spire.png~FL(horiz)\") (\"units/alien/spire.png~FL(horiz)\") (\"wail-sml.wav\") (direction=nw,sw)}\n [attack]\n name=energy ray\n description= _\"energy ray\"\n icon=attacks/energyray.png\n type=cold\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage={ON_DIFFICULTY 8 12 16}\n number=1\n [/attack]\n [attack_anim]\n [filter_attack]\n name=energy ray\n [/filter_attack]\n start_time=-100\n missile_start_time=-50\n [missile_frame]\n duration=200\n image=\"projectiles/darkmissile-n.png\"\n image_diagonal=\"projectiles/darkmissile-ne.png\"\n [/missile_frame]\n [frame]\n image=\"units/alien/spire.png:200\"\n auto_hflip=no\n [/frame]\n {SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n# A somewhat weaker and slower version of the Giant Spider.\n# Attacks are toned down from 18-2,8-3 to 14-2, 6-3, HP from 54 to 42,\n# movement from 6 to 4.\n\n[unit_type]\n [base_unit]\n id=Giant Spider\n [/base_unit]\n id=Cave Spider\n name= _ \"Cave Spider\"\n hitpoints=42\n movement=4\n description= _ \"Cave Spiders roam deep under the earth, devouring many victims. They can bite at close range, thereby poisoning their enemies, and also can attack with a web at long range, slowing their foes down.\"\n [attack]\n # change damage of the first attack (fangs)\n damage=14\n [/attack]\n [attack]\n # change damage of the second attack (web)\n damage=6\n [/attack]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n[unit_type]\n id=Crab Man\n name= _ \"Monster Crab\"\n race=monster\n image=\"units/monsters/crab.png\"\n {DEFENSE_ANIM \"units/monsters/crab-defend2.png\" \"units/monsters/crab-defend1.png\" {SOUND_LIST:SKELETON_HIT} }\n hitpoints=29\n movement_type=swimmer\n movement=5\n experience=50\n advances_to=null\n {AMLA_DEFAULT}\n level=1\n alignment=neutral\n cost=17\n usage=fighter\n description= _ \"The Monster Crab is a semi-sentient crab the size of a horse. It is one of many twisted monsters recorded by the sages of Wesnoth and probably the creation of some twisted mage. These monstrosities have spread into the wild and prefer to live around coastal waters, preying on both humans and animals.\"\n die_sound={SOUND_LIST:SKELETON_DIE}\n [attack]\n name=claws\n #textdomain wesnoth-units\n description= _\"claws\"\n #textdomain wesnoth-utbs\n icon=attacks/claws-crab.png\n type=blade\n range=melee\n damage=9\n number=2\n [/attack]\n [attack_anim]\n [filter_attack]\n name=claws\n [/filter_attack]\n start_time=-250\n offset=\"0:100,0~0.6:150,0.6~0:200\"\n [frame]\n image=units/monsters/crab-attack[1,2,3].png:[150,70,130],units/monsters/crab.png:100\n [/frame]\n {SOUND:HIT_AND_MISS pincers.ogg {SOUND_LIST:MISS} -150}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n[unit_type]\n id=Dawarf\n name= _ \"Dawarf\"\n race=monster\n image=\"units/monsters/dawarf.png\"\n {DEFENSE_ANIM \"units/monsters/dawarf-growl.png\" \"units/monsters/dawarf.png\" {SOUND_LIST:ZOMBIE_WEAK_HIT} }\n hitpoints=22\n movement_type=dwarvishfoot\n movement=4\n experience=50\n {AMLA_DEFAULT}\n advances_to=null\n level=1\n alignment=neutral\n cost=17\n usage=fighter\n # wmllint: local spelling Dawarf\n description= _ \"Don\u2019t ask where the Dawarf came from. You really don\u2019t want to know. It is a secret well guarded by the great lore-masters of Wesnoth. And it isn\u2019t pretty. Hint: it involves lots of sherbet.\"\n [attack]\n name=fist\n #textdomain wesnoth-units\n description= _\"fist\"\n #textdomain wesnoth-utbs\n type=impact\n range=melee\n damage=6\n number=2\n [/attack]\n [attack_anim]\n [filter_attack]\n name=fist\n [/filter_attack]\n start_time=-100\n [frame]\n image=units/monsters/dawarf-melee-[1~2].png:[100*2]\n [/frame]\n {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} 0}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n[unit_type]\n id=Dust Devil\n name= _ \"Dust Devil\"\n race=monster\n {TRAIT_ELEMENTAL}\n usage=scout\n image=\"units/monsters/dust-devil.png\"\n level=1\n advances_to=null\n experience=36\n hitpoints=36\n alignment=neutral\n cost=20\n description= _ \"A swirl of dust and desert sand, quick as a wind, impossible to spot when resting and as dangerous as sand storm when riled.\"\n {DEFENSE_ANIM \"units/monsters/dust-devil.png\" \"units/monsters/dust-devil.png\" wose-hit.ogg }\n die_sound=groan.wav\n movement_type=undeadfly\n movement=8\n [movement_costs]\n deep_water={UNREACHABLE}\n shallow_water=3\n swamp_water=3\n cave=2\n fungus=2\n unwalkable=2\n [/movement_costs]\n [defense]\n sand=40\n cave=50\n impassable=50\n [/defense]\n [resistance]\n blade=70\n pierce=50\n impact=50\n fire=120\n cold=150\n arcane=140\n [/resistance]\n [attack]\n name=twister\n description= _ \"twister\"\n icon=attacks/twister.png\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=melee\n damage=5\n number=2\n [/attack]\n [attack]\n name=sand storm\n description= _ \"sand storm\"\n icon=attacks/sand-storm.png\n type=impact\n [specials]\n {WEAPON_SPECIAL_SWARM}\n [/specials]\n range=ranged\n damage=3\n number=7\n [/attack]\n [abilities]\n [regenerate]\n [filter_self]\n [filter_location]\n terrain=Dd,Ds,Hd,Rb,Rd,Re\n [/filter_location]\n [/filter_self]\n value=6\n affect_self=\"yes\"\n name = _ \"dust recuperation\"\n description= _ \"The unit will heal itself 6 HP per turn on sand or dirt terrain.\"\n [/regenerate]\n [/abilities]\n [advancement]\n id=Dust1\n max_times=4\n description= _ \"a stronger Dust Devil\"\n\n # Make the XP bar blue instead of purple.\n major_amla=yes\n\n [effect]\n apply_to=attack\n range=melee\n increase_damage=1\n [/effect]\n [effect]\n apply_to=hitpoints\n increase_total=2\n increase=2\n [/effect]\n [effect]\n apply_to=max_experience\n increase=12\n [/effect]\n [/advancement]\n [advancement]\n id=Dust2\n max_times=2\n description= _ \"a taller Dust Devil\"\n major_amla=yes\n [effect]\n apply_to=attack\n range=ranged\n increase_attacks=1\n [/effect]\n [effect]\n apply_to=max_experience\n increase=8\n [/effect]\n [/advancement]\n [advancement]\n id=Dust3\n max_times=100\n description= _ \"a fully-healed Dust Devil\"\n [effect]\n apply_to=hitpoints\n increase_total=2\n heal_full=yes\n [/effect]\n [/advancement]\n\n [attack_anim]\n [filter_attack]\n name=sand storm\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=320\n offset=1.0\n halo=\"projectiles/sand-storm-[1~8].png:40\"\n auto_vflip=no\n [/missile_frame]\n {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -200}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=twister\n [/filter_attack]\n [frame]\n image=units/monsters/dust-devil.png:200\n [/frame]\n {SOUND:HIT_AND_MISS bite.ogg {SOUND_LIST:MISS} -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "# wmllint: no translatables\n[unit_type]\n [base_unit]\n id=Fire Guardian\n [/base_unit]\n id=Fire Guardian2\n hitpoints=23\n hide_help=yes\n do_not_list=yes\n [attack]\n # This attack intentionally left blank.\n [/attack]\n [attack]\n damage=8\n [/attack]\n[/unit_type]\n"} {"text": "# wmllint: no translatables\n[unit_type]\n [base_unit]\n id=Fire Guardian\n [/base_unit]\n id=Fire Guardian3\n hide_help=yes\n do_not_list=yes\n hitpoints=26\n movement=7\n [attack]\n damage=5\n [/attack]\n [attack]\n damage=8\n [/attack]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n[unit_type]\n id=Flesh Golem\n name= _ \"Flesh Golem\"\n race=monster\n image=\"units/monsters/flesh-golem.png\"\n profile=\"portraits/monsters/flesh_golem.png\"\n hitpoints=42\n movement_type=largefoot\n [resistance]\n blade=90\n pierce=90\n impact=90\n fire=120\n cold=120\n [/resistance]\n movement=4\n experience=100\n {AMLA_DEFAULT}\n level=2\n alignment=chaotic\n advances_to=null\n cost=30\n usage=fighter\n description= _ \"Incredibly strong constructs, flesh golems are created by powerful necromancers from the bodies of fallen warriors. Though these golems dutifully follow every command, and attack their enemies with ceaseless rage, the madness that possesses them has occasionally caused them to turn on their masters.\"\n {DEFENSE_ANIM \"units/monsters/flesh-golem-defend.png\" \"units/monsters/flesh-golem.png\" {SOUND_LIST:TROLL_HIT} }\n die_sound={SOUND_LIST:TROLL_HIT}\n [attack]\n name=smashing frenzy\n description= _\"smashing frenzy\"\n icon=attacks/fist-golem.png\n type=impact\n [specials]\n {WEAPON_SPECIAL_BERSERK}\n [/specials]\n range=melee\n damage=10\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=smashing frenzy\n [/filter_attack]\n start_time=-300\n offset=0.0:150,0.0~0.6:150,0.6~0.0:250\n swoosh_start_time=-50\n swoosh_offset=0.6\n [if]\n value_second=2,4,6,8,10,12\n [frame]\n image=\"units/monsters/flesh-golem-attack-b[1~3,1].png:[120,120,150,160]\"\n [/frame]\n [swoosh_frame]\n image=\"misc/blank-hex.png:1,units/monsters/flesh-golem-swoosh-b.png:100,misc/blank-hex.png:1\"\n auto_vflip=no\n layer=90\n [/swoosh_frame]\n [/if]\n [else]\n [frame]\n image=\"units/monsters/flesh-golem-attack-[1~3,1].png:[120,120,150,160]\"\n [/frame]\n [swoosh_frame]\n image=\"misc/blank-hex.png:1,units/monsters/flesh-golem-swoosh.png:100,misc/blank-hex.png:1\"\n auto_vflip=no\n layer=90\n [/swoosh_frame]\n [/else]\n {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n[unit_type]\n id=Ixthala Demon\n name= _ \"Ixthala Demon\"\n # wmllint: general spelling Ixthala\n race=monster\n image=\"units/monsters/demon.png\"\n {DEFENSE_ANIM \"units/monsters/demon-defend2.png\" \"units/monsters/demon-defend.png\" {SOUND_LIST:DRAKE_HIT} }\n hitpoints=60\n movement_type=lizard\n [resistance]\n fire=70\n [/resistance]\n movement=6\n experience=150\n {AMLA_DEFAULT}\n level=3\n alignment=chaotic\n advances_to=null\n cost=50\n usage=fighter\n description= _ \"Are these monsters some beast-soldiers of a bygone era? Or are they spirits from another plane of existence? Knowledge of their origins is lost, all that is known is that they can spell trouble for those who go poking around in caverns and ruins.\"\n die_sound=drake-die.ogg\n [attack]\n name=flaming sword\n description= _\"flaming sword\"\n icon=attacks/sword-flaming.png\n type=fire\n range=melee\n damage=12\n number=4\n [/attack]\n [attack_anim]\n [filter_attack]\n name=flaming sword\n [/filter_attack]\n start_time=-250\n offset=0:100,0~0.5:100,0.5~0.7:100,0.7~0:100,0.\n [frame]\n image=\"units/monsters/demon-attack-[1~3,1].png:[100,100,100,100]\"\n [/frame]\n flame_start_time=0\n [if]\n hits=yes\n [frame]\n image=\"units/monsters/demon.png:350\"\n [/frame]\n [flame_frame]\n image=\"projectiles/fire-burst-small-[1~8].png~SCALE(80,80):[50*8]\"\n offset=1.0\n auto_vflip=no\n layer=10\n [/flame_frame]\n [/if]\n {SOUND:HIT_AND_MISS torch.ogg torch-miss.ogg 75}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n# This is the same as the core Mudcrawler, except that it has a 6-1 melee attack\n[unit_type]\n [base_unit]\n id=Mudcrawler\n [/base_unit]\n id=Small Mudcrawler\n name= _ \"Small Mudcrawler\"\n\n # The first [attack] and [attack_anim] block assure the ranged attack animation of the base unit is kept\n [attack]\n [/attack]\n [attack]\n name=fist\n #textdomain wesnoth-units\n description= _\"fist\"\n #textdomain wesnoth-utbs\n icon=attacks/mud-glob.png\n type=impact\n range=melee\n damage=6\n number=1\n [/attack]\n [attack_anim]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=fist\n [/filter_attack]\n start_time=-400\n [frame]\n image=\"units/monsters/mudcrawler.png:200\"\n [/frame]\n [frame]\n image=\"units/monsters/mudcrawler-attack-[1,2,1].png:[100*2,75]\"\n [/frame]\n [frame]\n image=\"units/monsters/mudcrawler-defend-1.png:125\"\n [/frame]\n [frame]\n image=\"units/monsters/mudcrawler.png:25\"\n [/frame]\n {SOUND:HIT_AND_MISS mud-fist.ogg mud-fist-miss.ogg -400}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Naga Guardian\n name= _ \"Naga Guardian\"\n [base_unit]\n id=Naga Guard\n [/base_unit]\n cost=16\n advances_to=Naga Warden\n [attack]\n name=mace\n #textdomain wesnoth-units\n description= _\"mace\"\n #textdomain wesnoth-utbs\n type=impact\n range=melee\n damage=7\n number=3\n [/attack]\n[/unit_type]\n\n[unit_type]\n id=Naga Warden\n name= _ \"Naga Warden\"\n [base_unit]\n id=Naga Shield Guard\n [/base_unit]\n cost=48\n advances_to=Naga Sentinel\n [attack]\n name=mace\n #textdomain wesnoth-units\n description= _\"mace\"\n #textdomain wesnoth-utbs\n type=impact\n range=melee\n damage=12\n number=3\n [/attack]\n[/unit_type]\n\n[unit_type]\n id=Naga Sentinel\n name= _ \"Naga Sentinel\"\n [base_unit]\n id=Naga High Guard\n [/base_unit]\n cost=100\n [attack]\n name=mace\n #textdomain wesnoth-units\n description= _\"mace\"\n #textdomain wesnoth-utbs\n type=impact\n range=melee\n damage=12\n number=4\n [/attack]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n[unit_type]\n id=Naga Hunter\n name= _ \"Naga Hunter\"\n race=naga\n image=\"units/nagas/hunter.png\"\n profile=\"portraits/nagas/naga-hunter.png\"\n hitpoints=33\n movement_type=naga\n movement=7\n experience=50\n level=1\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=15\n usage=archer\n description= _ \"Naga Hunters are naga who are skilled at hunting with a bow. Since the naga are naturally resistant to poison, they have no qualms about hunting with poisoned arrows. These two foot long shafts, tipped with a potent poison, have been known to slay many kinds of prey.\"\n die_sound=naga-die.ogg\n {DEFENSE_ANIM_RANGE \"units/nagas/hunter-melee-defend.png\" \"units/nagas/hunter-attack-melee-1.png\" {SOUND_LIST:NAGA_HIT} melee}\n {DEFENSE_ANIM_RANGE \"units/nagas/hunter-defend.png\" \"units/nagas/hunter.png\" {SOUND_LIST:NAGA_HIT} ranged}\n [attack]\n name=sword\n #textdomain wesnoth-units\n description= _\"sword\"\n type=blade\n range=melee\n damage=4\n number=2\n icon=attacks/sword-orcish.png\n [/attack]\n [attack]\n name=bow\n description= _\"bow\"\n #textdomain wesnoth-utbs\n type=pierce\n range=ranged\n damage=8\n number=2\n icon=attacks/bow-orcish.png\n [specials]\n {WEAPON_SPECIAL_POISON}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=bow\n [/filter_attack]\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=\"projectiles/missile-n.png\"\n image_diagonal=\"projectiles/missile-ne.png\"\n [/missile_frame]\n start_time=-410\n [frame]\n image=\"units/nagas/hunter-attack-ranged-[1~6].png:[65*4,100,150]\"\n [/frame]\n {SOUND:HIT_AND_MISS bow.ogg bow-miss.ogg -410}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-450\n [frame]\n image=\"units/nagas/hunter-attack-melee-[1~4].png:[100*2,150,200]\"\n [/frame]\n [frame]\n duration=100\n image=\"units/nagas/hunter-attack-melee-1.png\"\n [/frame]\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "[unit_type]\n [base_unit]\n id=Dark Assassin Uncloaked\n [/base_unit]\n id=Dark Assassin Cloaked\n race=hidden_race\n image=units/other/dark-assassin.png\n profile=portraits/cloaked.png\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n[unit_type]\n id=Dark Assassin Uncloaked\n name= _ \"Dark Assassin\"\n race=quenoth\n do_not_list=yes\n image=units/other/dark-assassin-uncloaked.png\n profile=portraits/uncloaked.png\n [defend]\n start_time=-126\n hits=yes\n [frame]\n image=units/other/dark-assassin-defend-1.png:1,units/other/dark-assassin-defend-2.png:250,units/other/dark-assassin-defend-1.png:1\n [/frame]\n hit_sound_start_time=-25\n [hit_sound_frame]\n sound={SOUND_LIST:ORC_SMALL_HIT}\n [/hit_sound_frame]\n [/defend]\n [defend]\n start_time=-126\n hits=no\n [frame]\n image=units/other/dark-assassin-defend-1.png:1,units/other/dark-assassin-defend-2-miss.png:250,units/other/dark-assassin-defend-1.png:1\n [/frame]\n [/defend]\n hitpoints=68\n movement_type=elusivefoot\n movement=6\n experience=100\n level=2\n alignment=chaotic\n {AMLA_DEFAULT}\n advances_to=null\n cost=25\n usage=fighter\n description= _ \"The Dark Assassin appears and disappears at a moment\u2019s notice. No one knows where he came from or why he acts the way he does, but the trail of death he leaves in his wake is unmistakeable.\"\n [attack]\n name=dagger\n description= _\"dagger\"\n icon=attacks/blade-curved.png\n type=blade\n range=melee\n damage=10\n number=3\n [/attack]\n [attack]\n name=knives\n description= _\"throwing knives\"\n icon=attacks/dagger-thrown-poison-human.png\n type=blade\n range=ranged\n damage=7\n number=4\n [specials]\n {WEAPON_SPECIAL_POISON}\n [/specials]\n [/attack]\n [attack_anim]\n [filter_attack]\n name=knives\n [/filter_attack]\n\n start_time=-250\n missile_start_time=-100\n\n [missile_frame]\n duration=100\n image=projectiles/dagger-n.png\n image_diagonal=projectiles/dagger-ne.png\n [/missile_frame]\n\n [frame]\n image=\"units/other/dark-assassin.png:700\"\n [/frame]\n\n {SOUND:HIT_AND_MISS throwing-knife.ogg throwing-knife-miss.ogg -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=dagger\n [/filter_attack]\n\n start_time=-400\n offset=0.0:150,0.0~0.6:250,0.6~0.0:350\n [frame]\n image=\"units/other/dark-assassin-attack[1~3].png:175\"\n [/frame]\n [frame]\n image=\"units/other/dark-assassin.png:225\"\n [/frame]\n\n {SOUND:HIT_AND_MISS dagger-swish.wav {SOUND_LIST:MISS} -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Archer\n name= _ \"Quenoth Archer\"\n image=units/quenoth/archer.png\n profile=\"portraits/quenoth/archer.png\"\n race=quenoth\n hitpoints=36\n movement_type=quenoth_horse\n [resistance]\n pierce=120\n [/resistance]\n movement=8\n experience=90\n level=2\n alignment=lawful\n advances_to=Quenoth Marksman\n cost=33\n usage=scout\n undead_variation=mounted\n description= _ \"With the open sands providing much less protection than the old forests did, the wide ranks of elvish archers that once formed the core of the elvish military have all but disappeared. Instead, the few who still dedicate themselves to the traditional weapon of their ancestors practice the art from the saddle, allowing them to more easily avoid the perils of melee combat.\"\n die_sound=horse-die.ogg\n [abilities]\n {ABILITY_DISENGAGE}\n [/abilities]\n [attack]\n name=sword\n #textdomain wesnoth-units\n description= _\"sword\"\n type=blade\n range=melee\n damage=6\n number=3\n icon=attacks/sword-elven.png\n movement_used=0\n [/attack]\n [attack]\n name=bow\n description= _\"bow\"\n #textdomain wesnoth-utbs\n type=pierce\n range=ranged\n damage=7\n number=4\n icon=attacks/bow-elven.png\n movement_used=0\n [/attack]\n {DEFENSE_ANIM \"units/quenoth/archer-defend2.png\" \"units/quenoth/archer-defend1.png\" {SOUND_LIST:HORSE_HIT}}\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=450\n image=\"units/quenoth/archer.png\"\n [/frame]\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=bow\n [/filter_attack]\n missile_start_time=-100\n [missile_frame]\n duration=100\n image=projectiles/missile-n.png\n image_diagonal=projectiles/missile-ne.png\n [/missile_frame]\n start_time=-380\n [frame]\n image=units/quenoth/archer.png:470\n [/frame]\n {SOUND:HIT_AND_MISS bow.ogg bow-miss.ogg -380}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Champion\n name= _ \"Quenoth Champion\"\n race=quenoth\n ignore_race_traits=yes\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n image=units/quenoth/champion.png\n profile=\"portraits/quenoth/champion.png\"\n hitpoints=55\n movement_type=quenoth_foot\n movement=5\n experience=150\n level=3\n alignment=lawful\n advances_to=null\n {AMLA_DEFAULT}\n cost=44\n usage=fighter\n description= _ \"Standing at the forefront of most Quenoth spear lines, Champions are those who have mastered the use of the glaive to near perfection. Perhaps only slightly lacking in finesse in strategy, these elves more than compensate with raw power and can force their way through all but the most secure of defenses.\"\n die_sound={SOUND_LIST:ELF_HIT}\n [abilities]\n {ABILITY_FORMATION}\n [/abilities]\n [attack]\n name=glaive\n description= _\"glaive\"\n type=pierce\n range=melee\n damage=14\n number=3\n icon=attacks/glaive.png\n [specials]\n {WEAPON_SPECIAL_FIRSTSTRIKE}\n [/specials]\n [/attack]\n [attack]\n name=glaive\n description= _\"glaive\"\n type=blade\n range=melee\n damage=9\n number=4\n icon=attacks/glaive.png\n [/attack]\n {DEFENSE_ANIM \"units/quenoth/champion-defend2.png\" \"units/quenoth/champion-defend1.png\" {SOUND_LIST:ELF_HIT}}\n [attack_anim]\n [filter_attack]\n name=glaive\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=450\n image=\"units/quenoth/champion.png\"\n [/frame]\n {SOUND:HIT_AND_MISS spear.ogg spear-miss.ogg -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Corrupted Quenoth Elf\n name= _ \"Corrupted Elf\"\n race=quenoth\n image=units/quenoth/corrupted-elf.png\n hitpoints=60\n movement_type=quenoth_foot\n movement=5\n experience=150\n level=3\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=100\n usage=fighter\n do_not_list=yes\n description= _ \"Imbued with a dark spirit these corrupted elves combine unhuman strength with potent magics to create formidable opponents. Though the elvish body often decays quickly, these abominations are potent weapons of the undead lords.\"\n die_sound={SOUND_LIST:ELF_HIT}\n [attack]\n name=glaive\n description= _\"glaive\"\n type=pierce\n range=melee\n damage=12\n number=4\n icon=attacks/spear.png\n [specials]\n {WEAPON_SPECIAL_FIRSTSTRIKE}\n [/specials]\n [/attack]\n [attack]\n name=magic\n description= _\"magic\"\n icon=attacks/dark-missile.png\n type=cold\n range=ranged\n damage=12\n number=3\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n {DEFENSE_ANIM \"units/quenoth/corrupted-elf.png\" \"units/quenoth/corrupted-elf.png\" {SOUND_LIST:ELF_HIT}}\n [attack_anim]\n [filter_attack]\n name=glaive\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=450\n image=\"units/quenoth/corrupted-elf.png\"\n [/frame]\n {SOUND:HIT_AND_MISS spear.ogg spear-miss.ogg -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=magic\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=200\n image=projectiles/darkmissile-n.png\n image_diagonal=projectiles/darkmissile-ne.png\n [/missile_frame]\n start_time=-200\n [frame]\n image=units/quenoth/corrupted-elf.png:200\n [/frame]\n {SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -200}\n [/attack_anim]\n[/unit_type]\n\n[unit_type]\n id=Defeated Corrupted Quenoth Elf\n image=units/quenoth/corrupted-elf-defeated.png\n [base_unit]\n id=Corrupted Quenoth Elf\n [/base_unit]\n do_not_list=yes\n hide_help=yes\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n[unit_type]\n id=Divine Avatar\n name= _ \"female^Divine Avatar\"\n gender=female\n race=quenoth\n image=units/quenoth/eloh.png\n # The baseframe is larger than usual to make compositing with the back haloin animations trivial.\n bar_offset_x,bar_offset_y=0,0\n profile=portraits/eloh.png\n hitpoints=60\n movement_type=woodland\n movement=1\n experience=100\n level=2\n alignment=lawful\n advances_to=null\n {AMLA_DEFAULT}\n cost=100\n usage=null\n do_not_list=yes\n description= _ \"Divine Avatars only appear in time of great need. Forms of the Gods themselves, made real in this world for a time, blessed are those who are lucky enough to view such images of power and perfection.\"\n {DEFENSE_ANIM \"halo/eloh-halo-bottom.png~BLIT(halo/eloh-halo-back.png)~BLIT(units/quenoth/eloh.png,0,0)\" \"halo/eloh-halo-bottom.png~BLIT(halo/eloh-halo-back.png)~BLIT(units/quenoth/eloh.png,0,0)\" magicmissile.wav}\n die_sound=magic-holy-miss-2.ogg\n [attack]\n name=fist\n #textdomain wesnoth-units\n description= _\"fist\"\n type=arcane\n range=melee\n damage=7\n number=3\n [/attack]\n [attack]\n name=lightbeam\n description= _\"lightbeam\"\t# wmllint: no spellcheck (until name->id)\n #textdomain wesnoth-utbs\n type=arcane\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=11\n number=3\n [/attack]\n\n [standing_anim]\n start_time=0\n [frame]\n image=\"halo/eloh-halo-bottom.png~BLIT(halo/eloh-halo-back.png)~BLIT(units/quenoth/eloh.png,0,0):100\"\n [/frame]\n [/standing_anim]\n\n [attack_anim]\n [filter_attack]\n name=fist\n [/filter_attack]\n start_time=-250\n [frame]\n image=\"halo/eloh-halo-bottom.png~BLIT(halo/eloh-halo-back.png)~BLIT(units/quenoth/eloh.png,0,0):400\"\n [/frame]\n {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -100}\n [/attack_anim]\n\n [attack_anim]\n [filter_attack]\n name=lightbeam\n [/filter_attack]\n {MISSILE_FRAME_LIGHT_BEAM}\n start_time=-350\n [frame]\n image=\"halo/eloh-halo-bottom.png~BLIT(halo/eloh-halo-back.png)~BLIT(units/quenoth/eloh.png,0,0):500\"\n [/frame]\n {SOUND:HIT_AND_MISS {SOUND_LIST:HOLY} {SOUND_LIST:HOLY_MISS} -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n[unit_type]\n [base_unit]\n id=Divine Avatar\n [/base_unit]\n id=Divine Incarnation\n name= _ \"female^Divine Incarnation\"\n hitpoints=70\n movement=4\n experience=150\n level=3\n do_not_list=yes\n description= _ \"Divine Incarnations are said to be the closest thing to a god\u2019s actual presence in this world. They can be both awe-inspiring and terrifying.\"\n [attack]\n damage=9\n [/attack]\n [attack]\n damage=14\n [/attack]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Druid\n name= _ \"female^Quenoth Druid\"\n race=quenoth\n gender=female\n image=units/quenoth/druid.png\n profile=\"portraits/quenoth/druid.png\"\n hitpoints=45\n movement_type=quenoth_foot\n movement=5\n experience=180\n level=3\n alignment=neutral\n advances_to=Quenoth Shyde\n cost=48\n usage=healer\n [abilities]\n {UTBS_ABILITY_CURES}\n [/abilities]\n description= _ \"Worshippers of the Goddess of Light, Eloh, Druids are considered mysterious even by other elves of the same order. Part of this stems from the Druids\u2019 unusual connection with nature, something nearly wholly absent in a world pervaded by scorched sand. In a brutish world where others train themselves for combat and survival, these elves are the few who remain as healers and caretakers.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [attack]\n name=staff\n #textdomain wesnoth-units\n description= _\"staff\"\n #textdomain wesnoth-utbs\n type=impact\n range=melee\n damage=9\n number=2\n range=melee\n icon=attacks/druidstaff.png\n [/attack]\n [attack]\n name=sand\n description= _\"sand\"\n type=impact\n range=ranged\n damage=6\n number=3\n icon=attacks/sand-storm.png\n [specials]\n {WEAPON_SPECIAL_DAZE}\n [/specials]\n [/attack]\n [attack]\n name=thorns\n #textdomain wesnoth-units\n description= _\"thorns\"\n #textdomain wesnoth-utbs\n type=pierce\n range=ranged\n damage=7\n number=4\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n {DEFENSE_ANIM \"units/quenoth/druid-defend2.png\" \"units/quenoth/druid-defend1.png\" {SOUND_LIST:ELF_FEMALE_HIT} }\n [healing_anim]\n start_time=-250\n [frame]\n image=\"units/quenoth/druid.png:50\"\n [/frame]\n [frame]\n image=\"units/quenoth/druid.png:350\"\n halo=halo/elven/shaman-heal-halo-[1~7].png\n [/frame]\n [frame]\n image=\"units/quenoth/druid.png:50\"\n [/frame]\n [/healing_anim]\n [attack_anim]\n [filter_attack]\n name=staff\n [/filter_attack]\n start_time=-250\n [frame]\n image=\"units/quenoth/druid.png:400\"\n [/frame]\n {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sand\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=320\n offset=0.75~1.1,1.1~1.25\n halo=\"projectiles/sand-storm-[1~8].png:40\"\n auto_vflip=no\n [/missile_frame]\n start_time=-320\n [frame]\n image=\"units/quenoth/druid.png:450\"\n sound=petrified.ogg\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=thorns\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=200\n image=\"projectiles/thorns.png\"\n image_diagonal=\"projectiles/thorns-ne.png\"\n [/missile_frame]\n start_time=-300\n [frame]\n image=\"units/quenoth/druid.png:500\"\n halo=\"halo/elven/nature-halo[1~8].png\"\n [/frame]\n {SOUND:HIT_AND_MISS magic-thorns-[1,2].ogg magic-thorns-miss-[1,2].ogg -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Dustbok\n #po: Made-up animal name derived from 'dust' (sand) and 'bok' as in real-world steenbok or springbok antelope\n name= _ \"Dustbok\"\n image=units/quenoth/dustbok.png\n race=monster\n hitpoints=22\n movement_type=quenoth_horse\n movement=8\n experience=100\n level=0\n alignment=lawful\n advances_to=null\n cost=12\n usage=scout\n description= _ \"Dustboks are nimble, graceful creatures whose timid and peaceful nature stands in sharp contrast to the harsh land in which they live. Because the scorched land cannot support herds or even territorial neighbors, dustboks are solitary wanderers and yet still social, curious, and willing to cooperate with anyone if it leads to food. While this behavior has led to the death of many a foolish dustbok, it has made them excellent partners to the Quenoth Elves, who value their speed and agility.\"\n die_sound=horse-die.ogg\n [attack]\n name=ram\n #textdomain wesnoth-units\n description= _\"ram\"\n #textdomain wesnoth-utbs\n type=impact\n range=melee\n damage=4\n number=3\n icon=attacks/blank-attack.png\n [/attack]\n {DEFENSE_ANIM \"units/quenoth/dustbok.png\" \"units/quenoth/dustbok.png\" {SOUND_LIST:HORSE_HIT}}\n [attack_anim]\n [filter_attack]\n name=ram\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=450\n image=\"units/quenoth/dustbok.png\"\n [/frame]\n {SOUND:HIT_AND_MISS club.ogg club-miss.ogg -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Fighter\n name= _ \"Quenoth Fighter\"\n race=quenoth\n ignore_race_traits=yes\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n image=units/quenoth/fighter.png\n profile=\"portraits/quenoth/fighter.png\"\n hitpoints=30\n movement_type=quenoth_foot\n movement=5\n experience=40\n level=1\n alignment=lawful\n advances_to=Quenoth Warrior,Quenoth Flanker\n cost=15\n usage=fighter\n description= _ \"Long ago, during more prosperous times, elven warriors favored the use of swords as more elegant, versatile weapons compared to other melee armaments. However, in recent times, the dearth of supplies for smithing has reduced the availability of blade-crafting, necessitating the fashioning of cheaper, more easily repaired weaponry. Quenoth Fighters are remarkably skilled in coordinated groups, where they can counteract the lack of more sophisticated weaponry by forming robust spear ranks capable of repelling nearly any frontal assault.\"\n die_sound={SOUND_LIST:ELF_HIT}\n [abilities]\n {ABILITY_FORMATION}\n [/abilities]\n [attack]\n name=spear\n #textdomain wesnoth-units\n description= _\"spear\"\n #textdomain wesnoth-utbs\n type=pierce\n range=melee\n damage=9\n number=2\n icon=attacks/spear.png\n [specials]\n {WEAPON_SPECIAL_FIRSTSTRIKE}\n [/specials]\n [/attack]\n {DEFENSE_ANIM \"units/quenoth/fighter-defend-2.png\" \"units/quenoth/fighter-defend-1.png\" {SOUND_LIST:ELF_HIT}}\n [attack_anim]\n [filter_attack]\n name=spear\n [/filter_attack]\n offset=0.0:130,0.0~0.6:170,0.6~0.0:230\n start_time=-300\n [frame]\n image=\"units/quenoth/fighter-attack[1,2,3,4,5].png:[80,70,100,50,230]\"\n [/frame]\n {SOUND:HIT_AND_MISS spear.ogg spear-miss.ogg -100}\n [/attack_anim]\n[/unit_type]\n\n#define QUENOTH_FIGHTER_VARIANT SUFFIX_NUMBER COST\n [unit_type]\n id=Quenoth Fighter{SUFFIX_NUMBER}\n [base_unit]\n id=Quenoth Fighter\n [/base_unit]\n hide_help=yes\n do_not_list=yes\n cost={COST}\n [/unit_type]\n#enddef\n\n{QUENOTH_FIGHTER_VARIANT 1 16}\n{QUENOTH_FIGHTER_VARIANT 2 17}\n{QUENOTH_FIGHTER_VARIANT 3 18}\n{QUENOTH_FIGHTER_VARIANT 4 19}\n{QUENOTH_FIGHTER_VARIANT 5 20}\n{QUENOTH_FIGHTER_VARIANT 6 21}\n{QUENOTH_FIGHTER_VARIANT 7 22}\n{QUENOTH_FIGHTER_VARIANT 8 23}\n{QUENOTH_FIGHTER_VARIANT 9 24}\n{QUENOTH_FIGHTER_VARIANT 10 25}\n\n#undef QUENOTH_FIGHTER_VARIANT\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Flanker\n name= _ \"Quenoth Flanker\"\n race=quenoth\n ignore_race_traits=yes\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n image=units/quenoth/flanker.png\n profile=\"portraits/quenoth/flanker.png\"\n hitpoints=43\n movement_type=quenoth_foot\n movement=5\n experience=90\n level=2\n alignment=lawful\n advances_to=Quenoth Ranger\n cost=28\n usage=fighter\n description= _ \"Some fighters find that their true talents lie not within rigid spear ranks, but out in the sands, striking at the flanks and rear of enemy forces. Fast and nimble, these elves make use of the weaknesses in enemy formations to disrupt their lines and sow chaos on the battlefield. In more cutthroat conflicts, Flankers even rely on the use of poison \u2014 a tool whose use was frowned on by their ancestors \u2014 to cripple their foes before charging in for the finish.\"\n die_sound={SOUND_LIST:ELF_HIT}\n [abilities]\n {ABILITY_SKIRMISHER}\n [/abilities]\n [attack]\n name=sword\n #textdomain wesnoth-units\n description= _\"sword\"\n #textdomain wesnoth-utbs\n type=blade\n range=melee\n damage=8\n number=4\n icon=attacks/sword-elven.png\n [/attack]\n [attack]\n name=blowgun\n description= _\"blowgun\"\n type=pierce\n range=ranged\n damage=2\n number=4\n icon=attacks/blowgun.png\n [specials]\n {WEAPON_SPECIAL_POISON}\n [/specials]\n [/attack]\n {DEFENSE_ANIM \"units/quenoth/flanker-defend2.png\" \"units/quenoth/flanker-defend1.png\" {SOUND_LIST:ELF_HIT}}\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=450\n image=\"units/quenoth/flanker.png\"\n [/frame]\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=blowgun\n [/filter_attack]\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=\"projectiles/missile-n.png~SCALE_SHARP(36,36)\"\n image_diagonal=\"projectiles/missile-ne.png~SCALE_SHARP(36,36)\"\n [/missile_frame]\n start_time=-300\n [frame]\n image=\"units/quenoth/flanker.png:450\"\n [/frame]\n {SOUND:HIT_AND_MISS crossbow.ogg crossbow-miss.ogg -300}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Marksman\n name= _ \"Quenoth Marksman\"\n image=units/quenoth/marksman.png\n profile=\"portraits/quenoth/marksman.png\"\n race=quenoth\n hitpoints=46\n movement_type=quenoth_horse\n [resistance]\n pierce=120\n [/resistance]\n movement=8\n experience=150\n level=3\n alignment=lawful\n advances_to=null\n {AMLA_DEFAULT}\n cost=44\n usage=scout\n undead_variation=mounted\n description= _ \"In times past, the elves\u2019 supremacy at archery was unquestioned among the other races of the Great Continent. With archery being less viable in a land of scarce cover, however, the skills of the few remaining elven bowmen became suspect, to the point that even their brethren began to believe that archery was more of an outdated relic than a practical tool for battle.\n\nA simple glance at a Quenoth Marksman in action would be enough to dispel this foolish train of thought. Capable of the same legendary feats as their ancestors, these master archers can achieve the same speed and precision as the Sharpshooters of old, all while in full gallop on horseback.\"\n die_sound=horse-die.ogg\n [abilities]\n {ABILITY_DISENGAGE}\n [/abilities]\n [attack]\n name=sword\n #textdomain wesnoth-units\n description= _\"sword\"\n type=blade\n range=melee\n damage=6\n number=3\n icon=attacks/sword-elven.png\n movement_used=0\n [/attack]\n [attack]\n name=bow\n description= _\"bow\"\n #textdomain wesnoth-utbs\n type=pierce\n range=ranged\n damage=9\n number=5\n icon=attacks/bow-elven.png\n movement_used=0\n [specials]\n {WEAPON_SPECIAL_MARKSMAN}\n [/specials]\n [/attack]\n {DEFENSE_ANIM \"units/quenoth/marksman.png\" \"units/quenoth/marksman.png\" {SOUND_LIST:HORSE_HIT}}\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=450\n image=\"units/quenoth/marksman.png\"\n [/frame]\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=bow\n [/filter_attack]\n missile_start_time=-100\n [missile_frame]\n duration=100\n image=projectiles/missile-n.png\n image_diagonal=projectiles/missile-ne.png\n [/missile_frame]\n start_time=-380\n [frame]\n image=units/quenoth/marksman.png:470\n [/frame]\n {SOUND:HIT_AND_MISS bow.ogg bow-miss.ogg -380}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Mystic\n name= _ \"female^Quenoth Mystic\"\n race=quenoth\n gender=female\n image=units/quenoth/mystic/mystic.png\n profile=\"portraits/quenoth/mystic.png\"\n hitpoints=25\n movement_type=quenoth_foot\n movement=5\n experience=28\n level=1\n alignment=neutral\n advances_to=Quenoth Shaman,Quenoth Sun Singer\n cost=16\n usage=healer\n [abilities]\n {UTBS_ABILITY_HEALS}\n [/abilities]\n description= _ \"Like their ancestors, Quenoth Mystics are those who devote themselves to the natural energies that flow through body of Irdya. In the harsh, barren wastelands, however, these elves can no longer rely on the once vast forests from which their forebears drew much of their strength. Instead, sand and sun are the source of the elves\u2019 new powers, which they employ to great effect in their homes in the deserts.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [attack]\n name=staff\n #textdomain wesnoth-units\n description= _\"staff\"\n #textdomain wesnoth-utbs\n type=impact\n range=melee\n damage=4\n number=2\n range=melee\n icon=attacks/druidstaff.png\n [/attack]\n [attack]\n name=sand\n description= _\"sand\"\n type=impact\n range=ranged\n damage=3\n number=2\n icon=attacks/sand-storm.png\n [specials]\n {WEAPON_SPECIAL_DAZE}\n [/specials]\n [/attack]\n {DEFENSE_ANIM \"units/quenoth/mystic/mystic-defend-2.png\" \"units/quenoth/mystic/mystic-defend-1.png\" {SOUND_LIST:ELF_FEMALE_HIT} }\n [healing_anim]\n start_time=-450\n [frame]\n image=\"units/quenoth/mystic/mystic.png:50\"\n [/frame]\n [frame]\n image=\"units/quenoth/mystic/mystic-heal-[1~8].png:70\"\n halo=halo/elven/shaman-heal-halo-[1~7].png\n [/frame]\n [frame]\n image=\"units/quenoth/mystic/mystic.png:50\"\n [/frame]\n [/healing_anim]\n [attack_anim]\n [filter_attack]\n name=staff\n [/filter_attack]\n start_time=-250\n [frame]\n image=\"units/quenoth/mystic/mystic.png:400\"\n [/frame]\n {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sand\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=320\n offset=0.75~1.1,1.1~1.25\n halo=\"projectiles/sand-storm-[1~8].png:40\"\n auto_vflip=no\n [/missile_frame]\n start_time=-320\n [frame]\n image=\"units/quenoth/mystic/mystic.png:450\"\n sound=petrified.ogg\n [/frame]\n [/attack_anim]\n[/unit_type]\n\n#define QUENOTH_MYSTIC_VARIANT SUFFIX_NUMBER COST\n [unit_type]\n id=Quenoth Mystic{SUFFIX_NUMBER}\n [base_unit]\n id=Quenoth Mystic\n [/base_unit]\n hide_help=yes\n do_not_list=yes\n cost={COST}\n [/unit_type]\n#enddef\n\n{QUENOTH_MYSTIC_VARIANT 1 19}\n{QUENOTH_MYSTIC_VARIANT 2 20}\n{QUENOTH_MYSTIC_VARIANT 3 21}\n{QUENOTH_MYSTIC_VARIANT 4 22}\n{QUENOTH_MYSTIC_VARIANT 5 23}\n{QUENOTH_MYSTIC_VARIANT 6 24}\n{QUENOTH_MYSTIC_VARIANT 7 25}\n{QUENOTH_MYSTIC_VARIANT 8 26}\n{QUENOTH_MYSTIC_VARIANT 9 27}\n{QUENOTH_MYSTIC_VARIANT 10 28}\n\n#undef QUENOTH_MYSTIC_VARIANT\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Outrider\n name= _ \"Quenoth Outrider\"\n image=units/quenoth/outrider.png\n profile=\"portraits/quenoth/outrider.png\"\n race=quenoth\n hitpoints=54\n movement_type=quenoth_horse\n [resistance]\n pierce=120\n [/resistance]\n movement=8\n experience=150\n level=3\n alignment=lawful\n advances_to=null\n {AMLA_DEFAULT}\n cost=42\n usage=scout\n undead_variation=mounted\n description= _ \"Described as riders who \u2018rush like the wind\u2019, Outriders breeze across the sands at unmatched speeds. Unlike their lesser brethren, Outriders train themselves for direct combat, wielding sword and bola to strike at injured units and exposed flanks where enemy lines are weakest. A group of these riders is especially dangerous, for against them, both retreat and attrition are futile, a prospect that is only ruinous in the inhospitable desert.\"\n die_sound=horse-die.ogg\n [abilities]\n {ABILITY_DISENGAGE}\n [/abilities]\n [attack]\n name=sword\n #textdomain wesnoth-units\n description= _\"sword\"\n #textdomain wesnoth-utbs\n type=blade\n range=melee\n damage=10\n number=4\n icon=attacks/sword-elven.png\n movement_used=0\n [/attack]\n [attack]\n name=bolas\n description= _\"bolas\"\n type=impact\n range=ranged\n damage=8\n number=3\n icon=attacks/bolas.png\n movement_used=0\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n [/attack]\n {DEFENSE_ANIM \"units/quenoth/outrider-defend2.png\" \"units/quenoth/outrider-defend1.png\" {SOUND_LIST:HORSE_HIT}}\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=450\n image=\"units/quenoth/outrider.png\"\n [/frame]\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=bolas\n [/filter_attack]\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=projectiles/bolas-n.png\n image_diagonal=projectiles/bolas-ne.png\n [/missile_frame]\n start_time=-300\n [frame]\n image=units/quenoth/outrider.png:400\n [/frame]\n {SOUND:HIT_AND_MISS hatchet.wav hatchet-miss.wav -300}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Pathfinder\n name= _ \"Quenoth Pathfinder\"\n image=units/quenoth/pathfinder.png\n profile=\"portraits/quenoth/pathfinder.png\"\n race=quenoth\n hitpoints=40\n movement_type=quenoth_horse\n [resistance]\n pierce=120\n [/resistance]\n movement=8\n experience=80\n level=2\n alignment=lawful\n advances_to=Quenoth Outrider\n cost=31\n usage=scout\n undead_variation=mounted\n description= _ \"In times past, turning and fleeing from an engagement was a risky tactic, for there were few means to avoid or block enemy archers shooting from behind. In the desert, however, unstable footing and lack of cover make it far more challenging for most fighters to strike from range. The elusive Pathfinders make use of this by riding the exceptionally agile dustboks, who are highly adapted to traversing the dunes and can evade most attacks with their swift movements. The difficulty in pinning these riders down often tries the patience of their enemies, who are provoked into recklessly giving chase \u2014 inevitably into many a deadly trap.\"\n die_sound=horse-die.ogg\n [abilities]\n {ABILITY_DISENGAGE}\n [/abilities]\n [attack]\n name=sword\n #textdomain wesnoth-units\n description= _\"sword\"\n #textdomain wesnoth-utbs\n type=blade\n range=melee\n damage=7\n number=4\n icon=attacks/sword-elven.png\n movement_used=0\n [/attack]\n [attack]\n name=bolas\n #textdomain wesnoth-units\n description= _\"bolas\"\n #textdomain wesnoth-utbs\n type=impact\n range=ranged\n damage=8\n number=2\n icon=attacks/bolas.png\n movement_used=0\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n [/attack]\n {DEFENSE_ANIM \"units/quenoth/pathfinder-defend2.png\" \"units/quenoth/pathfinder-defend1.png\" {SOUND_LIST:HORSE_HIT}}\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=450\n image=\"units/quenoth/pathfinder.png\"\n [/frame]\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=bolas\n [/filter_attack]\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=projectiles/bolas-n.png\n image_diagonal=projectiles/bolas-ne.png\n [/missile_frame]\n start_time=-300\n [frame]\n image=units/quenoth/pathfinder.png:400\n [/frame]\n {SOUND:HIT_AND_MISS hatchet.wav hatchet-miss.wav -300}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Ranger\n name= _ \"Quenoth Ranger\"\n race=quenoth\n ignore_race_traits=yes\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n image=units/quenoth/ranger.png\n profile=\"portraits/quenoth/ranger.png\"\n hitpoints=53\n movement_type=quenoth_foot\n movement=6\n experience=150\n level=3\n alignment=lawful\n advances_to=null\n {AMLA_DEFAULT}\n cost=42\n usage=fighter\n description= _ \"The title \u2018Ranger\u2019 is a little misleading, for these agile elves have little in common with the more pacifistic explorers of nature that once bore the same title. They, instead, are expert fighters who specifically seek combat in order to better hone their skirmishing skills. While they do not possess the brute force of their warrior counterparts, Quenoth Rangers are more proficient at navigating through chaotic fights and are capable of darting in and out of enemy lines to assassinate injured targets. Their masterful use of poison and formidable swordsmanship make these elves especially deadly in the harsh desert terrain, where fewer options to retreat are available.\"\n die_sound={SOUND_LIST:ELF_HIT}\n [abilities]\n {ABILITY_SKIRMISHER}\n [/abilities]\n [attack]\n name=sword\n #textdomain wesnoth-units\n description= _\"sword\"\n #textdomain wesnoth-utbs\n type=blade\n range=melee\n damage=10\n number=4\n icon=attacks/sword-elven.png\n [/attack]\n [attack]\n name=blowgun\n description= _\"blowgun\"\n type=pierce\n range=ranged\n damage=3\n number=5\n icon=attacks/blowgun.png\n [specials]\n {WEAPON_SPECIAL_POISON}\n [/specials]\n [/attack]\n {DEFENSE_ANIM \"units/quenoth/ranger-defend2.png\" \"units/quenoth/ranger-defend1.png\" {SOUND_LIST:ELF_HIT}}\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=450\n image=\"units/quenoth/ranger.png\"\n [/frame]\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=blowgun\n [/filter_attack]\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=\"projectiles/missile-n.png~SCALE_SHARP(36,36)\"\n image_diagonal=\"projectiles/missile-ne.png~SCALE_SHARP(36,36)\"\n [/missile_frame]\n start_time=-300\n [frame]\n image=\"units/quenoth/ranger.png:450\"\n [/frame]\n {SOUND:HIT_AND_MISS crossbow.ogg crossbow-miss.ogg -300}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Scout\n name= _ \"Quenoth Scout\"\n image=units/quenoth/scout.png\n profile=\"portraits/quenoth/scout.png\"\n race=quenoth\n hitpoints=26\n movement_type=quenoth_horse\n movement=8\n experience=40\n level=1\n alignment=lawful\n advances_to=Quenoth Pathfinder,Quenoth Archer\n cost=17\n usage=scout\n undead_variation=mounted\n description= _ \"Riding the graceful, agile dustboks, Quenoth Scouts move with unmatched speed across the sands. Their practiced skill with sword and sling are useful abilities to harry enemies and allows them to act as effective hunters and patrolmen.\"\n die_sound=horse-die.ogg\n [abilities]\n {ABILITY_DISENGAGE}\n [/abilities]\n [attack]\n name=sword\n #textdomain wesnoth-units\n description= _\"sword\"\n #textdomain wesnoth-utbs\n type=blade\n range=melee\n damage=6\n number=3\n icon=attacks/sword-elven.png\n movement_used=0\n [/attack]\n [attack]\n name=sling\n #textdomain wesnoth-units\n description= _\"sling\"\n #textdomain wesnoth-utbs\n type=impact\n range=ranged\n damage=8\n number=2\n icon=attacks/sling.png\n movement_used=0\n [/attack]\n {DEFENSE_ANIM \"units/quenoth/scout-defend-2.png\" \"units/quenoth/scout-defend-1.png\" {SOUND_LIST:HORSE_HIT}}\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=450\n image=\"units/quenoth/scout.png\"\n [/frame]\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sling\n [/filter_attack]\n offset=0.0\n start_time=-400\n [if]\n hits=yes\n {MISSILE_FRAME_STONE_HIT 5 -6}\n [frame]\n image=\"units/quenoth/scout.png:450\"\n sound=sling.ogg\n [/frame]\n [/if]\n [else]\n hits=no\n {MISSILE_FRAME_STONE_MISS 5 -6}\n [frame]\n image=\"units/quenoth/scout.png:450\"\n sound=sling-miss.ogg\n [/frame]\n [/else]\n [/attack_anim]\n[/unit_type]\n\n#define QUENOTH_SCOUT_VARIANT SUFFIX_NUMBER COST\n [unit_type]\n id=Quenoth Scout{SUFFIX_NUMBER}\n [base_unit]\n id=Quenoth Scout\n [/base_unit]\n hide_help=yes\n do_not_list=yes\n cost={COST}\n [/unit_type]\n#enddef\n\n{QUENOTH_SCOUT_VARIANT 1 18}\n{QUENOTH_SCOUT_VARIANT 2 19}\n{QUENOTH_SCOUT_VARIANT 3 20}\n{QUENOTH_SCOUT_VARIANT 4 21}\n{QUENOTH_SCOUT_VARIANT 5 22}\n{QUENOTH_SCOUT_VARIANT 6 23}\n{QUENOTH_SCOUT_VARIANT 7 24}\n{QUENOTH_SCOUT_VARIANT 8 25}\n{QUENOTH_SCOUT_VARIANT 9 26}\n{QUENOTH_SCOUT_VARIANT 10 27}\n\n#undef QUENOTH_SCOUT_VARIANT\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Shaman\n name= _ \"female^Quenoth Shaman\"\n race=quenoth\n gender=female\n image=units/quenoth/shaman.png\n profile=\"portraits/quenoth/shaman.png\"\n hitpoints=35\n movement_type=quenoth_foot\n movement=5\n experience=65\n level=2\n alignment=neutral\n advances_to=Quenoth Druid\n cost=33\n usage=healer\n [abilities]\n {UTBS_ABILITY_CURES}\n [/abilities]\n description= _ \"Like the elves of old, many Quenoth Elves seek to study the art of medicine and healing rather than hone their abilities in direct battle. Shamans are highly knowledgeable about the sparse plant-life scattered across the deserts and even possess some ability to bolster crop growth, an invaluable skill in a land with few resources. The capacity to foster flora in such an inhospitable environment is a sign of hope as well, a chance that nature might one day rise from its sandy grave and bloom again.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [attack]\n name=staff\n #textdomain wesnoth-units\n description= _\"staff\"\n #textdomain wesnoth-utbs\n type=impact\n range=melee\n damage=6\n number=2\n range=melee\n icon=attacks/druidstaff.png\n [/attack]\n [attack]\n name=sand\n description= _\"sand\"\n type=impact\n range=ranged\n damage=6\n number=2\n icon=attacks/sand-storm.png\n [specials]\n {WEAPON_SPECIAL_DAZE}\n [/specials]\n [/attack]\n [attack]\n name=thorns\n #textdomain wesnoth-units\n description= _\"thorns\"\n #textdomain wesnoth-utbs\n type=pierce\n range=ranged\n damage=6\n number=3\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n {DEFENSE_ANIM \"units/quenoth/shaman-defend2.png\" \"units/quenoth/shaman-defend1.png\" {SOUND_LIST:ELF_FEMALE_HIT} }\n [healing_anim]\n start_time=-250\n [frame]\n image=\"units/quenoth/shaman.png:50\"\n [/frame]\n [frame]\n image=\"units/quenoth/shaman.png:350\"\n halo=halo/elven/shaman-heal-halo-[1~7].png\n [/frame]\n [frame]\n image=\"units/quenoth/shaman.png:50\"\n [/frame]\n [/healing_anim]\n [attack_anim]\n [filter_attack]\n name=staff\n [/filter_attack]\n start_time=-250\n [frame]\n image=\"units/quenoth/shaman.png:400\"\n [/frame]\n {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sand\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=320\n offset=0.75~1.1,1.1~1.25\n halo=\"projectiles/sand-storm-[1~8].png:40\"\n auto_vflip=no\n [/missile_frame]\n start_time=-320\n [frame]\n image=\"units/quenoth/shaman.png:450\"\n sound=petrified.ogg\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=thorns\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=200\n image=\"projectiles/thorns.png\"\n image_diagonal=\"projectiles/thorns-ne.png\"\n [/missile_frame]\n start_time=-300\n [frame]\n image=\"units/quenoth/shaman.png:500\"\n halo=\"halo/elven/nature-halo[1~8].png\"\n [/frame]\n {SOUND:HIT_AND_MISS magic-thorns-[1,2].ogg magic-thorns-miss-[1,2].ogg -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Shyde\n name= _ \"female^Quenoth Shyde\"\n race=quenoth\n gender=female\n image=units/quenoth/shyde.png\n profile=\"portraits/quenoth/shyde.png\"\n hitpoints=55\n movement_type=quenoth_float\n movement=6\n experience=200\n level=4\n alignment=neutral\n advances_to=null\n {AMLA_DEFAULT}\n cost=60\n usage=healer\n [abilities]\n {UTBS_ABILITY_SUPER_CURES}\n [/abilities]\n description= _ \"From the teachings of Analia, the healer of the Emerald Blossom:\n\n\u201c... by embracing the path to the faerie, we must step past the boundary of flesh and magic to become a being of them both. As surely as the physical form binds the blood that gives us life, it must bind the energy that governs our world, that which is the flowing wind, the cycle of day and night, the endless march of time... We are the physical form, but we are timeless spirits as well, beings touched by that which is faerie. That realm is one that endures through the aeons, whether it takes on the form of nature, of fire, or of sand, it is always there. As it is mutable, so must we be, for the power of faerie is that to transmute the flesh of our world, from sand to earth, from scorched wasteland to life.\u201d\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [attack]\n name=staff\n #textdomain wesnoth-units\n description= _\"staff\"\n #textdomain wesnoth-utbs\n type=impact\n range=melee\n damage=11\n number=2\n range=melee\n icon=attacks/druidstaff.png\n [/attack]\n [attack]\n name=sand\n description= _\"sand\"\n type=impact\n range=ranged\n damage=6\n number=4\n icon=attacks/sand-storm.png\n [specials]\n {WEAPON_SPECIAL_DAZE}\n [/specials]\n [/attack]\n [attack]\n name=thorns\n #textdomain wesnoth-units\n description= _\"thorns\"\n #textdomain wesnoth-utbs\n type=pierce\n range=ranged\n damage=9\n number=4\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n {DEFENSE_ANIM \"units/quenoth/shyde.png\" \"units/quenoth/shyde.png\" {SOUND_LIST:ELF_FEMALE_HIT} }\n [healing_anim]\n start_time=-250\n [frame]\n image=\"units/quenoth/shyde.png:50\"\n [/frame]\n [frame]\n image=\"units/quenoth/shyde.png:350\"\n halo=halo/elven/shaman-heal-halo-[1~7].png\n [/frame]\n [frame]\n image=\"units/quenoth/shyde.png:50\"\n [/frame]\n [/healing_anim]\n [attack_anim]\n [filter_attack]\n name=staff\n [/filter_attack]\n start_time=-250\n [frame]\n image=\"units/quenoth/shyde.png:400\"\n [/frame]\n {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sand\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=320\n offset=0.75~1.1,1.1~1.25\n halo=\"projectiles/sand-storm-[1~8].png:40\"\n auto_vflip=no\n [/missile_frame]\n start_time=-320\n [frame]\n image=\"units/quenoth/shyde.png:450\"\n sound=petrified.ogg\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=thorns\n [/filter_attack]\n missile_start_time=-200\n [missile_frame]\n duration=200\n image=\"projectiles/thorns.png\"\n image_diagonal=\"projectiles/thorns-ne.png\"\n [/missile_frame]\n start_time=-300\n [frame]\n image=\"units/quenoth/shyde.png:500\"\n halo=\"halo/elven/nature-halo[1~8].png\"\n [/frame]\n {SOUND:HIT_AND_MISS magic-thorns-[1,2].ogg magic-thorns-miss-[1,2].ogg -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Sun Singer\n name= _ \"female^Quenoth Sun Singer\"\n race=quenoth\n gender=female\n image=units/quenoth/sun_singer/sun-singer.png\n profile=\"portraits/quenoth/sun_singer.png\"\n hitpoints=36\n movement_type=quenoth_foot\n movement=5\n experience=105\n level=2\n alignment=lawful\n advances_to=Quenoth Sun Sylph\n cost=36\n usage=healer\n [abilities]\n {UTBS_ABILITY_HEALS}\n [/abilities]\n description= _ \"Faerie and elven magic have oft been aptly associated with life, from which they draw the majority of their power. However, with the death of much of Irdya\u2019s flora, the Quenoth Elves were forced to seek another source for their sorcery. In time, they learned to harness the power of the suns Sela and Naia - the twin stars that had razed the forests of Irdya to ashes, yet still spring forth the energy required for sparking life. Those who master this new magic sing of the dual nature of these embodiments of fire: flames that are both life and life\u2019s demise.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [attack]\n name=touch\n #textdomain wesnoth-units\n description= _\"touch\"\n type=fire\n range=melee\n damage=8\n number=2\n icon=attacks/touch-faerie.png\n [/attack]\n [attack]\n name=faerie fire\n description= _\"faerie fire\"\n #textdomain wesnoth-utbs\n type=arcane\n range=ranged\n damage=9\n number=3\n icon=attacks/faerie-fire-sun.png\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n {DEFENSE_ANIM \"units/quenoth/sun_singer/sun-singer-defend2.png\" \"units/quenoth/sun_singer/sun-singer-defend1.png\" {SOUND_LIST:ELF_FEMALE_HIT} }\n [standing_anim]\n start_time=0\n flame_start_time=0\n backglow_start_time=0\n [frame]\n image=\"units/quenoth/sun_singer/sun-singer-stand.png\"\n [/frame]\n [flame_frame]\n image=\"{QUENOTH_FLAME_POS 38 0}\"\n layer=42\n auto_vflip=no\n auto_hflip=yes\n [/flame_frame]\n [backglow_frame]\n image=\"units/quenoth/sun_singer/sun-singer-backglow.png\"\n layer=41\n auto_vflip=no\n auto_hflip=yes\n [/backglow_frame]\n [/standing_anim]\n [healing_anim]\n start_time=-270\n [frame]\n image=\"units/quenoth/sun_singer/sun-singer-heal-[1,2].png:70\"\n [/frame]\n [frame]\n image=\"units/quenoth/sun_singer/sun-singer-heal-[3~8].png:90\"\n halo=halo/elven/shaman-heal-halo-[1~7].png~O(0.8)~CS(30,-15,-35)~SCALE(108,108)\n [/frame]\n [frame]\n image=\"units/quenoth/sun_singer/sun-singer.png:50\"\n [/frame]\n [/healing_anim]\n [attack_anim]\n [filter_attack]\n name=touch\n [/filter_attack]\n start_time=-250\n [frame]\n image=\"units/quenoth/sun_singer/sun-singer.png:400\"\n [/frame]\n {SOUND:HIT_AND_MISS flame-big.ogg flame-big-miss.ogg -250}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=faerie fire\n [/filter_attack]\n start_time=-350\n {MISSILE_FRAME_FAERIE_FIRE}\n missile_blend_color=255,180,0\n missile_blend_ratio=0.5\n missile_halo_mod=~CS(255,-40,-155)\n [frame]\n image=\"units/quenoth/sun_singer/sun-singer.png\"\n duration=500\n halo=halo/elven/faerie-fire-halo[1~7].png\n halo_x,halo_y=14,0\n halo_mod=~CS(255,-40,-155)\n [/frame]\n {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -350}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Sun Sylph\n name= _ \"female^Quenoth Sun Sylph\"\n race=quenoth\n gender=female\n image=units/quenoth/sun_sylph/sun-sylph.png\n profile=\"portraits/quenoth/sun_sylph.png\"\n halo=halo/illuminates-aura.png~CS(50,20,-70)\n hitpoints=46\n movement_type=quenoth_float\n movement=6\n experience=150\n level=3\n alignment=lawful\n advances_to=null\n {AMLA_DEFAULT}\n cost=53\n usage=healer\n [abilities]\n {UTBS_ABILITY_HEALS}\n {ABILITY_ILLUMINATES}\n [/abilities]\n description= _ \"In times past, those who stepped beyond the boundary of the worlds of elf and faerie were called Sylphs, mystics with unparalleled knowledge of the secrets of the natural sphere. However, in the harsh new world, the path into the realm of the faerie became no longer a journey into the heart of nature, but a diverging path between light and darkness. Those elves who embrace the burning suns as the fulcrum of life and death learn also to harness their power, transforming into beings imbued with radiant fire. These Sun Sylphs very much embody the power that they wield: light that heals and protects, and flames that smolder with destruction.\"\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n [attack]\n name=touch\n #textdomain wesnoth-units\n description= _\"touch\"\n type=fire\n range=melee\n damage=12\n number=2\n icon=attacks/touch-faerie.png\n [/attack]\n [attack]\n name=faerie fire\n description= _\"faerie fire\"\n #textdomain wesnoth-utbs\n type=arcane\n range=ranged\n damage=10\n number=4\n icon=attacks/faerie-fire-sun.png\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n [/attack]\n # filtering whether she is floating or standing\n {DEFENSE_ANIM_FILTERED \"units/quenoth/sun_sylph/sun-sylph-fly-defend2.png\" \"units/quenoth/sun_sylph/sun-sylph-fly-defend1.png\" {SOUND_LIST:ELF_FEMALE_HIT} (\n terrain_type={QUENOTH_UNWALKABLE_TERRAINS}\n )}\n {DEFENSE_ANIM_FILTERED \"units/quenoth/sun_sylph/sun-sylph-defend2.png\" \"units/quenoth/sun_sylph/sun-sylph-defend1.png\" {SOUND_LIST:ELF_FEMALE_HIT} (\n terrain_type=!,{QUENOTH_UNWALKABLE_TERRAINS}\n )}\n\n [movement_anim]\n # flame frames are absent because they do some weird lagging thing\n start_time=0\n [frame]\n image=\"units/quenoth/sun_sylph/sun-sylph-fly1.png:150\"\n [/frame]\n [/movement_anim]\n [standing_anim]\n start_time=0\n flame_start_time=0\n backglow_start_time=0\n [if]\n terrain_type={QUENOTH_UNWALKABLE_TERRAINS}\n [frame]\n image=\"units/quenoth/sun_sylph/sun-sylph-fly[1~6].png:150\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/quenoth/sun_sylph/sun-sylph-stand.png\"\n [/frame]\n [/else]\n [flame_frame]\n image=\"{QUENOTH_FLAME_POS 44 0}\"\n halo=\"{QUENOTH_FLAME_POS 4 4}\"\n layer=42\n auto_vflip=no\n auto_hflip=yes\n [/flame_frame]\n [backglow_frame]\n image=\"units/quenoth/sun_sylph/sun-sylph-backglow.png\"\n layer=41\n auto_vflip=no\n auto_hflip=yes\n [/backglow_frame]\n [/standing_anim]\n [healing_anim]\n start_time=-250\n [frame]\n image=\"units/quenoth/sun_sylph/sun-sylph-fly1.png:50\"\n [/frame]\n [frame]\n image=\"units/quenoth/sun_sylph/sun-sylph-fly[2~5].png:[80*4]\"\n halo=halo/elven/shaman-heal-halo-[1~7].png\n [/frame]\n [frame]\n image=\"units/quenoth/sun_sylph/sun-sylph-fly6.png:50\"\n [/frame]\n [/healing_anim]\n [attack_anim]\n [filter_attack]\n name=touch\n [/filter_attack]\n start_time=-250\n offset=\"0~0.6:200,0.6~0:200\"\n [if]\n terrain_type={QUENOTH_UNWALKABLE_TERRAINS}\n [frame]\n image=\"units/quenoth/sun_sylph/sun-sylph-fly1.png:400\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/quenoth/sun_sylph/sun-sylph.png:400\"\n [/frame]\n [/else]\n missile_start_time=0\n [if]\n hits=yes\n {FIRE_BURST_SMALL}\n [/if]\n {SOUND:HIT_AND_MISS flame-big.ogg flame-big-miss.ogg -250}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=faerie fire\n [/filter_attack]\n start_time=-350\n elfhalo_start_time=-350\n {MISSILE_FRAME_FAERIE_FIRE}\n missile_blend_color=255,180,0\n missile_blend_ratio=0.5\n missile_halo_mod=~CS(255,-40,-155)\n [if]\n terrain_type={QUENOTH_UNWALKABLE_TERRAINS}\n [frame]\n image=\"units/quenoth/sun_sylph/sun-sylph-fly1.png\"\n [/frame]\n [/if]\n [else]\n [frame]\n image=\"units/quenoth/sun_sylph/sun-sylph.png\"\n [/frame]\n [/else]\n [elfhalo_frame]\n duration=500\n halo=halo/elven/faerie-fire-halo[1~7].png\n halo_x,halo_y=14,0\n halo_mod=~CS(255,-40,-155)\n [/elfhalo_frame]\n {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -350}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Tauroch\n name= _ \"Tauroch\"\n image=units/quenoth/tauroch/tauroch.png\n # profile=\"portraits/quenoth/tauroch_rider.png\"\n race=monster\n hitpoints=36\n movement_type=quenoth_beast\n movement=5\n experience=100\n level=1\n alignment=neutral\n advances_to=null\n cost=12\n usage=fighter\n description= _ \"Taurochs are huge, hardened beasts of the desert, considered untamable by most surviving races. However, the elves\u2019 affinity with nature has allowed them to form an unlikely bond with these unruly animals. While taurochs can easily carry or pull heavy loads, their thick hides and unwavering resolution also make them formidable mounts in battle.\"\n die_sound=\"tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg\"\n [attack]\n name=trample\n description= _\"trample\"\n type=impact\n range=melee\n damage=7\n number=2\n icon=attacks/trample.png\n [/attack]\n {DEFENSE_ANIM \"units/quenoth/tauroch/tauroch.png\" \"units/quenoth/tauroch/tauroch.png\" \"tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg\"}\n [attack_anim]\n [filter_attack]\n name=trample\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=100\n image=\"units/quenoth/tauroch/tauroch.png\"\n [/frame]\n [frame]\n duration=350\n image=\"units/quenoth/tauroch/tauroch.png\"\n sound=club.ogg\n [/frame]\n {SOUND:HIT squishy-hit.wav -150}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Tauroch Flagbearer\n name= _ \"Tauroch Flagbearer\"\n image=units/quenoth/tauroch/flagbearer.png\n image_icon=\"units/quenoth/tauroch/flagbearer.png~CROP(0,0,72,72)\"\n profile=\"portraits/quenoth/tauroch_flagbearer.png\"\n race=quenoth\n # Base movement of 4 is too little, but we don't want them to get 6 either\n # if they're quick, so instead they just have 5 movement but can't get quick\n ignore_race_traits=yes\n {TRAIT_STRONG}\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n {TRAIT_HEALTHY}\n hitpoints=65\n movement_type=quenoth_beast\n #mostly like a foot Elf, but they are bad at defending in villages\n [defense]\n village=60\n [/defense]\n movement=5\n experience=150\n level=3\n alignment=lawful\n advances_to=null\n {AMLA_DEFAULT}\n cost=52\n usage=mixed fighter\n undead_variation=beast_rider\n description= _ \"The prestigious Flagbearers spend years out in the open deserts leading their brethren on patrols and hunts, where they forage for supplies while defending their villages from brigands. They are invariably masters of skirmishes and tactics, highly proficient at roaming through the inhospitable sands. Rarely the leaders of large villages or armies, Flagbearers nonetheless have the skill and charisma to act as generals in times of need, when the elves are threatened by something more than mere scavengers or wild beasts.\"\n die_sound=\"tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg\"\n [abilities]\n {ABILITY_LEADERSHIP}\n [/abilities]\n [attack]\n name=ram\n #textdomain wesnoth-units\n description= _\"ram\"\n type=impact\n range=melee\n damage=10\n number=3\n icon=attacks/ram.png\n [specials]\n {WEAPON_SPECIAL_SHOCK}\n [/specials]\n [/attack]\n [attack]\n name=javelin\n description= _\"javelin\"\n #textdomain wesnoth-utbs\n type=pierce\n range=ranged\n damage=8\n number=3\n icon=attacks/javelin-human.png\n [/attack]\n {DEFENSE_ANIM \"units/quenoth/tauroch/flagbearer-defend-2.png\" \"units/quenoth/tauroch/flagbearer-defend-1.png\" \"tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg\"}\n [attack_anim]\n [filter_attack]\n name=ram\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=50\n image=\"units/quenoth/tauroch/flagbearer.png\"\n [/frame]\n [frame]\n duration=400\n image=\"units/quenoth/tauroch/flagbearer.png\"\n sound=tail.ogg\n [/frame]\n {SOUND:HIT mace.ogg -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=javelin\n [/filter_attack]\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=\"projectiles/spear-n.png\"\n image_diagonal=\"projectiles/spear-ne.png\"\n [/missile_frame]\n start_time=-300\n [frame]\n image=\"units/quenoth/tauroch/flagbearer.png:450\"\n sound={SOUND_LIST:THROW}\n [/frame]\n {SOUND:HIT spear.ogg -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Tauroch Protector\n name= _ \"Tauroch Protector\"\n image=units/quenoth/tauroch/protector.png\n image_icon=\"units/quenoth/tauroch/protector.png~CROP(0,0,72,72)\"\n profile=\"portraits/quenoth/tauroch_protector.png\"\n race=quenoth\n # Base movement of 4 is too little, but we don't want them to get 6 either\n # if they're quick, so instead they just have 5 movement but can't get quick\n ignore_race_traits=yes\n {TRAIT_STRONG}\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n {TRAIT_HEALTHY}\n hitpoints=71\n movement_type=quenoth_beast\n #mostly like a foot Elf, but they are bad at defending in villages\n [defense]\n village=60\n [/defense]\n [resistance]\n blade=70\n pierce=80\n impact=70\n [/resistance]\n movement=5\n experience=150\n level=3\n alignment=lawful\n advances_to=null\n {AMLA_DEFAULT}\n cost=48\n usage=mixed fighter\n undead_variation=beast_rider\n description= _ \"From the journal of Syniel, the Sand Skipper:\n\nThe orcs ambushed me near the oasis at twilight. I had to flee into the desert, but even there, the wolves were nearly fast enough to keep up with me. I ran and ran for hours until I could barely feel my legs and still, they hounded me under the bright moonlight. I thought that I was dead for sure, but as Eloh would have it, I came across a young tauroch that had wandered away from her pack. She must have sensed my trouble, for she came to me swiftly and fought beside me all through the long night; beyond exhaustion, we somehow managed to drive off dozens of orcs and wolves by ourselves. By dawn, we were alone, but wounded and weary to our bones with nothing but sand in sight. I used what little remained of my supplies to tend to the tauroch\u2019s wounds, then I succumbed to fatigue and I remember little after that.\n\n-----------------------\n\nI woke up today in the village, tired, but alive. My friends told me that the tauroch had carried me through the desert for many hours at no little cost to herself, for she was in worse condition than I by the time we had arrived. I can only be grateful that I managed to survive that dreadful night, for it is only by Eloh\u2019s grace that I happened upon such a loyal companion. She is my savior, my watchful guardian, a blessing from the Goddess herself. I think I will call her Nala, meaning \u2018Protector\u2019 in our tongue. I am sure we will have many more adventures together.\"\n die_sound=\"tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg\"\n [abilities]\n {ABILITY_STEADFAST}\n [/abilities]\n [attack]\n name=trample\n description= _\"trample\"\n type=impact\n range=melee\n damage=14\n number=2\n icon=attacks/trample.png\n [/attack]\n [attack]\n name=javelin\n #textdomain wesnoth-units\n description= _\"javelin\"\n #textdomain wesnoth-utbs\n type=pierce\n range=ranged\n damage=11\n number=3\n icon=attacks/javelin-human.png\n [/attack]\n {DEFENSE_ANIM \"units/quenoth/tauroch/protector-defend-2.png\" \"units/quenoth/tauroch/protector-defend-1.png\" \"tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg\"}\n [attack_anim]\n [filter_attack]\n name=trample\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=100\n image=\"units/quenoth/tauroch/protector.png\"\n [/frame]\n [frame]\n duration=350\n image=\"units/quenoth/tauroch/protector.png\"\n sound=club.ogg\n [/frame]\n {SOUND:HIT squishy-hit.wav -150}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=javelin\n [/filter_attack]\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=\"projectiles/spear-n.png\"\n image_diagonal=\"projectiles/spear-ne.png\"\n [/missile_frame]\n start_time=-300\n [frame]\n image=\"units/quenoth/tauroch/protector.png:450\"\n sound={SOUND_LIST:THROW}\n [/frame]\n {SOUND:HIT spear.ogg -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Tauroch Rider\n name= _ \"Tauroch Rider\"\n image=units/quenoth/tauroch/rider.png\n image_icon=\"units/quenoth/tauroch/rider.png~CROP(0,0,72,72)\"\n profile=\"portraits/quenoth/tauroch_rider.png\"\n race=quenoth\n # Base movement of 4 is too little, but we don't want them to get 6 either\n # if they're quick, so instead they just have 5 movement but can't get quick\n ignore_race_traits=yes\n {TRAIT_STRONG}\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n {TRAIT_HEALTHY}\n hitpoints=42\n movement_type=quenoth_beast\n movement=5\n experience=34\n level=1\n alignment=lawful\n advances_to=Tauroch Vanguard,Tauroch Stalwart\n cost=20\n usage=mixed fighter\n undead_variation=beast_rider\n description= _ \"Taurochs are huge, hardened beasts of the desert, considered untamable by most surviving races. However, the elves\u2019 affinity with nature has allowed them to form an unlikely bond with these unruly animals. While taurochs can easily carry or pull heavy loads, their thick hides and unwavering resolution also make them formidable mounts in battle. A tauroch guided by a skilled rider can hold off multiple enemies by itself and serves as a powerful warden to protect elven villages and caravans.\"\n die_sound=\"tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg\"\n [attack]\n name=trample\n description= _\"trample\"\n type=impact\n range=melee\n damage=8\n number=2\n icon=attacks/trample.png\n [/attack]\n [attack]\n name=javelin\n #textdomain wesnoth-units\n description= _\"javelin\"\n #textdomain wesnoth-utbs\n type=pierce\n range=ranged\n damage=6\n number=3\n icon=attacks/javelin-human.png\n [/attack]\n {DEFENSE_ANIM \"units/quenoth/tauroch/rider-defend-2.png\" \"units/quenoth/tauroch/rider-defend-1.png\" \"tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg\"}\n [attack_anim]\n [filter_attack]\n name=trample\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=100\n image=\"units/quenoth/tauroch/rider.png\"\n [/frame]\n [frame]\n duration=350\n image=\"units/quenoth/tauroch/rider.png\"\n sound=club.ogg\n [/frame]\n {SOUND:HIT squishy-hit.wav -150}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=javelin\n [/filter_attack]\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=\"projectiles/spear-n.png\"\n image_diagonal=\"projectiles/spear-ne.png\"\n [/missile_frame]\n start_time=-300\n [frame]\n image=\"units/quenoth/tauroch/rider.png:450\"\n sound={SOUND_LIST:THROW}\n [/frame]\n {SOUND:HIT spear.ogg -100}\n [/attack_anim]\n[/unit_type]\n\n#define QUENOTH_RIDER_VARIANT SUFFIX_NUMBER COST\n [unit_type]\n id=Tauroch Rider{SUFFIX_NUMBER}\n [base_unit]\n id=Tauroch Rider\n [/base_unit]\n hide_help=yes\n do_not_list=yes\n cost={COST}\n [/unit_type]\n#enddef\n\n{QUENOTH_RIDER_VARIANT 1 21}\n{QUENOTH_RIDER_VARIANT 2 22}\n{QUENOTH_RIDER_VARIANT 3 23}\n{QUENOTH_RIDER_VARIANT 4 24}\n{QUENOTH_RIDER_VARIANT 5 25}\n{QUENOTH_RIDER_VARIANT 6 26}\n{QUENOTH_RIDER_VARIANT 7 27}\n{QUENOTH_RIDER_VARIANT 8 28}\n{QUENOTH_RIDER_VARIANT 9 29}\n{QUENOTH_RIDER_VARIANT 10 30}\n\n#undef QUENOTH_RIDER_VARIANT\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Tauroch Stalwart\n name= _ \"Tauroch Stalwart\"\n image=units/quenoth/tauroch/stalwart.png\n image_icon=\"units/quenoth/tauroch/stalwart.png~CROP(0,0,72,72)\"\n profile=\"portraits/quenoth/tauroch_stalwart.png\"\n race=quenoth\n # Base movement of 4 is too little, but we don't want them to get 6 either\n # if they're quick, so instead they just have 5 movement but can't get quick\n ignore_race_traits=yes\n {TRAIT_STRONG}\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n {TRAIT_HEALTHY}\n hitpoints=56\n movement_type=quenoth_beast\n #mostly like a foot Elf, but they are bad at defending in villages\n [defense]\n village=60\n [/defense]\n [resistance]\n blade=70\n pierce=90\n impact=70\n [/resistance]\n movement=5\n experience=80\n level=2\n alignment=lawful\n advances_to=Tauroch Protector\n cost=33\n usage=mixed fighter\n undead_variation=beast_rider\n description= _ \"When encountering wild taurochs, Quenoth hunters often observe the curious behavior of particularly stubborn beasts, who will brace their rugged bodies and absolutely refuse to budge when provoked. Though difficult to placate, these taurochs are sometimes selected by skilled riders for their exceptional resilience. Any warrior who finds their advance blocked by a Stalwart would undoubtedly be wise to seek another path, for trying to displace the beast would be akin to trying to fight a stone wall.\"\n die_sound=\"tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg\"\n [abilities]\n {ABILITY_STEADFAST}\n [/abilities]\n [attack]\n name=trample\n description= _\"trample\"\n type=impact\n range=melee\n damage=11\n number=2\n icon=attacks/trample.png\n [/attack]\n [attack]\n name=javelin\n #textdomain wesnoth-units\n description= _\"javelin\"\n #textdomain wesnoth-utbs\n type=pierce\n range=ranged\n damage=8\n number=3\n icon=attacks/javelin-human.png\n [/attack]\n {DEFENSE_ANIM \"units/quenoth/tauroch/stalwart-defend-2.png\" \"units/quenoth/tauroch/stalwart-defend-1.png\" \"tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg\"}\n [attack_anim]\n [filter_attack]\n name=trample\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=100\n image=\"units/quenoth/tauroch/stalwart.png\"\n [/frame]\n [frame]\n duration=350\n image=\"units/quenoth/tauroch/stalwart.png\"\n sound=club.ogg\n [/frame]\n {SOUND:HIT squishy-hit.wav -150}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=javelin\n [/filter_attack]\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=\"projectiles/spear-n.png\"\n image_diagonal=\"projectiles/spear-ne.png\"\n [/missile_frame]\n start_time=-300\n [frame]\n image=\"units/quenoth/tauroch/stalwart.png:450\"\n sound={SOUND_LIST:THROW}\n [/frame]\n {SOUND:HIT spear.ogg -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Tauroch Vanguard\n name= _ \"Tauroch Vanguard\"\n image=units/quenoth/tauroch/vanguard.png\n image_icon=\"units/quenoth/tauroch/vanguard.png~CROP(0,0,72,72)\"\n profile=\"portraits/quenoth/tauroch_vanguard.png\"\n race=quenoth\n # Base movement of 4 is too little, but we don't want them to get 6 either\n # if they're quick, so instead they just have 5 movement but can't get quick\n ignore_race_traits=yes\n {TRAIT_STRONG}\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n {TRAIT_HEALTHY}\n hitpoints=51\n movement_type=quenoth_beast\n #mostly like a foot Elf, but they are bad at defending in villages\n [defense]\n village=60\n [/defense]\n movement=5\n experience=85\n level=2\n alignment=lawful\n advances_to=Tauroch Flagbearer\n cost=35\n usage=mixed fighter\n undead_variation=beast_rider\n description= _ \"The massive and fearless taurochs are often employed not only to charge and break through enemy formations, but to rally and inspire infantry to hold their ground. Vanguards are hardy riders, adept at surviving in the thick of battle and leading their brethren from the front lines. Towering above the rolling dunes, the Vanguards bear great flags that fly brightly in the desert skies, a distinctive sight even from far away across the sands. The presence of these riders is a heartening one for most elves and a deterrent for the many pillagers that rove the deserts.\"\n die_sound=\"tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg\"\n [abilities]\n {ABILITY_LEADERSHIP}\n [/abilities]\n [attack]\n name=ram\n #textdomain wesnoth-units\n description= _\"ram\"\n type=impact\n range=melee\n damage=8\n number=3\n icon=attacks/ram.png\n [specials]\n {WEAPON_SPECIAL_SHOCK}\n [/specials]\n [/attack]\n [attack]\n name=javelin\n description= _\"javelin\"\n #textdomain wesnoth-utbs\n type=pierce\n range=ranged\n damage=7\n number=3\n icon=attacks/javelin-human.png\n [/attack]\n {DEFENSE_ANIM \"units/quenoth/tauroch/vanguard-defend-2.png\" \"units/quenoth/tauroch/vanguard-defend-1.png\" \"tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg\"}\n [attack_anim]\n [filter_attack]\n name=ram\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=50\n image=\"units/quenoth/tauroch/vanguard.png\"\n [/frame]\n [frame]\n duration=400\n image=\"units/quenoth/tauroch/vanguard.png\"\n sound=tail.ogg\n [/frame]\n {SOUND:HIT mace.ogg -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=javelin\n [/filter_attack]\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=\"projectiles/spear-n.png\"\n image_diagonal=\"projectiles/spear-ne.png\"\n [/missile_frame]\n start_time=-300\n [frame]\n image=\"units/quenoth/tauroch/vanguard.png:450\"\n sound={SOUND_LIST:THROW}\n [/frame]\n {SOUND:HIT spear.ogg -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Quenoth Warrior\n name= _ \"Quenoth Warrior\"\n race=quenoth\n ignore_race_traits=yes\n {TRAIT_STRONG}\n {TRAIT_QUICK}\n {TRAIT_INTELLIGENT}\n {TRAIT_RESILIENT}\n image=units/quenoth/warrior.png\n profile=\"portraits/quenoth/warrior.png\"\n hitpoints=44\n movement_type=quenoth_foot\n movement=5\n experience=80\n level=2\n alignment=lawful\n advances_to=Quenoth Champion\n cost=29\n usage=fighter\n description= _ \"When compared to a spear, a glaive is often a shorter weapon with less reach, but more versatile in use. An experienced fighter can use the head to hook or pin enemy weapons and strike from unusual angles, allowing them to catch an unwary opponent by surprise. In formation, Quenoth Warriors bear these somewhat unorthodox weapons to both strike with great power and to support their nearby brethren.\"\n die_sound={SOUND_LIST:ELF_HIT}\n [abilities]\n {ABILITY_FORMATION}\n [/abilities]\n [attack]\n name=glaive\n description= _\"glaive\"\n type=pierce\n range=melee\n damage=14\n number=2\n icon=attacks/glaive.png\n [specials]\n {WEAPON_SPECIAL_FIRSTSTRIKE}\n [/specials]\n [/attack]\n [attack]\n name=glaive\n description= _\"glaive\"\n type=blade\n range=melee\n damage=8\n number=3\n icon=attacks/glaive.png\n [/attack]\n {DEFENSE_ANIM \"units/quenoth/warrior-defend-2.png\" \"units/quenoth/warrior-defend-1.png\" {SOUND_LIST:ELF_HIT}}\n [attack_anim]\n [filter_attack]\n name=glaive\n [/filter_attack]\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n start_time=-300\n [frame]\n duration=450\n image=\"units/quenoth/warrior.png\"\n [/frame]\n {SOUND:HIT_AND_MISS spear.ogg spear-miss.ogg -100}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n#define KALEH_DESCRIPTION\n_\"Kaleh is still a young elf of the Quenoth, on the verge of adulthood. He trained with his father with the bow and sword, joining him in lighter expeditions and raids. When his father was lost, Kaleh became more serious and solemn than is usual for those who walk under the two suns. He turned inwards for answers and guidance, not knowing how much his people would look towards him for guidance in times to come.\"#enddef\n\n#define NYM_DESCRIPTION\n_\"Nym is Kaleh\u2019s childhood friend, a young, rebellious lady with quick wits and strong will. Her high spirits are a great boon in dark times.\"#enddef\n\n#define QUENOTH_YOUTH_DESCRIPTION\n {KALEH_DESCRIPTION}+\"\n\n\"+{NYM_DESCRIPTION}#enddef\n\n#define HEAL_EFFECTS\n # Make the XP bar blue instead of purple.\n major_amla=yes\n [effect]\n apply_to=hitpoints\n heal_full=yes\n [/effect]\n [effect]\n apply_to=status\n remove=poisoned\n [/effect]\n [effect]\n apply_to=status\n remove=slowed\n [/effect]\n [effect]\n apply_to=status\n remove=dazed\n [/effect]\n#enddef\n\n#define XP_INCREASE_EFFECT\n [effect]\n apply_to=max_experience\n increase=20%\n [/effect]\n#enddef\n\n#define QUENOTH_YOUTH_ADVANCEMENTS EXTRA_EFFECTS\n [advancement]\n id=warrior_1\n description= _ \"Warrior\"\n image=attacks/sword-elven.png\n [effect]\n [filter]\n type=Quenoth Youth\n [/filter]\n apply_to=type\n name=Quenoth Youth 2\n [/effect]\n [effect]\n [filter]\n type=Quenoth Youth 2\n [/filter]\n apply_to=type\n name=Quenoth Youth 3\n [/effect]\n {HEAL_EFFECTS}\n {EXTRA_EFFECTS}\n [effect]\n apply_to=attack\n name=sword\n increase_damage=2\n [/effect]\n [effect]\n apply_to=attack\n name=bow\n increase_damage=2\n increase_attacks=1\n [/effect]\n [/advancement]\n [advancement]\n id=hunter_1\n description= _ \"Hunter\"\n image=attacks/bolas.png\n [effect]\n [filter]\n type=Quenoth Youth\n [/filter]\n apply_to=type\n name=Quenoth Youth 2\n [/effect]\n [effect]\n [filter]\n type=Quenoth Youth 2\n [/filter]\n apply_to=type\n name=Quenoth Youth 3\n [/effect]\n {HEAL_EFFECTS}\n {EXTRA_EFFECTS}\n [effect]\n apply_to=new_attack\n name=bolas\n description= _\"bolas\"\n type=impact\n range=ranged\n damage=10\n number=2\n icon=attacks/bolas.png\n [specials]\n {WEAPON_SPECIAL_SLOW}\n [/specials]\n [/effect]\n [effect]\n apply_to=movement\n increase=1\n [/effect]\n [/advancement]\n [advancement]\n id=leader_1\n description= _ \"Leader\"\n image=attacks/leader.png\n [effect]\n [filter]\n type=Quenoth Youth\n [/filter]\n apply_to=type\n name=Quenoth Youth 2\n [/effect]\n [effect]\n [filter]\n type=Quenoth Youth 2\n [/filter]\n apply_to=type\n name=Quenoth Youth 3\n [/effect]\n {HEAL_EFFECTS}\n {EXTRA_EFFECTS}\n [effect]\n apply_to=attack\n name=sword\n increase_damage=1\n [/effect]\n [effect]\n apply_to=attack\n name=bow\n increase_damage=1\n [/effect]\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_LEADERSHIP}\n [/abilities]\n [/effect]\n [/advancement]\n\n [advancement]\n id=warrior_2_1\n require_amla=warrior_1\n description= _ \"Warrior (choose only one): specialize in melee combat\"\n image=attacks/sword-elven.png\n exclude_amla=warrior_2_1,warrior_2_2\n [effect]\n [filter]\n type=Quenoth Youth 2\n [/filter]\n apply_to=type\n name=Quenoth Youth 3\n [/effect]\n {HEAL_EFFECTS}\n {EXTRA_EFFECTS}\n [effect]\n apply_to=attack\n name=sword\n increase_damage=2\n increase_attacks=1\n [/effect]\n [/advancement]\n [advancement]\n id=warrior_2_2\n require_amla=warrior_1\n description= _ \"Warrior (choose only one): specialize in archery\"\n image=attacks/sword-elven.png\n exclude_amla=warrior_2_1,warrior_2_2\n [effect]\n [filter]\n type=Quenoth Youth 2\n [/filter]\n apply_to=type\n name=Quenoth Youth 3\n [/effect]\n {HEAL_EFFECTS}\n {EXTRA_EFFECTS}\n [effect]\n apply_to=attack\n name=bow\n increase_damage=3\n [set_specials]\n mode=append\n {WEAPON_SPECIAL_MARKSMAN}\n [/set_specials]\n [/effect]\n [/advancement]\n [advancement]\n id=hunter_2_1\n require_amla=hunter_1\n description= _ \"Hunter (choose only one): specialize in surprise attacks\"\n image=attacks/bolas.png\n exclude_amla=hunter_2_1,hunter_2_2\n [effect]\n [filter]\n type=Quenoth Youth 2\n [/filter]\n apply_to=type\n name=Quenoth Youth 3\n [/effect]\n {HEAL_EFFECTS}\n {EXTRA_EFFECTS}\n [effect]\n apply_to=attack\n name=sword\n [set_specials]\n mode=append\n {WEAPON_SPECIAL_BACKSTAB}\n [/set_specials]\n [/effect]\n [effect]\n apply_to=attack\n name=bolas\n increase_damage=3\n increase_attacks=1\n [/effect]\n [/advancement]\n [advancement]\n id=hunter_2_2\n require_amla=hunter_1\n description= _ \"Hunter (choose only one): specialize in skirmishing\"\n image=attacks/bolas.png\n exclude_amla=hunter_2_1,hunter_2_2\n [effect]\n [filter]\n type=Quenoth Youth 2\n [/filter]\n apply_to=type\n name=Quenoth Youth 3\n [/effect]\n {HEAL_EFFECTS}\n {EXTRA_EFFECTS}\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_SKIRMISHER}\n [/abilities]\n [/effect]\n [effect]\n apply_to=attack\n name=bolas\n increase_damage=3\n increase_attacks=1\n [/effect]\n [/advancement]\n [advancement]\n id=leader_2_1\n require_amla=leader_1\n description= _ \"Leader (choose only one): specialize in supporting allies\"\n image=attacks/leader.png\n exclude_amla=leader_2_1,leader_2_2\n [effect]\n [filter]\n type=Quenoth Youth 2\n [/filter]\n apply_to=type\n name=Quenoth Youth 3\n [/effect]\n {HEAL_EFFECTS}\n {EXTRA_EFFECTS}\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_SUPPORT}\n [/abilities]\n [/effect]\n [effect]\n apply_to=attack\n name=sword\n increase_damage=1\n [/effect]\n [effect]\n apply_to=attack\n name=bow\n increase_damage=1\n [/effect]\n [/advancement]\n [advancement]\n id=leader_2_2\n require_amla=leader_1\n description= _ \"Leader (choose only one): specialize in distracting enemies\"\n image=attacks/leader.png\n exclude_amla=leader_2_1,leader_2_2\n [effect]\n [filter]\n type=Quenoth Youth 2\n [/filter]\n apply_to=type\n name=Quenoth Youth 3\n [/effect]\n {HEAL_EFFECTS}\n {EXTRA_EFFECTS}\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_DISTRACT}\n [/abilities]\n [/effect]\n [effect]\n apply_to=attack\n name=sword\n increase_damage=1\n [/effect]\n [effect]\n apply_to=attack\n name=bow\n increase_damage=1\n [/effect]\n [/advancement]\n#enddef\n\n#define KALEH_ANIMATIONS\n {LEADING_ANIM \"units/quenoth/kaleh-lead2.png\" \"units/quenoth/kaleh-lead1.png\" (12,-32)}\n {DEFENSE_ANIM_RANGE \"units/quenoth/kaleh-defend-2.png\" \"units/quenoth/kaleh-defend-1.png\" {SOUND_LIST:ELF_HIT} melee}\n {DEFENSE_ANIM_FILTERED \"units/quenoth/kaleh-bow-defend-2.png\" \"units/quenoth/kaleh-bow-defend-1.png\" {SOUND_LIST:ELF_HIT} (\n [filter_second_attack]\n name=bow\n [/filter_second_attack]\n )}\n {DEFENSE_ANIM_FILTERED \"units/quenoth/kaleh-defend-2.png\" \"units/quenoth/kaleh-defend-1.png\" {SOUND_LIST:ELF_HIT} (\n [filter_second_attack]\n name=bolas\n [/filter_second_attack]\n )}\n [attack_anim]\n [filter_attack]\n name=bow\n [/filter_attack]\n missile_start_time=-100\n [missile_frame]\n duration=100\n image=projectiles/missile-n.png\n image_diagonal=projectiles/missile-ne.png\n [/missile_frame]\n start_time=-380\n [frame]\n image=units/quenoth/kaleh-bow.png:470\n [/frame]\n {SOUND:HIT_AND_MISS bow.ogg bow-miss.ogg -380}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n start_time=-420\n offset=0.0:210,0.0~0.5:210,0.5~0.0:250,0.0:1\n [frame]\n image=\"units/quenoth/kaleh-sword[1,2,3,4,5,6,7].png:[80,80,80,80,100,125,125],units/quenoth/kaleh.png:1\"\n [/frame]\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=bolas\n [/filter_attack]\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=projectiles/bolas-n.png\n image_diagonal=projectiles/bolas-ne.png\n [/missile_frame]\n start_time=-400\n [frame]\n image=units/quenoth/kaleh-bolas[1,2,3,4].png:[70,80,100,200]\n [/frame]\n {SOUND:HIT_AND_MISS hatchet.wav hatchet-miss.wav -300}\n [/attack_anim]\n#enddef\n\n#define NYM_ANIMATIONS\n {LEADING_ANIM \"units/quenoth/nym-lead2.png\" \"units/quenoth/nym-lead1.png\" (12,-32)}\n {DEFENSE_ANIM_RANGE \"units/quenoth/nym-defend-2.png\" \"units/quenoth/nym-defend-1.png\" {SOUND_LIST:ELF_FEMALE_HIT} melee}\n {DEFENSE_ANIM_FILTERED \"units/quenoth/nym-bow-defend-2.png\" \"units/quenoth/nym-bow-defend-1.png\" {SOUND_LIST:ELF_FEMALE_HIT} (\n [filter_second_attack]\n name=bow\n [/filter_second_attack]\n )}\n {DEFENSE_ANIM_FILTERED \"units/quenoth/nym-defend-2.png\" \"units/quenoth/nym-defend-1.png\" {SOUND_LIST:ELF_FEMALE_HIT} (\n [filter_second_attack]\n name=bolas\n [/filter_second_attack]\n )}\n [attack_anim]\n [filter_attack]\n name=bow\n [/filter_attack]\n missile_start_time=-100\n [missile_frame]\n duration=100\n image=projectiles/missile-n.png\n image_diagonal=projectiles/missile-ne.png\n [/missile_frame]\n start_time=-380\n [frame]\n image=units/quenoth/nym-bow.png:470\n [/frame]\n {SOUND:HIT_AND_MISS bow.ogg bow-miss.ogg -380}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n start_time=-420\n offset=0.0:210,0.0~0.5:210,0.5~0.0:250,0.0:1\n [frame]\n image=\"units/quenoth/nym-sword[1,2,3,4,5,6,7].png:[80,80,80,80,100,125,125],units/quenoth/nym.png:1\"\n [/frame]\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=bolas\n [/filter_attack]\n missile_start_time=-150\n [missile_frame]\n duration=150\n image=projectiles/bolas-n.png\n image_diagonal=projectiles/bolas-ne.png\n [/missile_frame]\n start_time=-400\n [frame]\n image=units/quenoth/nym-bolas[1,2,3,4].png:[70,80,100,200]\n [/frame]\n {SOUND:HIT_AND_MISS hatchet.wav hatchet-miss.wav -300}\n [/attack_anim]\n#enddef\n\n[unit_type]\n id=Quenoth Youth\n race=quenoth\n ignore_race_traits=yes\n gender=male,female\n name= _ \"Quenoth Youth\"\n image=units/quenoth/kaleh.png\n movement_type=quenoth_foot\n movement=6\n hitpoints=32\n experience=40\n level=1\n profile=portraits/kaleh.png\n alignment=lawful\n advances_to=null\n cost=14\n usage=fighter\n description={QUENOTH_YOUTH_DESCRIPTION}\n die_sound={SOUND_LIST:ELF_HIT}\n [attack]\n name=sword\n #textdomain wesnoth-units\n description= _\"sword\"\n type=blade\n range=melee\n damage=5\n number=4\n icon=attacks/sword-elven.png\n [/attack]\n [attack]\n name=bow\n description= _\"bow\"\n #textdomain wesnoth-utbs\n type=pierce\n range=ranged\n damage=4\n number=3\n icon=attacks/bow-elven.png\n [/attack]\n {KALEH_ANIMATIONS}\n [male]\n description={KALEH_DESCRIPTION}\n [/male]\n [female]\n gender=female\n name= _ \"female^Quenoth Youth\"\n image=\"units/quenoth/nym.png\"\n profile=portraits/nym.png\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n description={NYM_DESCRIPTION}\n {NYM_ANIMATIONS}\n [/female]\n {QUENOTH_YOUTH_ADVANCEMENTS ()}\n[/unit_type]\n\n[unit_type]\n id=Quenoth Youth 2\n race=quenoth\n ignore_race_traits=yes\n gender=male,female\n name= _ \"Quenoth Youth\"\n image=units/quenoth/kaleh.png\n movement_type=quenoth_foot\n movement=6\n hitpoints=40\n experience=90\n level=2\n profile=portraits/kaleh.png\n alignment=lawful\n advances_to=null\n cost=14\n usage=fighter\n description={QUENOTH_YOUTH_DESCRIPTION}\n die_sound={SOUND_LIST:ELF_HIT}\n hide_help=yes\n do_not_list=yes\n [attack]\n name=sword\n #textdomain wesnoth-units\n description= _\"sword\"\n type=blade\n range=melee\n damage=5\n number=4\n icon=attacks/sword-elven.png\n [/attack]\n [attack]\n name=bow\n description= _\"bow\"\n #textdomain wesnoth-utbs\n type=pierce\n range=ranged\n damage=4\n number=3\n icon=attacks/bow-elven.png\n [/attack]\n {KALEH_ANIMATIONS}\n [male]\n description={KALEH_DESCRIPTION}\n [/male]\n [female]\n gender=female\n name= _ \"female^Quenoth Youth\"\n image=\"units/quenoth/nym.png\"\n profile=portraits/nym.png\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n description={NYM_DESCRIPTION}\n {NYM_ANIMATIONS}\n [/female]\n {QUENOTH_YOUTH_ADVANCEMENTS ()}\n[/unit_type]\n\n[unit_type]\n id=Quenoth Youth 3\n race=quenoth\n ignore_race_traits=yes\n gender=male,female\n name= _ \"Quenoth Youth\"\n image=units/quenoth/kaleh.png\n movement_type=quenoth_foot\n movement=6\n hitpoints=52\n experience=150\n level=3\n profile=portraits/kaleh.png\n alignment=lawful\n advances_to=null\n cost=14\n usage=fighter\n description={QUENOTH_YOUTH_DESCRIPTION}\n die_sound={SOUND_LIST:ELF_HIT}\n hide_help=yes\n do_not_list=yes\n [attack]\n name=sword\n #textdomain wesnoth-units\n description= _\"sword\"\n type=blade\n range=melee\n damage=5\n number=4\n icon=attacks/sword-elven.png\n [/attack]\n [attack]\n name=bow\n description= _\"bow\"\n #textdomain wesnoth-utbs\n type=pierce\n range=ranged\n damage=4\n number=3\n icon=attacks/bow-elven.png\n [/attack]\n {KALEH_ANIMATIONS}\n [male]\n description={KALEH_DESCRIPTION}\n [/male]\n [female]\n gender=female\n name= _ \"female^Quenoth Youth\"\n image=\"units/quenoth/nym.png\"\n profile=portraits/nym.png\n die_sound={SOUND_LIST:ELF_FEMALE_HIT}\n description={NYM_DESCRIPTION}\n {NYM_ANIMATIONS}\n [/female]\n {QUENOTH_YOUTH_ADVANCEMENTS {XP_INCREASE_EFFECT}}\n {AMLA_DEFAULT}\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n[unit_type]\n [base_unit]\n id=Ghost\n [/base_unit]\n id=EGhost\n name= _ \"Ethereal Ghost\"\n [movement_costs]\n impassable=1\n [/movement_costs]\n [defense]\n impassable=50\n [/defense]\n experience=30\n advances_to=EWraith,EShadow\n description= _ \"It is one of the greater mercies of creation that a human soul is immutable, and cannot be destroyed. However, the many things a necromancer can do, despite this, are entirely horrifying.\n\nTrapped within a shroud of vile enchantments, a spirit likens unto the wind in the sails of a ship. The contrivance that results from this prison is an unfailing servant, which can be bound to whatever task their master sees fit.\"\n {NOTE_ETHEREAL}\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n[unit_type]\n [base_unit]\n id=Nightgaunt\n [/base_unit]\n id=ENightgaunt\n name= _ \"Ethereal Nightgaunt\"\n [movement_costs]\n impassable=1\n [/movement_costs]\n [defense]\n impassable=50\n [/defense]\n [abilities]\n # Remove inherited nightstalk\n [hides]\n __remove=yes\n [/hides]\n [/abilities]\n description= _ \"The purpose of the masks that these creatures wear is unknown, as is the countenance that they obscure. These terrible forms are rarely seen by the living, and those who live to speak of them had no leisure to study their foe.\"\n {NOTE_ETHEREAL}\n [special_note]\n note=_\"SPECIAL_NOTE^Unlike normal Nightgaunts, Ethereal Nightgaunts cannot hide at night.\"\n [/special_note]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n[unit_type]\n [base_unit]\n id=Shadow\n [/base_unit]\n id=EShadow\n name= _ \"Ethereal Shadow\"\n [movement_costs]\n impassable=1\n [/movement_costs]\n [defense]\n impassable=50\n [/defense]\n [abilities]\n # Remove inherited nightstalk\n [hides]\n __remove=yes\n [/hides]\n [/abilities]\n advances_to=ENightgaunt\n description= _ \"When light came into the world and gave form to the unknown, fear was forced to retreat into darkness. Since that day, the shadows of the world have held terror for humanity, though it knows not why.\n\nThat is a question which is easily answered by a necromancer.\"\n {NOTE_ETHEREAL}\n [special_note]\n note=_\"SPECIAL_NOTE^Unlike normal Shadows, Ethereal Shadows cannot hide at night.\"\n [/special_note]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n[unit_type]\n [base_unit]\n id=Spectre\n [/base_unit]\n id=ESpectre\n name= _ \"Ethereal Spectre\"\n [movement_costs]\n impassable=1\n [/movement_costs]\n [defense]\n impassable=50\n [/defense]\n description= _ \"Sometimes called the \u2018hollow men\u2019, spectres form the right arm of their master\u2019s power. These abominations are a rightful terror to the living, and keep a sleepless vigil over their master\u2019s domain.\n\nThe creation of these is no mean feat; the real danger in encountering one is that it is likely only the harbinger of a much more dangerous force that will follow in its wake.\"\n {NOTE_ETHEREAL}\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n[unit_type]\n [base_unit]\n id=Wraith\n [/base_unit]\n id=EWraith\n name= _ \"Ethereal Wraith\"\n [movement_costs]\n impassable=1\n [/movement_costs]\n [defense]\n impassable=50\n [/defense]\n advances_to=ESpectre\n description= _ \"These tortured forms of what were once warriors are among the most terrifying things a necromancer can create, for a sword will cleave right through them, as through air itself. What inspires such fear is the thought that these beasts are invincible, a belief that is actually far from the truth.\n\nBecause of this, a means was made by which the enchantments that drive these creatures could renew themselves through the very thing which threatened them.\"\n {NOTE_ETHEREAL}\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n# same as a ghost, except that a haunt can't move\n[unit_type]\n [base_unit]\n id=Wraith\n [/base_unit]\n id=Haunt\n name= _ \"Haunt\"\n [movement_costs]\n cave={UNREACHABLE}\n flat={UNREACHABLE}\n shallow_water={UNREACHABLE}\n deep_water={UNREACHABLE}\n [/movement_costs]\n experience=30\n description= _ \"Haunts are the tortured souls of those who have died suddenly and never been laid to rest. Paralyzed by the shock of their death, they are cursed to forever haunt the place of their death and relive their final moments over and over and over.\"\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n[unit_type]\n id=Spider Lich\n name= _ \"Spider Lich\"\n race=undead\n image=\"units/undead/spider-lich.png\"\n {DEFENSE_ANIM \"units/undead/spider-lich-defend.png\" \"units/undead/spider-lich.png\" {SOUND_LIST:LICH_HIT} }\n hitpoints=52\n movement_type=undeadfoot\n movement=6\n experience=100\n {AMLA_DEFAULT}\n level=2\n alignment=chaotic\n advances_to=null\n cost=62\n usage=fighter\n description= _ \"No one is quite sure how spider liches are created, but they are a horrific sight to behold. Crawling around on huge skeletal legs, and wielding huge magical staves, these abominations are fearsome undead foes. \"\n die_sound=lich-die.ogg\n [attack]\n name=touch\n #textdomain wesnoth-units\n description= _\"touch\"\n type=cold\n range=melee\n damage=5\n number=3\n icon=attacks/touch-undead.png\n [specials]\n {WEAPON_SPECIAL_DRAIN}\n [/specials]\n [/attack]\n [attack]\n name=chill wave\n description= _\"chill wave\"\n type=cold\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=9\n number=3\n icon=attacks/iceball.png\n [/attack]\n [attack]\n name=shadow wave\n description=_\"shadow wave\"\n #textdomain wesnoth-utbs\n type=arcane\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n range=ranged\n damage=6\n number=3\n icon=attacks/dark-missile.png\n [/attack]\n [attack_anim]\n [filter_attack]\n name=chill wave\n [/filter_attack]\n offset=0\n {MISSILE_FRAME_CHILL_TEMPEST 0 -15}\n start_time=-355\n [frame]\n image=\"units/undead/spider-lich-magic-[1,2].png:75\"\n [/frame]\n [frame]\n image=\"units/undead/spider-lich-magic-3.png\"\n halo=halo/undead/black-magic-[1~5].png:[75*4,50]\n [/frame]\n {SOUND:HIT_AND_MISS magic-dark-big.ogg magic-dark-big-miss.ogg -150}\n [frame]\n image=\"units/undead/spider-lich-magic-[2,1].png:50\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=shadow wave\n [/filter_attack]\n {MISSILE_FRAME_SHADOW_WAVE}\n start_time=-675\n [frame]\n image=\"units/undead/spider-lich-magic-[1,2].png:75\"\n [/frame]\n [frame]\n image=\"units/undead/spider-lich-magic-3.png\"\n halo=halo/undead/black-magic-[1~5].png:[75*4,50]\n [/frame]\n [frame]\n image=\"units/undead/spider-lich-magic-3.png:200\"\n [/frame]\n {SOUND:HIT_AND_MISS magic-dark-big.ogg magic-dark-big-miss.ogg -150}\n [frame]\n image=\"units/undead/spider-lich-magic-[2,1].png:50\"\n [/frame]\n [frame]\n image=\"units/undead/spider-lich.png:50\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=touch\n [/filter_attack]\n start_time=-250\n [frame]\n image=\"units/undead/spider-lich.png:50\"\n [/frame]\n [frame]\n image=\"units/undead/spider-lich-melee-[1~2].png:[100,200]\"\n [/frame]\n {SOUND:HIT_AND_MISS wail-sml.wav {SOUND_LIST:MISS} -100}\n [frame]\n image=\"units/undead/spider-lich-melee-1.png:75\"\n [/frame]\n [frame]\n image=\"units/undead/spider-lich.png:75\"\n [/frame]\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-utbs\n\n[unit_type]\n id=Skeleton Rider\n name= _ \"Skeleton Rider\"\n race=undead\n image=\"units/undead-skeletal/rider.png\"\n {DEFENSE_ANIM \"units/undead-skeletal/rider-defend.png\" \"units/undead-skeletal/rider.png\" {SOUND_LIST:SKELETON_HIT} }\n [movement_anim]\n start_time=0\n [frame]\n image=\"units/undead-skeletal/rider-moving.png:150\"\n [/frame]\n [/movement_anim]\n hitpoints=36\n movement_type=mounted\n movement=7\n # a cross between the mounted and undeadfoot resistances\n [resistance]\n blade=80\n pierce=70\n impact=110\n fire=120\n cold=40\n arcane=150\n [/resistance]\n experience=50\n level=1\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=19\n usage=scout\n description= _ \"Once great warriors across the plains, these mounted riders atop their skeletal horses were raised from the sands by unholy magic to spread fear and destruction.\"\n die_sound={SOUND_LIST:SKELETON_DIE}\n [attack]\n name=axe\n #textdomain wesnoth-units\n description= _\"axe\"\n #textdomain wesnoth-utbs\n type=blade\n range=melee\n damage=6\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=axe\n [/filter_attack]\n\n start_time=-250\n horse_sound_start_time=-250\n\n [frame]\n image=\"units/undead-skeletal/rider-moving.png:150\"\n [/frame]\n [frame]\n image=\"units/undead-skeletal/rider-attack.png:200\"\n [/frame]\n [frame]\n image=\"units/undead-skeletal/rider-moving.png:50\"\n [/frame]\n\n [horse_sound_frame]\n sound=horse-canter.wav\n [/horse_sound_frame]\n\n {SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -50}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-help\n\n# These are all direct clones of the mainline healing abilities, except that\n# they are set to exclude units suffering from dehydration. Dehydration is only\n# delayed by healers, so they must not actually heal a dehydrated unit any\n# hitpoints.\n#\n# The ability macros go into wesnoth textdomain since the strings are identical\n# to their core counterparts, but the special notes belong to wesnoth-utbs.\n\n#define UTBS_ABILITY_HEALS\n [heals]\n value=4\n id=healing\n affect_allies=yes\n name= _ \"heals +4\"\n female_name= _ \"female^heals +4\"\n description= _ \"Allows the unit to heal adjacent allied units at the beginning of our turn.\n\nA unit cared for by this healer may heal up to 4 HP per turn, or stop poison from taking effect for that turn.\nA poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure.\"\n special_note=_\"This unit is capable of basic healing and slowing dehydration.\"\n affect_self=no\n poison=slowed\n [affect_adjacent]\n [filter]\n [not]\n status=dehydration_slowed_by_healer\n [/not]\n [/filter]\n [/affect_adjacent]\n [/heals]\n#enddef\n\n#define UTBS_ABILITY_EXTRA_HEAL_NO_NOTES\n [heals]\n value=8\n id=healing\n affect_allies=yes\n name= _ \"heals +8\"\n female_name= _ \"female^heals +8\"\n description= _ \"This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield.\n\nA unit cared for by this healer may heal up to 8 HP per turn, or stop poison from taking effect for that turn.\nA poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure.\"\n affect_self=no\n poison=slowed\n [affect_adjacent]\n [filter]\n [not]\n status=dehydration_slowed_by_healer\n [/not]\n [/filter]\n [/affect_adjacent]\n [/heals]\n#enddef\n\n#define UTBS_ABILITY_EXTRA_HEAL\n {UTBS_ABILITY_EXTRA_HEAL_NO_NOTES}\n [+heals]\n special_note=_\"This unit is capable of basic healing and slowing dehydration.\"\n [/heals]\n#enddef\n\n#define UTBS_ABILITY_SUPER_HEAL_NO_NOTES\n [heals]\n value=12\n id=healing\n affect_allies=yes\n name= _ \"heals +12\"\n female_name= _ \"female^heals +12\"\n description= _ \"This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield.\n\nA unit cared for by this healer may heal up to 12 HP per turn, or stop poison from taking effect for that turn.\nA poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure.\"\n affect_self=no\n poison=slowed\n [affect_adjacent]\n [filter]\n [not]\n status=dehydration_slowed_by_healer\n [/not]\n [/filter]\n [/affect_adjacent]\n [/heals]\n#enddef\n\n#define UTBS_ABILITY_SUPER_HEAL\n {UTBS_ABILITY_SUPER_HEAL_NO_NOTES}\n [+heals]\n special_note=_\"This unit is capable of basic healing and slowing dehydration.\"\n [/heals]\n#enddef\n\n#define UTBS_NOTE_CURES\n [+heals]\n special_note=_\"This unit is capable of healing those around it, slowing dehydration, and curing them of poison.\"\n [/heals]\n#enddef\n\n#define UTBS_ABILITY_CURES\n {INTERNAL:ABILITY_UNPOISON_NO_NOTES}\n {UTBS_ABILITY_EXTRA_HEAL}\n {UTBS_NOTE_CURES}\n#enddef\n\n#define UTBS_ABILITY_SUPER_CURES\n {INTERNAL:ABILITY_UNPOISON_NO_NOTES}\n {UTBS_ABILITY_SUPER_HEAL}\n {UTBS_NOTE_CURES}\n#enddef\n\n#textdomain wesnoth-utbs\n\n#define NOTE_ETHEREAL\n [special_note]\n note=_\"SPECIAL_NOTE^This unit is able to move through solid stone walls.\"\n [/special_note]\n#enddef\n\n# This is the Teaching ability owned by Garak\n\n#define ABILITY_TEACHING\n [dummy]\n id=teaching\n name= _ \"teaching\"\n female_name= _ \"female^teaching\"\n description= _ \"At the start of every turn, this unit redistributes its experience points to all the units of the same side adjacent to it. If no suitable unit is adjacent, its experience just goes back to zero.\"\n [/dummy]\n#enddef\n\n#define WEAPON_SPECIAL_SHOCK\n # Canned definition of the Shock ability to be included in a\n # [specials] clause.\n [attacks]\n id=shock\n name= _ \"shock\"\n description= _ \"When this attack is used on offense, the opponent will retaliate with one less strike than normally, to a minimum of one strike.\"\n special_note=_\"This unit\u2019s melee attack can overwhelm the defenses of enemies, preventing them from retaliating as effectively.\"\n sub=1\n active_on=offense\n apply_to=opponent\n [filter_base_value]\n greater_than=1\n [/filter_base_value]\n [/attacks]\n#enddef\n\n#define FORMATION ID GREATER_THAN COUNT\n [chance_to_hit]\n id={ID}\n apply_to=opponent\n sub=10\n [filter_base_value]\n greater_than_equal_to={GREATER_THAN}\n [/filter_base_value]\n [filter_self]\n [filter_adjacent]\n is_enemy=no\n count={COUNT}\n ability=formation\n [/filter_adjacent]\n [/filter_self]\n [/chance_to_hit]\n#enddef\n\n#define ABILITY_FORMATION\n [dummy]\n id=formation\n name= _ \"formation\"\n female_name= _ \"female^formation\"\n description= _ \"This unit gains a +10% bonus to defense when another unit with the same ability is adjacent to it. However, this cannot raise the unit\u2019s defense above 70%.\"\n special_note=_\"Groups of units of this type are able to shield each other in combat.\"\n [filter]\n [filter_adjacent]\n ability=formation\n is_enemy=no\n count=1-5\n [/filter_adjacent]\n [/filter]\n [/dummy]\n {FORMATION formation1 40 1-5}\n {FORMATION formation2 50 2-5}\n {FORMATION formation3 60 3-5}\n {FORMATION formation4 70 4-5}\n {FORMATION formation5 80 5}\n#enddef\n\n#define ABILITY_DISENGAGE\n [dummy]\n id=disengage\n name= _ \"disengage\"\n female_name= _ \"female^disengage\"\n description= _ \"If this unit doesn\u2019t move before attacking, it will retain its movement points after the attack.\"\n special_note=_\"This unit can move either before or after attacking.\"\n [/dummy]\n#enddef\n\n#define WEAPON_SPECIAL_DAZE\n [dummy]\n id=daze\n name= _ \"daze\"\n description= _ \"When hit with this attack, an enemy suffers a 10% penalty both to their defense and chance to hit for one turn. Other specials that affect chance to hit (e.g. magical and marksman) take precedence over this special.\n\nMagical attacks will still have a 70% chance to hit.\nMarksman attacks are only affected if the chance to hit is greater than 60%.\"\n special_note=_\"This unit can daze its enemies, reducing their accuracy and defense until they end a turn.\"\n [/dummy]\n#enddef\n\n#define ABILITY_DISTRACT\n [skirmisher]\n id=distract\n name= _ \"distract\"\n female_name= _ \"female^distract\"\n description= _ \"This unit negates enemy Zones of Control around itself for allied units (but not for itself).\"\n special_note=_\"This unit is capable of distracting opponents, allowing allied units to trespass their Zones of Control and move unhindered around them.\"\n affect_self=no\n affect_allies=yes\n [affect_adjacent]\n [/affect_adjacent]\n [/skirmisher]\n#enddef\n\n#define ABILITY_SUPPORT\n [dummy]\n id=support\n name= _ \"support\"\n female_name= _ \"female^support\"\n description= _ \"The upkeep costs of adjacent friendly units are lowered by 1.\"\n [/dummy]\n#enddef\n\n#define ABILITY_DISENGAGE_EVENTS\n [event]\n name=attack end\n first_time_only=no\n\n [filter]\n ability=disengage\n\n [not]\n [filter_wml]\n moves=$this_unit.max_moves\n [/filter_wml]\n [/not]\n [/filter]\n\n {VARIABLE unit.moves 0}\n\n [unstore_unit]\n variable=unit\n find_vacant=no\n [/unstore_unit]\n [/event]\n#enddef\n\n#define WEAPON_SPECIAL_DAZE_EVENTS\n [event]\n id=weapon_special_daze_event_2\n name=attacker hits\n first_time_only=no\n\n [filter_attack]\n special_id=daze\n [/filter_attack]\n\n [filter_second]\n [not]\n [filter_wml]\n [status]\n dazed=yes\n [/status]\n [/filter_wml]\n [/not]\n [/filter_second]\n\n {VARIABLE second_unit.status.dazed yes}\n\n [unstore_unit]\n variable=second_unit\n find_vacant=no\n text= _ \"dazed\"\n female_text = _ \"female^dazed\"\n red,green,blue=196,196,128\n [/unstore_unit]\n\n [object]\n silent=yes\n duration=scenario\n\n [filter]\n x,y=$x2,$y2\n [not]\n ability=self_dazed\n [/not]\n [/filter]\n\n [effect]\n apply_to=new_ability\n [abilities]\n [chance_to_hit]\n id=enemy_dazed\n name=\"\"\n description=\"\"\n add=10\n apply_to=opponent\n [filter_student]\n [filter_wml]\n [status]\n dazed=yes\n [/status]\n [/filter_wml]\n [/filter_student]\n [filter_opponent]\n [filter_weapon]\n [not]\n special_id=magical\n [/not]\n [not]\n special_id_active=marksman\n [/not]\n [/filter_weapon]\n [/filter_opponent]\n [/chance_to_hit]\n [chance_to_hit]\n id=enemy_dazed\n name=\"\"\n description=\"\"\n add=10\n apply_to=opponent\n [filter_base_value]\n greater_than_equal_to=60\n [/filter_base_value]\n [filter_student]\n [filter_wml]\n [status]\n dazed=yes\n [/status]\n [/filter_wml]\n [/filter_student]\n [filter_opponent]\n [filter_weapon]\n special_id_active=marksman\n [/filter_weapon]\n [/filter_opponent]\n [/chance_to_hit]\n [chance_to_hit]\n id=self_dazed\n name=\"\"\n description=\"\"\n sub=10\n [filter_student]\n [filter_weapon]\n [not]\n special_id=magical\n [/not]\n [not]\n special_id_active=marksman\n [/not]\n [/filter_weapon]\n [filter_wml]\n [status]\n dazed=yes\n [/status]\n [/filter_wml]\n [/filter_student]\n [/chance_to_hit]\n [chance_to_hit]\n id=self_dazed\n name=\"\"\n description=\"\"\n sub=10\n [filter_base_value]\n greater_than_equal_to=70\n [/filter_base_value]\n [filter_student]\n [filter_weapon]\n special_id_active=marksman\n [/filter_weapon]\n [filter_wml]\n [status]\n dazed=yes\n [/status]\n [/filter_wml]\n [/filter_student]\n [/chance_to_hit]\n [/abilities]\n [/effect]\n [/object]\n [/event]\n\n [event]\n id=weapon_special_daze_event_3\n name=side turn\n first_time_only=no\n\n [event]\n name=side turn\n delayed_variable_substitution=no\n\n #{DEBUG_MSG \"side $|side_number turn started, clearing daze from side $side_number units\"}\n\n [modify_unit]\n [filter]\n side=$side_number\n [filter_wml]\n [status]\n dazed=yes\n [/status]\n [/filter_wml]\n [/filter]\n\n [status]\n dazed=no\n [/status]\n [/modify_unit]\n [/event]\n [/event]\n#enddef\n\n#define ABILITY_SUPPORT_EVENTS\n [event]\n name=unit placed\n first_time_only=no\n\n [filter]\n side=1\n\n [not]\n level=0\n [/not]\n\n [filter_wml]\n upkeep=full\n [/filter_wml]\n\n [filter_adjacent]\n ability=support\n [/filter_adjacent]\n [/filter]\n\n {VARIABLE unit.variables.original_upkeep $unit.upkeep}\n {VARIABLE unit.variables.upkeep_supported yes}\n {VARIABLE unit.upkeep \"$($unit.level - 1)\"}\n\n [unstore_unit]\n variable=unit\n find_vacant=no\n fire_event=no\n [/unstore_unit]\n [/event]\n\n [event]\n name=set_support_upkeep\n first_time_only=no\n\n [foreach]\n array=update_support_units\n variable=support_unit\n\n [do]\n [if]\n [have_unit]\n x,y=$support_unit.x,$support_unit.y\n\n [not]\n level=0\n [/not]\n\n [filter_wml]\n upkeep=full\n [/filter_wml]\n\n [filter_adjacent]\n ability=support\n [/filter_adjacent]\n [/have_unit]\n\n [then]\n {VARIABLE support_unit.variables.original_upkeep $support_unit.upkeep}\n {VARIABLE support_unit.variables.upkeep_supported yes}\n {VARIABLE support_unit.upkeep \"$($support_unit.level - 1)\"}\n [/then]\n\n [else]\n [if]\n [have_unit]\n x,y=$support_unit.x,$support_unit.y\n\n [not]\n level=0\n [/not]\n\n [filter_wml]\n [variables]\n upkeep_supported=yes\n [/variables]\n [/filter_wml]\n\n [not]\n [filter_adjacent]\n ability=support\n [/filter_adjacent]\n [/not]\n [/have_unit]\n\n [then]\n {VARIABLE support_unit.upkeep $support_unit.variables.original_upkeep}\n {VARIABLE support_unit.variables.upkeep_supported no}\n [/then]\n\n [else]\n [continue][/continue]\n [/else]\n [/if]\n [/else]\n [/if]\n\n [unstore_unit]\n variable=support_unit\n find_vacant=no\n fire_event=no\n [/unstore_unit]\n [/do]\n [/foreach]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n\n [filter]\n side=1\n ability=support\n [/filter]\n\n [store_unit]\n [filter]\n [filter_wml]\n upkeep=full\n [/filter_wml]\n\n [filter_adjacent]\n x,y=$x1,$y1\n [/filter_adjacent]\n\n [or]\n [filter_wml]\n [variables]\n upkeep_supported=yes\n [/variables]\n [/filter_wml]\n\n [filter_location]\n [filter_adjacent_location]\n x,y=$x2,$y2\n [/filter_adjacent_location]\n [/filter_location]\n [/or]\n [/filter]\n\n kill=no\n variable=update_support_units\n [/store_unit]\n\n [fire_event]\n name=set_support_upkeep\n [/fire_event]\n\n {CLEAR_VARIABLE update_support_units}\n\n [on_undo]\n [store_unit]\n [filter]\n [filter_wml]\n upkeep=full\n [/filter_wml]\n\n [filter_location]\n [filter_adjacent_location]\n x,y=$x2,$y2\n [/filter_adjacent_location]\n [/filter_location]\n\n [or]\n [filter_wml]\n [variables]\n upkeep_supported=yes\n [/variables]\n [/filter_wml]\n\n [filter_location]\n [filter_adjacent_location]\n x,y=$x1,$y1\n [/filter_adjacent_location]\n [/filter_location]\n [/or]\n [/filter]\n\n kill=no\n variable=update_support_units\n [/store_unit]\n\n [fire_event]\n name=set_support_upkeep\n [/fire_event]\n\n {CLEAR_VARIABLE update_support_units}\n [/on_undo]\n\n [allow_undo]\n [/allow_undo]\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n\n [filter]\n side=1\n\n [not]\n ability=support\n [/not]\n\n [and]\n [filter_wml]\n upkeep=full\n [/filter_wml]\n\n [filter_adjacent]\n side=1\n ability=support\n [/filter_adjacent]\n\n [or]\n [filter_wml]\n [variables]\n upkeep_supported=yes\n [/variables]\n [/filter_wml]\n\n [not]\n [filter_adjacent]\n side=1\n ability=support\n [/filter_adjacent]\n [/not]\n [/or]\n [/and]\n [/filter]\n\n [store_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n\n kill=no\n variable=update_support_units\n [/store_unit]\n\n [fire_event]\n name=set_support_upkeep\n [/fire_event]\n\n {CLEAR_VARIABLE update_support_units}\n\n [on_undo]\n [store_unit]\n [filter]\n x,y=$x2,$y2\n [/filter]\n\n kill=no\n variable=update_support_units\n [/store_unit]\n\n [fire_event]\n name=set_support_upkeep\n [/fire_event]\n\n {CLEAR_VARIABLE update_support_units}\n [/on_undo]\n\n [allow_undo]\n [/allow_undo]\n [/event]\n\n [event]\n name=die,post advance\n first_time_only=no\n\n [filter]\n side=1\n ability=support\n [/filter]\n\n [store_unit]\n [filter]\n side=1\n\n [filter_adjacent]\n x,y=$x1,$y1\n [/filter_adjacent]\n [/filter]\n\n kill=no\n variable=update_support_units\n [/store_unit]\n\n [fire_event]\n name=set_support_upkeep\n [/fire_event]\n\n {CLEAR_VARIABLE update_support_units}\n [/event]\n\n [event]\n name=post advance\n first_time_only=no\n\n [filter]\n side=1\n\n [filter_adjacent]\n ability=support\n [/filter_adjacent]\n [/filter]\n\n [store_unit]\n [filter]\n x,y=$x1,$y1\n [/filter]\n\n kill=no\n variable=update_support_units\n [/store_unit]\n\n [fire_event]\n name=set_support_upkeep\n [/fire_event]\n\n {CLEAR_VARIABLE update_support_units}\n [/event]\n#enddef\n"} {"text": "#textdomain wesnoth-utbs\n# Macros for setting animations.\n\n# Quenoth elf animation macros\n\n#define QUENOTH_FLAME_INTERNAL X Y Y2\nmisc/blank-hex.png~BLIT(units/quenoth/fire/flame-color.png,{X},{Y2})~MASK(units/quenoth/fire/flame-mask.png,{X},{Y}):75#enddef\n\n#define QUENOTH_FLAME_POS X Y\n {QUENOTH_FLAME_INTERNAL {X} {Y} 15},\n {QUENOTH_FLAME_INTERNAL {X} {Y} 14},\n {QUENOTH_FLAME_INTERNAL {X} {Y} 13},\n {QUENOTH_FLAME_INTERNAL {X} {Y} 12},\n {QUENOTH_FLAME_INTERNAL {X} {Y} 11},\n {QUENOTH_FLAME_INTERNAL {X} {Y} 10},\n {QUENOTH_FLAME_INTERNAL {X} {Y} 9},\n {QUENOTH_FLAME_INTERNAL {X} {Y} 8},\n {QUENOTH_FLAME_INTERNAL {X} {Y} 7},\n {QUENOTH_FLAME_INTERNAL {X} {Y} 6},\n {QUENOTH_FLAME_INTERNAL {X} {Y} 5},\n{QUENOTH_FLAME_INTERNAL {X} {Y} 4}#enddef\n\n# Not all unwalkable, but still supposed to provide some visual cue that movement is different.\n# This is only used for animation, it's the list of terrains on which the Sun Sylph will fly.\n# Both the old ^Uf* and new ^Tf* mushrooms are supported here - if the Quenoth elves are moved\n# to core then it seems sensible to still have the old behavior on old maps.\n#define QUENOTH_UNWALKABLE_TERRAINS\n{DRAKE_UNWALKABLE_TERRAINS},A*^*,Uu*^*,Uh*^*,*^Uf*,Tb*^*,*^Tf*#enddef\n"} {"text": "#textdomain wesnoth-utbs\n\n#define KALEH\n id=Kaleh\n name= _ \"Kaleh\"\n gender=male\n type=Quenoth Youth\n canrecruit=yes\n unrenamable=yes\n#enddef\n\n#define NYM\n type=Quenoth Youth\n id=Nym\n name= _ \"Nym\"\n gender=female\n unrenamable=yes\n random_traits=no\n profile=portraits/nym.png\n upkeep=loyal\n [modifications]\n {TRAIT_LOYAL_HERO}\n {TRAIT_DEXTROUS}\n [/modifications]\n#enddef\n\n#define GARAK\n type=Quenoth Champion\n id=Garak\n name= _ \"Garak\"\n profile=portraits/garak.png\n unrenamable=yes\n [modifications]\n {TRAIT_LOYAL_HERO}\n {TRAIT_STRONG}\n [object]\n [effect]\n apply_to=new_ability\n [abilities]\n {ABILITY_TEACHING}\n [/abilities]\n [/effect]\n [effect]\n apply_to=max_experience\n increase=850\n [/effect]\n [/object]\n [/modifications]\n#enddef\n\n#define ZHUL\n type=Quenoth Shaman\n id=Zhul\n name= _ \"Zhul\"\n profile=portraits/zhul.png\n unrenamable=yes\n [modifications]\n {TRAIT_LOYAL_HERO}\n {TRAIT_INTELLIGENT}\n [object]\n [effect]\n [filter]\n type=Quenoth Shyde\n [/filter]\n apply_to=profile\n portrait=portraits/zhul_shyde.png\n [/effect]\n [/object]\n [/modifications]\n#enddef\n"} {"text": "#textdomain wesnoth-utbs\n# This file contains message to display when heroes die\n# Some of these are conditional on in_final_fight, which\n# will be set to true for the final battle.\n\n[event]\n name=last breath\n [filter]\n id=Kaleh\n [/filter]\n\n#ifdef UTBS_IN_FINAL_FIGHT\n [message]\n speaker=unit\n message= _ \"To die on the cusp of victory. Oh, the irony!\"\n [/message]\n#else\n [message]\n speaker=unit\n message= _ \"I\u2019m too young to die. What will happen to my people?\"\n [/message]\n#endif\n [endlevel]\n result=defeat\n [/endlevel]\n[/event]\n\n[event]\n name=last breath\n\n [filter]\n id=Nym\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Save me, Kaleh, I\u2019m dying...\"\n image=portraits/nym_moody.png\n [/message]\n\n#ifdef UTBS_IN_FINAL_FIGHT\n {VARIABLE_OP allies_killed add 1}\n#else\n [endlevel]\n result=defeat\n [/endlevel]\n#endif\n[/event]\n\n[event]\n name=last breath\n [filter]\n id=Zhul\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Eloh protect us, I have fallen.\"\n [/message]\n\n#ifdef UTBS_IN_FINAL_FIGHT\n {VARIABLE_OP allies_killed add 1}\n#else\n [endlevel]\n result=defeat\n [/endlevel]\n#endif\n[/event]\n\n#ifdef UTBS_GARAK_MUST_LIVE\n[event]\n name=last breath\n\n [filter]\n id=Garak\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Aaargh! Curse you!\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n[/event]\n#endif\n\n[event]\n name=last breath\n\n [filter]\n id=Grog,Nog,Rogrimir,Jarl\n [/filter]\n\n [if]\n [variable]\n name=ally_race\n equals=dwarf\n [/variable]\n\n [then]\n [message]\n speaker=unit\n message= _ \"I go now to join my forefathers...\"\n [/message]\n [/then]\n\n [else]\n [message]\n speaker=unit\n message= _ \"No, $unit.name can\u2019t die now!\"\n [/message]\n [/else]\n [/if]\n\n#ifdef UTBS_IN_FINAL_FIGHT\n {VARIABLE ally_died_in_final_fight yes}\n {VARIABLE_OP allies_killed add 1}\n#else\n [if]\n [variable]\n name=ally_must_live\n boolean_equals=yes\n [/variable]\n\n [then]\n [message]\n speaker=Kaleh\n message= _ \"Without his guidance, how can we escape from these infernal caves? We are lost without him!\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/then]\n [else]\n [message]\n speaker=Kaleh\n message= _ \"He was a brave warrior and a true ally. He will be missed.\"\n [/message]\n [/else]\n [/if]\n#endif\n[/event]\n\n[event]\n name=last breath\n [filter]\n id=Esanoo\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Farewell Nym, I go to the sea god. You elves must go on without me.\"\n [/message]\n\n [message]\n speaker=Nym\n message= _ \"Farewell Esanoo. You were my favorite of the merfolk.\"\n image=portraits/nym_moody.png\n [/message]\n[/event]\n\n#ifndef UTBS_IN_FINAL_FIGHT\n[event]\n name=last breath\n [filter]\n id=Kromph\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Aaurrgghh!!\"\n [/message]\n[/event]\n\n[event]\n name=last breath\n\n [filter]\n id=Elyssa\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"This can\u2019t be the end, I have too much left to see.\"\n [/message]\n\n [message]\n speaker=Kaleh\n message= _ \"How could we have let her die? I\u2019ve never seen fire magic like that before. She will be sorely missed.\"\n [/message]\n[/event]\n#endif\n"} {"text": "#textdomain wesnoth-utbs\n\n#define HYDRATING_TILES\nWw*, *^V* #enddef\n\n#define DEHYDRATING_TILES\nHd, Dd*, Dd^E*, Rd #enddef\n\n#define DEHYDRATABLE_UNITS_FILTER\n [not]\n race=undead\n [/not]\n [not]\n type=Giant Scorpion\n [/not]\n [not]\n type=Dust Devil\n [/not]\n [not]\n # traveller's ring\n role=immune\n [/not]\n [and]\n side=1\n [/and]\n#enddef\n\n# This dehydrates the given units. However, if the unit is adjacent to a\n# friendly healer, the dehydration will be delayed instead: the unit suffers no\n# ill effects, but it cannot receive any healing on this turn either. Basically,\n# dehydration works just like poison.\n#\n# Each turn of dehydration lowers the unit\u2019s attack damage by 1 point and\n# decreases hitpoints by -$dehydration_loss.\n\n#define APPLY_DEHYDRATION_EFFECT FILTER\n [store_unit]\n [filter]\n {FILTER}\n [/filter]\n\n kill=no\n variable=dehydrating_units\n [/store_unit]\n\n [for]\n array=dehydrating_units\n [do]\n [if]\n [have_unit]\n x,y=$dehydrating_units[$i].x,$dehydrating_units[$i].y\n\n [filter_adjacent]\n is_enemy=no\n [and]\n ability=healing\n [or]\n ability=curing\n [/or]\n [/and]\n [/filter_adjacent]\n [/have_unit]\n\n [then]\n {VARIABLE dehydrating_units[$i].resting no}\n {VARIABLE dehydrating_units[$i].status.dehydration_slowed_by_healer yes}\n\n [unstore_unit]\n variable=dehydrating_units[$i]\n find_vacant=no\n [/unstore_unit]\n [/then]\n\n [else]\n [modify_unit]\n [filter]\n id=$dehydrating_units[$i].id\n [/filter]\n ## this object might be obtained multiple times, but that shouldn't be a problem.\n [object]\n duration=scenario\n id=\"dehydration_effect\"\n [effect]\n apply_to=attack\n formula=\"damage>1\"\n increase_damage=-1\n [/effect]\n [/object]\n [object]\n duration=scenario\n id=\"dehydration_overlay\"\n [effect]\n apply_to=overlay\n add=\"misc/dehydration-icon.png\"\n [/effect]\n [/object]\n hitpoints=\"$(max(1, $dehydrating_units[$i].hitpoints - $dehydration_loss))\"\n resting=no\n [status]\n dehydrated=yes\n [/status]\n [/modify_unit]\n\n [if]\n [variable]\n name=dehydrating_units[$i].gender\n equals=female\n [/variable]\n\n [then]\n [floating_text]\n x=$dehydrating_units[$i].x\n y=$dehydrating_units[$i].y\n text= _ \"female^thirst\"\n {COLOR_HARM}\n [/floating_text]\n [/then]\n\n [else]\n [floating_text]\n x=$dehydrating_units[$i].x\n y=$dehydrating_units[$i].y\n text= _ \"thirst\"\n {COLOR_HARM}\n [/floating_text]\n [/else]\n [/if]\n [/else]\n [/if]\n [/do]\n [/for]\n\n {CLEAR_VARIABLE dehydrating_units}\n#enddef\n\n# This rehydrates the given units. The units gain back their full attack damage.\n#define APPLY_HYDRATION_EFFECT FILTER\n [store_unit]\n [filter]\n {FILTER}\n [/filter]\n\n kill=no\n variable=hydrating_units\n [/store_unit]\n\n [for]\n array=hydrating_units\n [do]\n [if]\n [variable]\n name=hydrating_units[$i].status.dehydrated\n equals=yes\n [/variable]\n\n [then]\n [remove_object]\n x,y=$hydrating_units[$i].x,$hydrating_units[$i].y\n object_id=dehydration_effect\n [/remove_object]\n [/then]\n [/if]\n\n [modify_unit]\n [filter]\n id=$hydrating_units[$i].id\n [/filter]\n [status]\n dehydrated=no\n [/status]\n [/modify_unit]\n\n [if]\n [variable]\n name=hydrating_units[$i].gender\n equals=female\n [/variable]\n\n [then]\n [floating_text]\n x=$hydrating_units[$i].x\n y=$hydrating_units[$i].y\n text= _ \"female^refreshed\"\n {COLOR_HEAL}\n [/floating_text]\n [/then]\n\n [else]\n [floating_text]\n x=$hydrating_units[$i].x\n y=$hydrating_units[$i].y\n text= _ \"refreshed\"\n {COLOR_HEAL}\n [/floating_text]\n [/else]\n [/if]\n\n [remove_object]\n x,y=$hydrating_units[$i].x,$hydrating_units[$i].y\n object_id=dehydration_overlay\n [/remove_object]\n [/do]\n [/for]\n\n {CLEAR_VARIABLE hydrating_units}\n#enddef\n\n#\n# Events\n#\n#define DEHYDRATION_EVENTS\n [event]\n name=prestart\n\n # dehydration loss - a variable for the dialogue\n#ifdef EASY\n {VARIABLE dehydration_loss 3}\n#endif\n#ifdef NORMAL\n {VARIABLE dehydration_loss 5}\n#endif\n#ifdef HARD\n {VARIABLE dehydration_loss 7}\n#endif\n [/event]\n\n [event]\n name=side turn\n first_time_only=no\n\n # dehydration:\n # only at dawn, morning, mid-day, afternoon and dusk\n {APPLY_DEHYDRATION_EFFECT (\n side=$side_number\n {DEHYDRATABLE_UNITS_FILTER}\n\n [filter_location]\n terrain={DEHYDRATING_TILES}\n [not]\n time_of_day_id=short_dark,long_dark1,long_dark2,long_dark3,long_dark4\n [/not]\n [/filter_location]\n )}\n [/event]\n\n [event]\n name=side turn\n first_time_only=no\n\n # rehydration in water, villages or when next to healers\n {APPLY_HYDRATION_EFFECT (\n side=$side_number\n status=dehydrated\n\n [and]\n [filter_location]\n terrain={HYDRATING_TILES}\n [/filter_location]\n [/and]\n )}\n [/event]\n\n [event]\n name=turn refresh\n first_time_only=no\n\n [if]\n [variable]\n name=side_number\n equals=1\n [/variable]\n\n [then]\n {MODIFY_UNIT (\n side=1\n status=dehydration_slowed_by_healer\n ) status.dehydration_slowed_by_healer no}\n [/then]\n [/if]\n [/event]\n\n [event]\n name=advance\n first_time_only=no\n\n [filter]\n status=dehydrated\n [/filter]\n\n {VARIABLE unit.status.dehydrated no}\n\n [unstore_unit]\n variable=unit\n find_vacant=no\n male_text= _ \"refreshed\"\n female_text= _ \"female^refreshed\"\n {COLOR_HEAL}\n advance=no\n [/unstore_unit]\n\n [remove_object]\n x,y=$unit.x,$unit.y\n object_id=dehydration_overlay\n [/remove_object]\n [/event]\n\n [event]\n name=\"victory\"\n\n [modify_unit]\n [filter]\n status=dehydrated\n [/filter]\n\n [status]\n dehydrated=no\n [/status]\n [/modify_unit]\n\n [modify_unit]\n [filter]\n status=dehydration_slowed_by_healer\n [/filter]\n\n [status]\n dehydration_slowed_by_healer=no\n [/status]\n [/modify_unit]\n [/event]\n#enddef\n"} {"text": "#textdomain wesnoth-utbs\n# check to see if the Dust Devil is the unit\n# triggering the event, and if it is, use Nym\n# as the speaker\n#define CHECK_EXPLORER\n [if]\n [variable]\n name=unit.type\n equals=Dust Devil\n [/variable]\n [or]\n [variable]\n name=unit.type\n equals=\"Flesh Golem\"\n [/variable]\n [/or]\n [then]\n [store_unit]\n variable=explorer\n kill=no\n [filter]\n id=Nym\n [/filter]\n [/store_unit]\n [/then]\n [else]\n [store_unit]\n variable=explorer\n kill=no\n [filter]\n x=$unit.x\n y=$unit.y\n [/filter]\n [/store_unit]\n [/else]\n [/if]\n#enddef\n# for second_unit\n#define CHECK_SPEAKER\n [if]\n [variable]\n name=second_unit.type\n equals=Dust Devil\n [/variable]\n [or]\n [variable]\n name=second_unit.type\n equals=\"Flesh Golem\"\n [/variable]\n [/or]\n [then]\n [store_unit]\n variable=speaking_unit\n kill=no\n [filter]\n id=Nym\n [/filter]\n [/store_unit]\n [/then]\n [else]\n [store_unit]\n variable=speaking_unit\n kill=no\n [filter]\n x=$second_unit.x\n y=$second_unit.y\n [/filter]\n [/store_unit]\n [/else]\n [/if]\n#enddef\n\n#define MESSAGE_DEPEND_ON_ALLY GROG_WML NOG_WML ROGRIMIR_WML JARL_WML\n [switch]\n variable=ally_name\n [case]\n value=Grog\n {GROG_WML}\n [/case]\n\n [case]\n value=Nog\n {NOG_WML}\n [/case]\n\n [case]\n value=Rogrimir\n {ROGRIMIR_WML}\n [/case]\n\n [case]\n value=Jarl\n {JARL_WML}\n [/case]\n [/switch]\n#enddef\n"} {"text": "#textdomain wesnoth-utbs\n\n# event for the teaching ability\n#define ABILITY_TEACHING_EVENT\n [event]\n name=turn refresh,victory\n id=garak_teaching\n first_time_only=no\n\n [lua]\n # wmllint: markcheck off\n code=<<\n local _ = wesnoth.textdomain \"wesnoth-utbs\"\n\n local teachers = wesnoth.units.find_on_map { ability = \"teaching\", side = wesnoth.current.side }\n\n for i, teacher in ipairs(teachers) do\n local students = wesnoth.units.find_on_map { side = wesnoth.current.side, { \"filter_adjacent\", { id = teacher.id } } }\n\n if #students > 0 then -- don't divide by zero\n wesnoth.interface.scroll_to_hex(teacher.x, teacher.y)\n\n local function cf(u1, u2)\n -- criteria: the unit with lower level comes first\n -- if level is equal, the unit with less experience comes first\n if u1.level < u2.level then return true end\n if u1.level > u2.level then return false end\n if u1.experience < u2.experience then return true end\n return false\n end\n\n table.sort(students, cf)\n\n -- now we need to divide Garak's xp between all the units\n -- we can't just round the result of the division, because this will mean\n -- either not redistributing all the XP points, or generating them out of thin air\n -- so we perform both a division and a modulo\n -- # (length) has a higher precedence than *, / and %\n local div = math.floor(teacher.experience / #students)\n local mod = teacher.experience % #students\n\n for j, student in ipairs(students) do\n -- the modulo operation is used to redistribute every remaining XP\n -- so at the start of each turn Garak goes back to 0 XP\n -- concrete example: we have 9 XP and 4 units\n -- the first unit will receive 3 XP, while the other units 2\n local xp_to_add = div\n if j <= mod then\n xp_to_add = xp_to_add + 1\n end\n\n -- having a message that tells you that the unit gained 0 XP is simply obnoxious\n if xp_to_add > 0 then\n student.experience = student.experience + xp_to_add\n -- po: Floating text shown when Garak's teaching ability transfers experience points\n local xp_string = _ \"+$amount XP\"\n xp_string = xp_string:vformat{amount = xp_to_add}\n wesnoth.interface.float_label(student.x, student.y, \"\" .. xp_string .. \"\")\n if student.experience >= student.max_experience then\n -- advance unit, animate and fire events\n student:advance(true, true)\n end\n end\n end\n end\n\n -- in case that Garak has no \"students\", his experience goes wasted instead of being redistributed...\n teacher.experience = 0\n end\n >>\n # wmllint: markcheck off\n [/lua]\n [/event]\n#enddef\n"} {"text": "#textdomain wesnoth-utbs\n# The file contains useful macros I use within the campaign\n\n#define RANDOM_PLACEMENT_AREA X Y RADIUS\n # set a placement area for subsequent random placement of units\n [store_locations]\n x,y={X},{Y}\n radius={RADIUS}\n variable=random_placement_locations\n [/store_locations]\n#enddef\n\n#define PLACE_UNITS_RANDOMLY NUMBER SIDE TYPE ROLE_STRING NAME_STRING TRAIT_WML\n [repeat]\n times={NUMBER}\n [do]\n {RANDOM \"0..$($random_placement_locations.length - 1)\"}\n {VARIABLE random_placement_x $random_placement_locations[$random].x}\n {VARIABLE random_placement_y $random_placement_locations[$random].y}\n\n [unit]\n side={SIDE}\n type={TYPE}\n x=$random_placement_x\n y=$random_placement_y\n role={ROLE_STRING}\n name={NAME_STRING}\n animate=yes\n {TRAIT_WML}\n [/unit]\n [/do]\n [/repeat]\n#enddef\n\n#define CLEAR_PLACEMENT_AREA\n {CLEAR_VARIABLE random_placement_x}\n {CLEAR_VARIABLE random_placement_y}\n {CLEAR_VARIABLE random_placement_locations}\n#enddef\n\n# The amount of extra recruit cost is kept in $recruit_cost_extra; when this\n# macro is called for the first time, it'll disallow recruitment of\n# \"Desert Fighter\" and then allow recruitment of \"Desert FighterX\". The second\n# call then disallows recruitment of \"Desert FighterY\" and allows recruitment of\n# \"Desert Fighter(X+Y)\", and so on. After $recruit_cost_extra has reached 10,\n# nothing will happen anymore.\n\n#define INCREASE_RECRUIT_COSTS X\n {VARIABLE num $recruit_cost_extra}\n {VARIABLE_OP recruit_cost_extra add {X}}\n [if]\n [variable]\n name=recruit_cost_extra\n greater_than=10\n [/variable]\n [then]\n {VARIABLE recruit_cost_extra 10}\n [/then]\n [/if]\n\n #{DEBUG_MSG \"disallowing: Quenoth Fighter$num,Tauroch Rider$num,Quenoth Scout$num,Quenoth Mystic$num\"}\n [disallow_recruit]\n type=Quenoth Fighter$num,Tauroch Rider$num,Quenoth Scout$num,Quenoth Mystic$num\n side=1\n [/disallow_recruit]\n\n {VARIABLE num $recruit_cost_extra}\n #{DEBUG_MSG \"allowing: Quenoth Fighter$num,Tauroch Rider$num,Quenoth Scout$num,Quenoth Mystic$num\"}\n [allow_recruit]\n type=Quenoth Fighter$num,Tauroch Rider$num,Quenoth Scout$num,Quenoth Mystic$num\n side=1\n [/allow_recruit]\n\n {CLEAR_VARIABLE num}\n#enddef\n\n#define UTBS_SHAKE_SCREEN\n [scroll]\n x=20\n [/scroll]\n [scroll]\n x=-20\n [/scroll]\n [scroll]\n x=20\n [/scroll]\n [scroll]\n x=-20\n [/scroll]\n#enddef\n\n# To give the human units in scenarios 8 and 9 a more unique look, we shift\n# the blue steel colors to more of a bronze hue. Because the blue colors don't\n# adhere to an exact consistent palette, we can't use ~RC() for this but instead\n# we need to do it with a rather hacky formula.\n\n#define ARMOR_SHIFT NEWCHAN ORIGCHAN\nif(red <= green and green <= blue + 3, ({NEWCHAN} / 255.0)^2 * 255.0, {ORIGCHAN})#enddef\n\n#define ARMOR_SHIFT_IPF\n\"CHAN({ARMOR_SHIFT blue red}, {ARMOR_SHIFT green green}, {ARMOR_SHIFT red blue})\"#enddef\n\n#define LOYALIST_COLOR_SHIFT\n [event]\n name=unit placed\n first_time_only=no\n\n [filter]\n race=human\n\n [not]\n type_adv_tree=Heavy Infantryman\n [/not]\n\n [not]\n [filter_wml]\n [modifications]\n [object]\n armor_color_shift=yes\n [/object]\n [/modifications]\n [/filter_wml]\n [/not]\n [/filter]\n\n [object]\n armor_color_shift=yes\n silent=yes\n\n [effect]\n apply_to=image_mod\n add={ARMOR_SHIFT_IPF}\n [/effect]\n [/object]\n [/event]\n#enddef\n"} {"text": "#textdomain wesnoth-utbs\n\n#define STORY_THE_MORNING_AFTER\n [story]\n [part]\n story= _ \"Note: This campaign is probably not appropriate for beginners. It changes certain Wesnoth standards, such as the elves\u2019 stats and the day/night cycle. This campaign emphasizes role-playing elements and tends to have longer scenarios with objectives that change in the middle. For these reasons, we strongly suggest that you occasionally save your game mid-scenario, so you won\u2019t lose all your progress if you get stuck and have to start over.\"\n [/part]\n [part]\n story= _ \"This is the chronicle of the journey of the Quenoth Elves from their homeland in the Great Southern Desert. I write this story so that our descendants may know of our travels, remember the sacrifices we made, and profit from the hard lessons we learned.\"\n [/part]\n [part]\n story= _ \"Chapter 1: I, Kaleh, grew up amid the shifting sands, under our two suns Sela and Naia. It was a land of hot dry days and cold nights, of roaming horrors, where water was more valuable than gold. We had lived among the sands ever since the forests fell uncounted years ago. It was a hard and savage land, but we were tougher still, and we managed to survive settled around one of the rare oases. We had heavily fortified our village against marauders and were the largest encampment we knew of. My uncle, Tanuil, led us for many years, and trained us to be self-sufficient and strong against all enemies. A people struggling in an ocean of sand, we thought we were ready for anything. All that changed one fateful night, when the sky rained fire...\"\n [/part]\n [part]\n story= _ \"I remember that night as if it were yesterday. I was not prone to dreaming, but as I slept I had a strange vision. I didn\u2019t have long to ponder it though, because I was woken in the dark by the sound of deafening crashes, splintering wood and shouting elves. That night the sky rained flaming rocks, boulders bigger than you could imagine. They smote the landscape like lightning bolts, setting fire to whatever could burn and crushing houses, walls, and elves. There was nowhere to hide, nowhere to go for protection. I was terribly afraid, and I thought that if I tried to flee I would be smashed, so I hid and prayed to Eloh. I had never prayed before as fervently as I did that night. I heard cries and screams outside, but I could not force myself to move. Eventually the thin yellow tendrils of a sickly dawn stole over the horizon, as if Naia herself were shocked by the devastation she saw.\"\n [/part]\n [/story]\n#enddef\n\n#define STORY_ACROSS_THE_HARSH_SANDS\n [story]\n [part]\n story= _ \"Chapter 2: When I was fifteen I went on my first raid, against an orcish incursion to the west. A large band of orcs under some new banner had come out of the northern foothills and were rampaging across the sands, killing anything they could get their filthy hands on.\"\n [/part]\n [part]\n story= _ \"Sneaking amongst the dunes we crept up to their camp and ambushed them at dawn. To a young boy the fighting was overwhelming: crashing blades, blood, battle cries, friend and foe struggling back and forth. The orcs rallied around their leader, their greater numbers countering our superior skill at combat. It was my father who finally fought his way to the foul orc leader and slew him on the bloodstained sand. The surviving orcs broke and fled from the battlefield, to be hunted down and slain as individuals and small groups by our trackers. It seemed a glorious victory, and I hardly noticed our elven brethren lying dead in the sand.\"\n [/part]\n [part]\n story= _ \"I was giddy on the journey back home, my heart pumping with elation and pride. I had fought my first battle; now I was a man like my father. Then one night during the long dark a harsh wind came up, moaning and howling around our tents. By dawn it had only gotten worse; I wondered if some dark god was trying to avenge the massacre of the orcs. I\u2019d seen sandstorms before, but I had never experienced one like this. I hid in my tent praying to Eloh as if my life depended on it. The air grew thick with sand, and everything grew dark and hazy...\"\n [/part]\n [part]\n story= _ \"The next thing I remember, someone was bending over me shaking me awake. I was half buried in sand, and I felt weak but alive. Our equipment was scattered across the dunes or buried in the sand. Looking around I only saw a few of my companions, who were digging in the sand, fervently hoping to find other survivors. I dug furiously at the sand with my bare hands and yelled until I was hoarse, but try as I might, I could not find my father. They told me he had been swallowed by the sand, but I would not be consoled. In one instant my world crumbled; I never looked at the sands quite the same way again. I learned that day that the desert can be fickle and fierce, and death is always lurking just over the horizon.\"\n [/part]\n [part]\n story= _ \"Now I journeyed out again across the sands, but this time it was not just myself, but my entire people that I had to protect. They were depending on my judgment, and I was only too aware of the weight on my narrow shoulders. Thinking of the last time we had gone out in force, I made a silent prayer to my father to watch over us. There was nowhere to go but north.\"\n [/part]\n [/story]\n#enddef\n\n#define STORY_STIRRING_IN_THE_NIGHT\n [story]\n [part]\n story= _ \"Chapter 3: As we continued north through the desert, the looming hills and mountains promised blessed relief from the seemingly never-ending sand. Soon we got to the end of the foothills, and we decided to rest there for the night. As tired as I was of marching across the sand, I felt strangely afraid. I had lived my entire life in the sands; they were my home, and the rocky hills and white glistening mountaintops seemed foreign and foreboding.\"\n [/part]\n\n [part]\n story= _ \"I worried if I was doing the right thing, leading my people to strange lands. Despite Eloh\u2019s promises, I was not as confident as Zhul was that it would all end well. Looking back I thought it strange that I was the one that Eloh showed herself to. I was never particularly devout, always worried more about day to day matters than the other-worldly ones. But who was I to question a god?\"\n [/part]\n\n [part]\n story= _ \"That night, as I slept, I dreamt again, for the first time since that first fateful night. Eloh came to me again, and this time she appeared in a vision as a beautiful glowing figure, as bright as the suns. She said \u201cHave courage, for though soon you shall go through a time of darkness, all your trials shall be richly rewarded in the end. You must go under the northern mountains, not over them. You will find the ruins of an ancient watch tower made of black obsidian in the desert by the edge of the hills. By that tower you will find the entrance to the tunnels you seek. Follow the smooth ancient tunnel down under the mountains and when you again see the sky and my suns, I shall contact you. But beware those who lurk in the darkness, they hide from my light, and must not be trusted. I have no power in the dark, so you are my hand of justice. Punish the non-believers. Go now, and fear not the dark.\u201d And again, just like before, I was woken up by a shout in the night.\"\n [/part]\n [/story]\n#enddef\n\n#define STORY_DESCENDING_INTO_DARKNESS\n [story]\n [part]\n story= _ \"Chapter 4: We found the crumbling obsidian tower that Eloh had described, and we camped at the edge of the foothills before the mountains. I was still shocked by the loss of Garak and all the other elves who fell in the battle last night. There was so much death in this land, had it always been this way? As we traveled I pondered what this world might have been like back before the Great Fall and I remembered the tale that had been told to me many times since I was a child:\"\n [/part]\n\n [part]\n story= _ \"A long, long time ago was the golden age among elves. Our people lived in harmony with nature in lands filled with trees, trees as far as the eye could see. There was peace among elves and the other races such as humans and dwarves, and evil creatures were driven deep within the earth. The foul name of Uria was not yet known among our people, and our powers were so great that we raised another sun into the sky, so that the days were lengthened and dark hours were few. Happy indeed were our people during these long years, but it was not to last forever.\"\n [/part]\n\n [part]\n story= _ \"Eventually peace and prosperity fostered corruption and decadence. Through her powers of deception and guile, Uria cultivated secret groups of followers, promising to fulfill their darkest desires. She bided her time, and slowly stretched her black hands out across the world. At first, petty arguments between humans, elves and dwarves erupted into conflicts, embroiling our people in the first wars they had fought for ages. Then orcs and other foul creatures came back into the world and raided our settlements, razing villages and massacring hundreds. Uria\u2019s followers studied the necromantic arts and raised armies of undead. Our people had grown weak and soft in the time of peace and plenty and were ill-suited to cope with these new trials. Even nature herself seemed to quail under the onslaught: crops failed, the trees sickened and our forests began to die. Most disturbing was the way the nights lengthened, creating the long dark we suffer today. Many of our people despaired, and many embraced the oncoming darkness, worshiping Uria in hopes of saving themselves. Former friends fought over what few resources remained, and chaos threatened to overwhelm us all.\"\n [/part]\n\n [part]\n story= _ \"In this time of troubles Eloh first appeared to a select number of us, those few that still doggedly fought to preserve our homeland and our heritage. She told us that the old days had ended, and only through strict discipline and strength could we survive in the new world. She led us out of the few remaining forests, which were being logged and burned by the orcs, into the open plains where we could roam freely. She taught us that alone we are weak, but together we could still strike fear into the hearts of our enemies. We learned that the only way to survive in this new harsh world was to always value the needs of the many over the wants of the individual. We must all work together, for without each other we are nothing. Even as the plains dried up into deserts we follow her will and walk in her path, remembering our ancestors and the sacrifices they made that we might live, and always striving to create a better world for our children.\"\n [/part]\n\n [part]\n story= _ \"Had the golden age been just a story? What kind of world could I be able to create for future generations of our people? All I knew of the past were the ruins of great castles and tales of a time when life was more than just a struggle to survive. Life did not seem to have grown easier for my people in the last few generations\u2014if anything the land had grown even more unforgiving. Was there anywhere left in this world that I could take my people which would be better than the land we were born into?\"\n [/part]\n [/story]\n#enddef\n\n#define STORY_A_SUBTERRANEAN_STRUGGLE\n [story]\n [part]\n story= _ \"Chapter 5: We plunged into the darkness, shepherding long lines of our people along the cramped passageway deeper and deeper beneath the roots of the mountains. We had brought along palm torches, and we had scavenged other torches from the orcs, so we had enough light sources, at least for the moment. Even so, the guttering torches shed little light, and shadows flickered everywhere. The walls were damp and clammy, the air seemed stale and the sound of our footsteps echoed up and down the passageway.\"\n [/part]\n\n [part]\n story= _ \"This seemed as alien an environment as we could ever imagine. We were a people of the open sands, and even during the long dark we could look up and orient ourselves by the stars glittering brightly in the deep sky. I knew logically that we could not go over those frozen mountains, and we could not go back, but I shivered at the thought of miles and miles of rock above me, and felt the weight of the mountain pressing down on me. The passage twisted and turned, and soon I lost all sense of direction, but since there were no side-passages, we had little choice but to keep going forward.\"\n [/part]\n\n [part]\n story= _ \"Looking back, I think the bravest thing that my people ever did was to follow me into the darkness solely on the promises of Eloh and their faith in my leadership. I had no idea how long we would be trapped underground, or even which way we should go. I but hoped Eloh would guide us somehow. Nym said that people whispered that I could lead them through anything, and it was true that when we left I had hardly imagined that we would fight outlaws, undead, orcs and goblins. My previous life seemed as a dream of years past, even though it had only been ten days since our village was demolished.\"\n [/part]\n\n [part]\n story= _ \"What lurked in the darkness? Who were the unbelievers that Eloh had so cryptically referred to? My heart beat loudly in my chest, everything seemed amplified down here. I felt a strong suspicion that this was not a place that my people were meant to be. I strode onwards grimly; considering everything we had gone through so far, Uria be damned if I was going to be frightened now.\"\n [/part]\n [/story]\n#enddef\n\n#define STORY_IN_THE_TUNNELS_OF_THE_TROLLS\n [story]\n [part]\n story= _ \"Chapter 6: The dwarf Grimnir led us through a maze of twisting passages speaking scarcely a word. Finally, after what seemed like hours of marching, he stopped. He motioned us to be very quiet and we crept forward; all I could hear was the soft patter of feet and my heavy breathing. Even that little noise seemed to echo off the cramped walls of our rough-hewn passage. I was suddenly aware of the sheer mass of rock and earth above us and for a moment I despaired of ever seeing the sun again. Then I grabbed my sword with fresh determination and vowed to see this mission through.\"\n [/part]\n [/story]\n#enddef\n\n#define STORY_IN_THE_DOMAIN_OF_THE_DWARVES\n [story]\n [part]\n story= _ \"Chapter 6: The troll Zurg led us through a maze of twisting passages speaking scarcely a word. Finally after what seemed like hours of marching he stopped. He motioned us to be very quiet and we crept forward; all I could hear was the soft patter of feet and my heavy breathing. Even that little noise seemed to echo off the cramped walls of our rough-hewn passage. I was suddenly aware of the sheer mass of rock and earth above us and for a moment I despaired of ever seeing the sun again. Then I grabbed my sword with fresh determination and vowed to see this mission through.\"\n [/part]\n [/story]\n#enddef\n\n#define STORY_DEALING_WITH_DWARVES\n [story]\n [part]\n story= _ \"Chapter 7: We returned quickly and found the rest of our people, safely hidden a few miles back from the fighting. Seeing Grimnir with us, a troop of dwarves silently appeared out of adjoining secret passages. Once we had assured the rest of the elves that they were friends, Grimnir led us silently and quickly through a maze of secret tunnels towards the dwarves\u2019 home.\"\n [/part]\n\n [part]\n story= _ \"I do not know how long we tramped through those tiny dark passages; time seemed to flow differently down there, deep under the earth. But when we finally got to our destination, what I saw was breathtaking. We entered into a large cavern, where the dwarves had built a huge city out of stone. Protected by stone walls and gates that were bigger than I had ever seen, the place seemed virtually impregnable. As we entered I marveled at their stonework and I saw that the place was crawling with dwarves. It was bigger than any village I had ever seen.\"\n [/part]\n\n [part]\n story= _ \"The dwarves led us through to the far side of the city, where they let us stay in several auxiliary caverns, which normally served as store rooms. The accommodations were a bit cramped, but for the first time since I had plunged into the earth, I felt safe.\"\n [/part]\n\n [part]\n story= _ \"The dwarf king was away cleaning up after the recent battle, and would not be back for several days. I happily spent what little time I had learning as much as I could about these strange people. I was very impressed by their craftsmanship; they made weapons and armor of a quality I had never seen before. We were also quite the curiosity to the dwarves; I have no idea when they had last seen an elf. While some seemed suspicious or frightened of us, the dwarves overall were very polite and met our every need. Finally the summons came to meet with the dwarven king...\"\n [/part]\n [/story]\n#enddef\n\n#define STORY_TALKING_WITH_TROLLS\n [story]\n [part]\n story= _ \"Chapter 7: We returned quickly and found the rest of our people, safely hidden a few miles back from the fighting. Once we had assured the rest of the elves that the trolls were our allies, Zurg led us silently and quickly away from the front lines through a maze of secret tunnels.\"\n [/part]\n\n [part]\n story= _ \"I do not know how long we tramped through those tiny dark passages; time seemed to flow differently down there, deep under the earth. But finally we stepped out into a large cavern. Dominating the cavern were the remains of what must have originally been a dwarf city. The large stone walls were riddled with giant holes and the iron gates had been blasted asunder. As we entered through the gates, we saw dead dwarves and other more grisly signs of recent battle. All around us were many trolls, working hard to repair the walls and other defenses. Zurg led us through the chaos to several side caverns which had until recently been used as storerooms. There was sufficient space for us to bed down and stay out of the way, and the dwarves had left behind plenty of provisions.\"\n [/part]\n\n [part]\n story= _ \"Zurg told us that they had just captured this city from the dwarves, and that the Great Leader had moved here to set up his base of operations. They were clearly worried about a dwarf counterattack. Luckily the trolls were quite skilled at stonework and the walls were quickly repaired. The trolls didn\u2019t talk much, but seemed very intelligent and not the mere bloodthirsty savages they had been purported to be. Overall they actually seemed quite peaceful, except when provoked. I learned that the leadership was balanced between the warriors and the shamans. The troll\u2019s military leader was chosen and advised by a council of their shamans.\"\n [/part]\n\n [part]\n story= _ \"I wish I could have spent more time learning about these misunderstood creatures, but we could not tarry long. Even protected by the trolls, caught in the middle of this great war, I feared for the safety of my people. And so after waiting a few days, I was able to get an audience with the Great Leader.\"\n [/part]\n [/story]\n#enddef\n\n#define STORY_BLOOD_IS_THICKER_THAN_WATER\n [story]\n [part]\n story= _ \"Chapter 9: Nym and Esanoo led us north, across the sands and through the dunes, towards the human encampment where the merfolk were being held. I asked Nym where Esanoo had come from, but she wouldn\u2019t answer, she just said that I had to see for myself.\"\n [/part]\n [part]\n story= _ \"Just then we crested over the last dune and I indeed saw what she meant. Sparkling blue covered the entire horizon. I fell to my knees in awe, I had never seen so much water in one place. I cannot write down in words the shock and amazement I felt. To have grown up in a land where water was as precious as gold, and then see miles and miles of it. It was only then that I understood where the merfolk truly came from. I\u2019d been to some strange places, high up in the mountains, deep down under thousands of tons of rock, but this world of water was the most alien of them all.\"\n [/part]\n [part]\n story= _ \"Which brings me to the other alien concept I was trying to comprehend: our goddess Eloh. What was her plan? Why did she want me to surrender to the humans? Do the humans worship her as well? The humans seem so brutish and vile, that I can\u2019t imagine them worshiping the same god as us. I thought Eloh was just our god, I don\u2019t remember Zhul mentioning any other races worshiping her after the Great Fall, though perhaps things had changed in the intervening years. Her commands don\u2019t make any sense; she doesn\u2019t seem at all like the goddess Zhul told me about. And what was Esanoo talking about? How did his master know about \u2018Yechnagoth\u2019 and \u2018Zhangor\u2019? If Eloh won\u2019t help me, then I desperately need some answers. I pray to whatever gods may be left that I\u2019m not leading my people into a trap...\"\n [/part]\n [/story]\n#enddef\n\n#define STORY_OUT_OF_THE_FRYING_PAN\n [story]\n [part]\n story= _ \"Chapter 8: I set out with a lightened heart and quickened step; we were going back up and I was sure that soon this underground gauntlet would be over. With the help of our new allies, I felt much more confident than I had before. Oh, to feel the wind in my hair and the sun on my face. But for now we had many more miles to travel and in the monotony of the marching I let my mind wander to larger matters.\"\n [/part]\n\n [part]\n story= _ \"What kind of home had Eloh prepared for us on the other side of the mountains? Was there anywhere in the world that hadn\u2019t been plagued with war and destruction? I grew up in a land of \u2018kill or be killed\u2019. Outlaws, ogres and other monsters preyed on the weak and helpless. Orcs and goblins raided any settlements they could find, and my people struggled to protect what little they had. And through it all crazed necromancers and undead spirits haunted the sands, feeding on the few survivors.\"\n [/part]\n\n [part]\n story= _ \"At first I thought that if we could just leave the desert, we could find a peaceful place away from all the bloodshed and death. But even underground the last remnants of the trolls and dwarves continue to fight a bloody struggle to the death. Is this what our world has become? And why did Eloh tell me to \u2018kill the unbelievers\u2019? If we had attacked both the dwarves and the trolls we would not have made it even this far. Everywhere I look I see remains of once great empires. If we destroyed the last of these peoples, what would be left around us but a howling emptiness?\"\n [/part]\n\n [part]\n story= _ \"And yet, here in the dark, Eloh says she is powerless. Here she cannot help us, we must fend for ourselves. Though she is our god, I cannot just lie back and depend on her to always save us. These are my people too, and I have a responsibility to them as their leader. I must make my own decisions as I see best. And as Zhul told me when I was but a child, Eloh forgives all our sins. If I err in my judgment she will surely understand. Eloh may be our guide, but I am our leader and I will do what I must to protect my people during our journey.\"\n [/part]\n\n [part]\n story= _ \"And so, bolstered with a new resolve, I continued the march up out of the darkness and towards a new land.\"\n [/part]\n [/story]\n#enddef\n\n#define STORY_SPEAKING_WITH_THE_FISHES\n [story]\n [part]\n story= _ \"Chapter 10: The merfolk helped us pilot our ships far into the ocean. Some of the younger elves were actually quite adept at climbing the rigging and steering the ships. Myself, I mostly stayed in the captain\u2019s quarters and tried to avoid getting seasick. The sea reminded me of being out in the vast desert, with only the stars at night to guide my way. But without the merfolk\u2019s help we would have been hopelessly lost.\"\n [/part]\n\n [part]\n story= _ \"That afternoon three of the merfolk sat in a circle and performed their ritual to determine the location of their master. Apparently it was a success, for they steered us straight towards the setting sun.\"\n [/part]\n\n [part]\n story= _ \"The next morning we reached our destination. It wasn\u2019t even an island, just a sandbar sticking out above the water. We lowered down a longboat and the merfolk pulled us to shore, none of us being very skilled with the oars.\"\n [/part]\n\n [part]\n story= _ \"In the water around the sand bar were a large number of merfolk guards. Standing alone on top of the sand was one of the oldest merfolk I have ever seen. She beckoned to us and we approached...\"\n [/part]\n [/story]\n#enddef\n\n#define STORY_BATTLE_FOR_ZOCTHANOL_ISLAND\n [story]\n [part]\n # wmllint: local spelling pre-dawn\n story= _ \"Chapter 11: Our boats slipped softly through the water, shrouded in the pre-dawn darkness. At this moment the merfolk would be launching their diversionary attack, but the fact that we had not encountered any resistance was still eerily disturbing. Ahead of us, the large island loomed, dark and menacing.\"\n [/part]\n\n [part]\n story= _ \"In the end, almost all of my people decided to join in this final battle. I was surprised. They had gone through so much, and yet they still had faith in me. Looking around at them, I could not help noticing how many familiar faces were missing. Barely a fourth of those who set out with us on our journey had survived. If I had known it would be this bad would I have ever left in the first place? I thought Eloh was protecting us and guiding our steps, but in truth it was all me. For better or for worse I have no one to blame but myself.\"\n [/part]\n\n [part]\n story= _ \"But Zhul is right, if we had come all this way just for a chance to help the merfolk defeat Yechnagoth then our journey was not in vain. We were searching for a new home, safe from all the horrors and death of the desert, but now this struggle seems more important. Could these islands possibly become a home for my people? It is a prospect too wonderful to dare to hope for. But in the end that is not what is driving me. All I care about is vengeance upon her that did this to us. Garak, Keratur, Tanstafaal, all those poor souls we left behind in our village and the many who have marked our path with their blood, they all shall be avenged.\"\n [/part]\n\n [part]\n story= _ \"This conflict is greater than just us. These lands were once places of beauty and hope. The great empires may be gone, but still people struggle to survive. As grim as it all seems, there is still some beauty and light left, hidden away. I will not let it all be swallowed by a second darkness. I do not care what happens to me, but I pray to Eloh (if she is even listening) that if I die, then I die making these lands a better place. Please may this not all be in vain...\"\n [/part]\n [/story]\n#enddef\n\n#define STORY_THE_FINAL_CONFRONTATION\n [story]\n [part]\n story= _ \"Chapter 12: True strength is not measured in might or knowledge, but in what you can do for those you love.\"\n [/part]\n [/story]\n#enddef\n"} {"text": "#textdomain wesnoth-utbs\n# Special terrains I use in the UTBS maps\n\n# custom lava overlay placed on top of normal lava to allow units to walk on it\n\n[terrain_type]\n symbol_image=unwalkable/lava\n id=lava_overlay\n editor_name= _ \"Lava\"\n string=^Yl\n aliasof=Ut,Qt\n submerge=0.4\n unit_height_adjust=-4\n editor_group=utbs\n hide_help=yes\n[/terrain_type]\n\n# custom water for flood terrain-graphics transitions\n\n[terrain_type]\n symbol_image=water/coast-grey-tile\n id=gray_utbs_water\n name= _ \"Shallow Water\"\n editor_name= _ \"Flood Water\"\n string=Wwgz\n aliasof=Wst\n submerge=0.4\n editor_group=utbs\n hide_help=yes\n[/terrain_type]\n\n# human ship terrain (alias of village so it can be captured); note that the\n# ship images are placed as an [item]\n\n[terrain_type]\n symbol_image=water/coast-tile\n id=human_ship\n name= _ \"Human Ship\"\n string=^Wyc\n aliasof=Vt\n mvt_alias=Mt\n heals=0\n gives_income=yes\n editor_group=utbs\n hide_help=yes\n[/terrain_type]\n\n# phantom castle\n[terrain_type]\n symbol_image=darkcastle\n id=phantom_castle\n editor_name= _ \"Phantom Castle\"\n string=Cyd\n aliasof=Ct\n recruit_onto=yes\n no_overlay=yes\n editor_group=utbs\n[/terrain_type]\n\n# phantom keep\n[terrain_type]\n symbol_image=dark-keep-throne\n id=phantom_keep\n editor_name= _ \"Phantom Keep\"\n string=Kyd\n aliasof=Ct\n recruit_onto=yes\n recruit_from=yes\n no_overlay=yes\n editor_group=utbs\n[/terrain_type]\n"} {"text": "#textdomain wesnoth-utbs\n# A supplementary terrain-graphics file\n\n{DISABLE_BASE_TRANSITIONS (Cyd,Kyd)}\n\n{TERRAIN_BASE Cyd darkcastle}\n{TERRAIN_BASE Kyd darkcastle}\n{OVERLAY Kyd dark-keep-throne}\n\n{WALL_TRANSITION3 (Cyd,Kyd) Ql* Qx* unwalkable/dcastle-lava-chasm}\n\n{NEW:WALL2 (Cyd,Kyd) X* (!,Cyd,Kyd,X*) castle/dwarven-castle-wall}\n{NEW:WALL2 (Cyd,Kyd) Ql* (!,Cyd,Kyd,Ql*) unwalkable/dcastle-lava}\n{NEW:WALL2 (Cyd,Kyd) Qx* (!,Cyd,Kyd,Qx*) unwalkable/dcastle-chasm}\n\n{NEW:WALL (Cyd,Kyd) (!,Cyd,Kyd,X*) castle/dwarven-castle}\n\n{DISABLE_WALL_TRANSITIONS Kyd}\n\n############################################################################\n# This makes gray shallow water transition on top of the floor terrains, which\n# otherwise would have a hard edge.\n# It uses custom terrain Wwgz code in place of standard gray Wwg\n############################################################################\n\n# these are the terrains that look more 'flooded' without their usual banked transitions\n#define UTBS_WOOD_FLOOR\nIwr,Ior,Icn,R*,Ias*,Uu* #enddef\n\n{NEW:WATER_342_180 Wwgz water/water 17 DURATION=125 RANDOM_START=125}\n{NEW:DISABLE_GENERIC_CORNER_TRANSITION ({UTBS_WOOD_FLOOR},Xo*) Wwgz}\n{NEW:DISABLE_TRANSITION Wwgz {UTBS_WOOD_FLOOR} FLAG=non_submerged}\n{NEW:WATER_342_180_OVERLAY Wwgz water/overlay-gray -280}\n{NEW:WATER_342_180_OVERLAY_TRANSITION Wwgz (!,Wog,Wwg,Wwrg,Wwgz,!,W*,Sm) -281 water/overlay-gray 0.20}\n\n# the wood-water transitions still have a faint hex-tooth edge, but this isn't enough to fix that without modifying the other side\n# {NEW:TRANSITION Iwr,Ior,Icn Wwgz -501 interior/wood-regular FLAG=transition2 IPF=\"~O(0.1)\"}\n\n{NEW:WATER_342_180_TRANSITION Wwgz ({UTBS_WOOD_FLOOR}) -282 \"~CS(10,-5,-10)\" water/water 17}\n\n# Disables the generic land-water transition from floor to water\n[terrain_graphics]\n map=\"\n2\n, .\n1\"\n [tile]\n pos=1\n type=Wwgz\n set_no_flag=beach-@R0-@R5,beach-@R0-@R1\n [/tile]\n [tile]\n pos=2\n type={UTBS_WOOD_FLOOR}\n set_no_flag=beach-@R2-@R3,beach-@R3-@R2\n [/tile]\n\n rotations=tr,r,br,bl,l,tl\n[/terrain_graphics]\n\n# Disables the floor's transition onto water\n[terrain_graphics]\n map=\"\n2\n, .\n1\"\n [tile]\n pos=1\n type={UTBS_WOOD_FLOOR}\n set_flag=transition-@R0\n [/tile]\n [tile]\n pos=2\n type=Wwgz\n [/tile]\n\n rotations=n,ne,se,s,sw,nw\n[/terrain_graphics]\n############################################################################\n############################################################################\n\n#undef UTBS_WOOD_FLOOR\n\n#ifndef EDITOR\n# The ruined desert castles in this campaign were ravaged by meteors\n{OVERLAY_RANDOM Cdr embellishments/stones-small}\n#endif\n"} {"text": "#textdomain wesnoth-l\n# This version forked from 1.2, 2/10/2007, and prepared for mainline by ESR\n[textdomain]\n name=\"wesnoth-l\"\n[/textdomain]\n\n# wmlscope: set export=no\n[campaign]\n id=Liberty\n name= _ \"Liberty\"\n abbrev= _ \"Liberty\"\n rank=50\n year=\"501 YW\"\n first_scenario=01_The_Raid\n define=CAMPAIGN_LIBERTY\n icon=\"units/human-outlaws/fugitive.png~RC(magenta>red)\"\n background=\"data/campaigns/The_Rise_Of_Wesnoth/images/story/trow_intro_02.jpg\"\n\n {CAMPAIGN_DIFFICULTY EASY \"units/human-peasants/peasant.png~RC(magenta>red)\" ( _ \"Peasant\") ( _ \"Easy\")}\n {CAMPAIGN_DIFFICULTY NORMAL \"units/human-outlaws/outlaw.png~RC(magenta>red)\" ( _ \"Outlaw\") ( _ \"Normal\")} {DEFAULT_DIFFICULTY}\n {CAMPAIGN_DIFFICULTY HARD \"units/human-outlaws/fugitive.png~RC(magenta>red)\" ( _ \"Fugitive\") ( _ \"Challenging\")}\n\n #po: \"marchlander\" is archaic English for an inhabitant of a border region, not to be confused with \"marshlander\"\n # wmllint: local spelling marchlanders\n description= _ \"As the shadow of civil war deepens across Wesnoth, a band of hardy marchlanders revolts against the governance of the new queen. To win their way to freedom, they must learn to use shadows and deception to rout the trained blades of the Wesnothian army.\n\n\" + _\"(Novice level, 7 scenarios.)\"\n\n [about]\n title = _ \"Original Campaign Design\"\n [entry]\n name = \"Scott Klempner\"\n [/entry]\n [/about]\n [about]\n title = _ \"Latest Rewrite\"\n [entry]\n name = \"nemaara\"\n [/entry]\n [/about]\n [about]\n title = _ \"Campaign Maintenance\"\n [entry]\n name = \"Lari Nieminen (zookeeper)\"\n [/entry]\n [entry]\n name = \"Eric S. Raymond (ESR)\"\n comment = \"Original prose-doctoring and preparation for mainline\"\n [/entry]\n [/about]\n [about]\n title = _ \"Artwork and Graphics Design\"\n [entry]\n name = \"Brendan Sellner\"\n [/entry]\n [entry]\n name = \"Kathrin Polikeit (Kitty)\"\n comment = \"portraits\"\n [/entry]\n [entry]\n name = \"Shadow\"\n [/entry]\n [entry]\n name = \"Blarumyrran\"\n comment = \"story images, Rogue Mage line sprites\"\n [/entry]\n [entry]\n name = \"Sonny T Yamada (SkyOne)\"\n comment = \"Sprite animations (defense and attack) of Rogue Mage line\"\n [/entry]\n [/about]\n[/campaign]\n\n#ifdef CAMPAIGN_LIBERTY\n\n[binary_path]\n path=data/campaigns/Liberty\n[/binary_path]\n\n{campaigns/Liberty/utils}\n{campaigns/Liberty/scenarios}\n\n[units]\n {campaigns/Liberty/units}\n[/units]\n\n#endif\n\n# wmllint: directory spelling Grey Relana Helicrom Fal Khag\n"} {"text": "#textdomain wesnoth-l\n[scenario]\n id=01_The_Raid\n name= _ \"The Raid\"\n map_file=01_The_Raid.map\n {TURNS 19 17 15}\n\n next_scenario=02_Civil_Disobedience\n\n {INTRO_AND_SCENARIO_MUSIC \"transience.ogg\" \"nunc_dimittis.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"knolls.ogg\"}\n\n [label]\n x,y=11,1\n text= _ \"Dallben\"\n [/label]\n\n [story]\n [part]\n #po: Baldras is an old man from the country and both speaks and writes with many grammatical errors due to his relative lack of education\n #po: He is also a little bit rude and grumpy, so languages with ruder or more informal variants of words should use those where appropriate\n story= _ \"From the journal of Baldras, 21 Scatterseed, 501 YW\n\nMonths... seven months it\u2019s been since the Crown did send a single guard here to help us. This Garard II be a pompous stinker, even worser than his pa! Us of these border towns Delwyn and Dallben already be poor and needy, yet alls \u2018His Majesty\u2019 can think of is tax, tax, tax, takin\u2019 all our hard earned gold from us. Then he uses our gold to provoke more wars with more orcs just for personal glory and more land for them grubby nobles to lord over.\"\n background=story/frontier.jpg\n [/part]\n [part]\n story= _ \"To abbadon with the Crown! We got no armies and we don\u2019t even got real weapons, but we of the Western Marches make do just fine with our slings and clubs. In all Annuvin Province, there won\u2019t be nobody besting us in these swamps. We\u2019re self-reliant out here. We gots our own trade routes and pacts of mutual defense. No need for them Wesnothians. Not a single bit.\"\n background=story/frontier.jpg\n [/part]\n [part]\n #po: Some languages, including Norwegian and Old English, don't have a single word for \"uncle\", dividing it into\n #po: mother's-brother vs. father's-brother. Baldras is Harper's mother's brother.\n #po: In some human societies, including the Navaho and Akan, this would give him a special responsibility for the boy.\n #po: Erwen is Baldras' younger sister, so languages with a special word for that should use it\n story= _ \"The sun were out today, but it were raining too. Weird mix of brightness and woe. Reminds me of the day Harper\u2019s pa died in that orc raid. Since my sis Erwen passed when he were young, poor lad had nobody but me. Never wanted no kid of my own but... he\u2019s mine to take care of now. Fine lad, that one, just a bit careless like his pa. I needs to keep a good eye on him now, with all them orcs running round here of late.\"\n background=story/frontier.jpg\n [/part]\n [/story]\n\n {LIBERTY_BIGMAP {JOURNEY_01_NEW} }\n\n {DEFAULT_SCHEDULE_DUSK}\n\n [side]\n type=Bandit_Peasant\n id=Baldras\n name= _ \"Baldras\"\n profile=portraits/baldras.png\n side=1\n color=blue\n canrecruit=yes\n recruit=\n controller=human\n unrenamable=yes\n experience=25\n gold=0\n [modifications]\n [object]\n duration=forever\n [effect]\n apply_to=attack\n name=mace-spiked\n #textdomain wesnoth-units\n set_description= _ \"mace\"\n set_icon=attacks/mace.png\n #textdomain wesnoth-l\n [/effect]\n [/object]\n {TRAIT_STRONG}\n [/modifications]\n [/side]\n\n {STARTING_VILLAGES 1 4}\n\n [side]\n type=Goblin Pillager\n id=Fal Khag\n name= _ \"Fal Khag\"\n side=2\n color=orange\n controller=ai\n canrecruit=yes\n facing=sw\n team_name=orcs\n user_team_name=_\"Orcs\"\n gold=25\n {FLAG_VARIANT6 ragged}\n defeat_condition=no_units_left\n [/side]\n\n [event]\n name=prestart\n\n [micro_ai]\n side=2\n ai_type=messenger_escort\n action=add\n\n [filter]\n id=Fal Khag\n [/filter]\n waypoint_x,waypoint_y=11,1\n [/micro_ai]\n\n [objectives]\n side=1\n [objective]\n description= _ \"Defeat all of the Goblin marauders\"\n condition=win\n [/objective]\n [objective]\n description= _ \"Goblins reach the village of Dallben\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Baldras\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Harper\"\n condition=lose\n [/objective]\n\n {TURNS_RUN_OUT}\n\n [gold_carryover]\n bonus=yes\n carryover_percentage=100\n [/gold_carryover]\n [/objectives]\n\n #sign to mark the village location\n {PLACE_IMAGE scenery/signpost.png 11 3}\n\n #eye candy\n {PLACE_IMAGE items/scarecrow.png 2 3}\n {PLACE_IMAGE items/straw-bale1.png 8 2}\n {PLACE_IMAGE items/straw-bale2.png 9 3}\n {PLACE_IMAGE items/leather-pack.png 1 10}\n\n {SET_VILLAGE 10 1 1}\n {SET_VILLAGE 12 1 1}\n\n#define DALLBEN_PEASANT TYPE X Y ID_STRING NAME_STRING\n [unit]\n type={TYPE}\n id={ID_STRING}\n name={NAME_STRING} # wmllint: ignore\n x,y={X},{Y}\n side=1\n random_traits=yes\n [/unit]\n#enddef\n\n#define GOBLIN_RAIDER TYPE X Y NAME_STRING\n [unit]\n side=2\n type={TYPE}\n x,y={X},{Y}\n name={NAME_STRING} # wmllint: ignore\n random_traits=yes\n facing=sw\n [/unit]\n#enddef\n\n {GOBLIN_RAIDER (Wolf Rider) 21 29 ( _ \"Gatrakh\")}\n {GOBLIN_RAIDER (Goblin Pillager) 19 29 ( _ \"Thurg\")}\n\n#ifdef EASY\n {GOBLIN_RAIDER (Wolf Rider) 19 30 ( _ \"Krung\")}\n {GOBLIN_RAIDER (Wolf Rider) 20 29 ( _ \"Gorokh\")}\n#endif\n\n#ifdef NORMAL\n {GOBLIN_RAIDER (Goblin Pillager) 19 30 ( _ \"Krung\")}\n {GOBLIN_RAIDER (Wolf Rider) 20 29 ( _ \"Gorokh\")}\n#endif\n\n#ifdef HARD\n {GOBLIN_RAIDER (Goblin Pillager) 19 30 ( _ \"Krung\")}\n {GOBLIN_RAIDER (Goblin Pillager) 20 29 ( _ \"Gorokh\")}\n#endif\n\n#undef GOBLIN_RAIDER\n\n # now store the good guys so they are invisible during the\n # goblin conversation\n [store_unit]\n variable=goodguys_store\n kill=yes\n [filter]\n side=1\n [/filter]\n [/store_unit]\n [/event]\n\n # Starting conversation and actions\n [event]\n name=start\n\n [message]\n speaker=Fal Khag\n message= _ \"I long to burn human cities, but that weaselly witch thinks we\u2019re only good enough for these puny villages. These hapless clods barely have anything, but at least the witch\u2019s gold is good.\"\n [/message]\n [message]\n speaker=Fal Khag\n message= _ \"Ride, you worms! Let\u2019s finish our raid before their hunters return.\"\n [/message]\n\n #Put the leader back and make some other good guys\n [unstore_unit]\n variable=goodguys_store\n [/unstore_unit]\n {CLEAR_VARIABLE goodguys_store}\n\n {DALLBEN_PEASANT Footpad_Peasant 8 29 Jalak ( _ \"Jalak\")}\n {DALLBEN_PEASANT Footpad_Peasant 7 29 Delurin ( _ \"Delurin\")}\n {DALLBEN_PEASANT Footpad_Peasant 7 27 Red ( _ \"Red\")}\n {DALLBEN_PEASANT Bandit_Peasant 5 29 Ordo ( _ \"Ordo\")}\n {DALLBEN_PEASANT Bandit_Peasant 6 30 Novus ( _ \"Novus\")}\n {DALLBEN_PEASANT Thug_Peasant 7 30 Teneor ( _ \"Teneor\")}\n {DALLBEN_PEASANT Poacher_Peasant 5 28 Kembe ( _ \"Kembe\")}\n {DALLBEN_PEASANT Poacher_Peasant 5 30 Treagh ( _ \"Treagh\")}\n # wmllint: recognize Red\n # wmllint: recognize Kembe\n\n [unit]\n type=Footpad_Peasant\n id=Harper\n name= _ \"Harper\"\n profile=portraits/harper.png\n x,y=8,30\n side=1\n random_traits=no\n [modifications]\n [object]\n duration=forever\n [effect]\n apply_to=attack\n name=mace-spiked\n #textdomain wesnoth-units\n set_description= _ \"club\"\n set_icon=attacks/club.png\n #textdomain wesnoth-l\n [/effect]\n [/object]\n {TRAIT_LOYAL_HERO}\n {TRAIT_RESILIENT}\n {TRAIT_DEXTROUS}\n [/modifications]\n unrenamable=yes\n [/unit]\n\n [message]\n speaker=Red\n # po: Other country folk also have accents\n message= _ \"Look, goblin riders approach! You was right, they was going to raid Dallben while we was gone.\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"We gots to stop them or they\u2019ll burn down the whole village. Damn these goblins and damn the Crown. We always be havin\u2019 to fight for ourselves.\"\n [/message]\n [message]\n speaker=Harper\n # po: Harper has a bit of an accent, but not as much as Baldras.\n # po: He's a bit of a reckless kid as Baldras alludes to, but he's much more polite\n message= _ \"Uncle, we got no time to talk! Them riders are heading full speed straight for Dallben. We\u2019ll need to chase them down through those woods, and fast, or we won\u2019t be able to catch up.\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"Do it. Hold them beasts back till us old-timers get there to finish \u2018em off.\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"And Harper... don\u2019t be getting reckless on me today. Your old man died like that, charging into a pack of goblins by \u2018imself. I won\u2019t lose ya the same way.\"\n [/message]\n [message]\n speaker=Harper\n message= _ \"I know, I know, no need to worry so much. All right, let\u2019s go!\"\n [/message]\n [/event]\n\n #\n # Victory\n #\n [event]\n name=enemies defeated\n\n {CLEAR_VARIABLE town_guards_awakened}\n\n [message]\n speaker=Harper\n message= _ \"These orc raids keep getting harder and harder to hold off. Feels like every new day\u2019s just another chance for us to lose everything...\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"That Garard II stopped sendin\u2019 patrols out here a while back. Stinker probably sent his troops on some new war against them orcs. Don\u2019t really matter. Technically Annuvin be under the charge of Elensefar, but you don\u2019t see \u2018em coming to help us either.\"\n [/message]\n [message]\n speaker=Harper\n message= _ \"Then why do we got to pay taxes to the King? Maybe Elensefar doesn\u2019t help us, but at least they don\u2019t take our gold.\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"We don\u2019t got no choice, lad. If I don\u2019t gives them what they want, they\u2019ll make trouble for everyone in Dallben.\"\n [/message]\n [message]\n speaker=Harper\n message= _ \"But we can\u2019t keep doing this forever, Uncle. If we stay like this, those orcs will eventually overrun us. What should we do?\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"I don\u2019t know, Harper. I just don\u2019t know. Alls I can say is we\u2019re on our own out here.\"\n [/message]\n\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 100}\n [/endlevel]\n [/event]\n\n [event]\n name=attack\n [filter]\n side=2\n [/filter]\n\n [message]\n speaker=Fal Khag\n message= _ \"Time to feast on these puny pinkskins.\"\n [/message]\n\n [message]\n speaker=Harper\n message= _ \"Hey! Who ya calling puny?\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Fal Khag\n [/filter]\n\n [message]\n speaker=Fal Khag\n message= _ \"I was... too weak..?\"\n [/message]\n\n [message]\n speaker=Harper\n message= _ \"Silly goblin.\"\n [/message]\n [/event]\n\n # Small buff for Harper\n\n [event]\n name=moveto\n [filter]\n id=Harper\n x,y=1,10\n [/filter]\n\n [message]\n speaker=Harper\n message= _ \"Hey, someone left their pack here. I could use it to carry some more rocks.\"\n [/message]\n\n [sound]\n name=sling.ogg\n [/sound]\n\n [object]\n id=harper_buff\n take_only_once=yes\n silent=yes\n duration=forever\n [filter]\n x,y=1,10\n [/filter]\n [effect]\n apply_to=attack\n range=ranged\n increase_damage=1\n [/effect]\n [/object]\n\n {REMOVE_IMAGE 1 10}\n [/event]\n\n [event]\n name=moveto\n [filter]\n x,y=2,3\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Spooky.\"\n [/message]\n\n [store_unit]\n [filter]\n x,y=2,3\n [/filter]\n variable=stored_unit\n [/store_unit]\n\n {VARIABLE_OP stored_unit.experience add 2}\n\n [unstore_unit]\n variable=stored_unit\n [/unstore_unit]\n\n {CLEAR_VARIABLE stored_unit}\n [/event]\n\n # Orcs near the villlage\n\n [event]\n name=moveto\n [filter]\n side=2\n\n [filter_location]\n x,y=11,2\n radius=12\n [/filter_location]\n [/filter]\n [filter_condition]\n [variable]\n name=town_guards_awakened\n not_equals=yes\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Harper\n message= _ \"They\u2019re getting close to Dallben! What should we do?\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"There be a couple guards in the village. Might be able to slow them wolves down if they gets closer.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n [filter_location]\n x,y=11,2\n radius=9\n [/filter_location]\n [/filter]\n\n {DALLBEN_PEASANT Thug_Peasant 12 2 Remald ( _ \"Remald\")}\n {DALLBEN_PEASANT Thug_Peasant 10 2 Wolmas ( _ \"Wolmas\")}\n # wmllint: recognize Remald\n # wmllint: recognize Wolmas\n\n#ifdef EASY\n {DALLBEN_PEASANT Thug_Peasant 11 4 Jasken ( _ \"Jasken\")}\n#endif\n\n {IF_VAR unit.side equals 1 (\n [then]\n [message]\n speaker=Wolmas\n message= _ \"What\u2019s happening here? Why be you running like mad, $unit.name|?\"\n [/message]\n [message]\n speaker=unit\n message= _ \"Goblin riders be on the hunt, headed right for Dallben. We gots to stop them!\"\n [/message]\n [/then]\n\n [else]\n [message]\n speaker=Wolmas\n message= _ \"Look! Goblin riders be on the hunt, headed right for Dallben!\"\n [/message]\n [message]\n speaker=Remald\n message= _ \"We gots to stop them!\"\n [/message]\n [/else]\n )}\n\n {VARIABLE town_guards_awakened yes}\n [/event]\n\n #\n # Loss conditions - the orcs reach the village\n #\n [event]\n name=moveto\n [filter]\n side=2\n x=9-13\n y=1-2\n [/filter]\n [message]\n speaker=Harper\n message= _ \"The goblins reached the village! Now there\u2019ll be nothing left after they raid our homes...\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n\n {LIBERTY_DEATHS}\n[/scenario]\n\n#undef GOBLIN_RAIDER\n#undef DALLBEN_PEASANT\n"} {"text": "#textdomain wesnoth-l\n[scenario]\n id=02_Civil_Disobedience\n name= _ \"Civil Disobedience\"\n next_scenario=03_A_Strategy_of_Hope\n map_file=02_Civil_Disobedience.map\n {TURNS 14 13 12}\n {DEFAULT_SCHEDULE_AFTERNOON}\n\n {INTRO_AND_SCENARIO_MUSIC \"revelation.ogg\" \"loyalists.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"battle.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"siege_of_laurelmor.ogg\"}\n\n [label]\n x,y=31,13\n text= _ \"Baldras\u2019 farm\"\n [/label]\n\n [story]\n [part]\n story= _ \"Baldras\u2019 journal, 6 Deeproot, 501 YW:\n\nMe and Harper visited Erwen\u2019s grave today. I helped the lad pick her a bunch of flowers \u2014 we even found some of her favorite, blue lillies. Harper don\u2019t remember her much, but he still thinks lots about her. Lad reminds me so much of his ma often times, real bright and brassy, even if he don\u2019t got her sense or wits. I\u2019m just hoping he be learning more with time.\"\n background=story/frontier.jpg\n [/part]\n [part]\n story= _ \"Speaking of sense, I gots me a bad feeling in my gut about today. I\u2019d better ready our hunting troop when I get back to the village, just in case...\"\n background=story/frontier.jpg\n [/part]\n [/story]\n\n {LIBERTY_BIGMAP {JOURNEY_02_NEW} }\n\n [side]\n type=Bandit_Peasant\n id=Baldras\n name= _ \"Baldras\"\n side=1\n color=blue\n canrecruit=yes\n controller=human\n {GOLD 170 140 110}\n team_name=good_guys\n user_team_name=_\"Rebels\"\n recruit=Footpad_Peasant,Poacher_Peasant,Thug_Peasant\n [/side]\n\n {STARTING_VILLAGES 1 12}\n\n [side]\n type=Cavalier\n id=Tarwen\n name= _ \"Tarwen\"\n side=2\n color=red\n canrecruit=yes\n controller=ai\n gold=0\n team_name=bad_guys\n user_team_name=_\"Weldyn\"\n [ai]\n [goal]\n name=protect_location\n [criteria]\n x,y=26,7\n [/criteria]\n protect_radius=11\n value=10\n [/goal]\n passive_leader=yes\n [/ai]\n {FLAG_VARIANT loyalist}\n [/side]\n\n #The peasants - no leader or keep, but they help you as allies\n #by getting trampled on the first turn\n [side]\n side=3\n color=lightblue\n no_leader=yes\n controller=ai\n team_name=good_guys\n user_team_name=_\"Rebels\"\n [/side]\n\n [event]\n name=prestart\n\n [objectives]\n side=1\n [objective]\n description= _ \"Kill the Wesnoth army captain, Tarwen\"\n condition=win\n [/objective]\n [objective]\n description= _ \"Death of Baldras\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Harper\"\n condition=lose\n [/objective]\n\n {TURNS_RUN_OUT}\n\n [gold_carryover]\n bonus=yes\n carryover_percentage=40\n [/gold_carryover]\n [/objectives]\n\n {PLACE_IMAGE items/scarecrow.png 29 13}\n {PLACE_IMAGE \"items/scarecrow.png~FL(horiz)\" 18 1}\n\n {PLACE_IMAGE items/straw-bale1.png 32 14}\n {PLACE_IMAGE items/straw-bale2.png 33 6}\n {PLACE_IMAGE \"items/straw-bale1.png~FL(horiz)\" 15 5}\n {PLACE_IMAGE items/grain-sheaf.png 19 12}\n\n {PLACE_IMAGE \"scenery/oak-leaning.png\" 27 9}\n {PLACE_IMAGE \"scenery/well.png\" 22 7}\n\n {PLACE_IMAGE \"items/mace.png\" 31 14}\n\n {GENERIC_UNIT 3 Peasant 17 4}\n {GENERIC_UNIT 3 Peasant 22 3}\n {GENERIC_UNIT 3 Peasant 25 6}\n {GENERIC_UNIT 3 Peasant 26 8}\n {GENERIC_UNIT 3 Peasant 23 13}\n\n {MODIFY_UNIT type=Peasant facing sw}\n [/event]\n\n #\n # Starting conversation and actions\n #\n [event]\n name=start\n\n [recall]\n id=Harper\n [/recall]\n [message]\n speaker=Harper\n message= _ \"Look, riders approach.\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"Stand fast, nephew.\"\n [/message]\n\n {MOVE_UNIT id=Tarwen 4 10}\n\n [capture_village]\n x=2-11\n y=6-11\n side=2\n [/capture_village]\n\n [message]\n speaker=Tarwen\n message= _ \"By order of the Queen, the magistrate of this town is to travel with us to Elensefar for vetting.\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"The Crown did long since abandon our village. You Wesnothians be too busy countin\u2019 the gold from our taxes to be sending aid against them orcs. Nobody here be leaving to nowhere.\"\n [/message]\n [message]\n speaker=Tarwen\n message= _ \"Insolent peasant. Try not my patience, else I shall be forced to drag thy deceased corpse back with me to the city.\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"Try it then, stinker.\"\n [/message]\n [message]\n speaker=Tarwen\n message= _ \"As you wish.\"\n [/message]\n\n {GENERIC_UNIT 2 Cavalryman 15 7}\n {MOVE_UNIT x,y=15,7 20 6}\n\n {GENERIC_UNIT 2 Cavalryman 15 7}\n {MOVE_UNIT x,y=15,7 20 8}\n\n {GENERIC_UNIT 2 Cavalryman 15 7}\n {MOVE_UNIT x,y=15,7 22 8}\n\n {GENERIC_UNIT 2 Cavalryman 15 7}\n {MOVE_UNIT x,y=15,7 22 6}\n\n#ifdef NORMAL\n {GENERIC_UNIT 2 Horseman 15 7}\n {MOVE_UNIT x,y=15,7 19 5}\n\n {GENERIC_UNIT 2 Horseman 15 7}\n {MOVE_UNIT x,y=15,7 18 9}\n#endif\n#ifdef HARD\n {GENERIC_UNIT 2 Horseman 15 7}\n {MOVE_UNIT x,y=15,7 19 5}\n\n {GENERIC_UNIT 2 Horseman 15 7}\n {MOVE_UNIT x,y=15,7 18 9}\n\n {GENERIC_UNIT 2 Horseman 15 7}\n {MOVE_UNIT x,y=15,7 18 6}\n#endif\n [message]\n speaker=Tarwen\n message= _ \"Guard the gate.\"\n [/message]\n\n {GENERIC_UNIT 2 Spearman 14 6}\n {MOVE_UNIT x,y=14,6 16 6}\n\n {GENERIC_UNIT 2 Spearman 14 7}\n {MOVE_UNIT x,y=14,7 16 7}\n\n {MOVE_UNIT id=Tarwen 8 8}\n\n [message]\n speaker=Harper\n message= _ \"Uncle, since when did we have a queen?\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"Since a few years back, I thinks, but weren\u2019t never her giving out no orders...\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"It don\u2019t really matter right now. Harper, get yerself out o\u2019 here. This be no kind of battle for you.\"\n [/message]\n [message]\n speaker=Harper\n message= _ \"I can fight!\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"Harper, do what I says to ya.\"\n [/message]\n [message]\n speaker=Harper\n message= _ \"We\u2019re in this together. Death to the Wesnothians!\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"Impulsive lad...\"\n [/message]\n [/event]\n\n [event]\n name=attack\n [filter_second]\n side=3\n [/filter_second]\n\n # this is from Monty Python and the Holy Grail :)\n [message]\n speaker=second_unit\n message= _ \"Help, help! I\u2019m being repressed!\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n side=3\n [/filter]\n\n [message]\n speaker=Harper\n message= _ \"They just killed an innocent man! Murderers!\"\n [/message]\n\n [message]\n speaker=Tarwen\n message= _ \"Cry thine eyes out for me, peasant.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Baldras\n x,y=31,14\n [/filter]\n\n [message]\n speaker=Baldras\n message= _ \"I oughta bring out the good mace to fight off these thugs.\"\n [/message]\n\n [sound]\n name=mace.ogg\n [/sound]\n\n [object]\n id=baldras_buff\n take_only_once=yes\n silent=yes\n duration=forever\n [filter]\n x,y=31,14\n [/filter]\n [effect]\n apply_to=attack\n range=melee\n increase_damage=1\n [/effect]\n [/object]\n\n {REMOVE_IMAGE 31 14}\n [/event]\n\n #\n #Special event - when you attack Tarwen, he stops being passive (surprise!)\n #\n [event]\n name=attack\n [filter_second]\n id=Tarwen\n [/filter_second]\n\n [modify_side]\n [filter_side]\n side=2\n [/filter_side]\n\n [ai]\n passive_leader=no\n [/ai]\n [/modify_side]\n\n [message]\n speaker=Tarwen\n message= _ \"Back, back ye curs!\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n side=2\n [/filter]\n\n [message]\n speaker=Harper\n message= _ \"Take that, you bullies!\"\n [/message]\n [/event]\n #\n # Victory\n #\n [event]\n name=die\n [filter]\n id=Tarwen\n [/filter]\n\n [message]\n speaker=second_unit\n message= _ \"Get out of my village!\"\n [/message]\n\n [kill]\n side=2\n [/kill]\n [/event]\n\n [event]\n name=enemies defeated\n\n [role]\n type=Huntsman_Peasant,Ranger,Fugitive_Peasant,Highwayman_Peasant,Outlaw_Peasant,Trapper_Peasant,Bandit_Peasant,Footpad_Peasant,Poacher_Peasant,Thug_Peasant\n [not]\n id=Harper,Baldras\n [/not]\n role=Advisor\n [/role]\n\n [message]\n role=Advisor\n message= _ \"We beat their leader, but a couple of them riders escaped. What should we do?\"\n [/message]\n\n [message]\n speaker=Baldras\n message= _ \"Somethin\u2019 be very wrong here. That Garard weren\u2019t never no hero or nothing, but his men never would\u2019ve attacked us. The Queen must\u2019ve did something to him.\"\n [/message]\n\n [message]\n speaker=Harper\n #wmllint: local spelling ol'\n message= _ \"We\u2019ve got to tell the people of Delwyn about this. Ol\u2019 magistrate Relana will have some ideas.\"\n [/message]\n\n [message]\n role=Advisor\n message= _ \"That\u2019s true. Whenever there\u2019s been troubles, we\u2019ve always looked to her for help.\"\n [/message]\n\n [message]\n speaker=Baldras\n message= _ \"Fine. We\u2019ll go to Delwyn, see what Relana gots to say. With them riders so eagerly attackin\u2019 us today, I\u2019m thinking Delwyn will be under threat too.\"\n [/message]\n\n [message]\n speaker=Harper\n message= _ \"So we\u2019ll have to fight them Wesnothians again?\"\n [/message]\n\n [message]\n speaker=Baldras\n message= _ \"Alls I can say for certain is we\u2019ve made ourselves enemies of the Crown. They\u2019ll be hunting us now.\"\n [/message]\n\n [message]\n speaker=Harper\n message= _ \"Then we\u2019re outlaws.\"\n [/message]\n\n [message]\n speaker=Baldras\n message= _ \"Aye, outlaws.\"\n [/message]\n\n [store_unit]\n [filter]\n side=1\n\n [filter_wml]\n [abilities]\n [outlaw_type_hack]\n [/outlaw_type_hack]\n [/abilities]\n [/filter_wml]\n [/filter]\n\n kill=yes\n variable=stored_peasants\n [/store_unit]\n\n [foreach]\n array=stored_peasants\n [do]\n [unit]\n side=1\n type=$this_item.abilities.outlaw_type_hack.id\n id=$this_item.id\n name=$this_item.name\n x,y=$this_item.x,$this_item.y\n hitpoints=$this_item.hitpoints\n moves=$this_item.moves\n experience=$this_item.experience\n gender=$this_item.gender\n facing=$this_item.facing\n profile=$this_item.profile\n unrenamable=$this_item.unrenamable\n canrecruit=$this_item.canrecruit\n random_traits=$this_item.random_traits\n role=$this_item.role\n\n [insert_tag]\n name=modifications\n variable=this_item.modifications\n [/insert_tag]\n [/unit]\n [/do]\n [/foreach]\n\n [modify_side]\n side=1\n color=black\n [/modify_side]\n\n {CLEAR_VARIABLE stored_peasants}\n\n [disallow_recruit]\n side=1\n type=Thug_Peasant,Footpad_Peasant,Poacher_Peasant\n [/disallow_recruit]\n [allow_recruit]\n side=1\n type=Thug,Footpad,Poacher\n [/allow_recruit]\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/event]\n\n #\n # Loss conditions - turns run out\n #\n [event]\n name=time over\n\n [unit]\n type=Knight\n side=2\n x,y=4,11\n id=Reinforcement Knight\n generate_name=yes\n animate=yes\n facing=ne\n [/unit]\n {GENERIC_UNIT 2 (Knight) 3 12} {FACING ne}\n {GENERIC_UNIT 2 (Lancer) 4 12} {FACING ne}\n {GENERIC_UNIT 2 (Lancer) 3 13} {FACING ne}\n {GENERIC_UNIT 2 (Knight) 4 13} {FACING ne}\n {GENERIC_UNIT 2 (Dragoon) 3 14} {FACING ne}\n {GENERIC_UNIT 2 (Dragoon) 4 14} {FACING ne}\n\n [message]\n speaker=Reinforcement Knight\n message= _ \"At your order, Captain.\"\n [/message]\n [message]\n speaker=Tarwen\n message= _ \"Slay them all.\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"Curses! Their reinforcements has arrived. We gots no chance to fight \u2018em off now...\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n\n {LIBERTY_DEATHS}\n[/scenario]\n"} {"text": "#textdomain wesnoth-l\n[scenario]\n id=03_A_Strategy_of_Hope\n name= _ \"A Strategy of Hope\"\n next_scenario=04_Unlawful_Orders\n victory_when_enemies_defeated=yes\n map_file=03_Strategy_of_Hope.map\n {TURNS 26 24 22}\n {DEFAULT_SCHEDULE}\n\n {INTRO_AND_SCENARIO_MUSIC underground.ogg knolls.ogg}\n {EXTRA_SCENARIO_MUSIC \"northerners.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"knalgan_theme.ogg\"}\n\n [story]\n [part]\n story= _ \"Baldras\u2019 journal, 10 Deeproot, 501 YW:\n\nBeen a strange few days. Had to leave Dallben real quick. We grabbed whatever we could in just a day, some food, some clothes, sis\u2019s lucky bracelet... and made off for Delwyn as quick as these old bones would let me. It be a three day journey there for me, but I sended Harper ahead for Relana first. Said we\u2019d meet her in the usual hiding spot in the swamp.\"\n background=story/frontier.jpg\n [/part]\n [part]\n story= _ \"This whole mess be utter stupidness. Of all the things to be driving us from our home, how did it ended up being those accursed Wesnothians? Blasted Crown. Don\u2019t matter whoever\u2019s the one giving out them orders, those stinkers in Weldyn always be making trouble for us countryfolk.\"\n background=story/frontier.jpg\n [/part]\n [part]\n story= _ \"I\u2019m too old for all this. Them orc raids already be plenty for me to deal with. I don\u2019t be keen on fighting no war with Wesnoth. But... I guess, I don\u2019t really got no choice either. Harper\u2019s still too young to be leading anyone, and it don\u2019t seem like anyone else in the village be suitable.\"\n background=story/frontier.jpg\n [/part]\n [part]\n story= _ \"In times like these... I still wish Erwen was here with us. Little sis were always the better of us two. She always knew how to keep her temper and her wits about her. What would she say to me now? Probably something like, \u201cQuit yapping ya old dog and focus on what you\u2019re doing. We\u2019ve got to be getting them people to safety.\u201d Cheeky kid, that one. But, she\u2019d be right, I has me a responsibility to our people. Got a lot of trouble ahead of us...\"\n background=story/frontier.jpg\n [/part]\n [/story]\n\n {LIBERTY_BIGMAP {JOURNEY_03_NEW} }\n\n [side]\n type=Bandit\n id=Baldras\n side=1\n color=black\n canrecruit=yes\n controller=human\n recruit=Thug,Footpad,Poacher\n {GOLD 160 140 120}\n team_name=good_guys\n user_team_name=_\"Rebels\"\n [/side]\n\n {STARTING_VILLAGES_AREA 1 25 8 8}\n\n [side]\n type=Highwayman_Peasant\n gender=female\n id=Relana\n name= _ \"Relana\"\n profile=portraits/relana.png\n facing=se\n side=2\n color=lightblue\n canrecruit=yes\n controller=ai\n [ai]\n #This should get them to attack the saurians\n [goal]\n name=protect_location\n [criteria]\n x,y=7,6\n [/criteria]\n protect_radius=10\n value=7\n [/goal]\n [/ai]\n recruit=Outlaw_Peasant,Trapper_Peasant,Poacher_Peasant,Huntsman_Peasant,Thug_Peasant\n {GOLD 125 100 75}\n team_name=good_guys\n user_team_name=_\"Rebels\"\n [/side]\n\n {STARTING_VILLAGES_AREA 2 13 22 15}\n\n [side]\n type=Orcish Warrior\n id=\"Urk Delek\"\n name= _ \"Urk Delek\"\n profile=portraits/orcs/grunt-3.png\n facing=sw\n side=3\n color=orange\n canrecruit=yes\n controller=ai\n recruit=Orcish Grunt,Wolf Rider,Orcish Archer,Troll Whelp\n [ai]\n time_of_day=dawn,morning,afternoon\n caution=0.5\n aggression=0.5\n [/ai]\n [ai]\n time_of_day=dusk,first_watch,second_watch\n caution=0.0\n aggression=1.0\n [/ai]\n {GOLD 80 100 120}\n team_name=bad_guys\n user_team_name=_\"Orcs\"\n {FLAG_VARIANT6 ragged}\n [/side]\n\n {STARTING_VILLAGES_AREA 3 33 25 6}\n\n [side]\n type=Saurian Oracle\n id=Thhsthss\n name= _ \"Thhsthss\"\n side=4\n color=orange\n canrecruit=yes\n controller=ai\n recruit=Saurian Skirmisher,Saurian Ambusher,Saurian Augur\n [ai]\n recruitment_pattern=scout,healer,scout\n #they want to kill the leader\n leader_value=5\n [/ai]\n [village]\n x,y=4,1\n [/village]\n {GOLD 60 80 100}\n team_name=bad_guys\n user_team_name=_\"Orcs\"\n [/side]\n\n [side]\n side=5\n controller=ai\n no_leader=yes\n hidden=yes\n team_name=monsters\n color=brown\n [/side]\n\n {STARTING_VILLAGES_AREA 4 7 6 6}\n\n #\n # Prestart actions\n #\n [event]\n name=prestart\n\n {PLACE_IMAGE items/ornate2.png 5 28}\n {PLACE_IMAGE scenery/well.png 5 29}\n\n [objectives]\n side=1\n [objective]\n description= _ \"Defeat both enemy leaders\"\n condition=win\n [/objective]\n [objective]\n description= _ \"Death of Baldras\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Harper\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Relana\"\n condition=lose\n [/objective]\n\n {TURNS_RUN_OUT}\n\n [gold_carryover]\n bonus=yes\n carryover_percentage=40\n [/gold_carryover]\n [/objectives]\n [/event]\n\n [event]\n name=start\n\n {MOVE_UNIT id=Baldras 24 13}\n\n [recall]\n id=Harper\n x,y=21,13\n [/recall]\n [recall]\n role=Advisor\n x,y=25,14\n [/recall]\n\n # This makes sure Baldras' portrait doesn't cover up Relana's sprite\n [scroll_to_unit]\n id=Baldras\n [/scroll_to_unit]\n\n [message]\n speaker=Relana\n message= _ \"Baldras! Ya made it! Lil Harper here told me all about what happened.\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"Aye, Relana. It were one o\u2019 the Queen\u2019s patrol, strange as it do sound. Turns out they was itchin\u2019 to attack us soon as I wasn\u2019t willing to leave with \u2018em.\"\n [/message]\n [message]\n speaker=Harper\n message= _ \"But we fought those ugly scoundrels off!\"\n [/message]\n [message]\n speaker=Relana\n message= _ \"Queen\u2019s patrol, ya say? They sent them a messenger our way a couple days ago, demanding our allegiance to some \u2018Asheviere\u2019. Weren\u2019t that Garard\u2019s young bride or something? Why\u2019s she the one in charge now?\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"I don\u2019t know, but some of them riders escaped us. Bet they\u2019ll report back to their local garrison, tell them we\u2019re a bunch o\u2019 traitors.\"\n [/message]\n [message]\n role=Advisor\n message= _ \"Then they\u2019ll be comin\u2019 back in force.\"\n [/message]\n [message]\n speaker=Relana\n message= _ \"We needs more information. We should consult ourselves with Elensefar. Lord Maddock surely gots to know more than us.\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"Elensefar? Why him?\"\n [/message]\n [message]\n speaker=Relana\n message= _ \"Well all Annuvin be ruled by Elensefar, right? We don\u2019t gots to heed anything Wesnoth says. Lord Maddock\u2019s technically the one we answer to.\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"It don\u2019t matter. Weldyn be doing whatever it likes while Maddock says nothing. He knows, but he don\u2019t care.\"\n [/message]\n [message]\n speaker=Relana\n message= _ \"But we still need that knowledge, Baldras. We can\u2019t be coming up with any great plan without no information. We both knows that if Weldyn brings one o\u2019 their armies here, there be no way we can fight them off.\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"Perhaps, but \u2014 hold there. Did ya hear that? Sounded like some wolf howl.\"\n [/message]\n [message]\n speaker=Relana\n message= _ \"Somethin\u2019 smells like lizard too. We\u2019re not alone here.\"\n [/message]\n [message]\n speaker=Harper\n message= _ \"Finally, some action!\"\n [/message]\n\n {INCIDENTAL_MUSIC casualties_of_war.ogg}\n\n {MOVE_UNIT (id=Urk Delek) 33 25}\n [message]\n speaker=\"Urk Delek\"\n message= _ \"Blasted humans and blasted Fal Khag! Stupid goblin was only supposed to scout that puny village, not fight it by himself. Then those damned humans rejected our help and look where that got them.\"\n [/message]\n [message]\n speaker=\"Urk Delek\"\n message= _ \"\u201cDon\u2019t know why the Queen hired some stinkin\u2019 orcs, we don\u2019t need you here.\u201d Yeah, well now they\u2019re dead like a bunch of beasts.\"\n [/message]\n {MOVE_UNIT id=Thhsthss 7 6}\n [message]\n speaker=\"Thhsthss\"\n # wmllint: local spellings uss usss promissed ordersss\n message= _ \"Your ordersss mean nothing to usss, orc. You promissed uss gold.\"\n [/message]\n [message]\n speaker=\"Urk Delek\"\n message= _ \"Shut your trap, lizard. You\u2019ll get your gold as soon as my wolves get their meat.\"\n [/message]\n [/event]\n\n [event]\n name=turn 19\n\n [message]\n speaker=Baldras\n message= _ \"We gots to be headin\u2019 for Elensefar soon before them Wesnothians come back.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=34,5\n [/filter]\n\n [message]\n speaker=unit\n # po: fishperson is the same as merfolk\n message= _ \"Looks like some fishperson used to live here.\"\n [/message]\n\n [sound]\n name=zombie-hit-1.ogg\n [/sound]\n\n [unit]\n type=Walking Corpse\n id=Dead Fish\n variation=swimmer\n side=5\n x,y=35,6\n animate=yes\n [/unit]\n\n [message]\n speaker=Harper\n message= _ \"Looks like they still do. Ick.\"\n [/message]\n [/event]\n\n [event]\n name=die\n [filter]\n id=Dead Fish\n [/filter]\n\n [message]\n speaker=Harper\n message= _ \"Ewww, I think it be smelling even worse now. Least it\u2019s stopped moving.\"\n [/message]\n\n [store_unit]\n [filter]\n x,y=$x2,$y2\n [/filter]\n variable=stored_unit\n [/store_unit]\n\n {VARIABLE_OP stored_unit.experience add 6}\n\n [unstore_unit]\n variable=stored_unit\n [/unstore_unit]\n\n {CLEAR_VARIABLE stored_unit}\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=13-22,24-29\n [/filter]\n\n [message]\n speaker=Baldras\n message= _ \"I don\u2019t likes me the look of that water.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=17,27\n [not]\n id=Baldras\n [/not]\n [/filter]\n\n [sound]\n name=water-blast.wav\n [/sound]\n\n [unit]\n type=Tentacle of the Deep\n side=5\n x,y=17,29\n animate=yes\n [/unit]\n [unit]\n type=Tentacle of the Deep\n side=5\n x,y=18,25\n animate=yes\n [/unit]\n\n [message]\n speaker=unit\n message= _ \"Ahh! Help, it\u2019s a tentacle monster!\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Harper\n x,y=5,28\n [/filter]\n\n [message]\n speaker=Harper\n message= _ \"That\u2019s some fresh tasty water. Mmm!\"\n [/message]\n\n [object]\n id=harper_buff_water\n take_only_once=yes\n silent=yes\n duration=forever\n [filter]\n x,y=5,28\n [/filter]\n [effect]\n apply_to=hitpoints\n increase_total=1\n increase=1\n [/effect]\n [/object]\n [/event]\n\n #\n # Victory\n #\n\n [event]\n name=last breath\n [filter]\n id=Urk Delek\n [/filter]\n\n [message]\n speaker=Urk Delek\n message= _ \"Blasted pinkskins...\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Thhsthss\n [/filter]\n\n [message]\n speaker=Thhsthss\n # wmllint: local spellings Thissss\n message= _ \"Thissss was not part of the deal...\"\n [/message]\n [/event]\n\n [event]\n name=enemies defeated\n\n [message]\n speaker=Baldras\n message= _ \"Something be very wrong here. These orcs has weapons with Army forge-markings.\"\n [/message]\n [message]\n speaker=Relana\n message= _ \"Aye, and the gold in their pouches looks new from mint. Could just be plunder, but...\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"Don\u2019t seem like it. I be thinking these orcs were hired to scout us. But for what? Of all the alliances to be making, why would Weldyn be hiring orcs?\"\n [/message]\n [message]\n speaker=Relana\n message= _ \"I thinks your mission to Lord Maddock just became even more urgent. We needs to know the Queen\u2019s motives.\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"I don\u2019t like leaving our people here alone, but I sees your point. If we wait, more will be coming.\"\n [/message]\n [message]\n speaker=Relana\n message= _ \"For now, I can stay here and perhaps talk them Wesnothians out of attacking us directly, but I don\u2019t thinks it will work forever. To survive this, we needs to act quick, Baldras.\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"Then we\u2019ll go to Elensefar as fast as we can. Luck be with ya, Relana.\"\n [/message]\n\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/event]\n\n #\n # Loss conditions - turns run out\n #\n [event]\n name=time over\n\n [message]\n speaker=Baldras\n message= _ \"We gots no more time to be spending here nor to be traveling to Elensefar... them Wesnothians probably already be mobilizing against us. We\u2019ve got to head back to Dallben!\"\n [/message]\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message=_ \"Baldras and Relana returned to their villages to find them destroyed, with any survivors borne away to unknown fates. It was a bitter doom, and as Wesnoth descended into chaos, they would live to see worse.\"\n [/message]\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n\n {LIBERTY_DEATHS}\n[/scenario]\n"} {"text": "#textdomain wesnoth-l\n[scenario]\n id=04_Unlawful_Orders\n name= _ \"Unlawful Orders\"\n next_scenario=05_Hide_and_Seek\n victory_when_enemies_defeated=yes\n map_file=04_Unlawful_Orders.map\n {TURNS 26 22 18}\n {DEFAULT_SCHEDULE}\n\n {INTRO_AND_SCENARIO_MUSIC \"transience.ogg\" \"the_king_is_dead.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"vengeful.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"knalgan_theme.ogg\"}\n {EXTRA_SCENARIO_MUSIC \"battle.ogg\"}\n\n [label]\n x,y=16,15\n text= _ \"Elensefar\"\n [/label]\n\n [label]\n x,y=8,13\n text= _ \"Port of Elensefar\"\n [/label]\n\n {LIBERTY_BIGMAP {JOURNEY_04_NEW} }\n\n [side]\n type=Bandit\n id=Baldras\n side=1\n color=black\n canrecruit=yes\n controller=human\n recruit=Thug,Footpad,Poacher\n {GOLD 175 150 125}\n team_name=good_guys\n user_team_name=_\"Rebels\"\n [/side]\n\n # wmllint: directory spelling Maddock\n [side]\n type=General\n id=Lord Maddock\n name= _ \"Lord Maddock\"\n profile=portraits/maddock.png\n side=2\n color=teal\n canrecruit=yes\n controller=ai\n recruit=Spearman,Horseman,Cavalryman,Heavy Infantryman,Mage,Bowman\n [ai]\n recruitment_pattern=scout,mixed fighter,fighter,archer,fighter\n leader_value=3\n village_value=0.2\n [/ai]\n {GOLD 110 100 90}\n team_name=good_guys\n user_team_name=_\"Rebels\"\n {FLAG_VARIANT loyalist}\n [/side]\n\n {STARTING_VILLAGES 2 15}\n\n [side]\n type=General\n id=Kestrel\n name= _ \"Kestrel\"\n side=3\n color=darkred\n canrecruit=yes\n controller=ai\n recruit=Spearman,Horseman,Cavalryman,Heavy Infantryman,Bowman\n [ai]\n caution=0.0\n aggression=1.0\n recruitment_pattern=scout,fighter,fighter,archer,archer\n leader_value=20\n [/ai]\n {GOLD 160 200 240}\n user_team_name=_\"Weldyn\"\n {FLAG_VARIANT loyalist}\n [/side]\n\n {STARTING_VILLAGES 3 5}\n\n #\n # Prestart events\n #\n [event]\n name=prestart\n\n {PLACE_IMAGE items/chest-plain-closed.png 6 4}\n {PLACE_IMAGE items/grain-sheaf.png 7 30}\n {PLACE_IMAGE items/straw-bale1.png 24 27}\n\n {PLACE_IMAGE scenery/tent-fancy-red.png 18 16}\n {PLACE_IMAGE scenery/temple1.png 14 9}\n {PLACE_IMAGE scenery/lighthouse.png 6 12}\n {PLACE_IMAGE scenery/lighthouse.png 7 16}\n {PLACE_IMAGE scenery/well.png 21 28}\n {PLACE_IMAGE scenery/rock4.png 21 3}\n {PLACE_IMAGE scenery/leanto.png 5 36}\n\n [objectives]\n side=1\n [objective]\n description= _ \"Defeat the enemy general\"\n condition=win\n [/objective]\n [objective]\n description= _ \"Death of Baldras\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Harper\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Maddock\"\n condition=lose\n [/objective]\n\n {TURNS_RUN_OUT}\n\n [gold_carryover]\n bonus=yes\n carryover_percentage=40\n [/gold_carryover]\n [/objectives]\n\n [store_unit]\n [filter]\n id=Baldras\n [/filter]\n\n kill=yes\n variable=stored_Baldras\n [/store_unit]\n\n {VARIABLE stored_Baldras.facing sw}\n\n {NAMED_LOYAL_UNIT 3 Lieutenant 19 36 Rothel (_ \"Rothel\")}\n [+unit]\n [modifications]\n {TRAIT_QUICK}\n [/modifications]\n [/unit]\n [/event]\n\n #\n # Starting conversation and actions\n #\n [event]\n name=start\n\n [move_unit_fake]\n side=1\n type=Boat\n x=25,23\n y= 9,11\n [/move_unit_fake]\n\n [item]\n x,y=23,11\n image=units/transport/boat.png~FL(horiz)\n [/item]\n\n [move_unit_fake]\n side=1\n type=$stored_Baldras.type\n x=23,21\n y=11,11\n [/move_unit_fake]\n\n [unstore_unit]\n variable=stored_Baldras\n [/unstore_unit]\n\n [recall]\n id=Harper\n [/recall]\n [role]\n type=Huntsman,Ranger,Fugitive,Highwayman,Outlaw,Trapper,Bandit,Footpad,Poacher,Thug\n role=Advisor\n [auto_recall][/auto_recall]\n [not]\n id=Harper,Baldras\n [/not]\n [/role]\n\n [message]\n speaker=Baldras\n message= _ \"Maddock, I be coming to report\u2014\"\n [/message]\n [message]\n speaker=Lord Maddock\n message= _ \"I am already aware of your altercation in Dallben, Baldras. Your dissent was not wise.\"\n [/message]\n [message]\n speaker=Baldras\n # po: pigdirt is slang for bullshit or hogwash\n message= _ \"Dissent? Maddock, I\u2019m not trusting no strange riders who show up out of nowhere claimin\u2019 to be from the Queen. Seems like a bunch of pigdirt to me.\"\n [/message]\n [message]\n speaker=Lord Maddock\n message= _ \"That was partially my fault, since I was not able to send a messenger to you in time. I shall have to inform you now. Five weeks ago, at the Ford of Abez, Queen Asheviere\u2019s men allied themselves with the northern orcs and betrayed King Garard II.\"\n [/message]\n [message]\n speaker=Lord Maddock\n message= _ \"Since Prince Eldred died in the battle, the Queen took the throne and has been consolidating her power. Part of that has been bringing the elders from the local villages here, forcing them to swear allegiance to her. That was the purpose of that patrol.\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"Annuvin province be ruled by Elensefar! We has no duty to Weldyn.\"\n [/message]\n [message]\n speaker=Lord Maddock\n message= _ \"You do now. I do not really need to tell you what will happen should you refuse Her Majesty\u2019s offer.\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"Grow a spine, Maddock. If they come to ya and make you swear fealty to this Asheviere, would ya really give up that easy?\"\n [/message]\n [message]\n speaker=Lord Maddock\n message= _ \"Well, they do not come within the walls of my city. There is a large garrison south at the great fortress of Halstead, but even should they mobilize all their troops, I doubt they could take Elensefar. It is true that for now, the majority of my forces are still returning from the battle of Abez, but unless we are attacked within the next few days, I shall be able to hold the city.\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"And what abouts us? Throw us like dogs to those Wesnothians?\"\n [/message]\n [message]\n speaker=Lord Maddock\n message= _ \"We have an uneasy peace to maintain. The treaty between Elensefar and Wesnoth is ancient, and I do not think Her Majesty means to break it. At the same time, I have some concessions that I shall have to make. I cannot afford a war with Weldyn, as you can surely understand.\"\n [/message]\n [message]\n speaker=Harper\n message= _ \"But we can\u2019t do nothing! The Queen even be sending them beast orcs against us, that\u2019s how evil she is! Surely you can\u2019t stand for this...\"\n [/message]\n [message]\n speaker=Lord Maddock\n message= _ \"Yes, I am aware of Queen Asheviere\u2019s propensity for hiring orcs to supplement her forces. That does not mean I could do anything about it, even if I were so inclined. The best advice I can give you is to just apologize. Even if they may want your head, Baldras, you still have the chance to preserve your village. Think of the bigger picture.\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"The bigger picture of you idly sittin\u2019 here waiting till them Wesnothians come to take the city right from your hands.\"\n [/message]\n [message]\n speaker=Lord Maddock\n message= _ \"I very much doubt they would be bold enough to attack us outright\u2014\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"Head out of your behind, Maddock. Open your eyes! Look south and tell me that again!\"\n [/message]\n\n [scroll_to_unit]\n id=Kestrel\n [/scroll_to_unit]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Lord Maddock\n message= _ \"An invading army? No, something is not right with those soldiers... but I presume we have no time to ponder that. To arms!\"\n [/message]\n\n # prevent Rothel from suiciding ahead of time\n [modify_unit]\n [filter]\n id=Rothel\n [/filter]\n moves=0\n [/modify_unit]\n\n {CLEAR_VARIABLE stored_Baldras}\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=6,4\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Hey, look! Some buried treasure!\"\n [/message]\n\n [sound]\n name=gold.ogg\n [/sound]\n\n [gold]\n side=1\n amount=33\n [/gold]\n\n {REMOVE_IMAGE 6 4}\n {PLACE_IMAGE items/chest-plain-open.png 6 4}\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=5,36\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Looks like someone left some supplies here.\"\n [/message]\n\n [sound]\n name=gold.ogg\n [/sound]\n\n [gold]\n side=1\n amount=17\n [/gold]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=21,3\n [not]\n id=Baldras\n [/not]\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"It says, \u201cHere lies Daneth, child of the Light, loyal defender of Lord and Land.\u201d Whoever that was.\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"Maddock\u2019s firstborn son.\"\n [/message]\n [message]\n speaker=unit\n message= _ \"Oh.\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n id=Harper\n x,y=21,28\n [/filter]\n\n [message]\n speaker=Harper\n message= _ \"That\u2019s a deep well! Wonder how far down it goes. Guess I\u2019ll chuck a rock down and find out.\"\n [/message]\n [message]\n speaker=Harper\n message= _ \"...\n...\n...\"\n [/message]\n [message]\n speaker=Harper\n message= _ \"Plunk!\"\n [/message]\n\n [store_unit]\n [filter]\n x,y=21,28\n [/filter]\n variable=stored_unit\n [/store_unit]\n\n {VARIABLE_OP stored_unit.experience add 2}\n\n [unstore_unit]\n variable=stored_unit\n [/unstore_unit]\n\n {CLEAR_VARIABLE stored_unit}\n [/event]\n\n [event]\n name=attack\n [filter]\n side=3\n [/filter]\n [filter_condition]\n [variable]\n name=turn_number\n less_than=4\n [/variable]\n [/filter_condition]\n\n [message]\n speaker=Lord Maddock\n message= _ \"Hold there, soldier! Can we not come to terms without bloodshed?\"\n [/message]\n [message]\n speaker=unit\n message= _ \"...\"\n [/message]\n [message]\n speaker=Lord Maddock\n message= _ \"Hmm. Something is quite wrong indeed...\"\n [/message]\n [/event]\n\n #\n # Special event - the human enemies become undead at night\n #\n\n [event]\n name=turn 4\n\n [message]\n speaker=narrator\n message= _ \"The sun sets...\"\n [/message]\n\n [message]\n speaker=narrator\n message= _ \"Baldras and Harper watch, petrified, as the skin and flesh of their adversaries begin to rot away.\"\n image=\"wesnoth-icon.png\"\n [/message]\n\n {INCIDENTAL_MUSIC the_city_falls.ogg}\n [/event]\n\n [event]\n name=prestart\n\n [set_variables]\n name=undead_transformation\n\n [value]\n human_type=Spearman\n undead_type=Skeleton\n [/value]\n [value]\n human_type=Swordsman\n undead_type=Deathblade\n [/value]\n [value]\n human_type=Pikeman\n undead_type=Revenant\n [/value]\n [value]\n human_type=Bowman\n undead_type=Skeleton Archer\n [/value]\n [value]\n human_type=Longbowman\n undead_type=Bone Shooter\n [/value]\n [value]\n human_type=Heavy Infantryman\n undead_type=Ghoul\n [/value]\n [value]\n human_type=Shock Trooper\n undead_type=Necrophage\n [/value]\n [value]\n human_type=Cavalryman\n undead_type=Skeleton Rider\n [/value]\n [value]\n human_type=Dragoon\n undead_type=Bone Knight\n [/value]\n [value]\n human_type=Lieutenant\n undead_type=Death Squire\n [/value]\n [value]\n human_type=General\n undead_type=Death Knight\n [/value]\n [value]\n human_type=Horseman\n undead_type=Skeleton Rider\n [/value]\n [value]\n human_type=Knight\n undead_type=Bone Knight\n [/value]\n [value]\n human_type=Lancer\n undead_type=Bone Knight\n [/value]\n [/set_variables]\n [/event]\n\n#define FALLBACK\n [if]\n [variable]\n name=type_to_turn_into\n equals=$null\n [/variable]\n [then]\n [wml_message]\n logger=error\n message=_\"Could not convert a $stored_changers[$i].type, please report!\"\n [/wml_message]\n {VARIABLE type_to_turn_into $stored_changers[$i].type}\n [/then]\n [/if]\n#enddef\n [event]\n name=new turn\n first_time_only=no\n\n {VARIABLE temp $turn_number}\n {VARIABLE_OP temp add 2}\n {VARIABLE_OP temp modulo 6}\n\n [if]\n [variable]\n name=temp\n equals=0\n [/variable]\n\n [variable]\n name=turn_number\n greater_than_equal_to=4\n [/variable]\n\n [then]\n [color_adjust]\n red=255\n green=100\n blue=100\n [/color_adjust]\n [delay]\n time=10\n [/delay]\n [color_adjust]\n red=0\n green=0\n blue=0\n [/color_adjust]\n\n [terrain_mask]\n x,y=16,33\n mask=\"{campaigns/Liberty/masks/04_Unlawful_Orders_1.mask}\"\n alignment=even\n [/terrain_mask]\n\n [redraw]\n [/redraw]\n\n [disallow_recruit]\n side=3\n type=Spearman,Horseman,Cavalryman,Heavy Infantryman,Bowman\n [/disallow_recruit]\n [allow_recruit]\n side=3\n type=Skeleton,Skeleton Rider,Skeleton Archer\n [/allow_recruit]\n\n [store_unit]\n [filter]\n side=3\n [/filter]\n\n kill=yes\n variable=stored_changers\n [/store_unit]\n\n [for]\n array=stored_changers\n variable=i\n [do]\n [for]\n array=undead_transformation\n variable=j\n [do]\n [if]\n [variable]\n name=stored_changers[$i].type\n equals=$undead_transformation[$j].human_type\n [/variable]\n\n [then]\n {VARIABLE type_to_turn_into $undead_transformation[$j].undead_type}\n {VARIABLE j 999}\n [/then]\n [/if]\n [/do]\n [/for]\n\n {FALLBACK}\n [unit]\n type=$type_to_turn_into\n side=3\n x,y=$stored_changers[$i].x,$stored_changers[$i].y\n id=$stored_changers[$i].id\n name=$stored_changers[$i].name\n experience=$stored_changers[$i].experience\n hitpoints=$stored_changers[$i].hitpoints\n canrecruit=$stored_changers[$i].canrecruit\n [variables]\n [insert_tag]\n name=stored_trait\n variable=stored_changers[$i].modifications.trait\n [/insert_tag]\n\n turned_to_undead_at_least_once=yes\n [/variables]\n to_variable=changer\n [/unit]\n {CLEAR_VARIABLE type_to_turn_into}\n\n [if]\n [variable]\n name=changer.hitpoints\n greater_than=$changer.max_hitpoints\n [/variable]\n\n [then]\n {VARIABLE changer.hitpoints $changer.max_hitpoints}\n [/then]\n [/if]\n\n [unstore_unit]\n variable=changer\n [/unstore_unit]\n [/do]\n [/for]\n\n {CLEAR_VARIABLE stored_changers,changer}\n [/then]\n [/if]\n [/event]\n\n [event]\n name=new turn\n first_time_only=no\n\n {VARIABLE temp $turn_number}\n {VARIABLE_OP temp modulo 6}\n\n [if]\n [variable]\n name=temp\n equals=1\n [/variable]\n\n [variable]\n name=turn_number\n greater_than_equal_to=4\n [/variable]\n\n [then]\n [color_adjust]\n red=255\n green=255\n blue=100\n [/color_adjust]\n [delay]\n time=10\n [/delay]\n [color_adjust]\n red=0\n green=0\n blue=0\n [/color_adjust]\n\n [terrain_mask]\n x,y=16,33\n mask=\"{campaigns/Liberty/masks/04_Unlawful_Orders_2.mask}\"\n alignment=even\n [/terrain_mask]\n\n [redraw]\n [/redraw]\n\n [disallow_recruit]\n side=3\n type=Skeleton,Skeleton Rider,Skeleton Archer\n [/disallow_recruit]\n [allow_recruit]\n side=3\n type=Spearman,Horseman,Cavalryman,Heavy Infantryman,Bowman\n [/allow_recruit]\n\n [store_unit]\n [filter]\n side=3\n [/filter]\n\n kill=yes\n variable=stored_changers\n [/store_unit]\n\n [for]\n array=stored_changers\n [do]\n [for]\n array=undead_transformation\n variable=j\n [do]\n [if]\n [variable]\n name=stored_changers[$i].type\n equals=$undead_transformation[$j].undead_type\n [/variable]\n\n [then]\n {VARIABLE type_to_turn_into $undead_transformation[$j].human_type}\n [break][/break]\n [/then]\n [/if]\n [/do]\n [/for]\n\n {FALLBACK}\n [if]\n [variable]\n name=stored_changers[$i].variables.turned_to_undead_at_least_once\n equals=yes\n [/variable]\n\n [then]\n [unit]\n type=$type_to_turn_into\n side=3\n x,y=$stored_changers[$i].x,$stored_changers[$i].y\n id=$stored_changers[$i].id\n name=$stored_changers[$i].name\n experience=$stored_changers[$i].experience\n hitpoints=$stored_changers[$i].hitpoints\n canrecruit=$stored_changers[$i].canrecruit\n [modifications]\n [insert_tag]\n name=trait\n variable=stored_changers[$i].variables.stored_trait\n [/insert_tag]\n [/modifications]\n [variables]\n turned_to_undead_at_least_once=yes\n [/variables]\n to_variable=changer\n [/unit]\n [/then]\n\n [else]\n [unit]\n type=$type_to_turn_into\n side=3\n x,y=$stored_changers[$i].x,$stored_changers[$i].y\n experience=$stored_changers[$i].experience\n hitpoints=$stored_changers[$i].hitpoints\n canrecruit=$stored_changers[$i].canrecruit\n random_traits=yes\n generate_name=yes\n to_variable=changer\n [/unit]\n [/else]\n [/if]\n {CLEAR_VARIABLE type_to_turn_into}\n\n [if]\n [variable]\n name=changer.hitpoints\n greater_than=$changer.max_hitpoints\n [/variable]\n\n [then]\n {VARIABLE changer.hitpoints $changer.max_hitpoints}\n [/then]\n [/if]\n\n [unstore_unit]\n variable=changer\n [/unstore_unit]\n [/do]\n [/for]\n\n {CLEAR_VARIABLE stored_changers,changer}\n [/then]\n [/if]\n [/event]\n#undef FALLBACK\n\n [event]\n name=turn 4\n [message]\n speaker=Harper\n message= _ \"By the Light! Them things look like evil spirits! Are they those undead you told me about, Uncle?\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"They bears some likeness, but these men almost seem half alive. This be some kind of truly dreadful sorcery.\"\n [/message]\n [/event]\n\n [event]\n name=turn 7\n {INCIDENTAL_MUSIC nunc_dimittis.ogg}\n [message]\n speaker=Lord Maddock\n message= _ \"So, their human aspect returns. Whatever these creatures are, we shall crush them all under the light of the sun.\"\n [/message]\n [/event]\n\n #\n # Victory\n #\n [event]\n name=last breath\n [filter]\n id=Kestrel\n [/filter]\n [message]\n speaker=second_unit\n message= _ \"Who are you? What are you?\"\n [/message]\n [message]\n speaker=Kestrel\n message= _ \"We... are accursed. We were the soldiers of Prince Eldred, the King\u2019s son and betrayer... when the Prince was slain at the hands of the mage Delfador, those of us who bore witness to it were warped into these twisted forms. Now, our mortal bodies pass... into another plane of hellish existence...\"\n [/message]\n\n [kill]\n id=Kestrel\n animate=yes\n fire_event=no\n [/kill]\n\n [message]\n speaker=Lord Maddock\n message= _ \"Such is the price for treachery.\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"Maddock, we helped you defend your city. Will you help us now?\"\n [/message]\n # he really doesn't want to help, but...\n [message]\n speaker=Lord Maddock\n message= _ \"...\"\n [/message]\n # guess he still has a little bit of a conscience\n [message]\n speaker=Lord Maddock\n message= _ \"Listen carefully. I shall not openly speak against Asheviere seeing as some of her spies are in the city... however, rest assured, I certainly do not trust the Queen and her questionable tactics.\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"What can ya offer us then?\"\n [/message]\n [message]\n speaker=Lord Maddock\n message= _ \"Well, I do not normally make my relationship with them known, but I can make an exception. Southeast of here, in Carcyn, you may find assistance from one of my... contacts. Their methods should be better suited to your needs. As for your homes, I cannot offer you protection against Weldyn, but I can arrange for some roads to be closed to delay their patrols. That is the most I can do for you.\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"Hmph. Clear that you won\u2019t help us fight, but I gots no more time to be stayin\u2019 here. If we is going to resist the Crown a second time, we needs ourselves a good plan. Hope that you\u2019re not sending us to our deaths, Maddock.\"\n [/message]\n\n {CLEAR_VARIABLE undead_transformation}\n {CLEAR_VARIABLE temp}\n\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/event]\n\n #\n # Loss conditions - turns run out\n #\n [event]\n name=time over\n [message]\n speaker=Baldras\n message= _ \"More troops be coming from the south! With all them reinforcements, we gots no chance to defend Elensefar!\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n\n [event]\n name=defeat\n\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message=_ \"Asheviere\u2019s armies assembled and struck before the nascent rebellion could even be planned. Without the necessary forces, Annuvin soon fell under Weldyn\u2019s absolute control.\"\n [/message]\n [/event]\n\n {LIBERTY_DEATHS}\n[/scenario]\n"} {"text": "#textdomain wesnoth-l\n[scenario]\n id=05_Hide_and_Seek\n next_scenario=06_The_Hunters\n victory_when_enemies_defeated=no\n name= _ \"Hide and Seek\"\n map_file=05_Hide_and_Seek.map\n turns=28\n\n {MIDNIGHT}\n {MIDNIGHT}\n {MIDNIGHT}\n {MIDNIGHT}\n {MIDNIGHT}\n {MIDNIGHT}\n {MIDNIGHT}\n {MIDNIGHT}\n {MIDNIGHT}\n {MIDNIGHT}\n {MIDNIGHT}\n {MIDNIGHT}\n {MIDNIGHT}\n {MIDNIGHT}\n {SECOND_WATCH}\n {SECOND_WATCH}\n {SECOND_WATCH}\n {SECOND_WATCH}\n {SECOND_WATCH}\n {SECOND_WATCH}\n {SECOND_WATCH}\n {SECOND_WATCH}\n {SECOND_WATCH}\n {SECOND_WATCH}\n {SECOND_WATCH}\n {SECOND_WATCH}\n {SECOND_WATCH}\n {SECOND_WATCH}\n {DAWN}\n\n {INTRO_AND_SCENARIO_MUSIC knolls.ogg underground.ogg}\n {EXTRA_SCENARIO_MUSIC the_deep_path.ogg}\n {EXTRA_SCENARIO_MUSIC nunc_dimittis.ogg}\n\n [story]\n [part]\n story= _ \"22 Deeproot, 501 YW\n\nBeen a tough few days since we left Elensefar with all them patrols running around. Going by boat along the Great River, we has been managing to avoid them Wesnothians, but being constantly on the lookout be real taxing. I truly be starting to feel that tiredness in my bones... old men like me should be sitting back at home, resting our grey bodies and watchin\u2019 over them younger folk growing up. I don\u2019t got no business here, running around as some outlaw. Maybe if I was ten years younger...\"\n background=story/frontier.jpg\n [/part]\n [part]\n story= _ \"Anyway, the messenger I sent back to Relana should be in Delwyn already. We should be arriving to Carcyn soon too, to where that coward Maddock said his \u2018contact\u2019 be. Truths be told, I don\u2019t know how this\u2019ll be turning out, especially since I don\u2019t be no social butterfly like sis were. Don\u2019t like me no city folk really. But I\u2019ll deal with them if I gots to.\"\n background=story/frontier.jpg\n [/part]\n [/story]\n\n {LIBERTY_BIGMAP {JOURNEY_05_NEW} }\n\n [side]\n type=Bandit\n id=Baldras\n side=1\n color=black\n canrecruit=yes\n controller=human\n recruit=Thug,Footpad,Poacher\n gold=0\n income=-2\n village_gold=0\n team_name=good_guys\n user_team_name=_\"Rebels\"\n shroud=no\n fog=yes\n share_vision=none\n [/side]\n\n [side]\n type=Master Bowman\n id=Quentin\n name= _ \"Quentin\"\n side=2\n color=red\n canrecruit=yes\n controller=ai\n user_team_name=_\"Weldyn\"\n team_name=bad_guys\n [ai]\n ai_algorithm=idle_ai\n passive_leader=yes\n [/ai]\n shroud=no\n fog=yes\n [/side]\n\n [side]\n no_leader=yes\n side=3\n color=red\n controller=ai\n team_name=bad_guys\n user_team_name=_\"Weldyn\"\n [ai]\n aggression=1.0\n caution=0.0\n grouping=no\n simple_targeting=yes\n [/ai]\n shroud=no\n fog=yes\n {FLAG_VARIANT loyalist}\n [/side]\n\n {STARTING_VILLAGES_ALL 2}\n\n [side]\n type=Rogue\n id=Hans\n name= _ \"Hans\"\n side=4\n color=purple\n canrecruit=yes\n controller=ai\n facing=sw\n [ai]\n passive_leader=yes\n [/ai]\n team_name=good_guys\n user_team_name=_\"Rebels\"\n shroud=no\n fog=yes\n share_vision=none\n {FLAG_VARIANT6 ragged}\n [/side]\n\n #\n # Prestart events\n #\n [event]\n name=prestart\n\n {PLACE_IMAGE \"scenery/oak-leaning.png~FL(horiz)\" 12 37}\n\n [store_side]\n side=1\n variable=stored_side_1\n [/store_side]\n\n [objectives]\n side=1\n [objective]\n description= _ \"Enter the Grey Woods\"\n condition=win\n [/objective]\n [objective]\n description= _ \"Death of Baldras\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Harper\"\n condition=lose\n [/objective]\n\n [note]\n description= _ \"In fog, units always see one hex further than they can move.\"\n [/note]\n\n {TURNS_RUN_OUT}\n [/objectives]\n\n #some various city props\n {PLACE_IMAGE scenery/well.png 10 36}\n\n {PLACE_IMAGE items/scarecrow.png 15 22}\n\n {PLACE_IMAGE items/straw-bale1.png 3 23}\n {PLACE_IMAGE \"items/straw-bale2.png~FL(horiz)\" 4 23}\n {PLACE_IMAGE \"items/straw-bale1.png~FL(horiz)\" 4 22}\n {PLACE_IMAGE items/straw-bale1.png 32 27}\n\n {PLACE_IMAGE \"items/archery-target-right.png~FL(horiz)\" 4 44}\n {PLACE_IMAGE \"items/archery-target-right.png~FL(horiz)\" 6 45}\n {PLACE_IMAGE \"items/archery-target-right.png~FL(horiz)\" 5 47}\n\n # Here we preplace a few guards\n\n#define SEEKER X Y TYPE\n [unit]\n type={TYPE}\n generate_name=yes\n x,y={X},{Y}\n side=2\n random_traits=yes\n [/unit]\n#enddef\n\n {SEEKER 2 45 (Bowman)}\n {SEEKER 3 47 (Bowman)}\n\n {RANDOM \"a,b,c\"}\n [switch]\n variable=random\n\n [case]\n value=a\n\n [store_locations]\n x= 7,19,24,30,17,25, 2, 6,18, 2,24,13,16, 3,15,17,30,19, 3,27, 9\n y=13, 9,10,13,18,21,22,23,27,28,30,32,32,37,37,38,38,41,42,43,47\n variable=guard_locs\n [/store_locations]\n [/case]\n\n [case]\n value=b\n\n [store_locations]\n x= 2,25,14,30, 5,16,25, 6, 2,33,16,22,13, 3,15,17,28, 3, 7,21\n y=10,10,13,13,19,20,21,23,28,28,31,31,32,37,37,38,39,42,48,48\n variable=guard_locs\n [/store_locations]\n [/case]\n\n [case]\n value=c\n\n [store_locations]\n x=22, 7,16,26,15, 4,31,19,15,30, 5, 4, 8,15,17,27,19, 3,20\n y=12,13,13,15,18,22,23,26,27,29,32,35,35,37,38,39,41,42,46\n variable=guard_locs\n [/store_locations]\n [/case]\n [/switch]\n\n [for]\n array=guard_locs\n # The guard positions are designed to work with 4MP guards only, so\n # we need to make sure the guards cannot get the quick trait, and we\n # do this by randomizing their traits manually.\n [do]\n [set_variables]\n name=traits_without_quick\n\n [value]\n {TRAIT_STRONG}\n [/value]\n [value]\n {TRAIT_RESILIENT}\n [/value]\n [value]\n {TRAIT_FEARLESS}\n [/value]\n [value]\n {TRAIT_INTELLIGENT}\n [/value]\n [/set_variables]\n\n {VARIABLE_OP first_trait rand \"0..3\"}\n [set_variables]\n name=this_guard_traits\n to_variable=traits_without_quick[$first_trait].trait\n [/set_variables]\n\n # To prevent the same trait from being picked twice, we need to find\n # and remove the first picked trait from the array.\n [for]\n array=traits_without_quick\n variable=j\n [do]\n [if]\n [variable]\n name=traits_without_quick[$j].trait.id\n equals=$traits_without_quick[$first_trait].trait.id\n [/variable]\n\n [then]\n {CLEAR_VARIABLE traits_without_quick[$first_trait]}\n [/then]\n [/if]\n [/do]\n [/for]\n\n {VARIABLE_OP second_trait rand \"0..2\"}\n [set_variables]\n name=this_guard_traits\n mode=append\n to_variable=traits_without_quick[$second_trait].trait\n [/set_variables]\n\n {RANDOM \"Shock Trooper,Iron Mauler\"}\n\n [unit]\n type=$random\n side=2\n x,y=$guard_locs[$i].x,$guard_locs[$i].y\n generate_name=yes\n random_traits=no\n [modifications]\n [insert_tag]\n name=trait\n variable=this_guard_traits\n [/insert_tag]\n [/modifications]\n [/unit]\n\n {CLEAR_VARIABLE this_guard_traits}\n [/do]\n [/for]\n\n {CLEAR_VARIABLE guard_locs,traits_without_quick,first_trait,second_trait,random}\n\n [store_unit]\n [filter]\n id=Baldras\n [/filter]\n\n kill=yes\n variable=stored_Baldras\n [/store_unit]\n\n [unit]\n side=1\n type=Boat\n id=Boat\n x,y=1,4\n [/unit]\n\n [hide_unit]\n x,y=1,4\n [/hide_unit]\n\n [item]\n x,y=1,4\n image=units/transport/boat.png\n [/item]\n [/event]\n\n #\n # Starting conversation and actions\n #\n [event]\n name=start\n\n [message]\n speaker=narrator\n message= _ \"Relentlessly pursued by riders patrolling the road to Elensefar, Baldras and his men traveled unseen along the swampy banks of the Great River to the city of Carcyn. They hid until nightfall, then crept out to find the help Lord Maddock hinted was here.\"\n image=\"wesnoth-icon.png\"\n [/message]\n\n [kill]\n x,y=1,4\n animate=no\n fire_event=no\n [/kill]\n\n [remove_item]\n x,y=1,4\n [/remove_item]\n\n [move_unit_fake]\n side=1\n type=Boat\n x=1,7\n y=4,5\n [/move_unit_fake]\n\n [item]\n x,y=7,5\n image=units/transport/boat.png\n [/item]\n\n [move_unit_fake]\n side=1\n type=$stored_Baldras.type\n x=7,7\n y=5,6\n [/move_unit_fake]\n\n [unstore_unit]\n variable=stored_Baldras\n [/unstore_unit]\n\n [redraw]\n side=1\n [/redraw]\n\n [recall]\n id=Harper\n x,y=8,5\n [/recall]\n\n [message]\n speaker=Harper\n message= _ \"Wow, is that Carcyn in the distance? Look at how grand some of them spires be!\"\n [/message]\n\n [message]\n speaker=Baldras\n message= _ \"Not since I were a young lad did I come this far south. Maybe it looks impressive now, but city life weren\u2019t never something real nice. Them city folk be real impatient and mean. Always wantin\u2019 some price for their help, too.\"\n [/message]\n\n [message]\n speaker=Harper\n message= _ \"Well, we need their help now, don\u2019t we? So we got to figure out a way to get to Lord Maddock\u2019s friend. But he didn\u2019t say anything about who that was.\"\n [/message]\n\n [message]\n speaker=Baldras\n message= _ \"Harper, when a noble lord says he don\u2019t want some kind of relationship known, it means some kind o\u2019 connection with the black market. We be looking for criminals, probably some thieves\u2019 den. Or, maybe they be looking for us.\"\n [/message]\n\n [move_unit_fake]\n type=Thief\n side=4\n x=7,6\n y=9,6\n [/move_unit_fake]\n\n [unit]\n type=Thief\n side=4\n x,y=6,6\n random_traits=yes\n id=Link\n name= _ \"Link\"\n [/unit]\n\n [message]\n speaker=Baldras\n message= _ \"Right on time.\"\n [/message]\n\n [message]\n speaker=Harper\n message= _ \"How do we know we can trust him?\"\n [/message]\n\n [message]\n speaker=Link\n message= _ \"If you were one of my quarries, your throat would be slit by now, boy. As it is, you two are still in imminent danger. Just a week ago, the Crown sent a contingent of heavy infantry here to supervise the city. They\u2019re patrolling the streets and forests for us.\"\n [/message]\n\n [message]\n speaker=Baldras\n message= _ \"I be assuming they\u2019ll also try to stop us if they see us.\"\n [/message]\n\n [message]\n speaker=Link\n message= _ \"Very likely. Now hurry, you must make it past the city into the Grey Woods. There is a small path in the southeast that leads into the forest. Look for the signpost. My brother Hans will guide you from there. Avoid the soldiers if you can.\"\n [/message]\n\n {HIGHLIGHT_IMAGE 26 48 scenery/signpost.png ()}\n\n [scroll_to_unit]\n id=Baldras\n [/scroll_to_unit]\n\n {MOVE_UNIT id=Link 5 8}\n\n [kill]\n id=Link\n animate=no\n fire_event=no\n [/kill]\n\n [redraw]\n [/redraw]\n\n {CLEAR_VARIABLE stored_Baldras}\n [/event]\n\n [event]\n name=sighted\n [filter]\n side=2\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n [redraw]\n side=1\n [/redraw]\n\n [message]\n speaker=second_unit\n message= _ \"Looks like these guards be holding stationary posts. If we\u2019re careful, we can get ourselves around them unnoticed.\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"Harper, you younger and faster folks needs to be our eyes. Scout ahead and find a way past them guards, but make sure ya don\u2019t get yourselves spotted...\"\n [/message]\n [/event]\n\n [event]\n name=side 2 turn\n first_time_only=no\n\n [if]\n [have_unit]\n side=1\n\n [filter_vision]\n visible=yes\n side=2\n [/filter_vision]\n\n [or]\n side=1\n\n [filter_vision]\n visible=yes\n side=3\n [/filter_vision]\n [/or]\n [/have_unit]\n\n [then]\n # if player is visible to enemies, flip all nearby enemies to side 3,\n # which is the aggressive side and thus the nearby enemies will begin\n # to pursue the player\n\n [modify_unit]\n [filter]\n side=2\n\n [filter_location]\n [filter]\n side=1\n [/filter]\n\n {QUANTITY radius 8 11 13}\n [/filter_location]\n [/filter]\n\n side=3\n [/modify_unit]\n [/then]\n\n [else]\n # if player isn't seen by enemies anymore, make all enemies idle again\n\n [modify_unit]\n [filter]\n side=3\n [/filter]\n\n side=2\n [/modify_unit]\n [/else]\n [/if]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=3\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Who goes there? Halt!\"\n [/message]\n [message]\n speaker=Harper\n message= _ \"They\u2019ve seen us! Run!\"\n [/message]\n [/event]\n\n [event]\n name=attack_end\n [filter]\n side=2\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n\n {IF_VAR $second_unit.hitpoints greater_than 0 (\n [then]\n [message]\n speaker=Baldras\n message= _ \"Quick, back into the shadows! Maybe we can still lose them!\"\n [/message]\n [/then]\n )}\n [/event]\n\n [event]\n name=sighted\n [filter]\n id=Hans\n [/filter]\n [filter_second]\n side=1\n [/filter_second]\n [message]\n speaker=unit\n message= _ \"This way, into the forest! We\u2019ll be able to lose them in the Grey Woods.\"\n [/message]\n [/event]\n\n #\n # Special event - if someone besides Baldras goes to the end, you get a\n # message\n #\n [event]\n name=moveto\n\n [filter]\n side=1\n\n [filter_adjacent]\n id=Hans\n [/filter_adjacent]\n\n [not]\n id=Baldras\n [/not]\n [/filter]\n\n [message]\n speaker=Hans\n message= _ \"You can come if you wish, but we are mostly interested in speaking to Baldras.\"\n [/message]\n\n [allow_undo][/allow_undo]\n [/event]\n\n #\n # Victory\n #\n [event]\n name=moveto\n\n [filter]\n x=26\n y=48\n id=Baldras\n [/filter]\n\n [message]\n speaker=Baldras\n message= _ \"I haven\u2019t run so much in years. Feels like I be a real outlaw now, infiltrating a heavily guarded city relyin\u2019 on nothing but the cover of darkness and my wits.\"\n [/message]\n\n [message]\n speaker=Harper\n message= _ \"It was fun, wasn\u2019t it?\"\n [/message]\n\n [message]\n speaker=Baldras\n message= _ \"Perhaps a little.\"\n [/message]\n\n [message]\n speaker=Hans\n message= _ \"Enough chatter, you still have some guards on your tail. We need to head deeper into the Grey Woods to lose them.\"\n [/message]\n\n [message]\n speaker=Baldras\n message= _ \"Lead the way.\"\n [/message]\n\n [modify_side]\n side=1\n gold=$stored_side_1.gold\n [/modify_side]\n\n {CLEAR_VARIABLE stored_side_1}\n\n [endlevel]\n result=victory\n bonus=no\n {NEW_GOLD_CARRYOVER 100}\n [/endlevel]\n [/event]\n\n #\n # Loss conditions - turns run out\n #\n [event]\n name=time over\n [message]\n speaker=Baldras\n message= _ \"Blast it, we was too slow! With the sun rising already, them guards will have no trouble spotting us now...\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n\n {LIBERTY_DEATHS}\n[/scenario]\n\n#undef SEEKER\n"} {"text": "#textdomain wesnoth-l\n[scenario]\n id=06_The_Hunters\n name= _ \"The Hunters\"\n victory_when_enemies_defeated=no\n next_scenario=07_Glory\n map_file=06_The_Hunters.map\n turns=27\n {FIRST_WATCH}\n {FIRST_WATCH}\n {FIRST_WATCH}\n {MIDNIGHT}\n {MIDNIGHT}\n {MIDNIGHT}\n {SECOND_WATCH}\n {SECOND_WATCH}\n {SECOND_WATCH}\n {DAWN}\n {MORNING}\n {MORNING}\n {MORNING}\n {AFTERNOON}\n {AFTERNOON}\n {AFTERNOON}\n {DUSK}\n {FIRST_WATCH}\n {FIRST_WATCH}\n {FIRST_WATCH}\n {MIDNIGHT}\n {MIDNIGHT}\n {MIDNIGHT}\n {SECOND_WATCH}\n {SECOND_WATCH}\n {SECOND_WATCH}\n {DAWN}\n {MORNING}\n\n {INTRO_AND_SCENARIO_MUSIC \"transience.ogg\" \"the_king_is_dead.ogg\"}\n {EXTRA_SCENARIO_MUSIC siege_of_laurelmor.ogg}\n {EXTRA_SCENARIO_MUSIC \"casualties_of_war.ogg\"}\n {EXTRA_SCENARIO_MUSIC underground.ogg}\n\n [story]\n [part]\n story= _ \"24 Deeproot, 501 YW\n\nThe sun don\u2019t really shine at all in these Grey Woods, but truth be told, I has been getting used to it more and more. Lounging out in the warm daylight, talkin\u2019 with Erwen while watching them kids play out in the fields... those times were so long ago. Our lives weren\u2019t never real peaceful, but back then, we had our homes and our friends and our family... now we be creatures of the dark.\"\n background=story/frontier.jpg\n [/part]\n [part]\n story= _ \"It be real lonesome like this. I still has me Harper, and I be grateful for the boy, but he don\u2019t really understand an old man like me. I know the past be the past, but I just can\u2019t help but think of sis in times like these. How she used to be dragging me out on some silly little romp, a little job here and there for some gold or lil trinket, or sometimes just for fun... I never wanted to go, of course. I were always real lazy. Still am, even now.\"\n background=story/frontier.jpg\n [/part]\n [part]\n story= _ \"Then, Harper tells me, \u201cCome on Uncle, we\u2019re on an adventure! Don\u2019t be so mopey, live a little!\u201d I know he be trying to be cheery, but he really don\u2019t know how much he be reminding me of her sometimes...\"\n background=story/frontier.jpg\n [/part]\n [part]\n story= _ \"I must be strong. That\u2019s what I tells myself. I should be strong, but... I don\u2019t know what be keeping me going, if it be this misguided sense of pride, or my duties to the village, or Harper, or even just remembering the past, making some futile attempts to go back to better times.\"\n background=story/frontier.jpg\n [/part]\n [part]\n story= _ \"Either way, I be here now, on this adventure.\"\n background=story/frontier.jpg\n [/part]\n [/story]\n\n {LIBERTY_BIGMAP {JOURNEY_06_NEW} }\n\n [side]\n side=1\n color=black\n type=Highwayman\n id=Baldras\n canrecruit=yes\n controller=human\n fog=yes\n recruit=Thug,Footpad,Poacher\n {GOLD 150 125 100}\n village_gold=1\n team_name=good_guys\n user_team_name=_\"Rebels\"\n [/side]\n\n {STARTING_VILLAGES 1 10}\n\n [side]\n type=Shadow Lord\n id=Helicrom\n name= _ \"Helicrom\"\n profile=portraits/helicrom.png\n facing=sw\n side=2\n color=purple\n canrecruit=yes\n recruit=Rogue Mage,Shadow Mage,Thief,Rogue\n {GOLD 120 90 60}\n village_gold=1\n controller=human\n fog=yes\n share_vision=all\n team_name=good_guys\n user_team_name=_\"Rebels\"\n [/side]\n\n [side]\n side=3\n color=red\n type=Shock Trooper\n id=Linneus\n name= _ \"Linneus\"\n facing=sw\n canrecruit=yes\n recruit=\n gold=100\n controller=ai\n shroud=yes\n fog=yes\n share_vision=none\n team_name=bad_guys\n user_team_name=_\"Weldyn\"\n {FLAG_VARIANT loyalist}\n [/side]\n\n [side]\n side=4\n color=red\n type=Lieutenant\n id=Archarel\n name= _ \"Archarel\"\n canrecruit=yes\n recruit=\n gold=0\n income=-2\n controller=ai\n shroud=yes\n fog=yes\n share_vision=none\n team_name=bad_guys\n user_team_name=_\"Weldyn\"\n {FLAG_VARIANT loyalist}\n [/side]\n\n [side]\n side=5\n controller=ai\n no_leader=yes\n hidden=yes\n team_name=monsters\n color=brown\n [/side]\n\n {STARTING_VILLAGES 4 10}\n\n [event]\n name=prestart\n\n [micro_ai]\n side=3\n ai_type=messenger_escort\n action=add\n\n [filter]\n side=3\n canrecruit=yes\n [/filter]\n waypoint_x,waypoint_y=7,4\n [/micro_ai]\n\n {PLACE_IMAGE scenery/signpost.png 11 7}\n {PLACE_IMAGE scenery/leanto.png 23 3}\n {PLACE_IMAGE scenery/whirlpool.png 3 26}\n {PLACE_IMAGE items/sword.png 38 2}\n {PLACE_IMAGE items/coffin-closed.png 23 26}\n {PLACE_IMAGE items/key.png 10 12}\n\n {VARIABLE has_key 0}\n\n [objectives]\n side=1,2\n [objective]\n description= _ \"Kill all enemy patrols before they reach the outpost\"\n condition=win\n [/objective]\n [objective]\n description= _ \"Death of Baldras\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Harper\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Helicrom\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Any patrol units survive when turns run out\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Any allied unit is sighted by the outpost guards\"\n condition=lose\n [/objective]\n\n [gold_carryover]\n bonus=no\n carryover_percentage=40\n [/gold_carryover]\n [/objectives]\n\n [store_unit]\n variable=stored_Linneus\n kill=yes\n [filter]\n id=Linneus\n [/filter]\n [/store_unit]\n #set up units\n\n {GENERIC_UNIT 2 (Rogue Mage) 18 21}\n {GENERIC_UNIT 2 (Shadow Mage) 18 22}\n {GENERIC_UNIT 4 (Heavy Infantryman) 7 2} {GUARDIAN}\n {GENERIC_UNIT 4 (Heavy Infantryman) 7 6} {GUARDIAN}\n [/event]\n\n #\n # Starting conversation and actions\n #\n\n#define TROOPER TYPE TO_X TO_Y\n [move_unit_fake]\n type={TYPE}\n side=3\n x=39,{TO_X}\n y=23,{TO_Y}\n [/move_unit_fake]\n {GENERIC_UNIT 3 {TYPE} {TO_X} {TO_Y}}\n [+unit]\n facing=sw\n [/unit]\n#enddef\n\n [event]\n name=start\n\n [recall]\n id=Harper\n [/recall]\n\n [message]\n speaker=Baldras\n message= _ \"The leader, I presumes.\"\n [/message]\n [message]\n speaker=Helicrom\n message= _ \"Indeed, I am Lord Helicrom, the Crow of the Grey Woods. We are acquaintances of Lord Maddock, who sent word to us of your predicament. I believe we can work something out for your situation.\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"What be your pursuits?\"\n [/message]\n [message]\n speaker=Helicrom\n message= _ \"The former king\u2019s magic ministry kept a tight control on the training and employment of mages in Wesnoth. Those of us who dared to... depart from the curriculum were dealt with harshly. Many of us were forced to escape here to continue our study of our brand of magic. Our security and secrecy are not cheap.\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"Then you be fellow outlaws. But why do you wants to help us?\"\n [/message]\n [message]\n speaker=Helicrom\n message= _ \"Quid pro quo. Our aid is never given freely. You have something that may be useful to us.\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"Manpower. Mages be no good at fighting, I knows. But what for?\"\n [/message]\n [message]\n speaker=Helicrom\n message= _ \"Understand this. Any weakening of the Throne of Wesnoth, whether it be occupied by king or queen, aids us. To accomplish that, we must destabilize their forces in this region. The key is Halstead.\"\n [/message]\n [message]\n speaker=Harper\n message= _ \"The great fort standing between Aldril and Elensefar?\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"Aye, Harper. What the mage says be no surprise. It be a bastion of central importance, rivalin\u2019 Elensefar even. Maddock said the Queen\u2019s troops were gathering there. But we gots no way to fight a war with them, not since Maddock won\u2019t send his soldiers to battle.\"\n [/message]\n [message]\n speaker=Helicrom\n message= _ \"Know this, Baldras. During the past week, several patrols have again ventured across the Great River into Annuvin. A woman named Relana opposed them with a small militia and was victorious, but with heavy losses. The Crown, however, has begun to take notice of this rebellion and is massing forces within Halstead. When its armies are raised, none of your little villages will be able to resist them. Your only choice would be to flee farther north into orcish territory.\"\n [/message]\n [message]\n speaker=Harper\n message= _ \"We\u2019d never survive there. But would it be so bad if we just swore fealty to the Queen?\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"Only if we gots no other choice. Let\u2019s hear the mage\u2019s plan first.\"\n [/message]\n [message]\n speaker=Helicrom\n message= _ \"I\u2019m not asking you to fight a war. A direct fight against Weldyn\u2019s armies would be undoubtedly foolish. However, we have other means within our grasp. From Dan Tonk to Halstead, the fastest path lies through the pass between the Brown Hills and the Gryphon Mountains followed by the trek through these Grey Woods. We are in prime position to gnaw away at their troops, crippling their forces before they ever arrive at their destination.\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"Then what?\"\n [/message]\n [message]\n speaker=Helicrom\n message= _ \"I am sure you can guess, magistrate.\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"You means to sack Halstead itself.\"\n [/message]\n [message]\n speaker=Harper\n message= _ \"There\u2019s no way we can fight them all... can we?\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"I don\u2019t know. But, for now, ambushing them patrols be easy enough. That\u2019ll slow them Wesnothians down enough for us to figure out the next step.\"\n [/message]\n [message]\n speaker=Helicrom\n message= _ \"In the last day, my scouts have counted five platoons of troops marching towards the garrison. We must eliminate them all before they reach the outpost at the end of the woods. The outpost also must not be alerted to our presence, or we will have the bulk of their forces upon us.\"\n [/message]\n\n {SCROLL_TO 7 4}\n\n [delay]\n time=1500\n [/delay]\n\n [message]\n speaker=Harper\n message= _ \"The first platoon approaches...\"\n [/message]\n\n {SCROLL_TO 39 23}\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x,y=37,22\n radius=3\n [/lift_fog]\n\n {TROOPER \"Heavy Infantryman\" 38 22}\n {TROOPER \"Heavy Infantryman\" 38 21}\n\n#ifdef EASY\n {TROOPER \"Heavy Infantryman\" 37 23}\n#else\n {TROOPER \"Shock Trooper\" 37 23}\n#endif\n\n#ifdef HARD\n {TROOPER \"Shock Trooper\" 38 23}\n#else\n {TROOPER \"Heavy Infantryman\" 38 23}\n#endif\n\n [move_unit_fake]\n type=$stored_Linneus.type\n side=$stored_Linneus.side\n x=39,37\n y=23,22\n [/move_unit_fake]\n [unstore_unit]\n variable=stored_Linneus\n [/unstore_unit]\n {CLEAR_VARIABLE stored_Linneus}\n\n [delay]\n time=750\n [/delay]\n\n [message]\n speaker=Helicrom\n message= _ \"My men and I shall pincer them from the other side of this path. When we are done, no one shall fear the open roads and night sky more than the armies of Weldyn. Strike quickly, strike silently... and leave no one alive.\"\n [/message]\n\n [store_unit]\n [filter]\n id=Helicrom\n [/filter]\n variable=Helicrom\n kill=yes\n [/store_unit]\n [move_unit_fake]\n type=Shadow Lord\n side=2\n x=17,20\n y=22,18\n [/move_unit_fake]\n [kill]\n x,y=18,21\n [/kill]\n [move_unit_fake]\n type=Rogue Mage\n side=2\n x=18,20\n y=21,18\n [/move_unit_fake]\n [kill]\n x,y=18,22\n [/kill]\n [move_unit_fake]\n type=Shadow Mage\n side=2\n x=18,20\n y=22,18\n [/move_unit_fake]\n\n [terrain]\n x=16\n y=21\n terrain=Rb\n [/terrain]\n [terrain]\n x=17,18\n y=22,22\n terrain=Gll^Em\n [/terrain]\n [terrain]\n x=18\n y=21\n terrain=Re\n [/terrain]\n [redraw][/redraw]\n\n {SCROLL_TO 32 8}\n\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x,y=32,8\n radius=4\n [/lift_fog]\n\n [move_unit_fake]\n type=Shadow Lord\n side=2\n x=28,32\n y=11,8\n [/move_unit_fake]\n [unstore_unit]\n variable=Helicrom\n x,y=32,8\n [/unstore_unit]\n [move_unit_fake]\n type=Rogue Mage\n side=2\n x=28,31\n y=11,9\n [/move_unit_fake]\n {GENERIC_UNIT 2 (Rogue Mage) 31 9}\n [move_unit_fake]\n type=Shadow Mage\n side=2\n x=28,31\n y=11,9\n [/move_unit_fake]\n {GENERIC_UNIT 2 (Shadow Mage) 32 9}\n\n [capture_village]\n [filter_side]\n side=2\n [/filter_side]\n x=26-39\n y=4-12\n [/capture_village]\n\n [redraw]\n side=2\n clear_shroud=yes\n [/redraw]\n {CLEAR_VARIABLE Helicrom}\n [/event]\n\n #\n # Special Event - when you attack the bad guys for the first time they react\n #\n [event]\n name=attack\n [filter_second]\n side=3\n [/filter_second]\n [message]\n speaker=Linneus\n message= _ \"It\u2019s an ambush! Run!\"\n [/message]\n [/event]\n\n # more special events\n\n [event]\n name=moveto\n [filter]\n id=Helicrom\n x,y=38,2\n [/filter]\n\n [message]\n speaker=Helicrom\n message= _ \"Ah, here it is. I was wondering where I had misplaced my favorite blade.\"\n [/message]\n\n [sound]\n name=sword-1.ogg\n [/sound]\n\n [object]\n id=helicrom_buff\n take_only_once=yes\n silent=yes\n duration=forever\n [filter]\n x,y=38,2\n [/filter]\n [effect]\n apply_to=attack\n range=melee\n increase_damage=1\n [/effect]\n [/object]\n\n {REMOVE_IMAGE 38 2}\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1,2\n x,y=23,3\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"Hey, I found some old coins in this shack.\"\n [/message]\n\n [sound]\n name=gold.ogg\n [/sound]\n\n [gold]\n side=1,2\n amount=16\n [/gold]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1\n x,y=3,26\n [/filter]\n\n [sound]\n name=water-blast.wav\n [/sound]\n\n [unit]\n type=Tentacle of the Deep\n side=5\n x,y=2,26\n max_hitpoints=60\n hitpoints=60\n level=3\n animate=yes\n [/unit]\n\n [message]\n speaker=unit\n message= _ \"Bleagh, a slimy tentacle. Why\u2019s it so big?\"\n [/message]\n [/event]\n\n [event]\n name=moveto\n [filter]\n side=1,2\n x,y=10,12\n [/filter]\n\n [message]\n speaker=unit\n message= _ \"There\u2019s a rusty key here. I wonder if it could be useful?\"\n [/message]\n\n {VARIABLE has_key 1}\n\n {REMOVE_IMAGE 10 12}\n [/event]\n\n [event]\n name=moveto\n first_time_only=no\n [filter]\n side=1,2\n x,y=23,26\n [not]\n id=Baldras,Helicrom\n [/not]\n [/filter]\n\n [if]\n [variable]\n name=has_key\n numerical_equals=0\n [/variable]\n [then]\n [message]\n speaker=unit\n message= _ \"There is a waterlogged coffin here.\"\n [/message]\n [/then]\n [/if]\n\n [if]\n [variable]\n name=has_key\n numerical_equals=1\n [/variable]\n [then]\n [message]\n speaker=unit\n message= _ \"Hey, that key fits in this coffin. Should I open it?\"\n [/message]\n [message]\n speaker=Baldras\n [option]\n label= _ \"No, that be a terrible idea.\"\n [command]\n [allow_undo]\n [/allow_undo]\n [/command]\n [/option]\n [option]\n label= _ \"Fine, do it.\"\n [command]\n [sound]\n name=zombie-hit-4.ogg\n [/sound]\n\n [unit]\n type=Ghoul\n side=5\n x,y=23,26\n animate=yes\n [/unit]\n\n [message]\n speaker=unit\n message= _ \"What is this disgusting monster?\"\n [/message]\n\n [message]\n speaker=Helicrom\n message= _ \"A ghoul, a creature of disease and pestilence. Kill the putrid thing. Its stench is making me sick.\"\n [/message]\n\n {REMOVE_IMAGE 23 26}\n\n {PLACE_IMAGE items/coffin-open.png 23 26}\n\n {VARIABLE has_key 2}\n [/command]\n [/option]\n [/message]\n [/then]\n [/if]\n [/event]\n\n [event]\n name=die\n [filter]\n type=Ghoul\n [/filter]\n\n {PLACE_IMAGE items/potion-poison.png $x1 $y1}\n\n [message]\n speaker=Helicrom\n message= _ \"Disgusting though it may be, perhaps that creature\u2019s corpse could be useful.\"\n [/message]\n\n [event]\n name=moveto\n id=take_potion\n delayed_variable_substitution=no\n first_time_only=no\n [filter]\n x=$x1\n y=$y1\n side=1,2\n [/filter]\n [message]\n speaker=unit\n message= _ \"Should I use this potion?\"\n [option]\n label= _ \"Yes, I\u2019ll use it.\"\n [command]\n [sound]\n name=poison.ogg\n [/sound]\n\n [object]\n id=poison_weapon\n name= _ \"Vile Concoction\"\n image=items/potion-poison.png\n description= _ \"This unit\u2019s melee weapons gain the poison special and this unit gains a small number of hitpoints.\"\n [filter]\n x=$x1\n y=$y1\n [/filter]\n\n [effect]\n apply_to=hitpoints\n increase_total=5\n increase=5\n [/effect]\n\n [effect]\n apply_to=attack\n range=melee\n [set_specials]\n {WEAPON_SPECIAL_POISON}\n mode=append\n [/set_specials]\n [/effect]\n [/object]\n\n [remove_item]\n x=$x1\n y=$y1\n [/remove_item]\n\n [remove_event]\n id=take_potion\n [/remove_event]\n [/command]\n [/option]\n\n [option]\n label= _ \"No, I\u2019ll leave it for someone else.\"\n [command]\n [allow_undo]\n [/allow_undo]\n [/command]\n [/option]\n [/message]\n [/event]\n [/event]\n\n #\n # Special Event - after 5 turns, send the second patrol\n #\n [event]\n name=turn 5\n\n {SCROLL_TO 39 23}\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x,y=37,22\n radius=3\n [/lift_fog]\n\n {TROOPER \"Spearman\" 38 22}\n {TROOPER \"Heavy Infantryman\" 38 21}\n\n#ifdef EASY\n {TROOPER \"Spearman\" 37 23}\n#else\n {TROOPER \"Javelineer\" 37 23}\n#endif\n\n#ifdef EASY\n {TROOPER \"Bowman\" 39 23}\n#else\n {TROOPER \"Longbowman\" 39 23}\n#endif\n\n#ifdef HARD\n {TROOPER \"Shock Trooper\" 38 23}\n#else\n {TROOPER \"Heavy Infantryman\" 38 23}\n#endif\n\n [move_unit_fake]\n type=Swordsman\n side=3\n x=39,37\n y=23,22\n [/move_unit_fake]\n [unit]\n side=3\n type=Swordsman\n facing=sw\n canrecruit=yes\n x,y=37,22\n [/unit]\n [/event]\n\n #\n # Special Event - after 11 turns, send the third patrol\n #\n [event]\n name=turn 11\n\n {SCROLL_TO 39 23}\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x,y=37,22\n radius=3\n [/lift_fog]\n\n {TROOPER \"Spearman\" 38 22}\n {TROOPER \"Heavy Infantryman\" 38 21}\n\n#ifdef EASY\n {TROOPER \"Spearman\" 37 23}\n#else\n {TROOPER \"Javelineer\" 37 23}\n#endif\n\n#ifdef EASY\n {TROOPER \"Heavy Infantryman\" 39 23}\n#else\n {TROOPER \"Shock Trooper\" 39 23}\n#endif\n\n#ifdef HARD\n {TROOPER \"Longbowman\" 38 23}\n#else\n {TROOPER \"Bowman\" 38 23}\n#endif\n\n [move_unit_fake]\n type=Pikeman\n side=3\n x=39,37\n y=23,22\n [/move_unit_fake]\n [unit]\n side=3\n type=Pikeman\n facing=sw\n canrecruit=yes\n x,y=37,22\n [/unit]\n\n [message]\n type=Spearman\n message= _ \"Doesn\u2019t something about these woods feel weird to you, sir?\"\n [/message]\n [message]\n type=Pikeman\n message= _ \"Afraid of ghosts, soldier?\"\n [/message]\n [message]\n type=Spearman\n message= _ \"...\"\n [/message]\n [/event]\n\n #\n # Special Event - after 17 turns, send the fourth patrol\n #\n [event]\n name=turn 17\n\n {SCROLL_TO 39 23}\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x,y=37,22\n radius=3\n [/lift_fog]\n\n {TROOPER \"Shock Trooper\" 38 22}\n {TROOPER \"Heavy Infantryman\" 38 21}\n {TROOPER \"Swordsman\" 37 23}\n\n#ifdef EASY\n {TROOPER \"Bowman\" 39 23}\n#else\n {TROOPER \"Longbowman\" 39 23}\n#endif\n\n#ifdef HARD\n {TROOPER \"Shock Trooper\" 38 23}\n#else\n {TROOPER \"Heavy Infantryman\" 38 23}\n#endif\n {TROOPER \"Spearman\" 39 22}\n\n [move_unit_fake]\n type=Lieutenant\n side=3\n x=39,37\n y=23,22\n [/move_unit_fake]\n [unit]\n side=3\n type=Lieutenant\n facing=sw\n canrecruit=yes\n x,y=37,22\n [/unit]\n [/event]\n\n #\n # Special Event - after 21 turns, send the fifth patrol\n # this one is a bit faster than the other patrols, so it'll be a bit more challenging\n #\n [event]\n name=turn 21\n\n {SCROLL_TO 39 23}\n [lift_fog]\n [filter_side]\n side=1\n [/filter_side]\n x,y=37,22\n radius=3\n [/lift_fog]\n\n {TROOPER \"Duelist\" 38 22}\n {TROOPER \"Swordsman\" 38 21}\n\n#ifdef EASY\n {TROOPER \"Fencer\" 37 23}\n#else\n {TROOPER \"Duelist\" 37 23}\n#endif\n\n#ifdef EASY\n {TROOPER \"Spearman\" 39 23}\n#else\n {TROOPER \"Javelineer\" 39 23}\n#endif\n\n#ifdef HARD\n {TROOPER \"Longbowman\" 38 23}\n#else\n {TROOPER \"Bowman\" 38 23}\n#endif\n\n {TROOPER \"Duelist\" 39 22}\n\n [move_unit_fake]\n type=Master at Arms\n side=3\n x=39,37\n y=23,22\n [/move_unit_fake]\n [unit]\n side=3\n type=Master at Arms\n facing=sw\n canrecruit=yes\n x,y=37,22\n [/unit]\n\n [message]\n type=Master at Arms\n message= _ \"Woods, woods, woods and more woods! Bah, that general had better have a good reason for dragging me out to Halstead with all these oafs.\"\n [/message]\n [message]\n type=Duelist\n message= _ \"But cap\u2019n, we\u2019re your loyal troops...\"\n [/message]\n [message]\n type=Master at Arms\n message= _ \"Shut it and keep moving.\"\n [/message]\n [/event]\n\n #\n # Special Event - Archarel says some stuff\n #\n [event]\n name=turn 10\n\n {SCROLL_TO 7 4}\n [lift_fog]\n [filter_side]\n side=1,2\n [/filter_side]\n x,y=7,4\n radius=5\n [/lift_fog]\n\n [message]\n speaker=Archarel\n message= _ \"Several platoons of troops were supposed to arrive today. I wonder if something happened to them.\"\n [/message]\n [/event]\n [event]\n name=turn 18\n\n {SCROLL_TO 7 4}\n [lift_fog]\n [filter_side]\n side=1,2\n [/filter_side]\n x,y=7,4\n radius=5\n [/lift_fog]\n\n [message]\n speaker=Archarel\n message= _ \"Something about these woods seems quite unnatural. Perhaps we should stop sending our soldiers this way.\"\n [/message]\n [/event]\n\n#define DEFEAT_TEXT\n {SCROLL_TO 7 4}\n [lift_fog]\n [filter_side]\n side=1,2\n [/filter_side]\n x,y=7,4\n radius=5\n [/lift_fog]\n\n [message]\n speaker=Archarel\n message= _ \"Troops, to arms! Show these fugitive scum the meaning of the Queen\u2019s law!\"\n [/message]\n [message]\n speaker=Helicrom\n message= _ \"With the outpost aware of our presence, we can no longer harry their reinforcements. Their forces will soon grow too powerful for us to resist.\"\n [/message]\n#enddef\n\n #\n # End condition: turns run out\n #\n [event]\n name=time over\n [if]\n [have_unit]\n side=3\n [/have_unit]\n [then]\n [message]\n speaker=narrator\n message= _ \"The next morning, the local night patrol returned to the nearby outpost. They were surprised to see their fellow soldiers engaged in combat with the band of thugs of which they had heard so much.\"\n image=\"wesnoth-icon.png\"\n [/message]\n\n {DEFEAT_TEXT}\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/then]\n [else]\n [fire_event]\n name=win event\n [/fire_event]\n [/else]\n [/if]\n [/event]\n\n #\n # End condition: last patrol defeated\n #\n [event]\n name=die\n\n [filter_condition]\n [have_unit]\n side=3\n count=0\n [/have_unit]\n [and]\n [variable]\n name=turn_number\n greater_than=20\n [/variable]\n [/and]\n [/filter_condition]\n\n [fire_event]\n name=win event\n [/fire_event]\n [/event]\n\n #\n # Victory event\n #\n [event]\n name=win event\n [message]\n speaker=Baldras\n message= _ \"It be done. Their patrols be shattered and broken.\"\n [/message]\n\n [message]\n speaker=Helicrom\n message= _ \"Well done, but the fight is far from over. We will not be able to employ these tactics when more platoons arrive. You must make your choice. Will you fight? Or will you return to your village and beg for amnesty?\"\n [/message]\n\n [message]\n speaker=Baldras\n message= _ \"Amnesty? Knowing these Wesnothians, they\u2019ll have my head. Then again, if I could gives my life to save my whole village, I would.\"\n [/message]\n\n [message]\n speaker=Harper\n message= _ \"We need you! Uncle...\"\n [/message]\n\n [message]\n speaker=Baldras\n message= _ \"I know what you is going to say, Harper. That we should be fighting for our homes, just like we do against them orcs. But we be risking everything on this, lad.\"\n [/message]\n\n [message]\n speaker=Harper\n message= _ \"If we go back like this, that means we\u2019ll surrender to them Wesnothians and live our whole lives in oppression. You saw how they were sending so many soldiers and even orcs against us.\"\n [/message]\n\n [message]\n speaker=Helicrom\n message= _ \"The boy is naive, but his spirit is in the right place. You risk your homes and the lives of your people, yes, but what good will they be if you live in tyranny? Believe me, I have been there. I would rather die than go back.\"\n [/message]\n\n [message]\n speaker=Baldras\n message= _ \"Yes... Erwen would\u2019ve said the same. If we march on Halstead, we gots to burn it to the ground before the Queen\u2019s forces rally. If we does that, Weldyn won\u2019t have no foothold in Annuvin no more.\"\n [/message]\n\n [message]\n speaker=Helicrom\n message= _ \"It would be months before they could reassemble their forces here. Enough time for you to secure your homes, or relocate.\"\n [/message]\n\n [message]\n speaker=Baldras\n message= _ \"Then it be decided. We\u2019ll attack the fort together. Luck be with us.\"\n [/message]\n\n [modify_unit]\n [filter]\n side=2\n [/filter]\n side=1\n [/modify_unit]\n\n {CLEAR_VARIABLE has_key}\n\n [endlevel]\n result=victory\n bonus=yes\n {NEW_GOLD_CARRYOVER 40}\n [/endlevel]\n [/event]\n\n #\n # Loss conditions\n #\n [event]\n name=moveto\n [filter]\n side=3\n x=1-10\n y=1-6\n [/filter]\n\n [lift_fog]\n [filter_side]\n side=1,2\n [/filter_side]\n x,y=7,4\n radius=5\n [/lift_fog]\n\n [message]\n speaker=unit\n message= _ \"Lieutenant, we were assaulted by a band of outlaws en route to the outpost. We were barely able to evade them and make it here!\"\n [/message]\n\n {DEFEAT_TEXT}\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n [event]\n name=sighted\n [filter]\n side=1,2\n [/filter]\n [filter_second]\n side=4\n [/filter_second]\n\n [message]\n speaker=second_unit\n message= _ \"Look there! Outlaws and bandits roam these woods, harrying our patrols!\"\n [/message]\n\n {DEFEAT_TEXT}\n\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Helicrom\n [/filter]\n [message]\n speaker=Helicrom\n message= _ \"This is the end for me...\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n\n {LIBERTY_DEATHS}\n[/scenario]\n\n#undef TROOPER\n#undef DEFEAT_TEXT\n"} {"text": "#textdomain wesnoth-l\n[scenario]\n id=07_Glory\n name= _ \"Glory\"\n next_scenario=08_Epilogue\n victory_when_enemies_defeated=no\n map_file=07_Glory.map\n {TURNS 36 34 32}\n {DEFAULT_SCHEDULE_AFTERNOON}\n\n {INTRO_AND_SCENARIO_MUSIC legends_of_the_north.ogg loyalists.ogg}\n {EXTRA_SCENARIO_MUSIC vengeful.ogg}\n {EXTRA_SCENARIO_MUSIC the_city_falls.ogg}\n {EXTRA_SCENARIO_MUSIC battle.ogg}\n {EXTRA_SCENARIO_MUSIC breaking_the_chains.ogg}\n\n # wmllint: local spelling Archmagi\n [story]\n [part]\n story= _ \"From the Annals of Alduin, 98 YW\n\nOne score and eight years ago, in 70 YW, the King of Wesnoth and the Lord of Elensefar signed a treaty of trade and alliance in order to further the security of humankind. The realization of this treaty required the creation of a safe path between Weldyn and Elensefar, with all manner of hostile creature or beast scoured from these civilized lands. From Dan Tonk, the establishment of Aldril and Carcyn secured the once hazardous passage alongside the Grey Woods, completing the way between the two cities. With this, the alliance can truly be deemed a coalition of men.\"\n [/part]\n [part]\n background=story/Halstead.jpg\n story= _ \"To commemorate the concordat, six years ago, the Lords of Weldyn and Elensefar decreed that a monument be erected in the heart of these once wildlands. We, the magi of Alduin, lent our services to demonstrate the full prowess and might of human magic. Above a series of old catacombs in a scant hill, we spent these years raising an immense stronghold from the earth\u2019s living rock.\"\n [/part]\n [part]\n background=story/Halstead.jpg\n story= _ \"Completed, as it is on this day, this sentinel of the west now towers hundreds of paces tall, a great monolith looming sheer above the plains. The sight of these colossal walls, to even us magi, is both awe-inspiring and terrifying. So tall these towers peak and so mighty these walls arise that such a feat seems more like a force of nature than a work of man. That we have fashioned this mountain as insignificant humans is almost inconceivable. Halstead, as we have named it, is impenetrable. No one shall ever overcome these tidal waves of stone.\"\n [/part]\n [/story]\n\n {LIBERTY_BIGMAP {JOURNEY_07_NEW} }\n\n [side]\n side=1\n color=black\n type=Highwayman\n id=Baldras\n recruit=Thug,Footpad,Poacher,Rogue Mage,Shadow Mage,Thief,Rogue\n canrecruit=yes\n controller=human\n {GOLD 300 270 240}\n team_name=good_guys\n user_team_name=_\"Rebels\"\n [/side]\n\n {STARTING_VILLAGES 1 4}\n\n [side]\n side=2\n color=red\n type=General\n id=Dommel\n name= _ \"Dommel\"\n profile=portraits/dommel.png\n canrecruit=yes\n recruit=Swordsman,Pikeman,Dragoon,Shock Trooper,Longbowman,Red Mage,White Mage,Spearman,Heavy Infantryman,Bowman\n {GOLD 240 270 300}\n {INCOME 33 36 39}\n controller=ai\n [ai]\n {AI_SIMPLE_ALWAYS_ASPECT passive_leader yes}\n {AI_SIMPLE_ALWAYS_ASPECT village_value 0}\n {AI_SIMPLE_ALWAYS_ASPECT leader_value 0}\n {AI_SIMPLE_DAY_ASPECT aggression 0.4}\n {AI_SIMPLE_NIGHT_ASPECT aggression 0}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.9}\n [goal]\n name=target_location\n [criteria]\n x=15-17,23-25,15-17,23-25\n y=10-12,10-12,16-18,16-18\n [/criteria]\n value=10\n [/goal]\n [goal]\n name=protect_location\n [criteria]\n x,y=20,14\n [/criteria]\n protect_radius=8\n value=20\n [/goal]\n [/ai]\n team_name=bad_guys\n user_team_name=_\"Weldyn\"\n {FLAG_VARIANT loyalist}\n [/side]\n\n {STARTING_VILLAGES 2 20}\n\n [side]\n side=3\n color=orange\n type=Orcish Warlord\n id=Vashna\n name= _ \"Vashna\"\n canrecruit=yes\n facing=sw\n recruit=Wolf Rider,Orcish Grunt,Orcish Archer,Orcish Assassin,Troll,Troll Whelp\n {GOLD 300 330 360}\n {INCOME 6 7 8}\n controller=ai\n [ai]\n scout_village_targeting=1\n {AI_SIMPLE_NIGHT_ASPECT aggression 0.9}\n {AI_SIMPLE_DAY_ASPECT aggression 0.5}\n {AI_SIMPLE_ALWAYS_ASPECT caution 0.2}\n [goal]\n [criteria]\n side=2\n [/criteria]\n value=10\n [/goal]\n [/ai]\n team_name=orcs_dammit\n user_team_name=_\"Orcs\"\n {FLAG_VARIANT6 ragged}\n [/side]\n\n {STARTING_VILLAGES 3 5}\n\n [side]\n side=4\n color=teal\n no_leader=yes\n {GOLD 225 200 175}\n controller=ai\n team_name=good_guys\n user_team_name=_\"Rebels\"\n [ai]\n aggression=0.6\n caution=0.6\n leader_value=0.5\n [goal]\n [criteria]\n side=2\n [/criteria]\n value=10\n [/goal]\n [/ai]\n [/side]\n\n [event]\n name=prestart\n\n [objectives]\n side=1\n [objective]\n description= _ \"Destroy the stronghold of Halstead\"\n condition=win\n [/objective]\n [objective]\n description= _ \"Death of Baldras\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Harper\"\n condition=lose\n [/objective]\n\n {TURNS_RUN_OUT}\n [/objectives]\n\n #Initialize the counter and switches\n {VARIABLE supports_destroyed 0}\n\n #Set up the inside of the fortress just like we want it\n {PLACE_IMAGE scenery/trapdoor-closed.png 15 11}\n {PLACE_IMAGE scenery/trapdoor-closed.png 25 11}\n {PLACE_IMAGE scenery/trapdoor-closed.png 15 18}\n {PLACE_IMAGE scenery/trapdoor-closed.png 25 18}\n\n #Some badass trapdoor guards\n#define MK_GUARD SIDE TYPE X Y\n # Create a guard unit TYPE belonging to SIDE at X,Y\n # Will have a guardian AI, no traits, and a generated description.\n [unit]\n type={TYPE}\n side={SIDE}\n x={X}\n y={Y}\n ai_special=guardian\n generate_name=yes\n [/unit]\n#enddef\n {MK_GUARD 2 (Swordsman) 16 11}\n {MK_GUARD 2 (Swordsman) 24 11}\n {MK_GUARD 2 (Swordsman) 16 17}\n {MK_GUARD 2 (Swordsman) 24 17}\n {MK_GUARD 2 (Pikeman) 17 11}\n {MK_GUARD 2 (Pikeman) 24 12}\n {MK_GUARD 2 (Pikeman) 16 16}\n {MK_GUARD 2 (Pikeman) 23 18}\n#ifdef NORMAL\n {MK_GUARD 2 (Longbowman) 16 12}\n {MK_GUARD 2 (Longbowman) 23 11}\n {MK_GUARD 2 (Longbowman) 17 18}\n {MK_GUARD 2 (Longbowman) 24 16}\n#endif\n#ifdef HARD\n {MK_GUARD 2 (Longbowman) 15 11}\n {MK_GUARD 2 (Pikeman) 16 12}\n {MK_GUARD 2 (Longbowman) 25 11}\n {MK_GUARD 2 (Pikeman) 23 11}\n {MK_GUARD 2 (Longbowman) 15 18}\n {MK_GUARD 2 (Pikeman) 17 18}\n {MK_GUARD 2 (Longbowman) 25 18}\n {MK_GUARD 2 (Pikeman) 24 16}\n {MK_GUARD 2 (Halberdier) 18 14}\n#endif\n#undef MK_GUARD\n\n {MODIFY_TERRAIN Gg (5) (3)}\n\n [objectives]\n side=1\n [objective]\n description= _ \"Destroy the stronghold of Halstead\"\n condition=win\n [/objective]\n [objective]\n description= _ \"Death of Baldras\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Harper\"\n condition=lose\n [/objective]\n\n {TURNS_RUN_OUT}\n [/objectives]\n [/event]\n\n #\n # Starting conversation and actions\n #\n [event]\n name=start\n\n [recall]\n id=Harper\n [/recall]\n [recall]\n id=Helicrom\n [/recall]\n\n [message]\n speaker=Baldras\n message= _ \"There be it. The stronghold of Halstead.\"\n [/message]\n\n [scroll_to]\n x,y=20,14\n [/scroll_to]\n\n [delay]\n time=1000\n [/delay]\n\n [message]\n speaker=Harper\n message= _ \"Look at how tall it is! Those towers be so sheer and smooth, it almost looks like magic called them up out of the earth!\"\n scroll=no\n [/message]\n [message]\n speaker=Baldras\n message= _ \"Aye, there may be some truths in that. Old stories tells us that in times past, Elensefar and Weldyn had some real strong mages, much more adept than them ones who only be politicking nowadays. They helped tame the lands between the cities and forged the walls of Halstead itself to honor the alliance.\"\n scroll=no\n [/message]\n [message]\n speaker=Harper\n message= _ \"I don\u2019t see how we can bring it down. They seem invincible in there!\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"Indeed...\"\n [/message]\n [message]\n speaker=Helicrom\n message= _ \"Worry not, Halstead has a weakness. What Baldras spoke was partly true. Previous orders of magi did help erect the fortress. What is not made known to most is that the original construction of the castle was flawed.\"\n [/message]\n [message]\n speaker=Helicrom\n message= _ \"These walls were raised over a system of catacombs, which connect the four towers to the central keep. Though they appear impressive, the tunnels were never meant to hold up such a tremendous weight. Supports were added later to hold up the middle, which eventually began to collapse without them. Naturally, this was made secret by the magi, who did not want others to learn of their error.\"\n [/message]\n [message]\n speaker=Harper\n message= _ \"So... we can knock out the supports and bring down the main keep. Would it really work?\"\n [/message]\n [message]\n speaker=Helicrom\n message= _ \"I believe it will. Each tower has a passage down to the catacombs. We must enter the tunnels and demolish all four supports, then the fortress should crumble.\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"Let\u2019s hope you be right. Everything be hinging on this battle.\"\n [/message]\n [/event]\n\n [event]\n name=side 3 turn 1\n\n [message]\n speaker=Vashna\n message= _ \"Dommel! The Queen has sent me and my warriors to support your forces. We come to squash the puny peasant rebellion.\"\n [/message]\n [message]\n speaker=Dommel\n message= _ \"I received no word from Her Majesty of your arrival, orc.\"\n [/message]\n [message]\n speaker=Vashna\n message= _ \"I have the orders right here.\"\n [/message]\n [message]\n speaker=Dommel\n message= _ \"I do not care. I would be a fool and an oaf to let a band of stinky raider orcs into Halstead without a fight.\"\n [/message]\n [message]\n speaker=Vashna\n message= _ \"What? Now look here, you coddled pinkskin. Your helpless \u2018soldiers\u2019 have been getting bested by a filthy bunch of vagrant bandits. Your army is as useless as you are pink. The Queen sent us here to clean up the mess that you are clearly too stupid to fix on your own.\"\n [/message]\n [message]\n speaker=Dommel\n message= _ \"A fine story. Most likely, this is a pitiful excuse for you to enter our fortress to plunder our armory. Even if Her Majesty did order you here, we have no need for the help of you uncouth orcs. We have always managed just fine without you.\"\n [/message]\n [message]\n speaker=Vashna\n message= _ \"Yeah? Well, we will see how fine you manage against us. I\u2019ll show you just how weak you pinkskins are.\"\n [/message]\n [message]\n speaker=Dommel\n message= _ \"Come try it, cretin.\"\n [/message]\n [message]\n speaker=Helicrom\n message= _ \"Infighting among the forces of Weldyn does not bode well for the new queen, but is awfully convenient for us...\"\n [/message]\n [/event]\n\n #\n # Special Event - The cavalry comes (to help YOU)\n #\n [event]\n name=turn 8\n [role]\n role=farseer\n type=Outlaw,Footpad,Bandit,Thug,Thief,Huntsman,Trapper,Poacher,Rogue Mage,Rogue,Shadow Mage\n [not]\n id=Baldras\n [/not]\n [/role]\n [message]\n role=farseer\n message= _ \"Look in the distance... riders approach!\"\n [/message]\n\n [unit]\n side=4\n type=Paladin\n id=Sir Gwydion\n name= _ \"Sir Gwydion\"\n x,y=1,1\n canrecruit=yes\n [/unit]\n\n {MOVE_UNIT (id=Sir Gwydion) 5 3}\n\n {GENERIC_UNIT 4 (Lancer) 4 3}\n {GENERIC_UNIT 4 (Lancer) 6 2}\n {GENERIC_UNIT 4 (Knight) 4 2}\n {GENERIC_UNIT 4 (Knight) 5 2}\n #\n #\n [message]\n type=Lancer\n message= _ \"Sound the advance!\"\n [/message]\n [message]\n type=Lancer\n message= _ \"At your order, my liege.\"\n [/message]\n [message]\n speaker=Sir Gwydion\n message= _ \"Lo, Knights of Elensefar, the battle hath begun ere our arrival. Though I disobey my father in this endeavor, our presence surely is much needed.\"\n [/message]\n [message]\n speaker=Sir Gwydion\n message= _ \"Ready thine lances, mine brethren. Let us charge down the armies of Weldyn!\"\n [/message]\n\n {MODIFY_TERRAIN Ce (4-6,4) (2-2,3)}\n {MODIFY_TERRAIN Ke (5) (3)}\n\n [set_recruit]\n side=4\n recruit=Knight,Lancer\n [/set_recruit]\n\n [message]\n role=farseer\n message= _ \"A horde of knights, bearing the emblem of Elensefar! Amazing. I\u2019ve never seen me so many riders in one place.\"\n [/message]\n [message]\n speaker=Baldras\n # wmllint: local spelling Gwydion\n message= _ \"Gwydion be Lord Maddock\u2019s son... more be hinging on victory than I thought. This battle don\u2019t just be about our little villages no more.\"\n [/message]\n\n [objectives]\n side=1\n [objective]\n description= _ \"Destroy the stronghold of Halstead\"\n condition=win\n [/objective]\n [objective]\n description= _ \"Death of Baldras\"\n condition=lose\n [/objective]\n [objective]\n description= _ \"Death of Harper\"\n condition=lose\n [/objective]\n\n {TURNS_RUN_OUT}\n [/objectives]\n [/event]\n\n #\n # Special Event - The cavalry comes (to help THEM) -\n # every morning a platoon arrives\n #\n#define BAD_CAVALRY TURN\n [event]\n name=turn {TURN}\n [if]\n [variable]\n name=turn_number\n numerical_equals=6\n [/variable]\n [then]\n [message]\n speaker=narrator\n message= _ \"Not even a full day had passed before the first advance elements of Wesnoth\u2019s main army began to arrive...\"\n image=\"wesnoth-icon.png\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=narrator\n message= _ \"That morning, another advance element of the main Wesnoth army arrived...\"\n image=\"wesnoth-icon.png\"\n [/message]\n [/else]\n [/if]\n\n # The side filter in MOVE_UNIT is used to ensure that only the spawned\n # unit can be moved, in case the player would have misplaced his units\n # on the spawn coordinates.\n\n {GENERIC_UNIT 2 (Shock Trooper) 35 15}\n {MOVE_UNIT x,y,side=35,15,2 31 14}\n\n {GENERIC_UNIT 2 (Shock Trooper) 35 16}\n {MOVE_UNIT x,y,side=35,16,2 31 15}\n\n {GENERIC_UNIT 2 (Shock Trooper) 36 16}\n {MOVE_UNIT x,y,side=36,16,2 32 15}\n\n {GENERIC_UNIT 2 (Pikeman) 36 15}\n {MOVE_UNIT x,y,side=36,15,2 32 13}\n\n {GENERIC_UNIT 2 (Lieutenant) 36 14}\n {MOVE_UNIT x,y,side=36,14,2 32 14}\n\n {GENERIC_UNIT 2 (Longbowman) 37 16}\n {MOVE_UNIT x,y,side=37,16,2 33 14}\n\n {GENERIC_UNIT 2 (Heavy Infantryman) 37 15}\n {MOVE_UNIT x,y,side=37,15,2 33 15}\n\n [gold]\n side=2\n#ifdef EASY\n amount=30\n#endif\n#ifdef NORMAL\n amount=45\n#endif\n#ifdef HARD\n amount=60\n#endif\n [/gold]\n [/event]\n#enddef\n\n {BAD_CAVALRY 6}\n {BAD_CAVALRY 12}\n {BAD_CAVALRY 18}\n {BAD_CAVALRY 24}\n {BAD_CAVALRY 30}\n\n #\n # Special Event - the first time you attack one of them, they catch on\n #\n [event]\n name=attack\n [filter]\n side=1,4\n [/filter]\n [filter_second]\n side=2\n [/filter_second]\n [message]\n speaker=Dommel\n message= _ \"I think... I think they\u2019re trying to storm Halstead itself... the fools!\"\n [/message]\n [/event]\n\n #\n # Special Event - when you enter the fortress proper they freak out\n #\n [event]\n name=moveto\n [filter]\n [filter_location]\n x,y=20,14\n radius=4\n [/filter_location]\n\n side=1,3,4\n [/filter]\n [message]\n speaker=Dommel\n message= _ \"They have breached the fortress gate! Repulse them!\"\n [/message]\n [/event]\n\n #\n # Special Event - You move a unit to a tower center\n #\n#define MOVETO_TRAPDOOR X Y\n [event]\n name=moveto\n [filter]\n x,y={X},{Y}\n side=1\n [/filter]\n [if]\n [variable]\n name=supports_destroyed\n numerical_equals=0\n [/variable]\n [then]\n [message]\n speaker=unit\n message= _ \"I\u2019m inside! I\u2019m heading down to the catacombs.\"\n [/message]\n [/then]\n [/if]\n [hide_unit]\n x,y={X},{Y}\n [/hide_unit]\n [sound]\n name=fuse.ogg\n [/sound]\n [if]\n [variable]\n name=supports_destroyed\n numerical_equals=0\n [/variable]\n [then]\n [message]\n speaker=narrator\n message= _ \"After some time...\"\n image=\"wesnoth-icon.png\"\n [/message]\n [/then]\n [else]\n [delay]\n time=750\n [/delay]\n [/else]\n [/if]\n [sound]\n name=explosion.ogg\n [/sound]\n [delay]\n time=750\n [/delay]\n [unhide_unit]\n [/unhide_unit]\n [message]\n speaker=unit\n message= _ \"It\u2019s done.\"\n [/message]\n [set_variable]\n name=supports_destroyed\n add=1\n [/set_variable]\n [remove_item]\n x,y={X},{Y}\n [/remove_item]\n [if]\n [variable]\n name=supports_destroyed\n numerical_equals=4\n [/variable]\n [then]\n [sound]\n name=fire.wav\n [/sound]\n {QUAKE \"rumble.ogg\"}\n {QUAKE \"rumble.ogg\"}\n {QUAKE \"rumble.ogg\"}\n [sound]\n name=fire.wav\n [/sound]\n {QUAKE \"rumble.ogg\"}\n [message]\n speaker=narrator\n message= _ \"The stronghold of Halstead began to shake...\"\n image=\"wesnoth-icon.png\"\n [/message]\n {QUAKE \"rumble.ogg\"}\n [message]\n speaker=unit\n message= _ \"We can\u2019t stay here. The fortress is starting to collapse!\"\n [/message]\n {VARIABLE supports_destroyed all}\n [/then]\n [/if]\n [/event]\n#enddef\n\n {MOVETO_TRAPDOOR 15 11}\n {MOVETO_TRAPDOOR 25 11}\n {MOVETO_TRAPDOOR 15 18}\n {MOVETO_TRAPDOOR 25 18}\n\n #\n # Special event - you knock out all four supports\n #\n [event]\n name=new turn\n first_time_only=no\n [if]\n [variable]\n name=supports_destroyed\n equals=all\n [/variable]\n [then]\n [scroll_to]\n x,y=20,14\n [/scroll_to]\n {QUAKE \"rumble.ogg\"}\n [sound]\n name=fire.wav\n [/sound]\n {QUAKE \"rumble.ogg\"}\n [message]\n speaker=Baldras\n message= _ \"I think it be working! Everybody get clear!\"\n [/message]\n\n # When you finish your turn, the fortress will collapse\n\n [event]\n name=side turn\n first_time_only=no\n\n [if]\n [variable]\n name=side_number\n equals=2\n [/variable]\n [then]\n [scroll_to]\n x,y=20,14\n [/scroll_to]\n [sound]\n name=fire.wav\n [/sound]\n {QUAKE \"cave-in.ogg\"}\n [delay]\n time=200\n [/delay]\n [sound]\n name=dragonstick.ogg\n [/sound]\n [delay]\n time=400\n [/delay]\n {QUAKE \"rumble.ogg\"}\n [delay]\n time=200\n [/delay]\n [sound]\n name=dragonstick.ogg\n [/sound]\n {QUAKE \"cave-in.ogg\"}\n [message]\n speaker=narrator\n message= _ \"With a thunderous roar and a vast billowing of dust, thousands of tons of stone and wood crashed in on itself. Some of the wreckage tumbled down the steep sides, while the remainder came to rest several hundred feet below ground, in the bowels of the hollowed-out mountain.\"\n image=\"wesnoth-icon.png\"\n [/message]\n {QUAKE \"rumble.ogg\"}\n {QUAKE \"rumble.ogg\"}\n {QUAKE \"rumble.ogg\"}\n [message]\n speaker=narrator\n message= _ \"No one inside the fortress would make it out alive.\"\n image=\"wesnoth-icon.png\"\n [/message]\n\n {QUAKE \"cave-in.ogg\"}\n [sound]\n name=dragonstick.ogg\n [/sound]\n {QUAKE \"rumble.ogg\"}\n {QUAKE \"cave-in.ogg\"}\n {QUAKE \"rumble.ogg\"}\n [sound]\n name=dragonstick.ogg\n [/sound]\n {QUAKE \"cave-in.ogg\"}\n [sound]\n name=dragonstick.ogg\n [/sound]\n\n [kill]\n fire_event=yes\n animate=no\n x=15-25\n y=10-18\n [/kill]\n [redraw][/redraw]\n\n [scroll_to]\n x,y=20,14\n [/scroll_to]\n\n #\n # Wrecking the castle\n #\n [terrain_mask]\n x,y=15,9\n border=no\n mask=\"Re, Mm^Xm, Re, Ww, Rr, Ww^Bw|, Rr, Rr, Gs^Fds, Mm^Xm, Gs^Fds\nMm, Chr, Mm^Xm, Re, Uh, Uu, Uh, Uh, Mm^Xm, Uu, Mm^Xm\nUu, Uu, Qxu, Uu, Re, Qxu, Re, Qxu, Chr, Rr, Chr\nUu, Chr, Qxu, Qxu, Qxu, Qxu, Qxu, Qxu, Uu, Qxu, Re\nUh, Qxu, Qxu, Re, Uh, Uh, Chr, Chr, Qxu, Qxu, Qxu\nRe, Qxu, Qxu, Chr, Mm, Mm^Xm, Mm, Qxu, Qxu, Qxu, Uh\nCe, Qxu, Qxu, Re, Mm, Uh, Mm, Qxu, Qxu, Qxu, Uh\nUh, Qxu, Qxu, Qxu, Qxu, Qxu, Chr, Qxu, Qxu, Uu, Qxu\nChr, Rr, Qxu, Qxu, Qxu, Qxu, Qxu, Qxu, Qxu, Uu, Uu\nUu, Uu, Chr, Uh, Re, Uu, Uu, Uh, Uu, Chr, Chr\n\"\n [/terrain_mask]\n\n [redraw][/redraw]\n\n [sound]\n name=rumble.ogg\n [/sound]\n\n [sound]\n name=rumble.ogg\n [/sound]\n\n [delay]\n time=2000\n [/delay]\n\n {CLEAR_VARIABLE supports_destroyed}\n\n [endlevel]\n result=victory\n carryover_report=no\n save=no\n [/endlevel]\n [/then]\n [/if]\n [/event]\n [/then]\n [/if]\n [/event]\n\n #\n # Loss conditions - turns run out\n #\n [event]\n name=time over\n [message]\n speaker=narrator\n message= _ \"After several days of fierce fighting, the main body of Weldyn\u2019s host arrived. The battle was soon finished. Every last man from the rebellion was executed.\"\n image=\"wesnoth-icon.png\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n\n #\n # Deaths - Baldras (loss condition)\n #\n [event]\n name=last breath\n [filter]\n id=Baldras\n [/filter]\n\n [if]\n [variable]\n name=supports_destroyed\n equals=all\n [/variable]\n [variable]\n name=side_number\n numerical_equals=2\n [/variable]\n [then]\n [message]\n speaker=Baldras\n message= _ \"The fort be done with... but I be crushed... under this rubble...\"\n [/message]\n [message]\n speaker=narrator\n message= _ \"No one was able to get to Baldras in time. He and many of his companions died that day beneath the stronghold of Halstead.\"\n image=\"wesnoth-icon.png\"\n [/message]\n [/then]\n [else]\n [message]\n speaker=Baldras\n message= _ \"I knew... this wouldn\u2019t work...\"\n [/message]\n [message]\n speaker=narrator\n image=wesnoth-icon.png\n message=_ \"The rebellion had staked its all on victory at Halstead, but win or lose, there would be no help for the doomed villagers.\"\n [/message]\n [/else]\n [/if]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n #\n # Deaths - Harper\n #\n [event]\n name=last breath\n [filter]\n id=Harper\n [/filter]\n [message]\n speaker=Harper\n #wmllint: local spelling Unngh\n message= _ \"Unngh...\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"Harper, no!\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n #\n # Deaths - Helicrom\n #\n [event]\n name=last breath\n [filter]\n id=Helicrom\n [/filter]\n [message]\n speaker=Helicrom\n message= _ \"Ended... like this? Fight on without me...\"\n [/message]\n [/event]\n\n #\n # Deaths - Dommel\n #\n\n # If the orcs happen to kill Dommel, we pretend\n # that Baldras killed him so that the dialogue makes more sense\n [event]\n name=last breath\n\n [filter]\n id=Dommel\n [/filter]\n\n [filter_second]\n side=3\n [/filter_second]\n\n [fire_event]\n name=last breath\n\n [primary_unit]\n id=Dommel\n [/primary_unit]\n\n [secondary_unit]\n id=Baldras\n [/secondary_unit]\n [/fire_event]\n [/event]\n\n [event]\n name=last breath\n\n [filter]\n id=Dommel\n [/filter]\n\n [filter_second]\n side=1,4\n [/filter_second]\n\n [message]\n speaker=second_unit\n message= _ \"Your time is over, General.\"\n [/message]\n\n [message]\n speaker=Dommel\n message= _ \"I may be done... but my death shall only bring the full wrath of the Crown upon you... relish your small victory, peasants, while you still can...\"\n [/message]\n [/event]\n\n [event]\n name=last breath\n\n [filter]\n id=Vashna\n [/filter]\n\n [message]\n speaker=Vashna\n message= _ \"Grrarrghh... you... fools...\"\n [/message]\n\n [message]\n speaker=Dommel\n message= _ \"Idiot orc. Know your place.\"\n [/message]\n [/event]\n[/scenario]\n\n#undef MOVETO_TRAPDOOR\n#undef BAD_CAVALRY\n"} {"text": "#textdomain wesnoth-l\n[scenario]\n id=08_Epilogue\n name= _ \"Liberty \u2014 Epilogue\"\n {NO_MAP_DATA}\n turns=10\n next_scenario=null\n\n {SCENARIO_MUSIC silence.ogg} # Talk-only scenario\n\n [story]\n [part]\n music=journeys_end.ogg\n story= _ \"03 Scryer\u2019s Bloom, 501 YW\n\nIt were a real shock. I were so stunned, I barely even remember what happened after.\"\n [/part]\n [part]\n story= _ \"Helicrom, I don\u2019t know what happened to him, didn\u2019t see what happened to Maddock\u2019s son either. Me and Harper and the few of us who survived got up and ran. We be heading back north now, toward Carcyn and Elensefar. Them patrols seems to be in real disarray, mostly seeming to be riding back south to regroup. It be looking like we really did disrupt Weldyn\u2019s chain of command.\"\n [/part]\n [part]\n story= _ \"I\u2019m sure them Wesnothians will come back in time and with Maddock holed up in his stupid tower, they\u2019ll eventually siege Elensefar and take the city... but that don\u2019t be my problem anymore. I has me a village to worry about. I need to get back, consult myself with Relana and figure out what to do next. We gots some more time now, but we can\u2019t wait forever.\"\n [/part]\n [part]\n story= _ \"10 Scryer\u2019s Bloom, 501 YW\n\nWe got back to Dallben today, but the village were empty. There were a few bodies and some burned houses, but it weren\u2019t raided or nothing. Must\u2019ve been one of them Wesnoth patrols, curse those damned stinkers! When I first saw the scene with my eyes, I thoughts that we failed, that we was too late... but now that I thinks of it, it be real weird that so few died. The others must\u2019ve escaped to somewhere. But I didn\u2019t see any clues here.\"\n background=story/return_to_Dallben_and_Delwyn.jpg\n [/part]\n [part]\n story= _ \"I sended Harper off to Delwyn. Hope he\u2019ll find something there. In the meantimes, I\u2019ll rest this tired body for a little and go see sis, maybe pick her up some lilies. Seems like this\u2019ll probably be the last time I gets to see her...\"\n [/part]\n [part]\n story= _ \"She\u2019ll tell me not to be sad, of course. That life just be a big adventure and filled with fun, that I shouldn\u2019t think about stuffs I can\u2019t change. The world be huge and vast, much bigger than small little people like me. I don\u2019t got the power to change it, so why not try to live as best I can? Besides, she\u2019ll say that I still gots me a little piece of her in Harper, so I should cherish the lad.\"\n [/part]\n [part]\n story= _ \"I do, Erwen, I really do. This all be real hard. I don\u2019t be no brave soul, nor some great warrior, but I does my best. And I haven\u2019t forgotten about all them good times we had together \u2015 somehow, some way, they keeps me going. Me and Harper, we won\u2019t give up till the very end.\"\n [/part]\n [part]\n story= _ \"14 Scryer\u2019s Bloom, 501 YW\n\nHarper got back today from Delwyn. Said he didn\u2019t find no one alive there, but he did bring back a note he found. Let\u2019s see what it says.\"\n background=story/return_to_Dallben_and_Delwyn.jpg\n [/part]\n [part]\n #wmllint: local spelling ol'\n story= _ \"\u201cBaldras, you would\u2019ve been proud. We fought them soldiers off twice, gave them a good ol\u2019 thrashing they won\u2019t ever forget. But in the end, it weren\u2019t enough. We had to run like criminals before they killed us all.\u201d\"\n background=story/return_to_Dallben_and_Delwyn.jpg\n [/part]\n [part]\n story= _ \"\u201cI don\u2019t know if you and Harper will see this note, but if you do, I\u2019m expecting ya to come find us. Remember them ol\u2019 pirate islands we used to hear some of them Elensefar sailors talk about? We be heading there, southwest of the city and past the land\u2019s end. See you in the Three Sisters, old friend. \u2015 Relana\u201d\"\n background=story/island.jpg\n [/part]\n [part]\n story= _ \"So they survived! Them islands be a bit far, but I suppose this sack of old bones has one more adventure left in it...\"\n background=story/island.jpg\n [/part]\n [/story]\n\n [event]\n name=prestart\n [endlevel]\n result=victory\n carryover_report=no\n replay_save=no\n linger_mode=no\n [/endlevel]\n [/event]\n\n [side]\n side=1\n color=black\n type=Highwayman\n id=Baldras\n canrecruit=yes\n controller=human\n gold=100\n [/side]\n [side]\n type=\"Orcish Warlord\"\n side=2\n color=orange\n canrecruit=yes\n recruit=\"Orcish Warrior\"\n {FLAG_VARIANT6 ragged}\n [/side]\n[/scenario]\n"} {"text": "#textdomain wesnoth-l\n\n[unit_type]\n id=Bone Knight\n name= _ \"Bone Knight\"\n race=undead\n image=\"units/undead-skeletal/boneknight.png\"\n hitpoints=48\n movement_type=mounted\n {DEFENSE_ANIM \"units/undead-skeletal/boneknight.png\" \"units/undead-skeletal/boneknight.png\" {SOUND_LIST:SKELETON_BIG_HIT} }\n [resistance]\n blade=70\n pierce=80\n impact=90\n fire=120\n cold=40\n arcane=200\n [/resistance]\n movement=7\n experience=100\n level=2\n alignment=chaotic\n advances_to=null\n {AMLA_DEFAULT}\n cost=35\n usage=scout\n description= _ \"Once great warriors across the plains, these mounted riders atop their skeletal horses were raised from the ground by unholy magic to spread fear and destruction.\"\n die_sound=skeleton-big-die.ogg\n [attack]\n name=axe\n #textdomain wesnoth-units\n description=_\"axe\"\n #textdomain wesnoth-l\n type=blade\n range=melee\n damage=8\n number=3\n [/attack]\n [attack]\n name=trample\n icon=\"attacks/hoof-skeletal.png\"\n description=_\"trample\"\n type=impact\n range=melee\n damage=7\n number=2\n [specials]\n {WEAPON_SPECIAL_CHARGE}\n [/specials]\n [/attack]\n\n [attack_anim]\n [filter_attack]\n name=axe\n [/filter_attack]\n\n start_time=-250\n horse_sound_start_time=-250\n\n [frame]\n image=\"units/undead-skeletal/boneknight.png:400\"\n [/frame]\n\n [horse_sound_frame]\n sound=horse-canter.wav\n [/horse_sound_frame]\n\n {SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -50}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=trample\n [/filter_attack]\n start_time=-275\n horse_sound_start_time=-275\n\n [frame]\n image=\"units/undead-skeletal/boneknight.png:450\"\n [/frame]\n\n [horse_sound_frame]\n sound=horse-canter.wav\n [/horse_sound_frame]\n\n {SOUND:HIT_AND_MISS club.ogg {SOUND_LIST:MISS} -75}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-l\n[unit_type]\n id=Death Squire\n name= _ \"Death Squire\"\n race=undead\n image=\"units/undead-skeletal/deathsquire.png\"\n {LEADING_ANIM \"units/undead-skeletal/deathsquire-leading.png\" \"units/undead-skeletal/deathsquire.png\" -16,-30}\n hitpoints=44\n movement_type=undeadfoot\n [resistance]\n blade=60\n impact=120\n pierce=40\n [/resistance]\n movement=5\n experience=144\n level=2\n alignment=chaotic\n advances_to=Death Knight\n cost=36\n [abilities]\n {ABILITY_LEADERSHIP}\n {ABILITY_SUBMERGE}\n [/abilities]\n usage=fighter\n description= _ \"Sometimes the mightiest warriors and generals, cursed with hate and angst, came back to this world as Death Knights. Death Squires serve them whilst accruing enough unholy power to become Death Knights. In the process they pick up a good deal of the Knight\u2019s power, including the ability to command underlings.\"\n {DEFENSE_ANIM \"units/undead-skeletal/deathsquire-defend.png\" \"units/undead-skeletal/deathsquire.png\" {SOUND_LIST:SKELETON_HIT} }\n die_sound={SOUND_LIST:SKELETON_DIE}\n [attack]\n name=sword\n #textdomain wesnoth-units\n description=_\"sword\"\n #textdomain wesnoth-l\n type=blade\n range=melee\n damage=8\n number=4\n icon=\"attacks/sword-human.png\"\n [/attack]\n [attack_anim]\n [filter_attack]\n name=sword\n [/filter_attack]\n\n start_time=200\n\n [frame]\n image=\"units/undead-skeletal/deathsquire.png:25\"\n [/frame]\n [frame]\n image=\"units/undead-skeletal/deathsquire-attack-[1~3].png:[100,150,100]\"\n [/frame]\n [frame]\n image=\"units/undead-skeletal/deathsquire.png:25\"\n [/frame]\n\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -75}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-l\n\n[unit_type]\n id=Rogue Mage\n name= _ \"Rogue Mage\"\n race=human\n image=\"units/human-outlaws/rogue-mage.png\"\n hitpoints=30\n movement_type=smallfoot\n movement=6\n experience=55\n level=1\n alignment=chaotic\n advances_to=Shadow Mage\n cost=17\n usage=mixed fighter\n description= _ \"Some mages are thrown out of the mages\u2019 guild for attempting to practice forbidden arts. Now completely outside the law, these rogue mages do whatever is necessary to support their study of black magic. Although not as skilled as mages with more formal training, their magic can be quite lethal, while their banditry has resulted in moderate skill with the short sword.\"\n {DEFENSE_ANIM \"units/human-outlaws/rogue-mage-defend2.png\" \"units/human-outlaws/rogue-mage-defend1.png\" {SOUND_LIST:HUMAN_OLD_HIT} }\n die_sound={SOUND_LIST:HUMAN_DIE}\n [attack]\n name=short sword\n #textdomain wesnoth-units\n description= _ \"short sword\"\n #textdomain wesnoth-l\n icon=attacks/sword-human-short.png\n type=blade\n range=melee\n damage=5\n number=3\n [/attack]\n [attack]\n name=ice blast\n description= _ \"ice blast\"\n type=cold\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n icon=attacks/iceball.png\n damage=7\n number=2\n [/attack]\n [attack_anim]\n [filter_attack]\n name=ice blast\n [/filter_attack]\n\n start_time=-350\n missile_start_time=-350\n\n [missile_frame]\n image=\"projectiles/icemissile-n-[1~7].png:60\"\n image_diagonal=\"projectiles/icemissile-ne-[1~7].png:60\"\n [/missile_frame]\n\n [frame]\n image=\"units/human-outlaws/rogue-mage-melee4.png:400\"\n [/frame]\n [frame]\n image=\"units/human-outlaws/rogue-mage.png:150\"\n [/frame]\n\n {SOUND:HIT_AND_MISS magic-missile-[1~3].ogg magic-missile-[1~3]-miss.ogg -350}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=short sword\n [/filter_attack]\n\n start_time=-250\n offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0\n\n [frame]\n image=\"units/human-outlaws/rogue-mage-melee[1~4].png:100\"\n [/frame]\n [frame]\n image=\"units/human-outlaws/rogue-mage.png:50\"\n [/frame]\n\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -75}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-l\n\n[unit_type]\n id=Shadow Lord\n name= _ \"Shadow Lord\"\n race=human\n image=\"units/human-outlaws/shadow-lord.png\"\n hitpoints=53\n [abilities]\n {ABILITY_LEADERSHIP}\n [/abilities]\n movement_type=smallfoot\n movement=6\n experience=150\n level=3\n alignment=chaotic\n advances_to=null\n cost=56\n {AMLA_DEFAULT}\n usage=mixed fighter\n description= _ \"Few humans fathom the secrets of light and dark magic and retain their sanity. Those that can master that balance become Shadow Lords, fully existing neither in the world of light nor the world of darkness. No longer needing physical weapons, they are fearsome to both their enemies and those they lord over.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n [standing_anim]\n start_time=0\n [frame]\n image=\"units/human-outlaws/shadow-lord.png:70,units/human-outlaws/shadow-lord-[1~7].png:70\"\n [/frame]\n [/standing_anim]\n {DEFENSE_ANIM \"units/human-outlaws/shadow-lord-defend2.png\" \"units/human-outlaws/shadow-lord-defend1.png\" {SOUND_LIST:HUMAN_OLD_HIT} }\n [attack]\n name=astral blade\n icon=\"attacks/sword-astral.png\"\n description= _ \"astral blade\"\n type=blade\n range=melee\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=10\n number=3\n [/attack]\n [attack]\n name=shadow bolt\n description= _ \"shadow bolt\"\n icon=\"attacks/dark-missile.png\"\n type=cold\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=13\n number=2\n [/attack]\n [attack]\n name=shadow blast\n description= _ \"shadow blast\"\n icon=\"attacks/dark-missile.png\"\n type=impact\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=8\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=shadow blast\n [/filter_attack]\n\n start_time=-250\n missile_start_time=-175\n\n [if]\n hits=yes\n [missile_frame]\n # image=\"projectiles/fireball-impact-[13~11].png~CROP(5,0,90,90):[50*2,100]\"\n image=\"projectiles/shadow-blast-n-[1~3].png:[50*2,100]\"\n image_diagonal=\"projectiles/shadow-blast-ne-[1~3].png:[50*2,100]\"\n [/missile_frame]\n [/if]\n [else]\n hits=no\n [missile_frame]\n image=\"projectiles/shadow-blast-n-[1,2,1].png:[50*2,100]\"\n image_diagonal=\"projectiles/shadow-blast-ne-[1,2,1].png:[50*2,100]\"\n alpha=1.0~0.0:200\n [/missile_frame]\n [/else]\n {SOUND:HIT_AND_MISS lightning.ogg lightning-miss.ogg -200}\n [frame]\n image=\"units/human-outlaws/shadow-lord.png:400\"\n [/frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=shadow bolt\n [/filter_attack]\n\n {MISSILE_FRAME_SHADOW_WAVE}\n\n start_time=-400\n [frame]\n image=\"units/human-outlaws/shadow-lord.png:400\"\n [/frame]\n {SOUND:HIT_AND_MISS lightning.ogg lightning-miss.ogg -200}\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=astral blade\n [/filter_attack]\n\n start_time=-250\n\n [frame]\n image=\"units/human-outlaws/shadow-lord.png:400\"\n [/frame]\n\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -75}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-l\n\n[unit_type]\n id=Shadow Mage\n name= _ \"Shadow Mage\"\n race=human\n image=\"units/human-outlaws/shadow-mage.png\"\n hitpoints=42\n [abilities]\n {ABILITY_LEADERSHIP}\n [/abilities]\n movement_type=smallfoot\n movement=6\n experience=120\n level=2\n alignment=chaotic\n advances_to=Shadow Lord\n cost=39\n usage=mixed fighter\n description= _ \"Years of violence and brutality to support the study of forbidden magical arts have turned the shadow mages into feared fighters. Now completely enthralled with power, they have been known to command small followings of henchmen. They are outmatched in direct magical combat with their magic-using peers, instead channeling their energies into devastating melee attacks. Despite their offensive power, the corruption in their souls has begun to adversely affect their health.\"\n die_sound={SOUND_LIST:HUMAN_DIE}\n [standing_anim]\n start_time=0\n [frame]\n image=\"units/human-outlaws/shadow-mage.png:100,units/human-outlaws/shadow-mage-[1~5].png:[80*2,100,80*2]\"\n [/frame]\n [/standing_anim]\n {DEFENSE_ANIM \"units/human-outlaws/shadow-mage-defend2.png\" \"units/human-outlaws/shadow-mage-defend1.png\" {SOUND_LIST:HUMAN_OLD_HIT} }\n [attack]\n name=short sword\n #textdomain wesnoth-units\n description= _ \"short sword\"\n #textdomain wesnoth-l\n icon=attacks/sword-human-short.png\n type=blade\n range=melee\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n damage=7\n number=3\n [/attack]\n [attack]\n name=shadow bolt\n description= _ \"shadow bolt\"\n type=cold\n range=ranged\n [specials]\n {WEAPON_SPECIAL_MAGICAL}\n [/specials]\n icon=attacks/dark-missile.png\n damage=10\n number=2\n [/attack]\n [attack_anim]\n [filter_attack]\n name=shadow bolt\n [/filter_attack]\n\n start_time=-500\n missile_start_time=-200\n sound_start_time=-200\n\n [missile_frame]\n duration=200\n image=\"projectiles/darkmissile-n.png\"\n image_diagonal=projectiles/darkmissile-ne.png\n directional_x=20~0\n [/missile_frame]\n\n [frame]\n image=\"units/human-outlaws/shadow-mage.png\"\n halo=halo/shadow-mage-halo[1~10].png~O(0.6):50\n halo_x=25\n [/frame]\n\n [sound_frame]\n sound=magicmissile.wav\n [/sound_frame]\n [/attack_anim]\n [attack_anim]\n [filter_attack]\n name=short sword\n [/filter_attack]\n\n start_time=-250\n\n [frame]\n image=\"units/human-outlaws/shadow-mage.png:400\"\n [/frame]\n\n {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -75}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-l\n\n[unit_type]\n id=Skeleton Rider\n name= _ \"Skeleton Rider\"\n race=undead\n image=\"units/undead-skeletal/rider.png\"\n {DEFENSE_ANIM \"units/undead-skeletal/rider-defend.png\" \"units/undead-skeletal/rider.png\" {SOUND_LIST:SKELETON_HIT} }\n [movement_anim]\n start_time=0\n [frame]\n image=\"units/undead-skeletal/rider-moving.png:150\"\n [/frame]\n [/movement_anim]\n hitpoints=36\n movement_type=mounted\n movement=7\n # a cross between the mounted and undeadfoot resistances\n [resistance]\n blade=80\n pierce=80\n impact=90\n fire=120\n cold=40\n arcane=150\n [/resistance]\n experience=44\n level=1\n alignment=chaotic\n advances_to=Bone Knight\n cost=19\n usage=scout\n description= _ \"Once great warriors thundering across the plains, these mounted riders atop their skeletal horses were raised from the grave by unholy magic to spread fear and destruction.\"\n die_sound={SOUND_LIST:SKELETON_DIE}\n [abilities]\n {ABILITY_SUBMERGE}\n [/abilities]\n [attack]\n name=axe\n #textdomain wesnoth-units\n description= _\"axe\"\n #textdomain wesnoth-l\n type=blade\n range=melee\n damage=6\n number=3\n [/attack]\n [attack_anim]\n [filter_attack]\n name=axe\n [/filter_attack]\n\n start_time=-250\n horse_sound_start_time=-250\n\n [frame]\n image=\"units/undead-skeletal/rider-moving.png:150\"\n [/frame]\n [frame]\n image=\"units/undead-skeletal/rider-attack.png:200\"\n [/frame]\n [frame]\n image=\"units/undead-skeletal/rider-moving.png:50\"\n [/frame]\n\n [horse_sound_frame]\n sound=horse-canter.wav\n [/horse_sound_frame]\n\n {SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -50}\n [/attack_anim]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-l\n\n# This file describes the advancement tree for frontier peasants.\n# which is basically a reskinning of Outlaws\n\n# One line of advancement line runs from Peasant (reskinned Thug)\n# through Village Elder (reskinned Bandit) to Senior Village Elder\n# (reskinned Highwayman). These are the ordinary village inhabitants.\n\n[unit_type]\n [base_unit]\n id=Thug\n [/base_unit]\n id=Thug_Peasant\n [abilities]\n [outlaw_type_hack]\n id=Thug\n [/outlaw_type_hack]\n [/abilities]\n name= _ \"Villager\"\n alignment=neutral\n advances_to=Bandit_Peasant\n description= _ \"Peasants live in the small hamlets and villages scattered across the Wesnoth countryside.\"\n[/unit_type]\n\n[unit_type]\n [base_unit]\n id=Bandit\n [/base_unit]\n id=Bandit_Peasant\n [abilities]\n [outlaw_type_hack]\n id=Bandit\n [/outlaw_type_hack]\n [/abilities]\n name= _ \"Village Elder\"\n alignment=neutral\n advances_to=Highwayman_Peasant\n description= _ \"Each of the villages scattered across the Wesnoth countryside is normally guided by a group of elders, who are the village\u2019s wisest and most experienced residents.\"\n[/unit_type]\n\n[unit_type]\n [base_unit]\n id=Highwayman\n [/base_unit]\n id=Highwayman_Peasant\n gender=male,female\n [abilities]\n [outlaw_type_hack]\n id=Highwayman\n [/outlaw_type_hack]\n [/abilities]\n name= _ \"Senior Village Elder\"\n alignment=neutral\n hitpoints=67\n cost=66\n description= _ \"The entire village looks to the senior elder for guidance. Strong and wise, the senior elders take responsibility for the community\u2019s well-being on their shoulders. Provincial officials tend to choose senior village elders as magistrates so that legal and customary authority will coincide.\"\n [female]\n name= _ \"female^Senior Village Elder\"\n gender=female\n image=\"units/human-peasants/female+senior-village-elder.png\"\n die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}\n {DEFENSE_ANIM \"units/human-peasants/female+senior-village-elder.png\" \"units/human-peasants/female+senior-village-elder.png\" {SOUND_LIST:HUMAN_FEMALE_HIT} }\n [attack_anim]\n [filter_attack]\n name=mace-spiked\n [/filter_attack]\n offset=0.0~0.2,0.2~0.6,0.6~0.4,0.4~0.0\n start_time=-400\n {SOUND:HIT_AND_MISS mace.ogg mace-miss.ogg -100}\n [frame]\n duration=600\n image=\"units/human-peasants/female+senior-village-elder.png\"\n [/frame]\n [/attack_anim]\n [/female]\n[/unit_type]\n\n# Another line of advancement runs from Peasant Youth (reskinned Footpad)\n# through Watchman (Reskinned Outlaw) to Borderer (reskinned Fugitive).\n\n[unit_type]\n [base_unit]\n id=Footpad\n [/base_unit]\n id=Footpad_Peasant\n [abilities]\n [outlaw_type_hack]\n id=Footpad\n [/outlaw_type_hack]\n [/abilities]\n name= _ \"Peasant Youth\"\n alignment=neutral\n hitpoints=28\n advances_to=Outlaw_Peasant\n description= _ \"The scruffy-haired peasant youth are much like the young people living elsewhere in Wesnoth: reckless, cocky, and eager to explore.\"\n [attack]\n # Change first attack (club)\n damage=4 # Down from 5 in your basic Footpad\n [/attack]\n [female]\n name= _ \"female^Peasant Youth\"\n [/female]\n[/unit_type]\n\n[unit_type]\n [base_unit]\n id=Outlaw\n [/base_unit]\n id=Outlaw_Peasant\n [abilities]\n [outlaw_type_hack]\n id=Outlaw\n [/outlaw_type_hack]\n [/abilities]\n name= _ \"Watchman\"\n alignment=neutral\n hitpoints=40\n advances_to=Fugitive_Peasant\n cost=40\n description= _ \"The watchmen are men and women who protect the villages from marauders, both human and otherwise, that prowl the Wesnoth countryside at night.\"\n [female]\n name= _ \"female^Watchwoman\"\n [/female]\n[/unit_type]\n\n[unit_type]\n [base_unit]\n id=Fugitive\n [/base_unit]\n id=Fugitive_Peasant\n [abilities]\n [outlaw_type_hack]\n id=Fugitive\n [/outlaw_type_hack]\n [/abilities]\n name= _ \"Borderer\"\n alignment=neutral\n hitpoints=61\n cost=80\n # wmllint: local spelling borderers\n description= _ \"Border villages maintain militias dedicated to fending off hostiles. While these borderers are not trained and armed to up to military standards, their native toughness and knowledge of local conditions make them formidable on their home ground.\"\n [female]\n name= _ \"female^Borderer\"\n [/female]\n[/unit_type]\n\n# And a third line is the village hunters. Peasant Hunter (reskinned Poacher)\n# advances to Peasant Trapper (reskinned Trapper) which can advance either to\n# Peasant Huntsman (reskinned Huntsman) or to Human Ranger. The Peasant\n# Huntsman does a little better in swamps than the base unit.\n\n[unit_type]\n [base_unit]\n id=Poacher\n [/base_unit]\n id=Poacher_Peasant\n [abilities]\n [outlaw_type_hack]\n id=Poacher\n [/outlaw_type_hack]\n [/abilities]\n name= _ \"Peasant Hunter\"\n alignment=neutral\n advances_to=Trapper_Peasant\n description= _ \"Villages, especially in wilder areas near frontiers, rely on hunters to bring in much of their food supply. Their stealth and intimate knowledge of local terrain can be valuable assets in combat.\"\n[/unit_type]\n\n[unit_type]\n [base_unit]\n id=Trapper\n [/base_unit]\n id=Trapper_Peasant\n [abilities]\n [outlaw_type_hack]\n id=Trapper\n [/outlaw_type_hack]\n [/abilities]\n name= _ \"Peasant Trapper\"\n alignment=neutral\n cost=26\n advances_to=Huntsman_Peasant,Ranger\n description= _ \"Trappers are skilled hunters who supply food and furs for several villages. Their hunting experience makes them most valuable at night and in forests and swamps.\"\n[/unit_type]\n\n[unit_type]\n [base_unit]\n id=Huntsman\n [/base_unit]\n id=Huntsman_Peasant\n [abilities]\n [outlaw_type_hack]\n id=Huntsman\n [/outlaw_type_hack]\n [/abilities]\n name= _ \"Peasant Huntsman\"\n alignment=neutral\n hitpoints=55\n cost=52\n # wmllint: local spelling wamprats\n description= _ \"Huntsmen have spent their lives in the backwoods and swamps of their wilderness homes. They can bullseye ferocious swamp rats and track anything that moves in their territory.\"\n [movement_costs]\n shallow_water=2\n swamp_water=1\n [/movement_costs]\n[/unit_type]\n"} {"text": "#textdomain wesnoth-l\n\n#define LIBERTY_BIGMAP STAGE\n [story]\n [part]\n show_title=yes\n [background_layer]\n image=maps/background.jpg\n scale_vertically=yes\n scale_horizontally=no\n keep_aspect_ratio=yes\n [/background_layer]\n [background_layer]\n image=maps/liberty.png\n scale_vertically=yes\n scale_horizontally=no\n keep_aspect_ratio=yes\n base_layer=yes\n [/background_layer]\n {STAGE}\n [/part]\n [/story]\n#enddef\n\n#undef NEW_JOURNEY\n\n#define NEW_JOURNEY X Y\n [image]\n x,y={X},{Y}\n file=misc/new-journey.png\n delay=300\n centered=yes\n [/image]\n#enddef\n\n#define JOURNEY_01_NEW\n {NEW_BATTLE 576 229}\n#enddef\n\n#define JOURNEY_02_NEW\n {NEW_BATTLE 576 229}\n#enddef\n\n#define JOURNEY_02_OLD\n {OLD_BATTLE 576 229}\n#enddef\n\n#define JOURNEY_03_NEW\n {JOURNEY_02_OLD}\n {NEW_JOURNEY 559 213}\n {NEW_BATTLE 538 206}\n#enddef\n\n#define JOURNEY_03_OLD\n {JOURNEY_02_OLD}\n {OLD_JOURNEY 559 213}\n {OLD_BATTLE 538 206}\n#enddef\n\n#define JOURNEY_04_NEW\n {JOURNEY_03_OLD}\n {NEW_JOURNEY 534 225}\n {NEW_JOURNEY 535 244}\n {NEW_JOURNEY 536 264}\n {NEW_JOURNEY 535 283}\n {NEW_JOURNEY 531 302}\n {NEW_BATTLE 523 319}\n#enddef\n\n#define JOURNEY_04_OLD\n {JOURNEY_03_OLD}\n {OLD_JOURNEY 534 225}\n {OLD_JOURNEY 535 244}\n {OLD_JOURNEY 536 264}\n {OLD_JOURNEY 535 283}\n {OLD_JOURNEY 531 302}\n {OLD_BATTLE 523 319}\n#enddef\n\n#define JOURNEY_05_NEW\n {JOURNEY_04_OLD}\n {NEW_JOURNEY 531 302}\n {NEW_JOURNEY 535 283}\n {NEW_JOURNEY 554 279}\n {NEW_JOURNEY 571 292}\n {NEW_JOURNEY 589 304}\n {NEW_JOURNEY 609 314}\n {NEW_JOURNEY 623 328}\n {NEW_JOURNEY 630 347}\n {NEW_JOURNEY 635 367}\n {NEW_JOURNEY 643 385}\n {NEW_JOURNEY 660 396}\n {NEW_BATTLE 681 397}\n#enddef\n\n#define JOURNEY_05_OLD\n {JOURNEY_04_OLD}\n {OLD_JOURNEY 531 302}\n {OLD_JOURNEY 535 283}\n {OLD_JOURNEY 554 279}\n {OLD_JOURNEY 571 292}\n {OLD_JOURNEY 589 304}\n {OLD_JOURNEY 609 314}\n {OLD_JOURNEY 623 328}\n {OLD_JOURNEY 630 347}\n {OLD_JOURNEY 635 367}\n {OLD_JOURNEY 643 385}\n {OLD_JOURNEY 660 396}\n {OLD_BATTLE 681 397}\n#enddef\n\n#define JOURNEY_06_NEW\n {JOURNEY_05_OLD}\n {NEW_JOURNEY 685 417}\n {NEW_JOURNEY 687 438}\n {NEW_JOURNEY 688 458}\n {NEW_JOURNEY 689 477}\n {NEW_JOURNEY 685 496}\n {NEW_JOURNEY 676 515}\n {NEW_JOURNEY 665 528}\n {NEW_JOURNEY 650 540}\n {NEW_BATTLE 630 543}\n#enddef\n\n#define JOURNEY_06_OLD\n {JOURNEY_05_OLD}\n {OLD_JOURNEY 685 417}\n {OLD_JOURNEY 687 438}\n {OLD_JOURNEY 688 458}\n {OLD_JOURNEY 689 477}\n {OLD_JOURNEY 685 496}\n {OLD_JOURNEY 676 515}\n {OLD_JOURNEY 665 528}\n {OLD_JOURNEY 648 540}\n {OLD_BATTLE 626 543}\n#enddef\n\n#define JOURNEY_07_NEW\n {JOURNEY_06_OLD}\n {NEW_JOURNEY 608 534}\n {NEW_JOURNEY 591 524}\n {NEW_JOURNEY 574 511}\n {NEW_JOURNEY 553 501}\n {NEW_JOURNEY 531 492}\n {NEW_BATTLE 520 476}\n#enddef\n"} {"text": "#textdomain wesnoth-l\n\n#define SET_VILLAGE X Y SIDE\n [capture_village]\n x={X}\n y={Y}\n side={SIDE}\n [/capture_village]\n#enddef\n\n#define LIBERTY_DEATHS\n [event]\n name=last breath\n [filter]\n id=Baldras\n [/filter]\n [message]\n speaker=Baldras\n message= _ \"I\u2019m coming... Erwen...\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Harper\n [/filter]\n [message]\n speaker=Harper\n #wmllint: local spelling Unngh\n message= _ \"Unngh...\"\n [/message]\n [message]\n speaker=Baldras\n message= _ \"Harper, no!\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Relana\n [/filter]\n [message]\n speaker=Relana\n message= _ \"I\u2019m finished...\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n\n [event]\n name=last breath\n [filter]\n id=Lord Maddock\n [/filter]\n [message]\n speaker=Lord Maddock\n message= _ \"How can this be?\"\n [/message]\n [endlevel]\n result=defeat\n [/endlevel]\n [/event]\n#enddef\n"}